TEXT:  
   
   
  
   
   
   
   
  
   
  1
   
   
  by Gabor Lux 
  Illustrated by Denis McCarthy (cover, pp. 2, 11, 37, 39), Stefan Poag (pp. 5, 23, 47, 
  67), Graphite Prime (pp. 53, 63), Jerry Boucher (pp. 41, 49), Gabor Lux ( p. 9), 
  George Cruikshank (33, 36), Howard Pyle (p. 15), Arthur Rackham (17, 3), and 
  the Dead Victorians (pp. 3, 4, 7, 9, 19, 20, 24, 27, 30, 35, 44, 45, 55). 
   
  Main playtesters: Gabor Acs (Phil the Terror of Turkeys, halfling Archer/Thief 2/3), Istvan 
  Boldog-Bernad (Armand the Scumbag, human Assassin 3), Kalman Farago (Drolhaf Haff-
  narskørung, northman Barbarian/Thief 2/3), Laszlo Feher (Lafadriel Hundertwasser, elf Fighter 
  3), Gabor Izapy (+Gadur Yir, half-orc Fighter 5, champion of Haldor, killed by Argul the De-
  mented; Drusus the Historian, human Magic-User 3). 
   
  Additional playtesting: Gabor Acs (Jericho, human Bard 2), Gabor Csomos (Leopold, human 
  Magic-User 2), Kalman Farago (Hjorl, northman Fighter 2), Laszlo Feher (Pandor Raun, half-orc 
  Cleric 2 of Haldor), Gabor Izapy (Truskag, half-orc Fighter 2), Andras Szabo (Arzur the Mystical, 
  human Ranger 2). 
   
  Published by Gabor Lux, sole prop., Kiraly Str. 39, 7621 Pecs, Hungary 
  www: beyondfomalhaut.blogspot.com 
  e-mail: beyond.fomalhaut@gmail.com 
  ISBN 978-615-5902-36-9 
   
   
  is a city supplement with a dual aim. It is intended to serve as both 
  an anchor point for the ongoing campaign, and an interesting ad-
  venturing environment in its own right. In its primary role, the locations described 
  herein should provide a springboard for expeditions outside the city, and a place to 
  return to again and again over the course of the game. In the secondary role, it of-
  fers a grab bag of adventures on its own. While this is a largely neutral city ruled by a 
  well-meaning sovereign, there is enough skulduggery, court intrigue, and trade rivalry 
  here to last a while… and the trail often leads below the streets.  
  Together with the materials in Echoes From Fomalhaut #02 to #05, this supple-
  ment forms a complete island sandbox setting that could accommodate a full 
  campaign. With a few changes, it can also be used in other game worlds, and it is 
  my hope that the adaptation shall prove easy. Use as much of the city’s peculiar 
  customs and politics as it makes sense for your own campaigns! 
   
   
  Gabor Lux 
  Pécs, 12 november 2020 
  Baklin 
  
  2 
   
   
   
  Background 
   
  Oh Baklin, Jewel of the Seas, great gateway of Erillion! Minstrels sing of its wealth and ma-
  rine power; the escarpment around its bay with its towers and palaces; and of the refinement 
  and taste of its magnates and nobility. Minstrels of all kinds, however, are prone to grandilo-
  quence; and so it is that a port city that would be considered of middling size among the ruins 
  of the mighty Kassadian Empire, is considered prominent in an island realm largely noted for 
  its small coastal towns and untamed wilderness. And yet, there is reason the minstrels sing 
  so, for Baklin has wealthy patrons, its fleet is not inconsiderable – and are its streets not the 
  loveliest within so many weeks of travel? Indeed, those who brave the high seas between the 
  Twelve Kingdoms and the Coastlands of Kassadia often believe so… and they will gladly pay 
  for a song to remember their visit. 
   
  Baklin was built around a bay offering safe harbour, on hillsides honeycombed with limestone 
  caverns. Signs of habitation in the area stretch back at least seven or eight centuries, to the 
  time of the now decrepit Kassadian Empire, and to the Druidic era which had preceded it. 
  While it was not originally the isle’s capital (a rank once belonging to lost Silhanosh, on Eril-
  lion’s east coast), it provided remarkably resilient, surviving pirate raids, Northman attacks, 
  and the destructive wars 350 years ago which swept away the kingdom of the Wraith Queen 
  Arxenia. In those terrible days, Baklin’s population survived in the cellars and shrines be-
  neath the surface; and later, they built mighty walls to protect the rising merchant city. Baklin 
  had not only outstripped other towns on Erillion, but found itself at the perfect midpoint along 
  the marine trade route from the Coastlands of Kassadia (across the sea to the south), and 
  the fractious Twelve Kingdoms (to the northwest). 
   
  The current ruler of Baklin, and consequently Erillion, is Prince Lodovic (Fighter 4), scion of 
  a mid-ranking Kassadian noble family, who were invited 70 years ago to forestall a brewing 
  civil war among the isle’s mercantile interests. It was expected that the newly minted princes 
  would rule but not govern; and through three successive generations, the family has stuck to 
  expectations. The now elderly Lodovic and his paramour, the once beautiful Princess Arkel-
  la (Fighter 3), have lived a carefree and idle life of song and courtly intrigue, carefully shield-
  ed by a competent bureaucracy from all decisions not involving where to commence the next 
  
  3 
   
  hunt, or what to wear for the occasion. The princely couple are noted for being unusually kind 
  and generous among crowned heads; and here, the minstrels are reporting the truth. Yet 
  they have also neglected their duties as rulers, first of all to produce a viable heir – and now, 
  it is too late to even try. Many consider Lodovic’s rule Erillion’s golden age of peace and 
  prosperity, but none know what shall follow afterwards. Under such circumstances, the wise 
  and the meek both wish him a long life. 
   
  The Laws of the Land 
   
  As larger cities tend to, Baklin has developed an intricate legal system served by disparate 
  enforcement mechanisms. The two main legal traditions in effect are the Sea Laws (the laws 
  of the high seas, arbitrated by the Captains’ Council) and the Old Ways (the ancient laws of 
  Erillion, adjudged by the Prince). The former system, a harsh and efficient code, was devel-
  oped for summary judgement on the waves; and as Erillion is a port city, it governs most 
  matters involving commerce, ownership disputes, and all crimes committed on ships and in 
  the port areas (that is, practically anywhere but Hightowne). For most violent crimes and in-
  stances of theft, the Sea Laws prescribe death; and this sentence is carried out with stunning 
  speed as the judged are seized, brought to the platform erected in Port, and sewn into a 
  leather sack before being beaten to death with long staves before a merry crowd. “The 
  Sack”, as it is referred to in the city, looms large in the public imagination, and it sees fre-
  quent use by the authorities. 
   
  In practice, major concessions in the law are made to commercial and public interests, and 
  the Captain’s Council is generally considered to be crooked. Thus, dire penalties can be re-
  versed with a generous donation to The Maritime Fund (dedicated to supporting seamens’ 
  widows and orphans, as well as general public improvement); and the Council will routinely 
  dismiss claims against insiders (including operatives of the Thieves’ Guild, who are let off 
  with a slap on the wrist) while trumping up charges against foreign visitors. For the latter, 
  palm grease offers the best protection from the Sack! 
   
  The Old Ways, obscure and sinister, are rooted in historical precedent going back before Arxe-
  nia’s rule, and to the Druidic edicts (which still serve as the common law of the Twelve King-
  doms). Land disputes, matters of the aristocracy, and obscure forms of wrongdoing fall under this 
  category, as do all crimes committed in Hightowne. These laws are built on innumerable cases 
  recorded in the law books (unlike the Twelve Kingdoms, where they are graven on standing 
  stones, and recited by the minstrel-outcast order of the Judges Itinerant), and ultimately decided 
  by the ruler of the land. As Arxenia had once proved, these powers can be most ferocious, but 
  Lodovic, kindly and uninterested in lengthy disputes, has been known as a lenient judge. 
   
  Those who can, try to receive a judgement according to this system, although only the aris-
  tocracy can do so easily, as the courtiers surrounding Lodovic do their utmost to claim the 
  jurisdiction of the Sea Laws where it is possible. Under the Old Ways, death by fire is handed 
  out for apostasy; but otherwise, beheading is the harshest fate, and it is called a gentleman’s 
  death. Exile and a loss of estates and possessions is a greater form of dishonour, but this is 
  a judgement Lodovic has rarely meted out. Defendants who can count on Lodovic or Arkel-
  la’s favour are often treated with a gentle hand. Noble quests, symbolic penance, and the 
  threefold reparation of harm done are common outcomes. 
   
   
   
   
  
  4 
   
  Public Order 
   
  The Captains’ Council maintains a City Watch responsible for 
  regular street patrols. This is a well-organised and competent 
  force, which makes Baklin a relatively safe city – although less 
  so at night, or in the poor quarters on the southern sides of the 
  bay. Watchmen on duty in Hightowne look slightly fancier, but 
  are otherwise identical. The security of the Palace is entrusted 
  to Prince Lodovic’s private bodyguards, the High Watch. This 
  special outfit, which also handles espionage and matters of 
  state interest, is tough and disciplined. Training under Captain 
  Gamandor, a ruthless and sinister enforcer, their ranks include 
  the Gamandors, a six-man squad recruited from family men of 
  good standing, who wear black masks, gloves, garbs and 
  cloaks during their nighttime raids for great effect, and act as 
  loyal spies for Baklin when off duty. 
   
  While Erillion, whose interests lie mostly at sea, is sorely lacking 
  in a strong land army, the Knights of Yolanthus Kar contribute 
  to the security of its towns and trade routes. The knighthoods’ 
  history significantly precedes the establishment of the Principali-
  ty, and its origins are now considered somewhat ominous. Based 
  in four mountain strongholds (only one surviving today), they 
  were once the Wraith Queen Arxenia’s own knighthood, who had 
  been harsh lords, and engaged in acts of severe cruelty. Howev-
  er, their turn against the Queen, and alliance with the foreign 
  crusaders who had come to liberate the land, had earned them grudging respect; and domin-
  ion over the Valley of Barzak Bragoth, where the dead of the island are transported and buried 
  to this day. 
   
  Unlike the rest of the island, where they continue to enjoy prestige for keeping the roads patrolled 
  and relatively safe, the influence of the Knights has decreased significantly in Baklin, and their 
  duties in warding against a new undead invasion are often taken lightly. Therefore, the common 
  respect they had enjoyed is mostly gone, and their tithes, and intervention in burial rites, are re-
  garded as an outmoded relic of a past not worth remembering. By now, the knights have largely 
  withdrawn to the House of the Dead (AF), ceding their non-funerary duties to the High Watch. 
  Few, if any new knights now come from the city, and the order is increasingly stretched thin 
  along Erillion’s trade routes, or in condemning dangerous tombs and burial places. The retired 
  Knight Commander, Sir Chrysostom the Reedy, now lives in retirement in the Baklin, while his 
  successor, Lady Yolcelinda, deals with the order’s troubles from their Valley stronghold. 
   
   
  
  5 
   
  The Combination 
   
  Several decades ago, Erillion’s major crime 
  organisations entered a pact to cease mutual 
  hostilities and divide the isle’s territory into three 
  spheres of interest. The assassins of Gont, 
  whose sign is the two-tailed mermaid, would 
  rule the town of Gont and the east coast, includ-
  ing its archipelago and the Northmen territories. 
  The secretive Cackling Cur Society, based in 
  Tirwas and the surrounding villages, would 
  claim the lightly populated west coast, and do 
  freelance assassination work in the Twelve 
  Kingdoms. First among equals, the thieves of 
  Baklin would rule the city and Erillion’s central 
  areas. Even more so than preventing needless 
  bloodshed, the Combination’s main common interest lay in preventing outside entryism, espe-
  cially by Kassadia’s long-established, powerful crime syndicates, who would be a threat to their 
  very existence if they ever gained foothold. Further agreements allowed limited activity on each 
  others’ territory on the basis of reciprocity. 
   
  Baklin’s criminal underworld is, accordingly, ruled by the thieves of the Masters’ Guild, an 
  outfit established to protect local craftsmen and trade interests. The Guild’s commercial side 
  and illicit activities exist in a careful balance, and as long as the thieves target outsiders and 
  foreign merchants, the Law does not bother them. Outside professionals, if discovered to 
  operate in town, will be asked to respect the Combination and its interests while in Erillion, 
  pay their dues (25% of each take), and report on their ongoing activities. Those who disobey, 
  or who are found to represent outside criminal groups, are driven out or reported to the Law. 
   
  In recent years, the Combination’s balance has shifted imperceptibly. The Cackling Cur So-
  ciety has become increasingly elusive and withdrawn (and some whisper they may not even 
  exist anymore), while in Gont, the talented guildmaster Grave-Wight (see Echoes #02) has 
  forged the assassins into a powerful force. In Baklin, the Masters’ Guild has entered a period 
  of decay, and the guildmaster, Hyacintho Eskumar the Fisherman (a.k.a. “The Popin-
  jay”), has been neglectful in his duties. Under his watch, foreign thieves have started to op-
  erate more boldly, and Gontsmen are increasingly moving in on city territory. 
   
  Customs 
   
  Burial rites: Owing to old fears about the return of the Wraith Queen Arxenia, custom on 
  Erillion dictates that the dead should be brought to the Valley of Barzak Bragoth in the centre 
  of Erillion, and buried within an ancient catacomb system. The deceased are brought to the 
  House of the Dead (AF) administered by the Knights of Yolanthus Kar, before they are 
  transported to the valley under armed escort. The knights also expend considerable effort to 
  seek out and destroy new and old burial grounds, and have largely cleansed the known sec-
  tions of the Undercity. Should new tombs be discovered in town, they will move immediately 
  to seize and condemn the place. 
   
  Magic: Low magic includes spells from the 1st to the 3rd level. They can be learned and 
  used without any limitations. High magic, the study of spells from the 4th and 5th level, must 
  first be learned. Clerics must undertake a holy quest for their god, while magic-users and 
  illusionists must visit the hidden Mage Tower (Erillion, 0709) and undergo a trial. Trials may 
  occur by invitation (sponsored by a M-U or illusionist of high standing, the disciple is sum-
  moned to the tower through a magic circle) or on one’s own right (as a personal pilgrimage). 
  
  6 
   
  The test is not deadly, but there is only one attempt! Those who cannot complete their test 
  may continue to gain class levels, but will either have to be satisfied with 1st-level spells in 
  place of higher-level ones, or they will need to cast these spells as lengthy and hazardous 
  rituals. There is no spellcasting ability beyond the 5th level. 
   
  The Undercity: Under Baklin lies a system of tunnels, cisterns, connected cellars and old 
  storerooms. Many of these are too meagre to merit attention, or too isolated from the rest of 
  the city to be frequently visited. However, a larger system of passages on the east side of 
  town is still in frequent use by bandits, smugglers, and a host of local establishments. The 
  Undercity is not patrolled regularly beyond the occasional raid, and has been largely left to 
  the criminal underworld. However, the discovery of old burial sites will quickly draw the atten-
  tion of the Knights of Yolanthus Kar, who will soon dispatch a strong force to destroy any 
  lurking undead, transport human remains to the House of the Dead (and the Valley of Barzak 
  Bragoth), and seal the site with strong walls and barriers. 
   
  The Order of the Starstone: This decoration is awarded to those who have done a great 
  service to the city. Each rank comes with a brooch bedecked in gemstones: emerald (750 
  gp), sapphire (1000 gp), ruby (1500 gp), and diamond (2000 gp). Only two diamond-level 
  orders have been issued: one rests on Prince Lodovic’s breast, and a second has been lost 
  at sea with Captain Rimalgon’s expedition (c.f. G and Erillion, 0509). 
   
  Religion: Religious orders have failed to establish a strong foothold in Baklin, or Erillion in 
  general. Whether by Northman influence, disinterest or sheer inertia, the isle’s inhabitants 
  are not a particularly religious lot, and those who worship tend to do so without deep com-
  mitment or conviction. By custom, Baklin does not allow the establishment of public places of 
  worship, although small private shrines exist in both common and noble households. Proph-
  ets and missionaries will find this place fallow ground for their conversion attempts. However, 
  this was not always so, and the Undercity still holds multiple abandoned shrines to known 
  and unknown deities. 
   
  Rumours 
   
  This table is provided as a general set of random rumours circulating in the city, while many 
  of the keyed locations have their own specific leads. The dice used to roll on the chart de-
  pends on the NPC: newcomers to the city should roll 1d8, locals 1d12, and knowledgeable 
  locals 1d20. Rumours exist in different varieties, and rerolls should reflect this fact. Where 
  reference numbers are provided, the rumour is tied to the specified location. Rumours 
  marked with a question mark are left for the GM to develop. 
   
  1. The Captains’ Council will never indict a high-ranking sailor. Birds of a feather… it is 
  even worse than in Gont (G, mostly true). 
  2. The cellars and passages beneath Baklin form a connected network, and those who 
  know their way can move unseen from one place to another. (True)  
  3. Barlag the Impostor has lost an enormous sum in a card game at The Skinned Cur (R). 
  Barlag is fuming with anger, while the other guy is now way too rich for his own good. (?) 
  4. Watch out in port at night. The ships always need new hands, and press gangs lurk near 
  the waterfront pubs. (True) 
  5. Radastro the Senechal is looking for men to hang to prove himself to the Prince. Watch 
  your step near Hightowne, and don’t look suspicious. (I, false) 
  6. There have been multiple unsolved murders as of late. Baklin was supposed to be a 
  safe city… now you can’t go outside at night. (Somewhat true, reflecting the increasing 
  presence of Gont’s assassins, but with no bearing on the general public order.) 
  7. One of the noble palaces is completely abandoned. It looks in good shape, but if you 
  look closely, nobody enters or leaves. (?) 
  
  7 
   
  8. Doom! Doom! Doom! The city is close to bankruptcy! The two fortresses in port are a drain 
  on the treasury, and the fleet expenses are a disaster. Trade is down, and it is harder and 
  harder to make an honest living. Prepare, for the end is nigh! (False. Or is it?...) 
  9. There were many famous pirates in town once, before the Princes made Baklin more 
  respectable. Look into old money, and you will find the old skull-and-bones. Sorken’s 
  Marinary and the Captains’ Council both hide materials from that age. (G, H, True)  
  10. Monsters lair in the Tower of Gulls. Why haven’t the Knights cleared it yet? (W, True) 
  11. Giant owls! The damned beasts lair in the New Fortress, and come out at night to hunt… 
  livestock, or perhaps our children?! What comes next? (True, see Z) 
  12. Redragon and Grindragon, the brothers who own the Inn, are the bastard sons of a dwa-
  rven king, paid off with clan treasures to keep their secret (F, false). 
  13. Baklin’s citizens are not a god-fearing lot, but in the times of the Wraith Queen Arxenia, 
  they were much more pious. There are still hidden shrines down below the streets… 
  (True) 
  14. Lord Gramantik from the city of Gont has recently sent a message to Prince Lodovic, 
  which has caused some commotion in court. (?) 
  15. Magical candles float through the Undercity. They are the products of evil sorcery! (True) 
  16. Sir Riobel must be a demon! It is said he maintains an underground theatre, where he 
  performs in blood-curdling plays before his frightened servants! (Only the second half is 
  true; see AH) 
  17. “In the eye of the fish glints the vastness of the sea” – this is an old saying, but what 
  does it mean? (See Undercity, 70) 
  18. People have been disappearing from the Baths. They just… never come out. Not that it 
  bothers me, I never wash meself. (?, AD) 
  19. There is some shady business around the cellars next to the market. People come and go a 
  bit too frequently, sometimes with heavy burden. An evil cult is suspected. (C, partially true) 
  20. Interlopers trying to break into the garden of Slarkeron the Wizard have been lost in his 
  hedge maze. Try your luck at your own peril! (True, see AJ.) 
   
   
  
  8 
   
  Random Encounters  
   
  1d10 Day 
  Night 
  1 
  Prince’s retinue (1d6*10) 
  Dignitary (+5:6 of 2d6 Guards) 
  2 
  High watch (2d6) 
  Watchmen (2d10) 
  3 
  Dignitary (+1:2 of 2d6 Guards) 
  Watchmen (2d10) 
  4 
  Merchant (+1:6 of 1d6 Guards) 
  Thieves (1d6, 1:6 of Assassins) 
  5 
  Watchmen (2d10) 
  Drunks (2d6, 1:6 of rakes) 
  6 
  Drunks (2d6) 
  Beggars (1d10) 
  7 
  Workmen (1d20) 
  Prostitutes (1d6) 
  8 
  Sailors (1d12) 
  Sailors (1d12, 1:6 of smugglers) 
  9 
  Beggars (1d10) 
  Bandits (3d6, 1:2 of orcs) 
  10 
  Thief (1, 1:3 of Guildsman) 
  Thugs (2d6, 1:3 of press gang) 
  11 
  Dogs (2d6) 
  Rats, giant (1d4*5) 
  12 
  Thugs (2d6) 
  Dogs (3d6) 
  Add +2 in Old Town (east of the Marketplace), use 1d8 in Hightowne (north of Marketplace) 
   
  Assassins: Assassin 5; AC (studded leather, shield); Atk scimitar 1d8 + poison or 2*dagger 
  1d4; Spec surprise, backstab *3, assassination 0-1 70%, 2-3 65%, 4-5 55%, 6-7 45%, 8-9 
  30%, PP 40%, OL 33%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 10; AL LE. 
  Hp 
  21 
   
  22 
   
  10 
   
  13 
   
  17 
   
  19 
   
  Bandits: HD 1; AC 10; Atk club 1d6 or shortsword 1d6 or 2*dagger 1d4 or sling 1d4; ML 7. 
  Hp 
  4 
  3 
  8 
  6 
  7 
  2 
  5 
  8 
  3 
  6 
  7 
  3
   
  5 
  7 
  7 
  3 
  1 
  1 
  2 
  3 
  5 
  1 
  7 
  3
   
  1 
  6 
  4 
  2 
  7 
  8 
  2 
  2 
  6 
  6 
  6 
  6
   
  3 
  3 
  2 
  2 
  6 
  8 
  2 
  2 
  3 
  7 
  1 
  3 
   
  Commoners, workmen, drunks, etc.: HD 1; AC 9; Atk 2*dagger 1d4 or club 1d6 or hand 
  axe 1d6 or shortsword 1d6; ML 6. 
  Hp 
  7 
  4 
  6 
  2 
  3 
  5 
  7 
  1 
  8 
  7 
  8 
  8
   
  6 
  7 
  4 
  5 
  1 
  4 
  5 
  8 
  4 
  1 
  8 
  5
   
  2 
  7 
  6 
  5 
  1 
  8 
  8 
  2 
  3 
  7 
  7 
  7 
   
  1 
  2 
  2 
  3 
  8 
  8 
  5 
  5 
  2 
  4 
  6 
  1 
   
  7 
  4 
  6 
  1 
  6 
  7 
  2 
  2 
  1 
  1 
  6 
  8 
   
  4 
  8 
  7 
  1 
  4 
  8 
  5 
  6 
  4 
  4 
  8 
  3 
   
  Dogs: HD 1+1; AC 7; Atk bite 1d4; ML 6; AL N. 
  Hp 
  2 
  7 
  6 
  7 
  2 
  7 
  5 
  9 
  7 
  3 
  5 
  2
   
  5 
  4 
  8 
  8 
  8 
  4 
  6 
  8 
  8 
  7 
  7 
  6
   
  9 
  2 
  6 
  5 
  7 
  2 
  5 
  3 
  2 
  8 
  9 
  9 
   
  Guards and Watchmen: Fighter 2; AC 6 (ring mail, shield); Atk longsword 1d8 or spear 1d6; 
  ML 7; AL N. 
  Hp 
  13 
   
  12 
   
  7 
   
  14 
   
  9 
   
  8 
   
  8 
   
  8 
   
  12 
   
  12 
   
  7 
   
  11 
   
  5 
   
  10 
   
  11 
   
  16 
   
  11 
   
  15 
   
  11 
   
  13 
   
  7 
   
  13 
   
  13 
   
  15 
  
  9 
   
  High Watch: Fighter 3; AC 5 (scale mail, shield); Atk longsword 1d8 or spear 1d6 or cross-
  bow 1d8; ML 8; AL  N. 
  Hp 
  21 
   
  8 
   
  13 
   
  21 
   
  22 
   
  12 
   
  29 
   
  24 
   
  12 
   
  13 
   
  20 
   
  15 
   
  20 
   
  10 
   
  9 
   
  17 
   
  25 
   
  21 
   
  15 
   
  11 
   
  21 
   
  21 
   
  21 
   
  17 
   
  Orcs: HD 1; AC 6; Atk club 1d6 or 2*dagger 1d6; ML 7; AL LE. 
  Hp 
  4 
  6 
  2 
  4 
  6 
  3 
  4 
  6 
  7 
  4 
  5 
  5
   
  6 
  1 
  2 
  3 
  2 
  2 
  4 
  7 
  4 
  7 
  5 
  6
   
  7 
  8 
  2 
  8 
  1 
  1 
  5 
  4 
  1 
  1 
  1 
  6 
   
  5 
  7 
  4 
  4 
  4 
  3 
  8 
  7 
  6 
  1 
  3 
  6 
   
  Rats, giant: HD ½; AC 7; Atk bite 1d3; Spec disease 5%/wound; ML 6; AL N. 
  Hp 
  2 
  2 
  4 
  4 
  2 
  2 
  1 
  4 
  3 
  4 
  4 
  1
   
  4 
  1 
  2 
  4 
  4 
  1 
  3 
  2 
  4 
  4 
  2 
  1
   
  4 
  3 
  4 
  1 
  3 
  4 
  3 
  3 
  4 
  3 
  1 
  4
   
  1 
  3 
  1 
  4 
  4 
  3 
  4 
  3 
  1 
  4 
  1 
  1 
   
  3 
  3 
  2 
  4 
  3 
  1 
  3 
  3 
  4 
  1 
  2 
  3 
   
  Sailors: Fighter 2; AC 7 (leather, shield); Atk scimitar 1d8 or hand axe 1d6 or 2*dagger 1d4; 
  ML 7; AL N. 
  Hp 
  9 
   
  7 
   
  12 
   
  13 
   
  9 
   
  17 
   
  16 
   
  8 
   
  11 
   
  12 
   
  20 
   
  14 
   
  9 
   
  12 
   
  6 
   
  12 
   
  20 
   
  3 
   
  15 
   
  16 
   
  6 
   
  5 
   
  8 
   
  15 
   
  18 
   
  12 
   
  14 
   
   
   
  Thief: Thief 2; AC 8 (leather); Atk shortsword 1d6 or 2*dagger 1d4; Spec backstab*2, PP 
  35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 6; AL N. 
  Hp 
  5 
  6 
  3 
  5 
  7 
  7 
  4 
  7 
  6 
  10 
  11 
  6 
   
  Thief, Guildsmen: Thief 4; AC10; Atk club 1d6 or 2*dagger 1d4; Spec backstab*2, PP 45%, 
  OL 37%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%; ML 7; AL N; whistle. 
  Hp 
  17 
   
  18 
   
  17 
   
  15 
   
  14 
   
  10 
   
  Thugs: HD 2; AC  7 (studded leather);  Atk club  1d6 or shortsword 1d6; ML 7; AL any. 
  Hp 
  8 
   
  10 
   
  7 
   
  10 
   
  5 
   
  3 
   
  12 
   
  11 
   
  12 
   
  11 
   
  9 
   
  14 
   
  6 
   
  10 
   
  7 
   
  3 
   
  8 
   
  3 
   
  8 
   
  9 
   
  8 
   
  9 
   
  8 
   
  6 
   
  8 
   
  5 
   
  14 
   
  4 
   
  6 
   
  11 
   
  8 
   
  9 
   
  16 
   
  13 
   
  13 
   
  10 
   
  
  10 
   
   
  City Map 
  
  11 
   
   
  Locations 
   
  In the following text, letter codes (A, B, C, D…) refer to city locations, numbers (1, 2, 3, 4…) 
  to the Undercity, and four-digit codes (0109, 0511…) to hexes in the surrounding wilderness. 
   
