Professional Documents
Culture Documents
Imagine Magazine AD&D Pelinore Campaign
Imagine Magazine AD&D Pelinore Campaign
31b & 31c Nathes and Ryar 33l Vani Trust me Vaniski Monument Square
of Kosre 34 The Old Bastion aka the 36 The Water Pump and
32 Basilisks (Street Gang) Scorpions NestThieves Pools
Safe House
32a Fionn Messenger 27a Mandren
Workers in the Inn
32b Kneft Mor 36a Solchar Na-baroth
34a Squirvy Patch
33c Grimling Ashnut 36b Flanche Longbourne
34b-34d Beizchkwang,
32d Margaret Idimini, and Brown Mim Sorrow and Morrittas Stall
CB16a Cholorodeny
CB19b Reena
Pelinore Modules
Month-by-month w e a r e g o i n g
PELINORE The civilised l a n d s o f Pelinore
include the Theocratic Principal-
ities, ruled w i t h a rod of iron by
the Council of Truth, the islands
to publish n e w material that will of t h e S p l i n t e r e d L a n d s w i t h
their myriad cultures, n o t all o f
build up a picture of a complete
The IMAGINE magazine
) milieu a f a n t a s y s e t t i n g i n which are 'human' by any means
which y o u r characters w i l l f i n d and t h e T r a d e c i t i e s o f X i r ,
princes a n d peasants, w i z a r d s
and warriors, i n locations vary-
Camp4In Worfil eternally squabbling w i t h e a c h
other. M a n y p l a c e s y o u w i l l
ing f r o m inhospitable desert t o know of already; like Borth, that
gleaming cities. A s y o u collect little port w i t h the beacon (from
each p a r t , y o u r k n o w l e d g e o f IMAGINE #1), o r once-proud
this world will grow. Va r i t , d e s t r o y e d i n t h e w a r
between t w o noble houses (#3).
This does n o t mean t h a t every- But t h e s e a r e j u s t t h e b e g i n -
thing w e p u b l i s h f r o m n o w o n ning....
will o n l y be f o r Pelinore f a r
from i t . A l l t h e m a t e r i a l t h a t
carries a Pelinore 'tag' w i l l still Pelinore
stand alone, o r be adaptable to
suit a D M ' s existing campaign.
a Reader's Guide
But s u ff i c i e n t i n f o r m a t i o n w i l l
be provided to ensure that D M s All of these places and m a n y
can fit the new material into this more w i l l be explored i n t h e
new world. years t o c o m e , c r e a t i n g s o l i d
background c a m p a i g n m a t e r i a l
Most g a m e w o r l d s , n o m a t t e r for DMs to draw upon.
h o w big, seem to suffer from one
major problem: they are so well So how will Pelinore 'work'? We
defined t h a t they leave no room want i t t o do a t least t w o jobs,
for development. A s a r e s u l t , a l l t h o s e As f a r as r u l e s systems are concerned, and possibly a lot more as it develops. The
DMs who want to use them as the basis of the world of Pelinore will be based solidly first of these is the simplest a section at
their campaigns are stuck with w h a t the on the A D & D and D & D games. The two the start o f m a n y modules w i l l give t h e
designers have already produced. Rather games share many concepts and ideas DM t h e location o n Pelinore w h e r e t h e
than f o l l o w i n g t h a t course, w e w a n t t o so P e l i n o r e i s , f o r t h e m o s t p a r t , a n module i s s e t , o r i n t h e c a s e o f B r i e f
retain c o m p l e t e f l e x i b i l i t y i n P e l i n o r e . AD&D/D&D g a m e 'generic' world, a t Encounters a suitable range of locations.
Consequently, the world will be explored least when rules become involved. These It could also include some more general
as contributors write new material for the two games also represent t h e standard material related to Pelinore as a w h o l e .
magazine, but the whole will never be as system with which most players and DMs Gradually this information w i l l b u i l d u p
'complete' a s G r e y h a w k ; t h e r e w i l l a l - are familiar. into a world setting. This will be advisory
ways be somewhere to insert a new idea. only, a D M w i l l still be able to use any of
This doesn't mean that we are ruling out the modules i n h i s o r h e r campaign (as
At present, the map of Pelinore is largely any other systems s u c h as RuneCtuest happens now), but the overall result will
uncharted. I t ' s a w h o l e w o r l d ; t o b e or t h e D R A G O N Q U E S T game. To aid be a campaign background for DMs to use
created, defined, mapped, explored a n d the process of creating a world that will fit as t h e y w i s h , w i t h a s m a n y o f t h e
used by DMs as it stands or as a source of as m a n y R P G s y s t e m s a s p o s s i b l e , magazine s c e n a r i o s i n c l u d e d a s s u i t s
useful material for their own campaigns. IMAGINE magazine w i l l be publishing a each group's needs.
040000*
0 0 0 0 0 0 0
0 1 1 ! F l e v
dorig
You'll f i n d m o r e i n f o r m a t i o n a b o u t t h e
ordinary submissions and we'll look it
over. W e ' r e sure m a n y o f you w i l l h a v e
later, the players w a n t to come up out of plenty of ideas of your own, but for now,
the dungeon, o r i n f r o m t h e wilderness city i n broad t e r m s i n t h e section try thinking along the following lines:
and have their characters wander around overleaf called 'The City League'
a city of some sort. Ye t D M s often have 1 P e l i n o r e a land of adventure. We
neither the time nor inclination to create On the larger scale Pelinore is at a similar are a l w a y s o n t h e l o o k - o u t f o r g o o d
a city a f t e r all, it's a LOT of work. But all stage of development. A good part of the scenarios, and w i t h Pelinore around w e
is not lost. One of the first Pelinorean 'DM map that exists (in very rough form) still will need even more! Those adventurers
aids' is going t o detail a city building o r has signs reading 'Here Be Dragons!' all w h o have already triumphed in Borth o r
two, t h e non-player characters w h o live over it. Beyond the edges of that map little Rosebury o r B r a e m e (77 / / ) n e e d m o r e
there and occasionally a brief plot outline else exists in solid, mapped form. Some adventures to go on adventures which
for a n a d v e n t u r e t h a t c o u l d i n v o l v e a places, people and happenings have been link t o g e t h e r t o e x t e n d t h e w o r l d o f
party. D M s will get, in the space of three 'placed' the City League, the seaport of Pelinore. Your adventure could take p i k e
or f o u r issues, t h e b a s i s o f a t h r i v i n g Borth a n d t h e Beacon a t Enon To r, t h e in o n e o f t h e p l a c e s w e h a v e a l r e a d y
town/city f o r adventurers t o explore Order of the Black Rose (# / 7), Rosebury described, o r j u s t o v e r t h e h o r i z o n ,
when they are not down a dungeon. (#6). These e x i s t o n Pelinore a s i t n o w extending t h e scope o f t h e o r i g i n a l
stands, but beyond them.... module. For example, what has driven the
All the buildings will relate to one overall creatures o u t o f t h e w i l d e r n e s s t o t h e
city plan, but the city is going to be big The f i r s t m a j o r d e f i n i t i o n s o f p a r t s o f south of Braeme in Black Roses ?
very big. W i t h o u t straining the bounds of Pelinore are going to appear over the next
credibility, w e w a n t there t o be enough f e w issues of IMAGINE magazine and in 2 . T h e City League virtually a world
room to allow lots of variety in the city, its an I M A G I N E m a g a z i n e s p e c i a l e d i t i o n w i t h i n a w o r l d . A l l o f t h a t , o f course,
inhabitants and, above all, culture an (due t o b e p u b l i s h e d s o m e t i m e b e f o r e means detailed descriptions f o r D M s t o
'Arab' quarter, or a merchants' quarter or Christmas). This w i l l collect some of the help them run the city in their campaigns.
as many others as you can think up. earlier m o d u l e s t o g e t h e r, a n d p r e s e n t If y o u d o n ' t w a n t t o w r i t e a c o m p l e t e
even more of the background of Pelinore, module, t h e n h o w about a single build-
The buildings in the first article (to appear including a m a p of the immediate region ing? The list given on this page shows you
next i s s u e ) a r e b a s e d a r o u n d a s m a l l beyond t h e C i t y League. B u t a l t h o u g h some of the possibilities, but we can only
market s q u a r e j u s t i n s i d e t h e c i t y ' s large parts of the world of Pelinore are not scratch t h e surface. T h e m o r e w r i t e r s
western gate. We have tried to provide all fully defined, some guidance can already w h o contribute, the more 'alive' the City
the facilities that a weary, battle-scarred be offered about w h a t could be 'beyond League w i l l be.
group o f hardy adventurers w o u l d need the h o r i z o n ' , t h r o u g h t h e o ff i c e s o f a
for r e s t a n d r e c u p e r a t i o n a f t e r a h a r d Pelinorean institution which is the source 3 . T h e Guilds Pelinore's major
day's adventuring. Included are an inn, an of much wisdom a n d occasional false- institutions n e e d p r o p e r l y defining. A l l
armourer's, an apothecary, a farrier's, a hood a b o u t t h e w o r l d . T h i s i s t h e sorts of Guilds, for anybody from Wizards
small shrine or temple, a drinking house institution t h a t h o l d s t h e k n o w l e d g e o f and T h i e v e s t o B u t c h e r s , B a k e r s a n d
and a weaponsmith's. That starts things Pelinore i n i t s k e e p i n g ; t h e O r d e r o f Candlestickmakers, could provide employ-
off n i c e l y, b u t i n t i m e w e h o p e t o a d d Heralds. Overleaf, you will find your first ment for brave adventurers or power-
much m o r e : h o u s e s , v i l l a s , h o v e l s , glimpse o f t h i s a n c i e n t a n d mysterious ful opposition to such freebooters. It's up
markets, pubs, taverns, bowyers, fletch- profession. to you!
OSOCOOS0000000
. **SOO** * 0 0
000 S O S O *
The Order of Heralds.
The H o n o u r a b l e Order o f Heralds is a n The O r d e r o f Heralds i s n o w t h e m o s t
organisation whose origins are obscure widespread organisation on all of Pelinore.
and as t h e c h i e f archivists o f 'civilised' There are few cities, towns, duchies or any
Pelinore, the Heralds have had plenty o f other governing bodies that do not have a
opportunity t o ' l o s e ' a n y documentary Herald somewhere i n attendance. T h e y
evidence as to their origins and true status. oversee business transactions, w r i t i n g the
One t h i n g is clear the Heralds are now formalised contracts between merchants,
vital to the running of Pelinore, whether in and occasionally providing letters of credit.
times of peace or war. They c o u n t heads, w i n d o w s , sheep o r
whatever needs t a x i n g f o r governments.
The Heralds own histories claim that they They d r a w u p the charters f o r guilds Y"-
were founded in 'the Halls of Worldheart', when i n s t r u c t e d t o d o s o . T h e y w r i t e
and t h a t t h e y spread f r o m there a t t h e treaties of unbreakable friendship between
decree o f a g r e a t r u l e r n a m e d P r i a s . nations and count the dead when w a r
Originally, they dealt w i t h such matters as breaks out. T h e passionate (and illiterate)
commission them to compose missives o f From Worldheart to the Splintered Lands,
the organisation o f tournaments, private
undying love. They collect, collate and sell the T h e o c r a t i c P r i n c i p a l i t i e s a n d t h e y .
wars and lineage o f noble families. T h e y
documents, maps, rumours, news, truths Tradecities of Xir, Heralds are about their
still deal w i t h the record keeping aspects of
and h a l f - t r u t h s f r o m t h e f a r corners o f business.., and other people's business.
warfare listing casualties and arranging
the r a n s o m f o r c a p t u r e d n o b l e s ( s o m e Pelinore.
It is the Order of Heralds that will act as the
sources claim they take a 25% commission
for this service). Over the years since their Despite or because of all these duties 'glue' that holds Pelinore together. F r o m
the H e r a l d s h a v e a l w a y s m a i n t a i n e d a their e x t e n s i v e l i b r a r i e s o f h i s t o r i c a l ' r '
foundation, t h e O r d e r has gradually
careful n e u t r a l i t y i n a l l p o l i t i c a l affairs. documents w i l l come the maps and details
'acquired' a number of additional tasks and
They are universally respected as absolutely of Pelinore, t h e detailed background t o
duties, although who i f anyone ever
gave them the authority to do so has never neutral arbiters, and protected by the force many of the adventures that w i l l appear in -1-
been determined. T h e Heralds themselves of law in all civilised areas where, after IMAGINE magazine o v e r t h e c o m i n g
never allow the question to be debated.... all, they drafted the laws in the first place. years.
When a major trading route crosses referred to him simply as 'The Katar'. The What o f names? N o single name could
another, merchants soon gather. When Katars accumulated fantastic wealth and built stand the strain of being stretched over the
one of those routes is a river then villages themselves 'The Punctilio' a stupendous unimaginable size of the place. Within the
and eventually towns swiftly grow. Such a palace i n which courtliness and etiquette League lie Punctilio, the courtly centre;
town grew here. From early times the became the norm. The Hill, a community that grew around
merchants formed guilds and sects and Punctilio; the Capitol, seat of the largest
appointed a Clerk-at-Arms to organise Outside, the League also grew. Its byzantine library i n this part o f the world; the
their well being and protection. The bureaucracy was unable t o prevent trade Temple of Ten Thousand Ravens, where
Clerk, and after him his son and then his from flourishing in relative calm and security, the Redemptors administer city justice;
son's son, performed his duties excellently so attracting merchants o f all races and Docklands, a bustling riverside commun-
and caused the town to prosper and grow beliefs. Today the League of Cities is a unique ity; The Borough, thick with streets o f
into a city. pot-pourri of cultures and styles. Cities and commerce; the New City, now centuries
subcities jostle cheek-by-jowl w i t h each old, with wide avenues choked with the
Time passed. other; the whole being lorded over by the detritus of periodic riot; and the streets of
grandly titled Knight Puissant, Clerk-at- the Communities, the southern reaches
The city thrived i n amazing fashion. Arms, First Servant of the City League, his peopled from far and wide.
Subsidiary towns were formed on the vizier and his court. Order is kept by the
ubiquitous Knights Ocular, who watch and Names? The inhabitants call it t'League.
city's borders; villages appeared near
those towns. Trade and industry flourish- report and punish on behalf of the bureau-
cracy a bureaucracy where anything can Felix Pursuivant,
ed, turning what was once just one city
First Assistant to the Junior Herald
into a group o f cities cooperating and happen, given time.
trading under the eye of the Clerk and his
increasing bureaucracy. This vast edifice
is now a full league and more across. And
as the city grew so the post of Clerk grew Next Issue:
with it. The Clerk became the heriditary
ruler of this League of Cities, named after Just within one of the great city gates lies the Square of Westtneet; a welcome haven
both its nature and its size. H e also for the returning adventurer, a source of rumours, a place to recover from injury and
acquired a new name unable to cope to get rid of those burdensome coins
with his (by now) lengthy title, the people Full details on buildings, NPCs and links to forthcoming parts of the city, ready for
you to cut out and store in a ring-binder for instant recall, with stats for both the D8eD
and AD&D games, and a quick reference system for that happy time in the future
when we've ublished so much of the city that even we've got lost
THE CITY LEAGUE
This month, w e w o u l d like to begin introducing you to the vast hive of SPELLBOOKS
humanity and m o r e than h u m a n i t y w h o live in the City League, Spellbooks show level, followed in brackets by the spell as numbered in
home b a s e f o r t h e I M A G I N E m a g a z i n e c a m p a i g n w o r l d . W h i l e n o t the rule book, w i t h a n asterix i f it i s c u r r e n t l y memorised; eg 1 ( 2 , 3 )
every DM will wish to use The City as the base for his campaign, we hope means that the M U has the first level spells numbered 2 and 3, in h e r
that t h i s f e a t u r e w i l l s t i l l b e u s e f u l t o everyone; s i n c e i f y o u a r e n ' t spell book and that number 3 is currently memorised. Full spell memory
interested i n ' T ' L e a g u e ' , t h e n y o u c a n a l w a y s j u s t i n t r o d u c e t h e will not normally be allocated, to a l l o w the D M flexibility.
characters and buildings you will find on these pages and in succeeding
months into your o w n campaign. The FREEMAN or FREEWOMAN
A new NPC character class for use in towns and cities
W i t h your help and bit-by-bit w e w i l l build up a picture of this teeming Cities are n o t j u s t populated b y a m i x t u r e o f exotic adventurers a n d
city and the characters within. But to start with, we had better introduce
thousands o f z e r o l e v e l f i g h t e r s ( N M / M y T h e r e w i l l b e m a n y
some of the concepts and ideas that will hold it all together. representatives of the a d v e n t u r o u s classes, and there will also be the
social also-rans, t h e low-lifes, b u t a great m a n y of the people w i l l be
Freemen a n d F r e e w o m e n , representing m e r c h a n t s , business people,
functionaries, clerks, bankers and many other mundane trades. In order
to a l l o w these people a l i t t l e more depth in this campaign, w e suggest
that D M s make use of the Freeman character class hereafter detailed.
Note that this is not intended to be a class available to player-characters,
and after a quick look, very few of your players will be that keen anyway!
Character abilities
The abilities are as normal and are rolled as normal. There is no reason
w h y these people should be a n y less or any more able than the average
adventurer. I n c e r t a i n c i r c u m s t a n c e s , t h e D M s h o u l d r e d u c e s o m e
ability scores t o a l l o w f o r t h e l e s s - t h a n - s t r e n u o u s t r a i n i n g t h a t n o n -
adventurers may have had.
101
rA
im
Dagger and Sling
H/1/20
S 12 E l Filthy, s m e l l y leathers, unnecessary eye-patch
I 1 2 E l Sells m a t c h e s / h a n k i e s / g e w g a w s at street corners seek-
W 7 i n g victims
D 1 7 0 Dishonest(!), shifty, a n s w e r s to nickname ' P h e w '
C 8 E l K n o w s members of the local thieves' guild and probably an 1 7 1 r
Ch 6 a s s a s s i n or two
1 L i N Poisoned
i l e ' F l ohatpin
s s y ' (1
J opsoti n
l et ;ofTdamage
2 / A 2 ; C/CE; hp 5 / 8 ; AC 4 / 4 ;
plus poison)
ralp"Erin
H/V2E
D 7 0 Cheap silks over leather shirt
I 6 0 Floozy, w a i t s for custom in Square
W 8 0 Flirtatious, dangerous, greedy, keen on blackmail
D 1 8 0 K n o w s Phew (1a), and six or seven m i n o r officials
C 1 3
Ch 1 5
1
may b u y all n o r m a l , everyday i t e m s (like food, c l o t h i n g a n d oil). T h e
shops a r o u n d t h e s q u a r e m u s t b e a p p r o a c h e d f o r t h e i r specifics,
however, since there is an u n w r i t t e n City League law that forbids street
rir , I I I
sellers peddling the same wares as a shop within sight of it. Rumour has Rcao
it t h a t most pedlars are controlled by the Uncle a mysterious figure = = n , N , , . / . . . 0 1 6 MWommd . 9 r i T ,
nuIN_co-1
w h o m e v e r y o n e h a s h e a r d of, b u t n o - o n e a d m i t s having m e t . S u c h
control would be worth a fortune to any who had it, and it is probable that
1...illrediv--\10
Ilallgriun 17,9
mam
it is the cause of periodic fierce, secret wars.
2 T h e APOTHECARY
Mylitis Ep-Stine is an old gnome who has run this apothecary for longer
than m o s t locals remember. I n i t can be b o u g h t the usual c h e m i c a l s
(including incense), a s w e l l a s m o s t o f t h e components magic u s e r s
need to cast their spells; u n f o r t u n a t e l y Mylitis does tend to overcharge
for things, but then, he 'has to make a living, doesn't he?' Depending on
the kind of campaign being run he may also prepare and sell potions. As
he supplies the local MU school (9) with many of their needs they oblige
him b y m a k i n g s u r e h i s bodyguard, G r i m n i x , i s kept c h a r m e d t o h i s
service. Mylitis is assisted by t w o unexceptional apprentices.
2 ,CI MN yo l weapon
i t i s E p(bodyguard)
- S t i n e r F r 3 / F r 3 ; N / N ; hp 8 / 11 ; AC 9 / 1 0 ;
G/G
S 6 0 Grey and brown robes, black a n d silver skull cap
I 1 6 0 Apothecary
W 12 0 Avaricious, cunning, suave, o l d gnome
D 4 0 K n o w s local traders and very friendly w i t h inhabitants o f
C 9 t h e local MU school
Ch 1 2
2 b G r Club
i m n i x F 6 / F 6 ; C/CE; no 4 0 / 5 0 ; A C 5 / 5 ;
V20g re/1/20g re
S 1 7 0 A n i m a l skins
I 3 0 Bodyguard c h a r m e d into service o f Mylitis Ep-Stine (2a)
W 5 L i Stupid, brave, sly
D 1 0 0 D o n ' t k n o w nuffink n o r nobody and nobody loves h i m . _
C 1 2
Ch 4
2 c & 2 d Lance and Beaubritches are 2 apprentices to Mylitis q1k911:11D FLOOR, IsTICOR
male h u m a n youths w h o k n o w the local serving classes
I M A G I N E ma9azinc, August 1984 13
,, -nguF67,,,1
3 T h e TRAVELLERS' SHRINE
The City League is nothing if not an opportunity to make some cash and
so t h e c l e r i c s o f t h e t o w n h a v e a g r e e d t o e s t a b l i s h t h i s m u l t i -
denominational s h r i n e j u s t i n s i d e t h e gates. Vi s i t o r s m a y e n t e r t h e
shrine, pray in one of the private booths and receive holy water or a cure
l i g h t w o u n d s spell from the resident cleric, assuming he or she is 'in'.
Three fighters act as attendants, collect the money and show visitors to
vacant booths (and clear u p afterwards) or t o the screen f r o m w h e r e
beneficence i s dispensed. I f any visitor behaves badly or aggressively
one of the attendants simply rings the bell, and as the garrison is right
next door....
3 ,01 M
A amc ae nind room
a i a L a m a n c h a C 5 / C 5 ; N / N ; hp 2 0 / 2 8 A C 7 / 7 ;
H/H
S 1 4 0 Rich maroon linen robes, boots, r i n g o f protection +3
I 9 0 Representative cleric at traveller's shrine
W 14 0 Kindly but uncommunicative, d i s t a n t
D 8 0 K n o w s the whereabouts of most temples in Docklands and
C 1 4 B o r o u g h , does not k n o w any bureaucrats or merchants
Ch 1 2
3 t ,1J
S
L hi o
n rkt Sword
P i n t h r i p ; F r 3 / F r 3 ; N / N E ; hp 1 0 / 1 2 . A C 8 / 8 ;
H/H
S 1 4 U Leather uniform and seal of office on a t h u m b ring
I 1 3 0 Official money collector for clerical group
W 9 0 Officious, snide, overcharges
D 8 U Is f a m i l i a r w i t h local byelaws, k n o w s several other petty
C 1 3 f un ctionaries
Ch 9
4 , a HNo
u rweapon
n a k a r S c a r d ; F r 2 / F r 2 N / L N ; hp 6 / 9 ; AC 3 / 3 ; EOM
H/H
S 1 6 0 Gleaming breastplate o v e r o l i v e g r e e n t u n i c , b r o w n
I 1 0 t r o u s e r s tied at the knee
1:=3
W 11 U Brewer, publican and professional coward
Fru/ate
D 11 0 Cocky, plausible, charming, craven braggart,
IMP
C 1 5 U K n o w s everyone local, b u t no-one well, resents Race (5a)
Ch 1 6
4b D i n a h S c a r d ; F 3 / F 3 ; N / L N ; hp 1 6 / 2 0 ; A C 9 / 1 0 ;
Long sword in kitchen
H/H
S 1 5 U Ye l l o w dress, b r o w n cloak w i t h crimson embroidery
I 1 5 U B r e w e r and publican
W 8 U Quiet, i n d u s t r i o u s , s u p p o r t i v e , p i n e s f o r h e r d a u g h t e r
D 8 I n v i d i a w h o works at the Shrine (3)
C 11 U K n o w s t h e k i t c h e n s t a f f o f t h e F o r d Inn, c o n f i d a n t e o f
Ch 6 G o l d r n e a d o w (5b)
5 1 1J
, LGo on gl dbm
owe aindchambers,
o w ; E 6 / Fdagger
6 - M U 6 ;onL / person
L G ; hp 3 0 / 3 5 AC 8 / 1 0 ;
5 f & 5 g F l a x e n B i l l y a n d J o s a r e t h e t w o , boring,
E/E uninformative stable boys.
S 1 6 L I C h e e r f u l s k i r t e d t u n i c o v e r t r o u s e r s t i e d a t ankles, n o
I 1 7 s h o e s , u s u a l l y has flowers i n hair
W 1 1 L I Landlady 5 h & 5 i P o t b o y One and Potboy Tw o (real names Vax and
D 1 3 0 Grave, lonely, polite, s m e l l s w o n d e r f u l Vo x B i g a n t ) are t w i n s w h o serve, b r e w and clean. They think and talk
C 1 0 L I A l t h o u g h very famous, her only friend is Dinah (4b), avoids alike a n d a r e t o t a l l y i n d i s t i n g u i s h a b l e e x c e p t t h a t , w h e n a s k e d
Ch 1 8 B u r b u r y Flataxe (5d) questions not concerned w i t h the business of the Inn, One always lies
Spell Book D & D 1(1, 3, 4 , 5, 6, 7, 9); and Tw o always tells the truth!
2(4*, 6, 10, 11 )
3(4, 6, 8, 12)
A D & D 1(1, 3, 1 2 , 15, 16, 20, 22, 27);
2 ( 6 , 7, 8 , 10, 13, 22, 23, 24) 5 ) A, n g o5 v ikd i n t &
an r i x d5o 1t h e
B ecooking.
r y l Blister
A n gand
o v i dher
i n t rdaughters,
i x i s h a v i nWilbertina
g a sweet
3(9,12,18,24) romance w i t h Beruth (4d).
1111111111111111
jf
N
p
fo
6 a G Battleaxe
e r t R u s t y D w 6 / F 6 , N / N G ; hp 3 6 / 4 0 ; A C 1 / 1 ,
Dw/Dw
S 1 7 0 Immaculate, b r e a s t p l a t e +2 over leather shirt and trews FIR5.1. FILDR.
I 9 0 Armourer
W 12 0 Hot-blooded, honest, s i n g l e - m i n d e d
D 1 1 0 K n o w s and known by local dwarves, loves Burbury Flataxe
C 1 3 ( 5 d ) - and makes no secret of it a n d therefore hates elves
Ch 1 0 a l l the more.
6 b T h No
o kweapon
r i n S i l v e r - E y e D w 7 / F 7 N / N G ; hp 4 0 / 4 6 ; A C 6 / 8 ;
/Te
Dw/Dw
S 1 4 0 Shining, i n t r i c a t e l y adorned, l e a t h e r s over scarlet shirt,
ItiL.
I 1 5 s i l v e r eye shield hides empty socket
W 15 L I Jeweller
a.17 C : 3 U A
D 13 0 Fussy, easily upset, lisps
C 1 2 0 K n o w s and known by local dwarves, also knows one or two
Ch 1 5 m i n o r bureaucrats
QUI) FLGDR C E L L A R , 1=611,12'fret
6 c K o n U n d e r o c k is the D w 5 / F 5 hp 2 0 / 2 0 shopkeeper who deals
with o r d i n a r y customers. H e a l s o a c t s a s c o o k a n d housekeeper. A
friendly, stupid chap.
6i, 6 j & 6 k Thokrin h a s 3 apprentices 2 d w a r v e s
(Wampateak Imp and Mok Inner) a nd 1 gnome (Pinter Abstentangree)
It i s b y s h e e r c o i n c i d e n c e t h a t t w o o f t h e g n o m e s a r e c a l l e d
6 d , 6 e , 6 f , 6 g & 6 h G e r t has 5 apprentices 3 Abstentangree a s t h e y a r e e n t i r e l y unrelated. These youngters w o r k
dwarves J o l l y Kobold-Killer, Baggy Bluenose and Biffer) and 2 hard and get their fun chucking bricks through the w i n d o w s of the local
gnomes (Kiri! the Hungry and Paternoster Abstentangree). merchants.
7 T h e W E A P O N DESIGNERS'WORKSHOP
7 1 1-/
, LBol negnbcoawt h r a E 2 / F 2 - M U 2 ; L / L G ; hp 8 / 8 ; A C 7 / 7 ;
E/E
S 9 0 Green robes
I 1 3 E Bowyer
W 8 L I Aloof, c h a t s endlessly about bows i f pressed
D 17 0 K n o w s no-one other than his colleagues
C 1 2
Ch 9
'Good afternoon, Guildmembers. thing I've heard one group advise another ignite firedamp o r wood in those under-
'Welcome t o t h e f i r s t i n a s e r i e s o f during s o m e d r u n k e n r e v e l r y. I n o t h e r ground lairs you prefer to frequent.
lectures on - as it were - t h e "tricks of the words, these are the tricks of the adven- Those i r r i t a t i n g g l o w i n g m a r b l e s t h e
trade". Y o u t r a i n e e s w i l l n o t i c e t h a t turing trade. I'm sure that when you have children outside were playing with, given
you've b e e n j o i n e d b y t h e c r e a m o f read just what a lot of paraphernalia and by passing adventurers, a r e p a r t o f t h e
adventurers f r o m a l l t h e l a n d s around, nonsense goes o n i n t h e n a m e o f 'epic same idea. Have c o n t i n u a l l i g h t cast on
looking f o r n e w wiles. T h i s b r i n g s m e quests', y o u ' l l w o n d e r w h y y o u d i d n ' t marbles. When you want to find the depth
straight t o m y f i r s t p o i n t ; n o - o n e e v e r decide t o b e c o m e a f a r m e r o r c l e r k of a s h a f t , o r t h e c o n t e n t s o f a d e e p
knows a l l the tricks o f this business. I ' d instead. alcove, d r o p i n t h e m a r b l e . A n y t h i n g
like to remind the experienced characters For e x a m p l e : t h e d e f i n i t i v e w a y t o would do really, b u t i f the lightsource is
here t h a t i f y o u c o n t r i b u t e a n o r i g i n a l recognise an adventurer is to look around small, light, a n d w i l l bounce and roll, i t
stratagem to t h e Guild's files, I ' l l refund the neck. I f you c a n see a c o i n blazing can be t h r o w n o r slung a great distance
the fee you have paid for this course. w i t h light, or a pouch of some lightproof with accuracy a marble is ideal.
'Before w e s t a r t today's lecture, d o e s cloth, the wearer is sure to be one of us. You s h o u l d use marbles a great deal.
any o f you o w n t h e g r i ff o n t i e d t o t h e That's one use one can find for continual As w e l l a s s o m e t h a t g l o w, y o u s h o u l d
appletree in the garden? You, A m b r i n i - I light. A n o b l e , o r a n y d e c e n t c i t i z e n have some to cast silence upon. Cast the
thought so. Move it would you, so we can (pause for catcalls), w o u l d have the spell spell b e f o r e breaking d o w n a door, a n d
let the children from the orphanage play cast u p o n a l a n t e r n t o b e carried b y a enter unheard. Next, toss t h e marble in
outside? Many thanks; I promise we shall linkboy, a p r o p e r s i g n o f s t a t u s . Yo u , amidst the defenders so that they cannot
not start u n t i l you are back. W e can use being entirely practical, have a less self- raise the alarm or cast spells themselves.
the time profitably to deal with the small aggrandizing u s e f o r i t W h e n 5th-level It i s a m y t h t o believe t h a t i t i s w o r t h
matter o f t h o s e m e m b e r s w h o s e s u b - clerics can cast c o n t i n u a l l i g h t w i t h o u t carrying them around to t h r o w underfoot.
scriptions are overdue....' material cost, there's no reason w h y any You need far too many.
of you should not have plenty of perman- I've h e a r d t e l l o f m a g i c - u s i n g t y p e s
Some people c l a i m t h a t all adventurers ent lightsources about your person. A n d using great magicks such as t r a n s m u t e
are crazy. H o w e v e r, y o u w i l l f i n d t h i s for t h o s e w h o h a v e n o t s u c h a c l e r i c rock to mud to cause unsound footing. In
rarely said in the presence of one of the among them, B r o t h e r Ignatio w i l l gladly addition to radically undermining the land
dungeoneering b r e e d , a s w e h a v e a sell you a spell or two on the way out. above, this causes any creature crossing
reputation o f being.... t o u c h y (pause f o r The reason why it is cast upon a coin or it t o sink; t h e s e s t o u t adventurers t h e n
laughter). Fortunately, i t w i l l a l w a y s be a bauble about t h e neck is to keep both re-solidify the morass using dispel magic.
easy for the ordinary man to recognise us, hands free. You will see some gaudy 'free- Some w o u l d s a y t h a t t h i s i s ridiculous,
as we move about town in groups of six to lance' t y p e s w i t h c o n t i n u a l l i g h t o n a that one cannot undo the magic of such a
ten, armoured, bristling w i t h weaponry, helm or torc to illuminate behind them as spell any more than one could un-mend,
but there is always m u d t o r o c k (which
accounts f o r t h e m a n y c h a n g e s t o o u r
watercourses a n d marshlands). J u s t as
If you have an idea that might save the life of a fellow much f u n can be had by casting r o c k t o
m u d u p o n t h e ceiling, w h i c h s h o u l d n ' t
adventurer or you could use some ideas yourself the actually kill anyone healthier than a little
Adventurers' Guild is the place to go.... old man, but ought to slow them down a
bit.
Slowing o p p o n e n t s i s a l w a y s a g o o d
idea, and s l o w is possibly the best spell;
ropes and odd pieces of equipment. I've well; t h e y w i l l n o t b e m e m b e r s o f t h i s certainly it is the most underrated. Do not
heard some of you also tend to frequent Guild, I a s s u r e y o u . L a r g e r s o u r c e s o f hold t h e m i g h t y fireball i n a w e such
the s o r t o f public e s t a b l i s h m e n t w h e r e light are d i ff i c u l t t o cover u p w h e n y o u magic has too much risk of blowback, and
gossip i s o f a h i g h e r standard t h a n t h e w a n t t o escape notice. Yo u ' v e probably many say it is useless against fire-using
ale; t h i s w i l l also mark you o u t from t h e heard o f magical s w o r d s glowing i n t h e creatures, a n d a g a i n s t devils, a n d t h a t
masses. dark t h i s is n o t universally true, a n d any opponent with a little intelligence will
Another thing that will separate mem- since it is a complication in the enchant- have obtained a ring o f fire resistance to
bers of this Guild from the common herd ing process, f e w mages w o u l d a c t u a l l y halt the spell's effects, or will have a fire
will b e t h e w a y y o u u s e t h e resources bother t o i n c l u d e i t . N o t e v e n t h o s e resistance spell prepared. S l o w picks out
around you. This lecture is for the benefit painfully sincere paladins in the audience your enemies f r o m y o u r friends, h a s no
of all you adventurers w h o have stopped would w a n t to be seen to be g l o w i n g all risk of backfiring, a n d there is no saving
to w o n d e r w h a t t h o s e pieces o f equip- the t i m e w h i l e they are rescuing under- against t h e e ff e c t s . T h e o n l y w a y s t o
ment are that more experienced brothers privileged citizens, so a glowing sword is avoid it are a ring o f free action or magic
tote around with them. I suppose, it might quite a drawback. resistance.
even be of use to a f e w of those brothers Using the spell in this way confers two Magic resistance i s t h e m a g i c u s e r ' s
themselves, f o r s o m e o f t h e ideas a n d further advantages. The items require no bogey-man. However powerful the spell,
wrinkles in this lecture are just the sort of fuel o r maintenance, a n d t h e y w i l l n o t if t h e t a r g e t r e s i s t s t h e m a g i c , i t h a s
6 I M A G I N E n t a n e , May 1985
in r e v e r s e , i t c a n b e u s e d t o r e m o v e term w i z a r d ' s b a s e c o u l d b e festooned
obstacles. That five-inch-thick door may with dozens o f m a g i c m o u t h s t o cover
be held closed by fifty-odd bolts, but they every possibility, r u n n i n g i n c h a i n s t o
w o n ' t do any good if they can't reach the pass the alert to some central guard post.
doorframe. Explosive r u n e s could b e placed w h e r e
A wizard-locked door might save the defenders never look if the door has
against the effects of reduce, and all must a Judas-gate, m o s t parties w i l l use i t to
know t h a t a w i z a r d - l o c k e d d o o r i s a check o u t t h e opposition o n t h e o t h e r
formidable b a r r i e r t o a n y o n e e x c e p t a side. T h e g a t e c a n b e f a l s e , c o v e r i n g
magic u s e r f o u r levels h i g h e r t h a n t h e explosive r u n e s , a n d t h e p a r t y w i l l b e
caster. So, wizard-locking a door behind caught b y i t ; t h e defenders, o f course,
you o n y o u r w a y i n t o a d u n g e o n o r never look through the gate. Similarly, i f
fortress is a good idea, so that if you have the defenders include an illusionist, t h e
to leave i n a h u r r y, y o u c a n g e t t e n t o place will be littered with illusory scripts,
thirty minutes start w h i l e your pursuers which t o a n y a r c a r e j u s t m o r e ' N o
break t h e door d o w n . B u t d o n ' t g e t t h e Smoking' signs.
caster killed in the meantime, otherwise On the other hand, a spell designed for
you're g o i n g t o b e s t u c k d o w n t h e r e anti-burglar use has found another pur-
yourself. pose. A g l y p h o f w a r d i n g can cause all
Using y o u r opponents' d o o r s a g a i n s t sorts of damage if the spell a cleric wishes
them m i g h t a p p e a l t o y o u r s e n s e o f to use on a n i n t r u d e r is cast in combin-
humour, b u t d o n ' t f o r g e t t h a t a l l t h e ation w i t h t h e g l y p h . N o r m a l l y, t h i s
defences o f t h e r o o m b e y o n d w i l l b e requires t h e c a s t i n g o f t h e g l y p h o f
ranged against the doors and windows. If w a r d i n g spell, f o l l o w e d by c a u s e para-
you come in through the walls, it will give lysis, c a u s e b l i n d n e s s o r e n e r g y d r a i n
you a great tactical advantage. High level (reversed restoration). B u t t h e r e i s n o -
magic users can do this very easily with a thing to say that the spell effect must be
passwall, d i s i n t e g r a t e o r r o c k t o m u d , hostile; w h a t i f t h e g l y p h i s c o m b i n e d
but even a low-level group can go through with c u r e serious w o u n d s ? These could
walls w i t h a t h i r d - l e v e l D r u i d t o s t o n e be cast upon 'safe' wall areas, but it might
shape a n e w door. be common for them to be cast on 'glyph
Once inside, watch out for anti-burglar books' sheets of metal (since the glyph
devices. Some are powerful and complex, requires an inflexible surface of at least 2'
some simple. The simplest of all is a bead x 3') with restorative spells cast on them.
curtain. I t needs n o maintenance, n e e d Since anyone touching the sheet sets the
not b e avoided b y guards, a n d c a n n o t glyph off, the covers cannot have glyphs
accidentally b e s e t o f f . I f a n i n v i s i b l e upon them, so a two-sheet book can hold
intruder penetrates the door, it will show two glyphs, or a three sheet book can hold
absolutely no effect. That is w h y we see the fact. Of course, a bead curtain needs four. There is only one drawback e a c h
everywhere t h e r e m a i n s o f indirect someone to observe it being moved, but a sheet weighs 6lbs, which makes it some-
magicks. I f you f i n d a s l a b of iron i n a n magic m o u t h c o u l d b e s e t t o s c r e a m w h a t heavier than a standard ring of spell
unlikely place, it is probably the result of 'Intruder!' i f t h e c u r t a i n m o v e s w i t h o u t storing. A n d t h e r e are t w o spells w h i c h
the casting of wall of iron in the air above visible cause. A pool of water can be used cannot be stored upon it r a i s e dead and
a target. A f t e r all, e v e n t h e smallest in the same way, and it is more subtle; it resurrection, since only living creatures
weighs over t e n tons, a n d n o t h i n g t h a t can look just like a natural puddle from a can be affected by a glyph.
finds i t s e l f underneath w i l l ever survive roof leak. Once again, an invisible char- .1At5 Chris Felton
it E v e n w a l l o f ice would do, if it did not acter w i l l b e betrayed. S o , a d o p t t h e s e
break up. precautions f o r y o u r h o m e s a n d w a t c h We'll have a n o t h e r A d v e n t u r e r s ' G u i l d
Then there is enlarge. If something can out f o r t h e m w h e n y o u a r e r u n n i n g Training Course again soon.... I f any o f
be enlarged to block the escape route the around somebody else's. you heroes o u t t h e r e w a n t t o d e l i v e r a
adventurers have passed, t h e m o n s t e r s Remember, every magic user can spare lecture, or if you only have one good idea,
will have to find another way around. Or, one spell a week for defences, and a long- drop us a line, a n d we'll pass it on.
A n A M ; ; t k ,
1251I
INSTANT
CREDIT
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dsk or wole tor deta,ls
Typcal A N I M A %
vartabie Foanceorov,ded
by We/beck Cardholder
Serwces Ltd Weibecx
House Boob Street
Bostol Aeon BSI A B
L E E D S 1618KingDiariesStreet.I.S16130532456611
Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 7
THE WYND
9 T h e M A G I C USERS' SCHOOL
This Magic Users s c h o o l is the ironic result of the ambition of four men,
brought t o f r u i t i o n b y t h e b i t t e r d i s a p p o i n t m e n t o f o n e M a l a c h i t e
Burwright (9a), F i o r r a n t a n i s (9b), D i s p o r t h e Tr u e ( 9 c ) a n d Porsena
Mays (9d) were friends at a huge magical academy w i t h i n the City who l i e /id? ' A RAI- LEAGUE
OK MoKE
wanted to set up on their own. Tragedy struck when M a l a c h i t e lost his uric1;619 A C i t o S S
right a r m i n a n accident, e n d i n g h i s career. The tragedy w a s allayed
w h e n he inherited a s w a m p y piece of land behind his family's Mill CI 0)
on w h i c h he built a tower for his friends to use T h e local people look on
the school w i t h m u c h a w e and pride. Since it brings m u c h w e a l t h into
the d i s t r i c t , a n y o n e h a r m i n g t h e p l a c e w o u l d b r i n g t h e w h o l e
neighbourhood d o w n a r o u n d t h e i r ears. W h e n dealing w i t h M U s and
Illusionists w h o w a n t to learn n e w spells, the occupants always prefer
to b e paid i n magical i t e m s a n d spells t h e y do n o t h a v e r a t h e r t h a n
money. N o m a t t e r w h a t s y s t e m i s u s e d t h e p r i c e w i l l b e h i g h . F o r
example, spells will only be exchanged for higher level spells.
A D & D g a m e : a l l cantrips, f i r s t a n d s e c o n d level s p e l l s f o r M U s a n d
Illusionists can be found here. Third to fifth level spells are restricted to
those c o n c e r n e d w i t h A l t e r a t i o n a n d I l l u s i o n / P h a n t a s m d u e t o t h e
interests of the researchers. There are no spells above fifth level. These
spells are not in spellbooks but are kept in scrolls, tomes and codices.
D&D game: all first to fifth level spells are available, they are kept in the
many works of reference in the building.
