A World of Mythras Adventure For Four to Six Level One Fantasy Characters
Valoria
A
simple security job, delivering a tapestry for a wealthy merchant— what easier way for a team of adventurers to start to learn the streets of their new home, the bustling city of Valoria? Unless there’s more going on than meets the eye, and the job isn’t so simple after all…
Tapestry of Deceit is a short adventure for players of Dungeons and Dragons, Pathfinder, and other fantasy roleplaying games, designed to provide a quick introduction to the setting of Valoria—a city of grand architecture, busy markets, and lively taverns where dark and ancient secrets hide beneath the broad cobbled streets.
gh The adventure is designed for four to six first level characters and can be played in one or two long gaming sessions. Encounter stats are provided for D&D 1st and 5th editions and the Pathfinder roleplaying system but the story can easily be adapted for any similar heroic fantasy game.
Outline
As the story begins, the player characters are offered a security job by the merchant Psolaimon, accompanying his daughter, Merith, to ensure the safe delivery of a valuable tapestry to a patron within the city. Unbeknownst to Psolaimon, Merith has arranged with her boyfriend Garrett to stage a robbery of the party and steal the payment,
so that she and Garrett can set out on the adventuring life her father has forbidden. When the PCs thwart the attempted robbery, trouble ensues. Garrett’s masters, a faction of the nefarious Dunfang gang of ratmen who control much of the undercity, want revenge. Merith is kidnapped despite her defenders’ best efforts, and both Psolaimon and Garrett ask the PCs to help find her. Garrett is in fact a wererat (Merith doesn’t know this) and he uses his underworld ties to get help from the mysterious Lord Templeton, who prepares the group for the next phase of the adventure: a dangerous journey through dark ways beneath the city streets. After navigating various
Written by: Elye Alexander, Wondy Amare, Stefan Pokorny, Isaiah Samson and Ben Sleeper. Stats compiled by Aaron Wainscott and Matthew Bottiglieri. Set in the world of Mythras created by Stefan Pokorny. Artwork: Valoria Map by Stefan Pokorny, Illustrations by Don Higgins, Game Tile Maps by Elye Alexander and Josh Chunick, Photography by Josh Chunick, Design by James Keleher © Dwarven Forge, LLC
undercity hazards, the PCs will find Merith in the ratmen’s lair and, with skill and maybe a little luck, free her and escape.
Game Master Preparation
Familiarize yourself with the story background and the cast of characters (see below) and have a look at the notes on running the adventure that follow. Ensure that your players have suitable characters ready for the game. (The adventure is appropriate for first level characters of any kind, though a mix of character classes is recommended.) If you are using miniatures and Dwarven Forge three-dimensional terrain for added realism, you may wish to pre-build some of the encounter areas.
Background and Cast of Characters Valoria & the Ratmen
Valoria is the greatest city of humankind on the wild and perilous continent of Mythras. Founded more than three centuries ago upon the ruins of a far, far more ancient city, Valoria now stands as a symbol of strength and a beacon of hope for humankind-- a fortress against the fell creatures of the wild lands, a center of art and industry, and a trading hub that sends its ships and caravans far and wide. The city is dominated by two high places-- to the east, Castle Hill and its mighty fortress, seat of King Meleagrance; and to the northwest, the Wizard’s Knoll, home of the powerful Magic User’s Guild. Between these eminences lies a spiderweb of broad streets and narrow alleys lined with sturdy homes, elegant guild houses, and lively taverns. High stone walls protect the city on three sides, while to the south lie the waters of the great Golden Lake. Travelers and adventurers of every kind come here, seeking fame and fortune and the chance to do heroic deeds.
4
But the city has its darker denizens, too. In the tunnels below the streets lurks a second population, little more than a legend to the folk above. Not all ratmen are vicious killers, but the Dunfang are that and more. A powerful gang of thieves and murderers, they keep a jealous watch on their turf both above the streets and below. Several smaller, splinter factions of the Dunfang exist, each going about its nefarious business more or less autonomously, but taking care not to run afoul of the main gang’s leaders. The ratfolk forces also include a number of wererats, humans infected with dark magic that allows them to take the form of both rats and human/rat hybrids, but renders them insane during the full moon; they act as the gangs’ agents above ground, though the ‘true’ ratmen do not entirely trust them and keep them under tight control. If it were not for the safe haven that the ratfolk provide for the wererats during their monthly madness, and the threat of being “outed” by their masters, the wererats might indeed seek their freedom.
Psolaimon
A merchant and former adventurer who settled down and now makes a comfortable living providing fine rugs and tapestries to the city’s wealthier citizens. He is past his prime as a swordsman but still not a foe to be taken lightly. He’s kept out of trouble for many years, however. He does still keep in touch with his old contacts among the merchant sailors and caravan guards (this is how he finds the best quality textiles), and enjoys reminiscing about his adventuring days and joking with his employees about what he’d do if he were still young. He is also well aware of Valoria’s underworld, and some of its key players, though he does his best to steer clear of the darker side of the city. He is a savvy businessman who drives a hard bargain. He’s also a loving but imperious father whose greatest concern in recent years has been to find a suitable (well off, respectable) husband for his beautiful and headstrong daughter Merith-- an aspiration
which so far she has thwarted at every turn. [Psolaimon’s stats and standard equipment are given in the Appendix A, pg. 38-39]
Merith
A daring and capable young woman who would rather be emulating her father in his earlier days— seeking adventure in distant lands—than leading the unglamorous life of a seller of textiles. She prefers practicing her acrobatics and knife throwing (she’s quite skillful) to delivering rugs. More than a little impulsive, she is completely smitten with her current boyfriend Garrett and willing to overlook his evident connections with Valoria’s criminal elements. And she has a plan: since her father will not let her do as she will, she’s going to take matters into her own hands; with Garrett’s help, she has hatched a scheme to make off with enough of her father’s gold that the two lovers can run away and seek the exciting life she has dreamed of. Merith wears an Amulet of Anti-Charming that protects her from all charming or mind reading spells (though not Garrett’s charisma). [Merith’s stats and standard equipment are given in Appendix A on pg. 38-40]
Garrett
A darkly dashing young man with a troubled past, orphaned on the streets of Valoria and subsequently taken in and trained by a troupe of acrobats who entertained the wealthy during the day and spent their nights working as cat burglars. Two years ago, the troupe was annihilated after they made the mistake of trying to rob Skreeshari, leader of the Skitterlings, a small but deadly splinter faction of the Dunfang ratmen. The sole survivor, Garrett was captured and given the choice of either becoming a member or dying horribly; he chose to join, and so was bitten by Skreeshari and became one of the gang’s secret cadre of wererats. The gang helps conceal his condition from the human world (where it is considered an abomination) and in return he has no choice but to assist in their malevolent schemes. He soon acquired
BUILDER’S MASTER CLASS
These sidebars are for those who want to recreate Valoria in three-dimensional glory using Dwarven Forge terrain; here we’ll offer tips and suggestions for building each of the encounter scenarios detailed in this adventure.
5
the vicious survival instincts of the rest of the gang. When he met Merith, however, he fell genuinely in love, and began to share her dream of escaping to a better life-- though he has not told her the truth about his own situation, and his inherent greed leaves his future choices in doubt. He’s more than eager to help when she suggests a staged robbery to finance their escape. [Garrett’s stats and standard equipment are given in Appendix A on pg. 38-40. Appendix A also contains general notes on Wererats in Valoria on pg. 43]
Skreeshari, The Rat Shaman
A vicious and cunning wererat shaman, Skreeshari has managed to rise unusually high among the ratfolk, who usually relegate wererats to subservient roles. She has carved out a niche for her own splinter faction of the Dunfang, known as the Skitterlings, and includes quite a few other wererats and human thugs among her followers. One of them is Garrett; and when he dares to try to slip away from her grasp, she looks to coerce him-and make an example-- by kidnapping Merith. She does not reckon on the strength of his devotion-- or the heroic intervention of a small band of heroes. [Skreeshari’s stats and standard equipment are given in the appendix pg. 38-41]
Running Tapestry of Deceit The storyline of Tapestry of Deceit creates a fairly linear adventure path, providing a mix of roleplaying opportunities and skirmish encounters to lead the player characters through the streets of the city and then the sewer tunnels of the undercity.
6
Along the way the PCs will have a variety of choices to make, but they should ultimately be guided to follow the main thread of the story that leads to Merith’s kidnapping and then her rescue. The two characters of Merith and Garrett will be essential in guiding them along the way. Garrett in particular is key to the unfolding tale. Care should be taken to ensure that he survives the various perils along the way; if his life is at risk the Game Master should feel free to provide any means necessary to save him (such as extra healing potions or protective items that he may carry); otherwise the PCs could be left lost and stranded in the undercity. Among the NPCs, Garrett also provides the biggest mystery; the GM is free to decide if and when to reveal that this likeable scoundrel is in fact a wererat. Gradually leaking the secrets of his history can add a fun and interesting element to the storytelling as the players try to decide how far they can trust him. In the end it is Garrett’s devotion to Merith that redeems him. Here, too, there are plenty of opportunities for storytelling, exploring the moral dilemma of the young lovers and their conflict with Merith’s father. Or, for those who prefer more straight-up combat-driven adventures, the focus can remain on conflicts carried out with sword and dagger. Settings and details for random exploration elsewhere in Valoria are beyond the scope of this story-- though future resources are planned to bring the city more fully to life-- but the characters are free to roam the streets and sewers at the GM’s discretion. With this in mind, two random encounter tables are provided in the appendix. There is much to discover! Enjoy.
Part 1: A Simple Security Job Once everyone is ready, begin by reading the following:
Compared to the waterfront tavern where you sat sipping swill an hour ago, the part of the city known as the Lion’s Quarter is the height of elegance. The officious, richly-dressed young man who sought you out and offered you work whisks you along the broad, flat paving stones of the King’s Street until you arrive at the exterior of a two-story shop on Pheasant Square called Oasis Tapestries. From outside the door you hear the sound of raised voices--a sound your guide seems intent on ignoring as he bustles his way in, gesturing for the party to follow and insisting that his master is most eager to meet with them. The interior confirms your expectations. You don’t need an eye for luxury goods to appreciate the wealth of the environs; fine tapestries, rugs, and rolls of cloth are everywhere, with only a battered-looking old scimitar hanging over the shop’s counter deviating from the opulence. More arresting than the merchandise, however, is the loud and vituperative argument now raging in the center of the shop between an older man and a young woman. One can immediately infer from their similar olive complexions and sharply-defined features--and the intensity of the spat--that the two must be kin. The man is a handsome fellow with a touch of gray at his temples, well built and muscular for a merchant, though he looks like he has been living well in recent years. The woman-- his daughter, no doubt-- is a
striking beauty whose elegant silk clothes emphasize her fit form and remarkable looks. Both appear to be furious; but they control their tempers as the party enters and the man greets the adventurers politely, albeit with a strain in his voice. As your guide departs, the merchant introduces himself as Psolaimon, proprietor of the shop. “I understand that you’re available for some security work,” he says. “I have a simple job-- a delivery to the North Quarter. You would accompany my daughter Merith there and see her safely back. Are you interested?” Merith immediately objects, saying that she has already found an escort, but her father brushes this aside. What do you do?
Game Master Notes: Psolaimon is in a
foul mood: Merith has defied him once again. He considers her current boyfriend, Garrett, to be a scoundrel; and yet she has been insisting that this shady fellow-- who surely has ties to Valoria’s underworld-- should arrange the security for a very important delivery of a valuable tapestry. If only her mother had not died when she was young! Merith objects loudly and angrily, but Psolaimon is clearly the one in charge, and determined to give the job to the PCs. If they inquire further about the delivery, he’ll explain that it’s nothing more than transporting a rug to a local grain merchant by the name of Larem Lorcander. If they ask about the argument, he’ll explain that his daughter’s suitor Garrett undertook to arrange for Merith’s security, but that he doesn’t trust the young man, and has chosen to hire the party instead. If pressed for more information on Garrett, he’ll insist that he has nothing to do with this, and that he wishes to speak no more of it; he will
7
forbid Merith to say any more on the subject and send her away to get ready. If the PCs attempt to negotiate their fee, Psolaimon will point out that 5 GP is a more than fair sum for what should be an effortless delivery within the city walls, and will not raise the amount. When the deal is struck, the master will ask his personal bodyguard Xiang to fetch Merith from her room. She returns having changed into clothing more suitable for the streets--well-made leather breeches and a top of thin linen in place of her delicate silks--that still manages to accent the beauty of her figure and her obvious wealth. Her stubborn temper has all but vanished. She manages to add a hint of flirtation to her aloof demeanor as she sashays down the stairs and singles out the largest member of the party to transport their cargo, a tapestry rolled and bundled with shoulder straps for easy carrying. Without so much as a glance at her father, she strides out the door, leaving the party to follow behind. As the group departs, read the following:
On the street, Merith adopts an aloof demeanor that does as much to discourage interference as her visibly-armed escort does. Her fluid gait brings you through the streets at a swift pace, though the route involves no shortage of twists and turns. Finally, you arrive at a large but nondescript house on Basilisk Lane. Merith knocks, and gestures for the bearer of the merchandise to step forward. At the Game Master’s discretion, the PCs can roleplay the delivery of the tapestry to Lorcander, a pompous and foppish but very savvy merchant. This could be an opportunity to earn a small tip or hear a few rumors about the city, though it has no further bearing on the remainder of the story. The delivery concluded, the party heads back towards Pheasant Square, Merith now carrying
8
a substantial purse of gold. She seems excited to have the money in hand; her mood has improved considerably, and she is no longer aloof, pausing to ask the adventurers’ names and making friendly small talk as you walk along.
Game Master Notes: Merith will attempt to
charm and distract the PCs into incaution as they make their way through the city. Her poorly concealed excitement is in fact because she is about to carry out the secret plan that she and Garrett have hatched: a staged robbery of the gold she now carries, which they plan to use to finance their escape to a new life of adventure far from overbearing fathers and undercity gangs. Merith will flirt and chatter on any subject, and may volunteer some of the information below if the PCs don’t question her. If asked about her father, or her life in general, she’ll speak with some frustration of how overprotective Psolaimon is, mentioning with some envy how he spent his younger years as an adventurer, while he has chosen a restrictive life for her. If asked about Garrett, she’ll speak warmly of his wit, sincerity, and the slightest gleam of danger in his eye. She’s clearly smitten.
MANY OPTIONS
Part of the fun of gaming with 3D terrain is in creating the layouts on which you play. The builds shown throughout this module should be considered suggestions only; don’t hesitate to elaborate on the designs, or even create alternative layouts to show off your favorite items, add challenges for the players, or tweak the encounters to best suit (or hinder!) the characters. For those who want to build the scenarios exactly as shown, full lists of all the pieces used in each are provided in Appendix 4.
FROM THE STREETS TO THE SEWERS
9
AMBUSH ALLEY!
Of all the encounter areas, the alley has the fewest requirements: just a long narrow space suitable for an ambush. Feel free to embellish this seedy byway with favorite pieces to add options for your PCs and make the scene more interesting. Doorways into abandoned storehouses? Piles of refuse and broken statuary? A giant rat hiding in a cul-de-sac? In Valoria, anything might be around the next corner… To recreate the animals blocking the street, if you don’t have a lot of livestock minis, a bunch of cotton balls can easily become a flock of sheep.
10
THE ALLEY
ANYTHING GOES!
Once the conversation runs down, read the following:
As you make your way down one of the smaller side streets north of Main Street, you round a corner to find the road blocked by a solid mass of goats being led by a cloaked merchant. Several peasants are shouting and arguing with him on the far side of the herd, trying to get him to clear the way. Merith points down a nearby alley. “Come on,” she says, “I know a shortcut down this way.” Before you can react, she darts down the alley. It’s about twenty feet wide, with deep shadows on either side. Apart from some rats here and there it appears to be empty.
Game Master Notes: This is the situation
Merith has been waiting for. The cloaked goatherd is actually a hired accomplice from Garrett’s gang. One way or another, the staged robbery is going to go down here. She will be impossible to dissuade from heading briskly down the alleyway. If the party needs incentive to follow her, remind them that they’d forfeit their wages if Merith returns and tells her father she was left alone. If only some members of the party follow her (while others cover them, for example), the robbers who appear in the alley will adjust their tactics accordingly, but will still focus on intercepting Merith. If the PCs attempt to get to the goatherd, he will disappear suddenly around a corner before they can reach him. Assuming that Merith and her companions head down the alleyway, read the following:
As Merith approaches the middle of the alley, the far end is suddenly blocked by two silhouettes. Though you can’t make out any features, the dull glint of knives in their hands is unmistakable. Turning, you see that two other figures have appeared at the mouth of the alley. The silhouettes begin to close in, and a figure in front calls out. “Nice day for a walk, rich girl! Now walk over here and hand over your purse, and nobody gets hurt.”
