The City Beyond the Gate
An adventure for high-level
AD&D® characters
Designed by Robert Schroeck
20th Century Adventuring | London, 1985 | - | - | - |
Dragon 100 | - | - | - | Dragon |
THE SCENARIO
There are a number of possible
opening
scenarios, but they are
almost all variants of
two basic situations, given
below.
1) Over the course of several
adventures,
the adventuring party accumulates
a number
of scraps of information
regarding the
Mace. Most are legend and
hearsay, but
two or three seem to suggest
the location of
the Mace’s hiding place,
and one hints of an
extra-planar location. Research
on the little
solid information available
yields the location
of a small island relevant
to the quest,
in a nearby sea or ocean.
2) In exchange for a needed
resurrection,
regeneration, or similar
favor, the party
undertakes the recovery
of the Mace for a
high-level cleric or deity?s
servant. The
adventurers are given an
enigmatic map
which displays an island
and gives its approximate
location. Optionally, the
party
may be geased by the cleric
to perform the
mission.
In either case above, it
is up to the party
to obtain a ship or other
passage to the
island, as well as appropriate
equipment to
conduct the search for the
Mace.
THE GATE ISLAND
Scale: 1 hex is 100 feet
wide <>
At the location given in
their sources, the
characters do find an island.
Approximately
half a mile long north to
south, it has a
lagoon guarded by two high
cliffs to the
northeast, promontories
at both the north
and south ends, and a high
plateau in the
center. Some forested areas
exist, especially
around the base of the plateau,
but the isle
is predominantly grass-covered
or white
sand beach. Upon the plateau
can be seen a
simple white house, while
on the south cliff,
a small temple-like building
stands in partial
ruin.
The lagoon is the best place
to anchor a
ship, as it is sheltered
and calm, its clear
waters revealing white sand
(and no dangers)
below. Upon the party?s
anchoring
here (or at any other spot
off the island, for
that matter), two young
women will be seen
on the shore, hailing the
ship. Both are redhaired
and beautiful, and will
introduce
themselves as Selvana and
Lilith (not their
real names); they request
that all seekers for
that which is of Law accompany
them to
their humble home. They
are modest and
kind, and are actually Type
V demons
polymorphed into human shape:
AC -5
(torso)/-7 (tail), MV 12?,
HD 7 + 7, hp 40
and 43, ATT: 6 weapons/1
constrict, DAM:
by weapon/2d4, MR: 80%)
hit only by + 1
or better weapons, psionic
(see below);
numerous
special spell powers (see MM for details). If a cleric attempts
to
banish these demons (by
rolling the score
for "special" on the "Turning
Undead"
table), he will receive
a + 1 bonus to the roll
due to the residual aura
of Good which still
permeates this place.
Each of these two demons
has the following
psionic powers: clairvoyance,
detection
of magic, and aura alteration.
The latter
power will be used at all
times when the
party is nearby, as the
demons will be concealing
their alignment (causing
their auras
to radiate as lawful good).
Anyone with
psionic powers will sense
the use of psionics
from the two demon-ladies,
but will not be
able to tell what powers
are being employed
by them. If asked, the demons
will say that
they are protecting themselves
-- their isle
is sought after by many
evil creatures, and
one cannot be too careful.
The demons were sent to the
isle fifty
years ago by an unnamed
demon prince (or,
optionally, the leading
chaotic evil deity in
the current campaign). After
destroying the
garrison by surprise, they
established themselves
to kill off any other adventurers
who
happened to come upon the
isle. Unless
attacked, the demon-ladies
will quietly lead
the party to their home,
the small white
house glimpsed from the
ship. If possible,
they will attempt to charm
the adventurers
secretly, one by one, and
will detect invisible
objects to make sure no
one is
up on them (though they
will not
creeping
act as if
they see anything unusual
if they do see a
hiding thief or invisible
magic-user).
1.
The white stone house was built of
local
fieldstone and whitewashed. This
simple
structure has the look of a farmhouse
that
has withstood many decades, maybe
even
centuries of sea air and weather. There
are
four rooms to this building.
A: Sitting/dining room. The
centerpiece
of this room is a massive
table surrounded
by a dozen chairs. It is
well-worn as if many
a feast had been presented
here before. The
room is lit by oil lamps
suspended from
brackets on the stucco walls,
which are
decorated with a great many
weapons:
polearms, swords, and daggers
of varying
ages and manufacture. Twelve
weapons
have no dust on them: six
each of battleaxes
and bastard swords. These
are the demons?
weapons, Should they be
attacked anywhere
else on the island, the
demons will teleport
here and assume their demonic
forms to
wield their weapons. If
a major party is
fighting against them, the
demons will take
the time to summon 1-3 extra
demons each
(only of types I-IV) to
assist in the attack on
the party.
B: Kitchen. This room is
furnished as a
fine kitchen, slightly better
than such a
simple structure would suggest,
with
enough cooking utensils
and food storage to
feed a small garrison. A
coldbox is set into
the floor in one corner,
refrigerated by a
small spring that wells
up nearby and provides
water for the whole house.
The coldbox
is large enough to hold
four humansized
creatures. On a high shelf
in the opposite
corner of the room, hidden
from direct
view by several canisters
of spices, are five
unlabeled potion bottles
that contain the
first part of a two-stage
poison. This bottled
substance is harmless by
itself, but becomes
deadly when combined with
the second part
(see below). Note that a
spell or power that
detects poison will fail
to register this substance
(or the second part of the
poison) as
dangerous.
C: Sleeping quarters for
the party. Again,
this room looks to have
served a small troop
of people at one time or
another, for the
room has a dozen beds. It
is lit by candles
in sconces on the walls.
These candles are
impregnated with the second
part of the
two-stage poison found in
area B. As before,
this part of the poison
is harmless
unless mixed with the first
part above. The
demons will light the candles
in this room
before the party retires
for bed that night.
D: The demons? quarters.
This room
appears to be a very plain
room with simple,
hard beds and a small shrine,
but this is
a permanent illusion. The
room actually
contains two large nests
in which the demons
rest while in their natural
forms.
Entering the room will not
dispel the illusion,
which possesses tactile
and olfactory
components; it requires
a deliberate effort
to disbelieve the room's
contents to gain a
saving throw. Scattered
and mixed in with
the rubbish of the nests
are the following
items, all belonging to
the demons? previous
victims: 20,000 gp, 14 gems,
a gold armlet
worth 2500 gp, a platinum
necklace inset
with emeralds worth 10,000
gp, a chime of
opening with 20 charges
left, three jars of
Keoghtom's
ointment, and a scroll of seven
magic-user spells: mass
charm, crystalbrittle,
symbol, contact other plane,
time stop,
ice storm, and Mordenkainen's
magnificent
mansion.
The demons will invite the
party to stay
with them and prepare themselves
for their
search for the Mace, and
will cook them a
sumptuous meal, liberally
laced with the
first part of the two-stage
poison. The second
part (as mentioned before)
is in the
candles in the party?s quarters,
and anyone
breathing the air therein
within ten hours of
ingesting the first component
of the poison
will suffer the following
effects. First, fatigue
will set in within 1-2 hours,
causing
characters to save vs. death
magic or fall
asleep for 5-10 hours. Those
who save will
be groggy and will fight
at -2 ?to hit,? and
will lose all dexterity
bonuses to armor
class. The characters will
also be severely
weakened, their strength
scores falling by 3-
6 points for 2-5 hours before
they fully
recover. Characters who
fall asleep cannot
be awakened for the first
2-5 hours of sleep,
except by a neutralize poison
or wish. The
demons will attack as soon
as all party
members are so drugged.
If no one eats of
the demons? food, the demons
will act offended
but will say they understand
(and
they will attack the party
at the best possible
opportunity afterwards).
If the demons are destroyed
or dispelled,
a spirit will appear (treat
as similar to a
haunt
from Monster Manual II, except that
it cannot possess characters
and is able to
communicate with living
beings). The spirit
will take the form of an
old but robust man
in the garb of a cleric.
Identifying himself as
Girard, a priest of St.
Cuthbert, he will
explain that he is the original
guardian of
the gate, and headed a garrison
of troops
housed in the white house
to protect the
way to the Mace from those
who would
destroy it. He and his troops
were murdered
by the demons, who took
his place to
ensure that no force of
Good would reach
the Mace. While his troops
were taken to
their reward above, Girard
was charged to
remain until the demons
were vanquished.
To show his power, he will
resurrect any two
good-aligned party members
slain in the
battle with the demons.
He will then lead
the party to the ?mace detector?
and the
gate.
2. A small cave hidden by
brush is the
first place to which the
spirit of Girard leads
the party. It is a tiny
opening in the side of
the plateau, curtained by
the scrub and
bushes that surround the
base. Unless led
there by Girard, only rangers,
elves, and
half-elves have a chance
to notice this cave
(2% chance per level for
rangers, normal
chance of noticing concealed
doors for elves
and half-elves). The demons
never found
this cave, being more interested
in protecting
the isle than in exploring
it.
The cave is small and cramped,
with
room enough for only two
people and
Girard. (A third can be
fitted, but that
would mean someone would
have to stand
in the same place as the
spirit ? an unnerving
but harmless experience.)
The cave?s
stone floor has a thaumaturgic
triangle,
inlaid with gold (12 gp
worth), inscribed
thereon. At the center of
the triangle is a
short wooden post surmounted
by what
appears to be a 6-inch elliptical
disk of white
quartz, with the emblem
of a mace engraved
on the end of one long axis.
This disk, Girard will tell
the party, is the
device that will lead them
to the Mace of
Cuthbert on the other side
of the gate. It
will flash a
blue-white light at a rate dependent
upon the nearness of the
Mace -- 10
flashes per minute for a
mile or more distance,
20 per minute down to 1/2
mile, 40
per minute down to 1/4 mile,
80 per minute
between 1/4 and 1/8 mile,
and 120 flashes per
minute when between 1/8
mile and 200?. At
closer than 200?, the mace
detector gives off
a continuous glow. The brightness
of the
light emitted is relative
to the facing of the
crystal?s engraved mace
end toward the
Mace. That is, the glow
is brightest when it
is facing in the direction
of the Mace, and it
is darkest when it faces
ninety degrees or
more away.
3. The gate building is the
ruined temple
that could be seen from
the ship when
rounding the south end of
the island. When
the adventurers near the
structure, they will
see that it is actually
built in the form of an
open, Parthenon-like structure
with randomly
laid stone blocks about
it that make
the building appear from
a distance to be
crumbling. The two demons
have explored
this building before, but
having no means
to open or control the gate,
they have left it
alone.
The interior of this structure
is quite
empty and clean, as if it
were swept regularly.
It is bare of all furnishings
and ornamentation,
save for a massive stone
arch in
the exact center of the
floor. This 12? tall,
10? wide arch is the magical,
interplanar
gate leading to London.
Girard tells the
party that the gate opens
from either side by
holding the detector disk
toward it and
commanding, "Open!" After
wishing the
party luck and performing
a benediction, <cf. benediction, orison>
the spirit will go to his
well-deserved rest.
Unless otherwise garrisoned
by the player
characters and their servants,
the island will
probably be uninhabited
by any intelligent
creatures while the party
is adventuring
through the gate. See, however,
the section
at the end of this module
on closing the
adventure.
BEYOND THE GATE
Once through the gate, the
party members
will find themselves on
a wooded isle in
a small lake with lightly
wooded shores.
Beyond the young trees on
the lakeshore
can be seen open fields
in which there seems
to be scattered public recreational
activity.
The characters have gated
in on the
major island in the Boating
Lake of Battersea
Park, London, south of the
Thames
River and one of the many
parks in the city.
The party will exit the
gate through an arch
exactly like the one on
Gate Island, except
that this one has a small
plaque on one side
that reads: "Sculpture donated
by Hon.
Edward Cuthbert -- 1932."
If perchance
some PCs search for records
pertaining to
Edward Cuthbert, they will
find that no
such records exist. Given
the time differen- <continued below>
How to read the map key
The large map on pages 56-57
is keyed
with two sets of numbers.
