Death of an Arch-Mage
Can the police solve the mystery in time?
Designed by Michael D. Selinker
 
Adventures Dragon #111 - Dragon magazine 1st Ed. AD&D
The Module The Laws of Kelburn The Beginning The Plot Line The Mansion
Upper Level Master bedroom Bodygaurd's bedroom Breakfast hall Sandar Fleatis's bedroom
Alkus Alambar's bedroom Orian Flaloch's bedroom Andre LeMeurtrier's bedroom Astrological observatory Upper gallery
Minor guest bedroom Ground level Manservant's bedroom Servants' quarters Enni's room
Mennek's room Servant's entrance and foyer Kitchen Dining hall Sitting room
Lounge Lower gallery Conservatory Conventional library Gymnasium
Main bath and water circulation system Entrance foyer and inner foyer Magical area Magical library Magical laboratory
Alchemical laboratory Conjuration and summoning chamber Outside the mansion The Suspects Sandar Fleatis
Alkus Alambar Orian Flaloch Andre Meurtrier Raleigh Mok
The Solution The Evidence The End - -
Kelben civil rights code: 
Police conduct
Tournament Scoring Tournament PCs - -



Death of an Arch-Mage is a murder
mystery in the form of an adventure for the
AD&D® game: It is designed for players
and Dungeon Masters who have an appreciation
for such things. The game of murder
weaves an intricate web that only the truly
dedicated can untangle.

Successful use of a mystery adventure
requires a good deal of atmosphere. The
DM must take pains to ensure
that the adventure has the authenticity of a
good murder-mystery novel. Special attention
must be paid to two facets of the mystery:
suspense and detail.

This adventure provides many opportunities
for suspense, although actual combat is
infrequent. The scenario has a prescribed
time limit and an ongoing plot line that will
constantly change the nature and the availability
of the information the player characters
need to gather. Certain key effects are
designed to heighten the suspense, such as a
crossbow bolt that comes flying out of nowhere.
This bolt will not hit a PC, but it
will come extremely close to produce maximum
heart-stopping excitement. Careful
attention by the DM to opportunities for
suspense is essential.

What this text cannot provide is all of the
requisite detail that makes a mystery novel
entertaining. Therefore, it is incumbent
upon the DM to be able to provide any
detail the characters need. The DM should
also be able to spontaneously generate
useless information, and convey it in a way
that does not make it seem useless. Certain
?clues? in the module are worthless for
purposes of solving the mystery, but the
DM should do his best to ensure that as
much attention is paid to them as to the
actual clues.

At the same time, the DM must be exceedingly
stingy with information, releasing
a fact only when it is asked for and not
giving away anything that the investigator
does not deserve to find out. The characters
should not be handed the solution to the
mystery on a silver platter. These seemingly
contradictory concepts of abundance vs.
conservation of detail can be summarized in
one sentence:

The Dungeon Master must have at his
fingertips every detail the characters will
never receive.

THE MODULE
Use of this module requires more than a
casual reading. The DM must be thoroughly
familiar with all sections of the
scenario before play begins, because he will
need to draw from all areas of the text constantly
and simultaneously. In a murder
mystery, hesitation on the part of the
DM is reprehensible; error is criminal.

<i title>
Death of an Arch-Mage is designed for
tournament play, although it can easily be
adapted for campaign play (see below). In
the tournament characters provided herein,
as well as copies of the mansion maps and
the Kelburn law sheet, before play begins.
An examination of the tournament PCs will reveal that 1 ov THEM (the <LINK HERE>
commander ov the group) is a spell-casting
ranger, while the other 3 are humans
with 2 classes. Each of these 3 has
2nd-level fighter ability && 8th-level ability
in 1 ov the other main classes (wizard,
priest, thief).

Regardless of whether the adventure is
played as a tournament or in a campaign
setting, a strict TIME limit must be enforced.
When the mystery begins to unfold, Game
TIME passes at the same rate as real TIME:
The pcS -- && the players -- have <i>4
hours</.> to solve the mystery before the adventure
ends. Refer to the section entitled
"The end" to find out what will happen
when the TIME limit expires.

The most important feature of the adventure
is the plot line. A continuous chain ov
events will occur as the PCs carry on their
investigation, && these events will have
dramatic effects on the evidence the characters
gain. To maintain close control ov the
plot line, the DM should TIME the dventure
with a stopwatch, referring to the plot line
aboot every 5 min. to discover the
latest events that have occurred || are aboot
to occur. It is recommended that the DM
photocopy the maps provided with this
module, giving 1 set (or more) to the
players && keeping a set for himself to USE
as "loc. maps," employing minis
|| other markers to indicate the
whereabouts ov the NPCs as well as the
PCs. These loc. maps, ov
course, should only be viewed by the DM.

The suspects are detailed below, in a
section of their own. Several of them are
likely to be questioned by the PCs at different
points during the adventure. Should this
occur, the suspects' stories and their
answers to key questions are given for the DM <LINK HERE>
to refer to. Of course, none ov the NPCs
will just give out info at the drop ov
a hat; they will prolly have to be convinced
that the PCs are doing their best to
find the killer(s) and will try to give out only
info that will direct suspicion away
from themselves.

Several documents have been reproduced <LINK HERE>
in this package of info. When a
document is discovered by the PCs, the DM
should reveal the appropriate piece of paper.
The documents may be photocopied, but if
this is done the DM should make sure that
the 2 double-sided documents are faithfully
reproduced.

If this module is used as part of a campaign,
players should be able to USE their
existing characters. A party ov 3 to
7 characters should be sufficient, w/
no player representing more than 1 PC.
No character should be higher than 9th
level, && the avg. experience level ov
the party should be no lower than 8th unless
5 || more characters are used, in which
case an avg. level ov 7th is accceptable.

In campaign play, characters should be
forbidden from using certain spells &&
types of magick -- specifically raise dead,
resurrection, speak with dead, contact other
plane, and commune spells, && any magick
items that dupliicate || simulate these functions.
All other spells && magick items are
fair Game; however, some ov the capabilities
avail. to PCs may be illegal
according to the laws of Kelburn. Nothing
prevents the characters from breaking these
laws, but if they do so they run the risk of
having the results ov their investigation
nullified; as in our world, a criminal may be
able to go free if the evidence against him
was collected by illegal means.

In campaign play, the PCs must somehow
be set up as Kelburn police officers; perhaps
they have been hired for this special assignment,
but are not normally attached to the
dept.. In +addition+ to forbidding them
the USE ov the spells && magick items described
above, the DM should try to avoid
allowing campaign PCs the USE ov weapons,
armor, || equipment that is not appro.
to the mission at hand || that is not permissible
according to the laws of Kelburn. In
general, the closer the PCs conform to the
abilities && characteristics ov the tournament
characters, the more exciting &&
fulfilling the adventure will be. 

THE LAWS OF KELBURN

The legal code ov the city of Kelburn is
severe. A person brought to trial && found
guilty ov committing || contributing to
murder is usu. sentenced to Life imprisonment
|| sometimes death, depending on
the nature ov the crime. However,
Kelburn's code regarding civil rights is
equally strict, and police officers are bound
by the guidelines enumerated below.

1. Cops may not take sentient
Life except in self-defense, and then only if
no other means are available to protect the
safety && welfare ov the officer.

2. Unnecessary violence in the apprehension
of a suspected criminal is prohibited.
Violence may be employed only if no other
means are available.

3. Protection of any innocent persons
takes precedence over the apprehension ov a
suspected || known criminal.

4. Cops may not detain a person
not officially charged with a crime for any
length ov TIME, && many not prohibit a
person from undertaking normal activities
unless the person is officially charged with a
crime.

5. The interrogation of a person not
officially charged with a crime is prohibited
unless that person consents to being questioned.

6. Police officers do not have the power of
SEARCH && seizure except as regards the
property && persons ov dead victims ov
crimes, or when an officer is SEARCHING for
or confiscating evidence to be used in the
prosecution of officially charged subjects.

7. Cops may not employ psychic
powers, detection magicks, && other such
forms ov divination except on a person who
has been officially charged w/ a crime.

8. It is illegal for an officer to officially
charge a person with a crime without specific
knowledge || possession of unimpeachable,
substantial evidence || the voluntary
confession of the person in question.

Any violations ov the above laws will void
a case in the eyes ov the Kelburn courts &&
render any other evidence inadmissible.
Should such a violation be determined to
have occurred, any charged suspect is automatically
absolved ov any charges && the
offending officer(s) may be dismissed from
the force &&/|| punished to the full extent
ov Kelburn law.

THE BEGINNING

Alexonus Romdril, arch-mage &&
former mayor of Kelburn, has requested a
security team from the city's police force to
attend a gathering at his country mansion
beginning on Oct. 19, 1353. Although he is
out of office at the present TIME, Romdril's
political pull is still quite strong. He intends
to bring together dignitaries from Kelburn
&& its rival city Jonholm for a session ov
deliberation && negotiation in hopes ov
lessening || removing some of the sources
of tension between the 2 cities. Your special
detective team has been given the architectural
plans to Romdril's manshion && assigned
to the case.

As you ride along the path through the
miles of forest between Kelburn && the
mansion, you think back on the years when
Romdril was the mayor ov the city. (Note to
DM: In a campaign adventure, the following
info will be received by PCs as
part of their briefing before they leave the
city.) Aided by his wife Liana && the
wizard guildmaster Sandar Fleatis, teh
arch-mage governed the city justly, never
shirking his commitment to Kelburn. He
reinforced Kelburn's civil-rights codes,
allowing the citizens unprecedented
amounts of freedom. He also restructured
Kelburn's police force, integrating members
of specialized classes into the ranks. This
adventuring-party model led to a highly
varied, extremely competent police battalion
capable ov handling the most criminal &&
civil violations. Romdril's tactics damaged
the strength of Kelburn's assassin's guild,
temporarily halting the war between the
guilds of Kelburn && those of its sister city,
Jonhelm. Romdril fostered good relations
between the 2 cities, && his effort was
occasionally supported and assisted by
Alkus Alambar, the chief alchemist of
Jonholm. Romdril's sixteen years as mayor
brought new prosperity and security to the
city of Kelburn.

Romdril?s life came crashing down
around him in the Kelburn mayoral election
campaign of 1352. His wife Liana died
unexpectedly on December 14, a scant
11 days before the election. Her death
devastated the mayor, leaving him vulnerable
to a political attack from his challenger,
Orian Flaloch. Running on an anti-magical
platform, Flaloch seized upon the archmage
?s grief as proof that he had lost his
alleged magical dominance over the good
citizens of Kelburn. Romdril succumbed to
his tragedy, stopped campaigning, and
virtually withdrew from public view, ensuring
Flaloch?s victory. Romdril retired to his
country mansion and has been seen in the
city on only very few occasions since then.

