TEXT: SND5-01I 
   
   
   
   
   
   
   
   
   
   
  Spring Cleaning 
   
  An Introduction Module set in Sunndi 
  LIVING GREYHAWK Adventure 
  APL 2 
   
  Version 1 
   
  by the Sunndi Triad 
  Plot: Maya Deva Kniese 
  NPCs: Bas Vermeulen 
  Editor: Pieter Sleijpen 
   
   
   
  Spring is a good time for fairs, markets, and similar festivities, even for the sober dwarves. All winter they have 
  worked in their forges to create metal marvels, and now, they bring their creations into the light, for sale. 
  NB: People who already played the Mini Spring Cleaning can not participate in this scenario. 
   
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  
  To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a 
  trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know 
  and can communicate to your players the special aspects 
  of playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Website, and then 
  have any players without a character create on. Once all 
  players have a LIVING GREYHAWK character, play 
  can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. It 
  is also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and 
  a pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. 
  Since this is an Introduction scenario, only Level 1 
  characters may be used for play. If there are only 4 
  players, be sure to suggest the PCs buy riding dogs to 
  help protect them, and fight for them. All riding dogs are 
  considered trained for war. PCs who want their dogs to 
  attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure means the animal will not attack 
  that round. This is a standard action that may be 
  attempted each round. See the Handle Animal skill on 
  page 74 of the PHB for more details. If an animal loses 
  half or more hp in a single round it flees, unless 
  successfully ordered to stay. 
   
  Time Units and Upkeep 
  . Characters hailing from Sunndi pay 1 Time Unit to 
  participate in the adventure. All other characters pay 2 
  Time Units. Adventures’ Standard Upkeep costs 12 gp, 
  Rich Upkeep costs 50 gp, and Luxury Upkeep costs 100 
  gp per TU. 
   
  Spring Cleaning 
   
  Page 2 
  
  Adventure Summary and 
  Background 
  The adventure takes place in Mergal, a dwarven outpost 
  and trading village, where the dwarves sell their wares to 
  any that come. 
   
  On this particular day, during the yearly Spring 
  Market, the dwarves are ready for business as usual. The 
  normally quiet town is buzzing with activity, and in any 
  other settlement, the town guard would have a hard time 
  keeping the peace. This being a dwarven town, filled 
  with law abiding, hard working dwarves, all goes well. 
  Of course, this being a scenario, evil forces plot to disturb 
  this peace and wreak as much havoc as they can. To this 
  end, they have hired 3 humans; a bard, his wizardly 
  sister, and his warrior lover. As Wastrians they have little 
  love for dwarves, so for a tidy sum of gold, these three 
  are more than happy to crash the dwarven fair. 
   
  With only a vague plan at first, the three wander 
  through town, using their insinuating skills to create 
  distrust among members of various races wherever they 
  can while looking for a good opportunity to do worse. 
  This opportunity presents itself in the form of Lord 
  Heshyndaroh, a haughty, snobby olf, who lost his wife in 
  the wars 15 years ago, and blames everyone not olven. 
  Today, much against his better judgement, but unable to 
  refuse her, Lord Heshyndaroh has agreed to take his little 
  daughter Myanidaja to the Spring Market. 17 years ago, 
  he, his wife and his daughter had done the same, and it is 
  one of the last happy memories he has of his wife, as well 
  as the only clear memory his daughter has of her mother: 
  laughing as she haggles over a pretty bracelet. 
   
  Although our 3 villains know nothing of this, they 
  quickly determine that Lord Heshyndaroh despises 
  dwarves, and mostly everyone else, and that he makes an 
  excellent target to create a full-scale riot around. 
   
  Using his skills and spells to disguise himself, as 
  well as an excellent performance, the bard lures away 
  Myanidaja when her father argues with a dwarf about 
  prices. The argument is pretty heavy, and nobody notices 
  as Myanidaja wanders off until it is too late. When Lord 
  Heshyndaroh finds his daughter missing, he nearly starts 
  a riot all by himself, and might well succeed if the PCs do 
  not interfere. Assuming they do however, they are 
  quickly asked to find the little girl and return her safely, 
  since Lord Heshyndaroh flatly refuses to let the dwarves 
  to this. 
   
  Meanwhile, the bard takes Myanidaja into the 
  mountains, at first in the guise of an elf, then, well out of 
  sight, changing into a hideous dwarf. He threatens her, 
  knocks her unconscious, ties her up, and leaves her in an 
  abandoned mine for rescuers to find. Note that he wants 
  her to be found, so she can testify that dwarves 
  kidnapped her. Dwarves who intended to sell her into 
  slavery. 
   
  After leaving Myanidaja in the mine, the bard returns 
  to town, to rejoin his friends and further stir up trouble, 
  doing their very best to set the dwarves and non-dwarves 
  against each other and working towards a bloody 
  slaughter. If the PCs do not return with Myanidaja in time 
  to stop them, they will succeed, too. 
   
  Breaking the Law 
  This adventure takes place in the dwur kingdom of 
  Glorvardum. As such the attitude of the locals is 
  significantly different from Sunndi. Glorvardum is a 
  lawful neutral nation and most of the dwur inhabitants of 
  this land share that attitude. They do not like vigilantes or 
  adventurers, seeing these as agents of chaos who cause 
  more trouble then any criminal or monster they might 
  destroy. In a town like Mergal though there are many 
  caravan guards of all races, so the PCs will not draw that 
  much attention or scrutiny from the guards. Still, the 
  players should be aware that crimes are punished quickly 
  and, by Sunndi standards, harshly. They should be even 
  more aware that much more things constitute as a crime 
  in Glorvardum.  
   