The numbers 1
through 7 printed inside
squares refer to
locations described in the
?Beyond the
Gate? text section, and
the numbers 1
through 9 printed inside
circles refer to
locations described in the
?Large-Scale
Map? section that begins
on page 59.
tial between the universes,
the gate between
London and the current campaign
world
has been established for
over 640 years
(reckoning by the fantasy
world?s years).
The weather will initially
be clear, bright,
and sunny. The London time
is 9 a.m.,
June 1, 1985 (or the current
time when this
scenario is played out).
If desired, the DM
may have the weather patterns
follow that
currently experienced in
either London or
in the nearest major city,
so long as such
conditions would logically
occur in London
(no monsoons, tornadoes,
etc.). No other
people will be on the island
when the PCs
first appear, though future
scenarios may
not allow the party to be
so lucky.
1. Battersea Park is slightly
larger than
the average London park
in size, lightly
wooded around the edges
and around the
lakes, with the central
east-west lane lined
with trees. The remainder
of the park is
open grassy meadow. Its
many paths make
it a popular locale for
horseback riding. The
area called ?The Festival
Pleasure Gardens
? is a collection of buildings
including a
bandstand, a small amphitheatre,
stables,
refreshment stands, and
the like.
Once the party gets off
the island, they
will encounter a police
officer (end-level
fighter, AC 9, hp 12, armed
with billy club)
grappling with a blonde
girl about twelve
years old. The police officer
will be swearing
at her as she kicks his
shins and yells for
help, insisting ?I ain?t
done nothing!? The
girl is named Charlotte;
she is a street urchin
and a 3rd-level thief (see
the description
of Charlotte at the end
of this module).
She is armed with a slingshot
and 20 stones
(treat as sling stone for
range, doing 1-2/1
points of damage).
If the party does not interfere,
the police
officer will eventually
wrestle Charlotte into
submission and cart her
off into the city.
The bobbie will be so intent
on this that he
is only 15% likely to notice
the party. If the
PCs decide to get involved,
the officer will
be so astounded by their
appearance that he
will let go of Charlotte
(who will immediately
hide behind the nearest
PC and put on
a very innocent-looking
expression) and will
be dazed for one round.
Once he recovers,
he will attempt to get the
girl back, politely
at first, then becoming
progressively more
threatening. If his threats
are answered or
topped, he will retreat
and report the party
to the nearest station house
(thus making
them subject to arrest if
identified). He does
not want the girl desperately
enough to try
fighting it out with the
PCs who confront
him.
If the group thus successfully
defends
Charlotte, she will thank
them, tell them
that they?ve gotten themselves
in trouble
with the ?woolies,? and
offer them a place
to hide. Should the party
not accept the
offer, she will repeat it,
more urgently, and
if the PCs still decline,
she will reluctantly
leave them. There is a 15%
chance that any
subsequent street urchin
encounter will
include Charlotte, who will
repeat her offer;
also, should the PCs find
themselves in a
(Text continues on page
59)
serious situation, there
is a 20% chance that
Charlotte will appear to
offer help.
If the party accepts her
offer, she will
remain with the party (unless
convinced or
forced to do otherwise)
for the duration of
their stay in London. All
urchins encountered
by PCs while she accompanies
them
will be automatically well
disposed to them
because of her influence.
2. Abandoned house. This
is a large,
three-story building with
fading grey and
black paint on Battersea
High Street. Near
the top are painted the
letters “Bunham
Patent Locks, Ltd.” It has
apparently been
empty for years, but it
is now home for
Charlotte and two of her
friends: Nicky, a
tousle-haired lad of twelve
years, and
Rocco, a black youth of
about eleven (see
the descriptions given at
the end of this
adventure). While most of
the house is in
acceptable condition, the
children inhabit
the basement because it
is easier to keep
light from leaking out of
its small windows
at night. Charlotte will
lead the party here,
where it is comfortable
and there’s enough
room for everyone on its
floor. There will be
some argument between Charlotte
and her
roommates over food and
room, but she will
win out in the end.
The house is entered through
a broken
cellar door in the rear
of the building. In a
closet on the third floor
of this house can be
found Charlotte’s secret
cache of books: La
Morte
d’Arthur, Ivanhoe, Robin
Hood,
and a number of modern swords-andsorcery
novels and novel trilogies.
If communication can be
established with
the children, they will
ask the party hundreds
of questions concerning
their business
in London, their homes,
their equipment,
and anything else the DM
can imagine. If
the party reveals any information
on their
true mission and origins
(and can demonstrate
a little magic), the children
will do
everything they can to help
the adventurers
without risking their lives
directly. The
children will be tempted
to steal a few minor
items from the group, but
if well
treated, they will return
the items after a
short inspection.
3. Doctor’s office. In this
building is the
office of Dr. Andrew Bainbridge.
He is in
his sixties, and treats
the street children free
of charge out of concern
for their wellbeing,
and because he once lived
in the
streets as a boy. The children
in return
respect him and consider
him a friend.
They trust him implicitly
and he has never
betrayed them or their trust.
However, he is
a law-abiding man, and if
PCs are brought
to him and they are wanted
by the police,
he will feel obligated to
turn them in should
he recognize them.
Dr. Andrew Bainbridge is
treated as a
sage (AC 10, hp 24, no attacks)
with the
special categories of human
biology and
human psychology, plus a
minor field of
chemistry. He possesses
1st-level thief skills
(left over from his days
as an urchin). He
can immediately restore
1-6 lost hit points
through wound treatment,
with a 50%
chance for an additional
1-4 points next day,
followed by normal healing
rate. He can
cure most acute diseases
of no greater than
moderate severity in 1-8
days with his prescriptions
and treatments. When he
does
charge for treatments, his
bill is on the
order of £8- 11.
4. Churches. A number of
churches are
found on the map; unless
otherwise noted,
90% are Anglican churches
and the remainder
are Catholic.
5. Libraries. These are public
libraries,
holding 5,000-30,000 volumes
each. While
they have circulating collections,
it will be
unlikely that the PCs will
qualify for cards.
There is a 3% chance per
library that there
are 1-2 books on magic that
could actually
aid magical research.
6. Battersea police station.
This is the
primary police station for
the Battersea
area, from the Thames to
the park, and
south to Battersea Park
Road. It is detailed
below, and a plan of the
building is provided
provided.
If the DM is doing his job
right, a
PC will sooner or later
end up here.
A: Entry hall. This narrow
corridor is
filled with traffic at all
hours; there will
usually be 1-4 police officers
passing
through every round, and
25% of the time
they will be escorting prisoners.
For a little
excitement, allow a 5% chance
per prisoner
being moved that he will
get free, grab a
gun, and try to shoot his
way out.
B: Office. This is where
citizens walking
in off the street will go
to talk to a police
representative. The room
is divided by a
long counter, behind which
are two desks
covered with paper. There
are three officers
in this room, unarmed. They
are generally
very polite and helpful.
C: Chief’s office. The local
captain has
his office here. It is immaculate,
perfectly
clean and neat. The captain
is something of
a fanatic on cleanliness,
and there is some
dislike of him among the
ranks because of
this. PCs arrested because
they were recognized
as “wanted” will be brought
immediately
to Captain Byrne; otherwise,
they will
be put in the holding area
(E) right after
being booked (Captain Byrne:
4th-level
fighter, AC 9 (7 in riot
gear), hp 35, LN,
armed with .38
revolver). At any given
time, Byrne is 60% likely
to be in his office.
D: Communication and records.
Two of
the walls of this room are
lined with filing
cabinets. On the third is
a switchboard and
radio setup, with two officers
manning it at
all times. Another two officers
handle the
records, which includes
booking all incoming
prisoners and notifying
London central
police headquarters of their
arrest. The
basic booking procedure
takes fifteen minutes
per prisoner and includes
fingerprints,
photographs, and basic form-filling.
E:
Holding area. This bank of cells is a
temporary
holding area, housing prisoners
until
they can be transported to the main
complex
elsewhere in the city (one day is
the
average wait). The cells are of simple
iron
bar construction. All prisoners will be
frisked
and all personal belongings are
removed,
tagged, and stored in the closet on
the
west end of the room. The cells are
segregated
by gender, and at any given
time,
they will be filled with 2-16 drunks
and
suspects of assorted crimes ranging
from
prostitution and petty theft to murder.
F: Squad Room. The area where
off-duty
officers rest, eat, drink
coffee and tea, read
newspapers, and talk. There
are always 3-
12 officers in this room
at any time. Against
the west wall is a bank
of vending machines,
dispensing sandwiches and
drinks.
Along the south wall is
a row of coat hooks.
Under the third coat from
the left is a belt
holster holding an unloaded
.38 revolver. A
box containing 30 bullets
can be found in
the right pocket of the
coat. Along the east
wall of the room is a weapons
rack holding
3 shotguns, 4 rifles, 10
.45 caliber handguns,
and 20 rounds of ammunition
for
each. The rack is locked
with a combination
lock and is constructed
of steel bars and
wire screening.
In a locked cabinet next
to the rack hang
three bulletproof vests.
Made of a special
plastic mesh, they will
stop bullets or other
projectiles (arrows, sling
bullets, etc.) from
any range; no real damage
will be sustained,
but a character wearing
a vest must
roll his dexterity or under
on a d20 when
shot to keep from being
bowled over by the
impact. A vest is similar
to padded armor
and has an encumbrance of
50 gp; it provides
protection against all blunt
weapons
such as maces, reducing
all damage from
them to 1 point. However,
if struck by an
edged weapon, it must save
as cloth vs.
crushing blow at + 3, or
it will be pierced
and the wearer will sustain
damage.
50% of the officers in the
station are 1stlevel
fighters with AC 9 and 6
hp, 35% are
2nd level with 16 hp, and
15% are 3rd level
with 35 hp; all are armed
with billyclubs
and .38 revolvers. In the
basement of the
station is a generator to
provide emergency
power and two 50-gallon
drums of gasoline
to run it. Outside the building
proper is a
garage holding two squad
cars and one van,
and an adjoining stable
housing three
horses (treat as light warhorses,
but having
no effective attacks).
7. Battersea Church Road.
This is not a
description of a particular
building, but
rather a rundown of the
more important or
noticeable features of a
street. The road is a
major marketplace ? one
could even call it
a social center ? for the
Battersea neighborhood.
Every day the street is
jammed
with crowds and costers
(salesmen with
pushcarts) from 6 a.m. to
7 p.m. It is in
these crowds that Charlotte
and her friends
obtain their food and what
little money they
possess. In regard to this,
there is a 5%
chance per urchin (should
they accompany
PCs to the market) that
he or she will be
caught swiping something,
with predictable
results.
From where the Church Road
starts on
the Battersea Bridge Road
down to where it
ends at Westbridge Road,
there can be
found a coster or van every
few feet. The
most common item sold is
food: there are
many greengrocers with barrows
holding
fruits, fresh fish, large
crabs, donuts, pretzels,
and other foodstuffs. Ironmongery,
hardware, and the like are
also common. In
addition to the costers,
there are stalls set
up along the length of the
street, and the
holders of these stalls
often sell goods right
out of the vans that they
park by them. An
eclectic collection of products
is available;
assume an 85% chance to
find any particular
item (within reason), at
a 0-19% (d20-1)
discount, after 6-60 rounds
of searching.
Aside from the carts and
stalls, food can
be found in regular shops
along the length
of Church Road. All shops
and taverns
serve dark English beer,
but they do also
provide stronger beverages
and foreign
brands.
A junkyard is located a
block down from
the Bridge Road along the
Thames side of
the street. Beyond it is
a British Army
surplus store which sells
knives, compasses,
fatigues, and everything
short of firearms
and vehicles. Devices like
flares and
battery-powered torches
(flashlights) will
not work in the AD&D
universe unless the
DM so allows it, but compasses
and other
non-powered items will.
Next to the surplus
store is a pawnshop, where
items may be
pawned for up to 20% of
their total value.
