Rolo's Sword & Sorcery Campaign

The Haunted House

Mysterious lights, bumps in the night, some swear they have seen skeletons in the moonlight.



Front porch: Door unlocked. Ruined front room, hole in wall, tattered rugs (pit trap fall 10 ft to Cellar.)

First floor: All windows boarded up. Back cellar Door hidden by overgrowth Trapped by arrows. 3 arrows poison tipped extra 1-6 damage fail save dc 15

2nd floor: Busted out windows, drapes blowing in the wind.



The Rising Moon Tavern

As the group settles to the ground from jumping out the top floor window of the Silver Eel, a huge red hair barbarian grabs Valana from the players. Shouts what is going on here!- He sees Arere and Mitch and says follow me if you want to live.

Fafhrd runs through Bones alley to Carter st as you hears other shouts and yelling for the water brigade. As the group gets to the corner they can see torches and a group of hawk face guards coming from the north. Fafhrd turns south hiding in shadows moving fast as a mountain lion.

He continues south to shady st and enters what look like apartments call The Cavern. Fafhrd rushes up the stair to a the white wizard and tells the group to enter one of the lower apartments and rest as he will be back later.

Fafhrd returns at dawn demands to see the backpack with the symbols form Ning. Fafhrd cracks the seal opens the backpack and reads a letter. The Bazaar of the Bizarre. A beautiful merchants shop has turned out to be Mouser’s undoing.

You are required to enter the Plaza of Dark Delights to obliterate a bazaar that has been established there by the Devourers, alien merchants. Beware the The Plaza of Dark Delights. The Plaza is home to all manner of strange and debauched shops and entertainments: Fafhrd tells the group to go to the Rising moon Tavern on East Festival St. to find out any other rumors of this area. He commands the group to go and wait for him at the tavern.


Streets o Lankhmar Carter st past damp st passed barter st to Festiva circle.

Festival st east to the Rising moon. Party pass the The Seed & Harvest Festivals


The Plaza of Dark Delights: This plaza is the largest in Lankhmar. By day, it is filled with merchants selling all sorts of mundane goods . At night, stranger sellers emerge and erect mysterious booths featuring stolen goods, cursed artifacts, and treasures recovered from ancient ruins. Wizards, thieves, treasure seekers, and bounty hunters seeking stolen goods are the usual clientele. Most everyone wears a veil when visiting the market at night, for few care to be seen in this swirling den of mystery. The nature of artifacts sold in the plaza at night makes it a dangerous place. Ghostly spirits, angry wizards, and vengeful creatures have come to the market to recover lost treasures.

Fountain of Dark Abundance: No one drinks from this strange public fountain in the Plaza District. Its waters run dark purple, poisoning most of those who drink from it . It is 10 feet in diameter, with twisted statues of monsters and humans rising from its center.
Legend has it that a black wizard cursed the fountain when he was pushed into its waters by a busy crowd.

This fountain is at the north end of the Plaza, and features a wide purple black-watered pool and a black-stone central pillar that drips out the dark water several times every minute. It is frequently used as a place to meet Red Lantern whores, who gather here each night and fl oat their crimson paper candle-lamps on the gentle waters at the base of the trickling fountain. On nights of certain astrological significance, it is said that some onlookers see visions in the fountain’s waters.

Lankhmarts throw Tiks and Agols into the water for good fortune and to make wishes. Taking any of the sparkling coins from under the water is supposed to invite bad luck into one’s life for a year and a day. Periodically, however, the fountain seems to be swept clean of coinage and no-one knows who takes them.

Park of Pleasure: The Park of Pleasure draws its name from the lovers that rendezvous
beneath its wooded fields . More often,it is used as a “neutral ground” for thieves, assassins, and other criminal elements . Both the Thieves’ Guild and the Slayers’ Brotherhood pay the City Patrol to avoid the park by night.

Shrine of the Black Virgin : By day, this life-sized statue of a forgotten goddess stands with
its arms beckoning compassionately. At night the statue seems to take on a more provocative stance. Whether this is an actual transformation or merely a trick of the light is unknown.

The Black knight

There seems to be A disagreement between the Gravedigger and Embalmer guilds.

Lots of rats on and below the streets these days. The Vermin Catchers have been very busy..

Tales of the haunted house.

Etteilla was the first to issue a tarot deck specifically designed for occult purposes. In keeping with the misplaced belief that such cards were derived from the Book of Thoth, Etteilla’s tarot contained themes related to ancient Egypt.

