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.  
   
  NYR5-S02 
   
   
   
   
   
   
  The Ratcatchers’ Guild 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond Introductory Adventure 
  Version 1.0 
  Round 1 
  by John D. Jenks, Amy Gillespie 
  with special thanks to Dennis Holliday for the original idea 
   
   
  “Rats.  I hate rats.  Why did it have to be rats?”  A one-round introductory scenario for somewhat greedy 
  first-level characters.
  
  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. 
   
  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. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a name tag 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM fill out the RPGA Tracking 
  Sheet.  The DM should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  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, 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 discussed in the 
  Preparation section above 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 
  The Rat catcher's Guild 
  Round 1 
  Page 1 
  
  # 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 
  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 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. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  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 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half gold for the adventure 
  as well.  This simulates the fact that either the PC 
  was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the scenario unless the 
  highest APL supported by the adventure is APL 
  12. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or five 1st-
  level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  a group is APL 1 there are three things that the 
  group can do to help even the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. 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 Kingdom of Nyrond.  Characters native 
  to the Kingdom of Nyrond 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. 
  Adventure Background 
  With the fall of Rel Mord to the forces of the Black 
  Prince Sewarndt, a great many things have been 
  left unattended.  Gardens grow un-weeded, city 
  streets are left in need of repair, and vandalism is 
  left unaddressed.  Garbage that would otherwise 
  The Rat catcher's Guild 
  Round 1 
  Page 2 
  
  have been cleaned up long ago has been simply 
  shoved into an unused corner to rot.   
   
  With all this unattended filth has come 
  something rarely seen in the streets of Rel Mord.   
  Rats. 
   
  The rats are so prevalent, that it is not unusual 
  to see one or two even in such pristine areas as 
  the Via Regus – Rel Mord’s version of the town 
  commons and outdoor historical monument.  The 
  people of Rel Mord have started carrying sticks to 
  drive off the rats. 
   
  Enter the Rat catcher's Guild.  Once a rather 
  modest and unassuming group of exterminators, 
  The Rat catcher's Guild is perhaps the only group 
  in Rel Mord not directly serving Prince Sewarndt 
  that has prospered.  Not just prospered, but 
  thrived.  They have so much business, that they 
  have started hiring anyone they can get their 
  hands on. 
   
  In fact, things are so busy, that The Rat 
  catcher's Guild has just received a request for 
  their biggest job ever.  Cleaning out the Royal 
  Palace itself! 
   
  Having dispatched their best team, the guild is 
  dreaming of the riches they will earn when one of 
  the team members stumbles back to the guild 
  house shouting about creatures.  The PCs just 
  happen to be walking by, overhear the commotion, 
  and may be hired to do the little extermination 
  themselves. 
   
  Adventure Summary 
  • 
  Opening Scene: Red – The PCs all happen 
  to be passing by The Ratcatcher's Guild when 
  they 
  hear 
  shouts 
  of 
  “Blood, 
  blood 
  everywhere!” 
  • 
  Scene Two: Green – The PCs are hired on 
  the spot to serve as temporary exterminators.  
  They are offered an amazing sum, but just to 
  kill off a few rats. 
  • 
  Scene Three: Black – The PCs must talk 
  their way inside the palace.  They have 
  credentials, but can they convince the new 
  guard? 
  • 
  Scene Four: Blue – Working their way down 
  into the lower reaches of the palace, the PCs 
  learn something of the inner workings, see 
  some neat rooms, and overhear something.  
  • 
  Scene Five: Brown – Creeping along the 
  drains from the middens, the PCs run into a 
  group of rats.  Scared rats.  Scared rats 
  running for their lives.   
  • 
  Scene Six: Yellow – The PCs are fledgling 
  heroes, who can’t pass up a chance to prove 
  it.  So they do the obvious. 
  • 
  Scene Seven: White – So now the PCs learn 
  what has scared the rats, but can they 
  untangle themselves? 
  • 
  Scene Eight: Gray – The problem was bigger 
  than anyone thought, they should charge 
  more for this job. 
  • 
  Closing Scene: Gold – The PCs return to the 
  guild house and collect their pay.  They even 
  manage to pass along some interesting 
  information. 
   
  Preparation for Play 
  This scenario is pretty straightforward, although 
  the background may be a bit of a surprise to 
  players of Nyrond PCs that have not played 
  NYR4-07 – All the King’s Men.  For those players, 
  as well as anyone unfamiliar with the current state 
  of the kingdom, a player handout is provided. 
   
  This handout may need to be modified slightly 
  by the addition of some further information 
  depending on when this scenario is being played.  
  Refer to the Nyrond regional website at: 
  http://www.nyrond.org/  
   
  For additional information, as well as up to 
  date information as to the state of the kingdom.  It 
  is recommended that all judges review this 
  website just prior to running this event, as some 
  facts may have changed.   
   
  It is assumed that this scenario is being run 
  early in the year, and Prince Sewarndt has not yet 
  declared himself king.  If these facts have changed 
  (see above) then be sure to incorporate these 
  changes into the various sections of boxed text 
  included throughout this scenario.   
   
   
  The trap in Scene Six is a bit odd and should 
  be read a couple of times to familiarize yourself 
  with how it works.  Also, make certain to read over 
  the Monster Manual entry on Monstrous Spiders.  
  Remember, tactics make combat enjoyable for 
  everyone! 
  The Rat catcher's Guild 
  Round 1 
  Page 3 
  
   
  Judges may find it useful to review the 
  Monster Manual entries for rats, monstrous 
  spiders, and aranea. 
   
  If any of the PCs are already familiar with one 
  another they may start out the scenario traveling 
  together.  Otherwise, the PCs meet in the Opening 
  Scene. 
   
  Opening Scene: Red 
  Rel Mord is a different place than the talk you 
  heard of it when you were a child.  Then it was 
  one of the great cities of the Flanaess.  Now it 
  seems, somehow, less.  With the fall of Rel 
  Mord to the invading army of the Black Prince 
  Sewarndt, the formal government of Nyrond is 
  divided.  The once efficient public work crews 
  are long vanished, and the city is slowly losing 
  its battle against decay. 
   
  As dusk falls you find yourself walking 
  along one of Rel Mord’s lesser-used streets, 
  hoping to avoid the new draconian guards and 
  perhaps find a quiet tavern to contemplate the 
  day.  It grows harder to sidestep and dodge the 
  piles of trash; but at least their faintly glowing 
  eyes make it easy to avoid the numerous rats 
  and mice that have come out to feed on the 
  filth.   
   
