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Introduction to Pelinore Workers 9h Samuel Evening

Westmeet Square 5f &5g Flaxen Billy & Jos 9i Janit Evening

1 In the Square 5h & 5i Potboy 1 & Potboy 2 10 The Mill

1a Androgenes Metz 5j 5k & 5j Beryl Blister, 10a Jasper Burwright


Wibertina, & Angovidintrix
1b Nila Flossy Jostle 10b Millipy Burwright
6 The Armourers
1c The Pedlars 10c Olivine Burwright
6a Gert Rusty
2 The Apothecary 10d-g Maratar, Emanlia,
6b Thokrin Silver-Eye Jasmina & Last Hope (Safrine
2a Mylitis Ep-Stine
9e & Bold Mary 3d)
6c Kon Undercock
2b Grimnix
10h Pirea Burwright
6d 6e 6f 6g & 6h Tolly
2c & 2d Lance and
Kobald-Killer, Baggy 10i Mara Goodfellow
Beaubritches
Bluenose, Biffer, Kiril the
10j Wart Burwright
3 The Travellers Shrine Hungry, & Paternoster
Abstentangree 11 The Black Bird aka Fond
3a Amandaia Lamancha
Celines
7 The Weapon Designers
3b Link Pinthrip Workshop 11a Celine Burwright
3c 3d & 3e Portia, Bold Mary 7a Wetherlam 11b Thadric Burwright
& Invidia
7b Blencathra 11c B D Aye
4 The Black Pig Public House
7c Skiddaw 11d & 11e Manuel and Basil
4a Hurnakar Scard
7d & 7e Lingmell & Grasmoor 11f Lord Morvan deGlay
4b Dinah Scard
8 The Adventurers Guild 11g Stike Nobro Tchips
4c & 4d Bedurn and Beruth
Training Lecture 50GP 11h Onne Parsite
5 The Ford Inn
The Wynd 11i Feyr Joannus
Innkeepers
9 The Magic Users School 13 Carraway Keep and the
5a Race
White Order
9a Malchite Burwright
5b Goldmeadow
13a Anarion the Grey
9b Fiorantanis
Customers
13b Sarron Silvertongue
9c Dispor the True
5c Berenord
13c Firna
9d Porsena Mays
5d Burbury Flataxe
13d Sharla
9e Safrine
5e Digger Flataxe
13e Amras the Blue
9f Droga Orcsdottir
13f Ash
9g Rathe
13g Federe 16 Gemcutter 22 Madame Zalus Tavern

14 The CockOThWalk 16aShoril the Gemcutter 22a Madame Zalu


Tavern
17 Cobbler 22b Zoreen
Workers at the Inn
17a Goldy Brushfoot 23 The Gladiators Rest
14a Arbal Stoutheart
17b Haffo Brushfoot 23a Angor Poddikan
14b Asakrin Stoutheart
18 Constabulary 23b Melom
14c Isabel
18a Corporal Thirel 24 Secret Chapter
14d Calvorn Chaospreacher
18b Borgrim Orceater 24a Kanwas Pyral
14e Dalin the Dour
18c Amir Schezhuan XIV 24b Kanwas follower
Inn Regulars
18d Rontollo Gibbet Street
14f Ungol the Orrible
18e Impir Rokko 25 The Gibbet and the Mask
14g Bando Bushfoot Poles
19 Pablo Fanquays Fair
14h Surreal A Gibbet with Five Death
19a Pablo Fanquay
Mask of the most recent
14i Eskis Coldbone
19b The Rubberman aka victims
14j Hisael Longelf
26 Mask Workshop
14k Anatol 19c The Man aka INimma
26a Daxol Nabrish
15 N Docklands (No 7) Court 19d The Woman aka
26b Arandul Nabrish
INemma
The Magistrates
27 Mandren the Lunatic
19e Borin Animalmaster
15a Gilas Widgery
27a Mandren the Lunatic
19f Zimmerman
15b Mailai Frith-Lorendar
27b &27c Gragen Axbox &
19g The Rest of the Bunch
15c Old Daliel Lolden Beltow
21 The Arena
15d Krad Earthdelver 28 Weaponsmiths
21a Marrik Calazar
15e Petronna Goldenhair For Sale 7500GP see Daxol
21b Aetheiron Verthill Nabrish 26a
15f Tiblin ana-Ristorin
21c Tarraneg 29 The Friendly Neighbours
15g The Chastiser
21d Erriados the Charioteer 29a Holman
15h Estorillian
21e Ell Mestikor 29b Wadren
15i Maker Redbeam
21f Aqop 30 Citizens of Beggars Alley
15j Mareta the Wise
21g Sir Follor of the Ridge 30a Budlock
15k Lirau the Red
30b Ishbone Imeldas Family 35e Khan Ai

30c Rarad 35f Quellia


33g-33j Rodern, Karel,
30d Fit Floriann, & Elimy 35g Ripper Orccry

30e Lara Vistitors 35h Anah Dzhohans

31 The Pelinore Mafia 35i Llarllarna of Catrellis


33k One-eyed Sadford
31a Gross an Creer 35j Pierrio

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

32e Lucy Safe House Staff 36c Sorrow Moonfist

32f Giraldo 34e Fra-Ian 36d Morritta Moonfist

32g-32v Tirri, Jasta, Poppy, 34f Orf Noglinsdottir Sanbows Stall


Llorrlla, Renn, Bandsa Farda
34g Padhraig the Dip 36e Sanbow Goodhern
Khan, Brerro, Lutt, Markham,
Starbrow, Jiv, Zim Farda 34h Saidhrmra 37 Eblons Junk Shop
Travent, Norden, and Greska
34i-n Argen, Morr, Cap, 37a Eblon Fairlorn
33 The Cornucopia the Legs, Thorp, & Kensal
Gambling Den 38 The Folly Tavern
Regulars at the Inn
Major Members of the Staff 38a Tanner Downson
34o Anbury
33a Gerchin Rugbucket 38b Charmail Downson
34p Cluzoh
38c Jerris Downson
33b Greta Calkinnagrat 34q Tolin Swallow
38d Moridbar Downson
33c Sally Messenger 35 The Thieves Guild around
Regulars at the Inn
the Walk
33d Harben Mousecraft 38e Arribund Cracey
35a Sheer Dreeve
38f Tarand
33e Tom Cottonwood 35b Bij-bij the Knife
38g Leganni
35c Greeslime the Wise
33f Imelda Cottonwood
38h Vardum TManion
35d Sharpy
39 Jacronds House 46c &46d Arar Sonant & 49j Falla Nithoen
Nomancholis Ip Ara Bin
39a Jacrond Bortell 49k-49v Colster, Briddn,
Nomancholis Looney Bin
Mast Head Torry, Lura,
39b Abbol Noftin
46e-46i Anatol, Wampateak, Pollnia, Caf, Melurian,
40 Liliths Home Portia, Lorma, and Nobro Clipper, Thrupis, Mardrevvir
di Bartennia, Bosjna, and
40a Lilywhite Lilith 46j & 46k Aman ana-Ristorin
Lucky Lessandra
& Skullsucker
41 The Laundry 61 Pipers Corner (One Fine
The Patients
41a Chove Day in the Middle of the
46l Equion Night Module)
41b Mailicea
46m Baldo the Beast 61a Boroughward Kulig
41c Ranal
46n Sara Halftoe 61b Flinn
42 Scribes Workshop
46o Daraphelia (& Natasha) 62 Djon Radrasens
42a Tambor Inis Apothecary
46p-46y Various Patients
42b Ariana Inis 62a Rendoulf Breeks
46z Oi (Angstear)
42c Dolgan Inis
47 The Deathcart 62b Mosaiche
42d Egrin Inis
47a Tomlin 62c Ellucasim
42e-42h Balgor, Sandom,
Chorrin, and Lora 47b Jo-Lise Soarem 63 The Blue Piper Inn
43 Empty House 47c Offar the Blond 63a Pip Pere Aleknight
43a Nicton 47d Imp Kornia Gemlight 64b-64f Maerie, Xinthea, &
44 Kailis Trinket Shop 47e Duffas Dewn

44a Kaili Torsin 49 The Waxworks 63g Sir Rubin Hewd

45 Mindon the Merchants 49a Lorys a vampire 63h Grame Merels


House 64 The Stockbrokers
49b Bolx
45a Mindon Bord 64a-64c Yond Karryson,
49c Mrija
45b Sorahzh Bord Witsul Karryson, Jimes
49d Nila Scapul Panderly
46 The Asylum
49e Frinette 65 Provisioners
The Staff
49f Lliarrial Oakleaf 65a & 65b Duestine Scrannel
46a Thrandor Lox & Melcom
49g Lagwort
46b Dornass Lox 66 The Ink Shop
49h Big Dunold

49i Jisse 66a-66b Corvellas of Xir, &


Greer
67 Bakery CD3 The Temple of Rissinis CT3b Shmettling

67a-67d Jothre Crimp, CD3a Aborekket CT3c Croan


Ouphe, Pyclet Mouphin
CD4 Fishermens Guild CT4 Cartennsens Plaza
68
CD5 The Courthouse or CT4a Cartennsen
68 Blacksmith Meethouse
CT5 The Plaza of the Medusa
68a-68c Iron Tardy, Bregan CD5a Matrexes di Regines Legionnaires
Retvis, and Ordo
CD5b Carrodine of Kosre CT6 The Patricians
69 Tailor and Cloth
CD5c Raf Oresdeep CT7 Alnedius Club
Merchant
CD6 Messengers & Couriers CT7a Alnedius
69a-69d Niarris di Borth,
Guildhouse
Touby, Mawment, and Rias CT8 The Gate Quarter
CD6a Landrennian (Fast
70 Musical Instrument CT8a The Old Man/Malsenn
Lanny)
Makers
CB The County of Cerwyn:
CD7 The Wolf & Cubs Inn
70a Crenafer Burghalter
CD7a Raf Delvefar
71 Silversmiths CB1 The Woods
CD8 Armourers
71a-71c Mardic, Cardne and CB1a Lagoniturel
Pooreis CD9 Manor House/County
CB2 Farmland
Garrison
72 Booksellers
CB3 The Lake
CD9a Kanwas Gasres
72a & 72b Luchael Alluminor
& Micifer CB4 Sealed Tunnel Entrance
CD9b Krisnetta Gasres
73 Barbers and Wigmakers CB5 Northern Tunnel
CD9c Bregan Gasres
Entrance
73a-73c Alee, Hanar, and CD10 Temple of Csthenkes
Nitily CB6 Southern Tunnel
CD10a Dedderrek Entrance
74 Theatre
CT The Town of Tellhalter The Village of Burghalter
74a Augkusteen Hammardius
CT1 The Temple of CB7 Gatehouse
74b Jooble the Zany Mordrenn
CB8 Quarry Barracks
74c Sivanus the Magnificent CT1a Sairin Vertrille
CB9 Rear Fort
74d Netta CT2 Cords Home
CB10 Burghalter Inn
CD The Town of Darkmoor CT2a Cord of Dahn
CB10a Megart Jonniker
CD1 Three Wagons Inn CT3 The Corin
CB10b Falli
CD2 Militia Houses CT3a Jarda Whitehand
CD2a Riojar Andrej Luis
CB11 Temple of Tarmenel C The Curse of Arivale
under construction
Levels 5-8
CB12 Stables
D The Necklace of Lilith
CB 12a No-nose Yarred Levels 6-8 Good PCs

CB13 Workers Houses E The Shedus Hall Level 6-9

CB14 Solems House

CB14a Endor Solem

CB15 Ganz House

CB15a Varlin Ganz

CB16 Halfling Homes

CB16a Cholorodeny

CB17 Byloffs House

CB17a Tobek Byloff

CB17b Lana Byloff

CB18 Toreaus House

CB18a Ardise Red Hand


Toreau

CB18b Ildros Toreau, aka


Thorn of Xir

CB19a The Besotted One

CB19b Reena

CB19c & CB19d Servant One


& Servant Two

CB20a Far Sighted Gaspar

CB20b Crothone Bear

Pelinore Modules

A The Beacon at Enon Tor

Level 1 Player Characters

B A Box for the Margrave


Level 2
Y ' r ' M r ' M I T T T I T T T T I T I I
00......
-
The w o r l d o f Pelinore i s a l s o i n f i n i t e l y short s e r i e s o f a r t i c l e s o n t r a n s l a t i n g
A New World expandable Pelinoreans believe t h e characters from o n e system t o another. ' -
world to be flat and, although there may Look for the first part of this in issue 18.
Each change of many-coloured be an edge somewhere to fall off, nobody
And w h a t of Pelinore itself, its customs,
life he drew, has y e t f o u n d i t o r r e t u r n e d t o t e l l
anybody about finding it. cities and peoples? Here are a f e w ideas
Exhausted worlds, and then to start things moving....
imagined new: Pelinore i s ready f o r w h a t you w a n t t o
Dr Samuel Johnson make of it. Mini-modules, Brief Encount-
ers, single buildings w i t h i n a c i t y / t o w n / Around The World
We c a n ' t q u i t e c l a i m t h e i n t e l l e c t u a l village, a n d a r t i c l e s o n r u n n i n g a
credibility of Samuel Johnson in creating wizard's g u i l d , c o u r t e t i q u e t t e , c a s t l e In 8 0 Lines
new worlds o r exhausting old ones, b u t building, histories of the world, (to name
having published 16 issues of I M A G I N E but a f e w ! ) c a n a l l h a v e a n o v e r a l l The world of Pelinore is flat everyone
context to make life much easier for the knows t h a t a n d i t s c e n t r e i s a t
magazine, t h e t i m e is ripe to develop
w i t h your help the modules and w h a t poor overworked DM, w i t h better games Worldheart. N o w, y o u ' l l h e a r p l e n t y o f
have you into something more. for all as a result. I f the particular place different o p i n i o n s a m o n g s a g e s a b o u t
you n e e d f o r y o u r m o d u l e o r w h a t e v e r just w h a t Wo r l d h e a r t is, b u t as n o - o n e
Welcome to Pelinore doesn't exist o n t h e w o r l d a s c u r r e n t l y has travelled t o t h e edges o f t h e w o r l d
mapped, send it in anyway the frame- and returned, so has nobody penetrated
Pelinore is a n e w world for brave adven- work of the world is going to be as flexible the mysteries of what lies at Worldheart.
turers o r craven swine if you play that as possible. Pelinore is going to grow and Rumour has i t t h a t a p l a i n o f grey land
way to use as a campaign background. develop o v e r t h e y e a r s a n d achieve stretches from t h e edge o f the w o r l d as
It includes most of the AD&D and D&D much more 'solidity' as a result. far as t h e eye can see, t h a t ships have
modules s o f a r p u b l i s h e d i n sailed off the edge into nothing-
IMAGINE magazine, a n d i t w i l l ness, e v e n t h a t t h e w o r l d i s
provide forward links into some round!...
of the modules, brief encounters
and other game articles that are
yet to come.

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

Secondly, P e l i n o r e g i v e s u s t h e oppor- ers, t h e a t r e s , slavers, b o a t m e n , h o r s e - Pelinore


tunity to publish useful material that we traders, moneychangers, moneylenders,
haven't been able t o use before, pieces butchers, b a k e r s , c a n d l e s t i c k m a k e r s , a Writer's Guide
that are too short, for example. We have wheelrights, builders, sages, ship-
, always m a n a g e d t o a v o i d t h e t r a p o f wrights, a l l k i n d s o f c r a f t s m e n , m a p - One t h i n g quickly becomes c l e a r w h e n
publishing endless lists of new monsters, makers, scribes, libraries, a c i t y w a t c h you start designing a world; there's a lot
magic items and spells w i t h o u t any form station (or two), prisons, a thieves' guild- of work! That's where you, the I M A G I N E
-- of context. W e still w o n ' t produce lists, house, a gambling den, a wizard's (very magazine reader, comes in. If you feel you
but with Pelinore to set things in there are traditional) t o w e r o r t e n , h a l l s , c o u r t s , could add something to this project, then
all kinds of possibilities. temples, s h r i n e s , a m p h i t h e a t r e s , r a c e - send i t i n a s y o u a l r e a d y d o w i t h

Take a city or town for instance. Sooner or


tracks

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.

; The City League


The cloud-capped towers, the gorgeous palaces,
The solemn temples, the great globe itself,
sr-
Yea, all which it inherit, shall dissolve ;
And, like this insubstantial pageant faded,
Leave not a rack behind.
The Tempest (Act IV, scene I)

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.

Bonuses due to character abilities


Strength: N o a t t a c k / d a m a g e bonus, others normal
Intelligence: N o r m a l language bonuses
Wisdom: N o r m a l Saving T h r o w bonuses
Dexterity] N o missile bonuses, others normal
Constitution: O r d i n a r y (non-fighter) h i t point bonuses
M A J O R NPCs Charisma: Normal
W h e n e v e r NPCs are introduced, t h e y w i l l be described i n a standard
format. While all the stats will be for the D&DCP,and A D & D games, the Character class details
general i n f o r m a t i o n about each character w i l l a l l o w referees of other Hit die type: d6
systems to quickly extrapolate whatever they need. The characters will Max no hit dice: 9 (+1hp for each level above 9)
be presented as follows: Spell ability: nil
Level limit: none
W h e r e v e r alternative stats for a particular category are s h o w n w i t h a Armour: a n y, but rarely worn
slash (eg, hp 8 / 11 ) , the D&D stats are s h o w n before A D & D stets, Shield: possible
Weapons: a n y, b u t o n l y e v e r p r o f i c i e n t i n o n e ( - 5 n o n -
Line 1: Identifying Number; Name; Class & Level; A l i g n m e n t ; hp; proficiency penalty)
Line 2: Weapon Combat table: u s e magic-users combat results table
Line 3: Race (immediately below number) Oil? y e s
Lines 4-10: A b i l i t y Stats in the form 'S 18', etc Poison? y e s
Lines 4-10: Indented from the stats details of character Racial restrictions: n o n e
0 appearance
0 occupation
The level of a Freeman or Freewoman is not determined by experience
0 characterizations
points but by a combination of their wealth, age and influence. A t 10th
contacts
level Freemen and Freewomen become members of the nobility. Thus a
Additional i n f o r m a t i o n a b o u t c h a r a c t e r s w i l l a l s o b e f o u n d i n t h e simple b u r e a u c r a t i c f l u n k e y w o u l d b e F r i , a w e a l t h y t r a d e r Fr5, a
general description of their 'haunt'.
courtier Fr8 and so on. They may use any magical item that can be used
by a fighter o r a thief. Freemen and Freewomen save as fighters of the
M I N O R NPCs same level.
Less important NPCs will be described merely with their name and a few
descriptive sentences. All are NM/RD hp4 unless otherwise defined. It is New Weapons for use by Freemen and Freewomen
of course, 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 gains u n d u e Or, who needs to carry a lump of steel around all day?
attention in a game, in which case the DM should add whatever stat3 are
required. Weapon Weight Damage Length Speed Adjustments
Sword stick 20 1-6/1-8 3' 3 as dagger
ABBREVIATIONS Staff-mace 60 2-7/2-8 6' 8 as mace (foot)
The following abbreviations will be used in the NPC stats, in addition to Knobbed stick 30 1-6/1-3 3' 4 as club
the normal: Note: in the D & D g a m e the s t a ff - m a c e does 1 - 6 damage
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 ;
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 ; A sword stick is a w a l k i n g stick that holds a thin, rapier-like weapon.
Paladin; Ranger; Thief.
A staff-mace is like a quarter-staff with a heavy, ornate head that is both
For t h e D & D g a m e ( w h e r e different): A v e n g e r ; D w a r f ; E l f ; 1/21ing, decorative for public appearances and dangerous.
Knight; N o r m a l M a n .
A knobbed s t i c k i s like a s h o r t s t a ff - m a c e a w a l k i n g s t i c k w h o s e
Races (where not covered by the above) 1/2Elf, G n o m e H u m a n ; 1/tOrc. handle is strengthened and weighted to act like a club w h e n required.
12
I M A G I N E magazine, August 1984
WESTMEET SQUARE
And rogenes Metz; 1 7 / 1 7 ; N / C N ; hp 2 2 / 2 8 ; A C 5 / 5 ;

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

C T h e Pedlars are one of the many itinerant groups of traders w h o


travel from square to square setting up their stalls. This particular group
is typically nomadic, and although they will blow hot and cold during the
cut-throat bargaining they love, they are all true neutrals. Interestingly,
these four h u m a n s are albino brothers. From t h e i r stalls, adventurers

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....

Suggested costs are: Entry and private praying booth 5 g p / t u r n


Cure L i g h t Wo u n d s 125 gp per spell
Holy Wa t e r 30 gp per vial
No other clerical items are available.

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

3c, 3d & 3e Portia, B o l d M a r y and I n v i d i a are the


three acolyte-guards. Each is F 2 / F 2 with hp 1 0 / 1 4 . They say they know
no-one locally, keeping t h e i r o w n c o m p a n y a n d occasionally visiting
their families living somewhere in Docklands. They wear severe short,
black, tunics with small, jet adornments and thonged sandals. Invidia is
the Scards' daughter (see Black Pig, 4) but she ignores them. Bold Mary
DlEID 01170 SQUARE
is the daughter of the nearby miller (10)

4 T h e BLACK PIG PUBLIC HOUSE


An old scruffy local. The place has a w e l l deserved reputation for good
beer and good food served at sensible prices (unlike, some say, the Ford
=:
Inn, 5) and is therefore usually packed. Run efficiently by the landlord,
despite his, n o w famous, imaginary tales of valour. There is very limited
sleeping space on the floor after everyone has gone home. A t the rear is "11111111111111151511, FR_On'T cl::161"111'7'13,,
VIELL1
a general p u r p o s e building t h a t c a n b e u s e d a t t h e D M ' s discretion.
Recommended prices: everything just below the norm.
LIIIC1.) J2,0

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)

4 c & 4 d Bedurn a n d B e r u t h a r e t h e Scards' t w o


disappointing sons. They help, listlessly, i n t h e pub, being constantly
urged to go adventuring like their father. But both Dinah and Vurnakar
k n o w it was Dinah's adventures that earned the money to buy the pub.
Beruth k n o w s more than he tells of Angovidintrix Blister(51)
14
I M A G I N E Inagdne, August 1984
5 T h e FORD I N N
A building reeking of antiquity; the present structure stands on the site B e r e n o r d ; F5/F5, L / L G h p 2 5 / 3 0 ; AC 9/10;
of the original way-station. It has been improved and extended over the t o B a t t l e axe in his room
centuries and n o w comprises a fine inn, a farrier's shop, a stable (with H/H
horses f o r sale o r hire) a n d a tackle s h o p w i t h a d w a r f w h o repairs S 15 0 Black a n d b r o w n s h i r t a n d trousers, b r o w n boots, r e d
leatherwork. Recommended prices: all 50% above the norm. The inn is I 1 2 neckerchief
run b y Race a n d h i s beautiful e l v e n w i f e , G o l d m e a d o w, both retired W 9 0 Follower of Race, n o w general factotum at the Inn
adventurers. This loving couple have been going through unhappy times D 9 0 Silent, troubled, noble, h a i r y
over the last f e w years, brought about by the decision of their only son, C 9 L i K n o w s some druids from the Communities, but locally only
Rathe, to undergo the rigorous and lengthy training at the Magic Users' Ch 1 0 w o r k e r s at the Inn
School (9), w h e r e h e is n o w a Conjurer. Rathe took orders u n d e r the Berenord is a w e r e b e a r (see D M ' s R u l e b o o k / M o n s t e r Manual). He is
Master of the school, Horratanis, despite the fondest hope of his father in full control of h i m s e l f and periodically has to ride into the forests to
that he too would be an adventurer. Goldmeadow, however, understood roam in his animal form.
her son's desire, and this caused discord between her and her husband.
It has been t h r e e years since Rathe last visited h i s parents, and both
miss him terribly. The subject is best avoided within earshot of Race, and 5 AU B B aut trl b
e uaxe
r y inF forge
l a t a x e D w 3 / F 3 L / L G h p 18/18 A C 4/5;
most magic users w h o k n o w the story stay clear of the Ford Inn. Dw/Dw
S 16 0 Leather apron over chain m a i l shirt a n d grubby green
l a , R a c e ; F 8 / R 8 , L / L G ; hp 6 0 / 6 0 ; AC 7 / 8 ; I 7 t r o u s e r s
a L o n g sword in chambers, dagger on person W 12 0 Farrier, l o n g - t i m e associate o f Race(5a)
H/H D 13 0 U n u s u a l l y talkative and friendly, opinionated, pig-ignorant
S 1 7 0 Waistcoat o v e r b r i g h t s h i r t , b r e e c h e s , l o n g c o l o u r e d C 1 0 0 Many acquaintances, f e w friends, secretly adores
I 1 5 s t o c k i n g s , shoes w i t h bright buckles, l o n g clay pipe Ch 1 3 G o l d m e a d o w ( 5 b ) , D i g g e r (5e) is his son
W 1 5 L I Landlord and nobody's fool
D 1 1 L I Dignified, respected, c a r e f u l
C 1 4 0 One of the most famous people in the League, knows many 5 e D i g g e r Flataxe, D w l / F 1 , h p 6 / 7 i s B u r b u r y ' s son. H e i s t h e
Ch 11 i m p o r t a n t people, b u t n o p a r t i c u l a r friends, s t u d i o u s l y leather repairer and w h e n his dad is not around behaves very much like
ignores Hurnakar Scard (4a) him. Rather overfond of the odd tipple.

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

FRoner ' M E W F l E . 7 F L O O R gRounD FL,00Ik,


15
1 M A Q I N E n t a g a n t t e , A u g u s t 1984
, e 5 V " ) - V V- U T q r
6 T h e ARMOURERS
There is no love lost between the dwarven armourer, Gert, and her near
neighbours, t h e elven w e a p o n s m i t h s (7). T h e resident a r m o u r e r had
never b e e n o v e r - f o n d o f t h e w e a p o n s m i t h s , b u t since G e r t t o o k u p
residence the lack of w a r m t h soon became hatred: she despises them.
Good sense and a restraining partner mean that she restricts her violent
assaults t o t h e v e r b a l k i n d , m u c h t o t h e a m u s e m e n t o f t h e o t h e r
occupants o f t h e s q u a r e . N e v e r t h e l e s s , s h e i s o n e o f t h e f i n e s t
armourers in Docklands, and with Thokrin the jeweller produces articles
of enviable quality (and price!). Whilst Gert and Thokrin lavish their skill
and passion on the sumptuous items, their apprentices get on w i t h the
business o f p r o v i d i n g r e l i a b l e a r m o u r f o r adventurers. A m u n d a n e
activity w h i c h , i f t h e t r u t h w e r e k n o w n , a c t u a l l y provides t h e r e a l
income of the business.

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

Over the generations (and for an elf, a generation is a l o n g time!) this


group of weapon-makers have become renowned for their standardized
weapon design. Almost completely lacking in flair, they produce straight-
forward, reliable weapons at a sensible price; just don't ask for extras,
that's all. The group is entirely male, and has been so since records were
first kept. Periodically, as if answering some unheard call, a young male
elf will arrive at the shop to work his apprenticeship, and an older elf will
move on t o n e w adventures. Currently five elves live and w o r k in the
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

7,%t 0 LSoknigd bow


d a w ; E 2 / F 2 - M U 2 L / L G ; hp 9 / 9 ; A C 8 / 9 ;
E/E
S 1 4 0 Ye l l o w robes
I 1 2 0 Fletcher
L / L G h p 8 / 8 AC 7 / 8 ,
7 , Wetherlarn;
Longsword
E2/F2-MU2 W 14 0 Initially aloof, friendly, humourous, cheeky
D 15 0 K n o w s no-one o t h e r than his colleagues
E/E C 8
S 1 2 0 Green robes Ch 8
I 1 3 0 Swordsmith
W 11 0 Aloof, cool, u n c o m m u n i c a t i v e
D 16 0 K n o w s no-one other than his colleagues 7 d & 7 e Lingmell and Grasmoor are the two apprentices,
C 1 2
the first p e r f o r m i n g basic blacksmithing and the second leather-work
Ch 1 2
and carving. They, too, k n o w no-one other than their colleagues.
16
I M A G I N E magazine, August 1984
TheAdventurers' guia
A Training Course For Alf Members
(Price 50gp for One Lecture)
Tour Instructor Chris Felton

'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
',Ain't to status Pease
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

0216438604 U l I E R P O O L 36/31DawsonWasSoJohnsCentro II ILI 0511090199

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B U I C H P O O L 19HoundsMICemreVictoriaStreet.FY141015326461 N E W C A S T L E 4141 Nom Street.6E160E0632324161


For Dungeons & Dragons* just venture
through our portals into our mystical halls, B R I G H T 0 1 1 4 8BakeRoad.MINE 0213/16626 I M I T M G H A M 3 MountStreet. NOILM 0602411693
here you'll find thetreasure you seek.
B R I s t a l 1119PeonStreet.85134W021220259 R U M F O R D /11 HighStreet BIWA 010824283

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..A pei,uI S N A

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

Fiorrantanis, m u l o / m u l 1 L/LN hp30/32, AC4/0,


9b No weapon
H/ H
S 9 0 White, silk shirt, c r i m s o n leggings strapped with leather.
I 1 8 r i n g o f p r o t e c t i o n +3, ( i n A D & D game o n l y - bracers o f
W 12 d e f e n c e A C 5 in the form o f a silver head band)
D 1 6 0 Wizard
C 9 0 Vain, h a u g h t y and distant, b u t wishes he w a s n ' t
Ch 8 0 K n o w s Jasper Burwright (10a), Fond Celine (11 a); his twin
brother, Deorrantanis (50a), is a Redemptor at the Court of
the Te n T h o u s a n d Ravens; h i s f a m i l i a r, W a r t (10j), i s
strategically placed in the nearby M i l l (10)
Spells memorised:
D&D 1 ( 2 , 6 . 7 . 9 ) A D & D 1 ( 6 , 1 6 . 2 0 . 2 2 )
2 (6,12,13) 2 (4,7,8)
3 (4,5,7) 3 (9,11,13)
4(12) 4 ( 2 4 )
5(10) 5 ( 2 0 )

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 )

D r o g a O r c s d o t t i r ; MU3/13, L/LN, hp 8/8; AC 7/7;


Dagger
H/H
S 11 E
Delicately embroidered dresses in m a n y lovely colours PT-P15por
I 1 8 E
Assistant to Dispor the True (9c) thcFro6
W 12 0
Heroine-worships Dispor, i n f e r i o r i t y complex, c l e a n l i - M5-
D 17 n e
s s fetish, b r i l l i a n t MaidOtteolorght:
C 1 4 E
Taken in a n d reared by Ograffa the M a p m a k e r (20a) as
Ch 11 h e
r real parents (his neighbours) beat her, s h e keeps to ,3"LEDEL
h e r s e l f spending h e r whole time at the school or at her
adopted parent's house; she is convinced the tiny trace of
orcish blood in her veins makes her foul and ugly which is
w h y she w a s h e s continually and dresses so beautifully
and f e e l s i n f e r i o r - i n f a c t s h e ' s a b r i l l i a n t p u p i l a n d
charming companion even though she's a little homely.
It's a s a d case,
Spells memorised:
D&D (MU) 1 ( 9 ) A D & D (I) 1 ( 2 )
2 (-) 2 (-)
A
9g R a t h e ; M U 3 / M U 3 , L / L G , hp 1 3 / 1 3 , AC 5 / 6 ,
Dagger
H/VE
S 1 6 E Long maroon cloak over colourful blouson and hose, r i n g
I 1 8 o f protection + 2
W 13 0 Assistant to Porsena Mays (9d)
D 16 D Shy, determined, dedicated, hard-working, t r u s t y
C 1 6 L I Son t o Race a n d G o l d m e a d o w ( 5 a & b ) b u t r a r e l y sees
Ch 1 4 t h e m , 0 0 other contacts
Spells memorised.'
D&D 1 ( 9 ) A D & D 1(22)
2 (-) 2 (-)

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).

9 i J a ' n ' i t E v e n i n g (Fr2/Fr2; h p 6 / 9 ; no weapon; E / E ) is the stock-


w o m a n w h o looks after all the livestock at the school. She met Samuel
(9h) at the school and they married.

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 O d - g O l i v i n e ' s sisters, in descending order, are called Safrine


(Be), Maratar, Emanlia, Bold Mary (3d), Jasmina and Last Hope. All are
Fri / F r i h p 4 / 6 except S a f r i n e w h o is studying n e x t door a t t h e M U
school (9), and Bold M a r y w h o works at the Travellers' S h r i n e (3). Last
Hope is not a nice name for a little girl, but Jasper had got desperate. In
fact, she is the brightest of the bunch.

1 O h P i r e a B u r w r i g h t is Jasper's mother, she is still nagging h i m


to become a magic user, Jasper's pretty fed-up of it.

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)

l i b T h a d r i c B u r w r i g h t is Celine's son and he studies at the MU


school w h e r e h e i s a d a y boy. H e h e l p s o u t i n t h e Black B i r d i n t h e
evenings; not the least part of that help is the fact that he knows h o w to
improve the taste of the beer, thereby ensuring the pub's popularity (in
the A D & D game this will be by means of a f l a v o u r cantrip) I V A

11 C B D A y e is a c r o w and is the familiar of Porsena M a y s (9d),


11 a
111 : II
Known to the regulars as 'BD' he hops around the tap-room amusing the
customers w i t h h i s s q u a w k i n g a n d c o c k i n g h i s h e a d o n o n e side.
11111
Customers h a v e b e e n h e a r d t o remark: " Yo u k n o w, i f I d i d n ' t k n o w
better, I'd swear he was actually l i s t e n i n g . _
A l M II nN'I 11 1 4
- - . . minium mom m a i n o
I id& e M a n u e l and Basil are the t w o devoted helpers. Both DIEU) L WE5T
are F 4 / F 4 h p 3 0 / 3 7 and have s w o r d s and clubs in the kitchen. They
were drinking in the ale-house when Peridot friend to b o t h l o s t his
life. They took an oath on the spot to stay and protect his defenceless 5/Dre
w i d o w B o t h o f t h e m a r e w e l l - l i k e d locally a n d t h e y a r e p a r t i c u l a r l y
I=1
friendly w i t h Samuel Evening (9h) the cook at the M U school.

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

m a k e s 9 e astonishing claim that he has " b e e n to the other side of the


w o r l d " H e says he got there " t h r o u g h s o m e very deep c a v e s " ( w i n k -
wink). Naturally, n o - o n e believes this ludicrous story as i t is c o m m o n
knowledge that if anyone did go to other side of the world they would fall
off, Stike can be relied upon for endless rumours and hair-raising tales,

1 1 h O n n e Parsite is an old w o m a n who can be found in the Black


Bird (11) most evenings, S h e is k n o w n locally as a fortune-teller; they divn
call h e r ' M o t h e r ' t o h e r face and ' O l d M o t h e r Fear' b e h i n d h e r back.
Although she appears unkempt and ragged, she is E l - 1 0 / F r i h p 2 5 / 3 5
and her real n a m e (which she keeps absolutely secret, along w i t h h e r
past) i s L a d y M i r a l e x F a n t o n a H e p s i b a h G a u n t , D u c h e s s o f F a l e r, 5I-ody/
Avenger Errant o f Ordiniff, B e a r e r o f the Pink Globe and H o n o u r Par of/co
Sight-of-All. She has fallen far from grace and lives impoverished and
forgotten in a mean cottage off the Wynd. Her fortune-telling powers are
mostly imagined, b u t she h a s a s h a r p eye w h i c h a l l o w s h e r to m a k e
astonishingly accurate observations about those she speaks to T h e DM
can use her to frighten or warn the party, always taking care to enhance
her air of mystery.
R0111-I'D FlcoR F 1 R 5 T FIDDIK
1 1 I A very occasional visitor (2% of the time) is Feyr J o h a n n u s , a
journeying c l e r i c ( C 2 / C2; h p 9 / 9 ) w h o s p e n d s t h e r e s t o f h i s l i f e 17PRTH latow-
journeying the County of Cerwyn, beyond the gates of the City, He is the
best source of information locally about affairs beyond the City Walls.
12 I M A G I N E magazine Stlywnther 1984
The d the Dormulna
by Chris Felton
and Paul Cockburn
Two months ago, we published information on the Gods most likely to be he made responsible for their freedoms. Since the h u m a n s seemed to
known to player characters as they get on with their careers in the City need something to follow, this, he believed, w o u l d provide it for them.
League, C e r w y n a n d t h e Domains. F r o m t h a t i n f o r m a t i o n , G M s a n d
players should have been able to w o r k out h o w to run clerics, temples But this w a s n ' t enough f o r the humans. They needed m o r e t h a n j u s t
and religions; this m o n t h w e concentrate on the deities themselves. laws and freedom, so f r o m t h e Gods o f Dontaldur and t h e Splintered
Lands Urrumaa found a God of Love, M o r d r e n n , to marry Ledeii, and a
Goddess of War, Keisha, to marry Csthenkes, and represent the other
The Nature of the Gods concerns of mortal life. M o r d r e n n and Ledii had two children, again one
boy and o n e girl. Eldest w a s t h e girl, Fianna, w h o l e a r n e d b o t h h e r
The articles i n . 2 3 o n T h e B i g W i d e W o r l d a n d . 2 6 , T h e G o d s o f parents' skills and by tempering Law with Love became the Goddess of
Pelinore s h o w e d s o m e t h i n g o f t h e n a t u r e o f t h e world, i t s gods and Judgement. T h e i r s o n Va l b u r e w a s apprenticed t o M a g g i r u m n a r t o
religions. D M s r u n n i n g h i g h - l e v e l c a m p a i g n s , o r c a m p a i g n s w i t h a bring t h e H u m a n s a n d G n o m e s c l o s e r t o g e t h e r, a n d f r o m t h i s
strong r e l i g i o u s f l a v o u r m i g h t w a n t m o r e d e t a i l , a n d t h i s s e c t i o n opprenticeship Valbure became a great swordsmith.
completes our coverage of the subject.... for n o w
Keisha a n d Csthenkes had three sons. The eldest, Ta r m e n e l , became
Pelinore a s a p h y s i c a l p l a c e e x i s t s i n a near-void. B e y o n d t h e Rim, the God of the Sky and married the beautiful Fianna. Together, they had
existence has no meaning. Individual D M s should interpret this in any one son, Rissinis, w h o took over the responsibility for the weather over
way they choose, f o r some high-level campaigns m i g h t w i s h t o make the sea from his father. The middle son, Saith, studied his mother's arts
this 'void' the source of extra-dimensional or temporal adventures. But of w a r b u t rejected h i s f a t h e r ' s belief i n t h e i m p o r t a n c e o f freedom,
w h a t e v e r is beyond the edge of the world, that is w h e r e the Immortals choosing instead the path of discipline. Their third son, Pharastus, w a s
came f r o m , a t t r a c t e d t o Pelinore because o f i t s physical reality. T h e annoyed at the popularity of his brothers and lack of any clear area of
Gods a r e immortals, because n o t h i n g c a n ever happen t o their ' t r u e responsibility for him to take on, and he grew up bitter and vengeful. He
selves', t h o s e G o d s w h o s u f f e r ' d e a t h ' w h i l e m e d d l i n g i n P e l i n o r e began associating w i t h n o n - h u m a n s and t h e i r Gods t h e O r c s and
merely return to the void and continue as before. Giants. Seeing that Pharastus was unhappy, his parents w e n t back to
Keisha's kin for a suitable bride, a beautiful Sea Goddess called Onjura.
The Gods were initially quite powerless to act in this new world, except For a while, Pharastus was happy, and the world was a rich and peaceful
to u s e i t as a place f o r t h e i r o w n e n c o u n t e r s of love and hate, b u t i t place, and during t h i s time Pharastus and Onjura produced one child,
w h o was later to become the Forgotten God.
proved possible for them to do much more once intelligent beings began
to believe in them. At this point, they became deities as we think of them,
able to alter physical reality, either directly, or through their servants.
Urrumaa ?
Each took on some aspect; the sky, war, love, w e a t h e r m a n y aspects
proving p o p u l a r, a n d b e i n g duplicated. T h e G o d s w o r s h i p p e d i n t h e
Domains are merely the strongest in that part of Pelinore, w h e r e they 1
Ledeii = M o r d r e n n K e i s h a = Csthenkes
are s u p p o r t e d b y b e l i e v e r s a n d clerics. E l s e w h e r e , t h e r e m i g h t b e
another Sky-God than Tarmanel, and should the worship of a God wane,
that God will become steadily less powerful to do anything about it (as in 1 I
the case of Malsenn, . 2 6 , Tellhalter). Valtieure F i a n n a = Tarmenel Saith P h a r a s t u s = Onjura

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).

