TEXT:  
   
  
   
   
  
   
   
  BASEMENT ADVENTURE #2 
  Pits & Perils 
  THE VINES OF ATARAK 
  An Adventure for 3-5 Characters of 4-6th Level 
   
  by 
  James & Robyn George 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  Copyright (C) 20l6 by James & Robyn George  
   
   
  Electronic Edition    
   
   
  All rights reserved.  No part of this book may be  
  reproduced or transmitted in any form or by  
  any means whatsoever without express written permission  
  from the authors, except in the case of  
  brief quotations embodied in critical articles and  
  reviews.  Please refer all pertinent questions to the publisher. 
   
   
  Printed in the United States of America 
   
   
  www.oldehouserules.com 
  First Printing, January 20l6  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  Cover and interior art from  
  the public domain and, where it applies, 
  re-imagined by James S. George  
   
   
  Extra special thanks go out to Bridgit  
  Bartlett, Carole Cline, Danielle  
  Crockett, Robyn George, Chris Haakenson, and  
  Brendan Howard for their outstanding  
  play testing (they barely won) at KantCon 2015! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  TABLE OF CONTENTS 
   
  INTRODUCTION...................................................... 
  l 
  BACKGROUND......................................................... 
  l 
  THE REGIONAL SEAT........................................... 
  2 
  LOCAL PERSONALITIES....................................... 
  2 
  GETTING THERE................................................... 
  3 
  THE SECRET OF ATARAK.................................... 
  3 
  ENCOUNTER POINTS (E)........................................ 
  4 
  LEVEL l: THE TEMPLE....................................... 
  7 
  EPILOGUE AND AFTERMATH............................... l4 
  ORIGINAL ENEMIES............................................. l4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  1 
   
  INTRODUCTION 
   
  This volume is second in an ongoing series of Basement Adventures written 
  exclusively for Pits & Perils; so named because it emulates the homebrew look 
  and feel of the earliest published scenarios.  Often, these were typed in 
  someone's basement, Xeroxed off, stapled, and sold in Ziploc baggies when the 
  hobby was new.  But this is more than just a clever recreation; these scenarios  
  are fully playable in any Pits & Perils campaign. 
    
  Note that these adventures may employ material from any of the official 
  supplements, and the referee is encouraged to obtain them.  However, they are 
  just as free to make substitutions, etc.  
   
  BACKGROUND 
   
  Fifty years ago, the Northern Kingdoms conquered the Tash'rak Jungles, 
  establishing a wealthy colony.  And in all that time, there has been peace and 
  relative prosperity, although some lingering resentment still shows itself 
  among the older and more traditional tribesmen.  On the balance, however, the 
  new trade and resulting wealth has only made converts.   
   
  But recent events have broken the peace, taking the form of a mysterious, 
  unseen force that strikes both guards and villagers alike, leaving a trampled 
  landscape in its wake.  Some of the older natives speak of an ancient power 
  still lurking in the jungles and, possibly, originating from the ruined shrine 
  of Atarak, an ancient god no longer worshipped.  
   
  Sensing a connection, the Provisional Governor has assembled a party of 
  adventurers (accompanied by official escort) to explore the temple and either 
  find and stop the evil or return with information.  The reward is a horse 
  apiece laden with 5,000 silver coins and whatever treasures they find within 
  the ruins - all they need to do is survive its challenges!  From here, the 
  referee can insert the party using whatever devices seem appropriate to their 
  own campaign, i.e., being hired and brought south at Imperial expense...  
   
   
  
  2 
   
  THE REGIONAL SEAT 
  Northern luxuries (and Tash'rak diamonds and spices) have to be inspected 
  somewhere, and the Crown has special rules regarding taxes and tariffs, which 
  ensures the Regional Seat is a bustling place.  This walled town adjoins the 
  thriving seaport of Kingsmouth and is also home to the Provisional Governor, 
  an inherited position because there are few who want it!    
   
  The Governor's Hall (or Regional Seat) houses the Governor, his family, and 
  assorted staff, but also maintains a sizeable garrison.  This includes numerous 
  locals, mainly holdovers from the previous (and popular) government, kept on 
  because the new Governor is struggling and wishes to preserve some semblance 
  of "the good old days" in the eyes of the Crown. 
   