The Fortune Teller Bellows I can tell your Past,Present,and future. The 78-card tarot deck

Decide the spread that you will use. There are many different spreads which you can use, here are a few of the most common:


Three card spread. Lay out three cards. Left to right, each card represents the Past, Present and Future.

Five card Horseshoe spread. Lay out five cards in an upright arc. Left to right, each card represents the Present Position, the Present Desires, the Unexpected, the Immediate Future and the Outcome.

Celtic Cross. Lay out ten cards as shown in the diagram to the right. Each one of the numbered cards represent the Questioner’s:
Present Position
Immediate Influences
Root of the Reading
Past Influences
Future Influences
Outside Influences
Hopes and Fears

The Major Arcana (greater secrets), or trump cards, consists of 22 cards without suits: The Magician, The High Priestess, The Empress, The Emperor, The Hierophant, The Lovers, The Chariot, Strength, The Hermit, Wheel of Fortune, Justice, The Hanged Man, Death, Temperance, The Devil, The Tower, The Star, The Moon, The Sun, Judgement, The World, and The Fool.

0. The Fool: The beginning of your quest for knowledge.

1. The Magician: Knowledge through experience

2. The High Priestess: The female energy of your mind (right side of the brain).

3. The Empress: The ability to acknowledge ego, and understand that it serves as a teacher to protect yourself, from your self – being able to think fast, and still have loving intention.

4. The Emperor: Not allowing ego to be your primary decision maker, and understanding that the only thing you will always be wearing is your soul (being too left brained).

5. The Hierophant: Finding balance between soul and ego. Letting go of the need to fix everything, and understanding there is no need to interfere, you must only guide, and lead by example.

6. The Lovers: The Lovers are not quite what you imagine. The card doesn’t represent a significant other, but rather – the lesson of The Lovers is to live life with love being your primary objective.

7. The Chariot: The Chariot represents being aware of the consequences of your actions, and not allowing sexual desires/false bravado to be your guiding forces.

8. Strength: Remembering to be a warrior, not a worrier… approaching life with an open heart, and staying strong during adversity.

9. The Hermit: Finding appreciation for solitude, because it can serve to remind you of your true purpose.

10. The Wheel of Fortune: The only permanence is impermanence. Fortune can change instantly, and it is important to remain grateful – always.

11. Justice: You reap what you sow, and for every action there is a reaction.

12. The Hanged Man: It is far better to confront your demons, and allow them to be teachers – as opposed to having them be your “executioners.”

13. Death: An end is just a new beginning.

14. Temperance: Patience and persistence for what you’re passionate about.

15. The Devil: The Devil is not a “monster,” but instead it is the monster that chains you to a lower vibration because of choices made primarily for egotistical gain.

16. The Tower: A reminder to be humble and appreciate all that you have, as well as what you can have. Also, to be aware that once you get what you wish for, you must not take it for granted.

17. The Star: To be able to see the stars, you must know the darkness, and in order to see the light, you must know that even in the light, the dark exists but is only there to cradle the stars.

18. The Moon: Masculine energy, being called to be the best “man” you can be.

19. The Sun: Finding balance between the day and the night, and remembering the lesson of the sun – be light, be bright, be warm, and inspire life to flourish by what you project to your surroundings.