Flaloch?s attempts to dismantle Romdril?s
legacy during the last few months have not
met with much popular support. He has
threatened to remove what he calls ?demonwork
? from the police force by dismissing
all members with magickal powers or
items, but has not yet succeeded in persuading
a majority of the city council to back
him up on this. However, the police force
has felt the pressure and has sharply curtailed
its use of magic to avoid drawing
undue attention to the issue. The new
mayor has issued two edicts that are within
his power to declare and enforce: He has
cut off relations with Jonholm and declared
the magic-users? guild in Kelburn to be
illegal, although no action has been taken
against the guild?s members.

The lessened influence of the police department
and the magic-users? guild has led
to an upsurge in the influence of the
Kelburn assassins' guild, suspected to be
under the leadership of one Andre Le-
Meurtrier. The combination of all these
events has caused a new breakout of conflict
between the assassins? guilds of Kelburn
and Jonholm ? something that Flaloch
does not encourage but by the same token
has not taken steps to prevent. It is in this
climate of turmoil and increasing despair
that the police department received Romdril's
request for manpower.
 

You reach the mansion at 7:00 p.m. on
October 19 and are promptly led inside by
Raleigh, Romdril?s longtime manservant.
Romdril appears calm and collected as he
receives you, projecting a regal appearance
in his arch-mage?s robes. Romdril?s mute
bodyguard, Mok, stands stoically next to
his master. He carries a heavy crossbow
secured in a shoulder strap, a quiver of redfletched
quarrels slung over his other shoulder,
and a great mace dangling from a loop
at his belt.

Romdril greets you serenely, giving the
impression of being a man at peace with
himself. No trace of the sorrow and tragedy
that tainted the mayoral election can be
seen in his eyes or perceived in his demeanor.
The arch-mage effusively welcomes
you as ?members of the finest police force
in the world? and courteously asks for a
report on the status of his cherished city.
You briefly fill him in on the general state of
affairs and he frowns slightly as the bad
news reaches his ears, but then he suggests
that maybe something will happen during
this gathering to change the situation. He
then bids you to sit nearby in the inner
foyer and oversee the proceedings as his
guests begin to arrive.

The first guest to enter is Sandar Fleatis,
who was Romdril?s apprentice in days long
gone by. Romdril greets his former student
with a smile, which is quickly reciprocated.
Fleatis introduces himself to you, but there
is really no need for introductions; you
know that he has become one of Kelburn?s
most successful businessmen since the election.
This fact presents an interesting paradox,
because he is also well known as one of
Orian Flaloch?s most vociferous critics. He
has taken this stance in part because of his
personal attachment to Romdril and partially
because of his position as leader of the
magic-users? guild, an organization that
Flaloch would gladly see disbanded.
Though Fleatis is twenty years younger
than Romdril, the brown-cloaked man
speaks with the same amount of wisdom
that his former master is renowned for.

The door chimes ring again momentarily,
and Alkus Alambar is admitted to the mansion.
The chief alchemist of Jonholm shoves
his dress coat into Raleigh?s arms as well as
his old bones will allow. Alambar, more
than eighty years old, is known for his gruff
manner and sometimes violent temper, both
of which seem to be in fine form tonight.
The alchemist barely acknowledges his host
with a grunt and goes off muttering into the
inner foyer. There he begins to cough and
wheeze, but soon arrests the problem by
swallowing a small white pill that he has
taken from a bottle in his pocket. Romdril
and Fleatis exchange sidelong glances, as if
they are concerned about the old alchemist?s
health. They certainly needn?t worry about
his wealth, however; Alambar?s black, sigilladen
robes are expensive-looking ? clear
evidence of the fact that the alchemist is as
rich, and probably as powerful, as his fellow
arch-mage Romdril.

Once more the door chimes sound, and
Orian Flaloch strides regally into the mansion.
As usual, the mayor of Kelburn is
traveling without a guard; he is fond of
demonstrating that his faith is all he needs
to protect himself from the ?machinations
of demons,? as he puts it. Flaloch deftly
tosses his ornate black jacket on a coat rack
and smiles thinly when Romdril dispassionately
welcomes him. Flaloch hands Romdril
a small metal box, identifying it as ?the
documents you asked me to bring,? and the
arch-mage gives the box to Raleigh, instructing
him to put it in the master bedroom
for safekeeping. Romdril appears to
remain at ease as the two enemies exchange
small talk for a couple of moments, but
Flaloch has difficulty at first hiding his
anxiety. Then the mayor regains his composure
as he is introduced to your group, and
he utters an off-hand remark about the
motley composition of your team. Fleatis
begins to issue a response just as Raleigh
steps in to announce that dinner is ready.
Everyone prepares to move toward the
dining hall, and Raleigh takes the opportunity
to announce that the meal and the
service for his guests will be an out-of-theordinary
treat; a special cook, named Mennek,
and a highly recommended maid,
Enni, have been contracted for the duration
of their stay. The manservant adds that the
servants are well regarded in their home
city of Jonholm, where they have performed
this sort of special service on several occasions.
Abruptly, Raleigh is cut off in midsentence
by a fourth chime of the doorbell.

From your position in the entranceway to
the inner foyer, you can see Raleigh react
visibly, and quite negatively, as he opens the
door. Mok, his body planted firmly in the
path between the front door and where his
master stands, brings his crossbow to the
ready with impossible speed as the alleged
assassin Andre LeMeurtrier saunters into
the foyer. Raleigh grabs the man?s arm to
stop his advance and states firmly that
LeMeurtrier was not invited and is certainly
not welcome here. Just then, Romdril
claps Mok on the shoulder in reassurance,
steps out from behind his bodyguard, and
advances toward LeMeurtrier. He welcomes
the new arrival in an emotionless voice, but
with a thin smile on his face, and bids Raleigh
to take the gaunt man?s light jacket.

Another round of curt introductions
ensues as Raleigh, grumbling to himself <LINK>
and shaking his head, goes off toward the
dining hall to have another place set for
dinner.

Moments later, you sit down for the
meal. Romdril begins the feast with a short,
cryptic toast: ?To endings and new beginnings.
? Mennek brings in a sumptuous
meal of roast turkey and all the trimmings,
and everyone eats heartily with little conversation.
The tension in the room becomes
almost tangible as all four of the guests
seem to be sizing up each other. The unease
is broken as the maid, Enni, enters the
dining hall and informs Romdril that a
4th guest bedroom has been prepared.
Romdril thanks her, resumes eating, and
begins to take a more active part in the
conversation. Romdril says that there will
be plenty of opportunity tomorrow morning
to deal with more weighty subjects. Under
his direction, the table talk turns to more
mundane, less controversial matters. The
occasion takes on a more enjoyable tone,
and time passes quickly. After about three
hours, the meal long since ended, Romdril
says he is tired and bids the rest of the
group a good night, asking them to reconvene
in the morning for breakfast. The
guests follow their host out of the dining
hall, are shown to their rooms by Raleigh,
and the house is quiet for the rest of the
night.

Your squad awakens shortly before 8:00
the next morning. You rise quickly, enter
the breakfast hall on the upper floor of the
mansion, and find the room empty. A moment
later, Alkus Alambar and Sandar
Fleatis enter together, embroiled in an
argument over the mechanics of the elemental
planes. They take little notice of you as
they sit down and continue their argument.
Both men abandon their hostility toward
each other when Orian Flaloch enters a
minute later, preferring to direct their sarcasm
and disgust toward the mayor instead.
Flaloch ignores them, but then nearly explodes
when Andre LeMeurtrier strolls into
the room, smiling, and expresses his desire
for a morning repast. Flaloch doesn?t try to
conceal his hatred for the man and insinuates
that LeMeurtrier?s kind is ?always
hungry for something.?

LeMeurtrier?s smile fades and he is about <LINK>
to respond when Raleigh staggers in from
the kitchen stairway and falls to the floor,
gasping, ?He?s dead.?

(Note to the DM: Begin timing the adventure
now.)

THE MYSTERY

It is 8:00 a.m. Alexonus Romdril is dead
inside his magical library, and the library is
on fire. Enni, the maid, is dead in her
chambers. Mennek, the cook, is dead in the
kitchen cupboard.

Raleigh is suffering from smoke inhalation.
He will die from its effects in five
rounds unless a member of the PC party
applies a cure serious wounds spell (or,
optionally, the party?s single most powerful
form of curative magic). In the absence of
such magic, a PC may elect to
try artificial respiration; if someone thinks
of this and begins to employ it before five
minutes have elapsed, there is a 100%
chance that it will save Raleigh, modified
downward by 10% for every minute that
passes before the attempt is begun.

If Raleigh is saved, he will be semiconscious
and will be able to give out a
small amount of information within the next
5 minutes. He knows only that Romdril
is dead in the magical library, that he himself
inhaled a lot of smoke in an attempt to
save his master, and that the library was on
fire when he was forced to leave the room.
He will verbalize these recollections, one at
a time in the order given, in response to any
pertinent question. After five minutes
(whether or not he has given out all of his
information) he will slip back into unconsciousness
and will remain in this condition
for the next four hours; no measures (including
curative magic) will hasten his
recovery.

Precisely at the moment when Raleigh
falls unconscious (or dies), Mok will burst
into the breakfast hall. The bodyguard?s
expression is angry and bewildered; it is
obvious that he has just come from his own
bedroom and is aware that Romdril is not
in the master bedroom. He will demand to
know what has happened to Romdril and
Raleigh, and will get his desire across by
forcible means if he is not filled in promptly.
If he is told of Romdril?s death, he will drop
to his knees and bury his face in his hands
for a few seconds; then, after somewhat
regaining his composure, he will pick up
Raleigh in his arms (if the servant is still
alive) and take him off to Raleigh?s bedroom.
If Raleigh has died, Mok will simply
rise to his feet, wearing a blank stare, and
walk aimlessly back out of the breakfast hall
without indicating where he is going or
what he intends to do.

All the guests elect to stay in the background,
watching and listening while the
PCs tend to Raleigh and react to Mok, but <LINK>
when this episode ends they remain reticent
no longer. Sandar Fleatis is frantic; he will
want to know more about what has happened
and will express his intent to do some
investigating on his own. He will also demand
that the PCs be speedy and free with
any information they discover. Orian Flaloch
is intolerant; he will blame this entire
episode on the incompetence of the police
force, and will inform the party that his
coach is scheduled to arrive at noon and he
is leaving at that time. Alkus Alambar is
fuming and muttering; he seems distressed
and a bit disoriented. He will snap out at
everyone and everything and will offer no
useful information. Andre LeMeurtrier is
no longer in the room, having apparently
slipped out unnoticed while the PCs were
ministering to Raleigh. The other three
guests will stay in the breakfast hall until
8:15 before setting off for their bedrooms,
each expressing his expectation (or doubt,
in Flaloch?s case) that the police will get to
the bottom of what has happened.

Orian Flaloch?s carriage will indeed <LINK>
arrive at noon (the time by which the case
must be solved), as will Alkus Alambar?s.
(Sandar Fleatis was simply planning to walk
home, his house being less than a mile
away. Andre LeMeurtrier will not leave the
mansion at all.) The player characters
should be aware that they have only four
hours to solve the mystery; they need to
officially charge the murderer(s) with the
crime within that time, or at least to have
begun an explanation of their solution in
the presence of one or more of the NPCs by
then.

