Ruined Kingdoms
Ruined Kingdoms
Credits Contents
Written by Steve Kurtz Introduction, 2
Edited by Richard Pike-Brown with John D. Rateliff How to Use This Product, 2
Typeset by Nancy J. Kerkstra What You Will Need, 3
Interior Art by Karl Waller
Chapter One: The Ruined Kingdoms, 4
Cover Art by Fred Fields
Nog and Kadar, 5
Cartography by David C. Sutherland III
Forgotten Gods, 5
In the Wilderness, 6
Playtesting and Review by The Next Generation
(Karen Kurtz, Tamiko Toland, Marketa Chapter Two: The Geomancers, 7
Aschenbrenner, Peter Schmidt, Jesse Sands, History of the Geomancers, 7
Manish Kothari, Mark Barrerra) Lions of Tomorrow, 8
and Wolfgang Baur Geomancy, 9
G
reetings, worthy Dungeon Master, and welcome to Ruined Kingdoms.
Fate has brought you to the lush tropical jungles of Zakhara, and you
have obtained this colored coffer to guide you on your journey through
the treasure-laden ruins of forgotten empires. Inside this wondrous box you will
find a booklet of adventuresnine plots of prophesy, intrigue, and wonder with
which to challenge and entertain the players under your care. You will find six
cards and a large colored mapsheet, each inscribed with carefully drawn maps.
You will also discover a booklet detailing the new monsters and characters your
players will encounter during their travels. This Campaign Guide, which lies
open before you, contains all of the background information you will need to
successfully run these adventures in the official Land of Fate setting. Feel free to
adapt any of this to suit the needs of your own campaign in the Burning World.
May the Loregiver cause the tides to hasten you on your journey, and may
Fortune smile upon your path for all the days of your life!
2
During the ninth and final adventure, Kismet, the party the cult of Ragarra, is described in Chapter Three. The
fulfills its fate and confronts Tisan in a magically fortified modem worshippers of this ancient and vengeful deity
stronghold, hidden in the distant depths of the jungle. appear in the adventures Talisman and Retribution.
Chapter Four details the partys most probable base of
Maps, Cards, and Fact sheets operations, the exciting city of Dihliz. Since the party
All the maps you will need for the adventures appear on may visit the other cities of the Ruined Kingdoms during
the large colored mapsheet and the six page-sized cards. the course of the adventures, Kadarasto, Rogosto, and
The mapsheet exhibits a colored map of the Ruined Medina al-Afyal are described in Chapter Five. Chapter
Kingdoms, the general setting for most of the adventures Six provides the DM with a number of adventure hooks
in the boxed set. tailored for each of the four major cities. Finally, what
The numbered cards have all the other maps you will would a trip to the Ruined Kingdoms be without ancient
need to run the adventures, including a city map of and dangerous magical items? Chapter Seven shows how
Dihliz, a major city of the Ruined Kingdoms and the to cast old magical items from the DUNGEON MASTER
starting point for many of the adventures. As a rule, the Guide in a new light and describes all of the new magical
full-color card fronts are meant to be shown to the items introduced during the adventures.
players, while the backs are for your eyes only. Note that
those adventures requiring more than one map have
What You Will Need
drawings on more than one card.
The 8-page booklet contains game statistics for new
monsters and important nonplayer characters (NPCs)
encountered during the adventures Birthright and
R uined Kingdoms assumes that the DM has access to
the Second Edition Players Handbook (PH),
DUNGEON MASTER Guide (DMG), the Monstrous
Kismet. Rather than embedding these statistics in the Manual, the AL-QADIM® appendix to the MONSTROUS
text, they have been extracted for quick reference COMPENDIUM ® (MC 13), and the Arabian Adventures
during play. Artwork portraying NPCs should be shown rulebook.
to the players to help you bring the NPCs to life. Dont The Land of Fate boxed set is recommended, though it
hesitate to use artwork from the Adventure Book and is not required to run any of the nine adventures. All
Campaign Guide as visual aids as well. relevant material from Land of Fate has been included in
the Campaign Guide for the DMs convenience.
The Campaign Guide Finally, this work makes use of some spells and items
Every good adventure, like every good play, has to have found in the Tome of Magic (TOM). If the DM does not
an interesting plot and an exotic setting; it also needs have access to that resource, he or she should feel free to
memorable characters and flashy props. This is what this substitute something else.
book is all about.
In Chapter One, you will find a general overview of
the regions ancient history and forgotten religions, and a
description of a few wilderness highlights. Chapter Two
describes the ancient Geomancers, who once ruled the
river valleys of the continent using a frightening
combination of wizardly and priestly magic. This nemesis
will be featured in Nine Falling Stars, Secrets of the
Seal, and Kismet. Another future enemy for the party,
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Chapter One
The Ruined
Kingdoms
T
he humid tropical lands of eastern Zakhara have been sheathed in
mystery and superstition since they were first discovered by the
enlightened west many centuries ago. Today, the eastern jungles are
known by most Zakharans as the Ruined Kingdoms, for the rain forests conceal
hundreds of crumbling buildings, temples, and fortifications.
Travel to the Ruined Kingdoms should appeal to all kinds of adventurers.
Treasure hunters from all across the Land of Fate flock to Dihliz, Kadarasto,
Rogosto, and Medina al-Afyalcities literally on the edge of Zakharan
civilizationhoping to win their fortunes in the vast primeval wilderness scattered
with the riches of former, more glorious empires. Some are called to explore the
unknown; others desire to establish their own footholds in the frontier. Finally, some
seek to unearth secrets and powerful artifacts of the past, hidden from modem eyes
by the forbidding jungle and its undying guardians.
Although foreigners make up an important part of eastern society, they are but a
smallalbeit privilegedsegment of the total population. Most of Zakharas current
inhabitants are recently enlightened natives, descended from the small scattered tribes
that once dominated the jungles. Having been accustomed to civilization by past
empires, these people are distinguished by their tall, muscular build, their fast and fluid
gait, and their superstitious nature. Though some are friendly, they are in general a
proud, xenophobic race, supposedly descended from the giants who once ruled the
jungles, long before the rise of the first human kingdoms. Dwelling in deplorable
poverty when compared with the enlightened travelers from the west, they have
developed a rich cultural tradition of ancient songs, stories, and legends about the
ancient times, which sometimes give insight into their mysterious heritage.
While Midani is the official language of city governments and trade, in the streets
and bazaars of the mainland one still hears the ancient language of Noga, with its
strange, alien cadences. The far more ancient tongue of Kadari, which once
proliferated in the past empires of the lower Nogaro River valley, is almost lost today.
4
Nog and Kadar Forgotten Gods
5
(thankfully) few lycanthropic followers, based in Kadarasto. sandstone cliffs, which rise to a plateau over 500 feet
On Afyal, civilization seems to have evolved along a above sea level. Curiously, none of the ruined metal
different path than that taken by the empires on the towers can be found on this forested plateau, which has
mainland. Their native peoples once worshipped an ruins architecturally similar to those found on the
elephantine god, now known only as the Lost One, leaving mainland, but dating from a later Nogaron empire. One
behind a fascinating legacy of poetry, ruined temples, and of the ruins, built on the shores of a bottomless mountain
towering statues. Poems in Affa, the ancient language of lake, is said to come alive with spirits each year with the
Afyal, are inscribed on many of the islands ancient passing of the winter solstice. Sahu is guarded by two
monuments. Among Afyals modem inhabitants, Affa shark-infested reefs, the Rubbans Tears to the south and
remains a forgotten and obscure tongue. the Horn of Sahu to the North.
Dawihi Isle, north of Sahu, is a flat veldt, strangely
devoid of predatory animal life. The islands fallen towers,
In the Wilderness
scattered randomly about the grassy plains, now serve as
6
Chapter Two
The Geomancers
It is similarly mentioned that when a human being is placed in a barrel of sesame oil and
kept in it for forty days, is fed with jigs and nuts until his or her flesh is gone and only
the arteries and sutures of the skull remain, and is then taken out of the oil and exposed
to the drying action of the air, he or she will answer all special and general questions
regarding the future that may be asked. This is detestable sorcery.
Ibn Khaldun, from the Muqaddimah
N
o group of sorcerers has ever held as much sway over the Ruined
Kingdoms as the ancient Geomancers. Through a frightening
combination of wizardry and priestly magic, the Geomancers could
predict the future, command towering monoliths, and cause the earth to heave
in mighty earthquakes. Today they are (thankfully) gone and all but forgotten,
but their geoglyphs and potent talismans live on, the last surviving legacy of
their terrible power. This chapter contains source material about this wicked
order, which surfaces in many of the adventures, including Nine Fallen Stars,
Talisman, Secrets of the Seal, and Kismet.
T here is little doubt that the Geomancers once held the entire Nogaro River
valley in their firm control, as their geoglyphs can be found in many of the
ruins on the continent. Curiously, their talismans or geoglyphs are not found on
the islands of Afyal or Sahu.
The Geomancers ruling elite met in the Nine Council, each member taking a
title according to rank and ability: Wihda, Ithnayn, Thalath, Arba, Khlams, Sitta,
Sab, Thimaanya, and Tisan. Only one valiant group was able to stand up to the
Geomancersa young and fervent band of farisan remembered in legend as the
Lions of Yesterday. Guided by Suhail min Zann, they confounded the Geomancers
divinations and smashed the power of the Nine Council, destroying eight of the
wizard-priests. During that last battle, the ninth Geomancer, Tisan, withdrew to a
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secret stronghold called Tadabbur and vanished from sight, fashioned from seaweed dipped in iodine to foil Geomantic
some say never to return. In Midani, the word tadabbur has divination, which the author, Iman Suhail, feared might be
come to mean foresight, or divination. used to predict the books future location. The tomes cover
Now, Tisans power was great, such that her strength and binding consist of thin silver tubes filled with mercury,
equaled that of all the other Geomancers put together. skillfully soldered together by a master silversmith. These
After many years, the Lions discovered Tadabbur. Those precautions effectively shield the book with a cloaked wizardry
who entered to confront Tisan met with a slow and enchantment. A wish can be used to divine the books hidden
horrible death, but the mighty Geomancer did not dare location, but even then the caster learns only the vague clue
leave the safety of her last fortress. that the book lies through the mists of ignorance. Lesser
Inspired by Zann, Imam Suhail enchanted a mighty divinations about the tome fail completely.
talisman and used it to seal the entrance to Tisans The very first page contains an ancient and powerful
retreat. Calling upon Fate, the priest swore an oath that summoning spell researched by Suhail. When touched by
he would return from Paradise to council the Lions of Breaker of the Ninth Chain (a holy avenger discovered in
Tomorrow, should Tadabburs talisman ever be disturbed. Secrets of the Seal), this spell summons the spirit of
Suhail gathered the few surviving Lions and labored the Suhail, with the effects described in the last adventure,
rest of his days to destroy all traces of the Geomancers Kismet. Unless the book is held in the presence of the
existence, breaking their talismans and burning all the last Geomancer, Tisan, this page appears to be blank.
records he could find of their foul sorcery to prevent The book continues in Chapter One with a life history of
others from duplicating their spells. Imam Suhail, describing his ascendency to the priesthood
Ironically, Imam Suhail wrought his work so well that today and his first encounters with the Geomancers. Suhail devotes
the only remaining account about the Geomancers comes many pages to his epic battle with the Nine Council, at a
from his own sacred writings. Before his death, he transcribed stronghold called Majlis, somewhere east of the Nogaro
all his knowledge about the Geomancers into a book called River. Suhail describes Geomancer battle-magic in great
Lions of Tomorrow, so that a future generation of heroes would detail, highlighting their ability to summon and direct earth
be forewarned of the perils they would face and how best to monoliths in melee. After the battle, in which eight members
combat Geomancer magic, should Tisan ever return. of the Nine Council were slain, Suhail and his army razed the
By slowly feeding the party lore about the Geomancers, castle. After Suhails victory, the castle was renamed Yinhani
the DM can heighten the sense of drama, wonder, and Abraaja, meaning Leaning Towers. The imam reports
suspense in the campaign. During Secrets of the Seal, having a vision and inscribing a short prophesy somewhere in
the party will uncover the original copy of Lions of the ruined castle. Suhail does not elaborate on his prophesy
Tomorrow, enabling them to survive the confrontation in the Lions of Tomorrow, but the PCs may discover it during
with Tisan in the final adventure, Kismet. the course of their adventures in Talisman.
In Chapter Two of his tome, Suhail discusses how to make
scarabs of protection (see the DMG). A priest of 9th level or
Lions of Tomorrow
higher, of any enlightened deity (including hakima but
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right materials, it still takes 3+1d4 weeks to complete the task. Geomancer priests worshipped Grumbar, Cold God of the
In Chapter Three, Suhail includes a description of the Earth. Most were single-classed, generic priests of Grumbar
quest spell sphere of security (from the Tome of Magic), which (similar to the moralists outlined in Arabian Adventures),
the high priest used extensively in his battles against the unless they possessed the requisite 16 Wisdom and 17
Geomancers. The extent of the rites description is left to the Intelligence to become dual-classed wizard-priests. In this
DMs discretion. Lions of Tomorrow may contain the complete case they received additional training. Thus, only the most
spell, allowing a low-level priest to cast the spell (once) as intellectually gifted clerics could become specialty priests,
though it were a priestly scroll or permitting a higher-level with added powers and restrictions as outlined below:
priest to request the spell from his or her deity. Otherwise, Special Benefits and Powers: Because of their
Lions of Tomorrow may only contain a vague reference to the devotion to Grumbar, specialty priests received a +4
spell, requiring the PCs to search for the exact rite elsewhere, bonus on saving throws against sand or earth magic. They
now that they know the spell exists. The quest spell will only could turn and command undead. At higher levels, they
be granted to a priest of 9th level or higher when directly gained the following additional powers:
combating the Geomancers or their allies (such as during the l At 5th level, the ability to turn or command creatures
adventure Kismet). If the DM does not wish to introduce native to the Elemental Plane of Earth, as if they were
quest spells into the campaign, or does not have access to the undead with half their usual Hit Dice (thus an 8 HD
Tome of Magic, the third chapter contains instead instructions elemental could be turned as a 4 HD undead). This
for making a protection from magic scroll. included such powerful creatures as elementals,
Finally, Chapter Four includes a general description of monoliths, and even dao.
geoglyphs and how each of these could be foiled by a l At 9th level, the ability to summon and command an 8
prepared and cautious individual. In particular, Suhail HD earth elemental. It took but one round for the
mentions that the presence of salt water, or proximity to elemental to arrive, and it would obey any simple task
the sea, will disrupt the effects of most geoglyphs without the priests continual mental commands. This
(geoglyphs are detailed later in this chapter). power could be used once/week.
Magical Abilities: Grumbars specialty priests received
spells from the following nine spheres:
Geomancy
l Major Access: Astral, Divination, Necromantic,
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not popular, as their spells, magical items, and runes the contribution of the first (i.e., weakest) member of the
required a broad background of magical expertise to employ. Council; it can thus take up to nine wishes to remove a
In game terms, Geomancer wizards used the nine schools geoglyph. Limited wishes can also be used, but only one
of magic defined in the PH (they are thus ajami mages, members contribution is negated for one turn/level.
according to Arabian Adventures). Although some were When encountered in ruins, geoglyphs are frequently
undoubtedly specialists, there is no evidence that any invisible, flashing with gold or blue light when triggered.
practiced the kind of magic that is popular today in the Depending upon their nature, geoglyphs can be activated
Land of Fate. There were no Geomancer sorcerers, by touch or by command. In either case, the glyph
elemental mages, or shair. Certainly a few were earth discharges once and goes into dormancy, recharging its
elemental wizards, described in the TOM, but these were a magical energy from the earth for nine rounds (or hours,
minority. or daysthe more potent the effect, the longer the
Undoubtedly, Geomancers used many different spells recharge time). Thus, no geoglyph can discharge more
from those employed by modem wizards. Todays common than once per turn.
flame, sand, and wind spells were probably developed by
the Geomancers. The sole exception is sea magic, which Geoglyphs by Priests
has its origin in the Corsair Domains. Geomancers also Councils of single-classed priests made the first three
employed many spells that are currently rare or extinct in types of geoglyphs (whd, thnn, thlth) by scratching with a
the Land of Fate. Feel free to invent your own exotic metal implement in earth or stone.
spells and use favorites from the TOM and the Whd: Dream glyphs. These glyphs are typically found
FORGOTTEN REALMS® Adventures hardcover. in private chambers, where they work their power on
sleeping minds. They were used to obtain minor
Emblems and Geoglyphs divinatory revelations and to influence the dreams of
The Geomancers emblem was the asfr, a nine-spoked enemies.
wheel with a dark central hub. The asfr symbolized a Thnn: Sight glyphs. These glyphs were inscribed on a
relationship between Fate (the outer wheel), Magic (the wall, enabling it to serve as a permanent scrying device,
nine spokes of the wheel), and the world (the hub). This similar to a crystal ball. More complicated configurations
nonmagical symbol can be found on almost all their enabled the detection of sound and (in the most
buildings or magical items, signifying ownership. powerful) thoughts as well.
Nine was a sacred number to the Geomancers, who Thlth: Sending glyphs. If combined with sight runes,
devised an elaborate system of magical runes and symbols sending runes could enable two-way communication of
called geoglyphs. Their symbols were organized into nine sight, sound, and thought. When inscribed on the walls,
categories: whd, thnn, thlth, rba, khlms, stt, sba, thmn, and floor, and ceiling of a chamber, the room became a one-
tsn, each with a different purpose or power. While way gate with a fixed destination. Sending runes enabled
geoglyphs could theoretically be inscribed by a single the Geomancers to establish an extensive communication
individual, they were almost always made by a group of and transport network in their empire. Their operation is
nine wizards or priests, called a Council. unhindered by deception runes (see below).
Given the cooperative effort that went into creating
them, geoglyphs are almost impossible to erase. For dispel Geoglyphs by Wizards
magic to be successful, it must overcome the contribution Single-classed Geomancer wizards made the next three
of each member of the Council that created it. Otherwise types of geoglyphs (rba, khlms, stt) by scratching on
it fails and the geoglyph remains. A wish only eliminates copper with a diamond-tipped stylus.
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Rba: Ward glyphs. This broad family of geoglyphs Thmn: Past glyphs. A combination of sight and time
includes all rune configurations meant to harm or destroy runes, this family of glyphs allowed the user to scry upon
those who inadvertently activate them. They were used known individuals or events in Zakharas recent or distant
to protect the entrances of strongholds, secret chambers, past (similar to the Tome of Magic quest spell imago
and the treasuries of the Geomancers. See the spell interrogation). These runes transmit an audio-visual image
symbol (both the wizard and priest versions) for samples of of the past, automatically translating foreign languages
what these runes can do. Ward runes can be disarmed by into Kadari.
a secret command word, muttered while touching them. Tsn: Future glyphs. A much more powerful (and
Khlms: Deception glyphs. These glyphs were inscribed elaborate) combination of sight and time runes, this
on the surfaces of most Geomancer strongholds. In their family of glyphs allows the user to survey the tangled
most primitive configuration, they merely blocked skeins of Fate and understand the probable course of the
divinatory magics, but in their more advanced forms they future if certain events are allowed to transpire. The runes
could misdirect divinations, giving a false reading to their do not show what WILL be, only what MAY be, under
caster. Deception runes can be modified to prevent known preconditions. The far future is thus very difficult
teleportation and block dimensional travel both into and to predict, but very specific short-term visions are quite
out of an area. accurate.
Stt: Calling glyphs. The most powerful group of
wizardly geoglyphs, calling runes were used to gate in Geoglyphs and the Campaign
creatures from the Outer Planes. Few contain binding or Geoglyphs are introduced to give the DM suggestions for
protective clauses, leading to the conclusion that the instilling a sense of wonder and fear into the exploration
summoned creatures were usually the Geomancers allies of ruins. The PCs will be much more wary if they know a
or counselors. When encountered near treasure vaults, rba glyph might be invisibly inscribed on a tomb
they summon deadly fiends (usually baatezu or yugoloth) entrance.
charged with protecting the Geomancers property. Such At the same time, geoglyphs should not be used with
creatures are rarely amenable to negotiation. such frequency that they become common and lose their
aura of mystique. In particular, PCs should never learn
Geoglyphs by the Dual-Classed how to make them, unless these characters are very
Dual-classed Geomancer priest-wizards could fashion the powerful (i.e., ready for retirement anyway).
three most powerful groups of geoglyphs (sba, thmn, tsn) Finally, geoglyphs should not be all-powerful party-
by sprinkling the powder of precious stones on surfaces of slayers. There should be a way for an intelligent, well-
gold or platinum. prepared party to evade their often deadly effects. For
Sba: Time glyphs. These potent glyphs alter the instance, though geoglyphs work effectively near fresh
subjective flow of time for all caught within their area of water, for some reason their intensity diminishes close
effect, which is usually small (no more than a few to any large amount of water-based solution (such as
hundred square feet). They were sometimes used to hold salt water, vinegar, wine, acid, even goats milk). In
advancing enemies in thrall (similar to timestop) while addition, iodine and mercury can diminish the power
preparations were made to decimate them. They could of sba, thmn, and tsn geoglyphs. These precautions,
also be used to speed up the passage of time in their area and any others the DM may care to devise, should be
of effect, aging the victims to senility before they could revealed to the PCs once they discover Lions of
escape. Tomorrow.
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Chapter Three
A
lthough Ragarra has been long forgotten throughout much of Zakhara,
she is still worshipped, or at least feared, by most prudent inhabitants
of the vast, primeval jungle that envelops the Ruined Kingdoms. This
chapter outlines the background and history of this cult, so the DM can expand
them in the campaign, outside the context of the adventures Talisman and
Retribution. (Note: Some scholars call the featured goddess Raggara.)
R agarra is an ancient deity whose worship peaked in the centuries after the fall
of the Geomancers. Depicted in temple idols as a woman with bat wings and
a crocodiles head, Ragarrathe Black Tempest, the Render, the Winged Beast
was the incarnation of the jungle and all its violent denizens. She embodied
passion, chaos, and revenge. Her symbols included the cyclone or waterspout, the
green three-fingered claw, and the baby crocodile biting its own tail.
The declining Empire of Kadar, recognizing the cult as subversive to imperial
civilization, made public worship of Ragarra a capital offense and laid waste to
her temples, littering the jungle wilderness with new ruins. After centuries of
clandestine operation, the cult is once again resurfacing in the modem cities of
the Ruined Kingdoms. Tiny shrines to Ragarra adorn the entrances to Dihlizs
canals, erected to protect the citys waterways from the crocodiles that infest the
Nogaro. A larger shrine has been erected in one of Rogostos famous towers, but
the cults secret base of operations lies in the ruined undercity of Kadarasto.
Today, Ragarras cult hopes to reestablish open worship of its deity in the
Ruined Kingdoms through a combination of coercion and intimidation. The
number of crocodiles in the Nogaro has swollen to record numbers, threatening
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river traffic and infiltrating the vast irrigation systems and destroy the foundations of civilized rule whenever possible,
rice paddies that circle the major cities. damaging or defacing public architecture, disrupting trade,
The superstitious natives of the Ruined Kingdoms, who and hindering communication between cities. Because
demonized Ragarra in their tribal songs and legends, have public opposition can be dangerous, most city governments
taken this as a sign of her return and have quickly erected secretly plot to eliminate Ragarras priesthood.
shrines to appease the goddess and prevent their loved Nonweapon Proficiencies: Since Ragarras cult remains
ones from being devoured by her reptilian minions. Those largely a covert organization, all priests are required to learn
who have openly opposed Ragarra have met unfortunate the art of disguise. They may also learn rogue nonweapon
boating accidents involving crocodiles, further inflating proficiencies without expending the extra proficiency slot.
the cults mystique and reputation. Special Benefits and Powers: Because of their
Ragarras priestesses have started making rounds of devotion to Ragarra, her priests can pass without truce
jungle villages, demanding tribute for their deity to fund when in natural surroundings, starting at 1st level. Her
future temple construction. Demonstrating Ragarras priests can also turn and command undead. At higher
power, her priestesses display their legendary ability levels, they gain the following additional powers:
(remembered in native lore) to rend or destroy the l At 3rd level, the ability to speak with animals in natural
animals, slaves, and personal property of those who do surroundings for up to one turn/level, once/day.
not contribute to Ragarras cause. l At 5th level, the ability to summon and command
Recently, as her power and worship have grown, the common crocodiles or bats, in jungle or lightly forested
legendary servants of Ragarra, called segarrans, have been terrain, once/week. One crocodile or 1-6 common bats
occasionally spotted in small bands at night. These crocodile- answer the summons for every two experience levels of
headed minions of the jungle goddess are described in the 8- the priest. The creatures arrive in 2-5 rounds and
page booklet; they are created by the new priest spells conjure remain to obey the priests commands for a day.
jungle minions and create jungle minions (for lesser segarrans), l At 9th level, the ability to summon and command
and jungle avatar (for greater segarrans). The priests ability to giant crocodiles or mobats. One giant crocodile or two
destroy or vandalize personal property, livestock, or slaves is mobats answer the summons for every six experience
also the result of a new priest spell, called rending. All new levels of the priest. Arriving in 4-7 rounds, the
priest spells mentioned in this section are detailed at the end creatures obey the priests commands for one hour per
of this chapter. experience level. The power can be used once/day.
Magical Abilities: Ragarras specialty priests receive
13
New Priest Spells Rending (Alteration)
Level: 4
14
caster) into lesser segarrans. Unlike conjure jungle minions, This spell is physically demanding; the caster must
this spell can also transform human, humanoid, or demi- make a successful system shock roll to survive the
human recipients into lesser segarrans. Targets of this transformation. Although a greater segarran can be
spell need only be within sight and range of the caster. devastating in combat, the caster is compelled by the
The spells duration is permanent, unless reversed by a spell to devour fallen enemies in combat, a process
successful dispel magic. All recipients must make a taking 1-3 rounds depending upon the size of the slain
successful system shock roll to survive the transformation. foe. During this time, the priest cannot attack or cast
If cast on an unwilling target, the victim is allowed a spells. The caster can return to her normal form at will,
saving throw vs. magic to avoid the spells effects. Anyone but this also requires a system shock roll. If the caster
failing his or her save is transformed into a lesser segarran, has not slain and devoured at least one victim, the
who attacks as commanded by the priest. Willing recipients chances of surviving the transformation back to normal
are assumed to automatically fail their saving throw. form are decreased by 50% as a sign of Ragarras
The material components are the powdered claws of an displeasure.
alligator or crocodile, which are scattered in the direction The material components are the powdered scales of a
of the recipients at the time of casting. In all other giant crocodile, mixed with a potion of sanctified water,
respects, this spell conforms to the new 4th-level priest blood, and bitter herbs. The caster imbibes the foul brew
spell conjure jungle minions. upon completing the spell.
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Chapter Four
L ocated about 50 miles up the Nogaro River, Dihliz is the only major city in
the Ruined Kingdoms not built on the wreckage of an older metropolis.
Dubbed the Gateway City, it is a popular debarkation point for those seeking
fortune and high adventure in the Ruined Kingdoms of the continent. It also
serves as a major trading center between the inland towns and the civilized world.
The Gateway City was established less than a century ago by the padishah of
Afyal to regulate the flow of magical antiquities out of the Ruined Kingdoms and
to provide a base for trade with the Pantheon cities. Since the citys founding,
the Grand Caliph has appointed new rulers with ever-increasing frequency,
whenever the level of corruption in the government becomes obvious. This
trend is likely to continue in the foreseeable future, since new emirs are
appointed by the Grand Caliph based upon a recommendation from the
padishah of Afyal. The past two generations of rulers from that island nation
have been too busy catering to Afyals interests and profiting from their own
positions to exert the force of civilization.
