TEXT: DRAGONQUEST ADVENTURES PAGE 1
  I. INTRODUCTION
  The House of Kurin is an adventure
  scenario designed to be used in conjunction
  with SPI's DragonQuest. You must have
  DragonQuest or some other set of fantasy role-
  playing rules in order to play. The scenario is
  designed to be used by a Gamesmaster (GM)
  to run one or more adventure sessions. Much
  of the material herein should be read only by
  the GM and should not be seen by the other
  players.
  II.
  HOW TO USE THIS
  ADVENTURE
  Before play begins, the GM should
  read this entire booklet to familiarize himself
  with the general situation. The GM should then
  carefully study Section 4 and either read it to
  the players or paraphrase it for them. The
  players then begin the adventure in the secret
  tunnel mentioned in 4, directly beneath the
  trapdoor 
  leading 
  into 
  Room 
  301. 
  The
  DragonQuest Adventure Sequence should be
  used throughout the actual play of the scenario.
  The GM should guide the players through the
  adventure, referring to this booklet and to the
  maps provided whenever it is necessary to
  determine a specific detail.
  1. 
  HOW TO READ THE
  MAPS
  Three maps are provided, one for
  each floor of the tavern wherein the adventure
  takes place. The scale of the three maps is 5
  feet per square.
  2. 
  THE ROOM
  DESCRIPTIONS
  The maps provided are keyed to
  Sections 9, 10 and 11, each of which describes
  in some detail the individual rooms (and,
  sometimes, tunnels and hallways) on one of
  the tavern's three floors. Each room is
  identified by a three-digit Room Number, the
  first digit of which identifies the floor the room
  is on (1 = Ground Floor; 2 = Second Floor; 3
  = Cellar).
  3.
  DESCRIPTION OF
  NON-PLAYER CHARACTERS
  Sections 6,7 and 8 will discuss those
  important NPC's and Monsters which may be
  encountered during the adventure, providing
  enough information on each to allow the GM
  to play the character.
  III.
  THE ADVENTURE
  The basic situation confronting the
  players is a raid into a brigand stronghold to
  clean it out and rescue those individuals
  currently being held for ransom by the
  brigands
  4.
  BRIEFING FOR THE
  PLAYERS
  The players' characters are relaxing
  in a dismal tavern on the edge of a semi-
  devastated region that has been cursed by a
  decade of warfare. Prospects for wealth, fame,
  or even a little fun are less than heartening in
  this ruined land, and the talk inevitably turns to
  plans for finding greener pastures. A tall,
  heavily cloaked stranger listens intently to the
  discussion, finally rising from his shadowed
  corner table to approach the party. Laying a
  gold piece on the table, he assures the group
  that he has an adventure for them that will
  change their minds about his fair land. The
  gold piece before them is theirs if they will but
  listen to his proposition.
  Upon being invited to speak further,
  the old man will tell the group that he is by
  name one Buchlar Alsofinius, by his own
  admission a bit of an eccentric and one of the
  finest magicians in the Confederation. He is
  here, in this backwater village, along with two
  companions to recruit a band of bravos to
  assist them in a desperate venture. Deep within
  the devastated zone is a tavern called the Three
  Cocks, once a favored stopping place for the
  local 
  nobility. 
  During 
  the 
  recent
  unpleasantness, says Buchlar, a band of
  discharged soldiers managed to take the tavern
  intact. Led by a sub-captain named Kurin the
  Bold, they put most of the occupants of the
  tavern to the sword and set up a base there
  from which to prey upon the local populace
  and those few wayfarers who still used the
  Greenway.
  One of the villages looted by these
  brigands, he says, happened to contain his only
  daughter, her husband and their son, Buchlar's
  grandson. In a raid on the village the brigands
  carried off Buchlar's daughter, Lorin, killed her
  husband and drove their boy child, Gordon,
  into a nearby mangrove swamp. There he hid
  until, several days later, he was found by Big
  Wendel, the village smith who was, himself, a
  homeless fugitive. It was Big Wendel who
  carried young Gordon, wounded and in shock,
  the 100 miles cross-country to the cottage
  where Buchlar pursued his solitary studies,
  Since that time, the boy has spoken not a word,
  though he can seemingly understand what is
  said to him. Also, since that time, Buchlar has
  spent long hours laying plans to rescue his
  daughter and any others in Kurin's clutches and
  to kill the beast and his men.
  Now, he is ready. He has found a
  way into the Three Cocks that Kurin is not
  aware exists and has gained from disgruntled
  former members of Kurin's band a fairly exact
  knowledge of the layout of the tavern and its
  contents and occupants. However, he still
  requires a small band of accomplices (not more
  than half a dozen in addition to Wendel and
  Gordon) in order to bring off what he has in
  mind. Buchlar cannot pay much more than
  expenses plus 100 Silver Pennies apiece as a
  retainer, but he notes that Kurin's band is rich
  and that all who participate in its downfall
  should have an equal share in their riches. If
  the gentlemen are interested, Buchlar has only
  one condition: They must agree to make
  Buchlar their leader with one of their own as
  second-in-command in case he is killed. That
  being agreeable, Buchlar will give further
  details.
  At this point, the GM should sketch
  out for the players a rough map of the tavern
  similar to that provided in this booklet, but
  without room numbers or details on hidden
  features. He may also wish to tell the players
  which bedrooms belong to Kurin, Florian,
  Susentir, Gorch, Rupert, Anwar, Rotigar and
  Gurchluk, as well as where the Goblins and
  Hobgoblins lair, where prisoners are housed
  and where the scullions are barracked.
  Having 
  generally 
  briefed 
  the
  characters concerning what they will face, the
  GM should then explain that Buchlar intends
  to gain entrance via a trap door hidden in the
  root cellar since all other entrances are kept
  locked (and usually guarded) and a magical
  fog tends to boil up around the entire area
  whenever anyone approaches closer than a few
  hundred yards to the tavern from the outside.
  The trap door leads from the root cellar into a
  
  DRAGONQUEST ADVENTURES PAGE 2
  long escape tunnel that lets out half a mile
  distant and so should allow the party to
  actually get into the tavern unobserved. Once
  inside, Buchlar intends to allow circumstances
  guide his actions.
  5.
  BRIEFING FOR THE
  GAMESMASTER
  In general, Buchlar will underplay
  the danger once he has piqued the group's
  curiosity by initially describing his "desperate
  venture". Buchlar's information will also be
  somewhat out of date, so he will be unable to
  answer many questions that may be put to him.
  Among the elements of the situation with
  which Buchlar will not be familiar are the
  following:
  1.
  The fact that Lorin is now Florian's
  mistress.
  2.
  The fact that Rinn and his party have
  been captured.
  3.
  The fact that Chustar and Squire
  Groll have been captured.
  4.
  The fact that Kurin has been courting
  Gianetta and so has angered Susentir
  who is conspiring against both her
  rival and the man she claims to love.
  5.
  The fact that Rupert has been
  confined in the cellars.
  IV.
