TEXT: The Coming of 
  Hanuman
  A Scenario for
  The Roleplaying Game
  
  The Coming of Hanuman
  1
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  The Coming of Hanuman 
   
  2
  Scene 1: The Hawk of Aghrapur 
  4
  Scene 2: The Lost Ruins 
   
  6
  Scene 3: Hanuman Himself               10  
     
  License 
   
   
   
   
  14
  Credits
  Contents
  The Coming of Hanuman
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  The Coming of Hanuman
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  The Coming of Hanuman
  3
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  Adventure 
  Background
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  The Awakening
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  Turanians and Zuagirs
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  The Ape Army
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  4
  The Coming of Hanuman
  leader is, of course, none other than the man-ape Ravu of 
  Yezud awakened three years ago.  The scholar’s rituals did 
  much more than awakening the beast’s intelligence, in fact 
  giving it unearthly insight and even supernatural abilities 
  of its own.  The man-ape ﬂed, taking the terriﬁed Ravu 
  with him, even as the magical ritual of its rebirth wracked 
  the minds and bodies of the wizard’s hapless bodyguards.  
  During the last couple of years, the creature held Ravu 
  prisoner, torturing him and forcing him to teach it the 
  secrets of magic.  Now the man-ape is a powerful wizard 
  itself, and has even developed a lust for conquest.  Using 
  his supernatural talents and new leadership abilities, the 
  man-ape enthralled enough of its kin to form a small 
  war party, which he trained to use weapons and follow 
  his orders.  Under their unholy leader’s command, 
  the man-apes have killed dozens of Shemites, stealing 
  their women and children to build a new tribe, tainted 
  with the blood of their degenerate race.  Furthermore, 
  the man-ape leader has learned all relevant facts about 
  human civilisation in general, and the Shemite people in 
  particular, from Ravu, who is still the creature’s prisoner 
  at the ruins, and from forceful, dreadful interrogation of 
  its human captives.  Soon, the next stage of the man-ape’s 
  scheme will begin: it plans to contact the priesthood and 
  people of Zamboula, presenting himself as an avatar of 
  the god Hanuman to take advantage of the Zamboulans’ 
  unchecked worship of the ape-god.  The city’s Turanian 
  leaders would have no choice but to accept the will of the 
  mighty cult of Hanuman, and man-apes would control 
  the city through religious fear.  Thus the creature plans 
  to use Zamboula as the ﬁrst city of its new empire, ruled 
  by its new race.
  Adventure Hooks
  The Player Characters are assumed by default to be 
  mercenaries or enlisted soldiers in the service of Mahath 
  Agha.  If they have no other reason to follow the 
  Turanian army, coin is always a good incentive.  If the 
  Player Characters have absolutely no cause to enlist in a 
  Turanian mercenary regiment, or are otherwise unable 
  to use this adventure hook, consider using one of the 
  following alternatives:
  • 
  The Player Characters are travelling through 
  northeastern Shem for any reason (or for no 
  speciﬁc reason) and stumble upon Mahath Agha’s 
  military encampment by accident.  The Turanian 
  company’s guards bring the Player Characters 
  before Mahath Agha, who gives them a choice 
  of either serving Turan as mercenaries or 
  dying for suspected allegiance with 
  the Zuagir rebels.
  • 
  The Player Characters are hired not by Turan 
  but by Shem, or by a neighbouring nation such 
  as Khauran, Khoraja or Koth, with the speciﬁc 
  purpose of scouting the northeastern Shemite 
  deserts and spying on the Turanian mercenary 
  force.  The Player Characters join the Turanian 
  army as a way to investigate its activities from 
  within.
  • 
  The Player Characters have been sent by a 
  Shemite or Turanian employer to investigate 
  the activities of Bahim Baal’s Zuagirs.  During 
  their investigation, they found the Turanian 
  company’s tracks and, after a few journeys, 
  caught up with them.  They were escorted to 
  the presence of Mahath Agha and, whether by 
  intimidation or mutual convenience, accepted 
  to join the Turanian lines, if only during this 
  campaign against their common target.
  Once the stage is set and the Player Characters are in 
  place, the action begins…
  Scene I: The Hawk 
  of Aghrapur
  Read or paraphrase the following to the players:
  For days now you have travelled through the harsh deserts 
  and steppes of the Turanian-Shemite border.  Nobody ever 
  said that serving as scouts for the Turanian army was going 
  to be a nice ride, nor did you have any illusions about ﬁnding 
  the hidden Zuagir rebels quickly, much less in their own 
  territory.  However, it has indeed been a difﬁcult journey, 
  wearily trudging these barren lands where no shade falls, no 
  food grows and none of you are welcome.  Oh yes, Turan may 
  hold the rule here, but it does not hold the people’s loyalty.  
  Then again, that is precisely the reason why you are here, 
  is it not?  That is the job that brought you to the deserts 
  of Shem, two silver pieces a week plus meals – to help the 
  Turanian army ﬁnd the Zuagir insurgents and stamp out 
  their rebellion.  No indeed, nobody said this was going to 
  be a nice ride.
  Your ponderings are interrupted by the sudden blare of war 
  horns and the yells of mercenary ofﬁcers.
  -The Zuagirs!  The Zuagirs!
  -Alarum!  Alarum!
  
