Beruflich Dokumente
Kultur Dokumente
peculafurn. Three warring factions, one murder. The Torenescru, Radu, or Vorloi
— who is responsible? An adventure for character levels 1-3. zyx
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION'"
DUNGEONS & DRAGONS. D&D, and PRODUCTS OF YOUR IMAGINATION are trademarks ouned bv TSR.
Duke's
Park
New
City
Duke's Stronghold
Duke's Pier
Old City
"*m®
Contour Line
(30' height)
Wall
To find the distance moved,
measure the straight line between the two points
Streets with the city scale ruler.
Pier
Breakwater
Gate
CONTENTS
Preparing For The Adventure 2
The Families of Specularum 3
The Festival of Lucor 4
Beneath The Floors 5
The Investigation 7
Riotv 8
Employment 10
Further investigation 11
The Chase 12
Editor: Anne C. Gray The Chambers of The Veiled Ones 13
Graphic Designer: Ruth Hoyer After The Adventure 14
Cover Artist: Steve Chappell New Monster 16
Interior Artist: Jim Roslof Pre-Rolled Characters 16
Paper Sculptor: Dennis Kauth
LIST OF MAPS
• 1984 TSR, Inc. All Righls Reserved. Printed in U.S.A.
DUNGEONS & DRAGONS and D&D are registered trademarks Map 1 Specularum 2
owned by TSR Inc. Map 2 The Festival of Lucor 4
Distributed to the book trade in the United States by Random Map 3 Under the Floors 6
HOUK, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors. Map 4 Riot 9
Distributed in the United Kingdom by TSR (UK) Ltd.
Map 5 Ambush 11
Thii module is protected under the copyright laws of the United Map 6 The Chase and The Chambers of the Veiled Ones 15
States of America. Any reproduction or other unauthorized use of
the material or artwork contained herein is prohibited without the
express written permission of TSR, Inc.
PREFACE
TSR, Inc. TSR (UK) Ltd.
POB756 The Mill, Rathmore Road
Lake Geneva, Cambridge CB14AD Dawn's light reached through the window to filled the streets, up from their beds of straw
WI 53147 United Kingdom shine on the man who sat brooding in the in the stables.
chair. Cartha Radu, brother to Anton Radu On a dusty road a few miles outside the
(the leader of the Veiled Society), was think- city, a small group roused itself. Some
ing. "Today is the day," he said to himself. stretched their cramped bones, pained by a
"Today is the day to bring my plan into night on the damp grass. Others polished
action," Cartha smiled. their swords and armor. With little ado, they
Below his tower window, the cityfolk packed their small camp and set out on the
slowly awoke. Today was the Festival of road once more. The excitement tingled
Lucor. The goodwives flung open their shut- among them, for today they would reach the
ters to the morning. Fishmongers and hawk- city of Specularum — the home of their new
ers heartened their cries. Actors and jugglers fortunes!
TSR, Inc.
Three families are engaged in the Torenescu trolled by Baron Vorloi. Drawing on his
struggle for power in Specularum. resources as a successful merchant prince,
Baron Vorloi maintains a fleet of merchant
Each faction is identified by that Once a powerful faction controlling the
ships in defiance of the Radu family. He
family's name. everyday business of the city, the Torenescu
resists all their attempts to control his busi-
Family has been weakened by the death of its
ness (or the businesses of those who side with
leader, Christoph Torenescu. It is currently
him). The Torenescu are no more pleased
Radu headed by his son Aleksandar, a youth of 26.
with the Vorloi, since the Baron refuses to
Because of Aleksandar's young age and inter-
At a still-spritely 63 years, Anton Radu con- side with them simply because the Torenescu
nal squabbling (especially between Aleksan-
trols his family and organization with an represent nobility.
dar and his uncle, Boris), the Torenescu
iron, but hidden hand. He is assisted by his family has lost power and followers. Vorloi prefers that he and those who side
brother Cartha, his own sons Zweis and with him be left alone. He has been able to
The family wants to return to its former
Antonito, and their sons Theodosius, Emil, maintain privacy through his influence in the
glory. The Torenescu still have a great deal of
and Pieter. military circles around the Duke. He hopes to
political influence and discreet control on
They are also the leaders of the secret gain more power and wring important trade
"The Hill," the noble district of town. Others
Veiled Society, which uses terror and crime concessions from the Duke. To reach this
siding with Torenescu include Lady Magda,
against all enemies. Only some members of goal, he tries to prevent open strife and
Yaros (one of the Dukes's Privy Councillors),
the society know them as its leaders. silence any bad news that might reach the
and "Lord" Dimitros (the self-styled prince
The Radu family has many contacts in the Duke. Preventing any problems keeps other
of beggars).
business and market areas of the city. Their families from gaining favor from the Duke.
strong control over the waterfront and wall Other members of the the Vorloi faction
districts of Specularum greatly influences the include the Baron's daughter Marianna,
shipbuilding and import/export businesses. Vorloi Mikel (the Commander of the Guard Phor-
The Radu are attempting to gain control of sis), and Admiral Hyraskos. He also has a
the money-lending institutions and busi- Considered by the other factions to be an son, Grygori. Unfortunately, the boy is sim-
nesses of the city so they may dictate terms to upstart, the Vorloi family has refused to fit ple-minded and foolish, much to his father's
the Duke. the political mold. The faction is openly con- disgust.
THE FESTIVAL OF LUCOR
Anton Radu leaned forward, resting his bony This encounter will acquaint the players with
arms on the table. He looked carefully at the the city and how things are done here. It also Suddenly the crowd sways to the sides
others — Zweis, Antonito, and Cartha — encourages the players to join different sides of the street. The music fades and changes
trying to guess their hidden doubts. "It is of the power struggle. Allow the players to to bells and chanting. Statues carried by
true that Lady Magda will be in the festival? " ask questions and learn about their surround- several men seem to float above the heads
"Yes, father," Zweis quickly said. "She is ings as they play. Be ready to create answers of the crowd. A sedan chair, borne on the
to lead the Parade of Maidens from the cas- to common questions: Is there an inn shoulders of clerics, follows.
tle." nearby? How much does it it cost? What "The procession is coming!" shouts a
"The members have been informed. All time of day is it? young boy.
will be ready," Cartha softly rumbled.
"And our friends, Antonito, do they sus- Into the City Advancing toward the gate is the Procession
pect?" of Lucor. The procession is a religious cele-
The player characters enter the city for the
"My spies report nothing, Father. No one bration honoring a legendary local cleric
first time. The players should place their fig-
suspects." Antonito quickly dropped his gaze named Lucor. It winds through the streets of
ures outside the city gate.
from his father's eyes. the city to the harbor, where the statue of
"Very good. Then at the Festival ofLucor, Lucor is floated out to sea. Each year a
we will proceed." The gate is open. A few soldiers with woman of notable rank and importance leads
spears lounge near the entrance. They the procession. This year Lady Magda, a
wear tabards of red and blue with a device member of the Torenescu faction, has this
of a ship on the front. Beyond the gate is a honor.
