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‘Zfiuifor

Fasa
Written by Bill Fawcett
Cover Art by Mitch O'Connell
Interior Art by Jim Clouse
Calligraphy by Mineral Bamletta
Floor Plans by Jordan Weisman
Edited by Ross Babcock
Copy Edited by Julie Billingsley

Gaming Jubal written by R. L. Asprin

Copyright 1982 by FASA


All Rights Reserved
Printed In the United States of America

No part of this book may be produced in any form, or by any means without the
permission in writing from the publisher.

The Thieves’ World Anthologies in which this adventure takes place are edited by
R.L. Asprin and published by Ace Books.

Selected materials in this adventure are used under license from Chaosium Inc.

Published by FASA
P.O. Box 6930
Chicago, Illinois
60680-6930

-2-
contents

Standards and Assumptions


the Ambush
Jubal
Character sheets
Rinmer CD\.l\ O')O'l
l\/lelentis 9
Aethelwain 10
Kalahd em Barih 11
Perein Sept Haup 12
The Golden Lion Inn 13
Key to the Golden Lion lnn 13
The Encounter 17
The Villa of Quintus 19
Map of Sanctuary 22
The Temple of Savankala 40
The Bazaar 42
The Mugging 45
The Lily Garden 46
The Assassin 48
Caften's Estate 49
Neeblust's Quarters 51
The Box 53
The Hideaway 54
The Sewers 56
Jubal 57
Gaming Jubal by R.L. Asprin 58

-3-
Flhe %tolen ibocument
‘F0
Alerson ‘ifiartman
Ambasséor tollianke
3*?
el~1_tl'?!T’[Tit1€I‘,[lJ.11’JIJt|3[l‘.5l‘. with your efforts in the capital
at thaseibarbarians. so long astheg continue to nianuever in
the palacetlicg are not maneuvering an the battlefiela.
‘.i.i'hi5 list is being carrieb bu sea bu a trustee merchant who
shaulb be riclilg rewanieit. ttsethe names below to pass ta rne
secret dispatches and angthing you can find out aboutthe wealme ~
sses at the Zffiankan Qiourt. ‘iinese sea captains have been invaluable
aiae in watching the ibarbarians for another attack an our belavea citg
your sratner
' flea!
Aavisor To ehe King
Seth Tulwig , Qiaptain of the lifiaverioer
1-[ept Withen , Qlaptain of the 63006 tflfiinct ~ neeés maneg haolg~
Pernt sept Alenrup , Gfiwner of the fair Ulraoe careful verg greeag

tiencavenius , Qiaptain of the Sea Sprite


Zllflun l'ernwik , ®wner of the Eastern Seamaict hates Rankans
Eervellenus . 0Pwner of the Narwahl often smuggles onthe site

4
Each individual mentioned in this adventure is rated for
stanbanbs six personal characteristic which are meant primarily to
serve as a means of comparing different individuals. Much
anb assumptions more detailed information can be found in the descriptions
themselves. The characteristics are measured as compared
This adventure is centered in the City of Sanctuary and to a percentage of the general population. A Might rating
in order to utilize it fully you should have a copy of of 70% would show that the character is physically mightier
Thieves’ World from Chaosium. All of the locales and than 70% of the population. Ratings below 15% are
characters in this volume are inspired by the Thieves’ World reflective of incapacitating weakness in that area. For
Anthologies edited by Robert Asprin and published by convenience, ratings are given in 5% multiples. If the total
Ace Books. A reading of these books will give the judge population were rated then a bell curve would result.
and players greater insight into the City of Sanctuary and
its inhabitants. MIGHT
This adventure is not designed for use with any specific This is a measure of the physical ability that can be
system. Chaosium’s Thieves’ World is approved for use exerted by the character. This could range from the
with AD&D, C&S, Dragonquest, The Fantasy Trip, strength of a blow from a sword to the force which the
RuneOuest, Traveller, and Tunnels and Trolls. The general individual could exert on a door or iron bars.
physical qualities of each character are described briefly INTELLECT
and it is up to each judge to decide exactly how they Measures the ability of an individual to assimulate and
convert to the system being played. use information. The emphasis here is not on pure IO,
For convenience, two areas are presented in statistical but rather on the ability to use what information is
form: a measurement of skill in the character's chosen available to cast a spell, plan a theft, or analyze a pro-
trade, and the character's individual characteristics. The blem.
skill of each character at the various abilities needed by KNOWLEDGE
their trade is rated on a scale of 0 through 9. Measures the information that the character personally
retains, from both formal training and streetwise exper-
0 Totally unskilled or unfamiliar. This is the skill a ience.
peasant would have with a sword the first time he STAMINA
picked it up or a sailor the first time he tried to ride Stamina is a measure of the ability of a character to
a horse. continue to function after extended stress, with wounds,
1 A novice who has rudimentary knowledge of his craft or under any form of duress. It also reflects how disease
or skill. resistant and robust is the individual.
2 Apprentices are commonly at this level. They have COORDINATION
enough skill to be noticeably above the common Measures the manipulative and general movement of the
crowd, but are far from being truly skillful in their hands or body. This is a concern not only for theft and
use. fighting, but also for balancing, climbing walls, not
3 This is the level of the least competent who is still slipping on wet surfaces, and the like. Reflexes are
able to earn a living. The common soldier, man-at significant in this measurement.
-arms, mugger, or journeyman fall into this group. APPEAL
4 These are both measures of greater professional Reflects the appeal of the individual to those with whom
5 ability. he interacts. As such, it will vary if the individual is
6 By this point hard effort and natural ability are acting in an unusual way or is dealing with a situation
required. A person at this stage of accomplishment far afield from his normal area. For example, a lady
has begun to be noticed as being noticeably good at who works on the street of Red Lanterns may have a
whatever he does. relatively high Appeal rating, but if she is attempting to
7 This is a truly skillful individual. He is visibly a rally warriors, her Appeal would be far below that
cut above others in his trade and often admired or listed. Tempus, on the other hand, would have great
followed by those of lesser ability. Here are the Appeal as a commander, but rather less if attempting to
guildmasters, the captains-of-the-guard, the sea convince a scholar to change his views.
captains, and the like.
8 Few exceptional individuals reach this category of A Few notes on Adventuring in Sanctuary
accomplishment. These are the elite, and the number
in any type of occupation is few, e.g. the Hellhounds. MONEY The monetary system of Sanctuary is rooted
in poverty. The most common coinage is copper pieces. If
9+ This classification includes the few individuals whose
skill is great when compared with anyone in the
the players were as rich as most gaming characters they
Rankan Empire. These are the great Warriors such as
would not be sell swords. Each character should have a
limited amount of money to start the game. One gold
Tempus and the Great Wizards.
piece, ten silvers, and perhaps 20 coppers is recommended.
It should be remembered that this is literally all the wealth
each player has in the world and if it is used up in bribes,
etc, he will need to find a quick way to obtain more.
TIME Along with money, time is very much a limiting
factor in this adventure. The party has been given three
days to find the document and expose the traitor. This
increases the significance of the time it takes to complete the ambush
each action, such as walking to a new location, reacting to
a random encounter, or even sleeping. (Do insist that the Your first warning was the scream of someone in the
players sleep at least four or five hours a night; they do so main group behind you. In the few seconds it took to rush
at Jubal’s Estate.) back to the beach it was all over.
A good discussion of the size of Sanctuary is included in Waves lapped bleakly over the legs of one hapless sailor
Chaosium’s Thieves’ World. As a rule of thumb you might who had barely made it out of the boat. Three others and
insist that it takes three minutes to traverse a normal block two of your fellow hawkmasks lay sprawled, their blood
hurrying, five walking, and one running. This means that it staining the sand. Their attackers with the box you were
would take about 45 minutes to go from the Avenue of sent to guard can be heard splashing across the fringes
Temples to the Bazaar if the party doesn't dally along the of the Swamp of Night Secrets and all rush in pursuit.
way. Double this time for winding and unfamiliar streets The odor quickly reminds you of the drainage destina-
as in the Maze. tion of much of the city's sewage. Boots stick and it is a
VIOLENCE Prince Kadakithis is determined to bring constant battle to stay on your feet. On your left you hear
law and order to Sanctuary. Outright violence and hack a low, constant stream of mumbled curses. Out of the
and slash behavior will quickly get the entire party impris- corner of your eye something splashes away through the
oned or hung. This is an adventure requiring finesse, muck and disappears into a stand of reeds.
though there may be a need to fight. If the adventurers of The edges of your hawkmask rub against the sweaty skin
the party go about bashing heads and starting fights, they at the edges of your face. Sweat begins to run into your
are likely not only to bring down the authorities upon eyes and there is no way to wipe it off below the mask.
themselves, but also to increase Jubal’s displeasure. As Finally you begin to slow.
hawkmasks, their actions will reflect back upon him and his All of you stop without a command. Over your rasping
entire organization. breaths only the swamp noises can be heard and as your
breathing returns to normal the distant sounds of Down-
wind and Sanctuary beyond become audible. Nowhere
can be heard the splashing that would be made by fleeing
men. Whoever it was, they have escaped.
As the excitement of the pursuit fades, the realization
that you have to face Jubal grows, a prospect made no
more pleasant by the recent memory of the long harangue
he had given you less than an hour before on the great value
of the document being brought to him by the smuggler.
This was going to be a very unpleasant night.
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-5-
Stumbling from the swamp another surprise awaits you Six Documents are also included with this adventure.
on the beach. Someone had returned and stripped the These may be given to the players to read when they are
bodies. Surprisingly little seems to have been taken yet discovered. This will add realism to the adventure and save
every piece of clothing is strewn about and the boat has the judge repeating their contents for the players to copy.
been literally smashed. From the amount of tracks visible The descriptions of several of the buildings include more
in the sand there must have been a large number of men detail than is needed for this adventure. This is to allow the
searching. Gathering up the possessions of the slain hawk- players to possibly rob them to replenish their money.
masks, one of you points out that the-tracks of this second These may also be used in your own adventures in
group cover a narrow, churned up line south along the edge Sanctuary and with other FASA adventures to follow.
of the surf. Finally you begin to walk inland towards You will find a map of Sanctuary, specially as found in
Jubal's Estate . . . the Thieves’ World game package from Chaosium, a sub-
stantial aid in adding color to the adventure and measuring
the passage of time.
JUBAL

You should play the part of Jubal facing the players


when they return from the beach. Jubal is angry and, more THE CHARACTE R SH EETS
importantly, concerned with the loss of the document they
were escorting to him. Rant and rave about their incomp- Enclosed are five double-sided character sheets which are
etence and the value of what they have lost. (It is equal in actually for two groups of five characters for this adventure.
value to about ten years of their pay at minimum). Show It is recommended that these, rather than the gamer's own
concern also for the loss of two of your experienced hawk- characters, be used so that the identity of the traitor will be
masks. more difficult to determine.
When you have finished storming (about a minute is The first two thirds of of each side of the sheet for each
sufficient), ask the party to give you a report on all that has character are identical. On one side a section has been
happened. When they have finished, in a slow voice express added to each of these biographies telling of how that
the realization that the party was ambushed and so some- character became the traitor. There is really little in the
one had to know when the landing was occuring. This adventure itself which will expose the traitor. It must be
means that there had to be a traitor. Then state simply that judged by the character's actions as played by whomever
the only people still living who knew there was a landing gets the traitor sheet.
tonight are in the room. There has to be a traitor and he To begin the game, pass out thefive characters randomly.
is one of the party. End the meeting with the following: (lf there are less than five players pass out a lesser number,
“I cannot allow a traitor to stay in my service. One of but the adventure plays better if there are no less than
you is a traitor and right now I don't know who. Just as four.) To all but one gamer, pass out the sheets with just
importantly, the document l lost must be recovered. the biography side up. To the other gamer give the sheet
Already too many know it exists. It is not necessary for including the story of how he became a traitor. Be sure
you to know what it is, but it is necessary for you to get it to warn each gamer to keep his sheets hidden, but leave
back. them for players’ reference later. Any player who shows
“All of you have failed me. One of you is a traitor. You his sheet to another (to prove that he is not the traitor)
have three days to get the document back to me and prove should be expelled from the game.
to me which one has betrayed me. Should you fail l'll If you want to create real confusion pass out two sheets
search you out even if you hide in the deepest cellar of for traitors. This leads to all sorts of strange complications,
Carronne. You have three days to make up for your but run the adventure with just one traitor first.
failures and bring me proof who among you betrayed us THIS ADVENTURE IS A TRUE ROLE PLAYING
all." ADVENTURE. This means that the gamers and the judge
As the party leaves Jubal's office they are greeted by must take care to play the personalities of the characters as
Pentham, one of the older hawkmasks whom Jubal often accurately as possible. Both the player characters and the
uses as a contact with the locals. He informs the group that numerous NPCs in this adventure can all be assumed to be
he is bringing Jubal the information that a party of mercen- virtual strangers (all new to being hawkmasks) and some-
aries were hired in the maze the night before by an un- what unfamiliar to Sanctuary as well.
known Rankan. Further, he has just been informed that .-

one of those mercenaries is wounded and is hiding in a


room at the Golden Lion. He will then have to hurry along
to report this to Jubal. At this point the party should
decide what action to take.

Notes on Judging TRAITOR

Several floor plans and documents are included with this


adventure and you may wish to use the former as the
characters arrive at the various buildings. A description of
the buildings and their contents are included in the text.
pursuers (who appeared to know the maze as well as he),
Rinmer took to earth. The next day an urchin informed
him (for a copper piece) that the body he had robbed
belonged to a hawkmask who was off duty. Jubal had sent
ninmen several goups out to search for him and worse yet, Rinmer
had been identified by his shortness and stout build.
Might 75 Seeing no benefit in a confrontation, Rinmer spent the
Intellect 55 next two days enjoying the ocean air on a fisherman's ship.
Knowledge 75 The hold smelled badly at night, but the daytime air and
Stamina 80 sun were pleasant. For a moment Rinmer considered this
Coordination 90 way of life for himself, but the visible poverty of his host
Appeal 40 ended that speculation.
Fighter skill 3/Thief skill 4 y When Rinmer returned to shore he was faced with the
sword, dagger, garotte, Leather and helm problem of having earned the emnity of the city's crime-
lord. Seeing no benefit in further hiding, Rimner boldly
Rinmer is a product of Downwind where he was born. presented himself at Jubal's gate and a few minutes later he
Abandoned in youth by his parents, he learned the ways of was hustled into the presence of the hulking, dark leader of
the streets through necessity. He would like to see himself the hawkmasks. Producing all that he had taken, Rimner
more as a thief than as a warrior. Still young, at 19, he stated that he had not known the identity of the victim and
bears the scars, both physical and mental of his youth. was not the killer. Fortunately for Rimner, the real killer
Rinmer is physically small and has spent his life fending off had been found and had promptly disappeared again -
bullies who were twice his size but now that he has reached permanently. Jubal was impressed by the bravado of the
manhood, his form has filled out and only a very drunk small thief . So on the spot he offered him the dead
antagonist sees him as an easy mark. He may be played as a man's place as a hawkmask. Since then Rinmer has proudly
dwarf. strutted through the town in the blue hawkmask, fearing
only Tempus and the Hellhounds.
Two days after Rinmer became a hawkmask he was
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approached by a comely lady with whom he had a passing
-1 »
./ _ /////////.
\‘ . N acquaintance on the Street of Red Lanterns. She was
r’-"’/’ -/ \ . carrying a message for him to accompany her and wrapped
inside it was a large piece of gold. Following the lady, the
-\/
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Vulgar Unicorn Tavern. In the dimly lit room he spoke
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with a hooded man whose accent betrayed him as being
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from Ranke itself. Speaking in low tones, as if to disguise
2;»
\ '. 49
his voice, the stranger offered Rinmer a substantial sum if
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© shipment that night. ln return the stranger poured onto the
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the stranger promised more money would be his after the
signal was given, Rinmer readily agreed.
There is little chance to develop a conscience in the
Downwind, and Rinmer never saw the use in having scru- That evening, when Rinmer and several others were
ples. He is very much an opportunist who looks out told to rest because they were to guard a smuggler's landing
for ‘number one’. When he became old enough to survive that night, Rinmer put on a new red scarf recently bought
beyond the support of the gang of children who protected and went on a walk. He never realized the full import
each other, he crossed the river and moved into a hovel in of what he had done until the ambush was sprung. When he
the maze. From there he apprenticed himself to thieves found that he had survived, the thought of confessing his
and out-of-luck warriors until he felt confident with wea- actions to Jubal never even entered his mind. With so many
pons and in his thieving abilities. In the last year he has hawkmasks dead or wounded, the fate of a traitor who
done fairly well on his own, prowling the streets at night caused this situation would not be debated. Now Rinmer's
and occasionally committing a burglary. thoughts are mainly concerned with passing the blame onto
Rinmer's luck changed when he happened along a fresh another and collecting the rest of the gold that was pro-
corpse on the Street of Smells. Seeing no one, Rinmer mised.
quickly took from the body a considerable wealth in coins
and jewelry. As he _was finishing frisking the corpse he saw
three men running toward him and by their silence he knew
that they were not the city guard. Managing to evade these
tioned about his roots he will be evasive, then belligerent.
He is currently a deserter from the llsig army, though he
bears them no malice. There had been an unfortunate
melentis incident with a young officer who had embarassed Melentis
in front of several comrades. The officer has now been
Might 80 assigned to a desk job where the inability to use his left arm
Intellect 85 does not interfere with his duties. After the fight Melentis
Knowledge 50 left camp one jump ahead of the patrol sent out to bring
Stamina 75 him back to the commander. He had with him only his
Coordination 55 arms and the clothes he was wearing.
Appeal 30 During his flight Melentis took refuge in a caravan where
Fighter skill 5 Lepev Orlo, a travelling merchant, took a liking to him and
sword, battle axe, chain and helm, no shield hired him as a guard. Later Lepev bribed the border guards
to let him through; Melentis considers Lepev his only true
Melentis is a warrior by trade. At age 30 he has served friend. Lepev then had some economic setbacks and they
in both the Rankan and llsig armies, in neither of which parted company in Sanctuary. Shortly after this Melentis
did he rise above the level of common soldier. Melentis is was recruited by Jubal and has spent the last six months as
actually quite bright, so this is due less to a lack of intelli- a sell sword of the Hawkmasks. He has heard that Lepev
gence than to his propensity for picking fights with super- has returned, but has not had an opportunity to look him
iors (and winning). He is belligerent when challenged and up.
prefers to fight with great war whoops and broad swings of Melentis has received a message from Orlo that he has
his weapons. For all this flamboyance he is a competent suffered even more economic reverses in llsig and is in grave
warrior and possesses a cool head when not in battle. danger of being cast into debtor's prison. Lepev Orlo isalso
aware of a marginally legal venture that is just starting
which could easily restore his fortunes. He needs capital, a
few hundred gold pieces, to put up a share. Without it
///1%,‘. L; _\._~_ \,
his prospects look bleak and the note appeals to Melentis
for any help he can give.

