TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  What Lies Beneath
  What Lies Beneath
  What Lies Beneath
  What Lies Beneath    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Neil Ikerd
  by Neil Ikerd
  by Neil Ikerd
  by Neil Ikerd    
   
   
   
   
   
   
  The characters arrive in a small town to find an elaborate funeral where the guest of honor is staked and beheaded by 
  villagers reeking of garlic. The graveyard is over run by who knows what kind of evil, and the last troupe to try cleansing 
  the graveyard all mysteriously disappeared. An adventure for characters levels 1-8. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by 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.  
  
   
  What Lies Beneath 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for
  Scoring the game for
  Scoring the game for
  Scoring the game for RPGA points
   RPGA points
   RPGA points
   RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their 
  comments on your abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
  T4: 
  33-42 
  36-46 
  39-50 
  42-54 
  10th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
   
  -2 
  Poor 
  43 sp 
   
  -1 
  Common 
  12 gp 
   
   0 
  High 
  250 gp 
   
  +1 
  
   
  What Lies Beneath 
   
  Page 3 
  Luxury 
  500 gp 
   
  +2 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  Overview
  Overview
  Overview
  Overview: The characters arrive in a rural village during a 
  funeral ceremony. It is raining. Bizarre rituals take place 
  at the funeral, including a staking and a beheading. The 
  graveyard is actually home to a band of ghouls. The 
  ghouls’ lair is in the tomb of a local hero. Here they have 
  been stockpiling items looted from the graves. Returning 
  items of significance will earn the gratitude of the priest 
  as well as a non-magical item(s). 
   
  Introduction:
  Introduction:
  Introduction:
  Introduction: The characters are unable to find any shops 
  or businesses open, as the entire town is attending a 
  funeral on a rainy afternoon. This all begins early in the 
  afternoon 
   
  (Encounters 1 and 2 are inter-changeable in the timeline) 
   
  Encounters 1:
  Encounters 1:
  Encounters 1:
  Encounters 1: Exposition, Meeting the townsfolk. 
  Following the service, all the attendees return to the local 
  tavern. Here the characters can learn of the lost 
  adventurers, the bitten mage, the stranger, and the 
  respectful half-elf. 
   
  Encounter 2:
  Encounter 2:
  Encounter 2:
  Encounter 2: Exposition, meeting the priest. Galamar 
  gives the PCs as much information as possible. He can tell 
  them of the death of the old priest, the stranger in black, 
  and the bitten mage. 
   
  Encounter 3:
  Encounter 3:
  Encounter 3:
  Encounter 3: The graveyard. The PCs find exhumed 
  graves, empty caskets, and footprints. Some of these 
  footprints are made with boots, others by skeletal feet, 
  and yet others by bare human feet. All are easy to follow, 
  since the rain has softened the ground. This will occur in 
  a different part of the graveyard from the funeral. 
   
  Encounter 3:
  Encounter 3:
  Encounter 3:
  Encounter 3: The tomb. While investigating the 
  graveyard, the PCs should enter the tomb of Hagron, a 
  paladin who died while helping to repel an invasion of 
  rampaging orcs during the Greyhawk Wars. He was given 
  a hero’s burial in this tomb built specially for him. The 
  tomb’s foundation is a much older crypt. An end panel in 
  the funeral bier has been worked loose to allow access to 
  the crypt below. This area is also the lair of the ghouls 
  who have been haunting the graveyard. 
   
  Encounter 4:
  Encounter 4:
  Encounter 4:
  Encounter 4: The crypt. Beneath the tomb is a small crypt 
  with several rooms. Each room contains some type of 
  monster or obstacle. The center room contains a 
  sarcophagus with the body of a long dead mage, and the 
  secrets he took to his grave. 
   
  Conclusion:
  Conclusion:
  Conclusion:
  Conclusion: The characters reveal their findings to the 
  priest. If they return the heirloom items to the church for 
  redistribution to the families, they will receive a valuable 
  treasure. 
   
  History
  History
  History
  History: The trouble began about two months ago 
  following the arrival of a dark stranger in the night. After 
  the stranger’s departure, the horse he sold the local priest 
  died of lung rot. Shortly thereafter the priest died of a 
  heart attack, and then something began digging up graves 
  and leaving empty coffins in the graveyard. A month 
  later, a party of young adventurers disappeared in the 
  graveyard. One member of their group was found a 
  couple of miles away, dead in the forest with four 
  puncture wounds in her neck. Soon after, the “grave 
  robbing” worsened.  
   
  This is an adaptable LIVING GREYHAWK scenario. 
  Contact your Regional Triad (contact information 
  available at www.livinggreyhawk.com) for specific 
  information on how to adapt this adventure to your home 
  region. Your triad will provide you with an Adaptation 
  Sheet, which will dictate needed changes to make this 
  adventure playable in your Home Region.  
   
  Some adventures simply are not appropriate for all 
  regions. It's possible that your Regional Triad will not 
  wish to adapt this adventure to your region. In that case, 
  or in case you cannot or do not contact your Regional 
  Triad, you may run this adventure as a "Default Core" 
  adventure set in an unassigned or wild region. In this 
  case, run the adventure essentially "as written." Do not 
  attempt to "change history" in a nation that is not an 
  assigned Triad region.  
   
  An Adaptable Scenario played as a "Default Core" 
  scenario costs 2 Time Units. An Adaptable Scenario 
  played as a regional event per the Triad's Adaptation 
  Sheet costs 1 time unit for native characters, and 2 time 
  units for visitors. 
   
   
  Introduction
  Introduction
  Introduction
  Introduction    
  (10 Minutes) 
  The characters have arrived in a small village seeking 
  shelter from the rain. The entire town has gathered for a 
  funeral. The unfortunate is a young woman (19 years old) 
  who died from bites inflicted by a rabid dog. The dog was 
  killed after the attack. The woman is neither particularly 
  beautiful nor wealthy (evidently a farmer’s daughter). 
  Despite these facts, the funeral is conducted with much 
  ceremony and ritual, as the casket and body are blessed. 
  As the ceremony draws to a close two men approach the 
  casket. One is wielding an axe, the other a stake and 
  mallet. All except the priest turn away from the casket as 
  the 2 men stake and behead the body. Read or paraphrase 
  the following:  
   
  You have been walking in the rain for six hours. It was 
  You have been walking in the rain for six hours. It was 
  You have been walking in the rain for six hours. It was 
  You have been walking in the rain for six hours. It was 
  raining when you woke up. You ate your lunch in the rain 
  raining when you woke up. You ate your lunch in the rain 
  raining when you woke up. You ate your lunch in the rain 
  raining when you woke up. You ate your lunch in the rain 
  over an hour ago. The
  over an hour ago. The
  over an hour ago. The
  over an hour ago. The sky is endlessly gray and dreary. The 
   sky is endlessly gray and dreary. The 
   sky is endlessly gray and dreary. The 
   sky is endlessly gray and dreary. The 
  rain falls softly and gently. There is no wind to drive it, nor to 
  rain falls softly and gently. There is no wind to drive it, nor to 
  rain falls softly and gently. There is no wind to drive it, nor to 
  rain falls softly and gently. There is no wind to drive it, nor to 
  dissipate it. All you can think of is finding a sheltered tavern 
  dissipate it. All you can think of is finding a sheltered tavern 
  dissipate it. All you can think of is finding a sheltered tavern 
  dissipate it. All you can think of is finding a sheltered tavern 
  with a warm fire and strong ale. Perhaps the village up ahead 
  with a warm fire and strong ale. Perhaps the village up ahead 
  with a warm fire and strong ale. Perhaps the village up ahead 
  with a warm fire and strong ale. Perhaps the village up ahead 
  will offer some respite
  will offer some respite
  will offer some respite
  will offer some respite from the elements. Your longing 
   from the elements. Your longing 
   from the elements. Your longing 
   from the elements. Your longing 
  
   
  What Lies Beneath 
   
  Page 4 
  thoughts of warmth are interrupted by the sounds of what 
  thoughts of warmth are interrupted by the sounds of what 
  thoughts of warmth are interrupted by the sounds of what 
  thoughts of warmth are interrupted by the sounds of what 
  seems to be a funeral dirge in the distance. 
  seems to be a funeral dirge in the distance. 
  seems to be a funeral dirge in the distance. 
  seems to be a funeral dirge in the distance.     
      
