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  Adventure Module for Characters Levels 6-8 
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  Fantasy Adventure Module 
  Oasis of the White Palm 
  by Philip Meyers and Tracy Hiclanan 
  The second module in the DESERT OF DESOLATION Series. 
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  0 x 1 s  0 the whixe 
  by Philip Meyers and Tracy Hickman 
  This module can be played alone or as the second part of the DESERT OF DESOLATION Series. 
  AN ADVENTURE FOR CHARACTERS LEVELS 6-8 
  How friendly the sheik is. How kind of him to hold this feast in your honor. You certainly 
  want him to know how grateful you are. You do not want to offend him in any way. But 
  your friend - what is he saying? 
  ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by TSR Hobbies, Inc. 
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  9053 
  1 
  
  ADVANCED DUNGEONS & DRAGONS@ 
  ADVENTURE MODULE 
  S O  
  intQobuction 
  Theshrieking wind whipsover you, driving sand into youreyes 
  and mouth and even under your clothing. For five days the 
  sand storm has pummeled your nerves and will. Your water is 
  rapidly disappearing, and you are afraid to sleep for fear you 
  will be buried beneath the drifts. Then, as you drive yourselves 
  forward, suddenly you stumble across a rock outcropping in 
  which there is a deep cave. Protection at last! Your party of 
  adventurers crawls into the calm, cool air of the cave and 
  collapses wordlessly on its rock floor. 
  Many weeks ago you were visitors in a kingdom to the north. 
  While you were there, a band of ruthless desert raiders pillaged 
  and burned the towns and terrorized the people. The king’s 
  troops tracked the raiders to the edge of the Desert of 
  Desolation, but they did not enter the desert because it is 
  cursed and filled with dangers. Your party was captured by the 
  king’s guards and, as punishment for crimes you didn’t 
  commit, sent into the desert to find the raiders’ hidden fortress. 
  In your adventures in the desert, you freed the land from the 
  ancient curse of the Pharaoh Amun-re. In his tomb you found 
  the Star of Mo-pelar, a gem of true seeing. It is one of a set of 
  three gems having a legendary destiny. However, you did not 
  find anytraceof the raidersortheir hideout, and now youronly 
  concern is survival. 
  When you finally awaken, you don’t know how long you have 
  slept. It may have been for hours or days. Through the mouth 
  of the cave you can see the day dawn bright and clear. The 
  dunes roll endlessly into the distance. All during the storm you 
  wandered helplessly over the desert, and now you have no idea 
  where you are. The water bags are almost empty. You must 
  find water soon. 
  As you leave the cave and prepare to start out again, one of 
  your party notices a large column of smoke in the distance to 
  the west. Your hearts beat faster. Fire . . . started by other 
  people, perhaps? Or, if it isa natural fire, there might at least be 
  trees. And where there are trees to burn, surely there is water. 
  Stop! If you plan to play in this module, do not read any further. 
  The information in the rest of this module is for the Dungeon 
  Master (DM) to use in guiding the adventure. 
  notes to the bunqson m ~ s t e ~  
  This module is the second in the three-part Desert of Desolation 
  series. You may play THE OASIS OFTHE WHITE PALM either 
  with or without the other modules. Players who enjoy this 
  module might wish to continue their desert adventuring in the 
  other modules, PHARAOH and LOST TOMB OF MARTEK. 
  This module is designed for a party of six to eight player 
  characters (PCs) of the sixth to eighth levels of experience. A 
  balance of character classes is suggested, because a wide 
  variety of problems will confront the players. Each character 
  class will certainly have its moment to shine. 
  Playercharacters should first be directed through the DESERT 
  WILDERNESS to the OASIS OF THE WHITE PALM. Some 
  player characters might wish to follow the tracks west from 
  Desert Wilderness area B, the Battle Plain, to area K, the 
  CRYPT (tomb) OF BADR AL-MOSAK (see the DESERT 
  WILDERNESS MAP). If the PCs insist on this course of action, 
  the DM should not stop them. However, it should be made 
  clear that this would probably reduce their chances of survival. 
  Reaching the oasis should be their first goal. Once they’ve 
  made the contacts they need at the oasis, play will continue in 
  the TEMPLE OF SET and the CRYPT OF BADR AL-MOSAK 
  and will beconcluded in theClTY OF PHOENIX. Ifyouplan to 
  play LOST TOMB OF MARTEK, the PCs must obtain the three 
  Star Gems and free the Djinni at the CITY OF PHOENIX. If the 
  PCs need hints on how to accomplish this, the Dungeon 
  Master should provide them. 
  On page 27 is a section titled ENDING THE ADVENTURE 
  which provides a wrap-up for the adventure. 
  SECTION DETAILS: This module is divided into four sections 
  of play. Each section begins with a SECTION PROLOGUE. 
  The prologue outlines the section and how the section works. 
  Random Encounter Tables and other information for each 
  section are found in the prologue. Under ENCOUNTERS, each 
  section is divided into individual areas that are numbered and 
  keyed to the maps for easy reference. The details concerning 
  each numbered room or area are then listed under the 
  following subheadings: 
  2 
  
  Description: This is a general description of the area as the 
  PCsfirst see it. Any readilynoticeableand obviousfeaturesare 
  generally described here, and the DM may read the text 
  directly to the PCs. These descriptions have no headings, but 
  they are boxed in and the DM can find them easily. The 
  descriptions were written with the assumption that the player 
  characters are using a torch to see by. A torch normally lights 
  an area with a 30-foot radius. 
  Play: This outlines the general sequence of events that may 
  take place in the room. For example: “Players entering the 
  room from the door must first encounter the Trap, which 
  releases the Monster. Only by defeating the Monster can the 
  Treasure be found.” Play explains the general order in which 
  the events will occur. Additional information about sizes and 
  dimensions is also included here. 
  Monster: All important creatures that are encountered in the 
  module, regardless of whether they are people or beasts, good 
  or bad, plant or animal, intelligent or not, are described here. 
  Each person/creature isdescribed by an abbreviated listing of 
  its characteristics as detailed below. For the convenience of 
  the DM, whenever a monster or non-player character (NPC) is 
  described in the text, the game statistics will be listed in 
  parentheses in the following order: 
  Monster Name (Armor Class; Movement; Hit Dice; hit points; 
  Number of Attacks per round; Damage; Alignment; Special 
  attacks; Special defenses; Magic resistance) 
  ABBREVIATIONS USED IN MONSTER STATISTICS 
  AC=Armor Class 
  C=Cleric 
  AL=Alignment 
  MV=Movement 
  F=Fighter 
  LG=Lawful Good 
  HD=Hit Dice 
  MU=Magic User 
  NG=Neutral Good 
  hp=hit points 
  T=Thief 
  CG=Chaotic Good 
  #AT=Attacks/round 
  S=Strength 
  CN=Chaotic Neutral 
  Dmg=Darnage 
  I=lntelligence 
  LN=Lawful Neutral 
  SA=Special Attack 
  W=Wisdom 
  N=True Neutral 
  SD=Special Defense 
  D=Dexterity 
  CE=Chaotic Evil 
  MR=Magic Resistance Con=Constitution NE=Neutral Evil 
  A=Assassin 
  Ch=Charisma 
  LE=Lawful Evil 
  Character: This is a description of the creature encountered, 
  how it might react, and what its attitude might be. Information 
  that monsters have that might beof use to the player characters 
  is also listed here. The personalities of the monsters and 
  characters that the PCs meet are left up to the Dungeon 
  Master-so ham it up! 
  Treasure: All the treasure that can be found in the room or area 
  is detailed here. 
  Trap/Trick Traps, such as sliding walls, trunks, spears from 
  the walls, etc., are explained in this section. 
  Lore: This catch-all contains points of interest about the area 
  or item, its purpose, its history, etc. These details will help you 
  to make your game more interesting. Characters will have 
  opportunities to read from runes (verses written in an ancient 
  alphabet), scrolls, tablets, etc., that they find while adventuring. 
  The percent chance of their reading the writing correctly is 
  given in Lore. If the PCsfail theirchanceof reading the writing 
  correctly, the DM should tell them, for example, “You cannot 
  read or understand the writing.” 
  FINAL NOTES: Occasionally, the text calls for dexterity or 
  constitution checks. This means that the character must roll 
  his or her dexterity/constitution or less on 1 d20. The effects of 
  the roll are explained in each case. 
  A “cumulative chance” means that each time a roll is made the 
  chance becomes greater. For example, as long as a PC sits 
  under a palm tree, there is a 5% cumulative chance, per turn, 
  that a coconut will fall on his or her head. This means that there 
  isa5%chanceof acoconutfalling thefirst turn, a lO%chance 
  the second turn, a 15% chance the third turn, and so on. 
  Monsters introduced in this module, are included in the 
  MONSTERS, CREATURES, AND MEN section on page 28. 
  This section also gives full information on important non- 
  player characters (NPCs). Any humans encountered will know 
  from one to four general rumors listed in the GENERAL 
  RUMORS TABLE at the end‘of the module. Information about 
  important treasures and other objects included here is listed at 
  the end of the module in TREASURES AND TOMES on page 
  32. 
  Some areas in the CRYPT OF BADR AL-MOSAK are fixed with 
  complicated magical spells and traps. The DM should pay 
  special attention to these areas before playing this module, so 
  the game flows more smoothly. 
  Certain areas or rooms described in this module are exactly 
  like other areas or rooms in the same general location. For 
  convenience, areas or rooms that are exactly alike have been 
  given the same area number on the map. There is only one text 
  description to use for each of these areas. 
  Player characters begin their adventure in SECTION I, area A 
  on the DESERT WILDERNESS MAP. 
  section 1: besent wiLbenness 
  DESERT PROLOGUE: 
  Use the DESERT WILDERNESS MAP. 
  Any time the PCs are not at any specifically numbered, set 
  location, they are considered to be in the desert, where the 
  description below may be used. Additional details about the 
  desert should be avoided since they do not directly affect the 
  outcome of this adventure and will tend to slow things down. 
  The DM may say something like: “You have journeyed for two 
  days without incident and see an oasis in thedistance,”to keep 
  things moving. Random encounters are also explained in 
  RANDOM ENCOUNTERS on the following page. 
  As far as you can see, the grey desert rolls into the distance, 
  baked by the blazing sun. Not a single stone or creature 
  breaks its surface. All about you is burning silence. Nothing 
  steers yourway except the sun’s path, which seems to come 
  ever closer to your own. The ash-colored sand billows 
  under your feet and chokes your parched throat. 
  WATER: The player characters will start with enough water for 
  their party, including their pack animals, to travel in the desert 
  for four days. If they ration their water and travel only at night, 
  theirwaterwill lastforfivedays. Playercharacters will lose two 
  strength points for every day they are in the desert without 
  3 
  
  water. They will regain three strength points every day they 
  drink at least eight pints of water. 
  MOVEMENT: Because of soft sands and extreme tempera- 
  tures, it takes a human, moving at a scale speed of 12”, two 
  hours to cross any hex on the DESERT WILDERNESS MAP. 
  All other movements should be adjusted to that scale. For 
  example, a dwarf who moves at a rate of 6” would take four 
  hours to cross a hex. A wild horse that moves at a rate of 24” 
  would take only one hour. Ten hours is certainly a full day’s 
  trek. Movement is also affected by terrain. Movement through 
  hilly regions is half normal for all characters except dwarves. 
  The pack animals available are camels and horses (see below). 
  Heavy loads affect movement, so each character must list what 
  his or her pack animal is carrying, including the character’s 
  own weight if he isalso riding. Should an animal disappear into 
  a sinkhole, the list will also be helpful in determining what has 
  been lost. 
  Camel: (AC 7; MV 21”; HD 3; #AT 1; Dmg 1-4; AL N; SA Spit). 
  The weight camels carry affects their movement. They move at 
  a maximum of 9” if carrying from 500 to 600 Ibs. (5,000-6,000 
  gp weight), or at 15” if carrying from 400 to 499.9 Ibs. 
  (4,000-4,999 gp weight). Camels attack by biting and spitting. 
  There is a 50% chance that they will spit at those trying to ride 
  them. If a camel spits, there is a 25% chance of blinding that 
  rider for one to three rounds. Camels are ill-tempered and will 
  refuse to rise for travel 40% of the time. Check again after 2 
  turns of coaxing. Once they have risen, however, they will 
  continue on without much further difficulty. If the camels 
  remain in one place without moving for one hour, there is a 
  20% chance they will lie down. 
  Draft Horse: (AC 7 ;  MV 18”; HD 2+2; #AT 3; Dmg 1-6/1-6/1-3; 
  AL N). A medium horse can carry up to 650 Ibs. (6,500 gp 
  weight), but its movement is slowed to 9” with any weight in 
  excess of 400 Ibs. (4,000 gp weight). Horses are panicked by 
  raging fire, sudden movement, loud noises or strange smells 
  90% of the time. 
  SIGHTING DISTANCE: Sighting distance is also affected by 
  terrain. While in the dunes area, all above-ground objects that 
  are numbered on the DESERT WILDERNESS MAP can be 
  seen from a distance of 2 hexes (4 miles). 
  Distances are difficult for any PC to determine in the desert. 
  There is a 90% chance that the distance guessed by just 
  looking will always appear to be ’/4 to % mile, regardless of the 
  actual distance involved. Pillars of smoke that are many miles 
  away will seem to be right over the next dune. 
  RANDOM ENCOUNTERS: While in the desert, check for 
  randomencountersonceeveryfourhours.Arollof 1 onaldlO 
  indicates that an encounter takes place. If an encounter is 
  indicated, roll 1 dlO to determine which encounter to use from 
  the RANDOM ENCOUNTER TABLE below. See MONSTERS, 
  CREATURES AND MEN for monster descriptions. All intelli- 
  gent creatures will know the location of the CRYPT OF BADR 
  DESERT OF DESOLATION RANDOM ENCOUNTER TABLE 
  AL-MOSAK. 
  1. 
  2. 
  5Dustdiggers(AC4;MV3”;HD4; hp14,12,12,12,10;#AT 
  1; Dmg 1-8 + AC of victim; AL N; SA Enfolded victims 
  cannot attack, illusion; SD Burrows in sand as camouflage). 
  1 Sandman (AC 3; MV 9”; HD 4; hp 13; #AT nil; Dmg nil; AL 
  NE; SA sleep; SD Protection from normal missiles; MR 
  20%). Roll 1 d6. If the result isa 1, then roll again using this 
  table for an additional encounter after the sandman 
  attacks, ignoring any other sandman results. 
  3. 
  4. 
  5. 
  6. 
  7. 
  a. 
  9-10. 
  1. 
  2. 
  3. 
  4. 
  4 
  1 Dustdigger (AC 4; MV 3”; HD 4; hp 11 ; #AT 1 ; Dmg 1-8 + 
  AC of victim; AL N; SA Enveloped victim cannot attack, 
  illusion; SD Can burrow under sand for camouflage). 
  6Sandmen (AC3; MV9”; HD4; hplO, 13,21,11,7,15; #AT 
  nil; Dmg nil; AL NE; SA Sleep; SD Protection from normal 
  missiles; MR 20%). Roll for additional encounter. 
  Dust Storm. A dust storm rises on the wind. There is an 
  80% chance the party will be lost unless they halt all 
  movement. Parties that are lost change the direction of 
  their travel randomly and then move in that direction for 
  the distance their movement rate indicates. Movement 
  during a dust storm is at one-half the normal rate. 
  Acid Rain. Black clouds start to build on the horizon. 
  Within ld10+20 rounds, the clouds will close overhead 
  and an acid rain will fall, doing 1-4 points of damage per 
  round to any exposed living flesh. Cloth and other cover- 
  ings seem to shed the rain without damage. Animals must 
  be sheltered from the rain either by cloth or overhanging 
  cover. The storm will last for 1-10 rounds. 
  3 Dustdiggers (AC 4; MV 3”; HD 4; hp 12,14,8; #AT 1 ; Dmg 
  1-8 + AC of victim; AL N; SA Enveloped victims cannot 
  attack, illusion; SD Can burrow under sand for cam- 
  ouflage). 
  5GiantTarantulas(AC6; MV18”; HD2+2; hp10,8,8,6,13; 
  #AT 1; Dmg 1-4 + paralysis poison; AL N). Victims must 
  save vs. Poison or be paralyzed for 1-6 turns. 
  Special Event Roll ld6 on the subtable below. 
  SPECIAL EVENT SUBTABLE 
  Pillar of Smoke. In the distance the smoke appears on the 
  horizon and continues for four days. This pillar of smoke 
  comes from location H on the DESERT WILDERNESS 
  MAP. 
  Pillarof Smoke. Thesmoke will continue for four daysand 
  originates from location Kon the DESERT WILDERNESS 
  MAP. 
  10 Members of Dervish Hunting Party (AC 6; MV 12”; F 4; 
  #AT 1; Dmg 1-8+2; AL LN; strength bonus +I to hit, +2 
  damage). These Thune Dervishes are looking for a caravan 
  reported wandering through this area, which was to 
  provide much-needed food and supplies for their 
  encampment. They will not give up their search but will, if 
  their reaction is friendly, point the way to the oasis at 
  desert location H. Each knows from 1-4 rumors (see 
  GENERAL RUMORS TABLE page 32. 
  10 Symbayan Airlancers (AC 6; MV 12”; F 4; #AT 1 ; Dmg 
  1-8+2; AL LG; strength bonus +1 to hit, +2 damage) flying 
  on Pegasi (AC 6; MV 24”/48”; HD 4; #AT 3; Dmg 
  1-8/1-8/1-3; AL LN). The riders are carrying lances and 
  flying in a pattern. They may land to investigate the party 
  but will not trust them. If the party members have the 
  warrior’s medallion and show it to the Airlancers, then the 
  Lancers will aid the party by offering to carry them to any 
  location within a day’s flight. The Lancers are currently 
  looking for a lost caravan and cannot be delayed more 
  than one day. If the PCs do not have the medallion, then 
  the Airlancers will consider them to be Thune spies and 
  take them immediately to the OASIS OF THE WHITE 
  PALM and bring them before the sheik for judgment. The 
  Pegasi will serve no one but their original masters. Each 
  knows from 1-4 rumors (see GENERAL RUMORS TABLE 
  page 32). 
  
