CGA1_A_Case_of_Meazelspdf
CGA1_A_Case_of_Meazelspdf
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  1. CGA1 – A Case of Meazels An AD&D adventure for 4 to 6 characters of levels 1 to 2. By Brian Dougherty Someone has killed a Guild courier in the midst of the Great Burn, under the very noses of the Greyhawk City Thieves Guild! The Burn has been an eyesore and a danger in the Old City for a decade now. Rumors abound of ghosts and scavengers on the fire-scarred landscape. The Guild wants your novice band to get to the bottom of the mystery. Table of Contents Introduction Era The Story Enter the PCs Getting Started Quest XP Part 1- The Great Burn Overview The Ruins Building Descriptions Part 2 - Underneath the Great Burn Area A - Dhalia’s Basement Area B - The Ruined Tack Shop Area C - Giant Ant Colony Area D - The Norker Lair Area E - The Cressman Family Mausoleum Area F - Abandoned Thieves Guild Safe Hold Area G - The Meazel and Xvart Lair Part 3 - Ending the Adventure Consequences Appendices Appendix I: NPC Record - Carwengin Bronhusrt, Cleric of St. Cuthbert Appendix II: Handout 1 - Map of the Great BurnCredits Written by: Brian Dougherty Cartography by: Brian Dougherty Interior Cartography Program: Dungeonforge Exterior Cartography Program: Mapmaker, Core Rules 2 + Expansion Play Testers: David Blottner, Desiree Pinkerton, Jennifer Thibert, George Tourlidis
  2. Introduction Era This is a pre-Greyhawk Wars adventure set circa 576 CY and takes place in area T18 – The Great Burn in the Old City quarter of the Free City of Greyhawk. (See the City of Greyhawk boxed set,Gem of the Flanaess, page 86). The adventure is designed for 4 to 6 first level characters and will involve them with the Greyhawk Thieves’ Guild. The depth of this involvement is left up to the DM to determine based on the nature of the party and the scope and style of the campaign. There is enough experience awarded that good players should be able to advance their characters between second and third levels. The Story The Great Burn is a block of buildings that were leveled by fire in 566 CY in a war between the Thieves’ Guild and the Beggar’s Union. Since that time, the area has not been redeveloped and rumors abound of various denizens in the rubble. Most of these rumors are false. The site is the home to a number of creatures that have crept in over the last decade and several of them are intelligent. Only one is actively interfering with the day-to-day running of minor Guild matters. The interfering creature is Aldazgrath, a meazel that has taken over a band of xvarts. The meazel met the group in UnderOerth after the xvarts were made outcast from their tribe. A cavern brought the group of outcasts with their new leader to the surface in the Cairn Hills near the Free City. Traveling by night and sheltering in empty cairns by day, the band eventually found it’s way into the city sewers and from there into a complex of basements belonging to several of the burned-out buildings at the corners of Rat’s Road and Black Lane. Here they set up housekeeping and the meazel began to hunt. Up until this point, they have kept a low profile, with the xvarts content to stay indoors and only venture out to pilfer food at night. Aldazgrath usually hunts by taking giant rats, dogs or cats that could easily be found in the ruins. He also takes the occasional human victim from the homeless vagrants who sheltered overnight in the fired shells of the Great Burn’s buildings. Recently, one of his actions has drawn some serious attention. Four months ago Aldazgrath throttled an apprentice thief who was cutting through the Burn on his way with the proceeds from his day of pick pocketing at the Highway Gate to Zorbo’s House of Fun (T19 – page 86, Gem of the Flanaess). Since neither the apprentice nor his proceeds appeared, the guild put questions out on the street, but assumed that the young thief had simply made a lot of money and then absconded with it, as some apprentices do. The meazel saw the chance for a regular diet of meat he liked better then rat or dog, but was crafty enough to know that the city blocks around the lair would become alarmed if too many people went missing. Thus, he bided his time, preying once again on animals and derelicts. A second apprentice thief cut through the burned-out city block two nights ago and the meazel simply could not resist hunting another meal. The previous thief had been better fleshed and healthier then the derelicts (as well as offering more of a challenge to the meazel’s hunting skills) and Aldazgrath had come to believe he could now act with impunity. Unbeknownst to the meazel, the apprentice was actually a courier, bearing documents of some importance between the Greyhawk Thieves Guild and its counterpart in Dyvers. The meazel stalked and strangled his prey, but runners watching Black Lane overheard the apprentice’s choked cry when he was slain. The meazel attempted to drag his meal into his lair but the body became entangled in debris. With pursuers closing in, Aldazdrath fled, tearing away the apprentices’ leather pouches in the process and unwittingly dragging away the documents the Guild was waiting for. The Thieves’ Guild is now trying to find out who strangled their courier, but even more importantly, they need to find the documents he was carrying or to ascertain their location. They have put out word to hire adventurers for the task and are willing to reward them accordingly. Enter the PCs The party can become involved in this adventure in a number of ways, as follows: • The PCs hear of the Thieves Guild hunting someone who murdered one of their members through normal adventuring channels – tavern rumors, overheard conversations on the