A Lion in The Ropes
A Lion in The Ropes
A Lion in The Ropes
by
Stephen Chenault
A Lion in the Ropes is distributed pursuant to the current drafts of the Open Gaming License, version 1.0, and the D20 System
Trademark License. See Appendix.
This material is protected under international treaties and the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material contained herein is prohibited without the express written permission of Troll Lord Games, except for
purposes of review. This is a work of fiction; any resemblance to actual events or persons, living or dead, is purely coincidental.
A Lion in the Ropes
A KNIGHT UPON THE GREEN USING THIS MODULE
"So this is Capendu? It is a beautiful village. It will make "A Lion in the Ropes" is a mystery. The module is de-
a wonderful home for this tired, old soldier. I shall display signed for 4-8 characters of levels 2-4. A cleric would be
my Lion banner proudly so that all may know me. You extremely helpful, as would a ranger or some character
have been too good to me, Luther." with rudimentary tracking skills.
"Tis not my land, noble Galveston, the mage lays some The adventure occurs in the lands of Lord Galveston,
claim to it, he suggested we give it to you. But I dare say, largely within the village of Capendu, and specifically in
he probably wants you on the border between the Twilight and around Four Saints Church. It requires some overland
Wood and his wondrous town of Freiburg." The paladin travel however, between the other villages and the tower of
laughed quietly. "So do not thank me until the land here the aged Lord Galveston. Because the adventure involves
serves you well." several discordant threads designed to challenge the players
and to mislead them, the Referee should thoroughly read
Galveston looked out over the rolling green hills of the module and familiarize him/herself with the mystery.
Capendu. He sat quietly for awhile, musing on the peace
which stood in marked contrast to the horror of the great
battles recently fought upon the Toten Fields, far to the
THE ADVENTURE
east. There, he stood as a peer of the wondrous Council of
Lord Galveston's lands are plagued by murders. For the
Light. He fought alongside St. Luther and Daladon. He
past several months, people have been disappearing. Some
slew a giant at the feet of the Arch-Magi Aristobolus, and
bodies have turned up, their half-mutilated corpses found
saw the horror of battle without mercy. It had, though he
along the banks of the river.
did not know it, ruined him for war forever more. "I'm
tired Luther, and look forward to days of peace."
Strange tracks of a cat-like creature have been found
around the villages, and rumors abound that a Charon
"And you will have it my friend, you will have it."
Fiend, a dreaded beast of chaos, has come from the Twi-
light Wood and settled in the area. The latest victim is the
So did Lord Galveston, Knight of Renown, friend of the
Deacon of the Four Saints Church in Capendu. His body,
Council, and soldier settle and make his home in Capendu.
found torn and mangled in the river, sent the alarmed
The villages of Capendu, Aries, Tres, Contru and Mortsa
villagers to the aged Lord Galveston for aid.
welcomed him for the protection he brought and swore
allegiance to him. He ordered a tower built upon the banks
Galveston is 101 years old and grown feeble. He can offer
of the river Rolth, between the villages of Aries and Tres.
little aid outside of hiring mercenaries. This he does, but in
He called to the Bishop in Freiburg to send clerics and
the meanwhile, he orders that no one may leave their
architects. From his own stores of money, he built a large
houses after dark and that all doors and shutters must be
cathedral in Capendu, "Four Saints," and installed the
locked.
acolytes of Demeter there. And the lands knew peace and
prosperity.
The source of the murders actually resides in Four Saints
Church. The engineers who built Four Saints placed her
At least for a time.
foundations on the already existing ruins of an older
building in Capendu, a prison from the days of the evil
A WARNING TO THE CURIOUS
Empire of Aufstrag. Many poor souls lost their lives in
suffering and pain in the pits of the prison's dungeon. So
Aye, stop with the prying! Stop the reading of this tomb
great the suffering in the pits that some stayed, even
forthwith! Stop, unless of course, you are crafty enough to
beyond death, in tortured agony, searching for peace.
spin the tale of this bold adventure, to mesmerize the
These Orinsu (an ancient word meaning "Lost Souls"),
players at your own council, and to carry its several threads
have recently manifested themselves, haunting the Church
to their proper conclusions.
and the surrounding villages. Every seven to ten days the
Orinsu rise from the crypts, animate the bodies of the
churches' gargoyles, or sometimes, even the saints ren-
dered in stain glass, and come forth into the darkness to
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Background
kidnap and slay whomsoever they
find.