The Ruler: Until recently, Emira Hassana Alim al-Gaib (hfT/sl/18) was a
merchant from Afyal. Upon the recommendation of the padishah of Afyal, she
was appointed emira by the Grand Caliph for a provisional period of five years. It
is now year four and Hassana is busy hiding away her riches for her inevitable
retirement. The emira operates a wide-open town, the sort favored by
adventurers (especially foreigners). Interpretation of the Loregivers law is loose,
and usually to the advantage of the emira and her cronies.
16
The Court: There are three public figures of note in Major Products: Trade, antiques, rice.
Dihliz, all of them devoted to the emira. Amin Nur Armed Forces: 1,000 city guards; 1,000 cavalrymen
(hmF/mb/12) directs the Ministry of Secrets. The emira under the command of Ebu min Hassana; navy (term used
appointed him to his current post as a reward for years of loosely) of 8 river barges with rowers.
loyalty, and because of his intellect and talent for intrigue. Major Mosques: Kor, Pantheon, Selan, Zann.
Jel al-Galiz (hfW/sh/13), another trusted associate of Rumors and Lore: Dihliz is said to be built on some
the emira, holds the title Minister of Riches. sort of holy or taboo site of the lost civilizations of the
Conscientious and dependable, her chief responsibility is Ruined Kingdoms. The site is unusual because it lacks the
applying a minor tax to all treasure extracted from the ruins found elsewhere throughout the region. All cut
ruins. She realizes that most of the riches discovered in stone in the city was imported.
the ruins of the river valley disappear overland or are
smuggled out of the city by boat. She focuses her
Whirlwind Tour of Dihliz
attentions on ancient magics, striving to control (or at
least regulate) their flow. In particular, she watches out
for magical items created by the Geomancers. Those who
comply with her ministry often receive grants to explore
D ihliz is a relatively young frontier city, scarcely
civilized when compared with Zakharas other major
settlements. However, it is by no means devoid of
newly discovered ruins. interesting commercial, public, and religious attractions.
Although the emira has four husbands, only Ebu min In the following descriptions, numbers in parentheses can
Hassana (hmF/dr/10) is granted a position in city be located on the city map, which can be found on the
government. A former desert rider from the Haunted front of Card 4.
Lands, Ebu commands the cavalry forces of Dihliz. His
primary duties include protecting the city and seeking out Where to stay
those who clandestinely rob the ruins. About three times Unless they have friends or relatives in Dihliz, visitors
a year, he takes a large band of riders into the jungles will most likely stay at one of the many inns located on
beyond Kadarasto for several weeks of patrolling. the stone wharves overlooking the Nogaro River. Only
Population: 80,000. two are particularly noteworthy:
Distinguishing Features: The buildings of Dihliz are a The Jasmine Dream (1) is a poshly decorated inn
collection of baked brick and distinctive stone. The stone managed by a pathologically clean gnome named Ahmad
was hauled from a distant temple, or so it is claimed, for (gmF/a/8). Ahmad has a reputation for providing safe,
the city radiates a low-level magic, sufficient to scramble immaculate rooms, many with a quiet view overlooking
most detect magic spells (other divination spells are an adjacent canal. Despite its exhorbitant rates, the inn is
unaffected). The palace and ministries, made of stone quite popular among merchants from the Pantheon cities.
from Afyal, are exempt from this effect. The Steel Serpent (2) is a favorite among low-budget
The Gateway City is a melting pot, home to natives of adventurers, owned by a retired treasure-hunter named
the Ruined Kingdoms, people who have emigrated from Tahani (hfT/sl/10), who can sometimes be bribed to divulge
Afyal, and treasure seekers from around the Land of Fate. the location of lucrative ruins. Visitors share a common
They are energetic, curious, progressive, and, above all, sleeping area, but thefts are common during the night.
acquisitive. Those who visit Dihliz should heed the
following recommendations: keep your eye on your Goods and Services
equipment, your hands on your valuables, and a short The stone wharves (3) along the Nogaro River are
leash on members of your household. usually packed with small teak canoes from nearby farms,
17
18
barges from Kadarasto, and sailing ships from Afyal and cities and the Salt Jungle. By insisting upon continual
the Pantheon Cities. Many business transactions take reorganization and review, Amin guarantees that the
place on this busy street before goods are even unloaded. Ministry is always in a shambles. Scrolls and reports are
Dihliz is famous for its floating bazaar (4), a covered frequently misfiled, stolen, or lost, but a suitable amount
market with canals rather than streets. For a small fee, of gold always seems to bring the needed document or
one can hire a boat to explore this curious suq. A host of information to light. Individuals who visit the ministry in
small shops and stalls open onto the indoor canals of the hopes of obtaining a map or a license to plunder often
floating market, selling most equipment listed in Arabian bring dinars rather than scribes.
Adventures, except that weapons and armor cost nearly The Minstry of Riches (8) can be found on the open
twice the normal amount, because of scarcity and bazaar, near the stone wharves where smuggling abounds.
demand. A few quaint coffee shops can be found here, This ministry is responsible for levying a minor tax on all
where visitors pause for a relaxing break while shopping. treasure discovered in the ruins. The bureau imposes a 1%
In the dead-ends of less frequented canals, all manner of tax on monetary treasure, and pays full price (5 times XP
illicit wares can be obtained for the right price: tobacco, value) for magical items brought to it.
narcotics, poison, liquid star, slaves, sometimes even Dihliz has never been attacked by an army in the
goods looted from the ruins of Nog and Kadar. This century since it was built. The low, relatively thin outer
market closes abruptly after dark, when crocodiles from walls (9) facing the jungle are more for show than any
the Nogaro are rumored to make brash incursions. useful purpose. The wide canals surrounding the city are a
The citys open bazaar (5) is a market for food and better defense from siege than the stone fortifications.
livestock: colorful jungle birds, caged chickens, wicker The city has three gates, beautifully decorated with
backpacks, delicate orchids, trained jaguars, spicy eel bas-reliefs and sculpture: the Gate of Serpents (10) leads
kabobs (a local delicacy), coconut candy, and fragrant upriver to Kadarasto; the Gate of Hornets (11) leads to
stalks of cinnamon. Even elephants can be discovered here the outlying rice plantations and eventually the jungle;
in the chaotic jumble of sights and smells. Exotic goods the Gate of the Peacock (12) leads to the Citadel and
from distant cities can be purchased here as well, including Barge Sheds (13), where a large prison and the citys
gold jewelry from Afyal; exquisite porcelain from Fahhas; modest navy is located.
rare books, lenses, and telescopes from Hudid; fine crystal In the northeastern part of town, one can find the
from Itiraf; and rich fabrics from Talab. emiras small but opulent Ivory Palace (14), so named
A common cause for complaint by tourists is the citys because it is built entirely from white limestone, imported
scarcity of public baths. In all of Dihliz, there are but from Afyal. The palace overlooks the Plaza of the Sacred
three bathhouses (6), all of which charge exorbitant Elephants (15), where a life-sized pair of elephant statues
rates. They are owned by an anonymous foreign merchant rear up on their hind legs, facing each other. The plaza is
from Muluk, who has a virtual monopoly on the bathing typically thronged with courtiers, viziers, accountants,
industry in the city. Given the curiously high mortality sycophants, and merchants with business for the emira. A
rate among entrepreneurs starting new bathhouses these small but beautiful public garden (16) overgrown with
days, perhaps their scarcity is not so surprising. orchids lies adjacent to the plaza.
19
that for a sizable donation, Kors priests will bestow their
spells with no questions asked. The Mosque of the
Pantheon (19) in the center of town is in similarly dire
financial straits.
The Mosque of the Sacred Fountain (20), dedicated
to Zann, is located across from the Ministry of Secrets.
The mosque is thronged with supplicants seeking divine
inspiration in their quest for new treasure-laden ruins.
Zanns priesthood smiles only on visitors interested in
exploring the ruins for the sake of knowledgenot profit.
Its libraries are filled with journals, swiftly decaying in the
jungle humidity, written by three generations of the citys
treasure hunters. Although the priests are more than
happy to allow visitors to read these diaries, the ruins
they describe were plundered long ago. A tall, majestic
fountain bubbles at the center of the mosque, crawling
with black hornets and wasps. The mosque also supports a
colony of intelligent, giant mason wasps, many of whom
have been taught Midani by the priests.
At the entrances of the city canals, visitors will no doubt
notice small shrines. A small idol of Ragarra, a crocodile-
tiered tower mosque dedicated to Selan. Balconies and headed woman with bat wings, stands in the sheltered
ledgeschoked with orchids, hyacinths, and alcoves, surrounded by small meat offerings. These shrines
pomegranate treesextend from the mosques upper are widely believed to help prevent crocodiles from the
levels and overlook the plaza below. The fantastic gardens Nogaro from entering the city. The citys enlightened
are always attended by a host of hummingbirds and clergy find the pagan shrines insulting, but their last
winged serpents. The mosque is officially supported by attempt to remove them incited a fearful riot before the
the court of Afyal (and hence Dihliz as well). Selans idols were restored to their customary positions.
priestesses have positions of authority in the citys loose In some of the back streets, visitors might discover
judicial system. small, hidden shrines, containing white cobra idols with a
The Mosque of the Revered (18) is a more traditional smiling womans face. Superstitious people consider the
house of prayer dedicated to Kor and supported almost snake queenand snakes in generalto be a sign of good
entirely by generous visitors from the Pantheon cities. fortune. Many citizens can recount tales of miraculous
Despite its size and prestigious position on the plaza near recovery from fatal illness after a family member left a
the emiras palace, Kor does not have nearly as large a broiled meat kebab at one of the snake shrines.
following as Selan in the city, and this is reflected in the These two cults are featured in the adventures
mosques slightly worn facade. Most people in town know Talisman and Retribution.
20
Chapter Five
Other Cities of
the Ancients
D
uring the course of the campaign, the party may decide to visit or explore
the exotic and dangerous cities of Kadarasto, Medina al-Afyal, and
Rogosto. This chapter provides expanded city descriptions based upon the
material presented in the Land of Fate boxed set.
B y following the Nogaro about 100 miles upstream from Dihliz, the traveler
reaches the sinister city of Kadarasto. It is an ancient, alien-looking place,
perched upon a bluff overlooking the river. The citys architectureheavy, angular,
and depressingis unique in the Land of Fate. Some sages believe Kadarasto was
once the capital of ancient Kadar, which may or may not have existed at the same
time as Nog, and may or may not have been its enemy.
The Ruler: Khedive Aman al-Qasi abu Nari (hmF/a/15) is a sly and snakelike
man. Outwardly pious, his heart is dark as ebony. His father was one of the Grand
Caliphs lesser viziers, his mother a native woman of noble descent. The khedive
gained only the worst traits of his parents: his fathers taste for manipulation and his
mothers savage nature. It has been said that his father was a member of the
Brotherhood of the True Flame, and that his mother was secretly a priestess of Shajar.
The Court: Nari ibn Aman (hmF/a/10) is the leading supporter of his father, the
khedive. Hot-tempered and intense, Nari commands the citys armed forces. His
popularity among the poorer members of the city far surpasses that of the khedive
himself. In fact, Nari is viewed as a local heroa champion who cuts down illegal
tomb-robbers, strikes out against the unsanctioned thieves of the emira of Dihliz,
and strives to exterminate all those who plunder the heritage of the Ruined
Kingdoms. Nari applauds the aid the Dihliz military provides with its raids, but he
secretly wishes that the emira and all foreigners would leave his country in peace.
The prince is featured in the brief adventure, Retribution.
21
Population: 120,000 (estimated). worship of their savage idols. Such idolatry does not officially
Features of the City: Kadarasto is a base for individuals exist in Kadarasto, so the khedive is not looking for it.
seeking to explore the Nogaro River valley. All ruins within a
two-day ride have been thoroughly explored and plundered. A Brief Tour of Kadarasto
The landscape and rice fields are littered with defaced Visitors will have a difficult time getting around Kadarasto,
and toppled statues, monuments to forgotten gods. Beyond a city notoriously unfriendly to foreigners. Despite their
that, the brush and scrub conceal a great deal. There are hostile welcome, visitors can still wander safely about (in
discoveries here yet to be madefrom simple ruins such as daylight, at least), examining the citys few commercial,
bathhouses and watchtowers to greater finds such as tombs public, and religious highlights.
and temples. Goods and Services: There is a very narrow choice of
The citys people, mainly natives from the surrounding accommodations in Kadarasto. Besides the small, squalid
wilderness, have only recently been enlightened. Kadarastos caravanserai located outside the city walls, the only other
lord still takes the ancient title khedive (unique to the option for a decent nights sleep is the Broken Wheel, an
Ruined Kingdoms), though he professes his allegiance to opulent inn in the southern part of town, named for a
Huzuz and the superiority of the enlightened gods. cracked, nine-spoked wheel carved in the stone floor of the
Most of the citys money is held by a rich, privileged elite, common room (actually a Geomancer asfr). The inn is
consisting mainly of a few lucky adventurers, a handful of operated by Mauza Dalidasis (hfT/mr/11), a charming and
merchants who operate smuggling routes through the surprisingly friendly inhabitant of Kadarasto. Mauza can be a
wilderness to Talab, and expatriated emigrants of Afyal. valuable source of information for visitors to the city, but at
The poorer native classes live in squalid hovels outside the the rate she charges for her rooms (50 gp/night!) she can
city walls along the Nogaro and harbor a deep resentment afford to be gracious.
toward the prosperous outsiders. Were it not for the Mauza is related by marriage to one of the most prosperous
mercenaries and mumluks guarding the city, a rebellion merchants in the city, Cholk min Kado (hmT/mr/18). Cholk
would soon occur and blood would flow in the streets. owns the Shop of Faded Carpets, an unassuming store filled
The most recent version of Kadarasto proper is built upon with ancient rugs and tapestries. In reality, it hides the secret
the ruins of at least 12 other cities, all situated upon the headquarters of a spy network operated by Cholk himself.
bluffs above the Nogaro. Kadarasto is overrun with its The unassuming merchant has contacts with over 200
heritage. The ruins of many buildings remain. Most of the beggars of various levels and can reach anyone, anywhere in
graven icons of the ancient ways have been destroyed, their the city. The Shop of Faded Carpets also serves as a front for
statues crushed to rubble. Nonetheless, the city has a the sale and purchase of magical items and treasure looted
savage, idolatrous atmosphere, for a number of these icons from the ruins. For a small fee, Cholk can smuggle anything
survive in the back alleys. out of the Ruined Kingdoms to Talab.
Major Products: Trade, antiquities, rice. Chalks shop and the Broken Wheel are located near the
Armed Forces: 2,000 city guards; 1,000 cavalry; 3 citys otherwise lackluster open bazaar, which is strewn with
mamluk companies of the Devout, totaling 900 men, all canvas-covered stalls and tents, where most goods and
under the command of young Nari. services can be obtained at slightly elevated prices. There is
Major Mosques: Hajama, Pantheon, Najm, Selan; also no suq, or covered market, in Kadarasto.
secret cults of Ragarra, Shajar, and Kiga. Public Buildings and Monuments: The public architec-
Rumors and Lore: Legends persist that the ancient pass- ture of Kadarasto is heavy and depressing. The massive city
ages and catacombs of the citys past have survived. Followers walls, cracked and decayed by the humidity, are curious in
of the old cult-gods are said to use these places in the secret their lack of towers, minarets, and arrow loops. The wall is
22
interrupted only by the Gates of Dawn, a pair of massive Elephant, enjoys a richness that rivals Huzuz itself.
copper portals decorated with abstract starlike patterns and The Ruler: The island of Afyal has been blessed by fate
tarnished green with age. with its riches, so perhaps it is only fair that it suffers from a
The khedives royal palace sits brooding on the highest dearth of rulers. The House of Alon founded the kingdom
expanse of the bluff overlooking the Nogaro. This window- and its capital city soon after the Law of the Loregiver
less monstrosity is said to be built on the bones of the thou- spread throughout the continent of Zakhara. That house
sand laborers who perished during its construction. All took great pride in the fact that the blood of the first Grand
governmental offices operate out of the palaces cavernous, Caliph also flowed in Afyals first padishah.
echoing halls. Afyals leaders have always been erratic, perhaps because
Although there are no public parks or gardens in it takes the will of a madman to create a new city in the
Kadarasto, the inner city is strewn with the ruins of ancient wilderness. The present ruler, however, exceeds even his
buildings and towering monuments disfigured by time. The predecessors in the depth of his madness.
remnants of strange star-shaped towers lean precariously Alad bin Alaq bin Alonka of Alon (hmF/f/13) is a
over busy streets, and disturbing sculptures of forgotten demented and wildly unpredictable ruler. Some say it is the
gods adorn the facades of many buildings. blood of the ruling class running thin after 500 years. Others
Religious Buildings: While Kadarasto is outwardly an say that the Mad Padishah was born sane but encountered a
enlightened city, the citys modem mosquesdedicated to great horror in the Ruined Kingdoms as a youth. His father
Najm, Hajama, Selan, and to the Pantheon as a wholeare (perhaps lacking in faculties himself) failed to recognize the
small, austere, and poorly attended, more appropriate for a extent of the damage and named Alad his heir.
village or town than a major city. The padishahs first born son, Alakbar bin Alad bin Alaq,
Although the majority of the citys native inhabitants disappeared on a voyage south into the Crowded Sea four
show up for prayer at the required times, many also worship years ago. No word has come from (or about) him since.
the ancient Forgotten Gods. The largest and most active of Given the tendencies of his father, this may be for the best.
these savage cults is that of Ragarra (described in Chapter The Court: The Mad Padishah has a relatively stable and
Three). Ragarras idols and small shrines can be found contented court and bureaucracy. Many of these personages
sheltered in Kadarastos back streets and alleys. Unlike the especially the outspoken arch-vizier, Anwar al-Makruh
small shrines in Dihliz, these sites are considered holy and (hemW/sh/13)p ass into and out of the padishahs favor,
are secretly venerated by an increasing number of like the waxing and waning of the moon. One of the few sane
Kadarastos native citizens. Like the citys other un- and reasonable figures at court, Najiba al-Aqil (hff/mr/15) is
enlightened sects, the cult of Ragarra maintains a major the spokewoman for the varied merchant houses in the city
temple in the catacombs beneath the city proper. which provide the lifeblood for the kingdom by bringing in
supplies and civilization from western Zakhara. Al-Aqils
calm, conciliatory nature makes her one of the padishahs
Medina al-Afyal
favorite (i.e., rarely banished) advisors.
23
bint Alad (hfW/so/6) is the only other likely candidate to Rumors and Lore: Because of its riches, Afyal suffers
succeed her father to the throne. Unfortunately, the intense little save for its mad ruler, and his madness seems less
young woman has more passion for the study of magic than dangerous the farther one is distant from him. The daily
for learning how to govern the island nation. ritual of life goes on, for everyone has his or her place in this
Population: 130,000. strictly structured society.
Major Mosques: Selan. The island does have one mystery, however. Ruined
Features of the City: The island of Afyal is verdant and images of an elephant-headed idol still turn up in great
wild, with rolling hills and thick jungles. Feral creatures lurk numbers, ranging from small charms and statuettes to large
in the wilderness, almost at the City of the Elephants door. monoliths that are discovered as the jungle is cleared. They
The capital is the only settlement of significant size on are all that remain of the Lost One, a forgotten god who
the island. Because the jungles yield the rich woods that are ruled Afyal before the enlightenment.
the islands chief export, a few small villages dot the
wilderness, all of them stockaded. A few craftsmen dwell in A Brief Tour of Medina al-Afyal
these villages, but most of the inhabitants are harvesters No other city in Zakhara is quite like Afyals capital. Though
who bring the wood to the City of the Elephant. lacking the blue tilework of many cities of the west, Medina
The people of Afyal range from wealthiest merchants to al-Afyal is no less impressive, for the local craftsmen made
the poorest beggars. The concept of stationthat each liberal use of polished marble, ivory-colored limestone, and
person has one chosen place in the universe, which is gleaming hardwoods in the citys architecture. Visitors may
decreed by Fateis extremely strong on this island. A caste desire to wander about this exotic city, examining its
system reigns. A person may never rise above his or her commercial, public, and religious attractions.
original station, regardless of action. In Afyal, even the Goods and Services: Although Medina al-Afyal does
most successful adventurer from a beggarly background is not contain a caravanserai, the city has no shortage of
expected to defer to a less talented or worthy individual of fine accommodations for the weary traveler. In particular,
higher station. Marriage outside ones station is strongly the Teak Palace is a recommended favorite among rich
(often violently) discouraged. merchants. Prices are inversely proportional to station,
Major Products: Trade, wood., gold, precious metals, for the inns snobbish owners prefer high-born (or at least
jewelry, elephants. affluent) clientele. Low-station adventurers should expect
Armed Forces: 2,000 city guard; 500 cavalry; 500 to pay around 100 gp per night, but the price includes
elephant cavalry; 4 mamluk companies of the Wondrous, lavish feasts and a royal treatment. For travelers on a
totaling 1,200 fighters, who serve as the palace guard. budget, the Brass Monkey is a popular choice; located on
the outskirts of the city, it offers clean rooms at low to
moderate prices.
The suq, or covered bazaar, is a confusing labyrinth of
limestone buildings interconnecting the riverfront
commercial districts. The city docks along the riverfront are
always packed with the sea-going vessels of distant traveling
merchants and sturdy river barges of local islanders, laden
with exotic hardwoods and metal ores, which are harvested
and mined in Afyals secluded villages.
After the hardwoods are milled into manageable sizes on
the outskirts of the city, they are carried by elephant to the
24
Ebony Way, the renowned center for wood craftsmanship ensures a high level of security. A white marble monument
on the island. In this wide, sheltered street, the exotic to Alon, honoring the citys founder, can be found at the
fragrances of cut ebony, sandalwood, mahogany, and teak center of the gardens.
fill the air, wafting out of the open workshops. Inside labor Religious Buildings: Although there are a number of
Afyals finest woodcrafters, creating ornate furniture and small, private shrines dedicated to most enlightened Gods,
objects of art in which the wood appears to be almost liquid, only Selan is widely worshipped by the islands inhabitants.
flowing in elegant, graceful curves. The Great Mosque of Selan rises along the eastern side of
The Golden Way is Afyals famous jewelry district, lined the botanical gardens, opposite the padishas palace. Eight
with dozens of shops selling priceless objects of art fashioned golden spiresone for each of the moons eight monthly
from gold. Although the area is heavily patrolled by the phasesadorn the mosques outer walls and can be seen
town watch, each of the stores maintains its own potent from every vantage point of the city. The center of worship
security force, headed by at least one powerful wizard. for Selans followers, the mosque contains both the largest
Finally, perhaps the most interesting commercial district temple devoted to Selan and the most prestigious
is the Plaza of the Elephant, where elephants of all sizes can astronomical observatory in the Land of Fate. The priests
be purchased, in colors ranging from albino white and operating the mosque and observatory are strict moralists,
ebony black to the more common grey. The elephants of but pragmatists and ethoists are welcome here as well.
Afyal are particularly intelligent and docile, able to learn A large public university adjoins to the mosque. For a
and perform tasks willingly and with ease. By decree of the modest donation, students can learn any one of the following
islands first padishah, Alon, no one may kill an elephant of nonweapon proficiencies after studying in the university for a
Afyal without sacrificing his or her own life in turn. Because period of 1-4 months: Ancient or Local History, Ancient
of their superior attributes, elephants are sold for 400 to Languages (Kadari, Noga, or Affa), Astrology, Navigation,
2,000 gp (for labor) and 3,000 to 12,000 gp (for war), Religion, and Spellcraft. Because of the excellent instruction,
depending upon the creatures intelligence, size, color, and these require half the usual number of proficiency slots, with
disposition. If the purchaser does not know how to haggle, a minimum of at least one slot per proficiency.
these prices will be much, much higher.
Public Buildings and Monuments: The city is surrounded
Rogosto, City of Spires
by white limestone walls, pierced by three impressive gates,
which are adorned by marble sculptures of elephants. These
are referred to locally as the Gate of the Infant, the Gate of
the Warrior, and the Gate of the Laborer.
F rom the mouth of the Nogaro River, a 300-mile trip
north along the shores of the Crowded Sea leads
travelers to Rogosto, the City of Spires. The reason for its
The padishahs palace is a sprawling collection of small name is immediately evident: the citys unique metal
buildings, many of them linked by causeways, dotted with a towers soar towards the sky, gleaming in the sun, sole
half-dozen spires and domes. It is one of the architectural surviving legacy of the citys unknown previous
wonders of the Land of Fate, combining magical and inhabitants. These ancient, bizarre towers are found
conventional methods of construction. It is said that five nowhere else in the Land of Fate.
dao, enslaved by the padishahs arch-vizier, work The Ruler: The elven khedive Samia al-Said
continually to maintain the walls and bridges of the palace. (efW/sh/15) has ruled for the past 100 years in an
Lush botanical gardens surround the palace. Since many enlightened, progressive manner that has endeared her to
of the rich citizenry have plenty of free time for leisure, the both the citys common people and those who dwell in the
gardens are a popular spot for families and lovers to stroll towers. A powerful wizard, Khedive Samia has gained
about and play. The gardens proximity to the palace wisdom over the years and acquired many mighty magical
25
items. The khedive helps settle the squabbling between the lection of white-washed, mud-brick houses, much like those
tower-lords (amir al-burj). She also helps fend off the found elsewhere in Zakhara. This is the home of the poor and
acquisitive tendencies of both the Pantheon and Afyal. the middle class, consisting of traders and artisans. Rogosto
The Court: The large court teems with intrigue, has a thriving business of arts and crafts, catering to the wiz-
fomented by the various tower-lords, traders, and foreigners. ards, who often require the finest materials for their research.
Major influences include the following: Major Products: Information, sages, art, crystal, fine
l Sherif Akyar al-Awasif, a female noble djinni. The metal craftsmanship.
fanatically loyal friend and confidante to the khedive, Armed Forces: 1,000 city guards. Each tower may have a
Akyar represents the genie peoples at court. personal guard of up to 200 sentient beings. The khedives
l Bojo al-Ami (hmT/mr/10), a cunning, middle-aged man, palace has a personal guard of 400 2nd-level fighters, plus
representing the craftsmen. 200 jann who answer to Sherif Akyar. The army is weak,
l Bahija min Selan (hfP/p/14), a vain and hedonistic but no one has ever dared attack an entire city of wizards.
cleric, representing all priests. Major Mosques: Kor, Selan, Zann.
l Fayiz al-Wazir (hmW/so/19), an infirm tower-lord, Rumors and Lore: Rogostos great mystery is its towers. It
representing the sorcerors. is assumed that they were created by some magical, possibly
l Kharj al-Talqa (hmW/fm/13), a polite if whimsical fire divine race from the heavens. A few surviving inscriptions
mage, and an admitted member of the Brotherhood of from this race are in an archaic tongue seen nowhere else in
the True Flame. the Land of Fate. They speak of war, say the sages, between
l Revered Mother Farida bint Thuriya (hfP/m/10), a the city dwellers and those above. The natives evidently
crusading firebrand of a woman, representing the lost and abandoned their city. The nature of these original
interests of the Pantheist League. inhabitants is unknown, except that they were humanoid.
l Othmar bin Kaloth (hmW/sh/12), the khedives principal All races have been suggested, but common thinking leans
rival, representing the shairs with his efreeti servant, toward the burnt elves (i.e., the drow).