streets or paying for information on adventuring work within the Free City. • If one or more of the PCs are members of the Guild, their contacts will pass the word about needing help to locate someone who killed one of their own almost on the doorstep of Zorbo’s, a well known (to Guild members) safe house with a reputation for unbreached security. This is both an insult to the Guild and a cause for worry, since if Zorbo’s in no longer safe, it will mean major changes for the Guild in it’s own quarter. • If one or more of the PC’s lives in the Thieves’ Quarter of the Old City, the DM can have the murder occur while the PC is in the area at night. Word of the murder will be all over the streets around the murder site the next day, along with the Guild’s reaction and its desire to find out who did it. • Alternately, the temple of Cuthbert may hire the PC’s to locate a missing priest. Carwengin Bronhurst ministers to the
  3. downtrodden of the Old City and was last heard of searching for a parishioner who was said to be seeking shelter in the Burn after his family was killed in a botched turf war between two opposing rogue factions of the Beggars union in the Slum Quarter. Carwengin stands 6 feet tall, is broad shouldered, has a mane of long red hair, a thick beard and a hearty, strong voice with a heavy accent. He hails from the poorer section of the Old City and has a soft spot for those who still live there. He left for the Burn armed with his mace and wearing his scale mail. He was expected to return the same evening. Getting Started Once the PC’s have enquired about work, they will be asked to meet with a “contact” of the Guild at a private room in T25 – The Hanged Man Inn(Gem of the Flanaess, Page 88). The person who meets them is one of the assistant Guild masters, Sharyn Messandier, although she will not reveal her station as a master thief or a priestess of Kurell. (If any of the PCs are Guild members she will swear them to secrecy privately, on pain of expulsion.) Sharyn will reveal part of the story regarding the murder, as follows: • The thief in question was strangled from behind while traversing the Great Burn. • This particular Guild member was acting as a courier carrying “routine reports”. • The courier’s pouches and weapon belt are missing. • The murder happened at night, almost under the noses of Guild members who were waiting for him. If asked for more information or about the burn itself, she will relate the history of the area and mention that it is possible that the Beggar’s Union may have had something to do with it, since the Burn is the result of a war the Union launched on the Guild a decade back. She will offer the following reward, based on whatever the PC’s are able to accomplish: • Find the murderer and bring him, her or it back alive – 1000 GP. • Return the murderer’s body, with conclusive proof of their crime – 750 GP • Find the courier’s pouches (she isn’t interested in the weapon belt) and return them unopened – 500 GP • Provide the Guild with information on the murder’s whereabouts and how they can obtain proof of his or her crime - 300 GP • If there are not Guild members or associates in the party, she will also offer an additional quest to rediscover a lost Guild safe hold location. See the introduction to Area F – Abandoned Thieves Guild Safe Hold in Part 2 – The Great Burn Underground for more details. If one or more members of the party are connected with the Guild, the above section will also detail what information they will have and what rewards they can expect if they choose to complete the quest for the guild. (Whether the player chooses to share this information with the rest of the party is completely up to them!) Sharyn will make it clear that this matter is private and the fact that the Guild is involved is not to be discussed. After the PC’s leave, regardless of whether they take the job or not, they will be tailed for the next 1d4 weeks, to ensure they are not talking about the information they have been given. If they do discuss things openly with others outside the party, those who are the most outspoken will vanish one night. In their beds will be found a note reading, “We are watching you. Guard your words!” The missing PC(s) will be found 1-4 days later in an alleyway, badly beaten, smelling of cheap wine and with no memory of what happened to them. She will also suggest the party outfit themselves as People’s Constables when making enquiries, since this group of “law enforcers” is not taken very seriously and this will provide an excellent cover for their work. She will even provide the PCs with legitimate licenses (good for 2 months) and cheap tin badges of station. Quest XP• Award each PC ½ the gold value in XP for each of the rewards they earn for tasks completed. • Combinations of awards are possible, such as providing the guild with proof and the murder’s whereabouts and then bringing back a prisoner to face Guild justice, as one example. Once the interview has concluded, the PC’s are on their own. They can ask around for more information, (possible sites include the Low Market, any Beggar’s Union contacts they may have, local inns and so forth), but they will simply be directed to search around the area of the Great Burn or to interview people living close by it. If the party chooses to interview local residents, they will find most to be somewhat resistant at first. Under no circumstances will those interviewed agree to talk openly on the street! If suitably private circumstances can be arranged, some will report hearing the sound of a choked scream the night of the murder. Most will simply say that it is a bad business to venture into the Great Burn at all and leave it at that. However, with each interview there is a 10% cumulative chance that one of the speakers will also mention one of the following:
