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AD&D The Night Below - Carl Sargent (TSR)

Although marred in the execution, Night Below is still a classic is well worth your attention and effort.

Review Originally Published October 1st, 2001

There needs to be more products like Night Below. Period. End sentence.

Night Below, a supplement for the now defunct AD&D, was marketed as both “The Ultimate Dungeon Adventure” and “An Underdark Campaign”. It fails at the former (there are a plethora of dungeons which succeed at being bigger, more innovative, more believable, more exciting, and/or some combination of the above), but its success at the latter is what makes it notable and worthy of imitation.

To put it simply, Night Below did not content itself with merely being a module: It is, in fact, a complete campaign – designed for months of gameplay and complete with more than a dozen adventures tied into a cohesive plot.

This is a type of product that the industry needs to see more of. (For other examples, check out Dream Pod 9’s The Paxton Gambit for Heavy Gear and Gold Rush Games’ Shiki for Sengoku.) I don’t think I’m alone in saying that I would welcome the ability to pick up a complete campaign in one shot and start playing. If nothing else, it gives me time to prepare for the next campaign.

Let’s take a closer look at what Night Below has to offer:

PLOT

Warning: From this point forward, this review will contain spoilers for Night Below. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

The Big Concept: Deep within the Underdark, the Aboleth Savants – powerful creatures with the power to dominate others – lurk within the Sunless Sea. There they have laid plots for the construction of a massive magical artifact, designed to expand their innate domination powers for hundreds of miles, allowing them to subdue surface creatures without any need for battle or risk. The PCs, of course, have to stop them from doing this – although, for a very long time, they won’t have the slightest clue of the true evil which lurks behind their foes.

The Night Below campaign is split into three parts:

The Evils of Haranshire: In Part I of Night Below, the PCs begin as 1st or 2nd level characters in Haranshire, a typical, rural fantasy setting (which can be easily slipped into any campaign setting – suggestions are given for placement in Greyhawk and the Forgotten Realms). In order to construct their artifact, the aboleths have need of spellcasters – and to get those spellcasters they have established bands of kidnappers on the surface. The campaign, in fact, opens with a kidnapping attempt involving one or more PC spellcasters. As the campaign unfolds, the PCs slowly uncover the full truth behind the kidnapping rings – while also going on some a few side-trips. In the big wrap up for the first part of the campaign, the PCs succeed in destroying what they believe to be the central lair for the kidnappers… only to discover the kidnappers’ connection to an unknown power in the underdark.

Perils in the Underdark: In Part II of Night Below, the PCs pursue their leads into the Underdark. They almost immediately make contact with friendly svirfneblin, who will provide them with cautious aid. This section of the campaign is largely concerned with the PCs slowly building up enough strength to assault the City of the Glass Pool – a settlement of kuo-tua deep within the Underdark which guards the gateway leading to the Sunless Sea and the root of the evil. Along the way, the PCs will make contact with a variety of bad guys (trolls, grells, quaggoth, hook horrors, puddings, oozes, and derro) and good guys (the svirfneblin and a group of good elves living in the Underdark). Part II comes to its smashing conclusion as the PCs succeed in overthrowing the City of the Glass Pool (or, at the very least, pushing through it into the depths beyond).

The Sunless Sea: In Part III of Night Below, the PCs have succeeded in penetrating all the way to the Sunless Sea – wherein dwell the sinister Aboleth Savants. But they will have to make their way the Aboleth’s city – and along the way will encounter a number of other enemies and allies. Again, a thin line needs to be tread in the forming and maintaining of alliances. In the campaign’s epic conclusion the PCs will (hopefully) defeat the Aboleth Savants and overthrow their seat of power for all time.

BOX CONTENTS

Night Below is one of those boxed sets which you can shake without hearing the echoes formed by empty space within. Three 64-page books, 16 pages of Player Handouts, 8 two-sided reference cards, 8 new Monstrous Compendium entries, and 6 full-color poster maps are packed into the box – making it a hearty value for the $30 price tag.

STRENGTHS

Night Below succeeds at crafting a comprehensive, epic campaign. Carl Sargent demonstrates how a well-constructed campaign looks less like a series of disjointed modules, and more like a cohesive story – with a distinct beginning, middle, and end all of its own. This, above all, is Night Below’s most impressive accomplishment, and is reason enough to pick up the boxed set in and of itself.