ENCOUNTER 1.1: AMBUSH IN A LONELY ALLEY Enemy: 1 Wererat, 3 Human Thugs Map: “Ambush Alley” Pages 10 and 12 Stats: Appendix B: pg. 43-45
The would-be robbers are more associates of Garrett’s: a wererat who is a fellow member of the Skitterling gang, and three hired human thugs. Merith will act surprised and terrified, and will make only a token protest before offering them her purse. She will try to convince the PCs not to risk their lives fighting the robbers-- “I don’t want you to get hurt!” Unless the party intervenes, Merith will give the robbers the gold. If she does, the thugs, seeing how easy it was, will also attempt to rob the party members, thinking them easy targets. (Only the wererat knows that the attackers are acting as part of a pre-arranged scheme, and that nobody is supposed to get hurt. His underlings have been kept in the dark, and will attack the party in greed.) This was not part of the original plan and Merith will be alarmed by such a turn of events; she will hiss a protest about the robbers altering the “agreement,” but they will ignore her. If any of the robbers are killed the rest will attempt to retreat. If any are captured and a party member tries to get them to talk, only the wererat
11
leader knows the actual plan-- and if he looks like he is going to spill the beans, Merith will impulsively slay him with a well placed throwing dagger to keep him quiet. Otherwise she will not offer to harm any of the robbers; she realizes that could have terrible consequences. If the party manages to retain the gold, and/or injure or kill any of the robbers, Merith will be angry and afraid; she will not explain why (she may make the excuse that she’s ‘too upset by the attack to talk’) and she will demand to be brought home immediately. Her fear and anxiety are genuine-her plan has been undone, and Garrett’s associates are likely to be vengeful. In the unlikely case that the attackers somehow manage to get and escape with the purse unharmed, the staged robbery has essentially succeeded. This defuses the central conflict of the storyline and the game master will need to make an adjustment. In this case, Merith’s plan should go awry “offstage”: Skreeshari learns that Garrett plans to run away with all the stolen gold, without splitting it with her gang, and has Merith abducted to punish him. Alter the following section accordingly; Merith will return home oddly happy despite being robbed, and Psolaimon will dismiss the PCs angrily for their failure but may seek them out again once the kidnapping (see below) has occurred.
Part 2: Consequences Returning to the shop, Merith is ashen-faced and silent. She proceeds upstairs without a word, barely stopping to deposit the sack of coin with the head of the shop’s guards, and locks herself in her room. Psolaimon emerges from the rear of the shop with Xiang and two other members of the store’s security just as Merith’s door slams shut, wanting to know what happened. He’ll begin to hear the party out, but as soon as the robbery attempt
12
is mentioned, he will mutter darkly that Garrett must have had some hand in it. Read the following:
Suddenly the front door bangs open and a slim-built young man enters. He is dressed in dark, nondescript clothes, rumpled as if he’s been running hard, and his handsome features are marred by worry. “Garrett!” Psolaimon snarls. “You have nerve indeed to show your face here now!” “Please, you must listen!” Garret exclaims. “Merith’s life may be in danger…” In an anxious rush the young man then explains that the robbery was a sham that he and Merith planned together. They needed the money, he insists, so that they could run away and live on their own terms, free of Psolaimon’s suffocating clutches. But because of the adventurers’ interference the gang that provided the muscle has been antagonized, and there are bound to be terrible consequences. Psolaimon is outraged, blaming Garrett for risking his daughter’s life-- an accusation which the young man abjectly accepts-- and he directs his guards to throw Garrett into the street. If the PCs try to question Garret he will answer honestly-- he is afraid for his lover’s life; his bosses are demanding gold, and a lot of it, to pay for the perceived affront. He has had a moral crisis and now he’s trying to redeem himself; he wants to help however he can. But Psolaimon is not interested in his excuses-- he thinks this is just another scheme of Garrett’s to get money out of him-- and he insists that the younger man be thrown out before any more details are provided.
THE ALLEY
BACKSTREET THROWDOWN
The build illustrated here uses one City Builder System “Village” set, plus a variety of add-ons including Streets and Ruins. With a larger base set, you can expand the layout to one like that illustrated on pg. 10. To add some possibilities for PC maneuvers, this layout includes two balconies overhead; acrobatic thieves and rogues may want to go vertical to flank their enemies. (Who knows what they may find up there?) There’s also a ramshackle building and a vacant lot full of rubbish that can be used for cover—or projectiles; some of the thugs are likely to be hiding here. If the PCs pursue their foes into the ruin, walls and floors there might suddenly give way…
13
14
As Garrett is dragged back toward the door he turns to the party. “You should listen to me, adventurers,” he says, growing frantic. “This is Dunfangs we are talking about. Dunfangs! Merith is in danger! This wasn’t supposed to go down like this!” He continues pleading for Psolaimon to listen even as he’s hurled physically into the street, and the door is slammed shut and bolted. Any party members that attempt to open the door and follow him will be stalled by the bodyguard Xaing stating that his Master wishes to talk to them further. By the time they look outside, Garrett has vanished. After Garrett has been ejected from the store, Psolaimon will take a moment to contemplate before turning to the party. He’ll offer to double (10 GP each) what he’s paying them if they’ll stay the night, just in case Garrett or the gang he spoke of are truly desperate enough to try and harm Merith. He’ll also offer a free dinner of excellent quality-- there are smells of fresh tart and rabbit stew emerging from the kitchen-- to further entice them. If the party questions him about Garrett’s reference to “Dunfangs,” he will tell them that he knows nothing for certain, but there are dark rumors of a deadly gang of thieves that lurks beneath the city streets. “Some say they are kin to the very rats of the sewers.” If they ask about ratmen specifically, Psolaimon’s servant Jak will speak up to insist that he has seen ratmen lurking in the alleys “with his own eyes,” while Xiang will dismiss the idea as ridiculous. If the party declines Psolaimon’s offer, they will miss the abduction scene detailed below; in that case, the merchant’s servants will seek them out the next day, desperate for help, and the story will continue with the aftermath of the kidnapping described on pg. 16. If they accept the offer, they can enjoy a delicious
dinner with their uneasy host (Merith remains locked in her room) before joining Psolaimon’s three guards in keeping watch. The remainder of the day and much of the night will pass without incident, until 2 AM. For any character on watch around this time, a successful perception check will reveal muffled but persistent squeaks under the floorboards [See Appendix B, pg. 45-46]. Before any serious action can be undertaken, however, the floor comes alive with a Swarm of Rats.
ENCOUNTER 2.1: SWARM OF RATS/ WERERAT ASSASSINS Enemy: Rat swarms, Wererat Assassin Map: “Oasis tapestries” Page 17 Stats: Appendix B: pg. 45-48
Conventional weapons have little effect on the teeming mass of furry bodies. The PCs can attempt to use some other form of attack (such as flaming torches) to fight the swarm, but should be reminded that they are in the midst of a very valuable collection of easily ruined rugs and tapestries. While the PCs are distracted by the rats, two Wererat Assassins who have slipped into the building amidst the swarm will attempt to catch them by surprise, seeking vengeance for the PCs’ interference in the botched robbery. (One has silently picked the lock on the back door, the other has come in by a first floor window.) Successful perception checks may alert the PCs to their presence—the assassins may be half-seen as they shift to human from hybrid form, appearing suddenly in the shadows—but whether or not they succeed in surprising the defenders, the wererats will fight to the death, attempting to prevent the PCs from intervening in Merith’s kidnapping (see below). After the second round of combat, there’s a scream from Merith’s room. She’s still locked behind a simple wooden door which the PCs must break through to enter [See Appendix B, pg. 45-46]. Psolaimon will cry out in alarm and direct the defenders to protect his daughter.
15
Once the PCs (with the help of Psolaimon’s servants, if necessary) get through the door, describe the following:
The floor of Merith’s room is every bit as carpeted in rats as the ground floor of the shop, but looming over the rodents stands a five-foot tall form. It’s a human woman, dressed in fine ceremonial robes with dozens of delicately-carved bone charms around her neck. The air crackles with magical energy, and as you watch, Merith is shrunk to the size of a fist and swiftly carried away on the tide of vermin through a crack in the wall. Before you can react, Merith’s kidnapper tosses a rolled-up note at your feet, then shrinks herself to the form of a rat and vanishes along with the rest. The abduction complete, the Swarm of Rats begins to disperse, vanishing with astounding speed back into the walls and floors. There is no hope of following. If the party attempts to search outside, no further sign of the enemy can be found. The rat swarm-- and Merith-- are long gone. If a party member reads the note left by the rat shaman, it states simply:
Thirty thousand gold pieces, three days Psolaimon, wakened from his fitful sleep by the commotion, is distraught at the loss of his daughter. When the contents of the note are conveyed to him, he’ll lament that he has no hope of gathering such a huge sum in such a short time. Instead he will offer to pay the party 200 GP apiece if they can find and rescue Merith. (He can be negotiated up to 300 GP.) PCs should be encouraged to help if they are reluctant-- if
16
JUST OFF PHEASANT SQUARE…
The action in this encounter occurs indoors, so minimalist GMs can focus on the shop interior. Accessories such as rugs and tapestries add extra personality and remind the players that their fight is taking place among delicate valuables. Those who want a more immersive experience can also build the surrounding neighborhood.
they refuse the job, the adventure ends here. If no PCs point it out first, Psolaimon will eventually, reluctantly concede that Garrett seemed to be sincere earlier, and that the young thief is their only hope at finding a lead on Merith’s location. If the party asks for information on any of Garrett’s usual haunts, Xiang the bodygaurd will speak up, as he looked into Garrett’s habits at his employer’s request. He’ll claim that the young thief could be found at any number of seedy taverns, but seemed to conduct business at the Spider’s Web Inn most often. (The Spider’s Web, he’ll add uneasily, is said to be a watering hole for dubious characters looking to contact the Assassin’s Guild, though whether or not the assassins themselves frequent the place, he couldn’t tell you.) By now it’s nearly morning. Psolaimon will encourage the PCs to set out as soon as possible, though he won’t begrudge them a few hours of sleep. Once they do begin their search, they can choose to head directly to the Spider’s Web or begin trawling Valoria’s dive bars for any sign of the thief. If they choose to search other bars, a successful Diplomacy check (or bribe of 5 SP) will confirm what Xiang said--their best bet is at the Spider’s Web, just off of tree-lined Maiden’s Square. When they arrive at the bar, read the following:
You turn off from Maiden’s Square and make your way to a dark, nondescript building. Around the back you find the
OASIS TAPESTRY SHOP
Servants’ Quarters
Kitchen / Storage
Shop
Dining Room
Merith’s Room
First Floor
Psolaimon’s Room
17 Second Floor
SPIDER’S WEB TAVERN DARK AND SEEDY
This build is for the purists; since combat is unlikely here, it can potentially be skipped if you want to save time. But a good tavern layout adds lots of atmosphere—and this one provides plenty of obstacles to keep things interesting if the GM decides to liven things up with a spontaneous barroom brawl or other confrontation. Note the trap door to the barkeep’s wine cellar (or is it?).
Bar
Templeton’s Private Room
To Sewer
18
entrance to the Spider’s Web. As you enter you immediately sense that you’re being observed even though no bouncer is immediately evident. It’s early in the day, but nonetheless there are a few patrons seated here and there in the dim interior. The establishment’s grim reputation precedes it, and as you examine the mournful expressions of these gloomy souls it’s easy to imagine the rumors are true. Nearly all of the bar’s patrons drink alone, but toward the back you see Garrett speaking in hushed but animated tones to a tall aristocratic looking man not much older than himself. The stranger wears an expensive black doublet and tall leather boots and carries a fine sword at his side. If the party approaches the table, Garrett’s reaction will depend on how the party treated him as he was ejected from the tapestry shop. His companion, however, will invite them to sit regardless, and Garrett will introduce Lord Nathaniel Templeton. He will expect the PCs to introduce themselves in turn-- after all, they didn’t really have time to chat the first time Garrett saw them-- and Templeton will look them over shrewdly and size them up as potentially useful allies. The party may not have been in Valoria for long, but already they recognize the name of Lord Templeton, a famed adventurer turned brewery-owner and information-broker. One of the great men of Valoria, he is said to traffick with lords and lowlifes alike. Templeton will express his concern at Merith’s kidnapping. He’ll explain that he knows Psolaimon through his business dealings, but has grown up with Garrett from the time they were young children. Garrett will then chime in, saying that since
he assumed no further help would be forthcoming from Psolaimon, he sought out Templeton in the hopes that he could put Garrett in touch with a party of adventurers who will brave the sewers to rescue Merith from her kidnappers. Templeton then suggests that Garrett use the PCs for this purpose. Garrett’s reaction will depend to some degree on whether the party spoke up for him the previous afternoon, but in either event, he is desperate for help, and the deal should eventually be struck. Templeton will do his best to convince the party, offering his assistance and even some magical items, saying that Garrett and him go back to the old days, when Garrett saved his life as a boy. If pressed for more details about the situation, Templeton will look directly at Garrett, and claim that some secrets aren’t his to reveal. Garrett will then explain, briefly, that the gang they are up against are the Skitterlings, a vicious splinter group of the Dunfangs. “They are rat folk,” he says grimly. “As fierce as rats but bigger and stronger than human fighters. And though the pampered scholars in their towers don’t believe they exist, they are all too real. They are the real power in the undercity; the humans in their gangs are little more than slaves who follow their orders aboveground. We will have one advantage against them though: they’ll never expect us to dare to venture into their turf.” Garrett will be evasive about his own involvement with the gang. Once the agreement is made, Templeton will rise from the table and lead them to a door in a back corner of the bar, which he unlocks with an iron key. Read the following:
Beyond the door is a small room furnished only with a table with a large chest beneath it. There is another door decorated with a spider web design opposite the one you entered. Templeton goes to the table, stoops down and pulls the chest into the middle
19
of the room. He works some locks for a moment or two and then opens it slowly. Inside are several torches and a clothwrapped bundle. He unwraps the bundle to reveal a masterwork silver longsword and similar dagger. “Here,” he says. “You may need these where you are going.”
Game Master note: feel free to replace the
sword and dagger with other more suitable weapons if the party includes no edged weapon wielders. Stats for weapons in Appendix B, pg. 48.
He then takes out two vials of liquid from beneath his cloak and hands them to the party members. “Take these as well. One is a healing potion, the other will cure disease, in case you’re bitten.” Templeton then strides towards the spider web door and runs his finger along a sequence of strands, each of which produces an almost musical thrum. There’s a click from some unseen mechanism, and the door swings open to reveal a doorway and a stone stair leading down. He gestures to the opening. “There you have it,” he says to Garrett. “If you’re sure this is necessary, I have done what I can to help you, old friend. I wish I could come along myself, but my involvement might well put us all at a greater risk.” He turns to the adventurers. “Be careful: the smell is far from the worst thing down there.” With that, Garrett will light a torch and lead the way down the stairs and into the sewers...
20
Part 3: A Journey in Dark Places From the doorway at the Spider’s Web the party descends two stories to a short, empty passage that leads to the sewers proper. Read the following:
You emerge into a dark stone corridor with a shallow sluiceway running down its center. The foul smell confirms that you are now alongside one of the countless channels of Valoria’s extensive sewer system. A filthy stream of water trickles along, carrying foul fragments of waste and other unidentifiable objects. Reeking droplets drip from the arched ceiling to spatter on the grimy floor. Far off in each direction you can see faint patches of dim light filtering down from grates high above; but these only serve to deepen the surrounding gloom. Yet though the oppressive dank and rank odor of the sewers are remarkable, they’re not the most overwhelming sensation you experience as you step foot beneath the city. It’s clear that the moldering stones of the tunnel are ancient-- perhaps far older than Valoria itself-- and though they resemble the skillfully laid building-stones of the city above, in these ominous environs they seem to radiate an intangible quality of timeless menace. Darkness has never seemed darker than here, outside the radius of your torchlight, nor more ripe with baleful portent. Yet, far from seeming fazed by this foreboding atmosphere, Garrett appears anxious to press on. “Come on, and keep close,” he says. “I know our route, but there are a thousand side-passages and turn-offs I don’t know, and the things that live down here… well, you wouldn’t want to wander into anything’s lair.”