9a M a l a c h i t e B u r w r i g h t ; F r 8 / F r 8 , N / N G ; hp 2 5 / 3 4 , AC 7 / 8 ,
Staff
H/H
S 1 1 E l Heavy leather greatcoat over long grey shirt, boots, only
I 1 8 o n e a r m (left)
VV 1 4 0 S t e w a r d of the M U school
D 11 E A l peace w i t h h i m s e l f after a long struggle, m i l d but firm
C 1 5 0 Brother of Jasper B u r w r i g h t (10a), b r o t h e r - i n - l a w of Fond
Ch 1 2 C e l i n e ( 11 a), f r i e n d l y w i t h M y l i t e s E p - s t i n e (2a), well
k n o w n amongst local trades people
9c D i s p o r t h e T r u e , M U 1 0 / 11 0 , N / N G , hp 2 7 / 2 7 , AC 1 / 1 ,
Dagger
H/ H
S 1 0 E Dark blue robes, blue suede boots, y e l l o w cloak (displacer
I 1 8 c l o a k / c l o a k o f displacement), r i n g o f p r o t e c t i o n +4
W 13 0 Wizard/Illusionist
D 17 0 Rational, intellectual, d o e s n ' t suffer fools at all
C 1 0 E l K n o w s Jasper B u r w r i g h t (10a), F o n d Celine (11a), m a n y
Ch 11 l o c a l beggars w h o she secretly meets and supports
Spells memorised:
D&D (MU) 1 (5,6,9,12) A D 8 D (0 1 (1,2,3,11,12)
2 (5,9,10) 2 (2,7,12)
3 (3,7,8) 3 (5,6,11 )
4(5) 4 ( 6 )
5(9) 5 ( 3 )
9
IMAGINE magazine. September 1984
JTAUT? , C ; U T, TrO;ci
9 , L4I P o r s e n a Mays; m u l o / m u l 1 N/N, hp 23/24, AC 5/3,
N o weapon
H/H
S 7 E B r o w n jerkin and trews, r e d slippers, long clay pipe, r i n g of
I 1 8 p r o t e c t i o n +3, (in A D & D game only - bracers o f defence
W 15 A C 6 in the form o f leather wristlets)
D 1 4 E Wizard
C 9 L I
The image of a kindly uncle, b u t can be surprisingly nasty
Ch 1 6 D
K n o w s Jasper B u r w r i g h t ( I Oa), F o n d Celine ( I I a), w a r m
paternal friendship with Olivine (10c), popular for his tales
in ale-houses t h r o u g h o u t Docklands, spends m o s t o f his
time g r o w i n g competition vegetables (and cheating! -see
spells); his familiar, ' B D ' (1 1 c), lives at the Black Bird (11)
Spells memorised'
D&D 1(9) A D & D 1(22)
2 (-) 2 (-)
3 (-) 3 (-)
4(4) 4 ( 1 7 )
5 (-) 5 (-)
9e S a f r i n e , M U 4 / M U 4 , L/LE h p 1 6 / 1 2 , AC 8 / 1 0 ,
Dagger
H/H
S 1 0 0 Long, flowing, f e m i n i n e g o w n s
I 1 8 I D Assistant to Florrantanis (9b)
W 9 0 Flirtatious, plausible, helpful, keeps her alignment secret
D 14 E D a u g h t e r of Jasper ( I Oa), considers her family beneath
C 8 h e r , secretly writes to a m e m b e r of an assassins g u i l d
Ch 1 2
Spells memorised,'
D&D 1(1,9) A D & D 1 (3,18,22)
2(4,12) 2 ( 8 , 2 4 )
9 h S a m u e l E v e n i n g ( F r 2 / F r 2 ; h p 7 / 1 0 , n o weapon; H / H ) is t h e
establishment's cook. H e f a i l e d t o b e c o m e a n M U a t t h e school b u t
stayed on as cook l o a n A D & D game Samuel will use cantrips to aid his
culinary skills. He met Ja'nit (9i) at the school and they married. He's
very friendly w i t h M a n u e l and Basil (11d8te).
The general chores are performed by the 30 youngsters who attend the 111
;11
:1) l o o L z i z o
school, u n d e r t h e w a t c h f u l e y e s o f M a l a c h i t e (9a), S a m u e l ( 9 h ) and
J a ' n ' i t (91), Note that one of these is Thadric Burwright (1113). There are
no dwarves at the school.
10 IMACiINE mafladm, Strember 1984
Wig'6Ts'fTTI,7\V Ti--\ aTIFW
1 0 T H E MILL
Once this Mill must have had a sylvan setting; even today some trees are
visible in the grounds behind it. Yet n o w it is just another building along
the m a i n t h o r o u g h f a r e f r o m We s t m e e t to the Docks, Apparently a m i l l
like a n y other, a closer look w i l l reveal t h a t t h i s is a b u i l d i n g of some
antiquity, a n d t h o u g h o f t repaired a n d r e b u i l t t h e n e w blends nearly
perfectly with the old. A s w i t h the building so with the family who have
owned and m a n a g e d it f o r all these generations: t h e Burwrights. The
present miller is Jasper B u r w r i g h t , named, like his two brothers, after a
magical gem in the hopes that he m i g h t 'improve himself' and become a
magic-user. Stubbornly, he has stayed at the mill determined to pass his
t i m e - h o n o u r e d skills and the family name onto his sons. Alas forJasper
that he has had seven daughters. He lives there now with his daughters,
his w i f e , h i s m o t h e r a n d h i s w i f e ' s g r a n d m o t h e r, N o - o n e k n o w s
w h e t h e r o r n o t it is f o r t h e w a n t of sons that the m i l l e r spends m a n y
hours in the local ale-house. Be that as it may, the daughters care not;
they mill the finest f l o u r t h i s side of the Broadway and are busy making
their fortunes.
r 1Oa J a s p e r B u r w r i g h t , F r 5 / F r 5 , L/LG, hp 1 4 / 2 2 A C 9 / 1 0
Knobbed Stick
-MEW -1/\1NC noRT H H/H
S 12 L I Big, heavy; wears grey shirt and trousers, tight fitting red
I 1 3 c a p
dun L l i m W 9 0 M i l l e r (when Olivine (10c) lets him)
D 1 0 L I Disillusioned, u s u a l l y drunk a n d smelly
C 8 0 K n o w s most of the local traders, is brother of Malachite
Ch 1 2 ( 9 a ) a n d b r o t h e r - i n - l a w o f C e l i n e ( 1 l a), h u s b a n d o f
Millipy ( I Ob), f a t h e r of Olivine (10c)
1 O b M No
i l lweapon
i p y B u r w r i g h t , F r 2 / F r 2 , L / L G , hp 6 / 8 , A C 9 / 1 0 ,
H/H
S 9 0 Big heavy; wears grey shirt and trousers, t i g h t fitting red
I 1 3 c a p
7,ed \A/ 9 0 Seamstress
C17,1117er D 11 E Phlegmatic, practical, tolerant
C 8 0 Friendly w i t h Celine (11 a) and knows local traders, w i f e
dun Ch 7 o f Jasper (10a), estranged cousin of Framo (141) a thief
the
1Oc O l i v i n e B u r w r i g h t , F r 3 / F r 3 L / L G h p 1 0 / 1 6 AC 9 / 1 0
Fists
H/H
S 1 7 0 Huge (6' 4"), beefy; wears grey smock over blue trousers.
I 1 3 c l o g s , t o w e l around waist
\1\ 1 0 E l M i l l e r and proud of it
D 1 2 0 Quiet spoken, occasionally violent and w e l l respected
F1R5T FLOOR. 11111111r nolk-TH C 1 0 L 7 I Daughter to M i l l i p y ( 1 0 b ) a n d Jasper (10a), a w e l l known
Ch 11 f i g u r e w h o works hard but socialises little, d r i n k s at the
Black Bird (11), w h e r e she is genuinely liked; she knows
a surprising amount about the next door magic-user
school because o f her friendship w i t h Porsenna M a y s
(9d).
1 0 -II M a r a G o o d f e l l o w i s M i l l i p y ' s g r a n d m o t h e r, a b r i g h t - e y e d
sharp-eared old w o m a n w h o has a pretty s h r e w d knowledge o f m o s t
things that are happening l o c a l l y t h e richest source of gossip for miles
around. The DM might have her meet the party in many places, from the
Ford Inn (5)to the Black Bird (11) to the Docks to the local street markets.
Universally k n o w n as 'Jolly'.
010 2_0
O i W a r t B u r w r i g h t would not normally be considered here were it
ROUDD FLOOR 61,E,1=1feel- not for the fact that he is a very considerable cat. Named after the white
spot on his nose (the rest of him being jet black) he is a well-known local
personality, m a k i n g f r e e w i t h t h e M i l l a n d all t h e s u r r o u n d i n g yards,
lanes and buildings. A l t h o u g h t h e B u r w r i g h t s w o u l d never breathe a
word of it he is also Florrantanis' (9b) familiar.
11
I M A G I N E m19azine, September 0384
, F ; 7 2 e ) , ,,,177\, , . ? 7 \ T ' W 2 / - _ \
\cT 7 \ T d R r i 7F: T c V
1 1 T H E BLACK BIRD aka FOND CELINE'S 1 1 S i l l y J a r r y is the ale-house muggins. He cleans, fetches and
carries, and always with a happy, vacant smile. The regulars tease him,
An unremarkable ale-house, the Black Bird has strong connections with but Celine (11 a) protects h i m as keenly as if she w e r e his mother. He
both t h e M i l l ( 1 0 ) and t h e M U school (9). Peridot B u r w r i g h t w a s t h e wanders in and out of the ale-house, sometimes disappearing for days,
o w n e r until he w a s murdered by a w a n d e r i n g adventurer (some say it and can be f o u n d a n y w h e r e f r o m the Docks to Westmeet, helping Out
was a thief, others a paladin but it was hard to judge from the little that whenever asked. He sleeps with the pigs and chickens at the next-door
was left by h i s brothers M a l a c h i t e (9a) and Jasper(10a)). The ale- MU s c h o o l . H e a p p e a r s s o i d i o t i c a n d h a r m l e s s t h a t h e b l e n d s
house i s n o w belongs t o Peridot's w i d o w Celine B u r w r i g h t . S h e ' s completely into the background, w h i c h suits h i m r a t h e r w e l l f o r he is
often referred to as Fond Celine as she never recovered from the shock F 1 4 / A 1 3 , hp 7 0 / 6 6 and a m e m b e r of the Knights Ocular.
and sometimes appears simple. Still, n o - o n e in their right m i n d w o u l d
risk causing trouble in her popular ale-shop as, even if her t w o helpers
didn't see t h e m i s c r e a n t s off, t h e mass of h e r c u s t o m e r s w o u l d . The l i k G e r v a i s e ' D r a g o n r i d e r ' L o f t g r i n g e is F 2 / F 2 h p l 2 / 1 6 and
surest w a y to become the m o s t hated person in Docklands is to upset thrills all w h o care to listen w i t h his tale of how he flew on the back of a
Fond Celine. Recommended prices: as normal for your campaign. dragon. The essence of the story is quite true, a s Gervaise w a s once
captured by a Wizard and flown a w a y to his lair on a dragon. He escaped
weeks later by simply w a l k i n g out of the f r o n t door after he had been
11 a C e l i n e B u r w r i g h t ; F r 4 / F r 4 , N / N G , hp 1 2 / 1 8 , AC 9 / 1 0 ,
No weapon
forgotten. Gervaise's tales rarely tell t h e w h o l e truth, t h e Dragonride
story invariably omits the bit about the Wizard and, w h e n he relates his
H/VE
amazing escape, h e always forgets the bit about h o w he w a l k e d free
S 8 0 Very pretty,. w e a r s c o l o u r f u l skirts a n d blouses, l a c e d through the front door.
I 9 sandals, s h a w l
\A/ 1 0 0 O w n e r of the Black B i r d
D 12 0 Gay, child-like, gullible, t h e n suddenly morose
C 1 0 El K n o w s Malachite (9a) and Jasper B u r w r i g h t ( 1 0 a ) - her
Ch 1 4 brothers-in-law, f r i e n d l y w i t h M i l l i p y ( 1 0 b ) , w i s t f u l l y
friendly towards the sisters B u r w r i g h t (3d, 9 0 , 1 Oc-g)
yartl
1 i f ' L o r d ' M o r v a n d e G l a y i s actually N M / R D although h e
purports to be F r 8 / F r 8 H e is a regular at the Black Bird and can be relied
upon for tales from far and wide (always coloured to glorify himself). He
actually has visited the Court of the Ten Thousand Ravens and entered
the Punctilio, t h o u g h w h a t h e r e a l l y did t h e r e i s a n y o n e ' s guess. A
useful source of information, even if some of it is unreliable.
2e)1
11 Stike N o b r o Tc h i p s is a h a l f l i n g ( 1/ 3 / T h 3 h p 1 8 / 1 2 ) w h o
c.bdtzir
It is through the influence of Gods that Pelinore has become the way it 1 1
is. Individual Gods find it difficult to hold large numbers of followers over Risinis T h e Forgotten God
vast t r a c t s o f land. T h u s Gods, a n d therefore religions, t e m p l e s a n d
clerics, t e n d to be concentrated i n specific places. W h e r e a p a r t i c u l a r
God, or group of Gods, are particularly influential, such a place can take Onjura's arrival was ultimately to change both the Gods and World. The
on t h e ' c h a r a c t e r ' o f t h e d e i t i e s c o n c e r n e d ; t h u s t h e T h e o c r a t i c seas around the D o m a i n s w e r e t h e province of a s a h u a g i n G o d n o w
known t o h u m a n s a s A b e x / S r i t t i n n a . T h e s e a - e l f w o r s h i p p e r s w h o
Principalities, ruled by deities of L a w f u l / L a w f u l Good alignment, are an
area w h e r e acts of Chaos just do not occur. There are many other areas followed Onjura to the Domains found themselves in a bad position
of a n ' e x t r e m e ' n a t u r e , a n d , o f c o u r s e , t h e r e i s c o n s t a n t s t r u g g l e although the sahuagins w e r e not unfriendly, they would not a l l o w the
b'etween t h e Gods f o r supremacy. A s already h a s been seen, i n t h e sea-elves t o move i n t o t h e i r territory. Incident f o l l o w e d incident, a n d
Domains, and even beyond Bereduth, the greatest of these struggles is gradually relationships deteriorated, until the sahuagins and sea-elves
between Tarmanel and Pharastus, but there are many others. were at war, killing each other whenever they got the chance a w a r
w h i c h i s still going on. O n j u r a appealed f o r help f o r h e r w o r s h i p p e r s
from the other Gods, but only Pharastus made any real effort to help her,
All this poses one question for player character clerics; h o w do they get
and h e h a d f e w worshippers. T h e o t h e r Gods pointed o u t t h a t t h e i r
their spells? Spells can still be treated as power granted tothe most loyal
servants of a deity to further that deity's objectives. That power will still followers were helpless beneath the water, so Onjura's elves died. The
be available, even w h e n clerics are far from home, unless they are in a formerly bright, h a p p y sea-Goddess b e c a m e a g r i m , u n h a p p y d e i t y
place completely dominated by a differing alignment. O t h e r w i s e , t h e mourning h e r losses.
only difference is that it w i l l be virtually impossible to find a temple or
clerics of your religion. O t h e r clerics, w o r s h i p p i n g a God o f the same Enraged b y w h a t h e s a w a s t h e i r callous a b a n d o n i n g o f t h e elves,
Pharastus decided to revenge himself on the other Gods by calling upon
aspect and alignment as yours, might help, or they might think your God
was trying to make a take-over bid! the w o r s h i p p e r s o f h i s friends t o attack the h u m a n lands. M a n y and
great w e r e the battles of that era, and they were not all in the Wo r l d !
Hardest hit were Ledeii (who had said "They are in the wrong, they are
The Story of the Gods invading t h e s a h u a g i n l a n d s " ) a n d M a g g i r u m n a r ( w h o s e f o l l o w e r s
occupied the lands most desired by the Orcs and Giants), both of w h o m
In the early days of Time, the God U r r u m a a moved Hubwards from the were so weakened by the rush o f sneak attacks on t h e i r worshippers
Rim. Coming as far H u b w a r d s as he dared t h e p o w e r s of Gods are that the combined m i g h t of Pharastus and the Orc and Giant gods was
lessened close to Wo r l d h e a r t he found the area n o w k n o w n as the enough to vanquish them. The defeat of these two caused the rest of the
Domains s p a r s e l y p o p u l a t e d b y Gods. O n l y t h e a n c i e n t d e i t y w h o Gods to unite to crush the rebellion, although not all of them joined in
appeared as the Green M a n and Gnome-God M a g g i r u m n a r were in the whole-heartedly: Keisha assisted both sides by spreading rumours, both
area, b u t m a n y H u m a n s w e r e moving i n a t the same time. U r r u m a a , true and false, and advice on battle-tactics; Csthenkes, seeing civil w a r
between his sons, was unsure of what to do, and stood by and dithered;
probably with a mate, produced t w o children: a daughter Ledeii, w h o m
he placed in charge of the laws of humans; and a son, Csthenkes, w h o m and, of course, no-one k n o w s w hi ch side the Forgotten God was on.
15
IMAGINE ma9ane, jut), 1985
Gradually, painfully, the Gods crushed their foes, revenging themselves Lady Fianna, s i n c e s h e w i l l b e u n f a m i l i a r t o m a n y o f you, w h o h a v e
on the Orc and Giant gods and doing t h e i r best to devise some w a y of spent your lives in the Country of Cerwyn. A s w e have seen, she is the
killing Pharastus (the Gods are nothinc i f not resilient and the Gods of daughter of Ledeii and Mordrenn, taking some of the attributes of each
the Orcs and Giants have re-emerged, probably through the persistence in h e r p o s i t i o n a s G o d d e s s o f J u d g e m e n t , t e m p e r i n g a s t r i c t
of t h e i r f o l l o w e r s ; b u t t h e y n o w c o n f i n e t h e i r a ff a i r s t o t h o s e o f t h e interpretation of the Law with the mitigating circumstances of Love. She
n o n - h u m a n deities who have their own petty squabbles). It is a measure takes after her father more than her mother, being generous and good.
of the frustration and anger of the alliance that they even attempted the Indeed, u n t i l s h e t r a i n e d M i e l s e n t o t a k e o v e r t h e p o s i t i o n s h e
impossible t h e k i l l i n g o f a G o d . K e i s h a a r g u e d f o r b a n i s h m e n t succeeded h e r f a t h e r as Goddess o f Love f o r a w h i l e . H e r t r a i n i n g o f
instead, and so it was that Pharastus was sent to Shadowland, the lands Mielsen to take over the role w a s her o w n idea: she felt that a God of
of the Dead. Frustrated at his survival, the other gods turned on Keisha Love s h o u l d n o t h a v e m i l i t a r i s e d f o l l o w e r s , b u t a s G o d d e s s o f
and, a s appropriate p u n i s h m e n t , t o r e h e r i n t o t h r e e parts, s o t h a t i n Judgement she needed the power to back up her judgement. She also
future she could side whole-hoartedly w i t h both sides i n a dispute instilled in h i m an abhorrence of violence, to discourage his f o l l o w e r s
(although the effect of this on her powers meant that it w o u l d n ' t really from becoming violent she had seen the effect on M o r d r e n n of his
matter wh i c h side she was on). The three resulting entities, Grea, Hrea, followers going into battle and wanted to spare Mielsen that pain. The
and Trea, w e r e each impregnated to prevent them re-fusing. temples and priests of Mielsen rely on the warriors of the cults she has
been a b l e t o p e r s u a d e t o s u p p o r t her: S a i t h ' s paladins, Ta r m e n e l ' s
Mordrenn, severely weakened by the loss o f m o s t of h i s clerics ( w h o warriors, and of course her own.
shared t h e temples of Ledeii) w a s confused in mortal m i n d s w i t h the
images o f Ledeii w h o s e s t r i c t r e g i m e n t a t i o n a n d d e s i r e f o r h u m a n These a r e t h e deities w i t h w h o m s h e i s o n t h e best terms, a n d h e r
sacifices did not merge well with a god of Love, so lovers sacrificed to the followers are under instruction to help their cults in any w a y they can
kinder F i a n n a , a n d u l t i m a t e l y t o M i e l s e n ; b u t t h e r e m n a n t s o f w i t h o u t asking payment, the importance of solidarity between the Gods
M o r d r e n n ' s cult lasted until the fall of the A l m e t e Empire a mere 1 4 0 0 having b e e n p a r t i a l l y l e a r n e d i n t h e G o d s w a r. T h e s a m e i n j u n c t i o n
years ago. Csthenkes, n o w confused and weary, had been deserted by applies to Mielsen's cult, obviously, and her own son Rissinis' followers.
most of his worshippers, w h o had turned to the other Gods to find some On the contrary, followers of Abex or Pharastus or the humanoid-gods
more positive leadership than " D o as you feel is right". He decided that are fair game. By siding with the god-killers they have, she feels, judged
nothing w a s w o r t h the effort it took; n o t h i n g can be achieved w i t h o u t themselves. But followers of Onjura, w h o nowadays are limited to a f e w
discipline, but the sole purpose of discipline is to gain freedom, w h i c h is sea-elves who don't worship the newer sea-elf gods, are able to ask her
the antithesis of discipline.... He became the deity of despair. help, for they are the victims as much as anyone, since their only fault
was t h a t t h e i r ancestors f o l l o w e d t h e i r deity t o h e r n e w home, even
Ledeii's position as spiritual leader of the disciplined, uncaring humans though that home was someone else's territory. This is the best example
was taken by Abex the sahuagin-god, although diverting his attention to of the tempering o f L a w w i t h Love she represents, as reflected i n h e r
do so allowed the last r e m n a n t s of Onjua's sea-elves to entrench and Holy Symbol; a s e t o f scales, w i t h a Book of L a w exactly balancing a
hold out long enough to get the population back up to a viable level. heart.
Valbure was possibly the least-affected of the Gods, coming through the This idea t h a t L a w is not absolute, incidentally, is the reason t h a t the
Godswar w i t h o u t damage. A s o n e o f t h e Gods w h o beat Keisha, h e worship of Fianna has been suppressed in Cerwyn, but it isn't easy to
fathered Fea!ans on Grea. S i m i l a r l y, a l t h o u g h m o r e h u r t by the f i g h t enforce. A f t e r all, her priests can claim help from those of her husband
against his brother, Tarmenel was not seriously damaged and fathered Tarmenel and her other allies, and it is impossible to tell w h a t is going on
Mielsen on Trea. in private services i n t h e Te m p l e s and, j u s t t o add insult, Ta r m e n e l ' s
Temple W i t h o u t Doors w h i c h dominates t h e City League's skyline i s
Fianna's losses through the Godswar were mostly made up for by extra topped by the Hand of Fianna above the Floor of Judgement.
support she gained f r o m m o r t a l lovers after the Wa r, and w a s able to
support her husband's recovery through this extra strength.
Fianna
Saith, l e a d e r o f t h e G o d s ' f o r c e s ( h e h a d t o p r o v e h i m s e l f l i k e
Pharastus h e h a d n o a r e a o f r e s p o n s i b i l i t y, h e w a s " j u s t a n o t h e r Chaotic Good Goddess of Judgement. Clerics may be male or female,
w a r r i o r - g o d " ) found h i m s e l f t h e deity responsible for Vengeance, h i s human or half-elven, and m u s t have a charisma of 12+. They may only
f e w remaining worshippers all good, powerful w a r r i o r s and clerics. So reach 5th level if they have Cha 15+, in which case they gain one point of
he decreed that h i s f o l l o w e r s should be as h i g h l y trained as possible, charisma at 5th level. Likewise, t h e y must have Cha 18+ to reach 9 t h
and the setting up of Schools of the Warrior Arts for all his worshippers level, when they gain another point (this can put their charisma up to 20,
ensured a good supply of paladins among his followers. His son by Hrea, or even 21 i f a t o m e o f leadership & i n f l u e n c e h a s been used). T h e
Dayleeh, w a s inspired by his example and has f o l l o w e d i n setting u p year's major ceremonies are on the Equinoxes. D e t e c t lie is a third level
rigorous regimes for his worshippers to follow. spell (undetectable lie is still fourth).
S 7 0 Long d a r k b l u e r o b e , b r o w n b o o t s , b r a c e r s o f
I 1 8 d e f e n c e A C 4 in the shape of a pair of silver armlets. Scenario ideas
W 15 0 Wizard/Sorcerer
D 15 U Intellectual, old, pleasant, kindly, knows a great deal 1. T h e N i g h t o f C o m p u l s i o n . W h e n t h e W h i t e O r d e r w a s
C 11 a b o u t his trade. established m i l l e n i a ago, o n e legend h a s i t t h a t t h e y c a m e i n t o
Oh 9 0 K n o w s a l l at the Keep a n d those f r o m t h e M a g i c - conflict w i t h t h e m y s t e r i o u s K n i g h t s O c u l a r. B u t w h a t w a s t h e
Users' School (9); secretly very wealthy, w i t h many result? Both orders n o w exist, side-by-side, in the broil of the City,
contacts i n t h e b a n k i n g f r a t e r n i t y a n d t h e l a w, seemingly at peace. W h a t is the secret?
knows Florantannis (50a); several contacts among 2. T h e W h i t e Cloak. Orrian h i m s e l f may have been the o n l y true
the worshippers of Saith " W h i t e " in the history of the Order c e r t a i n l y he is the centre of
Spells its mystery and power. When he was buried, it is said that his Cloak
A D & D 1-(3, 4, 6, 13, 1 5 ' , 17, 2 2 , 30) was buried w i t h h i m . T h e o r d e r w i l l d o a n y t h i n g t o protect t h e
2-(7, 1 6 * , 2 0 " , 2 1 " , 2 4 * ) secret o f i t s w h e r e a b o u t s , b u t j u s t w h a t i s i t a n d w h a t a r e i t s
3-(4, 7, 10, 1 8 " , 23) powers? Characters of levels 8 and above, queue to the right!
4-(5, 6, 1 5 * , 18, 21) D&D: 1-(2*, 5 " , 8, 9", 10) 3. S h a r l a . A l t h o u g h i t is n o t readily apparent, Sharla i s the odd-
5-(18, 19) 2-(3, 9, 1 0 * , 11 * , 1 2 " ) one-out at the Keep. Not a mage, but a Freewoman of some stand-
3-(2, 3, 8, 9") ing, b u t w i t h spells available j u s t the same (Advanced). F u r t h e r -
4-(2, 3, 5 " , 8, 10) more, she seems to know just about everything of the history of all
5-(6, 7) the Domains, and recalls it just as if she'd been there herself....
18 IMAGINE magazine, July 1985
Deep in the heart of Telinore has grown the City League;
a mighty hive of humanity, offering everything an
adventum could desire. E,u-h. nwitth IMAGINE
magazine presents a few buildings from within the City;
describes their inhabitants; and cfers one or two ideas for
adventures. This provides an ideal campaign base for the
FELN RE
D M who can collect these articles and steadily build them
up into the most comprehensive campaign setting T H E C I T Y LEAGUE
available. Copy tftetn, or cut them out and store them in a
ring ftk and you need never be short of an idea for a
City encounter again.
LiiWiiiiJ
; rich
Img li .1"1
t.,:,,,,..,lo
I sAti
.....
FROTTI DlEID
pieces change hands in bets, side-bets and side-side-bets. The victor is
1 4 T H E COCK 0' TH' WALK TAVERN awarded the Golden Cockscomb as a trophy and bears the title 'The Cock
o' Th' Walk', b u t m u s t r e t u r n the f o l l o w i n g evening to defend the title
by Graeme Drysdale against further opposition. T h e victor also gains the fight money paid by
The Mites both contestants and on first becoming the champion may drink at will in
the inn. The current champion, undefeated for an unprecedented seven
Know then, o warrior, that these are the rules of combat
weeks, is Ungol the 'Orrible (14f).
pay 5 gold for the honour
enter the arena naked and weaponless
A D & D game: contestants may use t h e pummeling, grappling o r
foreswear fi)ut wizardry overbearing tables (DMG pp72-3); the normal combat tables, counting
fight until your foe yid& or cannot pnntick defence Ohp as unconcious rather than dead; the rules from the Companion Set;
defend' yourname each day or the new rules in DRAGOIW) #83.
the value of transgressions will taken out ofyour hide
D&D game: contestants should use the unarmed combat rules from the
so fight on, be dartn9 anti may Crom spit in your eye Companion Set; the wrestling rules from module X2 or the normal
The Cock o' Th' Wa l k Tavern is an establishment jointly owned by t w o combat rules, counting Ohp as unconcious rather than dead fists doing
brothers, Arba I and Asakrin Stoutheart. The tavern has been the family 1d4 points of damage (plus strength bonuses), unconcious contestants
business for generations, providing satisfactory meals and beverages at recovering in 1 d6 turns.
reasonable prices year after year and, consequently, bringing in enough
wealth to keep the occupiers comfortable. However, w h e n the brothers The tavern sells most types of food and drink, even if the quality is not
took over the m a n a g e m e n t after their father's death, they introduced a w h a t it m i g h t be. A l t h o u g h u s u a l l y busy, f r o m dusk until m i d n i g h t the
n e w source of entertainment, legal yet dangerous, wh ich has made the place is totally packed out. B r a w l s are quite likely to break Out due to all
tavern u n i q u e and o n e o f the m o s t enjoyable drinking houses i n t h e the hustling and bustling that takes place. Also, undesirables like Bando
League. and his friends (1 49-i) and Hishael (1 4 j ) f r e q u e n t the premises. There is
a 25% chance on each visit to the tavern t h a t someone tries to pick a
For five years now the tavern has had a champion, the 'Cock o' Th' Walk'. character's pocket. S e c u r i t y i n t h e t a v e r n i s m a i n t a i n e d b y t h e s t a ff
Shortly a f t e r dusk, e a c h evening w i t h o u t fail, t h e 'Cock o ' T h ' Wa l k ' (14c-e) and the owners (1 4a8L13). They will deal with miscreants vigour-
enters the arena w i t h i n the tavern and takes on an individual in hand-to- ously and will insist that weapons (except daggers) and shields are left
with the staff.
hand combat. W h i l s t the preliminaries are observed, hundreds of gold
15
I M A G I N E magazine, November 1984
VI7\ , , T T : Y 6 T 'V7\Ta Y r A 6 ? l i Z A
Workers at the Inn
Surreal; m, T4, C/CN;
14a Arbal Stoutheart; M; F4; L/LN;
Shortsword, AC 7/8; hp 20/28
1 4h Longsword, dagger, AC 6; hp 11 /16
H/E
S 1 6 Red silk shirt, brown trousers, red sash round waist S 16 Tall, slight, handsome, wears green cloak, grey shirt with
I 1 2 0 Joint owner of Cock o' Th' Walk Tavern (14) I 1 3 white sash, green trousers, green cap
W 10 0 Jolly, talkative and hard-working W 8 0 Burglar/Robber, also a fletcher
D 16 Brother of Asakrin (14b) D 18 A real heart-breaker
C 9 C 12 0 Member of the local thieves' guild
Ch 11 Ch 1 5
S 1 5 O White shirt, pale grey waistcoat, grey trousers S 17 0 Evil-looking; wears leather trousers, grey fur jacket, f u r
I 1 2 Joint owner of Cock o' Th' Walk Tavern (14) I 8 c a p , brown shirt
W 14 0 Small and stocky, red faced, kindly but firm W 5 0 Robber/Cutpurse, also a hunter and furrier, bounty hunter
D 14 0 Brother of Arbal (14a) D 16 0 Stupid, vulgar amd smelly
C 15 C 16 0 Independent operator, infamous amongst rangers due to
Ch 1 0 Ch 9 h i s hunting activities, knows many hunters and bounty
hunters
14c I s a b e l ; F; F3; L/LN;
Mace and dagger; AC 6/7; hp 12/16
H i s h a e l ; F, MU6; N/NE;
S 1 2
I 1 3
Padded leather jerkin and leggings
Barwoman/bouncer
1 4j Dagger +1; AC 6/2; hp 27
W 8 0 Generally unhelpful and only interested in herself (and S 1 4 0 Stunningly good looking; wears silk laced skirt in white
D 15 money!) I 1 7 a n d gold, gold headband, dagger+1,
C 14 0 Sister of Hishael (14i) whom she dislikes, knows Lingo, W 1 2 A D & D game: bracers of defence AC6, wand of fire (12
Ch 1 4 (14f), believes Surreal (14h) stole back a ring she bought D 1 8 c h a r g e s ) , scroll bearing 1-(23), 2-(23), 3-(18)
from him and wishes to betray him to the District Militia C 1 6 D & D game: w a n d o f fire-balls, scroll bearing 1-(10),
Ch 1 8 2 - ( 1 0 , 1 1 )
0 Witch/Magician
0 Crafty, malignant and very, very dangerous
14d Calvorn Chaospreacher; m; F4; C/CN;
Mace and dagger; AC 5/6; hp 18/23
Sister of lsabael (14c) whom she dislikes, knows Safrine
(9e)
Spell Book: D & D 1-(1*, 6, 8, 9, 11*, 12)
S 1 5 0 Leather trousers and jerkin hidden beneath a green cloak 2-(1, 3, 5*, 6, 9, 12*)
I 1 0 0 Barman/bouncer 3-(6*, 9*, 10, 11)
W 11 0 Believes only in freedom and individuality, hates law and AD&D 1-(2*, 3*, 8, 9, 16*, 22, 25*, 30)
D 16 makes sure everyone knows it 2-(2, 5, 9*, 10, 15, 24*).
C 12 0 Friendly with Lingo! (14f) 3416*, 22*)
Ch 1 2
1 4k A n a t o l ; M, F6/R6, N/NG,
14e Dalin 'the Dour'; M, Dw5/F5, N/N,
Mace and dagger, AC 8, hp 30/43 H/1/2
Longsword +2, AC 3, hp 40/51
Notes 1 A bribe of 1 0 0 g p x patrol leader's level w i l l ensure patrol leaves character(s) alone -
B e f o r e T h e B e a k T h e D M should determine the delay before the trial.
for now I f no bribe offered, treat as Arrest & Charge.
The defendant may hire an advocate.
, Captive will betaken to gaol. If arresting patrol has no Jurisdiction, they will hand over to someone
The trial's delay and the eventual v e r d i c t / s e n t e n c e may be altered by bribes. who has Check Court column to see whIch court trial will be heard I n
The normal delay before the trial comes to court is d100 days in the Mayorial Courts, 2420 days at
The Knights Ocular are unlikely to make the arrest themselves but will call in the Punctillan to do
the Court of Ten Thousand Ravens and d6-1 days at the Religious Courts T h i s time may either be
so. They m i l ensure that no escape is possible, and w i l l be the prosecutors when the case is heard
shortened or lengthened by the use of bribes - - see Greasing the Palm
II Serious crimes may be taken directly to the Court of Ten Thousand Ravens
Advocates, Advocates cost 5gp per level (max Bland 5gp per charisma point. Costs are cumulative.
, Guild Militia are 60II/0 likely to take the criminal before an ad hoc court Defendant will be found
le a 3rd level lawyer costs 5gp for the first level, lOgp for the second and I 5gp for the third - total
guilty D M should consider lust what the punishment might he considering the Guild concerned
30gp A level 9, 18 charisma advocate would cost 1080gp
Patrols indulging in Rough Justice will hand out an omthe-spot beating, or a 'fine' o r sorresuch
The l a w y e r s level and charisma replace the defendant's in calculating the Innocence Modifier.
Patrols taking the Law into their Own Hands will severely assault thieves, and may attempt to lynch
Guilt Modifiers Innocence Modifiers murderers or arsonists O n l y the arrival of a more disciplined patrol will halt this process
Victim's Modifier Defendant, Lawyer Level
(if applicable - see The Rap) 2x level
Court Modifier M a y o r . ' 50, Defendant L a w y e r Charisma
Ravens 60, Religious 75 2x charisma
Prosecution Modifier D t s t 50, PC 40, Form Modifier
GM 30, Punc 60, RO 50, KO 70 No previous convictions 30 G r e a s i n g T h e P a l m B r i b e s may alter the t i m e the case takes
Evidence Modifier Confession 80, to get to court, the verdict, and the eventual sentence
Caught tn act 40, Witnessed 20. Bribes may be offered to corrupt court officials T h e costs in each of the courts is outlined below
Circumstantial 10
Advance/Delay Alter Verdict Alter Sentence
Form Modifier
Court Trial (per day)' (per point(' (per point)
Each previous conviction 10 1 Mayon& ld4go 109p 5gp
Each previous Not Proven 5 2 Ravens 10gp 50gp bogy
Perform the calculation (Guilt Modifiers - Innocence Modifiers) Result is the percentage chance of 3 Religious 100gp 1009p 1509p
being found guilty - see Fair Cop Notes I T h e defendant should be informed of t h e date o f his tnal, although i n t h e case of the
Note: Even if the calculation leads to a result in excess of 100 or less than 0, the DM should still Mayorial Courts this may not be I 00% accurate T h e bribe may then be offered at any time from the
make the percentile roll, since there are occasional travesties of justice - see Fair Cop datt informed - even if only approximately - of the roll he w i l l have to make rube found Innocent
before that roll is made T h e costs outlined are for each point reduction tn the required Verdict Roll
It is not possible to offer a bribe that guarantees guilt or innocence - see Fair Cop I f a bribe is
offered b u t the defendant is still found guilty, then 30 should be added to the Penalty Modifier when
sentence is decided S e e Society's To Blame
Fair Cop , See Going D o w n and S o c i e t y ' s To Blame T h e DM should inform the defendant of the range of
sentences available to the Court, before one has been selected T h e costs in the table above are to
Once the calculation Guilt Modifier Innocence Modifier has yielded a result, and any bribes have
been considered, the result w i l l be the Verdict Roll Required T h e Verdict Roll is the percentage reduce the Penalty Modifier by 1 point
chance of the defendant being found guilty. The DM should make the roll, and inform the defendant Note: There is nothing to stop bribes being offered to make it more likely that someone will beloved
of the resulting verdict. If the Verdict Roll is 0-3% above or below the Required total for Guilt, the guilty, or given a higher punishment T h e table above works both ways
verdict will be Not Proven.
Regardless of the Verdict Roll Required, a Roll of 01-04% is always guilty (even if bribes have been
offered), a Roll of 05-06% is always Not Proven, and a roll of 96-00%0 is always Innocent
The N o t Proven i s a modified g u i l t y verdict by w h i c h the Court acknowledges that d e s p i t e t h e
verdict, the evIdence against the defendant was not quite perfect Thus, the defendant goes free, but
a note of the verdict is retained by the Court which will influence any future trials - - see Before The
Society's To Blame Compare the Penalty M o d i f i e r
to t h e Possible Sentences
Beak and Going Down.
Bribes may alter the final sentence
Example: A defendant ends up with a Verdict Roll Required of 55%, modified to 40% by bribes O n a The DM should take the Penalty Modifier and compare it to the ranges of each sentence listed below
Roll of 01 -04 she will be guilty, and would have been found so even if she had the alibi that she was
If the Modifier falls w i t h i n the ranger the DM should make a note, compiling a list containing 1-6
possible sentences. The actual sentence may then be selected randomly, or chosen by t h e DM
already in 37-43
fail at Not
the. Proven;
time; 0 544-95
)- 0 6 would
Innocent
! be Not
(and
Proven,
h if the Roll
0 7g- 3was
6 would
44-58./0
u be Guilty
the obribe
(thewill
bribe
nhave
wavee
been
worth every cp), 96-00 Innocent, and she would have been Innocent on this roll if she had confessed Penalty Modifier Punishment
and produced the missing jewels in the courtroom.. less than -r-10 Warning'
-10 - o20 Frye I gp x defendant's leve12
-10 - +20 Free 30gp x defendant's level,
*25 - +60 Fine 250gp x defendant s level'
0 - +50 Dismemberment (loss of fingers, eyes, e
+40 - +200 Banishmen0
G o i n g D o w n B r i b e s may influence the sentence -50 or more Death
Advocates may be retained at no additional cost if they were at the hearing 10 . 2 5 Jail 144 months,
Advocates: The advocates level and charisma replace the defendant's in calculating the Mitigation -215 - , 3 5 Jail 2d6 months
Modifier
+25 - +60 Jail 2d12 months
Sentence Modifiers M i t i g a t i o n Modifiers -235 - *80 Jail d12 years,
Punishment Modifier D e f e n d a n t L a w y e r Level -50 - +150 Jail 2d20 years'
(see The Rap) 3 x level +80 - +200 Life Imprtsonment,
Victim Modifier D e f e n d a n t / L a w y e r Charisma +100 - - +200 Slavery
(if applicable - see The Rap) 3 x charisma
Notes , Although the defendant goes free, the conviction is kept on record
Court Modifier M a y o r i a l Or
2 If the defendant cannot or w i l l n o t pay, add 1 0 to the Penalty Modifier and compile a n e w list,
Ravens 50, Religious 10
ignoring Fine results
Prosecution Modifier- Dist Or PC 5,
GM 10, Punc 20, RO 10, KG 0 , The disfigurement should be appropriate to the crime - loss of fingers for theft, loss of ears for
Form Modifier spying A d u l t e r y is not a crime in t h e City League.
t If the convicted felon is ever found within the City League again, the case will be reheard. The +10
Each Previous Guilty 30
Each Previous Not Proven 15 Form Modifier will apply to The Hearing. If the defendant is re-convictedr the DM should add 5 0 to
Bribe Modifier the Penalty Modifier in addition to the *30 Form Modifier - see Going D o w n .
5 There is no such things as remission in the CTty Leaguer
If bribe offered but still found guilty 30
' S i n c e slavery is discouraged in the City by a high tax on owners, the convict will be t r a n s p o r t e d , .
Perform calculation Sentence Modifiers Mitigation Modifiers. Result ts the Penalty Modifier - see the small coastal port of Borth to the Mercantile Tradecities of k r , l o b e sold at public auction
Society's To Blame
onict
up
nrhOlicei
gra5
u/771Fity
pcat
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FR0127 1MEW
1 5 N D O C K L A N D S (No 7) COURT
Prisoners are t h r o w n into their underground cells through grilles in the
In a s u n n y spot on a popular promenade alongside the docks stands a
typical d i s t r i c t courthouse. T h i s o n c e grand building h a s seen better pavement. These grilles a l l o w locals to abuse the inmates, or s h o w e r
them w i t h f i l t h . T h e y a l s o g i v e r i s e t o t h e possibility o f hair-raising
days for it is slipping slowly into disrepair and decay and n o w its walls
bear the graffiti of countless generations. One wing has been sold off to escapes....
private e n t r e p r e n e u r s and n o w houses a short r o w of shops (including
16 and 17). The trade of the courthouse goes on undisturbed; its inner The Organising Magistrate (15a) selects local notables to sit with him in
courtyard periodically thronged w i t h people w h o willingly pay to watch judgement. The officers a n d guards o f the court are normal m e n and
whippings, executions, d i s m e m b e r m e n t s a n d worse; i t s officers a n d women, neither more nor less greedy than usual, although, inevitably,
there is one rotten apple in the barrel Petronna Goldenhair (15e).
guards getting rapidly fat on the regular (and expected) bribes.
13
I M A G I N E magazine, October 1984
Tr'T 0 - / k V
1 5 a G No
i l eweapon
s W i d g e r y ; m; Fr7, L/LN, hp 22/29, AC 9/10; THE MAGISTRATES
In order to enliven proceedings at the court the DM may choose to have
S 13 0 Grey haired, tall, grey and black robes, r e d hood one or more of the following worthies sit for the trial of the PCs involved;
I 1 2 0 Organising Magistrate it won't be long before their names are feared (or loved) throughout your
W 10 U Dignified, concerned, n o t very wise, complete snob campaign!
D 11 0 On n o d d i n g t e r m s w i t h m a n y l o c a l dignitaries, b u t n o
C 8 f r i e n d s ; scrupulous in his application of the court rules, but
Ch 1 5 n o t averse to amassing a little wealth.
15h E s t o r i l l i a n ; M Fr7 L / L N h p 18/24, AC 9/10,
Staff-mace
S 1 6
I 1 1
0 Black l e a t h e r j e r k i n a n d leggings, h i d e o u s black l e a t h e r
s k u l l cap and mask 15k L i r a u t h e R e d ; F, F6, L/NG, hp 36/48, AC4,
Longsword +3 and dagger
W 13 0 Assistant jailor and torturer
D 1 2 0 Calm, polite, w e l l - s p o k e n and very, very nasty S 1 7 0 M e d i u m build, h e a d held high, r e d hair, wears velvet dress
C 1 7 0 A n adventuress, n o t a League native I 1 1 w h i c h conceals chain m a i l shirt
Ch 1 6
W 10 U Retired adventuress n o w living o ff her finds
D 15 0 Shrewd, rough-and-ready, b u t soft on plausible rogues
C 1 2 0 L i l r e t u r n e d from h e r adventures to this, t h e place o f her
15f T i b l i n a n a - R i s t o r i n ; m, Th6, N/NE, hp 24/27, AC 3/-3,
Concealed dagger, staff +3
Ch 1 5 b i r t h , s o m e years ago w i t h a strong reputation for valour.
