TEXT: potions and Arok’s strength, they surprised and captured 
  Wyrnath. Now the temple ruins are the Redcaps’ secret base and 
  munitions factory. The unlucky dragon is chained and forced 
  to produce dung, which the Redcaps use to manufacture a 
  growing arsenal of petards, grenades, and gunpowder charges.
  The Redcaps are arming themselves for a campaign of 
  sedition and assassination. They require supplies and funds, 
  so they are ambushing merchants and travelers using the 
  forest roads. Those stumbling on the scene have found blood 
  aplenty, but no survivors and no bodies. The authorities blame 
  the losses on the dragon, but these disappearances are starting 
  to alarm the local Merchants’ Guild . . .
  The Redcaps, a radical revolutionary cabal, plot to 
  overthrow the local establishment. They are led by goblin 
  chemist Tamar, her human mechanician comrade Delgado, 
  and the giant blacksmith Arok. Death to the lords and wizards!
  Tamar knows the secret of gunpowder, which on Cidri 
  requires a rare ingredient: dragon dung. She found a way to 
  produce her own!
  The Redcaps learned of the Temple of Dolosia, once famed 
  for its hot springs, curative clays, and prophetic oracle. A few 
  years ago, the temple was destroyed by a dragon, Wyrnath the 
  Sinuous, who ate the priests and made a lair in its ruins.
  Three months ago, the Redcaps assaulted the dragon’s 
  lair. Many brave comrades died, but aided by Tamar’s potent 
  Fire in the Temple
  BY DAVID L. PULVER 
  ILLUSTRATED BY RICK HERSHEY 
  GAME DESIGN BY STEVE JACKSON
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  2 • Fire in the Temple
  WANTED POSTER
  This alternative hook can be combined with the above if the 
  PCs do some digging.
  While staying at an inn a few day’s ride from the temple, the 
  party spot a poster depicting a bearded, middle-aged human 
  man with an eye patch and a goblin woman with a scarred 
  face. Each wears a red cap of odd design.
  The poster says: “Wanted for Murder, Kidnapping, 
  Poisoning, and Arson: Redcap outlaws Amadeus Delgado and 
  Tamar Ratsbane, $1,500 reward each.”
  Further inquiries may reveal some or all of the following:
  The goblin woman Tamar is said to be a former ratcatcher 
  and chemist, skilled with poisons and explosives. She leads a 
  fanatical sect of goblin and human outlaws called the Redcaps. 
  Her human companion is Amadeus Delgado, a rabble-rousing 
  ex-member of the Mechanician’s Guild, known for skill 
  making firearms and grenades. He has a long-standing feud 
  with the Wizards’ Guild.
  The Redcaps are a militant secret society who believe the 
  old order of hereditary lords, courts, taxes, and especially the 
  oppressive guilds must end. Magic is a tool of our cruel rulers! 
  The weapons to free the people are the scientific arts!
  The Redcaps have been implicated in ambushes and 
  assassinations, most recently using a gas bomb and a group of 
  blunderbuss-wielding bravos to kidnap Master Dolon, a senior 
  Merchants’ Guild member. When the Guild would not pay a 
  huge “revolutionary tax,” Dolon’s head was found in a public 
  square, trapped with a grenade that killed two town watchmen 
  who tried to retrieve it. Since this outrage, local authorities 
  have cracked down on Redcap sympathizers, forcing the group 
  underground. Some believe they’ve fled the region.
  Magistrate Brom, a local official, believes otherwise. 
  He fears the Redcaps may be responsible for the recent 
  disappearances of merchants and travelers in the hills to the 
  north – though it is odd that the group has not taken credit 
  for it. However, the popular belief is the travelers were taken 
  by a dragon, Wyrnath the Sinuous, said to dwell in the ruined 
  Temple of Dolosia in the hills. Or perhaps the dragon has eaten 
  the outlaws!
  Regardless, Brom offers $1,500 for proof of death, or twice 
  that for the capture of the Redcap leaders. There’s a similar 
  price on the dragon’s head.
  GM Notes: This gives PCs a better idea of their foes without 
  quite revealing the whole plot. Consider it for weaker parties 
  who need more prep, or groups afraid of dragons! Should the 
  adventurers go looking for either the Redcaps or the dragon, 
  see The Temple Ruins, below.
  ADVENTURE HOOKS
  The Redcap plot is still secret, so adventurers should 
  not have any certain warning that they are in the temple. 
  Depending on how many clues the GM wishes to give the 
  players, the Redcaps may not be in their “initial briefing” at 
  all!
  DRAGONHUNT
  Via the usual gossip, the party hears of a dragon-haunted 
  ruin. The stories say that Dolosia of the Waters was an ancient 
  nymph or minor goddess who dwelt beside a hot spring in 
  the nearby volcanic foothills. Her worshipers believed the 
  sacred spring’s mineral-rich waters and red clays possessed 
  properties of healing. A temple was built on the site, and 
  pilgrims bathed in its cleansing springs and mud baths. The
  priests also sold visitors clay 
  cakes and vials of healing 
  water, while their temple 
  oracle inhaled vapors from 
  the caverns below and 
  proclaimed prophetic visions.
  The temple prospered for many years. Then, four years 
  ago, came the dragon Wyrnath the Sinuous. He overcame the 
  temple’s protector, the mystical Defender of Dolosia (said to 
  be an avatar of the goddess), burned the temple to the ground, 
  slew the peaceful priests, and took up residence in the ruins.
  Reports suggest the dragon is of medium size (4 hexes) 
  and now likely boasts a modest hoard of coins and temple 
  treasures, the offerings left to the priests by pilgrims. A few 
  adventurers have tried to slay it; they did not return. None 
  of the closest cities has been willing to mount a large-scale 
  expedition.
  Until recently, the dragon was fairly quiet. However, in 
  the last three months, several travelers and merchants have 
  vanished within a day’s ride from the old temple. While it’s 
  possible they fell to bandits or outlaws, some of whom have 
  been troublesome of late, the local Merchants’ Guild fears the 
  dragon has grown bolder!
  If the possibility of a dragon lair itself isn’t enough to tempt 
  the heroes, the feudal authorities or Merchants’ Guild may 
  offer $2,000 to slay the dragon, plus any loot they recover 
  from its lair.
  GM Note: This hook leaves the Redcap cabal a surprise. 
  The party will be alert for trouble but meet a different foe! If 
  the PCs do pick up on the hint about “troublesome outlaws,” 
  the GM may wish to name them (see below).
  STARTING POINTS
  The adventure takes place in forested hills, away from main trade routes, which is why the dragon and its successors 
  were not quickly dealt with. The nearby cities are clearly not well governed, since class war is taking root. Therefore, they 
  are not located in the Duchy of Dran or its immediate neighbors – the Duke and his peers would not permit the large-scale 
  abuses that must be behind this dawning rebellion.
  Southern Tanander, just off the bottom of the map on ITL p. 171, is a possibility, but so is any loosely governed area 
  that has cities a few days’ travel from wilderness.
