Ud0-ud1

  • December 2019
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Ud0-ud1 as PDF for free.

More details

  • Words: 2,249
  • Pages: 6
     

UD-0: Underdungeons Overview “Ah yes, the Underdungeons of Griffondale, a vast subterranean labyrinth reputed to harbor forgotten treasures, lost knowledge, and perhaps the single, highest concentration of dead adventurers in all the world . . .” - Cornelius J. Highrune Instructor, Academy of Arcane Arts Griffondale

Introduction:

The Underdungeons of Griffondale provide the backdrop for a series of short, oneshot adventure scenarios for use with the 4th Edition D&D role-playing game. The goal of these stand-alone ‘dungeon raids’ is to quickly set the stage and get the player-characters right into the action. Intentionally quick and dirty, these scenarios were designed to be completed in a single three-to-four hour game session.

Common Knowledge: - The City of Griffondale is a quasimagical, pseudo-medieval, semi-urban metropolis. One of the last great bastions of civilization, this city remains a powerful political and economical center and thus, one of the brightest ‘points of light’ that remains . . .

- Lying directly beneath the city of Griffondale is a vast multi-level, interconnected network of tunnels, passages, cellars, sewers, catacombs and even old, abandoned portions of the city itself . . . collectively known as the Underdungeons. - While the Underdungeons are reputed to be brimming with forgotten riches, relics and treasure, it is established fact that they are also a harsh and hostile environ full of natural hazards, man-made perils, and wandering monsters.

History: DC 10 - Throughout its history, thanks to a variety of wars and disasters, the City of Griffondale has experienced several cycles of destruction and reclamation. Over the years, entirely new portions of the city were built directly upon the ruins of previous ones. This continual urban renewal is the primary reason why the Underdungeons exist today. DC 20 - The most recent example of this cycle occurred approximately a decade ago, when a raging Tarrasque laid waste to a full third of the city proper. DC 25 - Prior examples of the calamities that have nearly brought about the ruin of

Griffondale include a siege by an army of the Undead, a full-scale Drow surfaceincursion, several plagues, floods, fires, asteroids, drought, famine, riot etc. etc.

Dungeoneering: DC 10 - The upper-levels of the Underdungeons are the newest and easiest to reach and thus, the most commonly explored by most adventurers. They consist of the Cellars, the Sewers and the Ruins . . . three distinctly different ‘dungeon’ types each with their own unique features. DC 15 - The Cellar level is essentially a series of basement, sub-cellars and stores that are somehow connected, either by service tunnel or by secret passage. - The Sewer level runs beneath the ‘Cellars’ and are Griffondale’s present, active waste-water system. - The Ruins level is a portion of the city destroyed by the Tarrasque over a decade ago, including streets, alleys and in some cases, partial buildings. DC 20 - In most cases, the upper-levels are naturally dark and damp. Filth Fever and Grasping Slime are always concerns. Giant Rats, Carrion Crawlers and Ghouls are among the most common denizens of the upper-levels.

UD-1: Running with the Devil Synopsis: Adventurers must delve beneath the city of Griffondale and scour the Underdungeons in search of a fiendish madman. A dungeon raid for 4 3rd level adventurers.

What you need to play: This Underdungeon adventure may reference the following WotC products: • Dungeon Master’s Guide • Monster Manual • Adventurer’s Vault For more information concerning the City of Griffondale (including a map of the city Proper) please visit: http://www.angelfire.com/griffondale/index.html

Setting the Stage: Today you find yourselves in creepy confines of the Tower of Griffondale . . . the municipal asylum. Fortunately, you are here as a visitor and not a ‘guest’. Seated in the cold, damp office of the sanitarium’s director, an aged, gaunt human by the name of Istvan Valdi, you find your meeting accompanied by the moans and screams of the demented. Motioning to his assistant to close the office doors, Valdi addresses your party.

“Ah, that’s better. As you know, we at Tower of Griffondale have had been dealing with a rather unfortunate series of events . . . I’m sure you are well aware of last month’s mass breakout. Thanks to the fine efforts of the city watch, only one of the five who escaped remains at large. The Tiefling Herectic . . . he goes by the name of ‘Catch’ . . . has fled into the Cellar Level of the Under-dungeons. As embarrassing as this is, the Tower of Griffondale lacks the necessary resources to pursue and capture Catch. I have no other option other than to appeal to adventurers for aid. The maniacal fiend was last seen entering Underdungeons by way of Grimwald’s Vault in Mourner’s Field. If you are willing to delve into the Underdungeons and apprehend Catch, the Tower of Griffondale will see that you are well compensated for your efforts.” Major Quest: Capture Catch the Tiefling Heretic (alive) Rewards: - 400 experience points - 1 3rd Level Treasure Parcel* (DMG. p126) *Suggested: two 100gp gems + 25gps (parcel #8)

History Check DC 10 - Mourner’s Field is the city of Griffondale’s main public cemetery. Dungeoneering Check DC 15 - Grimwald’s Vault is small mausoleum which is actually an entry-point to the Underdungeons.