  A glow of light just ahead shows that at 
  least one other business is still open.  The 
  light illuminates the sign above the door – 
  “The Ratcatcher's Guild.” 
  The PCs are all assumed to be on the same 
  street, although they may not be traveling 
  together. The PCs are free to take whatever 
  actions they would like, although it is assumed that 
  most will gravitate towards the guild house, given 
  the title of this scenario. 
   
  Once the PCs have stated their actions, have 
  the PCs roll a listen check.  While they will 
  definitely hear the shouting, the listen check is to 
  hear the other person speaking in somewhat 
  hushed tones.   
   
  The DC for this listen check is 10, although 
  one line in particular has a DC15 listen check.  
  Only check once for each character present.  In 
  the following text, the bold portions are the 
  shouted (and easily heard) sections.  Regular text 
  has the DC10 listen check, and the single line that 
  has been underlined has the DC15 check. 
   
  “Blood! 
   
  There 
  was 
  blood 
  everywhere!  
  Everything red, all red.  I couldn’t get away, but 
  then it grabbed Moeh and I just ran.  Red, red 
  blood.” 
  “Pull yourself together Larr.  You’re one of my best 
  catchers.” 
  “But the blood!  All that blood.  Everything 
  red.” 
  “Calm down, Larr.  What happened to Moeh and 
  Curlae?” 
  “It got them!  It got them both.  I had to leave 
  them, I had to!  Or else it would have gotten me 
  too.” 
  “Larr!  This contract is too important.  I don’t care 
  what happened to you in there.  If we don’t clean 
  the palace out, they’ll ruin us.  
  “I can’t go back in there!  Not ever!  Don’t 
  make me go back.  Hire some street people to 
  go die, I can’t go back!” 
   
  At this point the PCs should be very interested in 
  what has happened to Larr.  Luckily they won’t 
  have long to wait.   
   
  Larr’s employer is the head of the Ratcatcher's 
  Guild, a man by the name of Shahemp.  He has 
  been known to hire anyone he can get his hands 
  on in recent weeks.  The rat problem is so bad of 
  late, that he’s no longer concerned about 
  problems like minor theft and vandalism – so long 
  as the rats are dealt with and he can get paid.   
   
  With all his other more or less professional 
  teams out working other jobs, Shahemp is really in 
  a bind.  His latest contract is with the royal palace. 
  He knows that he needs to get the job done or be 
  put out business, but anything bad enough to 
  scare Larr is probably beyond him as well.  He 
  needs some saps – preferably ones that will either 
  get the job done without trouble, or that will bring 
  this “thing” to the surface for the palace guards to 
  deal with. 
   
  While the PCs head towards the guild house, 
  Shahemp will shove Larr into a chair and then 
  rush to the door.  There he will spot the PCs and 
  try and hire them on the spot. 
  As you look towards the source of the noise, a 
  largish man with a clubfoot appears in the light 
  spilling from the open door.  Quickly looking 
  around he casts his gaze towards each of you 
  and he seems to make a snap decision. 
  The Rat catcher's Guild 
  Round 1 
  Page 4 
  
   
  “You lot!  Yes, all (insert # of PCs here) of 
  you!  How’d you like to make some good 
  money for an easy job?  You all look like you 
  can handle yourselves.” 
  Proceed directly to Scene Two. 
   
  Scene Two: Green 
  Assuming they mutter agreement, or at least head 
  in his direction, Shahemp will invite the PCs in and 
  offer them the job.  He’s willing to pay quite well, 
  since he knows that failure will be worse than not 
  paying the PCs.  He’s savvy enough to know that 
  the PCs are probably adventurers, and therefore a 
  better choice than he could have hoped for. 
   
  He’d like to avoid talking about the death of 
  his other two employees, and will try to keep Larr 
  out of the PC’s interest – but he is resigned to deal 
  with it if he can’t avoid it.  Completing the contract 
  is everything, and therefore money (up to a point) 
  isn’t the deciding matter. 
   
  He won’t let the PCs ruin him either.  But 
  throwing them 75 gold nobles (gp) apiece should 
  keep them interested. 
  Having invited you all in, and pouring each of 
  you a cup of strong green tea, the clubfooted 
  man takes a seat and outlines his troubles. 
   
  “Okay here is the situation.  I’m desperate.  
  As you probably saw on your way in, I’m the 
  head of the Ratcatcher's Guild – local #3.  I’ve 
  got a contract that I need to complete by 
  tomorrow evening, but all of my teams are 
  busy with other projects and can’t really be 
  pulled out in the middle. 
   
  “What I need are a few stout souls to go in 
  and kill off a bunch of rats.  I’ve got some 
  poison that will finish off the nests, but those 
  rats defend them pretty hard – so you’ll want 
  to take clubs and bash them a bunch so you 
  can get close. 
   
  “Anyhow, it’s like this.  I give you lot a 
  small pile of gold nobles – say 75 apiece – and 
  you folks go take care of this contract for me.  
  Sounds good, no?” 
  Most groups will have questions at this point.  
  Some may even have several questions.  Below 
  are some example questions and Shahemp’s ideal 
  answers.  If a question comes up that is not on this 
  list, just wing it.   
  • 
  Why aren’t you completing the contract 
  yourself? 
  “Well, I’ve got this clubfoot and all…  Makes it 
  difficult to climb stairs or crawl around in tunnels.” 
  • 
  What about Larr’s report?  There is 
  something dangerous in there. 
  “Maybe so.  That’s why I am paying you 75 gold – 
  each no less – to take care of whatever is down 
  there.  At least a few of you have the look of 
  adventurers.  Maybe the Black Prince doesn’t like 
  the type, but I’ve been around a long time, and 
  you guys get things done.” 
  • 
  You just lost two people and you only want 
  to pay us 75 gold apiece?  We need more 
  than that. 
  “Fine.  I’ll go up to 100 gold each, but no more.  I 
  need to complete a contract to stay in business.  
  Any more than 100 gold each and I may as well 
  pack up now.” 
  • 
  Where is this contract taking place? 
  “Well that would be the reason it is so important to 
  get it done by tomorrow night.  The contract’s with 
  the royal palace itself.” 
  • 
  The Palace!  You expect a group of 
  adventurers to just waltz right up to the 
  palace and just ask to be let inside without 
  being killed on the spot? 
  “Of course not.  I’ve got papers that’ll get you all 
  inside.  I’ve even got a weapons permit for my 
  operatives.  That way you can carry all your 
  swords and stuff without being detained.   But 
  you’ll still need to be polite and not do something 
  stupid like pick a fight with the guards.  Just be 
  nice and deferential and you should all be fine. 
  • 
  Just rats?  Sounded like Larr saw 
  something else down there. 
  I’m not sure what the problem is or was.  Larr’s not 
  really my best employee, but he’s family so I let 
  him stay on.  Look, I’d rather not talk about Larr or 
  whatever he saw down there.  I’m trying to hire 
  you all to take care of it so I don’t need to talk 
  about it. 
   