Onjura, never banished but able to reach Shadowland because of her


psychic l i n k s w i t h Pharastus, n o w acts a s h e r embittered h u s b a n d ' s The Gods and Their Followers
contact w i t h the Gods and mortals, and on h e r travels to visit him she
accompanies t h e souls o f t h e Dead t h r o u g h t h e perils o f t h e Planes In Pelinore, w h e r e the Gods themselves need f o l l o w e r s i f they are t o
Between. As such, she is worshipped by all those w h o have lost a loved exist, the choices PCs make w h e n they are considering w h i c h to f o l l o w
one, despite her connections w i t h the god of Death. matter a great deal. The clerics o f each deity are expected t o ' r e c r u i t '
believers a t every o p p o r t u n i t y, a n d PC clerics s h o u l d n e v e r m i s s a n
Knowledge of the n o n - h u m a n s and their deities has never been sure opportunity to show the local populace just how wonderful their deity is.
and their origins are obscure. Some scholars tell the following tale; the There are three types of 'worship'. Believers merely accept that the God
races of Gnomes, Oros, a n d Giants, l e f t w i t h o u t Gods w a t c h i n g over exists; typical believers in the god Fealans would make a small donation
them for a time and starting from small, scattered populations, diverged at a temple in return for the good fortune that brought them some little
widely. The Gnomes in the mountains became taller, stronger and more treasure. N a t u r a l l y, i t i s possible f o r a n i n d i v i d u a l t o believe i n a n y
fierce, a n d developed i n t o t h e r a c e k n o w n a s dwarves, t h o s e i n t h e number of deities, and most ordinary NPCs will have their own pantheon
lowlands became smaller and more peaceful, becoming the halflings we of prefer red Gods. Followers are more dedicated, and act in dedication to
k n o w so well, and the Gnomes in the hills, in contact w i t h both other one, o r occasionally a l a r g e r n u m b e r, o f deities. R e g u l a r v i s i t s t o
races and living in the area they have always favoured anyway, stayed temples, donations and favours w i l l occupy m u c h t i m e and m o n e y. A
as t h e y w e r e t o t h i s day. S i m i l a r l y, t h e Oros diverged i n t o t h e n o w - follower of Mielsen would give the finest treasure to the nearest temple,
familiar h u m a n o i d races, goblins, ogres, and so on but not kobolds, and w o u l d s p e n d t i m e t h i n k i n g u p poetry, o r p u r s u i n g a q u e s t f o r a
w h o a r e descended f r o m s o m e o f A b e x ' s s a h u a g i n c u t o f f f r o m t h e coveted member of the opposite sex. Lastly, of course, there are clerics,
ocean by the war. A n d the Giants developed into all the Giant races we w h o dedicate themselves professionally.
k n o w today. These n e w races developed n e w gods that stand alongside
the old. M o s t of these cannot stand comparison w i t h the real Gods, of It i s possible t h a t c h a r a c t e r s w i l l c h a n g e p r e f e r r e d d e i t i e s ( M i e l s e n
course, w i t h the exception, perhaps, of the dwarf-God Grunnundergron might o n l y be f o l l o w e d w h e n a n e w love appears), o r t h a t t h e y w i l l
w h o was the Net-God before the Godswar and was chosen by the n e w ignore them all, but remember the deities of Pelinore act only in their
dwarves of the mountains. Of course, the idea of the races being linked own interests; clerics w i l l receive n o spells, f o l l o w e r s c a n expect n o
in t h i s w a y i s t h e p u r e s t o b s c e n i t y t o a n y m e m b e r o f t h e r a c e s heavenly i n t e r c e s s i o n w h e n t h i n g s g o w r o n g u n l e s s t h e d e i t y h a s
concerned, so it's not advisable to repeat this theory in public! received proper w o r s h i p and is in the mood to help! It's no good calling
on Va l b u r e t h e f i r s t t i m e y o u r s w o r d breaks unless you h a v e p r o v e n
The h i s t o r y o f t h e G o d s w a r a l l o w s u s t o u n d e r s t a n d m a n y o f t h e yourself worthy.
attitudes of the cults in the Domains. A s an example, w e w i l l take the IOU Chris Felton
16
I M A G I N E magazine, July I.985
'Deep in the heart t f Pefinore has gnnomthe City League, a mighty hive
humanity, & i n s everything an adventurer could desire. Each month
I M A G I N E magazine presents a few buildings fwm within the City; describes
1P'ELNRE,0)
the C V League
their inhabitants; and cfers one or two ideas for adventure. The City provides
the ideal campaign base for the D31- who can collect these articles and steadily
build them up into the most comprehensive campaign setting available. Copy
them, or cut them out and store them in a ring a n d you need never be
short of an idea for a City encounter again.

13 Carraway Keep and the White Order


by Graeme Drysdale
There was a time, m i l l e n i a past, w h e n the League was merely a single Basic: The W h i t e Order w i l l accept only magic users and elves
city. Even before that, in the days when the Clerk at Arms was becoming w i t h lawful alignments. Elves must also have a charisma of 15 or
k n o w n as the Katar, t h a t city was no more than a t o w n . In such t i m e s greater and must cease all activities as fighters the moment they
was built Carraway Keep. Situated on the crest of the Hill, near w h e r e join the order.
the walls of the Punctilio n o w stand, the Keep provided the town with a A d v a n c e d : The White Order will take human, elven or half-elven
lookout across the lands and w a s able to w a r n t h e inhabitants of any students. I l l u s i o n i s t s w i l l n o t b e considered, a n d c h a r a c t e r s
forth-coming attacks. A s t h e t o w n began t o expand, h o w e v e r, b e t t e r w i s h i n g t o be split- o r multi-class, w i l l have t h e i r membership
fortifications a n d w a t c h t o w e r s w e r e c o n s t r u c t e d t o p r o t e c t t h e terminated. T h e O r d e r w i l l o n l y take those o f LG, LN, N o r NG
prosperous young city from neighbouring provinces. As a result of this, alignments. Chaotic or evil characters will not be considered and
the keep fell i n t o disuse, and as t h e years passed, i t s l o w l y crumbled even true neutrals are viewed w i t h great circumspection.
away and lapsed almost beyond repair.
Characters' status w i t h i n t h e Order is signified b y the colour of t h e i r
It was at this time, just as the Keep was being scheduled for demolition, cloak and the type of staff carried. A s a character rises in level, these
that a stranger rode into the city and immediately bought the keep for his insignia alter accordingly.
own. W i t h i n a y e a r, t h e s t r a n g e r r e b u i l t i t t o i t s f o r m e r g l o r y a n d
extended i t t o s o m e t h r e e t i m e s i t s o r i g i n a l size. F e w people d i d n ' t Level of Colour No
wonder about the stranger, yet none asked of him h i s motives, for his
Character of Cloak Type of Staff extant
guise suggested t h a t he m a y be s o m e banished lord o r usurped king
from f a r - o ff lands. H o w e v e r, soon n e w s spread t h r o u g h o u t the city of 1-6 Light Blue Oak, unshod 87
the t r u e h e r i t a g e o f t h e Keeper o f t h e Keep, a n d s o o n a l s o d i d t h e 7-9 Dark Blue Oak, steel shod 43
purpose of the rebuilt tower. The stranger, w h o w a s k n o w n as Orrian, 10-15 Brown Beech, copper shod 10
was a d u k e ' s son, a n d w i t h w e a l t h a n d skill a p l e n t y, h e proposed t o 16-20 Grey Beech, silver shod 3
establish t h e m o s t p o w e r f u l s o r c e r e r s ' g u i l d t h a t h a d ever yet been
20+ White Yew, gold shod 0
beheld; and he planned to do this r i g h t in the City League, w i t h i n the
confines of Carraway Keep.
The No Extant column refers to the n u m b e r of magic users currently in
Orrian's scheme spread through the kingdoms like wildfire, and it was each group it is not a m a x i m u m for that group. There is no limitation
not long before young and old sorcerers alike beat a path to his door and on L i g h t B l u e s t u d e n t s b u t t h e D M m u s t c o n t r o l p r o m o t i o n s v e r y
asked to be admitted into his guild. Some were accepted but many were carefully. Player characters reaching the exalted status of Greys ought
likewise turned away, for Orrian only desired to teach the best and most to be very rare and W h i t e s should exist in o n l y the m o s t exceptional
ambitious magicians. A n d s o i t w a s t h a t t h e g u i l d o f Orrian, b e t t e r circumstances.
known as the W h i t e Order, expanded and grew, even long after the old
arch-mage had died. A n d still the guild grows, even today, some 14,000
years after its initial opening. It is said also that magic-users of the White Benefits and Restrictions for Members
Order are more proficient and of finer quality than any normal sorcerer,
and s u c h i s t h i s r e c k o n i n g t h a t t h o s e o f t h e O r d e r a r e n o w s o u g h t of the Order
worldwide.
1 U p o n membership, the magic user character must pay an initial fee
Historians are n o w w o n t to remark that it seems a strange coincidence of (1000 x character's level)gp.
that the W h i t e Order was founded at around the time that the Knights 2 F i r s t level characters joining t h e O r d e r may spend a n extra year
Ocular first became a force in the League. W i s e r sages say that there training and obtain one extra spell for their spell book (Advanced: 5
could have been n o League w i t h o u t the guidance o f the Knights and instead of 4; Basic: 3 instead of 2).
that, anyway, for the Knights to be heard of implies that they had been in 3 A l l characters m a y make use of the g u i l d ' s facilities (laboratory,
existance f o r m a n y y e a r s b e f o r e t h a t . W h a t e v e r i s t h e t r u t h i t i s library, etc). Characters are also designated their own bed chamber
interesting at the very least that the Knights should have tolerated the w i t h i n the keep w h i c h is theirs for as long as they are members.
development of so powerful an i n s t i t u t i o n as the Order. Could there be 4. A n y t r a i n i n g w i t h i n t h e g u i l d costs 1/2 t h a t o f t h e n o r m a l price.
some hidden connection, or is there genuine conflict? However, t h o s e m e r e l y u s i n g t h e g u i l d a s a c h e a p s o u r c e o f
training will have their membership terminated.
5 I f a rise in level results in the character achieving a h i g h e r status
Joining the Order w i t h i n the order, a ceremony will take place at w h i c h t h e magic-
user is granted his new cloak and staff. Either, neither or both of the
Player character magic-users may w i s h to join the W h i t e Order. O n l y items may be magical, according to the level of the recipient and
characters who fulfil the desired requirements will be accepted. The GM any o u t s t a n d i n g f e a t s p e r f o r m e d o n b e h a l f o f t h e O r d e r. T h e
should feel free to interpret these requirements as easily or a severely as allocation of appropriate magical items and the ceremony is left to
seems n e c e s s a r y f o r t h e c a m p a i g n . S i n c e o n l y t h e b e s t a n d m o s t the D M ' s discretion and inventiveness.
ambitious are welcome, the GM can use the Order as a carrot to tempt 6 A l l magical cloaks or staffs discovered w h i l e adventuring m u s t be
the g r e e d y M U , a n d t o p l a c e s u c h a c h a r a c t e r i n a r e s t r i c t i v e a n d given to the Guild. A l l xp gained for finding t h e item are kept, and
demanding environment. Just what other party members might make of the donating M U ' s reputation will increase w i t h i n the Guild.
all t h i s should make for some interesting gaming.... 3 A n y o n e t r e a t i n g m e m b e r s h i p l i g h t l y, o r a b u s i n g t h e b a s i c
principles it espouses, or being unfaithful to the order will be asked
to leave and w i l l be lucky not to meet m i s f o r t u n e in h e r or his
Requirements future career.
Only t h o s e w i t h t h e f o l l o w i n g a t t r i b u t e m i n i m a w i l l b e considered; 8 T h e White Order is a society which obeys the laws of the city. Those
Intelligence 1 6 , W i s d o m 1 5 , D e x t e r i t y 15. O t h e r considerations also w h o w i l l i n g l y break some of the l a w s of the city will be instantly
apply according to the game system in use dismissed from the guild even if not proven guilty by the courts.

I M A G I N E ma9azine, July 1985 17


Members of the White Order at 13d S h a r l a ; F; Fr8; L / L N ;
No weapon; A C 6 / 7 ; hp 28
Carraway Keep
S 8 E Long, f l o w i n g , l i g h t blue robes, s o f t b r o w n boots,
I 1 7 r i n g of protection +1
13aAna r i and
Staff o n dagger
the Grey;
+3, A C m,
- 3 / -MU16, L/LG,
4 , hp 45 W 18 U S a g e
D 1 6 0 Charming, intellectual, k i n d and helpful
S 15 0 Tall, m i d d l e aged man, g r e y hair and beard; grey C 1 4 0 K n o w s the locals, those at the Magic-Users' School
I 1 8 c l o a k o f p r o t e c t i o n +3, w h i t e shirt, grey trousers, Oh 1 0 ( 9 ) and all of the order
W 16 bracers o f defence A C 2 (in the shape of a golden Spells:
D 17 torque); b e e c h staff, s i l v e r shod, w h i c h i s a + 2 AD&D: 1 - ( 2 2 " ) D & D : none
C 15 weapon a n d s t o r e s 3 s p e l l s ( c f r i n g o f s p e l l 2-(6")
Ch 1 3 storing): A D & D g a m e : 1(16), 3 ( 1 6 ) , 6 ( 5 ) ; D & D 3-(2")
game: 1(6), 3(9), 6(3) 4-(22*)
Master of the W h i t e O r d e r / W i z a r d
0 Kind, knowledgeable and persevering, feared and
respected by all but the most ignorant
13e Amras the Blue; M, MU6, L/LN,
Dagger, AC 4 / 5 , hp 20
R u m o u r e d to b e t h e S o n o f Orrian(!), r e l a t e d to H/E
Sarron (131,), k n o w s a l l students and staff at the S 15 E Beautiful b l u e embroidered robe, r i n g o f s p e l l
Keep a s w e l l a s m o s t L e a g u e d i g n i t a r i e s a n d I 1 6 t u r n i n g and ring of protection +3
(reputedly) the Katar h i m s e l f W 15 E Retired adventurer, assistant to Anarion and Sarron,
Spells: D 1 6 Warlock/Magician
AD&D: 1-(2, 3 " , 4, 6 " , 1 6 ' , 2 0 * , 2 2 " , 24, 26, 29) C 1 0 0 Cheerful and frivolous, loves rings
2-(2, 9*, 1 0 * , 13, 17, 2 3 " , 24) Oh 11 0 K n o w s many throughout the town and all within the
3-(4*, 7, 9, 11, 1 6 " , 17, 2 2 * , 23) Keep
4-(1, 4 , 7, 11, 1 6 * , 23, 2 4 * ) Spells:
5-(7", 8, 11, 16, 1 7 * , 23) AD&D: 1-(7, 9*, 15, 16, 2 2 , 25, 26)
6-(1, 5 " , 8, 20, 2 3 " ) 2-(6, 9, 15, 21, 23")
7-(10, 1 2 * , 15) D E O 1-(1", 2*, 6 " , 7", 8, 9, 12) 3-(1 6, 19, 22*) D&D: 1-(4, 5, 6*, 9, 11*)
8-(6*, 10) 2-(1, 5*, 6*, 8, 10, 11 * , 12) 2-(4, 5, 9, 10, 11*)
3-(2", 3, 4, 5, 9 " ) 3-(6, 9, 10")
4-(1, 3*, 11 , 1 2 " )
5-(2*, 3, 6*, 8)
6-(1, 3*, 4, 5, 8 " )
13f A s h ; M , F7, L / L G
L o n g s w o r d +2, giant slayer, A C 0, hp 4 7 / 5 5
7-(7", 11 , 12)
S 1 800 Chain m a i l shirt +3, b r o w n leather leggings, black
I 1 3 leather boots, cloak of black with gold embroideries,
13b Sarron Silvertongue; F, MU10, L/LG,
Staff and dagger +1, A C 2 / 3 , h p 2 6
W 13
D 16
gauntlets of ogre power
Bodyguard to A n a r i o n - Champion
C 1 5 0 Stern a n d grim, e x t r e m e l y loyal, w i l l d i e f o r h i s
S 1 0 0 Tall, g o o d l o o k i n g m a t u r e w o m a n , s t r e a k e d ash- Oh 1 5 master; always alert and at h a n d
I 1 8 blonde hair; red-brown cloak of protection +4, ring Friendly with his master and all in the Keep
W 16 o f p r o t e c t i o n +2, beech staff, copper shod, w h i c h is
D 15 a +1 w e a p o n
C 1 2 0 Mistress o f the W h i t e O r d e r - W i z a r d / N e c r o m a n c e r 1 3 g F e dLongsword and
e r e ; m; F6,dagger;
L/LG AC 5; hp 3 5 / 4 0
Ch 1 7 0 Bears a s t r o n g r e s e m b l a n c e t o A n a r i o n ( 1 3 a ) ,
friendly, charitable but cautious and wary S 1 7 0 Chain M a i l shirt, b r o w n l e a t h e r leggings, b r o w n
0 Descendant o f Orrian, k n o w s a l l at the Keep, a n d I 1 2 l e a t h e r boots, crimson cloak with gold embroideries
m a n y important people in the League W 9 E l Bodyguard to Sarron - M y r m i d o n
Spells. D 1 4 E Thin a n d w i r e y, c h e e r f u l a n d m i s c h i e v o u s b u t
AD&D: 1 - ( 4 " , 6, 9, 15, 1 6 * , 20, 22, 27*, 3 0 " ) C 11 c a r e f u l and always alert; fights w i t h t w o w e a p o n s
2-(4", 5, 6, 10, 12, 14, 1 5 * , 22) Oh 8 ( l o n g s word and dagger) due to h i g h dexterity; w i l l
3-(3*, 4, 7*, 12, 16, 20, 24) protect Sarron w i t h his life
4-(2, 7, 1 3 " , 18, 19, 21) El Friendly with his mistress and master and all in the
5-(4, 12, 14, 18, 2 0 * , 22) Keep, especially Amras; hates dwarves
D&D: 1-(2, 3*, 5, 6*, 7, 8 , 9)
2-(2", 3, 4, 6, 7, 9 " )
3-(1", 2, 3 " , 6, 9, 11, 12) There are many other residents of the Order in the Keep and many
4-(2, 6 " , 8, 9, 10) w h o a r e travelling. T h e residents a r e m a d e u p o f m a g i c - u s e r s ,
5-(4, 5, 6, 7", 8) assistants and general helpers as well as the odd visitor. The D M
should design these characters as necessary bearing in mind that
13c Firna; m; mue, L/LN;
Staff, AC3; hp 16
the N P ' s l i s t e d a r e t h e m o s t i m p o r t a n t a n d t h e r e s t r i c t i o n o n
numbers given above.

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

gROUT2DFILDR. FUD1k. ATTIC FLODR_

; 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

Asakrin Stoutheart; m, F2, L/LG,


1 4b Dagger, AC 8/10, hp 12/17
14i Eskis Coldbone; m, T3, C/CE,
Longsword, AC 5/6, hp 16/20

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

S 17 Tall a n d wiry; green-stained travel cloak concealing


S 1 7 Grey shirt, leather waistcoat, gloves and leggings I 1 4 chainmail +2, helm, scroll o f protection from lycan-
I 9 0 Bardwarf/bouncer W 15 thropes, boots of speed
W 10 Quiet, sombre, d i s m a l a n d completely, staggeringly D 12 Myrmidon/Guide and bounty hunter
D 8 boring! C 16 0 Shrewd, worldly wise, very neutral (good), hopelessly
C 17 0 Brother of Shoril Gemcutter (16a), has known Bando (14g) Ch 1 3 enamoured of Hishael (141)
Ch 8 since he was little though they are hardly friends 0 Knows Hishael (141)

Regular visitors to the Inn


PLOTLI NES
14f lingo! the 'Orrible; m, F6, C/CE,
No weapon, AC 6, hp 40/56 1. Why does an attractive, talented and powerful woman like
H/1/20 Hishael spend her time in a dive like this; why does Anatol follow her;
S 1886 0 Grey loin cloth (outside the arena: platemail +2 over grey what have the mysterious Knights Ocular to do with it all? Someone,
I 9 shirt and trousers - ACO, broad sword +2) somewhere will be looking for answers - and someone to find them!
W 7 O The Cock o' Th' Walk (normally Myrmidon) The truth is that Hishael is luring attractive men (Chi 5+) to her rooms
D 18 O Tall, ruthless, utterly depraved, capricious, fearless - all- (using spells if necessary) where she kills them, loots the bodies and
C 17 in-all a splendid chap uses the remains to concoct potions and poisons. She is being watched
Ch 4 Independent, f e w friends a n d n o family; Ungol i s a by Anatol who oftens thwarts her plans (the chance of her approaching
magnificent brawler; in the AD&D game he gains 10% on an appropriate man is 75%, the chance of Anatol subsequently foiling
the base score to hit and 15% on the damage done (or +2 if her is 50%). Anatol has been hired by the Knights Ocular through a
normal combat rules are used); in the D&D game +2 to hit mysterious go-between; i n fact he is supposed t o have eliminated
and damage Hishael on behalf of the Knights, but because of his feelings for her is
failing in his duty. He is very fightened that the Knights might come
looking for them both.
Bando Bushfoot; m, T6, N/N, 2. I f Dalin could be persuaded to talk, what secrets could he tell of
14g Shortsword +2, AC 7, hp 14/27 the cellars beneath his brother's shop? Once those cellars housed
H/1/2 prisoners; men and women with maps to hide, evidence to lose, treasure
S 11 Brown cloak and trousers, white shirt to bury for later recovery. Shoril isn't going to want to find strangers in
I 1 5 Sharper/Filcher his cellars, and with the courthouse right next door he won't be slow to
W 8 0 Jovial, bright-eyed and intelligent, but gambles without call for help.
D 17 using his brains - and always loses 3. Sooner or later, Isabel is going to overcome her reserve, and
C 16 0 Son of Goldy and Haffo Brush foot (17a81b) the cobblers challenge Surreal about that necklace. Or will she be looking for an ally
Ch 1 0 (17), member of the local thieves' guild, knows Dalin (14e) to do the dirty work for her? And just what will the other occupants of the
and Shoril (16a) who is his parents' neighbour Tavern do when a loud brawl breaks out....
16 I M A G I N E magazine, November 1984
LAW AND ORDER
The Administration of the Peace in the City League
by Paul Cockburn
Sooner o r l a t e r i n t h e l i f e o f e v e r y Katar's p o w e r w a s a t t a i n e d , l i t e r a l l y 3. T h e K n i g h t s O c u l a r : T h i s m y s t e r -
campaign there comes a time when even hundreds of Enactments and m a n y tens ious and powerful Order has existed for
the most lawful of lawful good characters of t h o u s a n d s o f B y - l a w s h a v e b e e n almost a s l o n g a s t h e C i t y, a n d i s
has a b r u s h w i t h t h e authorities. If your passed. Each i s administered b y one o f inextricably bound up in its affairs. It is an
characters have chosen to live in the City the A d m i n i s t r a t i o n D e p a r t m e n t s a t t h e incredible organisation i t s m e m b e r s
League, you might as well resign yourself Punctilio, w h i c h m e a n s t h a t t h e c i v i l are m a d e u p o f a n e x o t i c m i x t u r e o f
to t h e f a c t t h a t i t i s m o r e l i k e l y t o b e service in t h e City League has g r o w n t o classes, answerable t o a M a s t e r w h o is
sooner. If you're a thief, or someone who enormous size, w i t h s o m e departments said to be of semi-divine origin. Further,
enjoys a quiet night's mayhem in the local operating staffs o f m a n y dozens, w h i l s t despite t h e i r p o w e r a n d s e e m i n g l y evil
tavern, then it is likely to have happened others have a single Overseer. outlook as far as can be gathered from
already! the f e w t e x t s i n t h e p u b l i c d o m a i n
The a d m i n i s t r a t i o n o f t h i s h o p e l e s s l y concerning t h e m they are tied to the
This article is for those D M s who, w h e n unwieldy system is entrusted to a number Punctilio and the person of the Katar in an
the inevitable does finally happen, t h r o w of enforcement agencies of varying com- inexplicable way. W h e n last a coup was
up their hands in horror. It is intended to petence and legality. These patrol the City attempted i n t h e C i t y, a l l n i n e M U
provide a reference point from which the night a n d d a y, a n s w e r i n g e m e r g e n c y conspirators i n t h e P l o t o f t h e J a d e
legal system of the League can be viewed. calls, providing a degree of security, and Serpent Wizards of 10th-15th level all
Whether you are introducing Pelinore as causing t h e a v e r a g e c i t i z e n e n d l e s s were dead w i t h i n t w o hours.
your campaign background or not, various torment, since the old adage is quite true: No-one understands the motives of the
individual components of the table can be "If a day passes w h e n you didn't break a Knights Ocular, b u t it is widely believed
ignored if the D M wishes to use another law i n t h e League, t h e n you m u s t h a v e that t h e secret o f t h e i r p o w e r m u s t b e
system; one could decide that the arrest been buried the day before." worth a fortune of unbelievable size.
of a s u s p e c t h a p p e n e d i n a n e n t i r e l y They operate in an unusual way. M o s t
different way, and then pick up the table of the members patrol the City, looking for
from the trial onwards. Policing the League
all the world like ordinary citizens, observ-
The various agencies can be reduced t o ing and reporting. They never ignore any
But b e f o r e w e g e t t o o i n v o l v e d i n t h e six d e f i n a b l e g r o u p s , w i t h d i f f e r e n t crime, preferring to report the miscreant
mechanics, w e had best take a hard look powers and responsibilities. to the Punctillan, and they have instant
at the people and institutions responsible 1. T h e D i s t r i c t M i l i t i a : M o s t o f t h e access t o t h e C o u r t o f Te n T h o u s a n d
for the l a w in the City League, policing is done by the hard-pressed men- Ravens. The party that finds itself involved
at-arms o f t h e D i s t r i c t M i l i t i a . E a c h with the Order of the Knights Ocular will
Just like every other government function administrative area of the League has its be very sorry indeed.
in t h e s p r a w l i n g m a s s t h a t i s t h e C i t y own judiciary, a n d r u n s a m i l i t i a u n d e r 4. T h e P u n c t i l l a n : This i s t h e d i r e c t
League, the administration of justice, law the watch of the Inspectorium. The militia arm o f t h e K a t a r a n d t h e Punctilio, b u t
and order is governed by a bureaucracy of are funded in each locality by the impo- one kept restricted after two past attempts
enormous size and complexity. It overlaps, sition of a sales tax; but since tax evasion at seizing power. Undoubtedly, they would
confuses lines of authority, and provides at this level is rife, the pay is poor, and the have b e e n a b o l i s h e d a l t o g e t h e r i f t h e
endless a n o m a l i e s a n d complexities t o militia a r e corrupt. T h e q u a l i t y o f each Katar h a d b e e n a b l e t o dispense w i t h
frustrate the ordinary citizen. Those w h o District's force varies depending o n t h e their services. Instead they are now led by
become e m b r o i l e d i n i t s m e s h u s u a l l y general l a w f u l n e s s o f t h e c o m m u n i t y, a h i g h - r a n k i n g cavalier w h o h a s s w o r n
come to regret it. and the level o f wealth. Their morale is irrevocable f e a l t y t o t h e Katar, a n d a r e
low, and they are known to have taken the watched over by the Committee of Admin-
Government in the City League is in the law i n t o t h e i r o w n h a n d s o n m a n y istration, t h e i n n e r government cabinet.
hands of the functionaries of the Katar, occasions. Such i s t h e w e a l t h o f t h e City, t h a t t h e
the hereditary Clerk-at-Arms, and ruler of 2. T h e P r i v a t e C o n d o t t a s : Each o f Punctillan a r e m o r e l a v i s h l y e q u i p p e d
the City. These operate from the environs these bodies was raised originally under than the armies of some Kingdoms.
of t h e P u n c t i l i o , T h e K t a r h a s t h e the authority o f an ancient City B y - L a w 5. G u i l d M i l i t i a : N u m e r o u s g u i l d s
constitutional power to codify commands that allows tax bills in excess of 5000gp to w i t h i n the City operate militia for entirely
through t h e p r o c e s s k n o w n a s E n a c t - be p a i d f o r b y p r o v i d i n g a n a d d i t i o n a l selfish reasons. Some, like the Mercantile
ments. These edicts serve to illustrate the police p a t r o l . N o w t h e y a r e v i r t u a l l y Guild, h a v e g u a r d s a t m a j o r s i t e s o f
essential policies o f t h e P u n c t i l i o w i t h private armies, employed by the w e a l t h - commerce. Others, like the militia of the
regard to all matters: economics, foreign iest e i g h t y o r n i n e t y private citizens a s Guild of Thieves, ensure that all activities
affairs.... and the law. Once an Enactment bodyguards a n d e x t e n s i o n s o f t h e i r that fall w i t h i n its 'jurisdiction' are con-
is passed, tradition decrees that it cannot strength, s i n c e t h e P u n c t i l i o ' s b u r e a u - trolled by the Guild. Some are vast the
be revoked, n o t even b y another Enact- cratic d e p a r t m e n t i n c h a r g e o f B y - L a w Guild of Banks and Moneychangers Major
ment f r o m a succeeding Katar. Instead, 1780f-1783 Administration has no time employ over 1000 men and women b u t
Enactments are refined a n d detailed b y to conduct inspections. The courts have most have smaller establishments, Every-
the By-Laws passed by the various lower little time for them, and it is well k n o w n one k n o w s t h e G u i l d M i l i t i a t o be b u l l y
tiers of government. In the course of the that they have a fierce hatred for the men boys, uninterested in the good of ordinary
centuries that have passed since first the of the Punctillan. citizens. Very often, the patrol will handle
10
I M A G I N E Inagodne, October 1910
T1/7T,0 T7--\ ? r - TA
the s i t u a t i o n t h e m s e l v e s , w i t h o u t r e -
course to the niceties of trials. O n o t h e r
occasions they w i l l m a k e use o f ad-hoc
kangeroo c o u r t s a t t h e G u i l d h e a d -
quarters. H e r e , t h e v e r d i c t i s a l w a y s
guilty, and the defendant always gives his
worldly goods away to the court officials.
6. R e l i g i o u s O r d e r s : Five r e l i g i o u s
orders are large enough and have enough
influence t o operate independent judic-
iaries and police. Under the provisions of
Enactment IV, t h e s e a r e e m p o w e r e d t o
prosecute cases o f blasphemy. N o B y -
Laws h a v e e v e r m a n a g e d t o t i e d o w n League, t h e m o r e l i k e l y i t i s t h a t t h e charges, usually with a codicil describing
exactly w h a t c o n s t i t u t e s b l a s p h e m o u s number of ravens w i l l have changed as which o f t h e t h i r t y t h o u s a n d B y - l a w s
behaviour, s o t h e o r d e r s t e n d t o d o a s well!). The Temple is the only civil court have b e e n p a r t i c u l a r l y violated. T h u s ,
they w i s h , a r r e s t i n g w h o m e v e r t h e y with t h e p o w e r t o a d m i n i s t e r d e a t h there a r e n o c r i m e s labelled embezzle-
fancy, and charging them with blasphemy sentences, and a fair f e w of these have ment, f r a u d , t a x evasion o r blackmail;
no matter what the offence actually was. been h a n d e d o u t o v e r t h e years. I t i s these are all covered by one of the three
Religious w a r s a n d pogroms t e n d t o be popularly believed t h a t t h e e p o n y m o u s 'robbery' categories. A l s o , t h e r e a r e n o
fought o u t in t h i s w a y, w i t h m a s s trials ten t h o u s a n d r a v e n s o f t h e Te m p l e 'attempted' crimes, o r conspiracy
and bloody reprisals, u n t i l s u c h t i m e a s contain t h e s o u l s o f a l l t h e d e p a r t e d charges: t h e Enactment says that in the
the Katar or the Knights Ocular step criminals. C y n i c s h a v e b e e n h e a r d t o eyes of the Law, if you were going to do it
observe that the bloated birds must have you did it!
about two or three hundred souls each.
The Courts
3. T h e R e l i g i o u s O r d e r J u d i c i a r i e s : Most of the crimes are self-explanatory.
Excluding the ad-hoc courts of the various The only other legally constituted courts Historically, Treason has only ever been
guilds, a n d o t h e r d i s c i p l i n a r y b o d i e s in the City are the five r u n by the largest brought a g a i n s t t h o s e w h o h a v e b e e n
within organisations, t h e r e a r e t h r e e religious groupings within the locality. As directly s o u g h t t o subvert t h e p o w e r o f
main judiciaries w i t h i n the City League: previously observed, these are o n l y e n - the Katar, as in t h e celebrated attempts
1. M a y o r i a l D i s t r i c t C o u r t s : E a c h titled to try cases of blasphemy. The most by t h e Punctillan t o replace h i m w i t h a
administrative district of the City controls infamous o f these, t h e Te m p l e W i t h o u t military dictatorship. The three 'robbery'
several courthouses, set up in buildings Doors, gets t h r o u g h a b o u t 2 0 0 cases a categories are differentiated solely by the
known collectively as the Athya. Nomin- week o n t h e s t r e n g t h o f t h i s , s e i z i n g amount o f m o n e y involved. A f f r a y i s a
ally separate, t h e M a y o r i a l C o u r t s a r e those w h o h a v e b e e n c a u g h t stealing, catch-all f o r a l l t h e m i n o r c h a r g e s
served b y a j u d i c i a r y appointed b y t h e engaged in violence anything that can drunkenness, fighting, creating a disturb-
Minister o f Justice o n t h e Katar's be s h o w n t o be against t h e teaching o f ance, traffic offences that go to make
Committee o f A d m i n i s t r a t i o n , a n d t h e the relevant deity, a n d thereby blasph- up 9 0 % o f a l l l e g a l cases. T h e u n i q u e
sinister R e d e m p t o r C o m m i t t e e o f t h e emous. Sentences are harsh and carried category i s t h e q u i t e s e r i o u s c r i m e o f
Court of Ten Thousand Ravens. They are out i n s t a n t l y. A t t h e Te m p l e W i t h o u t Failing to Observe a Festival. According to
grossly overworked, p o o r l y supervised, Doors, v i c t i m s a r e l e a d u p a s p i r a l the old, and recently superceded, League
and consequently corrupt. Judges can be staircase within the central crystal shaft, Calendar, 5 0 of the 3 5 0 days in t h e Old
bribed to alter the verdict or the sentence; to be t h r o w n off an open platform into a Year w e r e designated Festival Days, o n
clerks can be bribed to bring forward o r closed courtyard.... which i t w a s f o r b i d d e n t o t r a d e o r t o
delay! the hearing o f cases; even t h e engage i n a n y a c t i v i t y i n v o l v i n g t h e
Prosecutor-General's o ff i c e , t h e c o u r t passing of coin or promissary notes; or to
arm of the Punctillan, is open to influence. hold assemblies of more than 3 0 people.
In t h e meantime, t h e defendant usually The calendar may have changed, but the
languishes in a district guardhouse. The Festivals remain, imposed at a f e w days
Mayorial courts have the authority to try notice b y t h e a r b i t r a r y a n d hopelessly
any case, b u t u s u a l l y h a n d c a s e s o f a inefficient Enactment XXVII Administra-
capital n a t u r e o v e r t o t h e C o u r t o f Te n tion Department. T h e n u m b e r o f cases
Thousand Ravens. The preliminary hear- brought against this charge has dropped
ing normally then only establishes guilt or considerably over the last f e w years, as
innocence, p a s s i n g s e n t e n c i n g o v e r t o the Court of Ten Thousand Ravens ruled
the superior court. This tends to lead to a that the process adopted by the Depart-
duplicate trial, as the judges there much ment i s illegal u n d e r t h e Restriction o f
prefer to conduct the whole case! The Crimes Trade B y - l a w s 3 7 7 9 - 8 9 g . T h e w h o l e
2. The Court of Ten Thousand Ravens: matter i s f a s c i n a t i n g t o l a w y e r s , b u t
Below the Punctilio, there stands a vast Long a g o , a K a t a r b y t h e n a m e o f utterly f r u s t r a t i n g t o t h o s e i n d i v i d u a l s
marble b u i l d i n g , t h r e e s t o r e y s h i g h , Morgannis I V L a w g i v e r t o o k i t u p o n hauled u p b y t h e P u n c t i l l a n o r t h e
covered i n t h e excreta o f a vast host o f himself to codify the legal system o f the Religious Orders, w h o c a n f i n d t h e m -
huge black ravens, w h o circle the towers City League. Through his famous Enact- selves involved i n legal proceedings f o r
and c e n t r a l d o m e . I n t i m e s p a s t , t h i s ment CCCII, Morgannis, w h o was by pre- anything between 2 and 40 years!
building w a s t h e c e n t r a l t e m p l e o f t h e ference a fisherman, and quite a good one
Church o f Xnath-pi-Xnath. This barbaric at t h a t , i n v e n t e d a s y s t e m t h a t w a s The Law
religion a n d i t s c h i e f deity, a d a r k bird- ludicrously simple. Over the intervening
god, vanished over three centuries ago, at years, l a w y e r s , j u d g e s , p o l i t i c i a n s a n d Overleaf you w i l l find a chart that traces
w h i c h time the Temple was taken over by other Katars added t o t h e system b y a the legal process t h r o u g h f r o m getting
the Katar. From that point on, the Temple seemingly endless promulgation o f By- caught to hearing the sentence. It is easy
of Ten Thousand Ravens was the seat of Laws and other statutes, b u t the Enact- to f o l l o w, a n d a l l o w s t h e D M t o g e t
the supreme judiciary in the City League, ment remains intact in essence. Basically, through cases fairly quickly where this is
and t h e building became k n o w n a s t h e there are only ten crimes on t h e statute desired. O t h e r w i s e , t h e r e s u l t c a n b e
Court of Ten Thousand Ravens - - the two book, listed o n t h e table on page 1 2 i n 'predicted' using this method, and the DM
names are virtually interchangeable (the order of seriousness. A l l defendants are can t h e n a l t e r t h e proceedings a s t h e
further a w a y y o u t r a v e l f r o m t h e C i t y brought t o t r i a l f a c i n g o n e o f t h e s e characters get involved.
I M A G I N E ma!tothie, October 1911" 11
Getting Spotted B a s e Chance 20% G e t t i n g B u s t e d I f a patrol is called, roll percentile dice to determine
which kind:
Use the Base Chance and the following suggestions to created a modified chance of attracting
unwanted attention whenever a character is engaged in illegal behaviour Chance/
Time/Weather Modifiers P l a c e Modifiers Activity Modifiers Time To Time to
Broad daylight +10% D a r k alley 35% Noisy fight o40% Track arrive
Just before dawn 15% B u s y thoroughfare of 5% Opportunist theft 20,, Type; composition Morale I daysl (mins)
Rainy Day .-5% C r o w d e d Market 10% +20% 01240 District Militia (Dist). F2, 44+2 P i s Low 10, d100 d12
C.h o m y burglary
41.-60 Private Condones IPC), F3, d4-1 F2s d 4 Fl s Average 15 '2d100 420
DM should decide whether crime has been spotted by patrol (1060) or other person (90%) I f latter, 61-76 Guild Militia (GM) 4 4 - 1 F t 4 varies' 12r 2d100 d6'
roll on Time to Arrive column of G e t t i n g Busted table (and note that the person could act as a 77-86 Punctillan ( P u n a F3, F2r 44-1 E l s Good 25, 2420 2d8
witness during the trial) I n both cases determine what patrol is involved on Getting Busted table I f 87298 Religious Orders (ROI, C3, d6 C l s Good 40 d 4 2420
the criminals have fled by the time the patrol arrives c o n s u l t the Chance/Time to Track Down 99,00 Knights Ocular (SO); T1-6, o r Ft -6. V Good 60, d4 d4
column of the Getting Busted table
DM should alter the composition of patrols at times of civic tiniest, in areas with high crime rates,
etc S h o u l d reinforcements be required t h e D M should allow the first patrol to send f o r them
enough to handle the situation will air on n d t G o minutes
Notes ' Certain guilds - Thieves for example - will use other classes
The Rap D M should ensure that the crime is tried by the correct court, 2In the Advanced game these should be Cavaliers or Assassins
and prosecuted by the correct authority , Morale of militias from richer guilds iv y igher than for smaller ones
The DM should make alterations to both chance and time to allow for the evidence the perpetrators
Punishment
Crime might leave behind Note that the Private Condottas and the Guild Militia will not track down anyone
Modifier Prosecutors Court
Treason who has not commited an offence directly against their interests
250 Punc, KO 2
Murder , At night a l l times should be doubled
100 v i c t i m s level x5) Dist, PC, P u n t r KO 1,2
I, Guild Militia will not answer general distress calls, encounter should be rerolled
Robbery 15 000gp or more) 80 (+ victim s level x2) PC. GM, P u n , KO 1,2
Arson 75 Dist PC. GM, Punc. KO I T2
Theft (40-49999p) 50(0 victim's level e l l Dist, PC, G M 12
Blasphemy 50 ROr KO 3
Assault 40 (+ victim s level x31
Failure to Observe Festival 30
Dist, PC, GM PLinc
Pune. RC 2 Police Brutality Roll precentile die to discover the patrol's reactions
Pilfering (399p or less) 25 Dist, Punc Rough Law O w n O p e n to A r r e s t &
Affray 15 Dist PC Patrol Justice Hands Bribes' Charge Court
Dist 01-10 11-15 16-35 36-00 1
Notes. Cr-mtes tried in the Mayor at courts may be handed up to the Court of Ten Thousand Ravens 01.12
PC 13 2 2 23 2 7 28-00 1,21
where there is a possibility of a death sentence T h e defendant will then be retried
GM 01 2 5 26 3 4 35 4 b 4500
Pu no 01 0 5 06 0 9 10 1 2 13 0 0 1,2 -
RO 01,12 13 2 0 2100 3
KO 01 02 03000 2

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

12 I M A G I N E ma9azine, October 1984


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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

15b Mailai Frith-Lorendar; F, Fr3, ULN, hp 13/15, AC7/8,


Dagger of Concealment +2
S 12
I 11
El Tall, e q u i n e , e l e g a n t , n a v y b l u e r o b e s t r i m m e d w i t h
hoar-fox
W 13 Silver-smith
S 1 3 0 Elegant, w e a r s blue and silver suit and gold ring which is a D 8 0 Arrogant, supercilious, c o w a r d
I 1 6 D a g g e r of Concealment +2 (a ring which acts as a ring of C 9 We l l - k n o w n a n d h a t e d local-boy-made-good, n o w lives
W 1 3 p r o t e c t i o n + 2 a n d can be t u r n e d into a d a g g e r +2, u s e d Ch 11 out of the area but likes to return periodically to sneer and
D 12 a n d turned back again a l l in one r o u n d s e e module X8) h a n d d o w n vicious sentences; h e a l w a y s a l l o w s elves a
C 1 0 E Clerk
+50 Mitigation Modifier; loves to be ' l e n i e n t ' by 'reducing'
Ch 1 2 0 Clever, ambitious, s o c i a l climber, career civil servant sentences to d i s m e m b e r m e n t
Of modest background, M a i l a i scorned adventuring for a
life of anticipated wealth as a civil servant. She knows you
have to start at the bottom, w h a t she doesn't k n o w is that
she's probably stuck here f o r life; she got the D a g g e r o f
15i M a k e r R e d b e a m ; m, Fr3, N/NG, hp 11/14, AC 7/8,
Knobbed stick
C o n c e a l m e n t from an adventurer she met one evening
S 8 0 Wa l k s round looking like a court-jester with multicoloured
I 1 5 p a d d e d jacket, h o s e a n d huge codpiece
15c ' O l d ' D a l i e l ; m; Fr3; L/LG; hp 12/14; AC 9/10;
No weapon
W 14 0 Cooper (and local guild-officer)
D 9 0 Fire-brand, u n b r i b a b l e , h a t e s authority, i n f e r i o r i t y c o m -
C 7 p l e x , s w e a r s he i s n ' t a g n o m e
S 9 0 Ancient, scruffy, b r o w n jerkin a n d filthy y e l l o w hose Ch 1 0 0 Ve r y w e l l k n o w n l o c a l l y a n d l a r g e l y l i k e d despite h i s
I 1 5 0 Assistant clerk
eccentric habits; w h e n s i t t i n g a t t h e b e n c h h e ' r i d s t h e
W 14 0 Intelligent, h a r d working, kindly, far too honest for his own t o w n o f undesirables' by banishing or selling into slavery
D 9 g o o d
anyone he finds g u i l t y of anything; he completely ignores
C 8 0 A loner
Ch 5 all l e v e l o r c h a r i s m a m o d i f i e r s w h e n c o m i n g t o h i s
decision a n d woe-betide a n y gnomes that appear before
him!