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Background
discretion) to fly or crawl through the villages, hunting the
living in order to visit out the horror of their suffering.
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A Lion in the Ropes
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Cool Receptions
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A Lion in the Ropes
The rain continues, pattering down on cloaks and
packs, soaking through to your clothes and down to
the skin. As you turn up the street and head for the
Church, you pass a fountain, the worn visage of a
lion stands in the pool of stone. The church looms
out of the darkness before you, dwarfing the build-
ings across the square. The decorative stone walls
stand as testament to both the skill and wealth of the
Church builders. The front facade consists of large
double doors set within a deep nave. The arched
doorway, shaped to represent two rearing horses, is
crowned by stone renditions of four knights wearing
the accouterments of war. They, in turn, look
heavenward towards a greater statue of Demeter,
who looks down with a benevolent smile. The
Church's bell tower reaches into the darkness, easily
140 feet high. Grim faced gargoyles perch upon the
roof, looking over the village of Capendu.
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A Lion in the Ropes
T
"His lordship, Galveston, issued an order to one and all necessary, tracking down the dreaded Charon Fiend. Any
that no one was to leave their homes after dark, and hint that they will do so brings promises of the Church's
that all are to bolt their doors and shutter their win- eternal blessings and benevolence for one and all. Tarlek
dows, and let no strangers in. You see, his lordship is will try to recruit the party to save the three villages from
old, just celebrated his 101st birthday, and he's too the terror without any reward other than that which comes
feeble to do much anymore. So we've been left alone, to from the strong helping the weak. He recommends that the
help ourselves. party meet with Galveston, and promises to take them as
soon as they are ready. If necessary, Tarlek assures the
"And that is when the unthinkable happened." His chin party that Lord Galveston will pay the party for their
visibly quivers and he turns away. "The Deacon, services; how much, he cannot say.
Master Adelton, he sends for aid to Freiburg. Nothing
comes of course; Capendu is far from the city and his
Imminence the Bishop. So, Master Adelton sets out
himself, from these very doors," he looks askance at the
large, doors leading to the outer vestibule. "I was up
with him that night. When he left. When we last saw
him. He passed through and into the streets, telling me
to close these doors and open only when he returns.
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Red Herrings and Tea
splitting logs, "I trust the day finds you well." To which melt away as you sink further and further into the
the Innkeep only nods, smiles a little, and goes back to glade's comfort. An hour or so passes before Tarlek
work. Others watch as you pass, some bow their heads, returns. You pick up the trek reluctantly, exchanging
not knowing whether you are simple travelers or lords the warm sun and soft grass for a hard tramp through
from Freiburg. A few moments of this and you pass the still damp woods and up the winding, snaky path to
from the village into the open country, journeying back the hill-top keep above.
down the road you tread the night before.
As mentioned previously, Lord Galveston is an extremely
The morning is warm and the sun burns off the fog within old man. He has four men-at-arms in his employ, all are
an hour. Tarlek sets a brisk pace, and after 30 minutes, he fiercely loyal, but all a little old for their job. If the party
turns onto a trail that leads to the tower on the river bank. made a favorable impression on Tarlek, Galveston will
This journey provides an ideal time for the party to find the greet the party on the small landing mentioned above.
tracks of the lion crossing the road. Allow them to follow Otherwise, Galveston, greets the party from the roof of the
it for a short while and then lose the trail in the grass. gate house.
