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  AN 
   
  PRODUCTION 
   
   
  
  2 
   
  TABLE OF CONTENTS. 
  Introduction. 
   
   
   
  3 
  A note about Pronouns. 
   
   
  3 
  Recent Events. 
   
   
   
  3 
  For the Dungeon Master.  
   
  4 
  Chert’s Plan. 
   
   
   
  5 
  A Spanner in the Works.  
   
  5 
  A Note About Equipment.  
   
  5 
  A Note about Disease. 
   
   
  5 
   
  CHAPTER 1. 
  In which the adventurers meet Narn the jeweller 
  and discover their mission. 
   
  The Merchant’s Plan. 
   
   
  6 
  Question Time.  
   
   
  7 
  NPC Capsule: Narn the Quick 
   
  7 
   
  CHAPTER 2. 
  In which the adventurers discover Erian’s 
  abandoned house, gain access to it, and uncover 
  the secret entrance to the sewers in the cellar. 
   
  The Abandoned House on Dun Street. 
  9 
  Gaining Access to the House. 
   
  9 
  Accosted 
   
   
   
  10 
  The Interior. 
   
   
   
  10 
  The Ground Floor. 
   
   
  10 
  NPC Capsule; Randal Llayr 
   
  10 
  The 1st Floor. 
   
   
   
  12 
  The Cellar.  
   
   
   
  13 
   
  CHAPTER 3. 
  The heroes bravely enter the sewers and battle 
  with many foul dwellers of the subterranean 
  world. 
   
  The Sewers of Scant. 
   
   
  14 
  Cisterns.  
   
   
   
  14 
  Flow Pipes. 
   
   
   
  15 
  Waterways. 
   
   
   
  15 
  Encounters within the Sewers. 
   
  15 
  Rats. 
   
   
   
   
  15 
  Start. 
   
   
   
   
  16 
  Empty and Neglected Cistern. 
   
  16 
  Intersection. 
   
   
   
  16 
  Brown Mould. 
   
   
   
  17 
  Intersection. 
   
   
   
  18 
  Ruined Cistern.  
   
   
  18 
  Lacedon Ambush. 
   
   
  19 
  Crocodile! 
   
   
   
  20 
  Entrance to Natural Caverns. 
   
  21 
  Giant Rats. 
   
   
   
  21 
  Sahuagin in the Sewers. 
   
   
  21 
  Sewer Map. 
   
   
   
  23 
   
  CHAPTER 4. 
  The heroes discover the lair of the Sahuagin. 
   
  The Sahuagin Lair. 
   
   
  24 
  Passageway One.  
   
   
  24 
  Passageway Two.  
   
   
  25  
  The Main Chamber. 
   
   
  25 
  Features of the Cavren 
   
   
  26 
  The Sahuagin Defence Plan. 
   
  26 
  Surprising the Sahuagin.  
   
  26 
  Underwater Combat. 
   
   
  26 
  Map of the Sahuagin’s Lair. 
   
  28 
  The Sahuagin. 
   
   
   
  29 
  Less-do (Sahuagin Lieutenant). 
   
  29 
  Shoo-dra (Sahuagin Chieftain). 
   
  29 
  Rank and File Sahuagin.  
   
  29 
  Sahuagin Combat Tactics.  
   
  29 
  Shark.  
   
   
   
  30 
  SS’inek, Priestess of Sekolah. 
   
  30 
   
  CHAPTER 5. 
  The victorious adventurers return to the surface 
  with proof of their exploits, and receive their 
  reward from Narn.  
   
  Milo. 
   
   
   
   
  31 
  The Drunken Sailor. 
   
   
  31
  CREDITS. 
   
  Design: Creighton Broadhurst. 
  Editing: Mark Smith. 
  Cover Art: Philippa Broadhurst. 
  Proof Reading: Philippa Broadhurst. 
  Play Testers: The Anoraks of the Coast 
  (specifically); Rob Wills, Neil Wright, 
  Andy Lewis, Laura Walker and Will Hill. 
  Special Thanks: Tom Harrison, of the 
  Council of Greyhawk, for allowing me to 
  adapt his module formatting first used in 
  the Masters of the Azure Sea Trilogy. 
  
  3 
  INTRODUCTION. 
  Shadows Under Scant is a module set in the World of Greyhawk and 
  designed for 2nd edition AD&D rules.   The action takes place in (and 
  under) the City of Scant which is the capital of Onnwal, founding 
  member of the Iron League.  It should be noticed that this adventure 
  takes place in 576 CY, 7 years before the Greyhawk Wars during which 
  the Scarlet Brotherhood and their Hepmonaland minions captured 
  Onnwal. 
   
  Players will only need the 2nd ed. Player’s Handbook to participate but 
  it is recommended that the Dungeon Master (at the minimum) have 
  access to the 2nd ed. Dungeon Master’s Guide and Monstrous 
  Compendium.  In addition the Monstrous Arcana supplement “The Sea 
  Devils” should prove beneficial. 
   
  It would also be prudent for DMs to take a few moments to review the 
  rules for fighting in and underwater as laid out in the Dungeon 
  Master’s Guide, p109-112. 
   
  The allotted time span for this module is half an hour for set up 
  followed by a further 3 hours of actual game time.  After 3 hours play 
  should be halted and the character sheets gathered in for scoring.  
  Italicised text may be read to the players. 
   
  A NOTE ON PRONOUNS. 
  Throughout this adventure the pronouns “his” or “him” are used.  This 
  is purely for ease of use and the terms “his” or “him” should be 
  considered to be interchangeable with “hers” and “him”. 
   
  PLAYER CHARACTERS. 
  Set up should take a maximum of half an hour.  Firstly hand out the 
  background sheets and allow the players to choose which characters 
  they want without letting them see the actual character sheets.  Once 
  the decisions have been made, hand out the sheets and allow the 
  players to familiarise themselves with their characters.  During this 
  time you may allow players to consult the Dungeon Master’s Guide to 
  ascertain all the properties of any magic items they might have. 
   
  Characters sheets are organised into two pages.  The first page details 
  all the normal relevant information.  All THAC0 are adjusted for 
  strength, specialisation etc and all ACs are similarly adjusted.  The 
  second page contains any character specific information that the PC 
  might have and that character’s impressions of the other members of 
  the party. 
   
  RECENT EVENTS. 
  Earlier this year (576 CY) Herzog Chelor massed a force of 17,000 
  men with the intent of cutting off Irongate and Onnwal from its allies 
  in the east.  However, a pitched battle fought above the town of Naerie, 
  capital of Idee, stopped him short of his objective as autumn closed in.  
  Rumours are rife that he will use the winter respite to amass an even 
  larger force with which to smash his enemies.  Onnwalish warships 
  have however fared better, destroying several of the Herzog’s vessels 
  in Dunhead Bay.  
   
  THE DUNGEON MASTER’S 
  COLUMN. 
  This column is for the use of the 
  Dungeon Master.  It is for you to 
  make notes that will assist you in 
  running the adventure.  In addition 
  this column will note any character 
  specific knowledge relevant to the 
  encounter at hand.  You may divulge 
  this information either orally or via 
  written note.  If you chose to 
  disseminate the information via 
  written note it is suggested that these 
  be prepared beforehand.  The 
  employment of this second method is 
  recommended, as it will increase the 
  level of role-playing between the 
  Players.   
   
  This column is also used for noting 
  any and all monster statistics needed 
  throughout the module.  You may 
  find that the same NPCs or monster 
  statistics appear on more than 1 page. 
  This is to assist you so that you do 
  not need to flip back and forth 
  Chelor is the leader of the South 
  Province and a renown warrior. 
  
  4 
  Szek Ewerd is away from his capital at Killdeer (his easternmost 
  citadel) meeting with representatives of the other member states of the 
  Iron League.  Rumours are flying that when he returns he will order 
  conscription.  
   
  Trouble it seems is also close at hand.  In the last 2 weeks 20 corpses 
  have been fished out of the harbour; more men are said to be missing.  
  Clearly some malevolent agency is at work here.  (The rumourmongers 
  and gossips say that Herzog Chelor has conjured a terrible beast out of 
  his blackest nightmares to besiege the good folk of Scant). 
   
  The Mayor of Scant Raense Telavor has called for calm and has 
  ordered patrols of the docks by contingents of marines based on the 
  warships in the harbour.  Up until now the attacks have centred on 
  merchantmen.   
   
  Storms have begun to beset the Sea of Gearnat again as is usual for this 
  time of year, making travel perilous at best.  Many merchantmen had 
  elected to wait out the storms in dock, spending some gold, opening 
  new accounts and repairing their vessels.  Many now talk of leaving 
  judging the dangers of a quick passage through the Gearnat preferable 
  to waiting here at the mercy of whatever lurks in the harbour.   
   
  FOR THE DUNGEON MASTER. 
  These attacks are nothing to do with the current troubles to the east 
  although many rumourmongers and gossips link them and spin fanciful 
  tales of the aquatic monstrosities the Herzog has unleashed on Onnwal 
  as punishment for the warships sunk earlier in the year. 
   
  A small band of Sahuagin has moved into the harbour.  Originally 
  tasked by their leader, a large and aggressive creature, to scout the 
  harbour in preparation for a major raid on the hated land dwellers.  The 
  band has been here for over a month now and until about 2 weeks ago 
  everything was going well.  Originally the group was led by the 
  chieftain, Ko-las, and hid in several natural caves that open into the 
  harbour venturing out only at night to gain intelligence and to `take’ 
  the occasional sailor for sport.  Unfortunately one Herchio Longshank, 
  a vicious, hard man who travelled the sewers in search of things 
  accidentally discarded discovered them.  He surprised and almost slew 
  the Ko-las as he devoured an unfortunate sailor, but in the ensuing 
  combat the sahuagin managed to overcome his assailant and crawled 
  back to their lair where he was slain by his lieutenant, Shoo-dra, who 
  had coveted his position for many months.   
   
  Shoo-dra had long suspected that the harbour would be an excellent 
  source of food and convinced his brethren that they should stay, and 
  under his leadership, prey on the inhabitants of Scant instead of 
  returning to their baron’s village.  This they have done but their bloody 
  reign of terror has brought them to the attention of the citizens of 
  Scant.  Shoo-dra is not as cunning as his predecessor and has made 
  several mistakes, not least of which is letting several partially 
  devoured corpses float to the surface after some seasonal, but 
  surprisingly hard rain, swept them from the sewers. 
   
  The thieves of Scant have also become aware of the sahuagin after 
  several of their number disappeared while using the sewers as a means 
  Many sahuagin and other intelligent 
  evil creatures dwell in the depths of 
  the Gearnat. 
  Rakehell Chert is an extraordinarily 
  talented thief who cares deeply for 
  his adopted home.  Few know his 
  real face as he is constantly having to 
  keep the other members of his guild 
  in their place. 
  
  5 
  of escaping the pursuit of the city watch.  Chert himself has scoured 
  the sewers for the source of these disappearances and has found their 
  lair.  More skilful than his brethren, he escaped detection and returned 
  to the town above.  He quickly determined that these creatures posed a 
  threat, not just to his organisation, but to the trade that they relied on 
  (and to the city in general).  Knowing that the prowess and number of 
  the sahuagin would be too much for his followers he has come up with 
  another plan….   
   