THE PLOT LINE

The following list of times and events is a
relative plot line of the NPCs? actions over
the 4 hours of the scenario. It is relative
because the PCs represent an
unknown factor that will probably cause
changes in the time schedule. For example,
Orian Flaloch will not ransack Romdril?s
bedroom at 9:00 if any of the police are
inside the room at that time. Accordingly,
the DM should view this plot
line as a list of the order in which these
events will occur, but not stick literally to
the times given.

Another important factor for the DM to
consider is dramatic effect; if a certain
action would be more effective at a different
time, the DM should feel free to move it
forward or backward in time by a few minutes.
For example, if the PCs decide at
10:55 to take a side trip to the upper gallery
on their way to the conventional library, it
would be much more effective to hold off on
the 11:00 fireball until the PCs get downstairs.
Another effect the PCs are goiing to
have on the plot line is that, in all likelihood,
they will split up. If they do, certain
characters are likely to be in at least one of
the right places at the right time.

<table>
8:00 Raleigh collapses in breakfast hall.

8:15 (approximately) Fleatis, Flaloch,
and Alambar return to their own
rooms.

8:30 High-pitched whinnying is heard
from horses hitched up to PCs?
carriage outside; horses bolt off
down the road, carrying the carriage
with them. (LeMeurtrier
spooked horses to frustrate any
suspects who might try to leave the
premises ? which, of course, also
strands the PCs).

8:40 Fleatis enters observatory; Mok
leaves Raleigh?s room.

8:45 At least one PC encounters Mok; he
runs away.

9:00 Flaloch ransacks Romdril?s room
(looking for incriminating evidence,
but not finding any); Fleatis enters
conventional library and begins to
read Alambar?s poison text.

9:10 Flaloch leaves Romdril?s room;
LeMeurtrier enters Mok?s room
invisibly and steals crossbow.

9:15 LeMeurtrier fires one shot at a PC
and goes back to Mok?s room to
replace crossbow; Alambar enters
observatory unless PCs are inside.

9:25 LeMeurtrier enters observatory;
Alambar insults him and hurls a
vial of acid in his direction. The
acid hits one of the struts holding up
the telescope, and LeMeurtrier
escapes unharmed.

9:30 Telescope in observatory crashes to
floor; after one strut was destroyed
by acid, the others couldn?t support
the mechanism and all gave way.
Immediately after this happens,
Alambar teleports to own room.

9:35 Fleatis, Flaloch, and Alambar investigate
observatory from different
directions; they don?t stay long.

9:40 Fleatis returns to conventional
library; Alambar enters Romdril?s
bedroom.

9:43 Flaloch enters conventional library
and begins to argue with Fleatis;
Mok enters Romdril?s room and
surprises Alambar; Alambar casts
power word, blind on Mok and
then uses dimension door to return
to his own room.

9:45 Mok, panic-stricken, thrashes
around in hallways on upper level
and falls down southern stairs to
lower level; he is knocked out,
reduced to 0 hit points, and blind.


9:50 Fleatis, Flaloch, and Alambar converge
on northern stairway and
descend to investigate lower part of
southern stairway.

9:55 Fleatis returns to conventional
library; Flaloch enters conservatory;
Alambar enters main bath.

10:00 LeMeurtrier (invisible) rolls a gas
grenade at one or more PCs.

10:10 Alambar enters library and argues
with Fleatis.

10:20 Alambar leaves library, goes to
lower gallery, and turns invisible.

10:25 Fleatis leaves library, heads for
manservant?s bedroom; Le-
Meurtrier (still invisible) follows
him; Flaloch enters lower gallery.

10:30 Fleatis passes unconscious Raleigh
on way to Romdril?s room and uses
mirror in Romdril?s room to go to
magical library; LeMeurtrier waits
invisibly in master bedroom.

10:35 Flaloch returns to conventional
library.

10:50 Fleatis returns to master bedroom
via mirror, then goes back to own
room; LeMeurtrier uses mirror to
go to magical library; Flaloch goes
to upper gallery.

10:55 LeMeurtrier returns to master
bedroom and goes via Raleigh?s
room toward corridor west of lower
gallery; Flaloch finds wall safe in
upper gallery, uses acid to burn it
open, and burns the ledger he finds
inside.

11:00 Alambar fireballs LeMeurtrier in
corridor, killing him and setting
most of the doors in the corridor on
fire; when PCs investigate, Alambar
creates image of Fleatis fleeing via
either north or south end of corridor;
doors to conventional library,
conservatory, and lower gallery on
fire; conventional library begins
burning; Alambar teleports to own
room.

11:05 All NPCs (those still alive) are back
in their own rooms,

12:00 Flaloch?s and Alambar?s carriages
arrive; Raleigh (if alive) awakens,
finds the PCs, and asks if they?ve
solved the mystery.

THE MANSION

Romdril Mansion is midway between
Kelburn and Jonholm, about twelve miles
from each city. It sits in a clearing that
extends approximately 20' from the
mansion in all directions. Beyond the clearing
is impassable forest, except for the
narrow road that leads to the mansion?s
front door. This road is unpaved and quite
rocky, and twists through the forest for three
quarters of a mile before meeting up with
the somewhat smoother thoroughfare that
runs between Kelburn and Jonholm.

The maps in this adventure describe the <LINK>
layout of the mansion and other details.
Other information about the individual
rooms and areas is given below.

Upper level



Master bedroom: Romdril?s room is
sumptuously furnished. An immense canopy
bed occupies much of the area south of
the bathroom door. Next to the bed is a
nightstand, and a coat rack is at the foot of
the bed. In the southwest corner of the
room is a dresser and a full-length mirror.
The northeast corner contains a bookcase.
Two large wicker chairs sit between the
windows. The floor is carpeted from wall to
wall. (If the characters enter this room after
9:00, the room will have been ransacked.)

The canopy bed is 15? wide, 20? long
and 12? in height (to the top of the canopy),
and appears not to have been slept in during
the preceding night. The coat rack
supports Romdril?s robe, a pocket of which
contains a scroll with the spell geas inscribed
thereon. On the nightstand are a
quill, a half-full stoppered bottle of normal
black ink, and a candlestick containing an
unburned candle. If the candlestick is
closely examined, it will be discovered that
the white candle has flecks of black powder
sprinkled on it. Anyone ingesting this powder
or breathing the fumes it gives off while
being burned will suffer ill effects if the
character has also tasted both the white
powder in Mennek?s pocket and either the
red liquid in Mennek?s pocket or the red
wine in the kitchen. If this combination of
substances is present in a character?s system,
he will suffer 2-12 points of damage
(save for half damage) and be incapacitated
for a number of minutes equal to 20 minus
his constitution score. Neutralize poison will
negate this latter effect.

On top of the dresser is a portrait of a
young woman, perhaps 20 years old
and very beautiful. The portrait bear the
elegantly scripted words, ?To my beloved
Alex ? Thank you. Liana.? Below this
inscription in a different handwriting are
the words, ?You shall be avenged.? (This
painting is of the same young lady as the
one in the upper gallery. The portrait will
be face down if the room has been ransacked.)
The four dresser drawers contain
Romdril?s clothes, and his boots are on the
floor partially under the dresser.

The mirror is ornately decorated in gold
and platinum, but otherwise appears normal.
It is, however, a teleportation device
between here and the magical library. The
command word, ?vermillion,? is engraved
backward across the bottom of the frame, so
that upon first reading it seems to be ?noillimrev.
? Three other words are similarly
engraved across the top and down both
sides of the frame. If someone stands within
one pace of the mirror and utters the command
word, the mirror will act as a portal
to the magical library for that person only,
and the step ?inside? the mirror must be
taken within five seconds after the word is
spoken. If one of the other words is spoken
first, or if the time limit expires, the mirror
cannot be entered for ten minutes afterward.

The light cedar bookcase contains 117
volumes of Romdril?s diary, arranged in
order, all similarly bound in brown leather
with golf-leaf embellishment. All of them
except the most recent (uncompleted) volume
are triple- wizard locked at the 21st
level of magic-use. The last one, Volume
CXVII, is freely openable. The entries for
the last three days (also reproduced in the
document section) read as follows:

?Thursday, October 17: Alkus is still
convinced that I have the formula for a
potion of longevity! I have told him time
and time again that I know of no such elixir,
yet he persists. I fear his age is catching up
with him. And yet, his judgment remains
intact. The servants he recommended seem
to know their trades well.?

?Friday, October 18: Flaloch has asked to
?make amends.? Hah! How does he expect
me to forgive him for what he did to me?
Nonetheless, he shall attend tomorrow. I
only hope her spirit will forgive me.?

?Saturday, October 19: An unexpected
guest ? LeMeurtrier! I did not believe he
had the courage to face me. Still, his arrival
bodes ill. Something in the air is wrong; I
fear this may be my last entry.?

Romdril?s bathroom is normal in all
respects, containing a large porcelain bathtub
and a toilet both connected by pipes to
the water circulation system on the ground
level. There is also a candlestand with a full
candle on it, plus a grooming set consisting
of a hairbrush, shaving razor and clipping
scissors, all of which bear the monogram
?A.R.?

Bodyguard?s bedroom: Mok?s bedroom
is very spartan. There is a bed built to his
proportions in the northeast corner, a
wooden chest in the northwest section of the
room, and a weapons rack on the south wall
(adjoining the bath). Mok?s bed is 10? wide
and 15? long. There are no sheets, blankets
or pillows on the bed, just a thin mattress
covering that is rumpled, indicating that the
bed has been slept in recently. The chest has
no lock on it and contains several loose
shirts and pants in Mok?s size. At the bottom
of the chest under the clothes is a very
expensive mandolin.

The weapon rack holds 2 heavy crossbows
&& has space for a 3rd one. (If
LeMeurtrier presently has 1, then only
1 other will be in the rack.) Hung on the
rack are 4 quivers, each one containing
approx. 20 red-fletched crossbow
bolts. There are also 4 large maces on
the rack, with a pair of supports indicating
where a 5th one could be supported.

Breakfast hall: A large ironwood table
occupies the center of the room. There are
12 cedar chairs, 5 each on the north
&& south sides ov the table && 1 each at
the head && foot. The table is bare; no
places have been set for a meal, even
though the guests were expecting to be fed
at around 8:00.

Sandar Fleatis's bedroom: A bed &&
nightstand are in the western part ov the
room, a dresser in the northeast section, a
full-length mirror on the E. wall N. ov
the door, an empty coat rack along the wall
on the other side ov the doorway, && a table
in the southernmost section. The canopied
bed is 8' wide && 12' long; it has been
slept in recently. On the nightstand is a
partially burned candle. The dresser's 4
drawers are empty, && an empty backpack
is lying open on top of the dresser.

On the table are 3 leather-bound
tomes, Fleatis's traveling spell books. The
1st contains 6 low-level spells: magick
missile, spider climb, invisibility, knock,
dispel magick, and fireball. The 2nd
contains 4 medium-level spells: dimension door,
wall of ice, extension II, and
passwall. The 3rd book contains nothing
but blank pages.

