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. 
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  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
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  adventure author or authors. 
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  DYVIntro5-04 
   
   
   
   
   
  Exoneration 
   
  A One-Round D&D Living Greyhawk® 
  Dyvers Regional Adventure 
  by Kevin and Crystal Elmore 
  Triad Edit: Michael Mockus 
   
   
   
   
  It is not unheard of for adventurers to be hired to retrieve an item from the sewers under the city of sails.  It is a little 
  unusual when the Dyvers Sewer Patrol needs a group of daring adventurers to enter the dangerous tunnels. An 
  introductory module for 1st-level characters. 
  
  DyvI5-04 Exoneration 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  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 nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  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 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 
  
  DyvI5-04 Exoneration 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 1
  st-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. 
  1. 
  Attempt to create a table of 
  six 1
  st-level characters, or try 
  to 
  enlist 
  higher-level 
  characters to play at that 
  table. 
  2. 
  Advise characters to buy 
  riding dogs to help protect 
  them, and fight for them. 
  All 
  riding 
  dogs 
  are 
  considered trained to attack. 
  PCs who want their dogs to 
  attack must succeed at a 
  Handle Animal or Charisma 
  check (DC 10). Failure 
  indicates that the animal 
  will not attack that round. 
  This is a free action (spoken 
  command) that may be 
  attempted each round. If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard 1-round Regional adventure, set in 
  Dyvers. Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
  In late CY 595, an investigation into House Pengallen 
  revealed many unsavory deals made within and outside 
  of Dyvers.  With Derreg Lord Pengallen fleeing the lands, 
  Magister Larissa Hunter was able to recover many 
  journals and other pieces of evidence, which implicate 
  the Pengallen family.  For centuries, House Pengallen 
  flaunted its power and broke several laws with no regard 
  for the innocent. 
   
  One such innocent was a nobleman from the Dean 
  House.  Lionel Dean's son, Embrose, was accused in CY 
  589 of smuggling arms to unnamed parties located in 
  Greyhawk, Safeton, and the Pomarj.  The evidence was 
  stacked against him, and Embrose was unable to prove 
  his innocence.  For this heinous act, the newly appointed 
  Magister Larissa Hunter sentenced Embrose Dean to be 
  transformed into a gelatinous cube. 
  
  DyvI5-04 Exoneration 
   
  Page 3 
   
  Seven years later, Magister Hunter discovered that 
  Embrose was framed by House Pengallen.  Magister 
  Hunter wants to see some justice done and plans on 
  using the salvage of House Pengallen to pay for 
  Embrose's transformation—if he can be found.  Also, 
  Magister Hunter does not want to be on the record as 
  having sentenced an innocent man so early in her career 
  without making a gesture of goodwill. 
   
  To Larissa Hunter's surprise, divinations at the 
  temple of Istus reveals that Embrose is still alive.  Pleased 
  with this revelation, she commissions the temple of Istus 
  to enchant a divining rod that points to Embrose.  
  Concurrently, she commissions the Dweomercrafter's 
  Guild to construct a device that allows someone to 
  transport the cube.   
   
  With the tools ready, Larissa commands Sergeant 
  Halloway of the Sewer Patrol to recover this cube at any 
  cost.  As Halloway doesn't know the details of the rescue, 
  he decides to hire someone to take this job.  Halloway 
  feels his station and his men are too important to go 
  chasing after a cube, so he seeks adventurers who would 
  deign to perform this task.   
   
  Embrose, meanwhile, is held captive, along with 
  dozens of other gelatinous cubes, by the haunting 
  melodies of Ponchiett, an elven bard with no desire to 
  live a normal life on the surface.  During the early days of 
  the Dyvers sewer system, the city's administrators were 
  more interested in populating the sewers with gelatinous 
  cubes and getting rid of troublesome elements.  One 
  problem for them was an elven woman named Llewella 
  who publicly argued against the building of roads and 
  farms into the Gnarley Forest.  The Magister accused her 
  of sedition and sentenced her to be transformed into a 
  cube.  Ponchiett was in love with Llewella and roamed 
  the sewers so he could be with her. 
   
  As Ponchiett was convinced that he could recognize 
  the Llewella cube, he despaired when he never spotted 
  her features.  In time, he settled into a distant chamber 
  and plays his pipes.  The cubes, which hold some tiny 
  sliver of humanity, slide into the chamber when they are 
  close enough to hear the music.  Ponchiett sits in the 
  chamber and performs for his audience.  Embrose is one 
  of those cubes. 
  Traveling in the Sewers 
  The sewer passages underneath the city vary in width. 
  The main channels have 4-foot walkways on either side 
  with a 20-foot channel for sewage for a total of 28-foot 
  width (treat as 30 feet on the battle map). Minor 
  channels have a 4-foot walkway on the north/west side 
  (whichever is more applicable) and a 15-foot channel 
  for a total width of 19 feet (treat as 20 feet on the battle 
  map).  The ceilings on major and minor channels are 12 
  feet high on the average and range from 4 foot deep 
  near the start of the sewer system to depths of 12 feet as 
  the sewer enters into the Nyr Dyv. Service tunnels are 
  typically 8 feet in width and simply slope slightly to the 
  center to allow runoff. The ceilings are typically 10 feet 
  tall.  Note that this means a gelatinous cube is 
  considered to be squeezing when in service tunnels or 
  on the walkways of the larger tunnels.  A gelatinous 
  cube has no trouble moving down a channel in a main 
  or minor channel. 
   
  Unless adapted to such environments (such as rats) 
  creatures with scent suffer a –4 circumstance penalty to 
  scent checks. 
  Adventure Summary 
  Introduction:  The PCs read about a job that takes them 
  into the sewers. 
  Encounter One: The PCs learn more about the task from 
  Sergeant Halloway.  They are tasked with locating a 
  specific gelatinous cube with a divining rod and 
  returning it with an amulet of ooze riding. 
  Encounter Two: The PCs travel through the sewers, 
  possibly tracking down a gelatinous cube in order to try 
  out the amulet. 
  Encounter Three: The PCs encounter a group of kobolds 
  intent on causing a building to collapse into the sewer.  
  Fearing that the PCs would rat them out, the kobolds 
  attack to kill. 
  Encounter Four (without a cube mount): The PCs 
  discover a patch of green slime and must kill it or 
  circumvent it. 
  Encounter Five (with a cube mount): The PCs stagger 
  into the lair of an otyugh and its companion wererat. 
  Encounter Six:  The muck in a service tunnel hides a 
  weakened floor surface.  An unlucky PC may plunge into 
  another service tunnel. 
  Encounter Seven: The PCs stumble into the lair of 
  Ponchiett the elven bard.  They learn he pines for his lost 
  love who was charged with sedition and turned into a 
  gelatinous cube.  The cube that was Embrose Dean is 
  with Ponchiett, who allows the PCs to leave with the 
  ooze.  He tries to modify their memories before they 
  leave. 
  Encounter Eight: The PCs escort Embrose Dean 
  through the sewers and come across some undead 
  
  DyvI5-04 Exoneration 
   
  Page 4 
  lurking in the sewers.  The PCs have to protect their own 
  lives as well as that of the cube. 
  Conclusion: The PCs relinquish the magic items and 
  either walk away in defeat or are rewarded for turning 
  over a gelatinous cube.  They could possibly be rewarded 
  by a grateful Embrose Dean or a vengeful Private 
  Halloway, depending on their actions. 
  