  1 Purple Worm. The ground beneath the party begins to 
  shake when suddenly, from beneath the sand, the worm 
  (AC6; MV9”;HD 15; hp54;#AT2; Dmg2-24/1-4+ poison; 
  AL N; SA Swallows victim) emerges. 
  Mirage. An oasis is seen in a random direction 2 hexes in 
  the distance. This mirage will disappear whenever the 
  party gets within 100 yards of its apparent location. 
  Characters may attempt to save vs. Spell at -2 per day 
  without water to disbelieve the illusion. 
  DESERT ENCOUNTERS 
  A. Start of the Adventure 
  Play: Read the INTRODUCTION, found at the beginning of the 
  module, to the players. The player characters will have the 
  items listed in Treasure. Give each character a rumor detailed 
  in the TABLE OF RANDOM RUMORS below. 
  Treasure: The player characters have the following items: 
  GENERAL PROPERTY: 
  Enough water to travel in the desert for four days or, if they 
  travel at night, for five days. 
  Three large tents with poles, 10 feet x 20 feet in size, weighing 
  4,000 gp each. They require four turns (40 minutes) to set up 
  or take down. 
  One Writ of Authority granting permission to be in the Desert 
  of Desolation. It weighs 1 gp. 
  Three bundles of firewood weighing 20 Ibs. (200 gp weight) 
  each. One bundle provides fire for one night. 
  The Star of Mo-pelar. This very valuable, opal-like star is a 
  gem of true seeing. Superstition follows the star since it is 
  believed cursed, and no one in the desert would ever buy it. 
  EACH PLAYER CHARACTER IS GRANTED: 
  Cash for expenses-2,000 sp. 
  One bag containing two weeks’ iron rations weighing 15 Ibs. 
  (150 gp weight). 
  The PC’s choice of either a camel or a draft horse. (See 
  DESERT PROLOGUE under MOVEMENT for a description 
  of these animals.) 
  TABLE OF RANDOM RUMORS 
  These are rumors that the party may have overheard prior to 
  their arrest and banishment into the desert. The true (T) and 
  false (F) notes are for the DM only. 
  Roll 1 dloforeach player character. Using the table below, give 
  the corresponding rumor to that player character secretly. The 
  PC may keep the rumor secret or tell the rest of the party. 
  1. 
  (F) The greatest Pharaoh of ancient days was entombed in 
  a great city. The city was buried under the sands, and the 
  wealth of the Pharaoh was buried with him. His wealth 
  remains there still with a curse on it. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 
  E 
  (F) A palace of gold and gems once glittered on the 
  southern horizon. Many people saw its spires of gold, but 
  no one has ventured in that direction. 
  (T) There are obelisks (tall monuments) in the desert with 
  writings on them that tell of great people and deeds, but 
  they are evil places where death awaits. No one who has 
  gone to study those ancient stones has ever returned. 
  (This rumor refers to the third module in the Desert of 
  Desolation series and does not affect play in this module.) 
  (T) Part of an epic poem reads: 
  when the EVIL walks OUR lanb acjarn, 
  WILL nomabic pRinces come to s a  
  that cjoob anb EVIL then ane m a .  
  his power into the FIRST, brides hanb, 
  then WILL neebs be 
  the S U R  
  there 
  anb hope shall not wither 
  an0 put OFF BML in its appointed hour 
  to my tomb B e  borne hither 
  open the gates to my sphere of powen 
  (This rumoralso refers to the third module in the Desert of 
  Desolation series.) 
  . 
  (T) Beyond the hills the world ends. There the sky is 
  bottomless. Ships sail the clouds and their crews attempt 
  to bring the souls they capture to an ancient City of 
  Damnation. (This rumor refers to the third module in the 
  Desert of Desolation series and does not affect play in this 
  module.) 
  (T) One of the greatest Pharaohs of the ancient days 
  cursed his own land and set out to ruin it. Yet even after his 
  death, his people worshipped him, for his power reached 
  from beyond the grave. (This rumor refers to the first 
  module in the Desert of Desolation series and does not 
  affect play in this module.) 
  (T) Some of the most fabulous treasures lost in the desert 
  were the Star Gems. Of great power and tremendous 
  value, they were mentioned in a prophecy concerning the 
  release of evil into the desert and the healing of the land. 
  (This rumor also refers to the first module in the Desert of 
  Desolation series.) 
  (T) A mighty pyramid lies to the east, that is believed to be 
  theft-proof. (This rumor refers to the first module in the 
  Desert of Desolation series and does not affect play in this 
  module.) 
  (T) Tales of the Pharaohs’ evil are surpassed only by the 
  tales of their wealth. Many wondrous items were buried in 
  their tombs and untold wealth must surely still be found 
  there. (This rumor refers to the first module in the Desert 
  of Desolation series and does not affect play in this 
  module.) 
  For this rumor, the DM should tell the most outrageous lie 
  about fabulous desert wealth he or she can think of. 
  J 
  
  B. Battle Plain 
  The dunes are stained with the blood of the battle that raged 
  here but a few hours ago. An army lies upon the churned-up 
  ground, the sun baking their lifeless bodies and the remains 
  of their camels, horses, and Pegasi. All is still save the soft 
  rustle of the wind across the sand as it drifts over the dead. 
  Only a single human figure crawls slowly and painfully 
  among the fallen bodies, a sad but valiant warrior. 
  Play: The figure is the Monster and can easily be overtaken. 
  The soldiers’ bodies have been stripped of all coins, weapons, 
  armor, or valuable items. The confused track of hooves and 
  footprints is cut by a clear track of three ski runners that lead 
  southeast. Another trail of burned stone and gnawed bones 
  runs toward the stone hills westward to location K. 
  M0nster:TheSurviving Warrior, (AC IO; MV4”; F3; hp2;#AT1; 
  Dmg Unarmed; AL LN) is found crawling across the sands 
  toward the south. It is obvious that he is dying. 
  Character: If treated kindly, the warrior will give the following 
  account of what happened in the battle: 
  “Two days ago we and the Airlancers found the Oasis of Akhir 
  burned to rubble. We followed the trail of the attackers here, 
  determined to have vengeance. 
  “No sooner had we arrived than over the western hills were 
  seen clouds of dust and smoke. Suddenly a tower of fire soared 
  into the sky, taking the shape of a huge man. His voice shook 
  the ground. ‘Look upon the death of the world, ye mortals,’ he 
  roared from the clouds, ‘for I have been released from bondage 
  and have come for my revenge.’ He raised his hand and the 
  ground opened. Out poured his army of undead, and we were 
  slain .” 
  The warrior removes a medallion he is wearing and presses it 
  into your hand. Then he gasps with his last breath: 
  “I beg of you, take this medallion of honor and show it to my 
  Sheik Kassim. He is lord over the Oasis of the White Palm that 
  lies to the southeast. Alas, the place is set! Tell him what 
  happened to us and he will reward you. Only he can stop this 
  evil now.” 
  With this, he dies. 
  Lore: The soldiers’ bodies have been stripped by the slavers 
  who also dabble in theft. The three ski runner tracks are from 
  their sleds. 
  C. Sinkholes 
  Play: These areas will seem different than normal desert only 
  10% of the time. Sinkholes are places where the sand is 
  especially fine and shifts easily under weight. Each character 
  moving over such an area must make a dexterity check or start 
  tosink. Camels will sink on a roll of 1 thrown on ld10, with all 
  otheranimalssinking on a roll of 1 thrown on ld6. Wagonssink 
  on a roll of 1-2 on 1 d6. This check is made once per hour if the 
  party is traveling or once per turn if they are not. Every round a 
  character is sinking, he must make a dexterity check at -5 to 
  pull himself out. Complete submersion takes one to six 
  minutes (rounds), thereafter doing 1-4 points of damage per 
  round with the character dying of suffocation in eight rounds. 
  Every round a PC is completely submerged, he must make a 
  dexterity check at -10 to pull himself out. 
  Saving anything before it disappears beneath the sands 
  forever requires finding a way to stop further sinking, like 
  throwing a rope to a person or tying it around acamel. Then, 20 
  strength pointsare needed to pull out small creatures (halflings, 
  dwarves, small animals), 30 strength points for medium 
  (human-sized) creatures, and 80 strength points for large 
  creatures. The strength of a player character (but not pack 
  animal) who is sinking may be applied to the total strength 
  used toget him or herout. It will takell-20 (ld10+10) minutes 
  to extract anything or anyone. Note that those assisting in 
  saving something will havetostopeveryturn tosee if they sink 
  as well. Objects will sink to a depth of 11-20 (ld10+10) feet 
  below the surface, with sand filling up the hole. Digging to any 
  depth in such sand is impossible, as the sides of the hole 
  simply collapse and fill it in. 
  D. Hills 
  Craggy, low hills of broken and baked stone jut upwards at 
  weird angles and cast tortured shadows. 
  Play: Movement rate is half normal in such areasfor all persons 
  except dwarves. There is a 60% chance per hour spent 
  searching of finding a cave shelter large enough for the party. 
  E. Bleached Bones 
  The trail suddenly broadens amid the dunes. The clean, 
  white bones of camels stand in a rouahlv 100-foot circle. 
  Play: There is a 30% chance that a party member will discover 
  that the bones have only recently been picked clean. All 
  worthwhile objects have been taken from the area. A set of 
  three sled tracks leads east to location F. 
  F. Oasis of Akhir 
  Theoasis is burned black, its palms broken and charred. At 
  one side tent poles, from which hang small scraps of singed 
  cloth, jut from the sand. This area is nearly400 feet across. 
  Nothing lives here now. 
  Play:There are no valuable items to be found, although there is 
  evidence that the area has been disturbed since the burning. 
  Several sets of parallel runner tracks travel south toward 
  location H. 
  G. The White Palm Airlancers 
  High overhead, you see a formation of robed humans 
  mounted on Pegasi and carrying lances. As they see you, 
  they tilt their lances downward and dive in your direction. 
  Play: As soon as the PCs are within 3 hexes of area H on the 
  DESERT WILDERNESS MAP, they will encounter the Monsters. 
  The Monsters will sound a horn and then land around the 
  party. They will question them and then escort them under 
  guard to the sheik at the oasis. If the party resists, the lancers 
  will attack. 
  Monster:ThesearetheWhitePalmAirlancers(AC6; MV12”; F 
  4; #AT 1; Dmg ld8+2; AL LN; strength bonus +1 to hit, +2 
  damage) mounted on their Pegasi (AC 6; MV 24”/48”; HD 4; 
  #AT3; Dmg 1-8/1-8/1-3;ALCG).Therewill typically beld6+5 
  of these units on patrol at any time. One person in each group 
  carries a pennant on a pole and a large horn. This horn will be 
  sounded whenever the player characters are first seen. 
  Character: These Airlancers guard the borders of the oasis for a 
  distance of 3 hexes on the map. They are on the lookout not only 
  for Dervish spies but for servants of the Evil Efreeti. In as much 
  as spies and evildoers may come in any number of guises, any 
  strangers will be treated suspiciously until they prove them- 
  selves friends. Each Airlancer knows from one to four rumors 
  (see GENERAL RUMOR TABLE at the end of the module). 
  6 
  
  Ll-L4. Ruins 
  Jutting jaggedly from the midst of the desert are ancient 
  broken pieces of hand-hewn stone. 
  A 
  H. Oasis of the White Palm 
  Play: See SECTION I I :  OASIS OF THE WHITE PALM. 
  1. Temple of Set (beneath the desert surface) 
  Play: See SECTION I l l :  TEMPLE OF SET. 
  J. Path of the Malatath 
  Throughout this area, burned bits of rubble and charred 
  rock testify to some terrible destruction. Gnawed bones 
  litter the area, and footprints of forked and clawed design 
  mark the sands into the distance. 
  Play: The footprints may be followed to location K. 
  K. Crypt of Badr AI-Mosak 
  Play: See SECTION IV: CRYPT OF BADR AL-MOSAK for 
  description. 
  M. City of Phoenix 
  This city is in ruins. Broken stones and bits of rubble lie 
  throughout the area. In the center is a large statue of Set. 
  Play:There isa60Yochanceof finding an object with runes, as 
  given in Lore. If the word “Atmopryeetno” is spoken here (see 
  Palm Sign and Amulet, page 32, and read ENDING THE 
  ADVENTURE, page27). At this point, the player characterswill 
  have achieved their goal. The game may end here or continue 
  on if they wish to explore the oasis further. The Djinni who is 
  freed (see Monster below) is discussed in more detail in 
  ENDING THE ADVENTURE. The bottle he gives the player 
  characters is the Treasure. 
  Monster: Aeraldoth, Djinni Vizier to the Caliph (AC -4; MV 
  24”/24”; HD 88 hp; #AT 2; Dmg 2-2412-24, AL NG) will 
  appear. See MONSTERS, CREATURES AND MEN for details. 
  Treasure: A small blue glass bottle is given. When the stopper 
  ispulledaDjinni Servant (AC4; MV9”/24”; HD7+3; hp35;#AT 
  1 ; Dmg 2-16; AL CG) will emerge. This Djinni is not a noble and 
  cannot give a wish; otherwise his powers are the same as those 
  of any other Djinni. Thisservant isgiven with the understanding 
  that the party must not use him to perform any evil act. If the 
  Djinni is asked to perform an act that is evil or that the PCs 
  know will lead to an evil goal, the Djinni will be freed. The 
  definition of an evil act must be very broad because the Djinni 
  will want to be free of his service as soon as possible. The DM 
  should allow the PCs to use the Djinni so long as the use is not 
  abusive to the game or does not contribute to evil. After a few 
  occasions of use, the DM should probably start looking for 
  ways to release the Djinni. 
  Lore: There is a base 30% chance of interpreting the runes 
  which read: 
  h€R€ stands the Clty OF phoenix where the entrusted words Call 
  Fonth the minacle anb bebveaance. 
  section ii: the oasis of the white palm 
  OASIS OF THE WHITE PALM’ PROLOGUE: 
  Use the OASIS OF THE WHITE PALM MAP. 
  BACKGROUND: The Oasis of the White Palm is the only 
  remaining stronghold against the Efreeti. Yet within the oasis 
  itself the people are split into three separate factions. Each 
  faction has its own purposes and goals-not 
  all of them 
  contrary to the Efreeti’s purposes. Everyoneat the oasis knows 
  the location of the CRYPT OF BADR AL-MOSAK and that 
  legends say it is the home of evil beings. 
  THE THUNE CULTISTS: A few decades ago, most of the 
  Symbayans converted from their Thune-like ways and began 
  worshipping their one god, Anu. This started the long war 
  between the true Thunes and the Symbayans. Although the 
  Thunes and Symbayans are now separate tribes, there are 
  people among the Symbayans who have never given up their 
  old ways. These people have formed a secret religious 
  organization known as the Thune Cult. The cult secretly plots 
  to overthrow the sheik and return the Symbayans to the old 
  7 
  idol worship. They would like to assassinate the sheik’s first- 
  born son, Hassan Arslan, and place his second son, Korus 
  Eikoth, on the throne. Korus Eikoth is secretly one of the 
  cultists, a fact that has been well hidden from the sheik. 
  However, the cultists have no one clever enough to avoid the 
  sheik’s guards and kill him. 
  THE SHEIK LOYALISTS: These people are loyal to the sheik 
  and his sons and will follow their orders. The sheik is aware 
  that the Thune cultists exist but has not discovered their secret 
  meeting place. It would, in any event, be difficult for him to use 
  force against members of the cult unless he had proof of their 
  threat to him or the tribe. 
  THE SLAVE TRADERS: The respected Sandvoyagers’ Guild 
  within the oasis compound was, several months ago, secretly 
  taken over by slave traders. These ruthless individuals have 
  continued to maintain theGuild asa front fortheir operations. 
  They have been under constant threat of discovery by the 
  sheik and have tried to ally themselves with the cultists. They 
  
  have learned that Corga Kazan, a water bearer, is the cult’s 
  high priest. The slavers have approached Corga, promising to 
  aid the cult if, when the cult comes into power, it does not 
  hinder their slave operations. 
  Until now these factions have watched one another carefully, 
  waiting for someone to make a false move. Now a new force 
  has upset the careful balance. The Efreeti materialized within 
  the inner sanctum of thecult’stemple whiletheir priest, Corga, 
  was there. Corga, realizing how powerful the Efreeti was, 
  pretended to worship him. The Efreeti told Corga that it was 
  searching for a certain woman of the desert with a design on 
  the palm of her hand. 
  Corga knew that the woman with the design was the bride of 
  the sheik’s first-born son, Hassan. However, he did not admit 
  this to the Efreeti. He thought he would capture the girl on his 
  own and then trade her for the Efreeti’s help in seizing control 
  of the oasis, making himself its leader and placing the Thune 
  Cult in power. So Corga lied to the Efreeti and said that he 
  didn’t know the girl but would try to find her for him. 
  Corga’s plan included the slavers. Corga and his people were 
  not skilled kidnappers, but the slavers were. If the slavers 
  wanted to befriend the cult, that was fine with Corga. If the 
  slaverswould agree to kidnap the girl for him, he could bargain 
  with the Efreeti to destroy the sheik and BOTH sons. That 
  would leave only Corga to rule the oasis with his followers. 
  So, Corga and the slavers made an agreement. However, on 
  the night of the planned kidnapping, Princess Shadalah 
  disappeared. Unknown to the others, the Efreeti had found the 
  princess unaided and taken her. 
  Now the oasis is nearly explosive with tension. The 
  Symbayans want desperately to find the bride, but small 
  search parties have met with no success. However, if all the 
  guards are sent on the search, it will expose the sheik to 
  assassination. The Thune cultists believe that the slavers have 
  the bride and are holding out for a bigger share of the spoils. 
  The slavers, who find themselves under increasing suspicion 
  from the Symbayans, believe the cultists have taken the 
  princess without their aid and wonder why the arrangement 
  was changed. All the factions want the bride’s return. None of 
  them know where she is. It is into this tense situation that the 
  party of adventurers arrives. 
  In the midst of the desert’s wandering dunes, an island of 
  lush, green life beckons you. 
  NOTE: Anywhere within the area of the oasis, ld8+4 Symbayan 
  home guard (AC 4; MV 12”; F 6; #AT 1; Dmg ld8+2; AL LN; 
  strength bonus +1 to hit, +2 damage) can be called for and will 
  arrive within 2-16 (2d8) rounds. The guard will attempt to halt 
  hostilities and bring all involved parties before the sheik for 
  judgment. The guards do not believe they have the wisdom to 
  deal out justice themselvesand will insist on going to the sheik. 
  RANDOM ENCOUNTERS: Check for random encounters 
  once every three turns. A roll of 6 on ld6 indicates that an 
  encounter takes place. If an encounter is indicated, roll ld6 
  and use the corresponding encounter number from the 
  RANDOM ENCOUNTER TABLES below. If it’s night for the 
  PCs use the night encounter table; if it’s daytime, use the day 
  encounter table. Everyone encountered within the oasis will 
  know one to four rumors from the GENERAL RUMOR TABLE 
  at the end of the module. 
  OASIS OF THE WHITE PALM 
  RANDOM ENCOUNTER TABLES 
  DAY ENCOUNTERS (Dawn to Dusk) 
  1. 6-12 (2d4+4) Women carrying water (AC 10; MV 12”; F 1; 
  #AT 1; Dmg Unarmed; AL LN). 
  2. 
  3-6(ld4+2)Womencarryingclothing (AC10; MV12”; F1; 
  #AT 1; Dmg Unarmed; AL LN). 
  3. 1 Traderwith beads(AC8;MV12”; Fl;#ATl;Dmg1-4;AL 
  LN). 
  4. 
  1-4 Traders carrying palm dates (AC 10; MV 12”; F 2; #AT 
  1; Dmg 1-4; AL LN). 
  5. 1-4 Traders with camels (AC 7; MV 12”; F 3; #AT 1; Dmg 
  ld8+2; AL LN; strength bonus +1 to hit, +2 damage). 
  6. 5-12 (ld8+4) Home Guard. (See above.) 
  7-8. See the SPECIAL ENCOUNTER TABLE FORTHE OASIS. 
  NIGHT ENCOUNTERS (Dusk to Dawn) 
  1. 1 Drunken Symbayan (AC 4; MV 12”; F 4; #AT 1; Dmg 
  ld8+2; AL LN; strength bonus +1 to hit, +2 damage). 
  2. 
  1-8 Slaver Guards (AC 4; MV 12”; F 2; #AT 1; Dmg 1-8; AL 
  NE). 
  3. 
  1-4 Symbayans (AC 6; MV 12”; F 4; #AT 1 ; Dmg 1 d8+2; AL 
  LN; strength bonus +1 to hit, +2 damage). 
  4. 1-4MaleDrow(ACl;MV12”; F3;#AT1; Dmgl-6;ALCN; 
  SA dancing lights, faerie fire, darkness; SD +2 to all saving 
  throws; MR 56%). 
  5. 1-2 Symbayan Nobles (AC 4; MV 12”; F 5; #AT 1; Dmg 
  ld8+2; AL LN). 
  1 Symbayan Slave on errand (AC 10; MV 12”; F 1; #AT 1; 
  Dmg. Unarmed; AL NG). 
  7-8. See the SPECIAL ENCOUNTER TABLE FOR THE OASIS. 
  6. 
  8 
  