Entering Specularum narrow muddy street. It is choked with
The festival is of great importance. This
people. Most dress in their best clothes
The diagram to the left shows how to place fact well suits the Radu — if the festival has
and many wear brightly-colored outfits.
the fold-up buildings for this encounter. Place problems, problems that look like they were
Jugglers and fire-eaters are scattered
all but the character pieces as shown. caused by the Torenescu supporters, the
throughout the crowd. The noise from
Torenescu would be disgraced.
whistles, drums, singing, and happy chat-
MAP 2 ter make normal talk difficult.
"Halt! Do you wish to enter Specu- The procession stops. Something is hap-
larum?" shouts a guard inside the gate. pening at its front. Three men are argu-
"The tax is 8 silver pieces, each of you. All ing. A general hush falls over the crowd as
but daggers must be bound with cloth. everyone moves back from the procession.
Unbound weapons are fined. Murder by Two men, one small, plump, and pock-
THE unbound weapon is punished by confisca- marked and the other tall and lean, are
]FESIriVAL OF LUCOR tion of property, or death for the landless. arguing with the lead bearer of the sedan
Interference with the Duke's men gets you chair.
prison. Treasonous activity is especially Angrily, the small, plump man says to
nice — it gets you one day of slow torture the lead bearer, "Bald-headed fool, do
and then we draw and quarter you. So you Torenescu think you own the street?
enjoy yourselves." There's space for all of us, without your
,¥ - The guard appears quite bored. He tries to
ape-like behavior!"
The lead bearer contemptuously waves
watch the festival out of the corner of his eye a rod in the small man's face. "Out of the
as the characters talk to him. He recites his way of the Procession ofLucor, Radu rub-
speech from memory, becoming interested ble!"
< •? "? * The tall, lean man, spitting on the
only when he begins talking about the pun-
ishments doled out for crimes. statue ofLucor says, "That old fool? You
-it The guard collects the tax from the player make me laugh!"
characters (3 sp of the 8 goes into his pocket). The lead bearer strikes the tall man,
He checks all weapons to see that they are knocking him into the filth. The smaller
/ man tenses, ready to lunge.
i\\ i secured. He lashes swords with thongs and
wraps spears and the like with rags. It will
take characters one round to remove the If the player characters act, they can prevent
ililni.nfi.ii
bindings from their weapons. After binding violence. If they favor the two men, the Radu
ft the weapons, the guard forgets about the
characters and turns his attention back to the
seek their following. If they side with the
bearer, they are sought by Torenescu sup-
festival. The guard has lived here all of his life porters. Stories of the incident circulate the
and can answer most questions asked about city. If the characters continue to watch with-
the city and what is going on. out becoming involved, two men in green liv-
ery break up the argument and pacify both
Beyond the gate swirls a crowd of people. sides. These men are Vorloi servants.
Mud churned up by stumbling dancers After this scene, the characters can learn
Fold-up building cakes on the crowd's boots. People jostle more about the families by asking any of the
each other, straining for a look at acro- people there. Some will reply neutrally, while
bats, knife-throwers, dancing bears, and others fiercely support one faction or the
Gate and wall minstrels. The smells of sewage, grilled other. Once the incident is over, the proces-
meats, breads, sweat, and wine mingle in sion moves on.
a strange, but inoffensive odor.
BENEATH THE FLOORS
Finding a Room he does a great deal of work for the nobles of BENEATH THE FLOORS
the city, and it is rumored he has a small
When the characters decide to get rooms Zweis nervously looked at the others around
hoard of money.
(remind them by asking where they intend to the table. Antonito casually studied his fin-
sleep), they find all inns very crowded. Wher- gernails. Anton, hunched beside a candle,
ever they ask, only one room is available, a
Second Event flipped through papers. "Zweis looks a bit
tiny thing that cannot hold more than 3 peo- Read the following to a thief or a character uncomfortable," thought Cartha. "Good."
ple. If they want it, they may have the room standing just outside the inn. "So, it didn't work as you planned,"
for 1 gold piece per person. Point out that Anton said, fixing a sharp eye on Zweis. "A
other characters might be able to get a room Outside the inn, a man walks by. He feeble plan and it didn 't work. What do we do
at the inn across the street. There are rooms lurches drunkenly along. He smiles and now?"
for everyone, but it means that several char- nods as he passes. Suddenly, three hooded "Make a statement," Antonito said, grin-
acters must sleep at another inn. If the char- men step out of the shadows and the ning. "A knife in the night would teach the
acters refuse to take any rooms, they must drunken man turns around. None of the Vorloi peace-makers a lot. The members are
spend the night sleeping in the mud of the men carry weapons openly. impatient. They want to act, no more little
streets. "So, new to town, eh?" asks the work."
When the characters pay for their rooms, drunken man, who now appears quite Anton looked at him calmly, "I then
tell one of the characters that some of his sober. "You look like you need some work. assume you would lead them? We must be
money is missing. He has been pickpocketed. Now, we have some things that need to be cautious. There will be no more mistakes.
Not much should be missing, only enough to done and you look fairly smart. I'm sure Cartha, what do you say?"
remind the characters to be careful. you would want to help us. You staying "We cannot act so long as the Vorloi are
During the evening, one of the following here?" he asks, pointing to the inn. "Be a about. Use Antonito's demonstration to deal
events will happen to each player character or real good idea if you didn't leave for a with them."
group of characters. If possible, do not have while. We'll see you tomorrow night. "No, we cannot," said Anton finally. "It is
the same event happen to all the characters. Here, catch," he says. He throws a small too soon. There is no more to say. Goodnight,
The first event should be used for fighter and bag. see yourselves out." Anton stood and held out
strong-looking characters, the second for With that, the men slip into the a trembling arm to Zweis. The younger man
thieves or a character standing outside the shadows and run away. The bag holds 20 took it and they both shuffled out of the room.
gold pieces. "Well, what do you feel in your heart?"
asked Cartha. "The merchant Fortunato is
First Event where I would start, Antonito."
The men are members of the Veiled Society Antonito looked to the closed door. "I
Read the following to strong-looking charac- of the Radu. If attacked, they immediately agree. When shall it be done?"
ters as they relax inside an inn. run. However, the Veiled Society will treat
the player characters as enemies from then
The citizens have finally slowed their cele- on. If the characters ask about these men,
bration of the festival, although it has NPCs answer evasively. The people do not
taken much time, food, and strong drink. like talking about the hooded men. If they ask At the Inn
From nearby in this smoky common room the innkeeper, he explains that he has a quiet
comes a loud, tipsy voice. business and likes the idea of it staying quiet. If the characters gather at one inn the next
A scarred man points. "Hey you there! He doesn't create trouble and no one creates morning, read the following. If the group
Want some work? Here, sit and drink. I trouble for him. does not gather in one place, read the follow-
need strong bodies. Theosius is my name. If the characters attempt to go to the ing to either group.