  DyvI5-04 Exoneration 
   
  Page 5 
  Introduction 
  Once the players are situated and spells are selected, 
  read the following: 
  Throughout the Flaness, tales abound of the limitless 
  adventure found in Dyvers, the City of Sails.  These 
  tales are obviously exaggerated, as odd jobs pass you 
  by for more experienced adventurers.  While walking 
  down the street, you happen across a posting largely 
  ignored by other adventurers. 
   
  Give the group Players Handout #1.   
   
  A Gather Information check of DC 12 or a 
  Knowledge (VTF) check of DC 15 reveals that 
  Sergeant Halloway is indeed an officer in the Sewer 
  Patrol.  There are rumors that he considers himself 
  above this dubious promotion and patrols the sewers 
  only when necessary.  Despite this negligence, there are 
  very few reports of trouble in the sewers.  The PCs may 
  or may not figure out that the reports are few and far 
  between because those who run afoul in the sewers are 
  the types who don't want to call attention to their 
  activities.   
   
  Any PC can easily find out the following about 
  Dyvers and its sewers: 
  • 
  Dyvers is a city of over 50,000 citizens.  As such, 
  there is an elaborate network under the city, which 
  disposes of waste into the Nyr Dyv. 
  • 
  Dyvers produces less waste than other cities of its 
  size because it actively maintains a population of 
  gelatinous cubes, which rove the sewers and digest 
  any biological matter that can be found. So vital 
  are 
  the 
  gelatinous 
  cubes 
  to 
  the 
  Dyvers 
  infrastructure that it is a crime to kill one in the 
  sewers. 
  • 
  In addition to importing the gelatinous cubes from 
  outside of Dyvers, the city keeps the sewers 
  stocked with the help of the Dweomercrafter's 
  Guild, which has devised a way to transform 
  people into gelatinous cubes.  Being turned into a 
  cube is punishment for high crimes. 
  • 
  For the safety of the citizenry, it is illegal to be in 
  the sewers.  Only members of the Sewer Patrol and 
  the Dyvers Vermin & Pest Control are authorized 
  to frequent the sewers.  Rumor has it that 
  smugglers often use the tunnels to cross the city 
  unnoticed. 
  • 
  In addition to oozes and smugglers, the sewers are 
  rumored to be inhabited by other dangerous 
  creatures. 
   
  If the party does not meet with Sergeant Halloway, 
  the adventure is over for them.  When they do check in 
  at the nearest constabulary, they are directed to a squat 
  brick building in the dock district.  Proceed to 
  Encounter One. 
  Encounter One: It Rolls 
  Downhill 
  The brick building is the Sewer Patrol station that keeps 
  watch over the tunnels that empty out into the Nyr Dyv.  
  The constables are friendly enough, if a little gruff.  They 
  know that Sergeant Halloway is expecting adventurers so 
  they don't have to trudge in the sewer as much this shift.  
  They gladly direct the PCs to Halloway.  Read the 
  following: 
  You are brought to a large man wearing the badge of 
  the Sewer Patrol.  He looks you over and says, "So, 
  you're the ones who think you can take on this job?  I 
  guess you look capable enough.  Here's the deal: I'll 
  pay you each 10 wheatsheafs up front so you can 
  equip yourselves for the sewer.  When you get what I 
  need, I'll pay the survivors 60 additional sheafs.  Are 
  you guys interested?" 
   
  Sergeant Halloway is honest about most of his 
  offer, but anyone who scrutinizes him and succeeds at a 
  Sense Motive check of DC 14 can realize that 
  Halloway doesn't want to do this job and just wants to 
  pay someone else to do it.  His superior officer gave 
  him the tools and explained what needed done.  
  Halloway relays this information and answers questions 
  (though with reluctance if PCs see his motives) as 
  outlined below: 
  • 
  What are we getting from the sewers?  You 
  probably won't believe this—I know I don't—but I 
  need you to locate a specific gelatinous cube and 
  bring it to the surface. 
  • 
  How do we find this cube?  The temple of Istus 
  crafted a divining rod that is attuned to this one 
  cube.  I couldn't tell you what's so special about it, 
  but it needs to be brought to the surface. 
  • 
  How do we transport this cube?  I've been given 
  this strange item from the Dweomercrafter's Guild. 
   It is an amulet that allows you to…erm, enter a 
  cube and control its movements.  Now, this thing's 
  got an arcane mark on it, so don't go thinking you 
  can skip town with it.  That thing is worth more 
  than your lives. No, I've never used it before, but 
  I'm told you can position yourself inside a cube 
  and kick around to make it move. 
  
  DyvI5-04 Exoneration 
   
  Page 6 
  • 
  Just where are we supposed to deliver this 
  cube? Follow the flow of the sewers to the Nyr 
  Dyv.  We'll have some men there with planks.  The 
  tunnels emptying into the sea are blocked by a low 
  wall that prevents the cubes from wandering out of 
  the sewers.  My men will make a ramp so we can 
  get the cube onto a barge.   
  • 
  How soon do you need this cube? I'll need this 
  cube in 24 hours.  If you don't produce the cube by 
  then, return the divining rod and the amulet so we 
  can find someone more suited to the sewers.  If 
  you don't come back in 24 hours, you'll be charged 
  with grand theft. 
  • 
  Why don't you want to do this yourself? Look, 
  the military might of Dyvers just got back from a 
  successful 
  operation 
  overseas. 
   
  We've 
  got 
  smugglers and enemy spies sneaking around under 
  the city.  As much as I'd like to take time from 
  those duties to go searching for this cube, I simply 
  do not have the time (a Sense Motive check of 
  DC 12 reveals that he is annoyed at having his 
  motives rightfully challenged and is posturing). 
  • 
  No, really, why don't you want to do this? I 
  don't want to, okay?  I'm not about to risk the lives 
  of my men just for some wizard experiment.  I've 
  found enough unclaimed goods in the sewers that I 
  can pay you this money.  That kind of thing 
  motivates you adventurers, right?  You could 
  donate it to your church or something if you want. 
  • 
  You think our lives are only worth 70 gold?  
  That's a fortune!  You could buy a new chain shirt 
  with that (Appraise check DC 5 clues in players 
  who haven't figured out they can't).  Okay, I'll go 
  as high as 20 sheafs up front for supplies with 80 
  on delivery of the…um, merchandise.  No higher 
  than that! 
   