LARGE-SCALE MAP
Expanding outward from the
Battersea
area, we come to the larger-scale
map of
London, reaching north as
far as Hyde
Park. There are several
places of interest
within this area:
1. Buckingham Palace. Don't
even think
of letting PCs in here.
This site is included
on the map for atmosphere
and is not in
any way connected to the
fulfillment of the
party?s mission, The entire
area of the
Palace grounds, as defined
by the streets
around it, is surrounded
by a 12? stone wall
with iron spikework on top.
The only visible
gates are in the front,
facing out on the
Mall, the street/park that
proceeds roughly
northeast parallel to St.
James Park. These
are the gates guarded by
the famous, expressionless
Coldstream Guards. There
are
two guards for each of the
three gates (3rdlevel
fighters, AC 8, hp 20, armed
with
rifles). The palace is closed
to tours during
the party?s stay for various
reasons.
The palace is regarded with
an almost
religious respect by street
urchins as the
place ?where the Queen lives.?
Should the
party members consider storming
Buckingham
Palace, any urchins with
them at the
time will attempt to dissuade
them; should
they fail in this attempt,
they will quietly
sneak away, not to return,
while PCs ready
themselves. Then, if the
PCs continue with
their plan, the DM should
immediately
throw in as many SWAT teams
as it takes to
convince them of the foolishness
of their
actions. The palace, being
the home of the
Royal Family, is extraordinarily
well protected.
For game purposes, assume
an
unlimited number of troops
will arrive,, all
totally loyal to the Crown
and not checking
morale. Thieves trying to
climb over the
wall will be noted immediately
by patroling
guards and arrested, if
not shot; those trying
to escape arrest will be
fired upon.
2. Victoria Station. This
is the major
train station for this area
of London, connecting
with the subways and many
lines
out of the city, all more
or less underground,
starting at Victoria Station
Square.
It is a huge building, although
only about
half of it is concourses
and other areas
where the public is welcome.
However, that
half will be heavily populated
at all times
except between the hours
of 11 p.m. and 5
a.m.; it will be most heavily
conjested between
7 a.m. and 9 a.m. and between
4
p.m. and 6 p.m., when the
London rush
hours fill the building?s
public areas to
overflowing. Off the main
concourses, PCs
will be noted by security
guards immediately
and will be escorted back
to the public
section unless they can
give a plausible
reason for their presence
there.
Most trains leaving Victoria
Station do
not stop again in the city.
Unless you plan
to take on the immense job
of running a
campaign in England at large,
do not let
characters find out how
to get tickets or
even what the station is;
tell them that the
crowds are too confusing
and their jostling,
scurrying movement makes
it impossible to
get one?s bearings for more
than a few
moments at a time. If visited
at night, all
facilities in the station
except for a few ticket
windows will be dark, and
the clerks at
those windows will not take
favorably to
customers who haven?t the
faintest idea
where they want to go or
by what trains or
lines.
3. The Royal Hospital. Perhaps
the
largest hospital in metropolitan
London, the
Royal Hospital, overlooking
its spacious
gardens and the Thames beyond
them to
the south, is a massive
building of grey
stone nearly a quarter of
a mile long, with
several smaller buildings
on either side of it.
One of these smaller buildings
serves as the
hospital?s psychiatric ward.
Should PCs end up in the
psychiatric
ward, they will first be
seen by a consulting
psychiatrist, who will administer
the standard
ink-blot, word-association,
and other
tests, after which PCs will
be dressed in
standard hospital gowns
and placed either
in a ward with 5-20 other
patients or in
isolation if they resisted
capture. What
happens after this is largely
up to the DM.
Great potential for humor
can be found
here (exactly how does the
psychiatrist
explain an elf?), as well
as suspense (how
will the PCs escape?). If
the PCs are wanted
by the police, then they
and their gear will
be turned over to the authorities
once it is
concluded that they are
no longer any real
danger.
The Royal Hospital is open
continuously.
Because of England?s socialized
medicine,
nearly any citizen can obtain
treatment at a
minimal cost. PCs, on the
other hand, may
have some problems with
the bureaucrats
who manage the hospital?s
paperwork. If
the PC in question needs
aid badly enough,
he will be an ?emergency
room? case, with
no attention paid to the
paperwork until
after the initial treatment.
Otherwise, characters
attempting to get treatment
will have
to fill out long forms that
have questions
about their places of residence,
medical
plan, and other information
which will not
be believed if answered
truthfully; these
forms take three turns to
fill out, with a
25% chance of an error being
made which
requires the completion
of a new set of
forms. Non-emergency medical
treatment
will not be provided until
the forms are
filled. This assumes, of
course, that the PCs
can read and write English.
Assume that most medical
treatment
costs the same number of
English pounds as
the equivalent spell would
cost in gold
pieces ?back home.? However,
the hospital
?s methods are not as time-effective
as
spells. Roll 1d4 per level
of the curative
spell equivalent to the
treatment being
performed; this gives the
number of weeks
the patient must stay in
the hospital (except
for the equivalents of cure
light wounds,
which can be administered
without an
extended stay and which
take effect immediately).
Multiply the die roll by
one-eighth of
the basic cost of the treatment
for the cost of
the stay itself. Note that
modern medical
technology can duplicate
the effects of spells
only up to regeneration,
and that only for
the reattachment of a severed
limb. Raise
dead and resurrection are
beyond the modern
doctor, except for those
techniques used
in surgery for reviving
patients on the table.
4. Battersea Power Station.
This is a
typical electricity-generating
plant. It is a
large, grey and beige, stonish-looking
building
with tall smokestacks, surrounded
by an
8? chain-link fence. Around
the plant itself
are several smaller buildings,
including a
depot for several sidings
that extend from
the main rail lines passing
close to the station.
There are always 8-15 (1d8
+ 7) guards
on duty at the gate and
along the perimeter
(guards: 4th-level fighters,
hp 23, AC 9,
armed with .357 revolvers).
Perimeter
guards are accompanied by
2 guard dogs
each (2HD, hp 12, AC 8,
ATT 1 for 2-8).
Should the party members
manage to
enter the station proper,
they will find massive
furnaces burning coal and
undefined
mechanical devices that
extend from them,
humming and occasionally
giving off steam.
An unprotected character
who comes within
10? of the furnaces will
suffer 2-8 points of
heat damage per round of
closeness. Examining
the mechanical devices (the
generators,
turbines, and steam conduits)
will
result in the following:
heat/electrical damage
of 2-16 points (75%), or
the examining
character will be dragged
in by the machinery
and crushed to death (25%;
save vs.
petrification for merely
4-48 points of damage).
Poking around with metal
or partmetal
implements will result in
an electric
shock doing 10d6 of damage
(no save).
Every turn there is a 50%
chance that the
party will be seen by a
technician who will
summon a security force
of five men (5thlevel
fighters, hp 35, otherwise
same as the
guards) to escort the party
to one of the
smaller buildings while
they call the police.
Both the police and the
security force will
assume that the PCs are
a group of terrorists
and take no chances with
them.
5. The Underground. The London
Underground
is one of the more famous
subway
systems in the world, and
to a limited
extent PCs may use it to
shorten traveling
times north of the Thames.
At the cost of
two shillings per person,
the Underground
will transport characters
from station to
station in one-tenth the
time it would take
for them to walk the distance.
As long as
characters remain on the
system, it does not
matter if they leave the
boundaries of the
map; if they stay on the
train long enough,
they will return to where
they started. If
PCs get off at a stop beyond
the map edges,
simply tell them that they
are lost. All passersby
will be able to tell them
where the
Underground station is if
the characters lose
sight of it. Stations are
marked with large
signs having the following
design: a red
circle with a bar through
it horizontally. On
the bar is written in white,
?Underground.?
All street urchins will
have perfect knowledge
of the Underground in their
neighborhoods,
and are 75% certain of areas
outside
their own.
In case characters somehow
get pushed
onto an Underground track,
there are four
rails, two of which carry
660 volts DC.
Persons shorting out the
live rails will be
frozen to them by the current,
and will take
1d20 points of damage per
segment until
freed. Using conducting
materials to free
them is not a good idea,
since the person
doing so will be frozen
by the current just
like the person he is trying
to rescue. To
make matters worse, a new
train appears
every two turns; its impact
damage will be
5-50 points per person at
any point between
stations, and 2-20 at a
station. Characters
not stuck to rails by the
current flow receive
a save vs. petrification
to avoid the oncoming
train by rolling out of
the way.
6. The Royal Albert Hall.
A huge circular
domed building of reddish
stone, the
Royal Albert Hall is a concert
hall of great
size. Small signs outside
the hall read,
"David Bowie Live in Concert!
One Night
Only! Tickets available
now: £5.5, £8.5,
£10." On the doors
to the Hall, though, are
signs reading, "Closed for
repair and maintenance,
-- and inquiries at the
box office will
reveal that the Hall will
be closed for another
two weeks. The southern
doors to the
Hall are open, though, and
a small pickup
truck is parked by them.
The truck has a
sign on it which reads,
?R. Starkney, Contractor,
4000 Wholsen Road, Blackburn,
Lancastershire,? and in
the truck?s bed are
assorted tools, tiles, paint
pots, and lumber.
If PCs enter the Hall, they
will find Mr.
Starkney hard at work repairing
a number
of small holes in the floor
of the building.
Internally, the Hall resembles
any large
auditorium.
7. Imperial College of Science
and Technology
(7A) and The Royal College
of
Science (7B). These two
colleges are bustling
with students (it being
the end of the
spring semester and near
exam time). If
PCs wander around here,
there is a 75%
chance for every five rounds
of wandering
that a student will ask
them if they are
looking for someone or something,
or will
ask if he can help them.
If characters happen
to observe lectures or classes,
they will
be able to understand the
basics of nearly
everything they hear being
discussed, except
for elementary courses in
geology,
physics and mathematics.
In the Archaeology department
of the
Royal College of Science
can be found an
expert on old weapons who
has examined
the Mace of Cuthbert in
the Victoria and
Albert Museum across the
street, and plans
to write a paper on its
unique metallurgical
properties as compared to
other weapons
from the same period. Professor
Byron
Marlowe, Ph.D. (0 level,
AC 10, hp 8,
STR 16, INT 17, CON 17),
is a robust and
hearty 65-year-old, and
he knows how to
use the deceptively decorative
weapons that
hang on his walls: a morning
star, a broadsword,
a halberd, and a crossbow.
However,
he is not a violent, or
even unlikeable,
man; he is quite personable
and will take
the time to talk about his
work with anyone
who expresses interest,
and will go into
ecstasies if he meets someone
whose knowledge
of medieval weapons meets
or exceeds
his own. He is quick-witted
and strong of
arm, and will not hesitate
to grab one of his
weapons (the morning star
is his favorite;
he has not worked with the
broadsword
enough to manage it yet)
if he is threatened
or attacked.
8. The Natural History Museum.
This
museum is filled predominantly
with galleries
of dinosaur bones, rocks,
meteors,
displays on cultural groups,
English history,
and the like. One gallery
has as its centerpiece
a massive, 30? -diameter
globe of the
Earth, showing the planet
in great detail,
rotating on its axis. For
more details, just
picture the typical museum,
and describe
things in terms that will
be moderately
puzzling to characters.
Remember that it is
a small museum, and as such,
it need not
be extensive.
This museum is provided
mainly as a
diversion; errors in triangulation
or whatever
other method is used to
zero in on the
Mace can possibly indicate
that this building
holds the Mace instead of
the Victoria
and Albert Museum; and it
does contain a
display of ancient weapons,
including a
couple of maces. This display
just happens
to be located parallel to
the location of the
Mace across the street in
the other museum.
That is, if the mace detector
is pointed at
this display, it will register
positively for the
actual Mace, which is about
150? beyond it.
Characters paying close
attention to the
mace detector will note
that its brightest
light is about five degrees
off the line pointing
directly at the maces here,
although the
continuous glow implies
that the actual
Mace is nearby.
9. Victoria and Albert Museum.
One of
London?s many fine museums,
the Victoria
and Albert specializes in
the fine and applied
arts. Spread throughout
its two floors
and many galleries can be
found everything
from 20th-century watercolors
to medieval
illuminated manuscripts
to arms and armor
from many of Earth?s cultures.
