


Dwarven Church            Page 50


21.3.  Dungeon Masters' Description

     This four foot diameter bowl is very powerful.  It is a
fountain of healing and recharging, but it will only heal or
recharge partially injured beings  or  drained  items.   Any
item  with full charges, or non-chargeable magic items, will
be completely and permanently de-magicked if immersed.  If a
person is immersed when not suffering from some damage, that
person will lose half of his hit points as if from acid.

     The person or article will be  affected  proportionally
to  the amount immersed.  Objects de-magicked may not change
their appearance (unless that is an effect of their  power),
and  it will only be noticed that they have been de-magicked
if and when the owner attempts to detect magic, or  use  the
item.   Anyone polluting the water will be denied its powers
forever, and will instead be  treated  as  if  at  full  hit
points  (i.e.  lose half of total, not current, hit points).
Any objects that that  person  owns  will  also  be  forever
exempt, and will be destroyed if immersed.

     For recharging  and  de-magicking  effects,  treat  the
fountain  as  if  of  25th  level.  Thus, most artifacts are
immune.  Water removed from  the  bowl  is  powerless.   The
water is safe to drink.

21.4.  Further Description

     The Dwarvish inscription above the doorway reads  "He's
dead,  Jim." If someone stands on the altar and speaks those
words (in Dwarvish), he will be transported aboard a  space-
ship.   A  tall  blond  human  wearing black pants and a red
shirt with a target on the chest will look up  and  see  the
character standing on the receiving plate, and exclaim

    Oh, no, I got the wrong guy again!!  You're not  the
    Doctor!  Who are you?

He will immediately beam the  character  back  down  to  the
altar.  Further attempts to beam up will be ignored.

     Attempts to attack this person  will  result  in  being
stunned by phaser fire, and transported down in a dazed con-
dition.

21.5.  Treasure

     The Silver Bowl is worth 1,500 gold pieces, but it will
not  work once removed from here (even if put back).  Anyone
removing it from this room will lose 5,000 experience points
for destroying such beneficial magic.

9

9







                          Page 51             Dwarven Church


     There are 24 Dreadit tokens in the bowl.   The  dreadit
is  in the bowl only because someone else felt it was value-
less, and threw it away.  It can easily be recovered.

____________________________________________________________


22.  Courtroom

22.1.  Outside Description

     This door is  beautifully  carved  mahogany  with  long
brass handles.  Some loud speech can be heard within, but it
is unintelligible.

22.2.  Inside Description

     You see a large room with ornate paneling.  At the  far
end is a high bench, currently occupied by a high judge.  In
front of him is a large, brass bound book and a  gavel.   On
the floor next to him is a brass spittoon.

     He appears to be talking to a bailiff.

     On this side of the  room  are  rows  of  uncomfortable
looking benches.  They are unoccupied.

22.3.  Dungeon Masters' Description

     The two sides of the room are separated by  a  powerful
force field.  The adventurers will have difficulty approach-
ing the bench from here.

     As the party enters the courtroom, a bell  rings  three
times and the judge stands up.  The bailiff asks everyone to
rise.  The judge will  then  sits  down  again.   They  both
totally ignore the party.

     As soon as the judge is  seated,  a  metallic  humanoid
wearing  an  upside-down  funnel on his head and carrying an
axe appears before the bench.  The judge gives the defendant
a stern look, as the bailiff reads the charges:

     "Woodsman!  You are charged with twelve counts of  ooz-
ing  oil on a public brick road; Picking up young, beautiful
female hitchikers; molesting wicked old witches without  due
process;  chopping  down the cherry tree; littering; loiter-
ing; and singing off key!

     "How do you plead?"

     The woodsman, all atremble, answers "Not  guilty,  your
honor, Sir."










Courtroom                 Page 52


     The judge laughs out loud.  "Not guilty, eh?  For  that
I'll double your sentence!

     "You are sentenced to four years  hard  labor,  washing
dishes  at  Sven  La  Guido's restaurant.  Bailiff, take him
away!"

     "B-B-But your honor," the woodsman protests, "with  all
that water I'll rust solid within a week!"

     "Shirking on the job, eh?  Make it  FIVE  years!   Now,
get him outta here!"