H/'2 She k n o w s p r a c t i c a l l y e v e r y o n e l o c a l l y, b u t h a s k e p t
p a r t i c u l a r acquaintance w i t h m a n y adventurers, s o t h a t
D 1 2 0 Ragged grey and brown robes, leather headband (in A D & D h e r house sees the comings and goings of strange people
I 1 5 g a m e - bracers of defence AC4), ring of protection +3 at a l l h o u r s o f the d a y a n d night. S h e i s k n o w n a s t h e
W 12 0 Stick salesman (sharper/filcher) 'adventurers friend' w h e n sitting injustice, as she usually
D 18 0 Feigns stupid, benign oaf; actually ruthless and intelligent gives t h e m the benefit o f the doubt.
C 1 4 0 M e m b e r of the local thief' s guild; he wanders around in the
Ch 1 4 v i c i n i t y o f the c o u r t selling sharp sticks to passers-by so
they can p r o d the 'prisoners t h r o u g h the grilles; t h i s is a
cover for his true trade - pick-pocket and mugger. 16 GEMCUTTER
15 g T h e Chastiser. No details are given about this creature of
In part of the wing now let out as shops, Shoril the Gemcutter (16a)
now plys his trade. He is Dw4/F4 hp 20/25 and a dwarf. His brother,
mystery. The Chastiser appears hooded when called, to perform such Dalin (14f) is a member of staff in the Cock o' th Wa l k tavern (14).
corporal punishments as are demanded by the court. Adventurers can have rough gems improved in value here. Shoril's
payment will be 20% of the improvement.
Also working in the Courthouse are 6 minor clerks and 12 guards. The
clerks will be met drifting about, apparently trying to kill time. The
guards are all F2, hp 12/15 and they will be found chatting with one
another around the courtyard. The guards are well trained, despite their 17 COBBLER
appearance, and will act efficiently and quickly when called upon by
either Krandle or Petronna. A t night the guards take turns to patrol in Next t o Shoril's i s this homely cobblers run by Goldy and H a f t
pairs. Petronna has the disconcerting habit of roaming abroad at night, Brushfoot(17a & b)who are the parents of Bando Brushfoot (14h) a
looking for 'fun'.
thief who works around Gibbet Lane and The Walk (14).
14
I M A G I N E magazine, October 1984
Yr-\\T 'T47/cF6,' Tj7r- 6 7 1 1
Private C o n d o t t a Leader
Guild M i l i t i a Leader
18b B o r g r i m O r c e a t e r ; M F 3 , N / N E , hp 1 8 / 2 1 A C 2;
Longsword and dagger 18d R o n t o l l o ; ( m o s t guilds) M; F4 C/CN, hp 3 0 / 3 7 A C 6 / 7 ;
(thieves' guild) M; 14, C / C N ; hp 1 6 / 2 4 ; AC 7 / 8 ;
S 1 5 U Big, burly, w e a r s breastplate over leather jerkin Long sword and dagger
I 1 1 E I Leader of his condotta, s w o r d m a s t e r / s w o r d s m a n
W 8 0 Vicious, nasty, effective, c o w a r d D 1 3 E I Ordinary looking, w i t h l a r g e s c a r o n forehead, s t u d d e d
I 8 l e a t h e r or leather a r m o u r
D 15 0 Sucks up to anyone more p o w e r f u l than he is, universally
W 9 C i G u i l d militiaman
C 1 2 d e s p i s e d
Ch 9 D 1 0 U Serious, fanatically loyal to the guild, u n c o m p r o m i s i n g
His band is made up f r o m 3 second level fighters (hp 9 / 11 ) and 4 first C 11 U Stranger from across the seas but popular w i t h his men
Ch 1 2
level fighters (hp 4 / 6 ) a n d it is t h e i r m o o d and courage t h a t Borgrim
draws upon. T h e y are volatile a n d prone t o h a n d i n g o u t beatings The g u i l d militiamen are mostly loyal mercenaries w h o are ready (and
w h e n e v e r they feel they can get away with it. B o r g r i m on his own is not often e n c o u r a g e d ) t o t a k e t h e l a w i n t o t h e i r o w n h a n d s w h e n e v e r
necessary. J u s t i c e to t h e m is m a i n t a i n i n g the honour of the guild.
quite so tough - i f an orc said 'boo!' to h i m h e ' d probably faint.
18c A m i r S c h e z h u a n X I V ; m F 3 L / L N ; hp 1 8 / 2 1 ; AC 3;
Spear and scimitar
18e I m p i r R o k k o ; M , C3; C / C N h p 1 6 / 2 1 ; A C 3;
Mace
H/H
S 1 4 0 Neatly attired in chain mail, dark w i t h neat beard S 1 2 0 Tall, skinny, c l e r i c a l robes over breast-plate
I 9 U A m i r (leader) of his squad, s w o r d m a s t e r / s w o r d s m a n I 1 2 0 Priest
W 14 U Career officer, f a i r but rough w h e n needed, cool, efficient W 16 U Arrogant, raving, despotic, fanatic
D 1 6 E l U n k n o w n locally, popular w i t h his f e l l o w officers D 9 0 W h o ' d admit to k n o w i n g him?
C 1 2 C 8
Ch 1 6 Ch 7
His band of 6 first level clerics (hp 5 / 7 ) is scarcely less chaotic than he is
His s q u a d o f 6 s e c o n d level fighters ( h p 1 4 / 1 7 ) i s w e l l t r a i n e d a n d
and are m o s t e n t h u s i a s t i c i n t h e i r duties. H i s o n l y g o a l i s religious
obedient, a l t h o u g h they w i l l 'discipline' the t r u c u l e n t or unruly. W h e n
Schezhuan says 'come quietly and you w o n ' t get hurt', h e means it. 'purity' - a n d a party's best means o f escape is to grovel.
Pablo Fanquay's Fair has been a welcome sight around the labyrinthine S 9 0 D u l l c l o t h s m o c k a n d t r e w s d u r i n g t h e day, r e d t r u n k s
streets o f t h e L e a g u e f o r m a n y y e a r s . A l t h o u g h t h e i n d i v i d u a l I 1 3 d u r i n g performances
performers come and go, Pablo m a n a g e s to m a i n t a i n h i g h standards W 12 0 Tu m b l e r and Contortionist (Thespian)
and s o h i s F a i r i s h a i l e d a s t h e best. I t ' s n o t a n e a s y reputation t o D 1 8 0 Selfish, introverted, mean, t r u s t w o r t h y, paradoxical
maintain; t h e r e a r e o t h e r Fairs, n o t a l l r u n b y h o n e s t l a w - a b i d i n g C 1 2 U No k n o w n f r i e n d s , c o n f i d a n t o f Pablo ( 1 9 a ) a n d i s h i s
citizens like Pablo. B r i b i n g acts t o m o v e f r o m o n e Fair t o a n o t h e r i s Ch 1 7 d e p u t y
c o m m o n practice, and star performers mysteriously disappear. B u t as
f e w q u e s t i o n s a r e asked o f t h e p a s t i n t h e G u i l d o f Thespians, s t a r
performers can mysteriously appear as well T h e Guild of Thespians is a
strange body; a performer is not expected to join immediately but only
1 9c The M a n (aka l'rsolimma); F; Fr3; L/LG;
No weapon; A C 9 / 1 0 , hp 9 / 1 2
after proving h i s o r h e r talent. I t ' s interesting t o n o t e t h a t t h e r e h a s
never been a popular street performer t h a t w a s n o t a m e m b e r of the S 1 0 E I Va r i o u s costumes depending on the performance, always
Guild. Pablo is a m e m b e r as are all of his troupe. They live in brightly I 1 3 p l a y s a man
coloured wagons, moving from one site to another, never staying more W 14 0 M u m m e r (Thespian)
than f i v e n i g h t s i n o n e location, a n d c o n s t a n t l y harrassed b y p e t t y D 1 3 E l Warm, generous, caring, shy, s t u b b o r l , w i l l of iron
officialdom over this B y - l a w or that.... B u t even on Festival Days, w i t h C 9 0 Tw i n sister of The Wo m a n (19d), niece of Florrantanis (9b)
the restriction on the gathering of crowds, the s h o w must go on! Ch 1 8 a n d Deorrantanis (50a)
RK FL Y?
Makng a ilfiving on the Streets oe the City League
Not everyone in the world makes their living from seeking out nasty The most important ability needed by the PC is charisma. How much can
holes in the ground and persuading innocent cockatrices and shambling be earned will depend upon charisma, the mood of the crowd and the
mounds to give up their hard earned cash. Some people actually work local conditions.
for a living. Not least among this peerless group are those who work
within the brotherly embrace of-the Guild of Thespians. Nowhere is the In order to calculate h o w much i s earned the DM should use the
distinction between the haves and the have-nots more clearly defined: a following procedure:
Thespian with talent can be assured of fame, food, and a fortune; one
without could have fame of a kind, inedible food thrown at him or her, 1. Establish h o w many people come to watch by rolling 1d12 and
and be fortunate to escape alive. Even in the City League there are those adding the result to the character's charisma
who care genuinely about public opinion.
2. Apply the modifiers shown below to calculate the final number of
Counted among the Thespians you will find: people watching at the end of the performance. If you are not sure which
actors, either singly or in bands, who with memorised word and option applies, roll 1d6 to determine the modifier in each case. The
studied movement recreate heroic deeds or moments of love modifiers are cumulative. A fortunate soul with a high charisma could
unrequited; have as many as 240 people watching by the end of the performance.
yarners and jokers repeating sagas of epic proportions and merry
jests;
prestidigitators astonishing the crowds with their sleight of hand Modification D O U B L E S A M E HALF
(or, who knows, genuine magic!); Area of City League ( 1 ) Wealthy ( 2 - 4 ) Normal (5-6) Poor
jugglers apparently defying gravity and appearing to have four Local activity ( 1 - 2 ) Holiday, ( 3 - 5 ) Normal (6) Day of Gloom2
hands (those jugglers that already have four hands would be Neighbours ( 1 - 3 ) Near Event3 (4-6) Near others4
expected by the discerning crowd to appear to have at least six); Weather ( 1 - 4 ) Fair (5-6) Rain
acrobats performing death-defying stunts and f i n e feats o f
balance; Notes:
ventriloquists causing consternation by casting their cries about 1A holiday would be a day of public celebration like a Feast day or the
the courtyards; day of a hanging; not to be confused with Festival Days, during which
animal trainers and their performing xorns, hoar foxes and assemblies of more than 30 people are supposedly banned
gelatinous cubes; 2 A day of gloom would be one on which new taxes had been declared
dancers enchanting all with their grace; 3 A n event would be something like the Circus or a public flogging
mummers causing laughter and tears and never uttering a word; 4 If the performance takes place near Thespians remember they are
singers giving voice to the feelings of the ordinary people and likely to take a very dim view of the competition and may well get a bit
keeping a wary eye open for any wandering bards (you might seek rough.
to emphasise their monopoly in that field);
all these and more you will find e a c h one vying with the next for the 3. Each watcher will then throw 1d4 copper coins as reward for the
praise and reward of the crowd. performance.
What then of a PC who needs to make enough for a hot supper and a A successful performance may bring its own problems as if more than
night's shelter? As can be seen there are many professions to lure him, 150 gather to watch the District Militia will arrive in 1d4 turns to ask
all of which fall under the aegis of the Guild of Thespians. Naturally, a them to move along. In the meantime, the performers may find that they
player will be well advised only to attempt those things at which the have upset a few travellers and traders by blocking the streets. Similarly
character would have a reasonable chance o f being competent. if more than 200 copper coins are thrown then the local beggars and
Remember, though, that no PC would ever be as good as a trained thieves will 'help' the PC remove them at the rate of 1d20 coins per
Thespian they simply would not have the time to acquire the expertise melee round until the remainder are removed.
and polish. A magic-user o r illusionist should have n o fears o f
prestidigitation o r ventriloquism, o r o f providing entertaining light P C B r e a k d a n c i n g : A more entertaining way of achieving similar
shows to enhance the performance of actors or mummers. Thieves and results is to get the player to describe the performance the character is
thief-acrobats could reasonably expect to be successful as jugglers, going to give (make sure it's something possible), and then to act it out in
dancers or acrobats though the thief-acrobats should remember that front of you and the other players. You can then score the performance
the skills required in the class are not designed to be appreciated by a on a scale from 1 t o 20 and multiply that score by the character's
critical and ignorant public. charisma to get the number of copper pieces thrown.
14 I M A G I N E ma9azble, November 1984
Deep in the hearto f Telinore has grown the City League;
a mighty hive of humanity, offering everything an
adventwer calla desire. E.-h. month IMAGINE
magazine presents a few buildings w i t h i n the City;
desaibes their inhabitants; and tilers one or two ideas for
adventures. 'This provides an ideal campaign base for the
PELN 0 RE
D M who can collect these articles and steadily build them
up into the most comprehensive campaign setting THE CITY LEAGUE
avoil.bk. Copy them, or cut them out and store them in a
ring ftfr a n d you need never be short of an idea far a
City encounter again. 2 1 T H E ARENA
by Chris Felton
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r a m p up
S 1 8 0 Massively built eunuch usually decked out in bright silks When the Arena is open, the opportunities for enterprising player-
1 1 7 a n d heavy-duty boots characters are virtually endless. The public areas w i l l be filled t o
W 1 2 0 Manager of the Underworks overflowing with people of all races and professions. In particular,
D 11 0 Martinet, cold, cruel, loves kittens thieves will find the environment perfect for earning a little dishonest
C 10 3 Revered among games fans, invited to nobles' parties (he money, while clerics from all the major religions will be found trying to
Ch 1 4 r a r e l y goes); knows of but shuns the Secret Chapter persuade honest gamblers, hoydens and cutpurses to mend their ways.
12 IMAQINE trubymine December 1984
ejU$ g5- 5-'.-\"kJ57--T'-_i-q3U-dTI:',$-TkpWAV
2 2 M A D A M E ZALU'S TAVERN 2 3 a A n Unarmed;
g o r Poddikan;
A C 9 / 1 0 ; hpM;
1 7Fr7;
/ 2 1 N;
Of the two genuine taverns that serve the Arena (along with the general S 1 5 LI Young, handsome, well-dressed; hang-dog expression
food and drink supplied by the Arena's servants)this one is definitely the I 1 3 El Tavern-keeper
more up-market. With its colourful street awnings and parasols added to W 15 El Perpetually depressed and lacking in self-confidence
the mystique of its proprietor, M m e Zalu's is a v e r y trendy place to be D 11 El Knows ()Liar, and local merchants
seen. W h i c h is possibly w h y no-one objects to the horrendous prices. C 1 0
M m e Zalu used to run a fortune-telling stall in the various markets as a Oh
front f o r h e r b u r g l i n g . H e r d r e a m i n t e r p r e t a t i o n s w e r e a l w a y s v e r y
accurate, m u c h t o h e r o w n surprise, a n d one day a d r e a m revealed a
great t r e a s u r e s o m e w h e r e b e n e a t h t h e A r e n a . S h e t o o k a l l h e r
savings a n d o p e n e d t h i s t a v e r n s o s h e c o u l d s e a r c h u n h i n d e r e d .
23b M e l 0 M ; F; Fr2; L / L G ;
Unarmed; A C 9 / 1 0 ; hp 6 / 8
Dreams are funny things w h o knows whether the treasure she seeks
is actually hidden in the forgotten chambers of the Underworks or is in S 12 E l Simply dressed; stunningly beautiful
fact the huge profit she generates in her popular tavern. I 1 6 0 Peasant
W 16 E l Charming, smitten, slow-witted
D 15 E l Melom loves Angor (23a) who hardly notices her; she
22a Madame Zalu; F; T8; N;
Unarmed (Adventuring: poison dagger); A C 7; hp 2 0 / 3 0
C 11
Ch 1 8
h a n g s around the tavern day and night; the regulars mock
h e r , but she reacts only when they mock Angor
H/1/2 E
S 1 0 El Well-dressed, attractive, young, usually heavily made-up
I 1 8 El Tavern-keeper, pilferer/sharper
W 11 El Bright, cheerful, pleasant 2 4 SECRET CHAPTER
D 1 7 El Many suitors, member of local thieves' guild, very famous
C 11 Beneath the Underworks lie the chambers used by a Chapter of a Secret
Oh 1 2 Cult. Organised and controlled by K a n w a s Pyral (24a) the Cult follows
arcane t e a c h i n g s a n d h a s i n f l u e n c e i n m a n y s t r a n g e a n d p o w e r f u l
Za lu employs 1 0 f i g h t e r / g u a r d / h e l p e r s (F2-5, average hp) who do the places. H e a l t h y, h o n e s t f o l k s h u n t h e a c t i v i t i e s o f t h e C u l t f o r t h e y
donkey w o r k in the tavern and assist h e r in h e r secret forays into the debilitate the mind and rot the body. Nevertheless the w e a k - w i l l e d are
depths of the Underworks. d r a w n to it and it boasts some surprising members j u d g e s , officials,
military leaders and the senior staff of the Arena. Although the entrance
through t h e A r e n a i s t h e o n e m o s t often used by m e m b e r s there are
22b Z o r e e n ; F; 14; N;
Dagger; A C 7; hp 1 0 / 1 5
other entrances that lead to cellars and w e l l s and sewers.
S 1 2
16
E
E
l
l
Slim and tall; dresses like a boy
Adventurer 24a Kanwas Pyral; m, C9, C/LE,
Horseman's Flail +3, AC 0/1; hp 45/55
W 11 E l Cheerful, aggressive, liar
D 17 E l Zalu's (22a)daughter; Zoreen makes the Tavern her base; S 1 0 E l Thin, balding; blue tunic over chain mail
C 11 s h e works as an independent which doesn't please her I 1 6 A D & D : Chainmail +4, boots o f striding and springing,
Ch 1 4 m o t h e r or the local guild W 18 p o t i o n of sweet water, ring of shooting stars
D 14 D & D . - Chainmail +4, b o o t s o f traveling a n d leaping,
C 14 p o t i o n of antidote, staff of harming
Ch 1 5 E l Patriarch/High Priest
2 3 T H E GLADIATOR'S REST El Grim, brooding, intense
El Knows only senior Cult members, keeps close watch on
A l t h o u g h rougher and scruffier than Zalu's, this too is a trendy drinking City League leaders as far as he can
house, but for very different reasons. This is the place the gladiators go
for r e f r e s h m e n t w h e n they are not 'working'. Consequently fight fans Usual spells memorised:
throng h e r e t o m i x w i t h t h e i r heroes a n d heroines. A c t u a l l y t o h a v e AD&D (6,6,4,3,1): 1(1, 2x2, 4x2, 7) D&D (3,3,3,2): 1 (1 x2, 4)
bought Aqop a drink n o w , there's something to tell your friends! The 2 (3, 6, 5x2, 9x2) 2 (1, 3, 4)
tavern is owned by an absentee landlord called Q u a d (51a, Fr6, hp20) 3 (5, 6x2, 11) 3 (3, 6, 8)
and managed by Angor Poddikan. There was a time when Poddikan was 4 (2 rev, 6, 9) 4 (5, 8)
Quarl's boss and w a s fast developing a sizeable business empire. B u t 5 (9)
Poddikan r e c k o n e d w i t h o u t t h e e v i l b e t r a y a l o f h i s a s s i s t a n t . A s
Poddikan's f o r t u n e s faded, s o d i d h i s m i n d , r e s u l t i n g i n a c o m p l e t e
collapse. Q u a d seized h i s opportunity a n d took control o f everything 2 4 b K a n w a s is a l w a y s accompanied by a hooded f o l l o w e r (07,
Poddikan had built up. In a rare m o m e n t of remorse Quarl established h p 3 2 / 3 5 ) w i t h s i m i l a r spells but no magical items. K a n w a s was once
his o n e - t i m e boss in t h i s tavern. This story is public knowledge, along such a f o l l o w e r and succeeded his m e n t o r just as this one will succeed
w i t h t h e f a c t t h a t Q u a r l a l s o s t o l e Poddikan's b e a u t i f u l y o u n g w i f e Kanwas. The i d e n t i t y of the f o l l o w e r is k n o w n o n l y to K a n w a s w h o is
Drassanna (51b), and there are m a n y regulars of the Gladiator's Rest passing on all his secrets secure in the knowledge that one day he will
w h o would be delighted if the worm turned. To assist Poddikan there are be murdered and usurped by this follower; such is the w a y of the Cult.
6 b a r - s t a ff / g u a r d s all F2, hp 8 / 1 0
50 1 0 0 1 5 0 2 0 0
( 1 1 / tCf
2 7 b 8 t c I f the asylum has sent any guards to look after S 1 7 E l Tall, lean; wears green leathers
Mandren they will be Gragen Axbow (F4 hp18/ 26 AC5 Broadsword) I 1 6 0 " To l l " keeper, Swordmaster C o n j u r e r / Swordsman-
and Lolden Beltow (F3 hpl 6/18 AC5 Longsword). These are basically W 6 Conjurer
honest types who are well known locally and somewhat respected as D 15 0 Cocky, short-tempered, brave and aggressive
they do not interfere unnecessarily in local activities. Visitors looking to C 1 1 C I Self-appointed leader of the local ruffians, Fit (30d) allows
them for aid are likely to see them whistling casually and examining Ch 1 2 h i m this deceit; husband of Rarad (30c); ruthlessly exacts
carefully the eaves of a nearby building. Both love money, however, and tolls from any who wander down the alley - the amount of
(tragically) Gragen loves Mandren. toll varies according to the amount Ishbone thinks he can
exact
Spell Book
2 8 . Weaponsmiths D&D 1 (1*, 2, 4, 5, 6, 9, 1 2 ) AD&D 1(3*, 6, 12, 15, 16, 22, 29*)
2 (3, 4, 6, 7*) 2(5, 6, 10, 12")
Once a thriving business, this weaponsmith's shop is now boarded up
with 'For Sale' signs on it. The two weaponsmiths (Dokas and Milly)
were murdered b y their scheming daughter (Negalmis) who later
disappeared in mysterious circumstances. No-one locally dares enter
30c R a r a d ; F; E3/F-MU3, N/NE;
Longsword, AC 9/10, hp 10/12
the premises as they are rumoured to be haunted. As a consequence
most of the stock remains, stacked neatly in the store, including 2 S 12 U Drab grey dress brightened by many coloured scarves
longswords +1, 4 daggers +1, 1 scimitar + 2 and 4 darts +2. I 1 2 0 Swordmaster Conjurer/Swordswoman-Conjurer
Unfortunately the building really is haunted as Dokas and Milly have W 13 0 Fickle, wayward, opportunist
become wraiths and Negalmis has become a spectre. For those who are D 13 0 Very well known locally; admired by all; wife of Ishbone
interested the title deeds can be bought from Daxol Nabrish (26a) for C 9 ( 3 0 d )
7500gp. If players reopen the shop they will discover that Negalmis was Ch 1 7
not much o f a business woman as she died owing over 2000gp in
various debts to local traders. Spell Book
D&D 1 (5*, 7, 9, 10, 11*, 12) AD&D 1(15*, 20, 22, 23, 25*, 29)
2 (2, 3, 4*, 8,10) 2(4, 5, 6*, 13, 22)
2 9 . T h e Friendly Neighbours
Wadren is a teenager whose parents have recently died leaving him the
30d Fit; M; F6/A6; C/LE;
Poisoned dagger; AC -1 /-2, hp 42/34
house they lived in but little else. He is struggling to make a living
breeding p i g s - n o t w i t h o u t success. H i s next-door-neighbour, S 1 2 E l Short and skinny; chain mail under grubby rags; eye-patch
Holman, covets these pigs and Wadren's house. Holman sometimes I 1 3 a n d white stick
resorts to stealing Wadren's piglets, killing them and selling them. Often W 1 0 U Myrmidon/Killer
Wadren manages to rescue them. It is quite likely a party walking along D 1 8 U Shrewd, cunning, sophisticated, efficient
Gibbet Street will observe this ritual being acted out. Holman chasing C 16 0 Known as a not-very-successful beggar; has connections
Wadren (who is clutching a piglet under his arm) down the street and Ch 8 w i t h t h e Knights Ocular; i n A D & D : leader o f local
shouting, "Stop, pig-napperl Stop that boy!" Wadren will swear his assassins cell
innocence and is bright enough to call on the Butchers Guild Militia
(who know him) to come to his aid if a party should side against him.
30e Lara; F, T4; C/CE,
Longsword and garrot; AC 9/10; hp 11 /13
29a H o l m a n ; M; F3; C/CE,
Longsword; AC 7/8, hp 14/17 S 1 4 0 Squat, ugly and unpleasant; filthy rags; always wears dull
H/1/2 I 7 r e d scarf to cover angry scar around neck from attempted
S 16 Portly, ugly; mauve smock and brown breeches W 6 lynching
I 1 0 o Layabout and slob, Swordmaster/Swordsman D 12 0 Burglar/Robber
W 11 o Convincing liar, ingratiating, smarmy, covetous, quick C 13 0 Mean, uncompromising, vindictive
D 9 tempered and rude Ch 7 0 Idolised locally as a vicious back-stabber; leads a small
C 9 0 Not the sort to have many friends gang of gnomish thieves in smash and grab raids against
Ch 5 shops in neighbouring districts
8 I M A G I N E magazine, January 1985
Over the m i l l e n n i a t h e City League, like all societies, has developed a Heralds
system w h e r e b y tradesmen and w o m e n have formed groups to protect
their o w n interests. T h e s e g r o u p s a r e k n o w n a s G u i l d s . A G u i l d i s Heralds are, technically, a subsidiary guild w i t h i n the h u g e continent-
formed to perform t h r e e i m p o r t a n t functions. Firstly, and most widely spanning Guild of Messengers and Couriers. The Heralds maintain this
advertised, to maintain standards of production and quality this is not fiction as it suits their purposes though they are actually an Honourable
a spurious reason as the reputation of a guild is very valuable. Secondly and S e c r e t O r d e r t h a t pre-dates t h e City League a n d m o s t recorded
to provide an e n v i r o n m e n t in w h i c h young people can be trained in the history. This is mostly due to the fact that the Heralds are responsible for
arts and sciences of the trade. A n d t h i r d l y to keep secret some of the recording history. They have vast stores in w h i c h can be found maps,
more important skills so that the sanctity of the Guild is preserved. Most charts, linealogies, dynasties and many, many forgotten contracts. They
trades and professions are represented by a guild and it is a mark of the w o r k closely w i t h the Cartographers (qv) and the Courtesans (qv). See
antiquity and stability of a society how extensive and effective its system I M A G I N E 4 1 6 for more details.
of g u i l d s is. I t h a r d l y n e e d s saying t h a t t r y i n g t o f i n d a n o n - g u i l d e d
tradesman in the League is like looking for hairs on a beholder t h e r e Linkboys
aren't any!
Linkboys are the men and w o m e n w h o hire themselves out at night to
The guilds are of various shapes and sizes. Some, such as the Seamen, light travellers and revellers home after dark. A l t h o u g h in appearance
have t h o u s a n d s o f m e m b e r s and l a x discipline and s h o r t apprentice- they a r e l o w l y a n d i n b e h a v i o u r h u m b l e i n a c t u a l i t y t h e y a r e a n
ships. Others, s u c h as the Perfumers, have f e w m e m b e r s w i t h tightly important link in the information gathering processes that permeate the
guarded trade secrets and apprenticeships of such length only gnomes League. C o n s e q u e n t l y t h e y h a v e c o n n e c t i o n s w i t h A s s a s s i n s (qv),
or d w a r v e s can spare the time. Likewise, the political i n f l u e n c e o f the Thieves (qv), Courtesans (qv) and Heralds (qv) t h o u g h not the Carto-
Guilds varies; in the past the Courtesans, Cartographers and Thespians, graphers (qv), w h o find t h e m a little rough.
have been so powerful as to attract the hostility of the Katar.
Locksmiths
Even l i s t i n g a n d r e c o r d i n g t h e h u g e n u m b e r o f g u i l d s , m u c h l e s s
categorising them, is a vast task. Felix Pursuivant of the Guild of Heralds Having split a w a y f r o m t h e ranks of the Farriers and A r m o u r e r s , i n a
did at least attempt it. The following are some extracts from that list. struggle t h a t w a s s o m e t h i n g close t o civil w a r, t h e Locksmiths h a v e
become t h e League's t i g h t e s t - k n i t a n d m o s t r u t h l e s s guild. B y bitter
experience, t h e y have discovered t h a t n o - o n e w i l l b u y locks or o t h e r
Guilds Of The City League devices if there is any suspicion that another party knows the secret of
that l o c k , o r o w n s a d u p l i c a t e k e y. A s a c o n s e q u e n c e , t h e G u i l d
Amalgamated Guild of Apothecaries and Alchemists exercises t w o policies. First, it runs a savage campaign of brutality and
Their title is the guild members' idea of a joke. Even so this is a large and political c o r r u p t i o n a i m e d a t t h e Thieves' Guild. Second, t h e r e i s a n
unbreakable G u i l d l a w t h a t n o t h i n g i s e v e r c o m m i t e d t o paper, a n d
very i m p o r t a n t guild. S o i m p o r t a n t that it has split into m a n y factions
and is sponsored by many nobles and merchants. Once every five years many l o c k s m i t h s h a v e e v e n l e a r n e d t h e d i s c i p l i n e o f f o r g e t t i n g t h e
details of a lock as soon as it is made. The Guild Militia of the Locksmiths
local guild fathers and mothers meet to discuss developments in their
field. These meetings are simply an excuse for a grand slanging match is a barbaric organisation, notorious for the way it deals w i t h m e m b e r s
t h e real spread o f information i s b y the regular movement o f w h o flout this rule. Even so, there are individuals w h o will sell the right
apprentices from master to mistress and back again through bribery and kind of information for the right price if you k n o w w h e r e to look.
deals. A n y m a g i c u s e r w o r t h h i s o r h e r s a l t h a s a h o l d o v e r s o m e
member of this guild. Lorists and Sages
This i s p r o b a b l y t h e m o s t l o o s e l y organised o f a l l t h e g u i l d s a s i t s
Assassins members t e n d t o be v e r y i n d e p e n d e n t l y m i n d e d people. L o r i s t s a n d
Run on classic lines this guild is in truth a series of cells linked in some Sages tend to deal w i t h non-political i n f o r m a t i o n (unlike the Heralds,
mysterious, u n k n o w n way. The Assassins are much weaker in the City Courtesans and Cartographers w h o deal w i t h little else).
League t h a n i n o t h e r comparable u r b a n locations, h o w e v e r, since so
many professional killers end up as members or hirelings of the Knights Scribes and Lexicographers
Ocular.
This g u i l d controls all t r a n s l a t i o n s and writings. T h e i r p o w e r h a s n o t
been changed by the invention of maniacal contraptions t h a t t r a n s f e r
Brewers writing mechanically as they have taken care to include the building and
A l t h o u g h m o s t l y concerned w i t h n o r m a l brewing, t h e Guild also gets operation of all such machines w i t h i n their control.
involved in the concoction of various arcane alcoholic potions used for
diverse means by, for example, the Courtesans (qv). Thespians (including Harpers, Minstrels and Jesters)
This is another huge guild with branches sprawling hither and thither. It
Cartographers is not w e l l organised or rigidly controlled and yet its leaders (and t h e
A very small, discrete group w h o prepare m a p s and charts. M a p s are leaders of the subsidiary Guilds) keep a close watch on h o w it behaves
usually available only on commission. The Cartographers have dozens through a c o m p l e x a n d e ff i c i e n t s p y n e t w o r k . M u c h u s e f u l p o l i t i c a l
of secret drawings and tomes that they use for their researches hidden information c a n b e gathered by t h e G u i l d a n d s o t h e K a t a r a n d T h e
away in a site k n o w n o n l y to a f e w, very senior, m e m b e r s of the guild. Knights O c u l a r (as w e l l a s t h e Thieves' a n d Assassins' Guilds) h a v e
They h a v e close t i e s w i t h t h e C o u r t e s a n s (qv) a n d t h e Heralds (qv). their o w n spies planted w i t h i n it.
Because of the p o w e r f u l i n f o r m a t i o n t h e y conceal t h e Cartographers
are closely guarded and monitored by the Knights Ocular. A t r a d i t i o n o f t h e C i t y i s t h a t a n y adventurer w h o w a n t s t o e n s u r e
temporary notoriety should pay a Harper to write and perform songs that
extol the buyer's bravery and virtue (irrespective of the facts). For as little
Courtesans as a few gold pieces, an 'off-the-peg' ditty can be amended to include the
This large a n d p o w e r f u l g u i l d i s steeped i n a n t i q u i t y a n d lore a n d i s character's name in a tavern for an evening, but for a mere 1000gp, that
governed by rigid rules of conduct and discretion. It is said that no secret same adventurer could have a 'made-to-measure' story sung throughout
is u n k n o w n t o t h e g u i l d leaders. Because o f t h i s t h e y w o r k w i t h t w o the inns and taverns of a whole district. It's a great way to 'advertise' that
other guilds that control i n f o r m a t i o n the Cartographers (qv) and the your services are f o r hire, a n d is i n m a n y ways the only w a y to get a
Heralds (qv). These t h r e e guilds are k n o w n w i t h i n t h e League as t h e commission from the Punctilio. Equally, for a similar sum, a rather less
Triple Alliance and they wield huge amounts of power. The Courtesans c o m p l i m e n t a r y song could be sung about a rival in all the same places. It
also control several other, lesser, guilds such as the streetwalkers and should be borne in m i n d that such songs could inadvertently d r a w the
the courtiers. They are extremely wealthy, and, at the top, benefit from attention of undesirable elements to adventurers at awkward moments.
the patronage of the Katar's court. Never have your story told w h e n you need a f e w weeks of rest!
9
I M A G I N E magdne, January 1985
g l A FA U T, , , f f r - A a e 7 0
Thieves
Other guilds within the City League include:
The City i s f u l l o f Thieves' Guilds, separated b y area a n d a l i g n m e n t , Bakers, Butchers, Candlemakers, Chandlers, Charcoalers, Clogmakers,
divided by petty jealousies and bitter enmity, and hunted by the militias Clothiers (a direct subsidiary of the Cerwyn Clothiers Guild), Cobblers,
of rival guilds and the forces of the Katar. No t w o guilds have quite the Coopers, Embalmers (cremation is widely practised in most parts of the
same o r g a n i s a t i o n , t h o u g h m o s t s e e m t o b e d o m i n a t e d b y a s i n g l e City t h e s e days, a n d t h i s G u i l d i s d e c l i n i n g rapidly), G l a d i a t o r s ( n o t
powerful character. One thing they do all have in common is a system of technically a G u i l d , b u t a B r o t h e r h o o d o f p a r t i c i p a t i n g f i g h t e r s ) ,
safe houses unique to that guild. A safe house is any place that will hide Glassworkers, H i d e w o r k e r s , I n n k e e p e r s , J e w e l l e r s ( t h e L e a g u e ' s
a fugitive t h i e f w h o can provide the r i g h t password. They may be any reputation f o r j e w e l l e r y is legend), Limners, Litigants and L a w y e r s (a
normal trader's shop, or a private dwelling, and are normally identified vast guild serving the hideously complicated legal system see e 18),
by a symbol or mark visible from the street that can be recognised by a Longshoreman, Masons, Mercantylers, M e t a l s m i t h s , M i l l e r s , M o n e y -
member of the guild. These properties w i l l often have 'priest-holes' or lenders ( d o m i n a t e d b y a d w a r v e n h i e r a r c h y ) , O s t l e r s , P e r f u m e r s ,
secret t u n n e l s . D u r i n g periods of cooperation guilds m a y temporarily Physicians, Pilots, Potters, Saddlers, Salters, S m o k e r s a n d Picklers,
exchange information about marks or p a s s w o r d s e a c h changing their Seamen (a p o w e r f u l Guild, utterly loyal to the Katar), S h i p w r i g h t s and
codes once the cooperation is ended b u t woe betide thieves who try to Ropema kers, S p i n n e r s , Te n t m a k e r s , T h a t c h e r s , T i m b e r w r i g h t s ,
take refuge in a house that does not recognise them! Turners, Weaponsmiths, Weavers, Wheelwrights.
MONSTER M NEY
A new adventure format for the Pelinore campaign
In t h e l a s t i s s u e o f I M A G I N E magazine, details o f t h e A r e n a w e r e The payment received is
published, e x p l a i n i n g h o w this, and smaller stadiums around the City Common monsters 1/2 x xp value
League, w e r e used for execution and gladiatorial contests. A particular Uncommon monsters 1xxp value
favourite o f the massive population o f the City is to see lightly armed Rare m o n s t e r s 5 x xp value
gladiators i n c o m b a t w i t h v a r i o u s n a s t y beasties. S e v e r a l p l a y e r - Very rare monsters 10 x xp value
characters m i g h t find t h e life of the Arena something they can't resist,
and will plunge into a career wh ich will either vault them into fame and These payments should be modified by the a m o u n t of damage done at
wealth as a f a v o u r i t e o f the crowd, o r w i l l see t h e m crippled or killed the time it is presented at the Arena. Calculate the percentage damage
upon the sand. done to the monster and pay only that percentage of the maximum price.
Example: A neo-otyugh (rare)
It's a dangerous business. Sooner or later, the most successful gladiator * xp value , 1 5 0 0 + 1 5 / h p = 1500+(15x54) = 2 3 1 0 x p
is going to find the crowd beginning to tire of constant victories; tougher * m o n e t a r y value = xp value x r a r i t y value = 2 3 1 0 x 5 = 11 , 5 5 0 g p
and t o u g h e r m o n s t e r s w i l l have to be fought, at ever increasing odds. * damage %= (actual d a m a g e / t o t a l hps)x 100 - ( 3 2 / 5 4 ) x 100 = 59.26%
And eventually there w i l l come a t i m e w h e n a fighter's w e a l t h y patron * cash received , monetary value x damage /0= 11 , 5 5 0 x 59% = 6814gp
will fix up a match that is a little too much, and will bet on the opposition;
and w h a t price your fame and glory then? This would probably be rounded off to 6800gp. The calculation process
is e x a c t l y t h e s a m e f o r t h e B a s i c g a m e , e x c e p t t h a t t h e D M m u s t
No, for the smart adventurer, there is really only one choice. If you can't estimate the rarity of the monster. Don't make them all Very Rare just to
make m o n e y o u t o f t h e A r e n a b y f i g h t i n g i n it, perhaps you c a n f i n d avoid displeasing the players!
yourself filling a n o t h e r of its pressing needs.
The xp values f o r m o n s t e r s can b e f o u n d w i t h t h e o t h e r stats i n t h e
Running a n A r e n a i s n ' t e a s y. A p a r t f r o m c o n t r o l l i n g t h e s t a f f a n d FIEND FOLIO Tome and Monster Manual II, on pages 196-215 of the
m a i n t a i n i n g the buildings, t h e r e is the perennial problem of acquiring D u n g e o n Masters Guide or calculated using the table on page 85 of the
enough i n t e r e s t i n g m o n s t e r s t o p l e a s e t h e m a s s e s a n d e a t t h e DMG. Basic game xp values are normally given w i t h the monster stats,
gladiators. Not only does this pose a problem to the Arena management, or can be worked out from the relevant table in the rulebook. None of the
it a l s o g i v e s t h e D M a w o n d e r f u l n e w o p p o r t u n i t y ; l e t t h e player- money received in this way counts towards xps (unless you are using a
characters try to capture the monsters they meet instead of killing them, 'buying' s y s t e m s i m i l a r t o t h e o n e o u t l i n e d i n W h a t To D o W i t h A
so that they can sell t h e m to the Arena. Dragon's Treasure IMAGINE magazine 41 7). The party should,
however, g e t t h e same experience for capturing t h e m o n s t e r as t h e y
Using t h i s f o r m a t , t h o s e b o r i n g h a c k - a n d - s l a y sessions w i l l b e g o n e would have had they killed it
forever, as the players w i l l be struggling to keep the monster not only
alive, but in good w o r k i n g order so as to get the best possible price for it One last point. T h e r e i s n ' t a n u n l i m i t e d d e m a n d f o r m o n s t e r s i n t h e
Capturing a really tough, c o m b a t - w o r t h y monster could be worth more Arenas. A t each one that the party visits, the D M should make a roll to
to the party than t h e treasure it was guarding. You could even get the decide whether the manager is interested in the offer: perhaps allowing
characters going on m o n s t e r hunts, as they develop clever techniques a 2 5 % chance o f the monster(s) being rejected. T h e a d v e n t u r e r s w i l l
for capturing particular beasts. As with all nice things, however, beware then have to sell elsewhere (and the smaller District Arenas will always
of letting things get out of hand adopt these restrictions: cheat on the price), or make a sensible effort of disposing of the beast.
And should they start making too much money from the enterprise, then
The Arena doesn't w a n t boring monsters w h o is going to pay the f o l l o w i n g g e n t l e m a n a n d h i s n u m e r o u s h i r e l i n g s w i l l doubtlessly
to w a t c h a bucket of green slime? take a very close interest.
The A r e n a d o e s n ' t w a n t s u p e r - p o w e r f u l m o n s t e r s w h o i s
going to pay to get turned to stone by a basilisk?
The A r e n a doesn't w a n t unfettered aerial m o n s t e r s w h o is
going to pay to watch a harpie fly away?
31a Gross an Creer, m, F8, N,
Battleaxe +3, AC - 2 / - 1 , hp 6 4 / 7 2
The Arena doesn't w a n t damaged monsters w h o is going to Dw
pay to see the coup de grace given to a land shark on l h p . S 1 7 0 Massive brute, w e a r s blue t u n i c a n d breeches, f u r s a n d
I 1 6 c h a i n mall+3, carries shield +2
The A r e n a ' s rate of payment was strictly laid down by Enactment XXXIV, W 9 0 A n i m a l Procurer
and i s m o n i t o r e d b y t h e c o u r t officials. T h e s a m e r a t e covers all t h e D 8 0 Selfish, thug-like, loathsome, b u t very s h r e w d
Arenas i n t h e C i t y League, a l t h o u g h i t i s c o m m o n p r a c t i c e f o r t h e C 1 8 0 K n o w s t h e b u y e r s a t a l l the A r e n a s a n d has t h e e a r o f
smaller, district arenas to cheat on the rate, offering as little as one third Ch 5 s e v e r a l g u i l d chiefs. N e a r l y everyone i n t h e C i t y w i l l at
of the rate below. The D M should calculate payment with regard to the least k n o w his name
xp values of the m o n s t e r s captured and the frequency w i t h w h i c h the
monster can be expected t o be f o u n d i n t h e locality. I n t h e Advanced
game, t h i s can refer to w h e t h e r the m o n s t e r is common, u n c o m m o n , 3 1 1 3 8 t c G r o s s ' two lieutenants will probably be the first to call,
rare or very rare (unique monsters should never be captured, and D M s playing d i r t y t r i c k s o n t h e a d v e n t u r e r s l o o s i n g t h e i r c a p t u r e d
w h o allow it to happen should end up in t h e Arena having to face them!). creatures, wrecking their rooms w h i l e they are out. Nathes and Ryar of
In t h e Basic game, t h e D M w i l l h a v e t o j u d g e h o w rare a m o n s t e r is Kosre a r e T 4 , A C 6, hp 1 0 / 1 2 , and use poisoned daggers if cornered.
before applying the modifiers. * Tom Kirby
10
I M A G I N E mapzine, jcmuary 1985
eTh O G / 1 - \ \ OG 1 - - \ 6G / T v \ G i - Y A aekG
The City League lies between Worldheart and the Rim though as no-one
Over the years tales of a place called Worldheart have reached the ears
your players is likely to meet will k n o w exactly where, it will be easy for
of t h e w i s e . R u m o u r e d t o b e p r e c i s e l y a t t h e c e n t r e o f P e l i n o r e , you to be indefinite. The geography of the area i mmedi a tel y around the
Wo r l d h e a r t i s s a i d t o b e H a r m o n y itself. T h e s e r u m o u r s a r e g i v e n City League a n d t h e C o u n t y o f C e r w y n i s s h o w n o n t h e m a p i n t h e
credence because they seem to be borne Out by the facts. As the centre IMAGINE Magazine Special Edition =1. It is reasonable to assume that
of Pelinore is reached life becomes more Harmonious (and less exciting most of this area will be vaguely known by most player-characters, and
for adventurers). A s t h e r i m i s approached s o H a r m o n y disappears, that their birthplace is likely to fall w i t h i n its bounds.
giving w a y to outbreaks o f absolutes areas o f total chaos or order,
good or evil, or strange mixtures of extremes. This is adventureland, and
the parts of Pelinore w e w i l l be exploring are to be found here.
