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AdvaQ~d

DungeonQlragons®
OFFICIAL GAME ADVENTURE

For 4-5 Characters, Levels 10-15

Swords of Deceit
by Stephen Bourne, Michael Dobson
Steve Mecca, and Ken Rolston

CREDITS TABLE OF CONTENTS

Developer: Bruce Heard INTRODUCTION . ... ... . . ... . . . .. ... . .. . . ...... . .. . . . .......... ..... . . ... ... 2
Editor: Eric L. Tobias Dungeon Master's Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 2
Cover Anist: Keith Parkinson
Interior Anist: James C. McGonigle Chapter 1: 1HE CURSE OF VALINOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Canographer: Marcia Honz Background .. .. ................. .. .... . ....... . ....... . .. ... ............... 3
Typographer: Betty Elmore Beginning the Adventure .. . . . . .... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Encounter Key ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . )
LANKHMAR . FAFHRD and the GRAY MOUSER . and all
the character.; and the distinctive likenesses thereof are Finishing Chapter 1 .. . . ... . ........... . .... . ...... . .............. . ........ .. 10
trademarks of Fritz Leiber and are u5<'d with his permission .
This book is protected under the copyright laws of the Chapter 2: RETURN OF 1HE RATS ............ . ..... . .... . ..... . ... . . . . . ........ 12
United States of America . Any reprodu ction or other unau-
Background ........................ ... ... .. . . . .. ...... ... .. .. ... ... ........ 12
thorized use of the m aterial or anwork contained herein is
prohibited without the express written permission ofTSR. Encounter Key .... .... . ... . .... . . . ......... . .... .... .. . ..... ..... . .. .. . '. . . . . 13
Inc. Entering Lankhrnar Below . ...... .. .. ....... . .. .. ... ... .. .. ... .. .............. 23
Distributed to the book trade by Random House. Inc. and Ending the Chapter ... . ... .. ........... ... . .. . .. . . .. .. . . ... . . ............ ... 28
in Canada by Random House of Canada. Ltd .

TSR Inc. TSR UK Ltd . Chapter 3: ONE NIGHT IN LANKHMAR ......... .... . .... .... . . . .... ... .... . . . . 29
POB 756 The Mill . Rathmore Road The Last Chance Gambling Den . ....... .. . . ............... . ................... 29
Lake Geneva. Cambridge CB14AD Stuck Inside of Lankhmar with those Gambling Blues Again .................. . ..... 32
WI 53147 Un.ited Kingdom
The House of the Rising Sun .................. . .... ......... . .. . ...... . . . .. ... 3)
Epilogue ....... . ........ . ....... .. ...... . ........ ... ....... . ............... 38
ADVANCED DUNGEONS & DRAGONS, AD&D,
PRODUCTS OF YOUR IMAGINATION, and the TSR NEW MONSTER IN LANKHMAR ... .. . .... .. ..... ....... .... .... . ..... . .. ... ... 39
logo are trademarks owned by TSR Inc.

Game Design CCopyright 1986 TSR, Inc. AU Rights LIST OF PLAYING AIDS
Reserved.
Map I: Noble District . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 4
Map II: Citadel District . ........ .. ...... . ........... . .... .. .. ................ 13
Map m: Temple District .... .. ... ...... ... ....... ... . . . ... .. . . ................ 1)
Map IV: River District . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Map V: Road to the Shrine ........ .. ............... .. ..... . ... . . ......... . ... 19
Map VI: The Red God Shrine ... . . .. . .. . . . . . .. .... . . .. .. . ... .. . ... . .. ... ...... 20
Map VII: The Gambling House .............. ... ................... . ... ..... ... 21
Map vm: Myrria's Mansion ..... .. ... . .. . .... . .... .... . . .... .... ... ... .. . . . .... 22
Map IX: Cash District ....................... . .... ........... . . .. .... . .. . . . ... 31
Map X: Tenderloin District ... . . . .. ... . . ... . . . . . ... .... .. . ................. . .. 33
Map XI: The Cat's Cradle . ......... ... ... . . . ...... .. ................ . .. . ... cover
Prerolled Characters: ...... . ....... . .......... . ... .. .. .. . .... ...... . . . ..... . . cover
Monsters Statistics Table: ... .... .... . ........... . ........................ ... .. cover
Printed in the U.S.A. Random Encounters Thble: ....... . .......... ..... ... ............. ... ......... cover
0-88038-276-7
ISBN 0-394-55420-5 9170
9170XXXI401
INTRODUCTION
Dungeon Master's Notes NPC and Monster Statistics the PCs find important information when
they are having trouble , but Fafhrd and
This module is designed for the The key non-player characters of the
Gray Mouser should probably not spend
LANKHMAR'" City of Adventure setting , three scenarios are described within the
the entire adventure with the party.
and the ADVANCED DUNGEONS & appropriate adventure sections of this
DRAGONS®game. Swords of Deceit is an booklet.
adventure for a party of four to five charac- Other NPCs are described in the Sour-
City Adventuring
ters, levels 10 to 15. The party should con- cebook , or in the Monster Statistics Table City adventuring allows for numerous
tain a thief, a white wizard , and a number (if they are normal humans or simple player options and OM improvisation. In a
of fighters. guards). These may be encountered dur- city, the PCs can attain information from a
Swords of Deceit is the second module ing any of the three scenarios. dozen places and people - taverns ,
made for the Lankhmar setting , the world The monsters ' statistics are listed on guilds , libraries, temples , informants ,
created by Fritz Leiber for his famed fan- the Monster Statistics Table located on the skilled experts in numerous disciplines,
tasy heroes, Fafhrd and Gray Mouser. inside of the module cover. For more infor- sorcerers , fortune tellers , town clerks ,
This adventure may be played as a sequel mation on these monsters, refer to "Mon- guard stations, etc. Although this freedom
to CA 1, Swords of the Undercity, or it may ster Manuals I and II ", or chapter 7, is intended to be fun , it increases the num-
be played separately. " Nehwon's Monsters", pages 69-73 in the ber of wrong trees up which PCs can bark.
Leiber's world of NEHWON'· is some- Sourcebook. This can be frustrating for the players.
what different from settings of most Listed below are a few suggestions to the
AD&D®games. The use of magic is limited Role-Playing Guidelines OM on how to keep the game moving .
and NEHWON'· has its own assorted a. A lack of accomplishment will lead
First suggested in Swords of the Under-
creatures and gods. Clerical powers, spell to disappointment and perhaps boredom .
city, five pre-rolled characters are pro-
choices , and player character races are Give the PCs useful information before
posed at the end of this booklet. If the
also different. they get restless.
players do not have characters of suffi-
The LANKHMAR'· City of Adventure b. Avoid giving the players too many
ciently high levels or if there are not
sourcebook (hereafter called the " Source- distracting details in improvised
enough party members, the pre-rolled
book") points out the distinctions between encounters. The PCs may become con-
characters should be used . The informa-
the two worlds and should be read by the fused and it may be difficult to get them
tion provided is sufficient to play the char-
OM before the adventure is started. The back on the right track .
acters. But if more detail is desired refer to
OM should be familiar with the various c. If the PCs do get off the track , use
CAt .
gaming elements of the world of NPCs or their messengers to get the
Player characters who have completed
NEHWON'· , such as the monetary sys- party going in the right direction . For
Swords of the Undercity should keep any
tem , the powers of the multiple guilds, and example, in chapter 2 it is necessary for
items or wealth acquired during that
the social levels. the PCs to get information from Ogo the
adventure and each PC will have a
Swords of Deceit is divided into three Blind , a prominent fence , before the
detailed history which should affect role-
scenarios , " The Curse of Valinor " by adventure can really begin . If the PCs
playing .
Stephen Bourne, " The Cat's Cradle " by wander and miss the Ogo connection ,
Player Characters should react as
Ken Rolston and Steve Mecca, and " One Duchin , an NPC , can tell the PCs to visit
Nehwonian people . They should chal-
Night in Lankhmar" by Michael Dobson . Ogo or he can send a messenger telling
lenge dangerous and mysterious crea-
Each adventure can be played separately the party the information that Ogo was to
tures for the sake of curiosity and
during one evening session . The adven- give the characters .
adventure. Good role-playing should be
tures may be played in any order. d. Do not invent too many complicated
rewarded with extra experience points,
subplots, misleading clues , or fascinating
but players who did not participate in
Random Encounters and City Swords of the Undercity should not be
but irrelevent details. The best response is
Events penalized because they are unfamiliar
usually negative; " No, we haven 't heard
anything about that." " No, we don't know
During the first two scenarios , the party with the NEHWON'· world .
what that strange object is." " No , we
may encounter random events in the city Magic should remain a rare occurrence
haven 't seen either of them ."
of Lankhmar, the catacombs , or the and the OM should pay particular attention
sewers below Lankhmar. The random to the individual social levels of charac-
encounters are listed in a single table ters. High level Black Wizards should be
located on the inside of the module cover. treated as NPCs not PCs.
Roll on the column that corresponds to a Although Fafhrd'· and Gray Mouser'·
general location of the adventure. Due to are recommended as PCs for the third
the nature of the third chapter, (the streets scenario it is preferable for the heroes to
are for the most part deserted,) there are remain as NPCs in the first two chapters .
no random encounters there . This is particularly true for The Cat's Cra-
dle when Fafhrd and Gray Mouser will be
kidnapped and therefore absent for a sig-
nificant part of the adventure. Occasional
encounters with the two heroes can help

2
Chapter 1: THE CURSE OF VALINOR
By Stephen R. Bourne prosper and increase the family fortunes . the family Valinor.
He hoped his eldest son would rise above Days later a messenger arrived from the
Dungeon Master's the role of overlord 's advisor on magics East to report the tragic demise of Inrik
and become instead the overlord's sor- Valinor. According to an eyewitness
Background cerer. And so it was that as a youth Inrik account , Inrik had been accosted by brig-
This adventure involves the nefarious was sent east to study wizardry under the ands on the road to Lankhmar and his
intrigues of the house of Valinor, a highly fire magicians. body committed to a marshy bog . As
placed and much respected noble family The younger son, Essen, was over- proof, the peasant witness produced two
of Lankhmar. Lord Essen , the current looked in this grand scheme . Without title small tokens , which belonged to Inrik, and
Count Valinor, is a trusted advisor to the or schooling in magics there was little which the peasant claimed had been
overlord of Lankhmar and a minister in the glory left. But after some deliberation recovered from the roadway. The witness
city government. Alima decided that young Essen would was never again seen in Lankhmar.
Of late the Valinors have fallen on hard study mercantile matters.
times. Lord Essen 's wife , the countess , Even to a young chap it was apparent Inrik Vallnor's Ordeal
has recently died from a sudden illness. that Inrik's future held the promise of After three days of scratching and claw-
The count himself lies stricken with a untold excitement and romance, not to ing, Inrik liberated himself from the ropes
strange and inexplicable malady and his mention the title of count. Essen could see and the tomb . He emerged from the
attending physicians fear for his life. Lady that his own fate involved the role of little ground half dead , mostly mad, and com-
Tanya Valinor, the count's daughter, is well more than merchant or money handler. pletely bent on vengeance.
enough in body but the stress of these The younger Valinor's envy and malice The story of Inrik Valinor's life over the
dark days tests her sanity. It is clear that a grew and in his heart Essen secretly next 20 years is not told in this tale . It is
malevolent force has taken over the vowed to turn the tables. sufficient to note that he returned to the
House of Valinor. Ten years passed and despite his reluc- East where he completed his apprentice-
tance, Essen prospered as financial man- ship in magic.
The Family History ager for the family. Many in Lankhmar Twenty years have passed and Valinor is
eagerly entered into business with the one of the most prosperous noble families
Count Essen's father, Alima Valinor, was
Valinors and rarely were those ventures in Lankhmar. Count Essen holds the posi-
not by birth a Lankhmart. He came from
unfruitful. With the family at the height of tion of the overlord's financial advisor.
the east , from the lands of the Red God
its prosperity, Alima died of heart failure .
and the realms of the fire magicians.
Alima Valinor was well acquainted with
Amidst the sorrow and upheaval, and Beginning the Adventure
despite his incomplete apprenticeship ,
many aspects of sorcery for he was , by Ironically it is the family status that has
Inrik was summoned by family members
vocation , a scholar of legend, lore, and the caused the ailing Count Essen to investi-
to assume his birthright.
history of necromancy. Valinor advised the gate the rumors of strange occurances at
While the Valinors awaited Inrik's
potentate on all matters of wizardry and he the marsh shrine of the Red God . He has
return , Essen arranged his father's burial.
effectively recruited appropriate magic- directed his daughter to hire trustworthy
Disdaining his father's reverence for the
users for specific or ongoing tasks. characters to conduct the investigation .
Red God , he decreed the count be buried
Alima Valinor had the knack of "weed- For his daughter's benefit and that of the
in the town estate crypt. Despite family
ing out" potential trouble-makers for the hirelings, Essen has concocted a story
protests , Essen had his way.
overlord . For this service Valinor and his that belies his own secret and his most
Essen knew his brother's mind well and
heirs were given a title , a stipend, a town hideous fears.
correctly anticipated that Inrik would stop
estate in the Noble District and a parcel of Early one evening the PCs are accosted
at the shrine of the Red God (where he
property adjacent to the Marsh Road to by an old servant man in the Silver Eel Tav-
thought his father would be buried) to pay
the east of Lankhmar (see Map V) . ern on Dim Lane (see Map X, area 45). The
With the overlord's tacit approval, the private homage to the dead patriarch .
old man asks the adventurers to meet with
newly titled Count Valinor built a large Lying in wait and with the aid of two thugs,
his master at midnight on Bones Alley
Essen waylaid his brother in the cata-
stone shrine to the Red God on his marsh behind the tavern . At the appointed time
combs . lnrik was overpowered, stripped of
property. While erecting the shrine , work- and place the characters see a black car-
his raiments and magical things and
ers discovered a small system of cata- riage with two dark horses. The hooded
combs beneath the ground. Delighted, bound in heavy rope. Placing his hapless
driver bids the PCs to enter the carriage.
brother in a sarcophagus , Essen ordered
Valinor fashioned a tomb amidst the tun- Inside sits an austere but lovely young
the thugs to wall-up the entry to the ante-
nels, establishing a secret family vault noblewoman in a black dress and dark
chamber and tomb.
close to the Red God. veil. Tanya Valinor offers the following
With the deadly masonry work com-
commission to the adventurers :
plete, Essen produced a flask of wine for
The Vallnor Sons
the evil hirelings to drink. The thugs barely
Ali ma Valinor had two sons, Inrik and "Good evening. I'm so glad you have
had time to wipe their mouths before the
Essen . As the eldest, Inrik was heir to the come at my servant's bidding. I am
amily title and his father adored him with a potent poison in the wine killed them . With
Inrik buried alive and the thugs dead, Tanya Valinor, daughter of Count Essen
devotion equal to that shown his deity. Valinor and the late countess . As you
Essen returned to Lankhmar secure in the
Ali ma was determined that Inrik would
knowledge that he alone held the titles of

3
Map I Noble District

Valinor estate

i
N
may know , my father is a high-ranking quite suddenly and my Uncle Inrik was son that we have refrained from using
advisor to the overlord of Lankhmar. It murdered. the Lankhmar constabulary."
is my understanding that you offer your " Years passed without incident until
services with the utmost discretion. If recently when my mother died of a sud- If the PCs hesitate in taking the assign-
so, we are prepared to underwrite this den illness. And now my father lies ment Tanya will add in an even more dis-
confidence with a handsome fee." stricken with a terrible malady that the traught voice than she has been using:
Tanya then pours 100 gold rilks from physicians cannot explain except by
a velvet pouch into her lap. black magic. It is obvious that the sor- " Oh yes , there is one thing more ... A
" We are prepared to offer you 50 cerer has renewed his campaign . few days ago someone broke into the
times this amount," she continues , " if " If we fail to stop this accursed magi- family crypt in the Noble District and
you will undertake an investigation on cian , the House of Valinor will fall. The made off with my grandfather 's
our behalf. Allow me to explain ." wizard Athol must be found and his dia- remains . As you can see , our sorrow
bolical work terminated . and despair grows daily."
Tanya looks at each of the players to " Lately there have been reports of
make sure they are following her. strange occurances east of the city, in Tanya Valinor then gives the PCs t~e
the vicinity of the marsh shrine to the 100 gold rilks and implores them to begin
" Years ago my grandfather advised the Red God. Peasants have seen strange the mission with haste. She will offer to
overlord on matters of wizardry. He had lights and shadowy figures in this area meet with them again in two days time at
keen judgment in such affairs and was on the Marsh Road, just east of the midnight on Bones Alley.
of great assistance to the administra- Marsh Gate. We th ink the wizard has a The DM will note that Tanya Valinor
tion of Lankhmar. Before he died my lair near the shrine of his patron ." believes the tale offered to the adventu r-
grandfather was responsible for the " If you accept this mission I must ers. At her father 's suggestion she has
dismissal of a magic-user, Athol , an again ask you to undertake it in omitted the fact that the Red God shrine is
easterner from the lands of the Red secrecy. We do not want it known that on Valinor land . In point of fact the author
God and the fire magicians. At that the House of Val inor is under a curse . of th is elaborate lie , Essen Valinor,
time , this sorcerer vowed revenge on Such a disclosure would reflect badly believes that his brother Inrik is reaching
three generations of the house of on my grandfather's legacy and my out to him from the grave. Tanya's father
Valinor. Soon after, my grandfather died own father's reputation . It is for this rea- has reasoned that adventurers might be

4
reluctant to go after an undead sorcerer. NAT 2; Dmg 1-4 (dagger"), 16 (dirk) NAT 1; Dmg 2-9 (scimitar) + 1 to damage
only
Cast of Major NPCs Str 14, Int 16, Wis 13, Dex 18, Con 15, Cha
13 Str 17, Int 12, Wis 13, Dex 16, Con 16, Cha
Inrik Valinor
11 (studded leather jerkin)
Level 10 Fire Magician (Black Wizard)
Nerka is Inrik Valinor's chief henchman
and an excellent assassin. He has a thor- Xuma closely resembles his brother in
MV 12 "; hp 33; AL CE ; NAT 1; Dmg 2-5 or
ough knowledge of poisons, in addition to size and appearance. He carries ldl0
spell
outstanding skills as a thief. Nerka caused bronze agols, 1d6 gold rilks and wears a
the death of Essen Valinor's wife through solid gold ear stud with a diamond inset
S 15, 118, W 14, 0 17, C 17, Ch 15
the use of a slow-acting poison which pro- (300 gold rilks).
duced the symptoms of a deadly, three-
Spells:
day malaria bout. The assassin simply Encounter Key
Levell : affect normal fires, burning pricked the lady's arm with a pin one day
The following encounters cover the
hands, magic missile, unseen servant while she made her way through crowds in
Level 2: pyrotechnics, invisibility, knock, important aspects of this scenario. Boxed
the marketplace. Nerka also engineered
encounter descriptions may be read
levitate the clandestine removal of Alima Valinor's
directly to the players. In other cases the
Level 3: fireball, flame arrow, hold person body from the family crypt.
Level 4: fire charm, wall of fire OM must provide the appropriate informa-
Nerka attacks at + 2 to hit with a throw-
tion for the turn of events.
Level 5: magic jar, conjure elemental (fire) ing dagger. His blades are poison-tipped
only in the event of a planned assassina-
1. Midnight Meeting on Bones Alley
At this time Inrik Valinor is 46 years old tion . An ambidextrous fighter, Nerka can
but he looks nearer 60. He is 6 feet tall but thrust and parry with his dirk and either jab As Tanya Valinor's carriage leaves the
carries himself with a noticeable stoop. He or hurl his dagger. At anyone time he car- PCs a small dog runs behind the buggy.
wears black, flowing robes , a metal skull- ries six throwing daggers in a special Each PC has a 30% chance of spotting it.
cap beneath his hood , and thick oilskin harness-holder on his back. This creature is Inrik's familiar, Mes-
boots for plodding in the marsh . He usu- Nerka wears a dark leather jerkin, topha. For the moment the animal's task is
ally carries an old , knotted staff from brown leggings and a dark brown cape to shadow Count Essen's daughter.
which he can produce a short flame at will over one shoulder. At anyone time he will
(sufficient to ignite a combustible within be carrying 2d20 gold rilks in his pouch. 2. The Marsh Gate
the staff's reach). He also employs a short He wears a gold necklace (50 gold rilks)
dagger + 1 which he can hurl. During daylight hours the PCs are free
and a ruby ring (100 gold rilks). Nerka's AC
Around his neck is a gold medallion with to leave Lankhmar at their leisure. If they
7 bracers of defense and + 4 Dexterity
leave at night they will be accosted by two
ruby studs. Depicting a flame and sword, it bonus allow him an armor class of 3.
is an ornament of the Red God . guardsmen at the gate. The man in charge
Although cunn ing , Inrik Valinor is quite Kruma is Sergeant Chevas and he will require the
insane and he is prone to laugh aloud for adventurers to state their business .
Level 9 Fighter
little apparent reason . When alone, he Although he has no reason to detain them,
Human male: AC 6; MV 9 H; hp 72; AL CE; Chevas will become difficult by asking
often carries on a running conversation .
NAT 1; Dmg 3-10 (scimitar) +2 to damage many questions. "What are the adventur-
But despite his eccentricities he has a
only, by virtue of Strength ers doing? What do they have in their
magnetic charisma and his servants are
packs? etc."
extremely loyal.
Str 18, Int 10, Wis 12, Dex 14, Con 17, Cha A couple of bronze agols will produce a
Inrik is often followed by Mestopha, his
12 (scale bound leather jerkin) change in the sergeant's disposition . He
familiar pet. A special hell hound (see
Monster Statistics Table) , such creatures will be quite willing to bid the party good-
Kruma and his brother Xuma (see next night and to answer any questions they
are not uncommon familiars for fire magi-
entry) are Kaddish tribesmen (desert- may have. Chevas knows the following :
cians. Through magic, Valinor has raised
dwellers) and Inrik Valinor's henchmen.
the Intelligence and abilities of this hound,
Kruma stands 6 feet 3 inches tall and Clue a:A band of brigands has been work-
allowing Mestopha a humanlike under-
weighs 230 pounds. He wears brown pan- ing the Marsh Road of late.
standing of the world and the ability to
communicate telepathically with Inrik. In taloons, boots, a scale-bound leather jer- Clue b:Strange lights and shadowy fig-
kin and a turban . He has dark hair, a ures have been seen in the area of the
addition , the animal can change its vis-
swarthy complexion and slightly slanted marsh shrine to "that funny Red God " .
age, appearing to be a small, unobtrusive
eyes. He wields a large scimitar and car- Clue c:The peasants talk of a lich that
mongrel when this suits its master's pur-
ries a dagger in his belt. His pouch holds inhabits the marsh , a ghastly undead
pose. In this form his eyes do not glow.
1d20 bronze agols. high priest of the Eastern God.
Nerka
Xuma The OM should note that re-entering the
Level 8/9 AssassinIThief
Level 8 Fighter city presents a more serious problem . Day
uman male: AC 3; MV 12 H; hp 45; AL CE; or night, the guards will question the party
Human male: AC 5; MV 9 "; hp 70; AL CE ;