  Eventually we hope the PCs will accept the 
  job.  If they don’t, the scenario ends here; 
  otherwise you can continue. 
   
  Assuming they agree, Shahemp will hand 
  each of them a club and the bag of poison. 
  “Alright!  That’s the spirit.”  He rises from his 
  chair and limps over to a nearby chest.  
  The Rat catcher's Guild 
  Round 1 
  Page 5 
  
  Unlocking it and reaching inside he pulls out a 
  number of bundles and sticks. 
   
  “Okay, 
  these 
  here 
  are 
  ‘Ratbashers.’  
  Nothing more than a simple club, but I make a 
  good little profit on them all the same.”  And 
  he hands each of you a polished wooden club. 
   
  “This next one is a bit more dangerous.  
  Rat poison.  Don’t drink the stuff, and don’t 
  give it out to babies.  It’s not terribly fatal to 
  humans and the like, but rats surely dislike it.  I 
  don’t know what the stuff is, nor do I want to.  
  The quad-A makes it up for me.  I’ve got a 
  permit for it, and that applies to my teams as 
  well.  And don’t think of trying to keep some of 
  it for some nefarious use.  You get caught 
  using it without a license, and you get prison 
  time at the least.  There is some that’ve been 
  hanged for using less.”  And he carefully 
  hands each of you a small waterskin-like bag 
  that has been dyed a bright green color. 
  The PCs do not get access to the poison, as they 
  should only be using it through the extent of this 
  scenario, and only for killing rat nests.  Any other 
  use will most definitely be punished under the law.  
   
  Shahemp will also give out temporary copies 
  of the poison permit, and a copy of the contract 
  giving authorization to enter the palace and 
  conduct an extermination.  Both documents are 
  dated only through tomorrow, and cannot be easily 
  forged (assume it is beyond the abilities of any 1st 
  level character.   
   
  The PCs may have other questions.  Answer 
  these using the guidelines above.  Once the PCs 
  begin their trek to the palace, proceed to Scene 
  Three.  
   
  Scene Three: Black 
  The PCs are on their way.  This next section is 
  entirely role-playing, and is designed to introduce 
  the PCs to the way of life in the Kingdom of 
  Nyrond – at least in its current incarnation with 
  Emperor Sewarndt in control of Rel Mord.  
  Remnants of summers past hang as brown 
  husks of what once used to be a thriving city-
  wide garden overhanging the walls of the 
  promenade.  Green does manage to sprout up, 
  but in wild tangled messes.  The weeds have 
  overcome the once proud tradition of the 
  Hanging Gardens of Rel Mord. 
   
  It seems that everything has either turned 
  to disrepair or despair in this once great city.  
  As you approach the great fortress of the 
  Castle of Rel Mord, dark banners in red, purple 
  and black, showing the Emperor's heraldry, 
  hand from the fortress walls.  Men in red and 
  black uniforms stand guard at the castle gates 
  watching even the most harmless of peasants 
  with a dangerous eye as they scurry to their 
  homes before curfew comes crashing down 
  upon them with the night. 
   
  As you approach, two men at the gates 
  straighten up, one of the guards, with halberd 
  in hand, nudges his compatriot with an elbow.  
  The younger man snorts and looks around, 
  offering a wide grin like some sweaty-toothed 
  madman from your nightmares.  With an 
  uneducated accent the man steps forward and 
  calls out: 
   
  “Wha's 'dis den?  Wha's you ratty bunch 
  doin' comin' ta da castle, wot?  State yeer 
  bus'ness so we's can sen' ya' on yeers way, 
  natch?” 
   
  Players need to get past the guards, there is no 
  other viable way to enter into the palace without 
  passing these men.  The guards are not against 
  letting the group in, they just want to be 
  troublesome. 
   
  This needs to be done with Diplomacy, in 
  order to convince the guards to let the group in 
  without too much hassle.  One PC in the group 
  needs to roll a Diplomacy check, while all others in 
  the party MAY assist.  To start the DC of this roll is 
  an 18. 
   
  Modifiers to this roll come in several different 
  means.  A PC thinking to show the paperwork that 
  Shahemp gave them upon accepting the job for 
  the Rat Catcher's guild adds +5 to the PC's 
  Diplomacy roll.  As well this bonus to the roll, 
  players may attempt a bribe.  For every 10gp 
  spent, to a maximum of 50gp, another +1 can be 
  added to the roll. 
   
  If, even after all this, the PC fails their 
  Diplomacy roll, the guards will send the group on a 
  wild-goose chase to various city offices which are 
  very much closed.  When PC's return the guards 
  will hassle them in the vein of 'Just this one time' 
  or 'Because I'm a nice fella' for a bit, before 
  allowing them entrance. 
   
  The Rat catcher's Guild 
  Round 1 
  Page 6 
  
  Scene Four: Blue 
   
  Upon entering the Palace, the group of Deputy Rat 
  catchers is pawned off onto a young scullery maid 
  just ending her afternoon duties.  The young 
  woman of mixed decent is a naive lass just old 
  enough to no longer be considered a child.  She is 
  quiet and shy as she leads the group along before 
  she decides to attach herself to one of the 
  members of the party. 
   
  Jenniv, Level 2 Commoner, shows the 
  promise of beauty when she matures.  Her hair is 
  still a golden brown, while her complexion is pale.  
  She is in desperate need of an authority figure in 
  her life.  If there is a female PC among the party, 
  Jenniv will, on her part, be fast friends with the 
  most 'sisterly' of the group.  If there is no female 
  PC, Jenniv will develop a girlish crush on the male 
  PC with the highest Charisma modifier.  Should 
  more than one PC qualify for either case, GM 
  discretion is demanded! 
   
  Once this friendship or crush has been 
  determined, Jenniv suddenly grows more talkative; 
  speaking mostly to the PC she has bonded with.  
  Jenniv will then take the PC's on a roundabout 
  route through the Palace to the kitchens where the 
  largest grating into the drains below the palace 
  can be found. 
   