  During this adventure, chances are that the PCs will 
  have a run in with the guards. Note that the dwarves are 
  pretty strict on when an attack counts as self-defence and 
  when it does as an assault. The PCs should be especially 
  careful when dealing with citizens, since they are 
  believed sooner then some foreigners. If a PC commits a 
  questionable act in front of witnesses, note it down. Once 
  finished, decide whether you think it was a crime in the 
  eyes of the dwarves or not and if so whether the PCs will 
  be punished for it. When in doubt, do not hesitate to 
  contact the Sunndi triad. When you decide a fine is in 
  order, charge the PC 100-200gp. If this sounds too low, 
  contact the triad to discuss the options. 
   
  Only when the PC commits a clear murder or acts 
  very rashly against the dwarf guards is direct action 
  required. Contact the triad in that case immediately. 
  Though warn the player before he commits the act. 
  Introduction 
  With the new year starting, and the endless rains finally 
  abating, the world turns bright and beautiful, and 
  today, you enjoy the pleasures of the Spring Market of 
  Mergal with some friends, admiring the handiwork of 
  master armourers, haggling over rare gems, testing the 
  edge and balance of dwarven made blades. All winter 
  long 
  the 
  dwarves 
  toiled 
  in 
  their 
  mines 
  deep 
  underground, and wrought wonders in their forges, and 
  now, they bring their creations out for sale. 
   
  Though jealous whispers say that they keep the 
  truly good stuff hidden away in their dark domains, you 
  see no evidence of that on this day, as you stare with 
  bated breath at the splendour around you. 
   
  Spring Cleaning 
   
  Page 3 
  
  At this point, allow the party to introduce themselves, do 
  some last minute shopping, and otherwise prepare 
  themselves for the adventure. They are free to visit stalls 
  and examine the wares (mostly weapons, armour and 
  jewellery, often of masterwork quality). If time is 
  pressing keep it short, otherwise feel free to elaborate. 
   
  When the party is done, continue with Encounter 1: 
  A Noisy Market. At this time the PCs have wandered 
  upon the Jewellers’ Bazaar, one of the many specialized 
  market squares in the above ground parts of town. 
   
  Encounter 1: A Noisy Market 
  Suddenly, the merry mood is disrupted by an cry of 
  outrage; “Where is she?! Speak up, you miserable 
  screebrain!! WHERE IS MY DAUGHTER!” 
   
  When the party goes to investigate (the crowd opens up 
  to give them clear view if they don’t go by themselves), 
  they see a tall, richly dressed and very angry grey elf 
  berating a befuddled dwarven jeweller whose temper is 
  rising very quickly as the elf continues his verbal abuse.  
   
  Letting his hand fall heavily on his axe, the dwarf 
  snarls “I told you before I don’t know! Are you deaf? 
  She left with you, you stupid treelover! Walking right 
  behind your ugly butt!” The elf hisses in anger, and his 
  hand, too, goes to his sword. In his other hand, a tiny 
  red spark glitters maliciously. In response, several more 
  dwarves draw closer, a menacing look on their faces. 
   
  If the party interrupts here, they can try to defuse the 
  situation. If they do not, the two antagonists exchange 
  several blistering insults, then draw weapons – but are 
  interrupted as two town guards appear and arrests them 
  both on the spot. They are taken into custody, and though 
  there is a large angry crowd, they mostly are of the 
  opinion that the despicable elf will get what he deserves 
  and justice will soon be dealt. Unless they somehow 
  involve themselves soon, the adventure is over for the 
  party. 
   
  When the party does interrupt, a DC20 Diplomacy 
  check will calm both the elf and the dwarf sufficiently 
  that they will explain what happened. Don’t forget to 
  give circumstance bonuses as appropriate to the players’ 
  actions. Calm Emotions and similar magic will also 
  deflate the argument, but will arouse protests from the 
  crowd, and accusations are raised when the guard arrives 
  after a few minutes. 
   
  The elf haughtily introduces himself as Lord 
  Heshyndaroh (and insists on being addressed as such), 
  and in a very condescending tone informs the party that 
  he, despite his better judgement, took his little daughter 
  (only 25 years old) on a trip to this country market, since 
  she so very much wished to see real dwarves. Of course, 
  he should have known better than to take her to such a 
  dangerous slum as this, but…. Then this filthy grit sucker 
  distracted him for a mere moment with his pathetic 
  baubles, and his dearly beloved daughter vanished, no 
  doubt kidnapped by these despicable mud crawlers. 
   
  The dwarf, fuming and steaming at this story all over 
  again, explains that Mr High and Mighty tried to lord it 
  all over them, trying to cheat honest workers by offering 
  prices for the beautiful jewellery his daughter fancied that 
  were downright insulting, then throwing a fit the kind 
  only a cloud-brained point-ear could manage when he 
  was rightfully refused. In the commotion, the child, 
  probably frightened by the self-styled “lord”, disappeared 
  into the crowd. 
   
  When the two guards arrives, if the party seems to 
  have the situation in hand, they will simply listen in, 
  trying to find out what went on. They will also pay very 
  close attention to any accusations bystanders may make 
  regarding the use of magic. Once the situation seems 
  clear, they question the PCs closely on their behaviour, 
  but, assuming the party did not use excessive force or 
  otherwise went out of line, will conclude the party acted 
  correctly. 
   