  THE NON-PLAYER
  CHARACTERS
  There are three distinct classes of
  Non-Player Characters represented in the
  adventure. They may be characterized as to
  their respective roles as follows:
  Buchlar's Band consists of Buchlar, Wendel
  and Gordon, all three of whom would gladly
  die to save Lorin or destroy Kurin.
  The Prisoners consist of Lorin Anders, the
  dozen scullions, Rinn's caravan, Chustar and
  Groll and, possibly, Rupert. Their primary goal
  will be to escape, but they will assist the party
  in destroying the brigands if it seems necessary
  to do so in order to reclaim their property and
  rescue any associates still in Kurin's grasp.
  Kurin's Band consists of Kurin, Gorch,
  Susentir, Florian, Anwar, Rotigar, Gurchluk,
  14 Brigands, 9 Goblins, 3 Hobgoblins, 6
  Dwarves, 11 Wolves, and 10 Harlots.
  6. 
  BUCHLAR'S BAND
  a. 
  BUCHLAR ALSOFINIUS
  Buchlar tends to be an impractical
  and detached recluse and would normally not
  involve himself in an "adventure" which he
  would tend to characterize as childish.
  However, he is also bitterly self-reproachful
  that he never did anything to help his daughter
  during the entire 16 years of her marriage and
  that he did not attempt to offer succor to her
  and her family when the times became
  uncertain. It is the guilty knowledge that he
  could have helped Lorin relocate outside of the
  devastated area that now motivates Buchlar's
  actions.
  Buchar's 
  characteristics 
  are 
  as
  follows:
  PS: 12
  MD: 16
  AG: 14
  MA: 21
  EN: 14 FT:   20 WP: 24
  PC: 18
  PB: 14
  TMR: 5
  Buchlar is Sun-aspected. He is a
  great mage of the College of Sorceries of the
  Mind and has spent long years in perfecting his
  will as part of his studies. He knows all
  General Knowledge Spells, Talents and Rituals
  of the College and has achieved the following
  Ranks: T-1(2), T-2(3), T-3(4), G-1(3), G-4(4),
  G-5(6), G-6(2), S-1(4), S-2(2), S-8(3), S-9(5),
  R-1(3). In addition, he has gained much fame
  for researching for his College a spell that
  works exactly like S-13 of the College of
  Celestial Magics and has achieved Rank 4 with
  that spell. Buchlar is a Rank 3 Beast Master
  (specializing in Small Land Mammals), a Rank
  5 Alchemist (specializing in Potions) and a
  Rank 6 Healer.
  Beneath his cloak, Buchlar wears
  leather armor with special bone clasps. He
  carries a staff that will serve in combat as a
  Quarterstaff and he carries a silvered dagger.
  He has Rank 7 with the Quarterstaff. In a small
  pack that he guards closely, he carries a flask
  containing 11 doses of a Potion which
  automatically increases the drinker's chances
  of disbelieving any illusion by 10. The effect
  lasts for 3 hours.
  b. 
  BIG WENDEL
  The village smith is no genius, but
  he is immensely strong and durable and is
  devoted to Lorin who befriended him and
  always invited him to spend the High Holidays
  with her family. He will gladly give his life to
  save her and is fanatically loyal to Buchlar to
  the extent that the mage is devoted to the same
  purpose and to Gordon because he is Lorin s
  son. Wendel is not a warrior, but has some
  small weapons skill and could be a truly
  frightful enemy in close quarters. He feels
  frustrated and guilty that he was unable to save
  Lorin and has sworn to himself an oath to right
  his omission.
  Wendel 
  has 
  the 
  following
  characteristics:
  PS: 25
  MD: 16
  AG: 10
  MA: 5
  EN: 20
  FT:   22 WP: 15
  PC: 13
  PB: 12
  TMR: 4
  Wendel is Life-aspected. He wears
  leather armor and carries an Improved Buckler,
  a Shortsword with which he has Rank 2, a
  Broadsword (Rank 2) and a Battleaxe (Rank
  3). Wendel is no magician, but he does have
  Rank 
  3 
  with 
  the 
  Beast 
  Master 
  skill
  (specializing in Riding Animals).
  c.
  GORDON ANDERS
  Lorin's son no longer speaks, though
  Buchlar maintains that he is able to do so. His
  dark eyes are like shadowed mirrors that say
  nothing of his thoughts. At 15 he has become a
  hardened warrior (though not yet a skillful
  one).
  Gordon's 
  characteristics 
  are 
  as
  follows:
  PS: 12
  MD: 18
  AG: 19
  MA: 16
  EN: 15 FT:   20 WP: 18
  PC: 14
  PB: 17
  TMR: 6
  Gordon is Autumnal Stars-aspected.
  His dark locks are encased in a leather helmet
  and he wears leather armor. At his side is a
  heavy Knife. He also carries a Shortsword with
  which he has achieved Rank 1. Gordon is
  driven by an almost pathological hatred of
  Kurin who he blames more than anyone else
  for the death of his father, and he will abandon
  all caution upon seeing Kurin and attack him
  unless restrained.
  7.
  THE PRISONERS
  There are four distinct classes of
  prisoners 
  within 
  the 
  tavern. 
  The 
  most
  numerous group consists of a dozen scullions,
  women from the surrounding area who have
  been kidnapped and impressed into Kurin's
  service during the months since he and his
  
  DRAGONQUEST ADVENTURES PAGE 3
  band took over the tavern. A second group
  consists of Belius Rinn and his employees
  (Bardo, Flannigan, Garston and Gianetta)
  whose caravan was plundered by Kurin only a
  few weeks after the band set up at the Three
  Cocks and who have been awaiting ransom
  ever since. Their goal is to escape and reclaim
  their property. Chustar and Groll constitute a
  third group. Finally, Rupert may behave as a
  prisoner seeking escape or as one of the
  Brigands under Kurin, and so constitutes a
  fourth class of prisoner.
  a. 
  BELIUS RINN
  Tall, grotesquely fat, crude and
  boisterous, 
  Belius 
  Rinn 
  is 
  a 
  merchant
  renowned throughout the Confederation for his
  willingness to take atrocious risks in pursuit of
  profit. He may have risked overmuch,
  however, in trying to cross the devastated area
  with a spice caravan, since that endeavor has
  resulted in his capture by Kurin who now
  holds Rinn and his companions for ransom.
  Rinn has so far steadfastly refused to make an
  appeal to his relatives to pay the ransom (set at
  10,000 gold pieces) on the grounds that the
  sum demanded would ruin him and, in the
  absence of such an appeal, Rinn's relatives
  have been unwilling to pay up. As a result
  Rinn has languished in the cellars on a diet of
  bread and water for most of the period of his
  confinement.
  Rinn 
  has 
  the 
  following
  characteristics:
  PS: 17
  MD: 15
  AG: 12
  MA: 16
  EN: 16 FT:   20 WP: 19
  PC: 21
  PB: 12
  TMR: 4
  Rinn is Life-aspected. He is a Rank 8
  Merchant specializing in Gems and Monster
  and Animal Products. He has Rank 2 with the
  Broadsword, though he has not used one
  except in practice in many years.
  b. 