Tarmenine, Tarmen, Pharstine and Pharast are named after local deities (coming
Pelinore i s d e s i g n e d t o a c c e p t t h e i d e a s o f t h o u s a n d s o f garners, soon! - the Gods of Pehhore) and Armstide is named after the Katar (Master-at-
therefore it has to be large. J u s t h o w large though.... well, w h a t mere Arms). The Xir calendar is widely used by journeying classes. Normal notation is
mortal i s ever going t o be able t o map i t all? The c o m m o n l y accepted for individual days to be named, then the number of the week, the month, then the
wisdom of the greatest (and most expensive!) sages in the City League is year; thus Kerdreth 1 Festival is New Year's Day, and Pharast Month-Day is the
last day of the Cerwyn year.
12
I M A G I N E magazine, February 1985
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I M A G I N E nulgazine, Februray 1985
PEL:N RE
Deep in the heart of Petinare has grown the City League;
a mighty hive of hionanity,clfering everything an
adventwrr coulddesire. Each month 19614INE
magazinepresents a few buildings from withat the City;
describes that inhabitants; and * a one or two ideas for
adventure. This provides an ideal campaignbase far the
139,1 who cancoded-these articles and steadily build than
up into tfu mostcomprehensivecampaign setting
available. Copy then, or cut than out and store than in a
THE C I T Y LEAGUE
ring a n d you need neverbe short of an idea for a
7-1/1
Colionwooct5
TheCORN ucoplA
f00/725
A Gambling Den
FIR5T
'FLOOR
by Venetia Lee Anyone w h o makes a study of the Cornucopia will turn up secrets like a
In a quiet, residential street of the League is a discreet town house t h e nest of worms. To start with, they may find o u t that Rugbucket (33a) is
Cornucopia. F a s h i o n a b l e , s p i c e d w i t h i n t r i g u e , i t i s p a t r o n i s e d b y only the manager; f u r t h e r investigation will point to Harben Mousecraft
thieves, y o u n g s p r i g s a n d t h e s c i o n s o f m e r c h a n t families. S e r i o u s (33d) as t h e real o w n e r. H e is, i n t u r n , f r o n t i n g f o r To m C o t t o n w o o d
gamblers and corrupt officials provide leavening. Admission is solely for (33e), a l t h o u g h t h i s w i l l be difficult t o ascertain, as Tom appears to be
members (by invitation only) and guests. The Cornucopia is the place to working as an i n f o r m a n t for Harben. A n d behind Tom is his wife, Imelda
go for deals of the expensive kind; here you can buy w i t h o u t taxes and (33f). To m w a s , i n h i s y o u t h , a l o w c l a s s t h i e f , w h o m a d e a g o o d
sell w i t h o u t questions. For adventurers, t o be invited here indicates a marriage to a respectable w o m a n but could not quite give up his shady
considerable r i s e u p t h e social scale. I t m a y be t h e i r f i r s t ( a n d last) connections. His wife, Imelda, m a d e good as a textile merchant and is
chance to mix with the nobility or with the aristocracy of crime. Prices for w e l c o m e i n p o l i t e s o c i e t y. H e r f r i e n d s f i n d a l o t t o p i t y h e r for; h e r
refreshments a r e t e n t i m e s n o r m a l (and q u a l i t y t w i c e a s good). T h e husband, they feel, a l w a y s lets her d o w n w i t h his gambling debts and
m i n i m u m stake for a game is 100gp, but no-one ever stoops so low. The his dreadful friends. They know it was once rumoured that he was mixed
place is rigged with magical devices to warn the staff should anyone use up in something criminal, but she forgave him and pulled strings to get
magic to enhance their chances of winning. him off the hook.
S 1 5 L I Expensive, fashionable clothes; in Basic: ring of protection Almost any fairly important member of society might be seen here.
I 1 2 + 3 , medallion o f ESP 30'; i n Advanced: bracers o f Some come regularly, others only once. If you allow the party to frequent
W 11 d e f e n c e AC4, ring of protection from normal missiles, this site, be careful not to allow the players to ransack it just for fun
D 18 m e d a l l i o n of ESP because then you will have lost a valuable means of introducing the
C 16 E l Apparently 'Imelda's no-good husband', gentleman about characters t o interesting personalities a t your discretion. Indeed
Ch 1 4 t o w n , actually owns Cornucopia and has city wide criminal adventurers who wantonly destroy this, or any other prime site, are
connections, Master Thief likely to draw themselves to the attention of the Knights Ocular, as the
0 Good natured as far as it is practical, patient, vindictive Knights prefer things as they are under control. The attention of the
El Knows most upper class gamblers and therefore which of mysterious Knights is unlikely to improve their health.
the nobility and merchants are corruptible.
Ratlines
33f Imelda Cottonwood; F; T11; C/CE;
Shortsword + 3 (finds traps, sees invisible), dagger o f
1 I t ' s possible to overhear Sadford arranging to take another party
up-river to a lost-site-of-guaranteed-treasure' and your party might
venom, swordstick +1; hp 40/52; AC 2 want to go along for the ride. Sadford never questions adventurers about
their 'sites', but he knows when they are on a fools' errand.
S 1 0 E l Very expensive dresses i n subdued colours; r i n g o f 2 A male member of your party is propositioned by Elimy he may
I 1 7 p r o t e c t i o n +4, cloak of invisibility, scrolls with invisible quite like it but you can rest assured that neither Tom, Harben nor
W 16 s t a l k e r , lightning bolt and fireball Imelda will like it one little bit.
D 18 E l Textile merchant, smuggler, Master Thief 3 During a visit to the Cornucopia trouble erupts, and in the ensuing
C 15 E l Practical first, then sentimental (about Tom, her children confusion something is thrust into the hand of a PC. The something is
Ch 1 7 a n d Harben), ambitious, loves secrets and stealing likely to be unidentifiable, but interesting, and the following days should
0 Knows merchants, much nobility and enough judges; four be quite exciting as the owner seeks his property, the authorities seek
children (33g-j) of varying alignments some stolen goods and your party seek the answer to the riddle.
12 I M A G I N E magazine, A r t ( 1985
THE CITY LEAGUE
'Deep in the heart of Pelinore has groom the City League; a mighty hive of humanity a n d more than
humanity (*ring everything that an adventurer could desires Each month IMAGINE magazine presents
afro' buildings or institutions from within the City; describes the inhabitants and offers one or two 0'4..5 for
adventures. This provides an ideal campan base fin the Ggil who can collect these articles and soaddy build
them up into the most comprehensive campan setting available. Copy them, or cut them out and store them in
a ring file and you need never be short of an idea for a city encounter again.
FIRST FLOOR
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11
I M A G I N E ntagazine, March 1985
34 The OLD BASTION (aka the SCORPION'S NEST)
A Thieves' Safe House
The Lads
(split into rough teams) 351 L l a r l i a r n a of Catrellis; F; T3; L/LE; AC 8; hp 8/12
(many independants) Nag . 1 ; E; vicious, vindictive, spiteful n a t u r e hidden behind fluttering
eyelids and blushes, very pretentious
Key:
M a s t e r Master thief w h o runs the guild
L i e u t e n a n t Thief in charge of all active operations 3 5 jH P
Nag ; i epleasant,
r r i o ; M , unambitious,
T3; N; A C 7; hp 1 0 / 1 3w i t h numbers, fine athlete
brilliant
S t a f f T h i e f in charge of bureaucratic matters like maintenance of the
guild house, safe houses and records of local activities There are 15 T1-2 and apprentices working within the guild, each can be
Pip S p e c i a l i s t in one or more areas of operations, must be consulted considered as AC 7; hp 6
before a specific job or scam is undertaken
The L a n d l o r d Thief w i t h specific responsibility for the guild house
and the safe houses CHAOTIC-TYPE GUILDS
RecordsThief that controls the record keeping functions n a m e s of
guild members, amounts collected from various organised events, dates The organisation of chaotic guilds is fairly unpredictable. Most are small
of jobs, dates of big valuable shipments, etc groups of thieves ruled by the might of the leader or a faction w i t h i n the
The Lads - - the mass of members guild. The m e m b e r s h i p is mutually suspicious and changes frequently;
The N a g s the clerks working in records each constantly looking for the opportunity to overthrow the leader and
take control. In large towns such small groups would soon be swamped
Larger g u i l d s w o u l d have m o r e t h a n o n e Lieutenant, m a n y Pips, a n d by the efficiency of lawful-type guilds, so there soon arise confederations
several Nags, while smaller guilds would probably have only one man on of chaotic-type guilds, w h e r e i n local guild-leaders agree to cooperate
the Staff side to control that whole area. Most well organised Guilds will over s h a r i n g s a f e h o u s e s , p a s s w o r d s a n d a r e a s o f o p e r a t i o n s .
also operate some kind of cell structure to minimise the possibility of Periodically, a charismatic leader will emerge from one of the guilds and
discovery, w i t h a l l t h e officers o f t h e G u i l d operating through exert a u t h o r i t y over all o f t h e m , g i v i n g r i s e t o a t e m p o r a r y period o f
intermediaries (even with each other!) who know very little of what is success and wealth. Inevitably, the leader will wane and the cooperative
going on. In some guilds, this structure may be so sophisticated that the will either be led by another charismatic leader or w i l l dissolve. These
Master, Lieutenant and Staff never meet, with even appointments to cooperatives are marked by occasional bloodbaths as certain groups try
office being done by proxy, and being judged on reputation alone. This to seize control.
means that names are very rarely used, and identification is often only
possible through a complicated system of code-words and ciphers, to Chaotic guilds do not hold property for meeting places or safe-houses
prevent penetration by 'undesirable' elements. but arrange such matters on an ad hoc basis as need arises.
14 I M A G I N E ma9azine, March 1585
_
GUILTY IF CAUGHT
by Flashman
, ,
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\
The Jobs
The three 'jobs' outlined b e l o w are suitable for one or t w o Thieves a t
most, and reflect the type of activities that Thieves are best at when not
acting as scouts and chest-openers in the w e t and cold of some dank
dungeon. The relevant special abilities that characters must use to carry
out a t a s k and a n y modifications t o these chances are given i n
brackets at relevant points in the text. The Guildmaster has accepted the contract, and has, in turn, chosen the
player character(s) for the job. They must break into the Margolis town
Other than vague notes, no background details are given for each of the house and administer a dose of the half-potion to Vira. If possible, t h e
targets, s o t h a t t h e y c a n b e ' d r o p p e d i n ' t o a D M ' s c a m p a i g n a s a fact t h a t s h e a n d o n l y s h e h a s d r u n k t h e c o m p o u n d m u s t b e
diversion f o r a n y suitable Thieves. A s far as locations are concerned, confirmed. N o evidence of the ' c r i m e ' m u s t be left, a n d n o valuables
any suitably sized t o w n or city will do, w i t h one or more (possibly rival) should be taken from the house (the DM should mention this in passing,
Thieves' G u i l d s i n existence the City League on Pelinore w o u l d do rather than labouring the point the Guildmaster will accept items that
nicely, although this is not specifically Pelinore material. happen to stick to any fingers).
If, o f course, a n y o f t h e c h a r a c t e r s a r e c a p t u r e d a s a r e s u l t o f t h e i r The Guildmaster will supply the character(s) w i t h the half-potion (in a
actions i n t h e s e a d v e n t u r e s , i t i s u p t o t h e D M t o d e t e r m i n e t h e i r small glass vial) and a n y thieves' tools they require, i n c l u d i n g t i g e r ' s
chances o f escape, t h e d e t a i l s o f a n y t r i a l s a n d t h e p u n i s h m e n t s claws (see A p p e n d i x ) . The characters have one week to complete the
(summary o r o t h e r w i s e ) v i s i t e d u p o n t h e m . S e e L a w a n d O r d e r, job, and will be paid 200gp each.
IMAGINE magazine #19 for further ideas.
On the Night In Question....
1. Love, Love, Love and Money This a d v e n t u r e u s e s t h e m a p m a r k e d T h e T o w n H o u s e , w h i c h
represents the home of the Margolis family and their servants. The exact
This adventure outline is for low-level Thieves, certainly no more than 3 location of this building is left to the DM, but it should be in a reasonably
levels in total, and no individual character of greater than 2 n d level. prosperous M e r c h a n t s ' Quarter, o r n e a r the legal a n d administrative
centre of the town. It is also assumed that the characters will attempt to
Introduction break into the house sometime during t h e night. The D M s h o u l d feel
quite j u s t i f i e d i n s t a c k i n g t h e o d d s a g a i n s t a n y c h a r a c t e r s f o o l i s h
Vira M a r g o l i s is seventeen years old and an o r p h a n a sad state of enough to try a raid in broad daylight, particularly after it has been made
affairs, made even sadder by the fact that it is her responsibility to look clear to them just h o w busy the streets of this area are.
after her younger relatives. W h a t makes her burden easier to bear is the
fact that s h e i s h e i r to t h e not-inconsiderable fortune that h e r father, The house itself is built o f good quality stone, a n d is set slightly back
Hericuis, accumulated during his years as Chief Magistrate. from the street. A large, florid description above the front door declares
the o w n e r s h i p o f t h e h o u s e , a n d i n c l u d e s t h e f a m i l y m o t t o : Tr u t h ,
Naturally, Vi r a i s a h i g h l y desirable young lady, although t h i s is m o r e Justice, Revenge!.
because o f h e r f i n a n c i a l a s s e t s t h a n f o r h e r o w n i n n a t e c h a r m a n d
beauty. H o w e v e r, Vira is at least intelligent enough to realise this, and The g r o u n d floor w i n d o w s are barred, a n d have iron s h u t t e r s on t h e
treats all h e r suitors to the same degree of studied indifference. inside H e r i c u i s w a s n e v e r a M a g i s t r a t e t o be s w a y e d b y p o p u l a r
opinion. All the w i n d o w s have simple locks (+5% Open Locks). The bars
One o f t h e s e , P i l o r G r e w n , i s i n s o m e t h i n g o f a q u a n d a r y. H e h a s are set so closely that only a character whose average of Strength and
nothing to recommend him as a husband to Vira, except for an ability to Constitution are less his or her Dexterity can slip between them.
spend money to date nearly all the fortune his father gave him to stay
away from the G r e w n estates. He has, however, invested in a two-part The walls of the yards and garden are 10' high. The doors in those walls
potion w h i c h , so the travelling apothecary claimed, w i l l cause anyone have strong bolts (Remove Traps to shoot the bolts), but no locks.
w h o i m b i b e s b o t h p a r t s t o b e s m i t t e n w i t h love. P i l o r G r e w n ' s o n l y
problem is the method of administering the potion to Vira, the owner of The external doors o f the h o u s e (marked w i t h a 1 o n t h e m a p ) h a v e
the money of he desires, w i t h o u t anyone knowing. strong locks (-10% Open Locks) a n d i r o n bolts, t o p a n d b o t t o m (-5%
Remove Traps t o s h o c t these bolts f r o m outside). T h e o t h e r external
Pilor G r e w n h a s h i t upon w h a t he believes to be a clever and original doors into the stables and washhouse do not have locks. The DM should
scheme. By paying the Thieves' Guild to ensure that the first half of the
note that the streets around the house are never really empty, even in
potion is given only to Vira, he can then invite the girl to a banquet and the dead of night, and any attempt to break into the house from the street
safely add the second element to everybody's food. Only Vira w i l l feel will be spotted unless t h e character(s) Hide i n S h a d o w s at t h e s a m e
the effects, and her hand and money w i l l be his! time. If the characters are spotted, the Watch will be called (see below).
26
I M A G I N E magazine, March 1985
GUILTY IF CAUGHT
Upstairs windows which Hericuis judged to be vulnerable to the mob are Vira; AC 9; HD 1; hp 5; M V 120' (40'); PAT 1; D by weapon; Save as NM;
defended i n a s i m i l a r m a n n e r t o t h J s e d o w n s t a i r s . H o w e v e r, t h e ML 7; A L N; XP 10; W R 1 0 ; THACO 20; n o r m a l l y u n a r m e d , b u t 3 0 %
w i n d o w s w h i c h overlook the garden and yards do not have locks and carries a ceremonial dagger (D1-4).
have only wooden shutters. It w o u l d be a comparatively simple matter to M e e r c i , Norres: AC 9; HD 1; hp 2; M V 120' (40'); PAT nil; D nil, Save as
climb onto one of the lower roof sections and, from there, into the house. NM; ML 6; A L N; XP 10; WR n / a ; THACO n / a ; the children will only raise
the a l a r m 2 5 % o f t h e time, a s t h e y w i l l regard t h e i n t r u s i o n b y t h e
The internal doors of the house have very simple identical locks o n e characters as a tremendous game.
design of key opens them all, but only Vira's door (Vira occupies the front Stabbis: A C 8; Fighter 3; h p 14; M V 1 2 0 ' (40'); PAT 1, D by weapon;
bedroom overlooking t h e garden) and those downstairs are locked at Save as F3; M L 9; A L L , XP 35; WR 13; THACO 19, S 16 (+2), 113, W 12,
night. Once a character has successfully used his Open Lock ability (at C 10, D 1 3 (+1), Ch 14; normally carries b o d k i n (dagger) +2, also has a
+15%) on one of the door locks all subsequent attempts are at +50%. l o n g s w o r d +1 in his bedroom, or uses random weapon and shield taken
from w a l l displays.
The house is richly furnished (on average there are 1 - 4 small items Corjise t h e b u t l e r : A C 6; Thief 4; h p 15; M V 1 2 0 ' (40'); P A T 1; D by
candlesticks, statuettes, mirrors, treen and the like w o r t h 1 0 - 6 0 g p weapon; Save as T4; M L 9; A L N; XP 75; WR 13, THACO 19; S 1 6 (+2),
each in every room), although with little evidence of good taste. Hericuis 113, W 10, C 10, D 1 8 (+3), Ch 12; normally unarmed, but will carry a
did h a v e a f a n c y f o r barbarian w o r k m a n s h i p , especially s w o r d s a n d longsword w h e n investigating any noises.
armour. Vi r t u a l l y every room (except Vira's bedroom and the nursery) 7 female servants: AC 9; HD 1; hp 3; M V 120' (40'); PAT 1; D by weapon,
has examples h a n g i n g o n the walls: daggers, swords, axes, helmets. Save as NM; M L 5; A L L ; XP 10; WR 10; THACO 20; normally unarmed,
These are w o r t h t w i c e the list prices given in the rule books. but will use whatever weapons come to hand at a pinch.
5 male servants: AC 9; HD 1; hp 6; M V 120' (40'); A T 1; D by weapon;
In t h e s t u d y i s a l a r g e c o ff e r (-5% O p e n Locks), c o n t a i n i n g Hericuis' Save as NM; M L 7; A L L ; XP 10; WR 10; THACO 20; normally unarmed,
magisterial papers and documents, and a purse of 200gp. Hidden in a but have access to shortswords and daggers.
c o m p a r t m e n t in the left side of the coffer is a small book which contains A Wa t c h patrol, 5 constables: AC 5; Fighter 2; hp 10 each; M V 90' (30'),
a coded list. The c o m p a r t m e n t has a poison needle i n t h e lid (save vs PAT 1; D by weapon; Save as F2; M L 9; A L L ; XP 20 each; WR 6; THACO
poison or be paralysed for 1-6 turns). The list gives the names of all those 19; t h e c o n s t a b l e s a r e a r m e d w i t h w o o d e n b a t o n s ( D 1 - 3 ) a n d
w h o bribed Hericuis for favourable decisions while he was a Magistrate. longswords (D1-8). They will arrive 1d8+3 rounds after the alarm h a s
The characters will be unable to read this w i t h o u t magical assistance. been raised by any members of the household, but will not give chase
their duties are to protect property rather than apprehend criminals,
Corjise keeps a s m a l l bag of mixed coins (10-20gp w o r t h ) in his room
(the butler's room) as the staff wages. He also has a set of Thieves' Tools It is left to the DM to determine the final outcome of this adventure. Does
a m e m e n t o of his younger days. the potion work? Is i t actually a fraud? Does Pilor G r e w n m a n a g e t o
administer the second half? Does Vira become enamoured of him? And,
Vira has a small jewellery case in her bedroom, w h i c h contains several if a l l h i s p l o t t i n g s a r e successful, d o e s P i l o r G r e w n t a k e s s t e p s t o
fine pieces: a pearl necklace (worth 700gp), an inlaid brooch of silver and eliminate those w h o k n o w of his machinations?
jet (worth 200gp), a ceremonial dagger (worth 150gp) and a gold torc of
dwarven make (worth 300gp). The lock on the case is broken.
2. The Merest Scrap of Paper
In all, there are 1 8 m e m b e r s of the Margolis household, including the
servants. During daylight hours most rooms of the house are occupied, This section o f the module is for one or t w o 4 t h - 6 t h level characters.
either by a member of the family or by w o r k i n g servants. Vira generally Other characters may be used, but the DM should adjust the severity of
'entertains' her suitors and other callers during the afternoon and early encounters a n d t h e d i ff i c u l t y o f u s i n g special a b i l i t i e s t o r e f l e c t t h e
evening in the great hall, dining room and drawing room. The children varying skills of the character(s) involved.
(Vira's younger brothers) are usually kept in the nursery with one of the
female s t a ff , o r a l l o w e d t o p l a y i n t h e kitchen. Stabbis, Vi r a ' s h a l f - Introduction
brother, spends much of his time in the study and library.
Two years ago Cleren Gyris issued a guaranteed note of credit against
If the house is entered during the day, the following encounter table to the loss of the Pelican, a small river and coastal trader. Cleren was paid
reflect the difficulties o f the Thieves remaining undetected: 6,000gp, and in r e t u r n he promised to pay 4 0 , 0 0 0 g p of the 4 5 , 0 0 0 g p
value of the ship should it be lost. Foolishly, Cleren did not re-insure the
risk, preferring to keep all the money for himself.
Daytime encounters
1 in 6* chance of encounter per round (roll every round): Word has reached Cleren that the Pelican sank a m o n t h ago. This is not
Die Roll E n c o u n t e r (see below for details of characters) yet public knowledge if it were, Cleren w o u l d have to pay up, w h i c h
1-7 1 - 2 Female servants poses s o m e t h i n g o f a problem a t t h e m o m e n t . C l e r e n h a s l e s s t h a n
8 M a l e Servant 3,000gp to his name, the rest of his fortune being invested in a variety of
9 C o r p s e the butler risky business ventures. If he n o w has to pay off the note on the Pelican,
10 M e e r c i and Norres (70/0), Stabbis (20%) or Vira plus 1-3 he will be ruined.
suitors (10%)
*If the Thieves do not Move Silently increase this chance to 2 in 6 while they Cleren has decided to seek professional help. The note w i l l have to be
remain within the house. If they are discovered the alarm will be raised one 'borrowed' from its current owner, Ven Jharbulus, at least until Cleren
round later, and the Watch will be called unless the involved NPCs are subdued has enough money to pay it off properly....
in some manner.
After m i d n i g h t the house is m u c h quieter, Only the servant's hall and Under the guise of an ordinary burglary, the character(s) must break into
dormitory, the butler's room, nursery, the bedroom next to the nursery Ven Jharbulus' riverside residence and warehouse and remove the note
(by Stabbis) and Vira's bedroom are occupied. All but one of the female from t h e office strongbox. They m u s t also take a r a n d o m selection o f
servants occupy the dormitory, the other sleeps w i t h Corjise. The male other papers, and any valuables they feel it would be p r u d e n t to take.
servants sleep in the servants' hall a security measure from Hericuis' The Guildmaster has arranged fees of 500gp, but any stolen items must
days. Downstairs doors are always locked by Corpse and he locks many be surrendered at the end of the job for proper disposal.
(50% chance for any particular door) of those upstairs as well.
Breaking & Entering
Vira tends to retire early, and she is a heavy sleeper (+30% Move Silently
in or near her bedroom). Her door is always locked. She does, however, Ven J h a r b u l u s ' house (see The Wa r e h o u s e map) should be placed i n
always wake around dawn, so a light breakfast of cheese, bread, honey, either a Merchants' Quarter or a prosperous docklands area. The house
a smoked sausage or two, fruit, oatcakes and a flagon o f small beer is is extremely grand with an imposing frontage that is, in itself, a discrete
laid out in her room. If the Thieves can reach her bedroom it is a simple advertisement f o r J h a r b u l u s ' success a s a t r a d e r, especially a s t h e
matter to add the half-potion they have been given to the flagon. surrounding b u i l d i n g s a r e p u r e l y commercial w e l l c a r e d f o r, b u t
uninspiring. The crest of a Master of the Merchant Adventurers Guild is
Quietly m o v i n g a b o u t t h e h o u s e w i l l n o t arouse anyone, u n l e s s t h e prominently carved above every gateway and door.
wrong bedroom is entered. The sound of fighting will, of course, attract
attention. The characters should still have to Move Silently, but only a The b u i l d i n g h a s t w o d i s t i n c t halves. T h e r i v e r s i d e e n d i s p u r e l y
roll o f 9 0 % + i n d i c a t e s a n y u n t o w a r d noise. I n t h e s e c i r c u m s t a n c e s commercial, with a quay, a small dock, storerooms for a variety of goods
Stabbis or Corjise w i l l investigate t h e noise. A g a i n , t h e alarm w i l l be (chiefly r a r e h e r b s and spices at the moment) and offices. T h e s e a r e
raise 1 r o u n d after any intruders are discovered. functional a n d disorganised, b u t s c r u p u l o u s l y t i d y. T h e f r o n t , b u i l t
27
I M A G I N E ma9aziste, March 1585
CAUGHT
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GUILTY IF CAUGHT
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29
I M A G I N E magazine, Ntazdt 1985
Entering d u r i n g t h e day is u n w i s e , even f o r invisible characters. T h e
w a r e h o u s e is busy from dawn to dusk, and the office is never left empty
until it is locked at the end of the day's business. At the front of the house
the domestic s t a ff spend m o s t o f the d a y cleaning a n d tidying. I f an
attempt i s m a d e t o e n t e r t h e h o u s e d u r i n g t h e day, t h e character(s)
involved m u s t M o v e S i l e n t l y (+5%) e v e r y r o u n d t o b l e n d i n t o t h e
background and avoid notice. Failure will result in a s w i f t beating (1-10
points of damage, Charisma reduced by 1-3 points until wounds healed)
from the warehouse guards if the character is caught, but little else.
At night only the front half of the house and the guardroom are normally
occupied. T h e domestic servants sleep i n t h e servants' h a l l a n d t h e
kitchen (Birtle only), w h i l e the dockhands and waggon drivers occupy
the non-domestic servants' hall next to the stables. M o s t nights (4 in 6
chance) Ven J h a r b u l u s sleeps in the back bedroom, w h i l e his c u r r e n t
mistress occupies t h e l a r g e bedroom. T h e offices a n d s t o r e s o f t h e
building are normally empty and locked.
Cleren Gyris' promissory note is held in the strongbox in the first floor The To w e r itself is a m y s t e r i o u s structure, constructed o f a d a r k red
office. T h i s strongbox has a simple lock (+5% Open Locks), and along stone, w h i c h has been vitrified, smoothed and polished to a glass-like
with C l e r e n ' s p a p e r a r e d o c u m e n t s r e l a t i n g t o J h a r b u l u s ' n o r m a l sheen. A l w a y s cold to the touch, and greasy w i t h moisture, t h e stone
business w a r e h o u s e lists, ships' manifests, letters and the like. O n presents a v e r y slippery surface, w h i c h w o u l d t e s t e v e n t h e f i n e s t
top of the papers is a bag containing the wages for the next month, some climber (-40% Climb Walls). The w i n d o w s of the Tower are, for the most
400gp in mixed coins. part, n a r r o w, s i m p l e openings in t h e wall, a n d have n e i t h e r glass o r
bars. The libraries, great hall and the third level have stained glass to
All the papers relating to his other business are in the office above, in a provide s o m e m e a s u r e o f protection a g a i n s t t h e elements, b u t n o n e
much more formidable iron box (-2.(r/0 Open Locks) which is also trapped have locks or other means of protection.
(-5% Find Traps, - 1 0 % Remove Traps) to release a cloud of poisonous
fungal spores into the air save vs poison or suffer the equivalent of a The doors of the To w e r are constructed of thinner panels of the same
cause disease spell, success indicates t h a t the victim i s blinded u n t i l stone of the building. These doors are thick enough to muffle all sounds,
cure blindness is cast upon him or her. These papers are a full record of but they can just be seen through if the light source is on the other side
all J h a r b u l u s ' criminal activities names, dates, times, items and their of the door moving patches of f a i n t s h a d o w and reddish light. T h e
sources, cash paid and received. T h e box also contains the valuables doors do not possess locks, and swing easily on their hinges, unless they
that Ven J h a r b u l u s has received and not yet sold or broken up for their are m a g i c a l l y protected. D o o r s m a r k e d w i t h a l i g h t n i n g f l a s h h a v e a
material value. These are four gold candlesticks (worth 2 5 0 g p each), a w i z a r d lock cast upon them. Doors marked with a lightning flash a n d a
silver inlaid goblet (100gp), a necklace of garnets (300gp), sixteen gold (2) have a m a g e l o c k (see A p p e n d i x ) cast upon t h e m . T h i s spell w i l l
and silver forks (25gp each), a n e n a m e l clasp (150gp), a silver inlaid allow only a person w e a r i n g a deep red robe to pass through. Bak'leis
ha ndmirror ( w o r t h 5 0 g p ) a n d a c a s e o f collapsible s i l v e r f i e l d c u p s and all his students (see below) have such robes, inscribed with Bak'leis'
(worth 200gp). All these are traceable since they contain family crests or monogram. Thief skills are useless against such magical protections.
personal symbols worked into the designs.
The f u r n i s h i n g s of the building are spartan wooden benches, trestle
Larger stolen items f u r n i t u r e , paintings, weaponry, a r m o u r and the tables, s t r a w - s t u ff e d mattresses i n t h e s t u d e n t s ' cells, h a r d w o o d e n
like are stored in upper store (a). y e n Jharbulus does not know of its stools. There are no decorations of any kind. The only rooms on w h i c h
true p o w e r s , b u t o n e o f t h e s w o r d s t h a t h e c u r r e n t l y h o l d s i s a n care and attention have been lavished are the libraries, the workroom,
intelligent neutral l o n g s w o r d +3 (Int 17, Ego 10, d e t e c t magic, d e t e c t the study, and the conjuration chamber. W h i l e not comfortable, these
g o o d / e v i l , flying, speaks griffon, faerie and local Thieves' Cant) which rooms are packed w i t h tomes, books, grimoires, magical impedimentia,
has remained silent for fear of its fate. worktables a n d spell materials, i n c l u d i n g parts o f one o r t w o bodies,
carefully p r e s e r v e d i n l a r g e g l a s s j a r s . T h e v e s t i b u l e i s a n o t h e r
exception. It is piled high w i t h mouldering goods gifts from ordinary
Extending the Adventure folk attempting to placate or bribe Bak'leis and his followers.
What i s t h e attitude o f the River Thieves to m e m b e r s o f a rival G u i l d
entering a major centre of their operations? Do they take steps to recover
their s p o i l s o r r e v e n g e J h a r b u l u s ' loss? W h a t i s t h e a t t i t u d e o f t h e
Guildmaster to this rival Guild? Does he send the player characters Out
to start a gangland war?
3. Professional Rivalry
This section is designed for a mid-level t h i e f character c e r t a i n l y no
higher than 9th level. As well as being the type of spying mission that a
Thieves' Guild would undertake, this job is also suitable as the object of
a geas bespelled Thief. The DM will find a copy of the Companion Set is a
considerable aid in r u n n i n g this section.
Introduction
The To w e r of Bak'leis has been a centre of magic since before anyone
can r e m e m b e r. Bak'leis is a wizard of considerable power, a fact that
allows him to distance himself from f e l l o w magicians. Bak'leis ignores
them, teaching his sorcery only to those he considers w o r t h y enough.
Other m a g e s , f o r t h e i r part, d i s m i s s h i m a s a charlatan, o n e barely
entitled to use the word 'wizardry' and certainly not proficient enough
to be considered for membership of the Brotherhood of Prestidigitators.
Whether t h e p l a y e r c h a r a c t e r b e c o m e s i n v o l v e d t h r o u g h t h e G u i l d
accepting a contract or as a result of a geas, the task is q u i t e simple (in
principle). T h e To w e r o f B a k ' l e i s m u s t b e e n t e r e d a n d a n u m b e r o f
w a t c h e r ' s eyes (see A p p e n d i x ) positioned at strategic points so that the
wizard can be properly monitored. Ideally, one Eye should be positioned
in each of the following, although any three eyes in place will suffice: the
Libraries (2nd and 4 t h levels), Bak'leis' workroom (4th level), Bak'leis'
study (4th level) and the Conjuration Chamber (5th level).
If the Thief has been assigned this task by the Guild, his or her fee should
be t h a t t h e Brotherhood w i l l cast any one spell o f b e l o w 6th level on
request. If this task is as the result of a geas, the Thief should be made to
realise that he or she is lucky to have escaped so lightly a l t h o u g h the
DM can increase the r e w a r d to a small magic item or a treasure map.
I M A G I N E magazine, March 1985 31
GUILTY IF CAUGHT
To enter, the Thief must climb up the outside and in through one of the Bak'leis: A C 2 ; M a g i c U s e r 1 4 ; h p 3 0 ; M V 1 2 0 ' (40'); # A T 1; D b y
w i n d o w s (attempting to get in through the vestibule is pointless t h e weapon; Save as M U 1 4 ; M L 8; A L N; XP 2300; WR 11; THACO 11; S 12,
inner door is m a g e locked). O n c e inside, t h e only w a y to move about 118, W 16, C 1 2 , D 1 6 (+2), Ch 10; d a g g e r +2, r i n g o f p r o t e c t i o n +3,
freely is t o obtain a r o b e m a n y doorways cannot be passed by any displacer cloak, wand of illusion (5 charges), ring of spell storing
other method. O f course, t h e Thief can a l w a y s take the riskier path of (animate dead, speak with the dead, raise dead all clerical spells);
climbing r o u n d the outside of the Tower. Spells normally memorised charm person, shield, sleep, protection
from evil, continual darkness, detect invisible, levitate, phantasmal
Bak'leis and his students take little notice of the world outside. Between force, dispel magic (x3), lightning bolt, charm monster, polymorph
midday and dusk the work of the tower is unceasing B a k ' l e i s labours others, polymorph self, wizard eye, cloudkill, conjure elemental, hold
in his study and workroom, w h i l e l o w e r magicians carry out mundane m o n s t e r, a n t i - m a g i c shell, geas. His spell books contain all spells of 5th
tasks in the kitchen, storerooms and halls c o o k i n g , sorting, cleaning level and below, including m a g e lock (see A p p e n d i x ) , and all 6th level
and endlessly polishing. A t night, until midnight, everyone sleeps, and spells except disintegrate, lower water and projected image.
then for t h r e e or four hours Bak'leis teaches, casts spells and imparts
knowledge in the conjuration chamber. Before dawn, usually exhausted Bak'leis w i l l n e v e r b e e n c o u n t e r e d a s a ' w a n d e r e r ' , o n l y w i t h i n h i s
by their magical labours, all return to their cells and sleep. A t midday the chambers on the third level and in the conjuration chamber, w h e r e he
strange routine starts once more. keeps a little money, some 125gp in mixed coinage.
Because of this routine, the DM should roll for encounters every round 3 S t u d e n t s : AC 9; Magic User 7; hp 16 each; M V 1 2 0 ' ( 4 0 ' ) ; CAT 1; D by
that the Thief is within the Tower during a period of wakefulness, a 1 (on weapon; Save as MU7; M L 8; A L N; XP 500; WR 12; THACO 15; armed
1d6) indicating that an encounter has taken place. During a sleep period w i t h daggers; spells memorised read m a g i c (x2) s h i e l d , d e t e c t evil,
only a failed M o v e Silently roll w i l l cause one of the following to wake, detect invisible, dispel magic, hold person, polymorph others.
and o n l y t h e n i f the the character is in one of the cells or the kitchen 7 A p p r e n t i c e s : A C 9; M a g i c User 3; hp 8; M V 1 2 0 ' (40'); PAT 1; D by
(where the pupils sleep). weapon; Save as MU3; M L 7; A L N; XP 25; WA 1 0 ; THACO 17; a r m e d
w i t h daggers; spells memorised r e a d m a g i c (x2), d e t e c t invisible or
Die Roll web.
(1d12) Encounter 2 Pupils: AC 9; HD 1; hp 2; M V 120' (40'); -4 AT 1; D by weapon; Save as
1-3 Student (see below) NM; M L 10; A L N; XP 10; WR 10; THACO 20; armed with kitchen knives
4-10 Apprentice (see below) (daggers). These children have yet to start learning true wizardry they
11-12 Pupil (see below) are t h e To w e r servants but they do attend all m i d n i g h t sessions.
Appendix
NEW EQUIPMENT N E W EQUIPMENT N E W EQUIPMENT N E W EQUIPMENT NEW MAGICAL ITEMS N E W MAGICAL ITEMS N E W MAGICAL ITEMS
19 2 0 3 0
ft
0
zbbet ' "
Street THE BOUNDARIES
a"!!! , fe 11:41,sum1pgrego 14% a.... m"1111' . t11111;; V111 -
Dw D&D 111, 3, 4, 7, 8, 9, 10) A D & D 113, 4, 12, 20, 22, 23, 27)
S 1 7 U Fat, stumpy and heavily bearded; wears his chainmail 2(1, 4, 9) 2 ( 2 , 6, 15)
I 1 0 o p e n l y and with pride; sits in the corner quaffing beer;
W 1 0 a p p e a r s permanently drunk.
D 1 1 E I Ex-gladiator, seeking employment as a bodyguard
41b M a i l i c e a ; F, Fr2; L / L G ;
No weapon; A C 9 / 1 0 ; hp 4 / 6
C 1 3 U Gruff but friendly if treated with due respect. H/1/2E
Oh 1 4 U Although he has little money, he is very generous with it S 8 0 Slender - almost boney, thin face with sad grey eyes;
(unusual for a dwarf) and holds few grudges except to I 1 3 w e a r s a pastel shaded gown and a headband
Tarand (381) who's n o t only a 'damned elf' b u t a W 1 4 U Launderess
'sorcerous warlock' too; everyone knows him, but he D 1 4 0 Shy and very timid, speaks softly if at all; once she is
does not admit to knowing any of them! C 9 c o n f i d e n t however; chatty, humorous and sparkle-eyed
Oh 1 7 U Knows only her family
4 6 e - i A n a t o l , Wa m p a t e a k , P o r t i a , L o r m a a n d N o b r o a r e 4 6 -p y a r e p a t i e n t s s u ff e r i n g f r o m v a r i o u s m e n t a l d i s e a s e s
acolytes-cum-students ( C l ; A C 9 / 1 0 ; h p 4 / 5 ; staves i n rooms). A l l ( N M / F 0 or F r i t o 2; A C 9 / 1 0 ; h p 5 to 9); these rarely
seem desperate to get on in the world but u n w i l l i n g to w o r k their w a y escape to terrorise t l e a g u e .
there. T h e y s e e m s u r p r i s i n g l y u n c o n c e r n e d a b o u t t h e p a t i e n t s a n d
overconcerned w i t h themselves. Anatol sees himself as very important
and a natural leader of men. Portia flirts unceasingly with Wadren (29b).
46z ' O r : M ; Ti ; N/NE;
no weapon; A C 6; hp 4
Wampateak covets Arar's job and Nobro swears at the patients. Lorma is
apparently t h e o n l y c a r i n g o n e b u t h e r s w e e t n e s s i s j u s t a facade. S 8 0 Dirty, unkempt, s m e l l y
Pleasant bunch. 9 0 Petty pickpocket and poking-stick salesboy
W 5 C I Noisy, aggressive, p u s h y l i t t l e b r a t ; d e m o n s t r a t e s t h e
Open to
Floor
The Waxworks
Ground Floor
ci
, 1111 k 1 )
Display
Area
Store
Room
by Paul Emsley
This m o d u l e i s s u i t a b l e f o r u s e w i t h e i t h e r t h e D U N G E O N S & Wherever alternatives are given for a particular piece of i n f o r m a t i o n (eg
DRAGONS" or ADVANCED DUNGEONS & DRAGONS Rgames. hp 8 / 11 )the D & D game statistics are shown before the slash and those
Set in the City League, part of I M A G I N E " magazine's campaign world for the A D & D game after.
of Pelinore, it can instead be placed in any city setting of the Dungeon
Masters's o w n devising. Minor Non-Player Characters
Less i m p o r t a n t NPCs w i l l b e described m e r e l y b y n a m e a n d a f e w
STATISTICS descriptive sentences. A l l s u c h c h a r a c t e r s a r e N M / F 0 , h p 4 u n l e s s
The format given below for statistics is the standard one used for all the otherwise defined. I t i s possible t h a t a n o t h e r w i s e u n i m p o r t a n t NPC
major City League non-player characters (NPCs) who have appeared in might become the centre of undue attention during the game, in w h i c h
I M A G I N E magazine. Permission is granted to reproduce this i n f o r m - case the D M should add whatever statistics are required.
ation for personal use for those players who wish to store the campaign
material. Abbreviations
In a d d i t i o n t o t h e u s u a l a b b r e v i a t i o n s u s e d i n N P C a n d c r e a t u r e
Major Non-Player Characters statistics, the following w i l l also be used:
W h e n e v e r important NPCs are described in the text they will be given in For t h e A D & D g a m e : A s s a s s i n ; A c r o b a t ; B a r b a r i a n ; B a r d ; C l e r i c ;
a standard format. W h i l e all the statistics are for the D & D and A D & D Cavalier; D r u i d ; F i g h t e r ; F r e e m a n ; I l l u s i o n i s t ; M o n k ; M a g i c U s e r ;
games, the general information about each character will allow referees Paladin; Ranger; Thief.
using o t h e r systems t o quickly extrapolate t h e i n f o r m a t i o n required. For t h e D & D g a m e ( w h e r e these are different): Av e n g e r ; D w a r f ; Elf;
Details of the characters will be presented as follows: 1/2Iing; Knight; N o r m a l M a n .
Races (where not covered by the above): 1/2Elf; Gnome; Human, 1/20rc.
Line 1: Identifying Number; Name; Gender; Class & Level; A l i g n m e n t .
Line 2: Weapon; A r m o u r class; hp Spellbooks
Line 3: Race (immediately below ID number)
Lines 4-10: A b i l i t y statistics in the form 'S 17', etc Magic-using NPCs' spellbooks s h o w level, followed in brackets by the
Lines 4-10: Indented f r o m the statistics details of character spells as numbered in the relevant rule books. The spell will be marked
El appearance w i t h an asterisk if it is currently memorised; eg 1 (2, 3*) means that the
0 occupation MU has the first level spells numbered 2 and 3 in her spell book and that
El characterizations number 3 i s c u r r e n t l y m e m o r i s e d . F u l l s p e l l m e m o r y m a y n o t b e
0 contacts allocated to a l l o w the D M some flexibility in this regard.