5
in some detail about their business in relationship dates back to when they had examination of the smaller statue will have
Lankhmar. A brief inspection of the char- done some freelance work together for the 70% chance of deciphering the fading
acters' gear is certain but a couple of gold Thieves Guild. inscription.
rilks will inevitably secure swift re-entry. If Although they work the marsh, Seffron's In the northeast corner of the base a 4-
the party arrives at night Sergeant Chevas brigands are based in Lankhmar and gain foot-square doorway is hinged inwardly.
will admit the players without question in access to the marsh through a tunnel Under and behind the hanging mane of
exchange for a couple of bronze agols. under the city wall, just south of the sec- the lion, a small stone pressure plate acti-
ond tower south of the Marsh Gate. vates the door release mechanism , open-
3. On the Marsh Road About 500 feet south of the ambush site ing the portal and revealing stairs
is Seffron's makeshift camp with a fire pit descending toward the west.
(see Map V)
and three lean-to structures made of wood
supports and canvas. Three women and 4a. Burial Caverns
The landfall adjacent to the marsh road five additional brigands prepare food here
and within close proximity to Lankhmar for the others. Twenty feet due south of the The stairs lead to a large iron door
is marshlike but something less than a fire pit and approximately two feet below about 30 feet below the ground. The
swamp. The road itself and most of the the surface of the ground is Seffron's trea- door is rusted and discolored from oxi-
surrounding ground is quite solid, sure chest. His treasure includes: 450 dation caused by large quantities of
although well covered by tall, marshy gold rilks, 670 bronze agols, 137 silver salt in the great marsh .
grass and shrubs. Further east, past smerduks and jewelry worth 87 gold rilks.
the shrine of the Red God, the ground If Seffron is captured and made to talk The lion crest and the family name
adjacent to the road gives way to wide- (or bribed with at least 100 rilks) he will "Valinor" are etched into the door at eye
spread swampy conditions with water admit knowing the Weasel and striking the level. A large rusted padlock hangs use-
flow and bogs. The road, however, deal to keep people away from the shrine. lessly from a handle ring on the door that
remains solid well into the east. He does not know The Weasel's where- seems not to have been opened in years .
abouts but he suspects that he is either at
Day or night, there is a 70 010 chance that the shrine or boozing in town . Seffron, 4b. Entry lUnnel
the small party of adventurers will be way- however, knows nothing of The Weasel's
laid by brigands approximately 500 feet current business with Inrik or why the
west of the shrine. These highwaymen will shrine is so important. Past the iron door a roughly hewn 40-
ambush the party from the cover of the If threatened, Seffron will admit that The foot corridor leads into a cavern . The
high grass on either side of the roadway. A Weasel enjoys the ale in the Hanged Man tunnel is cold and clammy and a faint
band of 20 brigands and one brigand Tavern (north side of Shady Street, just roHing smell pervades the air.
leader will open fire with arrow aHacks, west of Carter). Seffron also knows that
two each in the first melee round. the land about the Red God shrine is There is nothing of importance here.
If the PCs fail to take appropriate eva- owned by the Valinor family.
sive action the brigands will launch 4c. The Trap
another arrow volley from their concealed 4a-m. The Shrine of the Red God
positions in the tall grass. With the leader Read the following only if the party is
hanging back and directing the aHack, the (See Map VI) actively searching the area.
aHackers will swarm the party on foot with As the party approaches the shrine,
a longsword melee. If the brigands lose read the following: Hanging on the western wall of this
over half their number, the leader will chamber, just inside the door, is a torch
order a retreat into the marsh to the south About half a mile east of the Marsh holder. Below this figure, set unobtru-
of the roadway. Gate, just north of the roadway, is a sively in the wall, is a stone bar 8 inches
The leader of this band is a nasty fellow clearing in the marsh grass. A 35-foot long and 2 inches wide .
named Seffron the Swampmaster. Seffron effigy of a warrior sits in the midst of
has struck a deal with an old associate he this land. Around the center piece and This room is trapped with a collapsible
knows only as The Weasel. In exchange punctuating the four corners of a stone floor. If turned to a vertical position, the
for a weekly purse of gold, Seffron and his platform are smaller effigies of lions. stone bar triggers a neutralization of the
men have agreed to keep people clear of The central figure, rendered in bright trap. If the lever is not operated and 100
the Red God shrine. To date, the brigands red granite, is armed with a fighter's jer- pounds of pressure is applied, the two 5-
have waylaid all passersby except heavily kin, a sabre in one hand and a dirk in by-10 foot doors in the floor open and any-
armed patrols and caravans. The Weasel the other. The finely carved head is that one standing on them will fall 10 feet into a
has advised them to be alert for small of a handsome man with a pencil thin pool of water below. Counterbalanced
groups of men-at-arms. Only Seffron mustache and sharp facial features. with weights and pullies, the floor will auto-
knows the terms of this arrangement and Atop the head sits a spiked helmet. matically return to a flush position within
only he can provide useful information on six seconds. The PCs must roll Dexterity
the deal with The Weasel. On one of the small lion effigies is a or less on 1d20.
The Weasel is Nerka, Inrik Valinor's stone inscription: "In Reverence- Anyone floundering in the pool must
henchman. Seffron's and the Weasel's Valinor." Anyone conducting a close tread water to avoid drowning. Within two

6
rounds, three poisonous eels will attack 4h. WIll-O-The-Wlsps' Cave
the trapped victim(s) in the 15-by-15 foot Near the southern exit of this cavern
cavern . The bite of the eel is poisonous you see a man-made object sticking
and a victim must make a saving throw vs. A number of danCing and darting lights
out from the rocky ground. Upon closer
Poison or die in 1d10 turns . In the water are evident at the end of this tunnel.
inspection this thing appears to be the
the eels will be + 3 to hit a humanoid and Three or more tiny fissures at the
heel of a boot.
the humanoid will strike the eels at -3. The cave's end lead into darkness.
water is 15 feet deep and the player char- After clearing away numerous stones,
acter must strike the eel and avoid drown- This tunnel end is home to three will-o-
rocks and pebbles the characters find the
ing at the same time. the-wisps which inhabit the fissures in the
skeletal remains of two bodies. These are
cave wall . An investigation of the area will
the corpses of the thugs employed by
4d. Cave of the Water Cobras cause the wisps to attack. Usually seeking
Essen Valinor many years before.
their prey in the marshland , the w~sps ar~
The clothing has all but rotted away but
currently interested only in protecting their
Moisture hangs in the air and you can the leather raiments (boots, jerkins, belts
lair. If the characters retreat, the strange
feel the slickness of the steep lime- etc.) are still recognizable . ~wo corrod~d
creatures will not pursue them . The wisps
stone walls by the glossy green hue on daggers are evident in thiS makeshift
are immune to all spells except protection
their faces . A greenish-yellow pool of grave, as well as a rotted oilskin p~uch
from evil, magic missile and maze.
water fills the center of this cavern filled with tiny rubies worth 400 gold nlks.
which you estimate to be some 30 feet 41. Tomb Entry Tunnel
wide and nearly 50 feet long. A ledge 4f. Cave of the Giant Bats
In this tunnel, the alarm (indicated by
runs along the perimeter of the oval the letter "A" on Map VI) warns the occu-
and leads to two passages. A strange and unnerving sound of pants of 4j and 41 that the secret door is
chirping emanates from this cavern. being dismantled . At the southern end of
This water cave is home to three water the corridor stands a heavy iron door bear-
cobras. All bites of these creatures are This cave is home to 11 giant bats which ing the image of the Red God and the lion
very poisonous and the victim must make attack only if their cavern is entered. token of the house of Valinor.
a saving throw vs. Poison or die in 1d4 These creatures have a + 2 to hit while air-
rounds. A number of small fissures in the borne and a bite victim must make a sav- 4j. Shrine Room
rock formations afford viable exits for ing throw vs. Poison or suffer th.e
these water creatures. consequences of a viral infection. There IS Against the eastern wall of this cham-
In this encounter two of the cobras will a 40% chance that a victim will contract ber a small statuette, similar to the
be in the water (AC 4) and one will be rabies within 2 days of a failed saving large warrior statue above ground, sits
curled up near the east entrance to t~e throw. The bats exit and enter through a atop a stone pedestal. On all sides ?f
cave. While in the water, the cobras , with small hole in the cave ceiling which leads the statuette are unlit red candles In
their chameleon-like ability to change col- to the marshland above. elaborate gold holders. In the north-
ors are virtually invisible. On the ground eastern and northwestern corners
the'serpents are AC 8 and clearly visible . 4g. The lteasure Cave large upright, wooden sarcophagi
stand to a height of 7 feet. Full length
Secret Door to 4i images on the front of these coffers
This westward-leading tunnel opens depict savage warriors in full battle
Having been sealed with stones and
into another water cave . The water is gear. A wooden chest with iron braces
mortar for 20 years, this closed entrance-
still and tepid in this cavernous reser- rests atop another pedestal on the
way looks consistent with the rest of the
voir. western wall . At the southern end of the
wall. It is covered by lichen and natural
moss formations . PCs detect the chamber a portcullis blocks the
entranceway with a -15% to their normal In the far eastern corner of the pool, entrance to another chamber.
chances, but have an 80% chance of near the tunnel ledge and just below the
detecting it if they conduct a tapping pro- water, is a chain hooked onto a spike. The Inrik Valinor and his henchmen have
cedure throughout the cave. chain is 16 feet long and is attached to an laid a trap for the party. Xuma and Kruma ,
The wall must be dismantled by force iron chest at the bottom of the pool. Nei- the Kaddish warriors, are concealed
(pick work , digging etc.), but because ther the chain nor the chest can be seen in inside the wooden coffers. Once the party
much of the mortar has suffered salt dete- the murky water. Belonging to Alima enters the chamber these fellows will
rioration the wall will quickly come apart Valinor, the treasure was hidden here for attack savagely. Meanwhile, Nerka, the
after an initial hole has been punched. emergency use. The iron chest holds: 500 chief henchman , hurls four daggers at the
gold rilks, 300 silver smerduks, and ~OO group through the portcull~s from ~he
4e. The Skeleton Cave bronze agols. Assuming they can SWim, shadows of 41. If the battle IS not gOlOg
the adventurers may safely dive for the badly for the Kaddish warriors , Nerka
After the PCs have conducted a careful chest. enters the melee through a door in the
search of this cavern the DM should read portcullis. Otherwise he remains in 41.
the following:

8
Xuma and Kruma will fight to the death 41. The Crypt the initials "E.V." Inrik has been using the
while Nerka, if directly involved, will effigy of his brother in the pursuit of black
attempt to escape if the fight turns against In the east recess of this chamber there magic and revenge. The ring , worth five
him. His first choice for retreat is 41 but he are two sarcophagi lying side by side, gold rilks, was stolen from Essen Valinor
will attempt an escape via 4i if he must. If east to west. On one stone cover, the by Nerka , and is the personal item
he is not killed or restrained Nerka will most ornately sculpted, is the inscrip- required to give the doll "life". The pins
leave the tomb and cavern when he is con- tion , "Alima, Count Valinor of have caused Count Essen 's pain and suf-
vinvced that the PCs will not spot him. Lankhmar." The other sarcophagus fering and once these items are removed
During the melee, Inrik Valinor and his bears the words, " Mina, Countess of from the doll, Essen's torment will cease
familiar are in 4m watching the battle Valinor." Two additional uncovered sar- and the black charm will be broken. Only
through an unobtrusive peephole. Valinor cophagi lie in each of the south and Inrik Valinor can renew it.
will fire five magic missiles at the charac- west recesses . The bed is the macabre sleeping station
ters, favoring a clerical target over others. In the center of the southern cham- of Inrik himself. Beneath the bed is a
There is an 80% chance that the magic- ber is a cauldron fixed on four iron sup- locked chest containing 400 iron tiks in a
user will attempt a hold person spell on ports. Above the cauldron, hanging sack, three bronze agols, and a dark robe
one of the fighters. If the battle goes badly from the ceiling by two thin chains, is a with a hood. In haste, Inrik made off with
for his men, Inrik Valinor and his familiar doll-like effigy resembling a man . A the valuable contents of the chest, dis-
will retreat and evacuate the tomb via the gold ring encircles one of the miniature daining the iron coins and dropping the
secret exit from 4m. arms of the doll and five pins are stick- three agols.
The DM will note that Inrik Valinor will ing into it; two in the legs, two in the The items on the work bench figure in
not be directly accosted in this scenario shoulders and one in the abdomen . Inrik's alchemy. They include: one bottle of
and will escape if threatened by the party's Against the wall between the east acid, one bottle of hemlock (poison), one
incursion into the burial caverns. Further- and south recess chambers lies a small flask of lizard blood , one flask of cobra
more, it is worth noting that Valinor will bed. A bench holding bottles, flasks, venom , and one flask of saline solution .
refrain. from using any of his formidable pestles and a set of scales sits flush Four jars hold: one unit of dead frogs, one
fire magics for fear of damaging the tomb . against the wall between the south and unit of lizard tongues , one unit of bulls'
The statuette of the Red God, rendered west areas. Beneath the bench are a blood and one unit of sulphur solution.
in red marble, is a fine piece of work worth number of unmarked jars. In the western alcove of 41 is a 4-by-3
50 gold rilks . The four candlesticks are foot section of wall which is a secret portal.
worth 40 gold rilks each. The sarcophagus on the north side of Hinged on the west side and opening into
The chest on the west pedestal contains the east recess holds the earthly remains the spying room of 4m , to a corridor and
a records book written in the hand of Alima of Alima Valinor. A massive gold chain and finally an exit, the portal will automatically
Valinor. The volume discusses: a lion pendant worth 500 gold rilks , lies on become flush with the wall when opened.
the skeletal form . The coffin beside it is
Alima Valinor's origins in the east, his empty because Inrik Valinor has not yet 4m. Spying Room
study of magics and lore and his devo- removed his mother's remains from the Another of Inrik's recent innovations,
tion to the Red God. town crypt. If the party removes the pen- two sliding panels, one at eye and the
His journeying to Lankhmar and his rise to dant, the skeleton will animate 1d6 nights other at waist level, may be moved to
prominance as the overlord's advisor later in mummy form . Attracted by the reveal peepholes looking into chamber 4j .
on magics. pendant, the mummy will stalk the party, If the PCs examine the ground in this
The building of the Red God shrine on the into Lankhmar if necessary, and attempt to small space they will find a leather pouch,
Valinor marsh property and the fashion- recover its family symbol. If the artifact is a pack dropped by Inrik in his hasty
ing of a secret family tomb in the hurled toward the mummy, the undead retreat. The pouch contains the magic-
caverns below. Alima will pick it up and walk away. user's diary. Before revealing what the
The arcane effects of the family's pendant If the item has already been sold to a dairy says, the DM should make clear that
and the obscure powers invoked from fence, the mummy automatically recovers it contains one continuous entry. Further-
the Red God during the pendant's it. The next day, the fence will be discov- more the ink quality suggests that the
enchantment. Most of this entry is ered dead, with a look of absolute terror in entry was written quite recently.
incomprehensible to the party. his eyes. If the fence happens to be Ogo
Alima's hope that the Valinors prosper and the Blind, or a similar popular character of "That devil! He thought he'd finished
that the secret tomb will be a safe and Lankhmar, assume Ogo had time to sell me but by the Red God , I'm alive! Well ,
sacred resting place for himself, his the item to a minor fence. do I remember it? Of course ... twenty
wife , Inrik and Essen. The cauldron contains a strange and years ago in the year of the serpent. I
sickening solution used in the making of a record it now so that the truth will have
4k. The Portcullis magical fire. The actual functions of the a voice .. .
If Nerka occupies 41, the portcullis door cauldron are known only to Inrik Valinor. " My father, Count Alima Valinor died
will be locked. The PCs can however, open The hanging doll figure is an effigy of while I was away in the East studying
the portcullis by finding a hidden lever Essen Valinor. The finger ring around the the necromantic arts under the fire
located just west of the gate in 4j. doll's arm bears the token of the lion and magicians. When my family sent me