  4. a) Hearing a little girl’s voice singing at night near the SW edge of the Burn scar. (This is a hint about Dahlia the haunt – see area A2.) This rumor is quite common, although it is spoken in hushed and somewhat sad tones. Further investigations will reveal that this has been happening for several years now. (Note: For starting adventurers, Dahlia should likely be their first stop, since she offers an easier challenge and has the greatest amount of information and clues about the events of the murder.) b) Seeing a strange figure dragging something heavy near the ruins of the old tack shop at the burn around two months back. (This is a hint about the Meazel stashing the bagged bones of his kills in the basement at area B.) c) Seeing a man with red hair and a bushy beard enter the Burn from the central western edge. He was armed, carried a small lantern and appeared to be studying the ground carefully. He also occasionally called softly and poked things on the ground. He was never seen to leave. (This is a hint about the cleric Carwengin Bronhurst, now held prisoner in area D. This rumor will surface more then once since the cleric made no secret of his activity the evening he vanished.) d) An old mausoleum exists under the Burn. The Cressman family founded the block back when the Old City was the Free City. They created a small family burial site which became a local landmark for it’s gardens. When the city expanded, the family died out and the burial grounds became a city park. It is rumored that a rival Thieves’ Guild once tried to base themselves from the crypt and was put down before the Burn occurred. Apparently this guild was friendlier to the Beggar’s Union and this might be the reason for the Beggars’ declaring war a decade ago. The angry spirits of the rival guild members must out for revenge! (This is a hint about Areas E and F.) e) Sounds were heard of tearing cloth and heavy flapping footsteps that started at the NE edge of the Burn and ended somewhere in the heart of it. The speaker will suggest the party investigate the burn itself, to see if perhaps the murderer is still there or some sign of his or her location can be found. Since so few people go into the Burn, any evidence will likely still be there to find. (This is a hint about Area G and should be one of the last things the party discovers by asking around. Optionally, you may opt to only give this information through the haunt Dahlia at Area A.)
  5. Part 1: The Great Burn DM’s Map of the Great Burn (Scale: 1 Square = 15 Feet)Overview When the party investigates the grounds of the Great Burn, give themHandout 1 to use as a guide for exploring the ruins. They will have two locations to deal with: the first is the above ground ruins andthe second is comprised of the various basementand subterranean areas. The latter are detailed inthe underground section later on in the adventure. Above ground, the Burn is similar in many ways toany typical vacant lot that the players have seenover the years. Litter, trash, broken pottery andshards of glass dot the area liberally. Weeds, shrubs and stunted trees have taken hold in the last fewyears, but these are patchy at best. The maindifferences between the Burn and other vacantareas is that it still retains large patches of sooty ground where nothing grows, along with the charred and blackened remains of the buildings that once stood there. In places, the fire was sointense that even a decade later the smell of old burning can still be detected, especially when the rain soaks into the earth or on hot, dry and dustydays. There is an atmosphere about the place thatadds to its reputation and the rumors that circulate about it. The fire caught many of the inhabitants completely by surprise, being set late at night. As a result, many people died, with several housesbeing destroyed and much property ruined. The result was a citywide outcry against both of the warring groups. This is the reason it is rumored thatthe Thieves Guild exacted a terrible vengeance upon the Beggar’s Union. Turf wars are bad for business. Killing innocents is also bad for business and attracts undue attention. Within a month after the Great Burn occurred, allconflict between the two factions ceased utterlyand the Beggars Union’s membership declineddue to several “mysterious” disappearances of upper level members. By the time two years had passed, clashes had resumed between the two groups, but never as violently or as frequently as before. Thus matters have remained to the present day.The Ruins There were a number of buildings involved in the fire. The original blaze occurred on the other side of Rat’s Road near the Black Gate, consuming property belonging to the Thieves Guild. The blazewas successfully contained here, but due to the prevailing winds that night, (although rumors persistthat the fire was actually set in two locations)sparks from the fire drifted across the street, ignitingthe roofs of several thatched homes. The resultingconflagration raged along the block, consuming business properties and residences alike. Most of the occupants were unable to escape. Of those who did, many later died from burns or smoke poisoning. Since the night of the fire, those in the surrounding neighborhoods have noticed odd
