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.  
   
  URC4-01 
   
   
   
   
  Beneath the Crossroads 
   (Part One of the Under’ Plot, Lordmaker 12) 
   
  A One Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  for APL’s 2 & 4 
  Version 1.0 
  by David Morgan 
   
   
  Radigast City is under siege by the Lord of the East by day, while hordes of evil fiends roam the 
  streets by night.  Actually knowing a way out of the city is a comfort you don’t possess, but at least 
  lots of opportunities for death and dismemberm… err, for glorious adventure abound!  Look on the 
  bright side.  It will all be over before the night is done.   
  
  Beneath the Crossroads 
   
  Page 1 
  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 four 
  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. 
   
  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, 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 PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs 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 
  
  Beneath the Crossroads 
   
  Page 2 
  # 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 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s 
  animals separately. A single PC 
  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 
  PCs, 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 
  PCs 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. Four or five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 
  1 there are three 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. PCs 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 the County of Urnst.  Characters native to the 
  County of Urnst pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Author’s Notes to the DMs 
  Concerning boxed text:  In many modules there has 
  been information in the DM’s background information 
  and summary concerning the reasons why things have 
  happened.  Unfortunately, over the last two years, this 
  information seldom, if ever, has made it to the players.  
  Therefore, one of the main goals I had in writing all 
  four of the concluding modules of the Lordmaker 
  series was to put that information out to the players.   It 
  is in the “boxed text”.   
   
  If you, as the DM, choose to paraphrase, that is a 
  reflection of your game mastering style and I will not 
  fault you.  However, by glossing over the information 
  you give to the players, you will probably be depriving 
  them of some of the details that might help them 
  connect a fifteen module storyline together.  
  
  Beneath the Crossroads 
   
  Page 3 
  Acknowledgements  
  I’d like to thank my editors and playtesters for their 
  support.  But I’d especially like to thank all six 
  members of the County of Urnst Triad, past and 
  present, who gave me a green light on writing the 
  concluding four modules of the Lordmaker saga. 
  Adventure Summary  
  Encounter One: The party is on the streets of Radigast 
  City at sunset and finds themselves attacked by devils.  
  This module takes place in the lower part of 
  Southtown, near the Slum Quarter, just south of the 
  Bampton Highway. 
  Encounter Two: The party finds sanctuary in a 
  safehouse of the Underley Network.  Here they are 
  given information on the current state of the County. 
  Encounter Three: The party is offered a mission of 
  importance to the County.   
  Encounter Four: The party makes their way to the 
  Temple of Ralishaz, passing an entrance to the sewers 
  along the way.   
  Encounter Five: After having spoke with the head 
  cleric, the party accepts a new mission.  They escape 
  just as the temple is coming under infernal attack. 
  Encounter Six: The party finds the way above ground 
  blocked.  They are forced to travel instead through the 
  city sewers to reach their destination. 
  Encounters Seven, Eight, and Nine: The party fights 
  the denizens of the sewers; a crazy man and his pets, 
  while traveling beneath the devil-ridden streets of the 
  city. 
  Encounter Ten: The party is chased by devils from 
  where they exit the sewers to the entrance to where 
  Lord Underley is staying.  Lord Underley tries to get 
  the party to acknowledge a debt (having just saved 
  them from the devils).  They are offered a job for the 
  following day to repay the debt.  
  Conclusion: lead in to the second half of the Under’ 
  Plot; The Making of a Lord.   
  DM’s Background 
  The players begin the adventure in Radigast City, a city 
  under siege by human armies by day and by devils at 
  night.   
   
  Eight months ago, the rulers of the County 
  unwittingly opened up portals into the Hells releasing 
  hordes of infernal creatures into the County.  Since 
  then, the Lord of the East, Terarde Duncombe, who 
  rules the eastern half of the County, has raised an army 
  and invaded the western half.  He claims it is to re-
  unite the County and deal with the devil infestation, 
  but in truth his actions show that conquest is closer to 
  his true goal. 
   
  Other political happenings have been going on 
  which are chronicled in the modules preceding this 
  one.  A rough synopsis of the current situation can be 
  found in Encounter Two of this module. This module 
  takes place in the lower part of Southtown, near the 
  Slum Quarter, just south of the Bampton Highway. 
  Concerning Winds of Change 
  In Lordmaker 11: The Winds of Change, characters are 
  asked to choose sides in the civil war between 
  Countess Belissica and Lord Terarde Duncombe, the 
  Lord of the East.  Based on these choices they either 
  received a tattoo of a Swan, showing them loyal to the 
  Countess or of a Bull declaring them loyal to the Lord 
  Duncombe.   
   
  This module can be played without any reference 
  to the tattoos, but this module is written from the 
  standpoint of forces loyal to the Countess and it is 
  possible that at least some of the players will have the 
  wrong tattoos (Bulls). 
   
  Before Beneath the Crossroads premiers, there 
  will be a teaser posted on the County of Urnst websites 
  graphically illustrating that the Lord of the East’s 
  forces are directly allied with the infernal invasion.  
  After its posting on the Internet, this teaser will need 
  to be added as an Appendix D, Adventurers’ Handout 2 
  to be given to any character with a Bull tattoo.  It will 
  also make known an optional method of removing the 
  tattoos, but this procedure will not be available until 
  after the module, The Making of a Lord is completed.   
   
  The roleplaying effects of the tattoos in this 
  module are as follows:   
   
  While moving through the nighttime streets of 
  Radigast City, 
  any character with a Bull tattoo 
  receives a positive +8 circumstance bonus to Charisma 
  based skills if they try to interact with the devils in the 
  city.  However, even the most successful results will 
  result in the devils allowing the party to return from 
  where they came from and not butchering them out of 
  hand.  The group will not be allowed to pass through 
  
  Beneath the Crossroads 
   
  Page 4 
  an area controlled by the devils no matter how glib 
  they are. 
   
  The tattoos radiate magically and are easily 
  detected as such.  Tattoos may be covered up, but since 
  they are an identifying mark being used by the armies 
  on both sides, they are difficult to hide, Disguise DC 
  15.   
   
  If the Disguise check is failed, the DM should 
  make a note of it, but not tell the player that they didn’t 
  succeed.  
  Introduction 
  You’ve been in Radigast City for the last few 
  weeks now.  Glancing around the deserted 
  streets of the city, it’s much later than you 
  thought.  Ever since the foolish rulers of this 
  land opened the Tovag, a huge circle of 
  magical stones encompassing the entire 
  County of Urnst, devils and other evil 
  creatures have roamed freely throughout its 
  borders.  The surrounding countryside in 
  general and Radigast City in particular are 
  bad places to be after sunset. 
   
