GATES OF THE
UNDEWORLD IN THE HIRILAKTE ARENA
An Empire of the
Petal Throne Adventure for Characters of Level 1-3
This is a dungeon adventure for use with the 1975 TSR Empire
of the Petal Throne rules.
The premise of this scenario
is that a number of cellars below the Hirilakte Arena contain secret entrances to
the Underworld.
Player characters can learn of the existence of these
entrances through any means of the DM’s choosing. They will also learn that the
entrances are used variously by certain Change Temples (or tomb robbers!) and
that the Temple factions who make use of them politely avoid using them at times
in which other Temple factions do. In other words, the Change temples who utilize
these paths use particular routes, and these are fastidiously avoided by the other factions, who have their own customary entrances. The holy days of each Temple faction are the usual days in which
their priests make use of the gates to go on secret missions in the Underworld.
It is rumored that this level leads towards a series of other catacombs which terminate at a number of points beneath the Necropolis, mostly under certain notable tombs. The tunnels which lead out at the east end of the map lead in that direction, and thus to progressively more challenging levels, which are left for future maps.
It is rumored that this level leads towards a series of other catacombs which terminate at a number of points beneath the Necropolis, mostly under certain notable tombs. The tunnels which lead out at the east end of the map lead in that direction, and thus to progressively more challenging levels, which are left for future maps.
If a party does go poking around below the arena cellars,
they will find an entrance randomly by the DM’s roll of d100 dice. 01-25 Cellar A. 26-50 Cellar B.
51-75 Cellar C 76-100 Cellar D.
As player characters may come and go through these tunnels
at divers times during a campaign, it is up the DM to update and repopulate this level as needed.
The DM is encouraged to revise them
according to his own Tekumel if desired.
Map Note: The map lacks a legend, but the dimensions of each 10' space are marked out by pen dots should you wish to recreate the map on graph paper or a vinyl battle mat. A DM may add doors wherever desired.The larger black dots shown are typically to be read as pillars except for four pits which are designated as such in the room descriptions.
Cellar A: The secret door in this cellar which leads into
the Underworld is primarily used by Sarku worshippers.
A1. Dusty 30x30
chamber. Along the floor near each wall are set heavy iron rings in the floor
and to these are chained the skeletons of six unfortunates who were left here
to die. If the room is searched nothing
else is evident but make a secret doors check for each character to find a
stone in the wall which is actually a covering. Behind it is a small
compartment, long forgotten, wherein is hidden a scroll. The tube is trapped
with a poison needle. The scroll is a Group 1 spell, the Hands of Kra the Mighty,
written in Tsolyani.
A2. Empty 20x30 chamber.
A3. A 20X70 great
hall. In the North wall is an archway blocked by an iron portcullis. 6 Mrur
stand guard here, undead warriors set here by priests of Sarku. They will
halt anyone in the name of the Undying Worm and ask for “The word of passage”.
The failure to give this results in attack by the Mrur. The portcullis is
operated from chamber A5, but it can be forced by a combined strength of 200.
There is no treasure here.
M'rur AC 6 HD 1+3, Hit Points 10, 8, 11, 9, 10, 10 Move 6”
A4. A passage way with a rusted and unused portcullis like
that in A3 but inoperable. It can be forced by a combined strength of 200.
A5. In this room stands a mighty undead Shen, a Mrur. Upon
the command of a priest of Sarku from
A3 he will turn a great wheel which
raises and lowers the portcullis. If anyone forces the portcullis or comes in
from the rooms north doorway, he will attack. He fights with a two handed
sword. It is a sword of some value.
Shen-Mrur AC 4, HD 3 Hit Points 20 Move 6”
Cellar B: The
underworld entrance here is primarily used by the Hry’y sect.
B1. A long 30x40 hall with square pillars running along the
north and south walls. At the east end of the hall before the wall is a squat
and ugly stone statue depicting an aspect of Hyr’y, and clutching a jagged
stone knife which is poised over a stylized writhing nude female victim. There
is a 5’ trapdoor in front of the statue which looks like the floor. Should any
character walk thereon, they must make a special saving throw to avoid it.
Combine dexterity and intelligence, average them, and this is the percentile
chance the character has of leaping clear of the falling trap door without
falling down the chute which will deposit them in a great pit wherein is a lesser
Dlaqo beetle which preys upon those fed to it via the trap door. In the pit
there is a 25% chance of there being a recent set of human or non-human remains
that have some treasure or magic item at hand, dice upon the tables for such
items.
