Saturday, 26 September 2026

Scenario #18: Something Foul Under Retebius -- Lair of the Soul Breakers



This is a short adventure using the B/X rules and aimed at a character party of levels 3-5. It is set in Retebius in Thyatis, and is a follow-on to the post about chaos cults in the city. This is a dungeon adventure under the streets of Retebius, and I am assuming that the PCs have discovered that a chaos cult is using the sewers as their hideout through investigations and encounters around the city. Exactly how the PCs discover this is up to the DM - this adventure starts once the PCs drop down into the sewers.

About the Sewers

The sewers under Retebius are tubular, about 7’ radius on the inside and made of brickwork. They are never completely dry - there is a minimum of 1’ of filthy water in the sewers and after rainfall this can rise to 3’ (difficult for halflings to keep their heads clear). The sewers smell disgusting as would be expected - a lot of human waste, food scraps and animal droppings end up here. They are generally unlit - anyone venturing down will have to bring their own source of light. However, areas where human cultists live will be illuminated by fish-oil lamps or lanterns with a Continual Light spell cast on it. The openings to the actual lairs of the chaotic creatures are raised 2’ above the sewer floor and also slope up away from the actual sewers for a few feet so a raised sewage level will not overflow into the lairs.

As can be seen from the map there are sewers leading off the edges. Although whatever is down these fetid passages is not relevant to this adventure, nonetheless creative DMs may well add their own encounters elsewhere in the sewer system of Retebius.   

All inhabitants of the sewers and attached dungeon rooms, human or otherwise, should be considered hostile to intruders unless specifically stated otherwise.

Wandering monsters in the sewers (roll d10, number range after name is number encountered):

  1. Beetle, Giant Fire (1d6) AC 4, HD 1+2, hp 6, Mv 120’, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15
  2. Carrion Crawler (1) AC 7, HD 3+1*, hp 15, Mv 120’, THAC0 16, Att 8 tentacles for 0+ paralysis or 1 bite for 1, Save F2, Ml 9, Align N, XP 75 (tentacle hit causes paralysis unless saved, paralysis lasts 1d4 turns).
  3. Cultist Guards (1d8), AC 5, Ftr1, hp 5, Mv 120’, THAC0 19, Att 1 weapon for 1d8, Save F1, Ml 8, Align C, XP 15, equipment: Chainmail, Battleaxe, Dagger, 3d6sp. These are human cultists patrolling the sewers in their cultist garb.
  4. Gray Ooze (1) AC 8, HD 3*, hp 13, Mv 10’, THAC0 17, Att 1 acidic slam for 2d8 + destroy armour, continuous damage after first attack, Save F2, Ml 12, Align N, XP 50. Acid attack destroys non-magical armour in 1 round, magical armour in 1 turn. Gray ooze sticks to the target after successful attack, causing automatic 2d8 damage/rnd. Immune to fire & cold.
  5. Lizard, Giant Gecko (1) AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50
  6. Lizardman (1d3) AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25 (note that these lizardmen are unusual in being chaotic, not neutral alignment)
  7. Rats, Giant (2d6) AC 7, HD ½ , hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + disease, Save NM, Ml 8, Align N, XP 5
  8. Skeletons (1d6+1, animated by cultists): AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Save F1, Ml 12, Align C, XP 10
  9. Stirge (1d4) AC 7, HD 1, hp 5, Mv 30', Fly 180', THAC0 19, Att 1 for 1d3 +drain, Save F2. Ml 9, Al N, XP 13. Drain causes 1d3 damage per round (automatically hits). Stirges get +2 to initial attack due to dive speed
  10. Toad, Giant (1) AC 7, HD 2+2, hp 11, Mv 90’, THAC0 17, Att 1 tongue (no damage but pulls creatures within 15’ to toad) or bite for 1d4+1, Save F1, Ml 6, Align N, XP 25
The keyed areas are split up into 5 main sections, each with their own senior cult member in charge. 
  • Orgolo's Domain (rooms 1-6)
  • Lizardmen and Melhania's Domain (rooms 8-13)
  • Melbeek's Domain (rooms 14-16)
  • Raeshad's Domain (rooms 17-22)
  • Troglodyte Domain (rooms 23-26)

