TEXT: Under the Streets
  A One-Round D&D 3rd Edition LIVING GREYHAWK™ Adventure
  by Peter Parker
  People in Devarnish are disappearing at an alarming rate. You have been gathered together by a veteran of
  many battles against evil. He believes that the cause of Devarnish’s current suffering will be found in the sew-
  ers and catacombs beneath Devarnish. This is a regional adventure for characters level 1-4.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
  Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  This scenario is intended for organized play use
  only and may not be reproduced without approval of the RPGA Network. 
  © 2000 Wizards of the Coast, Inc. All rights reserved. 
  Visit our Website at:
  www.wizards.com/rpga
  VEL1-02
  
  GETTING STARTED
  Under the Streets
  1
  T
  his 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 clos-
  er to three 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 com-
  municate 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 par-
  ticularly 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 require-
  ments 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 seven players partici-
  pating 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 rule books during cer-
  tain times of play. For example, the players are not free to consult
  the DUNGEON MASTER’s Guide when confronted with a trap or haz-
  ard, 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.
  Scoring
  After the players have completed the scenario or the time allot-
  ted to run the scenario has run out, the players and DM score the
  game. The RPGA has three ways to score its games. Consult your
  convention coordinator to determine which method to use for
  this scenario:
  1-No-vote scoring: The players write their names and RPGA 
  numbers on the scoring packet grid. You fill in the top of the
  grid. That is all. No one is rated. This method is used for 
  people who are just playing for fun.
  2-Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide personal 
  information, but don’t vote for other players. The game 
  master rates the scenario and completes personal and event 
  information, but does not rate the players as a team or vote for
  players. This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game master wants 
  feedback on his or her own performance.
  3-Voting: Players and game masters complete the entire packet, 
  including voting for best player. If this method is used, be 
  sure to allow about 15-20 minutes for the players to briefly 
  describe their characters to the other players, and about 5-10
  minutes for voting. This method is used when the players 
  want to know who played the “best” amongst the group, or 
  when the adventure is run in tournament format with 
  winners and prizes. 
  When using voting, rank the players in order of your voting
  choice while they are completing their forms, so that you are not
  influenced by their comments on your abilities. It’s a good idea to
  have the players vote while you determine treasure and experi-
  ence awards for the scenario. 
  After voting, give the Scoring Packet to your event coordinator.
  
  GETTING STARTED
  Under the Streets
  2
  T
  his is a LIVING GREYHAWK Adventure. As a LIVING™ adven-
  ture, it is expected that players will bring their own charac-
  ters with them. If players do not have a LIVING GREYHAWK char-
  acter generated, get a copy of the current LIVING GREYHAWK char-
  acter generation guidelines, a character sheet, and a LIVING
  GREYHAWK log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a character
  create one. 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 Tier Structure
  Because players bring their own characters to LIVING GREYHAWK
  campaigns, this adventure is tiered. Basically, the challenges in this
  adventure are proportioned to the average character level of the
  characters participating in the adventure. To determine the tier
  that you will use to run this adventure, add the character levels of
  all the characters. In addition, add the levels of any cohorts or ani-
  mals according to the values on their certificates. Cross-reference
  the total and the number of players participating in the game
  using the chart below to determine the tier used for this adven-
  ture.
  4 players
  5 players
  6 players
  7 players
  Lvl Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th 
  T2:
  13-22
  14-24
  15-26
  16-28
  6th 
  The level cap indicated is the highest level of character allowed
  to play this adventure. Characters of levels higher than the
  highest level shown for the highest tier cannot be played.
  Lifestyle
  At the beginning of every scenario, each PC is required to
  pay upkeep costs matching the level of lifestyle they wish to
  maintain. The lifestyles, and the effects that each has on play,
  are:
  Destitute
  You have no living space, and must carry all your
  gear everywhere. You eat poor quality food. You
  wear a peasant outfit, your only change of clothes.
  Poor
  You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have
  two sets of clothing.
  Common
  You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You prob-
  ably have two or three sets of clothing.
  High
  You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations (twice the
  cost of good accommodations), and you eat excel-
  lent foods. You can throw a banquet for your
  friends every day, and frequently do. You wear
  clothing up to the value of noble’s outfit, and buy
  a new set of clothes every week. 
  Lifestyles come with bonuses or penalties to Diplomacy,
  Intimidate, Disguise, and Bluff skill checks. These penalties,
  shown below, should be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a poor lifestyle
  would not have a penalty when talking to a beggar, but would
  when talking to a city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of street thugs, where
  a PC with a destitute lifestyle might not.
  DMs are encouraged to role-play these reactions whenever
  possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
  0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  THE ADVENTURE
  Under the Streets
  3
  DM Guidelines
  The DM should also familiarize himself with the Veluna
  Gazetteer, which is available on the Veluna Triad Web site
  (www.veluna.com). The gazetteer gives vital information on how
  certain classes and races are viewed in Veluna. The adventure
  takes place in Devarnish so a good working knowledge of that
  city is helpful as well. 