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Red Lanterns. When he was offered nearly 100 gold pieces
merely to let slip one bit of information to a red headed
stranger, it was too great a temptation. He took the gold
and revealed where he and his comrades were to meet that
night. He is now carrying the gold with him in two small
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Melentis was raised on a poor farm at the edge of the


mountains several days North of Sanctuary. Due to this
location he was exposed to both the fierce independence of
the Mountain tribes and the more civilized ways of the
lowlands. Being poor and undistinguished, Melentis was
never really accepted by either group. He was considered
too soft for acceptance in the mountains and was snubbed
as too crude by those living in the towns below. All of this
has given Melentis a chip on his shoulder. He reacts rapidly
and violently to any insult and is likely to pick a fight with
anyone who disturbs his sensibilities. Now that he has
developed competent fighting skills Melentis actively seeks
to constantly prove his superiority to the Mountian
Tribesmen. He will often pick fights with one (or even
two) in taverns or in the bazaar.
Melentis fled his family's farm after beating the son of
the local tax collector nearly to death. He has never return
ed and knows nothing of the fate of his family. If ques-
him) assistance of his father Aethelwain was taken on as a
pupil of the greatest swordmaster in llsig. In return
Aethelwain studied and practiced with the intensity of a
aetbelwain driven man. He was hoping to wipe out his dispair through
hard work. Part of the training allowed Aethelwain to
Might 50 fight in the ‘Florentine’ style with a sword in one hand and
Intellect 75 a dagger in the other. The dagger may be used either to
Knowledge 70 increase his defense or as an offensive weapon, thus creating
Stamina 45 two attacks in a phase of com bat.
Coordination 80 Eventually Aethelwain could no longer stand being in
Appeal 70 the same city where he had lost so much. Less than a
Fighter Skill 6 month ago he reached Sanctuary in his aimless wandering
sword, dagger, chain, leather helm and was almost immediately accosted by a thief while
travelling through the maze. In front of several witnesses
Aethelwain is a slight, small sell sword. (Play as an Elf). he easily defeated one known to be a rather skillful mugger.
He looks even younger than his 22 years and although not The news of this caused Jubal to recruit Aethelwain. Jubal
weak, he appears almost frail due to his slight build. has yet to hear from llsig of Aethelwain's past.
Aethelwain refuses vehemently to speak of his past and will The strongest lesson Aethelwain has learned is to not
either change the subject or simply leave the room if talk of himself. He has become very taciturn and moody
pressed. Even Jubal has been unable to get a lead on the since he lost his powers and the sight of any powerful mage
past of this hawkmask. Part of this may be related to a reminds him of the potential he foolishly lost. Because of
leather headband Aethelwain wears at all times, even in his this, neither the townsfolk or the S'Danzo of Sanctuary are
sleep. Unusual symbols are inscribed upon it; Aethelwain aware of his heritage. Aethelwain, having been raised by his
says they represent part of a solemn vow he has made to his mother, speaks the S'Danzo tongue, but so far has kept
gods, but cannot reveal the vow. this knowledge a secret. He is not hiding the fact (it is
somewhat stylish in Sanctuary to use a S'Danzo word
occasionally), but simply has not come up. If asked
\=§\ where he learned the tongue he will answer vaguely. He

K xx. feels some affection but not real kinship to the S'Danzo of
Sanctuary. .
,///yu 1?.'i'- Q. _ While not talkative, Aethelwain is a keen listener and
very observant. While serving as a guard on‘ JubaI's estate
"'"".' .-, l -‘r he overheard a conve'l'sation between Jubal and someone
- <'"\ with a Rankan accent. Although he cound catch only
7. _’ ;'=;,__ E;-.2-:1__-:._t_ ,1 "
snatches of the conversation, Aethelwain was able to
determine that a deal was being struck with a noted Rankan
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for a valuable item which will cause the llsig government
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the meeting and the fact that Jubal would be supplying
several hawkmasks to act as guards. The final comment
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nose of Herentz', Aethelwain's father.
Although Aethelwain had no great love for the father
who rarely visited him, the chance to prove his value was
»-. .-o'~-

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too great to resist. Later that day when approached by a
stranger in the Bazaar, Aethelwain traded his information
1|. I. I . A . __-I|-"—*—r _j-

Aethelwain was once a mage of the Blue Star. He had for the promise that he would receive the document after
been young but talented when he began the training that it was copied. It was later a simple matter to be available
accompanied the vows. The training itself was difficult and when the crew of guards was assembled.
one evening Aethelwain snuck away from the barracks and
got very drunk. Somehow, perhaps because he feared the
enormity of his chosen future, Aethelwain let slip his
‘Secret’. He was really the bastard son of the chief advisor
to the Rulers of llsig and a S'Danzo princess. If pride or
any other reason were to cause Aethelwain to reveal his
Noble heritage, then his powers would be lost to whomever
he told. With the loss of his powers the Blue Star tattooed
upon his head blurred into a blue blotch. Aethelwain care-
fully covers itwith the leather headband and would likely
die before allowing another to see what he has lost.
With no magic Aethelwain turned to skill at weapons as
a means to better himself. Through the subtle (unknown to
left but still Kalahd had great plans. When a group of over
20 pilgrims happened near, the temptation was too much to
resist, even with the disparity in numbers. Unfortunately

halabb em banib several of the Pilgrims turned out to be the sons of nobles
and were well armed beneath their desert capes. Four of
the bandits were killed outright and Kalahd and another
Might 65
were captured.
Intellect 85
The pilgrims were travelling to a shrine far away and did
Knowledge 65
not wish to be burdened with prisoners. They were on the
Stamina 80
edge of putting Kalahd to death when one of them pointed
Coordination 75
out that this was hardly a worthy action for those on a
Appeal 35
pilgrimage. All agreed and to be merciful they cut the
Fighter skill 4/Mage skill 2
tendons in the left legs of both men and left them to
scimitar, dagger leather, shield
literally crawl away. Kalahd‘s last follower died in the
ordeal of trying to return to their camp.
Kalahd is unusual in that he deals with non desert
Eventually Kalahd's leg healed enough to allow him to
nomads. He is the son of the Shaman/Wise man of his clan
travel. Disgraced before the people to whom he had
and so learned both the ways of fighting (as every man
bragged upon his departure, he was forced to travel where
had to) and some magic. His father was a specialist in Fire
no one would question him. For the last twenty years this
magic and so the minor magics under his control all deal
had been Sanctuary. For a while he had served with the
with this element. Kalahd is older than most of the hawk-
llsig garrison as a sell sword and when it became apparent
masks (40+) and the dryness of his dark skin and slowness
that the city would easily fall he resigned merely by chan-
of his speech accentuate this appearance. He has lived in ging out of the uniform. Since then Kalahd has earned a
Sanctuary for so long that he has only a trace of accent marginal living as a bodyguard and by guarding caravans.
when excited or amused. Tending to wear long, loose robes
One of those who recently hired Kalahd as a body guard
Kalahd often hides an insurance dagger strapped to his ribs.
became involved in a feud with Jubal over the importing of
He is friendly in the company of those he knows well, but
slaves and upon his death a few months ago in an ambush
sits quietly when a stranger is present. By habit Kalahd is near the Swamp of Night Secrets, Kalahd approached Jubal
always on the alert for an unexpected attack; he will for employment. Having been a worthy foe, Jubal quickly
always sit with his back to a wall and watches behind
accepted him. _
him whenever walking. Kalahd still bears a grudge against all those who act in
the name of religion or display their devotion in any way.
He often surprises people with the vehemence with which
he condemns the hypocrites who claim to represent the
gods.
44
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Second on Kalahd's hate list is Molin Torchholder. He
1/Q};1 -2
had paid special attention when a notable in a none too
\§,;':" effective disguise visited Jubal. Overhearing the conversa-
2;:
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tion while guarding the door (which came somehow slightly
\ ajar), Kalahd found out that a valuable document was being
\\N smuggled into the city. Molin claimed loudly that with this
<3‘ %\\ ' document he would become a hero and return to Ranke in
Triumph. Kalahd's spine stiffened when the Torchholder
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then bragged that he would return with an army of masons
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and build the greatest temple ever seen. With those words
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Molin and Jubal toasted to their success.
Calling a comrade to replace him with the excuse of
‘relieving himself,‘ Kalahd hid just beyond the gate and

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The life of a desert nomad never really appealed to


‘fif
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/\\\\§ began to follow the Rankan priest. He had gone only a few
blocks when he felt a dagger at his throat. it seems that he
was not the only one following Molin Torchholder. In a
whispered conversation, Kalahd bought back his life with
Kalahd who was ambitious beyond his small clan. In his the information he had overheard then, shaken and
youth Kalahd organized in his mind a great alliance of all troubled, he returned to his post at Jubal's door.
the desert peoples (under his leadership of course) who For a long time Kalahd debated with himself over telling
swept into the cities of llsig and placed him upon the Jubal of the secret having been lost, but pride and the lack
throne. The reality was rather less. of a way to explain his actions held his tongue. Partially to
When Kalahd reached manhood he left his clan to join make up for this, he made a point of being around when
a group of other youths who became bandits and lived the guard was organized. After the battle, fear of Jubal's
by pillaging the caravans. This proved to be a difficult and retaliation kept Kalahd quite. If possible he will seek to
less than rewarding life. By the time Kalahd had risen to place the blame on any member of the party who displays
the leadership of the group there were only five others any religious tendencies.
was exposed to a group of holy men travelling to llsig and
was greatly impressed by their piety and sense of purpose a
few months later, on his next voyage to llsig, he regretfully

perzein sepf baup left the ship and joined their temple as an acolyte.
At first the knowledge and new environment were
enough to keep Perein occupied but after six months the
Might 95
mystique of temple life began to wane. Not much later the
Intellect 80
High Priest had a long, friendly discussion with Perein as to
Knowledge 70 whether or not he was truly meant to be a priest; the next
Stamina 70 morning Perein left llsig. (You may wish to play Perein as
Coordination 50 multiclassed Fighter and Priest, skill level 2; consult with
Appeal 40
the Judge). A few months later, his ship was attacked by
Fighter skill 4/Seamanship skill 3 pirates and Perein was forced to dive overboard to avoid
sword, mace, glave Chain, shield being captured as a slave so he swam ashore onto a small
island south of Sanctuary, his shirt and pants his only
Perein is originally from the distant city of Caronne
possessions. The next morning he was able to attract a
where he was the son of a noble. He shows signs of this
fishing vessel and for a day's work was taken to Sanctuary.
breeding in his behavior by which he attempts to achieve
A few days later he approached Jubal as a sellsword.
the deportment of a gentleman thus often raising conflicts
Perein still bears a deep grudge against those who aban-
with his duties as a sell sword. Raised by his moderately
doned his father to take the blame for their revolt. Because
wealthy family on the outskirts of Caronne, Perein led a
of this, Perein was quite interested when approached by a
fairly normal existence until his father was caught in an
hooded stranger in the bazaar. In the shade of a melon-
unsuccessful palace revolt. His father had actually played
sellers stall they spoke of llsig and the betrayal of his
only a small part in the leadership but a scapegoat was
father and in the course of the conversation the stranger
needed. At the age of twelve, Perein watched his father
casually let slip the fact that one of the true leaders of the
tortured and hung at which point all the family's titles and
Revolt was smuggling certain items into Sanctuary with
lands were lost. I
Jubal's help. It would give Perein a good measure of
revenge and some gold if he could let the stranger know
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when the next mission to guard smugglers was scheduled.
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A few days later Perein was told to be ready for night
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duty in the Swamp of Night Secrets. His thoughts were
too clouded with his desire for revenge to question how a
' rll stranger knew so much of his past. By the time he realized
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With the family estate confiscated, Perein was appren-


ticed to a sea captain who had once dealt with the family
and for the next several years he served on a merchant
vessel that traveled between Caronne and llsig. During
these years Perein grew to be a giant of a man standing over
6 foot 7 inches. His strength grew from the rigors of
shipboard life and his skill with a sword improved by the
not infrequent encounters with pirates. Now at 28, Perein
is at the peak of his strength. He again uses his title, but
few know of its significance in Sanctuary. L
Perein's size often fools those with whom he interatcs
into thinking that he is slow or stupid but nothing could be
farther from the truth. While still a noble Perein had
received a goodbasic education and his travels have broad-
ened and sharpened his knowledge. Two years ago Perein
the golben lion KEY TO THE GOLDEN LION
Located at the edge of the bazaar, the Golden Lion is Rates: room per night: 1 silver
often frequented by sell swords and the rougher type of bed per night (bunk): 2 coppers
traveller. Because of this clientele there are often notices (both rates include dinner, but no beverages)
posted here of caravans‘ need for guards, private parties The first floor of the Golden Lion is lit by the fireplace
interviewing bodyguards, men wishing to join expeditions, and two large lanterns suspended over the bar. The few
and the like. The party is likely to recognize men of all windows are barred with rusting, but still substantial steel
nationalities and races. gratings. four large tables are visible from the door and a
The Golden Lion is comparatively high-class for this slightly smaller table is hidden from sight by a curtain to
type of clientiele. The head guards of caravans and mer- the left of the entranceway. Couples seeking privacy or
cenaries who have coppers to spend stay here. For those merchants dealing who wish to keep their business secret
less fortunate, lesser hostels or doorways serve for the often will use this table (leaving a large tip with Marnelen
night. If a caravan regularly passes through Sanctuary it is for the privilege). A large open fireplace is used mainly for
common for a generous merchant to rent one of the larger heat as the cooking is done on the second fireplace against
rooms of bunks and treat his men to a night under a roof. the back wall in the kitchen. The bar is made of narrow
If the venture has been particularly successful, or the guards planks and is worn smooth from years of use. Normally
and drivers have showed outstanding courage in the face of Marnelen and his daughter do all of the work but when a
storms or bandits, it is somewhat of a tradition for the large group is expected Marnelen will hire temporary help.
caravan owner to order a barrel of beer or a keg of wine Behind the bar are two rooms and the stairway to the
for them and this tradition the owner, Marnelen Stout, partial basement. Marnelen‘s room doubles as his office:
heartily encourages. basically plain with a table, two cushioned chairs, a wall of
The fare is of substantial quantity, if only passable shelves containing personal possessions, and records, and a
quality, specially featuring mutton and vegetables. When bed. The only outstanding item in the room is the rug
a particularly well heeled caravan is in town Marnelen will which is a finely crafted nomad rug made of wool intricat-
allow Haakin, the sweetmeat vendor from the bazaar, ely weaved with several designs. Marnelen received it once
to sit in a corner and offer his wares. On a particularly hot from a merchant who went suddenly bankrupt while
day Haakin will stop in and trade one of his sweetmeats putting up his caravan at the Golden Lion. It was well
for a glass of wine. While the two are not close friends, this worth the bill. In addition, the merchant told Marnelen
has been going on for several years. that a curse was woven into it which would harm any man
More often than not, the sweetmeats will end up being who stole it. (This is false, but Marnelen likes to mention
eaten by Grenelde, Marnelen‘s daughter. Her mother the curse whenever his prize rug is noticed). Marnelen
had diedin childbirth and Grenelde has been raised in the keeps each night's take under a loose board in the floor
rough-edged ways of the tavern. Grenelde is a large woman, hidden under this rug and the curse story is well enough
about 25 years of age, quite stout but sporting under the known that so far he has never lost this cache. Marnelen
fat a strong set of muscles. Grenelde is rather loud and keeps a sword under his bed and cudgel under the bar. The
does not accept casually any comments on her girth. A kitchen and storage area serves as Grenelde‘s room. Of this
favorite practice of Golden Lion regulars is to trick some there is little evidence except for a bed in one corner, a
poor guard into an indiscreet comment and then watch the chest under the bed (clothes only), and a small mirror that
poor warrior driven out of the door by Grenelde armed can be set up on the table. On the table are several pieces
most often with a broom handle. Hakeim, the story teller, of cutlery including a formidable cleaver. Grenelde keeps
is said to be unwelcome there for having made some well- her personal wealth (1 gold, 11 silvers, 40 coppers) in a bag
phrased jest at Grenelde's expense. More likely he avoids nestled in a jar of flour on the top shelf nearest her bed.
the rough crowd. Still, his presence is somewhat unusual in There will be several guards and drivers from a small
the Golden Lion and often indicates that someone there caravan in the Golden Lion on the night after the ambush.
knows a story of which he wishes to learn the details. If They are mostly new to the Inn and will avoid any ruckus,
present, Hakeim will sit against the wall and near the door.- merely there to relax, drink and sleep in a soft bed. Only
He and Grenelde will exchange glares, though if there is an one regular is among them: Grey Astrem, the chief camel
audience Hakeim will assume an air of persecution. driver. Astrem has been there several times before and if
Grenelde does all the cooking. the party stays for any period of time he will attempt to
trick either one of them or the guards into insulting
Grenelde. If the stranger is attacked, the rest of the caravan
will come to his assistance. (4 guards - fighter skill level 2,
3 drivers and fighters - level 0). As in most barroom brawls
no one will draw a weapon or attempt to do real injury
unless one of the party does so. If the party forces its way
past Marnelen to reach the wounded stranger, one of the
drivers will go for the city guard. (arrives in 1-6 turns).
Marnelen will give the party a key to the wounded man's
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basement

