TEXT: City of Illanter:
  Kellerin’s Rumble
  The deed to the warehouse takes you to the city of Illanter, the City of Broken Swords. Your
  luck increases as your party receives a random invitation to the mysterious Kellerin’s Rumble,
  a annual gambling event. Gossip and rumors fly around the city about the event and YOU,
  the new warehouse owners. Suddenly, several job opportunities arise before the Rumble if
  your party is willing to take em….
  An adventure for Levels 3 to 5.
  
  City of Illanter:
  Kellerin’s Rumble
  By
  Malrex
  Cover Art: Jack Holliday
  Back Cover Art: Peter Temesi
  Artists: The Forge, Maciej Zagorski, © Jlonnee, 2011. Licensed by Nevermet Press, LlC. Used
  with permission. Rick Hershey, Empty Room Studios. V-Shane. Some artwork copyrighted by
  Robert Hemminger, used with permission.
  Author’s Note
  This adventure is an example of the type of adventure you receive per month on my
  Patreon. I admit, city adventures are tough for me to create and organize. But during the
  process of developing this city, several more ideas started to emerge. I think one day I will
  return to Illanter…Thanks to my supporters on Patreon for supporting me and making this
  adventure happen!! https://www.patreon.com/malrexmodules
  
  Kellerin’s Rumble
  Introduction: Congratulations are in order for an
  individual in the party as they have discovered,
  bequeathed, or won a deed for a warehouse in
  Illanter. Illanter, the City of Broken Swords, a true gem
  amongst the fertile valleys of the Vhurakian River.
  Surrounded by rugged, rocky wastelands, Illanter and
  its lush valleys, is always a welcoming site to any
  traveler!
  The deed states to present it to Illanter’s Chancery,
  which matches the duplicate found in the cartulary.
  The deed includes a map of the city and a marker for
  the warehouse. The warehouse is located along the
  Vhurakian River in the Rivercliff District. The warehouse
  and all that is inside or on the property, belongs to the
  new owner. An errand boy, Jolif, is offered by the
  Chancery to guide the party to the warehouse.
  GM’s Notes: If the party decides to head to the
  warehouse, a tall, gaunt, head-shaven albino man in
  purple robes is waiting outside and offers an intricately
  carved, palm-sized, wooden box. If plied, he responds
  in a dry, husky voice that inside is an invitation for an
  event from the Kellerin House in one week’s time. He
  doesn’t offer anything else and departs quickly. If Jolif
  is present he gets very excited about the box and
  invitation—“Open it!! You are incredibly lucky!!”
  The invitation states the time (5 pm—a week from
  now) and directions to the mansion. It also provides a
  few rules: 1. Costumes are not required, but heavily
  encouraged. 2. 8 rounds of gambling at 100 gp per
  round. 3. Winners of each round stay for the 9th and
  final round with starting bets at 500 gp.
  If Jolif is with the party, he encourages party members
  to costume dress for the occasion and recommends
  Lady Darrla’s Clothing shop, a hoity-toity costume
  store (and expensive) located in the high-end part of
  the Market District.
  Summary: Ellundor Kellirin, Lord of the
  Kellerin House, was once a successful
  adventurer and thief. He discovered a Ring
  of Wishes in his journeys and immediately
  bought a few decrepit buildings for cheap
  and wished for a mansion, among other
  things. Word spread swiftly of the strange
  mansion appearing overnight, and rumors
  emerged of the strange, hairless, albino
  servants, Ellundor, as well as his lovely wife
  Coralis. To further increase the rumor-
  mongering, once a year, Ellundor puts on a
  mysterious gambling event known as the
  Kellerin Rumble, which seems to have a
  random guest list each time.
  Curiosity abounds around the city about the Kellerin
  Rumble as anyone who has attended does not speak
  about it as if honoring some code of secrecy. Of
  course, this causes an outbreak of outrageous rumors
  and wild tales about the event. Speculation on who
  gets invited for this year is the buzz around the city
  and word spreads rapidly about the new Rivercliff
  warehouse owner and his/her party being invited.
  Vast opportunities arise for the party as jobs are
  offered from those who have interest in the event
  and/or the house.
  Code of Secrecy
  Elludrin, knows well the honor among thieves, and
  wished for an item that would protect the secrets
  within his house. His wording during the wish could
  have been better, but alas the Code of Secrecy is
  magical and ‘programmed’ only for the Kellerin
  House.  Any who attend the Kellerin Rumble are
  required to sign or they are asked to leave. Those who
  sign the Code can’t speak about the interior of the
  house, its items, or much of its activities. It’s almost as if
  the details are forgotten and an instilled code of
  ethics/honor is put upon the signee not to look for
  ways to divulge the information. The details that can
  be remembered (as they relate to this adventure)
  include costumes, guests, the food, and the final
  winner. A Remove Curse negates the effects if the
  signee fails a saving throw vs. spells. A Dispel Magic
  cast from a 10th level caster or higher destroys the
  Code of Secrecy.
  Important Note: Although there are a few combat
  situations, this adventure is designed to be completed
  mainly through roleplay and/or stealth depending on
  the actions of the characters. Bonus XP should be
  rewarded to those completing jobs or for clever play.
  City adventures are all about the people! The GM is
  encouraged to create and roleplay memorable
  characters to make the city feel alive.  Please refer to
  the Random NPC table for quick assistance if
  needed.
  Roll
  Name
  Appearance
  Personality
  Notes
  1
  Romlut
  M, bald, huge beard
  jubilant, positive
  Very loud, can be obnoxious, if opportunity--gets 
  party drunk
  2
  Jhenna
  F, long brown hair, 
  pretty
  Quirky, goofy, interrupts 
  others
  Rolls eyes a lot, dry delivery of jokes
  3
  Farley
  M, old, haggard, 
  wrinkly
  Speaks softly, know-it-all
  Penetrating blue eye gaze, feeble
  4
  Koilev
  M, squinty eyes, 
  rugged features
  serious, bland, loyal, 
  confident
  May trail party out of curiousity. Knows Rumors # 
  2, 7
  5
  Helena
  F, Gorgeous, blonde, 
  well-kept
  Haughty, judgemental, 
  gossips
  Drinks a lot, usually drunk, annoying
  6
  Norra
  F, plump, ill-kept
  quiet, suspicious
  Knows Rumors # 6, 11. Shares rumors for coin
  7
  Vint
  M, muscular, friendly 
  eyes
  Good-natured, curious, out-
  going
  Knows Rumors #1, 4. Works in fields
  8
  Garel
  M, lanky, tall
  nervous, awkward
  Asks dumb questions--"how long have you been 
  awake today?" "Is that your weapon?"
  9
  Veronica
  F, lithe, athletic, short 
  black hair
  Sad, negative, disgruntled, 
  rude
  Knows Rumor #8, scar on cheek
  10
  Olina
  F, chubby, freckles, 
  wears lot's of earrings
  skittish, hard-worker, 
  distrustful
  Dislikes those that break rules or carry 
  weapons/wear armor. 
  M= Male; F=Female
  Random NPC Table
  3
  