D'laqo AC 2 HD 3 Hit Points 20 Move 6”
B2. This odd shaped 40x50 chamber contains a large idol of
Hyr’y similar to that in B1 but reaching the ceiling. It is against the north
Wall. The walls are painted black, which appears recently repainted, with red
painted depictions of demons and glyphs. If anyone examines the statue, make a
secret door check; success means a tiny secret compartment is found and within
are a scroll of 1 Group 2 spell, Invisibilty, written in Tsolyani. In the
compartment is also a spare key to the gates in B3, as well as 3 sparkling
jewels worth 100 Kaitars each. There is also a +2 dagger and a writ in Tsolyani
that is an ambiguously worded summons (of uncertain authorship) for an assassin
named Nissani which offers the jewels and dagger to “do what you know must be
done when next you find this scroll.”
There are directions upon the scroll to a villa in far Usenanu. This can
be worked into an adventure by the DM as he or she wishes later. There is a
broken wheel that once operated the portcullis set in the western wall. There
is a 5 in 6 chance when this room is entered that there will be corpses of
foolish treasure seekers or other unfortunates and if this is so there will be
2-5 Kurgha feeding upon the remain. The Kurgah will attack any who interrupt
their feast.
Kurgah AC 6 HD 1 Hit
points 5, 8, 6, 7, 8 Move 12”
B3. A 30x30 hall with square pillars along the east and west
walls. Two portcullis gates bar both entrances to this room and they can only
be opened by means of a key carried by one of the priests of Hyr’y or the one
hidden in the idol in area B2. They
cannot be forced open as they are fairly secure. It is impossible to see into
the chamber from outside because of a stone partition placed to limit viewing
about three feet in front of each gate. Inside the room is some sort of meeting
place. There is a long stone table and stone seats in the center of the room, a
place for chaining prisoners on a pillar against the west wall. There is a
desiccated human male corpse hanging on the chain, lips sewn shut and eyes
removed. It looks to have been chewed upon. Hiding behind the pillars are also 3
Kurgah who were feasting on the corpse, and hid upon the noise of the party
entering the room. They will attack if discovered hiding by a cursory
search. There is a treasure hidden under
the head seat if moved- 1000 Kaitars in a small leather satchel.
Kurgah AC 6 HD 1 Hit Points 6, 6, 6 Move 12”
Cellar C: The underworld entrance here is in use by
various travelers of the Underworld and not any particular sect. It is favored
by tomb thieves and other intruders.
C1. A long 20x40 Hall with bricked up doors along the east
wall which were sealed permanently in the Ditlana. There are carvings upon the
wall of various deeds of the Emperor of the Petal Throne who was ruling at this
period of Jakalla’s history. The DM should dice here upon the Random Encounters
table for Level 1 to see who or what is encountered here. The DM must determine
whether they have recently entered the Underworld or are preparing to leave it
(50/50). For intelligent creatures the reaction table should be used.
C2. A 30’ circular domed chamber with a long dead ornate
fountain in it’s center. If the debris that clogs it is searched, 20-50 Kaitar
will be found(d4 +1 x 10).
Cellar D: This series of passages are frequented by
Priests of Ksarul on their way to the further reaches of the Underworld
D1. This is a vast 30x50 hall set with many square pillars
along the east and west walls. There are portals in the north and west walls.
The entire room is painted in faded blue hues.
Hung over the door on the west wall is a giant stylized silver mask like
those worn by Ksarul priests, and painted script warning not to pass further.
There are 7 Q'ol here, who will attack anyone who tries to violate the hall.
There is no treasure.
Q'ol AC 2 HD 1+1 Hitpoints 8, 6, 9, 5, 7, 6, 9 Move 6”
D2. This odd shaped room, roughly 20x20, is a grisly place.
There is a pile of mummified and dried limbs and heads in the S.W. corner- and
against the diagonal east wall are three stone tables with corpses laid upon
them as if being sewn together from these parts but unfinished…a head sits
unattached, a limb missing here and there, etc.
There are three tall earthen jars along the west wall which contain
preserved organs. A small stone pedestal is here in the center of the room. If
it is moved aside (a secret door check can find it), under it is a small hole
with an Amulet of Power Over Undead which contains 2 charges.
D3. A 30x40 chamber of congregation. There is a long stone table and several stone
seats. Overhead hangs a great candelabra by a chain. There is a 30% chance that
the chamber will be in use by 2-3 Ksarul Priests and a guard of 2-5 warriors.
D4. An empty 30x20 chamber with torch sconces on the wall.