  
  Fire in the Temple • 3
  Location descriptions provide obvious information first, 
  followed by extra details and NPC descriptions. It’s up to the 
  GM to reveal only as much as the party uncovers through their 
  actions, talents, questions, or IQ rolls.
  Most foes are Redcaps. Their locations are listed as first 
  encountered. The GM may move them and adjust their actions 
  if they’ve time to organize in response to an attack, especially 
  if PCs retreat and strike again. They might even emerge to 
  counterattack, at the GM’s option. However, they need to leave 
  guards on the captive dragon! See Redcap Strategy (p. 10).
  The zealous Redcaps use battle cries like “Death to fat 
  vermin!” and “Down with lords and wizards!” 
  Captured Redcaps are loyal and stubborn, unwilling to 
  betray details of their organization or defenses. They may 
  make defiant threats like “When Ratsbane’s done with you, 
  we’ll make you into gunpowder!” As will be seen, that threat 
  is not an empty one; it’s quite literal.
  UPPER TEMPLE
  1. ENTRANCE STAIRS
  Wide marble steps, now dirtied and stained with both ash 
  and old blood.
  2. GUARD ROOM
  The stairs lead down 20 feet to a high-ceilinged vestibule, 
  the roof supported by six columns carved as nymphs. In 
  daylight, some light comes from the stairwell, illuminating 
  anyone descending. In the shadows of the columns, two 
  human Redcap Warriors (p. 4), both with halberds, and a 
  single Redcap Arquebusier (p. 4) stand on guard, eyes used 
  to the dark. If the PCs approach noisily, they’ll be seen and 
  attacked. Otherwise, the guards will need to ready weapons 
  when they see the intruders.
  THUNDER IN THE HILLS
  While on the road through a hilly wilderness, the party 
  hears an echoing boom!, followed by hundreds of frightened 
  birds rising a few miles to the east. If they investigate, they 
  will see a low gray smoke cloud when they get closer, and 
  they will eventually come upon the temple (see below). If not, 
  perhaps they’ll hear some more rumors and come back later.
  GM Note: The boom was Delgado testing a petard. This 
  hook drops the party in with no warning, but gets things 
  moving right away. It may be the most fun for a quick start to 
  the scenario or a stronger group.
  THE TEMPLE RUINS
  The party follows a battered old road through the wooded 
  hills, searching either for Redcap outlaws or the rumored 
  dragon-haunted temple. Sharp-eyed adventurers will spot 
  the gleam of marble a few hundred yards off the road, partly 
  masked by trees.
  An overgrown cobblestone path, marked by a great stone 
  carved with the word “Dolosia,” leads to the ruin of what once 
  was a beautiful little marble-columned dome set against the 
  hillside. Now the dome is broken and the area is littered with 
  bits of charred wood and tile. A faint smell of smoke lingers 
  in the air. A fallen stone statue, once about 8 feet tall, depicted 
  a beautiful woman with flowing hair pouring a vase of water. 
  At the back of the dome, doors lead to a wide flight of marble 
  stairs, a full megahex wide, that lead into the darkness under the  
  hills . . .
  THE DUNGEON MAP
  Numbers on the map refer to sections in the text.
  KEY
  Forge
  Stairs
  Narrow 1-hex 
   Tunnel
  Bath
  Door
  NW
  W
  SW
  NE
  E
  SE
  
  4 • Fire in the Temple
  Five Redcaps are present: one goblin Redcap Arquebusier (p. 
  4), two human Redcap Gunners (p. 4), and two human Redcap 
  Warriors (p. 4). One has a bastard sword, one carries a halberd.
  Half are seated, half standing. If not alerted, they’re 
  grumbling about dinner from the kitchen being late, drinking 
  watered wine, and chattering away in a mix of human and 
  goblin argot.
  An eavesdropper may hear them arguing revolutionary 
  theory. Are the “masses” ready to rise? Will “Comrade 
  Delgado” plan another attack to punish “the magical-mercantile 
  autocracy?” “We should make the next bunch of merchants we 
  hit look like the dragon got them,” says one. “You know, burn 
  them and stuff.” Another wonders if they have enough bombs 
  and guns to “stick it to the guilds” by launching some sort of 
  attack. Maybe a plan to use the petards to blow up the mage’s 
  guild hall or an attempt to kidnap a fat-pig noble?
  If alerted by a messenger from room 1 or a noisy party, 
  they’ll stop chattering and deploy, firearm-users covering the 
  entrance with melee fighters protecting them.
  If the party give them plenty of warning, try to negotiate, 
  etc., they’ll send one warrior to run to the sleepers in Room 4 
  and (if the PCs haven’t gotten them first) in eight turns will be 
  reinforced, adding another four fighters.
  REDCAP GUNNERS
  Human Militants
  ST 12, DX 11 (10), IQ 9
  Talents: Axe/Mace, Boating, 
  Brawling, Guns, Literacy, 
  Toughness.
  Languages: Goblin, Human 
  Tongue.
  Weapons: Blunderbuss; Knife 
  (sheathed on belt); War Axe.
  Armor: Cloth (stops 1 hit).
  Equipment: Three extra charges 
  of gunpowder; pouch with $1 
  silver coins (2d).
  REDCAP ARQUEBUSIERS
  Goblin Militants
  ST 10, DX 12 (11), IQ 10
  Talents: Axe/Mace, Guns, Knife, Literacy, and either a 
  mundane talent or Armorer.
  Languages: Goblin, Human Tongue.
  Weapons: Arquebus; Hammer; Knife (sheathed on belt).
  Armor: Cloth (stops 1 hit).
  Equipment: Pouches with two extra charges of gunpowder 
  and 3d silver coins.
  Counters: Use the provided Redcap Arquebusier counters.
  These 
  are 
  disaffected 
  apprentices or clerks from 
  nearby cities. They lack 
  talent in magic, giving 
  them low status in goblin 
  society. 
  They 
  dislike 
  wizards and will mistreat any 
  they capture! Their red caps 
  are in honor of their martyred 
  former leader, Redcap Rojak, 
  hanged for leading a journeymen 
  and apprentice strike against the 
  local guildmasters.
  REDCAP WARRIORS
  Human Militants
  ST 13, DX 11 (10), IQ 8
  Talents: Boating, Literacy, Polearms, Sword, one 
  mundane talent.
  Languages: Brawling, Goblin, Human Tongue.
  Weapons: Halberd or Bastard Sword; Knife 
  (sheathed on belt).
  Armor: Cloth (stops 1 hit).
  Equipment: Pouch with a few silver coins (2d); red cap.
  An army requires melee fighters to protect its ranged 
  weapons. These humans wield swords or polearms. They’ll 
  support the gunners, buying them time to aim and/or to ready 
  their melee weapons after firing a volley.
  Most of the humans in the revolutionary group were 
  recruited after the last boatman’s strike was bloodily put 
  down by Guild authorities. They are big, tough bargemen and 
  dockworkers. They have impressive mustaches and long hair 
  in pigtails; their bare arms are covered with tattoos. Despite 
  their poor background, they’ve been attending revolutionary 
  classes here and learning to read and write.
