TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
  DYV04-2 
    
   
   
   
   
   
   
   
  Basement Cleaning 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
   
   
   
  by Michael W. Born 
  Triad Edit: Matt Maddy 
  Circle Edit: Dave Christ 
   
   
   
   
   
  The new Shrine of Kord in the City of Sails was built on the site of a business that burned to the ground with its owner 
  still in it.  While cleaning out the old basement storage area, two workers have disappeared.  Are the rumors that the 
  land is haunted true?  Are you brave enough to find out?  An adventure for APLs 2-12. 
  
  Basement Cleaning 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire. 
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  e 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out it 
  should be given to the senior DM.  
   
  Living Greyhawk  
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, they get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the players 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  players participating in the adventure. 
  2. 
  If players bring animals that have been trained 
  for combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  
  Basement Cleaning 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single player may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six players, add one 
  to that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the players will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are two things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. Players 
  who want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
   
   
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per round.  
  Rich Upkeep costs 50 gp per round.  Luxury Upkeep 
  costs 100 gp per round. 
   
   
  The Current Effect of the Dock Fire on the 
  Populace of the Free and Independent City of 
  Dyvers 
  At this point in time, the Free and Independent City of 
  Dyvers is continuing to reel from the massive fire in the 
  dock district. Although the Magister and Gentry have 
  tried their best to aid the displaced and shore up the 
  economy, prices have begun to rise. (Any item purchased 
  in this adventure is 15% above normal value.) The poor 
  are present almost everywhere, except the Gentry 
  District, and will possibly ask the players for aid. Use this 
  to add flavor during the adventure, but don’t let it bog 
  down the event. Players paying Rich and Luxury 
  lifestyles receive reverse the normal charisma modifiers 
  from both the poor and the gentry, unless they have 
  aided the poor (Donated at least 3 GP per APL each) in 
  Dyvers hour of need. 
   
  The newly created homeless have been unruly and angry 
  about their situation, but at this point are beginning to 
  feel hopeful, and will only attack if provoked. 
   
   
  
  Basement Cleaning 
   
  Page 4 
  Using Divination Spells in This Module 
   
   
  Due to the priesthood receiving numerous requests 
  for aid from the victims of the Dock District fire, they are 
  unable and unwilling to waste spell slots for divination 
  spells, since more readily useful ones can be cast. This is 
  because they feel the homeless are more worthy of their 
  efforts, and are to some extent afraid of the negative 
  publicity coming from helping the Gentry over the 
  common soul. 
   
  Adventure Summary and 
  Background 
   
   
  This adventure introduces the new Shrine of Kord in 
  the Free and Independent City of Dyvers. While 
  refurbishing the basement storage area in the new 
  Shrine, some workers have disappeared. The players are 
  asked to investigate.  
   
   
  The workers have been taken by a dark naga 
  priestess of Shekinester who has established a small 
  shrine to her god below the city of Dyvers.  As the players 
  track the priestess and her minions, they will run afoul of 
  some wandering denizens who reside under the city’s 
  streets.    
   
   
  After defeating these monsters, they encounter the 
  ghost of the owner of the business that occupied the land 
  where the Shrine of Kord now sits. That business 
  mysteriously burned down with the owner inside.  The 
  story behind that incident is actually as follows.   
   
   
  The name of the establishment that used to be 
  located on the land now occupied by the Shrine of Kord 
  was a pottery shop called “Perfect Pots.” The owner was 
  Syrus Holcom.  On the night that the shop burned to the 
  ground, the former owner and some assistants were 
  working in the basement storage area of the pottery shop 
  when they were attacked by a Dark Naga who 
  accidentally stumbled upon the storage basement while 
  she was expanding her lair.   The Naga was looking for 
  hapless victims to charm into the service of her god.  She 
  successfully charmed the assistants but her powers did 
  not work against the owner, Syrus Holcom.  Syrus did, 
  however, fall victim to the fiend’s poison that rendered 
  him helpless, though still alive.  She took the charmed 
  souls for free labor and to use later as sacrifices for her 
  new shrine, but left the owner in the basement in order 
  to reduce suspicion of foul play.  To cover her tracks she 
  set the shop on fire, burning the owner alive.  
   
   
  If the players successfully calm the ghost of Syrus 
  Holcom (Encounter 3C) and speak with him, they may 
  learn that the fire was set by the Naga to cover up the raid 
  and may therefore be forewarned as to what enemy they 
  will eventually face. 
   
   
  On the way to the final encounter, the players have 
  to deal with some traps cleverly laid by the Naga and 
  handle the sentries and guards.  If the players survive to 
  this point, they will finally confront the dark naga 
  priestess of Shekinester and her minions in her lair. 
   
  Introduction: The players are walking through the city 
  of Dyvers, and walk by the Shrine of Kord just as the 
  high priest emerges from the Shrine.  
   
  Encounter One: Remick-The players meet the priest of 
  Kord who needs their aid.   
   
  Encounter Two: The Basement-This is where the 
  workers vanished and where the adventure into the 
  unknown begins. 
   
  Encounter Three: Denizens of the Dark-The players 
  find they are not alone as they encounter strange 
  creatures below the city’s streets. 
   
  Encounter Four: The Choker’s Lair: As the players 
  explore for clues they find the lair of a predator. 
   
  Encounter Five: Sunken Treasure- Sometimes it pays to 
  investigate. 
   
  Encounter Six:  The Ghost of Syrus Holcom: The 
  players get the chance to meet the spirit of the prior 
  tenant of the shrine of Kord. 
   
  Encounter Seven: Entrance:  The players find an 
  entrance to an underground outpost. 
   
  Encounter Eight: Guard Room: The players find a 
  guard room with guards at their posts, which may or may 
  not have been alerted to the players’ presence. 
   
  Encounter Nine: Barracks: The players find the 
  barracks for the outpost, which may or may not have 
  guards, depending on the players’ stealth. 
   
  Encounter Ten: Shrine of Shekinester: The players 
  have found the source of trouble, a Shrine to Shekinester. 
   
  Encounter Eleven: Pool of the Priestess: The players 
  search the pool of water in the shrine. 
   
  
  Basement Cleaning 
   
  Page 5 
  The Conclusion: If all goes well the players save the day! 
   
  Introduction 
   
  It is a fine day in the city of Dyvers.  However, many 
  of its citizens are still unable to enjoy the weather, 
  due to the lingering effects of the dock fires and the 
  many homeless and jobless the fires created.  As you 
  travel the city streets, a new building attracts your 
  attention. Thinking back, you remember hearing 
  about a new shrine on Black Street. This must be it; 
  you’ve found the new shrine of Kord.  
   
  Going closer to get a better look, you see that the 
  Shrine itself is 20 feet wide, 40 feet long and 10 feet 
  tall with two narrow stained glass windows on the 
  front wall, each depicting acts of physical prowess or 
  contest.  The walls of the shrine are topped with 
  crenellations surrounding a flat roof.  The entrance to 
  the shrine is a set of 10-foot wide double doors on the 
  front of the building. The doors are stamped with a 
  wheel shaped symbol, whose spokes consist of 
  alternating spears and maces. The symbols appear to 
  be flaming. 
   
  The yard in front of the shrine measures 20’x30’ and is 
  surrounded by a half wall standing about four feet 
  tall.  The yard is covered in thick, short grass and 
  there are benches set on either side. 
   
  Looking about, it appears there are other people that 
  have stopped to look at one of Dyvers’ newest houses 
  of worship.   
   
   
  These “other people” are the other players at the table.  
  Allow the players to introduce their characters and 
  interact briefly. Also have the players select the spells 
  they would have memorized that day.  The players should 
  arrive at the shrine at about 10:00 in the morning. 
   
   
  Once the players have had a chance to prepare, go on 
  to Encounter One. 
   
   
  Encounter One: Remick 
   
   
  As you look at the shrine, the doors suddenly swing 
  open and out marches a bald, muscular humanoid of 
  medium height with slightly pointed ears, and large 
  canine teeth protruding from his mouth. What hair 
  you do see is bleached a ghostly white, as are his eyes 
  and all of his clothing and equipment. He is wearing a 
  breastplate, which displays the same symbol that 
  adorns the doors of the shrine, and he seems very 
  distracted as he strides across the yard toward the 
  street.  When he finally notices your group, he stops 
  abruptly and speaks, “Thank Kord you are here, I am 
  Remick Longtooth, High Priest of this shrine, and I 
  need your help.” 
   
  �Remick Longtooth: male halforc Bar1/Clr10 (Kord): 
  hp 95; see Appendix One. 
   
  Remick has just learned that two workers, hired to clean 
  out the old basement storage room, have disappeared.  He 
  was just about to go and look up some adventuring 
  friends to help him investigate when he ran into the 
  players.  Figuring the players for adventurers, he will try 
  to enlist their aid. Remick volunteers the following 
  information if asked: 
   
  • 
  The two workers started at sunrise this morning and 
  had been hauling loads of rubble and debris out of 
  the basement for about three hours.  Both were 
  human males and while he does not remember their 
  names, he can give a fairly accurate description. 
   