  LOCAL PERSONALITIES 
   
  ALBRETH II is the second generation of local governors.  A decent, but 
  uninspired man, he hopes to preserve the prosperity his father won after the 
  initial occupation and armistice, but despairs of ever doing so and is very 
  reliant on his staff, especially Averil and the tribal Faraji.  
   
  AVERIL acts as senior ambassador.  Despite his status, he deeply resents his 
  lot in life, feeling destined for better things and easily falling prey to 
  offers from the imprisoned Atarak, although there is no suggestion of treason 
  from his demeanor.  An aspiring court magician, he never fully mastered the 
  arts and always looks for the easy way out. 
   
  FARAJI is perhaps the governor's most trusted advisor, being older and 
  experienced from years at court.  As a tribal, he has the trust of the people 
  and possesses a keen understanding of the local mood.  Faraji is a skilled 
  magician (from a line of spell casters), although he relies on wisdom before 
  spells and is non-violent unless provoked and/or necessary. 
   
  MAJESTA MARA represents the Nautical Guild, an organization that, by 
  international treaty, protects the coastal trade routes and guards against the 
  ever-present scourge of piracy.  She is a clever and resourceful woman who 
  keeps informants on the payroll to sell out the rest and is known to straddle 
  the line from time to time, just short of criminal. 
   
  ALBRETH (F/L/CON) AK: l (long sword) LL: 2/(*) (l2 HP) ME: 50' (--)   
   
  AVERIL (M/C/INT) AK: l (dagger) LL: 2/+0 (6 HP) ME: 50' (--) SP: 2  
   
  Optionally, Averil's magic use can remain a closely-guarded secret, making his 
  betrayal greater.  He knows the following: Bolt, Fade, Heal, and Urge. 
  
  3 
   
  FARAJI (M/N/WIS) AK: 1 (staff) LL: 5 (9 HP) ME: 50' (--) SP: 6/+1  
   
  The wise Faraji has a CIRCLET OF POWER (+1 SP).  He likes healing and lore, 
  possessing Bane, Calm, Cure, Heal, Know, Ruse, and Ruin.      
   
  MAJESTA (F/N/DEX) AK: 2 (daggers) LL: 5/(*) (l8 HP) ME: 50' (--)  
   
  Per the above, Majesta eschews armor for speed and fights ambidextrously with 
  two daggers (she has the thrusting move).    
     
  Lawful (L) 
  Strength (STR) 
  Wisdom (WIS) 
  Neutral (N) Dexterity (DEX) 
  Constitution (CON) 
  Chaotic (C) 
  Intelligence (INT) Charisma (CHA) 
   
  Adding to the Governor's woes, the court scribe, Clement, has recently gone 
  missing, and his friends (including Faraji) are worried for his safety, perhaps 
  recognizing some greater evil.  This relates to the temple... 
   
  GETTING THERE 
   
  As agreed, the characters will be escorted to the temple by a dozen men 
  driving a team of elephants with supplies.  To this end, the party is equipped 
  with food and water enough for a full week if carefully rationed, including 
  additional stores for the rest.  The handlers are commoners (1-3 hits), skilled 
  in tracking and armed with daggers and long spears.   
   
  THE SECRET OF ATARAK 
   
  Atarak was an ancient god worshipped (and greatly feared) by a flourishing 
  civilization that predates the current population.  No longer willing to suffer 
  his yoke, however, their priests made an elaborate prison beneath a marble 
  edifice built with great effort.  Then, using a powerful stone (Key to the Jail 
  of Atarak), they called the god and imprisoned him underground in a chamber 
  accessible only by a narrow shaft sealed by the mysterious key beyond hope of 
  release barring some equally miraculous aid.   
   
  But the dark god found a way... 
   
  For centuries, Atarak could only brood in silence, although in time, some 
  strength returned and he could reach out in dreams to those wretched souls 
  weak enough to fall under his powerful spell.  Eventually, Averil was tempted 
  and, using his horde of urshag fighters, journeyed in secret to the temple, 
  extracting the key and freeing Atarak on the promise of power.  But the risen 
  god was still too weak to take material form, although still going forth as a 
  destructive energy and possessing nearby animals to test his power.   
  
