306504-sample - Flip eBook Pages 51-75 (2024)

Vol. 2 P. 51 displaying stylized varuda and two corkboards on which are tacked maps of the entire Midnight Road area (except secret doors) and overview maps of Level 6. A broken hole in the north wall leads to a ragged tunnel. The entire area is in disarray, with scorch marks on most of the walls, and skeletons slumped over broken consoles. Some of the skeletons are winged bipeds (varuda), a few charred remains look trollish (i.e., varumani), and a few more seem to be those of large bipedal salamanders (i.e., heqeti). Ten of the corpses rise as zombies 3 rounds after the chamber is entered. Secret Door (northeast): The door is easy to detect (1 in 4) and opens by sliding a panel into the wall. Inhabitants: 1. 10 enhanced monster zombies: SZ L; AL N; AC 6, MV 90’; HD 6; HP 43, 42, 40, 39, 37, 35, 32, 30, 29, 28; #AT 1; Dmg 4-16. Special defenses: half damage from blunt weapons; immune to charm, cold, death magic, hold, and sleep; turned as ghasts. Special: always strike last in combat. Special attacks: energy drain (1 level/hit). 5-114: Varuda Operations Control, with Stairs Down to Level 7 (7-109) This large chamber features the same smoothed corners, bluegranite walls, and tall ceiling (30’) of the rest of this portion of the complex. The east wall is dominated by two huge rectangles of black glass (inoperable view-screens). In front of them are three 8’-tall pedestals, two 4’ in diameter and one 8’ in diameter. Along the curved west wall are two smaller and one longer ledges set 10’ up the wall. The door to 5-110 is a simple rudishva iris door that dilates open whenever anyone approaches within 5’. The stairs in the northeastern arm lead down to Level 7 (7-109). The northern and southern doors are also rudishva iris doors, but these require a pale green, pink, orange, silver or yellow rudishva identity plaque (see new technological items) to open. 5-115: Stairs Down to Sub-Level 6 (SL6-37) This enormous room is egg-shaped, with slick, curved, white marble walls. A loud thrum originating to the south echoes off walls. In the center a massive block of granite rises from the curved walls of the egg. The block is a shell for one of the oldest staircases in the complex, a steep, worn set of stone stairs that lead down about 300’ to the Drowned Canyon (SL6-37). The block is connected to corridors on the south, east, and west walls by thin bridges of white marble laid over plasteel. Twenty feet below the bridges, where the walls curve to meet the staircase block, a pile of debris has collected. Most of the debris is random junk, but some searching will turn up a potion case with three potions of water breathing, a wickedly-barbed bone spear, and a brown plastic rudishva identity plaque (see new technological items). 5-115A: Corridor Section A looting party of six lizardmen is poking around in this section of collapsed hallway. They are willing to negotiate and trade a bit of information, but grow uneasy if too much chatter impedes them from returning down the stairs down to the Drowned Canyon (Sub-Level 6) in the next room. The lizardmen know very little about Level 5, but are well informed about the general features of the Drowned Canyon, about the fishmen (see new monsters), and about the southern reaches of Level 4. They would trade such information for food and assistance against the fishmen and/or the colossal eel (SL6-24). Inhabitants: 1. 6 lizardmen: SZ M; AL N; AC 5; MV 60’, 120’ swimming; HD 2+1; HP 15, 13, 13, 12, 11, 11; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; javelins. Treasure: The lizardmen have an orange plastic rudishva identity plaque (see new technological items), which they used to access the stairs at SL6-37. 5-116: Fans A deafening roar permeates this chamber, where two huge fans set in steel racks flank a 10’-diameter hole in the floor. The hole opens over the Drowned Canyon, and was drilled to provide moving air for the rudishva areas of the Halls. The fans labor slightly but are still operable after all the years; with difficulty (i.e., with magic) they could be rendered inoperable. Should this occur, the air in most of the area between 5-86 and 5-137 becomes stale and heavy, sapping the strength of those who journey therein and resulting in -1 to hit and damage. In addition, natural healing in such areas is reduced by half. 5-117: Collapsed Area with Tunnel Up to Level 4 (4-117) This section of rudishva corridor collapsed centuries ago. A more recent collapse opened a tunnel to Level 4 (4-117). In the entrance to the tunnel lie the corpses of three adventurers, each skewered by short, barbed arrows made of something that looks like bone. Treasure: The lizardmen who slew these adventurers looted the corpses enthusiastically, but had no use for two scrolls, one of cure serious wounds and the other of fireball. 5-118: Armory The door to this important site is composed of two oval, interlocking slabs of blue granite. On each oval is a red circle of plastic, 3” in diameter. To open the doors one must press one of the following colors of plastic rudishva identity plaques (see new technological items) against either of the red circles: brown, sky blue, pale green, pink, orange, silver, or yellow. Presenting a rust plaque causes the door to freeze for 1-3 days (equivalent of a wizard lock spell); during this time even higher value cards will not work. The entrance hall contains a grill-like framework of plasteel 5’ deep and wide enough to admit one medium-sized person at a time. Beyond the apparatus may be glimpsed three motionless, mannikin-like figures standing around a central podium. The walls of the 25’-tall chamber contain numerous racks in which are placed weapons, armor and objects both familiar and unfamiliar. Scanning Apparatus: Entering the framework triggers a smooth, silky voice (speaking in Rudishva) which states “Produce identification so that we may better serve your weapons needs;” at the Sample file

Vol. 2 P. 52 same time, a passive reddish laser scan sweeps over the entrant. A rudishva identity plaque (see new technological items) of one of the following colors must then be presented: pale green, pink, silver, or yellow. If the proper plaque is not forthcoming, the smooth voice restates its request “Identification, please!” If the entrant still cannot produce the proper colored plaque, or if he/she/it rushes through the apparatus without waiting to be scanned, a second, deeper voice begins to declaim “Unauthorized access! Unauthorized access! Lethal force has been approved and the authorities have been notified. Remain motionless!” At this point all three automatons activate and attack. Displaying a proper plaque, however, causes the smooth voice to respond with “Thank You. Your tactical advisor has been activated;” it also causes one of the security constructs (mannikins) to activate. This mannikin offers a random item from its approved list. GM Note: a brown, sky blue or orange plaque will open the door, but will not allow passage past the scanning apparatus; those who use a brown, sky blue or orange card to open the door must retreat or face the security constructs. Security Constructs (mannikins): The three figures standing beyond the scanning apparatus are rudishva security constructs (see new monsters), made of highly articulated steel, plastic, and decaying organic compounds. These three constructs are of the Tactical Advisor models, and are shaped to resemble a rudishva, a varumani, and a varuda, respectively. Due to the decaying organics, each smells badly. Each also carries a different level of security access that is indicated by the proper identity plaque (see new technological items), and each is authorized to release certain objects according to that security level. As mentioned above, all three constructs activate and attack if unauthorized access through the entrance hallway is detected. An individual construct will also respond with deadly force if it is attacked, regardless of whether the correct plaque has been displayed. The constructs do not activate immediately upon the activation of the teleport nodes; in this case they wait for one of the proper identity plaques to be displayed to the proper construct. Interference with the wall-mounted objects, regardless of the means of entrance, causes all three constructs to activate and attack. GM Note: originally there was a fourth security construct shaped like a kaliyani; it was disabled in the hours immediately after the heqeti attack, however. For this reason an orange identity plaque is useless here. Rudishva Tactical Advisor Construct (see new monsters): Appearance: a spindly-limbed biped about 7’ tall with a large head; the head bears two small horns, and the mouth has fangs. The construct is dressed in an orange jumpsuit and wears a utility belt. Activation: silver or yellow identity plaque Security Access: high Varumani Tactical Advisor Construct (see new monsters): Appearance: heavy, thick-limbed, being 8’ tall, with gnarled features. The construct wears a loincloth and a utility belt. Activation: pink identity plaque Security Access: medium Varuda Tactical Advisor Construct (see new monsters): Appearance: a 6’-tall biped with membranes attached between arms and back, a sharp beak, and impressive comb feathers. The construct wears a light-blue tunic. Activation: pale green identity plaque Security Access: low Available Artifacts The following tables list the available rudishva objects in the armory, with a number in parentheses indicating the number of exemplars of that artifact that remain in stock. See the appendix of new technological items for details about all these artifacts. Due to a systems decay over the centuries, it is no longer possible to request a specific object; instead, the constructs produce items randomly from the list. Re-roll any results for artifacts whose stock has already been exhausted. The artifacts are secured to the marble walls with thick plasteel clips; these clips are difficult to remove (lift gates check), and any effort to do so causes any remaining constructs to activate and attack. Low Security-Access Items (see new technological items): Available To: holders of pale green identity plaques Displayer: varuda construct. D10 Object 1 Dart thrower with clip of 10 ordinary darts (6) 2 Ballistic baton (6) 3 Spear-gun with clip of 4 spears (2) 4 Sonic fence (1) 5 Breather (1) 6 Plasteel spear (10) 7 Plasteel breast-plate (2) 8 Plasteel shield, medium (4) 9 Laser pistol, with lesser power supply (1) 10 Stun baton (1) Medium Security-Access Objects (see new technological items): Available To: holders of pink identity plaques Displayer: varumani construct D12 Object 1 Laser pistol, with lesser power supply (2) 2 Laser rifle, with lesser power supply (2) 3 Stun baton (2) 4 Ballistic baton (6) 5 Plasteel breast-plate (2) 6 Plasteel shield, large (2) 7 Dart thrower, with a clip of 10 explosive darts and 2 clips of 10 ordinary darts (2) 8 Dart thrower, with a clip of 10 narcotic gas darts and 2 clips of 10 ordinary darts (2) 9 Sonic fence (2) 10 Breather, with 3 gas grenades (3) 11 Anti-venom kit, with 6 doses (3) 12 Laser Deflector Shield (1) High Security-Access Objects (see new technological items): Available To: holders of silver or yellow identity plaques Displayer: rudishva construct Sample file

Vol. 2 P. 53 D8 Object 1 Laser rifle, with 2 lesser power supplies (2) 2 Laser pistol, with 2 lesser power supplies (4) 3 Personal force shield, with lesser power supply (1) 4 Portable recoilless rocket launcher (1) 5 Laser deflector shield (4) 6 Personal defense array, with a lesser power supply (1) 7 Structural mines (2) 8 Anti-personnel mines (2) Note: A GM who is worried about the introduction of such items into his/her game might rule that most of the high technology items are inoperable due to age, perhaps allowing a 10% chance that any item is still in working order. Teleport Nodes: Two of the three nodes were disabled in antiquity by placing sheets of marble over the floor plates, and gluing clear plexiglass over the hand plates. Removing them (open doors check) renders them operable once more. T5: access to 5-109 (currently inoperable) T7: access to 5-112 (currently inoperable) T12: access to 5-31 Inhabitants: 1. 1 rudishva tactical advisor form of rudishva security construct (see new monsters): SZ L; AL N; AC 2; MV 90’; HD 6+6; HP 45; #AT 2; Dmg 3-12/3-12 (laser pistol/vibrablade) or 1-8/1-8 (fists). Special attacks: command every other round (-2 to saves). Special defenses: immune to fire, cold, poison, laser attacks, and mind-affecting spells; regenerate 3 HP/round. Possessions: laser pistol, vibrablade. 2. 1 varumani tactical advisor form of rudishva security construct (see new monsters): SZ L; AL N; AC 2; MV 90’; HD 8; HP 55; #AT 2; Dmg 1-4/4-24 (stun baton/laser rifle) or 2-12/2- 12 (fists). Special defenses: immune to poison, cold, and mindaffecting spells; regenerate 2 HP/round. Possessions: stun baton and laser rifle (wielded one-handed). 3. 1 varuda tactical advisor form of rudishva security construct (see new monsters): SZ L; AL N; AC 2; MV 120’, 120’ gliding (Class D); HD 7; HP 45; #AT 1 or 2; Dmg 3-12 (laser pistol) or 1-6/1-6 (claws). Special defenses: immune to cold, poison, mindaffecting spells; regenerate 1 HP/round. Possessions: laser pistol. 5-119: Guard Niches These four niches (a fifth, 5-119A, has its own key) are located 20’ up the wall of the Midnight Road. Each is an 8’-tall, 5’-deep hemispherical space. In antiquity, a varuda scout kept watch from each niche. At present, the contents of each niche should be determined on the following table (a particular content may only be used once): D6 Contents 1 A bundle of 10 torches, inside of which is thrust a walnut wand of magic missiles (14 charges) 2 A leather backpack, with a coil of silk rope, 10 pitons, a hammer, 2 flasks of oil, and a map showing areas 5-90, 5-91, 5-93, 5-107, 5-120 to 5-131, 5-135 and 5-137. 3 Green slime, coating a skeleton of a varuda: SZ S; AL N; AC 9; MV 0'; HD 2; HP 12; #AT 0; Dmg special. Special attacks: convert to slime; corrosive to wood and metal. Special defenses: immune to physical attacks and all magic save cure disease 4 2 small chasm cephalopods (see new monsters): SZ S; AL N; AC 5; MV 60’ flying (Class A); HD 2; HP 13, 12; #AT 5 (4 tentacles and a beak); Dmg 1-3/1-3/1-3/1-3/1-4; MR 25%. Special attacks: surprise on 1-4 5 Two fully-charged rudishva lesser power supplies (see new technological items) 6 Nothing 5-119A: Special Guard Niche Unlike the other, abandoned, niches, two primitive varuda warriors from the Verrik clan (see 5-111F), armed with bone spears and short swords, occupy this one. The warriors hoot threateningly at anyone approaching within 20’ and attack if too much deference is shown. Displays of confident strength produce obsequious negotiation or flight. At the back of the niche is a 4’-tall and 3’-wide crack which leads to a tunnel to 5-111. Inhabitants: 1. 2 primitive varuda warriors (see new monsters): SZ M; AL LN; AC 7; MV 90’, 90’ gliding (Class E); HD 2; HP 13, 12; #AT 2 or 1; Dmg 1-4/1-4 or 1-6 (stone club). 5-120: Barrier A 5’-tall barrier of large chunks of stone mixed with smaller bits of wall sheathing, marble fragments, and bone blocks most of the corridor at this point. A similar barrier entirely blocks the entrance to 5-121 from the Midnight Road. The barrier is easily climbed, but also features a 6’ opening (which the varuda guardian created and still uses). Two dead adventurers are draped over the barrier towards the west side. The bodies are devoid of treasure, and their armor is destroyed. Stuck into the top of the barrier is a broken spear haft on which has been tied a red woolen scarf. Held down by a rock next to the spear haft is a roll of parchment, on which is written in in Archontean “To Hermonion - watch out for the stone guardian that lurks further north, up this broad, tall corridor. It senses movement. I will slip past it and push ahead to the fire pits. Look for me in this location in 2 days. [Signed] the Silent Tempest.” GM Note: this parchment refers to an adventuring party that worked its way up from the lower levels to 5-125. For additional information on this team, see 5-126. 5-121: Cistern This chamber is 40’ high, with rounded corners; it is bare granite, as the sheathing was stripped long ago. The walls of the cistern that fills the room nearly reach the ceiling (rising 35’), and are a mere 5’ from the chamber walls. A knotted rope has been spiked into lip of the cistern and hangs down the west side, allowing one to climb up the side. Coiled on the lip are two more lengths of rope and two wooden buckets. Sample file

