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The Star of Kolhapur

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General Key a . \`>```...

1. Servants' Quarters (tower) 11. Dining Room 21. Balli.oom


2. I<itchen and Pantries 12. Durbar Room 22. Band Dias
3. Banquet Hall 13. CeneTal Sitting Room 23. Porte-Cochere
4. Garden Loggia 14. East Court 24. State Guest CThamber
5. Major Counctl Chamber 15. Guest Bath 25. Visiting Servants' Quarters
a. Tanadar's Room 10. Prundool's Room 26. Guest Sitting Room
7. Smoking Room 1 7. Patf o 27. Bath
8. Lab 1 8. State Drawing Room 28. Entertainers' Quarters
0. Swami's Library 10. Vestibule 20. West Court
10. Swami 's Room 20. Conservatory C. Guard

One Square equals 20 feet


DGdriagc€doEp=%ppragons®

Sfier4/1{olhapw
An AD&D® Adventure for characters levels 5-8
exclusively for RPGA® Network Dragon-level Members (1997-1998)

dy coich^et Setinker
C^bte of Cottteuts

Introduction.................................2 VI: SnakesintheWater .................... 16


The Rajah and his Curse ...................... 3.. VII: TheForeverSmoke ..................... 17
Kali, The Thugs, and Thugee .................. 4 VIII: The Lair of the Thugs ................... 18
Kolhaipur....................................6 IX: HomecominginKolhapur .............. 21
Personalities of Rajah Shivaji's Court ........... 7 X: ThePalace ............................. 21
Summary of Adventure ....................... 9 XI: An Audience with the Court ............. 24
Player Introduction .......................... 11 XII: Spaning .............................. 25
I: The Snare in the Road .................. 11 XIII: The Machinations of the Court .......... 26
11: The Fury of the Rajah ................... 13 XIV: Thieves in the Palace ................... 26
Ill: TheTrailof theThugs .................. 14 XV: The Sacrifice to Varuna ................. 27
IV: TheMaddehingSeason ................. 14 Player Characters ............................ 29
V: The Bait and the Hook .................. 15

Credits
Editing and Development: Robert Wiese
Cover Illustration: Jeff Easley
Interior Illustrations: Scott James, Matthew Plog, & r.k. post
Cartography: Rob Lazaretti
Graphic Design: Dawn Murin
Typography: Julie Mazurek
Art Director: Dawn Murin

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trademarks owned by TSR Inc. Copyright 1997 by TSR, Inc. All rights reserved. TSR, Inc. is a subsidiary of Wizards of the Coast,
Inc. Made in the U.S.A.

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]ttttoouedon
The Star of Kolhapur zoos c!.rc"J¢£cd I.71 ffec RPGA® Ne£- India during this time (circa 1700) was divided into
Ww°er#'rsfc;%re#maptNpert°wgrakStdau#t%s8p2ro9:.3-t2o9p9r±e's%tdt:faosrvy%r many nation-states, each ruled by a rajah, pasha, or other
figure. The nation-states were in conflict with each other
u?ea.thom!,.witfao_pet.hunks_tpyo_uforbecoiningami:mbir(or often as the various rajahs tried to expand their territor
staying with.¥s). We ngp.e. !his adventure bri_ngs you as much ries. This adventure takes place in the city-state of Kolha-
enjey.menf at home.as it did in_ tournament pldy,
pur, in the southwest part of India. Rajah Shivaji rules
Tfae.aapentt!re.ispresen!edinamodifiedfromatsothatyou
c.ap in.trodyce it ixpto.yoyr home cTmpaig]'i. -Hints f or adapting #:::gg££g;:snsdohfahtaasnbrea:ftry::;a:athk:irp:a::¥o£:
th? adventure and_p_lafing ygur ployer characters.are prdvide-d to other problems within their lands.
where n?cessary. We have_ also included the original iharacter Many social customs are different from what most
set, so that you can use the adventure as a "orie-shot" stand-
players and DMs are used to, but the important differ-
alon_!_2qventprepnar}igh|wh_enyouneedafillergame.
Without further ado, The star o£ Ko:lhabur. Lnece:oasrteixpp::t£:etddtfhffre°r:g:e°s:t±::gahd,V£:ni::e;o°an:::
harder than studded leather is worn in India, though
TE|eag,#gii:k:rge':teT:egr:'.::smae|s.fr£Tntii:n.ii::i¥::: shields are used. Leather armor is made from the hide of
deer and other such animals, as cows are sacred in India.
and fervent cult of murderers that spread throughout Indian society is structured with rigid castes; if a boy is
India between the 13th and 19th centuries. The practices sired by a fisherman, he will be a fisherman. A pundit's
(priest's) son becomes a pundit after him. Everyone
Stet::5faucgt:caersetcha:]tetdhFsh:gogde:]tett:gb£:,s:#th£::££oe: knows their place.
source of information about the Thugs is a book called The main currencies used are the silver mpee, the cop-
per paisa and the gold lakh. Gems can be found in some
;'|ubs|::::i:n=::55.eEist:,g-;:geparcaccotiets=i:hceo#:,gi' abundance and are highly prized.
from court depositions and confessions, and it paints a

[gTheos::reo¥£tch:r:o°jdthe:sreKma?i:SELe:STbhuut::ewryefe°#::]e]S the Player Cb^racters


suppressed by the British in the 19th century, but only The player chacters provided with this adventure are the
after centuries of clandestine slaughter. There is reason to
personal servants of rajah are adventuring class humans,
believe that Thugs still sacrifice to Kali today. with only the names of the classes changed. The group is
led by a Brahmin (fighter), and also contains a Singh
(fighter), a Yogi (monk), a Pundit (cleric), a Fakir (magic-
:;#:Ser:ad£Vfyn#£:::¥hltafaLS:t:::::f:=i#a:P::t¥sLi,¥u:t:a::r¥ user) and a Shikari (ranger). The dass names are important,
:£ensBtra£Etsfattht:i£:8df:a:opireatoefsintses:igeegicat:rr::tgry;g: kceac¥;etothaye:[##den:S:::tuag3:iinhis]ifa:.thTgffy.report
protection. The territory was soon entirely British. The However, this adventure can be placed in any exotic
rajah, who was the son of the great Rajah Shivaji, was city in your campaign world, or in an exotic locale in a
also plagued by Thugs. According to author Paul
pubished TSR campaign world such as the FORGOTTEN
Aurandt, he fought the Thugs wherever he could find REALMs® Campaign Setting. The name of the city may
them, but his men often had little success at this. One
day, his treasury was attacked and his precious jewels
stolen. The rajah vowed vengeance against the Thugs ::p:a:ye::°#T:aratad:i::s:i:¥y:°:ue::Cf:%;earLaTdc£::gniew¥;:0-
and their leader, but all of his men could not find the cul-
prit. It was noted that the treasury guard was obviously • The characters could become the personal servants or
killed by a sharp weapon, while the Thugs were known advisors of the local ruler, and thus fulfill the roles of
for strangling their victims. But this fact was lost in the the characters provided with this tournament.
war on the Thugs. • The characters could be oustiders who are hired by the
There were those in the rajah's court who knew the local ruler because he or she does not trust the advisors
identity of the murderer, but while the rajah was alive in the court. Given the situation with the Thugs and the
they never told him. For they knew that India had its theft of the jewels, this would be perfectly natural.
• The characters could be either independent adventur-
fuwung!:kany|]ba#hrhee'sat:I:yfr8:y#s:#hhuntedthe ers traveling to this city-state on their own business, or
envoys of a nearby ruler or powerful individual. They
Setting r)otes arrive at the court, hear of the problem, and volunteer
or are induced to volunteer to solve it.
This adventure is set in fantasy India, with all the
mythology intact. This is the world of such mythological Somepartsoftheadventuremayneedmodificationdepend-
creatures as the rakshasa, the deva, the dust devil, and ing on how you integrate it into your campaign, but try to
the naga. Game details on the Indian religious pantheon keep the essential aspects of the Thugs intact. Their depen-
can be found in the Legc7tds G Lore sourcebook. denceonomens(asdescribedlater)isintegraltotheirnature.

2
the Rajah) ^no Sis Curse
:£iaetsiiviaJfc:fn¥h°r¥y¥afeinnt:tefgrro±i°tfhae€:andg[g#:
weretiger, but from a sword, the Tulwar of Tvashtri. He
was given this sword by Tvashtri, the demigod of sci-
ence, himself, who wished to measure its effects on
8;s:t:i?,r,#?hni:%?€#tL".:
humans. The experiment has worked all too well. Four articles have been published in DRAGON M¢g¢z!.#c
The rajah has changed form only three times. The which contain material relevant to Indian adventures:
first night, which was two weeks ago, the tiger roamed • Indian weapons were covered in issue 189;
the city and killed a few beggars, which was barely • Kits for hdian characters were introduced in issue 225;
noticed. The second night, eight days later, the • Spells for Indian adventures were presented in
weretiger left the city and met a band of Thugs. When issue 226;
• Indian magical items appeared in issue 229.
they bowed down before it, the weretiger asked who
they were. Believing the creature to be a sending from If you have access to these articles, you can adapt this
Kali, they told the truth. adventure by introducing these elements.
After some conversation, the weretiger agreed to steal Rajah Shivaji is a K§hofr!.yfl. He cannot jny o# ha#ds or cwrc
the rajah's jewels and give some to the Thugs if they dz.sc¢sc, but he can defccf ker7#fl to assess the PCs' levels.
would take the jewels to their lair. The weretiger said he Tanadar Mahal and Sleeman the guard are S!.7ig7!s. Both
would come to claim the richest jewels later. The Thugs can roar.
agreed to wait for the weretiger's return. It went back to Instead of a spellbook, Swami Vitrahan Zahi has as a
the city before morning came, and transformed back to focus his turban ruby. He knows the spells cJowd "essc#-
the rajah. Five nights later (the night before the adven- ger, waking the light Of dawn, distract , shin of the fire tiger, ser-
ture begins), the rajah again changed to the tiger and pent garlands, aLnd mourning stone.
completed its plan. It attacked the rajah's treasury, killing Tvashtri can use any of the spells or items in the articles.
a guard and stealing the jewels. It then left the city and Of the priests, only Guru Parhoon and his acolytes are
gave its booty to the Thugs. However, it kept the Star of Brahmins. PaLinoon can use the spells om, sanctify ghi,
Kolhapur and has hidden it very well. The rajah returned karma sight, that art thou, see all faces, and pool Of deeds.
to human form and has not transformed since. The Thugs have the full range of omens. The priests
The TWJov¢r o/ TtJ4sJ!frz. was forged in an undersea vol- may use the spells om, desecrate ghi, karma sight, that art
cano, then cooled in the blast of white dragon breath. It is thou, see all faces, conceal lifoforce, pool Of deeds, and reincar-
a magical scz.7%!.far a/sz7ced +3, but has some additional nationsight.
powers. It also acts afl¢7#e fo7tgwc szuord on command, Prahesh should be a SJz!.kflr!., but Chowhee should
doing +4 damage vs. regenerators, +5 vs. cold-users and remain a Legends a Lore ascetic rather than a Yogi.
avians, and +6 vs. undead. As an artifact, it also allows The magical items may be used in the adventure. A beJJ
the wielder to use ESP at a range of 60' three times a day, a/¢Hr!ow#cemcHf should be located in the palace's Cham-
gives a protection +2 when held, and causes the holder to ber of Gods, and in the palace garden there is a zoooJ f res.
regenerate 2 hp per round unless killed. It is Neutral in Guru Parhoon should have wrist threads Of spirit protec-
alignment, with an intelligence of 12 and ego of 10. f!.o". Ranee Narasihni should have a fz7ak¢ a/ £#€ 7#of#er
Most importantly, the T#Jzoar has two major negative goddess. Thug Pundit Mistree should have an ¢#z.77z¢fcd
effects: the possessor will never part from the weapon, roorH¢J in place of his staff. The ascetic Chowhee may
and the possessor is afflicted with lycanthropy. The t\ave aL dhoti Of nonviolence.
weretiger is governed not only by the moon, but also is
500/o likely to change when attacked by an enemy. The
weretiger has a different personality than the rajah's Rajah Shivaji (human form), hm F7: AC 6 (3 in studded
own, and does not know things the rajah should know. leather armor), MV 12 (9 in armor); hp 69; THAC0 14
Conversely, the rajah in human form does not know that (base); #AT 3/2; Ding by weapon +3; SA lycanthropy;
he has stolen his own jewels. SD nil; MR nil; Str 18(05), Dex 16, Con 17, Int 15, Wis
The rajah, who is named Shivaji after his father, has 12, Cha 17; SZ M (6' 2"); AL N.
ruled the country with an eye toward keeping all for-
eigners out. He has had battles with pirates on the coast Weretiger form: AC 3; MV 12; HD 6+2; hp 69; THAC0 15;
(although he has pirates of his own), the Thugs, and #AT 3; Ding 1-4/1-4/1-12 (claw, claw, bite); SA rake
neighboring states. Recently, the rajah has seen a need with rear claws for 2-5/2-5 if both front claws hit; SD
to mend fences with his neighbors. He can be ruthless +1 or silver weapons required to hit, speak with cats;
and ironfisted, but cares for Kolhapur above all else. He SZ L (8' long); Int High; AL N.
is a noble man, eloquent and proud. He normally wears
robes, which now hide his scars, and a turban with a
ruby worth 500 gp above the brow. In addition to the the St^r of Kott)apur Jeroet
Tulwar Of Tvashtri, he also owr\s a tulwar +2. He ±s ar\ A star sapphire worth 10,000 gp, the Star also functions
accomplished swordsman, and many men have fallen as a /.ezocJ o/flazuJcss„css. It does not lose facets so it will
under his blade. never stop functioning.

3
Kali, Ct)a Chugs, and Ct)uggee
Kali, the Black Earth Mother, is the most important members of the expedition, with a portion reserved for
aspect of a Thug's life. The goddess of destruction is religious ceremonies. Generally, the leader of the expedi-
described fully in Lcge7tds a Lore. She requires human
sacrifice from her followers, whom she rewards with her iounr8::sg¥toosnheaarensa¥isae]fws#:raecstue:[c]x,paanict££:tree£Fe:
one share each.
protection. Thugs are very careful to heed complicated
omens, as described below, or Kali may take away her The Thugs' preferred method of killing is by stran-
protection in a real sense. gling. This is because of an central story in the Thugs'
The Thugs are killers, pure and simple. Their subsis-
tence comes from plunder in the service of Kali. They are *££te°nr¥iTei:tgo°tdh€ees:ryh:Scf:;[t:dgfeoTe°::mwohn°s:eT:I:t°odp'
also called ``phansigars," or those who use nooses (not a them, she gave two of her agents shreds of her garment
literal truth, however). The Thugs bring up their chil- to strangle the demons without spilling blood. This they
dren, and sometimes the captured children of their vic- did, and Kali had them retain the shreds to carry on
tims, to share their murderous lifestyle. They are their work. Their descendants, the story goes, are the
self-sufficient, and often work with respected members Thugs. The Thugs thus want to kill their victims without
of society. Having practiced assassination for centuries, spilling their blood, although except for the clerics there
they have refined murder to a high art. is no prohibition from them killing with sharp weapons
if necessary.
tioTsutg:;:roenc:xmp;g]£]:3#£eK::£aFegsot:£:Isle;ptreadv£: The Thugs use a weapon called a roomal, which can
ellers they meet, provided the omens are right. They be disguised as a turban or a sash, perhaps as part of a
consider a traveller to be a sending from Kali, who must cummerbund. The roomal is a long cloth, at least 20',
be killed for the Thugs to stay in the goddess's favor. with the last five feet doubled over to form a loop,
They employ deceit in most of their murders, befriending which is secured with two knots, one a slipknot, about
and even travelling with victims for days before killing 18 inches apart.
them. They have various plots for tricking their victims, The Thugs like to attack by surprise, waiting for a pre-
as most are perfect liars. They almost never attack groups
larger than their own, but since they travel in bands of up g|aer:f.siFdal,|teh:i`:I,iEe::#pdr:Feernab|;a,pr:=gbtehfi:i::
to several hundred, this is not often a problem unless the The "I himee" doubles surprise chances, and can give the
Thugs automatic surprise in the right circumstances, at
group splits. They will not attack an entire army, of
course, but they may ambush a scout party sent ahead of
the group. They never feel remorse for their acts, for they :I:RM:Mu,:toop5:]Tt#ev]+#st:r:hEu#:dj%g:thfr,oavue:gr€
do ``divine" work. All plunder is divided among the ing attack. The Thug can then loose the slipknot and
wrap the roomal tighter around the neck, pulling it tight
like one would wrap a bundle of straw. Only Thugs who
have 17 or greater strength, or who are 5th level or
above, can use a roomal alone. Otherwise, two Thugs

:u#iT##:|TTg:I;::he.=:a:k:g::ntu:::::¥r:F:g:llTe:=:s::sri
cast it around the victim's neck while the other pulls the
knots. While one or two Thugs work on the strangling,
another Thug may help by kicking the victim in normal
PuT=`::£9raottua:5S;fattackwitharoomalcausesl-3

points of damage plus strength bonuses if applicable, or


2-6 plus bonuses if two Thugs use the roomal. The vic-

:£hmorT,fnystT:lee:tp:fx;t:rfgncd3e[cnksft:e¥£eerf::::I,::Eu::
ing damage to 1 point the first round. Regardless, in the
second round, the roomal attack must be broken or the

;£ocftiFSTnu:tdsfaev:tvtsried::tdho¥:Efecraotji:.rfrs°uPc::s°sfhj:
melee attack by the victim (at -2 to hit) or another (nor-
mal chances), a successful wrestling or open hand

Stet:£kb:rs}iieftv;:ttfe¥r(:I?rw|]a,]bcrheaaEctehs!Jh°or,:.S[ictiees;f±:I
tim does not escape he continues to suffer strangling
damage and saves vs. death at a cumulative -1 per
round Out a roll of 20 always saves).