  The Coming of Hanuman
  5
  -Battle stations, dogs!!  Time to earn your daily  
   
  meals!
  -There they are!  Onward!!  For King Yezdigerd!!
  -Come on, march ahead!!  Faster, curse you!!    
   
  Faster!!
  -In formation, sons of camels!
  -Charge!!  Tarim smite you, chaaaaaarge!!!
  As you scramble to obey at least some of the orders, you see 
  the Turanian company commander, Mahath Agha, ﬁercely 
  charging the desert nomads with his personal guard.  You 
  do not know what awes you most in this man – his courage 
  or his arrogance.  You have no time to decide, however, as 
  everyone in the company must immediately follow the Agha 
  to battle with the Zuagirs.
   
  Thus are the characters thrust in the thick of it from 
  the very start.  The Zuagirs spotted by the Turanian 
  watchmen are nothing but an advance party, and so 
  attempt to retreat instead of standing their ground.  
  Allow the Player Characters to enter combat if they wish; 
  despite their retreat, the Zuagirs will ﬁght back if forced 
  to.  Otherwise, handle the encounter as a descriptive 
  battle, which ends with most of the Zuagirs successfully 
  escaping.  If the Player Characters insist and succeed in 
  engaging some of the Shemite rebels in melee, use the 
  Zuagir rider statistics given below.  The Zuagirs use 
  Turanian desert warhorses, the statistics of which can be 
  found on page 306 of the Conan Roleplaying Game.
  Zuagir rider
  Medium Humanoid (1st level Shemite nomad)
  Hit Dice:  1d10+1 (6 hp)
  Initiative:  +3 (+2 Dex, +1 Reﬂex)
  Speed:  30 ft. (70 ft. on horseback)
  DV:   (Dodge vs.  Ranged): 13 (+2 Dex, +1 favoured 
  terrain) (Dodge vs.  Melee): 13 (+2 Dex, +1 favoured 
  terrain) (Parry vs.  Melee): 11 (+1 Str)
  DR:  0
  Attack:  Scimitar +2 melee (1d8+1/ 18-20, AP 3); or 
  Ghanata knife +3 melee ﬁnesse (1d8/ 20, AP 2); or 
  Shemite bow +4 ranged (1d10+1/ x3, AP 4)
  Full Attack:  Scimitar +2 melee (1d8+1/ 18-20, AP 3) 
  and Ghanata knife +3 melee ﬁnesse (1d8/ 20, AP 2)
  Special Attacks:  Shemite racial traits
  Special Qualities:  Shemite racial traits, favoured terrain 
  (desert)
  Space/ Reach:  5 ft. (1)/ 5 ft. (1)
  Saves:  Fort +2, Ref +3, Will -2
  Abilities:  Str 12, Dex 15, Con 13, Int 11, Wis 9, Cha 
  9
  Skills:  Appraise +2, Bluff +3, Handle Animal +3, Hide 
  +5, Listen +6, Move Silently +5, Ride +6, Search +1, 
  Spot +8, Survival +8
  Feats:  Mounted Combat, Ride-By Attack, Track
  Prisoners
  If the Player Characters managed to bring at least one or 
  two Zuagirs alive, these are taken to Mahath Agha for 
  interrogation.  Otherwise, assume Mahath Agha managed 
  to catch a prisoner and is currently interrogating him.  
  Should the Player Characters witness the interrogation, 
  feel free to use any of the following samples as excerpts 
  from the captured Zuagirs’ dialogue:
  -The Zuagirs are not afraid of the Turanian despots.  
  Whatever should happen to us, it shall be the will of 
  Ishtar over which you have no power.
  -Our tribe is not numerous, but this is our home, 
  and we know it better than you.  You will not leave 
  our Realm alive.
  -We will tell you the hiding place of our leader, for 
  he wishes to talk to you.  Do not think we do it out 
  of fear or pain.
  -There are stronger forces than you threatening  
   
