TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  SHL4-Intro3 
   
   
   
   
   
   
   
  Bad Influences 
   
  A One-Round D&D LIVING GREYHAWK®  
  Shieldlands Regional Adventure 
  Version 1.0 
   
  Round 1 
   
  by Greg Amendola 
   
   
  A large number of children have gone missing in recent weeks, most of them from Gensal.  Frantic 
  parents are looking for help…   Will you step forward and undertake the task of finding the children and 
  the mystery behind their disappearance?   A Living Greyhawk adventure for level one characters only.    
   
    
  
  Bad Influences 
   
  Page 2 
  Introduction 
   
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  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 three 
  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.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant 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. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  
  Bad Influences 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only half 
  of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
   
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set 
  in the Shieldlands.  Characters native to the 
  Shieldlands pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventure Background 
  There is a history of children who have gone 
  missing over the many years of the war against Iuz 
  and his minions.  Some fled in light of certain 
  invasion, while others wandered out too far in 
  search of fun or adventure, and were then 
  captured by an enemy patrol. 
   
  Today, with settlers moving to Gensal, children 
  roam the streets unchecked.  For children without 
  a home, an orphanage is where many rest their 
  weary heads and can find a warm meal during the 
  day.   While those enrolled in the orphanage are 
  given tasks and studies to follow, the children of 
  the commoners of Gensal are often causing much 
  mischief for the city guard, and patrons alike.  
  Much of the petty crime in Gensal is due in part to 
  the older children whom often form small gangs for 
  protection. These gangs also act as families for 
  many orphans and runaways looking for others of 
  their kind.    
   
  Children without a family, are treated lower 
  than commoners, who get very little respect from 
  anyone.   It is known that children are a large part 
  of the crime that takes place behind closed doors 
  and in the dark alleyways.   It is not an uncommon 
  sight to see a city guard drag a youth off to the city 
  jail; in fact, there seem to be a growing number of 
  them there every day… 
  
  Bad Influences 
   
  Page 4 
  Adventure Summary  
  The adventure starts out in the streets of Gensal in 
  the morning.   Alarming screams can be heard 
  from the tents just outside Gensal where a woman 
  wails about her missing son.  The screams die 
  down as she is comforted by other parents of 
  missing children from tent town who come to her 
  aid.  Cassandra Hordstone relied heavily on her 
  son Arden for everything as they only had each 
  other through these past few years.   Arden’s 
  father was a soldier in the army of the Shieldlands, 
  killed in battle at Southkeep some years ago  The 
  PCs will begin by asking Cassandra some 
  questions whereby she will ask them to take on the 
  task of locating and bringing back young Arden.  
   
  While in Gensal, the party will gather more 
  information on other missing children, including 
  how they disappeared, about how many and how 
  often. 
   
  A sentry in the army and current knight 
  commander named Brinion Tudemet (a Knight of 
  Holy Shielding), tells the PC’s they can find out 
  more about the missing children of Gensal by 
  visiting the city jail.   While they get information on 
  the gangs the children form, very little is known for 
  certain of the circumstances that surround the 
  disappearance of young Arden Hordstone. 
   
  With that information in hand, they are told to 
  look elsewhere as the guards have work to do.   
  On the way out of the city jail, several youths are 
  brought in for questioning.   As the party leaves, 
  they pick up on a conversation about the Dirt 
  Dwellers gang which operates out of an old run 
  down building near the edge of Gensal where the 
  storm waters run out of town.  They speak of the 
  recruiting of other kids and young adults into the 
  gang, telling them about the rewards and freedoms 
  they will receive.   After being ushered out, the PCs 
  will make their way over towards the location that 
  was given away to the city guard. 
   