  DM Background
  People in Devarnish are disappearing at an alarming rate. The
  Devarnish City Guard has posted a reward of 500 silver pieces to
  anyone who can discover the cause. The PCs start this adventure
  in the Broken Spear, a seedy tavern in the military district. There,
  the PCs will most likely will be enjoying drinks or a meal when
  a man named Mucready approaches the them. Mucready is look-
  ing for volunteers to accompany him in to search for the root of
  the disappearances in the sewers and catacombs beneath
  Devarnish. He believes that there is a force in the sewers that is
  kidnapping citizens and smuggling them into the Empire of Iuz.
  If the PCs accompany Mucready they find out that there is a
  fairly large Rogues’ organization currently operating in the tun-
  nels. This organization calls itself the Rat Pack. A strong and cen-
  tralized group, the Rat Pack is part of a national organization of
  thieves’ guilds. They formed out of defense against the
  Theocracy’s very effective anti-crime campaigns. The sewers and
  catacombs beneath Devarnish connect to every part of the city,
  and they serve as the perfect base for smuggling, hiding out, and
  stashing loot.
  The Rat Pack, however, are not the cause of the disappear-
  ances, and were, in fact, were the first to be victimized. The trou-
  ble on the surface did not begin until the Pack began traveling in
  heavy-armed groups. 
  The cause of the trouble is a rather pathetic sea hag named
  Grizzelda, as well as her ogre guards and her undead minions.
  Driven out of every suitable lake in the country by more power-
  ful creatures or the servants of Rao, she has taken up residence
  here out of desperation. She quickly discovered that prey is plen-
  tiful in and under Devarnish and capable of only small resistance.
  Now she considers herself a sewer hag, painting failure as an
  accomplishment. 
  In the sewers the PCs will first encounter a group of zombies
  led by an ogre, all masked by illusions so they appear human. The
  zombies will attack while the ogre flees. Mucready  pursues the
  ogre, and is captured. Following Mucready and the ogre leads the
  party into an encounter with a Rat Pack patrol. This should result
  in some tense moments and possibly combat.
  If the party attacks the patrol, they will wander through the
  catacombs until they encounter another of Grizzelda’s patrols.
  That encounter will eventually lead them to Grizzelda’s lair. 
  If they negotiate with the members of the Rat Pack they will
  be taken blindfolded to meet one of the Pack leaders. He will
  arrange for assistance and guidance to the area where they
  believe Grizzelda has her lair. Once the PCs find the lair, combat
  will ensue with ogres, zombies, and Grizzelda. 
  Player’s Introduction
  Start play by giving the PCs the Player’s Handout: Reward Poster.
  The adventure starts in the Broken Spear tavern when a man
  named Mucready enters and asks for volunteers to help him
  solve Devarnish’s most recent trouble. He believes that there is a
  force in the sewers that is kidnapping citizens and smuggling
  them into the Empire of Iuz. Players should select the character
  most likely to respond to Mucready’s appeal. They may chose
  their character after hearing the following text:
  It is a quiet evening at the Broken Spear, a seedy tavern in the
  military district. Well, it was until a lean and tall unshaven man
  burst through the door of the establishment. Gruffly the man
  roars “I,” as he stagers through the door, “have had,” crossing to a
  bare spot on a nearby table for support, “enough!” He punctuates
  his statement with a fist slamming on the table hard enough to
  overturn the drinks upon it. His clothes are ragged and torn, and
  you see caked blood behind the rough whiskers of his face. He
  waves aside aid and calls to the patrons of the Broken Spear:
  “Servants of evil live in our sewers and are kidnapping our peo-
  ple, taking them in chains to the Empire of Iuz. I am not strong
  enough to stand against them alone. Are any of you courageous
  enough to come with me?”
  Any players who do not eventually volunteer a character for
  Mucready’s crusade should leave the table. The adventure is over
  for them. Mucready will speak to the rest. 
  At first glance, due to his size and unkempt appearance, he seems
  a wild barbarian, but his accent is learned and he speaks in a
  patient, almost hesitant, manner. “My name is Mucready, and I
  am a veteran and an adventurer. Not two hours ago I saw a pair of
  our citizens beaten with clubs and drug into the sewers. I have
  fought with our allies against Iuz and his minions for ten years,
  but I was unprepared for the ferocity of this counterattack when
  I tried to aid our brethren. I was bested and barely escaped. If you
  are willing to aid me—to aid the people of our city—tell me
  about yourself. I like to know who is at my back.”
  Allow the players time to introduce themselves, then continue
  with Mucready’s briefing. 
  “Years ago, I worked for Duke Borin. When most of you were
  being born, I was defending our merchants from owlbears and
  goblins in the Asnath Copse. A decade ago, I went to defend the
  
  THE ADVENTURE
  Under the Streets
  4
  borderlands against the Empire of Iuz. I know their tricks.”
  Mucready has been searching various sewer access, looking for
  the kidnappers. 
