Into the Haven Sewers
Part one. Under Haven.
Characters have returned to Solace and Nathan who has received concerning news from Haven. Fowler Greyeyes has sent a message asking for his `old friends` to join him in Haven to drink to the saviours of Esker. Nathan thinks there is something going on behind this cryptic message. News from Haven is that Seeker religion has been completely driven out of Haven. Guards in the colours of the Church of Belzar now man the gates and patrol the city. Rumours of people disappearing and of people living in fear.
Nathan asks the characters to go to Haven and meet up with Fowler, provide whatever aide he may need. Investigate the strange goings on in the city.
As the characters plan to leave Raistlin and Caramon meet them as they leave Solace, Raistlin says to the characters to bring back any information they find on this new religion of Belzar, particularly if there is a woman by the name of Judith involved.
The journey to Haven passes uneventfully. There is less traffic on the road than usual.
Characters return to Haven to find the city a changed place. The entrances are manned by Green clad guards with spears who question all who enter, though do not stop the characters. Within the city there is tension in the air, people look scared and do not meet other`s eyes.
Old Keep
If the characters go to the Old Keep they will find the remaining watch guards are there, there were 40 now there are just 10 with Sergeant Malkum who will tell the characters that Commander Fowler Greyeyes has not been seen for two days.
Fowler usually stays at the Old Keep or at the High Hand Inn but has not been seen for two days. He was last seen at the High Hand Inn, Malkum will recommend the characters speak to the proprietor there, Kernen the Good.
High Hand Inn
During the day this inn is fairly quiet. Some off duty guards and what appear to be mercenaries are drinking at tables. There is a woman at the bar wearing a hooded cloak and the barman is the proprietor, Kernen the Good.
If the characters ask Kernen about Fowler he will state that the commander was in the High Hand two nights ago and left in a hurry after receiving a note from one of the Belzarite guards. Its funny, he will say, as the Belzar people never come into the High Hand. This woman was just asking about Fowler… Turning to the woman, she is leaving the High Hand as he says this.
If the characters go after the woman and ask after Fowler she will introduce herself as Sarloth and will ask the characters to meet her at the Tankard as it is not safe to talk here, she will then hurry off.
Characters get to make a Perception role v 12 to see that two mercenary types from the High Hand Inn are following the characters. If challenged, they will ask what the characters want with a Tiefling as they are hunting her for a bounty. Characters can make a History test v 12 to be able to recall that Tieflings are a rare human like people with horns and tails. Many have reddish skin. They are generally mistrusted by humans and in return they do not trust people. Most people believe them to be thieves, evil, some say they drink human blood.
The mercenaries will state that the High Priestess is offering a price on the head of Tieflinngs and that this one is theirs, but they might be persuaded to share the bounty if the characters know where she is going. They claim she has mystical powers to disappear and is difficult to track. The bounty share they offer is 20 gold.
Steel Tankard Inn
Honest Jobe is at the bar serving drinks. There are five tables inn the common room, all have group of people around them in twos and threes. At the bar is a woman in a hooded cloak, this is Sarloth.
If the characters speak to Jobe he will be cheerful but somewhat guarded, asking what he can do for them and how long they plan to stay. If asked about Fowler he will simply say that he has little love for the commander but knows nothing of his whereabouts.
If the characters approach Sarloth she will indicate to a table and start walking towards it – those at the table will leave as she approaches. If the characters sit, she will order drinks and explain that she is looking for Fowler as he is her protector and with him missing, she is at risk. If the characters accuse her of being a Tiefling she will get somewhat defensive, asking what that has to do with things and who have they been talking to?
Sarloth will say that she believes Fowler was taken, kidnapped, and that it has something to do with the disappearances in the city.
The two mercenaries will enter the Tankard and see the characters speaking to Sarloth. With a shout of `There they are!` weapons will be drawn and they will rush in. The proprietor of the Tankard will run off in all directions, Jobe will retreat to the back room shouting that he wants no trouble in his Inn, the watch will be here at any minute!
Mercenaries:
Initiative +2 Attack +4 HP 25 Damage 1D8 AC 15 once reduced to 10 HP they will flee.