  CHERT’S PLAN. 
  Chert has recruited the merchant Narn to assist him, although Narn is 
  not aware Chert’s true.  He thinks that Chert is actually an individual 
  named Amaelin the Swift, a thief famed for his burglaries of rich 
  merchants and their wives. 
   
  In brief Chert’s plan is this: Narn will hire a group of special 
  individuals with the appropriate skills necessary to clear the sewers of 
  whatever may lurk down there.  Chert has not divulged to Narn exactly 
  what is in the sewers, instead spinning Narn a story about cannibalistic 
  thieves from the east. 
   
  To make sure that Narn does not divulge too much and that the 
  mission is a success Chert has dispatched Dalbar to assist and observe.   
   
  A “SPANNER” IN THE WORKS. 
  The Mayor of Scant Raense Telavor is aware of Narn’s reputation and 
  suspects him of links to the Wreckers, and so has sent along his own 
  agent, Raisea, to report back on all suspicious contacts.  Chert (for 
  once) is unaware of this. 
   
  A NOTE ABOUT EQUIPMENT. 
  The characters have been equipped appropriately for their movement 
  through a bustling town.  This therefore precludes two handed swords, 
  battle-axes and heavy armours.  This is the equipment that they have to 
  complete the module; do not allow them to return to their quarters and 
  re-equip, as this will reduce the challenge of the module. 
   
  A NOTE ABOUT DISEASE. 
  It should be realised that even if a PC undergoes infection of a disease 
  in the sewers, the onset time will be such that the inflicted individual 
  will suffer no symptoms while underground and will return to the 
  surface unaware of his condition.  It is for this reason that no details of 
  the various diseases are presented herein, irrelevant as they are to 
  tournament play.  Simply note the results of the various attacks 
  involving disease and inform the players who was infected with what 
  after play finishes. 
   
   
   
   
  Amaelin is one of Chert’s many 
  aliases that he uses to avoid detection 
  
  6 
   
   
  CHAPTER 1. 
  In which the heroes meet Narn the merchant and learn of their mission 
  to discover who (or what) is responsible for the killings in the sewers 
  and harbour.  The bulk of the action takes place in the Drunken Sailor, 
  one of the more reputable establishments near the docks. 
   
  Once everyone is settled and have indicated that they are ready to 
  begin note the time and read the text below to the players. 
   
  THE MERCHANT’S PLAN. 
  Narn the Quick is a minor jeweller in Scant and a few days ago he put 
  it around the taverns and inns of the dock quarter that he required a 
  select group of individuals for a difficult and dangerous task.  You 
  arrived at the Drunken Sailor, one of the quieter taverns near the 
  docks, and, asking for Narn, were directed to a private backroom by 
  the Innkeeper Milo.   
   
  Some of the others in the room were unknown to you and introductions 
  were quickly made.  Food has been served as well as drink (but not 
  much of that) and you have each eaten and drunk your fill.  For over 
  an hour you have been made to wait.   
   
  Eventually a short and skinny man dressed in a faded and stained tunic 
  enters the room and quietly shuts the door behind him.  His cloak is 
  soaked; a victim of the seasonal tropical storm lashing Scant.  He 
  carefully removes it and, turning around surveys the room.  Crossing 
  to the table he quickly pours himself a glass of wine and gulps it down.  
  He speaks to you in a surprisingly soft voice that has you leaning over 
  the table to hear his words… 
   
  “Greetings, I am Narn.  Firstly let me thank you all for answering my 
  call and allow me to offer my apologises for arriving late, I had some 
  business to attend to and could not break away.  Please take your ease 
  and listen carefully to what I have to say.  When I am finished you may 
  ask questions.”   
   
  Taking a sip of wine he straightens his back and continues: “Some of 
  you may be aware that recently not all has been well in Onnwal.”  He 
  looks around and several of you nod, and then continues: “Herzog 
  Chelor seeks to bring Onnwal and Irongate back into the Imperial fold 
  and to that end a great battle was fought east of Irongate several 
  months ago.  Although stopped he did gain some territory and the 
  rumours are that he is marshalling an even larger host to settle the 
  matter for good next year.   
   
  “At the same time his fleet cruises the Gearnat Sea making it difficult 
  for honest merchantmen to make a living.  To make matters worse the 
  autumn storms are now upon us and travel on the Gearnat is now 
  difficult at best and fatal at worst.  Coupled with this a series of 
  strange disappearances and deaths have plagued the harbour for 
  around 2 weeks.  Almost 20 people have disappeared or been found 
  dead.  Several of them have been found partially eaten!”   
   
  What Dalbar Knows: Narn has the 
  reputation as being stingy but is 
  rumoured to be quite wealthy. 
  Narn: hm, thf 3rd, Dex17, Int14.  AC 
  7; HP 15; THAC0 19 (17 thrown) 
  Ats 1; D1-4 (dagger); AL CN. 
   
  He has a cloak, clothes, a concealed 
  dagger and in a small belt purse 
  32sp, 15gp, 3pp.  
  What Caelemar Knows: True.  The 
  forces of the Iron League only 
  prevailed with the assistance of the 
  dwarf-king Holgi Hisurite.  
  Unfortunately a schism has 
  developed between the dwarf-king 
  and the leaders of the League, 
  putting in doubt dwarvish assistance 
  in the coming campaign season. 
  
  7 
  He takes a quick breath, another gulp of wine, and then continues.  
  “This cannot be allowed to continue and this is why I have called you 
  all together.  I would like you to investigate these strange 
  disappearances and to ascertain whether there is any connection 
  between these attacks and Herzog Chelor.  Will you accept this task?”  
   
  QUESTION TIME. 
  Narn will wait until each of the characters has indicated that they will 
  help before continuing.  He will then continue:  
   
  “I have managed to gain some information about the events in 
  question, so ask me what you will and I will do my best to answer.” 
   
  • 
  Where have these attacks taken place? 
  “All the attacks have taken place in or close to the harbour.  All the 
  victims were sailors or passengers” 
   
  • 
  How long has this been going on? 
  “Disappearances were first noticed about 2 weeks ago.” 
   
  • 
  Exactly how many people have disappeared? 
  “17 corpses have been pulled out of the harbour and another 10 men 
  are believed missing.” 
   
  • 
  Did anything special happen before these corpses were recovered? 
  “Yes, now that I think of it there was a particularly heavy tropical 
  storm swept in off the Gearnat the night before many of them were 
  discovered.” 
   
  • 
  How have the corpses been recovered? 
  “Simply put, one morning 12 were seen floating in the harbour quite 
  near the docks.  After that a new corpse was pulled from the water 
  every couple of days.” 
   
  • 
  What effect are these killings having on the town? 
  “People are scared and one merchantman has already decided to 
  brave the storms than stay in the harbour.  The shattered hull of his 
  ship was washed up 40 miles down the coast 2 days ago.” 
   
  • 
  Why are you organising an expedition to discover the cause of 
  these killings. 
  “I’m scared and so are a lot of other people in Scant.  Apart from that 
  I’m worried about the adverse affect that they are having on trade in 
  the city and I am just doing my civic duty as the officials and Szek 
  Destron are busy countering the threat from Herzog Chelor.” 
   
  • 
  What are you going to pay us? 
  “I’m a poor merchant but I can pay 250gp each on your return with 
  proof of success.  Also if you keep quiet the Szek’s tax collectors will 
  never know what you find down there and I may be able to dispose of 
  more “unique” items for you.” 
   
  • 
  Where do you suggest we start? 
  It seems to me that whatever/whoever is attacking the sailors must live 
  in the section of sewers that connects to the harbour.” 
  NPC CAPSULE. 
  Narn the Quick (hm, CN, thf 3rd) is a 
  fence for the Wreckers.  He fled 
  Nyrond 20 years ago after a 
  misunderstanding in Nyrond almost 
  cost him his life.  Short and skinny 
  Narn is clever (Int14) and possesses a 
  very steady hand (Dex17).   
   
  Arriving in Scant he bought a small 
  shop and set himself up as a merchant 
  trading in jewellery and other 
  curiosities.  Rakehell Chert came to 
  him and recruited him as a fence 15 
  years ago.  Narn (of course) does not 
  know who Chert really is, thinking him 
  to be some minor port official dabbling 
  in illicit contraband.  Narn is an 
  unpredictable sort but loyal to Chert 
  and is one of the latter’s most trusted 
  agents.  He likes to portray himself as 
  a humble, poor jeweller but is 
  motivated purely by greed and has 
  amassed quite a fortune.   
   
  He knows Scant well and possesses 
  several maps of the sewers in which he 
  has hidden much of his wealth.  Narn 
  only talks to people if he can profit by 
  it in someway, otherwise he shuns 
  contact with others, fearing that 
  Nyrondese bounty hunters still hunt 
  him. 
  
  8 
  • 
  How can we enter the sewers? 
  “On Dun Street there is an old boarded up house that used to be 
  owned by a merchant of dubious repute named Erian.  In the basement 
  he maintained a secret entrance to the sewers so that he could dodge 
  the tax on items imported.  Enter the sewers there and travel west.  
  Eventually you will come to the harbour.” 
   
  • 
  How do we get to Dun Street? 
  (directions) 
   
  • 
  How do you know these things? 
  “I make it my business to know and I may not reveal my contacts to 
  anyone.” 
   
  It should be evident to all but the most dim-witted characters that Narn 
  is more than he appears to be and that more may be going on here than 
  meets the eye.  If pressed for more information he will reveal the 
  following:  
   
  “A rival gang of thieves has entered the harbour and is trying to 
  muscle in on the Wrecker’s business.  Apparently they are from 
  Dullstrand far to the east and practise cannibalism.  Whoever they are 
  they are bad for business and must be stopped.  At least the Wreckers 
  confine themselves to hijacking ships once they are out of the harbour.  
  Scant has prided itself on its reputation of being a safe anchorage.  
  This must not be allowed to change.” 
   
  He will terminate the interview by making his excuses saying he has 
  more business to attend to and must therefore be gone.  He will tell 
  them to leave word with the Innkeeper, Milo, when they have 
  uncovered the truth of the deaths.  Bidding them good luck, and 
  suggesting that they start immediately, he will take his leave. 
   
   
  
  9 
  CHAPTER 2. 
  In which our heroes locate Erian’s house, gain entry to it and discover 
  the secret entrance to the sewers in the cellar.  Narn’s directions are 
  accurate and the PCs will find Erian’s house easily.  Once the PCs 
  have finished any matters they deem important and have indicated that 
  they are ready to leave the inn then read them the following: 
   
  Leaving the cheerful hospitality of the Drunken Sailor, driving rain 
  soaks you to the skin almost instantly.  You can see, through the rain, 
  several ships riding at anchor, ablaze with lights in the inky darkness 
  of the night.  You notice that the bustle that would normally be present 
  tonight (even accounting for the foul weather) is absent.  Although 
  very wet you are not cold, and, shouldering your way through the 
  sparse crowds, you begin to follow the directions of the merchant 
  Narn.  Out of the gloom, and looking out of place, comes a patrol of 4 
  marines.  Their leader’s gaze flickers over you and then they are gone, 
  swallowed up by the shadows as they continue their vigil.   
   
