water, IN reef sharks move to chairs . Should a character open In either case, any time a com-
batant is pushed back (see the
attack. Each round thereafter, l d4 one of these chests, roll on the
more reef sharks and one tiger or table below to determine what is campaign book), check to see if
hammerhead shark (your choice) inside (in addition to spare he has fallen onto one of the
"teeth ." Make a standard Dexter-
are attracted to the struggle, up robes, towels, and other minor ity check. Failure means the char-
personal effects).
to a maximum of 10 creatures at acter is cut for 1 point of damage.
once . Roll ld6 Item A natural roll of 1 means the
Reef sharks: Alignment N; AC 1 Dagger character has been impaled and
suffers 1d10 points of damage.
8; MV 18 (swimming only) ; HD 3; 2 2d10 bronze agols 5. Shrine: The central shrine of
THACO 17 ; # of Attacks 1 ; Dmg 3 1d10 silver smerduks the Shark Temple is sacred to the
4 ld6 gold rilks
1 d4+ 1 . XP Value 65. 5 short sword cultists . It is shaped like the
Tiger sharks: Alignment N ; AC 6 Roll twice more amphitheater outside, with the
back walls forming the head of a
6; MV 18 (swimming only) ; HD 5; shark and the entrance its jaws.
THACO 15; # of Attacks 1 ; Dmg 4. Arenas: Combat is central
to the Way of Predation. Fol- For now, the walls of the circular
2d4. XP Value 175. lowers train constantly, prepar- shrine are smooth and unfinished .
Hammerhead sharks: Align- ing themselves for bloodshed. The priests and their acolytes
gather here to hear inspirational
ment N; AC 8; MV 18 (swimming These arenas hone their skills, sermons from Aragyx and Mako .
only) ; HD 6 ; THACO 15; # of for failure can result in death.
Attacks 1 ; Dmg 2d4. XP Value 270. These circular platforms are They also make sacrifices to the
sharks in the large pool.
Hammerheads usually ram their edged with sharp "teeth" three 6. Priest's quarters: Six lesser
prey. If the attack hits, it causes feet tall. Anyone who falls on
them is probably impaled. shark priests are quartered in
only 1 point of damage, but the
victim must save vs. paralyzation . Possibly the heroes end up this room. Their furnishings con-
If the save fails, the victim is fighting on these platforms. If sist of 3 bunk beds with accom-
stunned. He can take no action for they have disguised themselves panying wardrobes and chests .
one round, and his effective AC as acolytes and fail to exit the A single desk is shared by all .
rises by +4 (maximum 10). temple before the following 7. Aragyx's quarters: Mako's
3. Acolyte dormitories: Those morning, they find this is their second in command has not yet
who would become priests of first task. Each acolyte must fight brought all her personal posses-
another in non-lethal combat sions from Ilthmar, so this room
the Shark Cult first become
acolytes. They must live in the (see the brawling rules in the is spartan. In a chest engraved
with the images of a shark in
dormitories where they are sub- Adventures in Lankhmar book) .
ject to the harsh lessons and The heroes may instead end frenzy are her spare robes, a dag-
intense trials inflicted on them up fighting on these platforms if ger, and 32 gold rilks. She also has
one of Mako's magical amulets
by the lesser shark priests. Aragyx or an acolyte caught
them trying to sneak in. In this tucked within the folds of a towel
"' The dormitories are rather
in. Each room holds eight case Aragyx forces the heroes to near the bottom of the chest.
fight a priest in the arena. This 8. Mako's quarters: The High
bunks (16 beds), as many
wooden chests for the might offer a chance to escape, Priest has the most elaborate
acolytes' personal pos- if the characters have hidden quarters, but he rarely stays here.
sessions, and a amulets of warding on them to Mako's furnishings are plush
stone table leap into the water and swim for and comfortable. A couch and
chair, both covered with soft
with eight the tunnel .
2 2 9 Act Three: The Raid
shark skin, face the glass walls Shark Cult acolytes (22): ability to transform into a mako
to let the priest watch his com- Rogues; Level 1 ; Alignment LE; shark. Now, as High Priest of
panions . His large bed is cov- AC 10; MV 12 ; hp 5; THACO 20; Lankhmar's temple, he retains
ered with an expensive quilt Dmg ld4 (dagger) . Ability his name, but he becomes some-
made from shark skin (worth 40 scores : Str 13; Dex 15; Con 13; thing far more dangerous .
gold rilks to a fence, or 80 to cer-
tain wealthy members of the Int 9 ; Wis 8; Cha 7. In human form, which he takes
Shark Cult) . Beside it, a ward- The acolytes are young toughs more and more rarely, Mako is
robe holds ceremonial robes of an extremely dangerous man. He
the religion and normal clothing. from the streets of Lankhmar. has black eyes, dark hair, and a
If Mako is in shark form and not They see the Way of Predation as narrow face with a long nose,
wearing his hide armor, it hangs a validation of their violent nature. giving him the appearance of a
from a hook on the side of the There are both male and female shark. He wears hardened gray
wardrobe. His barbed trident acolytes, all thoroughly selfish and hides of shark cartilage over
and matching dagger rest on loyal to their new religion.
hooks extending from the wall shark-skin robes .
over his bed. Priests (6) : Warrior ; Level 2; Mako's rise to power has
Alignment LE; AC 10 ; MV 12;
In the southeastern corner are hp 15 ; THACO 19; Dmg 1d8+1 brought with it more intense
the only furnishings of practical (barbed long swords) . Ability communion with the Shark God .
value . A well used desk and scores : Str 16; Dex 11 ; Con 17 ; Now he lives most of each day in
chair, provide Mako with an his shark form-and what a form
area to work on his sermons, Int 12 ; Wis 13; Cha 10. that is . Mako is now the dead-
pen papers on his religion, and These six men and women (or liest predator of the sea, and the
plot the overthrow of Lankhmar. heroes will soon meet him .
however many survived the
The goal: A locked chest at Thieves' Guild attack in Act 2) Mako
the foot of Mako's bed contains are fanatically loyal to the cult
the amulets of warding that Mako and somewhat sadistic to the Of all the hungry man-eaters
received from his superiors in swimming beneath the temple's
Ilthmart. There is one amulet for acolytes in their charge. second level, Mako is the most
each hero. See the appendix for Aragyx: Black wizard; Level 3; deadly. In shark form he
more about these devices . becomes the carcharodon car-
Alignment LE; AC 6 (armor in charias-the great white.
9. Guest room: Mako has effect) ; MV 12; hp 7; THACO 20 ;
reserved this area for visiting Mako senses _the heroes the
dignitaries from Ilthmar. Other Dmg ld4 (dagger). Ability moment any of them touches
than a bedframe, wardrobe, and scores : Str 10 ; Dex 12 ; Con 11 ; the water. From that moment
chest, it is empty. Int 16; Wis 14; Cha 16. Spells : on, he stalks them across the
stone walkways and waits for
Temple Inhabitants lst-Sleep, armor. the perfect chance to attack . He
ambushes the party by bursting
On the lower level live 22 Aragyx is a dark-skinned through the walkway they are
acolytes, six lesser shark woman with green eyes and jet- standing on. Characters must
priests, Mako, and Aragyx . Sub- black hair. She is very fit for a make a surprise check at -4
tract from these totals any indi- sorcerer, and commands respect or fall into the water.
viduals slain or otherwise from all those who serve her. Those who make the
incapacitated by the heroes . check must still
Mako (human form): War-
rior/black wizard ; Level 4/4 ; make a Dexter-
Alignment LE ; AC 7 (shark ity check
armor) ; MV 12; hp 24; THACO 17;
Dmg 1d8+2 (barbed trident).
Mako took his name upon
becoming a lesser priest, when
the Shark God granted him the
to leap to the nearest remaining stealing Mako's amulets of ward- violence. Mako takes shark form
walkway. ing, you may need to know and returns to the pool.
which of the temple areas are
For the moment Mako ignores occupied during particular times After midnight: Though a few
characters in the water, leaving of the day and night. drunken acolytes or lesser
them for the other sharks . The priests might straggle in at any
great white tries to leap at Dawn to lunch: Breakfast is hour, most are sound asleep
intruders who remain on the served at dawn in area 2 of the shortly after midnight . Two
walkways. If Mako hits with a Amphitheater. From 9 am to guards are always posted at the
normal attack roll (no damage), lunch, acolytes train in the are- top of the amphitheater stairway.
the target may make a Dexterity nas (area 4) . They are always
check to dodge the shark's accompanied by two of the six Temple Mishaps
attack . Success means the char- lesser shark priests.
acter dodges and suffers no Whenever the characters
damage. Failure indicates a hit The remaining four shark sneak around the temple's lower
that knocks the victim into the priests are generally out in level, the Shark God may cause
water, where the sharks attack Lankhmar buying supplies, or them some misfortune . Do not
him in subsequent rounds . preaching on the streets. use this chart if the heroes have
passed themselves off as
The great white has no qualms Aragyx spends most of her acolytes and are moving about
about destroying more walkway morning in her quarters plan- the walkways normally-only if
if necessary, though the heroes ning and scheming . Mako, in they are obvious intruders in the
need not roll surprise on subse- shark form, swims in the pool . Shark God's sacred domain.
quent attempts.
Lunch to dinner: The acolytes ld8 Mishap
If the heroes damage Mako carve images of the Shark Cult 1-3 Nothing happens
severely, he flees through the on the shrine walls (area 5) . 45 Acolytes! A group of
sea tunnel, to reappear in Act 4. Four lesser priests and Aragyx
(who is a genuine artisan) super- acolytes walks nearby. Non-
Note that none of the sharks vise their work . The other two rogues must freeze in their
attack the lesser priests, Mako, lesser priests are usually in their tracks or be automatically
or Aragyx, for all of them are quarters . Mako visits the cult's discovered . If there is no
protected here in the Temple by wealthy converts now, and so is rogue in the party, there is a
the Shark God itself . Acolytes rarely in. 30% chance the acolytes
have not yet earned the deity's spot the heroes. Rogues in
blessing, and are attacked Dinner to midnight: The the group must make a Hide
should they fall in the water just acolytes are given free time, in Shadows roll immedi-
like the heroes. though they are expected to ately. If the roll fails, the
study, discuss, and meditate on party is spotted.
Mako (great white shark the Way of Predation. Half ven- 6-7 Priests! One of the cult's
form): Alignment LE; AC 6; ture out into Lankhmar to visit lesser priests approaches
MV 24 (swimming) ; HD 8 ; hp 56; friends and family, or to practice the party's location looking
THACO 13 ; # of Attacks 1 ; their predatory religion on their for one of his friends . The
enemies. The other half talk, group must hide or other-
Dmg 3d4 . XP Value 650. gamble, or read beneath the wise deal with him or be
remaining night "torches," or in revealed .
Depending on their quarters . 8 Mako awakes! Swimming in
the party's shark form at the bottom of
plan for Mako and Aragyx deliver
nightly sermons for several hours
after dinner. Aragyx then takes to
the streets in disguise, spreading
24 " Act Three: The Raid
the 80 foot deep pool, the The Sea Tunnel ter must flatten himself against
High Priest is alerted by the the crumbling ceiling and wait
Shark God and swims to the The second level of the Shark for Mako to attack.
top to stalk and eventually Temple rests over a pool that
attack the heroes . See connects to the sea via a 40' It would be bad form to reward
above for his tactics and wide, 50' deep tunnel half a mile such bravery by killing the hero.
statistics . long. The bottom of the tunnel is But it's vital to make the players
filled with debris . Giant boulders think you might kill him. Have
he Chase and piles of shifting stone offer the hero make a Dexterity check.
homes and hiding places for Success means the hero twists
Once the heroes have taken hundreds of sea-creatures . Eels, aside as the shark hits the ceil-
Mako's amulets, they must barracuda, and other dangerous ing. Failure means that Mako is
make a hasty escape. Regardless fish live in the tunnel, but these about to ram the character, when
of how successful they've been pale in comparison to the scores suddenly the amulet of warding
up to now, the whims of Fate of man-eating sharks, and partic- flashes weirdly. This blinds the
decree that the jig is up. Just ularly, the cult's great white. shark and causes it to veer aside,
before they are about to escape hitting the wall. In each case
from the second level-whether If the heroes are fleeing from Mako is knocked out as stones
via the stairway or the sea-tun- the temple after stealing Mako's fall and pin him to the tunnel
nel-Aragyx discovers them . amulets, then Aragyx, any sur- floor-for now. He returns later
The priest, lesser priests, and viving lesser priests (of the origi- in the adventure . (The heroes
any nearby acolytes move to nal six), and Mako himself-the can't stay to finish him off
attack. The player characters great white shark-are in hot because of the pursuing priests .)
have no hope of defeating such a pursuit . The priests use their
large force and must flee . shapechanging abilities to swim The shark priests have only a
Also, the Shark God has been faster, transforming themselves speed of 9 while swimming, so
watching and allows Mako to into hideous sharkmen. Mako the heroes should be able to
sense the stolen amulets . Even if leads the chase. outdistance them. (Remember,
the heroes lose the cultists for a the amulets let them move at
time, Mako (in human or shark The adventurers have little their surface movement rates.) If
form, as appropriate) quickly chance to defeat the great white not, the collapsing ceiling dis-
finds them again . The heroes' in combat, so they must use tracts the cultists while the
only option is to complete their their wits instead . Mention that characters escape.
mission as soon as they can . parts of the roof overhead seem
If the heroes escape through precariously close to collapse. xperience
the sea-tunnel, the amulets let If the heroes can lure the Point Awards
them move and act freely, and shark into hitting the roof, the
grant protection from the reef, debris will do enough damage In addition to normal XP, the
tiger, and hammerhead sharks . to the creature to drive it off. party may also claim this bonus :
But Mako, the great white, acts Of course, this means offering
under the urgings of the Shark up the only bait that interests Group Action Award
God itself and ignores the the shark: one of the heroes . Infiltrate temple 300
amulets of warding. See below Stealing the amulets of _
for the tunnel description and Luring Mako into striking the
staging tips for the chase. ceiling means first getting his warding: 200
attention. This is easy if no other
prey is visible ; the heroes can
hide amid the rubble for a short
while . Then the baiting charac-
"On ded.- all gaped, flinching; as a black shape thicker than Seahcnvl. burst resoundinglyy
from the clack water beside than, so dose the ships hull shook and t1iey might have reached
out and touched the monster: 7'he shape erected itseflike a iWndtnVle:ss tower built all of
dMr Which .sheets ofwater cascaded. It shot up higher and
sh-earning black boot leather; ulnvard, them it namtnVed and iWth a
higher; dragging their gazes SLveep ofits g7eatfhrkes
lef the water altogether; andfor a long nroincwt they watched the dark dripping underbelly
ofa black leviathan pass over Seahcnvl, Vast as a storm cloud. . . . ..