  GM’s Notes: The players should receive the Player’s
  Map of the City of Illanter. Two taverns in the Rivercliff
  District-The River Guppy and the Broken Barrel can
  provide rumors for savvy party members. Please refer
  to the Rumor Table.
  Refer to the Events Table for possible situations the
  party may find themselves in while wandering the city.
  Although the Rivercliff District consists of mainly
  warehouses, docks and humble abodes, there are a
  few rich homeowners on the higher cliffs with views.
  Some examples are House Kellerin and House
  Morgan. These Houses may be in competition with
  another as desired by the GM.
  There is also a general store, mainly with tools and
  items that are useful along the docks
  or on boats is near the player’s
  warehouse as well as a small temple
  dedicated to some River God.
  The GM is encouraged to mold
  Illanter to fit in their campaign.
  However, suggested information for
  Illanter can be found in Appendix I.
  The descriptions for the areas around
  Illanter are broken up by Warehouse
  (Room #), Sewer (Sewer #), and
  Kellerin House (Area #). While the
  Kellerin Rumble is the main hook for
  this adventure, let the players
  decide if they wish to attend, or if
  they wish to employ stealth to
  complete some of the other hooks
  below, or if they don’t wish to attend
  at all!
  Hooks: News of the invitation
  travels fast and soon party members
  become popular for curiosity’s sake.
  They are stared at, some people
  may be overly friendly, and others engage in
  conversation trying to learn more about them. The
  party may be approached to see if they would be
  interested in work. The GM may roll a 1d6 or
  incorporate several as desired:
  Roll
  Rumor
  1
  Asirel attended the Kellerin's Rumble last year…haven't seen her since.
  2
  The Kellerin House appeared in one night! No construction crews, no lengthy construction 
  times…it smells of magic! 
  3
  Kellerin's House servants are strange looking.  I call them the Hollow Men, as they lack 
  personality…and hair and skin color too I may add.
  4
  I heard a group of adventurers just took ownership of that haunted warehouse.  Good luck to 
  em.
  5
  I heard Hellri's Shades have been busy lately. Lot's of dem boys been pilfering around the Market 
  District.  They doubled up the guards.  Not much fun anymore during the farmer's market with 
  everyone eyeballin each other.
  6
  I heard a lady's lovely singing the other night coming from the Kellerin House. I doubt it was Lady 
  Coralis though!
  7
  House Morgan has finally been quiet. Lot's of yelling/arguments from that House for almost a 
  year.  Between me and you, I heard that Lord Morgan lost a valuable trinket.
  8
  I swear I saw some old woman staring at me from the attic in that warehouse.  She looked 
  all…..misty.  Gave me the creeps!
  9
  Dem damn lepers! Da city should oust em out of the city once and for all.  Although, to be 
  honest, I've seen less of em around lately.
  10
  Ol Runnel swears he sees white critters scurrying around the sewer openings and grates.  Not sure 
  how they would survive down there with the Globules.
  11
  Baron Geldrek wore the best outfit last year to the Rumble. Although not sure how he gambled 
  with such floppy sleeves and the flamboyoant mask.
  12
  Strange, most times only nobles, the rich, or adventurer's are invited to the Rumble, but usually 
  there are always a few random nobodies that are invited. Must be some sort of lottery of names 
  they pick from.
  Roll
  Event/Situation
  1
  Priests of the River God march to the river every morning, going waiste deep, offering a weaved 
  mat, basket, or even a casket to be floated downriver. This happens outside the player's 
  warehouse….every morning!
  2
  Partymember narrowly misses dumped chamber pot from 2nd story along an off-street.
  3
  Group of kids, up to no good.  Follow the party, cat-calling, being an annoyance.
  4
  A woman gasps loudly and draws attention to herself if a PC is armored or equipped with several 
  weapons. Random Town Guard may ask questions.
  5
  Beggar asks for alms. Has leprosy. Sneezes on characters that refuse to donate, 5% to catch 
  leprosy.
  6
  Pickpocket steals an item from PC.  If noticed, a merry chase through the streets may occur. 50% 
  thief will be captured-roll 3 times, adding a +5% of being caught by the party if clever tactics are 
  used.
  7
  A heated argument quickly escalates into a brawl. Town Guard comes in 1d6+2 rounds. Question 
  everyone invovled--back at the jail.
  8
  Roll random PC--a old woman offers a 'magic apple'. Swears it's magical. If eaten, has same 
  effects as Goodberry  spell.
  9
  Town Guard confuses a PC for a wanted criminal.  Severe amount of questioning. Depending on 
  roleplay, the character may go to jail for a night or only be held up for a hour or so.
  10
  Merchant hollers thief, and chases a young man down the street. Young man is running towards 
  the party.
  11
  Roll random PC--finds a 50 gp gem lying in the muck in road near an ally.
  12
  Roll random PC--flirted with by someone of the opposite sex. Could be way older so that its 
  creepy.
  4
  
  1. A Young Boy’s Plea: A young boy named
  Delan (mental disorder, innocent, loyal, stutters) is a
  new young acolyte of the River God temple. His
  ramblings are ignored by most, but the priests enjoy
  his energetic work around the temple.  Delon urges
  and begs the party whenever he sees them to rescue
  his friend, but is very vague with the details. He
  believes she is a prisoner in the Kellerin House and has
  heard her singing once in a while at night. He only
  offers that she is an exceptional swimmer.
  Delon’s friend is actually the mermaid in Area #12B
  inside the Kellerin House. He had made friends with
  her while swimming in the river and because of her,
  has made the goal of becoming a priest of the River
  God.
  Reward: A clever party able to rescue a mermaid out
  of the Kellerin House and somehow back into the river
  should receive a bonus of 1,000 XP each.  Party is also
  given a shell horn by Delan. If on the ocean or
  freshwater, the horn can be used to gain the
  assistance of a mermaid, merman, or other friendly
  aquatic folk for one full day.
  2. Hellri’s Shades: A rogue (shady, cautious, grim)
  of Hellri’s Shades, one of the Thieves Guild in the city,
  approaches the party and informs them that Hellri
  wishes to speak to them. If the party agrees and
  follows the rogue, he leads them towards a dark
  warehouse.  “Hellri” (actually a guildsmen
  impersonating Hellri), has seven men with him, while
  Hellri (very intelligent, proud, bold, quick to anger)
  observes in the shadows of the warehouse with a
  guild mage. “Hellri” offers the party a beautiful golden
  chain inlaid with several sapphires (5,000 gp) for
  completing a task. The task consists of stealing the
  House Kellerin’s gambling books to determine how
  much money the Kellerin House makes off the event,
  and the noted winners.  In addition, if the party is
  successful, “Hellri” offers that his gang won’t give the
  party’s warehouse any trouble. Refusal to the offer
  results in Hellri and his men departing quickly with the
  guild mage casting Darkness to cover their escape.
  Refusal by the party makes their warehouse a number
  one target for their thieves’ guild.
  (7) Thieves: AC 8, Move 12, Level 2 Thieves, hp 8 ea,
  THACO 19, Attack 1 (by weapon), Size M, Morale 10,
  XP 35 ea. Equipped with clubs, daggers, and short
  swords.
  Reward: 5,000 gp necklace. Warehouse is off limits to
  the Hellri’s Shade thieves guild; however, they
  eventually try to steal back the necklace.
  3. House Morgan: Lord Morgan (sheepish,
  impatient, always seems annoyed) seeks an
  audience with the party. He tells the sad story that he
  lost an heirloom during last year’s Rumble. The
  heirloom is a vase with a colorful peacock on it (3,000
  gp). It belonged to his wife and he failed to realize
  how much sentimental value it held over his wife.
  Sometimes trinkets are thrown back in the pot during
  betting and he offers 1,500 gp if the party has an
  opportunity to win it back and return it to him.
  Reward: 1,500 gp.
  4. The Mouse Mage:
  Lochren (licks lips a lot-not
  necessarily a nervous
  reaction, straightforward,
  nasally voice), a mage from
  the now disbanded Krathe’s
  Reavers adventuring group,
  wishes to hire the party for a
  task while inside the Kellerin
  House.  He wants the party
  to put a purple crystal orb
  inside House Kellerin’s library
  (Area #18). He claims the
  room has a huge wyvern chandelier in it.  He explains
  that one of his old companions “accidentally” stole it
  when he was invited to the Rumble and he merely
  wishes it to be returned without any fuss or
  embarrassment. He offers 300 gp for their trouble. Of
  course, this is all a lie.
  The purple crystal orb is the size of a grapefruit
  (approximately 50 gp) and is a container carrying
  special cargo. Inside is Lochren’s familiar, a mouse,
  that he hopes to set loose in the Kellerin’s library.
  Lochren is able to see through the mouse’s eyes with
  magic and plans to copy a book called “Mystery of
  the Seahorse People” and other important
  documents for a client. Of course, Lochren is not
  aware of the many cats inside the house…
  Reward: 300 gp.
  5. Damsel in Distress: The small-time Lord of the
  Jackaldam House sends a servant to bring the party
  to a quiet and private audience. Vorn Jackaldam
  (laughing eyes, honest, fair, charismatic) explains that
  his drunk, now exiled son, gambled off Vorn’s
  daughter, Sarissa, in last year’s Rumble.  He believes
  she is a servant within the House but has not seen or
  spoken to her in a year. He wishes the mission to be
  very discreet and suggests the party splits up (some
  attending the Rumble, while others look for his
  daughter inside the house during the Rumble). He
  offers a rough map of the sewers. He offers 6,000 gp
  for her safe return.
  Reward: 6,000 gp.
  5
  
