With the rain chucking down over the drawn hood of his rain slicker, Hal, the Overlord's forester, stands at the gate of the Park of Obscene Statues, and demandis his toll. His twenty-five kobold slaves dance and yip and bark around him, agitated by the rain. But he keeps them on a short leash, and so they leave the Beggars' Street Bravos alone. The outrageous toll of 20 silver pieces is easily paid from the coin recovered from the dead bodies, and so access to the muddy park is granted.
The park marina is completely abandoned; its boats half-flooded with rain. But the entrance to the underground indicated on the ancient parchment is on an island, and so travelling by water-logged canoe can't be avoided. At least the Bravos are spared the normal 5 copper piece rental fee as they find a pail and bail out two boats of their choosing.
There is a brief respite in the rain as they drag the boats up the muddy shore of the island. They sink knee-deep in the mud but Grint knows their discomfort will only get worse once they descend into the sewers. They find the grate indicated on the map and Grint sits down to meditate while the rest of the Bravos begin to bury the bodies and the loot.
A few hours later the rain has returned and the grate has been lifted. The Bravos slide into a narrow tunnel. Worn steps descend under the lake. As the Bravos proceed downward, the steps become smoother and less pronounced, more like lumps than proper steps. Run-off from the rain swirls around the Bravos' feet as they struggle to keep their footing in the slippery current. They have to light torches to proceed through the darkness. And even underground they have no respite from the rain: water drips from the ceiling in pregnant, brown drops. The walls are soft and wet. Hoke fears to touch them from fear of causing a cave in.
After three-hundred paces the unifinished cavern turns south. And then after another nine hundred paces it joins the main sewer line. The noise here is deafening, as water shoots from numerous storm drains into a raging river. Even the walkways on either side of the sewage channel are flooded...approximately six inches deep. Grint, who has traveled this "thieves highway" in the past, reckons that the channel itself is probably four feet deep. Caught in the middle of the channel are two dead bodies -- members of the Thieves' Guild, judging from their leather armor and kits of rope and grapple. They are pale and, surprisingly, unbloated. In fact, they appear almost famished.
About three-hundred paces to the east a second sewage line intersects this one, travelling north to south. Your map indicates that you should travel south along that line. But there does appear to be a glow of light down there, around the corner, indicating, perhaps, another party with torches. If so, they've undoubtedly seen your light as well.
The party can proceed east or west down the sewer, or they can wade into the current and examine the bodies.
DEAD BODY PIGGY BANK TREASURE TOTALS FROM A PERFECT NIGHT FOR MURDER:
EXPERIENCE FROM A PERFECT NIGHT FOR MURDER:
Killing Blows=41 Total, divided among all survivors.
Frik: 21 ( total hits) + 11 Killing Blows + 37 days spent in play = 69 total
Grint: 5 (Anon's total hits) + 10 Killing Blows + 6 Strength expended in Spell Casting + 37 days in play = 58 total
Hoke: 0 (total hits) + 10 Killing Blows +10 GM Bonus Points + 37 days in play = 57 total
Borann: 0 (total hits) + 10 Killing Blows + 37 days in play = 47 total
1 Gold Piece (10 Silver Pieces)
134 Silver Pieces
192 Copper Pieces (19.2 Silver Pieces)
3 Rings @ 10 silver pieces each (30 Silver Pieces)
2 Necklaces @ 150 silver pieces (300 Silver Pieces)
Earrings @ 5 silver pieces each (5 Silver Pieces)
DEAD SEXUALLY REPRESSED PALADIN TREASURE TOTALS FROM A PERFECT NIGHT FOR MURDER:
1 Simple Ring (value 1 silver piece)
2 Bastard Swords (Hoke)
2 Large Shields emblazoned with the symbol of Mitra (a red cross representing a bloody scale) (buried in park)
2 Sets Broken Plate Armor (buried in park)
1 Dose Healing Potion
EXPERIENCE AWARD SYSTEM:
Experience Points will be awarded as follows:
FOR COMBAT: One experience point for every hit of damage you put on a foe, or for every one-hit "nuisance" creature, like a rat or wasp, you kill. For killing larger nuisance creatures, like slimes, give five points to the person who puts in the death blow, and no points to anyone else. NOTE: hits done by a wizard's spells -- including fire and illusions -- count as experience for the wizard.
ALSO: Any time the party kills a an enemy (except a ST 1 to 3 nuisance creature, like a rat), the party gains experience points equal to that foe's basic DX. This bonus experience is referred to as "Killing Blow" experience. At the end of combat, this "Killin Blow Experience" will be divided among the surviving characters.
FOR CASTING SPELLS: A character gets one experience point for each point of strength he expends in casting (or trying to cast) a spell in a pressure situation. Definition of "pressure" is left to the GM -- but should normally mean only while the character is on an adventure or under attack. Under such circumstances, even missed spells count for experience. But a characer does not get experience for ordinary spells cast in day-to-day life.
FOR DIE ROLLS: Making a saving roll against danger is owrth experience. Any character who successfully makes any roll on four or more dice will get experience points: 10 for a 4-die roll, 20 for a 5-die roll, 30 for a 6-die roll, and so on. Only a roll which produces results will count -- for instance, if you look for a secret door and none is there, you don't get experience, no matter how good the roll.
FOR TIME SPENT IN PLAY: Each day of real time spent in play is worth 1 experience point to each character actively involved.
GAME MASTER'S DISCRETION: The game master can give out extra experience points (or take them away) whenever he feels it proper. These bonuses or penalties should be small (usually not more than 10 at a time) and should reflect the performance of the characters. Examples: a heroic-knight-type characer stands alone in a tunnel against three foes, or volunteers to open a door that is probably trapped, to save the rest of the party - 10 points. The same heroic figure turns and runs when confronted by a bear -- lose 10 experience points for acting out of character.
INCREASING YOUR ATTRIBUTES:
Up to 36 attribute total: 125 EP each ...37-40 attribute total: 250 EP each ...41-45 attribute total: 1,000 EP each ...46-50 attribute total: 3,000 EP each ...51-55 attribute total: 5,000 EP each


