An AD&D adventure for 4-8 characters, levels 1-5
First place, Module Design Contest
Category A-8
Designed by Francois Nantel
Adventures | Dragon #80 | - | Dragon magazine | 1st Ed. AD&D |
- | - | - | - | - |
Barnacus: City in Peril
BACKGROUND
In the kingdom of Keystone, at the
mouth of the Manyforks River, stands the
port city of Barnacus. It was founded two
hundred years ago, and its strategic military
and commercial location has made it the
second most important city in the kingdom.
The city is under the rulership of Haer-
mond II, Duke of the province of Elcadan,
a half-elf of high esteem who has
been in <what kind of a half-elf?>
charge for more than a century. His out-
standing commercial politics have made the
city very prosperous; almost every trade
company in this part of the continent has a
counting house in the port of Barnacus.
Because of this prosperity, the city has suf-
fered many pirate raids, and thieving activ-
ity is a fact of life for residents and visitors
alike.
NOTES FOR THE DM
This ADVANCED DUNGEONS &
DRAGONS® adventure is designed
for a
party of 4 to 8 characters, each of 1st to 5th
level. For balance of play, the total of the
adventurers? levels should not exceed 20.
The party should contain at least one thief
and one magic-user. Evil-aligned party
members are not recommended. It is essen-
tial that the DM be very familiar with the
module before beginning play, because of
the size of the city and its complexity.
ENCOUNTERS: There is a 65% chance
in the daytime and a 15% chance at night
of the party, or any individual or group
from the party (if they have split up),
encountering someone (or something) in the
streets. Check each turn that adventurers
are traveling the streets of Barnacus, and if
an encounter is indicated, roll on the
table(s) below to determine the specific
creature or character type encountered.
Additional information on many of the
special character types from Encounter
Table 2 may be found in the Dungeon Mas-
ters Guide under "City/Town
Encounters,"
pages 190-194. Note that many of the
encounter descriptions are similar to the
relevant passages in the DMG; use specific
information from the DMG only when it
does not conflict with what is given here.
Also note that, although most of the
encounter descriptions are written to refer
to male characters, this does not mean that
females are excluded from consideration;
when appropriate and/or logical, many of
the groups encountered can be composed
entirely or partially of female characters.
For encounters marked with an asterisk
(*), roll d% again to determine race: 01-06,
dwarf; 07-15, elf;
16-18, gnome; 19-25,
half-elf; 26-29, hobbit;
30, half-orc; 31-00, <31, half-ogre>
human. (For simplicity, it can be
ruled that
all the members of an encountered group
are of the same race.) If an entry does not
have an asterisk, the race is assumed to be
human, although in some cases the DM
may dictate otherwise.
Creatures on the Special Encounter Table
marked with a number sign (#) will not be
encountered along with residents; if such a
creature is indicated on the roll following a
"Resident & Special" result from Table 1,
ignore the roll and treat the encounter result
as one of "Resident."
Encounter Table 1: General
Die roll
Day | Night | Type of encounter |
01-85 | 01-60 | Resident |
86-90 | 61-80 | Resident & Special |
91-00 | 81-00 | Special |
Encounter Table 2: Special
Die roll
Day | Night | Type of
encounter |
01 | 01-03 | Assassin |
02-04 | 04-07 | Bandit |
05-15 | 08-12 | Beggar |
16-23 | 13-23 | City guard |
24-27 | 24 | City official |
28-29 | 25-26 | Cleric |
30-31 | 27-29 | Druid |
32-33 | 30-36 | Drunk |
34-37 | 37-38 | Fighter |
38-39 | 39-40 | Gentlemen |
40 | 41-46 | Giant rats |
41 | 47 | Goodwife |
42-43 | 48-50 | Horseman |
44 | 51 | Illusionist |
45-47 | 52 | Laborer |
48-51 | 53 | Peddler |
52-53 | 54 | Magic-user |
54-56 | 55-58 | Mercenary |
57-63 | 59-61 | Merchant |
64-65 | 62-63 | Monk/bard |
66-67 | 64-65 | Noble |
68 | 66 | Paladin |
69-72 | 67-69 | Pilgrim |
73 | 70 | Press gang |
74-75 | 71-74 | Rake |
76 | 75 | Ranger |
77-79 | 76-80 | Ruffian |
80-84 | 82-89 | Thief |
85-94 | 90-96 | Tradesman |
96-00 | 97-99 | Wererat |
- | 00 | Will-o-wisp |
Encounter explanations
Table 1
Resident: These are the normal (0-level)
inhabitants of the city. Use the reaction
table if they are asked for information;
if the
table result is "hostile," the resident or
residents will simply ignore the character.
Resident & Special: The number given
(1-10) is for residents only, and should be
added to the number of members of the
special group to obtain the total population
of the assemblage encountered by the party.
In some cases (the Noble, for instance), it is
not reasonable to assume that all of the
characters encountered are actually travel-
ing together (since a noble would not nor-
mally associate with ordinary residents); in
these instances, the encounter may need to
be treated as if it is taking place with 2
groups at the same time, considering the
residents and the special group separately.
Table 2
Assassin: There will be 1-2 encountered
in the west side of the city, or 1-4 in the east
side, each assassin being of 1st to 4th level.
<1 = Bravo>
<>
<>
<>
They will usually ignore the party, but if the
group looks weak or only one character is
being encountered, there is a 10% chance
(50% at night) that the assassin(s) will
attack if there is no one else in the street.
Beggar: Only one will be encountered.
He will approach the party and ask for
charity. There is a 5% chance that the
beggar is actually a thief (level 1-4). There
is also a 5% chance (roll separately) that he
knows useful information, but he will give it
out only if he is asked for it and paid in
advance.
Bandit:
In daylight, bandits will look and
act like ordinary fighters, but at night, they
are quite different in outlook. The group
will consist of 3-12 regular members (each
O-level), and a leader who is a 3rd-level
fighter. Each member of the group will be
wearing armor of up to chainmail quality,
and the group will have an assortment of
weapons as per the Monster Manual.
City guard: The city guard consists of
six
O-level men-at-arms (HP 4 each) with stud-
ded mail, short sword and shield; two 1st-
level fighters (HP 8 each); and a 2nd-level
fighter (HP 16). The fighters will each be
equipped with chainmail, broadsword, and
shield. The city guard?s duty is to question
suspicious characters and arrest law-
breakers.
City official: This individual may
be a
bureaucrat, military officer, chamberlain or
magistrate. The official will be of 2nd-5th
level. Select a profession (class) and level
desired, or roll randomly on d4 to deter-
mine level and/or whether the official is a
(1) fighter, (2) cleric, (3) magic-user, or (4)
thief. The official will be accompanied by
from 2-5 fighters, each of 1st or 2nd level,
as personal guards.
Cleric: This indicates an encounter with
a
cleric of 2nd to 9th level, accompanied by O-
3 lesser clerics, each of 1st to 3rd level (as
appropriate, depending on the level of the
first cleric). The alignment and reaction of
the cleric(s) is at the DM?s discretion.
Druid: This encounter will be with a
druid of 4th to 9th level, accompanied by
0-3 lesser druids (50%) or 1-4 lighters
(50%), each of 1st to 3rd level (as appropri-
ate). The group will generally avoid contact
with the party, unless the party makes this
impossible.
Drunk: This will be a solitary person
(50%) or a group of 1-4 revelers (50%). If
an individual is encountered, he will be a
normal resident 75% of the time and a
special (classed) character 25% of the time;
if the latter is indicated, roll on Encounter
Table 2 to find a suitable character type, or
select one as desired (excluding character
types only found in groups, and those
accompanied by followers or bodyguards).
Fighter: This encounter will be with one
fighter of 2nd to 8th level, with a 60%
chance of him being accompanied by 1-4
fighter henchmen, each of 1st to 4th level.