  There are rooms at a comfortable inn, already 
  reserved and paid for, waiting for you on the other 
  side of the city.  But as the sun begins to dip down 
  below the walls of the city, sinking blood red below 
  the western horizon into the depths of the Nyr 
  Dyv, the howls and screams of the damned begin to 
  rise. Floating to your ears are the sounds of doors 
  and windows being slammed and bolted to lock out 
  the night and the things that roam the streets. 
  Encounter One: It’s Sort of Like 
  a Race (EL 0) 
  (Optionally EL 3 or 5) 
  At this point, the characters should begin to think 
  seriously about getting in doors.  The adventurers may 
  try running for their inn or they may try to gain entry 
  into a nearby building.  Unfortunately, any knocking 
  or banging on windows or doors will fall on deaf ears.  
  After a couple of minutes of this read the following. 
  From 20 ft. above your heads comes the sound of 
  hideous giggling.  Peering over the roof’s edge of a 
  gemcutter’s workshop is a pair of green glowing 
  eyes.  Above the eyes are cruelly curved horns and 
  bat-like wings which spread to catch the night 
  breeze.  But as the thing crouches to launch itself 
  into the air, from down the street you hear the 
  sound of a door slamming open and a shout,  “RUN 
  FOR IT!” 
  At this point the characters are at the x in the bottom 
  right corner of the street map.  It is 190 ft to the safety 
  of the doorway.  1 or 2 Half-Fiend Wolves will launch 
  into the air the round after the party starts to run.  If 
  the players ask, the wolves should be described as 
  “large and wolf-like, with huge fangs and bat wings, 
  but their black skin looks like it’s covered in pus-
  filled boils and their howls sound like high-pitched 
  whistling.”   
   
  APL2  
  � Half-Fiend Wolf (1): hp 18 – See Appendix 
  APL4 
  � Half-Fiend Wolves (2): hp 16, 14 – See Appendix 
  Tactics:  If the party runs the wolves will toy with 
  them using their Continual Darkness ability to obscure 
  their path and closing in and doing single fly-by 
  attacks. 
   
  If the party stands and fights, the wolves will 
  surround them in darkness, then use fly-by attacks to 
  soften them up before closing with them.   
   
  Note:  this is an optional fight that the party can 
  flee from without taking a loss to their overall 
  experience.  If the party should choose to make a stand, 
  they may be able to win, but even then, the sound of 
  the fight will have drawn other infernal denizens of 
  the night, and they should start to hear the sounds of 
  more creatures being drawn to the sounds of the 
  fighting.  They should accept the shelter offered.  
  There is no experience for this encounter, therefore it 
  doesn’t cost an additional TU. 
  Encounter Two:  In the House 
  of the Sun (EL 0) 
  Once the party reaches the sanctuary of the doorway, 
  the man who stands just inside the doorway gestures 
  them quickly inside and raises a softly glowing symbol 
  of Pelor, the sun god.  Any pursuing devils will shriek 
  and fly off.  Then the man closes and bars the door 
  quickly and turns and asks the characters a question. 
  “When the Swan flies to the East, where does the 
  errant feather land?” 
  The correct response is “In the House of Underley.  
  We clean up after swans.”   
  
  Beneath the Crossroads 
   
  Page 5 
   
  But of course the party will have no way of 
  knowing this.  The cleric is Valeraan, a low ranking 
  member of the church, but the keeper of a safehouse 
  for the Underley Network, a secret network of spies 
  within the County.  He is expecting couriers with 
  documents critical to the future of the County, but it 
  will quickly become evident that the players are not 
  the ones he seeks. 
  � Valeraan: Clr4 of Pelor, 27 hp. 
   
  After some initial confusion, he will offer them 
  food and drink and then will sit and talk with them, 
  offering to answer any questions they might have.  If 
  the party asks about the devils outside, read or 
  paraphrase the following.  If the party asks about the 
  odd question Veleraan asked them, he will leave that 
  answer till the end. 
  There is an evil man named Lucius Grakkon who 
  was once a servant of the Old One.  But one day he 
  learned of an ancient relic, which incorporated a 
  mystical gem, which would allow him to seize 
  power here in the County.  So he broke away from 
  the Old One’s service and began plotting.  
  Fortunately for us, his initial plans were foiled by a 
  group of adventurers who attacked him in his home 
  and he was captured and imprisoned safely in the 
  dungeons below Ventnor Castle.  But the legends 
  of the relic he was trying to find began to be told 
  amongst those in higher circles. 
       One half of the relic, in the form of an amulet, 
  was retrieved from the Hells themselves and 
  wound up in the keeping of forces loyal to 
  Countess Belissica.  The other half was taken from 
  an old half-orc and somehow fell into the hands of 
  the Lord of the East.  Grakkon, acting through an 
  agent, put in motion a plan to bring the two halves 
  of 
  the 
  relic 
  together, 
  and 
  this 
  was 
  also 
  accomplished by the Countess and the Lord of the 
  East themselves.  Belissica and Terarde Duncombe 
  have always been at odds concerning the proper 
  direction the leadership of the County should take, 
  but the decision was finally made jointly to attempt 
  the item’s reconstruction.  If only they had left 
  things as they were. 
   
  Before this, elsewhere in the County, huge 
  stone monoliths had recently been unearthed 
  which seemed to have strange powers.  Today it’s 
  understood that these stones are actually gateways 
  to the lower planes, but when they were first 
  discovered they were a source of great interest and 
  concern.  There were scattered incidents of devils 
  appearing near the stones but no one was able to 
  make the connection between the two until it was 
  too late. 
   
  The relic our rulers brought forth was said to 
  join with a sword to become an item of great power, 
  “to command forces granting rulership and 
  dominion.”  It turns out that the forces the legends 
  referred to were the forces of the Nine Hells.  Once 
  the amulet was joined with the stone of power and 
  placed in a magical sword hilt, the gates within the 
  monoliths opened wide and the devils poured forth 
  . . . 
       That was eight months ago.  The County is now 
  split by civil war between forces loyal to the 
  Countess and those loyal to the Lord of the East.  
  The devils, who for a while darkened the skies 
  across the land now seem to be focused on 
  controlling certain key areas, such as here in 
  Radigast City.  Lucius Grakkon escaped when the 
  devils razed Ventnor and, if the stories are true, 
  seems to be maneuvering behind the scenes once 
  more.  The Countess fled the country and has gone 
  into hiding.  And a few weeks ago, the armies of the 
  Lord of the East laid siege to our fair city. 
   
  It’s beginning to feel like the end…  
  Encounter Three: Mission 
  Impossible (EL 0) 
  While he is answering their questions, Veleraan will 
  keep looking anxiously towards the barred door.  If 
  they ask him what’s wrong, he’ll reply 
  “To tell the truth, I was expecting someone else this 
  evening, a very important messenger from the 
  Temple of Ralishaz, Lord of Chance.  The message 
  he was supposed to be bringing was of critical 
  importance to the entire city and I needed to get it 
  tonight.”  He looks at you, “I don’t suppose . . .” 
  Valeraan will ask the party to go and retrieve a message 
  from the Temple of Ralishaz and return it to him.  Give 
  the players Adventurer’s Handout One.  It is 
  critically important that Valeraan get this message and 
  he will do his best to emphasize this to the party.  But 
  even though the temple is less than 300 feet away, it 
  won’t be an easy stroll.  All manner of infernal 
  creatures have been seen roaming the streets of the city 
  in recent nights, and the characters will need to be 
  exceedingly careful, lest they be discovered and killed. 
   But while dangerous, the mission Veleraan is offering 
  is not impossible.  An observant character examining 
  the map will notice that the Temple of Ralishaz can be 
  accessed by sticking to the alleyways the entire way.   
  