  A. Gates and walls: Built in a time of turmoil, Baklin’s defensive walls were designed for wars 
  that never came. Now these defensive fortifications are massively oversized and ill maintained, a 
  perpetual drain on the city’s coffers. Since Baklin’s land forces are lean, the City Guard and the 
  High Watch find themselves overstretched in patrolling the whole length of the bastions and par-
  apets. Two massive fortresses to the south, responsible for protecting the harbour, lie largely 
  empty, and have been partially converted to residences and storehouses. 
  Travellers entering the city at the gates or through the port must pay a gate fee of 2 sp 
  per man, steed, or beast of burden; 1 gp per armed man; and 4 gp per carriage or wagon. 
  Merchandise brought into Baklin must be registered in the Lockhouse (D) manifests. Mass-
  produced city maps – showing the main sights – are available at 5 gp. Newcomers are in-
  formed that they are subject to the Sea Laws in the city; and that they should pay a visit to 
  the Sack to contemplate the consequences of wrongdoing. 
   
  B. Port: Always teeming with traffic, the port area stretching along the waterfront is filled with 
  porters and sailors by day, and revelry by night. The piers are packed tightly with ships from all 
  lands, and skiffs crisscross the bay to avoid the long walk (1-2 sp per passenger). Only the hours 
  between midnight and sunrise are silent: and in these hours, evil things are known to happen as 
  the city sleeps. The bustle of the port is overseen from the tower of the Lockhouse (D). 
   
  1:3 that any random encounter here is a pickpocket attempt. There is a further 1:3 probabil-
  ity the thief belongs to the Masters’ Guild (Thief 4, PP 45%), and enjoys the authorities’ se-
  cret protection; the rest are sea scum looking for a crime of opportunity (Thief 2, PP 35%). 
   
  There is a 1:2 probability each day to catch a ship to any desired destination; and if the 
  destination is “anywhere” or “just out of here”, a fishing boat will do. 
   
  Hirelings are always available among the travellers just off the boat, but equestrian units 
  are in short supply. There is a 1:6 probability the new hires are pirates or other crooks. 
  During the day and early evening, the port serves as a giant market square. Most normal 
  equipment can be found for sale, and at any time, 1d4 special deals are also available. 
  
  12 
   
  q q q q q q q q q q r q q q q q q q q q q 
   
  Deal of the Day (1d20) 
   
  1. Sobrak (Fighter 2), pearl-diver: He sells “the wonders of the sea”: 1d4+1 pearls 
  (1d20*10 gp each), scarlet scallop (60 gp, needles are a source of “Type B” insinuative 
  poison – 1d3 r, 1/25 Hp), trained hermit crab (10 gp), walrus tusks (130 gp). Legends: 
  “The boy who dived too deep”; “The story of the sunken flasks”; “The undersea palace”. 
  2. Kazog (Fighter 3), idol-carver: Black dwarf from the southern realms, selling eight basalt 
  carvings: the first at 25 gp, the second at 50 gp, the third at 75 gp, etc. If there is no sale 
  on any given day, he will smash the smallest carving and raise every other price by 25 gp. 
  3. Fallogin (Ranger 4), guide: Looking for companions for mountain expedition “to harvest 
  the precious amberpine”. He will guide them on a secret path in the direction of Tol 
  Grannek (1106), and lead them into an ambush where they will be sold into orcish slav-
  ery. Three companies have been lost this way, and the matter has come before the eyes 
  of Captain Gamandor. 
  4. Kelpleg and Talltow (Fighter 2), half-orc watchmen: These two crooks are looking for 
  wealthy strangers to inspect for falsely cited “irregularities” (illegal weapon display, unli-
  censed armour use, expectoration, disorderly conduct, etc.) and shake down for 1d6 gp 
  each “to look the other way”. They have friends in the force. 
  5. Omberic (Thief 2), fugitive: He is trying to board the next ship out of town, and selling a 
  dagger with a mother-of-pearl grip at 30 gp (50% off, murder weapon). If pressed, he can 
  also point characters towards the Undercity entrance at Jacknall’s (Q). 
  6. Brother Yallick (Cleric 4), monk: This unctuous fellow, belonging to the sinister Cloister 
  of Barzog (1908), is selling a crumbling treasure map for 200 gp, and offering “double 
  the money back” for the retrieval of a certain dark relic from the same site. 
  7. Rothold the Fey and Miragon the Fey (Fighter 2), adventurers: These half-elves are 
  set to ship out the next dawn, and are willing to offer a 20% cut to whoever can help them 
  find a buyer for 2d4*100 gp worth of heavy valuables they don’t wish to bring aboard. 
  8. Alarkon of Poicette (Assassin 1): Eccentric Arxine “nobleman” seeking information on 
  finding Hollup Yellow-vest (AC), “purveyor of fine birds”, and willing to pay 20 gp for the 
  privilege. He will make an assassination attempt tonight, and skip town the next day. 
  9. Roburis, wineseller: A full shipload of Kassadian wine from the city of Thisium, at cut-rate 
  prices (¾ off), but at least 200 gp must be bid for. 1:3 to be unregistered merchandise. 
  10. Trattlemak, gardener: He is here again, selling his famous giant bee honeycakes! 1 gp 
  each, six per person only. These sell out very quickly, and heal 2 Hp each. 
  11. Captain Luiskar the Grand (Fighter 6), retiring sea captain: Selling the deed to Sweet 
  Louise, a small merchant ship, for a modest 800 gp. Sweet Louise is currently undergoing 
  minor repairs at the shipyard (N), and while it looks like a fine vessel, it has a construction 
  flaw which necessitates minor fixup at 1d3*100 gp after each trip (2:3 probability). 
  12. Frendar (Fighter 1), scavenger: Grim-looking fellow selling finely balanced throwing 
  daggers that “fell off a cart”. These designs are well liked by Kassadian assassins, and 
  may attract unwanted attraction (1:3, 1-4 from the Masters’ Guild, 5 from Gont’s assas-
  sins, 6 from Captain Gamandor’s enforcers). 1:6 that Frendar will soon be caught. 
  13. Fid (Thief 2), urchin: Enterprising young fellow selling “Reflextion powder” (40 gp), a 
  drug that splinters reality into a myriad reflections (as mirror image on everyone, lasts 
  2d6 turns). Under Masters’ Guild protection. 
  14. Gangway Jim (Fighter 1), pirate: Singing loud songs praising his own exploits, and sell-
  ing colourful pamphlets describing his unlikely adventures (4 gp). 1:6 to contain clue to in-
  teresting location. He will join expeditions, but only on terms reflecting his star power. 
  15. Sir Pendarak (Fighter 4), impoverished knight: Selling 360 gp deed to coastal noble 
  estate and surrounding lands, claims “family sword” is still buried somewhere under-
  neath. The estate exists, but has long been in the possession of a different family. 
  
  13 
   
  16. Saluman Bek (Illusionist 4), magical candy: They jump, sparkle and pop! 5 gp for a 
  helping, and 5 gp for some sweet rainbow wine to go with it. 1:6 of terrible stomach 
  cramps (save vs. death 1 hour later or incapacitated for 1d3 days). 
  17. Romain of Skaggothia (Fighter 4), first mate: In quick need of ten men for the Bombas-
  tic Bonnacon, ship set to sail tomorrow morning, offering 12 gp per head, but going as high 
  as 20 if pressed. Will try to renege on deal or haggle down price once men are delivered. 
  18. Dalcon the White (Thief 4): long retired from the trade, Dalcon is selling a 100 gp 
  treasure map to “the big one” he could never get his hands on. Since nobody has come 
  back from the expedition, he puts a new copy on the market every few months. 
  19. Melloston (Thief 4), merchant prince: Selling “exclusive sun essences” (180 gp, yellow 
  glass powder with Nystal’s magic aura) as a bet with other merchant prince. If proven for 
  a fraud, he offers a 240 gp consolation price to hush things up, but has favour at court if 
  it comes to that. 
  20. Dag the Maniac, distiller: Spirits right from the still, 1 sp a cup. His “noble distillates”, 
  10 gp per wax-sealed vial, are foul, but suitable as flaming oil. 
   
  q q q q q q q q q q r q q q q q q q q q q 
   
  C. Marketplace: Busy square at the foot of Hightowne, frequented by farmers, herdsmen 
  and peddlers from all over the island. Constant presence of beggars around central monu-
  ment; row of cellar entrances in parapets below northern palace are used as shops, dwell-
  ings, and eateries. The Sack, Baklin’s main place of execution, occupies the southern cor-
  ner. After midnight, only beggars and sleeping drunks remain. 
   
  The Seer’s monument: Cowled figure standing on top of an ornate iron pillar. An inscription 
  reads: “I SEPARATE THE TRUE FROM THE FALSE; I REVEAL THAT WHICH IS SE-
  CRETLY HIDDEN; I SAY FAREWELLS TO THE RICH AND THE POOR.” The column inte-
  rior is clever clockwork, and the statue revolves around its axis over a 12-hour period. Morn-
  ing, noon and midnight, a carillon plays chimes. The Seer is supposed to see things on the 
  spiritual plane, but the monument is not magical, and none have solved its enigma. 
   
  The Sack: Ominous scaffolds displaying a large leather bag, and long staves on heavy 
  chains. Every noon, 1:6 of execution drawing excited and cheerful crowd looking forward 
  to the grim spectacle. Otherwise, the only one here is the widow Vilnia, mourning her 
  husband Hemlar, a Lockhouse porter arrested by the Gamandors, and executed for thiev-
  ery. Vilnia believes Hemlar had been set up, but has no way to prove it. 
   
  Hisvit the Thick (Fighter 2), and Biglark, chained ogre: While looking ferocious, Biglark 
  is completely harmless, and may be hit and wrestled with without danger. The barbarian 
  Hisvit collects donations in his plate, and performs sommersaults on Biglark’s back. 
   
  Cellar entrances: Five of these are nondescript beggars’ dwellings, wine cellars and 
  storerooms, but three lead into the Undercity. 
  o The Brawler’s Bite (to 76): Yorrk the Orc (not a real orc, but ugly enough), retired 
  wrestler, operates a crowded pub for rough clients here with tall chairs and counters 
  along the walls. The back door leads to a well room, and onwards to a sewer. A 
  scrawled message by the back door reads: “THE PROOF OF THE PUDDING”. 
  o Storeroom (to 77): Locked door with the symbol of a raven. With some observation, 
  groups of black-clad men can be seen entering and exiting. They are bandits belong-
  ing to Racknulf’s gang (Undercity 81). The storeroom has a secret door in the back 
  wall. 
  o Fryd’s Flophouse: A damp cellar room for the discerning kind of beggar. Neither Fryd 
  nor his guests dare bother the secret door after one of them was dragged away while 
  investigating “down there” – and they are too afraid of the watch to contact them. 
   
  One of the exits from the Nine Doors Inn (67) emerges through a secret door under the 
  southern footbridge. This is a discreet way out reserved for valued guests. 
  
  14 
   
  Hisvit the Thick: Fighter 2; AC 7 (studded leather); Atk club 1d6; ML 7; AL N; 35 gp torc, rope. 
  Hp 
  19 
   
  Biglark the ogre: HD 4+1; AC 5; Atk wrestling 1d6 (nonlethal); ML 7; AL N. 
  Hp 
  16 
   
  D. Lockhouse: A tall, ominous building overlooking the waterfront, dotted with doors, pulleys 
  and platforms. By the day, porters, scribes and accountants are running to and fro on various 
  errands; and at night, watchmen are making their rounds inside the tightly locked complex. 
  The building functions both as temporary storage, and an administrative centre where in- and 
  outbound cargoes are inspected, taxed, and recorded. Harbourmaster Hark the Sea-Green 
  (Sailor 9, residence and stats at K, also see G) and his deputy, the counting prodigy Rogoz 
  Lakum (Magic-User 2), oversee the flow of goods and manifests from the top floor offices. 
  This is one of Baklin’s best defended locations, more so than most of the Palace. 
   
  Rogoz Lakum: Magic-User 2; AC 10; Atk 2*dagger 1d4; ML 6; AL N; scroll of magic missile. 
  Spells: 1: 2; 1: detect magic, magic missile, read magic, sleep. 
  Hp 
  7 
   
  E. The Nine Doors Inn: Baklin’s most exclusive inn; a maze-like, rambling complex with nu-
  merous gabled roofs rising over the streets, and an outdoor terrace overlooking the market-
  place. Long in decline, The Nine Doors has been purchased and refurbished by Glostral the 
  Brewer (Thief 7), who has turned it around by offering luxury for every purse with a wide se-
  lection of private rooms to pick from, good food, and a cellar gambling den (63) for the select 
  clientele. It is widely known that Glostral cheats at his taxes, which does not bother Baklin’s 
  masters much – such things happen among merchants; the amount he pays is already im-
  pressive; and he bribes often and well. Glostral is less likely to mention his small and well-
  hidden counterfeiting operation beneath the wine cellar (63) – out of sight, out of mind! Glos-
  tral maintains no ties to the thieves of the Masters’ Guild. 
   
  Daily room prices including board, and availability: attic (common, 5 sp, 5:6), small one-
  bed room (2 gp, 5:6), small four-bed room (6 gp, 2:3), elegant double-bed room (6 gp, 
  1:2), rear suite (15 gp, 2:3), market suite (20 gp, 5:6). 
   
  House specialties: Glostral’s apple beer, pig with crackling skin, sour eels, Aunt Zenda’s 
  cornel pie (no longer what it was). 
   
  “Bushels” Portho (halfling Thief 2), cook, has been unsuccessfully trying to obtain the 
  original apple beer recipe… and preferably, the business. Has been trying to sneak up 
  on Glostral on his cellar trips, but could never learn anything useful. 
   
  Isvinna (Fighter 6) and five pirates (Fighter 2), hatching plans for get-rich-quick scheme 
  in the Prince’s court, but have not been able to get inside the palace yet. 
   
  Nuxus Rillan (Thief 3), lucky card shark, trying to get acquainted with the “system”. 
   
  Tollandor (Ranger 3); his horse once took him on an unknown paved road in the forest, 
  and he would like to return for further exploration. 
  To the first-time visitor, the inn’s name may seem a reference to its multitude of rooms; and 
  to anyone who has spent some time in Baklin, to its purported back doors and secret exits. 
  Not even those who suspect their existence know all, and even Glostral, who at least knows 
  most of their locations, has only explored some of them. The exact list is as follows: 
   
  First, under the terrace, to the marketplace (main entrance). 
   
  Second, to the stables and a back alley. 
   
  Third, an underground tunnel for valued guests who need to leave discreetly, leading to 
  a secret door under the market’s southern footbridge (67). 
   
  Fourth, to Castle Sullogh, room 27 (Erillion 2109 and Echoes #08), through a wardrobe 
  in one of the upstairs one-bed rooms (“Room 27”). Glostral has noted the disappearanc-
  es plaguing the room, but has not explored the doorway yet. 
   
  Fifth, to the cellars of Tol Tazeloth (Erillion 0511), through a well in the cellar (63f). 
   
  
  15 
   
   
   
  
  16 
   
   
  Sixth, to Spider Keep, a haunted tower in the trackless northern forests (Erillion 1804), 
  from Glostral’s secret mint (63e). The innkeeper has ventured into the tower, but fled 
  shortly with slight treasures when he noted its undead inhabitants. 
   
  Seventh, to the catacombs deep in the Valley of Barzak Bragoth (Erillion 1507), from a 
  former burial vault under the inn (65). 
   
  Eighth, to the dungeons of the damned fortress of Tol Brandur, home of the renegade 
  Knighthood of Yuun (Erillion 1806), from a forgotten and walled-up chamber on the inn’s 
  ground floor. Nobody knows about this one. 
   
  Ninth, through the planes of reality. Glostral has concluded that the door in room 66 is a 
  trap, and the true gateway lies in the adjoining secret chamber, but he has not found a 
  way to activate the portal, and has, set aside the question for now. 
   
  Glostral the Brewer: Thief 7; AC -2 (Dex, ring +2, bracers AC 3); Atk 2*dagger +2 1d4+2; 
  Spec backstab*3, PP 65%, OL 62%, FT 50%, MS 60%, HS 48%, HN 25%, CW 94%, RL 
  35%; Str 14, Int 14, Wis 9, Dex 17, Con 15, Cha 16; ML 8; AL CG; potion of speed, potion of 
  extra healing, 10 sp, 110 gp, lockpicks, keys. Short-statured, animated. 
  Hp 
  38 
   
  Bouncers (12): HD 2; AC 8 (leather); Atk club 1d6 or 2*dagger 1d4; ML 7; AL N. 
  Hp 
  12 
   
  14 
   
  12 
   
  12 
   
  14 
   
  9 
   
  12 
   
  8 
   
  10 
   
  10 
   
  9 
   
  12 
   
  “Bushels” Portho: halfling Thief 2; AC 9 (Dex); Atk 2*kitchen knife 1d4; Spec backstab*2, PP 
  35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 5; AL CN; lockpicks, 60 gp. 
  Hp 
  12 
   
  Isvinna: Fighter 6; AC 3 (chain shirt, shield, Dex); Atk scimitar 1d8+1; Spec +2 vs. magic; Str 16, 
  Int 12, Wis 16, Dex 16, Con 10, Cha 13; ML 5; AL NG; 15 gp, damaged silver brooch. 
  Hp 
  26 
   
  Pirates (5): Fighter 2; AC 7 (leather, shield); Atk scimitar 1d8 or hand axe 1d6 or 2*dagger 
  1d4; ML 7; AL N. 
  Hp 
  12 
   
  10 
   
  12 
   
  10 
   
  18 
   
  Nuxus Rillan: Thief 3; AC 8 (leather); Atk shortsword 1d6 or 2*shortbow 1d6; Spec backstab*2, 
  PP 40%, OL 33%, FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 9; AL CN; 130 gp. 
  Hp 
  11 
   
  Tollandor: Ranger 3; AC 4 (chainmail, shield); Atk longsword +1 1d8+1 or 2*longbow 1d6; 
  Spec +3 vs. giant-kind, tracking; ML 10; AL NE; 50 sp, trail map (X marks cave with his col-
  lected treasures). 
  Hp 
  17 
   
  F. The Inn: Colourful, sprawling building next to the western gate, with red roofs and sagging 
  balconies. Everything has been freshly painted and refurbished. The clients are travellers, off-
  duty watchmen, and Northmen. Redragon and Grindragon (Fighter 2), dwarven brothers, 
  have been unable to agree on a proper name for their newly opened establishment, and spend 
  most of their day quarrelling. Their resin-flavoured beer is fast becoming a local favourite. 
   
  Daily room prices including board, and availability: taproom benches (2 sp, always avail-
  able), two-bed rooms (8 sp, 1:2), large six-bed guestroom (15 sp, 5:6). 
   
  The brothers are jealously guarding their inheritance in their locked quarters: 550 elec-
  trum (easily traced old dwarven coinage), 400 gp, ancestor stone, runic book. 
   
  Harrgon Torsk (Thief 2), Masters’ Guild operative, wants someone to discreetly retrieve 
  a package he had forgotten in Lorfin the Wineseller’s cellar down at the Old Fortress (O). 
  It would be best if Lorfin never learned of the affair. (Doubly so as Harrgon had just ad-
  ministered a jug of poison to one of Lorfin’s barrels.) The package, left casually under 
  the barrel, contains a set of lockpicks, two keys, and an embroidered handkerchief bear-
  ing Harrgon’s initials. 
  
  17 
   
   
  Hector the Peddler (Thief 4), also a Guild fellow, sells mostly worthless “curios” collect-
  ed from garbage dumps at a hefty markup. He targets naïve travellers. (“Perhaps it is 
  worth something to you?”) Hector is also a good source of rumours, and knows where to 
  get “things". 
   
  Redragon and Grindragon: dwarven Fighter 2; AC 10 or 5 (chain shirt, shield); Atk battle-
  axe 1d8 or dagger 1d4; ML 8; LG. Redragon is dressed in green, and Grindragon in red. 
  Hp 
  18 
   
  14 
   
  Harrgon Torsk: Thief 2; AC 8 (Dex); Atk shortsword 1d6 or 2*dagger 1d4; Spec backstab*2, 
  PP 35%, OL 34%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; Dex 16; ML 5; AL LE. Poor-
  ly dressed, hunched over fellow with hanging black moustaches. 
  Hp 
  6 
   
  Hector the Peddler: Thief 4; AC10; Atk club 1d6 or 2*dagger 1d4; Spec backstab*2, PP 
  45%, OL 37%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%; ML 7; AL N; whistle. 
  Hp 
  18 
   
  G. Captains’ Council: Strict-looking statues along columned entrance, richly appointed inte-
  riors, guard of 16 men. The Council is responsible for the command of Baklin’s marine forc-
  es, and the maintenance of lighthouses along Erillion’s coast. They also hand down judge-
  ments in trials falling under the Sea Laws. The position of chairman is based on seniority; 
  however, Admiral Skort Sharkface has retired to Hooksville, a small village near the town of 
  Gont (Erillion 1811; also see Gont, O). In his absence, the position is shared by Harbour-
  master Hark the Sea-Green and Rogoz Lakum (c.f. D, K). Four further members make up 
  the Council, but one, Fellidar, is away on a sea voyage. 
   
  The Council has authorised the payment of a reward for information on the whereabouts, 
  forces, and activities of Erillion’s two most notorious pirates, Saydir the Kassadian (c.f. 
  Echoes #01), and Hondur the Butcher. A further reward is offered for fomenting rebellion 
  in Knifetooth, a lawless pirate town (c.f. Erillion 1814). Hark the Sea-Green, who handles 
  this issue in person (and who is taking money from the pirates for tip-offs), suggest infil-
  tration instead of confrontation. 
   
  The Council has also offered a reward for information on the fate and whereabouts of 
  the Eaglet, bound for Tirwas with an expedition force led by Captain Rimalgon. The ship, 
  which has been seen in the port of Tol Tazeloth (0511), has vanished without a trace. 
  Captain Rimalgon was wearing Baklin’s highest decoration, the diamond-class Order of 
  the Starstone! (See Erillion, 0509) 
   
   
  
  18 
   
  Captain Vandrallen: Fighter 4; AC 6 (chain shirt); Atk halberd 1d10; Str 12, Int 11, Wis 11, 
  Dex 11, Con 17, Cha 15; ML 7; AL NG. Terrified of sea monster pursuing him on high seas, 
  current owner of The Ink Bucket (P) and follower of the Twin Goddesses. 
  Hp 
  41 
   
  Captain “Shoals” Briff: Fighter 5; AC 6 (studded leather, shield); Atk longsword 1d8; Str 11, Int 
  14, Wis 11, Dex 9, Con 10, Cha 13; ML 7; AL CN; Order of the Starstone sapphire class. Known 
  for harsh disposition; he has disowned his only son, and is looking for a worthy man to adopt. 
  Hp 
  21 
   
  Captain Sallarion Windborne: Fighter 4; AC 6 (chain shirt); Atk 2*longbow 1d6 or shorts-
  word 1d6; Str 9, Int 13, Wis 10, Dex 11, Con 13, Cha 11; ML 9; AL LE. “The Headhunter”, 
  curries favour at court by unmasking made-up conspiracies. 
  Hp 
  19 
   
  H. Sorken’s Marinary: Derelict palace now serving as a collection of sailing memorabilia 
  and marine wonders. Entry fee of 2 gp per person. Admiral Sorken’s heir, Rummaging 
  Zilvop (Illusionist 4) maintains the dark, cramped rooms filled with specimens preserved in 
  oil, or mounted in stuffed form. At night, nine guards watch for break-ins. 
   
  Despite the night watch, someone has been making off with the exhibits. Zilvop is inter-
  ested in purchasing replacement enigmas. 
   
  The portrait gallery has a magical painting of “JOHNO BONIFACES, DEVIL OF THE 5 
  SEAS – DIED IN THE SIEGE OF TOL TAZELOTH”, depicted in a black hat and lace collar 
  – eyes follow from the corner of the eye, and he can cast fear on those who try to touch him. 
   
  Rummaging Zilvop: Illusionist 4; AC 8 (Dex); Atk staff 1d6; Str 11, Int 17, Wis 14, Dex 16, 
  Con 11, Cha 10; ML 5; AL NG, scroll of 4 spells (blur, rope trick, suggestion, dispel exhaus-
  tion), cursed scroll (The Merry Curse; subject shall spend 2d6×10% of all money obtained in 
  adventures on revelry – may go into debt). 
  Spells: 3/2; 1: audible glamour, dancing lights, detect illusion, wall of fog; 2: blindness, deaf-
  ness, fog cloud, ventriloquism. 
  Hp 
  13 
   
  Guards (9): Fighter 2; Fighter 2; AC 6 (ring mail, shield) or 5 (chain shirt, shield); Atk scimitar 
  1d8 or longsword 1d8 or halberd 1d10 [without shield]; ML 7; AL N. 
  Hp 
  7 
   
  9 
   
  16 
   
  10 
   
  15 
   
  13 
   
  10 
   
  2 
   
  13 
   
  I. Senechal’s house: Although mostly away at the Palace, Radastro the Senechal (Magic-
  User/Thief 3/3), the most powerful courtier serving Prince Lodovic, maintains a small but ele-
  gant townhouse here with several pampered cats. As the prince and princess love cats, so 
  does the sycophantic Radastro – or at least that’s what he tells everyone. All Radastro has 
  left of his wealth is 3000 sp, with mounting debts. He would never part with his famous cat 
  statue (1200 gp), which he keeps on display in the rotunda. 
   
  Radastro has been contemplating an inquest into the affairs of the Knights of Yolanthus 
  Kar, on charges of embezzlement, grave robbing, and the encouragement of grave rob-
  bers. He would welcome all evidence painting the order in a bad light. 
   
  In a basement room, a pool of inky black waters brings spiritual refreshment – and mes-
  sages from a distant shadow-world, whose denizens seem more and more real, and who 
  would like to “migrate” to Erillion from under the heel of a powerful tyrant. 
   
  Radastro the Senechal: Magic-User/Thief 3/3; AC 7 (Dex); Atk 2*dagger 1d4 + poison (type 
  B, 1 r, 0/25 Hp) or staff 1d6; Spec backstab*2, PP 40%, OL 43%, FT 35%, MS 32%, HS 25%, 
  HN 15%, CW 87%; Str 7, Int 16, Wis 10, Dex 17, Con 13, Cha 14; ML 9; AL LE; Order of the 
  Starstone ruby class, golden horse medallion (30 gp), gold-studded belt (250 gp). 
  Spells: 2/1; 1: burning hands, detect magic, light, read magic, sleep; 2: pyrotechnics, audible 
  glamour, levitate. 
  Hp 
  16 
  
  19 
   
   
  J. The Golden Plate: Popular harbour tavern serving fatty cuts and generous bouillon under 
  a row of arcades. Steppe nomad Yezor the Owlsman (Fighter 9) proclaims his offerings as 
  the key to healthy life, and swears by his secret spice mixture. His Northwoman wife, Jodrun 
  (Fighter 2) now feels nothing but contempt for the man she had once loved, and wishes to 
  return home – but her dowry was spent buying the establishment. 
   
  Finzler (Thief 2), cynical servant, is an informer for Captain Gamandor, and sometimes 
  contracts out lesser espionage jobs to shadier customers. 
  o Trail a suspicious group of visitors from the Twelve Kingdoms through the port area, 
  and listen in on their conversations without drawing attention. 
  o Investigate the rumours of an illicit salt storeroom in the Old Fortress (O) and report 
  back on its existence, contents, and if possible, operators. 
  o Get gentleman-in-waiting Urgon the Gallant caught in a honeytrap to damage his 
  standing at court.  
   