  4 
   
  In time, Clement, the court scribe, began to suspect something was amiss and 
  uncovered the plot.  Girding his resolve, he stole back the plundered artifact 
  and hired some locals to escort him to the temple.  This daring plan failed 
  when a jungle troll (the terrible gor-koruk) possessed by Atarak ambushed the 
  small party and killed everyone after a fierce battle.  Despite this, Atarak 
  could not yet handle the powerful key and was forced to leave it where it fell, 
  hoping to deal with it when he grew stronger.  
   
  This adventure is a mystery that unfolds over the course of a game, with 
  multiple clues and several discrete events triggered by the characters to get 
  the players thinking.  At the same time, however, the referee should avoid 
  railroading, as players must be free to examine clues and explore the temple 
  at their own pace, even when the results are less than ideal!  
   
  ENCOUNTER POINTS (E) 
   
  The Tash'rak Jungles are deep and largely uncharted, being occupied by the 
  usual flora and fauna, but also dinosaurs and unique versions of traditional 
  creatures, including the urshags (jungle orcs) and gor-koruk (trolls), both 
  deadlier and more intelligent than their cousins.  Random encounters are more 
  common when venturing off the main roads.  Furthermore, although specific 
  encounters are few in the temple, the map provides multiple encounter points 
  where the referee can roll randomly, marked here as (E):  
   
  2d6 
  NAME 
  ATTACKS 
  LEVEL 
  MOVE NUMBER SIZE 
  2-3 
  Ape 
  1 
  3 (5 HP) 
  40' 
  1-2 
  M 
  4 
  Army ants 
  3 
  3 (7 HP) 
  30' 
  1 
  M 
  5-6 
  Cougar 
  3 
  4 (6 HP) 
  40' 
  1-2 
  M 
  7 
  Gor-koruk 
  1 
  6 (12 HP) 
  30' 
  1 
  H 
  8-9 
  Lizard, giant 
  1 
  3 (7 HP) 
  30' 
  1-2 
  M 
  10 
  Spider* 
  1 
  1 (1 HP) 
  10' 
  1-2 
  S 
  11-12 Urshag gang# 
  1 
  1 (1/+1 HP) 
  40' 
  1d6+4 
  M 
   
   
   
   
   
   
   
  *Assume tarantulas or similar, each with 1-3d6 poison 
  #Patrolling orcs armed with bows/daggers and clad in leather 
   
  Note: The referee can refer to the following for enemies listed in this 
  adventure: Attacks (AK/type used), Level (LL/attack bonus/HP), Move (ME/armor 
  worn), Size (SE/damage bonus), by class/weapon (*) where applicable. 
   
  Assume a 1-3 in 1d6 chance of an encounter at locations where enemies are 
  indicated, noting that these are a useful means of extending the adventure and 
  fleshing things out.  Alternately, with this in mind, the referee can simply 
  assign some encounter when a party reaches the indicated point (E), taking care 
  to vary this enough to maintain a sense of urgency and hidden danger...  
  
  5 
   
   
   
  
  6 
   
   
  
  7 
   
  LEVEL 1: THE TEMPLE 
   
  After two days of riding, the expedition comes within a day of the temple, 
  following an obvious trail of debris and felled trees, and comes under sudden 
  attack from URSHAGS (jungle orcs) that slaughter multiple guards before 
  retreating to the heavy brush.  This happens quickly enough that the party 
  need not be involved unless they make special effort to do so, stressing again 
  that the orcs withdraw.  As a result, it is prudently decided that a smaller 
  group (i.e., the characters) would attract less notice: 
   
  AK: l (bows/spears) LL: l/+0 (1 HP) ME: 50' (--) SE: M/+0 (1d6+4 total) 
   
  The party approaches the yawning entrance and the game begins, allowing 
  players to organize their equipment and strategy.  Beyond this point, strategy 
  alone is the key to success, although role-playing opportunities abound and  
  should be encouraged and given ample weight. 
   
  1 - A wide (20' x 20') square opening marks the entrance to the temple, carved 
  with strange (and mostly unknown) symbols of the jungle gods:  
   
  Atarak was worshipped by an ancestral, and ultimately forgotten, tribal 
  dominion that fell into ruin under mysterious circumstances (although some 
  suspect Black Pox).  The great wealth of this civilization, and its obvious 
  devotion to its gods, is evidenced by the limestone construction of the temple, 
  which would have been quarried and transported across many miles and at 
  tremendous cost in lives and money.  The temple still stands, although thick 
  jungle vines are slowly bringing down its ancient walls. 
   