     The defendant falls out through a trap door  that  sud-
denly opened beneath his feet.

     As soon as the unfortunate woodsman is gone, the  judge
looks up at the party and says "Next?"

     At this point the party will  have  an  opportunity  to
leave.   If  they  don't,  it  will be assumed that they are
defendants.

     If someone is zapped to the courtroom as  a  defendant,
the  judge  will  immediately say "Bailiff, read the charges
against this scum!" The bailiff will then read  the  charges
(as  listed  at  the  location  which caused the trip here).
Following this list, the judge passes sentence (unless  oth-
erwise  noted):  "Throw  the  book at him!" The bailiff then
throws a large, brass-bound law book at the  defendant.   It
never misses, and does 2D6+2 points of damage.

     The defendant will then be zapped back to where he was.

     For  each  subsequent  visit,  damage  from  the   book
increases by 1d6+1 and the judge gets nastier.

____________________________________________________________


23.  Dungeon Repair Crew

23.1.  Outside Description

     From outside this room, you  can  hear  the  sounds  of
saws, hammers, and general construction type noises.

     Directly opposite the door is a small sign[32].

____________________
9   [32] See Hallways, sign I.



9







                          Page 53        Dungeon Repair Crew


23.2.  Player's Description

     When you open the door, you are almost knocked over  as
the  arm of a three-legged creature flops into the hall.  He
is nearly finished laying  the  cobblestone  floor  of  this
room.  He is completely oblivious to your presence.

     The partially completed wall  to  your  left  is  being
spackled  by  a furry football-sized rodent with wings.  The
right wall is still in complete disrepair, as  evidenced  by
the two by fours still visible behind the remains of a brick
wall.

     Rails for the installation of an acoustic ceiling  have
been  installed  about a foot down from the stone above, but
no tiles reside there yet.

     A relatively average looking  human  is  working  on  a
sawhorse  in  the  middle of the room, but he doesn't notice
you either.  Behind him, some carpenter ants work on a  door
set in the one completely finished wall.[33] Other creatures
can  be seen installing cobwebs, dust, footprints, and other
signs of neglect and misuse.

     On the back of the coveralls being worn by each of  the
occupants of this room is stencilled Dungeon Repair Crew.

23.3.  Dungeon Masters' Description

     These workers have been employed by the forces  of  Law
to  rebuild  that  which  has been corrupted or destroyed by
Chaos and its minions.   They  are  completely  absorbed  in
their  work,  and  will only stop if attacked, at which time
they will defend themselves as  4th  level  fighters,  using
hammers, saws, and screwdrivers as their weapons.  Attacking
them will not only cause them to attack, but will also cause
them  to  lodge  a  union grievance against the party.  This
grievance, will as usual, be grounds for a court appearance,
and  will take effect as soon as the party leaves this room.
Charges will be Aggravated assault and  flattery,  loitering
in  a  workless  zone, conspiracy to disrupt a coffee break,
and transporting gulls across sedate lions for immortal por-
poises.

23.4.  Monsters

     The Dungeon Repair Crew is composed of seven  creatures
in the fields of carpentry and plumbing, including one Human
(AC:8, HD:4, HP:24,  XP:150),  three  Giant  Carpenter  Ants
____________________
9   [33] This leads to room #24.



9







Dungeon Repair Crew       Page 54


(AC:3, HD:4, HP:16, XP:150),  the  Three  Legged  Triphybula
(AC:5, HD:4, HP:21, XP:200), and the Warm Fuzzy (AC:4, HD:4,
HP:14, XP:150), They fight with whatever  tools  are  avail-
able.

23.5.  Treasure

     They have a total of 15 dreadits in their pockets,  and
a  fine  collection  of  Tools.  The tools are worth 15 gold
pieces.

____________________________________________________________


24.  Dungeon Wrecking Crew

24.1.  Outside Description

     From outside this room, you  can  hear  the  sounds  of
saws, hammers, and general destruction type noises.

     Directly opposite the door is a small sign[34].

24.2.  Inside Description

     Entering,  you  can  see  three  very   strange-looking
humanoids  swinging sledgehammers against the stone walls of
this room.  In one corner of the room  are  the  remains  of
some  acoustic  tiles  that have been torn from the ceiling.
In another corner is a pile of toothpicks freshly made  from
two by fours.