  Beneath the Crossroads 
   
  Page 6 
   
  Because of the danger level, Valeraan will offer 
  them gold upfront as well as some support spells and 
  minor items that he has access to in the following 
  amounts; 
  APL2 
  50gp each and 4 potions of Cure Light Wounds (curing 
  d8+5) and 1 potion of Cure Moderate Wounds (curing 
  2d8+5) 
  APL4  
   
  100gp each, 5 potions of Cure Light Wounds (curing 
  d8+5), and 2 potions of Cure Moderate Wounds 
  (curing 2d8+5). 
  He will also offer them some spells free of charge. 
   
  Valeraan has a Resist Energy spell he has 
  memorized that will last for forty minutes (although 
  none of the encounters they will face will be using 
  energy attacks) as well as a total of 3 1
  st level spells and 
  2 2
  nd level spells he can use for curing if they were 
  wounded in the opening encounter. 
  Encounter Four: It’s A Partying 
  Town (various EL’s) 
  Radigast City has been under siege both from without 
  and within for several weeks now.  As the characters 
  move through the back alleyways, they should be given 
  constant reminders of the war-torn destruction all 
  around them and a strong sense of despair pervading 
  the entire city.  This module takes place in the lower 
  part of Southtown, near the Slum Quarter, just south of 
  the Bampton Highway.  The streets and shops are 
  mostly deserted and many buildings have been 
  destroyed from the ravages of the devils.  Scavengers 
  and looters, both human and animal roam the streets 
  unchecked by day, but they mostly leave the streets at 
  night to the devils that roam freely.  
   
  As the party moves around, they should be 
  cautiously checking around each corner (using lots of 
  Listen checks) rather than just go charging in.  
  Otherwise they may end up in a very bad situation very 
  quickly. 
   
  Unless instructed by the party otherwise, Valeraan 
  will check the front entrance first.  There he’ll note 
  several more of the winged wolf-devils circling the 
  street and decide it will be better to let the party out 
  the back way instead. 
   
  The party should quickly learn that the main 
  streets are bad and that they should stick to the 
  alleyways.  By doing this, they should be able to get to 
  the back of the temple without getting dismembered.   
   
  The site encounters the party should hit to reach 
  the Temple of Ralishaz are; a, s1, b, and c.  After leaving 
  the temple, they should then hit d and then C before 
  being forced to rethink their route.   
   
  But players enjoy not following the script.  
  Therefore the map lists fourteen encounter sites, 
  labeled A-D for major encounters, a-g for minor 
  encounters, and s1, s2, and s3, which are entrances to 
  the sewers beneath the city.  Each of these locations 
  describes where different things are happening.  s1 and 
  s2 are written in the module as the party encounters 
  them.  But as a convenience to the DM, the remaining 
  encounters are listed in Appendix 1 rather than 
  scattering them all over the module. 
  (a) First Steps  
   
   
   
  Entering the back alleyway behind the safehouse, 
  the screams of the damned echo from across the 
  rooftops.  The full moon above the cloudless night 
  provides some light, while starlight and distant 
  flames in other parts of the city reflect down, 
  casting shadows at odd angles.  As your eyes adjust 
  to the dimness, everything seems quiet back here. 
  Your eyes are still drawn fearfully to the shadows, 
  the corners of the buildings, the edges of the 
  rooftops limned against the clear night sky… 
  s1 Sewer 1 - The First Corner (EL 0)  
    
  After (a), this should be the first encounter of the party 
  upon leaving Valeraan’s safehouse.  It is an important 
  encounter in that without it, the party will have almost 
  no chance of successfully completing their mission. 
  Before you even reach the first corner, you hear the 
  sound of boxes or crates falling and something 
  moving up ahead.   
  Up ahead there is a huge rat that has been keeping an 
  eye on this particular stretch of alleyway.  As the party 
  approaches, it will leap off the box it was hiding behind 
  and scurry towards the open sewer grate just around 
  the corner.  There it will pause until it sees the party 
  come around the corner (and they see it).  Then it will 
  leap down beneath the grate and escape.   
  � Bigger than average Rat (1): 2 hp.; Hide +18, 
  Listen +1, Spot +1 
  The grate partially covers an entrance to the sewer 
  system that runs beneath the streets of Radigast City.  
  The smell coming up from the grate is pretty bad, but 
  
  Beneath the Crossroads 
   
  Page 7 
  not so bad as to cause a problem to anyone venturing 
  inside. 
  This encounter should be used to make the 
  characters 
  aware 
  of 
  existence 
  of 
  the 
  sewers 
  (underground tunnels) as well as to encourage them to 
  try to be a bit stealthier.  Who knows what else might 
  be watching?  
  (b) see Appendix 1 
   
   
   
   
   
  (d) Good Doggy  (EL 3 or 5)  
   
  Presuming the characters travel through the alleyways, 
  they meet this encounter somewhere randomly.  
  Otherwise, give the characters Spot checks DC 12+APL 
  to see suspicious movement in an alleyway near them.  
  This is the only intentional combat encounter in the 
  alleyways.  The courier was late in arriving and tried to 
  get home before night fell.   He was caught and killed 
  by a pit fiend and both he and his horse have been 
  stashed here until they can be eaten at the devil’s 
  leisure.  But in the meantime, his body has been 
  discovered by other scavengers.   
  The alleyway opens up revealing what appears to be 
  a horse and rider lying dead on the ground.  Both 
  the rider and mount appear to have been viciously 
  mauled, but for some reason the body of the horse 
  still seems to rhythmically move for some strange 
  reason.  The rider’s cloak has an interesting pattern 
  on it, what little can be seen of it.  At the rider’s 
  side, halfway under the horse seems to be a satchel 
  of some sort. 
  A Bardic Knowledge, Knowledge Religion, or 
  Knowledge Nobility (DC 12) reveals that the pattern 
  on the cloak is a type often worn by clerics of Ralishaz. 
   
  If the characters attempt a Listen check (DC 16), 
  they can hear the sounds of something eating the 
  horse, just out of sight.  By making Move Silently 
  checks (DC 14), the party can pass this intersection 
  unnoticed. (They can even move up to try and take the 
  satchel with a successful Sleight of Hand check, DC 
  14).  But if they move up to investigate what’s eating 
  the horse, the feral dogs will react and attack, 
  defending their “meal” from any who try to approach. 
   
  Tactics:  The dogs will make a Trip attack on a 
  successful hit.  Characters attempting to stand draw 
  attacks of opportunity (and additional trip attempts).  
  APL2:  
  � Feral Dogs (3): hp 20, 13, 10 
  APL4:  
  � Feral Dogs (6): hp 20, 13, 13, 10, 10, 10 
  If the party can find a way to resolve this encounter 
  without killing the dogs, the pack leader, Tiny: a huge 
  mastiff, can be acquired as a guard dog (see the AR).  
  Possible ways of doing this include (but are not limited 
  to) using Wild Empathy, Calm Animals, Calm 
  Emotions, Charm Animal, Charm Monster, Create 
  Food and Water, Hypnotism, Sleep, Speak with 
  Animals, or some other creative response.  If they slay 
  the animals or avoid the encounter, they lose this 
  option. 
   
