TEXT: module in the DESERT NOMADS series. 
  
  il Ab 
  
  DUNGEONS & DRAGONS@ Expert Set 
  Wilderness Module X4 
  aster o 
  esert Noma 
  by David Cook 
  An Adventure for Character Levels 6-9 
  Who is the one who sends unknown terrors into the heart of an army’s camp? Is he a man - or 
  something else? What power of his inspires fear into the horrendous legions now marching on the 
  civilized lands? What can you do to stop the one known only as The Master? 
  Editor: Michael Williams 
  @1983 TSR Hobbies, Inc. All Rights Reserved. 
  DUNGEONS & DRAGONS is a registered trademark owned by TSR Hobbies, Inc. 
  Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada Ltd. 
  Distributed to the toy and hobby trade by regional distributors 
  Distributed in the United Kingdom by TSR Hobbies (UK) Ltd. 
  TM 
  TSR Hobbies, Inc. 
  PRINTED IN USA 
  ISBN 0-88038-016-0 
  9068 
  1 
  
  DUNGEONS & DRAGONS@ Expert Set 
  Wilderness Module X4 
  MASTE 
  PART 1: INTRODUCTION 
  Master of the Desert Nomads is intended for use with the DUNGEONS & DRAGONS@ Expert Set. This set expands on the rules given in 
  the D&D@ Basic Set. This module cannot be used without the D&D@ Basic and Expert rules. 
  If you intend to play in this module, stop reading now. The following information is for the Dungeon Master only, who will use this information 
  to guide the players through the adventure. Knowingwhat will happen will ruin the excitement and surprise for the players as they face new and 
  unknown situations. 
  Background 
  For years, the Great Waste to the west of the Republic has been 
  the home of nomad raiders. Petty little tribes, both human and 
  otherwise, have roamed this trackless waste, raiding each other 
  and the surrounding settlements. For a while, the local lords easily 
  controlled this banditry. Then the tribes became dangerous: the 
  raiders apparently set aside their feuds and prepared for war. Spies 
  reported massive armies gathering. Shortly, some of the farthest- 
  flung towns were no longer heard from. Heeding their spies and the 
  stories of refugees from the west, the lords and the governor of the 
  Republic sent out a call for arms. Throughout the settled lands, 
  they asked for mercenaries and experienced men to fight the 
  nomad foes. All manner of men answered - 
  peasants, mercenaries, 
  veterans, elves, and adventurers. Among these many came your 
  group. 
  You were late in arriving, for the main army had already marched. 
  Your party joined the rag-tag lot of reserves going to meet them: 
  the undesirables and unusables of those who came to fight. Along 
  the way there were many quarrels and disputes. Peasants fought 
  for a dead man’s boots; drunken mercenaries ransacked a village; 
  men were knifed as old blood feuds broke out. 
  Finally, the reserves reached a village only recently taken by the 
  main army. Still among the smoking ruins were the signs of nomad 
  enemies - humans, orcs, and other unknown creatures. The 
  commanders halted at this place. Now you have been camped here 
  for several days. 
  Notes for the Dungeon Master: 
  Master of the Desert Nomads is the first part of a two-part 
  adventure. The second part is Wilderness Module X5, The 
  Temple of Death. The same characters are used in both 
  modules, although they may advance in levels as play progresses. 
  Before playing this module, the DM should read and become 
  familiar with the details and events that appear. This will make 
  playing more enjoyable and faster for everyone. There are eight 
  sections of this module: the introduction, five encounters, one 
  section of new monsters at the end of the module, and a section of 
  pre-rolled characters that may be used with this adventure. 
  This module gives information in two different ways - 
  boxed and 
  unboxed. The information in the box should be read to the players 
  as soon as they have an encounter or enter a room. The unboxed 
  information is for the DM’s use. It may contain facts the players can 
  learn through questioning or actions, but the players must do 
  something to get this information. 
  This module is designed for 6-8 characters from 6th to 9th level in 
  experience, with about 50 levels total for the party. The party 
  should have a range of all classes. It is suggested that the party 
  have a cleric of 8th or 9th level. All characters should have from 
  two to three magic items including magical swords and armor. All 
  the members of the party should be outfitted for a wilderness 
  adventure. 
  This adventure combines wilderness and dungeon encounters. 
  The mission the characters will be given requires them to travel 
  cross country and gather information. While on the way, they will 
  have many encounters, some relating to their mission and others 
  that simply add excitement to the adventure. With the exception of 
  the first few encounters and the last one, none of these encounters 
  are set. Instead, they are organized by the type of terrain in which 
  they occur. When the player characters enter that type of terrain, 
  the DM decides when and where on the map each encounter 
  should occur. For example, when the characters are rafting up the 
  river, the DM may have them meet the Monsters From Below 
  after a day of travel. In this encounter, if several of the player 
  characters are severely hurt, the DM should wait until the 
  characters are almost to the end of the river before having the next 
  encounter, The Watchers on the River. The DM controls the 
  timing of all the encounters. He does not have to worry about the 
  characters missing an important encounter by not going in the 
  right direction. 
  This module leads the player characters through the first half of a 
  mission that may be completed by continuing play in the second 
  module of this series, The Temple of Death. However, if the DM 
  wants to use only this module, it may stand on its own. When the 
  players are given their mission, the DM should not have them try to 
  find the Master, but should instruct them to find the Great Pass 
  and report back its location. Appearances by the Master should be 
  left in to confuse the players and give the DM a starting point for 
  further adventures. 
  To complete their mission in this module (and the next in the 
  series), the player characters must use stealth. They will travel 
  through large areas of an enemy territory where armies are on the 
  march, preparing for a major war. Obviously, characters who 
  announce their mission or alignment are going to find themselves 
  in serious trouble. When giving the players their mission, the DM 
  should stress the need for secrecy. 
  The DM should also stress that the mission the player characters 
  are undertaking is an important one. They will discover that their 
  2 
  
  mission has even attracted the attention of higher beings. Appearing 
  at one point in the module is an “Unknown Benefactor.” There is 
  no explanation of who or what this being is, and the player 
  characters are not able to observe it closely. The being only 
  appears in the most absolute of need, but it should not be used to 
  bail the characters out of situations into which they have stumbled 
  through their own stupidity or foolishness! The Unknown Bene- 
  factor appears in the module for atmosphere and feeling, not as a 
  cure-all to the characters’ problems. 
  This module contains maps of the Evil Abbey (on the inside cover), 
  a wilderness map of the Great Waste, the Bandit Attack, the 
  PART 2: KEY TO THE 
  General Information: The settled lands form the Western 
  outpost of the Republic. This is a very poor region and is normally 
  not well-defended. The land along the Asanda River is dry and 
  stony. It cannot support many crops and is only thinly settled by 
  humans. Those who live here survive by raising cattle, fishing, and 
  irrigating fields to grow crops - a constant job since both annual 
  floods and the desert destroy fields. 
  When the player characters arrive with the reserve forces, nearly 
  all of the settlers will be gone from this area. They have either left, 
  going back to the safer lands, or have been killed. There are signs 
  Village of Pramayama, and the Buried Temple. The wilderness 
  map is designed to be joined to the upper left edge of the wilderness 
  map that appears in Module X1, The Isle of Dread, but it is not 
  necessary to use these maps in this way. The wilderness map has 
  many locations named on it that are not described in the module so 
  that the DM may incorporate the map into his campaign, filling out 
  these place names with whatever information or details are 
  desired. This way, the wilderness map may be used for later 
  adventures. 
  To begin play in the module, start with the first encounter of the 
  following section. 
  SETTLED AREAS 
  everywhere of the passage of a large army - burned buildings, 
  broken weapons, stragglers, graves, bones, and scavenging animals. 
  If the players tell the DM they want to do something heroic or 
  adventurous on the journey, the DM can inform them that they are 
  too late. There is really nothing in this area to do. 
  On each day that the characters travel in the settled lands, the 
  chance for an encounter is 1-2 on ld6. The DM should then roll 
  ld20 and consult the following table to determine what has been 
  encountered. Beside each number is the time of the encounter, 
  either daytime (D), night (N), or anytime (Any). 
  Settled Lands Encounter Table 
  Die Roll 
  1-2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10-14 
  15 
  16 
  17-19 
  20 
  Time 
  Any 
  N 
  Any 
  N 
  N 
  D 
  D 
  Any 
  D 
  D 
  D 
  D 
  N 
  Encounter 
  3-30 Brigands (AC 6; HD 1; hp 4 each; #AT 1; 
  D 1-8 [sword] or 1-6 [shortbow]; MV 120; 
  Save F1; ML 8; AL C) 
  2-12 Bugbears (AC 5; HD 3+1; hp 14 each; 
  #AT 1; D 2-8; MV 90; Save F3; ML 9; AL C; 
  surprise on 1-3) 
  1-4 Gargoyles* (AC 5; HD 4; hp 18 each; #AT 
  4; D 1-3/1-3/1-6/1-4; MV 90/150’; Save F8; 
  ML 11; AL C; immune to sleep and charm) 
  3-18 Gnolls (AC 5; HD 2; hp 10 each; #AT 1; 
  D 2-8; MV 90; Save F2; ML 8; AL C) 
  2-8 Hellhounds (AC 4; HD 5; hp 30 each; #AT 
  1; D 1-6 or breath; MV 120; Save F5; ML 9; 
  AL C) 
  2-4 Lions (AC 6; HD 5; hp 28 each; #AT 3; D 
  2-5/2-5/1-10; MV 1 5 0  Save F3; ML 9; AL N) 
  2-8 NPC’s (all variable) 
  1-6 Ogres (AC 5; HD 4+1; hp 20 each; #AT 1; 
  D 1-10; MV 90; Save F4; ML 10; AL C) 
  2-20 Peasants (AC 9; HD %; hp 2 each; #AT 
  1; D 1-4 (dagger); MV 120’; Save Normal Hu- 
  man; ML 5; AL N or L; will have 1-4 rumors 
  Per group) 
  1-8 Robber Flies (AC 6; HD 2; hp 8 each; #AT 
  1; D 1-8; MV 90/180’; SAve F1; ML 8; AL N; 
  surprise on a 1-4) 
  1 Tarantella (AC 5; HD 4; hp 24; #AT 1; D 1-8 
  + poison; MV 120; Save F2; ML 8; AL N, 
  causes dancing) 
  2-20 Veterans (AC 2; HD 2; hp 14 each; #AT 
  D 1-8 [sword] or 1-6 [bow]; MV 120; ML 6; 
  AL L or N; will know 1-6 rumors per group) 
  3-30 Zombies (AC 8; HD 2; hp 12 each; #AT 
  1; D 1-8; MV 120; Save F1; ML 12; AL C; 
  immune to sleep and charm; always strike 
  last) 
  3 
  
  The brigands, bugbears, gargoyles, gnolls, and hellhounds will all 
  be under the command of the Master, although only indirectly (i.e. 
  through his army, spies, or other agents). Any who survive an 
  encounter with the player characters will report the events to their 
  leaders. This is yet another means the Master has of keeping track 
  of the party. 
  Rumors 
  If the player characters are able to talk with any friendly humans, 
  they may learn some of the current rumors, true or false. The DM 
  should not just give the rumors to the players; they must ask for 
  information from the NPC’s. To determine what rumors the 
  characters learn, roll ld20 and consult the following list. 
  Die Roll 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Rumor 
  The desert raiders took no slaves. They killed my 
  brother, a strong worker! (True) 
  Dragged at the head of the attacking army was a 
  monstrous horrible idol too hideous to describe. 
  (False) 
  Flying things darkened the sky when the attackers 
  came to my village. (True) 
  The Republic Field Army has been destroyed. 
  (True) 
  A survivor told me he heard two soldiers talking about 
  the “things from the Black Mountains.” He said they 
  were afraid of them and what they would do. (True) 
  The army of the desert raiders has scattered and 
  fallen apart! (False) 
  We saw a small band of men fleeing across the desert, 
  pursued by a black, flying shape. (True) 
  The raiders must be guided by some ungodly force! 
  (True) 
  I tell you, I saw it with my own eyes! The raiders are all 
  zombies! (False) 
  They cannot be killed! Dead men rise up and fight 
  again in their ranks! (False) 
  Some caravans, carrying rare chemicals and un- 
  known goods, are able to cross the desert unharmed. 
  A scout told me so. (True) 
  A foul stench precedes the coming of the raiders. It 
  terrified all the men. (Partially true) 
  Scouts sent against the might of the evil army have 
  never returned. We find their skulls on stakes. (True) 
  Their leaders are able to raise great sandstorms from 
  calm weather. (False) 
  The source of their power is a great chariot beyond 
  the snowy peaks. This 1 saw in a vision. (True) 
  I was offered the chance to convert or be killed. Luck 
  was with me and I escaped. (False) 
  They attacked us on the night of a full moon. Their 
  army was nothing but accursed monsters. (False) 
  I used to adventure, and I saw their army. It wasn’t 
  much - only a mangy lot of desert men with some 
  orcs and foul beast men. (Partially true) 
  They are ruled by the Master. Beware for his eyes are 
  everywhere! Trust no one! Trust nothing! (True) 
  Destroy that being called the Master and you destroy 
  them all. (Partially true) 
  THE VILLAGE OF PRAMAYAMA: The adventure for the 
  characters begins in the small village of Pramayama, a human 
  farming village located on a bank of the Asanda River. The 
  buildings are made of dried mud brick with thick walls and high, 
  narrow slit windows. The many fences inside the village are made 
  from palm tree logs and woven reed rope. Surrounding the village 
  is a crude palisade (log wall) made from palm tree logs, woven palm 
  The Village of Pramayama 
  leaves, and thorn bushes. A small battle was recently fought here, 
  and the village shows the effects. When the player characters 
  arrived, the palisade was broken in many places and the insides of 
  some of the buildings were burned, but by now the palisade has 
  been repaired and the soldiers have tried to fix up the remaining 
  buildings. There are only two villagers remaining in the town. All 
  their food (grain and cattle) has been taken or driven away. 
  1. Commander’s House 
  This is the largest house in the village, although it does not look any 
  better than the others. The commander of the reserve force and 
  his followers have taken it over to use as their headquarters. The 
  commander (a 14th level fighter) will never meet with the player 
  characters. If they wish to talk to the commander or have 
  information they want to give him, they will meet with the fighter 
  Sarras (AC 0; F10; hp 65; #AT 1; D by weapon; MV 40’; Save F10; 
  ML 10; AL L) armed with a sword +2. Also present in the house 
  are 4 bodyguards (AC 1; F6; hp 35; #AT 1; D by weapon; MV 40’; 
  Save F6; ML 9; AL L) armed with crossbows and swords. 
  Sarras is a very busy man, handling most of the daily work the 
  reserve force demands. Therefore, he will only have a little time to 
  4 
  
  spend with the players. He will listen and deal with matters that 
  relate to the reserve force (for example when the characters report 
  incidents at their guard post), but will have no patience with wild 
  claims or demands on his time. The first time the player characters 
  come to him (if they do), he will be half-interested. If the characters 
  return again, Sarras will be rude and ignore them. If they persist 
  after this, he will order their confinement. The DM should try to 
  make it clear before this that the player characters will be expected 
  to adventure without anyone else’s help. Everyone else is just “too 
  busy” or “too important.” 
  2. House of the Mad Hermit 
  In this dirty, small hut lives one of the two remaining villagers, a 
  mad hermit (AC 9; HD 1/2; hp 2; #AT 1; D by weapon; MV 40’; 
  Save NM; ML special; AL N). He hides inside his hut all day and 
  only appears at night. Everyone (including the PCs) knows of his 
  presence, and most think he is a powerful holy man, touched by a 
  vision from the gods. If the player characters try to talk to the 
  hermit, his behavior will be completely unpredictable. The DM 
  should roll a monster reaction every turn (see D&D Q Expert 
  Rulebook, p. 23) to determine how the hermit will behave. If he 
  attacks, he will whip a dirty dagger from under his shirt and leap on 
  the nearest character. At the same time, he will scream at the top 
  of his lungs. This will not attract any attention, though, for the 
  villagers often hear the hermit screaming for no apparent reason. 
  The hermit does have some valuable information that he may give 
  the player characters if he reacts well to them and if they ask the 
  right questions. He will tell them to “beware the Malakaz of the 
  swamp” and that “the eyes of those not near can see.” He will also 
  tell the characters to “seek the lost gate that scorpions guard.” He 
  claims not to know what lies beyond the swamp. As the DM runs 
  this encounter, he should mix in incoherent babbling and insane 
  giggles. The hermit has nothing of value. 
  3. The Guide 
  Staying in this house is the other remaining villager, Pormas 
  Theocrates (AC 7; HD 1/2; hp 4; #AT 1; D by weapon type; MV 
  120’(40’); Save NM; ML 8; AL N). Pormas is a river guide. If asked 
  by the player characters, he will be willing to guide them up the 
  river to the Sind Desert; however, he must be paid at least 50091 to 
  take the job. He will not let himself be hired for any less, and will try 
  to get as much money as possible. In bargaining, he will point out 
  the great risks involved - 
  the dangers of the river and the fact that 
  an enemy army is somewhere out there. If the player characters do 
  not hire him, he will give them no information about the desert or 
  the location of the Great Pass. Pormas has only leather armor and 
  no weapons other than a dagger. If the party hires him, he will insist 
  that they provide him with proper equipment, including a camel. 
  Pormas does have other information: if asked what he knows of the 
  enemy, he will tell how he hid in the mud of the riverbank when the 
  attackers came. The enemy troops were mostly men or creatures 
  very like men. Most of the men rode camels. More importantly, 
  there were a number of other beasts - “monsters of the desert” 
  and unknown flying things. Unlike in previous raids, the attackers 
  did not take slaves. All who were captured by them were eventually 
  killed. Several times he heard mention of “the Master’s orders” or 
  “by the command of the Black Master.” From the little information 
  he has, he believes the Republic main army has followed the desert 
  raiders into a trap somewhere in the desert. He has no other 
  information. 
  Settled Land Encounters 
  The following two encounters must be played in the order listed. 
  The DM should follow the instructions given, changing or adding 
  as he sees fit. Both encounters should take place while the player 
  characters are in the settled lands. 
  1. The Mysterious Man 
  To prepare the players for this encounter, the DM should read the 
  following to them: 
  You have been staying at the village of Pramayama for several 
  days. Very little has happened and certainly nothing exciting. 
  There have been no reports from the main army. Because your 
  group has more experience than the normal soldier, you have 
  been made special scouts and have been given the title 
  “Guides.” This has managed to keep you from having to do 
  most of the dull and demeaning work of the ordinary soldier. 
  Tonight is your night for guard duty. Almost all the villagers are 
  gone and the rest of the army is out searching for food. Only 
  yourselves, the commanders, and a few others remain in the 
  village. 
  Slowly, the night passes. All seems quiet and normal. Suddenly, 
  well past midnight, you hear a scream from the darkness! Just 
  at the edge of your lantern light, you can make out the forms of 
  several creatures struggling. Human cries mingle with an 
  unnatural hissing. 
  Fighting just at the edge of lantern range are a soul eater* (AC 0; 
  HD 10; hp 50; #AT 2; D 1-10/1-10; MV 180‘(60’); Save C10; ML 12; 
  AL C; see end of module for more information) and Bishop 
  Guilliame(AC 1; C7; hp 32; #AT 1; D 2-7 [ld6+1]; MV 120’ (40’); 
  Save C7; ML 6; AL L). Guilliame has the following spells 
  memorized 
  First level: none 
  Second level: speak with animal 
  Third level: striking 
  Fourth level: none 
  Fifth level: quest 
  All his other spells have been cast. Guilliame also has a ring of 
  protection, +1 and a mace +l. 
  If the party investigates, both the 
  soul eater and Guilliame will see the group. Guilliame will scream 
  for aid, saying that he carries a valuable message. The soul eater 
  will say, in hate-filled tones, “Stay back, helpless beings! This one is 
  pledged to me.” If the party attacks the soul eater, it will still 
  concentrate its attacks on Guilliame, but will attack those who get 
  in its way. 
  If on any round, Guilliame has 10 or fewer hit points, he will try to 
  cast his quest spell on a human character wearing plate mail 
  armor. He will throw a tube at the character and say, “Go there 
  and do what should be done in the name of Law and righteousness!” 
  If the soul eater is defeated, it will dissolve and Guilliame will 
  collapse to the ground. It will be obvious to all that he is exhausted. 
  He appears to have been in the desert for many days. His clothes 
  are caked in dust, and sand has worked down into his armor, 
  rubbing sores and cuts into his skin. His face is dry and sunburnt 
  and his lips are cracked. He has no equipment except his plate mail 
  armor and his magical items. The soul eater, on the other hand, will 
  return to attack the Master, who will suspect that the creature 
  failed its mission. The Master will defeat the soul eater, and this will 
  not affect his statistics as given in the next module. 
  If alive after the fight, Guilliame will explain that he has a mission of 
  great importance. With or without the party’s consent, he will cast 
  his quest spell on a player character who wears plate mail armor. If 
  necessary, he will explain that great dangers demand this action, 
  and though it troubles him to cast the spell, it must be done. He will 
  give the tube to the character, with the same instructions as above. 
  He is almost incoherent and will not be able to give more details 
  about what must be done. 
  5 
  