  BARDO DO N'LI
  Bardo is a dark, smooth-skinned
  Korshemite from the far south who made a
  reputation for himself in the cities of the Five
  Sisters as a deadly swordsman, before entering
  Rinn's service as a bodyguard. Bardo is
  extremely tall and well formed, a favorite
  among the ladies at the courts with which Rinn
  sometimes deals.
  Bardo 
  has 
  the 
  following
  characteristics:
  PS: 19
  MD: 18
  AG: 18
  MA: 13
  EN: 19 FT:   21 WP: 15
  PC: 15
  PB: 17
  TMR: 6
  Bardo is Death-aspected and is a
  Rank 2 Assassin. He has Rank 4 with the Great
  Bow, Rank 3 with the Morningstar, Rank 3
  with the and-and-a-half Sword and Rank 2
  with a Knife.
  c.
  FLANNIGAN THREE-FINGERS
  Also known as Flannigan the Cruel
  for his barbed wit. As a Troubador in the Five
  Sisters, 
  Flannigan 
  once 
  composed 
  an
  extremely insulting song about the latest
  mistress of a particularly obnoxious minor
  Duke and sang it in court. The Duke took his
  revenge by offering 500 gold pieces per finger
  for Flannigan's left hand (which he used to
  play an accompaniment to the song on the
  mandolin). An Assassin who attempted to
  collect the reward failed to cut off the
  offending hand, but did cause Flannigan to part
  company with two of his fingers and much of
  his composure. Thinking discretion the better
  part of valor, Flannigan thereafter left the Five
  Sisters before anyone could finish the job. He
  has served Rinn ever since.
  Flannigan 
  has 
  the 
  following
  characteristics:
  PS: 16
  MD: 14
  AG: 18
  MA: 16
  EN: 17 FT:   20 WP: 19
  PC: 18
  PB: 17
  TMR: 6
  Flannigan is Life-aspected. He is a
  Rank 15 Troubador, playing Flute, Lute,
  Mandolin and Tambourine. He also sings,
  composes and recites stories and legends (in
  several styles), performs mime, acts, is an
  accomplished mimic, can tell and compose
  jokes, dances, dresses according to a variety of
  customs (and is a master of disguise) and is
  able to amuse small children and semi-
  intelligent creatures. Flannigan is also a Rank
  3 Spy and a Rank 2 Assassin. He is a master
  with the Rapier (Rank 6), the MainGauche
  (Rank 5) and the Knife (Rank 4). He can also
  use a Sap at Rank 3.
  Kurin has taken a liking to Flannigan
  and sometimes calls for him to be brought
  before the company to sing or otherwise offer
  entertainment. For this reason, Flannigan has
  not (like Rinn, Bardo and Garston) been
  deprived of his fine clothes, though the gems
  have been clipped from the frogs and piping.
  d.
  GARSTON THE SCRIVENER
  Long Rinn's bookkeeper, Garston derives from
  noble Dwarvish stock recently fallen on hard
  times. Though his full blond beard has lacked
  for treatment in the cellars beneath the Three
  Cocks, it still retains the delicate shaping and
  dyeing by which the Dwarves of his kith are
  known. Nor has his confinement in any way
  ameliorated the aura of hauteur that surrounds
  Garston. He has sworn vengeance upon Kurin's
  folk for demeaning him by stripping him after
  his capture and tossing him into a cold cell
  beneath the tavern, and he intends to pursue
  this vengeance without fail even if he must
  leave Rinn's service to do so. Garston is
  especially intent upon doing unthinkable things
  to Gurchluk, who constantly taunts him
  concerning his fate, and to his fellow Dwarves
  in Kurin's band for betraying their own kind.
  Garston 
  has 
  the 
  following
  characteristics:
  PS: 17
  MD: 16
  AG: 15
  MA: 13
  EN: 16 FT:   20 WP: 19
  PC: 16
  PB: 16
  TMR: 5
  Garston is Moon-aspected. He is a
  Rank 3 Healer and a Rank 3 Merchant
  (specializing in Precious Metals). Despite his
  many years in Rinn's service, he is still a "fey
  fighter" and practices regularly with the Mace
  with which he has Rank 2, the Hand Axe with
  which he has Rank I and the Morningstar with
  which he has Rank 4.
  e.
  GIANETTA ARSLIN
  What words can communicate the
  beauty of the fabled Gianetta? Once the
  mistress of a King (though a small and
  relatively unimportant one to be sure), Gianetta
  has for two years been personal scribe and
  companion to Rinn. Finding herself in a sort of
  pickle once Rinn's party was captured, fair
  Gianetta wasted no time in ingratiating herself
  to the person in Kurin's band who could do her
  the most good: Kurin. That fact in turn made
  her less than popular with Kurin's former
  favorite, Susentir, and there has been a good
  deal of dissension in the band since Gianetta's
  capture. Unlike the Qther prisoners with whom
  she was taken, the fair lady Arslin is kept
  sequestered most of the time in a secure room
  on the second floor just a few feet from Kurin's
  own chambers.
  Recently, Gianetta has persuaded
  Kurin to give her the run of the tavern, but
  Kurin has moderated this freedom by having
  Rotigar assign one of his trained wolves to
  
  DRAGONQUEST ADVENTURES PAGE 4
  accompany her wherever she goes, except into
  her own or Kurin's chambers. This bit of
  foresight has kept Gianetta from hatching any
  really effective plans to free Rinn and the
  others and escape, but it has not kept her from
  acquiring a Dagger (a weapon with which she
  has Rank 3) and a small vial of poison from
  Florian's room. These she keeps handy on her
  person in case of trouble (or opportunity).
   Gianetta 
  has 
  the 
  following
  characteristics:
  PS: 13
  MD: 17
  AG: 18
  MA: 16
  EN: 16 FT:   20 WP: 18
  PC: 16
  PB: 19
  TMR: 6
  Gianetta is Life-aspected. She is a
  Rank 9 Courtesan and can play the Flute and
  Mandolin, compose and recite stories and
  legends, 
  dance, 
  dress 
  appropriately 
  and
  seductively as the occasion warrants, appear
  attractive and simulate a wide range of
  emotions. She is also a Rank 3 Spy and a Rank
  5 Assassin. Gianetta has Rank 3 with a Sap.
  f.
  BLACK RUPERT
  A member of Kurin's band and
  formerly a top spy for General Bola of the
  Confederation, Rupert has had a falling-out
  with Kurin over Gianetta whom Kurin wanted
  to keep for himself. Rupert (at the instigation
  of Susentir) pressed the idea that Gianetta was
  part of the "spoils" (being of little use for
  ransom) and should be shared out equally
  among the captains, if not the men. For being
  overly energetic and heated in expressing this
  opinion, Kurin has had Rupert confined in a
  cell pending disposition of his "case" by the
  bandit chief. Rupert knows that he is in serious
  trouble and there is a 40% chance that he will
  join the party in destroying Kurin's band.
  There is a 60% chance that he will pretend to
  do so in order to betray the party to Kurin (in
  hopes of currying favor and regaining his lost
  position). 