  3. MESS ROOM
  These walls are decorated with a brilliant fresco of a 
  pair of mating seven-headed hydras amid a jungle of giant 
  mushrooms and bloodtrees. A small table is set with cups, 
  plates, and utensils. On the table is a pamphlet (A Guild 
  of Liars, see below). Two oil lamps hanging from ceiling 
  brackets provide plenty of light.
  This was once a changing room for pilgrims before 
  entering the temple but is now used as a Redcap mess hall. 
  A GUILD OF LIARS
  A revolutionary pamphlet, authored by one “Comrade 
  Delgado,” tells of outrageous abuses perpetrated by 
  local guilds, especially Wizards and Merchants. Lurid 
  anecdotes reveal the cruel exploitation and abuse of 
  young apprentices (including one Comrade Tamar 
  . . . see her description on p. 9). The 16-page hand-
  copied pamphlet is worth $50 to a collector. Parroting 
  a few phrases could grant +1 reaction to Redcap-
  sympathizers, but being caught with it risks arrest in 
  local towns!
  
  Fire in the Temple • 5
  These are more tough dockworkers, each armed with a 
  short-barreled blunderbuss and a boat-axe. Use the description 
  of the Redcap Warriors for background and appearance.
  4. REDCAP QUARTERS
  This room was originally a locker room for visitors to the 
  temple, divided into men’s and women’s changing areas.
  It’s now a barracks for Redcap militants.
  The door has a crude alarm: roll 3/IQ to spot the bell,  
  3/DX to disarm. 
  Inside it’s dark, with eight bedrolls on the floor and a crude 
  plank table with an unlit candle. There are two footlockers 
  that hold mess kits and personal gear (the equivalent of two 
  Labyrinth Kits), and another copy of A Guild of Liars (p. 4).
  The Redcaps sleep in shifts; four are abed. Their cloaks, 
  spare clothes, caps, belt pouches, and weapons hang on pegs. 
  It takes a turn to snatch each item if they’re surprised. Sleeping 
  here are one Redcap Arquebusier (p. 4), two human Redcap 
  Warriors (p. 4), and one Redcap Gunner (p. 4).
  Give them 3/IQ rolls to wake up in time to grab the nearest 
  weapon if the party kicks open the door. If alerted by the 
  alarm, they will awaken in time to stand and grab knives or 
  swords.
  If alerted by a Redcap from Room 3 or by a noisy party, 
  they’ll all be awake in two turns, take another four turns to 
  struggle into armor and weapons, and then head to reinforce 
  Room 3 or patrol for trouble. If so, this common room will 
  then be empty, with signs of unmade beds and rapid dressing.
  5. MEETING ROOM
  This chamber’s walls are covered with frescos of forest 
  scenes: unicorns, winged sprites, and fawns peeking shyly 
  from behind waterfalls or trees. Several are stained by soot 
  and smoke, and a large claw mark and reddish stain disfigure 
  the east wall.
  Two large brass-framed chairs and a dozen stools surround 
  a long wood table. There’s an unlit oil lantern.
  On the table, an unrolled parchment scroll is weighted by a 
  bottle of ink, a quill pen, and a dagger.
  This room was once a dining room for temple guests. It was 
  damaged by the dragon and is now used by the Redcaps for 
  meetings. On the table is a letter the Redcap leader Delgado 
  was composing.
  6. KITCHENS
  This room has a big pot simmering over a pile of hot stones 
  (heated from the forge). A big trestle table occupies the center 
  of the room. A butchered sheep is being prepared, garnished 
  with stewed apples and turnips.
  A shelf holds cooking utensils (forks, ladles, spoons, a large 
  knife). Also on it are two flasks, one holding a quart of cheap 
  wine, the other a fine peach brandy ($80, 1 lb.), and a pair 
  of lit candles. Behind the flasks, not visible unless they are 
  removed, is a small bottle of viscous gray liquid.
  On another low side table is a jar of pickles, a cheese round, 
  a basket of turnips and apples, a silver salt shaker ($40; holds 
  salt), four onions, and a handful of wild herbs. Hanging on 
  hooks are a haunch of goat and two skinned rabbits.
  There are normally two Redcaps here. If surprised, they’re 
  working on the dinner. If alerted, they’ve readied their 
  weapons and are watching the exits. Shonn has the potion (the 
  gray liquid) in his left hand, while Yezra will have a grenade 
  ready and has pushed over the low table as a barricade.
  The gray liquid is a Berserker potion (same effect as eating 
  a berserker mushroom). Shonn may quaff it if the situation is 
  dire. Of course, a PC might grab it . . . The bottle is heavy and 
  well stoppered. If dropped, it breaks only on a roll of 1 on a d6.
  DELGADO’S LETTER
  My Dear Comrade Felix:
  Our great work nears fruition! We’ve manufactured many pounds of the Substance and several devices to use it.
  The revolutionary taxes we impose on the corrupt merchants and clergy continue to fund our righteous operations. Yes, I 
  regret being unable to keep prisoners to ransom but we must harden our hearts for secrecy. Anyway, our “powder factory” 
  needs his fuel.
  Speaking of which, our goblin comrade has discovered a way to use that same Substance to activate the ancient weapon 
  we found in the temple. Now the glorious Hand of the People has a fist of fire-hardened clay!
  I have some “taxes” to dispose of. It is mortifying working with common criminals such as “our friend” in town, but if 
  you will have him send a man to the usual place, we may be able to barter with him for more supplies. The tribute extracted 
  from the oppressors includes much cloth, silk, and a real prize: a gryphon egg! In exchange for this, I ask that you have 
  him bring us additional bronze and four iron ingots, more wine (the revolution must be fortified), and writing parchment.
  To rouse our supporters among the apprentices and peasants to prepare them for decisive revolutionary action after 
  our coming stroke, please ask your friend the copyist to reproduce my latest pamphlet exposing the corrupt practices of 
  the autocracy! How soon will we strike? Well, it depends on whether our “factory” can manage sufficient quantities of the 
  Substance we make this month. The total quantity we have is now is . . .
  The letter cuts off here; Delgado needed to check the dung production level. (He’s now with the dragon.) See also Further 
  Adventures (p. 11).
  
  6 • Fire in the Temple
  8. THE FORGE
  Note: If Arok is at work (rather than alerted), anyone 
  approaching this chamber will hear the resounding beat of 
  a hammer on metal before they enter. This noise drowns out 
  sounds of alarm.
  Inside, this is a natural cavern enlarged and supported by 
  a vaulted ceiling. It is lit by a puddle of lava that bubbles up 
  from below, providing heat for a forge. A huge anvil (800 lbs., 
  $1,200) stands next to this lava pool, along with a stack of 
  metal ingots. (Use the new megahex tile.) In another corner 
  is a giant-sized (6’ high) work table mounted on a tree stump.
  Arok, a bald-headed giant with burn 
  scars on one side of his face, works 
  here, stripped to a red loincloth, using 
  a hammer that seems tiny in his 
  mammoth hands. If he has been 
  alerted, he’ll instead be carrying his 
  big club. He talks about himself in 
  the third person, e.g., “Hah! Arok will 
  beat you like an anvil.” But he’s smarter 
  than he looks and is a skilled craftsman and true believer.