  If the PCs agree to Halloway's terms, he explains 
  the divining rod and the Amulet of Ooze Riding.  If they 
  do not, then the adventure is over for them. 
  Treasure:  
  APL 2 – L: 0 gp, C: 100 gp, M: 0 gp 
  The Divining Rod 
  The divining rod is a simple stick that has been 
  enchanted by the temple of Istus.  It is attuned to 
  Embrose Dean, though Halloway doesn't know this.  
  He only knows that his superiors are looking for a 
  specific cube and speculates that it is carrying 
  something of interest. 
  The Amulet of Ooze Riding 
  See Appendix 2 for details of the amulet.  Halloway 
  has never ridden a cube, nor has he seen anything like 
  the amulet.  He only knows that the wearer of the 
  amulet is able to enter a cube and trick the cube into 
  going where the rider wants.   
   
  As long as you are good on time, play out the 
  discovery process as the confused cube tries to lurch 
  toward someone nearby, only to be redirected away 
  from the PCs by the rider kicking feverish in the 
  opposite direction.  Note that Halloway doesn't know 
  how to properly exit the cube, so the PCs may discover 
  this if they try to capture and use a cube.  As soon as 
  the rider exits the cube, if he does not outrun the cube, 
  it immediately engulfs him, causing the rider to mount 
  the cube again.  Have fun with this. 
   
  The amulet is inscribed with an invisible arcane 
  mark, which can be found with a detect magic spell.  
  Anyone casting read magic can read the sigil of the 
  Dweomercrafter's Guild.  Should someone try to keep 
  the amulet for himself after the adventure, he is 
  discovered 4 hours after the deadline, due to Drawmij's 
  instant summons letting the Dweomercrafter's Guild 
  know the possessor's location.  Due to Magister 
  Hunter's desire to see this task through, the PC is 
  prosecuted, being sentenced to a 56,000-gp fine and 
  280 TUs in jail.  Since the PC is just starting out in 
  Dyvers, the punishment is reduced to only 26 TUs and 
  all of his material possessions are confiscated—but 
  with a very stern warning as to how it could have been 
  worse. 
  Encounter Two: Into the Sewers 
  The Sewer Patrol gives the PCs temporary badges that 
  allow them to investigate the sewers.  A stairway leads 
  directly into a service tunnel that opens into the sewers. 
  See the section on sewer dimensions at the beginning 
  of the module. 
  Time between encounters 
  Due to the twisting nature of the sewers, it is difficult 
  to follow the divining rod.  It takes 4 hours to navigate 
  to the next encounter (meaning 16 hours to reach 
  Embrose Dean without any Knowledge checks or 
  attempts to secure a gelatinous cube).  This time is 
  reduced to 2 hours if the diviner makes a DC 10 
  Knowledge (dungeoneering) check (which can be done 
  untrained and with the assistance of others).  This time 
  is furthermore reduced to 1 hour if the diviner makes a 
  DC 15 check (which cannot be performed untrained by 
  
  DyvI5-04 Exoneration 
   
  Page 7 
  the diviner or assistants).  If the diviner can make a DC 
  20 check, this time is reduced to only half an hour. 
   
  The times above are doubled if the PCs use a 
  gelatinous cube as a mount, since it takes time to 
  squeeze through service tunnels.  The times above do 
  not represent simple walking speeds.  It assumes 
  several instances of consulting the divining rod, 
  backtracking, 
  and 
  navigating 
  through 
  twisting 
  corridors.  This slow speed allows a rogue to search for 
  traps, but let the players figure it out without 
  mentioning it. 
   
  This adventure starts off at 9:00 AM, which might 
  be important if the PCs run into Encounter Four. 
  Procuring a cube 
  Now that the PCs have an amulet of ooze riding, they 
  may be eager to try it out.  Though the cubes are 
  plentiful, the sewers are large.  Finding a cube takes 
  time. 
   
  It takes 2 hours to locate a gelatinous cube.  A 
  character with the Track feat can reduce this to only an 
  hour with a Survival check of DC 15.  A Survival 
  check of DC 20 reduces the time to only half an hour. 
   
  As long as the PCs are able to stick to the main 
  channels and minor channels, they can freely make use 
  of the ooze in future encounters.  In some cases, the 
  PCs must travel through service tunnels, causing the 
  gelatinous cube to be squeezed.  This is noted in the 
  encounter notes. 
  Avoiding the sewers 
  The PCs may not relish the thought of traveling 
  through the sewers and wish to follow the divining rod 
  on the surface.  If they choose to go this route, allow 
  each PC a Knowledge (VTF) check of DC 8 (which can 
  be done untrained).  Success lets the player recall the 
  rumor of Dyvers being the home of thieves.  Anyone 
  following a divining rod on the streets would get the 
  attention of pickpockets, as he is obviously a treasure 
  hunter. 
   
  If the PCs wish to take to the streets, then they risk 
  being robbed.  Throughout their travels, seven attempts 
  from a 1st-level rogue are made.  Roll randomly to 
  determine which person is targeted.  If the dice are 
  rolled right (or wrong), the amulet of ooze riding could 
  be stolen.  The thief would be punished when the 
  Dweomercrafter's Guild summons the amulet and not 
  the PCs, though this ends their task.   
   
  It takes only 2 hours to find the right sewer grate.  
  In this case, go directly to Encounter Six.  The seven 
  pickpocket attempts make up the challenge (but not the 
  monetary gain) for Encounters Three through Five.   
  APL 2 (EL 1)  
  Rogue: hp 7; see Appendix 1. 
  Tactics: The rogue attempts to pickpocket a random 
  PC while the party navigates through the crowded city 
  streets.  If he is caught, he tries to flee, but he fights if 
  he is cornered.  If the rogue is caught, then the party is 
  targeted by another rogue later.  Use the same stats 
  from Appendix 1.   
  Treasure:  
  APL 2 – L: 11 gp, C: 5 gp, M: 0 gp (per rogue bested). 
  Encounter Three:  Rue the Day 
  As the party travels down a minor channel, the PCs 
  have a chance to hear a group of kobolds attempting to 
  sabotage support beams.  Due to the nature of their 
  work, the kobolds have a –5 to their Move Silently 
  checks, though distance may be to their advantage.  
  Since the kobolds are distracted, they get a –2 penalty 
  to Spot and Listen if the party attempts to sneak up on 
  them. 
   
  If the party has a light source, the kobolds can see 
  them before they approach.  In this case, the kobolds 
  cease their work (eliminating the –5 penalty to Move 
  Silently) and quietly wait, hoping the PCs take a side 
  tunnel.  As the divining rod takes the party right past 
  the kobolds' sabotage operation, they're out of luck.   
   