  Jenniv will be a fine tour-guide, showing little 
  rooms and prominent architectural and historical 
  pieces as well as the pretty mens and womens on 
  the wall.  
   
  Judge’s Note: Think Cogsworth from Disney's 
  “Beauty and the Beast” mixed with naivety and 
  country bumpkin raising, such as: 
  • 
  “And here is a really old vase from long 
  long ago!” 
  • 
  “There is pretty gold up there on the 
  ceiling. Someone once said it was broke.  
  Guess they still don't want to fix it.” 
  • 
  “This is a picture of some mens and 
  womens. 
  Momma 
  told 
  me 
  they was 
  swimmin', that's why they's only wearing 
  sheets.” 
  • 
  “This here is a room that's said to be 
  haunted. The Emperor don't want us 
  cleanin' it none.” 
  • 
  “Behind this tapestry of some dead guy on 
  a horse, is a passage that we servants use 
  to hurry around the palace without bein' 
  seen.  Oh, the horse is dead, too.” 
  Anything else that would seem appropriate as 
  Jenniv takes the PC's around the palace is fine.  
  These are only guidelines and general ideas.  
  Have fun hamming it up and drawing in the PC's 
  will palace gossip such as: And here is where 
  George and Germina were caught by Mistress 
  Nellar bein' in-tay-mate, is fine.  Most of all, have 
  fun. 
   
  The reason for this, Jenniv's time as a tour-
  guide is about to end.  Having been informed of 
  the Ratcatchers’ new group sent to delve into the 
  drains of the Palace to take care of the rat 
  problem, the Palace Châtelaine, Mistress Nellar 
  has been waiting for the PC's to arrive in the 
  kitchens. 
   
  Instead, Jenniv has given the group her 
  whirlwind tour of the palace. 
   
  Through the halls of the palace you are taken, 
  given a quick, but grand tour thanks to kindly 
  Jenniv.  She acts as a most hospitable tour 
  guide as she takes you the long way to the 
  palace kitchens.   
   
  A common theme can be deduced from 
  this wing of the Palace: Blue.  A dining room, 
  quaint and said to be for small parties of 
  twenty or less, is painted with an azure sky 
  along the walls and ceiling.  Nearby, a small 
  study is shown, it's navy hued walls making it 
  seem smaller than it really is. 
   
  Along the way a tapestry of a warrior clad 
  in blue riding a mounted horse in victory is 
  seen and seems to sway with a slight breeze.  
  Across from it stands a blue door, which 
  appears to remain closed at all times, given the 
  hints of dust on it's raised panel facade. 
  Impatient, Mistress Nellar has gone in search of 
  the PC's.  Mistress Nellar, Commoner 2,/Expert 
  (Profession: Nanny) 3 is an entirely unpleasant 
  woman.  Aged beyond description this woman is a 
  hag on her best days.  She dresses in overly 
  modest attire, with the fabric of her dress starting 
  just below her chin, all the way down past her 
  wrists and dragging along the floor.  And always is 
  it dark in color. 
   
  A woman reported to have 'The Evil Eye', 
  Mistress Nellar carries around a black riding crop, 
  which has seen formidable use in all her ancient 
  days.  She uses the riding crop liberally to keep 
  the servants in line under her heavy hand.  Many a 
  servant ducks and winces when Mistress Nellar 
  nears them or even passes the doorway. 
  The Rat catcher's Guild 
  Round 1 
  Page 7 
  
   
  Having found the PC's far from the kitchens, 
  by Jenniv's hand, Mistress Nellar is NOT in a good 
  mood. 
   
  Loud, echoing footfalls sound their way down 
  the corridors of the Palace.  Even the few 
  servants out in the open seem to pale and 
  scurry away in fear.  Unable to leave her 
  charges, Jenniv instead trembles and appears 
  ready to faint dead away. 
   
  Finally, from around a corner, a tall, 
  ancient woman comes into view.  Despite the 
  many wrinkles on the woman's face, making 
  her look more like a shriveled, old prune, she 
  stands straight and firm in her conviction with 
  an air of utter authority.  One would think even 
  the Emperor might cower under the cold glare 
  of those black eyes. 
   
  “Jenniv,” says the woman slowly, her 
  voice reminiscent of nails sliding down a slate 
  board, “You have been wandering again.  Do I 
  need to remind you what happens to little girls 
  who wander the halls and do not do their 
  work?” 
   
  Shaking violently now, Jenniv swings her 
  head back and forth, “N... n... no, Mistress 
  Nellar.  I... I... I'll go finish m... my duties now!”  
  And with that, Jenniv turns around, gives you 
  an apologetic smile, and runs down the hall. 
   
  Mistress Nellar stays, however.  Her dark 
  eyes look appraisingly upon each member of 
  the group before her ancient face turns even 
  more deeply into a frown.  “You'll have to do,” 
  she says with great disdain.  “Come along, the 
  middens are this way. I want no more rats 
  come dawn.” 
   
  Scene Five: Brown 
  Mistress Nellar coldly leads the group through the 
  kitchens to a rank room nearby.  Here water runs 
  along a trough from the kitchens, ever flowing, 
  washing away scraps of discarded meat, old and 
  withered fruit and vegetables, along with moldy 
  bread made mush by the water. 
   
  A large grate is on the floor in the middle of 
  this room, the trough flowing into the grating and 
  down.  This is the middens, where all manner of 
  refuse is dumped down into the drains beneath 
  the palace. 
   
  PC's will need to remove the grate, difficult, as 
  it's heavy iron, but not impossible or needing a roll.  
  There is a series of metal rungs leading down the 
  ten foot drop into a small circular room.  From 
  there, is only one way, a tunnel 2 ½ feet square.  
  Yes, the PC's will need to squeeze.  Play up the 
  unpleasantness of it all.  But first: 
   
  PC's will need to make a Reflex check, DC 12, 
  as Mistress Nellar oh so kindly empties the 
  contents of a bucket of rotten kitchen refuse upon 
  their heads. 
   
  There is only one place to go from this room, 
  other than the way you entered. A large grate 
  of rusting iron sits in the middle of the slightly 
  sloped room. A long trough of ever flowing 
  water leading from the kitchens slides along 
  the floor and down into the grate. Bits of food 
  and filth are carried with the water into the 
  drains beneath the castle, thus is becomes 
  obvious this is the middens. Mistress Nellar 
  wastes no time, or words and motions to the 
  grate. 
   