  Mucready did not see emblems of Iuz, but declares, if asked: 
  “You think spies would wear the standard of their true cause?”
  Mucready will take some time to acquire magical healing, as the
  local temple to St Cuthbert owes him a favor, and will meet the
  party at the sewer entrance at the corner of Cloth Way and
  Carter’s Boulevard in one hour.
  When all the PC’s have made their intentions clear,
  Mucready will leave to make preparations. Tell the party to select
  the equipment they will be taking along, and proceed to
  Encounter 1. 
  Encounter 1: Into the Sewers
  Note: In the sewer Mucready insists on scouting ahead of the
  PCs. He is at scouts just over 100 feet ahead, returning to the PCs
  every few minutes. 
  In this encounter the players will run into one of Grizzelda’s
  patrols. The entire patrol is made to appear human with a power-
  ful illusion. The ogre leader will order the zombies to attack and
  then it will run. Mucready will pursue the ogre. The ogre and
  another patrol will capture Mucready, leaving the PCs on their
  own until Encounter 4. 
  As you arrive at the sewer entrance, you see Mucready, and the
  other adventurers who agreed to go along on this daring quest. 
  Allow the players to make preparations before entering. When
  they are ready, describe the sewer entrance.
  The dark tunnel swallows you up, and the hot, humid stench of
  the place makes you feel as though you were entering the belly
  of some great beast. Slime drips from the stone work and the
  water that sloshes over your feet stinks from filth and muck.
  You move through the tunnels for some time, and the seeming
  futility of the task ahead weighs heavily upon you. 
  It doesn’t get any better. The smell, the darkness, the
  oppressive gloom, it all presses down on you relentlessly. Then
  you turn a corner and are faced with a group of men in dark
  clothes. One of them points at you. 
  “Kill them!” He shouts. As the remaining men shamble for-
  ward to engage you, the speaker flees into the darkness and out
  of sight. Mucready leaps out of a side tunnel and sprints off in
  pursuit of the fleeing man yelling, “I’ll get the leader! You cap-
  ture these lot and follow when you can!” 
  This is one of Grizzelda’s patrols. They are made to appear human
  with powerful illusion magic (a seeming cast by a mercenary wiz-
  ards of Grizzelda’s acquaintance; Will save to disbelieve, DC 19).
  The leader of the patrol is an ogre, and he will escape.
  Tier 1 (EL 4) 
  Zombie (5): CR 1/2; Medium-size Undead; HD 2d12+3; hp 16;
  Init -1 (Dex); Spd 30 ft; AC 11 (-1 Dex, +2 natural); Atk +2 melee
  (1d6+1 Slam); SQ Undead, partial actions only; AL N; SV Fort +0,
  Ref -1, Will +3
  Str 13, Dex 8, Con —, Int —, Wis 10, Cha 3
  Feats: Toughness
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage; Partial Actions Only (Ex)—Zombies have poor
  reflexes and can perform only partial actions. Thus they can
  move or attack, but can only do both if they charge (a partial
  charge). 
  Tier 2 (EL 6):
  Zombie (10): uses stats above. 
  Tactics: The Zombies will relentlessly attack the PCs. When
  describing the fight with the zombies, be sure to use words like
  “clumsy” and “stilted” as clues. The zombies will reveal their true
  form when they are killed (as per the seeming spell), but before that
  PCs must make a successful Will save to disbelieve the illusion. 
  There is a chance that players may use character knowledge
  (e.g., the hints that the men are shambling, the fact that during
  the battle the models are only making partial actions, and critical
  hits seem not to be as crippling as they should) to determine the
  creatures may be illusion-shrouded zombies. Clerics or others
  who have not successful disbelieved, but decide to let loose with
  spells that only affect undead, turning, or rebuking actions will
  either grant the undead a +2 circumstance bonus to saves against
  spells or –2 circumstance penalty to turning (or rebuking)
  checks. 
  Development: Once the zombies are destroyed, the PCs will
  soon find that there is not sign of either the zombies’ leader or
  Mucready. It is important to the plot that both of these NPCs get
  away.
  When the PCs decide move forward read the following:
  Moving into the gloom in the direction that Mucreedy pursued
  the fleeing man, you wonder where your pursuit will lead. 
  Encounter 2: Thieves Patrol
  In this encounter the PCs will meat members of the Rat Pack, the
  thieves guild that operates in Devarnish. Read the following: 
  
  THE ADVENTURE
  Under the Streets
  5
  You move as quickly as you can through the dark and oppressive
  tunnels. Turning a corner, you find yourselves confronted by five
  men in dark leathers with blackened weapons. They eye you war-
  ily as one of them speaks. 
  “Who are you, and what is your purpose in the Undercity?”
  The PC’s have a difficult choice here. If they attack, the thieves
  will defend themselves. While the PCs can defeat the Rat Pack
  patrol, it will weaken them for the final encounter with Grizzelda
  and her minions, and the PCs may miss out on some important
  information. 