If cornered they will surrender and attempt to bargain their way out. All they know is the High Priestess of Belzar has offered a 100gp bounty on any Tiefling in the city. As she is in the city, they had planned to get the bounty but as she has protection they will leave it – 100gold isn’t worth dying for!
Once thing have died down Jobe will return and tell Sarloth that while he sympathises with her, she cannot stay here as its’s drawing in too much trouble.
Sarloth will pay for the drinks and leave, outside the inn the characters scan make a Perception roll v 10 to spot an old friend, Jimmy the Hand. Once noticed he will wave them into an alley way. He will say that he has been waiting for them, and that a mutual friend, the Upright Man, may be able to help them with their search for the missing commander. It seems he was spotted in the Thieves Underground Network, also known as the sewers and while the Mockers don’t know exactly where he is, they have a pretty good idea.
There’s an area of the sewers that’s become off limits to the Mockers due to Mockers disappearing in that area. Its an area under Fire and Steel, the weaponsmith.
The Mockers and Katanna Wildblade have an unofficial agreement that they do not interfere with each others operations. Katana occasionally smuggles in and out weapons and materials and has access to the sewers which leads out to the docks. However… Katanna is one of those people have gone missing. Her shop is boarded up.
Jimmy offers to guide them to the area via an empty warehouse near Fire and Steel if the characters are up for it.
Jimmy takes them to the warehouse and shows them a trap door to the sewers stating this is sometimes used by smugglers. The characters should follow the flow of the sewer, turn right then left which will take them to the main chamber opposite Fire and Steels access. There should be a small boat there somewhere. But to be careful, as some of the Mockers have gone missing here, including Biggo who is (or was) one of the Bashers and if something took him, its to be feared.
Sarloth does not offer to join them – she doesn’t like caves and sewers. But will continue to ask around up here. She will ask where the characters are staying and suggest they stay inn touch. She will say that she will be staying at the Alchemist shop.
Sewers
Area 3
This is a T junction with a walkway The flow of water runs West to East. There are signs of use of the walkway. A Nature roll v 12 will identify rats prints all over and human boot prints heading West.
Area 2
Another T junction. There are no boot prints here but plenty of rat claw marks.
Area 4
There is an iron railing gate across the sewer with flow of water heading North. There is a stone door to the West. The door would need a Strength test v 20 to force open, this can be attempted by up to two people adding both of their STR bonusses together. The railing also needs a Strength v 20 test with the same potential for two to attempt it.
Area 5
Another T junction with a narrow passage heading East. Make a Perception v 10 roll to hear an odd `slurping` sound from the South passage… The boot prints head South. The rat prints do not go South.
Area 6
There are iron railings here. Strength roll v 20 to force them open. There are sounds coming from the South still.
Area 7
As per area 6.
Area 8
Narrow passage heading towards area 10, the large chamber. There is a railing here but it has been opened already.
Area 9
There is a large amorphous shape blocking the route towards the South, there is the remains of a human body partially within it, the amorphous shape appears to be eating the body. The body does not appear to be Fowler.
Once aware of the characters the amorphous blob will ooze its way towards them. It is unaffected by normal weapons but is harmed by heat or cold. It will flee from fire.
Initiative -2 Attack +3 Damage 2D6 Hit points 30 AC 10
It will follow the characters slowly wherever they go within the sewers unless they enter area 10, it won’t go there.
If it is killed there are a number of gold coins within the remains along with an enchanted dagger that glows when close to reptiles and does double damage to reptiles.
Area 10
This area is a wide water filled chamber. The water appears to be about 3 feet deep. There is a boat by the landing at area 11. Lurking in the water is a water elemental. Which has been bound to the area by Judith to prevent any unwelcome visitors. Once anyone enters it will rise up and fire water bolts (BS 14 Damage 1D6) at anyone actually in the water. If anyone is on a landing or on a boat, it will ignore them. If approached, it will manage to fire three water bolts before entering close combat. It can only be damaged by magical weapons and spells.
Initiative +2 Attack +4 Damage 1D6 Hit points 45 AC 14
Area 11
At the landing area a small rowboat is tied up. There are steps up to a wooden door (unlocked) going up into Fire and Steel basement.
Area 12
This tunnel heads off towards the rest of the city.
If the characters head off down a tunnel away from the Fire and Steel basement use the Sewers random encounter table.