  Removing the heavy iron piece you find 
  metal rungs that lead down into a darkened 
  room. The only light that leaks down into the 
  space comes from the grate and this opening. 
  Once all PC's have made their way down into the 
  chamber below, read the following text: 
  It takes a moment to adjust to the smell of the 
  room below the grating -- a smell so pungent it 
  stings the eyes. Light trickles down from up 
  above, where Mistress Nellar glares down at 
  the supposed heroes in disdain. With a 
  dismissive sniff, the old woman moves away, 
  and you find yourselves letting out a sigh of 
  relief. There is only a passing shadow which 
  blocks the light for a split second as warning, 
  before Mistress Nellar is upending a bucket of 
  rotten kitchen scraps into the room beneath 
  her. 
  PC's will need to make a Reflex check, DC 12, as 
  Mistress Nellar oh so kindly empties the contents 
  of a bucket of rotten kitchen refuse upon their 
  heads. 
  There is only one way to head deeper into the 
  drains of the palace at this point – to crawl. 
  Getting down on hands and knees you are 
  forced to slosh over the dirty water from the 
  middens mixed with only Boccob knows what 
  other filth through the narrow passage. It's not 
  a glorious job to say the least, and now it 
  might just not seem worth what little possible 
  reward may be coming. 
  The Rat catcher's Guild 
  Round 1 
  Page 8 
  
   
  Closer to the foul brown water the stench 
  is even greater, and as you progress, the more 
  the water seems to be turning to sludge and 
  slime seems to be coating the walls, the floor, 
  you. Even crawling movement becomes more 
  difficult as hands and knees slip on slick 
  patches that are the same color as everything 
  else in this forsaken place. 
   
  At long last, there is light at the end of the 
  tunnel. The passage intersects a larger 
  junction, which will allow you to stand up and 
  stretch your back! A quick glance as you exit 
  the tunnel notes another similarly small 
  passage to the right, while the larger, more 
  inviting tunnel heads to the left. And by the 
  wafting smell from the passage on the right 
  along with the thick dark sludge that comes 
  down it, it seems the best way to go is down 
  the larger tunnel. 
  At the point where the tunnels merge, attempting 
  to stand upright will require that the PC make a 
  Balance check at DC 10 to keep from slipping.  
  Characters that fail will end up falling prone and 
  becoming further soiled in the tunnel slime.  This is 
  meant to be humorous, so do not use this on PCs 
  without a sense of humor. 
   
  Should the PC's wish to crawl through the 
  small passage on the right (much like the one they 
  just crawled out of), it will lead in a roughly straight 
  shot for nearly 100 feet before it opens up into a 
  domed room that is roughly a 5'x5' circle.  Coming 
  out of the walls are a myriad of pipes with foul 
  smelling brown sludge and acrid water spilling 
  forth.  This area serves as the junction for a series 
  of privies.   
  As the PCs continue to crawl through the 
  passages, additional small tunnels merge with the 
  one the PCs are using.  Any PCs attempting to 
  stand normally at any of these intersections will 
  need to make the same Balance (DC 10) check to 
  keep from slipping.  Try not to overuse this joke, 
  but instead treat it from here on out as a method of 
  keeping the party together.   
  Eventually, the tunnel opens up into a five-foot 
  high passage.  As soon as all the PCs have 
  entered this passage, they encounter the Rat 
  Swarm.  As a Wild Empathy (DC 12) check will 
  reveal, the rats are terrified of something further 
  down the passage, and will furiously attack the 
  party in their terror and need for escape.  If the 
  PCs are having a rough time dealing with the 
  swarm, you can use this terror as a convenient 
  excuse for the swarm to flee the combat. 
   
  Rat Swarm: HP 13; see Appendix A and the 
  Monster Manual entry, page 239. 
   
  Scene Six: Yellow 
  The PC's have just destroyed a somewhat scary 
  swarm of rats.  If they remember their instructions, 
  the rats’ nest needs to be found.  More observant 
  or curious PCs will also wish to determine what 
  was causing their terror in the first place. 
   
  A bit further down the passage, around a 
  small bend, is a spot where the wall of the drains 
  has broken away.  Inside is the rats’ nest. 
  Stumbling down the drain tunnel, you notice 
  debris ahead, as well as a high-pitched noise.  
  Walking forward a side-tunnel is discovered.  
  There is debris strewn about the floor of the 
  tunnel as it winds its way with uncharacteristic 
  turns towards an unknown destination.  With 
  each step, the high-pitched whine grows 
  louder and louder.  
   
  Finally, rounding a sharp turn, the source 
  of the noise is discovered: a mass of sickly 
  yellow moving bodies can be seen.  The tiny 
  little bodies appear to be immature rats.  They 
  do not move away from their nest, but the 
  bodies are certainly writhing in place.  
   
  Cobwebs, and sticky strings of yellowish 
  webbing hang about the rough-hewn tunnel, in 
  front of, around and behind the mass of rats.  
  And just beyond the mass?  There appears to 
  be a door, covered with cobwebs that shift 
  with an undetectable breeze. The symbol, if 
  any, upon the door is obscured by the dusty 
  mass.  It seems you'll have to move through 
  the rats to find out what is on the other side. 
  The mass of immature rats is a trap.  Well, what 
  counts as a trap, that is.  A swarm of immature 
  rats has been caught in the flat webbing of a 
  monstrous spider (to be seen in Scene Seven: 
  White).  So, for this purpose, the Rat Swarm is 
  mixed 
  with 
  the 
  mechanics 
  for 
  the 
  web 
  entanglement rules. 
   
  PC's need to make a Spot DC 10 to notice 
  that, while there are writhing bodies of rats in the 
  mass, not all of them wiggle and none of them are 
  moving very well.  The rats’ nest has been 
  entangled in a web left behind by the spiders 
  found in scene Seven.  
  PC's walking into the area without taking 
  precautions will also become snared.  They must 
  make an Escape Artist check, DC 12 or Strength 
  The Rat catcher's Guild 
  Round 1 
  Page 9 
  
  DC 16 to break free.  Alternatively, attacking the 
  webbing directly can also destroy the snare.  The 
  web has DR 5/- and 6 hit points. 
   
  The truly damaging nature of this trap, 
  however, is the fact that there are still living rats 
  inside.  Treat this similar to a rat swarm, except 
  the swarm cannot move.  A PC will still take 
  damage, but does not get distracted as the rats 
  cannot crawl all over them.  Filth Fever checks 
  apply normally however.  
   