15d K r a d E a r t h d e l v e r ; M, Dw6/E6, N/NG, hp 40/46, AC 5;


Battle axe, short sword or mace
Ow 15j M a r e t a t h e W i s e ; F; C4; L/LG; hp 14/22 A C 3;
Huge, strengthened, religious staff-mace
S 1 7 0 S h i n y c h a i n s h i r t , s t e e l helmet, p a d d e d leggings w i t h
I 9 l e a t h e r cross-garters D1851 0 Squat, powerful, w e a r s breastplate over rough green habit
W 12 0 Head jailor I 1 0 E I Vi c a r / c u r a t e o f a L / L G church
D 11 E I Bluff, gruff, shrewd, businesslike W 14 0 Honest, disciplinarian, loud, k i n d l y
C 1 2 0 K n o w s Burbury Flataxe (5d) and doesn't much like h i m D 9 0 Runs a t i g h t little c h u r c h nearby (one o f the f e w never to
Ch 1 0
C 1 0 h a v e been r a i d e d by the l o c a l thieves guild); applies the
Ch 7 l a w s f a i r l y a n d squarely b u t considers t h o s e w h o m a k e
generous payments to her church or, even better, convert
15e P e t r o n n a G o l d e n h a i r ; F; F5; C/CE; hp 40/52; AC 7/8;
Dagger, whip, blackjack, torture instruments
on the spot, t o have redeemed themselves

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

When Constabulary Duty's To Be Done....


....a patroller's lot is not an 'appy one; but nothing like as un-happy as that of the miscreant. Listed below are some
patrols to help the DM persecute 'innocent' parties. Naturally if the D M feels the characteristics ascribed to the leader of
one of the patrols w o u l d fit another, they can be changed round. Each patrol is suitable for a campaign of modest level;
as always in the City League the D M should increase the level, h i t points and numbers if required by the campaign.

D i s t r i c t M i l i t i a Leader Knights Ocular

18a ' C o r p o r a l ' T h i r e l ; M , F2, N / L N h p 1 4 / 1 8 , AC 6 / 7 ,


Flail
This group will be tall and shrouded, revealing little of sex or race, and
will speak little and act as if each k n o w s w h a t all are thinking. It will be
made up of fighters, cavaliers, assassins and other classes as necessary
S 1 5 0 Short and tubby, r i n g - s t u d d e d leathers, r e d bandana and i n a p p a r e n t c o n t r a d i c t i o n o f w h a t m i g h t be expected. O f t e n t h e
I 9 0 Leading militiaman, w a r r i o r initial e n c o u n t e r w i l l b e w i t h a s o l i t a r y individual, w h o w i l l o n l y be
W 9 U Basically honest, f e a r f u l of higher authority, cocky, b u l l y visible t o t h e p a r t y i f i n a n open, w e l l - l i t area, o r i f specifically a n d
D 1 0 0 We l l - k n o w n locally and mostly ignored, can often be found carefully searched out. Nine times out of ten, the party will never k n o w
C 1 2 i n inns bragging loudly about his onerous duties that they w e r e being observed by a m e m b e r of the Knights. B u t if they
Ch 8 see adventurers commit an offence, or if the Knights have some reason
to w i s h i l l o n a n individual o r group, t h e y w i l l a l m o s t a l w a y s m u s t e r
The group Thirel leads is made up of 6 first level fighters (all hp 6 / 7 ) w h o
j e e r and laugh loudly at Thirel's comments; as a group they can't wait for enough f i r e p o w e r ( b o t h m a g i c a l a n d n o n - m a g i c a l ) t o o v e r c o m e a n y
someone t o ' r e s i s t a r r e s t ' , a n d t h e i r v i c t i m s s e e m t o h a v e t h e party of mere adventurers, n o m a t t e r w h a t their level it's as if they
unfortunate habit of continually 'falling down the cell steps, m l u d ' . have some uncanny way of knowing exactly w h a t to expect in advance.
Their behaviour is utterly ruthless, t h o u g h rigidly lawful.

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.

Punctillan Leader Religious O r d e r ' s Leader

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.

-Hear Ye! Hear Ye!


Plotlines E R R AT U M
'By the powers invested- in me by the Honoumik Guild cf Herahls I herebygive warning that
Olaf Typesettertate cfGibbet Street confessed-to wutervaluing citizens of this the City League
1 O n e o f t h e c h i e f weaknesses o f all m i g h t y bureaucracies i s t h e before lie died. Know then, o princes, that the correct hit die value for FREEMENand
absolute belief that 'if it's in the files then it must be t r u e r. Imagine what FREEWOMAN(IMAGINE ma9azine ;,; 17, page 12) should be6415 the Basicgame
havoc, w h a t carriages, or miscarriages, of justice could be perpetrated and 66 in Advanced: Take heed and adjust your Hentidic Tomes cicconfingly.
by s o m e o n e bold e n o u g h t o break i n t o a repository of such files a n d
leave a s u i t a b l y forged d o c u m e n t . T h e r e i s s u c h a repository i n t h i s ADDENDUM
Courthouse; a Courthouse w h e r e friends of daring adventurers m i g h t By the powers invested in me by the Honoumbk Guild cpiemitts 1 fiirthergive warning that .1
face trial.... the confusion cf genders shall herebycease whereby all catalogued characters of this, our '
2 There come occasions in the lives of most mortals when a complete League of Cities, shall have their gender inciwkd in their stats immediately after their name,
answer to life's problems can be found in the granting of the wish 'if only andthatfurthermore there shall cease to be repetition c f the said stats where the figures for
I could disappear'. It is not given to everyone to have the wealth to get 'Basic and Advanced are the same.
into such trouble and then get out of it. But what better way for a hunted
young noble to escape than to persuade a band of trusty adventurers to C O M I M U N I C AT U M
help him organise a trial, and a fake execution. The problems would be 'By the powers invested in me by the Honoumbk Guild- opieralcis1-warn you that rwnrnce
many w h o is the executioner and h o w is he to be bought, who can be of our Fair Countie c'Ceneyn (prorwunced-Ker-oo-un by you, shorty) that surrounds this city
trusted to 'bear' the body away, h o w to keep Petronna Goldenhair from shal be deernediftegat under By-Law 1877 cl'Enactittent,Crtilltfidowing the publication
delivering a messy coup-de-grace but the rewards would be great. of much encyclopaedic information on that place in one of our most noble glouldic Tomes
3 It i s n o t a l w a y s t h e i n n o c e n t w h o s u ff e r miscarriages o f justice. known as IMAGINE magazine spe,h-d- Edition, due out later this month
W h a t if a g u i l t y m a n i s acquitted? Is i t not possible t h a t the outraged Felix Pursuivatat
neighbours and friends of the bereaved would demand retribution, and First Assistant to the Junior Herald
failing t o get the m a n retried w o u l d b u y the services of outlanders to
arrange false evidence of a n e w crime so damning that real justice could
not fail to be done in the end....
15
I M A G I N E ma9azine, October 1984
1 1

THE CITY LEAGUE

'The 0917-lan' T h e Mon' Pablo Mnqujzq T h e Rub,bermonl B a i n AnimalmasteR,

1 9 PA B L O FA N Q U AY ' S FAIR 1 9b The Rubberman (aka Longelf); m, Fr6, N/LN,


No weapon, A C 6, hp 2 0 / 3 0 ,

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)

1 9a Pablo Fanquay; m, Fri 0; C/CG;


Whip; A C 5 / 6 ; hp 4 0 / 6 0
1 9d The Wo m a n (aka l'Nemma); F, Fr3, L/LG,
No weapon, A C 9 / 1 0 , hp 9 / 1 2
S 1 2 0 Normally i n b r o w n leathers, b u t a t show-time dons a
I 17 scarlet robe w i t h y e l l o w t r i m a n d a t a l l green hat w i t h a S 10 EI Va r i o u s costumes depending on the performance, always
W 14 huge bright feather I 17 plays a w o m a n
D 16 0 S h o w m a n (Thespian) W 14 0 M u m m e r (Thespian)
C 15 0 Loud, charming, shrewd, devious and unscrupulous D 13 0 Warm, generous, caring, cocky, stubborn, w i l l of iron
Ch 18 0 Claims acquaintance w i t h practically everyone of note, a l l C 9 0 Tw i n s i s t e r o f The M a n (19c), n i e c e o f Florrantanis (9b)
k n o w of him but f e w k n o w him - an enigma Ch 18 and Deorrantanis (50a)

I M A G I N E magazine, November 1984


13
T7-,TAT17,7,
19e Bonin Animaimaster; m; F8/R8; L/NG;
Trident and whip; AC 5; hp 55/60 STORYLINES
S 1 7 0 Huge, dark and bearded, wears chain mail over leathers 1. I t has been a worry to Pablo for some time that a crafty team of
I 1 3 0 Retired adventurer now Animal Trainer (Thespian) pick-pockets seems to be dogging the footsteps of his Fair. Although not
W 14 0 Jolly, loud, cheerful, secretly deeply sad a gnome to begrudge anyone a living, Pablo doesn't want to acquire a
D 11 L I A loner -Bonin has a way with animals, he considers them reputation that might prejudice his earnings. Thus he is quite likely to
C 14 h i s friends; his current collection includes a boggle, a hire a few sophisticated adventurers to find out what is going on. In fact
Ch 1 3 d a k o n and two owl-bears it is Zim who is picking pockets whilst he walks amongst the crowd
singing. His singing is so beautiful, his normal chance of being able to
escape detection is doubled (to 42% in AD&D games).
19f Zimmerman; m; Th7; C/LE;
Dagger; AC 7/8; hp 20/35 2. I n the troupe are twins who are brilliant mummers. They enact the
roles of ordinary folk with great poignancy; touching the hearts of all
S 8 0 Handsome (for a human), tall, blonde, dresses in colourful who watch with their carefully drawn portraits of everyday life. The DM
I 9 silks can use them f o r several purposes; one o f which i s t o introduce
W 7 0 Full-time thief, singer (Thespian); Zim sings beautifully but adventures t o t h e players. I n these days o f great superstition, a
D 18 s t i l l makes more money as an expert pick-pocket mummer's show might attract great attention and it would not be hard
C 12 D Charming, mesmeric, sneaky for PCs to hear of it. They could then watch the show and recieve what,
Ch 1 8 0 Brother of Flossy Jostle (lb) to them, seem like clear instructions. I f questioned, the twins will
always say that their performances appear to them in dreams and will
19 g A c c o m p a n y i n g the Fair are six boys and girls who clean and
offer no further information. For example, if a DM wants players to
embark on module S i (being a sadist) the mummers could tell of a
cook for the troupe and twelve men-at-arms who double as porters. The wolf-hunter and her husband out on a hunt during which they found the
men-at-arms a r e a l l F2, h p 9 a n d a r e armed w i t h spears a n d entrance to the Tomb of Horrors. The mummers describe how to get
broad-swords. there and even introduce some extra clues about the dungeon.

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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a t A G I N E magazine, December 1984


11
Situated at the north-western end of the Broadway so that its great
pillars face the Capitol down the Broadway's length, the Arena is the 21d Erriados the Charioteer; m; F7; N/CN;
Whip; AC 9/9; hp 49/63
centre of the city's sporting life. It is one of the few places in the League
where the law against gatherings on festival days does not apply, and its D 1 6 0 Young, clean-cut, handsome; affects a thlight lithp which
Games are consequently heavily attended. Attendances have dropped, I 1 3 with his silky clothes makes him appear a fop; carries a
however, since the calendar change reduced the number of festivals, W 13 jewelled riding crop when not using his whip
and because smaller arenas have appeared elsewhere in the City D 16 0 Charioteer
League (and in some towns in Cerwyn). Each district has its own arena, C15 0 Hard, ambitious, cunning, ruthless
known by its district name (Borough Arena, New City Arena, etc), but Ch 1 3 0 Knows wilder sons of many nobles and Aethelron (2114;
throughout Pelinore this place is known as the Arena. Since running it is his history is shrouded in mystery and although he has
an expensive business, it is quietly subsidised by the Katar a populace noble bearing h e never speaks o f his past; the best
sated on vicarious thrills in the Games is less likely to be troublesome! charioteer known

Games include man-to-man and man-to-monster combat; chariot,


horse, monster and foot races; a n d execution b y monster. O n l y
Religious Orders now condemn blasphemers to death this way as the 21e Eli Mestikor; m; F5; N;
Dagger (Arena: net & trident); AC 8/9; hp 35/40
Secular Courts prefer quieter and quicker methods. The convicted
prisoner is thrown naked into the Pit with a hungry beast. Traditionally, S 1 7 0 Aging and much-scarred; bright, cheap clothing
if the prisoner single-handedly defeats the three toughest monsters I 1 0 0 Gladiator
available, then he or she is set free (the chief prosecutor in the trial is W 1 2 0 Convivial and happy except when viewing his future
then thrown to the beasts in exchange). These combats are called the D 15 0 Known by gladiators and in most of the nearby ale-houses;
Three Trials. Currently the Third Trial is an eight-headed hydra and as a C 1 5 h a v i n g spent his purses and with his strength waning he
consequence no-one has survived the Trials for some time. Oh 1 0 w i l l now do almost anything for enough money to allow
him an honourable retirement, even facing the hydra....
Within the Arena's confines are several enterprises that provide for the
needs of the crowds, including two taverns, Zalu's (22) and Quad's (23).
On b i g d a y s t h e place swarms w i t h amateur a n d professional
bookmakers (punters must seek their own redress against cheats as, 21f A n o n ; F; F12/139; N/CN;
Battleaxe ('The Divider'); AC 5/6; hp 78/102
technically, gambling isn't allowed). Beneath the building are housed
the gladiators a n d monsters. T h e gladiators a r e a mixture o f S1841 0 Archetypal barbarian, h u g e a n d bronzed; wears furs,
professionals and unwilling conscripts, all receiving regal treatment I 9 l e a t h e r s and feathers to enhance her savage appearance
before a contest. Also in these Underworks are an armoury and a forge. W 7 0 Gladiator
Beneath the Underworks is the home of a Chapter of a Secret Cult (24), D 1 6 0 Wild, fun-loving, practical joker, heavy drinker, v e r y
and beneath that are further chambers, long forgotten. The map (drawn C 1 8 superstitious
by Ograffa the Mapmaker) shows only those areas that are known, Ch 9 0 Very famous, some acquaintances but no friends as she
although it is rumoured that other, more extensive, maps do exist. trusts only The Divider; once a slave, Aqop liked the
Gladiatorial life so much she has stayed on and is now a
Entrance to the Arena is by a series of doors that can be shut firmly when prime attraction
the Arena is closed or full. At one end is a special area reserved for the
Katar, and beside it are prestige booths let out at Marrik's discretion. In
theory it costs 250gp a day but in practice this sum can be multiplied as Sir Follor of the Ridge; F; F7; N/LN;
rivals vie to hire them. Other seats vary in price from l s p to 100gp 21g Longsword; AC 8 / 9 (Arena: 4); hp 45/55
depending on how near to the action and the Katar they are. There is no
better way of impressing business partners or country cousins than S 17 0 Tall, elegant, sumptuously dressed
treating them to good seats at the games. I 9 0 Gladiator
W 8 0 Formal, serious, modest, preoccupied
Of the following characters 21a & 21b live with their servants on the D 15 0 Many fighting acquaintances but will not admit to knowing
unmapped top floor of the Arena, the others unless otherwise specified C 1 5 a n y o n e ! Sir Follor considers himself a cowardly failure
live in varying degrees of luxury and squalor in the Underworks. Ch 1 4 f o l l o w i n g an error of judgement during battle - now he
fights to rid himself of this self-inflicted ignominy

21a Marrik Calazar; m, C5, N/LE;


Staff, AC 9/10, hp 20/25
There are many other gladiators that fight in the arena, the ones listed
S 1 1 0 Middle-aged, dark haired, blue tunic, white trousers above are simply the most able and famous. Most are captives of low
I 1 5 0 Arena manager and secret curate level who fight to free themselves; but some are professionals who seek
W 1 3 0 Obsequious perfectionist, a l w a y s seems w o r r i e d b y their fortunes in this desperate game. There is little petty jealousy
D 9 something amongst these stalwarts; their business is grim and they share a
C 11 0 Has met the Katar and is on terms with much of the nobility fatalistic camaraderie.
Ch 1 3 d u e to favours he can grant with seats; knows the Secret
Chapter (24) of which he is a senior member; keeps his To assist Tarraneg (21c) there are nearly a dozen animal handlers who
religious background concealed and consequently would are specially trained to get the beasts safely into the arena and to patch
only learn spells in extremis or specifically for a function up the wounded ones afterwards. They are all fighters of levels 3-5 with
low intelligence and average hit points.

21 b Aetheiron Verthill; m, Fr5, N/LN,


No weapon; AC 9/10, hp 15/21
Around the arena are 50 men-at-arms divided into 10 squads. Each
squad is led by a "Captain" (F4, hp 30/35). The men are levels 1-3 with
average hit points. All are armed with longswords, nets and spears.
S 1 0 0 Young, blond, muscular; wears tight trousers and silk They are ruthless and are quick to call on outside assistance if they get
I 1 4 shirts open to the waist into trouble. Due to the special esteem with which the Arena is held,
W 15 0 Arena manager's assistant serious troublemakers w i l l b e dealt w i t h b y t h e Knights Ocular
D 10 0 Vain, self-important, boring (IMAGINE magazine 419 ppl 0-15).
C 10 0 Known by much of the nobility; very friendly with Erriados
Ch 8 (21d); member of the Secret Chapter To complete the staff of the Arena, over a hundred assorted slaves and
servants are controlled by Cossa Orkil under Tarraneg's watchful eye.
They do most of the everyday work, and when the Arena is open, serve
21c Tarraneg; m; Fr7; N/LN;
Unarmed; AC 9/10; hp 17/24
food to nobler viewers (a particular favourite being boar's tripe fried in
auroch's dripping).

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

PLOTLINES be unearthed. W h a t e v e r it is, t h e r e is sure to be m o n e y and glory in it


somewhere for brave adventurers or even cowardly ones!
1 N o t h i n g has proved quite as popular in recent years as the Third Trial
by the hydra. Each appearance of this magnificent beast guarantees a 3 I t ' s inevitable that w h e n you keep nasty monsters in your basement
full house at the Arena. Thus it is very definitely in the interests of the sooner or later one of them is going to escape and run away down secret
manager, M a r r i k (21a), and other interested parties, to keep the hydra passages. I t ' s e q u a l l y i n e v i t a b l e t h a t y o u c a n ' t afford t o lose s u c h a
alive, to keep the tradition of Trial by Beast going and to ensure that the valuable item, so you are more than likely to offer a huge reward to any
condemned survive the first t w o Trials. Jealous local arena owners are party whose can go after it and fetch it back unharmed, of course!
unlikely t o s h a r e t h e s e a i m s a n d a r e q u i t e l i k e l y t o o ff e r g e n e r o u s
rewards t o a d v e n t u r e r s u n s c r u p u l o u s e n o u g h , b r a v e e n o u g h ( a n d 4 T h e story of Poddikan a n d Q u a r l m i g h t seem like t h e m o s t obvious
stupid enough!) to kill the hydra or to find some other way of stopping the story to follow up, but this is not going to be as easy as it seems. Should
third Trial. characters try to track him down, they will find an infuriating trail of dead
ends a n d m y s t e r i o u s s i l e n c e s . M i d d l e m e n r u n a l l h i s b u s i n e s s
2 S o m e of the gladiators (Sir Follor and Erriados in particular) are real interests, s h i e l d i n g o t h e r m i d d l e m e n w h o w i l l o ff e r n o answers. N o
enigmas o b v i o u s l y c o n n e c t e d t o s o m e n o b l e h o u s e a n d e q u a l l y home address can be discovered. P e r h a p s m o s t disturbing is the fact
obviously hiding some dark secret. Perhaps there is some ancient wrong that w h a t leads t h e r e a r e a l l l e a d t o w a r d s o n e place t h e K a t a r ' s
to be righted or avenged, some disgrace to be disproved or some truth to palace....

I M A G I N E magazine, December 1984 13


32
I M A G I N E magazine, December ISM
I M A G I N E mapthne, Deconfker 1984 33
Deep in the heart of Telinare has grown the City League;
a mighty hive c1-humanity, tfering everything an
adventurer could desire. Each month IMAGINE
magazine presents a few buildings from within the City;
desaibes their inhabitants; and eels one or two ideas for
adventures. 'This ravides an ideal campaign basek the
PEL:N RE
rym who can collect these ararles and steadily build them
up into the most comprehensive campaign setting THE CITY LEAGUE
available. Copy than, or act them out and store them in a
ring file ash you need never be short of an idea for a
City encounter again.

50 1 0 0 1 5 0 2 0 0

( 1 1 / tCf

by Brian Garrod 2 6 . M a s k Workshop


Gibbet Street is in one of the oldest and most squalid areas of the city. A great tradition of the City League is the death-mask. Even convicted
The i n h a b i t a n t s are very poor and most of them s u ff e r from illness or criminals are accorded the honour and this mask shop prepares masks
disability. The m o s t c o m m o n m e a n s of t u r n i n g a p e n n y are peddling, for those hung on the gibbet. Making a mask is a highly skilled job and
begging, t r i c k e r y a n d s t r a i g h t f o r w a r d theft. T h e m a i n f e a t u r e o f t h e carefully applied with make-up it is almost indistinguishable from life.
street is the gibbet still used for unofficial hangings. This gibbet, its The process involves pouring hot wax over the face to be copied, so only
frequent o c c u p a n t s a n d t h e s t a n d a r d s o f behaviour o f t h e residents dead faces can be done. Copies of masks can be bought for 20gp but the
mean that this is an area usually avoided. It was not always so, as the knowledge of how to apply the make-up correctly can only be bought for
street has seen better times, though they were long ago. Now the paving a m i n i m u m of 250gp a s s u m i n g Daxol Nabrish likes you.
is cracked and mud and dirt lie everywhere. Beggars Alley leads off from
Gibbet Street and curves round to meet the Wa l k (14). Once it merely
Daxol Nabrish; m, T7, N,
provided a rear entrance to some of the houses on Gibbet Street now it is
one of the most dangerous thoroughfares in the League. If the beggars,
26a Dagger, A C 7; hp 21 / 3 2
drunks, pimps, thieves and assassins don't get you then you'll probably
contract a deadly disease from the piles of uncleared sewage. There are S 12 E l Willowy, old, b r o w n clothing w i t h short leather apron
t w o rules and two rules only observed by all the inhabitants of this area. I 1 3 0 Mask-maker and Pilferer/Sharper
The first is that no-one shall touch a victim of the gibbet and the second W 9 E Tight-lipped, tight-fisted, suspicious
is that no-one shall touch or desecrate the death-masks hung on poles D 1 ] 0 K n o w s the local militia and court (they don't k n o w he's a
by the gibbet. Wo e betide any stranger w h o breaks these rules as the C 1 5 t h i e f ) ; member of the local thieves' guild; no friends; father
only p u n i s h m e n t in these parts is death by hanging! Ch 6 o f Arandul (26b) w h o m he watches through the w i n d o w

Arandul Nabrish, m, 14, N/CN,


2 5 . T h e Gibbet and the Mask-Poles 26b Shortsword, AC 7, hp 1 6 / 2 0
At the end of the street stands a gibbet. Stark and bare, its very shape is a
brooding m e n a c e . B e c a u s e o f i t t h e w h o l e s t r e e t s e e m s t o b e i n S 8 0 Cheerful countenance; green clothes, red cap with feather
permanent shadow. It is d o m i n a n t far beyond its size. Alongside it are 13 E B u r g l a r / R o b b e r and part-time m i n s t r e l
five mask-poles u p o n w h i c h h a n g t h e death-masks of recent victims. W 8 0 Arrogant, p r o u d and quick-witted
These are horrible enough in principle, but their manufacturer Daxol D 1 ] 0 M e m b e r of the local thieves' guild; A r a n d u l sits singing by
(26a) is so skilled they take on an unwholesome menace of their own. C 1 6 t h e gibbet picking the pockets of passers-by; if detected he
Their presence casts a pall of gloom on an already unhappy scene. C h 1 6 f l e e s t o Beggars Alley; son o f Daxol (26b)
7
I M A G I N E ma9anne, January 1985
2 7 . Mandren the Lunatic
2 9 b W a No
d rweapon,
e n ; m,
ACFri; L/NG,
9/10; hp 3 / 4
Mandren's hovel would appear unoccupied were it not for the foul smell
and unholy noises that come from within. Mandren spends most of her S 12 Slight, scruffy; yellow smock
life eking out a pathetic existence selling water. Periodically she has fits I 1 4 Pig-breeder
that cause her to rant and scream and assault anyone within reach. W 11 0 Pleasant, w a r y, determined, a m b i t i o u s
During these fits t h e locals often call i n guards from the nearby D 13 0 We l l known locally
madhouse to restrain her. This is not a popular job as Mandren trained C 9
as a magic user and on a scrap of paper hidden in her hovel she has the Ch 11
spell stinking cloud and periodically her lunacy takes the form o f
learning this spell and casting it up and down the alley. Those who save
against the spell and stagger out of the cloud (taking a round to recover) 3 0 . Citizens of Beggars Alley
will get mugged as they emerge!
Up and down the alley many unsavoury (and some dangerous) people
Basic - Stinking Cloud - New Spell (second level): casting the spell ply their trade. Most of them are NM/F0, AC 9/10, 2hp, while the rest
causes a cloud of foul fumes to appear of area 20'x20'x20' that lasts six are a mixture of low-level thieves and first level freemen. They will be
rounds per level of MU. Anyone in the cloud must save vs Poison or lie found leaning up against doorposts, squabbling over heaps of rubbish or
helpless, retching for 1 dz1-1-1 rounds. Those who save run out of the lurking in shadows waiting for unwary travellers.
cloud but must spend one round helpless recovering from the fumes.
Range: 30' D u r a t i o n : 6 rounds/level
30a Budlock; m, 1 ; N;
Dagger; AC 9/10; hp 7/10
27a Mandren the Lunatic; F, MU3; C/CN;
Bite (D1 -4); AC 9/10; hp 12 S 1 1 U Dishevelled brown rags, crutch; filthy hair tied in pony tail
I 1 4 w i t h string
S 9 0 Dressed in loose, filthy, t o r n rags; wild eyes and hair; W 9 U Beggar
I 4 (16) w o u l d be beautiful if cleaned up and tamed D 1 1 E l Convincing actor, greedy, amoral
W3 (9) 0 Water Seller, Conjurer, Lunatic C 15 0 Well known character down the alley; feigns pathetic
D 1 1 U Stunned and sullen but coherent and reasonable between Ch 7 l a m e n e s s to beg alms and runs off cackling if any are given
C 16 attacks
Ch 1 4 U No-one admits to knowing her but rumours abound that
she is the sister of a high-born lady
3 0 b iLsohnybsownoerd;;MACE63//7F
, -hMpU130,/N1/2NE,

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 KG WDE RLD


INTRODUCTION That l a s t s t a t e m e n t c o n t a i n s i n f o r m a t i o n b e l o n g i n g t o t h e t h i r d
category: that is to say information which is not common knowledge, but
Thus far, I M A G I N E magazine has mapped but a small part of that vast is obtainable somehow. A low-level character m i g h t never have heard
entity k n o w n a s P e l i n o r e . I f y o u b o u g h t I M A G I N E M a g a z i n e Special that t h e w o r l d i s flat, b u t i t i s possible t h a t s u c h i n f o r m a t i o n w i l l b e
Edition 1, you will have t w o maps that s h o w the County of Cerwyn, an gained one day. Likewise, characters learn about greater magic, foreign
area i m m e d i a t e l y b e y o n d t h e C i t y League; a n d t h e additional s t a t e s lands, n e w i n n s o r n e w creatures. T h i s i n f o r m a t i o n w i l l c o m e f r o m
w i t h i n 1 0 0 miles or so of the City. S o m e details of these areas' social, personal experience, or from interaction with NPCs. The more obscure it
geographic and political n a t u r e s have been sketched o u t already, and is, t h e h a r d e r i t s h o u l d b e f o r p l a y e r - c h a r a c t e r s t o d i s c o v e r i t . I f a
character in a n e w town asks where the nearest tavern is, that needn't
your characters may already be Out there, marching beyond Bereduth or
the C a m m a r u s See. Even i f they haven't, sooner or later someone will take long t o discover, u n l e s s there are strange circumstances. I f t h a t
ask a q u e s t i o n a b o u t t h e n a t u r e o f Pelinore t h a t i s so general t h a t i t same c h a r a c t e r w a n t s t o k n o w w h e r e Wo r l d h e a r t is, t h e D M s h o u l d
defies our plan to grow out from the City League. This article, then, (and start a lengthy chain of enquiry, with scraps of information from dozens
the one to follow, on the Deities of Pelinore) will try to give you, the DM, of sources, at horrendous cost, and lots of false trails assuming the
answers to the very basic questions about the w o r l d of Pelinore. DM w a n t s the players to go looking for Wo r l d h e a r t in the first place. In
dealing w i t h i n f o r m a t i o n of this kind, don't be f r i g h t e n e d to change the
'truth' according to the source of the information. If a character asks a
L / L G priest what the meaning of life is, the answer will be very different
from that given by a C / C E thief!

There is one additional complication to all this. Because w e hope that


you w i l l use Pelinore as a base for your own ideas, as well as for all the
material w e publish, w e have a policy of leaving certain areas 'blank',
RUNNING A CAMPAIGN that is open for you to map and populate as you will. Thus far, w e have
designated three 'safe' areas, at three different levels of play, w h e r e we
There are two important points to be recognised here. First, these notes guarantee never to publish detail. There's nothing to stop you ignoring
contain i n f o r m a t i o n w h i c h ordinary characters w o u l d not normally get anything that we publish, of course, if it contradicts something that you
to know. If you feel it is necessary to pass some of this information on to have personally designed; b u t if you w a n t to play safe, t h e n drop your
your players d o s o s l o w l y and carefully. Second, w h e r e w e give you idea into one of the following: a) In the City League, all that area k n o w n
information a b o u t t h e w o r l d w h i c h c a n be given t o y o u r players, y o u as T h e C o m m u n i t i e s ; b) I n C e r w y n , t h e s m a l l t o w n s o f A m f l e a t a n d
should r e m e m b e r t h a t t h i s i s k n o w l e d g e f r e e o f l o c a l perspective. Arncastle and the surrounding areas; c) Beyond Cerwyn, the area SE of
Remember t h a t t r u t h i s relative! I f t h e characters a s k questions you the Sarpath m o u n t a i n s
should m a k e t h e a n s w e r s consistent w i t h t h e i r background a n d t h e
place w h e r e t h e y are c u r r e n t l y staying. T h e w o r l d as seen f r o m High To those three we are now adding a fourth t h e continent of Aurianne.
This continent is marked on the sketch-map of Pelinore; it is yours to do
Lygol is a very different place from that seen from the high steppes.
w i t h as you w i l l w e w i l l never produce material for that area.
The way that a DM presents i n f o r m a t i o n about a campaign world is one
of the most important elements in the success of that campaign; it is one Think hard about what you tell players when you DM. All the information
of the key skills in being a good DM. Pelinore is being presented in such a you possess is like a gigantic library, and anyone ought to be able to get
way t h a t c o u l d a l m o s t m i r r o r t h e d e v e l o p m e n t o f a c h a r a c t e r ' s o w n at it if they k n o w w h e r e to look. This is one of the m a i n pleasures and
knowledge, m o v i n g o u t f r o m t h e original base o f operations. The D M chief penalties of r u n n i n g a campaign deciding w h a t categories o f
should consider all his knowledge about the campaign world to fall into information there are and h o w to leak it in a m a n n e r likely to pique the
one of three categories. T h e first i s t h a t of c o m m o n knowledge for curiosity of your players. If you do a good job, the players will t h i n k that
example, a c h a r a c t e r i n t h e City League i s g o i n g t o k n o w about t h e they are determining the course of their adventures and you w i l l have a
County of Cerwyn, and the way the l a w is administered in the League, first class campaign. If you are using the City League you do have a large
and w h a t l a n g u a g e s a r e spoken c o m m o n l y a r o u n d h i m , e v e n i f t h i s advantage, as there are many libraries that, as DM, you could have the
information hasn't been revealed to that player yet. Therefore, if a player players visit i f there is something i n particular you t h i n k t h e y need t o
know. T h e i r existence m e a n s t h a t i n f o r m a t i o n a b o u t t h e w o r l d , i t s
requests i n f o r m a t i o n t h a t h i s o r h e r c h a r a c t e r c a n r e a s o n a b l y b e
expected t o k n o w already, t e l l t h a t p l a y e r t h e r e a n d t h e n . T h i s w i l l history, geography, politics, a n d p o p u l a t i o n c a n b e p r e s e n t e d t o t h e
include a wide spread of information of a basic kind p r i c e s of common player characters at a reasonably early stage if you w a n t .
items, locations of important buildings in the City where the characters
live, w h e r e things can be found and so on. Bear in m i n d w h a t you, the
DM, and the player have agreed about the character; if the character is
the son of a merchant, he is very likely to know something about foreign
lands, w h i l e the daughter of a lawyer will k n o w how to go about hiring a
lawyer for a trial.

The second category is that of unobtainable information. Here you must


be guided by the likely top-limit of the characters' experience levels. If
THE NATURE OF THE WORLD
your players a r e r u n n i n g 3 7 t h l e v e l m e g a - M U s , t r a i p s i n g a b o u t t h e
multiverse, then this category isn't going to include very much (what on Unlike a n y o t h e r g a m i n g e n v i r o n m e n t , Pelinore i s m u c h , m u c h m o r e
Earth a r e y o u d o i n g m i n c i n g a r o u n d t h e C i t y L e a g u e anyway?). than just a world. It is a symbol of the central struggle of Opposites. Law
However, at 'saner' levels, the DM can consider all sorts of knowledge and Chaos, Good and Evil, Beauty and Ugliness, Happiness and Misery;
beyond t h e r e a l m s o f any character i n Pelinore. Thus, you can safely more t h a n j u s t a b a t t l e g r o u n d , i t i s o f t e n t h e v e r y b a t t l e i t s e l f .
ignore all knowledge of celestial mechanics, nuclear fusion theory and Throughout Pelinore, struggles for supremacy between these Opposites
the Creation. Because of the unique character of Pelinore, we are going are taking place. S o m e t i m e s the struggles are major events sweeping
to be ignoring the so-called laws of physics, and w h a t have you. This is across c o n t i n e n t s , s o m e t i m e s t h e y a r e p r i v a t e b a t t l e s i n m o u n t a i n
fantasy f o r g e t w h a t you know about the ways planets and stars move. fastnesses. Characters could live out their lives unaware of any of this or
So, for example, you can present the i n f o r m a t i o n that Pelinore is a flat be involved as prime movers.
world m e r e l y b y stating t h a t t h a t i s somebody's opinion, o r i s a
c o m m o n l y - h e l d ' t r u t h ' . W h e t h e r it is or not doesn't matter as far as Philosophers a n d Sages w h o h a v e s t u d i e d t h e s e m a t t e r s k n o w t h a t
the playing of the game is concerned, the world is (currently) flat. Harmony i s t h e r o u t e t o p e a c e . I n o r d e r t o a c h i e v e H a r m o n y t h e
11
I M A G I N E magazine, February 1985
717-\cV1
Opposites must reside side by side in tolerant mutual acceptance. This is that the world is like a plate with a ragged edge. From Wo r l d h e a r t to the
not the w a y of many, not least the gods! Each group of gods has a vital closest p o i n t o n t h e R i m i s impossible t o m e a s u r e i s i t c o n s t a n t
interest in t h e m a i n t e n a n c e o f their o w n e x t r e m e be it l a w, chaos, anyway? b u t , at the very least, the distance must be many thousands
good, evil or whatever and only those who are truly neutral recognise of leagues. Likewise, no-one has ever managed to find Out how deep the
the need for Harmony.
world is, but there must be a reasonable amount of substance under the
surface, or a f e w more miners would have disappeared.... (incidentally,
As can be seen from the map Pelinore is a big place. As DM you will need many Dwarves believe in a God of M i n e r s w h o waits on the other side
to be aware not only of the relative positions of named sites but also of w i t h a net).
how to discuss t h e m w i t h y o u r players. I t spoils the f u n i f you s i m p l y
present them w i t h a map; the best way to do it is, after you have placed Quickly through a few basics. Yes, there is gravity (but not always and
your o w n d e s i g n s w h e r e y o u w a n t t h e m , t o ' l e a k ' g e o g r a p h i c a l not always to the same extent or in the same direction!); yes, there is an
information to the players based on w h a t they can actually see or gather atmosphere, several m i l e s h i g h ; yes, t h e r e a r e volcanoes, t a p p i n g a
from local NPCs. The map on the opposite page is far too big ever to be huge w e l l o f m a g m a b e n e a t h t h e s u r f a c e o f W o r l d h e a r t itself, a n d
used as a playing map, i t can o n l y serve as reference, and w e w i l l be chanelled through ducts to the outer lands; yes, there are stars, and one
filling i n t h e ' b l a n k ' areas, c o n c e n t r a t i n g o n t h o s e parts o f the w o r l d
of them acts as a Pole Star for the m e a s u r e m e n t of direction (although
w i t h i n easy travelling distance of the City League at first. Keep it clearly some churches prefer to use maps that accept only Worldheart as a fixed
in mind when thinking about the World of Pelinore. And don't forget that point, n o m a t t e r h o w distant). C l i m a t e w o r k s v e r y d i ff e r e n t l y, w i t h
the continent of Aurianne, just a hop, skip and a teleport away from the centres of energy around w h i c h pressure centres are formed. We a t h e r
League, is yours to develop.
conditions tend to be very localised, particularly close to the Rim. The
climate is stable and boring at Worldheart, growing progressively wilder
and m o r e interesting f u r t h e r out. The area a r o u n d t h e City League is
fairly temperate, w i t h a h i g h pressure centre t o the s o u t h - e a s t in t h e
Steppe country, and a l o w pressure centre off to the west over the sea.
Because these centres 'pulse', there are 'seasonal' variations of a sort.
In 'winter', the w i n d is westerly, w e t and very cold, w h i l e the ' s u m m e r '
sees w e e k a f t e r w e e k o f a m o n o t o n o u s h o t w i n d k n o w n a s t h e
WORLDHEART Sarpathic, after the range of mountains it passes over.

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.

