The document provides an overview of the Underdungeons of Griffondale, a vast underground labyrinth. It describes the history and levels of the Underdungeons. It then summarizes the first adventure scenario involving capturing a tiefling heretic who has fled into the Cellars of the Underdungeons. Adventurers meet with the director of the Tower of Griffondale asylum and are tasked with apprehending the tiefling alive in exchange for rewards. They receive information on where he was last seen and preparations are made to enter the Underdungeons.
The document provides an overview of the Underdungeons of Griffondale, a vast underground labyrinth. It describes the history and levels of the Underdungeons. It then summarizes the first adventure scenario involving capturing a tiefling heretic who has fled into the Cellars of the Underdungeons. Adventurers meet with the director of the Tower of Griffondale asylum and are tasked with apprehending the tiefling alive in exchange for rewards. They receive information on where he was last seen and preparations are made to enter the Underdungeons.
The document provides an overview of the Underdungeons of Griffondale, a vast underground labyrinth. It describes the history and levels of the Underdungeons. It then summarizes the first adventure scenario involving capturing a tiefling heretic who has fled into the Cellars of the Underdungeons. Adventurers meet with the director of the Tower of Griffondale asylum and are tasked with apprehending the tiefling alive in exchange for rewards. They receive information on where he was last seen and preparations are made to enter the Underdungeons.
- 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.