The bathroom is ordinary, containing a
recently used bathtub, a toilet, a facial mirror,
&& a candlestand with most ov a
candle remaining in it. <wax?>

Alkus Alambar's bedroom: There are a
few shards of glass on the floor outside the
door to Alambar's room.

The room contains a bed and nightstand
in the SW section, a dresser && full-length
mirror in the SE corner, a coat
rack on the E wall S ov the door, &&
a table in the northernmost area. The canopied
bed is 8' wide && 12' long, && appears
to have been slept in recently.
(However, though the blanket && pillows
are in disarray, the top sheet is still neatly
tucked in beneath the pillows.) The candle
on the nightstand is entirely melted down.
The dresser drawers are empty; the mirror
&& the table are ordinary.

On the coat rack is the robe Alambar
wore last evening. There are several shards
of glass in the lower hem of this robe, and
one of the pockets is ripped open. Under
the robe on the rack is hung a tied leather
backpack, with a medium-sized bag of
holding inside. The bag contains 5000 GP,
but the entire pack weighs
only 15 pounds.

The bathroom is normal; the bathtub is
dry. The room also contains a toilet, a facial
mirror, and a candlestand with a candle that
has not been burned.

Orian Flaloch's bedroom: The room
contains a canopied bed and nightstand in
the northwest section, a full-length mirror
and a dresser int he northeast corner, a coat
rack along the wall south of the door, and a
table in the southern section. The bed is 8'
by 12' and has been slept in recently. The
candle on the candlestand has burned only a
small amount. The mirror has a hairline
crack, but is otherwise normal. The 4
dresser drawers are empty, as is the top ov
the table. In Flaloch's coat, which is hanging
on the rack, are a key and a small piece
of paper upon which is written in perfect
script: "Mr. Flaloch, don't forget the Romdril
affair to-night. J.R. 10-19." (This paper
is reproduced in the document section.)

The bathroom is ordinary and contains a
recently used bathtub, a toilet, a facial
mirror, and a slightly used candle in a
stand.

Andre LeMeurtrier's bedroom: The
room contains a bed and nightstand in the
southwest section, a dresser and full-length
mirror in the southeast corner, a coat rack
along the wall north of the door, and a table
in the northern section.

The canopied bed, 8' by 12', has been
slept in recently. On the south side of the
bed's canopy is a strange play of lights, only
visible to someone who moves around to the
south side of the bed. This effect comes
from the westernmost stained-glass window
on the southern wall, a 4' by 2' section of
which has been scored, taken out, and
replaced. The pane was put back slightly
askew, which causes light to leak in around
the edges without passing through the glass
itself. (There are footprints visible on the
roof below this window, and the tracks lead
directly to the western edge of the roof. For
more information about this, see the "outside" <LINK>
section of the manshion description.)

The dresser is empty and the table is
bare. The nightstand's candle is half consumed.
The coat rack is empty, and the
mirror is ordinary. The bathroom contains
an unused bathtub, a toilet, a facial mirror,
and an unused candle on a stand.
 

Astrological observatory: This huge
octagonal chamber is topped by a large
glass observation dome 30 feet above the
floor. Much of the center of the room is
occupied by a mammoth swivel telescope
pointed at the heavens. There is a chair
attached to the telescope that swivels with
the device. There are candlestands all
around the room, as well as bookcases that
flank the north, south, east, and west doors.
(If the PCs enter after 9:30, the telescope
will be in pieces on the floor, and one of the
struts will show evidence of having been
weakened by the application of acid.)

The gigantic swivel telescope is a masterwork
of engineering. The main tube is 40?
long and the bore at the top of the tube is 5?
across. The telescope can rotate a full 360
degrees on the horizontal axis and can also
be pivoted vertically so that it is anywhere
from straight up (with the chair?s back
parallel to the floor) to fully horizontal (the
telescope is parallel to the floor). If Alambar
has not yet entered the observatory, the
telescope will be pointing up (out the observation
dome) and to the northeast. In the
daytime, the sun completely obscures the
view of any other heavenly bodies.

The chair is firmly attached to the telescope,
but will be smashed when the crash
occurs. On a desktop attached to the chair
are a normal pen, a bottle of normal ink,
and 2 books. The 1st book contains
Romdril?s charts of the various heavenly
bodies. The charts seem to show a movement
of a certain group of 4 bodies toward
each other until they meet in what
Romdril notes as a ?full cupidory.? The
second book is a text on various formations
of bodies, and is open to a page on cupidoria
which describes a full cupidory as meaning
?cessation.? (This page and 2 pages
of the chartbook are reproduced in the
document section.) If the telescope has
already crashed, these books will be partially
visible under the device, but not
trapped; they can be recovered and examined,
and the second book will still be open
to the indicated page.

The candlestands are all filled with unused
candles. The bookcases that line the
walls are well stocked with scholarly texts on
astrology, which anyone without a strong
background in astrology would find incomprehensible.

Upper gallery: The long walls of this
rectangular room are lined with paintings,
most of them by world-famous artists and
one of them painted by Romdril himself.
The Romdril painting and 3 of the
others have the same subject: a beautiful
young woman. One of the other paintings
of this woman bears the word ?Liana?
engraved on its frame. On the frame of the
Romdril painting is inscribed this notation:
?B 3-15-21, D 12-14-52.?

Behind the Romdril painting is a small
wall safe. In the center of the square door is
a dial marked with numbers from 1
through 60 and a spinner with an arrow
engraved on it pointing to the dial. If the
arrow is turned to point to the numbers
12, 14, and 52, in that
order, the wall safe will pop open. If a thief
attempts to pick this lock, he does so at a
30% penalty.

Inside the safe are a large sack, a smaller
sack, a small portrait, a scroll, and a
leather-bound ledger. The large sack is a
bag of holding that contains ten thousand
platinum pieces but only weighs sixty
pounds. In the smaller sack is a treasure
trove of gems, mostly jacinths, rubies, and
sapphires. The small portrait is in a heavily
inlaid platinum and gold frame, and depicts
the same woman as the painting in the
master bedroom and the ones noted along
the gallery walls.

The seal on the scroll is engraved with the
words, ?Last Will and Testament of Alexonus
Romdril.? If the seal is broken, the
will (reproduced in the document section)
can be read:

?I, Alexonus Romdril, being of sound
mind and body, declare this to be my last
will and testament.

?It is my solemn wish that my estate be
shared equally by my two loyal servants and
friends, Mok and Raleigh. It is also my
wish that they continue to occupy the mansion,
jointly sharing the title of Lord of
Romdril Mansion.

?All of my magical possessions not related
to the maintenance of Romdril Mansion
shall be given to my former apprentice,
Sandar Fleatis. Should he desire to occupy
Romdril Mansion, he is welcome to do so,
although he shall not have the executive
ownership of the mansion

?This I do hereby set in writing in the
memory of my beloved Liana, whom I shall
meet again in the world beyond.

?Alexonus Romdril, April 10, 1353.?

The leather-bound book is titled ?Campaign
Ledger, November-December 1352.?
1 dog-eared page (reproduced in the <LINK>
document section) describes the misappropriation
of ill-gained campaign funds for the
date December 12, 1352. One entry has
been circled; this reads, ?Paid to Andre
LeMeurtrier for services rendered, 35,000
gold pieces,?

Minor guest bedrooms: These rooms
will be found the same way the PCs
left them. Each contains a bed, a
candlestand, a dresser, a half-length mirror,
and a bathroom with a bathtub, toilet, and
candlestand.

Ground level



Manservant?s bedroom: Raleigh?s bedroom
is large but sparsely furnished. There
is a nightstand next to the bed in the northeast
section of the room. A suit rack sits in
the southeast corner, and there is a dresser
and a full-length mirror between the rack
and the southern door.

The bed, 3? by 6?, has no canopy. (If
Raleigh survives his early-morning ordeal,
his unconscious form will be occupying the
bed from about 8:15, when Mok brings him
here, until 12:00, when the PCs? time limit
expires.) On the nightstand are a halfmelted
candle in a stand and a small piece
of paper (see the document section) which
reads, ?List of Guests: Alkus Alambar,
Sandar Fleatis, Orian Flaloch, officers from
Kelburn.? On the face-down side of this
paper is written ?12-14-52.?

The suit rack contains six formal suits
and four empty hangers. There is nothing
in the pockets of any of the suits. In the
dresser are Raleigh?s other clothes and his
boots. The mirror is ordinary.

In the bathroom are a recently used
bathtub, a toilet, two candlestands with
slightly used candles, a facial mirror, and a
grooming set (hairbrush, razor, and clipping
scissors, none of which is marked in
any way).

Servants? quarters: All of these rooms
are essentially the same. Each contains a
neatly made bed (3? by 6?), a nightstand
with an empty candleholder, a half-length
mirror, and a dresser. In the lower drawer
of the dresser in the southwest room is a
rotting rag doll; if it is torn open, 3
copper pieces will fall out.

The servants? bath is divided into two
identical rooms, each containing a dry
bathtub, a toilet, and an unused candle in a
holder.

Enni?s room: Stuck on the outside of the
waist-high hinge on the door to this room is
a swatch of black cloth containing a bit of
embroidery that seems to be part of a decoration.
It has obviously been ripped from a
larger piece of the same cloth.

Enni, the maid, is propped up against the
headboard of her bed, and is in her bedclothes
? with a red-fletched crossbow bolt
protruding from her chest. She is unquestionably
dead. Under the pillow behind her
lower back is a dagger with a wavy-edged
blade.

The room has a dresser, a nightstand with
a half-consumed candle in its holder, and a
full-length mirror. In the dresser are two
maid?s outfits and a pair of shoes; on top
are a maid?s hat and a grooming set. The
grooming set contains a small facial mirror,
a stoppered pottery bottle labeled
?Makeup,? a hairbrush and comb, clipping
scissors, and a small file. The pottery bottle
is half-filled with a black powder. (This
powder is the same as that which is sprinkled
on the candle in the master bedroom; <LINK>
consult the text for that room for what will
happen if this powder is tasted.)

Mennek?s room: This room contains a
bed, dresser, half-length mirror, and nightstand.
The 3?-by-6? bed has no canopy and
has not been used recently. The middle
drawer in the dresser holds a set of street
clothes. An unused candle is in the holder
on the nightstand; next to it is a cookbook
with a circle drawn around the recipe for
roast turkey.

Servants? entrance and foyer: A coat
rack is the only object in the foyer. Hung on
it are two coats, one slightly larger than the
other. In the pocket of the smaller one is a
map illustrating the route from Jonholm to
Romdril Mansion. On the back side of the
map are a few lines of handwriting that
describe the procedure for using a special
3-stage poison. (This piece of paper is
reproduced in the document section.) <LINK>

The bar is up on the door leading outside.
Many different footprints, belonging
to at least 3 different people, are visible
in the soft ground outside the door. (For
more information, refer to the ?Outside?
section of the mansion description, below.) <LINK>

Kitchen: The kitchen has not been
cleaned recently. Along the northern wall is
a large table on which are the leftovers from
last night?s dinner, plus various cooking
implements and spices. The fire pit contains
nothing more than warm embers. North of
the west door is a wash basin holding the
(unwashed) pots used to cook the dinner.