20. Judgement: Responsibility for the past to progress in the future.

21. The World: Know yourself, and you will know the world. Know the world, and you will know yourself.

1 The Magician A sudden solution, as if by magic – but it may be just an illusion.Wizard plausible.
2 The High Priestess Secrets and hidden circumstances stand in the way and need to be understood. Archetype: Secret: hidden influence.
3 The Empress The gentle power that still rules, almost unnoticed and rarely opposed.
Archetype:Benefactor: gentle power
4 The Emperor You’re up against real power, so yield or suffer the consequences.
Archetype:Supreme ruler: irresistible power.
5 The Hierophant The dependency on approval from an elevated dignity.
Archetype:Priest: spiritual authority.
6 The Lovers Deeply felt mutual attraction – for as long as it lasts.
Archetype: Love: intense affection.
7 The Chariot Triumph – but beware of its consequences at length.
Archetype: Conqueror: success in spite of resistance.
8 Strength Strength of a kind that’s superior because of its clever application.
Archetype: Hero: a great feat.
9 The Hermit The lesson and reward, but also misfortune, of solitude.
Archetype: Solitude: isolation.
10 Wheel of Fortune An uncertain outcome, with an aftermath to be carefully considered.
Archetype: Chance: the unpredictable.
11 Justice Justice without blindfold is not always fair.
Archetype:Judge: the rule of law.
12 The Hanged Man Great personal sacrifice that still doesn’t hurt much.
Archetype:Martyr: sacrifice.
13 Death A costly loss – sometimes, but not always, the death of someone.
Archetype:Grim reaper: coming to an end.
14 Temperance Moderation in all is ultimate persistence.
Archetype: Patience: time passes.
15 The Devil The pain and delight of giving in to temptation.
Archetype: Archfiend: nemesis.
16 The Tower A spectacular ambition that ends with disaster.
Archetype: Destruction: failure.
17 The Star Time to pause and reflect, contemplate what’s precious and what’s not.
Archetype: Distance: the unreachable.
18 The Moon Longing for the sake of longing, and the hope of fulfillment.
Archetype: Soul: longing.
19 The Sun Great resources at your disposal, but constrain yourself since it’s possible to have too much.
Archetype: Ability: triumph
20 Judgement Ultimate judgment, whether we welcome it or not.
Archetype:Result: final outcome..
21 The World Success in anything worldly, but not for free.
Archetype:Opportunity: success at hand.
0 The Fool Blissful carelessness, the power of ignorance.
Archetype: Innocence: carefree ignorance.

The Minor Arcana (lesser secrets) consists of 56 cards, divided into four suits of 14 cards each; ten numbered cards and four court cards. The court cards are the King, Queen, Knight and Page/Jack, in each of the four tarot suits.

The suits are Cups, Wands, Pentacles and Swords, and each suit comprises of 10 numbered pip cards, and four court cards (Page, Knight, Queen and King).

The Cups Suit (also known as the Chalice Suit) is linked with the standard Hearts Suit, and henceforth with your feelings and emotions, especially love, kindness and admiration. It is also associated with the classical element of Water Cups:
Keyword – Emotions

The Wands Suit (also known as the Staves Suit, Rods Suit or the Batons (the French word for Wands) Suit) is linked with the standard Clubs Suit, and with your intuition, especially vision, prediction and “gut-feelings”. It is also associated with the classical element of Fire
Keyword – Creativity

The Pentacles Suit (also known as the Coins Suit) is linked with the standard Diamonds suit, and henceforth with the material world; your possessions and the things you cherish. It is also associated with the classical element of Earth.
Keyword – Wealth

The Swords Suit is linked with the standard Spades Suit, and with your mind, especially your intellect and your decisions. It is also associated with the classical element of Air
Keyword : Action

Aces: Keyword – Beginning
When interpreting tarot cards of the minor arcana, Aces are the root force of the suit. They are a new start. The Aces represent hopes, dreams and potential success. When following other cards in the story line they indicate creation or attainment.

Twos: Keyword – Decision
When interpreting tarot cards of the minor arcana, the twos represent a fork in the road. A decision has to be taken. Competing interests must be balanced. Harmony should be achieved.

Threes:Keyword – Triangle
When interpreting tarot cards of the minor arcana, the threes provide us with a triangle. Where the triangle is positive and supportive it is the strongest of all geometric structures. When it is negative and divisive, it becomes a wedge which separates and splits asunder.

Fours: Keyword – Stability
When interpreting tarot cards of the minor arcana, the fours represent stability. For a moment, everything is still, solid, rooted, established. This can be positive, a solid foundation. When negative, fours represent something that refuses to budge or change.

Fives:Keyword – Problem
When interpreting tarot cards of the minor arcana, the fives invariably pose a problem to be solved. They reflect instability entering the person’s life and as such they often raise more questions than answers. Advice or help for the subject is often called for to move them forward. Five is also the number of the Hierophant – the adviser. An upset in the person’s life seems inevitable.

Sixes:Keyword – Solutions
Where the fives suggested instability, the sixes represent actions, moving forward toward solutions and stability. Even the swords show a getting on with life.

Sevens:Keyword – Effort
When interpreting tarot cards of the minor arcana, the sevens relate to the Chariot, a card about finding and maintaining control and mastery over opposing forces.

Eights:Keyword – Movement
When interpreting tarot cards of the minor arcana, the eights are about moving, taking action – they are related to the Strength card. Movement, travel, brave decisions and hard work are called for.

Nines:Keyword – Completion
Nine is also the number of the Hermit – shining a light on the situation. The nines represent completion, good or bad, although the subject is not aware of it yet. In order, the Wands are not sure which way to go (although resolution is at hand), the cups and pentacles auger success, and swords mean the ending of the current phase of the person’s life.