  Leaving the docks behind you the streets quickly become empty—it 
  seems that most honest (and indeed dishonest) folk do not relish the 
  idea of being out on a night like this.  Following Narn’s directions you 
  quickly find Dun Street, only several hundred yard from the harbour.  
  It is part of a neighbourhood that is neither prosperous nor 
  dilapidated.  The house in question stands out like a sore thumb—it is 
  the only abandoned house on the street. 
   
  Lights spilling out from other houses provide pools of light and 
  darkness along the street.  This coupled with the rain should make 
  concealment easy.  
   
  Once they have made any additional preparations they deem necessary 
  read them the following: 
   
  THE ABANDONED HOUSE ON DUN STREET. 
  Erian’s house is a two-storey dwelling, obviously abandoned and in 
  need of repair.  All the windows on the ground and 1st floor, have been 
  secured with storm shutters and the front door is locked by a large 
  padlock and chain.  There are no lights in evidence within the property 
  and the street is mostly empty, the few pedestrians using it give your 
  group a wide birth as you loiter in the shadows. 
   
  To the right of the house is a small alley cloaked in shadows and 
  reeking of garbage and other unidentifiable odours.  It appears 
  deserted.   
   
  Adventurers not actually entering the alley will only be able to 
  ascertain that it is about 8’ wide and bounded on both sides by 2 storey 
  residences.  Windows open on to it from both floors but they are all 
  secured with sturdy storm shutters.  The diagram below shows the 
  basic layout of the area 
   
  GAINING ACCESS TO THE HOUSE. 
  Picking the lock on the front door will be relatively straightforward for 
  most thieves, as it is a crude device (+20% to open lock rolls).  An 
  attempt will take d10 minutes.  If this fails the door can be forced by a 
  Dun Street
  Erian's House
  Residence
  Shop
  Modified Lock Picking Chances: 
  Dalbar 95% 
  Caellyn 55% 
   
  Open Door Chances: 
  Caeelyn 5 in 20 Caelemar 8 in 20 
  Daere 10 in 20 
  Dalbar 7 in 20 
  Darnath 9 in 20 Raisea 8 in 20 
  
  10 
  successful “open doors” check or access can be gained through a 
  second storey window.  The back door can also be used to enter the 
  property.  It is locked in identical fashion to the front door.   
   
  ACCOSTED! 
  If they loiter in the street for more than 4 rounds a watchman will 
  accost them on his way home after the end of his shift.  The man, 
  Randal Llaryr, is alone and tired.  Devoted to duty he will stop and 
  enquire what the PCs are doing. 
   
  Suddenly from out of the darkness steps a shadowy figure.  He 
  approaches, one hand on his sheathed longsword, and challenges you: 
  “Hey you lot, what do you think you’re doing?”  With a start you see 
  that it is a lone City Watchman who stands before you.  A tall man he 
  wears the emblazoned scalemail of the Watch, but no helmet.  He is 
  clean shaven, slightly balding, and has large ears that seem to have a 
  slight elven cast to them.  He speaks again: “By Pholtus I’ll know what 
  passes here or the lot of you will end up residing at the Lord Mayor’s 
  pleasure.” 
   
  Players should not kill Randal Llayr and the DM should take the 
  necessary steps to enforce appropriate alignment behaviour.  Daere at 
  the least knows the man and should be loath to slay him (although he 
  could probably distract him for a few moments…)   
   
  The PCs must either attempt to bribe him, explain to him exactly what 
  they are doing (for which he will arrest them – breaking and entering is 
  still a crime) or incapacitate him.  If attacked he will call for aid 
  (although none will come).  He will always strike with the flat of his 
  blade, trying to subdue his attackers. 
   
  THE INTERIOR. 
  The house is indeed deserted and almost nothing of value is to be 
  found within.  PCs should waste little time exploring the first 2 floors 
  of the house, as they are essentially irrelevant to the plot, the house 
  simply providing access to the sewers.  In reality Erian was a merchant 
  of no small means who lived in mediocrity to escape the notice of the 
  Wreckers and other thieves’ bent on stealing from wealthy merchants.  
  The remaining furnishings of the house will reflect this – serviceable, 
  but otherwise unnoteworthy.  All doors (unless otherwise noted) open 
  inwards and are unlocked.  Ceilings tend to be at about 9’ in height.  
  All windows are shuttered from the inside and can be opened easily 
  from the interior.  The shutters themselves are very sturdy.   
   
  THE GROUND FLOOR. 
  The diagram below shows the internal layout of the ground floor of 
  Erian’s house. 
   
  1. The Hallway. 
  The hallway ahead of you extends roughly 30’.  Immediately to your 
  right a banistered staircase rises to the 1st floor while roughly 10’ 
  distant stand doors on the west and east walls.  The Hallway ends in a 
  door at its far end.  Underfoot the floor is wooden and dusty.  Imprints 
  on the wall show where once tapestries or paintings were hung.  The 
  house has an air of vacancy about it. 
  What Dalbar Knows: This is 
  watchman Randal Llayr, a man 
  known to be unbribable and to have a 
  reputation for honesty. 
  What Daere Knows: You vaguely 
  know this man, having drunk with 
  him after helping the Watch subdue a 
  northern barbarian in a brawl several 
  years ago. 
  NPC CAPSULE. 
  Randal Llaryr (hm, LN, ftr 1st) is a 
  member of the Town Watch of 
  Scant.  A tall man, he is easily 
  distinguishable due to his large ears 
  and balding pate.  In his early thirties 
  he is extremely sensitive about his 
  ears and normally wears a coif or 
  helmet.  (His grandmother told him 
  that several generations ago some 
  elvish blood somehow found its way 
  into the family).  What remains of 
  his hair is light brown while his eyes 
  are of a similar colour. 
   
  Although not a fast man (Int 9) 
  Randall possesses good common 
  sense (Wis 14) and a natural 
  presence (Cha 13) that allows him to 
  normally stop trouble before it starts. 
  A devout worshipper of Pholtus it 
  was his desire to help preserve law 
  and order that led him to join the  
  Watch. 
   
  He is unbribable, a fact that several 
  thieves have found out to their cost.  
  In all his time in the Watch he has 
  never had to kill or seriously injure 
  anyone.  He drinks in moderation 
  and likes to eat in the nicer parts of 
  Scant in company, although he is a 
  bachelor.  He is well off having 
  made some investments with a 
  merchant friend, the income from 
  these enable him to live comfortably, 
  much more so than his wages would 
  allow.  Some may infer from this that 
  he takes bribes…
  
  11 
  There is nothing of interest here, although observant PCs may notice 
  scratch marks on the floor near B. (The Door to the Cellar). 
   
  A. Stairs to 1st Floor. 
  The stairs are bannistered for roughly 2/3rd of their length.  Roughly 5’ 
  wide and shallowly rising, they are crafted of some dark, hard wood. 
   
  A. Door to Cellar. 
  This thickset door is nestled under the stairs opposite another on the 
  west wall.  Judging by the hinges on the right hand side the door will 
  open inwards. 
   
  2. The Dining Room. 
  Panelled in dark wood this room would have been lit by the 
  chandelier, the remains of which still hang from the exact centre of the 
  ceiling.  The chandelier is a massive, 5’ wide affair, fashioned from 
  wrought iron.  Under it lie the stubs of a few candles, almost burnt 
  away to nothing and some glass shards.   
   
  The chandelier is very loose in its fixings (indeed a part of it has 
  already fallen) and any weight on it will cause the rest to suffer a 
  similar fate.   The floor has suffered severe scratching in the centre of 
  the room in a roughly rectangular shape.  (A legacy of the table and 
  chairs that once stood here). 
   
  3. The Library/Study. 
  This room has high bookshelves on the north and west walls reaching 
  from floor to ceiling.  All are empty and extremely dusty.  On the south 
  wall is an old and extremely bulky desk.  No chair is in evidence.  The 
  desk has 2 draws on its left-hand side.   
   
  All the bookshelves are empty and, as noted earlier exceptionally 
  dusty.  The north-western corner is swathed in cobwebs but only 
  normal varieties of spiders lurk therein.  The upper desk draw is empty 
  but at the very back of the lower draw is a small red velvet pouch.  
  Inspection of this will reveal 3 small pearls each worth 100gp. 
   
  4. The Drawing Room. 
  You open this door to reveal an empty, dusty chamber.  On the east 
  wall are 2 shuttered windows.  There are no other exits visible here.  
  The only noteworthy feature of this room seems to be the underside of 
  the stairs, which cause the ceiling of the room to slant upwards in the 
  south-west corner.   
   
  There is nothing of interest or value here. 
   
  5. The Kitchen 
  A large fireplace dominates this room in the north-western corner, in 
  front of which stands a large, much scarred heavy table.  Tracks in the 
  dust reveal the presence of several rats here but they currently seem to 
  be absent.  Opposite the door you entered through is another.  On the 
  east wall is another door, smaller than the other two. 
   
  The fireplace is full of ash to a depth of 6’’, which is all very cold.  
  The floor around it is stone.  The table is extremely heavy and can only 
  Anyone caught under it when it falls 
  will take d12 damage from the 
  impact and flying glass.  Affected 
  PCs may save vs. breath weapons for 
  ½ damage.  
  What Dornalth Knows: The stone 
  used here is very expensive, found 
  only in portions of the Headlands, 
  and is costly to acquire. 
   
  2. 
  1. 
  4. 
  6. 
  5. 
  3. 
  A. 
  B. 
  5' 
  10' 
  Dun Street 
  Scale 
  
  12 
  be dragged with difficult although, if used as such it could easily 
  wedge shut a door.   
   
  6. The Pantry 
  A small room lined on all walls with tightly packed shelves greets you 
  as you open the door.  Tracks in the dust here reveal the presence of 
  more rats.  What appears to be an empty sack lies under the shelves on 
  the east wall. 
   
  The only point of interest in the room is the apparently empty sack.  If 
  observed for a round it will be seen to be moving slightly.  It contains 
  4 rats that will attempt to flee as soon as the bag is touched or picked 
  up.  Although they will not fight, their statistics are provided in case 
  the rats are cornered. 
   
  THE 1
  ST FLOOR. 
  The diagram opposite shows the internal layout of the 1st floor of 
  Erin’s house. 
   
  7. Master Bedroom 
  This large room, the walls of which are pierced by 3 windows (2 on the 
  north and 1 on the east wall), was a bedroom.  A large four poster bed 
  stands along the west wall although otherwise the room is deserted the 
  posts of which have been carved to represent tree branches.  The 
  mattress and bedclothes have been removed. 
   
  The bed was simply too big to be removed without being broken up 
  and so was left.  If the PCs decide to investigate under the bed they 
  will discover a lot of dust, a discarded and faded cotton shirt, the 
  original colour of which was dark red, and a small, partially rusted 
  knife.    
   