But you can also strip-mine Night Below with great ease: There’s a great wealth of material here (literally enough on which to base an entire campaign), and you can use large hunks of it without ever touching the overall structure of the campaign at all. For example, I plucked out the source material for two of the towns in Haranshire for use in completely different campaign. You could also pluck out such jewels as the Rockseer Elves subplot and use that as a stand-alone adventure in and of itself (or even as the basis for an entire campaign). And so forth.

WEAKNESSES

Unfortunately, Night Below also comes with its share of weaknesses:

1. The most pervasive problem in the campaign was the lack of clear organization and/or layout in the product. As I’ve mentioned before, there’s a lot of material here and – unfortunately – it’s organized in such a poor manner that it’s extremely easy to get lost in it all. In many ways, the campaign is presented almost as a stream of consciousness. As such, it desperately needed to be reorganized into distinct chunks: Here’s the section where the PCs fight the orcs. Here’s the section where we describe Haranshire. Here’s the section where the PCs investigate the troll lair. And so forth.

2. Although he’s constructed an extremely impressive story arc, I feel that Sargent doesn’t always take advantage of the opportunity to foreshadow future developments. Perhaps this is a minor complaint, but I feel that a little more interweaving of the overall structure would have resulted in a story with more depth.

3. Night Below suffers, unfortunately, from the standard 2nd edition problem of referencing/requiring every supplement under the sun. This type of thing drives me nuts: Did these people actually expect their fans to own all 10,000+ supplements they produced?

4. At several points in the course of the campaign, Sargent brings what I can only describe as “XP mentality” into the game world. Most notably, the svirfneblin are constantly advising the PCs to go take care of one threat or another in order to “strengthen them up” (i.e., gain the levels necessary) for the final challenge. I just can’t accept this with a straight face. For example, imagine the United States during World War II saying: “Well, we need to take on Japan. I think we need to go take out Argentina and Venezuela in order to ‘strengthen up’ for the final challenge.”

5. I’m not a big fan of the “1001 fantasy races” model of campaign world design – in which, every time you turn a corner, you’re bumping into a new race of intelligent humanoids. Night Below has this syndrome in spades – which is why, as much as I respect and appreciate the product, I will probably never run it in full myself. If you have a similar distaste for this particular style of D&D, be warned that Night Below will require significant amounts of alteration (and may, in the end analysis, simply not work for you).

CONCLUSION

Night Below is a bang well worth your buck. If you can track down a copy, it’s well worth your time – either to use in whole or in part.

Style: 3
Substance: 4

Author: Carl Sargent
Publisher: TSR
Line: AD&D
Price: $30.00
ISBN: 0-7869-0179-9
Year of Release: 1995
Product Code: 1125
Pages: 225

Now that the full campaign model of Night Below has become almost bog standard in the RPG industry, it’s interesting to look back at a time when that wasn’t true. With that being said, I think Night Below has still stolen a march: There are a lot of reasons why these big campaigns just work better as boxed sets. (Although we’re starting to see more and more of that from third-party D&D publishers.)

As I mentioned at the end of the review, Night Below is not a campaign that I ever ran for myself (although I did cut off chunks and use them elsewhere). There was a point where I was dabbling with the idea of remixing it to have a less linear form, but the group I was running for back then fell apart and I haven’t revisited it since.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

If you’re an Alexandrite member of the Alexandrian Youtube channel, you can check out the latest After Action report from my Mothership open table. This one has bloodwights!

WATCH NOW!

Unboxing Crooked Moon

I’m also releasing another video tonight: An unboxing video for The Crooked Moon, which you can find over on my Patreon!

You don’t need to be a member to watch this one, but I’ve decided not to release this unboxing video on Youtube because our previous unboxing videos have performed very poorly and they seem to torpedo the algorithm.

But I did want to spread the word about The Crooked Moon, which I think looks really, really cool. Unboxing this one got me very excited to dive deeper! So we’re going to see how hosting videos on Patreon works out.

WATCH NOW!

Ex-RPGNet Review: D&D Gazetteer

January 14th, 2026

D&D Gazetteer (2000)

Review Originally Published May 22nd, 2001

Every so often I read an RPG supplement and I just can’t figure out what was going through the head of the editor who green-lighted it. This is one of those books.

The D&D Gazetteer is, essentially, a 32 page excerpt from the Living Greyhawk Gazetteer which was released several weeks prior to the Living Greyhawk Gazetteer.. And I mean that literally: Every last scrap of information to be found in the D&D Gazetteer is to be found in the Living Greyhawk Gazetteer. Every last bit. Honest. Scout’s honor. (Would I lie to you?)