  6. going’s on in the ruins. Occasional lights can be seen and the place has become a known haunt for vagrants and the destitute. Scavenging animals roam the place openly at night. During the day, these creatures are less visible, especially the crows, since they are occasionally hunted as food by the braver of the neighborhood inhabitants. Over the last ten years, there have also been occasional accidents on the grounds. The worst occurred in 570 when the shell of one badly damaged building collapsing and injuring a group of adventurous boys exploring the place for fun. Since that time, the Thieves Guild has leveled the building quietly and completely. Parents have since warned their children to avoid the grounds of the Burn. Children still do so explore, albeit much more cautiously. If Guild members catch them, they are warned off. At the present, the shells of five buildings still stand. Most of the residential buildings were razed to the foundations, but some of the commercial properties were better able to withstand the fire. Building Descriptions Note: Trap doors and cellar entrances are indicated by the beige squares on the map. A. Burnt-Out Cottage All that remains of this small residence are the weed-choked stones of the building’s foundations. This particular house was thatched and burned intensely once the blaze reached it. The efforts of the bucket brigade churned most of the floor space into a muddy patch of black grime. The trap door to the basement is located near the remains of the cottage’s original fireplace, which collapsed over top of it in 568 C.Y. In the ensuing years, scavengers have moved enough of the debris to allow access. When a group of giant rats moved in, they dug and chewed their way through one corner of the door to get into the space below. B. Ruined Tack Shop Fendler’s Harness was standing empty at the time of the blaze. The building was made of mortared fieldstone and withstood the fire better then many around it. The walls are largely intact, although they have collapsed in places, and a few blackened roof beams still remain. The small wooden double doors to the basementwere replaced with a brazed iron grill after the fire. This was to prevent anyone, especially curious children, from getting into the lower area lest the building prove unstable and collapse. Over the decade, the brazed welds have corroded and an irregular three-foot section of the grill can now be removed easily. If examined, the grill will show signs of handling – areas of it are free of rust streaks, and the bits of rust and metal have been chipped off to land in the stairwell below. C. Large Warehouse Ruins This warehouse was once partially owned by the Thieves Guild, as a cover for some of their more legitimate activities. Constructed of heavy fir timber, the building was dirt floored and had no basement levels. Other then tangles of wood and the long rotted remains of various charred barrels and crates, there is nothing of interest at the site. D. Small Warehouse Ruins This wooden building was surprisingly resilient to the fire that swept it. Constructed originally as a shrine of Zilchus before the building of the New City, the structure was made largely of expensive rock maple, treated with permanent preservespells. Since that time, the building was vacated by the temple and sold off as a warehouse. The remnants of the warding spells were enough too keep much of the walls and roof intact, although the building’s contents and inner walls were gutted. The double doors to the basement area were accidentally covered over with some of the of the buildings’ interior when the structure was cleared in the search for bodies. The norkers below used this to their advantage when they took over the site. E. Ruins of Cressman Memorial Park Cressman Memorial Park was originally a private mausoleum. A small graveyard with a low stone wall around it was created and the whole was landscaped. Eventually an underground vault was added. In the waning years of the Cressman family, the locals were permitted to use the aboveground area around the crypt for picnics and meal breaks during the day, so long as they were careful to clean up after themselves. By the time of the Great Burn, the entire mansion grounds had been adopted by the Free City as an actual park, with maintenance funds partially provided by tours of the Cressman mansion and partially by the Free City Counsel. The vaults below were also the cover for a secret entrance to a safe house location used by the Thieves Guild. This location fell in importance after the establishing of Zorbo’s on the other side of Black Lane. After the Great Burn, the method to enter the safe house was lost and the park became abandoned and overgrown. Today, the park is a tangle of ivy and low shrubs, which have overgrown the stone wall and conceal the weather beaten granite tombstones. The wooden entry gate posts still stand, but the gates have long since rotted away. Most of the headstones have been tipped over or fallen from their bases and this has further helped to disguise the mechanism that will open the vault (at the location marked “V”). The small mausoleum is still whole, although the ivy has largely overgrown much of it. What little that does show above the invading plant life is heavily blackened and soot stained. Access to the vaults is gained by shifting a combination of headstones in the small cemetery above them. The four corner gravestone bases (see #1-4 on the DM map) need to be shifted in