  Close inspection of the walls will reveal that the shutters on the east 
  facing window are unlatched and faint scuff marks are evident on the 
  windowsill.   
   
  8. Bedroom. 
  A small room with no windows, its purpose is unclear.  Like the rest of 
  the house the floor is wooden, although it does not seem to have 
  suffered the same wear and tea.. 
   
  There is nothing of value here. 
   
  9. Bedroom  
  This room has 1 window but is otherwise unremarkable.  No clues 
  remain as to its original function. 
   
  There is nothing of value here. 
   
  10. Toilet. 
  An empty room, sporting only a hole in the floor to the east, which is 
  connected to, pipes that lead down into the sewers.   
   
  There is nothing of interest here. 
   
  Rats (4): AC 7; MV 15; HD ¼; HP 1 
  ea.; THAC0 20; #At 1; D 1; SA 
  Disease SD nil; SZ T (1’long) ML 3; 
  AL N 
  8.
  9.
  7.
  10.
  5'
  10'
  Scale
  
  13 
  THE CELLAR. 
  11. Main Cellar. 
  The map opposite shows the two cellars of Erian’s House.  When the 
  PCs open door B. read them the following. 
   
  You open the door to reveal a wooden staircase descending into the 
  cellar beyond.  A slight stench of damp earth assails you as you thrust 
  your torch in to the darkness.  Your light illuminates most of the 
  chamber, revealing a set of stairs leading into a roughly 20’ square 
  cellar.  The walls have been constructed of solid stone, while the floor 
  seems to consist of tightly packed earth.  The stairs descend 10’, turn 
  on a landing, and descend a further 5’ to the cellar floor. 
   
  When they decide to descend the stairs read them the following. 
   
  The stench of damp earth gets stronger as you traverse the stairs 
  (which creak beneath you).  You can see no further exits here, 
  although your torches do not banish all the darkness from the cellar; 
  shadows pool in the corners and cluster thickly on the ceiling.   
   
  Observant PCs will notice scuff marks on the floor near the wall 
  directly opposite the head of the stairs, in an arc starting at the wall and 
  moving out to the left.  Further investigation will reveal that one of the  
  stones, about 4’ off the floor above the scuffmarks, is loose.  Pushing 
  the stone in will operate the secret door.  When the PCs discover the 
  secret door read them the following. 
   
  With a click you push the loose brick back into the wall.  You hear a 
  slight grinding sound and as you watch, a 3’ wide and 4’ high section 
  of the wall opens towards you revealing a further, smaller chamber 
  beyond.  Its ceiling is low, barely 6’ high, and most of you will have to 
  duck to get through the door.  You also notice that the floor of this new 
  room is lower than the room you stand in, perhaps by 2’. 
   
  12. The Sub-cellar and Sewer Access. 
  In the centre of this stone-floored chamber is a locked trapdoor made 
  of wood and banded with iron.  Two torch scones, holding half-burnt 
  torches, hang from the walls.  The room appears to be empty. 
   
  The trapdoor can be picked or broken open at normal chances.  When 
  the trap door is opened read the PCs the following. 
   
  Opening the trapdoor reveals a narrow shaft, perhaps 3’ wide, 
  dropping straight downwards.  On one side of the shaft has been set an 
  iron ladder, which appears serviceable.  At the very extent of your 
  light is what you believe to be the bottom of the ladder, although what 
  is beyond you cannot tell.  Listening carefully reveals the faint sound 
  of running water coming from below. 
   
  The ladder is serviceable, apart from the bottom rung, which has 
  become quite rusted and pitted and has been weakened over the years.  
  The rung above the snapped one is quite safe and can be used to secure 
  a rope, allowing the rest of the PCs access to the sewers.   
   
  Once everyone has descended the ladder and entered the sewers 
  proceed to Chapter 3. 
  S
  T
  10'
  5'
  Scale
  11.
  12.
  Secret Door Detection Chances: 
  Caellyn 2 in 6 
  Caelemar 2 in 6 
  Daere 1 in 6 
  Dalbar 1 in 6 
  Dornalth 1 in 6 
  Raisea 1 in 6 
  Important Note: The PCs must find 
  this door for the adventure to 
  progress. 
  Modified Lock Picking Chances: 
  Dalbar 75% 
  Caellyn 35% 
   
  Open Door Chances: 
  Caellyn 5 in 20 Caelemar 8 in 20 
  Daere 10 in 20 
  Dalbar 7 in 20 
  Dornalth 9 in 20 Raisea 8 in 20 
  If anyone apart from Dalbar puts 
  their weight on the bottom rung it 
  will snap.  Make the offending PC 
  check vs. dexterity.  If successful the 
  PC manages to catch himself. If he 
  fails he will find himself 
  unceremoniously dropped into the 
  sewer!  The water will break much of 
  his fall and the 15’ drop will only 
  cause d6 damage. 
  
  14 
   
  CHAPTER 3. 
  In which the heroes bravely enter the sewers and battle with many foul 
  dwellers of the subterranean world. 
   
  A clever party who have picked up on most of the clues given in 
  Chapter 1. will be able to avoid many of the encounters detailed 
  herein, allowing them to reach the sahuagin’s lair relatively unscathed.  
  A more incautious party could fall prey to some of the more 
  unwholesome inhabitants of the sewers. 
   
  THE SEWERS OF SCANT. 
  The Sewers of Scant have gone through several different phases of 
  construction (and rebuilding).  Sewers were first built here when the 
  area fell under Imperial rule during the early days of the Aerdi Empire.  
  The Imperial overlord of the area sought a place to build his castle and 
  chose the location of present day Scant.  He built his castle on the 
  cliffs overlooking the sheltered bay that possessed the deepest and 
  most protected anchorage on the Onnwalish Peninsula, and a town 
  quickly sprang up at the head of the bay.   
   
  The oldest sections of the sewers are those that are closest to the 
  waterfront.  An Imperial edict decreed that no sewer outlet could open 
  directly into the harbour itself, and so engineers had to cut many miles 
  of tunnels through the living rock of the peninsula to allow the 
  effluence to escape up and down the coast.  Since then, however, 
  additional works, lack of maintenance, and a few nefarious individuals 
  have created several tunnels that link the sewers with the docks.  
  Several other passages have also been opened up, some connecting 
  with natural caverns and sea caves that terminate on isolated beaches 
  up and down the coast. 
   
  Although cut out of the solid rock, the walls and ceiling of the sewers 
  have been further strengthened by the addition of bricks, held in place 
  by special water-resistant mortar.  Many of these are crumbling and the 
  passages leak in many places where whole sections of brick and mortar 
  have fallen away. 
   
  The sewers, of course, stink.  The smell will pervade the PCs nostrils, 
  clothes, and equipment.  After about an hour of exposure most PCs 
  will no longer notice the stench.  Wherever the adventurers go in the 
  sewers they will constantly be able to hear the sound of running water.  
  Often things will move in the half-light of their torches and small red 
  eyes will glare back at them out of the darkness.  Walkways under foot 
  will be slippery and treacherous, and the menace of disease will be 
  ever present. 
   
  Several distinct kinds of cisterns and passages make up the sewers of 
  Onnwal and these are detailed below for background and descriptive 
  purposes. 
   
  CISTERNS. 
  The flow of water is controlled by a cunning system of cisterns that 
  collect water from all parts of the city.  Most were constructed in 
  Imperial times.  None have been adequately maintained and all are in 
  
  15 
  need of repair.  Some leak severely.  The cisterns have been built at a 
  higher level than the waterways and a series of gates and offshoot 
  pipes feed the waterways that have been dug beneath them.  The pipes 
  that feed the waterways are uniformly steep and almost impossible to 
  climb when water is flowing down them.  Cisterns are typically 40’ 
  deep and 30’ wide. Some are shallower than this due to the centuries 
  long accumulation of debris and waste.  All have access to the city 
  above through a locked, trapdoor constructed of hard granite. 
   
  FLOW-PIPES. 
  Flow-Pipes originate from all over the city and flow into both 
  waterways and Cisterns.  Never more than 2’ in diameter they are 
  impassable to all but particularly brave halflings and small gnomes.  
  All are steep and uniformly wet.  They enter Waterways through the 
  walls or ceilings and those who stand under one long enough are 
  guaranteed an unpleasant surprise!  
   
   
  WATERWAYS. 
  “Waterways” is the term given to the pipes roughly 20’ in diameter 
  that flow gradually “down hill” towards the sea (never the harbour).  
  Most of these were constructed in Imperial times and all are old and in 
  need of repair.  Waterways are characterised by 2 walkways each 
  about 3-5’ wide between which a channel has been cut that carries 
  water away.  These walkways are normally slippery and covered in 
  slime, detritus and other obstructions.  Rats are common here.  The 
  water running between the walkways is never more than 3’deep and 
  normally around 1 ½’ deep. 
   
  ENCOUNTERS WITHIN THE SEWERS. 
  The sewers are a living-breathing environment and to reflect this many 
  encounters will actually occur in the waterways of the place to 
  simulate the movement of the inhabitants of the sewers as they search 
  for food and valuables.  A few creatures have claimed and held small 
  areas and have actually managed to prosper – the Otyugh being a 
  notable example of this. 
   
  No random encounter tables are given as this is a tournament module – 
  all encounters should be handled as the text indicates although the DM 
  is free to throw in inconsequential encounters with rats, bats, 
  mysterious sounds etc. 
   
  RATS. 
  Several times during their exploits the PCs will encounter rats.  Most 
  of these will be with small groups of normal rats that will scatter at the 
  approach of any party more than 3 strong.  These encounters can be 
  omitted if the party is running short on time, or HPs.   
   
  Rats will not pester the PCs in anyway, simply serving as an 
  annoyance and distraction unless they are cornered in which case they 
  will fight.  The DM should take great delight in describing the sounds 
  of their movement beyond the extent of the parties’ light and describe 
  the many little eyes that glare out of the darkness at the PCs and then 
  disappear. 
   
  Rats: AC 7; MV 15; HD ¼; HP 4; 
  THAC0 20; #At 1; D 4; SA Disease 
  SD nil; SZ T (1’long) ML 3; AL N 
  
  16 
  1. Start. 
  Your light banishes the darkness from around you revealing to your 
  eyes what your nostrils have known for some time: - you now stand in 
  the Sewers of Scant.  You stand clustered on a walkway 3’ wide, next 
  to which, but 2’ below, has been cut a channel for water, possibly 5’ 
  wide.  Beyond that lies a similarly sized ledge to the one you stand on.  
  The walls and the ceiling (about 15’ above) are covered with rough, 
  mouldy bricks, which in some places have fallen away revealing bare 
  rock.  Under foot the going is slippery and wet.  Small piles of detritus 
  are heaped by the walls, making progress difficult.  The roof above you 
  is curved, reaching its highest point above the watercourse.  The water 
  flows in what you might assume, is the direction of the harbour.   
   
  The water does flow in the general direction of the harbour and is 
  roughly 1 1/2, deep.  It is not fast flowing however and could be waded 
  through, although the experience would not be a pleasant one.  The 
  PCs must travel single file along the ledges.  Before long they will all 
  be wet and covered in refuse picked up from their contact with the 
  walls. 
   