4
A roomal can be used from up to ten feet away as a
lasso; if successful, it works normally. If surprise is not
achieved, any attack is made at 4 to hit. Note that sleep-
ing victims are hard to strangle, and the Thugs usually
shock such victims awake before strangling them.
In addition to the stranglers' roomals, about 10% of
any group of Thugs will have tulwars (scimitars). All
carry daggers, as these are representations of Kali's ribs.
About 20% also carry shields, adjusted for whatever dis-
guise the Thugs are using. Most important are the Thugs'
pickaxes, which are not used as weapons except in truly
dire circumstances. The pickaxes are used to bury vic-
tins to avoid discovery of the bodies. They are specially
blessed by Thug pundits. The blessing dedicates the vic-
tins to Kali whenever a body is buried using a blessed
pickaxe. The pickaxes are representations of Kali's teeth,
as the roomals are of her garment hem.
The Thugs generally stake out certain favorite places
to commit murders, preferably those with the greatest
security and convenience. Highly travelled roads in
dense jungle with soft ground for graves are prized. Bod-
ies are typically thrown in holes face down, sometimes
several in one grave. Thugs often disfigure bodies of vic-
tims, to speed decomposition and obscure identity.
Thugs have a secret assassins' cant, consisting mostly
of hand signals. For example, drawing back a hand along
the chin from the throat outwards implies that caution is
required or someone is approaching. Putting an open
hand over the mouth and drawing it gently down indi-
cates that danger has passed. Other signals can be devel-
oped by the DM, although Thugs try not to use them if
there is any chance of them getting caught.
The Thugs' expeditions are called Thuggee, and each
Thug usually goes on a Thuggee only once or twice a
year. Some expeditions can last more than a year. Bands
of a few dozen to several hundred will leave the lair at
once, assuming the omens are right. At any time, if the
omens are wrong, the entire band may turn back. See the
next section for details.

Ct)a Omens of the Ctougs


Kali's omens are very real to the Thugs, and can affect
their performance in combat. Their attack numbers may
go up or down according to the omens they receive. A
mission can be aborted if the wrong animal is heard on
the wrong side of the Thugs. Major losses of face, in
addition to combat ability, can be incurred by ignoring
omens and religious laws. Kali has decreed that some
travellers are protected, unless she gives certain omens.
The omens can often be mitigated by sacrifice, especially
after an expedition has begun. Thugs follow these rules
very carefully, but most do not know why certain signs
and prohibitions are decreed by Kali. The rules of left
and right are very important; generally, if something
occurs on the left (``Pilhaoo"), it will be made better by
an omen on the right (``Thibaoo," the happy auspice)
soon after. The omens come into play in the encounters,
and a full list of the omens and their effects, plus out-
lawed actions, can be found on page 10.
Koutapur
The city of Kolhapur is home to some 250,000 people, charity may be occasionally applauded. To most in Kol-
some in desperate poverty and others in unparalleled hapur, however, those who have wealth are supposed to
opulence. The PCs provided with this adventure are keep it. Among the begging classes are the low fakirs
closer to the opulent end of the spectrum. The city is who can occasionally swallow fire or do a rope trick, but
walled, with guards stationed along all the walls and naught else.
throughout the city. There are three gates: a main gate Cows roam the streets freely in Kolhapur but, being
(where the PCs enter the city) and two side gates. In spite sacred, they are never harmed by the inhabitants. The
of the guards, it is very easy for anyone to enter or leave music of flutes and sitars is everywhere, as are devotees
without being spotted.
Kolhapur stretches ten miles across, with the main gate
less than a mile from the rajah's palace. The city is fright- a,£:ET:?u:::::orF:Fs;rE::ni::te::JEo:u?s:s-::;i=jslT:fvi::
eningly overpopulated; it is impossible to move through as a hailstorm warder or a tiger discourager, even if nei-
the city at any hour without meeting people. The streets ther are within a hundred miles. Con games are every-
are much more sporadically populated at night, and it is where, and the traveler must beware or he may return
possible to sneak through the shadows without being from Kothapur with nothing.
noticed. The city is very dusty and dirty, but not any India is very much feudal, and involuntary servitude
more so than any other city of the age in India. is alive and well. With the caste system, those born into
There are shops of all varieties in Kolhapur, and a mas-
sive farmers' market bustles throughout the day. In the ::et::atest°afbs]:asb;:]ht::frs']£fv°:s:Xaan=Pie;£::i:a£]gs:Xopfe£::
market, one can buy almost any foodstuff, animal or arti- The lowest caste of all is the sweeper caste, but a caste is
cle of clothing, plus a lot more. a caste, and a sweeper is generally proud to be a
At night, the shops are locked and the market is sweeper. Most of the richer folk ride through the city on
deserted except for guards and beggars. These last are horses or palanquins (covered litters carried by two or
everywhere in Kolhapur, and if one is placated, many four servants). Those who possess wealth generally
will crowd the donors until all are appeased or scattered. have it well guarded, so a beggar trying to pick a mer-
Most people who are not beggars have little regard for chant's pocket may have to work his way through four
their poorer neighbors, because Kolhapur, as all of India, bodyguards first. City guards generally tend to the
is subject to the rigid caste system. Giving money to beg- needs of nobles first, then freemen, and finally servants
gars is below the station of higher castes, though a little and beggars, if at all.

/,v
:rJi/---- '~-I \, dr`---

6
The closer one gets to the palace, the more opulent the arrayed along the walls at least five miles from the
city becomes. The merchants, lesser nobles, and soldiers palace. Among the slums are the lairs of the many thieves
live within a mile or so of the palace. The farmers' market in the city.
is a good three miles from the palace, and the slums are

Persotulities of Raj^t) Shittaji's Coutt


The rajah has already been described. The members of
his court are the highest nobles in the land. Each has his
or her own interests and knowledge that the PCs may
need to discover the truth during this adventure. The
provided PCs know all of these people, but are not on an
equal social level with any of them. Other NPCs of the
palace are described where encountered.

Ct)ashtri, coaster of Science


The rajah's affliction is the work of Tvashtri, the demi-
god of artifice and science. Tvashtri is disguised as Prun-
dool, the weaponsmith, and is a newcomer to Shivaji's
court (the provided PCs do not know him). As Prundool,
Tvashtri sought an audience with the rajah a month ago,
promising a great gift. When the audience was granted,
Tvashtri gave the rajah a magical tulwar, the Tz/Jwflr a/
Tzj¢sfefr!.. The rajah replied that he already owned a magic
tulwar, but Prundool demonstrated that it could cut
through a stone idol in a single stroke. The gift the rajah
gladly accepted, with the only price being that Prundool
would be allowed to sit in the court. The rajah agreed,
and in so doing sealed his fate.
Tvashtri now sits among the nobles, watching the
effects of his gift. He appears as an elderly, unassuming
man in brown robes. His intent gaze is his only remark-
able feature. He appears to be carrying no weapons, but
his robe o/ wscgivJ z.fc"s contains many interesting ones. His
voice is soft and scratchy, and he is intensely curious
about new things. If anyone suggests or speculates about
a new device or effect, he shows great interest. He is the
only member of the rajah's court who does not feel con-
strained by his caste.
He win answer any questions directed at him, though he travel, geas , invisibility, know/obscure alignment , levitate ,
will not reveal his true identity unless he sees a pressing phantasmal force , polymorph self , protection from cantrips,
reason to do so. He cares little for the effects of his work protection from evil/good, sending, teleport without error,
upon short-lived humans, focusing only on his science. zJoc4Jz.zc. He can always comprehend, speak and read
any language or magic. Three times a day he may do
Tvashvri, P15ffllAV20: AC 3; MV 15; hp 227; THAC0 10; the foflowing.. cure light wounds, dispel evil/good/illu-
#AT 1; Ding by weapon; SA spells, see below; SD see sz.o7t/m¢gz.c. Once a day, he can use these powers: ¢7!£!.-
below; MR 650/o; Str 19, Dex 21, Con 23, Int 25, Wis 22, magic shell, f inger of death, gate, heal , raise dead, s,u:rr\rnom
Cha 19; SZ M (5' 6"); AL N. 1-3 neutral creatures of up to 20 total hit dice, any sym-
Tvashtri is immune to illusions, beguiling, cflztsc/car, bol spen, true seeing, limited wish, holy/unholy word.
charm person or monster, command, confusion, domination, Tvashtri can heal 20 hit points per round on himself or
emotion,fear,forget,friends,fumble,haldperson,kypnotism, another by applying pieces of air to wounds, and can-
ray Of enfeeblement, scare, suggestion a:nd telempathic pro- not be hurt by any weapon he created.
/.ccfz.o". He can perform the following at will, at the He also is psionic, with 100 psionic strength points.
appropriate spell caster leve indicated above: ¢Jfcr seJ/, He can use all attack and defense modes, plus the
astral travel, command (2 rour\ds, rro save), continual light, clairvoyance, ESP, molecular agitation, object read-
continual darkness, cure blindness/deafness/disease/feeble- ing, sensitivity to psychic impressions, aura alter-
mind/insanity,detectbalance/charm/good/evil/illusion/invis- ation, and telepathy powers.
ivility/ lieflife/magic/poison/traps, enlarge (300%) , ethereal

7
W±za,rd spells.. chprpe perso.n , erase, f ir?z!at?r, .i.dentify, Ranee Narasihni, hf FO: AC 10; MV 12; hp 3; THACO 20;
unseen serv-ant; bind, deinockets , rope trick, spq.tter,.web; #AT 1;, Ding by weapon; SA nil; SD nil; MR nil; Str 8,
explosive runes, firebal}., item: mate.rial, melf 's in.inu!e Dex 13, Con 12, Int 13, Wis 10, Cha 15; SZ M (5' 2"); AL N.
m6teor; charm mchster, dig, enchanted weaporl,_ magic rtry- Weapons: None, but can use a dagger.
ror,wallofice;froricate,_-stgnephap9.,xpallofforce,.wal!Of
I;to%%joefes:roftnhe.,;c##gahn;t£:nmg:rf#se##jg#%:#o#d;:s.r%if Gum Pt^whath P^tooon
ulacrum; clone, glassteei, polymorph any object; crystalbrit-
tle, prismatic sphere_.
T5r±est speus.. bless, cerepeor!y, combipe,.cre.at.e I?a.te:,
I:8u:rt;#faoiptgcg°d%e%kp:rseqc::tt#atfy:;upguur#df#grtft.nkrd, Ed:e¥¥=Eigjof,t:;[oii::,#t!:vt#i;Ech##,:¥
trraadpts%sf%odwpeprost::it,hso%ygkseyc#:rok,T2%{etnugq,ertias#cr:a±n5t;_ ywa¥FGanu:urfaf:haroothnatd:::P::t¥n##°a:tteoalmr:k:eowf
these revelations, but will tell no one unless it is proven
mate dead, clbudburst, f oame walk_, glyph Of u!arding, .Iocqf?
odbejaeg:,w%:3#:3k;taob3%;g,eg,aot±%eofp,barhaev#ecf:%Sknifsfipe.%f`# g|aaiEes##d?°hte#enlfo.te:reL±n€oasnfirdeebnec::Vesthathis
The guru is an old man, and has poor vision but other-
insect, lower wate;, neutraliz6 poison, speak with pla_nts, wise good senses. He is wise, but is puzzled about the
spike stones, sticks to Snakes; aft.mate de.pd mons.t.ers, f oam.e troubles in Kolhapur. He advises the rajah on all matters
S:%;#;,gbfttaed#'.b.anTS#.::aT:.e'r:tnbow.isp.i:e:owt:;a:i:t,e,

Tvashtri keeps all of his items inside his robe a/wscrtyJ §tf:i;?:Pg::ji;s:i:1£°:0;i:=ae:S;i::s{[£:hii:aJ;o¥y:;:°£:Y:::;i
3.£erris, which has no limits on use. Among these items is staff to walk.

:Vaa::irt±[';E:[Y,}}eees[::f'mwa%££Ccha'i#c:Cst£#a::P2eor6 Guru Prandath Parhoon, hm Plo of Varuna: AC 10; MV


9; hp 33; THAC0 16; #AT 0; Ding nil; SA spells, SD nil;
MR nil; Str 7, Dex 7, Con 6, Int 16, Wis 18, Cha 14; SZ M
;toa#t§.+¥:Ivafise:st%:I:dff):;i:h:[f:!:a:i:bg;atE££i:eii: (5' 3''); AL LN.
other Lie"s alle a-hammer Of thunderbolts[ a vorpal t.ulvyar, Esq#psfb#:€#,ptg#.,ta#£f:a¢tet##t]n%:S.,._remgp:
atw§fSa;;:+ad,5sioa;%fi,o;ornf:sit,i;ragds#`f_eo:ff_nil:!of_i.
fi#yss#t]hidd,,rsa|%i;ee:og'iys,ees!€s3,?m|gkg%o#,nav#s%nfk

items of interest may be placed in Tvashtri's robe at tiori, exorcise; atonement, fro:ne strike.
DM's discretion.
Sro^wi Vitt^b^n Z^toi
R^n¢e 7)^rasit)wi The highest practitioner of magic in Kolhapur, Swami
Narasihni is the rajah's beautiful Ranee, or queen. They
have been married for twelve of her twenty-nine years.
She is of noble stock, and her dowry was a huge fortune.
She is a very proud woman, and does not commonly
speak to those below her. She has noticed a change in the i;;i¥iEbeFg!ise:o:ei¥ns:ai#o:iij:#E::e¥h¥:o:ei:
more powerful.
rajah's behavior, as he has become very fond of Prun-
He has been watching the weaponsmith Prundool very

;:o:o:r::c[tgfi:;LP£Te]oywrd:::coa%j¥sFto=:tbw:[f:ohFe:i:d*sf::s:heseaur#£s:
a rajah's right in Indian society, except that his sword i#yfrs:`r¥.:=h:e:,b!ryi¥u¥;:e::t;::p:o.a¥r:tr:.ih,:.tafnth:':hf
a]¥£gss€;Spaepc:se:£Sa#rm¥;ihassomethingtothedis-
Fp:nri;ahna€ep£Sosr££:¥:;Vo£:ech:£#Ceea;::effthiffi:£#:;t;°onf
appearances, as she does not trust the visitor. Prundool
has nothing but kind words for her, but she nonetheless
suspects the worst of hin.
:*aa:i:i;'a?b:itf;;if:y;d;:::;fe#:-e#i:re%i#E:I::t,i;ai
toisdhi:°oTedii:iaugd°#eh::hTfbe:n¥:;£jeahd':ebse£;?uk::a; does not like the Guru or the Tanadar; in the latter case, he
the rajah is a weretiger. She will not talk to the PCs
unless they seek a private audience with her, or unless
she knows they suspect the rajah of something. In the lat-
ter case, she summons the PCs to her chamber.

];%§:jj:::::§:o§:;1::;:t¥a§j::#:LLtg::c::i:[S;£¥j;:eF:::::
g:¥::nran:See::Wuei:rlrs;i:!d±¥0:Oj¥evs¥:¥::¥eirfu:i:#eugen:h=:
8
Swami Vitrahan Zahi, hm W9: AC 4; MV 12; hp 28; He will talk to the rajah again today, intending to per-
THAC0 19; #AT 1; Ding by weapon; SA spells; SD nil; suade him to issue a proclamation of war. The tanadar
MR nil; Str 12, Dex 15, Con 12, Int 18, Wis 13, Cha 13; has little interest in the PCs, except to stop them from
SZ M (5' 8"); AL CN. interfering with his plans.
Equipmer\t/Weapons.. bracers Of drf ense AC 5, wand_ Of _ The tanadar wears studded leather armor at all times,
enemy detection (35 charges) , potion Of levitation, scroll _Of and has his tulwar at his side. He is a strong man in his
protection from non-magical edged weapons,_da88er, ?+aL££: middle age, and has a thin black mustache with which he
Spells.. alarm, detect magic , _magic missi_le, sleep; knpck, always plays. He wears no jewelry or finery except a sil-
web, wizard lock; protection from normal missiles, slow, ver peacock medallion worth 50 gp, as he is faithful to the
suggestion; dimension door, wall Of fire; telaport. deity Karttikeya. He does not trust magic or magic-users,
including the swami and Prundool, but respects the guru.
He knows the rajah is very proud of his new sword, and
Can^o^r cOucao cO^bal that his other magical sword is in his private chambers.
Mahal is the general (tanadar) of the army of Kolhapur. Though he dislikes magic, he hopes the rajah will see fit
The tanadar wishes to go to war again; his men have to give him his spare magic sword.
been sitting idle for four months. He believes Kolhapur
can conquer and unify the smaller states surrounding it. Tanadar Murad Mahal, hm Flo: AC 6; MV 9; hp 70; THAC0
He has asked the rajah to consider dropping his new 11; #AT 3/2; Ding by weapon; SA specialized in tulwar;
found pacificism, but has had no success until lately. SD nil; MR nil; Str 18(33), Int 13, Wis 13, Dex 15, Con 16,
Now, while the rajah is enthralled by his sword, he is Cha 15; SZ M (6' 0"); AL N.
beginning to undo the sovereign's work towards peace. Weapons: tulwar, dagger, light crossbow.

Summary of Aot>enture
The adventure begins when the Thugs attack the PCs on The rajah does not change again for three nights, and
the road to the city of Kolhapur. Once the PCs arrive, at Rugonath Sing organizes the thieves against the mur-
the city they are called to the treasury, where the furious derous tiger. When it comes back (this is eight days after
and jewelless rajah awaits. He commands them to follow the PCs leave), Rugonath Sing does not challenge it, but
the Thugs, assisted by a Thug captive that either the participates in an attack on the shop of another mer-
party or the rajah provides. The PCs go with the Thug chant, this a purveyor of weapons. The thieves keep
along the road where they have several encounters
before reaching the river, where they may be picked up
by a river-faring band of Thugs.
Once they deal with the Thugs and a pair of nagas,
they reach the ghat, or landing, where the Thugs they
pursue left the river. There they may release a rakshasa
from its prison.
Following a trail, they come to the Thug village and
may engage the Thugs and recover most of the jewels.
The rakshasa, if free, may assist them. If they are success-
ful, they may return to Kolhapur with the stolen jewels
(except the Star of Kolhapur). This should take at least six
days, and possibly longer.
While the PCs are gone, the rajah changes form four
times as the moon waxes. The first transformation
comes two days after the PCs leave. Since he had
already disposed of the rajah's jewels, the weretiger
goes deep into the city to find the thieves guild. He
plans to take control of them as he had the Thugs. He
tears through the thieves he finds, demanding the loca-
tion of their hideout. He discovers the lair, but as the
sun was rising, so he runs back to the palace.
Three nights later (five days after the PCs leave), he
changes again and goes to the thieves' lair. He terrorizes
the thieves, killing many of them. He demands control
from the master thief, Rugonath Sing, and gets it. That
night, the thieves and weretiger attack a spice merchant's
shop, killing the inhabitants and stealing their valuables.
At the end of this caper, the weretiger takes the biggest
share of the loot back to the palace.