  The tube contains a crude map to the Highlands beyond the Great 
  Pass. Next to a large red blot on the Highlands is scrawled: “0 
  Gods, guide me to destroy this temple of death. . .”The rest of the 
  map shows some of the terrain, though not in any detail. 
  Since their job is to guard the camp and report all unusual incidents 
  to Sarras, characters will be expected to bring Guilliame (alive or 
  dead) to the leader and make a report, after which they will be sent 
  back to their post. Nothing more will happen that night. The next 
  day they will be ordered to the commander’s house. Sarras will tell 
  them that they are needed for a mission of grave importance and 
  great risk. He will order the player characters to travel beyond the 
  Great Pass and find the Temple of Death. He does not know what 
  they should do once they get there, and will tell them that they 
  must use their own judgement. Somehow, he thinks, the temple is 
  connected with the outcome of the war. He will give the characters 
  Guilliame’s map. The map is very crude, he points out, and does 
  not show how to reach the Great Pass. Therefore, the first part of 
  the mission is to reach the Republic main army and learn more 
  from their scouts. The army is somewhere in the desert, chasing 
  the enemy. He will tell the player characters that scouts have 
  reported a caravan west of the town, beyond the Salt Swamp. 
  They are to join this caravan and travel with it into the Sind Desert. 
  The caravan leaves soon, and to reach it in time, the characters 
  must take a boat up the river and across the swamp. Finally, 
  because of the importance of their task, Sarras stresses the need 
  for secrecy. Agents of the enemy might be anywhere. The player 
  characters should be very careful. 
  The instructions that Sarras gives the players should assure that 
  they will follow whatever character (if any) Guilliame has quested 
  in the section above. 
  2. The Evil Patrol 
  After the players have received their mission from Sarras, the DM 
  should allow them time to prepare. If the players ask about the 
  guide, Sarras will vouch for the man’s loyalty and suggest that he 
  be hired. Sarras will not be able to give the characters money, 
  magic or any other assistance except a boat, nor will he be able to 
  spend any more time with the characters. The reserves are setting 
  out from the village today and he must work on other details of the 
  campaign. If Guilliame is still alive, he will not be able to add any 
  more information except that his scouting party was attacked by 
  horrible beasts and only he escaped alive. He will be able to use his 
  spells to heal any wounded party members. From this point on, the 
  players will be on their own. 
  By the time the boat is ready to leave, it will be late in the day. The 
  DM should read the following to the players. 
  You are at one of the small docks, preparing to leave. The sun 
  hangs low over the river, making it shine like red glass. The 
  commander and the remaining troops have already left the 
  village and marched into the desert. Except for the remaining 
  villagers, the place is deserted. As you are loading the boat, you 
  hear a low throbbing sound, like a distant drumbeat. The 
  crickets and the frogs stop their singing. Everything is suddenly 
  still. 
  If the characters scan the horizon, they will see nothing unusual. 
  However, if a character looks toward the setting sun, there is a 
  possibility equal to his chance to find secret doors that he will see 
  something. About a mile away, a large, winged creature flies in a 
  slow circle above the river. The sound seems to be the beat of its 
  wings. It will circle for about 10 minutes and then fly away. The 
  player characters will not be able to see the creature clearly, but 
  half an hour later (before the loading is finished), the party will hear 
  the beating sound again. Again, if the party looks to the sky in the 
  west, they will have the same chance as before to see the flying 
  creature. This time it is flying down the river towards the 
  characters. As it gets closer, the characters will be able to see a 
  figure riding on its back. The creature is a wyvern (AC 3; HD 7; hp 
  44; #AT 2; D 2-16/1-6 +poison; MV 90‘(30’)/240’(80’); Save F4; ML 
  special; AL C) and the figure riding on its back is a magic-user (AC 
  9; M 6; hp 19; #AT 1; D 1-4+ spells; MV 120’(40’); Save M6; ML 10; 
  AL C). He has the following spells memorized: 
  First level: magic missile, shield 
  Second level: levitate, mirror image 
  Third level: haste, lightning bolt 
  He also has a ring of spell storing that contains the following spells: 
  haste and lightning bolt (D 6-36). 
  The wyvern does not need to make morale checks if the magic- 
  user is alive. If the magic-user is slain, the wyvern will have a morale 
  of 7. 
  As soon as the wyvern is within 240 yards, the magic-user will cast 
  his haste spell from the ring on three trolls (AC 4; HD 6+3; hp 40, 
  32,233; #AT 3; D 1-6/1-6/1-10; MV 120’; Save F6; ML lO(8); AL C) 
  hiding along the riverbank 240 yards from the boat. On the next 
  round, the trolls will charge to the boat (moving double speed) and 
  attack (six attacks each). Meanwhile, the wyvern will close to 180 
  yards and the magic-user will cast his lightning bolt from the ring 
  at the party. After this, the magic-user will dismount, cast his 
  shield spell to improve his armor class, and let the wyvern attack 
  the party. Then the magic user will cast his other spells as best he 
  can. If he has five or fewer hit points left, he will mount the wyvern 
  and flee. 
  The magic-user is also carrying 500 gp, a dagger, and an amulet 
  carved in the shape of a skull. This is an amulet of finding. Any 
  person with one of these amulets may see everything the wearer 
  sees through the eyes of other amulets of this kind. The Master has 
  one of these items and will know the success of the attack and who 
  the player characters are. The Master keeps his amulet in a cloth 
  bag around his neck, so the player characters will only see 
  blackness at the other end, if they discover the power of the amulet 
  (which they must guess). If a player character wears this amulet, 
  the Master will be able to keep track of the group’s progress, and 
  the party will not be able to surprise any of his followers. 
  6 
  
  e 
  derness 
  e Great 
  G) Forest 
  /r Pass 
  1 Hex = 24 miles 
  7 
  
  PART 3: KEY TO THE ASANDA RIVER 
  THE ASANDA RIVER: This river starts in a large salt marsh on 
  the edge of the Sind Desert. Water rises from underground 
  through a layer of natural salts, and bubbles up into the marsh. 
  From the marsh, the river gradually forms and flows to the east. Its 
  currents are slow, so it does not carry much silt downstream with 
  it. The water is brackish (salty to the taste) and is a murky blue- 
  green. Most plants do not do well when given water from the river, 
  and the water must be purified before it can be drunk safely. If a 
  character drinks more than a few swallows of unpurified water, he 
  must save vs. Poison or suffer severe cramps and sickness that will 
  make him unable to travel for 24 hours. A successful save means 
  the water has had no effect. 
  THE SALT SWAMP: This large swamp is the headwater of the 
  Asanda river. There are some areas of large muddy flats, 
  encrusted with salt, where nothing grows. The rest of the swamp is 
  covered with thick reeds that grow up to 8’ in height. These reeds 
  are very dry and brittle and clatter constantly in the wind. There 
  are no trails through this swamp. All travel through it must be by 
  boat. Any character who attempts to wade through the swamp will 
  sink 1 foot every 5 rounds and will only be able to move 1/3 his 
  normal movement rate. Movement through the reeds (even on a 
  raft) simply sounds like the wind. The water of the swamp is 
  extremely foul and cannot be drunk unless it is purified. If a 
  character takes even a small sip, he must save vs. Poison or be ill 
  and unable to move, cast spells, or fight for 48 hours. 
  THE RAFT: The boat the characters have been given is little more 
  than a raft. Because the river is broad, calm and shallow at points, 
  rafts are the best means of travel. The raft is large enough to carry 
  the player characters, their equipment, and their animals. There is 
  one mast for a sail, but movement can be assisted by poling. A 
  small lean-to in the center of the raft provides shade during the heat 
  of the noonday sun. The movement rate is 12 miles per day (30’per 
  round), since the current barely affects the raft. 
  River Trip Random Encounters 
  While characters are travelling on the river, the DM should use the 
  Settled Lands Encounter Table . When non - flying intelli- 
  gent humanoids are encountered, they will be on the riverbank 
  70% of the time. Otherwise, they will be sailing downstream on a 
  raft similar to the players’. 
  While players are in the swamp, the DM should use the table 
  below. Encounters should be checked once during the day and 
  once during the night, occurring with a 1-2 on ld6. If an encounter 
  occurs, roll Id8 to determine what is met. 
  Die Roll 
  Encounter 
  1 
  2-4 
  5-6 
  1 Hydra (AC 5; HD 5-12; hp 40-96; #AT 5-12; D 1-10 
  per head; MV 120’; Save F5-12; ML 9; AL N) 
  1-4 Giant leeches (AC 7; HD 6; hp 32 each; #AT 1; 
  D 1-6 (blood suck); MV 90’; Save F3; ML 10; AL N) 
  4 Swamp Termites (AC 4; HD 1+1; hp 5 each; #AT 1; 
  D 1-3 or poison or hull damage; MV 90; Save F1; 
  ML 10; AL N) 
  1-10 Giant Bats (AC 6; HD 2; hp 12 each; #AT 1; D 1-4; 
  MV 30’/60’; Save F1; ML 8 AL N) 
  1 Black Dragon (AC 2; HD 7; hp 45; #AT 3; D 2-5/2- 
  5/2-20 or acid breath; MV 90’/240’; Save F7; ML 8; 
  AL C) 
  7 
  8 
  All the creatures encountered will be out of their lairs, hunting for 
  food. They will not be unwary or asleep. All (except the termites) 
  will consider the characters a good dinner. 
  Encounters on the Asanda River 
  Encounters #1 and #2 should occur, in either order, before 
  players reach the swamp: it is suggested that both occur some 
  distance upstream from the village of Pramayama. Encounter #3 
  should occur while the characters are crossing the swamp. 
  1. Monsters From Below 
  Unless the player characters have some way of seeing under the 
  water, this attack will come without warning. As the raft is being 
  poled through a particularly slow section of the river, it will quiver 
  and shake as if grounded on a sandbar, and will then stop moving. 
  While the characters are trying to figure out what has happened, 
  three giant crabs (AC 2; HD 3; hp 20, 16, 13; #AT 2; D 2-12/2-12; 
  MV 60’; Save F2; ML 8; AL N) will rise up out of the shallows, 
  surprising on a 1-3. If a crab hits with both pincers, it will have 
  gripped the victim in its claws. It will then try to drag the character 
  underwater, taking it to a safe place to feed. Held characters will 
  take 2-12 points of damage automatically at the end of every round 
  from the crushing grip of the crab. The water is shallow, so the 
  characters will not be in any danger of drowning. 
  Also lurking in the water around this sandbar is a large crocodile 
  (AC 3; HD 6; hp 36; #AT 1; D 2-16; MV 90’; Save F3; ML 7; AL N). It 
  will attack any character in the water who is not in the grip of a giant 
  crab. The crocodile is difficult to fight (-2 on “to hit” rolls) because it 
  is mostly underwater; however, it is not large enough to damage 
  the raft. 
  2. The Watchers of the River 
  The river here is broad with reed-filled shallows, the reeds 
  growing up to 6’ high. As your raft rounds a bend, you can see 
  smoke rising at many points along both banks of the river. A line 
  of reeds and thick palms prevents you from seeing any signs of a 
  camp. 
  Ahead of the characters is a large patrol of the Master’s army. It is 
  camped on both sides of a ford in the river. On the left bank are 
  camped 25 mounted bowmen (AC 7; HD 1/2; hp 3 each; #AT 1; D 
  by weapon type; MV 120’/240’ mounted; Save NM; ML 8; AL N) 
  armed with shortbows and swords, all wearing leather armor. They 
  are led by a fighter (AC 2; F7; hp 46; #AT 1; D by weapon type x2; 
  MV 120’/120’ mounted; Save F7; ML 10; AL C) who wears a girdle 
  of giant strength. He hits as an 8 HD monster and causes double 
  damage with his weapons, a sword and a lance. He also carries a 
  large, non-magical horn. If his group is attacked, he will sound the 
  horn, summoning reinforcements from the other side of the river. 
  Camped on the other side of the river, away from the humans, are 
  20 orcs (AC 6; HD 1; hp 6 each; #AT 1; D by weapon; MV 120’; 
  Save F1; ML 8; AL C) armed with short swords and bows. Bullying 
  them around are 8 bugbears (AC 5; HD 3+1; hp 18; #AT 1; D by 
  weapon +l; MV 90’; Save F3; ML 9; AL C) armed with giant mauls 
  (D 1-10). This group is led by 2 weretigers (AC 3(9); HD 5*; hp 30, 
  28; #AT 3; D 1-6/1-6/2-12; MV 150’; Save F5; ML 11; AL C). They 
  are currently in human form, but will change to tiger form at the 
  first sign of trouble. 
  If any character is openly wearing the amulet of finding (see 
  Settled Lands Encounter 2), the group will not be able to 
  surprise the patrol, no matter what they do. If, while wearing the 
  amulet, the party hides the raft in the reeds, the weretigers will lead 
  the orcs and bugbears to the spot. The orcs will remain on the edge 
  of the reeds with orders to slay any who try to escape: this they will 
  try to do by arrow fire. The bugbears and weretigers will move up 
  to the raft and melee, surprising on a 1-3. If the party decides (while 
  wearing the amulet) to sail past the camps, the human archers and 
  8 
  
  orcs will line both banks. Both the bowmen and the orcs will be able 
  to follow the raft upstream with no difficulty. They will follow on the 
  banks of the river until their morale breaks or they are all slain. If 
  the characters try to slip by (again, while wearing the amulet) at 
  night, the orcs will behave as listed above. The human bowmen will 
  not fight. 
  If no character is wearing the amulet, the party will be able to hide 
  in the reeds without being discovered. If they try to slip past at 
  night, they will succeed if they are quiet and do not show any lights. 
  If they are discovered, the orcs will attack as explained above. If the 
  characters try to sail past in daylight, there is a 50% chance they will 
  be far enough upstream before the orcs notice them. In this case, 
  only the mounted bowmen will pursue. Otherwise, if the raft is 
  noticed, the bowmen and orcs will attack as explained above. 
  There is very little treasure in either camp. If one camp is searched, 
  the characters will find 500 gp in coins of different types. If both 
  camps are searched, 1000 gp will be found. 
  3. The Malakaz 
  This encounter should occur while the characters are crossing the 
  swamp. The exact location in the swamp is left to the DM. 
  On the night before the encounter, the sleeping character with the 
  highest wisdom will have disturbing dreams. These dreams will not 
  awaken him, nor will he have a clear memory of their details, but in 
  the morning he will know that he had very clear and very evil 
  dreams. The DM should describe scenes from the character’s life 
  that were very terrible or dangerous. The character will remember 
  these scenes and that they somehow felt “wrong,” as if things 
  happened differently in the dreams than they did in the actual 
  adventure where the event took place. The character will remember 
  that there also seemed to be a force or power watching, feeding, 
  guiding, or laughing at the character. The DM should stress the 
  “wrongness” and “alienness” of these dreams to create a mood for 
  the coming encounter. 
  As you move slowly through a reedy section of the swamp, only 
  the sounds of normal wildlife reach you above the snapping and 
  cracking of the reeds. The air is hazy with heat and the work of 
  poling the raft is tiring and sweaty. Slowly the surroundings 
  begin to change. The reeds become thicker. Large tumors grow 
  on some of the stalks. Large patches of green-brown algae 
  spread before you. Fish, doughy white and gray, swim just 
  below the surface. Slowly the sun sets under a gray sky. 
  As the characters travel, the landscape will become more and 
  more blighted. The reeds will become twisted with strange 
  growths, algae will cling to the raft, and fish will have stranger and 
  stranger deformities. However, the change is so slow that the 
  characters will not notice it unless they specifically ask or pay 
  attention. If they do not, the only thing they will notice is that the 
  swamp grows quieter. At the end of the day, the characters will 
  notice a small hut, raised on stilts just above the level of the swamp. 
  It is an old building. It has only one room and is empty. There is no 
  one or nothing in sight. 
  In the ooze under the house lives an evil influence. It is not a 
  monster, but an evil force. The hut was once the home of a 
  particularly evil female wizard. When she died, the hut and the area 
  around it became filled with the essence of all her evil. In a way, the 
  hut and area are “alive” with this power. If a detect magic spell is 
  used, the entire area will show magic. Likewise, a detect evil will 
  reveal powerful evil in the area. The hut and the surrounding area 
  have several special magical effects. 
  1. The area has a personality. It calls itself the Malakaz. Player 
  characters will be able to talk to it when they use ESP, or the first 
  time they try a commune or contact higher plane. If contacted, 
  it will gloat over the characters’ fate, telling them they are 
  doomed and cannot escape. It will not reveal what will happen to 
  the player characters or how they can escape. 
  2. If the characters try to leave the area, they will always return to 
  the hut. The entire area has a special distortion that makes it 
  impossible for the characters to leave in a normal manner. When 
  the characters have travelled 100 yards beyond the hut, the DM 
  should say that they push through a thick stand of reeds and see 
  the hut in front of them again. The same thing will happen if they try 
  to fly, swim, etc. out of the 100 yard radius. They will be able to 
  escape if they use dimension door or teleport. They may also leave 
  the area if the Malakaz is defeated. 
  3. During the night, the Malakaz will “attack.” At midnight, any 
  character who is awake must save vs. Spells at -2. Those who fail 
  to save will fall asleep and will not awaken until morning. If at least 
  one character is awake at all times during the night, nothing will 
  happen. If all the characters fall asleep during the night, the 
  Malakaz will drain the mind of one of them. In the morning, when 
  the group awakes, the drained player will be completely mindless, 
  a vegetable. The remaining characters will remember having bad 
  dreams. Note: If draining the mind of a character is possible, on 
  the first night the Malakaz will drain an NPC, if there is one with 
  the group. 
  4. If the characters damage the hut, nothing unusual will happen. 
  However, if they try to leave the area and are returned to the 
  location of the hut, it will not be damaged. Each time the 
  characters leave and return, the hut will be in its original 
  condition. If the characters dismantle the hut and carry it away on 
  their raft, the wood will slowly fade away as they cross through 
  the reeds. 
  5. The Malakaz is in contact with the Master. If the player 
  characters become trapped here, the Master will know. He will 
  also know if the characters escape. 
  The Malakaz will continue to attack as explained above until the 
  player characters escape or are all drained of their minds. If a 
  dispel evil is cast on the hut, the Malakaz will automatically 
  release the characters. The caster will hear a voice in his mind 
  telling the characters to go. The Malakaz will not be dispelled; it will 
  only release the characters. Other spells will have no effect on the 
  Malakaz. 
  If the DM finds the players are having difficulty escaping from the 
  clutches of the Malakaz, he may use the following to help them: a 
  cleric may commune to gain information on how to escape 
  (although the god will demand a valuable magic item be thrown into 
  the swamp in return), or a magic-user may use a contact higher 
  plane to gain the same information. All questions will be answered 
  truthfully and magic-users will not have any chance of insanity 
  (however, the DM should not tell the magic user this!). If the group 
  does not have either of these spells, they will see a flitting shape on 
  the edge of the area. This is their “Unknown Benefactor.” If they go 
  to the spot where the Benefactor appeared, they will find a small 
  tube. Inside will be a scroll with one of the two spells above on it. 
  The DM should decide which spell, not giving a commune if the 
  party no longer has a cleric, for example. Whoever opens the tube 
  will have a quest to complete when their current quest is finished. 
  There is no saving throw for this quest. The DM should decide a 
  suitable task based on his campaign. If the players are still trapped 
  after this, the Unknown Benefactor will appear in a dream. It will 
  tell them to try a spell they have not yet used. If the characters still 
  do not figure out the situation, they will have to escape without the 
  aid of the Unknown Benefactor. 
  Characters whose minds were drained by the Malakaz may be 
  restored only after the party has escaped. A remove curse will 
  automatically restore a drained character. 
  9 
  