You look brave. Do you want to earn authorities, it does not help them. City offi-
money?" cials will shuttle the player characters to dif- It is morning at the inn. A cat stalks some-
ferent officials — the magistrate sends them thing in the corner of the room. The inn-
to the warden, the warden to the constabu- keeper's daughter sweeps last night's
Theosius explains that he is looking for trust- lary, the constabulary to the bailiff, the bailiff dinner off the floor. From the back comes
worthy people to perform occasional duties to the magistrate, etc. The PCs will not find the clicking of dishes and the splash of
for him. None of the missions involve doing help — not because of fear, but because of water. A traveller snores loudly in the cor-
anything illegal, but there may be danger bureaucracy, protection, and bribes. None of ner. Suddenly, the door swings open and
involved. He will press very hard to get the the officials are evil. an elderly lady frantically looks about.
player characters to seal the bargain. If they
do, as a sign of good faith, Theosius gives After meeting the members of the Veiled "Please, some kind sir, come quick to
each player character who agrees 3 gp. He Society, the player characters are watched help me!" she pleads, panic overcoming
will get in contact with them when they are discreetly by the innkeepers, merchants, and her. She looks about for anyone to answer
needed. (Theosius will attempt to contact the members of the Society. If a player wishes to her. "Oh save me! There are demons in
players in the "EMPLOYMENT" section.) determine if the party is being watched, have my house, I know it! I hear them at night,
Theosius works for the Torenescu and so him roll Id6 and add all wisdom bonuses. He talking to each other. They want to catch
do any player characters working for him. If notices someone watching if the result is 5 or me. Please!" she says, falling to her knees.
the player characters ask about him, they higher. The player characters can attempt to The innkeeper runs in, kneels beside
learn that Theosius is a respected wood sculp- lose anybody trailing them, but will not know the old woman, and tries to comfort her.
tor and craftsman in the city. It is known that if they succeed. They will not succeed.
BENEATH THE FLOORS
If the men are not disturbed, they dig a little
"Goodwife Thanato," he says, sounding -| \ MAP 3 more and load the bundle into the hole. They
concerned, "what are you doing? Sit
down proper." He turns, saying, "Could UNDER THE FLOORS fill the hole with dirt, move some items over
the spot, and then leave the cellar. If the play-
anyone help this poor old woman? Could ers reveal themselves, the two men attempt to
anyone look in her cellar to find the prob- flee. In the bundle is the body of a young
lem?" woman, recently murdered. See "The Inves-
tigation," for information about the woman
If the party does not ignore the hysterical and the house above.
woman, she clings to them, telling her story. The men advise the characters to release
Something, she swears, is in her root cellar. them, if captured. Otherwise, they say, mem-
She can hear it moving about — sometimes bers of the Veiled Society will harm them.
during the day, but mostly at night. Things Lawful characters should not allow the men
are moved and food is missing. Just minutes to be murdered. They must turn the murder-
ago was the worst. This time she heard voices ers in or suffer an alignment change to Cha-
and they were calling to her. She begs for the otic. If a character is at 1st level when this
party's help. Behind her, the innkeeper qui-
happens, it takes that character 3 times as
etly holds up a gold piece and points to it.
many Experience Points to reach 2nd level.
If the party still refuses to help, the inn- Two men (3rd level thieves): AC 7; MV
keeper leads one character aside. "I'll throw 40'; HD 1; hp 8, 7; #AT 1; D 1-8; Save T3;
you into the street, heartless dogs, and spread M 6, 10 during questioning; AL C
your names as debtors to all the inns in the
city, too, if you don't calm this old lady's 3. Kobold Exploration Party
nerves! Don't think my guild can't make you
miserable."
The old woman leads the characters to a This dug-out cave is dimly lit by torches.
house a few feet away from the inn. She From the cave comes the sounds of several
shows them the entrance to her root cellar. It creatures. In the middle of the room is a
is a trapdoor at the back of the kitchen, beside group of kobolds struggling to place a
the brick and plaster oven. She refuses to go wooden support beam. One turns toward
any further. you and begins to jibber. The beam slips a
few inches and a small hail of dirt falls
1. Under A Garden over the room and the kobolds.
The tunnel to the room collapses in bil-
A large earthen cavern is covered with a lows of choking dust. One of the kobolds
pool of ankle-deep mud. The room is hisses in common. "Come help us, or we
criss-crossed with supporting beams and will all be trapped!"
planks cover the roof. Large blobs of mud
seep down between the cracks. Across the If the characters assist, the kobolds let go of
chamber, three thin and naked men shovel the beam when the characters approach. A
by the light of a feeble lantern. Three ugly, successful initiative roll allows the characters
armored creatures watch them work. to grab the beam. If they are unable to grab
the beam, the ceiling collapses, doing 1 hp of
If the characters enter the chamber, one of the damage to each PC. The characters can free
workers drops his shovel and runs toward the themselves from the rubble in one round.
characters. The hobgoblins shout foul curses The kobolds attack while the characters can-
at the characters and charge. not fight back.
Hobgoblins (3): AC 5; HD 1*1; hp 7 each; The cave-in behind the characters can be
MV 9"; #AT 1; D 1-8; Save Fl; M 8; AL dug clear in one turn. Near the beam are sev-
LE; carry 5 sp each eral kobold-sized tools, a bag of spoiled food,
and a small pouch containing five gp.
If the characters defeat the hobgoblins, the
naked men rush forward and fall at the char- Kobolds (10): AC 7; MV 6"; HD 1/2; hp 2
acters' feet and thank them profusely. The each; #AT 1; D 1-4; Save NM; M 6; AL LE
men were captured almost a year ago and
have been digging tunnels under the city ever o—O Hidden 4. Refuse Pit
since. The naked men do not fight, but do not Opening
leave the characters until the party goes to the
This small side passage reeks of foul odor.
surface again.
The walls are slimy and oozing.
lsq. = 5' A sudden scraping noise is followed by
2. Fortunato's Cellar
a loud, wet plop. A wave of sulphurous
fumes fills the passage.
A light wooden panel covers a dimly lit "Come on," says one man. "I think this
cellar. The air is dry and smells of meats. is deep enough. Let's get it buried and
Cured hams and sausages hang from the The characters find themselves knee-deep in
go" rotting, runny garbage from an inn. An old
beams. In the center of the cellar, two "No," says the second man. "I want to
hooded men busily dig up the floor. A cistern above the room has collapsed. There
make it deeper. Nobody can ever find this is now a hole in the ceiling where it has col-
large bundle lies nearby. but us." lapsed.
