TEXT: 1 
   
  The Circle of Columns 
  ©2013 by UNIgames and M.A.R. Barker 
   
  Not Yet Approved by the Tékumel Foundation 
   
  Tékumel is a trademark of the World of Tékumel 
  and is used with permission of the Tékumel 
  Foundation. For additional information, please 
  visit www.tekumelfoundation.org 
   
  The adventure was originally a Kickstarter stretch 
  goal, released before the publication of our 
  Béthorm: Plane of Tékumel RPG. It is designed 
  without specific game mechanics in mind. GMs 
  may fill in whatever specifics are needed to run 
  this adventure using their game system of 
  choice. The creature descriptions include a 
  ‘danger rating’ in ( ) after their name, indicating 
  the number of beginning player-characters it 
  should take to exactly match one of those 
  creatures in combat. Those GMs who run this 
  scenario using one of the available Tékumel 
  gaming systems may of course use the 
  appropriate creature stats. 
   
  The adventure is set in the northwestern frontier 
  of the Empire of Tsolyánu, from M.A.R. Barker’s 
  world of Tékumel. 
   
  The reason for the PCs coming to this place is also 
  left open-ended. It is up to the GM to work out 
  reasons and motivations to bring the PCs here. 
   
   
   
  GM Only Background Information 
  The hill on which the Circle of Columns is found 
  was formed by a series of lava bubbles. 
   
  The underground ‘labyrinth’ was a religious site 
  for the followers of an early form of the worship 
  of Vimúhla, the Tsolyáni deity concerned with 
  fiery violence and destruction. 
   
  The rooms in the labyrinth were set up as tools to 
  educate new priests, but they can be dangerous 
  to uninitiated intruders. Different rooms subject 
  visitors to different flame-related hazards: fire, 
  heat, dryness, smoke, steam, light, and pain. 
   
  As a result, the creatures in this adventure don’t 
  reside in the rooms, which are just too 
  inhospitable. They live in the corridors. The ‘outer’ 
  parts of the labyrinth are inhabited by wild, 
  natural creatures who have taken up residence 
  there. The ‘inner’ parts of the labyrinth are 
  patrolled by ancient guardians. 
   
  An ‘inner’ admin/ritual office (room 7) holds the 
  big treasure… but not the site’s greatest secret! 
   
  Player Research 
  This information is available to PCs who do their 
  research: 
   
  “This site dates from at least the Engsvanyáli 
  times, and may possibly be even older than that. 
  There is some possibility that this is connected 
  with the One Other, although only an expert 
  would know for sure. It consists of a circle of 
  pillars, some of which have fallen over the ages 
  (similar to Stonehenge on Earth, except that the 
  pillars are carved columns rather than crude 
  stone monoliths). There is an underworld under 
  this; the opening to the underworld is so well 
  known that any child from the local area could 
  lead you to it. The opening leads to a circular 
  stairway that leads down into a labyrinth; it is said 
  that if you find your way to the bottom of the 
  labyrinth, you will find a great cavern that is filled 
  with molten lava.” [Excerpt from Gazetteer for 
  the Northwest Frontier Map Set, by Thomas 
  Thompson and M.A.R. Barker, © 1986 M.A.R. 
  Barker] 
   
  [GM: The One Other is one of the ‘Pariah Gods’ 
  – beings so anathema to human survival that 
  their worship has been outlawed by the Tsolyáni 
  Imperium. Note that the speculation about this 
  site being connected with the One Other is 
  inaccurate. But don’t tell the players this, they’ll 
  have to figure it out for themselves!] 
   
  At The Entrance 
  The eponymous columns stand atop Küsün 
  Plateau in northwestern Tsolyánu, about 100 Tsán 
  (133 km) southwest of Khirgár. There are nine 
  columns 
  in 
  all. 
  Characters 
  with 
  temple 
  education, particularly those who worship 
  Vimúhla or his cohort Chiténg, may be reminded 
  that nine is Vimúhla’s holy number. They are 
  
  2 
   
  badly weathered, but were clearly carved. 
  Scholars who study the time of the Dragon Lords 
  may 
  recognize 
  the 
  carvings 
  as 
  being 
  representative of that period. They stand in a 
  circle, though only four are still relatively intact; 
  the rest are all partially or completely toppled. 
  This appears to be due simply to the passage of 
  time. 
   