  PART 4: KEY TO THE CARAVAN TRACK 
  THE SIND DESERT: On leaving the swamp, the characters will 
  enter the Sind Desert. This desert is more barren and stony than 
  sandy: rocky areas, craggy bluffs, and patches of dry thorn bushes 
  dot the landscape. During the daytime, temperatures often reach 
  110 degrees or higher. At night, the temperatures will drop as low 
  as 30 to 40 degrees. Experienced travellers do not travel during the 
  noon and afternoon on the Sind Desert. Most travelling is done 
  during the morning, late afternoon, and early night. If players insist 
  on travelling during the hottest part of the day, the DM should have 
  them save vs. Death. Those that fail to save will take 1-4 points of 
  damage from the intense heat. A successful save means the 
  character is not affected by the heat. 
  THE CARAVAN: When the player characters reach the caravan 
  track, they will immediately sight a caravan heading in their 
  direction, and going the direction they must travel. The caravan 
  composition is as follows: 
  Caravan Master: Surna Lamshar, merchant (AC 9; HD 1/2; hp 4; 
  #AT 1: D 1-4 (dagger); MV 120’/150’ on camel; Save NM; ML 9; 
  AL N), is the leader of the caravan. He makes all the major 
  decisions, based on the advice of others. 
  Captain of the Guard: Ahmed Khel, fighter (AC 0; F6; hp 52; #AT 
  1; D 3-10 [ld8+2]; MV 120’/150’on camel; Save F6; ML 8; AL C). 
  He uses a sword +2, extra damage (x4 for 1-10 rounds), AL 
  N, Will 17, wears +2 chain mail armor, and carries a shield +2. 
  Khel is secretly an agent for the Master, working the caravan 
  routes for information on the Master’s enemies and caravans 
  worth plundering. He wears an amulet of finding that works the 
  same as that explained in The Evil Patrol, Settled Lands 
  Encounter #2. He will not be forewarned about the player 
  characters and will have no reason to suspect them if they do 
  nothing unusual. 
  Sergeants of the Guard. Two fighters (AC 2; F3; hp 24,20; #AT 1: 
  D 2-9 [Id8 +1 for strength]; MV 120’/150’ on camel; Save F3; ML 
  8 AL C) named Zeid and Dakhial. Zeid has a potion of heroism. 
  Guards: The guards are 40 1st level fighters. All have the 
  following statistics in common: AC 6; F1; hp 6; #AT 1; D by 
  weapon; MV 120’/150’on camel; Save F1; ML 7. Their alignment 
  is either Neutral (25%) or Chaotic (75%). They ride camels and 
  are equipped with leather armor and shield, swords, and spears. 
  Merchants: There are 12 merchants (AC 9; HD 1/2; hp 3; #AT 1; 
  D 1-4 (dagger); MV 120’; Save NM; ML 6; ALN). The merchants 
  tend the pack camels. All of them travel on foot. 
  Besides the camels used by the guards and the leaders, there are 
  40 camels loaded with goods and 6 extra camels brought for 
  replacements. The camels are loaded with dried fruits, grains, and 
  cloth. 
  If the characters remain in the open as the caravan approaches, 
  Lamshar, Khel, and 10 guards will ride ahead of the rest and 
  approach the player characters. They will stop within shouting 
  distance and greet the characters, asking who they are and where 
  they are bound. If the players do nothing hostile or suspicious, 
  Lamshar will ride forward to parley. He will be cautious but 
  friendly. If asked, he will be quite willing to let the party join the 
  caravan. If any character is wearing anything openly that would 
  show his alignment or religion, Lamshar will warn the character to 
  keep the object out of sight. This caravan, he explains, does not 
  ask who a man is or what his beliefs are, only whether the man will 
  do his work. 
  If the party should be rash enough to attack the outriders, they will 
  scatter and hide. The remaining guards will ride to join them and 
  use spears to keep the characters pinned down while the 
  merchants lead the animals past. Obviously, if the characters 
  attack the caravan, they will not be allowed to travel with it! 
  When the characters join the caravan (as the DM should 
  encourage them to do), they will quickly discover that the caravan 
  seems to be a tough and ill-tempered group. If the players have not 
  already figured it out, the DM should warn them not to speak about 
  their mission, alignment or beliefs. He may stress this fact by 
  pointing out that any of these people may be a spy. Again, the 
  players should be aware of the need for secrecy. 
  Encounters on the Caravan Track 
  The first two encounters may occur in any order the DM wants. 
  The third encounter should occur last. As described above, the 
  caravan will travel during the morning and evening. During the 
  remainder of the day, the caravan will rest. 
  1. Bandits on the Way 
  Not finding the company of the caravan the most pleasant or 
  sociable around, your party has accepted orders from Lamshar 
  to act as an advance guard. Riding out to a point about 300 
  yards ahead of the main group, your group notices signs of the 
  passing of a large group of men. Occasionally you find graves, 
  torn open by wild animals. From the remains, you can tell that 
  the Republic army passed this way, apparently just recently. 
  Then, as you ride past the base of a steep bluff, you see a cloud 
  of dust in the distance. It appears to be moving your way. 
  The cloud of dust is a band of 100 desert bandits (AC 7; HD 1; hp 5; 
  #AT 1; D by weapon; MV 120’/240’ on horses; Save F1; ML 7; AL 
  N) galloping toward the caravan. They are all armed with swords 
  and shortbows. The bandits are lead by a fighter (AC 2; F8; hp 50; 
  #AT 1; D 1-8; MV 120’/240’ on horse; Save F8; ML 9; AL N) 
  wearing plate mail armor and armed with a sword. He also carries a 
  horn of blasting. 
  If the characters act quickly, they will be able to warn the caravan 
  in time to prepare for the attack. There will not be enough time to 
  get the caravan into a defensive position, but the guards will be able 
  to take positions. Khel will tell the player characters to take 
  command of one of the positions for the duration of the attack; he 
  feels their experience will be needed to drive off the bandits. 
  If the player characters do not warn the caravan, the bandits will 
  attack it with surprise. By the time the characters rejoin the 
  caravan, all the guards and merchants will be dead. The bandits will 
  be looting the bodies and leading the camels away. The player 
  characters will have to continue the adventure on their own. 
  The inset map shows the caravan, the position of the guard units 
  (and how many men are in each), and the attacks of the bandits 
  (and how many men are in each attack). Each guard position is 
  numbered. The players should select the position they wish to 
  command. Khel and the sergeants will take the other positions. 
  The bandits will then attack. The DM should conduct the combat 
  as follows: roll for the guards and bandits fighting each other at the 
  same position as the player characters. One “to hit” roll should be 
  made for every five guards and bandits. If a hit is scored, five men 
  on the opposing side will be killed. Those bandits fighting the player 
  characters should be handled normally. After the players have 
  fought three rounds of combat (or killed all the attackers at the 
  
  position), the DM should describe the situations at the other 
  positions. The player characters should be allowed to react as they 
  wish. 
  The bandit attack at each position will be as follows: 
  1. Twenty bandits will charge the line of 10 guards at this position. 
  The guards will meet them with leveled spears, killing most of the 
  mounts and throwing the riders. Instead of staying in formation, 
  the guards will rush out and attack the fallen bandits with swords. 
  At this point, five more bandits will ride down on the disorganized 
  men, taking a terrible toll. At the end of three rounds, the guards 
  will be in serious trouble. Three guards will remain, fighting 8 
  bandits. 
  2. Twenty-five bandits will attack the flank of the caravan. The 10 
  guards will be too widely spread to stop them, and many of the 
  riders will break through into the caravan proper. At the end of 
  three rounds, five guards will remain, fighting six mounted ban- 
  dits, while 10 more bandits ride through the caravan attacking the 
  merchants and trying to lead off animals (Xs on the map). 
  3. At this position, 20 banditswill dismount and take cover behind 
  the rocks. From here, they will use bow fire to pin down the 10 
  guards at this position. The guards will also take cover behind 
  rocks and fallen animals. They will return fire with thrown spears. 
  At the end of three rounds, this position will be in a stalemate. 
  There will be eight guards remaining and 16 bandits. Neither side 
  will rush the other. 
  4. Charging in tight formation, 30 bandits and the leader will crash 
  into the line of spears of the 10 guards here. Fierce hand-to-hand 
  fighting will occur. At the end of the third round, 15 bandits and 
  the leader will have just reached the caravan animals. All the 
  guards will be dead. The leader will be preparing to blow his horn. 
  If the player characters manage to defeat all of the attackers at two 
  of the positions or to slay the leader, the bandits will flee. 
  Otherwise, they will fight to the death. If the caravan is victorious at 
  the end of the fight, the characters will learn that 20 guards, 5 
  merchants, 8 camels, and Zeid will have been killed. (If the players 
  see more guards or merchants fall in the fight, they will discover 
  that some were only unconscious, lightly wounded, or playing 
  dead.) Searching the bodies of the bandits will turn up a total of 200 
  gp. If they want, the characters may also capture 2-20 of the 
  bandits’horses. It will be obvious that none of the bandits have any 
  connection with the Master of the evil army of the desert. After the 
  fight, the caravan will leave the area as quickly as possible. 
  2. The Lost Oasis 
  If the players have separated from the caravan, the DM should not 
  read the following section to the players. Likewise, all information 
  relating to the caravan should be ignored. 
  Just before noon, the caravan arrives at a small oasis. It is 
  nothing more than a pool of muddy water in a hollow of rocks, 
  surrounded by a few feeble date palms. The merchants leisurely 
  tie the camels and begin to make camp; Ahmed Khel posts 
  guards in well-hidden places. It looks like it will be safe here. 
  Lamshar comes up to your group and explains, “Here we stop 
  for several days. The men and animals are tired and to travel on 
  without resting would mean our deaths. We were lucky to find 
  the Lost Oasis. Sometimes the sand hides it, and sometimes the 
  water is gone. In celebration of our good luck, tonight there will 
  be a feast. You will be my guests.” Indeed, you have already 
  noticed the merchants gathering dates and butchering two of 
  the camels. In a short time the smell of stewing meat and rice 
  hangs over the oasis. 
  If the characters refuse to remain in camp, Lamshar will warn them 
  that this is a serious insult to hospitality. If the characters insist on 
  leaving, they will not be able to hire a guide, and no one will give 
  them any directions. Furthermore, Ahmed Khel will become 
  suspicious of the group. He will contact the Master and inform him 
  of the party’s position. Otherwise, nothing more will happen. 
  If the party remains, they will be the guests of honor at the night’s 
  feast. After a thick, syrupy coffee, the merchants will carry in a 
  large platter of camel meat (still on the bone) laid on a bed of rice. 
  Over this will be ladled burning hot grease and melted camel butter 
  until it flows over the sides of the tray. Lamshar will then invite the 
  characters to eat. They will be expected to dip their fingers into the 
  tray and pull out balls of meat and rice, dripping with grease. 
  Lamshar and Khel will dine with them, offering the player 
  characters choice bits of camel meat that they have pulled out. 
  After the characters have had their fill (and to only eat a little would 
  be insulting), the other merchants will take their place at the tray. 
  The meal will finish with somewhat green dates. 
  11 
  
  After the feast, the DM should have all the player characters who 
  took part save vs. Poison. Characters that make the saving throw 
  will have nothing unusual happen to them. Those who fail to save 
  will not be able to sleep, being kept awake by severe stomach 
  cramps and indigestion. At two in the morning, those characters 
  awake will notice a foul smell in the air. As this odor grows 
  stronger, a distant squeaking noise will be heard. A small flying 
  shape will cross the moon, outlined for only an instant. This 
  creature is a tabi (AC 6; HD 5; hp 35; #AT 2; D 1-4/1-4 + delusion; 
  MV 20’/80’; Save MU5; ML 12; AL C; pick pocket, hide in 
  shadows, move silently 40%; see end of module). Nothing will 
  happen when it flies overhead. 
  r 
  l
  k
   Wall 
  !? Rubble 
  CJ Standing sarcophagus :@ Broken Column 
  0 Sinkhole -Sarcophagus 
  8 Statue 
  (I) Column 
  Q Pool 
  ~1111lllIl Stairs 
  ! Secret door 
  0 Door 
  An hour later, the tabi (having scouted the area) will creep into the 
  camp using its “move silently” ability. It will find the character’s 
  camp. It has come to steal the characters’ map. If the characters 
  have posted extra guards or made some other attempt to protect 
  their possessions, they will see the tabi coming and be able to fight 
  it. If, on the other hand, these precautions are not taken, the 
  tabi’s mission will be successful. The characters will then notice it 
  as it is fleeing with something clutched in its paw. It will try to avoid 
  a fight if possible and flee to The Buried Temple. If it suffers more 
  than 15 points of damage, it will not be able to fly and will try to 
  escape on foot. 
  If the tabi has the map, or is forced to flee, it will travel one mile 
  across the desert (away from the caravan track). At the end of the 
  mile, hidden behind a low bluff, is a small ruin (see Buried Temple 
  Map). The tabi will fly or run into these ruins and disappear from 
  sight. If the characters do not follow the tabi, Lamshar will send 
  them on a scouting expedition the next day. He wants to know 
  more about the strange creature that flew over in the night and if it 
  is a threat to the caravan. On the scouting trip, the characters will 
  find The Buried Temple. 
  The Buried Temple Map 
  The Buried Temple 
  The site appears to have once been a temple, but it is now 
  collapsed into ruin. It is built from red sandstone and pink marble. 
  The pillars are carved with unknown symbols and the remaining 
  walls show signs of once having pictures painted on them, but 
  these decorations have been erased almost totally by the blowing 
  sand. Now, mounds of sand pile around their bases. The ruin 
  seems to smell of rot, and buzzards perch on the standing walls. 
  A. The Pillar Walk 
  This narrow ramp of pillars rises up out of the sand. At its low end, 
  only the broken tops of the columns can be seen, but as the ramp 
  reaches the top, the columns are taller and more complete. 
  Propped against the six uppermost pillars are six skeletons, 
  wearing ragged bits of clothing and armor and holding various 
  weapons. A close examination will show that the skeletons are held 
  upright by nails driven into the rock. Their weapons and armor are 
  old and corroded beyond use, 
  B. The Outdoor Altar 
  This large open area is almost completely free of sand. In its center 
  is a stone pool, now dry and clogged with sand. Just under the 
  surface of the sand is a pit viper (AC 6; HD 2; hp 12; #AT 1; D 1-4+ 
  poison; MV 90’; Save F1; ML 7; AL N) that will attack anyone who 
  disturbs the pool. If its morale breaks, it will slither away through a 
  drain below. If the sand is cleared away from the bottom of the 
  pool, a series of pictures and writings will be exposed. Some 
  pictures show people making offerings of flowers and fruit to a 
  scorpion-man deity sitting in front of a flaming pit; others show the 
  scorpion-man battling fearsome monsters. The writing is in an 
  unknown tongue. If read by some means, it says, “This we give to 
  the One Who Keeps Us that He may guard the Gate forever.” 
  * 
  1 square = 5 feet 
  