     The three humanoids (one amorphous,  one  gorilla-like,
and  one  vaguely  resembling a dragon) are wearing brown T-
shirts with the words Dungeon Wrecking Crew written  on  the
back.

     Around their feet scurry four or  five  tiny  creatures
with little hair and less clothes who collect pieces of rub-
ble as it is knocked loose and carry it away.  From time  to
time,  one  of  these creatures attempts to snatch a bite of
his boulder, only to realize just how unappealing it  really
is.   The  creature  then  discards  it  and  heads back for
another.

     Woodpeckers flit about, pecking on any  piece  of  wood
larger than they are.


____________________
9   [34] See Hallways, sign H.



9







                          Page 55      Dungeon Wrecking Crew


     In the back of the room is another door[35].

24.3.  Dungeon Masters' Description

     These humanoids are just  like  those  in  the  Dungeon
Repair  Crew  room,  except  for the fact that they work for
chaos and are paid to corrupt and destroy whatever  law  has
built  up.   They  will  defend themselves only if attacked,
folded, spindled or  mutilated,  and  will  lodge  the  same
grievance as the Repair Crew if bothered or attacked.

24.4.  Monsters

     The Dungeon Wrecking Crew (AC:2, HD:5, HP:23)  is  com-
posed  of  three humanoids in the fields of waste-laying and
building  removal,  six  Woodpeckers  (AC:4,  HD:3,   HP:17,
XP:200), and five Jilings.

24.5.  Treasure

     The Sledge Hammers act like +2/+2 war hammers.

     There are 17 dreadit coupons lying around.

____________________________________________________________


25.  Throne Room

25.1.  Outside Description

     Two tall doors stand in front of you.   Although  seem-
ingly impossible, they appear to extend above the ceiling of
this hallway an unknown distance.

25.2.  Inside Description

     In front of you is what appears to be a gigantic throne
room.   Two  rows  of  columns  stretch up forty feet to the
ceiling.  At the far end of the room, 100 feet distant, is a
huge glittering throne.  The throne sits on an elevated dais
above the floor, and on the throne is  a  regal-looking  man
wearing fine clothing and a coronet, and wielding a dirk.

     The throne is made of massive amounts of finely wrought
gold,  platinum  and mithril with inlays of lapis lazuli and
onyx.  Set into it are several large gems of  various  types
including sapphires, rubies, emeralds and diamonds.

____________________
9   [35] This leads to room #23.



9







Throne Room               Page 56


     Above the throne is an inscription that reads

    "Lord Habius.  The one, the true."


25.3.  Dungeon Masters' Description

     The "man" is a doppleganger.  He  will  rise  from  his
seat  whenever  the presence of the characters becomes obvi-
ous.  When he stands, the "throne" will  appear  to  rapidly
shrink and change until it is the size and shape of a wooden
stool.  The doppleganger will pull out his dirk and  whisper
something  to  it,  at which point it will become a halberd.
He will then attack the party.

     Hidden behind the throne is a secret door.

25.4.  Monsters

     The Doppleganger (AC:0, HD:4, HP:28, XP:442, SA, SD) is
somewhat crazed from staying in this room too long.  He will
fight to the death in his confidence that he can  beat  any-
thing or anyone.

25.5.  Treasure

     The Mutable Weapon is a +2/+2 anything.  It was created
by  the  greatest  Doppleganger weapon smith of all time (he
wasn't great, just the greatest).  All one has to do is tell
it  what  you  want  it  to be (in Doppleganger language, of
course) and it will change to  that  shape.   It  will  only
change  shape  for  the  person holding it.  It requires one
melee round to change shape.  It is valued  at  50,000  gold
pieces.

     The Tuffet of Transformation  doesn't  actually  change
shape,  it  just  gives  the illusion of changing shape.  It
responds to the mental thoughts of the person sitting in it.
If  you think that it is a beautiful throne, it looks like a
beautiful  throne.   If  you  think  it  is  an  overstuffed
armchair,  it  looks  like  that.  When it is unoccupied, it
looks like its real shape, a small three-legged  stool.   It
takes  a little practice to become proficient in controlling
it, but it isn't very difficult.  It is valued at 5,000 gold
pieces.