9
Cable of Omens for Chugs
Occurrence Effect Relevant Omens
Set out on rrission -2 to hit if not received Good omen seen or heard on left then on right.
before starting
Abort mission, turn back -3 to hit until heeded Dropping a sacred pickaxe; meeting a potter, carpenter, oil-
vendor, fakir with brown waistband, dancer, blind man,
crippled man, or corpse immediately after leaving; Thug's
turban set afire; donkey met coming toward Thugs; snake
crosses in front or behind gang.
Do not kill group -3 to hit if ignored until Group contains women, cripples, washermen, poets,
sacrifices made blacksmiths, carpenters, musicians, dancing teachers, oil-
vendors, sweepers, or those who sneeze; jackal cry is heard
during day; jackals seen or heard fighting; wolf cry heard
during day; kite cries at night.
Abandon plans: -2 to hit if ignored until Dog shakes head.
sacrifices made
Very good luck +2 to hit until superseded Pregnant woman bearing water on head; donkeys brays on
left then on right; call of lizard.
Good luck +1 to hit until superseded Fair or festival; corpse on the road; marriage; woman bear-
ing water met on road; donkey brays on right; single jackal
passes from right to left; herd of small deer met (promises
meeting other Thugs); hare calls on left at night; antelopes
cross from left; cats fight in evening.
Fortunate circumstances: +1 to hit once only Single small deer passes from left; owl calls from right; kite
cries from right during day; crow calls from left; bluejay
flies on right; partridge calls on left while travelling or on
right while halted.
Unfortunate circumstances -1 to hit once only Wolf crosses path from right; wolf cry heard during
evening; cats fight at night; owl calls from left; kite cries
from left during day; crow calls from right; partridge calls
on right while travelling or on left while halted.
Bad luck -1 to hit until superseded Single jackal passes from left; wolf crosses path from left;
wolf cry heard during night; hare crosses in front; hare calls
on right at night; one or two antelopes cross from right; cats
fight during day; two owls call to each other.
Very bad luck -2 to hit until superseded Leaving victims unburied; turban falls off; meet woman
with empty pitcher; donkey brays on left; pair of jackals
crosses path; jackal cry heard at right; cats fight during day
and fall from height; snake seen; lizard falls on Thug; eating
animals until week after leaving; drinking milk on expedi-
tion; killing as first victim of an expedition any of the fol-
lowing: a very poor man, man with gold, man with a
four-legged animal, sweeper, bard, writer, oil-vendor, blind
man, cripple, leper, dancing woman, or pilgrim.
Disastrous luck -3 to hit forever Killing women; sparing good victims with good omens;
being captured.

mostofthebooty,withthetigertakingonlyafewgemsand Rugonath Sing. The tenth day after the PCs leave, the
a magical dagger. When the tiger bolts back to the palace at thieves intend to raid the palace and kill the rajah before
dawn,RugonathSinghassomeofhisthievesfollowhim. they are slaughtered.
The master thief has some difficulty believing their
report, so he sends spies to confirm it. The next night
(nine days after the PCs leave), the spies observe the J:e:gsi?##:io¥:!ere?;-;iee#ee:?:t,o[[iea:i!:rh;eiT:c!?to:s.¥i
:i;rhett,£iE::i°gTr{Te8a:nustt°hfatthseor£J:a:;Stfewtnh£¥t:g:¥e.:]ho:: through the PCs.
ting against him, and kills severa. He does not catch

10
Ptayers' 1 "ttoouchon
This introduction is written for the player characters As you ride inland to Kolhapur, you refoect gn the
provided with the adventure, and should be used if you
are running the adventure with those characters. If you £%:%{:%,.°„/gyy%;c#§::;a.r¥£fl"f:se;::rRs#,¢o„S|„'.#:.
Of your party, only the leader, Prahmin Jappea paqra5, js
ir:t:g:Pct;:?aTn£:j°£eyr:i:i:=£aof8rf'£g:efsoernty:huer£:i:I: a hereditary noble. The rest Of you are all from slightly
paign) as appropriate. lower castes, though all in the upper classes_. Pun4it
As the sun god Surya pilots his foaning c]priot across Prabhut Bhabani is a cleric Of your Hindu faith, but
the lndinn sky, you look ahead to the end Of a fang jouxpey. though clerics are Of the highest caste, in matters Of stale
Less than a day's travel away is your home, the capital city the Brahmin knights speck with the most authority. The
Of Kolhapur. You have strayed from _its palatial gates too rest of you are of equal castes below these two. S_hi_kpri
long, though your mission was of great iryport. Four Lashhar Khan is a ranger guide and hunter, Yogi Salabat
months ago, your great Rajah Shivaji c]urged you to gg as fang is a religious monk, Fahir Hunath Rao is a wizard,
emissaries to the neigivboring states Of Goa, Poona, Dhar- and Singh ALkbar ALbdur is a fighier and soldier. Tlogether
war, and others. Yiou were to atten'i:pt to persuade the rajahs you make up the rajah's most elite servants.
there that your great rnjah wanted a truce ifer_ rr!qny years By Surya's position, you know it _is nearly midday,
Of war.Thestateshadgroun_toofractiousandbelhigereutto and you can almost hear the sitars Of Kolhapur playing
deal with the theeats that faced them all: pirates, foreign your songs of return. This morning, a young messenger
invaders, and ruthless criminals like the Thags, worship- from the rajah came to you on the road and told you that
pers Of Kali who hill ly stranglixpg victipes in their Black you were not to delay your return to Kolhapur. The boy
did not know why the rajah required your return so
£#£fe%o#%':#a,i:}a¥;ffe„##e;e„;h„rse2%'f%:2¥rd:# soon, but you sent the messenger back with word that
e`I'icesorallwondful.Thiswasadifficultmission,fiornape you would proceed apace. Though the roads to Ko!happr
Of the small states trusted a powerful neighoor life Kalha- are dangerous, with tigers, snakes, and bandits abound-
pur, but your peacemaking mission was eventually a syc-_ ing, you have so far had no trouble. Nonv all you hear on
cess. You sent word back to the capital that the states had the jungle road is the occasional ey Of a paptrjdge_ and
agreed to halt the bloodshed, at least_ tern_po{arily, grid apt.er the rustle Of a warm breeze. You should reach the city_ to
ireace negotiations. Yopr mission_f inisf led, you _b_par_ded a the east, and the end of your long journey, long before
ship ap the west coast Of India back to the state Of Kothapur, the night goddess Ratri awakens for her night's work.
and are rrow on the road to your home cdy.

Ct)a St"re in tt)a ROAO


Along the road to Kolhapur, the player characters enter a If not threatened, she says her name is Razyia and that
devious Thug trap. Having spotted the PCs on the road, a murderers attacked her father's caravan, killing or captur-
group of Thugs sends a disheveled woman out to warn ing all they could. She escaped, and the bandits could now
the PCs of robbers who attacked her caravan. There is no be following her. She pleads for protection and the rescue
such caravan, but there are plenty of robbers. The woman of her old father from the brutes. She promises that all her
tries to lead the PCs into the Thug trap, where her fellow jewels, and whatever the bandits have stolen, will be the
murderers try to overpower and kill the PCs. During this PCs' if they help. If asked about her caravan, Razyia
encounter, however, the PCs may capture some prisoners, explains that it was coming from the north from Sutara.
The road forks up ahead, Razyia says, and the caravan was
::de£:.tAhtet£:effbr::::itfen:fotfhteh:he:8;Su::gr:na€iefi::e:: driving south on that road when it was stopped. She
NPCs have +1 to hit for their first attack because a par- promises to take the PCs to the caravan if they will make
tridge called on their right while they were halted. certain she is not harmed. If the PCs take her along, one of
the PCs must ride with her on his or her own horse.
You hear a rustle in the bushes. A minute after that, a Razyia considers her mission a success if she gets the
PCs to go north at the fork, which is two hundred yards
young woman in white robes, her headdr?ss ripp_ed,
stumbles out in front Of you. She wears a golden necklace ahead through the jungle. If the PCs, instead of falling
and bracelet, and is crying. When she sees you, she for the bait, confront her, she tries to escape. In the
bushes near where Razyia comes out, a young Thug
freezes for a few seconds, then turns to run away. She is
gasping for breath, and isn't running very quickly. ;:=sefnBtii#|¥#|i:nw.:i.Ttge:?|t,eRaT;iTi:gcsa#uarte|ag:
killed, Bijan quietly runs through the jungle to the Thugs
She makes a half-hearted attempt to get away. She on the northern road and tells them. They then set up
pleads with the PCs not to kill her, gasping the whole time. their ambush on the road to Kolhapur, half a mile east of

11
the fork. Razyia may, of course, be forced to tell of her
employers, but she does not know the Thugs will move #teinygrlf°Rwa£;1:adofrs%S£,f::u#f[ka::aatr:u:r:,na:ryinfawa°suf]a€
if her fuse is penetrated. as they can.
Wherever the ambush takes place, twelve Thugs are The only person who offers himself up for surrender is
Feringeea, a Thug who did not get involved in the combat.
i:¥#pdcfsnttoh;aaststaac[r#aYeh[#f¥r:a:sjtufrg|eg:.nfr# He is already at -3 to hit permanently because he slew a
regular surprise check, the six stranglers throw their
roomals to hit the horsebound PCs. If Razyia is riding re°ra#:TaTKaEprialfsgahne:gnise:°k#n¥£:e*£i:TeT[Vtehd:
with one, she will attempt to strangle the PC from rajah's men the location of the Thug lair, which is several
behind. All of the attackers have +1 to hit on their first days' travel away. He also agrees to tell the PCs anything
attack because of the partridge cry. A thrown roomal acts else they want to know, including the name of the Thugs'
like a lasso, in that if the roomal is not immediately bro- leader, Guru Bhowanee Hamal. Any other Thugs captured
ken by a bend bars-lift gates roll or cut with a sharp alive are similarly resigned to their fate.
weapon, the rider has a 75% chance to be pulled off his The PCs may do whatever they want with any Thugs
horse and suffer 1-6 point of damage from the fall. Some- they capture. They may interrogate the Thugs as they see
one walking who is looped by a roomal has only a 25% fit. Other than Feringeea, the stranglers are named
chance to be pulled off his or her feet. Razyia cannot Chowwee Dewan, Shaib Khan, Dulele Khan, Lalla Bhu-
strangle a PC alone, but the PC will be too occupied by jun, Chutter Bhoje, and Heera Sepahee. The kickers are
her attempt to do anything but try to deal with her in named Dusrut Naig, Pall Tuppa, Ashraff Monga,
some way. Manoola Pawn, Chotee Daood, and Kehree Lodhee.
As soon as the first attacks happen, all twelve hiding Razyia and Bijan Nahil may also be captured.
Feringeea is coarse, devout, proud and very somber.
bT:fuo€:cwo[Eeb:i:£anneddabt;a:i.oE:rseT#g#£oW:#er£:Tsat[: He never attacks his captors. If asked, he can recite a
pull the roomal tight. This takes a normal "to hit" roll,
and, if successful, damage begins. Kickers, if they are g:alt|yH°ef#hthsi:ds:evdes£:::duefres,Fuyn::hth:::fait;5::
free, kick the PCs, using normal pummeling attacks with else. The Thugs know that they are a small group of a
+4 to hit if victims are prone or entangled in roomals. large Thuggee. The bulk of the Thugs have headed to the
After her initial attack, Razyia stays out of the combat. citytoreceivesomeoftherajah'sjewelsfromanunknown
The boy Bijan Nahil will never enter combat. party. None know about the weretiger.
Six rounds after the combat begins, the cry of a lone The PCs, of course, should remember that they have
received a message from the rajah demanding their swift
#:3¥t€:yn;aarnb;¥.£nudo:jpfeeF:u_gs;Fnc:Ttdy¥gEfat:yA:i
immediately disengage and try to run away. Most refuse :£Fira:;:fmtiee:fa:esi},°awn::a:::fefs°s[::ge`rn8r::rftnh€erea:at£
to surrender unless there is absolutely no other option, as should find them and remind them.

12
Feringeea, hm F4 (Thug): AC 8; F MV 12; hp 32; THAC0 Bijan Nahil, hm FO (Thno): AC 10; MV 12; hp 3; THACO 20;
17; #AT 1 at +1, Ding by weapon +1; SA nil; SD nil; MR #AT 1; Ding by weapon; SA nil; SD nil; MR nil; Str 10, Dex
nil; Str 17, Dex 16, Con 15, Int 13, Wis 12, Cha 11; SZ M 9, Con 11, Int 11, Wis 12, Cha 11; SZ M (5' 7"); AL N.
(5' 4"); AL CE. Weapons / equipment: none.
Weapons/equipment: roomal, dagger, blessed pick-
axe. Feringeea wears a turban and robes, a silver Stranglers (6), hm F2 (Thugs): AC 10; MV 12; hp 13;
bracelet worth 50 gp, a gold ring worth 75 gp and car- THAC0 19; #AT 1; Ding by weapon; SA nil; SD nil; MR
ries a purse containing 10 sp. nil; SZ M (5-6'); AL CE.
Weapons/equipment: roomal, dagger, sacred pick-
Razyia, hf FO: AC 10; MV 12; hp 4; THACO 20; #AT 1; axe. Stranglers wear normal clothing, but each has a
Ding by weapon; SA nil; SD nil; MR nil; Str 11, Dex 10, randomly determined gem or piece of jewelry worth
Con 10, Int 12, Wis 11, Cha 16; SZ M (5' 3"); AL N. 10-100 gp, plus a purse containing 2-20 sp.
Weapons/equipment: roomal. Razyia wears a white
robe and torn headdress, plus a gold necklace worth Kickers (6), hm F1 (Thugs): AC 10; MV 12; hp 7; TIIACO 20;
100 gp and a gold bracelet worth 50 gp. #AT 1; Tug by weapon; SA nil; SD rut; SZ M (5rd'); AL CE.
Weapons/equipment: dagger. Kickers do not have
any gems or jewelry, but have 1-12 sp each.

the Suvy of the Raj^h


The PCs meet the rajah in this encounter. Make certain to If a spc¢k zuz.fie dcod spell is cast on the guard Chand
give no hint of his affliction. Kishwar, little will be learned. The last thing Kishwar
When the PCs go to the city, with or without prisoners, remembers is guarding the treasury, and then he was
a mounted escort of ten of the rajah's soldiers led by their dead. The weretiger surprised and killed him. Chand has
commander, Singh Parah Sleeman, meets them outside no idea how the attacker got inside.
the gates. The Singh has the rajah's instructions to take If the rajah learns the PCs have Thug captives, he
the party to the treasury immediately. Any PC who does demands to have the miserable cur(s) brought before
not go with them is risking execution, a fact which Slee- him. If the PCs do not have any Thug captives, the rajah
man will be quick to point out. If for some reason the PCs orders a Thug prisoner captured earlier in the day
fight the soldiers, Sleeman will have his men fight back brought to him. In this case, the prisoner is named
and the PCs probably will soon be executed. If the PCs Feringeea, the brother of the one met earlier.
decide to take the Thugs along, they may, although Slee- In either case, the rajah confronts Feringeea (or another,
man will see to their disposition if the PCs desire. if Feringeea is not present) with fire in his eyes. He
See the Kolhapur and palace sections earlier in the text begins a tirade against the Thug and his honorless kind.
for relevant information. It is worth noting that two The Thug is noticeably offended but says nothing in his
armed guards are stationed outside the treasury build- own defense. The rajah pulls his magic tulwar and has it
ing, a very unusual situation. Any PCs familiar with the glow with his righteous wrath as he threatens the Thug.
palace at all will know that this is unusual. The rajah demand a full report from the PCs, and then an
Sleeman or the guards tell the PCs that the rajah awaits explanation from the prisoner.
them inside. The guards let the PCs pass, but Sleeman The prisoner confesses that his associates were waiting
stays outside. If the PCs have brought prisoners, Slee- outside the city for a visit from a mysterious thief, the
man guards them outside. Taking them inside would be identity of whom the Thug knows not. As far as he
a tremendous social gaffe; the provided PCs know this knows, the Thugs went directly back to their lair, which
and any upper caste PC should know. Sleeman allows the Thug agrees to show to the rajah's men. If asked why,
the prisoners inside only if a highcaste PC insists on tak- he explains that his goddess has abandoned him, so he
ing them inside. owes no fealty to his former partners. He expects to be
As the PCs enter the antechamber, they hear Rajah executed or imprisoned for life, so he has no trouble
Shivaji shouting at a guard captain, who is clearly not helping the rightful authorities. He never shows any
able to provide the answers the rajah seeks. The rajah is signs of remorse, although it is clear that he moums for
demanding to know what happened to all of his jewels, the loss of Kali's favor.
as the treasury is barren of all gems and jewelry. The PCs Once the rajah is given this information, he orders the
also recognize a massive guard who lies dead on the PCs to saddle their horses and ride out with a Thug cap-
floor. The guard, Chand Kishwar, has had his stomach tive to discover the Thug lair and return his jewels. An
ripped open, and his sword lies unbloodied on the floor army marching on the Thugs would allow them to scat-
next to him. The rajah is furious at the loss of his jewels ter, so the PCs are his best bet. The rajah brooks no delay,
and a trusted servant, in that order. When he sees the and has Sleeman escort the PCs and the Thug to the gate.
PCs, he demands that they track down his jewels, espe- If the PCs desire, a horse can be brought for Feringeea.
cially the massive star sapphire called the Star of Kolha- The PCs may then either have Feringeea take them by
pur. Considering the stealth and the dastardliness of the road or find the Thug trail from the ambush and follow
robbery, the rajah immediately blames the Thugs. that. The trail leads to the road eventually.