-Fr7tzLeiber; "lhe . erShe"
"The Shark Cult of Lankhmar" acters need swords, spells, The Simorgyans
concludes beneath the dark and-most important-quick
waters of Lankhmar's harbor. wits to survive this final Near the wreck dwell the Simor-
The heroes return Lady Sirene's struggle . gyans whom the heroes faced in
penate to the sunken flagship Act 1 . As before, there is one
of Ilthmar's Shark Cult, the A pproaching Simorgyan per hero, plus two
galley Carcharadon Car- I the Wreck more-less any that the heroes
charias . Amid its wreckage killed in Act 1's battle on the dock.
the heroes find the shrine See the map on the following
where the penate rested, page . Their leader, Skate, is with
before the Shark Cultist Lyra them. She has commanded them
removed it when Simorgyans The wreck of the Car- to stay in hiding until danger
sank her ship. charadon Carcharias lies on its looks imminent . Meanwhile, she
port side in 100' of water some is patrolling this area silently in
Here lurk the matriarch Skate 200' out in the harbor. The hull pungi ray form, her mottled hide
and her Simorgyan family, previ- of the ship is smashed in sev- almost invisible in the murk. See
ously seen in Act 1 . Here also eral places, and ballast and the Appendix for a description of
come Mako and his shark destroyed cargo lies in the silt Skate's pungi ray form .
priests, in hot pursuit of the all around . The ship's name is
adventurers who stole his still visible on the shark-shaped The Simorgyans have also sum-
amulets of warding . The heroes prow. moned four sea-cloakers under
know now that to rescue Skate's control. These swim
Lankhmar from its plague of Dozens of mangled bodies alongside Skate. For more about
sorrow, they must return the also surround the wreck. These sea-cloakers, see the Adventuring
penate to its shrine . (Perhaps are the Shark Cult sailors who in Lankhmar campaign book.
they also nurture hopes of the died defending the vessel from
reward Lady Sirene promised .) Simorgyans and their sea-cloak- Simorgyans (human form):
ers. None of these bodies have Warriors ; Level 1 ; Alignment LE;
To reach the shrine, the treasure . AC 10; MV 12 ; hp 4; THACO 20;
heroes must first talk their way Dmg l d4 (spines) . Ability scores:
~' _!,_ past the Simorgyans, then avoid The water here is murky and all 11 .
=~~ the Shark Cult weapons . Once cold, but the heroes' amulets of
t=, hey place Lady Sirene in warding protect them from tem- Skate (pungi ray form): AL LE;
perature and pressure effects . AC 7; MV 12 (swimming only) ;
her shrine, they discover The heroes can breathe and HD 4; hp 18; THACO 17; # of
'I that she has plans and move freely in the water while Attacks 1-12; Dmg ld4 each
they wear the amulets . (spines); Special attack: poison .
goals of her own . XP value 975.
At this point
the char-
26 e Act Four: The Wreck
Sea-cloakers (4): AL LE; AC 2 ; Aragyx dives downward from You stand in total darkness,
MV 18 (swimming only) ; HD 5; the melee, only to impale herself looking around but seeing noth-
hp 29; THACO 15; # of Attacks 1 ; on a dozen pungi spines that ing. Then you hear a solemn
Dmg 1d6. XP value 270. grow from Skate's back . Aragyx voice, unnaturally clear in the
pulls loose, leaving a trail of red, water: "You seek the shrine . We
Simorgyans ambush the then thrashes in the water, poi- have moved it onto the deck and
cultists : These formidable foes soned . Soon she lies still. concealed it beneath a tarp . My
have no reason to like the heroes, ancestress waits for you to return
but at this point they prefer to Of a hero happens to impale her to her rightful place. "
talk rather than fight. They have himself on one of Skate's spines
seen the heroes escaping from the later in the act, a kind DM can Then you see a dim glow a few
Shark Temple with the penate, decide that Skate's poison is yards away, a light in the shape
which Lady Sirene's descendants exhausted . The hero takes dam- of a tall, thin woman-the fish-
can sense . Of the heroes didn't age but need not save vs. poison .) woman you fought on the dock!
bring the penate, two Simorgyans
have entered Lankhmar and Mako: The leader of the Shark She looks hard at you. "Can
retrieved the figurine from wher- Cult emerges, in great white you give me a single worthy rea-
ever the heroes left it. They arrive shark form, from the tunnel son why my family should not
with it at the same time as the swimming fast, tears through destroy your vile city?"
heroes .) The people of the sunken one of the sea-cloakers, and
kingdom have begun to under- swims off into the murk. The This, of course, is Skate. The
stand that the heroes are working heroes cannot catch him. But he heroes have a brief chance to
on their side. has yet one more appearance to talk with her before she swims
make in this story; see below. away. If any player can furnish a
The Enemy of My moving or convincing reply to
Enemy nto the Wreck Skate's (rhetorical) question,
reward the hero with 50 XP.
When the heroes escape from The battle between the Shark
the Shark Temple, these Simor- Cultists and the Simorgyans You can also use this rushed
gyan forces are waiting to should let the heroes slip into conversation to clear up what-
attack-not the heroes, but the the hold of the wreck and find ever questions the players
Shark Cultists pursuing them! the shrine that Krownis told haven't resolved, or perhaps
them about . They can enter even have Skate give the heroes
Don't worry about conducting through a large hole in the grudging thanks. But don't let
the battle with endless die rolls. cargo hold, through the sprung this go on long. To resume the
Simply describe the actions of deck hatches, or through the action, read this aloud:
the combatants in dramatic weather deck doors .
terms . Here are some typical The Simorgyan pauses just
contests in this melee: Note : The heroes must have long enough to point to the
Lady Sirene's penate. If they smashed deck ahead ofyou.
Reef and hammerhead sharks didn't bring it, the Simorgyans Then the glow changes shape,
emerge from the tunnel, and sea- who retrieved it may now becoming flat and broad like a
cloakers ambush them. Cult arrive, bearing the figurine . Or fish . Like a ray.
acolytes swim out in shark form, in the battle the fish-men can
and the Simorgyans battle them drop it where the heroes find it. You can make out a
in their shark form. mottled hide and many
When the heroes enter the spines . This was the crea-
But the most dramatic attack ship, read this aloud : ture that killed the
strikes Aragyx. shark priestess!
Act Four: The Wreck " 27
The creature turns away, and its The Shrine reward! Come, guardian, to royally
fins ripple, effortlessly propelling escort us home! Come, Deep
it deeper into the hold. Then the Under a brown, stained tar- Rusher, to shatter our prison and
glow fades, and you're in dark- paulin on the next deck lies a ferry us home. Bring the gift of
ness again. large framework of stone, some- vengeance!"
thing like a fireplace . The carved
Skate is swimming toward Simorgyan runes match those on The harsh emotion in the
another breach in the cargo the penate, which should tell the spirit's voice should tip off the
hold, ten or twenty yards away. heroes that this is the shrine . players that the Simorgyan idea
The heroes can catch up with of "reward" does not coincide
her, if they can find her and if In the center of the mantel the perfectly with their own . They
they want to. But they should heroes can locate an indenta- can't remove the penate; it's
understand that if the Shark tion. The statuette fits perfectly. stuck there . Whatever they do
Cultists win the battle outside, When they place the penate now, it's too late: Lady Sirene has
the heroes won't get to remove there, Lady Sirene's spirit mani- summoned the agents that will
the curse on Lankhmar and col- fests as it did in Act 1, but more solve her problem, retrieve her
lect whatever reward Lady strongly and vigorously. Read family, and annihilate their ene-
Sirene promised . Skate fights to this aloud in an angry voice : mies. That includes the heroes,
get free, trying to return to the unless they act fast.
battle . "At last! My friends, 1 call on the
deep to bring forth yourjust
Act Four: The Wreck
Simorgyan Galley
Cargo Hatch
(sideview) 20 feet
Simplified Cross Section
28 o Act Four: The Wreck
ut of the A Wounded Shark is If you let one of the heroes
Wreck a Deadly Shark escape certain death in the sea
tunnel by having the amulet
The Cult/Simorgyan battle
breaks off as the wreck shud- Read the follow out loud to the flash blindingly, Mako adds that
ders in a sudden current. From players, as they attempt to escape he is prepared for this now, and
the distant depths comes a low
rumble, then a hollow, alien the arrival of Deep Rusher. it will not stop him.
call . The murk deepens as the In the unlikely event that any
current drums up still more silt
from the harbor floor. As you swim, you almost run hero actually gives over his
The heroes should under- into a man floating in the water. amulet of warding, the character
stand from the spirit's com-
mand to "shatter our prison" He floats upright, as if standing immediately begins to drown.
that hiding in the wreck is a bad
idea . When they emerge, the on solid ground. He has black Mako understands that the
Simorgyans have resumed
humanoid form and are floating, eyes, dark hair, and a narrow heroes can hardly honor his
upright but motionless, far out
in the water. They carry their face with a long nose. You see request. He is merely savoring his
wounded, but nonetheless are
chanting rapturously in ancient bruises and gashes on his fore- power over them, before he turns
Simorgyan, a hymn to the
oncoming Deep Rusher. head. He's wearing a blood- to shark form and kills them all.
Many Shark Cultists have stained shark-skin robe, but you The question you should
died, and the rest are scattering
as the heroes watch . The water see no weapon . raise in the players' mind : Will
itself begins to tremble now.
The heroes can sense the He stares at you all. `7 am Mako kill them, or will death
approach of something huge.
They must get away! Mako. Give me the amulets you instead come from whatever is
At this crucial juncture, when stole. Otherwise I shall bite approaching?
you have made the danger
clear to the players, them off, and your heads with
have Mako attack .
Rthem. " ushing the
Wreck
Here's one way to stage the
climax of this adventure:
1 . Mako transforms into a
shark and attacks the most
annoying hero, but misses . In
the same round, the other
heroes either fight or flee. Mean-
while, the Simorgyans keep
chanting, and the rumble grows.
2. In the next round, Mako
cuts off those who try to escape
by ramming them, stunning
them for a round. The ram does
a point of damage, but you
can omit this if it would kill
the victim . The heroes can
attack . Then Deep _
Rusher strikes .
Act Four: The Wreck " 2 9
Deep Rusher narrowly miss some of the tired Lankhmarts stand con-
heroes, and how one large tim- fused in the smoky streets, won-
Read the following out loud : ber strikes Mako squarely, dering just how Fate brought
impaling the shark and killing them to this end . Read this
In the muddy water something him instantly. aloud to end this adventure :
huge and black rushes straight by
you, just overhead. And it keeps The heroes notice a glimmer Some of the citizens realize the
rushing by, and then it rushes by in the roiling water: the Simor- cost ofyielding to their despair. A
gyan stone altar, with Lady few begin to move others to
still more. The current throws you Sirene's penate still intact on its action, forming bucket brigades
back and forth, and the noise deaf- mantel, tumbling end over end. and grabbing axes to join together
ens you . Your amulets have started Read the following aloud: and fight the fire. One of them
to glow, and their blue light shows throws you a bucket. He asks,
a dead black hide encrusted with Deep Rusher circles . You can "Well, aren't you going to help
shoals of white barnacles. see splintered timbers still save our city?"
sticking in its squared head. It
Mako is thrashing around in looks like a hill, heading toward With the penate's curse gone,
you . The sperm whale opens its Lankhmar will return to normal.
surprise. He gets straightened out mouth, and the suction pulls Whether or not the Shark Cult
and is swimming away, when sud- the altar in . Then the Simor- survives this major setback is
denly a huge tail sweeps in out of gyans swim in after it . You can up to you. The Overlord is not
the darkness and slaps him aside. hear their harsh laughter from fond of beast cults, and in the
And it's coming toward you too! here . wake of current events, may
exile Mako's followers. If he does
Give each hero a Dexterity The whale turns again. With a not, the heroes have made a
check. Success means the char- few powerful beats of its tail, it major enemy in the Shark Cult,
acter evades the onrushing fluke; vanishes in the distance . which will affect your campaign
failure means the tail accidentally for many sessions to come.
brushes the hero and stuns ftermath Make your decision wisely, for
him for one round. Those who the Shark God's minions will
avoid stunning can attack or The heroes are 200 yards out grow in power as fast as your
take other actions, not that in the harbor. They can player characters .
these do a bit of good. retrace their path into the sea-
tunnel and try to loot the xperience Point
Deep Rusher (sperm Shark Cult's temple, or they ,Awards
whale): AL N; AC 4; MV 18 can just swim to shore.
(swimming only) ; HD 36 ; hp When they reach shore, the For completing the adventure,
Plenty! ; THACO 5 ; # of Attacks 1 ; heroes see luminescent clouds award each character 1,000 expe-
Dmg 5d8 (fins) ; special attack: of smoke hanging over the rience points.
tail (18d6) . XP value 26,000 . city, a sure sign that Lankhmar is
burning. As they venture inland,
~' .. J Deep Rusher swims past the they see fires ravaging several
party and rams the Carcharadon districts . The despair brought
. Carcharias amidships . The on by the figurine's curse had
wreck splinters . Roll some reached a nearly fatal depth
dice-conspicuously, but before the adventurers returned
where the players can't the figurine to its shrine. Now,
see them. Describe
how the flying
timbers
30 " Act Four: The Wreck
Nav magical items were introduced in this advenhrrc; and they are clescibed in more
cletail in this section. This isfairly Typical ofpre-written advenhrrar: Generally, the
heroes will discover nav magic or new spells. 117hen creathrgyour own advenhrres, you
do not need to create a nmv magical item every single time, nor do the heroes necessarily
need to aquire them permanently. You must keep in mind that magic is a rare and pre-
cious thing- in the world ofNelnvon.