     The Diadem of Defense acts  like  bracers  of  defense,
conferring  an  armor class of 0 on the wearer.  It is worth
20,000 gold pieces.

____________________________________________________________

9

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                          Page 57                Throne Room


26.  Living Room

26.1.  Inside Description

     When you enter this room, you  see  a  fashionable  and
comfortable-looking  living  room.   There is a large couch,
two Louis XIV chairs, and a  long  low  coffee  table.   The
floor is covered by a beautiful oriental rug.  The walls are
lined with paintings and  bookcases  full  of  thousands  of
books.   There  is  a  door  in the far wall, and one on the
right.  The only thing strange about this place is that  the
furniture  seems  to  be moving around slowly all by itself.
Oh, and the air smells like ozone.

26.2.  Dungeon Masters' Description

     This is Habeas' living room.   The  furniture  was  his
last  line  of defense.  It attacks anyone unless he told it
not to.[36]

     The bookcases are filled with books of  every  descrip-
tion.   Many  are  law  books,  and  a  whole wall is filled
entirely by books on every  major  legal  system  that  ever
existed,  from  the  code  of  Hamurabi  to the Kastrian Vox
Libra.

26.3.  Monsters

     The Furniture attacks as follows:

     The Oriental Rug (AC:4,  HD:8,  HP:40,  XP:800)  always
attacks  first.   It  strikes as an 8 die trapper.  After it
has entangled  somebody,  the  other  furniture  will  start
fighting.

     The Coffee Table (AC:6, HD:5, HP:32, XP:400)  gets  two
shin-kicking  or  toe-stubbing  attacks  per  round  for 1d4
points of damage each.

     The two matching Louis XIV Chairs (AC:5,  HD:4,  HP:21,
XP:400,  SD:comfy)  ram  for  1d3 points of damage.  If they
can, they will try to work together by  hitting  one  person
from both sides simultaneously.  A successful attack of this
sort does an additional 2d6 points of damage.

     The Couch (AC:7, HD:8, HP:50,  XP:600)  has  long  legs
(for  a  couch),  and  thus can move rather quickly.  It has
four attack modes.

____________________
9   [36] "Down boy!" is the command phrase it responds to.



9







Living Room               Page 58


Soft cushion attacks.   The  seat  and  back  cushions  will
attempt  to  engulf  and smother anyone who sits on them.  A
successful attack indicates that the victim is  caught,  and
will smother in 1d6 rounds.

Cushy pillow attacks.  The two Cushy pillows can be used  as
missile weapons.  Each does 1d2 points of damage.

Ramming for 1d6 points of damage.  This can  lead  to  tram-
pling.

Trampling.  If the couch makes a ramming hit on any  charac-
ter  less  than  three  feet  tall, or if it rolls a natural
twenty, it will knock down and and attempt to trample on its
victim.   In  each  successive round, the victim must make a
dexterity saving throw to get away from the  couch.   If  he
fails,  the couch will trample on him for 4d6 points of dam-
age.  If he succeeds, he can get up and away from it.

     The Bookshelf (AC:8, HD:5, HP:24, XP:500)  on  the  far
wall gets into the fun, too.  It can fire each volume of the
Encyclopedia Chaotica, once per round, as a missile  weapon.
These weighty tomes do 1d8 points of damage each.  There are
28 volumes, plus 3 indexes.

26.4.  Treasure

     Each piece of furniture is worth five times as much  as
listed if you know the command phrase.

     The Oriental Rug is worth 500 gold pieces.  The  Coffee
Table  is  worth  300 gold pieces.  The Chairs are worth 300
gold pieces each.  The Couch is worth 600 gold pieces.   The
Bookshelf  is worth 400 gold pieces.  The Encyclopedia Chao-
tica collection, a compendium  of  all  things  chaotic,  is
worth 150 gold pieces.

     Inside one of the law books on the  wall  (one  amongst
2,000) is hidden a Legal Loophole.  It is just like a bag of
holding, but has a very small opening (2  inches  in  diame-
ter).   It  can  hold  lots  of  stuff,  however (300 pounds
worth).  It is worth 5,000 gold pieces.