  Moving toward the sound, you come across a low stone 
  Moving toward the sound, you come across a low stone 
  Moving toward the sound, you come across a low stone 
  Moving toward the sound, you come across a low stone 
  wall surrounding the village graveyard. Beyond this wall is a 
  wall surrounding the village graveyard. Beyond this wall is a 
  wall surrounding the village graveyard. Beyond this wall is a 
  wall surrounding the village graveyard. Beyond this wall is a 
  siza
  siza
  siza
  sizable crowd, maybe a hundred folk in all. Looking down the 
  ble crowd, maybe a hundred folk in all. Looking down the 
  ble crowd, maybe a hundred folk in all. Looking down the 
  ble crowd, maybe a hundred folk in all. Looking down the 
  hillside and over the procession you see a plain young woman 
  hillside and over the procession you see a plain young woman 
  hillside and over the procession you see a plain young woman 
  hillside and over the procession you see a plain young woman 
  lying in an open casket. The woman is dressed in a rough 
  lying in an open casket. The woman is dressed in a rough 
  lying in an open casket. The woman is dressed in a rough 
  lying in an open casket. The woman is dressed in a rough 
  cloth tunic and a simple brown peasant’s dress. She wears no 
  cloth tunic and a simple brown peasant’s dress. She wears no 
  cloth tunic and a simple brown peasant’s dress. She wears no 
  cloth tunic and a simple brown peasant’s dress. She wears no 
  jewelry. Despite the
  jewelry. Despite the
  jewelry. Despite the
  jewelry. Despite these things, the woman’s funeral is elaborate. 
  se things, the woman’s funeral is elaborate. 
  se things, the woman’s funeral is elaborate. 
  se things, the woman’s funeral is elaborate. 
  There are runes inscribed upon the casket, and the priest 
  There are runes inscribed upon the casket, and the priest 
  There are runes inscribed upon the casket, and the priest 
  There are runes inscribed upon the casket, and the priest 
  invokes several blessings of Pelor upon the woman. Strangely, 
  invokes several blessings of Pelor upon the woman. Strangely, 
  invokes several blessings of Pelor upon the woman. Strangely, 
  invokes several blessings of Pelor upon the woman. Strangely, 
  he also asks for protection from the darkness and its children 
  he also asks for protection from the darkness and its children 
  he also asks for protection from the darkness and its children 
  he also asks for protection from the darkness and its children 
  as part of his benediction. 
  as part of his benediction. 
  as part of his benediction. 
  as part of his benediction. The priest’s tempo increases and the 
  The priest’s tempo increases and the 
  The priest’s tempo increases and the 
  The priest’s tempo increases and the 
  volume of his voice rises as two men approach the casket. One 
  volume of his voice rises as two men approach the casket. One 
  volume of his voice rises as two men approach the casket. One 
  volume of his voice rises as two men approach the casket. One 
  is carrying a large axe, the other a wooden stake and mallet. 
  is carrying a large axe, the other a wooden stake and mallet. 
  is carrying a large axe, the other a wooden stake and mallet. 
  is carrying a large axe, the other a wooden stake and mallet.     
   
  Allow the players a few moments to react, but the most 
  they can do is come down from the hill and toward the 
  progression.  
   
  The crowd turns away from the casket as the men approach. 
  The crowd turns away from the casket as the men approach. 
  The crowd turns away from the casket as the men approach. 
  The crowd turns away from the casket as the men approach. 
  The man with the mallet drives the stake into the woman’s 
  The man with the mallet drives the stake into the woman’s 
  The man with the mallet drives the stake into the woman’s 
  The man with the mallet drives the stake into the woman’s 
  heart. The axe falls, separating the woman’s head from her 
  heart. The axe falls, separating the woman’s head from her 
  heart. The axe falls, separating the woman’s head from her 
  heart. The axe falls, separating the woman’s head from her 
  body. The casket is quickly closed and nailed shut
  body. The casket is quickly closed and nailed shut
  body. The casket is quickly closed and nailed shut
  body. The casket is quickly closed and nailed shut.. The priest 
  .. The priest 
  .. The priest 
  .. The priest 
  then anoints the casket with water and closes his benediction 
  then anoints the casket with water and closes his benediction 
  then anoints the casket with water and closes his benediction 
  then anoints the casket with water and closes his benediction 
  with a final plea to Pelor for protection. The crowd shuffles 
  with a final plea to Pelor for protection. The crowd shuffles 
  with a final plea to Pelor for protection. The crowd shuffles 
  with a final plea to Pelor for protection. The crowd shuffles 
  silently away from the graveyard and head towards the center 
  silently away from the graveyard and head towards the center 
  silently away from the graveyard and head towards the center 
  silently away from the graveyard and head towards the center 
  of town. Their deed done, the two men set aside their axe
  of town. Their deed done, the two men set aside their axe
  of town. Their deed done, the two men set aside their axe
  of town. Their deed done, the two men set aside their axe and 
   and 
   and 
   and 
  mallet and begin lowering the casket into the ground, finally 
  mallet and begin lowering the casket into the ground, finally 
  mallet and begin lowering the casket into the ground, finally 
  mallet and begin lowering the casket into the ground, finally 
  taking up shovels and filling in the dirt.
  taking up shovels and filling in the dirt.
  taking up shovels and filling in the dirt.
  taking up shovels and filling in the dirt.    
   
  Characters making a Spellcraft (DC 13) or Knowledge 
  (religion) (DC 15) check will realize that the runes 
  inscribed on the casket carry no true dweomer. They will 
  also realize that the only invocation with any magical 
  power was the final plea for protection. This was a 
  protection from evil spell cast upon the casket itself 
  (Spellcraft DC 16). Any PCs attempting to talk to the 
  attendees will be politely put-off. The attendees wish to 
  go to the local tavern and share memories of the young 
  woman, Teelana. If the PCs approach the gravediggers, 
  one is a deaf-mute and the other is a man of few words 
  who does not want to discuss the afternoon’s proceedings. 
  He will recommend the PCs go talk to either the 
  townsfolk or the priest, Father Galamar (Encounter 2). 
  Teleena was a well liked young woman who frequently 
  came in to town to sell fruits and vegetables from her 
  gardens or buy small necessities for her father’s home. 
   
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  Gentle Rain Tavern 
  Gentle Rain Tavern 
  Gentle Rain Tavern 
  Gentle Rain Tavern     
  (45-60 minutes) 
  The attendees return to the village. Each is wearing a holy 
  symbol (Pelor) carved of wood. If any of the villagers are 
  asked about what has happened here, they will respond 
  with a noncommittal answers—either, “I don’t want to 
  talk about it here” or, “Lets at least get out of the rain”. If 
  the villagers are approached at the local inn/tavern 
  following the funeral, they are friendly, if somewhat 
  subdued. The inn has a strand of garlic hanging over the 
  door, and all of the patrons reek of that plant. Talk in the 
  tavern will eventually center on the whole bizarre 
  business got started some two months ago. 
   