Looking again at the otherworldly darkness pressing at the flickering light, it’s easy to believe him.
Game Master Note: The sewers of Valoria
present a complex network of passages full of potential hazards. Garrett knows the route to the lair of the Skitterlings, but if the party chooses to stray from it they are likely to find themselves in trouble before long. See Appendix C, pg. 58 for a
Random Encounter Table to provide suggestions for other denizens of the undercity the PCs might come across. The sewer channels themselves can also be a hazard. Typically, these shallow sluiceways will contain slow-moving streams of sewage or foul water (or occasionally storm water, alchemical effluents, or other substances) roughly three feet deep; but in places they may be deeper, shallower, or even dry, at the GM’s discretion. Their flows can also change unpredictably, occasionally even
21
A JOURNEY IN DARK PLACES
Area 3.3
Area 3.4
Area 3.1
Area 3.2
Area 3.5
Area 3.6
22
flooding suddenly. An abrupt change in the nearby sewer can be an interesting way to liven up a slow moment during the underground journey! Note that any character who spends time with bare skin in contact with sewage or similar effluent risks contracting a minor disease: For each minute spent in such circumstance, the chance is equal to 25% minus the individual’s Constitution/ Fortitude; this is non-cumulative, but should be re-rolled each minute, and could result in multiple diseases! The Game Master should encourage the party to follow Garrett’s lead-- and remind them that if they wander without him, they risk becoming hopelessly lost (as well as losing out on the reward Psolaimon has offered for Merith’s safe return.) Garrett will refuse to accompany them should they choose to wander. If they do, he will surreptitiously follow them in rat form and reappear later, trying with increasing desperation to convince them to help him. He will resort to pleading, threats, or
THE MONSTROUS AND THE MAD
This extensive build combines DF Caverns with a few Sewer and Dungeon pieces. The cavernous sections can be altered in shape but should be connected to each other as shown. Feel free to add stalagmites, pools or elevation changes. The storeroom (Area 3.1) can be elevated as shown on Cavern Large Pedestals or inverted pieces such as Narrow Dungeon Corridors to indicate its higher position. The Devil Newt’s Cave (Area 3.5) indicates the fiery crevices in the floor by using DF Chasm pieces placed around a printed lava texture, available in Appendix 5. If you anticipate a running battle between the PCs and the Newts and/or Lizardmen, you may want to extend the exit tunnel at the lower right, where the cave leads (eventually) back up into the sewers.
anything else he thinks will work-- including leading monsters across their path and then offering to aid them only if they carry out the rescue mission afterward. Assuming that the party follows Garrett, he will lead them quickly but quietly through a series of dank, dripping tunnels, pausing warily at every intersection to check for lurking enemies. If the PCs ask him what he fears, he will tell them that in the undercity the vermin are the predators. After an uneventful first leg of the journey, the group arrives at a small chamber that opens off one side of the main tunnel. It appears to be an empty storage room of some kind abandoned long ago (this is Area 3.1 on the encounter map). Read the following:
Garrett lays his hand upon the far wall of the small room, and before you realize what he is doing, a perfectly concealed secret door pivots open to reveal a dark opening beyond. There is a faint stirring of air, and a new set of dank smells: earthy, a bit acrid, and less foul that those of the sewer but somehow vaguely unsettling. [Perception check to notice ashy smell of fire newts ahead, and/or nauseating odor of purple cap mushrooms. See Appendix B, pg. 49-50]
“This way,” Garrett says. “It’s a short cut Templeton told me about that will get us past the Skitterling’s perimeter. We’ll go under them-- they won’t expect that! But be careful; I don’t know what else may be down here.” He leads the way down a natural stone stair into a large cavern. The light of your torches flickers over the surfaces of countless stalactites jutting down from the ceiling like the teeth of an immense beast. You hear a faint intermittent scrabbling off to your left,
23
where a deeper patch of darkness indicates a tunnel entrance; two other exit tunnels, one on each side, are barely visible further off, just at the reach of your torchlight. Garrett hesitates, looking around uneasily. “We need to take that passage on the right,” he says. “I just can’t decide if we should hurry to it, or explore this cavern first to make sure there’s nothing that will sneak up behind us. I don’t want to disturb anything we could just avoid…”
ring sounds with their wings. Searching their lair reveals nothing of worth, but one odd detail: a pile of fungus that the roaches were feeding on which appears to have been carefully sliced into pieces. If the Roach Rancher has not been been encountered yet, disturbing the roaches will alert him to the party’s presence; he will announce himself with a weird echoing howl of outrage, but thereafter attempt to approach the party stealthily, and then attack with great ferocity if they have harmed his pets.
What do you do?
Area 3.4: Roach Rancher’s Home:
Game Master Notes: The players have several
options in Area 3.2. They can either explore the cavern or hurry through it; and if they explore it, they can go first to Area 3.3 (the near left passage) or to Area 3.4 (the far left passage), or split up and check both simultaneously. If they hurry through proceed to the description of Area 3.5.
Area 3.3: Cockroach Nest: Near the entrance to this small cave, scrabbling, chirring sounds are clearly audible from within. If the PCs enter, they will immediately be attacked by a hissing brood of GIANT COCKROACHES that lair here.
ENCOUNTER 3.3: GIANT COCKROACHES
Enemy: Giant Cockroaches Map: “A Journey in Dark Places” Page 22 Stats: Appendix B: pg. 48-49 The roaches attack with little regard for tactics, simply charging for whomever is nearest. They will pursue intruders only a short distance beyond their nest. If three or more of the insects are killed, the rest will attempt to flee, making shrill whir-
24
As you approach this narrow tunnel you smell a faint but nauseating reek. This is the cave where the ROACH RANCHER makes his home. A former member of Valoria’s elite Sewer Wardens turned deranged sewer-hermit, he now subsists on rats, worms, and mildly psychoactive mushrooms. He is paranoid and xenophobic, but also craves companionship; his reaction to the PCs will depend on how they approach him. If the party investigates here first, at the tunnel entrance they may hear the hermit faintly murmuring to himself within. If they have already tangled with the cockroaches, however, he will be lurking silently, ready to attack them, or (if they didn’t harm the insects) will simply confront them warily, club at the ready. Whenever he first appears, read the following:
A lanky, ragged form appears from out of the shadows and gives a wide-mouthed leer, revealing teeth stained a deep violet. He appears human, but with a mind twisted by madness and a body deformed by malnutrition and other ailments. He gibbers insanely, and hefts a crude club.
ENCOUNTER 3.4: ROACH RANCHER
Enemy: Roach Ranchers and Giant Roaches Map: “A Journey in Dark Places” Page 22 Stats: Appendix B: pg. 49-50 If hostile, he will attempt a sneak attack before he shows himself, using his stealth abilities and flinging poisoned darts from the shadows, and then will fight with his bludgeon, taking care never to be surrounded. He will summon any remaining roaches to assist him. If he dies they will flee. If the characters make an effort to be friendly, however, and do not harm his pets (which will not attack outside their lair except at his command), he may attempt to befriend them. (If they have injured the roaches, a successful Diplomacy check will allow them to talk him down if they are otherwise gracious.) His powers of speech are now quite limited, but he may grunt and babble friendly words and invite them into his home for “eats.” If they enter the cave, read the following:
This damp cave shows crude signs of habitation-- a battered chest in one corner and the ruins of a chair against one wall. There is no bed, only what looks like a nest scraped in the earth. There is also a small smoky fire emitting a disturbing smell. If friendly the hermit will offer some nauseating-looking goo served from a roach-carapace bowl, and if the PCs offer a gift in return (he will accept any food or shiny thing) he may give them his Statsh of dried Purplecap Mushrooms, the same he uses to poison his darts (and as a staple of his diet)-- enough to produce five doses of toxin. See Appendix B, pg 49-50 for stats on Purplecap Poison. The mad old man has little else in the way of
possessions, though his chest holds a tattered old insignia of the Royal Sluice Masons, of which he is quite proud, and a half-dozen darts, already poisoned. If any party members investigate or otherwise spend much time around the fire, they will discover that the odd-smelling smoke seems to have a mild soporific effect that leaves them drowsy. The relatively small amount of smoke is not strong enough to significantly affect a person. If a pile of the mushrooms is burned, however, it could have some pacifying effect on smaller creatures-- for
25
instance, the nesting Devil Newts of Area 3.5. If eaten, the mushrooms will result in mild queasiness, but no serious damage without regular consumption. Garrett will insist that he party not spend too long in the hermit’s lair. If they have befriended him, the hermit will gibber vague warnings as they head toward Area 3.5: “Flameys! Stabbies!”
Area 3.5: Fire Newt Cave: Read the following as the party approaches:
The cavern constricts as it bends around to the right, creating a narrow passageway. As you pick your way between the stalagmites you see a faint glow ahead and smell an acrid stink. Moving cautiously onward you discover an irregular chamber about fifty feet long and half as wide. Gaps yawn in the crumbling floor, emitting ruddy light; grottos in the walls flicker with a similar, angry hue. There are two exits but both are on the far side. Garrett peers into the cave and scratches his chin. “Bad news, I’m afraid. There are devil newts lurking in those crevices, and-” he gestures at a shimmer faintly visible in the air-- “It looks like sewer gas has been accumulating in this tunnel. They’re probably drowsing, but if we startle them, they might cause a flare and ignite the gas. The ceiling looks solid enough, so I doubt it would come down on us, but we might get a little singed, and worse yet, the noise might bring trouble. The newts may attack if we rile them… and worse enemies are likely to turn up. “We can try to run through before they can react; but if anyone slips they could end up in one of those chasms, and who knows
26
how deep they are? Or we can try to sneak along the edges; but if anyone makes a sound we might all get caught in the middle of the flare.” What do you do?
ENCOUNTER 3.5: DEVIL NEWTS & Lizardmen Enemy: Devil newts Map: “A Journey in Dark Places” pg. 22 Stats: Appendix B: pg. 50-52
Descendants of ancient demon-spawn that assailed humankind in the distant past, the devil newts are only a faint echo of their abyssal sires, but they can still pose a problem to low-level adventurers. These roughly dwarf-sized humanoids are slothful and cowardly, but will attack fiercely if startled or provoked. When the party arrives the newts sit torpidly in the volcanic vents that are their sleeping chambers, keeping half an eye on the chamber; the nearby tribe of lizardmen has granted them this home, and given them some nice pointy iron tridents, in exchange for the newts’ agreement to alert the lizard folk if any intruders appear. The devil newts will indeed create a gas-flare if the adventurers rouse them, resulting in an instantaneous brilliant flash of light, a loud explosion, and minimal flame damage-- the PCs’ eyebrows may go up in smoke, and dwarves’ beards will be sadly singed. The newts will also attempt to stab anyone who falls or crawls into one of their holes, and will emerge to attack if they sense any opportunity to catch intruders at a disadvantage. If pressed for details about the creatures, Garrett will explain that the group is not far from lizardman territory, and that since lizardmen often employ devil newts as sentinels, it’s possible this is some kind of perimeter defense, or possibly just a breeding chamber for the devilish creatures.
The party can attempt either of Garrett’s suggested ploys to bypass the newts, or invent one of their own. (Using smoke from burned purplecap mushrooms could potentially render the creatures too torpid to react to intruders.) If they try to race through the chamber, skill is required to navigate the crumbling floor and exit the room safely [see Appendix B, pg. 50-51 for details]. Failure means a fall into one of the fiery crevices; minor injuries may result, at Game Master’s discretion, and the falling character may need to be pulled out; the newt in the crevice will also attack. Whether or not there are any failures, the newts, alarmed by the PCs passage, will flare after two rounds unless calmed. If the party attempts to sneak through the chamber, a successful stealth check is required to bypass the newts [see Appendix B, pg. 50-51]. If the party has not yet encountered the Roach Rancher (because they hurried through Area 2 without exploring), he will attempt to sneak up on them if they hesitate here. If he succeeds, having decided they are enemies, he will then give a wild yell and attempt to push one of them into the nearest chasm, before retreating swiftly; the devil newts are sure to be startled. If he fails to catch the PCs by surprise, he will confront them with a more neutral demeanor. If the PCs decide to investigate the chasms and grottos in the room, it will require both stealth and skill checks not to rouse the newts [see Appendix B, page 50-51]. 15 GP or equivalent of treasure can be found in the bottom of one of the cracks. In any case in which the newts are startled, the PCs will have one round to attempt a to calm the creatures [see Appendix B, pg. 50-51]. (The newts speak a crude creole of common speech, lizard speech, and the abyssal tongue.) Otherwise they flare, and the party will have three rounds to escape before a
trio of lizardmen-- whose camp lies beyond Area 6-- will appear, ready to repel intruders.
ENCOUNTER 3.5: Devil Newts & lizardmen Enemy: 3 Lizardmen Map: “A Journey in Dark Places” pg. 22 Stats: Appendix B: pg. 50-52
The lizardmen will approach quickly and charge into the fray, wielding their clubs and stone axes with great ferocity. If two are killed, or all are sorely wounded, they will flee back to Area 6 and dive into the underground lake if pursued. If the party flees their onslaught after they have engaged, the lizardmen will chase them as far as the first bend in the exit tunnel, but no farther-- they fear the rat folk gang beyond. Garrett will lead the party toward the left hand exit of the devil newt chamber, strongly discouraging the PCs from turning right even for a brief exploration. “There have been too many delays already! Merith is this way-- that way leads directly to the lizardmen’s territory. Do you want to get killed?” Assuming the party follows Garrett, skip ahead to Part 4.
Area 3.6: Lake of the Lizardmen:
If the party insists on going right, however, Garrett will wait behind, fuming. Read the following:
A short damp passage soon opens out into a very large cavern, bigger even than the first cave you passed through. You hear the sound of liquid lapping on stone and realize that the space as far as you can see is filled with dark turgid water. There is a steady trickle from above-no doubt through some
27
SEWER GALLERY PCs Enter Here
Patrols Enter Here
To Skitterlings’ Lair
WATCH YOUR FOOTING… Large pillars in this room provide ample cover for stealthy PCs (or those who engage in ranged combat). Optionally, DF City Builder ladders can represent crude bridges the ratfolk use to cross the sewer sluices; these may be slippery enough to be risky for PCs to use.
28
crack in the sewers-- and a slow current moves along the befouled shore. There is no sign of a way across; harsh reptilian voices echo faintly from somewhere far off.
You should make it clear to the party that it would be very challenging to attempt to cross the underground lake, and the only reward would be death at the hands of the lizardmen on the far side.
Part 4: The ratmen’s Turf Once the party has followed Garrett from the devil newt cave, read the following:
Beyond the devil newts’ cave, the tunnel runs more or less straight for fifty paces before bending away to the right. Just beyond the turn, Garrett leads you up a rough slope of stone to a small grotto. He presses his head to the rock wall for a moment, listening; then he touches a hidden lever and another secret door swings silently open. Damp, foul air washes over you. Beyond is a narrow sewer tunnel. “Be as quiet as possible,” your guide advises, and motions for you to follow. The sewer spur leads to a broad open area where the ceiling is supported by many columns at regular intervals. Larger sluice-tunnels enter from the right and left; there is also an exit at the far side of the room. Garrett explains in whispers that the far opening leads to the Skitterling base. Regular two-man patrols cross the chamber, keeping watch on the gang’s inner territories. “Now,” he says, “We need to decide our next move.”