Gentleman: This encounter will be with
either a O-level city resident (20%) or a
lighter of 4th to 7th level (roll d4+3 for
level). If the gentleman is offended, a
fighter will challenge the offending individ-
ual personally, while a O-level gentleman
will march off with malice in his heart and
later send a champion (fighter of 3rd to 6th
level) to challenge the offender.
Giant rats: These will be encountered
only in dimly lit, isolated places. (If the
encounter takes place in a location that does
not meet this description, roll again on
Table 2 for a new encounter.) There will be
1-6 of them in the day and 2-20 at night.
Goodwife: This encounter is with a soli-
tary female resident, who will only react in
a friendly manner if she is approached with
great caution. She will flee on an adjusted
reaction score of 55 or less, and on a score
of 25 or less she will seek the help of a city
patrol to apprehend the adventurers who
?scared? her (whether they actually did or
not). The party will encounter this patrol
within the next three turns, and the guards-
men will not be inclined to be friendly or
neutral. There is a 20% chance that the
goodwife will possess useful information,
which she will freely divulge to party mem-
bers if she is befriended first. She will be
offended by an offer to pay her for what she
knows.
Horseman: Although many of the other
character types encountered might be on
horseback (at the discretion of the DM),
this character will always be mounted, on a
horse that is trained to help protect and
defend its master in the face of a threat.
This character is always encountered as an
individual; he will be a O-level resident
(40%), a fighter of 1st-4th level (40%), or a
thief of 1st-4th level (20%). There is a 15%
chance that he knows some useful informa-
tion, but he will give it only if rewarded.
Illusionist: This encounter is with an
illusionist of 3rd to 8th level, with an 80%
chance of being accompanied by 1-3
apprentices, each of 1st or 2nd level.
Laborer: This will be a group of 2-12
peasants or fishermen, all of 0 level. They
will be rough in appearance and manner,
and will not answer most questions.
Magic-user: This encounter is with a
magic-user of 3rd to 8th level, accompanied
by 1-4 fighters, each of 1st to 3rd level
(40%), or 1-3 magic-user apprentices, each
of 1st or 2nd level.
Mercenary: The group will include 3-12
members, plus a leader of 2nd to 5th level if
more than 6 are encountered. There will be
a 25% chance that the group is currently
unemployed and looking for a job.
Merchant: This character is a city resi-
dent who is better off than most, and looks
it. He will be escorted by 0-3 mercenaries
(2-8 at night).
Monk/bard: On a roll of 1-4 on d6, this
encounter will take place with a 3rd to 6th
level monk and 0-3 companions (also
monks), each of 1st to 3rd level. On a roll of
5 or 6, this encounter will be with a bard of
1st to 8th level with the skills of a 7th-level
fighter and an 8th-level thief. In the day-
time, there is a 75% chance that he will be
dancing and playing an instrument while
being followed by 2-12 children.
Noble: The encounter will be with a male
(75%) or a female (25%) noble,
being
escorted by 1-4 fighters, each of 1st to 6th
level. The group would be very difficult to
differentiate, by appearance alone, from the
retinue of a city official or a rich merchant.
Paladin: This encounter takes place with
a lone paladin of 2nd to 7th level.
Pilgrim: This is a group of 3-24 pilgrims
on their way to a religious site. From 1-4 of
them will be of unusual type (magic-user,
fighter, etc.)
Press gang: This is a group of 2-16 sol-
diers or sailors, all 0 level, led by a 3rd-level
fighter, each armed with a short sword or a
club. They will try to overpower and cap-
ture any characters they meet, intending to
draft them into the local army or navy.
Rake: This is a group of 2-5 fighters,
each of 1st to 6th level. They are aggressive
and will argue with almost anybody. There
is a 30% chance that they will be drunk.
Ranger: This encounter is with a ranger
of 2nd to 8th level with 0-3 fighter compan-
ions, each of 1st to 4th level.
Ruffian: This is a group of 3-12 fighters,
each 2nd level, of shabby appearance and
carrying concealed clubs and daggers.
Shadow: These creatures (2-5) are only
encountered in dark, isolated areas (roll
again if necessary).
Thief: The encounter takes place with 1-4
thieves, each of 2nd to 7th level. All of them
are members of the town?s guild.
Tradesman: This is a group of 2-8 city
residents, all 0 level. They are well known
and highly respected people, because of the
town?s dependence on business and com-
mercial matters.
Wererat: A group of 2-5 of these
crea-
tures will be encountered. There is a 95%
chance that they will be in human form in
the daytime, but only a 20% chance at
nighttime. In either case, they will be in rat
form only if encountered in isolated areas.
Will-o-wisp: This encounter takes place
only in dark and isolated areas. Only one
will-o-wisp will be encountered, and it will
not pursue those who flee it.
THE SITUATION
At some point after arriving in the city,
the adventurers will hear or read about a
"job opening" that has been posted by the
Duke of Elcadan, Haermond II. The notice
includes the information that any group
interested in taking the job should report to
the army barracks (building 6) between
midmorning and midafternoon. A patrol
will escort the party from there to the duke's
palace on Hasding Island, southeast of the
mouth of the river. When the characters
express interest in being hired by the city
(as they must, for this adventure to run its'
course), they will be taken for an interview
with the duke.
Haermond II is a half-elf fighter/magicuser.
(6th/8th level; 266 years old, S: 8, I: 18,
W: 15, D: 11, C:13, CH: 18; lawful neutral;
HP 34). Aside from several minor magical
potions and scrollls, he owns a +6 ring of
protection (+1 on saving throws), a ring of
spell turning, and a +3 broadsword. He is
not inclined toward adventuring any more,
and will not engage in combat unless his
personal safety or his reign is directly
threatened. The spells he normally carries
on a day-to-day basis, are charm person,
comprehend languages, detect magic, read
magic, detect evil, invisibility, wizard lock,
hold person, protection from normal missiles,
suggestion, fear, and minor globe of
invulnerability.
In the discussion with the adventurers,
Haermond II will tell them of his increasing
concern about the activities of bandits and
pirates in and around the city. He and his
ministers believe that an independent ring
of spies is somehow discovering information
on city's defensive plans for caravans
and merchant shipping entering and leaving
town. This is causing more effective raids to
be mounted on the merchants, and is harming
trade greatly.
Haermond II wants the adventurers to
scout around the city and discover who is
responsible for the spying attempts, so those
responsible can be arrested. The ruler has
come under intense pressure to recruit some
"outsiders" who aren't involved in the
current government or militia, which is why
the job offer was announced in the first
place. Other groups of visitors have tried to
take the duke up on his offer, but they have
all been unsuccessful for one reason or
another, yielding no information that Haermond
didn't already know. The duke is
more anxious than ever to discover the
truth, since his reputation is suffering;
because the raids have been increasing in
frequency and severity, and no criminals
have been apprehended, some merchants
have begun to think that Haermond himself
is behind the raids -- and he is eager to
prove he is not. As a reward for their services,
the characters will receive 2,500 gp
each if they successfully accomplish their
mission within the next two weeks.
At the end of the interview, Haermond II
declares the adventurers qualified and fit to
take on the job, and hands each of them a
ring engraved with the seal of the city of
Barnacus. Each ring permits its wearer to
move freely within city government and
military buildings, including the palace, as
long as no laws or regulations are broken.
The ring also puts the city guards at the
disposal of the wearer, unless that person
abuses this privelage or causes legal difficulties,
and permits the wearer to be boarded
free of charge, at any inn within the city.
The rings must be returned to Haermond II
at the end of the two-week period or when
the job is complete, whichever comes first;
failure to do so will bring the full force of
the city guard and the military down upon
the offender(s).
The Dungeon Master may role-play this
situation as he or she sees fit. However,
under no circumstances will Haermond give
the party any magical items or expensive
equipment; the adventurers must make do
with items and equipment they already
possess, or things they can purchase or
otherwise obtain in the city itself.
RUMORS IN BARNACUS
It is fairly common knowledge among the
people of Barnacus that the raids on the
caravans and shipping have been far more
effective than one would normally expect.