  6. Wedding Ring: Halkor (convincing, habitual liar,
  good-looking, distrustful), a brave warrior (actually a
  thief), has convinced himself that the Kellerin House
  was created by the use of a Ring of Wishes (he is
  correct!). He offers 3,000 gp and a month as a
  bodyguard for a ring he claims he lost in a gambling
  round two years ago. He believes Lord Kellerin may
  be wearing it. He explains that it used to be his
  wedding ring from his now deceased wife and wishes
  it back for sentimental reasons.
  Reward: 3,000 gp, month of a free bodyguard—but
  once given the ring, Halkor tries not to pay or uphold
  his end of the bargain. He is not aware there are no
  more wishes left.
  The Warehouse
  The warehouse looks like a typical abandoned
  warehouse with broken, boarded up windows,
  vandalism, and weatherworn along the River
  Vhalkurian.
  1. Office: A small trio of bells ring when door is
  opened. Parchment is scattered all over the floor, an
  overturned table and two chairs lie in the corner.
  Dried ink stains cover the floor and table to the east.
  ● Barely readable parchment contains old records
  of stored and shipped items in the warehouse
  (grains, alcohol, lumber, etc.).
  ● Dusty footprints lead to Room #3.
  ● Bells alert Lepers in cellar (Room #13).
  2. Closet: Stuck door, roll Open Doors check.
  Pungent order of decay erupts out of room when
  door is opened. Three skeletons, each with broken
  necks are stuffed into this closet. A rotted brown cloak
  hangs in tatters on a hook.
  ● Speak with Dead or other type of magic reveals
  three victims to The Gripper, a murderer that
  roamed the city several years ago.
  ● Guards may suspect one of the party members to
  be The Gripper if alerted to the skeletons and
  seeing the broken necks, The Gripper’s signature
  of his/her marks.
  3. Delicate: A few broken crates, wisps of old straw,
  and broken colored glass litter the floor. A ripped
  painting of a sailing ship lies in tatters against the north
  wall. Dusty footprints continue down the stairs.
  ● Searching broken crates reveals a purple vase (10
  gp).
  ● Footprints lead down to cellar (Room #13).
  4. Study: Stuck door, Open Doors check.
  Comfortable reading room with two overstuffed
  chairs near a cold fireplace is beyond the door. A
  rustic shelf contains a few dusty books.
  ● Books contain “Horad’s Tome of Monsters” (25
  gp), “Urati’s Underwater Adventure” (20 gp), and
  “Vornikin’s Guide to Trading” (200 gp). The rest
  have water/mold damage.
  ● A rusty key is under some ashes in the fireplace.  It
  opens up Room #15.
  5. Dining Room: A warped table with six chairs and
  a few dirty dishes upon it rests in the center of the
  room. A thick candle squats on the center of the
  table.
  ● Silver utensils may fetch 15 gp for the 6 piece set.
  6. Kitchen: Serviceable equipment are scattered
  about the kitchen. A sack contains coal and an
  interesting pipe comes down from the ceiling and
  ends at an open barrel. A lever is attached to the
  pipe and within easy arm’s reach.
  ● Pulling the lever causes water to come out of the
  pipe from Room # 17 and into the barrel.
  7. Pantry: Smells rank in this cramped pantry. Barrels,
  kegs, and old food supplies are covered in a yellowish
  fungus or mold. A chest is located against the back
  wall.
  (Continued)
  6
  
  ● Inside the chest are several spices that are still
  useable.  The collection contains some rare spices
  and can fetch 250 gp.
  MONSTER: Yellow Mold: AC 10, Move 0, HD N/A,
  THACO: N/A, Attack: N/A, Size S, XP 0. Special Attacks:
  When touched, releases spore cloud in 10’ diameter.
  Those in spore cloud roll a saving throw vs. poison or
  fall unconscious and die in 2 turns unless a Cure
  Disease is applied.
  8. Spiral staircase: A beautiful spiral staircase
  carved to resemble a sea serpent reaches towards
  the second floor. A picture of a bearded river boat
  captain hangs on the west wall.
  ● Picture is worth 50 gp.
  9. Bathroom: Simple shitter. A pipe with lever enters
  the room from the ceiling.  An empty bucket is under
  the pipe.
  ● Pulling the lever down brings water to the bucket.
  Water comes from Room #17.
  10. Bedroom: A simple bedroom, a window looks
  over the river. A chest rests at the foot of the bed.
  ● The chest is filled with moth-eaten clothing. A short
  sword, with the handle shaped as a fish is
  wrapped in oil cloth (provides a +1 to hit).
  11. Interrogation: Mumbled yelling can be heard
  on the other side of the door. An immense room filled
  with a three wheeled wagon, several crates, and
  boxes litter the room. A wet, bedraggled man hangs
  upside down over an opening through the floor that
  leads to the river below. One man is operating a
  crane, raising and lowering the captive. A group of
  rough-looking, jeering men surround the pit.
  ● The jeering men challenge the party once
  noticed, demanding why they are here and
  telling them to leave.  This crew of misfits realized
  their river boat captain has been skimming off the
  top and now they want their revenge or pay. The
  captain pleads to the party for help.
  ● The majority of boxes and crates are empty or
  filled with hay, long ago looted. A few bundles of
  half-rotted cloth, rope, and a box of spikes can be
  discovered if searching.
  ● 1 crate is filled with parchments, a box is filled with
  different colored inks and a few quills.  The ink is
  special and used by mages for copying spells (400
  gp to a mage).
  ● 1 chest is filled with 7 vials of lantern oil.
  ● Stairs lead up to an open loft overlooking the
  room on the second floor (Room #14).
  ● Note: Bonus of 300 XP to each party member if a
  negotiation is successful in releasing the captain.
  The crew wants 500 gp or they plan to drown
  Beorn. If freed, Beorn may offer free passage
  transporting the characters by boat in the river…if
  he finds a new crew.
  MONSTER: (15) Crewmembers: AC 8, Move 12, Level 1
  Fighters, hp 8 ea, THACO 19, Attack 1 (by weapon),
  Size M, Morale 10, XP 35 ea. Equipped with clubs,
  daggers, and short swords.
  River Captain, Beorn Qwattleimp: AC 10, Move 12,
  Level 3 Fighter, hp 6 (22), THACO 18, Attack 1 (by
  weapon), Size M, Morale 13, XP 65.
  TREASURE: Crewmembers have a collection of 47 cp,
  17 sp, and 7 gp.
  12. Docks: Besides a few rotted and warped
  boards, the dock seems sturdy.  A submerged row
  boat is still tied to a pier.
  13. Cellar: Stairs lead down into a dank cellar that
  smells of crab, body odor, and overall filth. A rocked
  fire pit is nestled near a rough, damp passageway to
  the east. Figures are sprawled about the room, most
  swaddled in dark robes and cloaks.
  ● These men are lepers, scorned by society.
  ● They plead to the party to help them with a
  creature in the sewers that took over their living
  area (Sewer #2). They can give no reward, but the
  GM could give an extra 300 XP.
  ● If attacked, they attempt to spit on their
  opponents, giving a 5% chance that characters
  may be infected with the leprosy disease. They
  attempt to flee after 3 rounds out the eastern
  passage.
  ● Eastern passage is filled with rubble, debris, and
  tiny river crabs that the lepers have been feeding
  on. The short passage leads to the river.
  ● The secret door leads to the sewers.
  MONSTER: (13) Lepers: AC 10, Move 12, HD 1, hp 5 ea,
  THACO 20, Attack: 1 (by weapon), Size M, XP 15 ea.
  Equipped with clubs, four of them have daggers.
  Special: Spit has 5% chance of spreading leprosy to
  attacker.
  7
  
  14. Loft: Light barely penetrates the dirt-caked
  windows set in the western walls. The loft has a crane
  for bringing up items from Room #11, and serves as
  extra storage in the warehouse.  Several cloth sails for
  river boats are stacked against the south wall. A coffin
  lies under the window amidst the odds and ends of
  the room.
  ● Most of the crates are filled with useless junk (rusty
  nails, shards of pottery, etc.). Some crates contain
  some useful items: chalk, leather strips (for belts), 7
  grappling hooks, 2 100’ silk rope, horseshoes, 80
  flight arrows, 8 various flower-painted vases (25 gp
  ea), and three sets of human sized black-dyed
  leather armor.
  ● The coffin contains the skeletal remains of one
  known as Doretha Loramma. It wears a white silky
  gown and a silver necklace shaped like a swan
  with a sapphire eye (475 gp).
  ● There is a 50% Doretha notices the party here (she
  wanders the entire attic). She is now a ghost and
  haunts the attic. She died an elderly woman and
  is a bit confused as to why she is here and asks
  ample questions, sometimes interrupting the
  answer with another question. “Why are you
  here?”, “Why is my body still here?”, “Why do you
  keep staring at me?”, “Don’t touch my necklace!
  My mother gave that to me!”, “Why is your
  building so messy?”, “Why are you hovering over
  my body?” Doretha is quite harmless and
  disappears if attacked or becomes annoyed by
  the party.
  ● Burying the coffin with a priest puts Doretha to
  rest. Otherwise, Doretha stays in the warehouse
  and could become an interesting companion for
  the party.
  15. Locker: The door is reinforced steel and locked,
  the key is in Room # 4. The stout door opens into a
  cramped room. Five 3’ tall garden statues are lined
  up against the southern wall depicting elves and
  faeries (100 gp each). A heavy (175 lb.), dry fountain
  of entwining serpents sits in the middle of the room
  (100 gp). A stack of paintings rest against the
  fountain.
  ● The stack of paintings consist of a castle (1,200
  gp), a portrait of a woman (1,500 gp), a group of
  adventurers (500 gp), and a unicorn in a dappled
  light wooded setting (2,200 gp).
  ● All these smuggled paintings are highly sought by
  their owners (and collectors) and once the word is
  out, they hire mercenaries if necessary to retrieve
  them or take revenge on the thieves (who they
  mistake being the party).
  16. Game Room: Attempts were made to make
  this area into a game room of sorts. A small table with
  four chairs has a few bone dice on it. A target with
  knives embedded in it hangs on the northern wall next
  to a cabinet. A window overlooks the river.
  ● The cabinet has several small drawers.  Most are
  empty. A hidden drawer has three intricately
  detailed silver throwing knives (250 gp) in a velvet
  pouch. These well-crafted knives are shaped like
  birds with oversized beaks (the blades) and give a
  +1 to hit rolls.
  17. Rainwater Catchment: This room holds an
  oversized barrel (10’ high). A hole in the ceiling and
  clever contraption allow rainwater to be captured
  from the roof, feeding water into the bathroom below
  and to a pipe leading to the kitchen.
  The Sewers
  Illanter, through clever use of engineering, uses the
  river to flush out the sewers once per day, usually
  around 5 PM, through a series of floodgates. Water
  surges through the 8’ high passages (about 5-6’
  deep), carrying filth and loose objects to be dumped
  into the river through numerous gated openings.
  Characters in the sewer during this time need to make
  a saving throw vs. paralyzation or be swept off their
  feet and dragged through the sewers taking 1d4
  damage per round until a successful save vs.
  paralyzation allows them to grip something to stop
  moving. Most of the creatures inhabiting the sewers
  are able to cling to walls or be above the water surge
  to avoid the effects.
  Several openings lead to streets throughout the city
  and several grated shafts lead to individual or
  community houses where it connects to pit toilets. The
  water in the passages range from 2-3’ in depth. Pools
  in some rooms can be up to 5-6’ deep as noted in the
  descriptions.
  8
  