Some insist that Wo r l d h e a r t actually exists w h i l s t others maintain it is


merely a m e t a p h y s i c a l place to be dreamed o f b u t never reached.
Inevitably many have set off in search of this fabled spot, but if any found
it is n o t k n o w n ; n o n e have r e t u r n e d to tell t h e i r tale. Indeed, i t is n o t
certain that a n o r m a l adventurer would recognise it. For such a normal TIME
adventurer w o u l d f i n d t h i s place completely incomprehensible having
been brought up in a world w h e r e there is so little Harmony in anything. Time runs naturally throughout Pelinore even close to the Rim, clocks
It is possible that only adventurers approaching true personal Harmony run quite smoothly. The u n i t s of time are very similar to those w e are
(some a s c e t i c D r u i d s , p e r h a p s ) w o u l d r e c o g n i s e , a r . d t h u s s e e , used to, although the rationale is very different. The year is measured by
Worldheart. O n e c a n e v e n i m a g i n e a r o b u s t m i x e d g r o u p o f players w a t c h i n g t h e Pole Star, w h i c h appears to be h i g h e r i n t h e sky i n t h e
walking straight t h r o u g h the place and never knowing! 'summer'. Careful measurement of this change has led scholars to work
Out their 'year' as 3 6 0 days. These are quite arbitrarily divided into ten
As s o m e k i n d o f a b s t r a c t g o a l W o r l d h e a r t i s m e a n i n g f u l , b u t n o equal ' m o n t h s ' , w h i c h m o s t people n e a r t h e L e a g u e n a m e a f t e r t h e
adventurer could seriously expect to find it; so we, as designers, have no usual events o f that t i m e o f year (see t h e table below). T h e ' w e e k ' is
intention o f defining it. It is there to provide background and reason to
another arbitrary division, w h i c h varies in m a n y countries. In t h e City
the strange alignments and ambitions of the inhabitants of Pelinore. By League and neighbouring states there are five ' w e e k s ' of seven days in
all m e a n s let your players and NPCs discuss it and seek it; but remember
each month, with the thirty-sixth day being designated the Month-day, a
that those t h a t approach t h e k i n d o f m e n t a l a t t i t u d e needed to see it holiday.
would gradually stop wanting to f o r all the usual reasons of greed and
mayhem, a n y w a y.
Scholars d i f f e r a s t o h o w d a y a n d n i g h t o c c u r. S o m e m a i n t a i n t h e
existence of a Wa r of Light being waged by the gods t h o u g h t h e y are
Around Wo r l d h e a r t g r e w up the Perfect Kingdoms, realms w h e r e it is
hard pressed to explain t h e regularity of the alternate periods. O t h e r s
said only the exalted may walk, though they walk with the Seven Great
say t h a t t h e Celestial D r a g o n i s eternally circling P e l i n o r e b r e a t h i n g
Kings. Further from the centre are other lands, from massive Empires to great f l a m e t o p r o v i d e l i g h t ( a n d i n c i d e n t a l l y c a u s i n g c l o u d s a n d
small Principalities, and beyond them still more lands, and seas, and yet meteorological anomalies on the way). Ye t others say the l i g h t comes
more lands. A n d at each remove from the centre, from w h e r e Harmony through a t i n y hole in t h e sky w h i c h a t n i g h t is closed. W h a t e v e r the
is, other forces gain t e m p o r a r y dominance, and life is more precarious. truth Pelinore is subjected to nights and days and sunsets and sunrises
One s u c h p l a c e i s t h e a r e a o f t h o s e states k n o w n a s t h e Theocratic
in the 'normal' way (the best course is not to w o r r y too much about it but
Principalities, w h e r e e v e r y o n e f o l l o w s a L a w f u l / L a w f u l G o o d a l i g n - to keep reading IMAGINE in case a major discovery is made!).
ment. E v e n t u a l l y, i t i s said, t h e r e is t h e Rim, w h e r e absolutes reign,
allowing n e w forms to venture into existence. It is adventure incarnate, Months of the Year Days of the Week
a frontier beyond w h i c h even the gods cannot remain unaltered.... City League Cerwyn Xir
Parade Festival Newtax Kerdreth
Shriven Shrivetide Grain Lian
Dibble Delve Seacalm Avann
Afterdibble Easetide Earlycrop Movenhdreth
Tarmenine Tarmen Highwine Theros
Armstide Joy Harvest Preas-ir-khan
Harvest Harvest Afterharvest Obrerra
Revel Bration Lasttrade
Even mas Even mas Store
GEOGRAPHY of PELINORE Pharastine Pharast Account

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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13
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

32. BASILISKS City encawiter again.


32b Knott Mor; m; F3; N/NE;
Bastard sword, chain; AC 7/8; hp 3 8 / 3 4
by Venetia Lee 18 0 Very big, wears what looks like a rubbish bag
8 E Fionn's (32a) most faithful follower and bodyguard
The Basilisks, so-called because They move so fast everyone else is 13 0 Less stupid than he looks, obeys orders
turned to stone', are a street gang of the City League. They come in a 12 0 As Flonn, but is in love with Zoreen (22b), and ensures the
variety of sizes a g e d between 6 and 14 (apart from their leaders, who 18 Basilisks leave her alone.
are slightly older) and work the streets as thieves and fighters. There are Ch 9
two main types of Basilisk the fresh-faced and innocent, who can cry
their way out of trouble if all else fails, and the precociously shrewd, who
try not to get into trouble. One thing is true of all they are born
survivors. The harsh initiation tests inflicted on new members make 32c Grimling Ashnut m; F3/T4, C/CE;
Shortsword, sling, chain; AC 4; hp 20/24
sure they don't carry any passengers. These might, for example, consist 1/2
of attaching a flag to the topmost tower of the Magic Users' School (9), or S 14 0 Basilisk regalia well hidden under rags, cherubic looks
obtaining one of Petronna Goldenhair's whips (15e) I 1 4 0 Lieutenant of Basilisks
W 9 0 Killer, sometimes insane, dangerous when frightened
For most of the time, they are indistinguishable from any other band of D 18 0 After witnessing his mother's murder and enduring his
scruffy kids. Their clothing is made up of a cunning mixture of rags and C 1 5 f a t h e r ' s failure to avenge it through fear, Grim has rejected
concealed leathers which are equivalent to AC7/8. However, a group of Ch 1 5 t h e Halfling way of life for a 'tougher one'; he spends most
Basilisks in full regalia would be an intimidating sight for the average of his time frightened and hiding it i t ' s when he can't hide
citizen should they ever see them. This regalia is dark red leather armour it any longer that he's dangerous; those who know him
and cloaks, which reverse to black. Around their left wrists are wrapped deny it and avoid him
chains (used as a weapon these inflict 1-6 points of damage) and they
carry an array of other weapons, chiefly daggers and slings. It is, of
course, necessary to maintain a tough image to warn off rival gangs 32d Margaret, aged 13, but looking a very innocent 10, is the
besides, it suits their egotism. They make themselves very useful to leader of the little ones (under 10s). She was rescued by Fionn from sale
various of the upper echelons of local thieves' guilds and are therefore to a slaver (her parents were very poor). She is an excellent spy. Once
under some measure of protection. To ensure that this continues, the when caught in the act of pickpocketing, she counter-accused her victim
leader makes sure all contracts undertaken are carried Out. Their base is of assaulting her and embarrassed him into letting her escape.
a semi-derelict mansion set between the Walk and the Arena, whose
absentee landlord has forgotten its existence.
3 2 e L u c y is 12 and is the exception to the rule that Basilisks are
The Basilisk leader for the past three years has been Fionn Messenger. survivors she frequently has to be rescued from trouble of her own
He was brought up, after the death of his parents, by his sister, Siall making. However she has one talent which makes it all worth it a
(33c). She is a thief and already an accomplished con-woman (the perfect memory. Being accident prone she is a trial on any expedition
Messengers have been a bad lot for generations). There is little love lost - she will open every door and falls over things frequently and loudly.
between brother and sister and their public insults are famous. However
it would not do to harm one and leave the other out of the calculations
they have a strong sense of family loyalty and are ready to give aid or 3 2 f G i r a l d o would dearly like to take Fionn's place. He is aged 14,
exact vengeance, if necessary. T2, ambitious and afraid of Grimling. He is also not nearly as good a thief
as he thinks he is. Fionn has taken to sending him on risky missions
Fionn has firm ideas about the running of the Basilisks and they are now Giraldo thinks he is being honoured a n d one day he may not come
one of the pre-eminent gangs in this part of the City League. They are back.
well organised a n d available f o r hire i n a number o f capacities.
However, as Fionn believes they should stay out of other people's
quarrels, they prefer to fight only for themselves. They usually work as 32 g - v
_ T h e majority of the rest of the Basilisks are the children
lookouts, distractors and spies. Their success at this depends largely on of the poor; the very young ones, Tirri,Jasta, Poppy, LlorrIla, Renn and
their youth as spies they frequently go unnoticed and few suspect Bandsa, are ' 0 ' level thieves or fighters; Farda Khan, Brerro, Lutt,
them of organised ill-doing rather than childish mischief. Under Fionn's Markham, Starbrow and Jiv are 1st level, Zim, Farda Travent and
leadership the Basilisks are better fed, clothed and have more pocket Norden are 2nd and Greska 3rd. They all use chains as their main
money than they would working for an adult fence hence they attract weapon and daggers or slings for missiles.
the best recruits. Of course, Fionn is still secreting a substantial cut for
himself as he now needs a foothold in some business on the right side of
the law to extend further his operations. Plotlines
Fionn's lieutenants are Kneft Mor (32b) and Grimling Ashnut (32c), the 1 T h e Basilisks are very useful t o people planning robberies o r
'Iron Halfling's Kneft, a young fighter, is strong and slow thinking but attempting to solve mysteries. However unless the characters who
not as stupid as he looks. He insists Fionn explain all his plans and on approach them are very obviously tough, they may demand that they
several occasions his slow examination o f some hastily conceived prove themselves worthy of being taken seriously by performing an
scheme has saved them all from disaster. Grimling (Grim) is nasty and initiation test.
dangerous. Fionn believes he has Grim under control t h a t it is just a
question o f pointing h i m i n t h e right direction. I f Grim ever lost 2 The person who killed Grimling's mother may belatedly find out that
confidence in his leader, he could run completely amuck. he was recognised. He might arrange to frame Grim for some crime
perhaps the murder of a player character.

32a Fionn Messenger; m; T6; N/NE;


Longsword, chain; AC 2; hp 26/34
3 The Basilisks acquire a lot of stray scraps of information which they
will t r y t o sell; t h i s i s a very useful w a y o f involving players i n
adventures.
S 14 0 Very smooth and flashy dresser, ring of protection +2
I 1 4 0 Leader of Basilisks, sharper/filcher, spy 4 The initiation test of a n e w recruit is the acquisition o f an item
W 9 0 Clever, loyal, ambitious, egotist, pragmatist belonging to a party member.
D 18 0 Knows many thieves, frequents Madam Zalu's (22) and
C 1 5 t h e Cornucopia (33) for his leisure, often works for Harben 5 The party need to take Lucy with them to carry Out a mission and she
Ch 1 5 M o u s e c r a f t (33e) can get them into a lot of trouble.
14
IMAGINE magazine, February 1985
PELN RE

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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.

I M A G I N E magazine, Apra 1985 11


-77 /--\
Imelda doesn't mind the condescension, because she hopes to have the (In Basic a dagger of venom acts as a dagger +1 that, on a roll of a
last laugh. She i s not only a thief, but a very important one; the natural 20, injects poison into the victim; it holds 6 doses of poison and
mastermind behind the Cornucopia to say nothing of any number of can be refilled)
daring burglaries and a lot of profitable smuggling. Tom and Harben do
the groundwork, while she plans and carries Out the crimes. In this way
it is difficult ever to pin anything concrete on any one of them.
OTHER STAFF
The staff, waiters, lesser croupiers and entertainers wear blue livery.
20% are T 1-3, 50% are F 1-4, and the rest are Fr 2-4. There are, in
MAJOR MEMBERS OF STAFF addition, 8 F8 guards (hp 64/80, AC1) armed with broadswords +1.

33a Gerchin Rugbucket; M; F5; N/N(E);


Longsword, dagger, knuckledusters; AC 9/10; hp 35/45;
IMELDA'S FAMILY
S 14 0 Garish shirt and breeches, once muscled, now fat. 3 3 g p a r e ndteosr nRhopedi
s theeehledewsto.oHldebiseihnethpefoPIutoncthem.
l Iian
t ,Awlahserehhehis
I 1 2 0 Ostensibly proprietor, actually manager of Cornucopia taking his duties seriously and they dare not even confide in him. Karel,
W 1 0 E l Vulgar, greedy, shrewd - makes people feel superior the second, is their long term investment. He has been enrolled in the
D 1 1 E l Knows gambling fraternity and some thieves; was F6 until Magic Users' School (10). A fine lad, he spends most of his generous
C 15 h e ran to seed; ex-bankrupt allowance around the Arena (21). Floriann is the youngest. Imelda
Ch 11 wants her to be educated as a lady and make a good marriage (she
fancies a titled grandson). Elimy, the third, was always a tomboy and is
33b Greta Calkinnagrat; F; F5/T6; N/CN;
Shortbow, shortsword, mace, sling; hp 23/29; AC 5 / 6
now a promising cutpurse. She, too, hangs around the Arena (21) and
accompanies h e r father (Harben (33d)) t o the Cornucopia (to her
mother's private dismay). Elimy's plans would surprise Imelda. She
S 1 5 0 Bright tunic over leather trousers and jerkin hopes to beat Floriann to it and catch a noble of her own, but, if all else
I 1 4 0 Major-domo of Cornucopia, cutpurse, does not mix the two fails, an up-and-coming adventurer would do. Although Harben tries to
W 9 0 Ambitious b u t patient, sharp tongued and suffers n o conceal it, Elimy has guessed their relationship and has no compunction
D 1 6 n o n s e n s e ; tough as old boots; scornful of all other races about using it to her own ends.
C 1 0 L I Knows gambling fraternity a n d i s member o f secret
Ch 1 4 a s s o c i a t i o n of gnome thieves VISITORS
33c Sally Messenger; F, T8, C/NE,
33k One-eyed Sadford, m, Fr8, C/NE,
Cutlass, hp 32/36, AC 9/10
Longsword, darts, hp 30/40, AC 8 / 1 0
S 14 0 Expensive but stained clothes, eyepatch
S 1 4 0 Pretty; wears flashy, revealing dresses or shabby cloak I 1 3 E l Merchant Captain, owner of Happy Mary and lesser ships,
I 1 4 o v e r leather armour W 1 7 s m u g g l e r , regular gambler
W 10 E l Head croupier, girl about town and con woman D 13 0 Brutal, greedy, efficient, unpopular
D 14 E l Selfish, cold, heartless, vamp C 16 0 Carries cargoes for Imelda Cottonwood (33f), knows Tom
C13 0 Frequents Cornucopia, Madame Zalu's (22a), and other Ch 8 ( 3 3 e ) and Harben (33d) as well as many who appreciate
Ch 1 7 f a s h i o n a b l e places - often with very wealthy escort; sister fine wines, spirits a n d tobacco, bribes a number o f
of Fionn (32a). officials. Sadford is attended by two bodyguards, F7 (hp
5 6 / 7 0 AC 2), who obey him in all things.

33d Harben Mousecraft; m; T9; C/CN;


Longsword +2 (+4 vs Lawful), sling; hp31/32, AC5
3 3 1 vaswollrid7striuckst+4rnhep' 2V0a/2113iskAic;9M/,iFor 7, C / CN,
S 1 4 E l Black leathers or shirt and breeches, short, black cloak,
I 1 3 f a n c i f u l black hat; ring of invisibility; in Basic: amulet of 7 0 Blouson and trews, beautifully made; fresh-faced and
W 11 p r o t e c t i o n from crystal balls and ESP,. in Advanced: 16 h o n e s t - l o o k i n g
D 17 a m u l e t of proof against detection and location, 15 E l Fence
C14 E l Master Thief/Thief 9 0 Calculating, careful, suspicious, convincing
Ch 1 4 E l Fashionable scoundrel and raconteur, self-seeking, astute, 8 0 Seen and known as a social parasite around the flesh-pots
has difficulty resisting women Ch 16 o f the League and Cerwyn; known as a trader in lands
0 Knows most rakes about town, tries to know everything beyond (Xir, the Theocratic Principalities and even Kosre);
about everybody; uses Basilisks (32) as an information works as a fence whose proud boast is that he can obtain
service; habituee of Cornucopia, father of Elimy (33j) anything - at a price; he can't actually, o f course, but
players are likely to be surprised by what he can come up
with even though they're very unlikely ever to be able to
33e Tom Cottonwood; m; 1-10, N/CN;
Longsword +2, dagger +1; hp 45/57; AC 3 / 0
afford it; expert w i t h disguises - can make himself
unrecognisable even to his 'friends'

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

by Paul Emsley 34f Orr Noglinsdottir; F; T5; N/NE;


dagger +2 (+4 vs giants), poison dagger A C 9 / 8 ; hp 1 6 / 2 5

T h r o u g h o u t t h e C i t y League, l o c a l t h i e v e s g u i l d s h a v e s e t u p S a f e S 8 0 III-fitting clothes over corpulent body


Houses. These are places where a thief on the run can hole up for a few I 1 5 0 Safe House storekeeper and cook, C u t p u r s e / B u r g l a r
days or evade i m m i n e n t capture. The Safe Houses can be identified by W 13 0 Jovial, w i t t y, poorly organised, s p i t e f u l
the thieves who use them by some identifying mark or symbol. This mark D 16 0 W o u l d be r e c o g n i s e d in the local markets, r e g u l a r at the
is u s u a l l y k n o w n o n l y to local g u i l d members. S o m e Safe Houses are C 9 C o c k (14)
simply shops with secret rear entrances, others are elaborate hide-outs Ch 8
w i t h p e r m a n e n t staff. One such is the Old Bastion, so called because it
occupies o n e o f t h e a n c i e n t keeps o f t h e o l d c i t y w a l l w h i c h i s n o w Padhraig the Dip; M; T3; N/CN;
largely in ruins. To passers-by it looks like a rough ale-house, w h i c h it is 34g shortsword and sling; A C 7 / 8 ; hp 1 0 / 1 4
superficially. R e g u l a r s k n o w it as the Scorpion's Nest; a reflection
more of themselves than its secret. S 12 O Very tall and stooping; sharp dresser
9 E Safe House g u a r d
The Safe House is beneath the i n n and has only one entrance from W 12 0 Arrogant, sly, grovels to superiors
the i n n ' s cellar t h r o u g h a secret door w h i c h i s constantly watched D 16 O We l l known in local dives
through a peep-hole. A l t h o u g h t h e r e i s o n l y o n e e n t r a n c e t h e r e a r e C 9
several emergency exits. These range from the private one used by the Ch 7
Safe House Master, to the trap doors up into the stables to the last resort
route up through the midden. There are only four regulars w h o run the
Safe H o u s e . T h e M a s t e r , E r a - l a n ( 3 4 e ) , t h e S t o r e K e e p e r, O r f
34h Said'h'rm'ra, F; T3, N/CN;
longsword, club; AC4; hp 1 1 / 1 5
Noglinsdottir (34f); and t w o guard/helpers. W h e n thieves are hiding in
the house they largely look after themselves and take turns on look-out S 1 4 0 S w a r t h y ; hooded robes; leather armour; scarf over mouth
and guard duty; w h e n no-one is staying there the guard work is done by I 1 7 E Safe House g u a r d
Padhraig (34g) and Said (34h). W 9 0 Clever, quiet, remorseless
D 1 8 E l N e w c o m e r from S a r p a t h i a n Mountains, S a i d works here
Sited right in the middle of the inn's main room is a long wooden table. C 11 a s h e r i n c o m p r e h e n s i b l e a c c e n t m a k e s i t impossible to
Places at it are reserved for the most infamous of the regulars at the inn. Ch 1 6 w o r k elsewhere; brilliant young thief; has earned the envy
Such a reserved place is regarded as a g r e a t status symbol and m u c h and hatred o f the DIP ( 3 4 g ) - k n o w s this a n d w o n ' t leave
blood is spilt over the right to sit there and the position taken those before giving h i m reason to r e m e m b e r her
sitting n e a r e s t t h e c h a i r m a n b e i n g t h e m o s t admired. T h e c h a i r m a n
holds h i s (and c u r r e n t l y, her) position b y m a i n d r o i t and occasionally
leads the 21 m e m b e r s of the Table on lunatic adventures (raids on guard 33 1 - n T h e Safe House typically has 6 fugitives at any one time,
posts a n d t h e like). N o n e o f t h e m e m b e r s o f t h e t a b l e k n o w o f t h e each fugitive staying a couple of nights at most. A t busy times up to 3 0
function of the inn as a Safe House.
thieves can be accommodated. Currently, the occupants are the Vigas
brothers: A r g e n , M o r r, Cap, ' L e g s ' , T h o r p a n d Kensal; A C 7, h p 1 0 ,
armed with longswords. They do their own cooking and cleaning and act
WORKERS IN THE I N N as guards and look-outs during their stay.

34a S q u i n t y P a t c h , M , T1(Fr3)/T1(F4), C/CE,


Dagger, A C 6 / 7 , h p 1 5 / 3 7 REGULARS AT THE I N N
S 1 5 E l Scruffy, pasty, one-eyed; filthy l e a t h e r apron over grubby
I 8 j e r k i n a n d trews 3 4 , A n b u r y , M ; F l / A l ; C/CE;
V j e s t e r ' s stick w i t h hidden, poisoned, blade A C 5 h p 6 / 4
W 5 0 Innkeeper, l o o k - o u t
D 1 7 0 Suspicious, quiet, jumpy, mean, w r e t c h e d S 13 0 Bland, easily forgotten face; leather armour dressed up to
C 1 0 0 Knows a l l the thieves a n d regulars w e l l but is almost 1 1 2 l o o k like a Jester's costume
Ch 6 u n k n o w n o u t s i d e t h e inn, w h i c h i s t h e w a y h e l i k e s it; W 8 0 Ve t e r a n / B r a v o ; double agent for the Knights Ocular
refuses to w e a r a patch over the unpleasant wreck o f his D 1 7 0 A c t s mute, f o o l i s h a n d amusing; observant, c a r e f u l
eye w h i c h he s w e a r s was lost in a battle w i t h a Unicorn; C 9 0 K n o w n by f e w outside the inn; sleeps rough and seems to
began life as a f r e e m a n / f i g h t e r b u t has s w i t c h e d to t h i e f Ch 1 3 s p e n d all day here; in Advanced: member of the assassins
guild; i n b o t h s y s t e m s h e g e t s i n f o r m a t i o n t o t h e K O
through an impenetrable system o f contacts and drops
3 4 b - d P a t c h ' s staff are three stupid scullions: Beizchkwang
(M; F 2 ; A C 9 / 1 0 ; h p 1 4 / 1 6 ) , l d i m i n i (F; E2; A C 8 / 9 ; h p 1 3 / 1 5 ) a n d
Brown M i m (F; El; AC 8; hp 6 / 7 ) . Beizchkwang lusts after the gorgeous 34p C l u z o h ; M; F3/P2; L/LG;
two-handed s w o r d and dagger; A C 2 / 3 h p 2 0 / 1 6
Angovidintrix B l i s t e r (51) a n d c o n s e q u e n t l y h a t e s B e r u t h ( 4 d ) ; i t ' s
difficult to get these three to remember your order, never mind getting 12 0 Dishevelled, unkempt, h u n g o v e r ; filthy plate m a i l
them to pass on any useful information about anything 9 0 Swordmaster/Keeper
13 El Depressed, alcoholic, desperate
7 0 In t h i s state Cluzoh w o u l d n ' t recognise his mother; came
SAFE HOUSE STAFF 9 to c l e a n u p t h i s ' d e n o f vice', b u t ' t h e y ' got to h i m f i r s t -
Ch 17 through the bottle
34e F r a - l a n ; M ; T 9 / T 1 0 ; C/LE;
l o n g s w o r d +3 (detect traps and invisible; k n o w alignment) Tolin Swallow; F, F6, C/CE,
AC - 1 / - 2 ; hp 3 5 / 4 9 34q l o n g s w o r d +3, dagger, mace, longbow, AC 8 / 9 , hp 4 0 / 5 0
1/40gre
S 13 0 Short; pleasant face; beautifully decorated leather armour S 1825 0 Ugly; dark jacket and bright red (stained) hose
I 1 5 +2 o v e r f i n e silks, b r a c e r s o f d e f e n c e A C 6 ( w o r n a s a I 8
W 10 0 Myrmidon, C h a i r m a n o f the Long Table, M e r c e n a r y
head-band), ring o f protection +2 W 7 0 Loud, violent, sadistic
D 18 0 M a s t e r Thief, S a f e H o u s e M a s t e r, r e t i r e d G u i l d Master, D 15 0 Friend o f Patch ( 3 4 a ) - w h i c h m a k e s t h e f a c t t h a t s h e
C 1 5 o w n e r of the O l d Bastion (34) C 1 7
Ch 1 6 k n o w s n o t h i n g o f t h e S a f e H o u s e e v e n m o r e amazing;
El Superficially g e n t l e m a r ' - , devious, sharp, unscrupulous, Ch 6 k n o w n by Long Table members a n d feared locally
very worldly-wise
El K n o w n a n d revered amongst the b r o t h e r h o o d of thieves, There are 20 other members of the Table; they are a mixture of classes of
his n a m e has even been h e a r d in polite society levels 2-4 a n d are ruthless, i g n o r a n t bullies to the last.
12
I M A G I N E ma9adne, March 1985
Bran OF THilEVES9 MELDS
The organisation of the Thieves' Organisations of Pelinore

by Tom Kirby Example:


In I M A G I N E m a g a z i n e , #22, m a n y o f t h e g u i l d s t h a t c o n t r o l t r a d e 3 5 T h e Thieves Guild around the Walk
w i t h i n t h e City League and its environs w e r e listed or discussed. O n e
category w a s t h a t of the thieves' guilds. A s w a s suggested t h e r e are
The t h i e v e s g u i l d t h a t o p e r a t e s i n t h e e n v i r o n s o f t h e W a l k (see
dozens w i t h i n T'League. A l l t h e s e guilds, a n d m o s t t h i e v e s ' g u i l d s
I M A G I N E m a g a z i n e i s s u e s 20, 2 2 & 2 3 ) is a l a w f u l guild. I t h a s 2 5
t h r o u g h o u t Pelinore, fall into one of two types: basically lawful (L/LN) or
members, a n d a b o u t t w o s c o r e a s s o c i a t e d f r e e l a n c e t h i e v e s . B y
basically chaotic (C/CN). Thieves can be of any alignment otherwise in
unfortunate circumstances (an inter-Guild war), the Walk Thieves Guild
use i n t h e c a m p a i g n , a n d e a c h w o u l d j o i n t h e m o s t s u i t a b l e g u i l d ,
finds itself w i t h o n l y three Pips, an u n u s u a l l y small complement.
although i t is possible that in smaller t o w n s only one of the t w o types
would exist. I n s u c h cases, t h e t h i e f character m i g h t f e e l q u i t e
uncomfortable having to join an unsuitable group.
3 5 a S h e e r Dreeve; M ; T 9 / T 1 0 ; L / L N ; A C -2; hp 4 2 / 6 3
Guild Master; H; q u i e t & undemonstrative but efficient and thorough
LAWFUL-TYPE GUILDS
3 5 b B i j - b i j t h e Knife; F; T7; N / L N ; A C 0; hp 3 4 / 4 4
Lawful g u i l d s a r e h i e r a r c h i c a l o r g a n i s a t i o n s t h a t o w n t h e i r h e a d -
Lieutenant H ; aggressive, reliable and faithful
quarters. The officers of the guild have fixed duties and responsibilities;
they seek authority for matters outside their control from their superiors
and they delegate authority to their juniors. These officers decide which
3 5 c G r e e s l i m e t h e Wise; F; T7; N; A C 4; hp 2 6 / 3 3
jobs should be done when, and control their guildsmembers' activity to
Staff; G; smelly and unpleasant but brilliant record keeper most of which
ensure no 'over-fishing' i n the locality; they also deal w i t h handing Out she memorises
p u n i s h m e n t s to transgressors. Successors to these posts are selected in
advance and trained up appropriately. Everything is done in a business-
like m a n n e r . B e i n g t h i e v e s , h o w e v e r , m e a n s t h a t m e t h o d s o f
advancement d i f f e r s l i g h t l y f r o m t h o s e a c c e p t e d i n t h e t r a d i t i o n a l
35d Sharpy; M; T5; L / N G ; A C 3; hp 2 0 / 2 5
First Pip; H ambitious and sneaky, in charge of the streets
business world. Thieves are expected to w a t c h t h e i r o w n backs and if
they fail in that duty then they fail as thieves and deserve their fate. It is
quite usual t h a t an a m b i t i o u s young thief will find h i s route to the top
3 5 e K h a n Ai; M; T5; L/LE; AC 2; hp 1 9 / 2 4
aided by a series o f u n f o r t u n a t e accidents to h i s superiors; s i m i l a r l y,
Second Pip; 1/2E; i n c h a r g e of burglary and break-outs a t w h i c h h e is
ambitious young thieves often don't come back from tricky jobs. No one
brilliant, after Sharpy's job and trying to kill h i m
in t h e g u i l d w i l l d o a n y t h i n g a b o u t t h e s e a c c i d e n t s u n l e s s t h e
perpetrators m a k e t h e m s e l v e s obvious t h e w o r s t s i n t h a t c a n b e
committed by a t h i e f is being obvious
3 5 f Q u e l l i a ; F; T4; N / L N ; AC 5; hp 1 5 / 1 8 ; Third Pip; H; brilliantly
inventive, will go far if someone doesn't stop her, in charge of scams and
protection
Master
1
1 I 3 5 g " R i p p e r " O r c c r y ; M; T5; L / L E ; A C 6; hp 2 2 / 2 7
Lieutenant S t a f f The Landlord; H; n a m e d after his hook (left arm) w h i c h prevents active
1 l thieving, desperate to get 'back into the m a i n s t r e a m ' and w i l l remove
1 I I I 1 obstacles ruthlessly
Pipl P i p 2 P i p 3 e t c T h e Landlord Records
I
3 5 h A n a h Dzhohans; T 5 ; N/NG, AC 9 h p 1 9 / 2 4
The Nags Records; H; quiet, mousey, dull, k n o w n as " I n k y ' i n the guild

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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A D&D mini-module for sheepbiters, picaroons and other sticky-fingered types.


General Introduction The Thieves' Guild
Guilty If Caught is a collection of three 'jobs' suitable for one or two All three sections of this module are designed to fit into any campaign
thieves. The separate sections are not directly-linked parts of the same background and provide interesting diversions for Thieves when they
adventure, but each is an outline of a target worthy of a skilful thief. are n o t opening chests f o r parties o f avaricious a n d ungrateful
However, the 'mini-mini-adventures' are connected in the sense that adventurers. I t is assumed that the characters taking part i n t h e
they are all the sort of escapades that a typical Thieves' Guild would adventure belong to a Thieves' Guild of some sort, comparable to other
undertake and assign to its members for completion. types of organised crime cabals something more than a simple street
gang, perhaps a formalised group such as a 'Tong' or a Mafia 'family'.
The DM will need access to copies of the DBLIXi. Basic and Expert sets,
and will find access to the Companion rules useful in particular the The Thieves' Guild is a base of activity for the characters, a place where
unarmed combat rules. Use of these combat rules is recommended with they can live, find security from the arms of the Law, hear about
Thief characters. potential targets and learn new skills. The most influential member of
the Guild though not necessarily the most expert at the art of Thievery
Where monster and NPC statistics are presented in the text they appear is the Guildmaster.
in the following order:
The characters involved in this series of adventures are under the
Name: AC A r m o u r Class; HD Hit Dice or Class & Level; hp Hit authority of the Guildmaster. He or she runs the business of the Guild,
Points; MV Movement Rate; # AT Number of Attacks per round; deciding who works and where which group of pickpockets work in
D Damage caused per attack; Save as Saving Throw equivalent; what streets a n d markets o r w h o takes part i n burglaries. T h e
ML Morale Level; AL Alignment; XP E x p e r i e n c e Point value; Guildmaster disposes of stolen property and sees that members get a
WR Wrestling Rating (see Players Companion, p7); THACO To Hit 'fair share' o f the rewards. The Guildmaster may also deal w i t h
Armour Class Zero. This is the roll on '1 d20 to hit an opponent with AC O. outsiders as in the missions detailed below. These tasks give the
In most cases, the roll needed to hit a target can be calculated as THACO Guildmaster a great deal of influence, as the only one who knows the
minus target's AC. full details of the Guild's business.
25
I M A G I N E nta9atittc March 1985
GUILTY IF CAUGHT
Experience Points
Experience p o i n t s i n t h e D8LID4 g a m e a r e u s u a l l y a w a r d e d f o r over-
coming m o n s t e r s and finding treasure. In these adventures, however,
the D M s h o u l d a l s o a w a r d X P s t o t h e character(s) i n v o l v e d i n t h e
following manner:

1. A v o i d i n g a creature should be treated in the same m a n n e r as if it


had been overcome t h e characters should get the full XP value of
the creature involved.
2. Tr e a s u r e s with a monetary value do not give an a u t o m a t i c l gp=1XP
to the character(s). All treasure should be turned over to the Guild-
master, a n d t h e character awarded 2 5 - 5 0 % o f the value in cash
and XP (to reflect t h e problems of fencing stolen property and the
Guild's ' c u t ' ) . T h e p l a y e r s m a y t r y t o w i t h h o l d i t e m s f r o m t h e
Guildmaster (with the same chance of success as Picking Pockets),
in w h i c h case they will receive 50-75% of the value of the items. If,
however, they are caught engaging in this underhand activity, the
characters will forfeit all the money and 90% of the XP value of the
goods.
3. A t l e a s t 1 0 % o f all s t o l e n coinage s h o u l d be t u r n e d over t o t h e
Guildmaster. T h e c h a r a c t e r s r e c e i v e f u l l X P v a l u e f o r s t o l e n
money.
4. I f a crime is commissioned by the Guild or an outside contractor (as
below), t h e Thieves assigned t o t h e job w i l l receive a fee w h i c h
does conform to the 1 gp=1XP formula.

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.

It is, of course, possible for disguised characters to enter the house on


the pretext o f being traders, w h i c h w i l l g i v e t h e m a n o p p o r t u n i t y t o
discover t h e b a s i c l a y o u t o f t h e c o m m e r c i a l p a r t o f t h e b u i l d i n g .
Naturally, this does not include the presence of the upper store (a) or any
of t h e s e c r e t d o o r s . A n I n t e l l i g e n c e a b i l i t y c h e c k i s r e q u i r e d t o
successfully manage this deception.

Entering at n i g h t is a safer proposition, and the character(s) w i l l have


little trouble in climbing to the roof of one of the adjacent buildings and
from t h e r e o n t o t h e h o u s e proper. O n c e o n t h e r o o f t h e character(s)
should make M o v e Silently and Hide in S h a d o w s rolls every round to
avoid d e t e c t i o n , a l t h o u g h o n l y a s i m u l t a n e o u s f a i l u r e o f b o t h w i l l
indicate that they have been spotted.

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.

6 s e r v i n g g i r l s : A C 9; H D 1; h p 2 each; M V 1 2 0 ' (40'); # A T 1; D b y


weapon; Save as N M ; M L 5; A L N X P 1 0 each; WR 10; THACO 20; the
girls will avoid any intruders and attempt to raise the alarm. If cornered,
they w i l l f i g h t w i t h w h a t e v e r kitchen knives (D1-4) a n d t h e like t h a t
come to hand.
Birtle, t h e c o o k : AC 7 or 6; Fighter 5; hp 45; M V 60' (20'); # AT 1; D b y
weapon; Save as F5; ML 12; AL N ; XP 175; WR 14; THACO 16; S 16 (+2),
a r o u n d a s m a l l courtyard, could be any small m a n o r house. The rooms 114, W 13, C 18 (+3), D 16 (+2), Ch 10; Jharbulus' ex-enforcer, w h o was
here are outfitted i n a rich, but subdued, m a n n e r. There are almost no given her current position after losing a leg in a sailing accident. Birtle is
valuable items on display: the wealth of y e n J h a r b u l u s is expressed in still a capable fighter, and keeps her l o n g s w o r d +2 and shield +1 i n the
the quality of the furnishings, wall panelling, tapestries and the like; all kitchen and w e l l oiled. Birtle w i l l arm herself before investigating any
of magnificent workmanship. His valuables are kept in two strong boxes noise, and is surprised only on a roll of 1 ( w i t h a d8).
in t h e offices on the first and second floors of the warehouse. There is, 6 d o c k h a n d s / w a g g o n drivers: A C 7; Fighter 2; hp 1 0 each; M V 1 2 0 '
however, n o indication of the real source of y e n Jharbulus' fortune (40'); # AT 1; D 1 - 6 (shortswords); Save as F2; M L 7; A L N; XP 20 each;
he is a fence for the Guild of River Thieves, a completely autonomous WR 8; THACO 19; these men have learned that it is better to k n o w little
Thieves' Guild. Cleren Gyris, the Guildmaster and the player character(s) of w h a t i s going on, b u t t h e y w i l l f i g h t i f t h e i r sleeping q u a r t e r s a r e
should be u n a w a r e of Jharbulus' dual role. disturbed.
3 w a r e h o u s e guards: AC 5; Fighter 3; h p 13 each; M V 90' (30'); # AT 1;
The house is w e l l protected against thieves a s might be expected of D by weapon; Save as F3; M L 9; A L C; XP 35; WR 7; THACO 19; armed
one so intimately connected w i t h them. The ground floor w i n d o w s are w i t h shortswords (D1-6) and blackjacks (D1-2, see Players C o m p a n i o n ,
barred and locked (-10% Open Locks), w i t h gaps of less than 4 inches p5 for extra effects). They are responsible for the security of the stores
between each bar. External and internal doors marked (1) have strong, and the quay and will investigate any strange noises. There is also a 1 i n
complex locks (-25% Open Locks), w h i l e t h o s e marked w i t h a (2) are 12 chance per turn that one of the guards will decide to wander around
even b e t t e r protected ( - 3 0 % O p e n Locks). T h e o r d i n a r y doors i n t h e the pool, checking the locks on the stores and the office as he does so.
house are only shut and locked 50% of the time, and have compartively M i s t r e s s Ash: AC 5; Thief 5; hp 18; M V 120' (40'); # AT 1; D by weapon;
simple m e c h a n i s m s (-5% Open Locks). First and second floor w i n d o w s Save as T5; M L 8; A L C; XP 175; WR 9; T H A C 0 1 7 ; S 1 2 , 11 3 , W 13, C 14
are not barred, but do have locks (-10% Open Locks). (+1), D 17 (+2), Ch 1 8; ring of protection +2, ring of human control,
dagger +2; A s h h a s been placed i n t h e J h a r b u l u s h o u s e h o l d b y t h e
The g a t e s h a v e f a i r l y simple, b u t v e r y heavy, p a d l o c k s ( - 1 0 % O p e n Guild of River Thieves to keep an eye on him. I f encountered, she will
Locks). The only exception to this is the watergate, w h i c h can o n l y be pretend to be no more than a r a t h e r vacant (but very attractive) young
raised a n d l o w e r e d f r o m a b o v e t h e p o o l c l e r k ' s c h a m b e r a s t h e woman, and w i l l not reveal her talents as a thief unless she has to.
mechanism is never greased and makes a terrible noise when in use this
is not regarded as m u c h of a risk. Few people in the house stir after midnight, save for J h a r b u l u s w h e n
there a r e n o c t u r n a l v i s i t s f r o m t h e R i v e r T h i e v e s ' G u i l d . O n a n y
The secret doors do not have locks, their secrecy being judged sufficient particular night there is a 15% chance that a group of River Thieves will
security. The secret door that opens onto the roof is the method by which be in the house, dealing w i t h Jharbulus. They will have entered across
the R i v e r T h i e v e s e n t e r t h e h o u s e , a f t e r c l i m b i n g a c r o s s f r o m t h e the roof w i t h t h e i r ill-gotten gains and the second floor office a n d the
adjacent b u i l d i n g s . T h e d o o r b e t w e e n t h e s t o r e a n d t h e r e s t o f t h e stores next to it will be in use by Jharbulus and his partners in crime.
second floor i s always kept locked. Ve n J h a r b u l us stores some stolen
property i n t h i s room, b u t u s u a l l y moves a s m a n y goods as possible Otherwise, J h a r b u l u s w i l l be asleep in his room. He is a v e r y nervous
down to the secret upper store (a) a room w h i c h he believes the River sleeper, thanks to his association w i t h cut-throats. A n y noise in either
Thieves do not k n o w about.
office will wake him, and he will take 1 r o u n d to select a weapon before
investigating. Given the chance he will alert the entire household.
A section o f the t o w n ' s old s e w e r s r u n s beneath t h e house. These 4 '
diameter pipes are in a poor state of repair and the DM should assume Ven J h a r b u l u s : AC 8; Elf 4; hp 16; M V 1 2 0 ' (40'); # AT 1; D by weapon;
they have collapsed at points just beyond the edge of the map, making Save as E4; ML 4; AL N; XP 125; WR 12; THACO 16; S 14 (+1), I 15, W 14,
them impassable. H o w e v e r, t h i s section o f the system can be entered C 12, D 14 (+1), Ch 16; spells c h a r m person, shield, ESP, web; armed
just above river water level, say from a small boat. The stone flags which with longsword +2, dagger +1 (+2 vs Thieves). Ven Jha rbu I us is some-
form m a n h o l e covers down into the system may be lifted from beneath thing o f a c o w a r d , a n d e s p e c i a l l y a f r a i d o f a s s a s s i n a t i o n b y h i s
by a Strength ability check but unless a Move Silently roll is also made 'colleagues'. He will use his spells in preference to involving h i m s e l f in
the noise w i l l attract a m e m b e r of the household. physical combat.
30
I M A G I N E magazine, March 1985
GUILTY IF CAUGHT
2 - 4 River Thieves: AC 5; Thief 4; hp 14 each M V 120' (40'); (,(AT 1; D by The To w e r
weapon; Save as T4; MI_ 9; AL C; XP 75 each, WA 9; THACO 19; S Ave; D
16 (+2); a r m e d w i t h s h o r t s w o r d s (D1-6) and d a g g e r s +1. O n e o f t h e The Tower should be located in a ruined section of a t o w n or city, or in a
thieves h a s a p a i r o f t i g e r ' s c l a w s i n h i s pouch, a n d a n o t h e r h a s a marshy area beyond a t o w n . The area chosen should be o n e w i t h an
helping h a n d (see Appendix). uneasy reputation.

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.

The exception to t h i s is S ' J M e e the Hungry, First of the Brotherhood.


She knows Bak'leis may one day be powerful enough to challenge her,
so he must be monitored (spying is beneath the dignity of a true Mage),
and, if necessary, stopped before he goes too far. The first requirement
is to w a t c h Bak'leis, and for that the services of a Thief are required.

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

Tiger's Claws The Helping Hand


These specially modified gauntlets are designed as an aid to climbing The h e l p i n g h a n d appears t o be an i r o n glove w i t h u n u s a l l y long
sheer surfaces. The palm of each glove has several short steel barbs, fingers, a n d an iron ring (to tie it to a rope) at the wrist. W h e n given
w h i l e longer steel claws extend between the fingers. W h e n wearing the c o m m a n d word, i t w i l l g r a b whatever next comes i n t o contact
a pair of these gloves a Thief gains +10% to his chance of Climbing w i t h its palm and hold on until told to release its grip. If attached to a
Walls, but suffers a -5% penalty if trying to Move Silently at the same rope, it can be used as a grappling iron that will, 85% of the time, land
time. W h i l e w e a r i n g t i g e r ' s c l a w s a T h i e f c a n n o t m a n i p u l a t e a n y silently.
other objects, but the claws can be used as a melee weapon w h i c h
causes 1 d 4 points of damage. Tiger's claws cost 45gp. If thrown at an opponent (and a successful 'to hit' roll is made) it will
grab its victim's throat, automatically causing 1 p o i n t of damage in
the first round, 2 points of damage in the second round, 4 points in
the t h i r d r o u n d a n d s o o n . A h e l p i n g h a n d w h i c h i s s t r a n g l i n g
NEW SPELL N E W SPELL N E W SPELL N E W SPELL N E W SPELL N E W SPELL somebody c a n o n l y b e r e m o v e d b y a s u c c e s s f u l S t r e n g t h a b i l i t y
Mage Lock check (a roll under a characters strength on 1d20) at a penalty of -2.