Key to the map


1) Guard post - This room holds 4 skeletons + 1 chaotic acolyte (Clr2). They attack intruders on sight.
Skeletons: AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 12, Align C, XP 10
Chaotic Acolyte: AC 4, Clr 2, hp 5, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 32sp. Spells: Darkness (rev of Light))

2) Supplies: This room is filled with boxes and barrels of foodstuffs, including dried fruit, dried bread and barrels of wine and beer, most of which has been stolen or looted from townsfolk.

3) Chapel of Chaos - 1 Chaotic priest (Clr3) + 2 chaotic acolytes (Clr2). Towering over the north wall of this unhallowed place is a demonic statue, crude and non-magical but still scary. Kneeling in front of it, contemplating the nature of Chaos, is one of the leaders of the cult, Gemella the Brutal, and two of her acolytes. The chapel is lit by a silver candelabra worth 300gp.
Gemella the Brutal (Clr3 human female) is responsible for recruitment and training of new human cultists. She is considering approaching some gladiators in the city.
Chaotic Priest (Gemella the Brutal): AC 2, Clr 3, hp 12, Mv 60’, THAC0 18, Att 1 weapon for 1d6+1 or spell, Ml 10, Align C, XP 50 (Equipment: Plate mail, Shield, Mace, Unholy symbol, Potion of Levitation, purse with 34gp, 12sp + pale blue zircon gem worth 50gp, Spells: Command, Cure Light Wounds).
Chaotic Acolytes: AC 4, Clr 2, hp 6, 8, Mv 90’, THAC0 19, Att 1 weapon for 1d6+1 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purses with 20sp & 16sp. Spells: Darkness (rev of Light) or Cure Light Wounds)

4) Kitchen. In here is a Chaotic warrior (Ftr2). This room has lots of pots, pans, knives and other utensils hanging on the walls or sitting on wobbly crude shelves. There is a wooden stove where a pot of mysterious stew is cooking. The chaotic warrior is the cook for the cult and he wields a large meat cleaver (treated as a sword).
Chaotic Warrior: AC 5, Ftr 2, hp 10, Mv 90’, THAC0 18, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 20, (Equipment: chain mail, meat-cleaver (treat as sword), unholy symbol, 40sp).

5) Quarters of the Chaos Curate (Clr5). This room is well-appointed with a comfy bed, table, chair and desk (all looted from the town above). Underneath the bed is a loose flagstone with a sack of treasure (2630gp, 3200sp, 1 bejeweled silver dagger worth 250gp (still effective against lycanthropes and wights)).
Orgolo the Foul (Clr5 human male) is the leader of the cult and the most powerful cleric, and is primarily responsible for animating the undead in the sewer.
Chaos Curate (Orgolo the Foul): AC 1, Clr 5, hp 17, Mv 60’, THAC0 15, Att 1 weapon for 1d6+2 or spell, Ml 12, Align C, XP 300 (Equipment: plate mail, shield +1, mace +1, unholy symbol, amulet of animation (see below) Spells: Hold Person, Bane (rev. of Bless), Darkness, Cure Light Wounds)

6) Dormitory + 2 chaotic guards (Ftr1). This dorm is filled with 6 bunk beds (for up to 12 humans). The guards here have a 50% chance to not wear their chain mail (AC 9 instead of AC 5), unless they have advanced warning of enemies approaching. 
Chaotic Guard: AC 5, Ftr 1, hp 5, 7, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 7sp & 10sp).