  Rat Swarm: HP 13; see Monster Manual entry 
  page 239. 
   
  This immature swarm is entangled in the webs 
  and cannot break free; therefore its AC is lowered 
  to 12.  The only way to 'disable' this snare is to kill 
  the swarm from a distance and then remove the 
  webbing.  Should the PC's kill the swarm without 
  noticing the webbing, they can still become 
  entangled, but the situation is not nearly so dire. 
  Pulling away what must have once been sticky 
  tendrils of webbing, a stone door is revealed.  
  In contrast to the rough tunnel, the door is 
  exquisitely carved.  Years of dust and debris 
  had hidden the symbol and writing on it's 
  stone face. 
   
  But now that it has been cleared, before 
  you is the bold visage of a grinning skull 
  ringed with flame. 
  This is a sealed entrance to the Necropolis.  In 
  fact, it is an entrance that has long been forgotten 
  by any residents of Rel Mord other than the 
  Necropolis guardians on the other side. 
   
  PC's will need to make an EASY Knowledge: 
  Religion check (DC 5) to recognize the Holy 
  Symbol of Wee Jas, Sueloise Goddess of Death 
  and Magic.  She is known as the Stern Lady for 
  good reason and this should be emphasized to the 
  PC's. 
   
  A PC knowing Ancient Sueloise, or a PC 
  managing to make a Decipher Script DC 20 will 
  understand the warning given: 
  Beware any who enter here.  The Ruby 
  Sorceress, Stern Lady, Goddess of Death and 
  Magic, watches over the dead in her care and 
  permits no trespass. 
  The door itself will prove impossible, at this time, 
  to open.  It is several feet thick, thus any attempts 
  to sunder it are useless.  The PC's are NOT 
  supposed to go through this door.  Instead, the 
  knowledge that the entrance exists may be of use 
  to more experienced adventurers at a later point in 
  time. 
   
  However, lying concealed by the thick webs at 
  the base of the door is a long decayed and rat-
  consumed 
  corpse. 
   
  This 
  long-dead 
  thief’s 
  equipment has long corroded or rotted away, but a 
  careful Search (DC 20, although taking 20 is 
  allowed) will yield several small yellow gems 
  (topaz), which the thief had hidden on his person.  
  These gems are included in the final treasure total 
  – so if only one PC recovers these gems (such as 
  a rogue successfully hiding what he has found), 
  they alone receive the full treasure amount. 
   
  Scene Seven: White 
  Now the PC's know they're not dealing with just 
  rats.  It's fairly easy to trace the path of the terrified 
  creatures.   
   
  Following the trail will lead the PCs to the 
  spiders’ lair.  Here they will face 3 web-spinning 
  monstrous spiders of medium size. The spiders 
  have a tactical advantage as they've covered the 
  entrance to their lair with one of their trapping 
  webs.  They have also long ago sensed the 
  approach of the PC's due to their tremor sense. 
   
  The spiders will use everything to their 
  advantage, two dropping from the domed roof, and 
  another one hides in the little 'alcove' provided by 
  another grate entrance.  The spiders prefer to 
  drop down on their prey as they are ensnared in 
  the trap at the entrance to their little home.  
  However, these web spinners are more than 
  willing to throw some net-like webs at their prey. 
   
  Monstrous Spiders (3): HP 11; see Appendix 
  A, and the Monster Manual page 288. 
   
  Spiders, such as these, go for what moves first 
  and foremost, then deciding between whatever is 
  closest.  There is no need for all the spiders to 
  gang up on a single PC – especially if they are 
  caught in one of the webs. 
   
  With bad rolling on the part of the PC's, this 
  could be a potentially dangerous encounter.  Don't 
  attempt to outright kill the PCs if possible.  Scaring 
  them is fine, killing is not the intention, if it's just 
  the roll of the dice that is against them.  A PC 
  being dumb and putting himself in the middle of all 
  three spiders without any armor or a dagger in 
  hand has unfortunately brought that upon them.  
  The Rat catcher's Guild 
  Round 1 
  Page 10 
  
  Just try to keep the PC's on edge, hurt them, 
  scare them, but keep it fun. 
  Up ahead, the passage seems to open.  A 
  space, other than the slick walls of the corridor 
  can be seen.  Wispy white tendrils of 'fluff' 
  sticking to the walls and the curve of the 
  domed ceiling sway in a soft breeze; giving a 
  haunting 
  impression 
  as 
  the 
  room 
  is 
  approached. 
   
  An odd jumble of rotten food, sewage, 
  paper, cloth and other broken trinkets is 
  amassed at the entrance, rising slightly above 
  floor of the corridor.  It appears there is a 
  blockage that is only growing larger with time. 
  This room is a circular room of 20 feet in diameter.  
  The domed ceiling is 15 feet in height at the apex, 
  with a small 2 ½ foot tunnel rising 5' further up 
  leading to another drain such as the PC's entered 
  in the middens.  Though, where that drain leads, is 
  unknown, and not detailed in this scenario. 
  Tactics:  There are two monstrous spiders of 
  medium size hiding in this room, with a third just 
  beyond.  The first is on the near side of the false 
  ceiling, waiting to drop onto those who get caught 
  in the web, while the second hides beneath the 
  pile of rubbish.  The third spider waits (thus 
  blocking the light) in the tunnel just beyond the 
  false ceiling. 
   
  The spiders have advanced warning; thanks in 
  good part to their tremor sense and the fact they 
  weren't making any noise to be heard.  Their 
  tactics are fairly simple.  Each of the spiders 
  simply waits (those on the side with the PCs taking 
  10 on their Hide checks – yielding a total Hide 
  result of 22, including a +5 circumstantial bonus 
  for the webbing and other debris in the passage).  
  Once the PCs approach close enough to the false 
  ceiling, spider #1 will drop onto the party, bringing 
  the false ceiling down with him.  This will trap any 
  PCs in the last 10’ of the passage (perhaps 2 PCs 
  in total) on the far side of the false ceiling with 
  spider #3, who will attack them immediately.  
  Spiders #1 and #2 will attack the PCs remaining 
  on their side.   
   
  As with the previous scene, a Spot check will 
  alert the PC's to presence of the false webbing 
  ceiling – although the check DC will be 20, as the 
  spiders have taken more time on this snare. 
   