room if he is asked discreetly and offered a bribe of at least and ribs. It will be apparent by his gasping breath and
five silvers. pallor that he is on the edge of death. If Marnelen is
with the group he will rave about how the clod is bleeding
SECOND F LOOR onto his best sheets. A few coppers will quiet him and
hurry him on his way for fresh linen. (lf the wounded man
The windows on the second floor are curtained but not dies, he can rent the room again.)
barred. There are two large rooms of bunks each with a
capacity of 10 men. Normally Marnelen will sell all of the THE BASEMENT
bunks in one room to save the second for any large group
who will pay extra for their privacy; this second room also The basement of the Golden Lion is only a partial
boasts a table and six stools. The bunks are straw pallets basement primarily beneath the kitchen area. At the base
with fairly clean blankets over the straw. The degree of of the stairs is the bottom of the kitchen's fireplace with a
infestation is mostly based upon who has used the bunk the metal door measuring a foot square from where the ashes
night before though Marnelen prides himself on changing are removed. If the door is opened the ashes will spill out
the straw at least once a week. The rooms are similar to onto the floor. An empty bushel basket under the stairs is
barracks and as such have the characteristic odor of too normally used to empty it. Most of the basement is used
many unwashed bodies. Baths are available for 2 coppers for storage. There is a substantial collection of beer casks,
in the kitchen after dinner has been served. The better wine bottles, and a dozen small casks of wine. Along the
rooms are on the North side of the floor: two relatively north wall are wooden bins in which Grenelde stores grain
comfortable furnished rooms and a private dining room and vegatables. Directly behind the stairs is a small area
which Marnelen rents out specially for 3 silvers per hour. containing a table and four chairs used by those who know
When it is in use Grenelde often stations herself at the to ask for it and who give a few coppers to Marnelen. When
bottom of the landing to ensure that none of the travellers this area is in use he or Grenelde tend to stay at the top of
disturb the diners or linger near the door too long. For this the stairs and if Marnelen has ever heard anything while
she usually expects a copper. standing there no one can say. The fact that he has never
The wounded man will be in the center of the better acted on anything he might have heardhas helped his
rooms. He will be wounded badly and bleeding from his leg reputation for discretion.
THEENCOUNTER _ MARNELEN
Might 80 4.-
When the party arrives at the Golden Lion Marnelen will Intellect 55 __»,' - I "'-‘W
be aware that he has a wounded guest upstairs and consi- Knowledge 70 A M/ y i
ders checking on him himself. He will not know him Stamina 60 \\\ - §,____-/'1
1 -.-I
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but is protective enough about his customers that he Coordination 40 .-,8, rja ~"" U
will question the party as to why they are searching out the Appeal 60 ,.\
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wounded man. Fighter skill 2 -I I II
A bribe of at least 2 silvers and a reasonable excuse, Innkeeper skill 2 / I
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(i.e. the man stole something from them) will suffice Human 5'10” -‘s;_.
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to gain Marnelen's approval. He will accompany the party 230 pounds 5, s;ji_.,-,_ iv ,'
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upstairs to make sure that they don't break up the room in Age middle 505 ».-
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knock.
If the party attempts to force its way past Marnelen Marnelen was once a soldier in the army of llseg. He had
he will resist until he feels that he has made enough of a given up that life upon meeting his wife while he was on
gesture to keep his reputation clear. Then he will sulk border duty. They settled in Sanctuary which was the
while awaiting the city guards. Grenelde will also approach garthest they reached when their money ran out after
the action, cleaver in hand (treat as a hand axe, but neither leaving llseg almost 30 years before. For a few months
will start anything but they will attempt to stall the party times were very hard for the young couple but their lot
from leaving until the guards arrive, summoned by one of improved when Marnelen was hired as the bodyguard and
the caravan drivers who has slipped out. bouncer for the former owner of the Golden Lion. Allow-
Once in the room the party will find a wounded sell ed to stay in the kitchen, the couple did well and soon
sword, one with a poor reputation and hireable to anyone. developed a close relationship with the owner, the comfort-
Named lbus, this mercenary will be nearly dead and will able arrangement continuing for nearly three years. During
appeal to the party to get a doctor or healer. If refused he this time the owner lost his only son who was killed by
will offer to trade information for assistance and if the bandits while buying dates from the nomads. He became
party agrees, he will answer their questions. severely depressed and began drinking constantly so
Marnelen and his wife kept up the Golden Lion for him and
POINT OUT TO THE PLAYERS THAT HE IS SINKING tried to help. When the owner was found in a gutter with
FAST AND THEY HAVE APPROXIMATELY TWO his skull bashed in the couple merely stayed on and kept
MINUTES TO QUESTION HIM. the place going. After over two decades no one has come
forth to claim the inn and very few. even remenber how
It is important that the party learns that lbus was hired Marnelen gained it.
by a red-haired Rankan. Other than this he knows only Marnelen is basically a cautious man, concerned primar-
that he was offered a gold piece the afternoon before to ily with the Golden Lion and his daughter. He was muscu-
be at the bazaar when it closed at sunset, ready for a night's lar when younger and is still strong, but flab covers much of
work. He will swear that he didn't know Hawkmasks were his girth. He is comparatively jovial and can be downright
to be ambushed or he would not have gone. happy when money is flowing in. He has remained some-
The party of mercenaries of which lbus was now a what aloof from all the dealings of the bazaar and nearby
member, was instructed to obtain the cherry wood box. maze merely by taking the attitude that it is not his busi-
The red-haired Rnakan would meet them afterward at the ness and because of this the Golden Lion is-frequented by
edge ofthe Bazaar and reward them each with two more the better class of fence and many of the caravan mer-
gold pieces for a successful ambush. lbus was too weak chants.
from his wound and no one was there when he got back.
Feeling weak he just went back to the room he had rented GRENELDE
with part of the original gold piece. He does not know who Might 70

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the other ten sell swords were or who the Rankan was. Intellect 45 \# ; I /

They were under strict orders not to open the box. l<now*edge 30 /I
AFTER TWO MINUTES OF QUESTIONS IBUS WILL
DIE. Marnelen will ask the party to dispose of the body, , so V , /F t, _t._ _\\t
but will not insist on it. Appea 25 ',// \'\.\.\\\\\
If the party has been so indiscreet as to describe what Fighter skill O i J l\I\\\l
they are searching for they can assume that word of it will Cook skil 2 ‘J } i ll IQ,
be all over town by the next day. If this is the case they Human 5' 8” Q‘x
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should be called before Jubal by a messenger and told to 200 pounds \§*‘\\_
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keep their mouths shut. He does not want every petty thief Age 25 I // I l " ls,
after his document and he definitely does not want the 1. ..$\
town to know that something was successfully stolen from
him. Grenelde is a large, loud woman, not very happy with
her lot in life, but having inherited her father's conservatism
she is afraid to leave the Inn. Rather disillusioned with
men, Grenelde still nurtures the hope of being wooed by a Astrem is the head of the drivers and unoffical head of
handsome young caravan owner. Unfortunately she has the guards for a local merchant who has employed him for
spent all her life in the Inn with rougher types and so really several years and for whom he now often leads the cara-
would not know how to act in a courtship. vans. He is well paid for this, but has begun looking for a
Constant exposure to the rough sell swords and cara- way to gain a fortune and settle down.
vaneers has given Grenelde a gloss of toughness. Her If Astrem hears the party tell enough detail he will
language is effective with these men, but will seem foul to attempt to con them. Most likely he will promise to
more genteel types (nearly everyone). Grenelde has a swift lead them to the red-headed Rankan and for this service he
temper, but rarely holds a grudge, tends to dote on her will demand 10 gold pieces in advance. If the party sounds
father and rarely will be seen farther from the Golden Lion anxious enough he might even raise this price. Once they
than the Bazaar. are deep in the maze he will disappear into ay doorway and
out the back of the building, leaving the party to find their
GREY ASTREM own way out. Using discretion, Astrem will be hard to find
Might 60 for the next few days.
Intellect 65
Knowledge 75 I.‘
Stamina 85 Q
Coordination 70 F g
Appeal 80
Fighter skill 3 E
Riding horses skill 3
camels skill 2 __\ I ~-
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Raised in Downwind, Timjact is very much out for
the himself. He regards his current job as soft, but is not
interested in taking any risk for it and will easily tell
villa 0;: quintus anything he knows for a small bribe. If the party seems like
they might be interested, he will offer to sell out Quintus
It will be early in the morning before the players leave and help the party burglarize the home that night which
the Golden Lion. There are few red-headed Rankans so will be easy as only he will be on duty. lt will have to be
it will be easy for the party to pick up some trace of the that night as Quintus is due back soon.
one they are searching for. Questions asked around the
taverns, in the bazaar, or among those who deal in informa-
tion will reveal the identities of three red-headed Rankans. KEY TO THE HOME OF QUINTUS FORTH
They are:
Quintus, who is well off for Sanctuary, but not rich,
OUINTUS FORTH, a merchant who dwells in a house on inhabits an average merchant's home. The entire enclosure
Mongers Street. Quintus deals primarily in arranging the is 25' x 25' with much given to the courtyard where
shipping of goods arriving in Sanctuary from the Western Ouintus will bring a table and do business in good weather.
Seas to Rankan where they are sold by his brother. As such The walls are of one foot thick adobe with no windows to
he will be well known on the docks and among the cara- the outside, the courtyard is open, and the house and stable
vans. The back of his house also serves as a storeroom for have tiled roofs.
the more valuable items he owns and it is normally guarded Entering through the barred doorway, the stables are
by two sell swords. (A diagram of the house is given to visible to the left, normally housing three horses not now
allow the party to explore this false trail). Quintus is present because Quintus has taken them to Ranke. Be-
currently in Ranke, absent now for three weeks, something yond the stable is a doghouse, home for a large, brown
easily discovered in the bazaar. His guard will not admit he watchdog of a very mixed breed. This dog has a liking for
is gone unless bribed with two or more silver pieces. Scurrelious and often runs loose when Scurrelious is on
These guards are: guard. On the other hand, Timjact and the dog share a
mutual antagonism so when Timjact is alone he keeps the
SCURRELIOUS hound chained. The dog will bark whenever any stranger is
Might 75 in the courtyard.
Intellect 40 The gate itself has a small window through which a
Knowledge 50 ' ,_,._’ guard can see any who desires entrance. It can also be
Stamina 90 T4. locked, but neither guard bothers to close the small ope-
Coordination 45 ning, an opening measuring a few square inches through
Appeal 20 ’ - ff] which a lowered rop or hook will quietly unbar the gate.
Fighter skill 3 ,» A flower garden is in the far corner of the courtyard.
'4 <

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Always one guard on duty, he can usually be found sitting
shield, leather \ T in a chair near the entrance to the storeroom door and late
at night there is a 50% chance that he will be asleep.

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ln the storeroom can be found the following:
_ \\-€“‘_A\
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E"\"“,»l>"’ 1/ 10 bales of good silk worth 50 silvers each
2 bales of fine silk worth 125 silvers each
Scurrelious is the archetype of the foot slogger. An 2 marble statues worth 25 silvers each (40 - 50 lbs.)
infantryman with little concern for anything other than his 3 dark oak boxes. Each contains an identical dagger
pay and the weather, he is not talkative and tends to get the hilts of which contain a pearl - 100 silvers each
angry if he feels others are putting upon him. He is loyal Several bulkier items of local art of little value in
and will defend Quintus’ home with all but his life. Sanctuary

TIMJACT , \\ ‘ ‘ The office of this home is plain and functional, contain-


Might so ~\‘ \\ ing several chairs and a thick table. On the shelf by the
Intellect 70 .'¢‘"l“'€-W'L~.- door is a record of the past month's transactions and an
..§' ",
Knowledge 65 5'. I-- inventory of the contents of the storeroom. In the chest
Stamina 55 58‘ \ are similar records for the last several months. This room is
Coordination 65 A, -',;. connected by a secret door opening easily into the bed-
Appeal 35 g 9 & room, hidden by a Carronian wall-hanging.
Fighter skill 2» The most distinctive items in the bedroom include the
Thief skill 2 large rugs and the wall hanging, all of richly colored wool.
sword, spear €_\\ The wall hanging is worth 75 silvers, the largest rug nearly
shield, leather 200 and either weighs enough so that two men are needed
to carry. The urn in the corner is covered and used for
relief when it is late or cold. The chest merely contains
. .5 .- ' : 4 ;// ,
clothes and a few personal letters from a sweetheart in
Ranke. The comfortable bed is covered by a locally made
quilt and the fireplace extends into the other room. No The second red-headed Rankan in Sancutary is CORI
door separates these rooms, just a light sheet of linen so any ROOFWALKER. Cori is a resident of the maze and a
noise in one is clearly audible in the other. moderately successful burglar, hence the name. He is
The front room serves as the kitchen and meeting room young, perhaps 19 or 20, and small, not a fighter and
for Ouintus. It contains normal furniture and several small disdains violence. He prefers to case each theft care-
statues on shelves in a corner, one of which is pure silver, fully and only steals when he is sure that there is no one
worth 250 silvers, but painted black to hide it from rob- around. If the party considers for a moment they will
bers. There is a false bottom in the small table near the realize that this character is hardly likely to have the money
front window which contains Quintus’ emergency money that is being spent or the interest in crossing Jubal. If they
consisting of 10 coppers, 10 silvers, and 5 gold pieces. The do seek him out Cori will simply disappear into the maze
table itself is inscribed with the homily ‘Waste not, want until they go away.
not’ in Rankan. The third red-headed Rankan is QUERIMO NEEBLUST,
an acolyte assigned to the-party of Molin Torchholder and
who serves mainly as a servant to the higher echelon priests.
He is the Rankan who hired the sell swords. According to
gossip, he can normally be found in any one of three places,
the first being the construction site of the Temple to
Savankala where he is often charged with carrying out
minor jobs or supervising the Rankan soldiers guarding the
site. The second location is in his alcove of the building

THE VILLA OF OUINTUS

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-20-
rented to house those members of Molin's party too insig- Sanctuary and Torchholder, the stranger enlisted him in a
nificant to be kept in the palace. The third location is in society dedicated to the service of Ranke (and themselves)
the bazaar where he often went to purchase a variety of which is really, as Neeblust quickly realized, a sort of spy
gifts, many most appropriate for women. If the party goes service kept by one of the lesser advisors to the Emperor.
to the bazaar all will be quite willing to talk about Neeblust Seeing this opportunity as his chance to make good,
as he often put on airs and insulted the locals. Neeblust "Neeblust has been a willing, if not always effective, agent
will not be found in any of these places but important for the stranger.
clues will be discovered at each one. This contact was recalled to Ranke a few weeks earlier,
informing Neeblust upon his departure of the only ongoing
QUERIMO NEEBLUST case in Sancutary which involved a document intended for
Might 60 unknown parties from the chief advisor in the llseg govern-
lntellect 65 ment. It was suspected to contain secrets important to
Knowledge 70 Ranke, but was lost when the messenger ship was captured
Stamina 50 by pirates. A casual comment by the Rankan has Neeblust
Coordination 65 convinced that this document is his ticket back to Ranke
Appeal 70 and the key to the favor of an important patron, and it
Acolyte skill 1 might be.
Fighter skill 2 Neeblust chanced upon the opportunity to examine a
Thief skill 1 pirate captured in an unsuccessful attempt to board a local
No armor carries dagger at all times and will be carrying merchant ship. Just before he was hanged, the pirate
a sword and blackjack most other times. tipped off Neeblust to a rendezvous with Jubal planned for
some unknown date, at which a state document stolen
Ouerimo Neeblust is the fourth son of the second son of earlier in the Western Sea, would be sold. Neeblust even
a petty Rankan noble which is less than no status in Ranke. said a few prayers over the pirate's unmarked grave.
His humble position was upsetting to Neeblust as he grew Since he learned of the exchange, Neeblust has been
older and his decision to enter the temple was influenced discreetly learning of Jubal's techniques. He learned that
by its potential as a means to raise his station in life. smugglers often land just south of the Swamp of Night
Secrets to sell slaves to Jubal or to gain the protection of
his hawkmasks for a particularly valuable cargo.
Having a good idea of where the landing would take
place, Neeblust only needed to discover when it would be.
\
So he has been watching for the opportunity to buy off any
of the hawkmasks. Fortunately for him, he made his
\
contact just in time to learn of the night's landing. ln a
.-

hurried few hours he hired a dozen sell swords and set up


an ambush. As he used temple funds to hire the swords,
//
_\\

/ Neeblust has no choice but to risk all to get the document


to Ranke.
:_|.

f___n_

Three years in the temple convinced Neeblust that


promotion there was also politically influenced. To better
his chances of promotion he volunteered for Molin
Torchholder's party to Sanctuary, regretting the decision
ever since his arrival. His chances for promotion seem to
have actually diminished because though the competition is
much less, there is simply no one in Sanctuary besides
Molin to impress. Worse yet, Molin Torchholder seems
unaware of Neeblust's existence except as a part of the
environment. For the last year Neeblust has been searching
for something, anything that will get him promoted and
returned to Ranke.
Six months ago Neeblust was drowning his frustration in
a corner of the Golden Lion when he was approached by
a fellow Rankan. Playing to Neeblust's discontent with
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\_ _ .l _ |(.‘_|\.
him) assistance of his father Aethelwain was taken on as a
pupil of the greatest swordmaster in llsig. In return
Aethelwain studied and practiced with the intensity of a
aetbelwain driven man. He was hoping to wipe out his dispair through
hard work. Part of the training allowed Aethelwain to
Might 50
fight in the ‘Florentine’ style with a sword in one hand and
a dagger in the other. The dagger may be used either to
Intellect 75
Knowledge 70
increase his defense or as an offensive weapon, thus creating
Stamina 45 two attacks in a phase of combat.
Eventually Aethelwain could no longer stand being in
Coordination 80
the same city where he had lost so much. Less than a
Appeal 70
Fighter Skill 6 month ago he reached Sanctuary in his aimless wandering
sword, dagger, chain, leather helm and was almost immediately accosted by a thief while
travelling through the maze. In front of several witnesses
Aethelwain is a slight, small sell sword. (Play as an Elf). he easily defeated one known to be a rather skillful mugger.
He looks even younger than his 22 years and although not The news of this caused Jubal to recruit Aethelwain. Jubal
weak, he appears almost frail due to his slight build.
has yet to hear from llsig of Aethelwain's past.
Aethelwain refuses vehemently to speak of his past and will The strongest lesson Aethelwain has learned is to not
talk of himself. He has become very taciturn and moody
either change the subject or simply leave the room if
since he lost his powers and the sight of any powerful mage
pressed. Even Jubal has been unable to get a lead on the
reminds him of the potential he foolishly lost. Because of
past of this hawkmask. Part of this may be related to a
this, neither the townsfolk or the S'Danzo of Sanctuary are
leather headband Aethelwain wears at all times, even in his
aware of his heritage. Aethelwain, having been raised by his
sleep. Unusual symbols are inscribed upon it; Aethelwain
mother, speaks the S'Danzo tongue, but so far has kept
says they represent part of a solemn vow he has made to his
this knowledge a secret. He is not hiding the fact (it is
gods, but cannot reveal the vow.
somewhat stylish in Sanctuary to use a S'Danzo word
occasionally), but is simply has not come up. If asked
where he learned the tongue he will answer vaguely. He
Q _
feels some affection but not real kinship to the S'Danzo of
Sanctuary.