THE INVESTIGATION
5. The Goodwife's Cellar A hooded man comes down the ladder. He is
Along the south wall of this cellar is a large not expecting anyone, but notices characters
pile of dirt. Near the open tunnel mouth is in plain sight. If he notices the characters, he
At the bottom of the ladder is a dry dirt
a small wheelbarrow. It is loaded with flees. If not, he takes a shovel and goes up the
cellar. Bags are piled against the walls,
shovels and picks. Wooden beams are tunnel to Room 2. He is a member of the
and cobwebs fill the corners. A sack of
piled neatly in the center of the room. In Veiled Society. He knows the tunnels are
dried apples is spilled across the floor.
the southeast corner is a ladder leading to being dug to enter the houses of their ene-
A squeaking and scratching noise a trapdoor in the ceiling.
comes from the southeast corner. mies. See "The Investigation," for informa-
There is a scraping of wood on wood. A tion about the building above.
ray of light shines into the room from a Fighter (1) (2nd level): AC 5; MV 40'; HD
If the party turns to look, they see a big rat crack in the ceiling. Someone is opening 2; hp 12; #AT 1; D 1-8; Save Fl; M 8; AL
run along the wall and scuttle out of sight. If the trapdoor. C; carries 20 gp
the characters follow, they see a shadow move
in the southwest corner of the root cellar.
Careful investigation of the corner reveals a
hidden entrance to a small passage. Charac-
ters taller than a halfling must stoop to use the
passage.
Allow the player characters to move to the Escape hooded and robed with clothing provided
edge of the crowd, if they wish. They are not shortly after entering. He provides the char-
If the characters break free of the horsemen acters with a rough map of the layout, but
allowed to cross the line of horsemen. After
and the riot, they can run down any street unknown to them it is incorrect. Use the
the rider falls, there is total silence for a sec-
they wish. All public buildings (inns, shops, Chambers section of the Map 5 to prepare a
ond. Then the crowd surges at the riders.
etc.) on the market square are closed and rough sketch for the players, but leave out
The riders respond by drawing swords and
shuttered. The characters see the orator run- some key details (secret doors, passages,
charging. As soon as they charge, their line is
ning down a side street. No matter what etc.). He knows there is a meeting tomorrow
broken and the characters can attempt to
street they go down, set out the paper sculp- night.
escape.
ture buildings according to the diagram
The commoners take up poles, rocks, rot- Also, he knows the names of Lucia's mur-
below.
ten fruit, and daggers. A vicious riot breaks derers — Akarios the Shipwright and Zacha-
out. The horsemen hit the crowd, blindly riah Boestes. If asked, he tells the characters
If the characters do not follow the orator, they to look at the Blue Water Mead Hall for
slashing with their sabers. The people
encounter a line of 15 soldiers with puUarms them.
respond, swinging sticks and hurling stones.
and an officer halfway down the street. The
Horses, dragged down by the weight of cling-
soldiers advance in an even line, turning back
ing peasants, fall with frightened screams. Orator (2nd level thief): AC 9; MV 40';
any who try to pass. The same thing happens
Women, children, and men run in panic from HD 1; hp 6; #AT 1; D 1-4; Save T2; M 6;
on all streets leading to the market.
the charging riders. ALC
A young woman lets the characters in if
If a character attempts to escape without they pound on a door. She hides them until
fighting there is a 30% chance a horseman He carries 200 gp, his pay for rabble-rousing.
the soldiers pass. While they are hiding, the
attacks him. The character can continue to characters hear shouting, screams, the occa-
move and escape, even if hit. sional noises of fighting, and the harsh cries
Leading the Riot
If the character stays to fight, two more of orders. The air is stale and smoky. After If the characters stay with the rioters, the
horsemen arrive in the next two rounds to several hours, Coelina (the young woman) commoners make them the military leaders
assist. If these horsemen are defeated, the tells the characters that all is clear. They can of the riot. In the initial fight, the thirty
characters and the crowd are not bothered by then move on the streets again without fear of horsemen were defeated. The commoners
any other riders. After defeating the horse- soldiers. The area of the riot is very still. The loot the bodies. The characters may com-
men, the characters are swept up by the com- dim glow of fires rises from that area. mandeer the horses if they wish.
moners and hailed as heroes of the common
Meanwhile, other commoners gather
people. The characters must think and speak
Soldiers: AC -6; MV 40'; HD 1; hp 4; #AT stones, throw bricks at nearby buildings, and
quickly to avoid becoming the leaders of the
1; D 1-10; Save Normal Man; M 8; AL L collect wood for fires. If the characters
rioters.
attempt to impose order on the crowd, a large
Horsemen: AC 6; MV 40'; HD 1; hp 4; The soldiers fight whoever tries to break vicious-looking thug challenges them. Wav-
#AT 1; D 1-8; Save Normal Man; M 9; AL through their line. ing his saber, he demands a fight with one of
L If the characters follow the orator, he ducks the characters. The longer the characters let
The horses have 9 hp and move 80'. Six char- into a small hovel halfway down the street. him talk, the more support he gets from the
acters working together can pull down one The door slams behind him. Ahead the char- crowd.
horse and rider. acters can see the 15 soldiers with pullarms
advancing (statistics above). Thug (3rd level fighter): AC 7; MV 40';
The door is barred, but any two characters HD 2; hp 14; #AT 1; D 1-8+2; Save F3; M
MAP 4 can break it down. Inside is a bare room (no 12; A L C
map required) with a trapdoor in the center
RIOT of the floor. The trapdoor opens easily. It He does not fight fair, using any dirty trick in
drops down 10' and becomes a passage run- the book he can get away with.
ning roughly northwest. Far down the pas- During the fight, the crowd starts several
soldiers — sage, a bobbing glimmer of light disappears. fires in the marketplace and breaks into and
The tunnel extends for 300 feet before ending loots some of the buildings on the square. If
in a ladder leading up. the characters defeat the thug, they are able
The ladder leads to a room similar to the to organize the crowd somewhat. They have
other entrance. If the characters pursue little time.
quickly, they catch the orator in this room Fifteen rounds after the characters defeat
attempting to drag a large chest over the trap- the horsemen, 60 armed soldiers with pull-
door. If the characters try to capture him, he arms arrive at the square. They have orders
MM resists, but if they wound him he immediately
surrenders. Totally panicked, he tells the
to stop the revolt by capturing or killing those
involved. The characters have 100 poorly
characters anything he knows, if they ask. armed rioters on their side. If anyone is cap-
He is a member of the Veiled Society. He tured (including the characters), they are
was to stir up trouble for the Torenescu by treated as traitors — slow torture followed by
making speeches against them. He does not drawing and quartering. There is no appeal.
