AdvaQ~d
DungeonQlragons®
OFFICIAL GAME ADVENTURE
For 4-5 Characters, Levels 10-15
Swords of Deceit
by Stephen Bourne, Michael Dobson
Steve Mecca, and Ken Rolston
CREDITS TABLE OF CONTENTS
Developer: Bruce Heard INTRODUCTION . ... ... . . ... . . . .. ... . .. . . ...... . .. . . . .......... ..... . . ... ... 2
Editor: Eric L. Tobias Dungeon Master's Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 2
Cover Anist: Keith Parkinson
Interior Anist: James C. McGonigle Chapter 1: 1HE CURSE OF VALINOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Canographer: Marcia Honz Background .. .. ................. .. .... . ....... . ....... . .. ... ............... 3
Typographer: Betty Elmore Beginning the Adventure .. . . . . .... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Encounter Key ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . )
LANKHMAR . FAFHRD and the GRAY MOUSER . and all Finishing Chapter 1 .. . . ... . ........... . .... . ...... . .............. . ........ .. 10
the character.; and the distinctive likenesses thereof are
trademarks of Fritz Leiber and are u5<'d with his permission . Chapter 2: RETURN OF 1HE RATS ............ . ..... . .... . ..... . ... . . . . . ........ 12
This book is protected under the copyright laws of the Background ........................ ... ... .. . . . .. ...... ... .. .. ... ... ........ 12
United States of America . Any reprodu ction or other unau- Encounter Key .... .... . ... . .... . . . ......... . .... .... .. . ..... ..... . .. .. . '. . . . . 13
thorized use of the m aterial or anwork contained herein is Entering Lankhrnar Below . ...... .. .. ....... . .. .. ... ... .. .. ... .. .............. 23
prohibited without the express written permission ofTSR. Ending the Chapter ... . ... .. ........... ... . .. . .. . . .. .. . . ... . . ............ ... 28
Inc. Chapter 3: ONE NIGHT IN LANKHMAR ......... .... . .... .... . . . .... ... .... . . . . 29
Distributed to the book trade by Random House. Inc. and The Last Chance Gambling Den . ....... .. . . ............... . ................... 29
in Canada by Random House of Canada. Ltd . Stuck Inside of Lankhmar with those Gambling Blues Again .................. . ..... 32
The House of the Rising Sun .................. . .... ......... . .. . ...... . . . .. ... 3)
TSR Inc. TSR UK Ltd . Epilogue ....... . ........ . ....... .. ...... . ........ ... ....... . ............... 38
POB 756 The Mill . Rathmore Road
Lake Geneva. NEW MONSTER IN LANKHMAR ... .. . .... .. ..... ....... .... .... . ..... . .. ... ... 39
WI 53147 Cambridge CB14AD
Un.ited Kingdom LIST OF PLAYING AIDS
ADVANCED DUNGEONS & DRAGONS, AD&D, Map I: Noble District . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 4
PRODUCTS OF YOUR IMAGINATION, and the TSR Map II: Citadel District . ........ .. ...... . ........... . .... .. .. ................ 13
logo are trademarks owned by TSR Inc.
Map m: Temple District .... .. ... ...... ... ....... ... . . . ... .. . . ................ 1)
Game Design CCopyright 1986 TSR, Inc. AU Rights
Reserved . Map IV: River District . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Map V: Road to the Shrine ........ .. ............... .. ..... . ... . . ......... . ... 19
Scanned by MageGuru Map VI: The Red God Shrine ... . . .. . .. . . . . . .. .... . . .. .. . ... .. . ... . .. ... ...... 20
Map VII: The Gambling House .............. ... ................... . ... ..... ... 21
Printed in the U.S.A.
0-88038-276-7 Map vm: Myrria's Mansion ..... .. ... . .. . .... . .... .... . . .... .... ... ... .. . . . .... 22
ISBN 0-394-55420-5
9170XXXI401 Map IX: Cash District ....................... . .... ........... . . .. .... . .. . . . ... 31
Map X: Tenderloin District ... . . . .. ... . . ... . . . . . ... .... .. . ................. . .. 33
Map XI: The Cat's Cradle . ......... ... ... . . . ...... .. ................ . .. . ... cover
Prerolled Characters: ...... . ....... . .......... . ... .. .. .. . .... ...... . . . ..... . . cover
Monsters Statistics Table: ... .... .... . ........... . ........................ ... .. cover
Random Encounters Thble: ....... . .......... ..... ... ............. ... ......... cover
9170
Dungeon Master's Notes INTRODUCTION the PCs find important information when
they are having trouble , but Fafhrd and
This module is designed for the NPC and Monster Statistics Gray Mouser should probably not spend
LANKHMAR'" City of Adventure setting , the entire adventure with the party.
and the ADVANCED DUNGEONS & The key non-player characters of the
DRAGONS®game. Swords of Deceit is an three scenarios are described within the City Adventuring
adventure for a party of four to five charac- appropriate adventure sections of this
ters, levels 10 to 15. The party should con- booklet. City adventuring allows for numerous
tain a thief, a white wizard , and a number player options and OM improvisation. In a
of fighters. Other NPCs are described in the Sour- city, the PCs can attain information from a
cebook , or in the Monster Statistics Table dozen places and people - taverns ,
Swords of Deceit is the second module (if they are normal humans or simple guilds, libraries, temples, informants,
made for the Lankhmar setting , the world guards). These may be encountered dur- skilled experts in numerous disciplines,
created by Fritz Leiber for his famed fan- ing any of the three scenarios. sorcerers, fortune tellers , town clerks ,
tasy heroes, Fafhrd and Gray Mouser. guard stations, etc. Although this freedom
This adventure may be played as a sequel The monsters ' statistics are listed on is intended to be fun , it increases the num-
to CA 1, Swords of the Undercity, or it may the Monster Statistics Table located on the ber of wrong trees up which PCs can bark.
be played separately. inside of the module cover. For more infor- This can be frustrating for the players.
mation on these monsters, refer to "Mon- Listed below are a few suggestions to the
Leiber's world of NEHWON'· is some- ster Manuals I and II ", or chapter 7, OM on how to keep the game moving .
what different from settings of most " Nehwon's Monsters", pages 69-73 in the
AD&D®games. The use of magic is limited Sourcebook . a. A lack of accomplishment will lead
and NEHWON'· has its own assorted to disappointment and perhaps boredom .
creatures and gods. Clerical powers, spell Role-Playing Guidelines Give the PCs useful information before
choices , and player character races are they get restless.
also different. First suggested in Swords of the Under-
city, five pre-rolled characters are pro- b. Avoid giving the players too many
The LANKHMAR'· City of Adventure posed at the end of this booklet. If the distracting details in improvised
sourcebook (hereafter called the " Source- players do not have characters of suffi- encounters. The PCs may become con-
book") points out the distinctions between ciently high levels or if there are not fused and it may be difficult to get them
the two worlds and should be read by the enough party members, the pre-rolled back on the right track .
OM before the adventure is started. The characters should be used . The informa-
OM should be familiar with the various tion provided is sufficient to play the char- c. If the PCs do get off the track , use
gaming elements of the world of acters. But if more detail is desired refer to NPCs or their messengers to get the
NEHWON'· , such as the monetary sys- CAt. party going in the right direction . For
tem , the powers of the multiple guilds, and example, in chapter 2 it is necessary for
the social levels. Player characters who have completed the PCs to get information from Ogo the
Swords of the Undercity should keep any Blind , a prominent fence , before the
Swords of Deceit is divided into three items or wealth acquired during that adventure can really begin . If the PCs
scenarios , " The Curse of Valinor " by adventure and each PC will have a wander and miss the Ogo connection ,
Stephen Bourne, " The Cat's Cradle " by detailed history which should affect role- Duchin , an NPC , can tell the PCs to visit
Ken Rolston and Steve Mecca, and " One playing . Ogo or he can send a messenger telling
Night in Lankhmar" by Michael Dobson . the party the information that Ogo was to
Each adventure can be played separately Player Characters should react as give the characters .
during one evening session . The adven- Nehwonian people . They should chal-
tures may be played in any order. lenge dangerous and mysterious crea- d. Do not invent too many complicated
tures for the sake of curiosity and subplots, misleading clues , or fascinating
Random Encounters and City adventure. Good role-playing should be but irrelevent details. The best response is
Events rewarded with extra experience points, usually negative; " No, we haven 't heard
but players who did not participate in anything about that." " No, we don't know
During the first two scenarios , the party Swords of the Undercity should not be what that strange object is." " No , we
may encounter random events in the city penalized because they are unfamiliar haven 't seen either of them ."
of Lankhmar, the catacombs , or the with the NEHWON'· world .
sewers below Lankhmar. The random
encounters are listed in a single table Magic should remain a rare occurrence
located on the inside of the module cover. and the OM should pay particular attention
Roll on the column that corresponds to a to the individual social levels of charac-
general location of the adventure. Due to ters. High level Black Wizards should be
the nature of the third chapter, (the streets treated as NPCs not PCs.
are for the most part deserted,) there are
no random encounters there . Although Fafhrd'· and Gray Mouser'·
are recommended as PCs for the third
scenario it is preferable for the heroes to
remain as NPCs in the first two chapters .
This is particularly true for The Cat's Cra-
dle when Fafhrd and Gray Mouser will be
kidnapped and therefore absent for a sig-
nificant part of the adventure. Occasional
encounters with the two heroes can help
2
Chapter 1: THE CURSE OF VALINOR
By Stephen R. Bourne prosper and increase the family fortunes . the family Valinor.
He hoped his eldest son would rise above Days later a messenger arrived from the
Dungeon Master's the role of overlord 's advisor on magics
Background and become instead the overlord's sor- East to report the tragic demise of Inrik
cerer. And so it was that as a youth Inrik Valinor. According to an eyewitness
This adventure involves the nefarious was sent east to study wizardry under the account, Inrik had been accosted by brig-
intrigues of the house of Valinor, a highly fire magicians. ands on the road to Lankhmar and his
placed and much respected noble family body committed to a marshy bog . As
of Lankhmar. Lord Essen , the current The younger son, Essen, was over- proof, the peasant witness produced two
Count Valinor, is a trusted advisor to the looked in this grand scheme . Without title small tokens , which belonged to Inrik, and
overlord of Lankhmar and a minister in the or schooling in magics there was little which the peasant claimed had been
city government. glory left. But after some deliberation recovered from the roadway. The witness
Alima decided that young Essen would was never again seen in Lankhmar.
Of late the Valinors have fallen on hard study mercantile matters.
times. Lord Essen 's wife , the countess , Inrik Vallnor's Ordeal
has recently died from a sudden illness. Even to a young chap it was apparent After three days of scratching and claw-
The count himself lies stricken with a that Inrik's future held the promise of
strange and inexplicable malady and his untold excitement and romance, not to ing, Inrik liberated himself from the ropes
attending physicians fear for his life. Lady mention the title of count. Essen could see and the tomb . He emerged from the
Tanya Valinor, the count's daughter, is well that his own fate involved the role of little ground half dead , mostly mad, and com-
enough in body but the stress of these more than merchant or money handler. pletely bent on vengeance.
dark days tests her sanity. It is clear that a The younger Valinor's envy and malice
malevolent force has taken over the grew and in his heart Essen secretly The story of Inrik Valinor's life over the
House of Valinor. vowed to turn the tables. next 20 years is not told in this tale . It is
sufficient to note that he returned to the
The Family History Ten years passed and despite his reluc- East where he completed his apprentice-
tance, Essen prospered as financial man- ship in magic.
Count Essen's father, Alima Valinor, was ager for the family. Many in Lankhmar
not by birth a Lankhmart. He came from eagerly entered into business with the Twenty years have passed and Valinor is
the east , from the lands of the Red God Valinors and rarely were those ventures one of the most prosperous noble families
and the realms of the fire magicians. unfruitful. With the family at the height of in Lankhmar. Count Essen holds the posi-
its prosperity, Alima died of heart failure . tion of the overlord's financial advisor.
Alima Valinor was well acquainted with
many aspects of sorcery for he was , by Amidst the sorrow and upheaval, and Beginning the Adventure
vocation, a scholar of legend, lore, and the despite his incomplete apprenticeship,
history of necromancy. Valinor advised the Inrik was summoned by family members Ironically it is the family status that has
potentate on all matters of wizardry and he to assume his birthright. caused the ailing Count Essen to investi-
effectively recruited appropriate magic- gate the rumors of strange occurances at
users for specific or ongoing tasks. While the Valinors awaited Inrik's the marsh shrine of the Red God . He has
return , Essen arranged his father's burial. directed his daughter to hire trustworthy
Alima Valinor had the knack of "weed- Disdaining his father's reverence for the characters to conduct the investigation.
ing out" potential trouble-makers for the Red God , he decreed the count be buried For his daughter's benefit and that of the
overlord. For this service Valinor and his in the town estate crypt. Despite family hirelings, Essen has concocted a story
heirs were given a title, a stipend, a town protests , Essen had his way. that belies his own secret and his most
estate in the Noble District and a parcel of hideous fears.
property adjacent to the Marsh Road to Essen knew his brother's mind well and
the east of Lankhmar (see Map V) . correctly anticipated that Inrik would stop Early one evening the PCs are accosted
at the shrine of the Red God (where he by an old servant man in the Silver Eel Tav-
With the overlord's tacit approval, the thought his father would be buried) to pay ern on Dim Lane (see Map X, area 45). The
newly titled Count Valinor built a large private homage to the dead patriarch. old man asks the adventurers to meet with
stone shrine to the Red God on his marsh Lying in wait and with the aid of two thugs, his master at midnight on Bones Alley
property. While erecting the shrine , work- Essen waylaid his brother in the cata- behind the tavern . At the appointed time
ers discovered a small system of cata- combs. lnrik was overpowered, stripped of and place the characters see a black car-
combs beneath the ground. Delighted, his raiments and magical things and riage with two dark horses. The hooded
Valinor fashioned a tomb amidst the tun- bound in heavy rope. Placing his hapless driver bids the PCs to enter the carriage.
nels, establishing a secret family vault brother in a sarcophagus , Essen ordered Inside sits an austere but lovely young
close to the Red God. the thugs to wall-up the entry to the ante- noblewoman in a black dress and dark
chamber and tomb. veil. Tanya Valinor offers the following
The Vallnor Sons commission to the adventurers:
Ali ma Valinor had two sons, Inrik and With the deadly masonry work com-
plete, Essen produced a flask of wine for "Good evening. I'm so glad you have
Essen . As the eldest, Inrik was heir to the the evil hirelings to drink. The thugs barely come at my servant's bidding. I am
amily title and his father adored him with a had time to wipe their mouths before the Tanya Valinor, daughter of Count Essen
devotion equal to that shown his deity. potent poison in the wine killed them . With Valinor and the late countess . As you
Ali ma was determined that Inrik would Inrik buried alive and the thugs dead,
Essen returned to Lankhmar secure in the
knowledge that he alone held the titles of
3
Map I Noble District
Valinor estate
i
N
may know , my father is a high-ranking quite suddenly and my Uncle Inrik was son that we have refrained from using
advisor to the overlord of Lankhmar. It murdered. the Lankhmar constabulary."
is my understanding that you offer your
services with the utmost discretion. If " Years passed without incident until If the PCs hesitate in taking the assign-
so, we are prepared to underwrite this recently when my mother died of a sud- ment Tanya will add in an even more dis-
confidence with a handsome fee." den illness. And now my father lies traught voice than she has been using:
stricken with a terrible malady that the
Tanya then pours 100 gold rilks from physicians cannot explain except by " Oh yes , there is one thing more... A
a velvet pouch into her lap. black magic. It is obvious that the sor- few days ago someone broke into the
cerer has renewed his campaign . family crypt in the Noble District and
" We are prepared to offer you 50 made off with my grandfather 's
times this amount," she continues , " if " If we fail to stop this accursed magi- remains . As you can see , our sorrow
you will undertake an investigation on cian , the House of Valinor will fall. The and despair grows daily."
our behalf. Allow me to explain ." wizard Athol must be found and his dia-
bolical work terminated . Tanya Valinor then gives the PCs t~e
Tanya looks at each of the players to 100 gold rilks and implores them to begin
make sure they are following her. " Lately there have been reports of the mission with haste. She will offer to
strange occurances east of the city, in meet with them again in two days time at
" Years ago my grandfather advised the the vicinity of the marsh shrine to the midnight on Bones Alley.
overlord on matters of wizardry. He had Red God. Peasants have seen strange
keen judgment in such affairs and was lights and shadowy figures in this area The DM will note that Tanya Valinor
of great assistance to the administra- on the Marsh Road, just east of the believes the tale offered to the adventu r-
tion of Lankhmar. Before he died my Marsh Gate. We th ink the wizard has a ers. At her father 's suggestion she has
grandfather was responsible for the lair near the shrine of his patron ." omitted the fact that the Red God shrine is
dismissal of a magic-user, Athol , an on Valinor land . In point of fact the author
easterner from the lands of the Red " If you accept this mission I must of th is elaborate lie , Essen Valinor,
God and the fire magicians. At that again ask you to undertake it in believes that his brother Inrik is reaching
time , this sorcerer vowed revenge on secrecy. We do not want it known that out to him from the grave. Tanya's father
three generations of the house of the House of Val inor is under a curse . has reasoned that adventurers might be
Valinor. Soon after, my grandfather died Such a disclosure would reflect badly
on my grandfather's legacy and my
own father's reputation . It is for this rea-
4
reluctant to go after an undead sorcerer. NAT 2; Dmg 1-4 (dagger"), 16 (dirk) NAT 1; Dmg 2-9 (scimitar) + 1 to damage
only
Cast of Major NPCs Str 14, Int 16, Wis 13, Dex 18, Con 15, Cha
13 Str 17, Int 12, Wis 13, Dex 16, Con 16, Cha
Inrik Valinor 11 (studded leather jerkin)
Level 10 Fire Magician (Black Wizard) Nerka is Inrik Valinor's chief henchman
and an excellent assassin. He has a thor- Xuma closely resembles his brother in
MV 12 "; hp 33; AL CE ; NAT 1; Dmg 2-5 or ough knowledge of poisons, in addition to size and appearance. He carries ldl0
spell outstanding skills as a thief. Nerka caused bronze agols, 1d6 gold rilks and wears a
the death of Essen Valinor's wife through solid gold ear stud with a diamond inset
S 15, 118, W 14, 0 17, C 17, Ch 15 the use of a slow-acting poison which pro- (300 gold rilks).
duced the symptoms of a deadly, three-
Spells: day malaria bout. The assassin simply Encounter Key
pricked the lady's arm with a pin one day
Levell : affect normal fires, burning while she made her way through crowds in The following encounters cover the
hands, magic missile, unseen servant the marketplace. Nerka also engineered important aspects of this scenario. Boxed
the clandestine removal of Alima Valinor's encounter descriptions may be read
Level 2: pyrotechnics, invisibility, knock, body from the family crypt. directly to the players. In other cases the
levitate OM must provide the appropriate informa-
Nerka attacks at + 2 to hit with a throw- tion for the turn of events.
Level 3: fireball, flame arrow, hold person ing dagger. His blades are poison-tipped
Level 4: fire charm, wall of fire only in the event of a planned assassina- 1. Midnight Meeting on Bones Alley
Level 5: magic jar, conjure elemental (fire) tion . An ambidextrous fighter, Nerka can
thrust and parry with his dirk and either jab As Tanya Valinor's carriage leaves the
At this time Inrik Valinor is 46 years old or hurl his dagger. At anyone time he car- PCs a small dog runs behind the buggy.
but he looks nearer 60. He is 6 feet tall but ries six throwing daggers in a special Each PC has a 30% chance of spotting it.
carries himself with a noticeable stoop. He harness-holder on his back.
wears black, flowing robes , a metal skull- This creature is Inrik's familiar, Mes-
cap beneath his hood , and thick oilskin Nerka wears a dark leather jerkin, topha. For the moment the animal's task is
boots for plodding in the marsh . He usu- brown leggings and a dark brown cape to shadow Count Essen's daughter.
ally carries an old , knotted staff from over one shoulder. At anyone time he will
which he can produce a short flame at will be carrying 2d20 gold rilks in his pouch. 2. The Marsh Gate
(sufficient to ignite a combustible within He wears a gold necklace (50 gold rilks)
the staff's reach). He also employs a short and a ruby ring (100 gold rilks). Nerka's AC During daylight hours the PCs are free
dagger + 1 which he can hurl. 7 bracers of defense and + 4 Dexterity to leave Lankhmar at their leisure. If they
bonus allow him an armor class of 3. leave at night they will be accosted by two
Around his neck is a gold medallion with guardsmen at the gate. The man in charge
ruby studs. Depicting a flame and sword, it Kruma is Sergeant Chevas and he will require the
is an ornament of the Red God . Level 9 Fighter adventurers to state their business .