  The PCs locate the run down building but the 
  city watch has also just arrived.    Both groups 
  enter the Dirt Dwellers lair near the sewers of 
  Gensal.   Once in the lair, they discover some of 
  the gang in what appears to be a collapsing 
  greeting chamber.  The city guard will attempt to 
  arrest everyone in the room, but several slip past 
  and wander into the PCs.   After the city guard 
  clears the room, the party will notice a hidden door 
  in the corner of the second room and ask to stay 
  behind to investigate further.    At this point the city 
  guard will exit as they have more gang members 
  to interrogate and can spend no more time on this 
  matter.   
   
  The PC’s enter a hallway with arrow slits, 
  several traps, and a locked door ahead.  Entering 
  what appears as the main living quarters of the 
  leader of the gang, they notice several kids about 
  rush out of the room and through a hidden 
  passage. They pass through the hidden passage 
  and into a lower holding room, where they 
  encounter the gang leader and his closest friends 
  discussing the recent visit by the City Guard. 
   
  After defeating the gang leader, the PC’s 
  escort the missing children back including Arden, 
  and release them to their parents who eagerly 
  await their return to Tent Town. 
   
  Introduction: 
  A faint sound can be heard from a distance.  
  As you awaken and your senses begin to 
  sharpen, you wander outside your quarters to 
  see what it is you hear. As you emerge, the 
  sound becomes more familiar to those you 
  have heard before, sometimes even in your 
  sleep.  Screams!   Coming from nearby!  
   
  Encounter One 
  The party members will most likely rush to the 
  scene to satisfy their curiosity or to determine what 
  is going on or how to help.  Once they arrive, each 
  will likely try to find the source of the screaming.  
  At this time let the PC’s introduce themselves.   
  Near the edge of Gensal, they find a group of 
  people (approx 5-10) surrounding a woman who is 
  on her knees being comforted by another woman.  
  The PC’s will then hear the following: 
   
   
  “Where can he be, my Arden is gone!  
  Oh…where can he be…why, why now?!  Who 
  will find him….please someone must help 
  me…please!  Please find him, oh I need him 
  back home in my arms...”  
   
  The PC’s will approach the woman to see if they 
  can find out more about Arden.   They will get the 
  following information: 
   
  � Her name is Cassandra Hordstone, her 
  only son is Arden 
  � Arden is 14 years of age, and has brown 
  hair with green eyes. 
  � They moved into Gensal shortly after it 
  became available for re-settlement.. 
  � She doesn’t know why he is gone, he’s 
  always been well-minded, following all her 
  requests and instructions. 
  � He hangs out a lot with other kids his age, 
  and has been seen playing some sort of 
  game near the outer walls of Gensal. 
  
  Bad Influences 
   
  Page 5 
  At this point she asks each of the PC’s to look for 
  her missing son, she has little or no money to give 
  them, ask each how they respond. 
   
  After they have had their chance to speak with 
  Cassandra, she will be ushered back into her tent 
  by her closest of friends.   At this point the PC’s 
  can speak with commoners of Gensal.  Players 
  may use Gather Information or Knowledge: Iuz 
  Metaregion, and they will learn the following: 
   
  Common: 
  � There are fewer guards on watch at night, 
  and the tents have few protections from 
  danger.   Anything could happen and go 
  pretty much un-noticed in the darkest of 
  nights. 
  � Gensal has recently lost a number of 
  children. Some just plain vanish, others 
  have been seen but not heard from, nor do 
  they return home to their parents. 
  � Soldiers in the Army are treated no better 
  than thieves. 
   
  DC10: 
  � Theft has been running rampant in Gensal 
  or some time now.  Especially to new-
  comers. 
  � The guards have hauled off several youths 
  recently, presumably to the city jail.   
  � Arden was a good kid, most would say.  
  He helped his mother in every way, and 
  often helped strangers too. 
   
  Encounter Two 
  Shortly after the PC’s gather new knowledge of the 
  recent happenings in Gensal, have them make a 
  Spot Check (DC10), to see the City Watch 
  escorting three youths back into Gensal.  Should 
  they fail to notice, have them perform a Listen 
  Check (DC 10), as the Commander commends his 
  troops at the city gate for capturing the wanted 
  vagrants. 
   