Xamus.
l Olla al-Funun (hfW/so/17), an open, cheery woman and A Guided Tour of Rogosto
the ambassador from Afyal, who actively serves the Rogosto is a unique combination of alien and human
khedive by reconciling various factions. architecture. The numerous spires rise over the citys
Population: 80,000. modem buildings, lending Rogosto a feeling of verticality
Features of the City: Rogosto is actually two citiesone unusual in the Land of Fate.
built ages ago by unknown, seemingly inhuman hands, the Goods and Services: Almost all goods and services in
other having grown up around its base during the modem Rogosto can be found in the New City, erected around the
enlightened age. Rogosto is considered by many to be the bases of the citys strange metal towers. The expansive
most magical city in the Land of Fate. The citys strange caravanserai provides the best food and lodging for visitors.
towers attract shairs, sorcerers, and elemental mages, as Furnished with its own small religious shrines, restaurants,
well as pragmatists, kahins, mystics, scholars, and and public baths, the caravanserai caters to all of the
researchers. The khedive has set down rules governing the travelers needs.
behavior of the tower-lords (e.g., no inter-spire warfare, no Rogostos suq connects to three important commercial
experiments that may damage the towers or the city), and districts, crucial to the citys development. The Alley of the
violating those rules may be cause for expulsion. Rogosto Booksellers, a small but vitally important street to many of
has already lost three towers to such activities. the citys researchers, is crowded with small shops packed
The New City is clustered at the base of the towers, a col- with books and scrolls imported from all regions of Zakhara.
26
Here, the visitor can easily find the texts required to conduct towers stand almost 100 feet tall. The tops and bottoms are
magical research. Several distinguished sages live on this slightly flared, with a long stem in between. The interior of
street, selling books to fund their own research. The sages are each is an open stairway, spiraling up the inside without a
eager to work on scholarly projects unrelated to book selling. rail, to a great single floor perched at the towers summit.
The Street of the Glassblowers can also be found in the In the name of the Grand Caliph, the khedive provides
suq, lined with shops displaying priceless glass and crystal temporary grants for the use of the remaining intact towers.
vials, glasses, bowls, decanters, small sculptures, ornamental Powerful wizards and priests inhabit them, using the towers
window panes, lamps, and precise laboratory equipment. A as research laboratories, libraries, or sanctuaries. A number
few small shops on the street, specializing in grinding glass of wizards have removed the tower stairs and remodeled the
lenses, also sell magnifying lenses, reading glasses, and interiors to their liking through powerful magic. There are
telescopes. The furnaces where the glass is melted and blown only 22 towers (not including the palace), and they are
are located just behind the shops, discreetly kept out of sight always full, though turnover is regular.
behind a thick leather curtain. If a researcher desires custom- Three of the intact towers, arranged like the points of a
made glassware, he or she usually enters the furnace area to triangle, have been claimed by the khedive for her royal
discuss his or her needs with the master craftsmen, for the palace. All three towers have been joined by a tall, fortified
outer shops are maintained only by merchants. wall linking their fluted bases. With the help of her genie
Finally, also connected to the suq is the Street of the allies, the khedive has extensively remodeled her palace
Metalsmiths, who specialize in steel armor, weapons, and towers to include lavish living quarters and spectacular,
research equipment forged from steel scrap harvested from serpentine stairways.
the citys fallen metal towers. This steel is an unusual alloy Religious Buildings: Because of the citys large
found nowhere else in the Land of Fate. It tarnishes instead population of priests and excellent craftsmen, Rogosto
of rusts, melts at a lower temperature than normal steel, and houses some of the finest mosques in the Ruined Kingdoms.
can be drawn into pliable steel cords. Otherwise, it is as The Mosque of the Venerable Kor, fashioned from white-
strong and light as common steel. Weapons and armor of washed limestone, is covered with intricate, mind-bending
this steel function normally, though they do not need the mosaics of colored glass that catch and reflect the morning
constant cleaning and attention of items made from normal sun like a shower of precious gems. Kors priesthood in
steel. Rogostos metalsmiths pay 2 gp a pound for this Rogosto is unusually pragmatic and open-minded.
material. A single fallen tower produces many tons; The Mosque of the New Moon, dedicated to Selan, has a
however, the existing stock has already been claimed by the trio of graceful minarets which echo the royal palaces
citys metalsmithing houses. design. Funded entirely by donations from Afyalese
Although no magical weapons or armor can be found for merchants, this mosque is extremely popular among
sale on this street, many of the smiths have enough skill to travelers from that island kingdom.
forge weapons or armor of quality (+1 to hit and/or damage Zanns Mosque of the Visionary Spring is built over a
because of their workmanship). They are typically only made natural well or spring, the waters of which are said to inspire
to order and cost up to 100 times the normal cost (after profound, revelatory trances. The largest and best-attended
haggling). Such items are naturally suitable for enchantment temple in the city, this mosque also contains a vast public
by many of the local wizards living in the towers. library. The priesthood is usually open and helpful to those
Public Buildings and Monuments: The only public in search of information about the city or the Ruined
buildings of note in Rogosto are the citys strange metal Kingdoms in general, provided the supplicants desire for
spires. About 50 of these towers are in evidence, though knowledge is driven by genuine curiosity, not selfish desire
fully half of them are shattered or toppled. The surviving or greed.
27
Chapter Six
Secrets of the
Ruined Kingdom
T
his chapter is filled with ideas which can be expanded into encounters
or even full-length adventures, if desired. Each section is specific to the
areas major cities: Dihliz, Kadarasto, Medina al-Afyal, and Rogosto.
Secrets of Dihliz
28
Dihliz can be eliminated by crippling the cults central days of the Geomancers. Few people dare to venture into
command, but he lacks specific information about the cults these lower levels; fewer still emerge alive.
layout and organization in Kadarastos notorious undercity.
The khedive of Kadarasto has been emphatic in his
Secrets of Afyal
denial of cult activity in his proud city, so Amin must
resort to more covert methods to investigate the cults
home base. Since his more ambitious agents have
mysteriously disappeared on their missions to the
B esides the padishahs madness, the city is
distinguished by its caste-conscious merchant houses,
who observe rigid customs dictated by social station.
undercity, Amin is inclined to hire independent, trained Visitors are notoriously uneducated in these elaborate
mercenaries to get the information gathering job done rituals (unless they have the Etiquette non-weapon
quickly, quietly, and efficiently. In short, Amin is looking proficiency), and embarrassing conflicts are a common
to recruit a party of spies. sight on the city streets. Groveling, especially at court, is
a common survival trait in the City of Elephants.
One mystery of the Isle of the Elephant revolves
Secrets of Kadarasto
around the Lost One, who merged his life force into the
29
Chapter Seven
T
he Ruined Kingdoms are renowned for their strange and dangerous
magical items, found nowhere else in the Land of Fate. Many of these
ancient devices were fashioned by the Geomancers, who were adept at
creating magical tools and weapons. Still more were made to combat the
Geomancers. Later generations sought to imitate these powerful devices; many
such experiments resulted in the creation of cursed magical items, such as scarabs
of death, stones of weight, and amulets of inescapable location. Finally, a few bizarre
magical items were created by the cults of forgotten gods that once thrived in the
Ruined Kingdoms.
Passive Talismans
30
standard magical items in a way that will seem exotic to saving throw vs. spells with a -2 penalty or stand rooted
even experienced players familiar with the DMG. to the spot, frozen in terror, for 2-5 rounds. These devices
Talismans of Feather Falling, Fire Resistance, Free Action, have 20-50 charges when discovered (3,000 XP).
Jumping, Protection, Regeneration: These devices were Handglyphs of Fire, Lightning, Cold, or Disintegration: These
popular in the Ruined Kingdoms before they became were the Geomancers primary weapons, each enchanted
adapted to the magical rings common today in the Land with one type of offensive magic cast at 12th-level of
of Fate (see the appropriate ring descriptions in the abilityusually fireball, lightning bolt, cone of cold, or disintegrate
DMG). As with magical rings, no more than two spells. When discovered in ruins, they will usually have 1-4
talismans will simultaneously operate on a person. charges remaining. They typically have a maximum range of
Amulet of Mental Fortitude: This potent device, a more 30 yards. The secret to recharging these deadly devices is lost
powerful and ancient cousin of the amulet of proof against to all but a handful of mages currently living in Rogosto, who
location and detection described in the DMG, protects its charge dearly for their services (1,800 XP).
wearer from all devices and spells that detect, influence, or Handglyph of the Monolith: The wielder of this fearsome
read emotions or thoughts, similar to the 8th-level wizard device can summon an earth monolith in 1d4 rounds by
spell, mind blank. This protection also extends to prevent uttering a single command word. If earth, mud, or clay is
discovery or information-gathering by divination spells, available, a 30 HD creature will appear; if only sand or raw,
scrying devices, and even wishes. Finally, this device also unworked stone is available, a 20 HD creature will be
blocks all psionic or telepathic attacks, although the wearer summoned. A monolith summoned from earth, mud, or
is prevented from using his or her own psionic talents, if clay is capable of inflicting 8d8 points of damage; one
any, while the talisman is worn (7,000 XP). summoned from sand or unworked stone does 6d8 points.
An earth monolith cannot be summoned from worked
stone. The area of summoning for an earth monolith must
Active Talismans by at least 20 square and have a volume of 20 cubic yards.
31
discovered and cannot be recharged (4,000 XP). swarming insects, withering, and woodkmds; bracers of
Talisman of Divining: These are some of the only non- brachiation; cloaks of arachnida and the bat; drums of deafening
deadly and useful handglyphs created by the Geomancers. and panic; figurines of wondrous power; slippers of soft movement
These talismans were created for a variety of divination and varied tracks; and wings of flying.
purpose: Claws of the Shadow: Favorite weapons of the cult of Kiga,
these bagh nagh vary in enchantment from +1 to +3. They
d10 Roll Talismans Detection Abilities are typically found as a matched pair. If both claws are worn,
1-2 Detect traps, both magical and mechanical they also allow the bearer to assume shadow form for up to
3 Detect good/evil one turn per level of the wearer, once/day (800 XP per plus).
4 Detect gems (kind and number) Rod of Rending: This ebony rod, fashioned by servants of
5 Detect precious metals (kind and amount) Ragarra, ends in a carved crocodiles claw. Like the new
6 Detect undead clerical spell rending (described in Chapter Three), this
7 Detect poison magical item rends or destroys personal property, including
8 Detect magic livestock and slaves; it has no effect if cast on a free citizen or
9 Detect invisibility wild creature. The wielder can affect a single creature or
10 Detect secret doors item of up to 8 cubic feet in size with this weapon.
Magical items are allowed a saving throw vs.
These divinations operate within a 30 radius of the disintegration with a +4 bonus to resist the rods effects;
talisman and are unaffected by the presence of stone, creatures of greater than animal Intelligence or more than
metal, or wood, though they are completely blocked by 4 Hit Dice are also entitled a saving throw vs. death
any quantity of salt water, alcohol, iodine, or quicksilver. magic. Unless the save is successful, the target is
These rechargeable devices contain 1-100 charges when completely shredded, resulting in its complete destruction
discovered (5,000 XP). if the target is an object, or 3-24 (3d8) points of damage
Talisman of Force: These devices, crafted by the if the target is an owned animal or slave. Each use of the
Geomancers, could erect a spherical wall of force 20 in rod draws one charge. It can be recharged (4,000 XP).
diameter, centered on the wielder. The wall of force lasts Staff of the Teak Serpent: This unusually powerful
24 rounds and draws one charge. One of these talismans variant of the staff of the serpent is native to the Ruined
typically carries 2-8 charges when discovered, and only a Kingdoms. The staff strikes as a +3 magical weapon and
select group of wizards from Rogosto know how to inflicts 4-9 (1d6+3) points of damage when it hits. If a
recharge them (4,000 XP). priest throws the staff to the ground, it grows from its 6
length to become a teak serpent 35 long (AC 0, HD
Cult Magical Items 8+8, hp 74, MVT 9, THAC0 11; see 8-page booklet of
monsters and villains). The snake will entwine if it scores
32
Adventure Book
Playtesting and Review by The Next Generation (Karen Is it Evil? Kurtz, Tamiko Wanna
Haircut? Toland, Marketa Genie Bait Aschenbrenner, Peter I Wish I Were a Necromancer
Schmidt, Jesse I Send Daud for Invisibility Sands, Manish I Try to Gamble Kothari,
Mark Ive Got a Prelim Barrerra) and Wolfgang Make It Nastier Baur.
ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, and MONSTROUS COMPENDIUM are registered trademarks owned by TSR, Inc.
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2
Wihda hagg Tisan:
Prologue:
Nine Falling Stars
In the junction of the lights of the stars. . . . In your right hand, there is an iron ring
and a seal. . . . Make your heart the tablet to write on the verse. . . . Recite it and
chant it when people are asleep. It is the secret contained in the created beings; there is
nothing but it. It is the greatest verse. Therefore make it accurate and get it. Through it,
you will become a pole if you serve well.
as-Sabtö, from the Zëirajah of the World
F
or the first time in his life, Adil is beginning to regret stealing something.
In retrospect, the theft itself was easy, almost trivial. It was a clear, starry
night outside the Mosque of a Thousand Fountains in Muluk. A rotund,
distracted priest left the mosque for the short walk home, his heavy purse begging
to be lightened. Adil had hoped the bulge in the priests purse was goldnot this
drab clay seal, covered with strange, barely comprehensible writings.
He would have returned it (if he couldnt have found an interested buyer, of
course), but for some reason he found the writing on the seal fascinating, almost
mesmerizing in its movement, illuminated by the bright starlight. He tried
pronouncing words of the ancient languageand all at once realized that he
shouldnt. By then, of course, it was too late. As if on cue, nine meteors streaked
across the night sky overhead.
That was the night Adil blacked out. And then the nightmare began.
N ine Falling Stars is designed for a party of low-level characters (levels 3-5).
The prologue is intended to motivate the party to travel to the Ruined
Kingdoms, if they are not there already. It can take place anywhere in the Land of
Fate. Although it can be played independently as a short and bizarre random
encounter, it has added depth as the introduction to a mini-campaign in the Ruined
Kingdoms culminating in the last adventure, Kismet.
The adventure begins in any city or town when the party stops in a public
3
place such as a coffee shop, caravanserai, suq, or mosque If the party asks him about his fits, Adil will gladly tell
during the course of their travels. Read or paraphrase the his tale for a silver, recounting the information presented
following: at the beginning of this prologue. Adil considers it his
kismet, or fate, to be cursed by the gods for stealing from a
Outside, you can hear a mans voice, shouting priest. He promises fervently never to do such a thing
words in an incomprehensible language. Suddenly, a again. He will gladly let the party inspect the seal, if they
disheveled beggar hurls himself into view, his eyes express any interest.
rolled back in their sockets. White foam froths at his
lips as he continues to shout at no one in particular. Adil al-Muluki (hmT/bg/5): AC 9; MV 12; hp 19;
Bystanders draw away from the beggar in revulsion. THAC0 18; #AT 1, Dmg by weapon; SA triple damage
Despite your aversion, the beggar lurches toward backstab; PP 50%, OL 37%, RT 25%, MS 50%, HS 70%,
you. His eyes roll down to gaze upon your group with DN 45%, CW 65%, RL 30%; Str 8, Dex 15, Con 11,
frightening lucidity. The beggar speaks a few distinct Int 13, Wis 8, Cha 14; AL N; copper begging bowl,
words in an unknown, alien tongue before collapsing, walking stick, concealed knife.
exhausted, at your feet.
4
of Zann skilled in divination magic. Unfortunately, Adil has indeed been disturbed. A desperate band of bounty
obtained the seal at the exact moment an ancient hunters from Rogosto, searching the hinterland jungles
prophesy was fulfilled, imprinting it on Adil until the for treasure, accidentally stumbled across the outer ruins
second half of the ancient prophesy is fulfilled: of Tadabbur. Having no knowledge of the terrible
Geomancers, the group removed the talisman sealing the
Should the gates of Tadabbur be opened, nine-fold entrance of Tisans prison below Tadabbur. One of the
stars will rain from the sky to signal Her return. two surviving explorers, Raja al-Sadiq, is a potent, greedy,
When wheel meets wheel, the past becomes clear and ambitious shair. Through her intellect and bravery,
and the future open. she managed to parley with the last Geomancer.
Tisan was both relieved and amused that her liberator
By now, the party should be mystified and confused by had no knowledge of her history or true identity. Through
Adils predicament. This is to be expected and her vague glimpses of the future before she was imprisoned,
encouraged by the DM, who should have fun misleading Tisan knew that her only weakness lay in a small seal,
the party with a gibbering, prophetic beggar. Until the which could unlock the knowledge to destroy her.
prophesy associated with the seal is fulfilled, Adil will Considering her liberators possible utility in obtaining the
continue to suffer from fits of madness, during which he seal, Tisan struck a bargain with Raja. The Arch-Geomancer
repeatedly babbles prophetic nonsense in Kadari. would have retrieved the item herself, but she was weakened
The seal and its prophesy have their origins in the after nine centuries of sleep and had more important long-
distant past, in a region of Zakhara currently known as range plans to set in motion. In exchange for the shairs
the Ruined Kingdoms, where a race of terrible and assistance, Tisan promised Raja rulership and power in a
powerful sorcerer-priests once ruled a vast empire. Known resurrected modern-day empire of Kadar. The pair entered
as the Geomancers, their history and background are into a magical contract (enforced with a geas) not to betray
described in Chapter Two of the Campaign Guide (the each other. Tisan agreed only because she can use a wish to
DM is encouraged to read that material before running negate the geas in the futurewhen she will inevitably desire
the adventure). Although the Geomancers are thought to to eliminate her arrogant and rude accomplice.
be long dead and forgotten, the most powerful of their After striking this bargain with Raja, Tisan cast a wish to
kind, a sorcerer-priest named Tisan, was imprisoned at learn the location of Suhails magical seal. But her
Tadabbur with a mighty talisman, which was created by a divination spell brought only a vague response because of
high priest of Zann named Suhail. the seals undetectable wardings. Collapsing in exhaustion,
In his wisdom, Suhail knew that Tisan might some day Tisan passed her sketchy information to Raja, who agreed to
be released by the removal of this talisman. To prepare for obtain the seal to the best of her ability. Herself heavily
this eventuality, Suhail enchanted the clay seal and exhausted by her efforts to gain and win entrance to Tisans
fashioned its prophetic curse. The clay seal is an company, Raja summoned a lesser servant to fetch the seal
enchanted key which can open a secret vault hiding and eliminate its current owner. That servant is Tabati, a
ancient lore about the Geomancers. In the proper hands, female invisible stalker who will eventually encounter the
this knowledge can be used to destroy, or at least re- PCs in her search for the seal. Tisan and Raja will only be
imprison, the Arch-Geomancer Tisan. This secret vault is directly encountered in the last adventure, Kismet.
encountered in the later adventure, Secrets of the Seal.
Rajas Servant
The Nine-fold Stars
5
mistresss short mission has dragged on for days longer
than it should have. Thousands of beggars in the Land of
Concluding the Adventure
A
Fate match Rajas vague description of Adil, and the lthough the melee with Tabati should be
invisible stalker, searching for the seal, has dutifully rifled dangerous and challenging, the aftermath is far
through the belongings of countless rogues while they more interesting and should be played out during the
slept on city streets at night. Just when Tabati is course of the following adventures. Who attacked the
despairing of ever seeing home again, she notices Adil party, and why? What do the prophecies mean? What is
showing the desired seal to the party. She swoops down the purpose of the magical seal? What are the Lions of
on the poor beggar, attempting to snatch the seal out of Tomorrow? The PCs should be allowed to research the
his hands (-4 on her attack roll). Because of her answers on their own initiative, but dont reveal too
invisibility and silent approach, Tabati has a -6 bonus to much at the onset, or the importance of future
surprise. After snatching the seal, she attempts to slay the revelations in the adventure Secrets of the Seal will
unfortunate beggar, ignoring the PCs unless they come to be undermined. The cryptic references should
Adils aid. eventually point the party in the direction of the
If the beggar is slain, the invisible stalker flies away Ruined Kingdoms. In particular, the reference to gates
with her prize. Once she reaches a distance of a few miles, may lead the party to Dihliz, which is also dubbed The
the seal teleports back to the beggars body and resurrects Gateway City.
him, as previously noted. If Tabati wasnt frustrated and After the adventure, the party has a permanent, if
enraged before, she becomes so now. Suspecting the PCs unwilling, additional member: Adil. Even if the party
are to blame for the seals sudden disappearance, she ostracizes the beggar, he should turn up again and again
searches them out with murderous intent. during the future adventures, babbling prophetic
Meanwhile, the resurrected beggar finds the party and nonsense in Kadari. Only after the vault containing the
begs for help. He knows he was dead, and that the seal tome entitled Lions of Tomorrow has been opened will the
brought him back to life. He pleads for the party to assist party be free of Adils annoying presence.
him in removing its curse. By now, the enraged Tabati In addition to a prophetic new ally, the party should
returns, mistakenly announcing her presence with a gasp quickly realize that it has also gained some new and
of disbelief, followed by a howl of rage, at seeing Adil still powerful enemies. At some point, Tisan will learn of
alive. She hurls herself on Adil and the party, fighting to Rajas failure, and she will not be pleased. The DM
the death in her frustration. should see the last adventure, Kismet, for more details
on how the Arch-Geomancer punishes Raja for her
ineptitude.
Getting to the Ruined Kingdoms could be a
monumental journey. The next adventure, Pilgrimage,
should provide an convenient way of getting the party
there in a hurry, regardless of their current location in the
Land of Fate.
6
Ithnayn hagg Tisan:
Pilgrimage
W
hen the tremors started weeks ago, they were so faint that Nalv
hardly noticed them at first. But as the winter nights grew longer,
the upheavals gradually increased in their intensity, threatening
to destroy the sacred shrine entrusted to Nalvs care. For weeks, he searched for
the cause of the tremors and soon discovered a hole in the rocky hill near the
shrine where the force of the earthquakes seemed to originate. Summoning all
his strength, Nalv tried to enter the hole, but the heavy stone around the small
opening resisted his most diligent efforts.
At first Nalv thought he could wait until the High Holy Days for help, when
pious pilgrims would throng to the secluded shrine from the nearby trade routes.
But the Holy Season was months away, and judging by the shrines increasing
damage from the regular upheavals, there would be nothing but a pile of rubble
to greet the pilgrims this year if Nalv waited much longer. Taking to the air, the
giant mason wasp began searching the trade routes for a group of generous
pilgrims (or at least pious travelers) willing to help stop the mysterious
earthquakes. . . .
7
about the shrine from helpful villagers or fellow travelers pantomime, shaking or nodding his head in response to
whenever the PCs are in need of a priest. the partys queries. Playing charades with a giant mason
Alternatively, the DM can spring this adventure upon the wasp can be time-consuming to role-play, so the DM
party without warning when the PCs are traveling through might conveniently stage a minor earthquake at this
the wilderness. The PCs can mistakenly stumble upon the point to highlight the need for the PCs to investigate the
holy shrine after getting lost in a sandstorm, for instance, or small hole Nalv indicates.
notice the structure from a distance while surveying the While not overly bright, Nalv is kind, patient, and
countryside from the top of a palm tree or tall dune. basically good-hearted. He takes his charge over the shrine
Before the PCs reach the shrine, they are spotted by the very seriously. If the PCs attack the wasp, they are making
holy sites airborne guardian and protector, Nalv, a giant a dangerous, perhaps fatal, mistake. He hovers about 20 off
mason wasp. Scouring the nearby lands for any travelers to the ground, catching everyone in a 15-diameter area in his
help him out of his predicament, the mason wasp lands at a fire breath. Nalv can repeat this two more times if
respectful distance (out of bow shot) from the party and apologies and surrender are not immediately forthcoming.
patiently waits for its approach. If the party retreats, the Should the party slay the giant mason wasp, everyone who
wasp takes to the air and lands in front of the PCs again. participated must make a saving throw vs. magic at -4 or
Quickly describe Nalv as a delicate, 6-long, jet-black be afflicted by the evil eye for at least one month.
mason wasp, with ruby-colored eyes and cherry-red front
mandibles. Explain to the party that the mason wasp, unlike Nalv, a giant mason wasp: Int Low (7); AL NG; AC 2;
the common hornet, is a symbol of good luck in Zakhara MV 6, Fl 21 (B); HD 6+1; hp 37; THAC0 15; #AT 2;
(this should be common knowledge). Dmg: 4d4/4d4; SA: Poison stinger (save vs. poison or fall
Although Nalv cannot speak Midani, he was taught by into a burning fever, onset time 1-4 rounds) or breath
pilgrims years ago how to understand the language and weapon (cone of fire, 5 wide at mouth, 15 wide at end,
communicate by writing. While the party approaches, he 20 long; inflicts 5d6 points of damage, half if save); SD:
scratches out a long, formal greeting into the ground with immune to fire; ML 11; SZ M (6 long); MC13: AQ.
his forelegs (Greetings, generous pilgrims, in the name of the
Loregiver and Zann the Most Wise! May peace be with you,
and may Fate smile upon you and your journey!). After
Local History
introducing himself, Nalv explains the mysterious
earthquakes that have started damaging the shrine, and
he asks the party (whom he always addresses as generous
I mam Suhail was one of the most powerful priests of
Zann ever to walk the face of Zakhara. As described in
Chapter Two of the Campaign Guide, Suhail was the
pilgrims) to investigate the small hole in the nearby hill, architect of the Geomancers defeat in the Ruined
where he thinks the earthquakes originate. He gladly Kingdoms many centuries ago. After that evil force was
relates all of the information from the opening of this banished from the world, Suhail wandered through the
adventure. Although he can offer the party no reward for Land of Fate, destroying all records of the Geomancers he
its assistance, he stresses that the party will be performing could find. When he knew that his mission on al-Toril
a pious and holy act by helping to stop the earthquakes. was ended, he consulted the stars for an auspicious
To role-play the encounter to maximum effect, write location to be buried, so that a future generation of
out Nalvs responses to the partys questions on a separate heroes, Lions of Tomorrow, would easily discover his burial
sheet of paper with a large black marker. Of course, the place should the last Geomancer ever be awakened.
encounter could be greatly simplified if a party member During his travels, Imam Suhail befriended the Queen
has access to the spells comprehend languages, speak with Mother of the giant mason wasps. As a sign of respect,
animals, or tongues. If the party doesnt have access to this she decreed that her followers would always watch over
magic and cannot read Midani, Nalv resorts to his final resting place. Since mason wasps are considered
8
harbingers of good luck and fortune, many pilgrims would recent earthquakes appear to have inflicted far more
stop at Suhails grave on their pilgrimage to Huzuz. damage than the relentless elements. If the PCs inspect
Miracles have been associated with the grave since the the building, they will note many small cracks in the
first pilgrims arrived centuries ago, and it wasnt long foundation. The mosques single dome is networked with
before a small shrine was erected near his sepulcher. fissures. Clearly, the holy site is deserted and has not been
Over the years, the trade routes shifted slightly, leaving maintained in some time (the traveling priests, who
the shrine closer to the edge of the wilderness. After the arrive before the pilgrims in the Holy Season, have not
initial surge of pilgrims, the number of visitors dwindled yet come to complete the mosques yearly repairs).
with each new year, so that successive Queen Mothers sent Inside the mosque, the earthquake damage is more
fewer and fewer guardians to the shrine. Today, only Nalv apparent. Intricate blue tilework has been shaken off the
remains to perform what is essentially a ceremonial duty. walls and ceiling by the tremors and now covers the floor in
a carpet of debris. Sunlight can be seen through the cracks
Shrine of Suhail min Zann in the dome overhead, though the supporting walls appear
to be stable (for the time being, at least). Despite the
T he DM can place Suhails shrine anywhere in damage, a number of verses written on the temple walls are
Zakhara, though it should be relatively close to the still visible (common aphorisms attributed to Suhail min
partys initial location (there will be plenty of Zann). Translated into Midani by the modem pilgrims who
opportunities for travel throughout the Ruined maintain the mosque, only a few lines can be deciphered:
Kingdoms, once the party gets there). Although the
descriptions imply that the shrine is located in desert We cannot destroy what we do not understand.
terrain, it can just as easily be nestled in the nearby Fate is a woman, carrying us towards our Kismet;
foothills or mountains. It would be convenient if it were only a fool thinks he can escape her embrace.
near a major pilgrimage route to Huzuz, such as in the We must learn from the mistakes of our forbears.
deserts south of the Furrowed Mountains. The written word is a gift to the Lions of
When the party arrives at the shrine, probably escorted Tomorrow.
by Nalv, show the players the front of Card 2. The shrine
is built in a low-walled compound beside a low, rocky hill. Besides the supply of tools in the outer storeroom and
The wells near the mosque are covered by leather tarps to the verses written on the inside walls, there is little to
keep brush and debris out of the clean water while the interest the party in the shrine.
mosque is unattended. Within and beyond the outer
courtyard, countless eroded tombs bear silent testimony
to travelers who never survived their pilgrimage.