Most townspeople believe that a spy ring is
operating in town, and they suspect that the
spies work for one of the highly competitive
merchant houses that do business through-
out the city. Some other residents believe
that Haermond II is supporting the spies,
and the group that holds this view is
increasing in size as the raids continue.
The referee should compose a number of
rumors and bits of gossip that the group will
pick up as they travel through Barnacus.
Most rumors would be either very vague
(?There are spies about, I just know it.?) or
false (?That Haermond fella, I bet he?s tied
up in this somehow.?) Once in a while, the
adventurers should hear a rumor about the
?haunted house? (building #80), but no one
will connect the building to any spying
activity. If adventurers suggest this connec-
tion to city people, they will generally
downplay this possibility (?What, the spies
are hiring ghosts to do their dirty work? I
doubt it.?) There will, of course, be the
usual series of local tall tales and scandals to
listen to, none of which furthers the party?s
mission in the slightest.
THE SNAKE PIT
The Snake Pit is a spy organization com
posed of 18 members, all under the com-
mand of Klekless Racoba, ruler of the
Wizards? Guild. (Statistics for Racoba are
given below in the description of building
#21.) The Snake Pit sells the information i
gains concerning merchant caravans and
shipping schedules to bandit and pirate
gangs in the vicinity. It is an independent
organization without political ties; it exists
for the sake of making its members rich at
everyone else?s expense.
The spies have made good use of a sys-
tem of underground tunnels and chambers
they discovered beneath the city. They can
hold meetings in secret, and they have
enlisted the aid of a band of jermlaines to
help them gather information from the
citadel on Hasding Island. (Fortunately for
them, the adventurers? first conversation
with Haermond is not overheard ? but if
any of the adventurers meets with the duke
a second time, the jermlaines will be eaves-
dropping, and the members of the Snake Pit
will be informed shortly thereafter that they
have a new group of adversaries.)
THE CITY
Many of the buildings in Barnacus are
briefly described below. Because of the size
of the city, further detailing in this text is
not practical; this, however, frees the DM to
create interiors for the buildings, should
characters wish to have a better description
of their surroundings. More detail may be
developed by the DM on the personalities
and traits of the many NPCs in Barnacus as
well.
Buildings that are not numbered repre-
sent residences, abandoned shacks, and
other minor structures that are left to be
specifically defined by the DM if necessary.
1. GATEWAYS: Passage through these
sets of gates is the only way to enter the city
by land. Each of the two gateways consists
of one double door, made of heavy wood
and reinforced with bronze bindings, with a
portcullis that can be raised and lowered on
the outside of the door. At night, the doors
and the portcullis are closed; entry through
the gateways is only permitted from sunrise
to shortly before sunset. The permanent
guard force stationed at each gate consists of
six O-level men-at-arms (HP 4 each)
equipped with studded mail, short swords,
and shields; two 1st-level lighters (HP 8
each); one 2nd-level fighter (HP 16); and a
3rd-level fighter (HP 23) who will be at one
gate or the other (determine randomly or by
selection). Each of the fighters wears chain-
mail and uses a broadsword and shield.
In addition to the forces at the gates, the
city?s defenses also include sentry towers set
along the outer wall at regular intervals,
plus a smaller wall setting off the area just
south of the market square. In normal, non-
crisis situations (like now), only certain
towers (marked ?x? on the map) are occu-
pied. Each tower is manned by a O-level
man-at-arms who is equipped and armed
like the men-at-arms in the gate guard
forces. Each sentry?s job is to watch for
suspicious persons approaching the city, or
for intruders trying to scale the wall, and to
cry out if he needs assistance from a larger
force. If such an incident takes place, sol-
diers will begin arriving on the scene within
three rounds of the time the alarm is
sounded.
2-5. INNS
2. The Circled Star: This establishment is
run by a family of four dwarves. Accommo-
dations cost 2 gp per night. This is the most
luxurious hotel in the city, and it has
enough rooms available to house the adven-
turing party.
3. The Dragon?s Lair: 10 sp per night,
fair accommodations, many vacancies.
4. The Castle: 15 sp per night, good
accommodations, few vacancies. Four of the
ten rooms in this inn are currently occupied
by a band of 1st-level fighters (two to a
room), all lawful neutral, who are looking
for employment. They are not willing to
apply for the spy-hunting job by themsel-
ves, feeling that they would be overmatched
if they did run into trouble, but some or all
of them may be receptive to hiring on as
assistants to the adventurers, if they are
promised some compensation in advance
and a share of the reward if the party?s
mission is accomplished.
5. The Night House: 13 sp per night,
good accommodations. This inn is operated
by a 5th-level human thief (leather armor, 2
daggers, HP 23). If a rich-looking character
sleeps here, he?ll have a little visit during
the night.
6. ARMY BARRACKS: Each of these
buildings houses a force of 30 men, two
thirds of which are O-level men at arms (HP
4 each) with studded mail, short sword and
shield. Each group also includes six 1st-level
lighters (HP 8 each), three 2nd-level
lighters (HP 16 each), and the leader, a 3rd-
level fighter (HP 23). The fighters are all
equipped with chainmail, broadsword, and
shield.
Six of the seven barracks on the mainland
are located near the two city gates, in
groups of three; one building in each of
these groups will be empty at any given
time, when the soldiers assigned to that
building are on duty (either serving as gate
guards and sentries or out on patrol). The
seventh is behind the wall in the southeast
section of the city; it contains 30 men-at-
arms, instead of 20. This force is primarily
responsible for the security of the area
behind the wall and the immediate vicinity
of the market square (area #68).
7. STABLES: The city has four stables.
The one in the northeast part of the city,
adjacent to a barracks, is for army use only;
the one in the southeast section, behind the
guard wall surrounding the barracks and
warehouse, is for the use of soldiers and
merchants. The other two are public sta-
bles, where proprietors will take care of any
kind of horse or ox for 7 sp a day.
8. WAREHOUSES: These buildings are
stocked with trade goods. They can be
entered only by authorized persons. Each of
the warehouses is under the watchful eye of
a permanent guard unit of four O-level men
at arms (HP 4 each) with studded mail,
short sword, and shield, and a 2nd-level
fighter (HP 16) with chainmail, broad-
sword, and shield. The warehouse behind
the wall south of the market square is used
for stockpiling army supplies and the goods
of some of the more renowned merchants
and tradesmen who visit the city. The two
warehouses on the island are used for stor-
ing the personal belongings and supplies of
Haermond II and his staff, and may be
used for the safekeeping of very valuable
goods and items that might be in greater
jeopardy if they were stored on the main-
land. All other warehouses are for use by
the general populace.
9. CITADEL GARRISON HOUSE:
This is where the citadel garrison resides.
The force is composed of 70 men, 50 of
them 0-level men-at-arms (HP 4 each) with
studded mail, short sword, and shield. They
are supervised by 12 1st-level lighters (HP 8
each), five 2nd-level lighters (HP 16 each),
and two 3rd-level fighters (HP 24 each), all
equipped with chain mail, broadsword, and
shield. The soldiers are led by a 5th-level
lieutenant (HP 40) with plate mail, shield,
and +2 broadsword. The garrison is under
the command of Haermond III, son of the
current ruler and heir to his title and hold-
ings. Haermond III is a 6th-level half-elf
fighter, S: 18/37, I: 12, W: 14, D: 15, C:
17, Ch: 15, HP 62, lawful good. He wears
+2 plate mail and uses a +1 luck blade broad-
sword (no wishes) and a +1 long bow.
10-11. MONEYCHANGERS: Posses-
sion of foreign coins is prohibited in the city.
All such currency must be exchanged within
48 hours of the bearer?s arrival; otherwise
the money will be confiscated if the bearer
can?t prove he arrived within the last 48
hours. Merchants in the city will only
accept local currency.