  Rupert 
  has 
  the 
  following
  characteristics:
  PS: 18
  MD: 18
  AG: 17
  MA: 10
  EN: 18 FT:   21 WP: 17
  PC: 18
  PB: 18
  TMR: 5
  Rupert is Life-aspected. He is a
  pleasant rogue, though a bit cold-blooded at
  times, especially in regard to the rich and
  powerful whom he considers parasites. Prior to
  becoming a spy (and later a common brigand),
  Rupert was a famous captain of foot.
  Rupert is a Rank 3 Military Scientist,
  Rank 5 Spy, and Rank 2 Assassin, and has
  Rank 3 with Knife, Rank 4 with Poleaxe, Rank
  3 with the Pike and Rank 6 with the Hand-and-
  a-half Sword that he favors.
  g. 
  CHUSTAR BRACHIAN
  Known as the Knight of the Green
  Star, Chustar is a doughty fighter, (but very
  minor knight) who fought for Wallershand in
  the late war. He has been retained by Rinn's
  family to rescue their Patriarch, but has
  managed to get himself and his Squire bagged
  instead. He is a broad-shouldered, bullnecked
  ruffian whose rough, scarred countenance
  hides a keen intelligence. He is also extremely
  unlucky (which is why he came out of the war
  with little more than the mail on his back -
  which has now been appropriated by one of
  Kurin's men). All D100 dice rolls relating
  directly 
  to 
  Chustar 
  should 
  be
  increased/decreased 
  by 
  1 
  to 
  Chustar's
  detriment to reflect his poor karma.
  Chustar 
  has 
  the 
  following
  characteristics:
  PS: 18
  MD: 16
  AG: 17
  MA: 10
  EN: 19 FT:   21 WP: 18
  PC: 16
  PB: 14
  TMR: 5
  Chustar is Summer Stars-aspected.
  He is a Rank 2 Military Scientist who has
  Rank 3 with the Hand Axe, Rank 6 with the
  Broadsword., Rank 3 with the Mace and Rank
  2 with the Morningstar. Chustar will not leave
  the tavern until he has recovered his mail,
  shield, horse and, especially, his sword. Once
  he has regained these items, Chustar will still
  attempt to free Rinn and destroy Kurin's band,
  circumstances permitting.
  h.
  SQUIRE GROLL
  Chustar's Squire is a Gnome of one
  of the northeastern tribes. He has been
  Chustar's Squire for 10 years (since the young
  Brachian went off to fight in the war).
  Squire Groll has the following
  characteristics:
  PS: 14
  MD: 13
  AG: 16
  MA: 13
  EN: 10 FT:   18 WP: 19
  PC: 15
  PB: 12
  TMR: 5
  Groll is Vernal Stars-aspected. He is
  a Rank 3 Healer and a Rank 2 Troubador who
  plays the Mandolin (badly) and sings (worse).
  The Squire is fanatically loyal to Chustar both
  as a result of the bond that has grown between
  them over the years of shared hardship and
  because Groll's family honor demands loyalty
  to the master to whom his parents indentured
  him in his youth. Whatever Chustar does, Groll
  will also adopt as a general course of action.
  He will not allow himself to be separated from
  Chustar and will, if Chustar is in mortal
  danger, interpose his body between Chustar
  and that danger. Groll has Rank 2 with the
  Knife, Rank 4 with the Falchion and Rank 7
  with the Sling.
  h. 
  LORIN ANDERS
  Lorin is a beautiful, raven-haired
  woman whom time has treated kindly. The
  brigands, however, have not treated her kindly
  and she has been accidentally scarred by one
  of them in a knife fight in which she was the
  prize. Florian has partially healed the scar on
  her cheek, but is not Healer enough to finish
  the job. Lorin's gratitude for his kindness in
  this and other regards has caused her to
  become Florian's mistress, confidant, and
  assistant. She would gladly welcome rescue,
  but would attempt by any means to save
  Florian if possible. She believes both her son
  and husband to be dead. Lorin has the
  following characteristics:
  PS: 15
  MD: 15
  AG: 16
  MA: 15
  EN: 17 FT:   21 WP: 17
  PC: 17
  PB: 12
  TMR: 5
  Lorin is Vernal Stars-aspected. She
  is a Rank 5 Troubador who plays the Lute,
  sings, dances, recites and composes stories and
  legends. She is also a Rank 3 Healer.
  j.
  THE SCULLIONS
  Gathered from a large number of
  surrounding farms, towns and villages, the 12
  Scullions keep Kurin's house when they are not
  forced to keep company with the Brigands
  themselves. They have the following average
  characteristics:
  PS: 15
  MD: 15
  AG: 15
  MA: 12
  EN: 17 FT:   21 WP: 14
  PC: 13
  PB: 14
  TMR: 5
  Generally, the Scullions will also be
  Rank 1 Healers. They will have no weapons
  skills, but will enthusiastically pitch in to assist
  their rescuers once they realize that the party
  means them no harm. However, initially, they
  will be as frightened of the party as of Kurin's
  men and may alert the house by screaming if
  surprised.
  8.
  KURIN'S BAND
  Kurin's band consist of 14 Brigands,
  6 Dwarves, 9 Goblins, 3 Hobgoblins, 10
  Harlots and 11 Wolves plus himself, Susentir,
  Florian, Gorch and the captains, Gurchluk,
  Anwar and Rotigar.
  a.
  KURIN THE BOLD
  Tall, dark of hair with bronzed skin
  Kurin is an impressive figure even without
  knowledge 
  of 
  his 
  reputation. 
  Once 
  a
  commander of cavalry for General Bola, Kurin
  was renowned for hit-and-run raids deep into
  enemy territory. When the war ended and the
  captains and their troops were ' mustered out
  without thanks (or the back pay owed them),
  Kurin formed a band of ex-soldiers and cast
  about for a base from which to operate as a
  "band of brothers," preying upon the nobles
  who so misused him and his men. In practice,
  that noble dream degenerated into common
  banditry within a few weeks and most Of
  Kurin's victims have been the common folk.
  Kurin is now so corrupted that he does not see
  this fact and will argue that he is a defender of
  the downtrodden against the "fat merchants
  and the old order".
  Kurin 
  has 
  the 
  following
  characteristics:
  PS: 19
  MD: 18
  AG: 18
  MA: 17
  EN: 20 FT:   22 WP: 21
  PC: 20
  PB: 17
  TMR: 6
  
  DRAGONQUEST ADVENTURES PAGE 5
  Kurin is Sun-aspected. He is a Rank
  5 Military Scientist, a Rank 3 Assassin and a
  Rank 4 Spy and Thief. He has Rank 5 with a
  Knife, Rank 6 with the Broadsword, Rank 6
  with the Great Axe and Rank 5 with the
  Longbow. If forewarned of danger, Kurin will
  carry all of these weapons, wear a chainmail
  coat, 
  and 
  carry 
  an 
  Improved 
  Buckler.
  Otherwise, he will wear the lightest of leather
  armor and carry only a knife.