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Aethelwain was once a mage of the Blue Star. He had


been young but talented when he began the training that
accompanied the vows. The training itself was difficult and
one evening Aethelwain snuck away from the barracks and
got very drunk. Somehow, perhaps because he feared the
enormity of his chosen future, Aethelwain let slip his
‘Secret’. He was really the bastard son of the chief advisor
to the Rulers of llsig and a S'Danzo princess. If pride or
any other reason were to cause Aethelwain to reveal his
Noble heritage, then his powers would be lost to whomever
he told. With the loss of his powers the Blue Star tattooed
upon his head blurred into a blue blotch. Aethelwain care-
fully covers itwith the leather headband and would likely
die before allowing another to see what he has lost.
With no magic Aethelwain turned to skill at weapons as
a means to better himself. Through the subtle (unknown to
him) assistance of his father Aethelwain was taken on as a
pupil of the greatest swordmaster in llsig. In return
Aethelwain studied and practiced with the intensity of a
aetbelwain driven man. He was hoping to wipe out his dispair through
hard work. Part of the training allowed Aethelwain to
fight in the ‘Florentine’ style with a sword in one hand and
Might 50
a dagger in the other. The dagger may be used either to
Intellect 75 increase his defense or as an offensive weapon, thus creating
Knowledge 70 two attacks in a phase of combat.
Stamina 45 Eventually Aethelwain could no longer stand being in
Coordination 80 the same city where he had lost so much. Less than a
Appeal 70 month ago he reached Sanctuary in his aimless wandering
Fighter Skill 6
and was almost immediately accosted by a thief while
sword, dagger, chain, leather helm travelling through the maze. In front of several witnesses
he easily defeated one known to be a rather skillful mugger.
Aethelwain is a slight, small sell sword. (Play as an Elf). The news of this caused Jubal to recruit Aethelwain. Jubal
He looks even younger than his 22 years and although not has yet to hear from llsig of Aethelwain's past.
weak, he appears almost frail due to his slight build.
The strongest lesson Aethelwain has learned is to not
Aethelwain refuses vehemently to speak of his past and will
talk of himself. He has become very taciturn and moody
either change the subject or simply leave the room if
since he lost his powers and the sight of any powerful mage
pressed. Even Jubal has been unable to get a lead on the
reminds him of the potential he foolishly lost. Because of
past of this hawkmask. Part of this may be related to a
this, neither the townsfolk or the S'Danzo of Sanctuary are
leather headband Aethelwain wears at all times, even in his
aware of his heritage. Aethelwain, having been raised by his
sleep. Unusual symbols are inscribed upon it; Aethelwain
mother, speaks the S'Danzo tongue, but so far has kept
says they represent part of a solemn vow he has made to his
this knowledge a secret. He is not hiding the fact (it is
gods, but cannot reveal the vow.
somewhat stylish in Sanctuary to use a S'Danzo word
occasionally), but is simply has not come up. If asked
where he learned the tongue he will answer vaguely. He
\=§\
.;\ N feels some affection but not real kinship to the S'Danzo of
l I \\\'\* l Sanctuary.
While not talkative, Aethelwain is a keen listener and
very observant. While serving as a guard on Jubal’s estate
1|!
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Aethelwain heard was that this should really ‘tweak the
‘---

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will Although Aethelwain had no great love for the father
who rarely visited him, the chance to prove his value was
_.- _
too great to resist. Later that day when approached by a
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stranger in the Bazaar,, Aethelwain traded his information
Aethelwain was once a mage of the Blue Star. He had for the promise that he would receive the document after
been young but talented when he began the training that it was copied. It was later a simple matter to be available
accompanied the vows. The training itself was difficult and when the crew of guards was assembled.
one evening Aethelwain snuck away from the barracks and
got very drunk. Somehow, perhaps because he feared the
enormity of his chosen future, Aethelwain let slip his
‘Secret’. He was really the bastard son of the chief advisor
to the Rulers of llsig and a S'Danzo princess. If pride or
any other reason were to cause Aethelwain to reveal his
Noble heritage, then his powers would be lost to whomever
he told. With the loss of his powers the Blue Star tattooed
upon his head blurred into a blue blotch. Aethelwain care-
fully covers itwith the leather headband and would likely
die before allowing another to see what he has lost.
With no magic Aethelwain turned to skill at weapons as
a means to better himself. Through the subtle (unknown to
left but still Kalahd had great plans. When a group of over
20 pilgrims happened near, the temptation was too much to
resist, even with the disparity in numbers. Unfortunately
halabb em bcmib several of the Pilgrims turned out to be the sons of nobles
and were well armed beneath their desert capes. Four of
the bandits were killed outright and Kalahd and another
Might 65 were captured.
Intellect 85 The pilgrims were travelling to a shrine far away and did
Knowledge 65 not wish to be burdened with prisoners. They were on the
Stamina 80 edge of putting Kalahd to death when one of them pointed
Coordination 75 out that this was hardly a worthy action for those on a
Appeal 35 pilgrimage. All agreed and to be merciful they cut the
Fighter skill 4/Mage skill 2 tendons in the left legs of both men and left them to
scimitar, dagger leather, shield literally crawl away. Kalahd’s last follower died in the
ordeal of trying to return to their camp.
Kalahd is unusual in that he deals with non desert Eventually Kalahd‘s leg healed enough to allow him to
nomads. He is the son of the Shaman/Wise man of his clan travel. Disgraced before the people to whom he had
and so learned both the ways of fighting (as every man bragged upon his departure, he was forced to travel where
had to) and some magic. His father was a specialist in Fire no one would question him. For the last twenty years this
magic and so the minor magics under his control all deal had been Sanctuary. For a while he had served with the
with this element. Kalahd is older than most of the hawk- llsig garrison as a sell sword and when it became apparent
masks (40+) and the dryness of his dark skin and slowness that the city would easily fall he resigned merely by chan-
of his speech accentuate this appearance. He has lived in ging out of the uniform. Since then Kalahd has earned a
Sanctuary for so long that he has only a trace of accent marginal living as a bodyguard and by guarding caravans.
when excited or amused. Tending to wear long, loose robes One of those who recently hired Kalahd as a body guard
Kalahd often hides an insurance dagger strapped to his ribs. became involved in a feud with Jubal over the importing of
He is friendly in the company of those he knows well, but slaves and upon his death a few months ago in an ambush
sits quietly when a stranger is present. By habit Kalahd is near the Swamp of Night Secrets, Kalahd approached Jubal
always on the alert for an unexpected attack; he will for employment. Having been a worthy foe, Jubal quickly
always sit with his back to a wall and watches behind accepted him.
him whenever walking. Kalahd still bears a grudge against all those who act in
the name of religion or display their devotion in any way.
He often surprises people with the vehemence with which
he condemns the hypocrites who claim to represent the
gods. After 20 years Kalahd still feels some pain from his
\;'.:rivilnmrnni.;..,, leg having been mangled in the desert. The damage done
causes the left leg to be unreliable under great stress so in a
" ‘"1 * .\\\\~
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meelee or when running, there is a 10% chance that the leg
5
will give out and cause Kalahd to fall. He has learned to
recover quickly, but each time his life is again endangered,
rs)
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his hate for all things religious is reinforced. Perhaps his
ultimate hatred is directed toward Tempus whom he is wise
enough to avoid.
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The life of a desert nomad never really appealed to
Kalahd who was ambitious beyond his small clan. In his
youth Kalahd organized in his mind a great alliance of all
the desert peoples (under his leadership of course) who
swept into the cities of llsig and placed him upon the
throne. The reality was rather less.
When Kalahd reached manhood he left his clan to join
a group of other youths who became bandits and lived
by pillaging the caravans. This proved to be a difficult and
less than rewarding life. By the time Kalahd had risen to
the leadership of the group there were only five others
left but still Kalahd had great plans. When a group of over
20 pilgrims happened near, the temptation was too much to
resist, even with the disparity in numbers. Unfortunately
halabb em barzib several of the Pilgrims turned out to be the sons of nobles
and were well armed beneath their desert capes. Four of
the bandits were killed outright and Kalahd and another
Might 65
were captured.
Intellect 85
The pilgrims were travelling to a shrine far away and did
Knowledge 65
not wish to be burdened with prisoners. They were on the
Stamina 80
edge of putting Kalahd to death when one of them pointed
Coordination 75
out that this was hardly a worthy action for those on a
Appeal 35 pilgrimage. All agreed and to be merciful they cut the
Fighter skill 4/Mage skill 2
tendons in the left legs of both men and left them to
scimitar, dagger leather, shield literally crawl away. l<alahd's last follower died in the
ordeal of trying to return to their camp.
Kalahd is unusual in that he deals with non desert
Eventually Kalahd's leg healed enough to allow him to
nomads." He is the son of the Shaman/Wise man of his clan
travel. Disgraced before the people to whom he had
and so learned both the ways of fighting (as every man
bragged upon his departure, he was forced to travel where
had to) and some magic. His father was a specialist in Fire
no one would question him. For the last twenty years this
magic and so the minor magics under his control all deal
had been Sanctuary. For a while he had served with the
with this element. Kalahd is older than most of the hawk-
llsig garrison as a sell sword and when it became apparent
masks (40+) and the dryness of his dark skin and slowness
that the city would easily fall he resigned merely by chan-
of his speech accentuate this appearance. He has lived in
ging out of the uniform. Since then Kalahd has earned a
Sanctuary for so long that he has only a trace of accent
marginal living as a bodyguard and by guarding caravans.
when excited or amused. Tending to wear long, loose robes
One of those who recently hired Kalahd as a body guard
Kalahd often hides an insurance dagger strapped to his ribs.
became involved in a feud with Jubal over the importing of
He is friendly in the company of those he knows well, but
slaves and upon his death a few months ago i_n an ambush
sits quietly when a stranger is present. By habit Kalahd is
near the Swamp of Night Secrets, Kalahd approached Jubal
always on the alert for an unexpected attack; he will
for employment. Having been a worthy foe, Jubal quickly
always sit with his back to a wall and watches behind
accepted him.
him whenever walking.
Kalahd still bears a grudge against all those who act in
the name of religion or display their devotion in any way.
He often surprises people with the vehemence with which
he condemns the hypocrites who claim to represent the
gods.
"j" 'l l ln;un|iil i W1“ - T iii
Second on Kalahd's hate list is Molin Torchholder. He
had paid special attention when a notable in a none too
effective disguise visited Jubal. Overhearing the conversa-
tion while guarding the door (which came somehow slightly
ajar), Kalahd found out that a valuable document was being
§ * 4- kl "
smuggled into the city. Molin claimed loudly that with this

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document he would become a hero and return to Ranke in
~' st Triumph. Kalahd's spine stiffened when the Torchholder
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_/, . then bragged that he would return with an army of masons
and build the greatest temple ever seen. With those words
I Molin and Jubal toasted to their success.
Calling a comrade to replace him with the excuse of
1'?/‘ '
‘relieving himself,‘ Kalahd hid just beyond the gate and

§
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l began to follow the Rankan priest. He had gone only a few
blocks when he felt a dagger at his throat. it seems that he
was not the only one following Molin Torchholder. In a
The life of a desert nomad never really appealed to whispered conversation, Kalahd bought back his life with
Kalahd who was ambitious beyond his small clan. ln his the information _ he had overheard then, shaken and
youth Kalahd organized in his mind a great alliance of all troubled, he returned to his post at Jubal's door.
the desert peoples (under his leadership of course) who For a long time Kalahd debated with himself over telling
swept into the cities of llsig and placed him upon the Jubal of the secret having been lost, but pride and the lack
throne. The reality was rather less. , of a way to explain his actions held his tongue. Partially to
When Kalahd reached manhood he left his clan to join make up for this, he made a point of being around when
a group of other youths who became bandits and lived the guard was organized. After the battle, fear of Jubal's
retaliation kept Kalahd quite. If possible he will seek to
by pillaging the caravans. This proved to be a difficult and
less than rewarding life. By the time Kalahd had risen to place the blame on any member of the party who displays
the leadership of the group there were only five others any religious tendencies.
was exposed to a group of holy men travelling to llsig and
was greatly impressed by their piety and sense of purpose a
few months later, on his next voyage to llsig, he regretfully
penein sepfi baup left the ship and joined their temple as an acolyte.
- At first the knowledge and new environment were
enough to keep Perein occupied but after six months the
Might 95 mystique of temple life began to wane. Not much later the
Intellect 80 High Priest had a long, friendly discussion with Perein as to
Knowledge 70 whether or not he was truly meant to be a priest; the next
Stamina 70 morning Perein left llsig. (You may wish to play Perein as
Coordination 50 multiclassed Fighter and Priest, skill level 2; consult with
Appeal 40 the Judge). A few months later, his ship was attacked by
Fighter skill 4/Seamanship skill 3 pirates and Perein was forced to dive overboard to avoid
sword, mace, glave Chain, shield being captured as a slave so he swam ashore onto a small
island south of Sanctuary, his shirt and pants his only
Perein is originally from the distant city of Caronne possessions. The next morning he was able to attract a
where he was the son of a noble. He shows signs of this fishing vessel and for a day's work was taken to Sanctuary.
breeding in his behavior by which he attempts to achieve A few days later he approached Jubal as a sellsword.
the deportment of a gentleman thus often raising conflicts
with his duties as a sell sword. Raised by his moderately
wealthy family on the outskirts of Caronne, Perein led a
fairly normal existence until his father was caught in an
unsuccessful palace revolt. His father had actually played
only a small part in the leadership but a scapegoat was
needed. At the age of twelve, Perein watched his father
tortured and hung at which point all the family's titles and
lands were lost.

'-'~_/
1?,-¢

With the family estate confiscated, Perein was appren-


ticed to a sea captain who had once dealt with the family
and for the next several years he served on a merchant
vessel that traveled between Caronne and llsig. During
these years Perein grew to be a giant of a man standing over
6 foot 7 inches. His strength grew from the rigors of
shipboard life and his skill with a sword improved by the
not infrequent encounters with pirates. Now at 28, Perein
is at the peak of his strength. He again uses his title, but
few know of its significance in Sanctuary.
Perein's size often fools those with whom he interatcs
into thinking that he is slow or stupid but nothing could be
farther from the truth. While still a noble Perein had
received a goodbasic education and his travels have broad-
ened and sharpened his knowledge. Two years ago Perein
was exposed to a group of holy men travelling to llsig and
was greatly impressed by their piety and sense of purpose a
few months later, on his next voyage to llsig, he regretfully

penein sept baup left the ship and joined their temple as an acolyte.
At first the knowledge and new environment were
Might 95 enough to keep Perein occupied but after six months the
Intellect 80 mystique of temple life began to wane. Not much later the
High Priest had a long, friendly discussion with Perein as to
Knowledge 70
whether or not he was truly meant to be a priest; the next
Stamina 70
morning Perein left llsig. (You may wish to play Perein as
Coordination 50
multiclassed Fighter and Priest, skill level 2; consult with
Appeal 40
Fighter skill 4/Seamanship skill 3
the Judge). A few months later, his ship was attacked by
pirates and Perein was forced to dive overboard to avoid
sword, mace, glave Chain, shield
being captured as a slave so he swam ashore onto a small
island south of Sanctuary, his shirt and pants his only
Perein is originally from the distant city of Caronne
possessions. The next morning he was able to attract a
where he was the son of a noble. He shows signs of this fishing vessel and for a day's work was taken to Sanctuary.
breeding in his behavior by which he attempts to achieve
A few days later he approached Jubal as a sellsword.
the deportment of a gentleman thus often raising conflicts Perein still bears a deep grudge against those who aban-
with his duties as a sell sword. Raised by his moderately doned his father to take the blame for their revolt. Because
wealthy family on the outskirts of Caronne, Perein led a
of this, Perein was quite interested when approached by a
fairly normal existence until his father was caught in an hooded stranger in the bazaar. In the shade of a melon-
unsuccessful palace revolt. His father had actually played sellers stall they spoke of llsig and the betrayal of his
only a small part in the leadership but a scapegoat was father and in the course of the conversation the stranger
needed. At the age of twelve, Perein watched his father
casually let slip the fact that one of the true leaders of the
tortured and hung at which point all the family's titles and
Revolt was smuggling certain items into Sanctuary with
lands were lost. Jubal's help. It would give Perein a good measure of
revenge and some gold if he could let the stranger know
when the next mission to guard smugglers was scheduled.
\( \\ The stranger inferred that he had a vessel of his own and
that he planned to head off the smugglers before they
reached shore.
A few days later Perein was told to be ready for night
Fae.- duty in the Swamp of Night Secrets. His thoughts were
too clouded with his desire for revenge to question how a
stranger knew so much of his past. By the time he realized
that something was amiss, he had warned the stranger and
their entire party was ambushed on the way to Jubal's
villa. Disgusted, he threw the gold he had been given into
the sea. For a moment he toyed with the honorable
approach of telling Jubal everything, but seeing his leader's
anger, an instinct for survival stilled his tongue. Now he
wishes to find the stranger for personal reasons and doubly
desires to silence him forever.

-
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ctuusé
\"
\

With the family estate confiscated, Perein was appren-


ticed to a sea captain who had once dealt with the family
and for the next several years he served on a merchant
vessel that traveled between Caronne and llsig. During
these years Perein grew to be a giant of a man standing over
6 foot 7 inches. His strength grew from the rigors of
shipboard life and his skill with a sword improved by the
not infrequent encounters with pirates. Now at 28, Perein
is at the peak of his strength. He again uses his title, but
few know of its significance in Sanctuary.
Perein's size often fools those with whom he interatcs
into thinking that he is slow or stupid but nothing could be
farther from the truth. While still a noble Perein had
received a goodbasic education and his travels have broad-
ened and sharpened his knowledge. Two years ago Perein
tioned about his roots he will be evasive, then belligerent.
He is currently a deserter from the llsig army, though he
bears them no malice. There had been an unfortunate

melentis incident with a young officer who had embarassed Melentis


in front of several comrades. The officer has now been
Might 80
assigned to a desk job where the inability to use his left arm
Intellect 85
does not interfere with his duties. After the fight Melentis
left camp one jump ahead of the patrol sent out to bring
Knowledge 50
Stamina 75 ' him back to the commander. He had with him only his
Coordination 55 arms and the clothes he was wearing.
During his flight Melentis took refuge in a caravan where
Appeal 30
Lepev Orlo, a travelling merchant, took a liking to him and
Fighter skill 5
hired him as a guard. Later Lepev bribed the border guards
sword, battle axe, chain and helm, no shield
to let him through; Melentis considers Lepev his only true
friend. Lepev then had some economic setbacks and they
Melentis is a warrior by trade. At age 30 he has served
parted company in Sanctuary. Shortly after this Melentis
in both the Rankan and llsig armies, in neither of which
was recruited by Jubal and has spent the last six months as
did he rise above the level of common soldier. Melentis is
a sell sword of the Hawkmasks. He has heard that Lepev
actually quite bright, so this is due less to a lack of intelli-
has returned,, but has not had an opportunity to look him
gence than to his propensity for picking fights with super-
UI3.
iors (and winning). He is belligerent when challenged and
prefers to fight with great war whoops and broad swings of
his weapons. For all this flamboyance he is a competent
warrior and possesses a cool head when not in battle.

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Melentis was raised on a poor farm at the edge of the


mountains several days North of Sanctuary. Due to this
location he was exposed to both the fierce independence of
the Mountain tribes and the more civilized ways of the
lowlands. Being poor and undistinguished, Melentis was
never really accepted by either group. He was considered
too soft for acceptance in the mountains and was snubbed
as too crude by those living in the towns below. All of this
has given Melentis a chip on his shoulder. He reacts rapidly
and violently to any insult and is likely to pick a fight with
anyone who disturbs his sensibilities. Now that he has
developed competent fighting skills Melentis actively seeks
to constantly prove his superiority to the Mountian
Tribesmen. He will often pick fights with one (or even
two) in taverns or in the bazaar.
Melentis fled his family's farm after beating the son of
the local tax collector nearly to death. He has never return
ed and knows nothing of the fate of his family. If ques-
tioned about his roots he will be evasive, then belligerent.
He is currently a deserter from the llsig army, though he
bears them no malice. There had been an unfortunate

melentis incident with a young officer who had embarassed Melentis


in front of several comrades. The officer has now been
Might 80 assigned to a desk job where the inability to use his left arm
Intellect 85 does not interfere with his duties. After the fight Melentis
Knowledge 50 left camp one jump ahead of the patrol sent out to bring
him back to the commander. He had with him only his
Stamina 75
arms and the clothes he was wearing.
Coordination 55
During his flight Melentis took refuge in a caravan where
Appeal 30
Lepev Orlo, a travelling merchant, took a liking to him and
Fighter skill 5
hired him as a guard. Later Lepev bribed the border guards
sword, battle axe, chain and helm, no shield
to let him through; Melentis considers Lepev his only true
friend. Lepev then had some economic setbacks and they
Melentis is a warrior by trade. At age 30 he has served
parted company in Sanctuary. Shortly after this Melentis
in both the Rankan and llsig armies, in neither of which
was recruited by Jubal and has spent the last six months as
did he rise above the level of common soldier. Melentis is
a sell sword of the Hawkmasks. He has heard that Lepev
actually quite bright, so this is due less to a lack of intelli-
has returned,, but has not had an opportunity to look him
gence than to his propensity for picking fights with super-
up.
iors (and winning). He is belligerent when challenged and
Melentis has received a message from Orlo that he has
prefers to fight with great war whoops and broad swings of
suffered even more economic reverses in llsig and is in grave
his weapons. For all this flamboyance he is a competent
danger of being cast into debtor's prison. Lepev Orlo isalso
warrior and possesses a cool head when not in battle.
aware of a marginally legal venture that is just starting
which could easily restore his fortunes. He needs capital, a
few hundred gold pieces, to put up a share. Without it
my
I,":/.~
1 ,7 _..