  7. order ½ foot towards their respective cardinal points A brick on the back of the mausoleum is then pressed twice to lower the granite slab that seals the vault entrance. The seal will remain lowered for two minutes then slowly and silently closes resetting the trigger mechanism. The brick is located under the ivy at the rear of the mausoleum and can be identified by its worn condition. From the inside, a simple lever at eye level at the top of the stairwell will open the seal once more. F. Foundation of Cressman Mansion The Cressman Mansion was once a stately wood and stone building. During the Great Burn, it fared better then any other house due to the quality of the materials used to construct it. The Thieves Guild has long since stripped it down to the foundation and sold anything of value, making it look as if looters and scavengers were responsible. Shortly after the blaze, the second entrance to the basement of the manor was filled in by the Guild and the location was covered with a lair of rubble from the ruined buildings interior. Today, no sign of the entrance remains. The foundation is just that - a low, broken outline of fired stones largely hidden in the scrub and weeds. The once stately walls of the place are gone and not trace of the upper stories or roof beams remain. The interior is a mix of hardened mud, broken stone and bits of charcoal, all liberally covered with weeds, poison ivy and other pest plants. There are a few nests and animal lairs scattered throughout, mostly field mice, small birds and the like. The reputation of the mausoleum nearby keeps the area largely free of intruders. Since the grounds have been so thoroughly stripped, there remains nothing of value or importance to be found here. G. Ruins of Wheeler’s Cartage Before the burn, the Wheelers were a family who competed with Lord Wainwright in the cart construction business. This location was their main workshop. After the burn, Lord Wainright hired the only surviving family member. All that remains of their property are several low, blackened stone walls containing a few charred wagon wheels and the blackened bed of one partially assembled cart. The wagon bed rests near the center of the shell and is now little more then lengths of rotted wood and some twisted and corroded metal fittings. There are also the remains of a small forge near the trap door location, since the Wheeler’s had a son killed in the fire that was studying smithery. The trap door down to Area G1 is presently cunningly hidden under a scattered pile of old timbers, arranged by Aldazgrath. The timbers are piled against the W section of the S wall, leaving a hollow in the pile near the trap door. Access to the hollow will only be discovered if the PC’s move to the rear of the pile and examine where the timbers and wall meet. (Treat this as searching for a concealed door.) Success will reveal that two of the larger timbers are actually only charcoal facades. Shifting them will reveal the hollow and its contents. Rangers or PCs who can track will also note that there are marks of some recent movement here, especially in the vicinity of the old forge. The tracks themselves will be impossible to discern since the meazel is cunning enough to take the trouble to conceal them, but it will be obvious that something has passed through here more then once in the last few weeks.
  8. Part 2 – Underneath The Great Burn Area A – Dhalia’s Basement This location was once the home of a porter, his wife and their five-year-old daughter.When the area burned, the couple perished, but not before sending their daughter into the basement to hide from the violence of the beggars who were breaking into homes and setting the fires. The building collapsed and only the bones of the adults were found in the mess of charred beams. Their daughter Dhalia died of smoke poisoning near the coal furnace she had been told to hide behind. She has since returned as an undead creature, similar to a haunt, but free willed andintelligent. She will occasionally leave thebasement to sing and play at night amongst the ruins. Occasionally, the living hear her much totheir disquiet. A1. Entrance Amidst a collection of charred roof beams you spot an opening in the floor. It appears wide enough for a human to enter and is likely an old cellar stairway.If the PCs look for tracks they will find marksindicating some 4-footed creature has been here before. A ranger has the normal chance using tracking to identify the creatures as giant rats. Once the PC’s have descended: The short flight of blackened wooden stairs ends in a 20-foot long, charred wooden hallway running west. There is a largish pool of brackish, stagnant water partway down the hall and the entire area smells of old smoke and burning. Ash and soot cover the floor, walls and ceilings. The hall ends in a warped wooden door. A faint giggling can be heard from the direction of the door and then fades away. The wood floor is very brittle and has largely turned to charcoal from the heat of the fire from adecade ago. It will be very difficult to move quietly here, since the floor will tend to crunch as the charred timbers are stepped upon. The door is warped from the heat and is wedged shut. The bottom right side of it has been chewed away, leaving a hole some 2 ½ feet in diameter. Acombined Strength of 23 will tear the door open, although it will groan in protest.A2. The Coal Cellar The details of this room are hard to make out. The area would appear to be wreathed in a light pall of smoke, although there is no heat and it does not smell as if anything burned here recently. Through the gloom you can make out a few details. There are scorch marks in front of the door, but the rest of the wooden flooring appears weathered but intact. You can see it has succumbed to dry rot in places. By the S wall stands an ancient metal coal stove, pitted with rust and coated with soot. Next to it is a stack of dusty, cobweb festooned coal. The tip of a skeletal hand can barely be seen poking out from behind it. In the NW corner is a an L-shaped stand holding grimed bottles of some kind and in the NE corner a door stands slightly ajar in the N wall. The features of the room are largely asdescribed. The only items of value in the place