It is in this
building that the Mace of
Cuthbert lies.
The following is a short
summary of
pertinent details necessary
to the presentation
of the museum in game play.
The
museum is located north
of the Thames,
approximately a mile and
a half from Battersea
Park and the urchins? home.
It is
open every day, and admission
is free.
Free tours depart from room
25 on the
first floor every hour starting
at 10 a.m.,
providing an excellent opportunity
to scout
the museum and assess its
defenses. These
tours stop in almost every
gallery for a few
minutes, and the tour guides
provide a
running commentary on the
major items on
display, as well as answering
(or, at least,
trying to answer) any and
all questions.
Security appears nonexistent
during the
day, but in any given room
at any time
there is a 50% chance that
a plainclothes
officer will be present.
Plainclothesmen are
armed with .38 revolvers
and should be
considered the equivalent
of 4th-level fighters,
with 27 hp and AC 8 due
to training
and clothing. Any disturbance
in the presence
of a plainclothesman will
be immediately
responded to by the officer,
and all
disturbances (whether or
not an officer is
present) will be answered
by 1-4 other
plainclothes officers in
one round.
All items on display, unless
specifically
described otherwise, are
found in glass
cases. Breaking the glass
or moving a case
more than one inch (real
scale) will trigger
an alarm, bringing 2-12
security personnel
in one round during the
day, and 6-15 after
closing. All will be armed
with .38 revolv-
ers. At night, all major
galleries also have
electric-eye beams surrounding
the more
valuable exhibits; these
may be noted during
the day, since they are
not hidden. In
addition, all display areas
have ultrasonic
motion detectors scanning
them. Due to
their superior hearing,
gnomes have a 70%
chance of actually hearing
the ultrasonic
pulses sent out twice a
second by these
devices. Breaking a beam
or moving too
quickly in the area of a
motion detector will
have the same result as
tampering with a
display case.
Note that motion detectors
can be defeated
by moving slowly enough;
they operate
by scanning the echo pattern
reflected
from the area they cover
and comparing it
to the pattern stored from
the last scan. If
the two patterns vary by
more than a certain
percentage, the alarm is
triggered. By
moving slowly enough, the
increments of
change in position can be
reduced below the
detector?s alarm threshold.
Exactly what is
slowly enough is up to the
individual DM
and how difficult he wishes
to make this
portion of the adventure.
At night, all alarms will
also sound in a
nearby police station, resulting
in the appearance
of 2-5 police cars with
two officers
in each (identical in stats
to security plainclothesmen)
in 5-8 rounds.
The museum security force
consists of 40
men during the day (25 being
3rd-level
fighter equivalents with
19 hit points each,
and the remaining 15 conforming
to the
general statistics given
above). At night, the
museum contingent numbers
50 (35 3rdlevel
and 15 4th-level equivalents).
Several
two-man teams constantly
patrol the museum
after closing, armed with
.38 revolvers
and billy clubs and carrying
a walkie-talkie,
with which they communicate
with the
security center; every fifteen
minutes, such
a patrol will enter each
room/area, examine
it for 1 round, and then
depart unless their
suspicion is aroused or
they are attacked.
The museum is constructed
generally with
smooth walls and floors,
so that the sounds
of a scuffle or combat may
carry and have a
50% chance of attracting
the attention of
another patrol. These will
report in to the
security center, then investigate.
If they do
not check back three rounds
later, 5-10
more security guards, all
of them armed,
will be dispatched to the
guards? last reported
location.
At all times during open
hours, there will
be from 3-30 people present
in each room or
gallery, taking tours or
just walking about
the museum on their own.
All are O-level
characters with 1-3 hit
points. There is a
10% chance that a professional
thief (13thlevel
equivalent) will be present
in the museum,
and will notice PCs as being
?out of
place.? He will surreptitiously
follow them
and attempt to find out
what they are planning
or doing.
Note that during open hours
and for
some time afterward, the
museum is
brightly lit. Commencing
two hours after
closing, lighting will be
reduced to roughly
the level of torchlight.
Even so, there is no
limitation on radius of vision,
since all
lighting comes from conveniently
spaced
fixtures overhead or on
the walls. There are
few shadows inside the museum
that are
suitable for thieves? hiding
abilities.
The following are standard
descriptions
for several common room
types found in the
museum.
Elevators (marked E on the
maps): Each
of these is a chamber roughly
7? square,
with a sliding metal door.
On the outside,
next to the door, is found
a small plate with
two buttons of a horn-like
material; one is
marked with an arrow pointing
up, the
other with an arrow pointing
down. Pressing
the button causes it to
glow. After 1-2
rounds, the glow ceases
and the door slides
open. The interior is wood-paneled,
and to
one side of the door is
another plate similar
to the one outside, except
that the buttons
are marked ?1? and ?2.?
The elevator
doors will close 3 segments
after they open,
but unless a floor button
is pressed, they
will not move for several
rounds, at which
time they will go to the
other floor to pick
up 1-8 museum visitors.
Closets (marked C on the
maps): These
are irregular in shape and
size, but all will
contain 1-4 each of the
following items:
brooms, pails, mops, and
buckets/bottles of
cleaning supplies. There
is a 50% chance
that one of the following
may also be found
there: large cartons holding
paper towels
and toilet paper, a wheeled
trash bin large
enough to hold two human-sized
creatures,
or 1-6 partially full trash
bags.
Offices (marked O on the
maps): These
rooms each have 1-4 desks
(depending on
floor space available),
occasionally covered
with papers. For every desk,
there will be
one computer terminal available.
During
the day, an office will
have double its number
of desks in people (all
0 level with 1 hp)
bustling about. If a PC
enters an office, the
people therein will demand
to know his
business with them. If the
PC does not
answer, or answers incorrectly,
he will be
shown the door and told
the department
that he does want to see.
At night, offices
will have no inhabitants
and will be unlit.
Departmental offices: Six
offices are
identified in the key as
"departmental offices.
" Each one has from 6-10
desks, double
the number of desks in people
working
there, and at least four
computer terminals.
They will usually be decorated
in a manner
appropriate to their department.
Department
people tend to be busier
than others,
but they will try to help
if the PCs have a
problem related to their
field.
Some doors on the maps are
marked X.
These doors bear signs reading
"Authorized
Personnel Only." Museum
visitors will not
open these doors, although
security and
other staff members regularly
pass through
them. Anyone who is not
a museum employee
and is found past these
doors is told
by the nearest employee
that they are in a
closed section and are kindly
asked to leave.
If the PCs refuse, security
guards will be
called and will appear in
one round to escort
them to a public room.
Computer terminals will be
found in
almost every office. They
are the standard
video type, that is, having
a keyboard attached
by a cable to a TV-like
monitor, the
whole attached by another
cable to a box
mounted on a nearby wall.
If a PC is successful
in rolling on the modern
artifact
table to understand the
terminal, he may
then access any information
desired. All
references to the Mace of
Cuthbert refer to
it as a 12th-century mace
with extraordinary
resistance to rust and corrosion
? and
link it with two nearby
swords that possess
the same properties.
Note that most room descriptions
following
are very vague. This is
because there
are so many items in each
room that describing
them would prove prohibitively
long. Outstanding items
will be noted, but
it is suggested that the
DM either research
appropriate furnishings
or improvise as
needed. Unless otherwise
noted, though,
room contents will generally
have no
apparent
value to the characters,
other than their
intrinsic beauty or appeal.
In any case,
most items will be too distinctive
to be
disposed of in London.
First floor
Note that many first floor
galleries extend
upward to the roof and the
skylights there.
Many of the second-floor
areas are balconies
and walkways over these
rooms. The
glass in the skylights is
old and fragile, and
will shatter with any impact.
1. Entry Hall. This area,
like the rest of
the museum, is floored with
marble slabs. A
dome soars 50? overhead.
Statues of Buddha
are seated in the corners
of the hall,
and the finely sculpted
staircases to the east
and west lead upward to
the next floor and
down to the men?s and ladies?
rooms. A
uniformed security guard
sits in the center
of a circular desk just
inside the main entrance
to the museum.
2. Central Hall. This is
the center of a
long hall extending both
east and west. It
arches up like a cathedral
to form the roof
30? up; skylights punctuate
this roof. Two
walkways cross this room
immediately
overhead, and mezzanines
can be seen to
either side. Here are found
more Buddhist
figures.
3. West Hall. This long section
is filled
with an eclectic collection
of items, including
ornately sculpted fireplace
fronts, doll
houses, architectural woodwork
like
columns and balustrades,
all finely done,
and the entire front of
a house (dated 1500)
which looks like the latest
in architecture
"back home."
4. East Hall. This gallery
is filled with
examples of Italian and
French architecture,
including a whole Italian
chapel from the
fifteenth century. Its altarpiece
has a painting
of a knight (St. George)
slaying a green
dragon. Also, a number of
sculpted busts
are found here. A walkway
crosses overhead
50? from the eastern end
of the hall.
5. Florentine sculpture,
including
"Christ in the Sepulchre,"
"Christ Giving
the Keys of Heaven to St.
Peter," and other
large pieces.
6. In the north end of this
area is a Cupid
by Michelangelo, surrounded
by his wax
models for other sculptures.
A number of
paintings line the walls,
along with an ornately
painted shield having a
very complex
heraldic device indicating
ten or more generations
of knighthood in the family.
A
number of Italian medals
are also displayed
in this area.
7. Ivories and crystal carvings.
There are
20 of each on display, and
each one is worth
from 200-2000 gp each, except
for a finely
worked ivory casket worth
3000 gp.
8 to 16. A series of galleries
displaying
English furniture and woodwork
from A.D.
1300 to 1790. Entire rooms
have been reconstructed
in painstaking detail throughout
this entire area, to better
display the furniture
pieces in their original
settings.
17. Departmental office of
architecture
and sculpture. This office
is decorated with
wooden cornices and columns,
and it has a
number of small bas-reliefs
of English and
Italian origin embedded
in its walls. Much
of the south wall is a bookcase.
Five turns of
searching this bookcase
will uncover a book
on construction methods
unknown but
usable in the AD&D
game world, methods
so new and innovative that
the book will be
worth 5,000 gp to the right
buyer. However,
unless the character who
finds this book has
some knowledge of the subject
matter, it is
only 5% likely that he will
recognize its
value.
18. Storage. This room is
locked with a
modern cylinder lock. Inside
will be found
several empty boxes, two
crates holding a
porcelain set wrapped in
straw (worth 5,000
gp if the entire set can
be transported back
to the campaign world),
and a small chest
holding what appear to be
many carved
wands made of ebony. While
worth perhaps
300 gp, these are not wands
? this is actually
a set of pickup sticks crafted
for an
Italian duke?s daughter.
19. High-security storage.
The central
room of this area always
has two armed
security guards on duty,
and the doors are
equipped with photo-electric
beams. Room
19A is currently empty,
but in 19B is a set
of gold dinnerware destined
for display in a
month. Each piece in the
set is worth from
20 to 100 gp, and the entire
set of 120
pieces is worth 10,000 gp
complete.
20. Corridor displays: A.
Chinese and
Japanese lacquerwork and
furniture; B.
Ivories and leatherwork;
C. Chimney
pieces; D. Musical instruments;
E. Plaster
casts (sculptures).
21. The Loan Court. Also
known as the
Octagon Court. There are
many varied
items on display in this
room. The most
interesting are: a collection
of ancient Far
Eastern pottery and bronzes;
examples of
English silversmiths? work
(45 pieces of
wrought silver jewelry ?
determine value
as in the DMG, but none
over 1,200 gp); a
collection of clocks, watches,
sundials, and
astrolabes from the 16th
and 17th centuries
(the watches and astrolabes
will prove interesting
to sages and magic-users,
but not of
great value); Greek embroideries;
and a
Chinese tapestry worth 4,000
gp.
22. West Court. Rugs and
carpets from
Europe, Japanese and Chinese
furniture,
including the gold throne
of the Emperor
Ch?ien Lung (worth 200,000
gp, but impossible
to move).