  The spiders are not afraid to use their net-like 
  webbing to try and entangle more PC's rather than 
  biting for damage.  After all, once a PC is stuck, 
  the spiders can come back later for a midnight 
  stuck.  (Unless the PC is freed by some means.) 
   
  Scene Eight: Gray 
  Once the fight is over, the PCs can clear the false 
  ceiling and regroup their split party.  They will also 
  gain some time to look around.  The spiders’ lair is 
  a circular chamber with a total of four exit 
  passages.  The PC's entered the chamber through 
  the eastern passage.  Thick webs that seem to 
  have been there for some time block two others, 
  those to the north and south.  There is only one 
  way remaining for the PCs to continue (while the 
  webs can eventually be cleared from the northern 
  and southern passages, they lead to two 
  additional entrapped rat nests that can be easily 
  cleaned out – see the Closing Scene). 
   
  This passage makes several sharp turns 
  along the way, with other side passages that lead 
  to small passages two and a half feet square, 
  which end up narrowing or otherwise becoming 
  impassible. 
   
  Should any inquire, a Spot check (DC 18) will 
  let them notice that not even the occasional rat is 
  to be seen in this area.  After a final set of turns, a 
  large square chamber revealed. 
  A large chamber, square, seems to be the final 
  nexus of drainage tunnels before a metal grate 
  with a large heavy lock is seen on the opposite 
  side of the passage. 
   
  Various trinkets and discarded objects 
  clutter the space, while a small pool of foul 
  smelling and dirty water resides in the middle 
  of the room before draining out past the grate. 
   
  Settled 
  in 
  by 
  some 
  well-repaired 
  bookshelves in a far corner, is an elven man 
  with book in hand.  Upon your entrance, the 
  man looks up and his lips pull back in a smile. 
   
  “Ah, visitors.  It's been quite some time.   
  Have you come for dinner?” 
  The elf is actually an Aranea in disguise, in his 
  hybrid form as a matter of fact.  These intelligent 
  creatures are spider-like shape shifters with 
  sorcerous powers.  He will attempt to talk for a few 
  moments, putting the PC's at ease.  However, a 
  PC that makes a Spot Check, DC 18, will notice 
  that his eyes are completely black (there are no 
  whites and no pupil) and he has exceedingly long 
  fangs.  The DM should roll this check before hand 
  privately, and mention it in passing to the PCs 
  when the time seems appropriate. 
   
  The Aranea, if his efforts at calming the PC's 
  seem futile, will then attempt to surprise the PC's 
  by shooting a web at the strongest appearing PC.  
  From there, the Aranea will attack the most 
  The Rat catcher's Guild 
  Round 1 
  Page 11 
  
  dangerous-appearing person in the party until it is 
  subdued or all PC's are unconscious. 
   
  Aranea: hp 22, see Appendix A and the 
  Monster Manual entry, page 15 
   
  Closing Scene: Gold 
  The PC's should be reminded to make certain that 
  all Rat Nests have been poisoned and taken care 
  off.  If the PC's remove the webbing of the 
  Monstrous Spiders in Scene Seven, they will find a 
  rat nest in each of the tunnels that are far less 
  dangerous than the trap in Scene Six. 
   
  The PCs will likely make their way back to the 
  middens and find Mistress Nellar waiting for them 
  on the other side of the kitchens.  She promptly 
  kicks them out of the Palace, using the servants’ 
  entrance and making much ado about their 
  appearance and smell.  However, she does give 
  the PC's an official note saying the job is done. 
   
  From here, the PC's should eventually make 
  their way back to the Ratcatcher's Local – #3 guild 
  house.  Shahemp is eagerly awaiting the PC's to 
  hear how they did.  He will be greatly relieved, and 
  be quite surprised to see they have a note from 
  Mistress Nellar herself!   
   
  This bodes well for the Ratcatcher's guild, and 
  the PC's have done Shahemp a great service.  
  The man will lavish praises onto the party until 
  they decide it is time to leave.  If the PC's do not 
  finish before dawn, they do not receive the note 
  from Mistress Nellar.  Returning from the palace to 
  the guildhall, the PCs find that Shahemp has fled 
  and taken their gold with him – the PCs are simply 
  out of luck and receive only their ‘Ratbasher’ clubs 
  as a memento of their adventure.  The judge 
  should skip the final section of boxed text: 
  The rosy fingers of dawn brighten up the 
  eastern sky, the last shadows of night being 
  chased away by Pelor's bright light.  From atop 
  the hill leading up to the Palace, the Via Regus 
  leads down towards the distant glow.   It's 
  been a hard night's work, but even in this time 
  of uncertainty for the Empire of Nyrond, one 
  can't help but feel they've accomplished 
  something good. 
   
  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 role-playing) to each 
  character. 
  Scene Five: Brown 
  Rat Swarm, EL 2 
   
  60 xp 
  Scene Six: Yellow 
  Rat Swarm Trap, EL 2 
   
  60 xp 
  Scene Seven: White 
  (2) Monstrous Spider + tactical advantage, EL 4 
   
  120 xp 
  Scene Eight: Gray 
  Aranea, EL 4 
   
  120 xp 
  Story Award 
  Poison Each Rat Nest (2) [Not Trap] 
   
  10 xp (each) 
  Discretionary role-playing award 
  Used appropriate skills, feats, racial abilities, and 
  class abilities in solving the problems in the 
  scenario in an efficient and/or creative manner. 
   
  20 xp 
  Total possible experience: 
   
  400 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounters 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 
  The Rat catcher's Guild 
  Round 1 
  Page 12 
  
  Items for the Adventure 
  Record 
   
  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. 
  Fondness of Jenniv 
   
  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. 
  You have made a fast friend with Jenniv, one of 
  the scullery maids within the Palace of Rel Mord.  
  She is an energetic young woman, and is more 
  than delighted to see you again.  This favor may 
  be used or become important later. 
   
   
  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. 
  Favor of Shahemp, Ratcatcher's #3 
  Because you came through in a pinch, Shahemp 
  is extremely grateful for your help.  You saved the 
  reputation of the Ratcatcher's Local #3, and that's 
  no small deed.  This favor counts as an Influence 
  Point with the Ratcatcher's Guild and can come 
  into play at later date. 
   