Amulets of Warding Prior to the Rime Isle con- popular among angry
flicts with Simorgya, agents of Lankhmarts than he could have
These blue sapphire pendants the Shark Cult in Ilthmar made a hoped. But only the figurine and
are enchanted with a variant of raid on Simorgya and stole vari- its dark urgings would truly
the 1st-level white wizards' ous treasures, including a single overthrow the city's established
spell, animal friendship . This penate . Lyra, the priestess in deities, undermine the author-
enchantment affects fish instead charge of the raid, sent reports ity of the Overlord, and make
of animals. ahead to her superiors about the Shark Cult the dominant
the treasures, while she tried to religion of Lankhmar. Unfortu-
A second enchantment lets evade pursuit : the vengeful nately for Mako, he never got
the wearer breathe and move in Simorgyan family that sought possession of the penate long
water as if in air. The water does the return of its sacred object . enough to turn it to violence ;
not part, nor does it form a bub- instead, the spirit's longing and
ble of air. Instead, the amulet's Mako, a cunning Ilthmar sorrow affected Lankhmar, with
wearer can speak, breathe, and priest sent to Lankhmar four equally damaging results .
fight normally, completely ignor- months earlier to establish the
ing the effects of surrounding Shark Cult there, heard of the The figurine's powers: The
water or pressure . The amulet penate's magical properties and penate's inhabiting spirit, an
glows dimly when in the pres- instantly realized how he could ancient Simorgyan matriarch
ence of large fish, thereby pro- use them to advance the Shark named Lady Sirene, can commu-
viding some light in dark waters . Cult's cause . The figurine could nicate her emotions to all
topple hated Lankhmar. He people within one mile. People
The Shark Cult lends these ordered the figurine brought to of unusual will and ability (that
amulets to its acolytes-who Lankhmar aboard the Cult's is, any character with a level
have not yet received the bless- ship, the Carcharodon Car- and class) are unaffected, but
ing of the Shark God-to protect charias . these sorcerous emanations
them from sharks and expedite drive the rest of Lankhmar to
their underwater learning. All Ilthmarts know of despair. As the heroes go about
Lankhmar's rejection of the var- their business, emphasize that
Lady Sirene's Penate ious beast cults, a rejection that the other characters they inter-
culminated in the Rat Plague of act with seem sad, wistful, or
A penate is a household god, a few years prior. The Rat Cult whatever seems appropriate .
the spirit of some revered was outlawed, but other beast
ancestor that watches over its cults were not, so Mako had
descendants . In Simorgyan soci- quietly gathered followers of
ety, the figurines that hold the Shark along the Street of the
these spirits are rare and valu- Gods and commissioned a new
able, not only for their innate and impressive temple.
magic but for their sacred sym-
bolism . Mako's violent preachings
have already proven far more
ew Monster creature stepping on a pungi easiest kill," the shark priests
spine must save vs . poison or
Pungi Ray take 1d10 damage. A footstep say.
on a spine equals one attack ; if
Climate/Terrain: Shallow a creature that falls on the ray Duties of the priesthood:
suffers one attack for each
tropical square foot of surface the crea- Priests of the Shark God must
ture covers (usually 2d4
waters attacks) . uphold the Way of Predation .
Organization: Solitary In this adventure, Skate can This is one of the reasons Mako
shift freely between humanoid
Intelligence : Animal (2) and ray form. The transforma- decided to cripple Lankhmar
tion takes one round, and she
Alignment : Neutral can attack once (as a human- with the penate's abilities
oid) in the same round. Damage
No. Appearing : 1-3 she receives in one form carries before attacking it .
over to the other normally.
AC: 7 At 2nd level, Shark priests
If you know the ADVANCED
Move: 12 (swimming DUNGEONS & DRAGONS game rules, gain the ability to transform
Skate is not a lycanthrope as themselves into half-human,
only) such (nor are any of the
shapeshifters in this adven- half-shark monstrosities . The
Hit Dice: 4 ture). She has no special pow-
ers nor immunity to any attack character keeps his or her own
THACO : 17 form, and does not take special
damage from silver. statistics, but grows rubbery
No. of Attacks : 1-12
skin, gills, fins, and a mouth full
Damage/Attack: 1d4 each
of razor-sharp teeth . This
Special Attacks: back spines, grants the priest the ability to
swim at 9, but movement on
poison land drops to 1 .
Special Defenses: Nil At 3rd level, a shark priest
can call ld4 reef sharks or one
Magic Resistance : Nil larger shark once per week.
The sharks do the priest's bid-
Size: L (15' across, ding for one hour.
6' long)
XP Value : 975
Rays are broad, flat crea- ew Religion
tures with eyes on the upper J The Cult of the Shark God:
The Shark God is a savage
surface of their body, mouth !
and relentless beast . He urges
and gills on the lighter under- his followers to destroy their
enemies utterly, particularly
belly. Their huge pectoral fins when they are at their weakest .
The religion often portrays the
give them a batlike appearance; Shark God as a great white
rushing from the depths .
their short tail serves as a rud-
The Way of Predation : This
der. Ordinary rays eat shellfish philosophy teaches that life is
a short and brutal affair ruled
and barnacles . Rays bury them- by the strong. The weak can
only survive by striking their
selves in the silt and sand of foes when they are at a disad-
vantage . "A wounded fish is the
., .. .~ the sea floor to surprise their
prey.
The pungi ray is a mottled
green-brown identical to
seaweed . Twelve long,
terrible spines grow
from their back in
a 3-4-foot
area. Any
32 9 New Monster Statistics
YOu've played through yoZrr' rStJ iVKHiY~I~ advcnrhrre. /Vtnv what? UIell, theyc" are seVeral
evce1hnrtLFvvKH~Y~TZ advenhrre anthologies in print, as well as several sourceboolav thatgive
you a more detailed look at the City of Thieves. Zhose are all rich rnining ter7Woryfor ideas,
orsources ofadvcnrhrra thatyou can run more or less out ofthe book likeyou've clone with
"77)e Shark Cult ofLanklnnar. " Ofcourse, you might also want to Createyour cnv» advcnr-
hire . That's where the 'Adlvcnhlre Cookbook" might come in handy.
/he Adventure bad guy should be, you can roll 10 Kvarch Nar
on the "Antagonist" and "Obsta- (roll on "Districts")
Cookbook cles" tables. You also might just
go down the list until you find City of Ghouls
There are times when every just the right villain for your
DM runs out of ideas. Some- piece-or a character that is (roll on "Districts")
times, however, all you need is a almost what you need, but in 12 The City of Lankhmar
slight push to get those ideas need of some modifications that
flowing again . We hope the fol- you then make. (roll on "Districts")
lowing pages might be one place 13 Rime Isle (roll on "What")
you can turn for those pushes . You can also generate adven- 14 Klesh (roll on "What")
tures completely from scratch 15 Eevanmarensee
By making a variety of lists by following the tables step by
that suggest story ideas, goals step. As you generate elements, (roll on "What")
for quests, and provide NPCs write them on a piece of paper. 16 Ilthmar (roll on "Districts")
with built-in adventure opportu- That will leave you with a rough 17 Caves of Ningauble
nities, we have tried to provide adventure outline .
you with "recipes" that you can (roll on "What")
bring from half-baked idea to You roll 3d 10 on all tables . 18 Quarmall (roll on "Districts")
fullblown adventure . 19 Shadowland
Where
Using the Cookbook (roll on "What")
This is the most basic of 20 The Sea King's Domain
There are two ways to use adventure questions . Where
these lists . If you look at them does the action start. (roll on "What")
briefly, you'll see that they pro- 21 Inner Sea (roll on "What")
vide increasingly detailed adven- 3 Cold Corner (roll on 22 Mountains of Hunger
ture elements . You can either "What")
use them to generate portions of (roll on "What")
an adventure at random, or you 4 Sea of Monsters
can select specific circum- (roll on "What") 23 Sarheenmar
stances or characters from the (roll on "Districts")
lists that fit an idea you might 5 The Steppes
already have started to develop (roll on "What") 24 Sinking Land
or that appeal to your imagina- (roll on "What")
tion . 6 The Cold Wastes
(roll on "What") 25 The Outer Sea
For example, if you've come (roll on "What")
up with a portion of an adven- 7 Bones of the Old Ones
ture, but are stuck on who your (roll on "What") 26 Lankhmar Below
roll on "What")
8 Simorgya (roll on "What")
9 Great Forest 27 Kokgnab
(roll on "Districts")
(roll on "What")
28 Mountains of Hunger
(roll on "What")
29 Horborixen
(roll on "Districts")
30 Stardock
(roll on "What")
Adventure Cookbook " 33
Districts volume, these sections are 7-10 Krownis summons the
included in a bigger fashion. This heroes to the Blue Moon tav-
When the adventure takes gives you the opportunity to cos- ern; she has had a vision
place in a city environment, it's tumize Lankhmar for your per- involving them.
important to consider what kind sonal campaign . You can add your 11 Members of the Slayers'
of neighborhood it takes place in, own locations in these areas. Guild mistake the heroes for
as there will be encounters that their targets.
relate to it. You should note that although 12-16 The Gray Mouser asks
the maps are keyed to Lankhmar, the heroes to help him distract
This section gives you ideas for they can easily be used to repre- the guards of a noblewoman to
city encounters that might occur sent any Nehwon city. whom he has taken a fancy.
during the adventure-and may 17-26 Snarve, a nobleman
or may not have anything to do Park District thief, tries to recruit the heroes
with the heroes' actual quest, as This part of Lankhmar gains its for a raid on Eevanmarensee.
there are many people in a city, How the group is to pass unno-
each with their own goals. In addi- name from the infamous Park of ticed in a land where all are
tion, it gives you a more detailed Pleasure. Many merchants and hairless is not something he
look at Lankhmar, with many of vendors have shops here. has figured out yet.
the keyed buildings being loca- 21-30 A small band of guards
tions that were mentioned in Possible encounters here attempt to force a bribe from
Adventures in Lankhmar. Addi- include : the heroes with false charges.
tionally, there are several sections
of each map missing. Later in this 3-6 A nobleman looking for a
good time asks the heroes to
be his bodyguard.
Park District
1 Carpenter's Cadre House
2 . The Jewelers' Guild House
3. Snarve's House
4. Tailor's Guild House
5 . Park of Pleasure
6. The Blue Moon
7 . Astrologers' Consortium Hall
8. The Wheel of Fortune
9 . Tenements
10 . Wainwrights' Guild House
11 . Guard Barracks
12 . The Gold Rilk
13 . The Grain Gate
14 . The Forge
15 . The South Barracks
A
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34 e Adventure Cookbook
Festival and Marsh Districts 7-10 Members of the Bloody 16 Victims of the Bloody
There is always a celebration Blades try to extort protection Blades, a gang of toughs who
money from the party. run a protection racket in the
going on in the Festival District, 11 Tork the Cutpurse attempts Marsh District, seek out the
especially along Festival Street. to rob ld6 heroes on a dare heroes and ask them for help .
The happy crowds of partiers from other guild members . Whether or not the heroes
provide a steady income for the 12-13 An attractive dancer being accept, the Bloody Blades
Thieves' Guild . accosted by a lecherous noble- soon show up to "teach" the
man asks the heroes for help. party that no one crosses their
The Marsh District is as deso- 14 An assassin severely injures gang .
late as the Festival District is a hero in a botched attempt on 17-26 A bumbling thief tries to
gay. The poorest denizens of his or her life. After chasing the rob the party, and breaks
Lankhmar live here, and they are would-be murderer through the down in tears when caught . If
under the thumb of violent crowded streets and across the let go, he follows the heroes
gangs like the Bloody Blades . rooftops, until they finally catch around like a puppy for sev-
him. If the heroes allow him to eral adventures .
Possible encounters in these surrender, he reveals that he 21-30 A fanatical priest of an
districts include : was hired by someone the hero obscure cult attempts to
thought was a good friend . preach that celebration is a
3-4 A drunken fighter accuses 15 The heroes winess a kid- sin, and that poverty is the
one of the heroes of picking napping that takes place dur- punishment of his god to the
his pocket . ing a particularly chaotic evil. The heroes get caught in
5-6 A street dancer seems to procession . the ensuing riot .
be paying special attention to
one of the heroes, but is really A Marsh District
trying to pick his pocket. 1 . Tenement
N 2 . The Black Kettle
3 . The Bloody Blade
4. Rescue Mission
5. Hastirelo the Sick
6. Haunted building
7. The Razor
8 . Hovel of Kreshmar and
Skel
9 . Beggar's Alley
10, Pulg's Tavern
Festival District 10
1 . Order of Apothecaries'
Guild House
2 . Carnival Costumes
3 . The Black Rose
4 The City Market
5 . Spire of Rhan
6 . Yun's Bakery
7 . Animal Handlers' Guild
House
8 . The Jolly Otter
9 . Lamps and Torches
10 . Tossig's Den
11 . Black Nag Stables
Adventure Cookbook e 35
Plaza District 11 A black wizard needs a sub- 19 A merchant of exotic
Named for the Plaza of Dark ject resembling a party member potions offers to hire the
for a deadly experiment . He heroes as escorts for an expe-
Delights-a popular marketplace offers to employ the hero, and if dition to a faraway land . He
by day, and a favored haunt of refused tries to kidnap him. needs to gather components
black wizards by night-this dis- 12-16 A dancer angrily claims for some of his more expensive
trict contains many guildhalls, that a party member insulted potions and offers to pay the
inns, and low-rent residences . her, and several gallant rogues heroes both in coin and in
leap to her defense. secret alchemical recipes.
Possible encounters here 17 A spy mistakes a hero for his 20 The carvings on the Fountain
include : contact and passes along secret of Dark Abundance come to life
information about the defenses and begin attacking the heroes
3-4 Lilyblack, a street dancer, of the Rainbow Palace . and others in the Plaza of Dark
tries to lure a hero back to her 18 Alyx, a likable female free- Delights . Simultaneously, the
room, where she will try to rob lance pick-pocket, seeks out water in all of Lankhmar's wells
him. the heroes, shivering from cold turn dark and unwholesome.
5-6 A dozen guards appear even though she is burning up Someone must find out why this
with a warrant for a hero's with fever. She has been cursed is happening, and save the city.
arrest . by a black wizard whom she 21-30 A drunken Fafhrd tries
7-10 The heroes notice a attempted to steal from. She to recruit the heroes for a raid
cloaked figure who seems to be asks for their help. of vengeance against the
worshipping at the Shrine of Thieves' Guild.
the Black Virgin .
Plaza Dristrict
1 . The Tall Mug
2 . Bazaar of the Bizarre
3 . Fountain of Dark Abundance
4 . Plaza of the Dark Delights
5 . Shrine of the Black Virgin
6 . Magistrate Bellis
7 . Armorer
8 . Stonemason's Guild House
9 . The Rusty Dagger
10 . Guard Barracks
11 . Fellowship of Physcians Hall
12 . Sword's Gelam
13 . Dryv's Cloth Emporium
14 . Caravanserai
15 . Durkish the Rug Merchant
i
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36 e Adventure Cookbook
Tenderloin District 11 An assassin tasks the 26-28 The heroes receive a
This part of Lankhmar is one of heroes to become agents of the request to meet a friend at the
Slayers' Guild. Silver Eel. On the way there,
the most infamous areas of the 12-16 Fissif the thief offers to they are attacked not only by
city. The Tenderloin contains res- share the loot of his next caper rats from Lankhmar Below, but
idents who are mostly on the with the heroes. (He's actually by priests of the Red God. A
wrong side of the law, and only a looking for fall-guys.) dying priest reveals that great
fool or a native to the area walks 17-19 Snarve, a nobleman power awaits the heroes at the
the streets at night. This is where thief, tries to recruit the heroes Silver Eel, but that power will
Fafhrd and the Gray Mouser for a raid in Eevanmarensee. come at the expense of the
spend most of their time during How the group is to pass unno- Red God and Lankhmar Below.
visits to Lankhmar. ticed in a land where all are 29-30 Bashabeck is assaulted
hairless is not something he by angry freelance thieves. If
Possible encounters here has figured out yet . the heroes aren't guild mem-
include : 20-25 A murderous madman bers, they are approached by
called Purdue Darkwolf has Alyx, the defacto leader of non-
3-6 A guild thief attempts to been seen asking the heroes' guild thieves in Lankhmar, who
blackmail any non-guild thief whereabouts. He has been offer- is seeking someone to help
hero. (He wants 500 rilks or will ing large sums of money to the protect the hotheads from
turn the hero over to the guild.) person who can take him to reprisals. If they are guild mem-
7-10 Ivlis tries to recruit the them . bers, they can be charged with
heroes as her assistants in a teaching the upstarts a lesson .
blackmail scheme against a
noble.