  Yezor the Owlsman: Fighter 9; AC 6 (studded leather, cloak +1); Atk 3/2*longsword 1d8 or 
  3*composite longbow 1d6+1; Spec +2 vs. magic; Str 15, Int 7, Wis 16, Dex 14, Con 8, Cha 15; 
  ML 7; AL LN; 24×arrow +1, bag with pincers and spice-growing skull, 20 sp, 35 gp, 600 gp torc. 
  Hp 
  45 
   
  Jodrun: Fighter 2; AC 10; Atk hand axe 1d6; ML 7; AL NE; 40 gp, birdcall, 100 gp pearl pendant. 
  Hp 
  13 
   
  Finzler: Thief 2; AC 8 (Dex); Atk shortsword 1d6; Spec backstab*2, PP 35%, OL 34%, FT 25%, 
  MS 21%, HS 15%, HN 10%, CW 86%; Dex 16; ML 5; AL LE; smoke bomb (as fog cloud), 70 gp. 
  Hp 
  6 
   
  K. Harbourmaster’s house: Wealthy, fortified residence with tower doubling as lighthouse. 
  Magnate Hark the Sea-Green (Fighter 9) has received his position thanks to his strong ties 
  with the Arxine nobility of the Twelve Kingdoms, and relentless schmoozing at court. He has 
  supplemented his considerable incomes with a third stream of coins – tipping off Erillion’s most 
  powerful pirates about forthcoming raids and the departure of lucrative ships (but only foreign 
  ones). His wife, Riolda, is a naïve creature who suspects nothing. 
  
  20 
   
   
  Hark, a follower of Trilgar the Sailor (worshipped in the Twelve Kingdoms), frequently 
  hosts the meetings of Baklin’s association for the benefit of crippled or impoverished 
  sailors, as well as widows and orphans. 
   
  Hark is always open to news of new trade routes and unknown seas, paying generously 
  for maps and valuable information. 
   
  Harbourmaster Hark the Sea-Green: Fighter 9; AC 5 (leather +3); Atk 3/2*scimitar +1 
  1d8+1; Str 13, Int 15, Wis 7, Dex 14, Con 10, Cha 18; ML 9; AL CN; medals (one is the 
  brooch of revival, providing one-time revival in 1d6 hours in case of death), potion of extra 
  healing, gilded boots, pouch of gems (20, 40, 60, 150, 450, 1000 gp). 
  Hp 
  49 
   
  L. The Murk: Ramshackle establishment overlooking the western harbour, with two private 
  piers. Wine and good spirits in generous supply downstairs for off-duty sailors and fishermen, 
  cathouse decorated with red carpets and lush curtains upstairs. The Murk is under the con-
  trol of the Masters’ Guild, and run by Salmondo (Thief 4), a retired Guild loyalist. Drinks are 
  served by Grekk (Fighter 4), a fat slob of a barman. 
   
  Daily room prices and availability: garrett (3 sp, 5:6), bedroom (1 gp, 1:2), suite (6 gp, 
  1:2). Extra services 2 to 20 gp. This is a good place to lay low under Guild protection. 
   
  Salmondo has been pursued by a dark shadow of a man through the port, too clever to 
  be caught. This man needs “a friendly talking to”. 
   
  Arraton the Fisherman has seen a ship whose two owners were knifed in a back alley. 
  Could the small vessel hold something interesting? He’d like to check… but not alone. 
   
  Bella, one of the girls, has heard that Saldark Fum the Landlord (X) lives above a cellar 
  once owned by a dark magician, who left behind a considerable inheritance. She would 
  need someone to help her to the treasure – for half the profits (Undercity, 30–31). 
   
  Salmondo: Thief 4; AC 8 (leather); 
  Atk scimitar 1d8 or 2*dagger 1d4; 
  Spec backstab*2, PP 45%, OL 37%, 
  FT 35%, MS 33%, HS 25%, HN 15%, 
  CW 88%; ML 8; AL N. 
  Hp 
  8 
   
  Grekk: Fighter 4; AC 8 (leather); Atk 
  footman’s mace 1d6+1 or crossbow 
  1d8; ML 8; AL NE. 
  Hp 
  20 
   
  Rabble (2d12): HD 1; AC 10; Atk club 
  1d6 or shortsword 1d6 or 2*dagger 
  1d4; ML 5; AL N. 
  Hp 
  6 
  6 
  4 
  6 
  1
   
  4 
  4 
  7 
  5 
  4
   
  3 
  7 
  8 
  8 
  2
   
  2 
  6 
  6 
  6 
  3
   
  6 
  5 
  1 
  5 
   
  M. Tullomarg residence: Elegant, antique house on Windside, with vine-covered walls, colour-
  ful glass windows, and a small garden. The interiors are characterised by cool, silent spaces, 
  with weathered old beams, darkened family portraits, and snowcat pelts. The owner, Count Tul-
  lomarg, is back home in the Twelve Kingdoms on business, and has loaned his townhouse to 
  one Lady Callodric (Fighter/Thief 4/3), a mysterious Arxine noblewoman, also from a distant 
  corner of the Kingdoms. The Lady has arrived with a butler, Harkell; and a housekeeper, Jutno; 
  and 11 guards. She is concerned with uncovering Erillion’s deeper mysteries, and interested in 
  sponsoring expeditions for this purpose. Is there more to it? Could be. 
  
  21 
   
   
  As an immediate concern, the lady was supposed to receive a shipment of heavy chests 
  with personal belongings and a few “family keepsakes”, but the chests disappeared 
  while going through the Lockhouse (c.f. Undercity, 21). 
   
  Lady Callodric: Fighter/Thief 4/3; AC -2; Atk 3*rapier +2 1d6+3; Spec backstab*2, PP 40%, 
  OL 43%, FT 35%, MS 32%, HS 25%, HN 15%, CW 87%, prismatic missile 1/3 rounds (as 
  spray, but one target), MR 60%, immune to poison, petrifaction and mind-affecting; Str 15, Int 
  17, Wis 16, Dex 17, Con 10, Cha 15; ML 11; AL CN. Enigmatic, dressed in fine furs. 
  Hp 
  37 
   
  Harkell: Fighter 7; AC 2 (unarmoured); Atk longsword 1d8+4; Spec charm gaze at will, immune 
  to mind-affecting; Str 18/76; ML 11; AL LN. Old-fashioned manners, perfectly polite but oddly 
  insistent. 
  Hp 
  28 
   
  Jutno: HD 4+1; AC 5 (unarmoured); Atk rolling pin 1d10; ML 10; AL LN. Surly but wise. 
  Hp 
  24 
   
  N. Shipyard: A much smaller operation than Baklin’s needs, dividing the tasks of ship repair 
  and construction with the New Fortress (Z), and these days, the growing shipyards of Sleepy 
  Haven and Tirwas (Echoes #05, and 1613, 0605). After the passing of Rusty Rozog, his three 
  apprentices, Hellatrond (Fighter 3), Hatchet Fredo (Fighter 2), and Harleric (fighter 2), have 
  fallen to squabbling over his heritage, with much less skill or business acumen. Currently, the 
  yard is only able to keep up with the demand for repairs, and will not accept building contracts. 
   
  Hellatrond would like to establish a logging camp in a mountain valley known for its splen-
  did smoke pines, and is looking for both loggers and a strong force to clear out the area. 
  Fredo is opposed as a matter of principle, Harleric is undecided but lukewarm. 
   
  Fredo will pay handsomely for proof (or “proof”) of partners’ wrongdoing. 
   
  Hellatrond: Fighter 3; AC 9 (Dex); Atk hand axe 1d6 or 2*dagger 1d4; ML 8; AL LG; 80 gp 
  torc. No-nonsense sailor, boastful and over-generous. 
  Hp 
  10 
   
  Hatchet Fredo: Fighter 2; AC 8 (leather); Atk hand axe 1d6 or club 1d6; ML 9; AL CE. Schem-
  ing contrarian, pursued by seven years’ bad luck after mirror accident; deathly afraid of same. 
  Hp 
  15 
   
  Harleric: Fighter 3; AC 6 (chain shirt); Atk battleaxe 1d8; ML 9; AL N. Of Northman stock; prone 
  to sudden mood swings (roll reaction in the middle of any encounter). Five bastard children. 
  Hp 
  15 
   
  O. The Old Fortress: At the end of Windside, and overlooking the city’s smelly fish market, 
  this fortress has seen neglect due to several decades of peace. As upkeep of Baklin’s over-
  sized fortifications has drained the public coffers, much of the complex has been rented out 
  to the public: warehouses and cellars on the ground floor, and poor to middle-priced apart-
  ments upstairs. There is still a presence of watchmen, but their duties are mostly janitorial, 
  and Lieutenant Barg’s (Fighter 2) men are ill-disciplined and badly equipped. 
   
  Salty Sally sells seashells from shore stall; 2:3 to have 1d4+1 pearls (1d20*10 gp each). 
   
  One of the waterfront warehouses has been condemned and sealed by the Knights of 
  Yolanthus Kar after reports of a haunting. Ever since, scratching sounds have been 
  heard at night, filling the neighbours with dread. 
   
  Mysterious stranger Plemodunos has rented the largest and tidiest apartment. Visitors 
  go up at night, but fewer seem to return. Something seems to be amiss. 
   
  Lieutenant Barg: Fighter 2; AC 3 (plate); Atk footman’s mace 1d6+1; ML 6; AL N; 110 gp, 
  expensive fur coat with mink 75 gp, silver drinking horn 100 gp. 
  Hp 
  13 
  
  22 
   
  P. The Ink Bucket: Formerly a boisterous place and the haunt of the port’s scribes, now in-
  creasingly squeezed out by a wealthier merchant clientele. The scribes, who have taken of-
  fence at the “usurpers”, have been known to attack and beat up solitary clients leaving at 
  night, or hurl ink and fouler things when the watch is away. The Bucket has long been in the 
  family of Vandrallen (Fighter 4), who also sits on the Captains’ Council (G). 
   
  Daily room prices including board, and availability: comfortable one-bed room (1 gp, 
  1:6), elegant two-bed room (2 gp, 1:6), suite (12 gp, 1:6), Room Six (5 gp, free). 
   
  Vandrallen has been suing the vampire ghost inhabiting Room Six, with little success – af-
  ter failed exorcism by the Knights of Yolanthus Kar. Nobody is foolish enough to sleep there. 
   
  Kusub the Cardsman (Magic-User 3) can bind and unbind fates, but has found himself 
  in a tangle of destinies not even he can unknot. 
   
  Vampire ghost: HD 6; AC 2; Atk touch 1d8 + LVL; Spec paralytic gaze (one target), +1 or bet-
  ter to hit, immune to cold and mind-affecting; ML 9; AL CE. 
  Hp 
  37 
   
  Kusub the Cardsman: Magic-User 3; AC 10; Atk staff 1d6; ML 10; Str 14, Int 12, Wis 17, 
  Dex 14, Con 10, Cha 11; AL N; bird staff (can conjure flock of birds to carry wielder, ×17). 
  Spells: 2/1; 1: light, read magic, push; 2: ESP, ray of enfeeblement. 
  Hp 
  7 
   
  Q. Jacknall’s Storerooms: Carpenter Jacknall has come to inherit multiple waterfront store-
  rooms, which he now rents to various parties. The deed also included cellar space cluttered with 
  old junk (20–23), which Jacknall was happy not to investigate, but quickly leased to “mushroom 
  grower” Rorin Rigax (c.f. 23). While the mushroom growing business is a success, the store-
  rooms now hide a secret cache operated by Gont’s assassins, with Jacknall none the wiser. 
   
  Berlam the Dilutionist (Thief 2), versed in the ancient practice of homeopathy, has found 
  a gold-and-silver bracelet (110 gp) dropped by one of the shady types going downstairs. 
  Evildoers? Treasure hunters? Berlam would like to know, but is afraid to go alone. 
   
  Berlam the Dilutionist: Thief 2; AC 10; Atk crossbow 1d8 or club 1d6; Spec backstab*2, PP 
  35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 5; AL CG; lantern, oil×6. 
  Hp 
  6 
   
  R. The Skinned Cur: Rickety tavern with a clientele of orcs and assorted lowlives, and a supply 
  of orc and half-orc prostitutes. The owner, Gulmag the Gab (orc Fighter 3) is the brother of the 
  infamous Truglag (c.f. Echoes #01), with seven orc pals to help out with trouble. The Cur infa-
  mously has two exits – one to each street; but that does not include underground passages. 
   
  Daily room prices including board, and availability: uncomfortable, cramped one-bed 
  room (3 sp, 1:2, lice on the house). Extras 5 sp to 4 gp. An underground safe room (25) 
  is available to trusted scoundrels at Gulmag’s discretion, and a negotiated price. 
   
  The Cur serves cheap swill and dog soup, procured from the pound (T) in large quanti-
  ties for both the guests and the downstairs trolls. 
   
  Narrow ground floor taproom with orcs and drunks snoring on the benches by day, row-
  dy regulars and knifings by night. Secret trapdoor before bar can send unwanted guests 
  down the troll pit (45) with a pull of the lever behind the counter (40’ fall, but only 1d6 Hp 
  due to slide & straw pile). Narrow stairs down (24) to members-only private boxes for 
  proven rogues, and up to rooms smelling of orc, and worse. 
   
  Reprobate Lucy (Fighter 3) and Mathilda the Sailor (Fighter 6) are ill-regarded 
  strangers in town, said to kill anyone for gold. 
   
  Wandering Ballodrac (Thief 4) has heard legends of a half-buried white marble statue; a 
  lost elven princess; and an owl who will hatch the egg of time. All are connected some-
  how, and all lay close to the Valley of Barzak Bragoth. (Refers to hexes 1406 and 1707). 
   
  Farbus Mork, ghost regular, makes a blood-curdling offer if he settles next to the table 
  (1:3, downstairs only): capture and imprison Cunning Feldor, a now poor fisherman who 
  had driven him to death. In exchange for Feldor, he will lead the company to the treasure 
  of the steaming well (41). 
  
  23 
   
   
   
  Gulmag the Gab: orc Fighter 3; AC 9 (leather, shield, Dex); Atk footman’s mace 1d6+1; Str 
  13, Int 13, Wis 11, Dex 5, Con 16, Cha 7; ML 6; AL LE; 160 gp, greasy leather gloves, keys 
  to downstairs areas, troll pit. Porcine face, enormous potbelly. 
  Hp 
  16 
   
  Orcs (7): HD 1; AC 6; Atk club 1d6 or 2*dagger 1d6; ML 7; AL LE; 1d6 gp each. 
  Hp 
  3 
  4 
  3 
  3 
  8 
  8 
  6 
   
  Orc Girls (6): Thief 1; AC 10; Atk 2*dagger 1d4; Spec backstab*2, PP 35%, OL 30%, FT 
  25%, MS 20%, HS 20%, HN 10%, CW 80%; ML 6; AL LE; 1d6 gp each. 
  Hp 
  2 
  2 
  6 
  4 
  6 
  1 
   
  S. Masters’ Guild: A sprawling building complex renowned for its crumbling turrets and rows 
  of intricate stained glass windows. Dusty, old-fashioned meeting halls upstairs, workshops in 
  interior courtyards, and craftsmens’ tiny shops along the street under the arcades. The Guild 
  is directed by a seven-member Masters’ Council, and all new craftsmen must swear an oath 
  before the symbols of the crafts (Undercity 6). The building’s south-western wing is more 
  derelict and dusty than the rest, and here is where the thieves congregate. Originating as 
  Guild toughs to harass non-guilded craftsmen and foreign competitors, they now oversee 
  criminal activity in Baklin in a loose alliance with Captain Gamandor’s enforcers. 
  The organisation has a strong sense of tradition over individual flourish, championing 
  common strength over personal pride. The Guild’s inflexibility has led to its gradual decline, 
  and many citizens now prefer fancier imports than home-made wares, a situation the 
  guildsmen find infuriating, but cannot actively prevent due to their loss of influence. The 
  guildmaster, Hyacintho Eskumar  the Fisherman (but better known as “The Popinjay” – 
  Thief 4; also see U), has been unable to use his influence at court to have the foreign trad-
  ers driven out, and such a move would endanger his own export business as well. He is 
  currently more concerned about alleged Kassadian influence among the port’s non-guilded 
  thieves, while he has suspected nothing about Gont’s assassins. 
   
  Hyacintho Eskumar “The Popinjay”: Thief 4; AC 4 (bracers of defence AC 4); Atk shorts-
  word +1 1d6+1; Spec backstab*2, PP 45%, OL 37%, FT 35%, MS 33%, HS 25%, HN 15%, 
  CW 88%; Str 11, Int 11, Wis 7, Dex 14, Con 9, Cha 17; ML 6; AL CN; 170 gp, 4 gemstones 
  (40, 100, 200, 500), Order of the Starstone emerald class (750 gp), potion of gaseous form. 
  Hp 
  17 
   
  Guild thugs: Fighter 2; AC 7 (studded leather); Atk club 1d6 or shortsword 1d6; ML 7; AL N. 
  Hp 
  20 
   
  9 
   
  16 
   
  6 
   
  9 
   
  15 
  
  24 
   
  q q q q q q q q q q r q q q q q q q q q q 
   
  Masters of the Guild (1d8) 
   
  1. Ortrag’s Snuff Box: Richly carved pipes 
  (1d6*5 gp), essential oils, fine tobacco from 
  basic mixtures (2 gp) to personal blends (20 
  gp and up). Ortrag (halfling Thief 3), propri-
  etor and master slinger, is interested in buy-
  ing rare herbs for his mixtures. 
  2. All That Glitters: Goldsmith Slim Si-
  lendil (elf Fighter 6, bow +2), intimately 
  familiar with Baklin’s jewellery (as he has 
  repaired, or made many of them), will re-
  port shady “sellers”. Silendil is a follower 
  of Irlan the Merciful, and given to acts of 
  generosity to those suffering. 
  3. Bokum’s Bows: Hum Bokum (Fighter 2), 
  bowyer with four overworked fletcher ap-
  prentices. Sells regular and composite 
  bows and ammunition. Gold-stringed bow 
  +1 in locked case is store symbol, not for 
  sale under an offer of at least 1500 gp. 
  4. The Wardrobe: Waltrag and Bonvenn, 
  who had inherited the business, are still 
  journeymen, and better at selling their high-
  priced garments than making them. Looking 
  for bale of spider silk (and will not recognise 
  a cheaper substitute if offered). 
  5. Sylgarn’s Lanterns: All manner of lan-
  terns from the simple to the expensive and 
  sophisticated (2d10*10 gp). The thin, elderly Sylgarn (Magic-User 1; sleep) has placed a 
  Nystal’s magical aura on one of the fine, but dusty specimens in the hope it will draw 
  someone’s interest. Sylgarn then claims ignorance, and sells off the item for 200 gp. 
  6. The Gleeman’s Delight: Musical instruments by Lerkin Nulf and three apprentices. The 
  store has experienced a drop of demand as Erillion’s bards gradually stopped coming. 
  Lerkin is distraught, but cannot tell the reason, and is set to close shop in a few months. 
  7. Twistrano’s Ropes: At the end of his rope, Twistrano was found hanged recently. His 
  apprentice, Rend Raps the Ribald, is working on renewing business ties. Also sells 
  grappling hooks and other naval tools. 
  8. Mercer: Clothilde, widow of the deceased Bolthen, sells fine fabrics, but has found a 
  shipment stolen while going through port. The event has caused a scandal within Guild 
  circles, but the goods have not been recovered yet. 
  q q q q q q q q q q r q q q q q q q q q q 
   
  T. Dog Pound: Vacant lot by the city walls where a house had stood, closed off by a fence of tall 
  wooden poles driven into the ground. Inside, 4d6 dogs, all ugly-looking curs, are fighting over a 
  few measly scraps among piles of debris and rubbish. The only building is a wooden shack in the 
  north-west corner. The merchandise is overlooked by a group of six berserkers; burly, bad-
  mannered chaps with sticks and clubs. Owner Tarbus Rolf (Fighter 6), a colossus wearing furs 
  and a spiked flail, is selling the dogs at cut rates; for dog fights and the kettle (c.f. R). 
  
  25 
   
   
  Recently, the dogs dug out a deep pit in the middle of the lot, uncovering first an ancient 
  midden with bones and broken pottery, then a westward crawlway opening into the ceil-
  ing of a larger cavity (Undercity 1). Tarbus Rolf has crawled down there and liberated a 
  handful of magic items from an old crypt, but after barely escaping from a weird group of 
  floating eyes, he is having second thoughts about further exploration. 
   
  Bipkin the Kid (Thief 1), enterprising urchin, looking for someone to get Tarbus out of the 
  way so he can take over the business – offers Tarbus’ hidden loot box (50 gp, 450 gp gem 
  wrapped in ball of yarn) and Undercity rumour about thrones (54) as compensation. 
   
  Tarbus is obsessed with finding and killing the mysterious Night Hound, which has, again 
  and again, devoured him in his nightmares. 
   
  Tarbus Rolf: Fighter 6; AC 7 (furs); Atk 2*footman’s flail +1 1d8+3; Spec first attack at +2; Str 
  18/49, Int 10, Wis 11, Dex 12, Con 15, Cha 8; ML 12; AL CE; scarab of protection (+1 save vs. 
  magic, allows save of 20 against no-save spells), potion of healing, potion of giant strength. 
  Hp 
  35 
   
  Berserkers (6): Fighter 1; AC 8 (leather); Atk 2*club 1d6+1; Spec 1st atk at +2; ML 12; AL CE. 
  Hp 
  5 
   
  10 
   
  10 
   
  8 
   
  3 
   
  3 
   
  Bipkin the Kid: Thief 1; AC 10; Atk 2*dagger 1d4 or 2*sling 1d4; ML 8; AL LE. 
  Hp 
  6 
   
  Dogs (4d6): HD 1; AC 7; Atk bite 1d4; ML 7; AL N. 
  Hp 
  8 
  2 
  2 
  2 
  1 
  3 
  4 
  1 
  7 
  4 
  6 
  1
   
  4 
  5 
  6 
  6 
  6 
  8 
  2 
  1 
  6 
  4 
  1 
  3 
   
  U. The Blue Bottle: A squat little one-story house in a back alley, operating as a curio store. 
  Basement smelling of sour and musty smells coming from cluttered shelves and worn bags 
  hanging from the ceiling. The store is always open: customers are served by pale, sullen pro-
  prietor Zaloxen (Illusionist 7) at night, and by his assistant, Tivold Redback (Illusionist 3), dur-
  ing the day. Grouch, Tivold’s ancient and intelligent cat, is usually lurking nearby. 
   
  Zaloxen has been a sworn enemy of Mage Tower ever since they rejected his proposal for 
  an overhaul of the trial system. Zaloxen and (by association) Tivold have both been black-
  balled with no hope of career advancement. The fuming Zaloxen has been obsessively and 
  unsuccessfully trying to undermine “the Tower clique” ever since, and he will pay reasonably 
  for any compromising information that may be found on Erillion’s powerful magic-users. He 
  is selling his “Exam rights” (600 gp, never used). 
   
  Stuck in this situation, Tivold Redback enjoys drinking nightly at the Ink Bucket (P) with 
  Grouch, who is starting to re-evaluate his choices in his seventh life. 
   
  The Blue Bottle mainly buys and sells spell components: components for 1st level spells 
  are always in stock, the odds for 2nd level are 2:3, for 3rd 1:2, for 4th 1:3 and for 5th 1:6. 1d4 
  curios are also available, and Zaloxen will buy more as his funds allow. 
   
  Zaloxen: Illusionist 7; AC 6 (bracers AC 8, Dex); Atk staff 1d6; Str 13, Int 15, Wis 6, Dex 16, 
  Con 14, Cha 13; ML 9; AL CN; 600 gp, 350 gp octagram amulet, 2000 gp bracers. 
  Spells: 5/3/2; 1: audible glamour, dancing lights, gaze reflection, hypnosis*2, light, phantasmal 
  force*2; 2: detect magic, magic mouth, mirror image, ventriloquism*2; 3: continual light, fear, 
  dispel illusion, suggestion. 
  Hp 
  21 
   
  Tivold Redback: Illusionist 3; AC 8 (Dex); Atk 2*dagger 1d4; ML 7; AL CN; sleeping dust (as 
  sleep), dust of hallucinations (as hallucinatory terrain), box of dried, pressed, candied canary. 
  Spells: 2/1; 1: phantasmal force, wall of fog; 2: fog cloud, misdirection. 
  Hp 
  7 
   
  Grouch: HD 3; AC 6; Atk 2*claws 1d4 and bite 1d4; Spec surprise 5:6, dimension door 1/day; 
  ML 5; AL CE. 
  Hp 
  18 
  
  26 
   
  q q q q q q q q q q r q q q q q q q q q q 
   
  Magical Merchandise (1d20) 
   
  1. Dream incense, transports dreamer to a field with the statue of a unicorn, where the 
  dreamer will receive a commune-equivalent divination from a fair maiden (350 gp). 
  2. The six keys of Kezam, unlocking the magical gates of a dungeon complex. 
  3. Potion of fire resistance (400 gp). 
  4. Hollow bone filled with wax, whispers from another world can be heard if held to the ear 
  (450 gp, who know what this does). 
  5. “Odric”, somnambulist, has not awakened for 70 years (450 gp, locked casket included). 
  6. Treant roots, still twitching, with small metal nodules in the clumps of earth (500 gp). 
  7. Hound figurine, howls if owner is about to be ambushed while camping in the wilderness 
  (800 gp). 
  8. Silver cross, allows 12 turning attempts by all classes as Cleric of equal level (1200 gp). 
  9. Alembic with glowing bugs and fungi, containing tiny piece of the ethereal plane (250 gp). 
  10. Blue glass pane, with imprints from another dimensions (170 gp). 
  11. Case with three potions of healing (300 gp). 
  12. Magical cloak, actually a cloak of poisonousness which will instantly strike its wearer dead. 
  Remove curse is required to remove (and destroy) the cloak, and a neutralize poison spell 
  allows revivification at -10% probability. Zaloxen does not know its true powers. (2000 gp) 
  13. Scroll of 3 M-U spells (knockspell, clairaudience, fireball, 800 gp). 
  14. Shield +1 belonging to Haudoros, accursed hero, drowned in a lake of shadows (1000 gp). 
  15. Scroll of 4 Illusionist spells (detect magic, improved phantasmal force, non-detection, emo-
  tion, 1000 gp). 
  16. A meteorite core with metal suitable for manufacturing magical arms & armour (1000 gp). 
  17. Folio, treasure map to long-lost hoard of madman Crastellag the Crazed (200 gp, the dun-
  geon has been looted, but its new humanoid inhabitants may have some treasure). 
  18. Scroll of 2 Cleric spells (cure serious wounds, control winds, 900 gp). 
  19. The Eye of Zodar, dead demi-god, still peering malevolently (2000 gp). 
  20. Mummy bandages, inscribed with strange glyphs, contain instructions to contact a demon, 
  but 1:3 of contracting mummy rot on thorough study (800 gp). 
  q q q q q q q q q q r q q q q q q q q q q 
   
  V. Guildmaster’s house: Usually called “The Shame of Baklin”, this eccentric and utterly taste-
  less villa in the middle of the slums is an expensive eyesore with its gilded lions and colourful 
  lawn ornaments. A well-trained guard detachment makes sure nobody gets in without an invita-
  tion. Hyacintho Eskumar the Fisherman (a.k.a. “The Popinjay” – also see S) also owns the 
  neighbouring warehouse, with a private dock for his expensive pleasure barge. As the head of 
  the Masters’ Guild, Hyacintho is a shipping magnate and master of Baklin’s thieves; moreover, 
  he maintains good relationships with fellow merchants outside the city (c.f. 34a for the secrets he 
  keeps in his counting room). His wife, Elena Eskumar (Fighter 1), is a regular termagant. 
   