The columns here will provide excellent cover for a stealthy approach to the base area, or for setting up an ambush of the patrols as they pass. An ambush could provide a way to thin out the gang’s numbers for later, but carries the risk of alerting the base and making the rescue much more difficult-- Garrett strongly urges the party to take the stealth approach. There are three patrols in the area; their exact location and the pattern and timing of their movements are up to the DM to decide. In any case, the ratmen are somewhat lax so close to their home base, so a modest amount of skill will be enough to pass through the chamber undetected [see Appendix B. pg.52-53], unless any of the patrols have been alerted to trouble (for instance, sound from a fight carrying to them, or if they find another patrol killed). If so, they’ll they’ll be actively hunting for intruders. If the party engages a patrol, or is engaged by them, play out the following:
ENCOUNTER 4.1: THE RATMEN’S TURF Enemy: 2 Ratman Map: “Sewer Gallery” Page 28 Stats: Appendix B: pg. 52-53
The ratmen will attack confidently if they detect any intruders. If combat lasts past two rounds, they will attempt to signal the other patrols in the area. If the party engages any ratmen but then decides to flee before finishing them off, a running battle may ensue. This could quickly turn ugly for the PCs, but could also potentially provide an exciting finish to the adventure. If this happens, the Game Master should provide opportunities for the party to evade or delay their pursuers (for example, by blocking corridors or wedging doors shut, creating a distraction with sounds or clouds of smoke/dust, or even-- gods forbid-- hiding in the foul streams in the sluiceways). In the event of a chase, Garrett should probably ignore the
29
safe house and lead the characters directly to Merith’s cell (see below, Area 4.3), where they can attempt a hit-and-run rescue. If the party does get through Area 4.1 without active pursuit, however, they will have more options. The Skitterling faction claims a fairly complex, diffuse stretch of territory, including holdings both below and aboveground. Merith is being held in a small cell in the sewer, but this is only one of two possible jail places Garrett knows about; the other is a safe house on the city streets that can be accessed only from beneath. Once the party is safely past Area 4.1, read the following:
Garrett holds up a hand to call for a halt, and turns to face the party. “We’re deep in Skitterling territory now, which means fewer random threats. Unfortunately, they’re too smart to operate out of a single hideout. They’ve got dozens of smaller locations scattered throughout this area. I can think of two where they might keep a prisoner as valuable as Merith. Fortunately, I should be able to get us to either without too much trouble. “The closest is a house on the surface that they sometimes use to Statsh goods or people. I’m not even sure exactly where it is in the city-- but anyhow, the only entrance is from below. It’s usually not too well guarded. The other is a small holding cell just outside one of the larger warrens where the ratmen foot soldiers sleep; if we get caught there we could have a real fight on our hands, but it has the advantage of being near a quick route to the surface.” Garrett will defer to the party’s decision, but if your game is running long, or the party is in bad shape from previous encounters, consider having
30
him steer them straight toward the below-ground chamber. If not, however, the safe house will provide extra treasure and experience. If the party proceeds to the safe house, continue directly below. If they go straight to the cell where she’s being kept, skip ahead to the appropriate subheading.
Area 4.2: Safe House Read the Following:
Garrett leads you purposefully through the tunnels, navigating with obvious confidence the twisting, unmarked passageways. Finally, in the middle of a seemingly ordinary tunnel, your guide stops and points up. Barely visible, carved into the stones of the ceiling, is a narrow seam: a trapdoor has been cut into the rock. “Here’s what we’re facing,” Garrett begins, with the concise clarity of someone who’s planned more than one heist. “On the floor above us is a chained otyugh--a vile, sewer-dwelling creature the gang raised as a savage guard animal. If we’re lucky, there will be only one sentry in addition to the beast. The sentry will be on the second floor, watching this trap door through an opening; he controls mechanisms that open and close the trapdoor, raise and lower a chain ladder to the first floor, and restrain or release the otyugh. If the otyugh is released it can range throughout the first floor, but even when chained it guards the base of the stairs to the second story. “Fortunately the otyugh knows my smell, so I can get past it, engage the sentry, and hopefully keep him from unleashing it on you. You’ll still have to get past the beast to get up to the second floor--and do it quick-
SAFE HOUSE ly, before I get myself gutted by the sentry-but it should be hampered by its restraints.
Otyugh Chained Here
“Alternately, we could simply rush the trapdoor; I’ll disable it first, so it can’t close on us, then we attack the otyugh as a group and then tackle the sentry. Any questions?” Garrett will field suggestions or even whole new plans from the party, ultimately deferring to them unless he judges the plan too outlandish. As only he knows the signal to have the trapdoor opened, his veto is significant. Both plans begin the same: Garrett will urge the PCs to hide out of the line of sight of the trapdoor. He’ll then seek out a removable stone from the wall of the tunnel, behind which is a hanging rope. He gives it three quick tugs, and the trapdoor overhead swings open. A chain ladder is dropped down, and Garrett climbs up.
PCs Enter Here
First Floor
Treasure Stored
ENCOUNTER 4.2: OTyugh and WERERAT SENTRY Enemy: Otyugh and Wererat Map: “Safe House” Page 31 Stats: Appendix B: pg. 53-56
If Garrett is engaging the sentry on the second floor, he’ll first approach his fellow gang-member in friendly fashion, then attack suddenly. His shouts will be the signal for the party to rush the ladder. If they choose to all rush the safe house together, Garrett will ascend first and swiftly disable the trapdoor, leaving it open. The sentry will respond by using one round to unleash the otyugh, then attempting to raise the ladder. The ladder is raised and lowered via a clockwork pulley mechanism. It will rise at five feet per round. Additionally, its maximum lift is only 300 lbs, meaning that if the party moves quickly they can stop its ascent with their own bodyweight. Additionally, a member of the party may attempt a Strength check to counteract the pull of the mech-
Wererat Guard
Second Floor This area could equally well be built with Tudor pieces instead of stone (or with a Tudor second floor). The most important detail is that the trap doors are directly aligned vertically (this is where the guard watches the lower entry from above). There can be any number of doors/windows, but all should be “blocked up” using shutter inserts, overturned tables, or some other means.
31
anism [see Appendix B, pg. 53-54]; if it succeeds the mechanism breaks, leaving the ladder hanging. As the party begins to enter the safehouse, read the following:
Ascending from the sewer into the dark, sealed-off safe house, you’re tempted to think you are still in the tunnels-- if anything, the rank aroma is worse here. You can distinctly detect smells akin to rotting fish, vinegar and old wine amidst the general putridity. If the sentry has not been able to unleash the creature the party will encounter it in the back room of the house, chained tightly to a wall. However it does still threaten the space adjacent to the base of the stairwell, and can lash out at or bite any PC attempting to ascend the stairs. Additionally the floor of its lair is littered with slick, putrid piles of filth, and should be treated as Difficult terrain. If the creature is unleashed, it will appear in the front room after two rounds. It’s still technically chained up, on a long, heavy chain leash, but incurs no penalties. Whenever the party encounters the otyugh, read the following:
A fresh blast of stink batters your senses as you take in a malign, unworldly figure roughly the size of a small pony on three wide, stumpy legs, snuffling at the air and probing about with a pair of grotesquely barbed tentacles. A third, central tentacle appears to host the creature’s eyes. In the dim light that seeps through the boarded-up windows you can see that a thick chain running back into the gloom is wrapped around its six limbs. The loose skin that hangs from its frame and clear evidence of whip lashes and burn marks indicate that confinement may not be the worst this creature endures.
32
The beast quickly decides that you’re foes, or food, and opens its gaping, heavily-fanged maw wide for a gurgling roar. The reek alone is nearly incapacitating. The otyugh has been driven insane by captivity, starvation and torture, and will attack the party on sight. It cannot be convinced or bribed away from this course of action. If the party manages to get the sentry down from the second floor, he will immediately become the sole object of the otyugh’s fury until he’s killed and eaten or the beast is slain. Any PC who can get past the otyugh will find a stairwell leading up at the back of the safe house. If Garrett engages the sentry, both can essentially be counted out of combat: they’ll keep each other busy until the party is able to assist Garrett in finishing him off. If not, and the sentry fails for three rounds to raise the ladder, the ladder mechanism is broken, or he becomes aware of a PC on the second floor, he’ll abandon the ladder and enter combat with a spear, attempting to kill anyone who ascends the stairs but keeping his distance from the otyugh. If he dies, with his dying breath he will hiss at Garrett: “Traitor! You are one of us!” If the otyugh’s chain leash is broken and the trapdoor to the sewers is open, the beast will focus all its attentions on a manic attempt to squeeze itself out through the trapdoor and escape, attempting to bowl over any obstacle in its way but not otherwise attacking. Once the party has dealt with the sentry and the monster, they are free to search the safe house. They will quickly discover that Merith is not here; but a Statsh of treasure will provide some compensation [see Appendix B, pg. 56]. If the PCs question Garret about the wererat’s final words, he will reluctantly concede that he “used to be” connected to the gang, but will insist that he has nothing to do with them now—espe-
Ladder (Sewer Exit)
SEWER CELL
Cell Door
Merith’s Cell
Cell Door
Debris Pile
PCs Enter Here
Skitterlings’ Lair
CLIMACTIC RESCUE!
The tunnels can be extended beyond what is shown if the GM wants to set up a running battle as part of the escape. Note the door between the ratmen’s guard room and Merith’s prison (unknown to Garret and the PCs, who might be surprised if ratmen emerge from the cell behind Merith!); also the refuse pile, which should include one or more long items such as a bench or ladder to suggest the long timbers that can be utilized to lever open the cell.
33
cially now that they’ve kidnapped his girlfriend. If the party examines the boarded up door and windows, they will discover that they are very sturdily blocked and do not appear to have been used in years. They could be broken open with considerable time and effort, revealing that the house is located on an obscure alley in the North Quarter; but Garret will urge the group to continue onward to seek Merith at the Sewer Cell, Area 4.3, below.
Area 4.3: Sewer Cell Read the following:
You hurry on through the sewer maze, your shadows scurrying like mad things at your heels. You can only hope that nothing else scurries behind you. The trickle of the sewer water serves to hide the sound of your footsteps but may also conceal the approach of enemies unseen-- and yet you cannot move too quickly; Garrett insists on stopping carefully at every turning to check for foes ahead. At last you arrive at another intersection, seemingly indistinguishable from any other you’ve passed, and your guide signals another halt. “The cell where they must be keeping her isn’t far-- just around the next corner-- but we’ll have to sneak past a nest of ratmen to get to it. There’s an exit to the street nearby, so once we grab her we can get out quick. Are you ready?” If asked about the nest, Garrett will describe a large chamber holding little beside scraps of food, filthy bedding, and an unknown number of Skitterling fighters. The chamber is accessed through a rusty metal door just off the tunnel. The door could potentially be jammed shut, though it would
34
be very hard to do this silently [see Appendix B, pg. 56-57]. If asked about the cell, Garrett will explain that it’s a simple stone room with a heavy, round stone plug for a door; nothing is required to dislodge it apart from brute strength. If asked about the exit, Garrett will explain that it’s a ladder up to a sewer grate, which Skreeshari has equipped with a magical alarm-- this is why they had to approach from the sewers, rather than simply entering there-- but by the time they trip the alarm on the way out it should be too late for the ratmen in the vicinity to do anything about it, since they won’t go out onto the streets themselves. Game Master Note: This is the climactic scene of the adventure, so it should be managed to create as much tension and excitement as possible. If the PCs are already significantly wounded, little more may be needed than a few eerie noises in the distance or a rat suddenly darting by underfoot to keep them on edge. If the adventurers have avoided serious harm in previous encounters, however, adjustments can be made to up the ante. For example: If the party avoids waking the rat men in their nest, consider increasing the difficulty of opening Merith’s cell. It might be impossible without using some of the old timbers in the debris pile for leverage… and that would make more noise… As the party begins to make its escape, more rat men, a giant rat, or some other undercity monster could appear in their path (see Appendix C for possible choices). In particular, if they avoided the patrols in area 4.1, they should meet a patrol face to face at the last corner just before they ascend the ladder. As they begin to climb up the rusted old ladder that leads to the surface, it could suddenly break, forcing the party to make quick use of climbing skills or grappling hooks as enemy pursuers bear down on them. One way or another, the first challenge that faces the group is a Stealth check [see Appendix B, pg. 56-57] to pass the nest of ratmen without being
noticed. Rat men sleep during the day so those who are present are likely slumbering; but their keen noses might detect the group despite the sewer smells. If a ratman does wake and become suspicious, he may emerge to investigate before giving the general alarm; if the PCs act quickly they could potentially subdue him in silence.
ENCOUNTER 4.3: RESCUING MERITH FROM THE SEWER CELL
Enemy: Ratmen and Ratman Boss Map: “Sewer Cell” Page 33 Stats: Appendix B: 56-58 Once past the nest the party is free to approach Merith’s cell. As they do, read the following:
Around the corner, the sluice tunnel continues on perhaps twenty paces to a “T” intersection where you can see the channel clogged with a pile of debris-- everything from wagon wheels and long wooden timbers to pallid animal skulls still adorned with shreds of rotten flesh. It looks like an enormous rat midden. Halfway to the juncture is your immediate goal: a large circular opening in the wall on your right, tightly plugged with a cylindrical block of stone. Garrett hurries up to it and presses his face to the slim crack between them. “Merith,” he whispers urgently, “are you there?” You hear a faint voice emerge from the far side. Merith sounds frightened and disoriented, thoroughly unlike the confident, commanding young woman you met yesterday. “Garrett? Is that you?” she asks. “I’m so sorry I got us into this. All my fault. I feel so weak… Strange… I think they did something to me. I’m not sure. I think…”
“Everything will be alright, my love,” he interjects soothingly, though he looks alarmed. “I’ve got the bodyguards your father hired with me. We’re going to get you out and bring you home.” The party will need to succeed on a Strength check to pull the plug out of the hole in the wall and free Merith. This shouldn’t be too difficult for the group, working as a team; but if they succeed beneath a certain threshold, they’ll remove the plug but drop it in the process, alerting the nest to their presence [see Appendix B, pg. 56-57]; the ratmen will recognize the sound of the cell being opened and rush out to attack. Observant PCs may have noted that the timbers in the refuse pile could potentially be used as levers to make the task easier. If the PCs are attempting to free Merith while under attack by the ratmen, note that it will take two full rounds to pry the stone from the opening. Once Merith is free, the party can head for the escape route: not far around the next corner to the right is a shallow alcove where a rusty iron ladder leads to the surface, and relative safety. As they ascend the ladder and push aside the grate to reach the street they’ll hear an alarm sound, a shrill ululation that resounds through the tunnels. Whatever has happened so far, the ratmen will now be aware of the intrusion; but they will not dare to pursue the party aboveground during the daylight hours. If members of the gang are in direct pursuit, however, Garrett will not take any chances. Once the last of the party has ascended to street level, read the following:
Garrett slips his hand inside his tunic and pulls forth a small object-- a shaped stone or amulet. You have only an instant to note the glowing rune upon its surface before he hurls it down the hole. There is a flash of purple light and a muffled explosion,
35
followed by the sound of stonework raining down; dust rises from the dark opening. “There!” he says fiercely, his shoulders heaving. “Bloody scum!” He takes a moment to regather himself, then turns to the party. “That will keep them off our track for a while. When the next patrol comes along they won’t know who’s buried under that rubble-- or who got away.” Looking around, you note that you are on a quiet side street not far from Main Street. Merith looks pale but defiant, and aside from the marks of a rat bite on her shoulder, none the worse for wear. “I thank you, friends,” she says earnestly. But she has eyes only for Garrett. She clutches him by the hand, and together the two make a beeline for the Oasis Tapestry Shop, leaving you to follow in their wake.
Part 5: Conclusion The adventurers can now return in triumph to claim their reward from Psolaimon. Such is his joy at Merith’s return that he is happy to pay the fee, and offers a celebration feast as well. He is still skeptical of Garrett, however; the PCs will need to decide if they wish to intercede to help reconcile the lovers with the anxious father. If the party is aware of Garrett’s wererat nature, they also must choose whether or not to tell Psolaimon and/or Merith what they know. This concludes the main arc of the story. The PCs can venture forth into Valoria to seek greater glory; or the Game Master may wish to expand on this tale in future game sessions. What becomes of Merith and Garrett? Will Psolaimon call on the trusted band of heroes for aid in other ventures? And what of Skreeshari, the rat shaman? Surely
36
she will not suffer this defeat without a further attempt at retribution. Adventure awaits!