10: The fat human who works here will
change any kind of foreign money, but will
keep 5% for the city tax and 5% for him-
self. He is neutral evil (0-level) and has a
personal guard of two 4th-level fighters
(HP 26, 22) with chainmail and halberd.
11: This change house is run by a very
old man who will not handle copper or
silver currency. He keeps 5% for the city
tax and 3% for himself, and has a personal
guard of three 2nd-level fighters (14 HP
each) with banded mail, long sword, and
shield. The old man is a 3rd-level magic-
user (HP 8), lawful neutral in alignment,
with the following spells: magic missile,
shield, rope trick.
12. PRISON AND TREASURE
HOUSE: Protected with deadly traps and
magic spells, this building contains most of
the town?s treasure as well as cells that are
reputed to be impossible to escape from.
13. PALACE: This is the residence of
Haermond II, Duke of Elcadan and ruler of
the city of Barnacus. It is a two-story build-
ing with only one entrance, a massive dou-
ble door of oak with a pair of 2nd-level
fighters (HP 16 each) with chainmail,
broadsword, and shield stationed on each
side. Only authorized persons are permitted
to enter the palace; if an audience is
granted, the visitor(s) will be escorted by
one guard to the audience chamber, where
they will be received by the duke.
14-19. TAVERNS: Like any
city, Barna-
cus has its share of establishments for drink-
ing, eating, and socializing. The detailing of
these six taverns is left to the Dungeon
Master; the following text only mentions a
few particular facts that the DM should
consider when the details are added.
14. The Dancing Wolf: See ?The Black
Eagle? (#18).
15. The Wine Dragon: This tavern does
not accept elves, dwarves, halflings, or
other any kind of non-human as guests.
16. The Drinking Werewolf: This is the
favorite tavern of the members of the city?s
thieves guild. If a non-thief comes in, he
may leave with his pockets empty.
17. The Sea of Wine: The tavern most
often frequented by magic-users, because of
its proximity to the wizards? guild hall.
18. The Black Eagle: Because this tavern
and the Dancing Wolf (#14) both border the
market square, they are in constant compe-
tition for the patronage of merchants and
purchasers who come to that area.
19. The Party House: The rowdiest
tavern in town, frequented by a lot of visi-
tors to Barnacus because of its location
between two inns.
20. Fighters? Guild: For 25 gp per
month, a fighter can use this place for
weapons practice, meeting friends, and
organizing expeditions. It is under the
command of a 12th-level ranger.
21. Wizards? Guild: Accessible only to
magic-users or illusionists, the guild consists
of libraries and laboratories for magical
experimentation. The membership cost is
75 gp per month, plus any cost for materials
and expenses to repair damage from unsuc-
cessful experiments. The guild is controlled
by Klekless Racoba, who is also the leader
of the Snake Pit spy gang.
Racoba is a 9th-level human magic-user,
S: 10, I: 17, W: 15, D: 11, C: 15, Ch: 13,
alignment lawful evil. He possesses a pair of
bracers of protection (AC 4) and a staff of
striking. He knows and is able to use the
following spells: read magic, enlarge, shock-
ing grasp, ventriloquism, mirror image, ray
of enfeeblement, stinking cloud, blink, feign
death, lightning bolt, wall of ice, wizard
eye, passwall.
22. Thieves? Guild: All thieves who take
up permanent residence in the city, or who
visit the city for longer than three weeks,
must become members of the thieves? guild
or take the chance of being run out of town
or worse. Members must pay weekly dues
equal to 30% of their proceeds at 1st level,
25% at 2nd level, 20% at 3rd level, 15% at
4th level, and 5% at 5th and higher levels.
The guild hall is always occupied by 3-24
thieves (various levels) at any time.
23. Assassins? Guild: Just as with the
thieves guild, all assassins in the city must
have membership in the guild; if someone
performs an assassination on his own, he?ll
receive a warning that he must either join
the guild or be prepared to die by another
assassin?s hand. Members pay weekly dues
equal to 45% of any fees or proceeds at 1st
level, 35% at 2nd level, 25% at 3rd level,
and 15% at 4th level and higher. Members
can buy certain poisons, and get informa-
tion about possible jobs, through the guild.
24-25. TEMPLES
24. Poseidon?s Temple: Ruled
by a 9th-
level cleric, this temple is visited regularly
by sailors (and as such is a good place to
enlist the aid of a ship and crew if one is
needed). See DEITIES & DEMIGODS?
Cyclopedia for details of the worship of
Poseidon.
25. Forseti?s Temple: This place
is known
as the hall of justice. Most criminal cases
are dealt with in this temple, which is the
most important religious and legal building
in the city. It is under the command of an
11th-level cleric. See the DEITIES &
DEMIGODS Cyclopedia for details of
Forseti?s religion.
26-28. GAMBLING HALLS: As with
the taverns of Barnacus (buildings #14-19),
the details of each of these establishments
are left up to the DM to develop if such
detailing becomes necessary. Each of these
three houses is open to the public (for pri-
vate clubs, see buildings #29-31), and the
latter two employ staffs of ?peacekeepers,?
lighters of 2nd-4th level, to discipline or
expel unruly customers.
26. The Fortune Cart: A low-class estab-
lishment that does not serve intoxicating
beverages (to better keep the clientele on
good behavior) and is only open during the
day. It offers unsophisticated games of
chance, most of them for low stakes, but the
games are rigged so that the house gets at
least 10% of the day?s wagers in profit.
27. The Jackpot: At the other extreme
from the Fortune Cart (building #26), this
is the favorite gambling hall of the well-to-
do citizens of Barnacus. The games are
expensive, enabling the owners to make a
tidy profit even though the house?s share is
only 3% of a day?s wagers. It is open from
midday to midnight.
28. The Red Dice Club: A middle-class
establishment, with a house share of 5%. It
is open from sundown until well past mid-
night each day.
29-31. PRIVATE CLUBS: These estab-
lishments are basically similar to the public
gambling halls (buildings #26-28), except
that they are open to members only, and
they primarily cater to nobles, rich mer-
chants (both residents and visitors), and
soldiers (it always helps to be on the good
side of the army).
29. The Shoreside Club: Members of the
citadel garrison (see building #9) are liable
to be found here on payday. Although
Haermond II is a member of all three clubs
(as might be expected), this is the one he
favors because it is the closest to Hasding
Island.
30. The East Side Club: This club has
several high-ranking assassins among its
members ? not a place to go for an evening
of light-hearted fun.
31. The Pleasure Palace: This club has
more non-residents among its membership
than the other two clubs combined. It caters
particularly to merchants and tradesmen
who are frequent visitors to Barnacus and
like to spend time (and money) in a raucous
atmosphere.
32. IMRAELL?S MANSION: This is the
home of a retired merchant who is the
richest man in the city. He has a personal
guard consisting of 10 1st-level fighters (HP
7 each) with chainmail and halberd, all
commanded by a 5th-level fighter (HP 43)
with plate mail and a +2 bastard sword. He
is also guarded and assisted by a 3rd-level
magic-user (HP 10) who can use the follow-
ing spells: read magic, protection from evil,
and detect evil.
33. WINE SHOP: Managed by an elf,
this shop sells any kind of intoxicating
beverage.
34-39. ARMOR & WEAPON SHOPS
34: This armorer, a human, sells any
kind of armor except plate mail and plate
armor. He also sells broadswords and bas-
tard swords, at prices of 13 gp and 30 gp
respectively.
35: The dwarf who works here sells
splinted, banded, and plate mail, plus
shields and blunt weapons of excellent
quality.
36-37: These two shops, both owned and
operated by humans, sell every kind
of
weapon that can be found in the
Players
<updated
to incl. UA weapons>
Handbook (at standard prices) except for
bows, arrows, crossbows, and bolts.
38. Bowyer: The halfling proprietor of
this shop sells long bows, light crossbows,
and very fine short bows for standard
prices.
39. Fletcher: Managed by a high elf, this
shop sells arrows and bolts of all kinds,
except bolts for heavy crossbows.