9
After the PCs have read the diary they then Inrik will subsequently destroy his
word of my father 's death, I returned to notice Inrik's footprints leading to the exit. brother within 24 hours by launching a fire-
the West to take up my birthright. As From their sharp detail the PCs can tell ball at the count's carriage . The assassi-
the eldest son it was I who should have they were rather recently set. The party nation will take place in a crowded street
been Count Valinor and not that should then follow the prints through the while the count is travelling to the Rainbow
money-grubbing little swine Essen. narrow corridor and to a crude wooden Palace, near Kings Road . Inrik Valinor, will
"On the road to Lankhmar I stopped ladder and the exit above. A flat rock , escape the scene amid the crowd 's panic.
at the marsh shrine to pay my respects which can easily be moved by one person ,
to my father for I knew it was his wish to covers the opening to the tunnel. Rendezvous with Tanya Valinor in
be buried in the secret family crypt. The trail will then be lost in the marsh. Bones Alley
"But my scheming brother antici- The first character to emerge from the At this meeting the young lady will have
pated me. He and two scoundrels secret tunnel will have a 60% chance of 2,400 gold rilks to offer the adventurers in
accosted me in the caverns and then seeing a small dog about 25 feet away. If exchange for a valuable report on their
buried me alive in the vault. Oh, so cold the adventurer saw the dog in Bones Alley investigation . She plans to deliver the bal-
was the stone sarcophagus that he will recognize it as the animal. The ance (2 ,500 gold rilks) when the party can
enclosed me in the bowels of the earth! creature is Mestopha, Inrik's familiar. prove that the evil magic-user is dead.
"But the living corpse escaped its By now Inrik Valinor is well on the way to If the characters produce Inrik's diary
tomb . Scratching, clawing and scrap- Lankhmar. The enchanted dog will dart and explain the whole sordid story, Tanya
ing myself to the bone , I freed myself after his master and report on the party 's will be visibly shattered . She will refuse to
from the bonds and pushed aside the progress. Only an accomplished ranger believe it and demand an opportunity to
stone coffin lid . I must have been half will have any chance of tracking the crea- study the journal and talk with her father.
dead but still I searched for a way out of ture which follows the secret brigand route If the story is true she will agree to pay
that cold stone of eternal death. To my and entry into Lankhmar. the characters the rest of their fee in 24
horror I discovered that my dear hours at the same location . If the charac-
brother and his hoodlums had bricked- Finishing Chapter 1 ters demand more money from the
up the entry from the water cave . Valinors , by way of blackmail , she will
"I despaired until I happened upon a With his secret lair uncovered and his
agree to discuss it with her father and
weakness in the crypt wall. After bash- black magic pre-empted, Inrik Valinor
report in 24 hou rs in the usual fashion .
ing and digging with a stone I broke must now act swiftly to accomplish his
After paying the rilks , and before leaving,
through the wall and found another nar- revenge . Inrik plans to slay Essen at mid-
Tanya will ask the characters to give her
row tunnel leading out of the crypt. night, at the same time that the adventur-
the diary. If they refuse she will leave in an
After five days of torment I finally ers plan to rendezvous with Tanya Valinor
even more agitated state.
emerged from the ground alive. Alive , in Bones Alley. Mestopha will be the
The OM should note that at the very
by the Red God! instrument of his wrath .
moment of th is second meeting , Mes-
"I thought then to have my revenge, The following epilogue should cover all
topha may be slaying Count Essen.
to present myself to the overlord and the possiblities in this scenario. The OM is
have Essen arrested . But I heard a advised to keep a careful track of time .
Third Meeting with Tanya Valinor
voice . Yes, it was a voice . 'Wait: it said, Quite possibly, the characters may not
(24 hours later)
'wait until dear Essen has had time to have time to make any attempt to save
On this occasion Tanya Valinor will not
enjoy his titles and land . Wait , Inrik, Essen Valinor should they wish .
be present in the carriage . Instead , her old
and then strike! '" servant man will inform the characters that
"I returned to the east and renewed my Saving Essen Valinor's Life
Count Essen Valinor is dead and that Lady
unfinished study of magics. The fire TraCing Inrik Valinor is not possible. The
Tanya is indisposed . In point of fact , Tanya
magicians despaired because I turned to magic-user has taken refuge in a secret
Valinor now fears for her life.
the dark side. Oh yes, I learned the fire hideaway in the north docks district. To
If Tanya is not in possession of Inrik's
magics, but I also learned the secret of save Essen Valinor the party must inter-
diary her servant will offer the adventurers
the black curse; the death that steals a cept Mestopha prior to their second meet-
the balance of their fee (2 ,500 gold rilks)
man's life from afar. Twenty years passed ing with Tanya Valinor. If the characters
for the journal. If the characters hold out
before I returned to Lankhmar. conduct a stake out of the Valinor resi-
for more money the servant will offer them
"My man, Nerka murdered Essen's dence on Royal Road they can accost the
another 500 goid rilks but no more. The
silly wife while I made my lair here in animal at five minutes to midnight.
servant will explain that with the death of
the marsh shrine. What perfect justice! If Mestopha is not attacked , the hell
the count the diary is of less consequence .
Reaching out from the grave to have hound will scratch the Valinor door until a
In any event the old servant will give the
my revenge on my dear brother. servant takes pity on the poor little dog.
party at least 2,500 gold rilks. The driver
"I can see him now, writhing in agony Once admitted Mestopha will scamper to
will then wisk away into the night, calling
while the physicians stand around help- Essen Valinor's bedroom , assume hell
back , " your dealings with the Valinors are
less. He knows it's me ... he knows I've hound form and slay the count.
now at an end ."
come back from the dead to slowly wring Intercepting the hound is the only way of
the life out of him. I rejoice in his terror." delaying Essen Valinor's death . If Mes-
topha is prevented from slaying Essen ,

10

L
Visit to the Hanged Man Tavern (see manages to recover its family pendant, the solidate the family holdings, sell the
Map X) walking corpse will seek revenge against accursed estate's house and properties,
If Nerka, Inrik's henchman, has sur- his disloyal son . Through the sewers, it will and then leave Lankhmar for her grandfa-
vived, the characters may wish to track reach the Valinors' estate during the next ther's homeland in the East.
him through a trip to the Hanged Man Tav- night, and attempt to massacre anyone it
ern on the north side of Shady Street, just finds there. Alima will take his son's body The Fate of Inrlk Yallnor
west of Carter. If the visit is made between from his fresh grave if Essen has already As a known murderer and fugitive, Inrik
dusk and midnight the characters will find been buried. Alima will then head toward Valinor will be forced to "go underground "
the fellow sitting by himself at a corner the city catacombs. There, in ways only in Lankhmar. Still disinherited and now
table nursing an ale. If confronted in the undead know, it will forever torment despised as a killer, Inrik will embrace a
pub, Nerka will disavow any knowledge of Essen 's soul, and haunt the dismal under- darker and even more twisted life in the
the characters and he will refuse to world in eternal and utter sorrow. underbelly of the city.
engage in any sort of melee. If the charac- Soon after Count Essen's death, the
ters make a fuss the patron will warn them The Fate of Tanya Yallnor leader of the adventurers will receive a
to " pipe down." After a complete investigation of Essen note from the barman at the Silver Eel Tav-
If the PCs leave Nerka alone and wait Valinor's death, Tanya Valinor will admit to ern. The barkeep will simply say that an
for him to leave, after midnight he will walk the authorities (the overlord's investigators) old man left the letter and then disap-
west on Shady Street and then cut that her uncle is the killer with revenge as peared.
through a laneway on his way to Cutthroat his motive. Henceforth Inrik Valinor, the out-
Alley past Whore Street. The villain lives at law, will be wanted for murder. " Well my friends, you thought you could
the end of the second laneway (see Map If the undead form of Alima has attacked save the life of the dear count, did you?
IX, area N). the family estate and taken Essen 's body What folly! Don't you know better than to
If the PCs carry him out of the Hangman away, Tanya may hire the party to recover come between the dragon and its prey?
or if they attack him on his way home, and guard the body until the investigation You have dared to cross my path and I
Nerka will offer the following : " Look here, is completed . Until destroyed, Alima will won 't soon forget it. Perhaps we'll meet
my friends, don't concern yourself with persistantly seek to take Essen's corpse again when you least expect it."
Essen Valinor. He's a dead man! " back to the catacombs.
With the male line of Valinor diminished, "With all deserving wishes,
The Posthumous Fate of Alima Yallnor the house of Valinor will lose its prefered I. V."
In the event the undead form of Alima position in Lankhmar. Lady Tanya will con-

11
Chapter 2: RETURN OF THE RATS
by Steve Mecca and Ken Rolston ing the last number of years Hisvin has
been planning his revenge . He trained an In the Rainbow Palace of The Overlord
Dungeon Master's elite corp of IIthmarian rats, a particularly Radomix Kistomerces, the City Council
large and vicious breed, and having pro- meets to deliberate on the business of
Background claimed a religious crusade to convert the guiding the affairs of Lankhmar. The
Deep below the streets of Lankhmar beings of Lankhmar, Hisvin received from council room is filled with representa-
and existing in the sewer system of the city the Rat God , Erastus, an avatar capable of tives of all the important factions of the
is the Rat Kingdom of Lankhmar Below. expanding to four times its normal rat size. city. As one discussion regarding tariffs
Once enemies, the rodent and human civi- Armed and ready for conquest , Hisvin ends, a new one concerning terrorist
lizations have peacefully co-existed since had the despoilers of his first conquest activity begins.
the last Rat-Human War some years ago. attempt kidnapped . Now with little in the " It has come to my attention ,"
Recently however, a number of grain way to stop him, Hisvin set the plans for intones First Speaker of the Council
storage houses in Lankhmar have been his revenge and the Rat God's crusade in Gabel Ratchett, " that there is a group
attacked and the grain hauled off by rats. motion. of subversives that is attempting to
With the food supply of all of Lankhmar in undermine the economic stability of
danger the City Council calls on Adventure Summary Lankhmar by attacking and carting
Newhwon's most celebrated heroes, away our precious grain stores."
At the request of the overlord, a group of
Fafhrd and Gray Mouser, to end the acts of The leading grain merchants mur-
terrorism and avoid a full-scale war. adventurers is gathered to investigate the
rumored disappearance of Fafhrd and mur among themselves . Councilors
But Lankhmar is in more trouble then reluctantly await a verbose speech
Gray Mouser. From clues provided by Ogo
anyone had imagined . Fafhrd and Gray from the infamously long-winded first
the Blind, a prominent fence, the trail
Mouser are missing and it appears that speaker.
leads to a disreputable sailor and dock-
they have been kidnapped . " But the economic stabilty of our
worker, Gustillo, the abductor of the duo.
The kidnapping and the raids on the great city cannot be jeopardized ," he
Gustillo provides two clues. "Drugged
storage houses were perpetrated by His- continues. " We are a free people and
and bound," he tells the PCs, "Fafhrd and
vin , a wererat, and an army of large alien these acts of terrorism cannot be toler-
Gray Mouser were delivered to the aban-
11th marian rats that are clandestinely bas- ated . I have prepared a carefully
doned residence of Hisvin."
ing their operations from a number of aba- researched report and this report indi-
The second clue is Gray Mouser's cloak
doned tunnels in Lankhmar Below. Aided cates that these acts were committed
by Erastus, an avatar of the 11th marian rat which the PCs find in Gustillo's tenement.
With the cloak containing a note, the party is by rats . .
god, Hisvin and his army seek the con- "I don't however want to jump to any
lead to the tailor Nattic Nimblefingers.
quest of Lankhmar. conclusions. Since the signing of the
Nimblefingers gives the PCs a package con-
taining a warning to the Gray Mouser about Rat-Human Treaty at the end of the last
Hisvin and the Rat Plague "rodent problems" in Lankhmar Below and war, the government of Lankhmar
Hisvin is chairman of the Council of 13 a number of diminution potions which will Below has been friendly and I consider
for All Rats . A former ruler of Lankhmar allow the PCs to travel in the small tunnels the rats to be our friends."
and motivated by greed, the lust for power, that comprise the rat kingdom. Restless listeners begin to grumble.
and rat pride, Hisvin once tried to conquer In the basement of Hisvin's old home, " Get on with it," and "enough you old
Lankhmar with rat legions. But the the PCs follow a trail which leads into the windbag ."
humans, aided tremendously by Fafhrd sewers of Lankhmar Below. After several " So what I am saying," the speaker
and Gray Mouser, dealt the rats a horrible encounters the PCs are confronted by hollers over the hecklers, "is that we
defeat. The rat kingdom and its inhabit- Chives, a rat spokesperson. are unsure what group is responsible
ants were indelibly scared and prompted Alarmed by the presence of humans for these acts and we do not want to
by internal pressures, Hisvin exiled him- and the threat of war, Chives asserts that unnecessarily create a situation of ten-
self from this rat land. his rodent constituency has abided by the sion with the rat government.
At the end of the war, the Rat-Human Rat-Human Treaty. He does suggest how- "I hereby propose that our benevo-
Peace Treaty was signed. And although ever, that a number of large alien rats have lent monarch and undiputed champion
distrust and hatred linger between the two been spotted in the Cat's Cradle, an aba- of justice, our esteemed ruler our invin-
groups, the fear of another carnage has doned section of the sewer system. cible overlord , might call upon our
kept both humans and rats relatively It is in this area that the PCs find the revered champions Fafhrd and the
respectful of the treaty. bound heroes, Hisvin, his army and Eras- Gray Mouser to discover who these ter-
During the years since the war, Hisvin tus. It also here that the party must free rorists are and to drive them back from
has been living in 11th mar, a Nehwon city Fafhrd and Gray Mouser and defuse the where they came.
similar to Lankhmar, albeit a bit smaller plot of Hisvin to bring Lankhmar under the A chorus of supportive exclamations
(see Sourcebook, page 41). Brooding over heel of the IIthmarian Rat God. " Here, here!" are heard from the coun-
his defeat, it was there that Hisvin 's spirit cilors to indicate their gratefulness that
was reborn when he converted to the reli- The City Council the speech has finally come to an end.
gion of the 11th marian Rat God. The overlord, looking rather grim , then
(See Map II, area C) begins:
Instilled with a new religious fervor, dur-
Read the following to the players.

12
Map II Citadel District

C: City Council

M: Meeting area
i
N
The sequence may vary depending on the
"Although Fafhrd and the Gray length and with much verbiage. I will actions of the PCs.
Mouser are the undisputed champions dedicate my considerable personal
of Lankhmar, and though they are in my resources to this matter without delay. 1. Audience with the overlord
service for as long as I should desire, This meeting is hereby adjourned." (See Map II, area M)
I'm afraid we'll have to do without them The overlord consults with his
for the present. Certain of the pair's numerous advisors in order to assem- Each of you receives a summons to an
widely recognizable personal effects ble a team with the necessary skills to audience with the overlord. The sum-
are said to be for sale on the black mar- pursue the investigation most effec- mons is accompanied by a platoon of
ket. From this I make the inference that tively. Citizens and foreigners from all palace guards. The guards are polite
the twain have disappeared under walks of life are considered. At last the but firm . "Come now. We will escort
unfortunate circumstances . Indeed, members of the team are selected and you," they say. "You may express your
they may even be at this very moment- summoned to an audience with the gratitude for this honor to the overlord
... deceased. overlord-a summons that no loyal or himself."
From the floor of the City Council You are individually escorted to the
Lankhmart would refuse.
comes a tremendous uproar. palace, where you meet for the first
Lankhmar without Fafhrd and the Gray time in a small conference chamber.
Mouser would be like the Street of the Encounter Key Giving assurances that someone will
Gods without temples . Everyone sud- speak with you shortly, the guards with-
Once the PCs have received their brief-
denly forgets about terrorist plots and draw, locking the doors behind them.
ing from Duchin, the overlord's chamber-
their attention is turned to the matter of
lain, they must start unraveling the
Fafhrd's and Gray Mouser's disappear-
mystery of Fafhrd's and Grey Mouser's Give the players a few minutes to speak
ance. in character to one another. Encourage
disappearance.
"I believe that a team of specialists
I should be organized to conduct an
immediate investigation," the overlord
The Investigation
new PCs to describe at least their physical
appearance and to reveal at least some
aspects of their personality. New and
continues. "At the same time, these Encounter 1 should be the first event
established characters may wish to share
investigators can look into the grain played. After the party meets the overlord, rumors and speculate on the reasons for
storage incidences that First Speaker the DM can run the subsequent events in
their summons.
Ratchett has spoken about at some any order that seems most appropriate.

13
After five to 15 minutes of game time,
the overlord, his chamberlain, and a small at once. rebellion to be stirred up . We all
escort of palace guards enter the room . " You are to be given wide discretion remember well the Rat Plague and the
in pursuing this investigation and you price the city paid . Remember that we
A small man in exceedingly fine robes are completely responsible for your have a treaty with the rats , and this
confidently enters the room cradling a own actions. We will deny any connec- matter must be handled with the
well-groomed cat. In his wake are a tion between yourselves and the over- utmost delicacy. But if there is any indi-
number of guards, a tall, elegantly lord . We will however, provide for cation that the rats are planning
dressed man and a young servant, who certain expenses, but only with my another rebellion, you must notify me at
carries a large leather satchel. approval. once. Another rebellion must be
The man with the cat strikes a pleas- "I have prepared a brief summary of stopped at all costs .
ant but slightly bored pose. what we know." His servant produces "Now, if there are no questions, I must
"How do you do?" he asks. papers from the satchel and hands be about my business. If you have any-
them to the chamberlain . thing important to tell me, a discrete word
Each player should tell how his charac- " ...Fafhrd and Gray Mouser," the to a palace guard will bring you to my
ter greets the overlord. Bowing and scrap- chamberlain continues , " have been attention. I look forward to your reports.
ing, with politeness , arrogance , or missing more than thrice a fortnight. Goodbye gentlemen and good luck."
dignified silence. The responses them- " .. .A small apartment rented by the
selves are not important, but this helps to two has been unvisited for at least a Duchin refuses all requests for equip-
get the players into the setting. month. The presence of their packs ment and supplies. " Nothing personal ,"
and traveling gear suggest that the two he says, " we just can 't afford to be identi-
The overlord graciously acknowledges did not anticipate a long journey. Their fied with you ." He hints that some money
your greetings with a nod, smiles a trifle horses are being cared for at a nearby may be available for bribes and other
insincerely, and hands his cat to the stable. expenses but that in general , the PCs are
chamberlain. The chamberlain disdain- " ... A survey of their favorite haunts on their own. Duchin then leaves, and a
fully gives the cat to his servant as the indicates that neither have been seen troop of guards escorts the PCs from the
overlord addresses you : in weeks . They were last definitely palace.
"Welcome ladies and gentlemen. reported at the Golden Lamprey six
Thank you for answering my summons. weeks ago." 2. Rumors In the Streets
I have an important matter I wish " ... An unconfirmed rumor suggests While the PCs are on their way to find
looked into, and I'm told that you folks that the personal weapons of the two clues , let them hear rumors . The 'rumors
will handle it intelligently and dis- heroes have been offered on the black should develop a sense of mystery and
creetly. Needless to say, if you are suc- market." suspense.
cessful in this venture, I will be most "That is all we know. We expect you The DM should use his discretion in
grateful and generous in my rewards." to pursue the last clue , which seems deciding which PC should hear which
the most promising, and which we at rumor. If possible, fit the rumor to a charac-
The overlord pauses here waiting for a the palace are least well-suited to fol- ter likely to have interaction with the
reaction from the party. He then con- low up. rumor 's source. For example , a city
tinues. Having read the contents of the guardsman or merchant might know
paper, the chamberlain hands it to his details of the depredations of the grain
servant who puts it back in the satchel. storage buildings. If a PC is one of those
"Now, please give your attention to my The chamberlain again addresses the occupations or has extended interaction
chamberlain , Lord Duchin . I look for- party. with them, then he should hear the rumor.
ward to your reports ." The overlord " Now, concerning the rodents and Otherwise assume the rumor came from
turns toward his chamberalin . "Lord vandalism. Fafhrd and Gray Mouser idle tavern or street talk.
Duchin? " are wanted by the overlord to look into What follows is a list of rumors. At the
Taking the cat from the servant the these matters. While you search for the end of each is a parenthetical remark indi-
overlord abruptly marches from the two men, keep your ears open for any- cating if the statement is true or false.
room . All but two of the guard escorts thing that may be important. Obviously, the parenthetical information is
leave with him. Lord Duchin steps for- "Remember that discretion is criti- reserved for the DM only. The PCs, at their
ward . cal. Word of the disappearance cannot own discretion, mayor may not share the
''I'll come right to the point," he says. be known at large. Fafhrd and Gray information they have with others.
Fafhrd and the Gray Mouser are miss- Mouser are two of the city's most cele-
ing. It is you job to find them . brated protectors, and their disappear- Rumor a: The Gray Mouser recently failed
"If, during the course of your investi- ance may cause serious distress to all to keep an appointment to duel for the
gation, you come across information Lankhmarts. honor of one of his paramours. She has
concerning rodents, vandalism and "And neither," the chamberlain says loudly, publicly, and colorfully
theft in the River District, or the activi- emphatically, " under any circum- denounced him for his faithlessness
ties of subversives, please report to me stances are rumors of another rat and cowardice (True).