Tenderloin District s,
1 . Grand Playhouse
2 . Sorcerers' Guild House
3 . The Caverns (Tenement)
4 . The Silver Eel
5 . The Water Clock
6 . The tailor shop of
Nattick Nimblefingers
7 . Dickon's Home
8 . Thieves' Guild House
9 . Squill's Tenements
10 . Turkyl's Tenements
11 . The Merry Players
12 . Extortionists' Guild House
13 . Mercenaries' Brotherhood
14 . The Keyhole
15 . The Begging Bowl
16 . Double Daggers
17 . Fasha's Market
18 . Last Chance
19 . Bath House
20 . Home of Roolesh
the Bricklayer
21 . Eagle's Nest
22 . Palace of Oddities
23 . Hosue of Grom,
sub-treasurer of the
thieve's guild
24 . House of Basharat,
powerful extorsionist .
25 . Pleaders' Guild Library
26 . The Ferret Hole
Adventure Cookbook " 37
River District 12-16 One of the Overlord's 21 Hisvet approaches the
Lankhmar lives and dies by spies asks the heroes to infil- heroes and warns them about a
trate a smuggling ring operating threat facing both Lankhmar
trading its grain and other prod- on the docks. and Lankhmar Below.
ucts with the rest of the known 17-18 A noble from Ilthmart 22 Strange music causes water
world. The district is rife with becomes convinced a hero is from the river to flow up over
merchants, smugglers, hijackers, his long-lost child. the docks and turn the Street of
and agents of Lankhmar Below. 19 The heroes stumble upon the Gods into a river.
the aftermath of a smuggling 23 Someone is scuttling ships
Possible encounters here deal gone awry, and find them- in the harbor, bypassing guards
include: selves in possession of highly on the docks and in small boats
valuable and illegal substances . with impunity. The heroes are
3-4 A furtive rogue offers to sell 20 A relative of the Overlord is offered a substantial reward to
the heroes information about a dying from a rare disease. The find out who it is and how
secret shipment arriving at the exceedingly rare medicine that they're doing it.
docks. had been imported to heal the 24 A band of guards mistakes the
5-6 City guards try to recruit dying relative was stolen as it heroes for a group of smugglers
the heroes to help them in a arrived at the docks, and now they are trying to apprehend.
raid against smugglers. the thieves are holding it for 25-30 A grizzled captain offers
7-10 The heroes spot a giant ransom. The heroes are asked the heroes employment on his
rat from Lankhmar Below lurk- to act as "bagmen," but are to ship . (He is actually looking for
ing in an alley. attempt to retrieve the ransom slave labor and has no inten-
11 Tyaa returns, and tries to once the medicine is in their tion of paying the heroes even
recruit the aid of the heroes in hands. an iron tilk.)
her disguise as Atya.
River District 7 . Temple of Tyaa
1 Warehouses 8 . Home Muulsh the Moneylender
2 . Shipwrights' Guildhouse 9 . Shipbuilders
3. The Great Silos 10 . Hisvin's Former Home
4. Steersman and Navigators' Guild House 11 . City Jail
5. Mariners' Guild House 12 . Punishment Square
6. Home of Hester the Grain Merchant
14 *_
38 " Adventure Cookbook
Temple District 11 A nobleman approaches Gods. Soon, the group is tar-
The temple district has an old the party and asks them to geted not only by priests of the
rob a rival . real gods, but also by mem-
and honored history. When new 12-16 A priest approaches to bers of the cult who are
religions are introduced into the discuss philosophy with the slightly nuttier than the rest.
city, they usually start out near heroes . While doing so, he The priests want to punish the
the Marsh Gate, with a small attempts to pick their pockets . hero for blasphemy (even if he
building or stall. As the church 17-20 The heroes witness or she is innocent of any
gathers followers, it moves along extortionists threatening an wrong-doing), while the crazed
the street toward the Hlal River. elderly priest that they'll cultist thinks it's more appro-
As faiths lose followers, they destroy his church if he does- priate if the hero was to
move back toward Marsh Gate. n't pay protection money. become the faith's first martyr
Extortionists often prey upon 21-25 An old friend has found as well as its focus .
churches for protection money. religion and tries to convert 30 The temples on the Street
the heroes. of Gods are gradually turning
Possible encounters here 26-27 Pulg returns at the head invisible, starting with the
include: of an army of strange, extra- lesser ones at the bottom of
planar beings to establish the street. Any number of
3-5 A fanatical priest tries to Issekanty as the one true reli- extortionists are trying to
convert the heroes. If they gion in Lankhmar, through claim responsibility and col-
attack or injure him in any force if necessary. lect payments to stop the pro-
way, other members of the 26-29 A cult rises up around gression . The heroes are
church persecute them. one of the heroes. Soon there approached by priests from
6-10 The heroes uncover a is a temple devoted to him at several faiths and asked to find
plot by priests of the Rat God the bottom of the Street of the out who is really behind it.
and priests of Tyaa.
Temple District
1. Temple of Aarth
2. Temple of the Gods of Lankhmar
3. Shop of Ogo the Blind
4. Shop of Nemia of the Dusk
5. Temple of the Rat God
6. House of Pleaders
7. Temple of Issek
8. Temple of Kos
9. Temple of the Red God
10. Temple of Mog
11 . Temple of Adjlar
12 . Temple of the Many Gods
13. Great Library
i
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Adventure Cookbook " 39
What Why Antagonists
This table provides a selection The reason for why the heroes Most of the time, an antagonist
of possible items- the heroes need to achieve the "What" dis- will be a blackhearted villain who
might be trying to find during an covered above can be generated is working toward some evil plan
with this chart . that the heroes must desperately
adventure . try to stop . On other occasions,
3 Only antidote for slow act- however, the antagonist may be a
3 Enchanted bones of a dead ing poison friendly rival, or even a well-
master thief meaning, upstanding hero who
4 Robbed the heroes has been duped by the real vil-
4 Blood of the Earth God 5 Robbed friend of the lain into believing the heroes to
5 Old love, once assumed be the bad guys . An antagonists
heroes is a character you should give
dead 6 Key to find lost treasure lots of thought to, because he is
7 Heroes threatened with often the one who determines
6 Close relative, once the nature of the adventure . An
assumed dead death adventure where the heroes are
8 Loved one kidnapped trying to stop a villain from who
7 Old enemy returned 9 A bet is bent on poisoning all the wells
8 Enchanted sword 10 Way to restore friend's in Horborixen, is vastly different
9 Potion of ghoul control from one where the heroes are
10 Enemy's hide-out honor engaged in a friendly contest
11 Teeth of an ice gnome 11 Way to restore party's with a group of rivals over estab-
12 Ancient deed to Lankhmar lishing who are the best thieves
honor
estate 12 Answer to mystery in Lankhmar.
13 Ransom for friend Regardless of whether an
13 The heir to a noble house 14 Ransom for loved one
14 Fleeing assassins 15 Ransom for villain antagonist is a friendly rival or a
15 Ningauble 16 To rob a pompous blood enemy. you should take
16 Pirates/bandits care to make him or her a
17 The Lost Crown merchant full-fledged character. Rivals can
17 At Sheelba's request be future allies, and a bad guy
of Simorgya 18 On Overlord's Command the players love to hate can be
18 Fleeing kidnappers 19 To prevent destruction of the source of dozens of addi-
19 Proof of villain's guilt tional game sessions, but only if
20 Proof of friend's innocence Lankhmar they are entertaining characters
21 Long lost child 20 To earn bounty who engage the imagination of
22 Long lost love 21 To help dying child
23 Death's cloak 22 Challenge issued by rival the players .
24 The Axe of Kos 23 To prevent the destruction Each Antagonist on this list
25 Fafhrd
26 Gray Mouser of Rime Isle comes with statistics and a sum-
24 To uncover secret of the mary of their history. It is up to
27 Eesafem you to weave him or her into
28 Fleeing thieves Sea King your plot, and any other ran-
; . 29 Proof of party's innocence 25 To rescue Fingers domly generated elements from
r X30 Ivlis 26 To rescue Fafhrd
27 To rescue Mouser this book.
28 To rob the Overlord
29 To defeat the Rat God
30 To prevent destruction of
the world
40 9 Adventure Cookbook
3 Purdue Darkwolf: skill is becoming the Overlord that has been given human
Fighter/White Wizard; Level of Lankhmar. He is undertaking form through black wizardry.
15/Level 5; Social level 6; Align- a wide variety of schemes in
ment CE; AC 0 (plate mail, Dex preparation for the grand Alakabon is rumored to have
bonus); Move 12 ; HP 93 ; attempt at overthrowing the been seen in Lankhmar with
THACO 6; Damage 2d4 current Overlord . Heroes may members of the Slayer's Guild.
broadsword (+2 bonus due to encounter his minions, called There are also those who say
Strength); Ability Scores : Str the Legion of Doom, virtually that Purdue Darkwolf is her
17; Dex 17; Con 14 ; Int 18; Wis anywhere . current lover.
14; Cha 13. Spells :
4 Alakabon: 5 Mannimark:
1st-command, entangle, Warrior; Level 13 ; Social level Barbarian; Level 7; Social level
3; Alignment CE; AC 10; MV 12; 3; Alignment LN; AC 7 (leather
light; 2nd-barkskin, charm per- HP 65; THACO 8; Dmg ld8 (long armor, Dex bonus); MV 12; HP
son, obscurement, 3rd-dispel sword) . Ability Scores : Str 11 ; 80 ; THACO 10 ; Dmg l d8 (long
magic. Dex 13; Con 14; Int 13 ; Wis 10; sword, +3 for Strength bonus).
Cha 15 . Ability Scores : Str 18 ; Dex 15;
Darkwolf is a psychotic who Con 18 ; Int 14; Wis 14; Cha 12.
wears nothing but black. His Known as the Butcher of
armor, weapons, and all cloth- Eevanmarensee, Alakabon is Mannimark is a childhood
ing are all the same flat, black perhaps one of the most vile friend of Fafhrd, and was one
color. He rarely is seen during people of recent history. She of the 12 barbarians that were
the daytime, and prefers to reportedly gained her nick- recruited to sail the Sea Hawk
fight at night. He is darkly name when she was hired to against the Mingols . After the
handsome, but his eyes shine assassinate a moneylender, Rime Isle adventures, Manni-
with obvious insanity. but not only killed the lender, mark traveled to Lankhmar
but his family, their families, and enlisted in the City Watch.
Darkwolf is perhaps one of their neighbors, and many of He was key in minimizing the
the most dangerous warriors those who owed the man damage done to the city dur-
in the known world, because a money. When she was done, ing the final stages of the Rat
large part of his insanity con- she had reportedly killed 100 Plague, and was promoted to
sists of delusions of grandeur. people in four days . Commander of the South Bar-
Unfortunately, he is highly racks.
intelligent and is a superb Alakabon scoffs at armor. In
fighter who has mastered the fact, she tends to wear as little Mannimark is growing
arts of White Wizardry as well. clothing as possible while still increasingly frustrated with
remaining decent. When the corruption of the current
Originally from Ilthmar, bored, she uses her well- Overlord and top Lankhmar
Darkwolf has traveled far and shaped body to lure lonely leaders, and the examples it is
wide in search of worthy oppo- men to their doom. Like all setting for his men . When he
nents . Purdue fights with both Eevanmarensee, she is exotic has been drinking-which he
wits and brute force, identify- in appearance and completely does with some frequency at
ing targets he thinks are wor- hairless . However, her yellow the Silver Eel when off
thy, deciding on what scheme eyes glow with a blackness duty-he rails against the
will best serve to humiliate or that shames the night, and her growing corruption in
destroy his chosen foe, and eyeteeth are unusually long, Lankhmar and the
then working to defeat them which has led some to wonder need for someone
with every tool at his disposal . if she is actually a vile beast to take action
about it.
Of late, Darkwolf has
decided that the only goal wor-
thy of his great intellect and
Adventure Cookbook " 41
0hMI
Rumors hold that Mannimark 7 Persephone: sion, Terek has secretly
has found like-minded individ- Rogue/Warrior; Level 8/Level stepped in and arranged for
uals and is beginning to take 6 ; Social level 3; Alignment the abuser to have an unfortu-
more actions than just CN; AC 9 (Dex bonus) ; MV 12; nate "accident."
drunken rants .
HP 41; THACO 15; Dmg IM 8 Belgora:
6 Hasan Balm Warrior; Level 7; Social level 2;
Rogue; Level 6; Social level 2; (dagger) . Ability Scores : Alignment CN; AC 5 ; MV 12;
Alignment NG; AC 6 (leather tr 11 ; Dex 16 ; Con 13 ; Int 15 ; HP 58 ; THACO 18 ; Dmg l d6
armor, Dex bonus); MV 12; HP Wis 12 ; Cha 13 . Thieving skills : (short sword). Ability Scores :
20; THACO 18; Dmg ld6 (short PP 60%, OL 45%, F/RT 35%, Str 13; Dex 12 ; Con 15; Int 14;
sword). Ability Scores : Str 11 ; MS 70%, HS 70%, DN 35%, Wis 11 ; Cha 16 .