23. West Central Court. Chinese
sculpture,
Japanese bronzes (including
a 12?
sitting Buddha); early Mideast
carpets ?
the Ardabil carpet, from
Persia (c. 1540,
worth 1,200 gp), plus Persian
silks
and
velvets (value as indicated
in the DMG, p.
27, for valuable commodities).
24. Souvenir and print shop.
Guidebooks
to the museum are available
here for only
4sh 3p, along with other
printed material on
the various displays and
collections, plus the
usual things you find in
souvenir shops.
The shop is staffed by a
young girl just out
of the English equivalent
of high school,
who could easily fall for
a handsome fightertype
(Diane MacKie, 0 level,
AC 10, hp 2,
charisma and comeliness
16 each).
25. Tours. 25A is the office
of the guided
tour service; every hour
on the hour, a tour
leaves from here. The single
desk in this
glass-fronted room is manned
by a bored
young fellow who would welcome
a little
excitement in his job. As
it stands, he plays
"Adventure" on his computer
most of the
time. If he sees the party
involved in a
fistfight or other altercation,
he is 80%
likely to join in just for
some excitement on
a random side if it appears
that the party is
not strictly breaking any
laws, otherwise he
will join the side of the
security guards.
Bored young man (Mark O'Dowd):
0 level,
AC 10, hp 6, STR 17. 25B
is the lounge for
resting and off-duty tour
guides. At any
time, 1-4 guides may be
found here.
26. Central Court. Tapestry-maps
of
England and other tapestries
and carpets
are on display here.
27. East Central Court. Several
Rodin
sculptures are found on
the floor, while
tapestries line the walls:
a Flemish "Siege of
Troy," a three-paneled "Triumphs
of Petrarch,
" and a depiction of the
Fates.
28. A large tapestry hangs
here, but the
main items of interest are
a collection of
musical instruments: lutes,
dulcimers, lyres,
recorders, flutes, panpipes
and more, dating
from about 1200 to 1750.
One small lyre is
of particular quality and
will catch the eye
of any bard who happens
to glance through
this room. While not magical,
it is of exquisite
craftsmanship and despite
its age is in
excellent condition. Because
of its quality, it
will add 5% to charm attempts
by any bard
who plays it.
29. Square Court. Running
the length of
the room overhead is a walkway
which
seems to have pottery stationed
along its
length. The room itself
contains many
plaster casts. Some are
obviously miniatures
of other works in the museum
(some are
studies for the sculptures
in 27), but most
are works in and of themselves,
depicting
a number of different subjects,
including
many Greek
gods and goddesses.
30.
Ironwork gallery. Much decorative
wrought-iron
work is found along this hallway,
including
fireplace implements, hinges
and
bolts, cast iron firebacks and firedogs,
and
locksmiths? work. Any thief carefully
studying
the progress of locksmithing in this
hallway
(which extends from a period contemporary
with
AD&D lock technology to
about
1890) will start picking all locks,
modern
or medieval, at two levels above his
old
skill level, permanently. For this to
occur,
one week of careful study of this
exhibit
is required.
31. Casts
of wrought-iron work are found
in
the hollow of this stairwell, while books
are displayed on the landing.
There is nothing
of any interest here.
32. The museum garage. This
building
houses four compact automobiles
and two
trucks belonging to the
museum, as well as
the equipment needed to
maintain them.
During the day, there will
be one mechanic
(0 level, hp 5) on duty,
and there is a 50%
chance per vehicle that
it will be in use (i.e.,
gone). At night, the garage
is locked and
dark, and is checked by
the security patrols.
It is also hooked into the
alarm system by
several motion detectors.
33. The Quadrangle. This
is the open
courtyard in the center
of the Museum. It is
set up to be a small garden,
with paths
winding through the exotic
foliage. There
are many plants not native
to England, and
all are labeled with small
signs at their bases
or on their trunks. Should
the characters
search long enough (10%
per round cumulative),
they will discover a young
yew here,
suitable for making several
bows. At the
north end of the quadrangle,
there is a patio
with about twenty tables,
each surrounded
by chairs. This is the outdoor
dining area
for the restaurant at area
48.
34. Leadwork and several
church bells
are placed here under the
mezzanine. None
have any value for the PCs.
Besides, the
bells are heavy ? the lightest
weighs something
close to 250 pounds, and
the heaviest
is in excess of one ton.
To prevent damage
to the floor, the bells
are on stone blocks
about 1 1/2? high.
35.
Monumental brasses are found in this
area,
brassworks on a scale comparable to
the
church bells in area 34. On display here
are
brass cannon barrels and early brass
handguns.
Other pieces include a cast-brass
battering
ram head that was never used,
dated
c. 1280, and massive brass candlesticks
over
8? tall and weighing well over a
hundred
pounds each.
36.
A display of Sheffield plate, that is,
silver
work, is found here under the mezzanine.
There
are seventy pieces on display,
all
of significant quality, but none worth
over
5 gp each.
37. These areas hold what
appear to be
hundreds of many different
kinds of gold
and silver coins and ingots
on display.
While there appears to be
7,500 gp worth of
precious metals here, these
are all electroplate
copies of the actual coins
(as anyone
bothering to read the identifying
signs will
discover). All of these
false coins, if returned
to the party's native world,
can be
immediately detected by
any coin dealer,
dwarf,
or gnome who has the chance to hold
one.
38. In special recessed displays,
built so
that only a small pane of
glass is vulnerable
to breakage, a number of
valuable pieces of
jewelry are visible. There
are twelve pieces
or groups of pieces on display,
totaling
17,000 gp. The glass covering
them is
shatter-resistant, and a
blunt weapon
wielded with a STR of 18(45)
or better is
needed to break it. Note
also that the displays
have vibration sensors,
and motion
detectors scan this room
continuously.
39.
English silver is on display here, real
silver
this time: ingots and wrought structures,
55
pieces worth 1-50 sp each.
40 and 41. South Court, west
and east
halves. A walkway crosses
this gallery,
supported by pillars which
effectively divide
the room in half. Both halves
contain essentially
the same types of exhibits,
namely the
works of various types of
metalsmiths:
candlesticks, censers, incense
boats, altarcrosses,
cups, bowls, spoons, watches,
rings
and seals, all of various
precious metals. In
area 40 there is a book
made of thin metal
sheets, enameled and illuminated,
which
could be worth up to 15,000
gp to the right
buyer. In area 41, there
is also a collection
of gems, 120 in all. However,
only 15%
have a base value of 50
gp or more, and in
any case none are worth
over 200 gp.
42. Chinese and Japanese
enamelwork is
on display in this alcove.
Sample pieces
include enameled metal plaques,
vase and
bowls, plus other utensils.
43. Some thirty pieces of
pewterwork are
on display here, all household
items like
plates and pitchers. Each
piece is worth no
more than 1 sp.
44. Similarly, leadwork is
displayed in
this AREA. The majority
of the items on
display are hand-crafted
toy soldiers. About
a dozen figures are of a
type similar to
gaming miniatures.
45. Pieces of Near East and
Far East
metalwork line this hallway,
including a
bronze
mosque-lamp (an "Aladdin" -style
lamp) from Cairo, tinned
copper, iron and
steel work including a ceremonial
dagger
with a bone handle, more
Buddha figures,
tall statues of mandarins
and other Chinese
authority figures, and several
5? incense <>
burners, green with age.
46. The armor
room.
On display in this room
are examples of armor from all over
England and Europe. The
central room,
which rises to a skylight
30' above, is
ringed with balconies and
holds ten figures
of knights on horseback
(positions indicated
on the map). The knights
are in chain mail
and plate mail. All examples
of barding on
display are plate mail.
The center display is
of a knight in a full suit
of plate on a rearing
horse, brandishing a lance.
Note that all
this armor is about six
inches too small for
most human characters (since
medieval
Earth humans averaged that
much smaller
than PCs), although elves
could wear it if
they didn?t mind a little
bagginess. The
alcoves on the perimeter
of this room are as follows:
A. Later,
very ornate suits of English plate and chain.
B. Spanish
armor.
C. Portuguese
armor.
D. French
armor.
E. Swiss
armor.
47.
The Computer Center.
The
floor in
this
room is not the usual marble; instead, it
is
made up of slightly springy white tiles
about
1 1/2? on a side. The floor slopes up at
point
A until it rises about 1?, then opens to
the
rest of the room. A glass wall with a
door
in its center divides the room into two
parts:
to the west are a number of low tables
with
computer terminals on them, twelve in
all,
and mounds of long, wide paper with
green
stripes and strangely formed lettering.
There
will be from 4-16 people in this area
at
any given time during open hours and for
two
hours after closing. On the east side of
the
glass wall are a number of blue and grey
metal
boxes. Most are strangely constructed
wheels
and disks that spin behind glass or
under
cover; one spits out reams of the
green
and white paper found outside. One
box
has several small lights on its top, but
otherwise
seems to do nothing. This is the
computer
itself.
If
a PC ventures past the glass wall, he
will
be thrown out as quickly as possible.
However,
if the PC manages to do more
than
look at any of these boxes, he has a
percentage
chance of crashing the computer
equal
to 100 minus his intelligence score.
Crashing
the computer will greatly anger
the
2-8 technicians here and will result in
the
arrival of 2-8 security guards one round
later.
48. J. B. Wineberry's --
a restaurant.
This area is decorated with
reproductions of
the more famous paintings
in the museum?s
collection, and is dimly
lit, to about the
brightness of torchlight.
A waiter will appear
as soon as the area is entered,
to escort
patrons to one of the twelve
tables (each
seats four) inside. Or,
as he will remind the
PCs, one may dine outdoors
in the Quadrangle
on fair days. Prices are
reasonable,
about £5, and the
menu has a selection of
seven entrees. DMs are urged
to take advantage
of all the possibilities
for humor,
should PCs decide to dine
here. (Culture
shock is a wonderful thing.)
49. Kitchen. Long preparation
tables,
large ovens and stoves with
boiling and
bubbling pots, stainless
steel shelving,
gleaming utensils, pots
hanging from overhead
racks, and a constant murmur
of
activity as five waiters,
two cooks and about
a dozen scullery kids rush
around fill this
room so completely that
PCs will find it
difficult to get in, let
alone search it, during
the day. At night, it will
be completely
empty.
50. The restaurant?s refrigerator.
Frozen
foods of all descriptions.
Characters staying
in here for more than one
round will begin
to take 1-6 points of cold
damage per round
until they leave ? if they
can leave; the
refrigerator door does not
open from the
inside, and there is a 5%
chance (20% if
the door is slammed) that
the outside latch
will fall into place by
itself.
51. Dry goods. Flour, fresh
vegetables,
bottles and cans of sauces,
syrups, and
soups, and the like all
will be found here in
abundance.
52. Men?s restroom.
53. Women?s restroom.
54. Oriental metalwork is
on display
along this hall. By section
there are:
A. Cast iron, bronze, brass
and copper pieces.
B. Japanese weapons. Two
katanas (longswords)
and a wakizashi (short sword)
of
extraordinary quality are
found in this case.
C. Sword-furniture (that
is, accessory
pieces) and other fine metalwork.
D and E.
Japanese and Chinese armor
(Samurai
armor in particular ? there
are three suits
on display).
55. English weaponry. On
display here
are three longswords, a
broadsword and a
two-handed sword, several
assorted polearms,
a pair of battleaxes, two
maces, and
three morning stars. Crossbows
and longbows
hang from the walls, and
a series of
prints beneath the bows
show the process of
making arrows. A long, low
table displays
many styles of daggers and
other short
bladed weapons, along with
two ?trick?
swords ? one with a spring-loaded
dagger
in its hilt, the other with
a well for poison.
Most of the weapons in this
room are old
and fragile, except for
those described below.
Should an attempt be made
to use a
weapon found in this room,
roll d100 vs.
the wielder?s strength the
first time it hits its
target; 1 point of strength
= 1 percentage
point, exceptional strength
getting 1% for
every 10 points, rounding
up, and 5% for
every point at 19 and greater.