  The lava pool here was once used for temple rituals, with 
  sacrifices to the goddess (the hair of worshipers) being burned 
  here. Now Redcaps forge gun barrels!
  The ingots are a pyramid of eight 20-lb. iron bars 
  ($10 each).
  Atop the table are three recently completed blunderbuss 
  barrels without stocks. A fourth, still red-hot, is on the anvil; 
  Arok was beating it into shape. Each barrel is worth $50 to an 
  armorer.
  Also on the table is an iron bucket containing hot sand 
  and stones. Resting in it is a melon-sized egg, cream-colored 
  with greenish speckles. A Naturalist can roll 3 dice vs. IQ to 
  identify it as a gryphon egg and realize it may hatch in 2d days 
  if kept warm. Looted from a rich merchant (a birthday gift for 
  a duke), it’s worth $4,000+.
  Note: The room is very warm. Anyone less than ST 25 
  within 2 hexes of the lava takes 1 ST/turn fatigue from heat! 
  Touching the lava hex does 3d hits/turn.
  AROK
  Giant Blacksmith
  ST 34, DX 11, IQ 9
  Talents: Axe/Mace, Armorer, Literacy, Toughness. 
  Languages: Goblin, Giant, Human Tongue.
  Weapons: Club (or big hammer; same statistics).
  Armor: Toughness stops 1 hit.
  Equipment: A sack-sized “belt pouch” contains 70 copper 
  and 100 silver coins, and the gilded skull of a snake with 
  ruby eyes (a good luck charm, no actual magic powers but 
  worth $400).
  Arok was enslaved in a quarry until freed by Delgado, 
  becoming his sworn follower. He forged Wyrnath’s chain, 
  wrestled the dragon, and helped Delgado make many of the 
  guns. He’s loyal to the cause, but taciturn and ill-tempered. 
  His hair was shorn to provide potion ingredients; his burns are 
  from battling Wyrnath.
  YEZRA MAOPOT
  Goblin Redcap Cook
  ST 11, DX 11, IQ 10
  Talents: Brawling, Cook, Literacy, Sword, Thrown Weapons.
  Language: Human Tongue, Goblin, Orcish.
  Weapons: Two grenades; Cutlass; Knife (sheathed on belt).
  Equipment: Gold earring (worth $150), $2 of copper coins.
  This foul-mouthed goblin, a former river pirate, is the 
  Redcap’s cook. He likes explosives and wears an eye patch.
  SHONN THE TENDERIZER
  Hobgoblin Redcap Thug
  ST 13, DX 9, IQ 7
  Talents: Axe/Mace, Brawling, Knife, Pole Weapons
  Languages: Goblin, Orcish
  Armor: None.
  Weapons: Club (or beef bone).
  Equipment: Berserker Potion (see above) if he’s alerted.
  This ugly, oversized brute wields a spiked club and 
  helps with tenderizing the rations but is also employed for 
  interrogations and executions. Shonn doesn’t speak a human 
  language (except a few curse words and “kill vermin!”). If 
  surprised, Shonn might just grab a bony haunch of meat and 
  use that as an improvised club.
  7. STOREHOUSE
  A dingy room containing four barrels, an open chest, four 
  bulging sacks, and two baskets. There are two guards (see 
  below) on duty. A lit torch is in a wall bracket.
  Guarding the storehouse are two Redcap Warriors: Sleepy 
  Gunred, a muscular swordswoman so named for falling asleep 
  during revolutionary lectures, and Bort, a halberdier.
  If surprised, Bort is sitting on one of the sacks reading a 
  looted book of poetry to a fascinated Sleepy as an example of 
  the decadence of the ruling elite. Sleepy is shaking her head in 
  shock . . . she never heard such things in her village!
  If they hear trouble, they’ll hide behind barrels to ambush 
  intruders, the book discarded on the floor. 
  Use Redcap Warrior (p. 4) stats for both: Bort has a halberd 
  and Sleepy a bastard sword.
  The four barrels hold 10 quarts of beer, six quarts of wine, 
  20 lbs. of salted fish and eels, and 14 lbs. of pickled herring 
  and chopped vegetables.
  The two baskets hold 36 edible mushrooms and 17 apples. 
  One mushroom, accidentally picked, is a berserker mushroom 
  (roll 12 on 2d6 to eat it by mistake).
  The chest and sacks contain:
  Chest #1: Partly open. Two more books of erotic poetry, 
  well illustrated, each worth $200, but possibly subject to 
  confiscation by local moralists or priests, so be careful if you 
  sell them!
  Sack #1: 5 pounds of spices in small bags, worth $1,500.
  Sack #2: 12 pounds of sea salt worth about $24.
  Sack #3-4: Rolls of fine woolen cloth (4 lbs., $100) and 
  crimson silk (2 lbs., $900).
  It’s loot from merchants attacked by the Redcaps, kept to 
  trade for supplies (see Delgado’s Letter, p. 5).
  
  Fire in the Temple • 7
  11. STAIRS
  This is a wide flight of stone stairs that lead down 20 feet to 
  the underground temple. It has stones blackened as if by heat, 
  and some large claw marks . . .
  12. SACRED CAVE
  This cave has a pool in the megahex at the west end, about 
  3 feet deep. On the walls are ancient primitive paintings, not 
  frescos, showing a female figure, her lower half formed of 
  clay, her upper body solidifying into a beautiful woman.
  Most of the cave floor is a warm, reddish-orange clay, quite 
  slippery (as a Slippery Floor spell to anyone standing on it), 
  smelling oddly sweet. There is a stone bench cut onto one 
  wall and a bundle (cloth armor, a bastard sword, and clothes) 
  occupies it.
  The clay has mystic properties. The priests believed the 
  goddess Dolosia was born from it. Bathing in it is recuperative. 
  Doing so for 4 hours each day heals hits at twice normal speed 
  and cures ordinary sickness in a week. This clay also formed 
  the golem (p. 9) and helps feed it. If gathered and baked into 
  cakes using the forge’s lava (see Forge, p. 6), it makes the 
  equivalent of a healing potion at half the normal time and cost. 
  There’s still enough clay for 100 such potions.
  A Redcap, Manfred, is bathing in the clay. He probably 
  heard intruders coming and will be holding his breath, mostly 
  hidden, but can’t do so for long. He’ll emerge, covered 
  with orange clay (making him look like an orange-skinned 
  monster!). (3/IQ to recognize he’s a normal, clay-covered 
  human.) He was hurt fighting merchant guards and is healing 
  in the clay bath. Use Redcap Warrior (p. 4), but with 3 hits of 
  injury. It’s his gear on the bench.
  13. THE TEMPLE BATHS
  This large chamber is dominated by a pool fed by a hot 
  spring. It fills the central two megahexes; the hot spring 
  bubbles away from the eastern hex. The water is 3-4 feet deep. 
  However, few would be foolish enough to dive in, for it’s 
  occupied by a crimson-gold dragon! Wyrnath the Sinuous is 
  restrained by a thick metal chain connected to a heavy collar. 
