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- Lying directly beneath the city of Griffondale include a siege by an army of


UD-0: Underdungeons Overview Griffondale is a vast multi-level, the Undead, a full-scale Drow surface-
“Ah yes, the Underdungeons of Griffondale, a interconnected network of tunnels, incursion, several plagues, floods, fires,
passages, cellars, sewers, catacombs and asteroids, drought, famine, riot etc. etc.
vast subterranean labyrinth reputed to
even old, abandoned portions of the city
harbor forgotten treasures, lost knowledge, itself . . . collectively known as the Dungeoneering:
and perhaps the single, highest concentration Underdungeons. DC 10
of dead adventurers in all the world . . .” - While the Underdungeons are reputed - The upper-levels of the Underdungeons
- Cornelius J. Highrune to be brimming with forgotten riches, are the newest and easiest to reach and
Instructor, Academy of Arcane Arts relics and treasure, it is established fact thus, the most commonly explored by
Griffondale that they are also a harsh and hostile most adventurers. They consist of the
environ full of natural hazards, man-made Cellars, the Sewers and the Ruins . . .
Introduction: perils, and wandering monsters. three distinctly different ‘dungeon’ types
The Underdungeons of Griffondale provide each with their own unique features.
the backdrop for a series of short, one- History: DC 15
shot adventure scenarios for use with the DC 10 - The Cellar level is essentially a series of
4th Edition D&D role-playing game. The - Throughout its history, thanks to a basement, sub-cellars and stores that are
goal of these stand-alone ‘dungeon raids’ variety of wars and disasters, the City of somehow connected, either by service
is to quickly set the stage and get the Griffondale has experienced several cycles tunnel or by secret passage.
player-characters right into the action. of destruction and reclamation. Over the - The Sewer level runs beneath the
Intentionally quick and dirty, these years, entirely new portions of the city ‘Cellars’ and are Griffondale’s present,
scenarios were designed to be completed were built directly upon the ruins of active waste-water system.
in a single three-to-four hour game previous ones. This continual urban - The Ruins level is a portion of the city
session. renewal is the primary reason why the destroyed by the Tarrasque over a decade
Underdungeons exist today. ago, including streets, alleys and in some
Common Knowledge: DC 20 cases, partial buildings.
- The City of Griffondale is a quasi- - The most recent example of this cycle DC 20
magical, pseudo-medieval, semi-urban occurred approximately a decade ago, - In most cases, the upper-levels are
metropolis. One of the last great bastions when a raging Tarrasque laid waste to a naturally dark and damp. Filth Fever and
of civilization, this city remains a powerful full third of the city proper. Grasping Slime are always concerns. Giant
political and economical center and thus, DC 25 Rats, Carrion Crawlers and Ghouls are
one of the brightest ‘points of light’ that - Prior examples of the calamities that among the most common denizens of the
remains . . . have nearly brought about the ruin of upper-levels.
UD-1: Running with the Devil “Ah, that’s better. As you know, we at Tower
Synopsis: Adventurers must delve beneath of Griffondale have had been dealing with a History Check DC 10
the city of Griffondale and scour the rather unfortunate series of events . . . I’m - Mourner’s Field is the city of Griffondale’s
Underdungeons in search of a fiendish sure you are well aware of last month’s mass main public cemetery.
madman. breakout. Thanks to the fine efforts of the city Dungeoneering Check DC 15
watch, only one of the five who escaped - Grimwald’s Vault is small mausoleum
A dungeon raid for 4 3rd level adventurers. remains at large. which is actually an entry-point to the
Underdungeons.
What you need to play: The Tiefling Herectic . . . he goes by the
This Underdungeon adventure may name of ‘Catch’ . . . has fled into the Cellar
Preparations:
reference the following WotC products: Level of the Under-dungeons. As
- Istvan Valdi offers little more than his
• Dungeon Master’s Guide embarrassing as this is, the Tower of
promise of a reward should the
• Monster Manual Griffondale lacks the necessary resources to
adventurers succeed.
• Adventurer’s Vault pursue and capture Catch. I have no other
option other than to appeal to adventurers for - The adventurers may purchase any
For more information concerning the City
aid. mundane weapons, armor & equipment
of Griffondale (including a map of the city
listed in the Player’s Handbook or
Proper) please visit: The maniacal fiend was last seen entering
Adventurer’s Vault (per DM discretion)
Underdungeons by way of Grimwald’s
http://www.angelfire.com/griffondale/index.html in the City of Griffondale.