  If the PCs seek reward or compensation for helping 
  the villagers, Nalik will offer the PCs free room and board 
  for the night if they will check out the graveyard in the 
  morning. He does this after giving them a reproachful 
  look and making several disparaging remarks half under 
  his breath. If the PCs offer to help without seeking a 
  reward, he gladly offers them a week’s room and board 
  (drinks not included). 
   
  NPCs in the Tavern:
  NPCs in the Tavern:
  NPCs in the Tavern:
  NPCs in the Tavern:    
  Nalik the tavern keep
  Nalik the tavern keep
  Nalik the tavern keep
  Nalik the tavern keep (male Human Com 3; sense 
  motive +4, diplomacy +2) is an older man (late 50’s), 
  slender of build with straight brown hair and an 
  expanding bald spot on the back of his head. His voice is 
  strong but moderated in volume. He distinctly 
  remembers the dark stranger:  
   
  Aye, I’m tellin ya, it was that accursed demon sorcerer that 
  Aye, I’m tellin ya, it was that accursed demon sorcerer that 
  Aye, I’m tellin ya, it was that accursed demon sorcerer that 
  Aye, I’m tellin ya, it was that accursed demon sorcerer that 
  caused all this. Came in from nasty storm he did and looking 
  caused all this. Came in from nasty storm he did and looking 
  caused all this. Came in from nasty storm he did and looking 
  caused all this. Came in from nasty storm he did and looking 
  like a shadow walkin’ in h
  like a shadow walkin’ in h
  like a shadow walkin’ in h
  like a shadow walkin’ in here. Covered from head to toe in a 
  ere. Covered from head to toe in a 
  ere. Covered from head to toe in a 
  ere. Covered from head to toe in a 
  cloak so black it could have been cut from the night itself. 
  cloak so black it could have been cut from the night itself. 
  cloak so black it could have been cut from the night itself. 
  cloak so black it could have been cut from the night itself. 
  Walks right up here to the bar and in a quiet raspy voice he 
  Walks right up here to the bar and in a quiet raspy voice he 
  Walks right up here to the bar and in a quiet raspy voice he 
  Walks right up here to the bar and in a quiet raspy voice he 
  asks me for something hot to drink. I reluctantly serve him up 
  asks me for something hot to drink. I reluctantly serve him up 
  asks me for something hot to drink. I reluctantly serve him up 
  asks me for something hot to drink. I reluctantly serve him up 
  a mug of hot spiced cider and start 
  a mug of hot spiced cider and start 
  a mug of hot spiced cider and start 
  a mug of hot spiced cider and start to tell him it will be 2 
  to tell him it will be 2 
  to tell him it will be 2 
  to tell him it will be 2 
  coppers when suddenly he moves his hand, and poof, a pouch 
  coppers when suddenly he moves his hand, and poof, a pouch 
  coppers when suddenly he moves his hand, and poof, a pouch 
  coppers when suddenly he moves his hand, and poof, a pouch 
  of coins appears on the counter. Then he tells me, take what I 
  of coins appears on the counter. Then he tells me, take what I 
  of coins appears on the counter. Then he tells me, take what I 
  of coins appears on the counter. Then he tells me, take what I 
  need to cover a full dinner, a decanter of hot cider, and a room. 
  need to cover a full dinner, a decanter of hot cider, and a room. 
  need to cover a full dinner, a decanter of hot cider, and a room. 
  need to cover a full dinner, a decanter of hot cider, and a room. 
  Now I don’t traffic with sorcerers an all, 
  Now I don’t traffic with sorcerers an all, 
  Now I don’t traffic with sorcerers an all, 
  Now I don’t traffic with sorcerers an all, so I’m not so sure, but 
  so I’m not so sure, but 
  so I’m not so sure, but 
  so I’m not so sure, but 
  I can see as he ain’t gonna get it out, and I ain’t gonna go 
  I can see as he ain’t gonna get it out, and I ain’t gonna go 
  I can see as he ain’t gonna get it out, and I ain’t gonna go 
  I can see as he ain’t gonna get it out, and I ain’t gonna go 
  poor. So I takes 10 silvers, and he tells me to take it again, and 
  poor. So I takes 10 silvers, and he tells me to take it again, and 
  poor. So I takes 10 silvers, and he tells me to take it again, and 
  poor. So I takes 10 silvers, and he tells me to take it again, and 
  have a serving girl bring his food and show him to his room. 
  have a serving girl bring his food and show him to his room. 
  have a serving girl bring his food and show him to his room. 
  have a serving girl bring his food and show him to his room. 
  So I takes another 10 and tells Morweena to
  So I takes another 10 and tells Morweena to
  So I takes another 10 and tells Morweena to
  So I takes another 10 and tells Morweena to take it up for ‘im. 
   take it up for ‘im. 
   take it up for ‘im. 
   take it up for ‘im. 
  Then poof, just like that the bag is gone again, he never even 
  Then poof, just like that the bag is gone again, he never even 
  Then poof, just like that the bag is gone again, he never even 
  Then poof, just like that the bag is gone again, he never even 
  moved. She comes back down quickly enough and returns to 
  moved. She comes back down quickly enough and returns to 
  moved. She comes back down quickly enough and returns to 
  moved. She comes back down quickly enough and returns to 
  work after collecting her tip from me. About 4 hours later he 
  work after collecting her tip from me. About 4 hours later he 
  work after collecting her tip from me. About 4 hours later he 
  work after collecting her tip from me. About 4 hours later he 
  comes down, asks where he can buy a good riding horse
  comes down, asks where he can buy a good riding horse
  comes down, asks where he can buy a good riding horse
  comes down, asks where he can buy a good riding horse. I tells 
  . I tells 
  . I tells 
  . I tells 
  him that the only good horse in town belongs to Father Turim, 
  him that the only good horse in town belongs to Father Turim, 
  him that the only good horse in town belongs to Father Turim, 
  him that the only good horse in town belongs to Father Turim, 
  who lives in the temple at the edge of town. He says nuthin’ 
  who lives in the temple at the edge of town. He says nuthin’ 
  who lives in the temple at the edge of town. He says nuthin’ 
  who lives in the temple at the edge of town. He says nuthin’ 
  and just walks out. I never once saw his face.
  and just walks out. I never once saw his face.
  and just walks out. I never once saw his face.
  and just walks out. I never once saw his face.    
      
  Nalik will be able to tell the PCs that the visitor looked to 
  be about 5 ft. 2 in. tall and very slight of build. The 
  visitor’s clothes were all black and finely crafted, right 
  down the spurs on his boots. Gloves hid his hands and the 
  cowl of his robe completely hid his face from view. The 
  man stayed in the tavern for about 4-5 hours and left in 
  the middle of the night. The visitor then went to see the 
  former priest, Father Turim. 
   