  The pouch contains the courier’s cash payment. 
  • 
  APL 2:  30 gp per character 
  • 
  APL 4:  60 gp per character 
  Encounter Five: Someone’s at 
  the Door (EL 0) 
  (c) The back wall of what you hope is the temple 
  of Ralishaz shines with the light of silvery runes 
  inscribed there.  But here and there, the runes seem 
  to flicker as if slowly being drained of whatever 
  protective magics they represent.  Set into the wall 
  of the corner closest to you appears to be a small 
  door. 
  Knocking at the door will quickly bring Febritz, the 
  head cleric here to investigate.  If the party mentions 
  Valeraan’s name, he will open the door and let them 
  enter. 
  � Febritz: Clr7 of Ralishaz, 38 hp. 
  Once inside, Febritz ushers the characters into a 
  comfortable sitting room within the temple and 
  immediately asks  
  Are you my couriers?  It’s critical that this 
  information reach Lord Underley before dawn!   
  Febritz has no interest in relaying the packet of 
  information to Valeraan.  Instead he will ask the 
  characters to take it to another safehouse just across the 
  Bampton Highway (labeled S2 on the DM’s map).   
   
  The party may argue that the deal they had was 
  with Valeraan or may come up some other argument.  
  Whether they do or not, Febritz will offer them 6 
  additional Cure Light Wound potions (standard which 
  cure d8+1) immediately and double the amount 
  Valeraan offered (100gp/200gp additionally each) upon 
  
  Beneath the Crossroads 
   
  Page 8 
  delivery.  But he will stress that the packet MUST be 
  delivered before dawn or else it will have no value. 
   
  Febritz will offer the party additional healing if 
  they are in need of it, but at standard rates (spell level x 
  70gp.).   
   
  Every few minutes, a distant sound of thunder can 
  be heard.  If asked, Febritz will tell the party that it is 
  nothing important, merely the fiends outside trying to 
  pierce the wards around the temple.  But after a few 
  minutes, read 
  With a thunderous crash, the entire foundation of 
  the temple seems to shake.  Febritz screams “The 
  wards are down!  Get out the back way, while I 
  delay them!  Take the package to Lord Underley or 
  the city will be lost!  GO!”  and he hurries down the 
  corridor towards the sounds of a fierce battle. 
  If they move quickly, the party will be able to escape 
  unnoticed back the way they entered.   
   
  If they delay, a single amnizu (a devil from MM II) 
  will come down the corridor and attack for a single 
  round (touch attack +10, doing 2d4 damage plus 
  Feeblemind: Will save DC 14 to resist).  Then one of 
  Febritz’ acolytes will run up behind it and attack the 
  amnizu (temporarily distracting it for a few rounds and 
  giving the party the opportunity to escape). 
   
  Hopefully the party will run away at this point.  If 
  they stand and fight, their characters will almost 
  certainly die. 
  Encounter Six: A Bad Situation 
  (EL 0) 
  Having escaped out the back way, the party now needs 
  to get to the other safehouse with their package, about 
  350 feet away.  Whether they stick to the alleyways or 
  try to find an alternate route above ground, eventually 
  they will find Encounter C on the Bampton Highway 
  and be forced to seek another route.  Since flying over 
  is not an option and the ban on teleportation spells is 
  still in effect, the party will need to travel beneath the 
  streets in order to reach their objective. 
   
  Once they figure this out, it should be fairly easy 
  for them to sneak back to s1 and gain entrance to the 
  sewers there.  Depending on if they explored a bit they 
  may also find a similar entrance at s3.  Either one will 
  eventually lead them to Encounter Seven.   
   
  There is information on the origins of the Radigast 
  City sewer system in Appendix 3.  The party may 
  choose not to move directly as indicated on the sewer 
  map (it is, after all, an open map).  But they should still 
  run into the following encounters, no matter what 
  route they take. 
   
  The sewer map directly overlays the map of the 
  city and the tunnels follow the same orientation as the 
  streets. 
   
  Due to a lack of maintenance crews stemming 
  from the current situation in the city above, the sewers 
  beneath the city smell.  A lot.  Water flows sluggishly 
  down the tunnels and the characters should be 
  constantly reminded of the nasty materials and filth 
  that surround them as they travel around down here.  
  Creeping tendrils of odd plants and scummy muck 
  float on the water and the stench is beyond 
  description.  In fact, if possible the DM should watch 
  for opportunities to give at least one character the 
  dubious pleasure of going swimming in the nasty 
  water down here before they leave.  Fortunately, 
  despite the characters going overboard in taking 
  preventative measures to try to remain as clean as they 
  can, and some of them being unsuccessful, none of 
  them will catch any nasty diseases from coming in 
  contact with the environment. 
   
  At least not tonight. 
   
  While traveling in the sewers, characters with the 
  skill may make Survival checks (DC 13) to get a general 
  feel for where they are in relationship to the streets 
  above.   
  Encounter Seven:  Of Men and 
  Mice (EL 3&3 or 4&4) 
  As the party approaches the first main intersection, 
  they hear a scratchy high-pitched male voice come 
  echoing down the sewer tunnel towards them from the 
  direction they’re marching. 
  “Noooo!  These tunnels are mine!  Stay back lest ye 
  face my power!  The hordes that exist at my 
  command will spell your doom!  GO AWAY!” 
  The unknown speaker is 200 ft ahead of them and if 
  pursued, will flee rapidly at their approach (40 ft/round 
  base speed).  He is a crazy old man who has befriended 
  some of the creatures who live down here and who 
  sees the party as invaders to be driven out.  Therefore 
  he is calling to his “pets” and trying to maneuver the 
  party into an ambush (of sorts). 
  Crazy Old Man: 15 hp.  (Full stats for the hermit 
  are given in “The Making of a Lord” – the party is 
  not to fight him here.) 
  
  Beneath the Crossroads 
   
  Page 9 
  There is no indication where the voice is coming from, 
  other than somewhere up ahead.  When the party 
  reaches the intersection, rats drop down on them from 
  above and attack.  Give the party a DC 24+ APL Spot 
  check and begin combat with a surprise round. The 
  rats will gain a +10 circumstance modifier to their 
  initiative and automatically make their spot checks, 
  giving them a surprise attack, with up to 4 rats 
  attacking each character. 
  APL2:  
  � Rats (24): 1 hp ea. 
  APL4: 
  � Rats (32): 1 hp ea. 
  Tactics: Rats dropping down get a +1 to hit, striking 
  from above.  Up to 4 rats can occupy a 5x5 square 
  (instead of miniatures, the dots on 9 to 12 d6’s can be 
  used to represent the rats).  Rats must move into a 
  character’s square to attack and doing so provokes 
  attacks of opportunity.  Rats have a reach of 0, so they 
  can’t reach adjacent squares and don’t get attacks of 
  opportunity against characters moving past them.  
  They also cannot flank opponents.   
   
  Since the rats are being guided by a higher 
  intelligence, if they are having difficulties hitting a 
  character with a high armor class (19 or higher), three 
  of them will strike to assist the final rat attacking a 
  character, each successful assist granting a +2 bonus to 
  hit (up to +6). 
   
  Unfortunately, even with all of their coordination 
  and their superior numbers, the rats will likely lose the 
  encounter due to their low hit points (1 each) and low 
  damage output (1 point of damage per hit, even on a 
  critical hit).  Don’t bother checking for disease after 
  these encounters.  For some reason, these rats as well as 
  their larger cousins are disease free. 
   