  If the party catches the kobolds unaware, alter the 
  text below: 
  You travel down the minor channel, which is just 
  short of 20 feet across, when your light source picks 
  up several red eyes.  Five short, reptilian humanoids 
  have pressed themselves against the stone walls, 
  seemingly hoping you would not notice.  When it is 
  apparent they have been spotted, one shouts a 
  command in Draconic, which urges the others to drop 
  hammers and chisels and take up spears.   
   
  The lead kobold is Lilith, an adept who took 
  offense at an insult made by a priest of Kord.  He called 
  kobolds weak and cowardly, so she plans to weaken the 
  supports under his house so it collapses.  Most anyone 
  can realize that such a task is a long, arduous process 
  that would be discovered eventually by the Sewer 
  Patrol, but Lilith is obsessed with her vengeance and 
  has bullied the other kobolds to help her in this task.  
  Her command in Draconic is, "They saw us, you idiots. 
   Kill them!"  Naturally, this encounter runs differently 
  if the PCs successfully sneak up on them. 
  
  DyvI5-04 Exoneration 
   
  Page 8 
  APL 2 (EL 3) 
  Lilith: hp 20 (or 26); see Appendix 1. 
  Kobolds (4): hp 4; see Monster Manual page 161. 
  Tactics:  There are two versions of Lilith in 
  Appendix 1.  Use the 5th-level adept if the party does 
  not have a gelatinous cube.  Use the 6th-level adept if 
  the party has a gelatinous cube.  The kobolds are aware 
  of the gelatinous cube's abilities and will scatter to 
  avoid being entirely engulfed.  Lilith focuses her spells 
  on the gelatinous cube.  Note that since the cube has a 
  rider the Spot DC is only 7 to notice there is a cube 
  coming at them.   
  Treasure:  
  APL 2 – L: 212 gp, C: 0 gp, M: +1 ring of protection (167 
  gp). 
   
  The kobolds are initially Hostile, as they believe 
  any witnesses would be harmful to their operation.  If 
  the PCs persuade the kobolds they mean no harm with 
  a Diplomacy check of DC 25, the kobolds relax and 
  talk with the PCs.  Only Lilith speaks Common; they 
  all speak Draconic.   
   
  The kobolds provide little information to the PCs.  
  They tell tales of horror in the sewers:  Gelatinous 
  cubes, carrion crawlers, and wererats (which prompts 
  the arrogant Lilith to show off her silvered dagger).  If 
  the kobolds have been mollified, they do not molest the 
  party and let them by.  Otherwise, they fight to the 
  death, convinced the PCs mean them harm.   
  Encounter Four:  Goo Drop In 
  This encounter takes place as the PCs walk through a 
  service tunnel.  This encounter can only be run if the 
  PCs are not controlling a gelatinous cube.  The cube 
  ends up eating the green slime with no one being the 
  wiser.  If the PCs have a gelatinous cube in their 
  control, run Encounter Five instead. 
   
  Clinging to the ceiling is a patch of green slime.  It 
  drops on the first person to pass underneath it, eating 
  away at the character for 1d6 Constitution damage per 
  round.  On the first round, the slime can be scraped off, 
  but the scraper takes 2d6 points of damage to wood and 
  metal (bypassing the hardness of metal).  After the first 
  round, the slime must be subjected to heat or cold 
  damage to be destroyed.   
   
  A Knowledge (dungeoneering) or Knowledge 
  (nature) check of DC 14 reveals that green slime can be 
  killed by heat, cold, or sunlight.  If this encounter takes 
  place between 7:00 AM and 7:00 PM, then the PCs can 
  find sunlight beaming through a sewer grate 70 feet 
  away.   
   
  The slime can be spotted with a Spot DC of 14 
  (modified by distance) when it first comes within the 
  radius of the party's light source.  The party can attempt 
  another Spot check when they are within 10 feet of the 
  slime.  Note that a character with Darkvision cannot 
  tell green slime from the usual muck covering the walls 
  and ceiling unless they are within a light source.   
   
  Note that the amulet of ooze riding does not 
  protect the wearer from green slime.  It is a dangerous 
  fungus and not an ooze. 
  APL 2 
  Green slime: CR 4; see Dungeon Master's Guide, page 
  76. 
   
  About 25 feet beyond the green slime lay some 
  loose gemstones worth 65 gp.  A smuggler realized the 
  danger of the sewer too late.  The stones are the only 
  things that survived the green slime assault. 
   
  If the PCs spot the green slime and wish to 
  circumvent it (and the treasure), a Knowledge 
  (dungeoneering) check of DC 15 gets the party to 
  Encounter Six in time.  Otherwise, add another hour to 
  their time.   
  Treasure:  
  APL 2 – L: 0 gp, C: 65 gp, M: 0 gp 
  Encounter Five:  Trash Day 
  This encounter takes place as the PCs travel down a 
  minor channel that merges with a major channel.  This 
  encounter can only be run if there is a gelatinous cube, 
  as the challenge assumes the PCs have a mount.  If the 
  PCs do not have a gelatinous cube in their control, run 
  Encounter Four instead. 
   
  A Listen check of DC 0 (plus distance modifiers) 
  reveals that someone is speaking around the corner.  
  Beating the DC by 10 allows the PC to make out 
  comments like, "This one mine.  This bit yours.  Not 
  very tasty, no.  You like, yes?  Oh, this coin is mine."  
  Anyone who successfully sneaks up to the intersection 
  of the two channels (unlikely with the creatures' Spot 
  and 
  Listen 
  but 
  possible) 
  sees 
  a 
  bipedal 
  rat 
  dismembering an elven corpse while pocketing its 
  possessions.  He throws the body parts on top of a pile 
  of refuse, which are then pulled under by tentacles.  
  The entire trash pile heaves up and down as something 
  underneath eats. 
   
  If the wererat or otyugh (which rises and attacks) 
  notices the PCs, read or paraphrase the following: 
  
  DyvI5-04 Exoneration 
   
  Page 9 
   
  A humpbacked man ceases his task of cutting up 
  an elven corpse to take notice of your intrusion.  His 
  beady black eyes and sharp nose resemble that of a 
  rat, and his evil smile reveals sharp rodent teeth.  He 
  says, "Looks like someone found your home.  Looks 
  like more food, yes?" 
   
  The trash pile that the human was contributing to 
  suddenly rises as a large form exits.  Its toothy maw 
  growls, as it lumbers toward you. 
   
  The otyugh and wererat are familiar with the 
  paralytic abilities of the gelatinous cube.  As such, they 
  focus their attacks on the cube so it can't render them 
  helpless.  If a PC reveals himself as a greater threat 
  than the ooze, the creatures attack him instead.  Note 
  that the gelatinous cube is able to engulf something as 
  large as the otyugh, but the action pushes the rider 
  outside of the cube.  The wererat is aware of the cube's 
  ability and moves to avoid being engulfed with the 
  otyugh.  The otyugh, of course, cannot grab the 
  gelatinous cube. 
   