  Morweena
  Morweena
  Morweena
  Morweena (female human Com 1; Tavern Girl, married) 
  is an older girl, maybe in her mid 20’s. She is kind of 
  stocky and pretty in a plain sort of way. Her brown hair 
  falls to her shoulder blades. She speaks with a slight 
  stutter, which becomes more pronounced if she is 
  
   
  What Lies Beneath 
   
  Page 5 
  embarrassed. If she is asked about the stranger she will 
  recall some information about him: 
   
  Well, he didn’t say anything to me. I led him
  Well, he didn’t say anything to me. I led him
  Well, he didn’t say anything to me. I led him
  Well, he didn’t say anything to me. I led him up to his room, 
   up to his room, 
   up to his room, 
   up to his room, 
  opened the door, he indicated with his hand that he wanted 
  opened the door, he indicated with his hand that he wanted 
  opened the door, he indicated with his hand that he wanted 
  opened the door, he indicated with his hand that he wanted 
  his food on the table by the window, then dismissed me by 
  his food on the table by the window, then dismissed me by 
  his food on the table by the window, then dismissed me by 
  his food on the table by the window, then dismissed me by 
  turning his back on me. As I left the room, I literally lost track 
  turning his back on me. As I left the room, I literally lost track 
  turning his back on me. As I left the room, I literally lost track 
  turning his back on me. As I left the room, I literally lost track 
  of him in the shadows; it was the strangest thing. The 
  of him in the shadows; it was the strangest thing. The 
  of him in the shadows; it was the strangest thing. The 
  of him in the shadows; it was the strangest thing. The next 
  next 
  next 
  next 
  morning I checked his room, all was exactly as it had been 
  morning I checked his room, all was exactly as it had been 
  morning I checked his room, all was exactly as it had been 
  morning I checked his room, all was exactly as it had been 
  when he arrived, save that the roast fowl was gone as well as 
  when he arrived, save that the roast fowl was gone as well as 
  when he arrived, save that the roast fowl was gone as well as 
  when he arrived, save that the roast fowl was gone as well as 
  the cider. The bed hadn’t been slept in; there were no water 
  the cider. The bed hadn’t been slept in; there were no water 
  the cider. The bed hadn’t been slept in; there were no water 
  the cider. The bed hadn’t been slept in; there were no water 
  spots where he should have hung his cloak. It was as though 
  spots where he should have hung his cloak. It was as though 
  spots where he should have hung his cloak. It was as though 
  spots where he should have hung his cloak. It was as though 
  someone h
  someone h
  someone h
  someone had eaten there, but that was all.
  ad eaten there, but that was all.
  ad eaten there, but that was all.
  ad eaten there, but that was all.    
   
  Several of the patrons will talk about the stranger, but no 
  new information can be gained; though many swear he 
  was a demon, or part shadow. One young patron will 
  bring up the missing group of adventurers. Tragis is a boy 
  of about 11, he hero-worships strong warriors, possibly 
  because he is so small and thin, standing just a hair over 4 
  feet and weighing just over 65 pounds. He will tell the 
  PCs the following: 
   
  Well, there were these other adventurers that came through 
  Well, there were these other adventurers that came through 
  Well, there were these other adventurers that came through 
  Well, there were these other adventurers that came through 
  abo
  abo
  abo
  about a month ago, said they would help with the problems we 
  ut a month ago, said they would help with the problems we 
  ut a month ago, said they would help with the problems we 
  ut a month ago, said they would help with the problems we 
  were having at the graveyard, though nobody talks about it 
  were having at the graveyard, though nobody talks about it 
  were having at the graveyard, though nobody talks about it 
  were having at the graveyard, though nobody talks about it 
  much. Welgas, he was a big guy, used this sword that must’ve 
  much. Welgas, he was a big guy, used this sword that must’ve 
  much. Welgas, he was a big guy, used this sword that must’ve 
  much. Welgas, he was a big guy, used this sword that must’ve 
  been 2 feet taller than me, he told me that he would take care 
  been 2 feet taller than me, he told me that he would take care 
  been 2 feet taller than me, he told me that he would take care 
  been 2 feet taller than me, he told me that he would take care 
  of them baddies
  of them baddies
  of them baddies
  of them baddies. So one night he and his three buddies
  . So one night he and his three buddies
  . So one night he and his three buddies
  . So one night he and his three buddies—
  —
  —
  —one 
  one 
  one 
  one 
  was even smaller than me
  was even smaller than me
  was even smaller than me
  was even smaller than me—
  —
  —
  —went into the graveyard. Ain’t 
  went into the graveyard. Ain’t 
  went into the graveyard. Ain’t 
  went into the graveyard. Ain’t 
  nobody seen nuthin’ of em since. Some even says the problem 
  nobody seen nuthin’ of em since. Some even says the problem 
  nobody seen nuthin’ of em since. Some even says the problem 
  nobody seen nuthin’ of em since. Some even says the problem 
  is worser now than it was then.
  is worser now than it was then.
  is worser now than it was then.
  is worser now than it was then.    
   
  Others will talk about the adventurers, there were 4 
  altogether: Welgas, a male human fighter; Ayani, a male 
  halfling rogue; Vortak, a male Dwarven cleric; and Kayim, 
  a human female wizard. They arrived in town about a 
  month ago. They were interested in the stories about the 
  graveyard, and offered to remove the evil menace. They 
  set out about dusk one evening and entered the 
  graveyard. The next morning there were signs of struggle, 
  and blood on a few headstones, but no sign of the hardy 
  young adventurers. Later that day, a local woodsman 
  (Garik) found the body of Kayim in the forest. 
   
  Garik
  Garik
  Garik
  Garik (male human Com 2, Track, Wilderness Lore +5) is 
  a woodsman and trapper. He lives on the far edge of town 
  where he has a small tannery and smokehouse. He is 
  freshly shaven, as the small nicks on his face and neck 
  will testify to. If questioned about his finding of Kayim he 
  will tell this tale: 
   
  “I had been out checking my trap. I was checking a larger one 
  “I had been out checking my trap. I was checking a larger one 
  “I had been out checking my trap. I was checking a larger one 
  “I had been out checking my trap. I was checking a larger one 
  that I use for foxes and coyotes when I discovered something 
  that I use for foxes and coyotes when I discovered something 
  that I use for foxes and coyotes when I discovered something 
  that I use for foxes and coyotes when I discovered something 
  most strange. Apparently this young woman had been 
  most strange. Apparently this young woman had been 
  most strange. Apparently this young woman had been 
  most strange. Apparently this young woman had been 
  running from someth
  running from someth
  running from someth
  running from something when she stumbled into the trap. It 
  ing when she stumbled into the trap. It 
  ing when she stumbled into the trap. It 
  ing when she stumbled into the trap. It 
  grabbed her ankle and she fell forward striking her head 
  grabbed her ankle and she fell forward striking her head 
  grabbed her ankle and she fell forward striking her head 
  grabbed her ankle and she fell forward striking her head 
  against a tree root, which broke her neck. As I looked her over, 
  against a tree root, which broke her neck. As I looked her over, 
  against a tree root, which broke her neck. As I looked her over, 
  against a tree root, which broke her neck. As I looked her over, 
  she had obviously been in a rather nasty fight. Her clothes 
  she had obviously been in a rather nasty fight. Her clothes 
  she had obviously been in a rather nasty fight. Her clothes 
  she had obviously been in a rather nasty fight. Her clothes 
  were torn and she had several gash
  were torn and she had several gash
  were torn and she had several gash
  were torn and she had several gashes that showed signs of 
  es that showed signs of 
  es that showed signs of 
  es that showed signs of 
  early infection. The most curious though, was a large bite 
  early infection. The most curious though, was a large bite 
  early infection. The most curious though, was a large bite 
  early infection. The most curious though, was a large bite 
  mark upon her neck. It was as if 4 large fangs had punctured 
  mark upon her neck. It was as if 4 large fangs had punctured 
  mark upon her neck. It was as if 4 large fangs had punctured 
  mark upon her neck. It was as if 4 large fangs had punctured 
  her neck, and rather than ripping it out, had been forced to 
  her neck, and rather than ripping it out, had been forced to 
  her neck, and rather than ripping it out, had been forced to 
  her neck, and rather than ripping it out, had been forced to 
  release it. She was very lucky to have survived a b
  release it. She was very lucky to have survived a b
  release it. She was very lucky to have survived a b
  release it. She was very lucky to have survived a bite like that, 
  ite like that, 
  ite like that, 
  ite like that, 
  it’s sad that her luck ran out so soon.”
  it’s sad that her luck ran out so soon.”
  it’s sad that her luck ran out so soon.”
  it’s sad that her luck ran out so soon.”    
   