  After defeating the first wave of rats, don’t drop 
  the party out of initiative mode.  The party will have 
  exactly 5 rounds to do whatever they wish (cast cure 
  spells, continue down the corridor, etcetera.)  Then a 
  second wave of rats comes charging at them from all 
  directions.  Anyone making a Listen check (DC 18) 
  will give the party a warning in the final 5
  th round that 
  more creatures are approaching down the tunnels at 
  high speed. 
  APL2: 
  � Dire Rats (9): 5 hp ea. 
  APL4:  
  � Dire Rats (12): 5 hp ea. 
  Encounter Eight:  In the House 
  of the Hermit (EL 0) 
  After the party defeats his minions, the hermit will 
  head to one of the collection pool chambers up ahead 
  and then head down to the second level of the sewers.  
  If the party follows him, they will run into the next 
  encounter as written.  However, they may choose to try 
  to find an alternate route, in which case the hermit will 
  move around them and set up another ambush before 
  the party is able to escape the sewers.  In either 
  situation, the hermit will approach close enough to the 
  party to be seen before the fight, but he will not fight 
  them and will successfully flee before they can catch 
  him.  (This is a requirement for the next module.) 
   
  Up ahead is a collection pool chamber (labeled a 
  on the map) that is designed to catch overflows from 
  the system.  The pools are 8 ft deep and are filled with 
  really nasty smelling but harmless water.  Beyond the 
  chamber to the north, the sewer tunnel has caved in 
  and is completely impassible.  But leading down from 
  the pool chamber is a slick sloped tunnel leading to 
  lower pool chamber.  Without using rope to get down, 
  characters will need to make a Balance check DC 17 or 
  Reflex check DC 20. If they fail, they will slip and fall 
  into the lower room taking 2d4 subdual damage.  
  Using a rope drops the Reflex check to a DC 8 or the 
  Balance check to a DC 5 and allows the characters to 
  make use of the Climb skill at DC 5 or DC 0 for a 
  knotted rope. 
   
  This lower pool chamber connects to an older set 
  of sewers that run beneath the main set.  Characters 
  making a Knowledge, Architecture & Engineering or a 
  Knowledge, Dungeoneering check, DC 14 will 
  recognize these chambers and lower tunnels to be 
  centuries older and of much stronger construction 
  than the tunnels above. 
   
  The pools in the lower chambers are only 3 ft 
  deep, but the sewer tunnels here are round (8 ft in 
  diameter) and are filled with water, also 3 ft. deep.  
  Therefore the party will have to wade through the 
  filthy water down here to make any progress. 
  Encounter Nine:  What is this?  
  A Swamp? (EL 4 or 6) 
  This encounter should take place in the lower level.  
  But it may occur in another part of the upper level if 
  the party has chosen to wander off the map instead of 
  following the old hermit down into the lower areas. 
  
  Beneath the Crossroads 
   
  Page 10 
  Crouching at the intersection with another sewer 
  tunnel, is the figure of a robed and hooded man.  
  He looks up at you and beneath his hood is the face 
  of an older human man with gray hair mixed with 
  white.  He cackles “Fools!  You shall all perish for 
  intruding where you’re not wanted!”  And then he 
  begins to quickly back away from you down the 
  tunnel.  As he scurries away, you see something 
  drop into the water behind him... 
  To either side of the intersection are several alligators 
  lying in wait. 
  APL2 
   � Alligators (1): hp 22 
  APL4: 
  � Alligators (3): hp  25, 23, 22 
  Tactics:  This setup should scream TRAP! to a cautious 
  party.  But the alligators are well hidden in the muck 
  filled water (Spot DC 25 to notice them before they 
  attack).  Characters may not know what’s ahead of 
  them, but if they state that they are approaching the 
  intersection defensively, they will not be caught 
  flatfooted.   
   
  Unless the characters have some method of 
  moving freely, they will be at half movement rate 
  wading in the 3 ft deep water.  If the fight occurs in the 
  lower tunnels, only two characters can fight abreast in 
  the 8 ft wide tunnels.  Naturally, the alligators will 
  attempt to flank if they can and this should be a very 
  ugly little fight. 
   
  At the end of the fight, there is no sign of the old 
  man.  He has vanished into the tunnels.  However, he 
  has left behind a Pipe of the Sewers, which requires a 
  DC 15 Search check to find.  Parties may take 20 on 
  this check. 
  Encounter Ten:  A Breath of 
  Fresh Air? (EL 0) 
  Eventually, the party should reach the access tunnel 
  leading to the sewer grate near the safehouse.  Upon 
  leaving the sewers, the noise from the devils at play 
  (Encounter C) is still going strong.  The group’s 
  destination is just around a corner, down an alleyway 
  and a short dash away.  They may send a rogue to scout 
  ahead or they may proceed as a group.  But as soon as 
  the last party member enters the alleyway heading 
  towards S2, read 
  Behind you, you suddenly hear the horrific cry of 
  an alleycat being tossed through a Blade Barrier 
  spell.  Glancing back over your shoulder, the 
  horrifying face of some hellish creature looks back 
  at you.  It turns and warbles an alarm that you don’t 
  understand but which sounds disturbingly like 
  “FRESH MEAT!”  The roars of several other hellish 
  creatures respond to the thing’s cries from out on 
  the Bampton Highway and the chase is on! 
  The party will be able to dash up to the safehouse, 
  pound on the door and immediately gain entry if they 
  run as fast as they can.  Once inside, one of the guards 
  will laconically ask them, 
  “Rough night?” 
  The characters should be able to explain that they have 
  information to deliver and they will be conveyed to a 
  room upstairs.  Inside is a well-dressed man who 
  appears to be in his late forties or early fifties with 
  black hair streaked with gray and white at the temples. 
     
  Good evening.  I am Jacobis Underley.  I 
  understand you have something for me? 
  Let the characters respond. 
  Excellent!  If you haven’t been paid for your 
  service, I will make sure that you are compensated. 
   But I also understand that we were able to offer 
  you some respite from the night creatures outside.  
  Is this also correct?  
  Again let the characters respond. 
  Well, I’m pleased to hear that you survived the 
  experience.  You have no idea how many couriers 
  have never arrived at their destinations over the 
  last few weeks.  But, like you all seem to be, I am a 
  man who acknowledges his debts and faces them 
  forthrightly.  Don’t you agree?  
  This section needs to be roleplayed out.  Let the 
  characters respond.   
   
  If they agree then Lord Underley will clap his 
  hands because the party just acknowledged that he has 
  just saved their lives.  Therefore they owe him a favor 
  or two. 
   
  If they disagree, then Underley will try to slide 
  away from their payment but will gradually let them 
  convince him that he should pay them for the job and 
  then twist their own arguments against them that they 
  now owe him their lives.  Again they will owe him a 
  favor. 
   
  Note:  Lord Jacobis Underley is a ruthless player 
  in the game of high politics.  The party should have no 
  chance to worm their way out from their obligation to 
  
  Beneath the Crossroads 
   
  Page 11 
  him unless they want to forgo all the gold they were 
  promised for the job. 
   
  But once they acknowledge the debt go to the 
  Conclusion.   
   
  If they adamantly refuse to honor the debt of 
  having had their lives saved, they will still be paid and 
  shown rooms to stay in for the duration of the night. 
   