SUBLEVEL 1
S1-1. A steep 10’ staircase leads down from a small platform
overlooking this 30x20 chamber with three circular pits in the floor. There is
a portcullis gate in the doorway before the steps; though not locked, it is
pinned shut from the outside by massive iron bars in locks, which can be easily
removed from without but are obviously meant to keep something shut in. The
pits drop away into deep, forbidding winding shafts of unworked stone. Over the
pits are suspended chains attached to hoists by which victims are lowered and
raised and there are a series of manacles on the east wall for holding
prisoners. There is a gong set up against the west wall. There is a 15% chance
of a prisoner being present, and near death, in a set of manacles. NPC of GM
choice. If the gong is sounded, an Aqa’a, will appear within 1 Turn and emerge
from the pit to devour anything it can find. Usually controlled by Eyes and fed
victims by the Priests of Hry’y, it will enter the chamber and attack. If the
gong is not sounded but a party remains in the sublevel for more than 2 Turns,
the Aqa’a will appear anyway.
Aqa’a (Smaller) AC 2
HD 6 Hit Points 30 Move 9” (Attacks with
mouth until its first successful hit,
then it begins to swallow the victim-thereafter it does not bite until the
victim is dead but will defend with its swinging tail which does 3 dice
damage.)
S1-2. A 40x30 chamber with square pillars along the north
and south walls. On the east and west walls are paintings in lurid colors of
various horrid scenes of priests of Hry’y, depictions of the god, and scenes of
people being devoured by great fanged worms.
S1-3. This 30x20 chamber is secured by a heavy wooden door,
well oiled and maintained. It is set with chlen-hide bands and a magic seal.
Upon the door is inscribed a complex incantation to open it which can be read
by any priest or magic user but with a 35% chance of failure, as the
intonations must be exact. If successful, the door opens as if pushed by an
unseen hand. If not, a bolt of energy hurtles forth from the seal doing d6 +2
damage to all within 10’. There are 3 such bolts stored within the seal. The
bolts will come forth if the door is struck or otherwise molested without the
incantation. Once the seal is drained of its power the door can be battered
down. The chamber itself has magical
seals upon the floor in a pentagon shape and a stone pedestal with a book upon
it. Candle sconces are set in the walls as well as a shelf with a stone bowl
full of incense. Upon the pedestal is a book which contains a spell of
conjuration of a lesser demon type. It can be used by any level of evil priest
or magic user. When the demon appears, it is very Hlyss-like in appearance. There
is a 20% chance the demon will break control and attack, but modify this chance
by taking into account the summoner’s Psychic Ability and adjusting the
percentage accordingly. The demon can be instructed to come forth and attack
one enemy of the summoner’s choosing. This task must be required within seven
days or the demon is freed from obligation.
Within the seven days, the summoner has but to call the demon’s name and
it will appear to obey a command of attack or can be sent forth remotely.
However, there is a 10% chance each time the demon appears that the summoner
will be driven insane for d6 days. The book is tied to the seal and if removed
from the chamber, it bursts into flames and is destroyed. There is a treasure
here, a chest filled with 750 Kaitars, and a +1 Evil Sword.
Lesser Demon AC 3 HD 3+6
Hit Points 30 Move 12” Has the
fear effect of a Hlyss, as well as the sting.
It disappears when killed, for only it’s physical form has been
destroyed.
SUBLEVEL TWO
S2-1: 30x20 Chamber. Against the west wall is a great cage of Chlen-hide. It is closed with an iron lock. The cage holds
three miserable looking Renyu, all bearing scars of torture, and there are iron
implements hanging on the walls for this purpose. A key hangs upon the wall by the chamber
entrance. The Renyu are hungry and frightened. If freed, two of the Renyu will latch onto the
party and even fight with them, though they are at -2 on all rolls due to emaciation.
One Renyu has been driven insane and hates the sight of humans so much that as
soon as it is freed it will attack the nearest one and fight until dead.
Ren'yu AC 4 HD 2 Hit
Points 8, 10, 12 Move 12”
S2-2: A 30X30 chamber
with a locked chest. It is trapped- if breached
without a key (which is not present), a spore sack with poison gas will burst
and affect anyone within 5’. Inside is a strange treasure: there are twelve
incredibly life-like masks of middle and high clan personages in Jakalla. There
is a 35% chance a character will recognize a mask. These are used to sow
discord by the agents of the Temple by impersonating notable people so that
spies and onlookers think they see people doing things and going places which
harm reputation or mislead authorities.
S2-3: A 20X30 chamber with nothing of note except more lurid
wall frescoes of Hry’y worship.