13
Feringeea, hm F4 (Thug): AC 8; F MV 12; hp 32; THAC0 Bijan Nahil, hm FO (Thug): AC 10; MV 12; hp 3; THACO 20
17; #AT 1 at +1, Ding by weapon +1; SA nil; SD nil; MR #AT 1; Ding by weapon; SA nil; SD nil; MR nil; Str 10, Den
nil; Str 17, Dex 16, Con 15, Int 13, Wis 12, Cha 11; SZ M 9, Con 11, Int 11, Wis 12, Cha 11; SZ M (5' 7"); AL N.
(5' 4"); AL CE. Weapons/equipment: none.
Weapons/equipment: roomal, dagger, blessed pick-
axe. Feringeea wears a turban and robes, a silver Stranglers (6), hm F2 (Thugs): AC 10; MV 12; hp 13;
bracelet worth 50 gp, a gold ring worth 75 gp and car- THAC0 19; #AT 1; Ding by weapon; SA nil; SD nil; MR
ries a purse containing 10 sp. nil; SZ M (5-6'); AL CE.
Weapons/equipment: roomal, dagger, sacred pick
Razyia, hf FO: AC 10; MV 12; hp 4; THACO 20; #AT 1; axe. Stranglers wear normal clothing, but each has a
Ding by weapon; SA nil; SD nil; MR nil; Str 11, Dex 10, randomly determined gem or piece of jewelry worth
Con 10, Int 12, Wis 11, Cha 16; SZ M (5' 3"); AL N. 10-100 gp, plus a purse containing 2-20 sp.
Weapons/equipment: roomal. Razyia wears a white
robe and torn headdress, plus a gold necklace worth Kickers (6), hm F1 (Thugs): AC 10; MV 12; hp 7; TIIACO 20;
100 gp and a gold bracelet worth 50 gp. #AT 1; Ding by weapon; SA nil; SD nil; SZ M (56'); AL CE.
Weapons/equipment: dagger. Kickers do not have
any gems or jewelry, but have 1-12 sp each.

the Suvy of the Raj^h


The PCs meet the rajah in this encounter. Make certain to If a speflk zuz.ffe dc¢d spell is cast on the guard Chand
give no hint of his affliction. Kishwar, little will be learned. The last thing Kishwar
When the PCs go to the city, with or without prisoners, remembers is guarding the treasury, and then he was
a mounted escort of ten of the rajah's soldiers led by their dead. The weretiger surprised and killed him. Chand has
commander, Singh Parah Sleeman, meets them outside no idea how the attacker got inside.
the gates. The Singh has the rajah's instructions to take If the rajah learns the PCs have Thug captives, he
the party to the treasury immediately. Any PC who does demands to have the miserable cur(s) brought before
not go with them is risking execution, a fact which Slee- him. If the PCs do not have any Thug captives, the rajah
man will be quick to point out. If for some reason the PCs orders a Thug prisoner captured earlier in the day
fight the soldiers, Sleeman will have his men fight back brought to him. In this case, the prisoner is named
and the PCs probably will soon be executed. If the PCs Feringeea, the brother of the one met earlier.
decide to take the Thugs along, they may, although Slee- In either case, the rajah confronts Feringeea (or another,
man will see to their disposition if the PCs desire. if Feringeea is not present) with fire in his eyes. He
See the Kolhapur and palace sections earlier in the text begins a tirade against the Thug and his honorless kind.
for relevant information. It is worth noting that two The Thug is noticeably offended but says nothing in his
armed guards are stationed outside the treasury build- own defense. The rajah pulls his magic tulwar and has it
ing, a very unusual situation. Any PCs familiar with the glow with his righteous wrath as he threatens the Thug.
palace at all will know that this is unusual. The rajah demand a full report from the PCs, and then an
Sleeman or the guards tell the PCs that the rajah awaits explanation from the prisoner.
them inside. The guards let the PCs pass, but Sleeman The prisoner confesses that his associates were waiting
stays outside. If the PCs have brought prisoners, Slee- outside the city for a visit from a mysterious thief, the
man guards them outside. Taking them inside would be identity of whom the Thug knows not. As far as he
a tremendous social gaffe; the provided PCs know this knows, the Thugs went directly back to their lair, which
and any upper caste PC should know. Sleeman allows the Thug agrees to show to the rajah's men. If asked why,
the prisoners inside only if a highcaste PC insists on tak- he explains that his goddess has abandoned him, so he
ing them inside. owes no fealty to his former partners. He expects to be
As the PCs enter the antechamber, they hear Rajah executed or imprisoned for life, so he has no trouble
Shivaji shouting at a guard captain, who is clearly not helping the rightful authorities. He never shows any
able to provide the answers the rajah seeks. The rajah is signs of remorse, although it is clear that he mourns for
demanding to know what happened to all of his jewels, the loss of Kali's favor.
as the treasury is barren of all gems and jewelry. The PCs Once the rajah is given this information, he orders the
also recognize a massive guard who lies dead on the PCs to saddle their horses and ride out with a Thug cap-
floor. The guard, Chand Kishwar, has had his stomach tive to discover the Thug lair and return his jewels. An
ripped open, and his sword lies unbloodied on the floor army marching on the Thugs would allow them to scat-
next to him. The rajah is furious at the loss of his jewels ter, so the PCs are his best bet. The rajah brooks no delay,
and a trusted servant, in that order. When he sees the and has Sleeman escort the PCs and the Thug to the gate.
PCs, he demands that they track down his jewels, espe- If the PCs desire, a horse can be brought for Feringeea.
cially the massive star sapphire called the Star of Kolha- The PCs may then either have Feringeea take them by
pur. Considering the stealth and the dastardliness of the road or find the Thug trail from the ambush and follow
robbery, the rajah immediately blames the Thugs. that. The trail leads to the road eventually.
Singh parah sleeman, hm F5: AC 6 (studded & shield); MV Soldiers and guards, hm FO: AC 6 (studded &^squel.i);^±¢|:.?;
9;-hp 40; THAC016; #AT 1; Ding by weapon +1; SA nil; SD hp 5; THACO 20; #AT 1; Ding by weapon; SA nil; SD nil;
nil; MR nil; Str 16, Dex 11, Con 15, Int 12, Wis 14, Cha 15; MR nil; SZ M (5-6'); AL N
SZ M (5' 10"); AL LN. Weapons: spear, tulwar, dagger.
Weapons: tulwar, dagger.

Cbe Ct^il of the Chugs


£rsbno°ae:oa&°evse6:Leepmc:oT#r°a[:°k#ceh:cak£:'rFe::fv€eaa: ;iso:vbeesc:amne:veea¥j:ar:gftf::,ea;osre;TeefLhLe:,sTFeef±:;:eo:
makes all sorts of motions and mutterings to Kali, but he
£:::g|dgtFe°i:£hfioerrs;st4aie:r.a2infoT:i:fi2e4r'h+o4ufr:rtFaetif8J: suffers another -1 penalty to hit until the moming.
The pack of seven wolves are interested in the camp,
passed. Feringeea is morose and untalkative, but answers
questions truthfully. The PCs will meet a water bearer
and a band of traveling minstrels, but do not come upon E#ee;:Tv:s°ieya::gi:yudpr:renbt:dTees,B:Xefsin¥#ed';Ecg::i
anw#:gdsa:Line::df:[is;t:£#s¥#|aduiea|izethatthey
will lose the trail and be exhausted if they do not camp. If
he is present, Feringeea makes a morbid suggestion-that ¥ro!;r;;:aa;::E1!,:as!ii:gs:i£;rfidi!e:r::iaa:n:n;Et;::,;,:bb:uv:i#ei
diately attacked. The wolves can be frightened away by

gee:E:e:nT.i#:f:a::I:eirs!eeg,-:Edgf£!i;ief::tfbfi':T:ego:f:?i
place in the jungle a few minutes away. He can rattle off
;ijegg%iin;Eii;ij:ifioeeff!fi=::v:eofde,s:a,fr:o,::on:¥
Feringeea does not know them. If desired, Feringeea can
:neTd:,s::ej¥frrs:o:;ssge;!e|dpeE:f::ef:::ae¥¥re¥,;a:b;:h:tt#: showthePCsothergravescontainingmucholderbodies.
of interest there, and no one bothers them at the campsite
all night. However, in the middle of the night, the howl of Wolves (7): AC 7; MV 18; IID 2+2; hp 12; THAC0 16; #AT
nearby wolves will be heard. The PCs' horses immediately
become skittish, unless calmed by their masters. Feringeea S,5E5#,#t!ws'(i?io5no;;o,gtans:#Af*rbivores,

the coatooewing Season


On the second day, the PCs meet an elephant driver. The PCs have one round to find and administer healing to
party hears the elephant trumpeting, then sees the white him or he will die. The elephant keeps fighting until
elephant come up the road. The man on the elephant's wounded to half its hit points, calmed in some way, or
back, who wears only a turban and a waistcloth, hails the shown fire. Once one of these conditions is met, it
charges through the jungle to find a mate.
:pcesarbK:asl#:fleel|o=nfcwu:#giiie::ft|P;egr?:g=: If rescued or brought back from near death, Prahesh
mentsonwhatalovelydayitistoberidinginthejungle.
The mahout, whose name is Prahesh, is very proud that iso8i:tae£:I;::!ft:gigehb::sy:fez::::etshteh:0:ise;i::tc,hh:
he has captured an elephant ``as white as the great takes his goad and walks back to his village, which is
Indra's mount himself." He makes small talk with the several days' travel to the north. He certainly takes any
PCs from the elephant's head, although he becomes

KC:inefp::°tiihfr!sTa:cgf,rfahmop¥sSL9:dE.mH£:i8e°Rai£ ;°::;h:ir§uLdca:y]:b:e:;isbtuu:i:ti:dnfte:Cpceer::nTeed#tticeti£:na
Shivaji may want to buy the beast from him. If told that
the PCs work for the rajah, he falls all over himself to
make certain the PCs like him. Brfhge£}'*a;::n?SA]°j£#D]2#PM6k#s¢Pi#n4T|i;
Unfortunately for Prahesh, he has captured this prize Wis 9, Dex 14, Con 15, Cha 9; SZ M (5' 5"); AL LG.
white bull elephant in the middle of mating season. In Weapons: ancus (treat as spear), dagger.
the middle of Prahesh's interchange with the PCs, the
Albino Asiatic elephant: AC 6; MV 12; HD 10; hp 67;
:tL:panh,analEHe:s#gg::sEeor:er£;]#ea:kansan:#g TIIAC0 11; #AT 5; Tag 2-12/2-12/2-12/2-12/2-12 (four
head. In addition to its normal five attacks for 2-12 points feet attacks, tusks); SA can attack up to 5 opponents at
once; SD nil; MR nil; SZ L; Int Semi-; AL N.
:fadk::aigex:ea£Si:ti?¥i:t;ahfleseak£#e8ispaa:egsL:: The elephant is worth 1,000 gp, and each tusk is
the jungle brush and his hit points are reduced to 0. The worth 300 gp.

14
the Bait ^no the Book
The trail (or Feringeea) leads the PCs to a ghat, a flight of If the PCs are reluctant to board the barges, the pundit
steps leading down to a river landing. Like the hundreds appeals to them as good and holy men, but if this fads, he
of other ghats along this river, it is typically used for tells all of his fellow pilgrims to disembark for a break.
bathing and boarding riverboats. The trail ends here, as far He asks the PCs to join the pilgrims in a meal. Some of the
as the PCs can tell. The Thugs boarded the barge that was pilgrims break out vegetables, bread, and fruit for a feast
waiting for them, and have gone to their lair. If Feringeea is by the ghat. The pilgrims offer to sell cloth to the PCs for
with the PCs, he postulates this and says there is little very reasonable prices, and seem very interested in the
chance of catching up with them. He suggests that the PCs PCs' business. When the meal is prepared, the pundit
wait for a boat to come along and that they pay for passage invites the PCs to join in singing the praises of Vishnu. If
south, a common method of river travel. they can, the Thugs arrange themselves in positions in
The PCs may, of course, walk along the riverbank front of and behind the PCs and Feringeea.
south, or devise any other means they want, but the 100- On the pundit's signal (``Let us now sing of Vishnu's
yard-wide river is very swift. They know the river flows light"), the Thugs attack, with two men trying to strangle
north until it joins with the main river to Sutara and each PC with roomals. Other Thugs, if they can, help by
Poona. To the south, there are no major cities until the kicking PCs. If Feringeea is with the group, the pundit
river connects with the major river to the coastal city of will use a c¢#sc scr!.ows "ow#ds spell on him. A c¢wse Ji.gfef
Gheria. Feringeea explains that the Thugs take the river zoow7.ds spell will follow if necessary. With Feringeea out
south until they reach the ``forever smoke," where a of the way, the pundit uses his attack spells, such as JzoJd
cloud of steam rises from a ghat. He does not know any- pc7.so# and cwrsc, on the PCs. Only if the pundit is killed
thing more about it, except that his old Gum demanded do the Thugs flee to abandon the barges.
that the Thugs not touch the cloud or the basin from If the PCs do take the bait and board the barges, they
which it comes. The PCs have to wait only a few turns have to split up, especially if they want to bring their
for a passing boat. horses. The barges are sturdy enough to handle horses,
but each barge can comfortably hold only nine people,
Y_ou have been waiting less than half an hour when with each horse counting as two people. The pilgrims
yqu hea_r singing and tambourines clattering. It sounds
l.ike qt least a dozep _men in some kind Of religious cele-
bratipn. Four small barges come down the river from the
r}orth. NTen dressed all in pink stand in the barges, shck-
ing tam±puripes_ a_n_d sin_ging praises to Vishnu, god of
tt|ercy_. They look like pilgrims. They see you and move
their barges toward your bank.

There are sixteen men on the barges, one barger and


three pilgrims per barge. The pilgrims hail the PCs:
``Glory to Vishnu and all travellers!" If the PCs return a
greeting, the bargers bank the barges. One of the pil-
grims, who identifies himself as Pundit Gungaram Mis-
tree, asks the PCs if they are travelling downriver and if
they would like to ride and celebrate Vishnu with them.
They have cloth they can sell if the PCs show an interest,
but they would certainly welcome company. The rivers
are fraught with danger, Pundit Mistree says, and even
worshippers of Vishnu need protection.
These men are in actuality Pungoos, or river Thugs.
Pundit Mistree is indeed a cleric, but one of Kali. All of
the pilgrims and bargers are also Thugs. The cloth was
taken from some weavers whom the Pungoos escorted
and killed. Pundit Mistree has already cast i/«dcfccf¢bJc J!.c
(which lasts for six rounds) and odscwre aJ!.grtmc„f (which
lasts for eight more rounds) on himself. The Pungoos
want the PCs to board their barges, thus splitting them
up. They plan to attack them during the celebration on
the river. Though Feringeea does not know the Pungoos,
the pundit knows Feringeea by reputation, and has
sworn an oath to kill all murderers of women. He makes
Feringeea his personal target if he is present. The Thugs
have not received omens today.

15
board the barges first if possible, distributing themselves Pungoos, they can search the barges. On the barge where

::£bmef::edFbeapguenr:it£:S;Suti#tatme:i:sbcae¥tea[rnax::sP:I: g%egppTa:[£::£ej±Fcee¥:#e€r;c*:::foa:t:€e¥agg:2:fs3P6
Feringeea's barge. gp each. Also in the chest is a clerical scroll with the
-sf>discureserious.wound5al:ddeath'sdo.or.

thfyn¥r:::£::::5::t¥,Ss:htahtehp°:edsft::csjfemcean]dmset£:i The PCs may keep the barges and continue down-
e#§is;€otm;¥ep{€.i:jia;§h:°i;:jded|ti:ricigii:iii|fii|ihei¥i§: stream toward the Thug lair.

Pundit Gungaram Mistree, hm P8: AC 7; MV 12; hp 41;

#RAn€i:5t6r;#2?TD[e;xDi;gcboyn¥;,aEi°tn];4:Awsfge,I;:;cshDa¥6[;
back of each barge. The barges usually travel close SZ M (5' 7"); AL CE.
together, the pundit says, so that all pilgrims can talk to Weapons: roomal, staff
each other. The small barges have hull values of 3 and Speri+s..causeli_g_htwounds.(x2),cur.s.e,resist.cola.,sanct.u.-,
ary; augury, _hol-d p?rso.n, obscure a!igpment,.sil€r!ce.15:
:::a8:e[ofmcfa[;spire#°thuerblrhgeers:£Sn°appreciablewind r*a:uers'giva}#f:ra%%e;:detrsipoeu's%o8#%d3%a#ydes;:;tsapbe,:k,t%tthdeadi
Once the PCs are all on board, the pundit calls for the
barges to be set off. The barges may seem to groan under
Stranglers (6), hm F2: AC 10; MV 12; hp 13; THAC0 19;
#AT 1; Ding by weapon; SA nil; SD nil; MR nil; SZ M
F:ecsfi;gy:ie:£:rph:h;:fafrcg!is::i::siiiseE::th:ha:n:da::o:#:usi (5-£:;aF:nASY::ao8::#rjfe:.CE.
Once waterborne, the pundit calls for the celebration of
Vishnu to begin again. Food is passed around, and the
Kiikifj!;#¥:;g5h;,fAc!toi#D12#M7kTmi,AsZo#('5#-3;
;[§i;uSs¥h;g#,i,:t##i:g[:rh:etts:frc:is::i:;::%ssa±i]:: Weapons: dagger.
tion, the pundit's feoJd pcrso7! spell may be particularly
lethal if the victim is swimming or pushed into the water.
The pundit may also use zo¢£er ztJ¢Zk to great effect. Ba]r;gfr£:4£Jyhwme:;;A;Cs|°#¥D[2#PM7iE,4sCz°#(5¥3;
an]£tt:;Eo=#£sa#:S,Aq:£:t:rsTfumgLj£¥Pp::fe£:I:::; Int Average-High; AL CE.
(average rating). If the PCs defeat or drive off the Weapons: barge pole (treat as staff), dagger.