  The entrance stands open to the elements. 
   
  The Küsün Plateau 
   
   
   
  Inside the Labyrinth 
  The walls throughout this labyrinth are covered in 
  Ancient N’lüssa, accompanied by scenes of war 
  and monsters. There is a recurring circular design, 
  the significance of which is unclear. It represents 
  the lava bubble beneath the site, but there’ll be 
  no way for the PCs to learn this until they reach 
  the end of the adventure. 
   
  Apart from rooms 1, 2, and 5 no illumination is 
  provided, except for the magic torch found at 
  location 9. 
   
  Each of the room entrances are marked with a 
  rune in the Tongue of the Dragon Lords (ancient 
  N’lüssa), carved into the floor just outside the 
  archway into the room. Those who can read this 
  language, or who are versed in the history of the 
  Dragon Warriors period, and particularly those 
  who worship Vimúhla or Chiténg, may be able to 
  guess the proper chant to suppress that room’s 
  trap effect. They also know not to abuse this 
  knowledge, for example by stealing all the gold 
  from Room 4. Such abuses anger the god 
  Vimúhla sufficiently to attract his wrath: offenders 
  immediately suffer a fiery punishment ranging 
  from severe burns to incineration or worse. 
   
  Anyone who figures out the chant can teach it 
  to their companions, but their companions may 
  repeat it incorrectly unless they can speak 
  ancient N’lüssa. 
   
  Map Key 
  0) Entrance 
  This is where the PCs first arrive, after descending 
  the spiral stairway from the surface. There is an 
  empty torch sconce here, in the middle of the 
  western wall. 
   
  1) Firelight Room 
  When the PCs peer in from the hallway this rooms 
  appears empty and dark. Flickering red, orange, 
  and yellow light dazzles them the moment they 
  step inside, however. They will have difficulty 
  keeping 
  their 
  bearings 
  unless 
  they 
  can 
  overcome their disorientation. The characters 
  remain dazzled, with somewhat impaired vision, 
  for perhaps half a minute after leaving the room. 
  Characters who shut out the light by blindfolding 
  themselves or other means will have slightly less 
  difficulty navigating the room, and won’t have 
  impaired vision upon leaving it. 
   
  2) Heat Room 
  This room’s floors, walls, and pillars glow red-hot. 
  This is obvious to anyone peering into the room 
  from the hallway. There are nine unheated 
  ‘stepping stones’ in the room, however. If a PC 
  touches a hot part, they suffer minor burns. They 
  must leap from step-stone to step-stone to avoid 
  this. Light boots or sandals provide initial 
  protection, but they will burn away after a 
  couple of contacts with the heated surfaces. 
   
  3) Smoke Room 
  This room is full of vision-obscuring smoke. The PCs 
  can see this smoke before entering the room, 
  although it is contained within the room by an 
  invisible and intangible barrier. If they PCs don’t 
  hold their breath while passing through the room, 
  they begin coughing. They must also close their 
  eyes or risk being temporarily blinded by their 
  own tears as their eyes react to the smoke. 
  Coughing isn’t harmful in itself, but the sound of 
  it will attract the creatures from areas D or F – 
  
  3 
   
  which could be especially bad if the PCs also 
  can’t see. 
   
  4) Desiccation Room 
  The sandy floor of this room partially hides many 
  red-gold coins, several of which are visible when 
  the PCs first peer into this room. If they pause for 
  only a moment, a PC can grab a handful of 1d10 
  gold Káitars worth of coins – but the extreme 
  dryness of the room quickly leaves them 
  extremely thirsty, slightly impairing all of their 
  actions until they are able to take a drink. If they 
  stop to grab up a lot of coins, they receive 
  1d10+10 Káitars worth but their skin becomes 
  badly dried and cracked, causing them a small 
  amount of physical damage in addition to 
  becoming thirsty. 
   
  5) Flame Room 
  Carvings decorating the walls of this room, some 
  of which are visible before the PCs enter, depict 
  tales of the torrid love-affair between the god 
  Vimúhla 
  and 
  Dlamélish, 
  the 
  goddess 
  of 
  sensuality. PCs who step into the room are 
  immediately engulfed in green flames and suffer 
  a small amount of fire damage. Armor will 
  protect a character from some of this damage; 
  heavy armor stops most of it. Perceptive 
  characters may notice that these flames have 
  no effect upon their equipment, and thus may 
  not be ‘real’. If a PC reacts by standing still, 
  ‘accepting the flames’ embrace’ as it were, the 
  flames on that character go out and never harm 
  them again. If a PC keeps moving, the flame 
  damage continues for as long as they remain in 
  the room. 
   