Dex 17; Con 14; Int 13 ; Wis 10; CW 70%, RL 0%
Cha 12 . Thieving skills : PP 60%, Belgora hails from Kvarch
OL 50%, F/RT 15%, MS 40%, HS Persephone grew up on the Nar originally, but has been a
45%, DN 15%, CW 60%, RL 30% streets of Lankhmar, orphaned resident of Lankhmar for over
and alone. She did whatever ten years . He is well into his
Hasan is a sneak-thief and she could to survive, learning middle years, and slightly
pick pocket originally from both fighting and thieving overweight, with his paunch
Kokgnab. After getting caught skills through her own strong beginning to strain against
in the bedchamber of a noble- will. She came to the notice of the unusual chain mail shirt
man's daughter, with his pock- Chad Terek, a ranking Thieves he looted off a dead body
ets full of her jewels, Hasan Guild member, and he saw to it some years ago. He is
barely escaped with his life . He that she was put under the friendly, outgoing, and always
has fled to the City of guild's protection . Although popular in taverns because
Lankhmar where he continues she can't joint the guild offi- he is a rich source of amusing
to ply his "art ." Hasan's rebel- cially (women are barred from tall tales .
lious nature, however, has membership by ancient tradi-
caused him to be unwilling to tion), Terek has been serving Belgora is the eyes and
join the thieves guild. He is a as her mentor and she has ears in Lankhmar for a cult
moderately successful free- helped on many capers. that worships a strange ser-
lancer, but he's started draw- pent god . Based in the Hlal
ing the attention and wrath of Persephone is a petite forest, this cult is always
the guild because he has been woman, and dresses in loose, looking for potential recruits
tweaking their collected noses white clothing so she appears and guarding against poten-
by robbing their homes and non-threatening and innocent . tial enemies . Belgora is
those who pay them protec- She frequently serves as look- exceptionally good at identi-
tion money. out for other thieves, or to fying both .
draw suspected enemies of
Hasan may be burning his the guild into the open. She 9 Elad Edals:
bridges in Lankhmar, but he is prides herself on self-reliance, Warrior/Rogue; Level 9/Level
not concerned . On a recent but deep down is quite inse- 10 ; Social level 5; Alignment
cure. This insecurity keeps CN; AC 5 (leather armor and
job, he stole a map that leads leading to her becoming Dex bonus) ; MV 12 ; HP 86;
to a cave which holds an involved in relationships with
abandoned temple and men who treat her cruelly. THACO 14; Dmg IM (dagger)
vast cache of gems . Love always blinds her to
their faults until things get so or ld6 (crossbow) . Ability
bad that they rob or injure Scores : Str 14 ; Dex 18; Con 16;
her. On more than one occa- Int 17 ; Wis 12 ; Cha 14. Thieving
4 2 " Adventure Cookbook
skills : PP 25%, OL 70%, wounds, light; 2ndAid, charm adventurers in protecting the
F/RT 80%, MS 75%, HS 70%, person, speak with animals ; city. He has several ideas as to
DN 15%, CW 85%, RL 0% 3rd-Dispel magic. how the city should approach
this, and he is presently greas-
Elad Edals is the black sheep Olivia is an ambitious ing as many palms as he has
of one of Lankhmar's minor priestess of Aarth who has to to get heard.
noble houses. He has recently turned many people against
returned to Lankhmar after her, both in the clergy and Jokandor, however, has one
serving nine years in the army among the worshippers. She fatal flaw as a politician : He's
of Ilthmar. He has been drifting is pushy, bossy, and always too honest. He has more than
from job to job, not really set- wants her way. (Her low Cha- once embarrassed those he's
tling down in anything, and risma is due to her personal- bribed by speaking openly
has gotten a reputation as ity, not her looks.) To make about the bribes at important
being short-tempered and matters worse, Olivia makes functions, for example . None-
easy to offend . However, he is no pretenses about being theless, there are those who
more than capable with a craven, self-centered and have begun to pick up his
sword, so most do their best ambitious . The other priests cause, without even needing
not to give him offense. at least pay lip service to the to be bribed . There are
traditional ideals of Aarth. rumors, however, that those
Edals struck up a relation- individuals are simply trying
ship with Olivia, a priestess of Olivia is becoming increas- to uncover where Jokandor's
Aarth, who's temper and dour ingly dissatisfied with her lot, sudden, vast wealth came
disposition resembled his own. but she still enjoys the pres- from .
They had several very public tige being a priest brings . For
and, for the onlookers, amus- this reason, she is thinking 12 Kereth the Wanderer: -
ing fights before their relation- about finding another god to Black Wizard; Level 6; Social
ship ended. serve and to start her own level 3; Alignment NG; AC 7;
cult . She presently seethes MV 12 ; HP 19 ; THACO 18;
Edals has recently been with hatred for Elad Edals, her Ding ld4 (dagger) . Ability
working for both the Slayers former lover, and is hatching Scores : Str 10 ; Dex 18; Con 16;
Guild and the Thieves' Guild. plots against him. Int 16 ; Wis 13 ; Cha 11 . Spells :
handling errands and tasks of 1st-Magic missile, read magic
dangerous natures . Some 11 hnsak Jokandor: x2; 2nd-Forget, fog cloud, glit-
members of both guilds are Warrior; Level 4; Social level ter dust, 3rd-Dispel magic,
trying to figure out why this 10 ; Alignment NG; AC 5 (chain fireball.
non-member has seemingly mail); MV 12 ; HP 57 ; THACO 16 ;
gained the favor of both guilds . Ding ld4+1 (warhammer). Abil- Kereth is a dark-haired,
Others think Edals is being set ity Scores : Str 15 ; Dex 14 ; Con olive-skinned woman, who's
up to take the blame for some 14 ; Int 12 ; Wis 14 ; Cha 15. most striking feature is the fact
major happening. that her pupils resemble those
Imsak Jokandor is a former of a cat-the result of the con
10 Olivia: sell-sword who, with treasures rupting influence of the
White Wizard; Level 5; Social discovered only the gods and black magic she wields .
level 3; Alignment CE; AC 6; Imsak know where, purchased
MV 12 ; HP 20; THACO 18 ; an estate a little over a year Kereth is part Mingol,
Dmg IM (mace) . Ability ago, and started involving but her mother is
Scores : Str 12; Dex 13; Con 13 ; himself in city politics . He is reported to have
Int 15; Wis 12 ; Cha 9. Spells : trying to get the city to offi- died in child-
lst-Command, cure light cially recognize the efforts of birth,
Adventure Cookbook e 43
leaving her father to raise her 13 Thorn: which is harmful to the guild's
in his isolated tower on the Rogue; Level 10 ; Social level 6; reputation . Doing harm to
barren, far southeastern Alignment CN; AC 6; MV 12; Thorn is high on the Thieves'
shores of the Sea of the East . HP 47; THACO 15 ; Dmg ld4 Guild's list of priorities .
Her father taught her every- (dagger, +2 Strength bonus) .
thing he knew about black Ability Scores : Str 17 ; Dex 18 ; 14 Zorin the Lost :
magic, and in the years since Con 13; Int 14 ; Wis 12 ; Cha 14. Black Wizard/Rogue; Level
he passed on to the Shadow- Thieving skills : PP 60%, 3/Level 2; Social level 1 ;
lands, Kereth has wandered OL 80%, FT 85%, HS 90%, lignment CE; AC 7; MV 12 ;
the known world and gath- DN 85%, CW 90%, RL 5% P 16 ; THACO 18 ; Dmg ld6
ered much arcane lore of her (short sword). Ability Scores :
own. She has devoted her life Thorn is a daring, highly Str 8; Dex 14 ; Con 8; Int 16;
to uncovering forgotten ruins successful freelance thief who Wis 13 ; Cha 6 . Thieving skills :
and lost lore, and is always specializes in acquiring jew- PP 15%, OL 10%, MS 30%,
tracking down the sources of elry. "Thorn" is not his real HS 50%, DN 15%, CW 60%,
rumors and legends and name, and his true identity is L 25%. Spells : 1stRead
attempting to verify their unknown to all as he always magic, featherfall, 2nd-Forget.
truth . works in disguise . (The name
Thorn was given to him by Zorin the Lost is bald, tall,
Kereth does not like frustrated Thieves' Guild mem- and skeletal. His long-fingered
Lankhmar and other big bers assigned to stop his hands resemble nothing more
cities . Her isolated childhood unsanctioned activities-he than great spiders. From Ilth-
has caused her to prefer soli- was a "thorn in their side.") mar, he began his adult life as
tude and she is something of The only thing he can't dis- a student of a white wizard,
a hermit . Even when she is guise is his broad shoulders but it was quickly apparent
working with an adventuring and impressive stature, and that Zorin was far better suited
party, she rides far behind or his confident, fluid movements to be a practitioner of the
to the left or to the right, and which put onlookers in mind of black arts . When he left his
she beds far from the rest of a great hunting cat. would-be mentor, the white
the group. She is only found wizard started calling him "the
in civilization when she If Thorn would deign to join Lost," and the epithet has
needs to confer with other the guild, his skills are so finely spread with Zorin's reputation .
wizards, or is looking for honed that he would be a rank-
some specialists (warriors or ing member within a year, but While studying black magic,
rogues) to assist her in the structured life of a guild the taint on his spirit caused
retrieving a legendary member is not for Thorn. He's Zorin to become deathly afraid
arcana . in the business for the excite- of rats, so he had to leave Ilth-
ment as well as the money. mar. In Lankhmar, he discov-
Kereth has recently visited ered the art of thieves, and
both Lankhmar and Ilthmar. Thorn has no direct animos- used magic to "persuade"
No one seems to know what ity toward the Thieves Guild, thieves and assassins to teach
she is involved with at pre and generally stays away from him their craft.
merchants who are on the
sent, but treasure seekers guild's protected list. However, Zorin hates the Lankhmar
and other wizards are Thorn has staged several high Thieves' Guild because they
starting to get curious. profile thefts of late, and have denied him admission.
people "in the trade" have He is thoroughly deranged and
started to speak of him in disturbingly powerful, and the
admiring tones-something guild is at a loss as to how they
44 " Adventure Cookbook
should deal with him. Even man in his early thirties, saying, "Every man has his
more disturbing, rumors have Dasinder is the youngest son price," and he knows that his
surfaced that Zorin has been of a Lankhmar noble. He has price is quite high. Fortunately,
searching ruins of long-aban- four older brothers between there are people in Lankhmar
doned temples in the River him and the title, and knows that are willing to pay his
District of Lankhmar, and that that the magical ring gifted to price .
he has been taking extended him by his father (an heirloom
trips away from the city. Some that has been in the family for Dasinder's police force is the
believe that he is serving one generations), is the only gain bane of adventurers and free-
of these forgotten deity, and he'll ever get from the estate . lance thieves in Lankhmar.
that if he isn't stopped now, So, if he is going to prosper, There are a number of guilds
later might be too late. he's going to have to do it on that pay him handsomely to
his own . keep competition from these
15 Dasinder: independents at a minimum.
Warrior; Level 5; Social level 6; Dasinder recently was Plus, for additional financial
Alignment N; AC 6 (Magical appointed Chief Constable of considerations, Dasinder will
ring that improves his AC by 4; Lankhmar's police force. He frame innocents for crimes
MV 12; HP 28; THACO 16 ; petitioned the Overlord for the and even arrange disap-
Dmg l d8 (long sword). Ability job, and because no one else pearances. (He stops
Scores : Str 10; Dex 10 ; Con 11 ; wanted it, and because Dasin- short of murder, but
Int 13; Wis 9; Cha 16. der is always charming and more than one
convincing, he was granted it. adventurer
A dark-haired, handsome
Dasinder believes the old
Adventure Cookbook 9 45
who stepped on the wrong 17 Lady Skeen Marhil : 18 Galaric the Seer:
toes has woken up somewhere Warrior ; Level 3; Social level White Wizard ; Level 3; Social
on the far shores of the Sea of 13; Alignment CN; AC 10; level 7; Alignment N; AC 10;
the East. MV 12; HP 19; THACO 18; MV 12; HP 8 ; THACO 20; Dmg
Dmg ld4 (dagger). Ability ld6 (mace) . Ability Scores :
Despite his corruption, Scores : Str 10; Dex 11 ; Con 14;
Dasinder does make an effort Int 16; Wis 13; Cha 13. Str 8; Dex 9; Con 9; Int 10 ;
to curtail crime in Wis 13; Cha 16. Spells :
Lankhmar-as long as the Lady Skeen is a tall, broad-
criminals aren't his clients . shouldered woman with a 1st-Detect evil, detect poi-
thick shock of red hair. She son ; 2ndSpeak with animals .
16 Captain Seif: favors loose-fitting black
Warrior ; Level 9 ; Social level 3 ; gowns and robes, and wears Galaric is a tall, aristocratic
Alignment NG; AC 4 (banded a dagger strapped to her man in his 60s, with long
mail) ; MV 12; HP 86; THACO 18; thigh . white hair and a thick white
Dmg ld8 (long sword) . Ability beard . His reputation spans
Scores : Str 14; Dex 12; Con 17; Lady Skeen is a recent most of the known world, and
Int 13; Wis 11; Cha 13. widow, though not a grieving the widely held belief is that
one. She was a freebooting all that exists in the universe
Captain Seif of the Lankhmar sell-sword who married a is an open book to him . As
City Guard is that very rare very high ranking noble, who such, he is the personal
specimen, the totally hon- soon thereafter died of pur- astrologer to many of
est-and incorruptable-man . ported natural causes . She Lankhmar's most powerful
He despises criminals and inherited all her husband's nobles, and he is very well
those who victimize the help- holdings and great wealth paid for his vision.
less. He believes that occasion- and so is now treated with
ally violence is the only great respect . She's currently The truth is that Galaric's
recourse, and he's not slow to on the hunt for an unmarried apparent ability to see the
use it when necessary. While noble to take the place of the future is a combination of pos-
not a vigilante, he's not afraid deceased Lord Marhil . sessing keen insight into
to bend the rules when they human nature (thus telling
get in the way of his job . There are many among the people what they want to
ranks of the nobles who dis- hear, encouraging them to fol-
Seif is a Lankhmar native like Lady Skeen. Many think low the course they would
who's features betray some she is unworthy to move in have even without consulting
Mingol blood somewhere in their circles, while others him, and making his prophe-
his family. His normal duty simply believe she was the sies self-fulling) . He also has a
assignment is to lead a patrol one who sent Lord Marhil on variety of contacts scattered
of 8 guardsmen and 1 sergeant his journey to the Shadow- across the known world and
through the streets of the lands. More than one noble frequently gets wind of
Cash District at night. How- might be looking for someone threats against his clients . He
ever, it is not unknown for Seif to investigate Lady Skeen's then alerts them to these
to pursue a perpetrator out shady past. Lady Skeen, then, threats through his prophe-
might be assembling teams to sies . ("Beware the redheaded
side of Lankhmar's walls, hinder that investigation, adventurer with the large
and even across the seas if should she get wind of it. She sword, my lady. The wander-
the crime is severe might even attend to such ing star that we astrologers
enough . investigators personally. call "the queen-slayer" is
ascendant in his horoscope .")