  the Shemite people now.  We do not fear you.
  -What is the might of the spoiled King of Turan  
   
  when compared with the power of evil spirits?
  -The Zuagirs are besieged by mysterious demons 
  from the desert… we are lost anyway.  As you will 
  be if you come to our lands now…
  -You foolish Turanian captain.  Men who think  
   
  themselves immortal are always the ﬁrst to die.
  Let the Player Characters make what they will of this 
  information; General Mahath will obviously not suffer 
  such an exchange to continue for long, specially after 
  the Zuagirs have disclosed the location of their tribe so 
  easily.  Once he has a map leading the way to Bahim 
  Baal’s campsite, the Agha loses patience and orders 
  the impertinent prisoners executed.
  It is possible the Player Characters will want 
  to take actual part in the interrogation 
  or even stop the prisoners’ execution. 
  
  6
  The Coming of Hanuman
  However, Turanian military law gives them no right 
  to attempt either, not even if they were the ones who 
  brought the prisoners.  To stop them from making a 
  scene, you could subtly remind the Player Characters 
  of their low rank and little power over the decisions of 
  a Turanian noble they are only serving as mercenaries.  
  If they insist, have them make a Diplomacy check (DC 
  25).  Success means they convince the Agha of letting 
  them interrogate or even free the prisoners.  If they do 
  not convince Mahath, however, they are well advised to 
  stop right there and retreat quietly.  Angering Mahath 
  Agha could result in the Player Characters’ punishment, 
  potentially ranging from a few days’ arrest to an ofﬁcial 
  death sentence.  One does not triﬂe with the orders of the 
  Hawk of Aghrapur.
  The General
  After the Shemite prisoners have been dealt with, 
  the Player Characters are called to the presence of the 
  Agha, regardless of whether they were present at the 
  interrogation or not.  They do not have a choice in the 
  matter; they must go or risk the wrath of the Agha (see 
  the paragraph above).  The Player Characters are taken 
  to Mahath Agha’s tent and motioned to sit before him 
  while his slaves bring and serve dinner.  Use any or all of 
  the following excerpts as part of Mahath’s dialogue with 
  the Player Characters:
  -I have called you because I want you to volunteer  
   
  for a mission.
  -The desert rabble has revealed the location of their 
  secret hideout.  It is no more than a day’s march 
  from here.  We will go there and wipe out the rebels.  
  However, we need an advance party to scout the 
  area and warn us of any danger.
  -I have chosen you as volunteers for this job.  You 
  will march ahead and make sure the road to the 
  rebels’ lair is free of danger.
  -Here… this is a map my scouts drew from the 
  information given by those sand dogs.  Use it to 
  guide yourselves.  We will follow you closely, using 
  another copy of the map.
  -I am not sending you on a suicide mission, 
  understood?  If you ﬁnd danger, I want you to 
  double back immediately and report it to me. 
  We will be marching only a few hours 
  behind.
  -Remember: if you ﬁnd the Zuagirs, just return and 
  report.  Do not engage them in battle under any 
  circumstance.
  -You do not need to know any further details.   
   
  You have your orders; you may retire.  That is all.
  -The Hawk of Aghrapur will not discuss his   
   