That v e r y e v e n i n g t h e h i d e o u s l y d i s f i g u r e d
corpse of a young m a n w a s found in the alley
by Piper's Theatre. A t first i t was thought that
only a w i l d beast could have killed h i m i n so
savage a fashion, a n d B r e n d e s Feergarl, t h e
Bear-tamer, came under immediate suspicion
o r a t l e a s t h i s b e a r did. S u c h s u s p i c i o n s
were q u i c k l y allayed w h e n B r e n d e s a n d h i s
bear were found similarly slain in the stables of
Piper's Theatre t w o nights later. Over the next
fortnight n i n e m o r e corpses t u r n e d u p in t h e
immediate vicinity of Piper's Corner, all brutally
murdered.
Sir Rubin, confined t o his sick bed, heard of
the m u r d e r s and the lack of progress that the
Borough D i s t r i c t M i l i t i a a n d G u i l d M i l i t i a s
were m a k i n g f r o m h i s clerk, M e r e ' s . A w a r e
that in his present weakened state he could not
extend h i s p r o t e c t i o n t o t h e terrorised c o m -
munity, h e ordered M e r e l s to sell h i s a r m o u r
and o f f e r t h e m o n e y, s o m e 2 0 0 0 g p , a s a
reward for the capture of the murderer.
The m u r d e r e r i s c l o s e r t h a n S i r R u b i n
realises, a s i t i s h e w h o i s c o m m i t t i n g t h e
crimes u n d e r t h e i n f l u e n c e o f R e n d o u l f ' s
potion. R e n d o u i f h a s s t a r t e d r e d u c i n g t h e
concentration of the potion he is giving to Sir
Rubin w i t h o u t r e d u c t i o n i n i t s effects. Every
other n i g h t after being dosed w i t h Rendoulf's
'cure', S i r R u b i n r i s e s f r o m h i s s i c k b e d ,
descends to the streets and stalks in search of
lone victims. A f t e r battering t h e u n f o r t u n a t e
person t o death S i r R u b i n r e t u r n s to h i s bed
and sleeps peacefully until morning. W h e n he
wakes h e i s u t t e r l y u n a w a r e of w h a t h e h a s
done.
The Victims
Time Scale of Events The v i c t i m s a r e a s o m e w h a t m i x e d b a g , s l a u g h t e r e d b y S i r R u b i n
4 years ago: Rendoulf/Angstear purchases a n equal share i n the because t h e y happened t o be in t h e neighbourhood o f Piper's Corner
business of Djon Radrasen & Son, Apothecary, from Luchas Radrasen. w h e n h e w a s under the influence o f the potion. A s such, t h e y do n o t
18 m o n t h s ago: L u c h a s Radrasen dies after mistaking blackcurrants have a n y t h i n g i n c o m m o n t o l i n k t h e m a s a g r o u p , a l t h o u g h
and deadly nightshade berries. A verdict of death by misadventure is appearances are deceptive....
returned by the District Court six m o n t h s later. Naturally, if the player characters decide to investigate any possible
5 m o n t h s ago: Rendoulf Breeks moves stock Out of the cellar and into c o m m o n factors among the victims in an attempt to trace the murderer,
the main part of the Apothecary. Rumours that this is due to subsidence the D M should let t h e m do so, a n d perhaps even t h r o w i n a f e w 'red
cause a d r o p i n p r o p e r t y v a l u e s i n t h e s u r r o u n d i n g b l o c k s . herrings'. They will receive no information at all from the District Militia.
R e n d o u l f / A n g s t e a r secretly constructs a small temple to Pharastus in The exact timescale of the killings is left to the DM, to fit i n w i t h the
his cellar. general f l o w of the campaign, but they occurred in the following order:
4 w e e k s ago: Sir Rubin Hewd and Grame Merels take up lodgings in the
Blue Piper w h i l e they conduct negotiations w i t h various Guilds. 1. Hurer Gardille, t h e son of a m i n o r official i n Borth, w a s a r a n d o m
3 w e e k s a g o : S i r R u b i n t a k e n i l l . T h e m u r d e r s begin. T h e k i l l i n g s killing. He was on his way back to his lodgings at the Ford Inn (5)from
continue a t s e m i - r a n d o m i n t e r v a l s a s doses o f R e n d o u l f / A n g s t e a r ' s the Theatre (74) w h e n Sir Rubin struck. Nobody at the Ford k n o w s
foul potion are administered to Sir Rubin. much about him, except that he was a 'nice young man'.
5 d a y s a g o : A d o u b l e killing. O n e i s a n o t h e r i n t h e series of savage 2. Brendes Feergarl a n d h i s bear w e r e i n t h e employ of A u g k u s t e e n
attacks, the other is caused by a a dagger wound in the back of the neck. Hammardius, the actor-manager of Piper's Theatre. Their job was to
entertain audiences before and after plays. They were both living in
the stables of the theatre and Brendes kept himself to himself.
Involving the Player Characters 3. J u u r a Feergarl ( n o relation) w a s t h e M a s t e r o f M u s i c a t P i p e r ' s
Exactly h o w the player characters become involved in One Fine D a y. _ Theatre. He lived at the Blue Piper and liked his drink local opinion
is a m a t t e r for the D M to decide. It is quite possible that the reward of had it that he w a s due to d r o w n unless he fell f r o m t h e m i n s t r e l ' s
2000gp offered by Merels on behalf of Sir Rubin could bring the matter gallery of the theatre and brained himself first. Popular character, no
to their attention. B u t there are a n u m b e r of other methods for getting enemies.
players involved in (solving) the murders: 4. G u r r i t w a s a r a n d o m killing. A linkboy, he w a s w a i t i n g to l i g h t the
way h o m e for theatre-goers w h e n he w a s killed. S o m e t h i n g o f an
1. The PCs are walking back to their lodgings one foggy evening w h e n urchin, nobody in Piper's Corner knows where he lived.
they are unsuccessfully attacked by the murderer (Sir Rubin). In the 5 & 6. Breda and Shae were two dancers from Piper's Theatre, w h e r e
confusion and the fog, Sir Rubin escapes.... they w e r e c u r r e n t l y lodged. K i l l e d o n consecutive evenings, t h e
2. A n o t h e r m u r d e r i s c o m m i t t e d . T h e body i s discovered a n d i n t h e bodies were not discovered for two days, so it was assumed that the
subsequent h u e and cry for the Militia, suspicion falls on the o n l y girls w e r e o u t w i t h ' g e n t l e m e n friends'. None o f their ' g e n t l e m e n
outsiders present: t h e player characters. friends' has come forward since the girls were killed.
3. A previous contact, or a relative of a player character falls victim to 7. Dianel Oppes w a s another apparently random victim. A scribe and
the murderer, and his or her heirs ask the player characters for aid. occasional employee of Luchael Alluminor, the bookseller, he tended
4. I f the PCs are lodging at the Ford Inn in Westmeet Square, their first to spend many of his hours slumped over his cup at the Blue Piper or
knowledge of the murder will be a visit by the Borough District Militia working in the shop, w h e r e Luchael allowed h i m to sleep. A d r u n k
checking on t h e first victim, H u r e r Gardille. This course allows the and wastrel w i t h considerable (wasted) talent as a pen-man.
murders t o be i n t r o d u c e d a n d a s s u m e greater importance over a 8. Soe, a n o t h e r dancer f r o m Piper's Theatre, w a s killed a t t h e stage
period of weeks as Hurer's killer is not brought to book. door as she was going to fetch a jug of ale for Augkusteen.
ommalummow.,4 Riannalleenrinalwalar
avilliininastawAR, 111141%11111111111111111110N-
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71 Silversmiths
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62 Djon Radrasen's
Apothecary
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72 Booksellers
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lilor and
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ilerchants
Drow crossbows have a range of 6 ' and fire bolts (D1-3) coated with a
substance that causes those affected to fall unconscious. The weapons
61a Boroughward Kulig; M; F4; L/LN
shortsword, knobbed stick. AC 7; hp 1 8 / 2 2
and equipment belonging t o t h e s e d r o w h a s b e e n a w a y from t h e
radiations of their caverns for too long and has lost its special properties. 15 E3 Short, very smart in Borough livery
For t h e purposes o f this adventure d r o w magic resistance i s also 14 0 Investigator and patrol leader
assumed to be 'lost'. Finally, when in bright light drow attack at -2, and W 1 2 El Honest, j o v i a l , s h r e w d ' s t r e e t c o p ' , v e r y observant,
suffer a - 2 penalty to their saving throws against light-based spells. D 1 0 m e t h o d i c a l investigator
13 0 We l l k n o w n locally, b u t particularly friendly w i t h P i p
Ch 1 6 A l e k n i g h t ( 6 3 a ) a n d Flinn ( 6 1 b); having a n affair w i t h
61 PIPER'S CORNER Xinthea (63c)
All the identification numbers in the module are part of the City League Kulig's patrol is made up of 6 first level fighters (hp 7 / 9 ) , who normally
numbering system, and references to people and places not detailed in wear everyday clothes rather than District Militia livery.
this adventure can be found in previous issues of I M A G I N E magazine.
1 They are included so that the Piper's Corner area may be used by DMs as
a standard p a r t o f t h e C i t y L e a g u e before, during a n d a f t e r t h e
murderous events of One Fine D a y. . . . have run their course.
6 1 b F two
l i n daggers,
n ; F, T2,AC
N/N
5G/ 6 , hp 6 / 8
Piper's Corner, so named because (according to the locals) several 12 0 'Tomboy', scruffy jerkin over black leathers
ogres (the number varies depending upon the teller) were charmed to 14 E Pickpocket and Militia informant
sleep by the Piper, thus saving the area from a terrible fate. The statue of 10 0 Streetwise teenage punk, but with a heart of gold
the Piper and the Corner's well form the social centres of the area, 17 El Friendly rivalry/co-operation with Kulig (61a), who never
where neighbours meet to chew the fat, (occasionally) row with each 12 p u n i s h e s h e r w h e n h e catches h e r i n o t h e r people's
other and enjoy the irregular (but frequent) public holidays. Ch 15 p o c k e t s ; in return she passes on bits of tittle-tattle that she
Piper's Corner i s a tightly knit community i n t h e middle o f t h e has heard; knows everyone i n the a r e a (by sight), a n d
Boroughs. It is pleasantly sleepy for some of the day, but has a thriving friendly with Jooble (74b) and Netta (74d); hates Sivanus
afternoon and evening trade thanks to Piper's Theatre. The houses are (74c) because of his treatment of Netta
all spotless and well-maintained, w i t h a general air of self-satisfied
prosperity. Naturally, since the murders began the area has become
somewhat quieter after dark, with few people venturing out unless they 62 Djon Radrasen's Apothecary
absolutely have to do so.
Normally, apart from people going to performances at Piper's Theatre, Rendoulf Breeks stocks a w i d e r a n g e o f herbs, spices, preserves,
the most noticeable presence on the streets is that of Kulig (61a) and his simples, medicinal preparations, comfits, tonics and coloured waters in
Borough (District) Militia, who are there to discourage pickpockets and this pleasant building. The Apothecary also stocks small quantities of
other street criminals taking too close an interest in the audiences at the commoner herbs needed as spell components by wizards, as well as
Piper's Theatre (74) and of course to try and halt the run of killings. a discrete selection of so-called 'recreational' preparations.
Spells memorised..
65 Provisioners
DBLD: 1 ( 1 " , 2, 6*, 8, 9, 11 ) A D & D : 1 ( 1 , 3 , 6, 12, 1 6 , 22, 30)
2 (1", 5, 9, 1 0 " , 11 " ) 2 (3", 6, 14, 17*, 22, 2 3 " ) 6 5 a - b D u e s t i n e Scrannel sells every sort o f fresh a n d
3 (2", 3, 6, 11 " ) 3 ( 2 , 4 , 1 2 " , 18, 22) preserved foodstuff that can be imagined during t h e morning. D u r i n g
4 ( 1 , 6, 8 , 9, 1 0 " ) 4 (7", 16, 1 8 , 21) the afternoon and evening she and her apprentice M e l c o m sell cooling
drinks ( m u l l e d a l e a n d w i n e i n w i n t e r ) a n d s n a c k s t o t h o s e v i s i t i n g
6 2 c E l l u c a s i m is Rendoulf's apprentice and is infatuated w i t h Piper's Theatre. They also have what they regard as an amusing sideline
the m y s t e r i o u s M o s a i c h e , t o t h e p o i n t o f killing lsbee over a c h a n c e in that they supply old fruit and vegetables to theatre critics.
remark made about her. M o s a i c h e and Rendoulf k n o w of the m u r d e r,
but their devotion to Pharastus is such that they will say nothing about it.
66 The Ink Shop
63 The Blue Piper Inn 6 6 a - b T h i s rather small and less than imposing building is the
home a n d s h o p o f C o r v e l l a s o f X i r a n d G r e e r , h i s d w a r v e n
The Blue Piper is a h o m e l y and comfortable place, catering to theatre colourgrinder, (both a r e Fr2, h p 6). Corvellas o f X i r i s very p a r t i c u l a r
audiences a n d t h e l o c a l s alike. B e c a u s e o f i t s p o p u l a r i t y w i t h t h e about whom he sells to, but his wares are the finest inks for all purposes,
slightly-better-off, p r i c e s f o r drinks, f o o d a n d l o d g i n g s a r e b e t w e e n including m a n y rare and exotic ones h i g h l y prized by magic users for
150-200% of normal, w i t h noticeable price rises coming into effect as their u s e s o n scrolls and spell books. G r e e r i s a n expert o n a l l s u c h
Piper's Theatre (74) empties and the Inn takes over the custom. substances, a n d b o t h s h e a n d C o r v e l l a s w i l l p a y g o o d p r i c e s f o r
components of interesting magical inks.
71 Silversmiths
7 1 a - c Mardic, C a r d n e a n d P o o r e i s
Doit are members of the Guild of Silverworkers,
despite p r o d u c i n g s i l v e r w o r k o n l y o n c o m -
mission and of a rather indifferent quality.
The t r u e skill o f the t h r e e b r o t h e r s (all a r e
Fr3, h p 5 ) l i e s i n t h e p r o d u c t i o n o f s i l v e r
payment tokens (not true coins) for use by the
journeymen and apprentices of various Guilds
t h r o u g h t the City. Most traders and merchants
will only accept tokens from their o w n Guilds,
w h i c h means that paying junior Guild members
in this fashion keeps them permanently out-of-
pocket and loyal to their Guild.
72 Booksellers
7 2 a - b A l t h o u g h the building is o u t -
wardly unprepossessing, L u c h a e l A l l u m i n o r
and h i s j o u r n e y m a n assistant M i c i f e r r u n a
well-organised a n d s o m e w h a t eclectic book-
shop. Theatrical s c r i p t s (especially w o r k s b y
Augkusteen H a m m a r d i u s ) a n d s h e e t m u s i c
form t h e m a i n stock o f the shop, b u t the t w o
also have an interest in historical w o r k s (they
have a complete edition of lacub's Words to A
Visiting Prince o f w h i c h i t h a s t a k e n M i c i f e r
t w o years to produce an illuminated copy), and
bestiaries. D e s p i t e t h e f a c t t h a t t h e y a r e
supposed t o b e r u n n i n g a shop, t h e t w o a r e
anything m o r e refined t h a n w o r k i n g in a s m i t h y. He is secretly in love inveterate collectors and will pay good prices for interesting works.
with Flinn (61 b), but believes (rightly) that she would have nothing to do
with him. O r d o is a pleasant, w e l l meaning, but very big clod, given to
fits o f terrible violence. H e d o e s n ' t k n o w a b o u t a n y t h i n g o t h e r t h a n 73 Barbers and Wigmakers
working t h e b e l l o w s , a n d i s h a p p y w i t h t h e t h o u g h t o f b e i n g a
blacksmith, providing somebody tells him w h a t to do. 7 3 a - c A l o e and H a n a r run a small hairdressers a n d w i g -
makers. A l e e is a gossip to those w h o are u n d e r h i s scissors (he w i l l
know 3-6 of the m u r d e r r u m o u r s given above), b u t is a r a t h e r sinister
69 Tailor and Cloth Merchant figure a t first s i g h t w i t h a long scar r u n n i n g d o w n h i s face. T h i s is a
legacy of his younger days as a horse mercenary (F4, hp 1 6 / 20).
6 9 a - d A l t h o u g h the business started by selling only pieces of Hanar and Nitily, the apprentice, make wigs from the good quality hair
finished w o o l l e n cloth from Cerwyn, Niarris di B o r t h has increased the from t h e shop, a n d h a v e a good sideline supplying c o s t u m e w i g s t o
range of his interests, w i t h the tacit approval o f the Cerwyn Clothiers theatricals s u c h a s A u g k u s t e e n H a m m a r d i u s ' c o m p a n y a n d , m o r e
Guild and the tacit disapproval of the City League Clothiers Guild. Niarris discreetly, to those who need a disguise thieves, assassins, spies and,
is convinced that the League Guild is Out to 'get him', so, w h i l e polite, he so it is quietly rumoured, the Knights Ocular.
always maintains his distance. Niarris is a s h r e w d trader. Hanar often receives bundles of food f r o m h e r f a r m e r c o u s i n f r o m
His r e p u t a t i o n f o r quality clothes is based on t h e skill of To u b y the Hyrpum. She is in the habit of taking these to the bakery for Ouphe (676)
cutter, M a w m e t the seamstress and Bias, the finisher. These three live to cook, so there is some local speculation as to what might actually be in
to produce beautiful garments, a n d take n o interest in o t h e r matters. the sacks. T h e D M s h o u l d feel f r e e t o encourage t h e adventurers i n
They spend some spare time at Piper's Theatre (74) and the Blue Piper assuming that Alee, Hanar and the Crimps (67a-d) might be engaged in
Inn (63), on the look out for n e w styles and fashions. a S w e e n e y Todd-like enterprise, t u r n i n g visitors to the barber's s h o p
into a variety of tasty pies....
S 1 1 0 Smart, b u t cut o f his clothes is 20 years out of date S 1 0 El Tall, sinister, dresses in blacks a n d greys
I 16 El Thespian, actor-manager and dramatist, r u m o u r e d to be a I 16 El Fancymaster in charge o f magical and theatrical effects
W 9 spy f o r t h e K n i g h t s O c u l a r ( b u t w h o believes s u c h a n W 12 El Sulky, silent, unctiously polite, hates everyone, never uses
D 14 expansive ham w o u l d be employed for such purposes?) D 15 a kind word when a c r u e l one w i l l do; secretly approves of
C 12 El Speaks with a clear ringing tone (as though constantly on C 14 (and even admires) the m u r d e r e r
Ch 16 stage), s e n s i t i v e a n d v a i n , a p p a l l i n g h a m a c t o r b u t Ch 16 El K n o w s Florrantanis (9b) and Dispor the True (9c) as they
excellent administrator a n d writer, h o l d s t h e concept o f taught h i m magic; superficially f r i e n d l y w i t h the s t a ff at
Theatre above a l l else, d e v o t e e o f the Te m p l e o f Hrea, Piper's Theatre, c u r r e n t l y 'lives w i t h ' Netta ( 7 4 d ) a t the
deeply upset by killings, but still a w i t t y and amusing man theatre, b u t b e a t s h e r cruelly; f a s c i n a t e d b y M o s a i c h e
El K n o w s a n d is k n o w n by all in Piper's Corner; m e m b e r o f (62 b) but even he doesn't k n o w w h y _
the T h e s p i a n ' s G u i l d a n d t o l e r a t e d o n a n i n f o r m a l
associate b a s i s b y t h e G u i l d o f S c r i b e s a n d L e x i c o - Spells memorised.'
graphers; f r i e n d l y w i t h a l l h i s s t a f f ( 7 4 b - d ) a n d P i p D & D : 1 ( 8 , 9, 1 2 * ) A D & D 1 ( 1 , 5, 22, 2 9 * ) plus
A l e k n i g h t ( 6 3 a ) a n d thinks t h a t h e a n d Kulig ( 6 1 a ) a r e cantrips (see I M A G I N E
friends; dislikes Duestine Scrannel (65a); hates Crenafer magazines . 8 & 9)
(70a) enough to strike h i m in public on several occasions
for becoming an embarrassment to the 'profession'.
74d N e t t a ; F, F r i ; N / N G
no weapon; AC 9 / 1 0 , hp 2
74bJoo b l e+3;the
dagger A C Zany;
2 / 2 , hpm,
5 0K9/F9
/59 L/LN S 1 2 E l Very t a l l and very slender, w e a r s gauzy dresses a n d silk
9 scarfs
S 1 4 El Jester's motley over leather a r m o u r +2, bladder on a stick W 9 El Dancer
I 16 0 Slapstick clown, comic actor, agent for the Knights Ocular D 17 E A s u p e r b dancer, b u t a scared and nervous w o m a n in the
W 13 0 Professional b o u n c i n g f l i p p a n t i d i o t a n d archetypal s a d C 9 light o f the fate o f her f o u r companions. I n f a t u a t e d w i t h
D 18 clown, sees everything and says nothing Ch 15 Silvanus ( 7 4 c ) , b e l i e v e s h e w i l l p r o t e c t h e r f r o m t h e
C 15 0 Popular w i t h everyone in Piper's Corner except Rendoulf murderer, a n d that he w i l l take h e r f r o m t h i s m i s e r a b l e
Ch 11 Breeks (62a), Niarris di Borth (69a) and Luchael Alluminor place to dance for the Katar...
(72a); p a r t i c u l a r l y f r i e n d l y w i t h A n g k u s t e e n (74a), P I P El Her parents live in High Lygol, a n d she has no close kin in
A l e k n i g h t ( 6 3 a ) a n d F l i n n ( 6 1 b); dislikes a n d distrusts the League; lives with Silvanus; occasionally slips away to
Sivanus (74c) the Cornucopia to watch people arriving.
CREDITS
Design: Paul Emsley
Development: Mike Brunton
Cartography: Keith Cooper
Art: Tim Sell
Name: F r o m varied sources; the suffix - h a l t e r comes from a D w a r v e n Suzerain: C = Countess, CM = County Marshal, M H = M a s t e r of Horse,
w o r d for an armed camp; Borth synonymous w i t h shipbuilding; Preven M M M a s t e r of Magicks, HS -= High Steward, brackets indicate rule in
known for wines; m a n y Cerwyn citizens use their place of origin as part name only
of their name, w i t h the prefix di-, or just plain ' o f . _ Race mix: a l l h u m a n except as noted; N = mixed n o n - h u m a n races, 0%
Size: H a m l e t s not listed o n e every couple of miles or so, V = village indicates dangerous for that race
(basic guilds), I ---- town (basic + trading guilds), LT= large town (+ relevant Class m a x : h i g h e s t l e v e l f o r e a c h o f t h e c o m m o n c l a s s e s s h o w n ;
specialist guilds), C c i t y (any g u i l d possible); G u i l d o f H e r a l d s h a s question mark indicates a variable (normally low) level; a zero indicates
representative in every c o m m u n i t y larger than a H a m l e t that no overt members of that class would normally be tolerated
Defence: N u m b e r describes type of wall, letter type of ditch; 1 = none, 2 Wealth: 1 - 5 = poor-wealthy; relative to the size of the c o m m u n i t y
= picket (5'), 3 = pallisade (1 0'), 4-- stone wall (1 0'), 5 = stone wall+towers Garrison: n u m b e r before slash a p p r o x n u m b e r o f f i g h t e r s l o y a l t o
(20'); A = none, B , ditch, C = moat crown; n u m b e r after n u m b e r of County Horse picketed there
Ruler: C l a n = r u l e r selected f r o m d o m i n a n t clan o r family; M a r s h a l =- Constabulary: n u m b e r of civilian l a w enforcers
ruler nominated by suzerain, leading by charisma or force or by respect Religions: n u m b e r of different religions w i t h temples etc; * - sites of
of p o p u l a c e f o r s u z e r a i n ; E l d e r = s e n i o r m e m b e r ( s ) o f c o m m u n i t y special r e l i g i o u s significance (undefined), = sites of very i m p o r t a n t
followed by consensus, G u i l d , ruled by council of leading guildsmen, or religious significance
dominated by one guild; Mayor - leader of a council elected by suffrage; Notes: C = cosmopolitan, n e w s travels fast, sophisticated population,
Burg , ( b u r g h e r m e i s t e r ) leader elected directly by suffrage; Seneschal T. efficient l a w - e n f o r c e m e n t if required, mixed alignments (average N), A s
steward acting on behalf of suzerain, r u l i n g w i t h suzerain's authority. average, mixed alignments (average N), I - isolated, news moves slowly,
Some communities may have an exceptional, charismatic leader, eg the superstitious population, l i t t l e come-back o n PC b e h a v i o u r, e x t r e m e
MU in M a m e l o k alignment domination possible, unpredictable l a w - e n f o r c e m e n t
Name Size Def Ruler Suz Pop Race mix C l a s s max With Source/wealth G'son Const Reis Notes
Amberteak 3B Clan (C) 950 N80% F 6 MU/C/T5 3 Farming/Trade 50/0 8 1 A
Amburane 2A Elder CM 11 0 0 E15% G5% 1/25'/0 F 5 M U 3 C / T 6 4 Farming 50/0 15 2 A
Amfleat LT 4C CM D M ' s discretion 50/0 A
Arncastle LT 5C MH D M ' s discretion 50/100
Borth LT lA Guild Ind 2000 N20'3/0 F / M U / C 1 2 T6 4 Fish/Shipping 50/0 25 3 * A
Bundock V 4A Guild HS 500 N80% F / M U / C / T 5 5 Trade 0/0 50 1 0
Burghalter V 4B Clan HS 125 E25% 1/225% F10 M U 8 C10 T4 1 Trade 0/0 20 3**
Cipello I 1A Mayor MH 750 N 1 0% F / M U 6 C4 T3 4 Farming 50/0 75 2 A
Cloke V 3B Guild HS 150 G50'/0 N20% F5 M U 7 C4 14 1 Lumber 0/0 5 1 A
Dahn 4B Burg. MH 1500 E30% DO% F15 MU12 C5 T5 2 Trade 50/100 50 2 A
Darkmoor LT 3A Marshal CM 2700 D20% F9 MU? C6 T7 2 Fish/Farming 50/0 250 2 A
Deepvein V 4B Clan Ind 550 D80% EO% F9 MU3 C/TO 5 Mining 0/0 0 0
Gallivan V 3B Burg (C) 450 E40'D/o G10% 1/225%F6 MU7 C/14 2 Farming 0/0 5 1"*
Gallo 1A Mayor CM 1000 N10% F/MU7 C4 T3 5 Farming 50/0 150 3 A
Gattry V 1B Guild Cn 350 G35% F/MU/C/T5 4 Wine 0/0 20 1 A
High Lygol 5C CM 7500 N50% ?? 5 Government 50/230 150 10**
Hyrpum LT 2A Mayor MH 3000 E15% D5% G5% F15 MU6 C8 T7 3 Farming 50/100 50 5" A
Jarhalter V 4B Clan (Cl 500 N80% F8 M U / C / T 4 1 Farming 0/0 5 3"
Jame V 3B Mayor (C) 500 N50% F7 M U 2 C / T 5 2 Trade 0/0 15 2 A
Juhll V 1A Guild 260 G1 5% E45% F3 M U 7 C17 T3 5 Wine 0/0 55 1*
Kaantinnen V 4B Burg 280 E35% N65% HO% F10 MU5 C8 T4 1 Fighting 0/ 0 0 3
Mamelok V 2A MU HS 125 E75% F4 M U 1 5 CO TO 4 Magic 0/0 0 0 A
Markennis V 1A Guild 310 G30% F/MU/C/T4 4 Wine 0/0 20 2
Newvines V 1A Guild 350 G35% F/MU/C/T4 4 Wine 0/0 15 2
Oakhoft V 3C Clan Ind 175 N10% F/MU/C1 215 1 L u m b e r ' Fight 0/0 1 5 1
sport C 4B HS HS 7500 D50% N25'/0 F20 M U 1 5 C / T 9 5 Mining 300/300 150 5
Ossby V 2B Guild 180 D20% N20% F5 M U / C 4 T5 2 Trade 0/0 5 2* A
Pollard V 2C Marshal MH 210 E25% DO% GO% F8 M U 8 C2 12 2 Farming/Trade 0/0 75 0 1
Preven V 1A Guild 250 G25% E25% F5 M U 6 C3 15 5 Wine 0/0 35 2
Roseberry 3B Guild Ind 1400 N80% F12 M U / C 1 0 T9 2 Trade 50/0 25 7* 1
Sharifika V 1A Mayor CM 500 N10% F / M U 5 C3 12 4 Farming 0/0 20 2 A
Tellhalter V 5C Cleric Ind 350 N5% F/MU/C/T1 6 1 Fighting 0/0 0 1 1
Tirhalter V 4C Clan Ind 300 E0% GO% DO% F10 M U 5 C8 TO 1 Fighting 0/0 0 1 1
Urma V 4A Clan CM 175 1/280% F4 M U 3 C4 19 1 Farming 0/0 0 0 1
Wicbold 4C Sens CM 1250 EO% N25% F15 M U O C10 T6 2 Farming 50/0 25 3 A
14 IMAGINE magazine., Aprii 1985
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Cd w S o l o
Darkmoor is one of the closest towns to the City League, and one much because h e t h e n m a d e t h e i l l u s i o n permanent. T h e bridge is crossed
passed through by adventurers on their way east. It has a population of many t i m e s a day, b u t t h e D M m i g h t w a n t t o enforce an intelligence
approximately 2700, scratching a living from passing trade, fishing and check before PCs cross it for the first t i m e
some a n i m a l farming. Even so, PCs m i g h t be attracted to stay awhile;
since the forests and hills just a f e w hours east contain m a n y tribes of
People
goblins, hobgoblins and gnolls not to mention the brigands operating
from the steppes beyond. D M s could locate all kinds of encounters and The population are fairly shrewd, and will try to overcharge strangers for
adventures w i t h i n a day or so of the town.... most items on first acquaintance. They are largely neutral in alignment,
w i t h f e w t h i e v e s b e y o n d p e t t y cutpurses, a n d n o p e r m a n e n t m a g i c
The To w n users. I t w i l l n o t b e p o s s i b l e t o h i r e t h e m a s extra s w o r d - a r m s f o r
adventures, b u t s e r v a n t s a n d r e t a i n e r s w i l l c o m e c h e a p . R u m o u r s
Darkmoor is not a rich place. The dwarves and h u m a n s w h o live there abound a b o u t all t h e t r e a s u r e t h a t h a s been b r o u g h t d o w n f r o m t h e
are r u l e d b y t h e C o u n t y M a r s h a l ( o n b e h a l f o f t h e Countess Flavia) mountains by adventurers in the past and of others who never came
through his representative, the Marshal Gasres (CD 9a). However, the back. A c o u n t e r - r u m o u r of impending goblin attack will cause a riot, and
garrison o f County troops supposed to exist here has fallen to just 30, the PCs will find t h e m s e l v e s on the w r o n g side of the authorities once
and the town has had to defend itself from the raids of humanoid species the 'joke' is revealed.
(three attacks in the last t w e n t y years) through its o w n resources. The
To w n M e e t pays 1 0 , 0 0 0 g p a year to Riojar A n d r e j L u i s (CD 2a), w h o
maintains a n d t r a i n s a p a r t - t i m e m i l i t i a o f 2 5 0 . T h e r e a r e f e w static C D 1 T h r e e W a g o n s I n n : P r o b a b l y t h e f i r s t p o r t o f call f o r
defences, save a r i n g o f houses w i t h fortified o u t e r walls, a r r o w - s l i t s newcomers. A t r a v e l l e r s ' r e s t i n g place. R o o m s f o r 1 g p / n i g h t , c h e a p
and a cleared area beyond, and t w o 25' towers. In an emergency, most food, g r i m a l e a n d n o w i n e . F e w l o c a l s c o m e h e r e , b u t h a r d - u p
of the citizens would fight, b u t forewarned of a big attack from the east, adventurers m i g h t be offered escort w o r k by merchants.
60% of the population w o u l d flee to the City League.
C D 2 M i l i t i a H o u s e s : T h e t w o watchtowers act as training
The City is the major trading outlet for Darkmoor produce. The town was centres and barracks for the militia. The western one also serves as HQ
built when the bay was full of tasty Whidring fish, a local delicacy. These for the Fighters G u i l d w h i c h i s also u n d e r t h e control o f Luis. The
are l o n g gone, a n d D a r k m o o r f i s h e r m e n c o m p e t e badly w i t h those of militia are all F l , AC5, h p 4 w i t h spears and shortswords. They do not
Borth. Goat cheese, meat and horses form the majority of trade goods. function beyond Luis' explicit orders, and maintain order in the town in a
casual and arbitrary manner.
Darkmoor is built about a central open area normally jammed w i t h
fishermen h a g g l i n g w i t h L e a g u e b u y e r s a n d t h e t h r o u g h r o u t e C D 2 a Riojar Andrej Luis; Militia Leader;
League-Abercornil. M u c h of its life revolves around the Fish Market and M; F 7 ; N ; A C 0 ; h p 3 5 / 4 3 ; S 1 5 , D 1 8 , C h 1 6 ; u s e s l o n g b o w + 3 ,
the w e e k l y Horse M a r k e t ; t h e t w o f r e s h w a t e r wells; t h e Te m p l e o f longsword; ring of charm person (18 charges)
Rissinis and the Courthouse. M o s t of the built up areas consist of slum Luis is making a good living from this place (he is secretly buying a huge
dwellings, small shops, etc (this is equally true of the hamlets of Theist house in the City League by instalments), and will react immediately if
and Andlerfjee beyond the 'walls'), criss-crossed by n a r r o w alleys. anyone tries to take over. He will use his charisma (or his ring, which is a
very rare i t e m given to h i m by a p r e v i o u s employer) to keep the To w n
Its sole peculiar feature is the Nobridge. Thirty-five years ago, a gnoll Council o n h i s side, a n d i f ousted, w i l l a r r a n g e for i n f o r m a t i o n about
warband broke up w h e n the bridge it was crossing vanished turned merchants' s h i p m e n t s t o r e a c h s o m e b a n d i t s h e k n o w s o f . H i s
invisible by a transient mage-adventurer. Perhaps he was a bit unstable, successors will t h u s start off w i t h a string of failures on their records.
Mielsen R o m a n c e C G A n y non-E No cure spells, gain detect/dispel spells 1 level earlier. Non-combative. If
forced, fight a t -5, lose all spells until forgiven
Urrumaa Memory Any When 5th level may repeat any 1st or 2nd level spell already cast
Valbure Swords Any L or N M i n i m u m D 15. No spiritual h a m m e r, all o t h e r spells gained 1 level later Use swords
only; non-
intelligent
A l i g n m e n t s N o t e : A l l alignments are in A d v a n c e d terms. Basic players should assign appropriate a l i g n m e n t s to the table above.
.,
IONS
L I N A
1l 4 ia 1
i1 P , -
4 1 1 1 1 1 1 1 1 1 M i n i n i t
11111111 a u . U l a n
I s o m RI al f f l . f l I I s i t
.n."......o.cs......c.mowc.sws..c.
Ateitak
DIEL,
Tellilitailterc
Of all the t o w n s and villages in Cerwyn, Tellhalter is the most removed. Money c h a n g e s h a n d s g r u d g i n g l y i n t h e fortress, a n d t h e r e i s l i t t l e
In fact, i t is dubious if it is in Cerwyn, since it is a self-governing Free outward s h o w of wealth. The traders charge extortionate a m o u n t s for
To w n beyond the recognised boundary of the Countess' authority. every necessity (five times the listed amounts), but the shops and stalls
see c u s t o m e r s rarely. Freshly returned adventurers m a y have a large
But for adventurers, Te l l h a l t e r acts like a magnet. Barely t w o leagues cache of money, but it will be difficult to spot.
away is the road that leads from Wicbold to the Cirbell Pass and thence
to the Steppes as clear a route to fame and fortune as one could ever Among the leading lights of Tellhalter are a number of NPC parties. The
find. S o m e w h e r e in the mountains above the pass is the fabulous City of DM should encourage the players to believe that their characters will be
the M a g e s or so m e n say. There are no maps, n o r records to s h o w in competition w i t h these for what commissioned w o r k there m i g h t be
w h a t might be found in the forested peaks, not a morning's ride away.... and that there m i g h t be times w h e n they will be hired by opposing
sides in a dispute. Life comes cheaply in a place such as this.
Tellhalter is an a d v e n t u r e r ' s t o w n w h e r e danger lurks i n every street
and no-one is to be trusted. So f e w of the inhabitants have any regular
form o f income, t h a t f r o m the m o m e n t n e w c o m e r s set foot w i t h i n the C r i T h e Temple of Mordrenn: Everyone in Tellhalter
walls, every possession m u s t be guarded. visits this place eventually; i t is the only public temple in t h e fortress.
The h u g e Hall b e h i n d the m a i n doors is t h r e e storeys high, a n d f r o m
galleries at the top there are access stairways to the tower, w h e r e only
The Village the priests of Mordrenn may tread. There are 19 priests (C9, C7, 2x C6,
Tellhalter is a fortress, built in the time of the Empire of Almete, and its C5, 3x C3, 1 0 x Cl ; all CE; plate and shortswords; spells as standard
black walls are centuries old. It perches on the saddle of a n a r r o w pass, emphasis on defensive, reversed curative and those that allow them to
on an ill-kept path. O n e gate breaches the wall, and a f u r t h e r bastion move unnoticed and take prisoners) besides Sairin. Only the 9th-. 7 t h -
and 1st-level clerics are active adventurers, o u t 30% o f the time. T h e
guards t h e b r i d g e across t h e m o a t . O n c e , 2 0 , 0 0 0 m e n o r o t h e r s
were quartered here, but there are only 300 inhabitants now, mostly 6th-level clerics officiate at the Ceremony of Servitude on each Av a n n -
humans. A l l of the b u i l d i n g s are made of the same black stone as the day, and all the clerics perform the necessary devotional duties.
walls, dragged from w h o knows where. The dominant feature is a huge
block building, w i t h a slender t o w e r rising into the sky, w h i l s t no other Mordrenn i s a n a n c i e n t d e i t y f r o m t h e t i m e o f t h e A l m e t e E m p i r e ,
building r i s e s h i g h e r t h a n t w o storeys. T h e r e s t o f t h e f o r t r e s s i s w h e r e i n he was a God of Love known romantically as the Heart God.
occupied by the plazas of domestic buildings the current citizens inhabit. The c u l t d i e d Out, b u t S a i r i n h a s revived i t , t w i s t i n g i t t o h e r o w n
The orderly plan is m a r r e d o n l y in the Gate Quarter, w h e r e extensive purposes. W h e n s h e discovered t h e t e m p l e , s h e believed M o r d r e n n
damage h a s been s h o d d i l y repaired. I n t h i s area a r e a f e w i n n s and required the sacrifice of young men and women, to obtain their hearts.
businesses. O t h e r a r e a s a r e c l a i m e d b y i n d i v i d u a l s o r a d v e n t u r e r This has perverted M o r d r e n n himself; w i t h o u t f o l l o w e r s he k n o w s he
parties, s q u a b b l i n g o v e r precedence. T h e a t m o s p h e r e i s s u l l e n a n d could no longer manifest himself in physical form. He scours the streets
foreboding. of Tellhalter in the guise of an old man (CT8a) looking for a cleric w h o
might restore the true n a t u r e of his religion; he promises very little in
return, hoping to find someone w h o will help him in the name of love.
People
Although the population is nominally 350, since at least 200 of these are For now, Sairin's is the only openly-operating religion in Tellhalter. She
of the adventuring persuasion, as many as 100 can be out of town at any maintains that she is Priestess for a deity worshipped in Kosre w h o s e
time. T h e D M s h o u l d r e c o r d t h e c o m i n g s a n d g o i n g s o f t h o s e province is reincarnation. There are few who disbelieve her. Most of the
adventurers the PCs have dealings with, but should make it very difficult victims she requires are brought in secretly by her acolytes who prey on
for the PCs to discover t h a t information. Te l l h a l t e r is a very secretive the hamlets of eastern Cerwyn, but when short, she has been k n o w n to
place and one w i t h no police or militia. pluck victims from the very streets of the fortress....
15
I M A G I N E magaste, May 1985
t, LI
The Town o f
1,1Z o c A r n c a s t l e 5 miles
alrjh
A s t i b f r a l l ' 4,0111140Viovi111,A
4 0 1 1 1 1 1 r 1
O o b i " 0 9 0 4 :
CB8 4 1 7 4 4 : 4 1 : 4 ;
Black alp i c E 7 1 0 - -
/
Lygol C C E 1 A CB12
Gorge O r c6
For 9
1
CB 7
CkCB18
CB13
CB17
CB1 1
Limestone
Hills
Stone Road Gritstone
Great 12' l o g road Cliffs
Dwarven 5'-8' log road
Hall woodland
saplings
streams Vasarpath 10 miles
,
by Musk Fe ton 7 years ago: Jelima's husband, Varlin, and his adventuring colleagues
destroyed t h e C u l t i n a m i s s i o n o f vengeance. T h e C u l t Te m p l e w a s
razed a n d t h e caverns cleared. Va r l i n decided t o s e t u p p e r m a n e n t
History residence here and re-named the village Jelima.
1 2 8 3 years ago: The valley was colonised by dwarves. Defensive walls 6 years ago: Va r l i n and a cleric named Solem consecrated the f o r m e r
were built and the dwarves began diggings in the hard gritstones. Great Hall o f the D w a r v e s as a temple. The c o m m u n i t y expanded a s
halfling f a r m e r s arrived, and a n e w inn was opened on the original site
1 3 7 years ago: The dwarves sold Burghalter to a human merchant after to replace the one w h i c h w a s destroyed. The old quarry w a s screened
a phyrric victory in the Sarpath M o u n t a i n s depleted their numbers. The from the rest of the valley by trees.
merchant sealed up the caverns and built an inn. The property changed
hands on five occasions in the next forty years. 3 years ago: A silvery mallorn sapling was found in the northern half of
the valley. 30 Elves, to whom the mallorn is sacred, leased the land from
9 6 y e a r s ago: T h e B u r g h a l t e r Inn w a s destroyed by giants, acting as Varlin and his adventuring colleagues.
mercenaries f o r a t h i r d p a r t y, w h o a l s o c u t o f f a l l t r a ff i c a l o n g t h e
Arncastle-Vasarpath r o a d . O n e y e a r l a t e r t h e g i a n t s ' c o n t r a c t w a s 6 m o n t h s ago: Va r l i n and Solem commenced w o r k on a n e w temple.
completed and they moved on, and at some stage in the next three or
four years, Burghalter was taken over by a dark and evil Rakshasa cult. D M ' s Notes: The n e w name of the village. Jelima, has not stuck among
They re-opened the caverns with h u m a n o i d slave labour and extended the population of Cerwyn as a whole; the D M should only describe the
them i n t o a m a j o r c o m p l e x o v e r t h e n e x t decade, f i n d i n g t r a c e s o f village thus w h e n the PCs are actually present there N o t e also that the
ancient workings below the surface of the valley. details of the Rakshasa Cult should not be m a d e k n o w n to the players,
who s h o u l d instead be i n f o r m e d o f the p o p u l a r b e l i e f that the giants
8 years ago: Jelima Ganz, a good priestess of A m a r a s in the County of were defeated by Varlin. T h e r e is ample opportunity for the players to
Bereduth, w a s kidnapped, transported to Burghalter and sacrificed. discover the remnants of this cult if they choose to explore the caverns.