  After defeating the otyugh and wererat, the party 
  may search the refuse and find 60 gp worth of gold and 
  gems. This search adds 15 minutes to their time and 
  requires a Search check of DC 14. 
  APL 2 (EL 5; 4 with gelatinous cube ally) 
  Otyugh: hp 36; see Monster Manual page 204. 
  Wererat, Hybrid Form: hp 12; see Monster Manual 
  page 173. 
  Treasure:  
  APL 2 – L: 5 gp, C: 60 gp, M: 0 gp 
  Encounter Six:  Down the Drain 
  This encounter takes place in a service tunnel.  The 
  masonry separating this service tunnel from the tunnel 
  below is crumbling and could give way if any weight is 
  placed on it.  Note that a gelatinous cube places its 
  weight over a large surface, so it glides over the 
  treacherous portion without incident. 
   
  One reason the decaying masonry is so dangerous 
  is that it is hidden by a layer of muck and dirt.  If the 
  PCs are led by a gelatinous cube and a rider, then the 
  DCs for Search and Disable Device are both reduced 
  by 5, as the trap is wiped clean. In this case, a DC 15 
  Listen check picks up on rumbling in the floor, which 
  may prompt rogues to search ahead. 
  APL 2 
  Camouflaged Pit Trap: CR 1; mechanical; location 
  trigger; no reset; DC 20 Reflex save avoids; 10 ft. deep 
  (1d6, fall); Search DC 24; Disable Device DC 20. 
   
  This crumbling masonry opens the way to another 
  tunnel that shoots off in a direction more conducive to 
  their search.  The diviner can make a Knowledge 
  (Dungeoneering) roll of DC 10 to cut the time to 
  Encounter Seven in half by using this tunnel.   
  Encounter Seven:  Magnetic 
  Personality 
  After some navigation through the sewers, the PCs 
  discover a natural tunnel not defiled by sewage.  The 
  divining rod points that direction.  The faint fluting of 
  pipes reaches the PCs' ears.  If the PCs are guiding a 
  gelatinous cube, it expels the character with the amulet 
  and slides down the tunnel at its full speed.  Attempts 
  to re-enter the cube fail as the cube rejects the 
  character's intrusion.   
   
  If the PCs follow the rod (and maybe a cube), they 
  emerge in a large cavern.  Read the following: 
  You left the man-made sewers behind and follow a 
  natural tunnel sloping downward.  At first, it is only a 
  few feet wide, but it expands to about 15 feet across.  
  A beautiful, haunting melody greets your ears that 
  gets louder as you descend.  The source of the music 
  becomes apparent as the tunnel opens up into a large 
  cavern.  The entire cave is basked in a soft violet light 
  given off by luminescent mold coating the 18-foot-
  high ceiling.  About 120 feet from the cavern 
  entrance, an elven male lounges on a stone ledge 
  close to the ceiling.  His clothes are immaculate, and 
  the pipes he plays shine in the dim light.  He looks 
  almost like a mirage, shimmering before your eyes. 
   
  The melody stops as he sits upright, taking you in. 
   He projects across the cavern, "Visitors come. 
  Welcome to my humble abode.  Why dost you seek 
  one the gods so loathed that they conspired to hide his 
  beloved, his betrothed?"   
   
  Allow the PCs a Spot check to see the gelatinous 
  cubes in the cavern.  Due to the sheer number of them, 
  the Spot DC is only 8.  It should be obvious to the PCs 
  that they are in a cavern with several gelatinous cubes.  
  If one looks carefully enough, he can see passageways 
  between the cubes, but as the cubes slide and shift, it 
  looks more like a living maze.  Despite the mindless 
  hunger of the oozes, the gelatinous cubes do not move 
  to attack.  They are captivated by Ponchiett's presence. 
   The divining rod points to one of the cubes between 
  them and Ponchiett. 
   
  Ponchiett is a forlorn bard who mourns the loss of 
  his love, Lewella.  He is unconcerned with the world 
  above and does not seem bothered that he has lived off 
  the stale pool and lichen in this cavern for so long.  As 
  
  DyvI5-04 Exoneration 
   
  Page 10 
  a bard, he maintains his clothing's immaculate 
  appearance with a mending spell.  His pipes are 
  magical and remain in good condition.  Due to the 
  cubes' tendency to pick up objects in the sewer, he has 
  amassed a treasure pile of his own (including pearls of 
  power as seen below).  He tends to speak rhythmically, 
  and the cubes pulsate subtly with each beat.  During the 
  conversation, the PCs can make a Spot check of DC 15 
  to realize another cube has traveled down the tunnel 
  and sits at the entrance, sealing them in the chamber.   
   
  Ponchiett can tell the PCs the following: 
  Who are you? 
  I am a humble servant of the supreme song.  Some call 
  me Ponchiett and I loom here in the darkness and the 
  gloom so my love can grow from a trickle to a flume. 
  Who is your betrothed? 
  Lewella journeyed here from Celene.  But the 
  malignant magister had a sinful scheme to ruin her 
  brilliant beauty, her miraculous mind, her wondrous 
  wit.  He declared that it was his sworn duty to sentence 
  her of sinister crimes most severe.  Because of his 
  deceit and depraved duplicity, my dear love Lewella 
  was changed, and I stay here seeking my intended, my 
  estranged.  (A Knowledge [history] check or Bardic 
  Knowledge check of DC 20 reveals that Lewella was 
  accused of spying for the Gnarleyfolk, an accusation 
  that was not without controversy at the time.)   
  How will you find her? 
  Every day I play a mesmerizing melody, hoping that 
  some evening, I will see her enchanting face.  My heart 
  will hum with happy harmony upon her haunting grace. 
  How long have you been here? 
  Time holds no meaning for my heavy heart. (Pauses as 
  if in thought).  It was shortly after the wizards started to 
  transform the malicious malcontents into these 
  creatures before you hence.  (A Knowledge [history] 
  check of DC 15 or Knowledge [VTF] check of DC 20 
  places Ponchiett here for at least a couple of centuries.) 
  Do you mind if we take that cube? 
  His fate is one of misery of misfortune.  I am 
  indifferent to that cube, that confidant.  Away with him 
  but one request:  Calling my Lewella, my love, is now 
  your quest.  Rally for my devotion, my delight, each 
  time and each turn when you are beneath the dives of 
  Dyvers.  (Whether the PCs agree or not, he allows them 
  to take the specific cube, as he does not believe it is 
  Lewella.) 
   
  When the PCs are ready to leave, Ponchiett gives 
  them an ultimatum.  He says, "Though you seem 
  fair-hearted and kind, you must leave your memories of 
  this behind.  Those above my head would not 
  understand the solitude and love I withstand, so agree 
  to my musical talent, which renders this meeting in 
  your mind mute."  At this point, the gelatinous cubes 
  quiver and slide closer to the PCs a few inches. 
   