Although he has no reason to detain them,
Although cunn ing , Inrik Valinor is quite Human male: AC 6; MV 9 H; hp 72; AL CE; Chevas will become difficult by asking
insane and he is prone to laugh aloud for NAT 1; Dmg 3-10 (scimitar) +2 to damage many questions. "What are the adventur-
little apparent reason . When alone, he only, by virtue of Strength ers doing? What do they have in their
often carries on a running conversation . packs? etc."
But despite his eccentricities he has a Str 18, Int 10, Wis 12, Dex 14, Con 17, Cha
magnetic charisma and his servants are 12 (scale bound leather jerkin) A couple of bronze agols will produce a
extremely loyal. change in the sergeant's disposition . He
Kruma and his brother Xuma (see next will be quite willing to bid the party good-
Inrik is often followed by Mestopha, his entry) are Kaddish tribesmen (desert- night and to answer any questions they
familiar pet. A special hell hound (see dwellers) and Inrik Valinor's henchmen. may have. Chevas knows the following :
Monster Statistics Table) , such creatures Kruma stands 6 feet 3 inches tall and
are not uncommon familiars for fire magi- weighs 230 pounds. He wears brown pan- Clue a:A band of brigands has been work-
cians. Through magic, Valinor has raised taloons, boots, a scale-bound leather jer- ing the Marsh Road of late.
the Intelligence and abilities of this hound, kin and a turban . He has dark hair, a
allowing Mestopha a humanlike under- swarthy complexion and slightly slanted Clue b:Strange lights and shadowy fig-
standing of the world and the ability to eyes. He wields a large scimitar and car- ures have been seen in the area of the
communicate telepathically with Inrik. In ries a dagger in his belt. His pouch holds marsh shrine to "that funny Red God " .
addition , the animal can change its vis- 1d20 bronze agols.
age, appearing to be a small, unobtrusive Clue c:The peasants talk of a lich that
mongrel when this suits its master's pur- Xuma inhabits the marsh , a ghastly undead
pose. In this form his eyes do not glow. Level 8 Fighter high priest of the Eastern God.
Nerka Human male: AC 5; MV 9 "; hp 70; AL CE ; The OM should note that re-entering the
Level 8/9 AssassinIThief city presents a more serious problem . Day
5 or night, the guards will question the party
uman male: AC 3; MV 12 H; hp 45; AL CE;
in some detail about their business in relationship dates back to when they had examination of the smaller statue will have
Lankhmar. A brief inspection of the char- done some freelance work together for the 70% chance of deciphering the fading
acters' gear is certain but a couple of gold Thieves Guild. inscription .
rilks will inevitably secure swift re-entry. If
the party arrives at night Sergeant Chevas Although they work the marsh, Seffron's In the northeast corner of the base a 4-
will admit the players without question in brigands are based in Lankhmar and gain foot-square doorway is hinged inwardly.
exchange for a couple of bronze agols. access to the marsh through a tunnel Under and behind the hanging mane of
under the city wall, just south of the sec- the lion, a small stone pressure plate acti-
3. On the Marsh Road ond tower south of the Marsh Gate. vates the door release mechanism , open-
ing the portal and revealing stairs
(see Map V) About 500 feet south of the ambush site descending toward the west.
is Seffron's makeshift camp with a fire pit
The landfall adjacent to the marsh road and three lean-to structures made of wood 4a. Burial Caverns
and within close proximity to Lankhmar supports and canvas. Three women and
is marshlike but something less than a five additional brigands prepare food here The stairs lead to a large iron door
swamp. The road itself and most of the for the others. Twenty feet due south of the about 30 feet below the ground. The
surrounding ground is quite solid, fire pit and approximately two feet below door is rusted and discolored from oxi-
although well covered by tall, marshy the surface of the ground is Seffron's trea- dation caused by large quantities of
grass and shrubs. Further east, past sure chest. His treasure includes: 450 salt in the great marsh .
the shrine of the Red God, the ground gold rilks, 670 bronze agols, 137 silver
adjacent to the road gives way to wide- smerduks and jewelry worth 87 gold rilks. The lion crest and the family name
spread swampy conditions with water "Valinor" are etched into the door at eye
flow and bogs. The road, however, If Seffron is captured and made to talk level. A large rusted padlock hangs use-
remains solid well into the east. (or bribed with at least 100 rilks) he will lessly from a handle ring on the door that
admit knowing the Weasel and striking the seems not to have been opened in years .
Day or night, there is a 70010 chance that deal to keep people away from the shrine.
the small party of adventurers will be way- He does not know The Weasel's where- 4b. Entry lUnnel
laid by brigands approximately 500 feet abouts but he suspects that he is either at
west of the shrine. These highwaymen will the shrine or boozing in town . Seffron, Past the iron door a roughly hewn 40-
ambush the party from the cover of the however, knows nothing of The Weasel's foot corridor leads into a cavern . The
high grass on either side of the roadway. A current business with Inrik or why the tunnel is cold and clammy and a faint
band of 20 brigands and one brigand shrine is so important. roHing smell pervades the air.
leader will open fire with arrow aHacks,
two each in the first melee round. If threatened, Seffron will admit that The There is nothing of importance here.
Weasel enjoys the ale in the Hanged Man
If the PCs fail to take appropriate eva- Tavern (north side of Shady Street, just 4c. The Trap
sive action the brigands will launch west of Carter). Seffron also knows that
another arrow volley from their concealed the land about the Red God shrine is Read the following only if the party is
positions in the tall grass. With the leader owned by the Valinor family. actively searching the area.
hanging back and directing the aHack, the
aHackers will swarm the party on foot with 4a-m. The Shrine of the Red God Hanging on the western wall of this
a longsword melee. If the brigands lose chamber, just inside the door, is a torch
over half their number, the leader will (See Map VI) holder. Below this figure, set unobtru-
order a retreat into the marsh to the south As the party approaches the shrine, sively in the wall, is a stone bar 8 inches
of the roadway. long and 2 inches wide .
read the following:
The leader of this band is a nasty fellow This room is trapped with a collapsible
named Seffron the Swampmaster. Seffron About half a mile east of the Marsh floor. If turned to a vertical position, the
has struck a deal with an old associate he Gate, just north of the roadway, is a stone bar triggers a neutralization of the
knows only as The Weasel. In exchange clearing in the marsh grass. A 35-foot trap. If the lever is not operated and 100
for a weekly purse of gold, Seffron and his effigy of a warrior sits in the midst of pounds of pressure is applied, the two 5-
men have agreed to keep people clear of this land. Around the center piece and by-10 foot doors in the floor open and any-
the Red God shrine. To date, the brigands punctuating the four corners of a stone one standing on them will fall 10 feet into a
have waylaid all passersby except heavily platform are smaller effigies of lions. pool of water below. Counterbalanced
armed patrols and caravans. The Weasel The central figure, rendered in bright with weights and pullies, the floor will auto-
has advised them to be alert for small red granite, is armed with a fighter's jer- matically return to a flush position within
groups of men-at-arms. Only Seffron kin, a sabre in one hand and a dirk in six seconds. The PCs must roll Dexterity
knows the terms of this arrangement and the other. The finely carved head is that or less on 1d20.
only he can provide useful information on of a handsome man with a pencil thin
the deal with The Weasel. mustache and sharp facial features. Anyone floundering in the pool must
Atop the head sits a spiked helmet. tread water to avoid drowning. Within two
The Weasel is Nerka, Inrik Valinor's
henchman. Seffron's and the Weasel's On one of the small lion effigies is a
stone inscription: "In Reverence-
Valinor." Anyone conducting a close
6
rounds, three poisonous eels will attack Near the southern exit of this cavern 4h. WIll-O-The-Wlsps' Cave
the trapped victim(s) in the 15-by-15 foot you see a man-made object sticking
cavern . The bite of the eel is poisonous out from the rocky ground. Upon closer A number of danCing and darting lights
and a victim must make a saving throw vs. inspection this thing appears to be the are evident at the end of this tunnel.
Poison or die in 1d10 turns . In the water heel of a boot. Three or more tiny fissures at the
the eels will be + 3 to hit a humanoid and cave's end lead into darkness.
the humanoid will strike the eels at -3. The After clearing away numerous stones,
water is 15 feet deep and the player char- rocks and pebbles the characters find the This tunnel end is home to three will-o-
acter must strike the eel and avoid drown- skeletal remains of two bodies. These are the-wisps which inhabit the fissures in the
ing at the same time. the corpses of the thugs employed by cave wall . An investigation of the area will
Essen Valinor many years before. cause the wisps to attack. Usually seeking
4d. Cave of the Water Cobras their prey in the marshland , the w~sps ar~
The clothing has all but rotted away but currently interested only in protecting their
Moisture hangs in the air and you can the leather raiments (boots, jerkins, belts lair. If the characters retreat, the strange
feel the slickness of the steep lime- etc.) are still recognizable . ~wo corrod~d creatures will not pursue them . The wisps
stone walls by the glossy green hue on daggers are evident in thiS makeshift are immune to all spells except protection
their faces . A greenish-yellow pool of grave, as well as a rotted oilskin p~uch from evil, magic missile and maze.
water fills the center of this cavern filled with tiny rubies worth 400 gold nlks.
which you estimate to be some 30 feet 41. Tomb Entry Tunnel
wide and nearly 50 feet long. A ledge 4f. Cave of the Giant Bats In this tunnel, the alarm (indicated by
runs along the perimeter of the oval
and leads to two passages. A strange and unnerving sound of the letter "A" on Map VI) warns the occu-
chirping emanates from this cavern. pants of 4j and 41 that the secret door is
This water cave is home to three water being dismantled . At the southern end of
cobras. All bites of these creatures are This cave is home to 11 giant bats which the corridor stands a heavy iron door bear-
very poisonous and the victim must make attack only if their cavern is entered. ing the image of the Red God and the lion
a saving throw vs. Poison or die in 1d4 These creatures have a + 2 to hit while air- token of the house of Valinor.
rounds. A number of small fissures in the borne and a bite victim must make a sav-
rock formations afford viable exits for ing throw vs. Poison or suffer th.e 4j. Shrine Room
these water creatures. consequences of a viral infection. There IS
a 40% chance that a victim will contract Against the eastern wall of this cham-
In this encounter two of the cobras will rabies within 2 days of a failed saving ber a small statuette, similar to the
be in the water (AC 4) and one will be throw. The bats exit and enter through a large warrior statue above ground, sits
curled up near the east entrance to t~e small hole in the cave ceiling which leads atop a stone pedestal. On all sides ?f
cave. While in the water, the cobras , with to the marshland above. the statuette are unlit red candles In
their chameleon-like ability to change col- elaborate gold holders. In the north-
ors are virtually invisible. On the ground 4g. The lteasure Cave eastern and northwestern corners
the'serpents are AC 8 and clearly visible . large upright, wooden sarcophagi
This westward-leading tunnel opens stand to a height of 7 feet. Full length
Secret Door to 4i into another water cave . The water is images on the front of these coffers
still and tepid in this cavernous reser- depict savage warriors in full battle
Having been sealed with stones and voir. gear. A wooden chest with iron braces
mortar for 20 years, this closed entrance- rests atop another pedestal on the
way looks consistent with the rest of the In the far eastern corner of the pool, western wall . At the southern end of the
wall. It is covered by lichen and natural near the tunnel ledge and just below the chamber a portcullis blocks the
moss formations . PCs detect the water, is a chain hooked onto a spike. The entrance to another chamber.
entranceway with a -15% to their normal chain is 16 feet long and is attached to an
chances, but have an 80% chance of iron chest at the bottom of the pool. Nei- Inrik Valinor and his henchmen have
detecting it if they conduct a tapping pro- ther the chain nor the chest can be seen in laid a trap for the party. Xuma and Kruma ,
cedure throughout the cave. the murky water. Belonging to Alima the Kaddish warriors, are concealed
Valinor, the treasure was hidden here for inside the wooden coffers. Once the party
The wall must be dismantled by force emergency use. The iron chest holds: 500 enters the chamber these fellows will
(pick work , digging etc.), but because gold rilks, 300 silver smerduks, and ~OO attack savagely. Meanwhile, Nerka, the
much of the mortar has suffered salt dete- bronze agols. Assuming they can SWim, chief henchman , hurls four daggers at the
rioration the wall will quickly come apart the adventurers may safely dive for the group through the portcull~s from ~he
after an initial hole has been punched. chest. shadows of 41. If the battle IS not gOlOg
badly for the Kaddish warriors , Nerka
4e. The Skeleton Cave 8 enters the melee through a door in the
portcullis. Otherwise he remains in 41.
After the PCs have conducted a careful
search of this cavern the DM should read
the following:
Xuma and Kruma will fight to the death 41. The Crypt the initials "E.V." Inrik has been using the
while Nerka, if directly involved, will effigy of his brother in the pursuit of black
attempt to escape if the fight turns against In the east recess of this chamber there magic and revenge. The ring , worth five
him. His first choice for retreat is 41 but he are two sarcophagi lying side by side, gold rilks, was stolen from Essen Valinor
will attempt an escape via 4i if he must. If east to west. On one stone cover, the by Nerka , and is the personal item
he is not killed or restrained Nerka will most ornately sculpted, is the inscrip- required to give the doll "life". The pins
leave the tomb and cavern when he is con- tion , "Alima, Count Valinor of have caused Count Essen 's pain and suf-
vinvced that the PCs will not spot him. Lankhmar." The other sarcophagus fering and once these items are removed
bears the words, " Mina, Countess of from the doll, Essen's torment will cease
During the melee, Inrik Valinor and his Valinor." Two additional uncovered sar- and the black charm will be broken. Only
familiar are in 4m watching the battle cophagi lie in each of the south and Inrik Valinor can renew it.
through an unobtrusive peephole. Valinor west recesses .
will fire five magic missiles at the charac- The bed is the macabre sleeping station
ters, favoring a clerical target over others. In the center of the southern cham- of Inrik himself. Beneath the bed is a
There is an 80% chance that the magic- ber is a cauldron fixed on four iron sup- locked chest containing 400 iron tiks in a
user will attempt a hold person spell on ports. Above the cauldron, hanging sack, three bronze agols, and a dark robe
one of the fighters. If the battle goes badly from the ceiling by two thin chains, is a with a hood. In haste, Inrik made off with
for his men, Inrik Valinor and his familiar doll-like effigy resembling a man . A the valuable contents of the chest, dis-
will retreat and evacuate the tomb via the gold ring encircles one of the miniature daining the iron coins and dropping the
secret exit from 4m. arms of the doll and five pins are stick- three agols.
ing into it; two in the legs, two in the
The DM will note that Inrik Valinor will shoulders and one in the abdomen . The items on the work bench figure in
not be directly accosted in this scenario Inrik's alchemy. They include: one bottle of
and will escape if threatened by the party's Against the wall between the east acid, one bottle of hemlock (poison), one
incursion into the burial caverns. Further- and south recess chambers lies a small flask of lizard blood , one flask of cobra
more, it is worth noting that Valinor will bed. A bench holding bottles, flasks, venom , and one flask of saline solution .
refrain. from using any of his formidable pestles and a set of scales sits flush Four jars hold: one unit of dead frogs, one
fire magics for fear of damaging the tomb . against the wall between the south and unit of lizard tongues , one unit of bulls'
west areas. Beneath the bench are a blood and one unit of sulphur solution.
The statuette of the Red God, rendered number of unmarked jars.
in red marble, is a fine piece of work worth In the western alcove of 41 is a 4-by-3
50 gold rilks . The four candlesticks are The sarcophagus on the north side of foot section of wall which is a secret portal.
worth 40 gold rilks each. the east recess holds the earthly remains Hinged on the west side and opening into
of Alima Valinor. A massive gold chain and the spying room of 4m , to a corridor and
The chest on the west pedestal contains a lion pendant worth 500 gold rilks , lies on finally an exit, the portal will automatically
a records book written in the hand of Alima the skeletal form . The coffin beside it is become flush with the wall when opened.
Valinor. The volume discusses: empty because Inrik Valinor has not yet
removed his mother's remains from the 4m. Spying Room
Alima Valinor's origins in the east, his town crypt. If the party removes the pen- Another of Inrik's recent innovations,
study of magics and lore and his devo- dant, the skeleton will animate 1d6 nights
tion to the Red God. later in mummy form . Attracted by the two sliding panels, one at eye and the
pendant, the mummy will stalk the party, other at waist level, may be moved to
His journeying to Lankhmar and his rise to into Lankhmar if necessary, and attempt to reveal peepholes looking into chamber 4j .
prominance as the overlord's advisor recover its family symbol. If the artifact is
on magics. hurled toward the mummy, the undead If the PCs examine the ground in this
Alima will pick it up and walk away. small space they will find a leather pouch,
The building of the Red God shrine on the a pack dropped by Inrik in his hasty
Valinor marsh property and the fashion- If the item has already been sold to a retreat. The pouch contains the magic-
ing of a secret family tomb in the fence, the mummy automatically recovers user's diary. Before revealing what the
caverns below. it. The next day, the fence will be discov- dairy says, the DM should make clear that
ered dead, with a look of absolute terror in it contains one continuous entry. Further-
The arcane effects of the family's pendant his eyes. If the fence happens to be Ogo more the ink quality suggests that the
and the obscure powers invoked from the Blind, or a similar popular character of entry was written quite recently.
the Red God during the pendant's Lankhmar, assume Ogo had time to sell
enchantment. Most of this entry is the item to a minor fence. "That devil! He thought he'd finished
incomprehensible to the party. me but by the Red God , I'm alive! Well ,
The cauldron contains a strange and do I remember it? Of course...twenty
Alima's hope that the Valinors prosper and sickening solution used in the making of a years ago in the year of the serpent. I
that the secret tomb will be a safe and magical fire. The actual functions of the record it now so that the truth will have
sacred resting place for himself, his cauldron are known only to Inrik Valinor. a voice .. .
wife , Inrik and Essen.
The hanging doll figure is an effigy of " My father, Count Alima Valinor died
4k. The Portcullis Essen Valinor. The finger ring around the while I was away in the East studying
If Nerka occupies 41, the portcullis door doll's arm bears the token of the lion and the necromantic arts under the fire
magicians. When my family sent me
will be locked. The PCs can however, open
the portcullis by finding a hidden lever
located just west of the gate in 4j.
9
word of my father 's death, I returned to After the PCs have read the diary they then Inrik will subsequently destroy his
the West to take up my birthright. As notice Inrik's footprints leading to the exit. brother within 24 hours by launching a fire-
the eldest son it was I who should have From their sharp detail the PCs can tell ball at the count's carriage . The assassi-
been Count Valinor and not that they were rather recently set. The party nation will take place in a crowded street
money-grubbing little swine Essen. should then follow the prints through the while the count is travelling to the Rainbow
narrow corridor and to a crude wooden Palace, near Kings Road . Inrik Valinor, will
"On the road to Lankhmar I stopped ladder and the exit above. A flat rock , escape the scene amid the crowd 's panic.
at the marsh shrine to pay my respects which can easily be moved by one person ,
to my father for I knew it was his wish to covers the opening to the tunnel. Rendezvous with Tanya Valinor in
be buried in the secret family crypt. Bones Alley
The trail will then be lost in the marsh.
"But my scheming brother antici- The first character to emerge from the At this meeting the young lady will have
pated me. He and two scoundrels secret tunnel will have a 60% chance of 2,400 gold rilks to offer the adventurers in
accosted me in the caverns and then seeing a small dog about 25 feet away. If exchange for a valuable report on their
buried me alive in the vault. Oh, so cold the adventurer saw the dog in Bones Alley investigation . She plans to deliver the bal-
was the stone sarcophagus that he will recognize it as the animal. The ance (2 ,500 gold rilks) when the party can
enclosed me in the bowels of the earth! creature is Mestopha, Inrik's familiar. prove that the evil magic-user is dead.