  Keep in mind that they, although experienced in 
  rabble-rousers, are also affected by the elf’s insulting 
  manner; they will be curt and brook no nonsense, 
  especially not from other elves. 
   
  • Lord Heshyndaroh, male grey elf Ari/Wiz 3/2: AL 
  LN. 
  • Master Taldor Ethyn, male dwarf Exp4:  AL LN. 
  • Pyrador and Starag, male dwarf Ftr1: AL LN. 
   
  Development 
  When it becomes obvious the dwarven trader is innocent, 
  Lord 
  Heshyndaroh 
  demands 
  a 
  search 
  party 
  is 
  immediately dispatched in order to rescue his daughter. 
  However, when the guard agrees to this, and begins to 
  put a party together, Lord Heshyndaroh flatly refuses to 
  have dwarves search for his dear child, she would take 
  such a fright as to… to… In short, he is quite 
  unreasonable and obnoxious. 
   
  Exasperated, the guard turns to the PCs (who 
  presumably include at least some non dwarves), and 
  requests they search for the child. If the party refuses, the 
  guard tries a few times to convince them, but if they keep 
  refusing, the guard will enlist other bystanders, and for 
  the PCs, the adventure is over. If they accept, they are 
  given a badge to show they are on official business (these 
  must be returned afterwards), and can freely do their 
  investigations. Lord Heshyndaroh is ordered to stay 
  where he is, so that his daughter, should she still be 
  around here somewhere, can find him. Although he very 
  vocally resents being ordered around, Lord Heshyndaroh 
  cannot help but admit the wisdom in this, and complies. 
   
  Spring Cleaning 
   
  Page 4 
  
  Encounter 2: The Search 
  When the party starts looking around for clues, they can 
  find the following information: 
  • 
  Myanidaja was lagging behind a bit when her 
  father stalked off, as she really wanted the 
  necklace she had admired so. 
  • 
  Lord Heshyndaroh had walked barely 20 yards 
  (through the crowd) when he noticed his 
  daughter was missing. 
  • 
  The dwarven jeweller, named Taldor Ethyn, was 
  too angry to pay any attention, simply fuming to 
  his colleagues. 
  • 
  Next to the booth is a small, dark alley. It looks 
  like a dead end, but in fact curves right, then 
  left, and finally joins another street. 
  • 
  A DC15 Tracking or DC20 Search check reveals 
  that a medium and a small person left through 
  the ally recently. The medium sized tracks 
  would fit a dwarf perfectly. 
  • 
  A DC15 Gather Information check let the PCs 
  learn that some of the bystanders remember 
  seeing a girl enter the alley with an elf. 
   
  It should not be hard for the party to put these clues 
  together, and conclude that Myanidaja was, indeed, 
  kidnapped. Should Lord Heshyndaroh overhear this, he 
  will be furious, and demand that the party go forth and 
  rescue his daughter immediately. He will then turn upon 
  the dwarven guards and berate them for their lack of 
  diligence. The two guards, by now quite fed up with the 
  whole situation, promptly arrest Lord Heshyndaroh for 
  disturbing the peace and insulting an officer on duty, 
  much to the approval of the dwarves in the crowd. If the 
  players wish to interfere, feel free to role-play it, time 
  permitting, in whatever way seems fit. 
   
  Following the tracks into the alley is not hard, but 
  does require a tracker. However, simply following the 
  alley will bring the party almost to the east gate, where 
  the guards will confirm that an olven woman, 
  accompanied by a little girl matching Myanidaj’s 
  description, left through the gate leas than 20 minutes 
  ago. 
   
  Outside, the track requires only a DC10 Survival or 
  Search check to follow, allowing even untrained people 
  to try and follow it. Note that following a trail means half 
  movement only, unless a –10 penalty to the roll is taken. 
  Note also that the tracks are still those of a dwarf, not of 
  an olven woman. 
   
  At this point, Rhannimusti wants his tracks to be 
  found. After all, the child has to testify that dwarves did 
  capture her. 
   
  Encounter 3: Out in the Forest 
   
  When the PCs are ready to go into the forest, read or 
  paraphrase: 
   
  You follow the tracks of your quarry into the 
  forested mountains for about half an hour. The 
  landscape is very rocky with pines and other evergreens 
  forming a heavy, dark forest. The forest teems with life, 
  with birds singing, squirrels rushing from one tree to 
  the next, and a sleepless hedgehog being noisy in the 
  bushes. If not for your urgent mission, you might have 
  been on a holiday. 
  Then suddenly, the peaceful morning is shattered by a 
  high-pitched scream, and the sound of little feet, 
  running as fast as they can!  
   
  Unfortunately for the party, wolves are also on the prowl. 
  Still lean and hungry from the cold winter, a group of 
  wolves has come down the mountains, and surprised a 
  tasty morsel: Yelistim Istribal, halfling merchant.  
   
  APL 2 (EL 3) 
  • Wolves (3): hp 13; See Monster Manual, page 183. 
   
  Tactics: The 3 wolves will focus on the weakest looking 
  party member, but of course can not recognize armour; 
  they’ll choose the gnome in platemail over the unarmored 
  human mage. Wolves hunt as a group, and will flank and 
  otherwise aid each other. They will not fight to the death 
  however; if a wolf looses over half its hitpoints it will 
  flee, and if this happens, there is a 50% chance the other 
  wolf will flee as well. Also, these wolves attack because 
  they are hungry; if the party does not attack but instead 
  throws them at least one ration each, the wolves will grab 
  those and run off. 
   