  If the party talks to the Rat Pack patrol, and is honest about
  their purpose, then the patrol’s leader, Zarathos, will introduce
  himself to the PCs and share and share the following information: 
  •
  He is the leader of this patrol from a community of outlaws 
  and misfits living in the catacombs. 
  •
  Something has been taking their people, and the 
  disappearances only stopped when they started traveling in 
  armed patrols. 
  •
  He will indicate through subtly used Innuendo (DC 10), that
  the “community” is really a Thieves’ Guild. 
  The other patrol members will avoid contact with the PC’s as much
  as possible—they don’t trust other armed folk who wander the
  sewer, those folks tend to be those who hunt thieves. Only
  Zarathos will speak with the PCs, and he will be terse and reticent.
  If the party will consent to be blindfolded, he will take them
  to meet with their leader at the Rat Pack headquarters (go to
  Encounter 3a: Strange Alliances). If the party refuses to be blind-
  folded Zarathos will allow them to be on their way and the PCs
  will end up in Encounter 3b: Wandering Around.
  All Tiers (EL 5): 
  Zarathos, human male Rog3: CR 3; Medium-size
  Humanoid; HD 3D6; hp 15; Init +7 (+3 Dex, +4 Improved
  Initiative); Spd 30 ft; AC 17 (+3 Dex, +4 chain shirt); Atk +5 melee
  (1D6+1 [crit. 18-20], rapier) or +3 melee (1d4+1 [crit. 19-20], dag-
  ger) or +5 ranged (1d4+1 [crit 19-20], dagger); SA Sneak Attack
  +2d6 SQ Evasion, Uncanny Dodge; AL CN; SV Fort +2, Ref +6,
  Will +1
  Str 13, Dex 16, Con 10, Int 14, Wis 10, Cha 10; 
  Skills: Balance +3, Bluff +5, Climb +2, Diplomacy +8, Escape
  Artist +8, Gather Information +3, Hide +5, Jump -1, Listen +2,
  Move Silently +5, Read Lips +7, Sense Motive +8, Spot +5; Feats:
  Combat Reflexes, Improved Initiative, Weapon Finesse (rapier).
  Possessions: chain shirt, rapier, 3 daggers, thieves tools,
  lantern, three flasks of oil. 
  Male human Rog1 (2): CR 1; Medium-size Humanoid; HD
  1D6+2; hp 6; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft;
  AC 14 (+2 Dex, +2 leather); Atk +2 melee (1d6 [crit. 19-20], short
  sword), +2 ranged (1d8 [crit 19-20], light crossbow); SQ Sneak
  Attack +1d6; AL CN; SV Fort +2, Ref +4, Will +0
  Str 11, Dex 14, Con 15, Int 14, Wis 10, Cha 10
  Skills: Balance +4, Bluff +2, Climb +3, Diplomacy +5, Escape
  Artist +7, Gather Information +3, Hide +4, Listen +2, Move
  Silently +6, Read Lips +6, Sense Motive +5, Spot +3; Feats:
  Improved Initiative, Weapon Finesse (shortsword). 
  Possessions: Leather armor, shortsword, light crossbow, 20
  bolts, thieves’ tools, lantern, two flasks of oil, 50 ft. of hemp rope.
  Male human Ftr1 (2): CR 2; Medium-size Humanoid; HD
  1D10+1; hp 9; Init +1 (+1 Dex); Spd 30 ft; AC 14 (+1 Dex, +3 stud-
  ded leather); Atk +5 melee (1d8+3 [crit. 19-20], long sword), or +2
  ranged (1d8 [crit. 19-20], light crossbow); AL CN; SV Fort +3, Ref
  +1, Will -1
  Str 16, Dex 12, Con 13, Int 14, Wis 9, Cha 10
  Skills: Balance +1, Bluff +1, Climb +4, Escape Artist +1, Hide
  +1, Listen +1, Move Silently +1, Spot +1 Feats: Cleave, Power
  Attack, Weapon Focus (longswords). 
  Possessions: Studded leather armor, longsword, light cross-
  bow, 20 bolts, 2 torches. 
  Encounter 3a: 
  Strange Alliances
  Led blindfolded through many twists and turns, you soon lose all
  hope of knowing where you are. At last the blindfold is finally
  taken off and your sight is returned. You are met with a remark-
  able sight. In a large natural cavern, more than thirty people bus-
  tle about on various tasks. All are armed and armored similar to
  the patrol you are with. You’re led to a slender and scruffy look-
  ing man seated behind a large but rickety desk. Zarathos whis-
  pers in his ear, and then the new man addresses you. 
  “Well, well, well! My name is Rumontas. I guess things must
  have gotten pretty bad upstairs for the Theocrat and his minions
  to have taken an interest in the Undercity. I’m not sure if I like
  that. Still, I know I don’t like my people disappearing. I’ll make
  you a proposition. Give me your word that you won’t tell anyone
  about us, and I’ll send this patrol to show you the area where we
  think the trouble is centered and help you eliminate it.