  “Ahh, great job.  I’m very pleased to see we 
  have caught those at fault for the break-in at 
  the slaughter house last night.   Bring them in 
  for questioning immediately!  Did you find the 
  missing merchandise and goods?”   
  Guard’s response: “Only a few scraps sir, they 
  must be hiding the rest elsewhere as we 
  searched their quarters,”.   
  Commander of the Night Watch: ”So be it. Lock 
  them away and then interrogate each one and 
  squeeze 
  them 
  for 
  information…I 
  want 
  answers!” 
   
  The PC’s can approach and talk briefly with the 
  Commander of the Night Watch as he comes off 
  his shift.   Role-play accordingly.  He is very 
  humble, honorable servant of the Army.  
   
  The 
  PC’s 
  can 
  make 
  the following check: 
  Knowledge Local: IUZ Metaregion (DC10) to 
  determine that the Night Watch Commander is 
  Brinion Tudemet.  If anyone is a member in the 
  Standing Army of the Shieldlands, they will know of 
  him, no check needed.  If anyone approaches 
  have them roll Diplomacy (DC10), just to speak to 
  the commander.  If they role less than the DC he 
  will ask that they go about their business and 
  report any questionable actions to the city guard 
  right away. 
   
  DC 10: 
  � He is Brinion Tudemet, a well trained 
  fighter originally from Torkeep. 
  � He has been Commander of the Night 
  Watch for the past few months and has 
  grown weary of pathfinders and outsiders. 
   He indicates that both groups cause a lot 
  of needless crimes in, and outside of 
  Gensal.  Everything from bar brawls, theft, 
  and sometimes murder.  All of which seem 
  to be on the rise as of late. 
  � If questioned about missing children or 
  those that were just arrested, he says to 
  go to the city jail to find out more.  They 
  have documents and writs posted that will 
  answer a lot of their questions. 
   
  If pressed for more information, he will summarily 
  blow them off and firmly say he needs to attend to 
  his duties: 
   
  “Enough with the questions, I have my duties 
  to attend to!   Keep clear of trouble, I don’t 
  want to see any of your faces on the wall in my 
  office.” 
   
  Read the following: 
   
  While on the way to the City Jail, you pass a 
  narrow alley where several dark figures move 
  amongst the shadows.  Soft whispers can be 
  heard:   
   
  “…and we managed to get the key…” 
  “…but what will we tell Gorsh…?” 
  
  Bad Influences 
   
  Page 6 
  “they 
  had 
  no 
  idea 
  we 
  were 
  even 
  there…laughter” 
   
  …then the figures disappear from sight as they 
  round the corner of a building. 
   
  APL 2, EL 3 
  Greython: CN, Human, Rogue 2, (See Appendix) 
   
  Hirdkirk:  CN, Human, Rogue 1, (See Appendix) 
   
  Development: The two rouges have recently 
  finished a night of gathering important information 
  for their leader and do not want to be disturbed.   
  As the party approaches, they will go into hiding, 
  roll their hide checks, and give the PC’s a Spot 
  Check.   If the party closes into their ranks, they 
  will do a fighting retreat so they can deliver their 
  information.      
   
  Tactics:  The Rouges will fire from range with their 
  crossbows and then wait in hiding if the party 
  approaches.   They will flank the more powerful 
  fighter-type in the party first and then attempt to 
  fight and flee.   If they are defeated, these two do 
  not appear in the final battle in the Dirt Dwellers 
  underground hold.    
   
  If the PC’s choose to pursue the shadowy figures, 
  they should lose them in the back alleyways of 
  Gensal.  All spot/track checks are useless as the 
  area is reasonably well-traveled each day by local 
  folk.  If they are damaged or killed in this battle, 
  remove them from the final battle. 
   
  Encounter Three 
  As you approach the City Jail, you are greeted 
  by two guards at the doors.  “Who goes there, 
  what business have you at the City Jail?”   
   