40-43. LEATHER SHOPS: In these
places can be found quivers, pouches,
leather armor, saddles, or any other kind of
leather items. Humans are in charge of
these shops, and prices are all standard.
Building #43 is a shop that specializes in
shoes and leather sacks for personal use.
The proprietor, an old shoemaker, loves to
make conversation. If a party member asks
him about any strange or unusual locations
or incidents, he will talk about the aban-
doned house (building #80) at the extreme
east end of the city. Three days ago, when
he was in the neighborhood at night, he saw
a light shining from one of the second-floor
windows ? a strange occurrence indeed,
because the house was abandoned four
years ago and is said to be haunted.
44-46. FOOD STORES: Standard and
iron rations can be purchased here. These
are also good locations for picking up local
gossip and rumors, since virtually all of the
lower-class and middle-class residents of the
city come to one of these stores at least once
every couple of days.
47. ALCHEMIST: In this building lives
and works an old alchemist who does a lot
of work for the duke; his services are also
available (for a fee) to anyone who comes
through the front door. For 50 gp, he will
identify any kind of potion with an 85%
chance of success. He will concoct any
potion listed in the Dungeon Masters
Guide, if the customer first provides him
with the primary ingredient(s) of the potion,
and pays a fee equal to twice the standard
gold-piece value of that potion. There is a
20% chance that the process will fail and
produce a useless liquid; the alchemist
informs his customers ahead of time that he
doesn?t give guarantees ? or refunds.
48. GYPSY?S HOUSE: A very old gypsy
lives here. For 25 gp, she will tell a charac-
ter?s future (but her predictions are 95%
likely to be inaccurate). If she is asked for
information about the spies and ?per-
suaded? with a payment of at least 25gp,
she will suggest that the questioner ?go
where the rats live.?
49-51. SCRIBE SHOPS: Scribes can be
used to identify scrolls, write down official
documents, make maps, etc.
52-53. FUR SHOPS: These shops sell
almost all kinds of fur coats, belts, carpets,
tapestries, etc.
54-56. TAILOR SHOPS: These shops
offer many sorts of new clothing. Two of
them (#54 and #55) also repair ripped
clothes for 1-20 sp per garment.
57. JEWEL SHOP: The owner of this
shop is an 8th-level human magic-user
(HP 30, alignment lawful neutral) with the
following spells: magic missile, charm per-
son, read magic, friends, web, ESP, wizard
lock, hold person, phantasmal force, sug-
gestion, polymorph other, fear. He has a
personal bodyguard force consisting of
seven 3rd-level fighters (HP 18 each)
equipped with plate mail and bastard
swords. Each night, the magic-user puts all
his shop?s merchandise in a secret room
inside the shop that has a wizard lock and a
glyph of warding (cast by a cleric friend of
his) on the door. The glyph does 16 hit
points of electrical damage to anyone
affected by it.
58. GEMCUTTER: Living here is a
very skilled dwarven gemcutter who is
employed by the owner of the jewel shop.
He is a 6th-level fighter (HP 42) with +3
chain mail and a +2 battle axe. At night, he
always put his gems into the secret room
inside the jewel shop.
59-60. TRINKET SHOPS: These are
the strangest businesses in the city; each
shop sells almost anything imaginable that
is not marketed by some other merchant,
even including some arcane objects whose
uses have not been discovered. Each of the
shops has a rather questionable reputation,
and only the courageous and the desperate
are likely to patronize them. They are
owned and operated by a pair of thieves,
each 3rd level.
61. SPICE MERCHANT: This store
sells common herbs and spices from all over
the continent, and even has for sale some
very rare herbs that the proprietor says have
magical properties. The proprietor, a 2nd-
level thief, is of lawful neutral alignment
with evil tendencies; he is well aware that
the rare herbs are fakes, and aren?t magical
at all.
62-63. CARTWRIGHTS: These two
shops are run by 3rd-level fighters who have
more than their profession in common:
They are mortal enemies of each other, each
considering his competitor the main reason
why his business isn?t doing as well as it
ought to. They can?t even see each other or
pass each other on the street without engag-
ing in a fistfight. Neither one is willing to
take the chance of attacking the other with a
lethal weapon, and each of them is trying to
save enough money to hire an assassin.
64. COOPER: This business is one of the
oldest in the city; it has been in operation
for more than 75 years. The owner is a
gnome who has retired from the adventur-
ing life and has the abilities of a 4th-level
fighter/illusionist. His assistant, also a
gnome, is a 2nd-level fighter who enjoys an
occasional adventure and who might be
persuaded to take a short leave of absence to
join in a party?s mission if the promise of
reward (both for himself and his boss) is
attractive enough.
65-66. FURNITURE STORES: At these
places can be purchased wooden furniture,
chests and beds, but none of the merchan-
dise is of especially luxurious quality.
67. BRIDGE: This is a large wooden toll
bridge maintained and operated by the city.
The fee for crossing is 2 cp per customer,
including any animals or vehicles the cus-
tomer is leading, riding, or driving. The
bridge is wide enough and strong enough to
allow passage of any vehicle up to the size of
a large wagon being pulled by two horses.
Two-way passage is only allowed if all the
customers are on foot and not leading ani-
mals; otherwise, traffic is only permitted in
one direction at a time.
The toll-takers, located on either side of
the bridge, are members of the city guard
who are 1st-level fighters (HP 8 each) with
chainmail, long sword, and shield. Each of
them has a horse tethered at his toll booth;
in the event of a disturbance on one side of
the bridge, the guard on the other side will
immediately ride off to sound an alarm at
the nearest army barracks. The bridge is
not manned at night, and passage is free,
with customers left to work out right-of-way
problems by themselves.
68. MARKET SQUARE: Every day this
place is crowded with merchants and
farmers who come from the countryside to
sell their merchandise produce. This place
is a paradise for thieves; there is a 10%
chance per hour that any character on the
premises will be the target of a pickpocket-
ing attempt by a 1st to 4th level thief.
<revise the link>
69-79. PORT From 12-36 boats are
anchored at the port each day. Each of the
numbered buildings in the area of the docks
represents a counting house for a wholesale
company that is not based in Barnacus but
maintains offices here to conduct business
with the shopkeepers and merchants of the
city. Each building is guarded by a staff of
13-32 (d20+12) mercenaries. These ?care-
takers? are men-at-arms (HP 5 each) with
leather armor and spear. The leader
of the
mercenaries is a fighter of 2nd to 5th level
(depending on the number of men-at-arms
he is leading) with chainmail, broadsword,
and shield. This is a typical guard force;
specific weaponry and armor of each force
will vary from building to building, depend-
ing on the value of the merchandise being
guarded and the ability of the employing
company to pay good wages. The staff of
each counting house also includes several
ordinary (O-level) employees: clerks, stock
handlers, drivers, and a supervisor who has
the abilities of a 3rd-level fighter (HP 22),
wearing banded mail and carrying a short
sword and dagger.
Following is a list of the companies that
own each counting house, and the general
type of merchandise that each company
deals in:
69: Colossus Lumber Co. ? raw materi-
als, especially wood and parchment.
70: Trustworthy Suppliers ? finished
wood products, furniture parts.
71: The Strong Corporation ? raw
materials, mainly cut stone and metal ore.
72: Elcadar Jewel Importers ? finished
metal items (buttons, fittings, etc.), some
semi-precious gems and jewelry, but ?
despite the company?s name ? very little in
the way of exceptionally valuable items.
This building is small in size but very heav-
ily guarded nonetheless.
73: Handsome Hides ? unfinished
leather, pelts, and skins.
74: Keepers of the Cloth ? raw materi-
als, especially textiles and fabrics.
75: Keepers of the Cloth, auxiliary ware-
house. This building is roughly half filled
with stockpiled goods, locked up tightly, and
guarded by a single man-at-arms.
76: Invincible Armor Co. ? finished
metal parts used in the manufacture of
armor and weapons: sword and dagger
blades, arrowheads, pieces of plate metal,
chain links, etc.