Where the ground is soft, the ropes score marks that look
like tendrils. Lord Galveston greets you wearing a chain shirt and
leaning heavily on a great two-handed claymore, the
To your right sits another small village, nestled under unusually sharp blade glistening green in the morning
the eves of the forested river bank. You can see a few sun. He is very old and stoops over his own shadow like
farmers headed for the fields or working in and around a weathered tree. His head frequently bobs to the left
the small wooden cottages. But Tarlek guides you along and right as he looks you over. His face is a mass of
the track and up a gentle rise, where you behold, jutting wrinkles, and he peers through almost lifeless, pale blue
from the trees, a small hilltop tower and keep. eyes.
Tarlek bids the party wait while he calls on Lord Galveston Regardless of where he meets the party, Galveston treats
to announce their presence. He promises to return within with them in a forthright manner, being kind and respectful,
the hour. if a bit fatherly. He expects the same. If not shown due
respect, he becomes very short and offers little aid, and
Tower Galveston (refer to map 2) overlooks a bend in the even less reward. Assuming all goes well, he imparts
river between the villages of Tres and Aries (currently, the words of advice, and promises to reward the party with
center of Galveston's holdings). The keep consists of a gold and jewels.
fortified building with a tower built into it. To approach
Tower Galveston it is necessary to climb the steep, zig- "I too was young once, much like yourselves, just
zagging trail up the hill, in single file. beginning on my life's road. Those were good days, the
fire of youth burnt in my heart with an avenger's fury!
There, one must cross a natural causeway to a small I fought at the Great Tree, at the very side of St. Luther
landing jutting out over the cliff face and looking over the don't you know." He pauses, his head bobbing a little
river valley below. This landing is where Galveston meets on his thin neck. "Nay, you wouldn't want to hear tales
people he does not know, or trust. of those days. But hear this my youthful friends, often
things seem what they are not, and they are what you
Beyond that, the trail narrows and snakes underneath the don't think they could be. Our world was built upon
keep's walls until it ends at its base. The only entrance the ruins of another, and the stones of our halls cover a
(aside from the secret way, refer to map 2), are large, iron- deeper dark. The very houses of our gods rest upon the
bound double doors built into the rock of the hill and the broken tombs of this other world, and it is to these
mortar of the keep's walls. tombs that our paths lead. Track this beast, whatever it
is, but always look at the world around you for the
The morning wanes. You relax in the clearing at the truth."
base of the tower hill. The warmth dries the remaining
damp from your clothes. A gentle breeze picks up.
Yesterday's hard miles and the evening's grisly tale
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A Lion in the Ropes
Galveston retires with promises of a reward, but refuses to ers surly and unfriendly and will eventually result in the
state any figures until the task is done. If the party balks, party being asked to leave the territory.
one of the men-at-arms repeats that their efforts will be
well worth their time. BAILEY QUARTERS
When the townsfolk learn that the party is going to hunt Promptly at dark, the villagers retire to their homes, and
and slay the beast, they offer the party what aid they can lock their doors and windows. Andrew Travis will be the
give. This should include: free room and board at last to close, locking up Marlowe's tavern an hour after
Marlowe's, maintenance on worn equipment and local dark. With a heartfelt wish of good luck, he bolts his
guides. The Referee should not allow the party to take windows and bars his doors, allowing no one entry after-
advantage of this good will, doing so will make the villag- wards. The party must fend for itself. The Referee should
make note of their positions.
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Red Herrings and Tea
The Orinsu have indeed risen from the crypts. The presence If the party leaves the village to search for the creature,
of the party, however, confuses them and they have become they can find tracks along the riverbank leading toward
very wary. They manifest within the gargoyles on the roof Tres (DC 14). Otherwise, they find only tell-tale signs of
hovering in the shadows of the church spires. An elf or any the creature's tracks, crossing the road, or in freshly tilled
party member with unusually sharp hearing may hear them lands (DC 10). If they track the lion to its lair skip ahead to
moving about (Listen (DC 25)). Otherwise, the gargoyles the section marked, The Lion.
keep a safe distance, flying about just beyond eye sight. If,
by chance, one of the party members should be on the roof SECOND EVENING
they have a small chance of spotting an animated gargoyle.