Vol. 2 P. 54 Two adventurers have made a makeshift encampment atop the cistern, using hammers and spikes to secure their hammocks and gear sacks just inside the lip of the cistern. The two are the sole survivors of an adventuring party that was ambushed by kaliyani at area 5-126. The survivors are a thief known as the Silent Tempest and a Khumus cleric called Kunda the Outlander. Although isolated and hungry, the pair distrust almost everything they encounter along the Midnight Road and will thus defend themselves and their territory fiercely. Still, if they are surprised but not attacked by intruders, they are willing negotiate, hoping to use visitors as a ticket out of the Midnight Road. They have explored a bit of the Midnight Road, and know enough to be afraid of the varuda guardian (5-107), curious about the armory (5-118), and suspicious of the debased varuda (5-119A). Bolted to the ceiling above the cistern is a 15’x15’ rudishva aquafactor (see new technological items). It converts moisture in the air into water that drips from it into the cistern below. Although the aquafactor is working, and hence valuable, it is bulky and extremely difficult to move. Two successful rolls of 4d6 under DEX and INT are necessary to unbolt and safely move the aquafactor. Inhabitants: 1. The Silent Tempest, 9th-level female Thorcin thief: SZ M; AL NE; AC 2; MV 120’; HD 9; HP 37 (max 50); #AT 1; Dmg 3-8 (short sword +2 of sharpness), or 3-6 (throwing dagger +2). Abilities: STR 11, INT 11, WIS 13, DEX 18, CON 15, CHA 15. Thief skills: PP 80%, OL 77%, F/RT 65%, MS 80%, HS 66%, HN 30%, CW 98%, RL 45%. Possessions: black leather armor +2; hooded cloak of elvenkind; two throwing daggers +2; short sword +2 of sharpness; potion of invisibility; a purse with 99 sp, 47 gp, and two peridots (500 gp each). The Tempest dresses all in black, including a black eye-mask. She is antisocial and unusual, avoiding eye contact and preferring to communicate either in hand signals or brief grunts; the lone exception is that she translates Kunda’s whisperings, albeit in her own cryptic fashion. She is venal and selfish. 2. Kunda the Outlander, 8th-level male Khumus cleric of Thanatos: SZ M; AL LE; AC 4; MV 120’; HD 8; HP 41 (max 66); #AT 1; Dmg 4-9 (club +3). Abilities: STR 11, INT 11, WIS 18, DEX 16, CON 16, CHA 8. Possessions: black leather armor +2; polished maple club incised with ebony (club +3); two potions of invisibility; a potion of extra healing; a potion of poison; a set of small copper scales with a bag of polished black stones; a purse with sixteen pieces of hematite (10 gp each), five jasper gems (50 gp), and two ivory statuettes, one of a mounted Khumus archer and the other of Thanatos (200 gp each). Spells: bless, create water, detect magic, protection from evil, remove fear; augury, find traps, hold person, resist fire, silence 15’ radius; create food and water, dispel magic, remove curse, speak with dead; cure serious wounds, knit bones (see new spells), neutralize poison. Kunda paints his face white with black accents in order to make himself look skeletal. He whispers constantly to himself in the tongues of the Khumus and of his god, Thanatos. Before taking any action, he breaks out his copper scales and pebbles, weighing them and sighing inscrutably. GM Note: Kunda, the Tempest, and the deceased members of their party descended through the chasm to the Nether Reaches (8-1). There, fending off the shadows, they discovered the concealed door at 8-19, and used it to access areas 8-24 and 7-34. From there they ascended to 5-125, but were treacherously ambushed by the kaliyani in area 5-126. Treasure: See personal items above. 5-122: Broken Kaliyani Hall, north This portion of the former Grand Hall of the kaliyani is the largest to survive, as collapses to both the north and south have obscured the original dimensions of the chamber. The largest remaining part of the chamber is some 50’x25’, with a 30’ ceiling. It appears as if the floor has been recently cleaned and swept. Visible in this area is a portion of a circular sunken area that occupied the center of the room; the sunken area is covered in light blue tiles. To the south of the sunken area was an enormous floor mosaic, stretching originally some 70’ across the entrance to the hall. While much of the mosaic has suffered from the room’s collapse, some scenes are still visible; in addition, the kaliyani explorers lurking in 5-125 have recovered two sections of mosaic from 5-123 and propped those slabs against the south wall. The remaining mosaic scenes depict all four of the rudishva races - rudishva, kaliyani, varuda, and varumani - but concentrate on episodes of kaliyani epic history and legend. The kaliyani appear as slender, four-armed, sinuous beings in flowing robes, and may be seen: 1. Exiting down a ramp from an enormous egg (GM Note: the egg is the Beacon) 2. Summoning a spirit in a group of eight 3. Displaying half-circular ‘rods’ which blast energy (GM Note: these are kaliyani blasting rods – see new technological items) 4. Offering counsel to the rudishva 5. Directing large, lumpish beings (varumani) 6. Directing cringing bird-men (varuda) 7. Conducting research in scrolls and experimenting with chunks of orange rock (i.e., arcanum, see new magic items). Six candle stubs of red-wax are arranged in a hexagon to one side of the mosaic. Among the candles is an icon of sorts, a piece of lizardman hide nailed to a board and attached to a metal spike; the spike has been driven into the stone floor. The hide has been painted white; on it is a red ouroboros (serpent eating its own tail). GM Note: the ouroboros is one of the primary symbols for the kaliyani (see new monsters). 5-123: Broken Kaliyani Hall, south Three rudishva iris doors lead from the Midnight Road to isolated fragments of this formerly grand hall of the kaliyani. They dilate open whenever an orange, silver or yellow rudishva identity plaque (see new technological items) is presented. The fragments accessed from the western and eastern doors are larger, and once contained floor mosaics. These mosaics have been pried up by crowbars, and fairly recently judging by the amount of dust in them. The central door leads to nothing but debris and collapsed rock; on it, however, is painted a red ouroboros symbol (GM Note: this is a common kaliyani symbol). 5-124: Statues and Stumps The doors to this ceremonial chamber are rudishva iris doors. They dilate open whenever an orange, silver or yellow rudishva identity Sample file

Vol. 2 P. 55 plaque (see new technological items) is waived in front of a blue circle inset into each. The chamber is 20’ tall, and clad on all sides in beautiful light-blue tiles (6” square) each with a yellow ouroboros painted in its center. Although statues once stood in each of the niches, time has not been kind. Three of the four niches are empty save for some fist-sized chunks of marble. Even the nameplates on the pedestals have been vigorously effaced. The fourth still bears a name, “Lisstak”, and the stump of a statue. The statue appears as a headless, armless torso clad in a tunic. A brass plaque on a brass chain hangs around the neck of the headless statue. The plaque reads, in spidery Semi-glyphik, “Lisstak the Great, father of his people, prince of the people.” Behind the statue is stashed a crudely fashioned replacement head and crude wooden shingle. The head is a primitive, ugly, thing made of peeling, painted plaster; the face is grotesque, with huge fangs, a floppy tongue, and exaggerated almond eyes. The shingle, which originally hung around the replacement head on a piece of string, reads, in varumani, “Lisstak betrayed us all! Never trust the kaliyani!” [GM Note: angry varumani created the replacement head and wooden shingle after the kaliyani betrayal and just before the varumani flight from Level 5 (see 5-141 for information). When the kaliyani returned to this region several weeks ago, they removed the mocking desecration and added the current brass plaque.] 5-125: Ruined Corridor, with tunnel to Level 7 (7-34) This ruined section of corridor used to connect several of the kaliyani halls on the north side of the Midnight Road. Sections of it have suffered collapse. An exploring party of kaliyani from Sub-Level 13 (see new monsters) lurks here amid a circle of stones enchanted with continual light. The kaliyani are ruthless and act to dispatch any intruders with maximum force. A rough natural tunnel to the east leads down to 7-34. The kaliyani left SL9-37 for area 9-119, then followed a chain of tunnels (9-57 to 8-23, 8-24 to 7-34 to 5-125) upwards through the halls until they reached the present location. GM Notes: There is a chance that Priddy of Archontos (5-128) may attempt to push his way past the kaliyani encampment. See text at 5-128 for the circumstances in which this might occur, as well as for the chances that Priddy is slain (thus adding his possessions to the loot present in 5-125) or that 3 of the kaliyani are slain. Note, too, that the troll thegn (7-30) pays handsomely both for kaliyani fangs and for hard information regarding their lair’s location. Inhabitants: 1. Jisstriv, 7th-level kaliyani sorcerer (see new monsters), SZ M; AL LE; AC 5; MV 150’ on six legs, 60’ upright; HD 7; HP 39; #AT 2; Dmg 2-5/3-8/6-24 (dagger/scimitar/blasting rod). Special defenses: immune to poison and mind-affecting spells. Special: infravision. Psionic ability: 240. Attack modes psionic blast, mind thrust, psychic crush. Defense modes: mind blank, thought shield, intellect fortress. Disciplines: cellular adjustment, domination, detect magic; mind barring. Spells: comprehend languages, charm person, hypnotism; darkness 15’ radius, invisibility, mirror image; dispel magic. Possessions: bracers of defense (AC 5); kaliyani blasting rod with 6 charges (see new technological items); two serrated daggers; a serrated scimitar; 1.5 lb arcanum (see new magic items); 14 small chrysoprase gems (60 gp each). 2. Hestril, 5th-level kaliyani sorcerer (see new monsters): SZ M; AL LE; AC 6; MV 150’ on six legs, 60’ upright; HD 5; HP 31; #AT 2; Dmg 3-6/2-5 (dagger +1/dagger) or 2-7/2-7 (javelins). Special defenses: immune to poison and mind-affecting spells. Special: infravision. Psionic ability: 210. Attack modes: psionic blast, mind thrust. Defense modes mind blank, mental barrier. Disciplines: clairaudience, clairvoyance, invisibility, telepathic projection. Spells: charm person, dancing lights, hypnotic pattern. Possessions: potion of free action; potion of fire breath; one dagger +1 and a second normal dagger; 6 javelins; a jade amulet of an ouroboros (275 gp); seven silver rings (20 gp each); 4 vials of kaliyani refreshening liquid (see Arden Vul items). 3. 4 kaliyani scouts (see new monsters), as 5th-level thieves: SZ M; AL LE; AC 4; MV 150’ on six legs, 60’ upright; HD 6; HP 43, 41, 38, 36; #AT 2; Dmg 3-8/3-8 (scimitars) or 2-7/2-7 (javelins). Special defenses: immune to poison and mind-affecting spells. Special: infravision; DEX 16. Thief skills: PP 50%, OL 47%, F/RT 40%, MS 40%, HS 31%, HN 20%, CW 90%, RL 25%. Possessions: twin serrated scimitars; six javelins; a set of silver rings, worked glass and minor gemstones, and repurposed coins worth 200 gp. One has a vial of poison; another has a minor heqeti slime (see new monsters) in a breakable flask; another has a potion of invisibility; and one has a solid gold ouroboros bracelet (175 gp). 4. 1 burnt-orange, oily and thick heqeti slime (see new monsters), in a flask held by a kaliyani scout: SZ S; AL N; AC 6; MV 5’ on carbon-based substances; HD 2; HP 13; #AT 1; Dmg 1-6; MR 15%. Special attacks: flesh-eating for 4-7 rounds; corrosive to metal, leather, and wood. Special defenses: healed by electricity or lasers; slowed by cold. Treasure: See personal items above. 5-126: Camp Site and Wall of Fire A permanent wall of fire separates this former administrative chamber from the Midnight Road. A charred corpse of an elven adventurer lies in the Midnight Road in front of it. Those approaching within 20’ of the wall from the south side take 1-3 HP/round; this rises to 1-6 HP/round for those within 10’. Passing through it inflicts 2-12 + 12 HP damage. The chamber is clad in light-blue marble but is devoid of pictorial decoration. Five corpses of human adventurers are scattered about a firepit; the bodies bear signs of having been scorched with fire and then hacked apart. A sixth corpse – of a tunic-clad, serpent-headed being [GM Note: a kaliyani] – lies among the adventurers; the elongated fingers of its right hand are blackened. The chamber also contains seven bedrolls, 4 backpacks, a wooden chest, and a smashed water barrel. The backpacks have been opened and the contents strewn about; a number of oncevaluable items (potions, pieces of jewelry, gems, etc.) have been deliberately destroyed. The chest’s lid is open, revealing a sizable stash of silver coins inside; the coins are trapped (see below). GM Note: the human bodies are those of an adventuring party that made its way up from the depths through 5-125. Despite believing they had an agreement with the kaliyani, whom they first encountered at 8-23, the kaliyani followed them and slaughtered them as they slept. Only two members of the party escaped, their thief (the Silent Tempest) and their cleric (Kunda the Outlander). Sample file

Vol. 2 P. 56 For the locations of these two survivors, see 5-121; they can also be encountered as random encounters. Trap: A pale yellow film coats the silver coins in the chest (+5% to detect traps). The film is a powerful contact poison that requires anyone touching a coin to save versus poison (with a -2 penalty) or die. Treasure: 4,382 ancient silver pennies (see Arden Vul items) in the trapped chest. A scorched but still-usable set of chain mail +2, as well as two normal suits of scale mail and some mundane weapons. The magic chain mail has its owner’s name written across the gambeson: the name is Hermonion (see 5-120). A scroll of clairvoyance stuck down the pants of one of the corpses. Tossed among the debris, and only discoverable after a turn of searching, is a flask of black liquid. It is a solvent for the poison that coats the silver coins. Dumping the liquid on the coins produces a puff of acrid smoke as a chemical reaction burns off the poison; although foul, the smoke is harmless. 5-127: Varumani Barracks The original rudishva iris door leading to this chamber is gone. It has been replaced by a wooden door (also oval) with sturdy iron hinges. The door is kept locked and well oiled (the key is held by Priddy of Archontos in 5-128). The darkened chamber is 30’ tall and plainly decorated in roughly worked granite. The walls are lined with sleeping niches, each about 10’ long and 3’ high. Freestanding bunkbeds made out of plasteel occupy every other square inch of the chamber, leaving only very narrow passageways (3’) between them. Neither the sleeping niches nor the chamber in general contain anything of interest, although the corridor to the south is trapped. Trap: 20’ down the south corridor is a magic mouth, enchanted by Priddy. If the enchantment detects motion within 10’ it immediately shouts, in a stentorian Archontean voice, “Alarm! Alarm! Intruders!” The mouth alerts four ogre zombies standing at the entrance to 5-128; the monster zombies move swiftly to repel intruders. Within 4 rounds, Priddy arrives from 5-128 with reinforcements to investigate. See 5-128 for Priddy’s reaction. Inhabitants: 1. 4 monster zombies (ogres): SZ L; AL N; AC 6, MV 90’; HD 6; HP 42, 40, 39, 35; #AT 1; Dmg 4-16. Special defenses: half damage from blunt weapons; immune to charm, cold, death magic, hold, and sleep; turned as ghasts. Special: always strike last in combat. 5-128: Priddy of Archontos Priddy of Archontos, a slightly crazed magic user and member of the Order of the Fifth Circle [see ‘collegia’ in the World of Archontos appendix], has taken up residence in this former storage hall. The chamber has been stripped of most of its original furnishings, although an enormous and complex mural occupies the west wall. At the center of the mural are three varumani wearing crossed belts with lots of loops, carrying unusual (and large) hammers, and pointing towards the north. The wall around them is dense with swirled geometric shapes mixed with small quasi-simian beings. Close perusal might reveal a strange oval vessel in the background behind the three varumani (the Beacon). Plasteel shelving still lines the south and north walls; Priddy has filled the shelves with food supplies (dried meats, dried fruits, coarse cornmeal, a dozen bottles of young red wine, and two large carboys of cider). Hammocks are slung in both the northwest and southwest corners, and four bedrolls are arranged around a campfire set in the middle of the table. Two worktables, a small portable scroll rack, and four stones enchanted with continual light complete the scene. Priddy’s apprentice, Mirko, and his four wary bodyguards accompany the mage. All are normally found in this chamber. When the alarm rings in 5-127, Priddy rushes with his apprentice and guardsmen to reinforce the zombies. He negotiates first, but if met by force will respond, sending the zombies in first while he and Mirko cast spells and the warriors fire arrows. Priddy of Archontos: Priddy came to Arden Vul seeking arcanum (see new magic items). While exploring the chasm six weeks ago, Priddy discovered area 7-34, and used it to access the lower Midnight Road via 5-125. Putting up camp here, he has become obsessed with the Troll Pits (5-131), believing wrongly that arcanum is connected to their operation. Although Priddy is slightly eccentric, he is not easily tricked. He is happy to trade information for arcanum, and can supply a good deal of knowledge about all areas and threats accessible from the Midnight Road (but not those accessible by teleportation). He might even trade some of his large selection of miscellaneous keys to those who procure at least 5 lb of arcanum for him. He avoids the varuda guardian (5-107), as well as the defenders of the armory (5-118). Although Priddy is content to remain here indefinitely, his bodyguards are growing anxious about the fact that they appear to be lingering in a highly dangerous area. Priddy is unaware of the fact that the kaliyani have also recently discovered area 7-34 and have set up camp in 5-125; if alerted to this fact, Priddy becomes quite anxious. He does not wish open conflict with the kaliyani, whose capabilities are unknown to him, but he is also anxious to secure his route of retreat. He departs from 5-128 for the outside within a week of learning of the kaliyani presence; there is a 33% chance that the kaliyani detect him as he attempts to sneak past. If they do, then there is a 25% that Priddy and all his men will be killed by the kaliyani in area 5-125, a 25% chance that Priddy will kill 3 of the kaliyani (who should be removed from roster at 5-125), and a 50% chance that he escapes with only minor injuries on each side. Should he be slain, his equipment will be found at 5-125. Inhabitants: 1. Priddy of Archontos, 9th-level male Archontean magic user: SZ M; AL LN; AC 1; MV 120’; HD 9; HP 29; #AT 1; Dmg 3-8 (staff of power). Abilities: STR 10, INT 18, WIS 14, DEX 16, CON 9; CHA 10. Possessions: a suit of well-fitted blue silk; leather bracers of defense (AC 5); staff of power (31 charges); wand of summoning (45 charges); Melchior’s beads of escape (3 beads; see new magic items). Spells memorized: comprehend languages, identify, protection from evil, read magic; ESP, knock, strength; dispel magic, protection from evil 10’ radius, suggestion; polymorph other, wall of fire; interposing hand. Sample file