  • 
  He became suspicious when he realized that he had 
  not seen or heard from the workers for about an 
  hour.  He went down into the basement and could 
  not find any sign of them.  He does not think they 
  just left, since he had not paid them for the day and 
  they were not scheduled for a break until noon. 
   
  • 
  He has sent a messenger to notify the city watch, but 
  they are very busy with the state of the city as it is 
  and may not arrive in time to be of help. 
   
  • 
  He admits that he is not the best investigator in the 
  world, which is why he is looking for help. 
   
  • 
  When Remick bought this property, the basement 
  storage room was about the only thing left of the 
  building that once stood here.  It was full of debris 
  and rubble and clearing it out is the last task to be 
  done in order to complete the shrine. 
   
  • 
  He knows that the prior building on this land was 
  some kind of business.  He also knows that it burned 
  down and that the former owner was killed in the 
  fire.  He does not know what kind of business it was 
  or who the owner was as he purchased the land from 
  the City. 
   
  • 
  The players may make a Knowledge (local – 
  Metaregion – Tuflik, Fals, and Velverdyva) or Bardic 
  
  Basement Cleaning 
   
  Page 6 
  Lore check to learn more about the former business 
  that stood on this land.  The Following is the 
  information they get depending on the check 
  results: 
   
  [DC10] The shop was a pottery shop 
  [DC15] The owner was a human named Syrus 
  Holcom. 
  [DC 20] The cause of the fire was never 
  determined. The charred remains of the owner 
  were found in the basement.  
   
  If the players ask Remick about compensation or a 
  reward, he says that they will have the gratitude of the 
  High Priest of Kord in return for their assistance, but that 
  he is unable to offer monetary compensation as the 
  building of the Shrine has all but impoverished him.  
   
  If any player refuses to help, the adventure ends here for 
  that PC. For those players that agree to help, Remick has 
  memorized delay poison, magic vestment and greater 
  magic weapon and freely offers to cast them on the 
  players who would benefit most. (Cast at 10
  th level).  If 
  there are any lay worshipers of Kord in the group, he will 
  cast imbue with spell ability transferring as many healing 
  spells to the recipient as the spell allows. Remick then 
  shows the players the entrance to the basement storage 
  room. 
   
  Some of the players may not have all of their equipment 
  with them, as they were just strolling around the city.  
  However, so as not to penalize them for this, Remick 
  insists that they have just enough time to go get their 
  equipment, if they hurry.  In other words, no stops at any 
  stores to buy things they do not already own.  There is 
  only time to collect their things and return.  Once they 
  have done this, move on to Encounter Two: The 
  Basement. 
   
   
  Encounter Two: The Basement 
   
  As the players travel through the Shrine to the basement 
  entrance, read the following: 
   
  Traveling through the front door of the shrine, you 
  enter a 20’x20’ room that must be the sanctuary.  A 9-
  foot tall statue of the god Kord dominates this room, 
  with a holy water font at the statue’s feet.  The only 
  other features of this room are 2 platforms dedicated 
  to physical pursuits appropriate to the god of strength 
  and athletes.  One platform is dedicated to armed 
  combat (primarily the greatsword) and the other to 
  unarmed contests (wrestling, martial arts and general 
  exercise). Both areas are carved and painted with 
  scenes appropriate to the activity.  Remick explains 
  that these platforms are used to “worship” Kord 
  through demonstration, practice and contests of skill 
  in the various activities shown.   
   
  Going to the back of the shrine, Remick takes you 
  into a room containing a workshop and forge, suitable 
  for creating magical items, potions, scrolls and 
  magical arms and armor. There is a trap door in the 
  ceiling that presumably leads to the roof and one in 
  the floor that is open, leading to the basement.  A 
  ladder sticks out of the opening, leading down into 
  the darkness. 
   
  Remick wishes the players the “luck of Kord” and leaves 
  at this point unless they have other questions. He tells 
  them he is going to find some friends that might be able 
  to help.  When the players descend the ladder, read the 
  following description of the basement: 
   
  The basement of the shrine is a simple 20’x20’ storage 
  room with dirt floors and hewn stone walls.  Debris 
  still litters this room, though it appears that the 
  workers had made some headway.  There are burnt 
  timbers, stones, pieces of broken pottery and the 
  remains of boxes and barrels scattered throughout the 
  room.  There is an unlit lantern sitting on a box in 
  one corner of the room. (The lantern was being used by 
  the workers, but it has run out of oil.) 
   
  The two workers were surprised and charmed by a dark 
  naga priestess out hunting for sacrifices in the tunnels 
  below.  She heard the men working in the basement and 
  crawled up the same tunnel that she had dug over two 
  years ago, while expanding her secret abode in the 
  Dyvers’ sewer system.  This tunnel emerges into the 
  basement on the floor in the Northeast corner of the 
  room.  The passage had been blocked by the priestess and 
  her followers after the initial raid on Syrus Holcom’s 
  pottery business over two years ago. She again covered 
  her trail by plugging the tunnel back up with dirt and 
  rocks, so the players will have to do some searching to 
  find it. 
   
  If the players search for tracks, a Survival check reveals 
  the following:  
   
  • 
  [DC 5] Many human sized tracks, obviously 
  made by the two workers. 
  • 
  [DC 15] Some sort of very large snake tracks. 
  
  Basement Cleaning 
   
  Page 7 
  • 
  [DC 20] One set of large snake tracks flanked 
  by two sets of humanoid tracks. 
  • 
  [DC 25] One large snake track followed by two 
  sets of humanoid tracks leading to the northeast 
  corner of the room. 
   
  If the players search for a secret door, allow them to make 
  Search checks.  If they do not, only an elf character has a 
  chance of noticing the secret entrance to the tunnels 
  below. (Search [DC 25])  Reduce the DC for locating the 
  secret entrance by 1 point for every point over 10 the 
  players got on their Survival check.  (It is easier to find 
  the secret entrance if they find tracks leading straight to 
  it.) 
   
  Once the players discover the secret entrance, read the 
  following: 
   
  Clearing away some loose dirt and rubble and one 
  large flat rock, you see a 5’ diameter hole which 
  angles down into the earth.  It is possible that this is 
  where the workers were taken. The only way to find 
  out is to follow the tunnel down. 
   
  If the players go down the tunnel, and they are APL 2-6, 
  proceed to Encounter Three: Denizens of the Dark.  If 
  the party is APL 8-12, the players will travel for about a 
  half-hour down the tunnel following tracks until the 
  tracks disappear near a four-way intersection (refer to 
  Judge’s map #2.) 
   
   
  Encounter Three: Denizens of 
  the Dark 
   
  Note: This encounter should only be run at APL 2-6.   
  As the players head down into the tunnels, you should 
  get a marching order from them.  The tunnels will vary 
  from 5’ to 20’ wide and the players pass through a couple 
  of subterranean caverns while following the naga’s trail.  
  You will need a single file marching order for the narrow 
  parts and, if they wish, a different one for wider spots. 
  The players should have no problem following the trail 
  now that they know what to look for.  It is not difficult to 
  track a large snake and two humans over earthen floors. 
  Once the party has chosen a marching order, read the 
  following: 
   
  Your party has spent the last half hour traveling 
  through a maze of criss-crossing underground 
  tunnels, marking your way as you go, so that you can 
  find your way back to the shrine.  Up until now the 
  tracks of the snake and the humanoids have been easy 
  to follow.  However, as you come to the next 
  intersection, the ground becomes mostly stone and 
  the tracks eventually disappear altogether.  
   
  See Judge’s map #2 for this encounter.  There is a choker 
  lurking on the ceiling of this intersection, which is about 
  13 feet high.  This gives it the advantage of being able to 
  reach the players while being out of reach to most melee 
  weapons.  The naga actually detected the monster lurking 
  above and told it that easier prey might be following 
  behind her.  Sensing that it was outmatched, it let the 
  priestess pass unmolested, waiting for anyone following 
  her.  The priestess took special care to cover the tracks to 
  confuse any pursuit and to cause anyone following to 
  focus on the ground and not on the ceiling where the 
  choker is lurking.  The trail begins again about 90 feet up 
  the tunnel leading to encounter six, and the players will 
  have to move that far up the tunnel before a search or 
  tracking check will reveal the tracks again.  However, the 
  players will have to deal with the choker, choose the 
  correct tunnel and get past the ghost before they get that 
  far. 
   
  At this point, have the players make Spot checks against 
  the Choker’s Hide checks.  Unless a player specifically 
  states that his character is watching the ceiling, before 
  you ask for the Spot check, give the Choker a +10 
  circumstance bonus to its hide check. (This will give it a 
  total of +17 bonus on this check). 
   
  If none of the players spot the Choker, go ahead and roll 
  its surprise round attack.  The Choker attacks the last 
  character in line. If the Choker hits and succeeds in its 
  grapple attempt, it pulls the player up to the ceiling as 
  quietly as possible while maintaining this hold.  
  Remember that the Choker grabs its victims around the 
  neck, preventing them from speaking.  If it succeeds in 
  grappling the intended victim, have the remaining party 
  members make Listen checks against the Choker’s Move 
  Silent check.  If all these checks fail, the party is unaware 
  that their friend(s) are being choked.   
   