  Lizards have made their sewers their home.  There are
  hundreds of 2’ long, albino lizards that are relatively
  harmless to the party, and can easily climb on the
  walls and ceiling. Locals call them filth lizards as they
  feed on a variety of things within the sewers.
  Sewer #1. Bats: This musty circular room smells of
  bat guano in addition to the other filth drifting through
  the wet tunnels. Several stone bridges cross the
  grungy water to connect to several other passages.
  ● Bright lights cause a colony of bats to swarm,
  creating confusion and blindness amongst the
  party. As determined by the GM, dexterity may
  need to be checked to keep footing or fall into
  the murky water. The pools in this room are 5-6’
  deep.
  ● The 100’s of bats are easy to dispatch having 1
  hp.  As a swarm, they cause 1d4 damage per
  round for three rounds before flying deeper into
  the sewers unless fire or other protection is used to
  ward them.
  Sewer #2. Spider Lair: The passage to the room is
  littered with webbing about 2-3’ tall from the floor,
  with a few squirming critters—characters move at half
  their movement rate through the webs.
  The room is triangle-shaped with the eastern edge
  wet with 6 inches of water. Debris composed of
  broken wood, clothing, and a backpack lay against
  the south wall.
  ● The critters consist of filth lizards, rats, and even
  stuck globules.
  ● Webs are visible in the southwestern corner in the
  ceiling.
  ● The long-legged sewer spider attacks to protect its
  nest.
  ● A few cocoons in the web are desiccated
  humans (lepers).
  MONSTER: (1) Giant Sewer Spider: AC 4, Move 18, hp
  40, HD 5, THACO 15, Attack: 1 (bite 1d10 + special),
  Size L, Morale 13, XP 650. Special: Each successful bite
  attack, the victim must save vs. poison or be
  paralyzed for 2d6 turns.
  TREASURE: The backpack contains a
  water proof spellbook with four spells:
  Featherfall, Floating Disc, Hold Portal,
  and Sleep. There is also a pouch with
  55 cp, 110 sp, 15 gp, and a golden
  bear statuette (150 gp).
  Sewer #3. Whirlpool: This massive
  room has a narrow, slippery pathway
  surrounding a swirling whirlpool of
  sludge and gunky water. Solid stone
  bridges span the sludge rivers that
  exit the room.
  ● Reckless characters may need to roll a dexterity
  check as determined by the GM.
  ● The water is 12’ deep and has a series of metal
  paddles at the pool’s bottom, designed to push
  and keep sludge moving through the room.
  ● Characters falling into the whirlpool get sucked
  downwards and without assistance may drown
  (Constitution score – 1d6 rounds).
  Sewer #4. Globule Heaven: A few rat skeletons
  litter the floor of the entrance to this chamber, but
  everything else seems surprisingly clean….ish. The
  watery areas are full of puny, slimy, and glistening
  maroon jelly blobs. A few seem to be attempting to
  absorb some sort of flat rock or scale. A humongous
  blob jiggles near the east wall. They quiver as they
  move and slide past each other.
  ● The scale is white and from the Monster Crocodile
  in Sewer #5.
  ● Globules–See Appendix III New Monster.
  ● The humongous globule are 50 globules that have
  formed a “creep” .
  MONSTER: (20) Globules: AC 10, Move 3, HD 1/4, hp 3
  ea, THACO 20, Attack 1 (special), Size T, Morale 20, XP
  15. See Appendix III: New Monster.
  (50) “The Creep” Globule: AC 10, Move 3, HD 4, hp 37,
  THACO 17, Attack 5 (special), Size L, Morale 20, XP
  225. Special: This globule uses five tendrils that can
  adhere 1d6 globules on a target on a successful hit.
  Roll
  Sewer Wandering Encounter
  1
  (15) Globules: AC 10, Move 3, HD 1-1, hp 3 ea, THACO 20, Attack 1 (special), Size S, Morale 13, XP 
  15. The globules are covering a human (leper) and digesting. If saved, the leper thanks the party 
  and may become an  informant for the party.
  2
  (9) Thieves: AC 8, Move 12, Level 2 Thieves, hp 8 ea, THACO 19, Attack 1 (by weapon), Size M, 
  Morale 10, XP 35 ea. Equipped with clubs, daggers, and short swords. They are moving towards 
  Sewer #7. They hide if aware of the party, or attempt to negoiate if surprised, but won't mention 
  their secret room.
  3
  Several filth lizards eat a corpse of a bat.
  4
  (1) Monster Crocodile: AC 3, Move 6 (15 swimming), hp 47, HD 5+1, Attack: 2 (bite 2d8, tail 1d8) 
  Size L, Morale 12, XP 420. Several filth lizards rush through the passage, the crocodile chasing 
  them, on the hunt for a snack. 
  5
  (5) Lepers: AC 10, Move 12, HD 1, hp 5 ea, THACO 20, Attack: 1 (by weapon), Size M, XP 15 ea. 
  Equipped with clubs, four of them have daggers. Special: Spit has 5% chance of spreading 
  leprosy to attacker. These men are looking for a new place to live. They warn the party of the 
  Sewer Spider in Sewer #2.
  6
  (35) Globules: AC 10, Move 3, HD 1-1, hp 3 ea, THACO 20, Attack 1 (special), Size S, Morale 13, XP 
  15. The globules are in the water and may surprise the party.
  9
  