  The moon gourds in the garden, obtained by Elena at great expense and now growing at an 
  impressive rate, have a strange unearthly glow. Unknown to all, they are lycanthropic with a 
  malevolent intelligence. 
   
  Guards (7): Fighter 2; AC 6 (chain shirt); Atk spear 1d6 or crossbow 1d8; ML 8; AL LN. 
  Hp 
  8 
   
  18 
   
  16 
   
  10 
   
  4 
   
  13 
   
  9 
   
  Veterans (7): Fighter 3; AC 4 (chain, shield); Atk morning star 2d4 or oil 2d6; ML 10; AL LN. 
  Hp 
  14 
   
  19 
   
  20 
   
  21 
   
  18 
   
  12 
   
  10 
  
  27 
   
   
   
  W. Tower of Gulls: Only seagulls nest now in this abandoned, crumbling tower; deserted for 
  generations but too expensive even to demolish. The evil wizard Alchemister the Enchanting, 
  who had terrorised the poor part of town from up here, is long dead, but his shade is still ru-
  moured to haunt the place (c.f. 31). The place is locked up tight and the lower windows have 
  been bricked, but disappearances have taken place around here, and odd sounds can some-
  times be heard from inside. 
  The upper floors, behind a locked portcullis, are not described here, but the inner court-
  yard hides a crack in the wall of a side-building, and a set of stairs going down (33). This en-
  trance to the Undercity is used by Mugglub the Goblin Lord’s band (32), who trade with 
  shady topsiders (e.g. Barnacle Bill’s gang, see X) for food and minor treasures, and catch the 
  occasional urchin playing near the tower. 
   
  Everyone around the place has heard of Pitzur the Fine, halfling adventurer, who had 
  bragged he would climb in through the highest window and plunder the place. He was 
  seen going inside, but neither Pitzur nor his enchanted dagger were seen ever again. 
   
  X. Landlord: Saldark Fum (Thief 5), aging Kassadian expatriate, and lover Lisa the Meek 
  (Thief 3), who has now acquired most of the business. They own multiple buildings in Baklin’s 
  poorer parts (mainly near the fortresses), and are known for unexpected rent hikes and evictions. 
   
  A cellar connects the building to the Undercity (30). 
   
  Porcius, retired bandit, operates a small bathhouse from a rented store, catering to the 
  port’s shadier types. Bath or steam 1 sp, massage 4 sp (heals 1d3 Hp). Also see 39. 
   
  Saldark is looking for someone to buy him out so he can retire to the warmer climates of his 
  homeland. He jealously guards his valuables, 500 gp and 300 gp in old tapestries. 
   
  Saldark and Lisa are looking for someone to get rid of Barnacle Bill (Fighter 2) and his 
  bandits, who have taken over one of their tenements, and started collecting rent to line 
  their own pockets. The bandits have 300 gp and 20 gp gilded tankard in a chest. 
   
  Saldark Fum: Thief 5; AC 5 (leather, Dex); Atk club 1d6 or 3*darts 1d3 + poison (1d3 r, 
  sleep); Spec backstab*2, PP 56%, OL 56%, FT 49%, MS 45%, HS 45%, HN 22%, CW 88%, 
  RL 20%; Str 8, Int 12, Wis 7, Dex 17, Con 12, Cha 14; ML 5; AL N; rope of climbing, potion of 
  extra-healing, scroll of Cleric spell (bless; cannot read, uses it as a talisman). Rapidly bald-
  ing, always dressed in warm clothing due to the weather. 
  Hp 
  18 
  
  28 
   
  Lisa the Meek: Thief 3; AC 3 (leather +2, Dex); Atk longsword 1d8 or crossbow 1d8; Spec 
  backstab*2, PP 40%, OL 43%, FT 35%, MS 32%, HS 25%, HN 15%, CW 87%; Str 12, Int 13, 
  Wis 9, Dex 17, Con 14, Cha 11; ML 7; AL LE; 100 gp, pearl amulet 500 gp. Mousy, pale. 
  Hp 
  13 
   
  Barnacle Bill: Fighter 2; AC 7 (leather, shield); Atk battleaxe 1d8 or sling 1d4+1; ML 9; AL LE. 
  Hp 
  13 
   
  Barnacle Bill’s Boys (15): HD 1; AC 8 (leather); Atk club 1d6 or hand axe 1d6 or sling 1d4+1; 
  ML 8; AL LE; 2d6 gp each. 
  Hp 
  6 
  4 
  7 
  4 
  6 
  4 
  2 
  1 
  4 
  7 
  5 
  7
   
  8 
  6 
  4 
   
  Y. The Gullet: Heavy, greasy smells in this sink frequented by the poor and the dregs of the 
  sea – thieves, while tolerated, are expected to mind their business where there is nothing to 
  steal. Co-owned by Wilmordia the Reaver (Fighter 6) and her lover, Reedy Renald (Fighter 
  4). Drinks are served by the ancient Sharbit the Gravedigger (Thief 5), one of the few 
  grave-robbers who had returned alive from the Valley of Barzak Bragoth. 
   
  Sharbit, although he had survived, has drunk the waters of Lethe to forget about his ordeal; 
  however, he still wears a tattooed map on his back, which has drawn some interest of late. 
   
  Wilmordia will do her best to protect her mentor, and will pay as much as she can if 
  someone discovered who are trying to skin him, and killed them first. 
   
  Wilmordia has overheard two sailors talking of a smuggling shipments of pressed moths 
  through Tirwas – a contraband whose ownership is punishable by death! 
   
  Wilmordia the Reaver: Fighter 6; AC 7 (leather, shield); Atk longsword +1 1d8+2; Str 16, Int 
  13, Wis 14, Dex 12, Con 15, Cha 11; ML 10; AL CG; corall necklace, dead man’s hairy hand. 
  Hp 
  50 
   
  Reedy Renald: Fighter 4; AC 2 (chainmail, shield, Dex); Atk battleaxe 1d8; Spec +1 vs. 
  magic, 1:3 to miss each round due to shaking; Str 10, Int 12, Wis 15, Dex 16, Con 5, Cha 10; 
  ML 6; AL LG. 
  Hp 
  14 
   
  Sharbit the Gravedigger: Thief 5; AC 9 (Dex); Atk scimitar 1d8; Spec backstab*2, PP 56%, 
  OL 46%, FT 44%, MS 40%, HS 40%, HN 22%, CW 88%, RL 20%; Str 11, Int 13, Wis 9, Dex 
  15, Con 10, Cha 10; ML 7; AL N. 
  Hp 
  13 
   
  Z. The New Fortress: One of the two fortresses guarding Baklin’s harbour, now run-down 
  due to staggering upkeep costs. Unlike the Old Fortress (O), this complex is still largely in 
  use, its gated dry-dock used to repair damaged vessels in the city’s fleet. Nevertheless, the 
  guard is never sufficient beyond a few important posts, and much of the fortress is empty 
  outside military exercises, which gives Lieutenant Trocas (Fighter 3) no shortage of worries. 
   
  The lookout tower of the fortress has recently been taken over by two giant owls, which 
  have embarrassed the lieutenant, and worried the neighbourhood. Unfortunately, the way up 
  has been blockaded by something (a fallen beam), and the guards have been unable to get 
  at the monsters’ nest. 2 eggs, could be sold for 200 gp each. If captured alive, Prince Lodo-
  vic or Grandmaster Poroxius Vern (of Mage Tower, 0709) would pay 1000 gp per beast. 
   
  Lieutenant Trocas would like to entrap Iorello, a Kassadian merchant he suspects of espi-
  onage, and he requires the aid of a few resourceful men who have proven themselves in 
  the service of the city, but are not seen too much as insiders to make Iorello suspicious. 
   
  Lieutenant Trocas: Fighter 3; AC 3 (plate); Atk footman’s mace 1d6+1; ML 8; AL LG; horn. 
  Hp 
  17 
   
  Giant owls (2): HD 4; AC 6; Atk 2*claws 2d4 and beak 1d4+1; Spec surprise 5:6, absolutely 
  silent; ML 7 (12 when defending nest); AL N. 
  Hp 
  24 
   
  10 
  
  29 
   
  AA. Cauldron & Bellow: The best armoursmith in the city, busy with the activities of the six 
  apprentices (Fighter 2) tending the fires. Ragorlak Othmar (Fighter 3), wearing a metal 
  mask covering half his face to conceal his griveous burns, is proud to show customers the 
  ingots of dragon iron they are working with, as well as the Arxine cobalt-steel used in the 
  production of shields and plate mail. A storeroom is found in the Undercity (89). 
   
  Prices are at least 20% above normal. However, the Cauldron & Bellow can work with 
  rare and unusual materials, and assist in the creation of magical arms and armour. 
   
  Ragorlak Othmar’s work, formerly a byword for quality, has been slowly and imperceptibly 
  slipping as his seven years’ good luck is starting to run out, and the enchanted cauldron he 
  has received from the Piper, a strange woodland entity, is losing its magic (c.f. 90). 
   
  Ragorlak Othmar: Fighter 3; AC 9/-3 (Dex, [plate +2, shield +2]); Atk warhammer +2 1d6+3 
  Str 15, Int 12, Wis 9, Dex 15, Con 13, Cha 5; ML 8; AL NE, metal face mask, keys, 80 gp. 
  Hp 
  21 
   
  Apprentices (6): Fighter 2; AC 8 (leather); Atk warhammer 1d6+1; ML 8; AL various. 
  Hp 
  3 
   
  19 
   
  11 
   
  16 
   
  13 
   
  8 
   
  AB. Tomurgen the Bard: A cheerful two-story town house with a peaked roof, and flower 
  boxes in the windows. A cobbler’s shop, Vilmor’s Boots occupies the lower floor, while one of 
  the upper story apartments belongs to the bard Tomurgen, Erillion’s fabled minstrel known 
  for his prophetic songs and enigmas. The elderly Tomurgen has all but disappeared from 
  public view after the death of Adwen, his wife, and only sings for rare and important visitors. 
   
  Tomurgen’s collection of musical instruments is valued at an impressive 1500 gp. 
  Among his keepsakes, one might also find a heart-shaped silver box (90 gp, contains a 
  lock of golden hair and a pair of lacy knickers along with a paper slip labelled “Arkella”), 
  a brass statuette called the Seeing Cat, and behind a wall mirror, a niche with important 
  documents and a scroll of protection from magic. 
   
  After insulting the wizard Slarkeron (AJ), Vilmor the cobbler, a fat dullard, has been reg-
  ularly chased and kicked in the behind by an animated boot, which returns from certain 
  destruction again and again to torment him. 
   
  Vilmor’s basement storeroom, long unused but still cluttered with junk, has an old, un-
  used door that has been locked for many years, and leads to the Undercity (92). Vilmor 
  has lost the key, and has no intention of ever checking what’s behind it. 
   
  Tomurgen the Bard: Bard 6; AC 10; Atk longsword 1d8; Spec rousing song (+2 ML), charm-
  ing song 33%, +1 vs. magic; Str 9, Int 12, Wis 15, Dex 13, Con 13, Cha 15; ML 7; AL NG. 
  Spells: 3/3; 1: camaraderie chorus (save vs. spell or friendly), fairwind chanty (strong 
  breeze), gooddrink measure (removes undesirable additives & doubles potency), sharp bal-
  lad (as bless), warming peal (warms temperature up to +60 F, or 15 °C); 2: animalfear pin-
  droch (frightens off desired animal type), falseview ditty (as phantasmal force), freemind aer-
  ie (enables 6 subjects to shake off controlling effects), safeplace aria (camouflages area).  
  (Note: For the Bard class, T. Foster’s forthcoming Heroic Legendarium is recommended.)  
  Hp 
  31 
  p p p p p p p p p p p p p p p p p p p p p p p 
  The Seeing Cat: A brass statuette made in lands far to the south, the Cat sees and remem-
  bers all it has witnessed. Those who peer into its eyes can see these events as they unfold 
  (although without sound), either random fragments from the past, or something specific and 
  important to their current situation. Wherever the statuette is placed, the Cat will see and 
  remember, its gaze piercing darkness, physical veils, and magical concealment. 
  p p p p p p p p p p p p p p p p p p p p p p p 
   
  
  30 
   
   
   
  AC. Fowler: Court fowler Hollup Yellowvest (Ranger 3), trades in rare songbirds, as well as 
  stuffed specimens, and undertakes simple divinations with his innate abilities. Owner of the 
  amulet of bird friendship. 
   
  Hollup can perform the equivalent of an augury outside the city, and shall do so at a 
  price of 80 gp. Only questions related to the wilderness are answered (73% of success). 
   
  Recently, Hollup has observed that the flight of the birds sometimes becomes disrupted 
  while predicting the future, as if they were avoiding the outlines of some great turn of 
  destiny, or trying to instinctively call attention to something. 
   
  Hollup Yellowvest: Ranger 3; AC (chain shirt); Atk longsword 1d8+3 or 2*longbow 1d6; Spec 
  +3 vs. giant-kind, tracking, +3 vs. magic; Str 18/20, Int 11, Wis 17, Dex 15, Con 16, Cha 15; ML 
  10; AL NG; the horn of Fanogrin (a hero of old). Gaudy outfit, good singing voice. 
  Hp 
  23 
  p p p p p p p p p p p p p p p p p p p p p p p 
  Amulet of bird friendship: Simple-looking amulet, whose owner can speak to birds, who will 
  consider him a good friend; and once per day, gather around him when called. Birds over 1 
  HD are eligible to a saving throw. Note that most birds are vain and rather simple-minded 
  creatures, but their advice is approximately equivalent to an augury spell. 
  p p p p p p p p p p p p p p p p p p p p p p p 
   
  AD. Baths: Public bathhouse imitating the Kassadian style, with elegant marble columns, 
  heated floor tiles, and hot and cold pools. This is an orderly and high-class establishment, 
  bearing the patronage of Princess Arkella, and catering to the high-born and affluent. Bath-
  master Logmund (Magic-User 3) has studied at the finest bathing institutions across Kas-
  sadia to learn the trade, and has transported the experience to Erillion – without the prostitu-
  tion and random assassinations that make it much more fun in its homeland. 
   
  Baths 4 sp, massage 2 gp, special pools 4-20 gp. As people come here to mingle and 
  gossip, there is always at least one interesting rumour here. 
   
  Logmund has been terrified of the black mould spreading through the subterranean 
  chambers (94–97), and has ordered them sealed before it could infect the upper baths. 
   
  Bathmaster Logmund: Magic-User 3; AC 10; Atk 2*dagger 1d4; Str 10, Int 15, Wis 6, Dex 
  13, Con 11, Cha 10; ML 5; AL CG; bath salts, 250 gp, 50 gp gemstone, 60 gp medallion. 
  Spells: 2/1; 1: charm person, identify, read magic, shield; 2: invisibility, shatter. 
  Hp 
  9 
  
  31 
   
  AE. The Seven Stallions: In a corral created by cordoning off the end of the street, Ethal-
  gond (elf Ranger 4) rears fine war horses he mostly sells to the High Watch, and occasional-
  ly to the public. Most foals come from the herds of Hadik Hurzol, the richest factor in Gont 
  (Echoes #02, F). Ethalgond’s wife, Zenia (Fighter 2), is an Arxine noblewoman who had fled 
  from an arranged marriage, and the endless warfare of her homeland. 
   
  Steed availability: light war horse 1:2 (1d4, 150 gp), medium 1:6 (1d2, 225 gp), heavy 
  1:6 (1, 300 gp). Even so, there is a further 1:6 the purchase will be blocked by the Palace. 
   
  Starwalkers are light war horses reared and trained after the custom of the faerie lords, 
  regularly ridden and brought to the edge of exhaustion in the wilds at night. These hors-
  es are 3+3 HD, and possess a special grace and intelligence. 1:12 (1 only, 1000 gp, or 
  get on the waiting list). 
   
  Ethalgond: elf Ranger 4; AC 4 (elfin chain, Dex); Spec +4 vs. humanoids, surprised 
  1:6/surprise 3:6, tracking, immune to sleep, charm; Str 16, Int 14, Wis 14, Dex 12, Con 16, 
  Cha 10; ML 10; AL CG; hunting horn 600 gp, silver torc 50 gp. 
  Hp 
  22 
   
  Zenia: Fighter 2; AC 8 (leather); Atk scimitar 1d8; Str 10, Int 10, Wis 9, Dex 11, Con 6, Cha 
  14; ML 8, AL CG; heart-shaped locket (lost key). 
  Hp 
  7 
   
  AF. House of the Dead: Banners on this grim, heavily fortified tower building display the sign 
  of the wheel pierced by a sword, marking it as the adobe of the Kinights of Yolanthus Kar. 
  Stern-looking knights in black plate guard the entrance. Here, the knights perform their grim 
  duty of collecting the city’s dead, before they are transported to the catacombs in the Valley of 
  Barzak Bragoth for final burial. Since the swearing in of the new Knight Commander, Lady Yol-
  celinda, the order has experienced a series of misfortunes and setbacks, with rumours of in-
  competence and foul play marring their reputation. Hence, the knights in Baklin have largely 
  withdrawn to their sanctum, and play little role in the daily life of the city. 
  The House of the Dead is managed by the Knight Gatekeeper, Sir Boron of the Cliffs 
  (Fighter 8), with five knights and seven squires. When dead bodies are brought in, they are 
  temporarily taken to the compound’s underground vault (Undercity 98), or a secret room in 
  the tower for nobles and other persons of importance. Every fortnight, an armed entourage 
  rides to the Valley of Barzak Bragoth and back, with a fortified carriage – occasionally ac-
  companied by pilgrims or mourning relatives. Security is taken absolutely seriously. 
   
  Sir Chrysostom the Reedy (Fighter 6), the former Knight Commander, has retired to 
  Baklin to live a life of asceticism and spirituality. In his visions, he has foreseen the end 
  of the order and the return of the Wraith Queen Arxenia: but whether this is a sure thing 
  or only a possibility, he cannot foretell. 
   
  One of the younger knights has recently seen a vision on the mountain road: Lady 
  Izanoxin, the order’s former Knight Commander and owner of Castle Sullogh, who had 
  been lost on an expedition to the deeper mountains before Sir Chrysostom’s time. 
   
  Sir Boron of the Cliffs: Fighter 7; AC 0 (plate, shield, Dex); Atk 3/2*longsword +1 1d8+2; 
  Str 16, Int 11, Wis 13, Dex 16, Con 16, Cha 13; ML 10; AL LG. 
  Hp 
  41 
   
  Sir Chrysostom the Reedy: Fighter 6; AC 10; Atk warhammer +2 1d6+2; Spec +3 vs. magic; 
  Str 14, Int 13, Wis 17, Dex 14, Con 11, Cha 11; ML 11; AL LG; oil of etherealness, prayer book. 
  Hp 
  36 
   
  Knights of Yolanthus Kar (5): Fighter 3; AC 2 (plate, shield); Atk longsword 1d8 or foot-
  man’s mace 1d6+1; ML 9; AL LN or LG. 
  Hp 
  15 
   
  23 
   
  13 
   
  18 
   
  22 
   
  Squires (7): Fighter 1; AC 4 (chainmail, shield); Atk footman’s mace 1d6+1; ML 8; AL LN or LG. 
  Hp 
  10 
  6 
  8 
  6 
  1 
  3 
  4 
  
  32 
   
  AG. Fantagor’s mansion: Splendid residence outstripping the Palace in decorations, if not size. 
  On the battlements, the statue of Gladuor, God of Aqueducts points northeast towards the moun-
  tains, and an ornate inscription reads: “CONQUER THE FORESTS AND MOUNTAINS!” Fan-
  tagor the Kassadian (Magic-User 7), one of the richest merchants in town, is a foreigner and a 
  firm believer in Gladuor’s ideology. He maintains a small chapel to his god in the residence, and 
  has invited Caduxis (Cleric 9), one of Gladuor’s high-ranking disciples, to serve as its priest. 
   
  Both Fantagor and Caduxis are firm believers in Gladuor’s message of spreading civili-
  sation to lands of dark barbarism. They are willing to sponsor and reward expeditions 
  aiming at establishing new mines and settlements in the wilderness, and populating 
  them with settlers – either from Erillion, or distant Kassadia. 
   
  Caduxis, more so than Fantagor, is curious about the heretical movements which have 
  migrated from Kassadia to Erillion, particularly the Isle of Trials. He would pay from his 
  own funds for information on their beliefs, and the dangers they might pose. 
   
  Fantagor displays a trident +3 in his parlour, the weapon of a famous Kassadian gladiator. 
   
  A secret door built by the previous occupant leads down to the Undercity (105). None in 
  the household currently know of it, but Sir Riobel (AH) does. 
   
  Fantagor the Kassadian: Magic-User 7; AC 10; Atk staff 1d6; Spec +4 vs. magic; Str 10, Int 
  18, Wis 18, Dex 12, Con 11, Cha 14; ML 9; AL LN; scroll of 2 spells (fire shield, wall of ice). 
  Austere man with a short, cropped beard, wearing a simple habit. 
  Spells: 4/3/2/1; 1: affect normal fires, dancing lights, detect magic, identify, friends, Tensor’s 
  floating disk, magic missile, sleep; 2: darkness 15’ r, forget, ray of enfeeblement, wizard lock; 
  3: clairaudience, fireball, gust of wind, slow; 4: fire shield, polymorph other 
  Hp 
  18 
   
  Caduxis: Cleric 9 of Gladuor; AC 1 (banded mail, shield, Dex); Atk footman’s flail 1d6+2; 
  Spec +4 vs. magic Str 17, Int 11, Wis 18, Dex 16, Con 14, Cha 14; ML 7; AL LN. 
  Spells: 4+2/4+2/3+1/2+1/1; 1: bless, command, cure light wounds, detect magic, light, purify 
  food and drink; 2: chant, detect charm, hold person, know alignment, slow poison, spiritual 
  weapon; 3: continual light, dispel magic*2, prayer; 4: cure serious wounds, neutralise poison, 
  divination; 5: quest 
  Hp 
  39 
   
  AH. Riobel palace: Old, timeworn residence in the hillside. Sir Riobel of Silhanosh (Assas-
  sin 6) belongs to one of the oldest noble families on Erillion, tracing his ancestry to its former 
  capital, now demon-haunted Silhanosh. Shunned at court due to old slights against the 
  Prince and Princess, Sir Riobel has taken to theatrics, which he performs on an underground 
  stage before his frightened servants (85). In these solo performances, unenthusiastic or un-
  lucky spectators may become objects to the Sir’s fury – or his unpleasant whims. 
   
  Sir Riobel possesses a famous painting gallery, including multiple talking paintings, a 
  haunted portrait, and a few true masterpieces. However, one work in particular has eluded 
  him: The Starlit Pool, kept in Prince Lodovic’s personal quarters. Sir Riobel was once caught 
  trying to break in, and only his illustrious lineage saved him from the headsman’s sword. 
   
  Some of his servants believe the Sir to be near penniless, while others whisper he is 
  fabulously wealthy due to secret reserves and revenues. Sir Riobel does not deny the 
  claims, remarking only that “I am  always whatever suits me”. 
   
  It is said that the Sir’s son and daughter had forsaken him after their mother’s death, 
  and left together on a life of adventure. Recently, they have sent a letter to their father, 
  which has caused him no small amount of dismay. 
   
  Sir Riobel of Silhanosh: Assassin 6; AC 4 (leather +3, Dex); Atk longsword +2 1d8 or 
  2*dagger 1d4 + poison (type “C”, 1 r, 0/35 Hp); Spec surprise, disguise, backstab*3, assassi-
  nation 0-1 75%, 2-3 70%, 4-5 60%, 6-7 50%, 8-9 35%; PP 45%, OL 37%, FT 35%, MS 33%, 
  HS 25%, HN 15%, CW 88%; Str 13, Int 15, Wis 14, Dex 15, Con 9, Cha 15; ML 9; AL CE; 
  potion of visions (as clairvoyance, but uncontrollable), night sapphire pendant 2000 gp.  
  Hp 
  23 
  
  33 
   
  AI. Feranolt palace: Banners with the sign of the wyvern flutter above this fortified palace, 
  overlooking the city from the top of a cliff. The Feranolt family has moved up in the world over 
  the centuries: from a robber baron’s nest in the sea (Erillion 1912) to Gont, and now to Baklin.  
  The family head, Mondrag Feranolt (Magic-User XX), has doubled the family fortune in 
  hazardous but lucrative ventures, and in middle age, has now turned his attention to plumbing 
  Erillion’s old mysteries. He is currently the only active druid on the Isle of Erillion, where they are 
  otherwise considered extinct. His collection of historical artefacts and oddities, and knowledge of 
  enigmas and prophecies, has also made him the city’s most knowledgeable sages. 
  Mondrag’s wife, Mirella Feranolt (Thief 4) is a lady-in-waiting at court who has the 
  Prince and Princess’ ear. Their daughter, the pretty Cellven Feranolt (Magic-User 1), has 
  taken after his father, and is wooed by Fellidar, who sits on the Captain’s Council. Their son, 
  Ellon Feranolt (Fighter 7), is away on a military expedition to the Twelve Kingdoms, where 
  he is engaged in carving out a small barony for the family line. 
   
  Mondrag Feranolt: Pseudo-Druid 7; AC 5 (leather +1, ring +1, cloak +1); Atk scimitar +1 
  1d8+1 or rod of striking +3 1d8+3; Spec +2 save vs. fire/lightning, +1 vs. magic, pass without 
  trace, immune to fey charm, shapeshift 3/day; Str 15, Int 15, Wis 15, Dex 13, Con 14, Cha 
  15; ML 10; AL LE; amulet vs. detection & location. 
  Spells: 4/4/3/1; 1: detect magic, faerie fire, predict weather, speak w animals; 2: charm person or 
  mammal, heat metal, obscurement, warp wood; 3: plant growth, pyrotechnics, tree; 4: plant door. 
  Hp 
  35 
   
  Mirella Feranolt: Thief 4; AC10; Atk 2*dagger 1d4; Spec -1 to hit, backstab*2, PP 45%, OL 
  37%, FT 35%, MS 33%, HS 25%, HN 15%, CW 88%; Str 6, Int 14, Wis 14, Dex 14, Con 8, 
  Cha 14; ML 9; AL CN; philter of persuasiveness. Now middle-aged, but still full of life. 
  Hp 
  16 
   
  Cellven Feranolt: Magic-User 1; AC 10; Atk – ; Str 14, Int 15, Wis 14, Dex 13, Con 12, Cha 15; 
  ML 6; AL LG; ring of protection +1, wand of enemy detection. Always more than she seems. 
  Spells: 1; 1: unseen servant 
  Hp 
  1 
   
  AJ. Slarkeron the Wizard: Crumbling tower 
  in the centre of a garden maze decorated with 
  twisted torsos and gargoyles. The beasts 
  watch but do not attack; however, uninvited 
  guests will fall into a deep pit inhabited by a 
  shambling mound, and never heard from 
  again. Space in the garden maze is strangely 
  crooked, with treacherous gaps and disconti-
  nuities; only those who seek the exit instead 
  of the entrance will find the tower door.  
  Slarkeron the Wizard (Magic-User 11) is 
  the second most powerful spellcaster on the 
  Isle of Erillion after the Grandmaster of Mage 
  Tower, Poroxius Vern (Mage Tower, 0709). His 
  research into the secrets of cognition keeps 
  him home, and he spends his waking hours 
  probing brain slices with glass needles or distil-
  ling cephalic fluids. He will agree to take in an 
  apprentice who will assist him with his work. 
   