  Let the PC’s respond.  They must submit all 
  names and a reason for entering before the guard 
  will let them pass.    
   
  Reasons they will accept: 
  � Reporting a crime 
  � Report information on a crime 
  � Assist in solving a crime 
  � Sent here by instructions of the Night 
  Watch Commander 
  � Would like to turn themselves in for a 
  crime… 
  � OR…Looking 
  for 
  information 
  on 
  a 
  prisoner. 
  “Alright then, move along.  Be sure to sign in 
  at the clerk’s desk with your name, rank if you 
  have one, and state your business here.” 
   
  The heavy double doors open into a small greeting 
  chamber with two benches along the walls and a 
  large desk ahead of you.  On the walls you notice 
  drawings of fellow Shieldlanders wanted for crimes 
  of all natures.   Have the PC’s make a spot check 
  (DC10).  If successful they notice the three 
  following writs buried under many more recent 
  postings: 
   
  Wanted by the Council: Colin of Longspear 
  Wanted by the Council: Kalden 
  Wanted for Murder: Gorsheval The Quick 
   
  A guard walks through the door behind the desk 
  and pulls a ledger out… 
   
   
  “Write yer names here, rank (scans group with 
  disgust), and business here.   If you cannot 
  write, have someone else write it for ya”    
   
  The guard then spits into a bucket at the side of 
  the desk (act out).  
   
  As the PC’s begin to explain the purpose for being 
  here, they here a loud scream from just behind the 
  door 
   
  “Don’t mind that, just a little interrogation 
  technique we like to call spill yer guts or else.  
  Would you like to see how we handle vagrants 
  and thieves around here?” 
   
  The PC’s have a choice, they can stay in the lobby 
  or enter the interrogation room to watch and listen 
  to an interrogation. 
   
  If they decide to stay, have them make a Listen 
  Check (DC10) to hear what is said in the 
  interrogation room.  If they enter, no Listen check 
  will be required.  Allow the PC’s to make a Spot 
  Check (DC10) to conclude this was one of the 
  prisoners captured this morning.  Read bold text 
  below. 
   
  Prisoner: Trayden Turboltus, CN Human Rogue 1 
   
  From his broken sentence and ramblings, they can 
  hear the following whether in the room or listening 
  from the lobby with a successful Listen check: 
   
  “…but we were given orders to raid the…” 
  
  Bad Influences 
   
  Page 7 
  “we move through the sewers, day and night” 
  “entrances are all over, but the entrance into 
  the underground caverns is well hidden near 
  the outer wall where the sewage exits the city” 
  “there are a lot of others down there, many my 
  age…or younger” 
  “that’s all I know……” 
   
  The 
  guard 
  performing 
  the 
  interrogation 
  speaks: “Who are these people, why have you 
  interrupted my interrogation?!” 
   
  You see the prisoner forcefully removed from 
  the room and place back in his cell.  
   
  “That’s enough of a show for now, we better 
  leave so they can interrogate the next prisoner, 
  a real tough guy from the sounds of it...” says 
  the jail clerk.   If the PC’s ask for the jail clerk’s 
  name, he goes by Eugart.  
   
   
  Back in the lobby, the PC’s should look for 
  information on Arden Hordstone, if he’s in custody 
  perhaps… 
   
  If asked the City Clerk will reveal the following: 
   
  � Many of the arrested are younger adults or 
  children, mostly due to theft 
  � There are no records of an Arden 
  Hordstone being held at the jail at this 
  time. 
  � From the sounds of the interrogation, there 
  are many more of these young thieves 
  running unchecked within the city’s walls. 
   
   
  At this point he has nothing else to offer other 
  than another leer over the party to see if he 
  recognizes any of them on the wanted writs he has 
  posted on the walls. 
   