  Sewer #5. Monster Crocodile: Slow moving water
  widens and covers most of this slimy chamber. The
  narrow walkway continues through the darkness and
  stench.
  ● Perceptive characters may spot eyeballs
  watching them from the 5’ deep pool.
  ● The albino, giant crocodile attempts to snap and
  drag the last member of the party into the pool.
  ● The mystery of one of Lord Kellerin’s missing
  crocodile has been discovered!
  MONSTER: (1) Monster Crocodile: AC 3, Move 6 (15
  swimming), hp 47, HD 5+1, Attack: 2 (bite 2d8, tail 1d8)
  Size L, Morale 12, XP 420.
  Sewer #6. Kellerin’s Shitter: A 7’ deep pool with
  submerged metal paddles rests below a shaft to a pit
  toilet. A rusted grate covers the hole.
  ● The shaft is 20 feet high. A well-thrown grappling
  hook to the grate allows access or other creative
  means (levitate, etc.).
  ● The grate is easily manipulated with tools or a
  successful bend bars/lift gates at +15%.
  ● The pit toilet entrance enters Area # 21 of the
  Kellerin House.
  Sewer #7. Secret Room: A dusty, dry room with a
  wooden table and eight chairs. Three chests rest
  against the south wall. There are footprints in the dust
  throughout the room.
  ● Hellri’s Shades utilize this room for secret meetings.
  ● Two chests hold a wide variety of different
  clothing (for disguises).
  ● Third chest is locked. Trap: Tampering with the
  chest, without using a key or disarming the trap,
  causes a pit trap to open (1d6 damage) which is
  full of 15 globules (see Appendix IV: New Monster).
  Inside the chest is a coiled whip known as
  Corrosion and a Potion of Gaseous Form.
  MONSTER: (15) Globules: AC 10, Move 3, HD 1/4, hp 3
  ea, THACO 20, Attack 1 (special), Size T, Morale 20, XP
  15.
  Corrosion
  Corrosion is a 7’ bullwhip with several braids of leather
  thongs. A rust monster’s antenna is braided within the
  leather braids as well as magical enhancements
  making it a Whip +2. On a successful hit on metal
  plated opponents, the metal receives a saving throw
  vs. Rust (12 or higher) at +2 or turn to rust (basically
  50% chance).  Magic armor has a +4 bonus to their
  saving throw and an additional +1 per magic +1.
  The Kellirin House
  The Kellirin House is a fortified and immaculate
  mansion surrounded by a wall. It’s situated on a hill,
  overlooking the river.
  GM’s Notes: Please read Appendix II before
  running the gambling encounter if the party is
  attending the Rumble.
  Refer to Timetable for events that occur in the house
  during the Rumble.
  Time
  Event
  5:00 PM
  Costumed, invited guests arrive, first mingle Area #6. Drinks 
  and appetizers. Morjen Busk or Liana Voss begins to flirt with 
  a party member of the opposite sex.
  6:00 PM
  The Rumble begins
  7:30 PM
  Poor loser and enraged Lord Whathper Aronulus knocks 
  over tables, causes a ruckus, and taken away by Servants.
  8:00 PM
  Break--second mingle and losers asked to leave.
  9:00-10:00
  Game of Champions
  10:00
  Everyone leaves except the champions.
  11:00
  Shut the Box
  10
  
  Refer to Wandering Encounters if the party decided
  to avoid the event and instead employ stealth to
  infiltrate the house.
  NPC’s
  The Kellirin House Servants are all hairless, bald, albino
  men wearing purple robes, who barely speak or only
  converse in a whisper. During combat, they become
  ferocious opponents, putting
  on special gloves with claws
  and hissing and/or roaring like
  a jungle cat as they wade into
  battle.
  (22) Kellirin House Servants:
  AC 8, Move 12, Level 3 Fighters
  hp 23 each, THACO 17, Attack: 2 (cat claws 1d4 +2),
  Size M, Morale 15, XP 120.
  Dignified and graceful, the Lord of the house is a
  confident and smooth-tongued individual, usually
  able to talk himself out of any situation. His skills as a
  thief has slacked a bit since leaving the adventuring
  life, but his wit is sharp and deviousness hard to
  match. He has always loved the sea, and used the
  last wish from a Ring of Wishes to create a mansion
  that could incorporate his love for the sea, and his
  wife’s love of cats.
  Lord Ellundor Kellirin: S 12, I 15, W 12, D 17, C11, Ch 15,
  AC 2, Move 12, Level 7 Thief, hp 37, THACO 17, Attack
  1 (Haze 1d6 +1), Size M, Morale 12, AL NE, XP 975. Skills:
  PP 90, OL 75, F/RT 0, MS 50 HS 20 DN 10 CW 40 RL
  Items: elvish chain, Haze, platinum ring inset with cat’s
  eye emerald 400 gp (could be confused for Hook #6),
  and a Potion of Gaseous Form.
  Haze
  Haze is a Short Sword +1. Its blade is a strange, light
  metal that appears hazy when wielded during
  combat. Three times per day, when commanded,
  Haze can cast Blur on its wielder.
  Beautiful and charming, Lady Coralis looks at men
  with almost a predatory stare. She expresses a fond
  love for Lord Ellundor and even more for her various
  cat pets.
  Lady Coralis Kellirin (weretiger):
  AC 3, Move 12, HD 6+2, hp 54,
  THACO 15, Attack: 3 (2 claws
  1d4, bite 1d12), Size M, AL N
  (evil), XP 1,400. Items: Silver
  bracelet with matching
  necklace and earrings inset
  with rubies (600 gp).
  1. Main Gates: An hour
  before the Rumble, a gathering
  of people sit/stand outside,
  watching the guests enter in their costumes.
  Reinforced steel gates, engraved with a pegasus
  attempting lift-off with outspread wings. The walls are
  10 feet tall.
  ●Purple robed, hairless, albino servants
  wordlessly open the gates when the party
  arrives—if they are attending the Rumble.
  ●Just inside the gate is Drakurim (charming,
  witty, humorous, always says ‘as you
  command’—sometimes in a foppish manner)
  who greets the party. He attempts to have
  the party sign the Code of Secrecy and leads
  them inside the house to Area #6. Those who
  refuse to sign, are kindly asked to leave and not
  allowed entry.
  MONSTER: (2) Servants
  Drakurim: AC 5, Move 12, Level 5 Fighter, hp 42,
  THACO 16, Attack: 1 (longsword 1d8 +1 to hit, +2
  damage), Size M, Morale 13, XP 420.
  2. Towers: These towers are 15 feet high. A ladder is
  near each tower and ends at a walkway along the
  wall.
  ● There are always two Servants patrolling here at
  any time.  There is a 2 minute gap where it may be
  possible to pass the wall unnoticed.
  MONSTER: 2 Servants
  Roll
  Encounter
  1
  Three house cats meow, hiss and/or watch the party. Eventually they move on.
  2
  (3) Servants. They are carrying trays of finger foods. They question the party and attempt to escort them back to 
  the Gambling Room (Area #10) or outside the house. They defend themselves.
  3
  A fat housecat rubs against the legs of the party, purring loudly.  It finally leaves at the first sign of trouble.
  4
  (7) Servants. These servants are looking for the party. Perhaps observed by Lady Kellerin and sent, or if the pary 
  made noises.  They attempt to capture the party and perhaps use them in a Shut-The-Box game.
  5
  Lady Coralis. She may shift to werecat and attack for three rounds before fleeing. She may try to lead the party to 
  Area # 11 to fight there. Once the sabre-tooth cat joins the fray, she may attempt to escape once again to look 
  for other allies.
  6
  A random guest from the Rumble. Roll on Guest Table.
  7
  (3) Thieves: AC 8, Move 12, hp 30, 27, 24, Level 5 Thief, THACO 18, Attack 1 (shortsword) Size M, AL N, XP 420. Items: 
  32 sp, 45 gp total. One distracts while two attempt to backstab. These thieves are using the Rumble as a distraction 
  so they can steal items from the house.
  8
  Ellundor Kellerin. If Ellundor stumbles into the party, he immediately attempts to talk himself out of the situation. If 
  this goes poorly, he flees and look for allies.
  11
  