  Kurin is presently smitten with
  Gianetta to the extent that he has ceased to pay
  attention to his former mistress, Susentir, who
  has consequently been sowing dissension in
  the band; he has jailed one of his captains
  (Rupert) for opposing his dalliance. Currently,
  he spends as much time as possible with
  Gianetta and discipline within the band has
  become lax as a result of his absence from its
  affairs.
  b. 
  GORCH
  The Ogre, Gorch, is not terribly
  bright, but so long as Kurin is around to keep
  him under control he is a useful member of the
  band. Gorch has served for three years as
  Kurin's personal bodyguard, Their strange
  friendship dates from a time when Kurin,
  recently escaped from one of Wallershand's
  prison cages, stumbled upon Gorch in the act
  of taking on a Wallershand cavalry patrol
  single-handedly. Working on the theory that
  "mine enemy's enemy is my friend," Kurin
  came to Gorch's aid. A simple-minded (but
  ruthlessly practical) gratitude has bound them
  together since that adventure.
  Gorch 
  has 
  the 
  following
  characteristics:
  PS: 29
  MD: 12
  AG: 10
  MA: 10
  EN: 23 FT:   30 WP: 18
  PC: 13
  PB:  6
  TMR: 4
  Gorch is Moon-aspected. He has
  Rank I with a Shortsword (which he uses in
  lieu of a Knife), Rank 3 with a Hand Axe and
  Rank 3 with a Giant Club. He carries these
  three weapons wherever he goes. Gorch wears
  leather armor and habitually carries a large
  Kite Shield about with him.
  c. 
  SUSENTIR
  A large, big-boned woman, Susentir
  survived among the camp followers of Bola's
  army because of her size, her toughness and
  her quickness with a knife. She has been
  Kurin's woman for the last 18 months ... at
  least until the arrival of Gianetta. Susentir
  bitterly hates Gianetta and would destroy her,
  except that Kurin has made it clear that he
  would kill Susentir in that event.
  Susentir 
  has 
  the 
  following
  characteristics:
  PS: 16
  MD: 16
  AG: 18
  MA: 15
  EN: 17 FT:   21 WP: 18
  PC: 16
  PB: 17
  TMR: 6
  Susentir is Moon-aspected. She is a
  Rank 3 Healer and a Rank 2 Astrologer.
  Susentir also has Rank 5 with the Knife (which
  she is never without) and Rank 3 with the
  Dagger. She never wears armor of any type,
  though she often wears men's clothing and
  frequently rides on raids (at which time she
  carries a Shortsword and Buckler).
  d.
  FLORIAN LISHINGARD
  Until recently, Florian was Court
  Magician to a minor Baron on the northwest
  border of the Confederation, but decided
  months earlier to travel south to the Five
  Sisters in search of a better position with a
  more important master. He never made it.
  Instead, he was taken by Rotigar in a freelance
  raid 
  and 
  turned 
  over 
  to 
  Kurin 
  who
  ",convinced" him to become a guest of the
  band and perhaps provide some assistance to
  them in their "small work" on behalf of
  mankind.
  Realizing 
  that 
  Kurin 
  was 
  a
  borderline psychotic by this point in his life,
  Florian felt it incumbent upon himself to agree
  to the chief's proposal (at least temporarily).
  Since then, the fortunes of the band have
  prospered due to Florian's abilities. His
  illusions have been used to trap unwary
  travellers and to protect the house against
  intruders. Florian does Kurin's bidding more or
  less willingly at the moment, but his generally
  kindly nature rebels at the cruel things he is
  often forced to witness. He would like to
  escape, but has not had what he considers a
  really good opportunity to do so.
  Florian 
  has 
  the 
  following
  characteristics:
  PS: 13
  MD: 17
  AG: 16
  MA: 18
  EN: 16 FT:   20 WP: 19
  PC: 18
  PB: 15
  TMR: 5
  Florian is Moon-aspected. He is a
  master of simple illusions and has the ability to
  cast combined illusions of all types. He knows
  all Talents, General Knowledge Spells and
  General Knowledge Rituals for his College.
  Florian has the following Ranks: T-1(2), G-
  1(2), G-2(10), G-3(8), G-4(4), G-5(12), Q-
  1(15). Florian also is a Rank 5 Alchemist
  (specializing 
  in 
  Potions), 
  a 
  Rank 
  6
  Mechanician and a Rank 4 Healer. He has
  Rank I with the Dagger and carries a gilded
  Dagger with him wherever he goes (albeit
  hidden under his robes).
  e.
  ANWAR THE RAT
  Anwar is a thoroughly despicable
  Dwarf who has long preyed upon his own
  kind. After being driven out of the Delving due
  to his criminal activities, Anwar joined Bola as
  a Spy and Assassin, later throwing in his lot
  with Kurin in exchange for a captaincy in
  Kurin's band.
  Anwar 
  has 
  the 
  following
  characteristics:
  PS: 19
  MD: 21
  AG: 20
  MA: 8
  EN: 21 FT:   22 WP: 15
  PC: 16
  PB: 10
  TMR: 7
  Anwar is Winter Stars-aspected. He
  is a Rank I Military Scientist, a Rank 3 Spy, a
  Rank 4 Thief, and a Rank 6 Assassin. He has
  Rank 2 with the Sap, Rank 5 with the Knife,
  Rank 4 with the Dagger, Rank 3 with the Hand
  Axe, Rank 6 with the Great Axe and Rank 3
  with the Improved Buckler (used as a weapon).
  He habitually wears leather armor and carries
  all of his weapons except his Great Axe and
  his Improved Buckler with him. If alerted to
  danger he will carry these weapons as well.
  f.
  ROTIGAR
  Rotigar is something of a mystery to
  the others in the band. Half-elf and half-
  human, he has never made the adjustment to
  either society and has chosen to live apart from
  other men in forests and hills. He has loose ties
  with the others in the group and seldom speaks
  to anyone except Kurin. Rotigar also raises
  wolves 
  and 
  never 
  goes 
  anywhere
  unaccompanied by his "gray friends" as he
  calls them. For some reason, Rotigar despises
  his own kind (Elves) with a hatred usually
  reserved for a love turned sour. While not
  normally 
  excessively 
  cruel, 
  his 
  usual
  ruthlessness gives way to diabolical sadism in
  the presence of Elves.
  Rotigar 
  has 
  the 
  following
  characteristics:
  PS: 20
  MD: 23
  AG: 24
  MA: 17
  EN: 22 FT:   22 WP: 18
  PC: 24
  PB: 12
  TMR: 7
  Rotigar's fine features and golden
  hair would make his face extremely handsome
  except for the brooding coldness that ever sits
  on his brow. He is Death-aspected. Rotigar is a
  Rank 8 Ranger specializing in Woods, a Rank
  8 Beast Master specializing in Small Land
  Mammals and Humanoids (and using cruelty
  in his training) and a Rank 2 Assassin. He has
  Rank 2 with the Sap, Rank 4 with the Knife,
  Rank 2 with the Dagger, Rank 5 with the
  Broadsword and the Mace and Rank 7 with the
  Great Bow. He wears leather armor under a
  heavy cloak wherever he goes and usually
  carries a Knife, three or four Daggers (for
  throwing), and a Broadsword sword. If alerted
  to danger, he will also carry his Great Bow and
  (possibly) a Mace, one or more of his Wolves
  will always accompany Rotigar.
  g. 