  At this point, the PCs have three options:  Subject 
  themselves to Ponchiett's spell, fight the many 
  gelatinous cubes, or flee (spell this out for the players if 
  they did not catch this in Ponchiett's flowery words).  
  In the latter cases, Ponchiett commands the cubes to 
  engulf the PCs.  Since Ponchiett is a pacifist, he does 
  not wish to kill any PCs.  As soon as a PC is paralyzed, 
  he orders the cube to withdraw so as to not do more 
  acid damage.  He stabilizes any dying PCs.   
   
  There is only one obstacle preventing the PCs from 
  fleeing.  There is a gelatinous cube blocking the tunnel. 
   If the PCs can bypass the cube, they can flee Ponchiett 
  but without the cube they are after.  Note that the 
  wearer of the amulet of ooze riding will have an easier 
  time with this, as he is immune to the paralytic touch of 
  the cubes.  Ponchiett tries to stop this person with six 
  possible sleep spells cast with a DC of 18, five possible 
  hold person spells cast with a DC of 19 or four possible 
  deep slumber spells cast with a DC of 20.   
   
  Anyone who is restrained in the room is subject to 
  a modify memory spell with a save DC of 21.  He finds 
  himself wandering the sewer with no recollection of his 
  encounter with Ponchiett but with a sense of unease.  
  The desired cube is nearby, quivering with the desire to 
  lunge forward and engulf the PCs.  If nobody secures 
  the cube, it eventually attacks, as Ponchiett's 
  enchantment wears off.  This person becomes the 
  Involuntary Keeper of Ponchiett's Secret. 
   
  If the PCs submit to Ponchiett's demands and 
  willingly fail their saving throws, he casts deep slumber 
  on the party and then modify memory on each sleeping 
  PC.  This version is more pleasant.  The PCs wake to 
  find themselves wandering the sewer with no 
  recollection of Ponchiett but with a desire to call out, 
  "Llewella, my lost, seek the embrace; of thy love in the 
  soothing place."  The desired cube is nearby and can be 
  easily subdued by the wearer of the amulet.  This 
  person becomes the Voluntary Keeper of Ponchiett's 
  Secret. 
   
  Ponchiett has enough pearls of power to cast this 
  spell six times.  This might mean a PC does not agree 
  to Ponchiett's demands and is free from his 
  enchantment.  Once he tries the spell six times, if at 
  least one PC is not affected, Ponchiett falls into a fugue 
  
  DyvI5-04 Exoneration 
   
  Page 11 
  and the cubes move to surround and console him.  This 
  opens the exit and allows unaffected PCs to escape, 
  bringing subdued PCs as they see fit.  Anyone who is 
  crafty enough to escape Ponchiett's machination 
  receives the Disfavor of Ponchiett. 
  Fighting Ponchiett 
  Ponchiett is a 14th-level bard with centuries of treasure 
  at his disposal.  He also has at his command dozens of 
  gelatinous cubes.  It should be obvious to the PCs that 
  fighting him is a bad idea.  Still, more maverick PCs 
  may try it, especially since the wearer of the amulet of 
  ooze riding can simply move through the oozes as they 
  try to engulf him (though slowly).  For the purpose of 
  combat, treat Ponchiett as having an AC of 24, 72 hit 
  points, and saving throws of +12.  He is a pacifist and 
  only chooses to subject the PCs to hold person or sleep, 
  while hiding behind the cubes and using them just 
  enough to paralyze the PCs and minimize the acid 
  damage.  If the PCs see no reason to be intimidated by 
  a room full of gelatinous cubes, crack open the Monster 
  Manual and give them a reason. He is a powerful foe 
  but is too insane to be a threat to the rest of the world.  
  This nonthreatening status is what keeps him alive in 
  the cave (also his penchant for erasing the memory of 
  anyone who finds him).  In the unlikely event that 
  Ponchiett runs out of spells or takes over 50 points of 
  damage, he flees through the tunnel, activating his 
  boots of speed to gain distance and putting cubes in the 
  path of the PCs to slow them down. 
  Encounter Eight: Safe Delivery 
  This encounter only takes 1 hour, as the PCs do not 
  need to consult the divining rod anymore and it is 
  easy to follow the sewers downstream. 
  This encounter takes place in a major channel.  On the 
  walkway ahead are a ghoul and a ghast finishing up a 
  mongrel they accosted.  The undead can see the party 
  from 60 feet away and move to attack.  Depending on 
  the party's mode of vision, the undead may have a 
  chance to charge the PCs when combat initiates.   
   
  If the PCs see the undead at 60 feet away or 
  farther, read the following: 
  Hidden in the usual sloshing noises of the sewers is 
  the sound of lips smacking.  Up ahead, you see two 
  humanoid forms covered in blood.  Between them lie 
  the bloody, skeletal remains of some animal.  
  Unsatisfied with their meal, the two turn their 
  attention to you and advance maliciously. 
   
  If the PCs do not see the undead at 60 feet, then 
  they must make Listen checks at DC 12.  Those who 
  succeed get to act in the surprise round.  In this case, 
  initiative begins when the undead reach the vision of 
  the PCs.  Read the following: 
  Amid the usual sounds of the sewers, one noise sets 
  you on edge: Footprints rapidly approaching from the 
  darkness ahead.  Two naked, emaciated humanoids 
  covered in blood lurch toward you, filled with hungry 
  hatred. 
   
  The undead are accustomed to oozes and ignore it 
  at first.  If the gelatinous cube attacks (because the rider 
  directs it toward the undead), then they fight back, 
  slashing at the gelatinous cube.  Note that undead and 
  oozes are both immune to paralysis, so they are unable 
  to affect each other with their paralytic touch.  After the 
  undead are defeated, the PCs can find 74 gp worth of 
  coin on the dead body. 
  APL 2 (EL 4) 
  Ghoul: hp 13; see Monster Manual page 119. 
  Ghast: hp 29; see Monster Manual page 119. 
  Treasure:  
  APL 2 – L: 0 gp, C: 74 gp, M: 0 gp 
   
  Shortly after the encounter with the undead, the 
  party arrives at the harbor where the sewers empty into 
  the Nyr Dyv.  A 5-foot-high wall prevents the 
  gelatinous cubes from escaping into the sea, causing a 
  distasteful reservoir of muck.  The Sewer Patrol is 
  aware that adventurers are supposed to deliver a 
  gelatinous cube, so they lower planks to allow the ooze 
  to slide up into a barge sitting in the harbor. 
   
  Whether the PCs brought a cube or not, they are 
  sent to Sergeant Halloway for their payment.  If they 
  deliver the correct cube, read them the first conclusion. 
   If they fail to deliver the correct cube but decide to 
  capture a cube and pass it off as the real quarry, read 
  them the second conclusion.  If they are honest and 
  admit to delivering some random cube or none at all, 
  read them the third conclusion. 
   