So the question which ran through my mind as I sat down to review this product was simple: Why would you release two products with the exact same information in them?

To get an answer I went to Ryan Dancey (a VP at WotC who was previously in charge of the D&D product line), and his answer was simple: There is a segment of the D&D market which doesn’t want fully developed campaign worlds: They want a gazetteer-style product which just briefly covers the highlight of a campaign world – something which gives them a common gaming environment, but also lets them fill in the details.

Okay, I can buy that. Sort of. It still leaves questions in my mind as to why the confusingly similar names were used for the two products (especially since the Living Greyhawk Gazetteer isn’t, strictly speaking, a gazetteer), not to mention the release schedule which seemed to scream “we’re trying to rip people off who aren’t following our upcoming release schedule like a hawk” (since the unwary consumer would most likely pick up the D&D Gazetteer without realizing that the much more complete Living Greyhawk Gazetteer was coming).

But I can buy it. So, if you’re one of those people who prefer a less-developed campaign world, this is the book you want – not the Living Greyhawk Gazetteer.

So what is this, anyway?

Well, as most of you probably already know, Greyhawk is – arguably – the original D&D campaign setting; designed and developed by Gary Gygax himself and originally released in a product with a very similar format to the D&D Gazetteer itself. During the last years of TSR, however, Greyhawk – which had been steadily losing ground to the extremely popular Forgotten Realms setting – was canceled. When WotC bought out TSR, however, one of the first things they did was announce the return of “the original campaign” and, with the release of Third Edition, Greyhawk was made the de facto standard of the D&D game once more.

The D&D Gazetteer is a 32 page pamphlet which, basically, serves as a broad introduction to Greyhawk – a campaign world with nearly three decades of development behind it: The history of the world is covered in broad strokes; the significant stats of the major kingdoms are given and they are briefly described (an average of three paragraphs or so is devoted to each); major geographical forms are detailed; and major power groups are given a similarly distilled treatment. A full-color map of the world is also included. All of this is done extremely well.

In other words, the D&D Gazetteer does exactly what it’s supposed to do. I just don’t have that much confidence that a large segment of the market really has a desire for what it’s doing. I, personally, would be happier with the Living Greyhawk Gazetteer – but your mileage may vary.

One thing I have considered doing with the Gazetteer, however, is using it as a player resource. My read-through of the material here didn’t turn up any deep, dark secrets of the world which I wouldn’t be comfortable with my players knowing – and the low price point would make it comparatively easy for me to pick a copy up for all my players (or for them to pick one up for themselves). As a result, the D&D Gazetteer could, essentially, serve as  “player’s guide” to Greyhawk – although you might want to preview the material yourself before okaying it for your own campaign.

Writers: Gary Hollan, Erik Mona, Sean Reynolds, Frederick Weining, Skip Williams, Ed Stark
Publisher: Wizards of the Coast
Price: $9.95
Page Count: 32
ISBN: 0-7869-1742-3
Product Code: TSR11742

I remain confused about the decision to publish both a D&D Gazetteer and D&D Living Greyhawk Gazetteer just a few weeks apart. It actually kind of echoes my confusion with Wizards’ release schedule at the tail end of 2025, when they released two different starter sets a few weeks apart, followed by two different campaign settings in back-to-back months.

I remember even in response to this review there were people saying stuff like, “Wait… this ISN’T the Living Greyhawk Gazetteer?” and, “There’s two of them?!”

I also found the decision to make Greyhawk the “official” setting of D&D 3rd Edition, but then only releasing a single setting supplement (or, I guess two setting supplements) to be a weird one. The official explanation, if I recall correctly, alternated between “this way the DM can feel like it’s a setting they can do anything they want with” and “we’re leaving it for organized play to use,” which were basically diametrically opposed. Ultimately, I’m guessing there was just some weird internal politicking going on as a result of Dancey’s decision to ruthlessly (albeit necessarily) slash the number of D&D settings that were being published, and these weird product decisions were the result.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Go to Table of Contents

LETTER OF CAUTION FROM SHIGMAA URASTA

Arquad—

These most recent requests have proven most challenging, and the resulting creations may prove both delicate and dangerous.

First, the members of the danse macbre are not to be trifled with. The gifts you ask of them have only been achieved by imbuing them with the essence of the Crimson Court. They harness, thus, the endless revelry of that eternal celebration, but also carry in the marrow of their bones the malefic curse of the Court’s taint.

As for the stitched zombies, their endurance and baleful death curse are all that we had hoped, and they require no special caution beyond avoiding any breaking of their skin.