On the floor in front of the table is a
puddle of red wine roughly 2 feet in diameter.
(The red wine masks a fresh blood stain
on the floor. The stain can be noticed under
careful examination, and certainly will be if
someone reaches down to get some of the
wine for a ?taste test.? If the wine is tasted,
see the description of the master bedroom,
above, for possible effects.) <LINK>

The embers in the fire pit will burn unprotected
skin, but are cool enough to be
moved around by an implement or a heavily
covered hand. If the contents of the fire
pit are stirred, a small piece of metal will be
discovered; it has the shape of a trigger
from a crossbow or some similar device.

If the door to the kitchen cupboard is
opened, Mennek?s body will be seen
sprawled on the floor of the small chamber.
A red-fletched crossbow bolt has pierced his
shoulder; he is still in his cook?s uniform,
and he is quite dead. One of the pockets of
his jacket contains a half-filled vial of white
powder. The other one contains a shattered
bottle, and a red stain is visible on the
pocket and the part of the garment adjacent
to it. (If either or both of these substances
are tasted, refer to the description of the
master bedroom, above, for possible effects.)

Dining hall: The immense table in this
room has not been completely cleared of the
remains from last night?s meal. There are
22 large chairs around the 40?-long
table, 10 on each side and 1 each at the
head and foot.

Sitting room: This room contains 16
plush chairs? arranged in a circle, with an
unused candle in a holder next to each one.
On the cushion of one of the chairs is a
book of poetry; under the cushion of the
chair to its immediate left is a quill.

Lounge: This room has a large couch on
the south wall and a loveseat on either side
of the southern doors, the eastern one with
its back to the east wall. 4 other cushioned
chairs are scattered around the room,
as are 6 small tables and 12 candleholders.

Lower gallery: The walls in this area are
covered with several large paintings; in
addition, a pair of statues are displayed on
pedestals in the middle of the north and
south walls. None of the paintings are by
famous artists, no 2 are of the same subject,
and none of them depict the young
woman whose visage adorns the upper
gallery. The statue on the north wall is a
bronze sculpture of a sailing ship, and the
southern one is a marble representation of
an enraged dragon of some sort. If the head
of this latter statue is lifted, a hollow space
is revealed that contains a silver key with a
blue stripe across the top.

Conservatory: Musical instruments line
the walls of this room. There are 3
wooden chairs arranged in a triangle close
to the windows; in front of each of these
chairs is a music stand. 20 other small
chairs are arranged to form an audience
area in the southeast quadrant of the room.
On each of the music stands is the score
for a composition that begins as a dirge and
gradually turns into an allegro by the end
(this can be perceived by anyone able to
read music). The parts are for three instruments:
flute, violin, and mandolin. Each
copy of the score bears the signature of
Alexonus Romdril and (also in his handwriting)
yesterday?s date.

Conventional library: Thousands of
books fill the shelves in this room. In the
center of the room is a table with four
wooden chairs around it. On the table are a
quill and two ink vials.

The books cover every conceivable subject;
they are arranged alphabetically by the
author?s last name. Some of the noteworthy
volumes include several books by Romdril
himself on music, zoology, and general
science; a small book by Sandar Fleatis on
the elemental planes; and a text by Alkus
Alambar on poisons. This last volume
contains some general information on how
to prepare and apply a multi-stage poison.
If the library is investigated after 9:15,
Alambar?s text on poisons will be lying facedown
on the table, open to the page containing
the above information.

Gymnasium: This area contains various
exercise equipment, including a great many
weights, mats, ropes, bars, and rings. At
the end of the crossbow target range is a
bullseye target with three red-fletched crossbow
bolts sticking out of the center.

Main bath and water circulation system:
The bath contains a large bathtub,
two toilets, a wash basin, and two spare
robes that are completely ordinary.

The water circulation system is a hydraulic
marvel. In the center of the room is a
metal cylinder 10? in diameter and 15?
high, on top of which is a large ceramic jug.
(The jug is a decanter of endless water.)
From the cylinder extend a dozen metal
pipes that disappear into the ceiling and
then (apparently) to the various bathrooms
throughout the mansion.

Entrance foyer and inner foyer: The
entrance foyer is completely empty. The
inner foyer contains 6 plush chairs and a
coat rack, which at present is bare.

Magickal area
Outside the doors to the magical area is a
chime of opening specially designed to open
the wizard-locked double doors for ten
minutes before the lock resumes. If the
doors are opened and left open, they will
stay this way after the ten minutes have
passed, but will re- lock when they are again
closed. The wizard lock is of a special, oneway
construction; anyone inside the corridor
can exit through these double doors as if
they were not locked.

The doors are presently closed and locked
(from the outside), and the chime has 5
charges remaining. If the chime, a knock
spell, or a successful dispel magic (against a
21st-level wizard) is used and the doors are
opened, the smoke that is trapped in the
corridor will rush out. Everyone within 25
feet of the opened doors (or anyone who
immediately ventures inside the corridor)
must save vs. poison or be helpless with
coughing fits for five rounds (four rounds if
constitution is 15 or higher). This save must
be made every round for as long as the
doors are left open, up to a maximum of
five rounds. A cure light wounds spell or
the equivalent will negate this effect.

After some of the smoke has been let out,
the characters will be able to make their
way through the corridor by crawling. They
will be able to ascertain that the source of
the smoke is the magical library. (If the fire
in the library has been extinguished, five
rounds of ventilation ? or a gust of wind
spell ? will clear the air.)

In front of the open door to the magical
library lies Alexonus Romdril. He is dead
from burns covering his entire body. A
small, partially burned scrap of paper (reproduced
in the document section) is
clutched in Romdril?s fist.

If it was earlier than 9:00 when the double
doors were opened, the library will still
be on fire, and the characters should realize
that the blaze must be dealt with. (If the
doors are not opened until 9:00 or later, the
fire will have burned itself out because of
lack of oxygen.)

The other 2 doors in the magical area
(leading to the magical laboratory and the
alchemical laboratory) are not locked and
will open freely. But if either one is opened
before the corridor is cleared of smoke, the
smoke will rush into the room in question
and render the air inside unbreathable for
at least five minutes.
 

Magical library: If the library is still on
fire when the characters arrive, they will
have to use whatever means are at their
disposal to put out the blaze. Spells such as
create water, precipitation, cloudburst, ice
storm, or combinations of these are likely to
be at least partially effective. A decanter of
endless water (from the water circulation
system) will also be helpful, as will the fire
extinguisher in the alchemical laboratory (if
it is discovered in time).

Regardless of how, or how soon, the
blaze is extinguished, all of the texts in the
magical library will have been reduced to
ashes, as will the bookshelves, table, and
chairs. Two objects will survive the fire. The
first is the mirror on the east wall, just to
the north of the section of wall composed of
glassteel. This mirror is the other half of the
teleportation device that allows travel back
and forth from the magical library to the
master bedroom; it is identical, and operated
in identical fashion, to the mirror in
the bedroom. (See the description of that <LINK>
room for details.) The second item will be
discovered if the ashes in the vicinity of
(what once was) the table are searched. It is
a small iron chest, unlocked, containing
more than fifty precious gems with a total
value of more than 100,000 gold pieces.

Magical laboratory: This room has not
been affected by the fire. There are counters
on all the walls, on which are placed various
books and experiments. There is also a
large cylindrical device in the center of the
room.

All of the experiments are in the preparatory
stages; none of them have actually been
begun. The four separate endeavors seem to
involve, respectively, some kind of necklace;
a heavy crossbow (which is present); something
having to do with the elemental plane
of fire; and a large, blue icosahedron. No
other information is discernible, even with
careful examination or the use of read
magick.

The cylindrical device in the center of the
room is 10? in diameter and three feet high,
and is giving off a low, humming sound. It
has a lid, upon which is inscribed the word
?Whirligig.? The lid can be easily removed,
but if someone takes it off without first
speaking the word, the contents of the cylinder
will fly out in all directions, covering the
room and all its occupants with a green,
sticky substance. This substance has no ill
effect, and can be washed off with water.

Alchemical laboratory: This area is free
of fire damage. Counters cover all the walls;
books, beakers, and liquids abound.

A more than cursory look will reveal that
this room has been slightly disturbed. Two
potion bottles have been broken on the
floor; one contained a white liquid and the
other a yellow liquid. Where the two substances
have flowed together on the floor,
the resulting liquid is a dull crimson color.
There is also a large spill of sparkling water
on one of the south counters. One of the
books has been opened and turned upside
down, several of its pages being bent in the
process. A small bottle of white pills is
broken on the floor in the southeast corner.
All of the alchemical products mentioned
above will have no ill effects if they are
ingested; however, the dull crimson mixture
will cause severe hiccups for 1 - 10 rounds to
anyone who tastes it. The small white pills
can be used to treat a slight case of smoke
inhalation or other respiratory damage.
(One pill will not help Raleigh, and if more
than one is put in his mouth, he will choke
and spit the pills out. His condition will not
improve.)

The experiments here are all in preparatory
stages. Most of them are undecipherable,
but read magick will reveal that four of
the experiments are concerned with the
following subjects: color; strength; green
slime (not present); and the eyes of umber
hulks (not present).

Also in the laboratory is a 1? tall, spongy
cylinder labeled ?Fire.? If this cylinder is
brought into an area with a temperature of
120 degrees F. or higher (such as the magical
library, if it is on fire) and then dropped
or struck with a sharp blow, it will explode,
spraying an area of up to 10,000 sq. ft. with
a white foam that will smother any blaze.
The foam will gradually evaporate over one
turn after the object explodes.

Conjuration and summoning chamber:
If this area is somehow reached, is will be
found to be bereft of furniture, having only
various signs and sigils on the floor. The
edges of the walls are curved, so that there
are no sharp-angled corners in the entire
room.

Outside the mansion
The area around the main entrance is
well-traveled. At the start of the adventure,
only one carriage will be outside the mansion
(the vehicle the characters arrived in).
This carriage is 20 feet from the main entrance,
with the horses loosely tethered to a
tree.

The trail from Andre LeMeurtrier?s
window leads to the edge of the roof, then
resumes on the ground immediately below
the roof. It leads around the west side of the
mansion and then around the north side to
the servants? entrance. At the entrance, the
trail is obscured by other footprints. In the
dirt just outside the conventional library
there are six blue fletchings, probably from
arrows or crossbow bolts.

On the roof of the mansion, one can see
into the astrological observatory through the
dome. During the day, the observatory is
always illuminated from above.

THE SUSPECTS

Sandar Fleatis

11th-level magic-user: STR 14, INT 17,
WIS 16, DEX 13, CON 12, CHA 11,
COM 11. Hit points 29, armor class 7,
alignment neutral, age 30, height 5? 11?)
weight 165.