  Though Halloway told the PCs they have 24 hours, 
  the Dweomercrafter's Guild does not pull the amulet 
  (and its wearer) out of the sewer until 28 hours have 
  passed.  If the PCs obviously were still on the job and 
  not trying to hock the amulet of ooze riding, the 
  Dweomercrafter's Guild simply reclaims the amulet.   
   
  If the PCs deliver the correct cube (or at least claim 
  it's the right one) and have contracted a disease from 
  the otyugh, wererat, ghast, or ghoul, Halloway 
  summons a priest of Xerbo to cast remove disease.  He 
  considers it hazard pay.  If they do not bring a cube, 
  they are on their own. 
  
  DyvI5-04 Exoneration 
   
  Page 12 
  Conclusion 
  If the PCs bring the correct gelatinous cube 
  After you performed your duty, Sergeant Halloway 
  pays you and almost immediately forgets about you.  
  Two days later, you're sitting in a tavern, when a well-
  dressed gentleman enters.  A few of the patrons cast 
  him greedy, malicious glances but quickly look at 
  their ales when two armed guards enter behind him.   
   
  The man searches the faces of those in the tavern 
  and seems to recognize you.  He approaches and says, 
  "Good adventurers.  Though I don't remember it, I 
  suppose we know each other.  I am Gentryman 
  Embrose Dean, and you have given me my freedom. 
   
  "Seven years ago, I was shamefully accused of 
  treason and sentenced to roam the sewers as one of 
  those vile gelatinous cubes.  Her Excellency, Magister 
  Larissa Hunter, just learned that I was innocent.  A 
  rival Gentry house framed me for its own gain.  I hold 
  no ill will toward our leader; she was young, and I 
  must confess the evidence was uncanny.  The 
  Dweomercrafter's Guild was able to transform me 
  back to my normal state. 
   
  "I know you were not aware of why you saved 
  me, but I feel I must convey my thanks to you.  House 
  Dean has suffered greatly in the past 7 years, so I do 
  not have much to give you.  But if my word would 
  open a door for you here in Dyvers, feel free to call on 
  me to make good on that favor.  Thank you, all."  
  Embrose Dean turns to leave, followed by his armed 
  escort.  It seems you made a friend in the City of Sails. 
  The End 
   
  The PCs earn the Favor of House Dean. 
  If the PCs pass off an incorrect gelatinous 
  cube as the real thing 
  After you performed your duty, Sergeant Halloway 
  pays you and almost immediately forgets about you.  
  Two days later, you're sitting in a tavern, when a 
  slurred challenge comes from the door, "Adventurers! 
   You will pay for your treachery!"  A drunken 
  Halloway stands in the doorway, his hand grasping 
  futilely for his sword.  As he starts to topple over, his 
  hand gives up the search and grabs onto the 
  doorframe instead.   
   
  Halloway looks at you accusingly and spits, "One 
  simple job.  Just bring me that damn cube.  But you 
  had to stab me in the back.  A murderer was almost 
  set free because of you."  His voice cracks as he sobs, 
  "And now they blame me." 
   
  The murderous intent in his eyes bears down on 
  you, but his alcohol-laden body cannot follow 
  through.  He lurches forward when a new voice barks 
  from behind him, "Private!  What have I told you 
  about drinking on the job?  Get back to your post, or 
  you'll join the cubes you're supposed to protect!"  
  With a look of despair, Private Halloway turns and 
  stumbles out the door.  It seems you made an enemy 
  in the City of Sails.  At least you got paid for it. 
  The End 
   
  The PCs earn the Enmity of Halloway. 
  If the PCs do not return with a cube 
  After you return the divining rod and the amulet, 
  Sergeant Halloway looks at you condescendingly and 
  says, "I guess I shouldn't have sent whelps to do a 
  wolf's job.  I guess you can keep the money I paid you 
  already.  You're going to need it for fare if you ever 
  decide Dyvers is too much for you."  Turning to 
  another constable member, he tells her, "Report back 
  that we are close but suffered a setback by a purple 
  worm.  Tell Norl that he has a special mission."  He 
  shakes his head and turns his back on you.  It seems 
  one door of Dyvers has shut on you but hopefully the 
  next opportunity you have won't be run by a jerk. 
  The End 
   
  The PCs earn neither the Favor of House Dean nor 
  the Enmity of Halloway. 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two (not simultaneous with Three 
  and Four/Five) 
  Defeat (up to seven) rogues on the surface: 
   
  APL2 30 xp (up to 210 xp) 
  Encounter Three 
  Encounter the kobolds: 
   
  APL2 – 90 xp 
  Encounter Four/Five 
  Bypass the green slime/defeat the otyugh and wererat: 
   
  APL2 – 120 xp 
  
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  Encounter Six 
  Encounter the pit trap: 
   
  APL2 – 30 xp 
  Encounter Seven 
  Interact with Ponchiett: 
   
  APL2 – 90 xp 
  Encounter Eight 
  Defeat the undead: 
   
  APL2 – 120 xp 
  Total possible experience: 
   
  APL2 – 450 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One: It Rolls Downhill 
  APL 2 – L: 0 gp, C: 70-100 gp, M: 0 gp. 
  Encounter 
  Two: 
  Into 
  the 
  Sewers 
  (not 
  simultaneous with Three and Four/Five) 
  APL 2 – L: 77 gp, C: 35 gp, M: 0 gp. 
  Encounter Three: Rue the Day 
  APL 2 – L: 212 gp, C: 35 gp, M: +1 ring of protection 
  (167 gp). 
  Encounter Four: Goo Drop In (not simultaneous 
  with Five) 
  APL 2 – L: 0 gp, C: 65 gp, M: 0 gp. 
  Encounter Five: Trash Day (not simultaneous 
  with Four) 
  APL 2 – L: 5 gp, C: 60 gp, M: 0 gp. 
  Encounter Eight: Safe Delivery 
  APL 2 – L: 0 gp, C: 74 gp, M: 0 gp. 
  Total Possible Treasure 
   
  APL 2 
  450 gp 
  Special 
  Influence of House Dean: Your actions led to the 
  freedom of Embrose Dean.  You may call upon him in the 
  future. This counts as an influence point with House 
  Dean. 
  Enmity of Halloway: You betrayed Halloway, and he 
  wants to make you pay.  You count as being a convicted 
  criminal in regard to joining and advancing in the Dyvers 
  Constabulary. 
  Voluntary Keeper of Ponchiett's Secret: You don't 
  remember this elven bard in particular, but there's a 
  nagging memory you have of being safe in the sewers by 
  periodically calling out, "Llewella, my lost, seek the 
  embrace; of thy love in the soothing place."  Because of 
  
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  this, if an ooze in the Dyvers sewer has a choice of 
  multiple targets, it attacks everyone else except you.  If 
  you face an ooze alone or you provoke an attack of 
  opportunity, the ooze still attacks.  You lose this benefit if 
  you decide not to recite the phrase for any reason. 
  Involuntary Keeper of Ponchiett's Secret: You don't 
  remember this elven bard in particular, but you 
  sometimes recall moments of unease and confusion 
  during your time in the sewers.  You are unharmed by 
  the experience, but you can't quite figure out what 
  happened.  A modify memory spell targeting this time in 
  your life will remove this block. 
  Disfavor of Ponchiett: You would not keep Ponchiett's 
  secret, and his fears have an impact on you.  When you 
  confront oozes in the sewers of Dyvers, they have a 
  primeval urge to attack you first. 
   