Preparations: - Istvan Valdi offers little more than his promise of a reward should the adventurers succeed. - The adventurers may purchase any mundane weapons, armor & equipment listed in the Player’s Handbook or Adventurer’s Vault (per DM discretion) in the City of Griffondale. - The adventurers may purchase magic items from the Player’s Handbook and the Adventurer’s Vault (per DM discretion) equal to their level with little difficulty. Streetwise Check DC 15 - An hour’s worth of asking around reveals the Catch has assembled a small band of cronies and hiding out in an abandoned storehouse not very far from the Grimwald Vault entrance.

Features by Area: Encounter 1: Grimwald’s Vault Difficulty: Easy (Level Range 1-2) Experience Points: 400

1. Approach - Path: Perception DC 10 to notice recent tracks (small & medium humanoid creatures) - Stone Double Doors: closed & stuck (Strength DC 15 to pry open) 2. Crypt - Light source: 2 bright wall sconces (torch) - Sarcophagus: Bears following inscription ‘Here lies Mortigarn Grimwald’ (Perception DC 15 to notice sarcophagus is fake) - South Wall Sconce: Perception DC 15 to notice sconce can be pulled in downward motion (which opens secret door – sarcophagus and base slide to 2 squares to the right revealing hidden stone stairs that lead to area#3

Setup:

After scouring Mourner’s Field for the better part of an hour, you and your party finally come across a small, stone mausoleum. The doors bear a engraving depicting a family coat of arms and the name ‘Grimwald’. You have reached an entry-point to the Underdungeons of Griffondale . . .

3. West Chamber - Light source: none (total concealment) - Rubble: difficult terrain - Body: make elf, various burns and bite marks (Nature DC 20 to notice bites appear to have come from small natural beast) 4. East Chamber - Light source: none (total concealment) - Rubble: difficult terrain

5. Passage to Cellar Level - Light source: none (total concealment) - This passage leads to Encounter 2:

Tactics: FB 1&2 – Fire Beetles (MM p.60) - These Fire Beetles are simply hiding, waiting for the next unsuspecting prey to pass by (Perception 18 to notice). The Fire Beetles wait until their pray enters area#4 before attacking, unless they are attacked beforehand. Their movement alerts Fire Beetles 3 & 4 from area#5. They fight until death. FB 3&4 – Fire Beetles (MM p. 60) - These Fire Beetles begin the encounter out of sight. Once alerted to pray, they join in the attack. They fight until death.

Encounter 2: The Cellar Junction Difficulty: Medium (Level Range 3-4) Experience Points: 650

1. Old Basement Light source: none (total concealment) Rubble: difficult terrain Basin: This portion of area#1 is sunk 10’ feet deep. (Athletics DC 20 to climb wall) Raised Walkway: This walkway is 10’ above the Basin (any creature falling over the edge takes 1d10 points of damage and falls prone) 2. Choker Excavation Light source: none Rubble: difficult terrain Crate: contains 1 3rd Level Treasure Parcel (DMG p.126) 3. Service Tunnel Wooden Door: unlocked (Perception DC 25 to notice sounds of someone humming a tune) Light source: none (total concealment)

Setup:

The winding tunnel out of Grimwald’s Vault leads your party deeper into the Underdungeons of Griffondale and soon you find yourselves in the Cellar levels. With any luck, Catch, the fugitive Tiefling Heretic will not have ventured too deep.

Features by Area:

4. Gobsnot’s Junction Light source: dim candles (concealment) Wooden Portcullis: closed (Strength Check DC 23 to force open) Gogsnot’s Hat: Gobsnot the Impish Junction-Keeper places a tattered hat in the center of the chamber for ‘gratuity’ for those wishing passage.