By now Inrik Valinor is well on the way to
"But the living corpse escaped its Lankhmar. The enchanted dog will dart If the characters produce Inrik's diary
tomb . Scratching, clawing and scrap- after his master and report on the party 's and explain the whole sordid story, Tanya
ing myself to the bone , I freed myself progress. Only an accomplished ranger will be visibly shattered . She will refuse to
from the bonds and pushed aside the will have any chance of tracking the crea- believe it and demand an opportunity to
stone coffin lid . I must have been half ture which follows the secret brigand route study the journal and talk with her father.
dead but still I searched for a way out of and entry into Lankhmar.
that cold stone of eternal death. To my If the story is true she will agree to pay
horror I discovered that my dear Finishing Chapter 1 the characters the rest of their fee in 24
brother and his hoodlums had bricked- hours at the same location . If the charac-
up the entry from the water cave . With his secret lair uncovered and his ters demand more money from the
black magic pre-empted, Inrik Valinor Valinors , by way of blackmail , she will
"I despaired until I happened upon a must now act swiftly to accomplish his agree to discuss it with her father and
weakness in the crypt wall. After bash- revenge . Inrik plans to slay Essen at mid- report in 24 hou rs in the usual fashion .
ing and digging with a stone I broke night, at the same time that the adventur- After paying the rilks , and before leaving,
through the wall and found another nar- ers plan to rendezvous with Tanya Valinor Tanya will ask the characters to give her
row tunnel leading out of the crypt. in Bones Alley. Mestopha will be the the diary. If they refuse she will leave in an
After five days of torment I finally instrument of his wrath . even more agitated state.
emerged from the ground alive. Alive ,
by the Red God! The following epilogue should cover all The OM should note that at the very
the possiblities in this scenario. The OM is moment of th is second meeting , Mes-
"I thought then to have my revenge, advised to keep a careful track of time . topha may be slaying Count Essen.
to present myself to the overlord and Quite possibly, the characters may not
have Essen arrested . But I heard a have time to make any attempt to save Third Meeting with Tanya Valinor
voice . Yes, it was a voice . 'Wait: it said, Essen Valinor should they wish . (24 hours later)
'wait until dear Essen has had time to
enjoy his titles and land . Wait , Inrik, Saving Essen Valinor's Life On this occasion Tanya Valinor will not
and then strike! '" TraCing Inrik Valinor is not possible. The be present in the carriage . Instead , her old
servant man will inform the characters that
"I returned to the east and renewed my magic-user has taken refuge in a secret Count Essen Valinor is dead and that Lady
unfinished study of magics. The fire hideaway in the north docks district. To Tanya is indisposed . In point of fact , Tanya
magicians despaired because I turned to save Essen Valinor the party must inter- Valinor now fears for her life.
the dark side. Oh yes, I learned the fire cept Mestopha prior to their second meet-
magics, but I also learned the secret of ing with Tanya Valinor. If the characters If Tanya is not in possession of Inrik's
the black curse; the death that steals a conduct a stake out of the Valinor resi- diary her servant will offer the adventurers
man's life from afar. Twenty years passed dence on Royal Road they can accost the the balance of their fee (2 ,500 gold rilks)
before I returned to Lankhmar. animal at five minutes to midnight. for the journal. If the characters hold out
for more money the servant will offer them
"My man, Nerka murdered Essen's If Mestopha is not attacked , the hell another 500 goid rilks but no more. The
silly wife while I made my lair here in hound will scratch the Valinor door until a servant will explain that with the death of
the marsh shrine. What perfect justice! servant takes pity on the poor little dog. the count the diary is of less consequence .
Reaching out from the grave to have Once admitted Mestopha will scamper to
my revenge on my dear brother. Essen Valinor's bedroom , assume hell In any event the old servant will give the
hound form and slay the count. party at least 2,500 gold rilks. The driver
"I can see him now, writhing in agony will then wisk away into the night, calling
while the physicians stand around help- Intercepting the hound is the only way of back , " your dealings with the Valinors are
less. He knows it's me... he knows I've delaying Essen Valinor's death . If Mes- now at an end ."
come back from the dead to slowly wring topha is prevented from slaying Essen ,
the life out of him. I rejoice in his terror."
10
L
Visit to the Hanged Man Tavern (see manages to recover its family pendant, the solidate the family holdings, sell the
Map X) walking corpse will seek revenge against accursed estate's house and properties,
his disloyal son . Through the sewers, it will and then leave Lankhmar for her grandfa-
If Nerka, Inrik's henchman, has sur- reach the Valinors' estate during the next ther's homeland in the East.
vived, the characters may wish to track night, and attempt to massacre anyone it
him through a trip to the Hanged Man Tav- finds there. Alima will take his son's body The Fate of Inrlk Yallnor
ern on the north side of Shady Street, just from his fresh grave if Essen has already As a known murderer and fugitive, Inrik
west of Carter. If the visit is made between been buried. Alima will then head toward
dusk and midnight the characters will find the city catacombs. There, in ways only Valinor will be forced to "go underground "
the fellow sitting by himself at a corner undead know, it will forever torment in Lankhmar. Still disinherited and now
table nursing an ale. If confronted in the Essen 's soul, and haunt the dismal under- despised as a killer, Inrik will embrace a
pub, Nerka will disavow any knowledge of world in eternal and utter sorrow. darker and even more twisted life in the
the characters and he will refuse to underbelly of the city.
engage in any sort of melee. If the charac- The Fate of Tanya Yallnor
ters make a fuss the patron will warn them After a complete investigation of Essen Soon after Count Essen's death, the
to " pipe down." leader of the adventurers will receive a
Valinor's death, Tanya Valinor will admit to note from the barman at the Silver Eel Tav-
If the PCs leave Nerka alone and wait the authorities (the overlord's investigators) ern. The barkeep will simply say that an
for him to leave, after midnight he will walk that her uncle is the killer with revenge as old man left the letter and then disap-
west on Shady Street and then cut his motive. Henceforth Inrik Valinor, the out- peared.
through a laneway on his way to Cutthroat law, will be wanted for murder.
Alley past Whore Street. The villain lives at " Well my friends, you thought you could
the end of the second laneway (see Map If the undead form of Alima has attacked save the life of the dear count, did you?
IX, area N). the family estate and taken Essen 's body What folly! Don't you know better than to
away, Tanya may hire the party to recover come between the dragon and its prey?
If the PCs carry him out of the Hangman and guard the body until the investigation You have dared to cross my path and I
or if they attack him on his way home, is completed . Until destroyed, Alima will won 't soon forget it. Perhaps we'll meet
Nerka will offer the following : " Look here, persistantly seek to take Essen's corpse again when you least expect it."
my friends, don't concern yourself with back to the catacombs.
Essen Valinor. He's a dead man! " "With all deserving wishes,
With the male line of Valinor diminished, I. V."
The Posthumous Fate of Alima Yallnor the house of Valinor will lose its prefered
In the event the undead form of Alima position in Lankhmar. Lady Tanya will con-
11
Chapter 2: RETURN OF THE RATS
by Steve Mecca and Ken Rolston ing the last number of years Hisvin has In the Rainbow Palace of The Overlord
been planning his revenge . He trained an
Dungeon Master's elite corp of IIthmarian rats, a particularly Radomix Kistomerces, the City Council
Background large and vicious breed, and having pro-
claimed a religious crusade to convert the meets to deliberate on the business of
Deep below the streets of Lankhmar beings of Lankhmar, Hisvin received from
and existing in the sewer system of the city the Rat God , Erastus, an avatar capable of guiding the affairs of Lankhmar. The
is the Rat Kingdom of Lankhmar Below. expanding to four times its normal rat size.
Once enemies, the rodent and human civi- council room is filled with representa-
lizations have peacefully co-existed since Armed and ready for conquest , Hisvin
the last Rat-Human War some years ago. had the despoilers of his first conquest tives of all the important factions of the
attempt kidnapped . Now with little in the
Recently however, a number of grain way to stop him, Hisvin set the plans for city. As one discussion regarding tariffs
storage houses in Lankhmar have been his revenge and the Rat God's crusade in
attacked and the grain hauled off by rats. motion . ends, a new one concerning terrorist
With the food supply of all of Lankhmar in
danger the City Council calls on Adventure Summary activity begins.
Newhwon's most celebrated heroes,
Fafhrd and Gray Mouser, to end the acts of At the request of the overlord, a group of " It has come to my attention ,"
terrorism and avoid a full-scale war. adventurers is gathered to investigate the
rumored disappearance of Fafhrd and intones First Speaker of the Council
But Lankhmar is in more trouble then Gray Mouser. From clues provided by Ogo
anyone had imagined . Fafhrd and Gray the Blind, a prominent fence, the trail Gabel Ratchett, " that there is a group
Mouser are missing and it appears that leads to a disreputable sailor and dock-
they have been kidnapped . worker, Gustillo, the abductor of the duo. of subversives that is attempting to
The kidnapping and the raids on the Gustillo provides two clues. "Drugged undermine the economic stability of
storage houses were perpetrated by His- and bound," he tells the PCs, "Fafhrd and
vin , a wererat, and an army of large alien Gray Mouser were delivered to the aban- Lankhmar by attacking and carting
11thmarian rats that are clandestinely bas- doned residence of Hisvin."
ing their operations from a number of aba- away our precious grain stores."
doned tunnels in Lankhmar Below. Aided The second clue is Gray Mouser's cloak
by Erastus, an avatar of the 11thmarian rat which the PCs find in Gustillo's tenement. The leading grain merchants mur-
god, Hisvin and his army seek the con- With the cloak containing a note, the party is
quest of Lankhmar. lead to the tailor Nattic Nimblefingers. mur among themselves. Councilors
Nimblefingers gives the PCs a package con-
Hisvin and the Rat Plague taining a warning to the Gray Mouser about reluctantly await a verbose speech
"rodent problems" in Lankhmar Below and
Hisvin is chairman of the Council of 13 a number of diminution potions which will from the infamously long-winded first
for All Rats . A former ruler of Lankhmar allow the PCs to travel in the small tunnels
and motivated by greed, the lust for power, that comprise the rat kingdom. speaker.
and rat pride, Hisvin once tried to conquer
Lankhmar with rat legions. But the In the basement of Hisvin's old home, " But the economic stabilty of our
humans, aided tremendously by Fafhrd the PCs follow a trail which leads into the
and Gray Mouser, dealt the rats a horrible sewers of Lankhmar Below. After several great city cannot be jeopardized ," he
defeat. The rat kingdom and its inhabit- encounters the PCs are confronted by
ants were indelibly scared and prompted Chives, a rat spokesperson. continues. " We are a free people and
by internal pressures, Hisvin exiled him-
self from this rat land. Alarmed by the presence of humans these acts of terrorism cannot be toler-
and the threat of war, Chives asserts that
At the end of the war, the Rat-Human his rodent constituency has abided by the ated . I have prepared a carefully
Peace Treaty was signed. And although Rat-Human Treaty. He does suggest how- researched report and this report indi-
distrust and hatred linger between the two ever, that a number of large alien rats have
groups, the fear of another carnage has been spotted in the Cat's Cradle, an aba- cates that these acts were committed
kept both humans and rats relatively doned section of the sewer system.
respectful of the treaty. by rats . .
It is in this area that the PCs find the
During the years since the war, Hisvin bound heroes, Hisvin, his army and Eras- "I don't however want to jump to any
has been living in 11thmar, a Nehwon city tus. It also here that the party must free
similar to Lankhmar, albeit a bit smaller Fafhrd and Gray Mouser and defuse the conclusions. Since the signing of the
(see Sourcebook, page 41). Brooding over plot of Hisvin to bring Lankhmar under the
his defeat, it was there that Hisvin 's spirit heel of the IIthmarian Rat God. Rat-Human Treaty at the end of the last
was reborn when he converted to the reli-
gion of the 11thmarian Rat God. The City Council war, the government of Lankhmar
Instilled with a new religious fervor, dur- (See Map II, area C) Below has been friendly and I consider
Read the following to the players.
the rats to be our friends."
12
Restless listeners begin to grumble.
" Get on with it," and "enough you old
windbag ."
" So what I am saying," the speaker
hollers over the hecklers, "is that we
are unsure what group is responsible
for these acts and we do not want to
unnecessarily create a situation of ten-
sion with the rat government.
"I hereby propose that our benevo-
lent monarch and undiputed champion
of justice, our esteemed ruler our invin-
cible overlord , might call upon our
revered champions Fafhrd and the
Gray Mouser to discover who these ter-
rorists are and to drive them back from
where they came.
A chorus of supportive exclamations
" Here, here!" are heard from the coun-
cilors to indicate their gratefulness that
the speech has finally come to an end.
The overlord, looking rather grim , then
begins:
Map II Citadel District
C: City Council
M: Meeting area i
N
"Although Fafhrd and the Gray length and with much verbiage. I will The sequence may vary depending on the
Mouser are the undisputed champions dedicate my considerable personal actions of the PCs.
of Lankhmar, and though they are in my resources to this matter without delay.
service for as long as I should desire, This meeting is hereby adjourned." 1. Audience with the overlord
I'm afraid we'll have to do without them (See Map II, area M)
for the present. Certain of the pair's The overlord consults with his
widely recognizable personal effects numerous advisors in order to assem- Each of you receives a summons to an
are said to be for sale on the black mar- ble a team with the necessary skills to audience with the overlord. The sum-
ket. From this I make the inference that pursue the investigation most effec- mons is accompanied by a platoon of
the twain have disappeared under tively. Citizens and foreigners from all palace guards. The guards are polite
unfortunate circumstances. Indeed, walks of life are considered. At last the but firm . "Come now. We will escort
they may even be at this very moment- members of the team are selected and you," they say. "You may express your
summoned to an audience with the gratitude for this honor to the overlord
...deceased. overlord-a summons that no loyal or himself."
From the floor of the City Council Lankhmart would refuse.
You are individually escorted to the
comes a tremendous uproar. Encounter Key palace, where you meet for the first
Lankhmar without Fafhrd and the Gray time in a small conference chamber.
Mouser would be like the Street of the Once the PCs have received their brief- Giving assurances that someone will
Gods without temples . Everyone sud- ing from Duchin, the overlord's chamber- speak with you shortly, the guards with-
denly forgets about terrorist plots and lain, they must start unraveling the draw, locking the doors behind them.
their attention is turned to the matter of mystery of Fafhrd's and Grey Mouser's
Fafhrd's and Gray Mouser's disappear- disappearance. Give the players a few minutes to speak
in character to one another. Encourage
ance. The Investigation new PCs to describe at least their physical
appearance and to reveal at least some
I "I believe that a team of specialists Encounter 1 should be the first event aspects of their personality. New and
should be organized to conduct an played. After the party meets the overlord, established characters may wish to share
immediate investigation," the overlord the DM can run the subsequent events in rumors and speculate on the reasons for
continues. "At the same time, these any order that seems most appropriate. their summons.
investigators can look into the grain
storage incidences that First Speaker 13
Ratchett has spoken about at some
After five to 15 minutes of game time, at once. rebellion to be stirred up . We all
the overlord, his chamberlain, and a small " You are to be given wide discretion remember well the Rat Plague and the
escort of palace guards enter the room . price the city paid . Remember that we
in pursuing this investigation and you have a treaty with the rats , and this
A small man in exceedingly fine robes are completely responsible for your matter must be handled with the
confidently enters the room cradling a own actions. We will deny any connec- utmost delicacy. But if there is any indi-
well-groomed cat. In his wake are a tion between yourselves and the over- cation that the rats are planning
number of guards, a tall, elegantly lord . We will however, provide for another rebellion, you must notify me at
dressed man and a young servant, who certain expenses, but only with my once. Another rebellion must be
carries a large leather satchel. approval. stopped at all costs .
The man with the cat strikes a pleas- "I have prepared a brief summary of "Now, if there are no questions, I must
ant but slightly bored pose. what we know." His servant produces be about my business. If you have any-
papers from the satchel and hands thing important to tell me, a discrete word
"How do you do?" he asks. them to the chamberlain . to a palace guard will bring you to my
attention. I look forward to your reports.
Each player should tell how his charac- " ...Fafhrd and Gray Mouser," the Goodbye gentlemen and good luck."
ter greets the overlord. Bowing and scrap- chamberlain continues , " have been
ing, with politeness , arrogance , or missing more than thrice a fortnight. Duchin refuses all requests for equip-
dignified silence. The responses them- ment and supplies. " Nothing personal ,"
selves are not important, but this helps to " .. .A small apartment rented by the he says, " we just can 't afford to be identi-
get the players into the setting. two has been unvisited for at least a fied with you ." He hints that some money
month. The presence of their packs may be available for bribes and other
The overlord graciously acknowledges and traveling gear suggest that the two expenses but that in general , the PCs are
your greetings with a nod, smiles a trifle did not anticipate a long journey. Their on their own. Duchin then leaves, and a
insincerely, and hands his cat to the horses are being cared for at a nearby troop of guards escorts the PCs from the
chamberlain. The chamberlain disdain- stable. palace .
fully gives the cat to his servant as the
overlord addresses you : " ...A survey of their favorite haunts 2. Rumors In the Streets
indicates that neither have been seen While the PCs are on their way to find
"Welcome ladies and gentlemen. in weeks . They were last definitely
Thank you for answering my summons. reported at the Golden Lamprey six clues , let them hear rumors . The 'rumors
I have an important matter I wish weeks ago." should develop a sense of mystery and
looked into, and I'm told that you folks suspense.
will handle it intelligently and dis- " ... An unconfirmed rumor suggests
creetly. Needless to say, if you are suc- that the personal weapons of the two The DM should use his discretion in
cessful in this venture, I will be most heroes have been offered on the black deciding which PC should hear which
grateful and generous in my rewards." market." rumor. If possible, fit the rumor to a charac-
ter likely to have interaction with the
The overlord pauses here waiting for a "That is all we know. We expect you rumor 's source. For example , a city
reaction from the party. He then con- to pursue the last clue , which seems guardsman or merchant might know
tinues. the most promising, and which we at details of the depredations of the grain
the palace are least well-suited to fol- storage buildings. If a PC is one of those
"Now, please give your attention to my low up. occupations or has extended interaction
chamberlain , Lord Duchin . I look for- with them, then he should hear the rumor.
ward to your reports ." The overlord Having read the contents of the Otherwise assume the rumor came from
turns toward his chamberalin . "Lord paper, the chamberlain hands it to his idle tavern or street talk.
Duchin? " servant who puts it back in the satchel.
The chamberlain again addresses the What follows is a list of rumors. At the
Taking the cat from the servant the party. end of each is a parenthetical remark indi-
overlord abruptly marches from the cating if the statement is true or false.
room . All but two of the guard escorts " Now, concerning the rodents and Obviously, the parenthetical information is
leave with him. Lord Duchin steps for- vandalism. Fafhrd and Gray Mouser reserved for the DM only. The PCs, at their
ward . are wanted by the overlord to look into own discretion, mayor may not share the
these matters. While you search for the information they have with others.
''I'll come right to the point," he says. two men, keep your ears open for any-
Fafhrd and the Gray Mouser are miss- thing that may be important. Rumor a: The Gray Mouser recently failed
ing. It is you job to find them . to keep an appointment to duel for the
"Remember that discretion is criti- honor of one of his paramours. She has
"If, during the course of your investi- cal. Word of the disappearance cannot loudly, publicly, and colorfully
gation, you come across information be known at large. Fafhrd and Gray denounced him for his faithlessness
concerning rodents, vandalism and Mouser are two of the city's most cele- and cowardice (True).
theft in the River District, or the activi- brated protectors, and their disappear-
ties of subversives, please report to me ance may cause serious distress to all
Lankhmarts.