  Encounter Four  
  As you exit, so does a small contingency of 
  city guards.  They look well armed and ready 
  for a fight.   As they pass you by you hear 
  several 
  of 
  them 
  grumbling 
  about 
  their 
  assignment… 
   
   
  Have the PC’s perform a Listen Check (DC10) 
  to hear the following: 
   
  “I just cleaned my armor and now we have to 
  go down there…!” 
  “This is the second time I’ve been in the 
  sewers in a week.  It’s smells awful down 
  there!” 
  “I thought we had that labyrinth cleared out 
  weeks ago…” 
   
   
  You can ad-lib more here if you like to add 
  more flavor to the city guards… 
   
   
  If the PC’s fail the Listen Check, they can 
  follow the guards as they don’t appear to be trying 
  to disguise where they are going.    
   
  As you watch the guards hurry along, they 
  come to a stop and surround a drainage grate 
  in the ground.   You see them lift the cover off 
  and enter one-by-one.  You hear what sounds 
  like cussing as they disappear out of sight. 
   
  The PC’s may follow or continue on to the sewer 
  entrance near the outside wall where the prisoner 
  indicated.   It matters not, proceed to Encounter 
  Five and read the description. 
   
  Encounter Five 
  No matter which entrance point they choose to 
  enter the sewers, read the following: 
   
  As you enter the sewers you hear voices and 
  see lights ahead.  Perhaps it’s the City Guard, 
  or some more ruffians from the gang that call 
  this place home.  
   
   
  The smell isn’t as terrible as you might 
  think as these tunnels mostly move recently 
  fallen rain away from town now.   These 
  hallways may have had another purpose in 
  another time, but no clues to their history are 
  readily available.   The walls are of dark earth, 
  some vines are visible as well and some large 
  buried stones. 
   
  You travel for about 50 feet through the narrow 
  corridor, and come to a grate in the floor of the 
  tunnel leading down. (drops down into area 1 
  on map).   The area where the grates lies, there 
  is no running water nearby; in fact it seems to 
  be high ground.   Looking around, you can see 
  footprints in the soft earth…but then you hear 
  more voices, much louder this time.  
   
  “Halt! Stop where you are!  You are hereby 
  under arrest by order of, Brinion Tudemet 
  
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  Page 8 
  Commander of the Night Watch of Gensal,  for 
  crimes against the fair people of Gensal.   Do 
  you surrender?!” 
   
   
  Have the PC’s make a Listen Check (DC10) to 
  see if they catch the response.  If they make the 
  check, read the following in a young adult’s voice: 
   
  “We surrender, please don’t hurt us…we 
  meant no harm.”   
  Guards: “I see we found some more of the 
  missing goods from the slaughter house, and 
  what have we here?!” 
   
   
  If the PC’s failed their Listen Check, they most 
  likely will descend into area 1 through the grate.  In 
  any case, they will be afforded a Spot Check 
  (DC10) to see that several young thieves have 
  escaped and are coming in their direction.  As 
  these are young children, they are not adversaries 
  for the purposes of this module.  For all the PC’s 
  know, one of them might be Arden Hordstone. 
   
   
  Let the PC’s decide what to do but do not allow 
  them to attack the oncoming group of thieves.   
  Arden is not among this group of kids.  They can 
  Search or Spot (DC10) to verify Arden is not 
  among them.  If asked, the kids will say they know 
  who Arden is.  Have the PC’s perform a Diplomacy 
  Check (DC10) to get more information. If 
  successful on the check, the kids will tell them 
  where he is without bargaining for their freedom.   
  If the check fails, the kids say they have to be 
  released if they tell them his location.  
   
   
  If the PC’s capture the vagrants (who are easy 
  to capture), and hand them over to the Guards in 
  the next room, read the description from AREA 1, 
  Encounter Six: and then the following: 
   
  Sergeant: “What have we here, more restless 
  vagrants looking to steal another day? Thank 
  you pathfinders for turning them over to us, I 
  believe we have that we have come for this 
  day.”   
   
  With that, the Guards escort the vagrants out 
  of the tunnels and back to the city jail. 
   