  2. Empty and Neglected Cistern. 
  This encounter is designed to prohibit the movement of the PCs away 
  from the harbour.  If the adventurers travel in this direction they will 
  find their progress halted by a cave-in.   
   
  Ahead of you the passageway is apparently blocked by a cave-in of 
  some sort.  The watercourse is completely blocked, although a sluggish 
  stream of water snakes out from the base of the fall.  A steady stream 
  of water also cascades down the face of the slide from the darkness 
  above.  The air is heavy here and laden with the stench of the sewers.  
  Your light reveals a large hole in the ceiling directly above the cave-
  in.  It is about a man’s length wide. 
   
  Further investigation will reveal that the cave-in leads up into a 
  cistern that is uninhabited by any creatures but which is still in use as 
  a part of the sewers.  The Watch is unaware of the blockage caused by 
  the fall, which obviously took place some time ago, as small clumps of 
  moss and lichen have somehow managed to grow on portions of the 
  rockslide.  If the PCs investigate further read the following: 
   
  Clambering cautiously up the rockslide you come out into a larger 
  chamber.  By the sounds of dripping water all around you, you suspect 
  that the ceiling here is quite high.  Roughly 30’ square, this chamber’s 
  floor is covered in sewage and detritus of all kinds.  The footing here 
  looks particularly treacherous and after tentative prodding you 
  estimate that in some places the filth must be almost a foot deep! 
   
  If the PCs wish to investigate further they will discover nothing of 
  interest here, although climbing here is perilous.  Any falls will incur 
  d6 damage. 
   
  3. Intersection. 
  Ahead the passageway that you have been following seems to be joined 
  by one more on the left-hand side.  To investigate this you will have to 
  cross over 5’ of flowing sewage.  The area is, however, occupied by 
  many rats that infest the intersection and swim in the water.   
  Legend. 
  • Each Square = 2’ 
  • The Arrow indicates the flow 
  of water. 
  • The dotted lines indicate the 
  extent of the walkways. 
  • “T” Indicates the location of 
  the trapdoor from the 
  abandoned house in chapter 2. 
  Modified Climb Walls % 
  Caellyn 65%  
  Caelemar 20% 
  Daere  20%  
  Dalbar 45% 
  Dornalth 20% 
   
  Raisea 20% 
  
  17 
   
  The rats will avoid large groups and will scatter when torches are 
  brought close to them.  To avoid falling in the water when jumping 
  across gaps have each PC make a dexterity check.  Beyond this point 
  the water in the main channels increases to 3’ in depth. 
   
  Tactics: Treat the rats as a swarm 5’ by 5’ in size that will attack any 
  who corner it.  Made up of many individuals the swarm attacks once 
  per round and can only be dispersed by fire based area of affect spells. 
  Once the swarm has sustained 4HP of damage it is considered 
  dispersed. A bite from a rat has a 5% chance of giving a debilitating 
  disease.  Require a bitten PC to make a saving throw vs. poison to 
  resist the onset of the disease and make a note of the results on the 
  scoring sheet provided. 
   
  Treasure: None. 
   
  4. Brown Mould. 
  Note: The PCs possess no items that will allow them to prevail against 
  this creature, as it is intended to block their further progress down this 
  tunnel.  If they do suffer damage from the creature, ensure that this 
  does not kill them for the first few instances, fudging dice rolls if 
  necessary.  However if they continue to attempt to slay the creature, 
  then they must accept the consequences. 
   
  Ahead of you the tunnel that you have been following seems to make a 
  sharp turn to the right.  On the corner seems to be a huge patch of 
  brown mould growing.  It covers the left hand walkway and reaches all 
  the way over the roof to the top of the right hand side wall.  Lying 
  sprawled on the right hand side walkway can be seen a scaly 
  humanoid, slightly larger than a man.  Its scales seem to be blackish 
  green on its back, its feet and hands seem to be webbed, although you 
  cannot make out any more detail from your present vantage point.   
   
  Is it your imagination or is it cooler here? 
   
  The brown coloured mould is indeed a large Brown Mould specimen.  
  The humanoid figure is a sahuagin warrior who tried to pass it and was 
  killed by the moulds cold attack.  (Previous victims have been washed 
  away with the rainwater that has been inundating the city recently). 
   
  The temperature gets colder as the PCs get closer to the mould, until at 
  a distance of 5’ it is almost freezing.  If they are cunning the PCs can 
  retrieve the body by lassoing it with a rope and dragging it back  
  to their position.  If they do that read the following: 
   
  On closer inspection the body seems to be covered in blackish green 
  scales and it wears some kind of weapon harness around its waist.  
  Whatever it was, it was male.  Its feet and hands are indeed webbed 
  and possess longish claws.  Its mouth is filled with sharp fangs that 
  look capable of chewing through bone.  Its large black eyes stare up 
  lifelessly at you. 
   
  PCs who actually touch the body will discover that it is practically 
  frozen.  The face of the creature is frozen in a pose of surprised pain. 
   
  Legend. 
  • Each Square = 2’ 
  • The Arrow indicates the flow of 
  water. 
  • The dotted lines indicates the 
  extent of the walkways. 
  What Daere Knows: Brown 
  Mould is extremely dangerous and 
  very difficult to kill.  He once saw 
  one such creature kill a whole 
  group of mercenaries. 
  What Raisea Knows: Only cold 
  based attacks have any affect on 
  this kind of creatures.  Fire based 
  attacks feed the creature. 
  
  18 
  Tactics: When any warm-bloodied creatures come within 5’ of the 
  mould it will drain them of heat, inflicting 4d8 points of damage  (This 
  is what killed the sahuagin).  Brown mould grows instantly if exposed 
  to fire; a torch used in the area doubles its size, flaming oil will 
  quadruple its size.   
   
  Treasure: Neither the sahuagin nor the mould possess any treasure 
  although the sahuagin does wear an empty weapons harness. 
   
  As the PCs will fail to get around the corner, the full extent of the 
  tunnel that it dwells in is not detailed here. 
   
  5. Intersection. 
  Ahead, the passageway that you have been following seems to be 
  joined by two more, one to the left and one to the right.  You will have 
  to jump the gaps in the walkway formed by the joining of these three 
  passages.  Luckily these gaps seem to be only about 3’ in width.  
   
  To avoid falling in the water when jumping across the gap have each 
  PC make a dexterity check.  
   
  6. Ruined Cistern. 
  Here the wall of one of the cisterns has collapsed, forming a rockslide 
  and emptying the cistern of water.  Unknown to those on the surface 
  who still deposit waste in the cistern, an Otyugh has taken up residence 
  in the shattered chamber and lives off the waste from above.  The 
  rockslide is constantly slippery, a legacy of the sewage and water that 
  still falls from above. 
   
  When the Adventurers first see the rockslide, read the following: 
   
  Ahead of you a rockslide seems to block the watercourse and your 
  way.  A faint trickle of water and effluence trickles down it joining the 
  flow of water that oozes out from the base of the slide.  The collapse 
  has opened up a hole in the roof of the passageway that disappears 
  upward beyond the light of your torches. 
   
  Here and there a few patches of mould and fungi cling to these rocks, 
  nourished by the falling waters.  Apart from the ever-present sound of 
  water flowing and the laboured breathing of your companions, you 
  can discern nothing more. 
   
  If the adventurers investigate further, read the following: 
   
  Further investigation confirms your earlier suspicions that the 
  rockslide completely blocks your progress.  However the rockslide 
  does seem gentle enough to climb (if with a little difficulty).  Your light 
  reveals to you that the blockage is perhaps 20’ high.  You suspect that 
  another chamber may lie beyond, at the very extent of your light. 
   
  Although wet the rockslide offers many hand and foot holds and can 
  be negotiated with a bonus of 25% to any climb wall checks.  If the 
  adventurers traverse the cave-in, reveal the following to them:   
   
  The chamber that you have discovered seems to be roughly 30’ square 
  with a pile of sewage, detritus and other waste along the far wall.  The  
  Brown Mould: AC 9; MV 0; HD n/a; 
  HP n/a; THAC0 n/a; #At 0; D 0 ; SA 
  freezing SD absorb heat; MR nil; SZ L 
  ML n/a; AL N 
  Legend. 
  • Each Square = 2’ 
  • The Arrow indicates the 
  flow of water. 
  • The dotted lines indicate the 
  extent of the walkways. 
  Modified Climb Walls % 
  Caellyn 105%  
  Caelemar 65% 
  Daere  65%  
  Dalbar 85% 
  Dornalth 65% 
   
  Raisea 65% 
  
  19 
  ceiling of this chamber is hidden in darkness.  Everywhere you look 
  water and other unmentionable things cascade from the ceiling and 
  down the walls.  The floor is slimy and under a few inches of sluggish 
  water.  Several small metallic objects, on and around the rubbish pile, 
  reflect the light shed from your torches.  They could be coins, but you 
  will have to get closer to see clearly. 
   
  Unbeknownst to the PCs an Otyugh (pronounced Aw-tee-ug) dwells in 
  the chamber and is currently concealed in the garbage pile at the other 
  end of the room.  If anyone gets within 5’ of the pile read the 
  following: 
   
  The pile of rubbish shifts ominously in the light of your torches as you 
  stoop to examine it.  It shifts again and clumps of muck and filth are 
  dislodged as a 6’ diameter brownish grey creatures emerges from 
  hiding.  The beast has a huge mouth lined with many sharp and large 
  teeth that eerily reflect the light of your torches.  2 tentacles, almost 
  10’ in length wave ominously above it as does a smaller, thinner stalk 
  with what appears to have 3 eyes at its tip.  A feeling of fear and 
  hopelessness sweeps through your breast as the creature moves to 
  attack. 
   
  Tactics: The Otyugh will lurk under the rubbish pile observing the 
  intruders with its eyestalks that are the only uncovered portion of the 
  creature until anyone either examines or comes within 5’ of the pile.  It 
  will attack without warning, concentrating on a single PC, attempting 
  to grapple him.  Once grappled, an opponent will suffer 2-4 points of 
  damage and will be dragged closer to the beast’s jaws for further 
  damage.  (The bite attack is at a +2 when against a grappled victim).  
  Trapped individuals must make an open doors check after a full round 
  of struggling, during which they cannot attack, to free themselves.   
   
  The bite of an Otyugh is 90% likely to cause disease, 80% of which 
  are debilitating and 20% of which are fatal.  
   
  If reduced to ¼ HP the beast will telepathically communicate its 
  surrender, offering all its treasure in exchange for its life.  The Otyugh 
  can only communicate feelings through its telepathy and it is possible 
  that the PCs never realise it is trying to surrender. 
   
  Treasure: Much of what the Otyugh considers treasure is simply 
  rubbish, but it has collected together a few shiny objects that have been 
  placed about its lair including 32sp, 13gp, 1pp and a jewelled dagger, 
  its hilt studded with 3 small identically cut pieces of jade.  The hilt is 
  worked with a fine silver wire, the whole being worth 120gp.  
   