____________________________________________________________


27.  Bathroom

27.1.  Outside Description

     This door has the outline of a crescent moon on it, and
a small brass handle.  The door is not locked.
9

9







                          Page 59                   Bathroom


27.2.  Inside Description

     This is a bathroom.  On your  left  is  a  marble  wash
basin  on  a  gold pedestal.  Just above it on a small shelf
stands a fine porcelain water pitcher, and a shiny metal box
with  a sign that says Push here for a word from your Mayor.
On your right is a large  commode  plated  with  silver  and
covered with strange and apparently powerful runes.  You can
tell they are powerful because they burn with flame and  are
not consumed, and the voice of God can be heard from within,
saying

    "Please deposit  ten  dreadit  for  the  next  three
    minutes."

Directly in front of you is a sunken marble bathtub with two
gold  spigots connected back to back by a thin gold rod com-
ing from the wall.  Right next to the wash basin is a  large
shiny closet with double doors.

27.3.  Dungeon Masters' Description

     This is a veritable treasure room!  The players  should
have to experiment to figure out what these things are.  The
mirror, in particular, will be lots of fun.

27.4.  Treasure

     Behind the right door of the closet is  a  gold  helmet
with  a fixed visor that covers the eyes completely.  A gold
cloth robe and gold cloth panties  are  also  stored  there.
They are worth 500 gold pieces total.

     The left door covers a Shaving Mirror which will remove
all  hair  from  anything facing it unless protected by gold
shielding.

     The Closet itself is gold plated (because of  its  con-
tents), and is worth 500 gold pieces.  It weighs 550 pounds,
though.  Note that there is a separator  between  halves  of
the  closet  so you can get protection out of the right side
before opening the left.

     The Water Pitcher is an endless hot  and  cold  running
water  system.  Temperature is controlled by verbal command.
The necessary commands are inscribed on the pitcher so  they
will  be handy when needed.  Right now it is set to its hot-
test, so anyone testing the water will get  burned!   Value:
4,000 gold pieces.

     The shiny box on the wall blows hot  air  to  dry  your
hands.  It is attached to the wall.  If removed it will stop
working.










Bathroom                  Page 60


     The Commode contains a  small  sphere  of  annihilation
which  is  held in place by the power of the runes.  It (the
commode, not the sphere) can be removed, but it  isn't  easy
(a  combined strength of 100 needed to remove).  It is worth
30,000 gold pieces and weighs 225 pounds.

     If either the sword Juris Est or the Orb of  Chaos  are
placed in the commode, they will not be destroyed.  They are
both artifacts with more power than the sphere of  annihila-
tion, and will instead destroy it and the commode.

     The Wash Basin and Pedestal  are  movable,  but  heavy.
They  have no special powers.  They weigh 131 and 127 pounds
respectively, and are worth 1,800 gold pieces each.

     The carpeting is water proof Seal Skin Carpet.  This is
worth 2,000 gold pieces, if removed carefully.  Lack of care
will cause tears and rapid devaluation.

____________________________________________________________


28.  Bedroom

28.1.  Outside Description

     The muffled sound of crackling and rumbling is  audible
beyond  the  door.  The ornately carved oaken door is hot to
the touch.  The smell of ozone fills the air.

28.2.  Inside Description

     Instantly visible in this room are the signs of a great
conflict.   A luminescent green ray extends from a huge hole
in the wall at your left; the ray  seems  to  be  fading  in
strength as it extends through a similar hole in the wall at
the right.  Emanating from this  hole  are  lightning  bolts
which are twisting around the greenish beam.

     The contents of this room have been almost totally des-
troyed.   Heaps of rubble lie on the floor around the demol-
ished walls.  Strewn about the  room  are  burnt  pieces  of
1960's  modern  furniture,  bits  of  alabaster statues, and
slivers of mirrored glass.

28.3.  Dungeon Masters' Description

     This is the great conflict, and at the  moment  it's  a
draw.   Any lawful character entering the room will be drawn
to the white lightning on the right,  and  repelled  by  the
greenish  beam.  The opposite will be true for chaotic char-
acters.
9

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                          Page 61                    Bedroom


     The room on the left is the actual sleeping chamber  of
Lord  Habeas.   Most  of  it is demolished, but Lord Habeas'
remains can still be seen lying on the blasted oak bed where
the Orb of Chaos treacherously attacked him.  The Orb itself
lies embedded in his skeletal chest.