  Go to Encounter Six. 
  If the PC’s release the young vagrants from Area 
  1, read the following: 
   
   
  “Who are you and what is your business 
  here?  Disarm yourselves immediately or I shall 
  place you under arrest!  I will need each of your 
  names…”  
   
  As they voice their names and remove their 
  weapons, they can see the Guard Leader 
  remove a book and page through it as if 
  looking for something… 
   
   
  Have the PC’s perform an Spot Check (DC10). 
   If they succeed, they recall seeing similar writings 
  on the wall at the city jail, the “wanted” writs of 
  course. 
   
   “Alright then, you all seem to check out fine, 
  what is your business here again?” 
   
   
   
  The PC’s should indicate that they are on a 
  mission to locate Arden Hordstone, a missing 
  young man from Gensal.  If they do, the guard will 
  allow them to check their captives. 
   
  “Ah yes, we got a report about a missing 
  young lad by that name this morning.   Feel 
  free to look around here, but it appears we’ve 
  rounded up all the gang members at this time” 
  With that, all of the City Guard has now left the 
  area.    
   
  Encounter Six 
  The PC’s may perform a search to reveal a poorly 
  disguised secret door in the room. 
   
  Descriptions for the Dirt Dwellers headquarters: 
   
  AREA 1: You stand in a small entrance 
  chamber with a collapsed wall.  The earth here 
  is very damp and cold.  The room has a small 
  ladder at the base of the grate, and no light 
  source.  There is a single, shabby wooden door 
  in the eastern wall 
   
  AREA 2: (Area where PC’s meet the City 
  Guards).  You enter a  15x15 chamber has also 
  suffered some cave-in as well, nothing recent 
  though.  In this room there are lighted torches 
  providing poor lighting, but enough to see a 
  door in the north wall.  The ceiling appears to 
  be braced with timbers to reduce the cave-ins, 
  but are mostly rotted and look to provide very 
  little strength to keep the ceiling intact.  Also 
  you find several thatch beds and a small ring 
  of stones making a small fire pit in the center 
  of the room.   By the looks of it, the previous 
  
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  Page 9 
  occupants were just about to have some lunch 
  (meat from the slaughter-house). 
   
   
  The PC’s can perform a search check (DC15) 
  to find the secret door in the corner of the room. 
   
  AREA 3: You see a small side room appears to 
  be a hallway the just dead-ends into a wall of 
  hard rock.  It seems the space is being used for 
  storage as there as piles of wood in here and 
  some empty sacks that look like they were just 
  thrown about here and there…    
   
  AREA 4: This passage goes north 20 feet and 
  then west 20 feet.  There are arrow slits on the 
  north wall.  It ends in a locked door. 
   
  Pit Trap(s): CR 2 each; mechanical; location 
  trigger; manual reset; Reflex save avoids (DC20) 
  10 ft drop, d6 damage; Search (DC20); Disable 
  Device (DC20). 
   
   
  At this point the PC’s can attempt to unlock the 
  door, listen at the door, or perhaps make an arrow 
  slit opening larger as the earth here is soft enough 
  to dig. 
   
   
  The door is a (DC15) to pick the lock.  Failure 
  triggers the following trap: 
   
  Fusillade of Darts Trap: CR 1; mechanical; 
  location trigger; manual reset; +10 ranged (1d4+1); 
  multiple targets, d4 darts to target in 2 adjacent 
  squares; Search (DC 22); Disable Device (DC 20). 
   
   
  A Listen Check (DC10) will reveal two voices 
  behind the doors if they are able to pick the lock, 
  but no clear words can be heard. This check 
  can/should also be performed from AREA 6 if they 
  attempt to enter through that area. 
   
  Encounter Seven 
  AREA 5: Inside are two young vagrants, whom 
  upon the PC’s entrance, escape through a secret 
  door in the eastern wall.  Have them make a Spot 
  Check (DC10) to spot this happening.    
   