,; ‘ -‘ - his prospects look bleak and the note appeals to Melentis


for any help he can give.
Melentis unfortunately has only a few coppers to his
, / /K’,’?'
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name, having left most of his wealth on the street of the
Red Lanterns. When he was offered nearly 100 gold pieces
merely to let slip one bit of informationto a red headed
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stranger, it was too great a temptation. He took the gold
| I ' I’ I and revealed where he and his comrades were to meet that
night. He is now carrying the gold with him in two small
y , tflhu. i I pouches under his armor.
(II I
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018.

Melentis was raised on a poor farm at the edge of the


mountains several days North of Sanctuary. Due to this
location he was exposed to both the fierce independence of
the Mountain tribes and the more civilized ways of the
lowlands. Being poor and undistinguished, Melentis was
never really accepted by either group. He was considered
too soft for acceptance in the mountains and was snubbed
as too crude by those living in the towns below. All of this
has given Melentis a chip on his shoulder. He reacts rapidly
and violently to any insult and is likely to pick a fight with
anyone who disturbs his sensibilities. Now that he has
developed competent fighting skills Melentis actively seeks
to constantly prove his superiority to the Mountian
Tribesmen. He will often pick fights with one (or even
two) in taverns or in the bazaar.
Melentis fled his family's farm after beating the son of
the local tax collector nearly to death. He has never return
ed and knows nothing of the fate of his family. If ques-
pursuers (who appeared to know the maze as well as he),
Rinmer took to earth. The next day an urchin informed
him (for a copper piece) that the body he had robbed
rzinmen belonged to a hawkmask who was off duty. Jubal had sent
several goups out to search for him and worse yet, Rinmer
had been identified by his shortness and stout build.
Might 75
Seeing no benefit in a confrontation, Rinmer spent the
Intellect 55 next two days enjoying the ocean air on a fisherman's ship.
Knowledge 75 The hold smelled badly at night, but the daytime air and
Stamina 80 sun were pleasant. For a moment Rinmer considered this
Coordination 90 way of life for himself, but the visible poverty of his host
Appeal 40 ended that speculation.
Fighter skill 3/Thief skill 4 When Rinmer returned to shore he was faced with the
sword, dagger, garotte, Leather and helm problem of having earned the emnity of the city's crime-
lord. Seeing no benefit in further hiding, Rimner boldly
Rinmer is a product of Downwind where he was born. presented himself at JubaI's gate and a few minutes later he
Abandoned in youth by his parents, he learned the ways of was hustled into the presence of the hulking, dark leader of
the streets through necessity. He would like to see himself the hawkmasks. Producing all that he had taken, Rimner
more as a thief than as a warrior. Still young, at 19, he stated that he had not known the identity of the victim and
bears the scars, both physical and mental of his youth. was not the killer. Fortunately for Rimner, the real killer
Rinmer is physically small and has spent his life fending off had been found and had promptly disappeared again -
bullies who were twice his size but now that he has reached permanently. Jubal was impressed by the bravado of the
manhood, his form has filled out and only a very drunk small thief . So on the spot he offered him the dead
antagonist sees him as an easy mark. He may be played as a man's place as a hawkmask. Since then Rinmer has proudly
dwarf. strutted through the town in the blue hawkmask, fearing
only Tempus and the Hellhounds.
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There is little chance to develop a conscience in the


Downwind, and Rinmer never saw the use in having scru-
ples. He is very much an opportunist who looks out
for ‘number one’. When he became old enough to survive
beyond the support of the gang of children who protected
each other, he crossed the river and moved into a hovel in
the maze. From there he apprenticed himself to thieves
and out-of-luck warriors until he felt confident with wea-
pons and in his thieving abilities. In the last year he has
done fairly well on his own, prowling the streets at night
and occasionally committing a burglary.
Rinmer's luck changed when he happened along a fresh
corpse on the Street of Smells. Seeing no one, Rinmer
quickly took from the body a considerable wealth in coins
and jewelry. As he was finishing frisking the corpse he saw
three men running toward him and by their silence he knew
that they were not the city guard. Managing to evade these
pursuers (who appeared to know the maze as well as he),
Rinmer took to earth. The next day an urchin informed
him (for a copper piece) that the body he had robbed
belonged to a hawkmask who was off duty. Jubal had sent
ninmerz "several goups out to search for him and worse yet, Rinmer
had been identified by his shortness and stout build.
Might 75 Seeing no benefit in a confrontation, Rinmer spent the
Intellect 55 next two days enjoying the ocean air on a fisherman's ship.
Knowledge 75 The hold smelled badly at night, but the daytime air and
Stamina 80 sun were pleasant. For a moment Rinmer considered this
Coordination 90 way of life for himself, but the visible poverty of his host
Appeal 40 ended that speculation.
Fighter skill 3/Thief skill 4 When Rinmer returned to shore he was faced with the
sword, dagger, garotte, Leather and helm problem of having earned the emnity of the city's crime-
lord. Seeing no benefit in further hiding, Rimner boldly
Rinmer is a product of Downwind where he was born. presented himself at JubaI's gate and a few minutes later he
Abandoned in youth by his parents, he learned the ways of was hustled into the presence of the hulking, dark leader of
the streets through necessity. He would like to see himself the hawkmasks. Producing all that he had taken, Rimner
more as a thief than as a warrior. Still young, at 19, he stated that he had not known the identity of the victim and
bears the scars, both physical and mental of his youth. was not the killer. Fortunately for Rimner, the real killer
Rinmer is physically small and has spent his life fending off had been found and had promptly disappeared again -
bullies who were twice his size but now that he has reached permanently. Jubal was impressed by the bravado of the
manhood, his form has filled out and only a very drunk small thief . So on the spot he offered him the dead
antagonist sees him as an easy mark. He may be played as a man's place as a hawkmask. Since then Rinmer has proudly
dwarf. strutted through the town in the blue hawkmask, fearing
only Tempus and the Hellhounds.
Two days after Rinmer became a hawkmask he was
I £7-' I-_ _ approached by a comely lady with whom he had a passing
<.._
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carrying a message for him to accompany her and wrapped
‘"._
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inside it was a large piece of gold. Following the lady, the
thief found himself in a room on the second floor of the
_,—’ -_ \
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Vulgar Unicorn Tavern. In the dimly lit room he spoke
. N \\"‘ \ '0
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/-’ from Rankan itself. Speaking in low tones, as if to disguise
fi. ' -_ ‘J ' .

. I, his voice, the stranger offered Rinmer a substantial sum if


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meeting a smuggled shipment. To do this Rimner was
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- ‘. . ..i;_:l' I merely to wear a red scarf while walking around the city.
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shipment that night. In return the stranger poured onto the
I I- ri ' ' -{.13.-";i"' " _. I I I ~ stained table a fortune in gold greater than Rinmer had
‘/ ii .3 - ‘ ever gained. Not taking his eyes from the gold, Rinmer

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smiled to think how easily he would earn the money. When
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‘K the stranger promised more money would be his after the
signal was given, Rinmer readily agreed.
There is little chance to develop a conscience in the
Downwind, and Rinmer never saw the use in having scru- That evening, when Rinmer and several others were
ples. He is very much an opportunist who looks out told to rest because they were to guard a smuggler‘s landing
for ‘number one’. When he became old enough to survive that night, Rinmer put on a new red scarf recently bought
beyond the support of the gang of children who protected and went on a walk. He never realized the full import
each other, he crossed the river and moved into a hovel in of what he had done until the ambush was sprung. When he
the maze. From there he apprenticed himself to thieves found that he had survived, the thought of confessing his
and out-of-luck warriors until he felt confident with wea- actions to Jubal never even entered his mind. With so many
pons and in his thieving abilities. In the last year he has hawkmasks dead or wounded, the fate of a traitor who
done fairly well on his own, prowling the streets at night caused this situation would not be debated. Now Rinmer's
and occasionally committing a burglary. thoughts are mainly concerned with passing the blame onto
Rinmer‘s luck changed when he happened along a fresh another and collecting the rest of the gold that was pro-
corpse on the Street of Smells. Seeing no one, Rinmer mised.
quickly took from the body a considerable wealth in coins
and jewelry. As he was finishing frisking the corpse he saw
three men running toward him and by their silence he knew
that they were not the city guard. Managing to evade these
Document 1

1am ziayossesszfon ofa dooameafofvafixe foJ?anfie.f1i/e Wgq/res


are iryrixg io gar}/1 if Eaoli. joey areIprooali/yIparfofa consIyr%ae_:;.
.7/reg look /1’/re is/for}c{escrz}>fzon offfieyarryr ano/wr'/T;ro5a5[IZ;
trace me to ./i/eena ai {fie If/y (iaraieor/1.9011 may also nee/io
rafe siys to /reg) fier quiet. Iwfffeayiza/1 more [arer, ea fry
to cfiécourage rifle Wzgg/res tron/1 searofiri/rafl1rrne..5C()]i.],i4/\(/If!
QN
Document 5

Dear‘ 513' . I .
Jrecefi/ea'two days ago {fie opyortanfly to obtain a valuaea cfivemnent.
J53 dooumeneorrgzhafecfwrifli]BeIq_qovernn1en£..§'ee1i1g my ofi]-if] to
gar/31 {ha cficurneaii for Me state 1useofa {airy amount ot (fie
baffifiirq fonds to ofiiafn 7+ amfensure Ieoafi/nor 5e avurltfafferwards.
/Isa irrwyafrrool /mow you wrffancérstanzfl lfajymys now lam
being searcfierffor55 {fie_paw1/rs of{fiat ad taroaf Jaoal .
.7/zese so//sworfi have stumowa5oai iie city W11% ofivggerf
defermzaahoa. 7//n forfunaie[] I/[ave been mafia" to oolarrz a
Qazéfiyassage io Jianke. l wrTfaHeojof to come to {fie Yéay/é
saie {onrafif arzrfmeeiyou. yourflea» 13 Barfly needed: .7fiave
foumfizsafeyheefo ha? {fie dooumenf nearmy fizZ1@'awa_1/-
wfiife Mere. 7‘/ease Iqzi/e {fie 0/iififlsenf {E13 wirfi a ogpyeras
Myfilmfi are Em 551'J?anRo.
Q . ./Veeb/as!“
Document 2

Jl/[W131 ,

01'offiterzcfZ/iope fo 6e Eacfi ifzeresoon./\/evercoufrf/nnagtne


now rnncfi Irooafi/miss ourfiur city .7 flare an opfvorianriy
to reiarn a fiero. Focfiiy Iwas no iogefi ffie rflzfe offne
arninnq ofa siofirn stare oficurnencjrom ./(seq. fifoofrsfi
(ion/krnask 5eiragecfio mo 1/onen 11 was arrri/r/r1q...7nJi4sfa
Jew /[ours I wrffsfeaf f/ie document once rnore,5u1ijor.7ti1nKe.
Jnose fiawkn/tasks aci very iorgn, Eui hire rnosrseffswoni?
areslow ancfcraae. Once Inave i/ie cflvcumeni I Mffreiurn fo
rnarfilizs anofieffyou ioyrepare nay ofrfquarfers. Jfrfiefooé
iryfo fine’me ifiey nevernrfffinef{fie flak Iwffcrawfrnfo -
If]can siamfifie smeff. Soon Zwrfffeffflou ofmy success.
Document 3

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// Q)\,A e
Document 4

.7)/l'y oiearesb ,

9orjIa1i/e my mrsszng our liaison. Jknowzb cansecfyon moon


qnef. Inave beenan/en aorear ojyrorfunnfq fo beffer rnyseb‘
andrefarn fo beaah_'fn[Jif"nnRe1i/1 frn/rnjafi. Sacna cbiance /iarf
bo be fanen. ./{me nofgozng weff. Some of(lie nawkrnasks I
book ayaperfrom nave been abgger/@ searcnrngflvr me, I/1121/ejrarob
Mags to arnbusn fnen/1 anrfeven incfreofa loyalfinnan an
aoifacflzng one, an fnenyerszéf. 35r inc /asi two rnzys Uni/e
been force ('0 nlbfi tn one of bne worsfyarbs ob 1‘/nsfouf (iffy .
Joday one znfbrrner iofcfrne nae even 19//ie /iawnrnasn wno beira_aed'
f/Fern io rnezs one offnen/1.}{e sore@; wrffwis/Y bo see rne A/a/ffezf.
Zdare nor‘now /in f/rejozyrerflo/n mqsrqnr or nave ins
rrnserabk nor/cf. Inn/ffbe
Document 6

ftlhe %tolen lbocument


‘ea
Alerson fiartman
Ambassoor to IRanke

\~I§*~.<-I
/ "\*1:’./-.
@'V>.-I . f _ _I\-'other,
/':\ lam please with your efforts in the capital
of those%rnarians. so long as theg continue to rnanueverin
the palacetheg are not maneuvering on the battlefielo.
this list is being carrieb bg sea bg a trusteb merchant who
shoulb be richlg rewarcleb. llsethe names below to pass to me
secret bispatches cmrl anything you can fine out aboutthe weakne ~
sses of the J’Rankan Qourt. Einese sea captains have been invaluable
aioe in watching the ibarbarions for another attack on our belovco citg
leour nrothec
ffleal
Aovisor lb iihefliing
Seth Tulwig , Qiaptain of the ilflavenber
I-[ept Withen , Qlaptain of the @3006 iflfiinb - neebs money hoolig-
Pernt sept Alenrup . Qfiwner of the Fair Ulrabe careful verg greerig

flencovenius I , Qliaptain at the Sea Sprite


Zillion Uernwik , fbwnerotthe Eastern Seamaio hates iiankans
ifervellenus . ®wneroEthe1)io.rwal1l often smuggles on the sibe
Adventures raga
A1 Ordeal by Eshaar $6.00
A2 Action Aboard $6.00
A3 Uragyad'n of the Seven Pillars $6.00
A4 Legend of the Sky Raiders $6.00
A5 The FCI Consumer Guide $6.00
A6 Rescue on Galatea $6.00
A7 Trail of the Sky Raiders $6.00

Starships
B1 Adventure Class Ships Vol. I $9.00
B2 Starport Module One: The Hotel Complex $9.00
B3 Merchant Class Ships $12.50
B4 Aslan Mercenary Ships $12.50
S5 ZISIVIV: Vlezhdatl $7.50

High Passage
HP2 The Cobra Conspiracy $4.50
HP3 -The Edge $4.50
HP4 134-635 $4.50
High Passage Subscription (4 issues) $18.00

Thieves’ World
T1 Traitor $7.50

FASA products are available at most local Subtotal


hobby stores. For mail orders add $1.50 for Shipping 1 50
postage and handling to: FASA T°t3|
P.O. Box 6930
Chicago, Illinois
60680-6930
Name
\\\

Address --/
//%
-1? _/ eas
__.-———
aolcalr w.
_____,_-_i
i

City-

State e - Zip Code A __.

' r
/ II (I’II‘_i __i.

K
A combat infantry squad peers from the cover of
scattered trees and boulders along the crest of a
ridge at the river below. Their problem: the last
bridge over the last river between them and friend-
ly lines lies below, and the intelligence they've
gathered about Panzers in the area MUST be
returned to HO, and fast. There is a slight compli-
cation - a Tiger I tank squatting by the road on the
near bank. Only daring and ingenuity can get them
back from . . .

BEHIND ENEMY LINES

Behind Enemy Lines is a role-playing game which


allows YOU to take on the character of a U.S.
infantryman in World War II. Parachute drops,
night raids, sniper ambushes, pitched battles,
combat patrols and long-range reconnaissance
probes are the challenges you face. Your enemy is
cunning, well-trained, and well-equiped. Your
ingenuity, your courage and skill are all that stand
between you and disaster.

Behind Enemy Lines contains rules, scenarios, Behind Enemy Lines will be available in July 1982.
maps, counters, and the event tables needed to Retail price for the boxed set is $20.00. Be sure
recreate the drama of squad-level combat in to include $1.50 for postage and handling.
Europe 1944-1945.