  Once the wolves are defeated, Yelistim Istribal climbs 
  down again, and thanks the PCs profusively for saving 
  his life. He explains that he was on his way to Mergal for 
  the Spring Market, hoping to do business. Yelistim is a 
  very talkative fellow and will gladly answer any 
  questions the PCs may have regarding Sunndi, Mergal, 
  trade and other general things, but he knows nothing 
  about Myanidaja.  
  In gratitude over his life however, he will gift the party a 
  potion of Cure Light Wounds, a scroll of Bless and a 
  scroll of Magic Missile (if the party can not use either 
  scroll, replace the useless scroll with a second copy of the 
  other scroll) that he was hoping to trade in Mergal. 
  Yelistim does not dare to go with the party, and the party 
  can not go with him, so eventually, the jovial halfling 
  will take his leave and continue on his way to Mergal. 
   
  • 
  Yelistim Istribal, Exp4 (merchant): 16hp, 
  Alignment NG. 
   
  Spring Cleaning 
   
  Page 5 
  
  Encounter 4: Into the Dark 
   
  Once Yelistim is on his way to Mergal again, the 
  party can continue to pursue their quarry, following the 
  tracks for another 10 minutes before reaching a black, 
  ominous looking cave.  
  If the party thinks to look, and has a tracker to do so, a 
  DC20 Tracking check reveals that a medium sized person 
  left the cave about 45 minutes ago. This time however, 
  Rhannimusti does not want to be found, so he took care 
  to cover his tracks. 
   
  The cave is actually a long abandoned mine, and a 
  low tunnel leads deep into the mountains. Any dwarf or 
  PC with Knowledge [Dungeoneering] can make a DC12 
  Spot check (dwarves have a +2 bonus on this check) to 
  realise that the cave is very instable, and might easily 
  collapse. Otherwise a DC 15 Spot check allows the PCs 
  to realize the same thing. 
   
  The floor is very uneven, with loose rocks and small 
  rubble all over the place, cracks in the walls and ceiling. 
  In most areas, the mine is stable enough to stand some 
  disturbance, and will not actually collapse. However, feel 
  free to run riot with descriptions of groaning rock, small 
  cracks appearing in the ceiling and the occasional small 
  falling rocks when a PC makes any noise above a 
  whisper once inside. 
   
  In one place however, some 50’ into the mine, the 
  tunnel is particularly instable, and unbeknown to him, 
  Rhannimusti put this natural death trap on edge with his 
  last passage. Anybody trying to enter the area now 
  without proper precautions will literally bring the roof 
  down. See Appendix 6: The Mine for a map. 
   
  Collapsing Mine Trap 
  The trap is mechanical, and goes off as soon as anything 
  heavier than 5kg enters the 4 squares marked Trap. 
  Anyone in the squares marked Trap or Rubble, has a 
  chance to be affected by the trap. 
   
  NB, should the party think of it, it is possible to 
  trigger the trap by shouting from a save distance. Spell 
  casting will also do the trick. In this case, give a suitably 
  frightening description as the tunnel collapses with a 
  thunderous roar, but the party will not suffer any actual 
  damage. They will, of course have to remove the rubble 
  afterwards in order to continue. This takes 10 minutes. 
   
  APL2: CR 1; Atk +10 melee (2d6, rocks); Search (DC 
  20); Disable Device (DC 20). 
   
  Development 
  If the party successfully disables the trap, they can simply 
  walk on. If they set it off, the survivors need about 10 
  minutes to clear the rubble away before they can 
  continue. 
   
  Encounter 5: It’s alive! 
  Beyond the collapsing area lies what remains of the 
  abandoned mine: a small maze of tunnels abandoned long 
  ago. Since the mine is so unstable, few creatures dare to 
  live here, and those that did invariable met an untimely 
  end. Only the occasional solitary rat treads here with 
  impunity, and rarely for long. 
  Especially since there is another danger within these 
  tunnels… 
  A gray ooze hatched here some time ago, and by now has 
  eaten about every enterprising rodent the mines once 
  held. 
  Rhannimusti is quite unaware of the critter, but the ooze 
  did detect him –and is now slowly oozing towards 
  Myanidaja. Since the ooze is easily as wide as the tunnel, 
  the party will have to fight it in order to rescue the young 
  elven girl. The noise of combat will cause the tunnels to 
  moan and groan ominously, and large cracks will appear 
  in the ceiling and walls, but no actual cave-in will occur. 
   
  APL 2 (EL 4) 
  • Grey Ooze: hp 31; See Monster Manual, page 202. 
   
  Encounter 6: To the Rescue 
   
  At the end of a collapsed tunnel, Myanidaja lies 
  bound and gagged in a dark corner. Filthy, terrified and 
  in shock, she is physically unharmed, but will scream 
  loudly when the gag is removed. Immediately, the stones 
  will start groaning, and small pebbles start to fall. If the 
  party doesn’t interfere quickly, the roof will start to 
  collapse altogether. Luckily, the moment Myanidaja is 
  silenced, the roof subsides, with only the occasional 
  pebble clattering down… 
   
  A DC20 Diplomacy check will calm down 
  Myanidaja sufficiently that she won’t scream, but it 
  should be obvious she should be brought outside as 
  quickly as possible. Despite the fact that the ceiling and 
  walls now look like a fractured egg, nothing unpleasant 
  happens on the way out (unless the party is really stupid). 
   