  Slarkeron is looking for special brains for 
  his collection, especially that of a dreaded 
  “mind scanner”, and the brain of a stone 
  statue. He is also on the look for the Tab-
  lets of Nibel, a record from an ancient time. 
   
  He can sell exam rights to Mage Tower (600 gp), by special dispensation of Poroxius Vern. 
  
  34 
   
  Slarkeron the Wizard: Magic-User 11; AC 4 (bracers AC 6, Dex); Atk 2*dagger of venom 1d4 + 
  antediluvial solvent (save vs. polymorph or melt into puddle); Str 10, Int 18, Wis 15, Dex 16, Con 
  7, Cha 7; ML 9; AL N; ring of water breathing, staff of stone (transform rock to mud and reverse, 
  wall of stone, 19×), wand of magic missiles (22×), oil of slipperiness, Order of the Starstone ruby 
  class. Ancient man with gossamer hair and milky white eyes shot with something like spiderweb. 
  Spells: 4/4/4/3/3; 1: burning hands, charm person, dancing lights, detect magic, identify, 
  magic missile, read magic, unseen servant; 2: knock, magic mouth, mirror image, pyrotech-
  nics, shatter, web; 3: dispel magic, feign death, fireball, infravision, hold person; 4: bestow 
  curse, dimension door, hallucinatory terrain, wall of ice; 5: cloudkill, distance distortion, fee-
  blemind, summon shadows (3) 
  Hp 
  30 
   
  Gargoyles (7): HD 4+4; AC 5; Atk 2*claws 1d3 and gore 1d6 and bite 1d4; Spec +1 or better 
  to hit; ML 6; AL CE. 
  Hp 
  20 
   
  24 
   
  16 
   
  29 
   
  18 
   
  20 
   
  21 
   
  Shambling mound: HD 8; AC 0; Atk limbs 2d8; Spec suffocation 2d4 rounds, immune to 
  fire, grows from lightning, weapons ½; ML 10; AL N; swallowed chainmail +1, shield +2. 
  Hp 
  36 
   
  AK. High Watch: This dull grey wing of the Palace is like a separate fortress, with a gate 
  that is always locked, a silent cobblestone-covered courtyard, and dark windows which look 
  like peering eyes. This is where the High Watch, Prince Lodovic’s private bodyguards and 
  the city’s toughest enforcers are quartered. Captain Gamandor and his elite squad, the 
  Gamandors, hold meetings in a secret council room. Most courtiers stay well away from this 
  wing, and there are wild rumours of sinister torture chambers and traps to catch the unwary. 
   
  Due to their special training and dark garb, the Gamandors have a high probability of 
  surprise, while they are alert, and can act as Thieves of two levers lower. Their reputa-
  tion in Baklin is such that their appearance forces an immediate morale check in locals. 
   
  Captain Gamandor employs a network of spies and informers; mostly from the ranks of 
  the Masters’ Guild, but for missions where Baklin natives would not do, trustworthy out-
  siders will be considered. Currently, the captain’s interests lie here: 
  o Observe the goings-on around the house of Tomurgen the Bard (AB). Who is watch-
  ing the building, and what is he trying to accomplish? 
  o A special collection of strange theatrical masks and costumes has surfaced in higher so-
  ciety. Who is the seller, and who are the prospective buyers? Who is the highest bidder? 
  o Explore the doorway behind the Brawler’s Bite on the Market (C) – where does it lead in 
  the Undercity? Are there alternate exits? Who uses this entrance, and for what purpose? 
   
  Captain Gamandor: Fighter 7; AC 1 (chain shirt +2, Dex); Atk 3/2*longsword +1/+2 vs. mag-
  ical 1d8+1 or 5/2*dagger 1d4; Spec frightful appearance, surprise 4:6, only surprised on 1:6, 
  PP 56%, OL 56%, FT 49%, MS 45%, HS 45%, HN 22%, CW 88%, RL 20%; Str 13, Int 15, 
  Wis 9, Dex 17, Con 12, Cha 9; ML 11; AL LE; black garments with hood, scroll of protection 
  vs. undead. 
  Hp 
  40 
   
  Gamandors (6): Fighter 4; AC 5 (chain shirt, Dex); Atk longsword 1d8 or 2*dagger 1d4; 
  Spec frightful appearance, surprise 4:6, only surprised on 1:6, PP 35%, OL 29%, FT 25%, MS 
  21%, HS 15%, HN 10%, CW 86%; Dex 15; ML 10; AL LN/E. 
  Hp 
  24 
   
  29 
   
  16 
   
  21 
   
  20 
   
  28 
   
  High Watch: Fighter 3; AC 4 (chainmail, [shield]); Atk halberd 1d10 (without shield) or foot-
  man’s mace 1d6+1 or crossbow 1d8; ML 9; AL LN. 
  Hp 
  28 
   
  8 
   
  20 
   
  14 
   
  18 
   
  19 
   
  19 
   
  23 
   
  25 
   
  16 
   
  19 
   
  15 
   
  17 
   
  14 
   
  10 
   
  4 
   
  20 
   
  18 
  
  35 
   
  AL. Palace: Now more pleasure-palace than functional fortress, the castle is renowned for 
  its feasts, balls, and pageantry. Security during the day is reasonable, but not too tight due to 
  the sheer traffic. During the day, the guards are attentive, patrols are well-organised, and 
  missing personnel will be noted very quickly, especially close to the royal bedrooms. 
  The princely pair receive visitors in the throne room at a fixed hour, but there is a 1:6 
  each day that the opportunity will be cancelled. In recent years, his staff and Radastro the 
  Senechal (I) have limited common petitioners’s access to an audience for fear of Prince 
  Lodovic’s generosity, and its effects on Baklin’s finances. Nevertheless, the Prince can 
  sometimes be encountered in Hightowne with his retinue, and the Princess goes hunting 
  regularly with the lords and ladies of court when the weather is good (1:3 each week). 
   
  A collection of paintings and statues – including some rare Kassadian antiques – can 
  be found between the throne room and the royal bedrooms. 
   
  Princess Arkella has long been seeking someone to entrust with a most sensitive and cru-
  cial task outside the city, and a company who has shown skill and loyalty will be considered. 
   
  Gossip among the servants revolves around the treasury – which is rumoured to be in a 
  rough shape – and Sir Riobel’s scandalous break-in to steal a rare painting (c.f. AH). 
   
  The palace dungeons cover 107 to 112. 
   
  Prince Lodovic: Fighter 4; AC 4 (bracers AC 4); Atk footman’s mace +3 1d6+4; Str 12, Int 
  11, Wis 9, Dex 13, Con 12, Cha 13; ML 10; AL LG; brooch of shielding, potion of extra heal-
  ing, potion of fire resistance, Order of the Starstone diamond class, crown 2000 gp, royal orb 
  1200 gp (grants +4 vs. mind-affecting). Cheerful, kindly, but utterly out of his depth. 
  Hp 
  15 
   
  Princess Arkella: Fighter 3; AC 9 (Dex); Atk hairpin 1 + sleep poison; Str 12, Int 12, Wis 13, 
  Dex 16, Con 8, Cha 14; ML 5; AL LG; ring of human influence (800 gp gemstone), scroll of 
  protection from magic, coronet 600 gp, thimble. Grandmotherly, keen observer. 
  Hp 
  15 
   
  AM. Palace gardens: Former training grounds converted into a thick garden for masked balls, 
  leisurely walks, and amorous encounters. The High Watch guards the perimeter, but does not, 
  as a rule, intrude on the entertainment of high society. Enigmatic statues and strange puzzles 
  decorate the winding paths; small gazebos and out-buildings stand in hidden places. While the 
  place is not large, people have been lost here for days, and it is believed the gardens’ Kas-
  sadian architects had played with distances and directions when they realised their strange 
  masterwork. Rabbits have been purposely allowed to thrive in their burrows, and the dames of 
  the court regularly arrange hunts when they cannot venture outside town. 
   
  The sole inhabitant of the gardens is Tristemulo (Fighter 3) groundskeeper and court 
  hermit, living in a vine-covered shack serving as the hermitage. Driven by twisted pas-
  sions, Tristemulo maintains a lair in the Undercity (103), and knows a secret entrance 
  under one of the garden’s statues. 
   
  Tristemulo: Fighter 3; AC 7 (furs); Atk club 1d6 or 2*dagger 1d4 + poison (type “B”, 1d3 r, 
  0/25 Hp); Str 16, Int 10, Wis 8, Dex 14, Con 11, Cha 5; ML 10; AL CE; keys. 
  Hp 
  24 
   
  
  36 
   
   
  Beneath the City Streets 
   
  The Undercity of Baklin can be divided into three main areas, or dungeon levels:  
   
  Level 1 (1–34), mostly undercellars and old storage areas, lies under Old Town and the 
  eastern port areas, and is the most accessible part of the subterranean passages. Smug-
  gling bands and thieves operate in this area, and a goblin gang (32) is also present.  
   
  Level 2 (35–62) is located immediately beneath Level 1. A slow-flowing underground river 
  and old shrines to the gods are located here. 
   
  Level 3 (63–112) is isolated from the other two levels (although connected by secret passag-
  es between 10, 68 and 71). It does not form a flat plane, but a kind of tiered structure under 
  Hightowne. This area is dotted with the cellars of noble palaces and merchants’ residences. 
  Level 3, while more complex, is also fragmented and harder to traverse. 
  
  37 
   
   
   
  Random Encounters 
   
  Roll for random encounters every 20 minutes, or when furious melee, loud noises, and other 
  activities might attract attention. Encounters occur on a 1:6. Determine results with 1d6 for 
  Levels 1 and 2, and 1d6+1 for Level 3. Barricaded and well isolated rooms are generally safe. 
   
  1. Orcs (1d4*5): HD 1; AC 6; Atk flail 1d6+1 or hand axe 1d6 or spetum 1d6+1; ML 6; LE. 
  Hp 
  8 
  1 
  5 
  8 
  7 
  3 
  2 
  3 
  6 
  3 
  7 
  3
   
  5 
  5 
  8 
  1 
  4 
  3 
  3 
  7 
  6 
  1 
  4 
  7 
   
  2 
  7 
  4 
  5 
  5 
  2 
  4 
  4 
  6 
  4 
  2 
  6 
   
  7 
  7 
  7 
  3 
  2 
  4 
  3 
  7 
  7 
  6 
  3 
  8 
  Drunken explorers from under The Skinned Cur. Looking for loot and trouble, but cowardly. 
   
  2. Smugglers (1d6+2): Thief 2; AC 8 (leather); Atk shortsword 1d6 or 2*dagger 1d4; Spec 
  backstab*2, PP 35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 6; AL N. 
  Hp 
  9 
  3 
  2 
  5 
  5 
  4 
  6 
  5 
  7 
  4 
  10 
  7
   
  6 
  8 
  4 
  9 
  10 
  4 
  4 
  5 
  11 
  6 
  7 
  4 
  Equal probability of Masters’ Guild men and outlanders. 1:3 to transport cargo (1d6*100 gp). 
   
  3. Bandits (2d8): HD 1; AC 7 (leather, buckler); Atk club 1d6 or hand axe 1d6 (can be 
  thrown, ×2) or 2*dagger 1d4 or sling 1d4+1 or net; ML 7; AL N. 
  Hp 
  5 
  7 
  1 
  3 
  8 
  4 
  8 
  2 
  6 
  3 
  5 
  3
   
  3 
  8 
  4 
  1 
  3 
  5 
  2 
  2 
  8 
  5 
  8 
  8 
   
  6 
  1 
  7 
  6 
  1 
  5 
  4 
  4 
  1 
  4 
  7 
  5 
  These are from one of the city gangs (Barnacle Bill at X, Racknulf at 81), or freelance explorers. 
   
  4. Rats, giant (1d4*5): HD ½; AC 7; Atk bite 1d4; Spec disease 5% per wound; ML 5; N. 
  Hp 
  1 
  2 
  2 
  2 
  2 
  1 
  2 
  4 
  1 
  4 
  3 
  2
   
  2 
  4 
  2 
  3 
  1 
  1 
  1 
  2 
  4 
  1 
  3 
  1
   
  4 
  2 
  2 
  2 
  4 
  1 
  3 
  2 
  3 
  3 
  4 
  2
   
  2 
  1 
  3 
  4 
  3 
  2 
  2 
  1 
  4 
  3 
  4 
  2 
   
  5. Corpse candle swarm: HD 3; AC 9; Atk –; Spec collective enchanting effect: 1st round 
  save vs. magic or approach lights, 2nd round save vs. magic or fall asleep, 3rd+ round drain 
  2d4 Hp/r, immune to mind-affecting, +1  Hp/die from fire; ML 12; AL NE. 
  Hp 
  10 
   
  14 
   
  16 
   
  18 
   
  12 
   
  11 
  Swarm of floating candles, 1 per Hp. They are slow, and can be easily dispatched. 
   
  6-7. Floating eyes (1d6+2): HD 1; AC 6; Atk –; Spec fires random eye rays, save vs. rays 
  applies: 1 – hold portal, 2-3 – magic missile, 4 – hypnotism (1 person), 5-6 – draining ray 
  (1d10 Hp), immune to mind-affecting, ½ from slashing/piercing and lightning; ML 12; AL CN. 
  Hp 
  1 
  2 
  8 
  5 
  1 
  6 
  6 
  3 
  4 
  7 
  6 
  3
   
  3 
  8 
  4 
  5 
  4 
  2 
  4 
  8 
  6 
  4 
  2 
  5
   
  5 
  7 
  8 
  2 
  7 
  6 
  8 
  3 
  8 
  5 
  8 
  1 
  Disembodied, floating eyes of unknown origin, drifting through the corridors. 
  
  38 
   
   
   
  
  39 
   
   
   
  Level 1 
   
  1.  Midden: Rubble pile beneath ceiling opening. This cavernous space is cool and damp, 
  with a stream disappearing down a natural drain. Colourful stalactites hang from the ceiling, 
  but the walls are marred by smoke. The floor is strewn with stones, some natural and some 
  chiselled, as well as odds and ends like broken pottery, bones, corroded metal scraps and 
  various animal skulls. There is a total of 1d6*5 gp value. 
   
  To west, rubble-choked passage can be crawled through; 1:6 to get stuck in plate. 
   
  The stream flows from under an opening, and careful examination uncovers a steady draft 
  blowing through the gaps of a thin limestone wall, which can be broken through easily. 
   
  2. Grotto encampment: Frozen in limestone, hunched forms of four neanderthal skele-
  tons are huddled around a glowing, petrified fire pit. 
   
  The neanderthals, big-boned and low-browed, wear petrified animal skins, and have 
  strangling cords wound around their necks. 
   
  The fire pit’s glow comes from charcoal turned into a cluster of indigo crystals (100 gp). 
   
  Another curtain of stalactites blocks the way to the south. 
   
  3. Arghul the Demented: Rubble-strewn cavern, dimly illuminated by glowing mushrooms 
  on the muddy floor. More dark figures are slumped against the walls, another row of petri-
  fied primitives in vests woven from ancient bark strips, their mouths frozen in terrible grimac-
  es. A crude throne of hewn stone is occupied by a massive, brutal figure, of the same 
  stock as the dead around him. 
   
  The corpse is caked over with layers of limestone, but his empty eye sockets seem to 
  peer with malevolent intensity, and around his neck hangs a crudely chiselled crystal 
  glowing with a deep crimson hellfire. This is Arghul the Demented, a warlord of the 
  hominids, looking for a worthy challenger who could seize the stone of power… and live. 
  If he is messed with or someone passes before the throne, Arghul rises and utters a 
  challenge as 22 zombies break from their limestone shells and lurch forward. 
   
  
  40 
   
   
  At a) is the mangled corpse of a thief with a lantern. The rubble-choked passage can 
  be crawled through; but there is 1:6 to get stuck in plate. 
   
  At b) is a rusted winch over a 10’ pit down to the ceiling of 5. Chains hang down from 
  the winch, ending in a hook with a bucket. The edge is muddy, and anyone investigating 
  the pit has 1:2 to slip and fall. 
   
  Arghul the Demented: HD 4; AC 4 (limestone shell); Atk 2*claws 1d6+2 + paralysis and bite 
  1d8+2 + paralysis; Spec +2 to hit, paralysis, stench (save vs. poison or -2 to hit), immune to 
  mind-affecting; ML 12; AL CE; stone of power. 
  Hp 
  23 
   
  Neanderthal zombies (22): HD 2; AC 8; Atk hit 1d8; Spec slow, immune to cold and mind-
  affecting; ML 12; AL N. 
  Hp  
   7 
   
  4 
   
  13 
   
  11 
   
  15 
   
  6 
   
  5 
   
  10 
   
  9 
   
  9 
   
  13 
   
  12 
   
  5 
   
  14 
   
  6 
   
  7 
   
  5 
   
  8 
   
  7 
   
  6 
   
  9 
   
  9 
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  Stone of Power: This crimson red crystal, base value 500 gp, burns with a light of its own. Worn 
  around the neck, it grants 18 Str when held up and its power is sought aloud. However, using the 
  stone more than twice activates its curse: a terrible appetite for human flesh and blood. 
  p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p 
  4. Ancient larder: Low heap of decaying sacks coated with a limestone crust. They contain 
  ancient grain and petrified dried meat. 
   
  5. Cistern: Low-ceilinged room with a pool fed from rivulets in the wall, the overflow disap-
  pearing down a drain to the N. Batches of porous mushrooms hang from the wall. 
   
  6. Masters’ Hall: Once decorative hall beneath the Masters’ Guild, now badly defaced. Bro-
  ken weapons and shields, fallen rubble and ornaments litter the floor. Symbols of the trades 
  on column capitals; the statue of a merchant in a toga stands on an elevated stage. 
   
  The statue holds up a bag of money with one hand, and reaches out for donations with 
  the other. If 100 gp of valuables are placed there, a magic mouth on the floor exclaims: 
  “AS THE OLD MASTERS YOU SHALL BE, AND BY YOUR TRADE REGAIN YOUR 
  TITHE A HUNDREDFOLD.” Removing a tithe, or defacing the statue results in a bestow 
  curse spell as the magic mouth speaks: “HE WHO WRONGS THE GUILD, SHALL BE 
  MADE A PAUPER”. The curse turns all the character’s magic and valuables into stone. 
   
  A secret door beneath the podium leads into an alcove decorated with mosaics, and a 
  small font of water engraved “HARMONIC WELL: THE AVERAGE SHALL TRIUMPH”. 
  Drinking from the water, two of the character’s ability scores are averaged for the expedition. 
   
  7. Guard room: Abandoned guard station overlooking downward stairs. Winches can drop 
  two portcullises to block access or trap trespassers. A metal footlocker contains repair tools 
  preserved in grease, and a slip of paper with a message: “You can find proof in Hyacintho’s 
  cellar, in his counting room. If you can find a way in, our case is won.” 
   
  8. Masters’ Guild access: Stairs up to the guildhall, terminating in a securely locked heavy 
  iron door. An iron sheet with the upside-down symbol of a bat has been affixed on the en-
  trance. Unless a metal pin in the doorframe is pulled outwards and turned, tampering with the 
  door opens a chute overhead, dumping fiery coals on the stairs (2d4 Hp/r until extinguished). 
   
  Immediately behind the door, a small guard room is watched by Gesippe and Lobwall, 
  Guild legbreakers. They have a warning gong nearby. 
   
  Gesippe and Lobwall: Fighter 2; AC 7 (studded leather); Atk footman’s mace 1d6+1; ML 8; 
  AL N; kunkor leaves (used to feign death for 1d6+2 hours), 1d6*10 gp each, keys. 
  Hp 
  10 
   
  7 
  
  41 
   
  9. Rough-hewn corridor: Prehistoric construction. Traces of a battle; burial niches have 
  been looted and ancient urns smashed. Secret doors (a) open with stone stele at 10. 
   
  At b), passage under pit trap contains rubble, corpse of a dead smuggler holding a bro-
  ken lantern, as well as a leather bag with three primitive golden face masks (3*160 gp). 
   
  10. Idol room: Discarded weapons and split shields litter the floor; the sign of the sword-stabbed 
  wheel has been painted on the wall. A monstrous stone idol sitting on a rough block, and brood-
  ing over an altar has been defaced. Three stelae have been likewise split and sundered. 
   
  The stelae depict a man prostrated before a malformed being; a war party; and a burning 
  village. The kneeling man and one of the houses are buttons, opening the secret doors at 9. 
   
  The idol’s heavy paw can still pivot down if the altar before it is disturbed (2d6+3 Hp and 
  pinned, open doors to lift). A part of the block under the idol can be swung open, revealing a 
  bronze lever; operating it makes the altar slide open, revealing a round 20’ pit ending in the 
  ceiling 20’ over the Thrones of Judgement (54). This also lowers the idol’s arm, but gently. 
   
  11. Stream: Rough-hewn burial chamber opening into natural grotto with underground 
  stream flooding through a cave mouth. Abandoned fishing rod on overturned wooden case. 
  A glass bottle blocked by a stone contains a handwritten message: “Help me! I am a pris-
  oner under the palace garden! I am the real…” (the rest of the paper has been soaked). 
   
  12. Burial chambers: Three looted burial vaults from ancient eras. The first chamber con-
  tains a crowbar, rope ladder, and a tin box with a rotting cat’s head. 
   
  13. The Key of the Damned: Small, domed room. A cracked marble pedestal holds a float-
  ing iron key surrounded by a halo of light. In two wall niches with peeling stucco exposing 
  the old stonework, skulls have been collected in two disorderly piles. Behind the key is a 
  tapestry decorated with moons and stars, and golden trims and tassels. Above, an inscrip-
  tion reads “THE KEY OF THE DAMNED”. 
   
  The tapestry is a cloaker, waiting to strike.  
   
  The key has no special significance in this module. 
   
  Cloaker: HD 6; AC 3; Atk 2*tail 1d6 or special; Spec surprise 5:6, wrapped victims can be 
  bitten for 1d4+AC Hp/r, ½ damage suffered by enfolded, moan (-2 to hit & damage / fear 30’ / 
  nausea as stinking cloud in 30’ cone / hold person on 1 target, 30’, 5 r); ML 10; AL CE. 
  Hp 
  22 
   
   
  
  42 
   
  14. Room of foresight: An ornate brass door leads to this chamber. Bronze foo dogs re-
  cline on stone blocks in every corner, old red tapestries cover the walls, and a crystal ball 
  rests on a central pedestal. An inscription reads: “FUTURES FORESEEN”. 
   
  Peering into the crystal ball, a gloved hand can be seen sprinkling sparkling dust on the 
  ball. Indeed, a crushed gemstone of at least 100 gp value activates the device, which re-
  veals something important from a potential future the characters may be part of. The 
  crystal ball cannot be removed; trying to damage it (10 Hp) animates the foo dogs. 
   
  Bronze foo dogs (5): HD 3; AC 3; Atk bite 2d4; Spec immune to electricity, ½ from fire, cold, 
  susceptible to sleep; ML 12; AL N. 
  Hp 
  20 
   
  11 
   
  11 
   
  11 
   
  12 
   
  15. Iron bridge: After a guard post, an ornate wrought iron bridge spans the hall 20’ below, 
  with iron dragons curled around amber globes on the four corners. Unless the globe to the left is 
  twisted before crossing the bridge either way, the central part pivots open as a 20’ pit. The globes 
  to the right delivers an electric jolt (2d4 Hp). If removed, the globes are worth 80 gp each. 
   
  16. The shrine of Roxana: Black marble walls, a canopy of golden stars (240*2 gp), and 
  dust-heavy black curtains over tiles of black and ochre: this splendid hall is the shrine of 
  Roxana, Goddess of Death. In the central side-chamber stands Roxana’s statue, a raven-
  haired beauty in black plate mail marked with the silver eye. In the side chambers bloom 
  roses which never wither (vampire roses). 
   
  The kiss of the statue is a kiss of death (save or die). It bears the carbuncle amulet around 
  the neck. If the amulet is removed without Roxana’s approval, or the shrine is desecrated, 
  the goddess will send 1d6+1 warrior-maidens of Roxana to avenge the wrong. 
  P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P 
  Carbuncle amulet: The large stone in this golden amulet has a deep red fire, and is worth 
  450 gp as jewellery. Furthermore, it can store one spell of any class and power, and release 
  it when held aloft (currently message). 
  p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p 
  Warrior-maidens of Roxana (1d6+1): Fighter 6; AC 2 (black plate and shield); Atk black bas-
  tard sword +1 2d4+1; Spec immune to mind-affecting, unmortal (vanish if slain); ML 12; AL LE. 
  Hp 
  39 
   
  36 
   
  41 
   
  39 
   
  36 
   
  36 
   
  38 
   
  Vampire roses (4): HD 5; AC 14; Atk thorny vine 1d6 + blood drain; Spec blood drain 3d4/r; 
  ML 8; AL N. 
  Hp 
  30 
   
  19 
   
  15 
   
  22 
   
  17. The hound’s watch: The stone statue of a watchdog sits on a pedestal. An inscription 
  reads: “FOREVER TRUE”. A few bones and coins (2d4 sp) have been placed on the pedestal. 
   
  18. Gallery of tombs: 30’ hallway: arches lost high in the darkness, stone slabs in the walls 
  inscribed with names and dates from 200-250 years ago. These are old burial niches, emp-
  tied and their contents removed by the Knights of Yolanthus Kar, who have placed their lead 
  seal (marked with the sword-pierced wheel) on each cleansed tomb. 
   
  The stone slabs are easy to remove, but the niches are empty. However, the knights have 
  missed two tombs with fake bottoms (x), which contain 1100 sp and 1000 sp, respectively. 
   
  At a), an empty pedestal is inscribed “I AM FOLLOWING YOU”. There is an invisible 
  statue here, whose presence can be ascertained by the shadow it casts. Twisting the 
  hand opens a secret niche with a set of invisible bones, and a pouch with 5 pinches of 
  the dust of revelation (reveals invisible things if sprinkled into the air). 
   
   
  
  43 
   
  19. Crumbling hall: Worn stone surfaces, fallen blocks, and a sagging ceiling barely sup-
  ported by the six columns – one precariously close to toppling. Two gray oozes are lurking 
  in the cracks and niches. 
   
  Messing with the columns, or the room in general, has 1:3 to bring down the ceiling for 
  3d10 Hp, and 1:3 of getting pinned under an avalanche of debris. 
   
  Gray oozes (2): HD 3+3; AC 8; Atk ooze 2d8; Spec corrosion; ML 12; AL N. 
  Hp 
  22 
   
  14 
   
  20. Jacknall’s storerooms: These storerooms, owned but never visited by Jacknall (Q), are 
  filled with old junk from crates and broken tools to rusty weapons and garbage. The storerooms 
  are operated by the assassins of Gont, who use it to stash illicit cargo among the worthless stuff. 
   
  In a), there is a terrible smell; six long, nailed up crates contain the putrefying bodies of 
  as many sailors. Each cadaver has had a bag of 40 sp stuffed in its mouth. The room al-
  so contains a secret door, which is unknown to the assassins. 
   
  21. Treasure room: Storeroom heaped with a pile of old sailcloth and rotted netting. 
   
  The pile hides a crate filled with broken porcelain cups (50 gp’s worth still intact), a well-oiled 
  set of plate mail, a bundle of fine red cordwain (100 gp), and a bag of nutmeg (100 gp). 
   