  7. Lacedon Ambush. 
  2 Lacedons alerted by the lights of the party lurk underwater ahead, 
  ready to spring a deadly ambush.   Once the PCs have traversed the 
  gentle bend in this corridor, read them the following: 
   
  Your light probes the darkness ahead and behind, casting shadows 
  that dance crazily on the curved roof and walls of this watercourse.  
  The ever-present stench is here, pervading everything.  Up ahead of 
  you the passageway appears to end in a steep chute up, out of which 
  much water is pouring.  The last 20’ of the passageways walls are 
  Otyugh: AC 3; MV 6 ; HD 6; 
  HP 41; THAC0 15; #At 3; D 1-
  8/1-8 (tentacles)/2-5 (bite); SA 
  grab, disease SD never 
  surprised; MR nil; SZ M-L 6’-
  7’ diameter; (8’) ML 14; AL N 
  What Dornalth Knows: The 
  dagger was definitely made in 
  Irongate and may be of 
  dwarven manufacture. 
  What Dalbar Knows: The 
  dagger is definitely of 
  dwarven fashioning and is 
  easily worth 200gp not the 
  120gp guessed at by the 
  others 
  
  20 
  studded with many small flow-pipes that similarly belch rain water in 
  to the sewers from the streets above. 
   
  Tactics: The lacedons will lurk underwater until the party has passed 
  them by.  They will then rise and follow the group, striking at the 
  rearmost member of the party at an opportune moment (either when 
  the PCs are busy with the crocodile, are investigating the cistern at the 
  end of the corridor or when some members of the party have climbed 
  the rock slide to the Otyugh’s lair).  Note: If the PCs are keeping an 
  alert rearguard they will see the lacedons as they rise out of the water.   
   
  If they paralyse a PC, they will attempt to pull that individual into the 
  water and then move on to their next victim.  Although they hate the 
  living, they do not seek to “die” and if reduced to ¼ HPs they will 
  retreat. 
   
  Treasure: The first lacedon wears a small golden earring that it wears.  
  Teardropped shaped and engraved with the design of a caravel it is 
  worth 25gp.  The second lacedon has a belt that has been warped and 
  ruined by almost continual immersion in the fetid waters of the sewers.  
  The buckle however is pure silver and worth 50gp. 
   
  8. Crocodile! 
  Very observant or cautious PCs may spot a disturbance in the water 
  before the creature strikes, negating the –2 modifier to the initial 
  surprise check. 
   
  Ahead the passageway seems to split in two.  With almost no warning, 
  a long, heavily muscled, scaled form bursts out of the water to the side 
  of you.  Before you can react it leaps at you, deluging you in rank 
  sewage and water.  This is the least of your worries however as its 
  huge jaws descend towards you…with shock you realise it is a 
  crocodile at least 10’ long! 
   
  Tactics: The crocodile will attack the smallest creature it can see, 
  attempting to pull the unfortunate off the walkway unless anyone is 
  incautious enough to be actually wading in the “water”.  
   
  Treasure: None, the crocodile’s lair is elsewhere and not detailed in 
  this adventure. 
   
  A decade ago a wizard named Falrint reasoned that the Find Familiar 
  spell could be altered so that the caster could summon more potent 
  types of animal companions.  Being a verbose man, keen to prove his 
  superiority over his fellow spell casters, he researched a new spell and 
  set adventurers to capture an infant crocodile from the Vast Swamp.  
  When he cast his spell in the presence of his supposed pet, however, he 
  failed (and received a bat for his trouble).  In his rage he threw the 
  infant into the sewers via a handy flow-pipe.  The crocodile survived 
  the descent and started to prey on the other inhabitants of the sewers, 
  gradually growing in size.  The adventurers encounter the crocodile as 
  it hunts for new prey.  
   
  The actions of the sahuagin have reduced the traffic in the sewers to a 
  minimum and so the reptile is hungry.  In addition the crocodile has 
  Lacedons (2): AC 6; MV Sw9; 
  HD 2; HP 10,13; THAC0 19; 
  #At 3; D 1-3/1-3/1-6; SA touch 
  causes paralyzation (except in 
  elves) for 3-8 rounds; SD 
  immune to sleep and charm 
  spells; SZ M (5-6’tall) ML 12; 
  AL CE 
  Raisea Chance to Turn the 
  Lacedons: 
  4+ on a d20 
  Crocodile: AC 5; MV 6 Sw12; 
  HD 3; HP 19; THAC0 17; #At 
  2; D 2-8 (jaws) 1-12 (tail lash); 
  SA surprise (-2 to opponents 
  surprise roll) SD nil; MR nil; 
  SZ L; (8’) ML special; AL N 
  
  21 
  never known defeat and will fight to the death or until it has a victim 
  (in which case it will attempt to flee with the corpse). 
   
  9. Entrance to Natural Caverns. 
  Ahead, you see on the left hand walkway what seems to be a hole in the 
  wall.  Roughly 5’ wide it appears to have been caused by a small rock 
  slide, the proceeds of which lie scattered on the walkway and in the 
  water.  A patch of something seems to glisten in the light of your 
  torches at floor level at the lip of the cave. 
   
  The glistening substance in the light is almost-dried blood smeared 
  here when a sahuagin dragged its prey in here.  If the PCs investigate 
  more closely, read them the following: 
   
  The substance you saw glistening in the light is definitely blood, almost 
  dry, and of a quantity to indicate a fatal wound for any human.  
  Further smears splatter the floor further into the cave. 
   
  If the PCs elect to investigate this find further, proceed to Chapter 4. 
   
  If they elect to follow the sewer passage, describe it travelling in 
  roughly a straight line for an interminable time (about a mile) before 
  they begin to hear the sound of crashing waves from ahead.  If they 
  continue they will discover a series of large sea caves that are currently 
  submerged because it is almost high tide.  Their passage blocked by 
  the sea, the PCs should return to the blood stained cave entrance.  The 
  only encounter they will have in this portion of the sewers is the 
  following: 
   
  10. Giant Rats. 
  Ahead of you on the walkway seems to be an undulating mass of 
  brown/black fur, about 6’ in length.  As you observe it for a second you 
  realise that it is not just 1 creature, but many!  Giants rats, at least 10 
  of them, are gnawing and tearing at something lying on the walkway, 
  half in, and half out, of the water.  Here you see a chewed hand; there 
  a shock of blond hair, and finally a flash of bone as whatever is 
  beneath them is swiftly devoured. 
   
  Tactics: The rats will simply swarm the enemies, tearing and clawing 
  at any exposed flesh.  A bite from a giant rat has a 5% chance of 
  giving a debilitating disease.  Require a bitten PC to make a saving 
  throw vs. poison to resist the onset of the disease and make a note of 
  the results on the scoring sheet provided.  Fire will drive them away, as 
  will over 50% casualties.  Once repulsed they will not return. 
   
  Treasure: None.  The corpse has been fed on by rats for several days 
  and so it is in very bad condition.  The eyes have gone, as have most of 
  the fingers and toes.  It appears to have once been a thief.  On the 
  stump of 1 finger is a silver band with a small ruby set in it (actually 
  this is a ring of free action and radiates alteration magic), in his pouch 
  are a set of thieves tools and at his belt is an ordinary, but serviceable 
  short sword.  The rest of his equipment is scattered around his body 
  and should be detailed by the DM as required. 
   
   
   
  Giants Rats: AC 7; MV 12 Sw6; 
  HD ½; HP 2; THAC0 20; #At 1; D 
  1-3; SA Disease SD nil; SZ T 
  (2’long) ML 6; AL N(e) 
  
  22 
  11. Sahuagin in the Sewers. 
  This passageway eventually leads out to the coast, about a mile below 
  Scant.  100’ down it on the right hand side erosion has forced an 
  opening between the sewer and the natural caverns beyond.  When 
  they discover the cave mouth they will also come across 2 sahuagin 
  warriors returning from, dumping a corpse in the sea at the end of the 
  sewer.  Seeing the parties lights, they will lurk in the cave mouth.  
  When the party see the entrance, read the following: 
   
  Ahead you see what appears to be a natural cave opening that 
  intersects the sewers about 15’ distant.  About 4’ wide, it meets the 
  sewer 1’ above the walkway, so a step up will be needed to enter the 
  caverns beyond. 
   
  Tactics: One sahuagin lurks in a niche to the side of the entrance, 
  invisible in the shadows, while the other conceals itself further back in 
  the cave.  As the first PC attempts to step up in to the cavern, the lead 
  creature will attempt to push him backward into the sewer.  The other 
  will wait a round and then flee back into the tunnels to alert its fellows.  
  If the first PC is hit, have him make a save vs. Breath Weapons to 
  avoid being pushed back into the sewer as well as taking normal 
  damage from the attack.  Anyone standing directly behind the lead PC 
  also has to make a Saving Throw vs. Breath Weapons to avoid falling 
  into the sewer. 
   
  Bear in mind what information the sahuagin will be able to relate to its 
  leaders about the PCs, and have them formulate a strategy based only 
  on that information.  When the PCs elect to follow, proceed to Chapter 
  4. 
   
  Treasure: Both creatures are weaponless and carry no treasure. 
   
  If the PCs elect to follow the sewer describe to them how it continues 
  for around a mile, before ending in a single large sea cave.  The cavern 
  is over 100’ wide at the back where the sewers enter it, and the water is 
  full of flotsam and jetsam.  50’ away the cavern narrows to 20’ where 
  the sea pours in. 
   
   
  Sahuagin (2): AC5; HD2+2; HP 
  13, 15.; Mv 12 (Sw24); THAC0 
  18; Ats. 3-5 (natural weaponry); 
  Dmg 2-7 (trident) or 1-2/1-2/1-
  4/1-4/1-4; SA none; SD save vs. 
  fire based spells @-2 and receive 
  +1 hp damage per die from fire 
  based attacks; Sz M (6’4’’);Al 
  Lawful Evil 
  
  23 
  SEWER MAP. 
  It is suggested that this map is detached from the module prior to play 
  for easy reference. 
  SCALE. 
  Each Square = 10’ 
   
  NOTE. 
  See side maps for more detail of 
  certain areas. 
   
  1. 
  Start. 
  2. 
  Empty and Neglected 
  Cistern. 
  3. 
  Intersection. 
  4. 
  Brown Mould. 
  5. 
  Intersection. 
  6. 
  Ruined Cistern. 
  7. 
  Lacedon Ambush. 
  8. 
  Crocodile! 
  9. 
  Entrance to Natural   
  Caverns. 
  10. 
  Giant Rats. 
  11. 
  Sahuagin in the Sewer 
  
  24 
  CHAPTER 4. 
  In which the heroes discover the lair of the accursed Sahuagin and 
  (hopefully) end the threat to Scant. 
   
  THE SAHUAGIN’S LAIR. 
  On their entry into the harbour the sahuagin discovered a small cave 
  under the docks that is hidden from the view of all which use the 
  harbour.  Investigating it they discovered that the entranceway was 
  unnatural.  (In fact smugglers keen to link it with the natural caverns 
  beyond constructed it and discovered another entranceway to the 
  sewers).  Exploring further they discovered the large sea cavern and a 
  smugglers cache of illicit items, including weapons from Irongate and 
  silks from Sunndi.   
   