Stt^kes in the Water


After the PCs float for a while, they enter the territory of Vasuki casts Joc¢£e ob/.ecf and wr!sec7. scrzJ¢„£ from below
the surface. He tries to locate gold, and then has his
yh°o#trhirsa9}avse¥hfiemnaak:a%,hii[a]=8d°ge:iF:ntav:!':;: unseen servant rifle the Thugs' chest until the gold is
after Indra's serpent kings, have learned not to bother found. The PCs may notice their possessions being man-
the Pungoo pundit, but he is likely dead. Anyone else is handled by an invisible thief . While the unseen servant
fair game. When the nagas see the PCs approaching in steals the PCs' items, Vasuki is at the surface, and a
the barges, Sesha casts c„J¢rge on an overhanging tree minor ripple effect may be seen by alert PCs.
which stretches halfway across the river, doubling its
size. While it can normally be circumvented, the c7tz¢rgc tdhe:¥h:dn:d££€i:.bp#[:arcw:I:te:tf:::i::8o:ns:to¥us:o::s.,ESg::i:agmfiwo+;lj
spell makes it block the entire river. When the c"J¢rge
spell is cast, the PCs hear a splash, as some of the large exactly what the PCs possess and demands whatever
branches hit the river for the first time, but they see noth-
ing - the tree is around a bend.
Sesha sits in the tree and casts "!.rror {.mngc and ESP. The ;#,::g;;:sgmem:;p:esiseY:ha£;r;thfes:£:::]o¥a%an%r£;e%L3ii;d:
7#!.rror !.7#¢ge spell creates four images sitting on the tree ing the PCs.
and last for a tun; the ESP win last for five rounds. Vascki The nagas' main goal is to use Vasuki's unseen servant
win remain underwater and cast z.7tz/z.s!.Z7!.Jz.fy on himself.
When the barges come round the bend, the PCs see the :oan:rb:en:%:£r±g:e¥::mff;£eufc:;#e:;nfazegr;s%;f:er,:::i;e::asse:::s:
*#f:r£:enp]s°ncak£:g,t::£]rc#a¥.s:::£r:;::;:S:Efeespt€g
approach: ``Halt! You will not pass!"
Sesha tries to extort whatever he can from the PCs; this
/i:I;:;re;§n;}ji::o!iijb:o}iI:::n:u!:::is;¥ijo%i§i£:e}:C;:i;oP;;oj:fepifji
i:.:i:ain:s;,:ee::rE:vts:.r'.!.,.in:i::es:b:3n:g#o:I?:o::t.st;e::i::gha:En: The ghat is on the right (west) bank of the river. Eight

16
attacking the PCs in the water or climbing onto the barges. After the naga encounter, the PCs continue down the
His Jz.givf7iz.7tg boJf is exceptionally powerful underwater. river. They spend the night on the river, as the barges
Vasuki casts spells, but he knows an attack spell will move slowly. Just after the dawn goddess Ushas opens
negate his invisibility and would prefer to avoid being her eyes to start a new day, the PCs reach the ghat of the
"forever smoke".
seen. If necessary, he (and Sesha) uses his poisonous bite,
but tries to swim away before losing half his hit points.
Once the nagas are dealt with, the PCs may deal with Sesha (water naga): AC 5; MV 9, sw 18; HD 8; hp 44;
the enlarged tree, or wait for the remainder of the five TIIAC0 13; #AT 1; Ding 14 @ite); SA speus, poisonrfave
turns to pass. Downriver half a mile is the underwater or die; SD nil; hfl nil; SZ M (10' long); Int Very; AL N.
entrance to the nagas' lair. They live in a cave where they Spe;lls.. enlarge, magic missile, taunt, vet:itriloquism; ESP,
keep all of the treasure that can be kept underwater. The mirror inage; phantasmal force, lightning bolt .
lair contains four chests which hold 800 sp, 150 gp, two
jeweled bracelets worth 100 gp and 400 gp respectively, Vasuki (water naga): AC 5; MV 9, sw 18; HD 7; hp 39;
a\:\d a potion Of extra-healing. The _Tia8aE stash more tie_aL- THAC0 13; #AT 1; Tug 14 @ite); SA spells, poisonTrfave
sure on land a few hundred feet from the entrance to the or die; SD nil; MR nil; SZ M (10' long); Int Very; AL N.
lair. Hidden in the jungle the PCs can find a chest con- Spells.. magic missile, shocking grasp, sleep, unseen ser-
taining two tulwars, a jeweled turban worth 50 gp, a rich vant; invisibility, locate object; slow, dispel magic.
rofoe and aL scroll Of protection from foe.

Ct)a Sorcoer Smoke


`` So, you seck the leader of the Thugs, 4o you? H9.is_
stone steps lead down to the river from a small path
through the jungle. There are no barges tied up at the an evil man, yes. I would like to see him hang pryself. I
posts, but vigilant PCs immediately notice a very thin owe him for my time in that basin. Perhaps, then, you
plume of smoke coming from a basin at the top of the can use some assistance, yes? "
steps. The PCs may moor their barges at the posts, and
walk up the steps. If asked who and what he is, he says that he is a spirit
The basin at the top of the steps is carved stone; the who was unjustly imprisoned by Guru Hamal. He pro-
bowl is painted with magical sigils of protection and poses that the PCs go to the lair and attack the guru and
warding, and a magical circle is inscribed around the his followers, saying he will aid them when they need
plug in the center. A fine plume of smoke emanates from help. All he asks in return is that he be allowed to deliver
the plug. The smoke smells like high quality tobacco the fatal blow to Guru Hamal in revenge for his years of
laced with sesame. The whole basin radiates magic, and imprisonment. If the PCs have misgivings about work-
the omate stone plug has a gJovJi a/ov4rd!.7tg upon it. Any- ing with a spirit, he reminds them that great Vishnu rides
one touching the plug takes 18 points of electrical dam- on his spirit eagle Garuda and goes to battle with his
age, save vs spells for half damage. Anyone who fails marut legions.
this save automatically pulls out the plug by reflex The PCs would do well not to antagonize the rakshasa.
action. Once the glyph is detonated, the basin is no If they demand to know whether he is a rakshasa he
longer trapped. This glyph has been in place for years, responds evasively, saying that spirits come in many
and was cast by Guru Hamal of the Thugs when he was forms, including good and evil rakshasas. Obviously this
less powerful than he is now. is false, but the PCs' divination spells do not work on
The basin is formed of stone mortared around an iron him. If the PCs try any divination spells, such as defect
flask. The command word for the basin is ``Kali." cuz7 or k7iozu aJz.gr'zme7t£, they get no reading at all.
Inside, Guru Hamal trapped a rakshasa named Pasu- The PCs have very little chance of beating Pasupati in
pati, which has spent years inside the bottle. Hamal a melee without blessed crossbow bolts, and if crossbow
summoned Pasupati and struck a deal with him to kill bolts are blessed in his presence he casts cwrse upon
the rajah. Pasupati demanded to lead the Thugs, and them. He can use J!oJcZ pcrson} and other spells to stop
the guru responded by imprisoning him in the flask. attacks without killing PCs, but if necessary, he kills
The flask was then encased in stone so that the rakshasa them all and then hunt down the guru. He wants the PCs
could not escape. Pasupati has rotted here for years, alive because he fears that the guru may imprison or kill
with only his pipe (the source of the smoke) to keep him, though he does not admit this. He is really not
him occupied. interested in the PCs and their mission. All he wants is
If the plug is removed, an elephant-headed man in the head of Guru Hamal and all of the rajah's jewels.
robes, smoking a pipe, suddenly issues forth from the Once Pasupati decides he is finished with the PCs, he
basin. He stretches and says, ''By Rudra, I am free!" He turns invisible. He keeps track of them via ESP, and may
then uses ESP on the PCs to find out who they are and intervene on their behalf in the Thug vmage.
why they are here. Once he knows, he says: The tracks of eight men on horseback leave the ghat
area and follow the path through the jungle. Anyone
with tracking proficieny may follow them, but tracking
checks suffer a +2 for the terrain, +4 for the number of

17
-ys,`:!T'/rS;.+~^I-,`"{? creatures and -1 for the 12 hours that have passed. The
PCs have no encounters on the path.

•-,'`.- ',-r:.%4r`-\?i.I /`1. ;,/Zi .,-;` Pasupati (rakshasa): AC 4; MV 15; HD 7; hp 40; THAC0
13; #AT 3; Ding 1-3/1-3/2-5 (claw/claw/ bite); SA
spells as 6th level magic-user and 2nd level cleric, ESP
and spccfr¢J/orcc at will; SD immune to normal weap-
ons, magical weapons less than +3 do half damage; SW
killed by blessed crossbow bolts; MR immune tci spells
up to 7th level; SZ M; Int Very; AL LE.
W±zaLrd speHs.. burning hands, magiF missile, Sleep,
cantrip; invisibility, locate object; fireball, foy. Phest spchs..
command, curse (x2:), protection f rom good.

the falr of the Chugs


The home of the Thugs is disguised as a simple religious
farming community, of which there are many in India.
The village is named Nagpore. The path from the jungle
leads to a huge clearing, where a large pagoda sits next
to two smaller buildings and a large field of vegetables
and grains (see map). Women can be seen tilling the
fields in the daytime, while the men help with the
chores. Goats, cows, horses and chickens roam the com-
pound. About sixty small huts surround the main com-
pound. The path continues on from the clearing, but this
is the end of the PCs' quest.
The main pagoda of Nagpore is home to the two major
Thug leaders: Guru Bhowanee Hamal, the priest of Kali,
and Jemadar Madar Sahib, the chief strangler. Two more
stranglers, Jowahir Tehree and Kunhee Mutholee, and two
assistant pundits, Ruttyram Heira and Mandun Motee,
can also be found, though these four live in the village.
In addition, in the village there are fifteen stranglers,
---. twenty kickers, sixty non-combatant women, and forty
children. Since none of the Thugs are on Thuggee, they
are not under the effects of omens. However, if the PCs
bring some into play, the thugs will be affected (see
Omen Sulnmary on page 10).
The Thugs' actions will depend on what the PCs do. To
all appearances, this is a farming community, and the
Thugs are all experienced in putting on this charade for
strangers. They all work in the fields with the drayhorses
and scythes, and store the food for selling and eating. In
the charade, the guru is Pundit Chundoolal Amil, and
the jemadar is named Doulut Dhun. As soon as the PCs
are spotted, someone will go to tell the guru.
If the PCs walk into the fields or up to the pagoda, the
guru and jemadar will go out to welcome them to Nag-
pore. Before doing so, Guru Hamal will cast 7"¢gI.caJ I)cs£-
mc„£ and/#Zsc scc..7tg. When he greets the PCs, he tries to
shake the hand of the group leader, activating the/HJsc
secz.7ig. There is no saving throw if the victim is touched,
but the PCs can try to evade the touch and force Hamal
to make a successful attack roll to deliver the spell. Any

\
detection spell cast by the victim of false seeing gives the
exact opposite result (good detects as evil, for example).
``Pundit Chundoolal Amil" welcomes the PCs to his
humble village, and asks their purpose. If told of Thugs,
he appears worried, but will assure the PCs that they

18
will find no Thugs in Nagpore. The PCs are free to look
around as they want, or accept the villagers' hospitality
and food. The food offered is poisoned with a sleep-
inducing poison. Any who make saving throws are
attacked with roomals; the victims of the poison are
stranged later. Refer to the descriptions below as the PCs
wander the village. One of the jemadar's Thugs always
observes the PCs. Word spreads of the PCs' arrival, and
all of the Thugs will prepare to fight.
None of the Thugs take kindly to unheralded visitors,
and try to kill the PCs if they sneak into the village. There
are dozens of places the Thugs can hide to attack from
surprise. Burning down the village is possible, but
involves the risk of destroying the rajah's treasure.
If the PCs have released the rakshasa, Pasupati waits
for the PCs to engage the guru in combat or conversation.
He quietly sneaks into the pagoda and tries to locate the
jewels. He moves through the pagoda, killing any Thug
he meets on the way. If he is not stopped by either the PCs
or the guru (who cannot kill it without help from a cross-
bowman), Pasupati finds the secret door to the basement
two turns after entering. He spends another turn finding
the jewels and igniting a fireball in the basement, setting
the building on fire. He then exits through the shed door : `` : `.-...-.

and flies away with the chest of jewels. : : ` . . . : : : .: ..... :-y.t|deTground : :..
The fire causes the Thugs to raise the alarm, and, if •'.:.i:`-.,.-:..'.::.;,.:;,-,,..i,JT,,O:-..;-,`:,;
either the PCs or the guru can bless a crossbow bolt in
time, Pasupati can be shot out of the sky. The PCs and
Thugs can then fight over the jewels. If the PCs fail to kill a ..' ..->
Pasupati, but have sense enough to pursue him, either
on horseback or in the air, the rakshasa drops a few jew-
els to distract them. He eventually escapes even if the One Square equaT§ 10 feet
PCs ignore the jewels, but at least the PCs have some-
thing to show for their efforts.

t§:§¥±d;|ii:y/::iin;t§i;i:s:;o:diei§ij:;j#:i#c:„ji§::;Sietifa; Ic::¥%:file;il:¥*o::c::#;i,o,ff;::r:lEi;s:::k:ii:i::e±Tiijii
he has an easy attack.

Vlttnge of nAgpore
Nagpore has sixty-four huts, all of which seem simple on 1. Entrance foyer. Statues of Vishnu, Surya, Indra and
the outside. Inside each hut, though, each resident has a their various avatars are located here. A long bench rests
set of nice clothes, a minor piece of jewelry, a fancy tapes- against the east wall.
try, or some such object of wealth. If the women realize
the PCs are coming to look at their homes, they hide the 2. Dining and meeting hall. Long tables for about a hun-
stolen items. Each household, in addition to these items, dred people can be found here. A stage holding an altar
has a cache of 1-20 sp. The most interesting part of the depicting the various good and neutral gods of the
Thug village is the main compound. Indian mythos is set against the north wall. The stage is
The main compound is made up of four buildings, a ringed off by curtains, and sports a podium. The entrance
livestock pen and a field. In the field grow millet, rice, to the kitchen has no curtain.
barley and other plants, including some hemp and sugar
cane. The pen contains cows, horses and goats. 3. Inner shrine. This is a smaller shrine to the good and
All rooms on the top two levels of the main building neutral gods, with Vishnu and Surya most prominently
are spartanly decorated in bright colors, and curtains featured. The statuette of Vishnu on the main altar can be
function as doors. The basement is much darker. turned clockwise to release the opening mechanism on
the trap door in the altar floor. If opened after the

'9
statuette is turned, the ladder to the basement will Guru Bhowanee Hama, hm Pll of Kali: AC 10; MV 12;
be revealed. hp 60; THAC0 14; #AT 1; Ding by weapon; SA spells;
SD nil; MR nil; Str 13, Dex 10, Con 13, Int 17, Wis 17,
Cha 18; SZ M (5'11"); AL CE.
:a¥:;CahnednfoAOLasrtgueffsst:¥3:'fvoauri°dufecr°e?kvYs:::'r:a:]ae; Weapons: roomal, club, staff.
note an abundance of coconuts and sugar, which anyone
will tell them makes a favorite dessert, the goor. Also w:upneElss;£,e'scsdrcsoe#:;ke%sus:ep:fi2ctt.%;u#'ecvatl;saepelgi-§h#'
here are spices and bottles of spirits. A strangler and a dust devil, enthrall, hold person, know aligrment, withdraw;
kicker are the main cooks when the village men have a blindness, create food and water, magical ve_sttt!apt , prayer,
communal meal. speck with dead; cause serio_us wounds, Eloak Of f a.ar, prot?c-.
lion from good 10' radius; fuse seeing, foane strike; word Of
5. Resting room. Large pillows fill this room, which is for recall.
people who wish a nap. Visitors (such as the PCs) also
stay here. Jemadar Madar Sahib, hm F9: AC 6; MV 12; hp 67; THAC0
12; #AT 1; Ding by weapon; SA nil; SD nil; hffi nil; Str 16,
6. Smithy. A forge and anvil occupy the prominent place Dex 18, Con 10, Int 15, Wis 11, Cha 14; SZ M (5' 7"); AL
here, and various finished farming implements are CE.
stacked against the walls. A strangler versed in both Weapons: roomal, dagger, light crossbow and 10
bolts.
*],?tchk£:£±Tc±:fa¥sei:?aonnt:#ehrep:::i:i:npc£[:eksa¥eosr#:rhe:rf
large but empty wooden crate covers a trap door, which }owahir Tehree, hm F4: AC 8; MV 12; hp 28; THAC0 17;
opens on a ladder to the lower level. #AT 1; Ding by weapon; SA nil; SD nil; MR nil; Str 13,
Dex 16, Con 15, Int 14, Wis 9, Cha 10; SZ M (5' 6"); AL
7. Storage shed. In this room are farm implements and CE.
bales of grain and vegetables. Beneath a huge pile of bar- Weapons: roomal, dagger, club
ley is a trap door to the basement.
Kunhee Mutholee, hm F4: AC 9; MV 12; hp 27; THAC0
8. Madar Sahib's room. The jemadar lives here with his 17; #AT 1; Ding by weapon; SA nil; SD nil; MR nil; Str
wife, Talee Sahib. The wooden door is locked. The room 15, Dex 15, Con 10, Int 12, Wis 11, Cha 14; SZ M (5' 3");
is decorated in rich tapestries. A chest contains clothes, ALCE.
but a false bottom compartment contains 80 gp, 40 sp, a Weapons: roomal, dagger, lasso
gem worth 500 gp, two vials of sleep-inducing poison,
and a wavy-bladed (kris) dagger. Ruttyram Heira, hm P4 of Kali: AC 10; MV 12; hp 19;
THAC018; #AT 1; Ding by weapon; SA spells; SD nil;
9. Bhowanee Hamal's room. The room is decorated in MR nil; Str 10, Dex 10, Con 12, Int 12, Wis 13, Cha 10;
white and pink brocades. He lives alone, as his wife died SZ M (5' 4"); AL CE.
of pneumonia last winter. A small altar to Vishnu and Weapons: club, staff.
Surya is here, which can be opened to reveal a chest con- SpeF+s.. ceremony, cause light wounds, light, darkness;
taining 90 gp, 30 sp, a ruby- inlaid platinum necklace augury, silence 15' radius.
worth 2,BOO gp, all elixir Of life, and a. potion Of extra-healing.
Mandun Motee, hm P3 of Kali: AC 9; MV 12; hp 14;
10. Basement. This secret basement is a temple to Kali. In THACO 20; #AT 1; Ding by weapon; SA spells; SD nil;
the northern portion of the room is a mat. Near the mat MR nil; Str 15, Dex 15, Con 11, Int 10, Wis 14, Cha 14;
are several bowls, some coconut and sugar, some hemp, SZ M (5'5"); AL CE.
handkerchiefs, a basin of water and five new pickaxes. Weapons: club, staff.
These materials are all used in the ceremonies for bless- Spdis.. combine, derkness, detect good, command; aid.