"And neither," the chamberlain says
emphatically, " under any circum-
stances are rumors of another rat
14
Map III Temple District
12: Temple of the Gods of Lankhmar
Rumor b: A collector boasts that he is the Gods with parables of the Rat i
negotiating with Ogo the Blind for a God 's munificence (True).
number of personal items supposedly Rumor f: The guildmaster of the Thieves N
owned by Fafhrd and the Gray Mouser. Guild has been boasting privately of
He refused to say which items, or for having " rid Lankhmar of its two most will probably begin the investigation there.
what price, but he hinted that the sums prominent heroes," and of having Otherwise the PCs may go on a system-
were staggering (True). made himself rich in the bargain. atic tour of Lankhmar's black market, visit-
(False: The guildmaster may have ing various taverns and established
Rumor c: A number of grain storage been boasting, but no member of the fences to pick up rumors about who is seil-
houses have been damaged by rodent Thieves Guild knows anything about ing the items. Sooner or later the PCs
pests. City inspectors have blamed the the fate of Fafhrd and Gray Mouser). should be directed to Ogo's shop.
incidents on poor management by the Rumor g: A gray-bearded mage has been
independent grainery owners (True). inquiring in the taverns of Lankhmar as Note: For information on Ogo the Blind,
to the whereabouts of Gray Mouser. see "The Fences of Lankhmar," page 9;
Rumor d: A huge dead rat wearing a The mage has been insisting that he be the " Shop of Ogo the Blind," page 32; the
medallion was discovered in the River paid immediately for services rendered "Eyes of Ogo," page 48, and "Ogo the
District and sent to the Great Library for the hero (True). Blind," on page 53 of the Sourcebook.
identifcation . The portrait on the medal- Rumor h: Quatch the Racketeer has been
lion resembles the Rat God of 11thmar, quietly assembling a small army of bul- The Shop of Ogo the Blind
but the inscription is unidentifiable. lies and thugs. The purpose of the army (See Maplll , area 36)
Priests at the Temple of the Rat God is unknown but the pay is said to be Anyone in the shady underworld of
refused to cooperate in identifying the good (True, but irrelevant to this adven- Lankhmar knows the location of Ogo the
object. The rat itself is of a new and ture .) Fence near the corner of Silver Street and
unusually large species (True). the Street of the Gods. Marked only with a
3. Ogo the Blind storefront sign of an eye without a pupil,
Rumor e: The normally secret religion of Duchin told the PCs to investigate the the site appears to be a rather run-down
the Rat God of 11thmar is experiencing a curio shop specializing in religious
surge in popularity among citizens- rumor that Fafhrd and Grey Mouser's paraphenalia. A dusty and unimpressive
particularly the poor and underprive- weapons are for sale on the black market. array of strange objects is secured behind
leged . Bread and cheese are being If the PC who heard the rumor about Ogo a tiny-woven wire screen next to the door.
made available to the poor in unprece- the Blind shares it with the party, the PCs Silver Street between Street of the Gods
dented generosity, and the faithful and Street of the Thinkers is a common
harangue passers-by on the Street of 15 haunt for rough customers of the
Lankhmart underworld. At any hour of the
day there are usually a few surly toughs
boasting of their latest feats of brutality, They will then wander off on pressing clues :
and silent, sinister second-story men lean- errands elsewhere.
ing against the walls and cleaning their Clue a: The client who sold the weapons
nails with long, wicked dirks. Often these Ogo's House called himself " Gustillo." (So intimi-
loiterers will have something to say to the The Eyes of Ogo escorts the two chosen dated by Blind Ogo was Gustillo, that
PCs. PCs down a series of short, unlit corridors . he forgot to give a false name.)
Each passageway ends in a heavy door
A knock on Ogo's door will receive a with thick black curtains hanging before it. Clue b: The client had an odd accent,
soft, feminine voice. "Yes? May I help As the PCs finally enter what feels like a probably of Eastern origin , but so dis-
you?" it asks. Once the PCs have stated room , the Eyes of Ogo Silently directs torted by a high-pitched, squeaking
their business or some plausible cover each of them to a chair. They cannot see intonation that Eyes could not be sure.
story, the door opens, revealing a pale- nor hear anything, but the strong smell of
haired, dark-skinned girl with large eyes, a unbathed humans, the odor of six Kleshite Clue c: Reeking of shellfish, the client was
small chin, and pouty lips. Her voice is soft guards, pervades the air. probably a sailor, dockworker, or food
and silky, her manner shy and demure. These short, swarthy guards are mute preparer.
and motionless and their senses are so
"I can arrange an immediate audience acute in darkness that they have the Clue d: The potato bag that the weapons
with Blind Ogo," she says, "but he equivalence of infravision. They are utterly were wrapped in was marked "Gle-
insists that no more than two persons loyal to the Eyes of Ogo and will slay the mene." Ogo points out that this is the
may enter the shop at anyone time . visitors at her command. name of a lowlife bar in the warehouse-
Know also that Ogo conducts his busi- Once in the dark of the room , the Eyes grainery section of Lankhmar.
ness in absolute darkness. Any attempt of Ogo uses ventriloquism and poses for If the PCs outside do not get into too
to bring light to the audience would be the mythical Ogo the Blind. Through this much trouble and if the PCs inside do
extremely unwise." ruse she creates a sense of mystery and not get pushy and spoil the deal with
menace that unnerves her customers, Ogo, the party should be able to pur-
The PCs must decide which of them are making her an accomplished bargainer. chase the necessary information. If the
to enter the shop and which are to remain Eyes has in her possession the weap- PCs foul up in some way, Duchin will
outside . ons of Fafhrd and Gray Mouser. She obtain this information and pass it on to
bought the Scalpel, Cat's Claw, Grey- the party so the adventure can con-
The Mean Streets of Lankhmar wand , and Heartseeker from Gustillo, the tinue.
Those who remain outside are going to twain's abductor. Eyes will offer each of
be taunted by belligerents who hang out the weapons for 1,000 gold rilks. 4. Gustlllo, alias "Old Ferret·Face"
on Silver Street. The DM should draw on Not expected to purchase these items, The abductors of Fafhrd and Grey
his memories of junior high school name- the PCs want to know who sold them to
calling. If a PC is the scholarly type, com- Ogo. Recognizing, however that it is bad Mouser, Gustillo and his wererat compan-
ments on sissy clothing and brainy wimps business to betray a customer's confi- ions are tough and possessed of a shrewd
may be appropriate. What follows are dence, Ogo will sell this information only animal cunning. They are, however, igno-
sample remarks. for a high price. Eyes will offer the informa- rant, crude, inarticulate, and easily
"Gee, what a lovely pair of tights. Did tion for 500 gold rilks. If the PCs haggle impressed by displays of wealth, high
your mother get them for you, little boy?" she will settle for 250. social class, and flashy intelligence.
"Hey, what a big sword you've got. Gee, If the PCs do not have enough money,
I'm scared of soldiers, aren't you, Lukey?" they may go back to Duchin who is willing These qualities make Gustillo and his
"Huh. I guess you guys are the stupid to provide up to 500 rilks for information. henchmen perfect foils for Hisvin's plans.
ones. Whatsa' matta', your buddies won't The PCs can make some money for them- Recruited in 11thmar, the wererats were
let you go inside 'cause they figure you'll selves if they were able to talk Ogo down trained and outfitted by Hisvin, transported
dribble all over yourselves?" in price. to Lankhmar, and employed in a plot to
"Ugh. Furriners. Kinda look like don- Duchin will not offer the money to pur- abduct the heroes who foiled Hisvin's first
keys, don't they? 00000, what's that chase the weapons, reasoning that once attempt at gaining control of Lankhmar in
smell ... is that them? " the twain are found, they will get their the Rat Wars.
This foolishness has nothing to do with weapons back in one way or another. But if
the scenario, but it is a good city roleplay- the pes are charming, clever, or if they The abduction plan was marvelously
ing situation and keeps the characters made an exceptional impression on the simple. Trained 11thmarian rats slipped
who do not visit with Ogo busy. The rough overlord or Duchin, the chamberlain can through the walls of the twain's rented ten-
guys are not eager to start a real fight. be persuaded to buy the weapons. When ement and introduced a powerful, low-
Nobody wants to wind up in jail or with a the PCs rescue Fafhrd and the Grey acting drug into the wine. When the drug
fine for disturbing the peace. They just Mouser, the party can hand the duo their had taken effect, the rats reported to Gus-
want to mouth off and pester folks. If the weapons and earn the heroes' everlasting tillo and his ratmen, who delicately
PCs get real aggressive, the tough guys friendship. dropped the heroes from their second-
will hem and haw -"Gosh, can't you take a If the PCs raise the money to pay for the story rooms to a garbage dump in an
liHie joshin?" "Whattaya a sorehead? .... information, Ogo gives them the following adjoining alley. Then disguised as trash
carters, the wererats took the heroes
16 away, delivering them to Hisvin's resi-
dence.
Hisvin, knowing Gustillo's lack of wit,
st,ictly forbade him to steal anything from
his captives. Unwisely, Hisvin trusted Gus-
Map IV River District
Inrik's secret hideout
,:..c..<:-0
,>....":0'
Gustillo's apartment
Hisvin's apartment
G: Glemene Bar & Grill
tillo's fear to ensure the wererat's obedi- Finding Gustillo with the clues from ago men in the street, there will be little need
ence. But greed won out over fear and is quite easy. Gustillo spends most of his for talk. The PCs must win this melee in
Gustillo sold the weapons to ago. Having waking hours at Glemene's. On almost order that they can interrogate Gustillo. If
kept the sale of the weapons and the 500 any evening he and his compatriots can the party is in danger of losing , some of
rilks a secret from his companions and be found there , drinking cheap beer and Gustillo's companions will inexplicably
Hisvin, Gustillo is terrified he will be found behaving like juvenile delinquents. abandon him allowing the PC's victory.
out and punished.
Having a certain notoriety at Glemene's, If the PCs confront Gustillo in the bar,
Gustillo: a profile they are not popular but their baiting of things will be somewhat more public, and
A small, wiry man with a pOinted face, strangers and the subsequent brawls are Gustillo and his rat buddies will have an
Gustillo is known as Old Ferret-Face by a source of entertainment. They are so opportunity to talk tough to the PCs.
his companions and enemies alike. His well known that no one bothers being " Yeah? Who wants to know? G'wan , beat
long, stringy hair is always unclean , his cagey about identifying them . it, jerk. Hey, Glemene, whattya doin' lettin'
complexion greyish , as though he had a jerks like this bother yer payin' cus-
very bad diet, and his teeth are long and Although they are not well liked , a cer- tomers? " " Whattya lookin' at, punk? You
pointy. The result is an appearance and tain romantic aura seems to surround wanta punch in ya face , eh? "
fragrance that makes Gustillo an unpleas- them. People appreciate and respect the
ant creature to be around . little guy who beats up the big guy so the If the PCs mention the sale of the weap-
Gustillo and his companions are were- Constabulary does not arrest Gustillo and ons to ago, however, Gustillo is in trouble.
rats. They do not have the ability to shape- his followers. His compan ions look at him in suspicion:
change at will nor are + 1 weapons " Hey, you told us you dumped those
necessary to hit them. These abilities are Confronting Gustillo things in the river? Didn 't you do like the
reserved to the elect among the worship- The PCs' objective should be to get Boss said? Did you sell that junk? Say, are
pers of the 11thmarian Rat God. They are information from Gustillo. There are two you tryin' to double-cross us?"
however, extraordinarily tough for their basic approaches: intimidate Gustillo into
size , as is reflected in their Hit Dice. They talking, or abduct him and deliver him to In this case, the PCs may have to res-
also have the ability to summon and con- the palace where Duchin's professional cue Gustillo from the fury of his betrayed
trol 2d6 giant rats. interrogators can work on him. The PCs colleagues , and he will be happy to coop-
can confront Gustillo at Glemene's or on erate with them if they will protect him
Glemene's Bar and Charcoal Grill the street between Glemene's and Gustil- from Hisvin's wrath .
(See Map IV, area G) lo's tenement flat.
If the PCs take on Gustillo and his rat- If the PCs observe the ratmen in Gle-
mene 's, but no melee ensues, the party
17 may tail the ratmen back to their tene-
ment. No matter how clever the PCs are in addressing such inconveniences. Sheelba and the 12 bottles of potion . The
trying to stay concealed , Gustillo's fol- note reads as follows:
lowers will discover that they are being As always, your friend
trailed . and mentor, "I know you are familiar with these
-S" reducing potions, but I thought I'd just
The ratmen make a run for their tene- guard against your occasionally faulty
ment, grab their stuff, and head for the "Reliable fingers of a nimble friend of memory.
Marsh Gate. This should be played out as yours" is a reference to Nattic Nimble-
a chase scene through the streets of fingers , a trusted friend of the Gray "Each potion lasts approximately an
Lankhmar, climaxed by a melee when the Mouser. The package Sheelba (" S") (see hour and a half, and will reduce your
PCs catch them . The PCs will inevitably page 54 in the Sourcebook) gave to body to about 5% of its normal height.
catch Gustillo and his followers because Nimblefingers contains 12 bottles of dimi- This will leave you stark naked with no
they are foreigners, unfamiliar with nution potions which will permit the PCs to gear of suitable dimensions. You may
Lankhmar's labyrinthine streets . The enter the rat sized tunnels of Lankhmar enlist your friend's aid tailoring gar-
wererats might easily make a false turn Below. ments of an appropriate size. Other
into a blind alley. equipment must be improvised as
Notes: If the PCs miss the reference to usual.
Gustillo Sings Like A Canary Nattic Nimblefingers, a constable will
Tough as he is, once Gustillo learns that bring it to Duchin 's attention . " Also remember, after reduction , you
the PCs know he has sold Ogo the heroes' will find a lovely pool of pinkish liquid
weapons, he will cooperate fully. For Gus- Depending on the size of the party and around you . This is the other 95% of
tillo, the alternative is faCing Hisvin and the time the OM intends for them to be your body. When the potion wears off,
the companions he has double-crossed. underground, he may wish to alter the you should to be standing in this pool. If
But if the PCs do not use this fact to their number of potion bottles in the package or you are not the consequences are
advantage, Gustillo will remian true to the to extend the duration of their effect. somewhat unpredictable. Sometimes
code of honor and not tell a thing . Because the necessary organic matter is "bor-
Gustillo understands that violence is not in 5. Nattie Nlmbleflngers rowed " from other living matter. If the
the PCs' character, even the threat of (See Map X, area 46) nearest living thing happens to be a
force will not get him to talk. If the PCs turn pack of rats-well , you just might end
him over to Duchin, assume the chamber- Nattic is a thin, balding man of average up with a very squeaky voice . So watch
lain's more sophisticated interrogation height with bright, sparkling eyes. One of yourself , and play it safe. As you well
techniques get the information. If the PCs the finest tailors in Lankhmar, (though far know, my friend, magic can be very
kill Gustillo, the information dies with him. from the wealthiest or most prestigious,) tricky.
he is also one of the most generous, hon-
Clue a: After drugging the heroes, Gustillo est, and gentle souls in the city. His friend- Best Regards,
ship with Gray Mouser is based on mutual -S"
and his companions carted them to admiration : Nimblefingers envies the
Hisvin's currently vacant house in the Mouser's adventurous life, while the 6. Hlsvln's House
River District (see Map IV, area 11). His- Mouser admires Nimblefinger's simple (See Map IV, area 11)
vin's orders were to sneak in through goodness.
an unboarded basement entrance and Gustillo left the two heroes trussed and
leave the bound captives in the cellar. When the PCs arrive at Nimblefinger's drugged in the cellar of Hisvin's house.
Here the PCs may pick up the trail of small shop on Plague Court near the Sil- The home has been vacant since Hisvin's
the missing heroes. ver Eel, Nattic will initially be suspicious part in the Rat Plague was discovered.
Clue b: Not something the wererat knows, and distrusting . Once convinced however Hisvin exiled himself and has not been
but rather something he has, in Gustil- that the PCs are genuinely concerned heard of since.
lo's tenement (see Map IV, area A) is about the welfare of the Gray Mouser and
the Gray Mouser's cloak. If the PCs Fafhrd, Nimblefingers will admit to being The PCs may easily enter the cellar of
neglect to search the apartment, worried because of the Mouser's long the house if they follow Gustillo's direc-
Duchin or a constable may suggest it. absence. tion&. Inside they will find a clear trail in the
dust leading to the place where Gustillo
In the cloak is a note that the Gray When asked about the package that has dumped the insensible heroes. But the
Mouser received just before he was been left for the Gray Mouser, Nimble- pair is not there.
abducted. The note reads as follows: fingers will initially be apprehensive about
giving it to them . The tailor must first be At first glance it seems possible that
"Rodent infestations can be so trouble- convinced that this is a desperate situa- some other group came and took the two
some, my little friend. (No offense tion and that the heroes lives are at stake. captives out the way they came in-along
intended to you, of course.) I've taken Nattic has very definite principles about the path in the dust scuffed by the were-
the liberty of delivering a package to surrendering the Mouser's private prop- rats . But in good light and upon closer
the reliable fingers of a nimble friend of erty to strangers, but he is also capable of inspection another trail in the dust leading
yours. I hope my gift may be of aid in bending his prinCiples when the necessity toward a stack of barrels in a corner of the
is obvious. cellar can be seen. A very faint trail , the
footprints were apparently made by very
Inside the package is a note from thin feet in human-style footgear.
18
Map VI The Red God Shrine
~ LEGEND ~ Secret Door
x Entry
Outline of ~I= x
1" Stairs
11111 III
,,
, Shrine Base :48 - - II ..I~ Door
(Above) 1_
A Alarm
4c - Water
am Portcullis
Scale: 1 Sq. = 10 Feet
Map VII The Gambling House
Carter Street - Street Level
EX PLANAT ION
....I \.... Door
- Secret Door
Secret Trap Door
®
..\0. Trap Door in Ceiling
- W indow
"""'"' Curtain
• Pillar
IAl Fireplace
eD Table
o Stool
• Pit
.. Hay
Ri!l Sewer Entrance
@:::J Roulette Table
Cobra Basket
D
Other building or wall
•••• Bars
oJ.!Q 13 CDI -
I
00::.. -CID
0
~9
~ (T)
I (T I-
=+= - ~~-(i)nI(i)-12/, "'~':,f:" V' I CD
J4 :
Basement Second Floor Third Floor
Scale : 1 Sq. = 5 Feet
z ..
Fourth Floor Fifth Floor
Map VIII Myrria's Mansion
Scale: 1 Sq. = 5 Feet
2 t-++++~
1
57
Second Floor
Street Level to the
catacombs
to the sewers t---+-
Basement
Third Floor
If the barrels are removed, the trail can Below is essentially comprised of sewer indicate these pipes on the map.
be seen leading into a single large rathole tunnels. The tunnels are dark, clammy Narrow Sewer Pipes: These passages
in the cellar wall. The PCs may follow the and wet. A draft persistantly glides
trail if they have the diminution potions through the tunnels and the sound of drip- make up the majority of the sewers
with them. Otherwise they must secure ping water never stops. beneath Lankhmar. Each is about 8
the potions from Nattic Nimblefingers. feet in diameter, with 12 inches of water
The walls are covered with a certain standing or moving sluggishly along
Lankhmar Below slime that resembles a blackened piece of the bottom. Thin lines indicate these
soaked cardboard. This substance is slick lines on the map.
Encounter Setting but it clings to whatever it touches, hard- Sewerfalls: Resembling waterfalls, the
ening after some time. On the whole, the sluggish water tumbles over these cliffs
Beneath the black and smoky streets of sewers are rather uncomfortable. and drops six feet to a tunnel where the
Lankhmar stretches a network of muddy water continues to flow as normal.
sewer tunnels. This system, originally con- Tiny Combat In the TUnnels Three short dashes running perpendic-
structed to carry the wastes of Lankhmar But with its multiple underground levels ular to the pipes indicate sewerfalls on
to the River Hlal or the Great Marsh, is the map.
also home to the Rat Kingdom of and endless maze of passageways, this Main Sewer TUnnels:Huge passages col-
Lankhmar Below. subterranean city is perfectly suited to lect the water from many smaller tun-
dungeon-style adventuring. The fantasy nels and carry it to the river. Each of
With an aristocracy, police, laborers, theme of the magically diminutive adven- these tunnels has approximately 4 feet
lower class, and an army, Lankhmar turer provides a perfect selection of giant of water moving through it, somewhat
Below is a miniature reflection of the monsters in a plausible setting. more rapidly than the water flows in the
human society above. smaller tunnels. Thick lines indicate
For a normal sized human, the rats of these tunnels on the map.