Possible Follow-Up Adventures 1. The Siege of the Oasis It’s not over yet! Now Skreeshari is bent on vengeance. She will personally lead an attack on Psolaimon’s home to kill Garrett, Merith, and the adventurers. If the heroes can prevail against this final onslaught, the repentant Garrett will be freed for good from his dark masters and the young lovers will get a chance to set a new course. The adventurers, meanwhile, will have helped rid the city of a dangerous criminal element. This scenario can be played out using Encounter Map 2.1 (Oasis Tapestries). Garrett will warn Psolaimon, and the adventurers, that trouble is bound to follow after their daring invasion of Skitterling turf. An attack will be bound to come as soon as night falls. The party must strategize about defending the shop and carry out some hurried preparations (like barricading doors, blocking cracks where rats might enter, etc.) Psolaimon will provide healing potions to restore the health of any wounded party members, and he and his three guards Xiang, Jak, and Elmet (along with Garrett and Merith) will join the fight. Skreeshari will indeed attack after dark, sending ratmen foot soldiers-- perhaps climbing up the wall and roof-- to breach the outer defenses while she and two wererat henchmen sneak into the building in rat form; go looking for Garrett and Merith, and attack human-rat hybrids. When she gets a glimpse of Garrett, she’ll enter a rage, and demand that he face her “with his true face.” Then she’ll cast a unique spell which compels his transformation to hybrid form. His secret is out. Any party members in the vicinity will also see Merith flicker into Wererat hybrid form and
immediately change back. No one else sees. This is because she was bitten by Skreeshari and is suffering the first stages of lycanthropy, turning into a wererat herself. Because her transformation isn’t complete, the spell only affects her for a moment. When it’s all over, Lord Templeton will appear, leading a detachment of Sewer Wardens and his own men to the Oasis, where they’ll discretely dispose of the corpses. Templeton will urge the party to keep the secrets they’ve learned about the world beneath the sewers: he always needs good people for missions down there, but he can’t protect them from the consequences if they try to reveal what they know.
2. Saving Merith As a follow up to the scenario above, or a separate adventure, the PCs could be enlisted to help save Merith from the scourge of lycanthropy. Having noticed the bite upon her shoulder, and/or as a result of the spell cast by Skreeshari, Garrett will realize that she is infected. But the disease takes roughly three days to fully take hold; in that time a determined band might be able to find the necessary ingredients for an antidote. But their search may attract unfriendly eyes: Dunfang wererats don’t want anyone to be able to resist the infection...
37
Appendix A: Non-Player Characters
Skreeshari – lvl 5 shaman/wererat
Psolaimon – lvl 4 fighter
Str:16 Dex:10 Con:15 Int:10 Wis:12 Chr:11 AC:10 HP: 34 #AT:1 Damage: 1d8+2 (Str bonus, Scimitar +1), MV 120’; Alignment: LN Equipment: Scimitar +1, fine silk clothing, dagger, 50 gp ______________________________________
Str:8 Dex:14 Con:10 Int:12 Wis:17 Chr:14 AC:5 HP:37 #AT:1 Damage: 1d6+1 (magic staff), MV 120’; Alignment: LE Special: Surprises on 1-4 in 6, hit only by silver or magic weapons, summon and control 2d6 giant rats Memorized spells: 1st – Protection From Good, Cause Light Wounds, Darkness 2nd – Chant (x2), Resist Fire 3rd – Bestow Curse Equipment: Ring of Protection +1, Staff of the Rat (+1 to hit/damage, doubles number of summoned and controlled rats. 1/week: Shrink target to size of a normal rat for 1 hour)
Xiang, Jak, Elmet – Psolaimon’s guards
5th Edition Stats:
1st Edition Stats:
AC 5 (chain mail); HD 2+1 (hp: 19, 15, 15); #AT 1; D 1d6+2 (spear w/Str bonus); MV 90’; AL LN ______________________________________
Psolaimon
Str:9 Dex:17 (+2 to hit w/missile weapons) Con:10 Int:12 Wis:7 Chr:16 AC:7 HP:9 #AT:1 Damage: 1d4 (daggers [balanced for throwing]), MV 120’; Alignment: N Equipment: 2 silvered daggers, 2 normal daggers, fine silk clothing, Amulet of Anti-Charming (wearer is unaffected by any charm or telepathic/ ESP magic), 20 gp ______________________________________
Medium humanoid (human), lawful neutral
Armor Class: 10, Hit Points: 33 (4d10+8), Speed: 30’
STR: 16 (+3) DEX: 10 CON: 15 (+2) INT: 10 WIS: 12 (+1) CHA: 11
Saving Throws: Str +5, Con +4
Senses: Passive perception 11
Languages: Common
Challenge: 1 (200 XP) ACTIONS
Scimitar +1 Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 10 (1d6+6) slashing damage.
Dagger Melee (or Thrown) Weapon Attack: +5 to hit, range 20/60’, one target. Hit: 8 (1d4+5) piercing damage. ______________________________________
Garrett – lvl 3 thief / wererat
Xiang, Jak, Elmet – Psolaimon’s guards
Merith – lvl 2 thief
Str:10 Dex:15 (+1 to hit w/missile weapons) Con:14 Int:12 Wis:9 Chr:16 AC:6 HP:21 #AT:1 Damage: 1d8 (long sword), MV 120’; Alignment: LN Special: Surprises on 1-4 in 6, Damage resistance (takes only half damage except from silver or magic weapons) Equipment: Long sword, 10 gp, 2 Potions of Healing ______________________________________
38
Medium humanoid (human), lawful neutral
Armor Class: 16 (chain shirt, shield), Hit Points: 11 (2d8+2), Speed: 30’
STR: 13 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 10 WIS: 11 CHA: 10
Skills: Perception +2
Senses: Passive perception 12
Languages: Common
Challenge: 1/8 (25 XP) ACTIONS
Spear: Melee (or ranged when thrown) Weapon Attack: +3 to hit, reach 5’ (or thrown range 20’/60’), one target. Hit: 5 (1d6+1) piercing damage
Merith
Medium humanoid (human), neutral
Armor Class: 16 (chain shirt, shield), Hit Points: 15 (3d8), Speed: 30’
STR: 9 (-1) DEX: 17 (+3) CON: 10 INT: 12 (+1) WIS: 7 (-2) CHA: 16 (+3)
Skills: Perception +3, Persuasion +6, Stealth +4
Senses: Passive perception 13
Languages: Common
Challenge: 1/2 (25 XP)
Amulet of Anti-Charming (wearer is unaffected by any charm or telepathic/ESP magic)
ACTIONS
Dagger (silvered): Melee (or ranged when thrown) Weapon Attack: +4 to hit, reach 5’ (or thrown range 20’/60’), one target. Hit: 6 (1d4+3) piercing damage ______________________________________
Garrett
Medium humanoid (human wererat), neutral
Armor Class: 16 (chain shirt, shield), Hit Points: 30 (5d8), Speed: 30’
STR: 10 DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 9 (-1) CHA: 16 (+3)
Skills: Deception +5, Sleight of Hand +4, Stealth +4, Perception +2
Senses: Passive perception 12
Languages: Common
Challenge: 2 (450 XP)
Wererat: Garrett has all traits common to wererats (per wererat stat block) ACTIONS
Potions of Healing. Twice per encounter, Garrett may heal 2d4+2 hit points Longsword: Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 8 (1d8+3) slashing damage ______________________________________
Skreeshari
Medium humanoid (human, shapechanger), lawful evil
Armor Class: 13 (Dexterity, ring of protection +1), Hit Points: 37 (6d8), Speed: 30’
STR: 8 (-1) DEX: 14 (+2) CON: 10 INT: 12 WIS: 17 (+3) CHA: 14 (+2)
Skills: Deception +4, Persuasion +4, Stealth +4, Perception +2
Senses: Passive perception 12
Languages: Common, Guttermouth
Challenge: 3 (450 XP)
Wererat: Skreeshari has all traits common to wererats (per wererat stat block)
ACTIONS Spellcasting. Skreeshari is a 5th level shaman. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Memorized spells: 1st – Protection From Good, Cause Light Wounds (x2), Darkness 2nd – Chant (x2), Resist Fire 3rd – Bestow Curse (x2)
Staff of the Rat. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 6 (1d8+1) bludgeoning damage. Doubles number of summoned and controlled rats.
Pathfinder Stats: Psolaimon
Male human fighter 3 LN Medium humanoid Init +1; Senses Perception +0 DEFENSE AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge) hp 30 (3d10+9) Fort +6, Ref +3, Will +2; +6 against mind-affecting effects OFFENSE Speed 30 ft. Melee mwk falchion +7 (2d4+3/18-20) Ranged composite longbow +4 (1d8+2/×3) STATISTICS Str 15, Dex 13, Con 15, Int 14, Wis 10, Cha 8 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Combat Expertise, Mobility, Quick Draw, Weapon Focus (falchion) Skills Acrobatics +3, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (accountant) +8, Ride +6 Languages: Common, Gnoll, +3 additional SQ bravery +1 Gear +1 chain shirt, masterwork falchion, composite longbow (+2 Str) with 20 arrows, cloak of resistance +1, ______________________________________
39
Merith
2nd Level rogue Init +7; Senses Perception +3 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 14 (2d8+2) Fort+ 1, Ref +6, Will-1 OFFENSE Speed 30 ft. Melee short sword +4 (1d6+2/19-20) Ranged dagger +4 (1d4+2/19-20) Special Attacks sneak attack +1d6 TACTICS Before Combat Merith hides so she can use sneak attack. During Combat Merith continues to engage her initial opponent in melee, or throws acid if all his opponents are at range. STATISTICS Str 14, Dex 17, Con 13, lnt 10, Wis 8, Cha 12 Base Atk +1; CMB +2; CMD 15 Feats Improved Initiative, Weapon Finesse, Evasion Skills Acrobatics +8, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception + 5, Sleight of Hand + 9, Stealth +9, Swim +6 Languages Common Trapfinding +1 Combat Gear masterwork studded leather, daggers (5), short sword, Other Gear: thieves’ tools, amulet of anti-charming, 30 gp ______________________________________
Garret
2nd Level rogue Init +7; Senses Perception +3 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 16 (2d8+2) Fort+ 1, Ref +6, Will-1
40
OFFENSE Speed 30 ft. Melee short sword +4 (1d6+2/19-20) Ranged dagger +4 (1d4+2/19-20) Special Attacks sneak attack +1d6 TACTICS Before Combat Garret hides so he can use sneak attack. During Combat Garret continues to engage his initial opponent in melee, or throws acid if all his opponents are at range. STATISTICS Str 14, Dex 17, Con 13, lnt 10, Wis 8, Cha 12 Base Atk +1; CMB +2; CMD 15 Feats Improved Initiative, Weapon Finesse, Evasion Skills Acrobatics +8, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception + 5, Sleight of Hand + 9, Stealth +9, Swim +6 Languages Common SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), Trapfinding +1 Combat Gear: potion of cure light wounds, masterwork studded leather, daggers (5), shortsword, thieves’ tools, 25 gp ______________________________________
Psolaimon’s Bodyguards Xiang, Jak, Ehmet
Bodyguards (3) Human expert 1 NE Medium outsider (native) Init +2; Perception +4 Defenses AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 5 (1d8+1)
Fort +1, Ref +2, Will +2 Offense Speed 30 ft. Melee light mace +2 (1d6–1) Ranged light crossbow +2 (1d8/19–20) Spell-Like Abilities None ______________________________________
Skreeshari
Human Wererat CR 4 XP 1200 Any Medium Humanoid (Humanoid) Shaman level 4 (skill points 32) Shaman Init +3; Senses Low-light Vision, Scent; Perception +5 DEFENSE AC 19, Touch 13, flat footed 16 ( Leather, Shield, none) (+3 Dex, +4 Natural, +2 armour) hp 33 (0d8+4d8+8+4); Fort +3, Ref +4, Will +9 Damage reduction 10 silver, Damage reduction 10 silver OFFENSE Speed 30 Melee Single Attack Sickle +4 (1d8+1) Full Attack Sickle +4 (1d8+1) Space 5ft.; Reach 5 Special Attacks Curse of Lycanthropy DC(9) , Disease: Filth Fever DC(12) 1d3 days 1d3 dex 1d3 con Spells Known: Shaman Spells CL 4 Concentration 9 Level 0 (4) DC 15 Arcane Mark(Universal)[ ] X 1 V,S rng: 0ft CT: Dur: Permanent SV None Area: One personal rune or mark, all of which must fit within 1 sq.ft. Book:
Bleed(Necromancy)[ ] X 1 V,S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous SV Will negates Area: one living creature Book: Description: You cause a living creature that is below 0 hit points but stabilized to resume dying Detect Magic(Divination)[ ] X 1 V,S rng: 60ft CT: Dur: Concentration, up to 1 min./level (D) SV None Area: Cone-shaped emanation Book: Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject Read Magic(Divination)[ ] X 1 V,S,F rng: Personal CT: Dur: 10 min./level SV N/A Area: You Book: Description: Read scrolls and spellbooks. Level 1 (5) DC 16 Bane(Enchantment)[Compulsion Fear Mind-Affecting ] X 1 V,S,DF rng: 50ft CT: Dur: 1 min./level SV Will negates Area: All enemies within 50 ft. Book: Description: Enemies take -1 on attack rolls and saves against fear. Blend (Illusion) [Glamer Mind-affecting ] X 1 S rng: personal CT: Dur: 10 minutes/level SV None Area: you Book: Advanced Race Guide Description: You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next
41
turn. If you make an attack, this spell ends (as invisibility). Cause Fear(Necromancy)[Fear Mind-Affecting ] X1 V,S rng: Close 25ft + 5ft/2 levels CT: Dur: 1d4 rounds or 1 round; see text SV Will partial Area: One living creature with 5 or fewer HD Book: CRB Description: The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear. Cure Light Wounds(Conjuration)[Healing ] X 1 V,S rng: Touch CT: Dur: Instantaneous SV Will half (harmless); see text Area: Creature touched Book: Description: Cures 1d8 damage + 1/level (max +5). Doom(Necromancy)[Fear Mind-Affecting ] X 1 V,S,DF rng: Medium 100ft + 10ft / level CT: Dur: 1 min./level SV Will negates Area: One living creature Book: CRB Description: One subject takes -2 on attack rolls, damage rolls, saves, and checks. Level 2 (3) DC 17 Burning Gaze(Evocation)[Fire ] X 1 V, S, M/DF rng: Personal CT: Dur: 1 round/level SV Fortitude negates (see text) Area: You Book: APG Description: As a standard action as long as this spells effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire. Each round, burning
42
creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze. Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze. Flame Blade(Evocation)[Fire ] X 1 V,S,DF rng: 0ft CT: Dur: 1 min./level (D) SV None Area: Swordlike beam Book: STATISTICS Str 13, Dex 17, Con 15, Int 16, Wis 20, Cha 4 Base Attack 3 CMB 4 ; CMD 17 FEATS Chant (Ex): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shamans charm, evil eye, fortune, fury, or misfortune hex has that effects duration extended by 1 round. SKILLS Climb 1, Craft Alchemy 10, Diplomacy 3, Fly 9, Handle Animal 4, Heal 12, Know Nature 10, Know Religion 8, Know the Planes 8, Perception 5, Ride 3, Spellcraft 10, Stealth 3, Survival 10, Swim 1 Languages Common SPECIAL ABILITIES Change shape Gain Rat Other Rat empathy Spirit (Su) -1 MAGIC ITEMS +1 Sickle (2300gp)
A Note on Were-Rats:
Victims of the foul disease of lycanthropy, wererats are ordinary humans (or more rarely, other humanoids) who have been infected with a condition that infuses body and spirit with the essence of a giant sewer rat. The magical nature of this condition grants them a degree of resistance to physical harm—they take only half damage from non-silver / non-magical weapons. Wererats also have the ability to transform into either a giant rat or a bipedal human-rat hybrid at will—except during the full moon, when the transformations come upon them suddenly, and the conflict between their two aspects drives them to temporary, violent madness. There are two ways to contract the condition: by being bitten by another were-rat, or, in rare cases, by being born of wererat parents. Wererats are considered abominations by most humans, and those who are infected take pains to hide their condition. This usually drives them to seek out the ratmen, who offer them shelter during the full moon (confining them in cells in the undercity) in exchange for service as the agents of the ratfolk aboveground. Most wererats hate being what they are, and would rather regain their normalcy, but this is not easily done. After the initial incubation phase of the disease, during which it can be cured by a simple Cure Disease spell or equivalent medical treatment, it takes hold powerfully and cannot be removed by anything less than high magic (such as a Limited Wish spell). As many victims don’t realize they have the condition until its symptoms manifest—by which time it’s too late for a simple cure-- few but the wealthiest and most powerful are ever freed of the curse. As anyone can be bitten by a wererat, their ranks include all types and classes of people; but the strain of the duplicitous life they are forced to lead, and the malevolent influences that haunt the places they must go to hide, tend to make them twisted, bitter, and neurotic. Still, most hesitate to inflict their condition on anyone else; so their numbers remain relatively few.