  C. Anteroom 
  This large room has small piles of rubble and decayed wood. Lining 
  its far wall are three sarcophagi (mummy cases). All of the cases 
  are decorated with writing and pictures. The pictures are defaced, 
  but the characters will be able to tell that they once showed a 
  scorpion-man surrounded by flames. The writing, if read by some 
  magical means, tells that these cases contain the bodies of three 
  lesser priests of the temple. Each case has a warning that it should 
  not be disturbed or a curse will fall upon the offender (there is no 
  effect if the cases are disturbed). All the cases contain mummified 
  bodies. One of the cases shows signs of being recently disturbed. 
  The back panel of this sarcophagus has a secret catch that, when 
  released, swings the panel open. The mummy in the case is 
  fastened to the panel and swings with it. Beyond is a narrow flight of 
  stone steps that curves to the left and ends in a door. There is also a 
  visible exit out of the room - a flight of steps going down. 
  D. Hall of the Dead 
  To either side of the main staircase is a statue of a crouching 
  sphinx. Both are carved from some type of clear, golden stone. 
  The one on the left is an amber golem (AC 6; HD 10; hp 60; #AT 3; 
  D 2- 12/2-12/2-20; MV 60’; Save F5; ML 12; AL N; immune to sleep, 
  charm, and hold; able to detect invisible). It has instructions to 
  attack any creature coming down the main staircase into the hall. 
  The sound of fighting will attract Abatu (his face hidden by robes) 
  and the tabi from G., Abatu’s Chamber. The tabi will attack the 
  group and Abatu will use his spell powers. If the fight is going badly 
  for the golem, Abatu and the tabi will flee to H., The Gate. The 
  golem will not attack anyone who uses the secret passage from C .  
  Covering the walls of this room are frescos showing scenes of 
  preparing a body for burial and the afterlife. Many of the paintings 
  appear to have been purposefully defaced - 
  sections of them are 
  chipped away, so that what they might have been is impossible to 
  tell. At the far end of the hall is a small raised platform, upon which 
  stands the statue of a vulture-headed man covered with gold-leaf. 
  The statue weighs 200 pounds and could be sold for 5,000 gp in a 
  large city. Around its base are broken bits of stone. Examination 
  will show these to be parts of a statue or statues - some kind of 
  man or insect, or both. Behind the statue is a secret door. 
  E. Storeroom 
  This room contains many old chests, crumbling furniture, broken 
  statues, and stoppered urns. A thick layer of dust covers 
  everything in the room. If any of the urns are opened, all the 
  characters in the room must save vs. Dragon Breath from the 
  sickening smell that comes from the unknown contents of the urn. 
  Failure to save means the character will be -2 on all “to hit,” saves, 
  and turning attempts for the next 2 turns. Hidden in one corner of 
  the room are several ancient scrolls. Written on these, in a 
  forgotten non-magical tongue, is the history of the temple. It will 
  take the player characters several hours to read through the 
  difficult text. 
  The scrolls tell of the scorpion-man god who lived at this temple. A 
  lawful being, he was charged with keeping certain evil horrors 
  under the earth, away from the world of men. To aid him in this 
  task, the gods gave him invulnerability to all things but a magically 
  inscribed ivory spike. In time, a religion grew around the scorpion- 
  man, and his worshippers built the temple around him. At this 
  point, the account ends. 
  F. Burial Chamber 
  This room contains two ornate sarcophagi, resting on platforms on 
  the floor. Carved around the base of each is a warning not to 
  disturb the peace of the high priest and priestess of He Who Keeps 
  Us. The cases are very large and heavy. Each is gilded and set with 
  10 gems (worth 500 gp each). If the gems or the cases are 
  disturbed, the occupants of the chamber will attack. These 
  occupants are two mummies* (AC 3; HD 5+1; hp 33,29; #AT 1; D 
  1-12 + disease; MV 20’; Save F5; ML 12; AL C). One is resting in 
  each case. They will fight until slain, turned, or dispelled. At the 
  bottom of each case is a potion of longevity. 
  G. Abatu’s Chamber 
  This is the room of Abatu, a nagpa (AC 3; HD 9; hp 50; #AT 1; D 1-8 
  +spells; MV 120’; Save MU9; ML 9; AL C; see end of module), and 
  his tabi (AC 6; HD 5; #AT 2; D 1-4/1-4 + delusion; MV 20’/80’ 
  (indoors); Save MU5; ML 12; AL C; pick pocket, hide in shadows, 
  move silently 40%; see end of module). The tabi is the same 
  creature that entered the camp of the characters, and will have the 
  same number of hit points it had at the end of that encounter. 
  If the tabi managed to steal the map from the player characters, 
  Abatu will have it now. Otherwise, the tabi will have returned to 
  report its failure. If the characters do not fight the golem, Abatu 
  and the tabi will be in this chamber. When the characters enter, 
  Abatu will be standing at a table, looking into a mirror that shows a 
  small, incense-filled room in which a man stands, dressed entirely 
  in black, grotesque armor. His face cannot be seen. If Abatu has 
  the map, he will be about to hand it through the mirror when the 
  players enter. The tabi will attack the party, while Abatu will use his 
  spell powers to hurt or hinder them. He will save his corruption to 
  destroy the weapons and magic items that are used against him. If 
  Abatu is reduced to 20 or fewer hit points, he and the tabi will flee to 
  H., The Gate. 
  The mirror is a mirror of sending that will show any scene known 
  to the user. Objects, but not living creatures, may be passed 
  through it; spells, however, cannot pass through it. Each turn in 
  which the mirror operates exhausts one of its charges: at this time, 
  it has only four charges left. During the fight, the mirror will still be 
  in operation. The man in black (the Master) will be able to see the 
  outcome of the combat. If the players look into the mirror, the 
  Master will observe them, write two messages on parchment, and 
  hand these to them. The first will read, “Come and enjoy my 
  hospitality, mortals. I will await you beyond the great pass.” The 
  second reads, “The bearers are to be given escort to the Great 
  Temple. By the hand of the Master.” He will then bow to them, and 
  the scene will fade away. If the room is searched, the characters will 
  find a bag containing 5 gems, each worth 500 gp. The only other 
  item of value to the players in the room is a scroll. It is non-magical 
  and bears the following message in code: “They have slipped past 
  the Malakaz. Learn what they know and report it to me.” Tucked 
  inside this scroll is a second, shorter note. It reads, “Get the map 
  and send it to the Black One across the desert!”Both messages are 
  from the Master and refer to the player characters. “The Black 
  One” refers to the Abbot of The Evil Abbey. 
  H. The Gate 
  This is a small stone cavern. At one end is a pool of water, at the 
  other a shaft that disappears into the bowels of the earth. 
  Scattered about the room are bones of some unknown creature. If 
  Abatu and the tabi have fled to this room, they will both fight as 
  before. If Abatu is in danger of death, he will run across the room 
  and leap into the shaft, quickly falling out of sight. Rising from the 
  well will come a burst of sickly-sweet smelling steam and a chorus 
  of insanely evil screams and laughter. 
  If any character wants to jump after Abatu into the pit, the DM 
  should give him warnings such as “The pit looks bottomless,” or 
  “You hear monstrous roars and screams from below.” If the player 
  insists, he will die. If the party tries to climb down into the pit, they 
  will find the rocks too hot and the smell of rot too great to continue. 
  13 
  
  If the characters examine the bones in the chamber, they will 
  notice that they belong to what was probably a combination of man 
  and insect. The bones also appear to have been deliberately 
  broken apart. Further searching will turn up the skull of the 
  creature, transfixed by a large ivory pin with faint carving on it. If 
  this pin is removed, there will be a sudden crash like a thunderclap. 
  The ground will shake and tremble and the bones will begin to slide 
  back together. The skull will speak in a hollow, booming voice, 
  “Ha, mortals! You have freed me! Flee for your lives!” Even as the 
  characters watch the skeleton, flesh will begin to regrow on its 
  body. The entire chamber will begin to crack and shift. Debris will 
  crash from the ceiling and a burst of howling screams will come 
  from the pit. Fire, steam, smoke, and the stench of rot will also rise 
  from the shaft. If the characters have not yet left the room, the 
  scorpion-man skeleton will cry, “Flee now! While you can!” To give 
  his words added meaning, a large section of the roof will fall, almost 
  blocking the exit. 
  The scorpion-man skeleton was once the powerful guardian of this 
  gate, but he was defeated and has been long since forgotten by the 
  world. His defeat made it easy for Abatu to watch over this site and 
  learn its secrets. Abatu has been getting help from the Master in 
  return for service and information. By removing the spike, the 
  characters have restored the guardian creature, who is now using 
  its powers to seal the pit. The creature (AC 0) may only be killed by 
  the ivory spike the characters pulled free. 
  If the characters try to return to this area after the scorpion-man 
  appears, they will not be able to get beyond the Hall of the Dead. 
  The remaining sections of the temple will have collapsed. 
  3. Friend or Foe? 
  This encounter should be the last one the players have while 
  travelling with the caravan. It should occur at some point when the 
  characters are separated from the rest of the caravan, either when 
  riding back from The Buried Temple or while acting as advance 
  scouts. 
  You are riding through a narrow draw, along the only trail 
  suitable for your animals. The desert is starting to become 
  uncomfortably hot. As you come around a bend in the ravine, 
  you see a man on foot, standing in the shade of the rock. 
  The man is an advance scout for a band of dervishes who have 
  been watching the movements of the characters through the 
  ravine. Hidden in the rocks are 40 dervishes (AC 7; HD 1; hp 5; 
  #AT 1; D by weapon; MV 120’; Save F1; ML 10; AL L) armed with 
  swords and shortbows. About one mile away is a larger party of 100 
  dervishes. They are equipped the same and are all mounted on 
  camels. The camels of the 40 hidden in the rocks are with this 
  larger party. 
  The dervishes will not attack or reveal themselves until they see 
  the reaction of the player characters to the advance scout at the 
  bottom of the ravine. If the players attack him, the dervishes will 
  fire arrows at them. If the player characters do nothing hostile, the 
  dervishes will remain hidden until the scout signals that everything 
  is safe. If the 40 dervishes are in great danger, one man will run 
  back to the larger group for help. The remaining 100 men will arrive 
  in one turn. 
  When the party approaches the scout, he will signal his peaceful 
  intentions by laying his weapons aside. If asked who he is, he will 
  answer, “A traveller.” He will then ask the characters, “Are you of 
  the true faith?” If their answer is no or that they do not understand, 
  he will ask, “Are you willing to convert?” At the same time, the 
  characters will become aware of a movement in the rocks above 
  them. The 40 dervishes will rise up and cover the characters with 
  their bows. If the players claim to be of the true faith, the scout will 
  ask, “By what sign?” If the player characters produce the holy 
  symbol of a Lawful cleric, he will signal that all is safe and the men 
  will climb down to join him. If they use any other holy symbol, he 
  will have the dervishes cover them as above, and give them the 
  chance to convert. 
  If the characters have proven themselves, they will be escorted 
  back to the main group of dervishes. If they are offered the 
  opportunity to convert and accept, they will be asked to give up 
  their weapons and obvious magical items (wands, scrolls, etc) as a 
  sign of their willingness. If they refuse, their weapons will be seized, 
  and they will be escorted under guard to the main group. The 
  slightest action that might be spell-casting will cause the guards to 
  attack. 
  When the dervishes reach the main group, they will be greeted by 
  their leader, Talel el Hareidhin, a cleric (AC 6; C10; hp 42; #AT 1; D 
  1-8 +2 [mace]; MV 120’/240’ on horse; Save C10; ML 10; ALL). He 
  has the following spells memorized: 
  First level: cure light wounds, detect evil, purify food and 
  water, remove fear 
  Second level: bless, know alignment, hold person, silence 
  15’ radius 
  Third level: cure disease, remove curse, striking 
  Fourth level: create water, cure serious wounds, neutralize 
  poison 
  Fifth level: commune, dispel evil 
  He has a mace +2, a ring of animal control, and a scarab of 
  protection. If the party comes in peace, Talel will chant a prayer of 
  thankfulness for the safe return of the patrol. Any cleric who pays 
  attention to this will notice that Talel also casts a detect evil during 
  the course of the chant. If no characters harbor evil intentions 
  towards the dervishes, Talel will be satisfied and will greet the party 
  warmly. If he does detect evil, Talel will immediately cast a hold 
  person on the character or characters so detected. The rest of the 
  party will then have to swear with their lives to the good conduct of 
  the held person(s). Talel will let the spell expire, but will keep the 
  suspect character(s) under close watch. If the party refuses to 
  vouch for a held character, that character will be killed and the rest 
  of the party will be suspect. 
  If the party comes as converts, Talel will cast the same spells as 
  above, but will not bother to hide his actions. Should any character 
  be detected as evil, Talel will order the death of all the party. The 
  characters may be able to prevent this by quickly explaining the 
  quest they are to complete. 
  After Talel has satisfied himself about the party’s intentions, he will 
  ask them to ride with him. If the characters have given him no 
  cause for suspicion, he will arder their weapons and magic items 
  returned. He will also insist that the party be guests at his camp 
  that night. The camp, he explains, is but a day’s journey away. If 
  any of the characters is in immediate need of clerical help, Talel will 
  offer the use of his spells unless the party has a cleric who can deal 
  with the problem. 
  When the characters reach the dervish camp (the DM should 
  decide how long this takes), they will see that it is a collection of 
  tents set in a well-protected area. The camp appears to be about 
  250 men strong. The characters will be shown to tents and left 
  guarded or unguarded, depending on the situation. If the characters 
  are to convert, instructors in the faith will give them lessons for the 
  rest of the day. That night, the characters will attend a feast as 
  guests of Talel. This feast will be similar to that held at the oasis by 
  the merchants, except that the meal will be pleasant: lamb, not 
  camel, will be served. 
  14 
  
  After the feast, Talel will ask what news the characters bring from 
  distant lands. After hearing what the characters have to say, he will 
  tell the news of the desert. If asked about the Republic Army and 
  where it can be found, he will tell of the crushing defeat it suffered: 
  according to his story, it was lured into a trap and destroyed almost 
  to a man by the evil forces that have armed for war. He will then ask 
  what purpose the characters have in entering the desert at such a 
  dangerous time. If they explain their mission, he will become very 
  serious and grave. He will dismiss all others and hear what the 
  characters have to say in detail. After listening, he will tell them 
  what he knows. 
  Of the Master or the mind behind the gathering evil armies, Talel 
  knows nothing. His own tribe has led its life much as before, 
  surviving and raiding on the non-believers of the area. He does 
  know that the Republic army is no more and will not be able to help 
  the players. He also knows that travelling towards the mountains is 
  dangerous: the farther the party gets, the more enemy patrols and 
  camps they must avoid. His knowledge of the land is limited to the 
  desert and the hill country to the west. He does not know anything 
  about the lands beyond the mountains, but he does know a little 
  about the Great Pass. “Pass”is not the proper term for it, he says. 
  It is actually a maze of narrow valleys, river canyons, and dark 
  caverns that few enter and from which fewer return. He does 
  remember that there was once a monastery built near the entrance 
  to guide and protect travellers on their way; however, he is not sure 
  it is still there. The DM should let the players ask what questions 
  they want of Talel. However, he will not always know the answers 
  or may have the wrong information. At the end of the night, Talel 
  will inform the characters that he will have more guidance for them 
  shortly. 
  After several days (during which the characters may rest and 
  recover hit points and spells), Talel will summon the characters. 
  He will say, “I have learned only a little, and that I do not 
  understand. On your way, seek these things: first, a land where 
  terror sleeps beneath the earth; second, four strong men who 
  cannot move; and last, a man who is not a man. There is no more I 
  can tell you. One of my men will guide you for a short way. May the 
  gods be with you.” If the party has the amulet, he will continue: 
  “That which is behind this evil can see you through an amulet you 
  possess. Always keep it covered.” 
  The three things mentioned above are The Hibernating Monster, 
  The Guardians of the Pass, and The Abbey of Evil. As the 
  party finishes these encounters, they will have learned enough to 
  lead them to the next location. However, getting the information 
  requires that the players ask the right questions or decipher what 
  they have learned. 
  The guide will lead the characters 10 miles from the camp and point 
  in the direction of the hills. He will then turn to go back to the 
  dervish camp. The characters will be on their own. 
  PART 5: KEY TO THE SIND DESERT 
  The Plain of Fire: When the characters leave the dervish camp, 
  they will enter an area of the Sind Desert called “The Plain of Fire.” 
  Here the temperatures are normally 100 degrees or higher during 
  the day and only a little cooler during the night. The area is a large 
  lava plain with many sharp rocks and blowing sand. There are no 
  oases or wells anywhere, and only a few dried-out plants. If 
  characters travel during the hottest part of the day while on the 
  Plain of Fire, they must save vs. Dragon Breath or suffer 1-10 hit 
  points of damage from the heat. Those that make the saving throw 
  will still suffer 1-4 points of damage. 
  The Desert Hills: Beyond the Plain of Fire is a low range of hills. 
  From a distance, they look quite barren and lifeless; however, 
  there are many different kinds of small game, bushes, grasses, and 
  small trees in this area. In the hills near the mountains, the trees 
  become taller and more dense. 
  Random Encounters in the Sind Desert 
  While characters travel across the desert, the DM should check 
  for random encounters. There is a 1 in 6 chance of encounter every 
  day the party is on the Plain of Fire. There is a 1-2 in 6 chance of 
  encounter every day the party is in the Desert Hills. If the 
  characters still carry the amulet of finding openly, the encounter 
  will automatically be with one of the Master’s minions. Otherwise, 
  to determine what is encountered, roll ld20 and check the table 
  below. 
  Die Roll 
  Plain of Fire 
  Desert Hills 
  1-3 
  4 
  5 
  6-10 
  11-14 
  18 
  15-17 
  19-20 
  Basilisks (1-4) 
  Dragon, Blue (1) 
  Efreeti (1) 
  Enemy Patrol #1 
  Enemy Patrol #2 
  Enemy Patrol #3 
  Salamander, Flame (1-2) 
  Scorpion, Giant (1-4) 
  Cockatrices (1-4) 
  Cyclops (1) 
  Enemy Patrol #3 
  Enemy Patrol #2 
  Enemy Patrol #1 
  Giant, Hill (2-5) 
  Gorgon (1-3) 
  Wyvern (1-3) 
  Enemy Patrol #1: This patrol of the Master’s army consists of 20 
  gnolls (AC 5; HD 2; hp 10; #AT 1; D 2-8; MV 90’; Save F2; ML 8; AL 
  C), 5 harpies (AC 7; HD 3; hp 18; #AT 3 +special; D 1-4/1-4/1-6 + 
  special; MV 60’/150’; Save F3; ML 7; AL C) and a magic-user leader 
  (AC 8; MU6; hp 18; #AT 1; D 1-4 or spells; MV 120’; Save MU6; ML 
  8; AL C) who has a ring of protection +1 and the following spells 
  memorized: 
  First level: protection from evil, sleep 
  Second level: invisibility, web 
  Third level: fireball, protection from normal missiles 
  Enemy Patrol #2: 30 goblins (AC 6; HD 1-1; hp 3; #AT 1; D 1-6; 
  MV 60’; Save NM; ML 7; AL C), 10 bugbears (AC 5; HD 3+1; hp 15; 
  #AT 1; D 2-8; MV 90’; Save F3; ML 9; AL C), 2 trolls (AC 4; HD 6+3; 
  hp 38,32; #AT 3; D 1-6/1-6/1-10; MV 120’; Save F6; ML lO(8); AL 
  C; regenerate 3 hp per round), and a fighter leader (AC 2; F7; hp 
  45; #AT 1; D 2-9 [ld8+1]; MV 120’; Save F7; ML 9; AL C) who 
  carries a sword +1 (NSA). 
  Enemy Patrol #3: This special patrol of the Master’s army is led by 
  a fire giant (AC 4; HD 11+2; hp 58; #AT 1; D 5-30; MV 120’; Save 
  F11; ML 9; AL C). In the group are 5 harpies (AC 7; HD 3; hp 12; 
  #AT 3 + special; D 1-4/1-4/1-6 + special; MV 60’/150’; Save F3; ML 
  7; AL C) and a fighter (AC 4; F4; hp 20; #AT 1; D 1-8; MV 120’; Save 
  F4; ML 8; AL C) leading a trained chimera (AC 4; HD 9; hp 50; #AT 
  5 +special; D 1-3/1-3/2-8/2-8/3-12 + special; MV 120’/180’; Save F9; 
  ML 9; AL C). 
  If the players show the pass obtained from the Master at the Buried 
  Temple, none of the patrols encountered will harm them. Instead, 
  they will be led to The Evil Abbey. The characters will be allowed 
  to keep their weapons, but will be under guard at all times. If they 
  attack a patrol escorting them, the escort will fight to the death. 
  15 
  