  strategy with you.  Obey me now!  Go!
  Also, if the Player Characters did not witness the 
  interrogation, the Agha gives them a very abridged 
  version of what happened, sprinkled with gruff anti-
  Shemite comments (even if one or more of the Player 
  Characters are Shemites themselves – Turanians are not 
  known for their respect of other nations).  He shares no 
  information beyond this, and accepts no advice or input 
  unless it is really an amazingly convincing, sound plan 
  – and then he only agrees grudgingly.  What he wants is 
  the Player Characters to immediately follow his orders 
  and start towards the Zuagir hideout.  Consult the Map 
  Handout to trace the Player Character’s route.  See the 
  Appendix for Mahath Agha’s full statistics.
  A successful Sense Motive check against a DC equal to 
  the Agha’s opposed Bluff check reveals he is indeed using 
  the Player Characters, albeit no more than any other 
  leader would use any other soldier.  Although he plans 
  to position them as cannon fodder, Mahath honestly 
  intends to follow and catch up with them to battle the 
  Zuagirs together.
  Scene II: The Lost 
  Ruins
   The one-day trip to the ‘rebel base’ will pass uneventfully.  
  If the Player Characters are 3rd level or higher, you may 
  want to spice it up by adding an encounter with some 
  animal native to the Shemite desert, such as a desert viper 
  (see the Conan Roleplaying Game, page 310).  Otherwise, 
  it is best if the Player Characters reach their destination 
  relatively fresh and unhurt; that is, having had no 
  previous encounters.
  After some twelve hours of travelling, the party reaches the 
  spot indicated in the Agha’s map (see the Map Handout).  
  Obviously the map does not actually lead to Bahim Baal’s 
  lair, but to the Man-apes’ ruins; the Zuagir chieftain 
  found and followed the tracks of his sister’s attackers 
  and he decided the solution to his apparently hopeless 
  situation was to turn both his enemies upon each other.  
  
  The Coming of Hanuman
  7
  To this effect, he gave instructions to all his scouts to 
  give the apes’ ruins as the ‘secret location’ of the Zuagirs’ 
  forces, which seems to have had exactly the desired results 
  with Mahath Agha and the Player Characters.  As soon 
  as the Turanians meet the man-apes in battle, Bahim 
  Baal intends to enter the ruins and rescue his people, 
  hopefully escaping with them before the battle is decided 
  in favour of either of his foes.  Otherwise, he is ready to 
  ﬁght the winner to the death.  He did not count on the 
  Player Characters arriving to the site earlier, though, or 
  on his sister escaping on her own and being attacked by 
  one of the apes.
  She of the Golden 
  Eyes
  As soon as the Player Characters come within sight of the 
  ruins, read or paraphrase the following:
  It is many hours since you separated from the main 
  Turanian company, but you ﬁnally see the near cliffs and 
  rocky foothills of the Kezankian Mountains - the landmark 
  of the end of your journey.  You found no trap and faced 
  no ambush during the trip, although an eerie feeling of 
  disquiet has been growing on you as you came closer to this 
  area.  As you continue nearer to the place indicated in your 
  map, you make out the outline of some 
  apparently ruined stone buildings in the 
  distance, almost hidden on the base of a 
  short cliff wall.  These stones must mark 
  the site of the rebel camp, as indicated by 
  the map Shah Mahath gave you.  You 
  hope the Turanian and his men are not 
  too long in catching up with you, for there 
  is something about this area that makes 
  your very soul tingle...  suddenly, you hear 
  the shrill scream of a woman.  A scream 
  of terror.  Despite the craggy cliff walls 
  magnifying its strength and echoing its 
  resonance everywhere around you, there is 
  no doubt about it – the scream came from 
  the ruins.
  About 300 feet from the Player 
  Characters’ location, Nameela, the 
  beautiful sister of the rebel Bahim Baal, 
  is being chased by a large man-ape guard 
  after having escaped the ruins where her 
  people were being held captive.  If the 
  Player Characters run for it, they may 
  ﬁnd her in time to intervene.  Read or 
  paraphrase the following as soon as any 
  of the Player Characters come within sight of the girl and 
  her pursuer:
  As you hurry towards the ruins, you come upon a vision of 
  both staggering horror and unearthly beauty, such as only 
  the gods are able to paint.  A naked woman lies in the sandy 
  ground, desperately scrambling to get up and run as her 
  stunning, angelic countenance distorts in a mask of sheer 
  panic.  The most striking feature of this girl is her golden 
  eyes, which glitter as the sun on the Shemite sands and have 
  almost the same colour as her desert-tanned skin.  A few steps 
  behind this desert beauty, a hulking humanoid – for the 
  thing that stands before your eyes is not a man, even though 
  it walks on two legs – ambles towards the frantic beauty.  
  You would think the thing an ape from the jungles near the 
  Vilayet, except that it is dressed on a crude imitation of a 
  desert nomad’s kafﬁa and cloak, and the blade of a curved 
  knife shines wickedly, clutched in its hairy right hand.
  If the Player Characters intercede for the girl 
  (and well they should, being heroes of the 
  Hyborian age), the man-ape chasing 
  her retreats into the ruins, as all local 
  m a n - apes have been taught 
  