  Proceed with the combat between the grappled players 
  and the Choker, having the remaining players make 
  Listen checks each round until they hear this silent 
  combat or until something else happens to alert them, 
  such as the grappled player breaking free or making noise 
  in some other manner, like banging sword on shield, etc. 
   If the remaining players have not heard or otherwise 
  noticed the combat by the third round, they notice that 
  their companions are missing and should then spot the 
  combat taking place above their heads, allowing them to 
  take actions on the fourth round. 
  
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  Creatures: 
   
  APL 2 (EL 2) 
  �Choker: hp 16; As per Monster Manual. 
    
  APL 4 (EL 3) 
  �Choker, advanced: hp 59; See Appendix One. 
   
  APL 6 (EL 4) 
  �Choker, advanced: hp 94; See Appendix One. 
   
  The Choker is very hungry, and fights until it is reduced 
  to 25% of its hit points, at which point the monster tries 
  to flee along the ceilings. If the Choker has killed or 
  rendered a player unconscious, it tries to flee with the 
  body. 
   
  Once the players have defeated the choker, they have to 
  decide which tunnel to take, as the tracks have 
  disappeared and do not reappear for about 90 feet down 
  the tunnel past Encounter Six: The Ghost of Syrus 
  Holcom.  No amount of searching at the intersection 
  reveals which direction the captives were taken so the 
  players just have to pick one at random or use some 
  divination magic.  Depending on which tunnel they 
  choose, move on to the appropriate encounter. 
   
   
  Encounter Four: Choker’s Lair 
   
  If the players search down the tunnel labeled Encounter 
  Four, proceed with the following description: 
   
  You proceed down this tunnel for several hundred 
  feet with no sign of the tracks you were following.  
  Just as you come to the conclusion that this could not 
  have been the way the workers were taken, you see a 
  small side opening off of the tunnel and the 
  unmistakable odor of rotting flesh assails your nose.   
   
  Investigating further, you quickly realize that this 
  must be the lair of some horrible creature.  Dead 
  bodies of various animals and humanoids litter the 
  floor, mostly stripped of flesh and in various states of 
  decomposition.  
   
   
  If the players make a Heal check (DC 10) they can 
  determine that none appear to be fresh enough to be the 
  workers you are searching for.   
   
   
  If the choker escaped from Encounter 3, it is here.  If 
  confronted, it fights to the death.  Once again, the choker 
  should only be fought at APLs 2-6. 
   
  Any player that searches in this cave must make 
  Fortitude save (DC 15) or be nauseated by the smell for as 
  long as they remain in the room plus 1d4x10 minutes 
  after they leave.  A thorough search (DC 15+APL) will 
  turn up 450 gp worth of coins and gems. 
   
  At APL’s 8-12, if the players search the cave they will also 
  find the corpse of a choker with a javelin stuck in it.  The 
  choker was wounded in a battle and managed to escape, 
  only to die from its wounds. 
   
  The players will find no evidence of the missing workers 
  in this area. 
   
  Treasure: 
   
  APL 2-6: L: 0 gp; C: 75 gp; M:0 gp. 
   
  APL 8-12: L: 0 gp; C: 75 gp; M: +1 Javelin (192 gp per 
  character). 
   
   
  Encounter Five: Sunken Treasure  
   
  If the players proceed down the tunnel marked 
  Encounter Five, read the following: 
   
  After going about 50 yards, you find some 
  encouraging tracks that appear to made by the 
  passing of a large snake back and forth down this 
  corridor. However, you see nothing of the human 
  tracks that you had hoped were the missing workers.  
  The ground becomes gradually damper as you 
  proceed until you round a final corner and see a 
  moderate sized underground pool at the end of the 
  tunnel. 
   
  The pool gradually deepens for about 10 feet then drops 
  off abruptly to a depth of 50 feet.  At the bottom, there is 
  an underwater tunnel leading off to the North and East.  
  The players should be able to figure out that it would be 
  nearly impossible for the workers to have gone this way.  
  However, if they do manage to follow the tunnel, it 
  eventually leads out to the Nyr Dyv some ways east of the 
  City. 
   
  If the players search the pool, with a Search check [DC 
  15+APL] they find a small chest buried at the bottom.  
  The chest contains two potions and an odd looking collar 
  of some sort bearing a symbol of two intertwined snakes, 
  each with the head of a female human.  One of the snakes 
  
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  on the symbol has a beautiful reticulated emerald green 
  pattern running the length of its body with red and 
  orange spikes jutting from its backbone.  The other is 
  black, banded with bright crimson.  A successful 
  Appraise check (DC 15) will reveal that is worth about 
  600 gp. 
   
  Any player that has Knowledge (religion) may make a 
  check [DC 18] to realize that this is a holy symbol to the 
  god of the Nagas, Shekinester. If the player gets a 23 or 
  better, they will realize that only the neutral and chaotic 
  evil aspects of the god are represented on this symbol. 
  There is also a Lawful Good aspect that is not 
  represented.  
   
  Treasure: 
        All APLs: L: 0 gp; C: 100gp; M: Potion of Invisibility 
  (25 gp per character), Potion of Levitation (25 gp per 
  character.) 
   
   
  Encounter Six: The Ghost of 
  Syrus Holcom 
  If the players proceed down the tunnel marked 
  Encounter Six, read the following: 
   
  As you bend to examine the tunnel floor once more, 
  in hopes of again picking up the snakes’ trail, you 
  hear an eerie moaning sound coming from down the 
  tunnel straight ahead of you.  Peering into the gloom 
  with increasing apprehension you see a ghostly figure 
  appear.  The apparition floating towards you is a 
  medium sized human male of middle years and it is 
  clutching a small golden urn. Its vacant stare seems to 
  pass right through you as does its chilling moan. 
   
  All APLs (EL 9) 
  �Ghost of Syrus Holcom: Ghost Exp4: hp 33; See 
  Appendix One. 
   
  The figure is the Ghost of Syrus Holcom, former owner 
  of Professional Pots (the business that used to occupy the 
  property where the Shrine of Kord now sits). The urn is 
  an incorporeal representation of Holcom’s most prized 
  possession in life. It is the resting place of his son’s and 
  his wife’s ashes. Both of them died while his wife was 
  giving birth to the child.   
   
  Holcom was murdered by the dark naga priestess and her 
  minions who tunneled into his basement by accident, 
  while trying to expand their domain.  The naga took 
  advantage of this fortunate mistake by charming the 
  helpers and reducing Holcom to near death with her 
  poison, raiding his shop, setting it on fire and burning 
  Holcom alive.  
   
   
  The Ghost approaches within 20 feet of the players and is 
  unknowingly making a Frightful Moan.  Any player 
  within 30 feet of the Ghost must make a Will Save (DC 
  16) or be panicked for 2d4 rounds, causing them to run 
  away from the ghost.  Holcom is not intentionally trying 
  to scare the players and doesn’t even really know they are 
  there.  In fact, Holcom does not intentionally harm any 
  player unless he is attacked with fire. 
   
  Holcom cannot abide fire, as he still recalls being burned 
  alive, and if the players are using any type of open flame 
  (torch, continual flame, etc.) he retreats to the edge of the 
  flame’s illumination and continues to repeat phrases like, 
  “Fire, not the Fire, Nooooo!”  If any player actually 
  attacks Holcom with fire, he flies into an insane rage and 
  attacks that player until the player or the Ghost is 
  defeated.  If Holcom is attacked by means other than fire 
  that can actually harm him, he returns the attack but 
  stops if the player breaks off his attack.  
   
  However, the point is to talk to Holcom, not fight him 
  and the DM should drop hints and encourage the players 
  to find a peaceful solution to the encounter.  If the 
  players extinguish or cover any sources of fire, Holcom 
  stops moaning and begins mumbling about rescuing his 
  wife and son and taking his revenge on the “ filthy snake 
  woman.” 
   
  If the players merely ignore Holcom, he lets them pass 
  unmolested, as long as he is not attacked, except that he 
  continues to make a frightful moan and all players 
  passing him must save as indicated above or become 
  panicked.   
   
  If the players try to talk to Holcom, have them make a 
  Diplomacy check (DC 15 + APL) to get him to tell them 
  his story.  If the players ask about the golden urn and/or 
  express interest in helping save his wife and son, give 
  them a +5 circumstance bonus to the diplomacy check.  
  Also, you may add more bonuses for good role-playing.  
  The point being that, if the players are truly trying, they 
  should eventually get the ghost to tell them his story.   
   
  Holcom has been wandering the tunnels below his shop 
  ever since he was killed and cannot go to join his wife 
  and son in the afterlife until the golden urn is retrieved 
  and placed to rest with his body in the public cemetery.  
  The urn is currently in the possession of the dark naga 
  priestess of Shekinester. Holcom can point the players in 
  
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  the general direction of the urn (allowing them to pick 
  up the trail again).  
   
  Holcom can describe Lizorta and knows that she can use 
  magic and that her bite is poisonous, but knows nothing 
  else about her.  
   