SUBLEVEL THREE
S3: A
circular 30x30 split level chamber. A 30’ stair winds down from a platform
overlooking the chamber. It is of
decrepit stonework and there is a 20% chance for each character going down the
stair that a stone will remove and the character might fall- average dexterity
and intelligence for a saving throw to avoid falling and taking a die of
damage. There is a circular pit in the bottom of the chamber floor. The same
chance of the stonework crumbling away applies to this pit’s edge and anyone
within 10’ of it. The floor of the pit, a cave, is strewn with bones but also a
gleaming Eye. If anyone enters or falls into the pit, they will be attacked by
an N’gayu, Eater of Swords, which hides in the shadows of the pit. The Eye is
an Excellent Ruby Eye, dropped by a victim of the pit beast.
N’gayu AC 4
HD 4 Hit Points 19 Move 12”
S3-1: This 30x20 room is filled with old wooden
statues of the Five Tlomitlanyal and the Five
Tlokiriquayal. They are dusty and
their paint has faded but they are recognizable as depictions of the gods. They
were once carried in processions. The
five Stability gods are along the north wall and the Change gods are aligned on
the south wall opposite their counterparts. There is a stone in the center of
the room with carved Tsolyani script which states, “Whisper a vow unto thy Lord
or Lady, fulfil it, and thou shalt know.” There is magic at work here. If anyone
takes up the challenge, they will immediately receive the effect of a Bless Spell
for 3 Turns and if they should ever fulfil their vow they will gain +10% to a
plea for Divine Intervention. If their plea fails, they shall still receive a
vision or dream that will be of use to them.
S3-2: A 20x30 chamber. There are 3 Khurga “Carrion
Eaters in this chamber feeding on recent ill-fated treasure thieves. They will
attack anyone who disturbs their grisly feast.
K’urgha AC
6 HD 1
Hit Points 6, 5, 8 Move 12”
S3-3: A
treasure lies at the end of this passage. 1000 Kaitars, four gems worth 25 K.
each, and a scroll with a Group 1 spell, Heal. There is also a +1 Sword of good
alignment.
S3-4: This
20x30 chamber is a burial vault of four middle-clan warriors who once fought in
the arena and died honorably. They lie in sarcophagi, one against each wall.
Each is a M’rur and if their coffins are disturbed, they will awaken and fight.
Each coffin has d100 Kaitars worth of treasure concealed within it. One of them
has a scroll which is a deed to a house in Jakalla which now sits abandoned but
untouched.
M’rur AC 6
HD 1+3 Hit Points 5, 7, 8, 6 Move 6”
S4-1: A 20x30 chamber at the bottom of a stair. Here is seen
skeletons of vanquished warriors and, in the midst of them, a single blue orb
which glows and pulsates from within its own radiant core. If anyone touches
it, they will have an extradimensional encounter with Belkhanu himself. He will greet them as he waves toward
a black ship about to sail restless sea.
He will bid them answer a riddle or else board the black ship. His riddle:
“A man lives once, then twice. His third life will endure as long as Tekumel or as the span of breath of the Kri Fly. What does
my riddle describe? You may have two answers.” The correct answer is that of
man who lives, then bears a child, and after death is remembered by his deeds and
family influence, glorious or inglorious. Any answer that approximates this
will gain 1000 Experience Points and the character will remain among the
living. If it is answered incorrectly the character gets a savings throw vs. Eyes.
If they survive, they are shocked into senselessness for 2 Turns but revive
thereafter. Failing the savings throw, the character dies and falls among the dead
warriors! Note: Use private notes for this exchange as others may touch the
orb. Only those who answer from their own mind receive the benefit.
S4-2: A 20x20 treasure vault. There is a chest of 1000 Kaitars, a +1 sword,
and a jade figurine bound with magic script which reads, in Engshvalyani
writing, “Speak my name- Su’mayal.” If anyone speaks this name, a 1st
Imperium warrior whose soul was bound by a curse to this figurine will possess
the character who speaks it. The possession will not be hostile or dominant,
and the character can freely commune telepathically with Su’mayal and will
fight as a 3rd level warrior (or at one level above their current level for any
warriors already so advanced) for as long as Su’mayal is within them. The
spirit will then inhabit the first human who dies in the presence of the host,
leaving their body to live in an empty one, and then leave. But before he does,
he will leave a clue to a ruin of the first Imperium for a future adventure.