  Note that the party can always circumvent the temple and even locate the 
  breach in area 14, below, although doing so requires a massive berth owing to 
  the dense brush along the outer walls.  Accordingly, it should take a full 
  game day to reach the far end from either side, with random encounters being 
  possible along the way.  Should this eventually be found, all but the final 
  encounter happens in reverse as conditions so permit.   
   
  2 - The main structure is vast such that normal torches cannot penetrate its 
  darkness without moving at least 20' into the main chamber:  
   
  Despite its supposed long abandonment and access to the jungle, there is a 
  rotten smell here accompanied by the buzzing of flies, for this great chamber 
  was scene to a recent battle between several tribals and a gigantic jungle 
  troll (GOR-KORUK), all quite dead.  Upon closer inspection, the slain tribals 
  and a single imperial (possibly a scribe) bear witness to a terrible fight, with 
  some two dozen broken spears in the troll revealing just how hard it was to 
  defeat it.  Astute players will find the Imperial Seal on the ground.            
  
  8 
   
  Attempting to search the bodies will initiate the following events, each 
  subject to the referee and the conditions at hand, noting here that entering 
  the temple in reverse should change little: 
   
  EVENT #1 - One of the corpses rises and commands the party to leave now, 
  repeating this warning twice.  Should the party question this or attempt any 
  other strategy, rocks will collapse to block the exit. 
   
  Note that all turning attempts will fail, and wiser clerics immediately get      
  the impression that these are no mere undead.  Otherwise, all attacks are 
  automatically successful, although such blows will never kill or silence what 
  is already dead.  Once the stones settle and it becomes clear they cannot be 
  removed, the following event happens: 
   
  EVENT #2 - A disembodied voice says "Fools, I am Atarak...the dead are 
  Atarak...this temple is Atarak..." after which the DEAD TROLL is reanimated, 
  striking the party with its great spiked club:  
   
  AK: 1 (club/fists) LL: 6/+2 (15 HP) ME: 20' (--) SE: H/+2 
  Note that the beast gets both the bash and sweeping moves, and its dead eyes 
  glow red, signaling possession by Atarak.   
   
  Searching the strewn bodies turns up 500 SP, 1 ELIXIR, and 1 POTION OF 
  HEALING along with a SMOOTH STONE in the sage's satchel.  There is also an 
  open journal lying on the ground with but one page remaining:   
   
  CLUE #1 - "Paid some locals to help me bring it back..." 
   
  The remaining words are obscured by blood, although the referee might allow 
  human magicians a Read spell to identify more. 
   
  An impressive, but badly-eroded, bass relief covers the easternmost wall, 
  depicting shamanistic figures presenting a rounded stone (not unlike the one 
  found in the scribe's bloody satchel) and driving a grotesque demon into a 
  yawning abyss.  This connection must be left to the players to draw on their 
  own, although it obviously reveals the Binding of Atarak.      
   
  Indeed, the dead scribe is the missing Clement, and the SMOOTH STONE he 
  carries is the KEY TO THE JAIL OF ATARAK.  This divine artifact fits into 
  the palm of the hand and is similar to elven work, although not obviously 
  magical unless identified by any elf or (human) magician by means of a Know 
  spell and, even then, its identity should never be revealed except through the 
  interpretation of the various clues.  Note also that destroying the key is 
  simply impossible, being forged of an unknown (otherworldly) alloy.  
  
  9 
   
  3 - This empty chamber is filled with scattered, rocky debris. 
   
  4 - Dwarves entering this rubble-strewn passage have the usual chance of 
  identifying its unstable floor, although the faintest echo of an underground 
  stream might be discerned by wise characters. 
   
  Each individual passing through here has a cumulative 1 in 1d6 chance of 
  opening up a pit trap leading to an underground stream.  If this is triggered, 
  everyone in the party must save or fall in, noting here that the one who 
  actually started it always does!  Victims drop 15' into the stream and attract 
  the hungry CROCODILE that lies waiting:      
   
  AK: 1 (bite) LL: 3/+1 (9 HP) ME: 30' (--) SE: M/+0 
  The ground here is sufficiently wet and muddy such that feet sink 2' and 
  movement is reduced to 10', although dexterous or strong characters can move 
  at full speed by rolling saving dice once per combat round.  
   
  The crocodile's eyes glow a burning red, much like the troll, revealing its 
  possession by the dark god Atarak... 
   