In mirroring Lankhmar civilization, Lankhmar Below are mere half HD crea- Silver Spouts:Secured with heavy iron
many of the perversions and emotions tures. But to enter this rat civilization, grates, these spouts allow the contents
that pervade human society also exist in humans must first ingest a diminution of Lankhmar's sewer system to flow
the rat community. Distrust, fear, guilt, potion. With the human's reduction in into the already polluted waters of the
lust, and the desire for power among size, the individual strengths and abilities River Hlal.
them . When the PCs enter the tunnels of the rats and the humans can be better The Catacombs: A winding series of pas-
below the city, they should be unsure as to compared. It is as if the rats have become sages lined with mud and cloaked in an
the reception they will receive. human sized. (See the Monster's Statis- inky darkness that knows no daylight,
tics given on the Master Chart on the undead and other loathsome beings
Lankhmar Below is still a society cover.) live here. The catacombs are located in
scarred by war. The terrible loss suffered the large shaded area under Silver
by the rats at the hands of humans has left The OM should not, however, make any Street.
bitter feelings between the groups. With adjustments in the PCs stats. The adjust-
the carnage etched in the memory of ments have already been made. For the The Rats
members of the older generation of rats, a OM's easy reference, the combat ratings Lankhmart rats are not, for the most
certain deference is paid humans so as of the rats, not the PCs, has been
not to provoke another confrontation . adjusted. The OM should use the PC's part, human-minded. They do not wear
Most older generation rats, under normal AD&D<!> stats and assume that their oppo- human clothes and use only crude weap-
circumstances, will hesitate to speak to nents' combat ratings listed in the master ons. (Their teeth, however, are very
humans and few will attack them-even if chart have been adjusted proportionately. sharp.) Many can speak a few phrases in
a human appears seriously injured. For emphasis, we repeat. The change in human speech and some can speak fairly
rat combat statistics reflects a more even well , though with a lisping, squeaky
But members of the younger generation footing between rat and human after the accent. Among themselves they speak a
know only the horror stories. Their limited taking of the diminution potion. number of rat tongues and dialects that
contact with humans has reduced their are nothing but squeaks, chitterings, and
fear. And the loss of their parents and A Map Key whistles to the human ear.
grandparents has increased their rage. The fold-up map included in this module
Although many understand that the rats Lankhmart rats are relatively small in
would probably lose another war, some represents the sewer system that makes size, comparable with the more common
young rats are eager to demonstrate their up Lankhmar Below. Intended for the Lankhmart field rat. But as a result of inter-
eminence. OM's use only, only the major features of breeding with larger water-rats a number
the network are depicted. The OM may have grown quite large.
So despite the existence of a treaty and expand the network or add even smaller
regardless of the diplomatic niceties, dis- pipes and secret passages to the sewer The rats with whom the PCs will engage
trust and hatred exists on both sides. Bar- system. What follows is an enlarged key to in combat are much bigger. These were-
ring the fear of an external invasion it is the map, describing in some detail the rats are foreign to Lankhmar Below and
clear that each side views the other as its physical characteristics of the "city" . have been imported from the city 11thmar
major security threat. for the purposes of Hisvin 's plot.
Drainage Pipes: Each of these locations
The Sewer System feature a 10 foot long shaft with a street
level grill of heavy iron at the top. Dots
It should be understood that Lankhmar
23
Hisvin's Plot The PCs may build little carts in which to portion of the nutritional needs of
Hisvin's master plan depends on five carry gear, or even try to use trained rats Lankhmar Below. The lit tunnel leads
as beasts of burden. The DM should westwardly toward a large garbage dump
major elements. indulge their imaginations and ingenuity: near the River Hlal's banks. To the west
this can be one of the most entertaining the tunnel leads into the heart of
Element 1:Hisvin hopes to build up a siz- parts of this adventure. Lankhmar Below.
able fifth column among Lankhmar's
wretched lower classes through the When the PCs enter the rat tunnel in 2. The Rat Militia
proselytizing efforts of the Rat God 's Hisvin's cellar the trail is quite clear. But as In several minutes the PCs can hear a
priests. the trail descends deeper beneath the city,
smaller tunnels begin to appear from the group of rats approaching from the City of
Element 2:Hisvin plans to train and outfit sides. At first the floors of these tunnels Rodents . There is a low murmur of
an elite army of 11thmarian rats , a partic- will be covered with dust, indicating infre- squeaky voices , but no discernible
ularly large and vicious breed, and then quent use. But after about five minutes of speech .
provide them with enlarging potions. travel , the PCs will notice more and more
These troops would suddenly appear at traffic along the main and side tunnels. It When the figures come into view, it is
critical pOints to neutralize key defen- is still clear however, that the twain's obviously a hastily organized rodent mili-
sive positions in Lankhmar. abductors have continued down the main tia . Plainly garbed small rats carry simple
corridor. tools and clubs as they cower behind a
Element 3:Hisvin hopes to rekindle the single large rat with an air of bravado and
war between the rats of Lankhmar Events in Lankhmar authority.
Below and the humans citizens of Below
Lankhmar. He has planned a series of When the PCs come in view, or when
incidents that will gradually build the (See fold-up Map, Sewers of Lankhmar the militia comes in sight of the place
tensions between the rodent and Below) where the PCs were sighted , the leader
human populations (ie. the grainery halts and shouts in a high-pitched , sibilant
raids) until hotheads on either side fan Play the following encounters in num- voice :
the sparks of confl ict into open war. bered order.
"Humanth! Thtand forth and identify
Element 4:Hisvin has been promised the The first encounter is located just below yourthelfth! For what reathon do you
aid of the Rat God himself, in the per- the Temple of Aarth (area 9, Map III). A trethpath on the rightful domain of
son of his avatar, Erastus. number of tunnels lead directly into the Lankhmar'th rodentkind?"
main sewer pipe under the temple (see
Element 5: Having been previously fold-up map) The DM should remind the characters of
defeated by Fafhrd and Grey Mouser, Duchin 's request that the party demon-
Hisvin believes that the success of his 1. The Alarm is Sounded strate respect for the Rat-Human Treaty.
current campaign hinges on neutraliz- Greechy, the rat spokesman , is the equiv-
ing Lankhmar's most dedicated A dim light glows in the distance. alent of a village alderman. He expects a
defenders. Determined not to underes- Another rat tunnel , this one apparently certain deference, and if the PCs are
timate their talents and influence, His- illuminated , crosses your passage at polite and respectful , he will speak with
vin keeps them securely imprisoned in right angles. Suddenly a tiny cart with a them in a similar manner. If the PCs offend
a chamber deep in the Cat's Cradle. rat in harness, a contraption that most or try to intimidate Greechy, he will with-
resembles a rickshaw, pulls in sight draw, warning the PCs not to advance fur-
In the Rat Tunnels and stops in the junction of the two tun- ther into Lankhmar Below unless they
When the PCs reduce themselves with nels. The rat turns his head as if casting want real trouble. Any aggressive moves
about for a scent. Appearing to recog- will make negotiations very difficult, but
Sheelba's potions, they can enter the rat nize the odor, the rat looks in your direc- the rat militia is no match for the PCs.
tunnels and follow the trail of Fafhrd 's and tion, gives a little frightened squeak,
Gray Mouser's abductors. and dashes off to the left along the Greechy has sent for an official spokes-
lighted rat corridor, abandoning his lit- man of the Rodent Council and an escort of
The DM should take careful note of how tle cart. Further down the corridor to trained rat soldiers. They will arrive in 10
the PCs outfit themselves for the descent the left are heard a number of other minutes, and Greechy will try to stall the PCs
into Lankhmar Below. They should have squeaks . until their arrival. He will alternately make
none of their normal-sized equipment. assurances that the rodents bear the
Any garments or gear they take will have The PCs have been sighted, and the humans no ill will while insisting that the
to have been fashioned or improvised alarm has been spread. A squad of rat humans are trespassing without permission
beforehand. Nimblefingers will cheerfully militia will be moving to investigate within on rodent soil. If he cannot stall the PCs, or if
make them doll-sized clothes, though he 2d4 rounds . In the meantime the PCs can the PCs attack, Greechy withdraws along
may indulge his sense of humor at the explore the area. The cart is simply a with the rest of the militia and waits for the
expense of the PCs' sense of dignity. means of transporting garbage discarded rodent delegation to arrive.
by the human population of Lankhmar.
Other items may be easily improvised - This rich food supply provides a sizable 3. The Official Delegation
rope from heavy coat thread, torches from The offical delegation is led by Chives,
wood splinters and tar, swords and spears 24
from needles and awls, armor and shields
from leather scraps, and so on. Other
items like crossbows , bows, lanterns, and
so on will be too difficult to devise quickly.
chief spokesrat for the rodent Council. will not become insubordinate. However, if sane rodent would consider embarking on
Chives is a civilized, diplomatic, aristo- a PC goads Muskatel enough, his control a second.
cratic elder rat who was held a political might snap and a serious incident will
prisoner during the last Rat Plague. occur. In spite of the Human-Rodent Treaty Chives acknowledges that there have
Chives is a pacifist, a rare quality for a rat, rats and humans will fight. been reports of very large foreign rats but
but an ideal spokerat for liaison with he is quick to disassociate Lankhmar
humans. Chives will order the guardsrats to inter- Below from the aliens. He says that
fere and subdue both human and rat, and strange rats, which have thick accents
Chives firmly asserts the sovereignty of hopefully the other PCs will try to stop the and unpleasant odors, have been seen in
Lankhmar Below, but will patiently listen fight before someone is hurt. Once the two some of the abandoned and infrequently
to whatever the PCs have to say. His major combatants are separated and subdued, traveled tunnels . The presence of the
objective is to avoid an incident that might Chives will demand an immediate apology alien rats are tolerated, Chives adds,
precipitate another war with the humans. from both man and rat. Muskatel, funda- because these tunnels are far from the
Chives speaks slowly and precisely, with mentally a good soldier, will comply with population center's of Lankhmar Below.
only a trace of ratty squeak and lisp. as much good will as he can muster. If the
PC does not also comply, Chives will con- Chives categorically denies any involve-
The official delegation is escorted by a tinue to be polite, but he will insist that the ment in the attacks on the graineries.
dozen of the Guardians of the Peace-an PCs leave at once. He nor any of the other Such acts, he says, would require a large
elite rat troop dedicated to the defense of rats of Lankhmar Below will be willing to number of rats and therefore could not be
the tunnels from invaders. The leader of cooperate with the investigation. conducted without notice by government
the escort is Muskatel, a young, swash- authorities. Since such attacks would be
buckling rat in the Three Muskateers tradi- 4. Chives Offers His Aid in violation of the Human-Rodent treaty,
tion. He is a firebrand and the antithesis of When the PCs explain that they are no rat government would encourage or
Chives. Incensed by the effrontery of the permit such activities for fear of hostile
humans in marching uninvited into rat ter- looking for kidnap victims and describe human response.
ritory he wants to rally the rat citizenry to the circumstances that led to their search-
repel the smooth-skinned trespassers. ing the rat tunnel, Chives will offer to assist When the PCs ask about Hisvin, Chives
Furthermore, Muskatel is an arrogant them in their investigation. answers that both Hisvin and his daughter,
swordsman who would love to beat a Hisvet, have been out of favor with the
human before an adoring audience. He assures them at once that there are Council since the debacle of the Human-
no plans for a second Rat Plague. The Rat War. Neither has been seen in
But Chives will manage to keep Muska- consequences of the first war with Lankhmar Below for more than a year.
tel under control and the young swordsrat humans were so dire, he says, that no Chives admits, however, that he would not
25
be surprised to find Hisvin at the bottom of dent rats. For this reason and because the force .
another plot. Hisvin has always been nest is so far from the bulk of Greater Hisvin, by himself, with his magical abili-
ambitious and power-hungry, and an Lankhmar Below, the area has not been
attempt to abduct Fafhrd and Gray recently inhabited. ties, presents some danger to incautious
Mouser would not be out of character. PCs, but Hisvin generally bugs out when
During the Rat Wars, however, Hisvin the going gets tough . The real danger is
In direct proportion to the diplomatic used this area as emergency barracks for Erastus. Although he does not look partic-
skills of the PCs, Chives will offer aid in the huge peasant militia he recruited from ularly alarming in his normal-sized rat
finding the heroes. At minimum, Chives the grain fields surrounding Lankhmar. form , when he takes on the aspect of his
will tell the PCs of a remote section of rat The chambers were crudely outfitted , father the Rat God, he is probably more
tunnels called the "Cat's Cradle" no uncomfortable, and desperately over- than a match for the PCs.
longer visited by local rats, but large crowded. When the war ended so disas-
enough to house a population of foreign trously for the rats, the area was once In the PC 's favor, however, is a neutraliz-
rats without calling attention to itself. Cat's again abandoned, and it has remained ing feature of Erastus's powers. In his god
Cradle, Chives explains, has been fre- that way until now. aspect , Erastus is too large to move
quented by Hisvin and his followers in the through normal rat-sized tunnels . Only in
past. Since re-entering the area, Hisvin 's the great central chamber and the main
army has constructed and concealed sev- entrance tunnel to the Cat's Cradle can
If the PCs have behaved in a hostile or eral new tunnels. A normal man has a Erastus maneuver in his god aspect. As
unfriendly manner, Chives will give them a 20% chance of discovering the secret por- an avatar, he is imprisoned by his own
map to the Cat's Cradle and suggest that tals if searching the area. One need only size.
they leave immediately before some hot- to push the portals open.
headed rats decide to avenge this unwar- Possible PC Strategies
ranted incursion on rodent territory. The Return of Hlsvln To help the OM anticipate and prepare
Hisvin has .once again returned to
If the PCs have been moderately polite for the different tactics the players may
and cooperative, Chives will send Muska- Lankhmar with dreams of conquest. This employ, a list of possible PC strategies on
tel and the Guardians of the Peace as time he has sought to enlist the aid of the how to rescue the captive heroes follows .
guides to the Cat's Cradle. If the PCs have Rat God of 11thmar and its followers. Here
been forthright and honorable, Muskatel in the Cat's Cradle Hisvin has brought an a. Frontal Assault: This will work just fine
may even be helpful. He may volunteer avatar of the Rat God, said to be a bastard if the PCs are extremely powerful, well-
suggestions and offer his sword at the son of the god himself-a demi-rodent supplied with first-rate magic, and sup-
human's side, even against Hisvin and named Erastus the Wild . ported by Muskatel's Guardians of the
other foreigner rodents. Peace. If they are not, they will.be whit-
Erastus is a powerful , charismatic fig- tled down by the rat troopers, then dev-
If the PCs have earned Muskatel's dis- ure. Embarking on a crusade to convert astated by Erastus 's combat and
like or distrust, he will only deliver the PCs the non-believers of Lankhmar. With the magical abilities.
to the Cat's Cradle, then abandon them to aid of Hisvin, Erastus has summoned the
their own devices. Muskatel will follow the priesthood of Lankhmar's Rat God tem- b. Feint and Decoy with Flanking
sewer tunnel to the south, passing under ple. In the great chamber of the Cat's Cra- Maneuver: This might work if the rat
Ogo the Blind's house (see fold-up map of dle, Erastus has taken on the aspect of the troopers are drawn off in pursuit of a
the Sewers Below Lankhmar). Rat God himself, and has infused the portion of the party, while another part
priests with a new spirit and ambition. In uses stealth or magical concealment to
The Cat's Cradle turn , the Rat God's clergy has gone forth sneak through the side passages in
(See Map XI) among the deprived and disenchanted of search of the captured heroes. There is
Lankhmar's citizens, preaching the gener- still the danger of bumping into Erastus
The name of this area comes from a leg- osity of 11thmar's patron deity. in the main chamber and underestimat-
endary rat chieftain who is said to have ing his abilities when he takes on his
kept a tamed cat which defended his tun- Rescuing Fafhrd and the Gray Mouser godly aspect.
nels from ambitious rat raiders . This Although not aware of the new escape
somewhat implausible legend is given c. Stealth: This might work if the PCs are
some credibility by the unusually great tunnels recently dug by the 11thmarian rat superior thieves or are supported with
size of the main entrance passage and troopers, the PCs have the advantage of magical concealment or subduing
central chamber of the nest. Both are cer- the area map given them by Chives. spells. Such a plan is enhanced if provi-
tainly large enough to permit a fair-sized sions are made for distractions and a
cat to come and go at will. Sooner of later the PCs will be forced to fast getaway when they are discov-
resort to melee in rescuing the captive ered .
The Cat's Cradle is located just above heroes but their chances for success
the sewer holding tank, under the Temple increase if they use subtlety or clever tac- d. Disguise: This worked for Gray Mouser
of the Rat God (see area 16, Map III and tics rather than a frontal assault. in CA1, Swords of the Undercity.
the fold-up map of the Sewers Below With wit, magical support, and a clever
Lankhmar). The party will arrive through The PCs are outnumbered by the rat cover story, this might get the PCs past
the main entrance, located in the sewer troopers. This fact by itself would not be a the first guard pOint, but will probably
tunnel, south of the holding tank. serious threat to the party's military super- not allow them get Fafhrd and Gray
iority, but combined with Hisvin's powers Mouser out.
Because the main entrance is so large, and the god aspect of Erastus, the rat
it has been deemed indefensible by pru- army in the Cat's Cradle is a formidable
26
Rodent Tactics-An Overview 3. Storage of fine craftsmanship (chance to break-
When an intruder is discovered, two equal to bend bars on Strength Table).
Six rat troopers are here stuffing their Faragio is perfectly willing to cooperate
guards run from the entrance to spread faces with cheese and telling with anyone who might help free him. He
the alarm in the smaller chambers while longwinded , off-color jokes with lame has seven potions of diminution and
four guards try to hold the main entrance. puns as punch lines. seven antidote potions hidden in his com-
If the attack seems likely to overrun the ponent supplies.
guard station, the main entrance guards The jokes are not conceivably amusing
retreat to and rally in the main chamber to a human, but the rats are in stitches- It may occur to clever players that a sip
with Erastus. The defenders of the great so much so that they may be taken com- of an antidote potion might make a PC sig-
chamber will be joined in short order by 12 pletely by surprise by the intruders. nificantly larger, while still able to move
rat troopers from the barracks and the about in the larger chamber and main
storage room . The six rat guards in the If the alarm is sounded, these six troop- entrance tunnel. Experimenting is danger-
confinement room remain to guard their ers take three rounds to struggle into their ous, but under Faragio's supervision, the
charges . armor and grab their weapons, then they risk is minimal. Enhancements of the PCs
rush out into the main chamber to support combat abilities are left to the OM's discre·
Hisvin peers into the main chamber, Erastus . tion .
then immediately makes his escape. Eras-
tus withdraws to the far end of the main 4. Confinement 6. Hisvin's Quarters
chamber and waits for the rat troopers to Hisvin will always be found here, pon-
mass before him . Then he uses his clerical Here in a pair of cages are the greatest
spells to support them, or if necessary, he heroes of Nehwon . They are dirty, tired, dering and polishing his master plan for
calls upon himself the Aspect of the Rat hungry, and miserable. Their disposi- the subjugation of all of Lankhmar. If sur-
God. With the transformation taking one tions can be described as irritable . prised he will pretend to surrender good
round , Erastus swells to four times his nor- Regular doses of diminution potions naturedly, then explode a couple of gas
mal size and becomes a giant rat-beast have kept them rat-sized . bombs Faragio has manufactured . Under
that instinctively attacks the enemies of cover of these bombs which are equiva-
the nest. Six rat troopers guard the captives. Ini- lent to a stinking cloud spell, Hisvin will
tially they spent much of their time taunt- escape through his bolt hole. He can
Encounter Key ing the two heroes, an entertaining sport appear as an archvillain in later adven-
for a while . But soon the captives stopped tures .
(See Map XI) responding and simply sat around, glaring
1. Main Entrance Tunnel poisonously at their captors. Now the If the alarm is sounded, Hisvin will make
entertainment consists of playing with the a brief appearance in the main chamber,
Six rat troopers lounge and squeak prisoners' food before it is tossed on the then head for his bolt hole.
among themselves . The conversation floors of the cages . The details of this
is vulgar and of interest only to similarly entertainment will be omitted to avoid dis- It is important that Hisvin escapes. Such
low-minded rodents. The entrance tun- turbing delicate stomachs. a villain is always more useful as a return-
nel is about a foot wide here. ing nemesis than as a captured or killed
If the alarm is sounded, one guard goes opponent.