    
  Conclusion 
  “Excellent yet again!  I have a few minor tasks that 
  need to be taken care of tomorrow in the city after 
  sunrise and I think your little band will be just the 
  resourceful types I’ll need to get the jobs done.  
  Come let me show you to your rooms.  Of course, 
  you will have to join me for breakfast.  I set a 
  wonderful table.  We will have so many things to 
  discuss…” 
   
  And with that he rises and leads you to your 
  quarters for the rest of the night. 
   
  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 d 
  Defeating or pacifying the feral dogs. 
  APL2 120 xp;  APL4 150 xp;  
   
  Encounter Five 
  Getting to the temple of Ralishaz  
  APL2 30 xp;  APL4 45 xp; 
   
  Encounter Seven 
  The first set of rats 
   
  APL2 90 xp;  APL4 120 xp;  
   
  The Dire Rats 
  APL2 90 xp;  APL4 120 xp;  
   
  Encounter Nine 
  APL2 60 xp;  APL4 150 xp;  
   
  Story Award 
  Getting the packet to Underley before dawn. 
  APL2 30 xp;  APL4 45 xp;  
   
  Discretionary roleplaying award 
  APL2 30 xp;  APL4 45 xp;  
   
   
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp;  
   
  
  Beneath the Crossroads 
   
  Page 12 
  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. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three:  Mission Impossible 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 0 gp; C: 50 gp; M: 100 gp 
   
  APL 4: L: 0 gp; C:100 gp; M: 150 gp 
   
  Encounter Four d:  Good Doggy 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 0 gp; C: 30 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 30 gp; M: 0 gp 
   
  Encounter Five:  Someone’s at the Door 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 0 gp; C: 0 gp; M: 25 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 25 gp 
   
  Encounter Nine: What is this? A swamp?   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 0 gp; C: 0 gp; M: 95 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 95 gp 
   
  Encounter Ten: A Breath of Fresh Air?   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
  
  Beneath the Crossroads 
   
  Page 13 
   
  Total Possible Treasure 
  APL 2: 400 gp 
  APL 4: 600 gp 
  
  Beneath the Crossroads 
   
  Page 14 
  Special 
  On the Adventure Record 
   
  Tiny: If the characters find some way to befriend the 
  feral dogs feeding on the dead horse instead of just 
  killing them out of hand, the leader of the pack, a large 
  black mastiff, will become friendly to the party.  For 75 
  gp, each character can take this animal (or one of it’s 
  siblings just like it) and train it as a guard dog or riding 
  dog.  Tiny’s stats are:  
  Tiny the Mastiff: CR 1; Medium Animal; HD 2d8+4; 
  hp 20; Init +2 (Dex); Spd 40 ft (8 squares); AC 16 (+2 
  Dex, +4 natural), touch 12, flat-footed 14; Grapple +3; 
  Atk Bite +3 melee (1d6+3); Full Atk Bite +3 melee 
  (1d6+3); SA Trip; SQ Low-light Vision, Scent; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 115, Int 2, 
  Wis 12, Cha 6; 
   
  Skills: Jump +8, Listen +5, Spot +5, Swim +3, 
  Survival +1*; Feats: Alertness, Track. 
  SA Trip (Ex): A dog that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the dog. 
   
  Circle one of these and cross out the other. 
  Trapped by Lord Underley:  If the characters 
  accepted the debt to Lord Jacobis Underley for saving 
  their lives, they are obligated to play the second half of 
  the Under’ Plot without receiving any promise of a 
  financial reward. 
   
  Refusal:  If the characters refused their debt of honor 
  to Lord Jacobis Underley for saving their lives, they 
  may not play the second half of the Under’ Plot, “The 
  Making of a Lord”. 
   
  Item Availability: 
   
  APL2: Valeraan’s Potions of Cure Light Wounds (4
  th 
  level), cures 1d8+5. Cost 200 gp.  Regional. 
   
  APL4: Valeraan’s Potions of Cure Moderate Wounds 
  (4
  th level) cures 2d8+5. Cost 400 gp.  Regional 
  
  Beneath the Crossroads 
   
  Page 15 
  APPENDIX 1: The Street Encounters 
   
  I 
  The upper case encounters are set pieces in 
  case the party tries to venture into the main streets and 
  are there to try and guide the players down the right 
  path (sticking to the alleyways instead of using the 
  main roads).  It should be obvious that any party that 
  tries to fight one of these encounters will quite likely 
  die (very quickly), therefore EL’s and stat blocks are 
  not given. 
  A.  The Assault on Ralishaz  
   
   
  It seems Temple Row is occupied tonight.  
  Holding flaming great axes and standing in massed 
  ranks near the entrance to one of the temples are 
  over twenty green humanoids with bat wings, 
  oversized elongated heads, pig-like eyes, and lots of 
  sharp teeth.  Standing in front of them is a dark 
  robed figure who makes a hurling motion at the 
  temple doors.  Whatever spell it cast makes a 
  thunderclap but seems to have no other effect.  It 
  pulls out a book and starts muttering (in Infernal) 
  while the troops patiently look on. 
  There are twenty-Four Amnizu from MMII and a 
  Hamatula wearing robes who is obviously in charge. 
  B.  Destroying a Building 
   
   
   
   
  Peering from around the corner, a tremendous 
  crash resounds nearby.  A huge black skinned giant 
  wielding an enormous club seems to be intently 
  bashing its way through the brick wall of one of the 
  nearby buildings.  But each time it strikes the wall, 
  it flinches away from sparkles of silvery light 
  emerging from the dark hole within.  Judging from 
  its slow rate of progress, it’s probably going to be 
  working this wall for several more hours before it 
  will finally be able to get inside.  
  This is a fiendish fire giant. 
  C.  Fun for the Whole Family 
   
   
  As you approach the Bampton Highway the road, 
  being an important route for caravans entering or 
  leaving the city, is lit by Everburning Torches 
  mounted high, out of reach, down most of its 
  length.  Ahead, you hear a clack-rattle-clack-rattle 
  sound followed by a clattering of things falling.  As 
  you peer out from the relative safety of the 
  darkened alleyway, an enormous fat scaly thing 
  waddles over to a pile of what appear to be human 
  legs.  The devil pulls a leg from the stack and slurps 
  the decaying meat off of it.  Then it moves over to a 
  pile of bones thirty feet down the street that lie 
  scattered about and starts standing them on end in 
  a triangular pattern.  After standing them up, in a 
  booming voice, it calls towards you to another one 
  of its kind, down the street, that picks up a severed 
  head and rolls it vigorously down the street until 
  the skull knocks down several of the standing leg 
  bones.  Several brutish cheers erupt from the 
  rooftops all around giving clear proof that these 
  two devils are not alone in their evil entertainment. 
  There are two Cornugons bowling while being 
  watched by six barbazu on the rooftops.  They are too 
  occupied with their game to notice the adventurers at 
  this time. 
   