  Questioning Myanidaja 
  Once outside, the party can take their time calming 
  Myanidaja down, and getting her story. In-between many 
  tears and fearful shivering, she tells that her mommy had 
  come to fetch her, which made her very happy, but once 
  out in the forest, mommy suddenly changed into a 
  hideous bearded monster, a dwarf, but so ugly!! When 
  she screamed, the hideous dwarf bound and gagged her, 
  and took her into the darkness. There he left her to fetch 
  his friends, and she would be a slave and forced to work 
  in the mines forever and ever. And then he had left her 
  and there had been nobody there… 
   
  Keep in mind that Myanidaja is barely 25 years old, 
  in human years the equivalent of a 7-year old girl. She 
  Spring Cleaning 
   
  Page 6 
  
  has had a terrifying experience, and tells her story in bits 
  and pieces, hopping randomly around the events and 
  often getting distracted (especially when she comes to a 
  scarier part) by something the party does or has (say, a 
  dog companion or a shiny trinket).  
   
  For the curious, the olven woman did not actually 
  look like Myanidaja’s mother, but was beautiful, friendly 
  and motherly, -and when Myanidaja gave indication of 
  her line of thought the bard quickly picked up on it and 
  played the part. By now, Myanidaja is convinced she saw 
  her real mother, though careful questioning may tell 
  otherwise. The information is of no real importance to the 
  story though, save that it may puzzle suspicious PCs. 
   
  It should however be very clear the olven woman 
  was neither Myanidaja’s mother nor even an olf; she was 
  a dwarf in disguise, evil and vicious, and intent on 
  making Myanidaja a slave. 
   
  Probably the party is suspicious about this story from 
  the start, but right now, they cannot find any more details. 
  Myanidaja doesn’t know any better and just wants to go 
  back to daddy, and any attempt to enter the cave swiftly 
  starts a final collapse (no true risk to the PCs unless they 
  are idiotic enough to stay inside, just a very clear Stay 
  Out message). Eventually, the party will return to Mergal, 
  in order to return Myanidaja to her father. However, all is 
  not well in town. 
   
  Note 
  If they search, the party can still find the earlier 
  mentioned tracks (DC20), which seem to lead in the 
  direction of town by a different road, but then get lost on 
  a large slab of featureless stone. 
   
  Encounter 7: Save Return 
  When the party comes back, they find chaos. They have 
  been away for at least 2 hours, and in that time, 
  Rhannimusti came back, and met up with his sister and 
  his lover. Together they did their best to spread mayhem 
  and havoc through town, further inciting an already 
  inflammable situation with spells and songs. Fights have 
  broken out in several places, but the biggest commotion 
  is near the south gate, where lots of screaming and 
  arguing can be heard. 
   
  First however, the party has to return Myanidaja to 
  her father; a murderous mob is no place to take an 
  already terrified child.  
   
  There are 2 options: either the PCs left Lord 
  Hesyndaroh at the Jewellers’ Bazaar or he was arrested to 
  cool down in jail. If he is at the jail, start at “A child into 
  prison”. If he still is at the Jewellers’ Bazaar, start at “A 
  child into a mob”. 
   
  A child into prison 
  When you arrive in town, at first you want to go to the 
  Jewellers’ Bazaar to reunite the kidnapped child with 
  her father. You then realize though that Lord 
  Hesyndaroh had been arrested just before you left on 
  your search for the child. Asking one of the guards at 
  the city gate for directions proved more troublesome 
  then you expected. The guards were rather tense and 
  brisk as if they were expecting trouble. After having 
  asked their questions though, the guards gave you 
  simple directions towards the guard station. 
   
  While walking through the streets you soon realize 
  why the guards where so edgy. Even the least sensitive 
  amongst you feels an undercurrent of distrust and 
  aggression. To the south you hear the noises of what 
  appears to be an angry crowd. The route to the Guard 
  Station takes you in another direction though. 
   
  If the PCs show more interest in the noises, let them 
  proceed in that direction. Go to Encounter 8: Riot first 
  before turning back to this encounter. They will have a 
  small child with them in that case and keeping her save 
  might be troublesome. Especially since the three would 
  see an opportunity in killing the child or using her as a 
  hostage. 
   
  If the PCs proceed to the guard station, read out or 
  paraphrase the following: 
   
  For now you have more pressing business then 
  investigating some unknown sounds, so you take a turn 
  to the right towards the Guard Station. It takes only 5 
  minutes walking and you quickly realize that even the 
  Guard Station looks like it is not used much throughout 
  the year. It is a simple squat building with small barred 
  windows, and had it not been made out of stone, you 
  would never have guessed it to be a Guard Station. It 
  looks even more depressingly dull then the rest of the 
  buildings in this town. Dwarves being dwarves though, 
  even their minor buildings are sturdy and the real 
  barracks are probably located at the Underdark Gate.  
   
  When you approach the building, you realize there 
  is not nearly as much activity as you might expect at a 
  guard post. The door is made out of solid oak wood and 
  strengthened with black iron bands. A large iron 
  knocker in the form of a miniature hammer on an anvil 
  can be seen. From behind the door you can hear loud 
  noises, though it is difficult to determine the origin of 
  the sounds. 
   