A wererat’s transformation (intentional or otherwise) is brief (one round), alarming, and uncomfortable. Any wererat so changing will be subject to a free attack by any adjacent enemy and will lose initiative on the subsequent round. When in full rat form, a wererat can squeeze through any hole through which its narrow skull can fit. A wererat who is killed will revert to human form, regardless of his or her form at the time of death.
Appendix B: ENCOUNTER STATISTICS Encounter 1.1 – Ambush in a Lonely Alley 1st Edition Stats: Wererat: AC 6; HD 3+1 (17 hp); #AT 1; D 1d6 (short sword); MV 120’; SZ M; AL LE Special: Surprises on 1-4 in 6, Damage Resistance: takes ½ damage from physical weapons, except silver or magical weapons Thugs: AC 8 (Leather armor); HD 1-1 (6 HP each); #AT 1; D 1d4 (Dagger); MV 120’; SZ M; AL NE
5th Edition Stats: Wererat Medium humanoid (human, shapechanger), lawful evil
Armor Class: 12, Hit Points: 33 (6d8+6), Speed: 30’
STR: 10 DEX: 15 (+2) CON: 12 (+1) INT: 11 WIS: 10 CHA: 8 (-1)
Skills: Perception +2, Stealth +4
Damage Immunities: Bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses: Darkvision 60’ (rat form only), passive percep-
43
tion 12
Languages: Common (can’t speak in rat form)
Challenge: 2 (400 XP) Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell. Damage Resistance: takes ½ damage from physical weapons, except silver or magical weapons ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120’, one target. Hit: 5 (1d6+2) piercing damage. ______________________________________ Human Thug Medium humanoid (human), neutral evil
Armor Class: 12 (leather armor), Hit Points: 11 (2d8+2), Speed: 30’
STR: 12 (+1) DEX: 11 CON: 12 (+1) INT: 10 WIS: 10 CHA: 10
Senses: Passive perception 10
Languages: Common, Challenge: 1/8 (25 XP) ACTIONS
Shortsword Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 4 (1d6+1) piercing damage.
Dagger Melee (or Thrown) Weapon Attack: +4 to hit, range 20/60’, one target. Hit: 3 (1d4+1) piercing damage.
44
Pathfinder Stats: Wererat (Human Form )
CR 2 XP 600 Human natural wererat rogue 2 (augmented humanoid) LE Medium humanoid (human, shapechanger) Init +2; Senses low-light vision, scent; Perception +8 Defense AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge) hp 18 (2d8+6) Fort +2, Ref +5, Will +3 Defensive Abilities: Evasion; Damage Resistance (takes ½ damage from physical weapons, except silver or magical weapons) Offense Speed 30 ft. Melee short sword +1 (1d6+1/19–20) Ranged light crossbow +3 (1d8/19–20) Statistics Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +2; CMD 15 Feats Dodge Skills Climb +6,Stealth +7, Swim +6 Languages Common, Guttertongue SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding Ecology Environment any urban Organization solitary, pair, pack (5–10), or guild (11–30 plus 5–12 dire rats) Treasure NPC gear (studded leather, short sword, light crossbow with 20 bolts, other treasure)
Wererat (Hybrid Form )
LE Medium humanoid (human, shapechanger) Init +3; Senses low-light vision, scent; Perception +8
DEFENSE AC 18, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 dodge, +2 natural) hp 20 (2d8+8) Fort +3, Ref +6, Will +3 Defensive Abilities evasion; DR 10/silver OFFENSE Speed 30 ft. Melee short sword +3 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15) Ranged light crossbow +4 (1d8/19–20) STATISTICS Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +3; CMD 17 Feats Dodge Skills Climb +7,Stealth +8 Languages Common, Guttertongue SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding Special Abilities Disease (Ex) Wererat Lycanthropy: Bite—injury; save Fort DC 12; onset 1d3+1 days: Effect victim becomes a wererat. Cure 2 consecutive saves. The save DC is Constitution-based. After disease takes hold, cure is more difficult; see Appendix 1, “Note on Wererats” ______________________________________ Thugs CR 1/2 XP 135 each Human expert 1 NE Medium outsider (native) Init +2; Perception +4 Defenses AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 5 (1d8+1) Fort +1, Ref +2, Will +2 Offense Speed 30 ft.
Melee light mace +2 (1d6–1) Ranged light crossbow +2 (1d8/19–20) Spell-Like Abilities None
Encounter 2.1 – Merith’s Kidnapping at Oasis Tapestries
1st Edition Stats: To hear rats in walls: Base 10% chance for character on watch to hear noise – elves, gnomes, halflings, and half-orcs have base 15% chance. Thieves hear noise per class ability.
To open Merith’s door: Roll character’s Open Doors check per Strength ability
Rat Swarm: AC 8 HD 7 (50 hp); #AT 4; D 1d4 ;
MV 120’; SZ L; AL N Special: Ranged or melee attacks against swarm do only 1d2 damage per attack ______________________________________
Wererat Assassins: AC 4 (studded leather
armor, Dexterity); HD 4 (25, 28 hp); #AT 1; D 1d8 (scimitar) or 1d4 (dagger); MV 90’; SZ M; AL LE Special: Backstab, move silently, and hide in shadows as a 4th level thief
5th Edition Stats: To hear rats in walls: DC 15 Perception check To open Merith’s door: Break DC 13, or DC15 to pick lock
Summoned Rat Swarm
Large swarm of Tiny beasts, unaligned
Armor Class: 10, Hit Points: 42 (12d8-12), Speed: 30’
45
STR: 9 (-1) DEX: 11 CON: 9 (-1) INT: 2 (-4) WIS: 10 CHA: 3 (-4)
Damage Resistances: Bludgeoning, piercing, and slashing
Condition Immunities: Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: Darkvision 30’, passive perception 10
Languages: None
Challenge: 1 (200 XP) Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points ACTIONS
Bites. Melee Weapon Attack: +4 to hit, reach 0’, one target in the swarm’s space. Hit: 9 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer. ______________________________________
of the ratman assassin that isn’t incapacitated and the ratman assassin doesn’t have disadvantage on the attack. ACTIONS:
Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Scimitar. (Human or hybrid form only) Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) slashing damage.
Dagger: (Human or hybrid form only) Melee (or ranged when thrown) Weapon Attack: +4 to hit, reach 5’ (or thrown range 20’/60’), one target. Hit: 6 (1d4+3) piercing damage
Wererat Assassin
To hear rats in walls: DC 15 Perception check
Medium humanoid (human, shapechanger), lawful evil
Armor Class: 12, Hit Points: 35 (6d8+6), Speed: 30’
STR: 10 DEX: 15 (+2) CON: 12 (+1) INT: 11 WIS: 10 CHA: 8 (-1)
Skills: Perception +2, Stealth +4
Damage Immunities: Bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses: Darkvision 60’ (rat form only), passive perception 12
Languages: Common (can’t speak in rat form)
Challenge: 2 (500 XP) Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell. Sneak Attack (1/turn): The ratman assassin deals an extra 2d6 damage when hitting a target with a weapon attack and has advantage on the attack roll, or when the target is within 5’ of an ally
46
Pathfinder Stats:
To open Merith’s door: Break DC 13, or DC15 to pick lock ______________________________________
Rat Swarm
CR 2 XP 600 N Tiny animal (swarm) Init +6; Senses low-light vision, scent; Perception +8 Defense AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 16 (3d8+3) Fort +4, Ref +5, Will +2 Defensive Abilities swarm traits Offense Speed 15 ft., climb 15 ft., swim 15 ft. Melee swarm (1d6 plus disease) Space 10 ft.; Reach 0 ft. Special Attacks disease, distraction (DC 12)
Statistics Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2 Base Atk +2; CMB —; CMD — Feats Improved Initiative, Skill Focus (Perception) Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim+10; Racial Modifiers uses Dex to modify Climb and Swim Ecology Environment any Organization solitary, pack (2–5 swarms), or infestation (6–12 swarms) Treasure none Special Abilities Disease (Ex) Filth fever: Swarm— injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based ______________________________________
WERERAT ASSASSINS Wererat (Human Form )
CR 2 XP 600 Human natural wererat rogue 2 (augmented humanoid) LE Medium humanoid (human, shapechanger) Init +2; Senses low-light vision, scent; Perception +8 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) hp 22 (2d8+6) Fort +2, Ref +5, Will +3 Defensive Abilities evasion OFFENSE Speed 30 ft. Melee short sword +3 (1d6+1/19–20) Ranged light crossbow +3 (1d8/19–20) Special Attacks sneak attack +2d6
STATISTICS Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +2; CMD 15 Feats Dodge, Weapon Finesse Skills Acrobatics +7, Bluff +3, Climb +6, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +7, Swim +6 Languages Common SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding Treasure NPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure) ______________________________________
Wererat (Hybrid Form )
LE Medium humanoid (human, shapechanger) Init +3; Senses low-light vision, scent; Perception +8 DEFENSE AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural) hp 26 (2d8+8) Fort +3, Ref +6, Will +3 Defensive Abilities evasion; DR 10/silver OFFENSE Speed 30 ft. Melee short sword +4 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15) Ranged light crossbow +4 (1d8/19–20) Special Attacks sneak attack +1d6 STATISTICS Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +3; CMD 17 Feats Dodge, Weapon Finesse Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7 Languages Common SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycan-
47
thropic empathy (rats and dire rats), trapfinding Special Abilities Disease (Ex) Wererat Lycanthropy: Bite—injury; save Fort DC 12; onset 1d3+1 days: Effect victim becomes a wererat. Cure 2 consecutive saves. The save DC is Constitution-based. After disease takes hold, cure is more difficult; see Appendix 1, “Note on Wererats”
Encounter 2.2 – Meeting with Garett and Templeton at the Spider’s Web
1st Edition Stats: Silver sword and dagger: As normal weapons, but effective against lycanthropes or other creatures vulnerable to silver Potions from Templeton: Potion of Healing – restores 4-10 (2d4+2) hit points Potion of Wellness – removes any disease when consumed
5th Edition Stats: Silver Sword and Dagger: Silvered as per standard Potions from Templeton: Potion of Greater Healing – restores 4d4+4 HP Potion of Disease Removal – removes any disease when consumed
Pathfinder Stats: Masterwork Silver Sword & Dagger: +1 to hit / -1 damage Potions from Templeton: Potion of Greater Healing – restores 4d4+4 HP Potion of Disease Removal – removes any disease
48
when consumed
Area 3.2 – A Journey in Dark Places
1st Edition Stats: Check for scent of monsters, mushrooms: Roll equal to or under character’s Wisdom to notice smell; half-orcs, halflings, druids and rangers gain a +2 bonus to this check
5th Edition Stats: Check for scent of monsters, mushrooms: DC 15 Perception check
Pathfinder Stats: Detect smell of smoke: DC 10. Detect mushrooms: DC 15
Encounter 3.3 – Giant Cockroach Nest
1st Edition Stats: Giant Cockroaches (x12): AC 5; HD 1+1 (hp 7); #AT 1; D 1d4; MV 150’; SZ S; AL N
5th Edition Stats: Giant Cockroach
Small beast, unaligned
Armor Class: 13 (natural armor), Hit Points: 9 (2d6+2), Speed: 30’, climb 30’
STR: 15(-3) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4)
Senses: Blindsight 30’, passive perception 8
Languages: None
Challenge: 1/4 (50 XP) ACTIONS
Filthy Bite Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must save on a DC 10 Constitution saving throw. Until the disease is cured,
the target only regains half the normal amount of hit points when using nonmagical means.
Pathfinder Stats: Giant Cockroach
CR 1/2 XP 200 N Small vermin Init +1; Senses darkvision 60 ft., tremor sense 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) hp 8 (1d8+4) Fort +6, Ref +1, Will +0 Weaknesses light sensitivity Offense Speed 30 ft., climb 30 ft., fly 40 ft. (poor) Melee bite +1 (1d4) Statistics Str 11, Dex 12, Con 19, Int —, Wis 11, Cha 2 Base Atk +0; CMB –1; CMD 10 Feats DiehardB, EnduranceB Skills Climb +8, Fly –1, Perception +4, Stealth +9; Racial Modifiers +4 Perception, +4 Stealth SQ hold breath Ecology Environment any land Organization solitary or intrusion (2–20) Treasure none
Encounter 3.4 – Roach Rancher
1st Edition Stats: Roach Rancher
AC 4 (scraps of leather and cockroach carapace); HD 5 (hp 26); #AT 1; D 1d6 (club) or d3 + poison (darts); MV 120’; SZ M; AL CN Special (as thief): Move Silently 40%, Hide In Shadows 31%, Hear Noise 20%, Climb Walls 90%
Befriend Rancher: Make Encounter Reaction check, adjusted per PC’s Charisma, with a 5% penalty per cockroach injured Purplecap Toxin: Save vs. Poison at -1 – failure results in -2 to all dice rolls for 3 rounds
5th Edition Stats: Roach Rancher
Medium humanoid (human), chaotic neutral
Armor Class: 16 (scraps of leather and cockroach carapace), Hit Points: 30 (5d8+5), Speed: 30’
STR: 10 DEX: 15 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 10
Skills: Deception +2, Insight +4, Investigation +5, Perception +6, Persuasion +2, Sleight of Hand +4, Stealth +4
Senses: Passive perception 16
Languages: Common, Guttermouth
Challenge: 1 (200 XP) ACTIONS
Cunning Action: On each of his turns, the Roach Rancher can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/turn): The Roach Rancher deals an extra 2d6 damage when hitting a target with a weapon attack and has advantage on the attack roll, or when the target is within 5’ of an ally of the Roach Rancher that isn’t incapacitated and the Roach Rancher doesn’t have disadvantage on the attack. (Note that the giant cockroaches ARE considered allies of the Roach Rancher.)
Multiattack: The Roach Rancher makes two melee attacks.
Club: Melee weapon attack: +4 to hit, reach 5’, one target. Hit 3 (1d4) bludgeoning
Poisoned Darts: Ranged weapon attack: +4 to hit, range 20’/60’, one target. Hit:4 (1d4+2) piercing damage + poison (DC15 Constitution save; failure gives target disadvantage on attack rolls and ability checks for d6 rounds) ______________________________________ Befriend Rancher: DC 15 Persuasion check Purplecap Toxin: DC15 Constitution check; failure gives target disadvantage on attack rolls and ability checks for d6 rounds
49
Pathfinder Stats: The Roach Rancher
DEFENSE AC 9, touch 9, flat-footed 9 (-1 Dex) hp 9 (2d6+2) Fort +1, Ref -1, Will +0 OFFENSE Speed 30 ft. Melee club +2 (1d6+1) Ranged Poison Darts -1 (1d2) (See Purple Cap Toxin) TACTICS During Combat, the roach rancher will hurl darts lacquered with Purple Cap Toxin. STATISTICS Str 13, Dex 9, Con 12, lnt 10, Wis 11, Cha 8 Base Atk +1; CMB +2; CMD 11 Feats Skill Focus (Handle Animal, Heal) Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, Knowledge (nature) +1, Profession (farmer) +5 Languages Common Gear club, Poisoned darts ______________________________________ Befriend Rancher (if hostile): Diplomacy check = 25 adjusted by PC’s Cha modifier Purplecap Toxin: NEW POISON: Purple Cap Toxin Type poison (injury); Save Fortitude DC 13 Onset 1 round; Effect Sickened 1d6 rounds (1d3 Con Damage and 1 Str) Cure 1 Save
Encounter 3.5 – Devil Newts’ Lair
1st Edition Stats: To race through the chamber: Thief and monk characters may test against their Climb Walls abil-
50
ity to safely race through the chamber. All other PC’s must roll equal to or less than 4x their Dexterity on percentile dice. To sneak through the chamber: Thief and monk characters may test against 4x their Move Silently to avoid disturbing the fire newts. All other PC’s must roll equal to or less than 3x their Dexterity on percentile dice. To investigate the crevices without disturbing Devil Newts: This can only be successfully attempted by thief or monk characters, testing against both their Climb Walls and 3x their Move Silently abilities.