15
I M A G I N E maganne, June 1985
The Valley C B 1 0 b F a___; Ili C h a m b e r m a i d
F; FO/NM, hp 3;
The valley lies among the foothills of the Sarpath Mountains, between Falli is attractive but very withdrawn. She alone knows all about Megart,
the Vasarpath-Arncastle road and the Black Lygol River gorge. The sides including his thefts, but she is in love with him and says nothing. As one
of the valley are steep b u t by n o m e a n s unclimbable by u n a r m o u r e d of o n l y t w o unattached w o m e n i n t h e valley (the o t h e r i s o n e o f t h e
characters. mercenary guards), Fain attracts plenty of attention from the guards and
The w o o d l a n d is mostly oak and ash, and the soil is well drained by a others, although she rejects them all
network of rivulets and the drainage schemes of the halfling farmers.
The r o a d s a r e log roads, 5 - 8 feet w i d e , except f o r t h e road f r o m t h e C B 1 1 T e m p l e u n d e r construction: The vaults and
entrance to the Rear Fort, w h i c h is 12 feet wide. foundations have been excavated and work is in progress on the walls.
This t e m p l e w i l l b e dedicated t o Ta r m e n e l . I t i s i m p r e s s i v e e n o u g h
C B 1 T h e W o o d s : T h e s e cover the valley on t h e w e s t e r n side. already to hint at great wealth.
Here live 3 0 adult Elves, tending the mallorn at the centre of the site.
C B 1 2 S t a b l e s : There is room for up to 40 horses, although only
CB1 a L_ a g o n i t u r e l ; Elven Priest; t w o berths w i l l be occupied. The standard charge is 4sp per night, but
M; C7; N / C G ; hp 2 7 / 3 4 ; Ch 1 6 Yarred can spot adventurers a mile off and hikes the price up to 2gp.
Lagoniturel is the only elf regularly seen by the rest of the c o m m u n i t y of
Burghalter, as he buys their food and arranges whatever else they need. C B 1 2 a ' N o - n o s e ' Y a r r e d ; Te a m s t e r, Stable Manager;
No-one o u t s i d e o f t h e elves k n o w s t h e s e t - u p i n t h e w o o d s ; i n f a c t M; Fr 1; N; hp 4
Lagoniturel and h i s fellows receive a regular secret donation of silver Wears leathers and carries a w h i p .
from an outside source to maintain the mallorn and to be ready to take Yarred is an old horseman w h o lost the tip of his nose to a warhorse. He
over the valley should the h u m a n s ever choose to leave. It w o u l d be a claims t o h a v e b e e n r a i s e d b y pegasi, t h o u g h m o s t p e o p l e s c o f f ;
matter of great concern to the elves if h u m a n habitation w e r e greatly however, he is very capable of raising and training pegasi, and would do
extended in the valley. so at a considerably cheaper price than some big-city trainer. Yarred is
normally out in the daytime taking stones f r o m the quarry to the n e w
C B 2 F a r m l a n d : T h e h a l f l i n g s h a v e cleared t h e w o o d l a n d a n d temple in an old wagon.
now have good, fertile soil producing abundant goods under their care.
C B 1 3 W o r k e r s ' H o u s e s : T h e large house in each group is a
C B 3 T h e L a k e : A dwarf-built dam pens the m a n y streams communal d w e l l i n g f o r u n m a r r i e d m e n . Va r t i n a n d t h e o t h e r s h a v e
through the valley and the resulting lake has been stocked w i t h fish. failed to recruit m a n y married workers; consequently, after being paid
the men often go off to Arncastle, where they are becoming k n o w n as a
C B 4 S e a l e d T u n n e l E n t r a n c e : Leads to the underground rowdy nuisance.
complex, but has been sealed by a solid stone wall.
C B 1 4 S o l e m ' s H o u s e : Endor and Castillo Solem's home is set
C B 5 N o r t h e r n Tunnel Entrance: The trees cut from the back amongst the trees. Endor is a central figure in Burghalter, and his
southern end of the valley are stored here, cut to mature for the roof of wife Castillo is a qualified e n g i n e e r w h o is supervising h i s grandiose
the n e w temple. Beyond, the tunnels are sealed w i t h stone walls. plans for the temple. She is, however, h o u s e - b o u n d after an accident
that has left her crippled, and is very unlikely to be encountered by PCs,
C B 6 Southern Tunnel Entrance: Many of the areas behind even if they call at the Solem household.
this e n t r a n c e w e r e i n u s e as dwelling placs w h i l e homes w e r e being
constructed. Two people still live here. Immediately behind the entrance CB1 4a E_ nd_ o rS_ o I_ e m ; Cleric adventurer (part-retired)
is t h e f o r m e r D w a r v e n G r e a t H a l l , n o w a t e m p l e t o Ta r m e n e l (see M; C10, N / C G ; hp 5 1 / 6 1 ; W 17, C 15, Ch 16
I M A G I N E magazine, 4 2 6 ) Wears strangely-cut, o l d g r e y s u i t a u n i q u e m a g i c a l i t e m w h i c h
becomes p l a t e m a i l + 2 w h e n a c o m m a n d w o r d i s spoken. A l s o h a s
C B 6 a Reeni Tayar; Priestess; (Basic: ring o f p r o t e c t i o n +1; Advanced: c l o a k o f p r o t e c t i o n +1), Uses
F; C5; N / C G ; h p 2 1 / 2 7 flail +3 if expecting trouble, s t a ff +1 otherwise. Also owns (Basic: w a n d
Reeni looks after the underground temple and handles routine services of c o l d (20 charges), f l y i n g c a r p e t , o i n t m e n t o f s o o t h i n g ; Advanced:
w h i l e Solem sees to the building of the n e w temple. She is popular and w a n d o f m a g i c m i s s i l e s ( 3 4 charges), c a r p e t o f f l y i n g , 6 p o t s o f
w e l l - k n o w n t h r o u g h o u t B u r g h a l t e r, a n d i s m a r r i e d t o t h e q u a r r y Nolzur's M a r v e l l o u s Pigments), various scrolls and potions of his own
foreman, Late!. making, and a special salve that inhibits a person's scent for 2-8 hours.
Usually has curative, defensive a n d a t least o n e h i g h level o ff e n s i v e
C B 6 b L a t e ! T a y a r ; Quarry Foreman; spell memorised.
M; Fr2; N / N G ; h p 8 Endor Solem is aloof to strangers, allowing only his truest friends to see
Latel i s a B e r e d u t h a n , a n d d e e p l y s u s p i c i o u s o f t h o s e c i t i z e n s o f his s e n s i t i v e r e a l s e l f . S t i l l e n j o y s battle-practice, b u t h i s b u r n i n g
Burghalter w h o hail from o t h e r lands ambition is to see the temple completed it has cost him nearly every
gp he ever had.
C B 1 6 a C h o l o r o d e n y ; Farmer (thief);
M; T4; N / C N ; I 17, hp 1 0 The Politics
Cholorodeny (pronounced 'Chordeny' around the village) is a member of
a Thieves' Guild based in the N e w City area of the City League, placed Nominally, B u r g h a l t e r o w e s allegiance t o t h e H i g h S t e w a r d o f t h e
here to report on events around the valley, particularly on the arrival of County of Cerwyn, Jeorge Fardwarm. However, the village is beyond the
religious relics for the n e w temple. He has one spectacular theft to his recognized boundaries of the County, and as such is m e r e l y a trading
credit he recently removed 3 0 0 0 g p f r o m Va r l i n ' s h o m e w h i c h t h e partner covered by certain guarantees of military assistance. In return,
adventurer h a s n e v e r a n n o u n c e d a s stolen.... T h e m o n e y i s b u r i e d Varlin and Solem have paid a large sum of money to Fardwarm for the
behind his home. right to establish their temple here. Varlin is also secretly negotiating to
have Burghalter officially recognised as a part of Cerwyn and for at least
C B 1 7 B y l o f f ' s H o u s e ; a plain building w i t h a slender tower. half the garrison of Arncastle to be moved here, offering his services as a
Tobek and Lana's 6 children can normally be seen playing outside. mercenary to extend Cerwyn influence f u r t h e r south and east.
Because o f t h i s , e m p l o y m e n t w o u l d b e a v a i l a b l e t o a d v e n t u r e r s
C B I 7 a T o b e k B y l o f f ; Fighter adventurer willing to journey into the wilderness, although Varlin would not reveal
M; F8; N / C G ; S 15; hp 3 2 / 4 0 the full extent of his plans to just anyone.
Wears lots o f frills, lace a n d b r i g h t colours o r g r i m p l a t e m a i l +2. Varlin's i m a g i n a t i v e a n d e x p a n s i o n i s t p l a n s w i l l i n e v i t a b l y c a u s e
Carries shield +1. N o r m a l l y armed w i t h b a s t a r d s w o r d +3, also o w n s problems as both t h e inhabitants of Burghalter and nearby t o w n s and
longbow +2. Has (Basic: ring of X-ray vision, boots of travelling and c o m m u n i t i e s realise the full implications of what he has in mind. He is
leaping; Advanced: ring of ultravision, boots of striding and leaping) quite a w a r e t h a t t h e m e r c h a n t s w h o use B u r g h a l t e r w i l l support h i s
and a r a r e magical i t e m fashioned f r o m a u n i c o r n ' s h o r n t h a t causes plans, a s t h e y c o u l d l o o k f o r w a r d t o t h e increase i n r e v e n u e s t h a t a
poisoned liquids to foam. garrison w o u l d bring.
Tobek is an optimistic dandy and w i n e connoisseur, w h o tends to r u n On the other hand, Varlin knows that the dwarves of Vasarpath will be
roughshod over o t h e r people w h e n involved in an adventure or w h e n concerned that the County's influence will be seen as approaching their
they are dealing w i t h his wife. He and Lana are virtually estranged. independent town. A l t h o u g h he has had little contact with the barbarian
tribes o f t h e Steppes (and those c u l t u r e s no-one k n o w s of, w h i c h lie
C B 1 7 b L a n a B y l o f f ; M a g i c i a n adventurer beyond), they are hardly likely to be pleased if they perceive even a small
F; M U 8; N / N G ; S 6 , 11 6 , D 7; hp 2 4 authority like C e r w y n extending its borders in their direction. Further,
Wears d a r k green c l o a k (Basic: d i s p l a c e r cloak; A d v a n c e d : c l o a k o f Varlin suspects, quite rightly, that the citizens of Arncastle will also be
p r o t e c t i o n +2) fastened w i t h silver spider-brooch w i t h water opal eyes upset i f t h e y l o s e a l l o r p a r t o f t h e r e v e n u e s t h a t t h e g a r r i s o n h a s
(Basic: t a l i s m a n o f e l e m e n t a l travel; Advanced p e r i a p t o f w o u n d brought, a l o n g w i t h t h e p r o t e c t i o n i t h a s a ff o r d e d t h e m a n d t h e i r
closure). Carries dagger f l . Also owns wand of fear, wand of illusion, prestigious p o s i t i o n a s a n h o n o u r e d o u t p o s t o f t h e C o u n t y. H e i s
bracers of defence A C 6 , (Basic: ring of water walking; Advanced: ring completely u n a w a r e of the fact that some of the bitterest rivals to his
of w a t e r breathing), rod o f cancellation, potion o f dimunition, and plans w i l l b e h i s f e l l o w adventurers, w h o h a v e h e l p e d establish h i s
several scrolls of her o w n devising. position of authority w i t h i n the town, and w h o use it as a base for their
Unless prepared, n o r m a l l y h a s f e w s p e l l s m e m o r i s e d e x c e p t t h o s e explorations into the m o u n t a i n s and steppes. They value the fact that
necessary for her researches. Burghalter owes real allegiance to no-one, and are keen to make sure
Lana has been w o r k i n g on various aspects of magical research, w h i c h that no outside power increases its grip on 'their' little town.
has estranged her from her family. On the last adventure she undertook Lastly, the elves have their own secret ambitions for the valley where
w i t h Varlin and the others, she was very nearly killed when c h a r m e d by the M a l l o r n grows, hoping that one day it will be a s h r i n e held by them
a vampire. Q u i t e w e a k herself, s h e h a s been t r y i n g to e n c h a n t some alone; Varlins's plans can hardly be said to tie in w i t h this hope.
gems s o t h a t t h e y w o u l d m a k e t h e b e a r e r i m p e r v i o u s t o a l l c h a r m
attempts, but has failed so far.
Plotlines
C B 1 8 T o r e a u ' s H o u s e : A small house compared to the other
adventurers', since Ardise and Ildros don't care m u c h for visitors. Apart from becoming involved in the high politics of Burghalter, PCs can
find p l e n t y o f o t h e r w a y s o f i n t e r f e r i n g i n t h e d a i l y l i v e s o f t h e s e
C B 1 8 a Ardise 'Red Hand' Toreau; Fighter adventurer interesting people:
F; F10; N / C G ; hp 5 3 / 6 4
Scruffy clothes or plate mail +1 a n d shield +2. Uses battleaxe +1 o r 1. Sooner or later, Megart (CB1 Oa) is bound either to make a mistake,
l o n g s w o r d +2. Also owns rings of (Basic: safety, quickness; Advanced: or t o decide that h e h a s enough m o n e y to r e t u r n t o t h e League, a n d
feather fall, warmth), djinni summoning and fire resistance (the first Varlin will discover that the Inn's books have been cooked. Perhaps Falli
t w o are n o r m a l l y w o r n , t h e others kept on a ' w a t c h c h a i n ' inside h e r will feel rejected once too often and give him away. But w h a t will Varlin
waistcoat o r armour), a n d (Basic: p o u c h o f s e c u r i t y ; Advanced: s i x do, given that he has also been robbed at home. J u s t to save face, the
packets of d u s t o f sneezing a n d choking). H e r fascination w i t h rings cleric might be looking for someone w h o could track M e g a r t down, and
extends to non-magical ones as well, and she wears as many as a dozen, exact some sort of punishment, w i t h o u t anyone else knowing.
worth 1 0 0 - 2 0 0 0 g p each.
Ardise is a n u n c o m p r o m i s i n g f i g h t e r, a n d a careless, insensitive and 2. A stranger arrives, and three days later M e g a r t is either dead, o r
abrasive comrade. She is normally both loyal and courageous but her begging the PCs for help. Who is the stranger, and h o w does he threaten
passion for collecting rings has actually led her into a fight w i t h Tobek the Inn Manager? Megart's brothers or the Knights Ocular might be the
Byloff w h i c h astonishly! s h e lost. S h e i s s u l l e n l y w a i t i n g f o r a source of more trouble than anyone suspects....
rematch.
3. Va r l i n finds cash r u n n i n g low, and is desperate to find t h e m o n e y
C B 1 8 b Ildros Toreau, aka Thorn of Xir; Historian that was stolen before. W h o can he turn to but a party of outsiders?
M; Fr 5; N / C N ; I 18; hp 17
Ildros i s t h e s o n o f t h e m a g i c - u s e r u n d e r w h o m L a n a s e r v e d h e r 4. Tobek and Lana part company. No-one need get involved in t h e i r
apprenticeship. F o r m e r l y a n o t e d h i s t o r i a n i n X i r, h e n o w a c t s a s domestic quarrel, o f course, but a charismatic fighter m i g h t suddenly
Burghalter's record keeper. In his small office in the Inn, there is a huge find h i m s e l f the centre of h e r attentions. A n d Lana h a s s o m e t h i n g t o
map of all t h e surrounding wilderness, right up to the edge of the Steppe offer the right man the gems of charm p r o t e c t i o n that have been the
country. He will make accurate, smaller copies for 50gp each. centre of her researches for the last year. A l l Lana w a n t s is protection,
but it is not unlikely that she m i g h t become infatuated w i t h a male PC
w h o paid her the right kind of compliments. W h a t e v e r the t r u t h o f the
The People matter, Tobek is going to fight back, and then Ardise is going to seize her
chance to get her revenge for that amazing defeat over the ring. Va r l i n
The other citizens of the village are: and Endor Solem will try to stop Ardise from getting involved, as well as
5 q u a r r y m e n , 1 0 m a s o n s a n d 1 0 builders; a f o r e m a n (Late' Ta y a r, dropping heavy hints to the erring (or totally innocent!) PC that it is time
CB6b), d r i v e r a n d c o o k . T h e s e w o r k u n d e r Va r l i n a n d S o l e m ' s to move o n . _ but Ardise has a terrible anger and the mercenaries on her
directions. side. Burghalter m i g h t erupt in civil w a r w i t h the PCs in the middle.
20 mercenaries under the command of Ardise Toreau (CB18a). One of
these i s t h e o n l y o t h e r u n m a r r i e d w o m a n i n t h e v i l l a g e (see Falb, And if that little lot doesn't convince you that Burghalter should become
CB10b). The guards are very protective of her. a tourist resort f o r y o u r w e a r y party, t h e n t u r n overleaf, a n d f i n d Out
30 elves under the guidance of Lagoniturel ( C B I a). what is happening under the surface....
17
I M A G I N E magazime, June 1985
Rakshasa Cult The Red Finger
For many years, Burghalter and its environs were dominated by the evil Hidden on the cliffs above the village is an outcrop of strangely-coloured
minions of a cult that worshipped the dreaded (and, some say, mythical) rock that juts into mid-air at an impossible angle, w h e r e it catches the
Rakshasa. These horrid beasts are rumoured to be able to appear in any rays o f t h e r i s i n g a n d s e t t i n g s u n . T h e s e m o r n i n g a n d evening r a y s
form in order to cause victims to relax for the fateful second which seals enhance the rock's rich red colour, so that it almost seems to glow.
their doom and guarantees the Rakshasa a tasty meal. It is unclear This geological accident has stirred religious t h o u g h t s in m a n y and
w h y anyone should choose to honour and worship these evil creatures; various people, and it has become a site of some religious significance
although s u c h acolytes c a n b e o f u s e t o t h e Rakshasa, t h e m o n s t e r for groups of gnomes and dwarves, w h o have seen it as a representation
recognises allegiance to no-one and these same acolytes could one day of t h e p o w e r s t h a t control t h e earth. S i m i l a r l y, m a n y monsters have
follow the same path as the other unfortunate victims of the cult. seen some significance in it that might not be immediately clear to men.
It was an enormous relief, therefore, to all those who live in this part of Sages w h o h a v e s t u d i e d i t h a v e r e m a r k e d t h a t i t i s p r o b a b l y t h e
Cerwyn, w h e n t h e c u l t w a s vanquished a n d driven f r o m t h e district. remains of a seam of metal that yields its colour when exposed to the air.
Since t h e c o m i n g o f Va r l i n a n d h i s a d v e n t u r i n g colleagues, l i f e h a s These prosaic explanations have done nothing to diminish the awe and
returned to w h a t passes for normal in this part of the world so much wonder in w h i c h it is held by those w h o consider it holy.
so t h a t even t h e occasional disappearance of a m e m b e r of a passing Today, t h e site i s seen as s o m e t h i n g o f a curiosity by the people o f
caravan has raised no m e m o r y of the cult. Burghalter, w h o pay i t little heed. I n a w a y, t h i s is m o r e t h a n a l i t t l e
These disappearances are signs that the time of the Rakshasa has not ironic, for it is the Red Finger w h i c h marks the furthest boundary of the
entirely passed. T h e r e m n a n t s o f t h e c u l t w h i c h w a s c r u s h i n g l y raiding grounds of the barbarians from the Steppes. If it were not for this
defeated by Va r l i n fled deep u n d e r g r o u n d into passages and caves marker, the w i l d horsemen from beyond the Sarpath M o u n t a i n s would
beneath t h e village t h a t even t h e d w a r v e s w o u l d n o t have k n o w n of have brought fire a n d ruin to the County of Cerwyn even m o r e often.
There t h e y wait, s l o w l y recovering t h e i r strength, u n t i l t h e day w h e n Pilgrims come from strange and far-off places to see the Red Finger,
they might once more threaten the security of the whole of the Domains. and the people of Burghalter will often direct strangers to it, assuming
that it is the cause of their visit, even though they pay it very little heed
themselves.
DM's Notes
There a r e n o m a p s o f t h e Rakshasa c u l t ' s lair, a s i t i s m a d e u p o f a DM's Notes
tortuous network of cracks, tunnels, caves and underground rivers, far
beneath t h e surface. A c c e s s t o t h i s n e t w o r k can be gained f r o m t h e The truth of the matter is that the rock is made of solid iron, and as such
backs of the caves in the Burghalter valley (assuming the obstructions will h a v e a v e r y p o w e r f u l e ff e c t o n a n y use o f materi al s nearby t h a t
can b e c l e a r e d w i t h o u t t h e i n t e r r u p t i o n o f investigating B u r g h a l t e r might be influenced by such a large source of ferrous metal. Of course, it
citizens), via unnoticed and unexplored passageways. There is even a is possible t h a t y o u r c a m p a i g n w o u l d n o t be i n f l u e n c e d b y s u c h a n
way down through the existing temple to Tarmenel. A fourth entry point artifact, in w h i c h case you should feel free to replace the material w i t h
exists beneath the n e w temple, being b u i l t in the middle of the village. whatever m i g h t have an effect on say spelicasters....
Only t h e s e n i o r engineer, Castillo Solem, a n d t h e t w o clerics, E n d o r It is naturally quite likely that r u m o u r s of this strange landmark will
Solem and Varlin Ganz, know that the temple is being built on the site of circulate to sites far away from Burghalter, and that it might be possible
a previous building and even they do not k n o w that this was a shrine to use the Red Finger as a m e a n s for getting the players to this part of
of the Rakshasa cult. If PCs find t h e exremely well-hidden entry point Cerwyn in the first place.
(beneath a fake foundation stone), they will discover passage ways and
tunnels that lead ultimately to the maze that the cult still occupies. This C B 2 0 a F a r Sighted Gaspar; Hermit, lunatic
is the entry still used by cult acolytes on occasional forays into the night. M; M U 9 / I 1 0, C / C N ; AC 9 / 1 0 ; hp 20;118; w a n d of illusion (disguised as
And i n t h i s n e w centre o f evil, t h e y w i l l f i n d a n o t h e r shrine, b u i l t t o a clay pipe)
honour something even m o r e foul and horrid than the Rakshasal J u s t May use any illusion type spell in Basic
w h a t this thing is, the GM will have to think of p r e f e r a b l y in daylight._ The rock is guarded b y an o l d g n o m e i l l u s i o n i s t called Gaspar. H e is
As for the only mildly-terrorising members of the cult, there are listed highly i n t e l l i g e n t a n d c o m p l e t e l y i n s a n e , a l t h o u g h i n a p e r f e c t l y
below the acolytes and m e n - a t - a r m s that are the remains of the cult. harmless a n d p l e a s a n t w a y. H i s i n s a n i t y i s n o t e n t i r e l y d u e t o t h e
These are men and women of advancing years, long-starved of daylight. solitary existence he has led since first he came to sit at the foot of the
If desired, t h e G M c o u l d a r r a n g e f o r t h e p a r t y t o m e e t o n e o f t h e rock; he must have been at least mildly eccentric to have done so in the
Rakshasa themselves, in w h i c h case those playing in a D & D campaign first place.
should treat this monster as the equivalent of an 18th level fighter w i t h He will afford no danger to anyone who visits the rock, but he may trick
polymorph abilities, w h i c h can use M U and clerical spells (levels 1-3), or confuse them by minor illusions designed for his own amusement. He
can cast illusions at will, is i m m u n e to all spells of less than 7th level, will stop at nothing, however, if he feels that a visitor might have a mind
and takes no damage from any but the most magical of weapons.... to perpetrate serious harm upon this prized possession.
In addition t o t h e n o r m a l a c c o u t r e m e n t s of h i s l i f e as a h e r m i t , h e
C B1 9 a The Besotted One; ChiefAcolyte possesses a wonderful and peculiar instrument that has earned him his
M; F12, C / L E , A C 0; hp 8 0 / 1 0 0 ; ring o f regeneration, m a c e +4 nickname 'Far-sighted'. It is a long, h o l l o w tube w i t h pieces of glass in
This poor creature has long since forgotten his name, his past, w h y he each end, t h a t G a s p a r says a l l o w s h i m t o see t h i n g s t h a t c o u l d n o t
came to be here or indeed anything that is outside his total adoration of normally be seen. Not many people, w h e n given the opportunity to use
the Rakshasa. Wo r d s like 'depraved' o r 'evil' are almost meaningless this device, can make it perform in the way that Gaspar claims it does._
w h e n considering the complete control the monsters have over his mind
and actions. Suffice it to say that he is a tool of the beasts, and will stop at C B2013 Crothone Bear; Tribesman
nothing to lead the u n w a r y or the weak to be eaten by them. If that is not M; F 4 / B 4 ; N; A C 4; hp 2 8 / 4 0 ; S 18, shortbow, spear
possible, he will sacrifice his life to try and slay intruders and it would Whenever t h e PCs a r e a t t h e rock, t h e y w i l l b e observed secretly b y
be preferable to be slain rather than be taken alive. Crothone and his f e l l o w Bear tribesmen and women. This unfortunate
group of barbarian horse-raiders have been 'exiled' here by the head of
CBI 913 R. . e e n a ; Acolyte/Servant another c l a n w i t h i n t h e i r t r i b a l g r o u p , a f t e r a m i s t a k e involving t h e
F; E l i ; C/LE; AC -4; hp 56/68; ring of invisibility, gauntlets of ogre ownership of some deer horns. Having taken issue with the tribal chief,
power the B e a r c l a n i s i n disgrace, a n d C r o t h o n e a n d h i s k i n h a v e b e e n
Reena has embraced the cult wholeheartedly since being captured. She stationed here to watch the rock. Their instructions are simple; they are
was once fair and attractive and her good looks w e r e the cause of the to remain at the rock until such time as the Red Finger shines no longer
demise of many a hot-blooded male, and thus she was most useful to the at D a y - e n d , w h e n t h e p e o p l e s o f h i s t r i b e w i l l l e a d t h e b a r b a r i a n
Rakshasa. In her later years, this has been replaced by a ruthless spite. invasion of Cerwyn.
A l t h o u g h she is as much of a cipher as the Besotted One devoting her It has already been seven months, but Crothone has not neglected his
time to capturing innocents for her masters s h e is more likely to flee if duty for a m o m e n t . The t r i b e s m e n are masters of camouflage, and it is
confronted on her own. A m i d s t a mass of fellow cult members though, unlikely t h a t t h e P C s w i l l n o t i c e t h e m w h i l e t h e y a r e a t t h e rock.
she will be a formidable fighter. However, i f t h e y d o a n y t h i n g t h a t c a u s e s t h e r o c k ' s g l o w t o f a i l
blowing i t t o a t o m s m i g h t h a v e t h e e ff e c t t h e PCs w i l l h e a r t h e
C B 1 9 c - d Servants howling war-cry of the Bears, and Crothone and his fellows will be off to
c: M; F9; C / L E ; A C -4; hp 5 0 / 6 5 ; axe +3, ring o f p r o t e c t i o n +3 tell the tribe the good news. Alternatively, if the PCs w a n d e r around the
d: M; C6; C / L E ; A C 0; hp 2 5 / 3 5 ; flail + 2 mountains about the Red Finger, the Bears might attack them or spring a
These, t h e last of the servants, are a n o n y m o u s and mindless save f e w traps, j u s t to w h i l e a w a y another day.
that they will prove to be potent defenders of the cult.
Crothone i s a c c o m p a n i e d b y 3 0 B e a r t r i b e s m e n a n d w o m e n (F1 - 4 /
There are a l s o l 0 men-at-arms (F3, AC 1, hp 2 0 / 2 5 , one has s w o r d +2) B1-4; AC 2-4; hp 7 - 2 1 / 11 - 4 0 ; bows, axes, daggers) w h o will f o l l o w his
w h o will fight t o the death to protect the Rakshasa or their acolytes. orders w i t h o u t fail unless they w o u l d offend the h o n o u r of the clan.
18 I M A G I N E magazine, June 1985
A BOX
FOR THE MARGRAVE
An AD&DTM Mini-Module for 4 - 7 characters
By Mike Brunton
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INTRODUCTION
, This mini-module has been designed for use w i t h a balanced
party of 4-7 1st and 2nd level characters. It is intended to be an
introduction t o t h e AD&DTM g a m e f o r D u n g e o n M a s t e r s a n d
players w h o are familiar w i t h the D&D@ Basic or Expert rules
and w h o w i s h t o change t o t h e m o r e codified system. I t w i l l
illustrate s o m e o f -,he differences b e t w e e n t h e t w o games.
Although sufficient information is presented in the text to allow
the DM to run the adventure, access to copies of the DUNGEON
MASTERS GUIDE and the PLAYERS HANDBOOK is important,
and access t o t h e MONSTER M A N U A L a n d FIEND FOLIOTM
Tome is useful. Much of the information that they contain about
the g a m e i s t o o l o n g a n d detailed t o b e repeated h e r e (eg
detailed spell descriptions).
If you are a player please stop reading now. All the information
that follows is for the Dungeon Master (DM) alone.
21
A BOX FOR THE MARGRAVE
A Box for the Margrave is divided into two parts: PLAYERS' INFORMATION:
Part I (this section) is an introduction to the mini-module. The DM should read the following to the players at the start of
play:
Part ll is the adventure key. All information necessary to run the
You have arrived in the small garrison town of Varit, having
adventure is provided in a series of encounter keys. Information
been promised jobs as caravan guards by a local merchant.
which is indented and in a different type-face may be read to
The town is full of activity you quickly deduce that it is being
players a t t h e specified time. The D M m u s t decide w h a t
fortified against attack and that the population seems to
additional information to give to the players. consist mainly of soldiers and camp followers. The troops look
as if they have already fought, and lost, a major confrontation.
All regard you with deep suspicion. The walls are in a state of
A map is provided which the DM should give to the players. disrepair, and the gates are rotten and falling from rusted
(IMAGINErm magazine grants permission for this item to be hinges. Engineers are working with grim determination to
reproduced.) This shows the route the party should take. The improve the defences.
encounters can be located by comparing the map references
after the encounter heading with the grid on the map: f o r When you reach the merchant's house you find it broken into
example, Varit is located at All O. and troops billeted there. On explaining your presence to the
soldiers you are seized and frog-marched to the Lion House, a
Detail maps are also given for encounters 2 and 3. large dwelling in the centre of the town. This is now the
headquarters of the Margrave Chamalx.
Where monsters or Non Player Characters (NPCs) are described On a lance-point outside the gates of the house is the head of
in the text, statistics for them are given i n brackets. The the merchant who hired you. As you pass the word 'traitor' is
statistics are presented in the following order: mentioned.
Armour Class (AC); Movement Rate (MV); Hit Dice (HD) o r You are dragged into a large hall. The Margrave, a middle
Level/Class; hit points (hp); Number of Attacks (A' AT); Damage aged man, i s wearily discussing strategy with his chief
caused by attack(s)(D); any other notes, eg Special Attacks (SA), retainers. The soldiers tell him of your connection with the
Special Defences (SD), experience points (xp). traitor-merchant, and of your protests of 'innocence'. The
Margrave looks at you with a calculating expression, and
consults with one of his retainers in hushed tones. Finally he
delivers his judgement:
DM's BACKGROUND
Unfortunately for those who live there, it has long been a source
of contention between two of the reg ion's overlords, Baron
Ranald (9th Level Fighter AL LE) and Margrave Chamalx (10th
Level Fighter AL LG) both claim the valley as a part of their
demesnes.
For the past seven years the Duke's personal troops have
occupied the Hyot valley. Three weeks ago Duke Parrel died
leaving his title to his only son, a 12 year old boy. This was
exactly the opportunity for which Ranald had been waiting.
Before Parrel was buried, Ranald's forces had crossed the River
Hyot and attacked Margrave Chamalx' county town, Caer
Dolgur.
As the war enters its fourth week Margrave Chamalx has lost.
The Baron's use of non-human troops in great numbers, mostly
hobgoblins, has assured him of a cheap victory. In considerable
disarray the Margrave and his remaining men have retreated to
the garrison town of Varit, where the Margrave now intends to
make a final stand. He knows that such a fight would be
impossible to win.
The party should have been brought to the starting point of the
adventure by the offer of employment as caravan guards by a
local merchant for a journey across hostile territory. This source
of employment is no longer available to the party.
22
A BOX FOR THE MARGRAVE
'This key opens one of the locks on the box. My cousin, who Inside the box are four documents, and a small leather bag.
has been warned of the box's arrival by carrier pigeon, has the
other two keys. All three are required to open the box safely. The f i r s t d o c u m e n t is t h e Margrave's original L e t t e r s P a t e n t
Do not tamper with it in any way. I am also giving you a map granting him the title and his lands, along with the right to keep
which shows what my spies report as the safest way from here and b e a r a r m s . T h e s e c o n d i s a p r o m i s s o r y n o t e f r o m t h e
to your rendezvous. Do not fail me, and you will be rewarded.' Merchant A d v e n t u r e r s G u i l d f o r a f a c e v a l u e o f 1 0 0 , 0 0 0 g p
(actual value nil). The third of the papers is a t i t h e map of the
The Margrave then beckons to one of his men, a scar-faced Margrave's lands listing the value of all the properties shown;
individual in battered armour. He orders the man, Stok, to appended to this is an authority from the church to gather the
guide you to the tunnel end and report back. tithes. T h e l a s t d o c u m e n t i s a n i n c o m p l e t e f r a g m e n t o f
parchment naming Margrave Chamalx as a commander of the
Stok looks at you with obvious contempt. With a curt nod he Knights of the Holy Sepulchre.
leads you out of the hall and down a spiral staircase, to a point
well below ground level. The leather bag contains the Margrave's signet ring, w i t h his
coat of arms clearly shown.
Lighting a torch, Stok leads you to an apparent dead end.
Pausing only to check whether the party was followed or not,
he presses a number of bricks in the wall. A cold clammy
breeze makes the torch flutter as a hidden entranceway 1. THE TUNNEL (A110/AH11)
opens.
The D M should allow the players to attempt to open the panel.
Stok orders you to enter the tunnel, and then presses some After they have tried and failed he should read the following:
more brickwork outside the entrance. As the panel begins to
close a hooded figure detaches itself from the shadows behind After the panel refuses to open you turn around. Before you a
him. man-made tunnel stretches into the darkness beyond your
torchlight.
The last thing you see as the panel closes is the incarnadine
life-blood of your guide pulsing out onto the floor.... The tunnel is 10 feet wide w i t h an arched ceiling 1 2 feet high
and i s w e l l o v e r o n e m i l e long. T h e D M s h o u l d n o t give t h e
players a n y d e f i n i t e i n f o r m a t i o n o n h o w f a r t h e p a r t y h a s
At this point the adventure proper begins. The guide has been travelled, but only approximate walking times.
struck dead by an assassin, and the party can do nothing to alter
the c o u r s e o f e v e n t s described above. T h e p a n e l i s e n t i r e l y The DM should feel free to invent some items of interest in the
immovable from this side, and there is no opening mechanism tunnel for the party to encounter: old ventilation shafts in t h e
to be found. ceiling, iron gates, fallen masonry, side alcoves, a giant rat (AC
7; M V 12"; HD 1 /2; hp 3; A T 1; D 1-3 + disease; 1 Oxp), etc.
The f u l l s t a t i s t i c s o f t h e a s s a s s i n a p p e a r i n E n c o u n t e r 6 .
However, the DM should give the impression that the assassin The DM may read the following after presenting the players with
may be following the party throughout the adventure. The D M a number of such encounters:
should also feel free to use the assassin encounter at another
point during the adventure if this should prove necessary (eg if In a side alcove to the left lies the body of a fighter in rusty
the party wanders off course in Encounter 4, or attempts to steal chainmail. A broken sword hilt lies near the body. The body
the Margrave's Box). appears to be several months old.
The body has been infested with 4 rot grubs (AC 9; M V 12"; HD 1
hit points;,' AT nil; D special; xp nil). Rot grubs viciously burrow
The Margrave's Box: into living flesh. The victim must immediately apply flame to the
wound (1-6 hit points of damage per application) or have a cure
The box is a small chest or casket made of iron bound mahogany. disease spell cast upon him. If these actions are not taken the rot
There are three locks built into it, all requiring separate keys. grubs will b u r r o w to the heart and kill their host in 1 - 3 turns.
The party has been given the key to the centre lock, but this is
useless on its own. All three keys must be turned simultaneously In the belt pouch on the body is a small opal w o r t h 30gp. The
to open the box w i t h o u t destroying its contents. other equipment on the body is worthless.
The locks are all linked together into a single unit. If all three are After a further walk of 15 minutes the party arrives at a wooden
not u s e d a t t h e s a m e i n s t a n t a v i a l i s c r u s h e d a n d a c i d i s door set in the right hand wall. If the party chooses to investigate
released onto the contents of the box. this feature further details can be found in the description of The
23
A BOX FOR THE MARGRAVE
Torture Chamber (Encounter 2). I f the party carry on they will Against the opposite wall, one arm still held by a manacle, is a
emerge into a natural cave after another 10 minutes of walking body.
(Encounter 3).
The body is actually a coffer corpse (AC 8; MV 6"; HD 2; hp 7;-- AT
The D M should feel free to alter the times given if the party is 1; D1-6; SD can only be h i t by magical weapons; 50xp). It wil
behaving in a reckless or over-cautious manner. only attack if disturbed in some way. Non-magical weapons dc
no real damage to the coffer corpse, but only appear to do so. If
the coffer corpse is struck by normal weapons for 6 or more hit
2. THE TORTURE CHAMBER (AH11) points of damage in a single melee round it will fall, apparently
slain. Next round it will rise up and continue the fight at which
point all those involved m u s t save vs. Fear or flee in panic.
The D M s h o u l d r e m e m b e r t h a t t h i s c o f f e r c o r p s e i s s t i l l
manacled to the wall, and thus cannot strike an opponent more
than 6 feet away. Once the coffer corpse hits a victim it locks its
bare h a n d a r o u n d t h a t victim's throat. Thereafter i t does 1 - 6
points of damage automatically until i t is killed or its victim is
dead.
C. Storeroom
This room is about 10 feet wide and 15 feet long. It is filled with
rusted torture equipment. On top of one pile of gear is an old
iron box. Everything, including the walls and ceiling, i s
covered in dust and cobwebs.
You are looking in at a dusty room, about 20 feet wide and 30 The first glass vial contains a dark crimson liquid (a potion of
feet long. It is filled with pieces of torturer's equipment. In one extra-healing), the second a red liquid (a potion of healing) and
corner stands an iron brazier with several branding irons. the t h i r d a n a m b e r liquid (a p o t i o n o f h u m a n c o n t r o l ) . Each
Next to that is a large, uncomfortable-looking wooden chair potion has one dose.
with mildewed leather straps. There are also three long
workbenches covered in a frightening variety of implements:
thumbscrews, clamps, chains, whips, pliers, knives, skewers 3. THE CAVE ( A H 11 )
and the like.
At this point the tunnel joins a natural cave at an angled
There are two other doors. One is at the right hand end of the T-junction. The cave is roughly circular in cross-section,
opposite wall, the other is in the left hand wall. about 20 feet in diameter. The walls and floors are smoothed
B. The Cell
AA
AB
AC
AD
AE Scale V
1mile
AF Hills
AG Woodiand X
Scrub
AH River
.06
AT MEEM
anEllr
Track
vs/
%Maw
Nam
AJ Tunnel AA
AK Town AB
AL " AC
Village
AM
/ 4 1 1 0 0 0 I L , , in,,
AN AE
AO AF
AP 0 1 0 111 S i t 4 4 S a f e Route AG
AN
AQ
Not,.
by the passage of water, but there is rock debris strewn across Any member of the party who is in the cave when the barking
the bottom of the cave. At the lowest point of the floor is a starts must make an ability check against constitution (ie roll his
small trickle of water. Overhead hang stalactites, many of or her constitution or less on a d20). Those who fail will suffer
them broken. the effects of a fear spell.
After the encounter with Spot (and, if necessary, the party have
This is all that can be seen without entering the cave. When any re-entered the cave) the DM should read the following:
member of the party does so the DM should read the following:
To the right the cave is blocked by a massive rockfall. From
As soon as you enter the cave you are nearly deafened by a the bottom of the blockage a small stream emerges and
tremendous barking sound coming from somewhere to your meanders down among the debris scattered across the floor.
left.
To the left the cave slopes gently downwards from where you
are standing, with the stream picking its way around the
The party have been surprised by Spot, a guard dog placed at the rocks. In the distance gleams a faint grey light.
mouth of the tunnel by Garyth, an illusionist (see Encounter 3i
for the statistics of Spot and Garyth). The party will not see Spot The rockfall is far too massive to be moved by hand. The light in
run off down the cave to warn Garyth of the party's approach the distance is daylight filtering in from the cave entrance, some
because Garyth has cast an invisibility spell on the dog. 180 feet away.
25
A BOX FOR THE MARGRAVE
3i. The Illusionist (AH11 /AG1 1 ) He has already used a phantasmal force spell to create the
illusion o f the chasm. Once the illusion i s penetrated and
dispelled, or the party are across the chasm, Garyth will leave
his position a t t h e window (automatically terminating t h e
phantasmal force spell) and emerge from the cottage to meet
the party with Haggit, his gnome assistant (AC 1; MV 12"; Lvl
1/1 Fighter/Illusionist; hp A T 1; D 1-6; S 12,116, W 10, D
16; C 16, Ch 9, AL CN, 83xp), who is armed with a short sword
He wears a gnome-sized suit of plate mail +1 a n d has the
following spell available:
cushions. Next to this is a free standing bookcase with several the range that you have just passed beneath. Behind you is the
large volumes on it. A lute lies on one of the cushions. cave mouth set in a cliff about 40 feet high.
Below the window that looks into the cave is a cooking stove. If the party f o l l o w s t h e r o u t e s h o w n o n t h e M a r g r a v e ' s m a p
Next to it stands a provisions cupboard. A rabbit, ready for there are no encounters until the party arrives at the hobgoblin
the pot, hangs from the wall. encampment (see Encounter 4i).
The papers on the tables are merely notes on the casting of the If t h e p a r t y d o e s n o t f o l l o w t h i s r o u t e i t w i l l h a v e t h e
spells d a n c i n g l i g h t s and w a l l o f fog, and are worthless. The predetermined encounters listed below. These encounters will
books are Garyth's and Haggit's spell books, and t w o general occur i n n u m e r i c a l o r d e r, w i t h a t i m e d e l a y o f 3 - 1 2 t u r n s
texts. G a r y t h ' s f o u r spell books (one v o l u m e p e r spell level) between each one.
contain the following spells:
1. H o b g o b l i n p a t r o l . 7 hobgoblins, a l l m o u n t e d o n m e d i u m
FIRST LEVEL: change self, colour spray, dancing lights, warhorses.
darkness, hypnotism, phantasmal force, wall of fog 2. Hobgoblin war party. 14 hobgoblins, all mounted on medium
SECOND LEVEL: b l i n d n e s s , i n v i s i b i l i t y, m a g i c m o u t h , warhorses,
misdirection 3. A squad o f Ranald's troops. 4 heavy cavalrymen, mounted
THIRD LEVEL: fear, invisibility 10' radius, hallucinatory terrain on heavy warhorses, and 1 4 hobgoblins, mounted on medium
FOURTH LEVEL: c o n f u s i o n warhorses.