Third Level Magic User Spell


Range: 1 0 '
Duration: Permanent
Effect: O n e portal or lock Watcher's Eyes
These s p y i n g d e v i c e s a r e a l w a y s
This spell is a more powerful and flexible version of wizard lock (2nd found a s t h e e y e s o f a s t a t u e t t e .
level M U spell). The effects of the spell last forever unless dispelled. When one of the eyeballs is removed
A lock or portal held by a m a g e lock will only be opened by a k n o c k from i t s socket w h a t i t sees m a y be
spell 2 5 % of the time, a l t h o u g h it can be opened by a m a g i c - u s i n g seen b y anyone w h o gazes i n t o t h e
creature of 3 or more Levels (Or Hit Dice) greater than the caster. In other eye (cf clairvoyance spell). The
this case it w i l l relock w h e n allowed to close. statues a r e o f t e n f i n e l y w r o u g h t
representations o f h y d r a s , t h u s
The conditions u n d e r w h i c h a m a g e locked d o o r w i l l open can be allowing s e v e r a l l o c a t i o n s t o b e
varied to include other situations than the caster of the spell opening viewed v i a t h e o n e s t a t u e a n d i t s
the d o o r. F o r e x a m p l e , i t c a n b e c a s t i n s u c h a m a n n e r t h a t a associated eyes. Wa t c h e r ' s eyes will
particular key w h i c h m u s t be positioned in the lock at the time of not function at a range of more than 1
casting i s required to open the lock, but it need not be turned by the league, a n d o n l y visual i m a g e s a r e
caster. Even an apparently identical copy will not work. Alternatively, transmitted, never sounds.
the spell can be cast to include m u c h m o r e general parameters, so
that a door w i l l o n l y open t o s o m e o n e (not necessarily the caster)
w h o is w e a r i n g a p a r t i c u l a r colour of robe, type of amulet, or is of a
particular race or sex. Crreditz
The p a r a m e t e r s m u s t n o t b e c o m p l e x , a n d c a n n o t i n c l u d e t w o
Criminal! Mastermind: Mikc Brunton
conditions 'open for f e m a l e green robe wearers' is not allowed, Aided wad abetted by
but ' o p e n f o r f e m a l e s ' o r ' o p e n f o r g r e e n r o b e w e a r e r s ' a r e gll:it M a r k O'Dea'
permissible. The Szente of the Crrimeez Paul-Ruiz
32
I M A G I N E magazine, March 1985
M O N U M E N T SQUARE
PELN
by Brian Garrod
the City League
Cock o'
t' Walk
,,,p4,:+7=granourz.
Amtromr==awm..miduet:.
isr.-:Trzar"'""""
'q14dri,4,w
seassteom
atitereerigronntrn9
as

19 2 0 3 0
ft
0
zbbet ' "
Street THE BOUNDARIES
a"!!! , fe 11:41,sum1pgrego 14% a.... m"1111' . t11111;; V111 -

The Square The Statue


Monument Square is a paved court situated within and adjacent to the The statue honours peace, law and order, and sits on a graffiti-ridden
old city walls. It was built in honour of the construction of the walls and sandstone plinth. The figure, cast in a bronze alloy, is of a robed woman
the bringing of law and order to the City League. Now it stands a mocking bearing a sheathed sword and a large law tome. Her right hand is raised,
testimony of the area's downfall, the stonework scored and vandalised, palm forward, in what was originally a sign of peace; two of her fingers
the flagstones cracked and mossy, the sanctuary in ruins. have since been broken off, and her hand now seems to be conveying
some sign or message.

36. The Water Pump and Pools


The Sanctuary
Clean, drinkable water is in short supply in this area of the league, the
streams' water is dirty and the nearest fresh water a good distance The Sanctuary's use has been all but forgotten. The locals consider it to
away. Residents must pay for their water. The water-seller is either be just another monument or perhaps a shelter for travellers or waifs.
Mandren (27a) or Solchar (36a)who sits on the stool provided awaiting The roof was once thatched and still is, after a fashion. Periodically
custom. Since the water pressure below has long since diminisheo, (though not in the lifetime of the inhabitants), it is rethatched secretly by
pumping water can be a long and arduous task. For only a few extra night. Those who look closely will see the word 'Abazar' in magical script
coppers the water-seller will provide this service, however. on the central stone pillar. If a person of good alignment, able to read the
scrawl, pronounces this word loudly, the Sanctuary is surrounded
36a Solchar Na-baroth; m, Fri; N;
No weapon; AC 8, hp 2
completely with a protection from evil 10' radius. The spell can be
triggered but once a day, lasting for 12 hours, and if the pillar is removed
the Sanctuary will no longer function.
S 1 7 0 Looks too old and weak to pump water, but in fact well
I 1 9 m u s c l e d and agile; wears ragged robes and a battered
W 1 4 f e l t hat; face covered in warts and boils Flanche's Stall
D 1 5 f l Water-seller
C 1 4 0 Alert, constantly ready to please, avaricious and cunning Flanche sells fowl at extremely cheap prices. Unfortunately much of the
Ch 6 b u t harmless 'chicken', 'turkey' and 'goose' is in fact rabbit meat, which has been
0 Friendly with Mandren when she is sane; knows each moulded into fowl-shaped cuts! Still, Flanche does say it's the fact that
customer by name it's cheap that's important!
I M A G I N E magazine, August 1985 9
36b Flanche Longbourne; m, F 4; N/CN;
Broadsword and dagger; AC 5; hp 19/21
37b Jon Fairlorn; F, 13, C/CE;
Longsword and daggers; AC 3/4; hp 9 / 1 6
H/1/20
S 1 3 0 Wears chainmail under h i s w h i t e smock; bald, n o S 1 4 El Plain looking (plain ugly!), large red nose, hardly a patch
I 1 4 eyebrows, sharp black eyes I 1 4 of clear skin under freckles, moses and warts! Not a child
W 1 0 0 Foul fowl seller, ex-adventurer W 1 2 gifted with beauty. Wears a baggy red frock and a cheap
D 1 0 0 Self-conscious about his complete lack of hair after a D 1 4 leather choker bracer of defence AC 4.
C 1 2 nasty experience with a high-level evil cleric i n his C 1 1 0 Thief and occasional houri
Ch 1 4 adventuring days; bad tempered, mean and spiteful but Ch 6 0 Flaunting and always being ridiculed for it; conniving,
silver-tongued and quick-witted. scheming and hateful; does not know her true race - her
0 Only Eblon (37a) will be his friend mother burdened Eblon with her as a child and departed
- but the breeding certainly shows!
0 Daughter of Eblon (37a) and an unknown orc-woman;
Sorrow and Morritta's Stall knows everyone who mostly either chastise or ignore her
(or laugh a n d bitch behind h e r back); sometimes
Morritta sells sweetmeats and confectionery from the stall whilst disappears with her father or Flanche (36b) and returns
Sorrow, her husband, keeps on the move with his advertising yell and with a full purse!
tray of hot pies.

36c Sorrow Moontist; m, Fr 3, L/LG, 38. The Folly Tavern


Shortsword, AC 9/10, hp 5 / 6
When Jarrow Downson, a rich merchant, decided to build himself a
S 1 0 L I Dressed in white shirt and breeches, carries a tray slung townhouse three centuries ago, he also decided, in his famed eccentric
I 1 0 a r o u n d his neck and yells the nature o f his business way, to include a four-storey tower! However, as the tower rose his
W 1 4 i n t e r m i t t e n t l y ; thin for a gnome, but rosy cheeked business and wealth declined and he died a pauper. His descendants
D 1 1 E l Confectioner and pie vendor were left only the house, so this they converted into a tavern and local
C 8 0 Always weary and in a hurry; appears nervous and edgy building of interest. His descendants still run the tavern today. Tanner
Ch 1 2 a b o u t anyone new in the locale; sometimes seems a bit and his sister, Jerris, have lived here since they were born and expect
over-cheerful; inquisitive their respective children to continue the family business. The tavern is
0 Knows something about absolutely everyone local; in the tower itself, with its all-round view and central, spiral staircase. It
husband of Morritta (36d) would make an excellent lookout post for those who might need
one
36d Morritta Moontist; F; Fr 2; L/LG;
No weapon; AC 9/10; hp 4 / 5 38a Tanner Downson; m, F4 L/LG;
Broadsword, AC 9, hp 22/29
S 1 2 0 Dressed in white pinafore and grey frock; curly brown
14 h a i r and bright, cheerful green eyes; very short and thin S 1821 U Middle-aged but tall and broad shouldered; well muscled
W 9 0 Sweet seller I 1 3 a n d well proportioned; wickedly handsome - black hair
D 1 0 0 Ignores comments about her diminutive height; generally W 9 a n d sharp blue eyes; dresses in leaf green shirt and blue
C 1 1 c h e e r f u l and chatty - often too chatty t o allow her D 1 5 trousers
Ch 1 3 h u s b a n d to say anything! C 1 6 0 Stockman/chucker-outer and would-be adventurer
El Wife of Sorrow (36c) and knows everyone he knows Ch 1 3 0 Usually jovial and jaunty; humorous b u t sometimes
moody - especially when he is arguing with the two
ladies in his life, Charmail (38b)his wife and Jerris (38c)
Sanbow's Stall his sister, over his continual wish to go adventuring, like
he did when he was young, rather than stay and run the
Sanbow is a kindly old lady who cultivates pot plants in her window and tavern
sells them on the square. She will always recommend her favourite to 0 Makes it his business to know every customer by name;
interested customers, a fern-like pale green plant she calls 'Elephants few friends
Thumps' s h e doesn't know why, which is a mercy since little does she
know that the plant is in fact a mild narcotic. 38h Charmail Downson; F, Fr2, L/LG,
No weapon, AC 9/10, hp 5/12
36e Sanbow Goodhern; F, Fr 1 L/LG,
No weapon, AC 10, hp 3 / 5 S 8 0 Slender, blonde and voluptuous; dresses in a sky-blue
I 1 4 g o w n and broad leather belt
S 1 1 E l White-haired, plump, slow mover due to arthritis; wears W 1 0 0 Barlady
7 a crocheted shawl over a green wool dress D 1 1 U Flirtatious, enjoys being chatted up and pandered to, but
W 9 0 Pot plant seller C 1 6 f a i t h f u l t o h e r husband; shares Tanner's sense o f
7 0 Old-fashioned and set in her ways; would be horrified to Ch 1 6 h u m o u r , but not his view that adventuring, not barkeep-
C 1 5 l e a r n the true nature of her favourite plant mg, is the road to riches
Ch 1 2 0 Prefers not to associate here 0 Knows most regulars - especially the men; very fond of
Tanner (38a) and Jerris (38c).

37. Eblon's Junk Shop 38c Jerrie Downson; F, Fr3; L/LG;


No weapon, AC 9/10, hp 8/11
Business is especially brisk for the time of year and the shop sprawls out
onto trestles in front of the shop. Eblon, the proprietor, buys and sells S 1 3 0 Middle-aged, plump, masses of curly black hair; dressed
most items t h e price depending on the likely demand, and 'providing I 1 0 i n mauve and blue marquee-like dress!
that it isn't stolen' (of course)! Any item bought from Eblon is 10% likely W 1 7 0 Barlady and manageress
to be special in some way ornate, shoddy, faked or even magical D 1 4 U Henpecks her brother even more than this wife - but all
however items are also 25% likely to be stolen considering Eblon's and C 1 0 t h r e e still get on like a house on fire; worldly-wise and
his daughters' trade thievery! Ch 1 4 u n d e r s t a n d i n g ; heart of gold
El Knows everyone local who come t o h e r w i t h their
37a Eblon Fairlorn; m; T6; C/CN;
Shortsword, dagger and darts; AC 8/9; hp 22/32
problems - a local agony aunt

S 7 U Weasely and wiry. Lank, copper coloured hair and long


38d Moridbar Downson; NA;Fl C/CN;
Scimitar and shortsword; AC 7/8; hp 6 / 9
I 1 6 f i n g e r e d , n a i l sharpened, greedy hands; dressed in grey
W 11 r o b e s S 1 0 U Teenage son of Tanner and Charmail, unkempt, slim and
D 1 5 0 Junk trader and thief I 1 2 slovenly
C 1 6 0 Innocent mannered, appears absent minded, speaks W 1 4 0 Supposed to help with the tavern but rarely obliges!
Ch 9 h a r s h l y a n d f o n d o f sarcasm a n d black humour; D 1 6 U A prodigal son in so many ways; a loner and a taker rather
genuinely caring of his daughter, A l l (37b) C 1 3 t h a n an earner or a sharer; prepared to entertain any
Father of Joll (37b); friendly with Rance (36b); member Ch 1 4 p r o p o s i t i o n that sounds profitable
of local thieves' guild. No friends
10 I M A G I N E magazine, August 1985
Regulars at the Inn 40. Lilith's Home
38e Arribund Cracey; m, 1/2/Frl, N/CN,
Daggers, A C 8 / 9 , hp 4
This h o u s e s h o w s s i g n s t h a t i t w a s o n c e p a r t i a l l y b u r n e d a n d t h e n
shoddily repaired; about five years ago now, w h e n Lilith w a s eighteen,
her house was mysteriously set alight. Local legend has it that vigilantes
S 1 2 0 Dresses in brown breeches, white shirt and an embroid- believed the entire family to be witches and consequently converted the
I 1 5 ered waistcoat; sandy hair and snub nosed house into a pyre. Lilith escaped with terrible burns and total blindness.
W 6 0 Information gatherer and seller cum storyteller
D 1 5
C 1 1
0 Sharp eared, greedy, invents stories and information
snippets to please punters and take their money!
40a L i l i t h ; F; Fr2; N / L N ;
No weapon; A C 9 / 1 0 , hp 6
Ch 1 3 Knows about everyone local; only friend is Tarand (381)
S 9 U Scars from the right side of her face to the small of her
I 1 1 b a c k , long black hair obscuring the worst (treat as Ch 6 on
38f T a r a n d ; M ; E 3 / T 3 - M U 2 , N,
Longsword and darts, A C 7 / 8 ; hp 1 2 / 8
W 1 5 f i r s t sight); staring pale eyes; wears a grey gown
D 1 2 U Because of her blindness, her other senses are acute and
C 1 4 s h e thus hires herself out as a guide occasionally
S 1 3 U Shaven head, green eyes; wears grey robes Ch 1 5 0 Moody a n d brooding, i n t e n t o n revenge, eccentric,
I 1 2 0 Freelance spy and lookout calculating and deliberate
W 1 3 0 Preoccupied, vacant, but once his attention has been 0 Ostracised; knows everyone locally by sound and smell
D 1 6 g a i n e d sharp tongued, spiteful a n d vindictive; self-
C 9 c e n t r e d and greedy
Oh 9 0 Knows various guild members who provide work 41. The Laundry
Spellbook:
D&D 1:(1, 3, 6, 7, 9) A D & D 1:(3, 16, 20, 22, 27) This building comprises of the various laundry pools, several w a s h i n g
2(1, 5, 6, 9, 10) 2 1 2 , 9, 10, 15, 19) lines ( w h i c h some say are holding the place up!) and the h o m e of the
launderers, Mailicea and Chove, and their adopted (halfling)son, Rama].
Chove was a successful adventurer until he fell in love w i t h M a i licea.
38g L e g a n n i ; M ; Fr3; N;
Longsword and club; A C 7 / 8 ; hp 1 0

S 1 3 0 Dusty robes, balding, weary traveller type


41a C h o v e ; M , MU3/13, L / N G ;
Dagger; A C 6 / 7 ; hp 7
1 1 0 0 Clothing trader
W 1 5 U Mild mannered; here on business from outside the City S 1 1 0 Wears white smock and green breeches; skullcap and
D 1 1 L e a g u e , interested in clothing bargains but not selling; I 1 5 r i n g of protection +1, long moustache and sideboards
C 1 1 n o w a doppelganger, ugly tempered, clever and cunning W 11 E I Launderer
Oh 1 3 U No contacts - it's eaten them all! D 1 6 0 Although he badly wants to, does not adventure - "I'm a
DMs' Note: Leganni is a doppelganger, posing as the trader C 9 m a r r i e d man now"; determined, resolute and caring
Oh 1 4 U Husband to Mailicea (41 b), friendly with many magicians
38h V a r d u m T ' M a n i o n ; M; Dw3/F3, L/LN;
Battleaxe and light crossbow; A C 5; hp 1 5 / 1 9 Spellbook
from the MU school

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

39. Jacrond's House 41c R e n a l ; m; En; L/LG;


Shortsword and dagger; A C 8 / 9 ; hp 2 / 4
The house has a balcony and a secret cubby-hole beneath the stairs; this 1/2H
hides A b o l , a n a s s a s s i n w h o m J a c r o n d i s h i d i n g . J a c r o n d i s a S 1 3 0 Wears brown trousers a n d blue shirt; usually seen
mercenary, working for and believing in any cause which pays him well. I 1 4 p u l l i n g the huge wicker delivery basket on a trolley that
He u s e d t o b e a t r a v e l l i n g a c r o b a t a n d i s f a m o u s l o c a l l y f o r h i s W 1 2 a p p e a r s far too heavy for him
spectacular rooftop escapes from brushes w i t h the law. D 1 5 0 Delivery ha/fling
C 1 0 0 Chatty, cheeky, helpful, inquisitive and cheerful; prone to
39a J a c r o n d B o r t e n ; M; T7/Ac7; N/CN;
Staff and daggers (inc dagger +1, +2 vs humanoids);
Oh 1 1 e n j o y rather too much wine than is good for him when his
traits are usually extenuated
AC -1 / - 2 , hp 21 / 3 4 0 Knows his adopted parents and everyone local, especially
S 1 6 0 Greying beard, hooked nose, dark eyes; wears leather the laundry customers helpful enough to give his basket
I 1 3 jerkin and black trousers; ring of protection +2 a push when he's going uphill; dislikes Arribund (38e)
W 8 Mercenary thief-acrobat who is the bad apple in the barrel of halflings
D 1 8 Cunning and quick-witted; agile and graceful; seems
C 1 3 jumpy, especially i f armed and armoured adventurers
Ch 1 0 knock on his door! Famed for rooftop escapes 42. Scribes' Workshop
0 Occasionally hired by local Thieves' and Assassins'
Guilds; knows a few local mobsters, eg Arribund (38e) Tambor and h i s large f a m i l y live here. Ta m b o r, t h e scribe, h a s a f a i r
and Tarand (381); hiding Abol (39b) from the Law mastery of most of the h u m a n , d e m i - h u m a n and h u m a n o i d languages
and can translate, dictate and compile or prepare legal documents. His

39b A b o l N o f t i n ; M, T4/A4, C/LE,


Hammer and dagger, A C 7 / 8 ; hp 1 5 / 1 6
wife, A r i a n a , concerns herself w i t h the m a n u f a c t u r e of paper and the
preparation of quills and inks.
H/1/20
S 1 3
13
0 Still dressed in his last disguise of a blacksmith; leather
apron, thick blackened wool trousers, boots and dirty
42a Tambor Inis; m; Fr5; L/LG,
Swordstick; A C 9 / 1 0 , hp 1 2 / 1 8
W 1 4 yellow shirt; brown snaggled hair and protruding cleft
D 1 4 chin; ring of protection +3 S 1 2 0 Elderly, bearded and becoming shortsighted and deaf;
C 1 3 0 Freelance assassin I 1 7 w e a r s a blue shirt and breeches
Oh 6 Thoroughly nasty and bullying; presently especially on W 1 4 UScribe
his guard, devious and manipulative D 1 4 0 Testy in his dotage but kind at heart; eager to see his
LI Only local contact i s Jacrond; member o f a distant C 1 2 e l d e s t son, continue as a scribe in the family business.
Assassins' Guild Oh 1 4 U Knows buyers and family; Sanbow (36e) is an old flame
I M A G I N E magazine, August 1985
11
45. Mindon the Merchant's House
42b A r i a n a I n i s ; F; Fr3; L/LG;
No weapon; AC 9/10; hp 9/8
Mindon is a buyer and seller of metals in all forms and of all descriptions.
S 1 0 L I Spindly frame, white hair tied in bun; primly dressed in He does not have anything t o do with the actual trading, just the
I 1 3 m a u v e frock and yellow scarf bargaining and the eventual deal.
W 1 0 L I Scribe's assistant
D 1 1
C 1 2
L I Suspicious a n d nosey, sometimes a gossip-monger;
u s u a l l y helpful and kindly, good natured; calls everyone
45a Mindon Bord; m; Fr7, L/LN,
Battleaxe and dagger; AC 4; hp 2 0 / 3 0
Ch 1 0 'deary' Dw
LI Friendly with Jerris (38c); wife of Tambor (42a) S 1 2 L I Dresses in fine chainmail +1, wears browns and greens
I 1 4 i n c l u d i n g a feathered brown cap, long white beard and
42c D o l g a n I n i s ; M; F2; N/CG;
Broadsword and shortsword; AC 6/5; hp 10/16
W 1 4 s t e e l y grey eyes
ID 1 1 L I Merchant
C 1 7 E IA bureaucrat at heart, haughty, business like, pro fess-
S 1 4 0 Lean and handsome, wears chainmail and his swords Ch 1 3 i o n a l l y greedy, covetous, a h a r d bargainer a n d a n
8 o p e n l y and proudly; straw coloured hair and strong chin; upright, moral, stalwart citizen of The League
W 1 2 e x t r e m e l y tall El Husband to Sorahz (4513); dislikes Eblon (37a) intensely
D 7 0 Swordsman and absolutely detests Eblon's daughter, A l l (3712);
C 1 5 0 A young man full of ideals: would rather champion the claims to have a son practising as a merchant in every
Ch 1 6 c a u s e of good than take over the family scribing business major city in Pelinore
- in any case he's too clumsy to write neatly and never
got the hang of languages; strong willed and stubborn;
tends to bottle up feelings until they burst free in a
cataclysm of emotion
45b S o r a h z h B o r d ; F; Fr4; L/LG;
No weapon; AC 9/10 hp 10/11
LI Friendly with Tanner (38a) whom he admires; first son of Dw
Tambor (42a)and Ariana (4212); also has contacts among S 1 4 L I Dresses in a mauve frock with a jewelled belt; hair in
the fighters at the Arena and the Punctillan; several I 1 4 p i g t a i l s and beard neatly plaited
drinking friends in numerous Inns W 1 0 L I Book-keeper
D 9 0 Haughty and proud; standoffish and never interferes;
42d Egrin Inis; m; Fr2; L/LG;
Dagger; AC 9/10; hp 4 / 8
C 1 3
Ch 1 1
s h a r p tongued especially towards persons who make fun
o f her splendid beard; seems sour and unhappy; diehard
romantic.
S 1 1 L I Plain and uninspiring to look at; grey smock conceals a El Wife to Mindon (45a) and mother of many in her time;
1 16 f a s t growing and premature paunch for 22 years of age, secretly admires Vardum (38h) often wishing that her
W 1 4 g r e e n trousers and blue woolly hat Mindon was a great warrior instead of a successful
D 1 3 0 Assistant scribe business dwarf
C 9 0 An excellent scribe despite h i s father's wishes f o r
Ch 9 D o l g a n to be the best; friendly but deadpan; wrapped up
totally in his work; second son of Tambor and Ariana
Plotlines
LI Too busy for friends
1. Player characters are most likely to end up living in the environs of
Monument Square only if they fall on hard times. With the exception
4 2 e - h B a l g o r, Sandom and Chorrin are adolescent sons only of the New City, the Square is one of the cheapest places to live in
ranging in age from 10 to 15; Lora is Tambor and Ariana's only daughter, the City. Otherwise, their most likely contact is Eblon Fairlorn (37a),
presently she has a crush on Moridbar (38d). whose junk shop is a suitable outlet through which to sell the cheaper
treasures found while adventuring. Any item worth 50gp or more can be
sold to Eblon for half the listed price if a succesful charisma check is
43. Empty House made; otherwise he will only offer a quarter of the value. He is an expert
bargainer, and very difficult to cheat.
This house is presently between owners but is not uninhabited Nicton,
a vagrant no-hoper, shares the back room with a multitude of rats, 2. Tanner Downson (38a) is very likely to be friendly to adventurers who
cockroaches and woodworms. come to the Folly. Hewitt want to hear of their adventures; particular the
treasure they found. He might even sound them out about taking him
43a N i c t o n ; M; T2; C/CN;
Club and dagger; AC 9/10; hp 9/11
along. This might have some advantages for the right sort of party;
Tanner will offer rooms in the tower, as secure a hiding place as can be
hoped for. But should anything ever happen to him, the adventurers
S 1 0 0 Unkempt, d i r t y a n d unsavoury; l o n g snaggled h a i r might wish they had never heard of him. Charmail (38b) loves her
14 m a t t e d into a ponytail; dresses in rags husband very much, and she is resourceful and wealthy enough to make
W 1 3 0 Dosser and thief-at-last-resort life miserable for the party, bribing Law officers to arrest them, cajoling
ID 1 4 L I Lazy and willing to break every moral code to turn an easy local toughs to rob them a n d if all else fails, hiring Abol Noftin (3913)to
C 1 7 c o p p e r ; scheming, disgusting and, probably, a bit crazy exact revenge.
Ch 8 0 Knows only Moridbar (38d)who sometimes supplies him
with food and other things in exchange for thieving tips 3. None of the regulars of the Folly are anything to admire e x c e p t ,
and tall stories seemingly, Leganni (38g). So, when a brawl breaks out in the barroom,
it's going to be quite a feast w i t h a little sting in the tail. The lights are
relit, a n d t h e damage assessed a n d suddenly Leganni h a s
44. Kaill's Trinket Shop disappeared! The doppleganger will have killed and disposed of the body
of one of those present, and have taken his or her form. Just how this is
Kalil, a weird old man, claims to be everything from a seer t o a going to work out when the District Militia arrive is anyone's guess!
spellbinder to a creator of magical trinkets; most locals think that he's a
fraud and they're right, he is! 4. Lilith's injuries are terrible but a cleric of a high enough level can
do much to restore her to full health. If the adventurers are in any way

44a K a i l i To r s i n ; M; MU2; N/CN;


Dagger; AC 9/10; hp 5 / 6
responsible. Lilith will tell them the fact she has kept to herself for five
years s h e knows the face of one of the vigilantes who killed her family
and burned her home. If the adventurers help her pursue the villain, who
S 9 0 Wizened, bushy eyebrows, w i l d white hair, balding, will they find? And what will they do when they find that the vigilantes
I 1 3 c r o o k e d nose; walking stick he claims to be a wand, black will do anything to keep their actions a secret?
W 9 r o b e , embroidered with stars, acts crazy
D 8 L I Magician and more often than not creator of fraud magic; 5. A book is found; and suddenly everyone's attention is focused on this
C 1 5 a failed magician - too clumsy by half! backwater. Property developers, City magnates, the Katar.... people with
Ch 9 L I Brilliant actor, mystical a i r about him, greedy b u t power a l l want to buy the Square. For the book shows how a building
spendthrift; pretends to be insane or perhaps in dotage can be constructed over the Statue in such a way that the protection
LI Ex-member of MU school; prefers to keep to himself from evil extends to the whole building. What a prize! And with just a
Spellbook: few scrubby houses and shops to get rid of, what is there to stop a
AD&D 0:(Cantrips only) ruthless purchaser from doing exactly what he likes?
12 I M A G I N E magadne, August 1985
Deep in the heart of 'Pehnore has grown the City League, a mighty
hive c humanity, (*ring everything an adventurer could desire.
Each month IMAGINE magazine presents a few builifings from
within the City; describes their inhabitants; and offers one or two
idmc.pr adventure. The City provides the ideal camp4an base for the
PELN R f L-so
p,
P.M who can collect these articles and steadily build them up into the
most comprehensive campan setting availabh. Copy them, or cut
them out and store them in a ring fifr a n d you need never again
beshort of an idea fir a City encounter.
i City League
THE ASYLUM THE PATIENTS
by Brian Garrod 461 E q u i o n : M ; Fr2; N but insane;
no weapon; AC 9 / 1 0 ; hp 4 / 5

The A s y l u m , stark and grey, looks m o r e like a fortress than a m e d i c a l S 1 1 C i Dressed i n p a t c h y, f l e a - r i d d e n f u r s ; h a i r m a t t e d a n d


institution, w i t h its thick walls and fortified gate-house. There are t w o 15 t a n g l e d , tied in a topknot; unshaven; grimaces and snarls
classes of patients here: those w h o can pay and those w h o can't. The W 8 C i A s y l u m patient
latter h a v e t o w o r k t o p a y t h e i r f e e s , u s u a l l y s e w i n g o r c a r v i n g D 1 2 C i A l u n a t i c - c o n v i n c e d he is a lycanthrope - probably a
ornaments i n t h e w o r k r o o m b u t occasionally a s c o o k o r caretaker. C 1 5 w e r e w o l f ; escapes regularly, especially on full-moons,
Sometimes the courts order certain individuals to attend the Asylum for Ch 1 2 a n d jumps out, snarling and grimacing, a t passers by
various p e r i o d s f r o m a f e w h o u r s t o several years. T h e A s y l u m E Refuses to speak to anyone
employs g u a r d s t o e n s u r e t h e ' s a f e t y ' o f s u c h u n f o r t u n a t e s a n d ,
sometimes, to restrain raving patients. M a n d r e n (27a) is such a case.
46m B a l d o t h e B e a s t : M ; D w 5 / F 5 ; L / L N but insane;
cursed beserking bastard sword; AC 1 / 0 , hp 2 6 / 2 7
On rare occasions a patient will escape; sometimes they get as far as the Dw
Cock 0 ' Th' Walk (14) or M o n u m e n t Square (36-45), but rarely further. S 17 E l Wears rusted platemail; bright eyes; ring of contrariness
It may, however, take the guards several hours to locate the escapee._ I 1 3 0 Patient at the A s y l u m
W 9 C i B a l d is a troublesome patient, h e h a s t w o c o n f l i c t i n g
D 17 m a g i c a l items - neither w i l l let the other be removed; at
THE STAFF C 1 3 p r e s e n t the entire asylum is fed up w i t h h i m a n d all are
Oh 9 p l o t t i n g to dupe him into letting Thrandor near enough to
46a Thrandor Lox: F; C6; L/LG;
mace in room; A C 6; hp 2 5 / 3 5
cast remove curse; occasionally Baldo goes on midnight
'orc h u n t s ' around the neighbourhood
0 No friends!!
S 1 6 C I Usually dressed in w h i t e tunic and skirt; black hair shorn
I 8
W 1 7
s h o r t ; bracers o f defence A C 6
0 A s y l u m w a r d e n and head analyst/surgeon
46n S a r a H a l f t o e : F; F r i L / L G but insane;
no weapon; A C 7; hp 3 / 5
D 9 CI Serene a n d a l w a y s appears c a l m ; s h a r p t o n g u e d b u t 1/2
C 1 5 ca r i n g ; ruthlessly upholds lawfulness S 8 0 Brown a n d y e l l o w gown, a p r o n ; innocent, f r i e n d l y
Ch 1 5 E Wife o f Dornass (46b); k n o w s everyone locally a n d I 1 4 m a n n e r ; sweet and childlike.
w i t h i n the A s y l u m ; professional goodwill with the Cock W 1 0 E A s y l u m patient and trustee cook
0 ' Th' Walk staff; special friend of Amandaia (3a) D 1 7 E Sara is a s a d case, a kleptomaniac - stealing a n y t h i n g
C 1 1 a n d e v e r y t h i n g t h a t i s available; remorseful, s a d a n d
46b Dornass Lox: m, Fr5, L/LG,
swordstick A C 6 / 7 , hp 1 2 / 1 6
Ch 1 6 i n n o c e n t ; frightened of her affliction; w o n d e r f u l cook.
Ci Ve r y popular with everyone in the Asylum as long as she
keeps her fingers to herself
S 9 C i Dresses in a leather tunic and grey breeches; neat beard;
I 1 4
W 7
f e l t hat contains w r i t i n g quills amongst gaudy feathers
0 A s y l u m w a r d e n and office m a n a g e r
46o Daraphelia (13( Natasha): F; MU4; L/LG;
no weapon, A C 9 / 1 0 ; hp 9
D 1 5 0 Contrasts w i t h h i s w i f e - s o m e w h a t d i s o r g a n i s e d ;
C 9 h u r r i e d , h a r r i e d and permanently behind with his tasks; S 1 0 0 Talks t o h e r 'invisible f a m i l i a r ' - a c a t called Natasha;
Oh 1 4 h e l p f u l but rarely has time to listen, appearing blunt and I 1 7 c a r r i e s her ' w a n d ' ( w a n d o f paralysation) w h i c h no one
absent-minded W 8 w i l l believe w i l l w o r k ; i t does w o r k but, b e i n g l a w f u l ,
0 H u s b a n d to Thrandor (46a); k n o w s everyone w i t h i n the D 1 4 D a r a p h e l i a w i l l not use it to escape
Asylum b u t h a s n o t i m e f o r a n y o t h e r friends o r C 1 4 0 Magician and falsely accused lunatic
acquaintances Ch 1 1 0 Daraphelia was sent here by a court who found her drunk
in a gutter; she is, h o w e v e r, quite sane a n d tired of her
week-long stay in the A s y l u m ; the guards do not let her
4 6 c 8 t d A r a r Sonant and Nomancholis l p A'ra Bin out and Thrandor has confiscated her weapons, spellbook
N o m a n c h o l i s (usually called ' L o o n y ' B i n b y h i s friends) a r e a s y l u m and s p e l l c o m p o n e n t s ; n o o n e b e l i e v e s s h e i s s a n e ;
healers (C3; A C 9 / 1 0 ; h p 11 / 1 3 ; staves in rooms). A r a r is capable but Natasha is indeed an invisible cat
sometimes careless and often carefree. Bin is a lazy, aloof laurel-rester. 0 Has friends in the Magicians Guild and needs t h e m !

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

46j8Ek see also Gragen and Lolden ( 2 7 b 8 ( c ) A m a n ana-


R i s t o n n a n d S k u l l s u c k e r a r e a s y l u m g u a r d s (F3; A C 5 ; h p 1 8 / 1 9 ;
D 1 8 e f f e c t i v e n e s s o f his poking-sticks by poking passers-by,
C 1 1 t h e n offers to sell them as lunatic goads
Oh 5 0 Stole t h e i d e a f r o m Ti b l i n ana-Ristorin ( 1 5 f ) a t t h e N
longswords). Both are f unloving spendthrifts but basically honest. They Docklands C o u r t ; t h e T h i e v e s ' G u i l d f r e q u e n t l y s e n d
are inseparable friends. someone d o w n to run h i m off, b u t he always returns
I M A G I N E magazine, September 1985 15
THE D E AT H C A R T 47a T o m l i n (aka The Darra of Jarne, Nolik the Undertaker):
M; T8; N / C N ; l o n g s w o r d +1; A C 2 / 3 ; hp 2 3 / 3 0
by Brian Garrod S 8 0 Weedy, pallid complexion, lank hair, face a mass of scars;
I 1 5 w e a r s conventional robe and skullcap o f a cleric o f
The slow, steady beat of a drum heralds the approach of a deathcart - a W 9 O n j u r a ; bracers of defence AC 6; rides next to the driver
common e n o u g h s i g h t i n r u r a l C e r w y n w i t h i t s black-draped coffin,
D 1 8 o n the cart
solemn-faced c h a p e r o n e s , e s c o r t o f clerics, a n d , o n o c c a s i o n , t h e C 7 E l Adventurer and would-be undertaker
professional weepers of the faith of Onjura. People avoid death-carts - Ch 1 4 L I Fast talker, sly, deceitful a n d thoroughly lovable; a
death means disease and disease means death. Also, if you've even the charmer, suave; physically weakened by ogres w h o
slightest respect f o r or fear of the gods, you do n o t interfere w i t h the decided to torture and maim their captive; worshipper of
remains of their departed followers. Hrea, the grey liar
LI Knows Sheer Dreeve (35a), but after a misunderstanding
This deathcart seems different s o m e h o w ; it can't be the stoney-faced avoids The Walk; knows Jarda Whitehand (CT3a) and
cleric of Onjura, n o r the weeping, veiled w i d o w, n o r the w e a r y guard avoids him also, f o r similar reasons; friendly with the
nodding in his saddle - perhaps it's the smell of gold, that distinctive, leader of the Patricians (CT6); knows most Tel/halter
alluring aroma, that makes this particular procession seem strange..., women by sight (at least).

Jo-Lise Soarem: F, C6/D6, N


A f e w m o n t h s ago To m l i n a n d h i s m e r r y b u n c h o f adventurers w e r e
down a t heel. I t w a s n ' t t h a t t h e i r a d v e n t u r e s w e r e unsuccessful o r
47b h a m m e r +1, A C 6 / 5 , hp 2 0 / 2 7
lacking in bountiful, beautiful booty; it was because bandits 'liberated' it,
tollkeepers 'cough, er, accepted a f e w coppers consideration' or thieves S 9 LI Dressed as the widow in a long, black, lacy gown and veil;
'borrowed' i t o n t h e w a y h o m e . W h a t w a s needed w a s a disguise.
9 black, hooded cape; ring o f protection +3; dusky with
Perhaps by disguising themselves as the entourage of a newly-departed
W 1 7 sun-bleached hair even in winter; snub-nosed; rides on a
citizen a n d by hiding the treasure i n the coffin, t h e y could avoid their D 1 5 pony beside the cart
distinct loss of profit margin.
C 1 3 Priestess of Tarmenel, the sky/weather god
Ch 1 5 LI Doesn't really approve of the disguise which she sees as
Tomlin a n d c o m p a n y c a n o f t e n n o w b e s e e n r e t u r n i n g h o m e t o effeminate; plays with other's emotions - particularly
Tellhalter, sometimes a saddle is empty, sometimes there is a n e w face, Offar's, who loves her but is afraid to show it too much;
but usually the deathcart comes and goes unhindered. and Tomlin's, who enjoys her flirtatiousness; loves birds
especially
E Religious contacts in most Cerwyn towns and T'League

Offar the Blond: m, F5/R5, L/LG,


47c bastard sword +3, longbow +1, AC 0, hp 35/40

S 1 8 4 5 E l plate mail, shield +2, yellow hair tied in topknot; stern


I 1 4 e x p r e s s i o n ; poses as the company's bodyguard - rides
W 1 5 q u i e t l y , head down, at the rear
D 1 1 L I Adventurer
C 1 5 L I Never lies and hates the dissembler gods a n d their
Ch 8 p e o p l e ; stays with the party only to ensure Jo-Lise's
safety; antagonistic towards Tomlin, whom he believes
to be stealing Jo-Lise from him; resolute, longsuffering,
boring, loyal, oversentimental and romantic
LI Loves Jo-Lise; few other friends

Oa 4 7 d Imp Kornia Gemlight; M, Dw6/F6, L/LN


battleaxe +2, AC 0, hp 33/52
Ow
S 1 4 0 chainmail +2 under rags, shield, conical helmet; pristine
I 1 0 3 ' beard; sharp eyes; rides t o the fore beating the
W 7 w a r n i n g drum
O 1 6 L I Adventurer and sometime gladiator
C 1 7 L I Depraved, perverted and disgusting at his best; deadpan,
Ch 6 a r r o g a n t and rude to all; heart of gold and loves children
of all races; extremely generous and jolly when drunk (if
you can ever call a dwarf generous - they all have their
Plotlines limits!)
0 Knows the Karrysons (64a&b) and many other dwarves;
1. The problem w i t h To m l i n is that he never knows when to stop lying. rarely calls any non -dwarf a friend i f he does, it's a lie
Bluffing h i s w a y past the guards on the gates of the City League, and
Duffas: m; Mu4/14; N;
avoiding the bandits on the roads of Cerwyn was one thing, but Tomlin
has n o w c o n v i n c e d q u i t e a f e w people a r o u n d t h e C i t y t h a t h e i s
47e dagger +2; A C 5; hp 13
genuinely a High Cleric of the Faith of Onjura. The latest dodge then is to H/G
act as t h e D e a t h c a r t for i m p o r t a n t people w h e n t h e y pass on; a n d to S 8 LI ring o f protection +1 a n d several other cheap rings;
divert the better fixtures and fittings of coffin and funeral trappings into I 1 5 short, thin and watery complexion; sandy hair; dresses
party funds. And there comes a time when he does this once too often.... W 1 4 as a carter in brown smock and breeches
This idea will w o r k best if Tomlin and the others are introduced to the D 1 8 LI Adventurer cum prankster
PCs through a third party like Mylites Ep-Stein (2a), and if the two parties C 1 3 LI Practical joker, fun loving, sometimes utterly lunatic with
mingle a bit; Offar and Duffas would not be above signing on for single Ch 1 3 bad taste in humour and clothes; loves gambling and
adventures with another group, and Tomlin might help the PCs start up a cheating; prefers cantrips to any low level spell
similar Deathcart dodge of their own. EJ Knows Malachite Burwright (9a) but keeps i t quiet;
When t h e scheme falls foul after the 'funeral' of a powerful City friendly with the Evenings (9h&i); often plays tricks on
League notable, both parties w i l l f i n d t h e m s e l v e s the centre of m u c h Mylitis Ep-Stein (2a) whom he has disliked from a child.
unwelcome attention; vengeful relatives of the m a n y deceased Tomlin
has cheated, hired assassins, the full majesty of the Law.... The greedier Spellbook:
the PCs have been in adopting To m l i n ' s ideas, the more they will be at D&D 1: (2, 5*, 8, 9, 1 2 * ) A D & D 0: (usually any 12)
risk, and their possessions - and their very l i v e s - will be at risk as they 2: (2, 3*, 7, 9*, 11, 12) 1: (1, 2, 4, 8, 9, 10, 11, 12)
flee the City until the heat dies down. 2: (1, 3, 6, 7, 8, 10, 11, 12)
16 I M A G I N E magazine, September 1985
First F l o o r

Open to
Floor

The Waxworks
Ground Floor

ci
, 1111 k 1 )

Display
Area
Store
Room

49h B i g D u n o M ; T5/A5; N/NE;


knobbed stick; A C 9 / 1 0 ; hp 3 5 / 4 0
tavern gambler. No-one is actively searching for these people, although
the Ambassador from Dontaldor might pay 25gp as a reward for saving
his compatriot.
D 1 8 Smart grey leathers a n d red cavalry boots; very big; left
I 4 h a n d disfigured The displays at the Wa x w o r k s change regularly as Lorys slowly drains
W 3 Bodysnatcher and wanted murderer; waxwork in 'City By his w a y through the bodies. N e w tableaux are set up from the victims
D 4 Night' tableau that Lorys finds during his nocturnal expeditions. The drained bodies are
C 1 8 0 Very, very stupid; violent; says little; virtually insane with taken d o w n i n t o a c e l l a r and used to feed Lorys' pets a d i s g u s t i n g
Ch 4 fear - a child gouged his left h a n d with a knife and he is collection of stirges, ghouls and giant bats. These creatures also range
sure he w i l l be in agony w h e n he 'wakes up' into the ancient sewer system that extends t h r o u g h o u t the Borough.
L a g w o r t (49a) is his partner; the Punctillan a n d several
District Militia w o u l d dearly love to meet him again....
Ratlines
49b J i s s e ; F; T2; N;
dagger; A C 7 / 8 ; hp 7 / 9 1. An NPC k n o w n to the player characters comes to them; complaining
bitterly about having seen a relative in one of the Waxworks t a b l e a u x
S 9 E Low-cut, t i g h t dress; hard-looking although she disappearea m o n t h s ago. The poor wretch was beaten up
I 1 1 0 Hoyden a n d pickpocket; w a x w o r k in 'Strangler' tableau by Lorys' h e n c h m e n w h e n he tried to touch the figure. B y the time the
W 14 0 Streetwise; hardened professional adventurers get there, the tableau in w h i c h the figure stood has been
D 15 0 Nodding acquaintance with staff in most cheap taprooms replaced, and Lorys' assistants will not be very forthcoming about the
C 1 4 i n Docklands; estranged half-sister o f Flinn (61b); fate of the 'wax' figure. M a k i n g a fuss will just fetch the District Militia.
Ch 1 2 m e m b e r o f Sisterhood of Hoydens The PCs' o n l y chance is t o try and slip in a t night, w h e n everyone i s
bound to be asleep....
Falla Nithoen; m Fr4, L/LN,
49j no weapon; A C 9 / 1 0 , hp 10 2. F r i n e t t e w a s paralysed w h i l e saying t h e c o m m a n d w o r d s f o r h i s
H/1/2 wand, so when re-animated ne will be heard to say '....uichi' and then
S 16 0 Deep green doublet and hose; noose a r o u n d neck the wand will go off. He will not be particularly apologetic, insisting that
I 9 ELI Borough ( D i s t r i c t ) M i l i t i a m a n ; w a x w o r k o f m u r d e r e r the Order of Mountai n Mages will protect him from retribution.
W 8 about to be hanged
D 10 0 Headstrong bungler; always knows better; overweening- 3. Releasing Lagwort and Big Dunold, along w i t h the other victims, will
C 13 ly proud of Militiaman status be an act of the great compassion but the PCs w i l l live to regret it
Ch 1 4 0 K n o w s most of the Borough (District) M l l i t i m e n by sight Lagwort is bright enough to recognise adventuring characters for w h a t
they are, a n d h e k n o w s a d v e n t u r e r s a r e a l w a y s loaded. H e a n d B i g
Dunold will look for ways to divert the characters' possessions into their
4 9 k - v T h e r e are twelve others in the display. C o l s t e r, B r i d d n own care. A n d then there w i l l be the matter of the Law. Releasing the
and ' M a s t - H e a d To r r y ' are beggars; Lura and Pollnia are street-girls; victims is bound to make the adventurers famous in the Borough for a
Caf, M e l u r i a n and ' C l i p p e r ' are the off-spring o f o u t - o f - t o w n e r s w h o f e w days s o w h e n L a g w o r t a n d Big D u n o l d s t a r t u p t h e i r n o r m a l
strayed off while their parents were involved in their various businesses activities again, the District Militia and the Punctillan will be after them.
all are Fri , hp 2. Thurpis(Fr2, hp 5) is a shopkeeper's son; M a r d r e v v i r Charged w i t h three murders and six robberies, w i t h plenty of previous
di B a r t e n n i a (Fr3, hp 8) is a scribe-assistant to the Deputy Ambassador convictions, Lagwort knows a guilty verdict will mean the death penalty,
from D o n t a l d o r t o t h e C o u r t o f t h e K a t a r ; B o s j n a ( T i , h p 1 ) i s t h e and so he w i l l 'shop' the PCs in the hope that they will hire a b i g - t i m e
apprentice-trainee to a locksmith; 'Lucky' Lessandra (Fr 2, hp 5) is a lawyer to get everyone off the hook.
18 I M A G I N E ma9azitte, September 1985
Yiriv g l y y
ihe M a c & g v

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.