• marketplace - know who leads the Veiled Society. The However, the characters do have a chance
Veiled Society meets in an underground to fight their way out of the situation. If they
chamber. There is a secret entrance in the decide to make an attack on the soldiers, do
Blue Water Mead Hall near the waterfront. not try to fight the entire combat. Instead,
This is the only entrance he knows about. He use the system below:
is sure there are others. 1. Have the characters describe how they
There are normally 20 members present at want the commoners to attack. (Charge the
the meetings he attends. All members are men guarding this street; fifty men attack
EMPLOYMENT
here while the rest protect the sides and rear, EMPLOYMENT
etc.) Have them write it down in the order As the second day wears on, the tensions of In a slightly mocking tone he says, "Oh
that it will happen. the riot slowly subside. The tensions are not Lord Simion, our sovereign master Prince
2. Have the character with the highest Cha- gone, only hidden, and waiting for a new Dimitrios, Ruler of the Beggars, sends us
risma roll 1-3 and add or subtract his Cha- spark. The mood in the city that evening is as his solemn oath of homage to the
risma adjustment. This is the number of grim. Tbrenescu. Receive us into your service."
commands followed by the people. Read the following section to player char- At this, Simion laughs uproariously,
3. Let the characters decide where they will acters hired by Theosius (of the Torenescu clapping his hands and stamping his feet.
be. In the front ranks, they are attacked by faction) when they return to their inn. "Well said, dog of a beggar," says
two soldiers each. If in the rear, they are not Simion. "And so you shall join my body-
attacked, but the commoners do not fight as Back at the inn, the innkeeper calls out, guard!"
effectively. "Excuse me, but a gentleman called for
4. Have the players roll two dice for a morale you while you were out. He gave me a If the characters try to advise Simion against
check for the commoners. The morale of the message, let's see. Uh, you were to go to taking these men on, he does not listen to
commoners is 9. . . . It was to go someplace and get a them. Statistics for these men follow "The
5. Roll two dice. If the characters fight in the package, that I know. The Senator Eipis- Ambush" section.
front rank, add two; if not, subtract 1. If the tlo's house, that's where you're to take it. The party may recommend any route
characters made a plan and the commoners Ah, from the Jade Sea, a boat down at the through the city they wish. Simion wishes to
follow all of it, add two. If the commoners fol- wharf. And there was a warning, too, gen- reach the Senator's house as quickly as possi-
low some but not all of the plan, add one. If tlemen! He said that there were those who ble but settles for a reasonable compromise.
the characters did not make a plan, subtract would try to take what you carried." He has a map of the city. Allow the players to
3. If commoners fail their morale check, sub- see the city map printed on the inside of the
tract 2. Characters contacted by the Veiled Society module screen. To cross the sea wall, the
If the modified die roll is 5 or greater, the receive the following message as they are out group must take one of three roads. There are
commoners have won the fight. There are no on the streets. Veiled Society spies on each road.
surviving soldiers present and only 20 com- Veiled Society Men
moners remain. From somewhere along the street comes a
If the commoners lose the fight (a die roll of whistling noise and a loud thunk. Quiver- When the characters contacted by the Veiled
4 or lower), the characters can still escape by ing in the wall nearby is a dagger. A shad- Society reach Vinter's Lane, read the follow-
fighting. The characters must defeat 10 sol- owy figure slips into the crowd and is ing encounter.
diers before an escape route is open and they gone. A note tied to the dagger reads:
may flee. However, vague descriptions of Be at Vinter's Lane tonight before the sec Vinter's Lane is a dark and lonely place
them are sent throughout the city by criers. ond bell. Go to the wine shop on the corner. this late at night. The lane is narrow and
Be ready. Do not fail. The next message will foul, like most of the smaller streets of the
Soldiers: AC 6; MV 12'; HD 1; hp 4; #AT be more pointed. city. Small tented booths and little shops
1; D 1-10; Save Normal Man; M 9; AL L line both sides. The air smells heavy of
The following encounter is for the characters
headed for the "Jade Sea." yeast and wine. Ahead, a lantern shines
After the Riot outside a small booth. It is the only place
The "Jade Sea" is finally visible ahead. It that is open. The banner along the side
If the characters decide to leave the market-
is late. The sun has set and the remaining says, "Aristo, Wine Merchant."
place after defeating the soldiers, they can
leave in the general confusion. If they want to dusklight is filtering out of the sky. The sea The only person in the booth is a fat,
continue as leaders, they must flee as quickly wall and the city are behind. The deck- sweaty old man of about 60. Around him
as possible. Each turn ten soldiers arrive. The hand, a wizened old man, does not look are bottles and jugs of wine. The air has a
characters can recruit five commoners each friendly. sour-sweet smell.
turn, up to a total of 1,000. No more than 400 He snaps in a screechy voice, "What do "Gentlemen, you have chosen well to
soldiers arrive. However, the player charac- you want? Who sent you here?" come to me," says the man in the booth.
ters can never command more than 100 "I, Aristo, am the finest dealer of wines in
Whether the party answers him honestly or the city! What would you . . ." He stops
rioters. The others run rampant, looting,
not, his mood changes and he becomes very in a fit of coughing and hacking.
burning buildings and causing much destruc-
helpful. Before he can continue, 10 men appear,
tion. The soldiers stay organized and fight
savagely. They protect the Duke's castle at all five at each end of the street. They all wear
The old man scampers off. In a few min- black hoods. They stop 10' away from the
costs. The Duke also has access to higher- utes he returns with another man. The
level magic. booth.
deckhand grins and nods.
Describe the scene as general confusion — "Here's your package, mateys! Hee-
fireballs, screaming, buildings burning, etc. hee, have fun, y' lubbers!" If the characters do nothing, one approaches.
Allow the players to continue as long as they "I am Simion Torenescu," says the
like, but make it clear that they will not win in other man. "I am a statesman. It is "Here," says the hooded man, holding
the long run. Other rioters challenge their important that I reach the Senator's house something out. "Take these and put them
authority and the players will have little con- in secrecy. Since you are new to town, you on. You are armed? Then come with us
trol. will not draw the attention his bodyguards quickly."
The Duke immediately begins gathering would. Will you help?"
troops from the surrounding area. By the Suddenly, a number of ragged-looking
next day, he has 1,000 men ready to enter the men approach the base of the gangplank. The men wait for the characters to join them
city. Anyone still rioting or suspected of riot- The men carry swords and clubs, but do and then lead them through many twisting
ing is killed. not raise them. One man steps forward alleys to a dark street corner. Here a hooded
and kneels on one knee. man, possibly the same one, turns to the
characters.