  3. Caretaker: Far in the corner is the caretaker’s
  simple dwelling. Near the hut, a trunk of a tree is
  shredded and bark litters the ground.
  ● The Caretaker patrols the yard and tends to the
  indoor garden (Area # 12). He patrols with two
  panthers and is usually the main guard in the
  courtyard surrounding the mansion at night.
  ● The hut has simple furnishings. A locked chest
  contains 122 sp, 34 gp, and 45 pp.
  MONSTER: Caretaker (cat animal-tamer) : AC 6, Move
  12, Level 4 Fighter, hp 35, THACO 17, Attack 2 (cat
  claws 1d4+2), Size M, Morale 17, XP 175.
  (2) Panthers: AC 6, Move 12, HD 6, hp 53, 47, THACO
  16, Attack 3 (2 claws 1d4+1, bite 2d6+ special), Size L,
  Morale 10, XP 420. Special: If both claws hit, it may
  attempt to rake with back claws for 3d4 damage.
  TREASURE: Each panther has a diamond collar (200 gp
  each). The Caretaker wears a cat mask that fits over
  the eyes—it allows infravision 30’. He also wears a
  platinum armband worth 40 pp.
  4. Fountain: This white marble fountain is shaped like
  a cupped hand with water jetting out from each
  fingertip.  A few coins glitter in the depths of the water
  below.
  ● Upon command by Lord Kellerin, the Caretaker, or
  a Servant, a water serpent forms to guard the
  front door area, usually at night. It is not ‘turned
  on’ the night of the Rumble.
  MONSTER: (1) Water Serpent: AC 4, Move (swim 12),
  HD 3+3, hp 28, THACO 15, Attack: 0, Size L, Morale 13,
  XP 650. Special: Attack as 6 HD monsters. On a
  successful attack, the victim must save vs.
  paralyzation or be pulled inside the watery serpent’s
  body. Each round thereafter, the victim must roll a
  successful save vs. paralyzation or drown.
  TREASURE:  Scattered coins at the bottom consist of
  111 cp, 77 sp, and 14 gp.
  5. Front Door: The enormous door depicts a unicorn
  about to impale a landing pegasus.
  ● A Servant opens the door at the Party’s
  approach. Drakurim leads the party to Area # 6.
  MONSTER: (1) Servant
  6. Happy Hour: Refer to Timetable. The eastern wall
  is made completely out of glass that looks from
  behind a cascading waterfall that is part of an
  outside garden (Area # 12). A bar with shelves full of
  hard spirits rests against the south wall. A few
  cushioned seats are grouped in twos about the room.
  ● Between 5-6 pm on the night of the Rumble, this
  room is filled with other guests in extravagant
  costumes. Refer to Guest List Table. A bald,
  hairless Servant services the bar.
  ● Five bottles of spirits are rare and of high quality
  (1d4x100 +50 gp).
  ● A four piece wine glass set complete with
  decanter (300 gp) is on display on the bar.
  MONSTER: (1) Servant
  7. Coat Check: A cozy room holds two stuffed
  chairs. A weapon rack rests along the south wall.
  ● Servants disarm guests and take cloaks into Area
  #8 during the Rumble. The weapon rack is full
  during this time.
  8. Closet: The walls of this cramped room contain
  pegs for cloaks. A fat cat is sprawled upon a fallen
  cloak and sleeping.
  9. Arrow Slits: The secret door leads to an alcove
  with two arrow slits that face the front door. A barrel
  of arrows rests between the arrow slits and two
  shortbows hang from the wall.
  ● Total of 80 arrows, 10 are silver tipped.
  10. Gambling Den: Refer to Timetable. This lavish
  round chamber has walls of glass around half of it
  looking outside. A humongous red carpet covers most
  of the room and several lacquered wood tables are
  scattered about the room. An elaborate candelabra
  hangs above the room. An immense blood-red
  curtain hangs along the northeastern part of the
  circular room.  Several candles are set upon the
  tables and a series of dice and card decks are on
  each table.
  ● This room is busy with activity from 6-11 pm on the
  night of the Rumble. Important Note: Please see
  Appendix II for details of the games.
  ● Six Servants attend to all the guests, pouring drinks,
  offering food, and monitoring for cheaters.
  ● 7 tables each have one Servant dealing the
  games. The servants are wordless during their
  efforts.
  (Continued)
  12
  
  ● Each Servant writes the winner and earnings in a
  book at each table. After the 8th round, the
  gambling books are taken to Room #18.
  MONSTER: (13) Servants
  Lord Ellundor Kellerin
  11. Hall of Statues: A broad, soundless hall
  contains several life-sized statues of various feline
  creatures. The statues include housecats, panthers,
  lions, cheetahs, jaguars, and even a giant sabre-tooth
  cat in the middle of the chamber.
  ● After 4 rounds, if the party is still in the room, the
  house cat statues begin to purr and meow.
  ● After 6 rounds, the sabre-tooth cat slowly
  shimmers and becomes a real one. It roars before
  attacking (check for Wandering Encounters).
  MONSTER: (1) Sabre-tooth Cat: AC 6, Move 12, HD
  7+2, hp 57, THACO 13, Attack 3 (2 claws 1d6+1, bite
  2d8+ special), Size L, Morale 14, XP 975. Special: If
  both claws hit, it may attempt to rake with back claws
  for 4d4 damage.
  12. Garden: This humongous garden is open to the
  sky. A total of three wondrous waterfalls cascade
  down into small ponds and enter a stream that
  meanders throughout the garden. Trees, boulders,
  flowers, and other miscellaneous bits of vegetation
  dot the landscape. The air smells of the sea and feels
  invigorating.
  ● The water is seawater.
  ● On top of each waterfall is a 2’x3’ shimmering
  portal that water pours out of. Entering the portal
  puts the traveler in the bottom of the pool in Area
  #14.
  ● Note: Area #20 and # 22 has views into the garden
  and the party has a 50% to be noticed by Lady
  Coralis. She sends a squad of 7 Servants to
  investigate.
  12A. Mermaid’s Grotto: A seaweed covered boulder
  emerges from a deep pool. Multiple colorful urchins,
  starfish, and sea anemones cover the underwater
  boulders.
  ● The eastern waterfall hides an underwater cave.
  ● A mermaid has been held captive in this garden
  for several years and is friends with the boy, Delan
  (Hook #1). She helps as much as she can to
  escape, suggesting the sewers.
  ● A giant clam, in the deepest part of the pool,
  holds a fist-sized pearl (500 gp). If not careful while
  prying open the clam, the shell may slam shut
  causing 2d6 damage.
  MONSTER: Swalena (mermaid): AC 7, Move
  (swimming 15), HD 1+1, hp 9, THACO 20, Attack 1 (by
  weapon), Size M, AL N, XP 65. Swalena is a gorgeous
  mermaid of the rare anadromous species and
  currently has brilliant scarlet scales much like the
  sockeye salmon when ready to spawn.
  12B. Animal Bushes: Bushes in this corner of the
  garden are shaped like animals. Two bushes are
  shaped as lions roaring, another of an elephant with
  trunk upraised, and a fourth is of a crocodile.
  ● At night, the vegetated lions shimmer and begin
  to move to prowl the garden.
  ● During the day, the vegetated crocodile shimmers
  and moves to patrol the garden.
  MONSTER: (2) Lions: AC 5, Move 12, HD 5+2, hp 42, 37,
  THACO 15, Attack 3 (2 claws 1d4, bite 1d10 + special),
  Size L, Morale 17, XP 420. Special: If both claws hit, it
  may attempt to rake with back claws for 2d6+2
  damage.
  (1) Crocodile: AC 4, Move 6 (15 swimming), hp 41, HD
  5+1, Attack: 2 (bite 2d8, tail 1d8) Size L, Morale 12, XP
  420.
  12C. Statue: A marble statue depicts a bowman
  standing 12 feet tall. An arrow is knocked in the huge
  longbow, and a quiver of arrows dangles over one
  shoulder. An engraving at the bottom reads ‘Vorolik
  Kellerin.’
  ● Anyone trying to follow the river into Area #13 may
  get shot by a giant arrow for 2d12 damage. The
  statue continues to shoot anyone trying to enter
  Area #13 but stops if they enter back into the
  garden or successful in entering beyond into Area
  #13.
  ● The statue attacks as a 6HD monster.
  12D. Fishing Hole The seawater stream slows as it
  enters a deeper pool covered in different, colorful sea
  life. Mussels, hermit crabs with colorful shells, sand
  dollars, a few giant sea urchins, sea anemones,
  starfish, and even some fat fish sluggishly move about
  the pool.  Tracks from a big cat are apparent around
  the edges of the pool.
  ● During the day, coins glitter from the bottom.
  ● Tracks are from Lady Coralis Kellerin in cat-form
  (see Area #22).
  ● Three large sea urchins shoot spines up to 20 feet
  to anyone swimming in the pool.
  (Continued)
  13
  