  8
  The Coming of Hanuman
  by their master not to enter a battle 
  they are not entirely sure of winning. 
  If the Player Characters stop the thing’s 
  retreat, it stands and ﬁghts; use the 
  man-ape statistics given on page 324 of 
  the Conan Roleplaying Game, except as 
  follows:
  Attack:  Zhaibar knife +11 melee 
  (1d12+6/20, AP 7); or slam +11 melee 
  (1d8+6)
  Full Attack:  Zhaibar knife +11 melee 
  (1d12+6/20, AP 7), slam +11 melee 
  (1d8+6) and bite +9 melee (1d10+3)
  As soon as the threat of the man-ape 
  is dealt with, the Player Characters 
  may turn their attention to the ﬂeeing 
  girl, who has appropriately swooned 
  with all the excitement.  If they tend 
  to the girl, she awakes with a start, and 
  begins babbling incoherently about 
  the ruins and her people.  After a few 
  moments she calms down, but the tint 
  of desperation can still be seen in her 
  painfully beautiful, golden eyes.  Use 
  any of the following excerpts as part of 
  the girls’ dialogue with the Player Characters:
  -Is...  is that thing…?  Who are you?
  -I am Nameela of the Zuagirs.  Please...  I don’t 
  know who you are, but please help me… my people 
  are still trapped by those things…
  -Those cursed ruins are not my tribe’s haven.  I  
   
  don’t know why you thought they could be!
  -You have to follow that… that monster’s  
   
   
  tracks… you have to save my people!
  -They are not human…  I, I do not know what 
  they are!  They are beasts!  Spirits of the underworld 
  come to torment us!
  -I don’t know how many of them they are… they  
   
  are like a tribe… a tribe of ﬁlthy, beastly…   
   
  things…!  Oh…!
  They have a master…  One who is smarter and 
  wiser than the others, but also much more evil 
  and cruel… he…  I don’t want to talk 
  about him, I don’t…
  -The leader of those beasts, he… he wanted me as 
  his, as his mate, he did… w-what he did to me…  
  Ishtar take me!  What that monster did to me!
  Now would be a good moment for the Player Characters 
  to investigate the ruins alone if they wished.  If the Player 
  Characters are signiﬁcantly loyal to the Agha or simply 
  afraid of going inside the ruins alone, they may choose 
  to wait for the Turanians while watching the girl outside 
  the ruins.  However, the girl pleads them to go inside 
  and rescue her people before the ‘apes arrive’.  Make sure 
  this is said in such a tone as to give the Player Characters 
  an idea of the importance of not being there when that 
  happens.  If the Player Characters decide to wait until 
  the arrival of their employer, proceed directly to Scene III: 
  Hanuman Himself.
  The Temple of the 
  Man-Ape
  If the Player Characters decide to enter the ruins, read or 
  paraphrase the following:
  You slowly enter the stone ruins, the feeling of anxiety still 
  growing inside you.  There are no tents, no hearths, no 
  banners – this is not a Zuagir camp, not even an inhabited 
  