  Climbing from the pit takes time (1d6 turns), and the players must work out 
  some means of doing so.  The creature's filthy lair holds a skeleton wearing a 
  RING OF LUCK with 300 SP and a POTION OF STRENGTH.   
   
  5 - Some upheaval has buckled the ceiling here, and movement beyond this 
  point requires climbing over fallen rocks.  Doing so requires 1d6+1 rounds per 
  character, with a cumulative 1 in 1d6 chance per round of alerting the orcs 
  quartered in area 7, below, as this is always noisy work.  Optionally, and for 
  added drama, the referee can allow the party to find another scrap of the dead 
  scribe's journal with the following cryptic words:            
   
  CLUE #2 - "(I)s worshipped by the urshags or jungle orcs..." 
   
  6 - This passageway is bounded by strangely-intact wooden doors and only 
  allows for single-file movement.  Both doors are open and untrapped and the 
  narrow passageway empty, but once at least 3 characters enter, the doors       
  slam shut and a disembodied spirit brutalizes those within.  This requires all 
  affected characters to roll saving dice once per round or suffer 1-3 hits by 
  their unseen assailant (a manifestation of Atarak) until the door is opened and 
  whatever magic is afoot dispersed.  A frightening encounter.   
   
  Damage is resolved by rolling 1d6 (1-2: 1, 3-4: 2, 5-6: 3).  The door must be 
  attacked (no bonuses except for fighters or an axe of hewing) and takes 5 hits 
  before opening plus one round spent climbing through the wreckage.     
  
  10 
   
   
   
  7 - A garrison of 10 armored URSHAGS occupy this chamber and might be 
  encountered here or under the above-listed circumstance.  These are servants 
  of Atarak and will attack intruders on sight: 
   
  AK: 1 (bows, clubs) LL: 1/+0 (1/+1 HP) ME: 40' (leather) SE: M/+0 
   
  If one of these can slip away, they alert 1d6+4 additional urshags of equal 
  strength who arrive after several rounds of fighting. 
   
  8 - This small chamber is largely ignored by the jungle orcs, and it is 
  possible that some ancient magic averts even Atarak's considerable attention, 
  making it a safe haven.  Indeed, a wicked HAG has made her camp here and 
  ventures forth on errands such that there is a 1-4 in 1d6 chance of finding 
  the place empty when first approached.  Two SKELETAL WARRIORS clad in 
  badly-rusted chainmail with spears sit motionless against the wall, and a pair 
  of ROTTING CORPSES lie sprawled unceremoniously.       
   
   
  Note that if the hag (Grizle) is met here, she will raise the skeletons by 
  means of a special Mort spell (perhaps demonically granted) and command them 
  to attack the party with all due haste:  
   
  AK: 1 (claws, spears) LL: 1/+0 (3/+2 HP) ME: 30' (chainmail) SE: M/+0 
   
  One round later, the corpses arise as ZOMBIES: 
   
  AK: 1 (filthy claws) LL: 1/+0 (2 HP) ME: 20' (--) SE: M/+0 
   
  Otherwise, the party will have 1d6+4 rounds to explore the chamber, finding 
  simple cooking implements (although no campfire) and a week's rations in a 
  badly-worn satchel.  Once the hag returns, she takes the above-given course of 
  action and then casts a reverse Glow before attempting to escape.  As undead 
  creatures are fully immune, this has no effect on their attacks and optionally, 
  grants an additional +1 to both attacks and damage.  Of course, the details of 
  any such encounter will depend on the circumstances and the referee... 
  
  11 
   
  The hag has a familiar (fiend) hidden in the rafters that should only be 
  detected if the party takes specific measures.  Once again, the witch has her 
  own mission that does not include engaging meddling adventurers and will 
  immediately attempt to escape by means of a Wink spell.  Should combat become 
  necessary, she throws a Bolt and teleports, exploiting her vast knowledge of 
  the place to easily avoid such detection thereafter: 
   
  AK: 1 (spells) LL: 6/+0 (10 HP) ME: 50' (--) SE: M/+0 SP: 6 SPELLS: Bolt, Call, 
  Cure, Glow (dark), Heal, Ruin, Urge, and Wink  
   
  Victorious characters will find a PORTABLE FIRE (her source of heat for 
  cooking) and a WAND OF TRICKS.  If eventually captured, a charismatic 
  interrogator can extract an admission; she has been sent by her coven to spy 
  on this new (potential) rival and report whatever she learns.   
   