  Otherwise, we’ll blindfold you again, and let you try to find it
  yourselves. But then you may tell people about us…oh my,
  maybe we should just blind fold you and lead you….elsewhere. 
  The party will likely have some questions for Rumontas. Sample
  questions and answers follow:
  What are you doing down here?
  We are the people who have fallen through the cracks of society.
  Here, in this place, we have founded our own civilization.
  
  THE ADVENTURE
  Under the Streets
  6
  How many people are living in the sewers?
  More than you may guess, I suspect. There are many of us in this
  association, but there are more packs of like-minded people all
  over the country.
  Why haven’t you taken care of it yourselves?
  The threat is located in an area of the sewers from which our peo-
  ple have never returned, however, we have seen others come and
  go. Whoever, or whatever, is back there, is intelligent and pre-
  pared, and has allies above. We are not strong enough to risk a
  confrontation with people from the city. But, you are from above
  and don’t have that fear.
  Development: If the party agrees to Rumontas’s deal, they will
  be led to the area of the sewers that Rumantas knows the kidnap-
  pers dwell. The PC will be lead on to Encounter 4: Nice Lady?
  accompanied by the patrol from the guild, but they will leave just
  before the PCs encounter the Sea Hag and her minions. 
  If the party refuses they will end up in Encounter 3b:
  Wandering Around. 
  If at any point the party attacks, all present will mob them
  and kill them.
  Rumontas is a 9th-level rogue. He has two lieutenants who
  are each 7th-level rogues. Each of them has two sergeants who
  are each 2nd-level rogues and 4th-level fighters. Each of them has
  two field commanders who are each 3rd-level fighters. Further,
  there are fourteen members and eleven associates. The members
  are composed of an even number of 1st-level rogues and 1st-level
  fighters. The associates are all 0-level characters. Between them
  all, they have whatever combination of feats and skills and
  weaponry necessary to destroy any small group of people who
  attempt to kill them in their sanctum. Use the generic stats on
  pages 48-58 the Dungeon Master’s Guide if it comes to a fight.
  Further, there are many needle traps surrounding the hideout
  that will harm unguided intruders. 
  Hail of needles: CR 1 +20 ranged (2d4); Search (DC 22); Disable
  Device (DC 22). 
  Finally, the heroes have no idea exactly where they are, or how to
  get out of the sewers from here.
  Encounter 3b: Wandering Around
  If the PCs do not accept the help of the Rat Pack they will have to
  wander around until they run into Grizzelda’s forces. Read or par-
  aphrase the following:
  You are almost certainly lost. You are tired, wet, and completely
  certain that you have failed. 
  You turn a corner and are faced with a familiar sight. Five
  men in dark clothes move down the tunnel toward you. One of
  them points at you.
  “Kill them!” He shouts. As the remaining four shamble for-
  ward to engage you, the speaker flees into the darkness and out
  of sight.
  This is another one of Grizzelda’s patrols. They are made to appear
  human with powerful illusion magic (a seeming cast by a merce-
  nary wizards of Grizzelda’s acquaintance; Will save to disbelieve,
  DC 19). The leader of the patrol is an ogre, and he will escape.
  Tier 1 (EL 4) 
  Zombie (5): CR 1/2; Medium-size Undead; HD 2d12+3; hp
  16; Init -1 (Dex); Spd 30 ft; AC 11 (-1 Dex, +2 natural); Atk +2
  melee (1d6+1 Slam); SQ Undead, partial actions only; AL N; SV
  Fort +0, Ref -1, Will +3
  Str 13, Dex 8, Con —, Int —, Wis 10, Cha 3
  Feats: Toughness
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from mas-
  sive damage; Partial Actions Only (Ex)—Zombies have poor reflex-
  es and can perform only partial actions. Thus they can move or
  attack, but can only do both if they charge (a partial charge). 
  Tier 2 (EL 6):
  Zombie (10): uses stats above. 
  Tactics: The Zombies will relentlessly attack the PCs. When
  describing the fight with the zombies, be sure to use words like
  “clumsy” and “stilted” as clues. The zombies will reveal their true
  form when they are killed (as per the seeming spell), but before
  that PCs must make a successful Will save to disbelieve the illu-
  sion. 
  There is a chance that Players may use character knowledge
  (e.g., the hints that the men are shambling, the fact that during
  the battle the models are only making partial actions, and critical
  hits seem not to be as crippling as they should) to determine the
  creatures may be illusion-shrouded zombies. Clerics or others
  who have not successful disbelieved, but decide to let loose with
  spells that only affect undead, turning ,or rebuking actions will
  suffer either grant the undead a +2 circumstance bonus to saves
  against spells or –2 circumstance penalty to turning (or rebuk-
  ing) checks.
  This time the PCs will see the direction that the leader is
  heading, and will be able to follow him into the darkness. 
  Your hopelessness has been replaced with the thrill of the chase.
  You know this pursuit will end at the source of the trouble. You
  can feel it.
  
  THE ADVENTURE
  Under the Streets
  7
  Encounter 4: Nice Lady?