10
FURTHER INVESTIGATION
receive orders to be ready to attack on the If the characters capture any of the men, they
"You are now one of us," says the man. leader's signal. They must attempt to capture have one chance to break his morale. If they
"If they catch you, they kill you. If you or kill Simion. He must not be allowed to try are successful, the member says that a red-
betray us, we kill you. Act in our name to make peace among the factions. A good haired man hired them. No one knows this
but without our blessing, we kill you. description is given of Simion. Simion is the
Work hard for us and you will prosper. only one that matters. The characters may
Once with us you cannot leave us." deal with the others as they see fit. Veiled Society Leader (3rd level cleric): AC
A boy runs up to the group and speaks When the bodyguard reaches the middle of 3 ; M V 4 0 ' ; H D 3 ; h p 13; #AT 1, *3 to hit;
to one of the men. At his word the group the street, the Veiled Society attacks. All D 1-6*3; SaveC3; M 10; ALC; Spells light,
runs through the twisting alleys. The attacks made by the Society members are protection from evil; Magic Items mace *1,
group arrives at a section of a street. They intended to reach and kill Simion. If possible, gauntlets of ogre power
throw hoods over the street lamps. The they avoid fighting other characters (NPC or
leader of the group motions the men into player). Unless the characters have made If captured, this man makes a show of resist-
three different positions. preparations, it takes them one round to ing and then apparently breaks down. His
remove their bindings. All NPCs use fake name is Flaviare. He has red hair. He "con-
bindings that can be removed without loss of fesses" that the Torenescu hired him to kill
The Ambush a round. Lucia, and that they control the Veiled Soci-
Set up the paper sculpture buildings accord- ety. But he is not the murderer. He has no
ing to the inset map below. The points Simion: AC 9; MV 40'; HD 1; hp 5; #AT wounds other than those he may have
marked by an " X " are the three points where 1; D 1-4; Save Normal Human; M 9; AL L obtained struggling with the PCs.
zyxwvutsr
the Veiled Society men are located. Allow the At the end of the fight, if Simion is still
characters involved with the Veiled Society to Beggars (10) (1st level thieves): AC 7; MV alive, he continues to the Senator's house.
select where they will place themselves. With 40'; HD 1; hp 3; #AT 1; D 1-4 or 1-8; Save The characters escorting Simion are paid 500
them are five other members of the Veiled Tl; M6; ALN gp each and sent away.
Society. If the Veiled Society kills Simion, those
Veiled Society Men (15) (1st level fighters): characters will be paid only 200 gp each.
MAP 5
AMBUSH AC 4; MV 40'; HD 1; hp 5; #AT 1; D 1-4
or 1-8; SaveFl; M 9; AL C
They are told they will be contacted as
needed.
X FURTHER INVESTIGATION
After the ambush the characters can continue Ring: The ring is a false clue, planted by the
1 '• >
s
D
. .<? .. '•
the investigation into Lucia Vorloi's mur-
derer. They should have several clues to work
with. Each clue and where it leads is listed
below.
attackers when they returned. If presented to
the Torenescu, it takes them a day to deter-
mine who it belongs to. It is the property of
Stephanos, cousin of Aleksandar. Stephanos
X was the young man spurned by Lucia not
Red Hair: These are hairs from one of the long ago. He claims the ring has been missing
two attackers. Red hair was found under for nearly a month. He also has an alibi for
X
1
Lucia's fingernails and dried in the blood of the time of the murder.
the dagger she used on one of her attackers.
11
THE CHASE
characters too rapidly. They must discover THE CHASE The bowmen shoot once and flee. They do
the meaning of the clues for themselves. Con- This encounter occurs as the characters make not melee with the characters unless forced.
firm obvious information (Is this the type of their investigations. As they move about, They run in the direction shown on the map.
rope used on boats?); however, do not tell the they are identified by agents of the Veiled
characters they are correct if their questions Society. Following the instructions of the Bowmen (3): AC 7; Running Speed 90';
are vague. Radu, the Society prepares an ambush for HD 1; hp 5; #AT 1; D 1-6; Save Normal
When the characters are at this stage of the the characters. During the encounter, the men; M 6; AL N
investigation, it is impossible to know where characters are not able to get help from the
they will want to go in the city. Do not try to constabulary or soldiers. All are currently B. Booth
restrict them. Allow the characters to go occupied in preventing a new riot. If the
where they wish, within reason. The only characters try to get such help, make it clear As the last fleeing bowman passes this booth,
place the characters cannot go is the Duke's that this will be no use. he grabs one of the poles, pulling the fabric
castle. Furthermore, except for minor assist- The PCs may decide to chase their attack- down. The booth collapses in a billowing
ance, the characters cannot get any help from ers, if not killed immediately. It is important heap that blocks the path for two rounds. The
the city officials. Remember, the characters that you know how fast the player characters vendor stands next to his booth, screaming
have no official title and are conducting the can move in a round. During the chase, if curses and angrily trying to stop anyone
investigation on their own. both sides move at the same rate, there is only around him.
a slight chance the pursuer will catch the pur-
sued. Each third round of the chase, roll C. Crowd
ldlO. On a roll of 1-2, the space between the This street is very busy. People fleeing the
two groups closes by one round's worth of area of the new riot clog the thoroughfare. All
movement. Keep track of the distance characters (pursued and pursuing) are only
between the two sides. There are delays in the able to move at half their normal Running
encounter that expand the distance and could Speed while on this street.
allow the NPCs to escape.
Characters may possibly capture the NPCs D. Cart
before they reach the secret entrance at E
(Map 6). If this happens, the characters can This street has a slight incline. At the top of
still learn the location of this entrance by the incline is a fishmonger's cart. The fleeing
questioning their captive. If all the NPCs are men stop at this cart and spend one round
killed, the characters will find a message on pushing it down the slope. The cart moves at
one of the bodies. The message says, "Be at 30' per round. The cart strikes a character on
the Blue Water Mead Hall tonight." a die roll of 20. All player characters can be
Read the following encounter as the char- struck, unless the character takes a specific
acters head for the Blue Water Mead Hall. action to avoid the cart. Characters struck by
For the beginning of this encounter, set out the cart take no damage, but spend two
the paper buildings according to the area rounds being knocked down and standing
marked "start" on Map 6. up. If the characters do not stop the cart, it
rolls into the busy thoroughfare, and plows
into the crowd. Several people are badly
The sounds of shouting and screaming injured.
fade, the scene of pandemonium behind.
The streets are deserted of all sensible peo-
ple. Suddenly, an arrow flashes past. A
E. Guard
hooded man is standing on a side street
and furiously cranks his crossbow for Around the corner is a dead end alley.
another shot. Your quarry is not there, but there is
nowhere they could have gone. Standing
Because of the suddenness of the attack, the at the far end of the alley is a huge, half-
player characters must roll for surprise. If the naked man holding a two-handed sword.
party is surprised, the man fires another shot
at the group. He continues to do this until the The man is the guard from Room 6 of the
characters attack or charge him. He then Chambers of the Veiled Ones. He is guarding
runs in the direction shown on Map 6. the secret entrance at the end of the alley. If
the characters do not advance or attack the
Crossbowman (1st level fighter): AC 4; hp man, he stands immobile. Otherwise, he
7; Running Speed 90'; #AT 1; D 1-6; Save fights to the death.