  Holcom asks the players to retrieve the golden urn and 
  bury it at his gravesite. If they agree to do so, Holcom 
  points to the direction of the urn and tells the players 
  that it lies no more than 500 yards in that direction 
  (which is, unfortunately, beyond his haunting range).  If 
  the players travel that way, they pick up the snakes’ trail 
  again, which should lead them to the secret entrance to 
  the Naga’s outpost and the shrine of Shekinester.  
  Proceed to Encounter Seven: Outpost Entrance.    
   
   
  Encounter Seven: Outpost 
  Entrance 
   
  After the players deal with the ghost of Syrus Holcom, 
  read the following: 
  Although encountering a ghost can be unnerving you 
  press on in search of the missing workers.  About 90 
  feet down the tunnel the snake and humanoid tracks 
  reappear.  They turn slightly left after about 500 yards 
  and seem to disappear directly into the tunnel wall. 
   
  This is, of course, the secret entrance to the dark naga’s 
  outpost and shrine to Shekinester.  Any player searching 
  will easily find the door, as the tracks lead right up to it.  
  However, any player that approaches the area where the 
  tracks disappear, triggers the Pit Trap described below.  If 
  the pit trap is triggered, the guards in Encounter Eight 
  immediately open the secret door and use ranged attacks 
  against any players not in the pit.  The guards continue to 
  fight from the doorway, but, if pressed too hard, adjust 5 
  feet back, making the players step through the doorway 
  to engage them in melee combat.   
   
  APL 2 (EL 2) 
  �Spiked Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, 
  fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 
  1d4+2 each); Search DC 18; Disable Device DC 15. 
   
  APL 4 (EL 4) 
  �Spiked Pit Trap: CR 4; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, 
  fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 
  1d4+5 each); Search DC 20; Disable Device DC 20. 
   
   
   
  APL 6 (EL 6) 
  �Well-Camouflaged Poison Spiked Pit Trap: CR 6; 
  mechanical; location trigger; manual reset; DC 20 Reflex 
  save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison each); 
  poison (dark naga poison, DC 16 Fortitude save resists, 
  nightmare-haunted sleep for 2d4 minutes); Search DC 25; 
  Disable Device DC 20. 
   
  APL 8 (EL 10) 
  �Well-Camouflaged Poison Spiked Pit Trap:  CR 10; 
  mechanical; location trigger; manual reset; DC 25 Reflex 
  save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison each); 
  poison (dark naga poison, DC 16 Fortitude save resists, 
  nightmare-haunted sleep for 2d4 minutes); Search DC 25; 
  Disable Device DC 25. 
   
  APL 10 (EL 12) 
  �Well-Camouflaged Poison Spiked Pit Trap:  CR 12; 
  mechanical; location trigger; manual reset; DC 27 Reflex 
  save avoids; 120 ft. deep (12d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus 
  poison each); poison (dark naga poison, DC 16 Fortitude 
  save resists, nightmare-haunted sleep for 2d4 minutes); 
  Search DC 28; Disable Device DC 28. 
   
  APL 12 (EL 14) 
  �Well-Camouflaged Poison Spiked Pit Trap:  CR 14; 
  mechanical; location trigger; manual reset; DC 30 Reflex 
  save avoids; 120 ft. deep (12d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus 
  poison each); poison (dark naga poison, DC 16 Fortitude 
  save resists, nightmare-haunted sleep for 2d4 minutes); 
  Search DC 30; Disable Device DC 30. 
   
   
  Encounter Eight: Guard Room 
  This small room contains only a simple table and two 
  stools. There are remnants of a meal left on the table, 
  though the room is otherwise void of fixtures or 
  decoration. 
     
  There are two human guards on post here at all times.  
  They cannot see outside the secret door but always hear 
  the pit trap being sprung and react as set forth in 
  Encounter Seven.  If they have not been alerted to the 
  
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  party’s presence, they are still sitting at the table playing 
  dice. 
   
  Creatures: 
   
  APL 2 (EL 4) 
  �Guards (2): male humans Rog2: hp 12, 12; see 
  Appendix One. 
   
  APL 4 & 6 (EL 6) 
  �Guards (2) Male Humans Rog2/Ftr2: hp 30, 30; see 
  Appendix One. 
   
  APL 8 (EL 10) 
  �Guards (2) Male Human Rog4/Ftr4: hp 58, 58; see 
  Appendix One. 
   
  APL 10 (EL 12) 
  �Guards (2) Male Human Rog5/Ftr5 hp 72, 72; see 
  Appendix One. 
   
  APL 12 (EL 14) 
  �Guards (2) Male Human Rog6/Ftr6 hp 86, 86; see 
  Appendix One. 
   
  Just to the right of the entryway is a lever that disarms 
  the trap outside the door.  There is nothing else of value 
  in this room. 
   
  Treasure: 
        APL 2-6: L: 150 gp; C: 0 gp; M: elixirs of sneaking [2] 
  (21 gp each.) 
        APL 8: L: 109 gp; C: 0 gp; M: elixirs of sneaking [2] (21 
  gp each); +1 chain shirts [2] (104 gp each.) 
        APL 10-12: L: 109 gp; C: 0 gp; M: elixirs of sneaking [2] 
  (21 gp each); +1 chain shirts [2] (104 gp each); potions of 
  cure moderate wounds [2] (25 gp each.) 
   
   
  Encounter Nine: Barracks 
   
  This room is clearly a combination barracks and 
  storage room.  In the front half of the room there are 
  sleeping cots for two humanoids along with a table 
  and four chairs.  The back of the room is filled with 
  various sized crates and barrels.  Each of the cots has a 
  small footlocker at the end. 
   
  This is where the guards of this complex are housed.  The 
  footlockers contain personal items of all the guards.  At 
  APLs 4-12, the players find 900 gp worth of coins and 
  gems if they search the guards’ footlockers.    The stores at 
  the back of the room contain mostly foodstuffs and other 
  non-valuable supplies. 
   
   
  Treasure: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
        APL 4-12: L: 0 gp; C: 150 gp; M: 0 gp. 
   
   
  Encounter Ten: Shrine of Shekinester 
  As the players look around the corner leading into this 
  area, read the description below.   
   
   
  As you look around the corner, the corridor 
  opens into a room that would give anyone 
  Ophidiophobia (the fear of snakes). It seems that 
  every square inch of the room is decorated with 
  carvings, paintings, or bas-reliefs of snakes, both large 
  and small. There are torches set around the wall and 
  their continual flames flicker and dance casting eerie 
  shadows across the floor and walls.  The overall effect 
  is that the room appears to be crawling with snakes. 
   
   
  In the center of the back wall is a particularly 
  large bas-relief of two intertwined snakes, each with 
  the head of a female human.  One of the snakes in the 
  carving has a beautiful reticulated emerald green 
  pattern running the length of its body with red and 
  orange spikes jutting from its backbone.  The other is 
  black, banded with bright crimson.  Sitting in front of 
  this picture is a green and black altar carved in the 
  shape of a giant sea snake ready to strike.  
   
   
  There are two humans, suspended by thick ropes, 
  hanging just above the floor, one in each of the back 
  corners of the room.  They are bound and gagged and 
  their eyes are open and wild with terror.       
   
  At APLs 2-4 read the following as the players enter the 
  room: 
   
   
  As you enter the room, two large sinuous shapes 
  slither from a black pool of water behind the altar and 
  move toward the helpless captives. 
   
   
  At APL 6, read the following: 
   
  Coiled behind the altar is the wavering image of a 
  bizarre creature with the body of a giant snake and 
  the head of rather attractive human female. This 
  creature looks very much like the green snake in the 
  large bas-relief. It is wearing a collar around its neck 
  with a pendant containing the same two intertwining 
  
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  snakes that appear on the back wall. A simple 
  headband also rests on the creature’s brow, but it has 
  no other visible equipment. 
   
  Despite your best attempts at hiding and moving 
  silently (detect thoughts), the snakelike aberration 
  seems to sense your presence and looks straight at 
  you saying in heavily accented common, 
   
   “Ssso, I sssee that my petsss have brought more than 
  two guessstsss to our humble ssshrine today. 
  Excssellent, 
  I 
  now 
  have 
  enough 
  to 
  sssend 
  sssacrificesss to the grand temple and to make an 
  appropriate sssacrifice to Shekinesster upon thisss 
  alter as well.   
   
  At APLs 8-12, add the following to her speech: 
   
  Let’sss take care of the sssacrifice firssst ssshall we?  
  Kill the prisonersss firssst my petsss, then bring me 
  the intrudersss.” 
   
   
  At those words, two large sinuous shapes slither 
  from a black pool of water behind the alter and move 
  toward the helpless captives. 
   
  The dark naga (if she is there) is Lizorta Druinin, a 
  priestess of Shekinester.  Lizorta’s “pets” (if they are 
  there) are two sea snakes (size and type adjusted by APL.)  
   
  Any player that has Knowledge (Religion) may make a 
  check (DC 18) to realize that this is a shrine to the god of 
  the Nagas, Shekinester. If the player gets a 23 or better, 
  they will realize that only the neutral and chaotic evil 
  aspects of the god are represented at this shrine. There is 
  also a Lawful Good aspect that is not represented.  
   
  At this point, you should have the players roll initiative. 
  See the tactics section below for the actions of the naga 
  and the snakes. 
   