  SPECIAL ENCOUNTER TABLE FOR THE OASIS 
  The first time a special encounter is indicated, use encounter 
  “A.” From noon to midnight, use ld8forencounters; otherwise 
  use ld6. See MONSTERS, CREATURES AND MEN for 
  characters and rumors. 
  A.Thesheik’ssecond son, Korus Eikoth, (AC 1; MV 12”; F7; hp 
  45; #AT 3/2; Dmg ld8+4; AL LE; strength bonus +2 to hit, +4 
  damage) comes to the party with a proposition. He asks the 
  party to find Princess Shadalah, saying he believes that certain 
  people in the Sandvoyagers’ Guild are holding the girl in their 
  warehouse. He warns them to bring the girl straight to him and 
  not let anyone else see her. He will wait for them after dark by 
  the monolith in the oasis. 
  Korus offers to pay the party handsomely in addition to what 
  the sheik has promised them. He will also give them three 
  maces+l. However, once he has the princess in his grasp, he 
  secretly plans to kill the party. If the party accepts Korus’offer, 
  then Korus will be found by the monolith every night about one 
  hour after sunset and will remain until midnight. At midnight, 
  he will go through the secret door in the monolith and enter the 
  ancient underground temple for worship service. He will 
  provide any information about the bride, Shadalah, that will 
  help the party recognize her but will be very vague and 
  secretive beyond that. If the party has met Korus Eikoth before, 
  he will restate his offer or, if the bargain has been made, will 
  ask how things are going. 
  1. 
  Hogan Underwood, halfling (AC 1; MV9”; T 14; hp56; #AT 
  1; Dmg 1-4+1; AL N). He carries a dagger +l. 
  2. 
  Zorath Blackblade (AC 5; MV 12”; A 5; hp 19; #AT 1; Dmg 
  ld6+1; AL NE; strength bonus +1 damage). 
  3. 
  Rose Underwood, halfling (AC 7; MV 9”; F 1; hp 5; #AT 1; 
  Dmg 1-4; AL NG). 
  4. 
  Thurnas Netmaster (AC -1; MV 12”; F 7; hp 59; #AT 3/2; 
  Dmg ld8+3; AL NE; strength bonus +1 to hit, +3 damage). 
  5. 
  Hassan Arslan (AC 0; MV 12”; F 7; hp 53; #AT 3/2; Dmg 
  ld8+3; AL LN; strength bonus +2 to hit; +3 damage). 
  6. 
  rolando the Minstrel (AC 6; MV 12”; F 1; hp 8; #AT 1; Dmg 
  1-8; AL NG). 
  7-8. Corga Kazan (AC 5; MV 12”; C 5; hp 27; #AT 1 ; Dmg 2-7; AL 
  LE). He is armed with a mace +l. See MONSTERS, 
  CREATURES, AND MEN for spells. 
  OASIS OF THE WHITE PALM ENCOUNTERS 
  H1. The Nomad Camp 
  On one side of the oasis, lying at its green border, sprawls 
  the great nomad camp. A one-foot wide band of green cloth 
  encircles the camp some 50 feet from the outermost tents, 
  stopping at the main entrance. The cloth is kept free of 
  blowing dust by the guards and gives off an unpleasant 
  smell. A similar band of red cloth encircles the camp at a 
  distance of 30 feet from the outermost tents. 
  Play: The camp measures 1000 feet across. The green and red 
  cloth bands are described in Trap/Trick. Monster #1 will be 
  encountered on a roll of 1-2 on ld6 during the day and on a roll 
  of 1-4 during the night. Monster#2 guards the main entrance. 
  Unless otherwise noted below, each tent in the encampment 
  will contain Monster #3 and Treasure. There are approximately 
  100 tents in the camp. 
  Monster #1: Two Symbayan Guards (AC 4; MV 12”; F 4; hp 24, 
  18; #AT 1; Dmg ld8+2; AL LN) will be patrolling this area on 
  their horses (AC 7; MV 24”; HD 2; hp 12 each; #AT 2; Dmg 
  1-4/1-4;AL N).Theywill attack immediately iftheencampment 
  is attacked. 
  Monster#2: FourSymbayan Guards (AC4; MV 12”; F4; hp 12, 
  16,20,25 #AT 1 ; Dmg 1 d8+2; AL LN) and two War Dogs (AC 6; 
  MV12”; HD2+2; hp7,5;#ATI; Dmg2-8;ALN)guard themain 
  entrance to the camp. 
  Monster#3: Each tent has 1-2 male Symbayans (AC 9; MV 12”; 
  F 3; #AT 1; Dmg 1-8; AL LN); 2-4 women (AC 10; MV 12”; F 2; 
  #AT 1 ; Dmg Unarmed; AL LN); and 0-2slaves (AC 10; MV 12”; F 
  1 ; #AT 1 ; Dmg Unarmed; AL N; 75% chance slaves are female). 
  Treasure: In each tent there are 4-48 cp, 3-18 sp and a 25% 
  chance of 2-12 gp. Ninety percent of the women wear various 
  formsof jewelry, althoughonly5%of thewomen will be found 
  wearing 1-3 pieces of valuable jewelry worth 5-50 gp each. 
  Trap/Trick: The green band acts as an insect and spider 
  repellent and is harmless. The red band has no special effect, 
  but when set afire it will burn fiercely. The camp will be 
  encircled bya non-magical flame that will flare forthree turns, 
  doing 2-12 points of damage to all creatures passing through. 
  H2. The Sheik’s Tent 
  Use the SHEIK’S TENT MAP. 
  You see before you the largest tent in the camp, its multi- 
  colored cloth fluttering in the desert breeze. Two large 
  human figures stand with arms folded by the tent’s flap 
  opening. 
  M0nster:Theguardsofthesheik (AC4; MV12”; F4; hp25,30; 
  #AT 1; Dmg ld8+2; AL LN) watch the entrance. They will not 
  allow anyone to pass unless the sheik himself permits it. One of 
  them will take gifts to the sheik from the PCs if asked. Those 
  not bringing expensive gifts of 1,000+ gp value or a magical 
  weapon will not be admitted unless they have a medallion or 
  some other sign from a person the sheik knows and trusts. 
  Each guard wears chain mail, carries a shield, and fights with 
  either a scimitar or composite bow. Each has one arrow +l. 
  H2a. Sheik’s Main Audience Room 
  Rich silk pillows and mats have been cast upon the beautiful 
  rugs in the main chamber. Two slave girls stand near the 
  entrance while opposite them a man richly garbed in fine 
  silk robe and jewel-laced turban sits atop a pile of pillows. 
  Two large and fierce-looking men stand on either side of 
  him, theirarmsfolded. Ayoung man wearing long robessits 
  on the floor just before the silk-robed man. 
  Play: The man sitting on the floor is Monster #1 and will 
  address the party first. The men standing on either side are 
  Monster #2 and will defend the others if any threat is made. 
  Monster #3 sits and will never address the party directly until 
  9 
  
  he feels that they are worthy of such merit. The slave girls will 
  do the master’s bidding as detailed in Monster#4. One each of 
  the Treasure #1 is worn by Monster #1 and Monster #3. 
  Treasure #2 lies beneath the sheik’s pillows. 
  Monster #1: First son of the sheik, Hassan Arslan (AC 0; MV 
  12”; F7; hp53;#AT 1; Dmg ld8+3;ALLN;strength bonus+2to 
  hit, +3 damage). He owns a scimitar +2 and dagger +1 and 
  wears chain mail +2. This son is the identical twin of Korus 
  Eikoth (see MONSTERS, CREATURES AND MEN for 
  descriptionsof both). Hassan wearsan amulet identical to that 
  worn by his father. The amulet is also a link with the mark on 
  his bride’s hand. 
  Monster #2: The guards of the sheik (AC 4; MV 12”; F 4; hp 20, 
  25; #AT 1 ; Dmg 1 d8+2; AL LN).They wear chain mail and carry 
  shields, scimitars, and composite short bows. Each possesses 
  one arrow +l. 
  These loyal men follow only the sheik’s orders. 
  Monster #3: The Sheik Kassim Arslan (AC -1; MV 12”; F 9; hp 
  82; #AT 3/2; Dmg ld8+7; AL LN; S 18(9O0/o); I 14; W 11; D 16; 
  Con 17; Ch 16) sits in audience. He has his scimitar +3 and 
  shield +1 at hand and wears his chain mail +3. He also wears a 
  scarab of protection and carries a potion of invulnerability 
  within the folds of his flowing robes. Around his neck is an 
  amulet identical to that worn by his first-born son, Hassan. 
  Character #3: If any character has been accused of theft, the 
  sheik will judge him. A character found guilty will be punished 
  by seven blows from a flail. The sheik is, however, greatly 
  amused by stories and will allow each person found guiltyone 
  minute to tell him a tale. If the tale is more fantastic than any he 
  has heard before, then he will pardon the group with a warning. 
  Each offender makes a charisma check at -5 to determine if the 
  tale he tells is indeed more fantastic than any the sheik has 
  heard. The DM can ask that each PC tell such a story about his 
  adventures. If the tale is good and can be told in one minute, 
  the DM can adjust the roll anywhere from -5 to nosubtraction. 
  If the sheik doesn’t like them, the player characters will be 
  imprisoned for the night and promised a flailing in the 
  morning. However, Korus Eikoth will visit them that night as 
  outlined under Special Encounters, Encounter “A”, page 9. 
  The party will be freed the next morning by the sheik after a 
  warning and a flailing with ld8 points of damage. 
  If the sheik does like the playercharactersand if they show him 
  the warrior’s medallion, he will then ask their aid; 
  “I am most happy to welcome you to our humble oasis home 
  and wish you all health and happiness during your stay among 
  us. May our saddened hearts not dim the glory of your lives. 
  “Now I would seek your aid in a matter of great importance to 
  me. Hear my tale and, if you be friends and willing, aid me as 
  you may. 
  “While many among my people enjoy great health and 
  happiness, there are those who, I fear, wish harm to me and my 
  sons. The discontented are always among us, but never have 
  they dared to act before now. 
  “Seven suns ago, Shadalah, a young noblewoman from our 
  tribe, was betrothed to my first-born son, Hassan. She was the 
  chosen bride because she had upon the palm of her hand the 
  sacred symbol. Aftertheir betrothal the three-day feast began. 
  “Yet, the place was set and no man knew the time. May Anu 
  guide us! Word came by runner the same day that the army was 
  needed to fight the Evil Efreeti in the north. The warriors 
  departed at once. On the following night, Princess Shadalah 
  disappeared. The marks in the sand outside her tent told of a 
  struggle. The trail ended just north of our camp. 
  “Ourwarriors have struggled to hold the Evil One and his army 
  at bay. They have kept us safe until now-but their absence 
  has weakened my position here and made my enemies bold. I 
  believe that my enemies here in the camp, whoever they may 
  be, have Hassan’s bride. 
  “I ask you to help us recovershadalah, the beloved bride of my 
  first-born son. My second son, Korus Eikoth, will aid you if you 
  wish. And if you find her, then the wealth of my tent and the 
  friendship and service of my kingdom shall be yours.” 
  If the party agrees to help thesheik find the princess, thesheik 
  will give them one of Treasure #I and all of Treasure #2. 
  The sheik is not fond of outsiders, and those who do not bring 
  expensive gifts should not expect to be granted an audience. 
  The sheik never speaks directly to anyone other than his true 
  10 
  
  friends, whom he always honors. For such friends he holds a 
  feast and gives them a medallion which identifies them as allies 
  of the Symbayans. The sheik knows: 
  The amulets that he and his first-born son wear have been 
  handed down through the centuries. Their markings have 
  strange and mystic meaning which, he believes, is some sort of 
  story. The amulets are the mark of his office as well as a link 
  between the sheik and his first wife. 
  The line of royal authority passesfrom fatherto first-born son. 
  Should the first-born die then the second son takes his place. 
  Although others suspect there is a plot to assassinate both the 
  sheik and his first-born son, the sheik is not convinced this is 
  true. 
  On the Symbayan altar to their one god, Anu, is an ancient 
  circular symbol. When the first-born son of a sheik comes of 
  age, the symbol disappears from the altar and reappears on the 
  palm of the hand of that Symbayan girl destined to be the son’s 
  first wife. The symbol remains on the girl’s hand until her 
  death, when it reappears on the altar, or until her own first- 
  born son comes of age and the symbol is passed along to his 
  intended bride. 
  Not only has Princess Shadalah, the bride of Hassan, 
  disappeared, but others have disappeared from the camp also. 
  Strange forked hoof tracks have led away from the camp on 
  those occasions and it is feared that a terrible demon has 
  kidnapped the people. 
  Monster#4:TheSlaveGirls (AC10; MV12”; F2; hp5,6;#ATl; 
  Dmg Unarmed; AL N) will obey the orders of the sheik. 
  Character#4: The first girl is named Iris and has been a slave 
  from birth.Thesecond girl isSothal, alsoaslave from birth, but 
  fiercely loyal to the sheik. She is aware of the trouble at court 
  but as a slave is powerless to do anything about it openly. She 
  knows but cannot prove that: 
  There is a plot afoot to assassinate the sheik and Hassan, but 
  the sheik is too stubborn to see the danger. 
  Certain members of the sheik’s own guard are traitors. Their 
  plan is to kill the sheik when he goes out in search of Princess 
  Shadalah. He must not leave the encampment. 
  The manager of the old sandvoyagers’ warehouse, Tolnus 
  Granicus, has not been seen for some time. It is believed that 
  he is a victim of foul play. 
  Someone in court is a party to the assassination plot. Many in 
  the tribe have secretly returned to the worship of idols. 
  Treasure #1: Identical amulets are worn by both the sheik and 
  his first-born son. The amulets are worth 2,000 gp each (see 
  TREASURES AND TOMES under Palm Sign and Amulet). 
  Treasure #2: three scimitars of the Sultan +1, +3 vs. undead. 
  H2b. Slaves’ Quarters 
  Monster: Two slaves (AC 10; MV 12”; F1; hp 2,3; #AT 1 ; Dmg: 
  1-2; AL N) are busy preparing palm dates. 
  H2c. Harem 
  Play: The Monster will be encountered first. The Treasure is 
  contained in a box hidden in a hole dug beneath the center rug. 
  M0nster:Thethreewivesofthesheik (AC10; MV12”; F1; hp5, 
  3,4; 
  #AT 1; Dmg Unarmed; AL LN) live here. 
  Treasure: The hidden box contains 600 gp worth of jewelry. 
  H2d. Sheik’s Sleeping Chamber 
  The large sleeping chamber is filled with fancy clothes and 
  pillows of satin. In the center of the mats covering the floor 
  is a large mat for sleeping. Strange writings are found on the 
  walls. 
  Play: Those entering the chamber encounter Trap/Trick #1 
  immediately. A large chest is buried one foot beneath the 
  sheik’s sleeping mat and is guarded by Trap/Trick#2. Treasure 
  gives the contents of the chest. 
  Trap/Trick #1: Five glyphs of warding that cause 12 points of 
  electrical damage each have been placed on the walls, roof, 
  and entrance to the alcove. There is one on each wall and one 
  on the roof. The glyph for that wall will do its damage on any 
  character passing through. 
  Trap/Trick #2: The buried chest is protected by both a glyph of 
  warding that causes blindness and a poison needle on the 
  lock. 
  Treasure: The chest contains 3,000 sp; 1,000 ep; 4,000 gp; 30 
  gems worth a total of 2,000 pp; a jeweled scepter worth 1,000 
  gp; and a decanter of endless water. 
  H2e. Storage 
  Treasure: There are 12 chests. Inside each will be found food, 
  clothing, tools, furnishings and utensils. None of these have 
  any special value. 
  H2f. Guards’ Quarters 
  Monster:Twoguardsofthesheik (AC4; MV12”; F2; hp12,16; 
  Dmg 1 d8+2; AL LN) rest here. They each wear chain mail and 
  carry a scimitar and composite bow. 
  Character: These two are in on the plot against the sheik but 
  are smart enough not to display the fact openly. 
  H3. Clerical Tent 
  Use the CLERICAL TENT MAP. 
  A plain, dull green tent stands to one side. The tent flaps are 
  open and inviting. 
  Play:This tent hasacentral chamberseparated from threeside 
  chambers. 
  H3a. Central Worship Chamber 
  A silver statue rests atop a circular stone platform in this 
  otherwise plain room. Asingle hooded figure in white robes 
  stands with his back to the tent entrance. 
  Play: The Monster must be dealt with before the idol may even 
  be approached. The Trap/Trick must be overcome before the 
  Treasure can be taken. 
  Monster: The robed man is Nadron Ilanis, Cleric of Anu (AC 4; 
  MV 12”; F6; hp 29; #AT 1; Dmg ld6+2; AL LN; S 11; I 10; W 16; D 
  14; Con 13; Ch 17), wearing a cloak of protection +1 and 
  carrying a staff of curing with 12 charges. Within the folds of 
  his robes, his flail +1 swings from his belt and three scrolls are 
  11 
  
  pocketed: neutralize poison, raise dead, and blade barrier. All 
  three scrolls are written at the 11 th level of spell use. His own 
  spells include command, cure light wounds (x2), sanctuary, 
  protection from evil, hold person, slow poison, speak with 
  animals, know alignment, detect charm, and cure disease. 
  Character: Nadron and the other clerics of Anu are loyal to the 
  sheik. Nadron seldom speaks with outsiders and has a fanatical 
  hatred of Thune worship. He possesses the following knowl- 
  edge: 
  The symbol on the palm of Hassan’s bride comes from a 
  tradition that is almost as old as the tribe itself. Only one 
  woman at a time may bear the symbol and only so long as she 
  lives, or until it is passed on to the new bride. 
  Theold beliefssaythat thefirst bride hasgreat poweroverevil 
  because of the mark on her hand. Nadron thinks this is 
  superstition and that the mark is important only for the sakeof 
  tradition. 
  The symbol has not yet returned to the altar; therefore, the 
  bride must still be alive. 
  The truth about the white palm tree near the oasis pool is that if 
  one plants a date from the tree while praying to Anu, the date 
  will grow into a full-sized tree in only one week. Nadron also 
  knows that if the white tree is harmed, Anu will be angry. 
  The sheik believes that the Oasis of the White Palm was once 
  the ancestral home of the tribe because of the writings found 
  inside the old temple in the compound. The writings say: 
  the place is s a ,  but no mbn knows the tima. 
  Nadron finds it disgusting that the sheik should believe the 
  sayings of idol worshippers. See MONSTERS, CREATURES 
  AND MEN under Symbayans for details. 
  Trap/Trick The statue is attached to the altar and their com- 
  bined weight is 500 Ibs. (5,000 gp weight). The statue cannot 
  be removed from the altar unlessa key is used to open a hidden 
  lock at the back of the statue. The key is carried by Nadron at 
  all times. 
  Treasure: The statue is solid silver worth 3,000 gp. 
  H3b. Food Chamber 
  About the room in neat piles are found containers of food 
  and drink, cooking ewipment, and other items. 
  H3c. Sleeping Chamber 
  This is asmall chamber with sleeping mats on the floor. Two 
  white-robed figures are resting here. 
  Monster: The two assistants of Nadron (AC 5; MV 12”; C 2; hp 
  13, 16; #AT 1; Dmg 1-6; AL LN), named Larith and Baris. Both 
  have the following spells: cure light wounds (x2), command, 
  light, and purify food and drink. 
  Character: These are dedicated servants and do not get 
  involved in either the politics or the gossip of the camp. 
  H3d. Nadron’s Chamber 
  Play: The Trap/Trick will be encountered immediately upon 
  entering the room. A chest is buried in a shallow hole under 
  Nadron’ssleeping mat. It is protected by Monsterand will yield 
  Monster: A hooded cobra (AC 5; MV 12”; HD 2+2; hp 10; #AT 1 ; 
  Dmg 1 point + poison; AL N; SA Can spit poison up to 30 feet) 
  hides in the trunk to attack whenever the trunk is opened 
  unlessspeakwithanimalsand commandspellsarecast firstto 
  ward it off. 
  Trap/Trick The walls and ceiling have been fixed with five 
  glyphs of warding, each causing 12 points of electrical 
  damage. 
  Treasure: The chest contains 1,500 ep, 600 gp, and three 
  pieces of religious jewelry totaling 400 gp in value. 
  H4. Main Chamber in Tent of Korus Eikoth 
  Pillows and pieces of nomadic furniture are set about the 
  room. A small, willowy figure lies in the center of the 
  chamber, sobbing pitifully. A chest with ornamental fittings 
  is against the far wall. 
  Play: This is a typical tent with one large central area and three 
  smaller areas leading from it. From dawn to midnight Monster 
  #1 will be present lounging and eating while Monster #2 
  dances for him. From midnight to dawn, Monster #2 will be 
  alone.Shewillcryoutand trytorunatthefirstsignofthePCs. 
  The chest is Trap/Trick with the true Treasure buried 1 foot 
  beneath it in the dirt. 
  Monster #l:The second son of the sheik, Korus Eikoth (AC 1; 
  MV 12”; F7; hp45; #AT3/2; Dmg ld8+4; AL LN; strength bonus 
  +2to hit,+4damage). Heisarmedwithascimitar+l,chainmail 
  +2, one potion of ESP and six arrows +l. 
  See MONSTERS, 
  CREATURES AND MEN for character and rumors. 
  Monster #2: The woman is Kerina (AC 10; MV 12”; F 1; hp 5; 
  #AT 1; Dmg Unarmed; AL LG), a female elven slave. 
  Character #2: Kerina is frightened and will flee, crying, from 
  anyone who approaches her. She is the favorite slave of Korus 
  Eikoth but he has treated hercruelly, beating herwhenever he 
  feels like it. She will, if treated with kindness consistently, tell 
  the following: 
  Korus Eikoth, dressed in dark robes, leaves the camp every 
  night when the guards are not looking. He never returns before 
  dawn. 
  Once, after he returned one afternoon, she overheard Eikoth 
  say, “Surely the place is set, but no man knows the time when 
  Thurnas may be trusted. Sah! May the soles of his feet be 
  smitten by a thousand willows!” 
  Trap/Trick: This false chest has a poison needle in the lock. 
  Inside the chest are found 200 sp, 50 ep, 50 gp, and an 
  unmarked bottle of poison. 
  Treasure: Buried beneath the false chest is one containing 300 
  gp, 100 pp, and 8 gems worth 200 gp each. There is also a 
  potion of brass dragon control and a bottle with a red liquid 
  that seems to glow slightly. This liquid ignites and explodes 
  when exposed to air, doing 4-24 (4d6) points of damage within 
  10 feet, save vs. Breath Weapon for half damage. 
  H5. The Oasis Pool 
  The oasis pool is small and calm and lies beneath a ring of 
  palms. Stern guards with drawn swords surround it. At night 
  the area is lit by torches. 
  Treasure. 
  12 
  