—Shigmaa Urasta

LETTER FROM ALIASTER TO ARQUAD

Master Arquad—

I have need of additional brute labor capable of the utmost discretion. My sister suggested that you might be able to supply me with the perfect candidates.

Please dispatch four of your adamantine skeletons to our apartments on Crossing Street. Select those with slender phalanges, if you would. I may have need to employ them in tasks of a delicate nature.

—Aliaster of the House Vladaam

REQUEST FROM HOUSE SADAR

Arquad—

House Sadar requests one dozen skeletons be prepared to perform the danse macabre and delivered to their manse upon the 30th in time for their celebrations.

The utmost care must be taken with their construction, for they must be capable of the most intimate interactions with the many and esteemed guests of House Sadar. Each must be capable of performing at least six dances in response to both music and vocal request — the waltz, bachata, tango, paso doble, cotillon, and gavotte. Lord Renn has also requested that they perform, upon command, a coordinated schuchplatter for the entertainment of the guests.

We have the greatest confidence in both your ability to fulfill these needs in the most exemplary of fashions, and also with the most respectful discretion. House Sadar wishes neither any untoward reumours to accrue towards them; nor do they desire that this most splendid display should be anything less than the most exquisite of surprises for the guests of their celebration.

—Majordomo of the Esteemed House of the Merchants Sadar

House Sadar Heraldry (a raven upon a silver shield)

LETTER FROM GATHAR TO ARQUAD

A.—

Lilith offers to you a pair of great and wondrous gifts. Milady knows the craft of these Tomb Maidens of old, and these have been but recently discovered within a mausoleum in the deep vails of the Quiet. From the vast book of her memory, she speaks of a time when these beautiful maidens of iron were placed as guardians upon the great houses of the dead throughout the southern city-states. Sadly superstition and fear of the necromantic energies which course through their lithe forms led to the practice being outlawed.

Use them for your own protection or dispose of them to whatever profit or advantage you would wish. Lilith cares only that you know the value she places upon you and your work.

Regretfully, this will need to be the last shipment of consequence for at least a fortnight. My brothers among the Deathguild have grown suspicious of my activities. The correct application of additional coin may be required, but I am hopeful that a little time will serve to quiet worried minds. I certainly do not expect any lasting difficulty, but caution is never unwise.

Gathar

BILL FOR THE RATLING ARROWS

Owed: 240gp 5sp

You’re spoiling those ratlings! These arrows are too good for them.

Make sure they keep them in the sheaths we’ve prepared, lest more than your enemies come to regret our work.

The bill has been folded for delivery.
A return address is given on the outer fold:

F. Gld. — Vanguard Street
Guildsman District

Go to Part 18: Vladaam Drug Running

Map of the warehouse. A front shop (Area 1), a hallway (Area 2) connecting to a large warehouse area with cages labeled A-H.

Go to Table of Contents

This shipping facility is used to supply undead to various unsavory interests throughout Ptolus.

MARQUETTE’S TEXTILES: The front of the building masquerades as a high-class clothier. Anyone inquiring about rates, however, is politely informed that they are currently beyond capacity and are not taking on new customers.

BROTHERS ARQUAD: The operation is overseen by a pair of assassin doppelgangers. Both doppelgangers go by the name of Arquad and only Navanna Vladaam knows that there are two of them.

RATLORDS: The Brothers Arquad have hand-picked and groomed the ratlings who work with them in the undead shipping warehouse.

DENIZENSLocation
Brother Arquad*Area 1 (disguised as elder seamstress)
Ratlord Fighter x6*Area 3
Ratlord Fighters x2**Area 7
Brother ArquadArea 3 (25%) or Area 6 (75%)

* Arquad wears a ring which creates a telepathic conection with one of the ratlords in Area 3. (He uses it to summon the ratlord to escort legitimate customers into the back area.)

** These ratlords each carry longbows and four dreadwood arrows in special sheaths. The ratlords have conditioned themselves to the dreadwood. (DC 12 Wisdom saving throw or become frightened for as long as they are near dreadwood and 1d6 rounds thereafter.)

Arquad – Doppelganger Assassin: Use stat block for assassin (MM 2024, p. 22), with the following doppelganger traits:

  • Cha 14
  • Immunities Charmed
  • Senses darkvision 60 ft.
  • Read Thoughts. Arquad casts detect thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
  • Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot emanation originating from Arquad that see Arquad. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
  • Shape-Shift. As a bonus action, Arquad shape-shifts into a Medium or Small Humanoid, or he returns to his true form. Arquad’s game statistics, other than size, are the same in each form. Any equipment Arquad is wearing or carrying isn’t transformed.