46) ."r Adventure Cookbook
Galadir has the ear, and 21 Kreeshka: Wall Street, near End Gate. The
trust, of most Lankhmar Warrior; Level 6; Social level 4; bottom floor holds his store,
nobles . He is a dangerous Alignment NE; AC 7; MV 12; which specializes in beautiful,
enemy, as he can produce "evi- HP 42 ; THACO 15; Dmg ld8 high quality rugs imported
dence" for whatever circum- (broadsword) or ld6 (long- from the East (and growing
stances might serve his needs . bow) . Ability Scores : Str 13; increasingly popular with the
Dex 17 ; Con 15; Int 15 ; Wis 12 ; nobles of Lankhmar), while the
20 Moolsh: Cha 16 . top two floors are the living
Rogue; Level 2; Social level 2 ; quarters of his wife and twin
Alignment NE; AC 8; MV 12 ; Kreeshka is a ghoul, and by boys . Durlish's wife is hardly
HP 10; THACO 20; Dmg ld4 far Fafhrd's most bizarre lover. ever seen, as it's against his
(dagger). Ability Scores : Str 11 ; Even though the barbarian peoples' traditions for married
Dex 13; Con 11 ; Int 10 ; Wis 13 ; was responsible for the cap- women to venture out of their
Cha 16. Thieving skill: PP 15%, ture of her raiding band during home except on special occa-
OL 20%, F/RT 25%, MS 20%, the sack of Sarheenmar,
HS 30%, DN 15%, CW 60%, RL Kreeshka still loves Fafhrd (her sions.
5% . "mud-man") . But she remains
cruel and cannibalistic-as all While Durlish is outgoing
Moolsh is a small man with a ghouls are-and so parted and almost universally liked by
rat-like face-but he is not one ways with the barbarian all, he is, in fact, a man with
of the rats from Lankhmar shortly after helping him repel many secrets. First among
Below in human form . His the rat invasion of Lankhmar. these is that he is not a man at
slightly homely appearance is all. Durlish is, in fact, his own
more than made up for by his Kreeshka has discovered wife . Her real name is Durlai .
gregarious, outgoing nature . that the enemies of her Durlai was one Tisilinilit's
Virtually everyone who knows beloved Fafhrd have been greatest catburglars . For years,
this low-ranking member of the gathering and that they are she eluded capture, and actu-
Thieves' Guild considers conspiring to destroy him
Moolsh a friend and about as completely. She has made it ally developed a friendly
trustworthy as a thief can be. her personal quest to slay all
those who would harm him. rivalry with the guard captain
The truth, however, is that
Moolsh would sell his own 22 Durlish the Rug Merchant: whom she was constantly
mother to hungry Ghouls for a Rogue; Level 10; Social level 3;
few rilks. At present, Moolsh Alignment CN; AC 10 ; MV 12 ; eluding. When he finally did
already conned his way to HP 38 ; THACO 18 ; Dmg ld6
enough ill-gotten loot to pur- (short sword). Ability Scores : manage to catch her, the two
chase an estate in the noble Str 15 ; Dex 17; Con 13 ; Int 14 ; fell madly in love . He did not
quarters, but he still wants Wis 17 ; Cha 12 . Thieving skills : arrest her, and they soon mar-
more . His schemes are grow- PP 20%, OL 55%, F/R T 30%,
ing increasingly risky, but the MS 50%, HS 30%, DN 15%, ried, both of them retiring
returns are much greater as CW 80%, RL 0%.
well . Among his current from their former lives.
schemes is an ongoing sale of A transplant from exotic
Thieves' Guild secrets to a Tisilinilit, Durlish is a small Certain criminal interests
member of the Merchants' man who sports a thick beard still wanted Durlai to ply her
Guild, and several kidnap- and dresses in the colorful
ping/ransom plans. garb of his homeland. He lives trade, however, and when a ;,
in a three story building on major crime boss managed to
buy himself the rulership of
Tisilinilit, he forced her to do -
a job for him in Eevan- = ;--
marensee . With criminals
in charge of the city,
her husband
couldn't even
protect
Adventure Cookbook e 47
her. She did the job, but when and she likes it fine that way. information to assassins, and
Thorn might not, however. refuses to have anything to do
she returned, she discovered with the Slayers' Brotherhood ;
Durlai can be a dangerous Coren believes murder is
the crimelord had murdered opponent, because she might wrong . Stealing is just what
her husband because of his kill anyone she thinks might be someone does to survive, but
"corrupting influence" on her a risk to her dual identity. She to him, there is no justifica-
values . As Durlai was gearing is hiding from those who might tion for murder.
for a suicide mission of ven- harm her family, and her sons
geance, she came to realize mean the world to her. In recent months, Coren has
started to get a desire to see
that she was pregnant . She 23 Coren: what's beyond the walls of
Rogue; Level l ; Social level 1 ; Lankhmar. He's been saving
knew that she had to get out of Alignment N; AC 6 ; MV 12 ; money, and he might soon
Tisilinilit so she could raise her HP 4; THACO 18; Dmg IM leave the city. In fact, he might
child safely away from her ene- (knife) . Ability Scores : Str 7; soon have to leave the city.
mies . As a farewell to her Dex 18; Con 12 ; Int 13; Wis 6; Certain Thieves' Guild mem-
hometown, she poisoned most Cha 15. Thieving skills: PP 15%, bers suspect him of being in
OL 10%, F/R T 5%, MS 35%, cahoots with Thorn, while cer-
of the crimelord's cohorts and HS 30%, DN 30%, CW 60%, RL tain nobles have begun to real-
then fled to Lankhmar where 0%. ize that their homes were
robbed shortly after the same
she became Durlish. Her twins Coren is one of the many small chimneysweep walked
are now 11 years old, and they urchins who grow up parent- through their homes .
know why their mother is pre- less and homeless on the
tending to be a man. They will streets of Lankhmar, and like Coren, when clean, has
never reveal her secret will- most of them, he's turned to a blond hair and pale skin. He is,
life of crime to survive . Coren, however, almost always cov-
ingly. however, is smart enough not ered in soot and grime .
to become a criminal himself.
Second, Durlai is operating a 25 Egar Drahkenar:
Coren is lucky enough to be Black Wizard ; Level 1 ; Social
smuggling ring between of very small stature and level 3; Alignment NE; AC 9;
small build, and might be mis- MV 12; HP 3; THACO 20;
Lankhmar, Kvarch Nar, and taken for a boy much younger Dmg ld4 (dagger) . Ability
Ilthmar that trades in every- than Coren's actual age of Scores : Str 10; Dex 14; Con 8;
thing from slaves to poisons 13-the ideal candidate for a Int 16; Wis 13; Cha 14. Spells :
chimneysweep's assistant . He 1 stRead magic.
and stolen treasures. The pro- gets to see the insides of all
kinds of buildings, and while Egar Drahkenar hails from
ceeds from her smuggling there he subtly paces off the Ilthmar, but he travels through-
sizes of rooms and mentally out the known world in the
operation is used to purchase notes the locations of interior course of his business as an
doors and interior stairwells. importer/exporter of exotic
the rugs, as well as to buy He then sells this information perfumes . He has small stores
to the Thieves' Guild . Coren managed by locals in almost
weapons and other gear for a also occasionally sells to free- every city, and is on good
lance thieves that he knows . terms with most rulers and
growing rebellion in her home- He will not knowingly sell merchants .
land.
Finally, although she is not
as agile as she used to be,
Durlai performs two or three
catburglaries a year. Her tar-
gets are invariably the richest
merchants and nobles of the
city, and she has even man-
aged to steal from the
Overlord himself. Some
of her thefts are
attributed to
Thorn,
48 e Adventure Cookbook -
Egar's perfume business, 27 Slinoor: Tork is a mousy man who's
though lucrative, is just a Warrior ; Level 5; Social level 7; defining feature is that he is
cover for his true occupa- Alignment LN; AC 8 (leather non-descript . This is partially a
tion-that of an assassin. armor) ; MV 12; HP 40; cultivated facet of his appear-
THACO 16; Dmg ld4 (dagger, +1 ance and personality in that he
Egar possesses a magical Strength) . Ability Scores : is a thief who specializes in
artifact of mysterious origins . Str 16; Dex 13; Con 15; Int 15; theft on crowded streets .
It looks like an empty, stop- Wis 14; Cha 16.
pered vial, but when it is Tork is a member in good
opened, black smoke pours Slinoor is a muscle-bound standing of the Thieves" Guild.
out and coalesces into a ven- man of middle years who typ- He is occasionally seen in the
omous serpent under Egar's cially dresses in black. He cap- company of Snarve, the
command . He sends it against tains the Lankhmart ship nephew of one-time Overlord
his intended victim, and once Squid, and is a skilled seaman, Glipkerio, and a clumsy noble-
the snake has delivered its if somewhat distrustful and man who steals for the thrill.
deadly bite, it becomes smoke superstitious . Rumors conflict as to whether
again and dissipates. Tork is there as a courtesy
Slinoor will sail passengers from the guild to insure the
The Slayers' Guild of and cargo to pretty much any foolish noble doesn't come to
Lankhmar occasionally uses where on any of Nehwon's harm, or whether Tork gains
Egar's services. seas-and sometimes will other benefits from this.
even sail up some of the larger
26 Hamomel : rivers . However, he insists on Recently, both Tork and
Rogue; Level 12; Social level 8; knowing why the passengers Snarve have dropped from
Alignment LE; AC 7; Move 12 ; are going where they are, and site. Gossip has it that they
HP 50; THACO 15; Damage ld8 what exactly his cargo con- either cut the purse of the
(rapier) . Ability Scores : Str 14; sists of; Slinoor doesn't want wrong black wizard, or that
Dex 17 ; Con 12; Int 17; Wis 11 ; to get caught up in someone they have cooked up a big
Cha 13. else's crimes or trouble . He is scheme and are secretly work-
rumored to dump both cargo
Hamomel is the current and passengers on the high ing on it.
leader of the Thieves' Guild . seas if he discovers he has
He is a ruthless, vindictive been lied to, and this has 29 Stravas:
man who uses assassins from earned him the ire of more Rogue; Level 6; Social level 2;
the Slayer's Brotherhood to than one of the powerful of Alignment LE; AC 7 (Dex
settle his disputes perma- Nehwon . bonus) ; MV 12 ; HP 23; THACO
nently. 18; Dmg ld4+1 (sling) . Ability
28 Tork the Cutpurse : Scores : Str 13; Dex 17; Con 14;
Of late, Hamomel has had to Rogue; Level 6; Social level 2; Int 15; Wis 11; Cha 8. Thieving
deal with an increasing num- Alignment CE; AC 8 (Dex
ber of clever freelance thieves, bonus) ; MV 12; HP 25; THACO skills : PP 20%, OL 50%,
and, worse, would-be heroes 18; Dmg ld6 (short sword) . F/R T 40%, MS 55%, HS 60%,
trying to top the exploits of Ability Scores : Str 13; Dex 15; DN 15%, CW 95%, RL 10%.
Fafhrd and the Gray Mouser. Con 14; Int 15; Wis 11 ; Cha 11 .
Any heroes who crosses the Thieving skills: PP 95%, Stravas is a talented sec-
Thieves' Guild or disrupts any OL 25%, F/R T 35%, MS 55%, ond-story man who owes
of Hamomel's schemes HS 60%, DN 15%, CW 60%, RL his life to Fafhrd and the
(whether intentionally or not) 10%.
will find themselves the targets Gray Mouser, as they
of top assassins . rescued him from _
a terrible
death at
Adventure Cookbook 9 49
the claws of the Birds of Tyaa Trueherz is a time traveler eling in a space-time vehicle
during a raid on the godess's and adventurer from an alter- that resembles an enormous
temple . Although a guild thief, nate universe . He speaks Ger- black sphere and collecting
Stravas and the Twain share man, a language unknown on specimens for his employer.
no animosity, and due to his Lankhmar, and communicates
debt, Stravas will be terribly by means of a German- Treuherz became involved
ineffective should he ever be Lankhmar dictionary. with Fafhrd and the Gray
called upon to hunt them. Mouser during the Rat Plague
However, his loyalties lie first Treuherz is in his late 20s, and returned to his home
and foremost with the guild, and sports a well-trimmed afterward. However, he can
and a friend of the Twain isn't goatee. He dresses in clothing appear on Nehwon anywhere
necessarily a friend of he believes typical to the and at any time, conducting
Stravas . world he finds himself another cross-time safari .
on-and he's not always accu-
30 Karl Treuherz : rate in his assumptions, and Obstacles
Warrior; Level 5; Social level his garb is sometimes more
n/a; Alignment LG; AC 10; hilarious than unobtrusive. Obstacles are what lay
MV 12; HP 32; THACO 18; Dmg between the heroes and their
ld8 (broad sword), or techno- Treuherz is an employee of goals, or between the heroes and
logical weapons. Ability Hagenbeck's Zeitgarten their foe. They are either natural
Scores : Str 14; Dex 14 ; Con 15 ; (Hagenbeck's Time Garden), a events, geographical features or
Int 17; Wis 14; Cha 15. zoo that displays creatures for hazards, minions of the antago-
various times and worlds . He nist, or NPCs with concerns unre-
wanders various worlds, trav-
50 9 Adventure Cookbook
~11111~P` Nk
lated to the heroes' quest, yet 17 Trapped in a cave that is Beginnings
wanting their help. They are what either undersea or sealed
provide some of a story's action because of a cave-in While LANKHMAR adventures
and suspense, while the antago- are non-stop action, there are
nist is what more or less keeps 18 Corrupt guards or soldiers some scenes that need to be
the heroes fighting to reach their detain heroes in the hopes more thrilling than others,
goal. If one of the keywords on of getting a bribe . scenes that leave the players
the following list should strike a (1st-level warriors) breathless and either wanting to
chord in the DM's imagination push forward with the adven-
they may be developed into 19 Corrupt guards or soldiers ture, or cheering at the success
adventures in their own right . allied with antagonist of their characters .
detain heroes until antago
3 The Dragon of Nehwon nist has made his escape, These encounters (or scenes)
awakens or reached his goal. should take place at pivotal
points in the adventure, namely
4 Terrible storm 20 The heroes must find their at the beginning, at the middle
5 War breaks out way through a trap-filled (or "turning point"), and at the
6 Earthgod cultists attack maze end.
(1st-level warriors) 21 Fire! Unless the heroes The following list and the
7 Earthquake help, an entire city may others after it, provide ideas for
8 Mysterious beast escapes burn to the ground. scenes that you must expand
upon and stage, based on who
from Karl Treuherz's ship 22 Brigands or pirates attack. the antagonist is and what the
9 Allies of the antagonist (4th-level warriors) adventure is about. Alternatively,
you can decide the "why" your-
attack (2nd4evel rogues) 23 Citizens oppressed by brig- self. Further, with these examples
10 5th-level warrior mistakes ands beg heroes for help you can invent many more
scenes, inspired by this founda-
one of the heroes for old 24 Darkwolf's Legion of Doom tion. The ideas you're generating
enemy gets involved with the help of these tables will
11 Old enemy of heroes (8th-level warriors) not give you a complete adven-
decides to get involved in ture. They provide inspiration for
the action . 25 The Overlord of Lankhmar high points. You still need to
(Roll on `Antagonists, or demands the heroes seek flesh out the adventure using the
pick a character who has him out immediately methods suggested in the Adven-
already appeared in the tures in Lankhmar source book.
game) 26 Former love of hero needs
12 Strange hag curses party; help. 3-4 Maiden dies in a hero's
curse must be lifted before
success can be had . 27 A noble woman mistakes arms, delivering a cryptic mes
13 Rats from Lankhmar Below heroes for bandits who
are allied with antagonist attacked her caravan sage with her final breath . Her ~ `
and they attack.