77: The Finest in Wines ? Although still
owned by the company whose name it
bears, this building is abandoned and virtu-
ally empty. The wine importers went out of
business recently after being hit by several
incidents of piracy in a short period of time.
The building is locked and boarded up, but
not guarded.
78: Merchants of Mystery ? A general
importing company that handles a wide
variety of special or unusual items; the
major supplier for the city?s trinket shops.
79: Foods from Afar ? A wholesaler who
handles foodstuffs and ingredients that are
not available naturally in the surrounding
area. None of the merchandise is perisha-
ble, and none of it has magical properties.
This business, like the wine-importing
company in building #77, has fallen on hard
times lately, from a combination of thieving
and piracy and a declining demand in the
city for this sort of merchandise. The build-
ing is occupied by only a staff of three work-
ers, their supervisor, and a squad of two
mercenaries with a 2nd-level leader.
80. THE ABANDONED HOUSE:
Standing at the far east side of the town,
this house (formerly a residence) was aban-
doned by its owner four years ago. It is
rumored to be haunted because of the
strange sounds that are sometimes heard
coming from within it, and because of what
has happened to some people who have
gone inside. Many courageous or glory-
seeking people have entered the house,
hoping to shed some light on the mystery
that surrounds it. On three separate occa-
sions in the last year, small groups of ?ghost
hunters? have ventured inside and never
been heard from again. Others who have
entered the house and returned to tell about
it have never found anything inside except
the remains of an empty, decrepit building.
In actuality, this house is used by the
Snake Pit; a secret door in the basement
leads into a set of passages and chambers
(constructed in the past for some now-
unknown purpose) that the Snake Pit has
confiscated for its own use. A small tribe of
jermlaines (see the FIEND
FOLIO? Tome)
lives in the catacombs, and the creatures
have been ?recruited? by the spies to make
their way into the palace on Hasding Island
and steal military and commercial secrets.
The jermlaines are paid for their help with
gems, and they are very happy with the
arrangement.
If adventurers explore the house at night,
there is a 25% chance that they will be
surprised by spies #1, #2, and #3 (60% of
the time) or spies #4, #5, and #6 (40%).
Statistics for all the spies are given in the
text at the end of this adventure. The
former group will be preparing to enter the
underground passage, and will be encoun-
tered one round after the adventuring party
descends to the basement. The latter group
will be returning from the catacombs, and
will surprise the party just as the adventur-
ers reach the bottom of the stairway leading
to the basement. In either case, the spies
will be hiding under the stairway, in the
extreme southeast corner of room 15 (see
description below).
GROUND FLOOR
1. Entrance Hall: The door opens into a
dusty entrance hall. There is a double door
in the middle of the north wall and a 5-foot-
wide corridor leading east from the north-
east corner of the chamber. There is nothing
in this room except dust. If a ranger checks
for tracks, he?ll find two sets of them that
can be identified. One trail of a single per-
son?s footprints, very old, leads up to the
double doors; the second set, made within
the last 24 hours by two or three individ-
uals, leads into the corridor.
2. Dining Room: A battered and broken
table and the remains of six chairs are
strewn about in the center of this room. In
the northwest corner is a large patch of
webs covering a piece of canvas that is
partially draped over a skeleton. Inside the
webs are a pair of large spiders (AC 8; MV
6?*15?; HD 1+1; HP 8,6; #ATT 1; DAM 1;
SA poison, save at +2). They will attempt to
attack anyone who approaches within 5 feet
of the skeleton. The spiders have no trea-
sure. The skeleton is that of a vagrant who
wandered into the house a year ago.
3. Kitchen: This room is dirty and dusty
with patches of harmless mold everywhere.
A fireplace on the east wall is half-filled with
old ashes. In the northeast corner is an old
barrel about one-third full of rotted kin-
dling. Several broken bottles are littered
around the floor in front of the fireplace.
4. Sitting Room: This chamber is full of
dust and dirt, like every other room in the
house, but otherwise empty.
5. Living Room: This area has piles of
debris almost everywhere, as if all the furni-
ture had been broken up. It is even more
dusty and dirty than the other rooms. This
is the ?resting place? of the house?s former
owner, who was killed four years ago and
soon forgotten about. (Everyone believed he
had abandoned the house.) The owner?s
spirit has become a poltergeist
(AC 10; MV
6?; HD ½; HP 4; #ATT 1; DAM Nil; SA
fear; see FIEND FOLIO Tome for details).
The members of the Snake Pit learned long
ago to avoid the poltergeist, and they never
enter this room.
6. Study: This room contains few items of
interest. It has a broken desk along the west
wall and an unlocked chest between the two
windows. The chest contains a candle box
with three candles left inside, an old shawl
that is full of holes, and a book of poetry
with many of its pages ripped or missing.
7. Workshop: This area was evidently
used as a work area of some sort. The only
recognizable feature is a workbench set
along the north wall; the chamber is other-
wise empty of things of note, except for the
stairway along the south wall that leads
down into the cellar. The tracks leading
from room 1 into the corridor come through
the doorway into this room and then lead
across the room and down the stairs.
UPPER FLOOR
8. Empty Chamber: This room contains
nothing of interest, except that it is the
place where the stairway from the ground
floor opens onto the upper story.
9. Guest Room: This room appears to
have been a guest chamber. A torn mattress
lies crumpled in the southeast corner, its
contents spilled all over the place. The
chamber also includes a small, empty desk,
a broken mirror, and a broken chair.
10. Empty Chamber: This room is empty
of furnishings and other major features. A
thief, or any other character who uses some
sort of ability to detect traps, will notice that
the floor doesn?t look very safe. Any charac-
ter weighing more than 100 lbs. who walks
more than 5 feet past the doorway will fall
through the rotting floor and drop to the
ground floor (into room 6), suffering 1-6
points of damage from the 10-foot fall.
11. Bedroom: This looks like it was the
owner?s bedroom. It was very well fur-
nished, but now all the furniture and deco-
rations in the room are broken and rotten.
Identifiable items include a bed, a desk, a
stuffed chair, and a chest containing a few
items of old, rotten clothing. The floor in
the northwest quadrant of the room is rot-
ten and will collapse if someone weighing
over 120 lbs. walks on it, causing 1-6 points
of damage from the ensuing fall to the
ground floor (room 3).
12. Library: This was once an extensive
and fairly valuable library, but the books
are now nearly all rotted away or chewed
into uselessness by rats and ticks. If a search
of the shelves is conducted, there is a 10%
chance per character per turn of searching
(cumulative) to find a scroll of protection
from lycanthropes tucked inside the front
cover of a book about werewolves.
13. Empty Chamber: This room is empty
of everything except dust and dirt.
14. Bedroom: The floor in front of the
door is rotten but will not collapse. (Espe-
cially if the adventurers have already
encountered one of the other rotten floors,
the DM can add some suspense here by
rolling dice or doing something else to make
the collapse of the floor seem imminent.)
This room seems to have been a valet?s
bedroom. The remains of a small bed are in
the southwest corner, and piles of debris are
almost everywhere. There is nothing of
interest in the room.
BASEMENT
15. Cellar: This large chamber is pitch
dark even in daylight, since the basement
has no windows. Investigation will reveal a
small pile of firewood in the northeast cor-
ner, a set of empty shelves jutting out from
the south wall, and two doors leading to
other rooms off to the north.