  6) Steam Room 
  This room is full of steam. The PCs can see this 
  steam before entering the room, although it is 
  contained within the room by an invisible and 
  intangible barrier. The PCs are engulfed in the 
  steam the moment they step into the room; it 
  feels like a sauna. If they disrobe and relax for 15 
  minutes, they become invigorated – gaining a 
  slight bonus on all of their physical abilities for the 
  rest of the adventure. If they remain fully clothed, 
  they suffer heat exhaustion - suffering a slight 
  penalty on all of their physical abilities for the 
  next 15 minutes. 
   
  7) Office 
  This room was the office of the priestly 
  administrators of this site, and is conspicuously 
  not marked by a N’lüssa rune. Peering inside, the 
  PCs can see that it contains the remains of 
  ancient furniture and tapestries, all rotted. Some 
  treasure was left behind here by an ancient 
  explorer, which the PCs easily find if they 
  conduct a search: a copper jeweled necklace 
  worth 8 Káitars, a 14 carat tourmaline, a 90 carat 
  Nha shell, a 4 carat Chrysoberyl, a 11 carat 
  amber, a 12 carat amber, a 1 carat Chet’ú shell, 
  a 17 carat garnet, and a 9 carat Glass Coral plus 
  4950 gold Káitars in cash, and an Eye of Joyful 
  Sitting Amongst Friends. 
   
  This ancient technological device, looking like a 
  metal eyeball with a little button in the back, 
  causes those within a 15’ diameter area 
  centered on a point within 30’ the user to 
  become neutrally friendly toward the user for 10 
  minutes unless they resist its magical effect. Those 
  affected will neither attack the user, nor issue 
  commands to others to do so. This Eye does not 
  create real friendship nor a desire to aid the user, 
  nor does it immobilize those affected or leave 
  them defenseless. An indicator by the button 
  shows that the device’s battery contains enough 
  power for 43 uses, and an inscription in 
  Bednálljan identifies it to anyone who can read 
  that language. Its function may be determined 
  through research, if its name is known, or 
  otherwise through experimentation. 
   
  8) Pain Room 
  This room is dedicated to Vimúhla’s cohort, the 
  lesser god Chiténg – the patron of torturers, 
  amongst other things. Upon peering into this 
  room, the PCs can see that it is full of instruments 
  of torture. When anyone enters, these ‘tools’ 
  stand at attention (or open to admit a victim, 
  etc. as appropriate for the given implement). If a 
  PC tortures one of their companions while both 
  are in the room, that PC gets healed for half as 
  much damage as they choose to inflict on that 
  companion (rounded up). This process can be 
  repeated as many times as desired, for as long 
  as the PCs remain in the room. Any PC who 
  leaves the room without participating, either as 
  giver or receiver of pain, suffers damage 
  equivalent to a light sword blow - and then the 
  ‘tools’ animate again as if to remind the PCs of 
  their duty to Chiténg. 
   
  9) Ever-Burning Torch 
  A burning torch lies on the floor, on a spot that 
  has become blackened and charred over the 
  centuries or millennia since it fell here. This simple 
  magical item was once used for illumination by 
  
  4 
   
  the 
  priests 
  who 
  tended 
  this 
  site. 
  The 
  enchantment upon it enables it to burn with the 
  strength of a typical torch, but it will never burn 
  out and cannot be extinguished by any means 
  short of disenchanting it. 
   
  10) Stairway Down 
  This stairway is similar in construction to the one 
  which brought the PCs down from above, only 
  this one goes down. A hot breeze wafts up from 
  below. 
   
  At the bottom of the stair is an observation deck, 
  which hangs down from the ceiling above – 
  supported by the four stout pillars at its corners. 
  The four sides of the observation deck are open 
  but for a stone railing, and visitors can peer over 
  the edge to see lava bubbling in the huge 
  volcanic chamber below. 
   