(2nd-level rogues) 28 The heroes are framed for killers attack the heroes, and
14 NPC assists heroes, but is a crime
then threatened himself. are revealed as members '°
(Roll on `Antagonists' to 29 Invaders from another
identify character) dimension begin their of a strange cult.
15. Trapped in a maze assault on Nehwon
16 Trapped in a magical vortex (2nd-level black wizards) 5-6 A northern barbar-
30 Roll on `Where;' the goal ian tells the char-
the heroes are trying to
reach is actually located acters they
there-and they have to
find some magical way of have the
getting there is half the nor-
mal time.
Adventure Cookbook 9 5 1
Mark of Kos upon them. In the 12 The ghost of a slain foe watch from a distance and
barbarian's view, this means appears to the heroes with a make useful comments .
they are doomed to suffer a dire warning, moments before
noble and heroic death. The an earthquake rocks the area 24-26 A kidnap attempt is
barbarian is drunk, and there they are in. made on one of the heroes.
actually is no Mark of Kos, but it
might make the heroes ner- 13 A rooftop chase leads to 27-28 Jenago the Gem Mer-
vous, particularly when they the heroes being pressed into chant hires the heroes to
round a corner moments later service by a white wizard pit- transport a chest from his
and find themselves witnesses ted against extra-planar min- store to the Squid at the
to a kidnapping . A couple of the ions of evil. docks . The Thieves' Guild
kidnappers assume the heroes attempts to steal it.
will try to stop them and attack. 14 A rooftop chase leads to the
heroes uncovering a vast con- 29 A small boy brings the
7-8 Young man is murdered spiracy. heroes a message from
before the heroes . They Sheelba of the Eyeless Face.
become targets as well, as the 15-16 A wounded freelance He is abducted immediately
murderers want the witnesses thief seeks aid from the heroes. after delivery, and the heroes
dead . His pursuers catch up with him are attacked .
and threaten the party.
9 The heroes are trapped in a 30 Fafhrd attacks the heroes in
fire set by assassins . Were they 17 After winning a valuable a blind rage, apparently not in
the targets, or were they just in sword from gambling with a control of his faculties .
the wrong place at the wrong fighter, the heroes become tar-
time? gets of the wrath of northern Middles
barbarians from which he had
10 A barfight turns into a dis- stolen it. While working their way
trict-wide riot, and the heroes through your plot, the heroes
are caught in the middle. Then 18-19 Ilthmart Rat god priests will suffer reversals, setbacks,
they discover a black wizard is and rats from Lankhmar Below and temporary defeats. Things
using foul magic to spur the attack the heroes . Evidence of should seem at their darkest
fighting on . a plot to destroy Lankhmar is about halfway through the
uncovered. story, and the scenes that are
11 A friend of the heroes invites suggested from the following
them to meet his new love . As 20 The heroes witness the list should result from a series
they arrive at the meeting child of a friend being attack of events that have placed the
place, they are attacked by or abducted . heroes in the deadliest of situa-
mysterious, shadowy beings . tions . Then they should receive
When they reach their friend, 21-22 The heroes come upon a major break through that
he is dead, drained of all life a mugging. After saving the vic- either reveals the entire plan of
tim, who is a white wizard, he the villain, reveals his true iden-
and bodily fluids, and his asks for their protection from a tity, leads to the downfall of his
lover is missing. Clues at rival black wizard. major henchman, or otherwise
the scene set the heroes 23 A dandied nobleman and grants the heroes some form of
on the trail. his toadies start a fight with permanent victory.
the heroes so that he can
5 2 " Adventure Cookbook
This victory does not end the the heroes. They must fight and learn the full story of the
adventure, however. Instead, it their way to the wizard and antagonist's plans. If all the
is the event that kicks the story destroy the artifact . He is the agents are dead, the heroes
into overdrive, and propels the final obstacle between the find less detailed evidence on
action heroes toward the spec- heroes and the antagonist . the dead bodies (written
tacular conclusion in which orders) .
they defeat the antagonist . 11 Members of the Slayers'
Guild attempt to stop the 17 A trusted ally (pick one of
3-4 A magical storm batters heroes. The heroes defeat the characters described
the area where the heroes are overwhelming odds and find either in the LANKHMAR source
(threatening to sink the ship important clues on the dead book, or one featured on the
they're on, cause a cave-in, or assassins . "Antagonist" list, or use one
similar), but they manage to of your own creation) is
survive and attack the wizard 12 The ghost of a slain friend revealed to be a shapeshifted
causing the storm by sur- appears, but it is under the Simorgyan, and a powerful
prise. They gain the magical command of an evil white black wizard to boot . This
artifact he was using, and wizard who possesses an character wants to see the
important information on the ancient artifact . The wizard is antagonist succeed for his
plans of the antagonist . an ally of the antagonist . own reasons . (And in reveal-
When the heroes gain control ing his plans, figuring he will
5-6 The heroes discover that of the artifact, the ghost kill the heroes, so it doesn't
both they and the antagonist attacks the white wizard, who matter if he tells them, he
were tricked by the true vil- attempts to trade the antago- reveals the plans of the
lain into thinking each other nist's plans for his life. antagonist .)
enemies . Roll on the Antago-
nist chart to determine who 13-14 Ivlis, a woman con- 18-20 Natural phenomena
this new antagonist is. nected with the Lankhmar causes the area the heroes
Thieves' Guild, leads a group and antagonist's henchman
7-8 While in a death trap, a of assassins to the heroes, are fighting in to either start
gloating henchman gives but when the killers are dead, collapsing into a gorge or into
away what the antagonist is she claims that she was cer- the sea. The heroes must
doing next . The heroes man- tain they could overcome escape before it's too late,
age to escape the trap . them. She has been black- but an insane- henchman
mailed into helping the antag- wants to see to it that they
9 While a building burns onist and resents it. She has die with him!
down around them (or an uncovered his plan and
earthquake happens, or an reveals it to the heroes. But is 21-22 The cult of the Earth
undersea cave system is she telling the truth? God once again tries to get
flooding), the heroes battle the blood of a true hero with
agents of the antagonist . If 15-16 Agents of 11thmar which to awaken their god.
they rescue one, he reveals attempt to kill the heroes, Their target this time are
his leader's schemes. mistaking them for agents of the agents of the antag-
the antagonist . If any of the onist and the heroes,
10 A black wizard uses an Ilthmarts are alive after the and they choose
ancient artifact to raise the conflict, the heroes can dis- to attack as
dead and send them against cover the misunderstanding the
Adventure Cookbook 9 53
showdown begins . If the pulse-pounding excitement, 3-4 On a stormswept moun-
heroes stood by the bad guys you need to work extra hard to tain-top, the battle comes to a
and fought everyone's com- come up with an ending that head . Lightning rains down
mon foe, their opponents are will make the players sit up and around the combattants, as
grateful, and reveal the plans of take notice. One way to do this the antagonist and remaining
the antagonist, as well as is to provide a twist ending to henchmen battle the heroes .
where he can currently be the adventure-that the quest 5-6 A dimensional rift trans-
found . they and/or the antagonists had ports both heroes and the
been competing to complete antagonist and his henchmen
23-26 A magical storm trans- was actually not what the true to Quarmall, where Quarmal
ports the heroes and their foes objectives were; or you can reveals himself to have been
to the Sea King's Domain reveal that the antagonist was behind everything. The
where they must fight to the not the real enemy. If you don't heroes and the antagonists
death in an arena, and then want to use twist endings, then must now unite to stop Quar-
escape from the bottom of the the confrontation between the mal, and then battle their way
sea. antagonist and the heroes out of the underground city.
should have the feeling of a Depending on the antagonist,
27-28 As one hero is trapped fight to the finish where the the heroes may still have to
in a death trap along with evil lives of every character battle their temporary ally.
spirits, the other heroes battle involved are at risk-even if the 7-8 The antagonist abandons
powerful agents of the antago- antagonist escapes in the end. the heroes in a spectacular
nist. If they don't manage to death trap. They must get free
defeat their opponents, the Whether or not your antagonist and chase after him to defeat
trapped character will either should escape for a repeat him .
be destroyed by the vengeful appearance is something you 9 The final battle takes place
creatures, or crushed by the need to consider, and something on a series of rafts that are
trap . that needs to be handled with swept down a fast-flowing
skill and finesse . Players like to river. The heroes must leap
29-30 Roll once more on the defeat the bad guys, and if the from raft to raft and do battle
"Beginnings" table and on antagonist gets away in a fashion at the same time.
this table. A synthesis of that robs them of this, you might 10 The true antagonist steps
these two situations makes be left with a group of unsatisfied forward and reveals that he
up the turning point of the players. Instead, if you want to has duped everyone, and
adventure . use your antagonist in the future, attempts to claim the prize.
either plan for his survival from 11 Members of the Slayers'
Endings the beginning ("You must bring Guild are revealed as extra-
him back alive," says the Over- dimensional visitors, and the
Endings are frequently what lord). or stage the final confronta- combination of the antagonist
makes a person talk about a tion in such a way that the and the prize will create a
=_.-=- 77 movie even years later, and antagonist stumbles off a cliff, gate that allows their full inva-
the same is true of players falls into a river and is swept away sion force to enter Nehwon.
in role-playing games . as he is dying, or some other cir-
Since LANKHMAR adven- cumstance that makes it impos-
tures are always sible for the heroes to find a body.
filled with And if there's no dead body, it's
impossible for them to verify that
their foe is indeed dead .
54 9 Adventure Cookbook
12 The final confrontation 18-20 Battle happens during 29 Roll twice on "Middles"
takes place in a building that an earthquake, and at its table . A synthesis for the two
is burning down around the height lava starts bursting situations makes up the turn-
heroes . They must race the through the ground . Is the ing point of the adventure .
antagonist for the prize, and Earth God awakening?
then escape with their lives .. 30 At the height of the battle,
21 The antagonist is revealed a dimensional rift opens, and
13-14 The prize turns out to to be a god in avatar form. creatures from another plane
be a trap, intended to lure Only the prize can defeat begin pouring into this one.
both the antagonist and the him . If the heroes don't The heroes and the antago-
heroes to their deaths . destroy him, he'll best them . nist must unite to stop the
invasion . Once this task is
15-16 Death appears, intent 22-26 The final battle takes complete, the conflict
on claiming everyone to fill place in the Caves of between them resumes .
his quotas . Ningauble, with a running
chase happening in which the
17 Hisvin and Hisvit reveal heroes go from world to
themselves with a horde of world in the pursuit .
rats, intent on seizing the
prize and slaying both heroes 27-28 Final battle takes place
and antagonists . during an avalanche .
Adventure Cookbook e 55
A'syou runyourbanhhmar campaign, the heroes and players will becorrefamiliar with ccw
taro .1VPCs and certain parts of.Lamkhinar or other cites ofNclnwn. View places may be
favored harnrts, homes of~Vl'C allies and erunrru:s, or event homes rented or prnChaveC1 by the
heroes
ustomizing the streets sometimes change .) write down alley and street
the Setting Once you have selected a geo- names, as well as make notes of
morph for a certain space, write what characters live in what
You noticed the maps on the number of that geomorph in buildings . Each geomorph also
pages 33-39 had blank spots on that space. The geomorphs can doubles as a record sheet for
them. Except for these white be used more than once, and that purpose . You can give a
spaces, they match up with the they can be turned in different copy of these sheets to your
color map of Lankhmar included directions . If you have turned players so they can keep track
in this box. These have been left the section in the square in a of what their characters have
blank so you can create your fashion other than the way it is
own sections of Lankhmar, or placed on the page, you should seen as well.
you can use the "geomorphs" on somehow note which way is up. The remainder of this book is,
the next few pages . The geo- ("Up" on the geomorphs is con-
morphs are created to allow you in fact, taken up with forms that
to randomly generate the wind- sidered north.) may help you in running your
ing streets of Lankhmar, and to As the heroes become famil-
provide more detailed street campaign .
maps of parts of the city the iar with the section of the city
heroes grow very familiar with. on the geomorph, you should
The geomorph forms may be
photocopied for the use of you
and your players .
Using the Geomorphs
When heroes are about to
enter one of the white areas on
the district maps, you can either
select one specific geomorph as
the area they enter, or you can
;' J roll it randomly on ld6 . (The
streets entered might not
resemble the color map
exactly, but in Lankhmar,
buildings are constantly
being torn down
and new ones
built, so
56 " Customizing the Setting
Neighborhood Statistics and Motives Additional Notes (PC domiciles,
Geomorph 1 secret hideouts, sewer
0 entrances, rivalries, etc .)
0
0
NPC Domiciles 0 © 1996 TSR, Inc. By permission of TSR, Inc.
this page may be photocopied for personal
0 0
0 0 use only.
0
Customizing the Setting " 57
Neighborhood Statistics and Motives Additional Notes (PC domiciles,
Geomorph 2 secret hideouts, sewer
0 entrances, rivalries, etc.)
LOCATIONS
0
0 0
0
0 © 1996 TSR, Inc. By permission of TSR, Inc.
0 this page may be photocopied for personal
use only.
0
58 " Customizing the Setting
0
NPC Domiciles
0
Neighborhood Statistics and Motives Additional Notes (PC domiciles,
Geomorph 3 secret hideouts, sewer
0 entrances, rivalries, etc.)
LOCATIONS 011
00 © 1996 TSR, Inc. By permission of TSR, Inc.
0 011 this page may be photocopied for personal
00 use only.
NPC Domiciles
Customizing the Setting " 59
LIRE
Neighborhood Statistics and Motives Additional Notes (PC domiciles,
Geomorph 4 secret hideouts, sewer
0 entrances, rivalries, etc.)
LOCATIONS 0
© 1996 TSR, Inc. By permission of TSR, Inc.
0 0 this page may be photocopied for personal
use only.
a 0
a 0 60 " Customizing the Setting
a
a
NPC Domiciles a
a
a
0
0
Neighborhood Statistics and Motives Additional Notes (PC domiciles,
Geomorph 5 secret hideouts, sewer
0 entrances, rivalries, etc.)
LOCATIONS
0 © 1996 TSR, Inc. By permission of TSR, Inc.