  This chain, attached to a heavy ring driven into the stone on 
  the pool’s east end, prevents his leaving the basin.
  Standing guard in the chamber around the pool, outside 
  the dragon’s reach, are two Redcap Arquebusiers (p. 4), two 
  Redcap Warriors (p. 4) with halberds (p. 4), and their human 
  leader, Amadeus Delgado (p. 8). Delgado has come to inspect 
  the dung production levels for the letter he’s 
  writing (p. 5).
  The pool water is hot, but not enough to 
  burn except in the thermal vent itself: 
  the center of the eastern megahex. 
  There, anyone not resistant 
  to heat suffers as per a 
  Fire hex. Also, it produces 
  concealing steam (as per 
  a Shadow hex).
  If events draw him away from the forge, he will not stop to 
  dress, but will grab his club, don his giant-sized red cap, and 
  wade into combat, seeking to protect his leaders.
  9. ARMORY
  This room’s walls are covered by frescos of lightly-clad 
  men and women wrestling bulls and centaurs, as a tall nymph 
  bearing a pitcher of water (resembling the outdoor statue) 
  looks on. The floor is sand, not rock.
  This was a gymnasium for exercising before or after 
  bathing in the pools. Now it’s a Redcap armory. There’s a 
  busy workbench with stools beside it, lit by two oil lanterns. 
  Beside it, three barrels and two wooden crates are on the floor, 
  and weapons hang on the walls.
  Working here are two Redcaps: Yama Xarot and Hagar 
  Justwell, armed with melee weapons rather than guns (to 
  avoid using firearms near gunpowder). Use Redcap Warrior 
  (p. 4) stats.
  Hanging from the wall on hooks are a halberd, a war axe, 
  a small shield, and a mace. On the workbench are two pots 
  of oil, some rags, whetstones, an awl, and a small hammer. 
  A disassembled blunderbuss (takes a Mechanician to 
  reassemble) sits on the table, next to a stained rapier with a 
  bent blade.
  The barrels and crates hold:
  Barrel #1: This isn’t a barrel: it’s a petard! There’s a trailing 
  fuse attached; a Mechanician or Engineer spots this 
  immediately with a 3/IQ roll.
  Barrel #2: This holds 15 charges of gunpowder.
  Barrel #3 : This holds 12 charges of gunpowder.
  Crate #1: The crate contains straw packing and eight grenades. 
  If hit by a stray shot, 1d-2 blow up! The others are jarred 
  by the explosion and miraculously do not explode.
  Crate #2: The crate contains four boxes, each holding 144 
  lead balls (arquebus ammunition). They don’t blow up.
  Hits by firearms, lightning, or fireballs into a cask or crate 
  have a 2-in-6 chance each of detonating the petard, grenades 
  (1d-2 will blow up!), or gunpowder (blast as a grenade).
  UNDERGROUND TEMPLE
  On the temple’s second level are 
  found the true secrets of Dolosia.
  10. SPRING OF CLEANSING
  This corridor slopes gently downward (to the 
  east); at 10. A large fountain (connected to a hot spring below) 
  stands in a carved basin.
  Wall frescos and carvings on the fountain base show 
  afflicted pilgrims covered with sores (and one hairy beast!) 
  removing clothing and kneeling before a nymph-like figure 
  who pours a vase of steaming waters on them, after which 
  they arise, radiant and healthy.
  The fountain seems dry, but every 15 minutes, it hisses 
  like a kettle and sprays a mist of hot mineral water. Anyone 
  bathing in it is subject to a Cleansing spell: it does 1d damage 
  but kills off all diseases, fleas, parasites, and so on, including 
  those for vampirism and lycanthropy.
  
  8 • Fire in the Temple
  AMADEUS DELGADO
  Human Redcap Leader
  ST 12, DX 13 (11), IQ 14
  Talents: Charisma, Guns, Literacy, Mechanician, Master 
  Mechanician, Sword, Tactics, Writing.
  Languages: Goblin, Human Tongue.
  Weapons: Broadsword, Knife (sheathed on belt), Arquebus 
  (held under cloak)
  Armor: Leather (stops 2 hits).
  Equipment: Belt pouch with 15 gold coins, charge of 
  gunpowder, red cap.
  Delgado is the Redcap’s co-leader. 33 years old, he has a 
  neat, pointed beard and curly black hair. Most striking are 
  his piercing green eyes and very pale complexion.
  Delgado embarked on his radical path 15 years 
  ago. His chapter of the Mechanicians’ Guild was 
  shut down due to the conniving of a local 
  Wizards’ Guild, who planted fake evidence 
  that the gadget-users conspired against the 
  Baron. Delgado’s master died in prison. 
  Their workshop was destroyed. As a mere 
  apprentice, Delgado was shown “mercy” – 
  10 lashes. Eventually, Delgado found another 
  master and perfected his craft, but never 
  forgot the arrogance of the mages and their 
  corrupt aristocratic allies. He eventually found 
  Tamar’s group and made common cause, vowing 
  to overthrow the whole rotten system. A skilled 
  propagandist, he writes the Redcaps’ tracts.
  14. DUNG PITS
  This chamber stinks! It has a strong smell of sulfurous 
  offal. Two shovels and a small pile of fresh dragon’s dung are 
  stacked here, awaiting processing.
  The real treasure is that dung: the 50 ounces are worth 
  $2,000 on the open market if gotten to a chemist within 3 
  days! Carting it around, however, will be an odiferous job!
  Four latrine pits occupy one corner, used by the Redcaps.
  A single Redcap Gunner (p. 4) is on guard here.
  15. CHEMICAL LABORATORY
  The green-and-turquoise tile floor is inlaid with images of 
  entwined mermaids and octopi. In one corner of the room is 
  an altar; behind it stands a nine-foot-tall female statue, akin 
  to the one outside the temple, but of fired clay. In the room’s 
  center is a table.
  Working there are a scar-faced female goblin in spectacles 
  and robe and two male goblins wearing red caps. They’re 
  grinding powder into a greenish mix using a mortar and 
  pestle. It has a “rotten eggs” smell. A large book of chemical 
  formulae lies open beside them. Adjacent are a trio of large 
  tubs, filled with smelly ingredients (charcoal, smelly sulfur 
  and saltpeter, and strong acid). Shelves hold copper and brass 
  tongs, crucibles, ladles, pincers, spoons, and measuring sticks. 
  A bellows and a set of scales stand in one corner. Other shelves 
  hold glass retorts, flasks, beakers, and vials. Collectively, this 
  is a chemist’s lab ($10,000, 200 lbs.).
  WYRNATH THE SINUOUS
  Murderous Dragon
  Hex Size/Form: 4-hex figure.
  ST 30 (26), DX 13, IQ 11, MA 10/40
  Scales stop 3 hits.
  Attacks and damage: Claws 2d+1
  Breathe fire 3d (costs 2 ST).
  Special Abilities/Weaknesses: Gaze can steal memories.
  Wyrnath is the sort of dragon who gives dragons a bad 
  name. He loves gold and man-flesh, and is cunning, with 
  a melodious voice and educated accent. He is beautiful 
  even as dragons go.