Should the
DM roll this number or lower,
the weapon
shatters; if the roll is
high, the weapon
remains intact and no further
check is required
for the life of the weapon.
Two of the swords are of
obvious, though
archaic, elven manufacture,
and one of the
maces shows little wear
and no marks indicating
that rust or corrosion were
removed
(as do most of the other
weapons). This
mace is the Mace of Cuthbert.
Note that
this area is but 50? from
Museum Security
?s headquarters. If the
glass case holding
the Mace is smashed or moved
enough to
trigger the alarm, it will
take less than one
round for security personnel
to arrive.
56. Steelwork other than
weaponry. A set
of dioramas depicts the
process of medieval
steel-making, and the many
tools needed
are found in the glass cases
of this room.
Also, ornate iron caskets,
iron and steel
tools, torch sconces and
lamps and lanterns
may be found here.
57. Metalwork departmental
office. The
office is decorated with
several more swords
(mounted on the north wall,
surrounding a
shield in good condition),
and a number of
decorative but functionally
decrepit halberds.
Otherwise this area is similar
in
contents and description
to area 17.
58. Woodwork departmental
office. This
office is furnished with
pseudo-antique
desks and chairs, and has
decorative wood
carvings in the corners
and hanging on the
walls. It is otherwise similar
to the previous
departmental offices.
59. Security headquarters.
A cluttered,
almost homey-looking room,
Security Central
has half a dozen desks,
each with a
computer terminal, a pile
of papers, and a
harrassed officer. Along
one wall is a bank
of tell-tales and other
indicators from the
assorted alarm triggers
throughout the
Museum. A basic staff of
ten will always be
found in this room, and
the remainder
come and go as required
by their duties.
The Chief of Security, whose
desk is found
in the southeast corner
of the room, is a
rangy man of about forty
(6th-level fighter,
AC 9/7 with bulletproof
vest, hp 49, carries
two .38 revolvers). He is
on duty from an
hour before opening to three
hours after
closing.
60. Very high security storage.
This safe
(because that?s essentially
what it is) has
3? -thick stone and concrete
walls, and its
door has a complex combination
lock that
subtracts 80% from a thief?s
chance to crack
it (assuming he has any
idea how), since it
is like nothing a thief
will have ever encountered
before. The door is always
locked, and
only the Chief of Security
and his assistant
who takes the night shift
(4th-level fighter,
AC 9, hp 25, armed with
.38 revolver)
know the combination. It
is currently
empty.
61. Main office of the museum.
Another
bustling and homey place,
this room is
constantly in motion during
the day, as its
25-person staff carries on
the daily business
of running a museum. At
the time the party
is around, an ancient switchboard
system is
being removed, and a more
modern
intercom/phone system is
being installed, so
this area will be even more
hectic than usual
as 2-5 workers rush in and
out per round,
carrying mysterious equipment
and tools.
Each of the ten desks here
has a computer
terminal. While harried,
the museum staff
will try to be courteous
and helpful to persons
seeking help and information,
and will
try to direct those with
questions that they
can?t answer (65% of all
inquiries) to people
who can.
Second floor
(Again note that much of
this level is
mezzanine or balcony. Wherever
such is the
case, there will be a 3
1/2" railing of carved
marble.)
1. East Central Staircase.
Pottery from
many different cultures
is found on the
stairs and at their top.
Generally Middle
Eastern in origin, the pottery
is colorful and
distinctive in form.
2 through 10. Textiles and
clothing.
Along this long set of galleries,
one may
find the following: Near
Eastern (Persian/
Arabic) ecclesiastical garments
(this and all
such following will be recognized
as clerical
robes and gowns, but of
unknown type);
Continental religious garb
dating from
A.D. 1100-1420; Turkish
silks and velvets,
which are worth 1 1/2 times
the
rate given in
the DMG due to age and quality;
English
ecclesiastical vestments;
European and
Oriental silks, brocades,
and velvets, also
worth one and a half times
the going rate;
stuffs from Egyptian burying
grounds:
embroidered hangings and
other cloths, all
very beautiful but worth
little; European
embroideries, including
a Spanish rug
common enough in workmanship
to be
worthless "back home," though
very striking;
Greek embroideries; embroideries
from
Algeria, Morocco, Palestine,
Persia,
Turkestan and many other
cultures. While
worth little if anything
to the party, the wide
variety of styles and culture
names on the
exhibits in this area should
prove very
intriguing.
11. The Salting Collection.
A miniature
museum in itself, this room
contains everything
from Italian
Renaissance bronzes of
sphinxes
and an equestrian figure, to
worked leather caskets,
to enamelwork, to
all forms of metalsmithing,
including gold,
silver,
and steel.
12. French Renaissance furniture.
Delicate,
almost spindly pieces are
on exhibit
here; all items of furniture
are on open
daises, but are protected
by motion detectors.
13. Miniatures (works 3"
x 3" in size and
smaller). While curiosities,
the paintings
and etchings by Durer, Lucas
Van Leyden
and Rembrandt are seemingly
too small to
be worth anything.
14. Glass vessels from all
cultures, especially
Europe and Arabia. A set
of chemical
glassware worth 10,000 gp
to a sage, magic-
user or alchemist is found
here.
15 and 16. Fine laces: Venetian
point,
Flemish, English and French
point. Worth
perhaps 15 gp per yard,
the 40 + yards of
material here are too old
and delicate to
survive any but the most
delicate handling.
17. Costumes and clothing
from the
Elizabethan age to the Victorian.
Gloves,
shoes, lace, needlepoint,
whole outfits are
displayed on a rotating
schedule in the glass
cases found along the entire
length of the
mezzanine in this area.
18. An exhibit of fans, valueless to PCs.
19. The balcony of the East
Court. A
reproduction of the Bayeux
Tapestry (worth
no more than 400 gp), and
linen damasks
(see DMG,
p. 27, for value).
20. Balcony of the West Court.
A technical
exhibit illustrating the
printing and
bookbinding process. If
the campaign world
does not have manufactured
books, this
exhibit will prove incomprehensible
except
to those characters with
a 16 or higher
intelligence.
21. Illuminated manuscripts.
The St.
Denis and Lesnes Missals,
an Italian manuscript
of Pliny's Natural History
(worth
5,000 gp for its scientific
value alone),
volumes illustrating printing,
decoration
and illustration of books,
and miniature and
liturgical books.
22. The library. 160,000
volumes (noncirculating)
on fine and applied art.
Assuming
a desired subject comes
under these
headings, there is a 10%
per turn (cumulative)
chance of locating 1-6 relevant
volumes,
should one be searching.
Entrance to
the library is by application
at the museum's main office; whimsical or irrelevant
requests will be turned
down.
23. Textiles departmental
office. Glass
cases on all walls hold
examples of
clothwork from civilizations
ranging from
ancient Egypt to modern
Europe.
24. Stained glass and ceramics
departmental
office. Decorating this
office are
stained-glass panels hanging
upon the walls
and illuminated from behind.
The passage
east of area 17, down the
stairs, is a short
entry hall with glass-encased
examples of
pottery and terracotta work
through the
ages.
25. This gallery contains
a collection of
military medals, all of
which are very eyecatching
and splendid, but are worth
very
little, as opposed to the
mother-of-pearl
carvings which share the
space: twenty
pieces with values of 2-40
gp each due to
their workmanship.
26. Gallery across the Square
Court.
Exhibited here are examples
of modern
English and Continental
pottery work.
27. Manuscripts, including
originals
from Dickens, are in sealed
display cases
here, along with a number
of very old
books. Among the works here
are three
notebooks of Leonardo da
Vinci, which
would be priceless (well,
worth at least
50,000 gp) to any number
of sages in the
campaign world. The notebooks
are written
in Leonardo's characteristic
backwards
script, in medieval Italian
and Latin, and
are incomprehensible short
of the use of a
spell. Thieves who try to
read these books
will get very bad headaches
and nothing
else.
28. Two galleries of the
graphic arts.
These areas contain paintings,
drawings,
and etchings in abundance;
Rembrandt
etchings, oils by 19th century
French masters,
20th century watercolors,
oils by modern
artists, even a fresco.
A veritable
bonanza of color and light.
29. Engraving, illustration,
design, and
painting departmental office.
Prints of
famous works, engravings,
and a few actual
works in oils hang on the
walls here.
30 through 32. Dutch and
Flemish glass
paintings are on display
in these connected
rooms, glass paintings being
works executed
with great delicacy and
color on mirrors,
glass implements, and even
simple plate
glass.
33. Art of the Theatre. Drawings
and
designs of many of the great
English theatres
since the Elizabethan period.
Also
prints, sketches, and engravings
of scenes
from performances.
34. Students' room. This
room is open
during regular hours, and
is for the viewing
of items from the Engraving
and Illustrations
department which are not
on display
(indeed, most of the collection
is stored due
to lack of exhibit space).
Access is through
the departmental office,
and is not difficult
to obtain.
35. Candelabra in the form
of nymphs
and fauns, clocks, and snuff-boxes
from
17th and 18th century France.
36. China: Sevres,
Chelsea and Meissen
porcelain in sealed glass
cases overlooking
the quadrangle. The individual
pieces are
so fine they that they are
worth 1 gp each.<reset image to original size, if needed>
37. A French armoire from
the 17th
Century stands here.
38. Lecture hall. A raised
dais in the
semicircular north end of
this room holds a
podium facing about a hundred
seats. A
microphone on a gooseneck
support tops the
podium. Switches found underneath
the
podium raise/lower a movie
screen behind
the speaker and turn the
public address
system on and off. Two knobs
brighten/dim
the lights in the room and
raise/lower the
loudspeaker volume.
39. A finely decorated washstand
(commode),
along with a dressing table
(labeled
a "secretaire-toilette")
originally belonging
to Marie Antoinette.
40. Another selection of
oil paintings and
miniatures.
41. Three theatre models
stand in glass
cases at this spot. The
models are of Shakespeare's Globe and two more modern theatres.
All three are of cutaway
construction,
showing the various levels
and rooms in the
structures.
42. Stained glass from France,
Germany,
Italy and other countries.
43. These galleries hold
the museum's
collection of 18th and 19th
century watercolors.
Of particular interest are
the works
of Turner, including his
scenes of the burning
of the houses of Parliament,
done on the
spot as the buildings were
gutted. Ash and
smoke from the conflagration
are embedded
in the works.
44. This gallery is guarded
by a standard
security guard at either
end. It contains a
set of preparatory drawings
by Raphael of
designs for tapestries now
in the Vatican.
Unless one of the player
characters has an
eye for art, these fading
sketches will prove
uninteresting.
45. Two or three more sketches
by
Raphael, plus a number of
watercolor
works occupy this small
room.
46. Gallery of oils. This
is the major
collection of oil paintings
in the museum,
including works by Gainsborough,
Turner,
Constable, and the Old Masters,
as well as
preliminary sketches and
studies for some.
47. Carved and sculpted wood
and
wooden furniture are exhibited
in this area.
48. Library of illustrations
and etchings.
The majority of the collection
of these works
is kept in storage here,
due to space limits
on the display floor. A
librarian (0 level, AC
10, hp 1) is always on duty
during open
hours, assisted by 1-3 college
art students
on work study grants (also
0 level, AC 10,
hp 1). The librarian is
patient to the point
of fault, helping to the
best of his ability
even someone who just wants
to browse.
49. Roof. All doors to the
roof are locked
from the outside, although
they open easily
from the inside to allow
fire escape routes.
However, opening these doors
sets off fire
alarms in their general
vicinity, attracting
attention to whoever tries
to go through
them. The roof itself is
flat and uninteresting,
with only three ventilation
ducts emerging
from it. The ducts are too
small to
allow even a halfling or
gnome to crawl
down them.
CLOSING
Once the Mace has been retrieved,
what
then? Obviously, it must
be returned to the
clerics of the Saint, and
to do that, the party
must go through the gate
once again. This
return will happen sooner
or later for every
party, due to either the
party's sense of
obligation or the weakening
effect described
at the beginning of this
module.