Devil Newts: AC 9; HD 1 (1d4 hp); #AT 1;
D 1d4+1 (d4 pitchfork + 1 heat damage); MV 60’/180’ flying; SZ S; AL CE Special: Impervious to fire and poison, infravison, may create illusion at will within 5’ cube area (30’ range) ______________________________________
Lizardmen: AC 4 (scaly hide and shield); HD
2+1 (hp 16, 15, 12); #AT 2; D 1d6 (Club) or 1d8 (spear/axe), 1d8 (bite); MV 60’/120’ (swimming); SZ M; AL N
5th Edition Stats: To race through the chamber: DC 12 Athletics or Acrobatics check To sneak through the chamber: DC 12 Stealth check To investigate the crevices without disturbing Devil Newts: DC 14 Athletics and DC 14 Stealth check
Devil Newt
Small fiend (demon), chaotic
evil
Armor Class: 11, Hit Points: 11 (2d6+4), Speed: 30’, fly 30’
STR: 8 (-1) DEX: 12 (+1) CON:
10 INT: 7 (-2) WIS: 10 CHA: 10
Skills: Stealth +3
Damage Resistances: Acid
Damage Immunities: Fire, poison
Senses: Darkvision 60’ , passive perception 10
Languages: Limited creole of Common, Abyssal, Draconic
Challenge: 1/2 (100 XP) ACTIONS
Pitchfork. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 3 (1d4+1) piercing damage plus 1 fire damage.
Minor Illusion. The fire newt can use the minor illusion cantrip as the spell. This is often used to confuse, trick, or just taunt their victims ______________________________________
Lizardfolk
Medium humanoid (lizardfolk), neutral
Armor Class: 15 (natural armor, shield), Hit Points: 22 (4d8+4), Speed: 30’, swim 30’
STR: 15 (+2) DEX: 10 CON: 13 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2)
Skills: Perception +3, Stealth +4, Survival +5
Senses: Passive perception 13
Languages: Draconic
Challenge: ½ (100 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes ACTIONS
Multiattack. The lizardfolk makes two melee attacks, each with a different weapon
Bite. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) bludgeoning damage.
Stone Axe: Melee (or ranged when thrown) Weapon Attack: +4 to hit, reach 5’ (or range range 20’/60’, one target. Hit: 5 (1d6+2) slashing damage.
Spiked Shield: Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage.
Pathfinder Stats: To Race Through the Chamber: DC12 Dexterity or Athletics check To Sneak Through the Chamber: DC12 Stealth check
To investigate the crevices without disturbing Devil Newts: DC 14 Athletics and DC 14 Stealth check
Devil Newt
CR 1 XP 150 Small Outsider (Demon) Init +2; Senses Darkvision 60ft; Perception -1 DEFENSE AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural) Hp 3 (1d4) Fort +2, Ref +5, Will +2 Immunities Electricity, Poison, Fire; Resist Acid 10 OFFENSE Speed 30 ft. Melee trident +1 (1d4 plus 1 fire), bite -3 (1d4-1), 2 STATISTICS Str 8, Dex 14, Con 10, Int 8, Wis 8, Cha 8 Base Atk +2; CMB +0; CMD 12 Skills: Climb +1, Fly +4, Stealth +7 Languages Common, Telepathy 100ft SQ Humanoid Traits, Outsider Traits ______________________________________
Lizardmen Border Guards
CR 1 XP 400 N Medium humanoid (reptilian) Init +0; Senses Perception +1 DEFENSE AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield) hp 11 (2d8+2) Fort +4, Ref +0, Will +0 OFFENSE Speed 30 ft., swim 15 ft. Melee morning star +2 (1d8+1), claw+0 (1d4), bite +0 (1d4) Ranged javelin +1 (1d6+1) STATISTICS Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Base Atk +1; CMB +2; CMD 12
51
Feats Multiattack Skills Acrobatics +2, Perception +1, Swim +10; Racial Modifiers +4 Acrobatics Languages Draconic SQ hold breath ECOLOGY Environment temperate swamps Organization solitary, pair, band (3–12), or tribe (13–60) Treasure NPC gear (heavy wooden shield, morning star, 3 javelins) SPECIAL ABILITIES Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Perception +6, Stealth +5, Sleight of Hand +2
Senses: Darkvision 60’, Passive perception 16
Languages: Common, Guttermouth
Challenge: ½ (100 XP) Strength In Numbers. The ratman has advantage on all ability checks, attack rolls, and saving throws when within 5’ of a ratman ally
Disease Immunity. The ratrman is unaffected by all nonmagical diseases ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 2 (1d4) piercing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) slashing damage.
Spear: Melee (or ranged when thrown) Weapon Attack: +2 to hit, reach 5’ (or thrown range 20’/60’), one target. Hit: 4 (1d6) piercing damage, or 5 (1d8) when wielded two-handed.
Encounter 4.1 – The Ratmen’s Turf
Pathfinder Stats:
1st Edition Stats: To Sneak through Chamber: Thief and monk characters may test against 4x their Move Silently to move undetected through the chamber. All other PC’s must roll equal to or less than 3x their Dexterity on percentile dice.
Ratman (x2): AC 6 (studded leather armor, Dexterity); HD 3; #AT 1; D 1d8 (longsword) or 1d6 (short bow); MV 90’; SZ M; AL LE
5th Edition Stats: To Sneak through Chamber: DC 12 Stealth check
Ratman Scout/Sentry
Medium humanoid (vermin), lawful evil
Armor Class: 14 (armor scraps), Hit Points: 13 (2d8+4), Speed: 30’, climb 30’
STR: 10 DEX: 15 (+2) CON: 14 (+2) INT: 10 WIS: 12 (+1) CHA: 10
Skills:
52
To Sneak through Chamber: DC 12 Stealth check
Ratmen Guards
CR 1/3 XP 135 expert 1 N Medium humanoid Init +2; Senses darkvision 60 ft.; Perception +9 DEFENSE AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) hp 8 (1d8) Fort +0, Ref +2, Will +2 OFFENSE Speed 30 ft. Melee Scimitar–1 (1d6–2/18-20) Ranged light crossbow +3 (1d6/19–20) Special Attacks swarming STATISTICS Str 6, Dex 15, Con 11, Int 14, Wis 10, Cha 9 Base Atk +0; CMB –3; CMD 9 Feats Skill Focus (Perception) Skills Appraise +6, Craft (alchemy) +8, Diploma-
cy +3, Disable Device +6, Handle Animal +3 (+7 with rodents), Perception +9, Sense Motive +4, Survival +4, Use Magic Device +11; Racial Modifiers +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device Languages Common ECOLOGY Environment warm deserts or urban Organization solitary, pair, pack (3–12), or colony (13–100) Treasure NPC gear (leather armor, light crossbow with 20 bolts, scimitar, other treasure) SPECIAL ABILITIES Swarming (Ex) Ratmen are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratmen can share the same square at the same time. If two ratmen in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Encounter 4.2 – Otyugh and Wererat Sentry at Safe House
1st Edition Stats: To Hold Open / Break Trap Door Mechanism: Make a Bend Bars check on the PC’s Strength. Up to three PCs may combine their total percentages if they all grab the trap door.
Otyugh: AC 3; HD 6 (hp 35); #AT 3; D
1d8/1d8/1d4+1 (tentacle/tentacle/bite); MV 60’; SZ M; AL N Special: Never surprised. Bite attack is 90% likely to cause disease (incubation period 1d8 days: causes loss of 1 point each of Strength and Constitution per week until cured)
Wererat Sentry: AC 6; HD 3+1 (17 hp); #AT 1;
D 1d6 (short sword); MV 120’; SZ M; AL LE Special: Surprises on 1-4 in 6, Damage resistance (takes only half damage except from silver or magic weapons) Treasure: 450 sp, 400 gp, 14 pieces of various nonmagical jewelry (rings, necklaces, etc.) worth a total of 600 gp, a large (but flawed) garnet worth 250 gp, 2 potions of healing, 1 potion of extra-healing, silvered dagger +1
5th Edition Stats: To Hold Open / Break Trap Door Mechanism: DC 15 Strength check
Otyugh
Large aberration, neutral
Armor Class: 14 (natural armor), Hit Points: 114 (12d10+48), Speed: 30’
STR: 16 (+3) DEX: 11 CON: 19 (+4) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2)
Saving Throws: Con +7
Senses: Darkvision 120’, Passive perception 11
Languages: Otyugh
Challenge: 5 (1800 XP) Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond. ACTIONS
Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles
Bite. Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease
53
is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10’, one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned. The otyugh has an effective speed of 0 when chained, and can’t benefit from any speed bonuses. ______________________________________
Wererat Guard
Medium humanoid (human, shapechanger), lawful evil
Armor Class: 12, Hit Points: 33 (6d8+6), Speed: 30’
STR: 10 DEX: 15 (+2) CON: 12 (+1) INT: 11 WIS: 10 CHA: 8 (-1)
Skills: Perception +2, Stealth +4
Damage Immunities: Bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses: Darkvision 60’ (rat form only), passive perception 12
Languages: Common (can’t speak in rat form)
Challenge: 2 (400 XP) Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell. Damage resistance (takes only half damage except from silver or magic weapons)
54
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120’, one target. Hit: 5 (1d6+2) piercing damage. ______________________________________ Treasure: 450 sp, 400 gp, 14 pieces of various nonmagical jewelry (rings, necklaces, etc.) worth a total of 600 gp, a large (but flawed) garnet worth 250 gp, 2 potions of greater healing, 1 potion of superior healing, silvered dagger +1
Pathfinder Stats: To Hold Open / Break Trap Door Mechanism: DC 15 Strength check
Lycanthrope, Wererat
CR 2 Wererat (Human Form ) XP 600 Human natural wererat Fighter 2 (augmented humanoid) LE Medium humanoid (human, shapechanger) Init +2; Senses low-light vision, scent; Perception +8 DEFENSE AC 16, touch 13, flat-footed 13 (+4 armor, +2 Dex) hp 20 (2d8+6) Fort +2, Ref +5, Will +3 Defensive Abilities evasion
OFFENSE Speed 30 ft. Melee long sword +1 (1d6+1/19–20) Ranged light crossbow +3 (1d8/19–20) Special Attacks sneak attack +1d6 Statistics Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +2; CMD 15 Feats Skills Climb +6, Perception +8, Swim +6 Languages Common, Guttertongue SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trap finding Treasure: NPC gear (chainmail armor, longsword, light crossbow with 20 bolts, other treasure)
Wererat (Hybrid Form )
LE Medium humanoid (human, shapechanger) Init +3; Senses low-light vision, scent; Perception +8 DEFENSE AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +2 natural) hp 20 (2d8+8) Fort +3, Ref +6, Will +3 Defensive Abilities evasion; DR 10/silver OFFENSE Speed 30 ft. Melee long sword +3 (1d8+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15) Ranged light crossbow +4 (1d8/19–20) Special Attacks sneak attack +1d6 STATISTICS Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6 Base Atk +1; CMB +3; CMD 17 Skills Climb +7, Intimidate +3, Perception +8, Stealth +8, Swim +7 Languages Common, Guttertongue SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding
SPECIAL ABILITIES Disease (Ex) Wererat Lycanthropy: Bite—injury; save Fort DC 12; onset 1d3+1 days: Effect victim becomes a wererat. Cure 2 consecutive saves. The save DC is Constitution-based. After disease takes hold, cure is more difficult; see Appendix 1, “Note on Wererats” ______________________________________
Otyugh
CR 4 XP 1,200 N Large aberration Init +0; Senses darkvision 60 ft., scent; Perception +9 DEFENSE AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) hp 39 (6d8+12) Fort +3, Ref +2, Will +6 Immune disease OFFENSE Speed 20 ft. Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab) Space 10 ft.; Reach 10 ft. (15 ft. with tentacle) Special Attacks constrict (tentacle, 1d6+2) STATISTICS Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6 Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip) Feats Alertness, Toughness, Weapon Focus (tentacle) Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair Languages Common SPECIAL ABILITIES Disease (Ex) Filth Fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; Cure: 2 consecutive saves. The save DC is Constitution-based.
55
Treasure (Upstairs, in Chest): Bronze statuette of a warrior (15 gp) Gem: Malachite (5 gp) (unworked: DC 10 for 2d4) Gem: Obsidian (7 gp) Gem: Tigereye (5 gp) (unworked: DC 10 for 2d4) Gem: Turquoise (5 gp) (unworked: DC 10 for 2d4) Gem: Turquoise (8 gp) Potion of Sanctuary 2 Potions of Healing Scroll of Comprehend Languages Scroll of Shield Shortsword +1 39 cp,126 sp, 59 gp
Encounter 4.3 – Rescuing Merith from the Sewer Cell
1st Edition Stats: Jamming Door Shut: Make an Open Doors check on the PC’s Strength Sneaking Past the Ratmen’s Nest: Thief and monk characters may test against 4x their Move Silently to pass the nest undetected. All other PC’s must roll equal to or less than 3x their Dexterity on percentile dice. Opening Merith’s Cell: Up to 3 PC’s may work together to pull the plug, totaling their Bend Bars/Lift Gates chances into one percentage to roll against. Using timber from the refuse pile for leverage will add 15% to the total. A success indicates a quiet removal; a failure by 15% or less indicates that the plug is removed, but loudly dropped in the process; a failure by more than 15% means they made a loud noise, but the plug is still in place. (The process may be repeated until the cell is opened.) Ratman Soldier(x6): AC 5 (ring mail and shield, Dexterity); HD 3; #AT 1; D 1d8 (longsword); MV 90’; SZ M; AL LE
56
Ratman Lieutenant: AC 3 (chain mail and shield, Dexterity); HD 5 (hp 37); #AT 1; D 2d4+2 (bastard sword, Strength); MV 90’; SZ M; AL LE
5th Edition Stats: Jamming Door Shut: DC 12 Strength check Sneaking Past the Ratmen’s Nest: Opposed Stealth checks versus the ratmen’s passive perception of 16. This test is taken at advantage due to the ratmen sleeping. Opening Merith’s Cell: DC 15 Strength check to remove the plug, but a DC 20 to remove it silently. This can be attempted using the “Working Together” rule to make the check with advantage. Using the timbers found in the refuse pile to make the job easier will reduce the DC to 10 and 15, respectively. Failure means a loud noise; PCs may then make further attempts to open the cell, but will likely soon be under attack.
Ratman Soldier
Medium humanoid (vermin), lawful evil
Armor Class: 16 (ringmail + shield), Hit Points: 21 (3d8+6), Speed: 30’, climb 30’
STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 10 WIS: 12 (+1) CHA: 10
Skills: Perception +6, Stealth +5, Sleight of Hand +2
Senses: Darkvision 60’, Passive perception 16
Languages: Common, Guttermouth
Challenge: ½ (100 XP) Strength In Numbers. The ratman soldier has advantage on all ability checks, attack rolls, and saving throws when within 5’ of a ratman ally
Disease Immunity. The ratman soldier is unaffected by all nonmagical diseases ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 2 (1d4) piercing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) slashing damage.
Spear: Melee (or ranged when thrown) Weapon Attack: +2 to hit, reach 5’ (or thrown range
20’/60’), one target. Hit: 5 (1d6+1) piercing damage, or 6 (1d8+1) when wielded two-handed. ______________________________________
Ratman Lieutenant
Medium humanoid (vermin), lawful evil
Armor Class: 18 (chain mail + shield), Hit Points: 28 (4d8+8), Speed: 30’, climb 30’
STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 10 WIS: 12 (+1) CHA: 10
Skills: Perception +6, Stealth +5, Sleight of Hand +2
Senses: Darkvision 60’, Passive perception 16
Languages: Common, Guttermouth
Challenge: ½ (100 XP) Strength In Numbers. The ratman lieutenant has advantage on all ability checks, attack rolls, and saving throws when within 5’ of a ratman ally
Disease Immunity. The ratman lieutenant is unaffected by all nonmagical diseases ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 2 (1d4) piercing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) slashing damage.
Spear: Melee (or ranged when thrown) Weapon Attack: +2 to hit, reach 5’ (or thrown range 20’/60’), one target. Hit: 5 (1d6+1) piercing damage, or 6 (1d8+1) when wielded two-handed.
Pathfinder Stats: Jamming Door Shut: Opposed Stealth check vs. the (sleeping) ratmen Sneaking Past the Ratmen’s Nest: Opposed Stealth Check. Opening Merith’s Cell: DC 15 Strength check to remove the plug, but a DC 20 to remove it silently. Using the timbers found in the refuse pile to make the job easier will reduce the DC to 10 and 15, respectively. Failure means a loud noise; PCs may then make further attempts to open the cell, but will likely soon be under attack.