  Creatures: 
   
  APL 2 (EL 4) 
  �Snakes, Large Vipers (2): hp 13, 13; See Monster 
  Manual 
   
  APL 4  (EL 5) 
  �Snakes, Huge Vipers (2): hp 22, 22; See Monster 
  Manual 
   
  APL 6 (EL 8) 
  �Lizorta: Dark Naga: hp 58; see Monster Manual. 
   
   
   
   
  APL 8  (EL 12)  
  �Lizorta: Dark Naga Clr2: hp 80; see Appendix One. 
  �Snakes, Huge Vipers, Advanced (2), hp 67, 67; see 
  Appendix One. 
   
  APL 10 (EL 14) 
  �Lizorta: Dark Naga Clr 6: 108hp, See Appendix One 
  �Snakes, Huge Vipers, Advanced (2): hp 87, 87; see 
  Appendix One. 
   
  APL 12 (EL 16) 
  �Lizorta: Dark Naga Clr 8: 122hp, see Appendix One. 
  �Snakes, Huge Vipers, Advanced (2): hp 129, 129; see 
  Appendix One. 
   
  Tactics: The sea snakes move toward the captured 
  workers but this is only a feint and they immediately 
  turn on the players.   
   
  At APLs 2 & 4, Lizorta is not at the Shrine, but has left it.  
  If the players set up an ambush for her return, she will 
  use detect thoughts when she does finally return (the 
  following day.)  If any of the players fail the will save, she 
  will discover the ambush and will not return to the 
  shrine.  The judge should probably discourage players at 
  this low level to pursue her any further, as anything that 
  can manage to create this shrine is obviously very 
  dangerous. 
   
  Lizorta will precast spells if she has any warning of the 
  players’ approach, which she should if the players had to 
  fight the guards in the guard room. 
   
  After giving her little speech, Lizorta retreats to the small 
  alcove behind the back of the pool where any player will 
  have to deal with the water to reach her.  The pool is 5 ft. 
  deep with sheer sides.  Lizorta sinks down into the pool 
  with only her top half above water, which gives her cover 
  (+4 to AC) unless the player is actually in the water with 
  her or adjacent to her.  
   
  Lizorta then proceeds to pelt the players with spells.  Use 
  whatever seems best at the time, but don’t hold back.  
  Lizorta hates adventurers and uses all the tools at her 
  disposal to kill them, so don’t forget about her circlet of 
  blasting at APLs10 & 12.  If Lizorta is reduced to less than 
  20 hit points, she casts invisibility and attempts to escape 
  through the underground tunnel.  Always leave one 
  
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  second-level sorcerer spell slot unused for this 
  eventuality.  
  The only things of value in the room are the magic items 
  worn by the Naga (at APL 6-12), and the golden urn. 
    
  The workers, if they survive the battle, are a bit battered 
  and bruised by the journey to the shrine, but are 
  otherwise unhurt.  They thank the players profusely for 
  saving them and want to leave immediately for the 
  surface.  However, they will not go anywhere without the 
  players for protection. 
   
  If the players search the pool behind the altar, go to 
  Encounter Eleven: Pool of the Priestess.  
   
  Once the players have defeated the naga and/or her 
  guards, and have finished searching the outpost, go to the 
  Conclusion. 
   
  Treasure: 
        APL 2-4: L: 0 gp; C: 0 gp; M: 0 gp. 
        APL 6-8: L: 0 gp; C: 250 gp; M: 0 gp. 
        APL 10: L: 0 gp; C: 0 gp; M: circlet of blasting, minor 
  (540 gp each); eyes of the eagle (208 gp each.) 
        APL 12: L: 0 gp; C: 0 gp; M: circlet of blasting, major 
  (1,980 gp each); eyes of the eagle (208 gp each.) 
   
   
  Encounter Eleven: Pool of the 
  Priestess 
   
  A thorough search of the pool uncovers nothing of any 
  real value except Syrus Holcom’s golden urn, containing 
  the ashes of his wife and son. Lizorta has spent most of 
  her funds creating this shrine and equipping herself and 
  her minions.  Also, if the players have some way to follow 
  the tunnel, (it is completely underwater for long 
  distances) they find that it winds for about a quarter of a 
  mile before coming out on the coastline of the Nyr Dyv, 
  just east of Dyvers. 
   
  Treasure: 
        APL 2-12: L: 0 gp; C: 0 gp; M: Syrus Holcom’s golden 
  urn (83 gp per character.) 
   
   
  Conclusion 
  If the players did not search the tunnels leading to 
  Encounters Four and Five, allow them to do so on the 
  way back to the shrine if they wish to.  If the players 
  manage to rescue the workers, Remick is very grateful.  
  He also wants a detailed description of the location of the 
  shrine of Shekinester, as he intends to go there himself 
  and desecrate the shrine. 
   
  If the players did not rescue the workers but had to 
  retreat instead, Remick thanks the players for trying 
  before asking them to leave so he can immediately seek a 
  group that can do the job.  He will not allow the players 
  to accompany him, explaining that they have done their 
  part and he will take it from here.  
   
  Either way, each player will receive a Favor of the Shrine 
  of Kord and are allowed to keep any treasure they found. 
   
  If the players find the golden urn containing the ashes of 
  the wife and son of Syrus Holcom, they may sell it for the 
  value listed in the treasure summary or they may take it 
  to the Dyver’s cemetery and bury it in front of the 
  headstone erected for Holcom.  If they do the latter, 
  Syrus Holcom’s ghost will be released from it’s undeath 
  and pass on to the afterlife.  As a parting gift, he appears 
  at the gravesite and tells the players how to locate a stash 
  of special pots of holding, which the players will then 
  have access to on the adventure certificate. 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished.  Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two: Denizens of the Dark 
  Defeating the Choker (EL 2/3/4) 
   
  APL 2 
  60 xp 
   
  APL 4 
  90 xp 
   
  APL 6 
  120 xp 
   
  Encounter Six: The Ghost of Syrus Holcom 
  Persuading the ghost to tell his tale. 
   
  APL 2 
  50 xp 
   
  APL 4 
  70 xp 
   
  APL 6 
  90 xp 
   
  APL 8 
  110 xp 
   
  APL 10 
  130 xp 
   
  APL 12 
  150 xp 
   
  Encounter Seven: Outpost Entrance 
  Defeating the Pit Trap (EL 2/4/6/10/12/14) 
   
  APL 2 
  60 xp 
  
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  APL 4 
  120 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  420 xp 
  Encounter Eight: The Guard Room 
  Defeating the guards (4/6/6/10/12/14) 
   
  APL 2 
  120 xp 
   
  APL 4 
  180 xp 
   
  APL 6 
  180 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  420 xp 
   
  Encounter Eleven: The Shrine of Shekinester 
  Rescuing the workers 
      
  APL 2 
  20 xp 
   
  APL 4 
  30 xp 
   
  APL 6 
  40 xp 
   
  APL 8 
  50 xp 
   
  APL 10 
  60 xp 
   
  APL 12 
  70 xp 
   
  Defeating the Forces of Shekinester (EL 4/5/8/10/12/14) 
   
  APL 2 
  120 xp 
   
  APL 4 
  150 xp 
   
  APL 6 
  240 xp  
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  420 xp 
   
  Conclusion 
  Telling Remick what happened and returning the 
  captured workers. 
         APL 2 
  10 xp 
   
  APL 4 
  15 xp 
   
  APL 6 
  20 xp 
   
  APL 8 
  25 xp 
   
  APL 10 
  30 xp 
   
  APL 12 
  35 xp 
   
  Role-Playing experience 
   
  APL 2 
  10 xp 
   
  APL 4 
  20 xp 
   
  APL 6 
  30 xp 
   
  APL 8 
  40 xp 
   
  APL 10 
  50 xp 
   
  APL 12 
  60 xp 
   
  Total possible experience 
   
  APL 2 
  450 xp 
   
  APL 4 
  675 xp 
   
  APL 6 
  900 xp 
   
  APL 8 
  1,125 xp 
   
  APL 10 
  1,350 xp 
   
  APL 12 
  1,575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key: 
   
  
  Basement Cleaning 
   
  Page 15 
  L = Looted gear from the enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
   
   
   
  Encounter Four: Choker’s Lair  
  Searching the choker’s lair. 
   
   
  APL 2-6: L: 0 gp; C: 75 gp; M:0 gp. 
   
  APL 8-12: L: 0 gp; C: 75 gp; M: +1 Javelin (192 gp per 
  character). 
   
  Encounter Five: Sunken Treasure  
  Searching the watery tunnel. 
   
        All APLs: L: 0 gp; C: 100gp; M: Potion of Invisibility 
  (25 gp per character), Potion of Levitation (25 gp per 
  character.) 
   
  Encounter Eight: Guard Room 
  Defeat the guards. 
   
        APL 2-6: L: 150 gp; C: 0 gp; M: 2 elixirs of sneaking (21 
  gp each.) 
        APL 8: L: 109 gp; C: 0 gp; M: 2 elixirs of sneaking (21 
  gp each); 2 +1 chain shirts (104 gp each.) 
        APL 10-12: L: 109 gp; C: 0 gp; M: 2 elixirs of sneaking 
  (21 gp each); 2 +1 chain shirts (104 gp each); 2 potions of 
  cure moderate wounds (25 gp each.) 
   