Source of the Tremors
There is a locked wooden door in the mosques outer
courtyard, which can be easily picked (+20% on a rogues
Open Locks roll). This door leads to a supply room
B y the time the party has had enough time to pitch
camp and survey the mosque, the shrine is hit by
another earthquake. Nalv notices the tremors first and
containing stone-working tools (including small picks, urges the party to leave the mosque before the quakes
hammers, and chisels), extra ceramic tiles for the become dangerous. The tremors come in waves about one
mosques walls and ceiling, and the ingredients for or two minutes apart. While the ground is heaving, the
making stucco. These supplies are used by visiting party can watch as the cracks in the mosque snake up the
pilgrims to make repairs on the shrine when they arrive walls a few more inches and the crevices in the dome
during the Holy Season. open slightly wider. During the earthquake, Nalv leads
The shrine itself is a small, domed mosque dedicated to the party to the rocky hill rising behind the mosque. On
Zann. Although the exterior has been eroded by time, the the northwestern face of the hill, hidden behind a few
9
large boulders, Nalv shows the party a circular hole storeroom to break down part of the wall so they can
approximately 1 in diameter. If they listen at the hole, proceed. Given the volume of noise generated by the recent
right before another wave of earth tremors, the PCs hear earthquake, a smart party should realize that the noise
a distinctly different rumbling, sonorous and deep, as created by the tools should not be too disruptive.
though someone were shaking the bowels of the earth.
When the sound stops, so too does the earthquake. 2. Tunnel. Beyond the entry, a narrow tunnel descends to
The agitated wasp quickly writes that the large the depths of the hill beside the mosque. The tunnel appears
boulders in front of the hole once covered the entrance to recently enlarged by massive clawed hands, as the smell of
the tomb of Suhail min Zann. Somehow the boulders fresh earth is quite strong here. A shairor a PC with the
have been shifted forward, and in their place a stone wall Genie Lore proficiencymay identify the claw patterns as
has been erected. The wall is pierced by a wide, circular belonging to a dao by making a successful ability check.
hole. A shair may recognize this wall to be the work of
genies. 3. The Snoring Somnambulist. The narrow tunnel opens
into a wide cavern, formerly the antechamber to Imam
Suhails tomb, where his body was prepared for interment
Tomb of Suhail min Zann in area 4. The cavern is guarded by the less-than-vigilant
10
slay any intruders on sight. They also ordered him not to
leave the cavern he guards (area 3). Hasan was trying to
think of a way to betray his masters without disobeying
their orders, but the intellectual effort was too great, and
the genie dozed off from mental exhaustion.
Although the genie is asleep, his subconscious mind is
busily working on a way to escape slavery. So intent is the
genies desire for freedom, that unless the party actually
wakes the genie by physically harming him (or conspiring
to physically harm him), the genies conscious mind will
remain sound asleep until the yak-men in area 4 call for
his assistance.
The genie can be coaxed and prodded while asleep to
roll over and stop snoring, though this might (25%
chance) induce an episode of sleepwalking. Otherwise,
for every round the PCs spend in this cavern, there is a
10% cumulative chance that the genie will start
sleepwalking. If this happens, he acts as though under the
effect of a confusion spell for 1-10 rounds before returning
to his bed. During this period, the genie is extremely
susceptible to (nonmagical) suggestions made by PCs, so
long as they do not violate the daos orders (such as
requesting him to leave the cavern). The PCs could ask (except for his skull, which they saved for their collection;
the sleepwalking genie questions and learn about the yak- see below). A pungent, spicy aroma wafts out of the
mens presence in the nearby chamber. Since the daos tomba strange mixture of wet ashes, cloves, and myrrh.
eyes remain closed during the entire experience, he is not At the entrance to the crypt, the yak-men have placed
compelled by his masters orders to slay intruders. two invisible glyphs of warding, which flash and explode
for 10 hp and 16 hp of electrical damage, respectively, to
Hasan, a dao: Int Average (10); AL NE; AC 3; MV 9, whomever passes over them (save vs. spell for half
Fl 15 (B), Br 6; HD 8+3; hp 43; THAC0 11; #AT 1; damage). Triggering these glyphs will rouse the Subverter
Dmg 3d6; SA spells; SD spells; SZ L (10 tall); ML 15; and the Pretender, meditating in the crypt beyond, on the
XP 5,000. Spells (cast as an 18th-level wizard): assume following round.
gaseous form, change self, detect good, detect magic, The floor of the crypt is covered with white powder and
invisibility, (fulfill anothers) limited wish, misdirection, bits of bone (Suhails remains). Any priest will recognize
passwall, spectral force, wall of stone (each once/day); rock the dusts sacred power. PCs of good alignment standing in
to mud (3/day); dig (6/day). the dust (or picking some up) are subject to the effects of a
prayer spell, for the duration of the adventure. For priests of
4. Crypt. The heavy stone doors standing ajar in the good alignment, touching the dust also acts as oil of great
eastern part of the main cavern bear the epitaph for Suhail devotion. The dust of Suhails remains lose all their magical
min Zann (May he never be called to finish the task he started). ability when outside the tomb complex. The yak-men are
Ripped open by Hasan, the doors lead into the crypt, not adversely affected by the dust.
where the yak-men have tom apart and desecrated suhails Within the converted burial vault, the yak-men lie in a
grave and scattered his remains throughout the room deep meditative trance, They rest in recessed shelves in
11
each of them wears 1-3 pieces of ornate gold jewelry,
worth 500 gp each for their alien and exotic manufacture.
The yak/men keep the remainder of their valuables in a
large iron trunk, toted everywhere by the reluctant dao.
The trunk is warded by a frisky chest* enchantment and
an invisible glyph of warding, which will inflict a
compulsive order* spell upon the victim until its effects are
successfully dispelled. Once the magical wardings on the
chest have been eliminated, the party will find inside
5,000 sp; 2,000 gp; five blood red garnets (100 gp each);
and an extensive collection of 48 human, humanoid, and
demihuman skulls. If the party examines the skulls in the
yak-mens collection, one appears to be much older than
the others. This is the skull of Imam Suhail, a minor holy
relic in its own right.
In the description above and statistics below, spells
marked with an asterisk (*) come from the Tome of Magic.
12
medium among the party). Once the skull is in the Concluding the Adventure
hands of a willing channeler, the PC falls unconscious
as the high priests spirit takes possession of the
characters body.
I wish to thank you, worthy travelers, for your sacrifice
D efeating the yak-men should be difficult, but not
impossible, especially if the party has the foresight to
invite Nalv to join it. While the wasp refuses to lead the
in my behalf, but I am afraid that your adventures and way, Nalv hurls himself at the Pretender during the final
hardships have only just begun. . . With these words, battle, distracting the weaker yak-man so the party can
Suhail greets the PCs and informs them briefly of the concentrate on the Subverter. If the party is not capable
Geomancers (see the Campaign Guide) and of Tisans of finishing off the yak-men before Hasan arrives, the
release from Tadabbur in the Ruined Kingdoms. He daos first action is to block their escape using a wall of
tells the party that they have been entrusted with the stone. He attacks Nalv over other party members, hoping
seed for Tisans destruction. More specifically, he tells they will finish off the Subverter in the meantime.
the PCs that the magical seal discovered in the Otherwise, the party will have to fight both the dao and
prologue, Nine Falling Stars, can help arm them the yak-men (a possibly fatal combination). If party
against Tisan and her allies. The high priest then walks members are slain during the battle, they can be raised by
about the party, curing the sick, healing the wounded, Suhails spirit afterwards (though the party doesnt
raising the dead (depending upon the severity of the necessarily know that).
PCs injuries after the battle), and so forth. I wish I Once the yak-men are slain, Hasan surrenders
could stay to counsel you further, but my link with this immediately. The genie will perform three tasks for the
world is fading. After I am released tell the guardian of the party in exchange for his freedom, using his limited wish
shrine that the Lions of Tomorrow have awakened. He will ability. Because the genie knows that his long period of
know what to do next. My last request is that you repair servitude is almost over, he performs his tasks quickly and
my tomb and restore my remains to their rightful place in willingly, without the usual entanglements. For saving the
my sepulcher. Then, and only then, will my mission on al- holy shrine from destruction, the party should be awarded
Toril be complete. a story award of 25,000 XP; if the party repairs the
Reveal only enough information to keep the party from earthquake damage to the mosque and re-consecrates the
being completely confused. After their interview with tomb (in accordance with Suhails final request), award
Suhail, the party should understand that the magical seal an additional 15,000 XP.
functions as a key of some sort (what this key opens should Finally, if the party follows Suhails advice and tells
still be a mystery)* Feel free to give the players some general Nalv that the Lions of Tomorrow have awakened, he
background information about the Geomancers, as flies off immediately to the hive of the Queen Mother.
presented in Chapter Two of the Campaign Guide, but do To fulfill a previous arrangement made with Suhail, the
not reveal too much at once; lore about the Geomancers Queen Mother dispatches a group of her subjects to
will appear much more precious to the party if it is acquired carry the PCs to the Ruined Kingdoms. The DM
through the adventure Secrets of the Seal. Finally, the should play up the fantastic journey across Zakhara as
party should learn that Tadabbur lies somewhere in the much as possible, with the wasps carrying the party
Ruined Kingdoms. members over rivers, mountains, desert, and jungle
with unusual speed. Regardless of the distance
traveled, the trip takes a single day, and the wasps
make it clear that the PCs are responsible for all of
their own transportation in the future. It is suggested
that the party arrive outside the city of Dihliz, where
the next adventure, Birthright, awaits.
13
Thalath hagg Tisan:
Birthright
M
any years ago, the prosperous trader Batul al-Reehan al-Dihlizi
decided to take a second wife. Now, his first wife, Liana, was a kind
and beautiful woman with a pleasant disposition. When Batul asked
her permission to marry again, Liana had little reason to disagree. As first wife,
she was guaranteed supreme authority in the harim.
Liana was also very busy with their first child, whom Batul had already formally
recognized as his heir with the qadis in the Ivory Palace. Even at this young age,
the childs resemblance to Batul was remarkable, and Batul took great pride in this.
Visitors would delight in pointing out how the childs slender nose, arched brows,
and even the beauty mark near the chin matched Batuls features identically.
So Batul brought a second wife, named Mabruk, into the harim. From all
outward appearances, Mabruk was respectful and generous with Liana, though
inwardly her heart burned with anger and jealousy toward the first wife. Mabruk
was cunning enough to conceal her hatred, and for a time there was peace in
Batuls house, for the merchant was generous with his wives. Liana spent most of
her allowance on treasures for the familys large villa, for as first wife, maintenance
of the household was her responsibility. Mabruk, on the other hand, spent almost
all of her fortune on books of sorcery and strange magical talismans.
A semblance of tranquillity settled on Batuls household. Within a year,
Mabruk quickly conceived and bore a healthy son named Omar. This only
increased Mabruks resentment of Liana, however, for the first wifes child was
already Batuls acknowledged heir.
Long after she had established herself as Lianas loyal friend and Batuls faithful
wife, Mabruk decided to put into motion her plan for gaining dominance in the
merchants household. The first obstacle to Mabruks happiness was Lianas child.
Summoning the genie Saleh from a magic ring, she commanded him to
dispose of the infant heir to Batuls fortune. Now, the efreeti was not so
dishonorable as to slay a helpless child in swaddling clothes. Instead, Saleh
carried the infant to a distant land, where Mabruk would never learn of the
efreetis disobedience.
Unaware of Salehs defiance, Mabruk meanwhile used her magical skills to
14
make it appear as though slave traders had broken into allowed his son, Omar, to work in the family trading
the house at night and stolen the child. In the morning, company. He fears Omar does not have the interest in
the household erupted into chaos. The family urged the business to be a successful merchant, however, and has
emir to launch a full-scale investigation into the slave quietly encouraged his son to pursue other interests.
traders, who seemed to be responsible. The inquest turned Mabruk al-Hanash (hfW/so/11) is the unquestioned
up nothing, for the child was no longer in the city, and ruler of the household. A statuesque woman whose beauty
Mabruk covertly used her sorcerous abilities to mislead has begun to fade in middle age, Mabruk is a domineering,
the investigators. selfish, and unprincipled woman who mastered sorcery
Devastated after the loss of her child, Liana was only to ensure her privileged place in society and
plunged into depression. Mabruk secretly poisoned her magically conceal her aging appearance. She only married
rivals food, preventing her from conceiving another Batul for his wealth and carefully planned the elimination
child. The poison slowly took its toll on Lianas health as of Liana and her child with cold-blooded ruthlessness.
well. Healers considered her maladies to be caused by Although she was quite cunning about hiding her cruel
despondency. Within a few months after her childs nature during the early phase of her marriage, over the
disappearance, Liana died one night in her sleep. Thus years her manipulative tendencies have become clearly
Mabruk became Batuls first wife and the infant Omar manifest to nearly all members of the family. She used to
became the acknowledged heir to the merchants reinforce Batuls affection with numerous charms and love
considerable fortune. potions, but after his recovery from Grey Fever, Mabruk
has come to despise her weak, infirm husband and
currently delights in tormenting him about his lack of
Characters vitality. The one joy in her existence is her son, Omar.
15
Kadarasto and Talab. After this short taste of life away takes place on the city streets, the party is quickly invited
from home, Omar craves to see more of the world. to the Reehan family townhouse. This large villa occupies
Noora (hfP/h/3) has been a servant in the Reehan a strategic location on the Royal Canal near the Ivory
family for decades. Noora is head of the household and Palace. The DM can find complete labeled floor plans for
kitchen staff, who respect her for her kind, capable, and the villa on the back of Card 6. The exterior of the
efficient nature. Noora was originally the personal servant house, in keeping with Zakharan custom, is spartanly
of Liana, Batuls first wife, and served as the nursemaid to fashioned from the citys unusual stone, which scrambles
the first heir, whom she loved as her own child. She detect magic spells.
would recognize the heir PC regardless of age or disguise. The living spaces inside the house are luxuriantly
Although she treats Mabruk with subservient civility, she decorated, although the specific details are left to the
secretly despises her evil mistress. She stays with the DMs whim. Important rooms have 1-4 valuable objects
family only out of loyalty to Batul and her desire to see of art, which might include rugs, tapestries, ebony
Omar brought up with a good code of personal ethics, a furniture, porcelain, silver serving ware, and small artistic
trait his mother sadly lacks. carvings. Obviously, the common workrooms, such as the
Mabruk has also purchased six mamluks to guard her cellars, stables, servant quarters, kitchen, and laundry
homes valuable property. Although she treats her slaves room will not be so lavishly appointed.
like furniture, the mamluks are on good terms with most Living spaces in the villa are clearly labeled on the
other members of the household. While on guard duty, the floor plans. The mamluks typically guard the areas
mamluks are utterly stoic, disciplined, and silent, but once marked M with at least one greyhound, rotating to a new
they have finished their third daily shift, the PCs will find station every four hours (thus each slave has twelve hours
them friendlyif rarely appreciatedindividuals. Wali is a on guard duty each day). Off-duty mamluks sometimes
lover of poetry and smoked river eel (a local delicacy); Abu accompany family members on errands outside the house.
hails from the Pantheon states, where he developed a Those dogs not guarding the entrances are allowed to
moralistic code of ethics; Mahmud has a secret lover, wander about the house at their leisure, where they can
whom he visits during his off-duty hours; Hatim works harass visitors at will. Of course, it will be considered
extra shifts as the family gardener; Bashi is a mute who extremely bad manners for a guest to harm (or kill) any of
speaks in sign language; and Nadan has a secret talent for the familys beloved pets.
juggling. The DM can flesh out these minor characters as
needed during the course of the adventure.
In addition to the mamluks, the family keeps a number
Flow of Events
of dangerous greyhounds in the house to thwart robbers
and intimidate visitors. These war dogs have proven their
usefulness more than once against burglars cloaked with
B irthright is based on the premise that one of the PCs
(henceforth referred to as the heir PC) was
kidnapped at birth and transported across Zakhara as an
invisibility. The animals are only friendly to household infant. The character has no knowledge of his or her true
servants, mamluks, and members of the family; otherwise identity as the heir to the Reehan family legacy. The heir
the dogs are quite inhospitable. PC can be male or female. As outlined in the adventure
introduction, the heir was kidnapped in his or her early
infancy by Saleh at Mabruks command and abandoned
Setting near the home of a childless family, who promptly
16
The DM should pick the heir PC very carefully. The diligently pursue this lead, they can learn two important
most desirable choice for an heir would be a loner or facts: (1) by seeming coincidence, the heir PC is the
independent PC (preferably an orphan), who has had spitting image of Batul al-Reehan; (2) Batul is one of the
little or no contact with his or her adoptive family in the richest merchants in the city.
past. While the narrative assumes that the heir is human,
the Reehan family can just as easily be gnomes, elves, or
halflings, reflecting the chosen PCs race.
The Nursemaid
As revealed in the Characters section, meeting the
Reehan family will be both blessing and curse. Although
some members of the familyparticularly Noora and
B atul is a popular fellow in Dihliz. Although many years
have passed, most of Batuls numerous friends
remember how his first child was tragically kidnapped by
Batulwill be ecstatic over the PCs miraculous return, slavers at an early age. Rumors of the heirs possible return
Mabruk has a vested interest in seeing that the PC leaves slowly start to circulate through the bazaar. When Noora,
the city before his or her true identity as Batuls heir can the chief servant in the Reehan household, shows up at the
be legally established. markets to purchase food for the day, she soon hears the
Given that the upcoming family reunion may prove fatal rumors of the lost heirs return. Skeptical at first, she seeks
for the heir, having a large group of dangerous friends at out the party. It only takes one look to confirm that the
hand will be a definite asset. The other members of the heir has indeed arrived. With a squeal of delight, Noora
party are thus involved in the family squabble whether they throws herself on the heir, crying and blubbering that the
like it or not. Allies of the heirs family will regard other PC has finally come home, after all these years, and that
PCs as honored heroes for their role in protecting the heirs his or her father had given him (or her) up for dead. She
arrival in Dihliz; Mabruk will view the other PCs as introduces herself as the heirs nursemaid.
dangerous bodyguards, who must be eliminated before the Describe Noora as a heavily overweight woman in her
heir can be neutralized as a threat to the status quo. late fifties, with oily, pudgy fingers that smell faintly of
fish, (she just finished eating a smoked eel kebab at the
bazaar). She is dressed in silk garments and has a glowing
Starting the Adventure smile. Tears of joy are streaming down her face. Noora
17
opportunists for the time being (using some of her spells,
if necessary, to prove her earnestness) and gives the party
directions to the family villa. Noora runs home to tell the
whole household of the heirs return, sending a messenger
to recall Batul from a country estate, where he is quietly
resting away from Mabruks abusive temper.
Mabruk soon hears of the heirs return from her joyous
household staff. Mabruk is far from pleased, but assumes
the role of a concerned stepmother. Inwardly, she is
plotting schemes to eliminate the heir before he or she
accepts the familys salt bond. If the party declined Nooras
invitation to accompany her home, Mabruk summons
Saleh in the privacy of her chambers and rails at him for
failing to dispatch the heir two decades ago as he was
ordered. She now gives the genie a bow with poisoned,
black-feathered arrows and orders Saleh to seek out the
heir and shoot the PC before his or her arrival at the villa.
Saleh hastens to obey, but the efreeti finds cold-
blooded murder distasteful. He wipes off most of the
poison coating the arrows, drastically reducing the
venoms effectiveness (onset time 2-12 rounds; inflicts 10
hp damage on a failed save vs. poison, 1d3 hp if the
saving throw is successful) without violating his
instructions. Cloaked by invisibility, he searches out the
PCs and watches them for a while from the rooftops,
waiting for the right moment. Compelled by his own
sense of honor, Saleh aims his first poisoned arrow at the
heirs turban or headdress as a warning (this called shot
has a -4 penalty to hit). Saleh continues to fire on the
heir for up to three rounds. He then polymorphs into a
hummingbird and flutters away (Fl 42 B), thwarting
pursuit in the public park, if necessary.
During the hail of arrows, PCs with the Awareness
nonweapon proficiency will spot the archer in the same
round if they make a successful ability check. Other
characters must make a successful Intelligence check and
scan the surroundings for 1-2 rounds before noticing the
concealed archer on the rooftops. Describe the assassin as
a tall humanoid figure whose features are concealed by
long brown robes. When Saleh returns to his mistress, he
reports hitting the heir with her arrows. Should the heir
survive, he can always blame his failure on her inferior
venom, not lack of obedience on his part.
18
If the party follows Noora home from the markets right her healing talents to help restore the heir and other
after their introduction, Mabruk warmly greets the party wounded party members. She also assigns Wadi to watch
in the gazebo of the outer garden (she keeps Saleh over the heir as a bodyguard. Mabruk descends to her
discreetly out of sight for now). With her beauty laboratory to work until dinner unless the party devises
enhanced by minor glamours (like alter self and friends), some stratagem to flush her out.
Mabruk appears to be a beautiful, mature woman in her Family servants flutter around like moths, catering to
late twenties, though her natural age is two decades older. the partys wounds. The players can pump the servants for
After introducing herself as Batuls wife (and the heirs information, but only Noora has been with the family
stepmother), she apologizes that her household has been long enough to know what the family members are really
caught slightly off-guard by the heirs unexpected, but like. She can provide general information about the
momentous, arrival. She briefly explains that Batul is members of the family but has no knowledge of Mabruks
resting in a quiet country estate and cannot make it home murderous past and current intentions.
until the evening. Mabruk requests that the party do Noora gladly gives the party a tour of the house. Al-
some sight-seeing around town until Batul arrives and her though she doesnt say so explicitly, only the harim
servants have had a chance to purchase enough food and (including adjacent sleeping chambers) and the laboratory
refreshments for their welcoming feast tonight. are off limits to guests. None of the family servants has any
During the initial meeting, Mabruk appears to be knowledge of the secret doors in the house.
completely sincere; her talisman blocks any magical During the tour, play up the extravagant decor. The
attempts to divine her true thoughts, alignment, or party should also recognize the elaborate security
truthfulness. By sending the PCs out onto the streets precautions. Noora explains that ever since the heir was
again without giving them food from her house, she hopes kidnapped as a child by slavers, the family purchased
to avoid initiating the salt bond. Despite her protests, the mamluks and war dogs to keep the household safe. She also
party might realize this and request refreshments, but drops the hint that the heirs kidnappers were never caught
unless the food is presented by the host of her own free and thus might have been responsible for the earlier attack.
will, the salt bond commitment has not been formally This might lead the party off on a wild goose chase in
established. Mabruk would not like to violate the familys Dihliz, but the search should uncover nothing (there are,
bond of salt if she can help it. But when Mabruk gets after all, no slavers responsible for the kidnapping). Sooner
truly desperate, later in the adventure, she will not or later the party will return to the villa.
hesitate to violate this sacred custom if she thinks it
might protect her sons inheritance. At heart, Mabruk has
The Harim
no sense of honor. During the afternoon, while the party
is out of the house, stage the half-hearted assassination
attempt by Saleh, described previously.
If the party is scared off by the encounter, Mabruks plan
0 nce they discover that the harim on the second floor
is off limits, the party will undoubtedly be curious
about its contents. Typically only women, small children,
will have succeeded. She will, of course, hire bounty hunters and Batul may enter. The harim is usually entered through
like Nurudin (described in the Visitor at Dawn section) to a small guardroom, which is always attended by one of
bring her the PCs head, so she can be sure that the threat to the mamluks and a greyhound. However, the secret
her sons inheritance has been finally eliminated. staircase in Batuls nearby chamber is unguarded.
Batuls chamber is typically deserted (he has kept a discreet
The Grand Tour distance from Mabruk in the past few years), but with the
heirs arrival, his bedroom has been prepared so as to keep up
19
also opulently decorated but contains little of interest. that not even Batul ventures within. The iron double
Lianas chamber has remained untouched since her doors and the secret back entrance are both wizard locked
death here two decades ago. Superstitious servants at 11th-level of ability. Since Mabruk is working in the
consider this room of the house to be haunted, for Liana laboratory until the evening feast, it is unlikely that the
suffered greatly until Mabruks poison at last claimed her. PCs will want to investigate it until they are sure the
Korrite priests have been in this room several times since sorceress is not inside.
to exorcise any restless spirit, but still the rumors persist. The interior of the laboratory is coolly illuminated by
Mabruk, slightly superstitious herself, never claimed the continual light. Animal cages line the walls, filled with
first wifes chamber as her own. virtually every species of poisonous animal imaginable:
These ghost sightings are nothing more than the cruel venomous lizards, tree frogs, snakes, and spiders. Of
mischief of Saleh, cleverly trying to arouse suspicions greater danger, a pair of giant pit vipers, charmed by
about his mistress by using his create illusion ability, since Mabruk, slither freely about the laboratory. They will
he cannot betray her directly. To heighten the impact, he attack anyone other than the sorceress or Saleh as soon as
creates a haunting infrequently. the intruder ventures inside.
Saleh has been banished to the harim for the day after After the two slithering guardians have been
failing in his mission against the heir. He mopes in eliminated, the party may search the laboratory, which is
Lianas room invisibly, but if he notices PCs in the harim, designed for the manufacturing of deadly and debilitating
he tries to attract their attention to the room with an poisons. The shelves near the caged creatures are covered
illusion of a ghostly woman quietly weeping on her bed. with devices for extracting venom from live animals. The
Describe the apparition as if it were an actual ghost. Ask raw venom is then combined with various herbal
each PC to roll a saving throw vs. fear (secretly give them a components and distilled into more insidious concoctions
+4 bonus). The efreeti has had a lot of practice with this by Mabruk.
particular illusion, and he can be quite convincing. Saleh There is a wizard-locked iron strongbox in one corner
dismisses the illusion before the party becomes suspicious. of the laboratory. Unless preceded by a successful
The invisible efreeti discreetly returns any items removed Find/Remove Traps roll, opening this chest releases a
by thieving PCs to where they belong. gas-filled globe, which shatters and releases a cloud of
If the party members mention Lianas ghost to any death smoke, as per the 5th-level wind spell. The chest
members of the family, they risk revealing that they were contains Mabruks spellbooks (containing the spells she
snooping about in a forbidden area of the household. has currently memorized and five extra spells per level,
Only Noora is willing to overlook this and discuss the to be randomly determined by the DM), a scroll of
tender issue with the heir, asking other PCs to leave the protection from poison, and eight small vials, all labeled:
room. She reveals that the ghost has been spotted in that potions of vitality, sweet water, extra healing (x3) and
same room several times before. One of the servants poison (x3). The last three (lethal) potions are
reportedly once heard Lianas ghost say she was murdered, incorrectly labeled as invisibility potions. Wrapped in a
but the servant caught ill and died soon afterward (also silk shawl at the bottom of the chest are a dozen black-
poisoned by Mabruk). Noora thinks that Lianas spirit feathered arrows, envenomed with type E poison,
could not rest until the heir returned safely home. identical to the arrows used in Salehs assassination
attempt.