(Spot (DC 18)). Upon your second evening's vigil, it is cool but without
rain. The mud of the street clings to your boots and
The lion is holed up in an embankment on the Rolth River. stains your cloaks. Hour after hour drifts by, until
It is hungry, tired, and unable to fend for itself. It is around midnight, a great commotion arises in the
settling in. If the party attempts to track the lion they will distance. A roaring and growling, the like's of which
find no leads, only a few tracks in Capendu itself, (DC 10). you have never heard, carries through the night. An
They will be forced to stake out the village and wait for the unearthly quiet settles around you. You count your
lion to come to them. heartbeats as the minutes
tick by. Then, a shadow,
FIRST EVENING moving upon the roof of
Marlowe's tavern. It moves
As the last lights go out through the dark with ease,
in the village, the dark slinking slowly along
grey evening descends without a sound. Shadows
upon you. After awhile, of tendrils move about its
it begins to rain. At neck. The dreaded Charon
first, the clouds spit and Fiend has found you.
sputter, but by mid-
night, the water de- The creature is obviously the
scends in a steady lion, the shadows of the night
drizzle, once more playing tricks on the
soaking through your character's minds. Upon the
cloaks, dampening slightest movement of anyone
armor, gear and clothes. in the party, the lion will leap
Little disturbs the quiet off the roof and vanish into
of the evening. An the dark, heading immedi-
occasional owl sounds in ately for its lair by the river
the dark, and some- (see map 1).
where to the south, a dog
bays and barks. Several more hours pass as you wait, Tracking the beast will be near impossible at night (DC
soaked and tired, seeing nothing but the faint light of 25). The party may be able to follow him out of town, but
dawn in the east. Slowly, the clouds turn from black to the dark should inhibit any further attempts to locate the
grey in the morning's light. The rain continues. The creature.
little light illuminates a dreary world of mud and grey
hopelessness. Your night's watch was fruitless. All the while, the Orinsu watch through gargoyle eyes and
wait, yet to overcome their fear of the strong and intent
The party is wet and tired from their night's vigil. Tarlek party. They creep around in the shadows (see gargoyle
and the other acolytes prepare warm soup and bread for animate below), trying to observe the party. In their grief
them and allow them to rest that day in the sanctuary of the torn madness and undeadly state, their minds are unable to
church. He promises that the creature, staying true to form, focus on the world around them. The characters bold
will strike again soon. stance has confused them.
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A Lion in the Ropes
NOTE: The Referee can easily build suspense by using the THE LION
Orinsu. They can make noise or make the party feel as ;
though they are being watched, also, they can move At last you've tracked the creature to its lair. The den
through the shadows on the edge of a party member's lies beneath an embankment on the river. Tree roots,
vision. :,?. washed clear of dirt and mud shield the opening of the
relatively shallow, dark hole. Its entrance is half
With the arrival of dawn, the party will be able to track the submerged in the river. Peering within, you see mud
lion (DC 9). The creature's footprints are easily discerned and roots. The water trickling around your feet gurgles
by even the most inexperienced tracker. It is only a few in the quiet. A low ominous growl breaks the silence of
hours walk to the lair. A determined party could be there the scene.
by noon, where they will find the creature under a river
embankment. The lion is cornered. The Referee should attempt to maintain the secret of the
lion's identity as long as possible. Visibility is poor and
As word spreads that the beast is cornered, the villagers conditions wet and muddy. The ropes around the lion's
gather to watch the outcome of the fight. The mayor of neck can still be mistaken for tendrils, even in these close
Tres, Arthur Carls-son, a large man with balding pate, quarters. Regardless of the party's actions, they should at
offers the party any needed equipment, but shies away from some point discern that the creature they were tracking is
allowing those in his charge to fight the beast. If need be, the lion.
he and his sons take up clubs and enter the fray.
The lion defends itself if attacked. If enticed with food, it
emerges and eats from the party's hands. Any magical
communication with the beast will reveal its tame nature.