  If the party investigates further,  
  Beyond the devils in either direction can be seen 
  other fiends capering about or engaged in 
  numerous evil acts for as much of the street as can 
  be seen. Trying to cross the road here or at some 
  other point along its length will probably be a 
  brutally painful experience. 
  D.  Words Can’t Describe 
   
   
  Dozens of flailing tentacles seem to emerge from a 
  pit in the center of the street here.  They swirl 
  around until they latch onto a piece of building or a 
  scrap of street refuse.  Then they lift the item up 
  above the pit and drop it in, accompanied by noisy 
  crunching noises.  The tentacles are easily able to 
  reach over 40 feet out of the pit, blocking this street 
  to any who might dare approach.  
  This is a fiendish giant squid that has fallen into a hole 
  and is playing with anything it can get its tentacles on. 
  II 
  The lower case alley encounters are for atmosphere or 
  to frighten the characters on their journey across a few 
  city blocks.  This is a lower APL module, so the DM 
  should try to instill in the party an appropriate level of 
  apprehension as they move from one location to the 
  next. 
  
  Beneath the Crossroads 
   
  Page 16 
  a. First Steps  
   
   
   
  Entering the back alleyway behind the safehouse, 
  the screams of the damned echo from across the 
  rooftops.  The full moon above the cloudless night 
  provides some light, while starlight and distant 
  flames in other parts of the city reflect down, 
  casting shadows at odd angles.  As your eyes adjust 
  to the dimness everything seems quiet back here, 
  but your eyes are still drawn fearfully to the 
  shadows, the corners of the buildings, the edges of 
  the rooftops limned against the night sky… 
  b. The Larder   
   
   
   
  As the party approaches this area, have them make 
  Listen checks.  They will hear (automatic success) 
  several voices speaking in a harsh language (Infernal).  
  Then after about 10 minutes the voices seem to move 
  away.  This area has been chosen by a squad of osyluths 
  as a temporary storage point for tonight’s kills and the 
  ground is slick with blood and gore oozing down the 
  alleyway.   
   
  The four osyluths are arguing amongst themselves 
  and will not notice the party.  After ten minutes the 
  squad leaves, heading the other direction towards 
  Damillius Road.  If the party moves past or into this 
  cul-de-sac, have them make Balance checks (DC 14).  
  Anyone failing the check will slip and fall in the gore 
  (making some noise, but not a lot).   The cul-de-sac has 
  about thirty freshly killed corpses in a large pile.  They 
  have already been thoroughly stripped by the devils 
  and there is nothing of value here.    
  c. Success 
   
   
   
   
   
  The back wall of what you hope is the temple of 
  Ralishaz shines with the light of silvery runes 
  inscribed there.  But here and there, the runes seem 
  to flicker as if slowly being drained of whatever 
  protective magics they represent.  Set into the wall 
  of the corner closest to you appears to be a small 
  door. 
  Knocking at the door will quickly bring Febritz, the 
  cleric here to investigate.  If the party mentions 
  Valeraan’s name, he will open the door and let them 
  enter. 
  e. A Hot Time in the Old Town  
   
   
  Across the street, one of the larger buildings seems 
  to have caught fire and is well on the way to 
  burning to the ground.  Fortunately the other 
  buildings surrounding it seem to be made of stone, 
  so the blaze is unlikely to spread too far.  But from 
  within the building can be heard what sounds like a 
  group of children all laughing hysterically.  Given 
  the strange things you’ve already seen tonight, it’s 
  doubtful if there are actually children trapped in 
  the blazing inferno. 
  If a Detect Evil spell is cast, there are multiple evil 
  creatures inside the burning building.  From here the 
  party is also probably close enough to hear the crashing 
  from Encounter B (above). 
  f. and g.   A Dead Calm   
   
   
   
  For whatever strange reason, Verdant Way and 
  Barrows Road are completely deserted.  A party 
  wandering this way will see the glow of the fire several 
  blocks away (e), but other than that, there is an 
  unnatural silence on both of these streets.  The silence 
  should be remarked upon several times if the party 
  tries to go this way and the DM should use every effort 
  to make the party as paranoid as possible, walking out 
  in the open for any length of time.   
   
  Unfortunately, this route will still be blocked by 
  the devils’ games (Encounter C above), so they will 
  still need to find an alternate route. 
  
  Beneath the Crossroads 
   
  Page 17 
  APPENDIX 2: The Fights 
   
  Stat blocks for all creature encounters the party can 
  reasonably be expected to defeat are listed here. 
  Encounter One 
   
   
   
   
  Half-Fiend Wolves (1 or 2): CR 3; Medium Outsider 
  (Infernal); HD 2d8+6; hp 18 (APL2) or 16, 14 (APL4);  
  Init +4 (Dex); Spd 50 ft (10 squares), fly 50 ft (average); 
  AC 17 (+4 Dex, +3 natural) touch 14, flat-footed 13; 
  Grapple +4; Atk Claw +4 melee (1d4+3); Full Atk 2 
  claws +0 melee (1d4+1) and bite +5 melee (1d6+3); SA 
  Smite Good, Trip; Spell-Like Abilities: Darkness 3/day; 
  SQ Damage Reduction 5/magic, Darkvision 60 ft, 
  Elemental Resistances, Immunity to Poison, Scent, SR 
  12; AL LE; SV Fort +5, Ref +5, Will +1; Str 17, Dex 19, 
  Con 17, Int 6, Wis 12, Cha 8;  
   
  Skills: Hide +10, Jump +7, Listen +6, Move Silently 
  +10, Spot +7, Survival +4*; Feats: Track, Weapon Focus 
  (bite). 
  SA Smite Good (Su): Once per day the half-fiend can 
  make a normal melee attack to deal +2 extra damage to 
  a good foe. 
  SA Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  SQ Elemental Resistances (Su): The half-fiend has 
  resistance to Acid 10, Cold 10, Electricity 10 and Fire 
  10. 
  SQ Scent (Ex): *Wolves gain a +4 racial bonus when 
  tracking by scent. 
    
  Encounter Seven  
   
   
   
   
  Rats: CR 1/8; Tiny Animals; HD ¼; hp 1 each; Init +2 
  (Dex); Spd 15 ft (3 squares), Climb 15 ft, Swim 15 ft; AC 
  14 (+2 Size, +2 Dex), touch 14, flat-footed 12; Grapple –
  12; Atk Bite +4 melee (1d3-4); Full Atk Bite +4 melee 
  (1d3-4); SQ Low-light Vision, Scent; AL N; SV Fort +2, 
  Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, 
  Cha 2; 
   
  Skills: Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10; Feats: Weapon Finesse. 
   
  Dire Rats: CR 1/3; Small Animals; HD 1d8+1; hp 5 
  each; Init +3 (Dex); Spd 40 ft (8 squares), Climb 20 ft; 
  AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 
  12; Grapple –4; Atk Bite +4 melee (1d4); Full Atk Bite 
  +4 melee (1d4); SQ Low-light Vision, Scent; AL N; SV 
  Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, 
  Wis 12, Cha 4; 
   
  Skills: Climb +11, Hide +8, Listen +4, Move 
  Silently +4, Spot +4, Swim +11; Feats: Alertness, 
  Weapon Finesse.  
   