16. Wine Storage: This room contains
eight empty wine barrels, most of them
clustered along the north wall to help con-
ceal the secret door that leads into the cata-
combs. This secret door, located in the floor
5 feet from the east wall, can be detected
normally, but the passage behind it can only
be safely negotiated by detecting and
removing two traps. The first trap is detect-
able when characters are at the open door-
way. If it is not found and removed, a
scythe blade will spring out from the wall
when the first character goes 10 feet down
the ladder into the passageway. The blade
will do 4-9 points of damage to the charac-
ter hit by it, and 30% of the time will cause
the wounded character to lose his grip and
fall 10 feet further to the bottom of the
ladder. The second trap is detectable by
someone who pauses a step or two above
the bottom rung of the ladder; if it is not
found and removed, the first character who
steps on the bottom rung will cause a panel
at the top of the passageway to open, releas-
ing a large load of debris that rains down
upon anyone on the ladder. The falling
debris will do 1-6 points of damage to any-
one caught beneath it, and will knock a
character off the ladder if he fails to roll his
strength or less on d20. (Roll for falling
damage as the result of either trap, if appli-
cable. Assume that any character who falls
after being hit by the scythe blade does not
hit the bottom rung of the ladder and set off
the second trap.)
The secret door is hinged so that it opens
in either direction (down into the tunnel or
up into room 16). Both traps can be deacti-
vated at the doorway by first dropping the
secret door all the way down and then pull-
ing it all the way up into the room. (The
traps will reset if the secret door is closed;
they can be deactivated from inside the
catacombs by pulling up on the bottom
rung of the ladder before ascending.)
17. Food Storage: The door to this room
appears to have been recently nailed shut. If
the adventurers open this door, they will
smell an awful odor. This room was once a
food storage area, but now everything has
gone rotten or been eaten by rats. There are
10 giants in the room (AC 7; MV 12"//6";
HD 1/2; HP 4, 4, 4, 4, 3, 3, 2, 2, 2, 1; #ATT
1; DAM 1-3; SA disease 5% chance), and
they will attack the party if they are disturbed.
If six or more of the rats are killed,
the rest will flee through a small hole in the
north wall. The rats have no treasure.
There are two types of corridors in the
catacombs: primary passages, which are 10
feet wide and 7 feet high, and secondary
passages, which are 4 feet wide and 5 feet
high. All of the corridors are damp and <grammar>
dirty, with areas of standing (salt) water in
most of the floor's low spots little stream of
salty water in the middle of them. No members
of the Snake Pit or any other humanoids
will be met in the catacombs, except in
circumstances described below.
Wandering monsters: Anyone venturing
into the catacombs has a 10% chance per
turn of encountering a group of wandering
monsters. If an encounter is indicated, roll
d6: 1 = jermlaines (5-8); 2 = giant rats (3-
12); 3 = giant centipedes (2-8); 4 = grey ooze
(1-2); 5 = large spiders (1-8); 6 = galltrits (1-
3).
Jermlaines: These nasty creatures
will not
immediately attack the party or allow their
presence to be known if they can help it.
Two of them will go up into the city to warn
the members of the Snake Pit of the intrusion,
while the rest will follow the party and
try to disturb and harass them as much as
possible without being discovered.
Giant rats: These creatures will
not
attack the encountered party unless it consists
of three or fewer persons, or if more
than half of the party members have each
lost 25% or more of their hit points.
Giant centipedes: These
monsters will
attack anything and fight to the death.
Grey ooze: These creatures will always
attack, either from the floor (60%) or
ceiling (40%) of the passage. They will surprise
the party on a 1-5 in the latter case.
Large spiders: These creatures dwell on
the ceiling and will drop on any passing
character(s), surprising on 1-4.
Galltrit: Each of these creatures
will
silently fly to an unarmored neck, there to
attach themselves and begin feeding.
1: This section is directly below the secret
door in room #16 of the abandoned house.
A ladder descends for 20 feet through a
narrow (one person at a time) passageway
that opens into a 30-by-40-foot room. This
chamber is empty and featureless except for
two doors, one on the east wall and one on
the north wall.
2: There are four war dogs (AC 6;
MV
12"; HD 2+, HP 15, 12, 11, 11; #ATT 1;
DAM 2-8) in this room. They have been
trained to stay silent until they are encountered,
whereupon they will (surprise on 1-4)
attack anyone who doesn't give a secret
command known only to members of the
Snake Pit. They have no treasure.
3: This room looks like a guard room. It
has no occupants but contains one table,
four chairs, a mostly empty barrel of wine
on the floor, and four cups on the table. A
large lever set into the south wall is currently
in the "up" position; if it is pulled
down, it will lock shut the panels over the
pit traps in the corridor (see area 4).
4: The aformentioned pit traps are each
10 feet deep. The floor panels will come
open when any weight is put on them,
unless the traps have all been deactivated by
pulling the lever in room 3. Anyone who
drops into a pit will suffer falling damage of
1-6 points and will be immediately set upon
by one poisonous snake (AC 5; MV 15?;
HD 4+2; HP 26; #ATT 1; DAM 1-3). The
snake may get an automatic attack (20% of
the time) against anyone who falls into its
pit. A character who is bitten must save vs.
poison or die; a successful save indicates 1-6
points of damage from the poison.
5: This room is damp and full of debris.
It contains 14 giant centipedes
(AC 9;
MV 15?; HD 1/4; HP 2 each; #ATT 1;
DAM 0; SA poison, +4 on save) that will
attack anyone who searches this room. In
various places around the chamber are the
remains of four fighters. If at least two party
members search the chamber for one turn
or longer, they will find the following items
at the rate of one item per turn of search-
ing, in this order: A rotten leather purse
containing 55 sp; a golden ring worth 50
gp; one 10-gp gem (turquoise).
6: This room is the lair of an apparition
(see the FIEND FOLIO Tome), the undead
form of a slain adventurer (AC 0; MV 24?;
HD 8; HP 33; #ATT 1; DAM special,
magical weapons). It will not leave this area
to pursue party members if its treasure is
not disturbed. If the party members dispose
of the monster and search the room for at
least two turns, they will find the following
treasure: A sack containing 600 gp; nine 50-
gp gems (jaspers); one potion of extra heal-
ing, one scroll of protection from undead.
SECTION III
7: The entrance to this room is blocked
by an iron gate. The lock has a keyhole in
it and can be picked by a thief. The key has
been lost for years. The room looks like a
strange underground garden, with colorless
(and harmless) fungus growths and mush-
rooms everywhere. There is nothing dan-
gerous in this area.
8: This room is full of fungus, like area 7,
and also contains six shriekers
(AC 7; MV
1?; HD 3; HP 15 each; #ATT 0; DAM 0;
SD noise) arrayed in a line along the north
wall. They will sound off if there is light
within 30? or movement within 10? of their
location, increasing the chances for wander-
ing monsters accordingly.
9: This room is empty. A layer of dust on
the floor is crisscrossed with footprints
moving toward and away from a spot on the
center of the north wall. The secret door is a
pivoting wall that opens into a passage
going east.
SECTION IV
10: The walls of this room are decorated
with bas-relief sculptings of giant demonic
figures; a magical aura radiates from the
walls, forcing lawful good clerics to save vs.
spell or refuse to enter this room because of
fear. Chained to the north wall of this room
is an eye killer (AC 5; MV 9?;
HD 4; HP
27; #ATT 1; DAM 1-6; SA death stare).
See the FIEND FOLIO Tome for details of
how it will react if someone approaches to
within 50 feet while carrying a torch or
other light source. A bandolier filled with 10
daggers is lying just to the north side of the
western doorway. (Members of the Snake
Pit seldom have occasion to visit this area,
since the passage out of the room leads to a
dead end. If they have to move through this
room, they do so by extinguishing all light
sources and following the west and south
walls from one doorway to the other, relying
on touch to guide them.)
SECTION V
11: This room is dry and seems to have
been cleaned regularly. There is a large
table in the center of the room with 19
chairs around it. On the west wall is a 15-by-10-foot
map of Barnacus with strange
signs and marks drawn on most of the
buildings.
12: This is a bedroom used by Klekless
Racoba when he spends the night in the
catacombs. It contains a crude bed in the
southeast corner, a shelf holding an unlit
candle on the south wall, and a small closed
chest on the floor in the northeast corner.