Vol. 2 P. 57 2. Mirko, 5th-level male Archontean magic user and apprentice to Priddy: SZ M; AL NE; AC 6; MV 120’; HD 5; HP 19; #AT 1; Dmg 1-4 (dagger). Abilities: STR 12, INT 16, WIS 11, DEX 16, CON 15, CHA 13. Possessions: dagger; bracers of defense (AC 8); wand of detecting minerals and metals (23 charges); and a wand of fire (31 charges). His memorized spells are: charm person, read magic, shield, sleep; mirror image, ray of enfeeblement; fly. 3. Juno, 3rd-level female Archontean fighter: SZ M; AL LE; AC 4; MV 90’; HD 3; HP 24; #AT 1; Dmg 2-11 (halberd), 2-7 (hand axe), or 1-6 (short bow). Abilities: STR 17, INT 8, WIS 9, DEX 10, CON 15, CHA 10. Possessions: banded mail; halberd; hand axe; short bow and 20 arrows; 77 sp and a cameo of a Thorcin woman (75 gp). 4. Kyrus, 3rd-level male Archontean fighter: SZ M; AL NE; AC 4; MV 60’; HD 3; HP 27; #AT 1; Dmg 3-8 (footman’s mace), 1-4 (light crossbow). Abilities: STR 16, INT 10, WIS 13, DEX 8, CON 16, CHA 12. Possessions: scale mail and shield +1; footman’s mace; light crossbow with 20 bolts; 119 sp. 5. Liriaco, 3rd-level male Archontean fighter: SZ M; AL N; AC 5; MV 120’; HD 3; HP 26; #AT 1; Dmg 2-9 (long sword) or 1-4 (light crossbow). Abilities: STR 16, INT 14, WIS 8, DEX 9, CON 15, CHA 8. Possessions: scale mail and shield; long sword; a light crossbow with 20 bolts; 22 sp, 13 gp, and a tiny silver figure of a jester (25 gp). 6. Mestropo, 4th-level male Thorcin fighter: SZ M; AL LN; AC 2; MV 90’; HD 4; HP 43; #AT 1; Dmg 4-11 (battle axe) or 3-6 (light crossbow +1 and bolts +1). Abilities: STR 18/57, INT 13, WIS 11, DEX 8, CON 17, CHA 15. Possessions: splint mail +1 and shield; battle axe; light crossbow +1 (with 15 bolts +1); 93 sp, 47 gp, and a treasure map. Treasure: Four fist-sized lumps of arcanum (see new magic items); two spell books; a scroll of protection from magic; a scroll with remove curse and suggestion; and a scroll of protection from elementals; a sack of 757 sp; another with 819 gp; a pouch with five tourmalines (100 gp each); Priddy’s staff of power (16 charges) and his wand of summoning (17 charges); Mirko’s wand of detecting minerals and metals (28 charges) and wand of fire (15 charges); Priddy’s bracers of defense (AC 7) and Mirko’s bracers of defense (AC 9); Kyrus’s shield +1; Liriaco’s splint mail +1, light crossbow +1, and 15 crossbow bolts +1; brown and pink rudishva identity plaques (see new technological items); several books, including Beyond the Veil: Interviews with the Elementals; A Complete Decoding of the Old Ones’ Glyphs; The Eighth Collegium – Fact or Fiction?; Emperors of Archontos, Volume I; On Friends and Enemies; Great Villains of Archontos, part I: Secunda the Witch; Great Villains of Archontos, part III: Arthuinus the Less-than-Mighty; Vul Speaks; Deeds of the Azure Knights; and the Twelve Labors of Arden (see Arden Vul books for all); and a large collection of old keys, including a key to 5-129. Spell Book of Priddy of Archontos: Affect normal fires; burning hands; charm person; comprehend languages; detect magic; erase; floating disk; friends; identify; jump; light; magic missile; message; protection from evil; read magic; shield; shocking grasp; sleep; spider climb; unseen servant; write: continual light; darkness 15’ radius; detect evil; detect invisibility; ESP; invisibility; knock; levitate; locate object; magic mouth; mirror image; ray of enfeeblement; scare; stinking cloud; strength; web: clairaudience; clairvoyance; dispel magic; fireball; fly; hold person; invisibility 10’ radius; monster summoning I; protection from evil 10’ radius; slow; suggestion; tongues: charm monster; confusion; extension I; fear; ice storm; minor globe of invulnerability; monster summoning II; polymorph other; remove curse; wall of fire: animate dead; conjure elemental; extension II; interposing hand; monster summoning III; telekinesis: extension III; monster summoning IV: monster summoning V. Spell Book of Mirko: Affect normal fires; burning hands; charm person; comprehend languages; detect magic; erase; floating disk; identify; light; magic missile; message; protection from evil; read magic; shield; sleep; spider climb; unseen servant; write: continual light; darkness 15’ radius; detect evil; detect invisibility; ESP; invisibility; knock; levitate; magic mouth; mirror image; ray of enfeeblement; strength; web: clairaudience; clairvoyance; dispel magic; fireball; fly; monster summoning I; protection from evil 10’ radius: extension I; monster summoning II. Sample file

Vol. 2 P. 58 5-129: Varumani Practice Grounds Polished granite walls rise to a dome some 30’ above the floor of this brightly lit former ‘challenge chamber’ of the varumani. On the north wall is a huge (10’x10’) stone carving of a grinning varumani face; close inspection reveals severe damage to the face, as if by magic and/or fire. Two plasteel rails, 10’ and 12’ long, are anchored to the floor at locations (A) and (B) by 3’-tall iron bars. A ledge projects over the west door (C), and a trench 10’ long, 4’ wide and 6’ deep runs near the east door (D). The floor at the center of the chamber (20’x20’ square) covers a 20’-deep pit. Dozens of metallic nozzles project from the walls; of these, the key ones (see below) are indicated on the map as E and F. Two rounds after the chamber is entered, the carved varumani face begins to speak in deep-throated Varumani. Due to the damage inflicted on it (by an irritated Priddy), the words are mostly incomprehensible, appearing as the following set of seemingly random syllables and numbers: “P..e…re Yo…elves! T t...t ..in… 5 … .. … …… .. … 1 …. Now!” (see 5-133 for the nondamaged text of this speech, which reads ‘Prepare yourselves! The test begins in 5…4…3…2…1… Now!’). If intruders retreat before the countdown is over, nothing happens. If any door remains open and/or a being is still present in the room at the end of the countdown, the doors slam shut and lock, the lighting starts to flash, and a training routine initiates. The only way to avoid initiating a training routine is to display a pink, silver or yellow rudishva identity plaque (see new technological items) and speak in Varumani something like “No training is required” (any combination with ‘no/not’ and ‘train/training’ will work). The following tables determine the nature of the routine. There is a flat 20% chance that a given routine fails to initiate due to age. Note, furthermore, that anyone on the ledge or in the trench will be protected from some of the effects of the training chamber. Table One: Number of Effects D4 Result 1 Roll once on Table 4 2 Roll twice on Table 4 3 Roll thrice on Table 4 4 Roll four times on Table 4 Table Two: Severity of Each Effect D8 Modification to Effect 1-4 As indicated on table 4 5 Bad: all effects increase damage by 1-6; effects without listed damage now inflict 1-6 6 Worse: all effects increase damage by 2-12; effects without listed damage now inflict 2-12 7 Worst: all effects increase damage by 3-18; effects without listed damage now inflict 3-18 8 Weaker: all effects reduce damage by 1-6 Table 3: Duration of Each Effect D12 Duration 1-3 Three rounds 4-6 Six rounds 7-9 1 round 10 1 turn 11 2 turns 12 4 turns Table Four: Training Routine Effects D8 Effect 1 Fire Blasts: jets of flame spout from F and G in a 30’- long, 20’-wide cone; all take 3-18 HP damage per round unless a save vs. spells is made 2 Sleet: driving sleet pours from ceiling; roll 4d6 under DEX or lose footing, slide 10’ in random direction; take 1-6 HP damage per round 3 Darts: high-impact steel darts fire from nozzles around the room; roll 4d6 under DEX or be hit by 1-4 darts for 1-6 HP damage each 4 Poison Darts: same as above, but the darts are poisoned 5 Trap Door: the cover of the central pit (E) flies open, dropping any in a 20’x20’ radius for 2-12 HP damage; the cover alternates between open and closed for the remainder of the sequence 6 Gas: sickly purple gas is injected from nozzles all around the chamber. Save vs poison or be subject to confusion 7 Strobe Light: for the next 6 rounds the lights strobe on and off in a dizzying pattern. Save vs spells or be stunned; a new save is possible after 3 rounds 8 Gust of Wind: a powerful breeze is emitted from the varumani face, lasting 6 rounds. All must successfully roll 4d6 under STR or be blown 1-4x10’ in a random direction 5-130: Supply Chamber This former armory and supply chamber was stripped in antiquity. All that remains are four 5’x5’x5’ empty stone containers. 5-131: The Troll Pits The Troll Pits were the site in which the varumani legions were bred and raised. The huge, 40’-tall chamber is clad in white marble and lit by numerous continual light spells. The doors from the Midnight Road are rudishva iris doors that only open when a pink, silver, or yellow rudishva identity plaque is touched to the accompanying panels. Each door leads past a small antechamber, in which a variety of unfamiliar objects hangs from pegs: gaffing sticks; lengths of hose in several gauges; a bulky florescent green suit with a hood and plastic face plate (i.e., a biohazard suit – see new technological items); two rudishva fire extinguishers with 3 and 4 charges respectively (see new technological items); and, in the east antechamber, a fully-charged stun baton (see new technological items). Eight pits, each 20’ long, 10’ wide, 8’ deep, and flush with the floor, radiate from a cross-shaped raised basin in the center of the room. Four of the pits are covered with bioplas lids; two more are filled with foul soups of thick, viscous purplish fluids; and two more are empty and dry. See below for details on each type of pit. The cross-shaped central basin is 5’ tall, made of stone, and filled with gently burbling, pale-yellow, viscous, neuroderm (see Sample file

Vol. 2 P. 59 new technological items). The surface of the neuroderm is currently inaccessible, as a softly-buzzing horizontal forcefield shields it from the open air (to access it, see 5-132). The neuroderm matrix is itself living, if non-sentient; it has been kept warm by rudishva technology for thousands of years, and could still be used to create new life forms. It could be carried from the basin and used to fill one of the pits. There is enough neuroderm present to fill two pits, with a bit left over. The neuroderm will slowly replenish if even a quart remains in the basin (it will take a month to regrow enough material to fill one pit); should it be cleaned out entirely, however, the supply will be lost. Neuroderm is highly flammable, a fact which those engaging in dangerous pyrotechnics in the area should beware! Ceramic basins some 4’ tall occupy the eastern and western ends of the chamber. These flush-basins have visible drains, as well as projecting spray nozzle and two plastic buttons. The buttons summoned cold and hot water through the nozzle, and were used to rinse off newly created varumani. Currently only the western basin is operational. In the northeast and northwest corners are two purple plasteel pads on each of which is painted a large ‘X’. A series of ruby-red nubs along the walls by each pad activate when any weight of more than 50 lb is placed on a purple pad. The lasers interlock to form a force cage. The lasers may only be disabled from the control center in 5-132; those standing on the pads are effectively trapped unless they attempt to push through the laser beams for 8-64 HP damage. Covered Troll Pits (A, C, D, and F) These four pits are covered with bioplas lids, which use obscure rudishva techno-sorcery to ‘cook’ the neuroderm into the form chosen at the control chamber (5-132). Three of the four covered pits contain fully ‘grown’ true varumani of the G, or Rudiga, model (see new monsters); if these lids are removed (open doors check), the varumani will slowly emerge, groggy and uncertain. Although fully mature, they will lack cultural and racial cues and, as a result, are 25% likely to go insane within 1-3 turns and attack all in sight. If the varumani do not go insane, they will be susceptible to imprinting on any who take them under their wing. The fourth covered pit (D) contains a failed experiment by Priddy of Archontos (c.f. 5-128); if the lid is uncovered, an insane and deformed varumani-ibis hybrid springs forth and proceeds to cause mayhem. Empty Troll Pits (B and G) These pits are, well, empty! Goo-Filled Troll Pits (E and H) These pits are also the product of Priddy of Archontos’s inept experimentation (for Priddy, see 5-128). Each pit stinks of rancid biological matter, and each bubbles and burps alarmingly. Each turn spent in the area provokes a 1 in 6 chance that a purple pudding (see new monsters) crawls forth from the muck (a total of 6 such puddings can be spawned if the dice are unlucky). Inhabitants: 1. 3 G-model, true varumani (see new monsters): SZ L; AL LN; AC 4; MV 90’; HD 8; HP 60; #AT 3 or 1; Dmg 3-6/3-6/4-10 or by weapon. Special defenses: surprised only on 1 in 6; save as 8th-level fighters or 8th-level magic users, whichever is better; immune to cold, poison, charm, hold, feeblemind, confusion, and other mind-affecting magic; regenerate 3 HP/rd; infravision. As G-model true varumani, these creatures are not likely to prove loyal, exhibiting instead a penchant for selfishness, machination, and treachery. 2. 1 insane varumani-ibis hybrid: SZ L; AL N; AC 6; MV 120’; HD 6; HP 41; #AT 3; Dmg 1-4/1-4/2-8. Special defenses: regenerate 2 hp/round; immune to mind-affecting spells. 3. 1-6 purple puddings (see new monsters): SZ L; AL N; AC 8; MV 60’; HD 4; HP 28, 27, 25, 24, 23, 18; #AT 1; Dmg 2-12. Special attacks: corrosive to metal and leather. Special defenses: immune to fire; grows with electricity; conductive. Treasure: The basin of neuroderm holds, at its bottom, a ring of spell turning. It would take 3 turns of careful (and disgusting) searching to find the ring. Antechambers: a rudishva biohazard suit; two rudishva fire extinguishers (3 and 4 charges); and a fully-charged stun baton (see new technological items for all three). 5-132: Troll Pit Control A rudishva iris door leads to this small chamber. It opens to a pink, silver or yellow rudishva identity plaque (see new technological items). Within are the control panels used to operate the troll pits (5-131). The east and west walls are both mostly covered with live video screens that show all action in 5-131 (recorders are mounted above the draining basins in that chamber). In front of each screen is a console with four smaller screens, three dials, and a slot (for inserting a bioplas matrix); the screens for pits A, B, C, and D are on the western wall of 5-132, while those for E, F, G, and H are on the east wall. In the center of the control room are two more consoles, 6’ tall and facing each other. One displays a small screen and 3 dials and 6 buttons; it is used to control conditions (heat, viscosity, force shield) of the neuroderm basin in 5-131. The other tall console contains 33 buttons, each with a slightly different octagonal shape (varying number, length and thickness of interior and radiating lines); this rudishva ‘keyboard’ was used to program the neuroderm matrices vital to the operation of the Troll Pits. A hidden compartment in the central console (detect as a secret door) contains three blank and three programmed matrices (one for each of the varumani models; see below). Operating a Troll Pit: To operate one of the eight pits, one inserts a bioplas matrix card into the slot of the relevant station on the console, twists the first button to ‘on’ (the screen lights up), turns the second dial to the appropriate setting of ‘heat’ (per the matrix card), and then turns the third dial slowly from left to right. If this is done correctly, the screen will show a silhouette of the intended creation (normally a varumani) and a blue ‘completion bar’ which fills as the third dial is turned. Once the bar is filled, the process takes 1 day plus 1-12 hours before the desired creatures is ‘fully grown’; progress towards this end is indicated by a ‘countdown’ clock on the screen (in Glyphik, of course). Note: the consoles for Pits B and E are completely broken and inoperable. Manipulating the Neuroderm: One of the central consoles allows the neuroderm to be manipulated. One of the buttons turns on the console, while a second is a simple ‘on/off ’ switch for the force shield that protects and contains the neuroderm. The three dials Sample file