  At any time the party may interrupt this description or conversa-
  tion and act. They should be suspicious, but this encounter is still
  likely to throw them off guard. 
  You aren’t sure what you expected, but this wasn’t it. A warmly
  decorated living space is set up before you. People bustle about
  performing various domestic tasks. At the center of the room, a
  comely and well-dressed middle-aged lady stands before a table
  covered with papers. She looks up at your approach, drinks
  deeply from a small flask and smiles. 
  “Hello. Please come in. I have been expecting you.” 
  She gestures to the space in front of her table and waits
  patiently for you to come forward. 
  This is Grizzelda and her minions in her lair, concealed with a veil
  spell (Will save to disbelieve, DC 20).
  Grizzelda will try to get the PCs and their thief escort to stand
  around the front of her table and stall them with lies until her
  minions are in the tunnels behind them. She has already drunk a
  potion of charisma (granting a +5 enhancement bonus to her
  Charisma score), and will use its power to convince the PC’s that
  her lies are truth. 
  “You are no doubt here seeking missing citizens of Devarnish.
  Well, they are gone, but not in the way you think. I have arranged
  for them to be smuggled out of Veluna. They all left of their own
  free will, for reasons varying form religious persecution to the
  desire to escape from  criminal charges. I am a priestess of
  Trithereon, god of freedom and self defense.”
  Grizzelda will try to get the heroes to talk to her as much as pos-
  sible. She will spin a tapestry of lies behind which to hide, and
  will send the heroes on their way if she can. Things she may tell
  the heroes include the following:
  •
  The citizens were smuggled by the Rhennee to Verbobonc. 
  (false)
  •
  She is not now, nor has she ever, willingly worked for Iuz. 
  (true)
  •
  She receives support from a local merchant named 
  Dalingerat. He gives her money and magical supplies, she 
  imports more mundane items for him. (true)
  •
  She assumes Dalingerat is attempting to bypass tariff in the 
  dealings. (true, so far as she knows)
  •
  She has not seen the citizens since they left her company. 
  (true, in a purely literal sense)
  •
  She assumes they are well and happy. (false)
  As is often the case, the truth makes an excellent lie when pre-
  sented properly. If it is clear that the party does not intend to
  leave, she will explain a bit about her devotion to Trithereon and
  ask to pray to him for a solution to the situation. Please read the
  following to the players:
  “As a priestess of the gods of freedom, it is my mission to help
  people escape any situation that interferes with their happiness.
  I am at a loss, however as to what to do about you. Please wait a
  moment while I pray for guidance.” 
  Have all the PC’s make a Sense Motive check (DC 17.) Give char-
  acters that fail Player’s Handout #2: Convincing Argument.
  Characters that make the roll will receive Player’s Handout #2:
  Pulling a Fast One. Allow the party to role-play the ensuing dis-
  cussion. If the party ultimately buys the story, Grizzelda will
  politely ask them to leave her in peace. If they do, she will have
  them escorted to the surface and the adventure will end. If the
  party seems to be unconvinced, she will then begin casting sev-
  eral preparatory spells. 
  The pleasant scene and all its inhabitants disappear, replaced by
  looming ogres, fearsome undead and a hideous and hunched
  female creature whose very visage leeches your strength. In one
  corner of the cavern you can see Mucready bound and gagged
  along with several other prisoners.
  At this point the heroes will have to resist Grizzelda’s Horrific
  Appearance ability.
  Tier One (EL 5):
  Grizzelda,  sea hag: CR 4; Medium-size Monstrous Humanoid;
  HD 3D8+3; hp 16; Init +1 (Dex); Spd 30 ft., swim 30 ft.; AC 14 (+1
  Dex, +3 natural); Atk +6 melee (1d4+4, 2 claws); SA Horrific
  appearance, evil eye; SQ SR 14, Water breathing; AL CE; SV Fort
  +6, Ref +6, Will +8 (+1 all saves from cloak of resistance)
  Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 10 (15)
  Skills: Knowledge (arcana) +4, Hide +3, Listen +9, Spot +9;
  Feats: Alertness. 
  SA: Horrific Appearance (Su)—The sight of the sea hag is so
  revolting that anyone who sets eyes upon one must succeed at a
  Fortitude save (DC 11) or instantly be weakened, taking 2d8
  points of temporary Strength damage. This cannot reduce a vic-
  tim to a negative Strength score, but anyone reduced to Strength
  0 is helpless. Creatures who successfully save cannot be affected
  again by the same hag’s horrific appearance for one day. Evil Eye
  (Su)—Three time per day a sea hag can cast its dire gaze upon any
  single creature within 30 feet. The target must succeed at a
  Fortitude save (DC 11). Creatures who fail have a 25% chance of
  dying instantly from fright; even if they survive, the fall into a
  whimpering catatonia for three days, although remove curse or
  dispel evil can restore sanity sooner. 
  SQ: Water Breathing (Ex)—Sea hags can breathe underwater
  indefinitely and can freely use their abilities while submerged. 