The decision may be an easy
one to
make. But how easily will
it be for that
decision to be carried out?
That's up to you,
the DM. If the party has
behaved itself and
generally kept out of sight,
then there
should be no trouble as
they head back to
Battersea Park -- that is,
unless they happen
to meet up with the bobbie
whom they
kept from carting off Charlotte.
If the party
has been a little rowdy,
then the entire
police force might be looking
for them.
It is my recommendation
that the DM
not allow the party to leave
without a fight.
No matter how the party
has conducted
itself in London, at one
time or another it
must have done something
to annoy someone
-- it's inevitable. Have
some great final
battle between PCs and their
various opponents
occur in Battersea Park
as the characters
fight their way back to
the gate. Use
this as the opportunity
to bring to a head all
the conflicts that have
established themselves
during the course of this
adventure.
Exactly what conflicts there
are will vary
wildly from campaign to
campaign, and
there is no way to account
for all the possibilities
a sufficient number of imaginative
players can develop over
the course of playing
this module, so this must
needs be but a
brief outline of them.
However it happens, the opposition
must
be strong enough to keep
PCs from merely
brushing it aside and continuing
on. If, for
example, they encounter
the police officer
who had been arresting Charlotte,
this time
he will radio for backup
aid and will fire on
the party to keep them from
escaping.
Before he can be stomped
by one of the
fighters, five or so police
cars roar in, and
the battle is begun. Perhaps
a street gang
whose leader was trashed
by the party when
he was with only a few of
his men has been
spying on them, waiting
for the right opportunity
to attack with full force
in the park.
Maybe a terrorist group
is looking to gain
the party?s mysterious power.
It may even
be an attack of conscience
on the part of a
paladin, for helping in
the theft of an object
(the Mace) from its rightful
owners (the
museum), and he?s decided
to return it until
it can be obtained lawfully.
Whatever conflict arises,
the single most
important guideline to remember
is that it is
there to climax the adventure,
not to keep it
from successfully ending.
If the PCs have
managed to get the Mace
from the museum,
they have every right to
take it back
home with them. Don?t make
the last battle
in London a deathtrap, but
make it challenging
nonetheless. Whatever it
is, it must
prove to be difficult, but
not impossible, to
overcome.
Returning to Gate Island
may also prove
a problem. It is possible
that buccaneers,
pirates, sahuagin, or other
unfriendlies have
taken over any ships the
characters left
behind. Other demons could
have arrived,
or the ship's crew could
have given up
waiting and sailed away.
Additional adventures may
be set up
using the gate to London,
though the
Dungeon Master may wish
to close the gate
down at a future date to
prevent excessive
transplanar contamination
of his campaign
(unless this comtamination
can somehow be
controlled).
NON-PLAYER CHARACTERS
The following are descriptions
of the
three most important non-player
characters
that the party will meet
in London: the
street urchins.
Charlotte
Human child; 3rd-level thief
Height: 4? Weight: 70 lbs.
Hair: blonde Eyes: green
A C 6 15 hp
Alignment: Chaotic good
Weapons: Slingshot, 20 stones
Strength: 6 (-1 ?to hit?)
Intelligence: 16
Wisdom: 10
Dexterity: 18 ( + 3 with
missiles)
Constitution: 15
Charisma: 16
Charlotte is a twelve-year-old
girl who
has been living in the streets
for most of her
life. She is loud, abrasive,
and often insulting,
but she is loyal to friends
and those
who do her a good turn.
She moves quickly
and thinks even faster,
and seems to possess
an unnerving cunning. She
is sometimes
careless, though, when she
thinks that no
one is around. Her one fear
is rats ? she
was once bitten by a rat
and was in mortal
fear of her life until the
wound healed.
Despite her guttersnipe
appearance,
Charlotte is a voracious
reader, often stealing
books from merchants along
the Battersea
marketplace. Hidden in a
closet on an
upper floor of the house
she shares with
Nicky and Rocco is her library:
a rotting
cardboard carton holding
dozens of books,
many of which are modern
fantasy novels
(from which she gets some
idea of who and
what the party is).
Nicky
Human child; 4th-level thief
Height: 4? 1? Weight: 80
lbs.
Hair: brown Eyes: blue
AC 7 18 hp
Alignment: Neutral good
Weapons: Slingshot, 12 stones,
pocketknife
Strength: 9
Intelligence: 14
Wisdom: 11
Dexterity: 17 ( + 2 with
missiles)
Constitution: 11
Charisma: 14
Twelve-year-old Nicky is
the undeclared
leader of these three. His
quiet manner and
tendency towards silence
belie the influence
he has over his friends,
but he by no means
controls them; most of the
time he makes
suggestions that they may
follow if they like
He does not venture often
into the marketplace,
only as he and the others
need to
for food and other goods.
He is good with
his hands and is the one
who made the
Bunham building habitable,
tapping into
power lines for heat and
light.
On the palms of both of
Nicky?s hands
there may be seen terrible
burn scars. He
will refuse to discuss these
if asked about
them, and may become violent
if the matter
is pressed. Charlotte and
Rocco know a
little about them, but will
not talk, either.
Nicky has a cache of maps
and other
papers which he occasionally
peruses.
Rocco
Human child; 3rd-level thief
Height: 4? 4? Weight: 75
lbs.
Hair: black Eyes: dark brown
A C 8 12 hp
Alignment: Chaotic neutral
Weapons: Slingshot, 20 stones
Strength: 8
Intelligence: 12
Wisdom: 9
Dexterity: 16 ( + 1 with
missiles)
Constitution: 11
Charisma: 12
Rocco is a black child of
about eleven,
and Nicky?s best friend.
They have lived in
the streets as a team for
about two years
and together found the building
in which
the three live. Rocco is
very active and can
almost never be found in
the house, except
when he is bringing back
the fruits of his
latest excursion into the
marketplace.
Rocco talks softly but constantly,
and has
a lisp which is worsened
by his protruding
front teeth. He is excitable
and active, and
often takes risks to see
what he can get away
with, although he will never
knowingly put
his life in direct danger.
He and Charlotte
occasionally team up to
steal food from
barrows with a distraction/attack
technique
that they have developed.
THE MACE OF CUTHBERT
The Mace of Saint Cuthbert,
like all of
the artifacts and relics
in the AD&D game
system, is a customizable
magic item with
powers and side effects
chosen by the individual
DM. In the course of running
the
original incarnation of
this adventure, I
found that the following
version of the Mace
best fit the milieus of
both the game world
and the modern world that
held it hidden
for so long.
The Mace of Cuthbert is
a lawful good
relic, being a mace that
is + 5 to hit and
damage, with the disruption
effects of a
mace of disruption. Only
a lawful good
cleric with a strength of
18 can use the
additional powers inherent
in the Mace.
The Mace has three minor
benevolent
powers. It detects evil
continuously when
held, casts light, as the
cleric spell, seven
times a week, and renders
the possessor of
the Mace immune to all forms
of magical
fear when kept on one's
person. The Mace
has two major benevolent
powers, allowing
the user to heal, once per
day, by touching
the Mace to the injured
person, and the
possessor can cause fear
with his gaze, at
will. However, if the user
is not lawful good
in alignment, he will immediately
change
alignment to lawful good
upon touching the
Mace. This change cannot
be reversed by
any means. Few people have
handled the
Mace over the years in the
London museum,
but those who did later
recalled that
they changed to some degree
in personality
afterwards. This effect
has never been recorded,
of course, as it was not
really considered
"scientific," and no one
connected
their life change with touching
the Mace.
ACKNOWLEDGMENTS
I'd like to thank the following
people for
their help in creating and
playtesting this
adventure: the members of
the Simulation
Games Union at Princeton
University and
others from my campaign,
namely Iain
Bason, Adam Frankl, Sean
Fitts, Randy
Peters, Chris Cohen, Marian
Pugh, Roger
Hain, and all the folks
I can remember
clearly but whose names
I?ve forgotten;
and, John Carr, John Gold,
and Lyn
Tumlin, who role-played
slightly different
versions of Rocco, Nicky,
and Charlotte as
Charisma: 12 a favor to
me.
* *
* *
THE FORUM
"The City Beyond the Gate"
(issue #100) is an
excellent piece of work.
However, the statement
in the closing about a paladin
attacking his own
party for moral reasons
has touched upon a
conflict in my mind: between
the "good" of the
AD&D
universe and the "good" of our world.
What I say is this: To retrieve
the Mace of
Cuthbert,
a lawful good relic, surely must be a
good and just quest in the
eyes of the PCs. However,
stealing the Mace from its
current owners
would not be a good act
to us, those on the
"other side," or London.
Here we have a conflict
of "goods," and the worst
thing is, there is no
way around it. The paladin
may suggest to take it
by lawful means, but that
would
mean convincing
the owners that the party
and their world is
the rightful owner of the
Mace.
You might say that even that
could be accomplished
by a little showing off,
proving that they
were from another world,
but could you imagine
the extreme consequences
of such an action if
some otherworldly adventurer
were to prove that
he came from Neverneverland
by showing us a
gate to that world? Our
whole life would be
overturned if such a thing
were to happen.
Then I would have to tell
the players that, after
their characters had completed
a quest for a good
object, their characters
have gone through an
alignment change because
they have committed
the crimes of stealing and
destroying a whole
world's beliefs and way
of life. Which good is
right: the good of the adventurers
or the good of
our own world?
Mark Permann
San Antonio, Tex.
(Dragon
#102)
London paradox
Dear Dragon,
I really enjoyed ?The City
Beyond the Gate?
(issue #100). I did
notice, however, that one
minor detail was not included.
Since it must be
admitted that the AD&D
game exists in London
on June 1, 1985, and it
is readily available, it is
not possible for PCs to
find and read AD&D
products such as the Players
Handbook? This
would definitely result
in confusion, fear, or
identity crisis. A very
touchy situation indeed!
Please comment.
Matthew
Morse
St. Paul,
Minn.
(Dragon
#102)
Okay. . . . If the PCs decide
to make a side trip
to the nearest game store,
roll percentile dice and
consult the following table:
01 | The AD&D game is so popular that all the rule books are sold out. |
02-00 | Either roll again, or forget you ever read this letter. -- KM |
* * * *
Module mistakes
Dear Dragon,
Robert Schroeck?s ?City Beyond the Gate?
(issue #100) was inventive, original, and probably
the best example of consecutive blunders I have
seen in your magazine for a long time. Frankly,
Mr. Schroeck would have been well advised to set
his module in a country which he knows something
about. His idea of London had more in
common with a cross between Charles Dickens
and Manhattan Island than the city I know.
Firstly, his ideas of British currency are curiously
dated and even in the long gone days when
we did use shillings and pence, there were twenty
shillings to the pound and twelve pence to the
shilling.
His next mistake was to do with the British
police (rarely known as bobbies today and never
known as ?woolies?). These policemen (known
as cops, fuzz, or the Bill), unlike their U.S.
counterparts, do not carry firearms on duty. In
addition, there are no SWAT teams in this country
(at least not under that name) nor the numbers
of urchins which seem to have been liberally
sprinkled across one of the most upperclass areas
of London. That sort of thing went out with
Oliver Twist.
His minor slipups included the price of a tube
ticket (40p, or about 55 cents) and the fact that I
have never yet seen either a horse-driven beer
wagon or hackney cab outside a museum.
My advice to DMs who wish to play London as
it should be played is to remove all firearms from
both the security forces and criminals. Secondly,
all traces of Victorian England should be removed.
London is, after all, a 20th-century
capital city. Thirdly, the currency should be
corrected. There are 100 pence to the pound, and
shillings don?t exist.
An unarmed police force should not be a
problem for a good DM. Just remember that they
are not as vulnerable as they appear and most
intelligent people do not cross them. They can
call on virtually unlimited (restrained) force.
Player characters who indulge in mayhem should
be made to regret it!
With the exception of these minor gripes, it
was a very good scenario and I congratulate Mr.
Schroeck for his good work.