Vol. 2 P. 60 control heat, viscosity, and potency of the mixture. For all but the most learned of technosorcerers, however, micro-adjustments to the neuroderm settings will be largely irrelevant and meaningless. What is useful, though, is the heat dial; if it is turned to 3/4 full (180-degrees F; this stop is marked with a line on the console), the neuroderm will begin to grow more quickly, allowing one to replace used neuroderm more swiftly. At this setting, enough neuroderm to fill a troll pit will be grown in 1 week instead of the usual month. If left unattended on this setting, however, the neuroderm will grow so rapidly that, absent the force shield, it will spill over the sides of the basin; in this event the entire chamber will soon be covered in a layer of neuroderm. Should this occur, the neuroderm would have attained sentience, possibly allowing it to create its own creatures from the pits. Imprinting a Matrix: A bioplas matrix card contains the genetic instructions necessary to transform neuroderm into a living entity. The rudishva attained high levels of skill in biogenetic manipulation, although much was lost in the wreck of the Beacon. The varumani proved to be one of their most successful models, and the base genetic matrix for ‘varumani’ (G-model – see below) is still the default option that loads when the second tall console is activated. The other two models of varumani are also programmed into the console; these models can be accessed easily from the main control screen. Truly original and unique genetic creation (i.e., not merely modifying the default varumani model) is, of course, possible from the console; the only limitations to such Frankensteinian activity would be 1) the operator’s knowledge of Glyphik; 2) the supply of bioplas matrix cards; and 3) the supply of neuroderm. A GM willing to encourage radical bio-creation is responsible for the details of such activity. Varumani, Model A (Vanara model): Heat setting is 95- degrees F. Pre-fabricated matrix cards are yellow. Varumani, Model D (Druva model): Heat setting is 110- degrees F. Pre-fabricated matrix cards are green. Varumani, Model G (Rudiga model): Heat setting is 100- degrees F. Pre-fabricated matrix cards are red. Teleport Nodes: Two teleport nodes exist in small chambers off the south side of the control chamber: T2: access to 5-92 T9: access to 5-137 5-133: Varumani Practice Grounds, redux Aside from the following exceptions, this chamber is identical to 5-129: 1. The varumani face is undamaged, and its speech is ungarbled. It states, loudly, “Prepare Yourselves! The Test begins in 5 … 4 … 3 … 2 … 1 …. Now!” The language is Varumani, though. 2. Three holographic varumani warriors appear as the ‘test’ begins - one at each door; they engage any and all in combat, shouting cheerful but derogatory insults in Varumani all the while. They never appear to be injured by the training routine effects, but can be ‘killed’ by combat. Of course, if the room is entered a second or subsequent time, they will be back. 3. In the trench is the corpse of an ancient adventurer, still dressed in imperial field plate (see Arden Vul items) and gripping a halberd +2. Inhabitants: 1. 3 semi-solid holographic varumani warriors [effectively shades as created by the 6th-level illusionist spell of that name]: SZ L; AL LE; AC 4; MV 90’; HD 6; HP 42, 41, 39; #AT 3; Dmg 3-6/3-6/4- 10. Special defenses: surprised only on 1 in 6; save as 8th-level fighters or 8th-level magic users, whichever is better; immune to cold, poison, charm, hold, feeblemind, confusion, and other mind-affecting magic; regenerate 3 HP/rd; infravision. If the shades are recognized as unreal, use these stats: AC 6; #AT 3; Dmg 1-4/1-4/1-6. Treasure: Imperial field plate (see Arden Vul items); halberd +2. 5-134: Supply Chamber Like its counterpart at 5-130, this former armory and supply chamber has been mostly stripped. Four 5’x5’x5’ stone containers remain, one of which has a few items still inside. Treasure: 3 Arden Vul cakes (see Arden Vul items); a dinged-up but still usable plasteel breast-plate (see new technological items); and a plastic container holding 36 small plastic figurines (toy soldiers). 5-135: Varumani Barracks 2 The door from the Midnight Road is a rudishva iris door that only opens when a pink, silver, or yellow rudishva identity plaque (see new technological items) is presented. Inside, the darkened chamber is 30’ tall and plainly decorated in roughly worked granite. The walls are lined with sleeping niches, each about 10’ long and 3’ high. Freestanding bunkbeds made out of plasteel occupy every other square inch of the chamber, leaving only very narrow passageways (3’) between them. A motion detector in the niche closest to the south exit triggers a holographic image of a varumani dressed in strangely colored rigid armor when anyone approaches within 10’. The image of the varumani speaks conspiratorially, but in Varumani: “Brothers! The treachery of the kaliyani has destroyed the perfect hegemony of the star borne. Our masters are killed or lie dying. The varuda are no more. But the varumani survive! The thegns, thinking as always Sample file

Vol. 2 P. 61 about the welfare of their children, have located a new home for the pack! Druva and Rudiga remain to guide you, who are our rear guard. Vanara leads the people to a new life below. Seek Druva and Rudiga at the Command Chamber, and they will direct you to the hidden shrine. We await your swift return! Hurry!” GM Backstory: when the heqeti biological attack succeeded in wiping out most of the rudishva leadership and ensuring the death or quarantine of the varuda, the leaderless varumani decided to set out on their own. This holographic note was left in one of the varumani barracks to assist any stragglers who did not join the initial exodus. The note reveals that the varumani thegns (Vanara, Druva and Rudiga) were aware of the kaliyani complicity in the demise of the rudishva hegemony. The varumani plan, as revealed in this note, was for Druva and Rudiga to remain at 5-137 (Command) to gather any stragglers; these would then follow Vanara and the main body down a secret route (5-141). Unfortunately the creators of the holographic note did not realize that Rudiga was complicit in the betrayal; he led kaliyani and heqeti warriors in a successful ambush of Druva (5-137). No stragglers ever found Vanara and the main body of varumani refugees. Secret Door (southeast): This door takes the form of a 3’-tall, 4’-wide panel in the lowest bunk in the northwest corner of the barracks. It is hard to detect (1 in 8) and lacks a conventional opening mechanism; it can be easily shattered by a swift blow from a hammer (open doors check). 5-136: Stripped Chamber This enormous chamber has been stripped to the walls, with only a few brackets, some broken mountings, and dozens of holes in the wall to suggest its former status. A massive mural on the east wall shows three varumani dancing ecstatically, with hammers and daggers in their hands; around them flutter creatures identifiable as chasm cephalopods and quasi-simians. The skeleton of a huge varumani lies in the exact center of the chamber, surrounded by dozens of skeletons of heqeti (hoppers). All the skeletons bear scorch marks. The skeletons are inert until the chamber is entered, at which point the varumani skeleton ponderously rises, points at any visitors, and demands in a booming voice, and in Varumani, “By the Thegn’s name shall the Way be made clear!” If the proper name (“Vanara”) is forthcoming, the skeletal varumani will walk over to the secret door in the east wall, insert its finger into one of the holes in the wall, and wait while the secret door swings open. Despite its threatening tone and appearance, the skeleton does not engage in combat, nor will it defend itself. If attacked, it merely shouts forth the following in a continuous loop: “The Thegns will know of this treachery! The varumani shall find a new home! Beware!” GM Note: for information on Vanara and the fate of the varumani, see 5-135, 5-137, and 5-139. Secret Door (northeast): This door is hard to locate (1 in 8), and very difficult to open without a key (-30%). The skeletal finger of a varumani opens the lock. Inhabitants: 1. 1 varumani skeleton: SZ L; AL N; AC 6; MV 90’; HD 5; HP 25; #AT 0; Dmg nil. Special defenses: half damage from cutting weapons. This skeleton is a noncombatant, and will not defend itself. Treasure: The skeletal finger of the varumani serves as the key to the secret door in the east wall. 5-137: Varumani Command The rudishva iris door leading to this chamber was destroyed in antiquity, allowing for easy access to the corridor within. The corridor is stuffed with a 3’-deep layer of rubbish and debris. The top layer is comprised mostly of broken bits of rudishva equipment, mangled and burned bits of plasteel, leather, and wood, unidentifiable fragments of metal, and so forth, all abandoned when the varumani returned to fetch supplies and look for their missing thegns. Beneath the rubbish is a layer of bones, 2/3 of which are heqeti (big femurs) and 1/3 of which are varumani. Traversing the corridor is only possible at 1/2 movement. Within the debris is a discolored, but still usable rudishva plasteel breastplate (see new technological items); 2 turns of searching reveal it. The chamber within was the nerve center of varumani operations during the rudishva period. A single triple-decker bunkbed and three troll chests (see new technological items) occupy the northeast corner, while the western wall features a large, cracked black mirror (viewscreen), and a long console made of plasteel which features a number of dials and switches; all the equipment has been destroyed. The south wall features a long mural that wraps on both sides of the teleportation niche. On the east side are varuda and varumani figures, surrounded by geometric and floral patterns; on the western side is a rudishva and a piece of destroyed mural (it used to hold a kaliyani figure). A titanic battle seems to have taken place here, as the entry to the chamber is littered with bones - mostly heqeti. In the center of the chamber, however, lie five varumani skeletons. One is particularly large, being that of Druva the thegn, who died here with his housecarls defending the teleportation chamber. Druva’s fierce spirit does not rest in peace, for he was betrayed by his colleague Rudiga; instead, Druva and his warriors rise as skeletal wights (see new monsters) to confront any new intruders, barking gutturally in varumani “Death to all traitors!” Teleport Node: T9: Access to 5-132 (Troll Pits Control) GM Backstory: Rudiga, the third of the varumani thegns, betrayed the varumani plan to escape the fall of the rudishva to the kaliyani, and hence to the heqeti. Rudiga secretly summoned a pod of heqeti to varumani command, where they swarmed Druva and his small rear-guard, killing them all. Vanara, who had led the main body of varumani to Level 7, returned with a small force to the Midnight Road seeking supplies and news of their lost brethren. He discovered the fate of Druva and Rudiga, but elected to keep this information secret from the rest of the varumani. Instead, he lauded both Druva and Rudiga as lost heroes, whose miraculous reappearance the varumani saw as imminent. If evidence of the betrayal of Rudiga were brought to the current troll thegn and/or his court, therefore, it would cause seismic ruptures in the political makeup of the court, and would lead inevitably to a collapse of the Sample file careful détente that holds among the clans.

Vol. 2 P. 62 Secret Door (southwest): This door was a closely held secret of the varumani leadership, known only to the three thegns and a few advisors. It is hard to detect (1 in 8) and opens by applying brute force to push a section of stone backwards. Inhabitants: 1. Druva the thegn, as an enhanced skeletal wight (see new monsters): SZ M; AL CE; AC 3; MV 120’; HD 8+1; HP 55; #AT 1; Dmg 5-12. Special attacks: energy drain. Special defenses: successful energy drain heals 5-12 HP; +1 or better weapons to hit; edged weapons do ½ damage; immune to sleep, charm, hold, poison, paralyzation and cold; turned as ghasts. 2. 4 undead varumani housecarls as skeletal wights (see new monsters): SZ M; AL CE; AC 3; MV 120’; HD 5+1; HP 37, 33, 32, 30; #AT 1; Dmg 3-9. Special attacks: energy drain. Special defenses: successful energy drain heals 3-9 HP; +1 or better weapons to hit; edged weapons do ½ damage; immune to sleep, charm, hold, poison, paralyzation and cold; turned as ghasts. Treasure: Druva’s claymore (see new magic items); two laser rifles (no charges – see new technological items); four varumani-sized hammers (two-handed); two rust, one sky blue, and one pink rudishva identity plaques (see new technological items); and a message, written in varumani on a piece of clear plastic, inside a pouch on Druva’s body. The message reads: “Druva - await me at Varumani Command. I bring the remnant of our people so that we may guide them to safety. [Signed] Rudiga the Thegn.” [GM Note: this was Rudiga’s set-up for the betrayal of Druva] 3 troll chests (see new technological items), keyed to Druva. His hand, even in its skeletal form, will open the chests. Chest #1: 10 25-lb bars of high-quality steel (25 sp each), 10 25- lb bars of pure silver (1,250 sp each), and 25 2-lb lumps of still-potent arcanum (see new magic items). These items could be used in area 5-89. Chest #2: 5 rudishva lesser power supplies; 3 clips of 10 ordinary darts for dart throwers; 1 clip of narcotic gas darts; 1 clip of explosive darts; and a rudishva breather (see new technological items for all). Chest #3: a silk pouch on which a varumani face has been sewn with gold thread (20 gp), containing 5 blue sapphires (1,000 gp each), 5 rich purple corundum gems (1,000 gp each), and a set of silver and ivory tokens for casting lots (a favorite varumani past-time), worth 175 gp generally but 7,500 gp to the current Thegn (see 7-30). Also in the chest are 2 battle helmets, one sized for varumani and one for medium creatures (see new technological items). 5-138: The Great Pillar The rudishva iris door leading from the Midnight Road to the Great Pillar is of an unusual sort; it is not opened in the usual manner, by presenting a colored rudishva identity plaque. Instead, it requires a special key to unlock. The lock is extremely complex (-40% to pick). The troll thegn (7-30) and the Arena Lord (6-85) each possess a key. TThe keys are 1’-long, 3”-diameter, grey plasteel rods with a notched, 1”-tall flange on each end. The door is also enchanted with the equivalent of a wizard lock cast at 12th level. The door leads to a 5’-wide ledge that circles a massive octagonal shaft. The walls of the shaft are perfectly smooth black granite. A 30’-diameter pillar of black granite extends from the ceiling of the chamber (25’ up) down 1,100’ through Level 6 (6- 103) and Level 7 (7-37) before ending up on the floor of the chasm (9-30). Anyone jumping into the shaft will fall horribly to his/her death. The air in the shaft is fresh, however, and a strong breeze blows from below. The walls of the shaft were treated by ancient kaliyani techno-sorcerers with anti-magic resistance, largely to protect unwanted burrowing into this important site. Although magic will work inside the shaft, magical breaches of the shaft walls are almost impossible. The Great Pillar itself is of black granite, rendered smooth by rudishva stone-cutting torches. A narrow stone bridge extends from the ledge on the east side of the shaft to the pillar itself. A set of hand- and footholds are cut into the Pillar beginning at the point in which this bridge intersects the pillar; this precarious ‘ladder’ is invisible from the door side of the ledge, and descends the Pillar in a counter-clockwise spiral. It is thus possible, although highly impractical, to descend the Pillar by hand and foot. Rolls of 5d6 under STR and/or DEX are necessary for anyone so foolhardy as to climb all the way to the Pillar’s base. Some alternate mechanism - such as flight, levitation or feather fall - is obviously preferable to such a rigorous climb. A pod of chasm cephalopods inhabits the upper reaches of the shaft; they are hungry and will be drawn to light and/or noise in 5-138 within 5 rounds. GM Backstory: The rudishva built the Great Pillar in the heady early days of conquest before their technological resources began to grow scarce. It was via the pillar shaft that legions of hover-sled-mounted varumani and gliding varuda descended through the depths to combat the heqeti hordes. Although many of the varumani clans retain legends of these assaults and of the Pillar, only the thegn (7-30) and his court sorcerer (7-22) are aware of the true location and nature of the pillar, as well as the access it provides to the stronghold of their ancient foe. Indeed, the thegn possesses two of the remaining hover-sleds (7-36 – see new technological items), although their existence is a closely guarded secret. Inhabitants: 1. 10 small chasm cephalopods (see new monsters): SZ S; AL N; AC 5; MV 60’ flying (Class A); HD 2; HP 15, 14, 14, 13, 13, 12, 12, 11, 11, 8; #AT 5 (4 tentacles and a beak); Dmg 1-3/1-3/1-3/1- 3/1-4; MR 25%. Special attacks: surprise on 1-4. 2. 4 medium chasm cephalopods (see new monsters): SZ M; AL N; AC 5; MV 60’ flying (Class A); HD 4; HP 27, 26, 25, 24; #AT 5 (4 tentacles and a beak); Dmg 1-4/1-4/1-4/1-4/1-6; MR 25%. Special attacks: surprise on 1-4. 3. 1 large chasm cephalopod (see new monsters): SZ L; AL N; AC 5; MV 60’ flying (Class A); HD 6; HP 45; #AT 6 (five tentacles and a beak); Dmg 1-6/1-6/1-6/1-6/1-6/1-8; MR 25%. Special attacks: surprise on 1-4; one tentacle drains spells from casters, adding 2-8 HP to chasm cephalopod per spell. 5-139: Secret Varumani Shrine This bi-level cave is the site of a forgotten varumani shrine, one that holds the slumbering remains of the legendary First Thegn, Vanara. The modern varumani still recount legends of the shrine, but are unaware of its location; those providing such information, let alone offering relics of great Vanara, would become instant players in the politics of the thegn’s court. The secret door from 5-136 (q.v. for method of opening this door) opens into a roughly-shaped tunnel that leads to a second Sample file