Tens:Keyword – Finality
As the aces represented the start of a venture, dream or idea, when interpreting tarot cards of the minor arcana, the tens represent its conclusion.

The wands auger completion with a last effort or help, the cups show success as do the pentacles. With Swords the situation is over – finished, dead and gone.

The subject represented by the sevens is faced with various dilemmas, all of which he can overcome after effort or finding a solution to their problem. Eventual success is foretold.

Pages:Keyword – Message
Pages are invariably described as a young person, indicating new ideas or developments. When interpreting tarot cards of the minor arcana, the Page brings a message relating to the arena of the particular suit. The pages can also stand for children in the subject’s life.

Knights:Keyword – Mission
When interpreting tarot cards of the minor arcana, the images of Knights are very much of a person on a mission. They suggest people involved in travel. The person is a mover and shaker influencing the life of the subject. Loyalty and trust (Knight like attributes) are associated with the Knights.

Queens:Keyword – Wisdom
The Queen is a person of wisdom and knowledge who can help the subject to move forward. The Queens can also counsel the subject to find and consult such a person. The Queen is a person who can put things into perspective

Kings:Keyword – Knowledge
Many explanations actually start with the King because the King starts things off. This person is a motivator, an instigator of new projects. Planning, organizing, moving things forward, the King is the person to consult. When interpreting tarot cards of the minor arcana, a king’s knowledge is power, so use this person’s advice to your advantage.

There are actually two different types of Tarot readings: question readings and open readings.

see a bad moon a-rising
I see trouble on the way
I see earthquakes and lightnin’
I see bad times today

The Silver Eel


The group enters the Eel and head to the bar. Meeting Otto the keep ordering drinks. A band of thugs attack the party.During the battle a loud explosion from the upper levels can be heard. Realizing that Aurora has taken Mitch upstairs.


The group races up the stairs to the top f 5th floor a blase. The bard is the first to reach the room and sees a woman tied to a chair flames all around. The group gets collected and jumps from the 5th floor window. Only to fall like a feather with a whisper from the bard.

A man named Ray has been renting out the bottom floor room for a good month. Ray is quite but has lots of friends and visitors going and going. male human Rog7; CR 7; HD 7d6+7; hp 40; Init 7; Spd 30 ft; AC 18, touch 13, flat-footed 18 (3 Dex,4 armor,1 armor enh.); BAB 5; Melee quarterstaff +6 two-handed (1d61), or dagger 6 light (1d4/19-20); Ranged heavy crossbow +10 (1d10/19-20); SA sneak attack +4d6; SQ evasion, uncanny dodge (AC), uncanny dodge (flank); AL CE; SV Fort +5, Ref +8, Will +6; Str 10(0), Dex 17(3), Con 12(1), Int 16(3), Wis 14(2), Cha 8(-1).

Ray has been following Fafard and Vallana. He with the help of Hisven drugged Aere and took her thru the teleportation portal.

Hisvin himself was recently seen at the eel. Scolding Hisven about always playing games of chess with Rays lackeys.

Harlot encounters can be with brazen strumpets or haughty courtesans, thus making ti difficult for the party to distinguish each encounter for what it is. (In fact, the encounter could be with a dancer only prostituting herself as it pleases her, an elderly madam, or even a pimp.) In addition to the offering of the usual fare, the harlot is 30% likely to know valuable information, 15% likely to make something up in order to gain a reward, and 20% likely to be, or with with, a thief. You may find it useful to use the sub-table below to see which sort of harlot encounter takes place:

01-10 Slovenly trull
11-25 Brazen strumpet
26-35 Cheap trollop
36-50 Typical streetwalker
51-65 Saucy tart
66-75 Wanton wench
76-85 Expensive doxy
89-90 Haughty courtesan
91-92 Aged madam
93-94 Wealthy procuress
95-98 Sly pimp
99-00 Rich panderer

The Streets of Lankhmar

A map is found.







Sewers of Lankhmar



Signs of love/Hate and life/death.

“The beginning of eternity
The end of time and space
The beginning of every end,
And the end of every place.”




“The beginning of eternity
The end of time and space
The beginning of every end,
And the end of every place.”

The Demise of the Necromancer.

Mum,Ox,Orson, and Mich enter the Catacombs. Encountering different colored Sprials designs in the floor. Closer inspection finds that they are embedded with gold, emerald,ruby,and sapphire dust.