0 0 this page may be photocopied for personal
0 use only.
0 0
0
NPC Domiciles
0
Customizing the Setting " 61
Neighborhood Statistics and Motives Additional Notes (PC domiciles,
Geomorph 6 secret hideouts, sewer
0 entrances, rivalries, etc .)
LOCATIONS 1-1
1-1
11 11
0 1-1
0 0
0
© 1996 TSR, Inc. By permission of TSR, Inc.
NPC Domiciles this page may be photocopied for personal
use only.
62 " Customizing the Setting
Cli,:ii,l_ter Hame _- ace Clay iKiti Hit Points
lignment I <perience Level
le & Sex t'rJ Height & Weight Hair & Eyes Wounds Suffered
k Attack Table
Distinguishing Features
I I I IMelee Bend
Strength /Lift
yi Attack
Melee Weight Max. Open Melee THACO Missile
7 Damage Allowance Press Doors Attack Attack
Dexterity Surprise Missile Defensive
Constitution Adjust . Attack Adjust .
Intelligence
Wisdom Hit Point System Ressurect Poison Regen . -1
Charisma Adjust . Shock Survival i Save Rate -2
-3
. . . .- Add'I. Max. Spell %Learn Max. No. I Spell Immunity
Languages Level Spells /Level
IMagical Bonus Spells I % Spell Spell Immunity
Failure
Defense -5
Max. No . Loyalty Reaction
Henchmen Adjust . Adjust .
-7
Weaponry Information Nonproticency
Penalty
ack Adjust . ~ L) -9
10
Roll number or higher on 1 d20
Armor Class
Armor Worn
[ i L------T-L I
Experience Points
Character Sketch Base AC Surprised AC
Shieldless AC Rear AC
Other Defenses
N Next Level XP Goal
+10% XP Bonus?
Paralysis, Rod, Petrification Breath Magical
Poison, Staff, or Weapon Spell
or Death or Wand
Saving Polymorph
Throws
© 1996 TSR, Inc. By permission of TSR, Inc. this page may be photocopied for personal use only.
Thief
Abilities
Pick Spells per Level
Pockets
P-1 F-9 M
Open
Locks Spells Memorized
a n'-1 Find/
Remove
Traps
Move
Silently
Hide In
Shadows
Detect
Noise
Climb
Walls
Read
Languages
Use
Scrolls
Lore &
Knowledge
Morale
Modifier
Influence
Reactions
Roll number or less on 1 d20 to succeed
© 1996 TSR, Inc. By permission of TSR, Inc. this page may be photocopied for personal use only.
Ex-,per To Hit Armor Class Zero (THACO)
Advancement Chart
Level Rogue Warrior Black Wizard White Wizard
1 0
2 00 0 THACO Table
3 1,250
4 2,500 2,000 2,500 1,500 Class 1 2 3 4 5 6 7 8 9 10
5 5,000
6 10,000 4,000 5,000 3,000 Rogue 20 20 19 19 18 18 17 17 16 16
7 20,000
8 40,000 8,000 10,000 6,000 Warrior 20 19 18 17 16 15 14 13 12 11
9 70,000
10 110,000 16,000 20,000 13,000 Blk Wzrd 20 20 20 19 19 19 18 18 18 17
160,000
32,000 40,000 27,500 Wt Wzrd 20 20 20 18 18 18 16 16 16 14
64,000 60,000 55,000
125,000 90,000 110,000
250,000 135,000 225,000
500,000 250,000 450,000
Saving Throws
Class & Level Paral/Pois/ R/S/Wand Petrif/ Breath Wpn Spell*
Death Magic Polymorph
Rogue 13 14 12 16 15
1-4 12 12 11 15 13
5-8 11 10 10 14 11
9-10
Warrior 16 18 17 20 19
0
1-2 14 16 15 17 17
3-4 13 15 14 16 16
5-6
7-8 11 13 12 13 14
9-10
10 12 11 12 13
8 10 9 9 11
Black Wizard
1-5 14 11 13 15 12
6-10 13 9 11 13 10
White Wizard
1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10 6 10 9 12 11
* Excluding those for which another saving throw is specified, such asdeath or petrification.
Key: Paral/Pois/Death Magic = Paralyzation, Poison, or Death Magic; R/S/Wand = Rod, Staff, or Wand; Petrif/Polymrph =
Petrification or Polymorph; Breath Wpn = Breath Weapon; Spell = most Spells or Magical Effects
STR Hit Dmg Open BB/LG CON HP Adj. CON HP Adj .
2 3 -2 1 0%
3 -2 16 +2
3 -3 -1 2 0% 4-6 -1 17 +2(+3*)
4-5 -2 -1 3 0% 7-14 0 18 +2(+4*)
6-7 -1 None 4 0% 15 +1
8-9 Normal None 5 1%
10-11 Normal None 6 2% *Parenthetical bonus applies to warriors only. All other
12-13 Normal None 7 4%
classes receive maximum bonus of +2 per die.
14-15 Normal None 8 7%
16 Normal +1 9 10% INT # of INT # of
17 +1 +1 10 13% 3-8 Languages 16 Languages
18 +1 +2 11 16% 17
18/01-50 +1 +3 12 20% 9-11 1 18 5
12-13 2
18/51-75 +2 +3 13 25% 14-15 3 6
4 7
18/76-90 +2 +4 14 30%
18/91-99 +2 +5 15 (3)* 35%
18/00 +3 +6 15 (6)* 40%
*Parenthetical numbers are the character's chance to
open a locked, barred, or magically held door. Only one
roll per door is allowed; if it fails, that character cannot try
again.
Reaction Adj./ Defensive WIS Magical WIS Magical
Missile Adj . Adj . Defense Adj. 15 Defense Adj .
3
-3 +4 4 -3 16 +1
-2 +3 5-7 -2 17 +2
-1 +2 8-14 -1 18
0 +1 0 +3
0 +4
0
DEX 0 -1 CHA Reaction Adj. CHA Reaction Adj.
3 +1 -2 13 +1
4 +2 -3 2 -6 14 +2
+2 -4 3 -5 15 +3
5 -4 4 -4 16 +5
6 +3 5 -3 17 +6
7-14 6 -2 18 +7
15 7 -1
16
17
18
19
parts for Player's Reference
Level Advancement art To Hit Armor Class Zero (THACO)
Advancement Chart
Level Rogue Warrior Black Wizard White Wizard
1 0
2 00 0
3 1,500
4 1,250 2,000 2,500 3,000 Class 1 2 3 4 5 6 7 8 9 10
5 6,000
6 2,500 4,000 5,000 13,000 Rogue 20 20 19 19 18 18 17 17 16 16
7 27,500
8 5,000 8,000 10,000 55,000 Warrior 20 19 18 17 16 15 14 13 12 11
9 110,000
10 10,000 16,000 20,000 225,000 Blk Wzrd 20 20 20 19 19 19 18 18 18 17
450,000
20,000 32,000 40,000 Wt Wzrd 20 20 20 18 18 18 16 16 16 14
40,000 64,000 60,000
70,000 125,000 90,000
110,000 250,000 135,000
160,000 500,000 250,000
Saving Throw v
Class & Level Saving Throws R/S/Wand Petrif/ Breath Wpn Spell*
Paral/Pois/ Polymorph
Rogue 14 16 15
1-4 Death Magic 12 12 15 13
10 11 14 11
5-8 13 10
9-10 12 18 20 19
Warrior 11 16 17 17 17
15 15 16 16
0 16 13 14 13 14
1-2 14 12 12 12 13
3-4 13 10 11 9 11
11 9
5-6 10 11 15 12
7-8 8 9 13 13 10
9-10 11
Black Wizard 14 14 16 15
1-5 13 13 13 15 14
6-10 11 12 13 12
White Wizard 10 10 10 12 11
1-3 9 9
4-6 7
7-9 6
10
* Excluding those for which another saving throw is specified, such as death or petrification.
Key: Paral/Pois/Death Magic = Paralyzation, Poison, or Death Magic; R/S/Wand = Rod, Staff, or Wand ; Petrif/Polymrph =
Petrification or Polymorph; Breath Wpn = Breath Weapon; Spell = most Spells or Magical Effects .
1144-1401 © 1996 TSR, Inc . All rights reserved
Tables-for Player's Reference
STR Hit Dmg Open BB/LG CON HP Adj . CON HP Adj.
2 -3 1 0% -2 16 +2
-3 -2 2 0% 3 17
3 -2 -1 0% 4-6 -1 +2(+3*)
4-5 -1 -1 3 0% 7-14 0 18 +2(+4*)
6-7 Normal None 4 1% 15 +1
8-9 None 5
10-11 Normal None 6 2°/, *Parenthetical bonus applies to warriors only. All other
12-13 Normal 7 4% classes receive maximum bonus of +2 per die.
14-15 Normal None 8 7%
Normal None 10% Intelligence AdjustmeW_
16 9 130%
17 +1 +1 10 16% INT # of # of
18 +1 +1 11 20% Languages INT Languages
18/01-50 +2 12 25%% 3-8 16 5
18/51-75 +1 +3 13 30% 9-11 1 17 6
+2 14 35% 12-13 2 18 7
18/76-90 +2 +3 14-15
18/91-99 +2 +4 15 (3)* 40% 3
+5 15 (6)* 4
18/00 +3 +6
*Parenthetical numbers are the character's chance to open
a locked, barred, or magically held door . Only one roll per
door is allowed; if it fails, that character cannot try again.
Dexterity Adjustments Magical Magical
WIS Defense Adj. WIS Defense Adj .
DEX Reaction Adj ./ Defensive
3 Missile Adj . Adj . 3 -3 15 +1
4 +4 4 -2 16 +2
-3 5-7 -1 17 +3
5 -2 +3 8-14 0 18 +4
6 -1 +2
7-14 0 CHA Reaction Adj . CHA Reaction Adj.
15 0 +1 2 -6 13 +1
16 0 3 -5 14 +2
17 0 -1 4 -4 15 +3
+1 -2 5 -3 16 +5
18 +2 6 -2 17 +6
19 +2 -3 7 -1 18 +7
+3 -4
-4
1144-1401 © 1996 TSR, Inc . All rights reserved
1144-1401 © 1996 TSR, Inc. All rights reserved
Fafhrd The Gray Mouser
Warrior Warrior/Thief/Black wizard
Youth Peak Mature Levels : Youth Peak Mature
Warrior 4 12 14
Level Thief 7 7 7
Black wizard 3 3 3
Strength : 18/75
Dexterity: Strength : 15
Constitution : 17 Dexterity : 19
Constitution : 17
Intelligence : 19 Intelligence: 16
Wisdom : 9
Wisdom : 15 Charisma: 17
Charisma : 9 Alignment: Neutral
Alignment: Hit Points : 35/90/110
17 THACO: 17/9/7
Hit Points : Armor Class: 4 (leather armor plus Dexterity bonus)
Neutral good Damage : 1d6 (rapier)
THACO:
Armor Class: 60/130/126
Damage : 14/4/1
6 (leather armor plus Dexterity bonus)
1d8+3 (bastard sword plus Strength
bonus)
Equipment typically carried : Leather armor, bastard sword, Equipment typically carried: Leather armor, rapier, dagger.
dagger, battle-axe, longbow.
Born in the frozen northlands of Nehwon, Fafhrd was The Gray Mouser's origins are shrouded in mystery. Even
raised by his mother, Mor, in the matriarchal society of Cold he does not know where he was born or the identity of his
Corner. There he learned fighting, hunting, archery, sailing, family. He was raised by a hedge wizard named Glavas
and mountain climbing . Like most northern barbarians, he Rho, who eventually taught him the ways of sorcery. But
has a talent for thievery. "the Mouse," as he was originally called, chose to study his
mentor's black magic rather than his white. He firmly allied
Fafhrd has red hair, stands 6'11" tall, and favors a beard. himself with black sorcery when he used it to avenge his
He tends to wear his long hair in a single braid down his adopted father's death at the hands of Duke Danius .
back . He dresses in barbarian furs and manly jewelry but
takes great pleasure in correcting the opinions of those who The dark-skinned Mouser is likely of southern origin. He
stands 5'4" tall, all wiry muscle . He enjoys cloaking himself
consider him civilized. in mystery and wears concealing garments of gray. He
Fafhrd fights with sword and dagger. His bastard sword wears a cloak and hood, tunic, trousers, and soft boots . He
is fond of gray gloves that do not hinder his agile fingers.
is called Greywand and the dagger Heartseeker. On several
occasions he has been known to use a battle axe balanced The Mouser's favorite weapons are the rapier and throw-
for throwing . He also uses a longbow when hunting. ing dagger. If he has these particular weapons for more than
two weeks, he names the rapier Cat's Claw and the dagger
Like his father, Nalgron, Fafhrd is an expert climber. He Scalpel, and wields both with a +3 bonus to attack and dam-
may add a +3 bonus when attempting a climbing proficien- age. He can also attack with both sword and dagger in the
cy check. He is also adept at surviving in incredibly cold cli-
mates, having grown up in the devastating winters of the same round without penalty.
Cold Wastes, granting him a +3 bonus to survival (arctic) The Mouser's natural environment is the urban sprawl . He
proficiency checks .
is extremely streetwise and receives a +1 bonus to all rolls
The barbarian hates and fears wizardry. He has none of for finding information, bargaining, and area knowledge. In
the spellcasting abilities of his mother . Fafhrd is also some-
thing of a sucker for beautiful women. Any woman with a Lankhmar, this bonus rises to +2 .
Charisma of 16 or higher can often wrap Fafhrd around her The Mouser is fascinated by magic, but he has the unfor-
finger, effectively charming him whenever she is present.
tunate habit of losing or gambling away any magic items he
Fafhrd is not thrifty. He loves to squander his money on happens to gain. Although he is a 3rd-level black wizard, he
drink, women, and worthless baubles . When placed in a sit- does not carry a spell book . If he happens upon a spell book
uation where he has an opportunity to spend money on in the course of an adventure, he can use any 1st- or
such things, he must roll vs . his Intelligence (-3 penalty) or 2nd-level spells it contains (after first rolling to see if he can
spend as much as he can. comprehend them). However, the Mouser never hangs on
The first set of statistics listed above reflects Fafhrd in his to such a find .
early years (20 or younger) . The second set is Fafhrd's scores Like Fafhrd, the Mouser is extremely susceptible to femi-
when he was at his physical peak (21-39), and the last
reflects his power after he turned 40 and settled on Rime nine charms . Any woman with a Charisma of 16 or greater
has a 50% chance of charming him while he is in her pres-
Isle . ence .
Also like Fafhrd, the Mouser spends money like water.
Given the chance, he'll spend everything he's carrying on
wine, women, and song .
1144-1401 © 1996 TSR, Inc . All rights reserved