Vol. 2 P. 63 secret door; this door leads to a natural cave whose floor has been smoothed by sentient (i.e., varumani) hands. Two enormous stone chairs sit at the edge of this cave, overlooking a cliff that drops 30’ to the floor of the shrine proper. Sitting in the chairs are the skeletons of two of Vanara’s housecarls. The lower cave features a 40’ ceiling, is lit by seven continual light stones mounted on the walls. Three huge statues of varumani stand around a stone table, on which lies a remarkably wellpreserved varumani corpse, that of Vanara himself. The statues are inert, but remarkably well carved; the names “Rudiga” and “Druva” are carved in the pediments of the side statues, while “Vanara” is carved on the southernmost statue. The Rudiga statue has been defaced, however, and a huge Semi-glyphik symbol for “traitor” has been painted across its chest in blood. The stone table is simple granite, but important artifacts and much wealth surround it. Huge piles of smashed and broken rudishva technology lies to each side of the table. In front of the table is a locked troll chest (see new technological items), as well as four cylindrical plasteel containers. Vanara and His Actions: Vanara and his housecarls wait quietly as giant rudishva (varumani) skeletons (see new monsters). If intruders enter the shrine through the secret door from 5-136, the housecarls located on the ledge above the main shrine activate first, and shout in guttural Varumani speech: “You approach the First Thegn. Bend the knee, and explain yourselves lest his wrath become apparent!” Negotiation is possible (in Varumani only), although the housecarls are not very intelligent. Clever talking might allow the party to descend to talk to Vanara. If PCs access the shrine through the tunnel from 5-140, the housecarls leap down from the cliff and advance menacingly, shouting the same words while Vanara broods on his chair. If proper respect is shown (i.e., if the PCs respectfully approach Vanara and kneel in homage to the thegn), Vanara speaks. He demands a full accounting of the history of the varumani since his exile; if a plausible one is forthcoming, Vanara treats the PCs with neutrality or even goodwill. If no account is forthcoming, or the PCs show disrespect, or if they have attacked his housecarls, or if they cannot communicate in Varumani, Vanara grows angry and prepares to attack. The PCs have one last chance to placate the thegn, as he then demands: “As a sign of your fidelity, you shall produce the Eyes, Heart, and Tongue of Rudiga within three days. If you fail, you would be advised to flee, for you shall be seen as children of Rudiga and, therefore, enemies of the People.” The PCs then have an opportunity to flee; if they do not do so within 5 rounds, Vanara and his men attack. It is, however, impossible to produce the organs of Rudiga, since the treacherous thegn fled Arden Vul with his kaliyani allies millennia ago. Those PCs who return to the shrine (without the viscera of Rudiga) will have a difficult task to convince Vanara not to slay them; a reaction roll (with a -45% penalty) should be made to establish Vanara’s reaction to the PCs. If, by some chance, returning PCs manage to placate Vanara, he will see treat them as lesser vassals, and will command them to bring the modern varumani back to their ancestral homelands. If, as is more likely, Vanara is unconvinced by their pleas, the thegn attacks. Secret Door (west): The door is normal to find and opens only by brute force (i.e., a successful open doors check). It opens into a tunnel that leads to a second secret door blocking entrance to area 5-136. GM Note: For a brief summary of Vanara’s career and the complex circumstances by which he ended up in this location, see the Testament of Vanara in the Arden Vul books appendix. Inhabitants: 1. Vanara, the First Thegn, as an intelligent giant varumani skeleton (see new monsters): SZ L; AL NE; AC 2; MV 90’; HD 8+8; HP 68; #AT 1 or 2; Dmg 3-18 (weapon) or 2-8/2-8 (bone throwing); MR 50%. Special attacks: bone throwing; sonic blast. Special defenses: +1 or better weapons to hit; half damage from sharp or edged weapons; half damage from fire; immune to sleep, charm, cold, poison, and paralysis. 2. 2 varumani housecarls, as semi-intelligent giant varumani skeletons (see new monsters): SZ L; AL NE; AC 2; MV 90’; HD 8+8; HP 64, 61; #AT 1 or 2; Dmg 3-18 (weapon) or 2-8/2-8 (bone throwing); MR 50%. Special attacks: bone throwing; sonic blast. Special defenses: +1 or better weapons to hit; half damage from sharp or edged weapons; half damage from fire; immune to sleep, charm, cold, poison, and paralysis. Treasure: On Vanara’s corpse: the mattock of the troll thegn (see new magic items); a bag of holding (of the largest capacity) in the shape of belt pouch and webbed belts; and, etched with acid in a small codex of plasteel folios, the Testament of Vanara (see Arden Vul books). A troll chest (see new technological items), keyed to Vanara (his skeletal hand will still open the chest): it contains 10 15-lb bars of solid gold (750 gp each); 10 10-lb bars of solid platinum (2,500 gp each); and a set of earrings with loops attaching them to a torc, made of platinum and topaz (5,750 gp). 4 plasteel cylinders: these containers are 3’ tall and 1’ in diameter. Unscrewing a lid opens them. Each container contains the equivalent of 10 doses of a potion. Cylinder #1 contains sweetwater; cylinder #2 contains extra healing; cylinder #3 contains invulnerability; cylinder #4 contains flying. 5-140: Pool with Depths This cave contains a 30’-deep pool of cold, clear water. A rocky tunnel leading north to 5-139 exits the pool at a point 10’ below the surface. 5-141: Transit Cave, with Access to Levels 3 and 7 Vanara found the hole leading to this cave when he was exploring in the Great Cavern; the hole from 3-179 leads down 80’ to an intermediary (unmapped) cave, and thence down another 170’ to this natural cavern. The northeastern wall of 5-141 has a chiseled image of a leering, salamander-creature (a heqeti); this has been covered in varumani graffiti of an exceptionally vulgar sort. The western tunnel, originally a heqeti passage, leads to caves near the troll thegn’s court (area 7-88). The northern tunnel (located behind the secret door) was carved secretly by a select unit of varumani under Vanara’s leadership. As it connects this cave to areas 5-135 and 5-137, the tunnel served as the varumani escape route during the chaos of the rudishva collapse. Secret Door (north): The door is difficult to spot (1 in 8) and opens only when an open doors check is successfully made. Sample file

Sample file

Vol. 2 P. 65 LEVEL 6: THE TROLL LIFTS AND THE ARENA Level 6 is known to the denizens of Arden Vul for three main attractions, the Troll Lifts (6-1 to 6-5), the Inn of the Lost (6-7 to 6-20) and the Arena (6-55 to 6-94). Each of these areas is potentially a place of peace, as each plays an important role in the political and social lives of the intelligent factions of Arden Vul. Those who visit any of these three locations with open arms instead of unsheathed weapons can be assured of a neutral reception and relative security, for the inhabitants of these three regions enforce peace and security with an iron hand. The regions that surround these three islands of relative peace are, however, quite deadly, and include several extremely dangerous locations: the Lock Cavern with its oozes and deranged Sun-Scarred Knight (6-39), the domain of the Frost Mother (6-137 to 6-142), the slime-choked Crew Quarters of the Beacon (6-113 to 6-124), and the lost tomb of the Archontean hero, Marius Tricotor (6-154). The Great Chasm (6-108) allows travel up to level 5 and down to level 7. General Construction Notes Heqeti areas: 6-1, 6-50, 6-51, 6-54, 6-92 to 6-98, 6-104 to 6-107. Areas 6-41 to 6-43 and 6-55 to 6-91 were also originally heqeti areas; they have been repurposed over the millennia, and have thus lost some of the pebbling and most of the oiliness of typical heqeti chambers. Rudishva areas: 6-4, 6-5, 6-27 to 6-38, 6-95A, 6-99, 6-100, 6-102, 6-103, 6-109 to 6-111, 6-113 to 6-124, 6-162 to 6-164 Archontean areas: 6-7 to 6-16, 6-18 to 6-20, 6-40, 6-44 to 6-49, 6-52, 6-53, 6-130 to 6-160 Iconic Locations The Inn of the Lost (6-7 to 6-20, 6-28) The Arena (6-68) The Great Chasm (6-108) Important NPCs Gorlen, overseer of the Troll Lifts (6-5) Thegan White-Mane (6-19) Isocorax (6-20) RAJ-750, insane rudishva AI (6-27) The Arena Lord (6-85) Tredgeris the Dapifer (6-75) The Bad Neighbors (6-113, 6-129) Significant Regions of Level 6 1. The Troll Lifts (areas 6-1 to 6-5, 6-50) The Troll Lifts provide a means of traveling up and across the Great Chasm (6-108). The Lifts themselves are essentially large baskets attached to ropes and pulleys, which giant bestial varumani hoist up and down under the direction of a true varumani overseer. On Level 6, the Lifts provide access up to Level 5 (at 6-3), down to Level 7 (at 6-5), down to Level 8 (at 6-1), and across the chasm itself (at 6-1, 6-4, and 6-5). Each lift is operated by an overseer appointed by the troll thegn (7-30). Fares are fixed by the thegn at 10 sp per leg per voyage, although some overseers extort a bit more from weak travelers. Factions: The varumani own and operate the Lifts. An attack on any of the Lifts constitutes an assault against the varumani people. None of the other factions would dream of challenging varumani authority here. Construction: Areas 6-1 and 6-50 were originally of heqeti construction (see general introduction, architectural features), while areas 6-2 to 6-5 were built by the rudishva. No doors exist in this region. Ceilings are 10’-12’ tall. Environment: The region is moist, humid, and noisy thanks to the waterfalls at areas 6-6A and 6-6B 2. The Inn of the Lost (6-7 to 6-20, 6-28) A functioning inn, with guest-rooms, kitchen, and a common room, occupies a suite of ancient Archontean administrative offices. Formerly known as the House of Isocorax, the area is now more commonly referred to as the Inn of the Lost. The current innkeeper, Thegan White-Mane (6-19), has proclaimed that the Inn defines a zone of peace, within which other grudges, disputes, and feuds must be put aside; this zone commences at the ‘Peace Door’ (6-7A) and includes all rooms in the Inn. Not surprisingly, the inn has become a place of refuge for those fleeing from more powerful enemies (i.e., ‘the lost’). Beneath the veneer of peace and understanding, however, Thegan carefully maintains several deep, dark secrets. A small band of traders gathers in a chamber (6-28) near the inn; although not formally under the protection of the Inn’s peace zone, long custom has ensured that this area, too, is one in which enmities are laid aside. Thegan makes good use of the traders’ connections outside Arden Vul, especially so as to ensure his continued access to rastite lotus powder (see new flora), which he trades to Deino (3-158). Factions: None of the main factions controls the Inn. Thegan receives the mostly tacit, but occasionally explicit, support of the other factions, including the varumani thegn (7-30), the goblin king (SL4-22), the Lord of the Arena (6-85), and even the beastmen (see 3-138 to 3-162). Construction: Typical Archontean construction. With the exception of the Peace Door (6-7A), which is highly enchanted, other doors are new-ish models of wood with iron bands. Most have Sample file

Vol. 2 P. 66 functioning locks, the keys to which either are found at reception (6-7), or in the hands of Thegan (6-19) or Justin the Nose (6-7, 6-9A). Ceilings are 10’ tall. Environment: An ancient anti-magic shell covers the chambers of the Inn; spell-casting does not work within the shell, unless one possesses one of the rings of higher purpose (see new magic items). 3. The Domain of the Arena Lord (6-55 to 6-94) This region is centered around an ancient heqeti gladiatorial arena, one that has seen consistent use by successive civilizations for almost 4,000 years. Today the Arena is operated by one of the apparently ageless rudishva survivors, a being known only as ‘the Lord of the Arena’ (6-85). The Arena Lord rules his domain with an iron fist and strict neutrality; those visiting the Arena are expected to abide by the general rules, which forbid physical altercations of any sort other than those taking place in the Arena itself. Access to the Arena is easy, whether from the Troll Lifts or through corridors leading to the other major centers of intelligent habitation in the Halls (e.g., 6-65 through 6-67). The Arena provides an important economic function within the halls: the Lord pays well for monsters and slaves, and offers a convenient means for the newly rich to spend their winnings. Factions: This region constitutes its own lesser faction. The leaders of the other factions appreciate the entertainment and economic role the Arena plays and are hence uninterested in efforts to eliminate the arena or its Lord. Construction: Most of the stonework of the main areas of the region is very old, dating to the heqeti period. Due to millennia of occupation and modification by successor civilizations, however, the usual pebbled, oily nature of heqeti stonework is less pronounced here. Area 6-95A is of rudishva construction. Doors are standard wooden doors. Ceilings, unless otherwise stated, are 10’ tall. Environment: The area is humid and hot due to the high density of inhabitation. 4. Former Archontean Administrative Offices and Shrines (6-136 to 6-160) West of the chasm the Archonteans built a series of administrative offices, shrines, and tombs, including those of Marius Tricotor, the great archon, and Lucius Cornelius, his biographer. Factions: None of the intelligent factions controls this region, and none see much reason to explore here, both because of the dangers posed by the Frost Mother (6-136) and because of the (erroneous) perception that there is little of value to be found here. Construction: Stonework is typical of the Archontean era. Doors are wood, with iron bands; due to their age, they are easier to burst open (+1 to chances to open doors). The north side of the door at 6-136 is rimmed with frost and cold to the touch. Ceilings are 10’. Environment: Most of the region is cool and dry. The areas controlled by the Frost Mother (6-136 to 6-142), however, are bone cold (20 degrees F) and covered with drifts of frost and snow. Access and Egress To surface: spiral stair at 6-152, leading up to the Carrion Tower in AV-27 To Levels 2, 3, 5, 7, 8, 9: Great Chasm at 6-108, leading up to 2-63A, 3-38 and 5-34, and down to 7-3, 8-2, and 9-1 To Level 3: teleporter at 6-48, leading to area 3-188 To Level 3: stairs at 6-49A, leading up to 3-50B To Level 4: teleporter at 6-48, leading to 4-167 To Level 4: tunnel at 6-67, leading up to 4-161 To Level 5: Troll Lift at 6-3, leading up to 5-55 To Level 5: rudishva teleport node (T10) at 6-37, leading to 5-106 To Level 5: stairs at 6-57, leading up to 5-75 To Level 5: rudishva teleport node (T4) at 6-95A, leading to 5-92 To Levels 5, 7, and 9: transit shaft at 6-164, leading up to 5-84 and down to 7-146 and 9-91 To Levels 5, 7, and 9: the Great Pillar at 6-103, leading up to 5-138, and down to 7-37 and 9-30 To Level 5: rudishva teleport node (T3) at 6-124, leading to 5-92 To Level 5: rudishva teleport node (T14) at 6-162, leading to 5-31 To Level 5: tunnel at 6-166, leading up to 5-100 To Level 7: Troll Lift at 6-5, leading down to 7-1 To Level 7: corridor at 6-65, leading down to 7-42 To Level 7: rudishva teleport node (T16) at 6-162, leading to 7-6 To Level 8: Troll Lift at 6-1, leading down to 8-1 To Level 8: hole in 6-20, leading down to 8-33 To Level 8: tunnel at 6-44B, leading down to 8-71 To Level 8: teleporter at 6-48, leading to 8-6 To Level 8: tunnel at 6-60, leading to 8-129 To Level 8: stairs at 6-106, leading down to 8-25 To Level 9: teleporter at 6-48, leading to area 9-59 To Level 9: teleport via pukel-manders at 6-107 and 6-165, leading to 9-40 To Level 9: tunnel at 6-112A, leading down to 9-39 To Level 10: heqeti teleport well at 6-106, leading to 10-24 To Sub-Level 2: elevator at 6-95A, leading up to SL2-3 To Sub-Level 3: teleporter at 6-48, leading to SL3-17 To Sub-Level 4: corridor at 6-66, leading up to SL4-53 To Sub-Level 4: vertical cavern at 6-112, extending upwards to SL4-28 To Sub-Level 6: teleporter at 6-48, leading to SL6-19 To Sub-Level 6: spillway at 6-143, leading up to SL6-25 To Sub-Level 6: tunnel at 6-166, leading up to SL6-56 To Sub-Level 7: corridor at 6-153, leading up to SL7-6 To Sub-Level 9: teleporter at 6-32, leading to SL9-53 To Sub-Level 12: tunnel at 6-161A, leading up to SL12-13 To Sub-Level 13: stairs at 6-144, leading down to SL13-27 To various locations: Thothian teleportation ring (see new magic items) at 6-141 To locations within Level 6: one rudishva teleport node, as follows: T15: between 6-27 (lock chamber) and 6-39G (weapons module) Teleportation destinations on Level 6: 6-48: from teleporter at 3-188 6-48: from teleporter at 4-167 6-48: from teleporter at SL3-17 6-104: from teleporter at 10-8 Sample file