_fi

1-
.i-

-iii-1

/1-1c=‘Br;J:4N’&1

Also available in July will be GRAV BALL, a


sporting event of the future. Played in a zero-g
area each team of six tries to put a 10 kilogram
ball through the opponents goal. The boxed set
includes 15mm scale miniatures for each team,
rule booklet, information tables and game board.
Retail price is $15.00.
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6. Last week he was commenting on how glad he
the temple will be to get out of Sanctuary soon.
7. He may have a second home located somewhere else
op savanbala in the city as he often disappears for the entire night.
If the guards are given the opportunity they will do all
This temple is perhaps one third completed and will be, but join the party searching for Neeblust. lt just does not
when finished, the largest building on the Avenue of pay to make enemies as he has done. Amoli's Lily Garden
Temples. The outer wall is almost completed except for is included in the information in Choasium's Thieves’ World
two twenty-foot sections each of which has the first few gaming package.
layers of foot-square granite blocks laid. Ond one has the The party will be unable to enter the building rented for
framework for the final ornamental tower. the acolytes as guards have strict orders from Molin
Appropriate for a God of a militaristic people, the Torchholder himself to keep all strangers out. The guards
temple to Savankala is laid out in the form af an ornam- there will volunteer the information that Neeblust has been
ental fort. This is derived from the form of the temple in missing for 2 days and one will comment that he is proba-
Ranke which has served as a fortress several times in the bly at the bazaar again but he is not.
history of the city. ln contrast, the inside includes provis- After questioning the guards at the temple the party will
ions for a garden, an intricately inscribed obelisk, and proceed somewhere into the city, most likely to the Street
doors of brass and gold plate. of Red Lanterns or the Bazaar. In either case (or anywhere
Construction has progressed to a point at which the else they are going) theparty will be attacked on any street
obelisk is twelve feet of its planned sixty and none of the near the Avenue of Temples. lt will not be very complicat-
walls are completed. There is no evidence of the roof of ed simply because there is little time to set it up: as the
the main temple area beyond a pile of tiles against one wall. party passes by an alley 8 cut-throats will race out and take
The well and the steps leading up to the obelisk are com- a swing at them. As they do this each will be yelling “Go!
pleted and the garden is merely plowed dirt. Near the leave Sancutary!” almost in unison. After one swing the
obelisk lie the timbers and tackle used to raise the large cut-throats will flee unless the party itself runs. If this is
stones into place. These, and most of the rest of the the case they will chase the party back to any major street
construction materials, are piled near the two guardposts yelling at them to flee the city. In the exchange of blows
constricting traffic on the Avenue of Temples, but no one one thief will be knocked out or crippled so that he can be
has yet complained. Most of the inside will be faced in captured. If the party runs, one thief should outpace the
white marble. rest and find himself catching up alone after the others have
Molin himself insisted upon the guardposts more to abondoned the chase. Because this takes palce in
guard the construction materials than to prevent vandalism Sanctuary, few others will take more than a passing notice
to the temple site. At this they have been moderately of the attack.
successful, in Sanctuary meaning losing less than half of The lone thief will know only two things of importance:
what was there originally. Two guards are on duty at all 1. He was hired by a red-haired Rankan in a soiled
times at each post and if trouble is expected, as many as cloak to scare the party into leaving the city. The
ten more may camp inside the uncompleted walls. Rankan's boots smelled funny.
During the day a force of over 100 workers will be 2. They were promised an extra silver piece if they
present most there voluntarily and happy for the pay could disable any of the party. They were to
though a few grumble at building a temple to a foreign god. collect this silver piece at the north end of Sham-
Occasionally one is dismissed for an indiscretion such as bles Cross.
relieving himself on the side of the obelisk. Much of The Rankan ran the other way as they charged, but he
the construction is supervised by the acolytes brought might be there now. He would like to go now, please.
byMolin Torchholder to Sanctuary. It is alright to make this a fight so long as none of the
The guards on duty will be pleased to discuss Neeblust players are killed. This is a mystery solving adventure, not
who has occasionally been assigned to supervising them and a hack and slasher. There is no harm in some of the party
has been insufferable when he has done so. The guards will being wounded, but nothing serious enough to keep them
express with great color and personal adjectives the fact from continuing the chase. If this is the case, the lone thief
that Neeblust is an obnoxious petty dictator when given can surrender when the rest flee.
any power. If the players pick up on this and indicate that If the party hurries to the north end of Shambles Cross
they are looking for him with no good in mind they will they will notice a few familiar cut-throats who will quickly
receive complete cooperation. The guards will collectively depart, but no Rankan. He had no intention of paying
know all of the following: any of the thieves more than the few coppers heigave them
1. He is normally broke, spending all his money on high in advance for after all, he will be leaving for Ranke soon.
living. As always, as the party traipses across the city they
2. He has a mistress who lives somewhere on the street should have many encounters as are given on the Encounter
of Red Lanterns in one of the houses. A Charts in Chaosium’s Thieves’ World. This will add excite-
3. Her name is Aleena, and she lives in Amo|i's Lily ment and use up time. If the players get too distracted you
Garden. may wish to have a messenger from Jubal appear to remind
4. He lives in the rented quarters down the street. them they only have 36 hours (or whatever) left.
5. No one has seen him since yesterday afternoon. He The cut-throats are:
missed work today.
the temple 0]: savanhala
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-41-
MULKEEN mt
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Might 55 \
' \

K,
Intellect 45 Y‘-\. \. /'.
_ fa
Knowledge 50
Stamina so
‘ \\..
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f
I
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the bazaan
Coordination 70 ,-it \
Appeal 30 ' I ".7 \ Neeblust was a regular customer in the Bazaar where he
Thief skill 2 spent money regularly. While disliked for his superior
da er ill ) - ' %‘?c=‘:*‘.‘-5.. attitude, he was politely treated, if charged higher prices.
Most vendors in the Bazaar will. remember him, but will not
-' | as.» have seen him for the last few days. No one in the bazaar
will even speak to the party without a proper purchase or a
bribe at which the following characters will supply informa-
Mulkeen will be the captured thief, not brave and willing
tion listed with their names below.
to tell all. If threatened, he will whiten and become panic-
EPLENUS
ky and if pressed in public will begin yelling, “Help, thief!”
MlQl'llI "/
as if the adventurers were robbing him. ln three rounds of
Intellect 30 . 7"’-
such yelling a patrol of city guards will appear (4 fighters,
Knowledge 25 -._W
- ’
chain, shield, sword, spear skill 3 with both) who will ask
the party to explain their actions. If the party mentions
Stamina 65
Coordination 65
that they work for Jubal, the guards will become hostile
Appeal 35
because they do not like private armies and Jubal makes
Fighter skill 1
their job harder. If there is a negative reaction the guards
Human 6'0” ._("*\
h_ ' .
\
T!_ ,1
will set Mulkeen free.
If there is a positive reaction they will take him to be 200 pounds
imprisoned. If Mulkeen is taken by the guard, the party Age 40
*3-/fie“;
will be required to appear the next day before Rost 5‘
Revenant (See Justice in Sanctuary) to give evidence;
failure to do so is a crime by order of the governor. The
case itself will take only a few minutes, but the party will Eplenus is a seller of pottery and plates. A middle-aged
have to wait three hours for it to be heard. The verdict will man descended from potters as his family can recall his
be guilty and the sentence will be death by hanging for work is of the solid variety suitable for home use, not for
attempted murder and Mulkeen will break down complete- display.
ly and collapse sniveling. The guards will take the party's Eplenus is a large man with a gentle voice not particular-
names and descriptions in either case. ly bright or knowledgeable about anything but pottery.
Be sure Mulkeen gives the party the two facts before the For years he has had a crush on Nyssaia, whose stall adjoins
guards appear. The other thieves will be: his. Because of this he resents Neeblust who has insulted
Fighter skill 2, sword, leather her while buying jewelry lately. He particularly remembers
Fighter skill 1, mace, chain the purchase of a silver broach in the shape of a butterfly
Thief skill 2, dagger and when discussing Neeblust he will clench and unclench
Thief skill 1, short sword his large strong hands. As throughout the bazaar he shares
Thief skill 2, cudgel (mace) a feeling of kinship with other stall-owners.
Thief skill 2, cudgel (mace)
Thief skill 1, sword NYSSAIA
None of the thieves are wearing armor and all will flee Might 40 , g;
at the first opportunity. They often run as a gang and can Intellect 55 /f
be found in the maze if the party is feeling vengeful. Knowledge 50 1 ' ’- _
Stamina 55 .f-3‘

Coordination 85 _\

l‘
Appeal 75 .2‘;-/""
Fighter ski|l0 e 1 If‘

"'§;I"_-4
g
1
_ 1'
.-".='-_
Thief skill 1 E ..
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__‘_ //> I

Human 5'2” \_
. ,§,\.\\ "/_—
In--7;
._

100 pounds
Age 30 Li
4

Nyssaia was an orphan fortunate to be left in the care of


a silversmith, a woman who was not a hard master and
taught Nyssaia the basics of smithing. She herself had never
been too skilled and had taken up the trade when her
husband also a smith, had died of a plague. They made a
fair living between them until the older woman was killed
during a street brawl she wandered into between soldiers and will become upset if interrupted. Two youths will have
and hawkmasks (Jubal made sure this never happened paid him a copper for the story, very welcome to Hakeim as
again). Since this time Nyssaia has held a grudge against he is thirsty.
both soldiers and sell swords but this does not prevent her For a silver Hakeim will remember that he was told the
from trading with them. Her beautiful fine silver jewelry, story by a sell sword hired for the ambush. For another
dainty broaches and combs are popular with the ladies on silver (he will not be subtle), he will recall that the identity
the street of Red Lanterns. Nyssaia makes this type of of the sell sword is Kamganet, a caravan guard who used to
jewelry because it uses littlesilver. work for Orlo. He will be known to Melentis as a dependa-
Hidden in her stall, under a table and wrapped in an old ble man. For a third silver the fact that Kamganet is
cloak, is an exquisite silver butterfly intended as a present currently drinking at the Golden Lion will be revealed.
she is preparing for Eplenus. It is worth more than all the When he receives the money, Hakeim will slowly rise and
other trinkets in the stall added together weighing nearly make his way to another tavern as he suspects that the
a pound, which is a fortune of silver in Sanctuary. She Golden Lion may not be the place for a quiet drink.
plans to give it to him when he gets the nerve to ask her to There will be several S'Danzo offering their services to
marry him. Nyssaia is a slight woman with fine features, a the party, though none will have any hard information. All
pleasant laugh and much popularity around the bazaar. She will offer to fortell the future for the party. They will pay
is protective of Eplenus; each will watch the other's stall special attention to Aethelwain if he uses any S'Danzo
if circumstances demand it be left unguarded. terms. They will use a great deal of showmanship in their
Nyssaia will react poorly to any pressure, but will be presentation (ham it up) and when the cards are finally dalt
helpful if it becomes clear that Neeblust is the abusive they will speak of death beneath the earth. Each reading
red-headed Rankan. If she is told this then she will inform will say this with some minor variation. For more details
the party that he had been there the evening before and had on the S'Danzo fortunetellers see lllyra in the basic game or
bought her most expensive trinket, the butterfly. She will the stories about her in the Thieves’ World anthologies.
add that he referred to it as his farewell gift to Aleena, his The party will be approached before they leave the
mistress, and will also comment that he often hid his bazaar by a gang of fifteen children between the ages of 8
purchases in his clothes and left in the direction of the and 12. These youths will say that they have heard that the
maze. party is searching for a red-headed Rankan and one will
volunteer that he once was beaten by such a man for spying
AL HELFAM on him. The gang will then offer to search the city for him
Might 75 if a suitable reward is offered, the leader asking a copper up
Intellect 65 7} front, but not sticking with the demand. They will promise
Knowledge 60 1 to meet the party in the bazaar the next day if they find
Stamina 75 i , l //‘ anything.
Coordination 60 tr-
Appeal 35
(smells of camels)
/,/ l
./
-_. t
'1 ‘N
KAMGANET
Might 65
Fighter skill 2 \ ’ Intellect 55 -‘\
' -__\
Human 5'5" Knowledge 35 ‘-'~
145 pounds Stamina 75 -"-‘:~t,‘
\f
" L
Age 50 Coordination 55 Q- ‘l-'
- '‘V

%""' Appeal 35 i. . 1.'


‘t
2‘
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Fighter skill 3 i\

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Al Helfam is a camel seller and horse trader whose stall sword, dagger
is on the North edge of the bazaar near that of Eplenus’. has armor in a pack,
He once had sold a horse to Neeblust (at quite a mark-up but wearing none I \
l ll-1
since Neeblust was such a lousy bargainer). He will com- '|

ment that Neeblust is a regular visitor to the bazaar, but Hll nl l l


often buys little. Al Halfam had noticed that Neeblust was
seen talking to Lepev Orlo, the merchant early the day Kamganet will be drinking at the Golden Lion and have
before the ambush. Al Halfam had not heard what they settled into a mellow mood. He will remember Melentis
were discussing, but Orlo seemed upset and had stormed and greet him in a friendly manner, in fact happy to see
away. Orlo may be staying at the Golden Lion if he is in him and offers to buy a drink. It seems he had earned a
town. He rode out yesterday, but rented only one horse gold piece recently and is enjoying spending it.
and no supplies. When questioned he will add little to what the party
had learned from the wounded man. He had followed the
HAKEIM red-haired Rankan for a short distance (to guard him of
See Thieves’ World for details course, not to rob him), but had lost him as he entered the
Maze. Orlo is upstairs,, asleep after a hard day visiting past
Hakeim the Storyteller will be recounting the story of an friends in an attempt to raise money for some new venture.
ambush by the Swamp of Night Secrets, telling it from the He had mentioned that he will be raising a new caravan
view of an ambusher. (Recount part of the story for the soon and that Kamganet can have a job guarding it.
players benefit). Hakeim will not reveal his source at first Kamganet is in his early thirties, of average size, confi-
dent enough of his own weapons skills to be easygoing and BEROND
cautious enough to avoid trouble. He was down to a few Might 55 ,
coppers when a red-haired Rankan offered him a job while Intellect 45 /";:~_
leaving the Bazaar. Had he known that the job was to Knowledge 65 '
ambush Melentis or the hawkmasks he would have turned it Stamina 55 M,/,/’ ’
down. Still, once he was there he did the job but slew only Coordination 85 7,? ;
one pirate. He will be adamant that he never fought a Appeal 40
hawkmask (Jubal has been known to take revenge on those Thief skill2-dagger \§\_,,) ’/1
who do). He will be sorry about having caused problems Human 5' 3” ' /
4 .1
for an old ally, but is too drunk to be of any help. 1 5D0unds A V i
/ 4 .i ix y
ORLO
Might 75 \ i-.1.)
Intellect 75
Knowledge 45 Berond runs a stall offering a changing variety of goods;
he is in fact a fence for petty criminals. On a few occasions
Stamina 60
Coordination 40
xi the former owner of an identifiable item has called the
Appeal 65 913/., guard, but Berond has immediately offered to return the
Fighter skill 3. item, claiming that it was brought to him by a starving
Thief skill 1 child. He is suspected by the other dwellers in the bazaar as
sword, dagger near having stolen from them, the greatest crime among this
the bed ’" close-knit group. Berond is thus treated as an outcast and
Human 6' 2” resents it. (He is guilty, but to him that does not matter).
/’/.’
220 pounds T. _%/, Berond will attempt to sell information to the party
Age 55 when he overhears their questions. He will say that a red-
Orlo is a caravan merchant. Over the years he has seen haired Rankan has been seen near the docks in the
many changes in his fortunes but is currently at his lowest Fisherman's area and may even have a house on
ebb. Never having married, Orlo often adopts young men Fisherman’s Row. This is all false, Berond is making it
who come into his employ. As he is a kind man and a good up. He will demand a gold piece for his information but
boss the affection is often returned which may be the cause will take any amount. If asked, any resident of the bazaar
of his current lack of cash. A new lad, claimed to be a will tell of Berond's untrustworthiness.
banished nomad, had joined his caravan. One night while ..._.
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this new fellow was on guard duty, the camp was attacked, .
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many guards were slain, and Orlo was forced to flee with . g
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little other then the horse he rode. He never saw the lad '~
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again. Because of this he will be hostile to Kalahd, making


derogatory comments on all desert dwellers in general. He
wakes up slowly, rather cranky at first but when he notices
Melentis he will brighten visibly. Orlo will be sympathetic
to the group's problem as it is explained, but knows little of tL_-.-.Q_..*- 1

Neeblust. He had been approached by the Rankan the


morning of the ambush and asked to organize a caravan to
leave for Ranke on short notice. When Orlo asked for a , __‘_f _ ‘.._ .. .|

down payment the Rankan merely stroked his red goatee


and made vague promises of a big reward in Ranke.
Orlo would never organize a caravan on promises and
had another a big deal brewing besides. When he told this
to the Rankan, Neeblust stormed off and Orlo later saw
him recruiting sell swords in the bazaar and the Golden
Lion, but thought nothing of it at the time. Orlo will also
recall one strange comment that Neeblust had made about
being tired of staring at the ruins and smelling the city.
;--_-

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the mugging
When the party is about ready to leave the bazaar, they Shallow Pit
will be approached by a young street urchin who will
inform them that they are to see his sister who knows
where the red-headed man is hiding. The child will begin to
move quickly through the crowd into the Maze. If the
group follows he will lead them deep into the Maze and
stop until the party catches up to him, whereupon he will
Old Blanket
;;,,_¢
Is<r‘fl
say that his sister will be afraid if all the sell swords enter
her home. Pointing to a broken-down adobe building, he
says that only one from the party should enter or else she
.3.
will not talk. He doesn't care which of the party should go
in, whoever it is can go ahead. He then asks for a copper for
his help and runs off.
This is a set up. If the entire party enters the building
they will hear the sound of three thugs hurrying out the
back but if only one enters, he will be knocked out and Thug Thug Thug
quickly stripped of all but his clothes. The thugs will then
flee out of the back with their loot.
The building itself is abandoned and the roof has fallen
in on several spots. The floor is thick with dust and the Scale 1 inch = 5 feet
walls slightly scorched from the fires of passing vagrants.
There is nothing remarkable about the room except that it
has two exits making it suitable for such a trap. There was
no sister; the thugs had merely overheard the group asking
questions and decided that one of them would be an easy
mark. THUG 1
Might 65
Intellect 55
Knowledge 50
'iliili\\\)\\\)\\ Stamina 50
LL“ Coordination 55
Appeal 40
Fighter skill 1
cudgel leather armor
- t T Human 5 7 150 pounds

THUG 2
I Might 45
',-- Intellect 55
Knowledge 55
I
Stamina 50
Coordination 75
Appeal 45
#-
Thief skill 2
*1‘-\
_I._1

-*.-1.1.; I '.-.-.'L NH”


-.__ blackjack dagger
Human 5 5 160 pounds
.' ‘Ir _
* __.,

‘ '“"'""' ‘ THUG3
’ _"—__
-_- __- Might 70
'—_-i‘ / \\\\\\ -- --- -..
Intellect 45
_-/. \% 7 " ' "' Knowledge 55
4///4% _.
i _-
-an-p
Stamina 75
Coordination 40
-__

-—w-
\\ - - -- .._ Appeal 35
_ Fighter skill 1
J ELUUEE __:“--- cudgel short sword
Dwarven 5 0 140 pounds
The simplest way for the party to contact Aleena is
either to bribe a guard at the door to fetch her during the
day or simply to appear as a normal customer in the even-
the lily garzben ing and request her services. If thrown out as a group, one
individual returning later perhaps in different clothes, will
not be recognized. As long as the party does not get violent
Aleena is a whore of the Lily Garden, (diagrams can
they are likely to reach Aleena eventually.
be found on pages 60 and 61 of Chaosium’s Thieves’ World)
Aleena herself feels no loyalty to Neeblust. She is in
where she is relatively new and shows no signs of the Krrf fact angry with him for promising to bring her a new
addiction encouraged by Amoli, the madame. Neeblust brooch the night before and then not appearing. In ques-
refers to her as his mistress, though in reality she is his only tioning her the following can be learned:
when he has enough silver to pay for her. Good with the
tricks of her trade, Aleena has made Neeblust feel wanted 1. Neeblust often spoke of how he hated Sanctuary and
and for this he has bought her several gifts, mostly trinkets how he would do anything to get back to Ranke.
from the bazaar. 2. That he expected to be rich soon or become a very
important person.
ALEENA 3. He left her the day before the ambush to search out
Might 40 \ a merchant.
Intellect 55 l I ._ 4. Neeblust was very pleased with himself during a short
Knowledge 45 visit the evening of the ambush because he had found
Stamina 70 \__:» P his
Coordination 60 _./‘T’_: ticket home in Jubal's hawkmasks.
Appeal 85 ‘ \ 5. Neeblust had been prowling the maze though Aleena
Human 5' 4“ 5 f/ ,7 had warned him that it wasn't safe. He had said that
120 pounds i ll ‘ii, he had found a place where even Torchholder could
AQE 22 l_ 'il; i.1,"i ' not find him and it was near some ruins because he
carries a dagger l , A ,ii,_, \__\\ 1,’ i used to comment on how depressing they appeared.
in er sash
' h I
in _ \.
! ,rJ|yH|,h
I I r
6. Neeblust had made friends with a gentleman with a
small estate just outside of Sanctuary where Neeblust
would go when he wanted to get away from it Named
Aleena will not be easy to reach for questioning as she Caften Grower, ghis friend raises grapes for wine.
is a working girl and Amoli is always in need of money. Neeblust even tried to take Aleena to the estate at
During the day there will be a guard on duty at the door- one time, but Amoli felt that she would lose too
way to see that the ladies are not disturbed. He will refuse much money if Aleena were gone.
entry to the brothel and, if challenged, will call out for Aleena will also be looking for a payment for having given
assistance from the guards at the other houses. Amoli is the information and if she doesn't receive it she will hire
not well liked, but there is an unwritten code on the street urchins to find Neeblust and warn him that he is being
that will bring everyone together against outsiders who hunted. (This will hardly be a surprise to him)
might threaten the girls. Nearly a dozen experienced,
well-armed guards can converge on the scene within a few THE BOUNCERS AT THE LILY GARDEN:
seconds. The guard on duty will be polite to any with
potential a paying customers, but firm in insisting that the A brothel open to all who can afford the services,
group return after sunset when the Lily Garden is open for of the girls can attract some very undesirable characters.
visitors. To protect the girls from the violent types, those who
Arriving in the evening, the party will be quickly admit- would harm the merchandise, all of the houses employ
ted to the Main Foyer where there are several benches bouncers, each normally noted for size and discretion. The
and two guards by the doors to the rest of the house. madames have found that by hiring the physically largest
Eventually Amoli will appear to ask what is the group's men they can find, much trouble can be discouraged before
pleasure. If the group informs her that they all wish to it begins. Most bouncers are recruited from Downwind or
question one of her girls about another customer, Amoli out of the city. Weapons are checked at the foyer.
will react negatively. If the group presses this line, inform
them that she is frowning and looking nervous. If they still BLENGE R
press her she will explain that discretion is necessary in her Might 85
business and will then ask them to leave. Intellect 45' ‘~
If the group asks for Aleena by name, Amoli will inquire Knowledge 40 y,//Z (
as to which sell sword they are asking for. Again she will Stamina 80 4, /‘rye it :11
react to any but a normal answer with a similar effect as Coordination 40 /,' 1'-
above. If the group is asked to leave, only a large bribe (10 Appeal 45 ,
silvers, a gold piece or even more) can gain Amoli's coopera- Fighter skill 2 1,1, i_ -1
tion and further, she will still insist that the group pay five cudgel, fists /‘ ~
more silvers for Aleena's company. At any sign of a ruckus Human 6' 2" g 4.. I //..
two more guards will appear to assist those on duty in the 235 Pounds ’ |\ I I -\.