20
The Fathers Arrival the harim with a wall against noise. The party is now free to
pursue their own interests. Since Mabruk is upstairs with
J
ust as the shadows darken in the late afternoon, Batul Batul, they may now choose to investigate the laboratory.
arrives at the villa with Omar, leaning on his sons arm During the early morning hours, Saleh conjures
for support. The similarity between Batul and the heir is another illusion of Liana in the harim to torment
frightening at first. The feeble merchant enfolds the long- Mabruck. Batul and Mabruk get into a heated argument
lost heir in his arms and welcomes him or her home over whether or not Lianas room is haunted. Batul
(sniff, sniff). Play up this touching moment for all the barricades himself in his chambers for the rest of the
melodramatic mileage you can get, with Batul bringing up evening and sleeps fitfully until morning.
old memories of the heirs distant infancy. Mabruk, trying
to maintain the illusion of a happy family, mentions that Visitor at Dawn
Batuls chambers beside the harim have been readied for
the night. Batul smiles in surprise, for he expected to be
sleeping in the guest quarters tonight.
Omar embraces his half-brother or -sister and wel-
A fter the argument, Mabruk realizes she must prevent
the heir from reaching the recognition ceremony
salt bond or notor all her hopes for Omar will be ruined.
comes him or her home. He is genuinely pleased at the Desperate and no longer trusting even her own genie, she
heirs arrival, since that will free him for the life of adven- casts change self and spends the remainder of the night in
ture he craves. He should strike the party as enthusiastic the seedier depths of the floating bazaar, where she hires an
but slightly naive about the dangers of adventuring. unscrupulous bounty hunter named Nurudin al-Kalaab to
The welcoming feast takes place in the huge banquet murder the sleeping heir before dawn. His statistics appear
hall. Family and honored guests (including all PCs) are on page 3 of the 8-page booklet. Mabruk then returns
seated on the northern raised area. Musicians fill the home to await news of Nurudins success.
southern section. In the lower, central area, the marble Nurudin moors a canoe in the canal outside the house
fountain has been decorated with white hyacinths, which and scales the walls to the PCs sleeping chambers. If the
fill the air with their delicate fragrance. heir PC is not in his or her appointed chambers, the
During the feast, Mabruk appears happy and soft- assassin quietly searches the nearby rooms. Before long,
spoken, deferring to her beloved husband. Batul, the hunter finds his prey.
delighted at his wifes recent charming behavior, does Unless the party has stated that they are keeping a watch,
nothing to change her into her more typical foul moods. Nurudin attempts to sneak up on the sleeping PC and back-
Batul encourages his heir to recount his or her life story stab him or her with his poisoned scimitar. If the rogue fails
up to the arrival in Dihliz, and Omar prods his half- his Move Silently roll, his scabbard scrapes on the window
brother or -sister for details about his or her adventures. sill as he enters the room (or the door creaks as he swings it
For his part, Batul explains that his business has prospered open after picking its lock). Having wasted his surprise, he
in the past decade. He mentions that he is looking attempts to immobilize the PC and any guardians with his
forward to the recognition ceremony in the emiras magical rope. If all else fails, he grabs the rope, leaps out of a
palace tomorrow, when the PC can be established as his window, then runs to the canal and dives in, drinking a
legal heir. Batul regrets rushing his newly returned son or potion to hasten his escape.
daughter but emphasizes the need for haste because of his
ill health. The family keeps to pleasant topics during
Revelations over Breakfast
dinner. If the party brings up the topic of Lianas death,
the family defers that discussion to a less festive date.
After the feast, Batul and Mabruk go upstairs to the harim
together in a show of family unity. She protects the privacy of
I n the morning, Noora arrives to wake the PCs and invite
them to breakfast, where the family awaits. She gladly
helps tend any injuries incurred while fighting Nurudin.
21
Breakfast is held in the gathering hall (31 on villa Unfortunately, even with the veils, it is clear even to the
map), a three-walled chamber with a colonnade naive Omar that his mother is exhausted.
overlooking the lush garden. Batul appears troubled; By now, unless the party members are as clueless as Omar,
Omar sits to his left, looking naive and oblivious to any of they should have their own suspicions regarding the possible
the previous nights developments. Mabruks condition murderer, especially if they discovered the poisoned arrows
will depend upon whether or not the party has disturbed in Mabruks laboratory. If they accuse Mabruk, Batul sides
her spellbooks and cache of potions in the laboratory. with the party against his treacherous wife. Regardless of the
Exhausted after the nights activities, Mabruk is partys actions, Batul will accuse Mabruk of Lianas murder.
dependent upon her potion of vitality to keep her awake. He has done a lot of thinking since the visit by the ghost
She will drink the liquid in the appropriately labeled vial, last night and the bounty hunters attack. Mabruks motives
so long as the gas globe in the chest does not appear to are now clear (to Batul at least).
have been tampered with. Provided the party didnt do
something nasty like switch the labels of the poison
potions, Mabruk appears well-rested and alert.
Confrontation with Mabruk
If the party has taken her spellbook and potions, Mabruk
will be unable to rememorize any spells. Concealing her
grey hair and wrinkled face behind elaborate veils, Mabruk
B atul asks the rest of the party to apprehend Mabruk,
so she can be brought to justice before the emira.
Unless Mabruk has taken a vitality potion, she is slow to
comes to breakfast anyway, wanting to be present with react to the rush of the PCs (+2 penalty on her initiative
witnesses if the heir is discovered murdered in his or her rolls). Her first action will be to rub her magic ring,
chambers. If the heir has survived yet again, she wants to summoning Saleh to her aid. Saleh is now thoroughly
be on hand to thwart his or her recognition ceremony. disgusted with his mistress; her willingness to forsake
22
even the sacred bond of salt and plot against the lives of attention to the family business. Until that day, he
her guests places her beneath contempt. The genie arrives names the emira (a skilled merchant in her own right
promptly, but he cunningly betrays her with his greeting: and an old family friend) as trustee of the inheritance.
Who shall I kidnap or assassinate for you now, oh most The emira is more than happy to manage Reehans
powerful mistress? Hearing that, even Omar loses faith considerable finances until his heir decides to accept
in Mabruk. the mantle of responsibility. Make it clear to the heir
Obliged to protect her because of the ring, Saleh puts that accepting his or her inheritance is the equivalent
up a wall of fire in front of the PCs. On Batuls of retiring his or her character, unless the PC happens
command, the mamluks run through the flames (each to be a merchant rogue.
taking 2d6+15 points of damage) to grapple the genie. Successful completion of this adventure should give
The mamluks keep Saleh busy so the party can the party a secure base from which to launch further
concentrate on Mabruk. explorations of the Ruined Kingdoms and will also relieve
Should the party need help because of the previous the PCs of petty concerns like lodging, transportation,
nights encounter with Nurudin, Batul can lend them his and food so they can pursue their own long-term goals in
magical jambiya and potion of flying (useful in the area (like discovering more about the Geomancers).
circumventing the wall). Noora can help in the battle by Until the heir accepts his or her inheritance, he or she
casting silence, 15 radius and hold person. can enjoy elevated station and can expect a monthly
After summoning Saleh, Mabruks first action will be allowance of 100-500 gp, depending upon the DMs
to cast death smoke on the terrace. If Omar might get generosity. The PC can collect this allowance at any of
caught in the area of effect, she opts for sundazzle instead, the four major cities in the Ruined Kingdoms. Batul
using the partys temporary blindness to withdraw back generously rewards the other members of the party for
into the harim, where she entrenches herself further their support during the adventure with a lump sum of
behind a shield of winds. 5,000 gp. In addition, the party may keep Mabruks
Mabruk does not plan on retreating any further. Her magical items and spellbook.
lifes purpose, seeing Omar as the heir of the Reehan As for Saleh, he will be happiest with an honorable
family, lies dashed in ruins. She only desires to take the master like a paladin or a moralist priest who likes to
heir PC with her when she dies. For the rest of the battle, deal in an honest, direct, open-handed manner. As seen
Mabruk concentrates her remaining magical attacks on during the course of the adventure, Saleh is quite
him or her. independent, abrasive, condescending, and sometimes
rude. Unless the owner of the ring keeps him on a tight
Concluding the Adventure leash, he could cause quite a bit of trouble for a new
master.
23
Arbahagg Tisan:
The Giants Topiary
K adufi, Wadufi, and Padufi have lived along the banks of the Abdo River
for as long as they can remember. In the lush, verdant solitude of the
Grey Jungle, the three sisters have devoted their lives to art. Each is a
tree sculptress with her own distinctive style, modeling their works of art on
jungle animals. Occasionally a group of more interesting travelers pass by their
home, either beating their way through the jungle or floating down the Nogaro.
For the lonely giants, this is cause for great celebration.
24
The Giant Sisters have acquired their large size from constant feeding. The
Kadufi, Wadufi, and Padufi are jungle giants with a giants treat them like house cats, but the tigers view all
passion for artistic expression. Like many artists, they are visitors as a possible source of food. Sometimes one of the
temperamental, highly subject to flattery (when it tigers will accompany Wadufi on her hunts, but for the
pertains to their art), and used to getting their own way. most part these beasts remain at home to guard their
They are not evil and have no intention of harming the mistresses during the night.
party, provided the PCs behave politely and agree to pose
for them. Jungle giants: Int Average (10); AL N; AC 3; MV 15,
Kadufi (hp 78), the eldest, is physically the most Cl 6; HD 11; THAC0 9; #AT 1 or 2; Dmg: 2d8+9
attractive and has the most charming personality, so long (scimitar) or 2d6+9/2d6+9 (arrows); SA: surprise, poison
as she is not angered. She also has the least artistic ability, arrows (save vs. paralyzation at -2 or be rendered
butchering her tree sculptures beyond any semblance of immobile for 2d6 turns); SD: camouflage (60%); SZ H
attractiveness. Her younger sisters do their best to assure (18 tall); ML 16; XP 6,000; MC 13: AQ.
her of her artistic virtuosity. The PCs are best advised to
do likewise. Wild tigers (3): Int Semi (3); AL N; AC 6; MV 12;
Wadufi (hp 67), the middle sister, has no talent for tree HD 5+5; hp 45 each; THAC0 15; #AT 3; Dmg:
sculpture and she knows it. Her attempts at art are 1d4+1/1d4+1/1d8; SA: Rear claws (2d4 each); SD:
infrequent and disastrous; she only continues as a hobby Surprised only on a 1; SZ L (9 long); ML 10; XP 975
and for competitive rivalry with her sisters. Wadufi much each (due to above-average hit points).
prefers to hunt and care for the family pets. She is not a
conversationalist.
Padufi (hp 56), the youngest, is the only real talent
The Topiary
among the three sisters. Her tree sculptures are beautifully
proportioned masterpieces. Padufi is shy and aloof. She
cares for little besides her art, and has no patience for
A fter the party accepts Kadufis invitation, Wadufi
and Padufi emerge from the foliage and put away
their bows, greeting the PCs. Wadufi seems less than
models who do not know how to take direction. Padufi thrilled by their acceptance, and the PCs notice a
sometimes expects her models to bend or twist in frightening glimmer in Padufis eyes. The youngest giant
aesthetically pleasing but anatomically impossible surveys the party intently, picking out the subject best
directions. Posing for the youngest sister can often be a suited for her next masterpiece. The tigers sniff the party
painful experience. hungrily, but are batted away by Kadufi in annoyance
The giants each tower over 18 tall, and their long, (Bad Kitty!).
greenish hair hangs down to the middle of their backs Kadufi is all smiles and cheerful chatter as she leads the
in cascades of thick waves. The sisters have pale party to their home, a walled compound deep in the
yellow skin and dark brown eyes. Their heavily jungle, surrounded by bizarre topiary. At this point, the
muscled and lithe bodies are accented by scant DM should show the front of Card 3 to the players.
leopard-skin attire, pouches, a scabbarded great The giants sculptures are fashioned from thick, leafy
scimitar (obtained though trade), a massive longbow, trees, standing 10-20 high. Kadufi immediately points
and a quiver of poisoned, red-plumed arrows. The to some which have been shredded and hacked into
pouches contain personal toiletries, extra bowstrings, unrecognizable shapes (Isnt that the best sculpture of a
whetstones, fire starters, tinder, sinew for repairing griffon you have ever seen?). On cue, the sisters let loose
clothing, tools for making their tree sculptures, and a torrent of praise. The PCs are best advised to join in.
1-4 sapphires (1,000 gp each). Though about half of the sculptures are mangled
The sisters share three huge tigers as pets; the tigers monstrosities with lofty titles (the best Kadufi and Wadufi
25
can muster), the remainder are stunning sculptures. The quarters. Otherwise, they do not bother anyone in the
best depicts a line of elephants, leading each other by the stockade or topiary.
tail. A baby elephant statue rears its small trunk in salute Kadufi keeps the family treasure in her quarters under
at the front. These are Padufis creations, as neatly the ever-vigilant protection of the wasps. Ten massive
trimmed as the day they were finished. The young giant is elephant tusks (each weighing 200 pounds and worth
grateful for any praise she steals away from her gregarious 1,000 gp) rest against the outer stockade walls beside a
older sister. massive ironwood box decorated with monkey carvings.
The box contains 3,210 gp, a collection of 12 small agates
(100 gp each), and three magical items, discovered in
The Stockade nearby ruins: an amulet versus undead (7th level), a stone
26
are glorified prisoners of the giants, who have no Sooner or later, especially if they have earned
intention of releasing the party for the time being. Each Padufis enmity, the party will want to leave, treasure or
day at noon the giants round up the party. Until nightfall, no treasure. Obviously, PCs who escape or talk their
the sisters clip away at the topiary, with varying degrees of way out of their agreement are not entitled to the
success and skill. In the evening, everyone feasts on the giants promised reward (unless they can think of a way
giants morning kill. So pass the days, in seemingly to steal it). A kind DM might allow a cash-rich party to
endless succession. purchase the magic amulets from the giants for no less
The party will undoubtedly become anxious after only than 3,000 gp each.
a few days of posing for the giants. While it takes little The simplest escape planleaving while the giants are
effort to pose for either Kadufi or Wadufi, posing for the hunting in the morning or asleep at nightwill bring the
artistic genius, Padufi, is a nightmare. Seemingly unaware three sisters and their pet tigers to retrieve them by the
of her own strength, the young giantess sometimes adjusts following nightfall with a hail of poisoned arrows. Should
her models poses with brutal jerks and twists. the party attempt to escape by air (via flying carpet, for
Attacking Padufi is a big mistake. She is already instance), the giants release their horde of wasps, who
frustrated by the constant praise she must shower on carry paralyzed party members back to the giants lair. If
her older sisters inferior art and an insolent model the party arrived via boat, the giants will have pulled the
only adds insult to injury. Padufi reacts very violently, ship out of the water and hidden it in the jungle to thwart
drawing her scimitar with a snarl and fighting to kill. escape downriver.
The other two sisters watch the battle, holding back The sisters greatest weakness lies in their high
the tigers and the rest of the party. The sisters do not estimation of their own artistic achievements. Flattery
interfere in the combat until the end, when they will get the party everywhere with them. For instance, a
prevent either the abused PC or Padufi from killing silver-tongued PC might convince Kadufi that her art is
the other. After the fight, Padufi regards the PC with of such inestimable quality, that he or she desires to
undisguised hatred. The moody young giantess waits depart at once and spread the news of the giants virtuosic
for an opportunity to catch the PC alone and exact skill. There is one disadvantage to using this tactic with
her revenge. the giants. If the PCs convince them that their art might
be of value to the citizens of a nearby city, the giants will
Concluding the Adventure insist that the party purchase one of their sculptures as
proof. An impoverished party might have to give up some
27
Khlams hagg Tisan:
Talisman
K
ing Sharaman is dying. The lethargy that has plagued him for years has
worsened recently, and in his dreams he has seen glimpses of
magnificent jungles in Paradise, where the temples still flash blue and
green in the morning light.
But before he can prostrate himself at the throne of Her Serpentine Majesty,
the king has one last duty to perform. A dazzling, pure-white diamond is
mounted on his forehead, receptacle and record for all the memories of his long,
long life. This talisman must make a pilgrimage after Sharamans passing and be
presented to his appointed successor. In the long, humid evenings, the king
dreams of a group of distant pilgrims, who will bear the talisman on its ritual
journey.
Sharaman has done his best to soothe his frightened servants. They, too, know
his end draws near. The serpent lord calls Taj, his most faithful friend and
follower, entrusting him with one final mission.
28
anxiety about his dying king, Tajs voice is high-pitched undertaking requiring careful preparation, especially if
and nervous. His eyes constantly dart about while he the party is starting the adventure outside the Ruined
speaks. He will gladly submit to divination spells, like Kingdoms. Finding the Doors of Shajar, though,
detect good, detect lie, and fire truth, if it will help convince should not pose a problem, because of Tajs diligent
the party to visit his monarch. efforts. The serpent should not slow the party down, as
Taj is willing to discuss the information presented he can move with fantastic speed through even the
in the introduction, but always refers to his king as densest foliage.
the Ancient One. Taj should make it clear that his Do not rush through this early stage of the
ruler is old and dying, and desperately needs the adventure, especially if the party is traveling from an
partys help to make a pilgrimage on his behalf as soon arid region of Zakhara. Take your time describing the
as possible. Taj prefers to defer discussion of other noises, sights, and smells of the jungle: stress the
topics (including possible rewards) until the partys unusual abundance of water and cool rainfall in the
audience with the king. mornings and evenings; the persistent chatter of the
Taj desperately wants the party to visit his king and fulfill birds, animals, and insects (at night, this can be
the monarchs dying wish. If the party is insistent about unnerving until the party becomes accustomed to it);
monetary compensation, the frustrated serpent describes the magnificent hardwood trees stretching into a
Sharamans seemingly vast hoard of wealth. Of course, try canopy far overhead; the crumbling stone ruins, which
to describe this from the perspective of a snake, who has occasionally peek from beneath a carpet of vines and
brought shiny offerings to his king for centuries. Taj is creepers; and the delicate smell of orchids, gently
unsure what will happen to the treasure after Sharamans wafting down from the canopy overhead.
death, but he assures the party of his kings kindliness and To relieve any mounting tension, feel free to run one or
generosity, stressing the Ancient Ones ability to heal the
wounded, cure the afflicted, and raise the dead.
If the party is threatening or attacks, Taj uses his spells
to enthrall the attackers while he escapes under cover of
invisibility. He pesters the party on subsequent days,
showing up at the most awkward of moments (at the
public baths, for instance). Make the PCs feel cursed
until they agree to accompany Taj to his king. This is one
incredibly persistent snake!
29
two simple encounters, perhaps with a family of wild A 20-wide tunnel descends into the earth, its ceiling
boars or a giant hornet looking for food. During these hung with thick dark roots, black worms, and a host of
(and future) encounters, Taj hides invisibly (he is bit of a insects. Eventually, the tunnel opens into a huge, vaulted
coward) during the combat. Make it clear from the onset cavern over 100 in diameter. King Sharaman rests near
that the party should not rely on Tajs aide to win any of the wall opposite the entrance. He raises his head from a
their battles. pillow of leaves and grasses to call the PCs forward. As
they approach, they notice the kings human head is
Wild boar (1-12): Int Semi (2-4); AL N; AC 7; MV 15; wrinkled and bald with age. In the center of his forehead,
HD 3+3; hp 10, 12, 13, 15 (x5), 18, 20, 21, 23; THAC0 17; a large diamond shines with a feeble inner light. His long,
#AT 1; Dmg: 3d4; ML 8; SZ S (3 at shoulder); XP 175. serpentine body is shriveled and grey. The teak serpents
and over a hundred venomous snakes throng in a
Giant hornet (1): Int Non- (0); AL N; AC 2 (4); MV protective, writhing mass around the kings body. At a
6, Fl 24 (B); HD 5; hp 31; THAC0 15; #AT 1; Dmg: word from the king, the snakes reluctantly slither away
1d4; SA: poison (save or suffer 5d6 points of damage (including Taj), leaving the PCs alone in the cave with
and paralysis for 2-12 hours; ML 10; SZ M (5 long); Sharaman.
XP 650. I am King Sssharaman, Sssultan of all sssnakes in the Grey
Jungle. In the name of Her Ssserpentine Majesssty, who
watchesss over all, I greet you and welcome you into my
The Doors of Shajar kingdom. . . . With these words, Sharaman introduces
30
take out my brain. When you are in the Temple, be sure to Teak serpents (2): Int Animal (1); AL N; AC 3; MV 9,
draw a gallon of holy water from the sssacred well and take it Cl 6; HD 8+8; hp 50 each; THAC0 11; #AT 2; Dmg:
along with the brain and the talisssman to my daughter and 1d6/2d6; SA: constriction; SD: camouflage; ML 10; SZ H
anointed sssuccessor, Sharamaaz. She will know what to do (30 long); XP 3,000.
with them.
Finally, Sharaman explains that the temples secret Common snakes (12): Int Animal (1); AL N; AC 6; MV
treasure, collected by his servants over the centuries, 15; HD 2+1; hp 12 each; THAC0 19; #AT 1; Dmg: 1; SA:
is the partys reward for undertaking this perilous poison (save at -1 or suffer an illness lasting 1d4 days,
quest. With that, the king closes his eyes and breathes onset time 2-8 rounds); ML 10; SZ S (5 long); XP 175.
his thanks with his dying breath. The party is best
advised not to dally in the cavern longer than is
necessary to retrieve the talisman and remove
Through the Grey Jungle
Sharamans brain.
When Sharaman dies, the talisman drops from his
forehead and rolls across the ground to its chosen bearer.
T he party encounters Taj while leaving the cavern.
After mastering his grief (he is too intelligent to
blame the party for the kings death), Taj warns the party to
The DM should pick this character carefully. Paladins, flee with him before other snakes arrive. Addressing the
rangers, or wild priests are preferable over hierarchical chosen PC with utmost respect (most honored bearer of the
priests, wizards, and rogues. The talisman itself is a huge, sacred stone), Taj pledges to aid him or her in the quest,
flawless diamond (worth at least 10,000 gp) glowing with effectively ignoring the rest of the party. For the remainder
a faint inner light. In addition to storing the memories of of the adventure, Taj acts as the chosen PCs eager servant.
Sharaman, it functions as a gem of seeing. For the duration He is reluctant to enter battle, however, and will only fight
of the adventure, the bearer can also speak with animals to defend the bearer from certain death.
(snakes only). Though the talisman does not allow its Taj does not know much about the cult of Ragarra,
bearer any kind of mental control over snakes, he or she except that they are evil, depraved, and the arch-nemeses
is entitled to a -4 bonus on reaction rolls when of Her Serpentine Majesty. They can sometimes be found
encountering snakes in the wild. in the ruins of the Grey Jungle, making their vile
Opening up Sharamans head should not be a pleasant sacrifices to their vengeful goddess. More than that he
experience for the party. Inside his skull, the brain is like cannot say.
a shriveled melon and can be carried in a sack or large The first goal in the partys quest, the Temple of the
pouch without damaging it. Serpentine Empress, is indicated on the colored
There are no furnishings or treasure in Sharamans mapsheet of the Ruined Kingdoms. The temple lies
cavern (his hoard of wealth is stored in the temple at the roughly 60 miles away from the Doors of Shajar, a
center of the jungle). If the PCs search the chamber, they difficult two-week journey through thick jungle. Because
find nothing of interest. of the dense undergrowth, riding any kind of mount other
After one turn, two teak serpents and a dozen than an elephant is impossible.
poisonous snakes, concerned about their king, return As soon as the party begins its journey, the jungle
to the cavern to see if he is still alive. If the PCs are sounds should seem harsh and threatening, with the
still dallying about, the snakes attack the party in their roar of wild beasts echoing through the campsite at
grief and confusion. The bearer of the talisman is night. The PCs are plagued by mosquitoes and insects,
keenly aware of the snakes sorrow and irrational which descend in a cloud every evening to feast and
hostility, and with some quick talking he or she might infect the PCs with a deadly jungle disease known as
be able to buy the party enough time to withdraw Grey Fever. Have each member of the party make a
without bloodshed. saving throw vs. poison. Those who fail contract Grey
31
Fever, similar to the debilitating disease described surviving servants are scouring the inner temple for
under the cure disease spell description in the Players signs of the treasure.
Handbook, except that the victim must make a system
shock roll to survive the ravages of the fever. Those Area Descriptions of the Temple
who make their saving throw are forever immune to As far as a hundred yards from the temple walls, even
the effects of Grey Fever. the most dull-witted PC will realize that something is
The DM is encouraged to stage random encounters wrong. The smell of moist, burnt timber carries for a
during this stage of the adventure. One day, for example, hundred yards through the jungle. The trees and ground
the party might pass through the hunting grounds of a are littered with the skeletal remains of dead snakes,
panther family. Unless a tracker in the party realizes this hacked to pieces by edged weapons. A ranger or PC
and directs the party around it, the PCs will be attacked with the Tracking nonweapon proficiency will notice
that night by a pair of black panthers protecting their the heavy tracks of unrecognizable humanoid creatures
territory. On the final evening before they arrive at the with tails.
temple, the PCs unwittingly camp near a hollow tree, Use of divination magic is frustrated in the temple,
home to six giant, poisonous toads. These creatures the result of potent wards woven by successive
emerge at night to attack. generations of serpent lords. The entire structure
uniformly radiates magic; scrying and location magic on
Black panthers (2): Int Semi (3); AL N; AC 6; MV 15; the temple are useless.
HD 4+1; hp 21, 26; THAC0 17; #AT 3; Dmg: 1d3/1d3/1d8; The jungle ends abruptly at the outer temple walls, making
SA: rear claws (1d4+1 each); SD: Surprised only on a 1; it quite easy to sneak close without any chance of detection
SZ L (6 long); ML 8; XP 420. from those inside. The white plaster covering the outer
surface has corroded away in the high humidity and is now
Poisonous toads (6): Int Animal (1); AL N; AC 7; choked with vegetation, making the walls easy to climb.
MV 6, hop 6; HD 2; hp 8, 9, 11, 13, 14; THAC0 19; The DMs temple map is included on the back of
#AT 1; Dmg: 1d4+1; SA: poison bite (save at +2 or Card 2. A brief area description of the complex is given
fall comatose and die within 24 hours); SZ M (5 long); below; the DM can expand these descriptions, if desired.
ML 7; XP 175.
1. Main entrance. Less than half of Anaizs segarrans
survived the temples conquest, with the rest slain by
Temple of the Serpentine Sharamans wards and guardians. Not to be left short-
Empress handed, after the battle was over and the flesh of
32
10 from the weed-choked flagstones. Though their This effect is permanent unless reversed by a successful
names are all worn away, these are monuments to dead dispel magic.
serpent lords.