Unless invisible or otherwise aided by to each of four passages leading out the
magic, no one can slip past the guards chamber while the other two stand guard 7. The Great Chamber
without being noticed. A few minutes after near the cages . If things look rough, these This is Erastus's great temple to the Rat
the PCs arrive, however, four of the rat six rats have agreed to run for it, on the
troopers slip off toward the barracks in logical grounds that anything that gets as God of 11thmar. Here a small crowd of the
search of a bite to nibble. A clever ruse, a far as this chamber is not going to be elect may come and observe as the mortal
lucky rush, a magical spell-any number stopped by six rats. rodent form of Erastus transforms into the
of tricks might get the PCs past this point awesome immanence of the Rat God.
without without tripping an alarm. 5. The Alchemist's Lab
Hisvin has kidnapped an alchemist, If the fight has turned against the rats in
If the alarm is sounded , the rat troopers the great chamber, a band of rat troopers
try to hold their positions against the Faragio, and imprisoned him here. Fara- will stand in front of Erastus on guard and
intruders. But if they are in danger of being gio manufactures diminution potions and he will swell up to four times his normal
overrun, they withdraw and rally with Eras- their antidotes for Hisvin. If Faragio size. He will glow with a terrible light, gain
tus in the main chamber. refuses to produce the potions, Hisvin flashy magical powers , and become
refuses to feed him. As further incentive, almost invulnerable to injury or magical
2. The Barracks since Faragio is currently trapped in a assault. His voice sounds as if it is coming
Six rat troopers are sleeping here. Even small room underground, he must con- from deep within a cavern . Listeners can-
tinue to consume potions or he returns to not later recall the specifics of what was
if the alarm is sounded , it takes them three normal size in the confines of a three-foot said, but can remember that the voice
rounds to struggle into their armor and square chamber. filled tl1em with the power and vision of the
grab their weapons. When ready they rush Rat God.
into the main chamber to guard Erastus. Faragio is chained to a wall. The chain is
27
Erastus the Wild spray or hypnotism as a sixth level illu- PCs may find themselves facing a trial for
Son of the Rat God of 11thmar sionist as a natural ability once per treason .
round; SD 50% magical resistance
Mortal Form: 6th level black wizard : MV If the PCs discover and free the captives
18", hp 36; AL CE; NAT 1; Dmg 5-10 If Erastus is in his aspect form while in they will become public heroes.
(magical mace " Black Cat," with an the vicinity of the PCs, there are likely to
obsidian head in the form of a black cat , be some casualties unless the characters The overlord will hold banquets in their
+3 to hit, sounds a bloodcurdling evacuate in short order. On the other honor, find them profitable and leisurely
yeowl and cause fear in rodents each hand, a decent character should survive jobs in the royal service, grant sizable gifts
round) or spell the first round . of wealth , and commission ballads in their
honor.
Spells Ending the Chapter
Level 1: curse (reversed bless) , com- Thereafter the PCs will receive the
If the PCs survive the bout with Erastus, " honor" of being selected for every dirty
mand, cause fear (reversed remove discover the captives, but fail to free the and dangerous problem with which the
fear) heroes on their initial penetration of the overlord is faced .
Level 2: chant, find traps, speak with ani- Cat's Cradle, then the PCs have failed
mals their mission. Fafhrd and the Gray Mouser acknowl-
Level 3: cause disease (reversed cure dis- edge their gratitude to the PCs. And "a
ease) , dispel magic By the time the PCs can return to the barbarian always pays his debts," Fafhrd
Cat's Cradle with help, Hisvin, Erastus, has said. The PCs can expect the aid of
Avatar of the Rat God Form: AC -2, MV and the rest of the rats will have fled with the two heroes in the future. Each PC
18", HD 12 +3, hp 96, NAT 3; Dmg 4-24 the captives in the direction of IIthmar. The gains a status level for being acquainted
uaws)/2-16 (claw)/2-16 (claw); SA color overlord will be very displeased and the with the overlord and for being a known
companion of the greatest heroes of all
Lankhmar.
'/itl\/,'A' I,I,',I Ii:II11'\/\/1'/'\\" I
/1' .
I'
28
Cbapter 3: ONE NIGHT IN LANKHMAR
(Makes A Proud Man Humble) Michael S. Dobson
Lankhmar... city of thieves , city of that a pickpocket or mugger will victimize The First Floor
adventure. On the Night of Fear, it is a a stranger. Local residents and obviously
city of mystery and of danger, when the well-armed and alert characters are left Area 1. The Main Gambling Hall
very gods of Lankhmar have been alone.
known to roam the streets. A dense fog Fatty greets almost all of his guests by
blankets the Tenderloin , where no hon- The Street of the Thinkers (more com- name at the door. He has a phenome-
est man goes at night, and where no monly known as Atheist Avenue) is a nar- nal memory for names, and if a cus-
sane man walks this night. The silent row, twisted lane that runs between Wall tomer has been there before, he will
shrouded streets seem still and soft. Street near the Marsh Gate all the way remember. Various gaming tables fea-
Footsteps...a clacking against the cob- across Lankhmar to the North Docks. As turing card games, games of chance,
blestones.. .a cowled figure in the fog , the Street of the Gods is wider and more and dice games of various sorts are
these are the sights and sounds of a heavily traveled, only those with business located throughout the room . A bar
night when the air of Lankhmar is on Atheist Avenue should be expected to runs along the right-hand wall and a
tinged with the scent of death...or is it pass on this road . cashier 's cage , where money is
just the salty sea air? exchanged for chips , is directly in front
If the Last Chance is to become a major of you . A spiral staircase is in the cor-
" One Night in Lankhmar" is a short part of your Lankhmart campaign , the ran- ner. The room is bustling and busy.
adventure designed for two high-level dom building and NPC generators should
characters , perhaps peak versions of be used to populate the buildings and The gambling in this room normally
Fafhrd and the Gray Mouser. But it can nearby shops. For this adventure no such involves a minimum wager of a bronze
also be played by a maximum of four char- generation is needed. agol. Bets of more than 10 rilks require the
acters of mature levels. The use of spell- approval of the cashier or Fatty.
casters is not recommended . The Building
Area 2. The Kitchen
This adventure is set during one of The Last Chance is an old, slightly The Last Chance has a tiny kitchen that
Lankhmar's national holidays, the Night of crooked building (in both senses of the
Fear, (see Sourcebook, page 79) which word) , soot-covered and paint-peeled cooks more for the servants than for the
takes place on the day of the Bat in the from years of exposure to the sea air and guests. The chef makes various dishes
month of the Goat. Once in every seven the Great Marsh mists. A sign depicting a and hors d 'oeuvres for the higher-stake
years on this date, the gods of Lankhmar pair of dice rolled to double ones (snake gamblers on the second and third floors.
walk the streets. Is this the night? No one eyes), hangs over the door. A stairway in
knows for sure, but few sane men take the back leads to a landing and door on Area 3. Cashier's Cage
chances . the second and fifth stories. A rusted rain The Cashier's Cage has iron bars and a
gutter runs along the top edge of the flat
The adventure begins in the Last roof and continues along the south side of small window. The door leading to the
Chance, one of the most popular gam- the building and into an alleyway. In a bad stairwell (area 4) is always kept locked and
bling houses in the Tenderloin. The Last rain , the rusted holes leak torrents onto barred. There is a bell alarm that the cash-
Chance is described here in some detail passersby. ier can pull, and a trap in the door of the
so that it can be used in future adventures. cage triggers an alarm if opened improp-
If one followed the alley on the south erly.
The Last Chance side of the building, he would have to kick
Gambling Den the piles of rubbish and scatter the rats in The cage contains 3d20x100 agols,
order to get to a back door leading to a 2d20x100 smerduks, and 3d12x100 rilks
The Neighborhood kitchen . In the alley, rats , more than at anyone time . When the cage is unoccu-
humans, seem to be the dominant spe- pied , the money is kept in an iron safe with
The Last Chance is located near the cies . a complex lock (-30% on a normal thief's
corner of Carter Street and Atheist Ave- chances to open).
nue, (sea Map X, area 52) in the Tenderloin Attached to the main building is a
District (see Sourcebook pages 27-29). smaller, even ruder hut; a bare shelter Area 4. Rear Stairwell
Carter Street is a wide street, busy both occupied by thieves and beggars. A maze This stairwell ascends to platforms and
day and night-except, of course, on the of alleyways leads to Atheist Avenue, to
Night of Fear, when it is deserted. Carter Carter Street in another direction, and doors on the second and fifth floors.
stretches from the Grand Gate north all also into the shifting inner courts of the
the way to Temple Street , where it Tenderloin (otherwise known as City Area 5. The Hovel
changes its name to Royal Road. Geomorph blocks). Only the brave and A one room , Single-story, thatched roof
well-armed dare travel in those inner
Along the stretch that passes through courts and even then they watch their hovel normally occupied by peasants and
the Tenderloin , the street is typically filled backs . thieves, Fatty rents it out for 2 smerduks a
with residents of that wicked district. With month. There is a frequent turnover of res-
most of the denizens living on the wrong AII-in-all , the Last Chance is not an idents because anyone who cannot afford
side of the law, thieves and pickpockets attractive place, nor an inviting one. But 2 smerduks a month is evicted immedi-
abound. There is a 15% chance each day those who know it ignore the external ately and anyone who can afford even 3
appearance and enter its walls by way of a smerduks finds better accomodations.
door on the first floor.
29
The place is filthy and cramped and the Area 10. Blackjack Table he has a key to the door.
roof leaks. At this table , the gamblers play black-
Area 22. Stairs
The residents do not know about a jack or if the OM prefers, any other card The stairwell ends here. There is an iron
secret door in the floor that leads to an game.
entranceway into the sewer system. Fatty rung ladder leading to a trapdoor to the
built the secret passageway thinking Area 11. Craps roof. The door is always locked.
someday he might need to make a quick At this table, the gamblers shoot craps
exit. Area 23. Fatty's Living Room
or if the OM prefers, any other dice game. This room contains two comfortable
All information about the residents
should be secured from the Random NPC Area 12. Stairs chairs, a rug , a small but well-stocked bar,
Generation system . Because the occu- The door leading to the stairs is locked , and a table. There is nothing of particular
pants change so frequently, a new charac- value here.
ter should be rolled for each visit the PCs but all staff members carry keys.
make. Area 24. Office
The Third Floor Fatty does his bookkeeping here. A safe
The Basement
Area 13. Private Gaming Room with a complex lock (-30% to a thief's
The basement is used for unusual, and In this room where some of the highest chances to open) holds his personal for-
sometimes gruesome, gambling contests. tune : 5,000 gold rilks. Outside the window,
Only Fatty knows about the secret exit to stakes private gaming in lankhmar takes hidden from view, is a rope ladder with
the sewer network. The sewer exit also place various card games are played . The which Fatty can escape with his fortune to
leads to the trap door in the hovel (area 5). minimum bet is 1 gold rilk and there is no the roof.
limit on wagers. The third floor is open by
Area 6. Dwarf Tossing Arena invitation only. The kitchen help serves Area 25. Kitchen
A patron must stand behind the line on food and drink, and patrons can obtain Fatty's personal kitchen; the larder here
various special items and services from
the floor and toss the dwarf onto the hay. Fatty. is full. After all, Fatty does like to eat. A
Adding to the complexity of this strange secret door leads to the office.
sport is the frequent unwillingness of the Area 14. Stairs
dwarves to be thrown . The stairs lead both down and up from Area 26. Bedroom
Fatty's bedroom contains a bed, a ward-
Area 7. The Pit this pOint. The door is locked, but all staff
The pit is used for cock fighting, bull members have a key. A locked door blocks robe, and a stand with a washbasin and
the landing leading to the fourth floor, but chamber pot. A window opens' to the
baiting, and similar genteel sports for aris- again, all staff members have a key. street.
tocratic tastes .
The Fourth Floor The Roof
Area 8. Cobra Basket
Another popular sport at the last The fourth floor consists of quarters for The roof is flat, with a thin two foot high
the staff. With Fatty charging four smer- lip surrounding it. A rusted and dirty rain
Chance is cobra kissing . The cobras, of duks a month for rent, some of the employ- gutter, which frequently overflOWS, runs
course, are fully poisonous (saving throw ees have found other places to live. around the building.
vs. poison or death in 1-4 rounds). A cobra
has a 60% chance of striking at a kisser, Area 15. Stairs The Staff
and has normal chances to hit. The stairs lead both up and down. The
Fatty MacCome
The Second Floor door is locked, but all staff members have Human : 0 level
a key. Another locked door for which the Social level: 3
The second floor is for high stakes gam- staff does not have a key, is located at the Alignment: Neutral
bling and other illegal diversions. Food top of the stairway. The door leads to the
and drinks are served to the gamblers on fifth floor and Fatty's apartment. Fatty MacCome is the owner and man-
this floor and the minimum bet is a silver ager of the last Chance. Born and raised
smerduk. A patron must make a suitable Areas 16-21. Staff Apartments in the Tenderloin , Fatty earned his nick-
bribe, be known to Fatty or have had Each of these small rooms contains a name as a child. He discovered quickly
proper introductions in order to be allowed that if one did not possess great strength
on this floors . bed, a dresser, a night stand with a wash- success would come only with cleverness.
bowl and chamberpot, and various per- He parlayed his cleverness into half-
Area 9. Roulette Table sonal belongings, such as clothes and ownership of the last Chance and
lankhmart roulette is similar to regular minor knicknacks. A thorough search (ie. became full owner when his partner died
looking under the straw mattresses) will of natural causes seve ~al years ago.
roulette, but there are 3 zeroes and 27 reveal numerous cockr~ lches and 1d20
numbers. See the Dungeon Masters smerduks . The popularity of the establishment is
Guide to learn how to handle gambling in due to Fatty's offering of the best gaming
the AO&O®game. Fifth Floor odds in lankhmar. ~nd he is honest to
boot. But Fatty does not possess an innate
The fifth floor is Fatty's apartment. Only
30
Map IX Cash District
M: Myrria's mansion
N: Nerka's apartment i
N
honesty. Rather he possesses a fear-a Essentially, Fatty is out for himself, and neck. He does not talk much but he occa-
worry that with too much success will he knows his weaknesses. His recipe for sionally grunts.
come the various guilds and their desire to success is to keep a low profile and not to
share in his profits. Therefore, Fatty takes appear too greedy. Strong, clumsy and stupid (S 18/00, 0
only a modest profit-enough money with and I 6), Big Blawgi is there to keep the
which he can live well , but not enough to With a large number of drunken adven- customers honest and well behaved. On
attract attention. He has, however, saved a turers passing through his establishment his own initiative, he will attack anyone
pretty penny and he has hidden it away for daily, Fatty is a good source of information causing a disturbance, and he will also
his old age. about the goings-on in Lankhmar. For a attack anyone that Fatty commands. His
suitable bribe (ranging from a silver smer- fist does as much damage as a short
Fatty weighs about 300 pounds, little of duk to any number of gold rilks) Fatty can sword (Omg 1-6).
which is muscle. Possessing a weak chin be persuaded to talk. There is a 45%
and a high-pitched laugh , he is not a par- chance that Fatty will know any desired bit Elana
ticularly likeable man , but he is able to of information. Thief: 2nd level
radiate a kind of sincerity that allows peo- Social Level: 1
ple to trust him more than they should. He Big Blawgl Alignment: Neutral
treats his male staff relatively well but he Fighter: 8th level
often sexually harasses his female Social Level: 1 Elana is one of the more popular crou-
employees. Alignment: Lawful Neutral piers at the Last Chance. Young, friendly
and quite pretty (Ch 16, Com 18) she casu-
On a typical night at the Last Chance, Big Blawgi, the Last Chance bouncer, ally flirts with anyone who gambles at her
Fatty can be found greeting the high like his boss Fatty, deserves his name. At table. She is particularly amatory with bet-
rollers by name, and escorting them to nearly 6-and-a-half feet tall and over 270 tors who are obviously rich and not native
their tables on the second and third floors. pounds of solid muscle, Big Blawgi is big. to the Tenderloin. Elana would love to
He keeps a close eye on the bar receipts Even his muscles have muscles- marry someone with money, or at the very
and the cashier's cage on the first floor. unfortunately, he also has muscles least arrange to have some of it rub off on
between his ears. her.
Not a gambler himself, and often bored
with the activities on the first three floors, His shiny bald head is divided by a long, The life of a freelance thief is hard and
Fatty is often in the basement watching horrid scar which starts at his scalp, runs dangerous, and the consequences are
some of the less savory events taking through the socket where his left eye used often extreme. So Elana has found some-
place there . He is particularly fond of the to be and continues down the length of his thing that passes for honest work . She
dwarf tossing contests.
31
reluctantly puts up with Fatty's groping Lankhmarts prepare gifts for their tem- getting dark and how deserted and mysteri-
hands, and so far she has been nimble ple. They wear only black togas, and all ous everything seems. The DM should work
enough to survive. Her popularity with the conversations are held in whisper. At at building a mood of suspense.
customers and her ability to earn tips (of night, all the people of the city stay
which Fatty takes his cut) keeps Fatty from behind locked doors with weapons When the proper atmoshere is built and
pushing her too far. The dagger she keeps ready. Not even thieves venture will- your players are fully into character, run
strapped to her thigh also keeps Fatty on ingly into this night. event 2.
guard .
It is said that on the Night of Fear, the 2. The Lady In Red
If the PCs come to the Last Chance gods roam the city streets...and any- The PCs must be on the first floor of the
often, and flash money when they are one who spies upon them dies horribly.
there, Elana will welcome them at her But boredom is sometimes worse than Last Chance for this event. If they have
table and do her best to get to know them . death , and there are times when some been gambling elsewhere, have them
A nice relationship may develop...as long feel an urge to revel and gamble the come, at Fatty's request, to the first floor
as the cash is there. evil night away. for a drink. When the PCs arrive read the
following:
The Staff The Last Chance never closes, not even
Human: 0 level on the Night of Fear, (see Sourcebook, page The door flies open with a loud bang ,
Social Level: 1 79) but most patrons arrive at dusk and plan startling everyone. The tendrils of night
Alignment: Neutral on staying until morning. Fatty will give a fog creep into the room like fingers of
regular customer a bed and breakfast even darkness and surround a hooded fig-
Fatty employs five croupiers (some if he gambles away all his money. ure cloaked in black standing in the
male and some female), three cashiers doorway.
(one per shift), and 10 servants (kitchen The adventure can start as the PCs
staff, waiters, charwomen, etc.). Use the enter the Last Chance or at their home in A soft white hand reaches up to the
Random NPC Generator (Sourcebook, Lankhmar. It is advisable that they arrive cowl of the long black robe and pulls it
page 83) to create the staff members as at the Last Chance before dark, but if they away, revealing black tresses framing a
needed. Most of the staff live in apart- fail to do so they can reach the Last lovely, pale white face . " I am in desper-
ments on the fourth floor of this building . Chance without incident anyway (DM's ate need ," the figure says, in a soft,
Fatty charges them most of their meager discretion). melodical voice . "Will any of you help
wages as rent. Employees come and go, me? "
and the PCs will probably never meet the If the PCs have visited the Last Chance
same person twice . before, they are greeted as old friends by "My name is Myrria," the woman
Fatty. He remembers what games they says, removing her long black robe to
Encounter Key played , shows them to a table or to the bar, reveal an elegant low-cut red ·gown.
and sets up a round of drinks on the "Thank you for letting me inside. I have
The following encounters cover the house. They might end up in the base- been consumed with fear, and now I
important aspects of this adventure sce- ment, or on the first, second , or third must throw myself on your mercy for
nario. Boxed text should be read directly floors, depending on their pleasure. aid and succor." Myrria rubs her blood-
to the players. shot eyes. She looks as if she has been
If this is their first visit to the Last crying .
With few sane people or creatures out Chance, Fatty greets them effusively in his
on the streets on this night of the gods , high-pitched voice . "Welcome to my "You see," she continues, " I was
there are no Random Encounters in this 'umble establishment,"he says. If the PCs being driven home to be with my family
adventure . show a lot of cash when they buy their first by a business associate of my broth-
round of drinks, Fatty suggests that, for a er's, when he made improper
Stuck Inside of small fee , more interesting diversions can advances . When I protested , and
Lankhmar with those be found on the other floors of his estab- refused him, Lugh pushed me from his
Gambling Blues Again lishment. If not, the PCs gamble on the carriage into the streets. I have wan-
first floor. dered in this neighborhood for several
1. Save The Last Chance For Me hours and when I knocked on doors, no
Read the following aloud : If the PCs ask about the other floors, one would admit me. For a while, I cow-
Fatty (or whatever servant, bouncer, or ered in an alleyway, but then I noticed a
It is on the Day of the Bat in the Month croupier they ask) waits expectantly for a light in your window."
of the Goat that the strange festival tip or bribe, telling the party about the
known as the Night of Fear occurs. available diversions of the establishment Beginning to lose her composure,
Legend has it that the very gods of after it is paid . The normal tip for getting she pleads. "Please, please, please
Lankhmar roam the city to see if the cit- into the basement is 2 smerduks, for get- help me return to my father's house in
izens have kept the city in accord with ting onto the second floor, 1 rilk, and for the Cash District. I am certain he will
their wishes. getting onto the third floor, 3 rilks . pay a great reward if I am returned
safely there. But I must arrive home
On the day of the Night of Fear, To warm up for this adventure, the PCs before midnight, or he will be fraught
should gamble a while. The DM should talk with worry! Please, I beg of you, take
about how the fog is rolling in, the streets are me home."