The chest is trapped; if it is opened without
deactivating the trap, a cloud of gas will fill
the room and cause all within it to sleep for
two hours (save vs. poison at +2 to avoid
this effect). The chest contains 15 obsidian
gems (10 gp each) and seven rock crystals
(50 gp each), intended to be used as pay-
ment to the jermlaines for their services.
13: This room is stocked with dried food,
barrels of wine, hard bread, and other
foodstuffs and supplies.
14: The floor of this room is empty. Each
wall is adorned with the sculpture of a
demon-like face with its mouth open and
tongue sticking out. A sign painted (in an
old but readable form of the common
tongue) over the portrait on the west wall
reads, ?Make the gods talk to find the way,?
If the tongues of the seven portraits are
pressed down in clockwise order, starting
with the southeast wall, the secret door on
the south wall will spring open. The door
can otherwise be detected only by magical
means (detect invisibility, find traps, locate
object, etc.). A very small one-way door
that opens from the other side is set into the
base of the east wall. It can be detected
from this side, and may be smashed or
forced open, but will reveal a passageway
that is far too small for any humanoid to
enter. (See area 15 for more information on
this door.)
15: This room is an abandoned temple. A
black altar stretches across the floor of the
chamber near the south wall; behind it on
the wall is a 30-foot-square bas-relief sculp-
ture of a demon's head. Before the adven-
turers notice the altar and sculpture, they
will already have been spotted by two
jermlaines who were standing guard just
outside the door to the north and peeking
through a hole in it. They will immediately
run off to warn any spies they can find in
the catacombs that intruders are about.
(The jermlaines will take the small, narrow
secondary passage leading north and east
back toward Section VI and get into that
chamber through the one-way door.)
16: This is the place where the Snake Pit
makes contact with the jermlaines. If the
party is exploring the catacombs at night
and if spies #1, #2, and #3 were not encoun-
tered and captured or slain inside the aban-
doned house, these spies will be found here.
The room contains one table, five chairs,
and a barrel of ale plus drinking cups. A
l-foot-diameter hole leads out of the west
wall. This hole connects with the jerm-
laines? lair, which is home to
30 of the crea-
tures (AC 7; MV 15?; HD 1/2; HP 3 each;
#ATT 1; DAM 1-2 or 1-4). Three of them
speak and understand common (10%
chance for each particular creature, until
three such checks are made successfully). If
a character is magically reduced in size or
somehow able to enter this small tunnel and
the caves beyond, he will locate the jerm-
laines? treasure, which consists of 12 rock
crystals (50 gp each), 3 zircons (50 gp each),
37 malachites (10 gp each), 2 aquamarines
(500 gp each), and 1 emerald (1,000 gp).
The visitor(s) to the lair will also find out
that the jermlaines? complex has tunnels
that lead into the citadel on Hasding Island,
and that almost every room in the citadel
can be entered from these tunnels via a
mouse hole or a secret door. Jermlaines are
very cowardly and will never openly attack
a party unless it looks very weak, or if the
opposition consists of only one lightly
armored character.
17: This is the Snake Pit?s treasure room.
It has a double-locked iron door, and Klek-
less Racoba carries the only key. Inside are
three locked and trapped chests. If a chest is
opened without finding and disarming the
trap, a cloud of concentrated gas will be
released, causing everyone within the room
to sleep for 12 hours (save vs. poison at +2
for ?only? 6 hours of sleep). The chests
contain this treasure: #1, 200 sp and 250
ep; #2, 1,500 gp; #3: 500 gp, 75 pp, and 20
gems worth 50 gp each.
18: This is a cell. Inside is a starved and
nearly dead dwarf. He is a 3rd-level fighter,
lawful good, currently having 6 HP (nor-
mally 24), who was captured two weeks ago
while he was exploring the catacombs. He is
still alive only because the spies think
(incorrectly) that he has information of use
to them.
19: An empty cell.
20: A third cell, this one containing the
body of the dwarfs companion, a human
who was captured with him. He couldn?t
stand up under the spies? cruel treatment
and died a few days ago.
COUNTER ATTACK
When the Snake Pit discovers there are
intruders in the catacombs, they will launch
a major attack and try to eliminate the
party. This is an intelligent and well-orga-
nized gang, and they will have fairly elabo-
rate defensive plans; the DM may use his
imagination for specifics. In general, the
spies? strategy will be to try to capture one
or two characters for interrogation and kill
the rest. They will enter the catacombs
through the abandoned house three hours
after the party is discovered by the jerm-
laines in area 15, or three hours after a
band of jermlaines is randomly encountered
inside the catacombs. The members of the
Snake Pit will fight to the death as long as
Klekless Racoba is alive. If he is killed,
check morale for the other spies
as per the
guidelines in the DMG.
The Snake Pit:
Chief: Klekless Racoba (see information
and statistics above, in description of build-
ing #21). In addition to his weapons and
magic items, Klekless Racoba also wears a
gold necklace worth 500 gp and carries the
only key to the treasure room (area 17). If
he becomes involved in a fight, he will stay
in the background, preferring to cast spells.
He will save his wall of ice spell as a last
resort and cast it just before attempting an
escape.
Spy #1: A 2nd-level fighter, lawful evil
(AC 4; MV 9?; HP 14; #ATT 1, DAM
broadsword) with chainmail and shield. He
carries 15 gp and an engraved silver bar
worth 10 gp.
Spy #2: A 2nd-level thief, dexterity 16,
neutral evil (AC 6; MV 12?; HP 7; #ATT
2, DAM 2 daggers) with leather armor. He
carries an azurite gem worth 10 gp.
Spy #3: A 2nd-level thief, lawful evil (AC
8; MV 12?; HP 10; #ATT 1; DAM long
sword) with leather armor. No treasure.
Spy #4: A 2nd-level fighter, strength 17,
lawful evil (AC 7; MV 12?; HP 17; #ATT
1; DAM broadsword) with leather armor
and shield. He carries 11 sp and 20 ep.
Spy #5: A 4th-level assassin, dexterity 17,
lawful evil (AC 4; MV 12?; HP 20; #ATT
1; DAM shortsword +1) with leather armor.
He wears a +1 ring of protection and car-
ries a golden amulet worth 750 gp.
Spies #6-#18 (all identical): Mercenaries,
all O-level men-at-arms, neutral evil (AC 7;
MV 12?; HP 4; #ATT 1; DAM broad-
sword) with leather armor and shield. Each
one carries 2-8 sp.
OUT ON A LIMB
Strange but true
Dear Dragon,
In issue #80 in the adventure "Barnacus: City
in Peril," Haermond II is listed as having a
strength of 8. This is impossible, even if he is
venerable, due to the statement in the DMG, p.
13 under aging, ". . . any adjustments
cannot
lower any ability below racial or class minimums.
" I would like to ask what the correct strength should be.
Jay Elliott
Sherrard, Ill.
(Dragon #82)
Fixing our foul-ups
Dear Dragon,
I have read through "Barnacus: City in Peril"
(#80) and have found but one error.
On the map
there is no number 67, yet on the following page
number 67 is described as being a bridge. The
only bridge on the map is the one joining the two
sides of the city together. I was wondering if the
number was left out purposely or was it an error?
Kedar Warriner
Beaconsfield, Quebec
(Dragon #82)
The missing number 67 on the map is our fault
— and no, we don’t make mistakes on purpose.
It’s a good thing there was only one bridge in the
city, isn’t it?
(Dragon #82)
-
Map mistakes
-
Dear Editor,
I have found an error in "Barnacus: City in
Peril" (#80). The text states that there are three
tailor shops -- 54, 55, and 56. No problem,
except that on the map of the city there are four
tailor shops -- two 54's, a 55, and a 56.
Ken Bender
Townville, Pa.
(Dragon #84)
Okay. . . Ken, remove the "54" from the
building on the east side of the river (turning it
into a residence, or whatever else you want), and
now Barnacus is back to three tailor shops. And
while you're at it, take out the extra spice merchant
(#61) that seems to have set up shop on the
east side of the river.
-- KM
(Dragon #84)