  GURCHLUK
  A Hobgoblin of the Urdin, Gurchluk
  is an aged veteran of 20 years of raiding and
  war. He is also overly fond of the winecup and
  becomes quarrelsome when drunk (also losing
  
  DRAGONQUEST ADVENTURES PAGE 6
  2 from MD, 3 from PC and 2 from AG). Kurin
  uses Gurchluk to keep the other Hobgoblins
  and the Goblins in his cellars in line and to act
  as turnkey for his improvised prison in the
  cellar larder, Gurchluk is wary and suspicious
  of everyone and everything and so is especially
  good at this job.
  Gurchluk 
  has 
  the 
  following
  characteristics:
  PS: 21
  MD: 14
  AG: 15
  MA: 12
  EN: 16 FT:   20 WP: 12
  PC: 16
  PB:  6
  TMR: 5
  Gurchluk is Moon-aspected. He is a
  Rank 3 Thief and a Rank 5 Assassin. He has
  Rank 2 with the Sap, Rank 4 with both Knife
  and Dagger, Rank 3 with Mace and Rank 5
  with Battle Axe. He usually wears light leather
  armor indoors, but will wear a coat of
  chainmail if alerted to danger. If alerted, he
  will also carry an Improved Buckler, Knife,
  Mace, Battleaxe and, possibly, a Dagger.
  Otherwise, he will only have his Knife and a
  Mace handy. There is an 80% chance that
  Gurchluk will be drunk at any given moment.
  h.
  THE BRIGANDS
  There are 14 Brigands under Kurin's
  command. They will, on average have the
  following characteristics:
  PS: 16
  MD: 17
  AG: 17
  MA: 13
  EN: 18 FT:   21 WP: 14
  PC: 14
  PB:  12 TMR: 5
  Generally, all Brigands will be Rank
  2 Thieves. They will be armed with a Knife
  (with which they will have Rank 2), a Dagger
  (with which they will have Rank 1), a
  Broadsword (with which they will have Rank
  3) and, if alerted, with a Spear (Rank 2) or
  Horsebow (Rank 3). Alerted Brigands will
  usually carry a Buckler or Improved Buckler.
  All Brigands will wear leather armor at all
  times unless asleep in bed.
  i. 
  THE HARLOTS
  There are 10 Harlots in the tavern,
  former camp followers in Bola's army who
  have joined Kurin and his men. Though not
  trained warriors, they will fight as hard as
  Kurin, himself, against intruders.
  Their average characteristics are as
  follows:
  PS: 13
  MD: 16
  AG: 16
  MA: 12
  EN: 15
  FT:   20 WP: 14
  PC: 12
  PB:  15 TMR: 5
  Each Harlot will be a Healer (Rank
  2) and have Rank 3 with a Knife (always
  carried on their person).
  j. 
  THE DWARVES
  There are 6 Dwarves in Kurin's band.
  They have the following characteristics:
  PS: 21
  MD: 14
  AG: 15
  MA: 12
  EN: 16 FT:   20 WP: 12
  PC: 16
  PB:  6
  TMR: 5
  The Dwarves will be Rank 1 Thieves
  and be armed with Shortswords (Rank 2) at all
  times. If alerted, they will also carry either a
  Mattock (Rank 3), Battleaxe (Rank 4) or
  Morningstar (Rank 3). Except when asleep in
  their beds, the Dwarves will always wear
  chainmail.
  k. THE GOBLINS
  There are 9 Goblin attached to the band.
  They have the following characteristics:
  PS: 12
  MD: 11
  AG: 12
  MA: 8
  EN:  8 
  FT:   18 WP: 10
  PC: 12
  PB:  9
  TMR: 4
  Goblins will be Rank 1 Thieves and
  will have Rank 3 with Knife, Rank 5 with
  Falchion and Rank 4 with Handaxe. They will
  wear chainmail, even when asleep in their
  beds. Their weapons will be close to hand and
  they will not shed their mail.
  l.
  THE HOBGOBLINS
  There are 3 Hobgoblins in the band with
  the following characteristics:
  PS: 20
  MD: 15
  AG: 14
  MA: 10
  EN: 15 FT:   20 WP: 11
  PC: 15
  PB:  8
  TMR: 5
  The Hobgoblins will be Rank 1
  Thieves and will have Rank 3 with Knife,
  Rank 1 with Dagger, Rank 5 with Arbalest and
  Rank 4 with Morningstar. Hobgoblins will
  wear chainmail at all times and will always be
  armed with both Dagger and Knife and with
  either a Morningstar or an Arbalest.
  m.
  THE WOLVES
  There are 11 Wolves in Kurin's band
  under the control of Rotigar. The Goblins often
  ride them on raids and one is always with
  Rotigar while another always accompanies
  Gianetta. They have the following
  characteristics:
  PS: 12
  MD:   9
  AG: 19
  MA: 0
  EN: 20 FT:   22 WP: 20
  PC: 22
  PB:  9
  TMR: 6
  
  DRAGONQUEST ADVENTURES PAGE 7
  
  THE HOUSE OF KURIN, PAGE 8
  Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
  V.
  THE TAVERN
  The Three Cocks consists of two
  floors and a partial cellar. It is build around a
  central courtyard to which access to the outside
  may be had by means of a pair of barred iron
  gates in the east and west sides of the building.
  A Ward is set on the place and regularly
  renewed. The Ward is triggered by any
  sentient being crossing it and releases a Rank
  15 Illusory Fog (Q- I of the College of
  Illusions) around the tavern. Similar magical
  spells are cast over all doors and windows
  leading to the outside world so that any
  attempt to cross a threshhold from the outside
  will result in illusory noises and the
  appearance of illusory fighters to delay the
  intruders until Kurin's men arrive. These
  illusions (unlike the fog) are not triggered by
  one of Kurin's band crossing the threshhold.
  Since Florian has no knowledge of the escape
  tunnel in the cellar, that entrance is not warded
  like the others.
  9. 
  THE GROUND FLOOR
  101:
  The Common Room of the
  tavern. It has two huge fireplaces, 20 heavy
  round oak tables (with 4 chairs per table) and a
  sideboard by each of the stairwells (A&B).
  Huge square pillars support the 30 foot ceiling
  and a clearstory window overlooks each door
  and the center of the room from the north wall.
  The room is dominated by a balcony against
  the south wall which is partially affixed to the
  pillars along that wall. If it is evening, there is
  an 80% chance that almost all of the band
  (about 40 characters and two wolves) will be
  present along with most of the Scullions and
  that dinner will be in progress.
  102-103: Two identical storage closets
  containing table linens and service.
  104:
  The kitchen. There are two hearths at
  each
  end of the room and the walls are lined
  with shelves containing crockery, utensils and
  open tins of flour, pickles and the like. There
  are two tables near each hearth used for
  preparing food. Racks of knives and spoons
  hang over each table.