Hidden Wall Panel: contains manual controls to ‘unlock’ portcullis (Perception 20 to notice)

Tactics: OJ – Ochre Jelly (MM p.202) - Lurking nears stairs. It will attack the first creature to fully enter area#1 CC 1&2 – Cavern Choker (MM p.42) - Lurking in corners on raised walkway. The Cavern Chokers will not immediately attack, preferring to let the Ochre Jelly bloody any potential pray before acting. However, if they are attacked at any point, they fight back, using their reach to their advantage. I – ‘Gobsnot’ the Imp (MM p.63) - Attending the Cellar Junction. Gobsnot’s initial attitude is ‘peaceful’ and he requests ‘gratuity’ for working the portcullis (any amount will do). - If at any time Gobsnot is attacked or threatened he will use his ‘Vanish’ ability and flee. - Gobsnot knows where Catch is hiding out and will reveal this (which tunnel to follow from here) for a small price (10gp). Alternatively, the adventurers may attempt to use Diplomacy, Intimidate or Bluff to garner this info.

Encounter 3: Catch’s Hideout

Features by Area:

Difficulty: Medium (Level Range 2-6) Experience Points: 775

1. Flooded Chamber (obstacle: 100xp) Light source: none (total concealment) Water squares: Difficult terrain (Nature/Dungeoneering Check DC 20 to notice water is Tainted with Blinding Sickness [DMG p.49]) Crates: Filled with lead Special: Jumping from crate to crate requires an Athletics Check DC 10 2. Antechamber Wooden Door: closed; unlocked Light source: none (total concealment) Body: skeletal remains of a dwarf

Setup: After marching through the tunnels and passages of the Cellar Level for some time you come to a narrow hall. Could this be the corridor that brings you to Catch’s lair? Special: If the adventurers failed to persuade Gobsnot to reveal which tunnel leads to Catch’s hideout, all adventurers lose 1 healing surge due to fatigue.

3. Small Storeroom Wood Door: closed; locked (Thievery DC 20 to pick or Strength DC 20 to break down) Light source: bright lantern Stacked crates: cover 4. Main Storeroom (Catch’s Lair) Light sources: bright lanterns Stacked crates: cover Barrel: cover (if standing in same square) Table: cover Pentagram: Religion DC 15 to notice clues of a blood ritual in progress.

Secret Nook: Perception 20 to notice; Locked chest (Thievery DC 30 to unlock, Strength DC 30 to break open) contains 2 3rd Level Treasure Parcels (DMG p.107) 5. Secret Escape Secret Door: Perception 20 to notice Special: Stairs lead to Cellar Level

Tactics: GW – Gray Wolf (MM p.264) Snoozing. Once the Gray Wolf perceives the adventurers he will bark (alerting Catch and his henchmen) and attack. TH – Catch, Tiefling Heretic (MM p.250) Completing blood ritual. Once he perceives the PCs he will direct his underlings to attack. In 1 round, the blood ritual is complete, and the pentagram becomes Blood Rock (DMG p.67) S – Sheep (no stats) Scared. The Sheep is anchored by a leather tether-cord and cannot move from its square. HB – Human Bandit (MM p162) HBS – Human Berserker (MM p.175) Assisting with blood ritual. Once they perceive PCs they will await instruction from Catch, or attack if warranted.

Portraying Catch the Tiefling Heretic

As Valdi and his staff take Catch into their custody, the gaunt human invites the adventurers back into his office.

Catch is a maniacal fiend, a truly demented madman who is desperate to enter into a pact with any evil immortal humanoid who will have him (although he would prefer to serve Succubus). Insofar, his efforts have proven futile, mainly because most outsiders have deemed him unworthy despite his fiendish heritage, something his cronies have already begun to suspect. Catch has no fear of death, and cackles with mad laughter whenever threatened. He equates pain with pleasure so when wounded or inflicting wounds, he responds ecstatically. In combat he hurls derogatory insults and lewd taunts at his enemies. He will fight until capture or death.

“You have done the Tower of Griffondale a tremendous service in recapturing our missing guest. We have arranged an ‘upgrade’ in his level of accommodations so that such an embarrassment will not happen again.

Ending the Adventure: If the characters defeat Catch and his cronies they must find a way to bring the Tiefling Heretic back to the surface and return him to Istvan Valdi and the Tower of Griffondale.

And as promised . . . your reward.”

Total Experience Point Value: 2225 _____________________________ This dungeon raid was written and designed by A.J. Ferguson (jaspercrey on the Wizards boards). Thanks to the original Dungeon Crafter Crew for their excellent, free mapping utility. More Underdungeon dungeon raids to come!