  The only other information he could provide would be 
  the location of where he found the body. This will reveal 
  no clues. Kayim’s body was burned along with her gear, 
  the villagers fearing she would rise as some sort of 
  vampiric creature. 
   
  If anyone is asked specifically about any visitors 
  before the mysterious man in black, they will remember a 
  lone adventurer who came through two days prior. He 
  was friendly and nice, a half-elf whose name no one can 
  remember. He sought the guidance of Father Turim on 
  some matter or other, then went and paid his respects at 
  the Tomb of Hagron (Encounter 3) and was then on his 
  way. 
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Church of Pelor and the Priest 
  Church of Pelor and the Priest 
  Church of Pelor and the Priest 
  Church of Pelor and the Priest 
  “Father” Galamar 
  “Father” Galamar 
  “Father” Galamar 
  “Father” Galamar     
  (30 Minutes) 
   
  Father Gal
  Father Gal
  Father Gal
  Father Galamar, male human Clr1 (Pelor):
  amar, male human Clr1 (Pelor):
  amar, male human Clr1 (Pelor):
  amar, male human Clr1 (Pelor): CR 1; 
  Medium-Size Humanoid (6 ft. 1 in. tall), HD 1d8+1; hp 9; 
  Init: +2 (Dex); Spd 30 ft.; AC 12 (+2 dex); Atks +1 melee 
  (1d6+1, club), +2 ranged (1d8 [crit 19-20], crossbow); SQ 
  spells, turn undead; AL NG (L); SV Fort +3; Ref +2; Will 
  +4: 
   
  Str 13; Dex 14; Con 12; Int 10; Wis 14; Cha 14 
   
  Skills: Craft (woodworking) +6, Diplomacy +3, Heal 
  +1, Knowledge-Local +1, Knowledge (religion) +1, Sense 
  Motive +6; Feats: Skill Focus (Craft [woodworking]), 
  Alertness 
   
  Equipment: clothing, silver holy symbol of Pelor, 
  wood carving knife. 
   
  Spells: (3/2+1) 0-lvl—cure minor wound, mending, 
  purify food and drink; 1st-lvl—protection from evil, remove fear, 
  cure light wounds. 
   
  Galamar is in his late 40’s, of medium build, and strong 
  presence. He is a recent initiate to the priesthood. 
  Previously he was a wood carver and furniture builder 
  who plied his craft for the church. He was a good friend 
  to Father Turim, the former village priest who died of a 
  heart attack after the visit from the dark robed stranger. 
  Galamar had taken oaths of service to Pelor at the request 
  of his friend some years earlier, and though pious, he is by 
  no means an adventurous man. His experience with 
  undead is limited to the folklore he has learned over the 
  years. He is a solemn and quiet man; even his sermons are 
  more to encourage people to righteousness than attempts 
  to call down the power of his deity. If asked what he 
  knows about the dark stranger he will relay the following 
  information: 
   
  
   
  What Lies Beneath 
   
  Page 6 
  “I visited Father Turim the morning 
  “I visited Father Turim the morning 
  “I visited Father Turim the morning 
  “I visited Father Turim the morning following the stranger’s 
  following the stranger’s 
  following the stranger’s 
  following the stranger’s 
  visit. He told me that the man had come late in the night, and 
  visit. He told me that the man had come late in the night, and 
  visit. He told me that the man had come late in the night, and 
  visit. He told me that the man had come late in the night, and 
  pounded on the door of the church until he was admitted. The 
  pounded on the door of the church until he was admitted. The 
  pounded on the door of the church until he was admitted. The 
  pounded on the door of the church until he was admitted. The 
  man told him he needed to buy a good horse, and he would 
  man told him he needed to buy a good horse, and he would 
  man told him he needed to buy a good horse, and he would 
  man told him he needed to buy a good horse, and he would 
  pay fair market for the horse as well as leaving h
  pay fair market for the horse as well as leaving h
  pay fair market for the horse as well as leaving h
  pay fair market for the horse as well as leaving his own horse, 
  is own horse, 
  is own horse, 
  is own horse, 
  which was too tired to continue at the pace he needed to travel. 
  which was too tired to continue at the pace he needed to travel. 
  which was too tired to continue at the pace he needed to travel. 
  which was too tired to continue at the pace he needed to travel. 
  Turim agreed, though he told me he felt some reluctance to do 
  Turim agreed, though he told me he felt some reluctance to do 
  Turim agreed, though he told me he felt some reluctance to do 
  Turim agreed, though he told me he felt some reluctance to do 
  so. The man turned over good gold, saddled the horse with his 
  so. The man turned over good gold, saddled the horse with his 
  so. The man turned over good gold, saddled the horse with his 
  so. The man turned over good gold, saddled the horse with his 
  own gear and was off at a breakneck speed. It was a s
  own gear and was off at a breakneck speed. It was a s
  own gear and was off at a breakneck speed. It was a s
  own gear and was off at a breakneck speed. It was a sham 
  ham 
  ham 
  ham 
  though; the other horse died 3 days later of lung rot. Father 
  though; the other horse died 3 days later of lung rot. Father 
  though; the other horse died 3 days later of lung rot. Father 
  though; the other horse died 3 days later of lung rot. Father 
  Turim knew almost nothing about horses, so it’s no wonder he 
  Turim knew almost nothing about horses, so it’s no wonder he 
  Turim knew almost nothing about horses, so it’s no wonder he 
  Turim knew almost nothing about horses, so it’s no wonder he 
  didn’t notice the lung rot. He was a good man
  didn’t notice the lung rot. He was a good man
  didn’t notice the lung rot. He was a good man
  didn’t notice the lung rot. He was a good man—
  —
  —
  —the best
  the best
  the best
  the best—
  —
  —
  —he 
  he 
  he 
  he 
  honestly wanted to help the man.”
  honestly wanted to help the man.”
  honestly wanted to help the man.”
  honestly wanted to help the man.”    
   
  Father Turim died a day after the horse, though he died of 
  a heart attack brought on by old age (65). Following his 
  death, Nayla
  Nayla
  Nayla
  Nayla (Human Female, Com 3, Heal +6), the local 
  herb-woman, confirmed his death was by natural causes. 
  When Father Turim died is when the problems began. 
  About this time the first ghoul appeared in the graveyard. 
  Father Turim’s body was the first body unearthed by the 
  creature. 
   
  If questioned about the funeral rites, he responds 
  that some great evil has manifested itself locally in the 
  graveyard, but he is unsure of its nature. His knowledge 
  of undead is spotty at best and so they apply whatever 
  means traditional folklore recommends for defeating 
  creatures of the night (staking, beheading, blessing, holy 
  water, protection from evil, etc.) 
   
  If the PCs ask before they enter the graveyard, he can 
  supply them with 2 vials of holy water. He will not ask for 
  them back, neither will he give it to them if the mission is 
  already complete and there is no need for it. He can cast 
  bless on any characters who die to prevent their rising as 
  ghouls themselves, provided the characters mention it. 
  Any factual information on dealing with undead offered 
  to the priest he will be most thankful for. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  The graveyard and The Tomb 
  The graveyard and The Tomb 
  The graveyard and The Tomb 
  The graveyard and The Tomb 
  of Hagron:
  of Hagron:
  of Hagron:
  of Hagron:        
  (30-45 minutes) 
  This area is the lair of 4 Zombies (Tier 1, EL 2), 2 ghouls 
  (Tier 2, EL 3), 5 ghouls (tier 3, EL 5), or 8 ghasts (Tier 4, 
  EL 9). 
      