14
Map III Temple District
12: Temple of the Gods of Lankhmar

i
N
Rumor b: A collector boasts that he is the Gods with parables of the Rat will probably begin the investigation there.
negotiating with Ogo the Blind for a God 's munificence (True). Otherwise the PCs may go on a system-
number of personal items supposedly Rumor f: The guild master of the Thieves atic tour of Lankhmar's black market, visit-
owned by Fafhrd and the Gray Mouser. Guild has been boasting privately of ing various taverns and established
He refused to say which items, or for having " rid Lankhmar of its two most fences to pick up rumors about who is seil-
what price, but he hinted that the sums prominent heroes," and of having ing the items. Sooner or later the PCs
were staggering (True). made himself rich in the bargain. should be directed to Ogo's shop.
Rumor c: A number of grain storage (False: The guildmaster may have Note: For information on Ogo the Blind,
houses have been damaged by rodent been boasting, but no member of the see "The Fences of Lankhmar," page 9;
pests. City inspectors have blamed the Thieves Guild knows anything about the " Shop of Ogo the Blind," page 32; the
incidents on poor management by the the fate of Fafhrd and Gray Mouser). "Eyes of Ogo," page 48, and "Ogo the
independent grainery owners (True). Rumor g: A gray-bearded mage has been Blind," on page 53 of the Sourcebook.
Rumor d: A huge dead rat wearing a inquiring in the taverns of Lankhmar as
medallion was discovered in the River to the whereabouts of Gray Mouser. The Shop of Ogo the Blind
District and sent to the Great Library for The mage has been insisting that he be (See Maplll , area 36)
identifcation . The portrait on the medal- paid immediately for services rendered Anyone in the shady underworld of
lion resembles the Rat God of 11th mar, the hero (True). Lankhmar knows the location of Ogo the
but the inscription is unidentifiable. Rumor h: Quatch the Racketeer has been Fence near the corner of Silver Street and
Priests at the Temple of the Rat God quietly assembling a small army of bul- the Street of the Gods. Marked only with a
refused to cooperate in identifying the lies and thugs. The purpose of the army storefront sign of an eye without a pupil,
object. The rat itself is of a new and is unknown but the pay is said to be the site appears to be a rather run-down
unusually large species (True). good (True, but irrelevant to this adven- curio shop specializing in religious
Rumor e: The normally secret religion of ture.) paraphenalia. A dusty and unimpressive
the Rat God of 11th mar is experiencing a array of strange objects is secured behind
surge in popularity among citizens- 3. Ogo the Blind a tiny-woven wire screen next to the door.
particularly the poor and underprive- Duchin told the PCs to investigate the Silver Street between Street of the Gods
leged . Bread and cheese are being rumor that Fafhrd and Grey Mouser's and Street of the Thinkers is a common
made available to the poor in unprece- weapons are for sale on the black market. haunt for rough customers of the
dented generosity, and the faithful If the PC who heard the rumor about Ogo Lankhmart underworld. At any hour of the
harangue passers-by on the Street of the Blind shares it with the party, the PCs day there are usually a few surly toughs

15
boasting of their latest feats of brutality, They will then wander off on pressing clues :
and silent, sinister second-story men lean- errands elsewhere.
ing against the walls and cleaning their Clue a: The client who sold the weapons
nails with long, wicked dirks. Often these Ogo's House called himself " Gustillo." (So intimi-
loiterers will have something to say to the The Eyes of Ogo escorts the two chosen dated by Blind Ogo was Gustillo, that
PCs. PCs down a series of short, unlit corridors . he forgot to give a false name.)
A knock on Ogo's door will receive a Each passageway ends in a heavy door Clue b: The client had an odd accent,
soft, feminine voice. "Yes? May I help with thick black curtains hanging before it. probably of Eastern origin , but so dis-
you?" it asks. Once the PCs have stated As the PCs finally enter what feels like a torted by a high-pitched, squeaking
their business or some plausible cover room , the Eyes of Ogo Silently directs intonation that Eyes could not be sure.
story, the door opens, revealing a pale- each of them to a chair. They cannot see Clue c: Reeking of shellfish, the client was
haired, dark-skinned girl with large eyes, a nor hear anything, but the strong smell of probably a sailor, dockworker, or food
small chin, and pouty lips. Her voice is soft unbathed humans, the odor of six Kleshite preparer.
and silky, her manner shy and demure. guards, pervades the air. Clue d: The potato bag that the weapons
These short, swarthy guards are mute were wrapped in was marked "Gle-
"I can arrange an immediate audience and motionless and their senses are so mene." Ogo points out that this is the
with Blind Ogo," she says, "but he acute in darkness that they have the name of a lowlife bar in the warehouse-
insists that no more than two persons equivalence of infravision. They are utterly grainery section of Lankhmar.
may enter the shop at anyone time . loyal to the Eyes of Ogo and will slay the If the PCs outside do not get into too
Know also that Ogo conducts his busi- visitors at her command. much trouble and if the PCs inside do
ness in absolute darkness. Any attempt Once in the dark of the room , the Eyes not get pushy and spoil the deal with
to bring light to the audience would be of Ogo uses ventriloquism and poses for Ogo, the party should be able to pur-
extremely unwise." the mythical Ogo the Blind. Through this chase the necessary information. If the
ruse she creates a sense of mystery and PCs foul up in some way, Duchin will
The PCs must decide which of them are menace that unnerves her customers, obtain this information and pass it on to
to enter the shop and which are to remain making her an accomplished bargainer. the party so the adventure can con-
outside. Eyes has in her possession the weap- tinue.
ons of Fafhrd and Gray Mouser. She
The Mean Streets of Lankhmar bought the Scalpel, Cat's Claw, Grey- 4. Gustlllo, alias "Old Ferret·Face"
Those who remain outside are going to wand , and Heartseeker from Gustillo, the The abductors of Fafhrd and Grey
be taunted by belligerents who hang out twain's abductor. Eyes will offer each of Mouser, Gustillo and his wererat compan-
on Silver Street. The DM should draw on the weapons for 1,000 gold rilks. ions are tough and possessed of a shrewd
his memories of junior high school name- Not expected to purchase these items, animal cunning. They are, however, igno-
calling. If a PC is the scholarly type, com- the PCs want to know who sold them to rant, crude, inarticulate, and easily
ments on sissy clothing and brainy wimps Ogo. Recognizing, however that it is bad impressed by displays of wealth, high
may be appropriate. What follows are business to betray a customer's confi- social class, and flashy intelligence.
sample remarks. dence, Ogo will sell this information only These qualities make Gustillo and his
"Gee, what a lovely pair of tights. Did for a high price. Eyes will offer the informa- henchmen perfect foils for Hisvin's plans.
your mother get them for you, little boy?" tion for 500 gold rilks. If the PCs haggle Recruited in 11th mar, the wererats were
"Hey, what a big sword you've got. Gee, she will settle for 250. trained and outfitted by Hisvin, transported
I'm scared of soldiers, aren't you, Lukey?" If the PCs do not have enough money, to Lankhmar, and employed in a plot to
"Huh. I guess you guys are the stupid they may go back to Duchin who is willing abduct the heroes who foiled Hisvin's first
ones. Whatsa' matta', your buddies won't to provide up to 500 rilks for information. attempt at gaining control of Lankhmar in
let you go inside 'cause they figure you'll The PCs can make some money for them- the Rat Wars.
dribble all over yourselves?" selves if they were able to talk Ogo down The abduction plan was marvelously
"Ugh. Furriners. Kinda look like don- in price. simple. Trained 11th marian rats slipped
keys, don't they? 00000, what's that Duchin will not offer the money to pur- through the walls of the twain's rented ten-
smell ... is that them? " chase the weapons, reasoning that once ement and introduced a powerful, low-
This foolishness has nothing to do with the twain are found, they will get their acting drug into the wine. When the drug
the scenario, but it is a good city roleplay- weapons back in one way or another. But if had taken effect, the rats reported to Gus-
ing situation and keeps the characters the pes are charming, clever, or if they tillo and his ratmen, who delicately
who do not visit with Ogo busy. The rough made an exceptional impression on the dropped the heroes from their second-
guys are not eager to start a real fight. overlord or Duchin, the chamberlain can story rooms to a garbage dump in an
Nobody wants to wind up in jail or with a be persuaded to buy the weapons. When adjoining alley. Then disguised as trash
fine for disturbing the peace. They just the PCs rescue Fafhrd and the Grey carters, the wererats took the heroes
want to mouth off and pester folks. If the Mouser, the party can hand the duo their away, delivering them to Hisvin's resi-
PCs get real aggressive, the tough guys weapons and earn the heroes' everlasting dence.
will hem and haw -"Gosh, can't you take a friendship. Hisvin, knowing Gustillo's lack of wit,
liHie joshin?" "Whattaya a sorehead? .... If the PCs raise the money to pay for the st,ictly forbade him to steal anything from
information, Ogo gives them the following his captives. Unwisely, Hisvin trusted Gus-

16
Map IV River District

Inrik's secret hideout

:0
:c-
,....<
>"'
,....:0

Gustillo's apartment
Hisvin's apartment

G: Glemene Bar & Grill

tillo's fear to ensure the wererat's obedi- Finding Gustillo with the clues from ago men in the street, there will be little need
ence. But greed won out over fear and is quite easy. Gustillo spends most of his for talk. The PCs must win this melee in
Gustillo sold the weapons to ago. Having waking hours at Glemene's. On almost order that they can interrogate Gustillo. If
kept the sale of the weapons and the 500 any evening he and his compatriots can the party is in danger of losing , some of
rilks a secret from his companions and be found there , drinking cheap beer and Gustillo's companions will inexplicably
Hisvin, Gustillo is terrified he will be found behaving like juvenile delinquents. abandon him allowing the PC's victory.
out and punished. Having a certain notoriety at Glemene's, If the PCs confront Gustillo in the bar,
they are not popular but their baiting of things will be somewhat more public, and
Gustillo: a profile strangers and the subsequent brawls are Gustillo and his rat buddies will have an
A small, wiry man with a pOinted face, a source of entertainment. They are so opportunity to talk tough to the PCs.
Gustillo is known as Old Ferret-Face by " Yeah? Who wants to know? G'wan , beat
well known that no one bothers being
his companions and enemies alike. His cagey about identifying them . it, jerk. Hey, Glemene, whattya doin' lettin'
long, stringy hair is always unclean , his Although they are not well liked , a cer- jerks like this bother yer payin' cus-
complexion greyish , as though he had a tain romantic aura seems to surround tomers? " " Whattya lookin' at, punk? You
very bad diet, and his teeth are long and wanta punch in ya face , eh? "
them. People appreciate and respect the
pointy. The result is an appearance and little guy who beats up the big guy so the If the PCs mention the sale of the weap-
fragrance that makes Gustillo an unpleas- Constabulary does not arrest Gustillo and ons to ago, however, Gustillo is in trouble.
ant creature to be around . his followers. His compan ions look at him in suspicion:
Gustillo and his companions are were- " Hey, you told us you dumped those
rats. They do not have the ability to shape- things in the river? Didn 't you do like the
Confronting Gustillo
change at will nor are + 1 weapons The PCs' objective should be to get Boss said? Did you sell that junk? Say, are
necessary to hit them. These abilities are information from Gustillo. There are two you tryin' to double-cross us?"
reserved to the elect among the worship- basic approaches: intimidate Gustillo into In this case, the PCs may have to res-
pers of the 11th marian Rat God. They are talking, or abduct him and deliver him to cue Gustillo from the fury of his betrayed
however, extraordinarily tough for their the palace where Duchin's professional colleagues , and he will be happy to coop-
size , as is reflected in their Hit Dice. They interrogators can work on him. The PCs erate with them if they will protect him
also have the ability to summon and con- from Hisvin's wrath .
can confront Gustillo at Glemene's or on
trol 2d6 giant rats. the street between Glemene's and Gustil- If the PCs observe the ratmen in Gle-
Glemene's Bar and Charcoal Grill lo's tenement flat. mene 's, but no melee ensues, the party
(See Map IV, area G) If the PCs take on Gustillo and his rat- may tail the ratmen back to their tene-

17
ment. No matter how clever the PCs are in Sheelba and the 12 bottles of potion . The
trying to stay concealed , Gustillo's fol- addressing such inconveniences. note reads as follows:
lowers will discover that they are being
trailed . As always, your friend "I know you are familiar with these
The ratmen make a run for their tene- and mentor, reducing potions, but I thought I'd just
ment, grab their stuff, and head for the -S" guard against your occasionally faulty
Marsh Gate. This should be played out as memory.
a chase scene through the streets of "Reliable fingers of a nimble friend of "Each potion lasts approximately an
Lankhmar, climaxed by a melee when the yours" is a reference to Nattic Nimble- hour and a half, and will reduce your
PCs catch them . The PCs will inevitably fingers , a trusted friend of the Gray body to about 5% of its normal height.
catch Gustillo and his followers because Mouser. The package Sheelba (" S") (see This will leave you stark naked with no
they are foreigners, unfamiliar with page 54 in the Sourcebook) gave to gear of suitable dimensions. You may
Lankhmar's labyrinthine streets . The Nimblefingers contains 12 bottles of dimi- enlist your friend's aid tailoring gar-
were rats might easily make a false turn nution potions which will permit the PCs to ments of an appropriate size. Other
into a blind alley. enter the rat sized tunnels of Lankhmar equipment must be improvised as
Below. usual.
Gustillo Sings Like A Canary Notes: If the PCs miss the reference to " Also remember, after reduction , you
Tough as he is, once Gustillo learns that Nattic Nimblefingers, a constable will will find a lovely pool of pinkish liquid
the PCs know he has sold Ogo the heroes' bring it to Duchin 's attention . around you . This is the other 95% of
weapons, he will cooperate fully. For Gus- Depending on the size of the party and your body. When the potion wears off,
tillo, the alternative is faCing Hisvin and the time the OM intends for them to be you should to be standing in this pool. If
the companions he has double-crossed. underground, he may wish to alter the you are not the consequences are
But if the PCs do not use this fact to their number of potion bottles in the package or somewhat unpredictable. Sometimes
advantage, Gustillo will remian true to the to extend the duration of their effect. the necessary organic matter is "bor-
code of honor and not tell a thing . Because rowed " from other living matter. If the
Gustillo understands that violence is not in 5. Nattie Nlmbleflngers nearest living thing happens to be a
the PCs' character, even the threat of (See Map X, area 46) pack of rats-well , you just might end
force will not get him to talk. If the PCs turn Nattic is a thin, balding man of average up with a very squeaky voice . So watch
him over to Duchin, assume the chamber- height with bright, sparkling eyes. One of yourself , and play it safe. As you well
lain's more sophisticated interrogation the finest tailors in Lankhmar, (though far know, my friend, magic can be very
techniques get the information. If the PCs from the wealthiest or most prestigious,) tricky.
kill Gustillo, the information dies with him. he is also one of the most generous, hon-
est, and gentle souls in the city. His friend- Best Regards,
Clue a: After drugging the heroes, Gustillo ship with Gray Mouser is based on mutual -S"
and his companions carted them to admiration : Nimblefingers envies the
Hisvin's currently vacant house in the Mouser's adventurous life, while the 6. Hlsvln's House
River District (see Map IV, area 11). His- Mouser admires Nimblefinger's simple (See Map IV, area 11)
vin's orders were to sneak in through goodness. Gustillo left the two heroes trussed and
an unboarded basement entrance and When the PCs arrive at Nimblefinger's drugged in the cellar of Hisvin's house.
leave the bound captives in the cellar. small shop on Plague Court near the Sil- The home has been vacant since Hisvin's
Here the PCs may pick up the trail of ver Eel, Nattic will initially be suspicious part in the Rat Plague was discovered.
the missing heroes. and distrusting . Once convinced however Hisvin exiled himself and has not been
Clue b: Not something the were rat knows, that the PCs are genuinely concerned heard of since.
but rather something he has, in Gustil- about the welfare of the Gray Mouser and The PCs may easily enter the cellar of
lo's tenement (see Map IV, area A) is Fafhrd, Nimblefingers will admit to being the house if they follow Gustillo's direc-
the Gray Mouser's cloak. If the PCs worried because of the Mouser's long tion&. Inside they will find a clear trail in the
neglect to search the apartment, absence. dust leading to the place where Gustillo
Duchin or a constable may suggest it. When asked about the package that has dumped the insensible heroes. But the
been left for the Gray Mouser, Nimble- pair is not there.
In the cloak is a note that the Gray fingers will initially be apprehensive about At first glance it seems possible that
Mouser received just before he was giving it to them . The tailor must first be some other group came and took the two
abducted. The note reads as follows: convinced that this is a desperate situa- captives out the way they came in-along
tion and that the heroes lives are at stake. the path in the dust scuffed by the were-
"Rodent infestations can be so trouble- Nattic has very definite principles about rats . But in good light and upon closer
some, my little friend. (No offense surrendering the Mouser's private prop- inspection another trail in the dust leading
intended to you, of course.) I've taken erty to strangers, but he is also capable of toward a stack of barrels in a corner of the
the liberty of delivering a package to bending his prinCiples when the necessity cellar can be seen. A very faint trail , the
the reliable fingers of a nimble friend of is obvious. footprints were apparently made by very
yours. I hope my gift may be of aid in Inside the package is a note from thin feet in human-style footgear.

18
Map VI The Red God Shrine

~
LEGEND
~
Secret Door

x Entry
"
Outline of ~I= x 11111 III 1 Stairs
,,
Shrine Base :48 - I
, -I ..I~ Door
(Above) 1_
A Alarm

4c - Water
am Portcullis

Scale: 1 Sq. = 10 Feet


Map VII The Gambling House

Carter Street - Street Level


EXPLANATION

....I \.... Door

- Secret Door

® Secret Trap Door

..\0. Trap Door in Ceiling

- W indow

"""'"' Curtain

• Pillar

IAl Fireplace

eD Table

o Stool

• Pit

.. Hay

Ri!l Sewer Entrance

@:::J Roulette Table

D Cobra Basket

Other building or wall

•••• Bars

oJ.!Q 13 I
00::.. I CD-
~9
0
-CD I

I ~ (T)
(T
-(i)n(i)-12
I /, "'~':,f:"
I-
V' I CD
=+= - ~~ J4 :

Basement Second Floor Third Floor

Scale : 1 Sq. = 5 Feet

z ..
Fourth Floor Fifth Floor
Map VIII Myrria's Mansion

Scale: 1 Sq. = 5 Feet

2 t-++++~

5 7

Second Floor

Street Level to the


catacombs

to the sewers t---+-

Basement

Third Floor
If the barrels are removed, the trail can Below is essentially comprised of sewer indicate these pipes on the map.
be seen leading into a single large rathole tunnels. The tunnels are dark, clammy Narrow Sewer Pipes: These passages
in the cellar wall. The PCs may follow the and wet. A draft persistantly glides make up the majority of the sewers
trail if they have the diminution potions through the tunnels and the sound of drip- beneath Lankhmar. Each is about 8
with them. Otherwise they must secure ping water never stops. feet in diameter, with 12 inches of water
the potions from Nattic Nimblefingers. The walls are covered with a certain standing or moving sluggishly along
slime that resembles a blackened piece of the bottom. Thin lines indicate these
Lankhmar Below soaked cardboard. This substance is slick lines on the map.
but it clings to whatever it touches, hard- Sewerfalls: Resembling waterfalls, the
Encounter Setting ening after some time. On the whole, the sluggish water tumbles over these cliffs
Beneath the black and smoky streets of sewers are rather uncomfortable. and drops six feet to a tunnel where the
Lankhmar stretches a network of muddy water continues to flow as normal.
sewer tunnels. This system, originally con- Tiny Combat In the TUnnels Three short dashes running perpendic-
structed to carry the wastes of Lankhmar But with its multiple underground levels ular to the pipes indicate sewerfalls on
to the River Hlal or the Great Marsh, is and endless maze of passageways, this the map.
also home to the Rat Kingdom of subterranean city is perfectly suited to Main Sewer TUnnels:Huge passages col-
Lankhmar Below. dungeon-style adventuring. The fantasy lect the water from many smaller tun-
With an aristocracy, police, laborers, theme of the magically diminutive adven- nels and carry it to the river. Each of
lower class, and an army, Lankhmar turer provides a perfect selection of giant these tunnels has approximately 4 feet
Below is a miniature reflection of the monsters in a plausible setting. of water moving through it, somewhat
human society above. For a normal sized human, the rats of more rapidly than the water flows in the
In mirroring Lankhmar civilization, Lankhmar Below are mere half HD crea- smaller tunnels. Thick lines indicate
many of the perversions and emotions tures. But to enter this rat civilization, these tunnels on the map.
that pervade human society also exist in humans must first ingest a diminution Silver Spouts:Secured with heavy iron
the rat community. Distrust, fear, guilt, potion. With the human's reduction in grates, these spouts allow the contents
lust, and the desire for power among size, the individual strengths and abilities of Lankhmar's sewer system to flow
them . When the PCs enter the tunnels of the rats and the humans can be better into the already polluted waters of the
below the city, they should be unsure as to compared. It is as if the rats have become River Hlal.
the reception they will receive. human sized. (See the Monster's Statis- The Catacombs: A winding series of pas-
Lankhmar Below is still a society tics given on the Master Chart on the sages lined with mud and cloaked in an
scarred by war. The terrible loss suffered cover.) inky darkness that knows no daylight,
by the rats at the hands of humans has left The OM should not, however, make any undead and other loathsome beings
bitter feelings between the groups. With adjustments in the PCs stats. The adjust- live here. The catacombs are located in
the carnage etched in the memory of ments have already been made. For the the large shaded area under Silver
members of the older generation of rats, a OM's easy reference, the combat ratings Street.
certain deference is paid humans so as of the rats, not the PCs, has been
not to provoke another confrontation . adjusted. The OM should use the PC's The Rats
Most older generation rats, under normal AD&D<!> stats and assume that their oppo- Lankhmart rats are not, for the most
circumstances, will hesitate to speak to nents' combat ratings listed in the master part, human-minded. They do not wear
humans and few will attack them-even if chart have been adjusted proportionately. human clothes and use only crude weap-
a human appears seriously injured. For emphasis, we repeat. The change in ons. (Their teeth, however, are very
But members of the younger generation rat combat statistics reflects a more even sharp.) Many can speak a few phrases in
know only the horror stories. Their limited footing between rat and human after the human speech and some can speak fairly
contact with humans has reduced their taking of the diminution potion. well , though with a lisping, squeaky
fear. And the loss of their parents and accent. Among themselves they speak a
grandparents has increased their rage. A Map Key number of rat tongues and dialects that
Although many understand that the rats The fold-up map included in this module are nothing but squeaks, chitterings, and
would probably lose another war, some represents the sewer system that makes whistles to the human ear.
young rats are eager to demonstrate their up Lankhmar Below. Intended for the Lankhmart rats are relatively small in
eminence. OM's use only, only the major features of size, comparable with the more common
So despite the existence of a treaty and the network are depicted. The OM may Lankhmart field rat. But as a result of inter-
regardless of the diplomatic niceties, dis- expand the network or add even smaller breeding with larger water-rats a number
trust and hatred exists on both sides. Bar- pipes and secret passages to the sewer have grown quite large.
ring the fear of an external invasion it is system. What follows is an enlarged key to The rats with whom the PCs will engage
clear that each side views the other as its the map, describing in some detail the in combat are much bigger. These were-
major security threat. physical characteristics of the "city" . rats are foreign to Lankhmar Below and
have been imported from the city 11th mar
The Sewer System Drainage Pipes: Each of these locations for the purposes of Hisvin 's plot.
feature a 10 foot long shaft with a street
It should be understood that Lankhmar
level grill of heavy iron at the top. Dots