7) Guard post - 3 zombies + 1 chaotic acolyte (Clr2) guard this room and will attack anyone they don't recognise. The acolyte can give the zombies basic orders. 
Chaotic Acolyte: AC 4, Clr 2, hp 7, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 25sp. Spell: Command)
Zombies: AC 8, HD 2, hp 9, 7, 4, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

8) Guard Post - 2 chaotic guards (Ftr1) + 1 lizardman
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)
Lizardman: AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

9) Lizardfolk bedding/nest - 3 lizardmen. This is the heart of the lizardfollk quarters in the sewers and is filled with piles of dirty straw. The three lizardfolk here will attack. 
Lizardman: AC 5, HD 2+1, hp 9, 8, 5, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

10) 1 chaotic warrior (Ftr2) + 2 chaotic guards and 6 beds for humans. This is another quarters for human rank and file of the cult including cult acolytes and guards. The chaotic warrior and guards each have a 50% chance of not wearing their armour (AC 9 not 4) here unless they have warning of approaching enemies. 
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 10sp).
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)

11) 1 chaotic swordswoman (Ftr3) and pet giant ferret. This room also has her bed and a table. She wears her treasure - 2 non-magical necklaces worth 125gp and 150gp and 3 non-magical rings worth 50gp, 75gp and 85gp respectively 
Melhania the Huntress (Ftr3 human female) is the main raid leader of the cult and is most familiar with the city above ground. She occasionally travels the city in daylight, dressed as an adventurer and acting the part.
Chaotic Swordswoman (Melhania the Huntress): AC 3, Ftr3, hp 16, Mv 90’, THAC0 16, Att 1 weapon (sword) for 1d8+2 or 1 arrow for 1d6, Ml 10, Align C, XP 35 (Equipment: Chain mail +1, Sword +1, longbow, 20 arrows, quiver, unholy symbol.)
Giant Ferret: AC 5, HD 1+1, hp 6, Mv 150’, THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, XP 15

12) Lizardman leader (4HD) + pet giant gecko. In the corner of this room is a sack with 620gp +1400sp, the accumulated wealth of these chaotic lizardfolk.
Lizardman leader: AC 5, HD 4+2, hp 17, Mv 120’, THAC0 16, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 125 (Equipment: Battleaxe)
Giant gecko: AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

13) Guard post - 2 lizardmen
Lizardmen: AC 5, HD 2+1, hp 11, 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

14) 4 skeletons + 2 zombies
Skeletons: AC 7, HD 1, hp 3, 3, 5, 7, Mv 60’, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10
Zombies: AC 8, HD 2, hp 11, 5, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Save F1, Ml 12, Align C, XP 20

15) 1 chaotic vicar (Clr4) + 2 zombies. This room has a bed, a table and a chest. Inside the chest is Melbeek’s treasure (120gp, 1100sp and a spherical carnelian gem worth 100gp).  
Melbeek the Sadistic - (Clr4 human male) speaks the languages of Lizardfolk and Troglodytes, and as such is important in keeping the reptilian hired muscle under control.
Chaotic Vicar (Melbeek the Sadistic): AC 3, Clr 4, hp 20, Mv 120’, THAC0 16, Att 1 weapon for 1d6+1 or 1 spell, Ml 10, Align C, XP 125 (Equipment: Chain Mail +1, Mace +1, Shield, Unholy Symbol, Potion of Gaseous Form; Spells: Cure Light Wounds, Darkness, Hold Person)
Zombies: AC 8, HD 2, hp 8, 11, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

16) Shrine of Chaos + 2 ghouls. This unlit room has a 3’ tall pedestal on which there is a blackened skull. This was the head of a powerful champion of Chaos from a long time ago and it still retains mystical properties. Any chaotic character who touches it with reverence will receive a Bless spell that lasts for 1d4+1 hours. Any chaotic character who touches it without caring about it will be the subject of a Quest spell (saving throw allowed) that compels them to aid the cause of Chaos in some way. If a neutral character touches the skull, it emits a loud scream and the character is affected as if by a Fear spell (save vs spells at -2). Any Lawful character touching it both triggers the loud scream and Fear spell plus must make an additional saving throw vs spells or suffer the effect of a Bane spell for 1d4+1 hours. The ghouls will attack anyone not wearing an unholy symbol of Chaos.
Ghouls: AC 6, HD 2, hp 5, 4, Mv 90’, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save vs paralysis, lasts for 2d4 turns), Ml 9, Align C, XP 25