  A secret door leads to the real price, the assassins’ treasure room, its wall marked with the 
  drawing of a two-tailed mermaid. The room is warded with a catspaw hanging from a fine 
  length of chain behind the top of the secret door (unnoticed unless the room is thoroughly 
  searched). It currently contains a set of heavy travelling chests stolen from Lady Callodric 
  (M): fine clothes and personal belongings (600 gp value), and three larger leather cases 
  which have been emptied of their contents (wooden panels with paintings). 
  P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P 
  Catspaw: A guardian device fashioned from the paw of a cat, and suspended next to a door, 
  hatch, or chest. If the guarded object is disturbed, two enormous, golden cat eyes appear in mid-
  air, there is a loud meow, and the image dissipates. Someone who then holds the paw in hand 
  can recall a vague image of the thieves. Obviously, the paw must be hidden well to be of value. 
  p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p 
  22. Wooden stairs: Rickety wooden stairs leading up to Jacknall’s upper storerooms (M), next to 
  the exit. The stairs are very creaky, 5:6 to make a loud noise (only a Thief can circumvent this). 
   
  23. Mushroom cellar: Once fine vault with bas-reliefs depicting marine life, and niches lined 
  with stone doors. The walls are now overgrown with white filaments, and mushrooms of all 
  types thrive on damp earth piles. This cellar belongs to Rorin Rigax (Thief 2, 1:6 present), 
  who rents the place from Jacknall, and works eight chained goblins to maintain his crop. 
   
  The goblins, rented from Mugglub the Goblin Lord (32), are convinced that the crown 
  jewel of the ‘shroom collection, the blackshank mushroom colony, is speaking to 
  them. Indeed, the pile mutters almost inaudibly (“The mysteries of the underearth… I 
  have been rooted… dust courses through my veins…”), but the ultimate source is 
  Halfred the Fossilised, a mummified corpse buried under the shroom colony. 
   
  An assassin could harvest 1d6+1 doses of “Type B” ingestive poison (1d4+1 r, 15/30 Hp). 
   
  Rorin Rigax: Thief 2; AC 9 (Dex); Atk shortsword 1d6; Spec backstab*2, PP 35%, OL 29%, 
  FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 7; AL CN; potion of speed. 
  Hp 
  9 
   
  Goblins (8): HD 1-1; AC 6; Atk club 1d6; ML 4; AL LE. 
  Hp 
  1 
  1 
  1 
  5 
  3 
  4 
  4 
   
  Halfred the Fossilised, juju zombie: HD 3+12; AC 6; Atk hit 2d6+1; Spec attack at 6 HD, Climb 
  Walls 92%, +1 or better to hit, ½ from magical piercing/blunt weapons, immune to mind-affecting, 
  poison, electricity, ½ from fire; ML 10; AL NE; 110 gp, handkerchief with rat in it, pair of red boots. 
  Hp 
  27 
  
  44 
   
  24. The Skinned Cur: Lower floor beneath The Skinned Cur (R), only for choice gallowsbait. 
  Uninvited guests will go down the chute into the troll pit (45). This floor has private boxes, a 
  locked exit (Gulmag the Gab has the only key), and a secret escape route “through the 
  windy”, which is generally known to the clientele. 
   
  25. Safe room: Ventilated through a barred chimney, this cramped secret room has two beds 
  with rough blankets, and a table with a mirror. In the fireplace, a set of lockpicks have been 
  hidden in the ashes. Under one of the beds, a brick can be removed to reveal an empty niche. 
  However, the underside of the brick is scrawled with a message: “I sail out with the next wind. I 
  shall not stay and get myself killed when the boys from Gont come knocking. They can have 
  the city for all I care – if you need my swag, it remains behind the bars.” 
   
  26. Secret exit: Dripping water, wind whistles through a chimney. Torch stubs have been scat-
  tered on the ground; a wall niche has three candles and a tinderbox. 
   
  27. Storeroom: Ancient barrels painted over with tar, now overgrown with pale mushrooms. 
  Under a tarp lies a pile of wooden planks. 
   
  The secret chamber is a storage for old but well-greased weapons: 12×hand axes, 
  4×flails, 4×battle axes, a two-handed sword, and a shield with the sign of a golden tree. 
   
  28. Fresco room: From worn frescoes, the image of a stag with burning antlers looks right 
  at those entering. On its forehead, it wears the sign of the crescent moon; its eyes are miss-
  ing, and blood has spilled from the empty sockets. A runic inscription reads: 
  : : D O G S : S H A L L : B A Y : A N D : W I N D S T O R M : F O L L O U : : 
  : : T H E I R : Q U A R R Y : R E A C H : W I L L : N E V E R : A L L O U : : 
  : : G L A Y D : A W A N D E R : S H I E L D : A N D : U N K N O U : : 
  “DOGS SHALL BAY AND WINDSTORM FOLLOU 
  THEIR QUARRY REACH WILL NEVER ALLOU 
  GLAYD AWANDER SHIELD AND UNKNOU” 
   
  29. The engravers: Dank cellar workshop, where 5 blind beggars chained to the walls work 
  on splendidly engraved silverware. 2d4*60 gp plates and dishes. They do not know where 
  they are or who they are working for. They would recognise Saldark Fum (X) by his voice. 
  The secret chamber, unknown to the beggars, contains a sack with a new batch of yet un-
  ornamented silver plates (350 gp). 
   
  30. Saldark Fum’s cellar: Vaulted cellar under landlord Saldark Fum’s residence. The 
  heavily reinforced door is locked and bolted, only opening from the inside. Several demi-
  johns of fermenting wine, a large box filled with long resin sticks, and a mummified mon-
  key in a man-sized cage.  
   
  The monkey’s belly has been cut open and carefully sewn back, and the grotesque body 
  contains a small sack of 250 gp. Its mouth contains a set of golden dentures (110 gp). 
   
  31. Abandoned laboratory: This cluttered, dusty old 
  place had belonged to Alchemister the Enchanting, 
  former master of the Tower of Gulls (W). Saldark Fum, 
  while he has found the secret passage, has been too 
  afraid to bother the place. The magic diagram on the 
  floor summons the master as a shadow guardian if 
  stepped on. Several disused glass containers sit on the 
  benches by the walls, along with a bizarre statuette of 
  a six-breasted woman, and a glass sphere on a tripod 
  whose interior contains neatly separated layers of vari-
  coloured mud. A wooden box contains a cloak +1; and 
  among the old chemicals are three potions: levitation, 
  slow poison, and oil of etherealness. 
  
  45 
   
  Alchemister the Enchanting, shadow guardian: HD 7; AC 2; Atk touch 1d6 Str and paral-
  ysis; Spec lifesteal 1/day (save vs. death or fall to 0 Hp), silence 1/day, +1 or better to hit, MR 
  30%, immune to cold and mind-affecting; ML 10; AL LE. 
  Hp 
  33 
   
  32. Goblin cellar: This rough-hewn room complex with its packed earth floor is the lair of 40 
  goblins and Mugglub the Goblin Lord, who uses an upturned cauldron as his throne. Mug-
  glub, who does not know what to do with so many goblins, will gladly rent them out (2 gp 
  each, unspecified duration) or sell them into slavery (6 gp each). He knows the room com-
  plex down below (38–43) reasonably well, and he has seen a robed figure carry something 
  through the secret door at 40. The goblins have no treasure, as “evil men” have come and 
  taken it all. All they now possess are three electrum coins, a whistle, and a pocket knife. 
   
  Goblins (41): HD 1-1; AC 6; Atk shortsword 1d6 or 3*darts 1d3; ML 5; AL LE. 
  Hp 
  6 
  5 
  2 
  6 
  3 
  1 
  1 
  1 
  6 
  1 
  6 
  1
   
  5 
  7 
  1 
  4 
  1 
  3 
  3 
  1 
  5 
  5 
  2 
  4
   
  2 
  7 
  3 
  2 
  1 
  1 
  7 
  3 
  5 
  3 
  5 
  7
   
  4 
  3 
  3 
  4 
  7* 
   
  33. Descent: Damp corridor under the Tower of Gulls (W). At a), guard post has been overgrown 
  with thick mould and lumps of mushrooms. Nothing dangerous, but good for a heavy cough. 
   
  34. Guildmaster’s cellar: Large cellar complex beneath Hyacintho Eskumar’s gaudy residence 
  (V). The foundations are much more ancient, with massive columns decorated with carvings of 
  murex shells.  The rooms hold wine, supplies, and merchandise; even so, most of the extensive 
  place lies empty. 3 guards and 3 veterans make their rounds, and they can summon reinforce-
  ments from upstairs. 
   
  The western secret door leads to Eskumar’s warehouse and private dock. It is well 
  known among the house staff, and regularly used to transport cargo from and to the cellar. 
   
  The secret door at a) leads to Eskumar’s counting room. The guards know the room’s 
  location and the door (there are spyholes), and correctly believe the operating mechanism is 
  one of the nearby cressets. They are unaware of the trap above the door, deactivated by 
  twisting a carved murex on one of the nearby columns. The trap dumps a drawer’s worth of 
  sleeping dust on the area before the door – save vs. poison or sleep for 1d6 hours. 
   
  The counting room contains an oil lamp, three bottles of fine wine, and a writing desk with 
  two ledgers. Sales figures and expenses show the extent of Eskumar’s business deals. 
  Careful study – which would require Int 15 or 
  1d3 days of study – is rewarded with some curi-
  ous insight regarding the guildmaster’s activities: 
  o Filed under “special expenses” is sponsoring 
  an expedition to the catacombs of Barzak 
  Bragoth (with a partner only referred to as 
  “M”); the “Gont deal” (a massive bribe to 
  Grave-Wight, leader of Gont’s assassins), 
  and several gifts to Lord Gramantik of Gont. 
  o Figures show growing illicit trade with the pi-
  rates’ nest of Knifetooth (Erillion 1814), con-
  ducted through someone called “Murgen the 
  Benevolent” (a Knifetooth magnate). 
   
  Guards (3): Fighter 2; AC 6 (chain shirt); Atk spear 
  1d6 or crossbow 1d8; ML 8; AL LN. 
  Hp 
  4 
   
  7 
   
  3 
   
  Veterans (3): Fighter 3; AC 4 (chain, shield); Atk morning star 2d4 or oil 2d6; ML 10; AL LN. 
  Hp 
  18 
   
  6 
   
  16 
   
  
  46 
   
   
   
  
  47 
   
   
   
  Level 2 
   
  35. Lower cellar: Undercity exit under Hyacintho Eskumar’s residence, close to an escape 
  route leading out of the city. The double-locked, reinforced door is flanked by arrow slits, but 
  no guard is usually posted here. The undercellar contains old sacks and baskets with spoiled 
  food, and the western room is an unused prison cell with broken chains and manacles.  
   
  36. The prism: Tall crystal prism standing on a pedestal contains a beautiful, golden-haired 
  woman with a harp, duelling sword, and golden headband in suspended animation. Scat-
  tered copper pieces and other small sacrifices mark this as a place of goblin worship. Only a 
  prismatic spell can shatter the crystal and free the mysterious woman. Bard songs are re-
  flected and distorted as randomised spells of equivalent level, and can be learned 1:3. 
   
  37. Treasure room: The leathery corpse of a dead thief lies sprawled on the floor, reaching 
  for a treasure chest. Both the corpse and the chest are mimics. 
   
  Mimics (2): HD 5; AC 7; Atk bite 3d4; Spec adhesive, camouflage; ML 7; AL N; 300 and 200 
  gp gems in gizzard. 
  Hp 
  25 
   
  16 
   
  38. Guard room: Decaying furniture; mushrooms have sprouted from the rotting wood and a 
  stack of large cheese rolls. The cheese contains 10 rot grubs. 
   
  Rot grubs (10): HD 1 Hp; AC 9; Atk –; Spec burrow and kill in 1d3 turns, flame or cure dis-
  ease removes; ML 5; AL N. 
  Hp 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
   
  39. Furnace room: Small, cramped room occupied by an enormous black iron furnace. Fire 
  burns inside the hellish contraption over glowing coals, and pipes lead upwards, heating 
  Porcius’ bathhouse (X). Bluto the Fireman, hunchbacked brute, is shovelling a mound of coal 
  into the furnace in his grimy leather apron and coal-blackened overalls, assisted by 4 scrawny 
  goblins, rented labourers from Mugglub (32). Bluto has no idea what his furnace is for, and 
  has not been on the surface for months. He receives his food and wages from a visitor. 
  
  48 
   
  Bluto the Fireman: Fighter 2; AC 8 (leather); Atk fire poker 1d6+1; Str 16; ML 10; AL CE; 
  flaming oil×2, tobacco, pipe, 30 sp, 60 electrum, 25 gp, 4×gold spoons 10 gp each. 
  Hp 
  14 
   
  Goblins (2): HD 1-1; AC 6; Atk shovels 1d4; ML 4; AL LE. 
  Hp 
  1 
  5 
  2 
  7 
   
  40. The hidden shrine of Edoran: Dusty hall emptied of all furnishings. The ceiling depicts 
  constellations and heavenly bodies. Someone looking specifically for the triune moon of 
  Edoran shall find it after a brief scrutiny; otherwise, an hour’s worth of careful observation is 
  required. Turning the symbol opens the secret door. 
   
  In the secret chamber, the night sky is rendered with breath-taking intensity. The cham-
  ber is occupied by Edoran’s statue, depicting a man with a mysterious facial expres-
  sion, holding an hourglass in one hand, and a hammer in the other. Edoran’s Clerics or 
  followers who perform sacrifice here shall receive enlightenment (new spell or 
  knowledge). Disturbing this inner shrine, space itself is turned outwards; save vs. death 
  magic or suffer 3d8 Hp, and unnatural aging (-3 each to two random ability scores). 
   
  In the southern side chamber, a pedestal is inscribed with the images of comets. 
  Above its surface hovers a shining metallic core that proves immovable. Magical weap-
  ons touched to the core must save vs. crushing blow or be broken; on a success, 1:6 to 
  gain a “plus” (up to +3). Regular weapons are broken automatically. 
   
  41. Chamber of archways: Humid environment, drops of water on the wall. Frescoes on 
  the walls depict archways with bizarre vistas, enchanted but leading to nowhere.  
   
  In the side room, hot steam rises from a marble well, and hot water bubbles 60’ down. 
  Exposure to the concentrated steam causes 1d6 Hp/round, submersion 6d6 Hp/round. If 
  the water is sufficiently cooled down, silver treasures may be recovered from beneath a 
  layer of silt: decanters, jugs, and plates worth 1600 gp with stellar motifs. 
   
  42. Destroyed quarters: Old living quarters here have been ransacked, and even the rotting 
  tapestries have been torn off and shredded to reveal bare brick walls. In the inner chamber, 
  bookshelves have been emptied, and only rotten diaries containing starwatching records 
  have been left. A secret compartment in a sturdier shelf hides a potion of healing. 
   
  Examining the brick walls reveals a more recent section, opening to 43 if broken through. 
   
  43. Records room: This room has been walled off. The records have been consumed by 
  rot and worms. Only one intact scroll remains with a treasure map, but this treasure lies be-
  yond Baklin, and is not discussed here. 
   
  44. Council room: Domed hexagonal room with carved benches around a hexagonal table 
  laden with empty beer kegs. A desk drawer is locked with the key still in the lock. The draw-
  er contains a pipe and a pouch of snuff; however, this expensive blend has been infected by 
  the spores of yellow mould: if inhaled, save at +3 or die. 
   
  45. Troll pit: These cavernous passages beneath The Skinned Cur (R) are home to three 
  voracious trolls waiting for juicy morsels to fall down the chute and land on a soft pile of 
  straw (1d6 Hp only). Bones are scattered around, and buzzing flies surround the pile. 
   
  If someone falls down here, roll 3d6 to determine each troll’s location: 1–2 sleeping at a); 
  3–4 – prowling passages; 5 – staring through bars at c); 6 patiently waiting right here! 
   
  The straw pile hides 40 electrum and 70 gp, lost by an adventurer and never found. 
   
  The troll lair is at a), where they have amassed a more serious treasure: 1200 gp, 5 gem-
  stones (2×10 gp, 20 gp, 100 gp, 200 gp), 3 jewellery (2×120 gp pearl earrings, 200 gp pen-
  dant with small ruby), potion of fire resistance, military pick +1, M-U scroll (jump, message). 
   
  At b), c) and d) are exits, all massive and locked. The bars at c) have been loosened by 
  the trolls, and might be forced with a bend bars check. 
   
  Trolls (3): HD 6+6; AC 4; Atk 2*claws 1d4+4 and bite 2d6; Spec regeneration; ML 9; AL CE. 
  Hp 
  33 
   
  37 
   
  35 
  
  49 
   
   
   
  46. Throne puzzle room: The rubble-choked passage to this forgotten chamber can be 
  crawled through; 1:6 to get stuck in plate. A marble throne is marked with the sign of a crown, 
  and the inscription, “THE KING OF LEGEND, WHO WAS AND SHALL BE”. Surrounding the 
  throne are seven pressure plates, inscribed with symbols (clockwise from SE): 1) ship, 2) star, 
  3) sword, 4) hourglass, 5) horse head, 6) quill, 7) sceptre. This has no special significance. 
   
  47. Sarcophagus: Old, looted stone sarcophagus and two large gravestones next to exhumed 
  graves, used as table and chairs by the trolls. Both gravestones bear the image of a heart. 
   
  48. River shore: Clear, cold river flowing slowly through the Underworld. Around the shores, 
  it is safe to wade in, and goes to 10’ in the middle. 
   
  1:6 of the winged apes from 52 waiting here to pelt the trolls at 45c with rocks. 
   
  At a), a long, winding tunnel leads outside the city, ending below a chasm in the hills. 
  This cleft, whose floor is littered with sheep bones, is where the winged apes leave the 
  cavern. During the day, 2d6 giant bats are sleeping on the ledges. 
   
  Giant bats (2d6): HD 4; AC 5; Atk bite 1d8+1; Spec echolocation; ML 7; AL N. 
  Hp 
  11 
   
  10 
   
  17 
   
  12 
   
  16 
   
  15 
   
  20 
   
  21 
   
  16 
   
  19 
   
  22 
   
  20 
   
  49. Statue cavern: A robed statue stands next to the wall, as if inspecting the stones. Careful 
  examination shows faint scratches on the surface, which are inscribed illusionist spells, and may 
  be copied with enough patience: emotion, minor creation, shadow door, and a demonic name. 
  One of the formulae is deliberately erroneous – reader must save vs. stone or turn into a statue. 
   
  50. Temple of the Unknown: Slender columns support a cavernous ceiling, its flagstones 
  long broken off. In two niches stand crude statues of giant ravens. On the SE platform rises 
  an altar carved with a multitude of closed eyes. 
   
  Sacrificing at the altar opens up the eyes which glow with terrible intensity, and fills the 
  invoker with savage power: Strength and Constitution are set to 18 (percentile Str possi-
  ble for Fighters) for 1d3+1 days (no rest is required). However, the passions are such 
  that they come with a strong headache and uncontrollable emotions. 
   
  Damaging the altar animates the giant raven statues. 
   
  
  50 
   
  Giant raven statues (2): HD 4; AC 2; Atk 2*wings 1d6 and beak 1d8; Spec dimension door 
  2/day, eye rays 1/3 r, 3d6 Hp (save vs. wands for ½), immune to fire, cold, and mind-
  affecting; ML 12; AL CE. 
  Hp 
  20 
   
  22 
   
  51. Ledge: Small outcropping under the cascades from upper levels. A sea chest has been 
  left here, its locking mechanism protected by a blade trap (1d6+3 Hp). It contains 250 gp, a 
  rusty scimitar, a moss-covered skull with mouldy hair, wearing a tricorne hat (dead man’s 
  hair ×4), two bottles of rum, and a 80 gp ebony statuette, underside inscribed “YAKAURA”. 
  P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P 
  Dead man’s hair: Throwing these horrid locks on embers produces an acrid, varicoloured 
  smoke, and 1d6 apparitions (3 HD, 2d4 Hp on hit, dispelled on single hit, but reforms in next 
  round). 2d3 locks are usually found. 
  p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p 
  52. The Captain’s gates: High-ceilinged cavern with rocky ledges. Broken bridge spanning 
  a river branch, overgrown with leaves and vines. A crude, 20’ statue of an ape stands snarl-
  ing by a double door. 
   
  4 winged apes lair on the ledges, and 3 killer vines hide among the vegetation on the 
  bridge. The apes have collected a few odds and ends: 25 sp, 10 electrum, 2 maces, a 
  rusty helmet and a torn suit of chainmail. 
   
  The ape statue is a hulking brute; its eyes are hollow, and thick centipedes swarm from 
  them (harmless). 
   
  The double doors bear the broken seal of the Knights of Yolanthus Kar. An ornate in-
  scription reads: “JOHNO BONIFACES, DEVIL OF THE 5 SEAS”. No normal method opens 
  the portal, and whatever lies beyond is a mystery. 
   
  Winged apes (4): HD 5; AC 6; Atk 2*claws 1d6 and bite 1d8; Spec flies, surprises 1:3, surprised 
  only on a 1, on successful hit with both claws, extra 2d6 Hp rending damage; ML 8; AL CE. 
  Hp 
  26 
   
  20 
   
  21 
   
  18 
   
  Killer vines (3): HD 4; AC 5; Atk vines 1d6 and grab; Spec strangling 2d6/r, immune to 
  mind-affecting; ML 12; AL N. 
  Hp 
  17 
   
  11 
   
  13 
   
  53. Underwater pit: Shallow waters with swaying water lilies surrounding bottomless de-
  pression. There is a faint song in the air, coming from no specific direction. The character 
  with the highest Charisma must save vs. magic, or dive into the pit to join a company of 5 
  mermaids coming from down below. The character will return to port 1d3 days later, com-
  pletely exhausted but richer by a random magic item (scrolls and potions merit second roll). 
   
  Mermaids (5): HD 1+1; AC 7; Atk – ; Spec enchanting song; ML 6; AL NG. 
  Hp 
  7 
  5 
  9 
  5 
  3 
   
  54. The Thrones of Judgement: Two bridges climb up to a ledge under the sacrificial pit at 10. 
  Three ancient thrones stand in a semi-circle, and an inscription on the ground reads:  
  : : T H E : T H R O N E S : O F : J U D G E M E N T : : 
  : : S E A T : T H Y S E L F : I F : T H O U : B E : B R A V E : : 
  “THE THRONES OF JUDGEMENT 
  SEAT THYSELF IF THOU BE BRAVE”. 
   
  The first throne, decorated with claws and teeth, is The Dread Throne of New Awaken-
  ing: Those who sit here are seized by a bestial spirit, which knows the secret ways of 
  the wilderness, but instills a paranoid sense of danger. (The GM should feed both useful 
  and false clues to the character.) 
  
  51 
   
   
   
   
  The second throne, decorated with hearts, is The Throne of the Yearning Heart: a 
  wanderlust seizes the character, who will long for mysterious lands (on Erillion, the un-
  tamed interior of the island). He will enjoy +2 on all saves while on the move, but -2 if 
  staying more than a night somewhere. 
   
  The third throne, carved with a curling dragon, is The Throne of the Dragon-
  Enchantment: the mesmeric power of the dragon instils wisdom beyond one’s years (+1 
  to Int and Wis, no need for an exam to learn high magic), but also a powerful lust for 
  treasure – the character must hoard at least 30% of all earned loot, and 50% of magic. 
   
  55. Farsight grotto: A 20’ pit contains a clear pool of water, connected to the river via tiny con-
  duits. In the pool, one can see the reflection of a mountain lake framed by snow-covered peaks, 
  and illuminated according to the time of the day. This is Lake Shimron (Erillion, 1507-1706), and 
  characters diving into the pool can pass through to the other side. If the pool is dirtied (six per-
  sons diving into it will be enough), the connection is broken, and it takes a full month to return. 
   
  56. Smuggler camp: This band of pock-marked, alcoholic rogues has found a barred grate 
  near a pier in port, and established a base camp for further exploration. Led by Plump Pip-
  pin (Thief 3), halfling cook, the 9 smugglers have already lost a man, and one has heard 
  “something gurgling” while relieving himself at 57. 
   
  Pippin has heard something about the treasures of Johno Bonifaces, and he is eager to 
  press further onwards. 
   
  A shaft leads up to the corridor between 7 and 19. 
   
  
  52 
   
  Plump Pippin: Thief 3; AC 8 (leather); Atk large knife 1d6; Spec backstab*2, PP 40%, OL 33%, 
  FT 30%, MS 27%, HS 20%, HN 15%, CW 87%; ML 8; AL NE; spices and bouillon cube, caul-
  dron, tinderbox, lamp, oil×5, chisel, rasp, drill. 
  Hp 
  15 
   
  Smugglers (9): Fighter 1; AC 7 (leather, shield); Atk scimitar 1d8 or military pick 1d6+1; ML 7; 
  AL CE; 2d6 gp each. 
  Hp 
  3 
  6 
  5 
  10 
  6 
  9 
  8 
  6 
  5 
   
  57. Garbage chute: Mound of garbage and a bent birdcage lie next to a lever-operated chute 
  leading down 15’. On the bottom, the end of the corridor contains more garbage, slag, and 
  debris, some from broken statuary. 9 giant leeches lair here, waiting for tasty morsels. 
   
  Giant leeches (9): HD 2; AC 9; Atk bite 1d6; Spec drain blood at 1d6/round; ML 6; AL N. 
  Hp 
  9 
   
  8 
   
  7 
   
  8 
   
  10 
   
  12 
   
  8 
   
  2 
   
  4 
   
  58. Endless slope: This slope is endless due to some kind of magic, and becomes impercep-
  tibly steeper as it goes on. Around 1 turn on, it is so slippery and steep that first rank must save 
  vs. petrifaction or slip down unfathomable depths, where they will be lost. 
   
  59. The niche of prayers: Candles flicker before a mosaic depicting a praying priestess of 
  Haldor, god of Heroism, raising a hand in benediction, and another with a sword. Those who 
  pray here, and are of good alignment, shall receive a bless spell for the rest of the expedition; 
  Clerics of Haldor receive a random one-use spell from the first level. 
   
  60. Hermit lair: A pious hermit, Boniface (Magic-User 4), lives down here in simple austerity. 
  He prays at the niche (59) or begs for donations. He is, however, no true man of faith, but a 
  spy installed by Captain Gamandor to watch pilgrims who come visit the Thief’s grave (62), and 
  remember their appearance. His prayer book contains a section with his M-U spells. 
   
  Boniface: M-U 4; AC 10; Atk –; Str 14, Int 16, Wis 16, Dex 12, Con 14, Cha 12; ML 7; AL N. 
  Spells: 3/2; 1: light, magic missile, read magic, shield, spider climb; 2: invisibility, knock 
  Hp 
  9 
   
  61. Chess hall: Hall in the imperial Kassadian style, with 
  marbles, double bronze doors, and pedestals carved 
  with the figures of sytlised bastions, horses, clerics, kings, 
  queens, and soldiers. The doors only open to those who 
  declare they wish to play a game of chess, and lock via 
  wizard lock once they step inside.  
  Within, a playing field presents a mystery, as an inscrip-
  tion reads: “IN BUT THREE MOVES SHALL NOBLE LIGHT 
  / DEFEAT SOUNDLY SINISTER NIGHT / WAGER WISELY 
  YOUR WEALTH OR LIFE / AND YOUR REWARD BE 
  JUST AS NICE”. The solution is 1) Rook b7 takes bishop at 
  f7; 2) Queen b2 moves to b7, CHECK; 3) Queen b7 takes 
  rook at a8. There is one real-life turn to devise a solution, or 
  the player shall forfeit all treasure (if over 500 gp), or his life. 
  The reward for treasures wagered is a black knight figure, which will turn into a heavy war 
  horse when thrown on the ground, and turn back into a chess piece after the day (disappearing if 
  slain); the reward for a life wagered is a mysterious white knight rescuing the character the next 
  time he would die. 
   
  62. The Thief’s grave: Scattered valuables (255 sp, 13 gp, 300 gp gemstone hidden in floor 
  crack) before the statue of a hooded figure. The magical powers of the place have never been 
  discovered, but it is considered lucky for thieves to make a visit. No thief in Baklin would dare to 
  plunder this place, and news of doing so will get out in 1d3 days. 
   