  Their first few victims were those self-same smugglers (minor 
  members of the Wreckers) who had returned for their booty.  
  Surprised, and quickly overwhelmed, by the Sahuagin none escaped 
  and since then the sahuagin have not been troubled in their lair.  This, 
  coupled with the change of leadership, has made them lax in their 
  vigilance and it should be easy for the heroes to get quite close to the 
  main cavern without alerting the bulk of the sahuagin, if they are 
  clever.  The sahuagin have adapted to hunting at night in order to 
  remain hidden from the dwellers above. 
   
  The actions of the Sahuagin will depend on whether their sentries or 
  trip-trap has alerted them to the presence of the PCs.  Excessive noise 
  or use of light will also alert them to the threat of intruders.   
   
  1. Passageway One. 
  This passageway is of natural construct.  It broke into the sewers 
  during a particularly large storm several years ago that forced a huge 
  amount of water into the main cavern from the harbour.  This is the 
  passageway that the thieves used to enter the cavern.  PCs looking 
  down it should be read the following: 
   
  The passageway ahead of you is roughly 5’ wide and appears to wind 
  off in the direction of the harbour.  Between 6’ and 9’ high the rock 
  floor shows signs of much traffic over the years.  Here and there you 
  can see smears of blood on the floor and lower portions of the walls.  
  They appear to lead down the corridor.  About 20’ distant, the 
  corridor takes a sharp turn to the left. 
   
  Just around the corner is a tripwire set at ankle height.  Constructed of 
  a thin, strong rope, painted to match the colour of the surrounding 
  rock, this trap was originally set up by the smugglers who used the 
  cavern.  Discovered and adopted by the sahuagin it has been reset to 
  give them warning of intruders.  The left-hand end of the rope has been 
  tied around a rusted breastplate that has been concealed in a raised 
  alcove.  If the trip wire is not discovered, there is a 30% chance that 
  each PC traversing the area will set the trap off.  Each PC that 
  successfully traverses the trap has a 40% of noticing the alcove and 
  breastplate. 
   
  If the trap is set off, the breastplate will fall to the ground with a loud 
  clatter, alerting the sahuagin.  If this happens read the following: 
  
  25 
   
  From your left comes a sudden crash of metal bouncing off stone.  
  Jumping away from the sound, you notice that your foot is snagged on 
  some kind of rope that has been laid across the corridor.  To your left 
  now lies a rusted breastplate that has apparently fallen out of a hereto-
  undiscovered alcove. 
   
  A sahuagin warrior will investigate the noise within 2 rounds.  If he 
  does not return to the main chamber within 3 rounds the sahuagin will 
  put their defence plan into action.  Investigation of the breastplate will 
  reveal that it is in extremely bad repair and is at least 3 years old.  If 
  they continue, read the following: 
   
  Once round the corner the smell of saltwater assails your nostrils.  
  Straining your ears, you can also make out the sound of water gently 
  lapping against rock.  What was that?  You heard something, sounded 
  like something scrapping on stone.  The sound is now gone and is not 
  repeated. 
   
  The sound the PCs hear is the sahuagin’s claws on the rock as they 
  scatter to their hiding places.   
   
  2. Passageway Two. 
  This is the second entrance to the lair of the sahuagin.  If the PCs 
  proceed read the following:   
   
  After the brief fight with the strangely green and black scaled creature 
  at the entrance, you discover that the passageway opens out into a 
  larger irregularly shaped chamber.  Across the cavern is another 
  entranceway, burrowing further into the rock. 
   
  This cavern is empty.  The only features of interest here are several 
  bloodstains on the floor that have dried; evidence of the sahuagin’s 
  waste disposal.  When the PCs continue read the following: 
   
  The passage that you are following quickly narrows again to a width 
  of roughly 5’ and continues onward. 
   
  When the cave is discovered read the correct description below based 
  on the sahuagin’s state of readiness. 
   
  3. The Main Chamber. 
  This large sea cave is the centre of the sahuagin’s activities.  Originally 
  a smugglers cave, many clues still remain to its former purpose.  It is 
  here that the PCs will face their foes.  If the PCs have alerted the 
  sahuagin to their presence read the following:  
   
  Ahead of you the passage that you have been following seems to 
  suddenly widen, opening into a much larger space beyond.  Your light 
  reflects off a huge expansion of water that dominates the centre of the 
  area.  Ahead of you the grey half-light of the false dawn seeps into the 
  cavern, dimly illuminating everything.  To your left you can make out 
  some old sea chests drawn up against the cavern wall, while far to 
  your left you can see what appears to be a few bodies sprawled on the 
  stone floor about 20’ distant.  Beyond the bodies seems to be an area 
  of kelp strands, forming a carpet perhaps 40’ square.  The area seems 
  Sahuagin: AC5; HD2+2; HP13.; 
  Mv 12 (Sw24); THAC0 18; Ats. 3-
  5 (natural weaponry); Dmg  1-2/1-
  2/1-4/1-4/1-4; SA none; SD save 
  vs. fire based spells @-2 and 
  receive +1 hp damage per die from 
  fire based attacks; Sz M (6’4’’); Al 
  Lawful Evil 
  
  26 
  to be dimly lit by some kind of transparent sack filled with a 
  luminescent substance. 
   
  THE SAHUAGIN DEFENCE PLAN. 
  Once alerted to intruders the sahuagin will spring into action: Less-do 
  will lead 3 sahuagin through the tunnel not known to contain invaders, 
  attempting to encircle the invaders and cut off their line of retreat.  
  Meanwhile the remaining sahuagin will slip into the water and natural 
  recesses of the cavern and wait for the party to emerge from the tunnel 
  into the main chamber.  When the party are investigating the chamber 
  they will spring from hiding and attack. 
   
  If the PCs seem reluctant to leave the passageway, Less-do’s group is 
  to force them out.  Otherwise they are not to attack until the 2nd round 
  of combat.  The sahuagin will fight fiercely to kill the intruders.  
  Aware that their continued survival relies on their presence remaining 
  a secret from the city dwellers, they will not allow any PCs to flee.  If 
  both Less-do and Shoo-dra are killed, the surviving sahuagin will 
  attempt to flee into the harbour.   
   
  SURPRISING THE SAHUAGIN. 
  If the PCs manage to reach the main chamber without alerting the 
  sahuagin to their presence they will be able to observe the creatures at 
  rest.  If this occurs read them the following: 
   
  Looking into the chamber beyond you can see several humanoid 
  shapes moving around in the grey half-light of the false dawn.  The 
  chamber is dominated by a 20’ gap in the far wall through which the 
  sea surges in.  To your left you can make out some old sea chests 
  drawn up against a the cavern wall while far to your left you can see 
  what appears to be a few bodies sprawled on the stone floor about 60’ 
  distant.  Three of the humanoids hunch over here and seem to be 
  ripping and tearing at the bodies.  Beyond the bodies seems to be an 
  area of kelp strands forming a carpet perhaps 40’ square wherein 
  several of the creatures appear to be resting.  The area seems to be 
  dimly lit by some kind of transparent sack filled with a luminescent 
  substance. 
   
  Less-do is resting in another smaller kelp patch out of sight from the 
  PCs, while Shoo-Dra is eating in the area of the corpses.  The only 
  NPC not taken unawares by the PC’s stealthy approach will be 
  SS’inek, who will be swimming with her pet.  Once the PCs attack the 
  Sahuagin Less-do will attempt to lead 3 followers around behind the 
  PCs, while the rest attempt to distract the intruders. 
   
  FEATURES OF THE CAVERN. 
  The kelp strands are where the sahuagin sleep and are roughly a foot 
  deep.  Although creatures of the deep, they dislike sleeping in the 
  filthy water of the harbour and so sleep on the rock shelf.  The area is 
  lit by some kind of bladder filled with a translucent gel.  
   
  An additional kelp patch is located just out of sight from both 
  entranceways.  It is here that Less-do, Shoo-dra and SS’inek sleep.  All 
  the groups treasure is also found here consisting of 3 small bags 
  containing 39gp, 149sp and 239cp.  In addition there are 2 gold 
  UNDERWATER COMBAT. 
  The following notes are a 
  condensed version of the rules for 
  underwater combat presented in 
  “Of Ships and the Sea”.  When 
  underwater, surface dwellers (the 
  PCs) will have the following 
  modifiers: 
   
  • +4 to initiative 
  • -4 “to hit” (weapon 
  specialisation has no effect 
  underwater) 
  • no missile combat is possible 
  • no spell casting is possible 
  unless the spellcaster is 
  wearing a ring of free action 
  • PCs can hear simple speech 
  from up to 5’ distant.  To 
  simulate this, require that PCs 
  underwater only speak in 
  sentences of 2 or 3 words 
  • PCs can spot movement at a 
  distance of 40’; can make out 
  what is moving at 20’ and can 
  recognise specific individuals 
  at 10’ 
   
  SWIMMING. 
  • Surface dwellers can move at 
  ½ their base move *5 yds per 
  round. 
  • Surfacing can be done at full 
  swimming move.  If 
  unconscious, bodies rise at the 
  rate of 10’. 
  • Sinking is at a rate of 
  10’/round or at 40’ if the 
  individual is wearing more 
  than 30lbs 
   
  HOLDING ONE’S BREATH 
  PCs can hold their breath for 1/3 
  their constitution score in rounds. 
  For each subsequent round a 
  constitution check must be made 
  at a –2 cumulative penalty.  If 
  failed the PC begins to drown. 
  
  27 
  earrings worth 50gp each and a silver necklace worth 45gp.  Initially 
  out of sight are 3 sea-chests containing an assortment of weapons and 
  silks. 
   
  The bodies are those of several unfortunates killed by the sahuagin.  
  Partially eaten by the creatures, they are left here until all the meat is 
  stripped from their bones and then they are disposed off.  Mixed in 
  with the bloody carcasses some treasure can be found; a simple gold 
  banded ring that radiates slight alteration magic (a ring of protection 
  +1), 39sp, 120cp, 12gp, a small white pearl worth 80gp and a steel 
  dagger +1 in a plain (and water damaged) sheath. 
   
  CONCLUSION. 
  Once the sahuagin have been defeated proceed to Chapter 5. 
  
  28 
  MAP OF THE SAHUAGIN’S LAIR. 
  It is suggested that this map be detached prior to play and 
  kept handy for easy reference. 
   
   
   
   
  SCALE. 
  1 Square = 10’ 
   
  NOTES. 
  1. Passageway One. 
  2. Passageway Two. 
  3. The Main Chamber 
  
  29 
   
  THE SAHUAGIN. 
  It is suggested that this page be detached prior to the commencement 
  of play because of the free ranging and fluid nature of this last combat.  
  The sahuagin’s actions will depend on whether they have been alerted 
  or not. 
   
  NPC Capsules. 
  LESS-DO (SAHUAGIN LIEUTENANT). 
  As loyal as can be expected, Less-do nevertheless is enjoying the 
  relatively easy pickings afforded by the merchantmen and sewer 
  dwellers of Scant.  As long as the pickings stay plentiful he will remain 
  loyal to Shoo-Dra. 
   