Andrew Price
West Sussex, England
(Dragon #104)
After we received this letter, we sent a copy to
Robert Schroeck and asked him for a response;
following are the pertinent excerpts from his letter
back to us. Before we give him the floor, however,
we have to take some of the ?credit? for one of
the shortcomings that Andrew pointed out. We
should have double-checked the statements about
the monetary system, but we didn?t. As for the
other ?blunders,? Robert does a good job of
explaining why they exist. Also, it?s been pointed
out to us that we neglected to designate the offices
on the maps of the museum. In general, assume
that any small, unidentified enclosures (such as
the row of rectangles on the right-hand edge of
the second floor) are offices. And now, here?s
Robert. -- KM
Robert's response
. . . I?ve been waiting for a British player to
trip me up. Actually, I was aware of some of the
?blunders? in the module; some were intentional,
some not.
I must admit that my view of London has been
influenced by both Charles Dickens and my
proximity to New York City. But the primary
flavor to be found in ?my? London comes from a
pair of extraordinary books, The Borribles and
The Borribles Go For Broke, by Michael de
Larrabeiti (published in paperback by Ace
Books). They present the adventures of a band of
mutated children with elflike characteristics in
and about London. The city, especially the neighborhoods
of Wandsworth and Battersea, is presented
in a dark, foreboding manner throughout,
with plenty of decay and despairing tomes, abandoned
buildings, and evil adults. It is very Dickensian
in that sense. The other Dickensian touch,
the street urchins, also comes from these books.
The urchins were, in the original version of the
module, members of the various tribes of Borribles,
as were the urchin NPCs (who were three of
the main characters from the books); because I
was unable to secure permission from Ace Books
to use de Larrabeiti?s material, I adapted the
Borribles into street urchins, and changed the
names of the NPCs, in order to use them as a
band of potential allies for the PCs. The term
?woolie? for the police also comes from the
novels ? I had assumed it was a common term.
I dispute Mr. Price?s contention that unarmed
police officers could stand up to a well-armed
party; even at the generously high levels I
granted to individual officers, they would not be
much of an obstacle to a party that lacked the
ingrained British respect of the police. I armed
some of them to provide more of a challenge, and
besides, if you?re going to be playing in the
modern world, you?ve got to use guns somewhere,
if only for shock effect. SWAT teams are
called that simply because I don?t know what the
British equivalent is called.
My sources never mentioned that the shilling
had disappeared with the decimalization of British
currency. I was aware of the old ratios of
pound:shilling:pence, and I assumed that the
shilling had become the equivalent of the American
dime. The price of an Underground ticket
was based on my recollection of the price of a
Paris Metro ticket (about 20-25 cents, as of my
last visit).
I regret any severe distortion of London. I
could have avoided this by setting the module in,
say, New York, but that would have been too easy
for my players and the readers; in choosing a
locale unfamiliar to them, I had to choose one
equally unfamiliar to me.
Before I close, I have my own correction to
add. On the map of the Island House, the room
labeled ?E? is not keyed in the text. It is the
jakes, an indoor outhouse flushed by water from
the same spring that cools the coldbox.
Robert M. Schroeck
Jersey City, N.J.
(Dragon #104)
Beware of guns
Dear Dragon,
In issue #100 in The City Beyond the Gate, I
think the weapons section wasn't fully explained.
First, if a character took a .357/.38 revolver
and stuck it in a person's ear and fired, would the
character he dead? After all, the bullet would
shatter the eardrum and enter the brain and do
brain damage. If the character lived, what would
be the damage? Would there be
hearing loss and
a drop in intelligence?
Second, would these weapons affect creatures
that can only be hit by magical weapons? If silver
bullets were purchased, would a shot from the
pistol above greatly affect creatures like Gargoth?
Peter Upitis
Stockton, Ill.
(Dragon #107)
Questions like these demonstrate how difficult
it is to incorporate firearms into an AD&D®
game
world. The game system isn?t designed to handle
weapons with an instant-kill capability nor does
it generally take into account the specific location
of a wound (except for special items such as a
vorpal sword). Firearms and other forms of
modern technology don?t really fit in the system,
although they can be accommodated in special
cases (such as the module in #100) ? provided
that the DM is willing to compromise on reality.
Compromising on reality generally takes the
form of limiting what a gun-toting character can
do with his weapon. To get around the problem of
point-blank discharges, you can simply rule that a
gun cannot be used except at a distance ? an
arbitrary ruling, but a necessary one. If a player
insists on having his character stick the muzzle of
a .357 in someone's ear, he might discover that
the gun misfires, or that it has suddenly run out
of ammunition. And even when a gun is used
against a target at a distance, a player character
should have an extremely tough time hitting what
he aims at. You could double, triple, or even
quadruple the normal non-proficiency penalty ?
not only is the PC obviously not proficient with
the weapon, but it is so alien to him that his
chance of using it successfully is much smaller
than normal. You can also boost the armor class
adjustments for a gun used at medium or long
range, and build in an adjustment for short range
as well. The effect of these modifications should
make it clear to any PC that swinging a sword or
shooting an arrow is going to produce the desired
result much more often than pulling a trigger.
Personally, I?d take the hard line on Peter's
second question. Guns are not magic weapons, so
they can't hit creatures that are immune to nonmagical
attacks. Theoretically, I suppose you
could hit Gargoth or some other devil
with a
silver bullet -- but if I were Gargoth, I?d get
around the problem by continually teleporting (a
couple of feet this way, a couple of feet that way,
and so on...), which would make it virtually
impossible to score a hit with any sort of projectile
weapon.
These suggestions are just that -judgment
calls, representing one way of handling a problem
that no doubt has many other solutions. The
important thing is to restrict the use of firearms
for the sake of maintaining game balance. If you
let characters use guns the way they could use
them in the real world, your campaign will be
shot full of holes sooner than you can say ?Bang,
you?re dead.? -- KM
I would like to make some comments about
your reply to Mr. Upitis concerning guns in
AD&D gaming (“Beware of Guns,” DRAGON
issue #107).
First, it seems to me that by labeling guns as
“instant-kill” weapons, you have implied that
non-firearms are somehow not “instant-kill”
weapons. I found this misleading in the sense that
guns really aren’t any more of an “instant-kill”
weapon than most human-powered weapons. I
seriously doubt there is any real difference between
sticking a .357 revolver or a heavy crossbow
in someone’s ear and pulling the trigger. I
think the real question here is not whether or not
a particular weapon is “instant-kill” or not, but
rather how to deal with any “instant-kill” situation.
I would define an “instant-kill” situation as
one where a normal human (or any creature) is
incapable of preventing a lethal wound due to
circumstances. (We’ll ignore the question of being
resistant to things that would normally kill, such
as creatures that can only be hit by magic, etc.).
These situations can range from cutting the
throat of a bound man to having a 10-ton weight
fall right on top of someone.
Now I don’t want to argue the “realism”
aspect of the AD&D combat system,
and I don’t
want to argue the properness of having guns in
an AD&D universe, but I do think
the question
of “instant-kill” situations should be addressed in
an unbiased manner. Guns, on the surface, seem
to be qualitatively different than hand-powered
weapons. But this does not mean that they can’t
be simulated under the AD&D system,
just as
long as it is realized that guns are inherently
more lethal. Because of this increased lethality, it
is much easier to put someone in an “instantkill”
situation with a gun. I don’t find firearms
particularly destabilizing (as long as everybody
has the same chance of getting them) so much as
I find them out of character for fantasy worlds.
As to the suggestions offered by the editor on
how to control guns (misfires if put in one’s ear,
etc.), all of these seem to avoid the real question
— do you allow guns into your campaign? If you
do, then play guns as more lethal than other
weapon types, otherwise don’t allow guns into
your game. I object to artificial limitations when
they are applied to correct something that would
be best left out of a campaign altogether.
As to handling “instant-kill” situations, this
must be handled with care by the DM. It is the
unequal application of rules between NPC and
PC that leads to problems of play balance. Player
characters should always be aware that things
that they do may be done to them. If player
characters cut the throats of helpless people, or
drop 10-ton boulders on people, player characters
should be reminded by the DM that they could
find themselves in the same situations and
shouldn’t complain if they die because of it.
Remember, in “instant-kill” situations the real
ability to survive is not really in how many hit
points an individual has, but in not getting into
the situation in the first place.
Fritz Freiheit
Torrance, Calif.
(Dragon #109)
Quote:
Originally Posted by Nagora
Just glancing at Dragon
100 (the only issue I always have to hand) reminds me of the very silly
London scenario - how we laughed! Horse-drawn hackney cabs and street urchins
on the same encounter table as punk-rockers? It was a nice idea but designers
of "real-world" scenarios should avoid cities they've never to, especially
if they have a readership there.
London is a great and fascinating
city. The second time I was there we were wandering around, and I said
to Gail, "I've been here before." Sure enough, I spotted Veriswami's Restaurant
and there was Bond Street. We picked up a great Camel's sweater and a matching
muffler for Gail in one of the shops.
A few years earlier, the first time I visited London I recall being in Trafalgar Square enjoying the sights, wearing my levis, cowboy boots and a wide belt with a buckle that was a smiling full moon. A young Brit came by, eyed me up and down, and nodded his approval of my garb. I was most amused.
The last time we visited
I made the error of staying at the Berkley Hotel for the evening rather
than getting a room at The Duke's. The place was superb, a five star hotel
for certain, but what a cost and cash only. Luckily I was planning on doing
some shopping at Herrod's so I had the 650 pounds sterling to cover the
one-day stay there
Quote:
Originally Posted by GrumpyOldMan
True, but speaking as another
Brit. that scenario stank to the stinkiest degree. I had a run of Dragons
from issue 30ish, lots of scenarios, mostly passable, some excellent. I
stopped buying soon after 100. it was made worse (in the UK) because if
I remember right TSR UK had been set up back then. If anyone at Dragon
had thought to pass the scenario by TSR UK I'm pretty sure that the head
guy (Ed Turnbull?) would have said 'It stinks.' It had policemen with guns
too, and the currency was wrong. I'm old, I'm grumpy, and I have much hate
for that scenario.
Don turnbull was heading
up TSR UK back then. I had urged him to do a British Edition of The
Dragon, but he insisted on a whole new magazine, Imagine.
Had he been amenible to
my suggestion, that scenario would never have appeared.
Bobbies with firearms indeed
How I loved the old English monetary system with its farthings, ha'pence, pence, shillings, florins, half-crowns, crowns, pounds, and guineas--really confusing until one learned it, and so I patterened the AD&D monetary system on it.
Someone likely older and grumpier than you, but one that loves real ale and English cusine
Cheerio,
Gary
Originally Posted by GrumpyOldMan
Even in the seventies, the
key to the only gun cabinet in the police station (and not all stations
had gun cabinets) was kept locked in the station safe.
When you start sticking the slang terms for currency, like tanner & bob that really cionfuses the young 'uns
IIRR, a bob is a shilling,
but I haven't heard of a tanner. None of my english chums ever used the
term. Do tell, what is it?
Hi Nagora,
A sixpence, eh? How jolly!
Quote:
Originally Posted by haakon1
Tut tut. Easily enough explained
away, if one needed to keep such details:
-- Special Branch. Anti-terrorist
police are armed, as needed.
-- MI-5 undercover as bobbies.
-- UNIT or Torchwood Institute
from Dr. Who undercover as the Met. (Indeed, the Torchwood Institute is
much newer than the Dungeon adventure, but nonetheless).
-- Alternate universe. Perhaps
Jerry won the war?
Nod, this proves the adventure is set pre-1974. I suspected AD&D money was British, but the 20:1 ratio of sp to gp makes sense in old silver dollars and $20 eagles too.
Theory: Like our founder, all D&D players appreciate good English pubs and/or exhibit other minor habits of pro-Britishness, if only dwarves with bad Scottish accents. Debate.
All I can say is: that's
really stretching it...and if Germany won WW II there would be Polezi and
Gestapo walking about, not Bobbies
And to think the Brits gave
up their proper system of measurement for a French kickshaw.
Only the USA won't give
an inch in that regard!
Gary