23
Hisvin's Plot The PCs may build little carts in which to portion of the nutritional needs of
Hisvin's master plan depends on five carry gear, or even try to use trained rats Lankhmar Below. The lit tunnel leads
major elements. as beasts of burden. The DM should westwardly toward a large garbage dump
indulge their imaginations and ingenuity: near the River Hlal's banks. To the west
Element 1 :Hisvin hopes to build up a siz- this can be one of the most entertaining the tunnel leads into the heart of
able fifth column among Lankhmar's parts of this adventure. Lankhmar Below.
wretched lower classes through the When the PCs enter the rat tunnel in
proselytizing efforts of the Rat God 's Hisvin's cellar the trail is quite clear. But as 2. The Rat Militia
priests. the trail descends deeper beneath the city, In several minutes the PCs can hear a
Element 2:Hisvin plans to train and outfit smaller tunnels begin to appear from the group of rats approaching from the City of
an elite army of 11th marian rats , a partic- sides. At first the floors of these tunnels Rodents . There is a low murmur of
ularly large and vicious breed, and then will be covered with dust, indicating infre- squeaky voices , but no discernible
provide them with enlarging potions. quent use. But after about five minutes of speech.
These troops would suddenly appear at travel , the PCs will notice more and more When the figures come into view, it is
critical pOints to neutralize key defen- traffic along the main and side tunnels. It obviously a hastily organized rodent mili-
sive positions in Lankhmar. is still clear however, that the twain's tia . Plainly garbed small rats carry simple
Element 3:Hisvin hopes to rekindle the abductors have continued down the main tools and clubs as they cower behind a
war between the rats of Lankhmar corridor. single large rat with an air of bravado and
Below and the humans citizens of authority.
Lankhmar. He has planned a series of Events in Lankhmar When the PCs come in view, or when
incidents that will gradually build the the militia comes in sight of the place
tensions between the rodent and
Below where the PCs were sighted , the leader
human populations (ie. the grainery (See fold-up Map, Sewers of Lankhmar halts and shouts in a high-pitched , sibilant
raids) until hotheads on either side fan Below) voice :
the sparks of confl ict into open war. Play the following encounters in num-
Element 4:Hisvin has been promised the bered order. "Humanth! Thtand forth and identify
aid of the Rat God himself, in the per- The first encounter is located just below yourthelfth! For what reathon do you
son of his avatar, Erastus. the Temple of Aarth (area 9, Map III). A trethpath on the rightful domain of
Element 5: Having been previously number of tunnels lead directly into the Lankhmar'th rodentkind?"
defeated by Fafhrd and Grey Mouser, main sewer pipe under the temple (see
Hisvin believes that the success of his fold-up map) The DM should remind the characters of
current campaign hinges on neutraliz- Duchin 's request that the party demon-
ing Lankhmar's most dedicated 1. The Alarm is Sounded strate respect for the Rat-Human Treaty.
defenders. Determined not to underes- Greechy, the rat spokesman , is the equiv-
timate their talents and influence, His- A dim light glows in the distance. alent of a village alderman. He expects a
vin keeps them securely imprisoned in Another rat tunnel , this one apparently certain deference, and if the PCs are
a chamber deep in the Cat's Cradle. illuminated , crosses your passage at polite and respectful , he will speak with
right angles. Suddenly a tiny cart with a them in a similar manner. If the PCs offend
In the Rat Tunnels rat in harness, a contraption that most or try to intimidate Greechy, he will with-
When the PCs reduce themselves with resembles a rickshaw, pulls in sight draw, warning the PCs not to advance fur-
Sheelba's potions, they can enter the rat and stops in the junction of the two tun- ther into Lankhmar Below unless they
tunnels and follow the trail of Fafhrd 's and nels. The rat turns his head as if casting want real trouble. Any aggressive moves
Gray Mouser's abductors. about for a scent. Appearing to recog- will make negotiations very difficult, but
The DM should take careful note of how nize the odor, the rat looks in your direc- the rat militia is no match for the PCs.
the PCs outfit themselves for the descent tion, gives a little frightened squeak, Greechy has sent for an official spokes-
into Lankhmar Below. They should have and dashes off to the left along the man of the Rodent Council and an escort of
none of their normal-sized equipment. lighted rat corridor, abandoning his lit- trained rat soldiers. They will arrive in 10
Any garments or gear they take will have tle cart. Further down the corridor to minutes, and Greechy will try to stall the PCs
to have been fashioned or improvised the left are heard a number of other until their arrival. He will alternately make
beforehand. Nimblefingers will cheerfully squeaks. assurances that the rodents bear the
make them doll-sized clothes, though he humans no ill will while insisting that the
may indulge his sense of humor at the The PCs have been sighted, and the humans are trespassing without permission
expense of the PCs' sense of dignity. alarm has been spread. A squad of rat on rodent soil. If he cannot stall the PCs, or if
Other items may be easily improvised - militia will be moving to investigate within the PCs attack, Greechy withdraws along
rope from heavy coat thread, torches from 2d4 rounds . In the meantime the PCs can with the rest of the militia and waits for the
wood splinters and tar, swords and spears explore the area. The cart is simply a rodent delegation to arrive.
from needles and awls, armor and shields means of transporting garbage discarded
from leather scraps, and so on. Other by the human population of Lankhmar. 3. The Official Delegation
items like crossbows , bows, lanterns, and This rich food supply provides a sizable The offical delegation is led by Chives,
so on will be too difficult to devise quickly.
24
chief spokesrat for the rodent Council. will not become insubordinate. However, if sane rodent would consider embarking on
Chives is a civilized, diplomatic, aristo- a PC goads Muskatel enough, his control a second.
cratic elder rat who was held a political might snap and a serious incident will Chives acknowledges that there have
prisoner during the last Rat Plague. occur. In spite of the Human-Rodent Treaty been reports of very large foreign rats but
Chives is a pacifist, a rare quality for a rat, rats and humans will fight. he is quick to disassociate Lankhmar
but an ideal spokerat for liaison with Chives will order the guardsrats to inter- Below from the aliens. He says that
humans. fere and subdue both human and rat, and strange rats, which have thick accents
Chives firmly asserts the sovereignty of hopefully the other PCs will try to stop the and unpleasant odors, have been seen in
Lankhmar Below, but will patiently listen fight before someone is hurt. Once the two some of the abandoned and infrequently
to whatever the PCs have to say. His major combatants are separated and subdued, traveled tunnels . The presence of the
objective is to avoid an incident that might Chives will demand an immediate apology alien rats are tolerated, Chives adds,
precipitate another war with the humans. from both man and rat. Muskatel, funda- because these tunnels are far from the
Chives speaks slowly and precisely, with mentally a good soldier, will comply with population center's of Lankhmar Below.
only a trace of ratty squeak and lisp. as much good will as he can muster. If the Chives categorically denies any involve-
The official delegation is escorted by a PC does not also comply, Chives will con- ment in the attacks on the graineries.
dozen of the Guardians of the Peace-an tinue to be polite, but he will insist that the Such acts, he says, would require a large
elite rat troop dedicated to the defense of PCs leave at once. He nor any of the other number of rats and therefore could not be
the tunnels from invaders. The leader of rats of Lankhmar Below will be willing to conducted without notice by government
the escort is Muskatel, a young, swash- cooperate with the investigation. authorities. Since such attacks would be
buckling rat in the Three Muskateers tradi- in violation of the Human-Rodent treaty,
tion. He is a firebrand and the antithesis of 4. Chives Offers His Aid no rat government would encourage or
Chives. Incensed by the effrontery of the When the PCs explain that they are permit such activities for fear of hostile
humans in marching uninvited into rat ter- looking for kidnap victims and describe human response.
ritory he wants to rally the rat citizenry to the circumstances that led to their search- When the PCs ask about Hisvin, Chives
repel the smooth-skinned trespassers. ing the rat tunnel, Chives will offer to assist answers that both Hisvin and his daughter,
Furthermore, Muskatel is an arrogant them in their investigation. Hisvet, have been out of favor with the
swordsman who would love to beat a He assures them at once that there are Council since the debacle of the Human-
human before an adoring audience. no plans for a second Rat Plague. The Rat War. Neither has been seen in
But Chives will manage to keep Muska- consequences of the first war with Lankhmar Below for more than a year.
tel under control and the young swordsrat humans were so dire, he says, that no Chives admits, however, that he would not

25
be surprised to find Hisvin at the bottom of dent rats. For this reason and because the force .
another plot. Hisvin has always been nest is so far from the bulk of Greater Hisvin, by himself, with his magical abili-
ambitious and power-hungry, and an Lankhmar Below, the area has not been ties, presents some danger to incautious
attempt to abduct Fafhrd and Gray recently inhabited. PCs, but Hisvin generally bugs out when
Mouser would not be out of character. During the Rat Wars, however, Hisvin the going gets tough . The real danger is
In direct proportion to the diplomatic used this area as emergency barracks for Erastus. Although he does not look partic-
skills of the PCs, Chives will offer aid in the huge peasant militia he recruited from ularly alarming in his normal-sized rat
finding the heroes. At minimum, Chives the grain fields surrounding Lankhmar. form , when he takes on the aspect of his
will tell the PCs of a remote section of rat The chambers were crudely outfitted , father the Rat God, he is probably more
tunnels called the "Cat's Cradle" no uncomfortable, and desperately over- than a match for the PCs.
longer visited by local rats, but large crowded. When the war ended so disas- In the PC 's favor, however, is a neutraliz-
enough to house a population of foreign trously for the rats, the area was once ing feature of Erastus's powers. In his god
rats without calling attention to itself. Cat's again abandoned, and it has remained aspect , Erastus is too large to move
Cradle, Chives explains, has been fre- that way until now. through normal rat-sized tunnels . Only in
quented by Hisvin and his followers in the Since re-entering the area, Hisvin 's the great central chamber and the main
past. army has constructed and concealed sev- entrance tunnel to the Cat's Cradle can
If the PCs have behaved in a hostile or eral new tunnels. A normal man has a Erastus maneuver in his god aspect. As
unfriendly manner, Chives will give them a 20% chance of discovering the secret por- an avatar, he is imprisoned by his own
map to the Cat's Cradle and suggest that tals if searching the area. One need only size.
they leave immediately before some hot- to push the portals open.
headed rats decide to avenge this unwar- Possible PC Strategies
ranted incursion on rodent territory. The Return of Hlsvln To help the OM anticipate and prepare
If the PCs have been moderately polite Hisvin has .once again returned to for the different tactics the players may
and cooperative, Chives will send Muska- Lankhmar with dreams of conquest. This employ, a list of possible PC strategies on
tel and the Guardians of the Peace as time he has sought to enlist the aid of the how to rescue the captive heroes follows .
guides to the Cat's Cradle. If the PCs have Rat God of 11th mar and its followers. Here
been forthright and honorable, Muskatel in the Cat's Cradle Hisvin has brought an a. Frontal Assault: This will work just fine
may even be helpful. He may volunteer avatar of the Rat God, said to be a bastard if the PCs are extremely powerful, well-
suggestions and offer his sword at the son of the god himself-a demi-rodent supplied with first-rate magic, and sup-
human's side, even against Hisvin and named Erastus the Wild . ported by Muskatel's Guardians of the
other foreigner rodents. Erastus is a powerful , charismatic fig- Peace. If they are not, they will.be whit-
If the PCs have earned Muskatel's dis- ure. Embarking on a crusade to convert tled down by the rat troopers, then dev-
like or distrust, he will only deliver the PCs the non-believers of Lankhmar. With the astated by Erastus 's combat and
to the Cat's Cradle, then abandon them to aid of Hisvin, Erastus has summoned the magical abilities.
their own devices. Muskatel will follow the priesthood of Lankhmar's Rat God tem- b. Feint and Decoy with Flanking
sewer tunnel to the south, passing under ple. In the great chamber of the Cat's Cra- Maneuver: This might work if the rat
Ogo the Blind's house (see fold-up map of dle, Erastus has taken on the aspect of the troopers are drawn off in pursuit of a
the Sewers Below Lankhmar). Rat God himself, and has infused the portion of the party, while another part
priests with a new spirit and ambition. In uses stealth or magical concealment to
The Cat's Cradle turn , the Rat God's clergy has gone forth sneak through the side passages in
(See Map XI) among the deprived and disenchanted of search of the captured heroes. There is
The name of this area comes from a leg- Lankhmar's citizens, preaching the gener- still the danger of bumping into Erastus
endary rat chieftain who is said to have osity of 11th mar's patron deity. in the main chamber and underestimat-
kept a tamed cat which defended his tun- ing his abilities when he takes on his
nels from ambitious rat raiders . This Rescuing Fafhrd and the Gray Mouser godly aspect.
somewhat implausible legend is given Although not aware of the new escape c. Stealth: This might work if the PCs are
some credibility by the unusually great tunnels recently dug by the 11th marian rat superior thieves or are supported with
size of the main entrance passage and troopers, the PCs have the advantage of magical concealment or subduing
central chamber of the nest. Both are cer- the area map given them by Chives. spells. Such a plan is enhanced if provi-
tainly large enough to permit a fair-sized Sooner of later the PCs will be forced to sions are made for distractions and a
cat to come and go at will. resort to melee in rescuing the captive fast getaway when they are discov-
The Cat's Cradle is located just above heroes but their chances for success ered .
the sewer holding tank, under the Temple increase if they use subtlety or clever tac- d. Disguise: This worked for Gray Mouser
of the Rat God (see area 16, Map III and tics rather than a frontal assault. in CA1, Swords of the Undercity.
the fold-up map of the Sewers Below The PCs are outnumbered by the rat With wit, magical support, and a clever
Lankhmar). The party will arrive through troopers. This fact by itself would not be a cover story, this might get the PCs past
the main entrance, located in the sewer serious threat to the party's military super- the first guard pOint, but will probably
tunnel, south of the holding tank. iority, but combined with Hisvin's powers not allow them get Fafhrd and Gray
Because the main entrance is so large, and the god aspect of Erastus, the rat Mouser out.
it has been deemed indefensible by pru- army in the Cat's Cradle is a formidable

26
Rodent Tactics-An Overview 3. Storage of fine craftsmanship (chance to break-
When an intruder is discovered, two equal to bend bars on Strength Table).
guards run from the entrance to spread Six rat troopers are here stuffing their Faragio is perfectly willing to cooperate
the alarm in the smaller chambers while faces with cheese and telling with anyone who might help free him. He
four guards try to hold the main entrance. longwinded , off-color jokes with lame has seven potions of diminution and
If the attack seems likely to overrun the puns as punch lines. seven antidote potions hidden in his com-
guard station, the main entrance guards ponent supplies.
retreat to and rally in the main chamber The jokes are not conceivably amusing It may occur to clever players that a sip
with Erastus. The defenders of the great to a human, but the rats are in stitches- of an antidote potion might make a PC sig-
chamber will be joined in short order by 12 so much so that they may be taken com- nificantly larger, while still able to move
rat troopers from the barracks and the pletely by surprise by the intruders. about in the larger chamber and main
storage room . The six rat guards in the If the alarm is sounded, these six troop- entrance tunnel. Experimenting is danger-
confinement room remain to guard their ers take three rounds to struggle into their ous, but under Faragio's supervision, the
charges. armor and grab their weapons, then they risk is minimal. Enhancements of the PCs
Hisvin peers into the main chamber, rush out into the main chamber to support combat abilities are left to the OM's discre·
then immediately makes his escape. Eras- Erastus. tion .
tus withdraws to the far end of the main
chamber and waits for the rat troopers to 4. Confinement 6. Hisvin's Quarters
mass before him . Then he uses his clerical Hisvin will always be found here, pon-
spells to support them, or if necessary, he dering and polishing his master plan for
Here in a pair of cages are the greatest
calls upon himself the Aspect of the Rat the subjugation of all of Lankhmar. If sur-
heroes of Nehwon . They are dirty, tired,
God. With the transformation taking one prised he will pretend to surrender good
hungry, and miserable. Their disposi-
round , Erastus swells to four times his nor- naturedly, then explode a couple of gas
tions can be described as irritable .
mal size and becomes a giant rat-beast bombs Faragio has manufactured . Under
Regular doses of diminution potions
that instinctively attacks the enemies of cover of these bombs which are equiva-
have kept them rat-sized .
the nest. lent to a stinking cloud spell, Hisvin will
escape through his bolt hole. He can
Six rat troopers guard the captives. Ini-
Encounter Key tially they spent much of their time taunt-
appear as an archvillain in later adven-
tures .
(See Map XI) ing the two heroes, an entertaining sport If the alarm is sounded, Hisvin will make
1. Main Entrance Tunnel for a while . But soon the captives stopped a brief appearance in the main chamber,
responding and simply sat around, glaring then head for his bolt hole.
Six rat troopers lounge and squeak poisonously at their captors. Now the It is important that Hisvin escapes. Such
among themselves . The conversation entertainment consists of playing with the
a villain is always more useful as a return-
is vulgar and of interest only to similarly prisoners' food before it is tossed on the ing nemesis than as a captured or killed
low-minded rodents. The entrance tun- floors of the cages . The details of this opponent.
nel is about a foot wide here. entertainment will be omitted to avoid dis-
turbing delicate stomachs. 7. The Great Chamber
Unless invisible or otherwise aided by If the alarm is sounded, one guard goes This is Erastus's great temple to the Rat
magic, no one can slip past the guards to each of four passages leading out the God of 11th mar. Here a small crowd of the
without being noticed. A few minutes after chamber while the other two stand guard elect may come and observe as the mortal
the PCs arrive, however, four of the rat near the cages . If things look rough, these rodent form of Erastus transforms into the
troopers slip off toward the barracks in six rats have agreed to run for it, on the awesome immanence of the Rat God.
search of a bite to nibble. A clever ruse, a logical grounds that anything that gets as If the fight has turned against the rats in
lucky rush, a magical spell-any number far as this chamber is not going to be the great chamber, a band of rat troopers
of tricks might get the PCs past this point stopped by six rats. will stand in front of Erastus on guard and
without without tripping an alarm. he will swell up to four times his normal
If the alarm is sounded , the rat troopers 5. The Alchemist's Lab size. He will glow with a terrible light, gain
try to hold their positions against the Hisvin has kidnapped an alchemist, flashy magical powers , and become
intruders. But if they are in danger of being Faragio, and imprisoned him here. Fara-
almost invulnerable to injury or magical
overrun, they withdraw and rally with Eras- gio manufactures diminution potions and assault. His voice sounds as if it is coming
tus in the main chamber. their antidotes for Hisvin. If Faragio
from deep within a cavern . Listeners can-
refuses to produce the potions, Hisvin not later recall the specifics of what was
2. The Barracks refuses to feed him. As further incentive,
said, but can remember that the voice
Six rat troopers are sleeping here. Even since Faragio is currently trapped in a
filled tl1em with the power and vision of the
if the alarm is sounded , it takes them three small room underground, he must con- Rat God.
rounds to struggle into their armor and tinue to consume potions or he returns to
grab their weapons. When ready they rush normal size in the confines of a three-foot
into the main chamber to guard Erastus. square chamber.
Faragio is chained to a wall. The chain is