  Of course, she will still use her wicked magic to escape.  Either way, she 
  leaves behind a torn leaf from the scribe's journal containing the following 
  important clue from the late Clement: 
   
  CLUE #3 - "The key falls into the deep lock..." 
   
  This area makes an excellent campsite, and the party might be allowed to 
  recover hits and faith/spell points provided sentries are posted and supplies 
  support a prolonged occupation.  Once again, the characters secure food and 
  water from the hag's store lasting 1d6+1 days if rationed wisely.   
   
  9 - The air becomes pungent here, perhaps owing to the flooded limestone 
  chambers that follow.  There is otherwise nothing of any real interest, 
  although dwarves (and wise characters in general) might pick up the scent of 
  the jungle from area 10, below.  The ceiling here is fallen throughout and  
  requires all but dwarves to crouch down.  
   
  10 - Part of the low ceiling has collapsed here as well, with some of this 
  opening to the sky, although not enough to make torches unnecessary or 
  movement any faster and/or easier.  Apparently, the heavy tropical rains have 
  flooded this area before, exposing a bumpy limestone surface that reduces 
  party movement to 10' and makes safe running impossible. 
   
  In fact, the westernmost end of the chamber is partially flooded (perhaps 
  related to the underground stream), although this is very highly acidic, 
  burning exposed flesh for 1d6+1 damage and dissolving wooden poles within an 
  equal number of rounds.  Careful examination of this reveals a grimacing 
  skeleton in ancient bronze armor, now useless, with a strangely well-preserved 
  LONG SWORD +1/+2 VS. ORCS and a POTION OF RESTORATION in a brass bottle 
  hung at the skeleton's waist.  These must be extracted carefully.      
  
  12 
   
  11 - The ceiling here remains low, although faster movement is possible, 
  especially for dwarves and the dexterous.  Assume 20' for most characters and 
  faster ones 30', noting that this area will slow pursuing urshags and other 
  enemies, excepting those small enough to fit.       
   
  12 - This area is brightly lit, and the party will encounter 4 large and 
  heavily armed URSHAGS gathered around a central bonfire.  These are clad in 
  tribal body paint and armed with axes.  They defer to a large specimen who 
  rises to confront the characters and triggers the following: 
   
  EVENT #3 - A disembodied voice says: "You have come this far, but no more 
  will you thwart my plans", after which a red mist enters the large orc, 
  assuming all the signs of possession and initiating a vicious battle with the 
  frenzied servants of the terrible Atarak.  
   
  The possessed urshag (Tork) acts as a 1st level fighter: 
   
  AK: 1 (great axe) LL: 1/(*) (10 HP) ME: 50' (--) SE: M/+0 
   
  All others attack at +1 so long as their leader is within sight:  
   
  AK: 1 (claws, hand axe) LL: 1/(*) (3 HP) ME: 50' (--) SE: M/+0 
   
  If slain, the party finds an iron chest with 500 SP opened by a key hung 
  around Tork's neck.  Optionally, his mighty axe operates at +1, although only 
  in his hands, effectively supplementing his fighter status and making him 
  equal to a small jungle troll in melee.    
   
  13 - At this point, anyone will smell the fresh air and hear noises that 
  signify the outside world, and the referee should describe rapidly increasing 
  light with every step.  Good descriptions will set the mood here.    
   
  14 - This chamber is open to the sky and the northern wall has collapsed, 
  revealing the jungle beyond.  To the south, beneath two columns, is a circular 
  well or raised dais with a huge stone slab across it.  A pale glow emanates 
  from this, matching that from the newly-shining key... 
   
  The slab must be removed and the key thrown down the narrow shaft to the 
  hidden prison below.  Once the party recognizes this, 12 URSHAG archers pour 
  into the chamber from outside, intercepting the party and preventing them 
  from reaching the dais to complete their mission:     
   
  AK: 1 (bows, clubs) LL: 1/+0 (2/+1 HP) ME: 40' (leather) SE: M/+0  
   
  The referee should judge this carefully to make it more of an obstacle.  
  