  The Coming of Hanuman
  9
  settlement.  There is utter silence in the place, although 
  there undoubtedly is a presence here, something watching 
  and probing you.  After a few instants you realise who it 
  is: the city is full of crude, debased depictions of the ape-
  god Hanuman.  Bas-reliefs, small statuettes, large white 
  stone idols – Hanuman is all around you, looking upon 
  your intrusion with the aloof disapproval of a carved deity.  
  These ruins must have belonged to some base ancient cult, 
  probably established by Vendhyan ancestors or some such 
  people.  However, your concern is not with the city’s former 
  inhabitants, but with whoever is currently occupying it.
  The Player Characters have come to the ruins during a 
  raid, so most of the man-apes, including their sorcerous 
  master, are currently away looking for captives among 
  the near Shemite tribes.  While the Player Characters 
  explore the ruins, you may want to have them encounter 
  one or two wandering man-apes, just to make it clear the 
  things do wander the city.  Man-apes found in the ruins 
  all have the statistics of a typical man-ape (see the Conan 
  Roleplaying Game, page 324) except that they carry and 
  use Zhaibar knives (see above for a man-ape’s combat 
  statistics with a Zhaibar knife).
  The Captives
  After a few minutes of exploring the ruins, have the 
  Player Characters encounter a large white building near 
  the southeastern perimeter of the ruins.  At this moment, 
  read or paraphrase the following:
  Presently you come before a large white stone building, which 
  is in better shape than the others.  The Ape-God’s monstrous 
  visage sneers at you from the four roof corners.  The windows 
  have been closed with rocks, but you could have sworn you 
  saw faint traces of movement within.  Suddenly, a Shemitic-
  speaking voice calls to you in a whisper…
  The Player Characters have found the building housing 
  most of the apes’ Zuagir prisoners.  These are mostly 
  women and children, but there are also a few young 
  men among them (not all the man-apes are males, after 
  all).  As soon as the Player Characters pass by one of the 
  windows, one of the prisoners calls out to them, asking 
  for their help.  The Player Characters may ask a few 
  questions but you should remind them there is little time 
  for that; besides, the Zuagir captives do not know much 
  more about the man-apes than anything Nameela may 
  have already told the Player Characters.
  As soon as the Player Characters agree to help, the Zuagir 
  captives tell them the door is on the other side of the 
  building, but two armed man-apes stand guard.  The 
  Player Characters will have to come up with some good 
  strategy to lead them away from their post.  In addition, 
  the Zuagir captives suggest the man-apes’ master hides 
  an artefact of great power somewhere at the centre of the 
  ruins.
  If the Player Characters successfully free the captives, 
  they swiftly ﬂee the ruins, taking cover in the rocks and 
  crevices among the nearby cliffs until their leader, Bahim 
  Baal, comes for them.
  Ravu of Yezud
  If at any time the Player Characters decide to go deeper 
  inside the ruins, it does not take long for them to ﬁnd 
  the city’s central building: a small dilapidated altar, the 
  entrance to which is blocked by a large white stone 
  slab with strange, monstrous carvings.  This slab has a 
  hardness of 10 and 150 hit points.  A weapon’s AP rating 
  does not count against the slab’s hardness.  To even move 
  this slab requires a successful Strength check (DC 25), 
  but a character can take 20 on such a check.
  Once the characters are inside the small altar through any 
  means, they ﬁnd it has an occupant.  Read or paraphrase 
  the following:
  Inside the small building you see, dimly outlined by the 
  feeble light coming from outside, the form of a lone human 
  prisoner, chained to the stone ﬂoor as if it was a cell.  He 
  is an old man, although clearly younger than he seems.  It 
  looks as if this man had spent many years under constant 
  torture both of the mind and soul, as his quaking limbs and 
  trembling gaze indicate as he weakly moves his marked, 
  battered body towards you.  His words sound as the Zamoran 
  tongue, although his voice is too faint and croaky to be sure 
  of it.  He seems to repeat a single word… his name?  Ravu…  
  Ravu of Yezud…
  This man is Ravu of Yezud, the wizard who summoned 
  the ritual that created the Man-apes’ wizard-king.  Ravu 
  succeeded in giving intelligence to a man-ape but, 
  somewhere along the process, the roles were reversed 
  and the apprentice became the master, which started 
  three long years of torture and humiliation during 
  which Ravu was a slave to the beast he had 
  planned to enslave himself.  It was Ravu 
  who taught sorcery to the beast; that 
  is why he has been kept alive these 
  