  
  53 
   
   
   
  Level 3 
   
  63. The Nine Doors: The cellars of the renowned tavern (E) see frequent traffic between a) 
  and b), with servants bringing foodstuffs to the kitchen upstairs, and valued guests mingling 
  in the gambling den. There is a constant presence of 1d6 bouncers watching downstairs. 
  a) Card tables, bar with fine wines and liquors managed by Framondo (Illusionist 2) – 12×15 
  gp goblets for the highest-paying guests. 
  b) Kitchen stairs, crates of food, and carefully locked northern exit. 
  c) Cellar of wine and beer barrels. Secret trapdoor under flagstones leads to stairs trapped 
  with a tripwire, firing miniature crossbow (4 HD, 1 Hp + type “C” poison; 1 r, 0/35 Hp). 
  d) Brewery: large vats where Glostral brews his famous apple beer. In season, there are 
  several bushels of apples here, as well as numerous herbs and other additives, not all of 
  them used in the brewing process.  
  e) Mint – here is where Glostral supplements the inn’s revenues. Counterfeiter’s equipment 
  includes moulds, stamps, metal plates, and a small furnace. Box of 24k gold leaf is worth 400 
  gp. Locked door leads to Spider Keep in The Forest of Twilight (Erillion, 1804). 
  f) A well used to supply the tavern with water. Halfway down, a secret door leads to the cel-
  lars beneath the fortress of Tol Tazeloth (Erillion, 0511). 
   
  Bouncers (12): HD 2; AC 8 (leather); Atk club 1d6 or 2*dagger 1d4; ML 7; AL N. 
  Hp 
  5 
   
  10 
   
  10 
   
  7 
   
  6 
   
  12 
   
  Framondo: Illusionist 2; AC 10; Atk 2*dagger 1d4; ML 5; AL N; fur coat, necklace 100 gp, 
  keys. 
  Spells: 2; 1: colour spray, detect illusion, light. 
  Hp 
  5 
   
  64. Escape route: Underground passage for times of trouble, and well-paying guests who 
  wish to leave without being noticed. Only Glostral and Framondo have the keys to the barred 
  doors. 
  
  54 
   
   
   
  
  55 
   
  65. Crypt storage: A small crypt emptied by the Knights of Yolanthus Kar, whose mark is still 
  visible on the wall. The tavern’s former owner had piled heaps of junk here, and Glostral has 
  seen fit to bury a small treasure chest in a corner – the flagstones have been replaced, but the 
  tampering is evident after scrutiny. The chest contains 600 sp, 400 gp, and 2 gemstones (50 gp, 
  100 gp). Locked door leads to the catacombs of Barzak Bragoth (Erillion 1507). On some occa-
  sions, undead have come through the portal, and Glostral suspects they have their own key. 
   
  66. Ninth door: Creamy white and rose-coloured marbles, elegant stone door is engraved 
  “ANYWHERE BEYOND”. The door is a trap, as pulling the handle fires off a prismatic missile 
  (strikes unerringly as prismatic spray, but only one target). The true door lies behind a care-
  fully concealed secret door. This gateway allows travel through the planes of reality, but the 
  secrets of its activation have been long lost, and Glostral has not found them. 
   
  67. Escape stairs: These stairs lead up to a locked secret door below the southern foot-
  bridge on the marketplace (C). Glostral and Framondo (63a) possess the keys. 
   
  68. Room of battles: Trickle of water from crack in the ceiling, worn reliefs on columns de-
  pict military procession. Two figures are out of alignment, and may be twisted to open the 
  secret doors, which otherwise swing shut and lock after 1 turn.  
   
  The ghouls at 69 have placed some planks and broken pottery at the top of the stairs to 
  alert them to tresspassers. 
   
  69. Drain rooms: Round, domed rooms with drains. The smaller shafts to the NW collect 
  water from beneath the market, which all goes down the well. The well leads to a reservoir 
  with 14 giant leeches, while the side-tunnels are inhabited by 5 ghouls gnawing on a pile of 
  bones. These horrid creatures are explorers who have been lost in the sewers, and have 
  eaten most of their own equipment in their terrible hunger. They have 700 sp and 30 gp, and 
  will offer to trade it for a live human (5:6 to attack a smaller, weakened group). 
   
  Giant leeches (14): HD 2; AC 9; Atk bite 1d6; Spec drain blood at 1d6/round; ML 6; AL N. 
  Hp 
  9 
   
  14 
   
  8 
   
  16 
   
  10 
   
  11 
   
  14 
   
  4 
   
  8 
   
  9 
   
  10 
   
  6 
   
  6 
   
  14 
   
  Ghouls (5): HD 2; AC 6; Atk 2*claws 1d3 and bite 1d6; Spec paralysis; ML 7; AL CE. 
  Hp 
  8 
   
  9 
   
  6 
   
  10 
   
  10 
   
  70. Fountain of the fish: Marble-bedecked, domed room occupied by the large, upright 
  statue of a fish spewing salt water into a basin. Grilles all around are overflowing with sticky 
  black slime. Someone has carved “GLOB GLUB” into the marble of a wall. 
   
  The statue is old and slightly cracked, slick with slime. Its eyes are large 200 gp crystals, 
  dulled with the slime, and resembling the marble of the statue until cleaned. Looking into 
  the eyes of the fish (NOTE: they are high up, so a character would have to stand on the 
  edge of the basin) reveals a mysterious island somewhere off the coast of Erillion, and 
  those who look inside must save vs. spells or feel a strong compulsion to visit it. The char-
  acter will also sense vaguely that the island lies in the direction of the statue’s water spout. 
  This is a whole other adventure beyond the scope of this supplement. Returning after-
  wards and looking into the statue’s eyes shows another island.   
   
  The basin is inhabited by a school of piranha goldfish, and it has a layer of silt on the 
  bottom. A heavy, oversized mace rests in the basin. There are 2d6*5 gp in the silt, most 
  on the bottom. Someone who tries to snatch them will be attacked by the goldfish; roll initi-
  ative, and if the fish are quicker, they will inflict 2d4 Hp plus the character’s AC (they can 
  skeletonise a cow in two minutes!) The fish can jump if the basin is molested. 
  o The mace is a two-handed weapon with 2d6 damage, but so heavy to use its wielder 
  always goes last, and it only has an attack rate of 2/3 rounds. 
  
  56 
   
  71. Ruined antechamber: Marble panelling has been methodically removed here, and only 
  broken pieces of bas-relief hint at the chamber’s former function. The dais, stripped of what 
  seemed to be precious stones, still hides a button to the secret door. 
   
  Every turn, 1:6 of 1d3 markings appearing on a wall, then fading out. Read Languages 
  or read magic reveals them to be incomplete spells, and a Magic-User making a suc-
  cessful chance to know roll can memorise one extra 1st or 2nd level spell on the next rest. 
  A failure wipes all spells from memory and prevents memorisation for one week. 
   
  72. Channel rooms: Abundant stream running through an artificial channel. Something glint-
  ing behind a sewer grate is a large lump of green slime; the grate comes off easily, and the 
  slime is dumped on anyone standing next to it. The pipe behind the grate has an additional 5 
  slimes clogging it. 
   
  Between the two rooms, the remains of an underwater grate have caught some flotsam 
  – bits of old barrels, rotted planks, garbage. Among them is a rusty trident. 
   
  Green slimes (6): HD 2; AC 9; Atk –; Spec turn to slime in 1d4 r, eats metal in 1-3 r. 
  Hp 
  12 
   
  2 
   
  9 
   
  11 
   
  8 
   
  14 
   
  73. Flooded room: Waist-high, reeking black water with rotting flotsam in domed room with 
  putrefied frescoes. The castoffs have formed a large pile of planks and garbage on one side; 
  crack in the E wall leads to a natural cavern. 
   
  The pile is the nest of 30 giant rats, who are very territorial. 
   
  The crack in the wall is tight, and the bricks are wet and thoroughly rotted. A character 
  squeezing through has 1:6 (1:3 in plate) to cause the whole thing to collapse for 2d6 Hp. 
   
  Rats, giant (30): HD ½; AC 7; Atk bite 1d3; Spec disease 5%/wound; ML 6; AL N. 
  Hp 
  2 
  1 
  2 
  1 
  1 
  4 
  1 
  3 
  4 
  3 
  2 
  4
   
  2 
  1 
  1 
  1 
  4 
  4 
  2 
  3 
  1 
  1 
  2 
  3
   
  3 
  3 
  1 
  3 
  2 
  1 
   
  74. Cavern of the stream: Cold stream flooding through low-ceilinged cavern with flowstone 
  formations, leaving only limited headroom for air. Harmless albino salamanders dwell here. 
   
  Small and/or light characters have 1:2 to be sucked under and swept away. If they 
  don’t panic, they will be caught downstream on the grate between the 72 rooms. If they 
  do, roll open doors check to escape undertow, or drown. 
   
  In the middle of the cavern, caught by a limestone column, is a submerged crate packed 
  tightly with 12 bottles of fine rum, 20 gp each. Another crate has broken, and is filled with 
  jagged glass (1d3 Hp). 
   
  75. Ghoul lair entrance: Signs of struggle close to secret door. The ghouls at 69 have placed 
  some planks and broken pottery at the bottom of the stairs to alert them to tresspassers. 
   
  At a), a shaft leads upwards to a thick grate; from beyond come the sounds of a busy kitch-
  en. If the grate is messed with, 1:6 a pot of boiling water will be dumped down (2d6 Hp). 
   
  76. The Brawler’s Bite: Cellar at the foot of the cliffside, opening from the market (C). Yorrk 
  the Orc (not a real orc, but ugly enough), retired wrestler, operates a crowded pub for rough 
  clients here with tall chairs and counters along the walls. Blood sausage (“black pudding”) 
  and piss-poor beer. The back door leads to a well room, and onwards to a sewer. A scrawled 
  message by the back door reads: “THE PROOF OF THE PUDDING”. 
  a) Back room with dry well used to dump trash, the chamber pot, and the occasional unruly 
  guest. Down 30’ is a 5’ high passage inhabited by a black pudding (not a blood sausage, 
  this time). 
   
  Black pudding: HD 10; AC 6; Atk 2*pudding 2d8; Spec dissolve metal & wood, immune to 
  cold, electricity and physical attacks divide monster; ML 11; N. 
  Hp 
  40 
  
  57 
   
   
   
  77. Storeroom: Cluttered junk storage filled almost to capacity. A secret door in the back 
  leads to a downward stairway. This is an Undercity entrance used by Racknulf’s gang (81). 
   
  78. Fryd’s Flophouse: A damp cellar room for the discerning kind of beggar. Neither Fryd nor 
  his guests dare bother the secret door after one of them was dragged away while investigat-
  ing “down there” – and they are too afraid of the watch to contact them. 
   
  79. Cellar of the man-beasts: Dry cellar complex significantly predating the current era. Peaked 
  arches are supported by capstones depicting man-beast hybrids, and patches of crumbling plas-
  ter still depicts a feast of these misshapen beings. Old, empty barrels along walls. 
   
  At a), presses and other winemaking equipment lie dusty and unused. The carapaces of 
  dead giant beetles lie in a corner. 
   
  At b), once locked oubliettes contain a handful of old bones. 9 giant centipedes lurk in a 
  crack in the wall. Beyond the secret door, a snarling face has been painted on the wall. 
   
  At c), pillars with vines and bunches of grapes have been toppled, and an altar smashed 
  to smithereens. On the mosaic floor, an enormous mouth has been broken. There are a 
  further 9 giant centipedes here hiding in the debris. A pair of discarded chain mittens 
  has a 25 gp pearl ring stuck inside it.  
   
  Giant centipedes (18): HD ¼; AC 9; Atk bite 1 + poison at +4; Spec -1 on saves; ML 4; AL N. 
  Hp 
  2 
  2 
  1 
  1 
  2 
  2 
  2 
  1 
  1 
  2 
  1 
  1
   
  1 
  2 
  1 
  1 
  1 
  1 
   
  80. Warning: A charcoal drawing of three skulls and two crossed scimitars has been drawn on 
  the wall. By day, echoes of revelry come from Racknulf’s gang at 81. 
   
  81. Racknulf’s lair: Grandiose, 30’ tall underground halls with marble-covered walls and 
  enormous columns. All identifying signs of the halls’ previous purpose have been erased. 
  The complex is now used by a gang of 24 bandits led by Racknulf (Fighter 4), who come 
  and go through an abandoned storeroom on the market (77). The bandits usually venture out 
  at night, leaving a guard of 4 men. Otherwise, 2d12 are present, drinking and carousing at c), 
  or sleeping off their revelry. Racknulf is in with a 1:6 probability by night, and 1:2 by day. 
  These miscreants have not discovered the secret door to 88, opened the locked door to e, or 
  ventured beyond 91. 
  
  58 
   
  a) Empty podiums with the sandaled feet of enormous statues. 
  b) An empty throne flanked by massive stone braziers. The throne bears a golden glyph on its 
  backrest. It may not be removed, and magic sets its ablaze as a fire trap (1d4+8 Hp, save ½). 
  c) Grand hall leading into various side-chambers. Racknulf’s gang only uses one corner, 
  where they have set up a camp site and built a large fire. They have brought some kegs 
  and bountiful food down here 
  d) Here is where the bandits keep their accumulated plunder: 1000 sp, 400 gp, 4 carpets 
  with serpentine motifs (200 gp each), a lead box of amber (40×10 gp, 4×50 gp gems), a long 
  box of exotic dyes (550 gp), and a plate mail +1. 
  e) Green stone pillar decorated with panicked, grimacing faces, bearing the illusion of a 
  priceless antique crown. Anyone touching the crown, even indirectly, must save vs. poly-
  morph or get absorbed into the pillar. The pillar is indestructible, but a remove curse, exor-
  cism or similar spell will free the prisoner – but there is 1:3 it will be one of the others (1d6):  
  1 – Malfo, Thief 4, lost grave robber; 2 – Runk, Fighter 2, crude berserker; 3 – Iulius Portel-
  lus, Fighter 3, ancient centurion; 4 – Zeodon, Magic-User 5, jovial but sinister mastermind; 5 
  – Ynffrid, Fighter 4, gruff but kind-hearted shield-maiden; 6 – Sluggard, torchbearer. 
   
  Bandits (24): HD 1; AC 10; Atk club 1d6 or shortsword 1d6 or 2*dagger 1d4 or sling 1d4; ML 7. 
  Hp 
  2 
  5 
  2 
  4 
  4 
  7 
  3 
  8 
  2 
  1 
  3 
  4
   
  7 
  1 
  8 
  8 
  8 
  8 
  8 
  4 
  4 
  2 
  7 
  5 
   
  Racknulf: Fighter 4; AC 4 (chainmail, shield +1); Atk battleaxe 1d8; Str 15, Int 15, Wis 10, Dex 
  13, Con 12, Cha 13; ML 10; AL N; arrows +1×12, potion of polymorph self, 90 gp, 200 gp brac-
  ers. Jovial but willing to make hard decisions. Bluffs about important information if cornered. 
  Hp 
  18 
   
  82. Sewer room: Lower and upper pools collecting Hightowne’s sewage (the only part of Baklin 
  to have sewers), and an outflow grate at the cascades between to catch larger stuff floating down 
  the drains.  Always check random encounters here; results are either (1d6) 1–2 sewermen (1d6, 
  peaceful), 3–4 giant centipedes (2d12), 5–6 gray oozes (1d3). 
   
  Next to the upper pool is a can of oil, a toolbox, and a pair of heavy clubs. 
   
  Giant centipedes (2d12): HD ¼; AC 9; Atk bite 1 + poison at +4; Spec -1 on saves; ML 4; AL N. 
  Hp 
  2 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  2 
  1 
  1 
  1
   
  1 
  2 
  2 
  1 
  1 
  1 
  2 
  1 
  1 
  1 
  2 
  1
   
  2 
  1 
  1 
  1 
  1 
  2 
  2 
  1 
  2 
  1 
  1 
  1 
   
  Gray oozes (1d3): HD 3+3; AC 8; Atk ooze 2d8; Spec corrosion; ML 12; AL N. 
  Hp 
  23 
   
  23 
   
  24 
   
  18 
   
  9 
   
  12 
   
  83. Echoing cavern: Gurgling and echoing noises as rushing water drains into natural lime-
  stone cavern. Old murals of stick figure humans doing terrible deeds to other stick fire hu-
  mans foul the walls. Several torch stubs litter the floor. 
   
  Small and/or light characters entering the stream have 1:3 to be swept away. They 
  may roll a save vs. paralysis to escape at the second 83 label, and another at a). Other-
  wise, they will be sucked under and gone. 
   
  At a), a small ledge holds a small bone collection, a pickaxe, a tricorne hat, and a rusty 
  lantern. A pirate skeleton will form and attack with its pickaxe if the ledge is disturbed. 
   
  Pirate skeleton: HD 2; AC 7; Atk pickaxe 1d6+1; Spec ½ from piercing/slashing; ML 12; AL N. 
  Hp 
  10 
   
  84. Sewer cavern: A stream, now a foul sewer, flows through here, disgorging its detritus on 
  the shore. Urgo, slovenly garbage collector, has crawled down here through the channel 
  from 82 to examine the newest goodies. He protects his newest find, a heavy golden rodent 
  statuette (140 gp, gilded lead), with greedy determination.  
   
  A hole in a corner leads to a 5’ tall passage inhabited by a black pudding (c.f. 76a). 
  
  59 
   
  Urgo: HD 1; AC 9 (heavy oilskin wading equipment); Atk club 1d6 or 2*dagger 1d4; ML 10; 
  AL CE; lantern, rope, spikes×6, hammer, crowbar, 2×sacks. 
  Hp 
  7 
   
  85. The stage of Sir Riobel: These extensive, vaulted cellars are located under the palace 
  of Sir Riobel of Silhanosh (AH), sinister eccentric. At night, there is 1:2 he is holding an 
  underground performance on his private stage before an audience of 1d6+2 guards and 
  2d12 frightened servants. The Sir’s art is capable, but has a demoniacal quality, and those 
  who displease him quickly find themselves flogged (4:6) or lowered head first down the well 
  at c) (2:6). Anyone caught breaking and entering will face the second option. 
   
  At a) is a constantly manned wooden shack with two guards. They also have a small 
  dormitory nearby, also built from wooden planks. 
   
  At b), a guard room has been left deserted. It is, for all intents and purposes, forgotten. 
   
  At c) is the dreaded well where offenders are tied with chains, and lowered down the 
  well with a winch. Macabre skulls on a shelf enhance the horror of the place. 
   
  Guards (8): Fighter 2; AC 4 (chainmail, shield); Atk longsword 1d8; ML 8; AL N. 
  Hp 
  13 
   
  15 
   
  9 
   
  13 
   
  16 
   
  4 
   
  16 
   
  5 
   
  86. Storeroom: Abandoned crates with spoiled foodstuffs stacked in a pile filling most of the 
  room, collapsed shelves constructed from planks. Colourful fungi have sprouted up on the 
  boards. 2 boring beetles are taking apart the wood. 
   
  Boring beetles: HD 5; AC 3; Atk mandibles 5d4; ML 7; AL N. 
  Hp 
  14 
   
  29 
   
  87. Mushroom cavern: Mounds of porous earth inhabited by giant mushroom colony. 
  These ripe specimens spew slimy, varicoloured spores if approached (harmless). 
   
  Half-buried in the soil is the marble statue of a philosopher. His book is engraved with 
  the glyphs of the fools’ gold spell. 
   
  88. The idol of the Monotaur: The marble statue of a cyclops-minotaur stands right be-
  neath an air shaft. Held in its outreached hands is a 140 gp silver-and-gold bowl engraved 
  “FILLE THE KUP AND DRINKE TO ME / IF A FIGHTING MAN, NOT THIEF YE BE”. Filling 
  the bowl with wine or other alcohol turns the drink into a combined potion of healing and po-
  tion of giant strength. The bowl works in this manner once per month. If it is not replaced af-
  ter use (even with a substitute), the monotaur turns to flesh and attacks to kill. 
   
  Monotaur: HD 6+3; AC 6; Atk huge axe 1d10+2 or horns 2d4+2; Spec fearless; ML 12; AL CE. 
  Hp 
  29 
   
   
   
  
  60 
   
  89. Armoury: Storeroom under the Cauldron & Bellow (AA). On racks along the wall are 6 suits 
  of plate mail and 3 suits of banded mail; trunks hold 11 suits of oiled chainmail. In large, locked 
  iron chests is a generous quantity of high-grade Arxine cobalt-steel (800 gp, very heavy). 
   
  90. Lower storeroom: An animated plate mail in the corner protects this room. A wooden 
  counter holds a lump of meteorite ore (sufficient for one +2 weapon) and a small pig iron caul-
  dron – the source of Ragorlak Othmar’s special abilities. An ornate, locked iron chest, trapped 
  with a sleep gas valve trap (save at -3), contains 900 gp, 8 gems (5×20 gp, 3×40 gp), a shorts-
  word +1, 3×arrows of the night, and a bracer of defencelessness in a locked lead box. 
   
  Animated plate mail: HD 4; AC 3; Atk two-handed sword 1d10+2; Spec ½ from fire, cold, 
  immune to mind-affecting; ML 12; AL N. 
  Hp 
  25 
  P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P�P 
  Enchanted cauldron: This small, crude cauldron is the property of a mysterious woodland 
  entity called “the Piper”. Filling the cauldron with water, his horned shadow appears therein, 
  offering a wish, or seven years’ luck in an endeavour for fulfilling a dangerous and important 
  service that shall serve the Piper’s purposes, and prove very harmful to civilisation. 
   
  Arrows of the night: Forged from the darkest night, they drain 2d6 Strength on a hit. Those 
  reduced to zero must save vs. death or become undead shadows. 1d3+1 are found. 
  p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p�p 
  91. Crumbling hall: Mouldy, damp hall connecting multiple under-cellars and the bathhouse. 
  Lichen clings to the columns, and fungi have grown in the dirt piles. 
   
  The bronze double doors at the end of the hallway are trapped with a flame blast trap: 
  several flames spring from the decorative metalwork, 4d4 Hp (save vs. breath ½). 
   
  At a), a chasm separates the half-collapsed room from a cavern ledge 20’ above. The 
  chasm is bottomless, leading deep into the Underworld. Inhabiting it are 10 small spi-
  ders, who have a nest in a sideways crevice. 
   
  Small spiders (10): HD 1+1; AC 8; Atk bite 1 + poison (save at +2); ML 6; AL N. 
  Hp 
  9 
  5 
  9 
  2 
  4 
  4 
  9 
  4 
  9 
  4 
   
  92. Cobbler’s back-basement: Vilmor the Cobbler (AB) has never visited this second room 
  in his junk-filled basement. Sitting in a vaulted wine cellar are six mummified pirates, still in 
  their finery, but garrotted many years ago. These animate as zombies if the room is dis-
  turbed. Something has been removed from a hole under the flagstones, and the pirates have 
  had everything of value stolen, but one still has 6×20 gp gems sewn in his tunic, and a cabi-
  net on the wall has 5 bottles of fine acquavit (40 gp each). 
   
  Zombies (6): HD 2; AC 8; Atk hit 1d8; Spec slow, immune to cold/mind-affecting; ML 12; AL N. 
  Hp 
  5 
   
  9 
   
  5 
   
  5 
   
  5 
   
  10 
   
  93. Baths: Foetid environment, crumbling mosaics with vivid depictions of marine life, now 
  blackened by mould growths. A pool before the secret door seems filled with dirty water 
  with scattered objects on the bottom, actually a peculiarly shaped gelatinous cube. 
   
  At a), a frozen, shimmering bubble drifts slowly through the air. Skeletal corpses are frozen 
  in crumpled positions. The bubble’s touch is deadly (save vs. petrifaction or turn into an ice 
  popsicle), and if popped, it bursts into a myriad ice shards (3d4 Hp, save vs. breath ½). 
  o The corpses have standard arms and armour; one has a backpack with 400 sp, fro-
  zen rock solid. 
   
  Gelatinous half-cylinder: HD 4; AC 8; Atk touch 2d4 + paralysis (5d4 r); Spec surprise 3:6, 
  cold only slows it down; ML 10; AL N; brass bracers, dagger, stoppered vial. 
  Hp 
  20 
  
  61 
   
  94.   Well room: Green murals, now reduced to vague smears on the blank wall. Well with 
  bucket, and goblin bootprints in a muddy puddle. 
   
  95. Basement lair: Under one of the smaller Hightowne houses, 9 goblins sew leather gar-
  ments in a dank cellar. Loaned out by Mugglub the Goblin Lord (32), they are now the un-
  paid servants of Sir Pandakar (Illusionist 1), gentleman of Baklin, who supplements his in-
  come with this enterprise. 
   
  At a), a forgotten secret room contains a marble pedestal carved with strange patterns. 
  The pedestal is a mimic; not averse to lunch on a small group, but smart enough to start 
  talking if the explorers number more than three. The mimic pretends to be a victim of 
  polymorphisation, and requests to be transported to a place where it can see more peo-
  ple (and eventually eat some of them). In exchange, it will betray the resting place of the 
  Key of the Damned (13)… but not its guardian, his second cousin. 
   
  Goblins (9): HD 1-1; AC 6; Atk shovels 1d4; ML 4; AL LE. 
  Hp 
  3 
  7 
  1 
  1 
  6 
  6 
  4 
  6 
  2 
   
  Sir Pandakar: Illusionist 1; AC 9; Atk 2*dagger 1d4; ML 7; AL LE. Elegant robes, dark smile. 
  Spells: 1; 1: hypnotism. 
  Hp 
  3 
   
  Mimic: HD 5; AC 7; Atk bite 3d4; Spec adhesive, camouflage; ML 7; AL N; 20 and 100 gp 
  gems in gizzard. 
  Hp 
  19 
   
  96. Mould room: Mosaics and stone benches have been covered in thick black mould 
  (like yellow mould, but less harmful – save vs. poison or take 2d4 Hp) – thickest around the 
  gap in the wall to the west, which is obscured by the growths. Bathmaster Logmund (AD) is 
  deathly afraid of the mould spreading, and has ordered this level sealed off. 
   
  97. Lower baths: 40’ tall domed chamber, marble walls and mosaics of undersea creatures. 
  The stream rushes under an once barred opening, now wide open. A shaft in the ceiling 
  leads up to the baths (AD), but the elevator has been decommissioned, the entrance sealed 
  tight at the top, and the decorative brass elevator cage left lying unattended in a corner. 
   
  Characters falling into the stream must roll an open doors check to avoid being swept 
  away; if the roll fails, roll again to avoid drowning before emerging at 74 and 72. 
   
  In the side rooms are several clay urns containing rubbing sands, and a few with valu-
  able bath salts – total value of 140 gp, but quite heavy. 
   
  98. Knights’ cellars: Small complex beneath the House of the Dead, used to store dead 
  bodies before transportation to the Valley of Barzak Bragoth. The Knights of Yolanthus Kar 
  maintain constant vigilance down here with a knight and 3 squires. Any disturbance will be 
  investigated, and alarms quickly raised. 
   
  At a) are circular stairs to the tower proper, and a winch for hauling coffins. This is the 
  main watch post, with a bronze gong in close reach, a barrel of oil (8 flasks ready for 
  use as incendiaries), and a niche with six vials of holy water. 
   
  At b) is an assembly room. Frescoes of stern knights oversee the circular chamber, and 
  racks of old weapons lie at the ready. In the centre lies a font of clean water, a 110 gp 
  chalice set on the edge. 
   