The hobgoblins (AC 5; M V 9 " ; HD1 +1; h p 9 (x5), 5 (x30); +. 1;
Haggit's spell book contains the following spells: D1-6; SA missile weapons; xp 38 (x5), 30 (x30)) are armed with
heavy crossbows and horseman's maces. In each group there is
FIRST LEVEL: change self, colour spray one 9 h p h o b g o b l i n f o r e v e r y s i x 5 h p h o b g o b l i n s . A l l t h e
hobgoblins w e a r a r m b a n d s o f B a r o n Ranald's colours. Each
The other two volumes are an astrological almanac (worth 75gp) hobgoblin h a s h i s pay i n h i s b e l t pouch, t h e 9 h p o n e s have
which has been used to press wild flowers, and a collection of 2-12gp each, the rest have 1-6gp each.
music a r r a n g e d f o r t h e l u t e ( w o r t h 50gp). I f t h e characters
consult the almanac the DM should feel free to invent fortunes All the hobgoblins are mounted on medium horses (AC 7; M V
for them, ranging from death w i t h i n a l u n a r month to fabulous 18"; HD2+2; h p 1 2 each; -c AT 3; D 1 - 6 / 1 - 6 / 1 - 3 ) w h i c h h a v e
wealth, none of which need be true. been trained for war and are thus only 10% likely to panic or run
away. T h e f o u r h e a v y cavalrymen (AC 2 ; M V 6 " ; 2 n d Level
The lute is w o r t h 150gp. There is nothing else of value in the Fighters; hp 18, 14, 13, 1 2 ; # AT 1; D variable; xp 64, 48, 46, 44)
room. are armed w i t h lances (D3-9, double damage w h e n charging)
and longswords (D1-8). The leader is armed w i t h a longsword
+1. All are mounted on heavy horses (AC 5; M V 15"; HD3+3; hp
b. The Bedroom 18 e a c h ; ' AT 3 ; D 1 - 8 / 1 - 8 / 1 - 3 ) w h i c h a r e e q u i p p e d w i t h
chainmail barding (AC 5). A l l have been trained f o r w a r. The
When a character looks behind the curtain into the alcove the cavalrymen are part of Baron Ranald's regular forces and bear
DM should read out the following: his heraldic device upon t h e i r shields and surcoats. Each has
3-18gp in his saddlebags.
This alcove contains two unmade beds and a flat-topped
wooden chest. On top of the chest is a small chess set and a
single large candle. Furs cover the floor and walls. 4i. The Hobgoblin Encampment. ( A D 11 )
The beds contain n o t h i n g o f interest. U n d e r one is an e m p t y As the party approach t h e position o f the hobgoblin camp t h e
chamberpot and a short length of unfinished braid. The various DM should read the following:
furs are worthless sheepskins.
About 100 yards away, on the edge of a copse of trees, is a
The chest is locked. Garyth has the only key in his belt pouch, but group of humanoid creatures sitting round a fire. A short
the lock can be picked with the normal chance of success by any distance away several horses are tied to a fallen branch,
thief. It is not trapped.
The creatures are actually 6 hobgoblins (AC 5; M V 9"; HD1+1;
Inside the chest are clothes in human and gnome sizes, worth a hp 8, 6 (x5);, AT 1; D1-6; S A missile weapons; xp 36, 3 2 (x5))
total o f 2 0 g p . A t t h e b o t t o m o f t h e c h e s t i s a s c r o l l c a s e armed with heavy crossbows and horseman's maces.
containing a scroll of the following spells: hallucinatory terrain,
fear, f i r e b a l l a n d s t i n k i n g c l o u d . T h e r e is also a leather bag The seven horses are all medium horses (AC 7; MV 18"; HD2+2;
containing 125gp, a glass jar containing 200sp and a wooden hp 13 each;- AT 3; D 1 - 6 / 1 - 6 / 1 - 3 ) , are trained for war, and are
box containing a block of jade worked into a representation of a thus only 10% likely to panic or run away. The horses will only
tiger. It is worth 250gp. attack if they panic and are unable to flee (e.g. they are still tied
to the fallen branch). The hobgoblins have not set any sentries,
The chess set has azurite (deep blue) and rhodochrosite (light therefore the party will not have any difficulty in sneaking up to,
pink) pieces w i t h a board o f mahogany and hornbeam, and is or past, the camp. If, in these circumstances, the party attacks,
worth (as a set) 250gp. Each piece is worth lOgp separately, and the hobgoblins will be automatically surprised.
the board is worth 25gp on its own.
If the party charges the camp the hobgoblins will notice, and will
be able to fire one or two volleys of crossbow bolts at the party.
The exact number depends on h o w far the party has to charge
4. THE WOODLANDS into melee.
After the encounter with Garyth, the Illusionist, the DM should The hobgoblins are part of the army of Baron Ranald, assigned to
read out the following: s c o u t i n g / w i d e patrol duties. If captured and questioned any of
these hobgoblins w i l l k n o w general details of the w a r (though
From where you are standing patchy woodland and scrub not what the fighting is about), such as the fact that Ranald has
stretch away to the north. To the west the woodland seems virtually won. If questioned further any of them will inform the
heavier. In the east rise bleak looking hills, a continuation of party that the main body of the army is to the west and south.
27
A BOX FOR THE MARGRAVE
28
'Yesterday m o r n i n g , m y d a u g h t e r Elire w a s abducted f r o m t h e
orangery at my estates at Arivale. Her shouts alerted my guards,
who arrived t o o late t o s e e m o r e t h a n t h e departure o f t h e
kidnappers. T h i s m e s s e n g e r rode s t r a i g h t h e r e w i t h t h e n e w s .
From h i m I have learned that the kidnappers w o r e the red of my
enemy, Ravin M a l d a r, lord of the Arivale Hall. From t h i s news, I
can j u d g e t h e i n t e n t o f t h e action. T h e a g e - o l d e m n i t y o f t h e
Piarris and M a i d a r families w i l l begin a n e w.
Journey To Arivale creatures exist in the swamp, including hordes of giant rats, and many
forms o f undead. There is also a 35% chance per character that a
Leaving immediately (mounts will be provided should they have none), disease will be contracted, which will take the form of reducing the
the a d v e n t u r e r s w i l l b e able t o reach t h e v i c i n i t y of A r i v a l e Hall t h a t
victims' strength, dexterity and constitution by 1 each hour that they
afternoon. They will be guided to the village by the Piarris servant w h o remain untreated. Should any ability fall below three, the character will
brought t h e n e w s o f E l i r e ' s abduction. A l o n g t h e w a y, t h e PCs m a y fall into unconciousness. If it falls then b e l o w 0, t h e character should
question her, and may gain a little more of an insight into the nature of make a saving t h r o w vs poison, dying if failed, and being incapacitated
the Hall. She w i l l tell them that the Hall lies beyond the village, down a for dl 2 months if the save is made. Only complete rest for 1 week per
disused track. It lies in walled grounds, turned n o w to marsh by years of lost point, or a cure disease plus one day's rest per lost point, will restore
neglect, and can only be reached along a c a u s e w a y from the gate to the a character. By vivid descriptions of the rank nature of the fen, the DM
front of the house. Nobody has been up to the Hall for thirty years. The should seek to discourage the party from following this route.
servant will be reluctant to talk much of the rumours of haunting, for she
is certain that it is true. Once w i t h i n the grounds, she will say, anything The C a u s e w a y i s o n e m i l e l o n g , t w e n t y f e e t w i d e , a n d c o m p l e t e l y
is possible. A r i v a l e Hall is the most evil place in all of Cerwyn. straight. Venturing along it, the party will travel just eighty yards before
meeting the first occupant of the Hall. The body of a young soldier clad in
If t h e p a r t y pauses b r i e f l y i n A r i v a l e Village, t h i s i m p r e s s i o n w i l l b e old-fashioned green clothes hangs from a tree, perfectly preserved. He
reinforced by the locals, all of w h o m shun the place. Some 'brave' souls carries a w h i t e flag, and a set of bagpipes hangs from a belt around his
will say it is all nonsense, but nevertheless will not accompany the party shoulders. He died during the war between Piarris and Maidar, leading a
there; o t h e r s w i l l c l a i m t o h a v e s e e n g h a s t l y m o n s t e r s d e f y i n g small party under a flag of truce, w h i c h was set upon and massacred by
description; others yet will hide themselves away, rather than talk of it. mercenaries in M a ldar pay. N o w he is a f o r m of G r o a n i n g S p i r i t .
Beyond urging the party to proceed to the Hall, the servant will have no
more to do w i t h the quest either, a n d w i l l head off towards the Piarris
estate. As the adventurers approach, the lad will smile and ask for w h o m they
fight, Piarris or Maldar. If they say the former, or claim n e u t r a l i t y in the
war, he will wish them well and vanish. If they do not answer, or claim to
The Hall lies f u r t h e r down i n t o the valley, j u s t t w o miles f r o m Arivale. be for the Maldar, he will offer to play a tune on his pipes. All those w h o
From the track, it w i l l appear as a w a l l e d area of fenland, w i t h a single hear him play must save vs spells or be driven p e r m a n e n t l y insane.
paved c a u s e w a y passing a r r o w - s t r a i g h t t o t h e c o u r t y a r d o f a large,
lightless m a n o r house. The villagers have placed crude w a r n i n g signs Once he disappears, or is destroyed by the adventurers, the boy's place
about t h e w a l l s , a n d c r u d e l y locked t h e g a t e s w i t h l e n g t h s o f chain. w i l l be taken b y six ravens w h o w i l l stare e n i g m a t i c a l l y d o w n a t t h e
W h e n nearer, the adventurers w i l l see the chain lying on the floor and party. They will o n l y attack if they see seriously weakened opponents,
the gates ajar.
either n o w or w h e n the party returns.
I ' F E E T
3 0
KEY
Mine
11111.1 5Intr5
mr,A1 tonaliiv
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El)i & o r (arrow
indicates ditechou
SITE PLAN oCopening)
FEET
The f i g h t e r i s a H e a d l e s s H o r s e m a n ; once a cavalier, he w a s dragged in a long y e l l o w gown (curiously old-fashioned). She w i l l ignore all the
from his horse and slain by base peasants during the war. His burning party members unless she sees a cleric, in w h i c h case she w i l l cry out
that she m u s t confess a terrible sin. She was a daughter of the M a l d a r
pride keeps him upon this road, waiting for an opponent of noble birth. If
there is a f i g h t e r in plate mail in the party, the Headless Horseman w i l l clan, a n d took advantage of the chaos of w a r to have a s i m p l e pedlar
wait for a challenge to single combat. Should none be forthcoming, he killed for the fine yellow cloth he bore. The body is bricked up in a corner
of the kitchen. The w o m a n will ask the cleric to help her bury the pedlar
will charge. He will then pull out a black broadsword. In melee against a
group, h i s attacks w i l l be concentrated upon a n y thieves, considering in proper ground, and w i l l t r y to grasp his hands. If she succeeds, s h e
them to be most like the villeins w h o s l e w him. will then attack. The w o m a n is a Spectre.
This w o m a n ' s story is true, but she conceals the true evil of her nature.
3. T h e Moat There is even a body behind one wall of the kitchen (4a). If it is revealed,
The Caus e w a y opens onto an open area before the house itself. Across the spectre will recoil from the sight and flee.
the f r o n t of t h e Hall, t h e r e is a moat, m o s t l y for decorative purposes,
although it is largely filled w i t h rank weeds now. It can be crossed most 5. T h e Storeroom
simply by an ordinary drawbridge operated from the gatehouse, but the
party m a y a l s o w a d e a c r o s s t h e m o a t . F r o m e i t h e r t h e b a n k o r t h e If the party looks in here, t h e r e is a 1 0 % chance that they w i l l see the
lower h a l f o f t h e body o f a w o m a n , w a l k i n g across t h e r o o m a t t h e
drawbridge, t h e a d v e n t u r e r s w i l l s e e a s t r a n g e tableau i n t h e w a t e r
below. A woman, dressed only in a thin nightshirt, is wading through the ceiling. Her top half is to be found in the M a i n Bedroom, upstairs.
water, searching through the weeds. A r o u n d her, seven other figures in
servants' c o s t u m e are doing likewise, occasionally ducking u n d e r the 6. T h e Main Hail
surface. The w o m a n is shivering from the cold, and her flesh is blue. As
soon as a m e m b e r of the party is w i t h i n 10 feet, she will beseech his or This large room is furnished as if for a great feast, w i t h long tables and
her aid her child is lost in the weeds. If refused, the w o m a n will try to benches r u n n i n g its length. A h u g e staircase rises from one end. Like
the r o o m i n w h i c h t h e party w a s interviewed by the Lord Piarris, t h i s
possess the individual. She is a H a u n t .
room bears family trophies and honours t h e s e belong to the Maldar.
There i s n o child t o be f o u n d i n t h e w a t e r, b u t a prolonged search, o f Most of the belongings of that family are heaped in this room, left behind
2 0 - 3 0 rounds, w i l l reveal a s m a l l c h i n a doll. W h e n t h i s is found, t h e w h e n they abandoned the Hall. The tables are covered with metal goods,
w o m a n w i l l go beserk and attack the party. If she is defeated, the other silverware and plates.
figures w i l l s l o w l y fade away. Before they go, t h e y will offer to answer
The r o o m i s o c c u p i e d b y t w o figures. I n t h e b o d y o f t h e r o o m i s a
three questions, w h i c h they w i l l do truthfully.
Poltergeist, a servant executed to protect the information that there is a
The w o m a n d r o w n e d t r y i n g t o rescue h e r child w h e n i t fell f r o m t h e trapdoor u n d e r the rug. A t the top of the stairs, s u r r o u n d e d by broken
drawbridge, pushed aside by a Piarris mercenary. The servants tried to crockery, i s R a v i n M a i d a r. M a l d a r is almost insane the sights and
sounds o f t h i s place h a v e placed a t e r r i b l e s t r a i n o n a m i n d already
help h e r, b u t f e l l v i c t i m t o h e r d y i n g c u r s e a n d w e r e t u r n e d i n t o
P h a n t o m s . She cannot leave, and they will not be freed from her curse, stressed by the failures of his family since the war with the Piarris. He is
until she finds h e r child or is destroyed. sheltering b e h i n d t h e b a n n i s t e r f r o m t h e poltergeist, w h o h a s b e e n
t h r o w i n g things at him since he tried to open the trapdoor,
4. T h e Kitchen Once the party enters, the poltergeist will split its attack equally between
it and Ravin Maldar. Each round that the party is under attack, there is a
There are several w a y s to e n t e r the house. The door to the kitchen is
25% chance that Maldar will seize the opportunity to rush upstairs to the
open, a n d i f t h e y e n t e r t h r o u g h h e r e , t h e a d v e n t u r e r s w i l l f i n d t h e
Second Bedroom. I f h e does, h e w i l l h o l d Elire hostage u n t i l h e c a n
kitchen still partially stocked. There is a w o m a n sitting at the long table,
7
I M A G I N E mapzinz, February 1985
extract a promise from the party to help him exorcise the ghosts from the If t h e p a r t y m e r e l y l e a v e s h i m b e h i n d , t h e D M m a y w i s h t o m a k e
Hall. T h e p o l t e r g e i s t w i l l a t t a c k u n t i l d e s t r o y e d , u s i n g t h e p i l e d individual m e m b e r s o f t h e p a r t y, d e p e n d i n g o n c h a r a c t e r c l a s s a n d
belongings of the M a l d a r as missiles. The party m a y brave the hail o f alignment, aware of their mistake. They may be disturbed by dreams, or
missiles to pursue Ravin upstairs. shaken by visions so that they cannot relearn spells, rest to recover
lost hit points, and fight a t a - 4 penalty. These w e r e not evil or chaotic
The belongings in this room w o u l d be w o r t h 2 7 , 0 0 0 g p if recovered (the men; j u s t misguided, and the l a w f u l and good members of the party
DM should reduce this if there is a prolonged fight with the poltergeist!), partici uarly the clerics will have committed a w r o n g themselves.
although t h e y are too bulky t o be carried a w a y by the party. The o n l y
expensive i t e m s t h a t m i g h t be r e m o v e d a r e t h r e e silver candlesticks If t h e y go so f a r as to attack a n d f i n i s h o f f the Thief, t h e D M s h o u l d
(worth 300gp each), a service of cutlery of silvered steel and ivory (worth penalise the adventurers all the more. Only an a t o n e m e n t will remove
2500gp) and a w o v e n r u g o f f i n e s t K o s r e a n w o o l ( w o r t h 400gp). The this taint, s o that the character m a y function n o r m a l l y. T h e D M m u s t
greater treasure is b e l o w the trapdoor, in a 10 foot square vault. There is judge the circumstances of the mistake as they have arisen, but further
platinum coin to the value of 9000gp, a bearer bond on the City League penalties might include the loss of xp for the adventure, or the rising of
Weaver's Guild for 30,000gp (and w h a t a fight it is going to be to get that The T h i e f as a revenant, seeking out the one w h o finished h i s life!
from t h e m a f t e r 5 0 years! t h e D M c a n i n d u l g e i n a l o n g - r u n n i n g
campaign of stalling; bleeding m o n e y for legal fees in the Court of Ten
Thousand Ravens; obstruction; intimidation; physical violence from the Ending The Adventure
Guild Militia....), a n d t h e belongings o f Ravin's father, a cleric i n t h e
service of a LN deity. These are a, suit of c h a i n m a i l +2, a flail +1, five vials If the party returns to the Lord Piarris' house w i t h Elire alive and well,
of holy water, a scroll w i t h the spells cure l i g h t w o u n d s , c u r e disease Tyran will keep his promise, and pay the adventurers in full. He will add a
and bless, a n d a b e l l o f peace. T h i s last is a m a g i c i t e m t h a t Ravin's 2500gp 'bonus' to this if the party brings back proof of the death of Ravin
father never used a tragic irony in the face of all the suffering that took Maldar, and will offer them further employment as guards at the Piarris
place during the feud (see page 9). estate. If Ravin Maldar is brought back alive, there w i l l be a t r i a l at the
To w n H a l l i n O s p o r t , a n d t h e a d v e n t u r e r s , a s w i t n e s s e s , w i l l b e
7. The Staircase overnight celebrities.
At the t u r n o f t h e stairs, n e a r w h e r e Ravin w a s sheltering, t h e r e is a If, on the other hand, Elire is killed, the adventurers will find out that in a
complete suit of plate mail, m o u n t e d on a pedestal, along w i t h a shield feud as ugly as this, it is not a case of good vs evil; Tyran Piarris has his
and a t w o - h a n d e d s w o r d . I t does n o t M o v e as t h e party approaches. dark side. The DM could find t h a t this could be the start of a rich vein of
These items are plate mail +1, a shield of assassin detection, and a adventure, a s t h e Lord Piarris pays t h e 5 0 0 g p h e promised, b u t t h e n
t w o - h a n d e d s w o r d +2. If the party comes w i t h i n three feet, they may pays a high-level assassin to seek out these "servants of the Maldars".
finally b e convinced t h a t i t is n o t ghostly but i t does bear a s i m p l e The feud is not over t h e r e are many other members of both families
mechanical trap. If it is disturbed, a gauze sack in the helm will tear and scattered all over this part of Pelinore. For the players, this could be just
release a d u s t cloud. A l l w i t h i n 1 5 ' m u s t save vs poison o r take 6 d 6 the beginning....
damage. Even if the save is made, a cure disease will be needed w i t h i n
48 hours or the victim w i l l be incapacitated for 2 d 2 0 days.
Monsters and NPCs
8. The Main Bedroom
T Y R A N , T H E L O R D P I A R R I S : A C -1; M V 6 " ; F i g h t e r 9 h p 78;
In h e r e i s t h e t o p h a l f o f t h e w o m a n g l i m p s e d i n t h e s t o r e r o o m #AT 3 / 2 ; D 4-11 (d8 +1 strength, s w o r d +2); S 16,112, W 13, D 17, C 15,
downstairs. S h e is beautiful, t h o u g h hazy, and all males w h o see her Ch 17; A L LE; x p 1 9 9 2 T H A C O 1 0
must save vs spells or be charmed. The w o m a n will simply wish to kiss
an a d v e n t u r e r. S h e w a s t h e f l i r t a t i o u s w i f e o f t h e L o r d P i a r r i s ' s G r o a n i n g S p i r i t : AC 0; M V 15"; HD 7; hp 35; #AT 1; D 1-8; SA pipes
grandfather, w h o killed h e r d u r i n g t h e w a r s , i n t e n d i n g t o b l a m e t h e save vs m a g i c o r insanity; S D +1 w e a p o n s o r b e t t e r to hit; M R 5 0 % ;
murder on the Maldars. Unable to carry the body downstairs, he cut it in Int exceptional; A L CE; Source M M ; xp 2800; THACO 13
two, and carried the lower half down. His brother, outraged at what had
occurred, killed him before he could remove the other half, w h i c h lay in R a v e n s : A C 7; M V 1 " / 3 6 " ; HD 1/4; hp 2 each; A T 1; D 1; S A attacks
the room for days. N o w the w o m a n is an A p p a r i t i o n , flirting endlessly. eye 10%; SD never surprised; M R Std; Int A n i m a l ; A L N; Source M M 2 ;
She will o n l y attack in self defence. xp 0; THACO 2 0 *
'The ancient legends tell how Tarmenel, loth to abandon his people
altogether, somehow managed to leave instructions with Lilith, his
hand-maiden, whom some say was a demi-god herself. He gave her
a gem of purest sapphire which burnt with a strange energy, and
those that gazed at it seemed to see a white falcon t h e symbol of
Tarmenel's love for his people. Thus, when the god fled into the void,
Lilith stayed behind, forbidden t o interfere i n t h e lives o f the
Heruvians; save in direst need when she might use the gem to
summon Tarmenel back from wherever he might be...
'The years passed and slowly Lilith healed the wounds of the land. Yet
now, the dwarves would have no dealings with man. Karyl, the
dwarven king, grew proud under Grymyk's influence. Gradually his
mind was poisoned by Grymyk's lies and he grew jealous of the
Heruvians' good fortune. In time his envy turned to anger and before
long, the forges and the smiths had no time for rest.
'Soon the once peaceful plains and forests of Heruvor rang with the
crash of steel and the cries of the wounded and dying. The followers Unfortunately, the dwarf was captured and brought before the cambion,
of Tarmenel were no match for the enraged warriors of Grymyk. now in his natural form. Grymyk cast a quest spell on his hapless victim
Fearing the destruction of both land and people, Cirrif, leader of the so that he must bring a good cleric to claim the Necklace. Grymyk knows
Heruvians, sought out Lilith and begged her for aid. She was loth to that Pharastus can only destroy Tarmenel on the'Prime Material Plane,
part with the stone that Tarmenel had given into her keeping, yet she and for that to happen, Tarmenel has to be summoned...
dared not make use of it herself and so, after much deliberation she
gave it (and three other magical gems)to Cirrif. With great reverence The dwarf, named Grilf, made his way to the nearest city and declared to
he accepted the gem and, mounting it in a great amulet, made it the the city's ancient assembly of good clerics that he had found the
centrepiece of a necklace of the finest gold. Necklace. Wasting n o time, t h e y appointed a party o f clerics,
representing all the good alignments. With Grill as a guide, they are to
'For a while the dwarven advance across the plains was halted, but make their way to Mount Strorm and recover the Necklace.
not so the insidious progress of Grymyk's poisonous lies, and shortly
the slaughter was resumed. In the depths of winter, the Battle of the
False Gods was fought by the gorge of the river Thunderflow. The Starting the Adventure
men of Heruvor were hardy, and with Cirrif bearing the Necklace,
they found new reserves of strength and courage. But the dwarven If this module is being run for a party of clerics, the characters will be
armies were almost beyond number, and their warriors were crazed summoned by the High Priest of the city and given the Background
with the lust for death which Grymyk had kindled in their hearts. As History of the Necklace of Lilith (above). If the players are running
the sun slowly westered on that bloody field, Cirrif stood atop a low characters of a mixture of classes, the DM will need to invent another
mound while his warriors fell around him. Believing the end was at method of giving them the necessary information.
hand he held the great blue stone aloft and cried, "Tarmenel! Master
of the Skies! Harken to me; aid me in my hour of need!" And as his The day after Grilf's revelations, the ancient north wall of the clerics'
shout rang out, the eyes of many of the dwarves were opened and assembly chambers is mysteriously covered in a strange glowing script.
they knew the trickery that had been wrought on them by Grymyk When deciphered, this turns out to be details of the following new
and Pharastus. These fled the field, fearing the wrath of Tarmenel, clerical spells explained elsewhere in this issue:
who would surely come to aid his people. 1st level: combine, portent
2nd level: death prayer
'But the sun set. And Tarmenel did not come; for it was not Lilith that 3rd level: dust devil, remove paralysis, water walking
summoned him... As the dark crept across the sky, Karyl leapt onto 4th level: meld into stone, negative plane protection
26 IMAGINE magazine, November 1984
T H E NECKLACE OF L I L I T H
The clerics will be introduced to Grill (see below) and before they set out, The path is also the haunt of the spectre of Karyl (see Background)
they will be provided with any normal equipment they need. If asked, the whose blind obedience to Grymyk and cruel slaughter of the Heruvians,
high-priest will provide each cleric with either a scroll with one spell of has condemned him to haunt these caverns for all eternity. If the clerics
the character's choice (levels 1-4), or one of the following potions: extra are foolish enough to enter at night, the spectre will attack them outside
healing; fire resistance; invisibility; speed; water breathing. the tunnel entrance. Anyone hit must make a successful dexterity check
or fall into the river (see above). During the day, the spectre attacks
anyone entering the tunnel which leads to the Guarded Cavern (area 2).
Details of the Gods
Karyl dwarven spectre: AC 2; MV 15"/30"; HD 7+3; hp 35; #AT 1;
The deities referred to throughout this module are Tarmenel a Neutral D 1-8 + energy drain; AL LE; xp 2000; THACO 13; MM.
Good god of the sky and Pharastus a Chaotic Evil lord of death. The
DM may replace these with appropriate deities for campaign purposes. The party can avoid a combat with the spectre by making Grill lead the
way, although the dwarf will be reluctant to do this (see Grilf the Dwarf
above). Karyl will not attack anyone accompanied by a dwarf from the
The Way In Mountains of Light who can prove his lineage. Thus did Grill get past the
spectre when he first came this way.
Grilf the Dwarf
The player characters will be escorted by Golf across the former plain of Mount Strorm
Heruvor to the gorge of the river Thunderflow (area 1). All passages under the volcano are natural in origin and consequently
very uneven. The width varies between 5 and 10 feet and the height
GRILF DWARF, MALE, FIGHTER, LEVEL 6 between 6 and 20feet. Every 30feet of passage there is a 25% chance of
S 1849, I 12, W 14, D 10, C 16, CH 7; AC 1 (plate mail +1 and shield); 1d4 natural fissures leading off to either side. These will be wide enough
MV 6"; F7; hp 54; A T 3/2; D 4-10 (strength adjustment and battle-axe to accommodate 1 man-sized figure and will taper out after 30feet or so.
+1); AL N; xp 915; THACO 12 (including strength and battle-axe +1). The DM may wish to encourage the players to take refuge in these
fissures from time to time... They offer no protection from the undead
Clothing/Protection: travel-stained cloak and hood over plate mail +1 (see area 3).
and shield
Weapons: Battle-axe +1, hand-axe All caverns are also natural, unless otherwise stated. The ceiling height
Personal treasure: a few copper pieces are all that the cambion left him. varies between 15 and 30 feet.
If the party question Grilf closely they will soon realise that he is not The keystone of the bridge is trapped with a glyph of warding (at the 9th
telling the whole truth. Attempts to charm him while he is subject to the level of spell use) which will be activated as soon as anyone steps on it.
cambion's quest will be unsuccessful. If the clerics are having difficulty The glyph causes this central 5-foot-square block of stone to shatter
getting through the Room of Many Ways (area 10), and question the dropping anyone stood on i t into the torrent. Victims may make a
dwarf, he will feign bafflement. According to his story, this system of dexterity check to see if they manage to grab the far edge of the bridge,
rooms posed no problems on his last visit. followed by a strength check to see if they haul themselves up. Failing
the dexterity check means that they fall into the torrent. Failing the
Although quested, Grilf is not stupid and will be as subtle as possible in strength check means that characters have not got a secure hold and
his attempts to lead all but one of the clerics to destruction. For example: will fall into the river in d4+1 rounds unless given suitable assistance.
he will bring up the rear as the party moves along the gorge and will not
warn them about the spectre (area 1). He will claim that the side passage
leading to the water trap (area 4) is the right way to go and will 'wait on 3. Gates to the Negative Material Plane.
guard' outside the room while the adventurers try to open the steel As soon as the party enters the cavern a group of four ghouls will
hatch (should the party escape he will fake shock and dismay, apologise materialise in the centre of the room and attack. The muffled beating of
profusely and mutter something about 'evil magic'). He knows that the drums (from area 5) can be heard in this cavern.
Bridge of Fire (area 8) is trapped but will insist that it is perfectly safe.
Finally, if there is more than one cleric left alive by the time the party There are two caves numbered 3 (3a and 3b) and both function in the
solves the problem of the Room of Many Ways, he will go berserk and same way. In both of these rough, natural caverns, Grymyk has created
attempt to kill all but one. a gate to the Negative Material Plane. These will be activated as soon as
the party enters either room, and once every subsequent turn until
either the party or the cambion is destroyed. Each time the gates are
Fixed Encounters activated, a new group of undead will arrive in each chamber. The
groups will appear in the order shown overleaf, starting with the ghouls.
1. The Gorge.
To gain entrance to the cambion's stronghold, the clerics must descend Once they have passed through the gate, the undead will track the
to the path which runs along the northern wall of the gorge of the river clerics' emanations of good for 1 hour and attack on sight. After 1 hour,
Thunderflow. Below the path, the gorge is 150 feet deep and the walls or when destroyed, they will return to the Negative Material Plane.
sheer, smooth and slippery (see DMG pl 9). The river is very deep and
fast flowing. Anyone falling into it will take 6d6 hit points of falling and There is no physical evidence of the gates' presence, although both
drowning damage. Unless roped, anyone who falls into the river at this areas will detect strongly for evil. If the clerics cast a combine spell (and
point will be swept downstream and into the Guarded Cavern (area 2). for the purposes of this adventure they need not all be of the same
At this point, a successful dexterity check means that the character alignment) followed by a prayer spell, the gate will be completely
grabs onto a protruding rock on the eastern wall of the gorge. He or she destroyed. A death prayer spell will close the gate for 1 turn.
will be able to cling there until the rest of the party arrive to pull the
unfortunate victim to safety. If the dexterity check is unsuccessful then The groups of undead will come through the gate in the shown order.
the character will be swept into the underground lake and Onto its rocky When all the groups have been destroyed/evaded, the DM should start
shore (see area 6). again with group 1.
27
I M A G I N E magazine, November 1984
T H E NECKLACE OF L I L I T H
There are two empty torch brackets in the positions shown. If the one
nearer the secret door is pulled, the door will slide open. Since the room
(area 4) at the end of the passage beyond the door is a decoy and trap, the
door has been designed to be found easily. If anyone (not just elves or co*4..
half-elves) checks the walls the door will be found automatically.
4. Water Trap
The passage to this room slopes steeply downwards. The wooden door is
locked and trapped by a glyph of warding at the 9th level of spell use.
The trap is activated as soon as the door is opened and will cause 18 hit
points of fire damage to anyone within 10 feet of the door (damage is
halved by a successful saving throw vs. Spells).
The room is empty except for a 3-foot-square steel hatch on the western
wall with five levers underneath. The stone walls, floor and ceiling of the
room are all damp and the hatch is rusting which should serve as a clue
to the nature of the room. To open the small steel hatch the levers must
be pulled in the order 1, 3, 5, 2, 4 or else the trap will be sprung.
First, a heavy steel shutter will slide down to cover the entrance in 1
round. There is a shallow groove in the walls around the entrance
(noticed as a secret door or by a find traps spell, for example) where the -C=1- DOOR GATE TO
shutter drops down. SECRET/ NECATIVE
CONCEALEDDOCK hAATERIN- KANE
Second, a 1-foot-square section of wall in the top right hand corner of TUPPED DOOR
RED LAVA
the northern wall will slide open. This is a small duct leading to the PORTCULLIS
FLOW
underground lake. Once open, the water will flood the room in 2 turns. MOVE
The steel shutter can be smashed open (requires 200 hp of damage) or vATEK sEcrioNi
raised by a combined strength score of 36 or greater. It fits so smoothly (wookwATERs) 5uFtwl Roc-K
into its concealed hole, however, that it will not be possible to raise it if it
is at all damaged.
following rounds the dretch will attack with their claws and teeth. If
A find traps spell will reveal the fact that the room is magically trapped, reduced to 8 hp or less they will attempt to flee towards area 3b. They
but the caster must make a successful intelligence check (at -2) to have both used their gate ability to bring the vrock to this chamber.
determine the correct order in which to pull the levers.
2 dretch: AC 2; MV 9"; HD 4; hp 18 each; # AT 3; D 1-4/1-4/2-5;
Behind the hatch is a 3-foot-square, 2-foot-deep cavity containing a SA Darkness 5' radius, stinking cloud, scare, telekinese 500gp weight
golden necklace bearing three diamonds (one in a very elaborate setting) and teleport; SD Nil; MR 30c/o; Int Semi; AL CE; xp 247 each; THACO 15;
worth a total of 7500gp. When worn, the necklace acts as a ring of fire MMII.
resistance. There are also 2 bottles containing potions o f undead
control and speed. The chamber holds nothing of value other than the two engraved kettle
drums. These are of dwarven construction and made of gold with dragon
hide stretched across them (value 2500gp each). The engravings
5. Demon Drummers show the dwarven cleric Grymyk holding a religious ceremony in front of
Ever since the incursion by Michledonne the paladin (see area 10i), a host of dwarves. In the background numerous demonic shapes are
Grymyk has stationed two dretch here as guards. Strange unnatural depicted. The drums have a permanent Nystul's magic aura spell cast
rhythms echo down the hallway from this chamber. Amidst stark rock upon them and any detect magic spells will show them to be magical.
walls two dretch beat on kettle drums while a vrock (type 1 demon) They have no other special properties.
dances manically around the room. The demons are so engrossed in
their drumming and dancing that they will be surprised on a roll of 1-4.
Once aware of the party's presence the vrock will fly over and attack one 6. Underground Lake
character with all 5 of its attacks. If attacked by another character it will This vast underground lake was formed by the river Thunderflow
turn on him or her, in subsequent rounds it will choose its targets flooding a natural cavern under Mount Strorm. Dark, silent and cold, it is
randomly. It will not attempt to gate in another demon and will continue an eerie place. The water, however, is clean and fresh.
to fight until killed.
There are t w o ways t h a t t h e party could f i n d themselves here.
1 vrock (type 1 demon): AC 0; MV 12"/18"; HD 8; hp 32; # AT 5; Characters may either be swept here after falling into the river (see
D 1-4/1-4/1-8/1-8/1-6; SA Darkness 5' radius, telekinese 2,000gp areas 1 and 2), areas 1 aor they may enter through the lair of the marine
weight; SD Detect invisible objects; MR 50%; Int Low; AL CE; xp 1595; trolls (see area 7). In the first case, the character will be washed up on
THACO 12; MM. the lake shore. Since the river current is so strong, and the roof over the
river so low, it is not possible to use a water walk spell to return to the
One of the dretch will teleport behind a cleric and then use its scare Guarded Cavern (area 2), although any character wearing magical or
ability on the character. The other will create a stinking cloud to cover non-metal armour may swim that way. In this case, the character will
as many characters as possible. It will then use its scare ability. On the need a water breathing spell or device.
28 I M A G I N E ma9ariste, November 1984
T H E NECKLACE OF M U T H
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In the second case, the tunnel leading to and from the marine trolls' lair The bridge is trapped. W h e n t h e first r a n k o f the party steps onto the
is itself under water, and any character wanting to go this way will need bridge the southern side will swing quickly downwards, pivoting on the
a w a t e r breathing spell or device. far side. Characters will be able to catch the hold of the brass chain and
swing themselves across to the far side. Otherwise they will fall into the
lava below, taking 1 0 d 6 falling damage and, unless they have a means
7. Aquatic Trolls of protection against fire, 1 0 h i t points of damage per round from the
The passage f r o m area 3 b slopes steeply downwards. A f t e r 4 0 feet it molten lava.
starts to get damp, w i t h w a t e r dripping f r o m t h e ceiling and seeping
through t h e slime-covered walls. The t u n n e l ends w h e r e a rough, 3 - Pulling the chain causes a bell to ring, s u m m o n i n g the rutterkin in area
foot-diameter fissure leads downwards. The characters will experience 9. A silence spell cast at the top of the chain will still the bell, allowing
no difficulty in climbing down this fissure, b u t after 50 feet it is flooded the party to pass through area 9 w i t h o u t encountering the rutterkin. The
and characters wishing to continue will need a w a t e r breathing spell or bell is clearly visible if anyone looks upwards from the edge of the bridge
device. T h e f i s s u r e l e a d s d o w n w a r d s f o r a f u r t h e r 2 0 f e e t b e f o r e with a suitable light source.
levelling out into a r o u g h tunnel, a t the end of wh ich is a natural cave
w h e r e t w o m a r i n e t r o l l s h a v e t h e i r l a i r. B r i g h t l i g h t s o r o t h e r Pulling on the chain also opens a stone trap-door in the ceiling w h i c h
disturbances will bring them to investigate. They will attack on sight. leads to a lava vent. One round later blobs of molten lava will fall through
this trap-door into the chasm. A n y o n e passing over the bridge will take
2 m a r i n e t r o l l s : A C 3 ; M V 3 " / / 1 5 " , H D 5+5; h p 3 2 each; # A T 3 ; 2d6 hit points of damage per round from the molten lava. A f i n d t r a p s
D 2 - 5 / 2 - 5 / 3 - 1 2 ; S A / S D Regenerate 3 h p / r o u n d w h i l e under water; spell cast in the vicinity of the bridge w i l l reveal the trapped natures of
AL CE; xp 6 5 6 each; THACO 15, MMII. the bridge and chain.
Hidden under a large rock covered by a clump of water weed is the trolls' Once across the chasm the lever can either be pulled or pushed. Pulling
treasure: a m a c e +1, +3 vs. undead, and a sack containing 5000gp. the lever d o w n w a r d s activates a g l y p h o f w a r d i n g (at the 9th level o f
spell use), make a save vs. Spells or be paralysed for 2-8 turns. Pushing
A short, flooded t u n n e l leads to the underground lake (area 6). the lever u p w a r d s raises the bridge and closes the trap-door allowing
safe passage over the chasm.
8. Passage of Fire
A stone bridge crosses a 30-wide chasm. A hundred foot below, red lava 9. Flying Fiend
shifts and bubbles, sending p u ff s of s u l p h u r o u s vapours into the air. Providing the characters cast a silence spell on the chain in encounter
Suspended from the ceiling 20-foot above, is a brass chain which hangs area 8 t h i s room w i l l be unoccupied. If not, and if the chain has been
down to w i t h i n six-inches of the centre of the bridge. In the passage on pulled, a rutterkin will be hovering above the entrance to this cavern. As
the far side of the bridge a lever can be seen on the eastern wall. soon as the first character enters the chamber it will attack with its snap
tongs. These cause 2-8 hit points of damage when they hit and continue MICHLEDONNE HUMAN, MALE, PALADIN, LEVEL 4
to inflict 2-8 points of damage per round until removed. A character S 15, 110, W 16, D 14, C 14, Ch 18; AC 1 (plate mail and shield +1);
trapped in the tongs becomes free after spending 1 round trying to MV 6"; P4; hp 27; #AT 1; D 2-9; SA/SD As standard for class, level and
escape and rolling a successful to hit roll against AC1. A character can abilities; AL LG; xp 225; THACO 18; PHB.
make one escape attempt per round. Once the rutterkin has grasped a
character with the tongs it will attack with its two clubbed fists, causing Clothing/Protection: White surcoat over very shiny plate mail, shield +1
fear on any successful attack. Characters struck by its fists must make a Weapons: Long sword +1, short bow (quiver with 12 arrows)
saving throw vs. Spells or flee for 5 turns. Personal treasure: lOgp, 1 potion of extra-healing, a silver holy symbol
(value 7 5 g p )
1 rutterkin: AC 1; MV 12" ;HD 5+1; hp 30; #AT 1 snap tongs or 2 fists;
D 2-8 or 2-7/2-7; SA/SD Darkness 5-foot radius, fear by touch, fly, Michledonne has a very high opinion of himself. He will take an instant
telekinese 1000gp weight, teleport once per day; MR 40%; Int Ave; AL dislike to Gri If (if he is still alive) and will 'solemnly swear to restore the
CE; xp 605; THACO 15; MMII. Necklace of Lilith to its rightful place' (le on the altar of a temple of
Michledonne's faith). I f the party should refuse to cast a conceal
The rutterkin will not attempt to gate in a chasme and will teleport away alignment spell on Michledonne so that he can accompany them, the
if reduced to 10 or less hit points. DM should treat the paladin's long sword as being able to cast this spell
once per day!
10. Room of Many Ways 2. NG Neutral Good characters find themselves in passage 'e', but
This room was created by Pharastus when the Necklace was first found, facing away from the central room. Passage 'e' ends in a false, trapped
and is meant to prevent anyone other than those o f Chaotic Evil door. Anyone touching it will take 2-5 hit points of electrical damage (no
alignment getting past this point. saving throw) and travel through another dimension door to end up in
the middle of the central room.
The room is a perfect octagon in plan, with dazzling white walls and a
plain white domed ceiling. In the centre of each wall is a black wooden 3. CG C h a o t i c Good characters will always end up in passage 'f',
door reached via three stone steps. The doors are all identical and are so facing away from the central room. On entering room 'f they will be
constructed that they must be spiked or wedged to keep them open. The confronted by an illusion of the contents of room 'd'. Thus they might
floor is of a highly-polished black material resembling marble and the see, for example, their Lawful Good companion (who disappeared on
entire area radiates a strong magical aura. touching the floor in the central room) 'asleep' in the middle of the room.
The illusion will be dispelled if touched and the now empty room will
When the party first opens the southernmost door a well-oiled portcullis echo with eerie laughter.
will silently drop down behind them at the point shown on the map.
Unless someone has remained on the same stretch of corridor as the 4. CN C h a o t i c Neutrals travel through a dimension door to passage
portcullis the party will be unaware of this event. The portcullis is 'g', but end up facing the central room. The passage is a dead-end.
described in section 5 below. As soon as anyone crosses the threshold
an unearthly voice booms out: 'If you cannot hide what you are, you 5. NE Neutral Evil characters will find themselves in passage 'a', facing
must either come and acknowledge your master or remain in this, your away from the central room. This is the passage from which the party
tomb!' This is a clue both to the nature of the place and to how it may be originally entered the central room. It is now blocked by a portcullis at
circumvented (see below). the point shown (see above). Anyone attempting to bend or lift the
portcullis has double t h e normal chance t o bend bars/lift gates.
The eight passages leading to this room are labelled a-h on the map. However, since all t h e edges o f the portcullis are razor-sharp, a
These labels also apply to the rooms at the end of each passage (if any). successful dice roll means that the character takes 1-4 hit points of
damage, plus any strength bonuses of that character. The portcullis may
The Floor be lifted/bent safely by a character wearing gauntlets. It will take 150
The first lawful good character to step onto or otherwise touch the black, hit points of damage before being destroyed.
marble floor must make a successful save vs. Spells or be sent through a
dimension door to room ( s e e section 1 below)where they will remain 6. LE Lawful Evil characters go to passage 'b', but end up facing
in temporal stasis (as the spell) until released. towards the central room. The passage is a dead-end.
The Doors 7. LN C h a r a c t e r s of this alignment end up in passage 'c'. As soon as
The results o f leaving the room through any door depend on the the door to room 'c' is opened a revolting stench of death and decay is
alignment of the character(s)concerned. No matter what exit is taken, as released. The room glows with an eerie green light and contains the
soon as the character turns the corner in the passage, he or she will remains of several corpses in various stages of decomposition. Anyone
unwittingly travel through a dimension door to the passage associated entering the room will be attacked by an apparition. A ghostly form takes
with h i s o r h e r alignment (see below). Characters o f different shape out of the nauseating carrion covering the floor and moves as if to
alignments who are roped together will still end up in their appropriate strangle whoever has entered the room.
passages, and the rope will disintegrate. Characters will never be aware
of travelling through the various dimension doors, although they will 1 apparition: AC 0; MV 24"; HD 8; hp 40; #AT see below; D see below;
'see' anyone of a different alignment who accompanies them 'blink out'. SA surprise on 1-5; SD magical or silver weapons to hit; MR Std; Int Ave;
AL CE; xp 1400 THACO N/A; FF.