  This larger chamber, which is 20x20, is 
  noticeably warmer than the others before.  
  Looking around, you see a wooden bed 
  against the far wall, a chest beside it.  In the far 
  corner, the room juts out with smooth grey 
  stone.    The room is well lit by torches.  Also in 
  the room are some documents spread across 
  the bed, and several burning in the fire pit. 
   
  Some excerpts from the documents read as 
  follows upon their recovery: 
   
  “…and after I have recruited more of these, 
  young, homeless, futureless cretins, I shall 
  then be able to create enough havoc so as to 
  provide ample opportunity to execute my 
  plans, and escape this rat-hole a wealthy man” 
  “…these kids are working better than I thought 
  they would.  So easy to persuade, so easy to 
  recruit, so easy to mold to my will.” 
  “In two weeks time, preparations should be 
  complete.  We know his schedule, his routes, 
  and now have two stable boys on the inside 
  ready for the signal.  Ohhh, how I can hardly 
  wait to see the look on his face!” 
   
  That is all the PC’s find as the other documents 
  seem to contain useless information or are spoiled 
  by water and dirt.  With a simple Search Check 
  (DC10), they will spot the secret door in the 
  eastern wall where the two vagrants escaped 
  through. 
   
  AREA 6: This hallway was built to provide a 
  defense against intruders.  It appears it hasn’t 
  been used or kept up in decades.   A 
  deteriorated door resides in the western wall.  
  Arrow slits provide a narrow view of the secret 
  hallway you entered through earlier… 
    
  AREA 7: This small secret room is very dark 
  and has an opening in the bottom of the 
  eastern wall. 
   
  AREA 8:  This room is currently occupied by  
  Gorsheval 
  The 
  Quick 
  and 
  his 
  two 
  top 
  apprentices(If they survived Encounter 2).  They 
  are discussing the recent raid and how it affects 
  their upcoming plans. As the PC’s approach, have 
  them make Move Silent and Hide Checks before 
  entering.  This room has no light, and Gorsheval is 
  ready for intruders since they were just warned 
  someone was in his chambers above. 
   
  APL 2 EL6 
  Gorsheval The Quick: CE, Human, Rogue 3 (See 
  Appendix) 
  Greython: CE, Human, Rogue 2, (See Appendix) 
   
  Hirdkirk:  CE, Human, Rogue 1, (See Appendix) 
   
   
  
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  Page 10 
  Tactics: Gorsheval will make Listen and Spot 
  checks to determine if someone is coming.  If he 
  makes a successful check, he and his apprentices 
  will hide in shadows behind the rubble in the room. 
  They will work as a team to eliminate any 
  intruders.  If Gorsheval can, he will attempt to 
  escape when the opportunity comes as he is a 
  spineless snake and would rather flee to steal 
  another day than die for his crimes.  If he is 
  captured, the party may roll an Intimidate Check 
  (DC13) to gain information about his plans. 
   
  � He wants to get even with a previous 
  partner who sold him out and put him into 
  poverty 
  � They were attempting to loot a pay wagon 
  from Critwall to Gensal several months 
  ago.  He was captured while his partner 
  escaped. 
  � He indicates the letters on his bed are part 
  of his private journal that several youths 
  were supposed to destroy. 
   
  Once the encounter is complete, read the following 
  room description   : 
   
  This room also shows signs of cave-ins, much 
  like those above.  The room extends 20 feet 
  forward and then turns south into another 
  10x20 chamber.   As you round the corner and 
  enter the other room, there is enough light to 
  see a lot of young pale faces, staring at you in 
  bewilderment and confusion.  Some look like 
  they are at the edge of panicking not knowing 
  if they are about to die. 
   
  As you explain your intentions and comfort the 
  children, 
  several 
  of 
  the 
  oldest 
  children 
  approach from the distant corner.    
   
