Tuesday, April 21, 2020

A Section of the Underworld Benteath Jakalla, Upon Tekumel; An Old School Empire of the Petal Throne Dungeon





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.


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”



                                                                  SUBLEVEL FOUR
 
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.”

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”


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