F1;M7;ALC
Giant Guard (1) (3rd level fighter): AC 6;
A. Arrow Ambush MV 40'; HD 3; hp 19; #AT 1; D 1-10*3;
If the characters run after the man, have the Save F3; M 12; AL C; *3 on hit rolls
group roll normally for surprise as they round
the corner. If the characters advance with
caution, they notice three hooded bowmen,
one at each of the positions marked by an
"X." These men are waiting for the cross-
bowman to lead the player characters around
the corner.
12
THE CHAMBERS OF THE VEILED ONES
If the party asks about Akarios, the men
point to the back door. On the street there is A large room is gloomily lit by smolder-
This is the final encounter. If the players han- no sign of him. The men try to prevent the ing fires. Standing along the walls of the
dle the encounter correctly, they learn who characters from searching the hallway that room are 20 men, all dressed in red robes
murdered Lucia Vorloi and who is in charge hides the secret passage. One of the men is a and black hoods. At the far side of the
of the Veiled Society. Less successful play will cleric who casts a silence spell to cover any room is a man wearing a red and gold robe
only give part of this answer. noise of fighting. The other is a fighter who and a large wooden mask. His face does
There are several ways characters can tries to make his first attack when the charac- not show under the mask. He is speaking
enter this encounter. If they have pursued the ters turn their backs. After this he fights nor- to the crowd in a hollow echoing voice.
ambushers, they may find the secret entrance mally. Behind him is a large bronze gong.
to Room 6. If they have captured the orator The masked leader booms, "And now
or the ambushers, they have information to Cleric (3rd level): AC 5; MV 30'; HD 2; hp is our time! The city will lie helpless
go to the Blue Water Mead Hall. Careful 14; #AT 1; D 1-6; Save C3; ML 10; AL C; before us! The people will side with us.
observation here allows them to find the Spells light, cure light wounds Our enemies can be crushed. The Duke
entrance to the Society's chambers. Fighter (3rd level): AC 5; MV 40'; HD 3; will feel our power, will hear only our
hp 17; #AT 1; D 1-8+1; Save F3; ML 9; AL voice. Those who oppose us are weak,
C; +1 on to hit rolls; potion of invisibility those who betray us are traitors. We know
what to do with traitors." Shouts of agree-
1. The Blue Water Mead Hall 3. Robing Chamber ment fill the air.
"Then take him, take the traitor!" he
shouts, and points to one of the robed
The Mead Hall is a bright, clean building. This chamber is barely large enough for men. "He will suffer for disobeying our
Inside, several sailors in the center of the two people to stand in. On one wall is a orders. The woman should not have been
room strike up a rousing but badly off-key shelf piled with red robes and black killed!"
chorus of a sea chanty. One plays a simple leather hoods. Otherwise, the room is At this the other masked men spring
bagpipe at a furious pace. Near them, sev- bare. toward the accused, an inarticulate growl
eral men link arms and begin a noisy step- of rage in their throats. His screams of
dance. Their stomps punctuate the ribald panic rise above all.
words of the song. There is much clatter of The doors to this room are designed to pre-
mugs and talk. The tavern keeper and serve the secrecy of anyone robing in the
several potboys whisk through the crowd, chamber. Each door automatically locks If the characters do nothing but watch, they
slamming down drinks and catching when closed and cannot open again until the witness the horrible death of one of the mem-
thrown coins. Near the back are two cur- other door in the room is opened and closed. bers of the Veiled Society. Lawful characters
tained doorways. This effectively prevents more than one per- will not suffer an alignment change, however.
son or group from using the room. Unless one character watches the leader, he is
gone when they look for him again. After the
A red-haired man sits near the back of the 4. Sirenflower Passage traitor is dead, the members turn to leave,
room. If the characters have a description of one at a time, the secret meeting obviously
Akarios, they recognize him. If it is near eve- over. Half the members leave by the passage
ning, the man leaves the room, and goes The passage forks. From one passage to the Blue Water Mead Hall. The others
through one of the curtained doorways. If the comes the faint smell of incense and a faint leave by the secret entrance that leads to the
characters approach the man, he springs to glow of light. The other passage is black. blind alley.
his feet and runs for the curtained doorway. If the characters act during the confusion,
He holds his right arm close to his side. the Society members attack them. If any
The dark passage leads to Room 5, the Meet-
ing Chamber. The passage that smells of member of the party watches the leader dur-
Akarios: AC 9; MV 40'; HD 1; hp 4; #AT ing the commotion, he sees the leader slip
incense and shines with light leads to a
1; D 1-4; Save Normal Man; ML 6; AL N behind the gong and disappear.
sirenflower. Halfway down the passage, the
first tendrils of the plant grow on the wall. The traitor slain by the members was the
If the party catches the man and accuses him When the characters reach the end of the pas- man who assisted Akarios with the murder of
of murdering Lucia, he attempts to bluff. If sage, the sirenflower closes behind them. In Lucia. If the characters check his body, they
the party presents any reasonable proof (true the roots of the sirenflower are a few bones find nothing of interest.
or not) or threatens torture, make a morale and rusted items. Searching among these Searching the room reveals nothing of use
check for Akarios. If he fails the check, he reveals 500 gp and a potion of diminution. or value.
talks, saying that the Veiled Society ordered
him to murder Lucia. He tells about the Sirenflower: AC 9; MV Nil; HD 5; hp 24;
secret entrance to the chambers from the #AT 0; D 1-4; Save F5; ML 12; AL N Veiled Society Members (20): AC 9; MV
Mead Hall. 40'; HD 1; hp 4; #AT 1; D 1-4; Save Nor-
If the party does not catch the man, he 5. Meeting Chamber mal Man; M 9; AL C
escapes behind the curtain.
If the characters have not made noise from Leader (3rd level magic-user): AC 8; MV
chopping down doors, loud fighting, arguing 40'; HD 2; hp 7; #AT 1; D 1-4*1; Save MU
2. Beyond the Curtain noisily amongst themselves, etc., and they 3+1; M 8; AL C; Spells charm person,
are cautious, read the following description sleep, invisibility; Magic Items dagger *1;
Two men sit on the floor near the curtain, to them. ring of protection +1
playing dice. Both look up curiously.
Behind the curtain is a short hallway that The glow of light and a droning sound
ends in a Dutch door. The top half is open, comes from down the passage. Ahead is The leader is Antonito Radu. If captured, he
showing the street beyond. an archway shining with a red light. tries to place the blame for all events on Zweis
Radu.
13
1,.