Ratmen Soldiers
XP 135 N Medium humanoid Init +2; Senses darkvision 60 ft.; Perception +9 DEFENSE AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) hp 8 (1d8) Fort +0, Ref +2, Will +2 OFFENSE Speed 20 ft. Melee Scimitar–1 (1d6–2/18-20) Ranged light crossbow +3 (1d6/19–20) Special Attacks swarming STATISTICS Str 6, Dex 15, Con 11, Int 14, Wis 10, Cha 9 Base Atk +0; CMB –3; CMD 9 Feats Skill Focus (Perception) Skills Appraise +6, Craft (alchemy) +8, Diplomacy +3, Disable Device +6, Handle Animal +3 (+7 with rodents), Perception +9, Sense Motive +4, Survival +4, Use Magic Device +11; Racial Modifiers +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device Languages: Common Treasure: NPC gear (leather armor, light crossbow with 20 bolts, scimitar, other treasure) SPECIAL ABILITIES Swarming (Ex) Ratmen are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratmen can share the same square at the same time. If two ratmen in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. ______________________________________
Ratmen Lieutenant
CR2 XP 400 N Medium humanoid Init +2; Senses darkvision 60 ft.; Perception +9
57
DEFENSE AC 19, touch 13, flat-footed 13 (+6 breast plate, +2 Dex, +1 size) hp 20 (3d8) Fort +0, Ref +2, Will +2 OFFENSE Speed 30 ft. Melee Scimitar–1 (1d6–2/18-20) Ranged light crossbow +3 (1d6/19–20) Special Attacks swarming STATISTICS Str 6, Dex 15, Con 11, Int 14, Wis 10, Cha 9 Base Atk +0; CMB –3; CMD 9 Feats Skill Focus (Perception) Skills Appraise +6, Craft (alchemy) +8, Diplomacy +3, Disable Device +6, Handle Animal +3 (+7 with rodents), Perception +9, Sense Motive +4, Survival +4, Use Magic Device +11; Racial Modifiers +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device Languages Common
Appendix C: Random Encounter Tables These tables provide a few optional suggestions of creatures that may be encountered by characters wandering in the city. Table 1 is appropriate for encounters on Valoria’s streets, while Table 2 lists some of the more common denizens of the undercity.
Tabel 1: Random Encounters: Streets Role (Percentile)
Creature(s) Appearing
01-20
1d4 Beggars
21-35
Traveling Performers (may include thieves or pickpockets)
36-50
Street Altercation (between street vendors, gangs, or mob of urchins)
58
51-65
Peddlar (may be selling stolen goods, cheap food, useful or magical items)
66-80
Itinerant Cleric (seeking converts or telling intriguing tales)
81-100 1d4 Human or Half-Orc Thugs / Muggers
Table 2: Random Encounters: Sewers Roll (Percentile)
Creature(s) Appearing
01-15
1d6 Giant Cockroaches
16-30
1d3 Giant Rats
31-43
Rat Swarm
44-59
1-2 Zombies
60-72
1-3 Ghouls
73-83
1-3 Ratfolk Warriors
84-94
1-3 Lizardfolk Warriors
95-100
Carcass Creeper
1st Edition Stats:
Giant Cockroach: AC 5; HD 1+1; #AT 1; D 1d4; MV 180’; SZ S; AL N Giant Rat: AC 7; HD 1d4 hp; #AT 1; D 1d3; MV 120’; SZ S; AL N
Special: Each successful bite has a 5% of causing disease (as cause disease spell) Rat Swarm (wandering): AC 8 HD 4; #AT 4; D 1d4; MV 120’; SZ M; AL N Special: Ranged or melee attacks against swarm do only 1d2 damage per attack Zombie: AC 8; HD 2; #AT 1; D 1d8; MV 60’; SZ M; AL N
Special: Always attacks last. Immune to enchantments, hold, and cold damage spells Ghoul: AC 6; HD 2; #AT 3; D 1d3/1d3/1d6; MV 90’; SZ M; AL CE
Special: Immune to sleep and charm. Any human or demihuman (except elves) hit by a ghoul attack must save versus paralysis or be paralyzed for 3d4 turns. Ratman Warrior: AC 5 (ring mail and shield, Dexterity); HD 3; #AT 1; D 1d8 (longsword); MV 90’; SZ M; AL LE
Lizardman: AC 4 (scaly hide and shield); HD 2+1 (hp 16, 15, 12); #AT 2; D 1d6 (Club), 1d8 (bite); MV 60’/120’ (swimming); SZ M; AL N Carcass Creeper: AC 3/7 (head/body); HD 3+1; #AT 8; D Paralysis; MV120’; SZ L; AL N
5th Edition Stats: (All creatures stats as in the core rulebook, except for giant cockroaches, ratmen, and lizardmen, which are as given above)
Pathfinder Stats: (All creature stats as in the core rulebook, except for giant cockroaches, ratmen, and lizardmen, which are as given above)
Appendix D: Dwarven Forge 3D Terrain – Maps and Parts Lists Area 1.1 (A Lonely Alley) – Version 1 Alley Buildings (Uses One City Builder System “Village” Set) 2 Stone 4x4, one floor 1 Tudor 4x4, one floor 2 Tudor 4x4, two floors 1 Stone + Tudor with balcony, two floors Imperial Streets Add-on 4 Mosaic Plaza 4x4 8 Straight Alley 4x4 2 Alley Curve 4x4 1 Curve in Street 4x4 12 2x2 Sidewalk
Tudor Ruins Add-on 1 Tudor Ruins Add-on to make two ruined buildings using a 4x4 Wood Floor for each and some Tudor Corner Posts Stone Ruins Add-on 1 Stone Ruins Add-on to make 1 ruined stone building using a 4x4 Stone Floor and some Stone Corner Posts Note: This build is purposefully vague since the GM can create the buildings however they like. It’s the basic alley configuration that we are after. Those who own more CBS pieces may wish to build a larger layout such as that shown in Version 2.
Area 2.1 (Oasis Tapestries) Interior - Oasis Tapestries (Uses One CBS “Village” Set) First (Main) Floor
4 Solid Wood Floors 4x4 1 Solid Stone Floor 4x4 1 Stone Floor with Trapdoor 4 Tudor Corner Posts 4 Tudor Double Posts 4 Stone Corner Posts 2 Stone Double Posts 1 Tudor Nobles’ Door (optional - replace with regular Tudor Door) 2 Tudor Center Windows (1 Open Shutter Window Insert, 1 Closed Shutter Window Insert, 2 Curtain Window Inserts on inside) 3 Tudor Magnetic Wall (to hang magnetic banners, but optional. Replace with regular Tudor Walls) 1 Tudor Wall with LED-lit Torch (optional - replace with regular Tudor Wall) 2 Stone Walls with Doorway 2 Stone Walls 1 Stone Wall with LED-lit Torch (optional - re-
59
place with regular Stone Wall) 1 Stone Magnetic Wall (optional - replace with regular Stone Wall) 1 Stone Pillar (from Tower Battlements Add-on Pack, or replace with another pillar) from Tavern Accessories Add-on... 3 counters 1 Feast Array 1 Bread and Ale Array 1 Fireplace 1 Ale Keg from Wicked City Add-on... 3 Water Barrels (turn some over for a regular looking barrel) from Magnetic Walls Add-on... 2 Magnetic Wide Tapestries 2 Magnetic Narrow Tapestries 1 Magnetic Alchemists’ Shelf 1 Magnetic Dragon Head 1 Blank Hanging Sign (also found in core pledge set as stretch goal) Painted with Oasis Tapestries image from Dungeons (KS1)... 1 Wood Table 2 Wood Chairs 1 Barrel 1 Bench (outside Oasis Tapestries) Other Pieces... Various Ropes and Rugs, including Wolf Rug from Lady Sabelle’s Mold #2 - Floor Accessory Mold http://ladysabelledesigns.com/ (used with permission) 1 Tiger Rug from Lady Sabelle’s Mold #3 - Rags and Riches - http://ladysabelledesigns.com/ (used with permission)
60
Second (Top) Floor
4 Solid Wood Floors 4x4 1 Solid Stone Floor 4x4 1 Stone Floor with Stairwell 4x4 6 Tudor Corner Posts 4 Tudor Double Posts 4 Stone Corner Posts 2 Stone Double Posts 1 Tudor Wall 2 Tudor Center Windows (1 Open Shutter Insert, 1 Closed Shutter Insert, 2 Curtain Inserts on inside) 2 Tudor Walls with LED-lit Torch (optional - replace with Tudor Walls) 2 Tudor Walls with Doorway 1 Tudor Magnetic Wall (for shop sign) 2 Stone Center Windows (1 Open Shutter Insert, 1 Closed Shutter Insert) 1 Stone Magnetic Wall (optional - replace with Stone Wall) 1 Stone Wall with LED-lit Torch (optional - replace with Stone Wall) 1 Blank Hanging Sign (painted with a tapestry) from Magnetic Walls Add-on... 1 Magnetic Crossed Swords from Dungeons (KS1)... 4 Beds 3 Studded Chests 1 Wood Table 5 Wood Chairs 1 Wood Bench Other Pieces... 1 Large Rug from Lady Sabelle’s Molds (Mold #2 used with permission) 1 Lute from Lady Sabelle’s Molds (Mold #3) 1 Magnetic Mirror custom made by Josh Chunick (used with permission)
City Scape - Extended Outside Build (Optional) 2 Stone Houses - 1 floor 2 Tudor Houses - 1 floor 1 Tudor House with balcony - 2 floors from Imperial Streets Add-on… 10 Straight Streets 2 Sewer Grate Streets 4 Straight Alleys 2 Alley Curves 2 Alley to Street Intersections 10 Sidewalks 2”x2” 4 Sidewalks 2”x1” from Wicked City Add-on... 2 Crate & Barrels 1 Water Barrel 2 Fruit Stalls 2 Fish Stalls from Dungeons (KS1)... 1 Barrel
Area 2.2 – The Spider’s Web Tavern City Builder System 6 Solid Wood Floors 4x4 1 Wood Floor with Trapdoor 3 Tudor Walls 2 Tudor Magnetic Walls 3 Tudor Center Windows (with 3 Closed Shutters) 2 Tudor Walls with Doorway (1 with door removed) 2 Tudor Walls with LED-lit Torch 8 Tudor Corner Posts 6 Tudor Double Posts 1 Solid Stone Floor 4x4 1 Stone Floor with Stairwell 5 Stone Walls 2 Stone Walls with Doorway 1 Stone Wall with LED-lit Torch
6 Stone Corner Posts 3 Stone Double Posts Dungeons (KS1) 1 Table 1 Studded Chest 8 Chairs 1 Barrel Tavern Accessories (KS3) 1 Tavern Accessories Add-On Pack (KS3) 2 Additional Round Tables with LED-lit Candles Notes: An alternative way to build the stairs down beyond Templeton’s private room is to use the Floor with Stairs from the Dungeons (KS1) Floor Pack with 3 Free Standing Dungeon Walls
Areas 3.1-3.6 – A Journey in Dark Places Basic Cavern Set - Standard walls and Floors 15 Corner A 12 Straight Wall A 12 Floor A Cavern Set - Variant Walls and Floors 6 Corner B 3 Corner C 4 Straight Wall B 3 Straight Wall C 4 Floor B Cavern Floor Pack 1 Floor C 1 Floor D 1 Floor E 1 Floor F (4”x4”) Cavern Narrow Passage Pack 3 Passage 3 End Cap
61
1 45 Degree Cavern Passage (also in the Varied Walls set) Large Pedestal Pack (or Cavern Elevation Pack) 9 Large Pedestals Cavern Elevation Pack 1 Elevated Straight Stair Stalagmite Pack (with custom lava paint job) 1 Forked Stalagmite 1 Water Tub Mushroom Pack 1 Large Mushroom 1 Large Mushroom Cluster 1 Medium Mushroom Cluster 1 Small Mushroom Cluster Cavern Chasm Pack 3 Convex Corner Chasm Ledge Piece 2 Pointed Chasm Ledge Piece 4 Straight Chasm Ledge Piece Watern Caverns Pack 4 Open Water 2 Straight Bank 2 Convex Bank 2 4” Archway Wicked Caverns Pack 1 Transition Wall 2 Double Height Stalactite Column Lava River Pack 2 4” Archway Caverns Specialty Pieces (KS2) 1 Straight Wall Mine Entrance (exit to 3.5, Devil Newts’ Cave) 1 2” Archway (entrance to 3.4, Roach Rancher’s Cave)
62
City Builder System – Monster Sewers Set 9 1x2 Floor Tile 4 Wall Concave Curve 4 1” Straight Wall 4 2” Straight Wall 1 Hole Wall with Removable Grate Dungeon Set (KS1) – Dungeon Dressing Pack 1 Wood Chair 1 Studded Wood Chest Other Pieces – Griffin Tamer Studio 1 Wurm Hole (Earth and Stone Ring) 1 Campfire Ring Printed Lava Texture – Courtesy of Random-roll.com 4.5”x8” Lava Texture (printed on paper, see Appendix 5)
Area 4.1 – Sewer Gallery CBS Sewer Pieces
25 2” Sewer Walls 10 Sewer Walls - Convex Curve 4 Sewer Walls - Concave Curve 20 1” Sewer Walls 1 Sewer Wall with Ascending Ladder 1 Sewer Wall with Round Hole 17 Sewer Straight Sluices 1 Sluice Dead End 1 Sluice 4-Way Crossing 16 1”x1” Floor Tiles 44 1”x2” Floor Tiles
City Builder Pieces…
2-3 Ladders (Optional, laid as “bridges” across sluiceways)
Dungeons (KS1 Pieces)…
32 2”x2” Dungeon Floor Tiles (stacked two high, to create pillar platforms)
Note: The sewer pillars are made from 4 Sewer 1” Walls (each) with a 1”x1” Floor Tile on the top to cap the hole. Alternately, you can use 4 Convex Curve Walls arranged radially to form each pillar, or simply use 4 pillars from the Dungeons accessory set.
Area 4.2 – Skitterling Safe House City Builder System
5 4”x4” Stone Floors 2 4”x4” Stone Floors with Trapdoor 1 4”x4” Stone Floor with Stairwell 14 Stone Walls 1 Stone Magnetic Wall 3 Stone Walls with Doorway 2 Stone Center Walls 8 Stone Corner Posts 12 Stone Double Posts 2 Closed Shutters 1 Stairs
Dungeons (KS1 Pieces) 1 Wood Chair 3 Wood Tables 1 Bed 2 Studded Chests
Custom Piece
Otyugh Chains: Made of 1 length of chain with jump rings on either end, looped through loop rings attached to magnetic clasps (jewellery pieces)
Area 4.3 – Merith’s Cell
CBS Sewer Pieces
37 2” Sewer Walls 21 1” Sewer Walls 4 Sewer Walls - Concave Curve 14 Sewer Walls - Convex Curve 2 Sewer Walls with Holes & Removable Plugs 1 Ladder Wall 39 1x2 Sewer Floor Tiles 5 1x1 Sewer Floor Tiles 24 Straight Sluices 2 Sluice Curves 1 Sluice T-Junction 1 Ladder (optional, for debris pile)
Dungeons (KS1 Pieces)
1 Dungeon Iron Door 8 Dungeon Walls 2 Dungeon Wall Corners 10 2x2 Dungeon Floors 1 Wood Chair (optional, part of debris pile) 1 Wood Bench (optional, part of debris pile) 1 Wood Barrel (optional, part of debris pile)
Caverns (KS2 Pieces)
1 Cavern / Dungeon Transition (Hole) Wall Notes: For alternative pillar builds, see note to Area 4.1 Cavern / Dungeon Transition Wall and the second Sewer Hole Wall and Plug are placed back-to-back between the ratmen’s lair and Merith’s cell. This allows the GM to (optionally) surprise the PCs by giving the ratmen a second avenue of approach.
Note: Building can also be made with Tudor pieces, or have a Tudor second floor. Doors and / or windows can appear in any arrangement, though all should have some indication that they are sealed / blocked.
63
Appendix E: Licences and Resources Printed Lava Texture – Courtesy of Random-roll.com 4.5”x8” Lava Texture (left) _____________________________ OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
64
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You
a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
65