  When the characters knock on the door, a small window 
  in the door will be opened, which is of course located on 
  dwarven height. A grim red haired dwarf is standing 
  behind the door, demanding that the PCs state their 
  business. Immediately when the window is opened the 
  PCs can hear muffled cursing and screaming coming 
  from somewhere in the back of the building. It shouldn’t 
  be difficult for the PCs to determine the voice belongs to 
  Lord Heshyndaroh, who is complaining loudly. 
  Spring Cleaning 
   
  Page 7 
  
   
  The dwarf guard behind the door was not at the 
  Jewellers’ Bazaar when the racket started, so he does not 
  recognize the PCs. When the PCs tell him they have Lord 
  Heshyndaroh’s child with them, he is visibly relieved. He 
  asks the PCs to enter, where he will bring them to a 
  Spartan room with in it one large oaken table and wooden 
  benches around it. He will then disappear through a door 
  at the back and a few seconds later he appears with Lord 
  Hesyndaroh. 
   
  When Lord Heshyndaroh sees his daughter, the PCs 
  can for a moment see something of the kinder side of the 
  elf. The moment passes quickly after he has checked 
  whether his child is ok and realizes his daughter reacts 
  rather scared towards the dwarf guard. Towards the PCs 
  he will politely show his gratitude, and then he wants to 
  know where the PCs found his child and under what 
  circumstances.  If the PCs tell him that apparently a 
  dwarf kidnapped his daughter, he will start to rant against 
  the guard even more. 
   
  At that moment something snaps in the guard, who 
  in a dangerously cool tone remind the lord that if he does 
  not stop making a sound quickly, he will be gagged and 
  thrown out of town and that the guards do not care if they 
  do it right in front of his daughter. For a moment it looks 
  like that Lord Heshyndaroh want to say something, but 
  then decides not to. Once again he thanks the PCs, curtly 
  orders the guards to heal any wounded PCs at his 
  expense, and then, under pressure of the guards, decides 
  it best to leave town. 
   
  If the PCs require healing they receive it, then they 
  are thanked by the relieved guards and escorted outside. 
  Proceed with Encounter 8: Riot. 
   
  A child into a mob 
  When you arrive in town, you immediately walk towards 
  the Jewellers’ Bazaar where you hope to find Lord 
  Heshyndaroh. While walking through the streets you 
  soon realize there is an undercurrent of distrust and 
  aggression among the people in town. Soon you hear to 
  the south the noises of what appears to be an angry 
  crowd. The Jewellers’ Bazaar is to the right though. 
   
  If the PCs show more interest in the noises, let them 
  proceed in that direction. Go to Encounter 8: Riot first 
  before turning back to this encounter. They will have a 
  small child with them in that case and keeping her save 
  might be troublesome. Especially since the three would 
  see an opportunity in killing the child or using her as a 
  hostage. 
   
  If the PCs proceed to the Jewellers’ Bazaar, read out 
  or paraphrase the following: 
  For now you have more pressing business then 
  investigating the sounds to the south, so you chose to go 
  towards the Jewellers’ Bazaar instead. It is not far and 
  soon you walk onto the square that you will not forget 
  anytime soon. There, a rather strange sight greets you. 
  Apparently the market day has ended, since most of the 
  stands are empty. Instead you see several angry dwarves 
  fighting with a lone elf, which you recognize as Lord 
  Heshyndaroh, backed against a wall. Three dwarves are 
  down, but it is obvious that Lord Heshyndaroh will lose 
  soon. 
   
  The party will have to convince the dwarves to leave 
  Heshyndaroh alone, at least long enough for him and his 
  daughter to leave town and go home. A single DC20 
  Diplomacy check of or at least three DC 15 checks will 
  do this (turning a group from hostile to unfriendly). This 
  already includes the bonus for having Myanidaja along; 
  both parties will calm down somewhat at the sight of the 
  mistreated, frightened and now bitterly crying child. 
  Grudgingly, the dwarves will let the two elves leave 
  when it becomes clear none of the three dwarves on the 
  ground are dead and if the elves promise never to return. 
  Questioning people about what happened, it becomes 
  clear that the dwarves started the fight, but only after the 
  elf had insulted them for the umpteenth time. 
   
  During 
  these 
  conversations 
  of 
  course, 
  Lord 
  Heshyndaroh will thank the PCs politely and he will try 
  to learn what happened. A decent conversation with all 
  the angry dwur around though proofs to be very difficult 
  if not downright impossible. Lord Heshyndaroh will 
  however pay a cleric of Moradin standing in the crowd to 
  heal any wounded PCs. 
   
  Instead of using a diplomatic approach, the PCs can 
  always opt for a more violent approach.  
   
  • Dwarves, male/female, Exp1 (6): AL LN. 
   
  Development 
  During this encounter the PCs run the risk of breaking the 
  law, and such is treated very seriously among the lawful 
  dwarves of Glorvardum. Since in this case the dwarves 
  are guilty as well, it is unlikely the PCs will be charged as 
  long as they do not kill anybody. If somebody gets killed 
  though, they better make sure they never enter 
  Glorvardum again and leave as quickly as possible. Note 
  this down on their AR! If they remain behind, they will 
  be put on trial. Contact the Sunndi Triad for further 
  instructions. 
   
  Encounter 8: Riot 
  Near the south gate meanwhile, Rhannimusti and friends 
  are enjoying themselves immensely as they try their very 
  best to rouse a mob to go and help the poor defenceless 
  olfen father in the Jewellers’ Bazaar or in the cell. 
  They’re doing a good job, and by the time the party 
  arrives in town, the mob is ready to charge a dragon to 
  “rescue the noble elf”. 
  Spring Cleaning 
   
  Page 8 
  
   
  By the time the PCs have delivered the child to her 
  father, or when they come to investigate the noise, they 
  will see a mob coming into their direction. The mob is 
  looking for blood, and will soon get into a violent 
  confrontation with the guard. At the time they will be 
  screaming loudly about releasing the imprisoned elf and 
  similar things.  
   