  Encounter Nine 
   
   
   
   
  Alligators (1 or 3): CR 2; Medium Animal; HD 3d8+9; 
  hp 22 (APL2) or 25, 23, 22, (APL4); Init +1 (Dex); Spd 
  20 ft (4 squares), Swim 30 ft; AC 15 (+1 Dex, +4 
  natural), touch 11, flat-footed 14; Grapple +6; Atk Bite 
  +6 melee (1d8+6) or Tail Slap +6 melee (1d12+6); Full 
  Atk Bite +6 melee (1d8+6) or Tail Slap +6 melee 
  (1d12+6); SA Improved Grab; SQ Hold Breath, Low-
  light Vision; AL N; SV Fort +6, Ref +4, Will +2; Str 19, 
  Dex 12, Con 17, Int 1, Wis 12, Cha 2;  
  Skills: Hide +7*, Listen +4, Spot +4, Swim +12; 
  Feats: Alertness, Skill Focus (Hide). 
  Improved Grab (Ex): To use this ability, an 
  alligator must hit with its bite attack.  It can then 
  start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, the alligator establishes a hold 
  on the opponent with its mouth and drags it into 
  the water, attempting to pin it to the bottom. 
  Hold Breath (Ex): An alligator can hold its 
  breath for 68 rounds before it risks drowning. 
   
  Encounter d  
   
   
   
   
  Feral Dogs (3 or 6): CR 1; Medium Animals; HD 
  2d8+4; Init +2 (Dex); Spd 40 ft (8 squares); AC 16 (+2 
  Dex, +4 natural), touch 12, flat-footed 14; Grapple +3; 
  Atk Bite +3 melee (1d6+3); Full Atk Bite +3 melee 
  (1d6+3); SA Trip; SQ Low-light Vision, Scent; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6; 
   
  Skills: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1*; Feats: Alertness, Track. 
  SA Trip (Ex): A dog that hits with a bite attack 
  can attempt to trip the opponent (+1 check 
  
  Beneath the Crossroads 
   
  Page 18 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity.  If 
  the attempt fails, the opponent cannot react to 
  trip the dog. 
  
  Beneath the Crossroads 
   
  Page 19 
  APPENDIX 3: Some Thoughts on the Construction and History of the 
  Radigast City Sewer System 
  From the Oerth Journal: 
  Radigast 
  City 
  sports 
  an 
  extensive 
  network of sewer tunnels that run 
  beneath it. As drainage is good, these 
  sewers are prone to flooding and fast 
  currents during and after rainstorms. 
  The Government employs the Guild of 
  Sewer Scrapers to keep the drainage 
  free and easy within the sewers, and 
  these folk may be found within them 
  shortly after heavy rains or at least once 
  per week.  
   
  The sewer system beneath Radigast City in the County 
  of Urnst is deeper than many think and has never been 
  completely explored.  There are actually four distinct 
  levels which have been identified by their construction 
  styles and relative ages. 
  The First Level 
   
   
   
   
  This is the most complete level.  It runs beneath 
  all of the different parts of the city and it can be 
  accessed throughout the entire city.   The 
  tunnels run 30 ft below street level.  They are 
  constructed out of stone and are 10 ft. high.  
  They are of a uniform shape, with a five foot 
  wide path  to either side of channel through 
  which the water flows.  The main tunnels run 
  East to West to the Lake and are 20 ft wide.  
  These tunnels are connected by crossing side 
  tunnels which are 15 ft wide, again with five foot 
  paths on either side.  These side tunnels are 
  used for cross-drainage in case there is some 
  blockage or other trouble which might cause the 
  overall system to backup or clog.   
   
   
   
   
   
   
  At irregular intervals, every 50 ft or so, are stone 
  slab planks which are intended to be used as 
  bridges to aid in traveling through the system. 
   
  The water which flows through the system 
  uses a small spring-fed pond to the North-East 
  of the city as its head waters.  The water is 
  forced into the system and then regulated by a 
  gnomish-built pumping system which has been 
  in place since the creation of this level of the 
  sewers 138 years ago.  The architect of this 
  level was Leopold, a young noble of the House 
  of Gellor, who used the decomissioned stone 
  from Castle Radigast to build the system and a 
  later became the ruling count following the 
  assasination of his uncle and aunt during an 
  diplomatic expedition.  Leopold was also 
  responsible for a lot of the other construction 
  that was done at that time and is one of the key 
  figures responsible for Radigast City becaming a 
  city in truth, and not merely a major fortification.  
  See The History of Radigast City (pub. Yr.572) 
  for more details. 
  The Second Level 
  The level beneath the main tunnel system is 
  several 
  centuries 
  older. 
   
  It 
  is of brick 
  construction and has collapsed in many places 
  over the years.  Generally, this set of sewers 
  runs approximately 15 ft below the primary 
  sewers.  
   
   
   
   
   
   
  The second level tunnels are circular and are 
  uniformly 8 ft in diameter.  They connect 
  backfilled rooms and pools in a bewildering 
  maze, but there are still many access points 
  which have been built to connect to the upper 
  level, so these tunnels are still occasionally used 
  by the Guild of Sewer Scrapers as needed.  
  Depending on recent rainfall, the water level in 
  these tunnels can vary from as little as one foot 
  depth up to 5 feet depth. 
  The Third and Fourth Levels 
  These tunnels pre-date the Sueloise invasion 
  and the construction of Radigast City.  They are 
  a combination of (possibly dwarf-mined) tunnels 
  60-70 ft below the surface and of low, natural 
  caves 90-120’ ft below the surface.  The water 
  trapped in these areas is below sea-level, but it 
  still drains somewhere; perhaps into some 
  deeper cave system.   
   
  While unexplored, there is still one comforting 
  thought.  One thing that has been firmly established is 
  that the caverns beneath Radigast City DO NOT lead 
  into that below ground area frequently referred to as 
  “Underdark”.  Were this not the case, the Sewers of 
  
  Beneath the Crossroads 
   
  Page 20 
  Radigast City would have dozens of stories of foul 
  creatures (other than Spawn of Kyuss) emerging from 
  them into the light.  Since this has never happened in 
  recorded history and reports of occasional sewer 
  creatures have always been “normal”, it is most 
  probable that the caverns below are a closed system. 
  
  Beneath the Crossroads 
   
  Page 21 
   
  DM Aid #1 – City Map
  .
  (scale 10 ft./square)
  D
  s2
  d
  The Bampton Highway
  C
  s3
  B
  Errant Road
  e
  d
  c
  A
  v
  b
  g
  f
  Verdant Way
  s1
  a
  Annelle Way
  x
  .
  Barrows Road
  Damillius Road
  Temple Row
  Crook Road
  Barrows Road
     SH
  F
       S2
     
     the Temple of
         Ralishaz
              
           North
  
  Beneath the Crossroads 
   
  Page 22 
  DM Aid #2 – Sewer Map 
  .
  s2
  a
  CAVE-IN
  9
  s3
  a
  8
  SCALE
  10 ft/square
  7
  s1
  .
  BENEATH THE CROSSROADS
  The Sewer Map
  
  Beneath the Crossroads 
   
  Page 23 
  Player Handout #1 – City Map 
   
   .
  (scale 10 ft./square)
  d
  The Bampton Highway
  Errant Road
  Damillius Road
  v
  Verdant Way
  Annelle Way
  .
  Crook Road
  Barrows Road
  Barrows Road
  Temple Row
    
     
     the Temple of
         Ralishaz
              
           North
  ADVENTURERS' HANDOUT ONE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC4-01 Beneath the Crossroads (3E).pdf