  Encounter Nine: Barracks 
  Search the barracks and storage room. 
   
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
        APL 4-12: L: 0 gp; C: 150 gp; M: 0 gp. 
   
  Encounter Ten: Shrine of Shekinester 
  Defeat the enemies in the shrine. 
   
        APL 2-4: L: 0 gp; C: 0 gp; M: 0 gp. 
        APL 6-8: L: 0 gp; C: 250 gp; M: 0 gp. 
        APL 10: L: 0 gp; C: 0 gp; M: circlet of blasting, minor 
  (540 gp each); eyes of the eagle (208 gp each.) 
        APL 12: L: 0 gp; C: 0 gp; M: circlet of blasting, major 
  (1,980 gp each); eyes of the eagle (208 gp each.) 
   
  Encounter Eleven: Pool of the Priestess 
  Search the pool behind the Shrine. 
   
        APL 2-12: L: 0 gp; C: 0 gp; M: Syrus Holcom’s golden 
  urn (83 gp per character.) 
   
   
   
   
   
   
   
  Total Possible Treasure: 
   
  APL 2 
  439 gp 
   
  APL 4 
  649 gp 
   
  APL 6 
  899 gp 
   
  APL 8 
  1258 gp 
   
  APL 10 
  1806 gp 
   
  APL 12 
  3246 gp 
   
  Special: 
   
  For locating the missing workers and eliminating the 
  threat posed by the Shrine of Shekinester, the player has 
  earned the favor of the Shrine of Kord and its high priest, 
  Remick Longtooth.  The player may call in this favor 
  during any regional adventure set in Dyvers and Remick 
  will cast (at 10
  th level) any clerical spell(s) available to him 
  of the designated level for the PC.  The player must pay 
  any spell component cost for the spell: 
  � APL 4: any one 1
  st or 2
  nd level clerical spell. 
  � APL 6: any one clerical spell 3
  rd level or below. 
  � APL 8: any one clerical spell 4
  th level or below 
  � APL 10: any one clerical spell 5
  th level or below. 
   � APL 12: any one clerical spell 5
  th level or below and 
  any two clerical spells 4
  th level or below. 
   
  By putting the soul of Syrus Holcom to rest, this player 
  has gained access to a special Pot of Holding. This pot is 
  made of wrought iron covered in gold leaf. It stands 8” 
  tall and is 6” in diameter at its mouth, weighing 15 
  pounds whether empty or full. In all other respects, it 
  functions exactly like a Type I bag of holding, though 
  sharp objects do not pierce the pot as they do with a bag.  
  Access: Regional.  Caster Level: 9
  th; Prerequisites: Craft 
  Wondrous Item, Leomund’s secret chest; Market Price: 
  2,500 gp. 
   
  
  Basement Cleaning 
   
  Page 16 
  Appendix One – NPC’s 
   
  Encounter One: Remick 
  �Remick Longtooth: Male Halforc Bbn1/Clr10;  CR 11; 
  medium-size humanoid; HD 1d12+10d8+33; HP 95; Init 
  +1; Spd 40 ft., AC 19, touch 12, flat-footed 18); Base Atk 
  +8; Grp +11; Atk +13/8 melee (2d6+6, +2 Greatsword); SA 
  turn undead 2/day; SQ: Darkvision 60 ft., fast movement, 
  rage 1/day, turn undead; AL CG; SV Fort + 13, Ref + 6, 
  Will + 12; Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Climb +1, Concentration +20, 
  Diplomacy +5, Knowledge (Religion) +2, Listen +7, 
  Spellcraft + 1, Spot +10, Survival +7; Power Attack, 
  Cleave, Create Magical Arms/Armor, Craft Wand. 
   
  Cleric Spells Prepared (6/5/5/4/3/2; save DC 13 + 
  spell level): 0 – create water, detect magic (2), detect 
  poison, read magic, mending; 1st- detect undead, divine 
  favor, endure elements, protection from evil, shield of 
  faith, enlarge person*; 2nd – align weapon. bear’s 
  endurance, delay poison, lesser restoration, silence, resist 
  energy, bull’s strength*; 3rd- dispel magic, invisibility 
  purge, mass resist elements, protection from energy, 
  magic vestment*; 4
  th- air walk, Imbue with spell ability, 
  greater magic weapon, freedom of movement*; 5
  th- break 
  enchantment, flame strike, righteous might*. 
   
  *Domain Spell. Domains: Luck (reroll one roll that 
  you have just made before it is declared a success or 
  failure once a day.), Strength (gain an enhancement 
  bonus to strength equal to your cleric level for one round 
  once a day). 
   
  Equiupment::+2 Greatsword, +2 Breastplate, Eyes of 
  the Eagle, Ring of Feather Fall, Ring of Protection +1, 
  Amulet of Focus, Wand of Cure Light Wounds, Wand of 
  Cure Moderate Wounds, Wand of Detect Evil, Wand of 
  Comprehend Languages. 
   
  Encounter Six: The Ghost of Syrus Holcom 
   
  �Ghost of Syrus Holcom; Ghost Exp4; CR 9; medium-
  size undead; HD 4d12 hp 33; Init +2; Spd Fly 30 ft. 
  (perfect), AC 13; touch 13, flat-footed 11); Base Atk +3; 
  Grp +3; Atk Incorporeal Touch +3 (Corrupting touch 
  1d6); SA: Manifestation (Su), Corrupting Touch (Su), 
  Frightful Moan (Su); Special Qualities: Undead, 
  incorporeal, +4 turn resistance, rejuvenation; AL: N; SV 
  Fort +2, Ref +4, Will +10; Str 10, Dex 14, Con --, Int 15, 
  Wis 16, Cha 16. 
   
  Skills and Feats: Craft (Metalworking) +9, Craft 
  (Pottery) 
  +12, 
  Craft 
  (Stonecarving) 
  +9, 
  Craft 
  (Woodcarving) +9, Profession (Gemcutter) +8, Profession 
  (Metalworker) +10, Profession (Painter) +10, Profession 
  (Potter) +13, Profession (Sculptor) +10; Feats: Iron Will, 
  Skill Focus: Craft (Pottery), Skill Focus: Profession 
  (Potter). 
   
  Possessions: None. 
   
  Languages: Common, Elven, Dwarven, Halfling, and 
  Gnome. 
   
  Encounter 3: Denizens of the Dark 
    
  APL 4 (EL 3) 
  �Choker, Advanced: CR 3; Medium Aberration; HD 
  7d8+21 (Aberration); hp 59; Init +5; Spd 20 ft., Climb 10 
  ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +7; 
  Atk +7 melee (1d4+5, tentacle); Full Atk +7/+7(1d4+5, 
  tentacle); SA Improved Grab, Constrict 1d4+5; SQ 
  Darkvision 60 ft., quickness; AL CE; SV Fort +5, Ref +5, 
  Will +8; Str 20, Dex 12, Con 16, Int 4, Wis 13, Cha 7. 
   
  Skills and Feats: Climb +18, Hide +5, Move Silently 
  +5, Improved Initiative, Lightning Reflexes, Stealthy, 
  Combat Reflexes. 
   
  APL 6 (EL 4) 
  �Choker, Advanced: CR 4; Medium Aberration; HD 
  11d8+33 (Aberration); hp 94; Init +5; Spd 20 ft., Climb 10 
  ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +7; 
  Atk +7 melee (1d4+5, tentacle); Full Atk +7/+7(1d4+5, 
  tentacle); SA Improved Grab, Constrict 1d4+5; SQ 
  Darkvision 60 ft., quickness; AL CE; SV Fort +6, Ref +6, 
  Will +11; Str 20, Dex 12, Con 16, Int 4, Wis 14, Cha 7. 
   
  Skills and Feats: Climb +22, Hide +5, Move Silently 
  +5; Blind-fight, Combat Reflexes, Improved Initiative, 
  Lightning Reflexes, Stealthy. 
   
  Encounter Seven: Guard Room 
  APL 2 (EL 4) 
  �Guards: Male Human Rog2: CR 2; Medium-size 
  humanoid; HD 2d6+2; hp 12; Init +6; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 15; Base Atk +1; Grp +3; Atk +3 
  melee (1d6+2/19-20, short sword) or +4 ranged (1d8/19-
  20, light crossbow); SA: sneak attack +1d6; SQ: evasion, 
  trapfinding; AL CN; SV Fort + 1, Ref + 5, Will + 3; Str 14, 
  Dex 15, Con 13, Int 13, Wis 13, Cha 11. 
   
  Skill and Feats: Appraise +6, Balance +5, Climb +5, 
  Disguise +5, Forgery +6, Survival +6, Listen +6, Search +6, 
  Spot +6, Tumble +5, Improved Initiative, Iron Will. 
  
  Basement Cleaning 
   
  Page 17 
   
  Equipment:: 20 masterwork crossbow bolts, light 
  crossbow, dagger, short sword, masterwork chain shirt, 
  buckler, thieves' tools, elixir of sneaking, everburning 
  torch. 
   