  SHOO-DRA (SAHUAGIN CHIEFTAIN). 
  Shoo-Dra stands almost 6’8’’tall and his scales are a dark greenish-
  black colour.  He clasps a large trident in his left hand and wears a 
  weapons harness that holds at least 3 daggers.  Otherwise he is naked 
  and moves with a fluid grace.  His shoulders are scarred with old 
  wounds and his left leg is similarly scarred above the knee.  He wields 
  a trident in battle until he has lost 20 (or more) HP.  He then casts it at 
  the nearest available target and melees using his natural attack forms 
  until slain or victorious.  A particularly vicious sahuagin, he delights in 
  causing pain and suffering to others and has been known to eat 
  captives alive, delighting in their screams. 
   
  RANK AND FILE SAHUAGIN (11). 
  The rank and file sahuagin are all unarmed, instead preferring to rely 
  on their natural attack routines.  They will obey commands from any 
  of the named NPCs.   
   
  AC5; HD3+3; HP24; Mv 12 
  (Sw24); THAC0 17; Ats. 1 
  (trident) or 3-5 (natural 
  weaponry); Dmg 2-7 (trident) or 
  1-2/1-2/1-4/1-4/1-4; SA none; SD 
  save vs. fire based spells @-2 and 
  receive +1 hp damage per die 
  from fire based attacks; Sz M 
  (6’4’’); Al Lawful Evil
  AC5; HD4+4; HP31; Mv 12 
  (Sw24); THAC0 16; Ats. 1 
  (trident) or 3-5 (natural 
  weaponry); Dmg 2-7 (trident) or 
  1-2/1-2/1-4/1-4/1-4; SA none; SD 
  save vs. fire based spells @-2 and 
  receive +1 hp damage per die 
  from fire based attacks; Sz M 
  (6’8’’); Al Lawful Evil 
  AC5; HD2+2; HP11 ea.; Mv 12 
  (Sw24); THAC0 18; Ats. 3-5 
  (natural weaponry); Dmg 1-2/1-
  2/1-4/1-4/1-4; SA none; SD save 
  vs. fire based spells @-2 and 
  receive +1 hp damage per die 
  from fire based attacks; Sz M 
  (6’4’’); Al Lawful Evil 
  SAHUAGIN COMBAT TACTICS. 
  Natural Attacks:Throughout this module a sahuagin’s natural attacks are reported as 3 or 5.  Sahuagin can 
  only employ 5 attacks when they are underwater.  To perform this manoeuvre they flip over and rake the PCs 
  with their feet as they tumble. 
   
  Sahuagin Tridents: Sahuagin can use their tridents to hold opponents at bay once a successful hit has been 
  scored.  Subsequent damage is d6 points per round.  Pinned PCs cannot cast spells, attack the wielder of the 
  trident, use magic items or perform any task involving concentration, apart from trying to break free.  A 
  pinned opponent must win an opposed dexterity check to break free. (Assume all sahuagin have a dexterity 
  of 10.  Add the defenders AC to the sahuagin’s dexterity.  To break free the PCs must roll under his dexterity 
  score and above the sahuagin’s successful roll). 
   
  Blood Frenzy: In this module a Blood Frenzy will occur if 4 or more sahuagin are slain underwater.  
  Sahuagin, in a blood frenzy, never retreat and when  attacking they loose their normal cunning and attack 
  mindlessly.  They may even attack each other when all visible foes are slain.  Every time they slay 1 of their 
  own, the lead sahuagin can attempt to throw off the effects of the frenzy by making a successful save vs. 
  spells. 
  
  30 
  SHARK. 
  The shark will attack any non-sahuagin that enters the water in the 
  main cavern.  Particularly loyal to SS’inek, who has performed “charm 
  shark” upon him, he will protect her above all others 
   
  SS’INEK PRIESTESS OF SEKOLAH. 
  SS’inek is a particularly clever and whily sahuagin who was sent on 
  this patrol to ascertain the weak spots of the city, in preparation for a 
  large-scale raid by her fellows.  Even more evil than Shoo-dra, she 
  delights in watching foes being torn apart by her “pet”, a great white 
  shark that has accompanied her.   She is armed with a trident and a net, 
  which she will use to entangle her foes and can speak broken common, 
  the only one of the group able to do so. 
   
  In combat she will prefer to stay away from the party, casting her 
  spells in support of her brethren.  She is more likely, however, to assist 
  Less-do, in combat as she views Shoo-Dra as a traitor. 
   
  Spell Notes 
  • 
  Charm Person: She will suggest to her new “friend” that he should 
  go for a swim and that this would make her very happy. 
  • 
  Spiritual Hammer: This brings into being a dart shaped weapon, 
  instead of the traditional hammer.  In all other ways it functions in 
  the same way as the normal version of the spell. 
  • 
  Sanctuary: She will save this for when both of the other leaders 
  are dead and all seems lost.  Casting this, she will attempt to flee 
  out into the harbour, from whence she will return to her village 
  and report on events. 
   
   
  AC6; HD5; HP 25; Mv Sw24; 
  THAC0 15; Ats. 1 (bite); Dmg 2-8; 
  SA can move, bite, move; SD 
  none; Sz L (10’); Al Lawful Evil 
  AC5; HD4+4; HP 23; Mv 12 
  (Sw24); THAC0 18; Ats. 1 
  (trident) or 3-5 (natural weaponry); 
  Dmg 2-7 (trident) or 1-2/1-2/1-4/1-
  4/1-4; SA none; SD save vs. fire 
  based spells @-2 and receive +1 hp 
  damage per die from fire based 
  attacks; Sz M (6’5’’); Al Lawful 
  Evil 
   
  She has memorised the following 
  spells: 1st (5) – bless, protection 
  from good, sanctuary, magical 
  stone, endure heat; 2nd (4) – charm 
  person*2, spiritual hammer, resist 
  fire 
  
  31 
  CHAPTER 5. 
  Wherein the PCs return to the surface with proof of their deeds and 
  claim their reward from Narn. 
   
  Note: If the PCs are running short on time, this entire chapter can be 
  paraphrased or ignored completely.  Rule that the adventure finished 
  when the last sahuagin is killed or forced to flee. 
   
  Once the PCs have defeated the Sahuagin, either by slaying them all or 
  by driving them away, they must collect evidence of their deeds or 
  Narn will not pay them, claiming that they have done nothing and are 
  seeking to cheat an honest merchant.  He will require physical 
  evidence of the monster slain so that he can show it to Amaelin the 
  Swift.   
   
  He will accept a variety of proofs, including the ears, right hands or 
  heads of the creatures slain.  Item of obviously alien manufacture will 
  also go a long way to convincing him that the PCs have been 
  successful.  Obviously these cannot just be carried through the streets 
  and so they will have to be concealed by the party in bags and packs. 
   
  By the time you climb out of the sewers and exit the abandoned house, 
  which you broke into seemingly days ago the sun is just beginning to 
  rise in the east, spreading its pale tendrils of light over Scant.  The 
  body of Randal Llaryr is nowhere to be found.  The city is stirring 
  about you, its residents oblivious to the life and death struggle that you 
  have fought beneath their feet.   
   
  Wearily you make you way back towards the docks and the Drunken 
  Sailor where you were ordered to report back to Milo.  As you get 
  closer to the docks, the familiar sounds of sailors shouting to one 
  another and the creaking of carts carrying goods to and from the ships 
  lying at anchor assail you.  It is busier here and you pick up pace not 
  wanting to let anyone get a good look at the grisly evidence you are 
  carrying.   Keeping to the fast dwindling shadows, you finally reach 
  the Drunken Sailor and stumble inside. 
   
  Inside, the common room is all but deserted.  2 drunken sailors lie 
  comatose over a table near the door, snoring heavily.  Elsewhere a 
  serving wench sits with her feet up on the table and a cup of something 
  in her hand.  Milo, a stocky, balding red nosed fellow, is standing 
  behind the bar and when he sees you he lets out a strangled screech 
  and grabs a cloth “By Xerbo, look at the state of you!  You are getting 
  my clean floor dirty!” With that he throws you the towel and calls 
  loudly for water and more towels.   
   
  Milo is a fastidious man who hates dirt and mess.  It is likely that he 
  will practically have a fit when the PCs arrive at his door, covered in 
  the slime of the sewers. 
   
  THE DRUNKEN SAILOR. 
  Once the survivors arrive back at the Drunken Sailor, he will show 
  them to the same private room that they occupied while waiting for 
  Narn.  Narn has paid him handsomely to stay open longer than he 
  normally would, but he is keen to get to his bed. 
  NPC CAPSULE. 
  Milo (hm, N, Ftr 4th) is the 
  proprietor of The Drunken Sailor in 
  the dock district of Scant.  A 
  secretive man, who talks much but 
  says little.  Patrons of the Sailor 
  whisper that he is a pirate, hiding 
  from his enemies, or that he is a 
  retired mercenary.  Whatever the 
  truth he arrived in Scant in early 
  578 CY on the first ship to brave 
  the spring storms, and quickly 
  brought the tavern with a fistful of 
  gems.  A stocky, balding man, 
  Milo is still strong (Str15) and 
  quick (dex16).  He has a 
  commanding presence and 
  possesses a voice that can cut 
  through any brawl.  He professes 
  disinterest in all his customers, as 
  long as they do not murder or 
  thieve while in his establishment.   
   
  He hears much from around the 
  city and is normally very well 
  informed of recent happenings, and 
  for that reason he is suspected of 
  having connections to the 
  Wreckers.  He is fastidious in 
  keeping his establishment clean, 
  and has been known to thrown 
  sailors bodily through the doors if 
  they so much as spill a goblet of 
  wine on his floor!   
   
  Milo always carries a sheath 
  dagger in the small of his back and 
  he is never far from the large club 
  he keeps behind the bar to break up 
  fights.  He has a large, red nose 
  that gives him a slightly comical 
  appearance, and he is able to drink 
  three times the normal quantity of 
  ale before showing any ill affects. 
  
  32 
   
  Milo will send a messenger to find Narn as quickly as possible, while 
  offering the party refreshments, clean water, towels and washing 
  facilities.  (This scene can be played up for laughs, see the NPC 
  capsule for further details of Milo).  Narn will arrive within the hour, 
  looking tired and dishevelled, his clothes rumpled.  He will demand a 
  full accounting of events below ground and, only when he has seen 
  and collected the evidence will he pay the surviving PCs.  He has 
  brought the agreed payment with him in the form of a black silken bag 
  containing 6 large pearls each worth 250gp.  If there are more pearls 
  than surviving PCs, he will pocket the excess.  In addition he will 
  purchase any unique items from the PCs for 50% of their listed price. 
   
  He will take his leave of the PCs as quickly as possible, once his 
  business is completed, telling Dornalth and Daere (if present) that the 
  rest of the day is their own.  Undoubtedly, some of the other PCs will 
  want to report back to their masters, or to make contact with the 
  Wreckers, but those actions are beyond the scope of this module. 
   
  THIS CONCLUDES THE ADVENTURE, 
   SHADOWS UNDER SCANT.   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Background Material/RPGA - Classic - Shadows Under Scant.pdf