Vol. 2 P. 67 Random Encounters Many areas on this level do not feature ordinary random encounters. This does not mean that they are without the possibility of unusual encounters; it just means that the encounters are area-specific. This is particular true of the Inn of the Lost (6-7 to 6-20), the Arena (6-56 to 6-94), the northern rudishva areas (6-29 to 6-39), the area of Marius’s Tomb (6-146 to 6-154), Lucius Cornelius Scriptor’s tomb (6-130 to 6-135), the domain of the Frost Mother (6-137 to 6-142), and the interior of the rudishva modules (6-27 and 6-113 to 6-124). Either these areas have distinct tables for encounters, as at the Troll lifts (see 6-1) and the Inn of the Lost (6-8), or they have a fixed set of foes to be used if/when PCs dither or make excessive noise (e.g. frost ghouls in areas 6-137 to 6-142). 1. Western Halls (6-136, 6-157 to 6-160, 6-161 and 6-162) Checks should be made every 3 turns, with a 1 in 6 chance for an encounter. D10 Encounter 1-2 Vermin. Roll d10: 1-2: 5-8 giant centipedes: SZ S; AL N; AC 9; MV 150’; HD 1 or 2 HP; HP 2(x4), 1(x4); #AT 1; Dmg n.a. Special attacks: poison (+4 to save) 3-4: 4 giant fire beetles: SZ S; AL N; AC 4; MV 120’; HD 1+2; HP 9, 8, 6, 5; #AT 1; Dmg 2-8 5-8: 9-12 giant rats: SZ S; AL N(E); AC 7; MV 120’; HD 1-4 HP; HP 4(x3), 3(x3), 2(x3), 1(x3); #At 1; Dmg 1-3. Special attacks: 5% chance of disease 9-10: 4-6 giant bats: SZ S; AL N; AC 8; MV 30’, 180’ flying (Class C); HD 1-4 HP; HP 4, 3, 3, 2, 2, 1; #AT 1; Dmg 1-2. Special attacks: 1% chance of rabies. Special defenses: foes using missiles are at -3 to hit unless they have DEX 13 or greater 3-7 2-4 bestial varumani (see new monsters): SZ L; AL NE; AC 4; MV 90'; HD 8; HP 61, 53, 50, 49; #AT 3; Dmg 3-6/3-6/3-10. Special defenses: regenerate 3 HP/rd; infravision; immune to poison. If slain, these individuals should be removed from the rosters at 6-159 or 6-160 8-9 NPC adventuring party, hunting for the tomb of Marius (6-154): select from the NPC appendix. 10 1. 1 large purple pudding (see new monsters): SZ L; AL N; AC 8; MV 60’; HD 8; HP 52; #AT 1; Dmg 2-12. Special attacks: corrosive to metal and leather. Special defenses: immune to fire; grows with electricity; conductive 2. Southern Caves (6-109 to 6-112, 6-125 to 6-129) Checks should be made every 3 turns, with a 1 in 6 chance for an encounter. D8 Encounter 1-4 1-2 subterranean lizards: SZ L; AL N; AC 5; MV 120'; HD 6; HP 45, 43; #AT 1; Dmg 2-12. Special attacks: double damage on a natural roll to hit of 20. Individuals slain here should be removed from the roster at 6-112 5-6 1 xorn: SZ M; AL N; AC -2; MV 90’; HD 7+7; HP 49; #AT 4; Dmg 1-3/1-3/1-3/6-24. Special attacks: surprise on 1-5. Special defenses: immune to fire and cold; half damage from electricity; travel through stone 7 The Bad Neighbors (NPC adventuring party): see 6-113, 6-129, and the NPC appendix 8 1 basic exploration automaton of Kerbog Khan (see new monsters): SZ S; AL N; AC 2; MV 150'; HD 4; HP 29; #AT 2; Dmg 1-4/1-4; MR 40%. Special defenses: immune to cold and fire 3. Northern Caves (6-21 to 6-26) Checks should be made every 3 turns, with a 1 in 6 chance for an encounter. D8 Encounter 1-3 4 huge spiders: SZ M; AL N; AC 6; MV 180’; HD 2+2; HP 15, 15, 13, 11; #AT 1; Dmg 1-6. Special attacks: surprise 1-5; poison (+1 to saves); can leap up to 30’ 4-5 6 medium chasm cephalopods (see new monsters): SZ M; AL N; AC 5; MV 60’ flying (Class A); HD 4; HP 28, 27, 26, 25, 24, 24; #AT 5 (4 tentacles and a beak); Dmg 1-4/1-4/1-4/1-4/1-6; MR 25%. Special attacks: surprise on 1-4 6 Thegan White-Mane: see stats at 6-19. Thegan is polite, but non-committal. He runs if combat looms. 7 NPC adventuring party, searching for a way into 6-27: select party from NPC appendix 8 A Priscian exploring party: 1. Justinian, a Priscian war mage (see new monsters) and member of Quintus, as a 6th-level magic user: SZ M; AL LN; AC 3; MV 120’; HD 6; HP 21; #AT 1; Dmg 3-9 (Priscian gladius +2). Abilities: STR 12, INT 17, WIS 13, DEX 16, CON 11, CHA 14. Possessions: Priscian chain mail (see new magic items); a Priscian gladius +2 (see new magic items); 345 sp; a key to 9-58; a stone of alarm; a vial of Keogh’s restorative ointment; a pearl of power (level 3); and his spell book. Spells memorized: charm person, detect magic, magic missile, shield; levitate, pummeling fists of ArakZhorr (see new spells); dispel magic, fireball. Spell book: charm person, comprehend languages, detect magic, floating disk, friends, hold portal, identify, magic missile, read magic, shield, spider climb, unseen servant; continual light, detect invisibility, knock, levitate, locate object, pummeling fists of Arak-Zhorr (see new spells), scare, wizard lock; dispel magic, fireball, gust of wind, slow, suggestion, tiny hut, tongues 2. 2 Priscian conversi (see new monsters), as 3rd-level fighters: SZ M; AL LN; AC 5; MV 120’; HD 3; HP 27, 25; #AT 1; Dmg 2-9 (long sword), or 1-4 (light crossbow). Possessions: Priscian chain mail (see new magic items), long swords, light crossbows. The conversi typically have STR 16 Sample file

Vol. 2 P. 68 Level Key 6-1: Eastern Troll Lift This impressive hall is home to one cog in the extensive Troll Lift system owned and operated by the varumani. The hall was carved by the heqeti millennia ago, and the pebbled walls are slightly oily to the touch and detect faintly of evil. The floor is paved with blue granite. Two weathered statues resembling crouching bipeds flank a platform that extends into the chasm. A team of three varumani under the leadership of Junior Overseer Reith operates both the lift to Level 8 and the cross-chasm ferry between 6-2 and 6-3. Those wishing to use the Troll Lift to descend the 400’ down to Level 8 must negotiate with Reith. The official tariff set by the troll thegn is 10 sp per leg for delivery from 6-1 to 8-1. Reith is too stupid to attempt graft or much else, which is why he has been assigned to this spot in the Lift network (here he is unlikely to have to make decisions on the fly). The Troll Lift is composed of several parts: a rectangular opening (10’x10’) in the pavement, a pair of 10’-tall iron poles on either side of the hole supporting a wooden frame over the hole, guy-lines extending from the side of the platform to the iron apparatus, a pair of iron cranks, over 450’ of heavy silk rope coiled around the upper portion of the apparatus, and an iron and wood cage which descends through the rectangular opening some 400’ to area 8-1 below. Passage up or down takes 11-20 minutes; the journey is marked by swaying, creaking, and generally nauseating stops and starts of the cage. Operation of the Lift is simple: two bestial varumani crank the winch to raise or lower the cage. Although the statues are shapeless, their aura is still menacing and vaguely evil. The southeastern statue has a hollow cavity, inside of which are two tears of Kauket (see new magic items). The only way to recover these objects is to destroy the statue, and Reith is unlikely to approve of such a course of action. Unbeknownst to Reith, the heqeti lurk nearby (6-51) and spy on his operation through a spyhole cleverly set into the southeastern wall. Reith is jocular, and enjoys teasing passengers about their goals and likely fates. Any who ask about the Inn of the Lost will be directed to 6-7A and will immediately be teased about the causes of their ‘flight’. For all of that, Reith sees himself as a guardian of the Inn’s famous ‘peace’, and has a good working relationship with Thegan White-Mane. If Thegan needs muscle, Reith and his boys will be summoned to help deal with any peace-breakers. If asked about the thegn’s court or the Troll Market, Reith is 75% likely to remind PCs that they need a passport to visit either location; he is only 25% likely to have one for sale (for 300 gp). There is a 1 in 6 chance that another other group is present in this chamber. Roll on the below table to determine its composition: D12 Travelers Stats 1-2 A mixed party of varumani (see new monsters), goblins, and humans bearing a captive monster to area 6-91 in the Arena. Roll 1d8 for creature: 1-3: A giant 4-armed baboon 4-5: A giant spider 6-7: A carcass creeper 8: GM’s choice. If combat ensues, they will release the monster and jump to Reith’s defense. They carry 10-100 gp in coins and/or gems and have a 10% chance of 1-4 potions as well. 1. 1-4 lesser varumani (see new monsters): SZ L; AL LE; AC 4; MV 90’; HD 8; HP 61, 59, 58, 57; #AT 3 or 1; Dmg 3-6/3-6/4- 10 or 7-22 (mattock, 3-18+4). Special defenses: 33% resistant to mind-affecting magic; immune to cold and poison; save as 8th-level fighters or 8th-level magic users, whichever is better; regenerate 3 HP/rd; infravision. mattocks; nets and prods; and 3 portions of varumani knock-out juice (see Arden Vul items) 2. 2-12 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 5(x3), 4(x3), 3(x3); #AT 1; Dmg 1-6 3. 1-6 human arena wranglers: SZ M; AL N; AC 8; MV 120’; HD 1-1; HP 7, 6, 5, 5, 4, 4; #AT 1; Dmg 1-6 (spear). Possessions: leather armor; spear 3 A group of goblins seeking fame in the arena (6-68). This group left the Goblin Warrens (SL4) against the explicit prohibition by King Weskenim (SL4-22), and its members are furtive and guilty-looking. They possess only 71 sp in total. If the PCs have previously visited the Goblin Warrens, this group will either beg the PCs to keep their secret (50%) or will follow the PCs and attempt to silence them (50%). 8 goblins: SZ S; AL LE; AC 6; MV 60'; HD 1-1; HP 7, 6, 5(x3), 4, 4, 3; #AT 1; Dmg 1-6 4 Lukas, a rare beastman deserter (see new monsters). Lukas is off to seek his fortune in the Arena (6-68). He carries only 25 sp and will be grateful for company and/or protection. Lukas, the beastman trooper (see new monsters): SZ S; AL LN; AC 6; MV 90’; HD 1+1; HP: 6; #AT 1; Dmg 1-6. Special attacks: tactics. Possessions: ring mail, shield; spear; short sword; short bow 5 Adventurers returning from an expedition to the Nether Reaches (Level 8). They are badly wounded and have run out of supplies. They have 1-3 treasures that they might sell, and a substantial store of knowledge about areas 8-1 to 8-8. They plan to hole up in the Inn of the Lost (6-7 to 6-20). Select an appropriate group from the NPC appendix 6 Thorda Thief-Eyes, a magic user with flunkies. Thorda is traveling to the Inn of the Lost (6-7). Should a fight break out, she will aid the PCs but blame them later for any varumani deaths. See NPC appendix for stats Troll Lift Encounters Sample file

Vol. 2 P. 69 7 Durdeon Vislok and six companions in the Sodality of the Fist. The Sodality is travelling between AV-12 and the Arena (6-68). The members are taciturn and passive until talk turns to fighting. They refuse to divulge any information about their route into or out of the Halls. For stats see AV-12 8 Pugh the lesser varumani, returning to the thegn’s court (7- 75) with three slaves he won in an epic gambling bout with Justin the Nose (6-7) at the Inn of the Lost (6-7 to 6-20). 1. Pugh the lesser varumani (see new monsters): SZ L; AL LE; AC 3; MV 90’; HD 8; HP 54; #AT 3 or 1; Dmg 3-6/3-6/4-10 or 7-22 (mace, 3-18+4). Special defenses: 33% resistant to mindaffecting magic; immune to cold and poison; save as 8th-level fighter or 8th-level magic user, whichever is better; regenerate 3 HP/rd; infravision. Possessions: mace; shield 2. 3 Thorcin slaves (2 female, 1 male): SZ M; AL LG, LN, N; AC 10; MV 120’; HD 1-6 HP; HP 4, 4, 2; #AT 1; Dmg by weapon 8 Justin the Nose, with four mercenaries. Justin is on a purchasing mission for his master, Thegan Whitemane at the Inn of the Lost (6-7 to 6-20). Roll 1d8 to determine where Justin is headed: 1-3: The thegn’s court (7-75) 4-6: The Forum of Set (4-2) 7: The Goblin Market (SL4-40F) 8: Deino’s Hall (3-158) Justin is polite but offers no assistance. 1. Justin the Nose: see stats at 6-7 2. 4 mercenaries, 2nd-level Thorcin fighters (2 male, 2 female): SZ M; AL LN; AC 4; MV 90’; HD 2; HP 17, 16, 14, 14; #AT 1; Dmg 2-9 (long sword). Special attacks: +1 to damage from STR. Possessions: chain mail and shield; long swords; 79 sp and 22 gp each. 10 Raste, a handsome, pale-skinned human with ink-black hair and black fingernails. He wears a yellow soft cap to which is pinned a fresh aster flower, yellow leather armor, and yellow calf boots. Raste is a member of the fey House of Asters. Disguised as a human, the Lord of Asters has come to hear the lutist at the Inn of the Lost (6-8) and to seek recruits - willing or not - for an expedition to plunder one of the gold statuettes of Bastet (see new magic items) from the lost shrine to Bastet (8-38). Raste, the Lord of Asters, and a fey lord (see new monsters): SZ M; AL N; AC 5; MV 120’; HD 8+3; HP 58; #AT 1; Dmg 5-10 (spear +4) or rapier 2-7 (rapier +1). Special: polymorph self (rabbit, boar, tiger); summon 2-5 pixies (50%); step into faerie (20%); detect fairies; resistant to illusion (+4 save); vulnerable to cold iron; soulless. Raste’s distinguishing features are his coal-black fingerand toe-nails, the emotion of joy, his narwhal-horn spear, and the inability to speak when music is being played. His glamours are these: charm person, hypnotic pattern, suggestion, emotion, and true seeing. Possessions: leather armor +3; narwhal-horn spear +4; rapier +1; yellow boots of elvenkind; and a purse of asters (see new magic items) 11 Livod the true varumani hunter (see new monsters). Livod bears monster parts from the Nether Reaches (Level 8) to sell at the Troll Market (7-76). A member of the Confraternity of Hunters (7-14), Livod a formidable warrior. He has no love for Reith, however, and is likely (33%) to intervene on behalf of any whom Reith attempts to bully. For stats, see 7-14 12 Sir Calculor, the Sun-Scarred Knight (see new monsters). Sir Calculor is on his way to the Troll Market (7-76) to consult with Sir Prudence (7-76A). He is also hot on the trail of one of his personal interests. Sir Calculor will attempt to mediate in the case of impending hostilities, but refuses to join the fighting on either side. Sir Calculor, the Sun-Scarred Knight (see new monsters), 10th-level male human fighter: SZ M; AL LN; AC -2; MV 120’; HD 9+3; HP 88; #AT 3/2; Dmg 7-13 (broadsword +2). Abilities: STR 18/65, INT 15, WIS 13, DEX 12, CON 16, CHA 11. Possessions: key to SL10A-16, gothic armor and sun lance (see new technological items); solar ring, circlet of command, and backpack of capacity (see new magic items for all three); 8 ancient octagonal platinum coins (see Arden Vul items), 125 ancient silver pennies (see Arden Vul items); broad sword +2. When no travelers are present, the varumani are often found lounging in their quarters (6-50). The official fare-chest is located at the foot of the southern statue. Inhabitants: 1. Reith, junior overseer, lesser varumani (see new monsters): SZ L; AL LE; AC 4; MV 90’; HD 8; HP 59; #AT 3 or 1; Dmg 3-6/3- 6/4-10 or 7-22 (two-handed axe, 3-18+4). Special defenses: 33% resistant to mind-affecting magic; immune to cold and poison; save as 8th-level fighter or 8th-level magic user, whichever is better; regenerate 3 HP/rd; infravision. Possessions: two-handed axe. Sample file