32
MapX Tenderloin District
H: Hanged Man Tavern
52: The Last Chance
If good aligned characters are reluctant NPC Capsule . D~ Note: As you will shortly see, there
IS a httle bit more to Myrria than meets the
to help, the DM should make clear their Myrrla eye. But until then, play her according to
the above description.
"nat.ural" feelings of wanting to aid a per- Human: a level
3. Into the Night
ssloing~Itn danger. If they still refuse tobheeclop~ea Social Level: 5 This event takes place when the charac-
alignment change may Alignment: Lawful Good
ters agree to escort Myrria back to her
desirable. True neutral, chaotic, and evil home in the Cash District (Map IX area
M). '
characters should be motivated by the Myrrla's Story
As you grab your cloaks and prepare to
thou~ht of r~ward. If they want specifics, Myrria is the daughter MoofneAylrreanvdi~sr'sa e~cort Myrria out into the fog-ridden
prominent member of the night, you notice various patrons of the
Myrna promises that her father will pay Last Chance look at each other sol-
emnly shaking their heads. "People
1,000 gold rilks for her safe return . If nec- Guild . She has an ohledrefrabthreorth'sefr~oDtastnenpasl: who are about on the Night of Fear fre-
who is following in quently do not return," one elder patron
essary, she ups the reward offer to get the says.
PCs to agree. Her mother died in childbirth. But Myrria looks at you with her
bright, trusting eyes, and, with the
If the PCs still refuse to escort Myrria Her home is in the Cash District, on though~ of paternal reward firmly in
your minds, you step out into the fog .
home, two particularly ugly and brutish Gold Street between Cash and Barter. As the door of the Last Chance closes
behind you, there is nothing but the
patrons of the Last Chance offer to take ~Lnugohi,lyacbhuasriancetsesr associate of Dannal's is night air and the sound of your boots on
who Myrria thinks is try- the cobblestones .
very good care of her and see her safely to
Movement: A normal AD&D®game char-
her father's house. If this fails to move the Ing to marry her to get his hands on the
PCs to action, Fatty urgently whispers: family fortune .... not to mention other
"You can't let Groogh and Knarq have things ...
her! Those boys will leave her dead in
an alleyway for sure; you won't get the . She has led a sheltered and pampered
reward; and I'll catch trouble if her
father ever gets word she was in here hfe, and this is the first time anyone has
toni~ht! Think of the money, boys
...thlnk of the money!" ever done anything to hurt her. She is
exceptionally trusting and because she is
so innocent, she may talk loudly at inop-
portune moments or reveal her back-
ground when it is not in her best interests
to do so. Once however, someone has
promised to aid her, she begins to think of
her predicament as an adventure.
33
acter can move 12 inches in a single been killed, the rest run away (see Thugs they could kidnap me and hold me for
round . In outdoor scale, this converts to on the Monster Statistics Chart). If any of ransom, then Dannal would have to let
120 yards. This movement rate is the Slayers are captured alive and interro- Lugh get away with stealing the pearls
appropriate for combat, or for short per- gated , they say nothing about their mis- of Countess Lesva. Then my father
iods of time, but is hard to sustain . sion. Only magical persuasion can loosen would be thrown out of the Guild...oh,
their tongues, and even then they can only it's all simply too awful.
It is also true that characters who are manage to say that they were ordered to
trying to be cautious and alert move take Myrria to the temple . They do not "So, you see, you simply have to get
slower, and 0 level humans like Myrria know who gave the orders or why. me home to Dannal by midnight, or
do not possess large quantities of else it's all going to collapse, and my
stamina or speed . So for the purposes If the PCs decide to visit the Slayers father will be ruined! And Dannal's
of this adventure, assume that the PCs Brotherhood building to find out who gave awfully rich, you know, and if you just
can move 2 inches on the large map of the order, they will be told nothing. If they get me home safe, I know he'll pay you
Lankhmar (inserted in the Sourcebook) bring Myrria along, another group of thugs a whole lot of money, I just know it!
in a game turn (10 minutes) when mov- will try to complete the original mission. If Please, oh, please take me home!"
ing normally and cautiously. Sprinting the PCs are belligerent, the Slayers may
or fighting characters are entitled to take a personal interest in rubbing the The PCs have two choices. They can
party out.
their full normal 12 inches = 120 yards take Myrria home or abandon her on the
The characters may wonder how the
movement rate. thugs knew Myrria would be coming by, or street. If they try to leave her, she follows
Visibility: Visibility in the dark fog is 10 why the thugs were so interested in kid-
napping her. They may be curious as to them, pleading for help and gradually
feet without a lantern and 40 feet with why the Temple of the Gods of Lankhmar
illumination. Because of the fog, the was involved. If they ask, Myrria has a new increasing the promised reward money
range of infravision is still only 40 feet. story. If they do not the DM should not vol-
Magical devices or spells, such as a unteer any information . until the characters finally agree to take
gem ofseeing, retain their normal prop-
erties. Myrria's New Story her home. If the characters are not moved
If the characters are familiar with the "Well, uh , I guess I wasn't completely by these pleas, Myrria's noise can, at the
city of Lankhmar, allow them to use the frank with you," she says, "but I wasn't
fullsize map to trace their route. If not, sure I could trust you . Dannal isn't DM's option, attract additional members
Myrria tells them that they must go really my brother... he's my lover. My
down Carter to Cash , over to Gold, and father's moneylending hasn't been of the Slayers Brotherhood .
then down Gold to her home. going very well, and Dannal was going
to help him. You see, Dannal worked Myrria does not know very many details
4. The Ambushers out a deal with Lugh that involved this
This event takes place after the charac- rich stupid noble woman, the Countess about Dannal's proposed jewel heist, nor
Lesva, and these awfully expensive
ters have traveled about a quarter of the pearls... and Lugh, the wretch, tried to does she know where Countess Lesva
distance to Myrria's house. It can take double-cross Dannal.
place on whatever street the characters lives. In fact, Myrria does not seem to
are travelling . "When I tried to make peace with
Lugh and tried to get him to honor his know very much at all. .
The PCs are about to be ambushed by a commitment, well, first he wanted to
party of 12 thugs of the Slayers' Brother- have his way with me, and then , when I 5. Back From The Shadows Again
hood. Before the Slayers attack, the DM told him that I was faithful to Dannal, he This event takes place when the charac-
should roll for surprise to see if the PCs threw me out of his carriage, and that's
hear a strange sound or see a shape mov- where I met you . ters reach either the intersection of Cash
ing in the fog . Because of the Slayers' con- and Gold or Barter and Gold, and are turn-
cealment they receive surprise on a roll of Myrria, while telling her story has been ing onto Gold Street toward Myrria's house.
1-4 on a 1d6. avoiding eye contact with the characters.
She looks up here to make sure they are The dark Lankhmart fog is broken by the
Two Slayers attack each of the PCs, and following her. She then rambles on. dim flicker of torches as you enter the
the remaining members of the ambush try Cash District. Soon, you will have
to grab Myrria and spirit her away. Myrria And Lugh, well, he's in tight with some returned Myrria to her father, and you can
screams and struggles, but is ineffectual Guild members that simply hate my almost feel the heavy gold rilks of the
against her attackers. Two attackers pick father...and I'm pretty sure that's why reward clanking in your money purse.
her up and carry her away. Their destina- those Slayers Brotherhood people The Night of Fear has been fearsome,
tion is the Temple of the Gods of Lankhmar were out looking for me, because if but with the approach of midnight nigh,
on the corner of Nun Street and the Street the worst is surely over...or is it?
of the Gods. She continues to scream 34
even if taken out of sight of the PCs. Track- Have each player character roll 1d20. If
ing her is therefore automatic. the result is equal to or less than half the
character's Intelligence (rounding up), the
If Myrria has been kidnapped, the character sees or senses a dark shape
remaining Slayers try to kill the PCs. Once about 60 feet away, moving toward the party.
half or more of the remaining thugs have If no character notices it, Myrria screams
and points when it is 30 feet away.
This strange, dark shape is an Eater of
Souls. (See the New Monsters Section at
the end of this booklet.)
The Eater of Souls advances slowly and
menacingly. It is heading for Myrria, but The furnishings are dusty and the furni- Area 3. Sitting Room
this may not be instantly apparent with ture is covered with sheets. The sitting room contains four over-
Myrria standing directly behind one of the
characters. If the PCs have magic weap- OM Note: The Encounter Key follows stuffed chairs and a coffee table. The
ons (less usual in the land of Nehwon than the description of the Room Key below. walls are covered with a dust-covered and
in most AD&D® game worlds) Myrria rotted silk brocade wallpaper. An opera-
warns that the creature drains wisdom and Room Key tive but empty fireplace sits along the
recommends that they flee . western wall.
General Overview
If, on the other hand , they are not carry- Sconces with unlit torches appear in Area 4. Kitchen
ing magic weapons, Myrria shouts in a The kitchen contains a sink with an
commanding tone , " The weapons you each of the rooms and can provide full illu-
have can 't harm the creature. Hurry, fol- mination if lit. The windows are veiled with operating water pump, empty cabinets
low me-it's your only hope of killing it thin lace curtains that are pulled and tied and pantries, and other expected kitchen
before it drains all of us dry! " to each side. facilities. A rotted wooden staircase leads
to the basement. There is a 50% chance
Because of its slow movement rate, the Area 1. Foyer that when someone steps onto the stairs
party can easily outrun the Eater of Souls. The front door opens onto a wide foyer they will collapse causing 1d12 pOints of
Myrria, demonstrating leadership quali- damage.
ties and common sense that the adventur- and at the end of the foyer is an ornate
ers have not heretofore seen , leads the ascending staircase (area 2). Intricately Area 5. Library
way to her mansion. carved double sliding doors on the right With the exception of window space, the
lead to the library (area 5). Two doors, one
House of the leading to the sitting room (area 3) the library walls are covered from floor to ceil-
Rising Sun other to the kitchen (area 4) are located on ing with bookcases. The volumes are all
the left wall. leather-bound and look expensive. A rare
(See Map VIII, and area M on Map IX) book dealer would pay 300,000 rilks for
Myrria's residence is a large townhouse Area 2. Staircase the 6,000 volumes in this room .
Leading to the second and third floors
on an expensive street. Torches burn on If a PC spends one full turn examining
both sides of the front door, but no lights the staircase has a beautifully carved oak the books, he finds a few titles of interest:
can be seen in the windows. The door is bannister. Landings appear on and half- The Vampire of Lankhmar: Legend or
unlocked and the building appears empty. way between each floor. Fancy?, Creatures of the Night, Summon-
ing and Demonology, and Tales of the
35
Gods of Lankhmar. These would bring 50 contains arched stone buttresses every warded or unappreciated; and men
rilks apiece from a dealer in magical and ten feet giving one the impression that he such as yourselves deserve to know
occult works. is in a series of catacombs. Old crates , everyth ing about the one you are aid-
barrels and boxes, the normal detritus of a ing so well.
More importantly, if a PC spends two full basement, are scattered about.
turns browsing through these books, he " My name is Myrria. My late father
will learn about the Lankhmart vampire Numerous giant centipede nests are also was a moneylender, and indeed my lov-
and the Eater of Souls, and how these in the basement. For every turn the PCs er's name is Dannal."
creatures can be destroyed . search , there is a 50% chance they will dis-
turb a nest of 2d12 giant centipedes. Shedding her innocent and demure per-
One row of books is fake and when sonality, this time Myrria is confident when
pulled aside reveals a safe. The safe con- There is nothing of value in the base- she talks. Her tone is louder and more
tains a dagger +2, a leather box filled with ment. controlled and she keeps eye contact with
expensive jewelry (worth approximately the PCs.
11 ,000 gold rilks) and a leather scroll Pressing a jutting brick on the south wall
case. In the case is a protection from evil opens the secret door to area 13. You see , Dannal dabbled in the arcane
scroll and a second scroll containing a list arts. He recently came to the attention
of ways to destroy a vampire . Area 13. Secret Room of the Sorcerer's Guild when he uncov-
A coffin in which Myrria sleeps during ered the secret of transmutation of the
Perhaps the library's single most strik- elements. He would not share it with
ing feature is a full-length portrait of Myrria the day is found in this room . Inside the the black wizards of that guild , so their
dressed in clothes of 100 years ago. coffin is a purse containing 50 diamond in chief enforcer, Lugh , kidnapped me in
amber glulditches and a bucknard's ever- order Dannal be forced to surrender
Area 6. Bedroom ful purse, Lankhmar style. If an agol , the secret. I escaped from his carriage
The bedroom contains a large, four- smerduk, and rilk are placed inside, the as he was taking me to the guild's
next morning, 26 of each will magically secret lair, and wandered the Tender-
poster bed, a free-standing fireplace , and appear in the purse. Otherwise the purse loin until I discovered you .
several chairs, all covered in white sheets functions as its AD&D®game equivalent.
and dust. " Again , let me apologize for the
Encounter Key deception , but I was scared that no one
Area 7. Bedroom would aid me against the Sorcerers. It
Lacking a fireplace this bedroom is similar 6. I'm a Soul Man ... was obviously Lugh who sent the Slay-
If the Eater of Souls has not been killed , ers after me, to complete the kidnap-
to the one in area 6. In the bed is a dead ping he bungled . BLit it must have
young man with an unusually pale counte- it inexorably follows the characters at its taken powerful wizards to conjure the
nance. Two strange marks are on his neck slow pace. Myrria is a bundle of energy, Eater of Souls. They are taking no
and he looks as if he has been drained of brushing off questions with a " We'll talk chances, and would sooner see Dannal
blood . about this later" air, as she leads the way and myself dead than risk the secret of
into the library. Purposefully, Myrria transmutation coming to the attention
This young man is Dannal. In his belt reveals and opens a safe from behind a of the overlord .
pouch there is a message, " Beware Myr- row of leather-covered volumes, and pulls
ria!" out a gleaming dagger-a dagger +2, + 4 " Dannal will be meeting me here
VS. enchanted or summoned creatures. shortly, and once he enters his labora-
Area 8. Bedroom She gives it to one of the PCs just as the tory in the basement, he will be able to
Similar to area 6; no fireplace ; no Eater of Souls rends the heavy oak door of conjure protections that will keep us all
the library. With the only escape being a safe throughout the Night of Fear.
corpse . third floor window , the PCs must make Then , in the morning, we will give the
their stand here. transmutation spell to the overlord, and
Area 9. Servant's Bedroom he will reward Dannal and me beyond
Cheaper furniture , fireplace , nothing of Myrria's Newest Story measure. And you, too, shall be amply
When the Eater of Souls is destroyed, rewarded for your assistance."
interest.
characters may once again become suspi- With Myrria now revealed as a
Area 10. Storage Chamber cious of Myrria. Why should a strange strongwilled , capable woman of great
This large room is filled with junk-old demonic creature be hunting an innocent beauty and power, her Charisma and Come-
young woman over a fight among money- liness increase by 1 point each. If the players
furniture , moth-eaten linens, children 's lenders? And what about the change in are running Fafhrd and the Gray Mouser,
toys , etc. A nest of 6 giant centipedes (see her personality? The Myrria the PCs knew these characters should be charmed by her
Monsters Statistics Chart) will be dis- would simply have cowered in fear. beauty. If the DM is running a Lankhmart
turbed if the PCs search the room. AD&D® game campaign , the charm , influ-
If the PCs start asking questions read the ence, and social level of Myrria should auto-
Area 11. Bedroom following text aloud. If they do not ask ques-
This bedroom , dusty and sheet cov- tions, do not give them this information.
ered, is large and opulently appointed. A " I see that I must now tell you the full
large dresser contains four gold candle- truth . Your bravery must not go unre-
sticks worth 120 rilks apiece.
36
Area 12. Basement
The basement is old and musty and
~~ .... "...-....
matically influence the PCs. even whiter, her incisors lengthen, her are fleeing from Myrria's mansion.
But whatever game the OM is running, he lips change from red to black, and her
eyes glow with a sinister light. As you run down the street, a thick fog
should emphasize Myrria's beauty and cha- covers the humid pavement and you
risma and encourage the players to have " It is time'" she shouts triumphantly, begin to feel your movements slowing
their characters respond strongly to it. as you realize that Myrria now looks down almost to a halt. In awe, you dis-
very much like a vampire in the horror cover six utterly horrible creatures.
If the PCs try to leave Myrria, she can stories you were told as a child . Some are wrapped in bandages; others
cast a charm person spell of unusual wear ancient trappings and armors that
potency ( - 2 on saving throws against its Now consumed with bloodlust, Myrria must once have been those of heroes
effect). A manipulative character, she tries attacks the characters with the intention of and kings. You try screaming, but no
to play the characters off each other. killing them and draining their blood . sound comes from your lungs. As their
Whenever she is alone with a PC, she sug- dark eye sockets glow with the aura of
gests that she is falling in love with him . She is capable, powerful , intelligent, evil and anger, they slowly raise their
Meanwhile the other members of the party and crafty, and will use all the powers at skeletal arms in your direction. The
may wander around the mansion. her command in order to win . If the char- cold grip of death clutches your hearts.
acters do not possess magic weapons
It should be clear to the OM (but not yet (except for the dagger), they will find it dif- The creatures are the Gods of
to the players) that all of Myrria's stories ficult to beat her directly. If they do not Lankhmar (see Sourcebook, page 66)
are false , and that she is actually a think of it themselves, suggest that the roaming the streets of the city in search of
Lankhmart vampire . (See New Monsters characters flee ...after all, dawn is only revenge . They can cast any spell
in Lankhmar section at the end of this about 6 hours away (If they flee, see described in the rules .
booklet.) Dannal was in fact her lover but encounter 8.)
sooner or later every vampire shows her In this event, the party falls victim to an
love in the same way. Myrria will pursue the characters , chas- array of slow, fear, and hold person spells.
ing them through the deserted streets of Each PC must make two saving throws vs.
Myrrla's 'True Story Lankhmar. All the doors on street level are Paralyzation at - 5 or be totally paralyzed.
Myrria is a Lankhmart vampire, now well locked and no one will open them under Some of the gods are using ESP on the
any circumstance . Likewise, all the win- PCs, and therefore understand that Myrria
over 300 years old. For all this time, she has dow shutters are tighly secured. Any is pursuing the party.
claimed one new victim each full moon. The opening is otherwise barred .
loneliness of vampirism has driven her to Without a word, the gods should imme-
take on many lovers over the years; each Myrria summons hordes of rats and bats diately go after Myrria. She will run toward
has lasted no more than a month. Some to aid her in hunting down the PCs. Use all the temple and after a few moments the
months, she is merely thirsty, and takes the the resources of the Random Building and characters will see Myrria die as described
nearest victim she can find. Block Generators in the Sourcebook to in event 7.
make a wild and exciting chase through
This is the first time in 300 years that the the deserted city. Although the gods will not harm the PCs
"real" Night of Fear, in which the Gods of during their brief encounter, they should
Lankhmar actually walk the streets, and a If the characters survive until dawn , terrify them nearly to death . For example,
full moon have coincided . A number of Myrria must retreat to her house and enter one god might lift a paralyzed character,
years ago, one of Myrria's victims was a her coffin in room 13. The PCs should stare him in the eyes, and carelessly throw
priest of the Gods of Lankhmar. Tonight, have an easy time destroying her here. the PC aside. Of course, if a PC tries to
the Gods are taking their revenge . attack rather than flee, that character
If the PCs learned earlier that the Slay- should be destroyed .