  Overpowered by sheer numbers and the giant’s 
  muscles, beaten nearly to death in his capture, the 
  dragon is still at slightly reduced ST from the battle in 
  which he was captured. Now he is forced to produce 
  dung, on the threat of being fed aged carrion and 
  laxatives instead of prisoners! Almost worse, 
  his captors show him no respect, and after one 
  “warning shot” fired into his shoulder, he knows 
  where he stands. Wyrnath would have happily 
  died fighting, but he refuses to die chained, and 
  now bides his time. He would make any deal 
  to gain revenge, but would delight in breaking 
  his word to those who freed him. There are “good” 
  dragons, but Wyrnath is not one of them.
  Wyrnath knows from bitter experience he’ll be shot 
  if he uses his breath or tries to break free; firearms can 
  penetrate his scales. If adventurers appear, he will attempt to 
  parley with them. (“Free me, good people, that we may rend 
  our foes together! Is not the enemy of my enemy my friend?”) 
  If his guards’ guns are distracted fighting adventurers, he’ll 
  try to free himself or breathe fire on any foe in range. Whether 
  he considers the party “foes” at the moment depends on 
  circumstance.
  For their part, Delgado and his Redcap guards are caught 
  between keeping Wyrnath covered and quiet (“Shut up, filthy 
  worm!”) and firing on him if he tries to break free.
  This could even lead to a tense standoff, with the guards 
  switching their aim between intruders and dragon, knowing if 
  they use firearms they won’t have time to reload.
  Delgado may try to negotiate with the party: “You fools! 
  We can talk, just back off, or that dragon might get loose and 
  then we’ll all end up as dragon dung. Do you know how many 
  men we lost chaining him?” Maybe he’ll offer to trade them 
  some gunpowder if they back off. 
  Wyrnath’s chain is 9 feet (3 hexes) long, with links forged 
  by Arok of meteoric iron. PCs or Wyrnath roll 10/ST to break 
  it. Links stop 6 hits and take 15 hits. 
  While chained, Wyrnath can’t fly and is -3 DX. He has no 
  problem with attacking anyone within 3 hexes of him.
  Visible to anyone peering into the pool is a reminder of 
  what a dragon can do: it’s full of bones, with at least two 
  dozen skulls of goats, sheep, and horses – and a few humans. 
  (“They were dead before I ate them,” Wyrnath may remark 
  in his cultured voice. “Merchants and the like, ambushed by 
  these insufferable Redcapped thugs. The utter nerve of them, 
  feeding me carrion like a common wyvern!”)
  
  Fire in the Temple • 9
  the “magical aristocracy” she hated and the wealthy exploiters 
  who crushed her parents’ hopes. The Redcaps are her 
  instrument; explosions are her passion.
  DEFENDER OF DOLOSIA
  Clay Golem
  Hex Size/Form: 3-hex figure.
  ST 28, DX 10, IQ 7, MA 8
  Clay stops 2 hits.
  Attacks and damage: Punch for 2d+1. Breathe steam (as per 
  Breathe Fire spell).
  Special 
  Abilities/Weaknesses: 
  Requires 
  charge 
  of 
  gunpowder daily.
  Counter: Use the provided golem counter.
  This is a fired-clay female humanoid, with obsidian eyes 
  and articulated limbs and jaw. A furnace burns in its belly. The 
  temple’s magical defender, it fell “unconscious” in battle in a 
  futile attempt to defend the temple against Wyrnath, but he did 
  not understand its nature, and did not destroy its body. When 
  the Redcaps took the temple, they discovered its blackened 
  but intact golem. Tamar experimented with ways to revive it, 
  finally discovering it could
  “eat” a mix of the mystical 
  clay infused with a charge 
  of gunpowder. A loading 
  of this mixture will 
  operate it for a day, 
  and it will follow the 
  verbal commands of its 
  “awakener.” Tamar’s 
  sure the Dolosian 
  priests had a better 
  way to do it, but 
  speculates that 
  gunpowder may have 
  a magical association 
  with the dragon that 
  defeated it: if so, is 
  it just gunpowder 
  made from 
  Wyrnath’s dung 
  that can activate 
  it? She’d like 
  to experiment! 
  “Magic,” she 
  sighs. “It makes no 
  sense.”
  Tamar Ratsbane and her cohorts are making gunpowder. 
  This requires charcoal, saltpeter, and sulfur. Charcoal is 
  made from burning wood, and saltpeter acquired from local 
  manure, but the third key ingredient is the sulfur, processed 
  from dragon’s dung, as mining is impossible on Cidri due to a 
  sulfur-eating microorganism.
  The statue in the corner of the room is a 9’ tall fired-clay 
  sculpture of a beautiful nymph, perhaps the temple’s goddess, 
  for it resembles a younger version of the fallen statue outside 
  the dungeon.
  In fact, it is a construct: a clay golem (p. 9) that Tamar 
  can order into action. When it activates and unhinges its jaw, 
  smoke and a smell of burning gunpowder will emerge.
  The corked vial on the shelf holds a golden liquid. It is a 
  failed batch of Reptile Poison potion that will instead heal 
  1d hits for any reptile (or dragon) that drinks it. (A Chemist 
  studying it understands its nature on 4/IQ.)
  Tamar’s book is 35 pages written in the goblin tongue, 
  with the formulae for Gunpowder, Berserker potion, Weapon 
  Poison, Reptile Poison, and Decrease DX potion. The book 
  weighs 1 lb.; it is worth $700 to a scholar or chemist.
  Tamar’s statistics are below. The two assistants use the 
  Redcap Arquebusier (p. 4) statistics; they’ll die to protect her.
  TAMAR RATSBANE
  Goblin Redcap Leader
  ST 10, DX 11, IQ 13
  Talents: Chemist, Diplomacy, Guns, Literacy, Mechanician, 
  Streetwise, Sword.
  Spells: None.
  Languages: Goblin, Human tongue.
  Weapons: Blunderbuss with sawed-off barrel (half normal 
  range) and cutlass, both concealed under robes; knife in 
  boot with one dose of Weapon Poison (+3d damage); one 
  Reptile Poison gas grenade and one gunpowder grenade.
  Armor: None.
  Equipment: Purse with 6 gold pieces ($60); bloodstone 
  silver ring worth $200. 
  Tamar is a goblin, age 31, one of two leaders of the Redcaps. 
  She’s a skilled chemist and dedicated revolutionary. She was 
  once attractive, but her face and the left side of her body were 
  burned in a lab explosion. She wears a concealing brown cowl 
  and robes to hide her scars and is sometimes mistaken for a 
  mage, which annoys her! Hard of hearing, she speaks loudly.
  Tamar grew up in a mixed human and goblin town. Her 
  parents ran a neighborhood apothecary near the mages’ 
  guildhall. As a child she was bullied by the neighborhood’s 
  wizard apprentices, chased by illusions and summoned 
  wolves, even once set on fire as a “joke.” Worse, grinding 
  taxes imposed by the local lord drove her family shop into 
  bankruptcy. Young Tamar worked hard, learning the basics of 
  chemistry and securing her apprenticeship to a master chemist.