Ratlord Fighters: Use stat block for guard captain (MM 2024, p. 162), with the following ratlord traits (Ptolus, p. 592):

  • Disease Carrier. Their bites transmit cackle fever.
  • Fear of Light. If within 10 feet of a light at least as bright as a torch or lantern, they must succeed on a DC 10 Wisdom saving throw or flee for 1d3 rounds. (These ratlords have already succeeded on this saving throw for the ambient light in the Undead Warehouse.)
  • Sneak Attack. Once per turn, the ratlord deals an extra 7 (2d6) damage when it hits its target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ratlord.
  • Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10+4) piercing damage + disease. (Can be used with Multiattack.)
  • Dragon Pistol. Ranged Attack Roll: +4. Hit: 6 (1d10+1) piercing damage. (Can be used with Multiattack.)
  • Equipment: potion of haste (x2), Vladaam deot ring

Building on Pitch St. in Ptolus

Guildsman District
Pitch Street – D8

AREA 1 – MARQUETTE’S TEXTILES

This area appears to be a normal textile shop.

DOOR TO AREA 2 (Steel-Cored): AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

IRON COFFER: 10% chance of being present.

  • 500 gp
  • 40,000 sp
  • 50,000 cp
  • Instructions to have the Ithildin Couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

AREA 2 – TRAPPED HALLWAY

Old coats hang from wooden pegs on the wall near the door to Area 1.

There are two traps hidden along this back hallway.

SPIKED PIT: Pulling one of the wooden pegs disables the pit trap for 30 seconds.

  • DC 14 Wisdom (Perception), DC 14 Dexterity saving throw, 20 ft. deep (2d6 bludgeoning), pit spikes (2d10 piercing), blue whinnis poison (DC 13 Constitution saving throw or 4d10 poison damage).

WAIL OF THE BANSHEE TRAP: Triggered by anyone not wearing (or accompanied by someone wearing) a Vladaam deot ring. The trap emits a terrible scream that alerts everyone in the building and can also kill the unwary.

  • DC 24 Wisdom (Perception), DC 20 Dexterity (Thieves’ Tools) or dispel magic (DC 14) to disable, DC 18 Constitution saving throw (7d8+30 psychic damage, half damage on successful save).

AREA 3 – UNDEAD HOLDING PENS

This large warehouse has a thirty-foot-high ceiling. It’s filled with numerous holding cells (A-J). Along the back wall two wooden towers have been constructed (Area 5 and 6), with doors leading into the towers and ladders on their sides. A catwalk extends between the tops of the two towers (Area 7).

HOLDING CELLS: The cells are stone cubes with a portcullis of iron bars on one side. The portcullises have no visible mechanism for opening them and are instead operated from levers on the catwalk above (Area 7), which cause them to magically levitate into the air.

CELL A: 12 Skeletons (MM 2024, pg. 282)

CELL B: 12 Zombies (MM 2024, pg. 346)

CELL C:

  • 2 Tomb Maidens
  • Ogre Zombie (MM 2024, p. 346)
  • Deathlock (in an antimagic field cell) (Monsters of the Multiverse, pg. 86)

CELL D: The bars and walls of this cell block are made from ethereal metal in order to hold incorporeal undead. DC 15 Intelligence (Arcana) recognizes the nature of the metal, in which case you can use the Ethereal Metals handout, below.

  • 2 Shadows (MM 2024, pg.272)
  • 2 Wraiths (MM 2024, p. 336)

CELL E: Beholder Zombie (in an antimagic field cell) (MM 2024, pg. 347)

CELL F: 2 Minotaur Skeletons (MM 2024, pg. 283)

CELL G: 12 Stitched Zombies

CELL H: 12 Ghouls (MM 2024, pg. 132)

CELL I: 12 Adamantine Skeletons

CELL J: 12 Skeletons (MM 2024, p. 282).

  • These skeletons are dressed in formal wear of crushed, purple-black velvets. If released from the cell, they will begin to danace. (They have been specially crafted for a party to be held at House Sadar.)

Stitched Zombies: Use stat block for zombies (MM 2024, p. 346), except that their eyes, ears, and mouths have been stitched shut. They’ve been filled with spiders and when they die, a swarm of insects (MM 2024, pg. 370) emerges.