front. Age 20 is s
Blenger was raised Downwind and views this job as his As an outcast from the desert peoples, Khamer will have
way out. He will be a very conscientious bouncer, casing some feeling of brotherhood with Kalahd. Khamer was
each customer as he enters. If he sees a concealed weapon, exiled from his tribe when he challenged the headman to a
he will ask to hold it until the customer leaves. He will be knife fight over the possession of a slave woman. His low
friendly unless pushed and hard to bribe. appeal rating is partially the result of two large scars that
cross his face in an X meeting near his mouth. The first
TRENTOG WHITEHAIR slash cost him the fight and the second was added for spite
Mlght 75 as he fell blinded. A bitter man by nature, he enjoys
Intellect 50
Knowledge 55
flf/}€\ throwing out the occasional trouble maker. Though he has
never actually killed a customer, it is only a stern warning
Stamina 45 from Amoli that has saved a few. Khamer is fond of
Coordination 50 Aleena as she has shown him some kindness and has never
Appeal 65 taunted him about his scars. He will attempt to stay
Fighter skill 3 within sight of the party if they interview her during the
blackjack fists day and will attack as a beserker if she is harmed.
Human 6'0"
245 pounds
Age 45

Trentog has a fatherly, protective attitude towards


the girls at Amoli’s. He has led a varied life and has enjoy-
ed the comparative Ieisure of this job for the past year.
Trentog feels that he is a good judge of character and
since he is favorably impressed with one of the group he
can be bribed. He and Blenger will be on duty in the Foyer.

UNFCLEPT
Mlght 70
Intellect 45
Knowledge 35
Stamina 60
Coordination 60
Appeal 75
Fighter skill 2
cudgel, dagger
Human 6' 2”
220 pounds
Age 25

Unfclept regards himself a ladies’ man, is quite vain and


easily swayed by praise. His main motive in working at the
Lily Garden is the occasional fringe benefits he receives.
Tall and dark, he is losing his muscle tone to a layer of fat.
Unfclept will be the door guard during the day.

KHAMER ALLARD
Might 80
Intellect 45
Knowledge 50 g I
Stamina 75
Coordination 55 /-ff '
j
-. \
~
Appeal 25 1 _? $1..‘
Fighter skill 2 ‘ .
d . . .‘-H.
agger, scimitar \ I-' , it,_;:z,.
Human 6' 3” 5 \\‘ ;_;./ ':
210 pounds s I ‘/4 ‘ ,
Age 30 \
..t°-:‘-ll‘ I _ I r .
Jubal. Ferker will be reasonably dependable as a guide in
exchange and once he feels that he is off the hook, will be
almost jovial.
the assassin The second character who fled the gambling hall was the
assassin, Drex Farflight, the overseer of a small estate two
Upon leaving the Lily Garden, one of the party will be hours west of the city. He is an ex-Rankan soldier familiar
struck by an arrow fired from the side of Cordileone's with Sanctuary. He will be slowed by a collision with a
Gambling Parlor. The assassin will flee inside the gambling fruit vendor who will grab him and demand payment for
hall itself, dropping his bow. The arrow will strike one the ruined fruit. When the party arrives, Drex will have just
player (roll randomly) in the shoulder, causing only super- pulled himself free.
ficial damage. If the party enters Cordileone's Gambling
Parlor, a character from the bar will flee out the back door DREX FARFLIGHT
and in so doing, will knock over several customers and Might 60
appear to be in a panic. If the group rushes too quickly Intellect 45
through the room after him they will be told to slow down Knowledge 55
by several very large bouncers. (The floor plan for this Stamina 65
building follows the Lily Garden in Thieves’ World.) Coordination 70
While the man is rushing out the back door a second Appeal 55
man will simultaneously spring up and dive through the Fighter skill 4
open window on the south wall, also appearing panicky. short bow, dagger
Again the bouncers will encourage the use of the doors Human 5' 5“
instead, if the group decides to follow.
145 pounds
If the group reacts quickly and begins pursuit, allow
Age 47
them to catch either (or both if they split up) of these men.
The man who went out the window is Ferkor, a sell sword
from the group who participated in the original ambush. Drex is a veteran of several Rankan wars. He retired
He had recognized some of the men from the chase through from the army when his commander accepted an estate
the swamp and had thought that the party was coming for near the newly conquered city of Sanctuary, offering him a
him. He knows no more than what Kamganet has already position as overseer which Drex quickly accepted.
told the party but will add that he once saw the Rankan In the years that followed, Drex was instrumental in the
who hired him hurrying east on the Serpentine (a street in forming of a secret society of Rankan nobles, very active at
the Maze). The Rankan seemed concerned and kept one time in defending the new estates from the newly
looking over his shoulder. The odd thing was that he was conquered peoples. In the last few years the society has
leaving footprints as if his feet were wet, but it had not lost much of its purpose as some order has been imposed by
rained for days. Prince Kadakithis but still there remains a core of diehards
who feel the need to maintain constant vigilance. When the
FERKOR note from Neeblust arrived only Drex was available to
Might 65 -\ assist.
Intellect 45 / , ) Drex is a veteran and when he sees that he is greatly out-
Knowledge 40 ’/ /W i numbered and trapped he will quite calmly apologise for
Stamina 70 '1 -g J) his mistake. He will then try to tell the party that the
Coordination 55 .» 5 ri S shooting was intended for another group and that he
Appeal 40 i"; -qt- ~. r mistook them for a gang of old enemies who had been
F’ h k'll 3 7 . = hounding him lately so he was hoping to discourage them.
Hl?mtaerIfS5'l7" \)“~. /%/ Drex will even offer to hire the party as bodyguards.
155 pounds , '3 I“ Q Drex will be carrying a note from Neeblust:
Age 27 1 i y .
I am in possession of a document of value to Ranke.
Five Wigglies are trying to gain it back. They are
Ferkor is a long time resident of Sanctuary born of the probably part of a conspiracy. They look like (short
union of a pirate and a woman who worked the Street of description of the party) and will probably trace me
Red Lanterns. He should have turned out rotten, but to Aleena at the Lily Garden. You may also need to
instead became simply amoral. Ferkor works for whom- take steps to keep her quiet. l will explain more
ever pays him, does whatever he is told, and honestly later, but try to discourage the Wigglies from search-
believes that if he is ordered to kill a man the guilt belongs ing for me. FOR RANKE!
to the person who ordered the deed. While hardly an QN
attitude of good citizenship, it serves him well in the
seamier parts of Sanctuary. Ferkor is knowledgeable about If Aleena has not been reached by the party, or if she
the Maze and is willing to guide the party for a few silvers was handled poorly and did not tell all, this note will help
whenever they visit there. At the moment he is quite the party gain quick access to her and all of her informa-
tion.
worried about Jubal or the hawkmasks taking revenge upon
him and he will ask the party to promise their silence with
D.rex will ask the party to forget the whole thing (even
if the note is found). He will promise to return to his
estate and stay out of the city for the next week, also
pointing out that it will take several hours to place charges
against him and that little harm was done. He will finally
captens estate
offer to buy his freedom with 10 silvers as recompense for .Caften’s Estate is typical of the more prosperous farming
the man he struck. If released, Drex will be good to his operations around Sanctuary. While the climate is poor
word and return to the estate. The party really must free for grains, it is ideal for grapes and similar crops. The
Drex or take him to the authorities as they are standing in a original outside walls and main house of the estate were
public street with a small crowd gathered. built many years before Caften became owner with the fall
of the city. The walls are of adobe two feet thick and All
of the windows of the main building are covered with
wrought-iron gratings which are decorative but effective.
The small wooden building for housing the sell swords and
the storage area for wines were added about fifteen years
ago. The wine storage area is actually dug several feet
below ground level to maintain a suitable temperature for
the aging of the better wines. The only furniture in the sell
swords’ quarters is eight bunks with small chests below the
lower ones.
Except for the peasants, everyone eats in the larger room
of the main building which is painted a cheery yellow and
kept warm by the spacious fire place. Around the fireplace
hang the pots and tools needed to prepare the meals. The
wife of one of the peasants does the cooking and cleaning
for a few coppers a week.
The bedroom is also simple, containing a large, comfor-
table bed with several quilts and sheets. The chest on the
right side of the bed is locked. If opened, all that will be
found is the record of profits earned by the estate in
the last ten years. This chest is nailed to a plank of the
wood floor; it has a false bottom which is the only access
to a strong box hidden by Caften. In this box are 21 gold
pieces, 93 silvers, and 8 coppers, Caften's emergency money
which he has told no one about. On the shelves can be
found minor personal items and neatly folded cloth-
ing.
Six horses are kept in the barn, three of which are kept
purely for riding. Caften will ride every day after lunch if
business and the weather permit. The other horses are
trained to pull wagons or plow in the fields. Behind the
stable is the grape press used to produce the wines, now
empty and clean. There are also four peasant huts.
Caften treats the peasants who work his land like slaves
so they dislike him but really have no-where else to go.
Should one of the peasants see a thief enter the manor they
would likely say nothing. Further, they will be glad to
reassure the party that Neeblust has not been around for
several weeks. The stream behind the house eventually runs
into the White Foal River.

CAFTEN GROWER
Might 75
Intellect 70
Knowledge 65
Stamina 45
Coordination 60
Appeal 55
Fighter skill 4
Human 5' 9“
180 pounds
Age 45
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Caften is also a member of a society of local Rankan
nobles who were cast into the province to help occupy it
after it was conquered. The few dozen Rankan nobles who
neeblusts
were granted estates formed a secret society with the
purpose of furthering Rankan influence. The ineffec- quantens
tiveness of the garrison in protecting them from thefts and
The building housing the lesser members of Molin
assaults also led to the importing of a band of sell swords
Torchholder's entourage was rented because it is closest to
by this society to guard their estates. While most of the
the construction site for the temple. It was formerly used
original group has lost interest in the society having adjust-
ed to the city and the city to them, a few die hards still as a tax-gathering house before this activity was moved to
the palace grounds. The house has been named none too
cling to it.
affectionately among the locals the Squeezer's House and
Caften is one of those nobles who still values the society
because of its former use, was set up with several small
and nurtures a strong prejudice in favor of all things
rooms for money counters. Molin decided that these were
Rankan. Perhaps because he is a former Centurian, Caften is
ideal for housing his staff. Currently there are eight perma-
one of the more militant of the nobles. He commands the
nent residents from Torchholder's party and several itine-
largest contingent of sell swords and prides himself on being
more Rankan than those who live in Ranke itself. Caften rant workers who sleep on the dining hall floor.
There are three large rooms besides the dining hall.
truly feels that Rankans are inherently superior to all other
people. One is used by the architects supervising the construction
When the party approaches Caften's Estate they will of the temple and is littered with papers. The table, used
receive a very unfriendly welcome, local inquiries having as a desk, is covered with drawings, calculations, and crude
warned them of Caften's attitude. The estate itself is an surveyors’ instruments (34 silvers value). On a second table
hour's walk inland from Sanctuary. Most of the estate is in the architects's rooms sits a fragile, clay model of the
completed temple from which small fragments break off
surrounded by vineyards started with cuttings Caften has
when touched. Molin accidently broke off a peice of it
imported from Ranke. He is quite proud of his fields and
once and joked that he hoped the real temple would be
will brag of them to anyone who will listen, even non-
sturdier).
Rankans. Most of the local Rankans have heard more
The room leading to Neeblust's quarters is used for
than they care to hear about these fields long ago.
the storage of tools at night for which a large table and
Specific inquiries about Neeblust will bring on questions
deep shelves are provided. During the day these will be
about the group's motives. If pressed Caften will call for
empty while at night they will be covered with a collection
the eight sell swords currently in his service, all of whom
of shovels, hammers, chisels, and the like. The floor will be
will back him, but none are anxious for a real fight. (They
dirty from the passage of workmen's feet and the noise
know how prejudiced Caften is, but he pays well). He will
they make each sunrise in gathering tools is one of
say that he has not seen Neeblust in several days. Neeblust's greatest annoyances.
The cook is a permanent resident of the kitchen. He is
Se I Sword 1 Fighter 3 sword, dagger
an old man merely wishing to earn a few coppers and
Sell Sword 2 Fighter 2 sword, spear
keep a roof over his head. Since he is a very sound sleeper,
Se I Sword 3 Fighter 1 spear, mace
and slightly deaf to boot, the party will succeed if it tries to
Se I Sword 4 Fighter 1 spear, dagger
sneak by him. During the day he prepares meals at the site
Se I Sword 5 Fighter 1 sword, dagger
itself, the food being hearty, but not very tasty.
Se I Sword 6 Fighter 0 spear
The only door to Neeblust's room is in the tool storage
Se I Sword 7 Fighter 0 spear
area. The party has already been told by the guard that
Se I Sword 8 Fighter 0 spear
they cannot enter, so it will be necessary for them to sneak
into the building, a feat actually easier to accomplish
All will be wearing leather armor and carrying small
during the day. For most of the daylight hours the building
shields. The last three are new recruits and have had little
will be empty except for the architects and one guard
training. They will only stay in a fight while Caften or the
stationed in the front, who sits on a small stool rarely
Fighter 3 are alive, then they will flee.
moving from the corner by the two doors. During daylight
If the party starts a fight with Caften, one of the field
his main purpose is to keep vendors from annoying the
hands will run to the nearest Rankan neighbors and in
architects.
about 10 minutes, 10 armed Rankans will appear at the
There are no windows to Neeblust's room itself because
estate. If the party has killed Caften the Rankans will be
it was originally a tax counting room requiring security
interested in meting out justice right there but if the party
from thieves. The room contains just four very plain pieces
flees back into the city the Rankans will not follow.
of furniture. The bed is a straw pallet covered with a few
Caften is rumored to be very rich but a bit of a miser.
blankets; the straw is fresh and nothing is hidden in it. The
rug on the floor, worn and plain, was inherited from the
room's former occupant. It is rather dusty. A chest sits
along the south wall of the room and contains clothes and
several letters a few of which are passionate love letters
Neeblust has written to a noble lady in Ranke. Judging by
their dates it seems that he has not had the nerve to send
any of them; they are primarily just purple prose. A more
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offical-looking letter from Neeblust to a fellow acolyte still
in Ranke reads:

Narwin,
Old friend I hope to be back there soon. Never could
the box
I imagine how much I would miss our fair city. I have
On the third day a street urchin should run up to the
an opportunity to return a hero. Today I was able to get party with the message that they are to go to Nyssaia's stall
the date of the arriving of a stolen state document from where she is waiting for them with something very impor-
llseg. A foolish hawkmask betrayed to me when it was
tant. He will claim that Nyassaia promised that they would
arriving. In just a few hours l will steal the document give him a copper. (Actually she already gave him one.).
once more, but for Ranke. Those hawkmasks act very When the players arrive, Nyssaia will recognize them and
tough, but like most sell swords are slow and crude. ask them to wait where upon she will send Eplenus off into
Once I have the document I will return to mail this the bazaar. The big potter will return in about ten minutes
and tell you to prepare my old quarters. If the fools with the box that had previously contained the stolen
try to find me they never will find the hole I will crawl document. Nyssaia will say that she has spent 6 silvers for
into - if I can stand the smell. Soon I will tell you of it and will ask for 10 silvers to tell the party where it came
my success from. Actually she had bought it for three.
(Document 2) She will not go down in price and will hint that the
The clothes are of no substantial value, mainly the every- information will help the players retrieve whatever was in
day robes of an acolyte. Due to the hostility of the locals, the box. While the negotiations are in process, another
most of the acolytes have taken to wearing normal clothes. urchin will run up to the party saying that he saw the
On the chest is a note, unsigned and dated the morning red-headed Rankan and for 4 silvers he will take the party
after the ambush, requesting Neeblust to report to Molin. to where he saw him. One of their gang is still following
There are three pots on the shelf along the north wall, the him. Immediately another urchin will arrive and announce
largest containing a fluid smelling of ammonia. Neeblust that he lost the Rankan. Amid the kidding of his fellows he
had relieved himself in this pot and hadn't returned to will protest that the red-head just rounded a corner and
empty it. The odor will be quite strong if the lid is opened. disappeared and he will suggest that the red-head must be a
The second pot contains several bags of dried sweet- wizard. One of the urchins will swat him at that moment.
meats or other snacks. They are all edible and could Nyssaia will then remind the players that they have a
be sold for 6 or 7 coppers. The third jar contains a crum- deal to strike. She will act as if the children's information
pled sheet of paper which appears to be some sort of is no surprise (because it is not). When the players agree to
hand-drawn map (Document 3). 3 her price she will turn the box over to them and inform
If the players leave carefully and close the door behind them that it was obtained from a petty thief named
them they will have no trouble exiting which ever way they Margarin who probably stole it the night before. This is all
came in during the day. she knows and if the players press for more information
If the players enter at night it will be necessary for them Eplenus will make threatening noises and reach for his
to sneak past first the cook, then a room full of workers, cudgeL
to reach Neeblust's room. A thief might do this, but most At the mention of Margarin's name one of the urchins
fighters are not trained to move quietly enough. If cap- will offer to show the party where he lives. This will cost
tured, they will be suspected of attempting to steal tools, so them only one coin, in advance of course. If the party
try to discourage a night entry. offers the urchin a silver he will guide them to a two story
. _,,] .3 ~ _ building just north of the ruins of the Temple of Heqt. The
I _‘Ill _ E_ 9 urchin will say that Margarin lives on the second floor in a
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will then be up to the party to locate Margarin. There is
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direct the players to the building for a copper or two.
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use. There is only one way onto the second floor via a
rickety ladder.
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door they will hear him snoring. If they knock he will

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wake up and not recognizing their voices will flee out the
window. (If this occurs they will have to find some way to
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Searching the room will tell the party nothing as they will
$\> find mostly empty wine bottles.