  A strange rhythmic thrumming wafts up from a 
  great silvery edifice which protrudes from the 
  lava sea. This ‘building’ is in fact a cluster of 
  tectonic machines of the Great Ancients; its 
  purpose is to keep the lava bubble from bursting, 
  while draining energy from it to power other 
  unknown machinery elsewhere on the planet. 
  Access hatches in its side may lead to a trove of 
  technological treasures within… 
   
  Some of the lava is cooled and walkable, but 
  there is no easy way to get down to it. As the PCs 
  consider these extremely difficult obstacles, 
  weighing them against their hope of breaching 
  a trove of ancient artifacts of incalculable value, 
  a swarm of large vaguely reptilian creatures rise 
  into the air on membranous wings, dripping lava. 
  These are undoubtedly demons from another 
  plane, servitors of Vimúhla and guardians of his 
  secrets, and far beyond the capabilities of our 
  brave heroes. The PCs have time to retreat safely 
  to the stairway where the demons will not pursue 
  them, but surely our heroes will return one day to 
  claim this mighty prize! 
   
  A) Gíriku: "the Flying Reptile" (1.8) 
  These large, bluish-green nocturnal flying reptiles 
  have long beaks set with three rows of needle-
  pointed teeth. Their bite deals the same damage 
  as a typical sword. Their natural armor is 
  equivalent to plate mail. They have six eyes and 
  can see well in the dark. They also have a musty, 
  repellent odor; anyone standing next to them 
  suffers a small temporary penalty to all of their 
  skills due to this hideous stench. They have no 
  room to fly in these tunnels, and thus must crawl 
  on the ground at half the speed of a man.  
   
  Three of these creatures are simply lost in the 
  maze, and have made an impromptu nest here. 
  They have collected a wooden club and a plain, 
  medium suit of Tinalíya armor. 
   
  B) Nothing 
   
  C) Hyahyú'u: "the Whooper" (.5) 
  These six-limbed, man-sized animals run in packs 
  and make a weird "hyaa-hyuu" sound which 
  gives them their name. They are covered with 
  ragged, grey-black fur and have three eyes 
  beneath a crest of sticky, spiny excrescences on 
  top of their long, lozenge-shaped skulls. Their bite 
  deals the same damage as a typical sword, and 
  their fur provides them protection equivalent to 
  leather armor. They will fight humans only if they 
  outnumber the party, otherwise they will flee. 
  They will always run away if the party contains a 
  Páchi Léi. They have a special dread of this 
  nonhuman species. 
   
  Eight of these creatures are simply lost in the 
  maze, and have made an impromptu nest here. 
  They’ve collected some worthless junk, but 
  nothing that remotely qualifies as ‘treasure’. 
  
  5 
   
   
  D) Dnélu: "the Concealed Leaper" (1.7) 
  These hairy, man-sized, six-legged, reddish-
  brown creatures have slender, rod-like antenna 
  and a barbed, prehensile tongue, with which 
  they attempt to grapple and drag a victim into 
  their lair to feed upon him at their leisure. Their 
  bite deals the same damage as a typical sword, 
  and their light chitinous shell provides them 
  protection equivalent to leather armor. 
   
  Four Dnélu have made a permanent den here, 
  which looks like a pile of dead grass and leaves 
  propped up against the wall of the passage. 
  There is only a 15% chance that they will attack 
  parties of 6 or more that they hear outside their 
  den, but when they leap out they automatically 
  gain surprise. They will certainly attack if players 
  disturb their lair. Inside their den they’ve 
  collected a light axe, and a suit of regular heavy 
  armor. 
   
  E) Hli’ír “the Unendurable Face” (3.1) 
  These mad, man-sized creatures are hideous to 
  look upon, and anyone who does may go insane 
  – particularly if the Hli’ir surprised them. Insane 
  characters have an 80% chance of attacking 
  their allies, else they simply gibber. This insanity is 
  permanent, and requires a magical cure. An 
  opponent may attempt to attack a Hli’ir without 
  gazing upon it, preventing the chance of 
  insanity, but at the cost of a serious combat 
  penalty. It is likely that this creature exists only 
  partially on Tékumel’s plane and the “madness” 
  it causes is the result of its powerful telepathic 
  ability, which does not jibe with human (or other 
  Tekumeláni creatures’) mental frequencies. The 
  Hli’ír often seem to dash about aimlessly or 
  insanely: there is a 30% chance each combat 
  round that the Hli’ír will rush by its opponents 
  without engaging in melee. Its real shape, 
  purposes, feeding habits, etc. are all unknown. 
  They have quick initiative, their senses seem to be 
  rather acute, and they are somewhat resistant to 
  magic. They fight without weapons, and yet 
  they’re able to deal damage equivalent to a 
  normal sword. Their hide protects them like 
  leather armor. They are resistant to non-metal 
  weapons, though a blow from a heavy mace or 
  club may stun them for a few moments. 
   