  If the PCs ignore the mob, the mob will ignore them. 
  Talking with members of the mob, or trying to calm them 
  down is certainly possible. The problem is that 
  Rhannimusti and company are among the mob. 
  Rhannimusti, in the disguise of an elf, will be the most 
  venomously opposed to any peace offering by the PCs. It 
  should be clear to the PCs that he is the one who created 
  the mob.  
   
  While Rhannimusti is arguing with the PCs, his 
  friends will use that opportunity to buff themselves. 
  Allow the PCs a DC15 Spot check to note the spell 
  casting. If the PCs do not use any force at all, and let the 
  mob continue this adventure is over. Rhannimusti is not 
  about to risk his skin in an unnecessary fight. At the first 
  sign of any force on the PC’s side though, he will open 
  the attack, hoping to gain initiative. If the PCs did not 
  react to the spell casting, roll Rhannimusti’s bluff against 
  the PCs sense motive modified by their base attack scores 
  as a surprise check. 
   
  If the fight starts right in the middle of the mob, 
  these people form a big hindrance. In this case, the mob 
  blocks the party partially from their target in the first 
  round (and the first round only); normal movement, line 
  of sight etc, but charging in is not possible, and ranged 
  attacks suffer a –4 penalty to avoid hitting the crowd 
  (note that the bad guys will also avoid hitting the mob; 
  they are not about to direct the mob’s anger at 
  themselves!) 
   
  Either way, at this point, it is time to roll initiative. 
  Once the fighting starts, the mob of course clears the area 
  quickly, having no desire to be killed in a real battle. 
   
  APL 2 (EL 4) 
  • Tesin, female human Ftr1: hp 12; See Appendix 1. 
  • Nahsiroma, Female human Wiz1 (Evo): hp 5; See 
  Appendix 1. 
  • Rhannimusti, male human Brd3: hp 10; See 
  Appendix 1. 
   
  DM’s Note: None of the 3 bad guys has anything to link 
  them with Wastri, his faith, or any other organization. 
  However, Rhannimusti carries a bag with 200 shiny new 
  gold coins in it. Be sure to mention this to the players. 
   
  Conclusion 
  When the party defeats Rhannimusti and his friends, they 
  have a few minutes to gather their bearings and search 
  the bodies before the guard arrives to put down yet 
  another fight. Their first plan is to arrest everybody 
  involved, however if the party shows their badges the 
  dwur will listen to an explanation, both from the party 
  and from other witnesses. Although most witnesses will 
  not know what really went on, they will testify that 
  Rhannimusti and his gang started the fight, and that he 
  looked like an elf at the time but obviously is a human 
  now. The party will be asked to come along to the guard 
  house all the same for further questioning. There, the 
  dwarves will piece the evidence together of what 
  happened today, and, assuming the party did not harm 
  innocent bystanders or otherwise broke the law, the party 
  will be congratulated and thanked. 
  All belongings of the 3 villains will be confiscated to pay 
  for the damage done this day, but the party is rewarded 
  with a handsome amount of gold 475gp each. If a PC did 
  break the law somehow, he will also be suitably fined or 
  otherwise punished. See “Breaking the Law” at the 
  beginning of this adventure. The PCs are then asked to 
  turn in their badges again and released.  
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the experience 
  award accordingly. Then assign the discretionary role-
  playing experience award. The role-playing award should 
  be given for consistent character portrayal and 
  contribution to the fun of the game. You can award 
  different role-playing amounts to different characters. 
  Award the total value (objectives + role-playing) to each 
  character 
   
  Encounter 1 [A Noisy Market]: 
  Keeping the peace 
   
  APL 2  
  30 XP 
   
  Encounter 3 [Into the Forest]: 
  Surviving the wolves 
   
  APL 2 
  90 XP 
   
  Encounter 4 [Into the Dark]:  
  Bypassing or disabling the rockslide trap: 
   
  APL 2  
  30 XP 
   
  Encounter 6 [It’s Alive!]:  
  Defeating the gray ooze: 
   
  APL 2  
  90 XP 
   
  Encounter 8 [Riot]:  
  Defeating the bad guys 
   
  APL 2  
  120 XP 
  Spring Cleaning 
   
  Page 9 
  
   
  Discretionary Role-playing Award 
   
  APL 2  
  90 XP 
   
  Total Possible Experience 
   
   
  APL 2  
  450 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes.  Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyse dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this 
  is a Meta-regional scenario, characters from Meta-region 5 
  may spend additional Time Units to practice professions or 
  create items immediately after the adventure so this total 
  may be modified by other circumstances. 
   
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, Jewellery, 
  and other valuables; M = Magic Items. 
   
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player character 
  is able to take from this module is linked to the APL at 
  which the module is played. These totals are: 
   
  APL 2:  475gp 
   
  Spring Cleaning 
   
  Page 10 
  
  Appendix 1: The Good, the Bad, and the Ugly 
   
  The Good 
  Myanidaja, grey olven girl, age 25 (app. 6-7 
  years in human age). Merry, trusting and 
  friendly, out among non-olves for the first time 
  in years, she will naturally turn to olven 
  characters first, but will readily accept anyone 
  who treats her friendly. 
   