  Zombie:
  Zombie:
  Zombie:
  Zombie: CR 1/2; Medium-Size Undead (6 ft tall); HD 
  2d12+3; hp 15; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural); Atks +2 melee (1d6+1, bash); SQ Undead, Partial 
  actions only; AL N; SV Fort: +0, Ref +1, Will +2 
   
  Str 13, Dex 8, Con --; Int --; Wis 10, Cha 11 
   
  Feats: Toughness 
   
  SQ: Undead-- Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects.  Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save; Partial Actions Only (Ex)—
  Zombies have poor reflexes and can perform only partial 
  actions. Thus they can move or attack, but can do both 
  only if they charge (a partial charge).  
      
  Ghouls
  Ghouls
  Ghouls
  Ghouls: CR 1; Medium-Size Undead (6 feet tall); HD 
  2d12; hp 13; Init +2 (dex); Speed 30 ft.; AC: 14 (+2 dex, +2 
  natural); Atks +3 melee (1d6 + paralysis, bite), +0 melee 
  (d3 + paralysis, claw); SA Paralysis; SQ Undead; AL CE; 
  SV Fort +0 Ref +2, Will +5 
   
  Str 13, Dex 15; Con --; Int 13; Wis 14; Cha 16 
   
  Skills: Climb +6, Escape Artist +7, Hide +7, Intuit 
  Direction+3, Jump +6, Listen +7, Move Silently +7, Search 
  +6, Spot +7, Feats: Multiattack, Weapon Finesse (bite) 
   
  SA: Paralysis—Those hit by a ghoul’s attack must 
  succeed at a Fortitude save (DC 14) or be paralyzed for 
  1d6+2 minutes. Elves are immune to this paralysis. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects. Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save. 
   
  Ghasts
  Ghasts
  Ghasts
  Ghasts: CR 3; Medium-Size Undead (6 feet tall); HD 
  4d12; hp 26; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 
  natural) Atks +4 melee (d8+1 and paralysis, bite), +1 melee 
  (d4 + paralysis, claw); SA Stench, Paralysis; SQ Undead; 
  AL CE; SV: Fort +1 Ref +3, Will +6 
   
  Str 13, Dex 15; Con --; Int 13; Wis 14; Cha 16 
   
  Skills: Climb +6, Escape Artist +8, Hide +8, Intuit 
  Direction+3, Jump +6, Listen +8, Move Silently +7, Search 
  +6, Spot +8; Feats: Multiattack, Weapon Finesse (bite) 
   
  SA: Paralysis—Those hit by a ghoul’s attack must 
  succeed at a Fortitude save (DC 15) or be paralyzed for 
  1d6+4 minutes. Elves are vulnerable to this paralysis. 
  Stench—The stink of death and corruption surrounding 
  these creatures is sickening. Those within 10 feet must 
  succeed at a Fortitude save (DC 15) or be racked with 
  nausea, suffering a –2 morale penalty to all attacks, saves, 
  and skill checks for 1d6+4 minutes. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects.  Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save. 
   
  The next morning dawns partly cloudy. The graveyard is a 
  disaster area. During the night, several (6) coffins were 
  unearthed and now stand empty. The grave of the young 
  woman buried the day before stands yet, untouched. If 
  the characters enter the graveyard that night, the ghouls 
  will come out of their lair about two hours after sunset. 
   
  The entire graveyard is tracked with footprints, some 
  are booted, others are bare humanoid, and others are 
  shallow and bony (Spot, DC 10). The graves that have 
  been dug up are now empty, the coffins broken and 
  battered. There is nothing in common with the graves 
  dug up, some are new, some are old, some men, some 
  women, etc. In a new area of the graveyard, there are 
  
   
  What Lies Beneath 
   
  Page 7 
  more tracks, but no upturned graves. Each of the four 
  graves in this area has a strange mark on the headstone. 
  (It is a Glyph of Protection from Evil and the sun-shaped 
  Holy Symbol of Pelor (Knowledge [religion], DC 10 or 
  Spellcraft, DC 13)  
   
  Muddy tracks lead into the tomb of Hagron, a 20 ft. 
  by 20 ft. above-ground stone structure with a metal door. 
  As long as the ghouls are inside the tomb, the door will be 
  closed. If they are out in the graveyard the door will be 
  open. The door has inscribed upon it a memorial to the 
  inhabitant, Hagron, Holy Warrior of Heironeous and 
  defender of all souls. It reads thus: 
   
  Hagron Palitok, Holy Warrior of Heironeous
  Hagron Palitok, Holy Warrior of Heironeous
  Hagron Palitok, Holy Warrior of Heironeous
  Hagron Palitok, Holy Warrior of Heironeous    
  Constructed in Grateful Memory, Re
  Constructed in Grateful Memory, Re
  Constructed in Grateful Memory, Re
  Constructed in Grateful Memory, Reaping 582
  aping 582
  aping 582
  aping 582    
  Valor of Hieroneous
  Valor of Hieroneous
  Valor of Hieroneous
  Valor of Hieroneous    
  Courage Limitless
  Courage Limitless
  Courage Limitless
  Courage Limitless    
  Unbroken Defense
  Unbroken Defense
  Unbroken Defense
  Unbroken Defense    
  Hordes Relent
  Hordes Relent
  Hordes Relent
  Hordes Relent    
  Children Endangered
  Children Endangered
  Children Endangered
  Children Endangered    
  The Gods Favored
  The Gods Favored
  The Gods Favored
  The Gods Favored    
  Saved them all
  Saved them all
  Saved them all
  Saved them all    
  Despite his fall
  Despite his fall
  Despite his fall
  Despite his fall    
  Hordes long gone
  Hordes long gone
  Hordes long gone
  Hordes long gone    
  Children live on
  Children live on
  Children live on
  Children live on    
  In Memorial, Hagron
  In Memorial, Hagron
  In Memorial, Hagron
  In Memorial, Hagron    
   
  The tomb was built on a foundation and around a funeral 
  bier that were previously existing. No one was aware that 
  the funeral bier contained a secret entrance to another 
  crypt. The sarcophagus that should contain Hagron’s 
  body is empty. The lid has been replaced to its normal 
  position, but a Search (DC 8) will reveal that the lid has 
  been disturbed. Opening the sarcophagus requires a 
  Strength check (DC 13). An examination of the bier will 
  reveal claw marks on one end panel. There are also two 
  handholds hidden in the stonework for pulling it back in 
  to place. Pushing on this (Strength, DC 15) will cause the 
  panel to slide in, revealing a ladder leading down into 
  darkness. Looking down into the pit below will reveal a 
  pile of treasure some 20 feet down that seems to have 
  been piled up haphazardly. (If the characters climb down, 
  go to Encounter 4: the Crypt of Jylahmay.) 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  The Crypt of Jylahmay: 
  The Crypt of Jylahmay: 
  The Crypt of Jylahmay: 
  The Crypt of Jylahmay:     
  (1 hour) 
  Room A 
  Room A 
  Room A 
  Room A     
  An old rickety ladder descends into a darkened 10-ft. by 
  25-ft. hallway. At the base of the ladder is where the 
  ghouls have been dumping items looted from graves they 
  have dug up and emptied. The treasure consists of 220 
  copper coins (placed over the eyes of corpses), several 
  trinket type items (embroidered strips of cloth, ceramic 
  and lead cast figurines, wood carvings, etc.), a backpack 
  containing adventuring gear (3 torches, 50 ft. rope, 3 whet 
  stones, flint and steel, masterwork thieves tools, crow-bar, 
  flask of oil, broken crossbow, case containing 10 lt. x-bow 
  bolts), and the Axe of Hagron (see below). At the far end 
  is a set of double doors that are locked (Open Locks DC 
  15) and magically held (DC 23 to force (13 +5 if locked +5 
  magically held)). 
   