27
Erastus the Wild spray or hypnotism as a sixth level illu- PCs may find themselves facing a trial for
Son of the Rat God of 11th mar sionist as a natural ability once per treason .
round; SD 50% magical resistance If the PCs discover and free the captives
Mortal Form: 6th level black wizard : MV they will become public heroes.
18", hp 36; AL CE; NAT 1; Dmg 5-10 If Erastus is in his aspect form while in The overlord will hold banquets in their
(magical mace " Black Cat," with an the vicinity of the PCs, there are likely to honor, find them profitable and leisurely
obsidian head in the form of a black cat , be some casualties unless the characters jobs in the royal service, grant sizable gifts
+3 to hit, sounds a bloodcurdling evacuate in short order. On the other of wealth , and commission ballads in their
yeowl and cause fear in rodents each hand, a decent character should survive honor.
round) or spell the first round . Thereafter the PCs will receive the
" honor" of being selected for every dirty
Spells Ending the Chapter and dangerous problem with which the
Level 1: curse (reversed bless) , com- overlord is faced .
If the PCs survive the bout with Erastus,
mand, cause fear (reversed remove Fafhrd and the Gray Mouser acknowl-
discover the captives, but fail to free the
fear) edge their gratitude to the PCs. And "a
heroes on their initial penetration of the
Level 2: chant, find traps, speak with ani- barbarian always pays his debts," Fafhrd
Cat's Cradle, then the PCs have failed
mals has said. The PCs can expect the aid of
their mission.
Level 3: cause disease (reversed cure dis- the two heroes in the future. Each PC
By the time the PCs can return to the
ease) , dispel magic gains a status level for being acquainted
Cat's Cradle with help, Hisvin, Erastus,
with the overlord and for being a known
and the rest of the rats will have fled with
Avatar of the Rat God Form: AC -2, MV companion of the greatest heroes of all
the captives in the direction of IIthmar. The
18", HD 12 +3, hp 96, NAT 3; Dmg 4-24 Lankhmar.
overlord will be very displeased and the
uaws)/2-16 (claw)/2-16 (claw); SA color

II '/itl\ 1/1
\ \ '/ '\" I
1' / \
/,'A' I,II,',I Ii:
/1' . I'

28
Cbapter 3: ONE NIGHT IN LANKHMAR
(Makes A Proud Man Humble) Michael S. Dobson
that a pickpocket or mugger will victimize The First Floor
Lankhmar... city of thieves , city of a stranger. Local residents and obviously
adventure. On the Night of Fear, it is a Area 1. The Main Gambling Hall
well-armed and alert characters are left
city of mystery and of danger, when the alone.
very gods of Lankhmar have been The Street of the Thinkers (more com- Fatty greets almost all of his guests by
known to roam the streets. A dense fog monly known as Atheist Avenue) is a nar- name at the door. He has a phenome-
blankets the Tenderloin , where no hon- row, twisted lane that runs between Wall nal memory for names, and if a cus-
est man goes at night, and where no Street near the Marsh Gate all the way tomer has been there before, he will
sane man walks this night. The silent across Lankhmar to the North Docks. As remember. Various gaming tables fea-
shrouded streets seem still and soft. the Street of the Gods is wider and more turing card games, games of chance,
Footsteps ...a clacking against the cob- heavily traveled, only those with business and dice games of various sorts are
blestones .. .a cowled figure in the fog , on Atheist Avenue should be expected to located throughout the room . A bar
these are the sights and sounds of a pass on this road . runs along the right-hand wall and a
night when the air of Lankhmar is If the Last Chance is to become a major cashier 's cage , where money is
tinged with the scent of death ...or is it part of your Lankhmart campaign , the ran- exchanged for chips , is directly in front
just the salty sea air? dom building and NPC generators should of you . A spiral staircase is in the cor-
be used to populate the buildings and ner. The room is bustling and busy.
" One Night in Lankhmar" is a short nearby shops. For this adventure no such
adventure designed for two high-level generation is needed. The gambling in this room normally
characters , perhaps peak versions of involves a minimum wager of a bronze
Fafhrd and the Gray Mouser. But it can The Building agol. Bets of more than 10 rilks require the
also be played by a maximum of four char- approval of the cashier or Fatty.
acters of mature levels. The use of spell- The Last Chance is an old, slightly
casters is not recommended . crooked building (in both senses of the Area 2. The Kitchen
This adventure is set during one of word) , soot-covered and paint-peeled The Last Chance has a tiny kitchen that
Lankhmar's national holidays, the Night of from years of exposure to the sea air and cooks more for the servants than for the
Fear, (see Sourcebook, page 79) which the Great Marsh mists. A sign depicting a guests. The chef makes various dishes
takes place on the day of the Bat in the pair of dice rolled to double ones (snake and hors d 'oeuvres for the higher-stake
month of the Goat. Once in every seven eyes), hangs over the door. A stairway in gamblers on the second and third floors.
years on this date, the gods of Lankhmar the back leads to a landing and door on
walk the streets. Is this the night? No one the second and fifth stories. A rusted rain Area 3. Cashier's Cage
knows for sure, but few sane men take gutter runs along the top edge of the flat The Cashier's Cage has iron bars and a
chances . roof and continues along the south side of small window. The door leading to the
The adventure begins in the Last the building and into an alleyway. In a bad stairwell (area 4) is always kept locked and
Chance, one of the most popular gam- rain , the rusted holes leak torrents onto barred. There is a bell alarm that the cash-
bling houses in the Tenderloin. The Last passersby. ier can pull, and a trap in the door of the
Chance is described here in some detail If one followed the alley on the south cage triggers an alarm if opened improp-
so that it can be used in future adventures. side of the building, he would have to kick erly.
the piles of rubbish and scatter the rats in The cage contains 3d20x100 agols,
The Last Chance order to get to a back door leading to a 2d20x100 smerduks, and 3d12x100 rilks
kitchen . In the alley, rats , more than
Gambling Den humans, seem to be the dominant spe-
at anyone time . When the cage is unoccu-
pied , the money is kept in an iron safe with
cies . a complex lock (-30% on a normal thief's
The Neighborhood Attached to the main building is a chances to open).
The Last Chance is located near the smaller, even ruder hut; a bare shelter
corner of Carter Street and Atheist Ave- occupied by thieves and beggars. A maze Area 4. Rear Stairwell
nue, (sea Map X, area 52) in the Tenderloin of alleyways leads to Atheist Avenue, to This stairwell ascends to platforms and
District (see Sourcebook pages 27-29). Carter Street in another direction, and doors on the second and fifth floors.
Carter Street is a wide street, busy both also into the shifting inner courts of the
day and night-except, of course, on the Tenderloin (otherwise known as City Area 5. The Hovel
Night of Fear, when it is deserted. Carter Geomorph blocks). Only the brave and A one room , Single-story, thatched roof
stretches from the Grand Gate north all well-armed dare travel in those inner hovel normally occupied by peasants and
the way to Temple Street , where it courts and even then they watch their thieves, Fatty rents it out for 2 smerduks a
changes its name to Royal Road. backs. month. There is a frequent turnover of res-
Along the stretch that passes through AII-in-all , the Last Chance is not an idents because anyone who cannot afford
the Tenderloin , the street is typically filled attractive place, nor an inviting one. But 2 smerduks a month is evicted immedi-
with residents of that wicked district. With those who know it ignore the external ately and anyone who can afford even 3
most of the denizens living on the wrong appearance and enter its walls by way of a smerduks finds better accomodations.
side of the law, thieves and pickpockets door on the first floor.
abound. There is a 15% chance each day

29
The place is filthy and cramped and the Area 10. Blackjack Table he has a key to the door.
roof leaks. At this table , the gamblers play black-
The residents do not know about a jack or if the OM prefers, any other card Area 22. Stairs
secret door in the floor that leads to an game. The stairwell ends here. There is an iron
entranceway into the sewer system. Fatty rung ladder leading to a trapdoor to the
built the secret passageway thinking Area 11. Craps roof. The door is always locked.
someday he might need to make a quick At this table, the gamblers shoot craps
exit. or if the OM prefers, any other dice game. Area 23. Fatty's Living Room
All information about the residents This room contains two comfortable
should be secured from the Random NPC Area 12. Stairs chairs, a rug , a small but well-stocked bar,
Generation system . Because the occu- The door leading to the stairs is locked , and a table. There is nothing of particular
pants change so frequently, a new charac- but all staff members carry keys. value here.
ter should be rolled for each visit the PCs
make. The Third Floor Area 24. Office
Fatty does his bookkeeping here. A safe
Area 13. Private Gaming Room
The Basement In this room where some of the highest
with a complex lock (-30% to a thief's
chances to open) holds his personal for-
The basement is used for unusual, and stakes private gaming in lankhmar takes
tune : 5,000 gold rilks. Outside the window,
sometimes gruesome, gambling contests. place various card games are played . The
hidden from view, is a rope ladder with
Only Fatty knows about the secret exit to minimum bet is 1 gold rilk and there is no
which Fatty can escape with his fortune to
the sewer network. The sewer exit also limit on wagers. The third floor is open by
the roof.
leads to the trap door in the hovel (area 5). invitation only. The kitchen help serves
food and drink, and patrons can obtain
Area 25. Kitchen
Area 6. Dwarf Tossing Arena various special items and services from
Fatty's personal kitchen; the larder here
A patron must stand behind the line on Fatty.
is full. After all, Fatty does like to eat. A
the floor and toss the dwarf onto the hay.
secret door leads to the office.
Adding to the complexity of this strange Area 14. Stairs
sport is the frequent unwillingness of the The stairs lead both down and up from
Area 26. Bedroom
dwarves to be thrown . this pOint. The door is locked, but all staff
Fatty's bedroom contains a bed, a ward-
members have a key. A locked door blocks
robe, and a stand with a washbasin and
Area 7. The Pit the landing leading to the fourth floor, but
chamber pot. A window opens' to the
The pit is used for cock fighting, bull again, all staff members have a key.
street.
baiting, and similar genteel sports for aris-
tocratic tastes . The Fourth Floor The Roof
The fourth floor consists of quarters for
Area 8. Cobra Basket The roof is flat, with a thin two foot high
the staff. With Fatty charging four smer-
Another popular sport at the last lip surrounding it. A rusted and dirty rain
duks a month for rent, some of the employ-
Chance is cobra kissing . The cobras, of gutter, which frequently overflOWS, runs
ees have found other places to live.
course, are fully poisonous (saving throw around the building.
vs. poison or death in 1-4 rounds). A cobra
Area 15. Stairs
has a 60% chance of striking at a kisser,
The stairs lead both up and down. The
The Staff
and has normal chances to hit.
door is locked, but all staff members have Fatty MacCome
a key. Another locked door for which the Human : 0 level
The Second Floor staff does not have a key, is located at the Social level: 3
The second floor is for high stakes gam-
top of the stairway. The door leads to the Alignment: Neutral
bling and other illegal diversions. Food
fifth floor and Fatty's apartment.
and drinks are served to the gamblers on
Fatty MacCome is the owner and man-
this floor and the minimum bet is a silver
Areas 16-21. Staff Apartments ager of the last Chance. Born and raised
smerduk. A patron must make a suitable
Each of these small rooms contains a in the Tenderloin , Fatty earned his nick-
bribe, be known to Fatty or have had
bed, a dresser, a night stand with a wash- name as a child. He discovered quickly
proper introductions in order to be allowed
bowl and chamberpot, and various per- that if one did not possess great strength
on this floors .
sonal belongings, such as clothes and success would come only with cleverness.
minor knicknacks. A thorough search (ie. He parlayed his cleverness into half-
Area 9. Roulette Table
looking under the straw mattresses) will ownership of the last Chance and
lankhmart roulette is similar to regular
reveal numerous cockr~ lches and 1d20 became full owner when his partner died
roulette, but there are 3 zeroes and 27
smerduks. of natural causes seve ~al years ago.
numbers. See the Dungeon Masters
The popularity of the establishment is
Guide to learn how to handle gambling in
the AO&O® game.
Fifth Floor due to Fatty's offering of the best gaming
odds in lankhmar. ~nd he is honest to
The fifth floor is Fatty's apartment. Only
boot. But Fatty does not possess an innate

30
Map IX Cash District

M: Myrria's mansion

N: Nerka's apartment
i
N
honesty. Rather he possesses a fear-a Essentially, Fatty is out for himself, and neck. He does not talk much but he occa-
worry that with too much success will he knows his weaknesses. His recipe for sionally grunts.
come the various guilds and their desire to success is to keep a low profile and not to Strong, clumsy and stupid (S 18/00, 0
share in his profits. Therefore, Fatty takes appear too greedy. and I 6), Big Blawgi is there to keep the
only a modest profit-enough money with With a large number of drunken adven- customers honest and well behaved. On
which he can live well , but not enough to turers passing through his establishment his own initiative, he will attack anyone
attract attention. He has, however, saved a daily, Fatty is a good source of information causing a disturbance, and he will also
pretty penny and he has hidden it away for about the goings-on in Lankhmar. For a attack anyone that Fatty commands. His
his old age. suitable bribe (ranging from a silver smer- fist does as much damage as a short
Fatty weighs about 300 pounds, little of duk to any number of gold rilks) Fatty can sword (Omg 1-6).
which is muscle. Possessing a weak chin be persuaded to talk. There is a 45%
and a high-pitched laugh , he is not a par- chance that Fatty will know any desired bit Elana
ticularly likeable man , but he is able to of information. Thief: 2nd level
radiate a kind of sincerity that allows peo- Social Level: 1
ple to trust him more than they should. He Big Blawgl Alignment: Neutral
treats his male staff relatively well but he Fighter: 8th level
often sexually harasses his female Social Level: 1 Elana is one of the more popular crou-
employees. Alignment: Lawful Neutral piers at the Last Chance. Young, friendly
On a typical night at the Last Chance, and quite pretty (Ch 16, Com 18) she casu-
Fatty can be found greeting the high Big Blawgi, the Last Chance bouncer, ally flirts with anyone who gambles at her
rollers by name, and escorting them to like his boss Fatty, deserves his name. At table. She is particularly amatory with bet-
their tables on the second and third floors. nearly 6-and-a-half feet tall and over 270 tors who are obviously rich and not native
He keeps a close eye on the bar receipts pounds of solid muscle, Big Blawgi is big. to the Tenderloin. Elana would love to
and the cashier's cage on the first floor. Even his muscles have muscles- marry someone with money, or at the very
Not a gambler himself, and often bored unfortunately, he also has muscles least arrange to have some of it rub off on
with the activities on the first three floors, between his ears. her.
Fatty is often in the basement watching His shiny bald head is divided by a long, The life of a freelance thief is hard and
some of the less savory events taking horrid scar which starts at his scalp, runs dangerous, and the consequences are
place there . He is particularly fond of the through the socket where his left eye used often extreme. So Elana has found some-
dwarf tossing contests. to be and continues down the length of his thing that passes for honest work . She

31
reluctantly puts up with Fatty's groping getting dark and how deserted and mysteri-
hands, and so far she has been nimble Lankhmarts prepare gifts for their tem- ous everything seems. The DM should work
enough to survive. Her popularity with the ple. They wear only black togas, and all at building a mood of suspense.
customers and her ability to earn tips (of conversations are held in whisper. At When the proper atmoshere is built and
which Fatty takes his cut) keeps Fatty from night, all the people of the city stay your players are fully into character, run
pushing her too far. The dagger she keeps behind locked doors with weapons event 2.
strapped to her thigh also keeps Fatty on ready. Not even thieves venture will-
guard . ingly into this night. 2. The Lady In Red
If the PCs come to the Last Chance It is said that on the Night of Fear, the The PCs must be on the first floor of the
often, and flash money when they are gods roam the city streets ... and any- Last Chance for this event. If they have
there, Elana will welcome them at her one who spies upon them dies horribly. been gambling elsewhere, have them
table and do her best to get to know them . But boredom is sometimes worse than come, at Fatty's request, to the first floor
A nice relationship may develop ... as long death , and there are times when some for a drink. When the PCs arrive read the
as the cash is there. feel an urge to revel and gamble the following:
evil night away.
The Staff The door flies open with a loud bang ,
Human: 0 level The Last Chance never closes, not even startling everyone. The tendrils of night
Social Level: 1 on the Night of Fear, (see Sourcebook, page fog creep into the room like fingers of
Alignment: Neutral 79) but most patrons arrive at dusk and plan darkness and surround a hooded fig-
on staying until morning. Fatty will give a ure cloaked in black standing in the
Fatty employs five croupiers (some regular customer a bed and breakfast even doorway.
male and some female), three cashiers if he gambles away all his money. A soft white hand reaches up to the
(one per shift), and 10 servants (kitchen The adventure can start as the PCs cowl of the long black robe and pulls it
staff, waiters, charwomen, etc.). Use the enter the Last Chance or at their home in away, revealing black tresses framing a
Random NPC Generator (Sourcebook, Lankhmar. It is advisable that they arrive lovely, pale white face . " I am in desper-
page 83) to create the staff members as at the Last Chance before dark, but if they ate need ," the figure says, in a soft,
needed. Most of the staff live in apart- fail to do so they can reach the Last melodical voice . "Will any of you help
ments on the fourth floor of this building . Chance without incident anyway (DM's me? "
Fatty charges them most of their meager discretion). "My name is Myrria," the woman
wages as rent. Employees come and go, If the PCs have visited the Last Chance says, removing her long black robe to
and the PCs will probably never meet the before, they are greeted as old friends by reveal an elegant low-cut red ·gown.
same person twice . Fatty. He remembers what games they "Thank you for letting me inside. I have
played , shows them to a table or to the bar, been consumed with fear, and now I
Encounter Key and sets up a round of drinks on the must throw myself on your mercy for
The following encounters cover the house. They might end up in the base- aid and succor." Myrria rubs her blood-
important aspects of this adventure sce- ment, or on the first, second , or third shot eyes. She looks as if she has been
nario. Boxed text should be read directly floors, depending on their pleasure. crying .
to the players. If this is their first visit to the Last "You see," she continues, " I was
With few sane people or creatures out Chance, Fatty greets them effusively in his being driven home to be with my family
on the streets on this night of the gods , high-pitched voice . "Welcome to my by a business associate of my broth-
there are no Random Encounters in this 'umble establishment,"he says. If the PCs er's, when he made improper
adventure. show a lot of cash when they buy their first advances . When I protested , and
round of drinks, Fatty suggests that, for a refused him, Lugh pushed me from his
Stuck Inside of small fee , more interesting diversions can carriage into the streets. I have wan-
be found on the other floors of his estab- dered in this neighborhood for several
Lankhmar with those lishment. If not, the PCs gamble on the hours and when I knocked on doors, no
Gambling Blues Again first floor. one would admit me. For a while, I cow-
If the PCs ask about the other floors, ered in an alleyway, but then I noticed a
1. Save The Last Chance For Me
Fatty (or whatever servant, bouncer, or light in your window."
Read the following aloud :
croupier they ask) waits expectantly for a Beginning to lose her composure,
tip or bribe, telling the party about the she pleads. "Please, please, please
It is on the Day of the Bat in the Month available diversions of the establishment help me return to my father's house in
of the Goat that the strange festival after it is paid . The normal tip for getting the Cash District. I am certain he will
known as the Night of Fear occurs. into the basement is 2 smerduks, for get- pay a great reward if I am returned
Legend has it that the very gods of ting onto the second floor, 1 rilk, and for safely there. But I must arrive home
Lankhmar roam the city to see if the cit- getting onto the third floor, 3 rilks . before midnight, or he will be fraught
izens have kept the city in accord with To warm up for this adventure, the PCs with worry! Please, I beg of you, take
their wishes. should gamble a while. The DM should talk me home."
On the day of the Night of Fear, about how the fog is rolling in, the streets are