I M A G I N E magazine, June 1985


25
DM's INTRODUCTION
The Freeman or Freewoman
Access t o copies of the relevant rule books is required and access to
In t h e P e l i n o r e campaign, a n o n - p l a y e r character class h a s been I M A G I N E m a g a z i n e s # 1 9 ( p l 0, L a w a n d O r d e r ) and 4 2 6 (p13 T h e
created for use in towns and cities. Rather than have these populated Gods o f Pelinore) w i l l prove useful, b u t n o t essential t o r u n n i n g t h e
by just a m i x t u r e of exotic adventurers and thousands of zero-level adventure. N o t e a l s o t h a t s o m e P C s m i g h t h a v e k n o w l e d g e o f t h e
fighters ( N M / E 0 ) , t h i s class allows for t h e development of a great general background to the struggle between Pharastus and Tarmenel, if
many people m e r c h a n t s , functionaries, clerks, bankers, guildsmen they played in the module The N e c k l a c e o f Lilith (IMAGINE magazine,
and others. Note that this is not intended to be a class available to 420), or, alternatively that O n e Fine D a y. . . . m i g h t make an interesting
player-characters and, after a quick look, very f e w players would be introduction to that adventure.
that keen to joins its ranks anyway. Unlike many adventures, characters in One Fine Day.... will succeed
or fail almost regardless of their level or numbers. It is quite possible that
a party of one, t w o or three, intelligently run, mid-level characters will
Character Abilities
have far greater success than a large group of all-powerful h i g h level
Abilities are rolled up as usual; these people are no more or less able types. T h e D u n g e o n M a s t e r ( D M ) s h o u l d r e a d t h r o u g h t h e m o d u l e
than t h e a v e r a g e a d v e n t u r e r. I n c e r t a i n circumstances, t h e D M before running it to decide w h e t h e r it is suitable for the characters and
should r e d u c e s o m e a b i l i t y s c o r e s t o a l l o w f o r t h e l e s s - t h a n - players in his or her campaign.
strenuous t r a i n i n g t h a t n o n - a d v e n t u r o u s Freemen o r F r e e w o m e n
may have had
Background
Bonuses due to character abilities 'Know then, 0 Prince, that in ages past the priests of Pharastus (may
their very shadows writhe in torment) hunted across the lands, slaying
Strength: No a t t a c k / d a m a g e and reaving the clerics of Tarmenel, and others of purity and goodness.
bonuses, others normal Pharastus (who should not be named in jest) exulted in the deeds of his
Intelligence: Normal language infidel followers, foul, unnatural and criminal as they were.
bonuses 'Know further, 0 Mighty Prince, that, at the last, men turned their
Wisdom: Normal Saving T h r o w hands and swords against the accursed ones. The hidden temples of
bonuses Pharastus were cast down into the dirt, their disgusting congregations
Dexterity: No missile bonuses, transported into mean slavery and the unclean priests slain. A n d
others normal henceforward the lands o f men knew peace and prospered mightly
Constitution: Ordinary (non- under the enlightened rule of your forefathers.
fighter) h i t point bonuses 'But also know, 0 Wise and Puissant Visitor, that still the foul worship
Charisma: Normal of Pharastus continues, hidden in darkness from the eyes of the just and
noble....'
Character class details
Hit die type: d 4 / d 6 Thus spoke lacub, 2 3 9 t h G u i l d m a s t e r o f L u m i n a r i e s , a n d h i s w o r d s
Max no of hit dice: 9 (+1 hp for were recorded i n t h e s t u p e n d o u s l y v o l u m i n o u s Wo r d s To A V i s i t i n g
each level above 9) Prince (a fi rst-edi ti on c o p y o f w h i c h exists in t h e Capitol library). The
Spell ability: n i l exact station o f lacub's listener a n d even h i s very existence h a s
Level limit: n o n e been a constant source of debate for scholars and scribes ever since the
Armour: any, but rarely w o r n book came to light, some seven centuries ago. lacub's words are often
Shield: possible quoted b y ecclesiastical a n d s e c u l a r a u t h o r i t i e s i n s u p p r e s s i n g t h e
Weapons: any, b u t only ever secret worship of Pharastus which continues to the present day in many
proficient i n one (-5 non- parts of Pelinore, including the City League.
proficiency penalty)
Combat table: attack as magic Rendoulf Breeks, the owner of Djon Radreasen's Apothecary in Piper's
users of equivalent level Corner is, by appearances, a normal shopkeeper. Like most of his fellow
Oil? yes traders in the Boroughs district of the City League, he seems w o r r i e d
Poison? yes about t h e f l u c t u a t i o n s o f trade, rising costs a n d lazy staff. H o w e v e r,
Racial restrictions: none u n k n o w n to anyone save his wife, Mosaiche, he is actually A n g s t e a r,
Beloved of Pharastus, a cleric of the murderous cult.
The l e v e l o f a F r e e m a n o f F r e e w o m a n i s n o t d e t e r m i n e d b y Rendoulf/Angstear a n d M o s a i c h e c a r e f u l l y m a i n t a i n a f a c a d e o f
experience p o i n t s b u t b y a c o m b i n a t i o n o f t h e i r w e a l t h , a g e a n d respectability, despite the fact that customers are occasionally aided in
influence. A t 10th level Freemen and Freewomen become members 'entering t h e a r m s of Pharastus' by judicious additions t o t h e i r u s u a l
of the nobility. T h u s a s i m p l e bureaucratic flunkey w o u l d be F r i . a preparations. I f his simples, potions, herbs and spice m i x t u r e s do n o t
j o u r n e y m a n of a guild Fr2, a wealthy trader Fr5, a courtier Fr8 and so seem as effective as they might be, or those who are ill take a turn for the
on. They may use any magical item that can be used by a fighter or worse, no blame is to Rendoulf Breeks, Senior M e m b e r of the Guild of
thief. Freemen and Freewomen save as fighters of the same level. Apothecaries and Herbalists. Cannot a cholic or quinsy kill a m a n w h o
does not take care of himself?
On t h e f o l l o w i n g table, s o m e o f t h o s e Freemen a n d w o m e n w h o Over recent months R e n d o u l f / A n g s t e a r has begun taking a variety of
have b e e n detailed s o f a r i n t h e magazine a r e s h o w n , w i t h t h e i r herb and drug preparations during ceremonies in honour of Pharastus.
profession and code number, to give an idea of how the various levels During the twitching trances induced by these drugs R e n d o u l f / A n g s t e a r
work: has been granted visions w h i c h have lead h i m to n e w foulness in the
service of his god. A t the urging of his hallucinations, he has hatched a
Fri M a r a t a r , Emanlia, Jasmina and Last Hope B u r w r i g h t (10d-g) scheme to corrupt a good man to the service of Pharastus, feeding the
Millers' daughters; Countess Elavia of Cerwyn (aged 15) unfortunate victim with a mind-altering preparation that induces violent
Fr2 H u r n a k e r S c a r d ( 4 a ) B r e w e r ; S a m u e l E v e n i n g ( 9 h ) Cook; amnesiac fits. The potion w a s brewed, and a victim sought...
Ja'n'it E v e n i n g ( 9 i ) S t o c k w o m a n ; M i l l i p y B u r w r i g h t ( 1 0 b ) Sir Rubin H e w d was u n f o r t u n a t e enough to come to the attention of
Seamstress; M e l o m (23b) Peasant Rendoulf at the opportune moment. Sir Rubin, a fighting soldier, suffers
Fr3 M y l i t i s Ep-Stein (2a) Apothecary; L i n k P i n t h r i p (3b) M o n e y from h e a d a c h e s w h e n r e q u i r e d t o t h i n k a b o u t i d e a s b e y o n d t h o s e
collector for Travellers' Shrine; Olivine Burwright (10c) Miller; normal to a soldier. Grown popular in the service of Nortus d'Erebia, the
Mailai Frith-Lorendar (15b) Clerk; Daliel (15c) Assistant Clerk; Count o f Bereduth, S i r Rubin h a s become a potential t h r e a t t o s o m e
Redbeam (15i) Cooper; i'Nimma, i ' N e m m a (19c-d) M u m m e r s minor m e m b e r s o f the family. Hence h i s presence i n t h e City League
Fr4 C e l i n e B u r w r i g h t (11 a) Ale-house o w n e r (with his clerk, Grame Merels), overseeing negotiations with the Guilds
Fr5 J a s p e r B u r w r i g h t (10a) Miller; A e t h e l r o n Verthill (21b) A s s t of Butchers, Millers and Sutlers, fixing the prices for Bereduth produce.
Arena manager; M a t r e x e s di Regines (CD5a) Landowner Sir Rubin developed a persistent pain b e h i n d h i s l e f t eye d u r i n g t h e
Fr6 L o n g e l f (19b) Tumbler negotiations and, as he happened t o be lodging a t the B l u e Piper, h e
Fr7 G i l a s Widgery (15a) Magistrate; Estorillian (15h) Silversmith; called at Djon Radrasen's Apothecary for a remedy. Rendou If s a w his
Sir Jeorge Fardwarm, High Steward of Cerwyn chance and added a f e w extra ingredients to Sir Rubin's tonic.
Fr8 M a l a c h i t e B u r w r i g h t ( 9 a ) M U S c h o o l S t e w a r d ; O n e - e y e d Three days later Sir Rubin w a s in the grip of a fever. M e r e l s sent for
Sadford (33k) M e r c h a n t Captain Rendoulf a s an old soldier he had seen physicians and surgeons in
Fr10 O h n e Parsite aka Lady Miralex, Duchess of Ealer (11 h); Pablo action. R e n d o u l f d i a g n o s e d S i r R u b i n a s c h o l e r i c a n d a t r i f l e
Fanquay (19a) S h o w m a n melancholic, and stipulated complete rest, a diet of beans and garlic and
regular doses of a potion of his own devising to cool the blood. The first
26 I M A G I N E nuipdtte, June 1985
t w o parts of the t r e a t m e n t could be dealt with
by the staff at the Blue Piper. Rendoulf agreed
to s e n d E l l u c a s i m , h i s apprentice, w i t h t h e
potion, each day at dusk. A f t e r giving Sir Rubin
a dose of the potion and charging h i m 200gp,
Rendoulf left.

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.

I M A G I N E magazine, June 1985


27
9 B u r d o c k just happened to be in the w r o n g place at the wrong time. W h e n u s i n g t h e D & D game, t r e a t d r o w as
Ostensibly a street entertainer, playing the flute (very badly) for all the f u n c t i o n a l e q u i v a l e n t o f e l v e s i n m o s t
those w h o w o u l d not t h r o w h i m a copper or two, Burdock w a s the respects, s a v e t h a t t h e y a r e a s evil a s m o s t
eyes of the Borough District Militia in the Piper's Corner area, quietly ordinary e l v e s a r e good. P h y s i c a l l y t h e y a r e
watching the doings of all the inhabitants. little different, except for their black skins and
10 A y b h e w a s the fourth dancer from Piper's Theatre to lose h e r life; pale hair. Drow are extremely sensitive to light.
actually murdered on the stage of the theatre and left hanging from Mosaiche humiliated her clan by associating
the minstrel's gallery, the last victim (to date) of Sir Rubin. w i t h Rendoulf, a m e r e h u m a n , a n d t h e c l a n
11 T h e l a s t corpse t o b e f o u n d w a s t h a t o f Isbee, R e n d o u l f Breek's mothers exiled her. H o w e v e r, because o f the
journeyman. H e had been stabbed and t h e corpse t h e n beaten t o rivalry inherent in d r o w society, i t w a s inevit-
hide t h e w o u n d . I s b e e w a s k i l l e d o n t h e s a m e n i g h t a s A y b h e able t h a t exposure o f h e r indiscretion w o u l d
because the journeyman made a suggestive remark about Mosaiche, become the strategy of another clan. The drow
w h i c h deeply angered Ellucasim. So far everyone has assumed that at t h e B l u e P i p e r h a v e c o m e t o k i d n a p
this killing is just one more in the sequence of violence. Mosaiche, take her home and humiliate her
and b y extension h e r c l a n b y extracting a
The adventurers w i l l find i t very difficult to cast any raise spells on the public confession of her 'degradation'.
victims, a s t h e y have all been buried except for the t w o m o s t recent The d r e w k n o w she is m a r r i e d t o a h u m a n
victims. The temple authorities will object to any such behaviour on their w h o pretends to be a seller of herbs somewhere
premises, and the District Militia are operating in sufficient n u m b e r s in in the Borough. They do not yet know that their
the area to prevent the PCs indulging in excessive u n l a w f u l behaviour target is literally yards away, hampered as they
(but not in such numbers that will stop the sudden and brutal murders). are by their dislike of sunlight and difficulties of
If speak w i t h dead is cast, the results of any conversations with the dead fitting i n t o h u m a n society.
should be ambiguous and largely meaningless. None of the victims saw Their actions depend largely on those of the
Sir R u b i n d u r i n g t h e attacks, a n d t h e y a r e a l l m o r e c o n c e r n e d w i t h adventurers. T h e y w a n t t o k i d n a p Mosaiche,
finding c o m f o r t a b l e resting places than w o r r y i n g about the m u n d a n e not cause trouble with lesser breeds, so if dealt
concerns of the living. Isbee did recognise his killer, and will name him if w i t h openly they will be co-operative, but not 0 111 11 . 1 . 1 . .
asked. The DM should allow the players to interpret this piece of data in very imformative. They k n o w nothing of life in E r n i a t i l l a r
the League, and w i s h to k n o w even less, other 1
any m a n n e r they chose.
than w h e r e t h e y can f i n d M o s a i c h e . They do
k n o w that Angstear is a priest of Pharastus, so F4511.1111r
Rumours an e x c h a n g e o f i n f o r m a t i o n i s p o s s i b l e :
ilf4r4!!
16hoo
11aanr
Violent death has become the (almost only)t o p i c of conversation among Mosaiche's w h e r e a b o u t s f o r R e n d o u l f /
the u s u a l l y g o s s i p y i n h a b i t a n t s o f P i p e r ' s C o r n e r, a n d t a p r o o m Angstear's true identity and evil beliefs. O.ogges.,
hl!
detectives have h e l d f o r t h a t great length o n all aspects o f the grisly Once t h e y f i n d M o s a i c h e ( t h e D M s h o u l d
matter. The Borough District Militia have been remarkably quiet about assume t h e y d o s o a f t e r 3 - 4 d a y s i f t h e
the whole affair, other than to say that the matter is 'in hand', which has adventurers have not dealt with them by then)
f u r t h e r f u e l e d i l l - i n f o r m e d and prejudiced speculation. T h e i r w o r k i n g they will break into the Apothecary and kidnap
hypothesis is that the murders are a vendetta against the Theatre, and her. The shop will then be fired and one of the
most o f t h e i r e f f o r t s a r e d i r e c t e d t h i s w a y. O t h e r t h a n g e n e r a l male d r o w killed a n d h i s b o d y b u r n t beyond
agreement that the killings are the work of a complete madman, and that recognition to provide the expected corpse.
n e w locks a r e t h e o r d e r o f t h e day, l i t t l e a g r e e m e n t exists a n d n e w The d r o w n e v e r u s e t h e i r n a m e s w h e n
suspicions have been added to old dislikes. outsiders are present, and always defer to the
In casual conversation and w h e n questioned, NPCs will k n o w 1-3 of authority of Coreniashe.
the f o l l o w i n g r u m o u r s a n d i t e m s o f m i s i n f o r m a t i o n w h i c h , i n m o s t
cases, they will be only too pleased to share w i t h the adventurers: The D&D game: 69 Tail(
Corenaishe: A C 7; Elf 7; hp 25 M V 150' (50'); Cloth Me
1. The victims visited the arena regularly and they all w o n a relatively AT 1; D b y w e a p o n ; Save as Elf +2; M L 12;
large s u m on a single chariot race (false). AL C; XP 1 2 5 0 ; T H A C O 1 5 ; S p e l l s c h a r m
2. A l l the victims had blue eyes and fair hair (partially true, the theatre person, magic missile, sleep, continual dark-
dancers had dyed blonde hair and Diane' Oppes had w h i t e hair). ness, mirror image, f i r e ball, w a l l o f fire;
3. ' M o s a i c h e is a vampire. A f t e r all, she is never seen outside w i t h o u t armed w i t h dagger and one-handed crossbow (see below).
her veil....' (false). Doriade, h e r sister: A C 5 ; E l f 5; h p 1 8 ; M V 1 5 0 ' (50'); A T 1; D b y
4. Somebody in Piper's Corner is a w e r e w o l f (false, and the speaker will weapon; Save as Elf +2; M L 12; A L C; XP 425; THACO 17; Spells (as
always refuse to name a specific somebody). CS) cause light wounds, cause fear, blight, hold person; armed with
5. 'It's those two from Bereduth.... never did trust outsiders....' (partially flail, Doriade keeps a black w i d o w spider (AC 9, h p 1, A T 1 D poison
true, as S i r Rubin is t h e murderer, b u t the accusation i s based on save vs poison at -4 or die) in a finely w r o u g h t silver cage at her belt.
prejudice rather than reason). Borendene, Despene and Grene, the males: AC 5; Elf 2; hp 9; MV 120'
6. A l l the killings are the w o r k of the Thieves' Guild (false). (40'); . A T 1 o r 2; D b y weapon; Save as Elf +2; M L 12; A L C; X P 30;
7. A l l t h e killings are t h e w o r k of the K n i g h t s Ocular (false, a n d t h i s THACO 1 9 ; a r m e d w i t h d a g g e r s , s h o r t s w o r d s a n d o n e - h a n d e d
suspicion w i l l only be voiced by the very drunk or very stupid). crossbows, Grene has the abilities of a Thief 5.
8. 'Things have never been the same since Rendoulf Breeks and that All drow can cast faerie fire (see Companion rules), darkness, detect
foreign w i f e o f h i s b o u g h t D j o n ' s s h o p . . . . ' ( p a r t i a l l y t r u e , a s magic, k n o w a l i g n m e n t and levitate. In addition, the females can cast
Rendoulf/Angstear is the cause of all the mischief). clairvoyance, dispel magic and ESP.
9. 'There is something not quite right about that boy Ellucasim....' (true, When in bright light d r o w attack at -2, and suffer a -2 penalty to their
he murdered Isbee and is infatuated w i t h Mosaiche). saving t h r o w s against light-based spells.
10. I t m u s t be political. The Borough M i l i t i a have been w a r n e d off by a
high-and-mighty in the Punctilio (false). The AD&D game:
11. ' T h e r e are five s t r a n g e r s at the B l u e Piper, b u t they couldn't have Corenaishe: AC 7; M V 15'; HD 7; hp 30; . A T 1; D by weapon; SA spells
anything to do w i t h ( t r u e , see The P l o t Thickens below). (as MU 7) affect normal fires, burning hands, feather fall, read
12. O r d o or Crenafer are the killers. They have shocking tempers (false, magic, darkness 1 5 ' radius, detect invisibility, invisibility, fireball,
although both are given to fits of rage). hold person, w a l l o f fire; Int High; A L CE; Size M x p 1140; THACO 13;
armed w i t h dagger and one-handed crossbow (see below).
Doriade, h e r sister: A C 5; M V 15'; HD 5; h p 25; A T 1; D by weapon;
The Plot Thickens SA Spells (as C5) curse, cause light wounds, darkness, hold person,
obscure alignment, silence 1 5 ' radius, cause blindness; Int High;
Staying at the Blue Piper are five mysterious people, the source of some AL CE; Size M , x p 4 5 0 ; THACO 15; a r m e d w i t h flail; D o r i a d e keeps a
casual talk in the neighbourhood, a l t h o u g h everyone agrees that they black widow spider (AC 10, hp 1, . A T 1 SD poison s a v e vs poison at -4
are just eccentric foreigners, because they arrived only three days ago, or die) in a finely w r o u g h t silver cage at her belt.
after t h e m u r d e r s started. N e v e r appearing i n p u b l i c w i t h o u t heavy Borendene, Despene and Grene, the males: AC 5; MV 12'; HD 2; hp 17
cloaks a n d y a s h m a k s , k e e p i n g t o t h e i r r o o m s , s a y i n g l i t t l e a n d each; A T 1 o r 2; D by weapon; I n t High; A L CE; Size M; xp 9 9 each;
apparently never eating or drinking, their m o n e y is the right colour so THACO 1 6 ; a r m e d w i t h d a g g e r s , s h o r t s w o r d s a n d o n e h a n d e d
they are left to their o w n devices. crossbows; Grene has the abilities of a Thief 5.
So f a r, n o b o d y h a s connected t h e appearance a n d habits o f these All drew can cast dancing lights, faerie fire, darkness, detect magic,
strangers w i t h those of Mosaiche, Rendoulf's wife. The connection is know alignment, a n d levitate. I n addition t h e females c a n cast
quite valid, as she and they are drow, dark elves. clairvoyance, suggestion, dispel magic, detect lie.
28 I M A G I N E mug a..ine, jutu: 1985
// 11,11114' 61 Piper's Corner

ommalummow.,4 Riannalleenrinalwalar
avilliininastawAR, 111141%11111111111111111110N-
Letninounklairli
raallineveiv Iticeisitriarnmeglif
1152MEINIEIMPlanaltiig
wilavitelL 1461sENAMMIMMIlkii
-- almontmlialeiDesai'l
71 Silversmiths

trough
maim

62 Djon Radrasen's
Apothecary
igammurnitilikkirestr4
tai
smommummak, "4116'
72 Booksellers

ONOnallimenne
n Wa n 0
IrAllitlaminamg4
rotagnminannig,5f,
mannal-istimmolume,
smith piOrmorA'
assomp 6 7 The Bakery
imam/sue .........

66 The Ink Shop

.1111111111111111111111111111111111=11W0
LIIIIIIIIIIIIIIIIIIIIEHIMIIIMIRWA
WOW*
P41
"wry
rEIMIIIIIIIIIIII.1111111111111111110
rill111111111111111111111110111011Vgla
Al ' Instrument
1. Ea, Makers
7 0 Musical v i A5/0
li
lilor and
i, ,
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.

IMAGINE magazine, June 1985 29


U n k n o w n to any in Piper's Corner, the cellar of the shop is no longer a The fact that Sir Rubin is ill is a clue that something is seriously wrong.
storeroom, b u t a t e m p l e t o P h a r a s t u s , w h e r e R e n d o u l f / A n g s t e a r D e t e c t lie and similar truth-finding spells w i l l yield misleading results
performs acts of illicit worship, w i t h the connivance of Mosaiche. because Sir Rubin does not k n o w that he is the killer (and it would be a
A t h o r o u g h search will reveal a blue potion (the mind-altering drug). harsh judge w h o condemned the man if all the facts w e r e known).
Rendoulf will claim it is a tonic for reducing the heat of blood, although if If the adventurers have no luck in establishing t h a t Sir Rubin is the
other apothecaries or herbalists are asked, they will not have heard of murderer w i t h i n t w o or three days, t h e D M should assume t h a t he is
such a preparation. A n y o n e w h o drinks the potion w i l l f i r s t collapse, given another dose of the potion and goes out h u n t i n g again. This time
then become violent for a period of 1-6 hours, then fall into a deep sleep. one of the NPCs sees a tall figure fleeing f r o m the scene back towards
Afterwards - most worrying of all - t h e imbiber will remember nothing the Blue Piper.
of w h a t occurred w h i l e under the influence o f the drug. The D M s h o u l d note t h a t the d r o w described i n T h e P l o t T h i c k e n s
R e n d o u l f / A n g s t e a r is willing to lay down his life, or anyone else's, for occupy t w o adjacent rooms on the top floor o f the Blue Piper Inn.
Pharastus. If anyone gets close to the truth about the murders, he will do
whatever is necessary to silence them or make good his escape.
6 3 h G r a m e M e r e l s is Fr2, hp 6 and a half-elf. A l t h o u g h giving

62a Rendoulf Breeks (Angstear); m, C9, C/CE


no weapon, A C 9 / 1 0 , hp 2 8 / 3 6
the impression of an absent minded (somewhat untidy) school master,
Grame is very sharp indeed. His only fault is that he tends to see the best
in people rather than the truth.
S 1 0 0 Wears normal working clothes, leather apron, green hose
I 1 6 L I Owner o f D j o n Radresen's Apothecary, s e c r e t a n d
W 1 8 f a n a t i c a l cleric of Pharastus
D 9 0 Appears kind and slow witted; sly, cautious, and ruthless
64 The Stockbrokers
C 1 2 0 Known by all inhabitants of Piper's Corner
Ch 1 1 6 4 a - c Y o n d Karryson and his son W i t s u l are both Fr4, hp 10
and dwarves. They make a handsome living Out of trading in shares in
62b M o s a i c h e ; F, E 8 / M U 8 - F 4 , C / C E
AC 9 / 1 0 , hp 2 8 / 2 6
various business ventures, specialising in high risk, high gain m a r i t i m e
projects. Customers buy shares in the various projects, speculating on
Brow the potential return from their investments w h i l e the Karrysons take a
S 1 7 L I Only appears in public wearing a black yashmack; deep red tithe as commission. J i m e s Panderly is Fr2, hp 7, their book keeper and
I 1 8 s i l k robes junior partner, and he looks after the simple business of betting on horse
W 9 0 Wife of Angstear, former drow noblewoman and c h a r i o t races, t h e A r e n a , G u i l d elections, t h e o u t c o m e o f c o u r t
D 1 2 0 Foolish, headstrong, very very violent cases, w h o t h e Piper's Corner m u r d e r e r m i g h t be, etc. I n fact, h e i s
C 1 4 0 None i n League, knows only Rendoulf/Angstear and willing to offer odds on absolutely anything.
Ch 1 7 E l l u c a s i m

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.

63a 'Pip' Pere Aleknight; m; Fr 3; L/LN


knobbed stick; A C 9 / 1 0 ; hp 11
The DM s h o u l d note that Corvellas and G r e e r w i l l be w i l l i n g to talk
about inks and their compounds and they will n a m e drop shamelessly
1/2E about the clients t h e y have had (Sendrennial t h e Puissant, C e r w y n ' s
S 1 2 0 Very smart, spotless apron over blue and yellow chequered Master o f M a g i c s , f o r e x a m p l e ) i n c l u d i n g , o d d l y e n o u g h , R e n d o u l f
I 1 1 j e r k i n and hose Breeks (62a), w h o bought some very expensive ink used in spell books.
W 1 5 0 Innkeeper Neither of the two has any idea w h y an apothecary like Rendoulf should
D 1 3 0 Nauseatingly bluff and hearty, sees much, says little w a n t such an exotic substance.
C 1 4 L I Well known among League landlords for his upwardly
Ch 1 4 f l e x i b l e pricing policy; knows everyone except Mosaiche
(62b) in Piper's Corner; very friendly with Kulig (61a) and 67 Bakery
Angkusteen Hammardius (74a); dislikes Rendoulf Breeks
(62a) because the man is a quack. 6 7 a - d J o t h r e C r i m p and Ouphe are, by their own admission,
possibly the f i n e s t bakers and piemakers in t h e Boroughs. Helped b y
their teenage twin sons Pyclet and M o u p h i n , the couple have built up a
6 3 b - f M a e r i e , X i n t h e a a n d D e w n a r e t h e serving girls, thriving trade in m i d n i g h t snacks for h o m e w a r d - b o u n d theatre-goers.
professionally friendly, but vain creatures. Xinthea is very much in love Their m o s t f a m o u s m e a t - p i e , t h e ' C r i m p ' s S p e c i a l ' , i s u n i v e r s a l l y
w i t h Kulig (61a) and jealous of his friendship w i t h Flinn (61 b). P e r r i n regarded as unsurpassed in tastiness, although no-one has been able to
and N o r b e t are the cellarman and ostler respectively. Norbet was fond extract the exact recipe - or even details of w h a t meat is used....
of Soe, Sir Rubin's third victim, and he has taken to drinking too much Jothre and Ouphe are especially friendly w i t h A l e e (73a) and Hanar
since she w a s killed. (73b), the couples often dine together at the bakery.

Sir Rubin Hewd; m, P9, L/LG


63g l o n g s w o r d +2, A C 9 / 1 0 , hp 4 5 / 5 5
68 Blacksmith
D 1 3 LI Tall and distinguished, but weary, fevered and bedridden 6 8 a j c 'Iron' Ta r d y is a broad, handsome middle aged man w i t h
9 LI Liegeman to Count Nortus d'Erebia of Bereduth strong hNnds a n d a good eye f o r metal w o r k . I n a d d i t i o n t o s h o e i n g
W 1 3 0 Loyal, honest a n d noble, terribly worried about t h e horses, making tools and implements, and fine w r o u g h t iron work, he
D 1 4 murders also turns out the occasional swordblade, just to keep his skill in trim -
C 9 0 Friendly with all at the Blue Piper, particularly Grame nothing fancy, but good, honest steel. Bregan R e t v i s does not w a n t to
Ch 1 8 Merels(63h); friendly with Rendoulf (62a) and Ellucasim be a blacksmith, b u t has l i ttl e choice b u t to w o r k o u t h i s i n d e n t u r e d
(62c) in the mistaken belief that they are helping him apprenticeship. B r e g a n w o u l d l i k e t o be a n a c t o r, b u t w i l l s e t t l e f o r
30 I M A G I N E MagaZitle, June 1985
Crenafer keeps h i m s e l f to himself, e m e r g i n g
from the shop only to buy herbal preparations
and drugs from Rendoulf Breeks and food from
Duestine S c r a n n e l (65a). T h e s o u r c e o f h i s
money (in fact, his life savings) is a subject of
speculation a m o n g s t the o t h e r inhabitants of
Piper's Corner, as is his habit of spending most
nights p l a y i n g h i s l u t e w h i l e u n d e r t h e
influence o f the drugs from the Apothecary.

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....

7 0 Musical Instrument Makers


7 4 Theatre
This building stands out from the others in Piper's Corner, not because it
is exactly delapidated, just uncared for; the w i n d o w s are unwashed and Piper's Theatre is nowhere near the biggest or most imposing in the City
some roof tiles have slipped. The main workroom is piled with musical League, b u t the quality of the dramatic productions p u t on u n d e r the
instruments o f a l l k i n d s . O n c e t h e c e n t r e o f a t h r i v i n g g r o u p o f auspices of A u g k u s t e e n H a m m a r d i u s is of the highest. L o w and h i g h
craftsmen, only Crenafer remains here. comedies and tragedies, concerts, farces and sheer extravagances such
as m a s q u e s h a v e a l l b e e n p r e s e n t e d a t o n e t i m e o r a n o t h e r, a n d
Crenafer; m, Fr 2; N/NG Augkusteen Hammardius' own Night of the Jewels, a comedy of errors
70a no weapon, A C 9 / 1 0 , hp 5 set i n a Thieves' Guild, i s still occasionally m e n t i o n e d a s o n e o f t h e
funniest plays in years.
S 7 0 Unkempt, scruffy, stained minstrel's garb Piper's T h e a t r e i s s m a l l a n d i n t i m a t e , w i t h s e a t i n g o n l y f o r t h e
I 1 4 0 Instrument maker, drug addict selected few in the upper gallery and at the back. The main pit in f r o n t of
W 9 E l Slow and slurred, violent temper when crossed, shy and the stage is an open area, where the most fashionable cliques go to see
D 1 3 a s h a m e d o f what he has become, proud o f his (still the latest productions (and well-loved favourites) and be seen.
C 1 4 e x c e l l e n t ) abilities with lyre and lute At the moment, performances are taking place to audiences of just a
Ch 6 D Afraid of Augkusteen Hammardius (74a), Kulig (61 a) and f e w dozen, the brave and the foolhardy and the ghoulish who hope to
Rendoulf Breeks (62a) as the Apothecary might one day see s o m e t h i n g m o r e t r u e t o l i f e enacted i n t h e Theatre. Te n D i s t r i c t
refuse him drugs; friendly with no-one except his cat Militiamen w i l l be the most conspicuous members of the crowd.

I M A G I N E ma9at1ne, June 1985


31
7 4 A
a ul ogn k
g suwso rt de, e
ACn 9Hammardius;
/ 1 0 ; hp 13 m; Fr 4; N 74c Sivanus the Magnificent; F El /MU1 N/N(E)
dagger +1 A C 8 / 9 , h p 4

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.

These t w o are t h e o n l y r e m a i n i n g actors in Piper's Theatre, w h i c h i s


causing p r o b l e m s o f a n a r t i s t i c n a t u r e t o a d d t o t h o s e o f t h e m o r e Ending the Adventure
physical s i d e . A u g k u s t e e n h a s q u i c k l y w r i t t e n a p l a y w i t h j u s t t w o
characters a b o u t a d a n c e r a n d t h e t w o m e n w h o p u r s u e h e r. O n l y The exact end of the adventure is left largely to the discretion of the DM.
Augusteen and Jooble actually speak Netta is merely seen dancing in Should Sir Rubin, Rendoulf or Ellucasim be uncovered as killers the DM
the background. T h e i r o n y o f t h i s performance i s t h a t t h e Thespians can u s e t h e trial procedure decribed i n L a w a n d O r d e r in I M A G I N E
Guild is considering giving the play an award. magazine . 1 9 . Needless to say, a case of this complexity, and involving
a foreign national, will be heard at the Court of
Ten Thousand Ravens. It is also likely to be an
epic, s i n c e t h e C i t y L e a g u e l e g a l s y s t e m i s
unlikely to be able to find Sir Rubin innocent of
murder, nor Rendoulf guilty of anything much
beyond assault. Several of the City's religious
orders w i l l p r o b a b l y b e q u e u i n g u p t o t r y
Rendoulf f o r b l a s p h e m y h o w e v e r, a n d s i n c e
there i s a c h a n c e h e c o u l d f a c e a m u r d e r
charge on the strength of his conspiracy (being
a servant o f Pharastus c o u l d m a k e h i m
technically guilty), the whole thing will end up
in a h o p e l e s s legal spiral, like so m a n y other
cases, w h i l e Rendoulf and Sir Rubin languish
in jail. T h i s offers a n u m b e r of possibilities to
the PCs r e l e a s i n g Sir Rubin as a sign of their
good nature, or because of a healthy bribe from
Bereduth, or releasing Rendoulf into the hands
of the church of Tarmenel....
W h a t e v e r the outcome of his trial (should he
be caught) Sir Rubin, noble and true to the last,
will instruct Grame Merels to pay the reward to
his captors. R e n d o u l f / A n g s t e a r w i l l b e c o n -
siderably l e s s c h a r i t a b l e a b o u t t h e w h o l e
affair, swearing eternal vengeance upon every-
one involved. Whether this 'eternal vengeance'
has any tangible form is for the DM to decide....
As f o r Ellucasim, t h e poor devil w i l l probably
confess and end up facing banishment, slavery,
life i m p r i s o n m e n t o r p e r h a p s d e a t h i n t h e
Arena. His last gesture as a free man might be
to offer his life savings at best 30-40gp t o
anyone w h o w i l l l o o k a f t e r M o s a i c h e , o r
recover h e r f r o m t h e h a n d s o f h e r e n e m i e s
amongst the drow.

CREDITS
Design: Paul Emsley
Development: Mike Brunton
Cartography: Keith Cooper
Art: Tim Sell

32 I M A G I N E ma9azine, June 1985


13
IMAGINE magazine, Aprti 1985
ri-AvrATAA.,
G ZETTEER ci the
C U N T Y F CERWYN
Those o f you w i t h long m e m o r i e s w i l l r e m e m b e r h o w, w h e n Pelinore If you do not want to wait for the details of a particular place to be written
was born, w e promised you details of the lands around the City League. up i n a f u l l - s c a l e a r t i c l e , i t i s q u i t e p o s s i b l e t o e x t r a c t i m p o r t a n t
This issue contains the first i n s t a l m e n t in the fulfilment of that promise. information f r o m t h e gazetteer below. So, f o r example, if you w e r e to
On this page you will find the official gazetteer of the County of Cerwyn. use the village o f Kaantinnen, by looking at the table you w o u l d k n o w
The g a z e t t e e r l i s t s t h e i m p o r t a n t d e t a i l s t h a t a D M w i l l n e e d t o that i t i s a v i l l a g e s u r r o u n d e d b y a s t o n e w a l l a n d ditch, r u l e d b y a
incorporate a particular place into the campaign, including all the towns Burghermeister w h o a n s w e r s t o t h e Countess. T h e p r e s e n c e o f t h e
and villages larger than a s i m p l e hamlet. expensive w a l l i m p l i e s a r i c h h i s t o r y a n d a p o s i t i o n o f s t r a t e g i c
Following t h e gazetteer i s a n a n a l y s i s o f t h e t o w n o f D a r k m o o r, significance. K a a n t i n n e n ' s population consists of about 1 0 0 Elves and
s h o w i n g the i m p o r t a n t sites and listing the i m p o r t a n t NPCs. N o w that 180 other d e m i - h u m a n s but no humans. In fact, h u m a n s are going to
you k n o w the f o r m a t w e intend using for all these villages and towns, be u n w e l c o m e i n t h i s village (perhaps something to do w i t h relations
w h y not let us see your ideas of w h a t some of the other places are like? w i t h n e i g h b o u r i n g Ti r h a l t e r, i f y o u l o o k t h r o u g h i t s stets). I t i s a
Don't forget A m f l e a t and Arncastle are 'no-go' areas, since they are to c o m m u n i t y t h a t m a k e s a p o o r l i v i n g f r o m r a i d s against others, b o t h
be left as areas where each and every individual DM can design as suits w i t h i n and beyond t h e County. T h e r e i s no C o u n t y military presence,
their version of the campaign; in other words, we will not publish details and no constabulary perhaps lawbreakers in this violent village would
about these places even if they are submitted by readers. be s u m m a r i l y dealt with. The c o m m u n i t y is not in regular contact with
As u s u a l , w e have adopted a n u m b e r i n g code to describe places in the r e s t o f t h e w o r l d a n d s o w o u l d k n o w l i t t l e o f w h a t i s g o i n g on;
Darkmoor; t h e code is m a d e u p o f C e r w y n , D a r k m o o r and a n u m b e r. equally, activities w i t h i n t h e village are unlikely to have been heard of
A l l - n u m b e r codes, therefore, m u s t be references to the City League. outside.