     The room on the right is the sanctuary  of  Juris  Est.
It too is desolated, with the only recognizable object being
the sword itself hung point down on the far wall.

28.4.  Lawful Scenario

     If a lawful  character  moves  more  than  a  few  feet
towards the right, he will be struck by one of the lightning
bolts which will freeze him in place for about two  seconds.
This strike does 2d6 damage.  As soon as he is free from the
bolt, the character will totter back to the party, and  with
glazed eyes and hair standing on end, deliver this message:

    Greetings, true followers of Law.  This is a call to
    duty!   One of you must take me in hand and wield me
    against the foul Orb.  Only thus can my  power  des-
    troy  his.  Juris Est speaks!  Who is brave?  Who is
    bold?  Let him do his duty!!

In order to win, one of the lawful characters must  approach
the  sword,  remove  it from the wall, carry it to the other
end of the room, and smite the Orb with it.   Once  wielded,
Juris  Est  will  guide  the  character throughout this pro-
cedure.  The character will have to sustain great amounts of
damage to succeed, as follows:

2d6 - Touching the sword (Paladins take no damage).

1d6 - Per round holding it while  it  is  fighting  the  Orb
(four rounds necessary to carry it across the room at normal
speeds).

4d10 - The Orb's final strike upon  being  destroyed.   This
will  also  do  2d10  points of damage to anyone else in the
room.

     Should the character drop  dead  during  this  process,
some  one  else  will  have to finish it off and that person
will become the big winner.  Anyone who dies  in  this  room
will  be  resurrected  by  the Lords of Law to receive their
awards.

28.5.  Chaotic Scenario

     If a chaotic character  moves  more  than  a  few  feet
towards  the  left,  he will be struck by a green beam which
will freeze him in place for about two seconds.  This strike










Bedroom                   Page 62


does  2d6  damage.  As soon as he is free from the bolt, the
character will stagger back to  the  party  with  a  glowing
green spot on his forehead and deliver this message:

    So!  You worms are finally here!   One  of  you  had
    better  get  that blasted sword and throw it out the
    window behind me into the  chaos  before  it  brings
    this place down around your ears.  Jump into my beam
    so I can protect you!  Hurry!!

In order to win, a chaotic character must make contact  with
the  beam for protection, approach the sword, remove it from
the wall, carry it to the other end of the room,  and  throw
it out the window.  The approach of chaos has now brought it
close enough so that the sword could actually be heaved  off
the  island  into the Sea of Chaos, thus rendering it power-
less.

     The character will have to  sustain  great  amounts  of
damage to succeed, as follows:

2d6 - Touching the sword (Anti-Paladins take no damage).

1d6 - Per round holding it while  it  is  fighting  the  Orb
(four rounds necessary to carry it across the room at normal
speeds).

4d10 - The sword will final strike while being  thrown  out.
This blast will also do 2d10 points of damage to anyone else
in the room.

     Should the character drop  dead  during  this  process,
some  one  else  will  have to finish it off and that person
will become the big winner.  Anyone who dies  in  this  room
will  be  resurrected by the Lords of Chaos to receive their
awards.

28.6.  Treasure

     The following objects can be found scattered  all  over
the room.  Some things are in the chest next to Habeas' bed,
some in the wardrobe, and some in the bar.

                       Item             Value
8              _______________________   ______
              An ebony burl desk        15,000
              An ermine rug              10000
              Three tapestries           3,000
              depicting the triumph      5,000
              of Law over Chaos          3,500





9







                          Page 63                    Bedroom


                                         1,500
7              A class ring  from  law
              school  made of mithril
              & diamonds
                                        15,000
7              An amulet of protection
              from chaos
                                           500
7              An  intricate  platinum
              watch fob
                                         3,000
7              A Dilithium hamster fur
              coat
              A UCLA sweatshirt             10
              2 pairs of 501 Levis          12
              Napolean Brandy              450
              10 Havana Cigars              20