  At c) is the main storage room. Usually, 2d12 coffins are found here. About ¼ have mi-
  nor valuables, total: 25% of 1d12*50 sp, 50% of 2d4*50 gp, 20% of 1d4 gemstones, 20% 
  of one jewellery. The barred doors to d) are locked and trapped with a “thief-catcher” (save 
  vs. paralysis or caught and held fast). 
   
   
  
  62 
   
   
  At d) is a minor treasury for the order’s local expenses. 4 suits of plate mail stand on racks, 
  weapons in hand; a stuffed crocodile hangs from chains. Decaying old banners form a 
  canopy beneath the ceiling. An enormous metal-banded chest standing on four lion legs 
  has a double lock protected with a mechanism which drops a spiked ceiling segment 
  through the banners overhead (save vs. paralysis or 3d8 Hp), making an enormous racket. 
  Triggering the trap also relocks both locking mechanisms. 
  o The chest contains a set of chainmail +3, a bastard sword +1, 1000 electrum (old coin-
  age), 500 gp, 6 gemstones (25, 35, 50, 60, 80, 300 gp), a 600 gp gold- and gem-inlaid 
  codex, and a potion of healing. 
  o The stuffed crocodile has a bag of 350 gp in its belly. 
   
  At e) is an abandoned chamber once used for important bodies. Dusty, illuminated glass 
  globes hanging from chains provide faint light, gilded mosaics of knights watch from the 
  walls, and kneelers stand before three side-rooms with a bier each. A well is closed off 
  with a metal lid. 
  o A ledger has been left on a lectern, next to a thurible of incense. This handwritten 
  record is a catalogue of burials from more than 50 years ago. A note mentions the 
  need to retrieve “The Key of the Damned” from the “recently cleansed” catacombs 
  under Old Town (c.f. 13). 
  o The well descends to a cistern, allowing access to 81e. Halfway down is a blade trap 
  (2d6 Hp, will cut ropes). 
   
  At f), stairs lead down to a locked exit further secured by two chains from the inside. A 
  wall section is of recent construction, and allows access into the caverns. 
   
  Knight of Yolanthus Kar (1): Fighter 3; AC 2 (plate, shield); Atk silvered longsword 1d8 or 
  silvered footman’s mace 1d6+1; ML 9; AL LN or LG. 
  Hp 
  21 
   
  Squires (3): Fighter 1; AC 4 (chainmail, shield); Atk silvered footman’s mace 1d6+1; ML 8; 
  AL LN or LG. 
  Hp 
  10 
  2 
  5 
   
  99. Cavern of the killer chicken: Low-ceilinged caverns. All stone formations have been 
  broken off over the centuries. A toppled statue of a guard bearing a lantern lies next to the 
  wall. At a), a crevice in the ground leads 30’ down a zigzagging fissure, into the lair of 2 
  cockatrices. The beasts hide among a group of stone formations, with 1:3 to surprise. The 
  nest contains 600 gp in uncut gems from a crystal seam, a potion of ESP, a potion of treas-
  ure finding, and a crystal arrow +1 (petrifies target on failed save). 
   
  Cockatrice: HD 5; AC 6; Atk beak 1d3 + petrifaction; ML 11 (defending nest); AL N. 
  Hp 
  34 
   
  22 
   
  100. Higher cavern: Remains of old campfires dot the floor. At the western entrances, a 
  slimy substance drips from overhead, and a layer of slick slime covers the floor, resulting in 
  a slime trap (save vs. petrifaction or have 1d4 items save against crushing blow). 
   
  101. Cavern of the gargoyles: Stream rushing through the limestone cavern. Like sleeping 
  bats, 2 gargoyles hang from the ceiling. Several earthenware pots and vases have been half 
  buried in the sediment on the other side of the stream. They have no treasure, but the gar-
  goyles will corner anyone investigating, and demand a hefty ransom to leave unmolested. In 
  combat, they try to force opponents into the stream. They serve Tristemulo (103). 
   
  Characters falling into the stream must roll an open doors check to avoid being swept 
  away; if the roll fails, roll again to avoid drowning before emerging at 74 and 72. 
   
  Gargoyles (2): HD 4+4; AC 5; Atk 2*claws 1d3 and bite 1d6 and horns 1d4; Spec +1 or better 
  to hit; ML 6; AL CE. 
  Hp 
  21 
   
  20 
   
  
  63 
   
   
  
  64 
   
  102. Stone head: Enormous boulder carved into the likeness of a primitive, snarling bearded 
  face. Black soot and congealed blood mar the open mouth. Something seems to glint inside. 
   
  The mouth, which has collected some water, hides a flask of acid, lodged inside the 
  maw to break if retrieval is attempted (2d4 Hp, forms a corrosive fog if mixed with water, 
  2 Hp/r within 20’, 1 turn). 
   
  The secret door is operated with a button hidden inside one of the grotesque ear tun-
  nels. A giant centipede has hidden inside the cavity. 
   
  Giant centipede: HD ¼; AC 9; Atk bite 1 + poison at +4; Spec -1 on saves; ML 4; AL N. 
  Hp 
  1 
   
  103. Madman’s lair: Tristemulo, hermit and groundskeeper of the palace gardens (AM), 
  maintains an underground lair here, and there is 1:3 he is lurking about! (He can call the gar-
  goyles at 101, who will arrive in 1d3 rounds.) Stairs lead up to a trapdoor under a garden stat-
  ue. A wooden table, old chairs, and a cupboard serve as material comforts. From a nail hangs 
  a tattered and muddy courtier’s outfit. There are two crates with several emptied bottles of fine 
  rum (5 remain, 20 gp each), some scattered around. 
   
  At a), a naked form, chained to the wall, struggles on a heap of dirty straw. The delirious 
  figure, unkempt and badly tortured, is the real Tristemulo, ambushed and imprisoned by 
  the madman who has assumed his likeness. 
   
  At b) is a comfortable bedroom: tapestry (this is especially precious, 300 gp), clean 
  sheets, a chest of neatly folded clothes, a large mirror and a fiddle slung on a hook. The 
  usurper has also set a small table with thinly sliced hams and fruits – more disturbing is a 
  shelf of 5 skulls and bones, each piece meticulously carved with the name and rank of a 
  disappeared courtier or servant. 
  o Behind the mirror is a smaller metal box with a spring-coiled jack-in-the-box (it has a 
  poisonous prick! save or 1d3 r, 0/25 Hp). Here are 50 gp and 4 gems (20, 25, 40, 100 
  gp), as well as a ring of free action. 
   
  False Tristemulo: Fighter 3; AC 7 (furs); Atk club 1d6 or 2*dagger 1d4 + poison (type “B”, 
  1d3 r, 0/25 Hp); Str 16, Int 10, Wis 8, Dex 14, Con 11, Cha 5; ML 10; AL CE; keys. 
  Hp 
  24 
   
  104. The Throne of Candles: Splendid white marble and alabaster hall marred by centuries 
  of filth and decay. Lichen grows in the cracks and debris. Two stumps that were once marble 
  legs stand on a pedestal. A small ornamental detail opens the secret door. 
   
  Stopping to listen, sounds of distant screaming come from the direction of the collapse. 
   
  In a), a great throne, carved from cracked stone and decorated with worn bas-reliefs, is 
  framed by inky black curtains. On the throne at various points, the floor, and in wall nich-
  es are great half-molten candles, some as thick as a human arm. Dry wax is every-
  where on the stone, the tiled checkerboard floor, and even the bony horror of the dead 
  lord occupying the seat.  
  o The dead lord still has grey, mouldy hair, but its hands are bony claws, and its rib-
  cage is poking through a gash in its chainmail armour. It wears a golden brooch with 
  an inset ruby (1000 gp, brooch of shielding) and a rotting cape, but has no weapon. If 
  it is approached, it cracks its wax prison, and attacks as a mummy. 
  o In jars and urns around the throne are rotten spices; six vials of scented oil (20 gp 
  each) are also found. Two are oil of blessings (as spell). 
   
  Mummy: HD 6+3; AC 3; Atk hit 1d12 + rot; Spec fear, mummy rot, +1 to hit, ½ damage from 
  weapons, susceptible to fire; ML 12; AL CE; brooch of shielding, dead man’s hair×3 (c.f. 51). 
  Hp 
  24 
  
  65 
   
  105. Nexus: Subterranean chambers connecting multiple noble households and the palace. 
  Only Sir Riobel of Silhanosh (AH, 85) knows of this route anymore. The great bronze doors 
  have not opened in a century,  
   
  1:2 that ghostly form of Ylmer, lost thief, haunts the area, never finding a way out. Ylmer 
  is not hostile, and only leaves through the wall if attacked. A remove curse or similar 
  spell frees him, and he will gift his saviours with a treasure map. 
   
  At a), the image of a dove, surrounded by several peering eyes looking on its beauty, 
  spreads its wings on a fresco above a collapsed stairway. The eyes animate as 7 
  floating eyes if the stairway is approached. 
   
  At b), the stairway transforms into a slide into a 30’ pit unless a brick is depressed. On 
  the bottom of the pit lies Ylmer’s corpse, grasping a broken lantern. Ylmer has a haver-
  sack with ancient hard tack, a broken flask, a crowbar and lockpicks. 
   
  At c), three pedestals have been weighted down with pieces of fallen masonry. A peeling 
  fresco depicts the genealogies of a fallen lineage, all names meticulously scratched out. 
  Only a central inscription remains: “BY OUR NAMES SHALL THE WAY / IN DARK 
  PITS BE LIT / HE WHO REMEMBERS US / SHALL PROSPER BY IT”. Behind a locked 
  door, steep stairs climb to a secret door in the mansion of Fantagor the Kassadian (AG). 
  This way is not known to Fantagor or his servants, but Sir Riobel knows of its existence. 
   
  Floating eyes (7): HD 1; AC 6; Atk –; Spec fires random eye rays, save vs. rays applies: 1 – 
  hold portal, 2-3 – magic missile, 4 – hypnotism (1 person), 5-6 – draining ray (1d10 Hp), im-
  mune to mind-affecting, ½ from slashing/piercing and lightning; ML 12; AL CN. 
  Hp 
  4 
  1 
  6 
  3 
  1 
  8 
  6 
   
  106. Palace guardians: Two living statues of knights stand motionless, pointing at chests 
  filled with rusty old weapons. Those who do not discard their own before entering are attacked. 
  One of the ancient weapons among the junk has a 100 gp gemstone pommel. 
   
  Living statues (2): HD 4+4; AC 2; Att 2*fist 1d6+2; Spec +1 or better to hit, immune to cold, 
  charm, sleep, hold; ML 12; AL N. 
  Hp 
  22 
   
  19 
   
  107. Palace storerooms: Extensive vaults beneath the palace, with sufficient reserves of food, 
  wine, firewood and equipment to withstand a siege. There is always 2:3 of encountering either 
  1d6 servants retrieving or depositing supplies, or 1d6+2 guards making their rounds. The 
  jailers in 108 and several more guards upstairs are in shouting distance. 
   
  At a) are finer sorts of drink, the more precious liquor stores under lock and key. There is 
  700 gp worth of distillates, enough to fill a cart. 
   
  At b) lies a neglected corner of the storerooms, filled with heaps of junk, and inhabited 
  by nests of rats. Behind training dummies, old barrels, broken chairs and mouldy carpets 
  is a secret door that swings shut in 1 turn thanks to its counterweights. 
   
  Guards (1d6+2): Fighter 2; AC 4 (chainmail, shield); Atk longsword 1d8 or spear 1d6; ML 8; 
  AL N; torch or lantern. 
  Hp 
  7 
   
  13 
   
  9 
   
  9 
   
  12 
   
  5 
   
  5 
   
  13 
   
  108. Palace dungeons: 5 jailers play cards and drink mead all day and night around an 
  enormous wooden table, raising mugs to their missing companion, Chlodo (c.f. 109c). Big 
  Bauduin the torturer (Fighter 4) drinks with them. Two war dogs gnaw on juicy bones. 
   
  At a) is the torture chamber, equipped for the usual procedures. One iron maiden, now 
  long out of use, hides the long-forgotten secret door. In a locked evidence cabinet are 
  daggers, false keys, and other objects confiscated from the prisoners. 
   
  At b) are cells with a coterie of unfortunate victims of society eager to be free. 2:3 for any 
  cell to have a random inhabitant (treat rerolls as “no occupant”). If one jailbird is broken 
  out, the others will threaten to raise a ruckus unless they are also allowed to escape.  
  
  66 
   
  Jailers (5): Fighter 1; AC 7 (studded leather); Atk club 1d6 or warhammer 1d6+1; ML 7; AL LE. 
  Hp 
  6 
  2 
  5 
  6 
  9 
   
  Big Bauduin: Fighter 4; AC 6 (chain shirt); Atk warhammer 1d6+4; Spec +1 to hit; Str 18/42, 
  Int 11, Wis 9, Dex 12, Con 16, Cha 8; ML 10; AL LE. An enormous lump of a man with 
  bearded face, crazy eyes, and hairy ham hands under soot-blackened chainmail. 
  Hp 
  16 
   
  Catchum and Killum, war dogs (2): HD 2+2; AC 6; Atk bite 2d4; Spec track; ML 10; AL LE; 
  studded dog armour, spiked collar. 
  Hp 
  8 
   
  11 
  q q q q q q q q q q r q q q q q q q q q q 
   
  I Was Just Framed, Guv! (1d12) 
   
  1. Olfred, Skard, and Grimar, Northmen arrested “for looking at someone the wrong way” 
  (attempted rape). 
  2. Eudon, Arnott, Gervaise the Ironmonger, and Lond the Muscular, drunk vagrants “just 
  having a little fun” (attempting to topple statue in Hightowne, expectoration, public urination) 
  3. Percy the Rat (Thief 4), Masters’ Guild operative, “for stealing a chikin – is this fair?!” 
  (fled into this protective custody after attempt on his life). 
  4. Roscoe the Rascal, “Dunno. Just dunno.” (strangling wife) 
  5. The Shadow, “Yes. That’s my real name… what’s it to ya?” (pretending to be freelance 
  thief, running with advance payments). 
  6. Rusty Pondraker (Fighter 2), halfling adventurer in for “insulting someone’s horse” 
  (while trying to abscond with it). 
  7. Gummel and Gumpric, twin sailors, both mistaken for each other (knifing, robbery at 
  knifepoint). 
  8. Sir Simond, disgraced courtier, “I was certainly drunk, but…” (killed servant in fit of rage) 
  9. Lotho Laffond, malcontent, “the system is rigged, man” (arson, sedition, regicide plot) 
  10. Troglar, smuggler, “Look… I know a certain guy…” (sale of contaminated food) 
  11. Gyrard, Reeve, Alfonce, petty crooks, “for throwing rotten fruits at a donkey” (and beat-
  ing owner near death – Alfonce still has his 100 gp ring tucked away in his boot) 
  12. Brother Bélard (Cleric 2), monk, “for spreading the good word – imagine that!” (the word 
  of Kurlakum of the Seven Misfortunes, evil deity) 
  q q q q q q q q q q r q q q q q q q q q q 
   
  109. Lost chambers: Two statues of judges stand with open books in one hand, admon-
  ishing onlookers with the other. Mosaics depict a set of scales in a golden circle. 
   
  The books are inscribed with messages. One reads “BEYOND THE DREAM-DOOR 
  SHALL YOU FIND THE GREY MENS’ JUDGEMENT”, and the other “THE DARKENED 
  ZODIAC IS THE TRUE WAY”. These clues refer to the portal at 111. 
   
  At a) is a small, abandoned courtroom. Substantial growths of yellow mould cover the 
  benches (save at +3 or die). On a lectern, a law book has gone to rot. An enormous 
  axe has been suspended on the southern wall; the secret door is underneath. 
   
  At b) lies a forgotten storeroom overgrown with bulbous fungi. The trophy of a 5-headed 
  hydra has been half consumed by pinkish-green puffball mushrooms.  
   
  At c), two once-locked cells had been set aside for noble prisoners. They are more spa-
  cious, and decently furnished, but they have been overtaken by masses of scurrying 
  rats. The skeleton of a jailer lies on the floor, grasping a tarnished dagger. A ring of keys 
  lies at his side (these will fit all doors at 108 and 109), and 15 sp lies scattered around. 
  In one of the cells, a 200 gp signet ring has been hidden in an old chamberpot – the 
  mark of a now extinct lineage, potentially much more valuable than it seems. 
  
  67 
   
  110. Pit maze: Three 30’ pits have been hidden here. All can be prevented from triggering 
  by pushing bricks in the nearby wall. This allows safe passage for one turn. (Note if charac-
  ters are hastily departing room 112). 
   
  All three pits contain human and animal remains, but the southernmost also has some-
  thing glittering down there. This is just broken glass, and someone descending will be at-
  tacked by 6 skeletons. 
   
  Skeletons (6): HD 1; AC 7; Atk claws 1d6; Spec ½ from sharp/edged; ML 12; AL N. 
  Hp 
  8 
  7 
  8 
  6 
  5 
  6 
   
  111. The door of dreams: Purple and gold stuccos on the wall are adorned with a multitude of 
  painted golden stars; dust covers a checkerboard floor. In the middle of the room stands an iron 
  doorframe with an ornate brass door in it. 
   
  Searching the stars for the signs of the zodiac (1:6 for an educated character, 1:3 for a 
  M-U or Illusionist) pinpoints them in the multitudes, and also that one sign, Libra, is miss-
  ing. Thorough examination finds that it is present in the form of simple glass stars. Illu-
  minating these stars with magical light unlocks the brass door, revealing purple mists... 
  o The brass door is a one-way portal leading to a small alternate dimension ruled by 
  “the Grey Men”, six harsh judges who rule over a dim land inhabited by a miserable 
  population. The door was once used for exile, but its secrets have been long forgotten. 
   
  112. Dragon lair: Domed room, ceiling held aloft by massive columns. On a mound of petri-
  fied treasure slumbers Baklin’s Dragon, an old red. The dragon has been dormant since 
  time immemorial, and it has turned into stone along with its hoard. 
   
  Probing the dragon’s dreams with ESP or telepathy – something powerful magic-users 
  of Erillion, including Slarkeron (AJ) and Poroxius Vern (Erillion 0709) have both done – 
  yields fantastic visions of distant lands and dimensions akin to a contact other plane 
  spell, and with the same risks. 
   
  Trying to damage the dragon or its hoard unleashes nightmares: 1d6+2 wraiths. More 
  shall come if the attack continues. 
   
  Turning the dragon into flesh is just as good an idea as it sounds. It can talk and use 
  magic, but it will not appreciate being roused from its slumber. 
   
  The hoard, should it be returned to normal, consists of 2,000 electrum, 10,000 gp, 46 gems 
  (20×10 gp, 15×20 gp, 8×100 gp, 200 gp, 1000 gp), bracers AC 4, and a longsword +2. 
   
  Wraiths (1d6+2): HD 5+3; AC 4; Atk touch 1d6 + LVL; Spec drain, silver or +1 to hit; ML 12; 
  AL LE. 
  Hp 
  34 
   
  34 
   
  21 
   
  25 
   
  23 
   
  24 
   
  35 
   
  24 
   
  29 
   
  23 
   
  22 
   
  32 
   
  Baklin’s Dragon: HD 9; AC -1; Atk 2*claws 1d8 and bite 3d10; Spec breath 72/36 Hp 3/day, 
  detect hidden or invisible, save at 18th level; ML SPEC; AL CE. 
  Spells: 2/2/2; 1: magic missile, ventriloquism; 2: invisibility, locate object; 3: clairvoyance, 
  suggestion 
  Hp 
  72 
   
   
  
  68 
   
  Conventions 
   
  While much of old-school gaming originates from the same lineage, and its products remain largely cross-compatible, there is much 
  devil in those details. Every table and every party has its own ideas and house rules, and it is a good idea to lay these assumptions out 
  into the open. Therefore, the conventions governing this supplement are thus: 
   Unless otherwise noted, the materials published here were designed for Advanced rules. 
   A thousand gold pieces is worth a small fortune. Monetary treasure is relatively scarce. 
   Conversely, XP for treasure is gained through squandering it in hedonistic excess (or any kind of lavish spending which has no 
  discernible benefit), with a *5 multiplier. If you adjust the treasure values, adjust the multiplier as well. 
   Level demographics form a very flat pyramid: low-level NPCs (1st to 4th level) are commonplace, while mid-level ones (5th to 8th level) 
  tend to be outliers – present in most communities, but never numerous. Few NPCs reach more than 9th level, and over 12th is almost 
  unheard of. 
   Magic is limited to 5th level spells or lower. Magic items are limited to +3. 
   Fighters can do carryover damage: when fighting grouped opponents, the damage remaining after a killing blow is transferred to the 
  next opponent. 
   Roll-under morale is in effect (see Morale & Men in Echoes #01). 
   The gods are limited in their powers, but actively involved in the fate of the world. 
   
  Legal Appendix 
   
  This version of Baklin: Jewel of the Seas is done under version 1.0a of the of the Open Game License, below, by permission of 
  Wizards of the Coast, Inc. 
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open 
  Game Content may only be Used under and in terms of the Open Game License. 
  Designation of Open Game Content: All text containing rules-related content within this book is hereby designated as Open 
  Game Content, subject to the Product Identity designation below. 
  Designation of Product Identity: The following are hereby designated Product Identity, as per section 1(e) of the Open Game 
  License: all artwork, illustrations and maps or other visual references, plot elements, description of geographic features or areas, 
  and all text not specifically designated as Open Game Content, or data derived from OGL licensed material. 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc. ("Wizards"). All Rights Reserved. 
  1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material 
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  the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically excludes Product Identity; (e) "Product Identity" means product and product line names, 
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  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products 
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  You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this License.  
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  governmental regulation then You may not Use any Open Game Material so affected. 
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  sublicenses shall survive the termination of this License. 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Baklin: Jewel of the Seas © Copyright 2020 by Gabor Lux. All rights reserved. 
  Artwork on the cover, pp. 2, 11, 37, 39 © Copyright 2020 by Denis McCarthy. All rights reserved. 
  Artwork on pp. 5, 23, 47, 67 © Copyright 2020 by Stefan Poag. All rights reserved. 
  Artwork on pp. 2, 17 © Copyright 2020 by Graphite Prime. All rights reserved. 
  Artwork on pp. 41, 49 © Copyright 2020 by Jerry Boucher (https://www.artstation.com/jerryboucher). All rights reserved. 
  
   
  
   Prestigious Plunder  
   
  2003 
  EMDT 1 – The Garden of al-Astorion + 
  2008 
  EMDT 2 – SWORD & MAGIC 
  EMDT 3 – MONSTERS & TREASURES 
  EMDT 4 – GAMEMASTER’S GUIDELINES 
  EMDT 5 – The Temple of Pazuzu (+) 
  EMDT 6 – Black Blood + 
  EMDT 7 – Sacrificial Lamb # 
  EMDT 8 – Broken Wastes + 
  EMDT 9 – The Unholy Secrets of Protoros # 
  EMDT 10 – Strabonus + 
  2009 
  EMDT 11 – The Menestratos School # 
  EMDT 12 – Sea Lords + 
  2010 
  EMDT 13 – Molonei + 
  EMDT 14 – Isle of the Water Sprites + 
  EMDT 15 – City Encounters # + 
  2011 
  EMDT 16 – Towards Fomalhaut + 
  EMDT 17 – The Temple of Torments # 
  EMDT 18 – The Barbarian King + 
  EMDT 19 – The Main Cities of Fomalhaut I. (+) 
  EMDT 20 – Sea Demon + 
  EMDT 21 – City Encounters II: The Nocturnal Table + 
  EMDT 22 – In the Name of the Principle! + 
  EMDT 23 – Below the City + 
  EMDT 24 – Oolar’s Time # 
  2012 
  EMDT 25 – The Blood Drinkers of Yukum # 
  EMDT 26 – Khosura: City State of the Four Myst. + 
  2013 
  EMDT 27 – Trials on Tridentfish Island + 
  EMDT 28 – Feathers of Fire # 
  EMDT 29 – The Ghost City of Arun-Kha # 
  EMDT 30 – The Tower of Manistrid # 
  EMDT 31 – Tempest Dreams # 
  EMDT 32 – The Burial Chamber of Carnaic Arnoc # 
  EMDT 33 – Ratcatcher # 
  EMDT 34 – HELVÉCZIA 
  EMDT 35 – GAMEMASTERS ALMANAC 
  EMDT 36 – Ammertal and the Oberammsbund 
  EMDT 37 – The Accursed Cellar 
  EMDT 38 – Slaughter in the Salt Pits + 
  2014 
  EMDT 39 – Curious Marriage # 
  EMDT 40 – Until Dawn 
  EMDT 41 – Ill-Gotten Merchandise 
  2015 
  EMDT 42 – The Cloister’s Secret # 
  EMDT 43 – The Serpent Girl and Other Stories # 
  EMDT 44 – The Fools’ Feast at Fürochen # 
  EMDT 45 – The True Weapon Cache etc. # 
  2018 
  EMDT 46 – Echoes #01: Beware the Beekeeper! + 
  EMDT 47 – The Barbarian King (REVISED) + 
  EMDT 48 – Echoes #02: Gont, Nest of Spies + 
  EMDT 49 – Echoes #03: Blood, Death, and Tourism + 
  EMDT 50 – Cloister of the Frog-God (HU) (+) 
  2019 
  EMDT 51 – The Enchantment of Vashundara (HU) # 
  EMDT 52 – Echoes #04: Revenge of the Frogs + 
  EMDT 53 – The Lost Valley of Kishar (HU) # + 
  EMDT 54 – Murderous Devices (HU) # 
  EMDT 55 – The Lost Valley of Kishar (EN) # + 
  EMDT 56 – Echoes #05: The Ench. of Vashundara + 
  EMDT 57 – The Nocturnal Table + 
  EMDT 58 – Echoes #06: The Gallery of R. Tombs + 
  EMDT 59 – In the Shadow of the City-God (HU) # + 
  EMDT 60 – Castle Xyntillan + 
  2020 
  EMDT 61 – Echoes #07: From Beneath the Glacier + 
  EMDT 62 – In the Shadow of the City-God (EN) # + 
  EMDT 63 – Trail of the Sea Demon + 
  EMDT 64 – The Forest of Gornate (HU) 
  EMDT 65 – Baklin: Jewel of the Seas + 
  EMDT 66 – CASEMATES & COMPANIES (HU) # 
  EMDT 67 – CASEMATES & COMPANIES: GM’S GUIDE (HU) # 
  EMDT 68 – The Secrets of Thornsden (HU) # 
  2021 
  EMDT 69 – The Vaults of Volokarnos (HU) 
   
  # Indicates title written by guest author 
  + Indicates title available in English 
  Q�Q�Q 
   
  Baklin: Jewel of the Seas 
   
  Jewel of the Seas, great gateway of Erillion! Minstrels sing 
  of its wealth and marine power; and of the refinement and 
  taste of its magnates and nobility. Minstrels of all kinds, of course, are prone to gran-
  diloquence; and perhaps Baklin is neither as mighty nor as fair as the ballads claim. 
  And yet, there is reason the minstrels sing so, for Baklin has wealthy patrons, its fleet is 
  not inconsiderable – and are its streets not the loveliest within so many weeks of trav-
  el? Indeed, those who brave the high seas often believe so… and they will gladly 
  pay for a song to remember their visit. This booklet presents a complete city supple-
  ments describing the streets, personalities, and conflicts of a bustling port town, from 
  the heights of power to the deepest undercellars. In Baklin, all streets lead to adven-
  ture – and a single life would not be enough to complete all of them. 
  FIJH 
  Oh Baklin, 
  
SOURCE: textdata/thevault/EMDT First Hungarian D20 Society/EMDT65 Baklin Jewel of the Seas (1e,OSRIC)/EMDT65 Baklin Jewel of the Seas (1e,OSRIC).pdf