Anaiz, with the help of her servants, has recently 5. Inner Temple. Still largely intact, the inner temple is
started toppling the monuments, thinking that treasure the largest structure still standing, with the most places to
may be buried beneath them. So far she has discovered hide treasure. Despite minor signs of decay, this structure
nothing noteworthy. appears to be in excellent condition, The roof sports
Should the PCs spend some time inspecting the beautiful carvings of dozens of statues of rearing snakes,
monuments, they might discover a solitary snake, who many with human heads.
somehow survived Anaizs assault. Sensing the The inner temple is surrounded by a raised patio. As a
presence of Sharamans talisman, it crawls out to minor precaution, Anaiz has cast wyvern watch on the
wriggle humbly at the feet of the chosen PC. Should steps leading up to the main patio (area 5a) from the
the bearer question it, he or she might discover what inner courtyard. Four lesser segarrans always stand watch
befell the temple, although the information will be here, patrolling the patio and guarding for any surviving
learned from the perspective of a snake. It will gladly snakes, which they promptly hack to pieces.
accompany the party in the temple, though it fears the The inner temple (5b) can only be entered from the
priestess of the human-lizards. If necessary, use the southern doors, which lead out onto the patio. Inside,
stats for the common snakes previously encountered in the temple soars to a height of 50 in the center of the
Sharamans cavern. peaked roof. The inner walls, once covered with
painted silks and velvet, have been slashed and
3. Well. The temples sacred well has been smeared with destroyed in Anaizs search.
snake blood and excrement by Anaiz. The desecrated The inner temple is dominated by a huge golden
well is polluted when the party arrives. It doesnt take a statue of a snake, reclining on a magnificent couch
religious expert to realize that the water from the well is which extends almost the entire interior length of the
no longer holy, complicating the PCs efforts to fulfill chamber. At first glance the statue appears to be of
Sharamans dying request. solid gold, but closer examination reveals that it is
merely gold leaf over a plaster or stone idol. The snake
4. Inner courtyard. The buildings along the perimeter of has a cobras head but a womans face, her eyes focused
the inner courtyard were gutted by fire after they were in the distance and her lips curved in a sublime,
thoroughly searched by Anaiz for treasure. When the mysterious smile. A diamond shape is painted in the
temple was built and maintained by human hands, long center of her forehead.
ago, these buildings were used as store rooms, cloisters, Anaiz and her five remaining lesser segarrans are
dormitories, and dining rooms. Today they only contain working in this chamber, chipping away at the snake
cracked plaster walls and the burnt, rotten remains of the statue (the only place in the temple they havent
ceiling joists. searched). Anaiz is a darkly beautiful woman, with
Anaiz has placed a specialized glyph of warding ebony-colored skin and intense black eyes. She is
employed only by the cult of Ragarra at the entrance to currently in a foul mood, screaming threats and insults
the inner courtyard. Normally invisible, the glyph at her servants, ordering them to work harder, faster.
flashes when discharged, revealing a floating, greenish Like all Ragarras priestesses, Anaiz wears no armor,
crocodile claw. If the victim fails his or her saving only revealing garments, her backpack, and low boots.
throw vs. polymorph, the glowing green claw strikes in A scimitar, dagger, and an unusual ebony baton,
the center of his or her chest, polymorphing the carved at one end with a crocodile head, hang from
unfortunate PC into a baby crocodile within one round. her belt.
33
34
At the first sign of trouble, she will cast aid upon peering through the talisman, as suggested by Sharaman
herself from behind a protective line of segarrans. On himself.
following rounds, she will try to silence opponents, cast If the bearer touches the talisman to the diamond in the
protection from good, 10 radius, and from within this statues forehead (this could pose a small problem, because
protective circle use her rod of rending to destroy of the high elevation), several good things happen.
opponents weapons and armor. She will then leave the First, the refuse and desecration of the temple by Anaiz
circle and wade into melee, touching vulnerable and her followers is immediately cleansed. Though the
opponents and casting bestow curse or cause disease. physical damage they inflicted to the building is not
Should she be badly wounded and find escape via pass repaired, the temple is reconsecrated as a bastion for the
plant impossible, Anaiz will attempt to drink her potion forces of good in the jungle.
and polymorph into a mobat. She will then attempt to fly Second, a new monument rises from pavement in the
to the cults headquarters in Kadarasto. outer courtyard (area 2) bearing Sharamans name. The
epitaph, written in Kadari, reads: Husband of Maazara,
Anaiz, priestess of Ragarra (hfP/o/8): AC 6; MV 12; hp Father of Sharamaaz, Two-hundred-and-twelfth restorer
51; #AT 1; Dmg by weapon, spell, or magical item; Str 15, of the Temple.
Dex 16, Con 15, Int 12, Wis 16, Cha 13; AL CE; Finally, a heretofore-undetectable secret door opens
THAC0 16; XP 5,000. in the base of the serpents statue, leading to a vault
Spells: command, cure light wounds, detect magic, entangle, containing the temples treasury, the contents of which
pass without trace; aid, barkskin, charm person or mammal, were promised to the party by Sharaman. Inside, the
silence 15 radius, wyvern watch (already cast); bestow party finds several ceramic urns containing a total of
curse, cause disease, locate object; plant door, protection from 5,230 gp; a priest scroll with cure disease (x2), remove
good 10 radius. curse, neutralize poison (x2), cure critical wounds, and
Magical items: ring of protection +2, potion of polymorph raise dead, cast at 16th level; a scroll of protection from
self, and a rod of rending (the ebony baton) with 21 elementals; a fully charged staff of the teak serpent
charges remaining. The rods powers are detailed in the (described in Chapter Seven of the Campaign Guide);
Campaign Guide; its command word is ymazzig. a shield +3, emblazoned with a coiled serpent; and a
scimitar +4, defender. Once the party has emptied the
Lesser segarrans (9): Int Average (10); AL CE; AC 1; MV treasury of all that they desire and exited the chamber,
9; HD 5+5; hp 28, 29, 30 (x2), 33 (x2), 34, 36, 37; the secret door disappears.
THAC0 16; #AT 1; Dmg: by weapon +2 (scimitar: After Anaiz and her servants have been either slain
1d8+2) or 2d8 (bite); SA: fight and save as 5th-level or driven away, the party members may remain in the
warriors; MR: 10%; SZ M (6 tall); XP 1,400. temple for as long as they like. On the day following the
restoration of the temple, snakes of all kinds start to
Touching the Headstone reappear around the inner and outer courtyard. Using
Although the serpent statue appears to be made of plaster the talisman-bearer as an interpreter, they express their
covered with flaking gold leaf, this is nothing more than a thanks to the entire party for ridding the temple of
powerful illusion. In reality, the statue is solid gold, Ragarras presence. They wish the PCs good luck on the
weighing at least 60 tons (the reason for the inner temples second part of their mission. Now that the sacred well
massive foundation). The statues face bears a sly smile, and (area 3) has been re-sanctified, the party can draw as
a huge diamond, over 3 in diameter, gleams brightly in its much of the holy water as it can carry, although only
forehead over 30 above the floor. one gallon is necessary to fulfill the serpent lords dying
The statues potent disguise can be foiled by true seeing, request. When the party is fully recovered, Taj
the true sight ability of a 6th-level or higher hakima, or by approaches the bearer, eager to complete the final part
35
of Sharamans mission by delivering the talisman to the the slightest touch. The ruins are infested with snakes,
serpent lords successor. who salute the bearer of the stone, welcoming him or
her to their home by wriggling playfully over his or
her arms and legs.
Crossing the Nogaro Beneath the ruins, in the cavernous cellars, lives
T aj informs the party that Sharamans daughter, Sharamaaz. Unlike her father, Sharamaazs face is young
Sharamaaz, lives approximately 60 miles northeast of and beautiful, her serpentine body white as snow. A
Dihliz in a collection of ruins called the Leaning Towers diamond talisman glows brightly in her forehead.
(see the colored mapsheet of the Ruined Kingdoms). The Attended by a host of servants similar to her fathers
DM should use the ideas presented in the previous Grey entourage, she greets the PCs graciously, thanking them
Jungle section to make the partys journey through the for undertaking her fathers pilgrimage, and
forests memorable. immediately heals, cures, or raises any party members
Besides any random encounters the DM may inflict who were wounded or slain during the course of the
upon the party, perhaps the biggest obstacle will be the adventure.
mighty Nogaro River itself, which is infested with When the bearer presents her fathers talisman,
crocodiles. By the time the party reaches the Nogaro, Sharamaaz asks that it be touched to her own. When this
Anaizs mother Awatef will know about her daughters happens, the dim light in the older stone transfers over to
failure, either through divination or from Anaiz herself Sharamaazs diamond. At the same time, tears start
following her escape. Awatef is a vengeful woman. She pouring down her face and she smiles triumphantly,
sends a trio of her strongest giant crocodiles (along with reliving all of her fathers memoriesand the memories
Anaiz, if she survived the encounter at the temple) to of his ancestors before him. The serpent queen is lost in a
eliminate the PCs when they cross the Nogaro. If the PCs tearful trance while she assimilates and understands these
use magical means to circumvent the river, the crocodiles memories. She does not regain awareness of her
attack on the night after as they camp on the eastern surroundings for one full day.
bank (-2 bonus to surprise). The DM should make it Meanwhile, the bearer should note that Sharamans
clear that the crocodiles have not met the party by diamond is now cold and dark. It still radiates strong
chance, nor are they entirely natural creatures: perhaps magic however, but it now has only the powers of a gem
they can whisper vile curses at the party before they of seeing. At the DMs discretion, the PC who bore the
attack (in Awatefs female voice), or their eyes may stone in the adventure may gain the permanent ability
flicker with greenish flame. to speak with snakes (whether he or she keeps the
diamond or not).
Giant crocodiles (3): Int Animal (1); AL NE; AC 4; Although a search of Sharamaaz home reveals no trea-
MV 6, Sw 12; HD 7; hp 44, 49, 53; THAC0 13; #AT 2; sure, the walls of her lair are very interesting. Covered
Dmg: 3d6/2d10; SD: surprise; ML Special; SZ H (30 long); with ancient magical runes (anti-scrying and anti-
XP 1,600 each (due to above-average hit points). teleportation wards), these inscriptions were placed here
by the castles original inhabitants, many centuries ago.
One wall also bears a prophetic riddle, written in Kadari
The Leaning Towers during the same epoch:
S
haramaaz lives in an ancient ruined stronghold
now practically engulfed by the jungle. Nine Our proud lions vanquished here,
massive towers, once tall and majestic, are cracked Sorrow for our fallen friends.
and corroded by the merciless humidity. Several spires Eight of nine well never fear,
lean dangerously to the side, threatening to topple at Buried where the walls descend.
36
Our proud lions come once more, into the two bowls. Next, the serpent queen pours holy
Sorrow for their fallen friends. water from the temple over each half of the brain, all
Ninth of nine will fear restore, the time speaking strange, magical words. When the
When in Tadabbur descend. ceremony is complete, all that remains in each bowl is
a crystal clear liquid. She empties the contents of one
Written by Imam Suhail centuries ago after defeating the bowl (made from the left half of Sharamans brain)
Nine Council of the Geomancers, the poem also speaks of into the empty vials. These are now six potions of extra-
a Geomancer who escaped, Ninth of Nine. According healing. She pours the contents of the other bowl
to Kadaran legend, the ninth wizard descended into a (made from the right half of Sharamans brain) over
secret fortress, called Tadabbur, and was never seen again. the six arrows, turning them into arrows of lesser
Let the party members ponder this riddle for as long as segarran slaying. As a reward for completing her fathers
they like. When Sharamaaz reawakens, she will explain quest, the party may keep Sharamans talisman, the
it, if the PCs wish. The Geomancers are described in potions, and the arrows.
Chapter Two of the Campaign Guide.
Concluding the Adventure
Sharamaaz, a serpent lord: Int Genius (17); AL LG;
AC -2; MV 6; HD 16; hp 82; THAC0 5; #AT 1;
Dmg: 4d6; SA: Constriction, spells; MR 70%; ML 16;
SZ G (50 long); MC 13: AQ.
T he party is now free to leave, but Sharamaaz makes
it clear that the PCs are always welcome in her
home. She tells the party that she is preparing to leave
Spells: bless, command, cure light wounds (×7); aid, and return to her fathers home near the Doors of Shajar,
enthrall, hold person (×2), know alignment, silence 15 so she can keep a closer eye on the sacred temple. She
radius, slow poison (×2), withdraw; cure disease (×2), would be glad for the partys company during the journey,
dispel magic, protection from evil 10 radius, protection and she could be a valuable source of information about
from fire, prayer, remove curse (×2); divination, neutralize the cult of Ragarra and the Geomancers. If party members
poison (×2), protection from lightning, tongues; commune, are ever wounded or slain in the future, Sharamaaz could
dispel evil, insect plague, raise dead; blade barrier, heal, be a powerful and convenient ally (except for the fact
heroes feast; holy word. that she lives out in the middle of the jungle). It is
suggested that the DM award the party 25,000 XP for
The Brain of Sharaman successfully completing the adventure.
At the DMs discretion, if Taj and the party are getting
37
Sitta hagg Tisan:
Curse of the
Serene Isle
L
ocated near the busy trade routes that link Rogosto, Dihliz, and Medina
al-Afyal, the island of Sahu was once home to an ancient civilization.
Today, the Isle of Serenity is covered with the ruins of strange metallic
towers, similar to the mysterious spires of Rogosto. Unlike Rogostos intact
spires, however, Sahus towers are toppled and twisted heaps of grey metal,
littering the islands low shores in random clusters.
Sahu has recently acquired a sinister reputation, since quite a large number of
ships that stray too close to the island never return. The losses are far too
numerous to be attributed to the dangerous reefs and shifting sandbars that lurk
beneath the northern and southern coasts of the island. Some sailors whisper
that the island is the recipient of a strange and ancient curse left behind by its
former inhabitants. Others claim that a marid has claimed the island as her home
and destroys any who venture too close to her lair. The truthwhile far less
fantastic than either of these speculationsis no less dangerous.
C urse of the Serene Isle is a brief aquatic mini-adventure which takes place
off the northern coasts of Sahu. The adventure can easily be relocated to just
about any other coastal region in Zakharafor example, it can easily be adapted
to explain the mysterious disappearances of ships and pearl divers near Gana and
Jumlat in the Pearl Cities (see the Land of Fate boxed set for details).
The party could be headed to Sahu for several reasons. First, the merchants
of Dihliz might be worried about the ship disappearances near the island and
could hire the PCs to investigate (for a total reward of 5,000 gp). The
influential metalsmiths guild of Rogosto, ever vigilant for a new supply of the
unique steel alloy, might hire the PCs to bring them back a small sample of
metal from Sahus ruined towers. Otherwise, the DM can handle this as a
random encounter when the party just happens by Sahu during the course of
its travels, sailing too close to the island out of ignorance. This encounter is
38
perfect for the otherwise uneventful sea voyage in the
Attack from Below
next adventure, Secrets of the Seal.
Sahus Real Curse P erizade gained a whole new way of life after she
learned just a few minor spells. The dragon turtle now
has a simple but effective method of gaining treasure from
39
ultimatum once more, and if the party doesnt comply with (100 gp each); four javelins of lightning; three scimitars
the demand for gold and magical items, the dragon turtle fashioned from the corrosive- resistant alloy of Rogosto
will fight until either the PCs ship has been pounded into (two are nonmagical and worth 50 gp eachthe third is
splinters by capsize attempts, or she has been reduced to 50 actually a cutlass of the golden gulf +2); a set of bracers of
hit points or less (in which case she will retreat to her lair). defenselessness (bracers of defense, AC4); a shield -1, missile
It is important that Perizade escape a surface encounter and attractor (shield +2); a horn of bubbles (horn of the tritons);
live to plague the party on another day. four potions of delusion (extra-healing); and a ring of
contrariness (ring of invisibility).
T he dragon turtle dwells in a small network of sea 24; THAC0 15; #AT 1; Dmg 2d4; HD 6; hp 19, 24, 27,
caves under the Horn of Sahu. Since the entrance 28, 32, 41; SZ M; ML 10; XP 270.
lies under 70 of water, Perizades lair can be approached
only with the aid of magical spells or items that permit Concluding the Adventure
underwater breathing.
A map of the lair appears on the bottom half of the back
of Card 3. Movement in the lower caverns is complicated
by a strong current, which flows through the network of sea
K eep in mind that this mini-adventure is intended as a
device for the DM to legitimately lighten the purses
and reduce the hoards of magical items carried by all but
caves at a rate of 10 to 120 a round, depending upon the exceptionally powerful parties. The DM can have Perizade
tide. When the currents are fast, even strong swimmers are request a monetary amount, commensurate with the current
likely to be swept through the lower caverns, back out into wealth of the party, or leave the amount of the toll vague.
the sea. When the currents are slow, the lower caverns Unless the party is exceptionally powerful, antagonizing
become a favorite stop for sharks, who like to rest near the Perizade would be an invitation to disaster. She will use
cavern floor after feeding. detect magic to verify the magical nature of any tolls dropped
The upper caverns are reached through a wide, recessed overboard. Although a clever party might fool Perizade in
opening near the roof of one of the lower grottos. The the short term with fools gold or Nystuls magic aura cast on
current in these upper caves is slow or nonexistent, making copper coins or a mundane item, once the enchantment
it a perfect home for Perizade. The uneven, sandy floor wears off the PCs will have earned a long-term, bitter enemy.
drops away at two sinkholes, which may be expanded as Perizade knows her lair well and will seek to ambush an
the DM sees fit. These narrow, water-filled tunnels might exploring party in the lower caverns, where any sharks might
eventually lead explorers to the realm of the locathah, in be stirred into a frenzy by the smell of blood and where her
the ocean depths between Rogosto and Afyal. large size makes her less vulnerable than her opponents to the
Perizades trove is strewn along a 10-wide stone ledge strong current. If wounded to below 50 hp, she will retreat to
along the back wall of her lair. Her treasure includes some her upper lair, where she will make one last stand. When
cursed items, as few sailors are foolish enough to pay a toll brought to 25 hp or less, she will attempt to surrender. In
with a beneficial magical item unless absolutely necessary. exchange for her life, she will give up her treasure and
Unaware of their curses, Perizade proudly displays these promise to leave this region of the Crowded Sea forever.
magical treasures on the top of her hoard. She is sure Should the PCs manage to rid Sahus waters of the dragon
their presence will somehow increase not only her own turtles menace, they will immediately earn the gratitude
magical power but also her prestige among other dragon (and aforementioned reward) of Dihlizs merchants. If not,
turtles. If identified, the items will appear to be the useful Perizade can return to plague the party during another
items named in parentheses. voyage, rising from the depths to demand another toll
Perizades treasure includes 2,926 gp; six small pearls whenever the party drifts too close to Sahu.
40
Sabhagg Tisan
Embrace Fate, and she will smile upon you. The key to understanding lies through the
mists of ignorance. Learn from yesterday to shape tomorrow.
Inscriptions on the Seal
E
xhausted after a long day, you sink in bed and quickly drift into sleep. You
begin to experience an uncomfortable sensation, as if you were physically
sliding off the bed and falling into a bottomless abyss.
Did you truly think I would forget you, Ashtarek? A silvery female voice rings in
your head, echoing through the darkness. While I slept I dreamed of you, dreamed
of our next meeting. . . .
The darkness takes shape and a woman, raven-haired and ruby-lipped, steps
forward, her face more lovely than the moon. With a warm smile, she says, It
doesnt have to end like last time. . . .
Suddenly her face clouds in anger. CURSE YOU, PRIEST!
. . . and you abruptly find yourself lying in bed, something cool resting against
your forehead. When you open your eyes, you see a disheveled beggar leaning
over you, backlit by the silvery moonlight streaming through the open bedroom
window. He is pressing a strange clay seal to your brow.
D esigned for a party of 7th-9th level characters, Secrets of the Seal con-
tinues the events started in Nine Falling Stars, where the party was
introduced to Suhails enchanted clay seal and its unwilling bearer, Adil al-
Muluki. The DM should refer to the prologue for background information about
the seal, its unusual geas, and Adils character description. Alternatively, the DM
may have chosen to have a party member become the seal-bearer, as suggested in
41
the prologues conclusion. For the sake of convenience, this PC (henceforth referred to as the interpreter PC) can
the rest of this adventure assumes Adil is the seal-bearer. read and speak Kadari with the fluency of a native of the
During the course of the adventure, Adil is a vehicle Ruined Kingdoms. Most importantly, he or she can easily
for prophesy and revelation. If he has been scarce during decipher the inscriptions on the back of the enchanted
the past few adventures, he now makes a strange seal (see the beginning of this book).
appearance at the partys home one night, sneaking into When Adil regains control of himself after a few
one of the PCs private chambers using his roguish minutes, he collapses in exhaustion beside the PCs bed.
abilities. Take one of the players asidepreferably the He has no knowledge of where he is or how he arrived
one with the most timid characterand read or here. Adil renews his plea for the party to help him
paraphrase the dream described on the preceding page. remove the curse of his strange seal.
While her strength is returning, Tisan has only one way to
harass the partydreams. Using the geoglyphs in the Hall of
Nightmares in Tadabbur, Tisan projects a carefully
The Beggars Prophesies
constructed image of herself into the sleeping mind of one of
the PCs. Of course, she has no desire to reveal her true form
to the PCher strong, muscular body, heavily tattooed with
B y now, the party should have learned to take Adils
ravings seriously (especially if the interpreter PC
recognized that the beggar spoke with Suhails voice). The
magical geoglyphs, is exotic and imposing, but hardly inspires spirit of the ancient high priest is trying to communicate
confidence or trust. She has chosen a more pleasing with the party through the beggar, but Adils undisciplined
appearance for this first interview, during which she hopes to (and unwilling) mind makes the task difficult.
impress the PC with his or her ignorance of the past and When Imam Suhail imprisoned Tisan in Tadabbur, he
maybe enlist him or her in her cause. knew that if the wards were ever unwittingly broken, the
Strangely, Tisan refers to the PC as Ashtarek. Let the world would be totally unprepared to resist her terrible
party puzzle over this for the time being. Only powerful evil. To counter the Arch-Geomancers awesome power,
divination spells (such as commune or legend lore) will reveal Suhail compiled a legacy of arcane knowledge in a
that Ashtarek was one of the Lions of Yesterday, Imam magical tome, Lions of Tomorrow. Thus armed, Suhail
Suhails younger brother and supporter in his battles against hoped a future generation of heroes might defeat Tisan if
the Geomancers. At this stage in the adventure, the party she ever escaped her prison. Fearing that Tisan would
can learn nothing more about Ashtarek or his history. stop at nothing to seek out his legacy and destroy it,
Fortunately, Adil arrives by the characters bedside in Suhail wisely hid Lions of Tomorrow in a magically
one of his prophetic reveries and places the clay seal on protected vault named Al-Asirr, the Secret. Its only key,
his or her forehead. The seals anti-geomantic wardings the magical clay seal, was carefully enchanted so the high
disperse Tisans mental incursion, but the PC has merely priest could guide its bearer to the vault.
traded one strange encounter for another. While the PC The party has three clues to solving this adventure. The
is still lying in bed, Adil speaks in his strange prophetic seals prophesy affirms its power to open the future to new
voice. If the party completed the adventure Pilgrimage, possibilities. If the seals destiny is not met (i.e., the party
the PC will recognize the voice of Suhail min Zann: doesnt recover Lions of Tomorrow), Tisans victory is assured.
Seek the southern shores where the Lost One dwells. Only The party will be at the top of Tisans list of enemies, since
then will your dream be safe. only the party has the potential to destroy her.
As in the prologue, Adil repeats the prophesy of the Second, the beggars ravings include a reasonably specific
seal, interspersed with a torrent of gibberish. Although clue to the location of Suhails vault. Seek the southern
Adil speaks in Kadari, for some reason the PC shores where the Lost One dwells is a blatant reference to
understands the ancient language (even if he or she the Isle of Afyal, The Lost One is the Elephant Isles
hasnt learned it before). For the rest of the adventure, mysterious deity, who is mentioned in the Campaign Guide.
42
If the party does not recognize this, magical divinations or is effectively blocked. Thus, by pursuing this adventure, the
scholarly inquiries (at the Ministry of Secrets or the Mosque party unwittingly evades Tisans attentions (this is no
of Zann in Dihliz, for instance) should reveal this infor- coincidence, just as it is no coincidence that Suhail con-
mation rather quickly. Otherwise, the DM may care to cealed Lions of Tomorrow on an island). Once the party
change Adils hint to the more obvious clue: Seek the takes ship to Afyal, Tisans nocturnal torments cease unless
southern shores of the Elephant Isle. the party returns to the mainland of the Ruined Kingdoms.
Finally, the inscriptions on the back of the seal are
intended to guide the PCs through the various tests once
they reach Al-Asirr. These clues are discussed in greater
Across the Crowded Sea
detail in the area descriptions.
T he PCs will have to find a way to cross the Crowded
Sea and travel to Afyal. This journey can be as
easyor as difficultas the DM cares to make it. A
Nightmares constant procession of ships makes the journey between
43
significant size on the island. Because the jungles yield
the rich woods that are the islands chief export, a few
small villages dot the wilderness, all of them stockaded. A
few craftsmen dwell in these villages, but most of the
inhabitants are harvesters who bring the wood to the
capital. The City of the Elephant is briefly outlined in
Chapter Five of the Campaign Guide.
For the purposes of this adventure, the party needs to
explore only the southern jungles of the island. The DM
should feel free to place Al-Asirr in any of the three ruin
sites in Afyals southern tip. Although Imam Suhail
would have chosen a site as close to the sea as possible,
the coast might have shifted slightly during the past
several hundred years, so even the ruins ten miles up
Afyals southernmost river are not to be discounted in the
partys searches, since they still lie close enough to the sea
to block the power of Tisans geoglyphs.
The southern jungles of Afyal teem with wild beasts
and monsters; the Grey Jungle east of Dihliz, described in
the adventure Talisman, are tame by comparison. The
DM should run a few random encounters while the party
searches the southern jungles for the ruins. The following
two encounters are intended to make the jungle search The Lost One
more memorable. A few days after defeating (or at least evading) the
elephant birds, the party encounters a large herd of
Birds of Prey elephants watering themselves and playing in a large
The first encounter involves a trio of elephant birds, stream in the jungle. This should be an opportunity to
scouring the jungle for prey. If they spot a large-sized party relax, have some fun, and make new friends. The elephants
(perhaps the PCs and the ships crew on shore leave), are extremely intelligent and gentle, even docile. If
these human-sized raptors will rejoin their flock, then approached peacefully and if a mode of communication is
return for their prey with a score of reinforcements. The established (a speak with animals spell, for instance), the
flock can be driven away by slaying half its number, but herd will be glad to help the party search the jungle.
the birds return on subsequent days for relentless air Before they will offer their assistance, however, the
strikes. The only way to end these assaults for good is to elephants ask the party to accompany them to a holy
locate and destroy the nests, secreted over 200 high in place. That evening, the elephants carry the party to a
the upper reaches of the jungle canopy. Other than 14 large clearing in the jungle, centered on a white marble
eggs, the nests contain no treasure. statue of an elephant. The herd of elephants marches in a
circle around the statue for one turn, after which the
Elephant birds (23): Int Animal (1); AL N; AC 5; MV Fl statue begins to glow in a soft white light. This light is a
18 (C); HD 3+3; hp 12 (x6), 15 (x6), 18 (x6), 21 (x5); manifestation of the Lost One, the reclusive deity of
THAC0 17; #AT 1 or 3 ; Dmg: 1d10 (heated stone) or Afyal, who inhabits the spirits of the islands elephants.
1d4/1d4/1d6; SA: Heated rocks, overbear opponents; SZ He is an eccentric but otherwise benevolent god.
M (5); ML 7; XP 420; MC13: AQ. Have each member of the party present at this
44
ceremony roll a saving throw vs. spell at -4 penalty. Attacking the herd is a big mistake. Rather than scat-
Those who fail their save strip off all their gear and tering, the elephants act in a coordinated fashion to stamp
clothing and run into the jungle, bringing pieces of wood the offenders into the jungle floor (the LAST thing you
back into the clearing. Most of these charmed PCs will want to do on the Elephant Isle is to attack an elephant).
spend the rest of the evening carving small elephant The day after the ceremony, the elephants lead the
statuettes (tiny idols of the Lost One). party to the ruins of Al-Asirr. They refuse to approach
A few talented PCs (rawuns, most likely) will devote within a mile of the ruins, since they despise Neegabashi,
their time to composing long, poetic verses in Affa, the evil giant who inhabits them. The elephants gladly
describing the beauty and natural perfection of the point the way with their trunks, however, and patiently
elephantine form. These chosen few have been touched wait for the party to complete their explorations.
by the Lost One, as Afyals natives put it. They
permanently retain their ability to speak and write Affa Elephants (12): Int Low (7); AL N(G); AC 6; MV 15;
so that they may proclaim the ancient poetry of Afyal HD 11; hp 54, 57, 65 (x4), 67, 68, 70, 73, 77, 80;
throughout the rest of Zakhara. THAC0 9; #AT 5; Dmg: 2d8/2d8/2d6/2d6/2d6; SZ L
In the morning, the herd will gather the carvings and (11 tall); ML 7; XP 4,000 each.
will spread them reverently across the jungle. For one full
week, the party has the willing service of the herd (if the
party needs the elephants help for longer, the strange
The Ruins of Al-Asirr
ceremony will have to be repeated). The elephants will
do any task for the party short of physically harming
another creature (except in self-defense, of course).