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Visitations from Beyond
ACT III Though two of his men are slain, he manages to get word to
VISITATIONS FROM BEYOND Galveston, who, mounted on a great war horse, leads a
sortie with his men-at-arms. One of Galveston's men is
ORANGE, THE COLOR OF FEAR horribly wounded and they fall back to the tower in defeat.
Orange-Hair pursues them and lays siege to the tower. He
Garrick Orange-Hair, the half-ungern bounty hunter turned manages to invest the forest where the trail is, but his attack
bandit, has a group of 15 ungern, 11 rogue goblins, and 12 on the tower is repulsed. He loses an ungern upon the
causeway.
wild dogs. While the party returns to Capendu, Garrick
descends Flytrap Ridge and crosses the Rolth River near
the village of Tres. He is set on destroying the village and By morning, word is brought to the party that an ungern
looting it in order to impress upon the other villages that he band has attacked Galveston. The villagers plead for their
should be paid "protection" money. lord's rescue. If the party takes up the challenge, they find
a worried Orange-Hair encamped in the trees around castle
Galveston.
His plan goes afoul from the beginning. The mayor of
Tres, Arthur Carls-son, still excited over the battle with the
lion, organizes a fierce defense along the river bank. Orange-Hair's determination to terrorize the valley has
been terribly shaken. He did not expect the villagers to
defend themselves, nor the tower guards to launch a sortie.
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A Lion in the Ropes
If the party attacks, he becomes thoroughly confused. church's roof, treating it in an evil manner. All that
Unless the party is utterly inept, he immediately retreats remains by morning is a trail of blood that has trickled
across the river. Though a tough fighter, Orange-Hair has down the slanted roof, into the gutters, and fallen to the
no desire to die. At no time will he stand and fight at the ground below. The larger part of the body is dropped into
risk of his own life. If 1/4 of his band falls, he flees with the river early that morning, though some remains are left
the survivors, leaving the wounded behind. on the roof (see below).
The wild dogs serve as the bandit leader's eyes and ears When the party returns to the church, they find the doors
and will never attack. If shot at or harassed in any way, wide open, several of the lamps burned cold and Tarlek's
they flee and regroup later. flagon of wine untouched. The young acolyte is missing.
Rousing the acolytes yields nothing further.
WHERE THE INNOCENT LIE
A search of the grounds, however, reveals a small gold
The Orinsu have at last overcome their fears, deciding to taper in the grass at the bottom of the front steps (Tarlek
visit their rage upon the villages once more. Still wary of dropped it when the gargoyles swept down upon him), a
the party, they await an opportune moment to strike. When sandal to the church's left, and blood on the ground near
the party is away from the church, battling Orange-Hair, the rear of the building. Small stains can be found on the
celebrating their recent victory, or visiting Lord Galveston church walls, some older than the others. The casual
at his tower, they attack the apprentice cleric on duty, none observer will Spot (DC 18) any one or all of these signs,
other than young Tarlek. assuming that they look in the proper location. A detailed
Search of the grounds increases the likelihood (DC 10).
Much relieved by the party's apparent victory, Tarlek
opened the doors to the church to let in the cool spring air. Clues exist inside the church as well. Five of the malignant
He is last seen by his brother and sister acolytes lighting Orinsu chose to animate the gargoyles upon the rooftop,
the lantern outside the church. but the sixth chose to animate one of the stained glass
pictures. As mentioned, the glass depicts many scenes
The Orinsu rise from the deep, animate the gargoyles, and from the Winter Dark Wars, between the Council of Light
strike the hapless Tarlek. They carry his body to the and the dark lords of Aufstrag. The Orinsu chose one of
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Visitations from Beyond
At first you are greeted by an odd smell, heavy with the
stench of blood. Climbing through the small portal
onto the roofs top you are greeted by a grisly scene. A
small landing has been constructed on the church's
roof. The two slanted sides of the roof rise to meet a
walkway which stretches the length of the building to
the front battlements, where one might easily hide from
view and watch the town below. But where the portal
opens, the walkway has been expanded into a small
landing, and it is upon this landing where the grisly
remains of Tarlek lie. The innocent monk's bloody
smock and habit lie amidst the ruins of blood and
splintered bone. Little is found of the his actual body.