  105-113. Bedrooms, each containing D-3
  Brigands and D-4 Harlots. The rooms will
  contain an appropriate number of beds and
  four or five large chests containing loose
  clothing and jewelry, coins, pretty weapons
  and other treasure with a total value of D x 500
  silver pennies.
  106-108-114: Empty clothes closets
  110-118: 
  Barracks 
  rooms 
  (used 
  as
  common sleeping rooms). 110 will be used to
  house the Scullions and there will normally be
  D+3 
  Scullions 
  inside 
  unless 
  they 
  are
  encountered elsewhere. The room will contain
  no chests, clothing or other features. A single
  row of 7 two-tiered bunks will sit against the
  east wall and a row of pegs will occupy the
  west wall. 118 will be identical except that D-4
  Harlots will normally be present and there will
  be a chest or dresser for each of 10 possible
  occupants. These will contain clothing and
  Dx200 silver pennies worth of jewelry.
  111-112: Main hallways. There will usually
  be a guard stationed in 111 just outside the
  door of 110.
  109-117: Two storage closets containing
  bed linens.
  107:
  Bedroom of Anwar the Rat.
  There is an 80% chance that Anwar will be
  present during the day and a 20% chance at
  night. If Anwar is present, there is a 90%
  chance that he will be accompanied by a
  Harlot. The room, itself, contains a bed, loose
  armor and weapons, soiled clothing in great
  heaps and a locked chest with a Rank 6
  poisoned needle trap in the lock. The chest is
  filled with treasure worth D x 2000 Silver
  Pennies.
  115:
  Bedroom containing 3 Dwarves
  and a Harlot. There are three beds in the room
  and half a dozen chests and trunks scattered
  about. The chests are mostly full of clothes
  (especially fine silks) and furs but do contain
  D x I 00 silver pennies in coppers.
  116:
  A clothes closet (kept locked). It
  contains some discarded clothing and a broken
  chair. Beneath the clothing is a small casket
  containing D100 x 50 Silver Pennies. It is
  locked but not trapped. In the floor of the
  closet is a secret trap door (of which Buchlar is
  aware) leading into 303.
  119:
  The main courtyard. Stairs at D
  and E lead to the second floor. The cobbled
  yard is dominated, however, by a fountain in
  the center and by a huge marble statue of
  General Wallershand who once slept here.
  120:
  The stable. Stalls 1A-1G and 1-X
  contain Palfreys (with average characteristics
  for that type of riding animal). There are a pair
  of Mules (with average characteristics for their
  type) in Y and Z and a magnificent Warhorse
  with maximum characteristics for that breed in
  H. The Warhorse belongs to Chustar. Stalls
  1AA-1HH contain Ponies (again maximum
  characteristics for their type). Stairs at L and M
  lead upstairs as does the series of trapdoors at
  G. A small heavy oak door (barred and locked)
  leads outside.
  121:
  The tackroom. Contains about 40
  saddles, bridles and other similar items.
  10.
  THE SECOND FLOOR
  201:
  Balcony overlooking the Common
  Room. Lined with cheap plaster statues of
  nobles most of which have been defaced.
  202:
  A short hallway crowded with
  broken or disused furniture of all types.
  203:
  Kurin's bedroom. There is a 90%
  chance that he will be there during the day and
  a 70% chance that he will be there at night. He
  will almost always be accompanied by
  Gianetta. The room contains a huge canopy
  bed, elaborately carved desk, chairs and
  bureaus and an ornate fireplace of onyx. A
  variety of clothes and weapons will be
  scattered about along with books and scrolls. A
  small chest in one corner will contain Kurin's
  share of the last three month's loot worth D100
  x 200 silver pennies.
  204-206-208: Clothes closet containing
  wearing apparel appropriate to the occupant of
  the attached bedroom.
  207:
  Rupert's Bedroom. The room will
  be unoccupied. It contains a canopy bed, a
  desk, a bureau filled with clothes, and several
  chests full of boots, clothing and armor
  appropriate to Rupert. There will be a stack of
  weapons in one corner of the room. No
  treasure will be found.
  205:
  Susentir's Bedroom. Will be
  more heavily furnished than most (canopy bed,
  pair of bureaus, dressing table, chairs, eating
  table and chairs, chests of clothes). There is a
  95% chance that Susentir will be here during
  the day and an 80% chance that she will be
  here at night. One of the chests will contain
  several bags of gold and silver coins worth
  D10x100 silver pennies and a bag of gems
  worth D10x500 silver pennies.
  209: A bedroom containing 3 Dwarves and
  2 Scullions. There will be beds, two bureaus,
  four chests of clothes and armor, and a chest of
  weapons.
  210:
  A clothes closet. The door will be
  kept locked. The closet will contain a small
  locked casket filled with D x 400 silver
  pennies worth of coins.
  211-223: A bedroom containing D-1
  Brigands and 2 Harlots. Furniture and other
  contents will be the same as for 105 and 113.
  212-214: Empty clothes closet.
  213:
  Gorch's Bedroom. The room will
  contain only a huge pile of filthy rags and furs
  in the middle of the floor. There is a 70%
  chance that Gorch will be present (regardless
  of the time).
  
  THE HOUSE OF KURIN, PAGE 9
  Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
  215:
  Gianotta's Bedroom. Contains
  furniture similar to that in Susentir's room. If
  not with Kurin, Gianetta will be present 80%
  of the time (day or night).
  216-218: 
  Clothes 
  closets 
  containing
  clothing appropriate to the occupants of the
  adjoining bedrooms.
  219-220: Hallways.
  217:
  Florian and Lorin's Bedroom.
  Contains a small number of magic scrolls, a
  few potions and poisons of low Rank and a
  small chest of coins (Dx300 silver pennies
  worth) in addition to a bed, bureaus, chests of
  boots and clothing, and a desk and dressing
  table. There is a 90% chance that Florian and
  Lorin will be present if not previously
  discovered.
  221:
  Balcony over Common Room.
  222:
  Loft over stable. Contains a stack
  of hay bales, a pile of mowing and reaping
  tools and a sturdy block and tackle over the
  trap door at G.
  228-229: Unoccupied rooms full of
  disused furniture.
  224-226: Empty closets.
  225:
  Rotigar's Bedroom. There is a
  70% chance that Rotigar will be found in this
  room if not encountered elsewhere. He will be
  accompanied by 10 Wolves. If Rotigar is not in
  this room, there is a 50% chance that D+4
  Wolves (9 maximum) will still be present. The
  room will contain a massive pile of old
  clothing and furs which both Rotigar and the
  Wolves will be using as bedding and a
  scattering of chests full of armor, weapons and
  tools (and some clothes). There will be a
  modest amount of treasure (Dx200 Silver
  Pennies) in coins scattered among the chests.
  227:
  A long-forgotten secret store room
  cunningly concealed as part of a brick wall.
  11. 
  THE CELLAR
  The Cellar is used by Kurin to store
  food supplies (its original use) and to hold
  prisoners. It is also the preferred domain of the
  Goblins and Hobgoblins in the band.
  301:
  The Root Cellar. There is a 50%
  chance that D10 rats will be present. The
  trapdoor at S leads into a long-forgotten escape
  tunnel that Buchlar intends to employ to
  breach Kurin's magical defenses.