First, they directed the Slayers' Brother- ers were going to take the kidnapped Myr-
hood attack and when that failed, they ria to the Temple of the Gods of Lankhmar, Epilogue
sent the Eater of Souls. the party may decide to go there. (The OM
may give the PCs a clue if they need help.) Once Myrria is dead, the PCs can steal
Now, with the full moon about to rise, Myrria will follow them to the Temple's por- whatever treasure on which they can lay
the Gods of Lankhmar grow desperate... tal , when a number of strange shapes con- their hands. Unhappy with the PCs
jure up from the floor. Looking around , she because they killed the Eater of Souls, the
7. Bad Moon Rising screams in terror, and tries to flee, but the Gods of Lankhmar and their priests offer
If the PCs have grown suspicious or try to shapes continue to advance, surrounding no reward, but they seek revenge .
her. She screams once more in agony as
leave, run this event immediately. If not, the the shapes disappear, leaving a pile of Fatty is happy to welcome them back at
OM should build up the suspense before let- dust inside Myrria's red gown. the Last Chance, especially since they
ting the adventure reach its climax. have cash, but he and the patrons con-
At last, the gods of Lankhmar have got- sider any story the PCs tell to be just
The full moon rises at midnight. The ten their revenge. another tall tale.
sound of church bells echo throughout
the city. 8. Devil With A Blue Dress On
This encounter has a 25% chance of
As soon as the disk of the moon
appears through the window, casting its occurring, each half-hour the party spends
ghostly light on everyone in the room, in the streets. Run this event only if the PCs
you notice a transformation taking place
in Myrria's face. Her pale face grows
38
NEW MONSTERS IN LANKHMAR
Eater of Souls* Souls returns to its own dimension . Char- Because of its rage and frustration, the
acters slain by an Eater of Souls cannot be Eater attacks as if it were a 20 HD monster,
FREQUENCY: Very Rare raised or reincarnated . If the Eater of and does 3d6 points of damage + 2 Wis-
NO. APPEARING: 1 Souls ' hit points are reduced to 0, it dis- dom points drain per attack. If the sum-
ARMOR CLASS: 0 solves into a formless cloud and drifts moning cleric defeats it again, the Eater of
MOVE: 6 " away, never to return . Souls returns to its home dimension and
HIT DICE: 10 (avo50 hp) will not return .
% IN LAIR: 10% If the Eater of Souls ' victim is slain by
TREASURE TYPE: Nil another being, or if the Eater is defeated in *Thanx and a tip 0 ' the hat to Zeb Cook,
NO. OF ATTACKS: 2 combat, the Eater of Souls returns to the designer extraordinaire.
THACO: 10 cleric who summoned it and attacks him .
DAMAGE/ATTACK: 1-10 each + special
SPECIAL ATTACKS : Wisdom drain 39
SPECIAL DEFENSES: + 1 or better
weaJ:>on to hit
MAGIC RESISTANCE : Standard
INTELLIGENCE: High
ALIGNMENT: Neutral
SIZE: L (1 0 ' sphere of darkness)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEUXP VALUE : VII/2400 + 14/hp
An Eater of Souls is a being from
another dimension summoned or granted
to high level clerics . It is used to slay
beings as ordered by the cleric who sum-
moned or received it. An Eater of Souls
appears as a cloud of glowing darkness,
about 10 feet in diameter. It can assume
any shape desired . Once assigned a vic-
tim to kill , the Eater of Souls will not quit
until either it or its victim is defeated . An
Eater of Souls is highly intelligent and will
accomplish its mission by any means it
can.
In combat, the creature attacks with two
ghostly claws each round . In addition to
normal damage, each time it hits, the vic-
im must make a saving throw vs . Death
agic or lose one pOint of Wisdom . (If the
aracter survives an encounter with the
Ea er of Souls, he regains lost Wisdom at
e fa e 0 1 pOint per day. The clerical
spell restoration will also restore lost Wis-
dom .)
The Eater of Souls may only be struck
by magical weapons. Normal and silver
weapons have no effect on it.
If a victim is slain, or is redu ced to 0 Wis-
dom , the victim is dead, and the Eater of
Vampire, Lankhmart ~~~--;-tr.;---. j
FREQUENCY: Rare regenerates damage at the rate of 3 hit 1//
NO. APPEARING : 1-4 points per melee round . If brought to 0 hit
ARMOR CLASS: 1 points by combat, the vampire is not killed , devices harm or drive the monster off, but
MOVE: 12 "/18 " but is merely forced into gaseous form. It merely cause it to hesitate 1d.4 melee
HIT DICE: 8 +3 must then return to its coffin within 12 rounds before attacking again. A holy
% IN LAIR: 25% turns and rest for 8 hours. symbol forces the vampire to position
TREASURE TYPE: F itself so that the object is not between the
NO. OF ATIACKS: 1 Sleep, charm, and hold spells do not vampire and its intended victim .
THACO: 12 affect vampires ; neither do poison or
DAMAGE/ATIACK: 5-10 (d6 + 4) paralYSis. Vampires take only half damage Summoned or charmed creatures
SPECIAL ATIACKS: Energy drain from cold or electrical spells. under the influence of a vampire can
attack regardless of the presence of such
SPECIAL DEFENSES: + 1 or better A vampire can assume gaseous form at wards, and can be ordered by the vampire
will , and can shape change into a large bat to wrest the objects away.
weapon to hit, regeneration, gaseous whenever desired.
form A Lankhmart vampire can be slain only
MAGIC RESISTANCE: See Below The vampire has the ability to charm by the following methods: exposure to
INTELLIGENCE: Excepional person merely by gazing into its victim's direct sunlight (causes death in one turn,
ALIGNMENT: Chaotic Evil eyes-this power works whether or not the and it loses all special powers immedi-
SIZE: M moon is full . The charm is a powerful one, ately), immersion in running water for
PSIONIC ABILITY: Nil resulting in a -2 to saving throws vs. its three melee rounds, or destroying all its
Attack/Defense Modes: Nil effect. The vampire is normally loath to coffins (but a clever vampire may have
use the power when not fully powered, several coffins hidden away). A vampire
LEVEUXP VALUE: VIII/3800 + 121hp because of the consequences of failure. not under the influence of the full moon
The Lankhmart vampire is in many ways Vampires can summon creatures to aid cannot enter gaseous form unless it is
similar to its AD&[)® game cousin, the them . Depending on the surroundings, the reduced to 0 hit points. It is possible to
most dreaded of the chaotic evil undead. summon results in 1d10 rats or bats, or capture a vampire, hold it until the next
3d6 wolves arriving in 2d6 melee rounds. day, and then expose it to sunlight.
Unlike the normal vampire, Lankhmart
vampires only have their full vampiric abili- Lankhmart vampires recoil from strong Any human or humanoid drained of all life
ties when the full moon is in the night sky. garlic or the face of a mirror. Their image energy by a vampire becomes a vampire
During other times, they have normal does not reflect. Any holy symbol (since all under the control of its slayer. This transfor-
human characteristics - those they had white wizards in Lankhmar are of a good mation takes place one day after the crea-
when they were mere mortals. Like all alignment) will, if strongly presented, hold ture is buried. If the vampire that slew the
vampires, they must rest in their coffins off the attack of a vampire. None of these creature is itself killed, the vampires created
during the day and can only come out at by it become free-willed monsters.
night, whether or not they are in their full
vampiric phase.
When they are normal nocturnal
humans, they are pale of complexion , fre-
quenly of high charisma, and seek com-
panionship with the desperation of those
who live only a shadow life. They do not
have the blood lust upon them, and fre-
quently pass as normal.
But those who become involved with a
beautiful Lankhmart vampire are safe only
until the next moonrise, when the fangs of
the vampire slowly appear, and the raging
lust for blood becomes the only thing on its
mind. Then no one, not family or dearest
love, is safe from its depredations.
On the night of the full moon the vam-
pire becomes fully powered . The
Lankhmart vampire acqu ires 18/76
strength, and the ability to drain 2 life
energy levels per successful hit. In all
phases, whether or not the moon is full
the Lankhmart vampire is immune to ali
but magical weapons.
When the moon is full, the vampire
40
PREROLLED CHARACTERS
r-------------T--------------,
I Erwan DarhoTMLevel 9 White Wizard I Hresstan Level 10 Ranger
I Erwan is a popular but not well respected member of his I Hresstan is a true hero. A lonely and independent figure,
church. He disappears for months, even years at a time he is driven by a noble quest to find a meaning for a world
I and is closed-mouthed about where he has been. Just over I full of senseless injustice and brutality. Now in his mid 20s,
I 80 years-old, he is in excellent physical shape, but his mind I he has roamed Nehwon since his early teens.
is slightly deteriorated . Hresstan is a philosopher and seeker of truth . The god of
I Erwan is generally regarded in his church as unreliable I his birth, family, and kin is Kos , the God of Dooms. All his
I and sometimes irresponsible. He is unkempt and absent- I clan , save himself, perished in a terrible flood and land-
minded . When in Lankhmar he freeloads off friends (usu- slide, and he now wanders Nehwon seeking an explana-
I ally Hresstan) and sits around the church, killing time with I tion for human suffering and divine cruelty. He seeks
I the younger apprentices. He is a dedicated humorist with I knowledge in the tests of life and death offered by strange
his repertoire ranging from puns and crude jokes to sophis- lands and civilizations.
I ticated satire and irony. Not everyone finds him funny, least I Though a fair judge of human nature, Hresstan is gener-
I of all, the butts of his jokes. I ally bewildered by Lankhmar and its people. He is more at
Rey Gorra recommended Erwan for this expedition. There home among simple people who live closer to nature and
I is a general agreement at the church that for all his eccentrici- lone another.
I ties, Erwan is a world-class practioner of white-magic. I Hresstan is generally trusting of others. By necessity,
r- - - - - - - - - - - - - - - - - - -, however, he is learning to be more cautious.
I Though still perplexed about the nature of combat as a
Leftie Smeeall Level 10 Thief I spectator sport, as a gladiator in the combat arena Hres-
A loyal Thieves Guild member in good standing Leftie is I stan has learned to be an entertainer as well as a warrior.
a tradeswoman who takes pride in her work. She is scorn- I A fearless and reckless fighter, in combat Hresstan car-
ful of second-rate thieves , but grudgingly praises a fine
craftsman . She vigilantly guards the rights and privileges I ries a ferocious confidence in his abilities and has little
thought for tactics and subtlety. His heroic stature allows
accorded to her by seniority. In her late 30s, Leftie believes him this lUxury when in one-on-one combat, but he may be
her experience and devoted service to the Guild entitles I at a serious disadvantage when confronted by an orga-
I nized group of opponents.
her to respect from the younger thieves .
A conventional operator, Leftie likes to case each job Hresstan has no established rules by which to judge his
carefully, plan painstakingly and execute exactly accord- I companions. He is largely naive about class , status, and
ing to plan. She dislikes showboating and freelancing. The I wealth in a civilized society. Drawn to bold warriors and
authority of the leader is absolute and unquestionable. deep thinkers, he is reserved and suspicious of those who
. Leftie is a well known low-life tavern crawler. She is I propose subtle or dishonest methods. He will cheerfully
Lrenowned for her capacity to drink and generally well-known accept friendl~ompetitive ~allenge~ stated ~implied . _
and respected in all the town's more lively drinking spots.
Leftie has worked with several lightweights of the Magi- I R G
cians' Guild , including Erwan , and she has mixed feelings. I ey orra Level 7 Fighter
On the one hand she is encouraged by the resources he Gorra is a young and ambitious member of Lankhmar's
upper classes. As is customary for young lords, Gorra is
contributes and on the other hand she is intimidated by the I serving a tour of duty with the overlord 's guard . (The expe-
strange and uncommon powers he wields. She thinks I rience is believed to make a man of a boy, and to teach
responsibility and authority.) A fine physical specimen in
Hresstan is a crude youngling and she has no sympathy for his mid-20s, he has earned the respect of his men by show-
I Sergeant Treece who always remains too close. I ing a fantastic capacity for hard labor and brutal training .
~ _________________ ~ Gorra has lived a sheltered life and he is naive about the
lifestyle of the vast majority of Lankhmarts. His family and
I Sgt. Bain Treece Level 9 Fighter his men loyally protect him from the realities of life out of a
I
Bain Treece is a carrier soldier, a capable fighter and an fond admiration for his boyish enthusiasm and idealism .
I experienced non-commissioned officer. In his formal He mistakenly attributes noble or romantic motives to peo-
capacity, he is all spit and polish , feared and respected . pie when a wiser head would recognize their lack of altru-
I When informal among the men , he is a warm and friendly iS~he Gorra family is well situated in the textile import
I soul, well liked and trusted . Picture him as a British ser-
business. Expecting to leave the military and retire to the
II geant-major in the movies, complete with mutton chops business, Rey Gorra keeps himself abreast on the chang-
and big moustache. ing economic laws and affairs of Lankhmar.
Currently in his mid-40s, Treece is a veteran of several Gorra's father has hired a number of magicians in his
time, and their abilities hold little awe or mystery for him.
actions against coastal pirates and numerous ill-consid- Rey Gorra sees Leftie as a colorful character, a romantic
figure, independent and challenging society's rules. Nor-
I ered and aborted campaigns of the overlord 's conquest. mally it is Gorra's job to arrest such folk, but he is actually
I Treece is renowned in the barracks for his fine tenor looking forward to working with such a charming (and effi-
cient) person.
voice and command of romantic and heroic ballads.
Gorra views Sergeant Bain Treece as extremely capa-
I Treece has problems with several characters in the party.
I He views with an inward disapproval Erwan 's undignified ble, loyal and reliable : a father figure. Gorra perceives
Hresstan as a colorful and entertaining character.
behavior, and despite Hresstan's valor as a ruthless fighter, _______________
I Treece sees him as too undisciplined to be counted on .
I Treece finds Leftie of dubious value because she may at
I any time betray the group.
L Having great fondness for Rey, Treece has a great respect
f~hi~bilities an~ solid estimate of his l imitations~ _ _
PREROLLED CHARACTERS
r-------------T -----,
Hresstan Level 10 Ranger Erwan DarhoTM Level 9 White Wizard
Strength: 18.60 Hit Points: 70 Strength : 9 Hit Points: 42
Intelligence: 13 Armor Class: 7 Intelligence: 10 Armor Class: 8
Wisdom : 9 THACO: 12 Wisdom: 16 THACO: 16
Dexterity: 15 Damage: 2d4 + 5 Dexterity: 9 Damage: d6 + 3
Constitution: 16 Social Level: 2 Constitution: 12 Social Level: 4
Charisma: 11 Alignment: N. Good Charisma: 13 Alignment: C. Good
Equipment: Thick shaggy furs , large Equipment: staff of striking, leather
wooden shield, broadsword + 2, 2 armor, talisman of pure good (vs. black
short swords, great horned helm, bag wizards), potion of extra-healing, 20
gold rilks, 80 silver smerduks
of holding, 30 iron tiks, 8 bronze agols,
2 silver smerduk (shaved coins) Level 1: cure light wounds (3), light, resist cold
Level 2 : augury, hold person, silence 15 ' radius,
charm person or mammal, warp wood
Level 3: dispel magic, neutralize poison, water breathing
Level 4: cure serious wounds, produce fire
r - - - - - - - - - - - - - - - - - - - ,Level 5: distance distortion c1986 TSR Inc. All Rights Reserved.
;..
I Lettie Smeeall
. -. -
Level 10 Thief
/
I Strength: 12 Hit Points: 40
I Intelligence: 13 Armor Class: 3 I' ~
I Wisdom : 9
THACO: 16 ~.
Dexterity: 17 Damage: 1d6 + 1
I Constitution: 11 Social Level: 5
I Charisma: 16 Alignment: LN
I Equipment: leather armor + 1, cloak of
I displacement, short sword + 1, ring of
I telekinesis (500 gp strength), 45 silver
Ic1986 TSR Inc. All Rights Reserved.
smerduks, 30 gold rilks
Rey Gorra Level 7 Fighter I
Strength: 16 Hit Points: 50 ~·,.".;r ' I
Intelligence: 14 Armor Class: 2 I
Wisdom: 11 THACO: 14 I
Dexterity: 12 Damage: 1d8 + 2
Constitution: 12 Social Level: 7 "' . . -.. II - _ _ _ _ _ _ _ _ ":1986 TSR Inc.~1 Rights Rese~d~
Charisma: 13 Alignment: Neutral
Equipment: Chain mail +2, large shield Sgt. Bain Treece
+2, great helm , long sword +2, brooch
of shielding, 50 silver smerduks, 30 Level 9 Fighter
gold rilks, three diamonds in amber Strength: 17 Hit Points: 60
glulditch Intelligence: 10 Armor Class: 2
Wisdom : 15 THACO: 12
Dexterity: 11 Damage: 1d8 + 3
Constitution: 15 Social Level: 3
Charisma: 9 Alignment: LN
Equipment: Chain mail + 1, large shield,
long sword + 1, ring of protection +2, 5
gold rilks, 40 bronze agols
c1986 TSR Inc. All Rights ReMrved . c1986 TSR Inc. All Rights Reserved.
Monsters Statistics Table
Name AC HO hp AT 0 MV AL THACO BOOK SA SO
Bats 8 1/4 2 1 1 1 "/24 " N 20 MM2 Yes No
Bats. Giant Yes
Behemoth 7 6 20 1 2-8 3 "/15 " NE 13 MM2 Yes No
Black Pudding Yes
Brigands 4 15 90 1 4-40 12 "18 " N 8 CA No No
Brigand Leader No
Chives" (NPC) 6 10 50 1 3-2 6 " N 10 MM1 Yes No
Eater of Souls Yes
Giant Centipede 5 F2 10 1 1-6 12 " CE 20 No No
Giant Leech No
God of Lankhmar 4 F6 40 1 1-8 12 " CE 16 No Yes
Greechy " (NPC) No
Guard. Kleshite 9 T4 12 1 1-4 12 " N 20 No No
Guard. Palace No
Hell Hound 0 10 60 2 1-1 6 " N 10 New Yes No
Mummy No
Muskatel " (NPC) 9 114 3 1 Nil. 15 " N 20 MM1 Yes No
Poison Eel No
Rat. Elite Guard" 9 1/4 3 1 1-4 3 " N 20 MM1 Yes No
Rat.llthmarian* No
Rat. Ordinary 3 20 160 1 3-3 9 " NE 7 L&L Yes No
Rat Soldier* No
Salt Spider 8 F5 25 1 1-6 12 " N 16 No No
Skeletal Bats No
Stirge 8 F6 35 1 2-8 12 " NE 16 No No
Thugs (Slayers) No
Vampire 4 F4 25 1 1-1 9 " LN 18 No Yes
Water-Cobra 12 M Yes
Wererat 4 7 56 1 1-1 6H LE 16 MM1 Yes Yes
1 1-1 LE
6 6+3 33 13 MM1 Yes
6 F7 40 1 1-6 12 " CN 14 No
6 1/2 2 1 1-4 9 " N 20 CA Yes
4 F5 30 1 1-6 12 M CN 16 No
8 6 40 1 1-8 12 " CE 13 No
7 1/4 2 1 1 15" N 20 MM2 No
6 F3 15 1 1-6 12 " CN 18 No
6 3 15 1 1-8 15 " * 18 " N 16 CA Yes
7 1/2 3 1-3 312M/"18 M NE CA Yes
N
8 1 +1 6 1 18 MM1 Yes
1 1-6 12 M LE
6 F4 20 20 No
1 8+3 67 1 5-1 12 "/18 " CE 12 New Yes
8(4) 3+3 18 1 1-4 12 H N 16 CA Yes
6 3+1 20 1 1-8 12 " LE 16 MM1 Yes
• Statistics given for creatures when the PCs are reduced to their size.
MM1 = Monster Manual 1; MM2 = Monster Manual 2; New = New Monster; L&L = Legends & Lore
CA = LANKHMAR'" City of Adventure sourcebook
Random Encounters Table
Roll percentile dice
Catacombs Sewers Encounter Motive
1-10 1-15 3d6 Giant Bats For 1d4 rounds they try to force the party to retreat.
16-30 1 Behemoth Grabs a PC by the ankle and tries to pull him into the water (surprise on 1-4).
11-20 31-35 1 Black Pudding Drops off ceiling onto one character chosen at random (surprise on 1-5).
21-25 2d6 Brigands On their way to pillage an old tomb: flee immediately on being spotted.
26-40 36-40 1d6 G. Centipedes Centipedes creep into PC's backpack. attack when pack is opened.
41-50 204 Giant Leeches The leeches (or worms) attack wounded characters first.
51-65 41-50 1 Mummy This may be Alima Valinor (chapter 1) or a mummy that looks like him.
2d6 Poison Eels The eels slide down a wet pipe to attack the party passing below.
66-80 51-55 3d8 Ordinary Rats The rats scurry away and report to Muskatel (chapter 2) .
81-90 56-75 2d6 Salt Spiders The spiders have been sent by the Temple of Mog to invade the sewers.
91-00 76-80 5d10 Skeletal Bats There is an 80% chance that a mummy will arrive within 1d6 rounds.
4d4 Stirges If the party does not interrupt the stirges·. the stirges ignore the PCs.
81-90 2d4 Thugs The thugs. absorbed in planning their next crime . do not see the party.
91-95 2d6 Water Cobras One or two cobras coil around PC 's legs while others try to kill him.
96-00