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The Maze The H ideaway


_lf the players simply burst in, the thief will be easily
subdued. Once cornered, Margarin will be willing to ex-
change information about the box for his freedom and a
few coppers for his disturbed rest. He will become bolder
as he realizes that the players are not the local city guards.
the bibeaway
Margarin will truthfully tell the players that he found When the party leaves Margarin's building they will once
the box buried under a pile of rubble, hurrying to add that more be approached by the street urchin who had been
he was simply hiding in the rubble to enjoy the moonlight following Neeblust. The urchin will again ask the party
when he found it. The rubble was not that of the ruined if they want to see the place where he disappeared, quickly
Temple of Heqt (he never works that close to home), but adding that it is only a short distance off the end of the
rather a large mound punctured by a stinking hole just off Serpentine. He will do so for a copper. Be sure to have
the other end of the Serpentine. He will not agree to take several encounters as listed in the special table for the Maze
the party there and if threatened will say that any urchin in Chaosium’s Thieves’ World or others appropriate for the
can lead them there easily. Once he has told the party area.
everything he will ask them to leave so that he can get some The child will lead the players past the Vulgar Unicorn
sleep but by this time a few other residents of the floor will and east the length of the Serpentine, (See special map in
have gathered in the doorway. Some will be grumbling Thieves’ World) a distance of about three blocks. Reaching
about who the players think they are invading their home the end of the Serpentine the child will turn right Where-
and more will arrive until the players decide to leave. As upon a large pile of ruins will be almost immediately visible
the players exit, the sound of the laughter coming from the on the players’ left. These ruins form a pile of volcano-like
residents will be obvious. rubble around a large hole nearly 6 feet across emitting foul
odors which will be apparent to anyone investigating
MARGARIN the hole. (It is an entrance to the sewer system.)
Might 50 The urchin will lead the players to the point where the
Intellect 45 _..-_-/;¢‘_'r*‘\r street ends in an alley going east. He will say to the players
Knowledge 55 that the red-haired man had disappeared before he could
Stamina 50 I reach the alley entrance. There are three doorways in the
Coordination 60 r 3 ” "‘ alley, two on the south wall and one on the east. All are
Appeal 30
Thief skill 3
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Margarin was once a fairly successful pickpocket. ln the
past few years he has begun drinking heavily so that his
hand now shakes too badly to ply his trade. In order to
survive, Margarin has become a mugger at which he is not
very successful because he doesn't enjoy violence. He even
knows how to read and likes to believe that he is a man of Q3°%

culture.
Margarin hates mugging because he is basically a coward: F <>
to him there is no thrill in combat, only fear. As a result he T 1
would like to leave Sanctuary if he can ever think of a place l 4

to go. Raised in the maze, Margarin fears the open country l


as full ofbandits and so lives with the horrible known I 4
rather than face the unknown.
He is in fact a character who uses bravado, but who
will break down if actually threatened and in danger. He 4 3
will cooperate by telling the party everything simply
because he has no reason not to. He also sees no reason to 12
anger five armed men but once the crowd gathers will feel
reasonably safe.

‘I
closed and the only window is tightly boarded. Seeing that There will be a letter, partially completed, on the table
the party will continue, the urchin will back away several by the window. Neeblust will have addressed it to Aleena
paces (just in case there is a wizard). A narrow alley and was obviously in the process of writing it when he was
continues south, but is blocked by garbage and part of a panicked by the party. It reads:
collapsed roof.
My dearest,
DOOR 1 Forgive my missing our liasion. I know it caused you
much grief. I have been given a great opportunity to
This door is tightly locked and very sturdy. If the better myself and return to beautiful Ranke in triumph.
players break it down they will create quite a racket. Such a chance had to be taken. All is not going well.
Behind the door the party will find a single empty room Some of the hawkmasks I took a paper from have been
containing only a crude bench and a set of shackles fast- doggedly searching for me. I have paid thugs to ambush
ened into the south wall. The area near the shackles is them and even tricked a loyal Rankan into attacking
stained with blood and the floor shows where the scraping one, but they. persist. For the last two days I have been
of a struggle. In the southeast corner are a filthy rag and forced to hide in one of the worse parts of this foul city.
three short pieces of rope. (The room was used by kidnap- Today one informer told me that even the hawkmask
pers). who betrayed them to me is one of them. He surely will
wish to see me killed. I dare not now let the paper from
DOOR 2 my sight or leave this miserable hovel. I will be
(Document 4)
This door is barely on the hinges and it will literally
come off in the opener's hand. Behind the door the party The note is unfinished and a small silver brooch in the
will find that the roof of the building has collapsed. The shape of a butterfly rests on the table nearby. The bed is
rubble is a thick jumble of boards and tiles over a foot deep neatly made, topped by one thin blanket. The cloak
and a large rat will scurry under it when the door is opened. hanging in the corner is stained with filth and slime along
several inches of the hem (the type of stains created by
DOOR 3 wandering around in a sewer). On the shelf is an empty
scabbard, some dried sweetmeats, and a second note. This
The door on the east wall is the entrance to the hide- one is sealed and addressed to Molin Torchholder, it reads:
away rented by Neeblust. He will be there sitting at a table
writing a note to Aleena when the party arrives. If they Dear Sir,
make too much noise at the other two doorways he will be I received two days ago the opportunity to obtain
alerted and flee out the window whereupon the urchin will a valuable document. This document originated with
begin yelling madly, “There he is, there is the red-head." llseg government. Seeing my duty to gain this document
Other urchins will also take up the cry. Neeblust will then for the state I used a tiny amount of the building funds
jump into the sewer system through the hole in the ruins. to obtain it and ensure I could not be found afterwards.
If the players have managed to make a comparatively As a true patriot I know you will understand. It appears
quiet entry they will catch a glimpse of Neeblust diving out now I am being searched for by the pawns of that
of the window as they crash through the door. With the cut-throat Jubal. These sell swords have stumbled about
players in pursuit, the acolyte will virtually dive into the the city with dogged determination. Unfortunately I
hole in the ruins to flee down the Sewers. When the have been unable to obtain a quick passage to Ranke. I
players arrive at the hole there will _be no sign of him or will attempt to come to the Temple site tonight and
any trace of the direction of his flight visible from the meet you. Your help is badly needed. I have found a
ground above. safe place to hide the document near my hideaway while
fa I‘ _ Wyn _ ;_ _:.i..:? ' '- :¢v_-\ 3: _ _ ‘ 7.7% (h . 7 ‘ H“,7 ‘ ’ _-.f.-
there. Please give the child I send this with a copper as
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‘, player there will be the most insistent for money.
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the sewerzs
Neeblust will be hiding in the sewers. He has developed,
very appropriately, a real fear of the players and has real-
ized that the traitor must kill him to protect himself. He
has with him a sword, but is wearing no armor; he does
know where the sewers run and so can travel faster than the
players. Once cornered he will fight, going first for the
traitor, with the hope that he can surrender after the traitor
dies. He will not surrender while the traitor lives. He will
yell insults at the traitor specifically and the party in
general once he is spotted. Most of the action will take
place in the area just south of the entrance to the sewer
system because Neeblust has not explored farther.
A six inch layer of waste and water flows slowly through
the sewers. The smell is terrible and some of the party will
wretch upon entering. (Check versus each player's stamin-
a). Occasionally a part of the wall has collapsed and, more
dangerously, some parts of the floor have collapsed, for-
ming small, filth-filled pits. With help, no character will
drown in one, but it is not a very pleasant experience.
Light will trickle down from the hole in the ruins and will
be provided by the lantern that Neeblust thought to leave
hidden down there and any improvised torches brought by
the players for themselves. Foot-long sewer rats will scurry
around at the edge of vision. If a wounded player is left
alone they will attack in large numbers (11-30) and literally
eat him alive. They have little fear of man, but great respect
of fire. The sewers run all through Sanctuary, but try to
keep the characters in this small area of them. Ceilings on
the verge of collapse will often discourage exploration.
Just before the players enter the sewer, Jubal and seven
hawkmasks will arrive. He will inform the group their time
is nearly up, ask them what is happening, and reinforce the
fact that their job consists of retrieving the document.
Jubal and his men will wait above for their return and he
also warns them to beware of the rats.
Neeblust will be hiding around the corner to the south
of the T in the tunnels. He has hidden the document in
his shirt under the rubble where a part of the sewer has
collapsed and it has remained dry trapped in that rubble.
Neeblust will suddenly attack any player who moves
uncautiously around the corner and once the traitor is in
sight, will switch his attack to him exclusively. When he
attacks, bare-chested and filthy. he will yell “For Ranke!"
Neeblust is neither a fool nor a coward; everything that
he has done on his own initiative shows that he has some
real courage. Nor is he doing less than what he feels to be
his patriotic duty, enhanced by his perception of his actions
as a means of bettering himself. By now he is both desper-
ate and cornered, one man hunted by five, one of whom
must kill him. The five have spent days searching him out
and all are sell swords he has wronged. He will fight well
(for an Acolyte) and will not let the party kill him off
quickly. Add some color to the fight. If possible, Neeblust
will» maneuver to cause one of his attackers to fall into the
pit to his right. As he dies, Neeblust will once again
hoarsely whisper “For Ranke.”
The party will need to search for the document itself,
spurred on by Jubal’s cries of, “Do you have it?" When
discovered, the document will be somewhat crumpled, but
in readable condition. (Document 6). It has great potential
for blackmail which is why Jubal wants it so badly.
Jubal
When the party emerges Ju bal will be anxious to retreive
the document and once it reaches his hands he will appear
DOCUMENT 6 more relaxed. After reading it through he will become
almost pleasant. At this point one of the other hawkmasks
To Alerson Hartman will remind him of the matter of the traitor.
Ambassador to Ranke This will depress Jubal who will ask the players to
come stand near him and turn over their weapons. If they
Brother, I am pleased with your efforts in the capital of refuse, the hawkmasks will draw their own and gather
those barbarians. So long as they continue to maneuver around the players. Jubal will announce that only the
in the palace, they are not maneuvering on the battle- traitor will need weapons and will ask if they were all
field. This list is being carried by seas by a trusted mer- guilty. If the players draw their weapons Jubal will point
chant who should be richly rewarded. Use the names out that he has both numbers and his best men with him.
below to pass to me secret dispatches and anything you One of the hawkmasks will then disarm each player indivi-
can find out about the weaknesses of the Rankan court. dually.
These sea captains have been an invaluable aide in watching Once the players are disarmed Jubal will ask if they can
the Barbarians for another attack on our beloved city, tell him the identity of the traitor and the cause of be-
Your Brother, trayal. At this point you may wish to lead a discussion
Jeal among the gamers as to who they think is the traitor and
Advisor to the King why. If the guilt of one can be proved to Jubal he will
order the traitor killed on the spot (an object lesson) for
Seth Fulwig, Captain of the Waverider the crowd that has gathered to watch. If no one can be
Hept Withen, Captain of the Good Wind (needs shown to be the traitor Jubal will order all of the players
money badly) to be killed. The possibility of any unloyal hawkmask
Pernt sept Alenrup, Owner of the Fair Trade is intolerable.
(Careful very greedy)
Lencovenius, Captain of the Sea Sprite
Mun Ternwik, Owner of the Eastern Seamaid
(hates Rankans)
Tervellenus, Owner of the Narwahl
(often smuggles on the side)

Hole

To Well
Cue Jubal.
In many TW scenarios, the Gamemaster will find himself
gaming Jubal playing the part of the ex-gladiator/slaver. To do this
successfully he has to project himself into Jubal's head and
by R.L. Asprin not try to impose his own contemporary values (or lack
thereof) onto the character. To understand this, let us
Before I launch into particulars on Jubal, I would like look into Jubal's head.
to propose a golden rule for all villains, particularly those PRIORITIES AND GOALS: Shunned by society first
to be role-played in Sanctuary: as a slave then as a penniless freeman, Jubal constantly
seeks status, acceptance and recognition. His past failures
Villains must behave logically! have convinced him that the only way to achieve upward
mobility is through money so he pursues additional wealth
I am aware that this may be heresy in the world of FRP by any means possible. Thievery and black-marketeering are
where characters gaily poison or double-cross their own acceptable to him as normal investments and business
party members under the guise of a so-called “chaotic” or transactions. He will seldom turn down a chance to obtain
"evil" alignment without repercussions. Nuts! Even additional funds no matter how small the gain or the size of
assuming that the ordinary non-player character is of the risk. The only exception to this is if the risk is dispor-
sub-average intelligence, it does not take a mental giant to tionate financially (i.e. if he must gamble a hundred in gold
figure out that if player X has returned for the fifth time to gain another ten in silver). These underlying priorities
without any other surviving party members with him, you should always be remembered when playing Jubal. He does
do not want to be hired for his next expedition -- AT ANY not work for humanity, or good, or evil, or chaos. He
PRICE. r works for Jubal. If a venture affects his wealth or position
Blind loyalty does not exist in the real world, and I find he will get involved somehow; if not, he could care less.
it annoying in FRP. In order to reach physical maturity THE HAWKMASKS: Though he occasionally takes
all characters must have a certain survival-oriented paranoia. personal, physical risk (primarily out of boredom) Jubal
If a villian is out to honk somebody, he must first allay all is usually pretty careful about his security which he en-
o f t h e norma I suspicions.
' ' If th ev ill ai'n wants to maintain a trusts to his Hawkmasks. They are a mean, shifty group,
pack of loyal followers, he has to treat them pretty well. mean and shifty being those qualities specifically required
Darth Vader notwithstanding, you cannot keep an army in by the position. Logically then, each Hawkmask has an
' on fear alone and 'if you try, as soon as t h ey are out 0 f
line individual shrewdness or else they would not have survived
your sight they will head for the hills or the opposition long enough for Jubal to hire them.
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Jubal treats his Hawkmasks with a fairness he shows to with him. The price may be high, but one can rely on what
few others. He pays them very well (with deserved Jubal says.
bonuses), he does not reprimand them unnecessarily or MAGIC-USERS: Jubal fears and distrusts all forms of
without proof, and he will support them with money or sorcery. Any party seeking his advice or assistance with a
force should they fall into trouble. It is also true, however, magic-user in its ranks is in for a rough time if he will
that he is merciless and cruel in his punishments should any agree to see them at all. During any interview with a magic-
betray him. (Note: Betray, not fail. People do make user present, he will have an archer hidden to cover the
mistakes and to kill a man for an honest one will start magic-user. The archer has instructions to slay the magician
the survivors thinking about leaving). at the first sign of danger, mischief or other strange
This adds up to a “carrot and stick“, reward/punishment behavior. Jubal will accost the magic-user's party with
form of discipline. To the Hawkmasks there is much advan- verbal abuse such as: “Why do you need me?”, “Ask your
tage to remaining loyal and little advantage - in fact, a lot bedroom-peeper.” Or: “I refuse to assist anyone too
of major disadvantages - in selling him out. To subvert a cowardly to face his enemies in open com bat.” Needless to
Hawkmask would require a very, very large bribe and an say, it will be best for game and character development if
ironclad guarantee of security for the ex-Hawkmask after magic-users give Jubal a wide berth. He will not change
the fact. his opinions just to make the campaign run more smoothly.
SLAVES: Jubal has an unusually low reguard for SWORDMANSHIP: Jubal is an excellent swordsman
slaves - considerably lower than the average low opinion of who no longer feels the need to prove himself to others.
the breed. Like any successful professional who has work- Whenever possible he will avoid a fight or send his
ed up from slum beginnings, Jubal has no sympathy for Hawkmasks to do combat for him. He draws steel himself
those still living in squalor. “If I could get out, so could only when he is in direct physical danger or his leadership
they if they wanted to" is his motto in this regard. Jubal is is under serious challenge.
not unaware, however, that some slaves just might want to WEAKNESSES: Sanctuary's crime-lord has three major
follow in his footsteps and that there might be one or two weaknesses. The first two, greed and curiosity, should be
who would be able to do so. Consequently, he rarely lets already apparent. The third vulnerability is not so obvious,
a slave into his mansion, and then only in chains. loneliness.
INFORMATION: Next to gold and other forms of hard In his quest for acceptance Jubal has gone from being
currency, Jubal loves information. He will use his wealth an unapproachable gladiator/slave to being an unapproach-
to buy information, usually from one of three categories: able vice-czar, neither position encouraging close friend-
profit potentials, defense or dominance. The first category ships. While he has long since accepted the isolation of his
deals with information which can be readily converted position, part of him yearns for a trustworthy confidant
back to cash - such as the arrival of a shipment of smuggled though he would undoubtedly suspiciously reject anyone
goods primed for hijacking. The second includes data who directly approached him on those terms.
concerning those who would, by intent or accident, adver- While Jubal is openly disdainful of most people in his
sely affect Juba|'s position. Jubal has a specific desire to millieu there are a few he respects, specifically those who
learn the details of plot and personality of those against hold to their own set of ideals and standards and are
him. The last category concerns data which would not incorruptible. He may not agree with the aforesaid ideals
affect Jubal directly but would allow him to keep track of and possibly finds them professionally annoying, but he
what is going on in the city; who stole what from whom; admires the strength of will required to maintain them.
who murdered whom and why, and other such tidbits. Most of all he would appreciate it if the few that he res-
While occasionally such information is resold, usually pects would admire him in return; he would be satisified
it is kept in reserve to barter with at a later date when if they would simply accept him without visible loathing.
favors or personal leverage is needed, or simply to aid Jubal His efforts to gain the respect/friendship of the few men he
in anticipating the stratgems of the authorities and his admires leaves him far more vulnerable in those areas.
business rivals. Jubal takes steps to protect himself from himself, but in
Like any other collector of information, Jubal must friendship he is dangerously naive.
constantly confront the dual problems of completeness and SUMMARY: So what does all this have to do with
accuracy. He has a reputat ion for killing those who gaming Jubal? Everything. When the Gamemaster assumes
have attempted to show a profit by selling him false infor- the role of Jubal, he or she must set aside personal prefe-
mation (which discourages the more blatant liars). It is not rences or desires to “make the game interesting” and
always easy to sort the truth from the lies, and because especially any urges to take petty revenge for what the
acting on bad information or ignoring good information players did in last night's adventure. The Gamemaster
could cost him money or followers, Jubal carefully screens must act and react in character with the crime-lord of
everything he hears before acting on it. He weighs and Sanctuary.
considers the source and if possible will seek corroboration Jubal is a powerful and ruthless character who can be a
from another source before committing himself to action. valuable ally or a deadly enemy depending on how the
An important point to note is that Jubal does not lie players approach him. He is neither blind nor random, but
to those seeking information from him. He may refuse to calculating, deliberate and above all an intelligent force to
divulge certain information or reveal only a part of the be dealt with. Played carefully, Jubal can be a challenging
available data, but he will not knowlingly lie to someone. foil against which the players can test their true wits; if not,
This is the main reason he is sought after and used as an Jubal becomes just another cardboard villain.
information source by those who would not otherwise deal
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