Stranglers (15), hm F2: AC 10; MV 12; hp 13; THAC0 19;


;i:nt::o;fELi:5Si:t%:1:1:a::L}tL:nr:::lh:i::xou:8::w:I:;:I:nite:ne:ii=a:: #AT 1; Ding by weapon; SA nil; SD nil; MR nil; SZ M
her eight arms poised to strike. An iron chest with magi- (5-6'); AL CE.
cal writing all over it rests on the altar next to Kali's Weapons: roomal, dagger.
statue. The chest is trapped with a gfypfe a/ zo4rd!.rzg which
causes 22 points of cold damage, save vs spells for half Kickers (20), hm F1: AC 10; MV 12; hp 7; TIIACO 20; #AT
damage. The chest contains precious jewelry worth 1; Ding by weapon; SA nil; SD nil; MR nil; SZ M (5-6');
25,000 gp, the treasure of the rajah. The Star of Kolhapur AL CE.
is not amongst these pieces. Weapons: dagger.

20
Somecoming in KolJ)apur
The PCs return home eventually, with or without the jew- He is very nervous about this, because he thinks rak-
els. They cannot recover the Star, since it has not left the shasas are invincible, as legend says. If the PCs tell him
Rajha's palace. that they slew a rakshasa this week, he laughs and con-
As they approach the city walls, they notice that there gratulates them on their success. He does not believe
seem to be many more guards on the walls than is normal. them, but is differential if the station of one of the PCs is
The guards have been warned of the PCs' arrival by travel- higher than his own. Sleeman has orders to escort the
ers, and have sent word to the Tanadar. He authorized PCs through Kolhapur to the palace.
Singh Parah Sleeman of the guard to greet the PCs at the Kolhapur is, as ever, crowded, and rumors of wild
gate. As the PC s get to the gate, he and 20 mounted soldiers tigers and demons have spread throughout the city,
come out (earfier he only had 10 men accompanying hin). although no one living has seen either in the last few
When he reaches the PCs, Sleeman welcomes them weeks. Still, the PCs are liable to pick up some wild
home, with the rajah's congratulations that their return rumors if they solicit the opinions of those they pass. The
was safe and, he presumes, successful. He asks if the Singh reminds them of the rajah's orders, and tries
Thugs have been stamped out, and is very happy to hear politely to hurry them along to the palace. When they
of any success. He is merely trying to be friendly, and the reach the palace, the PCs notice that the number of
PCs should have no reason to suspect he is an enemy. If guards on the walls and at the main gate are at least dou-
told that the Star is missing, he assumes they have recov- ble the normal contingent. Sleeman explains this away as
ered enough jewels to make any rajah happy. "sinple precautions."
If asked about the increased security, Singh Sleeman says: Once the PCs pass through the palace gate, the Singh
orders ten of his men to take the PCs' horses to the
``Oh, sirrahs, you know how rumors will foy. It is all stables, unless there are objections. He and the other ten
too fantastic to be anything but stories, of course. There escort the PCs through the main entrance and through
are some that say that, well, that demons roam among us the corridors to the audience chamber.
in Kolhapur. Demons... rckshasas. Of course, these are
Singh Parah Sleeman, hm F5: AC 6 (studded & shield);
just rumors. There have been reports, that is to say, sto- MV 9; hp 40; THAC0 16; #AT 1; Ding by weapon; SA
ries of wild tigers roaming the streets, even robbing nil; SD nil; MR nil; Str 16, Dex 11, Con 15, Int 12, Wis 14,
stores. I for one do not believe this, as I have never met a Cha 15; SZ M (5' 7"); AL LN.
thief with claws, sirrahs. But, just to be certain, of Weapons: tulwar, dagger.
course, the watch has been doubled at all times, and sol-
diers have instructions to, well, raport any demons they
see. Silly, of course, sirrahs."

the Palace
A fair amount of the rest of the action in this mystery takes Soldiers and guards, hm FO: AC 7; MV 9; hp 5; THACO
place in the palace and compound of Rajah Shivaji. The 20; #AT 1; Ding by weapon; SA nil; SD nil; MR nil; SZ
members of the court all live inside the palace, though the M (5-6'); Int Average-High; AL mostly LN but varies.
Tanadar, Swami and Guru have residences in Kolhapur as Weapons: spear, tulwar, dagger.
well. Any other servants of the rajah live here as well.
Thus, most of the PCs' sources of information will lie in
the palace.
A. W^'1s
The members of the court have full access to any part The walls that surround the compound are made of
of the palace except each other's chambers, although the wood, and are 15 feet high. Soldiers are stationed at the
rajah and ranee can go anywhere. Others, including the gate towers and walk the inside parapet. In all, there are
PCs, need a court member's permission to get past the 24 soldiers on the walls and in the towers at all times, all
guards to certain areas. Otherwise, they may roam freely, under the tanadar 's command.
assuming they are in the rajah's favor at all.
The palace has two main levels, plus a massive dome.
The compound contains five buildings, and is walled. 8. Sront Gates
There are many entrances besides the vestibule, as These gates can be opened and closed by pulling them in
noted on the map and in the descriptions below. Other and out. They can be locked with a large wooden bar.
than the members of the court, the rajah, and the
acolytes, all inhabitants are zero-level humans. For
C. Side gates
guards, use these statistics.
These are smaller versions of the main gate.

21
--I-I:i-----==---.--==T+
I--=\ --\ ------...

General Key
A. Walls -.-.
B.Frontcate ..~.-
C. Side Gates
D. Ba"acks
I. Treasury U, `/, ..
:. 0``'
F. Garden
G. Pagoda
H. Stables
I. Palace =:_i-
1o.''. a .. a c,
FO

o..
400 800

Feet ..

D. B^"^cks S. Stables
There are beds for 70 soldiers in here, all the men-at-arms
and their ten singh sergeants. The tanadar maintains a :hrf::a::jx:yarhh°orrssee:#;:fi:€:uT€±£:egntt*.eia!aah:,9opriz:
room here, but it contains only a bed, some tapestries building is the residence of the three gardeners, five sta-
and a writing table with some recent battle plans. His blehands and four groundskeepers.
main room is inside the palace.
I.Palace
€. Creasury
#:r:aa`:ecewT:a:%:;I::I;'oau::#:£:ffs:']:nad[[abcuet]:ir:
:i:::j:h£±E::sfin:[fEeeajseu;¥[F::e¥oong,uba:fL:::s££sdseti;: turmels, the corridors are well lit with torches when there
a large amount of coinage here. is not enough sunlight. All rooms and corridors are sepa-

:a:esebfyo:at:.;nes#££:I::PGe:;rr;dess'a::riajrcsataenddws]ftaht?£:
S. G^'Oen letter ,`G.„
This well-tended garden features flowers from all over
India, including several varieties of lotus. There is a large
Sirst Soor
i::¥.aEter;eat#trt:aaigsfnpga[ceea,ve:sasp:;st:e#:rfigsomd:I.[er The PORTE-COCHERE is the entrance where carriages,

Loarssefsvg:s€apras[gaqdu¥:oThder%pE§f]FELirE:a£Sheenr€e:S;rE:
G. Pagoo^ to V^"n^ lions flank the pillars. From the vestibule, the staircases
lead up to the audience chamber. Ahead is the DURBAR
ROOM, a room where the rajah greets visitors. Custom

§fh#i:;e:l§a:fu%:l|¥r§L§::i::i:::b:|¥h:e;:a:d:g:3:Siafii::°egr:tfisa#iL::i; :a#faetwth:frfieahrarahd,sregia:Vd¥£L°::#egt.herealone,with
other gods, including Vishnu and Surya.

22
On the west side of the durbar room is the STATE 4thlevct- dinension door, remove curse, wall of f ire, wiz-
DRAWING ROOM, which is a comfortable parlor where ard eye.,
guests meet the rajah after entering the durbar room. The
passage to the south leads to the BALLROOM, a two- 5thieve\- stone shape, teleport.
story dance hall with a BAND DAIS and stairs up to the
balcony. North of the drawing room is the porch to the South of the Swami's rooms are the GUEST BATH,
WEST COURT and the DINING ROOM, which the royal complete with a sunken tub, and PRUNDOOL'S ROOM.
family uses when the lavish BANQUET HALL to the Prundool's guest room appears not to have had anything
north is not used. Through the curtained corridor disturbed, though with the fine service in the palace,
between them are the KITCHEN and well-stocked most rooms look like that. South of the PATIO, where
PANTRIES, where all manner of food (except beef, of one can walk out to the path, the STATE GUEST CHAM-
course) is stored. The stairs leading down to the cellar BER is lavishly furnished for visiting royalty. Those
are boarded up, though they will be breached by the guests have a GUEST SITTING ROOM, and their ser-
thieves. The LOWER SERVANTS' QUARTERS house the vants stay in the VISITING SERVANTS' QUARTERS, but
kitchen staff, the maids and the serving girls, a total of 23 all of these rooms are currently empty. The ENTERTAIN-
servants, plus their finilies. ERS' QUARTERS are home to five musicians, f.our
East of the banquet hall, the GARDEN LOGGIA is an nautch (dancing) girls, a juggler, a clown and a poetry
entrance onto the garden, with several lounges and small reader. The stairs lead up to the rajah's personal rooms.
tables looking out on the stairs to the path. East of that is
the COUNCIL CHAMBER, where the rajah often meets
with the Tanadar and others around a long table to plot upper Soor
strategies and negotiate agreements. The SMOKING The UPPER SERVANTS' QUARTERS are home to the 35
ROOM is a back room with a round table, where private staff members who tend the upper floors, plus the rajah's
business (and some gambling) is often conducted. South mace-bearers and other personal attendants for the royal
of the council chamber is the GENERAL SITTING ROOM, couple. Their families also live in these rooms. The
where both guests and residents relax and look out on the STORAGE rooms contain everything necessary for run-
EAST COURT, where mighty bamboos grow. A thin path ning a palace: bedsheets, tools, water pitchers and so on.
leads through the garden therein. The CONSERVATORY The CHIEF OF STAFF's quarters belong to Handar, who
has well-crafted sitars, flutes and other instnrments, plus oversees the day-to-day operations of the palace. Beyond
seats for a small audience. the curtain, the BREAKFAST VERANDA has small tables
The eastern portion of the ground floor is reserved for where the royalty eat breakfast on sunny days.
guests and members of the court. The TANADAR'S The GALLERY contains paintings and statues of the
ROOM contains a huge shield crossed by a tulwar above royal couple's ancestors. The suit of studded leather
the brass bed. On a drawing table are plans of attack armor worn by the late senior Shivaji is in the TROPHY
against the smaller states, but they are new. ROOM across the hall. Also therein are hunting and
Across the hall is the SWAMI'S ROOM, which is deco- adventuring trophies, including the head of a huge bull
rated in eerie luminescent tapestries. A crystal sphere is elephant, the skin of a spirit naga and the full skin of a
on a stand near the huge feather bed, but it is not magi- massive rhinoceros. The LIBRARY is a general room,
cal. The SWAMI'S LIBRARY contains his spell books and heavy on history of Kolhapur and India. The PCs may
many other books on magic, demons, astrology, religion read about Tvashtri here.
and other subjects. The lab contains strange alembics and Near the library is the religious area. The GURU'S
liquids, not the least of which is a completed pot z.o7i a/ ROOM contains small statues of Varuna and the Guru's
£rcoswre-f."cZ!.#g, which has the side effect of making the personal altar. His various reugious robes and vestments
imbiber pass out for 2-8 rounds after the potion wears are arrayed in a closet with many religious symbols on it.
off. The Swami's spellbooks contain the following spells: The TEMPLE TO VARUNA contains a massive statue of
the god and is decorated in blue with white moons. Pews
1stlevct- alarm, armor, charm person, detect magic, are positioned around the altar. The CHAMBER OF
enlarge, erase, light, magic missile, read magic, GODS is a minor temple with statues of most of the
shield, sleap, unseen servant., Indian gods, including Kali. The ACOLYTES' ROOM is
where the three lst level clerics of Varuna who follow
2nd leNct- bind, continual light, irritation, knock, levitate, Guru Parhoon live.
rape trick, stinking cloud, strength, web , wiz-
ard lock., Acolytes, hm P3: AC 10; MV 12; hp 14; THACO 20; #AT 1;
Ding by weapon; SA spells; SD nil; MR nil; SZ M (5-6');
3rdlevct- blink, clairvoyance, dispel magic, f oy, haste, AL LN.
protection from normal missiles, slow, sugges- Weapons: staff
tion, tongues., Spells (usually selection): bJcss, comb!."c, cwrc j!.gfe£
wounds; chant.

23
The massive AUDIENCE CHAMBER has staircases The RANEE'S CHAMBER contains plush cushions, a
leading up from the first floor. The chamber's roof is a h#8eR8;rAd[°BbEerfe#°BtEtiLLcomn±trar:aan:a¥si::£ee#Ly:
massive dome that tapers to a point 40' above the floor.
The court is arrayed in thrones in front of the large cur- rajah's magical f«Jay¢r +2, and a huge mirador window
tain, with the rajah and ranee having the largest thrones.
:;=tr:=f£#ot:::3:rproouynaf;t:£es,¥TOAcg;€hce¥£¥u¥tEORf
=::eme,]a{:ts°wr:gihitas:tdpti:ntg::|'atrt#:;::gt::hrraj::;ta::
:#dd€esia]::eth:;Sgu°:aT(qfeh:tg::¥£]ads':fti;i::g¥tomm:
;:n::#he:s:;:::u:rs?.at#s|tFs;,L¥esa:l.:,s;::mi:il:ei?eed;||:ae.te:s,ti:a:
routinely contains guards whether anyone else is inside :h:eer£#%:#iG¥:fa::c:iisEas±°pfdnk[etcdroa#tia±:a=a::bc!:
Or not. studded leather armor, practice dummies, and a chin-up
West of the audience chamber is the terrace with a bar. In the RAJAH'S ARMORY, a dozen tulwars, spears
huge mirador window that looks out on the WEST and shields are stored in case of emergencies.
COURT. South of that is the VISITOR BATH, most often
Celt^r:
resvee€i:yaftatiec:£;easbfonv:htieB£:ERfl:gr¥F'r#he°onvihi:
LOOK one sees down to the porte-cochere and over the
compound walls. The AUDIENCE DRAWING ROOM is :fh:hEarnattrsyt£::rh=;:i:ftehs:ecde.t]£:£csepi::.r€:€r:Papee:a:i:
sands of them down there, including five giant rats from
:fpearr[:rawuhde[:encg;sftaffi:Fa;aEpfiseot%erfuo]¥to£8nog;: nearbySurnatra.Asidetunnelleadstoahouseoutsideof
is a sitting room for taking tea and looking out over the the compound.

g::a:::feFfoE£:Tecb9lTORnT;.onecaneasilyleapontoa Rats (thousands): AC 7; MV 15; IID 1 /4; hp 1; THACO 20;


#AT 1; Ding 1 ®ite); SA 5% chance for disease on a suc-
vaF:eroe::sS£:fetafeT:yua#:rm¥[°y:rT££emfteRusPE:{vt::£Pnr;; cessful hit; SD nil; MR nil; SZ S (6-8"); Int Animal; AL N.
small room next to the NURSERY, where the children
bathe and play. The rajah and ranee have two children, a Giant rats (5): AC 7; MV 12, sw 36; HD 1/2; hp 3; THACO
six-year-old boy also named Shivaji, and a seven-year-
old girl named Ushas after the dawn goddess. They live ::::e#E##7#;ffj5Zo;FIT.c2e4,i,:r]ndt£Sseea=.:Z£
in the CHILDREN'S CHAMBER. The RANEE'S SITTING N(E).
ROOM contains a plush couch and cushions for visitors,
and is connected to the RANEE'S BATH. The BAL-
CONIES can be shuttered.