  Here are the charred remains of an encampment. A sign 
  warns outsiders of what happens to those who offend the 
  Sym bayans. 
  H7. The Monolith 
  The mud-brick building has a large, open door. 
  characters as a base from which to operate. 
  H12. Washing House: 
  In the center of several screening palm trees, the 25-foot tall 
  by 7-fOOt square monolith towers up from the sands. The 
  writings on its surface in the old Symbayan language claim 
  ownership of the oasis in the name of the many gods. 
  A dimly-lit room 30 feet wide by 40 feet long. An open door 
  exits south into the compound. Two closed doors are in the 
  northern ends of the east and west walls. 
  Play: There is a secret door in the north side of the monolith. 
  This stair descends to an ancient tunnel running south to the 
  TEMPLE OF SET, Room 11. 
  H8. Headless Statue 
  H14. Hogan’s Stables 
  Rows of stalls line the inside of the 
  Amid a few palm trees is the headless statue of a regal figure 
  seated on a throne. The statue is partially buried in the sand. 
  The head of the statue lies on the around 15 feet awav. 
  Play: The stone head weighs 500 Ibs. It is of no value. 
  H9. The White Palm 
  At this place stands the white palm, its lush green leaves 
  spreading overhead. 
  Play: Any interference with the tree will seriously offend the 
  Symbayans, and destroying it means being marked for death. 
  Lore: If you plant any datefrom thistree nearwater, itwillgrow 
  into a full-sized, normal date palm within one week. 
  H10. The Compound Wall 
  Amid the lush grasses and palms of the oasis, a wall of 
  white, lime-covered bricks fortifies a compound. Two great 
  doors of palm trunks lashed firmly together stand at the 
  west end of the 320-foot long by 120-foot wide encircling 
  wall. The wall is capped by one-inch long spikes with a 
  strange green tinge to them. 
  Play:The Monster is encountered within. A very large, circular 
  water trough, 13 feet in diameter, is inside the building. The 
  room is 40 feet square. 
  Monster: 4-1 6 nomad women (AC 10; MV 12”; F 2; #AT 1 ; Dmg 
  Unarmed; AL LN) and 1-4 slaves (AC IO; MV 12”; F 1; #AT 1; 
  Dmg Unarmed; AL N) will be in this building washing clothes. 
  H13. The Bazaar 
  A rag-tag collection of tents, huts, and hastily-built shelters 
  sprawls over the area. This is the bazaar, teeming with life 
  and energy. Everywhere there are people talking, arguing, 
  bargaining. At one tent a rug dealer and her customer are 
  shouting at one another and seem ready to fight. Wonderful 
  aromas flow out of the huts where food is for sale. The 
  bazaar is the fast-beatina heart of evervdav life at the oasis. 
  Play: The DM may use this area as required to further the 
  adventure. Information should be given out through the shop 
  keepers. Care should be taken that only a minimum of 
  information be given out here-just enough to get the party 
  moving again. The shops listed suggest the general nature of 
  the kinds which can be found. The price of all goods will be two 
  to five times (ld4+1) the usual price. 
  H13a. Tent (seller of scrolls, books and tomes) 
  H13b. Hut (seller of cloths and tents) 
  H13c. Stall (seller of dried meats) 
  H13d. Stall (seller of fresh meats) 
  H13e. Hut (seller of grains) 
  H13f. Hut (seller of rugs) 
  Plav: Durina the day a random encounter will occur on a roll of 
  1-4on Id6yAt night an encounter will occur on a roll of 1-2. 
  The spikes are a TraplTrick. 
  H13g. Stall (seller of bolts of cloth) 
  Trap/Trick: The spikes do 1-4 points of damage and are 
  poisoned. A victim must save vs. Poison or be paralyzed for 
  1-10 turns. 
  H13h. Tent (blacksmith) 
  H13i. Hut (fortune tellers) 
  H13j. Hut (seller of tapestries) 
  H13k. Stall (seller of statues) 
  H131. Stall (seller of trinkets) 
  H11. The Wayfarers’ House 
  Standing just inside the gates of the compound is a mud- 
  brick building withanopendoor. In itsdustyfacearesmall, 
  barred windows with curtains. 
  Hlla. Common Room 
  H13m. Stall (seller of fruits and dates) 
  corner. 
  Play: Between dawn and dusk the Monsterwill beencountered. 
  13 
  
  Play: Monster #1 will be encountered just within the double 
  doors. From 8:OO a.m. until 11 :00 p.m. Monster#2 will be found 
  within. 
  Monster #1: A stable boy (AC 10; MV 9”; F 1; hp 2; #AT 1; Dmg 
  1-4; AL N) is paid to stand guard and take care of the animals. 
  Character #1: Unless he is given money to talk, the stable boy 
  will not tell the PCs anything. He knows: 
  Abu Kassan, a local merchant, stays at the tavern every night 
  until it closes and then goes straight to the Sandvoyagers’ 
  Guildhall. 
  One night, while sleeping in the stable, the stable boy awoke 
  and overheard two men talking. “Our bargain wassealed!”said 
  one. “Your man was to take the bride and deliver her to my 
  people. Instead you betrayed us and are holding her for a 
  larger ransom!” Then the other man said, “Sah! The place is 
  set, but show unto me the time when we shall ever work 
  together as one! I have not the girl, and would that I could fulfill 
  our bargain! It is you who have the girl, and now, for your own 
  purposes, you wish no part of us!” It was then that the stable 
  boy hit the gate with his foot. The gate made a noise and 
  frightened away the two men. But the boy saw who they were: 
  a leader of sandvoyagers and a water bearer! 
  Monster #2: 2-8 horses (AC 7; MV 18”; HD 2+2; #AT 3; Dmg 
  1-6/1-6/1-3; AL N) will be here while their masters are within 
  Hogan’s Desert Igloo (see H 16 below). 
  H15. Feed Storage Area 
  Dried grasses and grains are stacked in piles about ten feet 
  across. 
  1 
  H16. Happy Hogan’s Desert Igloo 
  A huge dome of brick about 80 feet in diameter and with a 
  white-lime coating sits at the far east end of the compound. 
  It is entered through an arch with heavy double doors at the 
  building’s west end. 
  H16a. Hogan’s Bar 
  This room occupies one half of the dome and ends in a flat 
  brick back wall. Set back against that wall is a large bar 
  about 40 feet long. Two huge mirrors flank the door behind 
  the bar which apparently leads to the back room. Over the 
  door is a golden plaque. Various wicker tables and chairs 
  are placed here and there about the room. 
  Play: Monster #1 will be encountered here always. From 6:OO 
  p.m. to 11:OO p.m., Monsters #1 and 3 will be here. From 7:OO 
  p.m. to 11:OO p.m., Monsters#l, 2, and 4 will be encountered. 
  Monster #l:The Bartender (AC 8; MV 12”; F 2; hp 8; #AT 1 ; Dmg 
  1-6; AL LN) isan employee and belongs to the Symbayan tribe. 
  He sleeps here at night behind the bar. One to six bar patrons 
  (AC 7; MV 12”; F 2; #AT 1; Dmg 1-6; AL LN) are enjoying 
  themselves. One of them appears unusual and interesting, but 
  he will not want to speak to the player characters and knows 
  nothing anyway. 
  Character#l:The bartender is friendly and knows the standard 
  set of rumors plus the following, if asked: 
  Hassan was in the bar at the time of his bride’s disappearance. 
  Thurnas owns a sand sled and uses it occasionally. 
  Monster #2: Happy Hogan,(AC 1; MV 9”; T 14; hp 56; #AT 1; 
  Dmg by weapon; AL N) will be tending bar. (See MONSTERS, 
  CREATURES AND MEN for character and rumors.) 
  Monster #3: Rose Underwood (AC 7; MV 9”; F 1; hp 5; #AT 1; 
  Dmg 1-4; AL N) will be waiting on tables. (See MONSTERS, 
  CREATURES AND MEN for character and rumors.) 
  Monster #4: Zorath Blackblade (AC 5; MV 12”; A 5; hp 19; #AT 
  1; Dmg ld6+1; AL NE; strength bonus+l damage) will befound 
  here. He is bored. (See MONSTERS, CREATURES AND MEN 
  for details.) 
  H16b. Back Room 
  center of the room. The room is about 30 feet square. In the 
  eastern wall is an iron door barred shut. There is also a door 
  in both the northern and western walls, and two doors in the 
  southern wall. 
  Monster: Hogan’s chef, Cookie (AC 4; MV 12”; F 5; hp 33; #AT 
  1; Dmg ld8 +2 with scimitar; AL LN), is working on dinner. He 
  will immediately request that peopleentering here leave by the 
  way they came. 
  Character: Cookie is loyal to Hogan and has orders to let no 
  one come into the back room. He will yell for the city guard 
  and, if necessary, attack anyone refusing to leave the room. 
  H16c. Fogli’s Room 
  The room has a few furnishings for guests. There is a single 
  bed. its blankets draDed down over the sides. 
  Treasure: Under the bed is a locked chest marked “Fogli 
  Forkbeard” that contains beneath some cloths, 120 sp, 80 gp, 
  and a silver dagger. 
  14 
  
  Lore: The gnome, Fogli, does not really sleep here. 
  H16d. Rose’s Room 
  The room is filled with comfortable furnishings. A soft bed 
  with a white covering stands next to a vanity. On the vanity 
  is a silver comb. Paintings of two halflings hang on the wall 
  and a handmade rug covers the floor. 
  Play: The comb is worth 10 sp. 
  H16e. Hogan’s Room 
  Play: This is a bedroom similar to H16c in most respects. 
  Treasure: This chest is marked “Hogan” and is locked. It 
  contains 77 cp, 50 sp, and 18 gp. 
  H17. Ancient Temple 
  This room is about 40 feet square. In its center are six pillars 
  which once supported the stone roof. The roof is now 
  broken and rubble litters the floor. Behind an ancient altar 
  runes carved into the stone can still be seen. 
  Lore: The PCs have a 30% base chance of reading the runes. 
  The runes say: 
  1, mARt€k, have hlb Up COR YOU h great power and treasure COR 
  when you return to wrestle Wth the awakmeb evil. 
  no man knows the time, But the place IS set-not at white palm, 
  y€t neither far from I t .  
  H18. House of the Sandvoyagers’ Guild 
  Solid and stately, the house of the Sandvoyagers’ Guild is 
  against the southern wall of the compound. In thecenter of 
  the building’s northern wall are two huge double doors; 
  thev are shut. 
  H18a. Main Warehouse 
  Shrouded in darkness, the vast warehouse opens before 
  you, its crates blocking yourvision beyond a fewfeet. In one 
  corner is a large sled with ski runners used for carrying 
  cargo over the desert. 
  Play:The hall measures 50feet by60 feet. The Monsterwaits in 
  an alcove over the doorway and will leap onto the party when 
  they enter through the doors, yelling for the guards to come 
  from room 18c. The crate markings are in Lore and the 
  Treasure is found in crates marked “rods” and “plates.” The 
  trap door is Trap/Trick. 
  Monster: 2 Slaver guards (AC 4; MV 12”; F 2; hp 13,15; #AT 1 ; 
  Dmg 1-8; AL NE) stand ready overhead. 
  Trap/Trick: A trap door leads down to room 125 of the TEMPLE 
  OF SET. 
  Treasure: The crates marked “rods” all contain 50 long 
  scimitars. The crates marked “plates” all contain 20 pieces of 
  chain mail and breastplates that have the Symbayan army 
  symbol on them. 
  Lore: The crates are labeled: “dates,” “cloth,” “statues,” 
  “coconuts,” “rods,” and “plates.” All are empty except those 
  marked “rods” or “plates.” (See Treasure above.) 
  H18b. Records Office 
  The 20-foot square room is littered with papers and ledger 
  books. One large book sits open on the desk in the center of 
  the room. 
  Play: There is a secret door at the south end of the east wall that 
  leads to the compound just behind the temple. The book is in 
  Lore. 
  Lore: The book is labeled Ledger of the Sandvoyagers’ Guild 
  and is full of columns of numbers. Careful inspection of the 
  book shows two types of handwriting. Entries in the first hand 
  indicate good profits and a healthy business. This handwriting 
  then ends. Entries made in the second hand show that profits 
  have dropped off sharply. The first handwriting is that of 
  Tolnus Granicus and ends when he was abducted. The new 
  writing is that of Thurnas Netmaster. The new entries are 
  obviously rigged. 
  H18c. Guards’ Lounge 
  Play: The room measures 20 feet square. The Monster will 
  attack immediately. 
  Monster: The eight warehouse guards (AC 4; MV 12”; F 4; hp 
  1 1,7,10,13,14,17,12,16; #AT 1 ; Dmg 1-8; AL NE) are shooting 
  dice. 
  Treasure: Each man is holding 1-20 gp. 
  H18d. Kitchen 
  Thedimand mustyroom islitonlybytheglowofcoalsfrom 
  a dying fire. A lone, slim girl struggles to her feet. 
  Monster: A slave girl (AC 10; MV 9”; F 1; hp 4; #AT 1; Dmg 
  Unarmed; AL LN) is chained to the floor. 
  Character: The slave girl, kidnapped from a caravan going to 
  her native land, has been forced to cook for the guards here. 
  She knows that: 
  Tolnus Granicus is not just ill but is being held captive in the 
  cellars below the guildhouse. 
  Starting from the cellar, the slavers have been digging 
  underground, looking forafabulous treasure. So farthey have 
  not found it. 
  There is a trap door in Thurnas’ chamber (H18e) that leads 
  down to the cellar and diggings. 
  H18e. Thurnas’ Chamber 
  Thecomfortable30-foot by20-foot room isfilled with expensive 
  furniture. A large bed stands at the north end of the room 
  and a desk at the southern end. A large red book lies open 
  on the desk. 
  Play: The Monster is normally found at the desk in this room 
  writing in the red book. The bed is mounted on pivots and 
  moves easily to one side. Under it can be found a trap door to 
  room 120 of the TEMPLE OF SET. The book is found in Lore. 
  Monster:Thurnas Netmaster (AC-1; MV 12”; F7; hp59;#AT3, 
  2; Dmg ld8+3; AL NE) is working on the books. See 
  MONSTERS, CREATURES and MEN, page 28, for character 
  and rumors. 
  Lore: The book is untitled and its entries show that the true 
  trade of Thurnas-slaving-is 
  doing a booming business. 
  15 
  
  111: tempk o 
  TEMPLE PROLOGUE: 
  Use the TEMPLE OF SET MAP. 
  SLAVER AREA RANDOM ENCOUNTER TABLE 
  BACKGROUND: Both the Thune cultists and the slavers of the 
  Sandvoyagers’ Guild are using this ancient underground 
  complex. The cultists enter through the secret door in the 
  oasis monolith. The slavers enter through trap doors in the 
  floor of the Sandvoyagers’ Guild. The slavers conduct mining 
  operations in their area and use part of the temple as a prison. 
  The areas are connected by a single secret passage (see room 
  I1 1 d). Neither the cultists nor the slavers have discovered the 
  secret passage, or the fact that they are both using the temple. 
  The Thune cultists hold rituals here every night between 
  midnight and 3 a.m. They pass through the secret door in the 
  monolith, and descend a flight of stairs. When they reach the 
  entrance, the words, “Open in the name of the Great One,” 
  summon a zombie to raise the door. Upon entering, the cultists 
  undergo a purification ceremony to prepare themselves for 
  their evil rites. Once this is done, they speak three words at a 
  portal and enter the main chamber. If player characters are 
  insidethecult areaof thetemple between midnightand3a.m., 
  the NPCs that they meet will be taking part in the rituals. Player 
  characters can learn the secret passwords by disguising 
  themselves and following the real cultists through this area. 
  RANDOM ENCOUNTERS: While the party is in the temple, the 
  DM should check for random encounters once every three 
  game turns. A roll of 1 on 1 d6 indicates that an encounter takes 
  place. Use the CULT AREA RANDOM ENCOUNTER TABLE 
  for all random encounters in the cult area of the temple; use the 
  SLAVERS’ AREA RANDOM ENCOUNTER TABLE for 
  encounters in slaver-controlled areas. All NPCs in both areas 
  know 1-4 general rumors. (See GENERAL RUMORS TABLE 
  page 32.) 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  CULT AREA RANDOM ENCOUNTER TABLE 
  3-18 Zombies (AC 8; MV 6’; HD 2; #AT 1; Dmg 1-8; AL N). 
  1-6ThuneCultists(AC7; MV12”; F3;#AT1; Dmg 1-4;AL 
  NE). 
  1-4 Giant Spiders (AC 4; MV 3” *12”; HD 4+4; #AT 1 ; Dmg 
  2-8 + poison; AL CE). 
  1-lOThuneCultists(AC7; MV12”;F3;#AT1; Dmg 1-4;AL 
  CE). 
  1-6 Giant Poisonous Snakes (AC 5; MV 15”; HD 4+2; #AT 
  1; Dmg 1-3 + poison; AL N; SA poison paralyzes for 1-10 
  turns). 
  1-2 Mummies (AC 3; MV 6”; HD 6+3; #AT 1; Dmg 1-12 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, 
  half-damage from weapons). 
  1-12 Zombies (AC 8; MV 6”; HD 2; #AT 1; Drng 1-8; AL N). 
  2-12 (2d6) Thune Cultists (AC 7; MV 12”; F 3; #AT 1; Dmg 
  1-4; AL CE). 
  I .  
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  2-8 (2d4) Slave Guards (AC 4; MV 12’; F 4; #AT 1 ; Dmg 1-8; 
  AL NE). 
  1-4 Giant Spiders (AC 4; MV 3” *12”; HD 4+4; #AT 1; Dmg 
  2-8 + poison; AL CE). 
  3-12(1410+2) Giant PoisonousSnakes(AC5; MV 15”; HD 
  4+2; #AT 1 ; Dmg 1-3 + poison; AL N; poison paralyzes3-30 
  turns). 
  1-2 Mummies (AC 3; MV 6”; HD 6+3; #AT 1; Dmg 1-12 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, half 
  damage from all weapons). 
  1-12SlaveGuards(AC4;MV12”; F4;#ATl; Drng 1-8;AL 
  NE). 
  2-7 (ld6+1) Servant Bugbears (AC 5; MV 9”; 
  HD 3+1; #AT 
  1; Dmg 2-8; AL CE). 
  1-6 Slave Girls (AC 10; MV 12”; F 2; #AT 1 ; Dmg Unarmed; 
  AL LN). 
  1-6 Slave Guards (AC 4; MV 12”; F 4; #AT 1 ; Dmg 1-8; AL 
  NE). 
  TEMPLE OF SET ENCOUNTERS 
  11. The Way In 
  30-foot long passageway carved from the stone. This 
  passageway ends at a stone door. Drawn on the door is an 
  image of an evil jackal head on the shoulders of a man. The 
  eyes are sinister red points of liqht. 
  Play: The stone door is one inch thick and cannot be 
  physically forced open. The door is raised by a zombie on the 
  other side if the words, “Open in the name of the Great One” 
  are called out. Calling out “Close in the name of the Great One” 
  will cause the zombie to lower the door shut. 
  From midnightto3a.m., therewill bel-4ThuneCultists (AC7; 
  MV 12”; F 3; #AT 1; Dmg 1-4; AL LN) standing here before the 
  door. They will give the password loud enough so that anyone 
  within 10 feet of the cultist nearest the door can hear them. 
  Once the door is opened, they will enter the next room and the 
  zombie will lowerthedoor.Asecond groupwill comedown the 
  stairway 1-10 rounds later and approach the door. 
  12. Temple Entry 
  The long, damp room is decorated with tapestries covering 
  the east and west walls. A large wheel with a winch is 
  mounted on the north wall. Pegs and hooks are mounted on 
  the north and south walls. 
  Play: From midnightto3a.m., if anyoneentersaftercalling out 
  the password, the Monster will be at the wheel. Trap/Trick 
  gives the wheel function. 
  Monster: A zombie from room 13 below. 
  16 
  
  A small, dark cavern holds several large shapes, swaying 
  from side to side. 
  animateandattackasa16+ HDmonsterwithanACofOand80 
  hp each. Each arm does 4-40 points of damage. The stones 
  The walls of this room are painted to depict terrible 
  creatures marching to war. In the middle of the floor are 
  three wading pools, three feet wide by 15 feet long by six 
  inches deep. They lie east to west. The northernmost pool 
  holds a perfumed, transparent liquid with a green tinge. The 
  middle pool contains adeep red liquid, and the southernmost 
  pool contains a clear liquid. 
  Trap/Trick #2: From the depths of the pit comes a faint, 
  pulsating red light. The pit appearsto be bottomless. This isan 
  illusion,forthe pit isactuallyonlyl00feetdeep.The illusion is 
  placed at the 50-foot level and a character lowered on a rope 
  further than this will see the pit for what it really is. At the 
  60-foot level a pair of secret doorsare located on the east side. 
  The doors open outwards. They lead to a smooth, but 
  climbable, chute leading steeply upwards to a solid stone wall 
  