  Item Access 
   
  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. 
  As an introductory scenario, this adventure does 
  not give the PCs any new item access, other than 
  those items that are now generally available to 
  characters in the Living Greyhawk campaign.
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Scene Two: Green 
   
  L: 0 gp; C: 100 gp; M: 0  
  Scene Six: Yellow 
   
  L: 0 gp; C: 100 gp; M: 0  
  Scene Eight: Gray 
   
  L: 250 gp; C: 0 gp; M: 0 gp 
   
  Total Possible Treasure 
   
   
  L: 250 gp; C: 200 gp; M: 0 gp  - Total: 450 gp 
   
  The Rat catcher's Guild 
  Round 1 
  Page 13 
  
  Appendix A – Combat Encounters
  Scene Five: Brown (EL 2) 
  Rat Swarm: CR 2; Tiny Animal (Swarm); HD 
  4d8; hp 15; Init +2; Spd 15ft, climb 15ft; AC 14, 
  touch 14, flat-footed 11; Base Atk/Grapple +3/1; 
  Attack: Swarm (1d6 plus disease); AL N; SV 
  Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, 
  Int 2, Wis 12, Cha 2 
   
   
  Skills and Feats: Balance +10, Climb +10, 
  Hide +16, Listen +6, Move Silently +4, Spot +7, 
  Swim +10, Alertness, Stealthy, Weapon Finesse 
   
  SA: Disease, distraction; SQ: half damage 
  from slashing and piercing, low-light vision, 
  scent, swarm traits 
  Scene Six: Yellow (EL2) 
  Entrapped Rat Swarm: CR 2; Tiny Animal 
  (Swarm)/Trap; HD 4d8; HP 13; Init +2; Spd -; 
  AC (entangled) 12, touch 12, flat-footed 9; 
  Attack: Swarm 1d6 (plus disease); AL N; SV 
  Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, 
  Int 2, Wis 12, Cha 2;  
   
  Skills and Feats: Balance +10, Climb +10 
  (entangled, cannot move), Hide +16, Listen +6, 
  Move Silently +4 (entangled, cannot move), 
  Spot +7, Swim +10, Alertness, Stealthy, 
  Weapon Finesse 
   
  SA: Disease, distraction; SQ: half damage 
  from slashing and piercing, low-light vision, 
  scent, swarm traits (no distraction effect, as the 
  rats are entangled and cannot move). 
  Scene Seven: White (EL4) 
  (3) Monstrous Medium Spiders; CR 1 each, 
  CR 3 total; Medium Vermin; HD 2d8+2; HP 11; 
  Init +3; Spd 30ft, climb 20ft; AC 14  (13 touch, 
  11 flat footed); Base Atk/Grapple +1/+1; Melee 
  +4 bite (1d6 plus poison) or web +4 ranged; AL 
  N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, 
  Con 12, Int 0, Wis 10, Cha 2 
   
   
  Skills and Feats: Climb +11, Hide +7, Jump 
  +0, Spot +4, Weapon Finesse 
   
  SA: Poison, web; SQ: Darkvision 60ft, 
  tremorsense 60ft, vermin traits 
   
  Tactics: Advantage 
    
  Scene Eight: Gray (EL4) 
  Aranea: 
  CR 
  4; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); HD 3d10+6; HP 22; Init +6; 
  Spd 50 ft, climb 25ft; AC 13 (12 touch, 11 flat-
  footed); Base Atk/Grapple +3/+3; Bite +5 melee 
  (1d6 plus poison) or web +5 ranged; AL N; SV 
  Fort +5, Ref +5, Will +5; Str 11, Dex 15, Con 14, 
  Int 14, Wis 13, Cha 14 
   
   
  Skills and Feats: Climb +14, Concentration 
  +8, Escape Artist +5, Jump +13, Listen +6, Spot 
  +6, Improved Initiative, Iron Will, Weapon 
  Finesse 
   
  SA: Poison, Spells, web; SQ: Change 
  shape, darkvision 60ft, low-light vision 
   
   
   
  Spells: Caster Level 3 (6/6; save DC 12 + 
  spell level): 0-daze, detect magic, ghost sound, 
  light resistance; 1- mage armor, silent image, 
  sleep 
   
  Possessions: spell component pouch (x2), 
  jeweled dagger (50 gp), fine clothing, various 
  books (novels), fine pipe (35 gp) 
   
  The Rat catcher's Guild 
  Round 1 
  Page 14 
  
   
   
  Judge’s Map – The Tunnels Beneath the Palace
   
   
  
  Player Handout #1 – Current State of the Kingdom of Nyrond 
   
  On the very last day of Common Year 594, Prince Sewarndt launched a surprise attack on the Kingdom 
  by refocusing the dimensional gate located in the depths of Onyxgate.  The attack landed in Rel Mord, 
  capital city of the Kingdom.  Under assault by a combination of demonic and regular forces, backed up by 
  the foul magic of the Witches of the Bright and the insidious prayers of those devoted to Hextor, Rel Mord 
  fell in a matter of hours.  That which had never been conquered, fell easily to the combined might of 
  Sewarndt’s forces. 
   
  King Lynwerd, Queen Xenia, the Gray Seer, and a number of close aides and advisers were rumored 
  to have escaped the fall of the capital – indeed, Sewarndt has never displayed Lynwerd’s head upon the 
  gates of Rel Mord, something the Black Prince has been known to desire.  This leads most to suspect 
  that the King is merely in hiding, waiting a time to strike back at his traitorous brother.  However, 
  Sewarndt is in firm control of the capital, and his troops are also said to hold several other important cities 
  throughout the kingdom.   
   
  Currently, Rel Mord is a city struggling.  Sewarndt has kept the city open for trade, although there are 
  many who have fled the troubles.  Prices have soared, and shortages of even basic commodities are 
  quite common.  Most of the established temples are down to just a few acolytes, and the temple of 
  Heironeous is barren, while priests of Hextor roam freely through the city streets.   
   
  The citizens of Rel Mord, at least those few that show their faces, are allowed to conduct business 
  during the day, although martial law keeps everyone confined indoors at night.  Black-cloaked 
  Constables, forces of Sewarndt, keep order in the streets; they seem to have the powers of judge, jury 
  and executioner all at the same time.  No persons are allowed to bear weapons with but two exceptions: 
  the Constables are, of course, heavily armed; and the common people are allowed to carry short clubs – 
  to be used only against the rats of the city; with penalty of death if used for any other purpose. 
   
  The rats are common; even a plague.  Debris, trash, and worse lie unattended in the streets, serving 
  to attract all sorts of vermin – although the rats are the worst of a nasty lot.  All public services have been 
  turned off, from the common baths and the beautiful fountains, to such basic services as mail delivery 
  and trash removal.   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR5-A02 - The Ratcatchers' Guild.pdf