  Her bitter memories led the young goblin to vow to use 
  natural science to become as powerful as any mage. After 
  a part-time job as a pest-exterminator in the sewers, her 
  chemical studies led her to gunpowder, a power more potent 
  than any fireball! Eventually she mastered the secrets of her 
  craft and began a lifelong quest to use science to undermine 
  
  10 • Fire in the Temple
  A Redcap exploring this cave saw the vapors swirl and, 
  under the influence, shouted they were forming a ghostly 
  nightgaunt. He panicked and fled. Since then, the other 
  Redcaps have avoided the cave. They missed a treasure: with 
  her dying breath, the priestess shoved an oilcloth-wrapped 
  case into the vent. Someone reaching down (while avoiding 
  the gas) can find it. The scroll contains prayers and rituals 
  in praise of the goddess Dolosia, and also instructions for 
  making the healing clay cakes, details of the power 
  of the sacred spring, and a ritual for taking over 
  the clay golem. (“After humble prayers, 
  place a lump of clay from the sacred pool 
  carved with the letters for Dolosia and 
  Life in the golem’s mouth, and you may 
  command the sacred avatar.”)
  20. RESERVOIR CAVE
  A cave holds three cisterns with 400 gallons of water each.
  REDCAP STRATEGY
  The Redcaps’ goal is to keep their gunpowder factory a 
  secret and to stay alive so they can launch their campaign of 
  terror when they’re ready. This means ensuring no foes escape 
  to warn local authorities. They will ruthlessly kill intruders, 
  but, if opportunity permits, they’ll will take prisoners to 
  interrogate, mostly just to make sure their location hasn’t been 
  compromised.
  The Redcaps are arrogant, thanks to their defeat of a dragon 
  and their cache of firearms and bombs. They know enough 
  tactics to have melee fighters up front and their gunners or 
  grenadiers in back. After firing or throwing a volley of shots or 
  grenades, gunners will not bother to reload (it takes too long) 
  but will switch to melee weapons. Their big fighters, Arok and 
  the Golem, will protect the leaders.
  Adventurers might mount repeated raids on the temple. If 
  so, the Redcaps will reorganize to better defend themselves, 
  retreating and using their arsenal and petard to set explosive 
  traps.
  The common Redcaps are devoted to Tamar and Delgado 
  and will fight to the end. Exception: if their leaders and the 
  giant are lost, they’ll lose heart and try to execute a fighting 
  retreat, or if outmatched, flee or surrender.
  If Tamar or the dragon is killed but Delgado survives, the 
  group’s arms-making is over; they’ll evacuate and try to find 
  a new base (and perhaps a new source of gunpowder). If they 
  defeat the PCs, they’ll use the base to begin launching attacks 
  against the establishment.
  The Dragon: Wyrnath is a wild card. He’s cowed and 
  humiliated but hates the Redcaps. He may temporarily ally 
  with the adventurers. He won’t be a reliable ally once the 
  battle is over; not satisfied with revenge and freedom, he will 
  seek to reclaim his lair and loot.
  IF CHARACTERS ARE TAKEN CAPTIVE
  Redcaps interrogating prisoners will want to learn whether 
  their base is known to the authorities (time to evacuate!) or if 
  the party are just random dragonslayers or bandit-hunters who 
  happened by.
  16. MECHANICIAN’S LABORATORY 
  This large chamber filled with junk is Delgado’s lab. A 
  table stands in the center of the room with a pair of stools next 
  to it. In one corner is a simple bed with a small night stand. 
  Two oil lanterns hang from the ceiling.
  Intricate tools suitable for a jeweler or mechanician are 
  scattered carelessly over the tabletop.
  Pinned to the wall are intricate engineering sketches 
  for a petard-flinging trebuchet, the arquebus, a sawed-off 
  blunderbuss, a labor-saving waterwheel-powered mill, and 
  a fanciful mechanical owl (unbuilt). The diagrams are worth 
  $1,000 to any Mechanician.
  Delgado (p. 8) is in room 13 but may retreat here.
  17. GUARD POST
  This annex is manned by a man and a goblin . . . both 
  giggling. The goblin is bare-chested, sitting on his haunches, 
  singing a lullaby as he cradles his arquebus. The human, a 
  bewhiskered young man with a bastard sword, is barefoot and 
  scribbling a spiral pattern on the wall in chalk while wearing 
  a saucepan on his head. A discarded shirt and a pair of boots 
  are nearby. On a rickety table are remains of a meal: a slab of 
  bread, two red caps, two empty cups smelling of beer, and a 
  mushroom.
  This odd couple are Redcap guards. Bored after several 
  days’ inactivity, they sampled the hallucinogenic mushrooms 
  at room 18, and are now under their influence. (One is still 
  on the table.) When they see the adventurers, they incorporate 
  them into their delusions. “Hey, stranger, why’s a flower 
  growing out of your head?” They fight, crazily, if threatened, 
  but are otherwise harmless. If captured and interrogated, 
  answers may be nonsensical. They sober up in eight hours. 
  Use the stats and counters of a Redcap Arquebusier (p. 4) and 
  a Redcap Warrior (p. 4), but both are unarmored and at -5 IQ.
  18. MUSHROOM TUNNEL
  This warm, wet tunnel has a dirt floor. Two patches of 
  mushrooms grow here. The southern patch contains 13 edible 
  mushrooms. The north patch has eight hallucinogenic and one 
  berserker mushroom. A Naturalist can tell them apart on a 3/
  IQ roll.
  19. ORACLE’S CAVE
  A dark cave with a narrow opening. Inside, a bronze tripod 
  (4 lbs., $40) sits next to a crack in the floor. There is an odd 
  sulfurous smell. The source is a ghostly swirl of vapor rising 
  from the crack.
  In one corner is a half-burned skeleton (the oracle priestess 
  who crept back here to die). In past times, the oracle sat here 
  and inhaled the vapors from the crack in the cavern floor, 
  granting visions, aided by chewing mushrooms from room 18.
  The vapors are narcotic: 2 fatigue per turn to anyone within 
  2 yards of the crack; loss of half ST may induce a euphoric state 
  which, if combined with the mushrooms, leads to very bizarre 
  visions. Anyone coming close to the crack (e.g., examining or 
  reaching in) must roll 4/ST or be totally overcome, falling asleep 
  for 2d hours (with psychedelic nightmares). Someone who 
  specifies that they are holding their breath will be unaffected.
  
  Fire in the Temple • 11
  In fact, Redcap reprisals are unlikely. Sure, if the party 
  boasts of killing Redcaps in the wrong working-class tavern 
  they could get into a bar fight with Redcap sympathizers. Or 
  a goblin might fling a molotail through their window! But 
  realistically, if the heroes don’t look for trouble, smart Redcaps 
  will keep their own heads down. After all, the adventurers 
  defeated their strongest cell on its home grounds!