  10
  The Coming of Hanuman
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  The Coming of Hanuman
  11
  much deeper than any conscious understanding of enmity.  
  These are man-apes from the eastern mountains, gathered in 
  a military force for the ﬁrst time since Atlantis sank.
  In a few moments, the battle has turned completely: human 
  soldiers, both Zuagir and Turanian, instinctively join forces 
  against the monstrous aberrations, which have clearly 
  become the common enemy.  However, even their combined 
  might is no match for the apes’ sheer hate and ferocity.  Then, 
  to make matters worse, an unnatural dust storm rises in the 
  area and a dark wind begins blowing among the warriors… 
  the devilish Master of the ruins has arrived at last…
  Warned by their city sentries of the humans’ arrival, the 
  Ape Master and his militia have returned from their 
  raids upon desert settlements.  The man-apes are greatly 
  outnumbered, but their physical superiority and their 
  masters’ sorcery could yet win them the battle, especially 
  when some of the Turanians are Hanuman worshippers, 
  which gives the man-apes the additional advantage of 
  religious awe.
  The Ape Master in particular is a very tough opponent, 
  keeping to one side of the battle from its lofty seat 30 feet 
  above ground and smiting anyone who comes near with 
  its magical power.  If the Player Characters attempt to 
  approach the creature, they do not need a Climb check 
  but require at least two full-round actions to reach its 
  position.
  The Ape Master’s full statistics can be found in the 
  Appendix.
  Ending the Battle
  Unless the Player Characters change the course of events 
  in some way, the battle will end as follows:
  • 
  The Zuagirs leave the battle a few rounds after 
  the apes’ onslaught, more worried about rescuing 
  their captive kin than anything else.  Once they 
  have safely led the prisoners away from the ruins, 
  they leave the scene, allowing their enemies to 
  kill each other as they see ﬁt.
  • 
  The Turanians lose the battle, but realise it with 
  enough anticipation to ﬂee and scatter to the four 
  winds.  The man-apes let most of them escape.  
  Mahath Agha dies horribly at the hands of two 
  particularly vicious man-apes.  Perhaps, in the 
  end, he gives a bit more weight to the warnings 
  of his Shemite prisoners.
  • 
  The apes manage to rout the Turanians and 
  keep control of the ruins, although with heavy 
  casualties of their own and having lost all of their 
  Zuagir prisoners.
  Killing the Ape 
  Master
  Unless the Player Characters intervene, the Ape Master 
  will survive this battle and return once more to continue 
  with its plans of conquest.  However, killing it is not an 
  easy task by any means, even to high-level characters.  
  This scenario has a few built-in options to defeat the 
  monster in a relatively unproblematic way:
  These cliff walls are ideal for an avalanche, and the Ape 
  Master is standing over one such cliff, 30 feet above the 
  battle scene.  A series of successful Climb checks (DC 15) 
  would allow a character to reach a higher point among 
  the cliffs, 50 feet above the ground, from which it would 
  be possible to cause a rockslide directly over the Ape 
  Master.  Reaching this position without the Ape Master 
  noticing also requires a successful Hide check opposed by 
  the Man-Ape’s Spot skill, followed by a successful Move 
  Silently check against the creature’s Listen skill.  Failure 
  means the Ape Master notices the hiding character and 
  casts greater telekinesis to throw him off the cliff.  If the 
  Ape Master fails his attack roll by a substantial amount 
  (at the Games Master’s discretion), he might just cause 
  the rockslide on himself anyway!
  Once a character reaches the cliff directly above the Ape 
  Master, causing a rockslide requires a full 10 rounds and 
  a successful Survival check (DC 20).  If the character 
  has not been spotted by the Ape Master, he may take 
  10 in this check.  Failing this check by 5 or more means 
  the character causes the rockslide, but is himself affected 
  (and probably killed) by it.  A successful rockslide deals 
  3d8 damage to the man-ape lord, plus 1d8 per 5 points 
  the Survival check exceeded the DC, plus 3d6 from the 
  fall, plus the creature becomes buried under tons of rock.  
  If the Ape Master was aware of the rockslide, it is allowed 
  a Reﬂex save (DC 15).  Success means the Ape Master 
  suffers only half damage from the rockslide and does not 
  fall or become buried.
  If the Player Characters rescued Ravu of Yezud 
  from the ruined city, he quickly goes to 
  the heroes, revealing it is his own soul 
  that gives power to the monster, and 
  beseeching the Player Characters 
  to kill him.  What he says is true: 
  