  Encounters in the Sind Desert 
  The following encounters need not occur in any particular order, 
  but the first one given should occur while the characters are 
  crossing The Plain of Fire. 
  1. The Hibernating Monster 
  As you ride across the broiling, flat plain, you see a line of clouds 
  rolling in your direction. By late afternoon, the sky is partly 
  cloudy, a rare occurrence on the Plain of Fire. Within half an 
  hour, it has started to rain. At first, the rain is light, but then it 
  suddenly turns into a downpour. You cannot see more than 10’ 
  ahead, and the rain pounds on your heads and shoulders. 
  Soaked to the skin in warm rain, you welcome the relief from 
  the heat. And then, as quickly as it started, the rain stops. The 
  sun breaks through the clouds and steam begins to rise from 
  the many puddles and streams left behind. It is hot and humid. 
  As the party travels on, they will find that the cloudburst has 
  soaked the entire countryside. There is little mud, but the sand has 
  become damp and sticky, making travel tiring for the animals. One 
  hour after the cloudburst, the characters will feel the ground 
  tremble under their feet. If they stop and listen, they will hear a faint 
  scratching noise from below. Suddenly, a dragonlike head will 
  burst out of the ground directly in front of the characters! Using the 
  morale levels given in the rulebook, the DM or players should roll a 
  morale check for every animal and NPC with the group (made at -2 
  for all the animals). If a being fails its morale check, it will flee for 1-3 
  miles before stopping. Riders will be thrown from their animals 
  when this happens. Even as this is happening, eight more heads will 
  burst out of the ground near the first. 
  The ground breaks open and a desert hydra (AC 3; HD 9; hp 72; 
  #AT 9; D 1-10 per head; MV EO’; Save F9; ML 11; AL N) rises to 
  attack the characters. The desert hydra is like a normal hydra 
  except for its armor class and that it hibernates underground 
  during long dry spells. When it appears, it must hunt quickly and 
  will attack any food source near it. This hydra will try to kill as many 
  creatures as possible and then come back to feed on them later. It 
  will randomly attack characters or their mounts. 
  If the characters slay the hydra, they will be able to search its nest, 
  which is nothing more than a hollowed-out area under the earth. 
  Scattered throughout it are the bones of several more unfortunate 
  adventurers, 1000 ep, 2000 gp, and one 50 gp gem. Also in the nest 
  is a scrap of leather. On one side of it is a map that shows the route 
  to The Guardians of the Pass. The players will have completed 
  the first deed of the puzzle given them by the dervish leader: to find 
  “a land where terror sleeps beneath the earth.” 
  2. The Enemy on the March 
  This encounter may occur either in the Plain of Fire or the Desert 
  Hills. 
  As you are travelling, you notice that a low haze hovers above 
  the ground ahead. An hour later, you can tell the haze is actually 
  a large cloud. As you approach, the cloud resolves itself into a 
  huge boiling mass of dust. Now you can begin to make out a 
  faint sound, a sort of low rumble, that slowly rises and falls. As it 
  grows nearer, the cloud now appears to be several miles across. 
  It is too late to ride out of its way, but suddenly, a small cave 
  mouth appears ahead in a small gully. 
  The large dust cloud is raised by a major part of the Master’s army 
  as it marches toward the east. The army will march in the direction 
  of the players and will camp when it reaches the area of the cave. 
  This camp will cover about a two square mile area. The cave will be 
  somewhere near the center of it. 
  The cave the characters have found is a small one, only about 30’ 
  deep. There is nothing in the cave of note; it is large enough, 
  however, to hold the entire player group and their animals. If the 
  characters hide in the cave and take precautions such as brushing 
  away tracks, screening the entrance with bushes, or casting a 
  hallucinatory terrain, they will not be immediately discovered. If 
  the characters remain in the open instead of hiding, a group of 20 
  goblins (AC 6; HD 1-1; hp 3; #AT 1; D 1-6; MV 60’/150’ on wolves; 
  Save NM; ML 8; AL C) riding dire wolves (AC 6; HD 4+1; hp 22; 
  #AT 1; D 2-8; MV 150’; Save F2; ML 8; AL N) will first discover 
  them. If the characters have and show the pass received from the 
  Master at the Buried Temple (see The Buried Temple, Area G.), 
  the goblins will escort them to the main army. After a night in the 
  camp, under guard, the party will be given an escort (Evil Patrol 
  #3) to The Evil Abbey. If the characters fight, the goblins will 
  defend themselves while at least one goes back for help. The DM 
  should try to make it clear to the players that fighting is a losing 
  proposition - 
  the army appears to be several thousand strong in 
  men and monsters! If possible, the characters will be captured and 
  held in the camp for questioning. In such a case, all their equipment 
  will be taken away, and all will have their hands bound (making 
  spell casting impossible). As a rule, unless something extraordinary 
  happens, captured characters will be tortured and killed. 
  If players are intelligent and remain hidden, the army will move into 
  their area and make camp. If they look, the characters will catch 
  glimpses of creatures moving at the top of the ravine: men, 
  bugbears, goblins on dire wolves, a giant of some type, and trolls. 
  Many of the creatures will come to the gully and throw refuse into 
  it, including dead bodies. In time, buzzards will flock to the area 
  near the cave mouth. The characters will have little fear of 
  discovery by the Master’s troops. However, the cave will begin to 
  fill with the odor of rot. 
  At night, the players will see the glow of fires beyond the edge of the 
  gully. The buzzards will have left, so if the characters decide to 
  leave the cave and investigate, they will not make any noticeable 
  noise. Ten yards from the top of the gully is a small camp of five 
  nomad soldiers (AC 6; F1; hp 4; #AT 1; D 1-8; MV 120; Save F1; 
  ML 8; AL C), dressed in robes and armed with swords. Beyond 
  them, the plain is dotted with fires for several miles. The nearest 
  fire beyond the soldiers is 100 yards away. If the characters watch 
  16 
  
  the five men, they will quickly notice that they are not on their 
  guard. Occasionally, a goblin or similar small creature will wander 
  into their camp, only to be driven off with small rocks, insults, and 
  sword waving by the soldiers. Listening to the men will reveal that 
  they speak their own language and the common tongue, but 
  cannot speak Goblin or any of the other monster languages. 
  Finally, about 10 at night, the men will bed down. One man will 
  remain awake, apparently to look out for thieves and cut-throats in 
  the night. 
  If the characters return to their cave, the rest of the night will pass 
  without incident and in the morning, the army will break camp 
  (with much shouting and swearing) and move on. The characters 
  will not be discovered. If the characters decide to investigate the 
  camp at night, they will first have to dispatch the guard near the 
  gully. Since he is not watchful, the characters will be able to 
  surprise him on a 1-3 if they creep up on him. If they approach him 
  openly, they can try to pose as soldiers in the Master’s army. 
  However, if there is a dwarf, elf, or halfling in the group, the guard 
  will be suspicious, since none accompany the army. If the 
  characters can devise a suitable explanation for the character’s 
  presence (the DM should decide what is suitable), he will not wake 
  his fellows. If there are no unusual characters with the party, the 
  guard will accept the players as fellow soldiers. He will still be 
  suspicious, thinking they may be thieves or murderers, but will not 
  wake his fellows. Once closer to the guard, the players will be able 
  to see that his face is surrounded by three black painted circles, 
  apparently some kind of tribe or sect marking. The faces of the 
  sleeping men are painted in the same manner. 
  After the soldiers have been dispatched, the party may disguise 
  themselves with the dead men’s clothing and move about the 
  camp. If they do so, the DM should use the following special 
  encounter table, checking once every 10 minutes. The chance for 
  an encounter is 1-3 on a six-sided die. ld6 should be rolled to 
  determine what has been encountered. 
  Die roll and Encounter 
  1.2-8 bugbears (AC 5; HD 3+1; hp 18; #AT 1; D 2-8; MV90’; Save 
  F3; ML 9; AL C; surprise on a 1-3) looking for lone creatures or 
  small groups to beat up and rob. They will not kill their victims, 
  unless forced to do so. The bugbears do not know the password 
  and carry no treasure. 
  2.2-20 guards (AC 6; F1; hp 5; #AT 1; D 1-8; MV 120’; Save F1; 
  ML 8; AL C) who are drunk (40%) or patrolling the camp. If they 
  are drunk, they will befriend the characters and invite them to 
  drink. Through careful questioning, the players will be able to 
  learn 1-6 rumors and the night’s password (“hydra”). If the guards 
  are patrolling the camp, they will break up any fights they can, 
  using whatever force is necessary, not hesitating to kill if they 
  must. They will try to capture any party containing a dwarf, elf, or 
  halfling unless a good reason for the character’s presence is 
  given. 
  3.1 hill giant (AC 4; HD 8; hp 44; #AT 1; D 2-16; MV 120’; Save F8; 
  ML 9; AL C) carrying a stolen horse (its dinner) under its arm. It 
  will try to scare the characters away. If this fails, it will attack. 
  4. 1-4 gargoyles* (AC 5; HD 4; hp 20; #AT 4; D 1-3/1-3/1-6/1-4; 
  MV 90’/150’; Save F8; ML 11; AL C; immune to sleep and 
  charm) will flutter down on the party and harass them. The 
  gargoyles will not seriously harm the party if they are not hurt 
  themselves. 
  5.2-5 officers, all fighters (AC 3; F4; hp 30; #AT 1; D by weapon; 
  MV 120’; Save F4; ML 8; AL C) will challenge the party, 
  demanding the password and the characters’ business in this 
  area. If the players do not answer to their satisfaction, the officers 
  will summon a guard patrol to capture them. 
  6. A juggernaut camp guarded by 10 fighters (AC 4; F2; hp 12; 
  #AT 1; D 1-8; MV 120; Save F2; ML 9; AL C) and led by a fighter 
  officer (AC 1; F7; hp 40; #AT 1; D 1-10; MV 120’; Save F7; ML 9; 
  AL C) carrying a two-handed sword and wearing plate mail +2. 
  The guards will challenge any who try to enter the camp, demand- 
  ing the password and the reason for the visit. Failure to give a 
  suitable answer will cause them to attack, while one summons 
  help from a nearby camp. Help (3-30 more guards) will arrive in 
  one turn. At the center of each juggernaut camp is a large vehicle. 
  It stands 3 0  high and is shaped like a pyramid. Instead of wheels, 
  it has two rollers like a steamroller. The vehicle appears to be 
  made of wood. 
  This vehicle is a wood juggernaut (AC 6; HD 25; hp 100; #AT 1; 
  D 8-80; MV 120; Save special; ML 12; AL N; see end of module for 
  more details). If the player characters attack the camp, it will slowly 
  begin to rock back and forth. After 4 rounds of this, it will attack, 
  pursuing the player characters, although not waiting for the guards 
  to get out of its way. In fact, it will crash through anything in its path 
  until the characters leave the camp. At this point, it will stop and 
  move no further. Its attack will cause considerable panic in the 
  camp and if the characters escape, there will be no further pursuit 
  by the troops. 
  If the characters manage to befriend any of the people they 
  encounter, or if they creep close to a camp and listen, they may 
  learn some useful information. The DM should roll from the list 
  below to determine what they might learn. It will be up to the player 
  characters to ask the right questions (or, if they are listening in, to 
  piece together clues) to learn this information. 
  Die Roll Rumor 
  1 
  2 
  3 
  The Master is in league with powerful forces 
  from elsewhere. 
  The Republic army was crushed and scattered 
  by the Master’s powerful infernal machine. 
  Now that the Republic army is destroyed, the 
  Master’s army prepares to march on the lands 
  to the east. The attack will begin in about 
  one month. 
  The Master is a powerful spell caster who guards 
  himself with creatures not of this world. 
  There are none of the Master’s forces between 
  here and the Great Pass. 
  There is some type of secret sign that will show 
  the true path throug the Great Pass. 
  4 
  5 
  6 
  If the player characters use visible magic (fireballs, lightning 
  bolts, etc.) while in a fight in the camp, it will attract the attention of 
  others. After one turn, 50 guards (same statistics as those given 
  above) will arrive at the scene of the fight. On the round after that, 
  another 50 guards will arrive. Unless the characters have escaped 
  before the first group arrives or are able to escape in the confusion 
  of a fight in the dark, they will be captured. Captured player 
  characters will be treated as has already been explained above. 
  In the morning, regardless of the actions of the player characters, 
  the army will break camp and move to the east. Left behind will be 
  the debris of an army on the march - dead bodies, broken 
  equipment, and the ashes of fires. If the characters think of it, they 
  will find it easy to follow the trail of the army back to the Great Pass. 
  Note: This encounter could have many more possibilities for 
  adventures. If the DM wants, he may allow the characters to try 
  nearly anything within reason. Such events would have to be 
  handled by the DM as they came up, but he should always bear in 
  mind that stealth, not fighting, will be more likely to succeed. Even 
  a group of expert players cannot hope to defeat several thousand 
  men and monsters. 
  17 
  
  PART 6: KEY TO THE 
  FOOTHILLS TO THE PASS: The mountain foothills are 
  different from the desert hills: bent and twisted pine grows on the 
  land, and streams flow through the area, carrying water from the 
  Black Mountains beyond. The hills are very rugged, cut with 
  ravines and bluffs. The ground, though covered with trees and 
  grass, is dusty and rocky. If players take time to hunt, they may 
  find antelope and other small game. The air is somewhat cooler 
  than the desert below, although the temperatures still average 
  about 80 degrees during the daytime. To the west, the tops of the 
  Black -Mountains rise above the horizon, their peaks often 
  disappearing into banks of icy clouds. Even from this distance, 
  the characters can tell the peaks are tall, jagged, and icy. 
  THE BLACK MOUNTAINS: This massive mountain range is 
  among one of the highest and most dangerous mountain chains 
  in the known lands of the campaign. (The DM is always welcome 
  to create one that is higher.) Its peaks are permanently ice 
  covered, and large glaciers fill many of the high valleys. From a 
  distance the mountains appear white and dull blue, but when 
  viewed more closely, the blue becomes dull gray, barren rock. 
  Most of the mountain land is well above the treeline, even above 
  the highest of the meadows that cover the lower slopes. Travel 
  through the mountains is nearly impossible except at certain 
  passes and trails: any traveller who tries to climb through the 
  mountains will confront a lack of food, snow-covered crevasses, 
  avalanches, cliffs, cunning monsters, freezing cold, and air so thin 
  he cannot breathe. If the characters attempt to cross at some 
  place other than a pass, they will die unless they turn back. 
  Encounters for the Gates of the Pass 
  The two encounters for this section must occur in the order 
  listed. The madman who controls the Guardians has information 
  useful in the second encounter, without which characters may be 
  at a serious disadvantage. 
  GATES OF THE PASS 
  1. The Guardians of the Pass 
  Your party is travelling through a light stand of trees that grow 
  near the base of a rocky bluff. Travel is difficult: the trees and 
  loose shale force you to detour often. As you finally reach the 
  top of a low ridge, you discover a large, bowl-shaped clearing on 
  the other side. At the lower, far end are four giant-sized statues. 
  Their features are nearly worn away, and it is difficult to tell that 
  they are carved to represent old men. Each stands with his 
  hands folded in front of him. 
  Hidden behind the statues is a small cave. By standing at certain 
  points in the cave and speaking, it is possible to make it seem as if 
  each of the statues is speaking. Hiding in the cave is a madman (AC 
  9; HD 1/2; hp 3; #AT 1; D 1-4; MV 120’; Save NM; ML 7; AL N). He 
  understands the purpose of the cave, and knows where to stand to 
  make each statue speak. The madman has also made four drums, 
  one at each position. Over each he has hung a large rock. A system 
  of ropes allows him to release all the rocks at once from any of the 
  positions. As soon as the characters enter the clearing, the 
  madman will see them and run to one of the positions. The first 
  statue will say in a whispering voice, “Look! Someone enters our 
  valley. Who is it?” The madman will run to a different spot and have 
  another statue say, “Some travellers. What do they want?” “They 
  want to hurt us,” a third will reply. Then the last will say, “Quiet. 
  Then they will not see us.” 
  The madman was once held prisoner by the Master. Now, after his 
  escape, he has hidden in these woods for nearly a year. During this 
  time he discovered the statues and learned how they work. He is 
  now convinced that he and the statues are one. Whenever 
  possible, he will speak through one of the statues and not directly 
  to the other person. He will always refer to himself as “we.”He will 
  not want to be rescued or cured, but because of his experiences, 
  he has useful information about the The Evil Abbey, The Great 
  Pass, and the Master. 
  18 
  
  If any character comes within 10 yards of the statues, one will 
  shout, “Stay back, man of mortal clay. This is our sacred ground!” 
  Another statue will say, “Speak what you want. All who come to us 
  are fulfilled.” If the characters continue to advance, the madman 
  will untie the rocks hanging over the drums, causing the statues to 
  utter a tremendous, echoing crash. Immediately, a statue will say, 
  “DO not provoke our wrath, mortal!” If the characters advance 
  beyond this, the statues will begin to scream and chant in a wild 
  chorus of voices. Finally, the madman will break down in fear and 
  begin to beg for mercy. This will be carried to the players through 
  one of the statues. 
  If the characters do not advance or if they find the madman, they 
  may ask him questions either through the statues or directly. He 
  knows the directions to The Evil Abbey and The Great Pass 
  beyond it. If asked about “the man who is not a man,” he will cackle 
  and laugh quietly and then say, “Ask the holy men on the great hill, 
  for truly they will know the answer.”If the characters ask about the 
  pass, he will say, “Seek at the Swallower of the Sun and be led by a 
  snake that does not bend.”If the characters ask about the Master, 
  he will scream, “He Who Is Not Named! The Servant of Death! He 
  dwells in a chariot of many rooms, in a land of neither ice nor fire. 
  Once we met in a world beyond this land, a world above the 
  clouds.” After this, the madman will break into whimpering and 
  babbling and then curl up into a small, silent ball on the floor. He 
  will not react to anything. If he is asked a question to which he does 
  not know the answer, he will make something up on the spot. 
  Sometimes these answers will seem to make sense; sometimes 
  they will include whatever strange instructions or riddles strike his 
  fancy. 
  Only a wish can cure this madman. If the characters use one to 
  cure him, he will find that he cannot remember what has happened 
  to him for the last two years, for the only way he can be cured is to 
  forget everything that has happened to him. 
  Since the four statues are the second part of the puzzle given by 
  the dervish leader, the DM should do what he can to see that the 
  characters get the directions to the next encounter. However, if 
  the players are simply not figuring things out, the DM should not 
  give them free help. 
  2. The Evil Abbey 
  This encounter should be the last one used in this module. If the 
  DM uses the last half of the series, Wilderness Module X5, The 
  Temple of Death, the adventure will continue in that module 
  when this encounter is completed. 
  The Evil Abbey is located very close to the shadow of the Black 
  Mountains. By the time the characters reach the abbey, they will 
  have passed the treeline and will be crossing alpine meadows. A 
  large point of rock juts above the level of the surrounding area. The 
  top of this rock has been cleared, and the abbey built upon it. It is 
  surrounded on all sides by steep cliffs (the heights are marked on 
  the map). A broad staircase climbs from the base of the rock to its 
  entrance. 
  The abbey itself is composed of a number of buildings. Some of 
  these form the outer walls, while others stand separate inside the 
  compound. All are made of plastered stone and have steeply 
  pointed, red tile roofs. All the windows on the buildings and outer 
  wall are shuttered and have bracings for awnings. These bracings 
  are very strong and can support the weight of a man and 
  equipment. Inside, the abbey is heavily decorated with frescos and 
  wood carvings of religious significance. 
  The abbey was once the home of a number of Lawful monks, at the 
  heart of a large village now long since destroyed. Long ago, the 
  village was destroyed, burned and plundered by a band of evil 
  raiders. Surrounded, the monks of the abbey were trapped. For 
  nearly a year, they held out, carefully rationing their supplies, but 
  finally, the inevitable came, and they were overrun and killed 
  almost to a man. However, since the abbey is so far from 
  civilization and deep in the heart of the enemy territory, no word 
  has ever escaped concerning their fate. 
  Now, new occupants have taken over the abbey. The monks met 
  in this encounter are actually bhuts (see end of module for details). 
  During the day, they will behave like perfectly normal holy men, 
  doing nothing that will give the player characters any reason to 
  suspect they are not what they claim. At night, they become evil 
  and murderous. For several years they have lived in the abbey, 
  maintaining this deception to slay unwary travellers who stay the 
  night. They have been so successful that the Master has taken 
  them into his service, giving the bhuts the extra duty of guarding 
  the entrance to the Great Pass. This they have done extremely 
  well. 
  To add strength to their deception, the bhuts pretend that the 
  monastery is under a powerful curse. As they explain it to visitors, 
  this curse only affects the monks and those visitors who do not 
  heed their warnings while they stay. The bhuts will warn the 
  visitors not to leave their rooms at night under any circumstances, 
  even if they hear screams or other sounds. The the bhuts explain 
  that, to battle the curse, the monks must be more active at night, 
  praying in the temple, drawing mystic signs, and burning incense in 
  the different buildings. To help calm suspicions, the monks will tell 
  the visitors that they are not required to stay in the guest house 
  during the day and may move around the monastery freely. They 
  will ask visitors to respect their religion and not enter the temple 
  compound, since only those initiated into their faith may enter this 
  sacred ground. 
  If the characters offer to help the monks, the offer will be accepted. 
  The monks will warn that other brave and stout adventurers have 
  tried before, and all have failed. The monks have learned that the 
  source of the curse seems to be the blacksmith’s shed, from where 
  an icy creature supposedly appears during the night. The monks 
  do not know the reason for the curse; they will claim, however, that 
  it was placed by some powerful deity. 
  The creature is actually a frost salamander that lives in the hearth 
  of the blacksmith’s shed. During the day, it spends its time in 
  certain freezing passages under the abbey. At night it searches for 
  food. It hates the bhuts but will not normally attack them. The 
  bhuts would be very happy if it were dead. 
  If the characters ask about the “man who is not a man” (which 
  refers to the bhuts), the bhuts will claim not to know the answer. 
  They will promise to look into their library for the answer. Of 
  course, they will not bother doing this. 
  The room key given below describes each room as it would appear 
  during the daytime. If there are any differences in the description at 
  night, these will be noted. Any creatures in a room will only be 
  there during the night, unless noted otherwise. During the 
  daytime, most of the rooms and chambers will have people coming 
  and going from them. 
  Below is listed a Sequence of Events. This will explain what will 
  happen when the characters arrive at the abbey and how they will 
  be treated. By using both the Sequence of Events and the Room 
  Key that follows, the DM will be able to run the encounter. 
  Sequence of Events for the Evil Abbey 
  The following section outlines the events that will occur at the 
  Abbey when the player characters arrive. This outline is not 
  absolute; it does not try to account for all the possible actions of the 
  player characters. The DM should adjust the events as he sees fit, 
  remembering the goals and objectives of the bhuts at the abbey. 
  19 
  