32
MapX Tenderloin District

H: Hanged Man Tavern

52: The Last Chance

If good aligned characters are reluctant NPC Capsule . D~ Note: As you will shortly see, there
to help, the DM should make clear their ISa httle bit more to Myrria than meets the
Myrrla
"nat.ural" feelings of wanting to aid a per- eye. But until then, play her according to
Human: a level
son In danger. If they still refuse to help a the above description.
Social Level: 5
slig~t alignment change may beco~e Alignment: Lawful Good
desirable. True neutral, chaotic, and evil 3. Into the Night
characters should be motivated by the This event takes place when the charac-
Myrrla's Story
thou~ht of r~ward. If they want specifics, ters agree to escort Myrria back to her
Myrria is the daughter of Arravis a
Myrna promises that her father will pay home in the Cash District (Map IX area
prominent member of the Moneylend~r's M). '
1,000 gold rilks for her safe return . If nec-
Guild . She has an older brother Dannal
who is following in her father's f~otsteps:
essary, she ups the reward offer to get the
PCs to agree. Her mother died in childbirth. As you grab your cloaks and prepare to
If the PCs still refuse to escort Myrria e~cort Myrria out into the fog-ridden
Her home is in the Cash District, on
home, two particularly ugly and brutish night, you notice various patrons of the
Gold Street between Cash and Barter.
patrons of the Last Chance offer to take Last Chance look at each other sol-
Lugh, a business associate of Dannal's is
very good care of her and see her safely to
her father's house. If this fails to move the
~n oily character who Myrria thinks is try- emnly shaking their heads. "People
Ing to marry her to get his hands on the who are about on the Night of Fear fre-
PCs to action, Fatty urgently whispers: quently do not return," one elder patron
family fortune .... not to mention other
things ... says.
"You can't let Groogh and Knarq have . She has led a sheltered and pampered But Myrria looks at you with her
her! Those boys will leave her dead in hfe, and this is the first time anyone has bright, trusting eyes, and, with the
an alleyway for sure; you won't get the ever done anything to hurt her. She is though~ of paternal reward firmly in
reward; and I'll catch trouble if her exceptionally trusting and because she is your minds, you step out into the fog .
father ever gets word she was in here so innocent, she may talk loudly at inop- As the door of the Last Chance closes
toni~ht! Think of the money, boys portune moments or reveal her back- behind you, there is nothing but the
... thlnk of the money!" ground when it is not in her best interests night air and the sound of your boots on
to do so. Once however, someone has the cobblestones .
promised to aid her, she begins to think of
her predicament as an adventure. Movement: A normal AD&D® game char-

33
acter can move 12 inches in a single been killed, the rest run away (see Thugs
round . In outdoor scale, this converts to on the Monster Statistics Chart). If any of they could kidnap me and hold me for
120 yards. This movement rate is the Slayers are captured alive and interro- ransom, then Dannal would have to let
appropriate for combat, or for short per- gated , they say nothing about their mis- Lugh get away with stealing the pearls
iods of time, but is hard to sustain . sion. Only magical persuasion can loosen of Countess Lesva. Then my father
It is also true that characters who are their tongues, and even then they can only would be thrown out of the Guild ... oh,
trying to be cautious and alert move manage to say that they were ordered to it's all simply too awful.
slower, and 0 level humans like Myrria take Myrria to the temple . They do not "So, you see, you simply have to get
do not possess large quantities of know who gave the orders or why. me home to Dannal by midnight, or
stamina or speed . So for the purposes If the PCs decide to visit the Slayers else it's all going to collapse, and my
of this adventure, assume that the PCs Brotherhood building to find out who gave father will be ruined! And Dannal's
can move 2 inches on the large map of the order, they will be told nothing. If they awfully rich, you know, and if you just
Lankhmar (inserted in the Sourcebook) bring Myrria along, another group of thugs get me home safe, I know he'll pay you
in a game turn (10 minutes) when mov- will try to complete the original mission. If a whole lot of money, I just know it!
ing normally and cautiously. Sprinting the PCs are belligerent, the Slayers may Please, oh, please take me home!"
or fighting characters are entitled to take a personal interest in rubbing the
their full normal 12 inches = 120 yards party out. The PCs have two choices. They can
movement rate. The characters may wonder how the take Myrria home or abandon her on the
Visibility: Visibility in the dark fog is 10 thugs knew Myrria would be coming by, or street. If they try to leave her, she follows
feet without a lantern and 40 feet with why the thugs were so interested in kid- them, pleading for help and gradually
illumination. Because of the fog, the napping her. They may be curious as to increasing the promised reward money
range of infravision is still only 40 feet. why the Temple of the Gods of Lankhmar until the characters finally agree to take
Magical devices or spells, such as a was involved. If they ask, Myrria has a new her home. If the characters are not moved
gem of seeing, retain their normal prop- story. If they do not the DM should not vol- by these pleas, Myrria's noise can, at the
erties. unteer any information . DM's option, attract additional members
If the characters are familiar with the of the Slayers Brotherhood .
city of Lankhmar, allow them to use the Myrria's New Story Myrria does not know very many details
fullsize map to trace their route. If not, about Dannal's proposed jewel heist, nor
Myrria tells them that they must go "Well, uh , I guess I wasn't completely does she know where Countess Lesva
down Carter to Cash , over to Gold, and frank with you," she says, "but I wasn't lives. In fact, Myrria does not seem to
then down Gold to her home. sure I could trust you . Dannal isn't know very much at all. .
really my brother... he's my lover. My
4. The Ambushers father's moneylending hasn't been 5. Back From The Shadows Again
This event takes place after the charac- going very well, and Dannal was going This event takes place when the charac-
ters have traveled about a quarter of the to help him. You see, Dannal worked ters reach either the intersection of Cash
distance to Myrria's house. It can take out a deal with Lugh that involved this and Gold or Barter and Gold, and are turn-
place on whatever street the characters rich stupid noble woman, the Countess ing onto Gold Street toward Myrria's house.
are travelling . Lesva, and these awfully expensive
The PCs are about to be ambushed by a pearls ... and Lugh, the wretch, tried to The dark Lankhmart fog is broken by the
party of 12 thugs of the Slayers' Brother- double-cross Dannal. dim flicker of torches as you enter the
hood. Before the Slayers attack, the DM "When I tried to make peace with Cash District. Soon, you will have
should roll for surprise to see if the PCs Lugh and tried to get him to honor his returned Myrria to her father, and you can
hear a strange sound or see a shape mov- commitment, well, first he wanted to almost feel the heavy gold rilks of the
ing in the fog . Because of the Slayers' con- have his way with me, and then , when I reward clanking in your money purse.
cealment they receive surprise on a roll of told him that I was faithful to Dannal, he The Night of Fear has been fearsome,
1-4 on a 1d6. threw me out of his carriage, and that's but with the approach of midnight nigh,
Two Slayers attack each of the PCs, and where I met you . the worst is surely over... or is it?
the remaining members of the ambush try
to grab Myrria and spirit her away. Myrria Myrria, while telling her story has been Have each player character roll 1d20. If
screams and struggles, but is ineffectual avoiding eye contact with the characters. the result is equal to or less than half the
against her attackers. Two attackers pick She looks up here to make sure they are character's Intelligence (rounding up), the
her up and carry her away. Their destina- following her. She then rambles on. character sees or senses a dark shape
tion is the Temple of the Gods of Lankhmar
about 60 feet away, moving toward the party.
on the corner of Nun Street and the Street And Lugh, well, he's in tight with some If no character notices it, Myrria screams
of the Gods. She continues to scream Guild members that simply hate my and points when it is 30 feet away.
even if taken out of sight of the PCs. Track- father... and I'm pretty sure that's why This strange, dark shape is an Eater of
ing her is therefore automatic.
those Slayers Brotherhood people Souls. (See the New Monsters Section at
If Myrria has been kidnapped, the
were out looking for me, because if the end of this booklet.)
remaining Slayers try to kill the PCs. Once
The Eater of Souls advances slowly and
half or more of the remaining thugs have
34
menacingly. It is heading for Myrria, but The furnishings are dusty and the furni- Area 3. Sitting Room
this may not be instantly apparent with ture is covered with sheets. The sitting room contains four over-
Myrria standing directly behind one of the OM Note: The Encounter Key follows stuffed chairs and a coffee table. The
characters. If the PCs have magic weap- the description of the Room Key below. walls are covered with a dust-covered and
ons (less usual in the land of Nehwon than rotted silk brocade wallpaper. An opera-
in most AD&D® game worlds) Myrria Room Key tive but empty fireplace sits along the
warns that the creature drains wisdom and western wall.
General Overview
recommends that they flee .
Sconces with unlit torches appear in
If, on the other hand , they are not carry- Area 4. Kitchen
each of the rooms and can provide full illu-
ing magic weapons, Myrria shouts in a The kitchen contains a sink with an
mination if lit. The windows are veiled with
commanding tone , " The weapons you operating water pump, empty cabinets
thin lace curtains that are pulled and tied
have can 't harm the creature. Hurry, fol- and pantries, and other expected kitchen
to each side.
low me-it's your only hope of killing it facilities. A rotted wooden staircase leads
before it drains all of us dry! " to the basement. There is a 50% chance
Area 1. Foyer
Because of its slow movement rate, the that when someone steps onto the stairs
The front door opens onto a wide foyer
party can easily outrun the Eater of Souls. they will collapse causing 1d12 pOints of
and at the end of the foyer is an ornate
Myrria, demonstrating leadership quali- damage.
ascending staircase (area 2). Intricately
ties and common sense that the adventur-
carved double sliding doors on the right
ers have not heretofore seen , leads the Area 5. Library
lead to the library (area 5). Two doors, one
way to her mansion. With the exception of window space, the
leading to the sitting room (area 3) the
library walls are covered from floor to ceil-
other to the kitchen (area 4) are located on
House of the the left wall.
ing with bookcases. The volumes are all
Rising Sun leather-bound and look expensive. A rare
Area 2. Staircase
book dealer would pay 300,000 rilks for
(See Map VIII, and area M on Map IX) the 6,000 volumes in this room .
Myrria's residence is a large townhouse Leading to the second and third floors
If a PC spends one full turn examining
on an expensive street. Torches burn on the staircase has a beautifully carved oak
bannister. Landings appear on and half- the books, he finds a few titles of interest:
both sides of the front door, but no lights The Vampire of Lankhmar: Legend or
can be seen in the windows. The door is way between each floor.
Fancy?, Creatures of the Night, Summon-
unlocked and the building appears empty. ing and Demonology, and Tales of the
35
Gods of Lankhmar. These would bring 50 contains arched stone buttresses every
rilks apiece from a dealer in magical and ten feet giving one the impression that he warded or unappreciated; and men
occult works. is in a series of catacombs. Old crates , such as yourselves deserve to know
More importantly, if a PC spends two full barrels and boxes, the normal detritus of a everyth ing about the one you are aid-
turns browsing through these books, he basement, are scattered about. ing so well.
will learn about the Lankhmart vampire Numerous giant centipede nests are also " My name is Myrria. My late father
and the Eater of Souls, and how these in the basement. For every turn the PCs was a moneylender, and indeed my lov-
creatures can be destroyed . search , there is a 50% chance they will dis- er's name is Dannal."
One row of books is fake and when turb a nest of 2d12 giant centipedes.
pulled aside reveals a safe. The safe con- There is nothing of value in the base- Shedding her innocent and demure per-
tains a dagger + 2, a leather box filled with ment. sonality, this time Myrria is confident when
expensive jewelry (worth approximately Pressing a jutting brick on the south wall she talks. Her tone is louder and more
11 ,000 gold rilks) and a leather scroll opens the secret door to area 13. controlled and she keeps eye contact with
case. In the case is a protection from evil the PCs.
scroll and a second scroll containing a list Area 13. Secret Room
of ways to destroy a vampire . A coffin in which Myrria sleeps during
You see , Dannal dabbled in the arcane
Perhaps the library's single most strik- the day is found in this room . Inside the
arts. He recently came to the attention
ing feature is a full-length portrait of Myrria coffin is a purse containing 50 diamond in of the Sorcerer's Guild when he uncov-
dressed in clothes of 100 years ago. amber glulditches and a bucknard's ever-
ered the secret of transmutation of the
ful purse, Lankhmar style. If an agol ,
elements. He would not share it with
Area 6. Bedroom smerduk, and rilk are placed inside, the the black wizards of that guild , so their
The bedroom contains a large, four- next morning, 26 of each will magically
chief enforcer, Lugh , kidnapped me in
poster bed, a free-standing fireplace , and appear in the purse. Otherwise the purse
order Dannal be forced to surrender
several chairs, all covered in white sheets functions as its AD&D® game equivalent.
the secret. I escaped from his carriage
and dust. as he was taking me to the guild's
Encounter Key secret lair, and wandered the Tender-
Area 7. Bedroom 6. I'm a Soul Man ... loin until I discovered you .
Lacking a fireplace this bedroom is similar If the Eater of Souls has not been killed , " Again , let me apologize for the
to the one in area 6. In the bed is a dead it inexorably follows the characters at its deception , but I was scared that no one
young man with an unusually pale counte- slow pace. Myrria is a bundle of energy, would aid me against the Sorcerers. It
nance. Two strange marks are on his neck brushing off questions with a " We'll talk was obviously Lugh who sent the Slay-
and he looks as if he has been drained of about this later" air, as she leads the way ers after me, to complete the kidnap-
blood . into the library. Purposefully, Myrria ping he bungled . BLit it must have
This young man is Dannal. In his belt taken powerful wizards to conjure the
reveals and opens a safe from behind a
pouch there is a message, " Beware Myr- Eater of Souls. They are taking no
row of leather-covered volumes, and pulls
ria!" out a gleaming dagger-a dagger + 2, + 4 chances, and would sooner see Dannal
VS. enchanted or summoned creatures. and myself dead than risk the secret of
Area 8. Bedroom She gives it to one of the PCs just as the transmutation coming to the attention
Similar to area 6; no fireplace ; no of the overlord .
Eater of Souls rends the heavy oak door of
corpse . the library. With the only escape being a " Dannal will be meeting me here
third floor window , the PCs must make shortly, and once he enters his labora-
Area 9. Servant's Bedroom tory in the basement, he will be able to
their stand here.
Cheaper furniture , fireplace , nothing of conjure protections that will keep us all
interest. Myrria 's Newest Story safe throughout the Night of Fear.
When the Eater of Souls is destroyed, Then , in the morning, we will give the
Area 10. Storage Chamber characters may once again become suspi- transmutation spell to the overlord, and
This large room is filled with junk-old he will reward Dannal and me beyond
cious of Myrria. Why should a strange
furniture , moth-eaten linens, children 's demonic creature be hunting an innocent measure. And you, too, shall be amply
toys , etc. A nest of 6 giant centipedes (see young woman over a fight among money- rewarded for your assistance."
Monsters Statistics Chart) will be dis-
lenders? And what about the change in
turbed if the PCs search the room. her personality? The Myrria the PCs knew With Myrria now revealed as a
would simply have cowered in fear. strongwilled , capable woman of great
Area 11. Bedroom If the PCs start asking questions read the beauty and power, her Charisma and Come-
This bedroom , dusty and sheet cov-
following text aloud. If they do not ask ques- liness increase by 1 point each. If the players
ered, is large and opulently appointed. A
tions, do not give them this information. are running Fafhrd and the Gray Mouser,
large dresser contains four gold candle-
these characters should be charmed by her
sticks worth 120 rilks apiece. beauty. If the DM is running a Lankhmart
" I see that I must now tell you the full
truth . Your bravery must not go unre- AD&D® game campaign , the charm , influ-
Area 12. Basement
ence, and social level of Myrria should auto-
The basement is old and musty and

36
~~ .... "...-....
matically influence the PCs. are fleeing from Myrria's mansion.
But whatever game the OM is running, he even whiter, her incisors lengthen, her
should emphasize Myrria's beauty and cha- lips change from red to black, and her As you run down the street, a thick fog
risma and encourage the players to have eyes glow with a sinister light. covers the humid pavement and you
their characters respond strongly to it. " It is time'" she shouts triumphantly, begin to feel your movements slowing
If the PCs try to leave Myrria, she can as you realize that Myrria now looks down almost to a halt. In awe, you dis-
cast a charm person spell of unusual very much like a vampire in the horror cover six utterly horrible creatures.
potency ( - 2 on saving throws against its stories you were told as a child . Some are wrapped in bandages; others
effect). A manipulative character, she tries wear ancient trappings and armors that
to play the characters off each other. Now consumed with bloodlust, Myrria must once have been those of heroes
Whenever she is alone with a PC, she sug- attacks the characters with the intention of and kings. You try screaming, but no
gests that she is falling in love with him . killing them and draining their blood . sound comes from your lungs. As their
Meanwhile the other members of the party She is capable, powerful , intelligent, dark eye sockets glow with the aura of
may wander around the mansion. and crafty, and will use all the powers at evil and anger, they slowly raise their
It should be clear to the OM (but not yet her command in order to win . If the char- skeletal arms in your direction. The
to the players) that all of Myrria's stories acters do not possess magic weapons cold grip of death clutches your hearts.
are false , and that she is actually a (except for the dagger), they will find it dif-
Lankhmart vampire . (See New Monsters ficult to beat her directly. If they do not The creatures are the Gods of
in Lankhmar section at the end of this think of it themselves, suggest that the Lankhmar (see Sourcebook, page 66)
booklet.) Dannal was in fact her lover but characters flee ... after all, dawn is only roaming the streets of the city in search of
sooner or later every vampire shows her about 6 hours away (If they flee, see revenge . They can cast any spell
love in the same way. encounter 8.) described in the rules .
Myrria will pursue the characters , chas- In this event, the party falls victim to an
Myrrla's 'True Story ing them through the deserted streets of array of slow, fear, and hold person spells.
Myrria is a Lankhmart vampire, now well Lankhmar. All the doors on street level are Each PC must make two saving throws vs.
over 300 years old. For all this time, she has locked and no one will open them under Paralyzation at - 5 or be totally paralyzed.
claimed one new victim each full moon. The any circumstance . Likewise, all the win- Some of the gods are using ESP on the
loneliness of vampirism has driven her to dow shutters are tighly secured. Any PCs, and therefore understand that Myrria
take on many lovers over the years; each opening is otherwise barred . is pursuing the party.
has lasted no more than a month. Some Myrria summons hordes of rats and bats Without a word, the gods should imme-
months, she is merely thirsty, and takes the to aid her in hunting down the PCs. Use all diately go after Myrria. She will run toward
nearest victim she can find. the resources of the Random Building and the temple and after a few moments the
This is the first time in 300 years that the Block Generators in the Sourcebook to characters will see Myrria die as described
"real" Night of Fear, in which the Gods of make a wild and exciting chase through in event 7.
Lankhmar actually walk the streets, and a the deserted city. Although the gods will not harm the PCs
full moon have coincided . A number of If the characters survive until dawn , during their brief encounter, they should
years ago, one of Myrria's victims was a Myrria must retreat to her house and enter terrify them nearly to death . For example,
priest of the Gods of Lankhmar. Tonight, her coffin in room 13. The PCs should one god might lift a paralyzed character,
the Gods are taking their revenge . have an easy time destroying her here. stare him in the eyes, and carelessly throw
First, they directed the Slayers' Brother- If the PCs learned earlier that the Slay- the PC aside. Of course, if a PC tries to
hood attack and when that failed, they ers were going to take the kidnapped Myr- attack rather than flee, that character
sent the Eater of Souls. ria to the Temple of the Gods of Lankhmar, should be destroyed .
Now, with the full moon about to rise, the party may decide to go there. (The OM
the Gods of Lankhmar grow desperate ... may give the PCs a clue if they need help.) Epilogue
Myrria will follow them to the Temple's por-
7. Bad Moon Rising Once Myrria is dead, the PCs can steal
tal , when a number of strange shapes con- whatever treasure on which they can lay
If the PCs have grown suspicious or try to jure up from the floor. Looking around , she
leave, run this event immediately. If not, the their hands . Unhappy with the PCs
screams in terror, and tries to flee, but the
OM should build up the suspense before let- because they killed the Eater of Souls, the
shapes continue to advance, surrounding
ting the adventure reach its climax. Gods of Lankhmar and their priests offer
her. She screams once more in agony as
no reward, but they seek revenge .
the shapes disappear, leaving a pile of
Fatty is happy to welcome them back at
The full moon rises at midnight. The dust inside Myrria's red gown.
the Last Chance, especially since they
sound of church bells echo throughout At last, the gods of Lankhmar have got-
have cash, but he and the patrons con-
the city. ten their revenge.
sider any story the PCs tell to be just
As soon as the disk of the moon
another tall tale.
appears through the window, casting its 8. Devil With A Blue Dress On
ghostly light on everyone in the room, This encounter has a 25% chance of
you notice a transformation taking place occurring, each half-hour the party spends
in Myrria's face. Her pale face grows in the streets. Run this event only if the PCs