Vol. 2 P. 70 2. 2 bestial varumani (see new monsters): SZ L; AL NE; AC 4; MV 90’; HD 8; HP 61, 58; #AT 3; Dmg 3-6/3-6/3-10. Special defenses: regenerate 3 HP/rd; infravision; immune to poison. Treasure: Two tears of Kauket (see new magic items) Official fare chest (locked): 1,188 sp, 574 gp; Reith’s silver baton of authority (250 gp); a scroll with detect magic, and a wand of magic missiles with 3 charges. 6-2: Cross-Chasm Ferry This segment of the Troll Lift ferries passengers across the chasm to the Floating Garden. Passage costs 5 sp per leg. Reith and his team (see 6-1) are in charge of this service as well. The ferry appears as a frame of iron bars supported by guylines with a reed and bone basket suspended from silk rope. The basket is big enough for 4 man-sized persons or the equivalent, and passage time is 5 minutes each way. 6-3: Troll Lifts on the Floating Garden Three segments of the Troll Lift converge on the floating garden: the base of the Lift from Level 5, and the receiving ends of the Ferries from 6-2 and 6-5. Vice-Overseer Hakrim the Hairy, a true varumani of exceptional intelligence, directs the operation on the floating garden (6-4). Hakrim and a team of three underlings are generally lazy, preferring to lounge about under the artificial light and exotic plants, enjoying the peace and quiet and any opportunity for some good-natured extortion. Hakrim likes to chat up his passengers, and is a surprisingly good source of information on factions, on the general vicinity of iconic locations, on rumors about monster and treasure location, etc. He will not, however, gossip about the thegn’s court. The ‘landing point’ for the lift from 5-55 is merely a circle of blue paint on the floor of the garden; the wood and iron basket sets down on this point after its 600’ journey. To secure passage up to 5-55, one must pay Hakrim the tariff (officially 10sp/leg, but Hakrim attempts to collect 1 gp/leg) and wait while he shouts up to Riglon to send the Lift down. For details of cross-channel ferry, see 6-2. Hakrim is equally assiduous in collecting the fee for this service (officially 5 sp/leg), while again attempting to extort a higher price (1 gp/leg). There is a 1 in 6 chance that another individual or group is waiting to use some portion of the Lift; consult tables at 5-55 and 6-1 for their identity. Hakrim keeps a normal wooden chest for the official fares, but hides the fruits of his extortion in a small metal lockbox tucked behind a mango tree in the garden. He knows of the effects of both the lover’s aid and the green water (c.f. 6-4), but will only warn visitors who are respectful and deferential. He and his boys will be quick to relieve any who succumb to either effect of their valuables. Inhabitants: 1. Hakrim the Hairy, a true varumani (see new monsters): SZ L; AL LN; AC 2; MV 90’; HD 8; HP 60; #AT 3 or 1; Dmg 3-6/3- 6/4-10 or 6-24 (two-handed sword, 2-20+4). Special defenses: surprised only on 1 in 6; save as 8th-level fighter or 8th-level magic user, whichever is better; immune to cold, poison, charm, hold, feeblemind, confusion, and other mind-affecting magic; regenerate 3 HP/rd; infravision. Possessions: huge two-handed sword; ring mail. 2. 2 bestial varumani (see new monsters): SZ L; AL NE; AC 4; MV 90’; HD 8; HP 55, 49; #AT 3; Dmg 3-6/3-6/3-10. Special defenses: regenerate 3 HP/rd; infravision; immune to poison. Treasure: Official chest: 1,538 sp, 343 gp, Hakrim’s silver baton of authority (250 gp); potions of animal control and climbing; a 5-lb platinum ingot (1,250 gp), and three pearls (100 gp each). Private lockbox: 2,342 sp, 1,204 gp, a token of Arden (see Arden Vul items), a copper rudishva identity plaque (see new technological items), and a key to the door in 6-136. 6-4: Floating Garden The floating garden comprises a slab of shaped rock that the rudishva levitated into the middle of the chasm using technosorcery. On the surface of the slab they built up an impressive hilly terrain and planted flora native both to Irthuin (see World of Archontos appendix) and to the rudishva homeworld. The spray from the waterfalls nearby conveniently waters the garden. The garden is well-lit, warm and humid. Light is provided by two dozen light globes (see new technological items). Dirt and humus cover the structure, such that the central ‘hill’ which rises 15’ above the floor of the garden does not even resemble the stone rectangle that it truly is. Paths of crushed pink granite wend through the garden, although none climb the ‘hill’. The garden is lush and verdant, and includes a number of exotic, tropical species. Most of these are alien, resembling the following Irthuin species: mango trees, coconut palms, camellialike shrubs, lianas, orchids, and ferns. A wide variety of insect life occupies the garden as well; as a result, it is filled with the sound of whirring and chirping. One quasi-dangerous variety of orchid, the lover’s aid (see new flora), grows at the northwestern edge of the garden; it gives forth a sweet odor of honeyed raspberries, and if anyone breathes in the scent (an occurrence that is likely within 10’), he/she will be highly susceptible to reasonable suggestions for 1-6 turns. Aged Lishna, one of the courtiers at the troll thegn’s court (7-75), knows of this plant and sometimes collects specimens for use in the affairs of court. The central ‘hill’ has two noteworthy features. At its summit is a pool of warm, emerald green water that, thanks to unusual minerals, acts as a narcotic healing potion. Any who drink a potion-sized quantity of the liquid will be cured of 4-16 HP, but will fall into a blissful state lasting 2-8 turns; during this trance movement is possible, but reaction times are slowed considerably and there is a 50% chance of experiencing pleasant hallucinations. The other feature is a secret door concealed under a tuffet of moss; this door is circular and heavy, and opens by unscrewing a circular knob (like a naval hatch). Inside is a metal ladder leading down to a cramped stone chamber 5’ high, 5’ wide, and 10’ long. The chamber was originally a storeroom for gardening tools, but became a horrible tomb for a pair of adventurers who were inadvertently locked inside this ‘tool shed’ by colleagues under the effects of the narcotic water. Some virulent fertilizers left inside the chamber dissolved the adventurers’ bodies, and the chemical reaction led to the creation of a new pudding. This ‘red pudding’ waits patiently and mindlessly on the ceiling for new sources of energy to enter the chamber. The underside of the floating garden is also of note. At the northern end is a forgotten hangar built into the stone and now Sample file

Vol. 2 P. 71 concealed by hanging vines and mosses. Inside is one of the few remaining rudishva hover-sleds, fully charged. The sled only responds to those wielding the proper access card (a silver or yellow rudishva identity plaque – see new technological items). Only those inspecting the underside of the garden have a chance to spot this hangar. Inhabitants: 1. 1 red pudding (see new monsters): SZ L; AL N; AC 4; MV 30’; HD 10; HP 75; #AT 1; Dmg 2-16; MR 25%. Special attacks: bloody healing; corrodes leather, clothing, wood. Special defenses: immune to electricity and cold; slow regeneration. See notes in appendix for how, even if defeated, the red pudding might nevertheless spread into other areas of Arden Vul. Treasure: In toolshed: rudishva herbicide dispenser with 11-30 doses of herbicide (see new technological items); 23 ancient silver pennies (see Arden Vul items); 117 gp; 3 tourmalines (100 gp each); 6 stones of striking (7th-level) scattered about the floor (see new magic items); a badly tarnished silver torc of authority (see new magic items); a long sword; a mace; a black glass activation square (see Thothian teleportation rings in new magic items); and several bits of unidentifiable metal scraps. In secret hangar: rudishva hover sled (see new technological items). 5 specimens of the lover’s aid orchid (see new flora). 6-5: Western Troll Lifts This former rudishva observation chamber is now a key link in the Troll Lift network. Two lifts operate here. A cross-chasm ferry transports passengers to 6-3/6-4, while a second lift carries visitors down 200’ to the thegn’s court (7-1). Given its importance, the area is supervised by Overseer Gorlen, the true varumani supervisor of the entire Troll Lift network. Two bestial varumani aid him. The lifts are constructed in the usual way (see 5-55, 6-2 and 6-3). Fares are standard, and Gorlen attempts no extortion: 10 sp per leg for travel to Level 7-1 (taking 11-20 minutes), and 5 sp per leg for passage to the floating garden (taking 2 minutes). The chamber is noticeably cool (a product of the frozen regions between 6-137 and 6-142) and damp (due to waterfall spray). A huge stone seat facing the floating garden dominates the chamber. Although it was once enchanted, the glyphs of power on it were gouged out in antiquity. Two staircases lead to the southwestern segment of the chamber, where the varumani keep a roaring fire stoked with whatever fuel they can find. The fare chest is found next to the seat, in which Gorlen likes to lounge imperiously. Gorlen has mounted heads of a goblin and a human on stakes planted near the Lift, and takes ghoulish pleasure in informing all travelers that ‘Such is the fate of those who cheat the thegn!’ Gorlen has been charmed by Cinna Minux, the vampire lord (7-122); the latter visits him to learn about travelers on the Troll Lifts. Gorlen has rigged a wicker, rope, and leather gate across the arch to area 6-136. He warns the curious about the terrible ‘icy monsters’ that live to the south but will, if asked, admit that ‘some fancy tomb’ lies somewhere to the west. He charges 1 gp/person for entrance to the west. Inhabitants: 1. Gorlen, a true varumani (see new monsters): SZ L; AL LN; AC 2; MV 90’; HD 8; HP 60; #AT 3 or 1; Dmg 3-6/3-6/4-10 or 6-24 (two-handed sword, 2-20+4). Special defenses: surprised only on 1 in 6; save as 8th-level fighter or 8th-level magic user, whichever is better; immune to cold, poison, charm, hold, feeblemind, confusion, and other mind-affecting magic; regenerate 3 HP/rd; infravision. Possessions: huge two-handed sword; ring mail; key to door in 6-136. 2. 2 bestial varumani (see new monsters): SZ L; AL NE; AC 4; MV 90’; HD 8; HP 55, 49; #AT 3; Dmg 3-6/3-6/3-10. Special defenses: regenerate 3 HP/rd; infravision; immune to poison. Treasure: Fare chest: 2,731 sp, 829 gp; Gorlen’s gold baton of authority (510 gp); 2 vials of poison, a scroll of find traps, and a scroll of invisibility. 6-6A: First Waterfall The spillway from the Drowned Canyon (6-143) empties into the chasm here, producing a torrent of rushing water. As the waterfall commences here, the spray is not as intense as it becomes further down the chasm. 6-6B: Second Waterfall The waterfall from 5-2A pours down the chasm here, producing a zone of spray some 20’ in diameter. It hardly needs to be said that any venturing into the waterfall will be swept to their doom below. Areas 6-7 to 6-20: The House of Isocorax, or The Inn of the Lost An Archontean administrative bureau in antiquity, this area was refurbished 750 years ago as an inn by the legendary figure known as Isocorax. Two principles motivated Isocorax: a) anyone was welcome at his inn; b) no violence would be tolerated within its walls. These policies gave the inn its more colloquial name, “The Inn of the Lost,” since it was a place where anyone could become lost; that is, anyone could lose himself from his/her past and/ or enemies. Although the Inn appears to possess no elaborate defenses, its role as a sanctuary has been, and continues to be, respected by all the major factions of Arden Vul. Indeed, all factions have been known to collaborate in tracking down and punishing any who break the peace of the Inn of the Lost. This zone of ‘peace’ is widely understood to begin with the so-called peace door (6- 7A), although most would also count the trading area of 6-28 as lying within this protected space. It is not uncommon, then, to find exiles, criminals, and those on the wrong end of a vendetta making a dash for the safety of the “peace door”. Of course, while any are welcomed to the Inn and given security therein, that peace lasts only as long as one’s purse is full. Once the money runs out, guests are politely asked to leave, and will be bodily thrown out if necessary; in the case of obstreperous guests, the proprietor may seek the assistance of Reith and his bestial assistants (6-1) to help in the expulsion. One firm exception to the Inn’s open door policy is enforced by all of the Inn’s staff: no Sun-Scarred Knight may stay the night, and only rarely will the proprietor allow one of the knights to drink in the common room. Sample file

Vol. 2 P. 72 The proprietor is Thegan White-Mane, a muscular and hearty male human in his early 60s, with pure white hair, a few scars, and piercing grey eyes. Only a few of the oldest and most intelligent inhabitants of the halls remember that it was Isocorax who originally established and operated the Inn, and that ‘Thegan’ has only been the proprietor for just over 200 years. These denizens - among whom Deino (3-158), Varboka the troll thegn (7-30), Kerbog Khan (SL12-25), and the Lord of the Arena (6-85) - know that Isocorax was both a rudishva and an original member of the Sun-Scarred Knights. They assume that for obscure reasons of his own devising Isocorax decided to invent the “Thegan” identity some 200 years ago; the deeds and motives of Isocorax/Thegan are thus of intense interest to these faction-leaders, who might pay good money (or information) for news of Thegan. None who remember Isocorax and assume him to be Thegan would ever divulge this information to mere adventurers, although they might mysteriously observe to those who have done them service that Thegan has been the only proprietor the Inn has ever had for about 200 years. The reality is a bit more complex. Isocorax is still alive, but has been a prisoner of “Thegan” these past centuries. “Thegan” is the pseudonym adopted by Maurikios Ligareon, taxiarch of the 3rd Cohort of the Imperial Tagmata, after his cohort was defeated 230 years ago during the disastrous imperial attempt to retake Arden Vul. Maurikios saved himself by drugging Isocorax and using the latter’s strange blood (see 6-20) to give him extraordinary longevity. For more on Thegan, see 6-19. Thegan employs twelve staff from all manner of races, including two human barkeeps, two goblin cooks, one human and one beastman housekeeper, two human serving wenches, three guards/suppliers (1 lesser varumani, 1 goblin, 1 human), and Justin the Nose, the sacristan and Thegan’s chief assistant. The Inn sends its team of ‘suppliers’ on regular missions to buy supplies at both the Forum of Set (4-2) and the Troll Market (7-76). These suppliers are shielded by the same peace as the Inn itself, at least among intelligent denizens. A strange sort of anti-magic shell is in operation throughout most of the Inn (areas 6-7 to 6-19). Although inherently magical items still work (e.g., continual light cast elsewhere and brought here, magic swords, etc.), spell-casting does not. Only those (like Justin the Nose) who wear one of the rings of higher purpose (see new magic items) are exempt from this effect. Rates for Rooms, Drinks, and Meals Lodging type Rate Bed in the bunkroom (6-18) 15 sp/day, or 20 gp/month Room, private (e.g. 6-9), sleeping up to 4 man-sized beings 30 sp/day or 40 gp/month Suite with a view (6-10) 7 gp/day, or 200 gp/month Room, varumani-sized (6-12) 3 gp/day, or 80 gp/month Food and Drink Rates Ale, Hak's mushroom 2 sp/pint Ale, Hak's special red (twice the alcohol) 5 sp/pint Wine, imported Archontean 1-50 gp/glass Brandy, Thegan's home-made 3 gp/shot Brandy, imported 5 gp/shot Milk 5 sp/glass Water Free Meal, simple 5 sp Meal, rich 5 gp Specific mundane items Negotiable (three to ten times normal listed price) Package Deals Rates Bed in bunkroom (6-18) plus 2 simple meals per day for a month 25 gp/month Private room (e.g., 6-9), plus 2 simple meals per day for a month 45 gp/month Suite (6-10), plus 1 simple and 1 rich meal per day for a month 350 gp/month Varumani-sized room, plus 2 simple meals a day for a month 85 gp/month All you can drink, as addition to monthly package rate* Human: +50 gp/month Varumani: +100 gp/month Dwarf: +75 gp/month Goblin: +40 gp/month *Thegan reserves the right to renegotiate rates for “all you can drink” plans after one month based on the capacity of the client. He sets rates for other races based on body size and the results of a required drink-off. Dangers at the Inn: The Inn is a place where long-time explorers of Arden Vul can rest peacefully, recuperate after combat, and trade rumors. That said, it is not the Eden it appears to be. For one, PCs who annoy the leaders of one of the factions only to escape to the Inn can be sure that their stay will be monitored: such PCs should not be surprised to find a scout or two from the now-inimical faction lounging in the Common Room, watching, recording, and reporting. In such cases the Inn can be a prison, for the factions have been known to arrange for any such enemies to be met with overwhelming force in the corridors and halls outside the Peace Door when finally they leave. Another danger posed by the Inn is Thegan White-Mane himself. Although mostly content to play by the rules he created, by which guests’ safety is assured, Thegan’s ultimate goals and purposes are inscrutable to outsiders; should he feel the need to abduct guests via his network of secret tunnels, he will do so (see text at 6-19). These unfortunates will become nourishment for Isocorax (6-20). 6-7: Inn of the Lost, Reception This plain chamber is lit brightly by a continual light spell cast on the ceiling. A 10’-long counter of aged and polished mahogany runs along the center of the room. On the northwest wall hangs a rack with 15 pigeonholes, some of which contain thick, iron keys. As with the rest of the area (6-7 to 6-19), this room is under the effect of the partial anti-magic effect described above. Behind the desk sits Justin the Nose, the sacristan of the Inn, waiting to greet and register new guests. Justin is a heavy-set, muscular, 45 year-old human, with bushy eyebrows, long black hair, and a prominent nose. Those seeking a meal or drinks are Sample file