An Audience with the Coutt


``Bah,oldman,youaretoofullofsvyperstjtion:Says.a
As the PCs approach the audience chamber, the Singh
tells them the full court is in attendance today. The group harsh voice, this b-elonging td Swami _Vitrahan Za.hi, the
most powerf ul Fakjr in thaf land: ``R.axpa_sas are qe!rions
Resg:::odhtreaa;eT:i;eesuc=#egc:ronEOTs:aLuedfecnscewc£#=P::
able to intervene in the conversation unless they run. %kea_gft#sgcootufi];I_,dfens§rao;..ssuucchhcaaffebaest;,oa:n;v[e%#drttft%ommyy
``1 demand an explanation!'' This thu_ndering sho¥t will, should I desire."

is chviously Rajah Shivaji. ``_If there q!e_demons loose i.n v(oa;I,caleh;stoh%eoorftsfa%#t#evr#t;traaa'dfee%m#hndai#'ew%:i:iaroofiuetg%het


my domai-n,_ I ivant th?rf distr.oy.edl. Guru, these |ak-
sirasas are demonic spirits, and thus in your province. by sorcery."
Tell me more." ``Ifit'-ssorcery_or.hall_ucipatiopLldon'`t.care,::say?.a

fendnine voice, -obvioys.Iy_ that Of. Fanep Nara§ipni, the


da;hwpe#tr'hyo°o%3hcee:'zeens:y#et.%eaa8h;3hv°pttttt#;uann:, rta#ga:±±vqe#esetn:.c,:[pj{u¥S#±:i;if:.::.methin.gstr::ge„tTshap:e.::_
the god of or_de_r a_nd wa.ter end the raj?h'.s de.itv. ``From
my-stud-y Of the histories_, I f an say. .t.hat rpkshas.as are
da;nmd°:tsh%ka%aa%:%retthheosf:#Sm°!#,°ffs;et#8wert:;hho%;nst. so-;:%n%tm%gtt'a%#y;:Sqtphayt:':Saat_!Sh%er?raife.;t[,,Wnaontt:.#
demons roaming -Kolhdrpur. I want _all your atf.enti,on
arms. They are cannivals who devpur tf ae.ir epend.es..4md
tths%or£:viu%:tc#:iftys:Rna:ysss:atthhe,#t!8ahrte°tfru8]°yd:ir[rfse°dn.?,
fso#:s%ffydcseo#;#;rruo%gc#%yy:#,3fnctoguhrtse±%tt#se,rte;smay

24
Sleeman urges the PCs to go inside, and he announces The PCs should give a full report of their doings since
their arrival. The tanadar thanks the singh, then dis- they left. If they mention that they have slain a rakshasa
misses him and his men. The PCs may recognize all the this week, the swami feels vindicated and the guru baf-
members of the court involved in the conversation they fled, wanting to know what the PCs did to slay an invin-
have heard, except for the brown-robed old man (Prun- cible demon. The swami says that if they can defeat a
dool) sitting in one of the thrones. rakshasa, the demon stands no chance against hin.
The rajah demands a full report from the PCs, and his
jewels. If they say they have them all, the rajah goes look- Even if the PCs did not slay the rakshasa, the rajah
ing through the chest and becomes enraged when he dis- gives the PCs a new assignment (unless they have said or
covers the Star is still missing. He demands to know done something stupid).
what the PCs did with the Star. This should be very terri-
``Now I am vexed twice. Not only are there demons in
lying, as the PCs know (or should) they could face death
for displeasing the rajah. If he is told that the Star is not pre-
sent, he has the same reaction. The guru will applaud the #ayncttst,y#uutcamnyn#°rsetsfrut#Sijbeo%#tosft±#?esteupdr;:_b%einssea.r*e
return of any jewels at all, as the sacrifice to Varuna can be solved. I want my star sapphire returned, and I want this
completed tonight, at the apex of the full moon. demon dealt with bofore it kills again. Is that clear? "
The PCs should be very deferential, or they may get
themselves in serious trouble. If the PCs lie to the rajah,
he will know it through his tulwar's ESP. The PCs may If the PCs have no quick questions, the rajah dismisses
address any member of the court, although they had bet- court and all the member s go their separate ways. The
ter have a good reason for talking to the ranee, or she will guru goes to the pagoda, the swami to his library, and the
be very mad. tanadar to the barracks to check on his troops. The ranee
At some point, the rajah introduces Prundool, the goes to her private chambers. The rajah calls the PCs to
weaponsmith, and now a full member of the court. Prun- attend him as he goes to his fighting practice room. Prun-
dool smiles at the PCs and wishes them good tidings. He dool appears to walk away, but unless he is followed he
answers any questions he can, but defers to the rajah in shifts to the Ethereal Plane and follows the rajah. The
most things. actions of the other NPCs are explained in the event
Machinations Of the Court.

Spawittg
The rajah takes the PCs to his training room, and asks one • He trusts the guru, for he is a friendly old pundit who
of the fighters to spar with hin as he talks. The PC receiv- has spoken an oath to him, and a pundit of Varuna
ing this request is not free to decline, but the rajah will would never break such an oath.
allow another PC to step in if anyone volunteers. • He does not mention Prundool, but if asked, he says
No matter what the sparring partner does, the rajah that he certainly trusts the weaponsmith. If asked, he
always seems to have an effective counterattack or parry. will tell of Prundool's gift and price, a seat on his court.
The rajah does not seem to be putting his full effort into However, he is certain that Prundool is trustworthy.
the sparring, though he is very careful not to hurt his • The rajah worries much for the loss of his star sapphire
partner. He is using the ESP power of his tulwar, though because, he says, it is a magical gem which makes all
he does not quite understand it. Also, the tulwar-induced other jewels more valuable. He swears the PCs to
lycanthropy makes him immune to normal weapons. secrecy on this.
While the sparring goes on, the rajah tells the PCs he
fears that one or more members of his court could be Once he is done spilling his soul, he dismisses the PCs
plotting against him. If there is a demon loose, he worries to do their work.
that one of the court members signed a blood contract The PCs are free to go to interview any of the NPCs
with it to kill him. they like. See the event Mflch!.#4£!.o7®s a/ ire Cowrf for details
The PCs may speak (somewhat) freely, and may ask of their actions. However, thieves will strike in the train-
how he feels about the other NPCs. The rajah answers ing room an hour after the PCs leave the rajah, unless the
according to the following: PCs stop them. See the event T7!!.ezJcs I." #!e P¢J¢ce.

• He thinks his wife has been acting odd lately.


• He worries about the power of his swarfu.
• He feels that the tanadar is too restless since the peace
efforts were begun.

25
cO^chinations of tt)a Coutt
The various members of the court go to different places
in the compound when the rajah dismisses them. The yhfeshp,c¥°huagvhefssaTaet°hc:;:::*°arfa±SsE:g,8h¥:sS£:#rc:L#
rajah goes to the fighting practice room, probably with details on how one may be killed.
the PCs, as noted above. He stays there until he is
attacked, though he receives a visit from the tanadar. The inl:raesak,egeat:?#ewsea:raiff:,,,h:.d=s:Eieb:iitsh;ahr:lzpr;:el:
PCs may visit him at any time. asked whether the Star would be sacrificed, he says that
Tvashtri moves ethereally throughout the palace, fol-
lowing the PCs while keeping a clairvoyant eye on the F£:edd:e£:oa{#:o;egz];rdffg£:3::r¥:;;:resff±;
rajah. When the rajah is attacked, Prundool suddenly special. The PCs may question him further, but he proba-
walks around a corner, tells the PCs of the attack, and bly will be of little help.
waits for them to leave. If asked how he knows, he says The swami goes to his library to read up on rakshasas.
he has visions occasionally. Once the PCs are gone, he He has basic information about rakshasas in his books,
teleports to the area and stays ethereal while the combat
resolves itself. Otherwise, Tvashtri only appears when ::°#%:t:a,££ec::tfs°gen[g::I:Zt,;aaTfl:::irareyfs]eftee::sst.e[df
the PCs seem to want something of him. He is very care- in any information the PCs have about rakshasas.
ful to avoid revealing his true nature. If the PCs wish to He scans the PCs with his zofl#d a/c"e7ny defccffo# at an
talk to him about anything, he answers them with just opportune moment, and if they bear any hostility toward
enough truth to throw them off . If Prundool is attacked, him, he discovers it. If the PCs challenge him, he reminds
he retreats to the Ethereal Plane. them that he is a powerful sorcerer. If they attack him, he
kills them as quickly as he can.
theThpecrsqua::8£°tieess:°#:=fgdb:r#:th::::hsepxe¥r°sif:: If asked about Prundool, the swami shows signs of
the PCs suspect the rajah of anything, she has a servant envy and wonder. Whether he tells the PCs of his suspi-
summon the PCs to her when they are not in the rajah's cion that Pnmdool is divine depends on how he is asked.
presence. Once they arrive, she welcomes them into her If the PCs ask if he knows anything about the demi-god
quarters, giving the unmistakable impression that she is Tvashtri, he whispers, ``Of course..." and then denies he
honoring them with her invitation. She demands to know
what they have found. ::*f:y=:i::.fE:Yeeevir::ithepcsaremoretactful,he
The PCs need to use diplomacy here, for the ranee can The tanadar goes to the barracks to check on his troops,
order them put to death as easily as the rajah can. Note
that her chamber abuts the main bedchamber of the royal ?i:tdat±:I:ai:=r±ia:irehper::#c¥r::£,eapnad]ascpe;aHkes€:ehs££
couple, and. the rajah's spare magical tulwar may be about rekindling the war against the smaller states. He
clearly visible from the ranee's chamber. If asked about it, succeeds in moving hin closer to this position by telling
she says, ``That is my husband's other magic sword. You him this demon incident suggests that there are enemies
would think one would be enough, but a rajah must all around, and that evil sorcerers may want him dead.
always have more I suppose." She can tell the story of The tanadar then returns to the barracks.
Prundool's gift, and why she doesn't trust him. She even
confides the secret of the bag of gems she found under mLfcfempo:::ifi;:nT:nraj#el:::eerr¥ts.=f:¥'a::rsedeo=s
her bed, but she must be specifically asked about it. She not stand for questioning by anyone of lower station,
can produce the bag, which contains 300 gp worth of
assorted gems and a magical jeweled dflgger +I.
The guru remains outside in the evening air at the ±sa:£s:e]£]:€figg:hfr:nfHcfsa#o:u:i:c¥end;.§#o=::ryHag::tl:or#s:
unless they could prove the tanadar was plotting the
P£:[8c°ed:i,=£:]esToanj:raur:::aHdey#kF#tahg:hdea£°crstFfetiaec; rajah's death (which he is not doing).

Chiet>es itt the Palace


Master thief Rugonath Sing has led his most trusted asso- tonight.Againstdifficultodds,theyhavemadeitthrough
ciates on the most dangerous mission of their thieving
career: the assassination of the rajah. They have made it Faie:=c:i::t;:g:::f':¥,I:I:e:v¥s:o:#;5,;ifi:::d:eo,:agr:p:;
harder on themselves by attacking in the evening, rather
than waiting for the early morning. They feel they cannot open the pantry blockade, and sneak past the guards
wait, or the monstrous tiger will strike again. All of them near the garden loggia and the swami's room. They go
fear for their lives, and expect they will not return from
this mission alive. They nonetheless feel they have no :::ihs:OAE:rs:::;a.steeTi:;:ibT:,e':.#i,Tipn;?,E:;ajgi;
choice, as they expect the tiger to hunt and kill them they attack the rajah in the practice room. If the PCs are

26
on this route, they may stop the thieves. If challenged,
the thieves try to retreat but fight if necessary. If cap-
tured, any of the thieves can tell of their suspicion that
the rajah is a demon.
Unless stopped by the PCs, the thieves reach the rajah
in the practice room. They try to backstab him, but he
notices them too soon. He fights them, killing them all.
He does not change shape unless there is no one around
but the thieves. If alone, he changes long enough to kill
all of the thieves with both the tulwar and a claw. Once
they are disposed of, the rajah returns to human form
and assume he killed them all with his sword. By the
time help arrives, the rajah has already killed all of the
thieves. Most have ony sword wounds, but if the rajah
changed then careful examination reveals claw wounds
on two of them.
During the fight, the rajah was injured on his back, but
the wound regenerates within one turn of being received.
Whenever the PCs arrive, they may have the opportu-
nity to watch the rajah's wound heal of its own accord.
A spcflk ov!.£fe defld spell cast on the slain the thieves
reveals their suspicions and motive, but the rajah leaves
for the baths to clean the blood from himself before this
spell can be completed. Thus he does not hear the results.
If confronted with the suspicion that he is a demon, the
rajah laughs it off. If the PCs threaten to hurt him, he
orders their deaths and then tries to kill them himself . In
this combat, he most assuredly changes form.
If the PCs do not threaten him, they may wait for an
opportune moment to confront him. In any event, the
guru calls for the beginning of the ceremony within half
an hour of the attack, as the full moon is rising. The rajah
goes to bathe, but first orders the PCs and the court to
attend the sacrifice. Thieves (6), hm T4: AC 8; MV 12; hp 20; THAC018;
#AT 1; Ding by weapon; SA backstab at +4 to Hit and
Rugonath Sing, hm T8: AC 6; MV 12; hp 49; THAC0 16; x2 damage; SD thieving skills; MR nil; SZ M (5-6');
#AT 1; Ding by weapon; SA backstab at +4 to Hit and AL CN.
x4 damage; SD thieving skills; MR nil; Str 14, Dex 18, Thieving skills (unarmored): PP 50°/o, OL 42°/o, F/RT
Con 15, Int 16, Wis 13, Cha 14; SZ M (5-6'); AL CN. 35°/o, MS 43°/o, HS 30%, HP`T 150/o, CW 95°/o, RL 20%.
Thieving skills (unarmored): PP 80%, OL 72%, F/RT Weapons: short sword, dagger, garrote.
60%, MS 82%, HS 64%, HN 250/o, CW 95°/o, RL 4o°/o.
Weapons: short sword, dagger, sling with 20 bullets,
8arrote.

the S^edfice to V^""


The nigh of the PCs' arrival, the sacrifice of gems to robe and holding a scepter with a moonstone in its head,
Varuna takes place. The palace guru intends to have the the PCs and the rest of the court should be outside.
court present as he immolates 5,000 gp worth of jewels in The night is overcast, and the moon is not visible
a column of fire, as Varuna commands. The court has behind the clouds yet. But Guru Parhoon will assure any
seen this before, but the PCs have not. It would normally skeptics that he has cast an astrological chart tonight, and
be quite impressive, but this night has more surprises. that the sacrifice will be flawless. When the rajah arrives,
The guru calls all of the court and PCs together, though the ceremony will begin.
everyone has fifteen minutes before the ceremony begins. The ceremony should be very mystifying and interest-
The guru's three acolytes (see palace description) are also ing for the PCs. It is a simple matter of casting certain
in attendence. The rajah bathes first, whether he fought spells, but enhance the atmosphere. To complete the cere-
the thieves or not. This makes him ten minutes late for mony, these spells must be cast in order: comz7!."e, ¢wgwny,
the ceremony. By the time he arrives, dressed in a royal bless, chant (by the acolytes), magical vestment (on the

27
gurdsrobe),proteFtionfromevil.|9'rqdius,.ar\.d.foaxpestI.ike
on the jewels. Each step or spell is shrouded in chanting
and praise to Varuna.
When thefl¢rme sfrz.kc spell is cast, the clouds part,

::]Paiggtrda:Tor:ea:fig:tfftoth:#:ieTi°g::..TT:St:gf8rg;ismthe:
diately attacks anyone nearby, including the PCs. He is
crafty and intelligent, and knows that he can create more
creatures like himself. He does not want to do this, so he
is very careful to avoid injuring any particular person too
much (not below 50% of total hit points).
Anyone within 10' of the guru will be under the profcc-
£z.o#fom ezJI.J effect, which the weretiger will try to avoid.
If harmed in any way (through a spell or a magic
weapon, for example), the tiger will back away from the
attacker.

knTwesti;8e:Sthg::]t:Stu¥eofstva:r°i¥°in]htahpeurraiaehT;:h¥:hb::
The beast plans to get free of this crowd, grab the gem,
and escape the palace. The PCs may follow the weretiger
to try to get the gem back, or attack if they have the
means to harm the creature. Otherwise, the weretiger
leads the PCs on a cat-and-mouse chase until it can get
out of the city.
The PCs' best hope, if they have no magic weapons, is
to get Tvashtri to take away the tulwar. To do this they

F.is#;#hfegj:::i:s¥:d:!?p:ei|v:af:Tio:#f:t.¥e:
uses fcJck!.7tesis to bring the Tt/Jzo¢r to his hand, and casts
remozJc c#rsc on the rajah. At this, the tiger changes back
t°Fv¥#r:°trh='n¥sdotnhee::jdahafief:radssuTceesxspf[uT::;:ii.
ment, polymoaphs into a small phoenix, and flies into the
sky to his home plane of Concordant Opposition. It is up
to the PCs to deal with any problems left on the Prime
Material Plane.
If they cannot use this option, they must either kill
their sovereign or let him escape the city, and perhaps
deal with him when he returns. And return he will, as
the rajah in human form will make every effort to get
back to the palace and demand explanations.
The adventure is over once the PCs have eliminated
the threat of the weretiger from Kolhapur, one way or
another, and have solved the problems that might ensue
depending on their means.

the €ho
BwhminJrm"P^Ous Puttoit Pr^bhut Bto^bani S^kir 8uratb R^o
7th tot)el I)uman coale SigJ)tor 7tt) £et>el 9um^tt cO^t€ Cleric 7tb fet)el Sum^n coale Wiz^to
Strength: 17 Intelligence: 15 Strength: 11 Intelligence: 14 Strength: 10 Intelligence: 18
Dexterity: 15 Wisdom: 13 Dexterity: 11 Wisdom: 18 Dexterity: 17 Wisdom: 13
Constitution: 16 Charisma: 17 Constitution: 13 Charisma: 15 Constitution: 15 Charisma: 14

Age: 28 Eyes: Brown Age: 33 Eyes: Brown Age: 45 Eyes: Brown


Height: 6' 1" Handed: RIght Height: 5' 10" Handed: Right Height: 5' 8" Handed: Right
Weight: 209 lbs Alignment: LG Weight: 170 lbs Alignment: LG Weight: 110 lbs Aligrment: LG
Hair: Flowing straight black Hair: Thick, flowing brown Hair: Greyish brown
Features: lean, powerful build, strong Features: stern visage, clean shaven, regal Features: curious, intense gaze, thin
jaw, thin mustache, worldly look manner, white paint on face limbs, no beard or mustache

Armor worn: Studded & shield Armor worn: Leather Armor worn: None
Modified Armor class: 5 Modified Armor class: 8 Modified Armor class: 7
Rear Armor class: 7 Rear Armor class: 8 Rear Armor class: 10
Base Base Movement Rate: 9 Base Movement Rate: 12 Base Movement Rate: 12
Hit points: 61 Hit points: 40 Hit points: 24

Languages Known: Hindustani, Sanskrit Languages Known: Hindustani, Sanskrit Languages Known: Hindustani, Sanskrit
Non-weapon Proficiencies: RIding, land, Non-weapon Proficiencies: Navigation Non-weapon Proficiencies: Animal Lore
(19), Etiquette (17), Hunting (12), (13), Healing (16), RIding, land (19) (18), Fire Building (12), Rope Use (17),
Endurance (16) Weapon Proficiencies: footman's mace, Snake Training (13), Swimming (10)
Weapon Proficiencies: Lance, tulwar chakra (discus), staff Weapon Proficiencies: Sling, dart
(scimitar), horseman's mace, footman's
mace, dagger, horseman's pick Magical Items.. necklace Of prayer beads (30 Mai8ical Items.. potion Of fiery breath, rope Of
100-gp pearls, peridots & topazes plus disappearing (aLcts aLs rope of climbing but
Magical Items: Jofws a/Jz/c (flower, if 1,000-gp sapphire of aforlcmeri£, ruby of allows rope trick as spe\13 /daLy), foute Of
sniffed, aLcts as potion Of extra-healing three bJess!.72g, fire opal of cwrz.Hg and star ruby s7t¢kc cfo¢r"!.7!g (1 round playing causes
times a day) Of karma) spell effect)