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A Lion in the Ropes
IN DUNGEONS, DARK THINGS SLEEP ROOM 4. BARRED DOOR.
The hallway extends for 50 feet beyond the turn and
As the party prepares to descend into the dungeon the ends in a large iron-bound, brass door. The door is
Referee may wish to remind them of the swords placed in locked and shows no signs of recent tampering. It is
the hands of the four statues of the saints. doubtful whether any of the monks have been down
here in months, if not years.
An iron rail and locked gate block access to the steps
which lead into the dark below. Brother Orn opens the The door has been sealed shut and locked for over 5 years.
gate and offers a prayer for your safe return. "Below The monks, though they know that it leads to more rooms
are the bodies of our Brethern, but seems that some have been forbidden to go beyond it. The lock will have to
foul creature has taken up abode in our catacombs. be picked (DC 25). If this fails, the mortar around the
May Demeter guide you, keep you safe and bring you hinges is greatly weakened and a determined effort will
back to us in health." With that he walks quietly away batter down the door after an hour's work.
and leaves you to the task at hand.
ROOM 5. STORAGE.
The stone steps, relatively new in construction, give way The old wooden door gives way with a loud creak, and
to a hallway which bears the imprint of work done long small whirlwinds of dust spin around as the door opens.
ago. Old grey stones, long worn smooth by the passage Within is a room long disused. Old tools, their wooden
of time, beckon you into the dark beyond. hafts long since rotted away, are piled haphazardly
about.
ROOM 1. STORAGE ROOM.
The door is new and unlocked. Within are 10 large Lying amidst the debris is a trunk, tightly sealed. Within
barrels and 5 crates containing foodstuffs, wine and are a dozen bundles of yellowed paper. The top bundle
beer. There are also piles of cookware, dishes and consists of 6 warrant sheets. Each one has the heading
silverware, all unused. 50gp value. Wanted for Treason, a name following with a list of
charges. Many of the charges are vague, such as: Insulting
ROOM 2. STORAGE ROOM. Gestures, and Calling on the Council. After the charges are
The door is new and unlocked. Within are two barrels listed, there is a trial date, the seal of the Empire, and an
of torches, four small barrels of cooking and lamp oil, a execution date. Each one of the six reads: Consigned to the
shelf with several hundred small packages of candles of pits.
varying size, and six sturdy lamps. There are also 14
empty barrels which obviously contained oil at one These are the warrant sheets for the six doomed men, the
time. Orinsu, located in room 10. Their names are listed and still
readable. The names of the men can be used against their
ROOM 3. VESTMENT ROOM. restless Orinsu (see below, room 10).
The door is new and locked, a padlock has been added
for extra security. The room is used frequently, for it is There are two iron crowbars amongst the rubbish and a
clean and dust free. Within are clothing racks, shelves, pick axe blade.
a large armoire, and four trunks.
ROOM 6. ARMORY.
The racks hold four white habits with gold trim, each worth The thick, wooden, iron-bound door is unlocked, but
10 gp. The shelves have two miters, with gems mounted jammed. It opens slowly with great effort. Beyond you
upon them and ten white and silver hats with gold and see a tightly organized room with racks of armor.
silver trim. The miters are worth 25 gp apiece, the hats 5 Twelve suits of mail hang on the main rack. Twelve
gp. Within the armoire are a dozen finely tailored smocks, shields hang on the walls, six on the east wall and six on
each worth 2gp. In the trunks, wrapped in velvet, are west. Twelve high spiked helms rest upon a long shelf
religious staffs and wands (10 total, each worth 50 gp). It over the armor rack. The breast plates, with chain
should be obvious to the party that this is the vestment sleeves and skirts, are obviously of Imperial Aufstrag
room, used by the clerics of the church above. They should design, as are the spiked helms. The Crescent moon
be strongly discouraged from looting its contents. emblazons the shields. Clearly, an armory from the
days before the Winter Dark Wars, when fell Unklar's
folk reigned upon the world.