  302:
  A 
  smokehouse 
  and 
  meat
  hanger. Now disused and full of broken
  furniture, tools and old clothing.
  303:
  A bolthole in time of need. A
  trapdoor leads up into the closet at 116. All 9
  Goblins and 3 Hobgoblins will be present 90%
  of cases. In 10% of cases, D-2 Goblins and D-
  3 Hobgoblins will be absent. All will be
  heavily armed. The floor will be strewn with
  rushes and rags as bedding and there will be
  Dx200 Silver Pennies worth of treasure
  present.
  306:
  The wine cellar. Contains 2 great
  tuns of wine and 2 of ale. Also scattered about
  are a score of beer barrels.
  305:
  Gurchluk's Alcove. A small,
  curtained-off area where Gurchluk makes his
  home. The room contains a pallette of rags and
  a stack of weapons in one corner. Beneath the
  rags is a small bag of gems (worth Dx500
  Silver Pennies).
  307:
  A tunnel carved out of the bedrock.
  Leading off of it are 11 small cells (also carved
  out of the bedrock) designed as storage rooms
  for the tavern above. This larder is almost
  empty now and Kurin uses many of the cells to
  contain his prisoners. They are billeted as
  follows: 309 contains Chustar Brachian; 310
  contains Squire Groll; 313 contains Garston;
  314 contains Flannigan; 315 contains Bardo;
  316 contains Rinn; 317 contains Rupert; 308
  and 318 are empty; 311 contains 40 sacks of
  corn and grain; 312 contains three dozen huge
  crocks which contain weapons (including all
  types of swords, knives, axes, maces, picks,
  clubs, and polearms). There are also several
  crossbows and arbalests, a pair of slings and all
  types of missiles for use in such weapons. One
  of the crocks will contain some leather armor
  and half a dozen mail shirts.
  VI.
  RUNNING THE
  ADVENTURE
  In running The House of Kurin, the
  GM should assume that once inside the house,
  the party is always in extreme danger and
  should make an Encounter Check every 15
  minutes by rolling on the Tavern Encounter
  Table (12). The type of character opposite the
  number rolled (if any) is the type encountered,
  and the number before the type is added to a
  D10 die roll to determine the number
  encountered. Numbers less than 1 are treated
  as 1. Numbers greater than the greatest number
  of a type of NPC or monster that can be
  encountered (i.e. that are present in the
  building) are treated as the greatest number
  that can be encountered. Note that the GM
  must keep track of how many of each type of
  character have been encountered so that the
  party does not face more foes of each type than
  the designer intended. Also note that it is
  possible to meet fewer foes of a type than
  intended. This possibility is intentional and is
  predicated on the assumption that some of the
  band may well be out on a raid during the
  adventure.
  A Special Encounter Check should
  be made whenever the party causes any loud
  disturbance and one Encounter Check should
  be made at the end of each Round of combat
  (which is certainly going to alert the occupants
  of the tavern that something is afoot). Once
  any captain appears (Kurin, Gurchluk, Anwar
  or Rotigar) during a melee or whenever anyone
  attached to the band escapes from the melee,
  the GM should make the assumption (except in
  extraordinary circumstances) that the entire
  house is aroused and should add 30 to all
  Encounter Checks and make such other
  alterations as he may feel appropriate to reflect
  the alerting of Kurin's folk.
  If all of the prisoners have been
  found, all of the rooms have been examined
  and there have been no random encounters for
  10 straight encounter Checks, the adventure is
  over and the tavern is considered clear of
  occupants. A new adventure may be run
  predicated on the theory that any of Kurin's
  band not destroyed were on a raid and will
  return at a later time.
  DESIGN CREDITS
  Game Design and Development:
  David James Ritchie
  Physical Systems and Graphics:
  Redmond A. Simonsen
  Illustrations:
  John Garcia
  Production:
  Carolyn Felder, Kate Higgins, Ted
  Koller, Manfred F. Milkuhn, Michael
  Moore, Bob Ryer
  
  THE HOUSE OF KURIN, PAGE 10
  Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
  12. TAVERN ENCOUNTER TABLE
  DICE
  Day Cellar
  Day Ground
  Day Second
  Night Cellar
  Night Ground
  Night Second
  01-10
  -
  -
  -
  -
  -
  -
  11-15
  -
  -8 Scullion
  -
  -
  -
  -
  16-20
  -
  -7 Scullion
  -
  -
  -
  -
  21-25
  -
  -6 Scullion
  -
  -
  -
  -
  26-30
  -
  -5 Scullion
  -
  -
  -
  -
  31-35
  -
  -4 Scullion
  -
  -
  -8 Scullion
  -
  36-40
  -
  -3 Scullion
  -
  -
  -6 Scullion
  -
  41-45
  -
  -2 Scullion
  -
  -
  -5 Scullion
  -
  46-50
  -
  -1 Scullion
  -
  -
  -8 Harlot
  -
  51-55
  -
  Lorin
  -
  -
  -6 Harlot
  -
  56-60
  -
  Lorin
  -
  -
  -6 Brigand
  -
  61-65
  -
  -9 Brigand
  -
  -
  -3 Brigand
  -
  66-70
  -
  -7 Brigand
  -
  -
  Anwar
  -
  71-75
  -
  -5 Brigand
  -
  -8 Scullion
  Kurin
  -8 Brigand
  76-80
  -
  -3 Brigand
  -8 Scullion
  -8 Goblin
  Susentir
  Susentir
  81-83
  -
  Kurin
  -6 Scullion
  -5 Goblin
  Gorch
  Gorch
  84-86
  -
  Florian
  Florian
  -3 Goblin
  Florian
  Florian
  87-89
  -8 Scullion
  Anwar
  Kurin
  Gurchluk
  Gurchluk
  Kurin
  90-91
  -8 Brigand
  Gorch
  Gorch
  -6 Brigand
  -5 Goblin
  -7 Brigand
  92-93
  -5 Goblin
  -8 Harlot
  -8 Harlot
  -6 Scullion
  -3 Goblin
  -6 Brigand
  94-95
  -3 Goblin
  -8 Dwarf
  -8 Dwarf
  -1 Goblin
  -8 Dwarf
  -8 Harlot
  96-97
  -1 Goblin
  -1 Brigand
  -6 Brigand
  -8 Hobgoblin
  -7 Dwarf
  -8 Dwarf
  98
  -9 Hobgoblin
  Susentir
  Susentir
  -5 Brigand
  -8 Hobgoblin
  Anwar
  99
  Gurchluk
  Rotigar*
  Anwar
  -7 Hobgoblin
  Rotigar*
  Rotigar*
  100
  Gurchluk
  Gianetta*
  Gianetta*
  Gurchluk
  Gianetta*
  Gianetta*
  * Plus one Wolf.    # Creature: A number of the given creature appears that is equal to a roll on D10 plus the number given.
  
SOURCE: textdata/thevault/DragonQuest (osr)/DragonQuest Adventures/DragonQuest 1e Capsule Adventures/DragonQuest 1e Adv House of Kurin.pdf