M any centuries have passed since Suhail first con-
structed a small mosque on the southern shores of
Afyal. When the high priest arrived, the island was still
home to unenlightened natives who revered the Lost One,
the ancient elephantine god of Afyal. Even the House of
Alon, who founded the enlightened city of Medina al-
Afyal, had not yet arrived on the Elephant Isle at the
time. Now advanced in years, Suhail converted some of
Afyals natives, convincing them to assist in building a
small mosque to Zann. The high priest carefully chose a
site above the small network of natural caverns, and the
temple with its small underground complex was completed
in less than a decade. Few of Suhails older followers
survived the temples construction.
Today, Suhails mosque stands in ruin, the converted
natives having long since abandoned it. The site would
have been altogether consumed by the jungle, were it not
strategically located on a hill not far from the ocean. A
number of predators have taken up residence in the
decaying edifice over the years, the most recent of which is
Neegabashi, a decrepit and vicious island giant, who seized
the lair from a mated pair of vishaps in his youth, two
hundred years ago. He has lived in the ruins ever since.
At this point, find the map of the Ruins of Al-Hsirr on
the back of Card 4.
45
1. Ruined Mosque. It is hard to imagine what this temple 2. Blocked Alcove. The giant keeps his treasure in an
must have looked like, so little of the original edifice alcove behind another pile of debris. It will take a
remains standing today. Any inscriptions or decorations combined Strength of 100 (or a few helpful elephants) to
on the walls were erased long ago by ravaging monsoons. shift the rubble, which includes a few columns of solid
Among the vine-choked rubble and debris, a curious granite, 5 in diameter, salvaged from the ruined wings of
visitor may discover a seemingly endless collection of the mosque. The elephants will not approach the ruins
animal, human, and humanoid bones, built up over the until the party can prove that Neegabashi is dead.
decades by the mosques inheritor. The giants treasure includes 6,500 sp, 1,000 gp, 15
The mosques central fountainbuilt over a natural white pearls (100 gp each, one is a pearl of wisdom); a
springhas crumbled into a rectangular pond in the mahogany statuette of a boy riding a hippocampus (1,000
middle of the ruins (area la). The brackish water is now gp); a gold-plated nautilus shell, carved with a wave-like
home to various larvae, insects, and small fish. The water pattern (worth 1,200 gp); a delicate incense burner with
is not drinkable by human standards, though Neegabashi four compartments, shaped in the form of a rose (800 gp);
finds it quite tasty. an ivory-hilted dagger +3; and an unlocked red leather
Only the northern wing of the mosque remains standing box, reinforced with bronze (100 gp), containing a
(area 1b), providing some shelter from violent tropical talisman of free action and a scroll of protection from genies.
storms and concealment from the jungles aerial predators.
The giant lives here, behind a rampart of debris 10 high. 3. Secret Symbiot. Paraphrase the following:
Though easily climbed, it is difficult to scale the pile of
debris without making a noise. Unless the party is flying or Reached through a narrow stone archway, this
magically silenced, there is only a 1-in-10 chance to surprise small alcove contains an intact stone statue of a
the island giant in his lair. The rampart of debris doubles as woman standing on a short, cylindrical pedestal.
an unlimited supply of throwing rocks. Though her facial features are eroded away and she is
Neegabashi is an imposing one-eyed giant, standing missing one arm, the statues other intact hand holds
18 tall. A single ivory horn erupts from his bald up a circular stone disk, meticulously inscribed with a
forehead, and his small, beady eye darts quickly about nine-spoked wheel.
with evil cunning. The advancing years have only
served to mature the giants evil: when he was young, Unlike the statue and the rest of the upper mosque, the
he contented himself merely with hunting and slaying; stone disk has weathered the centuries rather well. It is a
now he enjoys torturing his prey before eating it. The careful replica of Suhails magical seal, though it cannot
giant keeps a small supply of pointed flints in his lair be separated from the statue in any way. The disk radiates
for this purpose. faint alteration magic, a preservation enchantment cast by
Neegabashi is ruled by his stomach and is perpetually the high priest.
hungry. He makes frequent trips into the jungle and down Although the wall behind the statue contains a secret
to the sea in search of food (the elephants have enough door, a searching party is much likelier to first discover
sense to stay out of his way). His hunting forays typically Neegabashis secret symbiot: a crafty mimic called Dilaal.
last 1-8 hours. The mimic typically masquerades as the alcoves narrow
stone archway; he has secretly lived in the ruins with the
Neegabashi, an island giant: Int Ave (8); AL CE; AC 7; giant for decades, living off Neegabashis scraps and
MV 15; HD 13+4; hp 72; THAC0 7; #AT 1; Dmg: garbage. As a result of frequent feeding, the mimic has
1d10+10; SA: Hurl rocks (for 2d20 points of damage); grown to prodigious size. Having eaten recently, Dilaal
MR 10%; SZ H (18 tall); ML 14; Land of Fate boxed set; ignores a large party unless they inadvertently prod him
XP 7,000. while searching the walls for secret doors. Quite intelligent
46
(and possessing a wry sense of humor), he will gladly chat 5. Mosque Archives. This long, vaulted hall served as a
about Neegabashi if the party can establish some mode of library for the mosques sacred writings. Now the walls are
communication. Although the mimic has no treasure, he lined with gaping, diamond-shaped alcoves, filled with
does know the location of the giants hoard (area 2). mold and crawling with insects.
The bare stone wall behind the statue conceals a secret The long-secret repositories concealed behind the
door, triggered by pressing a small pressure plate worked east and west walls once contained Suhails most holy
into a cracked floor-stone. Behind the door, wide stone writings. The eastern secret vault, improperly cleaned
stairs lead down into darkness. out by one of Suhails acolytes, still contains a magical
scroll entitled The Path to Self Awareness (this treatise is
Dilaal, a common mimic: Int Ave (10); AL N; AC 7; MV effectively a tome of understanding, described in the
3; HD 8; hp 51; THAC0 13; #AT 1; Dmg: 3d4 (smash); DMG). The scroll is tucked away in the back of a high
SA: glue; SD: camouflage; SZ L; ML 15; XP 1,400. niche, out of sight. Its detection is further hindered by a
large colony of yellow mold, which has covered all of
the scroll niches to a depth of one inch. The scroll is
The Catacombs of Al-Asirr probably undetectable except by magical means, such as
47
somewhat imbalanced farisa named Kadijah tried to are given. The stone disk is an allusion to the magical clay
persuade the priest to remain by singing with seal carried by Adil. The seals first verse (embrace Fate,
unsurpassed beauty. The aging priest, while moved by and she will smile upon you) gives a clue to proceeding
her performance, would not change his mind, and the further.
passionate young woman fell upon her dagger at the Those who embrace the statue discover that the
thought of being spiritually abandoned. 10-wide dais lowers slowly down a shaft, bearing its
If the PCs linger in this spooky chamber (perhaps passengers down like an elevator to area 8 (see diagram
searching the mosaic walls for secret doors), they hear on the back of Card 5). After passengers disembark, the
Kadijahs soulful last song. They may catch a glimpse of a statue rises once again to its resting position, ready to
beautiful grey owl watching them from the upper transport more passengers.
balconies. This is the lonely and misguided hama of
Kadijah, whose spirit never left these chambers. A
The Vaults of Al-Asirr
hakima or mystic can identify the owl to be a hama, or
spirit, by making a successful Wisdom check.
Kadijah is lost. Since her spirit was not strong enough
to lift itself to Paradise, she remained trapped here,
I ncorporated into a number of caves hollowed out by
the sea, this level of Suhails vaults has a number of
magical wardings and protections, intended to foil
unable leave the scene of her violent death. After an Geomancer divinations. Any attempts to cast divination
eternity of solitude, she is now ready for the afterlife. (such as detect magic, clairvoyance, augury, etc.) and
Kadijah needs only to be shown the way out of the ruins, transport spells (such as dimension door and teleport)
and her spirit will soar up to Paradise. She cannot automatically fail on this level, wasting the spell. All
communicate with the PCs unless they employ tongues other types of magic work normally here. A map of this
(speak with animals will not suffice). level appears on the bottom half of the back of Card 4.
For the rest of the adventure, Kadijah will quietly
follow the party, haunting it with her sad songs until the 8. Arrival. The statue lowers the party down onto a wide
PCs ascend to the surface. If the party attacks, the hama raised platform in a natural cavern. The PCs can call the
vanishes, only to reappear at a later date. magical elevator down for the return trip by standing on
the platform and reciting its proverb: We have no fate but
Kadijah, a hama: Int Ave (9); AL N; AC 2 (7 on Ethereal that fate which we are given.
Plane); MV 1, Fl 30; HD 1; hp 4; THAC0 20; #AT 2; Of its three exits, two empty into dark caverns (area 9),
Dmg: 1d3/1d3; SA: Fear; SD: Immaterial; ML 8; SZ S; XP while the third leads into an impenetrable curtain of silvery
120; MC13: AQ. mist (area 10). The magical seals second verse (the key to
understanding lies through the mists of ignorance) should
7. Fates Embrace. Paraphrase the following: strongly hint that the party explore the last, misty exit.
This small chamber contains a tall, well-preserved 9. Caverns. This network of natural caverns, originally
statue of a smiling human woman, her arms containing the mosques storage rooms (area 9a), wine
outstretched in welcome. In one hand, she carries a cellar (9b), well (9c), and treasury (9d), was carefully
cylindrical disk of stone inscribed with a nine-spoked cleaned out after the structure was abandoned by its original
wheel. The statue rests on a raised, circular dais inhabitants. Curiously, the walls are utterly devoid of any
inscribed with strange, alien words. kind of moss, mold, or lichen. There is no evidence of the
insect life that infests the upper catacombs.
The verse on the dais, written in Kadari, is the familiar The caverns are cold and quiet, but sooner or later, if
Zakharan proverb: We have no Fate but that Fate which we the PCs strain to listen, they might hear a low, gushy,
48
slurping sound slowly approaching their position. This is
nothing more than a giant albino sluga 40-long,
white, amorphous monstrositythat keeps these
caverns immaculate. Originally a large natural slug, the
creature has mutated and grown over the past centuries
because of the nearby mists strange, magical radiations
(see area 10). Luckily for the slug, the caverns are
extensive and mold grows quickly, for it has a voracious
appetite. Barely sentient, it senses a change of diet
approaching and heads immediately for the party: The
creature is afraid of the silvery mists in area 10 and will
not pursue the party there.
Although the giant slug has no treasure (having de-
voured everything in its path), a kind DM might have
one of the caverns contain a modest cache of treasure
hidden behind a loose stone, perhaps a small coffer filled
with 38 gp, 11 pp, a large pearl (worth 200 gp), and a
potion of extra-healing.
49
vault is by pressing the magical seal into the depression in Imams legacy, award each member of the party 50,000
the door. All use of magic against the door fails, and it is XP. If any PC guides Kadijah (the lost hama from area 6)
stout enough to resist even a score of giants. out of the catacombs, award that character an additional
When Adil presses the wheel-carved seal into the 1,000 XP.
depression in the door, it cracks open with a sigh. A Given the nature of the enemy they face, the PCs may
magic mouth appears, proclaiming the prophesy of the not wish to start their quest for Tisan immediately. While
seal (see the prologue), and Adil is released from its this is understandable, the PCs will probably want to
binding curse. restrict their adventures to near the shores of the
Crowded Sea (where the party will be safe from the
11. Vault of the Hidden. Once unlocked, the door Tisans geoglyphs) until they feel prepared to deal with
swings down into a dark cylindrical vault, 10 in diameter. her. Of course, the partys latest addition, Breaker of the
Resting on a small shelf near the base, the party finds a Ninth Chain, will urge the party to press on to Tadabbur
large crystal box (worth 1,000 gp) containing four scarabs with all speed.
of protection, a book with heavy metal bindings, and a Although Breaker will only tolerate a lawful owner,
gold-hilted scimitar in a faded crimson sheath. The tome there is one exception to this rule: the PC who was
is Lions of Tomorrow, detailed on Chapter Two of the referred to as Ashtarek by Tisan in the introduction. This
Campaign Guide. The scimitar, called Breaker of the PC is actually the reincarnation of the ancient paladin
Ninth Chain, is a sentient holy avenger (see the back of Ashtarek. Breaker will adopt this PC over all others
Card 1). (unless there is a paladin in the party) and try its hardest
to reform him or her. For this character, the blade
Concluding the Adventure performs as a sentient cursed scimitar +1, until he or she
adopts a lawful alignment. The scimitar is strangely silent
50
Thimaanya hagg Tisan:
Retribution
O
nce again, Prince Nari, Heir Apparent to the Throne of Kadarasto,
Champion of the Poor, has gone out on a routine jungle patrol, with a
prominent noblewoman as his spiritual advisor. Everyone thinks this
beautifulif somewhat maturewoman might be Kadarastos next princess. If
the rumor is true, neither has confirmed it.
When the summer rains abated, the patrol started its routine sweep of the jungle.
These expeditions will continue until a particular group of lawless bounty hunters
are apprehended and brought to justice. It might not happen this month, or even
this year, but sooner or later, one member of the patrol will have her revenge.
R etribution is intended for a group of high (7th-10th) level PCs, and should
be run as a random jungle encounter with Prince Nari, Awatef, 20 battle-
hardened soldiers, and 20 members of Awatefs personal guard. This scenario
describes Awatefs attempts to exact revenge on the PCs for the death of her
daughter Anaiz in the adventure Talisman. Even if Anaiz survived, Awatef
cannot let her daughters defeat go unpunished.
A dashing and handsome young warrior, Prince Nari has a charming disposition
and a friendly smile. However, beneath this clever facade lies a calculating and
ruthless personality. His purpose in aiding Awatef is two-fold. Not only will it
increase his reputation at home to bring home another group of pillaging bounty
hunters; it will also firmly establish his connection with the cult of Ragarra, a secret
society he has been courting for some time (he also has contacts with many other
disreputable secret societies). He has no romantic feelings for Awatef whatsoever.
Despite the onset of middle age, High Priestess Awatef remains in remarkably
good physical condition. Awatef has no romantic inclinations for Prince Nari either.
She is merely using him as a passport to safety should she encounter any war bands
from Dihliz (where she is hardly popular) and to make certain her revenge is
complete. Nothing would please her more than to see the murderers of her daughter
brought home to Kadarasto for public humiliation, torture, and execution.
51
Threat of Violence melee. After firing a single volley of 40 arrows, the
honor guard closes to melee the party while the
52
Probing for Weaknesses defiance by the PCs will provoke her to violence and may
also cause her to lose her tongue as well.
53
As lesser segarrans (8): Int Average (10); AL CE; AC 1;
Concluding the Adventure
MV 9; HD 5+5; hp 30 each; THAC0 16; #AT 1; Dmg: by
S
weapon +2 or 2d8 (bite); SA: fight and save as 5th-level hould the party escape, Awatef uses the same
warriors; MR: 10%; SZ M (6 tall); XP 1,400. combat strategy as described in the previous
section. Assisted by her mobats, she will track the PCs
Mobats (4): Int Low (6); AL NE; AC 2 (7); MV 3, Fl 15 (C); using her magical cloak if they flee. Should she be slain,
HD 6; hp 26, 28, 34, 43; THAC0 15; #AT 1; Dmg: 2d4; SA: the entire jungle will grow quiet as Ragarra notices her
screech (20 radius, save vs. paralyzation each round or high priestesss demise. For one year, the party will be
unable to fight); SZ H (15 wingspan); ML 11; XP 975. plagued by terrible storms and harsh weather, which
seem to follow them around. This curse can be lifted by
Prince Nari ibn Aman (hmF/a/10): AC -2; MV 12; hp 74; a priest of 11th level or higher. There are no further
#AT 5/2; Dmg by weapon (scimitar: 1d8+3); SA specialized attempts on the PCs lives, however, as the cult is
with scimitar; Str 17 (+2, +3), Dex 17, Con 12, Int 14, plunged into confusion without Awatefs passionate
Wis 12, Cha 16; AL NE; THAC0 11, XP 5,000. Magical leadership. If the party spares the priestesss life or if she
items: lamellar armor +3, shield +2, giant slayer scimitar, longbow escapes, Awatef will never rest until she is avenged for
+2, handglygh of fire (2 ch.), potion of extra-healing (×4). this latest humiliation.
Harming or otherwise antagonizing the Crown
Princes Horsemen (20) hmF/a/3: AC 6; MV 9; hp 21 Prince of Kadarasto is a dangerous mistake. More
each; THAC0 18; #AT 1; Dmg by weapon; AL NE, XP information about the ambitious young Nari can be
175. Studded leather, shield, light lance, composite found in Chapters Five and Six of the Campaign
longbow, scimitar, and jambiya. Guide.
54
Tisan hagg Tisan:
Kismet
We have no fate but that fate which we are given!
Zakharan Proverb
T
hrust into the modem enlightened world, Tisan now finds herself
very much alone. While she doesnt miss the abrasive and venomous
personalities of her fellow council members, when they all worked
together there was little her Nine Council couldnt accomplish. Wihda, Ithnayn,
Thalath, Arba, Khlams, Sitta, Sab, Thimaanya. With their help, she could
recapture a world that had forgotten them.
Who could stop them? That pretty child who calls himself the Grand Caliph?
The thought of his ribboned legions marching into the fiery maelstrom of her
Geomancy makes her laugh. Modem Zakharans are too soft, too incompetent, too
feeble to withstand the ancient ways. They dont even remember me! ME, the greatest
Geomancer who ever lived!
Tisan is busy now, much too busy to deal with an annoying and pitiful band of
mercenaries, the only ones on the entire continent who seem poised to discover her
reawakening. So what if they know Im alive. I have an empire to rebuild. I have old
friends to reawaken.
My counselors will be SO glad to see me again, after all this time.
55
Council, however, Tisan feels certain to succeed. thought it prudent to test the elaborate necromantic
Tisan has devoted the full intensity of her supra-genius procedure on the more recently deceased. Raja, a pathetic
intellect to the task of rebuilding her Nine Council. Tisans modem genie-summoner, would not offer her the same kind
enemies did an admirable job of scattering and burying the of resistance as her ancient, unwilling colleagues, but it was
remains of her fallen counselors eight centuries ago at the still an important exercise.
Battle of the Leaning Towers. Most were slain in a manner Months later, her task complete, Tisan was glad she had
that would prevent them from being easily brought back to expended the effort to experiment with Raja. Of course,
life with a wish. Tisan had made some minor mistakes and the shair had to
The Arch-Geomancer has begun researching unconven- be slain a few more times than strictly necessary, but in the
tional ways to recalling the long-dead. Her archives in end Tisan still considered her research a complete success.
Tadabbur are preserved remarkably well, and during the past Tisan has now turned her attention to gathering the
few months she has put together an ancient and elaborate remains of Thalath, her only true ally in the council. Her
necromantic ritual, long-abandoned by the Geomancers after fawning puppet while alive, Thalath will require the least
they discovered easier methods of prolonging their lives. amount of coercion to join her service, or so Tisan hopes.
Tisan realizes her eight counselors will not rise willingly While absorbed in her current task, Tisan has directed
from graves eight centuries old. The Arch-Geomancer has Raja to find the bearers of the seal and destroy them. The
never been shy about magical coercion, though; she will possible outcomes of their continued existence are too risky
have her Nine Council back. for Tisan to tolerate. She once underestimated a barbarian
priest from the savage western deserts. Never again.
Tisans First Experiment
The Undead Shair
A t first, Raja thought she would have the upper hand in
dealing with the ancient sorceress Tisan, who had
seemed so weak and powerless after their first T he game statistics for all characters described in this
section appear in the 8-page booklet for convenient
confrontation. Then, once she had seen glimpses of Tisans reference during play (see pages 4 and 5 of that booklet).
power and fury, for the first time the shair was truly afraid. Raja al-Sadiq is now Tisans willing slave, completely and
When Rajas invisible stalker failed to recover the magi- utterly. Passing through deaths door so many times has
cal seal Tisan had requested (during the adventure Nine somewhat withered her sanity, but still Raja endured, much
Falling Stars), the Geomancers dark fury threatened to to Tisans surprise. Raja no longer hates her mistress. In fact,
eclipse the sun. The ancient sorceress seized Nadan, Rajas she hardly remembers much of her mortal existence
lone surviving adventuring companion, and brutally tor- anymore. The past is a blur of suffering in her mind that the
tured him in front of the shairs eyes. Tisan slew him and enslaved lich no longer cares to investigate. She will move
raised him several times, just to illustrate that she would not on into the future of her painful new existence, content to
tolerate future failures. The Geomancer forced Raja to help obey her mistresss commands.
change Nadan, twisting him into something horrid and The shair is no longer a pretty sight. Although she has
quite insane. been given the plain, short-sleeved robes and ornate gold
Afterwards, Raja tried to flee. jewelry that Tisan favors, they hardly conceal Rajas burned
Of course, Tisan prevented her. and shriveled flesh. Tisan has returned all of her slaves
With a carefully worded wish, Tisan had shattered the original magical items, so that the shair may better
geas preventing her from harming Raja. Now Tisan spoke a accomplish her mission. Not surprisingly, the still-vain Raja
word, slaying Rajas gen familiar, and ordered her fiendish prefers to conceal her odious appearance with illusions that
servants to carry the screaming shair to her workroom. make her appear young and alive. In time these feelings will
Before attempting to recall her eight counselors, Tisan fade, but for now Raja is still extremely conscious of her
56
appearance. Alas, the illusions cannot conceal the reek of ambush is left up to the DM.
burned and rotting flesh. Before the nocturnal ambush, Raja casts seeming and
Rajas first task was to find a gen who would serve her. protection from normal missiles on herself, the Hand, and
That was more difficult than it might at first appear, as few Kiorimah. The lich makes herself appear human again, the
gen wish to associate with an undead shair. Finally, after Hand like a muscular ogre, and Kiorimah like a dusky
weeks of searching, her call was answered by a diabolical gnome. Finally, Raja sends her gen for powerword kill, maze,
efreetikin named Kiorimah. Kiorimah is well suited to his or reverse gravity (in order of preference, depending upon
new mistress, though he would hardly call her a stable or her gens success). Raja proceeds with the attack once the
friendly employer. The ambitious gen cares only for the offensive spell arrives; during the combat, the lich remains
status and prestige that his new appointment will eventually on her magical carpet, safely above any melee. Right before
earn him on the Elemental Plane of Fire. the attack, the Hand cloaks himself in imposed invisibility
With Tisans blessing, Raja next spent weeks researching (lasting a total of 12 rounds). The assault comes at night,
how to call a powerful, wicked genie named Ten-Fingered and without warning; the party makes its surprise check
Hand (the Hand for short). A tasked slayer genie, the with a -4 penalty. Note that Bababdulla is kept in his bottle
Hand is a ruthless killing machine, a pitiless creature who unless things get desperate for the shair.
lives only for death and slaughter. With Tisan present at his During the surprise round, the Hand casts silence, 15
summoning, the Hand was given an offer he could not radius to muffle the targets of Rajas readied spell. After it
refuse. He has joined Raja on her current assignment as her has been cast, the Hand attacks prominent party members,
personal bodyguard and assassin, and he is confident his while the lich sends Kiorimah for slow and blasts the party
assignment will soon be over. The DM should try to evoke with her staff; Raja will send for hold person spells after the
the same emotions associated with the Terminator movies slow arrives. The Hand does not deal death blows to
when role-playing the following encounter with the Hand. defeated PCs (Raja wants some of the party members taken
Finally, Raja has a cobalt-blue stoppered bottle hanging alive for entertainment after the battle). The Hand has
from her belt. This genie prison contains the recalcitrant fanatical morale and will fight until slain.
marid Bababdulla, an insolent but powerful creature Though this is a nasty encounter, probably with a high
required to complete 101 tasks for the bearer of the bottle. body count, try hard to have only NPCs die gruesome and
While difficult to control, the genie has proved useful in a horrible deathsnot the PCs, if at all possible. At some point
number of sticky situations, and Raja has been loath to in the battleperhaps when a despairing PC calls upon
dismiss him. Aware of the genies animosity, Raja now only Fatepoint out the cobalt-blue bottle dangling from Rajas
calls him from the bottle for short, easily-monitored tasks. belt. If the party can get its hands on that bottle and release
This mercurial marid could be the partys only chance for the marid, the battle will probably turn in the partys favor.
salvation in the upcoming ambush. Even without the bottle, the party should not be
Now that she has a new entourage, Raja can devote all her entirely defenseless against this onslaught if the PCs
energy to finding the PCs. Raja will force the bearers of the completed the adventure Secrets of the Seal. Dont
seal to pay for her pain and her current undead existence. forget the party has a powerful ally in the battle: Breaker
of the Ninth Chain. When drawn in melee, the scimitar
Rajas Nocturnal Ambush bursts into silvery-blue flames that deliver double damage
to Raja and her evil allies, since they are servants of the
57
security from Lions of Tomorrow to ward off the attack. entanglements (this might be handy, especially if any PCs
Should the party be defeated, the PCs will be captured and or favorite henchmen were slain in combat).
tortured with flames of justice spells. A kind DM may give the Perhaps more important that the wishes, Bababdulla was
party another opportunity to snatch the blue bottle, but the the only witness to Rajas alliance with Tisan, her betrayal,
lich will not keep the PCs alive for long. If they are truly capture, torture, and hideous transformation. Although the
desperate, you can have Raja kill one of the PCs during sounds fortunately did not travel well through the stoppered
torture and attempt to bring him or her back with a raise dead bottle, the marid had a pretty clear view of all that
spell (similar to Rajas own torment at the hands of Tisan). transpired in Tisans laboratory. The DM could have an
Although her gen retrieves the spell, his blundering has amusing time explaining the events of the background
attracted the attention of a noble djinni, who arrives to sections, as seen from the perspective of a genie trapped in a
punish the shair for seeking out forbidden magic. In a puff of dark-blue bottle on a laboratory shelf. While the marid has
vapor the djinni reprimands Raja and restores the tortured no idea about the details of Tisans plan, he did hear the
characters equipment and hit points before vanishing back Geomancer refer to Rajas tortures as some kind of
home. That fortunate PC had better not blow it now. experiment. Let the party worry about the nature of Tisans
experimentation. It will become clear to them before long.
In exchange for granting one less wish, Bababdulla would
The Cobalt-Blue Bottle
be willing to guide the party to Tisans laboratory in
58
golden tattoos covering her exposed hands, arms, legs, neck, wields a great scimitar of sharpness.
and face. These geoglyphs protect Tisan with the effect of Trapped by Suhail in stasis with Tisan, Malakir has served
several permanent spell effects, including lifeproof (see sta- his mistress for an uncommonly long term. Having recently
tistics). The geoglyphs glow and flash with gold or red light learned of her plan to restore her Nine Council, the baatezu
when actively warding Tisan, but they are otherwise inert could hardly contain his excitement. He longs for the
and ornamental. Tisan wears nine pieces of ornate golden return of the ancient ways as much as Tisan. Possessing a
jewelry (worth 5,000 gp each), several of which are potent wry sense of humor, uncommon among denizens of the
magical items. Lower Planes, the cornugon talks with a sarcastic, almost
This powerful character was born nine centuries ago into condescending tone to mortals and delights in his ability to
one of the ruling families of the Geomancers. Her given fool their perceptions with his disguise.
name was Balshareska. Like all members of the nobility, she Tisan has but one pet, a large earth elemental named
was trained as a priest of Grumbar in the service of the Keskeg. Big, stupid, and unconditionally affectionate, it is
Empire. Her political adroitness and talent for intrigue the only creature the Geomancer treats with any semblance
eventually landed her in the Imperial College of Geomancy, of kindness. Keskeg is never far from his mistresss side in
where she completed her wizardly training. Within 50 years, Tadabbur. After a few painful lessons, he quickly learned to
she had maneuvered herself to the summit of imperial sit quietly in a comer while Tisan works on her experiments.
authoritythe position of Tisan, Ruler of the Supreme
Councilthrough a combination of intimidation, coercion,
and treachery. Tisan carefully concealed her true name after
Tadabburs Outer Defenses
reaching the Supreme Council.