Spells: magic missile, spider climb, detect
magic, read magic, invisibility, detect invisibility,
knock, levitate, dispel magic, fireball,
clairvoyance, suggestion, wall of ice, dimension
door, minor globe of invulnerability,
passwall, extension II, wall of force.

Possessions worn: brown cloak of protection
+ 3, brooch of shielding (40 charges)
on gold chain, ring of free action, gray robe
with gold embellishment, two gold rings,
coral bracelet, belt pouch, high soft boots.

Possessions carried: potion of polymorph,
wand of negation (38 charges), spell components,
25 pp.

Reactions to interrogation: Fleatis will be
impatient with questions, and will answer
curtly if at all. If the PCs detain him for too
long, he will become disturbed and demand
to know why the investigators don?t get on
with the case at hand.

Personal history: Sandar Fleatis runs the
magic-users? guild in Kelburn, and is outspoken
against the policies of Orian Flaloch.
He used to be Alexonus Romdril?s apprentice;
he lived in the mansion and had access
to all of its rooms and conveniences, until
he and Romdril decided it would be better
if Sandar left. Since his departure last April,
Fleatis had not spoken at any length to
Romdril until the previous night. Fleatis
claims he has no political aspirations, but
would like nothing better than to see his
former tutor back in office. He says that he
intended to use this invitation to the mansion
as an occasion to persuade Romdril to
re-enter the political arena, as well as to
petition him for a geas spell.

Answers to key questions:
Did you kill Romdril? ?Of course not.?

Who killed Romdril? ?I?m not yet certain,
but I intend to find out.?

What do you have against Orian Flaloch?
?He is destroying everything Alex worked
for.?

What do you think of Alambar? ?He?s
gone senile. What a shame.?

What do you know about LeMeurtrier?
?I?ve got nothing on that cutthroat.?

Did you kill LeMeurtrier? ?He?s dead?
It?s about time. Someone should have taken
care of him long ago.?

Why did you and Romdril part company?
?He no longer wanted to remain in
Kelburn. I did.?

How did Liana die? ?I don?t yet know.?

Where have you been since 8:00? ?In the
library, reading about poisons.?

Did you come back to your room from
the library? ?Straight from the library, yes.?

Alkus Alambar
18th-level magic user: STR 4, INT 18,
WIS 12, DEX 6, CON 7, CHA 7, COM 7.
Hit points 20, armor class 4 (with bracers),
alignment chaotic neutral, age 85, height
5?3?, weight 101.

Spells: affect normal fires, light, erase,
feather fall, detect invisibility, invisibility,
darkness 15? radius, fireball, phantasmal
force, hold person, dimension door ( x 2),
ice storm, cause fear, confusion, teleport
(x2), cloudkill, extension II, disintegrate,
repulsion, power word stun, power word
blind, prismatic sphere.

Possessions worn: black robe with gold
sigils, girdle of many pouches, dagger + 3,
amulet of life protection, bracers of defense
(AC 4), low soft boots.

Possessions carried: potions of fire resistance,
speed, and extra healing, oil of acid
resistance, scroll of protection from petrification,
spell components, gold ring, 20 pp.

Special characteristics: Alambar is protected
by mind blank for the duration of this
scenario. Because of his age, he suffers from
many illnesses, including a very severe
respiratory disorder. Any vigorous activity
(combat, prolonged exertion, running more
than a short distance) will cause this lung
disease to incapacitate him.

Reactions to interrogation: Alambar will
not stand for any type of extended interrogation.
He is in a temperamental mood and
will lash out (verbally) at anyone he feels
deserves such treatment. He will respond to
any question with sarcasm or an insult, but
may incidentally provide some relevant
information in the context of his tirade. He
will demand to be addressed by his full
rightful title, Chief Alchemist of Jonholm.

Personal history: The few scraps of information
he may give out include only that he
is Chief Alchemist of Jonholm, that he and
Romdril were associates for many years,
and that he came here only because he
assumed Romdril had a good reason for
inviting him.

Answers to key questions:
Did you kill Romdril? ?That is sheer
idiocy.?

Who killed Romdril? ?How in all demonfire
would I know??

Did you kill LeMeurtrier? ?Use your
brain. I have never met the man before.?

Did you recommend the servants to
Romdril? ?Yes, and they had the gall to get
themselves killed for it.?

Did you kill the servants? ?That would
certainly cast doubts on my recommendations,
wouldn?t it??

What was your relationship with Romdril?
?He and I knew each other. I know
many other important people, and I?m sure
he did, too.?

What do you think of Sandar Fleatis?
?That kid could use some maturity.?

How about Orian Flaloch? ?If that idiot
wants to cut off diplomatic relations with
my city, it isn?t my problem.?

Orian Flaloch
0-level human; politician by trade: STR
14, INT 17, WIS 17, DEX 14, CON 16,
CHA 18, COM 18. Hit points 6, armor
class 10, alignment lawful evil, age 39,
height 6'?4"?, weight 180.

Spells: none.

Possessions worn: spotless brown suit and
thin black jacket, amulet of proof against
detection and location, high hard boots.

Possessions carried: small vial of acid, 20
pp.

Reactions to interrogation: Flaloch will
be unhappy about any hesitation on the
part of the PCs, condescendingly decrying
the police force?s incompetence and uselessness.
He will demand to know of any information
the PCs have uncovered pertaining
to Romdril?s murder, and will threaten
them with dismissal from the force if they
do not comply. If the PCS are properly deferential
and quick in their questioning, and if
Flaloch is convinced they are not using
magic in the interrogation, he may respond
eloquently and at length to questions.

Personal history: Orian Flaloch will
steadfastly maintain that he gained
Kelburn?s highest office through his hard
work and perseverance in a fair election. He
harbored Romdril no ill will, regardless of
his opponent?s alliance with the demons of
magic. Indeed, Flaloch believes that Romdril
finally outlived his usefulness to the
hordes of Hades, and was taken by demonkind
to the horrors of the underworld.
Flaloch grieves for the loss of so worthy an
opponent. He hoped that he could steer the
arch-mage away from his likely fate, and
agreed to come to the mansion with the
intent of trying to convince Romdril of the
error of his ways and to improve relations
with him.

Answers to key questions:
?
Did you kill Romdril? ?Certainly not.?

Who killed Romdril? ?His own personal
demons, and those who preyed on him.
Truly a shame.

Why did you want to make amends with
Romdril? ?The bad blood between us could
not continue if his soul was to be saved.?

What do you know about Liana Romdril
?s death? ?She was a lovely young lady;
it was truly a tragedy that she died of natural
causes at so young an age.?

Did you kill LeMeurtrier? ?Unfortunately,
the laws of Kelburn forbid justifiable
homicide.?

Why did you hate LeMeurtrier? ?His
corruption and killing blighted the good
works of my administration.?

What do you have against magic? ?It is
demonwork used by the legions of the netherworld
to corrput the minds of rightthinking
persons.?

What do you know about this ledger
entry? ?It . . . uh . . . must be a f-f-forgery.
I?ve never seen it before.?

Do you know that the amulet you?re
wearing is magical? ?Ridiculous. It is the
official Kelburn amulet of state. If you
suspect that it is magical, then you could
only suppose that after the use of magic
yourself. You are not fit to remain in the
employ of the good city of Kelburn, and
when I return to my offices later today I will
recommend that you be dismissed from the
police force.?

Andre LeMeurtrier
14th-level assassin: STR 17, INT 18,
WIS 17, DEX 18, CON 14, CHA 15, COM 12
HP: 47, AC: 6,
AL: LE, age 32, height 6'2",
weight 160.

Spells: none.

Thieving abilities: PP 110, OL 92, FT 80,
MS 104, HS 87, HN 35, CW 99.2, RL 60;
+t to hit && x5 base damage
on backstab.

Possessions worn: Light brown jacket and
traveling clothes, boots of elvenkind, ring of
feather falling, ring of invisibility, medallion
of ESP.

Possessions carried: dagger of venom, gas
grenade (produces 1" diameter gas cloud
when set off; all within cloud take 3-18
points of damage, save vs. poison for 1/2),
tiny flask ov poison (save vs. poison || die if
imbibed), thieves' tools, 10 gp in cotton-
filled pouch.

Reactions to interrogation: None. The
PCs will not be able to question LeMeurtrier
before his death.

Raleigh
0-level human, manservant by trade:
STR 10, INT 16, WIS 16, DEX 10, CON
9, CHA 10, COM 10. Hit points 4, armor
class 10, alignment lawful neutral, age 52,
height 6?, weight 125.

Spells: none.
Possessions worn: suit and tie.
Possessions carried: 15 gp in belt pouch.
Reactions to interrogation: Raleigh will
be unable to answer any questions except as
outlined in the section above entitled ?The
mystery.? <LINK>

Mok
7th-level fighter: STR 18/95, INTO 10,
WIS 10, DEX 18, CON 18, CHA 6, COM 9.
HP 50, AC 6, AL N
height 6'11", weight 220.
Spells: none.
Possessions worn: loose shirt && pants,
bandolier.
Possessions carried: crossbow of SPEED, 20
red-fletched bolts in quiver, large mace
(2-12 damage).

Reactions to interrogation: Mok is mute
and cannot read or write. He does not know
a formal sign language, but does try to
communicate with gestures and facial expressions.
He knows of the existence of the
magical area, and can enter that area by
using the chime on the double doors, but
does not know about the teleport device.

THE SOLUTION

The death of Liana Romdril was the
turning point of the Kelburn mayoral election
campaign of 1352. Her husband, Alexonus
Romdril, sacrificed his bid for
re-election and effectively forfeited the
election to his challenger, Orian Flaloch, in
his determination to discover the reason
behind his wife?s sudden death. Romdril
knew there was no sensible explanation for
the young Liana?s heart attack ? at least,
no natural explanation.

For several months after the incident
Romdril used all the means he could muster,
legal and otherwise, to obtain information
about Liana?s death. For the better
part of a year, his quest was fruitless. He
channeled much of his resources into the
search while his personal life deteriorated.
Sandar Fleatis, who had been staying at
Romdril Mansion, left in April after a bitter
argument with the arch-mage. Fleatis was
distressed that Romdril had become obsessed
with finding Liana?s killer, even
though he had found no evidence that a
killer existed. Fleatis pressed Romdril for an
explanation of how this single-minded
search was benefitting the people of
Kelburn, who were suffering under the
Flaloch administration. Romdril, who could
not accept anything less than complete
devotion to his investigation, refused to
respond, and Fleatis left harboring much
resentment. Romdril continued to pursue
his goal.

Finally, on October 13, the arch-mage?s
efforts were rewarded. A bribe and a threat
to one of Flaloch?s lackeys gained Romdril
the mayor?s campaign ledger for
November-December 1352. The entry for
December 14 confirmed what some of his
other information had hinted at: Orian
Flaloch had paid the renowned Kelburn
assassin Andre LeMeurtrier the princely
sum of 35,000 gold pieces to murder someone
? on the very day that Liana died.