  
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  Appendix 1: NPC Stats 
   
  APL 2
  Encounter Two 
   
   
   
   
  APL 2 
  Rogue: Human Rog 1; CR 1; Medium Humanoid 
  (human); HD 1d6+1; hp 7; Init +4; Spd 30 ft; AC 16 (+2 
  armor, +4 dex), touch 14, flat-footed 12; Base Atk +0; Grp 
  +0; Atk/Full Atk +0 melee (1d6, 19-20, short sword) or +4 
  (1d4, sling); SA Sneak attack +1d6; AL CE; SV Fort +1, Ref 
  +6, Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 9, Cha 8. 
  Skills and Feats: Bluff +3, Climb +4, Escape Artist +8, 
  Hide +8, Move Silently +8, Open Lock +10, Sleight of 
  Hand +10, Spot +3, Tumble +8; Deft Hands, Nimble 
  Fingers 
   
  Possessions: Leather armor, short sword, dagger, 
  sling, 10 sling bullets. 
  Encounter Three 
  APL 2  
  Lilith (without cube present): Kobold Adp 5; CR 2; 
  Small Humanoid (reptilian); HD 5d6+5; hp 20; Init +2; 
  Spd 30 ft; AC 17 (+2 armor; +2 dex; +1 size; +2 
  natural; +1 deflection); touch 14; flat-footed 15; Base 
  Atk +2; Grp –3; Atk/Full Atk +3 melee (1d6-1; 20/x3, 
  masterwork spear) or +5 (1d3-1, sling); SA Spells; AL 
  LE; SV Fort +4, Ref +3, Will +5; Str 8, Dex 14, Con 
  13, Int 10, Wis 12, Cha 12. 
  Skills and Feats: Concentration +4, Craft (trapmaking) 
  +2, Knowledge (arcana) +2, Knowledge (arch & eng) 
  +1, Knowledge (dungeoneering) +1, Spot +4; Combat 
  Casting, Great Fortitude. 
  Spells Known (3/3/1; base DC = 11 + spell level): 0—cure 
  minor wounds, guidance, mending; 1st—cause fear, cure 
  light wounds, sleep; 2nd—mirror image. 
   
  Possessions: 
  Masterwork 
  leather 
  armor, 
  masterwork spear, sling, 10 sling bullets, silvered 
  dagger. 
  OR 
  Lilith (cube present): Kobold Adp 6; CR 3; Small 
  Humanoid (reptilian); HD 6d6+6; hp 24; Init +2; Spd 
  30 ft; AC 17 (+2 armor; +2 dex; +1 size; +2 natural; +1 
  deflection); touch 14; flat-footed 15; Base Atk +3; Grp 
  –2; Atk/Full Atk +4 melee (1d6-1; 20/x3, masterwork 
  spear) or +6 (1d3-1, sling); SA Spells; AL LE; SV Fort 
  +5, Ref +4, Will +6; Str 8, Dex 14, Con 13, Int 10, Wis 
  12, Cha 12. 
  Skills and Feats: Concentration +5, Craft (trapmaking) 
  +2, Knowledge (arcana) +2, Knowledge (arch & eng) 
  +1, Knowledge (dungeoneering) +1, Spot +5; Combat 
  Casting, Great Fortitude, Point Blank Shot. 
  Spells Known (3/3/2; base DC = 11 + spell level): 0—cure 
  minor wounds, guidance, mending; 1st—cause fear, cure 
  light wounds, sleep; 2nd—mirror image, scorching ray. 
   
  Possessions: 
  Masterwork 
  leather 
  armor, 
  masterwork spear, sling, 10 sling bullets, silvered 
  dagger. 
   
  
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  Page 2 
  Appendix 2: New Rules 
  Items, as published in Arms & Equipment Guide 
  Amulet of Ooze Riding: 
  Any time the wearer of this amulet comes into contact with an ooze, a sphere of force springs up around the wearer. 
   The sphere prevents any contact with an ooze and protects the wearer from direct attacks by oozes. 
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, Otiluke's resilient sphere; Market Price: 28,000 gp. 
  New mount rules, as published in Arms & Equipment Guide 
  Gelatinous cubes are not mounts for the faint of heart, or for those in a particular hurry.  Bizarre "cavalry" in 
  Underdark wars, gelatinous cubes are used to herd opposing troops and chew through defensive lines, or to protect 
  valuable spellcasters after their magic is spent. 
  Cube riders require special gear just to survive the ride.  The "saddle" for a cube is a special magic item, an amulet 
  of ooze riding (see above).  The amulet activates a force sphere whenever the wearer comes in contact with an ooze. 
   Then, with some effort, the rider nudges the sphere to the center of the cube and rides safely inside.  It takes 
  1 minute to fully mount or dismount a gelatinous cube; once inside, a cube rider can't be dislodged by any normal 
  means.  Ride checks incur a –5 circumstance penalty if the rider is not fully mounted. 
  Gelatinous cubes are air-permeable, so breathing is never an issue.  However, carrying a rider disorients a cube's 
  ability to find prey by scent—everything smells like food when an organic creature occupies its center.  Denied 
  their sense of smell, occupied cubes sense prey solely through vibration. 
  Although cubes are nonintelligent (and therefore untrainable), they can be directed.  "Steering" a gelatinous cube is 
  an odd art.  Taking advantage of the cube's impaired senses, a rider creates vibrations within its mass by banging on 
  the force sphere.  With practice, specific vibrations can fool the cube into sensing external movement.  Thus, the 
  cube continually chases phantom "food" in the direction the rider indicates. 
  A rider must exit his cube at a decent speed (at least faster than the cube's land speed of 15 feet), since the cube 
  immediately tries to engulf any food that suddenly appears near it. 
  Carrying Capacity: Light 198 lb., medium 396 lb., heavy 600 lb.; DC Young/Adult: —/29; Young Price: 5000 gp; 
  Training Cost: —. 
   
  
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  Player Handout #1 
  This was posted for all adventurers to read. 
   
  Adventurers Wanted 
   
  Adventurers to be hired to recover lost item in the sewers.  Hazard pay 
  included.  Temporary badges to be assigned.  See Sergeant 
  Halloway in the Sewer Patrol for more details. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Intro mods/DYVIntro5-04 - Exoneration/DYVIntro5-04 - Exoneration.pdf