  But what if the party does go looking for trouble? Then 
  the GM can run an adventure where the group tracks down 
  surviving Redcaps among the slums and underworld of the 
  nearest town. Felix’s cell could be a small group of a dozen 
  or so goblins and humans in a working class tavern’s back 
  room, a pie shop, or a dockside warehouse. They’ll lack the 
  firepower of Tamar’s group but might still have molotails, 
  crossbows, and a grenade or two. The main risk could be 
  meeting undercover Redcaps while looking for information. Is 
  that stable hand, barmaid, or blacksmith’s apprentice secretly 
  a Redcap? PCs could be counter-ambushed in a dark alley or 
  have rat poison slipped into their drinks.
  Felix’s cell also has an alliance of convenience with local 
  criminals and fences. A Redcap-connected fence or pawnshop 
  would be a good target, with treasure in the form of stolen 
  goods. But it may be heavily defended, with tough guards, 
  mechanical traps, or defensive spells, and will likely be under 
  the protection of the local Thieves’ Guild.
  The Dragon
  If Wyrnath survives, the GM will need to figure out what 
  he’ll do next. The dragon would like to reoccupy the temple 
  as his lair and eat the occasional cow, goat, or passing human. 
  Then he can sit on his modest pile of treasure – wait, where’s 
  his hoard? 
  That’s what Wyrnath wants to know! He had, by his count 
  (and he’s a dragon, so he counts very carefully) some $12,480 
  worth of temple goods looted from the Dolosia priests: a pile 
  of gold and silver, ornate temple lamps, three bejeweled idols 
  of the goddess, a gold-framed mirror, and a silver dinner set. 
  Where is it? 
  Actually, Delgado sold the treasure to equip their base (a 
  forge and two labs aren’t cheap). Once he realizes his hoard is 
  gone, Wyrnath will be angry all over again. If the party wants 
  to discourage him from burning down the nearest village, they 
  might suggest he go hunting with them. Roll reaction! If he 
  agrees, he could accompany them on an adventure against the 
  Redcaps or another target if there is treasure in it for him. Of 
  course, he’ll demand the best part of any loot!
  This all assumes that the party is amoral enough to work 
  with a dragon who attacked and ate a whole temple’s worth of 
  priests, and brave or foolish enough to ever trust a man-eating 
  monster behind their backs. Wyrnath is not a nice creature and 
  feels no shred of gratitude. But if he is brought to feel respect, 
  and given a sniff of gold, he might be trustworthy. Slightly. 
  For a while. 
  Such an alliance could annoy the local authorities, but if 
  Wyrnath is credited with helping finish off the Redcaps, they 
  might be willing to use the dragon as a weapon against further 
  militant foes.
  Tamar and Delgado love a captive audience. Prisoners are 
  lectured, given a show trial as “enemies of the people,” urged 
  to sign confessions, and so on, before the inevitable guilty 
  verdict. The convicted Enemies of the People will die by 
  firing squad (to test the guns!), and become dragon food.
  But the Redcaps do believe in the power of their 
  revolutionary rhetoric, so if captives seem to embrace their 
  program, they might, on a good reaction, be allowed to enlist. 
  Redcaps react at +1 to chemists, physickers, or mechanicians 
  but -1 to nobles, wizards, or merchants. Of course, new recruits 
  will be tested for loyalty, probably as pawns in a gunpowder 
  assassination plot aimed at a local merchant or guildmaster.
  FURTHER ADVENTURES
  If the party sets the temple to rights, they could follow up 
  in various ways.
  The Temple 
  If both the Redcaps and the dragon are disposed of, the party 
  will have cleaned out the temple. What to do with it? There 
  may be devotees of Dolosia elsewhere who would rebuild if 
  it were safe; they’ll be grateful to the party for rescuing their 
  holy precincts, especially if the golem survives. It is never a 
  bad thing to have friends in the clergy.
  If there are no Dolosians left, the party has as good a claim 
  to the property as anyone. If abandoned, it will become a lair 
  for local monsters, and no one wants that. Perhaps the party 
  can sell their interest in the hot springs to someone who wants 
  to build an inn and health spa.
  The Redcaps 
  If the party returned captured Redcap leaders or their 
  heads, they shouldn’t have any trouble claiming the reward 
  (p. 2): “Well, well, if it isn’t Tamar Ratsbane and the notorious 
  Master Delgado! We’ve been after them for a long time! Good 
  work!” The authorities will want interrogations, a trial, and 
  public executions; the PCs may be asked to attend or testify.
  However, if the party were dragon-hunting or stumbled on 
  the temple by chance, they may not realize there’s a reward 
  for bringing in the Redcaps. If they boast about their deeds, 
  some locals might clue them in . . . but if they didn’t bring 
  back recognizable captives or corpses, they’ll have trouble 
  claiming the reward. A trip back may be needed. Just hope the 
  dragon didn’t eat the evidence!
  If the party gets credit for taking out the Redcaps and/or the 
  dragon, they should be able to drink for free in local taverns 
  and get invited to all the best upper-class parties for a week or 
  two . . . and they may be offered other interesting, dangerous 
  jobs.
  Magistrate Brom (p. 2) will gain prestige if was his tip that 
  led to the adventurers defeating the Redcaps. A grateful Brom 
  could be a good friend. Brom might also offer further work, 
  such as a caravan escort job or a commission to take out the 
  surviving Redcap cells.
  As Delgado’s letter (p. 5) says, the Redcaps have at least 
  one other hidden cell in town, led by one Comrade Felix 
  (likely an alias). These radicals might lie low, try to rescue 
  captive brethren, or plot further mischief. It’s up to the GM 
  whether they’re harmless or dangerous! 
  
  T
  PERMISSION TO PHOTOCOPY
  The purchaser of this game 
  has permission to copy this booklet 
  for personal and group use, but not 
  for resale or republication.
  12 • Fire in the Temple
  3
  3
  4
  4
  1
  1
  2
  2
  M
  ROOM #13
  Hot Springs Pool
  (with chain)
  ROOM #10
  Spring of Cleansing
  Goblin Arquebusiers
  Redcap Gunners
  Manfred
  ROOM #8
  Lava Forge
  
  Fire in the Temple • 13
  The encounter areas in the caverns can be assembled 
  using TFT megahex tiles as provided in The Fantasy Trip 
  Legacy Edition. See the labyrinth map (p. 3) for the size 
  and types of tiles used to represent each room, the form 
  of single-hex-wide tunnels that connect locations, and 
  the entrances and exits to the areas. If you don’t have the 
  tiles or don’t want to use them, you can just lay out each 
  encounter on paper for the combat.
  The megahex tiles used to make the Special Scenery 
  are provided on p. 12, and can be printed and mounted on 
  cardboard. 
  USING MEGAHEX TILES IN PLAY
  Megahex tiles in combat scale seen 
  as hexes in labyrinth scale
  Moving from your overall labyrinth map to combat-
  size megahex maps or tiles is just this easy . . .
  . . . and for single hex tiles:
  =
  =
  =
  =
  =
  =
  =
  =
  Combat 
  scale
  Labyrinth 
  scale
  
  STEVE JACKSON GAMES
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SOURCE: textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Adventures/The Fantasy Trip SJG Fire In The Temple.pdf