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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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.

I M A G I N E magazine, Aprii 1985 15


'07g k-A 5-71'11-1-FAT7T'TT/7T,
C D 3 T h e T e m p l e o f R i s s i n i s : Aborekket (CD 3a) and eleven Thieves and 1 - 1 0 Fighters can n o r m a l l y be f o u n d here, a n d they w i l l
acolytes ( C l , A C 5, hp 4, t r i d e n t s or maces) r u n t h e temple, w h i c h is sign on for adventures. Delvefar also boasts that you can leave anything
dedicated to the LN fishing deity of Cerwyn and the rest of the Domains. in your room here, and it w o n ' t be stolen.
All curative and water-related spells (up to 3rd level) are available here
at 7 5 g p / l e v e l , w i t h m o d i f i e r s o f x 2 f o r Good, x 3 f o r Evil a n d x 5 f o r C d 7 a R a t Delvefar; Publican;
Chaotic characters (cumulative). First time vistors requiring spells must M; T7, CG; AC -1; hp 25; S16, D 1 8 , Ch 16; d a g g e r +2, l e a t h e r a r m o u r
drink at a fountain, w h i c h will reveal the alignment of the drinker. +3, ring of protection +2, ring of invisibility, access to d6 magical items
'borrowed' from guests
C D 3 a A b o r e k k e t ; C h i e f Priest of Temple; Delvefar i s n o t s h o r t o f m o n e y (cash, gems, e t c w o r t h 1 0 , 0 0 0 g p are
M; C 6 ; L N ; A C 7 ; h p 3 0 ; W 1 6 , C 1 6 ; t r i d e n t + 3 , m a c e ; r i n g o f cached in five secret c o m p a r t m e n t s in h i s quarters), and rarely steals
regeneration; usually memorises curative spells these days. H e does h a v e a r e a d y m a r k e t f o r miscellaneous magical
Aborekket hates competing clerics. Before the arrival of the Temple of items however, and there is a 2 5 % / d a y chance that he will succumb to
Csthenkes (CD10), Rissinis was the only deity worshipped in Darkmoor, the temptation to 'lift' the belongings of a PC. Normally very friendly, and
and Aborekket does not w a n t any more competition. If a cleric seeks his can sell ' h o t ' items for 50% value. Brother of Raf Oresdeep.
professional help it will only be granted to those of LN a l i g n m e n t with a
charisma o f 15+. S h o u l d a PC actually be a f o l l o w e r o f Rissinis, t h e n C D 8 A r m o u r e r s : T h e m o s t important 'trade' guild i n town,
Aborekket w i l l be obsequious and charming. producing o n l y leather a r m o u r, m o s t l y aprons and gloves for various
w o r k i n g - f o l k i n D a r k m o o r. T h e y are p r e t t y good a t t h e i r job, a n d can
C D 4 F i s h e r m e n ' s G u i l d : T h i s is the local HQ for this world- manufacture goods of great q u a l i t y for n o r m a l prices. A speciality of
spanning brotherhood. Mostly, it acts as a clearing house for the fisher theirs is to make very supple leather gloves w h i c h can be w o r n " w h i l e
fleets, p u t t i n g s e l l e r s i n t o u c h w i t h b u y e r s . L a r g e s u m s o f m o n e y even the most dextrous w o r k is p e r f o r m e d " and which are 50% likely to
(d6x1000gp) accumulate here on deposit until catches are shipped out, resist being pierced by a needle in the m e a n t i m e . _ Just 250gp the pair,
kept in a strongroom with an iron door, thick walls and a stout lock (Lvl 2 cash up front, six week wait.
Sliding o r - 1 0 % Open Locks). F o u r local bravos are normally hired to
watch the place during the night (F1-2; AC 3; shortswords). C D 9 Manor House/County Garrison: This fortified stone
manor house, with its keep, food stores and signal beacon is supposed to
C D 5 T h e Courthouse/Meethouse: The administrative be t h e visible f o r m o f t h e C o u n t y M a r s h a l ' s a u t h o r i t y i n t h e s e parts.
centre of Darkmoor, a competing a u t h o r i t y t o the M a r s h a l Gasres. A Alas, his representative is the Marshal Gasres. Kanwas Gasres, on the
yearly poll elects a Council of Ten to handle local taxation, the militia, last step of a long climb towards noble status, has fallen victim to old age
justice and relations w i t h t h e City League. Ta x e s are a l O g p , a n n u a l and indecision. Thus, t h i s d i ff i c u l t p a r t o f the County is n o w not only
head tax; the militia mops up the money; justice is cursory but usually geographically d i s t a n t f r o m t h e c e n t r e , b u t p o l i t i c a l l y a s w e l l . T h e
lenient (use L a w & O r d e r tables from . 1 9 , treating Darkmoor as Guild garrison (30 F l -2, A C 3; pikes and longswords) has dwindled through
Militia, and giving the Court modifiers of 85 on Before The Beak and -10 desertion and neglect, and morale is poor. The precept that the Marshal
on G o i n g D o w n ) ; and relations w i t h the League are one-sided.... is supposed to serve on the local c o m m u n i t y to raise money for County
administration has not been served for three years and the garrison has
C D 5 a M a t r e x e s d i R e g i n e s ; Landowner, Head Councillor; been paid Out of the M a r s h a l ' s funds; he is n o w nearly destitute.
F; Fr5; LN; A C 6; hp 1 5 / 2 0 ; 11 4
Matrexes is in her second term. Her administration is no different from C D 9 a K a n w a s G a s r e s ; M a r s h a l of the County;
any recent predecessor, handing over responsibility for defence to Luis. M; F9; LN; AC 0; hp 4 5 / 5 5 , S 13, W 7, C 6; l o n g s w o r d +3 ( i n t 1 4 , Ego
She is unlikely to change and thus the decline of the town will probably 2 0 , LN, detect chaos, d e t e c t undead, +5 vs undead), plate mail +1,
continue. Very popular with the voters, she has the key support of three shield protection from normal missiles +3, medallion of ESP
others on the Council. Kanwas is 78, and increasingly senile. For long periods he will be under
the control of his sword Lifesheart, which has only one aim, that being to
C D 5 b C a r r o d i n e o f K o s r e ; H o r s e Trader, Councillor, be transferred to someone better able to w i e l d it against undead. It is
M; F4; LE; A C 2; hp 2 0 / 2 5 ; S 15; C 4; b a t t i e a x e +1 manipulating Kanwas to f i n d a suitable mate for his grandson or grand-
An ex-soldier, n o w an exile, Carrodine is the victim of a curse which has daughter, w h o c a n b e g i v e n t h e s w o r d a s a w e d d i n g gift. T h u s , i t i s
left him prey to all m a n n e r of diseases. There is a 75'/0 chance of him known t h a t the M a r s h a l i s looking to m a r r y his grandchildren off, and
missing a Meet, w h i c h is a pity since t w o other councillors follow him, there w i l l be 1 - 3 suitors at the m a n o r at any one time, each LN and of
and he has suspicions of Luis' activities. levels 5-8. None, however, has yet met Kanwas' own stipulation - that
the prospective spouse give him 20,000gp to pay off the garrison, and to
C D 5 c R a t Oresdeep; Councillor; return to High Lygol to see out his days. Should a PC suitor come forward
F, D w 6 / F 6 ; LG; A C 1, h p 25; S 18(66); D 15; t w o - h a n d e d s w o r d +2; w i t h the money, the marriage will be rushed through. Alas, all are being
chain +1; shield +1 misled. A l t h o u g h t h e t i t l e o f M a r s h a l i s hereditary, t h e o l d m a n h a s
Oresdeep looks after the interests of the Dwarvish minority, and does it decided that it will go to whichever of his grandchildren marries second;
very well. Two others sit on the Council w i t h her, and the excellent work thus the PC w i l l e n d u p w i t h Lifesheart, a graceless spouse, a n d w i l l
of the Dwarves in building has shored up the town. K n o w n opponent of remain as far a w a y from being one of the County nobility as before.
Carrodine and disagrees w i t h everything he says b u t also concerned
about Luis. Sister of Raf Delvefar (CD7a). C D 9 b Krisnetta Gasres; no profession;
F; Fr 7; LE; AC 9 / 1 0 ; hp 2 1 / 2 8 ; cosmetics of a magical nature appear to
C D 6 Messengers & Couriers Guildhouse: The Messen- make her Ch 1 8 - they take five h o u r s to apply correctly.
gers & Couriers Guild operates a series of watch stations along the road Krisnetta hates Darkmoor, and intends to leave at the first opportunity,
to A b e r c o r n i l , a t f i v e - l e a g u e i n t e r v a l s . T h i s End-station h o u s e s 2 0 be it marriage, the death of her grandsire, o r whatever. She is selfish,
Couriers (Fr3; AC 7; hp 10; longswords) and has a stable for t w o dozen noisy and otherwise thoroughly unremarkable.
fast horses. They keep the road safe (-ish), and act as a banking service
for adventurers from the League, transferring funds from their offices to C D 9 c Bregan Gasres; no profession
like premises in the City, w h e r e it can be held until collected. M; F l -Fr7; LN; A C 5; hp 2 7 / 3 5 ; I 7; l o n g b o w +1
Bregan is dense, listless and useless. If he ends up in charge there is the
C D 6 a Landrennian ('Fast Lanny'); Herald; distinct possibility that things could get even worse....
M; F7/R7; LG; AC -2; hp 3 1 / 3 6 ; S 1 6 , W 15; D 16; C 16; Ch 16; shield +3,
longsword +2, 3x potion of speed, potion of extra-healing. C D 1 0 T e m p l e o f C s t h e n k e s : C s t h e n k e s is a Neutral deity
Sharp, bright and very agile, Landrennian has been good at everything whose p r o v i n c e i s m i s e r y. I t s p h i l o s o p h y i s f a t a l i s t i c , m o r b i d a n d
he has ever tried, from his early days as a t h i e f in the City League, to a soporific. A b o u t 25% of the population of Darkmoor have turned to this
reforming s t i n t a s a m e m b e r o f t h e C o u n t y Horse, t o a n e i g h t year cheerless d e i t y ; s e r v e d b y 2 0 s p i r i t l e s s a c o l y t e s i n a g r e y t e m p l e ,
adventuring career in the Splintered Lands, to this job, Guild Officer for offering purified food from rubbish tips to the poor. Csthenkes worship-
the Heralds in NE Cerwyn. These days, h e doesn't get involved w h e n pers will be found mostly among the most uninteresting members of the
fights break Out, or when there's a dispute between the Council and the c o m m u n i t y, and the acolytes are all C 1 , AC 7, hp 2, armed with no more
Marshal Gasres. But if the chips were down, he m i g h t be the best person than their ability to make all h u m a n endeavour seem utterly futile.
to t u r n t o H e h a s t r e a s u r e t o t h e v a l u e o f 1 2 , 5 0 0 g p k e p t a t t h e
Guildhouse, s a v i n g s h e i n t e n d s t o u s e t o m a r r y Niori ( C W 2 - s e e C l O a Dedderrek; Acolyte
Wicboid) and to build a n e w farm out in the wilderness. M; C l N ; A C 7; hp 4
Dedderrek tells adventurers he has something important to pass on. He
C D 7 T h e W o l f & C u b s I n n : Rai Delvefar runs a good hostelry. has. A n y o n e spending more t h a n a f e w seconds in his company has a
He knows adventurers have money, and this is the place in Darkmoor to 15% c h a n c e o f c a t c h i n g a m i s e r a b l e disease; s a v e v s poison o r b e
spend it. Name your vice, Delvefar will supply. It's pricey (twice normal), helplessly sick for d4 days, check every d4 weeks. M a n y poor people in
but a h o t b e d o f r u m o u r s a n d u s e f u l tips. 0 - 1 M U s , 0 - 2 Clerics, 1 - 4 Darkmoor have it too....
16 I M A G I N E magazine, Aprit lass
Gi of PeErmorre
Introduction
The gods of Pelinore are numerous; some famous, some obscure. They Different gods have d i ff e r e n t attitudes to clerics and followers. S o m e
live i n t h e i r o w n p l a n e a n d c a n n o t leave it, b u t are able t o project a roundly ignore both, o t h e r s i n t e r f e r e q u i t e often. N o god c a n control
tangible ' f o r m ' onto the prime material plane w h i c h m i g h t appear as a followers those w h o choose to w o r s h i p cannot be stopped; but the
person, a creature or even an artifact. In this way the gods may interfere gods can force clerics to adopt certain standards, both in the shrines and
w i t h day-to-day life. W h a t is more, t h i s is the only w a y the gods m a y outside t h e m . F o r e x a m p l e , a g o d m a y i n s i s t t h a t c l e r i c s a n d a l l
interact one w i t h another. The material f o r m can be h u r t or killed, but worshippers must be neutral and will refuse to give the clerics their full
this has no effect whatsoever on the god, who can create another at will. quota of spells if non-neutral worshippers are admitted to holy places.

Gods' C l e r i c s ' Clerics'


Name I n t e r e s t A l i g n A l i g n C h a n g e s to Clerics' Abilities Weapons

Abex/Sritinna C h a r i s m a + L E A n y E For each point of Ch over 14, v i c t i m ' s saving t h r o w vs q u e s t or M a y use


Dominance c o m m a n d is reduced by 1. Control undead at 1 level better than normal, w h i p
Gain hold person as M U s as a p o w e r at 5th level. Cannot use bless,
chant, resist cold, resist fire, prayer or feign death. Min Ch 15
Csthenkes Despair N A n y Only level 1 c l e r i c s

Dayleeh Vigour L N A n y L Gain 1 p o i n t of constitution at 3 / 5 / 5 7 / 9 levels. Spend 4 hours every day


in w o r s h i p / t r a i n i n g to gain spells (in addition to normal requirements)
Fealans Pretty Things N A n y Must have been at least T3 before converting to cleric. Gain all detect Leather
spells one level earlier than usual armour only,
no shields

Grea Dissembling C G A n y C I m m u n e to d e t e c t lie. Gain c h a n g e self at 3rd, m i s d i r e c t i o n at 5th, n o n -


d e t e c t i o n at 7th level. Learn these as normal. M a y not use augury,
commune, divination, true seeing or know alignment.
Green Man Growth + N A n y N M u s t become moderately intoxicated before acquiring spells
Abundance

G r u n n u n d e r g r o n D w a r v e n God C A n y Dwarves only no special abilities May use


of M i n i n g pick

Hrea D i s s e m b l i n g C N A n y C see Grea

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

Onjura Mourning N A n y N No cures, resurrection or light (darkness is available).


Pharastus Death C E C E Turn paladins 2 levels better than normal. No cures or resurrection. M a y use
When fighting a t -4hp or lower, enter 'death frenzy' and fight o n for 1 - 4 e d g e d
rounds at 2 attacks per round w e a p o n s
Rissinis Fishing N A n y Cannot locate o b j e c t through earth or rock. N o s t o n e tell or e a r t h q u a k e M a y use
trident

Saith Vengeance L G L G No raise dead, resurrection, regenerate or atonement. Cure disease as


Paladins upon reaching C3. Get q u e s t as 3rd level spell
Tarmanel Sky, a i r + N G A n y non-E No stone tell or earthquake. No locate object through earth/rock. Only
weather 1st & 2nd level spells w h e n out of sight of sky. Gain powers once per day
as spells: f e a t h e r fall at 3rd, f l y a t 6th, c o n t r o l w e a t h e r at l l t h level. No
dwarves or gnomes
Trea Dissembling CE Any C See Grea

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.

A b e x / S r i t i n n a god/goddess of charisma and dominance D a y l e e h god of vigour


Formerly a d e i t y w o r s h i p p e d by sahuagin; n o w ' b o r r o w e d ' by certain Dayleeh is worshipped in the civilised fleshpots of the Domains. Clerics
men. Followers can be of any alignment but are normally fighters. value p h y s i c a l p r o w e s s a n d a c h i e v e m e n t a s m u c h a s s p i r i t u a l i t y.
This god v a l u e s w o r s h i p t h r o u g h deeds; t h e m o r e o t h e r s f e a r t h e Throughout the Domains, m a n y Circuses and A r e n a s are dedicated to
clerics (all LE, Ch 15+), the higher they are in the god's esteem. Dayleeh and those w h o compete there make ritual obeisance. Despite
A b e x / S r i t i n n a never intervenes directly, but can offer advice on the neutral alignment, Deyleeh ruthlessly demands that all clerics adhere
best route to power. This must be obeyed or the god will slay the follower rigidly t o t h e i r r e g i m e n o f physical activity. Even w h e n adventuring,
w i t h o u t a s e c o n d t h o u g h t . A l w a y s a p p e a r s i n m a l e f o r m (Abex) t o clerics of this god m u s t put aside the required t i m e to earn their daily
females and in female form (Sritinna) to males. spells.

C s t h e n k e s god of despair F e a l a n s god of pretty things


Only those w i t h o u t hope turn to this god of pessimism and defeat. The By implication, also a god of thieves. Fealans is a great meddler in the
clerics who serve him give up all hope of worldly wealth, achievement or affairs of Pelinore at a trivial level, appearing as a child or magpie.
progression a n d s o r e m a i n f o r e v e r a t f i r s t l e v e l . C s t h e n k e s n e v e r Followers are n o r m a l l y neutral in some respect Fealans is not an
interferes in the prime material plane and when those whose final h o u r 'extremist'. T h e y c a n b e d e t e c t e d t h r o u g h t h e i r h a b i t o f c a r r y i n g a
has come turn to him, he w i l l accept their homage but do nothing. painted tile w i t h a likeness of a gem or some similarly valuable item.

I M A G I N E m49athle, May I985


13
,Tjk J v j u 0-UT
Temples are normally small. A l t h o u g h a t a r g e t for other thieves and Onjura i s o f t e n i n v o k e d b e f o r e t a k i n g l e a v e o n j o u r n e y s . S m a l l
the authorities due to reputation for great wealth, they usually hold little statuettes of the goddess may be placed at the mouths of harbours, next
of value as donations are spirited a w a y to some secret location. This to outside gates o r doors, o r on headlands (where she can w a t c h t h e
gives rise to further r u m o u r s of huge hidden hoards. departed ship for the longest period).
Clerics m u s t once have been thieves. T h e y disdain all a r m o u r and
most other forms of clothing. Believers eschew all weapons except in P h a r a s t u s g o d o f death
extremis daggers (of the best possible quality). As god of death and all t h i n g s evil associated w i t h death, Pharastus is
not worshipped publicly at all. Indeed, were it not for his o n s old hatred
Grea, Hrea and Trea the dissemblers of Ta r m e n e l , h i s n a m e m i g h t n e v e r h a v e a r i s e n a b o v e t h e l o w
Grea is the W h i t e Liar. She lies for fear that truth w i l l h u r t the hearer; m u r m u r i n g s o f h i s evil acolytes. A s it is, f o l l o w i n g h i s persecution o f
she is invoked by lovers and others in m a t t e r s of the heart. She is the Ta r m e n e l ' s priests, P h a r a s t u s i s n o t o n l y w e l l k n o w n a s t h e g o d o f
patron, h o w e v e r temporary, of those w h o lie to help their fellows. killing, m u r d e r, m u t i l a t i o n a n d m a y h e m , b u t h i s n a m e h a s b e c o m e
Hrea is the Grey Liar. She tells untruths and spins a web of deceit and synonymous w i t h all of these things.
illusion for no reason. She is capable of lacing her lies with a small dose None w i l l ever a d m i t to w o r s h i p p i n g t h i s god and no cleric w i l l ever
of truth to give them substance. Hrea is far from malicious, she is simply confess to following him. However, secret, evil shrines exist throughout
indifferent t o t h e f a t e o f h e r fictions. H r e a i s t h e s i s t e r invoked b y Pelinore and it is safe to assume that any town of any size w i l l have some
musicians, poets or playwrights. S h e i s also, a s mistress o f illusions, vile reminder of this deity.
increasingly seen a s a p a t r o n suitable f o r illusionists a n d diplomats;
indeed all those w h o live by not revealing the w h o l e truth. R i s s i n i s g o d o f fishing
Trea i s t h e B l a c k Liar. S h e l i e s t o cause p a i n a n d deceive f o r i l l - Worshipped w i d e l y t h r o u g h o u t the Domains, Rissinis intervenes most
purposes. She is invoked in w a r by spies, diplomats, lawyers, the guilty regularly to save the lives of worshippers threatened by bad weather or
and the cruel. Those w h o lie out of habit are thralls of Trea. Because of other misfortune w h i l e fishing at sea. Clerics are drawn from the ranks
her black nature, h e r most devoted followers are sometimes unable to of the saved, and operate a s i m p l e religion based on the observance of
distinguish t r u t h from falsehood even w h e r e it stares them in the face. obscure rituals rather than spell-casting.
The s i s t e r s h a v e a u n i f i e d c l e r g y, w h o profess t o f o l l o w a l l t h r e e
equally, t h o u g h e a c h w e a r s t h e c o l o u r s o f t h e i r chosen M i s t r e s s o f S a i t h t h e P r o t e c t o r vengeance-giver of law
Untruth. N a t u r a l l y, t h e Te m p l e s emphasise t h e w o r s h i p o f Grea a n d Saith is a v i o l e n t god at times, b u t compassionate. I n h i s aspect as a
Hrea, w h i l e keeping Trea in her proper place t h e darkness at the heart warrior h e i s f a v o u r e d b y p a l a d i n s , w h o m a k e u p t h e b u l k o f h i s
of the Temple and all lies... followers. In his peaceful aspect he is a healer, especially of plague and
Their temples thrive in a modest way as almost everyone tells lies pestilence; a b r i n g e r o f p l e n t y a f t e r f a m i n e ; t h e e n d e r o f p a i n a n d
and feels the need to make donations so these are never discovered. strife.... T h e c o m m o n populace o f t e n t u r n t o S a i t h f o r deliverance i n
times of siege or plague.
T h e G r e e n M a n g o d o f g r o w t h and a b u n d a n c e Those c l e r i c s w h o d o f o l l o w S a i t h a r e m e n a n d w o m e n o f a
The Green M a n concerns h i m s e l f w i t h the plants and creatures of the scrupulously l a w f u l and good nature. They are the ones w h o serve the
natural, m u n d a n e w o r l d . H e i s interested i n t h e p r o d u c e o f n a t u r e , god in his peaceful aspects, bringing succour to those who suffer and
especially t h a t u s e d i n t h e m a k i n g o f beers, a l e s a n d w i n e s . T h i s i s collecting tithes for doing so. The warlike aspects of Saith are served by
reflected b y h i s symbol, t h e h o p foundation o f t h e f i n e s t ales. H e paladins, for w h o m his vengeance taking on the forces of evil are seen
projects m a n y guises (gardener, brewer, forester, etc) for his dealings as t h e m o d e l f o r p a l a d i n - l i k e b e h a v i o u r. Nevertheless, s u c h a c t i o n s
with m o r t a l s a m o n g s t w h o m h e f a v o u r s t h e s i m p l e f o l k o f t h e must a l w a y s b e j u s t a n d n e e d f u l , n o t s i m p l y g r a t u i t o u s a n d w a n t o n
countryside. K n o w n b y m a n y r e g i o n a l n a m e s ( t h e G r e e n M a n , destruction.
Barleycorn and M o t h e r Nature's Son are but three), he is called upon by
peasants a n d s m a l l h o l d e r s d e p e n d e n t o n t h e w h i m s o f n a t u r e t o T a r m e n e l g o d o f the sky
increase their crops and to help them celebrate harvest in the m a n n e r Tarmenel, w h o holds s w a y over the sky and thereby the quality of air
that only he can that is breathed and the w e a t h e r that controls so m u c h of life, is a god
His l o v e o f l i v i n g c r e a t u r e s i s broadcast b y h i s songs. M a n y a n d known t h r o u g h o u t Pelinore. In the days long before history, there was a
beautiful they arel These songs are his peculiar magic and he uses them tacit a g r e e m e n t b e t w e e n t h e g o d s n o t t o i n t e r f e r e w i t h t h e p r i m e
to encourage life to grow and prosper to his will. The Green Man is rarely material plane, b u t Tarmenel could not resist aiding a particular idyllic
found w i t h o u t a song on his lips and never w i t h o u t one in his heart. group of sheep-herders to a position of authority and power. A l b e i t this
The G r e e n M a n h a s f e w p e r m a n e n t worshippers. Some, h o w e v e r, power was benign, the other gods did not approve. Only Pharastus dared
choose him as their patron deity, although he takes little interest in them intervene a n d h e m a d e i t h i s b u s i n e s s t o w r e a k h a v o c w h e r e v e r
and w i l l o n l y i n f l u e n c e t h e spheres of natural abundance. His clerics Ta r m e n e l ' s i n f l u e n c e stood. Eventually Ta r m e n e l w i t h d r e w from daily
must become moderately intoxicated before sleeping in order to regain interference, b u t h i s w o r s h i p h a s t h r i v e d a n d lived on. M a n y look t o
their spells. M a n y druids respect him. Tarmenel f o r a i d , n o t l e a s t t h o s e w h o d e p e n d u p o n t h e w e a t h e r
(adventurers and sailors, i n particular), for success.
G r u n n u n d e r g r o n dwarvish god of mining
Grunnundergron is the god dwarves look to for maintaining safety in the U r r i l M a a god of memory
mines. A l t h o u g h he n o w has been given full responsibility for all mining Urumaa, although famed t h r o u g h o u t the Domains and beyond, is a god
activities by his followers, his origins were much more specific. He was w i t h many followers but almost no clerics, shrines or temples. As a god
originally the Net god, w h o caught dwarves who mined too deep and fell of memory he is frequently called upon, but rarely worshipped.
through the underside of the earth. Some say he is the father of the gods but others deny this, ferociously
maintaining t h a t 'she' is their mother. W h a t e v e r the truth, U r r u m a a is
M i e l s e n god/goddess of romance considered a n c i e n t , e v e n a m o n g s t t h o s e t o w h o m a g e i s a l m o s t
Mielsen h a s temples i n every m a j o r t o w n o r city and occasionally in meaningless.
unexpected locations. These take the f o r m o f open gardens bestrewn
Urrumaa has never)iAte,rfered on the prime material plane.
with flowers a n d shady walkways, o f t e n w i t h a complicated maze
leading to the shrine. Wo r s h i p p e r s are expected to bring something of V a l b u r e god of swords
beauty as a love token; a painting, fine fabrics or jewels are most usual. Valbure i s t h e god o f s w o r d s m i t h s a n d s w o r d users, a l t h o u g h r a r e l y
Clerics perform marriages, birth ceremonies and record oaths. They worshipped t o t h e e x c l u s i o n o f o t h e r g o d s b y h i s f o l l o w e r s . H e i s ,
also b r e w love philtres, but only to administer to t w o willing parties. however, i n v o k e d b y m a n y o f t h o s e i n v o l v e d i n t h e m a n u f a c t u r e o f
weaponry and a r m o u r, w h e t h e r to lend h i s strength t o w h a t is being
n j u r a the Weeper, goddess of m o u r n i n g (and departures) made (in the case of swords) or to w i t h h o l d his vengeance from those
Onjura is not a goddess of death, nor is she connected with the afterlife. w h o dare to create a r m o u r and other, m e a n e r weapons.
It is her function to watch over the journey of the soul from the world to Valbure is also invoked by those w h o use swords professionally, both
its final destination, wherever that may be O n j u r a is also the goddess of to ward off misfortune and to wish it upon the opposition ("Valbure, may
mourners, a l t h o u g h she gives no comfort, save the knowledge that the his knife chip and shatter"; " Va l b u r e , give my swordarm strength", etc).
dead will be cared for at least for a little w h i l e longer. Clerics o f Va l b u r e a r e m a r t i a l folk, w h o set u p p e r m a n e n t shrines
Onjura's clerics officiate a t funerals (usually in addition to clerics of w h e r e they w o r s h i p and dedicate swords to the god (usually enchanted
whatever god t h e deceased worshipped) a n d g a t h e r t e m p l e f u n d s i n weapons of some type). These temples also provide protection for their
payment f o r t h e i r services a t t h i s c e r e m o n y. S e r v a n t s o f O n j u r a d i g localities in the f o r m of skilled and armed swordsmen, and training for
graves a n d m a i n t a i n graveyards a n d extract a t o l l f r o m relatives f o r all t h o s e w i l l i n g t o w o r s h i p a n d d o n a t e t i t h e s . T h e c l e r i c s a r e w e l l
doing so. T h e y a l s o a c t a s " p r o f e s s i o n a l m o u r n e r s " w h e n r e q u i r e d , respected by most secular authorities for they do not proselytize, but do
weeping and wailing over the corpse. It is not unusual for wills to include provide a solid m i l i t a r y cadre and weaponsmiths.
a small s u m set aside for this and it is believed that for t r u l y massive Valbure's clerics hold meteors to be especially holy and will pay good
donations O n j u r a ' s clerics w i l l provide surrogate wives, h u s b a n d s or prices for meteorites, as the iron in them is often of the finest quality and
concubines to be t h r o w n Onto funeral pyres, i f this is required. the " s k y m e t a l " is believed to have fallen from Valbure's o w n anvil.
14
I M A G I N E maaadae, May 1985
6' 1271 27 cl?
is centuries o l d '71 gaunt, blach-lvalled lortress
1 I w, i g a l l g e W i t r a l i r r
Ja Me Ags, L i d d e d on Me volcanic soil ot a slender
1 4 4 J r e a t plazas there are irithin O t i f 4 1 : 1 (
tS.1
where once ' L a r d Me soldiers/ long-past I K E Z

' a n e i v ' m a i n but a leu a venturers 5., ? , 1 1 0 . 1

Antroni Carturne, Reeve-herald of Itithotd

.,

IONS
L I N A
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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

C T 1 a s a i r i n v e r t n i i e ; H i g h Priestess of the God M o r d r e n n C T 3 c Croan; Fence


F; C16; CE; A C -1; h p 6 8 / 6 4 ; S 15, W 15, D 15, C 14; uses matched M; Fr3; N; AC9; hp 12; wears h e l m o f t e l e p o r t a t i o n
shortswords + 3 ; p l a t e m a i l + 4 ; h e l m o f teleportation; r i n g o f Croan appears to be independent of Jarda's Guild, b u t is utterly under
invisibility, H a n d o f M o r d r e n n . his control; this halfling's w i f e is being held prisoner by a confederate of
W h e n c e Sairin comes, or when, no-one knows. In fact, she is 45 years Jarda's in the League. It is t h r o u g h Croan that Jarda a c c u m u l a t e s his
old t h o u g h she was born at t h e very death of the Almete Empire! She wealth. The fence is a skilled m a n i p u l a t o r of men, and pits individual
was magically suspended by the clerics o f a Religion o f Wa r r i o r s and party members against each other. Thus he will offer one 1 0 0 0 g p for an
Death and was only restored by the intervention of another cleric, Corvet item w o r t h three times as much, but with the bonus that he will tell the
of the Glaive, some twenty summers ago. He is now dead, and the secret rest of the party t h a t the item i s next to worthless. H e t h e n takes t h e
died w i t h h i m . H e left S a i r i n behind, d w e l l i n g i n t h e t o w e r above the items and sells them in the League, and brings the money back toJarda.
disused t e m p l e , w h e r e s h e d i s c o v e r e d m a n u s c r i p t s r e l a t i n g t o This journey occurs every month, and is made in the greatest of secrecy.
M o r d r e n n that allowed her to commence her evil religion. Now, all she
lives f o r is t h e o p p o r t u n i t y t o extend h e r dominion. A n y a t t e m p t by a C T 4 C a r t e n n s e n ' s P l a z a : Even by Tellhalter standards, the
cleric to found another religion, or to restore Mordrenn to his true faith, goings-on i n t h i s part of t h e fortress are shrouded i n secrecy. T h o s e
will be m e t w i t h all the resources at her command. watching the building at night have noted strange smells upon the air
and lights in the sky. M o s t people avoid the place.
Sairin u s e s h e r t w o m a t c h e d , m a g i c a l shortsvvords w i t h g r e a t skill,
although she is not genuinely two-handed. The Hand of M o r d r e n n is an C T 4 a Cartennsen; Wizard
artifact she compelled the god to fashion. It is a glove of silvered steel F; MU16; L / L N ; AC 2; hp 46; I 18; wears bracers o f defence A C 2 , uses
that stores a staggering a m o u n t of electrical power. If she lays hands w a n d o f f i r e b a l l s / w a n d o f fire (8 charges); m e d a l l i o n o f ESP 3 0 ' .
upon another being, they will take 8d8 points of electrical damage; the Cartennsen g a v e u p a c t i v e a d v e n t u r i n g f i v e y e a r s ago, t o t a k e u p
glove may also be 'fired' as a w a n d o f l i g h t n i n g three times a day, or at experimentation in enchantment. One particular experiment has gone
will on Av a n n - d a y. Only Sairin may wear it. Any other being that tries to dreadfully w r o n g , a n d a ferocious d e m o n i s n o w c o n t a i n e d w i t h i n a
don it must save vs w a n d s or take a shock equal to the full stored power chamber, h e l d o n l y b y C a r t e n n s e n ' s magicks. W h i l e s h e h a s l i t t l e
of t h e g l o v e 1 8d8. A f t e r s u c h a n o c c u r e n c e t h e g l o v e w i l l b e difficulty in keeping the demon contained under normal circumstances,
powerless until the next Avann-day; only Mordrenn may alter its power. on approximately one night in ten it tries to break free, and she has to
fight it. If anything happens to break her concentration on such a night....
C T 2 C o r d ' s H o m e : A part of one simple plaza houses one of
the more famous sons of Cerwyn, Cord of Da hn. A n adventurer for 4 0 C T 5 The Plaza of the Medusa Legionnaires: This
years, h e w a s t h e l e a d e r o f t h e f a m o u s Red G a u n t l e t s , a b a n d t h a t houses o n e o f t h e NPC a d v e n t u r e r parties i n h a b i t i n g Te l l h a l t e r. T h e
roamed t h e Domains. H i s h o m e i s poorly f u r n i s h e d and offers barely Legionnaires are a noisy, quarrelsome group of chaotics, not particularly
130gp in treasure, although there are ten locked, trapped chests around malicious, who use the fortress as a base. They will only be in residence
the building, testimony to former grandeur. A l l are n o w empty. 20% of the time, and normally carry a variety of w o u n d s and a i l m e n t s
w h e n at home. They rarely have any money, even after adventures; their
C T 2 a Cord of Dahn; Adventurer first port of call is always Alnedius' (CT7). W h e n first encountered, the
M; 1 6 / R 1 6 ; LG; A C -1; h p 6 0 / 7 4 ; C 1 5 ) 6 ) , C h 17; u s e s l o n g s w o r d party consists of F6, C5, M U 5 , F-MU4, F4, T4, C 4 and F3 there is a
+5/Holy Avenger longsword, a crossbow + 2 and a shield + 3 50% chance of 1-3 of them failing to return from one of their forays.
(Advanced O n l y : s p e l l s m e m o r i s e d u s u a l l y curative, d e f e n s i v e a n d
animal-related) C T 6 T h e P a t r i c i a n s : A tiresome bunch of neutrals, m u c h
Cord is virtually impoverished. Having accumulated wealth estimated at depleted by over-ambition. They are in residence just 10% of the time,
over a million gold pieces in a long career, he retired, passing most of his and have another home in the City League. They are more inclined to be
magical goods to trusted lieutenants. Then, a terrible illness nearly slew evil t h a n t h e Legionnaires, a n d are m o r e successful a t holding o n t o
him, and only a series of costly clerical spells halted the decline. He was money. They m i g h t have d i 00 x 100gp in t h e i r block at any one time,
left weakened, so that for every hour spent adventuring he will lose one although t h e i r e n o r m o u s appetite f o r f i n e w i n e s u s u a l l y evaporates
point of constitution, down to a m i n u m u m of 6. He has come to Tellhalter whatever money they do find. The party currently consists of T8, F7, F7,
to r e f o r m t h e Red Gauntlets, a n d w i l l r e c r u i t a n y w i l l i n g L a w f u l PCs. C 6 / D r 6 , but they could easily just fail to return one day.
However, h e a i m s h i g h , a n d a l r e a d y o n e g r o u p o f s e v e n t h - l e v e l
adventurers has fallen at his side. He will extract an oath of loyalty from C T 7 A l n e d i u s ' C l u b : A squalid gambling den, i n n a n d
all w h o join him; w h o k n o w s to w h a t adventure it will lead them. bordello, w h e r e the rowdy adventurers of Tellhalter generate the only
truly regular income: Alnedius'. Prices are 5x normal, and the quality is
C T 3 T h e C o r i n : A n e t w o r k of alleys near the Gate Quarter. A n lousy; but it's the only game in town.
independent Thieves' Guild, operated byJarda Whitehand, is establish-
ed here, among the semi-destroyed buildings. The blocks are riddled by C T 7 a A l n e d i u s ; Club-owner
tunnels, secret doors and underground passages that only Jarda knows M; T 6 ; N ; A C 5 ; h p 1 8 / 2 4 ; D 1 7 ; u s e s poisoned daggers, p o i s o n e d
completely. T r y i n g t o t r a c k d o w n a n i n d i v i d u a l c o u l d b e n e x t t o swords or just poisons the wine....
impossible. A b o u t 3 0 Thieves live here, in n e a r poverty; d r a w n by the Alnedius doesn't intend to stay in Tellhalter long. W i t h the money he is
lure of 'easy' pickings on t h e frontier. Each w i l l be Ti -4, A C 4, a r m e d raking in, he can buy a proper club in High Lygol or even the League, and
w i t h t h r o w i n g daggers and shortswords. be respectable. For now, he just sits back and rakes it in. The club has
been robbed every w e e k o r so f o r t h e l a s t t e n years, b u t h e d o e s n ' t
C T 3 a J a r d a W h i t e h a n d ; Thieves' Guildmaster M; 116; CN; mind..., his three savage guard dogs have killed t w o men for every gold
Ti 6; A C 4; hp 5 4 / 6 2 ; D16; uses shortbow and poisoned dagger piece that has ever been taken.
Jarda is using Te l l h a l t e r and the thieves w h o dwell there as part of his
design t o b e c o m e a g r e a t G u i l d m a s t e r i n t h e C i t y League. W h i l s t C T 8 T h e G a t e Q u a r t e r : Food, drink and most perishables can
maintaining an air of incompetence and poverty, he has located a vault, be bought from the stalls in the 'market', but at 5x times normal prices.
hidden in a maze of tunnels below the Inn of White Bells, and known to All other goods can be imported at double the cost again. These factors
him alone. There he stores the loot he has accumulated a staggering ensure no-one does business with the traders of Tellhalter unless they
haul of over a quarter of a million gold pieces in gold, platinum and gems, are r e a l l y desperate, a n d w h y l a r c e n y i s t h e c a u s e o f m o r e m o n e y
and a number of art treasures which might double that sum. The vault is circulating t h a n trade. There w i l l be 1 - 6 traders, 2 - 1 2 T i -2s a n d 5 - 8
so well hidden and defended that no-one has ever managed to penetrate beggars here at any time.
it; Jarda trusts nobody. One additional quirk in h i s nature is that he also
has no faith in magic, and will never employ magical items against even C T 8 a The Old Man/Malsenn; deity
his w o r s t enemies. M; F r i ; AC 10; hp 1; S 4; Ch 4; no visible weapons or means of defence
The only w a y M a l s e n n can m a n i f e s t h i m s e l f upon t h i s plane is in the
C T 3 b S h m e t t l i n g ; J a r d a ' s lieutenant guise of a pathetically weak, diseased old man. H e w a i t s i n t h e Gate
M; 11 0 / A 1 0 ; NE; AC 1; hp 4 0 / 4 0 ; S 17, D 17, Ch 17; uses black-bladed Quarter for newcomers, and will badger clerics for aid, along with three
blade o f v e n o m +4, w e a r s leather a r m o u r +4. or f o u r other beggars. He doesn't w a n t money though. Instead he w i l l
Shmettling i s a f r i g h t e n i n g individual, u t t e r l y i m m o r a l . H e i s Jarda's beg them to restore the true religion of Malsenn. He will, if anyone will
assassin, and kills w i t h o u t compunction. He has no motive for staying in listen, relate the story of the malicious twist the worship of Malsenn has
Tellhalter he is not enjoying any of Jarda's wealth but since he gets taken; everything, in fact, but his true nature. S houl d anyone mistreat
so m a n y o p p o r t u n i t i e s t o p r a c t i c e h i s a r t , h e h a s n e v e r t h o u g h t o f him, he w i l l appear again the first t i m e that person is alone, and lay a
leaving. A n y threat the PCs pose toJarda, and Shmettling will begin his curse. The person will then be left with an effective charisma of 3; surely
work.... to be reviled by everyone and everything until the inevitable end.
16 I M A G I N E magazitteJ May 1585
PEL:N R E
The County oL CeTwym BURGHALTER
2 land cf adventure. About the City League there lies the County cf Ceruyn, a small island in the wilderness where peop1 scmtch a hying from the land
and where adventurers can rest between adventures. Each month IMAGINE magazine presents a town or village flow the County, describing the
location and its inhabitants, and *zing a few suggestions far fitrther adventure. 'This provides an ideal campaign bacfround for the GM who can collect
these articles and build them up into the most comprehensive campaign setting available. Copy them, or cut them out and store them in a ringbinder and
you need never be short of an idea for urban encounters again.

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.