  Treasure: Small pieces of jewelry worth a total of 300 gp are 
  scattered among the skeletons. 
  17. Acolytes’ Quarters 
  The 20-foot square room is sparsely furnished with three 
  sets of rude desks and beds and three small chests. 
  Play: The Monster will not be here between midnight and 3 
  a.m., when it will be in the temple 16; at all other times it will be 
  encountered here. The chests contain only old clothes, socks, 
  religious books, etc. The Trap/Trick hides the Treasure. 
  Monster: The Two Acolytes of the Ancient Cult (AC 6; MV 12”; 
  C 2; hp 11,6; #AT 1; Dmg 7-8; AL LE; clerical spells) live here. 
  They are fiercely dedicated to their cause and religion and 
  would rather die than betray them. Each has the following 
  spells available: darkness, command, cause fear, cause light 
  wounds. 
  Trap/Trick: An ancient wall safe is concealed behind a small 
  secret door in the west wall. Four small boxes are inside, one 
  each of gold, silver, lead and obsidian. The obsidian box is 
  guarded by a glyph of warding that will cause 2-20 points of 
  lightning damage when touched. Only Corga knows the word 
  that neutralizes the glyph. The word is “Tabang.” 
  Treasure: The gold and silver boxes contain incense of 
  obsession while the lead box contains incense of meditation. 
  The obsidian box contains a phylactery of monstrous attention 
  and a periapt of foul rotting. 
  18. Priest‘s Purification Chamber 
  Wall carvings showing grand harvests have been defaced 
  and scarred in this 30-foot square room. There are three 
  elaborate basins in the room, each on a decorated pedestal. 
  Each basin contains a different liquid; the first clear, the 
  second a dull red that bubbles and steams, and the third a 
  burning amber fluid. 
  Play: Trap/Trick #1 is the clear liquid; Trap/Trick #2 is the red 
  liquid, and theamber liquid isan illusion.There isasecretdoor 
  in the center of the north wall. 
  Trap/Trick #1: The unholy water in this basin will cause 2-7 
  (1 d6+1) points of damage to any paladin who comes in contact 
  with it. 
  Trap/Trick # 2  This is an evil ichor that causes 2-12 points of 
  damage to neutral creatures and 4-24 points of damage to 
  characters of good alignments during each round they are in 
  contact with it. 
  Lore: These basins are used in the evil priest’s ceremony of 
  preparation. 
  19. Cross and Double Cross 
  The secret door opens onto a cross-shaped hall with 
  branchina corridors. 
  Play: This hall is 50 feet in total length and crossed by a hall 30 
  feet long. Attempting to open either the east or the west door 
  will activate Trap/Trick #l. Opening the door at the far north 
  end will activate Trap/Trick #2 and only then release the 
  Monster. 
  Monster:Held behindthefardoorisawight (AC5; MV12”; HD 
  4+3; hp 20; #AT 1; Dmg 1-4 +drain one level; AL LE: SD Silver 
  or magical weapons to hit) who will attack upon being 
  released. Note that the wight will also be forced to attack at -4 
  to hit if the smoke is still in the area (see Trap/Trick#2 below). 
  Trap/Trick #1: When an attempt is made to open either door, 
  the floor between them will tilt violently on the western end 
  (see Diagram #l). This brings the section of hallway into 
  alignment with aslick marble slide into the pit in room 16. (See 
  ’ room 16, Trap/Trick#2.) Those in thearea slidedown thechute 
  and take 8-48 points of damage from the fall. 
  Trap/Trick#2: When the door is opened, a heavy mist rolls out 
  and down the hall at a rate of 10 feet per segment, completely 
  obscuring vision, while simultaneously releasing the Monster. 
  The mists will disappear within ld6+5 rounds. During the time 
  the mists are present, everyone within the area will attack at -4 
  to hit. 
  110. Corga’s Sanctum 
  The 20-foot square room is filled with an eerie red light that 
  seems to come from atop a platform at the far eastern side of 
  the room. Nine sets of carved, circular steps lead up to the 
  top of the platform on which is a strange, glowing skull. 
  Play: If between 3:OOa.m. and 12:OO p.m., the Monster#l will be 
  encountered immediately. The Treasure can be used to call 
  Monster #2. 
  Monster #1: When Corga is here, there is a 70% chance he will 
  be asleep (AC 5; MV 12”; C 5; hp 27; #AT 1; Dmg 1-6; AL LE) 
  See MONSTERS, CREATURES, AND MEN for character, 
  spells and rumors. 
  Treasure: The skull appears semi-human but with distorted 
  features, oversized fangs and three short horns. It is the Skull 
  of Garath, an evil artifact. Its powersare usable only by clerics, 
  and any non-evil cleric will suffer 1-8 points of damage each 
  time its powers are used. Each power is controlled by a rune 
  carved in the skull. The skull has the following powers: cause 
  fear (5 charges), animate dead (5 charges), and commune with 
  the Efreeti Pasha once per month. The skull is fully charged. 
  I1 1. Essence of Evil 
  The hall before you is criss-crossed with shadows that no 
  light can banish. The air seems to reach with icy fingers to 
  your very bones, tugging at your life. The floor is covered 
  with sand and dust that filters down from the cracks in the 
  cei I i ng , adding to the t h ree-i nc h accumulation. 
  Play: Characters of good alignment take one point of damage 
  per round in this area. Characters of neutral alignment take 
  one point of damage per turn while those of evil alignment 
  regain one hit point per turn. Undead regenerate one point per 
  round in this area. Paladins and those under protection from 
  evil spells will suffer no damage. A dispel evil or remove curse 
  spell will permanently dispel the evil effect in the room. 
  Illa. Brazier of Violet Flames 
  to the floor and burns with deep violet flames. There is a 
  cabinet on one wall which openly displays branding irons 
  and whips with steel thongs. Three skeletons hang chained 
  to the wall, the center of the three wearing the remains of 
  rich robes, a necklace and a pair of arm rings. 
  Play: The Monster is chained to the wall and will attack only 
  when a party member comes within arm’s reach to inspect it. 
  18 
  
  The necklace and rings are in Treasure and the brazier in 
  Trap/Trick. 
  Monster: Skeletons (AC 7; MV 12”; HD 1 ; hp 4,5,8; #AT 1 ; Dmg 
  1-6; AL N) will attack anyone within reach. 
  Treasure:Thearm ringsare worth 50gpeach.The necklace is 
  a necklace of strangulation. 
  Trap/Trick The flames do not give off heat and do not 
  consume air or wood. Metal will soon take on a violet glow if 
  placed within the flames but will return to normal after 
  removal. When the flames touch living flesh, however, they 
  burn, doing 1-4 points damage on the first round they touch, 
  2-8 (2d4) points on the round after they are touched, and 3-12 
  (3d4) thereafter for 3-8 (ld6+2) rounds. If the brazier is 
  knocked over, the flames will spread intoafieryflood filling the 
  room and the hall beyond at a rate of 10 feet per segment. The 
  flames will not spread any farther than this area and will fade 
  away two turns later. 
  , 
  Illb. Golden Idol 
  This is a shadowy 10-foot square chamber, with a circular 
  platform 5 feet in diameter in the center. There is an altar 
  against the north wall. Agolden idol in theshapeof afalcon 
  Treasure: Because of the curse on it, anyone who takes the idol 
  will suffer a -4 penalty on all saving throws and “to hit” rolls. 
  The idol is enchanted and will look like gold and will radiate 
  magic if adetectmagicspell isused.Aremovecursewil1 reveal 
  that the idol isactually lead and will remove thecurse from the 
  victim. 
  Illc. Torture Room 
  The 10-foot square room formsa picture of despair. A small, 
  beautiful table laden with delicious food sits in thecenter of 
  the room. An oil lamp hangs from theceiling at oneside, its 
  glow lighting theentire room. From agoatskin bag suspend- 
  ed from the ceiling, a continuous thin stream of wine pours 
  in a crimson arc to the floor. A man is manacled against the 
  farthest wall. Both the stream of wine and the food on the 
  table are just outside his reach, though he still struggles 
  weakly to get to them. 
  Play: The food and the wine are poisoned. The manacles are 
  locked and the key is nowhere to be found. Thieves may pick 
  the lock as normal. The Monsterwill be suspicious of the party 
  at first and will have to be convinced of their sincerity. 
  Monster: The prisoner is Barus Broadblade (AC 10; MV 12”; F 
  3; hp 28; #AT 1; Dmg Unarmed; AL NE; strength bonus +1 to hit, 
  +3 damage). If rescued, he will ask the party to give him 
  weapons and armor. Barus will try to escape at the first good 
  opportunity. 
  Character: Barus commanded the slaver guards of the 
  Sandvoyagers’ Guild but was overpowered three nights ago by 
  agroupof Thunecultists who brought him here fortorture. He 
  knows the following: 
  The Thune cultists kept asking him where the bride was, and 
  he kept replying that he didn’t know. The cultists apparently 
  think that the slavers have the princess Shadalah, but, as 
  captain of the guard, Barus knows that the slavers don’t have 
  her. 
  There was apparently some sort of contract between the 
  slavers and the cultists for the kidnapping of the princess. 
  Obviously, the cultists don’t have her. 
  The Efreeti whoappeared tothe cultistsshowed interest in the 
  bride, but since she disappeared the Efreeti has not returned. 
  .Barus thinks that somehow the bride was a threat to the Efreeti 
  and that it has her at its stronghold, the Crypt of Badr 
  Al-Mosak. 
  Illd. Platinum Idol 
  The shadowy 10-foot square room contains a 5-foot diameter 
  platform in the center and an altar against the east wall. 
  What appears to be a platinum idol with jeweled eyes sits 
  atop it. The idol is that of a monkey with its paws over its 
  Play: The idol is part of the altar and cannot be removed. 
  Pressing the left eye-gem of the idol will cause the secret door 
  to open. Pressing the right eye-gem triggers Trap/Trick. 
  Trap/Trick: Each time the right eye-gem is pressed, the idol 
  releases one of its polymorph other spells. There are currently 
  three spells left in the idol. The person pressing the eye must 
  save vs. Wands or be polymorphed into a monkey. A 
  pcnlymorphed characterwill then have to throw percentile dice 
  to determine whether he retains his own memory. After the 
  three spells are used up, pressing the right eye-gem will do 
  nothing. 
  112. The First Test 
  The room is completely’filled with spider webs with the 
  exception of a path 6 feet high and 2 feet wide leading 
  across the room to an arched opening to the north. 
  Play: The party must enter the room before the Monster will 
  attack. The webs may be burned away to reveal the walls and 
  the writings in Lore. 
  Monster: Two giant spiders (AC 4; MV 6” *12”; HD 4+4; hp 24, 
  18; #AT 1 ; Drng 2-8 + poison; AL CE) will attack any non-Drow 
  entering the area. 
  Lore: The murals on the walls are all in hieroglyphics. Any 
  character has a 30% chance to read them. Interpreted, they 
  say: 
  B€W&R€ ye the WRath Of S € t  Anb h1s mlnlOnS, FOR B€fOR€ YOU b€S 
  the Gate to hls kinGbom Of EVIL, anb those who make thAtJOURn€y 
  n€V€R RtXURTI. 
  113. The Second Test 
  hung on the walls. Thechamber has been recentlyoccupied. 
  The tapestries show spiders spinning a web over all the 
  kingdoms of man. At the far north end, opposite the 
  entrance, there stands a locked door of solid steel. The 
  giant head of a jackal is molded in its center. 
  Trap/Trick: The jaws of the jackal are open, as though 
  attacking. In the back of the mouth, a small keyhole is visible. 
  The mouth will animate and bite anyone attempting to pick the 
  lock, causing 1-6 points of damage at each attempt. The biting 
  can be prevented by blocking the mouth open. As the door is 
  triple locked, to open it will require two separate knockspells 
  or three successful Open Lock attempts for thieves. 
  19 
  
  114. Inner Temple of Set 
  The huge chamber throbs under a pulsing, red light. A pit, 
  10 feet in diameter, casts up the light, throwing it in waves 
  from beneath the gigantic statue of Set. The shadows cast 
  by the light from below give a sinister appearance to the 
  jackal-headed idol that sits cross-legged just behind the pit. 
  The idol holds a large altar bowl which is giving off smoke. 
  The jackal head’s gem-eyes glitter in the dim light. Along 
  the walls can be seen ancient hieroalwhics. 
  Play: After any character has gone halfway across the room, 
  the steel door will close and lock, and Monster#l will become 
  active, summoning Monster #2. The pit is the Trap/Trick. The 
  gems in the eyes, if not destroyed, are Treasure and the wall 
  writings are found in Lore. The smoking bowl is harmless. 
  Monster#l: The idol is intelligent. Its gem-eyes have the power 
  of true sight. When the door closes, the eyes will glow dimly 
  red and the idol will summon Monster #2. If the gems that are 
  the Eyes of Set are removed, which will take 1-10 rounds to 
  accomplish, or if they are destroyed (AC -2; hp 10 each), then 
  Monster #2 will stop their attack and flee back into the pit. 
  Monster #2: The idol will summon the following monsters, in 
  order, one per round, until it has summoned a number of 
  monsters equal to the number of player characters in the room. 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  Zombie (AC 8; MV 6”; HD 2; hp 9; #AT 1; Dmg 1-8; AL N) 
  Ghoul (AC6; MV9”; HD2; hp9;#AT3; Dmg 1-3/1-3/1-6+ 
  paralysis; AL CE) 
  Ghast (AC 4; MV 15”; HD 4; hp 18; #AT 3; Dmg 1 -4/1-4/1-8 
  + paralysis and stench; AL CE) 
  Shadow (AC 7; MV 12”; HD 3+3; hp 16; #AT 1; Dmg 2-5 
  (ld4+1) + strength drain; AL CE) 
  Necrophidius (AC 2; MV 9”; HD 2; hp 9; #AT 1; Dmg 1-8 + 
  paralysis; AL N; SA Swaying movements have hypnotic 
  effect) 
  Wight (AC 5; MV 12”; HD 4+3; hp 17; #AT 1; Dmg 1-4 + 
  drain one level; AL CE) 
  Mephit, Smoke (AC 4; MV 12”/24”; HD 3; hp 14; #AT 2; 
  Dmg 1-2; AL LE; SAsmokeattackevery2 rounds does 1-4 
  points of damage and blinds victim for 1-2 rounds, no 
  saving throw applicable, 20-foot range; SD invisibility, 
  dancing lights once per day, gate 1-2smoke mephits once 
  per hour, 20% chance of success) 
  Shadow Demon (ACl;MVl2”;HD7+3; hp35;#AT3;Dmg 
  1-8/1-6/1-6; AL CE; SA +2 to hit, can cast darkness IO’ r, 
  fear once per day; SD half damage from attacks, immune 
  to fire, cold, and lightning, turned as “Special” undead, 
  50% chance of going undetected). The creature will cast 
  darkness and fear as it emerges from the pit. A darker 
  shape will be seen amid the dark, of huge wings and dim 
  red eye-slits, as it attacks. If illuminated by a torch, the 
  demon is AC 5 and has a +1 bonus to hit. Attacks upon it 
  cause normal damage. If a light spell is cast upon it, the 
  demon suffers ld6 points of damage per level of the 
  caster, as if struck by fireball. 
  The summoned creatures will try to force the party into the pit. 
  Each time a monsterscores a hit, the character hit must roll his 
  strength or less on a ld20 or be forced 2 feet closer to the pit. 
  Eachtimeamonsteris hit, itmust roll itsACorgreateron ldlO 
  or be forced away from the pit 2 feet. The results are 
  cumulative and must be within the limits of the room (a 
  monster cannot be forced back from the pit farther than the 
  walls will allow). Characters who are closer than 2 feet to the 
  pit when their throw fails will fall into the pit with their foe, still 
  locked in combat. The pit is a Trap/Trick. 
  Treasure: Each point of damage doneon theeye gems reduces 
  their value by 50%. If removed intact they are worth 10,000 gp 
  each. 
  Trap/Trick The pit tunnels straight down as far as one can see. 
  At the bottom isa pulsing red glow. At the 100-foot level, there 
  is a dimensional gate that leads to the first plane of 
  Pandemonium where these evil creatures summoned dwell. 
  Thegate preventsany being from coming unbidden but will let 
  pass anything-or anyone-that is going down. Thus, anyone 
  passing the 100-foot level is lost to Pandemonium. 
  Lore: There is a base 30% chance to read the writings on the 
  wall which say: 
  beware ye the eyes of set, FOR they aRe all-seeing and all knowing 
  he casts his gaze upon thee and knows thee, anb knowing thee 
  boes see to his minions. 
  115. Tapestry Room 
  Strands of torn and rotted cloth hang limply from cables 2 
  feet below the ceiling to within 6 inches of the floor. 
  Play: Close examination of these strands will reveal that the 
  cloth was once tapestries, now well rotted with age. 
  116. Forbidden Stair 
  An old stone staircase, covered with dust and sifted sand 
  goes down into the earth. 
  Play: The stair is 90 feet long. There is a Trap/Trick half way 
  down the stair, dropping the character onto the pit where the 
  Monster is. 
  20 
  
  Monster: In the pit under the stairs are 20 skeletons (AC 7; MV 
  12”; HD 1; hp 3 each; #AT 1; Dmg 1-6; AL N) each holding a 
  spear. 
  Trap/Trick Unless the now long-forgotten password is spoken 
  here, a 30-foot length of stairway will suddenly give way from 
  10 feet ahead of the party member farthest forward to 20 feet 
  behind him, while smoke from the pit below fills the stairway 
  and pit. The trap is activated by weight pressure. Each 
  character must then make a dexterity check. Those who 
  succeed in this check have held onto the hinged staircase 
  while those failing have fallen into the pit that is now open 
  below. The smoke is toxic and those breathing it will take 1-8 
  points of damage per round. Characters will not beable to hold 
  their breath for more than 1-3 rounds. The smoke will take 
  1-10 roundstoclear.ThosefalIing will takethesmokedamage 
  and land on soft sand some 50 feet below the stairs. The 
  cavernous pit, still obscured by smoke, holds the Monster, who 
  will now attack. The sand will act as sinkholes. (See Desert 
  Wilderness area B, page 6, for details on sinkholes.) 
  . 
  117. Library 
  The dark room is lined with shelves and old scroll cases 
  made of bone. A large pile of ash is in the center of the room. 
  Soot covers the walls and ceiling. 
  Play: Both Treasure #1 and Treasure #2 are in the ashes in the 
  center of the room. The runes carved on the Treasure #1 are 
  found in Lore. 
  Treasure #1: An old sealed bone case with runes covering its 
  exterior. Within isa mapalsocovered with runes, as in Lore#2. 
  Treasure#2:TheStarof Khan-pelar is buried in theashes. (See 
  TREASURES AND TOMES for description.) 
  Lore #1: There is a 30% base chance to read: “Property of the 
  good mage Martek, do not open. Most Secure!” 
  Lore #2: Show the players MARTEK’S MAP. The map dates 
  from Martek’s time, and some of the locations are in ruins. 
  Locations are as follows: (1) Crypt of Badr AI-Mosak, (2) Oasis 
  of the White Palm, (3) Oasis of Akhir, and (4) City of Phoenix. 
  Locations (5) through (9) are ruins not referred to in this 
  module but which the DM may use for further adventures if 
  desired. 
  Characters have a 30% chance of reading the hieroglyphs on 
  MARTEK’S MAP. They read: 
  here did 1, martek anchmacje OF the land seal Up A prince 
  the €VL on€ IS loosed the powers OF good micjht Be put to 
  OF the djinn that in the bays ahead that I bo forsee when 
  the test against the evil 
  the path anb the way have I entrusted to the pharaohs and 
  than wives, that each moight hold a pant OF the key anb 
  together know when to unlock the power Of this goodly 
  djinni 
  the time IS yet unknown, But the place IS this place Of Set 
  unben the pnotectincj phoenix. 
  118. Conference Room 
  Seven figures lie huddled near the west wall in this room 
  dimly lit by candles. The south wall lies crumbled and 
  broken. A tunnel runs toward the south. A door opens into 
  the center of the north wall. 
  Monster:Sevengoblin miners: (AC6; MV6’; HD1-1; hp2,1,7, 
  3, 1, 5, 4; #AT 1 ; Dmg 1-6; AL LE) are here asleep. 
  119. Tunnels 
  Play: These tunnels run back into diggings and end suddenly. 
  The slavers have been looking for other ruins. 
  120. Storeroom 
  Lit by candles, the south half of the room is piled high with 
  cratesand chests. Large figures lie on mats in the northeast 
  corner. 
  P1ay:Thefiguresarethe Monster. They areasleep but havea2 
  in 6 chance of waking each round the party is in the area. The 
  contents of the crates and chests are found in Treasure. There 
  is a trap door in the ceiling which leads toThurnas Netmaster’s 
  room in the Sandvoyagers’ Guild (SECTION II, room H18e, 
  page 15). 
  Monster:3Bugbears(AC5;MV9’;HD3+1; hp16,11,18;#ATl; 
  Dmg 2d4; AL CE) are the guards for the digging detail of the 
  goblins above. 
  Treasure: The chests contain only mining tools. 
  121. The Long Hall 
  A 10-foot wide corridor runs east and west a distance of 80 
  feet, well lit by glowing balls of light. Near the center of the 
  hall, two doors face each other, opening to the north and 
  south. Each door is decorated with a carving of a bald man 
  with an earring in his right ear. 
  Play: Any random encounter monster who is a friend of the 
  slavers will say “Selamat” before passing down this hall. This 
  wards off the Trap/Trick. 
  Trap/Trick: In the northern door a magic mouth is set to yell 
  “Help! Help! Intruding infidel dogs! Help! Help! Tourists! 
  Tourists!”whenever anyone walks past without first calling out 
  the word “Selamat.” 
  122. Mystic Magician 
  A large desk covered with ancient books and papers 
  dominates the room. A crystal ball lies at one corner of the 
  desk and a large quill pen at another. 
  Treasure: There is a scroll with three 3rd level magic-user 
  spells on the table. The scroll was written at the sixth level of 
  spell use. (The DM should choose three spells that would 
  benefit the party at this point.) The crystal appears dark and 
  smokywithin. It isonlyglassand of littlevalueexceptasa prop 
  for the old magic-user who owns it. 
  123. Guard’s Hall 
  Play: The Monster will attack immediately upon noticing the 
  characters in the room. The Treasure is found in his back pack. 
  Monster: Kalitrates, Drow Fighter (AC 2; MV 12”; F 3; hp 19; 
  #AT 1; Dmg ld6+1; AL CE; SA See below; SD +2 on all saves; 
  MR 56%) is standing guard in this room. 
  21 
  