Roll 1D12
1-2 Rats are seen running off away from the characters.
3 there is a set of iron steps and manhole to streets above
4 Flotsam flows past Roll 1D6. 1- rubbish, 2- human body part, 3- old boot, 4- leather purse with 1D4 copper coins, 5- dead rat, 6- water snake (attacks if approached Initiative +4 Attack +2 Damage 1D6 HP 5 AC 14.
5 Giant rats attack (one per character) Initiative +2 Attack +2 Damage 1D4 HP 10 AC 12 they flee if 2 are killed.
6 Mocker sees them and flees. Make a perception roll v 10 to see them, they obviously know the area as they are gone from sight very quickly.
7 Dead body is found, cause of death unknown. No treasure to be had.
8 Dagger is found on the walkway. Its just a plain iron knife.
9 Way is blocked by a metal grill needing Strength 20 to move (up to two people can attempt at once using both persons STR bonus).
10 Way is partially blocked by rubble, acrobatics roll v 12 or slip for 1D4 damage to cross.
11 There is an unexpected hole in the ground, make a Dexterity roll v 10 to avoid falling in causing 1D4 damage.
12 There is a door to a basement, this is barred from the other side requiring STR 20 to open (up to two people can attempt at once using both persons STR bonus) .
Basement
If the characters open the door to the basement they will find the basement room has various boxes and barrels of metals and partially made weapons. There is a ladder going up t a trap door that’s open. There is light in the room above but no sounds.
Low room
If the characters go up they will find a fair sized square room without windows, it appears to be still underground. There are double doors closed to another room, the characters can hear odd voices from that room…
One voice appears to have a strange hissing lisp, the other is a human male voice. If anyone has a reptile detecting magic it will react to the Pantathian on the other side of the door.
Hiss `We do not like these delays. Why is it taking so long to catch a mere Tiefling?`
Male `It appears the creature has friends. Strangers have stepped in and protected the Tiefling`
Hiss `Tieflings do not have friends. Deal with it. We need the heart of a Tiefling to complete the ceremony`
Male `If we do not take that one, there is another. Though the other may prove difficult in her own way.`
Hiss `I care not for difficulties, make it happen. We must summon the Great Mother before the convection of the moons.`
Male `It will be done Pantathian, We should check on our guests then send word to have the Tiefling collected before nightfall.`
Hiss `Ensure we do, or Great Mother will not be pleased…`
At this a door can be heard opening and someone leaves. A Wisdom roll v 12 will allow the characters to recognise Kite as the male voice.
If the door is opened the room is now empty except for a table upon which are some evil looking daggers and a book with unknown writing. The book has a serpent on the cover and has a sense of `wrongness` about it. There is a doorway to stairs going upwards.
At the top of the stairs there is another door with muffled voices. A door is heard opening and shutting with a bang. If the characters enter there are two guards in this room.
The guards will attack as soon as the characters are seen.
Initiative +2 Attack +4 Damage 1D8 Hit points 25 AC 16
After round three a hooded hissing person comes down the stairs and will launch spells at the characters before launching into the attack if the two guards are killed.
Pantathian
Initiative +2 Attack +4 Damage 1D6 + 1D4 HP 35 AC 14
Spells-
Magic missile – 1D6 damage
Weaken – Reduce enemy AC by 1D6 for 3 rounds
Darkness – Reduce enemies chance to hit by 1D6 points
Once reduced to 10hp the Pantathian will be engulfed in smoke and disappear.
Up the stairs is the shop room where the unconscious and bound Katana Fireblade can be found (and rescued). She is unresponsive and if the characters make a medicine4 v 12 roll they will be aware she has been drugged. Kits and Fowler are nowhere to be seen… The rest of the building is empty save for Katana’s belongings.
Once rescued, this part of the adventure is over.
XP:
Meeting Malkum 25XP
Speaking to Sarloth 50XP
Rescuing Sarloth 150XP
Meeting Jimmy 25XP
Travelling the sewers 100XP
Defeating the Amorphous blob 250XP
Defeating the water elemental 200XP
Defeating the guards 100XP each
Defeating the Pantathian 300XP
Rescueing Katana 100XP
The sewers under Haven
Sarloth the Tiefling
Gelatenous Cube
Amorphous Blob, the terror of the sewers!