  The Ugly 
  Lord Heshyndaroh, grey olven of noble birth, 
  and therefore naturally superior to anyone 
  except possibly another noble grey olven. 
  A snob to the bone who will take no cheek 
  from lesser beings. Note that although he is of 
  noble 
  birth 
  and 
  quite 
  wealthy, 
  Lord 
  Heshyndaroh does not actually hold any rank 
  or authority outside his estate. This chafes him 
  no end, but is unlikely to ever change. 
   
  The Bad 
  Rhannimusti and his gang. Greedy, selfish and 
  uncaring, they plan to have the time of their 
  life today, and with luck for several days after. 
  They would have taken this assignment for the 
  sheer fun of it, but of course only an idiot turns 
  down money. 
   
  NB: Nashiroma strongly sympathises with 
  the Wastrian cult, and will go after half-euroz 
  first. 
   
  Tesin, Female Oeridian Ftr1: CR 1; 
  Medium-sized 
  humanoid 
  (human); 
  HD 
  1d10+2; hp 12; Init +1; Spd 20 ft.; AC 17, 
  (touch 11, flat-footed 16) [+1 Dex, +7 
  Armour]; Base Atk +1; Grp +4; Atk +6 melee 
  (2d6+4/19-20/x2, masterwork greatsword), or 
  +4 melee (1d4+3/19-20/x2, dagger), or +3 
  ranged 
  (1d8/x3, 
  masterwork 
  composite 
  longbow); Full Attack +6 melee (2d6+4/19-
  20/x2, masterwork greatsword), or +5 melee 
  (1d4+3/19-20/x2, dagger), or +4 ranged 
  (1d8/x3, masterwork composite longbow); AL 
  NE; SV Fort +4, Ref +1, Will +0; Str 16, Dex 
  13, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +7, Intimidate +4, 
  Jump +7; Cleave, Power Attack, Weapon 
  Focus [Greatsword]. 
   
  Possessions: 
  masterwork 
  greatsword, 
  masterwork 
  composite 
  longbow, 
  dagger, 
  banded mail. 
   
  Nahsiroma, Female Oeridian Wiz2 (Evo): 
  CR 2; Medium-sized humanoid (human); HD 
  1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12 (touch 
  12, flat-footed 10) [+2 Dex]; Base Atk +0; Grp 
  –1; 
  Atk: 
  +0 
  melee 
  (1d6-1/19-20/x2, 
  quarterstaff) or +4 ranged (1d8/19-20/x2, 
  masterwork light crossbow); Full Atk +0 
  melee (1d6-1/19-20/x2, quarterstaff) or +4 
  ranged 
  (1d8/19-20/x2, 
  masterwork 
  light 
  crossbow); AL NE; SV Fort +1, Ref +2, Will 
  +3; Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 
  8. 
   
  Skills and Feats: Concentration +9, 
  Knowledge [Arcana] +9, Knowledge [The 
  Planes +9], Spellcraft +9, Tumble +4; 
  Improved Initiative, Scribe Scroll, Skill Focus 
  oncentration].  
  [C 
  Spells Prepared (5/4; base DC = 14 + 
  spell level): 0 – daze (x2), detect poison, flare, 
  message; 1st - burning hands, color spray 
  (x2), 
  magic 
  missile. 
  Banned 
  Schools: 
  Conjuration, Necromancy. 
   
  Possessions: Potion of Mage Armor, 
  Quarterstaff, masterwork light crossbow, 20 
  bolts. 
   
  Rhannimusti, Male Oeridian Brd2: CR 2; 
  Medium-sized humanoid (human); HD 2d6; hp 
  10; Init +6; Spd 30 ft.; AC 17 (touch 12, flat-
  footed 15) [[+2 Dex, +4 Armour, +1 Shield]]; 
  Base Atk +2; Grp +2; Atk +3 melee (1d6/18-
  20, masterwork rapier) or +5 ranged (1d8/19-
  20/x2, masterwork light crossbow); Full Atk 
  +3 melee (1d6/18-20, masterwork rapier) or +5 
  ranged 
  (1d8/19-20/x2, 
  masterwork 
  light 
  crossbow); AL NE; SV Fort +2 Ref +5 Will 
  +3; Str 10, Dex 14, Con 10, Int 12, Wis 10, 
  Cha 16. 
   
  Skills and Feats: Bluff +9, Diplomacy +9, 
  Disguise +9, Gather Information +9, Hide +8, 
  Move Silently +8, Perform [oratory] +11, 
  Tumble 
  +8; 
  Greater 
  Spell 
  Focus 
  [Enchantment], Improved Initiative, Spell 
  Focus [Enchantment].  
   
  Spells Known (3/2; base DC 13 + spell 
  level): 0 - DazeΨ, Flare, Lullaby, Mage Hand, 
  Prestidigitation, Read Magic; 1st - Charm 
  PersonΨ, Disguise Self, SleepΨ. 
  Ψ 
  Because 
  of 
  Greater 
  Spell 
  Focus 
  [Enchantment], the base DC against these 
  spells is 15 + spell level. 
   
  Possessions: 
  chain 
  shirt, 
  masterwork 
  buckler, masterwork rapier, masterwork light 
  crossbow, 20 bolts, masterwork lute, bag with 
  200 gp. 
  Spring Cleaning 
   
  Page 11 
  
   Appendix 2: The abandoned mine 
  1 square is 5 feet. 
   
  Spring Cleaning 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/593/Intro mods/Spring Cleaning Intro.pdf