Romdril sent a communique to Flaloch,
revealing to the mayor that he possessed
definite proof of Flaloch?s corruption but
not telling him exactly what he knew. The
mayor panicked and sent back a request for
what Romdril would demand in return for
not exposing Flaloch. The arch-mage invited
Flaloch to attend an overnight gathering
at his mansion beginning on October
19, and suggested that the mayor bring
what he considered an appropriate gift.
Flaloch agreed enthusiastically, adding that
he hoped to improve relations between the
two men.

Flaloch did not guess that the only gift
Romdril wanted was his enemy?s dying
breath. Accordingly, the mayor siphoned off
as much of the taxpayers? money as possble
and quickly purchased as many precious
stones as the money could buy, adding
whatever he could spare from his personal
treasury. He packaged these gems ? more
than 100,000 gold pieces worth ? in an
iron box and enclosed a note reading:
?Romdril, these priceless gems are yours as
payment. I don?t know what black arts you
used, but I?ve seen you do worse wth your
demonwork. I hope you rot in The Abyss for
this. You?ve now got your redress for what
happened, so leave me be!? Flaloch foolishly
hoped the gems would appease Romdril;
if not, he reasoned, then he would
simply have to once more purchase the
services of LeMeurtrier to rid himself of
Romdril forever.

To disguise his true intentions, Romdril
invited 2 other dignitaries to his mansion
along with Flaloch. After the mayor was
disposed of ? any one of a number of spells
would do the trick, and it would be simple
to make it look like self-defense ? Romdril
hoped to gain the renewed allegiance of
both Alkus Alambar and Sandar Fleatis and
join with them in an effort to again bring
about good relations between Kelburn and
Jonholm.

Alambar accepted the invitation gladly,
seeing it as an opportunity to further his
own ends. He had spent many years trying
to discover the secret to the much-coveted
potion of longevity. Alambar could not
succeed through his own efforts, and he
became convinced that his former friend
Romdril knew the secret but was withholding
it from him. Alambar?s time was growing
short; at his age and in his present
condition, he was unlikely to live much
longer. In desperation, Alambar reasoned
that if Romdril would not allow him to live
a longer life, the former mayor would die
before he did. After hiring two cutthroats
from the Jonholm assassins? guild, Alambar
armed them with a three-stage poison ?
the first two stages to be ingested with the
food and drink of the evening meal and the
last to be inhaled from the fumes of the
candle in the arch-mage?s bedchamber.
Alambar recommended these two assassins
as the perfect servants for the gathering that
Romdril was hosting on the 19th, and
Romdril agreed out of deference to the old
man, hiring them as the cook and maid for
the occasion.

Fleatis also accepted the invitation gladly,
seeing it as an opportunity to make amends
with Romdril and to pursue a couple of his
personal goals. He intended to petition
Romdril for knowledge about the geas spell,
and also wanted to elicit his former master?s
support for the campaign Fleatis was planning
in an effort to unseat Flaloch in the
next election.

Alambar?s hiring of the two assassins
became known to LeMeurtrier, the head of
the Kelburn assassins? guild, through spies
that he had planted in the Jonholm guild.
LeMeurtrier strongly suspected that the
object of the assassination attempt would be
Romdril himself, and he decided that a job
of this magnitude would net the rival guild
more money than he could countenance.
The best solution, he reasoned, was to let
the assassins do their work, then dispose of
the killers and make off with the money
they were to be paid ? all of which would
serve to further incite the conflict between
the Kelburn and Jonholm assassins? guilds.
LeMeurtrier showed up at Romdril Mansion
on the night of the gathering. After
hiding his crossbow and poisoned bolts in
the underbrush outside the mansion, he
made himself part of the gathering. Romdril,
anxious not to give away his true purpose,
greeted the assassin hospitably, and
LeMeurtrier responded in kind, even
though each man knew the other would kill
him at the slightest opportunity.

Romdril was not terribly put off by Le-
Meurtrier?s appearance, since he had taken
the precaution of having a small group of
police officers present. He expected that a
death (Flaloch?s) would occur at or before
noon on the 20th, and he wanted the police
on the premises as impartial witnesses to
document what would happen. In the
meantime, Romdril supposed, the presence
of the officers would prevent the occurrence
of any untoward events.

The dinner on the evening of the 19th
was intended as a hospitable prelude to the
following day, when the principals would all
engage in conversation and negotiation.
The meal was served, complete with poison.
No one present detected the poison (nor
attempted to), but Alambar already knew of
its existence and LeMeurtrier suspected that
such was the case. The assassin?s expertise
with poisons enabled him to deduce that it
must be a multi-stage mixture, and that the
final component would be administered in
such a way that no one but the intended
victim would be affected.

As it happened, the third stage was never
activated. The maid was able to slip away
during dinner and sprinkle the black powder
on the candle in Romdril?s bedroom,
but the arch-mage did not use the candle.
He entered his bedroom, picked up the box
Flaloch had brought, and used the mirror to
get to his magical library.

LeMeurtrier was correct in his suspicion
that Romdril was meant to be the victim of
the poison. He was incorrect, however, in
his assumption that the deed would be done
shortly after Romdril retired to his room at
about 11:00.Before LeMeurtrier went to
his own bedroom, he slipped into the servants
foyer and lifted the bar on the outside
door. Then he proceeded upstairs, picked
the lock on the door to Mok?s bedroom, and
?borrowed? two bolts that he knew would
not be missed. At midnight he sliced a panel
out of his bedroom window and exited the
house. He stopped briefly outside to pull the
blue fletchings out of the poisoned bolts he
had brought along and replace them with
the red fletchings from Mok?s bolts. He
then re-entered the house through the servants
? entrance. Using invisibility and
stealth, he killed the maid and the cook
where he found them, being careful in each
case to leave clear evidence that they carried
poison. He then disposed of his own crossbow
and the two extra bolts in the fire pit
before going back to his room, but forgot
about re-lowering the bar on the door to the
servants? entrance. He repaired the window
(although not perfectly) and got a few hours
of sleep, secure in the knowledge that he
had disposed of the Jonholm assassins and
at the same time established Mok as the
prime suspect.

Alkus Alambar?s anxiety got the best of
him at about 4:00 a.m. He left his room,
went down the hall toward the master bedroom,
and employed a clairvoyance spell to
ascertain -- ? much to his surprise and outrage --
? that Romdril was not lying dead
inside his bedroom. He went to the servants
?quarters and found the maid dead
and the cook missing. He assumed that
Romdril was somehow responsible for their
death and disappearance, which further
strengthened his resolve to see the archmage
dead. Through the use of an educated
guess and another clairvoyance spell, he
found Romdril in the magical library examining
the contents of a small iron box. He
cast a knock spell on the doors leading to
the magical area and entered the alchemical
laboratory after using invisibility on himself.
Becoming more irrational by the second,
he then decided to cast delayed blast
fireball on the magical library, setting the
?timer? on the blast to go off in two minutes.
By means of a potion of clairaudience
and a ventriloquism spell, he contacted
Romdril and demanded to know everything
about the potion of longevity. Romdril,
startled by the intrusion on his concentration,
closed the box of gems as he replied
that he had no such knowledge. Alambar
began to go on a rampage in the alchemical
laboratory, haphazardly searching for the
nonexistent potion. Romdril was in the
process of trying to persuade Alambar to
calm down when the fireball went off.
Alambar had enough presence of mind to
pull out the bottle of pills he used for his
respiratory disorder and swallowed one to
ward off the possible effects of smoke, but
then he dropped the bottle, which shattered
on the floor unbeknownst to him. He vacated
the area shortly after the blast, exiting
through the double doors and closing them
before any appreciable amount of smoke
could get through the opening.

Romdril managed to crawl to the door of
the library and push it open before he died,
still reflexively clutching the remains of
Flaloch?s note. Raleigh, on his earlymorning
rounds intending to tidy up the
library, discovered the smoke and Romdril?s
body some three hours later. He panicked,
and inhaled a lot of smoke while vainly
trying to revive his master. Dazed and
gasping, he bolted from the area, instinctively
closed the doors behind him, and ran
up the stairs to the breakfast hall at precisely
8:00.

THE EVIDENCE

The following is a list of all the relevant
evidence to be found in the mansion.

Romdril?s bedroom: scroll of geas supports
Fleatis?s story; flecks of powder on
candle point to attempt to murder Romdril;
portrait of Liana reveals that Romdril suspects
his wife was murdered; diary entries
show that Alambar wants potions of longevity, <check grammar>
that Alambar arranged the presence of
the servants/assassins, that Flaloch committed
some crime against Romdril and Liana
(?her spirit?) which LeMeurtrier was involved
in, and that Romdril anticipated an
attempt on his life.

Mok?s bedroom: Crossbow missing after
9:10 directs suspicion away from Mok.

Fleatis?s bedroom: Blank spell book suggests
that Fleatis is here to obtain a spell for
the book.

Alambar?s bedroom: Shards of glass
outside room and in hem of robe point to
Alambar?s visit to alchemical lab; torn robe
indicates he visited maid?s room; unused
bed suggests that Alambar was awake (and
probably occupied) for most or all of the
night; bag of holding containing platinum
pieces points to his hiring of assassins.

LeMeurtrier?s bedroom: Damaged window
suggests that LeMeurtrier left the
mansion secretly.

Upper gallery: Text of will removes motive
from Fleatis; ledger points to Flaloch?s
and LeMeurtrier?s involvement in Liana?s
death.

Raleigh?s bedroom: List of guests confirms
that LeMeurtrier was not invited; also
gives combination to safe (which Romdril
had ordered Raleigh to change the day
before).

Maid?s bedroom: Dagger indicates she is
an assassin; powder suggests that she
worked for Alambar (who provided it to
her).

Servants? entrance: Poison ?recipe? on
back of map indicates that servants from
Jonholm were assassins, and their connection
with Jonholm suggests that they were
hired by Alambar.

Kitchen: Powders and liquids point to
Alambar?s hiring of assassins; cook?s shoulder
wound points to LeMeurtrier?s murder
of cook (obviously a poisoned bolt, since the
wound itself would not be fatal); crossbow
part in embers points to LeMeurtrier?s (not
Mok?s) attack on cook.

Magical corridor: Note in Romdril?s
hand points to Flaloch?s involvement in
Liana?s death.

Magical library: Box of gems suggests
Flaloch?s involvement in Liana?s death.

Alchemical laboratory: State of disrepair
and broken bottle of pills point to Alambar?s
murder of Romdril.

Outside: Trail leading from Le-
Meurtrier?s window indicates his murder of
assassins, as do blue fletchings.

THE END
At noon the door chimes will sound,
signaling the arrival of Flaloch?s and Alambar
?s carriages. Raleigh will awaken and
immediately seek out any PC(s) he can find
to see if the police have solved the mystery.
Flaloch and Alambar will go outside and
prepare to leave with their carriage drivers.
Fleatis (and Mok, if he is still alive) will join
them outside and trade angry looks with
them for a couple of minutes. Raleigh will
suggest that the PCs go outside too (if they
haven?t already done so), but if no officer
attempts to detain them, Alambar and
Flaloch will leave no later than 12:10.