  Axe of Hagron
  Axe of Hagron
  Axe of Hagron
  Axe of Hagron: Masterwork Battleaxe (Medium, 7 lb., 
  silver, 400 gp). This battle-axe has the symbol of 
  Heironeous engraved in both sides of the blade. Counts 
  as a silvered weapon. 
   
   
  Room B
  Room B
  Room B
  Room B    
  This 10-ft. by 50-ft. stone room is unremarkable save for 
  the thick layers of dust. A secret door in the wall opposite 
  the entrance will grant access to the central chamber. A 
  Spot check (DC 25) or Search check (DC 18) to find. The 
  door at the northern end of the room is locked (DC 15) 
  but can be forced (DC 18).  
   
  Room C
  Room C
  Room C
  Room C    
  The door in the east wall of this 10-ft. by 35-ft. hallway is 
  Locked (DC 15) and Trapped with a scything blade trap 
  triggered when the door is opened. The blade is 
  embedded in the left doorjamb and hinged at the vertical 
  midway point. The blade snaps around a 180-degree arc, 
  slicing through all in its path. The door can be forced (DC 
  18).  
   
  Scything Blade Trap
  Scything Blade Trap
  Scything Blade Trap
  Scything Blade Trap: +8 Melee (1d8 [crit x3]) Search (DC 
  21), Disable Device (20). 
   
  Room D
  Room D
  Room D
  Room D    
  This 35-foot-long hallway has a small pool of putrid water 
  (5 ft. diameter, 6 inches deep, uninhabited) in front of the 
  secret door. To find the secret door is Spot DC 21 and 
  Search DC 13 (the water actually drains around the door 
  at a very slow drip). The pool is fed by a slow drip in the 
  ceiling during or following rainstorms. The door at the 
  eastern end of the room is locked (DC 15) but can be 
  forced (DC 18). 
   
  Room E
  Room E
  Room E
  Room E    
  The door at the southern end of this 10-ft. by 35-ft. room 
  is locked (DC 15) but can be forced (DC 18). Otherwise 
  the room is empty. 
   
  Room F
  Room F
  Room F
  Room F    
  This section of hall is 30 feet long. The door leading to the 
  central crypt area is a metal vault door in the west wall. It 
  has a large combination tumbler on it (Pick Locks, DC 28) 
  or the characters can puzzle it out. The lock is made up of 
  3 rows. Each row contains a series of switches that signify 
  a letter; the characters select a letter by setting the switch 
  appropriately. The solution is “BEWARE THE VAULT.” 
  All other possibilities release a chlorine-based poison gas 
  when the vault handle is turned. Each time the vault 
  handle is pulled the switches reset.  
   
  
   
  What Lies Beneath 
   
  Page 8 
  Chlorine Gas Trap
  Chlorine Gas Trap
  Chlorine Gas Trap
  Chlorine Gas Trap (Reflex save DC 17 to avoid, Fortitude 
  save (DC 20) for half if reflex save fails (the character is 
  holding their breath) breathing the gas causes 10 damage 
  in each round spent in the cloud.)  
   
  The puzzle is also presented as a player handout at the 
  end of this scenario. 
   
  Row 1:
  Row 1:
  Row 1:
  Row 1:    
  BUNARE
  BUNARE
  BUNARE
  BUNARE    
      
      
  SEWDER
  SEWDER
  SEWDER
  SEWDER    
      
  Row 2:
  Row 2:
  Row 2:
  Row 2:    
  ALE
  ALE
  ALE
  ALE    
      
      
  THL
  THL
  THL
  THL    
      
  Row 3:
  Row 3:
  Row 3:
  Row 3:    
  VIVET
  VIVET
  VIVET
  VIVET    
      
      
  LAULS
  LAULS
  LAULS
  LAULS    
   
  Room G
  Room G
  Room G
  Room G    
  This room contains what the ghoul in room H desires. 
  There are three skeletal bodies lying on the floor. They 
  are not any types of undead, but rather just bodies of long 
  dead adventurers. One skeletal figure is still holding a 
  piece of chalk in his bony fingers. Above him on the wall 
  is a faded scrawling that says “Beware the Va” and then 
  trail off from the “a”. The adventurers carry little: some 
  coin (20 gp and 15 sp each) and broken or rotted 
  mundane items. All leather has rotted making the 2 suits 
  of studded leather worthless. There is also a spearhead, a 
  flail, and 3 daggers amongst the gear, all are rusted but 
  repairable.  
   
  Room H
  Room H
  Room H
  Room H    
  This 10-ft. by 30-ft. room is occupied by a single ghoul 
  (Tier 1-2, EL 1) or ghast (tier 3-4, EL 3). If he has heard the 
  party, he will rush them and attack in a frenzy of hunger. 
  If he does not hear them he will be trying to claw his way 
  through the door in the west wall. A Spot check (DC 25), 
  or a Search check (DC 18) is required to find the secret 
  door in the north wall. 
   
  Ghouls
  Ghouls
  Ghouls
  Ghouls: CR 1; Medium-Size Undead (6 feet tall); HD 
  2d12; hp 13; Init +2 (dex); Speed 30 ft.; AC: 14 (+2 dex, +2 
  natural); Atks +3 melee (1d6 + paralysis, bite), +0 melee 
  (1d3 + paralysis, claw); SA Paralysis; SQ Undead; AL CE; 
  SV Fort +0 Ref +2, Will +5 
   
  Str 13, Dex 15; Con --; Int 13; Wis 14; Cha 16 
   
  Skills: Climb +6, Escape Artist +7, Hide +7, Intuit 
  Direction+3, Jump +6, Listen +7, Move Silently +7, Search 
  +6, Spot +7, Feats: Multiattack, Weapon Finesse (bite) 
   
  SA: Paralysis—Those hit by a ghoul’s attack must 
  succeed at a Fortitude save (DC 14) or be paralyzed for 
  1d6+2 minutes. Elves are immune to this paralysis. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects. Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save. 
   
  Ghasts
  Ghasts
  Ghasts
  Ghasts: CR 3; Medium-Size Undead (6 feet tall); HD 
  4d12; hp 26; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 
  natural) Atks +4 melee (1d8+1 and paralysis, bite), +1 
  melee (1d4 + paralysis, claw); SA Stench, Paralysis; SQ 
  Undead; AL CE; SV: Fort +1 Ref +3, Will +6 
   
  Str 13, Dex 15; Con --; Int 13; Wis 14; Cha 16 
   
  Skills: Climb +6, Escape Artist +8, Hide +8, Intuit 
  Direction+3, Jump +6, Listen +8, Move Silently +7, Search 
  +6, Spot +8; Feats: Multiattack, Weapon Finesse (bite) 
   
  SA: Paralysis—Those hit by a ghoul’s attack must 
  succeed at a Fortitude save (DC 15) or be paralyzed for 
  1d6+4 minutes. Elves are vulnerable to this paralysis. 
  Stench—The stink of death and corruption surrounding 
  these creatures is sickening. Those within 10 feet must 
  succeed at a Fortitude save (DC 15) or be racked with 
  nausea, suffering a –2 morale penalty to all attacks, saves, 
  and skill checks for 1d6+4 minutes. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects.  Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save. 
   
  Room I
  Room I
  Room I
  Room I    
  The south wall is partially caved in and a half-destroyed 
  empty casket extends from the rubble. The east wall 
  contains a wooden door. Its handle, lock, and hinges are 
  intact, but its center has been clawed through. The north 
  wall also contains a door. Though it has several claw 
  marks, it is intact. 
   