Tisans tragic flaw was underestimating the western
barbarians, who invaded the eastern jungles proclaiming a
P erched strategically on a ridge above the confluence of
two rivers, Tadabburs upper fortress is now only a
featureless heap of rubble devoured by the jungle. The main
new enlightenment in their alien religion. The most entrance to the strongholds underground halls and vaults
powerful of these barbarian priests, Imam Suhail min Zann, was carefully excavated by Rajas expedition, and her
somehow managed to visit defeat after defeat on the mercenary company overcame countless traps and magical
Geomancers. Try as she might, Tisan could not harm Suhail; guardians, left behind by Suhail in an effort to discourage
she settled for corrupting his younger brother Ashtarek, a others from releasing Tisan. Unfortunately, these traps only
paladin naive enough to believe she might be persuaded into served to convince Raja and her comrades that such heavy
changing her evil ways. Ashtarek was wrong. She slew him protection must shield some truly peerless treasure.
outside the gates of Tadabbur with a powerword, kill so he The DM can show players the front of Card 5 after their
could not be resurrected by his brother. Although she tried to characters have completed a reconnaissance of Tadabbur.
capture his holy avenger, it eluded her grasp as she was driven The upper ruins appear to be guarded by a dozen jungle
into the bowels of her stronghold and eventually imprisoned natives, wearing elaborate feathered headdresses and wielding
in her laboratory by Suhails talisman. flint spears (initially positioned at areas marked N on the
Malakir was bound to Tisans service many centuries ago map). This powerful illusion is meant to draw overconfident
to act as her chief lieutenant and familiar. He appears in adversaries in close combat with the natives, who are in
the short-sleeved robes common to the ancient Geomancer reality a dozen fiends, gated in by Tisan from the Lower
empire. This is only a carefully crafted permanent illusion, Planes. These twelve barbazu, armed with infernal glaives of
however, placed upon the greater baatezu by Tisan so he wounding, are charged with defending the upper stronghold.
could make public appearances without inciting riots. His What these lesser baatezu lack in intelligence, they more
true form (a towering winged humanoid with massive horns than make up for in ferocity and cruelty in combat. When
and a diabolical sneer) is enough to strike fear in the hearts slain, the fiends evaporate into a cloud of sulfurous yellow
of the most battle-hardened of mercenaries. In battle, he smoke, leaving not even their weapons behind.
59
Currently, the only entrance to the dungeons beneath
Tadabbur is a massive iron trapdoor built in the shelter of
overgrown piles of rubble, earth, and debris. One of the
vine-choked piles of earth is a resting earth monolith,
summoned by Tisan (using her handglyph) to guard the trap
door. An invisible magic circle prevents the monolith from
moving more than 50 feet from the trap door; it cannot
enter the dungeons. The monolith will not harm Tisan or
any of Tadabburs fiendish guardians.
Although the trap door is neither locked nor trapped,
Tisan has erected an invisible symbol of death on the steps
immediately beneath it, which discharges as the first person
enters the dungeons. Note that a scarab of protection will
ward against this trap. The barbazu know of the symbols
existence; when entering the dungeon, they merely teleport
a short distance across the hazard.
While it might be possible to evade the dull-witted
barbazu using simple tactics (like casting invisibility on the
entire party), getting around the earth monolith is an
another matter entirely. As soon as the door is touched, the
30 tall elemental guardian rises from the pile of rubble,
flailing about at intruders. The fiends will not hesitate to
pursue the party into the dungeon. They will not warn
Malakir telepathically of the PCs incursion, fearing his
wrath. The party is best advised to deal with the fiends now,
for as soon as the PCs arrive at Tisans doorstep, Malakir
will call them from the surface if any survive.
Beneath Tadabbur
60
both Bababdulla and Breaker of the Ninth Chain have been altered by a variant of the glassee spell, which makes
traveled there in the past. Breaker was carried there by it appear semi-transparent when viewed from inside the
Imam Suhail, eight centuries ago, to help imprison Tisan workroom.
(the holy avenger claims to have a flawless memory). The Although the party may not have time to explore this area
genie was there much more recently, but his perceptions until after Tisan has been defeated, a brief outline of this
were clouded by being imprisoned in a dark-blue bottle complex chambers key features is provided, since some of
hanging from Rajas belt. Both personalities have strong them may have an impact on the outcome of the final battle.
opinions about the RIGHT way to the lab, making for an Inscribed on one of the obsidian tables on the lower level
amusing role-playing opportunity in an otherwise doom- (a) are the details of how to turn another powerful spell-
ridden scenario. If the party listens to Bababdulla, it takes caster into a lich and bind him or her into the casters service.
them one hour longer to reach the lab than if they listen The rite requires the most powerful priest and wizard spells to
to the holy avenger. complete. If any of the PCs seem curious, the holy avenger will
As the party navigates through the seemingly endless maze insist that the table be destroyed. PCs who participate in its
of dark, dreary halls, the holy avenger recounts Imam Suhails destruction should share a story award of 50,000 XP.
bloody last battle with Tisan. Try to build an atmosphere of A second worktable (b), also made of solid obsidian, is
impending doom with its accounts of Tisans terrifying magic. currently covered with the ancient remains of Thalath, a
Before the final confrontation, Breaker of the Ninth Chain. Geomancer over 800 years dead. Other tables are covered
has a few sobering words of advice for its wielder (read aloud with alchemical equipment, vials containing repulsive spell
or paraphrase the following): components, and uncompleted research on new spells
(DMs choice), Dark clouds of bitter incense fill the room
Ashtarek, your brothers careful planning has from the two braziers.
prepared you well for this second battle. I failed you in The bookcases on the lower level (c) are filled with the
the past, and for that I ask your forgiveness. Fate has completed research and recipes for potions of ESP, flying,
granted us a new chance to destroy the hateful Tisan, gaseous form, longevity, speed, sweet water, treasure finding, and
and we must seize the moment and prevail. When you undead control, and any other elixirs or magical items the
confront Tisan in her lair, touch me to Lions of DM may care to place in the hands of the PCs. A wizard of
Tomorrow. Only then can the ninth chain be broken. 9th level or higher, searching among the components on
the tables, can find enough material to make 1-4 of the
The DM is free to spring all kinds of incidental encounters listed potions at a 50% reduction in cost and labor.
on the party during their descent to the laboratory, using the The upper balconies of the laboratory are lined with
geoglyph descriptions in the Campaign Guide for inspiration. bookshelves (d) filled with tomes needed to research up to
The truly nasty geoglyphs were removed long ago by Imam 9th-level wizard spells and 7th-level priest spells. Tisans nine
Suhail; Tisan has decided to wait until the restoration of her spellbooks are kept here; they contain whatever new and
Nine Council to properly restore them. unusual spells the DM may care to introduce into the
campaign. Each is protected by an invisible glyph of warding,
however, which explodes for 30 hp of electrical or fire
Tisans Last Retreat damage (save for half damage). Interspersed among the other
61
62
Rajas only surviving accomplice. The head is still alive, of the holy avenger) once he has sufficiently recovered. Keskeg
enchanted by Tisan with foul necromancy. The head will fights the party obstinately until the bitter end.
answer one question a day, as per a contact other plane spell, When wielded in battle in this chamber, the holy avenger
with the accuracy of a 20th-level wizard. This technique twists and writhes with glee in its wielders hands, inflicting
was developed by the Geomancers to gain the spells double damage to Tisan and her allies. Naturally, this
powerful divinatory powers without the danger of personally champion will be the focus of Tisans and her allies attacks.
going insane (the head is the unfortunate surrogate). It was Tisan stands next to an obsidian table, where she has
through questioning Nadans head that Tisan learned how assembled the vestiges of Thalath after months of
to locate Thalaths remains. If pulled out of the oil, Nadan research and searching. The fragmented, skeletal remains
will implore the PCs to put him out of his misery. PCs are faintly glowing with sickly mauve light, as Tisan has
participating in the destruction of the head (simply setting already completed the initial stages of recalling his spirit
fire to the oil will do) will gain another 50,000 XP award. from the Lower Planes. All that remains is for Tisan to
One corner of the balcony has been expanded into a cast gate, and the party will have to face two Geomancers
shrine to Grumbar (f). The black opal statuette (worth instead of one! Depending upon the PCs timing, Tisan
25,000 gp) is carved in the shape of an amorphous needs 2-8 rounds to finish her spell. If the party can fight
humanoid creature. Its ruby eyes seem to follow the PCs past Malakir and Keskeg, it can disrupt the spell with any
around the room, glinting with malevolence. Beside the physical or magical attack that inflicts at least one point
sinister statue rests a book of vile darkness, titled Pit of Despair. of damage. Otherwise, the party might opt to take
Another corner of the balcony (g) has been expanded Breakers advice, and touch the holy avenger to the
into a last-ditch defense by Tisan, who has set up a magical tome Lions of Tomorrow. When this occurs, read
permanent prismatic sphere at this location. Inside this safe aloud or paraphrase the following to the PCs:
haven, Tisan keeps a wizard locked chest containing a scarab
of insanity, a short sword of life stealing, a dagger of venom, Your adversaries stop for a moment in fear and awe
nine 10,000 gp diamonds in a velvet pouch, and nine fluid- as the tome is consumed in an explosion of flame,
filled vials, containing appropriately labeled potions of flying, which takes on the manifestation of a fiery hama, a
speed, and extra-healing (×7). winged creature of the spirit. As it rushes to Tisan, the
hama speaks with Suhails loud, clear voice:
63
her stoneskin, contingencies, lifeproofing, and the previous By destroying the lich-binding treatise and Nadans
enchantments bestowed on Thalaths remains. In addition, it head, the party prevents any spell-caster from ever
has a 50% chance of destroying Tisans magical items (check duplicating Tisans hideous experiment (hence the high
once for each item). She is stunned for one round after the XP awards). For completing Suhails quest, it is
hamas attack but is otherwise physically unharmed. suggested that each character receive a story award of
Though deprived her of her magical wardings and some 250,000 XP.
items, Tisan is still far from defeated, with a formidable Bababdulla will remain with the party until his contract
arsenal of spells at her disposal. With a look of venomous is completed. If any of the PCs are powerful shairs, they
hatred, she points her finger at the PC wielding Breaker and may find him a good candidate for a personal servant.
speaks a powerword, kill (history repeating itself; the PC had As for Breaker of the Ninth Chain, the holy avenger loses
better be a paladin or wearing a scarab of protection). its customary tense, urgent tone once its mission is
She next retreats to the prismatic sphere in area g (using a completed; it becomes much more mellow and tolerant of
teleport or dimension door if necessary), which is too far from other party members. Depending upon whether Thalath
the hamas embrace to be dispelled. There she can rearm survives, its special purpose might not be complete.
herself from her cache of deadly magical items and heal any With the completion of their kismet, or destiny, the PCs
damage inflicted by the party. Far too enraged to retreat any are now free to pursue their own agenda. Perhaps a pil-
further, Tisan then directs her remaining lethal spells grimage to Huzuz is in order, to thank the Loregiver for
(starting with Dalzims horrid wilting) at the party until the their survival and have Ragarras curse removed. Wherever
PCs are all destroyed or she is slain; she will only attempt their future lies, Fate is certain to bring them more adven-
flight if defeat is certain. tures. Though one kismet has been fulfilled, another awaits,
for we have no fate but that fate which we are given!
Concluding the Adventure
64
Segarran 9440
& © 1994 TSR, Inc. All Rights Reserved.
Lesser Greater
CLIMATE/TERRAIN: Any Tropical/forests
FREQUENCY: Rare Very rare
ORGANIZATION: Cadres Solitary
ACTIVITY CYCLE: Any Any
DIET: Carnivore Carnivore
INTELLIGENCE: Average (8-10) Very to genius
(11-18)
TREASURE: Nil A
ALIGNMENT: Chaotic evil Chaotic evil
NO. APPEARING: 1-20 (or more) 1
ARMOR CLASS: 1 -2
MOVEMENT: 9 12 (as human) or
9, Sw 12 (Fl 18, D)
HIT DICE: 5+5 9+18
THAC0: 16 As priest
NO. OF ATTACKS: 1 1 (as human) or 2
DAMAGE/ATTACK: By weapon type By weapon type
+2 or 2d8 (bite) +6 or 3d6 (bite)
/2d10 (tail)
SPECIAL ATTACKS: Fight and save as See below
5th-level warriors
SPECIAL DEFENSES: Nil See below
MAGIC RESISTANCE: 10% 20%
SIZE: M (6 tall) M (6 tall) or H
(30 long)
MORALE: Fearless (20) Champion (16)
LEVEL/XP VALUE: 1,400 8,000+1,000 per
level above 12
Ecology: All segarrans are voracious carnivores. Though they Habitat/Society: In addition to the loss of her most powerful spells,
usually subsist on animal meat, they ritually devour their enemies a priestess of Ragarra must have a Wisdom of 17 and be at least
remains at the end of every battle. When slain, they return to their 12th level to complete the exhausting ceremony that transforms
original (human or baby crocodile) form. her into a greater segarran.
In return for such power, the priestess must swear to undertake a
Greater Segarran difficult quest or perform a dangerous service for her goddess. Those
few who disappoint Ragarra are punished with a painful demise and
Only Ragarras most favored high-level priestesses become greater suffer an eternity of undeath. More details about the cult of Ragarra
segarrans as a result of powerful magic. Once transformed, they can be found in Chapter Three of the Campaign Guide.
retain their original human form. Furthermore, they can also
assume a towering reptilian shape at will, with the transformation Ecology: Greater segarrans can easily infiltrate human society. The
taking but a single round. This reptilian form depends on the only clue to their monstrous nature is their craving for raw meat. They
personality or whim of the priestess, but usually includes at least the must eat the flesh of their fallen enemies as a tribute to Ragarra.
2
The House of Reehan
Batul al-Reehan al-Dihlizi (hmT/mr/12): AC 2; MV 12; Omar bin Mabruk (hmF/a/5): AC 7; MV 12; hp 34; #AT
hp 27; #AT 3/2; Dmg by weapon (jambiya: 1d4+3); Str 10, 3/2; Dmg by weapon (scimitar: 1d8+1); Str 15, Dex 12,
Dex 17, Con 4, Int 15, Wis 11, Cha 16; SA: quadruple Con 15, Int 13, Wis 12, Cha 13; AL NG; THAC0 16;
damage backstab, PP 95%, OL 77%, F/RT 85%, MS 94%, studded leather armor, dagger, scimitar +1, potion of healing.
HS 87%, HN 49%, CW 95%, RL 85%; AL NG; THAC0
15. Magical items: bracers of defense AC 5, jambiya of speed Noora (hfP/h/3): AC 10; MV 12; hp 13; #AT 1; Dmg by
+3 (concealed in stout walking stick), potion of flying. weapon (jambiya: 1d4); Str 11, Dex 7, Con 9, Int 10, Wis 16,
Cha 15; AL LG; THAC0 20. Spells: bless, command, cure light
Mabruk al-Hanash (hfW/so/11): AC 2 (armor spell wounds (x2), light; hold person, silence 15 radius, slow poison.
withstands 19 hp) or 6; MV 12; hp 46; #AT 1; Dmg by
weapon (staff: 1d6) or spell; Str 13, Dex 15, Con 15, Int Wali, Abu, Mahmud, Hatim, Bashi, and Nadan,
18, Wis 12, Cha 16; AL NE; THAC0 16, XP 11,000. mamluks (hmF/mk/5): AC 5 (lamellar armor & shield);
Mabruk is a sorceress of wind and fire. Magical items: ring MV 9; hp 31, 35, 40, 42, 43, 48; #AT 3/2; Dmg by
of genie summoning (Saleh, see below), talisman of weapon (scimitar,>: 1d8+3); Str 18, Dex 15, Con 16; SA:
protection +3*, amulet of mental fortitude*, magical staff** specialized in scimitar; AL LN; THAC0 16.
containing magic missile, fire truth, and charm person spells;
scroll of protection from elementals; potions of extra-healing, War dogs (6): Int Semi- (4); AL N; AC 4 (leather barding);
fire resistance, and polymorph self. MV 12; HD 2+2; hp 10, 11, 13, 14, 16, 18; THAC0 19;
Spells: audible glamer, avert evil eye, burning hunds, friends; #AT 1; Dmg: 2d4; ML 10; SZ M (6 long); XP 65.
alter self, mirror image, sundazzle, wall against noise; blink,
dispel magic, sunscorch, wizard sight**; fumble, improved Nurudin al-Kalaab (hmT/sl/9): AC 4; MV 12; hp 40;
invisibility, thunderstaff**; death smoke, domination, shield of #AT 1; Dmg by weapon (scimitar: 1d8); Str 9, Dex 18,
winds. Con 12, Int 15, Wis 11, Cha 16; SA: quadruple damage
backstab, poison, PP 77%, OL 95%, F/RT 45%, MS 82%,
Saleh, an efreeti: Int Very (12); AL LN; AC 2; MV 9, Fl HS 69%, HN 55%, CW 95%, RL 10%; AL LE; THAC0
24 (B); HD 10; hp 68; THAC0 11; #AT 1; Dmg 3d8+3; 16; XP 5,000; leather armor, poisoned scimitar (Type E:
SA spells; SD fire resistance; SZ L (12); ML 16; XP save vs. poison or die; take 20 points of damage on a
8,000. Magical abilities (at 15th level of ability): produce successful save); Magical items: rope of entanglement,
flame and cause pyrotechnics at will; detect magic, gaseous potions of speed and invisibility.
form, invisibility, polymorph self, wall of fire, and create an
illusion, each once/day. He can also enlarge himself *New spell or item (described in the Campaign Guide).
once/day at 10th level of ability. **Spell or item found in the Tome of Magic.
(Unmarked spells appear in the Players Handbook or
Arabian Adventures).
3
4
The Undead Shair
Raja al-Sadiq Abdul-Tisan, the Audacious Thunderer, Kiorimah, a fire gen: Int Low (6); AL NE; AC 5; MV Fl 18;
Breaker of the Forbidden Seal, the First to be HD 7; hp 41; THAC0 13; #AT 1; Dmg 1d6; SA produce
Summoned. Female lich, formerly a 15th-level human flame, SD save as 30th-level wizard; SZ S (1 tall); ML 16; XP
wizard (shair): 4,000; MC13: AQ. Any attacks directed against the gen that
Int Genius (17); AL NE; AC -2 (stoneskin blocks 10 involve fire are at -2 to hit, inflict -2 hp of damage per die,
attacks); MV 6, Fl 15 (magic carpet); HD 11; hp 54; and entitle him to a +2 bonus on his saving throw.
THAC0 9; #AT 1; Dmg 1d10 (touch) or by spell; SA
paralytic touch; SD magical weapons to hit, standard Ten-Fingered Hand, a tasked slayer genie: Int High (14);
undead immunities; SZ M (5); ML 18; XP 8,000. AL NE; AC -2; MV 24, Fl 30 (B); HD 12; hp 90;
Magical items: talisman of protection +2*, robe of THAC0 9; #AT 2; Dmg: 2d8/2d8 or by weapon type +9;
repetition**, stunglyph* (2 charges), staff of thunder and MR 15% SZ L (10 tall); ML 20; XP 12,000; MC13: AQ.
lightning (12 charges), genie prison (Bababdulla, see Can cast the following spells once/day: assume gaseous
below), carpet of flying. form, blindness, darkness, dimension door, improved
invisibility, misdirection, polymorph self, silence 15 radius,
Spells1st: affect normal fires, alarm, burning hands, charm and ventriloquism.
person, fire truth, magic missile, sand slumber, sleep (89%
chance, 1d6+1 rounds); chill touch, cure light wounds (85% Bababdulla, Marid and Slave of the Blue Bottle: Int High
chance, 1d6+1 hours) (14); AL CG; AC 0; MV 9, Fl 15 (B), Sw 24; HD 13; hp
2nd: bind, invisibility, knock, locate object, pillar of sand, ray 76; THAC0 7; #AT 1; Dmg 4d8; SA can create water at
of enfeeblement, rope trick, strength, sundazzle, web, wizard will and send it jetting up to 60 yards away (automatically
lock (89% chance, 1d6+2 rounds) strikes for 1d6 damage; victim is blinded 1d6 rounds
3rd: clairaudience, clairvoyance, dispel magic, hold person, unless he or she makes a saving throw vs. breath weapon);
lightning bolt, protection from normal missiles, slow, SD immune to water-based attacks; +2 bonus to saving
sunscorch, (89% chance, 1d6+3 rounds) throws, attacks, and damage from cold-based attacks; SZ
4th: confusion, dimension door, ice storm, stoneskin, wall of H (18); ML 16; XP 16,000. Can cast the following spells
fire, wind blade (85% chance, 1d6+4 rounds); ennervation as 26th-level wizards: water walk (at wilI); assume liquid
(55% chance, 1d6+4 hours) form, detect evil/good, detect invisible, detect magic,
5th: animate dead, cloudkill, fabricate, seeming, shield of invisibility, polymorph self, purify water (twice/day); assume
winds, teleport, wind carpet (75% chance, takes 1d6+5 gaseous form, bestow water breathing, lower water, part
rounds); slay living (45% chance, 1d6+5 hours) water, wall of fog (7/day); alter reality (once/year). Marids
6th: death fog, disintegrate, flames of justice, invisible stalker, are vulnerable to fire; attacks against them employing
legend lore (65% chance, 1d6+6 rounds) open flames inflict +1 damage per die and impose a -1
7th: limited wish, prismatic spray, reverse gravity (55% penalty on the marids saving throw.
chance, 1d6+7 turns); suffocate** (25% chance, 1d6+7
hours); *New spell or item (described in the Campaign Guide).
8th: glassteel maze, polymorph any object (45% chance, **Spell or item found in the Tome of Magic.
1d6+8 turns) (Unmarked spells appear in the Players Handbook or
9th: powerword, kill (35% chance, 1d6+9 turns) Arabian Adventures.)
5
6
The Arch-Geomancer
Tisan Balshareska, Ninth of Nine, Ruler of the Supreme 1d4+1/1d3 or 2d8+7 ( scimitar)/1d3 (tail); SA: fear aura
Council, Arch-Geomancer, Sunderer of Dreams, She (5 radius), tail attack (1d3, continues to bleed for 1
Who Turns the Wheel of Fate. Dual-Classed, 15th-level hp/round until treated; SD: regenerate 2 hp/round, +2 or
human female priest (outland), 20th-level wizard (ajami). better weapon to hit, half damage from cold or gas,
AL LE; AC -7 (stoneskin blocks 15 attacks); MV 12; hp immune to fire and poison; MR 50%; disguised by Tisan
100; #AT 1; Dmg by weapon +1 (Strength bonus), with permanent illusion; SZ L (9 tall); ML 14; XP 36,500;
magical item, or spell; SD: see magical items below; MC8: Outer Planes. Can use the following spell-like
lifeproof (tattoos); personal permanency spells combined abilities at will: advanced illusion, animate dead, charm
with alacrity**, comprehend languages, detect invisibility, person, detect magic, ESP, infravision, know alignment
protection from normal missiles, read magic, tongues, wizard (always active), produce flame, pyrotechnics, suggestion,
sight**; Str 17, Dex 17, Con 16, Int 20, Wis 19, Cha 18; teleport without error (once/round); lightning bolt (3/day);
AL LE; THAC0 11, XP 50,000 (for physical form; gate (2-12 barbazu, 50% chance), wall of fire (once/day).
additional 50,000 for destroying lifeproofing receptacle). Magical Item: great scimitar of sharpness.
Magical items: phylactery of long years, talisman of
protection +5*, bracers of defense AC2 talisman of force* (5 Barbazu, lesser baatezu (12): Int Low (5); AL LE; AC 3;
ch.), three ioun stones (regenerates 1 hp/turn; +1 MV 15; HD 6+6; hp 36 each; THAC0 13; #AT 3 or 1;
protection; absorbs up to 60 levels of spells, up to 8th Dmg: 1d2/1d2/1d8 or 2d6 (glaive); SA: glaive of wounding
level), ring of human influence, rod of smiting (38 ch.), disease; battle frenzy (10% cumulative chance per round:
scarab of terror* (22 ch.), handglyph of the monolith* (2 ch). +2 to hit and damage, doubles attacks, but AC raises to 6);
Priest Spells: cure light wounds (×9); aid, draw upon unholy SD: hit only by magical weapons, half damage from cold or
might**, know alignment, silence 15 radius (×3), slow poison, gas, immune to fire and poison; MR 30%; SZ M (6 tall);
withdraw; animate dead, cause blindness, cause disease, dispel ML 12; XP 23,500; MC 8: Outer Planes. Can use the
magic (×2), meld into stone, negative plane protection, speak following spell-like abilities once/round: advanced illusion,
with dead; abjure (×2) detect lie, divination (×2), undetectable affect normal fires, animate dead, charm person, command, fear
lie (×2); raise dead, slay living, spike stones, true seeing; wall of (by touch), infravision, know alignment (always active),
thorns, word of recall; animate rock. produce flame, suggestion, teleport without error; can also gate
Wizard Spells: charm person, chill touch, fist of stone**, magic in 1-6 additional barbazu (once/day, 35% chance).
missile, spider climb; insatiable thirst**, mirror image, sundazzle,
wall against noise, web; fly, lightning bolt, Maximilians stony Earth Monolith: Int Low (7); AL N; AC 2; MV 6; HD
grasp**, slow, sunscorch; dimension door, enervation, improved 30; hp 200; THAC0 1; #AT 1; Dmg: 8d8; SD: +2 or
invisibility, sunfire, wall of ice; cone of cold, domination, better weapon to hit; SZ G (30 tall); ML 17; XP 25,000,
feeblemind, teleport, wall of force; death spell, disintegrate, flames
of justice, Lorloveims shadowy transformation**; acid storm**, Keskeg, Tisans earth elemental: Int Low (7); AL N; AC 2;
banishment, suffocate**; Abi-Dalzims horrid wilting**, MV 6; HD 16; hp 112; THAC0 5; #AT 1; Dmg: 4d8; SD: +2
polymorph any object, sink; gate, powerword kill. or better weapon to hit; SZ H (16 tall); ML 17; XP 10,000.
Malakir, a greater baatezu, Cornugon: Int Exceptional *New spell or item (described in the Campaign Guide).
(16); AL LE; AC -2; MV 9, Fl 18 (C); HD 10; hp 72; **Spell from the Tome of Magic. (Unmarked spells appear
THAC0 11; #AT 4 or 1 + weapon; Dmg: 1d4/1d4/ in the Players Handbook or Arabian Adventures.)
7
Serpent 9440
& © 1994 TSR, Inc. AH Rights Resewed.
Herald Teak
CLIMATE/TERRAIN: Tropical/forests Tropical/forests
FREQUENCY: Rare Rare
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Any Any
DIET: Carnivore Carnivore
INTELLIGENCE: Very (11-12) Animal (1)
TREASURE: Nil B, Q (x10), S, T
ALIGNMENT: Neutral good Neutral
NO. APPEARING: 1 1-2
ARMOR CLASS: 5 3
MOVEMENT: 24, Cl 18 9, Cl 6
HIT DICE: 4+4 8+8
THAC0: 15 11
NO. OF ATTACKS: 2 2
DAMAGE/ATTACK: 1d4/1d4 1d6/2d6
SPECIAL ATTACKS: Poison Constriction, surprise
SPECIAL DEFENSES: See Below Camouflage
MAGIC RESISTANCE: Nil Nil
SIZE: M (7 long) H (30 long)
MORALE: Average (8) Average (10)
LEVEL/XP VALUE: 1,400 3,000
Herald Serpent