17) Guard post - 4 chaotic guards (Ftr1)
Chaos Guard: AC 5, Ftr 1, hp 8, 6, 3, 3, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol)

18) Chaotic Hero, Raeshad the Unforgiven (Ftr4) + 2 chaotic warriors (Ftr2). This room is Raeshad’s quarters and has his bed, table and collection of weapons. Under his bed is a locked wooden chest (the key is around Raeshad’s neck) that contains 950gp, 1500sp and four tourmaline gems worth 100gp each.
Raeshad the Unforgiven (Ftr4 human male) is the most senior fighter in the cult and as such maintains command (or at least intimidation) over the other chaotic fighters.
Chaotic Hero (Raeshad the Unforgiven): AC 2, Ftr4, hp 24, Mv 60’, THAC0 17, Att 1 sword for 1d8+2, Ml 10, Align C, XP 125 (Equipment: plate mail, Sword +1, shield, unholy symbol, key to treasure chest under bed)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 26sp & 22sp).

19) Armoury & training room - 2 chaotic guards (Ftr1) + 2 chaotic warriors (Ftr2)
Chaos Guard: AC 5, Ftr 1, hp 6, 4, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 15sp & 13sp)
Chaotic Warrior: AC 4, Ftr2, hp 12, 10, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purses with 16sp & 25sp).

20) Bunks & beds for humans, currently uninhabited. 

21) Guard post - 2 chaotic guards + 1 chaotic warrior + pet giant gecko
Chaotic Guard: AC 5, Ftr 1, hp 3, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 11sp & 10sp)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, 20sp & 22sp).
Giant gecko: AC 5, HD 3+1, hp 14, Mv120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

22) Pit (10’ deep) with 1 gray ooze & fake treasure chest at the far end on a ledge at floor level. Anyone falling into the pit suffers 1d6 damage and is attacked by the ooze. The pit is used for disposing of dead bodies the cultists consider too risky to allow to float around in the sewers.
Gray ooze: AC 8, HD 3, hp 15, Mv 10’, THAC0 17, Att 1 slam for 2d8, Save F2, Ml 12, Align N, XP 50 After the first hit, the ooze sticks to its victim, automatically destroying any normal armor and continuing to inflict 2d8 points of damage each round.

23) Troglodyte guard post with 2 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

24) 3 troglodytes + nesting material
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

25) 3 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

26) 1 troglodyte leader + pet giant toad. The troglodyte leader has a leather sack hanging from the wall that contains the troglodyte band’s treasure: 26pp, 600gp, 2500sp and a Scroll of Protection from Lycanthropes.
Troglodyte leader: AC 6, HD 3, hp 12,THAC0 17, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F3, Ml 12, Align C, XP 50
Giant Toad: AC 7, HD 2+2, hp 12, Mv 90’, Att 1 bite for 1d4+1 or 1 tongue for special, Save F1, Ml 6, Align N, XP 25

New Magic Item

Amulet of Animation. This dark amulet pulses with chaotic evil auras. Any chaotic cleric can use it to animate undead (as per the spell), animating a new corpse once per day. The cleric can control and maintain 2 animated undead per level (thus a 5th level cleric can control 10 skeletons or zombies using this amulet). Beyond that the cleric must decide whether the excess undead are left to roam freely (out of his control) or else deanimated (collapsing back as dead corpses). The amulet is useless in the hands of any other character class. If a lawful cleric holds onto this amulet, they suffer apathy and lethargy that causes -1 penalty to hit and -1 to saving throws.

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