  13 
   
  Should a party reach the dais, Atarak will arrive in the form of a clearly 
  possessed (and hungry) TYRANNOSAURUS REX: 
   
  AK: 1 (bite, claws) LL: 7/+2 (18 HP) ME: 30' (--) SE: L/+1 
   
  This will harass the party and try to keep them from sliding off the stone, 
  noting that, optionally, it gets a second attack with its 30' long tail that 
  requires saving dice to avoid being knocked over and treated as prone for the 
  next combat round (dexterous characters may add +1). 
   
  It will take 2-3 "normal" characters or a single strong one to slide the 
  massive stone slab, with only incremental progress possible.  For added drama, 
  this requires 5 non-consecutive successful attempts and an additional round 
  dropping the glowing key down the shaft. 
   
  With this act, Atarak's disembodied spirit is imprisoned anew, and a red mist 
  rises from the dinosaur and spirals down the long shaft accompanied by a 
  scream of impotent, ground-shaking rage.  The mysterious source of the attacks 
  has been found, and the party is free to loot, finding 20,000 CP in twin clay 
  pots along with pearl strands worth 500 GP total.  
   
  If time is running out at the table, a surviving tyrannosaur leaves, dazed 
  from the experience.  However, if time remains, this will attempt to attack the 
  party, although hit points are reduced.  Otherwise, a HAG appears and uses 
  magic to conjure vines and hold the beast so the party can escape, summoning a 
  powerful storm to bury the dais (and the key) for good... 
   
  Note that this hag may or may not be the one encountered in the temple, 
  depending on previous events.  Either way, she takes pains to convey peaceful 
  intentions and gratitude to the party, although there is a hint of evil as 
  befits her craft.  After thanking the characters for stopping a rival to their 
  demonic master (something that should concern lawful clerics), she vanishes 
  noisily in a puff of noxious brimstone.  What remains of the old temple might 
  still contain treasure and enemies, although this is left to the referee.      
   
   
  
  14 
   
  Optionally, the referee can have the party locate a final bloody fragment of 
  the late scribe's journal stuck on a nearby branch: 
   
  CLUE #4 - "(W)ill have to tell the Governor of his betrayal..." 
   
  This references Averil's plot, but leaves it open for the players to solve the 
  mystery in whatever way the game supports. 
   
  EPILOGUE AND AFTERMATH 
   
  The characters rejoin the waiting escort and, upon safely returning to 
  civilization, report their success.  Averil will have already sensed Atarak's 
  defeat and is counting on the party's ignorance, going so far as to feign 
  friendship to discover what they know.  If the truth is somehow revealed, he 
  attacks the party with new powers from his wicked pact:   
   
  LL: 3/+0 (7 HP) SP: 4 SPELLS: Bolt, Fade, Heal, Ruin, and Urge 
   
  The newly-empowered magician has a DEMON WAND, likely obtained through 
  whatever deal was struck, and will use this to call a GUARDIAN DEMON of the 
  xenoform variety to distract (and destroy) the party:  
   
  AK: l-5 (growing tendrils) LL: 4/+1 (12 HP) ME: 40' (--) SE: L/+1  
   
  Note that Averil will attempt to engage on his own terms and that his 
  guardian grows a new tendril each round until the full amount (5) is available 
  against the party.  This is a difficult fight, as the magician uses Bolt and 
  perhaps Ruin to deal some damage before retreating.  Optionally, the referee 
  can have Faraji or Majesta lend a hand... 
   
  ORIGINAL ENEMIES 
   
  Tash'rak is home to the following primitive variants, noting that these will 
  correspond to the original types except where noted below:  
   
  NAME 
  ATTACKS LEVEL MOVE SIDE SIZE NUMBER  TREASURE  
  Gor-Koruk 
  1(*) 
  6 
  30' 
  C 
  H 
  1-2 
  -- 
  Urshag 
  1(*) 
  1 
  (*) 
  C 
  M 
  6-12 
  B/I 
   
  GOR-KORUKS are jungle-adapted trolls and deadly foes, enjoying the bash and 
  sweeping moves owing to their incredible size. 
   
  The URSHAG tribe is orcish in the truest sense, but more intelligent and 
  cleverly adapted, working as thieves in the jungle and using superior strategy 
  against their enemies.  They are especially fond of bows and missiles.       
  
  15 
   
  REFEREE NOTES 
   
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SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Adventures & Settings/Pits & Perils Basement Adventure #2 The Vines of Atarak.pdf