Vault in Mourner’s Field. If you are
Setting the Stage: willing to delve into the Underdungeons and - The adventurers may purchase magic
Today you find yourselves in creepy confines of apprehend Catch, the Tower of Griffondale items from the Player’s Handbook and the
the Tower of Griffondale . . . the municipal will see that you are well compensated for your Adventurer’s Vault (per DM discretion)
asylum. Fortunately, you are here as a visitor efforts.” equal to their level with little difficulty.
and not a ‘guest’. Seated in the cold, damp
Streetwise Check DC 15
office of the sanitarium’s director, an aged, Major Quest:
- An hour’s worth of asking around reveals
gaunt human by the name of Istvan Valdi, Capture Catch the Tiefling Heretic (alive)
the Catch has assembled a small band of
you find your meeting accompanied by the Rewards:
- 400 experience points
cronies and hiding out in an abandoned
moans and screams of the demented.
storehouse not very far from the Grimwald
Motioning to his assistant to close the office - 1 3rd Level Treasure Parcel* (DMG. p126)
Vault entrance.
doors, Valdi addresses your party. *Suggested: two 100gp gems + 25gps (parcel
#8)
Features by Area: 5. Passage to Cellar Level
Encounter 1: Grimwald’s Vault 1. Approach - Light source: none (total concealment)
Difficulty: Easy (Level Range 1-2) - Path: Perception DC 10 to notice recent - This passage leads to Encounter 2:
Experience Points: 400 tracks (small & medium humanoid
creatures)
Tactics:
- Stone Double Doors: closed & stuck FB 1&2 – Fire Beetles (MM p.60)
(Strength DC 15 to pry open) - These Fire Beetles are simply hiding,
waiting for the next unsuspecting prey to pass
2. Crypt by (Perception 18 to notice). The Fire
- Light source: 2 bright wall sconces Beetles wait until their pray enters area#4
(torch) before attacking, unless they are attacked
- Sarcophagus: Bears following beforehand. Their movement alerts Fire
inscription ‘Here lies Mortigarn Grimwald’ Beetles 3 & 4 from area#5. They fight
(Perception DC 15 to notice sarcophagus until death.
is fake) FB 3&4 – Fire Beetles (MM p. 60)
- South Wall Sconce: Perception DC 15 - These Fire Beetles begin the encounter out of
to notice sconce can be pulled in sight. Once alerted to pray, they join in
downward motion (which opens secret the attack. They fight until death.
door – sarcophagus and base slide to 2
squares to the right revealing hidden stone
stairs that lead to area#3
Setup: 3. West Chamber
After scouring Mourner’s Field for the better - Light source: none (total concealment)
part of an hour, you and your party finally - Rubble: difficult terrain
come across a small, stone mausoleum. The - Body: make elf, various burns and bite
doors bear a engraving depicting a family marks (Nature DC 20 to notice bites
coat of arms and the name ‘Grimwald’. You appear to have come from small natural
have reached an entry-point to the beast)
Underdungeons of Griffondale . . .
4. East Chamber
- Light source: none (total concealment)
- Rubble: difficult terrain
Hidden Wall Panel: contains manual
1. Old Basement controls to ‘unlock’ portcullis (Perception
Encounter 2: The Cellar Junction
Light source: none (total concealment) 20 to notice)
Difficulty: Medium (Level Range 3-4)
Rubble: difficult terrain
Experience Points: 650 Tactics:
Basin: This portion of area#1 is sunk 10’
feet deep. (Athletics DC 20 to climb wall) OJ – Ochre Jelly (MM p.202)
Raised Walkway: This walkway is 10’ - Lurking nears stairs. It will attack the first
above the Basin (any creature falling over creature to fully enter area#1
the edge takes 1d10 points of damage and
CC 1&2 – Cavern Choker (MM p.42)
falls prone)
- Lurking in corners on raised walkway. The
2. Choker Excavation Cavern Chokers will not immediately
Light source: none attack, preferring to let the Ochre Jelly
Rubble: difficult terrain bloody any potential pray before acting.
Crate: contains 1 3rd Level Treasure However, if they are attacked at any
Parcel (DMG p.126) point, they fight back, using their reach to
their advantage.
3. Service Tunnel
Wooden Door: unlocked (Perception I – ‘Gobsnot’ the Imp (MM p.63)
DC 25 to notice sounds of someone - Attending the Cellar Junction. Gobsnot’s
humming a tune) initial attitude is ‘peaceful’ and he requests
Light source: none (total concealment) ‘gratuity’ for working the portcullis (any
amount will do).