The Chambers of the Veiled Ones
If the characters did not defeat the guard in can identify the murderer of Lucia Vorloi and If Zweis is still alive after the fight, he
the alley in the previous encounter, he is in knows the murder was done on the orders of thanks the characters and offers them a
this chamber. He is mute and attacks anyone the Veiled Society. He knows that the Radu reward. The reward is a position within his
he does not recognize. He does not recognize family is involved in the Veiled Society and is organization — the Veiled Society. If the
the player characters. He is slavishly loyal to responsible for inciting the riots in the city. If characters accept, those of Lawful alignment
the Radu and does not reveal anything about used as a witness to the Duke concerning the will change to Chaotic. If the characters
them willingly. Radu and the Society, he can destroy the refuse, Zweis tries to bribe them. He offers
Radu as a power faction forever. each character 500 gp in jewels from a small
wooden box in the desk. If the characters still
Giant Guard (3rd level fighter): AC 6; MV refuse, Zweis lets them go and immediately
Estaish (1st level elf): AC 9; MV 6" due to
40'; HD 3; hp 19; #AT 1; D 1-10+3; Save makes plans to flee the city.
weakness; HD 1; hp 3; #AT 0; D 0; Save
F3; M 12; AL C; *3 on hit rolls
El; ML 12; AL L; Spells None If the characters search this room, they
find 3000 gp worth of gems in a small box and
7. Cell 8. The Secret Chamber Estaish's equipment. The dead man on the
floor is Anton Radu.
The room is unlit and foul-smelling. If the characters try to examine the papers
Straw crackles underfoot. There is a shuf- The chamber is brightly lit by hundreds of or take these with them, Zweis attacks. The
fling of chains from one corner. sputtering candles that give the room a papers are a complete account of the Radu
warm, yellow glow. In the center of the family's actions and the Veiled Society.
room is a table piled with books and
Held prisoner in this room is Estaish, a mem- papers. On the floor is an old man. He lies Cartha (6th level fighter): AC 1; MV 40';
ber of the Duke's Elvengard. He is chained to face down in a small pool of blood. Stand- HD 6; hp 39; #AT 1; D 1-8*2; Save F3+3;
the wall. The manacles are locked around his ing over him is a middle-aged swarthy ML 11; AL C; +4 on all hit rolls due to
feet and hands. No key is in sight. He is weak man holding a sword to a younger man's magic weapon and high level; ring of pro-
and has been tortured. He can barely talk. chest. tection *1; sword *2
If rescued, he shows the party all secret
The younger man shouts, "Stop him!
doors out of the room. He comes with the Zweis (3rd level fighter): AC 3; MV 40';
He has slain our father! He is a mur-
party, but cannot fight and can only walk HD 3; hp 21; #AT 1; D 1-8*1; Save F3; M
derer! "
with support. If the characters succeed in get- 9; AL C; sword +1
ting him outside, he accompanies the player "Get back you fools or die now!" says
characters as an NPC on future adventures. the man. "I've had enough meddling and
If the papers are placed in the hands of the
There is no question of his loyalty, although foolishness." He leaps forward to attack
Duke or any other family, all members of the
he does not accept unreasonable orders. He you.
Veiled Society and Radu faction are declared
serves the characters in the best and wisest traitors and sentenced to death.
manner. The younger man is Zweis Radu, the older Not all members of the Veiled Society are
He has no equipment wit^i him other than man, Cartha Radu. Cartha will attempt to captured. Those that escape learn of the char-
clothing. His remaining equipment (chain kill the player characters, then escape. If he is acters' involvement in the family downfall.
armor, sword, and bow) is in Room 8. severely wounded, he attempts to fight his This can be a starting point for adventures as
Estaish learned a great deal about the way past the characters and flee. During this the Radu faction tries to take revenge on the
Veiled Society during his imprisonment. He fight Zweis assists the characters. player characters.
To use the fold-up buildings with this map, place the buildings in the
positions shown near the start. Begin the Chase encounter. As the char-
acters chase the NPCs, move those buildings behind the player charac-
ters to positions ahead of their party.
1
Always show the players what their characters will see ahead of them.
2
Numbers refer to Chambers encounters. 1
3
li o
ZIMMMMM
fil
Sirenflower
Armor Class 9
Hit Dice: 5
Move: 0
Attacks: 0
Damage:/ Special
No. Appe 1-2(1-6)
Save Fighter 5
Moral* 12
Treasu V
Ali N
X 175
PRE-GENERATED CHARACTERS
The following pre-generated characters are 1 2 3 4 5 6 7
provided for this adventure. Use them if your
players do not have characters or do not want CLASS C F E H C D MU
to use their own. All of these characters are
first level and have no equipment. The gold STR 6 16 7 14 8 16 8
listed for each is the amount the player has to INT 11 8 17 14 7 18 16
buy equipment for his character. WIS 16 10 16 5 14 15 12
DEX 10 13 6 14 12 11 14
CON 9 12 16 9 12 13 10
8 11 7 9 11 10 9
CHA
HP
110 130 120 50 150 60 50
GP
16
I SCORE ALONG O CUT OUT PARTS, ONE AT t GLUE THE PARTS
THE INNER TAB A TIME. BEND AND FIT TOGETHER, APPLYING
LINES INDICATED THEM TOGETHER, GLUE TO TAB AND JOIN-
BY THE BLACK TRIMMING WHERE ING RAW EDGE TO SAME.
ARROWS. NECESSARY. FOR ASSEMBLY ANY
NOTE: TOUCH UP ALL BRAND OF GLUE
SCORED EDGES AT THIS CAN BE USED.
TIME WITH A FELT TIP NOTE: PAY STRICT
PEN OR PAINT BRUSH ATTENTION TO WARN-
BEFORE GLUING INGS AND DIRECTIONS
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6200-
6000-
5800-
5600-
5400-
5200-
5000-
4800-
4600-
4400-
MAGIC
USER
4200-
4000-
3800-
3600-
3400-
9 9
3200-
NVW NVW
aaaooH aaaooH 3000-
2800-
2600-
2400-
y 2200-
2000-
c 1800-
1600-
1400-
1200-
1000-
HOODED HOODED
HALFLING MAN MAN I MERCHANT| ICOMMONER | 800-
A A A 600-
400-
200-
CHARACTER FIGURES 0-
How to Set Up Your Character Figures 4. Fold along the tabs under the figure and push
together tabs A & B at the slits.
1. Cut out the 12 character figures shown here.
5. If your figures don't stay standing, put a small
2. Bend the figures at the dotted line. piece of tape at the bottom of each figure where
3. Cut along the small slits in tabs A and B. Don't the tabs come together.
cut any further than the black line on the tab.
1
1984 TSR. Inc. All Rights Reserved.
Basic Game Adventure
46363 09086
9086XXXI401