The Village C B 1 5 G a n z ' H o u s e : A n effusive house; open and cheerful to


suit the owner. Varlin still has some adventuring wealth about the place,
C B 7 G a t e h o u s e : Te n F1-2 mercenaries on long-term contracts although he spends it quickly. One secret panel contains his dead wife's
watch t h e m a i n e n t r a n c e t o t h e valley. T h e y w e a r c h a i n , a n d c a r r y jewels ( 1 0 pieces, t o t a l v a l u e 30,000gp), a n o t h e r c o n t a i n s a b a g o f
shields, s h o r t b o w s and broadswords. diamond d u s t (value 1 5 0 0 g p ) a n d B e r e d u t h a n c o i n t o t h e v a l u e o f
14,000gp. The panels are trapped w i t h (Basic: an explosive trap doing
C B 8 Q u a r r y B a r r a c k s : Five F1-2 mercenaries watch over the 1-8 damage; A d v a n c e d : g l y p h s o f w a r d i n g ) . Wa g e s f o r t h e t e m p l e
quarry. They can be alerted f r o m the Rear Fort in time of danger. They construction workers are kept in a locked chest, and consist of 1200gp in
are a r m e d as above (CB7). silver and gold coin. A book in t h e chest s h o w s t h a t t h e r e s h o u l d be
3200gp present, b u t 3 0 0 0 g p w a s stolen f r o m t h i s chest recently, and
C B 9 R e a r F o r t : F i v e F 1 - 2 m e r c e n a r i e s w a t c h t h e Black Lygol Varlin has been able to replace just 1000gp from his o w n resources.
gorge f r o m h e r e . T h e n a r r o w g a t e g u a r d s a f l i m s y d r a w b r i d g e . T h e
stream f r o m the valley flows t h r o u g h an iron grille. C B 1 5 a V a r l i n G a n z ; Cleric adventurer
M; C9; N / C G ; hp 3 7 / 4 4 ; W 16
C B 1 0 B u r g h a l t e r I n n : T h e Inn has high-quality rooms for Wears clerical robes or plate mail +1. Uses horseman's mace or c l u b +1.
merchants and other passers-by at 3gp per night, and c o m m o n rooms Also o w n s b o o t s o f l e v i t a t i o n , r o d o f cancellation, p o t i o n o f speed,
for guards, teamsters, etc at 5sp a night. scroll o f r e m o v e c u r s e , r a i s e d e a d , (Basic: p u r i f y f o o d a n d w a t e r,
cureall; Advanced: p u r i f y f o o d and drink, heal).
C B 1 O a M e g a r t Jonniker; Inn Manager; Normally has curative and offensive spells memorised.
M; Fr 3; N; h p 9 Although a s p e n d t h r i f t a n d a happy-go-lucky type, Va r l i n ' s n a t u r e i s
Megart is the third son of a noble w h o was implicated in a plot against clouded b y t h e o b s e s s i o n h e h a s w i t h t u r n i n g B u r g h a l t e r i n t o a
the Katar of the City League by the Knights Ocular, but who was lynched monument for his lost wife. He still goes out adventuring, and might join
by a mob before his trial. M e g a r t and his brothers were stripped of titles a suitable party of PCs if approached. However, he has something of a
and wealth and exiled. He came to Burghalter by chance, and agreed to hidden deathwish, and might prove to be as much of a liability as a help.
work for Varlin purely because, as a Bereduthan, Varlin was unlikely Something w h i c h some people m i g h t find odd is that Varlin a n d not
to care a fig f o r the justice of the City League. He hopes to raise some Endor S o l e m r u n s B u r g h a l t e r, despite t h e f a c t t h a t S o l e m i s o f a
money t o c l e a r h i s f a t h e r ' s n a m e a n d i s f i d d l i n g t h e books. H i s higher rank in the church of Tarmanel. This is because Endor considers
birthright makes h i m rather aloof. 'civic' w o r k beneath him and has 'delegated' the responsibility.
16 I M A G I N E nta9azine, June 1985
C B 1 6 H a [ f l i n g H o m e s : These dwellings are burrowed into the 30 halflings, w i t h 1 4 children.
hillsides, and provide homes for the young halfling c o m m u n i t y who farm 3 Inn staif
the southern half of the valley. 4 house servants for the adventurers.

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

The valley of the River Hyot, as it approaches the sea, is a


pleasant and fertile place. The valley and the surrounding hills
are dotted with small villages and manor houses.

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.

Seven years ago Baron Ranald's troops sacked a manor house in


retaliation for an attack on a border post, allegedly by some of
the valley dwellers. Ranald moved several units of cavalry into
the valley as a peace-keeping force. The inhabitants protested to
Margrave Chamalx, who petitioned Duke Parrel, liege-lord to
both himself and Rana Id, to force Ranald to withdraw his men.
The Duke ruled in favour of the valley folk. With ill-grace Ranald
removed his men from what he regarded as his land. He also
publicly declared that he held Chamalx responsible for his
defeat and humiliation.

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

'You have been in league with my enemies. However, I see in


your faces that it was done unwittingly. I therefore pardon you
for this offence.

'There is a service that you must perform for me in payment


for your lives. I have a box that must be delivered to my
cousin, and at all costs must be prevented from falling into the
hands of Baron RanaId, my sworn enemy. My troops are
weary and few in number; all are needed to defend this place
against the final assault. You, as a small group of hardy
adventurers, have an excellent chance of getting through the
enemy lines. You must take this box to my cousin.'
All three locks must be successfully picked at the same time to
At this point a man-at-arms brings in the box. It is a simple open the chest, by three thieves. One thief cannot pick one lock
wooden casket about 6" x 4" x 3", bound with iron and with and then move onto the next without triggering the destruction
three locks on the front. The Margrave gives you a single key of the contents. Using brute force to open the box has an 85%
and a sheet of parchment with these words: chance of destroying the contents.

'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.

Sleep, c h a r m and other mind-influencing spells have no effec:


upon it. A coffer corpse resembles a zombie, but it is turned h\
clerics a s t h o u g h i t w e r e a w r a i t h . M a g i c a l w e a p o n s i n f l i c :
damage on it with the usual bonus.

There is nothing of value in the cell.

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.

The storeroom is the home of 5 large spiders (AC8; M V 6"; HD


1+1; hp 6 each;# AT 1; D 1 +poison; xp 77 each). These creatures
There is a wooden door set into the right hand wall. It is bound live in the cobwebs covering the walls and ceiling. They are 909,
with iron and has a large iron lock. likely t o a t t a c k anybody e n t e r i n g t h e r o o m . T h e i r p o i s o n i s
relatively weak, saving t h r o w s are made w i t h a +2 bonus.
The lock is a very simple one. Any thief attempting to pick it has a
+10% bonus to his or her chance of lock picking. The door may The e q u i p m e n t i n t h e r o o m i n c l u d e s b r o k e n t h u m b s c r e w s ,
also be forced open in the normal way. chains, h a m m e r s , nails, l e n g t h s o f string a n d a bag o f damp
charcoal. The DM should feel free to add other items to this list
A. The Torture Chamber. The iron box is locked. A thief has the normal chance of success
in picking this lock. Inside the box are papers relating to the craft
Once the door is open the DM should read the following: of t o r t u r e ( v a l u e l g p i f s o l d t o a sage), t w o l e a t h e r b a g s
containing 35gp and 70ep respectively, and three glass vials.

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

The chamber contains nothing of value, although the DM should


feel f r e e t o i n v e n t any w o r t h l e s s i t e m s o r furnishings t o add
interest. The door on the left, leading to The Cell (B), is locked.
The key hangs on a nail next to the door. A thief may pick the lock
with the normal chance of success, or the door may be broken
down.

The door in the opposite wall is not locked.

B. The Cell

This room, 10 feet square, appears to have been a holding cell


for victims who were to be put to the question next door.
Rotten straw covers the floor, and sets of manacles hang from
the walls.
24
1 2 3 4 5 6 7 8 9 1 0 11 1 2 1 3 1 4 1 5 1 6 1 7 1 8 1 9

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:

FIRST LEVEL: colour spray

Garyth will also be accompanied by his guard dog, Spot (AC 6,


MV 12"; HD 2+2; hp 14;# AT 1; D 2-8; 92xp), who is still invisible.
This will last until the dog attacks in combat. The dog is, of
course, still audible t o the party. I f approached i n a non-
threatening manner Garyth will not hinder the party. He has
recently been troubled by patrols of hobgoblins in the pay of
Baron Ranald, and will tell the party this if asked. He will also
mention that the hobgoblin patrols are heaviest to the west.
Garyth will be friendly otherwise, but reserved, and will not
invite the party into the cottage in any circumstances.

Garyth h a s s o f a r avoided t h e hobgoblins b y casting h i s


hallucinatory terrain spell on the cave mouth, making it appear
to be a piece of cliff face. Danger from the cave is dealt with by
whatever method seems most appropriate at the time. Garyth
will not be willing to talk about these avoidance techniques.

Haggit will adopt a much cooler attitude to the party. He will be


churlish at best, making comments of a contemptuous nature
Unless the party realise that Spot the invisible dog is present
Haggit will appear to be a little mad, as he will constantly talk to
Spot.

If approached in an aggressive fashion or attacked, Garyth will,


given the opportunity, cast his hypnotism spell on the party and
use the associated suggestion to make the party flee into the
scrublands to the north. If this fails, or is interrupted, he and
Haggit will cast colour spray spells a t the party and then
attempt, w i t h t h e help o f Spot, t o overcome anyone still
As you walk down the cave the light becomes stronger. You standing.
eventually arrive at the cave mouth, but running across it is an
open chasm about 20 feet deep and 10 feet wide. If a fight does occur and Garyth and Haggit win, this effectively
ends the adventure. The DM should decide on subsequent
On the other side of this chasm a stone cottage is built onto events (le what Garyth does with the party and the box).
the left hand wall of the cave mouth. Smoke is coming from
the chimney, and the sound of a lute being played to the
accompaniment of canine yelps can be heard. 3ii. The Cottage
The chasm does not exist. The more observant members of the
party (le those who ask if there is anything unusual about the
chasm) may (2 in 6 chance) notice that the stream in the cave
continues on the other side of the chasm.

The chasm is an illusion created by a phantasmal force spell


(see p75 of the PLAYERS HANDBOOK). Characters 'falling' into
the chasm will take damage as if they had fallen into a real
chasm, ie 1d6 hit points of damage per 10 feet fallen. It can be
disbelieved, and any character doing this makes a saving throw
vs. Spells, success indicating that he or she has seen through
the illusion. Those who noticed that the stream continued on the
other side of the chasm receive a bonus of +4 to this saving
throw. The illusionist who is casting the spell is watching from a. Main Room
the cottage. He is Garyth, a human male (AC 7; MV 12"; 5th
Level Illusionist; hp15;# AT I ; D 1-4; S 9,117, W12; D 17; C 10; The DM should read the following when any character looks
Ch 14, AL CN, 440xp), armed with a dagger +1 and a pair of into, or enters, the cottage:
normal daggers balanced for throwing. In his belt pouch is the
key to the chest in the cottage's bedroom. He has the following The cottage appears to be one room, with a curtained alcove
spells available: at the end opposite the door. The floor is covered by a large
woollen rug, and tapestries hang from the walls.
FIRST LEVEL: colour spray, hypnotism, wall of fog
SECOND LEVEL: blindness, invisibility In the middle of the room stands a low table, covered in plates,
THIRD LEVEL: hallucinatory terrain knives, papers and writing materials. It is surrounded by large
26
A BOX FOR THE MARGRAVE

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

bloodstone pommel (worth 65gp),and a leather scroll case. The


leather scroll case contains three clerical scrolls, each bearing
one spell: sanctuary, silence 15' radius and spiritual hammer

6. THE ASSASSIN STRIKES! ( X 1 3 )


Cornellisen the half-orc (AC 5; MV 12"; 3rd Level Assassin; hp
11;# AT variable; D variable; S 14,111, W 7, D 16, C 10, Ch 7, AL
LE, 138xp) h a s been following t h e party waiting f o r a n
opportunity to strike. He wears leather armour and a ring of
protection +1, which with his dexterity of 16 gives AC 5. He is
armed with a tulwar (D1-6), three poisoned throwing darts (D1-
3 + poison) and a dagger (D1-4). He carries no treasure, but does
have four doses of antidote to the dart poison in his belt pouch.
He is also carrying iron rations for two days and a waterskin.
Cornellisen has a 2 in 6 chance of surprising the party. If he does
so he will conduct three dart attacks upon the party using the
Assassination Table, success indicating that the victim has
been struck dead. If this assassination attack fails the victim still
- suffers the effects of a dart attack and, if struck, must take 1-3
hit points of damage and save vs. Poison or die in 1-3 melee
rounds. The antidote to the poison can be administered at any
time before the victim is dead.
Each hobgoblin has 5gp in pay in his belt pouch, the 9hp one has
8gp. Distributed among the saddlebags and lying near the fire Should Cornellisen fail to surprise the party he will make an
are a doublet with pearls and fine needlework (worth 100gp), attempt to attack them and then flee. If he is prevented from
seven sable pelts (worth 5gp each), a gold statuette of a bear fleeing he will surrender.
(40gp), four stoneware bottles of cheap wine (2gp), a small cask
of ale (10sp) and a sack of provisions, hard tack, hams, a bag of After surrendering, Cornellisen will be willing t o talk i f he
salt, dried beans etc (27cp). believes that this will save his life. He is acting as a freelance spy
at present, in an attempt to steal the Box and sell it to Ranald,
although he does not have a formal contract. He will not admit to
5. THE HILL ROAD being an Assassin, but will claim to be a Thief. However, he does
not know Thieves' Cant, t h e special tongue known t o all
At the mouth of the valley the route shown on the Margrave's members of the class, and will thus be exposed for what he is
map joins a track from the southwest which turns northwards at should any Thief talk to him in this language.
this point. The track itself is very roughly made, suitable for foot
and mule traffic. Anyone on horseback (eg if the party have How the party deal with Cornellisen (should he be captured)
taken any horses from any of the hobgoblins in Encounters 4/4i) depends upon their alignments, but the DM should take careful
has a 1 in 20 chance per turn of having his or her mount put a note of each character's behaviour and compare it with his or
foot in a pothole. This chance increases to 3 in 20 should any her declared alignment (eg a Lawful Good character should not
speed faster than a walk be attempted. If a horse does this it will slay Cornellisen without a trial, and maybe not even then!).
be lamed (and thus be unridable), and there is a 1 in 10 chance
that the horse will have broken its leg. 7. THE MEETING ( W 1 2)
As you leave the woods a small inn comes into view, Seated
51. The Trackside Shrine (AB12) outside are five men, four of them in plate mail, the last
wearing a surcoat similar to that of Margrave Chamalx. Tied
The track winds its way up into the hills along the left hand wall to a hitching rail are five horses,
of the valley. The DM should feel free to invent items of interest
at intervals along the track (eg boulders which have rolled down The men are Duncan (AC 5; MV 9"; 2nd Level Fighter; hp 9;,- AT
from above, washed out sections of track etc). When the party 1; D 2-8; AL LN, 38xp), who is armed with a broadsword +1 and
reach the indicated spot on the map the DM should read the wears t h e surcoat over a suit o f chainmail, and h i s four
following: bodyguards (AC 2; MV 6"; 3rd Level Fighter; hp 20, 19, 17, 14;
# AT 1; D 2-8; A L LN, xp 140, 136, 128, 116) armed with
This is the highest point of the track. All around you the bleak bardiches.
hill tops stretch into the silence. At the side of the track stands
an old, wooden shrine, its lettering long rotted and its holy Duncan i s t h e Margrave's cousin, a n d h a s been eagerly
symbol badly mildewed. awaiting the arrival of the box. In his possession are the two
keys required (with the one the party hold) to open the box. Once
The shrine is the favourite ambush site of a group of six norkers the box is open and Duncan has inspected the contents (he will
(AC 3; MV 9"; HD1+2; hp 10, 7, 7, 6, 5, 4;# AT 2; D1-3/1-6, xp make a point of trying on the Margrave's signet ring), the party
40, 34, 34, 30, 28). Norkers attack twice, once with their fangs will be paid. Duncan will order one of his bodyguards to give the
(D1-3) and once with simple clubs (D1-6). The 10hp norker is party 250 platinum pieces (pp) as payment. He and his guards
armed with a normal war hammer (D2-5). The norkers have a 4 will then ride off to sell the box and its contents to Baron Ranald.
in 6 chance of surprising the party.
This ends A Box for the Margave.
If the fight goes against the norkers (ie they suffer two or more
casualties) they will flee.
Mike Brunton
Design & Development:
Their lair is a dank burrow some 50 feet north of the track in a Keith Thomson
Spot the Invisible Dog:
small defile. The burrow is a short tunnel with a chamber, large Thanks to: Graeme Morris
by norker standards, at the end. It contains the carcass of a Art: Shoo Rayner and Paul Ruiz
Alan M c N a m a r a & o t h e r m e m b e r s o f
sheep and a great many bones. Scattered in this pile of offal are Playtesting:
131gp, 274sp, a n d 400cp, a normal broadsword w i t h a Kirklees M i l i t a r y Modelling Society.

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.

'For those of you w h o k n o w not the story, let me quickly enlighten


you. M y estate, and the estate of the M a l d a r family, border each
other. For m a n y generations, t h e w h o l e o f the land a r ound t h e
hamlet of A r i v a l e w a s o w n e d by m y f a m i l y, and claimed by the
Maldars. S u c h w a s t h e n a t u r e o f the struggle that A r i v a l e Hall
became possessed of evil spirits, and my father finally abandoned
the Hall to take up n e w residence at Piarris. The Maldars, finding
us w i t h d r a w n , t o o k over t h e Hall, w h e r e u p o n t h e head o f their
clan died i n t h e m o s t suspicious circumstances. Ravin claimed PlARRIS
my father had laid a trap; he vowed to be avenged. Eventually, the
Maldars abandoned A r i v a l e Hall as well, and it has been e m p t y
ESTATE
for many years. D u r i n g that time, things were peaceful. W i t h the
events o f yesterday, I f e a r t h a t Ravin M a l d a r i s b e g i n n i n g h i s 5ormund
revenge. Whatever his aim in kidnapping Elire, I fear that she will tdalt
never return alive unless w e are bold and take her.'

The Lord Piarris w i l l t h e n c o n f e r w i t h t h e others present. O n e is t h e AR)VALE HALL


Constable of s p o r t , and he w i l l undertake to search the vicinity of the REFER TO
town. A n o ff i c e r o f t h e C o u n t y Horse w i l l p r o m i s e t o place troops a t Q SITE PLAN
OPP05ITE
_611.L
Arivale j u s t as soon as t h e y are returned f r o m delivering the silver
shipment. A representative of the Countess Flavia, ruler of Cerwyn, will AR1VALE
promise additional support; again there will be a delay. Finally, the Lord
Piarris will t u r n to the assembled adventurers. Q Q a2oseatry E 5 T A T E

It is his f i r m b e l i e f that Elire is being held prisoner at A r i v a l e Hall, t h e Q


only location w i t h i n easy reach of Arivale Village and the Piarris estate
not populated by servants and tenants of the Lord Piarris. He is fearful 9 \Zb ARLVALE
for her safety. He will offer 1 0,000gp for the safe return of his daughter, LoCATIoN MAP
or 5 0 0 for a fruitless search o f the Hall. I f the players haggle, the Lord
0 1
Piarris will try harder to persuade the other group, w h o will be prepared
to go for 14,000gp. The DM should make it clear to the players that they (Pp 9 I t Y k R E S
must c o m p e t e w i t h t h e o t h e r g r o u p f o r t h e a s s i g n m e n t , w i t h o u t
indicating their rivals' sticking point.

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.

Arivale Hall 2. The Horseman


As the adventurers come to the end of the causeway, they will hear the
1. The Causeway sound o f a p p r o a c h i n g h o r s e s . T h e i r o w n m o u n t s w i l l b e c o m e
uncontrollable unless they dismount. As the sounds grow louder, each
adventurer m u s t save v s s p e l l s o r s u ff e r t h e e ff e c t s o f a f e a r spell.
Inside the gates, the grounds are dark and foreboding. The area off the
Suddenly, a h u g e black w a r h o r s e w i l l appear, b e a r i n g a n a r m o u r e d
Causeway is largely bog and fen. Should the party seek to approach the figure cloaked in Maldar red. The cavalryman is swathed in mist, so that
Hall t h r o u g h t h e fen, t h e D M s h o u l d i n t r o d u c e t h r e e o r f o u r r a n d o m
his head c a n n o t be seen, b u t his i n t e n t is clear enough. H e levels his
encounters to deter them, each m o r e u n p l e a s a n t than t h e last. M a n y lance, set to charge!
6
IMAGINE magazine, February 1985
VALE 10 Z O

I ' F E E T
3 0

KEY
Mine
11111.1 5Intr5
mr,A1 tonaliiv
traP
L A fireplace
El)i & o r (arrow
indicates ditechou
SITE PLAN oCopening)

FEET

FIRST FLcoR PLAN

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 *

9. The Second Bedroom H a u n t : A C 0 / v i c t i m ' s AC; M V 6 " / a s victim; HD 5; hp 2 6 / v i c t i m ' s hp;


AT 1 as 5HD monster; D 2pts DEX/by weapon; SA possession; Int non-;
This room is the place where Ravin Maldar has brought Elire Piarris. She AL NE; Source M M 2 ; xp 285; C8 turns: no; THACO 15
is bound and gagged, terrified by what she has seen, but mercifully alive.
If Ravin is able to escape the poltergeist, he will be here also, with a knife P h a n t o m : A C nil; M V 9"; HD nil; hp nil; D nil; S A fear; Int nil; A L NG;
at her throat, m a k i n g his demands that the adventurers m u s t help him Source M M 2 ; xp 0; C8 turns: no; THACO N / A
reclaim A r i v a l e Hall f r o m t h e ghosts. I f the party refuses, he is crazed
enough to do the deed. If this happens, the party will see a R e v e n a n t - S p e c t r e : A C 2; M V 1 5 " / 3 0 " ; HD 7+3; hp 45; # AT 1; D 1-8; S A Energy
M a g n a arise, to pursue Ravin Maldar until it can slay him. All those who drain; SD +1 o r better weapon to hit; MR not affected by sleep, c h a r m ,
witness t h i s m u s t save vs spells or be driven insane. S u c h w i l l be its hold, cold, poison or paralyzation; Int High; A L LE; Source M M ; xp 1695;
insane d e s i r e f o r revenge, t h a t i f an a d v e n t u r e r kills Ravin a f t e r h e r C8 turns: 10; THACO 13
death, she w i l l pursue that adventurer instead.
P o l t e r g e i s t : A C 10; M V 6"; HD 1-4hp; hp 3; SA t h r o w n objects cause
10. The Watch Room fear; S D invisible, m a g i c a l o r s i l v e r w e a p o n s t o h i t ; I n t l o w ; A L LE;
Source FF; xp 37; C8 turns: D*; THACO 1 5
If they enter this sparse, u n f u r n i s h e d room, the adventurers will find it
occupied by t w o figures. T w o m e n s i t propped against the w e s t wall, R a v i n M a l d a r : A C 2; M V 6"; Fighter 9; hp 93; # AT 1; D 1 - 8 (sword);
w i t h horrible open w o u n d s in their chests; blood is scattered all around. S 14; I 14; W 8; D 13; C 18; Ch 13; A L NE; x p 2202; THACO 1 3
Both are a s h e n - f a c e d a n d the DM should describe them initially in the
same w a y as the various ghosts have been introduced. A p p a r i t i o n : A C 0; M V 2 4 " ; HD 8; hp 32; A T 1; D nil; S A i l l u s i o n a r y
damage; SD silver or magical weapons to hit; Int aye; A L CE; Source FF;
These are Ravin's t w o hirelings, the latest in a long line of mercenaries xp 1320; C8 turns: 10; THACO N / A
introduced i n t o t h e f e u d b e t w e e n t h e f a m i l i e s . T h e f i g h t e r, w e a r i n g
chainmail and a red scarf, is dead. The Thief, w h o wears leather armour T h i e f : A C 6; M V 12"; Thief 1; hp-1 (5); #ATO (1 ); D by weapon; S 12,18,
and green leggings, is still alive just. These witless dupes obeyed their W 9, D 16, C 16, Ch 11; A L N; xp nil; THACO N / A
instructions, and helped kidnap Elire. Having brought her to Arivale Hall,
they w e r e placed o n w a t c h , a n d w e r e t h e n t r e a c h e r o u s l y attacked.
Ravin w a n t e d n o w i t n e s s e s l e f t alive. T h e T h i e f is on -1 h i t points Credits
slipping nearer to death w i t h each m o m e n t a n d will utter a low moan
as the party enters the room. The D M should a l l o w the party to come to Original Conception, Plotline C h r i s Barlow
its o w n c o n c l u s i o n s . A c l e r i c w i l l h a v e n o success in ' t u r n i n g ' these Development, New Monsters/Magic Items P a u l Cockburn
'ghosts', nor obviously will they rise to attack. If the party aids the Assisted b y T o m Kirby, Graeme Morris,
Thief, the DM may make an award of 500xp. Binding him, and casting a Phil Gallagher and J i m Bambra
cure light w o u n d s will suffice to keep him alive until they can bring him Maps P a u ! Ruiz
back to s p o r t . Art K e i t h Cooper
8
I M A G I N E magazine, February 1985
L I L I T H b y Phil Gallagher
INTRODUCTION Heruvor will be required, noting that it is some days travel from
any large settlement, a n d i s surrounded b y snow-capped
The N e c k l a c e o f L i l i t h i s a mini-module f o r t h e mountains. One possibility would be to alter the Background so
ADVANCED DUNGEONS & DRAGONS game. I t i s that Grilf actually journeys all the way to the City League in
suitable for a party of 5-8 Good-aligned clerics of levels search of aid, finally convincing one of the Temples within the
6-8, and has been designed to introduce the new clerical City to help him find adventurers to make the journey back to
Heruvor with him.
spells detailed on page 32. If you wish to put a party of
mixed classes through the module, the party should Ability Checks
contain a cleric of level 7 or higher. Whenever the module indicates that a character must make a
strength, intelligence or dexterity check, the player must roll the
Details of the geographical setting have been left deliberately specified ability score or less on 1 d20. The effects of a failed
vague, so that the DM can set the module within an existing check are described in each case.
campaign. I f the Pelinore campaign is being used, the DM
should note that Heruvor and the Western Realms are some If you plan to play in this mini-module, please stop reading
considerable distance S W of the City League, beyond the here. The rest of the information is for the Dungeon Master
County of Bereduth (as detailed in the IMAGINE Magazine (DM) only. Knowledge of the details of the adventure will
Special Edition). Some means o f transporting the PCs to spoil the game for all concerned.
I M A G I N E magazine, November 1944 25
T H E NECKLACE OF M U T H
BACKGROUND Cirrif and slew him; yet even as he raised, the Necklace of Lilith aloft
in triumph, a blade of red steel pierced hil armour from the rear, and
Extract from an entry in the Heraldic Journals of the western realms, as the Necklace was retrieved by Cirrif's son. But the battle was already
made by Bardan Cemlock, lpsissimus of the Order of Heralds lost. The remnants of the once proud, human army fled in terror,
leaving their lands to the frenzied victory dances of the dwarves.
'In ages past the land of Heruvor was known as the Blessed Realm, for Cirrif's son approached the mighty gorge and cast the Necklace
the people dwelt under the very gaze of the sky god Tarmenel. Great down, cursing Tarmenel and Lilith for the rape of his home and the
was the god's love for the Heruvians, and with his hand-maiden murder of his father. Then, in the blackness of his despair he cast
Lilith, he saw that they knew neither drought nor flood, plague nor himself after it.
pestilence.
'Thus was the Necklace of Lilith lost to mortal man. But it is said that if
'It is common knowledge that when the world was made, the gods anyone should find it and call upon Tarmenel, he will not fail to come
foreswore direct interference in the ways of mortals lest rivalry and a second time...'
jealousy lead t o w a r and bitter strife. S o i t w a s that b y his
guardianship of the Heruvians, Tarmenel incurred the wrath of all
the immortal ones, good and evil. One evil god, whom men call Recent Events
Pharastus, had long nursed his hatred of the sky deity, and now his
mind's eye turned to the Mountains of Light surrounding the land of Tarmenel has been unable to return to the Prime Material Plane for fear
Heruvor. T h e dwarves w h o dwelt there would make ideal, i f of an attack by Pharastus. The dwarves of the Mountains of Light have
unwitting, tools for his evil designs. declined and were long since abandoned by Grymyk, who now has his
lair in the heart of Mount Strorm to where the waters of the great river
'When the great dwarven priest Grymyk suddenly appeared amongst washed the Necklace many years ago. However, a descendant of the
them, the dwarves were filled with awe and wonder. Never before dwarven king Karyl, recently found his way into the heart o f the
had a dwarven cleric achieved such fame and power, and in their mountain, by following the gorge of the Thunderflow. Once inside, he
greed and delight they put all suspicion aside. He it was who taught discovered the bitter truth of his family's past. For Grymyk is no dwarf,
them of 'the Great One', and like so many sheep they followed him but a cambion. Vile offspring of the accursed union between Pharastus
into the dark shadow of Pharastus. and his human high-priestess. With his ability to polymorph self
Grymyk was able to deceive the dwarves and corrupt their king. Grymyk
'Then came the winter without a spring, when Pharastus, judging the has been commanded by his master to guard the Necklace, for neither of
time was ripe, assailed Tarmenel on this very plane. All that is known them dare even touch it let alone attempt its destruction.
of that terrible conflict is the lightning that rent the heavens, while
the ground shook, rivers changed their courses or dried up altogether
and the fire-breathing Mount Strorm eviscerated the once fertile
plains of Heruvor. At length the sky god weakened and was forced to
flee the wrath of Pharastus.

'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.

Grilf is fiercely proud of his heritage, which makes him somewhat


difficult to get along with. It is virtually impossible to earn his respect, 2. Guarded Cavern
short of destroying Grymyk the cambion, or saving the dwarf's life. This large natural cavern has evidently been worked and expanded
the floor and walls are relatively smooth. The whole area is filled with
Grilf's story t h a t he found his way into Mount Strorm by chance, and the rushing noise of the river. The river hurtles through a 30-foot-wide
then managed to escape through a secret way unknown to the cambion channel which bisects the chamber. This channel is 100 foot deep with
does not really hold water. This will become more and more obvious sheer, smooth, slippery sides and is only crossable via a 5-foot-wide
as the adventure proceeds, especially since he cannot direct the clerics arching stone bridge. Anyone falling into the river will take 6d6 hit
any further than the chamber with the dretch (area 5). points of damage and be swept into the underground lake (see 6). 3
gargoyles watch both entrances to the chamber from the middle of the
Grilf will not reveal the fact that Grymyk is a cambion. He will only talk of bridge. They will attack anyone stepping onto the bridge.
'the dwarven cleric who turned my people to evil and now lives beyond
his natural span of years'. He will offer his services as a guide in return 3 gargoyles: AC 5; MV 9"/1 5"; HD 4+4; hp 24 each; A T 4; D 1 - 3 /
for aid in slaying the 'evil priest'. He has no interest in the Necklace, but 1-3/1-6/1-4; SD +1 o r better weapon to hit; Int Low; AL CE; xp 285
will demand an equal share in any other treasure. each; THACO 15; MM.

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

Group 1 4 Ghouls: AC 6; MV 9"; HD 2; hp 9 each; #AT 3; D 1 - 3 / 1 - 3 /


1-6; AL CE; xp 83 each; THACO 16; MM.
Group 2 1 - 3 Ghasts: AC 4; M V 15"; HD 4; hp 21 each; #AT 3; AI / A
D 1-4/1-4/1-8; AL CE; xp 274 each; THACO 15; MM. Mori.

Group 3 1-21Nights: AC 5; MV 12"; HD 4+3; hp 25 each; #-AT 1; D 1-4


+ energy drain; SD silver or magical weapons to hit; AL LE; xp 665 each;
THACO 15; MM.
Group 4 1 Wraith: AC 4; MV 12"/24"; HD 5+3; hp 30; #AT 1; D 1-6 + L W .N"
energy drain; SD silver or magical weapons to hit; A L LE; xp 755; 7/V v q i e l
THACO 15; MM.
Group 5 1-6 Huecuva (polymorphed into giant rats): AC 3; MV 9";
HD 2; hp 10 each; #AT 1; D 1-6; SA Disease; SD Need magical weapons
to hit; Int Semi; AL CE; xp 83 each; THACO 16; FF.
Group 6 - 1-2 Sons of Kyuss: AC 10; MV 9"; HD 4; hp 20 each; #AT 1;
D 1-8; SA fear 15' radius, disease, worms; SD Regenerate 2 hp/round;
Int Low; AL CE; xp 295 each; THACO 15; FF.

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

I M A G I N E magazine, November 1984


29
T H E NECKLACE OF L I L I T H

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.

I M A G I N E ma9azine, November 1984


31
New Clerical
by Gary Gygax and Len Lakofka
Spells The following official clerical spells
appeared first in DRAGON magazine
#58, February 1982. They are presented
here in much compressed form.

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.

Day 6: Zorastin's plans finally reach their conclusion.


Getting into the Adventure
At dawn the Earl is found in the chapel, paralyzed and apparently close
How the player characters arrive at Shedu's Hall is up to the DM. It is not to death. Selculie refuses all aid, but by midday Carilien seems to have
somewhere they would be directed to as a likely place for an adventure made a total recovery he has finally been overcome by the Gebbeth
most NPCs the adventurers are likely to meet will be unaware that it
even exists. Ideally, the player characters should 'stumble across' the At dusk Zorastin's goblin allies finally attack Shedu's Hall in an attempt
castle during another apparently more important adventure. to drive out all the humans including Zorastin.
For example, the adventurers could have been hired as escorts for a
merchant caravan. Separated from their charges during a thunderstorm, The Castle
they can then discover Shedu's Hall as a likely place for shelter from the
weather, at least until it improves enough for them to rejoin the caravan. The buildings of Shedu's Hall are not described in any detail (cf Pelinore
From thereon, events will follow the course detailed below. buildings). Most of the structure is sound, but it has not been looked
after for many years. The stonework is dirty and crumbling, and from the
outside the Hall appears to be deserted, except for the occasional flicker
Sequence of Events of torchlight from arrow slits and windows.

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

Irmo can summon a white dragon (identical statistics to those above)


once per day and cast charm monster on any dragon once per day.
Earl Carllien: AC 3 or
9, Fl 0, hp 58, In human form Irmo always carries Wyrmsclaw, an intelligent (Int 14,
MV 120' (40'), #AT 1; Ego 9) Neutral longsword +2/+4 vs dragons. Wyrmsclaw confers a +3
D by weapon; Save as saving throw on all fire, cold and electrical attacks upon its bearer, and
F10, ML 8, AL L; can also speak all dragon tongues. Futhermore, the sword can detect the
XP 900; THACO 10, presence of gold, precious metals and gems at a range of 60'.
S 14 (+41 4(12),
W 9, D 12, C 5(12), Irmo has two potions of fire resistance hidden in the West Tower. If
Ch 16 (+1), wears Zorastin's plan comes to fruition and Irmo is given the chance he will
normal (moth-eaten) drink one of these potions, summon his dragon ally and polymorph
court robes or himself into a white dragon.
chainmail +2 and use
a longsword +2. Countess Selculie: AC 7, HD 1, hp 4; MV 120' (40'), # AT 1, D by
weapon, Save as Normal Human, ML 6, AL N, XP 5, THACO 19, ring of
'Earl' Carilien is the protection +2, bodkin (dagger) +1 (D 2-5)
fourteenth Master of
Shedu's Hall, and by 'Countess' Selculie i s Earl Carilien's wife. Because o f Carillen's
far the strangest - occasional bouts of illness she is officially in charge of the Hall, but she
although Irmo has yet leaves much of the management to Balmostin. She will welcome the
to come into the title. player characters to the Hall and ask them of their adventures. Selculie
Deciding to become an knows that Carilien is under attack by the Gebbeth, but - because she
Earl was one of his does not care for Carilien and hopes to escape from the monotony of
Shedu's Hall to the bright lights of the C i t y - s h e will not mention this to
minor eccentricities;. y l t e . . . . . c , ,11): another soul. She honestly believes that Zorastin and Morganstern are
other escapades have -,:tlavv.t:'? "
involved the entire good and kind s h e is also a terrible judge of character.
population of the castle in searches for Truth (after all, it has to be hiding
somewhere!), attempts to bottle moonbeams, construction of elaborate Castimir & Milia: AC 9; HD 1; hp 1; MV 120' (40'); #AT nil; D nil, Save as
codes and ciphers through the use of crypt dust and making mothballs Normal Human; ML 7; AL N X P 5; THACO n/a.
from real moths.
The youngest surviving children of Carilien and Selculie, Castimir (age
Carilien has been under attack by the Gebbeth for more than two 9) and Milia (age 6) spend most of their time in the nursery. They take
months. To begin with he was able to resist the Gebbeth, but he has their meals and lessons there, and also sleep in the chamber. Neither
gradually been worn down h e n c e the reduced ratings for constitution child likes Gladeis and they will take any opportunity to upset the nurse
and intelligence. Everyone has attributed his bouts of insomnia and - in the past this has included leaving a rat in her bed and dumping a
'attacks' to his madness, and as a result Carilien has had to fight the bucket of water over her while she was having an amorous meeting with
Gebbeth on his own. Carilien's behaviour varies from the lucid and clear one of the mercenaries. Castimir and Milia quite like Zorastin - he
to screaming madness - often in minutes. Cloaks and hooded capes rarely teaches them, preferring to set them lessons while he works in
reduce him to a state of abject terror, as do the dark and the smell of soil. his tower. Milia knows that Zorastin's other name is Dweomerdabbler.
When he suffers one of his attacks he is given to shouting "Keep away,
Madness!" and "Come no closer, nemesis of my soul!". Selculie has Balmostin: AC -2, F8, hp 40, MV 90' (30'), #AT 1, D by weapon, Save as
him confined in his bedroom during these bouts, and only Leas makes F8, ML 11, ALL; XP 650, THACO 12, S 15 (+1), 112, W 15, D 14 (+1), C 13,
any attempt to help him. Ch 18, wears platemail +2 and uses a shield +1 and a war hammer +2.

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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I M A G I N E rnagatine, Fthruary i985 29


The SHEDU'S HALL

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.

With the arrival in the area of a group of goblins, Zorastin's schemes


were again modified. Initially he intended to destroy them as well, but
after protracted and careful negotiations he has persuaded the
goblin chieftain to provide him with sufficient troops to occupy the Hall.
Once this has been done, Zorastin intends to kill any goblins with the wit
to oppose him and use the rest as cheap infantry to extend his dominion
beyond the confines of Shedu's Hall.

Morganstern: AC 3; 18; hp 35; MV 120' (40'); #AT 1; D by weapon; Save


as 18, ML 9; AL C; XP 650; THACO 15; S 14 (+1 ),19, W 9, D 18 (+3), C 12,
Ch 10; Open locks 65%, Remove traps 60%, Pick pockets 65%, Move plans of revenge upon the Nutgoblins and Zorastin's schemes could be
silently 65%, Climb sheer surfaces 94%, Hide in shadows 55%, hear intertwined. The Gebbeth currently spends much of its time while
noise 1-4; wears leather armour +1 and uses a dagger +1 or a venom occupying Stalfan's body l y i n g in one of the Nutgoblin family coffins,
blade (see below) in combat. hence Carilien's fear of the smell of soil. Should the adventurers choose
to deal with the Gebbeth as though it were a vampire, the traditional
Morganstern is Zorastin's flunkey. Although not really unintelligent stake through the heart will only cause 1-10 points of damage, although
limited would be a better term h e lets Zorastin do all the real thinking, the Gebbeth-body will act as though the attempt to destroy a vampire
and follows his orders to the best of his ability. Morganstern spends was totally successful.
most of his time in Zorastin's tower, so much so that when he visits the
main body of Shedu's Hall he is treated as though he were a visitor By the time the adventurers arrive at Shedu's Hall its destruction of
even though he is a permanent resident. He always keeps a careful note Carilien's mind is almost complete. On the Day 6 it will have taken over
of the comings and goings of all connected with the Hall, and he will be the Earl's body, and will then proceed to take over a much more valuable
well aware of the arrival of the adventurers. and worthwhile victim Zorastin.

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.

30 I M A G I N E maga:Abe, February 1985


The SHEDIVS HALL

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.

In its insubstantial f o r m a Gebbeth attacks by


touch. I f it strikes its victim and that victim
has a n i n t e l l i g e n c e o f 1 0 o r l e s s the Gebbeth e n t e r s t h e from its target w h e n either of these drops to zero the victim
victim's mind, g a i n i n g total control o f the victim's body in the dies. If these attacks are spread over a period of days or months
process. If the attack is successful the Gebbeth 'makes itself at
as is likely because the Gebbeth takes a positive delight in
home' and then is raised to 18 as the creature's natural wiliness tormenting its victims if it has the chance t h e victim will also
takes command. The victim is entitled to a saving throw vs magic suffer from some form of insanity, usually an irrational fear of
wands, and if this is successful the Gebbeth cannot attack again some item connected with the Gebbeth. The Gebbeth uses this
that day.
ability to weaken a foe before attempting to possess his or her
body.
Once in a body, the Gebbeth can use all the abilities and skills
that its victim h a d before i t took over, i n c l u d i n g a n y weapon Gebbeths can only be h i t by magical weaponry. They are n o t
handling skills and spells that were memorised at the time of the undead and cannot be turned by a cleric.
initial attack. It can only memorise half the original n u m b e r of
spells of a victim, eg a Gebbeth-Warlock could only memorise 3 A Gebbeth has one particular 'ability' that is more terrifying than
spells at any one time. The Gebbeth-body does not need food
any other. I n t i m e s o f stress w h e n w o u n d e d , f o r example
(but does require water), although if it doesn't eat it will become there is a 1 i n 6 chance that the creature's features will start
gaunt and cadaverous.
to fade. The process takes 3 rounds in total, at the end of which
the face w i l l be completely blank. A n y o n e w i t n e s s i n g such a
Gebbeth in possession of a body can still attack, but it can n o w
change should save vs spells or suffer the effects o f a b l i g h t
restrain i t s e l f s o a s t o c a u s e l e s s d a m a g e t o a target. E a c h spell due to the unnerving prospect of an opponent's features
successful touch drains 1 p o i n t of Intelligence or Constitution altering w i t h o u t apparent reason.

,- b i g

CREDITS

Design: Matthew Parker


Editorial Butchery: Mike Brunton
Piccies: Pete Young
Maps: Paul Ruiz

32
I M A G I N E magazine, February 1985

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