The only way for the party to get beyond this system of rooms or to
explore all the passages is the use of a conceal alignment spell. This will The victim of the apparition's attack must roll intelligence or less on 3d6.
allow them to avoid all the dimension doors, explore all the passages Success indicates that the apparition's attack was ineffective and that
safely and eventually reach room ' h ' and Grymyk's inner sanctum the character is immune to further attacks. A character who fails
beyond. becomes stricken with horror and must roll constitution or less on 3d6,
failure results in a heart seizure and immediate death. If a character
If Grilf the dwarf is still with the party when the solution is found, he will successfully resists this second attack, he or she will flee in terror for
go berserk and attack the nearest character with the intention of killing 1-4 rounds during which time the apparition will again attempt to attack.
all but one of the clerics (see Grilf the Dwarf p a g e 27). He will fight to The apparition will not leave the room, if successfully turned by a cleric it
the death, his reason gone, and will be unable to tell the clerics anything will become ethereal and flee for the duration of the turning.
even if they can restrain him.
Amongst the debris on the floor is a footman's mace +2, a potion of
1. LG C h a r a c t e r s of this alignment end up in passage 'd', but facing longevity (red with silvery-brown flecks, smells of pine and tastes of
towards the central room. Thus, to reach room 'd', a character must turn vinegar), a jewelled holy symbol of a Lawful Neutral deity (value
through 180 degrees after rounding the corner (of any passage) and 1500gp), two flasks of holy water, three hammers, a set of plate mail and
keep walking. Room 'd' has the same dazzlingly white walls as the a shield +1. The shield and the holy symbol bear the same device.
central room and is empty of furnishings. If anyone of Lawful Good
alignment ended up here through touching the floor of the central room, 8. CE C h a o t i c Evil characters always go to passage 'h' facing away
the character will be found as though in a deep sleep, lying in the middle from the central room. The room at the end of the passage has walls
of the room, next to a figure in plate mail who is also asleep. This is hung with black, velvet curtains embroidered in lurid colours depicting
Michledonne the Paladin. Once removed from the room, Michledonne various religious ceremonies of the cult of Pharastus. A low table,
and any other characters will regain consciousness in 2-5 turns. draped with a black cloth, bears an ornate golden bowl (value -
30 I M A G I N E magazine, November 1984
T H E NECKLACE OF L I L I T H
5000gp). The dark red liquid in the bowl glows with an infernal light and edge of the pit, but since the pit is 25 feet in diameter, it will take at least
illuminates the room. There is a large oaken door behind the curtain on t w o characters to raise the chain and remove the casket. If Michledonne
the eastern wall w h i c h bears a strange inscription. is still with the party, he will do his utmost to stop anyone foolish enough
to w a n t to use the Necklace here. He will insist on "despoiling this foul
A n y character employing a d e t e c t evil spell in t h i s room w i l l discover place" and on seeking o u t t h e " e v i l c r e a t u r e responsible f o r such an
that it radiates a strong evil. The liquid in the bowl is blood. The script on abomination". He will attack the cambion on sight.
the concealed door can be translated by a successful intelligence check
and says " G r y m y k welcomes the followers of Pharastus". When t h e c l e r i c s h a v e r e c o v e r e d t h e N e c k l a c e , i n a n a t t e m p t t o
encourage t h e m t o use it, t h e t w o m e p h i t s 'loaned' t o Grymyk by his
9. N W h e n e v e r a t r u e Neutral leaves through one of the doors, the master will fly out of the pit and attack. The lava mephit will swoop over
d i m e n s i o n d o o r w i l l t a k e t h e c h a r a c t e r t o o n e o f t h e passages, the party, using its breath weapon, w h i l e the fire m e p h i t uses its heat
determined a t r a n d o m . T h e D M s h o u l d r o l l d 8 a n d c o n s u l t o n e o f metal ability. In the next round, the fire mephit will breathe as it closes to
paragraphs above according to the n u m b e r rolled. melee, w h i l e the lava mephit attacks with its claws. If the mephits seem
to be losing, Grymyk will join in the combat, goading the characters the
whole t i m e . H e w i l l c a s t s l a y l i v i n g a t t h e p a l a d i n , f o l l o w e d b y
11. Grymyk's Inner Sanctum. protection from good 10' radius and hold person.
a. A n t e C h a m b e r After negotiating the Room of M a n y Ways (area 10)
the clerics will find themselves confronted by a pair of huge black stone 1 f i r e m e p h i t : A C 5; M V 1 2 " / 2 4 " , HD 3+1; h p 16; A T 2; D 2 - 4 / 2 - 4 ;
doors i n l a i d w i t h m a n y s t r a n g e s y m b o l s a n d d e v i c e s . T h e m o s t SA Breath weapon (2-9 or 4), h e a t metal, m a g i c missile, gate; Int Ave;
noticeable of these is illustrated below: AL CE; xp 214; THACO 16; FF.
1 l a v a m e p h i t : A C 6; M V 1 2 " / 2 4 " ; H D 3; h p 14; A T 2, D 2 - 9 / 2 - 9 ;
The clerics will instantly recognise SA Breath weapon (1-6), gate; Int Ave; A L CE; xp 147; THACO 16; FF.
this a s t h e s y m b o l o f Pharastus.
The doors are magical (see below) GRYMYK CLERIC/CAMBION, MALE, LEVEL 9
but not trapped anclIM II open at the AC 0; M V 12"; C9; h p 50, A T 3 / 2 ; D 7 - 1 2 (mace +2); S A cause fear,
slightest push. detect m a g i c , p o l y m o r p h self, attack as F9, clerical spells;
SD Infrovision, clerical spells; M R 25%; A L CE, S 18(10), 11 3 , W 14,
Inside, t h e r o o m i s l i t o n l y b y s e v e n b l a c k candles, s e t i n a s i l v e r D 16, C 15, Ch 8; xp 5159; THACO 9; M M I I / P H B .
candelabra (value 2550gp) suspended from the ceiling. The candle Clothing: black and scarlet silk robes
flames s p i t a n d h i s s a s t h e y e m i t t e n d r i l s o f sweet-smelling s m o k e Weapons: footman's mace +2
w h i c h t w i s t and s w i r l o m i n o u s l y w h e n t h e doors are opened. A black Spells memorised: First level c o m m a n d (x2); d e t e c t good; cure light
marble pyramid stands in t h e middle of the room and on i t s flattened wounds; darkness
apex sits a large spherical gem-stone whose colour seems to s h i m m e r Second level hold person (x2); resist fire; silence
and change with every passing moment. Beyond the pyramid is another Third level animate dead; dust devil; dispel magic
set of doors, identical to the first. Fourth level protection from good 10' radius; sticks to snakes
Fifth level slay living
The smoke from the candles is poisonous. Every character must make a Personal treasure: scrying ring (value 1750gp). Only Grymyk can use
saving t h r o w vs. Poison for every turn spent in this room, or lose 1 p o i n t this.
of s t r e n g t h . I f t h e c a n d l e s a r e e x t i n g u i s h e d t h e n n o f u r t h e r saving
t h r o w s are necessary, but lost strength can only be recovered 2-8 turns The concealed door behind the granite block will be found automatically
after leaving the room. once Grymyk has been killed. The room beyond it contains a silver casket
containing 1 0 x 5 , 0 0 0 g p gems.
The pyramid is 3-foot-high and bears a magical scrying device. Grymyk
the cambion wears a ring set with a stone similar to that on the pyramid.
By looking into this stone he is able to see all round the ante-chamber. Using the Necklace
There is a 2 5 % c u m u l a t i v e chance p e r t u r n t h a t he w i l l look into the
stone. In this case he will be suitably prepared (see below). The Necklace of Lilith is made of engraved gold, set with many glittering
gems. A gold and silver amulet is suspended from the centre and in it is
Only one set of doors may be open at any one time. Thus, the stone doors set a dazzling sapphire. A n y o n e staring into this sapphire w i l l see the
leading into the temple (area 11b) cannot be opened until the doors into image of a w h i t e falcon deep w i t h i n . A n y o n e of an Evil a l i g n m e n t will
the ante-chamber have been closed. take 3 - 3 0 h p o f d a m a g e f r o m t o u c h i n g t h e stone. T h e Necklace i s a
mighty artifact, and the D M should be extremely w a r y of allowing the
b. Te m p l e t o P h a r a s t u s The cavern is lit w i t h an infernal g l o w from a party to keep t h e central stone. T h e r e are t h r e e o t h e r magical gems,
large pit in the middle of the floor, and by numerous spluttering torches. however, and their properties are detailed below:
But their flames o n l y intensify the colour of the light, a n d make little
impression o n t h e g l o o m . T h e w h o l e a r e a i s o p p r e s s i v e l y h o t ; a) g e m o f a t o n e m e n t (diamond) a l l o w s the bearer to cast this 5 t h
sulphurous vapours hang heavy in t h e air and the ceiling is lost from level clerical spell once per day.
view. A g r e a t granite block, draped i n a black cloth w h i c h bears t h e b) g e m o f c u r i n g (ruby) allows the bearer to cure either blindness,
symbol of Pharastus looms large on the far side of the pit. The cavern is disease, or serious wounds once per day.
large, but the ranks of distorted statues set against the walls make it feel c) gem of karma (emerald) allows the bearer to cast one spell as if four
claustrophobic. W i t h hideous leers, the piercing eyes of these twisted levels higher (with respect to range, duration, etc) once per day.
figures seem to f o l l o w anyone in the cavern. Every available surface is
covered in strange runes and sigils, some delicately inlaid in precious Pharastus has the power to destroy both the party and Tarmenel, should
metals, others rudely carved into the surface of the rock. A heavy chain the latter come to the Prime Negative Plane. It is therefore suggested
hangs from the ceiling over the pit and disappears from v i e w into it. that a t t e m p t s t o u s e t h e N e c k l a c e w h i l e G r y m y k l i v e s s h o u l d b e
unsuccessful. M o r e o v e r, o n c e t h e c a m b i o n h a s b e e n d e s t r o y e d ,
The statues are carved from solidified lava and are both harmless and Michledonne (if still alive) will insist that the Necklace be taken back to
worthless. the assembly of clerics (see Background p a g e 26) and will attack any
cleric attempting to s u m m o n the Sky God. Once these minor problems
If G r y m y k h a s s e e n t h e p a r t y t h r o u g h h i s scrying device h e w i l l b e have been overcome, Tarmenel can be summoned automatically by any
hidden in the secret room behind the granite block. Otherwise he will be cleric of Neutral Good a l i g n m e n t w h o invokes the deity's name w h i l e
seemingly deep in meditation, w i t h his back to the doors and he will not wearing t h e Necklace b e n e a t h t h e o p e n s k y. T h e D M m a y u s e h i s
move w h e n the party enters. It is his intention to a l l o w whoever Grilf discretion as to w h a t reward, i f any, t h e Sky God sees f i t t o give t h e
brings here (as a result of his quest spell) to use the Necklace of Lilith to clerics, b u t h e s h o u l d d e m a n d t h e r e t u r n o f t h e Necklace, a n d g r a n t
s u m m o n Tarmenel. He will then s u m m o n Pharastus to destroy the sky them one w i s h or one seventh level clerical spell in exchange.
god once and for all.
The Necklace of Li lith is in an unlocked casket attached to the end of the Credits
chain hanging down into the pit. This pit opens into a lava stream at the
bottom. A c h a r a c t e r f a l l i n g i n t o t h e p i t w i l l t a k e 1 0 d 6 h p o f f a l l i n g Author: P h i l Gallagher
damage and, unless the victim is protected against fire, a further 10hp of Art: B r i a n Williams; C a r t o g r a p h y P a u l Ruiz
damage per round f r o m the lava. The casket is only 2 0 feet below the Thanks to Jim Bambra and H u w Jones.
Level Duration Range Area of Effect Components Casting Time Saving Throw
Ceremony
DMs wishing to introduce the following (Coming of Age) 1 Permanent Touch V. S. M 1 hour
See description None or neg
into their campaign, should do so with (Burial) 1 Permanent Touch See description V. S, M 1hour None or neg
1 Permanent Touch 1 hour
some care. Spells like Ceremony o r (Marriage)
Combine 1 See below Touch
See description V. S. M None or neg
Circle of clerics V. S 1round None
Portent are o f a type that should be Magical Vestments 1 6 rounds/level Touch Self V. S. M 1round None
known by most clerics, and the DM may Portent 1 See below Touch Figure touched V. S. M 1turn None
or self
wish to make them available to player
characters without the necessity for NPC Ceremony
(Dedication) 2 Permanent Touch See description V. S. M 1 hour None or neg
interaction. As a rough guide, the chance (Investiture) 2 Permanent Touch See description V, S, M 1 hour None or nag
for any cleric to know each of the follow- (Consecrate Item) 2 Permanent Touch See description V. S. M 1 hour None or neg
ing spells should be 7% x character level. Death Prayer 2 Permanent Touch One corpse V. S. M 1turn Neg
Detect Life 2 5 rounds 10ft/tevel One creature V. S. M 1 round None
Ceremony
Spell Descriptions (Ordain) 3
3
Permanent Touch See description V. S, M 1hour None or neg
(Special vows) Permanent Touch See description V. S. M 1hour None or neg
C e r e m o n y : The nine ceremony spells mark Oust Devil 3 1 round/level 3' Special V, S 3 rounds None
particular blessings or curses used by indiv- Remove Paralysis 3 Permanent 1"/Ievel 1-4 creatures V. S 6 segments Neg
in 2 " / 2 " area
idual churches. They are designed to place the 3 1turn/level Touch Creature touched None
Water Walking V. S 6 segments
right 'aura' on the event or person, although
they are not, in themselves, magical. Coming Ceremony
of A g e prepares a young person for their (Consecrate Ground) 4 Permanent Touch See description V. S. M 1 hour None or neg
Meld Into Stone 4 8tc18 rounds Touch Special V, S, M 7 segments None
responsibilities in their church and society. Negative Plane 4 1 turn/level Touch 1Prime Material V, S, M 1 round None
Burial provides no additional protection for the Protection creature
deceased, b u t i s said t o invoke retribution
should the grave be disturbed i n the week Ceremony
(Anathematize) 5 Permanent Touch See description V. S. M 1hour None or neg
following. Marriage places the correct aura
upon the joining of two people. Dedication is
necessary for an individual to perform specific time in the future. This should be interpreted expire, and cancels hold spells. All the victims
acts, like joining an organization. Investiture is as affecting a future to hit or saving throw. The must be within the area o f effect, and are
required t o ordain a n e w 1st-level cleric. DM should decide if the portent is good or bad entitled to a new saving throw vs paralyzation.
Consecrate Item prepares items for placing (toss a coin!) and which roll will be affected (the That saving throw is +3 i f one character is
upon altars or in other important locations. 5th to hit roll involving the character, the 9th within the area of effect, +2 if there are two,
Holy symbols and vestments are covered by saving throw, etc). The strength of the effect and +1 i f there are three or four targets. If the
separate spells, but the spell is necessary to should be a d4 addition/reduction to the roll. new saving throw is failed, the duration of the
consecrate t h e containers f o r holy/unholy Only the DM should know which the roll will original paralysis doubles. Subsequent remove
water. Ordain is required when a cleric of any be: the idea is to make the character more paralysis spells cause 4-16 points of damage.
level wishes to take on the responsibilities of brave, or more cowardly, until the portent is
caring for a congregation, or similar duties. revealed. W a t e r W a l k i n g : A character affected by
Special Vows pertain to paladins, knights and this spell may walk on water as if wearing a
the solemn o a t h s o f others. Consecrate D e a t h P r a y e r : By sprinkling holy/unholy ring of water walking. Up to 500 pounds over
Ground prepares the way for a holy building to water over a corpse killed by the undead, and the character's naked weight may be carried
be erected safely (otherwise there is a 1% uttering the prayer, a cleric reduces the chance without penalty; weights over 500lbs cause
chance per year of its collapse) and prepares a that a body will arise as an undead itself. the spell to fail after 2-5 minutes; weights over
graveyard so that it turns undead as a 3rd level Likewise, the spell offers protection against 7501bs cannot be carried.
cleric. Anathematize brands an excommun- the spell animate dead and also can block
icated offender w i t h a s i g n denoting t h e speak with dead unless the contacting cleric is M e l d I n t o S t o n e : While holding a sample
offence. A n atonement spell can make this of a higher level. The corpse is allowed a saving of the stone, a cleric may use this spell to blend
onus fade, but it will never disappear. throw against spells based o n t h e level into a block of stone large enough to accommo-
reached in life, although not lower than 12. date his or her body. The cleric may leave the
C o m b i n e : Five clerics of the same alignment Raise dead and resurrection spells operate at stone through the entered face at any time
may group together to perform an action at a a -25% penalty. Only limited wish or wish will before the spell expires. If still within the rock
higher level of experience than any individual detect t h e existence o f t h e protection, o r at the end o f the spell, t h e cleric w i l l be
cleric within the group holds. Four ring the remove it. expelled taking 8 d 4 points o f damage. A l l
cleric w i t h t h e highest level, a n d all cast carried items must save vs petrification or be
combine. If the circle remains unbroken, the D e t e c t Life: A cleric can use this spell to tell turned into stone. The following spells may
centre cleric may then cast an spell, or turn if a creature is dead or alive, detecting the affect the cleric while within the stone. Stone
undead, as if 1-4 levels higher; each cleric in subject of a feign death spell, or revealing the to flesh will expel the cleric for 8d4 damage;
the ring within four levels of the centre cleric state o f someone i n a coma o r death-like dig will cause 8d8 damage and the cleric must
may contribute one extra level t o the next trance. The spell's range will be reduced to save vs death or die instantly; transmute rock
action. Obviously, the central cleric must have Ilevel i f just one inch o f stone o r wood to mud kills the cleric instantly and perman-
remembered the spell to be able to cast it, as intervenes, and i t is completely blocked by ently; stone shape will cause 4d4 damage.
normal. The spell is broken if anything distracts metal, or a medallion vs ESP.
the attention of any of the five. Negative Plane Protection: A cleric
H o l y S y m b o l : This spell blesses a new holding a holy symbol and casting this spell is
M a g i c a l V e s t m e n t s : This spell can trans- holy symbol, which must naturally be some- protected f r o m negative plane undead. I f
form the ordinary vestments of a cleric into the thing appropriate to the deity. touched by negative plane undead, the recip-
equivalent of chain mail (AC5). No other form ient must save vs death; if the save is made,
of defence may be worn with it (armour, ring of D u s t D e v i l : This spell conjures up a weak normal damage is taken, but no energy drain
protection, etc), although for each four levels air elemental, 2HD/AC4/Move 18"/no attack. occurs. The creature itself takes 2d6 damage.
of the cleric, the vestments become +1 for all Magical weapons do double damage to this If the save is failed, the recipient takes double
purposes, u p t o a maximum o f +4. T h e which must remain within 3" of the cleric. A physical damage, and the energy drain takes
vestments are normally worn during church small whirlwind is produced which can drive place. All such negative/positive plane contact
ceremonies when armour may not be worn; it away gaseous forms or clouds, put out small causes a bright flash w h i c h itself causes no
is cancelled as soon as any protective spell (eg, fires, torches or lanterns, or whip up a blinding damage a n d dispels the protection. Should a
bless) is cast upon the cleric. It only works in cloud of dust, sand or ash 30 feet in diameter, cleric be foolish enough to cast the spell on the
church and is immune to magic missiles. reducing those within to -3 on to hit rolls. negative plane, instant and irrevocable death
will follow. l i t t o
Portent: T h e cleric can determine t h a t a R e m o v e P a r a l y s i s : T h i s spell removes Are these spells as useful as the cantrips (#8 81
character will suffer ill or good fortune at a paralysis before the effect would otherwise 9)? Write to the letters page and tell us!
32 I M A G I N E ina9adne, November 1984
The SHEDIVS H A L L
driven away and the original purposes of the Hall ceased to matter. The Day 2: In the morning Tossin finds one of the adventurer's horses deac
fortress was forgotten by most people, save for an occasional traveller in its stall, completely drained of blood. During the night Zorastin has
glad to shelter within its walls in a winter storm. Shedu's Hall began to taken the animal's blood as one of the ingredients of a potion of animal
fall into disrepair, and as i t did so i t slipped even further from the control he is concocting.
thoughts of ordinary men.
Just after moonrise a large white dragon (Irmo in dragon form) leaves
Yet within its walls the inhabitants of the Shedu's Hall lived on, now the West Tower and flies south over the Steppes. At dawn it returns.
deprived of contact with the outside world, ignorant of it, and glad to be
so for the most part. The original Masters of the Hall, the Nutgoblin During the night, Earl Carilien suffers 'one of his attacks' the Gebbeth
family, became more idiosyncratic with each generation, until the is exerting its influence upon him again.
present Master, Carllien, ennobled himself and the family, adopting the
title of 'Earl' for himself and 'Countess' for Selculie, his wife (to keep her Day 3: Zorastin untypically spends all day lecturing the children or
in her proper place) in the process. The Realities of Politics.
The other occupants of the Hall are happy to go along with the Earl's Day 4: Morgenstern appears outside Zorastin's tower for the first time
new-found nobility. The few servants know nothing of the world beyond since the adventurers arrived (unless he has indulged i n a bit of
the hills that they can see from the towers and travellers' tales (which thievery). He takes a walk around the walls and disappears within the
are never believed anyway). The mercenaries who serve as guards are tower once more.
content with the money and slack discipline they receive. Balmostin, the
guard captain, sees the defence of the Hall as his sole duty, and Zorastin, Day 5: Carilien has an attack during the day while exercising his horse
the children's tutor, apparently wants nothing more than a sinecure in the courtyard. He is carried to his bed. Later that evening he rises and
which gives him the chance to write his History of the World. goes down to the family crypt where he vanishes into the shadows.
Only Irmo, the Earl's eldest son, stands apart from the people of Shedu's During the night Zorastin moves a small detachment of goblins into the
Hall but then he is supposed to be a little strange.... Outer gatehouse and posts them on the deserted second floor.
The events given below are not a complete list of the doings of all the The rooms that are not in constant use by members of the household
inhabitants in Shedu's Hall. Mundane, everday activities -- such as the the smaller towers, the gatehouses and parts of the West Tower are in a
servant's and mercenaries' working practices h a v e been ignored. For poor condition, largely covered in dust, rat droppings and cobwebs
the most part, the NPCs will just get on with their lives, spending their Furniture in these rooms is richly appointed, but spoiled by years of
time as they always do. The following list gives the unusual occurrences neglect and exposure to damp.
that have happened recently and w i l l happen during t h e player
character's stay at the castle. The adventurers need not be told about all The rooms that are still used are also richly appointed, and slightly better
the events that take place. kept. There a r e f e w monetary treasures w i t h i n t h e Hall t h e
mercenaries have 2d%gp each, Zorastin has a locked coffer containing
The Recent Past: 6000gp and Carilien has three chests containing a mixed selection of
coins worth 10,000gp in his room. In addition to his spell books, Zorastir,
has the following magical items in his tower: a potion o f undead
Two years ago: Carilien ennobles himself. Zorastin arrives at Shedu's control, a wand of cold (6 charges) a ring of water walking, a shield +3,
Hall and acquires the post of tutor. Irmo enters the West Tower for the 3 arrows +2 and a scroll carrying the spells charm person, wizard lock
first time and becomes increasingly isolated from the rest of the and dispel magic.
castle's inhabitants.
Most of the treasure in the hall is in the form of paintings, inlaid panels,
18 months ago: Zorastin begins to plot the overthrow of the household rich tapestries, furniture, books, ceremonial clothing, weaponry,
and discovers a malevolent spirit the Gebbeth (see below) that armour and the like. It is up to the DM to determine the exact value and
lurks in catacombs beneath the house. He also discovers further allies in placement of these items, but he or she should bear in mind that no
the shape of a recently arrived goblin tribe.
single item should be worth more than 750gp and all should be bulky
and difficult to transport.
Three months ago: Stalfan, one of the mercenaries, disappears while
on night duty B a l m o s t i n assumes that he has deserted. In actual fact The courtyards give an impression of disorganised neatness. The outer
he has fallen victim to the Gebbeth (see below), as it needs a material courtyard is largely given over to a vegetable patch and a chicken run.
body to advance its schemes. The stables contain six horses, all in excellent condition.
Two months ago: Earl Carilien's behaviour starts to show signs of The inner courtyard is dominated by the presence (and smell) of a pigsty
deterioration with occasional bouts of insomnia and an evident fear that with fourteen pigs. The largest of these, Chitterlings, i s actually a
he is being haunted by something.... Over the next two months these polymorphed fighter, Narsus Fandango. Not unnaturally, he is un-
symptoms become more frequent and severe as the Gebbeth continues enthusiastic about his likely fate on the dinner table, and if anyone casts
to assault his sanity, but they also become an accepted part of castle life. dispel magic on him he will be suitably grateful o f f e r i n g his services
for up to a year, after he has attempted to kill Zorastin.
The Present
Narsus Fandango: AC 9 F6; hp 32; MV 120' (40'); #AT 1; D by weapon;
Save as F6; ML 10; AL N; XP 275; THACO 15; S 16 (+2),112, W 10, D 12,
Day 1: The player characters arrive at Shedu's Hall. The DM should time C 14, Ch 10
this arrival so that i t occurs as darkness is falling, and during a Pig form: AC 7; HD 4; hp 24; MV 180' (60'); #AT 1 gore; D 2-12; Save as
thunderstorm if this is possible. F4; ML 6; AL N; XP 75; THACO 16.
26
I M A G I N E magazine, February 1985
The SHEDiTS HALL
Should - as is most probable t h e Gebbeth take over Carilien all his Balmostin is the captain of mercenaries, and very loyal to the Nutgoblin
symptoms of madness will disappear, save for a degree of amnesia as family. It is solely due to this loyalty that Balmostin has not left Shedu's
the Gebbeth makes itself at home in Carilien's mind. Hall to seek a better position more suited to his talents. Loyalty has also
resulted in a partial blindness to the truth - because Selculie approves
Irmo Hyarmentir: AC 2 or 8; F7; hp 58; MV 120' (40'); # AT 1; D by of Zorastin and Morganstern, Balmostin also does so, despite his (well-
weapon; Save as F7; ML 12; AL N; XP 1250; THACO 14; wears white founded) misgivings about the men.
dragonskin armour (AC 3 and +2 saving throw to all cold based attacks)
or doublet and hose (with an elaborately stitched dragon motif) and uses 11 mercenary guards: AC 2; F4; hp 20 each; MV 90' (30'); #AT 1; D by
the longsword Wyrmsclaw (see below); S 15 (+1), 115, W 13, D 14 (+1), weapon; Save as F4; ML 7; AL N; XP 75; THACO 19; the mercenaries
C 16 (+2), Ch 12. have average abilities. All are equipped with plate mail armour, shields,
longswords, a second weapon such as a dagger or axe. They also have
Irmo is the eldest son of Carilien and Selculie and heir to the Hall, as well access to crossbows, spears and battle axes.
as the only one of their early children to survive to adulthood. At an early
age Irmo had what he terms 'an enlightenment' - a voice calling to him The mercenaries are an ill-disciplined lot for the most part, but loyal to
and telling him of the ancient dragonlords of Shedu's Hall. Irmo spent Balmostin and Carilien. They spend as little time as possible in training
many hours in the West Tower, studying in the rotting library of his or on duty, and even at night no more than one of the mercenaries will be
ancestors. Eventually he discovered a series of tomes, grimoires and on duty, usually patrolling the walkway between the chapel and the
scrolls that gave him the powers the voice had promised. Irmo now inner gatehouse. As a group the mercenaries do not take an interest in
spends most of his time in the West tower, emerging every now and the other inhabitants of the castle. They are generally insulting to
again to take meals in the Great Hall or kitchen. He is outwardly friendly, anyone who has not - in their eyes - proved competent.
but rather aloof.
Zorastin (Dweomerdabbler): AC 6*; M U l l ; hp 20; MV 120' (40'); #AT
As a result of becoming a dragonlord Irmo now has the powers listed 1; D by weapon; Save as MU 11; ML 9; AL C; XP 1900; THACO 15; S 10,1
below. Only Zorastin has more than an inkling that Irmo has the 18, W 12, D 16 (+2), C 10, Ch 16; wears a ring of protection +1, a ring of
following abilities: regeneration, and, if combat is likely, a displacer cloak.
Irmo can polymorph into a white dragon once per day. Zorastin's books contain t h e following spells (those h e normally
memorises are marked with an asterisk):
Irmo, in white dragon form: A C 3; HD 6**; hp 48*; MV 90' (30') or 1st level: all spells in books, usually memorises darkness, magic missile
Flying 240' (80'); #AT 3; D 1-4/1-4/2-16; Save as F7; ML 12; AL N; XP (x2) and sleep.
725; THACO 14; B28, once Irmo suffers 48 hit points of damage in this 2nd Level: all spells except continual light and ESP in books, usually
form he reverts to his human shape; spells - sleep, charm person, memorises mirror image, phantasmal force and web.
shield. 3rd level: Dispel magic*, fire ball, haste, lightning bolt*, protection
from normal missiles* and water breathing.
Irmo can use a white dragon's breath weapon in both dragon and human 4th level: Charm monster, confusion*, hallucinatory terrain, i c e
form (causing a maximum of 48 points of damage), but is limited to using s t o r m / w a l l , and wizard eye*.
it three times a day, regardless of his form when breathing. He is 5th level: Animate dead, hold monster*.
completely immune to all cold-based attacks. 6th level: Lower Water.
27
I M A G I N E magtvdne, Februtuy 1985
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Zorastin poses as the children's tutor, but he labours under the difficulty
of an intense dislike of children, especially young ones. As a result,
Zorastin spends little time with the children, preferring instead to set
them problems and essays which he never bothers to mark.
Zorastin's over-riding concerns are his powers of sorcery and his plot to
overthrow the present rulers of Shedu's Hall. He has always been
cautious in the past d e s p i t e the fact that he is powerful enough to deal
with most opposition on his own because he is unsure of the nature
and extent of Irmo's powers.
His plotting began after he arrived at the Hall, but it was with his
discovery of the Gebbeth that his plans moved ahead. By freeing the
creature, he is responsible for the deterioration in Carilien's mental
state, and he has also persuaded Selculie to adopt her somewhat
callous attitude towards Carilien's condition. Once Carilien is under his
control through t h e Gebbeth Zorastin intends t o kill all the
Nutgoblins a n d their servitors and become undisputed master o f
Shedu's Hall.
In spite of or perhaps because of Z o r a s t i n ' s instructions that he The Servants: AC 9; HD 1; hp see below; MV 120' (40'); #AT 1; D by
should keep his hands Out of other people's pockets, Morganstern still weapon; Save as Normal Human; ML 61; AL N; XP 5; THACO 20; the
feels what he calls 'the urge'. Each night there is a 10% (cumulative) servants are normally unarmed, but have access to daggers (D 1-4), axes
chance that Morganstern's larcenous instincts will get the better of him (D 1-6) and pitchforks (D 1-6).
and he will get itchy fingers. This will result in a little expedltion outside
Zorastin's tower to relieve the adventurers of some of their possessions. Talbot (hp 2) w h o looks older than the Hall itself rarely leaves the
The DM should take into account any precautions that the player 'porter's lodge' i n the gatehouse, and will be the first person the
characters have taken again theft in assessing Morganstern's chances adventurers meet in Shedu's Hall. Talbot's family have been in service
of success. If he is caught Zorastin and Selculie will apologise profusely at the Hall for generations, and it has now fallen to him to be porter
for his behaviour, but he will not be punished. Adventurers taking the Chief Porter, mind of the Hall. Talbot suffers from a form o f
law into their own hands will be treated with deep scorn by Selculie. snobbery based on the quality of the people that he serves, so he will
take every opportunity to reinforce in a senile kind of way his
Morganstern's venom blade is a special weapon a legacy of his Guild position of trust in the service of the Nutgoblins.
days. It appears to be a normal dagger, and is treated as though it were a
dagger +1, but it has been specially modified for assassination attempts. Talbot is a moderately good source of information about the hall. He
A tube runs along the entire length of the blade, with a small opening knows, for instance, that there are 'dungeons' beneath the castle the
near the tip. The pommel of the dagger unscrews, allowing a variety of family crypts. He also believes that the inner gatehouse is haunted by
poisons to be poured into this tube. The opening is usually blocked with several ghosts; it is not, but Talbot has seen them with his own eyes and
sealing wax, so that the poison doesn't leak out of the blade. However, will not be persuaded otherwise. He does not know anything of Zorastin
the first blow, successful or not, will dislodge this plug allowing the or his activities, save that the man is Tutor but not Chief Tutorto the
poison t o contaminate any wound the blade causes. Morgenstern Earl's children.
usually fills t h e blade w i t h distilled ghoul ichor, made for him by
Zorastin. Anybody struck by the blade must save vs poison (at -3) or be Tossin (hp 7) is Talbot's son, and groom/stableboy Chief Groom and
paralyzed for 2-8 turns. Elves are not immune to this paralysis, but are Head Gardener as he would have it. Despite his pride in his 'position of
entitled t o a saving t h r o w without penalties. The blade contains trust' he is good at his job, and any horse will prosper under his care.
sufficient venom to paralyze three targets. Morganstern has a bottle of Tossin is married to Shelba and tends to do what she suggests. He
the poison (sufficient f o r 5 refills) i n h i s room, as well a s more knows little of life in Shedu's Hall other than the state of his vegetables,
conventional blade poisons and potions of poison. the horses and the pigs and chickens.
The Gebbeth: AC variable; HD 8 , hp 64; MV 180' (60'); # by weapon or Shelba (hp 4), Tossin's better half, is ambitious enough to dare to think
special; Save as M U l l ; ML 11; AL C; XP 1750; THACO 12; see blew that one day Tossin might be more than Chief Groom (perhaps he could
Monster section for full details. rise as high as Keeper of the Cellar!) and she more than Assistant Pantry
Maid (Assistant Undercook, perhaps). Although a gossip and tittletattle,
Accidentally summoned by a long-dead member o f the Nutgoblin she keeps these untraditional thoughts strictly t o herself. Shelba,
Family, Carilien the Unnatural, a wizard of some repute, the Gebbeth despite her apparent knowledge o f affairs in the Hall, i s too self-
has been trapped within one of the corpses in the family crypt for more preoccupied to know much about the true state of affairs, although she
than a century. Unable t o overcome Zorastin's powerful mind, the has seen Morganstern and Zorastin engaging in one or two midnight
Gebbeth was mollified when Zorastin brought it a new body in the shape excursions to obtain magical ingredients but she doesn't know
of Stalfan. It took the mercenary's body as its own and agreed that its what they were doing.
Leas (hp 3) is Cook and Housekeeper (not Chief Cook, but she has all the Society. The man is clearly a buffoon. Bagwarlock has regularly seen the
real power below stairs). As Shelbas mother she worries about her Gebbeth (in Stalfan's body) as it leaves the crypt and goes to torment
'little girl', and about her 'little girl's' future ambitions and how they Carilien. He has always assumed that it is a member of the household he
might affect her power. Leas knows that Zorastin is more than he hasn't formally met. He and the Gebbeth are nodding acquaintances, as
seems, as she once saw him cast a spell and kill a rat. This has scared far as he is concerned, and he will not hear a word said against it
her, and she is always uneasy in his presence and even when "after all, you can't go around accusing people without evidence, you
Zorastin or magic come up in conversation. When Earl Carilien 'has one know!"
of his attacks' it is Leas who looks after him until the fit of madness has
passed.
The Goblin Tribe
Gladeis (hp 1) is the children's nurse. She seldom, if ever, goes 'below
stairs' to associate with the other servants. She is more interested in The goblins in the caverns beneath the Hall are recent arrivals, but are
one or two of the mercenaries than the children, and consequently nevertheless p a r t o f Zorastin's plans. T h e y a r e w e l l organised
spends a great deal of her time in romantic walks along the castle walls. underground, occupying all the chambers except the entrance cavern
and the chamber with the secret door into the crypts. Once they have
Espieth (hp 6) the Hereditary Drudge knows the value of keeping quiet taken Shedu's Hall for Zorastin, it is the chief's intention to have the
near her elders and betters. She does, however, know quite a lot about wizard for a meal literally.
the goings on in the hall. She has seen inside Zorastin's tower (and
knows that he is not a simple tutor), witnessed the Gebbeth wandering In all, there are 315 goblins:
the castle late at night (although she is not sure whether she really saw
someone w a l k d o w n i n t o t h e crypts a f t e r dark), a n d watched Goblin Chieftain: AC 6; HD 3; hp 15; MV 90' (30'); #AT 1; D by weapon;
Morganstern steal money from the mercenaries' quarters. Espieth's Save as F3; ML 9, AL C; XP 35; THACO 17; B31.
duties include feeding the chickens that roam the outer courtyard. She Goblin Shaman: AC 6, HD 4; hp 18; MV 90' (30'); #AT 1; D 1-6; Save as
will be the first NPC other than Zorastin to see the goblins in the C4; ML 10; AL C; XP 125, THACO 16; spells darkness, cause fear and
gatehouse on the morning of day 6 (see the sequence of events). blight; special monster.
9 Goblin guards: AC 6; HD 2; hp 12 each; MV 90' (301; # AT 1; D by
Scurf (hp 2) is Potboy and Scullion. He arrived at the Hall six months ago, weapon; Save as F2, ML C, AL 7 or 9; XP 20, THACO 18; B31.
and has gradually insinuated himself into Leas' affections, despite the 140 Goblins: AC 6; HD 1-1; hp 5 each; MV 90' (30'); # AT 1; D by
fact that he is a singularly unpleasant and disgusting little child. He weapon; Save as Normal Man; ML 7 or 9, AL C; XP 5; THACO 19; B31.
never speaks of his past or about his present for that matter and 88 Female Goblins: AC 6; HD 1-1; hp 4 each; MV 90' (30'); #AT 1, D by
spends those hours not at work in the kitchen tormenting the pigs weapon; Save as Normal Man, ML 7 or 9; AL C, XP 5; THACO 19; B31.
(except Chitterlings) and chickens. His nasty habits also extend to his 76 Goblin children: AC 6; HD 1-1, hp 1 each; MV 90' (30'), #AT nil; D nil
'pets' a small cage full of dead rats. It is his private delight to leave Save as Normal Man; ML 6; AL C; XP 5; THACO n/a.
these corpses in embarrassing places, or to slip the occasional one into
Leas' cooking. The goblins are armed with a variety of weapons hand axes, short
swords, spears and hammers all of which cause 1d6 damage. Each of
Common Maeri, Kirthe and Noarti (hp 3 each) hold the posts of Castle the goblins has 1-10sp in mixed coins and trinkets. The goblin females
Hoydens. T h e posts have b y tradition always gone t o t h e most will only become involved in a fight if they are given no choice in the
presentable female members of the Byvich family, of which Kirthe and matter t h e y will not take part in the assault on the Hall. The children
Noarti are members. With the lure of the City League not too distant, the are non-combatant.
Byvich family has been much reduced in this locality, and thus only two
cousins could be found to occupy the posts; the third was then filled by Elsewhere in the caverns are a small family of ghouls (in the cavern
an orphaned farmgirl, Common Maeri. This has caused more than a marked 2). These ghouls have an agreement with the goblins, whereby
little outrage and horror among the Castle staff, and, since Maeri is the goblins allow them access to any corpses they don't want. In return,
much more attractive than the two Byvich women, a fair degree of the ghouls prevent any investigation of the caverns from the crypts
jealousy. above. The ghouls will take no part in the attack upon the Hall, beyond
coming up if the goblins are victorious to take their share of the bodies.
There is little to choose between the women's personalities; each is
vain, conceited and utterly unscrupulous. They are also virtually ignored 7 ghouls: AC 6; HD 2*; hp 15 each; MV 90' (30'); #AT 3; Di -3/1-3/1-3 +
by the mercenary contingent, which will have the effect of making the special; Save as F2; M L 9; A L C; XP 25; THACO 18; touch causes
women very pushy in the company of those male adventurers at the paralysis; B30.
Castle with a charisma of 16 or higher.
The ghouls have little treasure. One of them wears a pair of elven boots,
Fullpoop (hp 3) is the Master of the Arsenal, the place where he lives, another has a scroll case hanging around its neck. In the case is a scroll
sleeps and breathes the stuff of martial grandeur weaponry and with cure disease and cure serious wounds spells upon it.
armour. He is responsible for the state of the castle's stock of war
materials which, in the case of much of the weaponry and armour in the In one cavern (3), the entrance cave is temporarily occupied by Fruoge
outlying towers, is poor. It is largely rusted and decayed to the point of Fuddleskin, a black dragon, resting up here in the middle of a journey to
uselessness. The equipment in the Arsenal itself is, by comparison, in the steppe country. The goblins have, quite understandably, given her a
excellent condition. Fullpoop has little inclination to do anything other wide berth, but if Irmo should be told of her presence he will attempt to
than clean and polish it, being rather senile, but if treated with respect charm her into his srvice at the earliest opportunity.
and kindness he will clean and mend any weapons the adventurers may
have, especially any magical ones. Of course, anyone who does so runs Fruoge Fuddleskin, the black dragon: AC 2; HD 7"; hp 12 (32); MV 90'
the risk of being bored to tears, as Fullpoop loves to talk about the history (30') or flying 240' (80'); PAT 3; D 2-5/2-5/2-20; Save as F7; ML 8; AL C;
of arms and armour, and about the weapons and equipment it was his XP 1250; THACO 13; breath weapon; charm person (x2), darkness,
duty to care for in his younger days. shield; B28.
Bagwarlock: AC 9; C5; hp 16; MV 120' (40'); #AT 1; D by weapon, Save Fruoge has brought none of her treasure to this cavern, but, should the
as C5; ML 4; ALL; XP 300; THACO 13, S 9,15, W 10, D 7, C 8, Ch 5; spells need arise, can give directions to her home, where there is great wealth.
cure light wounds (x2), bless, know alignment. She will leave the caverns during the night of day 5 and fly south,
unnoticed by all as she flies low in the darkness of Cirbell Pass.
The Master of Feasts and Festivals and Castle Chaplain is the dullest,
most unimaginative person in the Hall. Humourless, and unable to see
what humour might be, he is completely unsuited to the organisation of Usin9 the War Machine
entertainment and celebration. During their stay, the adventurers will
find their nightly entertainment dull to the extreme, and it will be very Should the DM have a copy of the D&D Companion rules, the goblin
rare for there to be enough wine or ale to slake the thirsts of doughty assault can be handled using the War Machine rules. The mercenaries
warriors. have a Battle Rating of 82 and a troop class of Fair. The goblins have a
Battle Rating of 29 and are Poor troops. The DM should remember that
For those who like that sort of thing, Bagwarlock is much more suited to the goblins must be divided into smaller forces with identical Battle
the post of Castle Chaplain. His particular speciality is the type of Ratings for the final assault, and the mercenaries will benefit from the
sermon he delivers on holidays and religious festivals; an obscure and battle being treated as a series of mini-sieges. The DM will have to
weighty monologue on something like Evil As The Rising Damp Of calculate the Battle Rating and Troop class of any adventurers involved.
31
I M A G I N E magazine, February 1985
New Monster
The Gebbeth
Armour Class: 0 or variable
Hit Dice: 8 * *
Move: 1 8 0 ' (601) or variable
Attacks: 1 touch or weapon
Damage: i n s a n i t y, ability drain
or by weapon
No. Appearing: /
Save As: M a g i c User 8
Morale: 1 1
Treasure Type: n i l
Alignment: C
XP Value: 1 7 5 0
The G e b b e t h i s a n i n s u b s t a n t i a l m a l e v o l e n t
spirit that can only be released into the world as
the r e s u l t o f p o w e r f u l a n d m is guided magic.
When a magic user casts a summoning spell of
some type, a spell involving any of the Planes or
an a n i m a t e d e a d spell, t h e r e is a 1 % chance
that a Gebbeth w i l l be accidentally involved.
,- b i g
CREDITS
32
I M A G I N E magazine, February 1985