  Kalitrates isarmed with ashortsword+l,dagger+l,chain mail 
  +l,smallshield+l,andasinglejavelin coated with Drowsleep 
  poison (save vs. Poison at -4 or sleep for 3-12 (ld10+2) 
  rounds). He also wears a cloak of elvenkind and boots of 
  elvenkind. The cloak gives a +6 to saving throws against fire 
  attacks. All these items will become useless immediately if 
  exposed tosunlight. Kalitrates has 12” infravision and can use 
  dancing lights, darkness, and faerie fire, each once per day. 
  Treasure: In the pack are 23 pp and 30 gp. 
  124. Zomara’s Cave 
  The excavation opens suddenly into a cavern roughly 30 
  feet square. The entire ceiling is covered with a decorative 
  web of spider silk. Silk tapestries hang on the rough-hewn 
  walls and show spiders amid decorative patterns. A rich- 
  looking bed covered with silks and furs stands against the 
  opposite wall. Scattered about the room are a marble tub, a 
  desk and two chests. A heavy cord hangs next to the head of 
  the bed. A lone, dark, and slender figure moves on the bed. 
  Play: As the party enters, roll for initiative as normal. The first 
  act of Monster #1 will be to release Trap/Trick. She will then 
  call Monster #2. The trunks contain Treasure #1 while the 
  pillow on the bed contains Treasure #2. 
  Monster #1: Zomara, Drow Cleric (AC -2; MV 12”; C 8; hp 48; 
  #AT 1 ; Dmg 1-6+3; AL CE; SA See below; SD +2 to all saves; MR 
  66%) is in here resting. 
  Zomara is armed with a mace +3, chain mall f3, and small 
  shield +3. She also wears a cloak of elvenkind and boots of 
  elevenkind. The cloak provides a +6 bonus to saving throws vs. 
  Fire. All these itemswill become useless if exposed tosunlight. 
  Zomara’s natural abilities are: dancing lights, faerie fire, 
  darkness, detect magic, know alignment, levitate, clairvoyance, 
  detect lie, suggestion, dispel magic. Her spells as a cleric 
  include: command, cure light wounds, sanctuary, hold person 
  (x2), silence 15’ r., resist fire, find traps, glyph of warding, 
  create food and water, animate dead, cure serious wounds. 
  Monster #2: At Zomara’s command, eight large spiders (AC 8; 
  MV6”*15”; HD1+1; hp2,4,4,9,5,7,3,4;#ATl; Dmgl point+ 
  poison, victims save at +2; AL N) will emerge from behind the 
  tapestry and attack when ordered. 
  Trap/Trick From over the doorway, a large weighted net is 
  released from its camouflaged position in the webs overhead 
  to cover a 7-foot square area. All characters underneath must 
  make dexterity checks. Success means that the trap has been 
  avoided; failure means that the character is caught. Netted 
  characters can cut themselves free in 2-5 (ld4+1) rounds or 
  burn the net in 1 round. Burning the net causes 1-4 points of 
  damage to all caught in it. 
  Treasure #1: In the locked chests are found clothing and 
  personal items, but nothing of any value. 
  Treasure #2: Within the pillow are found 10 50-gp gems, five 
  100-gp gems, and one 5,000-gp gem. 
  25. Recreation Room 
  The large room is only dimly lit by guttering wall torches. 
  Fluttering shadows lie across wooden contraptions of 
  inhumane torture. A sign is scrawled across the length of 
  the western wall. There aredoors in the north end of the east 
  wall and the east end of the south wall. A large gate of iron 
  bars stands closed in the center of the east wall. 
  Play: The iron gate is locked with a key which is in the 
  possession of the jailer in the room beyond the gate. Those 
  who approach the gate will get his attention and he will start 
  yelling for help. 
  Lore: There is a base 30% chance to read the sign which says: 
  .‘Recreation Room.’There isa trapdoor in theceiling that leads 
  to room H18a in the Sandvoyagers’ Guild house. 
  126. Prison 
  A 20-foot by 30-foot central area is flanked by locked cells 
  with iron bargates. Astumpyfigurecrouches behind adesk 
  in the middleof the room, taunting you and calling for help. 
  Play: The Monster will make no move to attack the party, being 
  content to simply make a lot of noise from behind his heavy 
  wooden desk until help arrives from rooms 123 and 127. 
  M0nster:TheBugbearJailer (AC5; MV9”; HD3+1; hp13;#AT 
  1; Dmg 2-8; AL CE) holds the keys to the door and the cells. 
  126a. Cell of Granicus 
  In a IO-foot square cell, a haggard figure lies slumped on 
  the ground. 
  Monster: Tolnus Granicus (AC 10; MV 12”; F 3; hp 18; #AT 1; 
  Dmg Unarmed; AL LG) has been a prisoner here for some time. 
  Character: Although abused and tortured, Tolnus has told the 
  slavers nothing. He will be reluctant to trust the party at first 
  but eventually will be won over to their cause. He knows: 
  The slavers took over the Guildhouse a few months ago and 
  have been using it as a base for shipping slaves ever since. 
  Thurnas Netmaster made a deal with the Thune cultists to 
  kidnap the bride but the girl disappeared before the slavers 
  could get their hands on her. The cultists apparently wanted 
  her because she supposedly had some power over the Efreeti. 
  Tolnus thinks he knows where the bride is being kept. The 
  Efreeti has been raising an army of restlessspirits, and Tolnus 
  believes that they have the girl in their custody. For some 
  reason, she is a threat to them. If they have her, they have taken 
  her to that dreaded place of evil, the Crypt of Badr AI-Mosak. 
  127. Quarters 
  Wall torches illuminate the20-foot square room. Bunks line 
  the walls and a table stands in the middle of the room. 
  Dark-robed figures look up suddenly at your approach. 
  Play: The Monster will attack. The Treasure is underneath the 
  southern bunk. 
  Monster: The figures in the room are Abu Karesan (AC 5; MV 
  12”; F2; hp9;#ATl; Dmg 1-8;ALNE),and Kaedros(AC10;MV 
  12”; MU5; hp 11;#AT1; Dmg 1-4;ALLE).Themagic-userhas 
  a potion of gaseous form and a wand of paralyzation with 11 
  charges. He carries the following spells: sleep, charm person, 
  magic missile, shield, invisibility, stinking cloud, slow. 
  Treasure: In achest underthe bunkcan be found 1200ep, 2200 
  gp, and 150 pp. 
  22 
  
  S€Ctlon 1v: CR 
  2; of badr al-mosak 
  CRYPT PROLOGUE: 
  Use the CRYPT OF BADR AL-MOSAK MAP. 
  CRYPT ENCOUNTERS 
  K1. The Amphitheater 
  BACKGROUND: The Crypt of Badr AI-Mosak is the current 
  stronghold of the Efreeti. Here his minions gather to wage a 
  spiteful war against all the living. 
  RANDOM ENCOUNTERS: The DM should check fora random 
  encounter once every three game turns. A roll of 1 on ld6 
  indicates that an encounter takes place. If an encounter 
  occurs, roll ldl2and usethecorresponding encounter number 
  from the table below. 
  CRYPT RANDOM ENCOUNTER TABLE 
  1. 1-2 Mummies (AC 3; MV 6”; HD 6+3; #AT 1 ; Dmg 1-1 2 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, half 
  damage from all weapons). 
  2. 2-8(2d4)Wights(AC5; MV12”; HD4+3;#AT1; Dmgl-4+ 
  drain one level; AL LE; SD Silver or magical weapon to hit). 
  3. 1-8 Wraiths (AC 4; MV 12”/24”; HD 5+3; #AT 1 ; Dmg 1-6 + 
  drain one level; AL LE; SD Silver or magical weapon to hit). 
  4. 1-4 Giant Spiders (AC 4; MV 3”/*12”; HD 4+4; #AT 1; Dmg 
  2-8 + poison; AL CE). 
  5. 1 Spectre (AC 2; MV 15”/30”; HD 7+3; #AT 1; Dmg 1-8 + 
  drain two levels; AL LE; SD +1 or better weapon to hit). 
  6. 1-2 Mummies (AC 3; MV 6”; HD 6+3; #AT 1; Dmg 1-12 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, half 
  damage from all weapons). 
  7. 3-18(3d6)GiantRats(AC7; MV12”//6”;HD1-4 hp;#ATl; 
  Dmg 1-3; AL N; SA 5% chance per bite of disease). 
  8. 1 Gorgon (AC 2; MV 12”; HD 8; #AT 1 ; Dmg 2-1 2; AL N; SA 
  Breath turns flesh to stone). 
  9. 1-2 Mummies (AC 3; MV 6”; HD 6+3; #AT 1; Dmg 1-12 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, 
  half-damage from all weapons). 
  10. 1-4 Giant Poisonous Snakes [Cobra] (AC 5; MV 15”; HD 
  4+2; #AT 1; Dmg 1-3 + poison; AL N). 
  11. 1-4 Giant Spiders (AC 4; MV 3”/*12”; HD 4+4; #AT 1; Dmg 
  2-8 + poison; AL CE). 
  12. 1-2 Mummies (AC 3; MV 6”; HD 6+3; #AT 1; Dmg 1-12 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, half 
  damage from all weapons). 
  In the midst of the rocky low lying hills, a few broken pillars 
  form a circle surrounding a terraced bowl. Stone columns 
  also lie broken in the bowl-shaped area, seeming to point 
  with craggyfingers to thestatue in thecenter. This massive 
  statue rises 10 feet tall and is of one piece with the stone 
  upon which it stands. 
  Play: The statue emanates a permanent fear spell at -2 on the 
  saving throw. The stone on which the statue stands weighs 
  only 800 pounds. The stone covers the entrance to K2. The 
  statue’s fear effect will be permanently negated if the statue is 
  moved. 
  K2. Shaft 
  Below you a shaft 10 feet wide drops into darkness. 
  Play: The shaft runs 90 feet straight down and then suddenly 
  opens into room K3. The Trap/Trick will be encountered at the 
  80-f oot level. 
  Trap/Trick: Any object larger than 3 cubic feet that passes the 
  shaft’s 80-foot level will trigger a timing mechanism. About 1 
  round after the point is passed, a scything blade cuts across 
  the full width of the shaft, cutting anything in its way. Any 
  character at the 80-foot level of the shaft must make a dexterity 
  check or be hit by the blade for 2-20 (2d10) points of damage. 
  Any ropes that extend down the shaft more than 80 feet will be 
  severed. The blade will break after taking 10 points of damage. 
  K3. Cold Welcome 
  The 10-foot wide shaft goes through the center of a huge 
  30-foot diameter chamber. The shaft continues beneath the 
  chamber and opens into a deep natural cavern below. Four 
  arched corridors situated in the middle of each wall of the 
  Play: See CRYPT MAP and Diagram #2 for clarity. The cavern 
  below the chamber is 90 feet deep. 
  K3a. Prickly Part 
  At the end of the 10-foot wide by 20-foot long arched hall is 
  a statue, its features obscured by the 2-foot long shining 
  blades that stud its body. The blades point down the 
  corridor. 
  Play: The statue is actually a hinged door to the Outer Temple, 
  room K4. The door handle is somewhat hidden by the blades, 
  but can be seen clearly by anyone within five feet. Anyone who 
  stumbles and falls onto the blades will suffer 1-6 points of 
  damage. 
  K3b. Blade Dance 
  7 
  sword with somethinq dripping from it. 
  At the end of the 10-foot wide by 20-foot long arched hall is 
  astatueof awoman withsixarmsand the headof afish.The 
  statue spans the entire corridor. In each hand is a gleaming 
  23 
  
  Trap/Trick:There isa pressure plate 10 feet down thecorridor. 
  Any weight over 10 pounds on the platform will cause the 
  statue to rush down the corridor, at a movement rate of 18”. Its 
  blades cause 4-24 (4d6) points of damage to whomever it 
  strikes. The victim will also be shoved out of the corridor and 
  into the shaft beyond. The statue will then take one turn to 
  retract to its original position. 
  K3c. Fire Dance 
  The 10-foot wide corridor runs 20 feet to the north and ends 
  in a statue of an Efreeti with its arms folded. 
  Play: The statue is a magical trap. There is a pressure plate 10 
  feet down the corridor. Any weight in excess of 10 pounds on 
  the platform causes the statue to release a fireball down the 
  corridor. The fireball causes 6-36 (6d6) points of damage and 
  will fill the corridor, the circular chamber, the upper shaft, and 
  the lower cavern (to a depth of 20 feet) with flame. Everyone 
  within that area will suffer damage from the fireball. 
  K3d. Bow for Arrow 
  corridor, a statue stands carved into the 
  back wall. Each of the four arms of the statue hold silver 
  bows with arrows at the ready. 
  Play: There is a pressure plate 10 feet into the corridor. Any 
  weight in excess of 10 pounds on the platform will cause the 
  four bows to release one silver arrow each. Everyone in the 
  corridor must make a dexterity check to avoid being hit. Those 
  who fail suffer 1-6 points of damage. (Obviously, no more than 
  four people can be wounded.) After striking, the arrows 
  disappear, only to magically reappear in the bows of the 
  statue. 
  K4. Main Outer Temple 
  The door opens to reveal a 30-foot square room covered 
  with ornate hieroglyphics. Against the center of the south 
  wall there stands a large statue of a man with his arms 
  folded across his chest. A crook is in one hand; a flail is in 
  the other. There are doors at the far south ends of both the 
  east and west walls. 
  J 
  Treasure: A trail of 80 platinum pieces runs from the center of 
  the room up to the base of the statue. 
  K5. Office of Evil 
  Five hunched figures move in the shadows of this 20-foot 
  sauare room. 
  Play: The Monster protects the Treasure, and will attack 
  immediately. 
  Monster: Five wights (AC 5; MV 12”; HD 4+3; hp 16,20,16, 18, 
  23; #AT 1; Dmg 1-4 + drain one level; AL LE) are here waiting 
  for the next chance to enter the tomb. 
  Treasure: In the midst of the wights is a small pile of booty that 
  they have collected: a dagger +2, a scroll of protection from 
  elementals, two potions of invisibility, and a scroll of three 4th 
  level magic userspells. (Thescroll is written at theeighth level 
  of spell use; the exact spells are chosen by the DM.) 
  K6. Office of Rest 
  I you enter a plain, 20-foot square room. 
  Play: There is a secret door here that leads to a long, 
  roughhewn corridor. The corridor runs 120 feet to the south 
  and ends in a secret door to room K9. 
  K7. Catacomb of Kings 
  You stand at one end of a long, 10-foot wide bridge. Long, 
  heavy strands of moss and mold dangle down from the 
  sides of the bridge, reaching down into the darkness below. 
  On either side, vast vertical walls 50 feet apart drop into 
  unyielding darkness as well. These continue toward the 
  south as far as you can see. The bridge extends parallel to 
  , the walls, spanning the darkness below to some unseen 
  destination. The chill of death is in the air and soft, moaning 
  cries swell up from the void beneath the bridae. 
  Play: The bridge is 110 feet 1ong.h the void below are the mass 
  tombsof thecrypt.Theflooris60feet belowthe bridgewith an 
  additional 30 feet over the bridge to the ceiling. The Monster 
  rests on the floor of the tomb below. Each character attempting 
  to cross this bridge must make a dexterity check. If any 
  character fails the check, enough noise has been made to draw 
  the attention of the Monster. They will appear in the order 
  listed, the first immediately, the others at 3-round intervals. 
  The undead that cannot fly will climb the moss strands, 
  appearing anywhere along the bridge. Clerics may attempt to 
  turn each group separately. 
  Monster: The Malatath is the army that has been brought 
  together by the Efreeti. They consist of the following when the 
  party is in the crypt: 
  1-4 Mummies (AC 3; MV 6”; HD 6+3; #AT 1; Dmg 1-12 + 
  disease; AL LE; SA Fear; SD +1 or better weapon to hit, half 
  damage from all weapons). 
  2-8 (2d4) Wights (AC 5; MV 12”; HD 4+3; #AT 1; Dmg 1-4 + 
  drain one level; AL LE; SD Silver or magical weapon to hit). 
  1 Spectre (AC 2; MV 15”/30”; HD 7+3; #AT 1; Dmg 1-8 +drain 
  two levels; AL LE; SD +1 or better weapon to hit). 
  1-4 Wraiths (AC4; MV 12”/24”; HD5+3; #AT1; Dmg 1-6+ drain 
  one level; AL LE; SD Silver or magical weapon to hit). 
  1-8Shadows(AC7;MV12”; HD3+3;#AT1; Dmg2-5(1d4+1)+ 
  drain one strength point; AL CE; SD +1 or better weapon to hit). 
  K8. Altar 
  ~ 
  ~ 
  ~ 
  ~ 
  Ashaft of light pierces thedarknessfrom the domed ceiling 
  above, illuminating an altar in the center of the 50-foot 
  diameter room. The walls are covered with five different 
  types of runes. The altar seems to be made of clear glass. 
  Closed carved doors stand in the middle of each wall. 
  Play: Any magical weapon, rod, wand, or staff that is brought 
  within threefeetof theglassaltaractivates theTrap/Trick. The 
  Trap/Trick must be overcome for the Treasure to appear. The 
  runes are in Lore and may be checked at any time. 
  Trap/Trick Magical items brought within three feet will cause 
  the altar to glow and hum softly. Anyone holding a magical 
  item within that three foot range will receive the thought 
  “Seker asks.” If anyone places a magical weapon, rod, wand, 
  or staff on the altar, the item will suddenly flash with blinding 
  light and disappear. One round later a second flash will occur 
  on the altar and the Treasure will appear. Once the Treasure 
  has appeared the altar will not again react to magic. 
  24 
  