SUBLEVEL FIVE
S5-1: AA 30x30 chamber at the foot of a 20’ stair. There are
frescoes painted in ghostly whites, grays and blacks of Sarku rites and skull
faced priests on all the walls. Against
the west wall stands an altar. There are two braziers on either side, and on small
stone table are a mixture of herbs and withered entrails, as well as fire
lighting implements. On the altar is a skull, mouth open as in a scream, bits
of stretched, cracked skin withered upon it. A tuft of black hair runs in a
tendril from the skull. If the braziers are lit and the herbs and entrails
tossed upon them, the eyes of the skull will illuminate and it will animate and
speak with a ghastly voice. It will answer 1-3 questions put to it about
Jakalla or any person in Jakalla. It will also warn the party not to plunder
the teasures of Sarku, but to seek the Blessings of The Tomb-Life.
S5-2: This is a 30x30 natural circular cavern and in midst
is a treasure trove with four warrior skeletons, in rusted 1st
Imperium arms and armors, propped up on stakes in front of the treasure pile.
They are only diversions- anyone entering will be attacked by a Biridlu. 956
Kaitars, 3 gems, and a +1 Shield is the treasure.
Bi'ridlu AC 3 HD 4+1 Hit Points 25 Move 6”/13”
GREAT AVENUE
This vast hall was, until the last Ditlana, a
street of procession of victorious warriors on the holidays of Karakan. It still has the appearance of a street but it is strewn here and there with rubble and debris, including aged skeletal remains. The sides are lined with great pillars which meet in sturdy arches that hold up the peaked ceiling. At various intervals are seen arches and door ways but except for those areas noted on the map, all are bricked up, filled during Ditlana to help brace up the new construction that followed in the city above. Now, it is for all intents, a road to the catacombs underneath the Necropolis, mostly traveled by Change factions on dark missions. Occasionally Stability and military agents use the avenue in great secrecy, perhaps to spy or to seek artifacts.
Anytime players enter the avenue there is a 4 in 6 chance of an encounter from the Underworld Encounter Tables. The DM can decide exactly when and where an encounter occurs if it is indicated by the die. Check every two turns thereafter. Randomly determine Temple affiliation of any priests or warriors with a d20. This will help determine the nature of the business of such parties in this Underworld. The Reaction Table should normally be consulted in such encounters, but Sarku, Hry'y and Ksarul worshipers encountered will be hostile upon discovering intruders in this domain.
If a random encounter roll is a 5, then a Shedra from the caverns is encountered anyway.
Only a 6 is “No Encounter.”
Anytime players enter the avenue there is a 4 in 6 chance of an encounter from the Underworld Encounter Tables. The DM can decide exactly when and where an encounter occurs if it is indicated by the die. Check every two turns thereafter. Randomly determine Temple affiliation of any priests or warriors with a d20. This will help determine the nature of the business of such parties in this Underworld. The Reaction Table should normally be consulted in such encounters, but Sarku, Hry'y and Ksarul worshipers encountered will be hostile upon discovering intruders in this domain.
If a random encounter roll is a 5, then a Shedra from the caverns is encountered anyway.
Only a 6 is “No Encounter.”
CAVERNS
This area is an extensive natural tunnel of immense proportions, and
the sides of these caves are riddled with small holes through which emerge evil
beings, namely Shedra. For each turn the party is in a cave there is a 30% likelihood that 1-4
Shedra will appear. Each time a Shedra or group of them is encountered, there
is a normal likelihood for the monster type of treasure being found.
H’ra Lair: This cavern is shunned by all the Shedra. Unholy
blue fire burns upon torches along the
walls at the eastern end of the cavern, where a platform that is 30x30 may be
ascended by stone steps. On the platform, at the utmost corner of the east wall,
leans a great sarcophagus. Two braziers continually burn with a pale blue light
on either side of the sarcophagus. The resting place can serve the DM as a diversion, as it contains the moldering bones of a bejeweled Ist Imperium noble,-- the H’ra
actuallylurks in the shadows of the cave and will attack as soon as the sarcophagus is discovered
to be empty. Treasure, hidden behind the sarcophagus: 2000 Kaitars, a magical Metal Sword named V'ru, Lament of the Hyliss. ("V'ru" Intelligence 70. Alignment -Good, Ego Strong. +2 to hit and damage against non-humans of evil alignment). It has a spell Protection from Evil. V'ru will not usually seek to dominate it's wielder, using subtlety instead to guide the owner into seeking out and destroying the Spawn of the Old Ones and their ilk. It communicates telepathically with the owner. There is also an Amulet of the Good God. Finally, there is a Book. D'imlakih tlaS'sugayal "The Striking of the Hated S'su"
H’ra AC 4 HD 7 Hit Points
35 Move 12”