Adamantine Skeletons: Use stat block for skeletons (MM 2024, pg. 282). Adamantine skeletons have had adamantine metal plates fastened to their bones, greatly fortifying them.

  • Armor Class 16
  • Damage Vulnerabilities none
  • Damage Immunities: Slashing damage from non-magical attacks that aren’t adamantine

ETHEREAL METALS

Ethereal metals are naturally co-existent upon both the Ethereal and Material Planes. As a result, incorporeal creatures can both use and be affected by items crafted from an ethereal metal. Ethereal metals, although expensive, are often used to construct safes and sheathe walls in order to provide a certain degree of security against incorporeal incursions.

Armor built from ethereal metal is effective against incorporeal creatures. It can also be picked up, moved, and worn by incorporeal creatures, although this prevents the incorporeal creature from passing through solid objects. Similarly, weapons crafted from ethereal metal deals damage normally against incorporeal creatures. Such weapons can also be picked up and used by incorporeal creatures at any time. (This effect is similar, but not identical, to the ghost-touch special ability. For example, ghosts can use weapons forged from ethereal metal without manifesting upon the Material Plane.)

To normal sight and an untrained eye an ethereal metal is indistinguishable from its normal equivalent, but it can be detected trivially with true seeing and similar effects.

AREA 4 – SECRET WAREHOUSE DOOR

This door is located in the back wall of the building and leads to the alley. DC 22 Wisdom (Perception) to locate it.

AREA 5 – SEWER ACCESS TOWER

This wooden tower has a lower and upper floor.

LOWER FLOOR: A trap door in the floor leads to the sewers. A ladder leads to the upper floor. A heavy, wooden trestle table with an acid-scarred surface has been shoved up against one wall and there’s a rack of shelving  nailed to the opposite wall.

  • Table: On the table is a brass box and a Letter of Caution from Shigmaa Urasta (see handouts). (For more information on Shigmaa Urasta and the Crimson Court, see Ptolus, p. 113 and 110, respectively.)
  • Brass Box: This small box contains 12 lesser rings of undead binding, 6 rings of undead binding, and 2 black pearls of undead control.
  • Oil Racks: Racks on the wall holds zombie oil (24 vials + 4 vials of control concoction) and necromancer’s oil (10 vials). (See Addendum: Alchemical Lorebooks.)

UPPER FLOOR: The upper floor of the tower is crisscrossed with hammocks, serving as a barracks for the ratlords (who sleep in shifts).

  • DC 18 Intelligence (Investigation): There are several caches hidden behind false stones in the walls.
  • Caches: potion of remove paralysis, silvered longword, potion of fox’s cunning, potion of goodberry, potion of bear’s endurance, warding bond tokens (matched pair), gems (110 gp red-brown spinel, 11 gp azurite, 30 gp onyx, 40 gp peridot), 100 gp, 6,000 sp, and 23,000 cp.

AREA 6 – ARQUAD’S TOWER

This wooden tower has a lower and upper floor.

LOWER FLOOR: A work area with a desk, chair, and fireplace. A ladder leads to the upper floor.

  • Desk: Among other papers, the PCs can find Letter from Aliaster to Arquad, Request from House Sadar, Letter from Gathar to Arquad, and Bill for the Ratling Arrows.

UPPER FLOOR: A simple cot used by Arquad in otherwise empty room with bare walls.

  • DC 20 Intelligence (Investigation): There are two iron coffers cunningly built into the frame of the cot. (Each one is used by one of the Arquads.)
  • Iron Coffer 1: 821 gp, 1 sp, 9 cp, sard gem (30 gp), rose quartz (40 gp), violet garnet (400 gp)
  • Iron Coffer 2: 500 gp

AREA 7 – CATWALK

Ladders ascend the sides of Area 5 and Area 6 to a catwalk which crosses the room. The gates for the undead holding cells are operated from this area. (Twisting control dials cause the magical portcullises to levitate into the air.)

VATS OF HOLY WATER: Two large vats of holy water are positioned at either end of the catwalk. The sides of the vats have silhouette of a tree inlaid in bronze.

  • DC 10 Intelligence (Religion): The symbology of the tree identifies it as Aredhel, the sacred ur-tree.
  • DC 15 Intelligence (Religion): This specific depiction of Aredhel is associated with the Temple of the Great Mother, a minor cult that used to be active in Ptolus a half decade or so ago.
  • GM Background: These vats were placed here to be used in case undead escape from their cells. They were taken from Part 6: The Abandoned Temple of the Great Mother.

Go to Part 17B: Undead Warehouse Handouts

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