If, on the other hand, the PCs confront
the NPCs, what happens thereafter will be
solely dependent on the PCs?
actions. Flaloch will say that he has pressing
business back in Kelburn, but may be
persuaded to stay a while longer if the characters
strongly suggest that they have a
solution to the mystery. (The mayor, after
all, has not committed any crimes in the last
few hours and presumably has no reason to
suspect that the PCs may have implicated
him in Liana?s death.) But if it seems to
Flaloch that the PCs are grasping at straws,
he will make another of his comments about
police incompetence, promising to instigate
sweeping changes in the police department,
and will attempt to leave.

Alambar is also in a hurry to leave,
claiming that he must return to Jonholm to
monitor some ongoing experiments, but he
may succumb to pressure from Flaloch if it
seems to the mayor that the characters are
going to present a legitimate solution.
(Alambar is worried that he may appear to
be the guilty party if he insists on leaving
while Flaloch is willing to stay and listen.)

Sandar Fleatis is not inclined to leave
hastily; he wants to get to the bottom of this
affair, and he will spout off angrily at anyone
who attempts to leave before matters
are resolved.

If the PCs directly accuse Alambar of
Romdril?s murder and present a case that is
similar to what is outlined in ?The solution,
? the alchemist will panic and begin
coughing and gasping. He will instinctively
reach for his bottle of pills, which of course
are not on his person. He will then attempt
to cast a spell, but his coughing fit will
prevent him from completing it. Then, if he
is not physically restrained, he will pull out
and drink what he thinks is a potion of extra
healing, but which is in fact his vial of oil of
acid resistance. This action will only increase
his respiratory problems and render
him virtually helpless. In this state, Alambar
should be able to be easily apprehended,
perhaps with the aid of Fleatis (and
Mok) and possibly also with the help of
Flaloch, if the mayor has not been accused
of any crime. If the PCs have thought to
pick up the white pills from the laboratory,
and if Alambar is offered one of them to
alleviate his coughing, he will regain all of
his capabilities and will do everything in his
power to escape.

If the PCs directly accuse Flaloch of
Romdril?s murder, the mayor will demand
to see their evidence and, if it is lacking in
substance (as it surely will be) he will leave
the mansion. If the PCs charge him with
participation in the murder of Liana Romdril,
and if they have the ledger to prove
this accusation, Flaloch will lose his rough
demeanor and begin stammering in a futile
attempt to cover his tracks. If he is skillfully
confronted and interrogated at this point,
he will volunteer a full confession. If instead
the mayor is physically threatened, he will
attempt to resist this kind of treatment, but
Sandar, Mok, and Alambar (if the latter has
not been accused of any crime) will assist
the police in restraining him.

If the PCs directly accuse Fleatis of any
crime, he will go pale and quietly deny
involvement in any wrongdoing in a manner
that makes it almost seem as though he
does not believe his own words. This feeling
will pass within moments, however, and
Fleatis will regain his composure and selfassurance.
He will vocally and physically
resist any attempt to arrest him. Flaloch
and Alambar will support the PCs if they
persist in attempting to apprehend Fleatis,
and then both will leave confidently.

If the PCs directly accuse Mok of any
crime, his eyes will widen and he will look
to Raleigh for help. The manservant and
Fleatis will both come to his defense, assuring
the PCs that they have made a mistake.
If the PCs persist, Flaloch and Alambar will
leave.

If the PCs directly accuse Raleigh of any
crime, he will become visibly upset and
begin to cough again. Fleatis and Mok will
come to his aid, the former spewing insults
at the PCs for their obvious error and assuring
them that they will never hold a job in
Kelburn again. Flaloch and Alambar will
leave after ?congratulating? the officers for
their ?obvious skill.?

If the PCs are unable to legitimately
charge anyone with a crime, Raleigh will
again succumb to his respiratory damage
and Mok, looking disappointed and hurt,
will carry him inside. Fleatis will storm off
into the woods muttering to himself, outraged
that the police are letting Romdril?s
murderer go free. Flaloch will board his
carriage and return to Kelburn, where he
will serve out only part of the remainder of
his term before suffering a mysterious fatal
heart attack. Alambar will abruptly vanish
from his carriage before it returns to
Jonholm, having teleported far across the
continent, never to be seen again.

Tournament scoring system
If the Dungeon Master desires,
rate the players characters according to the
following point scale (all points are cumulative):

    + 100 for chagring Alambar with Romdril's murder

    + 50 for charging Flaloch with ordering
        Liana?s assassination

    + 50 for charging Alambar with Le-
        Meurtrier?s murder

    + 25 for attributing the servants? deaths
        to LeMeurtrier

0 for letting all the NPCs go free

    - 25 for charging Alambar  with the
        servants? deaths

    - 25 for each major breach of Kelburn?s
        laws

    - 50 for charging Flaloch with the servants
        ? deaths

    - 60 for charging Flaloch with Romdril?s
        murder

    - 60 for charging Fleatis with Le-
        Meurtrier?s murder

    - 75 for charging Fleatis with any murder
        except LeMeurtrier?s

    - 75 for attributing Romdril?s murder to
        LeMeurtrier

    - 80 for charging Mok with the servants?
        deaths

    - 100 for charging Mok with Romdril?s
            murder

    - 100 for each murder attributed to
        Raleigh

Bonus points may be awarded for finesse
(or deducted for lack of same). This category
includes, but is not limited to, observing
standard mystery conventions, such as
being exceptionally quick to search in the
kitchen cupboard, promptly considering the
existence of a wall safe, and revealing the
murderer(s) in a ?mystery style,? such as
the way events are described in ?The solution.
? In a multi-group tournament situation,
the DM should not award more than
10 points for finesse, nor subtract more than
that amount for lack of same.

















Tournament player characters

Lt. Mander Laine
Command Division
LG 9th level ranger

Strength: 18/26
Intelligence: 17
Wisdom: 16
Dexterity: 13
Constitution: 14
Charisma: 17

HP: 59
AC: 5

Spells:
Detect magick (Dr)
Light (MU)

Special abilities
Tracking
+9 vs. giant-class humanoids
3/2 attacks/round
Surprise on 1-3
Surprised on 1 only

Magick items:
Elfin chain mail
Longsword +2
10 bolts +2
Ring of fire resistance

Other items:
Light crossbow
Uniform
Badge and ID
Dagger
Lesser mistletoe
Handcuffs && blindfold
10' rope

Officer Colin Myrhh
Theological Division
2nd level fighter/8th level cleric

S: 16
I: 16
W: 18
D: 10
C: 12
CH: 15

HP: 55
AC: 5

Spells:
Detect magick
Cure light wounds (x3)
Create water
Hold person
Find traps
Silence 15' radius
Resist fire
Know alignment
Cure blindness
Cure disease

Magic items:
Potion of clairvoyance
Shield +2
Scroll of protection from magick
Scroll of Locate object (x2)
Scroll of Detect lie
Scroll of Cure serious wounds
Scroll of Neutralize poison

Other items:
Spell components
Holy symbol
Uniform
Badge && ID
Mace<?>
Handcuffs && blindfold
10' rope
Chain mail

Officer Kai Randar
Thaumaturgical Division
2nd level fighter/8th level wizard

S: 12
I: 18
W: 16
D: 15
C: 15
CH: 14

HP: 29
AC: 10 (base)

Spells:
Magick missile
Shield
Ventriloquism
Detect magick
Detect invisibility
Knock
Levitate
Phantasmal force
Protection from normal missiles
Dispel magick
Rary's mnemonic enhancer
Ice storm

Magick items:
Spell scroll (Message, Anti-magic shell, Pyrotechnics)
Helm of comprehending languages & reading magick
Potion of healing
Short sword +1

Other items:
Spell components
Uniform
Badge && ID
Dagger
Vial of acid
Handcuffs && blindfold
10' rope

Officer Velton Sectal
2nd level fighter/8th level thief

S: 12
I: 16
W: 15
D: 18
C: 11
CH: 12

HP: 33
AC: 8 (base)

Thief abilities
Pick pockets 80%
Open locks 72%
Find/remove traps 60%
Move silently 82%
Hide in shadows 64%
Hear noise 25%
Climb walls 106%
Read languages 40%
Backstab at +4 to hit && x3 damage

Magick items:
Dust of appearance (4 pinches)
Short sword +2
Potion of flying
Potion of invisibility (4 doses)

Other items:
Thieves' tools && picks
Dagger
Hooked grapnel && 20' of line
Flask of oil
Flint && steel
Vial of acid
Handcuffs && blindfold
Leather armor

KELBURN CIVIL RIGHTS CODE
SECTION C: POLICE CONDUCT

1. POLICE OFFICERS MAY NOT TAKE SENTIENT LIFE EXCEPT IN SELF-DEFENSE, AND
THEN ONLY IF NO OTHER MEANS ARE AVAILABLE TO PROTECT THE SAFETY AND
WELFARE OF THE OFFICER

2. UNNECESSARY VIOLENCE IN THE APPREHENSION OF A SUSPECTED CRIMINAL IS
PROHIBITED. VIOLENCE MAY BE EMPLOYED ONLY IF NO OTHER MEANS ARE
AVAILABLE.

3. PROTECTION OF ANY INNOCENT PERSON TAKES PRECEDENCE OVER THE
APPREHENSION OF A SUSPECTED OR KNOWN CRIMINAL.

4. POLICE OFFICERS MAY NOT DETAIN A PERSON NOT OFFICIALLY CHARGED WITH A
CRIME FOR ANY LENGTH OF TIME, AND MAY NOT PROHIBIT A PERSON FROM
UNDERTAKING NORMAL ACTIVITIES UNLESS THE PERSON IS OFFICIALLY CHARGED
WITH A CRIME.

5. THE INTERROGATION OF A PERSON NOT OFFICIALLY CHARGED WITH A CRIME IS
PROHIBITED UNLESS THAT PERSON CONSENTS TO BEING QUESTIONED.

6. POLICE OFFICERS DO NOT HAVE THE POWER OF SEARCH AND SEIZURE EXCEPT AS
REGARDS THE PROPERTY AND PERSONS OF DEAD VICTIMS OF CRIMES, OR WHEN
AN OFFICER IS SEARCHING FOR OR CONFISCATING EVIDENCE TO BE USED IN THE
PROSECUTION OF OFFICIALLY CHARGED SUBJECTS.

7. POLICE OFFICERS MAY NOT EMPLOY PSIONIC POWERS, DETECTION MAGICKS, AND
OTHER SUCH FORMS OF DIVINATION EXCEPT ON A PERSON WHO HAS BEEN
OFFICIALLY CHARGED WITH A CRIME.

8. IT IS ILLEGAL FOR AN OFFICER TO OFFICIALLY CHARGE A PERSON WITH A CRIME
WITHOUT SPECIFIC KNOWLEDGE OR POSSESSION OF UNIMPEACHABLE,
SUBSTANTIAL EVIDENCE OR THE VOLUNTARY CONFESSION OF THE PERSON IN
QUESTION.

* * * * *