Vol. 2 P. 73 directed to the common room; those wishing a room should consult the chart below for chances of a vacancy. Prices are paid up front; early departures forfeit any remaining balance on a long-term stay. If new ‘guests’ are unruly or violent, Justin will warn them once. If they remain disruptive or violent, he uses his wand of paralyzation to good effect and summons aid from the common room (6-8). Any guests whom Justin (or others) is forced to subdue in this way are sold as slaves in the Forum of Set (4-7) or the Arena (6-68). Lodging Chance for Vancancy Bed in bunkroom (x42) 90% Private Rooms (x7) 40% for 1, 20% for each additional Luxury Suite (x1) 66% Varumani Room (x1) 33% Thegan White-mane is likely (75%) to be hanging around reception or the common room, and may greet new guests personally after Justin has registered them. There is a 20% chance that Justin is absent, either in his chamber (50% - see 6-9A) or away from the Inn on a purchasing mission (50%). In such circumstances, Thegan takes over at reception. Inhabitants: 1. Justin the Nose (80%), 5th-level male Archontean magic user: SZ M; AL NE; AC 6; MV 120’; HD 5; HP 16; #AT 1; Dmg 3-6 (dagger +2). Abilities: STR 9, INT 16, WIS 15, DEX 16, CON 11, CHA 10. Possessions: dagger +2; a wand of paralyzation (43 charges); a ring of higher purpose (see new magic items); and an amulet of natural armor +2 (see new magic items). Justin is dressed in a pale blue tunic and black hose. Spells prepared: charm person, comprehend languages, friends, sleep; Frigg’s caustic kisses (see new spells), strength; hold person. 2. Thegan White-Mane (75%) (for stats, see 6-19) 6-7A: Peace Door This heavy door is made of ironwood and is banded with steel. A square sign made of oak is affixed the door, on which reads, in Mithric, “House of Isocorax.” Below this the following is neatly printed in white paint and in the Archontean language: “Feeling Lost? Let our warm beds and delicious meals bring you back to the light. Welcome to the Inn of the Lost.” Assorted graffiti has been scrawled around these signs, most of which are paeans of thanks to Thegan (e.g., “My refuge for the past 2 months,” “Thanks, Thegan. I owe you everything!” and “Ha! Escaped those vengeful in-laws, didn’t I?”), but a few of which outline desperate pleas for admittance (e.g., “Four days of flight, and the Peace Door is closed? Bastards!” and “So much for mercy! Dumped outside for my enemies to find.”) The door is well oiled, opens easily, and, if time is spent to detect it, registers as magical. There is a 1 in 10 chance that Thegan has closed and locked the door. In such cases, the door may only be passed by a knock spell or other such magicks. If the door is locked, there is a 50% chance that some unfortunate is groveling outside it, begging for admittance, and a further 20% chance that pursuers are 1-3 turns away from reaching the door and that unfortunate. 6-8: Common Room The common room is cool and dim, lit only by a pair of crystals mounted on the walls that emit low, blue-tinged light. The bar to the northwest and the low stage in the southern niche dominate the room. A dozen tables fill the main area, and several booths fill the northeastern corner. The east wall has a large wooden frame (10’x10’) over which is stretched a piece of canvas; every year Thegan replaces the canvas and invites any artistic-minded guests to add small pictorial images. Depending on the time of the year, there may be some interesting and potentially useful images on the canvas. As a rule of thumb, by December there are 3 imaginary monsters, 4 real monsters (15% chance that an architectural detail or caption can help locate the beast), 5 representations of locations (20% to identify, or 75% if the viewer has actually been there; 10% chance the image imparts some truly useful information, like a secret door), and 10-20 caricatures of guests of the Inn of the Lost. In front of the mural are a couple of large piss-pots (that are periodically emptied into the Great Chasm). The barkeeps are two: 1) a handsome, but rather dim human named Boots after the extravagant red, leather high-boots that he sports; 2) a sour, toothless crone named Dirty Betsy; she warms to any who attempt to charm her. The wenches are named Lily and Theudelinda; they are kind but not stupid, and never cavort with guests. See above for food and drink prices. Thegan likes to hire entertainers for a ‘season’ of 3-6 months. Currently a fine Thorcin lutist, named Aethgrim Fleet-hand, is in residence. Aethgrim was an adventurer (T4) whose party was decimated in the Nether Reaches and who managed to convince Thegan to let him stay on as an entertainer. Fleet-hand knows a lot of songs, and takes requests in return for a 1gp tip; when left to his own devices he specializes in flowery, classical laments and in murder ballads. The following tables should be used to determine the population of the common room and guest chambers: Table 1: Racial Composition (roll once per racial group) Race % chance to appear Number Appearing Humans 100 7-18, in 1-4 groups Goblins 75 5 Beastmen 20 5 Varumani 33 2 Dwarves 10 6 Elves 10 4 Other 25 4-7 Sample file

Vol. 2 P. 74 Table 2: Human Groups D8 Description Stats 1 A party of NPC adventurers armed with a ‘can’t miss’ map detailing a way to skirt the Obsidian Gates (5-6D). There is a 15% the map accurately depicts the route from 4-117 to 5-117; otherwise, the map is a fake, and purports to show how a set of tunnels in the northeast side of the chasm (e.g., 5-33) leads to the other side of the Gates. Choose any NPC group from the appendix. 2 A group of NPC adventurers, nervous, badly injured and on the run from a dangerous enemy. The enemy from whom they are fleeing should be rolled as follows: 1-2: The troll thegn (7-3). 1-6 lesser varumani arrive at the Peace Door in 11-20 turns. 3-4: Nolgi the Hunter (for stats, see 7-14) 5: Tredgeris the Dapifer (6-75), who arrives at 6-7A with 10 wranglers in 1-6 hours 6: Psalor-Ki and his slime zombies (5-66, 5-74) 7: An invisible stalker sent by an NPC magic user 8. GM’s choice Choose one of the NPC groups from the appendix; each adventurer has only 25% of normal HP 3 Prosper the Doughty, a handsome but naive paladin of Mitra, looking for wrongs to right. He is accompanied by two disgruntled hirelings 1. Prosper the Doughty, 7th-level male Archontean paladin of Ardenia Tessaeron: SZ M; AL LG; AC 2; MV 120’; HD 7; HP 68; #AT 1; Dmg 5-11 (broadsword +3, frostbrand). Abilities: STR 17, INT 11, WIS 15, DEX 8, CON 15, CHA 17. Possessions: broadsword +3, frostbrand; banded mail +1 and shield 2. Trevel and Harold, male Archontean men-at-arms: SZ M; AL NG; AC 7; MV 120’; HD 1; HP 7, 6; #AT 1; Dmg 1-6 (spear, short sword). Possessions: leather armor; spear; short sword 4 An old and decrepit fighter named Edwin the Wrinkled. Edwin has a mysteriously endless supply of coin and no smaller quantity of stories. He is relatively well known as a spy for the thegn. Less well known is the fact that he has also been recruited by Justinian, the Priscian mage, to spy for the Priscians (for Justinian see 6-48 and random encounters for levels 3, 5, 6 and sub-levels 3 and 6) Edwin the Wrinkled, 4th-level Thorcin fighter: SZ M; AL N; AC 6; MV 90’; HD 4; HP 28; #AT 1; Dmg 2-9 (long sword +1). Abilities: STR 12, INT 16, WIS 15, DEX 9, CON 11, CHA 13. Possessions: studded leather armor +1; long sword +1; a purse with 321 sp and 153 gp 5 Kolgrima, a magic user from the Order of Thoth (see World of Archontos appendix), searching for information about the Priscians. She is accompanied by her friend and protector, Hallam. They drink quietly and avoid conversation until they hear others mention the Priscians. At that point they offer to trade information for information and might (25%) join a party interested in seeking out the Priscians. 1. Kolgrima, 8th-level female Wiskin magic user: SZ M; AL LN; AC 4; MV 120’; HD 8; HP 25; #AT 1; Dmg 1-6 (staff ). Abilities: STR 8, INT 17, WIS 11 DEX 16, CON 12, CHA 13. Possessions: staff; bracers of defense (AC 6); cloak of elvenkind; wand of fire (28 charges); potions of ESP (x3) and polymorph; bag with 1,250 newly minted imperial gold pieces and 20 citrine gems (50 gp each, for bribes). Spells memorized: charm person, detect magic, enlarge, magic missile; continual light, ESP, locate object; dispel magic, hold person, lightning bolt; charm monster, polymorph other. Spell book: charm person, comprehend languages, detect magic, enlarge, feather fall, hold portal, identify, light, magic missile, push, read magic, shield, sleep; the Bracteros effect (see new spells), continual light, ESP, knock, locate object, mirror image, ray of enfeeblement, stinking cloud, web; blink, dispel magic, fireball, fly, hold person, lightning bolt, protection from evil 10’ radius; charm monster, fear, monster summoning II, polymorph other 2. Hallam, 6th-level male Wiskin fighter: SZ M; AL NE; AC 2; MV 90’; HD 6; HP 61; #AT 1; Dmg 6-13 (long sword +2) or 1-4 (light crossbow). Abilities: STR 18/63, INT 8, WIS 11, DEX 10, CON 16, CHA 7. Possessions: splint mail +1 and shield; long sword +2; light crossbow with 20 bolts; 83 sp and 37 gp; immobilizing mesh (see new magic items) Sample file

Vol. 2 P. 75 6 Restep the Prestidigitator, with three henchmen, seeking Kerbog Khan (SL12-25). They have been sent by the Imperial Academy (see World of Archontos appendix) to try to recover the volumes the Khan stole from the Imperial Academy. See NPC appendix for stats 7 Paula Sunburst, a seller of ‘rare’ manuscripts, with her four guards. Paula is actually a thief starting a long con with the ultimate goal of robbing the troll thegn (7-30). 1. Paula Sunburst, 9th-level female Archontean thief: SZ M; AL CN; AC 2; MV 120’; HD 9; HP 43; #AT 1; Dmg 5-8 (dagger +4). Abilities: STR 12, INT 16, WIS 13, DEX 18, CON 11, CHA 14. Thief skills: PP 80%, OL 77%, F/RT 65%, MS 80%, HS 66%, HN 30%, CW 98%, RL 45%. Possessions: bracers of defense (AC 6); ring of invisibility; stone of good luck; slippers of spider climbing; dagger +4; silken trousers and a tunic of imperial yellow, with a black sunburst on the front of the tunic 2. Hod, Grim, Helgi, and Gisli, 3rd-level male Wiskin fighters: SZ M; AL N; AC 5; MV 60’; HD 2; HP 25, 24, 23, 20; #AT 1; Dmg 2-9 (long sword) or 2-7 (spear) or 1-6 (short bow). Special attacks: +1 to damage from STR. Possessions: scale mail and shield; spear; long sword; short bow 8 Drusus Freyasson, a cleric of Mitra, with four companions, looking for evil to smite. He is actually a fallen priest, seeking the shrine of his new deity, dread Rimmaq-Isfet. He knows of the existence of the ziggurat of Kauket (10- 32), but thinks (rightly) that another shrine is closer (e.g., 7-79). Drusus is adept at concealing his evil; his acolytes are a bit more unruly, though. 1. Drusus Freyasson, 6th-level male Wiskin cleric of Mitra (actually cleric of Rimmaq-Isfet): SZ M; AL CE (posing as LG); AC 4; MV 90’; HD 6; HP 39; #AT 1; Dmg 3-8 (staff of the serpent) or 2-5 (hammer). Abilities: STR 11, INT 14, WIS 17, DEX 15, CON 13, CHA 17. Possessions: scale mail +1; staff of the serpent (python); war hammer; amulet of proof against detection or location; potion of extra healing. Spells: command, cause light wounds, light wounds, detect magic, fear; augury, chant, hold person, know alignment, silence 15’ radius; animate dead, continual light, dispel magic 2. 4 acolytes, 2nd-level male Thorcin clerics of Mitra (actually clerics of Rimmaq-Isfet): SZ M; AL CE (posing as LG); AC 5; MV 60’; HD 2; HP 14, 13, 12, 11; #AT 1; Dmg 2-7 (footman’s mace). Special: each has WIS 15. Possessions: scale mail and shield; footman’s mace. Spells: command, cause light wounds, cure light wounds, detect magic Table 3: Non-Human Encounters Instead of rolling dice, the GM should make up what is appropriate. The following are just samples: Type Stats A group of goblins, on ‘vacation.’ They are interested only in drinking and gossiping 1. 6-11 goblins: SZ S; AL LE; AC 6; MV 60'; HD 1-1; HP 7, 7, 6, 5(x3), 4, 4, 3(x3); #AT 1; Dmg 1-6 A group of ten goblins on the run from King Weskenim for reasons only the GM knows 1. 10 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7(x3), 6(x3), 5(x6), 4(x6), 3(x4), 2, 2; #AT 1; Dmg 1-6 Some rare beastmen deserters, drinking furtively in a corner 1-4 beastman troopers (see new monsters): SZ S; AL LN; AC 6; MV 90’; HD 1+1; HP: 7, 6, 6, 5; #AT 1; Dmg 1-6. Special attacks: tactics. Possessions: ring mail and shield; spears; short swords; short bows; 57 gp. A group of goblins, led by one of the many sons of King Weskenim (SL4-22). They are searching, delicately, for information about Priscus Pulcher and the Priscians 1. Jaskorim, goblin sub-chief (as a hobgoblin): SZ M; AL LE; AC 5; MV 60’; HD 1+1; HP 6; #AT 1; Dmg 1-8 (long sword). Possessions: long sword 2. 4 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 5, 5, 4, 3; #AT 1; Dmg 1-6 A dwarven war party in search of a lost artifact. They are surly and suspicious Use the group “Survivors of the Stone” from the NPC appendix A group of elven magic users with accomplices. They claim to be in search of arcanum (see new magic itmes) and a lost Elvish tome; they are also interested in vengeance against Kerbog Khan (SL12- 25) Use the group “Arcane Vengeance” from the NPC appendix Emissaries from a neutral subterranean, sentient race GM’s choice Sample file


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