  In a youth’s voice and said quickly: 
  “dear sir…we are so thankful to see you, we 
  wanted to leave but they wouldn’t let us…   We 
  only came here because we were promised we 
  would find a lot of new friends and given a 
  silver piece when we arrived last night.   A lot 
  of the others have been here much longer, but 
  so many disappear or the rumor is they get 
  arrested.   We thought this would be fun, meet 
  new friends, find things to do…we were 
  supposed to go through some sort of initiation 
  tomorrow I guess.   I miss my family a lot and 
  want to leave. 
   
  This sentiment is amplified by many of the 
  other kids and young adults in the room.   
  Many of them begin to rise from the large areas 
  of thatch that serve as beds for them   Many of 
  them are showing signs of fatigue or illness.  
  You look about the room and spot Arden 
  Hordstone amongst the group of youths just 
  getting ready to leave.   You approach him and 
  indicate that you are here on behalf is mother 
  and are to escort him directly home. 
   
  Conclusion 
  You have successfully found Arden Hordstone 
  in the underground hold of the Dirt Dwellers.   
  Upon his return home, you are happy to 
  discover that many other children have 
  returned home as well.  As you leave the small 
  formation of tents, where Arden and his mother 
  live, you are praised as heros, and showered 
  with thanks from the common-folk of Gensal. 
   
  Experience Point Summary 
  Encounter Two 
  Defeating Greython & Hirdkirk,  APL2 (90 xp). 
   
  Encounter Six 
  Defeating the Pit Traps,APL2 (50 xp). 
  Defeating the Fusillade of Darts Trap,APL2 (50xp). 
   
  Encounter Seven 
  Defeating Gorsheval The Quick, APL2 210xp 
   
  Story Award 
  Saving Arden Hordstone 
  APL2 50xp 
   
  Total possible experience:  
   
  APL2 450xp 
   
  Treasure Summary 
   
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 400 gp; M: 0 gp - Total: 400 
  gp 
  
  <Title> 
   
  Page 11 
   
  Appendix 
  Greython: CN, male human; Rog; CR 2; Medium; HD 2d6; hp 12; Init +6 (+2dex, +4 Imp Init); Spd 30 ft.; 
  AC 16 (touch 12, flat-footed 12) [Leather +2, Shield +2, Dex +2]; BA/G 0/1; Atk +2 dagger [d4+1, piercing 
  or slashing), 19-20, x2] Face/Reach 5ft./5ft; SA-Sneak Attack d6; SQ Trapfinding; AL-N; SV Fort +1, Ref 
  +#4, Will +0; Str 12, Dex 16, Con 12, Int 11, Wis 10, Cha 12.  
   
  Skills: Bluff +7, Tumble +9, Spot +5, Sense Motive +2, Hide +8, Move Silently +8, Listen +3. Feats: 
  Improved Initiative,    
  Possessions: Leather Armor, Dagger, 50gp. 
  Physical Description: Dark robes and dark leather armor. 
   Hirdkirk: CN, male human; Rog; CR 1; Medium; HD 1d6; hp 7; Init +6 (+2dex, +4 Imp Init); Spd 30 ft.; AC 
  16 (touch 12, flat-footed 12) [Leather +2, Shield +2, Dex +2]; BA/G 0/1; Atk +2 dagger [d4+1, piercing or 
  slashing), 19-20, x2] Face/Reach 5ft./5ft; SA-Sneak Attack d6; SQ Trapfinding; AL-N; SV Fort +1, Ref 
  +#4, Will +0; Str 12, Dex 16, Con 12, Int 11, Wis 10, Cha 12.  
   
  Skills: Bluff +7, Tumble +7, Spot +3, Sense Motive +2, Hide +7, Move Silently +7, Listen +3. Feats: 
  Improved Initiative,   
  Possessions: Leather Armor, Dagger, 50gp. 
  Physical Description: Dark robes and dark leather armor. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/594/Intro mods/SHL4-Intro3 - Bad Influences/SHL4-Intro3 - Bad Influences.pdf