  This is the lair of two Hli’ír. They have a copper 
  jeweled hairpin, a copper jeweled armlet, an 8 
  
  6 
   
  carat malachite, 230 gold Káitars in cash, and an 
  Amulet of Finding Treasure in the Underworld. 
   
  This last item looks like a small obsidian beetle. 
  Upon the user’s mental command, it infallibly 
  guides them to the largest hoard of treasure 
  within 150’ of their present position. The amulet 
  then crumbles to dust, however. 
   
  F) Kurukú: "The Small Giggler" (.7) 
  These 
  small, 
  quick, 
  chestnut-brown-colored 
  creatures have six legs, as do many of Tékumel's 
  fauna, and they also have a pair of small hands 
  just beneath their blunt, anthropoidal snouts. 
  They range from two to four feet in height. The 
  Kurukú rarely attack humans except in large 
  bands, and flee if approached. They do try to 
  snatch bright objects from passing travelers, 
  however (with a skill equivalent to a professional 
  pickpocket), running off with these and giggling 
  in a very human fashion. Their bite inflicts 
  damage equal to a lite melee weapon, and 
  their hide gives them protection equivalent to 
  leather armor. 
   
  This is a lost raiding group of seven creatures, 
  without any den or nest. They carry nothing 
  valuable, just a few odds and ends of useless 
  junk. 
   
  G) Nothing 
   
  H) Thúnru’u “the Eater of Eyes” (5.9) 
  Thúnru’u are relatively common creatures since 
  the Lords of the Latter Times found them useful. 
  The Thúnru’u is humanoid but large - about 7-10 
  feet tall. It is usually a mottled grey, and its skin 
  looks moist, doughy, and blubbery. It possesses 
  two saucer-like eyes, a greyish-yellow beak, and 
  rolls of skin which hang down from its heavy, 
  muscular limbs like billows of flesh. It is not fast, but 
  it is surprisingly agile for a being so huge and 
  unwieldy-looking. Thúnru’u are used by mages 
  and various temples as servitors. They can be 
  controlled by certain spells and magical devices, 
  and they are repelled by Tsúral-buds (which also 
  function as a mild aphrodisiac for humans). 
  Thúnru’u live comfortably in dark, dank places, 
  eating small animals and insects. They thus make 
  excellent treasure- and tomb-guardians. For 
  unknown reasons, Thúnru’u have a taste for small 
  watery spheres and hence hunt and kill the 
  creatures known as Káyi, humans, and other 
  animals in order to eat their eyeballs. They fight 
  without weapons, yet deal damage equivalent 
  to a greatsword. Their hide protects them like 
  chain armor. 
   
  There is a lone wandering Thúnru’u here, carrying 
  a large steel shield, a 6 carat tourmaline, a 13 
  carat tourmaline, and 800 gold Káitars in cash. 
  
  7 
   
   
  I) Sagún “the Fungus” (2) 
  This creature is an ambient fungus developed by 
  the Lords of the Latter Times as a guardian for 
  underground storehouses. Standing about 8 feet 
  tall, this convoluted, pale-bluish-grey, leafy-
  looking creature sways forward upon its mobile 
  stalk to strike with woody appearing claws, 
  dealing damage equivalent to a longsword. Its 
  hides gives it protection equivalent to chain 
  armor. It is minimally intelligent and mobile but 
  moves very slowly. It can also emit spores in a 15’ 
  diameter cloud centered on itself. If a character 
  breathes the spores they germinate in the lungs 
  causing death within 2 combat rounds unless 
  cured. Magical alleviation (Cure Disease) is the 
  most effective cure, although medicament-
  sprays are known to the better apothecaries. The 
  Eye of Healing is effective as well. 
   
  This is the lair of two Sagún. They have 1 gold 
  Káitar and a 6 carat Chrysoberyl between them. 
   
   
  
  8 
   
   
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Béthorm Tékumel/Béthorm Tékumel Adventures/Béthorm Tékumel Adv Circle of Columns.pdf