  MONSTER: (3) Sea Urchins: AC 8, Move 0, HD 2, hp 14
  ea, THACO 19, Attack 1 (spines 1d4 damage +
  special) Size S, Morale 10, XP 65. Special: Target needs
  to make a successful save vs. poison or be paralyzed
  for 2 turns.
  TREASURE: A scattering of 145 cp, 75 sp, and 175 gp
  litters the bottom of the pool.
  13. Step Stones: Slow-moving water, approximately
  3’ deep, covers the passageway and several
  stepping stones go to an opposite stairway and door.
  Two narrow (2’ wide) openings allow water to travel
  through to another area (Area #14) and the sea
  water enters from the garden area (Area #12).
  ● There is a 50% chance that two crocodiles from
  Area #14 are here.
  ● Crocodiles are trained not to harm servants or any
  of the Kellerins.
  ● The stepping stones are easy to cross.  However, if
  fighting crocodiles, characters may need to make
  dexterity checks at the GM’s discretion or slip into
  the water.
  ● Anyone entering the garden (Area #12) may get
  shot by the statue (Area #12C).
  MONSTER: (2) crocodiles: AC 3, Move 6 (15
  swimming), hp 24, 23, HD 3, Attack: 2 (bite 2d4, tail
  1d12) Size L, Morale 12, XP 120.
  14. Crocodile Lagoon: This bizarre room holds a
  dining room table with seats for 14 guests set upon a
  sandy beach that overlooks a long, deep, seawater
  pool. Sandy islands are situated along the eastern
  wall and a statue of a tribal-looking lizardman raising
  its arms towards the sky is surrounded by a few low
  lying shrubs. A few lazy looking crocodiles sprawl on
  the beaches. White draperies cling to the walls to
  the west and match the bright white table
  cloth on the table.
  ● Anyone not with a Servant or a
  Kellerin is attacked by the crocodiles in 1d3
  rounds. There is a 50% chance that two
  of the crocodiles are in Area #13.
  ● Three portals, half-hidden by boulders
  in the pool, takes water to the top of the
  waterfalls in Area #12. Treat as a
  permanent dimension door, but is only
  2’ high by 3’ wide.
  MONSTER: (5) Crocodiles: AC 3, Move 6 (15
  swimming), hp 28, 26, 26, 24, 23, HD 3, Attack: 2 (bite
  2d4, tail 1d12) Size L, Morale 12, XP 120.
  TREASURE: Two fist-sized rubies are the eyes of the
  statue (300 gp ea).
  15. Kitchen: Impressive kitchen with numerous pots,
  pans, grill fires, and work tables for food preparation.
  ● During the Rumble, there are two Servants
  preparing food. One Servant is a pretty woman,
  with a shaved head--Sarissa Jackaldam. She
  gladly joins the party to escape the house.
  MONSTER: (1) Servant
  Sarissa Jackaldam: AC 10, Move 12, 0-level, hp 5,
  THACO 20, Attack 1 (by weapon), Size M, AL NG, XP
  15.
  16. Pantry: Typical pantry with barrels and crates of
  food stuffs.  Door leads to closet with cleaning
  equipment.
  17. Servant Bedrooms: Typical bunk bedrooms,
  footlockers hold extra clothes and personal items.
  18. Relaxation Room: Magnificent circular room
  with the northwestern and southern wall composed of
  glass. The northwestern view is the courtyard, while
  the south looks upon the crocodile lagoon and dining
  room.   Glowing lanterns hang from a wyvern skeleton
  chandelier. Two cats lay on comfortable stuffed
  chairs near the northwestern glass with a low table
  and a plush divan. A few book shelves free stand in
  the middle of the room. A pedestal with a strange
  shell rests in the middle of the floor.
  ● Most of the books describe the sea environment
  and ocean creatures, although a few are worth
  some coin to a collector:  “Gandolay’s Charts on
  Ocean’s Rivers” (200 gp), “Sea Devils” (50 gp),
  “Mystery of the Seahorse People” (400 gp).
  ●The shell (size of a basketball), when
  commanded, emits the soothing sound
  of crashing waves.
  ●The cats flee if attacked.
  19. Wardrobe: The room acts as
  a magnificent closet stuffed with
  different colored clothing, belts,
  boots, shoes, cloaks, robes, and hats.
  Towels hang on hooks next to the
  doors on the south wall.
  ●Some of the clothes are valuable
  and of good quality. A cloak is
  made purely of peacock feathers
  (100
  gp), a shirt has diamonds for buttons (600
  gp), and a pair of boots have platinum buckles
  (75 pp).
  ● Nestled upon a fallen robe, lies a mother cat with
  three young feeding. She hisses at anyone
  reaching for a kitten but has no fight in her.
  14
  
  20. Bath: The south wall is glass and looks out upon
  the garden area (Area #12). Two steps lead up to an
  enormous marble tub that takes up most of the room.
  Runes are mixed with engravings along the lip of the
  tub.
  ● When commanded, any water that enters the tub
  becomes warm and a perfect temperature for a
  bath.
  21. Toilet: Normal pit toilet.
  ● Entrance to sewers (Sewer #6) through the toilet.
  The shaft is 20 feet down.
  22. Master Bedroom: A massive platform along
  the east wall is topped with a variety of sizes and
  colored pillows and blankets. Above the platform is a
  colorful painting depicting a group of adventurers,
  one includes Lord Kellerin. Two iron-reinforced chests
  rest against the north wall.  A circular, glass-walled
  sitting area contains two plush cushioned chairs and
  a hookah that overlooks the garden (Area #12).
  ● If the party has been loud and Lady Coralis
  Kellerin is aware, she hides amongst the cushions
  of the bed. She feigns being frightened, but
  attacks when the opportunity is right.
  ● Both chests are locked. The keys are hidden
  amidst the cushions of the bed.
  ● Chest #1: 3,000 cp, 300 sp, 989 gp, 275 pp. A
  velvet bag contains three emeralds (50 gp each)
  and a fiery opal (300 gp).
  ● Chest #2: a human-sized suit of Leather Armor +1,
  Belt of the Centaur, two dark blue cloaks, and a
  drained Ring of Wishes.
  ● Grounded herbs near the hookah can be sold for
  50 gp, and the hookah is made with some
  electrum (75 gp).
  MONSTER: Lady Coralis Kellerin (werecat)
  Belt of the Centaur
  This strange belt appears to be made from thousands
  of strands of horsetail hair with a silver horseshoe for
  the buckle. Whoever wears the belt and uses the
  command word, the wearer’s bottom torso, including
  armor and equipment, shapechanges into that of a
  horse.  The wearer essentially becomes a centaur and
  can travel much like a horse, even matching the
  speed. However, this belt can only be used twice per
  day, with a duration of 1 hour. After using it for speedy
  travel, the wearer must eat twice as much during the
  next meal and/or sleep for a full day. XP 750.
  Appendix I: Illanter
  Illanter:
  Illanter is a city that has prospered with trade due to
  the easy trade routes along the Vhurakian River. It is
  separated into 13 districts, such as the Rivercliff and
  Market Districts. It is ruled by a 13 person Council, one
  for each District, voted on by the residents every two
  years.  Each Councilmember takes turns addressing
  the City when needed on important events or
  announcements.  A total of three Councilmembers is
  required for decisions on small day to day matters.
  Lanterns are lit on the main streets or near night
  establishments (taverns, inns, etc.) at dusk by a few
  men.
  Illanter’s Laws:
  1. Equipped
  armor and
  weaponry is
  frowned upon
  unless during war.
  Daggers, short
  swords, quarter
  staves and other
  simple or small
  weapons are ok
  as well as leather
  armor.
  2. Use of magic
  should be
  discreet and not
  used for one’s
  profit or trickery.
  3. Combat in the
  streets is strictly forbidden. Both guilty parties are taken
  in for questioning by the Guard. Consequences
  include whipping, a day in the stocks, or a cell for two
  days depending on severity of the crime.
  4. Roof top travel is strictly forbidden, and anyone
  observed doing so is brought in for questioning.
  5. Curfew is 9 pm in the Merchant district, Midnight for
  other districts and no one is allowed to be on the
  streets until 5 am.
  6. Consequences for stealing are strictly enforced,
  including the cutting of hands to death depending
  on the value of the item and depending on how
  many occurrences.
  15
  