revolve around the L-shaped stand and the coalpile. The stand holds some 12 bottles of well-agedwine. The top 4 bottles have gone over due to the heat of the fire, but the remainder can be sold for 3 SP each. See below for details on the coal pile. The bones are part of Dahlia’s skeleton. She knows she is dead and is aware of her body’s condition. She will be waiting invisibly to see whatthe party does since she has not had a human visitor since before the fire. Her only anxiety at themoment is that someone may further disturb her remains, since they are her only link to her old life. Dahlia is curious, but not malicious and cannotbe turned. She will not reveal herself unless the PC’s investigate her bones. If she is attacked, shewill follow the party and play more pranks to geteven, usually by making noises at inopportune times, tripping people, moving important items and so forth. If the PC’s return, apologize and agree to her request, the pranks will stop. If the PCs examine the body: You see the nearly intact skeleton of a child. The skull and one foot are missing, but the rest appears intact. It lies draped across the floor in the narrow space behind the coal. As you approach, as young, feminine voice says audibly, “Those are mine. The rats are scared of me, so I keep them away when they coming to chew them.” Looking towards the speaker you see the smoky, vaporous image of a little girl of perhaps five years of age. She is wearing a soot-stained nightdress, has coal smudges on her face and is bare foot. A playful smile hovers at the corner of her mouth and her eyes sparkle despite the gloom. Were it not for the fact that she is obviously a spirit, she would be no different from any other inquisitive little girl. Dahlia will not attack or harm the PC’s and willsimply vanish if attacked. If the party speaks to her,she will agree to answer their questions if they willfirst play a game of “hide and seek”. This involvesthe party “seeking” her stolen skull and foot, which the giant rats have “hidden” in the next room.
  9. These were taken one night while she was out playing and, being incorporeal, she cannot pick them up herself. If the PC’s are willing, she will also promise to tell them a secret about the coal pile. The secret is that the coal pile holds a worn leather sack of 30 silver coins and a single citrine (b.v. 10 GP), which her father hid here long ago. Dahlia has no use for the money, but knows that big people value it. Dahlia can tell the party the following: About the Burn: • She hears strange clicking noises coming from the ground in the vacant lot between her basement and the ruined store (Area B). • A man’s voice, heavily accented, called for help from near the ruined warehouse (Area D). She hoped it might be another ghost and searched, but couldn’t find him. The voice may have been a echo, since it came from the shell of a fire place. • In the last decade, she has never seen another ghost, even though she figured they would be likely around the mausoleum (Area E). All she ever found there were “scruffy people” who loitered late at night and tried moving one or two of the gravestones. Sometimes they would search the walls of the mausoleum for something. The “scruffy people” stopped coming and no one has bothered with the place for years. About the murder: • She was out singing and skipping near the NW edge of the ruins when she heard a man scream. The sound seemed to come from the central eastern edge of the Burn, near the old mansion foundation. • She caught a glimpse of something running away. It wasn’t human, but had two feet, two arms and an angular head. It carried a length of cord and had something caught in its belt that dragged behind it. • The creature made flapping sounds when it ran. Its feet were wide and reminded her a little of fish fins. • The creature ran towards her and then veered off back to the N. The last she saw, it was heading in the direction of the old tack shop. She will only give the above information if the party fulfills her request regarding her missing bones. Otherwise, she will only roll her eyes while smiling and answer questions with a mischievous “I dunno!” Quest XP:• 30 XP to each PC who participates in rescuing Dahlia’s bones. • 100 XP to each PC who participates in convincing the girl to have her remains interred, freeing her from haunting the ruins. A3. Storeroom. This was obviously a storeroom once. You don’t have much time to take in the details, because a hoarse growling, similar to that of a cat, comes from the East. You see several sets of beady red eyes softly glowing in the darkness. The eyes belong to 5 giant rats. The creatures, unnerved by Dahlia’s presence nearby, are edgy and will attack to defend their territory if the room is entered. 5 Giant Rats:THAC0 20 AC 7 MV 12 or 6 HD ½ HP 3 each #ATT 1 Dmg 1d3 SA 5% chance if disease from bite; SD Nil MR Standard XP: 11 each Once the rats are slain: The room’s contents have been heavily disturbed by the presence of the rats. A rotted wooden chest in the NW corner bears the marks of teeth and claws. Three barrels I the NE corner have been tipped over to reveal their contents of flour, sugar and salt, most of it eaten. The rats appear to have set up their nest in a pile of grain sacks. The sacks are shredded and the grain is long devoured, save for an occasional husk on the floor. The area reeks of urine and the nest is lined with shed fur that gives off an unpleasant musty odor. The chest contains mildewed clothing. The barrels are as described. The rats’ nest contains a loose pile of six copper pieces, heavily coated with dung. Woven into the nest are the skull and foot bones that Dahlia wants. They are heavily gnawed but intact.