   
  APLs 4-6 (EL 6) 
  �Guards: Male Human Rog2/Ftr2: CR 4; Medium-size 
  humanoid; HD 2d6+2d10+8; hp 30; Init +6; Spd 30 ft.; AC 
  17, touch 12, flat-footed 15; Base Atk +3; Grp +5; Atk +7 
  melee (1d6+2/19-20, masterwork short sword) or +6 
  ranged (1d8/19-20, repeating light crossbow); SA: sneak 
  attack +1d6; SQ: evasion, trapfinding; AL CN; SV Fort + 5, 
  Ref + 5, Will + 3; Str 14, Dex 15, Con 14, Int 13, Wis 13, 
  Cha 11. 
   
  Skill and Feats: Appraise +6, Balance +6, Climb +7, 
  Disguise +5, Forgery +6, Survival +6, Listen +6, Search +6, 
  Spot +6, Swim +4, Tumble +6, Exotic Weapon 
  Proficiency: Repeating Crossbow; Improved Initiative, 
  Iron Will, Weapon Focus: Short Sword. 
   
  Equipment: 
  20 
  masterwork 
  crossbow 
  bolts, 
  repeating light crossbow, dagger, masterwork short 
  sword, masterwork chain shirt, buckler, thieves' tools, 
  elixir of sneaking, everburning torch. 
   
   
  APL 8  (EL 10) 
  �Guards: Male Human Rog4/Ftr4: CR 8; Medium-size 
  humanoid; HD 4d6+4d10+16; hp 58; Init +7; Spd 30 ft.; 
  AC 19, touch 13, flat-footed 16; Base Atk +7; Grp +9; Atk 
  +11 melee (1d6+4/19-20, masterwork short sword) or +10 
  ranged (1d8/19-20, repeating light crossbow); Full Atk 
  +11/+5 (1d6+4/19-20, masterwork short sword) or +10/+5 
  ranged (1d8/19-20, repeating light crossbow); SA: sneak 
  attack +2d6; SQ: evasion, trapfinding, trap sense +1, 
  uncanny dodge; AL CN; SV Fort + 7, Ref +10, Will +5; Str 
  14, Dex 16, Con 14, Int 13, Wis 13, Cha 11. 
   
  Skill and Feats: Appraise +12, Balance +6, Climb +11, 
  Disguise +5, Forgery +6, Survival +6, Listen +9, Search +6, 
  Spot +10, Swim +9, Tumble +12, Exotic Weapon 
  Proficiency: Repeating Crossbow; Improved Initiative, 
  Iron Will, Lightning Reflexes, Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword). 
   
  Equipment: 
  20 
  masterwork 
  crossbow 
  bolts, 
  repeating light crossbow, dagger, masterwork short 
  sword, +1 chain shirt, elixir of sneaking, everburning 
  torch, buckler, thieves' tools. 
   
   
  APL 10 (EL 12) 
  �Guards: Male Human Rog5/Ftr5: CR 10; Medium-size 
  humanoid; HD 5d6+5d10+20; hp 72; Init +7; Spd 30 ft.; 
  AC 19, touch 13, flat-footed 16; Base Atk +9; Grp +11; Atk 
  +13 melee (1d6+4/19-20, masterwork short sword) or +13 
  ranged (1d8/19-20, repeating light crossbow); Full Atk 
  +13/+8 (1d6+4/19-20, masterwork short sword) or +13/+8 
  ranged (1d8/19-20, repeating light crossbow); SA: sneak 
  attack +3d6; SQ: evasion, trapfinding, trap sense +1, 
  uncanny dodge; AL CN; SV Fort + 7, Ref +10, Will +5; Str 
  14, Dex 16, Con 14, Int 13, Wis 13, Cha 11. 
   
  Skill and Feats: Appraise +12, Balance +6, Climb +13, 
  Disguise +5, Forgery +6, Survival +14, Listen +9, Search 
  +6, Spot +10, Swim +11, Tumble +14; Combat Reflexes, 
  Exotic Weapon Proficiency: Repeating Crossbow; 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (Short Sword), Weapon Specialization 
  (Short Sword). 
   
  Equipment: 
  20 
  masterwork 
  crossbow 
  bolts, 
  repeating light crossbow, dagger, masterwork short 
  sword, +1 chain shirt, elixir of sneaking, potion of cure 
  moderate wounds, everburning torch, buckler, thieves' 
  tools. 
   
  APL 12 (EL 14) 
  �Guards: Male Human Rog6/Ftr6: CR 12; Medium-size 
  humanoid; HD 6d6+6d10+24; hp 86; Init +7; Spd 30 ft.; 
  AC 19, touch 13, flat-footed 16; Base Atk +11; Grp +13; 
  Atk +16 melee (1d6+4/19-20, masterwork short sword) or 
  +15 ranged (1d8/19-20, repeating light crossbow); Full 
  Atk +16/+11/+6 (1d6+4/19-20, masterwork short sword) 
  or +15/+10/+5 ranged (1d8/19-20, repeating light 
  crossbow); SA: sneak attack +3d6; SQ: evasion, 
  trapfinding, trap sense +2, uncanny dodge; AL CN; SV 
  Fort +11, Ref +12, Will +8; Str 14, Dex 16, Con 14, Int 13, 
  Wis 14, Cha 11. 
   
  Skill and Feats: Appraise +12, Balance +11, Climb 
  +15, Disguise +5, Forgery +6, Jump +4, Survival +15, 
  Listen +15, Search +6, Spot +15, Swim +13, Tumble +14; 
  Combat Reflexes, Exotic Weapon Proficiency: Repeating 
  Crossbow; Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes, Weapon Finesse, Weapon 
  Focus (Short Sword), Weapon Specialization (Short 
  Sword). 
   
  Equipment: 
  20 
  masterwork 
  crossbow 
  bolts, 
  repeating light crossbow, dagger, masterwork short 
  sword, +1 chain shirt, elixir of sneaking, potion of cure 
  moderate wounds, everburning torch, buckler, thieves' 
  tools. 
   
   
  Encounter Ten: The Shrine of Shekinester  
  APL 8 (EL 12) 
  �Lizorta Druinin, Dark Naga Clr2; CR 9; Large 
  aberration; HD 11d8+22; hp 80; Init +2; Spd 40 ft.; AC 14, 
  touch 11, flat-footed 12; Base Atk +7; Grp +13; Atk +9 
  melee (2d4+2 plus poison, sting); Full Atk +9/+4 (2d4+2 
  plus poison, sting); SA: poison, spells, turn undead 6/day; 
  SQ Darkvision 60 ft., detect thoughts, guarded thoughts, 
  immunity to poison, resistance to charm; AL NE; SV Fort 
  
  Basement Cleaning 
   
  Page 18 
  +10, Ref +9, Will +13; Str 14, Dex 15, Con 14, Int 16, Wis 
  15, Cha 17. 
   
  Skills and Feats: Bluff +9, Concentration +16, 
  Diplomacy +9, Disguise +5 (+7 acting), Intimidate +5, 
  Listen +11, Sense Motive +8, Spellcraft + 17, Spot +11; 
  Combat Casting, Endurance, Spell Focus: Enchantment. 
   
  Sorcerer Spells Known: (6/7/7/5) (save DC 13 + spell 
  level): 0-daze, detect magic, light, mage hand, open/close, 
  ray of frost, read magic; 1
  st-expeditious retreat, magic 
  missile, ray of enfeeblement, shield, silent image; 2
  nd-cat’s 
  grace, invisibility, scorching ray; 3
  rd-displacement, 
  lightning bolt. 
   
  Cleric Spells Prepared (4/4; DC 12 + spell level): 0-
  cure minor wounds, guidance, resistance, virtue; 1st–
  cause fear, entropic shield, inflict light wounds*, 
  protection from good.  
   
  *Domain spell. Domains: Destruction (1/day smite a 
  single melee attack with a +4 to hit and a bonus equal to 
  your cleric level to damage rolls if you hit.  ), Magic (use 
  scrolls, wands, and other devices.). 
   
  Equipment: Golden Circlet. 
   
  �Huge Viper Snake, Advanced: Huge animal: CR 4; 
  9d8+18; hp 67; Init +7; Spd 20 ft., Climb 20 ft., Swim 20 
  ft.; AC 15, touch 11, flat-footed 13; Base Atk +7; Grapple 
  +18; Atk +8 melee (1d6+4 plus poison); Full Atk +8/+3 
  melee (1d6+4 plus poison); Space/Reach 15 ft./10 ft; SA 
  Poison; SQ Scent;  AL N; SV Fort +8, Ref +9, Will +4; Str 
  17, Dex 16, Con 14, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats Balance +10, Climb +11, Hide +3, 
  Listen +7, Spot +7, Swim +14 Combat Reflexes, Improved 
  Initiative, Run, Weapon Focus: Bite. 
   
  APL 10 (EL 14) 
  �Lizorta Druinin, Dark Naga Clr6; CR 11; Large 
  aberration; HD 15d8+30; hp 108; Init +2; Spd 40 ft.; AC 
  14, touch 11, flat-footed 12; Base Atk +10; Grp +16; Atk 
  +12 melee (2d4+2 plus poison, sting); Full Atk +12/+7 
  (2d4+2 plus poison, sting); SA: poison, spells, turn undead 
  6/day; SQ Darkvision 60 ft., detect thoughts, guarded 
  thoughts, immunity to poison, resistance to charm; AL 
  NE; SV Fort +12, Ref +11, Will +16; Str 14, Dex 15, Con 
  14, Int 16, Wis 16, Cha 17. 
   