  When the characters first arrive at the abbey, the DM should read 
  them the following: 
  Your party has been riding across the treeless plain for several 
  days now. A light snow has fallen and the air is quite cold. Then 
  one of your group points to something in the distance. There, 
  outlined by the black mass of the mountains and the white 
  snow, you see a small line of red. Another hour passes as you 
  ride toward it, and now you can tell it is a line of roofs. Some 
  time later, you see a group of buildings clustered on a craggy 
  rock. Finally, close, you can see what must be the monastery. A 
  broad staircase climbs the cliffs to a gate above. Sweeping the 
  base of the steps are two men, barefoot and dressed in orange- 
  yellow robes. They see you, bow, and smile. “Brother, do you 
  wish shelter and rest for the night?’ one of them asks. 
  The two “monks” will lead the player characters up the staircase, 
  mumbling something as they take each step and bowing to the little 
  statues that line the stairs. Once at the top, they will have the gate 
  opened, will send for the bhut posingas the abbot, and will offer to 
  stable the characters’animals. When the abbot arrives, he will ask 
  if the players wish to stay the night in the guest house. If they do, he 
  will explain the supposed curse, but tell them they will be safe 
  inside. He will encourage them to stay in the abbey, saying that the 
  outside lands are also unsafe at night. 
  If the characters offer to defeat the curse (the frost salamander), 
  the bhuts will accept. They will help the party set up their positions 
  and will supposedly pray and bless them. That night, the bhuts will 
  do nothing. They will stay inside and will not bother the players, 
  If the characters manage to defeat the frost salamander, the monks 
  will appear the next morning, rejoicing to their gods at being freed 
  from this awful curse. They will insist the characters stay that night 
  for a feast. The monks will explain that their religion will not allow 
  them to dine with the player characters, but they will be glad to 
  prepare a fine meal for them: nuts, grains, roots and dried fruits, 
  along with wine. There will be no meat. Everything served to the 
  characters will be drugged. If they fail to make a saving throw vs. 
  Poison, they will fall asleep. When the characters wake, three will 
  be shackled to the walls in Catacomb Area #3, three more will be 
  locked in the cell at Area N4, and any remaining characters will be 
  locked in Area 12. Each night the bhuts will come and take another 
  character to “join them for dinner,” starting with the NPC’s. The 
  DM should allow the characters a reasonable chance to escape 
  their predicament, either through spells or cunning. 
  If any of the characters manage to stay awake after the feast or if 
  the feast is not held for some reason, the bhuts will use the tunnel 
  to visit the guest house. They will try to capture one of the players 
  each night, or, failing that, as many as possible in one night. If the 
  bhuts draw suspicion, they will try to kill the characters, always 
  trying to use stealth as much as possible. 
  If for any reason the bhuts are attacked during the daytime, they 
  will defend themselves with polearms and swords. They will fight at 
  the level of their hit dice and may be hit only by magical weapons, 
  even in daytime. 
  ROOM KEY TO THE EVIL ABBEY 
  A. The Grand Stairway 
  This staircase of 999 steps is carved from the rock of the peak. 
  Rising from the plain, it climbs to the main gate of the monastery. 
  On each step is carved a symbol representing one of the 999 
  prayers that the former inhabitants said while ascending to the 
  world of Truth. At each ninth step, there is a small statue to the side 
  of the staircase. These once represented the 111 Precepts of 
  Understanding, to which offerings were made while climbing the 
  stairs. At the top of the staircase is the gate, both doors of which 
  are carved and painted. One shows the essence of Truth rising 
  above a mob of deformed beings. The other shows a guardian 
  creature driving evil spirits away. 
  B. The Guest House 
  This building iswhere visitors to the abbey stay. From the outside, 
  it is unremarkable - only plastered and whitewashed stone. In 
  front of the main door is a 6” circle of red clay. Visitors are required 
  to touch their head to this circle before entering the building. In this 
  way, they show respect to the protective spirits of the house. 
  Doing this will not affect a cleric’s standing with his deity, On each 
  door of the double door entrance is painted an eye so that the 
  protective spirits may see evil before it enters. 
  B1. Entrance 
  The entrance to the guest house is divided into 2 small chambers, 
  both bare of any furnishings or decorations. Under the staircase 
  that leads to the second floor of the building is a a secret, one-way 
  trapdoor that may only be opened from below (The Dolorous 
  Way, Area 4). The bhuts use this trapdoor to enter the guest 
  house secretly at night. 
  20 
  
  B2. Sleeping Chambers 
  These small rooms are used as bedrooms for visiting travellers. 
  One person will be assigned to each room. All of the rooms may be 
  closed off by heavy drapes. There is only a little furniture in each: a 
  hard wo 
  111 traveller’s chest, a stool, 
  and a ck 
  will be occupied when the 
  players 
  B3. Coi 
  This small, tiled court allows fresh 
  ,nd some light to reach the 
  lower rooms. All the rooms and balconies around the courtyard 
  have windows. In the center of the courtyard is a statue, a stone 
  rod that rises 6‘ into the air and is topped by a oval ball somewhat 
  larger than the rod. If the characters ask, the monks will explain it is 
  a representation of one of their gods. There is nothing else in the 
  courtyard. 
  B4. Kitchen 
  This room shows signs of being long unused. Dust covers the one 
  table and the hearth. A few cooking pots are piled neatly in one 
  corner. If the monks are asked about the kitchen’s apparent lack of 
  use, they will explain that since the evil armies are abroad they 
  have had few visitors. Those that do come will generally dine with 
  the monks. The characters may use this kitchen to prepare meals if 
  they wish. 
  B5. Meditation Chapel 
  This small chamber contains a shrine to the protective spirit of the 
  guest house. This consists of a small altar, surrounded by candles 
  and incense and set in front of the three-panel painted screen. 
  Behind the screen are the secret doors to the rest of the house. 
  Every night this room contains a bhut* (AC 4; HD 7+2; hp 44; #AT 
  3; D 1-4/1-4/1-6 + special; MV 40’; Save F10; ML 10; AL C) 
  supposedly praying for the safety of the players. When the bhuts 
  decide to act (see Sequence of Events), the one staying in this 
  chamber will enter the house by the secret doors. There is nothing 
  of value in this room. 
  B6. Instructional Chamber 
  This small chamber is lavishly decorated with paintings representing 
  the various deities once worshipped by the monks in the abbey. 
  Each picture shows the deity surrounded by its symbols of power. 
  Along the bottom of the pictures runs a series of smaller paintings 
  that tell the stories associated with these deities. None of the bhuts 
  know these stories well enough to explain them. If asked about this 
  room, they will say that its purpose is to provide restful con- 
  templation for visitors. If asked to explain the pictures, they will 
  refuse, saying, “The mysteries of our faith may only be discovered 
  by contemplation and insight. When you have done this, you will be 
  one of the initiated.” 
  B7. Chamber of Contemplation 
  This narrow room is bare of furnishings and decoration. It was 
  intended to be used for rest and meditation when the guest house 
  was built. It may now be used for any reason the characters wish. 
  B8. Terrace 
  This terrace overhangs the outer edge of the abbey. From here the 
  characters will be able to have a clear view of the Black Mountains. 
  It is a 400’ drop to the ground below. 
  C. Stable 
  This open shed is used as a stable for any animals belonging to 
  visitors. It will be empty when the characters arrive, apparently 
  unused for a long time. The mangers are nearly empty, containing 
  only a little rotting grass and grain. Some grooming equipment 
  hangs on the walls, all of it rusted and in poor condition. If the bhuts 
  are asked about this, they will explain that they own no animals and 
  never use the stables themselves. It has been a long time since they 
  have had visitors. 
  D. Granary 
  When the abbey was still in operation, this long building held the 
  grain stores for the monks. The large doors are double doors, while 
  the smaller ones are dutch doors (the top and bottom may be 
  opened separately). All the doors are very stout. On each is 
  painted an image of a guardian spirit, supposedly to keep the grain 
  from spoiling. 
  Inside, there is a clear space in front of each door where grain has 
  been taken out. Beyond the clear area, the grain is piled nearly to 
  the ceiling. It is dusty and gray. If the grain is disturbed, clouds of 
  gray dust will billow up and beetles and other insects will scurry 
  about. It is obvious that the supply is old and dry-rotted beyond 
  use. 
  Hidden in the granary are 10 giant rats (AC 7; HD 1/2; hp 2; #AT 1; 
  D 1-3 + disease; MV 40’; Save F1; ML 8; AL N). They are 
  reasonably well-fed on the insects found in the grain, and on the 
  leavings of the bhuts. They will only attack if the grain is disturbed. 
  If the players ask the bhuts why all their grain is spoiled, the bhuts 
  will explain that it is part of the curse. No grain they gather can be 
  kept for very long before it spoils. The bhuts will apologize for this 
  and explain that the characters will have to provide feed for their 
  animals. Actually, the bhuts never bother to gather or use grain, 
  since they do not eat it. 
  E. The Well 
  This well is the source of water for the abbey. A wooden roof is built 
  over the well; on the ground beside it is a bucket and a 70’ rope. 
  The water is 60’below the mouth of the well, forced up the interior 
  of the rock through an underground spring. The water is 20’deep. 
  F. The Monks’ House 
  This building is made of plastered and whitewashed stone. A band 
  of red and green 3’ from the ground circles the entire building. In 
  front of the doors is a 6’ circle of black earth. Before entering the 
  house, a person must spit on this circle to invoke the protective 
  spirits of the house. As in the guest house (B), 
  the doors have eyes 
  painted on them to see evil before it enters. If any characters enter 
  the house at night, the two bhuts (Area F2) will follow them 
  around, waiting to attack at the best time. 
  21 
  
  F1. entryway 
  Lining the walls on either side of this small room are two racks of 
  polearms. There are 10 weapons in all, in good condition and 
  apparently cared for by the monks. If asked why these weapons 
  are here, the bhuts will point out the need to defend the abbey 
  against the evil forces in the land. 
  F2. Sleeping Chambers 
  These small chambers were once used for sleeping by the human 
  monks who lived at the monastery. Now, the rooms are little used 
  by the bhuts. The rooms are sparsely furnished, containing only a 
  straw mat, a bowl, and a lamp; they are dusty and have cobwebs in 
  the corners. If players examine any of the bowls, they will notice 
  that each is stained with a rusty red powder (dried blood). 
  One room contains a secret trapdoor to the catacombs below. 
  (Area 6, The Dripping Passage). It may be opened from either 
  side. During the night, there will be two bhuts*(AC 6; HD 7+2; hp 
  43,40; #AT 3; D 1-4/1-4/1-6 + special; MV 40'; Save F10; ML 10; AL 
  C) in this room at all times. They will attack any creature that 
  enters the building. 
  F3. Dining Room 
  This narrow room has a low table and several short stools. Lined 
  neatly in a row along one wall are several bowls and eating utensils. 
  The bhuts do not use this room normally, but will give the 
  appearance that it is used when there are visitors at the abbey. The 
  first time the characters see the room, there will be a coating of 
  dust on everything -more dust than could have accumulated in a 
  day or even a week. If the characters return to the room later, it will 
  be clean and give the appearance of recent use. 
  F4. Kitchen 
  The kitchen is not normally used by the bhuts, but they will have 
  cleaned and prepared it to look normal before the characters enter 
  it. The room, though small, is clean. It is furnished with a single 
  table and a large hearth fireplace. On the table are several bowls, a 
  heavy knife, and some bundles of roots and herbs. If the characters 
  examine the table, they will notice some large reddish stains which 
  could have been caused by nearly anything. If players examine 
  closely, they will find the fireplace full of water-soaked ashes and 
  the chimney clogged with spiderwebs. 
  F5. Pantry 
  This was once used to store food for the monks who stayed at this 
  house. It is now very dusty. Piles of rags and other broken cooking 
  items are pushed into the corners. Hidden among them is a human 
  skull. 
  F6. Courtyard 
  This an open courtyard identical to that in the guest house (B3). 
  F7. Terrace 
  This terrace overlooks the well and the blacksmith's shed. The 
  ground is 15' below. There is nothing of importance here. 
  22 
  
  G. Blacksmith’s Shed 
  This small shed shows signs of having been long deserted. Inside is 
  a large hearth with a set of bellows in good repair. There is no fire in 
  the hearth, and the air seems icy and chill around it. If asked about 
  this, the monks will explain that it is apparently connected with 
  their curse. Living under the coals is a frost salamander* (AC 3; 
  HD 12; hp 53; #AT 5; D 1-6 (x4)/2-12 + 1-8 from cold; MV 40’; Save 
  F12; ML 9; AL C). It does not appear during the day, as it is under 
  the earth at this time. Hence, during the day, no character will be 
  affected by the 20’ cold radius. At night, it comes out and stalks for 
  prey in the monastery and surrounding countryside. It will not 
  attack the bhuts unless forced. Hidden deep under the frozen 
  coals are an axe +2 and a ring of invisibility. Both are resistant to 
  the effects of the great cold in the lair. 
  H. Bath House 
  This corner building was once the bath house for the monastery, 
  but is now long unused. If asked why, the bhuts will explain they no 
  longer have the people required to heat and fill the bath. 
  H1. Main Bath 
  A 4’ deep pool dominates this room. It is filled with a scummy 
  brown, algae-choked water. The algae floating on the surface hides 
  an ochre jelly* (AC 8; HD 5; hp 26; #AT 1; D 2-12; MV 10‘; Save F3; 
  ML 12; AL N; immune to lightning and weapons) living in the pool. 
  If characters approach the edge of the pool, it will attack. 
  Underneath it are 2000 sp and the bones of several previous 
  victims. The floor, walls, and pool are covered with painted tiles. 
  Examination will show that these explain the proper bathing ritual 
  of the monks who once lived here. At one end of the room is a stove 
  for heating water. 
  H2. Yellow Mold Peril 
  This large changing room is encrusted with a large yellow mold* 
  (AC always hit; HD 4; hp 20; #AT special; D 1-6 + special; MV 0; 
  Save F2; ML na; AL N). Rising out of the mold at the far end of the 
  room is a skeleton with a bright, shiny sword clenched in its hand. 
  Neither the skeleton nor the sword is magical. There is nothing of 
  value in this chamber. 
  H3. Dressing Chambers 
  These small chambers were used as changing rooms when the 
  baths were in operation. There is nothing in any of these rooms. 
  H4. Storeroom 
  This room contains firewood, tubs for heating water, and several 
  large urns that contain the spoiled remains of scented oils. There is 
  nothing of value in this room. 
  H5. Balcony 
  This narrow balcony overlooks the cliff. The ground is 350’ below, 
  a series of large stone terraces cut into the sides of the rock on 
  which the abbey sits. The railing of the balcony is very sturdy and 
  will easily support characters climbing on ropes. 
  11. Abbey Kitchen 
  This large kitchen, once used to feed more inhabitants than are 
  now living here, is still used by the bhuts for preparing their meals. 
  The kitchen itself appears to be perfectly normal; however, there 
  are no foodstuffs (flour, meat, fruit, nuts, etc.) in sight. Along the 
  outer wall are two large ovens and a large fireplace. There is 
  nothing of value in the kitchen. The door to the Kitchen 
  Storeroom (12) is locked. 
  12. Kitchen Storeroom 
  This room is kept locked, to keep the characters from discovering 
  the nature of the foods the bhuts do eat. There is nothing in the 
  room but the remains of past prey. If asked about this room, the 
  bhuts will say it is their House of the Dead. 
  J. The Training Hall 
  This building was once used as classrooms for instructing initiates 
  in the abbey’s beliefs. It is now used by the bhuts as a meeting place 
  and a command center when servants of the Master arrive at the 
  abbey. On the ground in front of the doors is a blue circle of clay. 
  Before entering the building, characters will be required to rub 
  their palms upon this to appease the protective spirits of the house. 
  On the front doors are the eyes like those found on the other 
  houses in the compound; however, these eyes have small peepholes 
  allowing those inside to see out. Painted on the outer wall, 3’ from 
  the ground, is a rainbow band of blue, green, orange, and red. 
  J1. Entryway 
  This entryway is lavishly carved and painted with pictures of the 
  gods of learning once worshipped by the monks. These show 
  benevolent old men with long beards and robes holding various 
  objects in their hands - 
  a mirror, a bowl of water, a small animal, 
  and a plant of some type. At night, the entryway is trapped: any 
  person crossing the threshold into the rest of the building will 
  release an axe fixed in the ceiling, which will swing toward the 
  person who released it. The axe will hit like a 4th level fighter and 
  do 1-10 points of damage. A secret catch on the wall beside the 
  arch disarms the trap. 
  52. Courtyard 
  Unlike the courtyards in the other buildings, this courtyard has a 
  small tree at its center instead of a statue. The tree is withered and 
  dead. There is nothing else in the courtyard. 
  53. Classrooms 
  Each of these rooms contains a low table, an oil lamp, writing and 
  painting equipment, parchment, and a litter of ancient-looking 
  scrolls and books. During the daytime, if the players visit this 
  building, there will be one bhut in each room, apparently studying 
  and meditating on religious topics. The bhuts are actually searching 
  for ancient lore that might be of use to them. At night, there will be 
  four bhuts*(AC 4; HD 7+2; hp 40; #AT 3; D 1-4/1-4/1-6 + special; 
  MV 40’; Save F10; ML 10; AL C) scattered throughout these 
  rooms. They will stalk any characters who enter the building, 
  attacking at the best possible moment. 
  23 
  