  10. Area B – The Ruined Tack Shop Once a storefront, this building was empty whenthe fires swept the Burn. All that remains of it arethe charred wooden floors of the main story. Agrimy iron grill near the foundation can be found if searched for. The grill will show signs of havingbeen opened recently. A ranger or tracker willnote a footprint by the door, shaped like asplayed, perhaps even webbed foot. This location is where Aldazgrath once hid whenavoiding pursuit after some teenagers overheard him killing a vagrant early one evening. The boys, armed with makeshift clubs they gleaned from the ruins, searched the area. The meazel discovered the grill to the store’s cellar entrance was loose and hid there. He also discovered the spider colony and realized that this would make excellentdumping ground for the bones of his kills.Consequently, he has returned here time and again, either to hide his “trash” or to avoid detection. The night of the murder, he discovered the courier’s sword belt and pouches entangled in his and came here to dump them, after emptying the pouches. He left the courier’s weapon, having no use for it.B1. Stairs. The stairs are dusted with grime and soot, but are bare in the middle. It is obvious someone has been here fairly regularly, clearing the steps of their sooty coating. The stairs end in a small chamber with a stout, oak door to the north. The door is locked. Aldazgrath picks the lockwhenever he enters the place and relocks itbehind him. Any thief, assassin or bard who makes a successful Intelligence check while searching for traps will note scratches around the keyhole, indicating the repeated picking attempts. B2. Empty Workshop This large room is almost empty, save for some old crates along the N wall and a curious group of stained bags to the S. The floor has a few oil stains and a pool of filmed water near the SE corner. A dried, brownish trail leads from the bags to the pool and a slight charnel stench emanates from them. An oak door is set into the center of the E wall. This was once the workroom, but was cleared out when the place was put up for sale before the Great Burn. The crates contain moldered strips ofleather (rotted beyond use) and rusted metalharness fittings. The fittings are worth 10 SP to anytack shop, if they are sorted through and the mostcorroded discarded. The bags contain the bones of the meazel’s kills. There are seven of the gruesome objects and theyhave collectively leaked gore over the years into pool in the low spot in the corner. The bagscontain the bones of two male halflings, a femalegnome, a male dwarf and three humans – one a young girl in her teens and the others grown men.The bones are of varying ages, but most appear tohave been placed here within the last two years.All have been stripped of flesh, but unevenly, leaving bits of bloody sinew. Draped across the newest bag is the courier’s tooled leather sword belt and pouches. The pouches are empty, but the sword is still in its scabbard. It is an exceptionally crafted long sword and will add +1 to damage if kept oiled and sharpened. The blade has no magical bonuses,but has been treated with a minor dweomer tokeep it free of rust. This will cause it to glow faintly if magic is detected for. Mixed with the bones in the other bags can be found three small gems (carnelian, agate and tiger eye) of 10 GP base value. The door to the E is not locked or trapped, but has warped due to dampness. Its hinges are notoiled and will squeak loudly, alerting theoccupants of area B3. B3. Spider Lair. You feel a cool draft, smelling of earth, blowing on your face from the E and you can see a rough opening has been chewed through the stone wall. You only have a quick impression of white strands hanging across the opening and a bulky object swaying in the draft, when something moves above you. A spider colony has established itself here. Theynormally feed on the giant ants that wander infrom area C, but are not averse to other types ofprey. The spiders will launch their attack with normalchances of surprise. Two will drop from the ceilingonto any lead characters while the rest will scuttle out from the tunnel opening beyond their web.4 Large Spiders:THAC0 18 AC 8 MV 6 or 15 (in web)HD 1+1 HP 4(x3), 6 #ATT 1 Dmg 1 SA Save vs. poisonat +2 or unconscious for 1d4 hours SD NilXP: 73(x3), 77 Once the spiders are defeated: Whatever this room was used for originally, the spiders have obliterated all traces of it. Aside from the omnipresent webbing which festoons everything, you note several web-draped objects in the NE corner of the room. These turn out to be desiccated bodies, mostly of giant ants and large rats. Similarly, the object swaying in the web is the dead husk of an enormous ant. The spiders have amassed some treasure overthe years, all of which is wrapped up in their webbing at various points on the walls and floor. A