  Room J
  Room J
  Room J
  Room J    
  Herein lies the open-topped stone coffin that is the 
  sarcophagus of Jylahmay, as well as eight wooden coffins. 
  The rest of the room appears undisturbed. There are no 
  signs of tracks in the dust. Hanging around the neck of 
  the coffin’s occupant is necklace of incredible beauty. Its 
  gold links are distinct and beautifully crafted, and the 
  stone set in it is clear and captures the light. Detect Magic 
  cast on it reveals a slight aura of enchantment. (Actual 
  value is 5 gp, the necklace bears Nystul’s magical aura and 
  is actually a trap trigger for greedy adventurers). 
  Removing the necklace causes the other wooden coffins 
  to open, spilling forth their contents of 4 skeletons and 2 
  zombies (Tier 1, EL 3), 6 zombies and 6 skeletons (Tier 2, 
  EL 5), 6 Zombies and 3 ghoul (Tier 3, EL 6), or 8 ghouls 
  (Tier 4, EL 7). Opening one of the wooden coffins will 
  produce the same effect. The other contents of the stone 
  coffin include an apparently cheap ring on the mage's 
  hand, a scroll rolled out flat under his body, and a vial of 
  some type of elixir. The scroll has the spell mage armor 
  scribed on it at 1st level.  
      
  Ghouls
  Ghouls
  Ghouls
  Ghouls: CR 1; Medium-Size Undead (6 feet tall); HD 
  2d12; hp 13; Init +2 (dex); Speed 30 ft.; AC: 14 (+2 dex, +2 
  natural); Atks +3 melee (1d6 + paralysis, bite), +0 melee 
  (1d3 + paralysis, claw); SA Paralysis; SQ Undead; AL CE; 
  SV Fort +0 Ref +2, Will +5 
   
  Str 13, Dex 15; Con --; Int 13; Wis 14; Cha 16 
  
   
  What Lies Beneath 
   
  Page 9 
   
  Skills: Climb +6, Escape Artist +7, Hide +7, Intuit 
  Direction+3, Jump +6, Listen +7, Move Silently +7, Search 
  +6, Spot +7, Feats: Multiattack, Weapon Finesse (bite) 
   
  SA: Paralysis—Those hit by a ghoul’s attack must 
  succeed at a Fortitude save (DC 14) or be paralyzed for 
  1d6+2 minutes. Elves are immune to this paralysis. 
   
  SQ: Undead—Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects. Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save. 
      
  Skeleton: 
  Skeleton: 
  Skeleton: 
  Skeleton: CR 1/3; Medium-Size Undead (6 ft. tall); HD 
  1d12; hp 6; Init +5 (+1 Dex, +4 Improved Initiative); Spd: 
  30 ft.; AC 13 (+1 Dex, +2 natural); Atks +0 (1d4, 2 claws); 
  SQ Undead, immunities; AL: N; SV Fort +0 Ref +1 Will 
  +2 
   
  Str 10, Dex 12, Con --; Int --; Wis 10, Cha 11 
   
  Feats: Improved Initiative 
   
  SQ: Undead--Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects.  Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save; Immunities – Skeletons have 
  cold immunity. Because they lack flesh or internal organs, 
  they take only half damage from slashing weapons and 
  piercing weapons. 
   
  Zombie:
  Zombie:
  Zombie:
  Zombie: CR 1/2; Medium-Size Undead (6 ft tall); HD 
  2d12+3; hp 15; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural); Atks +2 melee (1d6+1, bash); SQ Undead, Partial 
  actions only; AL N; SV Fort: +0, Ref +1, Will +2 
   
  Str 13, Dex 8, Con --; Int --; Wis 10, Cha 11 
   
  Feats: Toughness 
   
  SQ: Undead-- Immune to mind-influencing effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  and 
  necromantic effects.  Not subject to critical hits, sneak 
  attacks, subdual damage, ability damage, energy drain, or 
  death from massive damage. Immune to anything 
  requiring a Fortitude save; Partial Actions Only (Ex)—
  Zombies have poor reflexes and can perform only partial 
  actions. Thus they can move or attack, but can do both 
  only if they charge (a partial charge).  
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  If the party returns items of heirloom or sentimental 
  importance to the priest, he will reward them with a 
  silvered masterwork mace of Pelor. This item will be 
  worth much more than the combined total of the trinkets 
  they find in the tomb. Father Galamar will soon be 
  travelling to a church council for the Church of Pelor. 
  Here he will spread the tale of the heroes’ brave deeds, 
  earning them 1 fame point with the Church of Pelor and 
  1 Influence point with the Church of Pelor. 
   
  Mace of Pelor
  Mace of Pelor
  Mace of Pelor
  Mace of Pelor (Medium, 7 lb., Silver, 420 gp) This silver 
  mace is finely wrought and bears a 3-dimensional holy 
  symbol of Pelor as its head. It will also function as a holy 
  symbol in the hands of a cleric or paladin of Pelor. 
   
  Th
  Th
  Th
  The End
  e End
  e End
  e End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Defeating the 4 Zombies 
  100 xp 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Defeating the Ghoul (area H) 
  100 xp 
  Scything Blade Trap (area C) 
  50 xp 
  Defeating the Puzzle of the Vault 
  50 xp 
  Defeating the Skeletons and Zombies (J) 
  150 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 100 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  
   
  What Lies Beneath 
   
  Page 10 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  • 
  2 Vials Holy Water 
   
   
  50 gp 
  • 
  220 copper coins 
  • 
  Several trinket type items 
   
  50 gp 
  • 
  Backpack w/adventuring gear   
   
   
       116 gp, 3 torches, 50 ft. rope, 3 whet stones, flint 
  and steel, masterwork thieves tools, crow-bar, flask of 
  oil, broken crossbow, case containing 10 lt. x-bow 
  bolts) 
  Axe of Hagron
  Axe of Hagron
  Axe of Hagron
  Axe of Hagron: Masterwork Battleaxe (Medium, 7 lb., 
  silver, 400 gp). This battle-axe has the symbol of 
  Heironeous engraved in both sides of the blade. Counts 
  as a silvered weapon. 
  • 
   
   
  • 
  Adventurer’s coins 
   
    
   60 gp 
   
   
   
   
    
   
   45 sp 
  • 
  Rusty Weapons 
   
   
    8 gp 
   
  • 
  Potion of cure light wounds (Value 50 gp) 
  • 
  Arcane scroll of mage armor written at 1st level (Value 
  25 gp) 
  • 
  Ring 
   
   
   
  100 gp 
  • 
  Necklace 
   
   
   
    5 gp 
   
  • 
  Mace of Pelor (Medium, 7 lb., Silver, 420 gp) This 
  silver mace is finely wrought and bears a 3-
  dimensional sun-shaped holy symbol of Pelor as its 
  head. It will also function as a divine focus in the 
  hands of a cleric or paladin of Pelor. 
   
  
   
  What Lies Beneath 
   
  Page 11 
  Map of Jylahmay’s Crypt
  Map of Jylahmay’s Crypt
  Map of Jylahmay’s Crypt
  Map of Jylahmay’s Crypt    
   
  
   
  What Lies Beneath 
   
  Page 12 
  Puzzle of the Vault Door
  Puzzle of the Vault Door
  Puzzle of the Vault Door
  Puzzle of the Vault Door    
   
  B U N A R E
  B U N A R E
  B U N A R E
  B U N A R E    
      
  S E W D E R
  S E W D E R
  S E W D E R
  S E W D E R    
      
      
      
  A L E
  A L E
  A L E
  A L E    
      
  T H L
  T H L
  T H L
  T H L    
      
      
      
  V I V E T
  V I V E T
  V I V E T
  V I V E T    
      
  L A U L S
  L A U L S
  L A U L S
  L A U L S    
      
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ADP (Adaptable)/ADP1-04 What Lies Beneath (3E).pdf