  54. Meeting Hall 
  This room contains a long table and several chairs. On the table are 
  loose papers and several oil lamps. There will be no one in here day 
  or night. The papers are drawings, paintings, and notes on 
  information obtained from old scrolls. There is a secret drawer in 
  the table, containing several papers from the Master: one gives the 
  bhuts the authority to protect the pass; another lists a shipment of 
  prisoners that was given to the bhuts; the third gives instructions 
  that at least one of the player characters be brought alive to the 
  Master should they appear at the abbey. Complete descriptions of 
  the player characters are also given on this paper. 
  55. Storeroom 
  This small room is lined with shelves of materials: scrolls (non- 
  magical), parchments, inks, paints, and bundles of dried plants. If 
  the DM rules that any player character is able to identify these 
  plants, he will be able to tell that they are herbs used for healing, 
  poison antidotes, and salves. However, the character will not be 
  able to tell that all the plants have been infected by a poisonous 
  fungus. If any of the plants are eaten or applied to a wound, the 
  character must save vs. Poison (at +4) or die. There is nothing else 
  of value in this chamber. 
  K. The Temple Compound 
  This area of the abbey is walled off from the rest of the buildings. 
  The wall is 12’ high and made of plastered and white-washed stone, 
  like the rest of the abbey. The only apparent openings in this wall 
  are the gate and the windows overlooking the cliffs. The cliff along 
  this area is 350’ high. There are two secret doors in this wall: one 
  enters the private collection of the library, and the other enters the 
  Abbey Kitchen, 11. 
  The temple gate is carved and painted. One door shows a large 
  circular wheel. Around the edges of this wheel are seven different 
  scenes. At the top are a group of god-like beings, apparently the 
  gods of the temple. The other scenes depict man (at the bottom), a 
  group of demonic creatures struggling with each other, a group of 
  animals, and the elements of earth, fire, and air. In the center of the 
  wheel is apparently the holy symbol of the order - a bull’s horns 
  with the sun in between them. The other half of the gate has a 
  picture of a fierce and ugly god-like creature slaying smaller 
  hideous creatures against a background of clouds. The gate is 
  barred from the inside. 
  The bhuts will not allow the characters to enter the temple openly. 
  When posing as monks, they will explain that the temple ground is 
  holy and non-believers cannot enter. If the characters are found 
  inside the temple, the bhuts will try to slay them. 
  K1. Outer Courtyard 
  This courtyard is decorated with paintings similar to those found 
  on the temple gate. The ground is striped with red, black, and blue 
  clay. In the center of the courtyard stands a large frame that 
  supports a bell. A wooden post, hung horizontal in a sling alongside 
  the bell, is used to sound it. The courtyard opens onto the Temple 
  Porch and a covered corridor that surrounds the entire temple 
  proper. 
  K2. Temple Porch 
  This open-sided porch has a yellow clay floor and a roof decorated 
  with many carvings of flowers and leering faces. In the center of the 
  porch is a 5’ wheel, hung vertically on a pole. The wheel is carved 
  with writing (prayers) and hung with small bells. The wheel is 
  fastened by its axle and may be spun easily. Sitting on top of the 
  wheel is a small monkey, tied to the pole by a long chain, who has 
  been trained to turn the wheel whenever any creature other than a 
  monk (or bhut) enters the porch area. The sound of the bells will 
  attract two bhuts* (AC 4; HD 7+2; hp 41,38; #AT3; D 1-4/1-4/1-6+ 
  special; MV 40’; Save F10; ML 10; AL C) and their trained giant 
  weasel (AC 7; HD 4+4; hp 20; #AT 1 +special; D 2-8; MV 50’; Save 
  F3; ML 8; AL N) in 2-8 rounds. These guards normally patrol the 
  corridor surrounding the temple. They will not receive any help 
  from other creatures in the temple. If one of the bhuts is killed, the 
  other will attempt to flee and warn those inside. If he is successful, 
  the party will not be able to surprise any creatures in the temple. 
  K3. The Abandoned Shrine 
  The door to the room is long unused and may only be opened after 
  an “open doors” die roll. Inside is a dark, narrow, and dusty 
  chamber. It shows no signs of having been used recently. At the 
  back of the chamber is a small altar, also covered with dust. It is a 
  small stone table, on which rests a statue of a dragon-like creature 
  perched on a large rock. Pinned under one claw is a writhing snake 
  with a woman’s face. Clenched in the other claw is a large pearl 
  (1000 gp value). The altar is a shrine to the deities of Law. Any 
  lawful character who pays reverence to this shrine (speaks 
  respectfully, offers prayers, cleans the statue, etc.) will be blessed. 
  This will give the character a +1 “to hit,” damage, and morale. This 
  bless, unlike the normal spell, will last 24 hours. The DM should 
  not inform the player character what has happened; the player 
  character will merely notice a feeling pass over him. If the DM feels 
  that the motive for the character’s actions was self-interest (the 
  player saw another character receive this unknown feeling and 
  does the same thing so he can get the benefit), he will not be 
  blessed. It is important that the player characters be sincere in 
  their actions. Once the characters leave this chamber, they will not 
  receive the bless if they return. If any character steals the pearl or 
  damages the altar in any way, he will be -1 on all “to hit” and saving 
  throw rolls for 24 hours. There is nothing else in the room. 
  24 
  
  K4. Temple Foyer 
  This chamber is heavily decorated. A rainbow band runs around 
  the walls, 3’ from the floor. Above this are the remains of many 
  bright, gilded paintings, all of which have been scratched away or 
  smeared with filth. The floor is made of small wooden tiles that 
  form patterns of different colors. These tiles have been cunningly 
  fitted so that any creature walking on them will give rise to a series 
  of moans and near-human cries that will echo up through the floor. 
  This noise will alert any creatures in Area K5, The Main Temple. 
  It will not attract the attention of creatures elsewhere in the abbey. 
  The archway to The Main Temple has a magical trap. Any 
  character who crosses through without saying, “I come to thee, my 
  Master,” will release a curse on himself. If the character saves vs. 
  Spells, the curse will have no effect. If he fails his save, however, 
  this curse will cause the character to forget everything of his past 
  life. He will not remember who his friends are, what his name is, 
  where he is, or why he is there. All spells memorized will be 
  forgotten, although new spells may be memorized normally (if 
  there is enough time). The character will not remember the powers 
  of any magic items, but he will not forget how to speak or what 
  class he is. He will retain all the abilities of his class except for 
  memorized spells. 
  K5. The Main Temple 
  This room is ornately decorated with paintings and gilt carvings. All 
  the walls are covered with carved wood panelling showing various 
  deities surrounded by flowered borders. The pillars are painted 
  with black, red, yellow, and blue stripes and are inlaid with bits of 
  mother-of-pearl and mirrors. Lights shine and dazzle off these to 
  create sparkling points throughout the room. In the center of the 
  room is a dais. On the dais is a large cauldron. 
  Standing around the cauldron are two bhuts’ (AC 4; HD 7+2; 
  hp 
  39,32; 
  #AT 3; D 1-4/1-4/1-6 + special; MV 40’; Save F10; ML 10; AL 
  C) and 3 ghouls (AC 6; HD 2; hp 10; #AT 3; D 1-3 
  each + special; 
  MV 30’; Save F2; ML 9; 
  AL C). They will attack any characters who 
  enter the room unless they are accompanied by a monk (or 
  someone wearing a monk‘s robes). If possible, however, they will 
  try to convince any lone character who has lost his memory from 
  the curse at Area K4 that he is actually on their side and that the 
  other players are the enemy. If the character fails to save vs. Spells, 
  he will believe the bhuts unless there are other player characters 
  present in the area. If one of the bhuts is slain, the other will flee. He 
  will not warn any other creatures in the temple, but will attempt to 
  escape the monastery altogether. 
  Hidden in a secret compartment in the dais are 3000 gp, 3 gems 
  (each worth 500 gp), and a map showing the location of the Great 
  Pass. 
  K6. Robing Chamber 
  This chamber was once used by the Lawful abbot to prepare for 
  ceremonies in the temple. It is bare of all decoration. Against the 
  walls are 4 chests. The first two chests are open and the contents 
  (robes, slippers, and undergarments) are scattered on the floor in 
  front of them. The other two chests are closed. One contains only 
  more clothing like the open chests. The fourth chest is apparently 
  the same; however, there is a secret compartment in the bottom. 
  When this compartment is opened, the characters will see an 
  illusion (no saving throw) that the chest is a gate to a deep shaft. At 
  the bottom of the shaft are flames and the shadows of leaping, 
  demonic creatures. The illusion will not be dispelled if touched, but 
  will not cause any harm to those who see it. Hidden by the illusion is 
  a miniature (6” long) spear. This is a Spear of Panic. When a 
  character attempts to hit with the spear, it will magically grow out 
  to 10, allowing any target within 10 to be attacked. The spear has 
  no bonuses to hit and only does 1-6 points of damage. However, if 
  the spear strikes an enchanted or undead creature, the creature 
  will automatically flee from the combat. 
  K7. Abbot’s Antechamber 
  This small chamber has two low stools, a small table, and an oil 
  lamp. Otherwise, the room is not decorated. Curled out of sight 
  under the table is a giant rattlesnake (AC 5; HD 4; hp 23; #AT 2; D 
  1-4 each +poison; MV 40’; Save F2; 
  ML 8; AL N). The rattle of the 
  snake has been cut off. If the alarm at Area K2, The Temple 
  Porch has been sounded, the abbot-bhut will have released the 
  snake and it will be able to move around the room freely. If no alarm 
  has been raised, the snake will be fastened by a chain to the wall. In 
  this case, the snake will not be able to attack characters who enter 
  the room and immediately follow the wall that leads away from the 
  table. There is nothing of value in this room. 
  25 
  
  L1. The Entryway 
  This broad entrance has a statue standing on either side of the 
  door. One is a sword-wielding, banner-waving, ogre-faced man 
  running through the clouds. The other statue is of a demure older 
  woman holding a piece of cloth. At the base of each statue is writing 
  in an unknown tongue. Each identifies its statue: the man is 
  “Guardian Against False Reading and Impious Thought.” The 
  woman is “The Veil of Truth.”These statues, if sold in a major city, 
  would be worth 5000 gp. Each statue weighs 3000 coins. 
  L2. Library Shrine 
  Built into the wall in between the two entrances to the Main 
  Library, Area L2 is a small shrine to the deity who protects those 
  seeking knowledge. The shrine consists of a statue of an three- 
  armed, bull-headed man. One hand holds a lamp, the second holds 
  a dagger, and the third holds a writing brush. There are several 
  candle stubs around the base of the statue. None of them look 
  recently used. However, the statue appears to be clean and free of 
  dust. 
  K8. Abbot’s Shrine 
  This room is hung with painted silks and carpeted with furs. In one 
  corner stands a small shrine. There are several lit candles around 
  it. The shrine is obviously one to some Chaotic deity. Kneeling at 
  the shrine is the abbot, a bhut* (AC 4; HD 7+2; hp 50; #AT 3; D 
  1-4/1-4/1-6+ special; MV 40’; Save F10; ML 10; AL C). Lying beside 
  him is his pet grizzly bear (AC 6; HD 5; hp 34; #AT 3; D 1-4/1-4/1-& 
  MV 40’; Save F2; ML 8; AL N). If the abbot is attacked, he will call 
  for help and attempt to fight his way to the stairs that lead to the 
  catacombs. If possible, he will escape down these steps while the 
  grizzly holds the party at bay. 
  If the characters destroy the statue of the Chaotic deity, they 
  themselves will not be affected. However, within 1-4 rounds, a huge 
  lightning bolt will crash out of the sky, striking the cliff directly 
  below this corner of the temple, blasting rocks and leaving a huge 
  hole. At the end of 2-12 rounds, the room will suddenly shift. 
  Cracks will appear in the walls. Each player should be given only a 
  few moments to tell the DM what he is going to do. If he runs to the 
  staircase or the door (not the secret door!), he will be safe. If he 
  does anything else, he will fall with the chamber when it slips off the 
  edge of the cliff. Characters who fall will take 6-60 points of damage 
  from the fall and will be unconscious for 24 hours. 
  If players search the room before it is destroyed, they will find 3000 
  gp, 5000 sp, and a scroll with three spells: light, read languages, 
  and detect invisible. The painted cloths are worth 4000 gp if sold 
  in a major city. 
  L. The Library 
  This low building is different from all the others in appearance. 
  Instead of whitewashed, plastered stone, the abbey library is 
  covered with dried, red clay. Pressed into the clay at many different 
  points are mystical seals. They are not magical but were intended 
  to invoke the spirit of learning into those who entered the library. 
  L3. Cubicles 
  These small chambers each have a stool, a lamp, a desk, and 
  several scrolls. During the day, none of the cubicles will be 
  occupied. At night, there will be one bhut* (AC 4; HD 7+2; hp 33; 
  #AT 3; D 1-4/1-4/1-6 + special; MV 40’; Save F10; ML 10; AL C) in 
  one of the cubicles. The DM should decide which cubicle the bhut 
  is in. The bhut will be searching the manuscripts for lost lore. It will 
  attempt to hide from the players, only attacking if it can catch a 
  character alone or if forced to fight. 
  L4. Main Library 
  This long room is lined with shelves that reach to the ceiling 15’ 
  above. The shelves are stacked with scrolls, some of which are 
  relatively new, while others are quite old and brittle. The room 
  shows signs of recent use. If the characters examine any of the 
  scrolls, the DM should roll on the following table to determine what 
  they find. A read languages spell will be necessary to read any of 
  the scrolls. 
  Die Roll 
  1-75 
  75-90 
  91-95 
  96-99 
  100 
  Scroll Found 
  Treatise on the interpretation of the proper rituals of 
  the religion of the abbey. 
  A section of the chronicles of the abbey. It will only 
  cover one year. The abbey has been here for 500 
  years. 
  A geographical text, that, if studied, will reveal the 
  location of the Great Pass and give some basic 
  directions on how to find one’s way through it. 
  A text on heretical religions that will describe a huge 
  temple, “the chariot beyond the clouds.” The 
  temple will be somewhere beyond the Great 
  Pass. All the other information will deal with 
  theological differences of opinion and will not be 
  useful to the player characters. 
  A magical scroll that will give any reader other than a 
  cleric one point of wisdom. Any cleric not of the 
  same religion as the Lawful monks who once 
  lived here will lose one point of wisdom. The DM 
  should decide if the cleric’s religion and the 
  monks’ religion are the same. Once the scroll has 
  been read, it will crumble into dust. 
  26 
  
  There are over 5000 scrolls in this library. 
  W. 
  The Secret Archives 
  As in the Main Library, this chamber is lined with shelves that are 
  stacked with scrolls. However, these scrolls are those that have 
  been found or written by the bhuts. If the characters read two or 
  more of these scrolls, they will learn the history of the bhuts at this 
  abbey - how they came to occupy it and what they have done 
  since they came here. The characters will also learn of the 
  arrangement between the bhuts and the Master beyond the Great 
  Pass. Finally, they will learn the general directions to the Great 
  Pass and how to find the entrance to it. They will not gain any 
  information on how to find their way through the Great Pass. 
  There are also four scrolls of ancient lore. There is a 1 in 20 chance 
  that any scroll read will be one of these scrolls. If the character 
  reads one of these scrolls, he must save us. Spells. If he saves, he 
  may ask three yes or no questions of the DM, just as if a commune 
  spell had been cast. If the character fails the saving throw, he will be 
  permanently confused and will not be able to fight or cast spells 
  until a remove curse is cast on him. These scrolls will only work 
  once. 
  M. Storage Shed 
  This open-fronted building contains an assortment of tools and 
  junk that has collected at the abbey for many years. In this shed 
  may be found carpenter and stonemason tools, rope, wheelbarrows 
  and handcarts, lamp oil, firewood, wooden buckets, and other 
  common items. Most of the items are covered with dust and 
  cobwebs. A few, like the lamp oil, appear to be used from time to 
  time. There is nothing of great value in this shed. 
  N. The Abbot’s House 
  This small building was once the Abbot’s private chambers. The 
  outside is like that of most of the other buildings -plastered and 
  whitewashed stone. It has no other decoration. The door and 
  windows are a shimmering black wood that does not appear at all 
  natural. This material resists fire, weapons, and spells. 
  The door and windows are actually gateways to the Master’s 
  temple. The rooms inside the Abbot’s house are part of this 
  temple. A person entering from the Abbey will be transported (with 
  no ill effects) to the Master’s temple. When the person leaves these 
  rooms, he will return to the abbey. Although the character will be 
  at the Master’s stronghold, he will not be able to explore more than 
  the small group of rooms that forms the Abbot’s house on this 
  map. The Master does have a magical device that allows him to use 
  these rooms as a normal teleport. He uses this gate to commun- 
  icate with his servants, the bhuts, and his army in the field. 
  The insides of these rooms are different from those elsewhere in 
  the abbey. The floors are large, dressed blocks of stone. The walls 
  are black stone carved with some ornately evil designs. 
  If the characters are still wearing the amulet of finding (Settled 
  Lands Encounter #2), they will not be able to surprise any of the 
  creatures found in this area. If the DM wishes, he may have some of 
  the intelligent creatures in these rooms prepare traps for the player 
  characters. 
  N1. Guard Chamber 
  This gloomy, smoke-filled room contains no furniture except for 
  one smoldering brazier. Huddled away from the brazier are three 
  wights* (AC 5; HD 3; hp 22,20,18; #AT 1; D energy drain; MV 30’; 
  Save F3; ML 12; AL C) who are bound by the Master to guard 
  these chambers. They will attack any creature who enters, unless 
  the Master is present or has given orders not to attack. There is 
  nothing of value in this room. 
  N2. Meeting Room 
  This room is strewn with cushions and the walls are hung with rich 
  fabrics. There are no creatures in this room. There is, however, a 
  table covered with papers, an inkwell, and a writing brush. If the 
  characters search through the papers, they will find a listing of the 
  forces for the Master’s army that is currently marching to the East. 
  Also among the papers is a partial list of the spies working for the 
  Master. These papers would be of great use to the human armies of 
  the East, if the players can find some way to return with them. 
  N3. Small Armory 
  The walls of this room are lined with racks of spears, pole arms, 
  swords, and other weapons. Shields also hang on the walls. All of 
  the weapons are in excellent condition, but none are magical. The 
  characters will be able to find any weapon (except lance) that is 
  listedon the equipment lists in the rulebook. The Master maintains 
  this armory in case attackers manage to enter these rooms or in 
  case the bhuts of the abbey need assistance. The window in this 
  room looks out over a scene of lightly forested plains. There are no 
  mountains in sight. 
  N4. Holding Cell 
  This room is a cell. The door is locked and the bars are very stout 
  (to keep the wights out). Inside the room is strewn with dirty, 
  foul-smelling straw. Hiding in the far back corner is a woman, 
  Dressla the Thief (AC 9; T5; hp 13; #AT 1; D by weapon; MV 40’; 
  Save T5; ML 6; AL N). She has no equipment and is dressed in a 
  ragged pair of pants and a shirt. If the characters rescue Dressla, 
  she will tell them her story. According to what she says, she had 
  heard stories of a fabulously large gem that was hidden in an 
  ancient temple far beyond the mountains. She and several others 
  went to find or steal this gem. They found the temple, learned that 
  it was occupied by a large number of creatures, and managed to 
  enter unnoticed. Unfortunately, the group was discovered before 
  theft could be made. All her companions are dead. Once back to 
  the abbey, she refuses to return to the temple of the Master. If the 
  characters do go on, she will leave, hoping to reach the lands to the 
  east. Shewill be able to tell the characters the following information: 
  1. They should watch for the sign of the fish when travelling 
  through the Great Pass. 
  2. The temple is many miles away on the other side of the 
  mountain range. 
  3. The temple is decorated to look like a huge wagon or cart. 
  4. On certain holy days, they will be able to enter the temple 
  disguised as members of the Master’s army. 
  5. The inner parts of the temple are very dangerous, filled with 
  unknown guard creatures and traps of all kinds. 
  She will have no other useful information. After she was captured, 
  she explains, she was kept blindfolded or in the dark. She has no 
  idea why she was in the cell the characters rescued her from, 
  except that it was for some special purpose. 
  N5. Upper Hall 
  This hallway is bare of furniture. There are no creatures present. 
  Hung on the walls are scrolls with characters written on them. 
  These are prayers to a great Chaotic deity. The windows look out 
  -over a tree-spotted plain. There are low mountains far in the 
  distance. 
  27 
  