Following the Main tunnel the group discovers elemental runes, by covering the dead end wall with the collected dusts. Ox pushes the runes suffers damage by there activation. Orson steps up and disables the rune traps, but triggers a pit trap below him. Orson falls and is only saved by his fingertips. A strong smell of sewage comes from the slimy hole as Ox pulls up Orson from the hole. The Ox leading the group turns down a hall from the 4 way intersection.


Fire Trap burns Ox as he travels down the tunnel. Ox spots the trap hot box and shows Orson who blows out a pilot light. With the trap disabled the group continues down avoiding a door. Then traveling over a sunken sewer drain. Webs are now covering the walls and the floor. A spiders nest is torched by Mum, while Ox battles the offspring of Mog the spider god.


Defeating the spiders the group notices another spiral where a magic mouth bellows out a warning.“The prophet is a fool the spiritual man is mad For the multitude of thy iniquity and the great hatred.”


Fibonacci’s puzzle appears and is solved by the group. A portal in the wall grows as Ox and Mich step thru followed by Mum and Orson. The group is now in a large vault of the dead. Chanting is heard as a row of skeletons claw there way out of the ground.


Mum crushes the undead with his lit torch as Ox and Orson knock out more.


The chanting stops as the group sees 2 Men disappear within a circle. A Necromancer now stands behind an alter with a naked female.


The group unlocks the gate and Ox bum rushes the Necromancer only to be tripped up on the alter. This gives the Necromancer the opportunity to stab the female and scream “FEAR ME!” Ox is feared as Orson and Mum move up and provide support.

Orson and Mum strike the Necromancer who turns invisible and flees. Mum however hears him climbing up the sewer ladder shoots a killing blow which is the demise of Necromancer. Mich healing saves the female who is unconscious.

The group is able to catch their breath but wonders who the other 2 men were in the circle. They search for further clues in the Necromancer’s laboratory. Why is this women being sacrificed down in the under vaults. What evil forces lie in wait on the Streets Of Lankhmar above this Vault?

Into the Catacombs.

The brave group of adventures accept Ningauble of the Seven Eyes and Sheelba of the Eyeless Face mission to find Fafhrd the red-headed northerner within the Silver Eel in Lankhmar. Inform him of Mouser’s fate and give him our gifts.

The group travels through the cave encountering a roper as Mumft leads the group down the passage of water flowing south of the great cave. Mumft slides down the flume, almost plunging down the waterfall into the Chasm of the Dead at its end.

The group crosses the Chasm and enters the Sinkhole of Lankhmar. Piecesrs drop on the group as the enter.

Ox battles the snake

They explore and encounter a mimic and rot grubs gaining treasure.

The only exit is a water sump. The group swims for it.

Taking breath in a new area after a stressful swim. The group now sees a cave lit by only by glowworms.

A symbol is moved by Dimble, opening up the Catacombs. Everyone saves as a cloud of sickly sweet aroma of the dead bellows forth.

Lankhmar: Through Ningauble's Cave

The beginning
After the group enters the cave the DM disappears. You hear dripping water as you stand in a wide,cold,dark, & damp cavern.


The group now hears a odd inquiring voice “Oh I see we have some uninvited guests!”

Once the voice completes its sentence the group is inspired for what is to come.

“Mouser has arrived before the others and has been enticed within the bazaar. We fear the worst may have happened to him.”

Ningauble of the Seven Eyes and Sheelba of the Eyeless Face, unusually working together continue to ask for assistance to carry out a mission.


The voices continue “Find Fafhrd the red-headed northerner within the Silver Eel in Lankhmar. Inform him of Mouser’s fate and give him our gifts.” The group must assist Fafhrd to perform a mission of aiding Fafhar with a Blindfold and the Cloak lent to them by the wizards.

If the group is successful in helping with some tasks, the wizards might consider future attempts to return home.

Ningauble then commands the group to go south and travel into the the smaller cave passages beyond the Crystal Spring Dome.

Catacombs of Lankhmar
The return of the Thin White Duke






Easily the starting place of one hundred adventures… Anyone who’s anyone in this city spends some time here. In some ways, the Vulgar Unicorn is the heart of Sanctuary, twisted and black as it is. This tavern is the center of nearly every insidious plot, every angle, and every plan to do mischief. It attracts the toughest and deadliest folks in the city. It is no wonder that this place is said to be the center of the Maze, Sanctuary’s most dangerous part of town. Still, despite its sinister character and the legends that swirl about it, it is really nothing more than a bar in a seedy backwater city, far from the pomp and majesty of the cultural centers of civilization. Or is it?


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