  Ogre (1): CR 2; Large Giant; HD 4D8+8; hp 26; Init -1 (Dex); Spd
  
  THE ADVENTURE
  Under the Streets
  8
  30 ft; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk +8 melee
  (2d6+7, greatclub) or +1 ranged (2d6+5 [crit. x3], longspear);
  Face/Reach 5 ft x 5 ft/10 ft. (15-20 feet with longspear); AL CE;
  SV Fort +6, Ref +0, Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Skills: Climb +4, Listen +2, Spot +2; Feats: Weapon Focus
  (greatclub)
  Zombie (4): CR 1/2; Medium-Size Undead; HD 2d12+3; hp 16;
  Init -1 (Dex); Spd 30 ft; AC 11 (-1 Dex, +2 natural); Atk +2 melee
  (1d6+1 Slam); SQ Undead, partial actions only; AL N; SV Fort +0,
  Ref -1, Will +3
  Str 13, Dex 8, Con —, Int —, Wis 10, Cha 3
  Feats: Toughness
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage; Partial Actions Only (Ex)—Zombies have poor
  reflexes and can perform only partial actions. Thus they can
  move or attack, but can only do both if they charge (a partial
  charge). 
  Tier Two (EL 7)
  Grizzelda, female sea hag Clr2 (Incabulos): CR 6; Medium
  Monstrous Humanoid; HD 5D8+5; hp 26; Init +1 (Dex); Spd 30
  ft., swim 30 ft.; AC 14 (+1 Dex, +3 natural); Atk +6 melee (1d4+4,
  2 claws); SA Horrific appearance, evil eye; SQ SR 14, Water
  breathing; AL CE; SV Fort +9, Ref +8, Will +11 (+1 all saves from
  cloak of resistance)
  Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 10 (15)
  Skills: Knowledge (arcana) +4, Hide +3, Listen +9, Spot +9;
  Feats: Alertness, Lightning Reflexes. 
  SA: Horrific Appearance (Su)—The sight of the sea hag is so
  revolting that anyone who sets eyes upon one must succeed at a
  Fortitude save (DC 11) or instantly be weakened, taking 2d8
  points of temporary Strength damage. This cannot reduce a vic-
  tim to a negative Strength score, but anyone reduced to Strength
  0 is helpless. Creatures who successfully save cannot be affected
  again by the same hag’s horrific appearance for one day. Evil Eye
  (Su)—Three time per day a sea hag can cast its dire gaze upon any
  single creature within 30 feet. The target must succeed at a
  Fortitude save (DC 11). Creatures who fail have a 25% chance of
  dying instantly from fright; even if they survive, the fall into a
  whimpering catatonia for three days, although remove curse or
  dispel evil can restore sanity sooner. 
  SQ: Water Breathing (Ex)—Sea hags can breathe underwater
  indefinitely and can freely use their abilities while submerged. 
  Spells Prepared (4/3+1; DC = 11 + spell level) 0-lvl—detect
  poison, guidance (x2), virtue; 1st-lvl—bless, cause fear*, doom,
  magic weapon 
  * Domain spells (Death—death touch; Destruction—smite). 
  Ogre (2): use stats above. 
  Zombie (6): use stats above.
  Tactics: If Mucready is freed and armed, he will enter combat
  with one of the ogres. The zombies will melee with the nearest
  targets and the ogres will attack the strongest looking heroes.
  Grizzelda will use her Evil Eye and spells unless forced into
  melee, in which case she will attack with her claws. Should
  Grizzelda lose more than half of her hit points, she will cast virtue
  on herself and attempt to flee. She will dive through a broken
  grate.
  Should the party attempt to flee, allow them to get away, with
  Grizzelda’s laughter echoing after them. 
  If the party gets into serious trouble and the thieves are pres-
  ent, the thieves can be used to bail the party out. 
  When Grizzelda is defeated the party finds cells in the cor-
  ridors behind the room with two dozen missing people from
  the city above.
  Treasure: cloak of resistance (+1)
  The End
  
  EXPERIENCE & TREASURE
  Under the Streets
  9
  Experience Point Summary
  To award experience for this adventure, add up the values for the
  objectives accomplished. Then assign the discretionary roleplay-
  ing experience award. The roleplaying award should be given for
  consistent character portrayal and contribution to the fun of the
  game. You can award different roleplaying amounts to different
  characters.
  Award the total value (objectives plus roleplaying) to each
  character.
  Encounter 1
  Defeating the zombie minions
  50 xp
  Encounter 2
  Defeating the Rat Pack Patrol
  50 xp
  or
  Getting Information from the Rat Pack
  75 xp
  Encounter 3a
  Negotiating to have the Rat Pack escort the PCs to
  Grizzelda’s hideout
  50 xp
  Encounter 3b
  Defeating the zombie minions
  50 xp
  Encounter 4
  Defeating Grizzelda and her minions
  200 xp
  Rescuing Mucready
  25 xp
  Total experience for objectives
  400 xp
  Discretionary roleplaying award
  0-40 xp
  Total possible experience
  440 xp
  Treasure Summary
  Player characters may keep items from the scenario that are listed
  on the treasure list below or which meet the following conditions: 
  The item must be non-magical and specifically listed in the text
  of the adventure (e.g armor on foes). If it is not listed in the text,
  the characters cannot keep it. Items of this nature can be sold for
  50% of book value, or recorded on a log sheet. 