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Visitations from Beyond
ROOM 7. RUINS.
This room served as some manner of storage room. It
is empty but for the metal remains of old casks and
barrels.
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Visitations from Beyond
ROOM 8. PREPARATION ROOM. powering. All four bodies have dirt sprinkled upon them
The door to this room has been torn away. Several from chin to toe. The two alcoves are empty, awaiting
counters line the walls, and shelves stand above each occupants.
counter. A long table dominates the center of the room.
The table is blood stained, though the stains are several The dirt is soil taken from Capendu's cemetery and is used
weeks old. Upon the shelves and counters are various to sprinkle the dead with consecrated ground. It may be
cutting instruments, fresh rolls of bandages, and jars of used in the final encounter with the Orinsu, see room 10.
a thick yellow fluid. Several new dark habits with
hoods hang upon the wall beside the open door. If the party conducts a detailed Search of the room, the
false wall will be revealed at DC 10. If only casual obser-
This is the preparation room for the monks. Their fallen vations are made, then DC is 16.
comrade's bodies are cleaned, bandaged and placed in a
fresh habit with shroud. The yellow fluid is embalming ROOM 10. THE CRYPT.
fluid. This process keeps the body from decaying for With only a little effort you pull down a large section of
awhile and reduces the smell over the long term. There is the false wall. A heavy musty odor engulfs you; the
little of value here. stench of old decay pervades the darkened room be-
yond. Your light flickers in the dust, causing shadows to
ROOM 9. THE CATACOMBS. twist and turn. Peering in, you see rack-lined walls,
This room greets you with a musty odor, a smell of and tables covered in long unused implements of
ancient decay. A large brass candelabra stands in the torture: pliers, spiked chains and cleaving blades. On
room's center, next to it is a large metal cask, filled with the far wall of the room, a pair of manacles hang from
fresh dirt. A finely carved podium sits in front of the the ceiling, the remnants of a skeletal arm dangling
candelabra. Upon the east wall are four small iron from one chain. Eight perfectly symmetrical pits
doors, fitted into the wall. They are latched, though dominate the center of the room, each about 3 feet in
unlocked. Upon each is a brass plaque bearing an diameter. Four ancient statues, each of huge gargoyles
inscription in the Vulgate tongue. Upon the west wall are in the room. The winged monsters, grafted into the
are two excavated alcoves. Small and square, they are room's corners, seem to stare at you, their dark stone
obviously burial tombs. eyes follow you as you cross the room.
A plaque, firmly attached to the podium reads: The room has not been used since the imperial forces left it
many years ago. Castle Kapund's last captain constructed
"A Prayer for the Dead. the false wall in order to hide the dungeon from enraged
In death know peace,
The quiet of earth's decay,
Rest now sorrowful ghost,
With holy word, entombed, stay.
as Host animate
as Hosl animate
Saves:
Abtlities:
atis:
ts: none
te/Terrain; . An
Description: Orinsu
j|ji|jl|the etherea!;j|
IMrteher hosts. '
www.trolilord.com 22
This printing of A Lion in the Ropes is published under Aristobolus the White Mage, The Council of Light,
the d20 SYSTEM LICENSE VERSION 1.0, and the OPEN Nuluk-Kiz-Din, The Paths of Umbra, Winter Dark, After
GAME LICENSE VERSION 1.0, both Copyright 2000 Wizards Winter Dark, Winter Dark Wars, Age of Winter Dark,
of the Coast, Inc. Future printings of this book may The World of Erde, Saint William, Saint Albrecht, Saint
contain subsequent versions of both licenses. Please Sixtus, Saint Diago, Saint Vivian, Blood Runes,
refer to www.wizards.com and Aufstrag, Avignon, Castle Kapund, Straights of Ursal,
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