  Treasure: The harness of Seker will appear on the altar. It is a 
  powerful weapon against undead and is usable by good clerics 
  only. If a magical weapon was sacrificed, the harness will have 
  a number of chargesequal to the highest “plus” of the weapon. 
  If a rod, wand, or staff, is sacrificed, the harness will have a 
  number of charges equal to the charges of the sacrifice, to a 
  maximum of five. The harness will never hold more than five 
  charges. (See TREASURES AND TOMESfor an explanation of 
  the harness.) 
  Lore: There is a base 30°/o chance to understand the runes, 
  which read as follows: 
  may seker grant thee welcome to his place Of rest and 
  YOU the powers that YOU deserve 
  worship may he aid you in YOUR kinbness anb qaant unto 
  miqhty S€k€R, Gob Or bqht, pURlp€R Of the unclean Souls 
  that have lost their way to heavenly R e t .  is honored hens. 
  S€k€R shall shine fORth in the last bays when ALL the W O R L ~  
  b€SpalRS, t O  assist in the beStRuctiOn of the CjReAt evil that 
  SpRebbs ACROSS OUR bnb. 
  K9. Oracle 
  obelisk of black stone stands. Small and detailed engraving 
  is etched into the base of the obelisk. Two archways exit the 
  room at the front and back while two facing alcoves stand to 
  either side. 
  Play: The obelisk will answer if someone asks a question in the 
  room as in TrapTTrick. 
  Trap/Trick: If aquestion isasked in the room, a wise, old voice 
  will answer randomly from the following table (roll ld10 for; 
  each question asked; the DM reads thecorresponding answer): 
  1. 
  2. 
  3. 
  4. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 
  ORACLE TABLE 
  Indications are not good at this time. 
  Do not suppose too much, nor take unseen things for 
  granted. 
  It could be to your better interests. 
  Dark things are on the horizon. 
  Things are not as they seem. 
  It must be soon. 
  Another tactic might prove wiser. 
  Extreme caution must be applied. 
  Your perseverance will be rewarded. 
  Despair if you continue thus. 
  K10. East Priesthood Room 
  ceiling. In the center of the room is -
  a 10-foot cube. 
  You enter a 30-foot square room with a 20-foot tall flat 
  .______. 
  Play: The cube is hollow and without a top. Players may gain 
  access to the cube by climbing over its walls. Within is found 
  the Monster who is guarding the Treasure. 
  Monster:4Necrophidii (AC2;MV9”;HD2; hpl2,9,8,7;#ATl; 
  Dmg 1-8 + paralysis; AL N; SA Swaying movements have 
  hypnotic effect). These appear as skeletons of giant snakes 
  with fanged human skulls for heads. The monster can attack 
  hypnotized characters without opposition. Its bite paralyzes 
  for 1-4 turns (10-40 rounds). Characters are allowed saving 
  throws vs. Spell for each effect. The necrophidius is not an 
  undead creature and cannot be turned by a cleric. 
  Treasure: The Monster guards a libram of gainful conjuration. 
  K11. West Priesthood Room 
  I You enter a 30-foot sauare room with a 20-foot tall flat I 
  1 ceiling. In the center of ‘the room is a 10-foot cube of stone. 1 
  Play: The cube is hollow and without a top. Players may climb 
  over the walls of the cube to gain access to its interior. This 
  cube is empty. 
  K12. Pits of Everfall 
  The hallwaysuddenlyends, opening intoa30foot diameter 
  vertical shaft that appears to extend both above you and 
  below you to the limits of your sight. Small rocks and debris 
  fall from above past you down the shaft. Wind howls down 
  Play: Check the descriptions of K12a, K2b, and K2c for what 
  types of things are trapped in the shafts. Trap/Trick here 
  describes the shaft and its function. Fifty feet directly above 
  the party, a 10-foot wide opening can be seen exiting the side 
  of the shaft. The party must somehow get to this exit in order to 
  get to the second level of the crypt. 
  Trap/Trick This is a shaft that extends 140 feet overhead and 
  50 feet below this opening. Nothing hits bottom here, because 
  everything that reaches the bottom is instantly teleported back 
  to the top of the shaft (see Diagram #3). Thus, everything 
  seems to fall in endless cycles. If a party member should fall 
  down the shaft, his companions will see him fall past them 
  again and again. If a falling character is stopped abruptly, he 
  will take 20-120 (20d6) points of damage. If he is gently 
  stopped somehow, then no damage will be suffered. Ropes 
  over 200 feet long which are lowered into the pit will appear 
  dangling overhead. 
  Each round that a character is in the shaft, he must make a 
  dexterity check to avoid being struck by the objects already in 
  the shaft. Acharacter under levitate or feather fall has a bonus 
  of -2 to the dexterity roll. A flying character will automatically 
  avoid being hit. 
  K12a. Western Everfall 
  Small rocks fall down this shaft, as well as a skeleton in 
  broken plate mail. 
  Play: The exit above leads to room K17 on level 2. 
  25 
  
  K12b. Southern Everfall 
  Small rocks fall down this shaft and, occasionally, a crystal 
  ball, a gleaming helmet and shield, a scroll and two small 
  bottles. 
  Play: Treasure is falling down the shaft. The exit overhead 
  leads to room K21 on level 2. 
  Treasure: The objects are a crystal ball with clairaudience, a 
  helm of alignment change, a shield +2, a scroll of fireball 
  written at the sixth level of magic use, and two vials of oil of 
  slipperiness. 
  K12c. Eastern Everfall 
  Small rocks fall along with an occasional human figure 
  wrapped in ancient cloth strips. 
  Play: Monster is falling down the shaft. The exit overhead 
  leads to room K24 on level 2. (See Diagram #4.) 
  Monster: Falling down the shaft are three mummies (AC 3; MV 
  6”; HD6+3; hp25,24,18;#ATl; Dmg 1-12+disease;ALLE;SA 
  Fear; S D  +1 or better weapon to hit) and woe to anyone who is 
  hit by a flying mummy! 
  Line D. This beam is three feet off the floor and acts as a beam 
  of teleportation. Anything contacting this beam will be instantly 
  teleported into the Pit of Everfall in room K12b of the first level. 
  The beam is at the 10th level of spell use. 
  Note that a darkness or continual darkness will block out all 
  light but not dispel the beams’effects. If a dispel magic is cast 
  ‘in the area, the spell caster must make a percentage roll for 
  each beam. 
  K14. Bridal Keep 
  Stairs lead up to a vast room. The room is dark and an evil 
  presence can be sensed here. 
  t 
  Play: The party will have to fight Monster #1 to gain the 
  Treasure. Monster #2 is inside the Treasure. 
  If the partyhas thesheik’samulet, itwillglow in the presenceof 
  Monster #1 and a cold blue ray from the amulet will strike 
  Monster #1 in the chest. On the round the ray strikes, Monster 
  #1 will retreat in pain and fear, taking no action. On the 
  following two rounds, Monster #1 will cast flame strike at the 
  person carrying the amulet, then fireball at the party. On the 
  third round after the ray strikes, Monster#l will enter the Astral 
  Plane. 
  If the party does not have the sheik’s amulet, they will 
  automatically gain initiative on the first round. Monster #1 will 
  fight until he has lost half or more of his hit points, then enter 
  the Astral Plane. When Monster #1 leaves, the party will find 
  the Treasure. 
  K13. Light Web 
  Suddenly the hallway opens into an area of a thousand 
  beams of light, endlessly reflected off crystalline walls. The 
  incredible glare makes it impossible to see into the area 
  more than one foot as the quarter-inch wide beams obscure 
  I vision. 
  I 
  Trap/Trick: Only four of the beams are harmful. These are 
  shown as dotted lines on the map. Their position and damage 
  are as follows: 
  Line A. This beam runs two feet above the floor. It strikes as a 
  10th level cone of cold doing 20-50 (10d4+10) points of 
  damage to anyone it strikes. 
  Line B. This beam runs six feet above the floor. It strikes as a 
  beam of disintegration, destroying any object that comes in 
  contact with it. The beam is at the 12th level of spell use. 
  Characters must save vs. Spell or disintegrate. 
  Line C. The beam is four feet above the floor. It causes 10-60 
  (1 Od6) points of electrical damage as a lightning bolt to anyone 
  touching it. The beam is at the 10th level of spell use. 
  DIAGRAM #6 
  AMULET 
  The Treasure is grasped by Monster #1 who will set it down 
  beside him when corn bat starts to allow him use of his arms for 
  spell casting. Monster #2 has the bride’s palm mark. Placing 
  the sheik’s amulet against her palm has a special effect. (See 
  TREASURES AND TOMES.) 
  Monster #1: An Efreeti Pasha (AC -3; MV 24”/24”; HD 101 hit 
  points; #AT 2; Dmg 2-20/2-20; AL N; SA See below; S D  See 
  below; MR 40%) has imprisoned the bride of Hassan here. The 
  Pashacan useanyof thefollowing,atwill,asal5th level magic 
  user: fireball, flame strike, detect magic, enlarge, invisibility, 
  assume gaseous form, wall of fire, polymorph self, create 
  illusion with both visual and aural effects; and fulfill another’s 
  wish (although loath to do so). The Pasha is immune to all fire 
  attacks. He can travel among the planes known to the Efreet. 
  His form fillsthe room to itsfull height, theverystonesquaking 
  under him. 
  DIAGRAM #7 
  SHADALAH’S PALM MARK 
  26 
  
  Monster #2: Within the Treasure is kept the bride of Hassan 
  (AC 10; MV 12”; F 5; hp 26; #AT 1; Dmg 1-4; AL NG). The 
  symbol isstill impressed onto her hand. The brideof Hassan is 
  graceful and slender. She is well read and knows the ancient 
  legends of the tribe. Her knowledge, therefore, includes the 
  following: 
  The impressions upon her hand and the amulets that were 
  given to the sheiks of the nomadic tribes were granted in 
  ancient times by the great Martek. They were to be used 
  somehow to combat the great evil that was foreseen by Martek. 
  Once, say the old writings, the meaning was passed from 
  father to son, but somehow the message has been lost. 
  The efreeti,just before imprisoning her in the bottle, arrogantly 
  said that he once feared only one thing and that now, with the 
  bride within his power, the world was his to own.. 
  Treasure: The Efreeti possesses a heavy glass bottle with a 
  stopper. The stopper is marked with the symbol of an evil 
  clerical order. The bottle will radiate magic if detect magic is 
  used. If the stopper is removed, a pillar of soft blue gas will rise 
  from the bottle and fall to the floor, becoming the bride of 
  Hassan (Monster #2). 
  K15. Treasury 
  pillar activates Trapnrick #2. The light beam is Trap/Trick #3. 
  The jewel is the Treasure. 
  Trap/Trick#l: The floor is covered with 5-foot wide hexagonal 
  flagstones. Only certain stones, however, are real stones, the 
  rest being illusions. Beneath these illusions are acid pits. The 
  positions of the real stones are shown in Diagram #5. A 
  character who falls into an acid pit suffers 2-8 (2d4) points of 
  damage each round he is in the pit. 
  Trap/Trick #2: The gem weighs 5 gp. If the gem is removed 
  without replacing its approximate weight on the pedestal, then 
  beams of magical light will shine on each of the real flagstones 
  in Trap/Trick #1 and cover them entirely. Anyone passing 
  through these beamsof light must savevs. Spell or be turned to 
  stone. 
  Trap/Trick#3:The beam of light shining on thegem will inflict 
  3-30 (3d10) points of damage per round to everyone who 
  comes in contact with the light. Characters can use any 
  object-such as a shield-to block out the light and its effects. 
  Treasure: The Star Gem of Shah-pelar, the red crystal gem of 
  the three gems of Martek. (See TREASURES AND TOMES for 
  a description of the gem.) 
  The dark staircase descends to the 50-fOOt square room. In 
  the center of the room stands a single pillar bathed in a 
  column of light. Glistening atop that pillar is a huge cut 
  jewel, its facets flashing with a fiery light. A single arched 
  Dortal is in the center of the omosite wall. 
  Play: Touching the floor activatesTrap/Trick#l. Removing the 
  gemstone without replacing its approximate weight on the 
  K16. Vacant Tomb 
  Thewallsof thistombarescorched, blasted,and pitted,as if 
  a fierce battle took place here long ago. Rusted weapons, 
  scraps of cloth, and other junk are scattered across the 
  floor. 
  Lore: The tomb is otherwise empty. 
  To properly end the module, the player characters must free 
  the Djinni Vizier in the CITY OF PHOENIX. When they have 
  done this, read them the description below. Then use the 
  appropriate ENDING. 
  A hush blankets the ruins that stretch all about you. 
  Suddenly a warm wind rises. The clear sky is quickly 
  choked with white and grey clouds, drawn from every 
  direction. They clash and boil, becoming darker and more 
  menacing as you watch. Lightning flashes and thunder rolls 
  across the now darkened plain. 
  Your hair begins to stand on end. With a blinding crash, a 
  bolt of lightning slams into the statue, exploding it. The 
  ground reels beneath you at the impact, and you tumble 
  helplessly amid the fallen stone walls. 
  Shaking your head to clear it, you see a cyclone of blue 
  flame soaring into the sky. The whirlwind flame slows and 
  forms itself into the likeness of a giant blue man! His 
  powerful arms stretch slowly out as if to hold all the sfars in 
  thesky. His head falls backand hisvoicecries to thesky like 
  thunder. 
  “Praised be the Holy One that the time is finally at hand! 
  Praised be Martekfor his wisdom and insight into the future! 
  The prophecy has been fulfilled by these mortals.. . so shall 
  I now destroy the Evil One that is abroad in this land!” 
  The mighty Djinni bends over the party and smiles. “You, 
  mortals, have released me according to prophecy given 
  ages ago by the great sage Martek. I cannot go with you, for 
  it is my quest to destroy the Evil Efreeti that must now be 
  ravaging your land. Yet I will not leave you without aid. Take 
  this gift from me in gratitude for your service.” 
  Reaching into a pouch at hisside, thegrand Djinni pullsout 
  a small blue bottle and casts it on the sand at your feet. 
  Despite your protests, he risesswiftlyfrom theearth into the 
  clouds and disappears. 
  ENDING #1: If playersdo not plan to continue play in the LOST 
  TOMB OF MARTEK module, tell them that thegood Djinni will 
  defeat the evil Efreeti in a terrible battle, ending the threat to 
  the Oasis. The blue bottle given to them by the Djinni is the 
  Treasure described in SECTION I: DESERT WILDERNESS, 
  area M, page 7. 
  ENDING #2: If players do plan to continue with THE TOMB OF 
  MARTEK, they will not learn the outcome of the battle between 
  the Efreeti and the Djinni yet. However, they must be sure to 
  have all three of the Star Gems before they leave the oasis. 
  27 
  
  monsters creatures and men 
  FREQUENCY: Uncommon 
  NO. APPEARING: 5-50+ (Not to exceed 100) 
  ARMOR CLASS: Variable (typically 6) 
  MOVE: 12" 
  HIT DICE: Variable (typically 4) 
  TREASURE TYPE: J 
  NO. ATTACKS: 1 
  DAMAGE/ATTACK: By weapon type (typically 1 d8+2 with 
  scimitar) 
  SPECIAL ATTACKS: Bloodquest (See below) 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  I NTELLl G ENCE: Variable 
  ALIGNMENT: Lawful Neutral 
  SIZE: M 
  PSlONlC ABILITY: Nil 
  O/o IN LAIR: 40% 
  Attack/Defense Modes: Nil 
  The Thune Dervishes are nomadic people, roughened by the 
  desert winds and sand. They are fanatical, somber, pessimistic 
  and almost always bad-mannered. They are a hot-tempered, 
  passionate people who do not care much for outsiders. They 
  are scrupulously honest and fearless in a fight. They have few 
  outside interests, except for gambling, wine, and sports. 
  Aliens wherever they go, they roam the desert on an eternal 
  holy quest. Their mission in life is to protect the religious 
  freedoms and holy shrines of all nations, regardless of the 
  specific beliefs of the worshippers. If the people hold an idol or 
  shrine as sacred, that's enough for the Thune Dervishes. The 
  Thune Dervishes hate grave robbers and defilers of all kinds. If 
  a Dervish sees someone steal or desecrate a holy item or 
  shrine, the defiler is marked for Bloodquest. This holy rite, 
  carried out under the trembling, vibrating scream of any 
  Dervish at hand, means a fight to the death. If necessary, the 
  entire Dervish clan will join the Bloodquest. 
  The Dervishes have tracking powers equal to those of rangers. 
  If they find a shrine or tomb desecrated, 1-6 Dervishes will 
  track down and destroy the defilers. 
  There are approximately 300 people in the Thune tribe in 
  scattered nomadic camps. They have been driven northward 
  from their ancient homelands into the desert by the Symbayans. 
  Theyfightthe Symbayansateveryopportunity. Most Dervishes 
  encountered will be from 15 to 60 years old. 
  FREQUENCY: Unique out of six 
  NO. APPEARING: 1 
  MOVE: 24"/24" 
  HIT DICE: 101 hit points 
  O/O IN LAIR: 80% 
  TREASURE TYPE: H 
  NO. ATTACKS: 2 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 40% 
  INTELLIGENCE: Supra-genius 
  ALIGNMENT: Neutral 
  SIZE: L 
  PSlONlC ABILITY: 113 
  ARMOR CLASS: -3 
  DAMAG E/ATTACK: 2-20/2-20 
  These Pashas can perform the following spells at will as 15th 
  level magic users: fireball, flame strike, wall of fire, invisibility, 
  assume gaseous form, detect magic, enlarge, polymorph self, 
  create illusion with both visual and aural effects; and fulfill 
  another's wish although loath to do so. The Pashas of the 
  Efreet may also travel at will instantly to any of the planes 
  known to the Efreet. They are immune to all fire based attacks, 
  magical or otherwise. 
  Attack/Defense Modes: A,B,E/F,G J 
  There are onlysix Pashas to the Sultan of the Efreet, each with 
  its own dominion and wealth. They are Viziers to the Sultan 
  and rarely leave the Elemental Plane of Fire save at his 
  command. Nevertheless, they have a great deal of freedom of 
  action and exercise that freedom by rampaging through the 
  other planes of the universe from time to time. 
  28 
  
  symbayan 
  FREQUENCY: Uncommon 
  NO. APPEARING: 5-50+ (Never to exceed 200) 
  ARMOR CLASS: Variable (typically 4) 
  MOVE: 12” 
  HIT DICE: Variable (typically 4) 
  YO IN LAIR: 60% 
  TREASURE TYPE: D 
  NO. ATTACKS: 1 
  DAMAGE/ATTACK: By weapon (typically 1-8) 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Variable 
  ALIGNMENT: Variable 
  SIZE: M 
  PSlONlC ABILITY: Nil 
  Attack/Defense Modes: Nil 
  Symbayans are a group of semi-nomadic tribesmen who deal 
  mainly in trade. They are generally more civilized, less honest, 
  and more cunning than the Thunes. The Symbayans seldom 
  wage war, except against the Thunes, whom they will fight on 
  sight. 
  While they often go on trading missions, they prefer to remain 
  at home, usually at an oasis fortress and trade center. They 
  were once brother tribesmen with the Thunes many centuries 
  ago but were converted to the True Faith (the worship of the 
  one god, Anu) and now are as fervent in the destruction of idols 
  as the Thunes are in the preservation of idols. Their favorite 
  swear words are “The place is set!” 
  Symbayan traders are members of the Sandvoyagers’ Guild. 
  They are famous for their sand sleds, their typical way of travel. 
  bustb1c;c;eR 
  FREQUENCY: Uncommon 
  ARMOR CLASS: 4 
  MOVE: 3” 
  HIT DICE: 4 
  O/O IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. ATTACKS: 1 
  DAMAGE/ATTACK: 1-8 + AC of victim 
  SPECIAL ATTACKS: Illusion/Mirage (see below) 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Semi- 
  ALIGNMENT: N 
  SIZE: L 
  PSlONlC ABILITY: Nil 
  NO. APPEARING: 1-20 
  Attack/Defense Modes: Nil 
  The Dustdiggers inhabit sandy, desert regions, typically sand 
  dunes. A dustdigger will dig a hole, cover itself with a layer of 
  sand, and then inflate itself to fill up the hole it made, leaving 
  the ground level with the surrounding terrain. When an animal 
  walks on top of it, the dustdigger deflates, looking very much 
  like a sinkhole, and uses the sands shifting towards its mouth 
  to slow the escape of its prey. After it has fully deflated, it folds 
  its arms up around the victim and attempts to kill it. The 
  The Symbayans are also famous for their Airlancers, a group 
  of elite warriors mounted on Pegasi. 
  The Symbayans of the Oasis of the White Palm are but a small 
  partof agreaterculturethat liesfartothesouth. Each tribe has 
  its own ways and traditions. The Symbayans have been at the 
  Oasis of the White Palm for about 50 years. Their marriage 
  ceremony is still modeled after the ancient one since it names 
  no specific deity and thus does not go against the True Faith. 
  Theoriginal forefathers of thesouthern tribes were rumored to 
  have come from the oasis area and the Symbayans have 
  returned to claim it as their ancestral home. The Symbayans 
  are from the southern parts of the desert and are attempting to 
  extend their trade lanes northward toward unknown realms. 
  They are scattering the Thunes before them as they progress 
  from oasis to oasis across the desert. 
  dustdigger’s backisAC4 but itsfrontsideisonlyAC7. Onceit 
  has folded up, its prey is caught and cannot attack. 
  Dustdiggers look like giant starfish. They travel above ground 
  onlyat nightand neverforlongerthanafew minutesatatime. 
  They often travel in groups. 
  Twenty percent of dustdiggers have a born talent for illusion. 
  They will typically project a pool of bubbling water in the 
  desert sands when those approaching come within striking 
  range. 
  29 
  