  11. careful search will yield a total of 9 SP, 15 EP, 4 GPand 1 PP scattered about the room. This will require good lighting and at least twenty rounds of time tocomplete. There is a 10% chance per turn of one of the giant ants fromarea C, coming toinvestigate the dead spider bodies. Other then the webbing, husks and money, there is nothing of else in the room.Area C – Giant Ant Colony C1. Main Passage A passage through the dirt leads E. The floor here is hard packed and you can see bits of a shiny black material dotting it. A soft breeze smelling of dry earth blows to the W. The black material is ant chitin. The walls near the floor show scoring from many clawed feet.C2. Cave-In Points The areas marked as “traps” are naturallyoccurring features and not man-made. Each pointindicates a spot where the walls and ceiling areunstable. Only a dwarf or similar character has a chance of discovering the instability. There is a (non cumulative) 15% chance of a small cave in occurring each time the party passes one of these spots, partially blocking the passage.Only creatures of size S or T will be able to clamberover the rubble to pass. All others must spend 5 rounds digging and will have to contend with the worker ant that will arrive in 2 rounds to clear the blockage.1 Giant Worker Ant:THAC0 16 AC 3 MV 18 HD 2 HP11 #ATT 1 Dmg 1d6 SA NilSD NilMR Standard XP:42C3. Nexus and Queen’s Chamber A bloated insect resides here, attended by several large ants. As you watch, one of the ants takes in its mandibles a pale spheroid that is emerging from one end of the creature and trundles away down a passage to the north. Another bears a large piece of vegetable matter to the other end of the figure, which slowly consumes it. Two other, larger ants stand motionless nearby. This is the queen of the young ant colony and the room is her nexus. She is positioned in thecenter of the room and is attended by three workers and two warriors at all times. If the partyattempts to pass quietly, the warriors will ignorethem. Anyone straying within 10 feet of the queen will trigger an attack by the warriors, while the workers retreat to the egg room(area C4). Should the queen be slain, all of the ants in the colony will be dazed for 6 rounds and then will head for the exit to the spider room. They will chewdown the doors in their way after a further 1d10 rounds, then disperse into the Old City causingsome panic. The watch will be called in and will do their best to round up or kill the pests. They will also eventually trace the source of the ants back to the Burn and the party’s actions. This will result in a 10 SP fine per party member if they are caught. The queen rests atop the colony’s treasure: 4gems of 25 GP base value (citrine, cat’s eye,garnet and coral) and 5 potions in metal vials (4healingand 1 levitation). Queen Giant Ant:AC 5;HP 64 #ATT No attacksMRStandard XP:2002 Warrior Giant Ants:THAC0 16 AC 3 MV 18 HD 3 HP22, 8 #ATT 2 Dmg 2d8 and specialSA Poison sting if a bite hits for 3d4 (1d4 if save vs. poison succeeds)SD Nil MR Standard XP: 106, 64 C4. Egg Cavern Within this chamber you see several ants busy with various tasks. Two smaller ants are working methodically at the NE wall to expand the chamber. Another is engaged in placing a pale spheroid amongst a group of similar objects. Five larger ants stand at various points near the spheroids, The ants here will react similar to those in the queen’s chamber, in that they will not attack if the party makes no move to enter or approach the eggs. Otherwise, they will fight to the best of theirability.5 Giant Worker Ants:THAC0 16 AC 3 MV 18 HD 2 HP13, 11, 10, 9(x2), 5 #ATT 1 Dmg 1d6 SA NilSD NilMRStandard XP:46, 42, 40, 38 (x2), 305 Warrior Giant Ants:THAC0 16 AC 3 MV 18 HD 3 HP22, 20, 18, 12, 8 #ATT 2 Dmg 2d8 and specialSAPoison sting if a bite hits for 3d4 (1d4 if save vs.poison succeeds)SD NilMR Standard XP: 106, 100, 94, 76, 64
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