38
NEW MONSTERS IN LANKHMAR

Eater of Souls*
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6 "
HIT DICE: 10 (avo50 hp)
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
THACO: 10
DAMAGE/ATTACK: 1-10 each + special
SPECIAL ATTACKS : Wisdom drain
SPECIAL DEFENSES : + 1 or better
weaJ:>on to hit
MAGIC RESISTANCE : Standard
INTELLIGENCE: High
ALIGNMENT: Neutral
SIZE: L (1 0 ' sphere of darkness)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEUXP VALUE : VII/2400 + 14/hp
An Eater of Souls is a being from
another dimension summoned or granted
to high level clerics . It is used to slay
beings as ordered by the cleric who sum-
moned or received it. An Eater of Souls
appears as a cloud of glowing darkness,
about 10 feet in diameter. It can assume
any shape desired . Once assigned a vic-
tim to kill , the Eater of Souls will not quit
until either it or its victim is defeated . An
Eater of Souls is highly intelligent and will
accomplish its mission by any means it
can.
In combat, the creature attacks with two
ghostly claws each round . In addition to
normal damage, each time it hits, the vic-
im must make a saving throw vs . Death
agic or lose one pOint of Wisdom . (If the
aracter survives an encounter with the
Souls returns to its own dimension . Char- Because of its rage and frustration, the
Ea er of Souls, he regains lost Wisdom at
acters slain by an Eater of Souls cannot be Eater attacks as if it were a 20 HD monster,
e fa e 0 1 pOint per day. The clerical
raised or reincarnated . If the Eater of and does 3d6 points of damage + 2 Wis-
spell restoration will also restore lost Wis-
Souls ' hit points are reduced to 0, it dis- dom points drain per attack. If the sum-
dom .)
solves into a formless cloud and drifts moning cleric defeats it again, the Eater of
The Eater of Souls may only be struck
away, never to return . Souls returns to its home dimension and
by magical weapons. Normal and silver
If the Eater of Souls ' victim is slain by will not return .
weapons have no effect on it.
another being, or if the Eater is defeated in
If a victim is slain, or is redu ced to 0 Wis-
combat, the Eater of Souls returns to the *Thanx and a tip 0 ' the hat to Zeb Cook,
dom , the victim is dead, and the Eater of
cleric who summoned it and attacks him . designer extraordinaire.

39
Vampire, Lankhmart
FREQUENCY: Rare
NO. APPEARING : 1-4
ARMOR CLASS: 1
MOVE: 12 "/18 "
HIT DICE: 8 +3
% IN LAIR: 25%
TREASURE TYPE: F
NO. OF ATIACKS: 1
THACO: 12
DAMAGE/ATIACK: 5-10 (d6 + 4)
SPECIAL ATIACKS: Energy drain
SPECIAL DEFENSES : + 1 or better
weapon to hit, regeneration, gaseous
form
MAGIC RESISTANCE: See Below
INTELLIGENCE: Excepional
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEUXP VALUE: VIII/3800 + 121hp

The Lankhmart vampire is in many ways


similar to its AD&[)® game cousin, the
most dreaded of the chaotic evil undead. j
~~~--;-tr.;---. 1//
Unlike the normal vampire, Lankhmart
vampires only have their full vampiric abili-
ties when the full moon is in the night sky.
During other times, they have normal regenerates damage at the rate of 3 hit devices harm or drive the monster off, but
human characteristics - those they had points per melee round . If brought to 0 hit merely cause it to hesitate 1d.4 melee
when they were mere mortals. Like all points by combat, the vampire is not killed , rounds before attacking again. A holy
vampires, they must rest in their coffins but is merely forced into gaseous form. It symbol forces the vampire to position
must then return to its coffin within 12 itself so that the object is not between the
during the day and can only come out at
night, whether or not they are in their full turns and rest for 8 hours. vampire and its intended victim .
vampiric phase. Sleep, charm, and hold spells do not Summoned or charmed creatures
affect vampires ; neither do poison or under the influence of a vampire can
When they are normal nocturnal
humans, they are pale of complexion , fre- paralYSis. Vampires take only half damage attack regardless of the presence of such
from cold or electrical spells. wards, and can be ordered by the vampire
quenly of high charisma, and seek com-
panionship with the desperation of those A vampire can assume gaseous form at to wrest the objects away.
who live only a shadow life. They do not will , and can shape change into a large bat A Lankhmart vampire can be slain only
whenever desired. by the following methods: exposure to
have the blood lust upon them, and fre-
quently pass as normal. The vampire has the ability to charm direct sunlight (causes death in one turn,
But those who become involved with a person merely by gazing into its victim's and it loses all special powers immedi-
beautiful Lankhmart vampire are safe only eyes-this power works whether or not the ately), immersion in running water for
until the next moonrise, when the fangs of moon is full . The charm is a powerful one, three melee rounds, or destroying all its
the vampire slowly appear, and the raging resulting in a -2 to saving throws vs. its coffins (but a clever vampire may have
lust for blood becomes the only thing on its effect. The vampire is normally loath to several coffins hidden away). A vampire
use the power when not fully powered, not under the influence of the full moon
mind. Then no one, not family or dearest
love, is safe from its depredations. because of the consequences of failure. cannot enter gaseous form unless it is
On the night of the full moon the vam- Vampires can summon creatures to aid reduced to 0 hit points. It is possible to
them . Depending on the surroundings, the capture a vampire, hold it until the next
pire becomes fully powered . The
summon results in 1d10 rats or bats, or day, and then expose it to sunlight.
Lankhmart vampire acqu ires 18/76
strength, and the ability to drain 2 life 3d6 wolves arriving in 2d6 melee rounds. Any human or humanoid drained of all life
Lankhmart vampires recoil from strong energy by a vampire becomes a vampire
energy levels per successful hit. In all
phases, whether or not the moon is full garlic or the face of a mirror. Their image under the control of its slayer. This transfor-
does not reflect. Any holy symbol (since all mation takes place one day after the crea-
the Lankhmart vampire is immune to ali
but magical weapons. white wizards in Lankhmar are of a good ture is buried. If the vampire that slew the
alignment) will, if strongly presented, hold creature is itself killed, the vampires created
When the moon is full, the vampire
off the attack of a vampire. None of these by it become free-willed monsters.

40
PREROLLED CHARACTERS
r-------------T--------------,
I Erwan DarhoTMLevel 9 White Wizard I Hresstan Level 10 Ranger
I Erwan is a popular but not well respected member of his I Hresstan is a true hero. A lonely and independent figure,
church. He disappears for months, even years at a time he is driven by a noble quest to find a meaning for a world
I and is closed-mouthed about where he has been. Just over I full of senseless injustice and brutality. Now in his mid 20s,
I 80 years-old, he is in excellent physical shape, but his mind I he has roamed Nehwon since his early teens.
is slightly deteriorated . Hresstan is a philosopher and seeker of truth . The god of
I Erwan is generally regarded in his church as unreliable I his birth, family, and kin is Kos , the God of Dooms. All his
I and sometimes irresponsible. He is unkempt and absent- I clan , save himself, perished in a terrible flood and land-
minded . When in Lankhmar he freeloads off friends (usu- slide, and he now wanders Nehwon seeking an explana-
I ally Hresstan) and sits around the church, killing time with I tion for human suffering and divine cruelty. He seeks
I the younger apprentices. He is a dedicated humorist with I knowledge in the tests of life and death offered by strange
his repertoire ranging from puns and crude jokes to sophis- lands and civilizations.
I ticated satire and irony. Not everyone finds him funny, least I Though a fair judge of human nature, Hresstan is gener-
I of all, the butts of his jokes. I ally bewildered by Lankhmar and its people. He is more at
Rey Gorra recommended Erwan for this expedition. There home among simple people who live closer to nature and
I is a general agreement at the church that for all his eccentrici- lone another.
I ties, Erwan is a world-class practioner of white-magic. I Hresstan is generally trusting of others. By necessity,
r- - - - - - - - - - - - - - - - - - -, however, he is learning to be more cautious.
I Though still perplexed about the nature of combat as a
Leftie Smeeall Level 10 Thief I spectator sport, as a gladiator in the combat arena Hres-
stan has learned to be an entertainer as well as a warrior.
A loyal Thieves Guild member in good standing Leftie is I A fearless and reckless fighter, in combat Hresstan car-
a tradeswoman who takes pride in her work. She is scorn- I ries a ferocious confidence in his abilities and has little
ful of second-rate thieves , but grudgingly praises a fine
craftsman . She vigilantly guards the rights and privileges I thought for tactics and subtlety. His heroic stature allows
accorded to her by seniority. In her late 30s, Leftie believes him this lUxury when in one-on-one combat, but he may be
her experience and devoted service to the Guild entitles I at a serious disadvantage when confronted by an orga-
her to respect from the younger thieves . I nized group of opponents.
A conventional operator, Leftie likes to case each job Hresstan has no established rules by which to judge his
carefully, plan painstakingly and execute exactly accord- I companions. He is largely naive about class , status, and
ing to plan. She dislikes showboating and freelancing. The I wealth in a civilized society. Drawn to bold warriors and
authority of the leader is absolute and unquestionable. deep thinkers, he is reserved and suspicious of those who
. Leftie is a well known low-life tavern crawler. She is I propose subtle or dishonest methods. He will cheerfully
renowned for her capacity to drink and generally well-known L accept friendl~ompetitive ~allenge~ stated ~implied ._
and respected in all the town's more lively drinking spots.
Leftie has worked with several lightweights of the Magi- I R G
cians' Guild , including Erwan , and she has mixed feelings. I ey orra Level 7 Fighter
On the one hand she is encouraged by the resources he Gorra is a young and ambitious member of Lankhmar's
contributes and on the other hand she is intimidated by the I upper classes. As is customary for young lords, Gorra is
strange and uncommon powers he wields. She thinks I serving a tour of duty with the overlord 's guard . (The expe-
Hresstan is a crude youngling and she has no sympathy for rience is believed to make a man of a boy, and to teach
I Sergeant Treece who always remains too close. I responsibility and authority.) A fine physical specimen in
~ _________________ ~ his mid-20s, he has earned the respect of his men by show-
ing a fantastic capacity for hard labor and brutal training .
I Sgt. Bain Treece Level 9 Fighter Gorra has lived a sheltered life and he is naive about the
I lifestyle of the vast majority of Lankhmarts. His family and
Bain Treece is a carrier soldier, a capable fighter and an his men loyally protect him from the realities of life out of a
I experienced non-commissioned officer. In his formal
capacity, he is all spit and polish , feared and respected . fond admiration for his boyish enthusiasm and idealism .
I When informal among the men , he is a warm and friendly He mistakenly attributes noble or romantic motives to peo-
I soul, well liked and trusted . Picture him as a British ser- pie when a wiser head would recognize their lack of altru-
geant-major in the movies, complete with mutton chops iS~he Gorra family is well situated in the textile import
I and big moustache.
I Currently in his mid-40s, Treece is a veteran of several business. Expecting to leave the military and retire to the
actions against coastal pirates and numerous ill-consid- business, Rey Gorra keeps himself abreast on the chang-
I ered and aborted campaigns of the overlord 's conquest. ing economic laws and affairs of Lankhmar.
I Treece is renowned in the barracks for his fine tenor Gorra's father has hired a number of magicians in his
voice and command of romantic and heroic ballads. time, and their abilities hold little awe or mystery for him.
I Treece has problems with several characters in the party. Rey Gorra sees Leftie as a colorful character, a romantic
I He views with an inward disapproval Erwan 's undignified figure, independent and challenging society's rules. Nor-
behavior, and despite Hresstan's valor as a ruthless fighter, mally it is Gorra's job to arrest such folk, but he is actually
I Treece sees him as too undisciplined to be counted on . looking forward to working with such a charming (and effi-
cient) person.
I Treece finds Leftie of dubious value because she may at Gorra views Sergeant Bain Treece as extremely capa-
I any time betray the group. ble, loyal and reliable : a father figure. Gorra perceives
Having great fondness for Rey, Treece has a great respect Hresstan as a colorful and entertaining character.
L f~hi~bilities an~ solid estimate of his l imitations~ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
PREROLLED CHARACTERS
r-------------T -----,
Hresstan Level 10 Ranger Erwan DarhoTM Level 9 White Wizard
Strength: 18.60 Hit Points: 70 Strength : 9 Hit Points: 42
Intelligence: 13 Armor Class: 7 Intelligence: 10 Armor Class: 8
Wisdom : 9 THACO: 12 Wisdom: 16 THACO: 16
Dexterity: 15 Damage: 2d4 + 5 Dexterity: 9 Damage: d6 + 3
Constitution: 16 Social Level: 2 Constitution: 12 Social Level: 4
Charisma: 11 Alignment: N. Good Charisma: 13 Alignment: C. Good
Equipment: Thick shaggy furs , large Equipment: staff of striking, leather
wooden shield, broadsword + 2, 2 armor, talisman of pure good (vs. black
short swords, great horned helm, bag wizards), potion of extra-healing, 20
of holding, 30 iron tiks, 8 bronze agols, gold rilks, 80 silver smerduks
2 silver smerduk (shaved coins) Level 1: cure light wounds (3), light, resist cold
Level 2 : augury, hold person, silence 15 ' radius,
charm person or mammal, warp wood
Level 3: dispel magic, neutralize poison, water breathing
Level 4: cure serious wounds, produce fire
Level 5: distance distortion c1986 TSR Inc. All Rights Reserved .
r-------------------,
I Lettie Smeeall
I
I
Level 10 Thief
Strength: 12
Intelligence: 13
Hit Points: 40
Armor Class: 3
/
.
.

;
.
-. -

~
I Wisdom : 9 THACO: 16

I
Dexterity: 17
Constitution: 11
Damage: 1d6 + 1
Social Level: 5
I'
I Charisma: 16 Alignment: LN ~.

Equipment: leather armor + 1, cloak of


I displacement, short sword + 1, ring of
I telekinesis (500 gp strength), 45 silver
smerduks, 30 gold rilks
I
c1986 TSR Inc. All Rights Reserved . I

I
Rey Gorra Level 7 Fighter


I
Strength: 16 Hit Points: 50
Intelligence: 14 Armor Class: 2 I
Wisdom: 11 THACO: 14 I
Dexterity: 12 Damage: 1d8 + 2
Constitution: 12 Social Level: 7 I
Charisma: 13 Alignment: Neutral
,";'
..r "' . ... - I- ________ ":1986 TSR Inc .~1 Rights Rese~d~

Equipment: Chain mail + 2, large shield


+ 2, great helm , long sword + 2, brooch Sgt. Bain Treece
Level 9 Fighter
of shielding, 50 silver smerduks, 30
gold rilks, three diamonds in amber Strength: 17 Hit Points: 60
glulditch Intelligence: 10 Armor Class: 2
Wisdom : 15 THACO: 12
Dexterity: 11 Damage: 1d8 + 3
Constitution: 15 Social Level: 3
Charisma: 9 Alignment: LN
Equipment: Chain mail + 1, large shield,
long sword + 1, ring of protection + 2, 5
gold rilks, 40 bronze agols

c1986 TSR Inc. All Rights ReMrved . c1986 TSR Inc. All Rights Reserved.
Monsters Statistics Table
Name AC HO hp AT 0 MV AL THACO BOOK SA SO

Bats 8 1/4 2 1 1 1 "/24 " N 20 MM2 Yes No


Bats. Giant 7 6 20 1 2-8 3 "/15 " NE 13 MM2 Yes Yes
Behemoth 4 15 90 1 4-40 12 "18 " N 8 CA No No
Black Pudding 6 10 50 1 3-2 6" N 10 MM1 Yes Yes
Brigands 5 F2 10 1 1-6 12 " CE 20 No No
Brigand Leader 4 F6 40 1 1-8 12 " CE 16 No No
Chives" (NPC) 9 T4 12 1 1-4 12 " N 20 No No
Eater of Souls 0 10 60 2 1-1 6" N 10 New Yes Yes
Giant Centipede 9 114 3 1 Nil. 15 " N 20 MM1 Yes No
Giant Leech 9 1/4 3 1 1-4 3" N 20 MM1 Yes No
God of Lankhmar 3 20 160 1 3-3 9" NE 7 L&L Yes Yes
Greechy " (NPC) 8 F5 25 1 1-6 12 " N 16 No No
Guard. Kleshite 8 F6 35 1 2-8 12 " NE 16 No No
Guard. Palace 4 F4 25 1 1-1 9" LN 18 No No
Hell Hound 4 7 56 1 1-1 12 M LE 16 MM1 Yes No
Mummy 6 6+3 33 1 1-1 6H LE 13 MM1 Yes No
Muskatel " (NPC) 6 F7 40 1 1-6 12 " CN 14 No No
Poison Eel 6 1/2 2 1 1-4 9" N 20 CA Yes No
Rat. Elite Guard" 4 F5 30 1 1-6 12 M CN 16 No No
Rat.llthmarian* 8 6 40 1 1-8 12 " CE 13 No No
Rat. Ordinary 7 1/4 2 1 1 15 " N 20 MM2 No No
Rat Soldier * 6 F3 15 1 1-6 12 " CN 18 No No
Salt Spider 6 3 15 1 1-8 15 " * 18 " N 16 CA Yes No
Skeletal Bats 7 1/2 3 12 " NE CA Yes No
Stirge 8 1 +1 6 1 1-3 3M
/18 M N 18 MM1 Yes No
Thugs (Slayers) 6 F4 20 1 1-6 12 M LE 20 No No
Vampire 1 8+3 67 1 5-1 12 "/18 " CE 12 New Yes Yes
Water-Cobra 8(4) 3+3 18 1 1-4 12 H N 16 CA Yes Yes
Wererat 6 3+1 20 1 1-8 12 " LE 16 MM1 Yes Yes

• Statistics given for creatures when the PCs are reduced to their size.

MM1 = Monster Manual 1; MM2 = Monster Manual 2; New = New Monster; L&L = Legends & Lore
CA = LANKHMAR'" City of Adventure sourcebook

Random Encounters Table


Roll percentile dice

Catacombs Sewers Encounter Motive

1-10 3d6 Giant Bats For 1d4 rounds they try to force the party to retreat.
1-15 1 Behemoth Grabs a PC by the ankle and tries to pull him into the water (surprise on 1-4).
11-20 16-30 1 Black Pudding Drops off ceiling onto one character chosen at random (surprise on 1-5).
21-25 31-35 2d6 Brigands On their way to pillage an old tomb: flee immediately on being spotted.
26-40 36-40 1d6 G. Centipedes Centipedes creep into PC's backpack. attack when pack is opened.
41-50 41-50 204 Giant Leeches The leeches (or worms) attack wounded characters first.
51-65 1 Mummy This may be Alima Valinor (chapter 1) or a mummy that looks like him.
51-55 2d6 Poison Eels The eels slide down a wet pipe to attack the party passing below.
56-75 3d8 Ordinary Rats The rats scurry away and report to Muskatel (chapter 2) .
76-80 2d6 Salt Spiders The spiders have been sent by the Temple of Mog to invade the sewers.
66-80 5d10 Skeletal Bats There is an 80% chance that a mummy will arrive within 1d6 rounds.
81-90 81-90 4d4 Stirges If the party does not interrupt the stirges·. the stirges ignore the PCs.
91-00 91-95 2d4 Thugs The thugs. absorbed in planning their next crime . do not see the party.
96-00 2d6 Water Cobras One or two cobras coil around PC 's legs while others try to kill him.

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