     The amulet of protection from chaos has  the  following
powers:  You  cannot  be  touched  by  a  chaotic being.  It
confers 20% magic resistance vs. spells of  chaotic  origin.
It detect chaos.  Chaotic weapons are -4 to hit against you

____________________________________________________________


Endgame

                          Law wins

     If the Lawful party wins, Juris  Est  will  immediately
resurrect  Lord  Habeas.   Lord Habeas' soul, which has been
stored in Juris Est, will then re-enter  his  body,  and  he
will  reclaim  Juris  Est.  He will then resurrect anyone in
the Lawful party that died in the  bedroom  trying  to  help
Juris Est.

     The character that did the dirty deed  gets  the  title
"Baron of Law," a bonus of 5,000 experience points, a pin (I
survived the Castle of Law and all I  got  was  this  stupid
pin),  a  bag of 200 platinum pieces, permission to keep all
the treasure they have found, and a Jar of Land.  This magi-
cal  jar  contains  a 200 acre estate that will grow to full
size when the jar is opened and water is added.

     The other characters in the party will each be knighted
as  Knights  of  Law,  receive  a pin, a bag of 200 platinum
pieces, permission to keep all the treasure they have found,
and one magic item chosen one item from the following list:

    Staff of Curiosity (50 charges).  This detects  any-
    thing  within  5',  and  also  kills all cats with a
    touch (save vs. death magic).  Each  use  costs  one
    charge.

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Endgame                   Page 64


    An Ill Wand that Blows No Good (50  charges).   This
    wand  can  dispel  evil  or can cause a gust of wind
    spell.


    Bileavedor Knot.  This is a rope that ties  and  un-
    ties  itself  upon  command.  It cannot be untied by
    hand, and saves at +5 against cutting or burning at-
    tacks.  The command phrase is "A frayed knot".


    Lip Stick.  This wand casts up  to  50  magic  mouth
    spells.  It can only be used by mages or rangers.


    Staff of Infection.  This staff can cast  up  to  50
    cause  disease spells.  It can only be used by cler-
    ics or paladins.


    IOU Wand (3 charges).  This wand causes  other  ran-
    domly chosen and charged wands to appear.


    Wand of Wonder Bread (builds strong bodies 12 ways!)
    (50  charges).   This  wand causes each being in the
    area of effect (up to a maximum of 12) to have their
    strength increased by 1 per charge expended (maximum
    of  4)  for  1d6   turns.    All   characters   thus
    strengthened  also  find a loaf of bread under their
    arm.


     Item descriptions should only be read  to  the  players
after all players have chosen items.

     The Chaotic party is gated to a bus station  in  Cleve-
land.   Each  character ends up inside a small locker.  Each
has a quarter, but the slot is on the outside!  They do  get
to keep the treasure they collected, though.

                         Chaos wins

     The Orb of Chaos will expand to  surround  the  Chaotic
party.   It  will  protect the surviving characters while it
melts the castle down to a chasm in the ground.

     The doer of the  dirty  deed  gets  a  bonus  of  5,000
experience points, a pin (I love Chaos), a bag of 200 plati-
num pieces, permission to keep all the  treasure  they  have
found,  and  a  pair of Mirrored Sun Glasses.  These glasses
confer 10% magic resistance to the wearer.
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                          Page 65                    Endgame


     The rest of the characters get a pin (I love Chaos),  a
bag  of  200  platinum  pieces,  permission  to keep all the
treasure they have found, and their  choice  of  one  innate
chaotic ability from the following list:

    A Prehensile Tail.  Usable as a third  hand  or  for
    fighting.


    Demon Summoning.  Gate in 3  Manes  (25%  chance  of
    success) once per day.


    Passwall.  Walk through (any prime  material)  walls
    once per day.


    Handy Feet.  Feet become as dextrous as hands.


    Infravision.


    Chlorine Form.  Assume a deadly  gaseous  form  once
    per day.


    Telekinese.  Move one pound maximum  for  one  turn,
    once per day.


     The Lawful party is gated to a bus  station  in  Cleve-
land.   Each  character ends up inside a small locker.  Each
has a quarter, but the slot is on the outside!  They do  get
to keep the treasure they collected, though.

















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