  aeradlooth vizier to the caliph of the djinn 
  FREQUENCY: Unique out of six 
  NO. APPEARING: 1 
  MOVE: 24“/24” 
  HIT DICE: 88 hit points 
  O/O IN LAIR: 80% 
  TREASURE TYPE: H 
  NO. ATTACKS: 2 
  SPECIAL ATTACKS: See Below 
  SPECIAL DEFENSES: See below 
  INTELLIGENCE: Supra-genius 
  ALIGNMENT: Neutral 
  SIZE: L 
  PSlONlC ABILITY: 90 
  ARMOR CLASS: -4 
  DAMAGVATTACKS: 2-24/2-24 
  MAGIC RESISTANCE: 40% 
  Attack/Defense Modes: A,B,D/H,I,J 
  There are six Viziers to the Caliph of the Djinn, all of whom 
  naturally inhabit the Elemental Plane of Air. The Viziers try to 
  maintain the harmonious balance of the universe, and do not 
  intervene in mortal affairs unless evil forces threaten to 
  among the planes known to the Djinn. 
  seriously disrupt the balance. All viziers are djinn nobles. 
  These creatures may use the following spells at will as 25th 
  level magic users: pass without trace, predict weather, call 
  lightning, protection from fire, control temperature (unlimited 
  radius), dispel magic, control winds, weather summoning, 
  control weather, and finger of death. They may travel at will 
  A Djinni Vizier can grant three wishes per day but seldom does 
  becauseof the possibilitythat they could be used todisruptthe 
  universal balance. 
  non-playen chanactms 
  Hogan Underwood 
  Retired Halfling Thief (AC1; MV9”;T14; hp56;#ATl; Dmg by 
  weapon; AL N; S 13; 116; W 14; D 18; Con 15; Ch 14). He 
  possesses a dagger +l; 
  a cloak of protection +3, a short sword 
  +3 named Shylo’s Slicer (I 14; E 7; AL N; detects sloping 
  passages, teleports 6,000 gp weight once per day; speaks 
  Halfling), a ring of invisibility, and a ring of spell turning. Each 
  time a magical ring is used by a halfling, there is a 20% chance 
  that the ring will fail to operate. 
  Hogan’s thieving abilities are: Pick Pockets 125%; Open Locks 
  107%; Find Traps 95%; Move Silently 119%; Hide in Shadows 
  118%; Hear Noise 45%; Climb Walls 84%; and Read Languages 
  65%. 
  Corga the Water Bearer is never seen before noon at his little 
  place in the courtyard. 
  Rose Underwood 
  Halfling merchant (AC 7; MV 9’; F 1; hp 5; #AT 1; Dmg 1-4; AL 
  N). She is Hogan’s niece, here visiting her uncle for a while. 
  Rose is shy of strangers but will talk once she warms to the 
  conversation. She knows the following useful information: 
  She has been awakened in the middle of the night by strange 
  noises coming from somewhere just north of the compound. 
  Hogan is a kindly-looking, elderly halfling, and unknown to 
  anyone, a retired master thief. Among his many aliases are: 
  Hogan the Happy, Hogan the Huckster, Shylo Slick, Aldo 
  Chella, Rory the Ransacker, Nigel Broos, and Sedgewick 
  Paddinaton the Third. player character thieves have a 75% 
  She was once walking behind the smithy and saw one of the 
  sheik’s sons enter the Sandvoyagers’ Guild by a secret way. 
  She doesn’t know which one as they are identical twins and 
  she cannot tell them apart. 
  c h a n c e  recognize the name Shylo Slick as that of a famous 
  halfling thief who disappeared some years ago. 
  Her uncle is a pillar of the community and very honest. 
  Hassan Arslan 
  First-born son of the sheik: (AC 0; MV 12”; F 7; hp 53; #AT 3/2; 
  Dmg 1-8+3; AL LN; strength bonus +2 to hit; +3 damage; S 
  18/56; I 1  1; W 12; D 17; Con 14; Ch 12). Hassan is usuallyarmed 
  with a scimitar +2, a dagger +2, and chain mail +2. 
  Hogan is suspicious of strangers but is loyal for life to his 
  friends. Hogan knows the following and will volunteer it only to 
  someone he trusts: 
  Hassan, first-born son of the sheik, knows how to pilot a sand 
  sled. 
  The guildmaster of sandvoyagers has not been seen for many 
  days although Hogan received parchments with the guild- 
  master’s signature two days ago, requesting good wine and 
  ale. 
  Hassan is the identical twin of Korus Eikoth, although Hassan 
  was born first and therefore is the sheik’s heir. He has 
  compassion for his brother’s feelings but knows that nothing 
  can be done for him. 
  30 
  
  Hassan is holding up underthe lossof his bride but occasionally 
  lapses into sadness. He will do anything to regain her and 
  accept any honest offer of assistance, even if that assistance is 
  at a price. 
  Hassan has a copy of the sheik’s amulet which he will give to 
  the party if they agree to recover his dear bride. 
  Hassan has the following information: 
  He had just been betrothed to Princess Shadalah and the feast 
  of celebration had begun, when she suddenly disappeared. 
  Korus has been acting very strangely of late. He is never in 
  attendance at the offering on the holy days and stays by 
  himself. 
  Korus Eikoth 
  Second son of the sheik: (AC 1; MV 12”; F 7; hp 45; #AT 3/2; 
  Dmg ld8 +4; AL LE; strength bonus +2 to hit, +4 damage; S 
  18/88; I 11; W 9; D 15; Con 15; Ch 10). Korus is armed with a 
  scimitar +1 and wears chain mail +2. 
  Because he was born only minutes after Hassan and so 
  narrowly missed being his father’s heir, Korus has always 
  harbored a deep hatred for his father and his brother. He is a 
  member of the Thune Cult, which operates secretly at the 
  oasis. 
  Korus is now trying to find his brother’s bride-but not out of 
  goodness. He knows that the girl is the key to power in the 
  oasis. Korus is basically dishonest and cannot be counted on 
  to keep his word. He will tell any lie that will further his plans. 
  Korus will try to enlist the aid of the players in finding the bride 
  of Hassan. See SECTION II: OASIS OF THE WHITE PALM, 
  SPECIAL ENCOUNTER TABLE, page 9, for his methods. 
  Korus knows the following information: 
  The leader of the Thune Cult wishes to turn the bride of Hassan 
  over to a very powerful spiritual ally. 
  The Sandvoyagers’ Guild has been taken over by outsiders. 
  Very little trade has come into the sandvoyagers’ warehouse 
  but quite a bit has been going out. 
  Thurnas Netmaster 
  Head of local slavers (AC -1; MV 12”; F 7; hp 59; #AT 3/2; 
  Dmg 1-8+2; AL NE; S 18(22); 114; W 10; D 12; Con 16; Ch 14). 
  Thurnas possesses a shield +2 and plate mail +1 although he 
  rarely uses them. He is armed with a longsword +2. 
  Thurnas is the leader of the slavers and is working with Drow 
  allies. He believes that the player characters are only wanderers 
  who have happened upon the oasis. Normally he would 
  attempt to kidnap party members for sale later, but as the 
  religious fanatics in the compound are quite upset with him 
  currently, he and his band are lying low. His assassin, Zorath 
  Blackblade, did try to capture the bride but found that she was 
  already missing. Thurnas is looking for the bride himself. He 
  believes that the cultists have the girl hidden and are trying to 
  back out on their agreement with him. 
  Corga Kazan 
  Cleric of Thune (AC 5; MV 12”; C 5; hp 27; #AT 1; Dmg 2(S)e7; 
  AL LE; S 14; I 12; W 15; D 13; Con 14; Ch 10). He carries the 
  following spells: command, cure light wounds, darkness, light, 
  sanctuary, hold person twice per day, silence 15’ r., know 
  alignment, and dispel magic. He is armed with a mace +I or, if 
  found in his sanctuary, the Skull of Garath. Corga masquerades 
  as a water bearer becauseThune worship is officially forbidden. 
  Corga is of the opinion that the characters are actually working 
  for the slavers. Corga thought he had a deal with Thurnas 
  Netmaster who now heads the slavers. Thurnas obviously has 
  betrayed him. The party will be treated as slaver spies by 
  Corga. Corga believes the following: 
  The bride of Hassan must have some special power over the 
  Efreeti. The Efreeti appeared to him in flame and smoke and 
  promised Corga all that he deserved if Corga would deliver the 
  bride of Hassan unto him. Knowing that the Evil One would not 
  want such a prize without purpose and, since Corga both 
  feared and respected the power of the Evil One, he agreed to 
  find the bride. He arranged with the slavers and Zorath 
  Blackblade to kidnap the bride. In exchange, when he came 
  into power, Corga would allow the slavers to operate freely. 
  Corga believed he could discover the secret of the girl’s power 
  over the Evil One and use that power to seize control of the 
  oasis. However, the slavers failed to deliver the girl. Corga is 
  sure that they have her and that they are holding her for a 
  bigger ransom. 
  Zorath Blackblade 
  Assassin (AC5;MV12”;A5; hpl9;#ATl;Dmg1-6+1 ALNE;S 
  16; 114; W 9; D 16; Con 11; Ch 9). 
  Zorath’s thieving abilities are: Pick Pockets 40%; Open Locks 
  38%; Find Traps 30%; Move Silently 27%; Hear Noise 15%; and 
  Climb Walls 87%. 
  Zorath is under contract with the slavers and was recently 
  assigned to abduct the bride of Hassan. When he arrived at the 
  camp, he found it already in turmoil over her disappearance. 
  He thinksthecultists have her in their secret templesomewhere 
  in the oasis. 
  Rolando the Minstrel 
  Fighter (AC 6; MV 12”; F 1; hp8; #AT 1; Dmg 1-8+1; AL NG; S 
  16; I 12; W 15; D 16; Con 11; Ch 17). Rolando is normally 
  secretive and does not answer questions, but at the same time 
  tries to give the impression that he knows a great deal of 
  important information. In fact he knows only: 
  The ruins under the oasis as well as those at Phoenix were 
  constructed long ago by the Archmage Martek. At each of 
  those IocationsatempletoSetwas builtafter Martekconcluded 
  his work. This did not stop Martek from using them after the 
  destruction of the cities for the purposes that he foresaw. 
  Martek was the greatest mage of his age and foresaw the 
  course of future history. He left a great gift after his death to the 
  Sultanate of the tribes. To them was given the knowledge of 
  where the Great Good sleeps, to be loosed when the Evil came. 
  The ancient city of Phoenix was located east by southeast of 
  where the Oasis of the White Palm stands. 
  Martek was perhaps the greatest mage that ever walked the 
  desert wastes. His works of wonder in magic and architecture 
  remain unsurpassed. It was he that delivered unto the Pharaohs 
  of his day the three Star Gems: Mo-pelar, Shah-pelar, and 
  Khan-pelar. These stones were unlike any others in the world 
  and around them arose a great mystery. The Tomb of Martek 
  was the mage’s greatest creation. 
  He knows the part of Martek’s epic given in the TABLE OF 
  RANDOM RUMORS (#4) on page 5. 
  31 
  
  RANDOM RUMORS 
  Any person encountered will know 1-4 rumorsfrom the table 
  below. Roll Id1 0 to determine the exact rumors. Do not re-roll 
  if the same rumor is rolled more than once. False rumors are 
  marked (F). 
  The demon was sent by the old gods to punish their 
  faithless followers. 
  The demon looks like a (roll ld4): 1. A dark woman who 
  skulks in the night: 2. a hideousape with glowing coalsfor 
  eyes; 3. a bloated spider-like being; 4. a noxious cloud of 
  deadly vapors (F). 
  An ancient evil lurks in the black monolith. 
  The minstrel knows more than he tells. 
  treasures 
  PALM SIGN AND AMULET (See Diagrams #6 and #7.) 
  The palm sign is a symbol that magically appears on the palm 
  of the woman chosen by fate to be the bride of the sheik of the 
  oasis. The mark also appears on the palm of the woman 
  betrothed to the sheik’s first-born son. The sheik and his son 
  each wear the amulet. The origins of the amulet and the palm 
  mark were lost in antiquity and no one now knows their true 
  purpose. 
  Martek, after his visions of the future, gave the palm sign and 
  the amulet to the ancient leader of the Symbayans. They were 
  to be carried down through the ages until the time when the 
  two would be combined to tell where and how to release the 
  Djinni. 
  Anyone who puts the amulet against the palm symbol will be 
  able to align the symbols and read clearly: 
  The message can be read only when the amulet and the palm 
  mark are aligned together. “Atmopryeetno” is the word that 
  releases the Djinni at the ancient and now destroyed City of 
  Phoenix. 
  The amulet itself is a weapon. It glows in the presence of the 
  Efreeti Pasha, and will strike him with a beam of cold blue light. 
  The pain caused by the beam will drive the Efreeti away in 
  three rounds. The amulet also acts as a ring of fire resistance. 
  No one at the oasis knows that the amulet has these powers. 
  Theamuletwill lose itspowersonce it isused tofreetheDjinni. 
  THE HARNESS OF SEKER: 
  This magical item is a gift from the god, Seker, granted in times 
  of great need. It isshaped likeaglovewith holesforfingersand 
  with a harness that extends down the wrist and forearm. The 
  harness is of NG alignment and anyone not of good alignment 
  will take 1-4 points of damage per round that the harness is 
  worn. It will only obey the commands of good-aligned clerics. 
  The palm of the harness bears the symbol of Seker. 
  5. 
  6. 
  7. 
  8. 
  9. 
  10. 
  I heard a stranger call the halfling Shylo. 
  The old warehouse manager, Tolnus Granicus, was the 
  victim of foul play. 
  Somewhere beneath the oasis is a lost temple buried by 
  the sands centuries ago. 
  The sons of the sheik are identical twins, and Korus was 
  born but a few moments after Hassan. 
  Unscheduled caravans have been arriving late at night. 
  They go directly to the sandvoyagers’ warehouse and then 
  leave the same night. 
  The Crypt of Badr AI-Mosak is haunted with evil and 
  terrible beings. 
  anb tomes 
  The harness will vibrate when undead creatures are near. If the 
  cleric extends hisarm, the harness will detect all undead in the 
  direction his arm is pointed, to a range of 30 feet. 
  The harness can discharge a 30-fOOt bolt that causes 40 points 
  of damage, no saving throw, to any undead creature. The 
  wearer simply points his arm at an undead creature within 
  sight and range and says the word “Seker.” Each bolt uses one 
  charge. 
  The harness is given by Seker to help a good cleric destroy the 
  undead. The gift requires the temporary sacrifice of a magical 
  item on an altar of Seker. The sacrifice must be a magical rod, 
  staff, wand, or magical weapon. The sacrifice disappears when 
  placed on Seker’s altar, and the harness appears. The harness 
  will have a number of charges equal to the number of charges 
  in the rod, staff, or wand, or equal to the highest “plus” of the 
  magical weapon. However, the harness of Seker will never 
  have more than five charges. 
  When all of the charges have been used, the magical weapon 
  or item sacrificed will reappear in the hand of the person who 
  sacrificed the item. The item will be in the same condition as 
  when it was offered. When the sacrifice is returned, the 
  harness disappears. No one can receive the harness of Seker 
  more than once. 
  STAR GEMS 
  These three gems were given by Martek to the Pharaohs and 
  sheiks of the land in the time of the ancients. They are each 
  named and have a distinctive epic description. 
  The Star of Mo-pelar was given to the Pharaoh of Bakar and 
  was lost into his cursed and theft-proof tomb. The gem was an 
  opal, five inches in diameter. The Star is a gem of true seeing. 
  The Star of Shah-pelar was a red star gem that was stolen by 
  Badr AI-Mosak. It is rumored to rest in his tomb. The gem has 
  the power to cure serious wounds three times per day. 
  The Star of Khan-pelar is a clear crystal gem that has the 
  unique quality of magical invigoration. A magic user who 
  meditates with it will be able to rememorize one level of spell 
  per turn of meditation. The magic user must be motionless 
  during this time. The crystal has since passed out of living 
  memory although it was once rumored to be in the area of the 
  White Palm. 
  I 
  Credits 
  1 
  1 17-T-9053 
  Design: Philip Meyers and Tracy Hickman 
  Editing: Edward Sollers, Marlene Weigel 
  Series Editor: Curtis Smith 
  Cover Artist: Jim Holloway 
  Artist: Keith Parkinson 
  32 
  
  CRYPT OF
  BADR AL-MOSAK MAP
  OVERHEAD SHAFT ENTRANCE
  (SEE DIAGRAM #2)
  DIAGRAM #3
  PITS OF EVERFALL
  SIDE VIEW 
  y'
  J
  N
  K1 and K2 (SEE DIAGRAM #2)
  PIT DROPS
  100 FEET TO WATER-
  E
  LOWER LEVEL
  DIAGRAM #5
  ROOM 15
  1 HEX =5 FEET
  SEE
  DIAGRAM #3
  UPPER LEVEL
  DIAGRAM #4
  LIGHT WEBS
  •1M3TSR HobbiM, Inc. AH RigMi
  OBLIQUE VIEW
  
  TEMPLE OF SET MAP
  H
  H
  EH
  DH
  H
  El
  El
  HI
  &
  —KEY 
  |
  Door
  False Door
  Secret Door
  Trap Door
  Cell Bar*
  Stairs
  Pillar
  Rubble
  Basin
  Well
  Trap
  Arch
  DIAGRAM #2
  ENTRANCE TO
  THE CRYPT OF
  BADR AL-MOSAK
  SIDE VIEW
  1 SQUARE = 10 FEET
  •1M3 T8H HobbiM, toe. AH Mgttfa
  MARTEK'S MAP
  •1963 TSW MdbtlM. Inc. AM WaHU
  
  • KEY-
  White Palm
  VJ Monolith
  ® ] Statue
  Tent
  Burned Camp
  1 HEX -100 FEET
  SHEIK'S TENT MAP (H2) 
  CLERICAL TENT MAP (H3)
  DESERT WILDERNESS MAP
  OASIS OF THE WHITE PALM MAP
  /
  b
  c
  /
  a
  d
  I
  e
  \
  -
  /
  1 SQUARE = 10 FEET
  ®
  E3
  Door 
  [ V
  Trap Door ||||||ll
  Altar 
  |d§
  Pillars
  Stairs
  Crates
  1 SQUARE = 10 FEET
  N
  Trail
  Path of Malatath
  1 HEX = 2 MILES
  1QMM063
  COMPOUND MAP
  AREAS H11 TO H18
  •M83 TSH HabeiM, me AH NgMi Rmnid.
  
  AdvaQcea 
  Dun3eons&&)ra30nsd 
  Fantasy Adventure Module 
  ~ 
  ~~ 
  ~ 
  Oasis of the White Palm 
  by Philip Meyers and Tracy Hickman 
  Tired and sore, you struggle over the burning sands 
  >ward the longforgotten city. Will you reach the 
  glace in time to save yourselves from theevil Efreeti? 
  The sun beats down, making your wounds stiff and 
  Cvorsening the constant thirst that plagues anvone 
  '1 the midst of broken columrlb driu viis or ruuuie 
  tands a huge statue. This is the place! You've found 
  irat last. Gratefullyyousinkonto the sand. Butthere's 
  no time to lose. You must hurry. So with a quavering 
  oiceyousaythemagicwords.Andthen) 
  ait.. . 
  i hush falls over the ruins, making the backof you 
  ieck prickle. Then, out of the east, a wind rises 
  gentle at first but quickly growing stronger and 
  wilder, until it tears at your clothes and nearly lifts you 
  off your feet. The once clear sky is choked with white 
  and grey clouds that clash and boil. As the clouds 
  blacken, day turns to night. Lightning flashes fol. 
  >wed by a menacing growl of thunder. You are 
  beainnina to wonder if vou should seek shelter. when 
  all Gf a s&lden there is'a blinding cr& md a bolt gf 
  lightni 
  8:. 5d.. 
  1 
  's the statue to dust. ..-A*! . . .  
  .,. ,;; 
  ~, . ,, 
  For a moment, silence. Then, out of 
  remains, soars a blue flame. Its roar de 
  higher and higher it climbs, until it seems about to 
  reach the clouds. Justwhen you think it can grow no 
  larger, its shape begins to change. The edges billow 
  -nd soften, the roar lessens, a--' 
  LL- 
  - eyer 
  naterializes a gigantic blue ma 
  This module can be played ai 
  tho nF+FW O F  nF-1 
  ATll 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1st Edition/Modules/I4 - Oasis of the White Palm.pdf