  Appendix II: The Kellerin Rumble
  There is a little homework for the GM before play
  depending on how they decide to handle the
  gambling game. Suggestions for card games are
  below, but the GM may choose to roll dice—highest
  between each individual character vs. the GM wins
  the round, or blackjack, and/or any other dice or
  card game they wish to play.
  Suggestions for medieval card/dice games include:
  Karnöffel
  https://en.wikipedia.org/wiki/Karn%C3%B6ffel; and
  Stýrivolt
  https://www.pagat.com/karnoeff/styrivolt.html.
  The Guests
  The GM decides how many guests are at the event
  from the Guest Table or can roll randomly. It’s
  suggested that those in bold are attending. The GM
  can place guests at whichever table they wish or
  follow the Guest Table’s table suggestion. One
  character should be assigned to each different table.
  Some guests may not have the 800 gp and instead
  use various items as their bet for the round, as desired
  by the GM. Suggestions are listed below:
  The Rumble
  Each table has 2-4 patrons and it’s suggested the GM
  splits up the party so that they are at their own
  individual table versus strangers. There are eight
  rounds of gambling; each round of gambling lasts
  approximately 15 minutes; and costs 100 gp per round
  (or an item of worth). The winner wins the 100 gp for
  each round. Whoever wins the most rounds gets
  moved up to be eligible for the Final Round and there
  should be a total of 8 winners. After 8 PM, all the losers
  are asked to leave the gambling room (Area #10)
  and can either leave the property, or if preferred, can
  wait for the final winner in the bar (Area #6).
  Roll
  Table
  Name
  Personality
  Notes
  1
  3
  Ferjeck Narl
  gruff, honest, boyish
  Fur trapper, dressed as a sasquatch
  2
  1
  Morjen Busk
  Flirty with partymember, 
  charming, earthy
  Level 2 Fighter (hp 16), muscular. Flirts with highest charisma (or comeliness) female 
  partymember. Protects her if anything dangerous happens.
  3
  4
  Liana Voss
  Flirty with partymember, 
  charming, earthy
  Level 3 thief, lithe. Flirts with highest charisma (or comeliness) male partymember. Tries to 
  steal from them later.
  4
  4
  Yorlen Corm
  shy, nervous, very quiet
  Peasant, may be the only person not dressed in a costume
  5
  5
  Zarep Tram
  humorous, makes funny 
  quirps
  Candlemaker, wears a feathered mask
  6
  7
  Lady Ovila Welkin
  snotty, disdainful, artificial
  Looks down upon the poor. Wears an exotic dress and has a hard time walking.
  7
  3
  Meldorian Elmsdor
  Competitive, formal, artful
  Level 5 Mage, planned to use a sleep spell to steal all the riches, but losing his nerve once 
  there.
  8
  6
  Vaneris Helkor
  kind, smug, witty
  Dressed as a fairy
  9
  6
  Lord Whathper Aronulus
  Dominatting, crisp, 
  competitive, temper
  A counter…always counting and re-counting his coins. He did not dress up. See Timeline
  10
  5
  Horek Asilim
  abrasive, bland, stubborn
  Has a tendency to tell outrageous tales--"I killed a bear once with my bare hands…"
  11
  6
  Ulig Bhormassum
  Gruff, rude, to-the-point, 
  loud, impatient
  Level 2 Fighter, barbarian adventurer. Doesn't really understand the game, but loves to 
  drink.
  12
  2
  Alerik Vargus
  polite, good-mannered, 
  graceful
  Wood-worker and carpenter. 
  13
  7
  Percila Recvorda
  Sweet, old-lady, cute, frugal
  Wears a brilliant-colored butterfly costume, compliments everyone and giggles at all the 
  costumes
  14
  1
  Rivel Gordsman
  stutters, nervous, awkward
  Wears a full mask of some demon. Constantly bumps his mask with glass when drinking 
  before lifting it up.
  15
  2
  Lord Taramek Warcrown
  Sadistic, charming yet 
  haughty
  Wears a golden costume. Very judgemental and opininated
  16
  3
  Peltar Frodoshanks
  Nervous, laughs at 
  everyone's jokes, even if not 
  funny
  Has a nasaly voice, dressed as a elf, blacksmith's assistant
  17
  4
  Lord Azarimore Kelts
  Serious, questions 
  everything, suspicious
  Nervous without his guards, always looks over his shoulder. Costume looks like a gargoyle
  18
  5
  Lady Evelyn Borokai
  Older, pessimistic, droll
  Dressed as a peacock, keeps losing feathers of her costume
  19
  2
  Vintar Gees
  shady, soft spoken, arrogant, 
  callous
  Always has a look of scorn, has a eyepatch, does not like nobles
  20
  1
  Lord Bartel Fordkik
  drunkard, fop, silly, anxious
  Costume is a bumblebee, belligerent when drunk
  Roll
  Item
  1
  Eyes of Minute Seeing.
  2
  Lord Warcrown's daughter's hand in marriage. Plus 2 acres of 
  land.
  3
  Scimitar +1. The handle and hilt shaped like a flying phoenix.
  4
  Lord Morgan's vase with a peacock on it (3,000 gp)
  5
  Two bodyguards paid for one year. (2nd level Fighters).
  6
  Three Potions of Healing.
  7
  Yorlem Corm's livestock (12 cows) and 1/2 acre of land
  8
  A Ring of Truth.
  16
  
  Important Note: Lord Whathper Aronulus is a very
  poor loser. He becomes enraged after the 5th round
  and tips the table over, punches other guests, and
  finally restrained and taken away by Servants.
  It’s possible the party is split up from those who won
  and those who lost after the 8th round. The GM can
  have them roleplay NPC’s for the Final Round or split
  the group. The Final Round takes an hour.
  Cheaters: Any type of cheating is heavily frowned
  up on and those that are caught are escorted out of
  the house. Any violence may lead to the cheater
  becoming a guest inside the box during Shut-The-Box.
  The Final Round
  The winners are asked to play a final round with Lord
  Kellerin called Shut The Box.
  https://en.wikipedia.org/wiki/Shut_the_Box.
  The red curtain is pushed aside and a giant box is
  revealed. The plush red carpet is rolled back to reveal
  a glass floor that seems to have a pit of boiling liquid
  below it. The giant box has a lid that is held open and
  has no bottom and rests above the pit. Inside the box
  are nine people tied to nine wooden boards each
  attached to a swivel. During the game, as each
  number is “shut”, the board swivels, depositing the
  victim below into a sizzling vat of acid amongst
  cheering and jeering by the players.
  The victims are all lepers, vagabonds, potentially
  characters, or people who more than likely would not
  be noticed if they went missing. However, one person
  is the sore loser, Lord Whathper Aronulus!
  What the character decides to do during this scenario
  is up to them….
  Any fighting brings all the Servants to the room in 6
  rounds.
  Whoever wins the Final Round wins a golden mermaid
  statuette with tiny sapphire scales worth 2,000 gp.
  Appendix III: New Monsters
  Globules:
  Climate/Terrain:  Sewers,
  wet caverns, ruins.
  Frequency:  Rare
  Number Appearing:
  10d100
  Organization:  Group
  Activity Cycle: Any
  Intelligence: 1
  Treasure: N/A
  Alignment: Neutral
  Armor Class: 10
  Movement: 3
  Hit Dice: 1/4
  THACO: 20
  Attack: Varies, see below.
  Saving Throws: Varies
  Special Traits: Multiply by 1d4 with lightning, cold
  freezes them in place but causes no damage.
  Magic Resistance: Immune to Charm and Illusionary
  magic.
  Size: tiny
  Morale: 20 (10 if fire is used)
  Experience: Varies
  Globules are a glistening, slimy rusty-red ooze or blob.
  They move very slowly, usually with a slurping suction
  sound. They adhere themselves to nearly any surface
  but prefer dank, dark and wet environments, such as
  sewers.  Once attached, they are difficult to remove.
  They survive by eating defecation, filth, rotting matter
  and any creatures they can capture. Some call
  groups of the slow-moving globules “The Creep”. Due
  to their slow movement and diet, some believe they
  are desirable to have a colony of them in a sewer
  system for cleaning purposes.  Globules go through a
  splitting process after a random amount of time
  depending on their food source.  Each globule
  multiplies their population.  A colony may all “creep”
  together and this could cover a 10ft diameter area if
  there are around 100 of them.  Otherwise they're
  spread out over a larger area and are drawn by
  rotting matter and or vibrations caused by
  movements.   They often capture and consume rats
  as they are nearly invisible when floating in dark
  water.
  Combat: When within three feet of a target, a single
  globule attacks by launching itself and attaching
  themselves to its target.  On a successful hit, the
  globule adheres itself to the target.  They are12 inches
  in diameter and weigh around 3 lbs.  Once attached,
  they secrete an enzyme that slows their prey.  A
  successful save versus poison must be made or the
  victim loses 1 point of dexterity. Other globules are
  attracted by the release of the enzyme and move
  17
  
  towards the same target.  Once 0 dexterity is
  reached, and/or overwhelmed by the weight (check
  encumbrance) of too many attached globules, the
  victim can no longer stand or move.  Once the target
  is immobilized,  the globules secrete an acid to begin
  their absorption of their meal and the victim takes an
  automatic 1 damage per round for every attached
  globule.
  There is a 50% chance that a colony of globules is
  encountered as a “creep” and are attached to each
  other.   Every 10 globules equal 1 HD of creature for
  attack roll purposes. The maximum HD attained for
  attack rolls is 4 HD, however the “creep” can have a
  maximum hp equivalent to a 10 HD creature if there
  are 100 attached globules.  They also get 1 attack per
  10 globs.  They do this by forming tendrils that can lash
  out 5ft away from the mass in any direction.   If this
  tendrils scores a hit,  then 1d6 globs have attached to
  the target.   See above description for details.  For
  example, a “creep” formed of 60 globules would
  attack as a 4HD creature, have the hp of a 6 HD
  creature, and get 6 attacks per round using its tendrils.
  Globules move away from heat and fire, multiply by
  1d4 when lightning is used against them, but freeze in
  place when cold effect spells are applied against
  them (but take no damage).
  Globules die in dry environments in 1d10 rounds,  and
  avoid direct sunlight.
  18
  
  19
  LEGAL
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  For Gold & Glory, Copyright 2014, Justen Brown
  
  The Warehouse
  Player’s Map: City of Illanter
  20
  
  GM’s Map: City of Illanter
  Each square = 100 Feet.
  The Warehouse
  Kellerin House
  21
  
  22
  
  23
  
  24
  
  25
  
  25
  26
  
  City of Illanter:
  Kellerin’s Rumble
  “City of Illanter: Kellerin’s Rumble”is an adventure for use with the For Gold & Glory ruleset, a retroclone
  of 2nd edition of the world’s most popular roleplaying game. For Gold & Glory are trademarks of Justen
  Brown. This work is not affiliated with Justen Brown. This product is easy to convert for any of the old
  school rulesets of the OGL v1.0a.
  
SOURCE: textdata/thevault/For Gold & Glory (osr)/FG&G Adventures/City of Illanter, Kellerins Rumble (FG&G).pdf