  12
  The Coming of Hanuman
  the ritual that gave intelligence to the Ape Master was 
  fuelled with Ravu’s own Power Points, and the wizard’s 
  fall should end the beast’s power.  If the Player Characters 
  agree to slay Ravu then and there, he delivers himself 
  unto death with a blessing on his lips and his passing 
  causes an immediate reaction on the Ape Master: as the 
  creature loses its intelligence and ability to control its 
  sorcerous power, the magical energies inside its body 
  cause a runaway magic effect centred on it.  Roll on the 
  Runaway Magic table (page 195 in the Conan Roleplaying 
  Game) with a bonus equal to the Ape Master’s Corruption 
  score (+6) to the d20 roll.
  Nameela clearly stated that the man-ape leader wanted 
  her as her mate; a clever Player Character might want 
  to attempt baiting the Ape Master with the girl, using 
  her to goad the monster into a trap of the Players’ own 
  devising.  As curiosity killed the cat, it is a well-known 
  fact that lust killed the ape…
  Epilogue
  The Coming of Hanuman can have a number of different 
  epilogues, according to the Player Characters’ actions.  
  Each of these epilogues has an associated experience 
  point award.  It is possible for more than one of these 
  epilogues to occur together, depending on the heroes’ 
  speciﬁc actions.
  If the Player Characters successfully rescue the Zuagir 
  captives (not only Nameela), grant a 500 XP bonus 
  to each of them.  If they do not rescue the Zuagirs, 
  Bahim Baal saves the prisoners anyway.  In any event, 
  the Zuagirs retreat back to their lands to continue their 
  battle against the Turanian invaders.  The ruins also hold 
  roughly 1,000 silver pieces in jewellery and coin taken 
  from the man-apes’ raids; the Player Characters may 
  have the time to take some of these while they rescue 
  the captives.
  If the Player Characters ﬁght Bahim Baal and defeat 
  him, grant them 500 XP for ending the Zuagir rebellion; 
  however, they will probably be treated as enemies next 
  time they encounter a Zuagir nomad.
  If the Player Characters remain in good terms with 
  Bahim Baal (which requires the safe delivery of 
  Nameela and the Zuagir prisoners to him), 
  he invites them to ride with him against the 
  Turanians.  Give each Player Character 
  250 XP for befriending the Zuagir 
  chieftain, plus 250 XP if they 
  accept to join his band.
  If the Player Characters decide to steal Nameela again, 
  she resists unless one of the party members is a male with 
  a Charisma higher than 15 and a barbaric honour code.  
  Give each Player Character 250 XP for taking Nameela; 
  if she goes willingly; give another 250 XP to the character 
  she has chosen.
  If the Player Characters save Mahath Agha from death, 
  they earn high honours among the Turanian army.  If 
  they ﬂee with the Turanian mercenaries, they are given 
  ofﬁcer’s ranks and assigned to Mahath’s personal guard.  
  Give 500 XP to each Player Character who contributed 
  to Mahath Agha’s rescue, plus 250 XP to each character 
  accepting a rank in the Turanian army.
  If the Player Characters kill the Ape Master or his mentor 
  Ravu, the surviving man-apes scatter and retreat back 
  into the Kezankian Mountains.  Give 500 XP and 1 Fate 
  Point to each Player Character for stopping the menace 
  of the Ape Master.
  If the Player Characters do not defeat the Ape Master, it 
  retreats to the Kezankian mountains with its surviving 
  people, and returns one year later to consummate its plan 
  to conquer Zamboula and begin carving its empire…
  Appendix
  The following are the statistics of some of the most 
  important Non-Player Characters for this adventure.
  The Ape Master
  Large Outsider (native) (3rd level man-ape scholar)
  Hit Dice:  6d8+3d6+9 (44 hp)
  Initiative:  +9 (+3 Dex, +6 Reﬂex)
  Speed:  30 ft. (6 squares), climb 30 ft.
  DV:  16 (–1 size, +3 Dex, +4 natural)
  DR:  6
  Base Attack/ Grapple:  +8/ +18
  Base Magic Attack Bonus:  +1
  Magic Attack Roll:  +3
  Attack:  Slam +13 melee (1d8+6)
  Full Attack:  2 slams +13 melee (1d8+6) and bite +11 
  melee (1d10+3)
  Space/ Reach:  10 ft. / 10 ft.
  Special Attacks:  Crush 3d8+9, improved grab, sorcery 
  styles (Hypnotism, Prestidigitation)
  Special Qualities:  Background (acolyte, lay priest of 
  Hanuman), darkvision 30 ft., immunity to poison, 
  knowledge is power +5, low-light vision, scent
  Saves:  Fort +7, Ref +9, Will +7
  
  The Coming of Hanuman
  13
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  14
  The Coming of Hanuman
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  Modern 
  System 
  Reference 
  Document 
  Copyright 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD 
  Wiker.
  System Reference Document Copyright 2000-
  2003, Wizards of the Coast, Inc.; Authors 
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