  N6. Storeroom 
  This room contains a number of common supplies: candles, lamps, 
  fancy woods for repairs, tools, and barrels of grease and fat. 
  Searching in one corner is Mond, a fighter (AC -1; F11; hp 72; #AT 
  1;D4-11[ld8+3];MV40’;SaveFll;ML9;ALC).Hehasasword 
  +2(NSA), plate mail armor +2, shield +1, and a ring of djinni 
  summoning. Mond is one of the Master’s main commanders. If 
  attacked in this room, he will fight to the best of his ability, 
  summoning the djinni only if he has suffered 30 or more hit points of 
  damage. If Mond’s morale breaks, he will not surrender, but will 
  attempt to flee. The windows in this room look out on a tree- 
  spotted plain. There are no mountains in sight. 
  N7. Terrace 
  This small area is an open terrace. When the characters step onto 
  this terrace, they will find themselves back in the abbey. If they go 
  into the Abbot’s House through this door, they will find themselves 
  in the Master’s Temple. 
  THE CATACOMBS 
  These passages burrow into the rock. The walls and ceilings are 
  solid and have no bracing. The floors are worn smooth, but the 
  walls are rough and jagged. Most of the passages are quite dry, and 
  the air is very stale. There is no light anywhere in the catacombs. 
  1. crypts 
  This is a passage with niches filled with coffins - some very old, 
  some fairly new. Most are intact, but a few are cracked or broken, 
  revealing the bones inside. All are covered with dust and cobwebs. 
  A. This coffin contains the corpse of a vampire* (AC 2; HD 7; hp 
  42; #AT 1; D 1-10+ special; MV 40’/60’; Save F7; ML 11; AL C). It is 
  currently “dead,” a stake driven through its heart. If the stake is 
  removed, it will come to life in 10 rounds. It is hungry and will stalk 
  the player characters through the catacombs. 
  B. There is one large coffin in this niche. An inscription tells that it is 
  the coffin of a previous abbot of great faith. If the lid is pried open, 
  the characters will find a skeleton and, beside it, a long bone tube. 
  This tube contains a map of the Great Pass, showing the proper 
  route to take to get through it. 
  C. Carved on the back wall of this niche is some writing, but it is 
  covered by dust and cobwebs. The writing says nothing important. 
  The niche contains one large coffin. If any character enters the 
  niche, there is a 1-3 chance on ld6 of triggering a rockfall. The 
  character will suffer 4-40 points of damage unless he saves vs. 
  Paralysis. The rockfall will completely block the entrance to the 
  niche. If the character fails his save, others may pull him from the 
  rocks in one round. If he saves, he will suffer no damage, but will be 
  trapped on the other side of the rockfall. It will take 6 turns to dig 
  him out. Hidden in the coffin (which will break open when the roof 
  collapses) is a wand of fear and a gem-encrusted crown worth 
  ~,ooo 
  9p. 
  2. Secret Altar 
  In the center of this circular chamber is a large statue of a man 
  dressed in exotic black armor. If the characters saw the Master in 
  the mirror at The Lost Oasis, they will recognize that the statue is 
  of him. Draped around its neck is a large snake, apparently part of 
  the casting. The statue has a permanent magic mouth cast on it: 
  when a group enters the chamber, it will say, “Ah, small beings, you 
  have come to do homage to me and my gods! Kneel and pray for 
  our mercy!” The voice will alert all the other creatures in the 
  catacombs, making surprise impossible unless the characters 
  remain here for at least 3 turns. 
  The snake is actually a rock python (AC 6; HD 5; hp 30; #AT 2; D 
  1-4/24; MV 30’; Save F3; ML 8; AL N) that will attack anyone who 
  comes within 10’of the statue. If the morale of the snake breaks, it 
  will slither back up the statue and hiss menacingly at the 
  characters. There is no treasure in this room. 
  3. Cells 
  The passageway ends in four small cells - no more than niches in 
  the rock with shackles at the back of each. The floor of each cell is 
  covered with filth and puddles of water. 
  A. Shackled to the wall of this niche is the former abbot, a cleric 
  (AC 9; C7; hp 10; #AT 1; D by weapon; MV 40’; Save C7; ML 5; AL 
  L). He cannot speak and so cannot pray for or cast spells. Over the 
  years he has been imprisoned here, he has become nearly blind. 
  He can still see well enough to write, however, and the bhuts have 
  kept him alive for information and in case they need him for an 
  emergency. If rescued, he will not trust the players until after 
  sunset, when he can learn if they are bhuts or not. He knows the 
  layout of the abbey and its underground passages, and can guide 
  characters through them. 
  B. These cells are empty. 
  4. The Dolorous Way 
  This passage leads to the secret trapdoor that enters into the guest 
  house (Area Bl). At its end is a ladder that leads to the trapdoor. 
  There is no latch on the other side of the trapdoor, so it can be 
  opened only from this side. Strewn along the sides of the passage 
  are bones. If players examine these, they can tell that they are 
  human bones that have been gnawed and broken. 
  5. The Water-Filled Chamber 
  Here the passage opens into a large chamber. Near the opposite 
  wall is a large pool of water, part of the same spring that feeds the 
  well. The water is very cold, but is murky with constantly bubbling 
  sand. Living in this pool is a giant leech (AC 7; HD 6; hp 32; #AT 1 
  special; D 1-6; MV 30, Save F3; ML 10; AL N). At the bottom of the 
  pool are 3 gems (1000 gp each) and a potion of heroism. 
  6. The Dripping Passage 
  This passage is very damp; water drips constantly from the ceiling 
  to form puddles on the floor. In turn, these puddles form small 
  streams that flow towards Area 8, The Secret Exit. There are no 
  creatures living in this passage. There are, however, several 
  branches, one of which leads to the secret trapdoor that opens into 
  the Monks’ House. This trapdoor may be opened from either side. 
  7. Trapdoor 
  At this point is a ladder leading to a trapdoor in the ceiling. This 
  trapdoor may be opened from either side. It opens into the 
  Training Hall. 
  8. The Secret Exit 
  This passage winds for some length (not shown on the map) and 
  finally ends in a secret door. Standing guard here are a bhut* (AC 
  4; HD 7+2; hp 36; #AT 3; D 1-4/1-4/1-6+ special; MV 40; Save F10; 
  ML 10; AL C) and two bugbears (AC 5; HD 3+1; hp 20,18; #AT1; D 
  2-8; MV 30;Save F#; ML 9; AL C) who have just arrived from 
  outside. They will fight any intruders from inside or out (i.e. any 
  character not wearing a monk‘s robe). If their morale breaks, all 
  the creatures will flee through the secret door. This door opens to 
  the alpine meadows at the base of the rock on which the abbey is 
  built. 
  28 
  
  PART 7: NEW MONSTERS 
  This section presents the new monsters used in the module. All of the creatures given are extremely rare and should seldom be encountered in a 
  normal campaign. 
  Bhut" 
  Armor Class: 4 
  Hit Dice: 7+2** 
  Move: 120' (40') 
  Morale: 10 
  Attacks: 2 claws/l bite 
  Damage: 1-4/1-4/1-6 + special 
  No. Appearing: 2-8 (2-8) 
  Save As: Fighter: 10 
  Treasure Type: A 
  Alignment: Chaotic 
  Bhuts are intelligent, evil beings similar in many ways to lycanth- 
  ropes and undead.During the daytime, bhuts appear to be normal 
  humans. At night their hair becomes wild and their skin scaly. 
  Their hands turn into claws, and their teeth become fangs. While in 
  this form, they hunt humans and demi-humans for food. They are 
  extremely clever and often use deception and trickery to obtain 
  their meals. 
  In combat, bhuts attack with their claws and bite. Their bite is 
  freezing to the touch. Besides normal damage, any creature bit by 
  a bhut must save vs. Paralysis or be numbed. Numbed creatures 
  always lose initiative and are -2 on all to hit rolls. The numbness will 
  last for 1-4 rounds. 
  Bhuts have all the immunities of an undead creature (sleep, 
  charm, hold, poison, and gases). They also, like undead, make no 
  noise when moving. They cannot be turned. They save at a level 
  higher than their hit dice. Bhuts cannot be struck by non-magical 
  weapons, but a single hit from a blessed weapon will kill one 
  instantly. In addition, bhuts radiate a powerful aura, preventing 
  detect evil and know alignment spells from working on them. 
  Know alignment will mistakenly detect the bhuts as Lawful. 
  Bhuts prefer to live near human settlements, preying on those 
  living there. Often, they will work together. Normally, they will 
  assume some innocent cover (monks, travelling gypsies, a family 
  on the edge of town, etc.) to prevent suspicion. 
  29 
  
  Juggernaut 
  Armor Class: 
  Hit Dice: 
  Move: 
  Attacks: 
  Damage: 
  No. Appearing: 
  Save As: 
  Morale: 
  Treasure Type: 
  Alignment: 
  WOOD 
  6 
  25** 
  120' (40) 
  1 crush 
  0 (1) 
  Special 
  12 
  G 
  Neutral 
  8-80 
  STONE 
  0 
  30** 
  90' (30') 
  1 crush 
  10-100 
  0 (1) 
  Special 
  12 
  M and N 
  Neutral 
  Juggernauts are huge magical machines. They look like houses, 
  pyramids or statues mounted on great rollers. They are magically 
  animated and have some awareness of their surroundings, allowing 
  them to hunt and kill. They are made of wood or stones. 
  Juggernauts are very maneuverable. They can stop, back up or 
  turn in one round, allowing them to attack creatures in front, 
  behind, or alongside in the same round. They attack by rolling over 
  the victim with their huge wheels. These rollers are 30' wide, 
  making it possible for juggernauts to attack more than one target in 
  their path. If there is only one target in a given direction, the attack 
  is made normally. If there are two or more targets in the path, each 
  target is first allowed to save vs. Dragon Breath. Targets that make 
  their saving throw have managed to get out of the path of the 
  juggernaut. Those that fail to save will be hit by the Juggernaut if it 
  rolls its "to hit" number against that target. A separate roll is made 
  for each target. 
  All juggernauts have the following immunities in common: all non- 
  magical missile fire; sleep, charm, and hold spells; and poison. 
  WOOD JUGGERNAUT: This type of juggernaut normally 
  appears as a large wooden building on rollers. It is 2 0  to 30 high. It 
  saves vs. everything, except magical fire, at 5 or better. A wooden 
  juggernaut will fail its saving throw vs. any type of magical fire 
  attack. 
  STONE JUGGERNAUT: These appear as small pyramids or 
  huge statues on rollers. They stand 40' to 5 0  high. They may only 
  be damaged by magic weapons or spells. All saving throws are 
  made at 4 or better. Stone juggernauts can crush small buildings, 
  even those made of stone. 
  A juggernaut carries its treasure inside it. This treasure may only 
  be found after the juggernaut is dead. 
  Armor Class: 3 
  Hit Dice: 9 
  Move: 120' (40') 
  Morale: 9 
  Attacks: 1 bite or spells 
  Damage: 1-8 or special 
  No. Appearing: 1 (1) 
  Save As: Magic user: 9 
  Treasure Type: I 
  Alignment: Chaotic 
  Nagpa look like dried, withered humans with the heads of vultures. 
  They are very intelligent and are highly magical in nature. They 
  may use the following powers up to three times each a day: create 
  flames (This will cause a burnable object within 60' to burst into 
  flame for 1-3 rounds. It will cause 2-12 points of damage each 
  round. A saving throw vs. Spells will reduce the damage to half), 
  paralysis (All lawful characters within 10' must save vs. Spells or 
  be paralyzed for 1-4 rounds), corruption (This will cause a non- 
  living object within 60'to decay or rot into uselessness. Magic items 
  are allowed a saving throw vs. Spells at the level of the character 
  using the item), darkness, and phantasmal force. In combat, a 
  nagpa will try to avoid melee if possible, and use its spells. 
  Nagpa are rarely met, preferring to stay in deserted ruins or 
  wastes. They speak their own tongue, their alignment lanugage 
  and a common language. 
  30 
  
  Soul Eater* 
  Tabi 
  Armor Class: 0 
  Hit Dice: 10* 
  Save As: Cleric 10 
  Move: 180' (60') 
  Morale: 12 
  Attacks: 2 claws 
  Treasure Type: Nil 
  Damage: 1-10 each + special 
  Alignment: Neutral 
  No. Appearing: 1 (1) 
  A soul eater is a being from another dimension summoned or 
  granted to high level clerics. It is used to slay beings as ordered by 
  the cleric who summoned or received it. A soul eater appears as a 
  cloud of glowing darkness and can assume any shape desired. 
  Once given a victim to kill, it will not quit until the victim or itself is 
  defeated. A soul eater is highly intelligent and will accomplish its 
  mission by any means it can. 
  In combat, the creature will attack with two ghostly claws each 
  round. In addition, each time it hits it will drain one point of Wisdom 
  unless the victim saves vs. Death Ray. This saving throw must be 
  made each time the character is hit. A soul eater may only be 
  struck by magical weapons. Silver and normal weapons will have 
  no effect on it. If the victim is slain by the soul eater or has his 
  Wisdom reduced to 0, the victim is dead, and the soul eater will 
  return to its own dimension. Characters slain by a soul eater 
  cannot be raised or reincarnated. Otherwise, the character 
  regains Wisdom at the rate of 1 point per day. If the soul eater's hit 
  points are reduced to 0, it will dissolve into a formless cloud and 
  drift away. It will not return. 
  If the soul eater's victim is slain by another or if the soul eater is 
  defeated, it will return to the cleric who summoned it and attack 
  him. Because of its rage, it will have 20 HD and will do 3-18 points of 
  damage when it attacks. If defeated a second time, it will disappear 
  forever. 
  Armor Class: 6 
  Hit Dice: 5 
  Move: 60' (20') 
  Attacks: 2 claws 
  Damage: 1-4/1-4 + special 
  The tabi are small, winged, ape-like creatures about the size of a 
  large housecat. Their bodies are covered with a long golden fur 
  while their wings are leathery membranes, like a bat's. They give off 
  a stench of rot that can be smelled at up to 100'. They are intelligent 
  and clever. 
  No. Appearing: 1-4 (1-4) 
  Save As: Magic user: 5 
  Morale: 6 (12) 
  Treasure Type: Nil 
  Alignment: Chaotic 
  Flying: 240' (80') 
  r 
  In combat, tabi fight with their sharp claws which drip with a crystal 
  blue venom. Anyone hit by a tabi must save vs. Paralysis. A player 
  who fails to save will be deluded, attacking any creature or 
  character adjacent to him. A deluded character may only fight with 
  weapons or bare hands, but will do so to the best of his ability. The 
  delusion will last for 2-12 turns or until a neutralize poison is 
  cast on the victim. Tabi also have a 40% chance to pick pockets, 
  move silently, and hide in shadows. Tabi prefer to ambush 
  characters and then hide while the deluded victim attacks others. 
  Tabi have very long lifetimes, during which they gather much 
  information about ancient legends and forgotten lore. They are 
  intelligent and speak their own tongue. It is possible for high level 
  magic-users to research a spell that will bind a tabi to his service. If 
  the spell is researched and worded properly, the tabi will remain in 
  service to the magic-user until one or the other dies. While 
  enspelled, it will be absolutely loyal to the character commanding 
  it. In such cases, the parenthesized morale should be used. An 
  enspelled tabi will also assist its master by telling information that it 
  knows. 
  31 
  
  PART 8: PRE-ROLLED CHARACTERS 
  It is possible that the player characters in the DMs campaign will not be of high enough level to 
  play this module immediately. In this case, the DM may save this module until the characters in 
  the game are ready, or he may let the players use the pre-rolled characters given below. These 
  characters are designed to fit with the adventure; players using them will find the encounters 
  challenging, but not beyond the abilities of their characters. 
  The table below lists seven different characters, a typical party for this module. All the 
  necessary information has been given, including magic items that characters may carry. No 
  spells are listed for the spellcasters: the choice should be made by each player for his character. 
  The number of each character has a corresponding number on the Magical Items Table, after 
  which there is a list of useful magical items that the character might choose to carry. For 
  equipment, the DM should allow pre-rolled characters to have any items they wish from the 
  equipment list in the rulebook, limiting them only by encumbrance. In addition, each player 
  character should have 500 to 1000 gp with which to start the adventure. 
  Pre-Rolled Character Table 
  No. Class LVL 
  STR 
  INT 
  WIS 
  CON DEX 
  CHA HP 
  1. 
  Cleric 
  8 
  11 
  12 
  14 
  2. 
  Fighter 
  9 
  15 
  12 
  6 
  3. 
  Elf 
  6 
  12 
  17 
  9 
  4. 
  MU 
  8 
  7 
  15 
  ' 8  
  5. 
  Dwarf 
  7 
  15 
  7 
  10 
  6. 
  Thief 
  7 
  13 
  9 
  9 
  7. 
  Halfling 
  6 
  12 
  16 
  12 
  16 
  10 
  7 
  46 
  17 
  12 
  10 
  60 
  11 
  8 
  10 
  23 
  14 
  9 
  8 
  31 
  16 
  10 
  9 
  46 
  14 
  14 
  12 
  25 
  10 
  14 
  10 
  26 
  MAGIC ITEMS TABLE 
  1. plate mail armor +l; 
  shield +l; ring of fire resistance; staff of striking; potion of undead control 
  2. sword +1, flames on command (NSA); 
  potion of healing; potion of speed; plate armor +l; shield +1 
  3. sword +1, intelligence 9, see invicible, detect gems, levitation, alignment Lawful, ego 7; 8 +1 arrows; bag of holding 
  4. dagger +l; ring of telekinesis; scroll of magic missile, invisibility 1 0  radius, disintegrate; scarab of protection; wand 
  of cold 
  5. shield +2; 6 +2 crossbow bolts, war hammer +3; scroll of protection from lycanthropes; potion of healing 
  6. sword +1 (NSA); 
  leather armor +l; ring of spell turning 
  7. sword +l (NSA); 
  sling +l; plate mail armor +l; elven cloak and boots 
  117-T-9068 
  32 
  
  a Altar 
  - Window 
  Scale: 1 square = 5 feet 
  
  - 
  %et% Set Adventure Module 
  Maste 
  rattie lines 
  .ibes wait 
  drawn as 
  d to strike 
  tertile and 
  ut through 
  'en raised to rnz 
  Jbles and peas< 
  a----- ,--- 
  I I_ 
  esert Nomads, 
  eath 
  h-t ... 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D Basic (Holmes, B, X, BECMI)/Modules/X4 - Master Desert Nomads.pdf