  Animals, followers, monsters, henchmen, and so forth (any
  living being, basically) may not be kept from a scenario for any
  reason unless the treasure summary lists the being specifically. It
  is okay for the player characters to form relationships with NPCs,
  but these will not be certed and cannot bring material benefit to
  the character. Contacts (sources of extra information) must be
  specifically certed.
  Theft is against the law, but may be practiced by some player
  characters. Items which are worth more than 250 gp that are of
  personal significance to the owner (including family heirlooms),
  and all magical items, will be discovered in the possession of the
  character by one means or another. The character must return the
  item and pay a fine equal to three times the value of the item
  stolen. In addition, the PC caught receives campaign-decided
  penalties for being known as a thief. For other stolen items which
  meet the criteria in #1 above, use your judgment and the circum-
  stances within the game to determine whether a PC thief gets
  away with the theft or not. 
  Any item retained according to these rules, which does not
  have a certificate, will not ever have a certificate issued for it. 
  The campaign staff reserves the right to take away any item or
  gold acquired for things which it later finds unreasonable but
  which were allowed at the time.
  Encounter 4
  Cloak of resistance +1 (1,000 gp, 1lb., cloath, common). 
  
  APPENDIX & HANDOUTS
  Under the Streets
  10
  Appendix: Mucready
  Mucready, male human Ftr2/Rog2: CR 4; Medium-Size
  Undead; HD 2d10+2d6+8; hp 27; Init +3 (Dex); Spd 30 ft; AC 19
  (+3 Dex, +4 chain shirt, +2 large steel shield); Atk +7 melee
  (1d8+3 [crit 19-20], longsword), or +6 ranged (1d8 [crit. 19-20],
  light crossbow); SA Sneak attack +1d6; SQ Evasion; AL NG; SV
  Fort +4, Ref +6, Will +3
  Str 16, Dex 17, Con 14, Int 15, Wis 12, Cha 14
  Skills: Bluff +7, Diplomacy +7, Disable Device +5, Disguise +5,
  Escape Artist +8, Hide +8, Jump +5, Listen +6, Move Silently +8,
  Open Locks +5, Spot +8, Tumble +3; Feats: Blind-Fight, Dodge,
  Iron Will, Mobility, Weapon Focus (longsword).
  Mucready is a gruff and unshaven human who stands 6 ft. 2 inch-
  es tall and weighs 185 lbs. His arms are strong and his muscles
  lean. His hair is bushy and long, and, at first glance, appears to be
  one of the wild barbarians. However, he speaks with a learned
  accent and a patient almost hesitating manner.
  Mucready is 32 years old, and has spent the last decade
  defending the allies of Veluna from the evil Empire of Iuz. Before
  that, he lived in Devarnish and worked for the local duke openly,
  and a man named Dalingerat in secret.
  His purpose in this adventure is threefold. One: he desires to
  put a stop to the disappearances. Two: he has heard rumors of a
  thief's guild operating in the sewers, and wants to know more
  about it, but he doesn't want to confront them personally. And,
  three: he wants to test the mettle of the new generation of heroes.
  Mucready is confident he can escape whatever situation he
  finds in the sewers of Devarnish. He allows himself to be cap-
  tured. If he does not report to Dalingerat within two days, men
  will be sent into the sewers to find and extract him.
  Mucready will not mention Dalingerat or anything relating
  to him to the heroes at this time
  Player’s Handout #1: Reward Poster
  REWARD
  500
  pieces of silver
  For information leading to the capture of persons
  or creatures responsible for the disappearance of
  several Devarnish citizens.
  Contact City Guard for more information.  
  
  HANDOUTS
  Under the Streets
  11
  Player’s Handout #2: A Convincing Argument
  This good woman is making a lot of sense. Why should those unsuited to life in Veluna not have
  a quiet and unobtrusive way of leaving? Everyone should be free to make his or her own choic-
  es.  Trithereon may not be Rao or St. Cuthbert, but he certainly isn’t evil. How wonderful it is that
  you were prevented from making a terrible mistake. You certainly don’t see any reason to waste
  any more of this nice lady’s time. Perhaps you should be on your way and report to your superi-
  ors that this was all a misunderstanding. You must convince your fellows to allow this good lady
  to go on with her work in peace.  
  Player’s Handout #3: Pulling a Fast One
  You feel a strange and powerful urge to agree with this woman and to take her statements at face
  value. Marshalling all of your will you reassert your own opinions, even though the experience
  leaves you feeling disoriented and unsure. You feel certain that few if any of your comrades were
  lucky or strong enough to resist this urge. You had better be on your guard.
  
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