Garuda's Wing, heavy horse: AC 7; MV Avatar, medium horse: AC 7; MV 18; HD Marut, light horse: AC 7; MV 24; HD 2;
15; HD 3+3; hp 24; THAC017; #AT 3; 2+2; hp 19; THAC019; #AT 3; Ding 1-6/1- hp 12; THAC019; #AT 2; Ding 1-4/1-4.
Ding 1-8/1-8/1-3. 6/1-4.
Wealth: 30 gp, 15 sp, 2 50 gp gems, 200-gp
Wealth: 23 pp, 38 gp, 21 sp, 9 cp, 75-gp Wealth: 30 pp, 45 gp, 20 sp, 10 cp, 1,000-gp sapphire necklace, 25-gp silver ring
gold chain with sundisk, 100-gp ruby gold bracelet, 2 500-gp gold rings, 400-gp
ruby in turban, 1,000-gp gold holy symbol Equipment: light robes, cummerbund
Equipment: tulwar, heavy lance, dagger, (sun-disk) and waistcloth, 2 belt pouches, salt, tal-
footman's mace, saddlebags, 2 weeks' low candle, assorted spices, various
rations, waterskin, turban with ruby, light Equipment: robe, high boots, turban, phy- material components, two soap cakes,
robe, hard boots, belt pouch, silver mir- lactery, footman's mace, staff, three towel, two weeks rations, skin of water,
ror, bedroll, vial of holy water chakras with sun markings, belt pouch, soft sandals, turban, small snake basket,

29
20' rope, flint and steel, standard spell- large sack, saddlebags, pouch of healing Your father served as a noble knight to the
books, saddlebags herbs, cloths, spare robe, two weeks great Rajah Shivaji the Elder, and you
rations, waterskin, scroll of devotions, serve his son, also named Shivaji. The
Contents of spellbook: 1st level-a/Tccf vial of holy water, lotus leaves, white
normal f ires, armor, burning hands , captrj.p , earthpaint and brush ;:Lchfa:£tie,eT;:=thc:=t:.Tty`nfis,s::t:
charm i)erson, detect magic, magic missi.I.e, of Kolhapur. You are one of his most elite
read magic, sleep, unseep 5e_rvayt, ven!r.ilo.- You are one of the great clerical Pundits in servants, and you follow his every com-
mand. You lead his chief group of envoys,
quism; -2nd \ev_el-auqible glam.er, bin.4, the city-state of Kolhapur, on the west
knock, levitate, locate object, magic mouth, coast of hdia. The Pundits are the highest a multi-talented team of powerful men.
rope trick, strengtfa, vocal!ze_., 3rd level~blink, caste in India, as they are rightfully seen Though the Pundits, with their clerical
dispel magic, lightping bol_t, tongyes, water to have the favor of the gods. You serve might, are the highest non-ruling caste, in
breathing; 4th levct-f ire charm, shout. the gods Vishnu and Surya, the most holy matters of war the Brahmins have the
gods, though you pay homage to all rule. This works well, as you solicit the
In the time of your ancestors, the magic- others. You are visited in your worship by advice of others in your command, but
using Fakirs were the highest caste in the devas of Vishnu, who provide your always make the final decisions, in accord
India, but times have changed. With the spells of healing and magic. This is what with the Rajah's wishes. In matters of ser-
makes the Pundits the highest of the high, vice to the gods, of course, the Pundit`s
power of Surya, Vishnu, and the others word is law.
behind them, the clerical Pundits have but in practice, the Pundits are ruled by
become second only to the great Rajahs in the noble Rajahs, whose religious knights, You are regal and noble, in keeping
stature. Though this upset your father, the Brahmins, are their most elite ser-
who taught you the Fakir arts, you find vants. You are under such command in ¥ittt%::::afsiea¥::ar:£:rETownfetho¥:#:
no quarrel with the status quo. Now you Kolhapur. You serve Rajah Shivaji, the son highest honors anyone could be accorded.
serve the great Rajah Shivaji, who is the of the man who originally bore that name
second to bear that name as Rajah of the as Rajah. He has given you the honor of :e:fg;tfovnist#.T:j:fhigftufedrLee:;:
city-state of Kolhapur. You are part of an being in his most elite party of envoys. It Though you rarely wear paints of wor-
eliteenvoygroupledbyoneoftheRajah`s is led by a Vishnu-worshipping Brahmin, ship, that being reserved mainly for Pun-
highest nobles, a Brahmin. You occupy to whom you gladly cede authority in all dits and their acolytes, you always devote
but spiritual matters. your sword to Vishnu, with hopes you
;he:apu°sseft::?o°:rmvaagu!:i::::tdei:.qgve£:::: In the service of the Rajah you have win not have to kill often. Would that men
There are few problems you cannot solve been very strict in your clerical devotion.. could live in a world as free of evil as
for the group. Still, the Brahmin is the You were rewarded when an astral deva, Vishnu's soul, but since such is not to be,
leader of the group, and you respect that the greatest of all servants of Vishnu, your sword will be at your side. You have
as all members of your high caste must. brought you a necklace of holy prayer named your white stallion after the flying
You are a powerful magician, having beads. You wear it prominently at all steed of Vishnu, calling him Garuda's
mastered the arts of snake charming, times, especially during worship. Your Wing. In reward for your devotion to
breathing fire, rope tricks, and showman- face is painted with two parallel lines of Vishnu, his boar-headed avatar, Varaha,
ship from your father's teaching. He too white earthpaint drawn from your hair- appeared in a dream and handed you a
was a servant to the Rajah, `the current line to the bridge of your nose, the lines lotus flower. When you awoke, a magical
Shivaji's father. You are especially versed connected by a line at the bridge. You healing flower was beside your bedpost.
in the high arts that go beyond mere have even named your horse Avatar, after You thank Vishnu for his gift, and con-
show. You own several items of magic, the many personas the gods can assume, tinue your service to him.
the only ones in the group beyond the and use as weapons the chakras, or sun- You are a powerful fighter, and have led
Brahmin's healing lotus and the Pundit's disks, that Surya bears. In return for your several campaigns against the smaller
beads of prayer. On many occasions you devotion, you are empowered with holy states surrounding Kolhapur. This year,
have been called to use your spells of miracles, including the power to heal. however, your Rajah decreed that peace
lightning and fire on enemies of the Rajah In recent years, you have sought was essential, for the whole of India was
and Kolhapur. This year, though, the Vishnu's mercy as your have used your beset with threats from within and with-
Rajah commanded your group to go to might to fight in the Rajah's service. Kol- out. And so your group was instructed to
the other Rajahs in the area and make hapur has been at war with smaller states go by land and sea to all the other states
entreaties of peace. You were often of Goa, Dharwar, and others, but in the and convey the Rajah's wishes for peace.
needed to both entertain and reason with last year, your great Rajah has realized This you did, being entertained by the
the quarrelsome Rajahs, but you all suc- that India faces many threats that only Rajahs of Goa, Dharwar, and others. In
ceeded in swaying them to the cause of some states you met hostile receptions,
peace. You have now come home to the #;::::rco¥pC:neqreu::.n?Cocn°:df8;¥;X°ouf but your calming words eased fiery tem-
state of Kolhapur on your horse, whom peace to all the smaller states. It took sev-
you have named Marut because he is as eral months, but your wisdom helped the £:as;:nu::]oyk°au:h¥js:;°fh:;Se:tscuocacs:S:i
fast as the spirits of the wind. Brahmin and the others persuade the India to home to give your Rajah word of
many Rajahs to trust each other. It did your success.
your soul good to get out on horseback in
the countryside, but you are glad to be in
your home state again.

30
Singh Akb^r About Yogi Sal^bat }^ng Shihari f asJjhar Kb^n
7tl) £coet Sutti^tt coale SigJ)tor 7tl) tcoel Oum^n coalecoonk 7th lcoet 8unun cO^te R^nger
Strength: 18 (78) Intelligence: 13 Strength: 15 Intelligence: 11 Strength: 16 Intelligence: 14
Dexterity: 15 Wisdom: 14 Dexterity: 18 Wisdom: 15 Dexterity: 15 Wisdom: 12
Constitution: 15 Charisma: 13 Constitution: 16 Charisma: 10 Constitution: 17 Charisma: 11

A`Ff:. Tfl Eyes: Dark brown Age: 30 Eyes: Brown Age: 26 Eyes: Dark brown
Height: 6' 3" Handed: Right Height: 5' 6" Weight: 100 lbs
Height: 5' 9" Handed: RIght
Weight: 215 lbs Aligrment: LG Hair: Shaved head Alignment: LG Weight: 177 lbs Alignment: LG
Hair: Short black Handed : Ambidextrous Hair: Long, flowing black
Features: thick mustache and eyebrows, Features: calm, very thin, flexible, Features: muscular, quick movements,
very muscular, steely gaze thoughtful expression thick beard, mustache

Armor worn: Studded & shield Armor worn: None Armor worn: Studded & shield
Modified Armor class: 5 Modified Armor class: 5 Modified Armor class: 5
Rear Armor class: 7 Rear Armor class: 5 Rear Armor class: 7
Base Movement Rate: 9 Base Movement Rate: 21 Base Movement Rate: 9
Hit points: 53 Hit points: 30 Hit points: 49

Languages Known: Hindustani, Sanskrit Languages Known: Hindustani, Sanskrit Languages Known: Hindustani, Sanskrit
Non-weapon Proficiencies: Blind-Fight- Non-weapon Proficiencies: Animal Lore
Weapon Proficiencies: Tulwar (scimitar), ing, Endurance (16), Swimming (15), (14), Direction Sense (13), Hunting (11),
heavy crossbow, scourge, horseman's Healing (13) Jungle Survival (14)
pick, dagger Weapon Proficiencies: Martial arts, staff, Weapon Proficiencies: Tulwar (scimitar),
dart, garrotte, light crossbow dagger, light crossbow
Non-weapon Proficiencies: Blind Fight-
ing, Charioteering (17), Riding, land (17), Monk Class abilities: No damage from Ranger Class Abilities: +4 attack roll
Rurming (9) magical attacks with sucessful save bonus vs. Thugs; tracking (14); animal
(7/day); ESP has only 240/o chance of suc- empathy (animal saves vs. rods at -3 or
Karttikeya's Sword, heavy horse: AC 7; cess; fall 30' for no damage if within 4' of ranger can shift its reaction one category
MV 15; HD 3+3; hp 23; THAC0 17; #AT 3; a wall; meditation (one hour of uninter- of his choice); Attack with two weapons at
Dmgl-8/1-8/1-3. rupted meditation equals two hours of no penalty; HS 43%; MS 55%
sleep), can ignore, heat, cold, thirst, or
Wealth: 29 gp, 45 sp, 65 cp, 150-gp ruby cold while meditating, is aware of sur- Peacock, medium horse: AC 7; MV 18; HD
roundings; can fight while prone at no 2; hp 18; THAC019; #AT 3; Ding 1-6/1-
Equipment: light robe, turban, high hard penalty; save vs. paralyzation to avoid 6/1-3.
boots, tulwar, heavy crossbow,18 bolts, missile attacks; F/RT 50%; MS 55°/o; HN
quiver, two whips, horseman's military 25%; CW 91%; surprised 2 in 10. Wealth: 6 pp, 4 gp, 1 sp, 2 cp, 1 750-gp
pick, dagger, saddlebags, two weeks gems, 2 50-gp gems
rations, waterskin, spare shield, grain, bri- Mantra, light horse: AC 7; MV 24; HD 2;
dle, large sack hp 13; THAC019; #AT 2; Ding 1-4/14. Equipment: light robe, cummberbund,
Wealth: 5 gp,15 sp, 20 sp,100 gp pearl, high hard boots, turban, light crossbow, 24
You have always been in the Singh caste 100-gp ruby in turban bolts, quiver, tulwar, two daggers, flint

31
and steel, carving knife, leather backpack, Equipment: turban, waistcloth, sandals, of soldiers serving Rajah Shijavi, the sec-
two weeks rations, waterskin, snare cord, light robe, quarterstaff, three darts, gar- ond Rajah with that name to rule over
50' rope, hooded lantern, flask of oil, rotte, light crossbow, 12 bolts, saddlebags, your home city-state of Kolhapur. In his
torch, silver mirror, belt pouch, bread 50' rope, waterskin, two weeks rations, father's service, your father fought
crumbs, small pieces of meat scrolls of meditations, white facepaint throughout Western hdia. You have been
and brush leading troops from chariots in the fight
The Shikari caste is made up of the Rajah's against the smaller states of the region,
elite hunters and guides. Though the The devotion of yoga is a demanding dis- more than once taking painful wounds
caste is not wealthy, Rajah Shivaji's benev- cipline, requiring many hours of medita- from a Goa spear or a Dharwar arrow.
olence makes certain the Shikaris are tion and physical exertion to reach You are physically very powerful, but
comfortable. While others in your caste perfection. You have far to go to reach that that does not mean you neglect your
hunt for the Rajah's table, you have been goal, which can take several uretines. But intelligence. You are an expert in the use
assigned to the Rajah's most elite envoy you persevere, chanting mantras and of the tulwar, and you have named your
group, under the command of a Brahmin, attuning your body to Heaven's vibra- horse in honor of the war god Karttikeya.
a noble knight. Though he leads the tions. You are a master at controlling your Your missions were often very danger-
group, your unyielding service is to the muscles, giving you greater freedom of ous. Your most perilious mission was an
Rajah, whom you obey in all things. You movement and flexibility. You can hold assault in the north country, where you
have fired your unerring bolts in service your breath for hours, inducing in your- and your men attacked Rajah Indra
of the Rajah and the city-state of Kolha- self a near catatonia, and heal your own Dhoomna and his fabled Juggernaut.
pur, on India's west coast. You are skilled wounds through intense concentration on This was a titanic war machine. The Jug-
in the navigation of the jungles around the afflicted area. You can close your mind gernaut was a 60' throne that lumbered
Kolhapur, and are very comfortable out- to outside influences, as well as monitor forth on massive stone rollers, crushing
doors. You are wise in the ways of nature, and control the spread of the diseases that all in its path. Though many of your sol-
knowing that, whether the gods are mer- ravage India. These are ancient arts in diers perished under the Juggernaut, and
ciful or not, the progress of life will con- India, and you have gone beyond the the Rajah's archers, you defeated the
tinue. Obviously, man is the overlord of training of your yogi masters in these dis- Rajah and destroyed his machine. For
nature, but only so much as the gods ciplines. To others, they seem as Fakir this service, your Rajah had you pro-
allow. Your hunting is mainly for tiger magic, but you know that only dedication, moted into his direct service. You are
and other deadly prey. Once, while hunt- not magic, is required. now a member of his most elite band of
ing tiger, you came upon some Thugs, Though you always maintain your exer- envoys, which is led by a noble Brahmin
Kali worshippers who strangle traveuers, cise regimen, matters of state have occu- and contains a clerical Pundit, a magic-
practicing their art on some trappers. You pied much of your concentration lately. using Fakir and others.
trailed them to their camp and made the You serve the great Rajah Shivaji of Kolha- Surprisingly, your most recent mission
largest Thug arrest in Kolhapur history. pur, your home city. The Rajah's father, was not of war, but of peace. Recognizing
All were hanged. also named Shivaji, brought yogis into the that, after many years of fruitless war, the
You have fought many battles for the palace for the first time to serve him, and whole region faced major threats that
Rajah, something Shikaris rarely do his son has continued this tradition. You only a united dominion could overcome,
because of their mission of gathering are one of his most elite envoys, in a group your wise Rajah sent your group on a
food for the Rajah. But your position led by a Brahmin, one of the Rajah's noble long errand of diplomacy. You went to
demands that you fight occasionally, knights. You were often required to use thecourtsofalloftheRajahsintheregion,
especially against the soldiers of the your considerable fighting ability against some of whom had lost sons in the wars
smaller states that ring Kolhapur. They the soldiers of the smaller states that sur- with Kolhapur. But the wise words of the
have been fighting for many years, but a round the large city-state of Kolhapur. But Brahmin and others swayed most of the
few months ago, your wise Rajah ordered recently, your Rajah decided it was time Rajahs to the side of peace. Still, there
the fighting halted. The task of convinc- for the fighting to end. He saw that all of were some hostile receptions, but your
ing the Rajahs of the hostile smaller states India was beset by threats from inside and tulwar rarely moved from your belt. After
to cease hostilities was assigned to your out, and that all of the states needed to
group. You spent four months in the stop squandering their resources in fruit- i:::rrae]i°endthhsoine::£a:as:Pea:8K'oyih°at
courts of the warring Rajahs, occasion- less war. Though you were happy to fight pur to await your Rajah's next command.
ally using your skills to help the Rajahs, in your Rajah's service as members of your
as your Rajah commanded. Eventually Yogi caste must, you were relieved that the
your mission was a success, and you war might end. You and the other mem-
returned home to the familiar jungles bers of your group embarked on a four-
surrounding Kolhapur. month diplomatic mission to persuade the
warring Rajahs to put down their arms. A
tentative peace was achieved, and you
rode home in triumph.

32
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30. Servants' Quarters (upper) 41. Acolytes 52. East Court
31. Storage 42. NUT§e 53. Ranee's Chamber
32. Bath 43. Nursery 54. Roya( Bedchamber
33. Chief of Staff 44. Children's Chamber 55. Ballroom (upper)
34. Gallery 45. Ranee's Sitting Room 50. Vlsitor Bath
35. Breakfast Veranda 40. Ranee's Bath 57. Overlook
30. Trophy Room 47. Balcony 58. Audience Drawing Room
37. Library 48. TeITace 59. Rajah's Chamber
38. Cumu's Room 49. Audience Chambel. 60. Rajah's Bath
3?. Chamber of Cods 50. West Court 61. Rajah's Armory
40. Temple to Vai.una 51. Morning Room 62. Fighting Practace Room
C. Guard
One Square equals 20 feet