  Skills and Feats: Bluff +9, Concentration +20, 
  Diplomacy +21, Disguise +5 (+7 acting), Intimidate +5, 
  Listen +12, Sense Motive +9, Spellcraft + 21, Spot +12; 
  Combat Casting, Diehard, Endurance, Spell Focus: 
  Enchantment. 
   
  Sorcerer Spells Known: (6/7/7/5) (save DC 13 + spell 
  level): 0-daze, detect magic, light, mage hand, open/close, 
  ray of frost, read magic; 1
  st-expeditious retreat, magic 
  missile, ray of enfeeblement, shield, silent image; 2
  nd-cat’s 
  grace, invisibility, scorching ray; 3
  rd-displacement, 
  lightning bolt. 
   
    Cleric Spells Prepared (Clr 5/5/5/4 save DC 13 + 
  spell level): 0- cure minor wounds, guidance, inflict 
  minor wounds, resistance, virtue; 1st- bless, deathwatch, 
  entropic shield, inflict light wounds*, protection from 
  good; 2
  nd- bear’s endurance, bull’s strength, death knell, 
  hold person, shatter*; 3
  rd-bestow curse, contagion*, dispel 
  magic, searing light. 
   
  *Domain spell. Domains: Destruction (1/day smite a 
  single melee attack with a +4 to hit and a bonus equal to 
  your cleric level to damage rolls if you hit.), Magic (use 
  scrolls, wands, and other devices.). 
   
  Equipment: Minor circlet of blasting, Eyes of the 
  Eagle. 
   
  �Huge Viper Snake, Advanced: Huge animal: CR 5; 
  12d8+24; hp 87; Init +7; Spd 20 ft., Climb 20 ft., Swim 20 
  ft.; AC 15, touch 11, flat-footed 13; Base Atk +9; Grapple 
  +21; Atk +11 melee (1d6+6 plus poison); Full Atk +11/+6 
  melee (1d6+6 plus poison); Space/Reach 15 ft./10 ft; SA 
  Poison; SQ Scent;  AL N; SV Fort +10, Ref +11, Will +7; 
  Str 18, Dex 16, Con 14, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats Balance +10, Climb +11, Hide +3, 
  Listen +7, Spot +7, Swim +18 Combat Reflexes, Improved 
  Initiative, Iron Will, Run, Weapon Focus: Bite. 
   
  APL 12 (EL 16) 
  �Lizorta Druinin, Dark Naga Clr8; CR 12; Large 
  aberration; HD 17d8+34; hp 122; Init +2; Spd 40 ft.; AC 
  14, touch 11, flat-footed 12; Base Atk +12; Grp +18; Atk 
  +14 melee (2d4+2 plus poison, sting); Full Atk +14/+9/+4 
  (2d4+2 plus poison, sting); SA: poison, spells, turn undead 
  6/day; SQ Darkvision 60 ft., detect thoughts, guarded 
  thoughts, immunity to poison, resistance to charm; AL 
  NE; SV Fort +13, Ref +11, Will +17; Str 14, Dex 15, Con 
  14, Int 16, Wis 16, Cha 17. 
   
  Skills and Feats: Bluff +9, Concentration +22, 
  Diplomacy +22, Disguise +5 (+7 acting), Intimidate +5, 
  Listen +12, Sense Motive +9, Spellcraft + 23, Spot +12; 
  Combat Casting, Diehard, Endurance, Spell Focus: 
  Enchantment. 
   
  Sorcerer Spells Known: (6/7/7/5) (save DC 13 + spell 
  level): 0-daze, detect magic, light, mage hand, open/close, 
  ray of frost, read magic; 1
  st-expeditious retreat, magic 
  missile, ray of enfeeblement, shield, silent image; 2
  nd-cat’s 
  grace, invisibility, scorching ray; 3
  rd-displacement, 
  lightning bolt. 
   
    Cleric Spells Prepared (Clr 6/6/5/5/3 save DC 13 + 
  spell level): 0-cure minor wounds, guidance, inflict minor 
  wounds (2), resistance, virtue; 1st- bless, deathwatch, 
  entropic shield, inflict light wounds*, protection from 
  good, shield of faith; 2
  nd- bear’s endurance, bull’s strength, 
  
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  death knell, hold person, shatter*; 3
  rd-bestow curse, 
  contagion*, dispel magic, prayer, searing light; 4
  th-divine 
  power, inflict critical wounds*, poison. 
   
  *Domain spell. Domains: Destruction (1/day smite a 
  single melee attack with a +4 to hit and a bonus equal to 
  your cleric level to damage rolls if you hit.), Magic (use 
  scrolls, wands, and other devices.). 
   
   
  Equipment: Major circlet of blasting, eyes of the 
  eagle. 
   
  �Huge Viper Snake, Advanced: Huge animal: CR 7; 
  18d8+36; hp 129; Init +7; Spd 20 ft., Climb 20 ft., Swim 20 
  ft.; AC 15, touch 11, flat-footed 13; Base Atk +13; Grapple 
  +25; Atk +15 melee (1d6+6 plus poison); Full Atk 
  +15/+10/+5 melee (1d6+6 plus poison); Space/Reach 15 
  ft./10 ft; SA Poison; SQ Scent;  AL N; SV Fort +15, Ref 
  +16, Will +9; Str 18, Dex 16, Con 15, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats Balance +10, Climb +11, Hide +3, 
  Listen +7, Spot +7, Swim +24 Combat Reflexes, Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes, Run, Weapon Focus: Bite. 
   
   
  Background: Lizorta’s story begins over three 
  centuries ago. Her parents were dark nagas bound to the 
  service of Shekinester at one of it largest temples.  That 
  temple was unusual in that it honored all three aspects of 
  the Naga god, the Lawful Good, Neutral and Chaotic Evil 
  aspects and most of the naga clerics were neutral dark 
  nagas, being best adapted to serve all aspects of this 
  unusual god.  When she was young, her parents were 
  killed in a chance encounter with a group of powerful 
  adventurers sent to harvest the exotic creatures so they 
  could be sold in the Free and Independent City of 
  Dyvers.  Lizorta was captured after her parents were slain.  
   
  After a long, brutal journey to the Dyvers region, fate 
  smiled on the tortured naga child. As her captors traveled 
  through the city, thieves ambushed them. During the 
  melee, as her captors fought clear of the fight, Lizorta 
  slipped free and dove into the Nyr Dyv. The lake of 
  unknown depths was also fraught with danger though, 
  and she was eventually driven back to the city into the 
  only place one of her ilk could hide, the city’s sewer 
  system. Frightened, angry, and with nowhere else to go, 
  she made the sewers her home. Finally, after exploring 
  the newer tunnels she found what she was looking for. 
  Her search had revealed a secret door! Elated, she set 
  about making the room beyond into her new home. Now 
  she had a place to safely hide.  Realizing her tormentors 
  were adventurers, she vowed an oath to wipe all 
  adventurers from the face of Oerth, and planned to use 
  the power of the malevolent aspects of her deity.   
   
  Because her adversaries were resourceful, and since 
  she wanted to have a proper shrine to her god, she 
  decided to use what was given her. Steadily she tunneled 
  deeper into the limestone under the city. Her efforts, 
  along with those she magically bent to her will, 
  accomplished her goal and transformed the hidden room 
  into a lair. This accomplished, she has planned to have 
  her revenge! To aid her she has recruited followers from 
  the less desirable elements of the city. Her plan is to 
  kidnap innocent citizens of Dyvers, in hopes of luring 
  adventurers down to her shrine where she or her 
  minions can eradicate them. 
  
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  K
  Judge’s map #1: Dyvers Shrine of Kord 
   
   
   
   
   
   
   
   
   
  Workshop 
   
   
  Forge 
   
   
   
   
   
   
   
   
   
         
   
   
   
   
   
   
   
   
   
   
   
   
   
      
   
   
   
   
   
   
   
                                           
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           Yard 
   
   
   
   
  = window 
  = door 
  = statue & holy    
      water font 
  = platform 
  = half wall 
  = 2.5 feet 
   T 
   T 
  = trap door
  
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  Encounter 
       Six 
   
  Judge’s map # 2: Tunnel Intersection 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Direction players are coming from 
   
   
   
   
   
   
   
  N 
   
  Encounter 
  Five 
  Encounter 
  Four 
   
  Encounter 
  Three 
  
  Basement Cleaning 
   
  Page 22 
  Encounter 
  Nine 
  Encounter 
  Eight 
  Encounter 
  Seven 
  Encounter 
  Ten 
  Judge’s map #3 –Underground Outpost  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
    
   
   
                                                                                 
   
   
   
   
   
       N 
   S 
    s 
   s 
  Encounter 
  Eleven 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/594/Normal Scenarios/DYV4-02 - Basement Cleaning (APL 2-12)/DYV4-02 - Basement Cleaning.pdf