Setup: 4. Gobsnot’s Junction - If at any time Gobsnot is attacked or
The winding tunnel out of Grimwald’s Vault Light source: dim candles (concealment) threatened he will use his ‘Vanish’ ability
leads your party deeper into the Wooden Portcullis: closed (Strength and flee.
Underdungeons of Griffondale and soon you Check DC 23 to force open) - Gobsnot knows where Catch is hiding
find yourselves in the Cellar levels. With any Gogsnot’s Hat: Gobsnot the Impish out and will reveal this (which tunnel to
luck, Catch, the fugitive Tiefling Heretic will Junction-Keeper places a tattered hat in follow from here) for a small price
not have ventured too deep. the center of the chamber for ‘gratuity’ for (10gp). Alternatively, the adventurers
those wishing passage. may attempt to use Diplomacy,
Features by Area:
Intimidate or Bluff to garner this info.
Secret Nook: Perception 20 to notice;
Locked chest (Thievery DC 30 to unlock,
Encounter 3: Catch’s Hideout Features by Area: Strength DC 30 to break open) contains 2
Difficulty: Medium (Level Range 2-6) 1. Flooded Chamber (obstacle: 100xp) 3rd Level Treasure Parcels (DMG p.107)
Experience Points: 775 Light source: none (total concealment)
Water squares: Difficult terrain 5. Secret Escape
(Nature/Dungeoneering Check DC 20 to Secret Door: Perception 20 to notice
notice water is Tainted with Blinding Special: Stairs lead to Cellar Level
Sickness [DMG p.49])
Crates: Filled with lead
Tactics:
Special: Jumping from crate to crate GW – Gray Wolf (MM p.264)
requires an Athletics Check DC 10 Snoozing. Once the Gray Wolf perceives
the adventurers he will bark (alerting
2. Antechamber Catch and his henchmen) and attack.
Wooden Door: closed; unlocked
Light source: none (total concealment) TH – Catch, Tiefling Heretic (MM
Body: skeletal remains of a dwarf p.250)
Completing blood ritual. Once he perceives
3. Small Storeroom the PCs he will direct his underlings to
Wood Door: closed; locked (Thievery attack. In 1 round, the blood ritual is
DC 20 to pick or Strength DC 20 to complete, and the pentagram becomes
Setup: break down) Blood Rock (DMG p.67)
Light source: bright lantern
After marching through the tunnels and S – Sheep (no stats)
Stacked crates: cover
passages of the Cellar Level for some time you Scared. The Sheep is anchored by a leather
come to a narrow hall. Could this be the 4. Main Storeroom (Catch’s Lair) tether-cord and cannot move from its
corridor that brings you to Catch’s lair? Light sources: bright lanterns square.
Stacked crates: cover
Special: If the adventurers failed to HB – Human Bandit (MM p162)
Barrel: cover (if standing in same square)
persuade Gobsnot to reveal which tunnel HBS – Human Berserker (MM p.175)
Table: cover
leads to Catch’s hideout, all adventurers Assisting with blood ritual. Once they
Pentagram: Religion DC 15 to notice
lose 1 healing surge due to fatigue. perceive PCs they will await instruction
clues of a blood ritual in progress.
from Catch, or attack if warranted.
As Valdi and his staff take Catch into their
Portraying Catch the Tiefling
custody, the gaunt human invites the
Heretic adventurers back into his office.

Catch is a maniacal fiend, a truly


“You have done the Tower of Griffondale a
demented madman who is desperate to
tremendous service in recapturing our
enter into a pact with any evil immortal
missing guest. We have arranged an
humanoid who will have him (although
‘upgrade’ in his level of accommodations so
he would prefer to serve Succubus).
that such an embarrassment will not happen
Insofar, his efforts have proven futile,
again.
mainly because most outsiders have
deemed him unworthy despite his fiendish
And as promised . . . your reward.”
heritage, something his cronies have
already begun to suspect.
Catch has no fear of death, and cackles
Total Experience Point Value:
with mad laughter whenever threatened. 2225
He equates pain with pleasure so when _____________________________
wounded or inflicting wounds, he
This dungeon raid was written and
responds ecstatically. In combat he hurls
designed by A.J. Ferguson (jaspercrey on
derogatory insults and lewd taunts at his
the Wizards boards).
enemies. He will fight until capture or
death. Thanks to the original Dungeon Crafter
Crew for their excellent, free mapping
utility.
Ending the Adventure:
If the characters defeat Catch and his More Underdungeon dungeon raids to
cronies they must find a way to bring the come!
Tiefling Heretic back to the surface and
return him to Istvan Valdi and the Tower
of Griffondale.

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