TEXT: Kenzer and Company
  511 W. Greenwood Avenue
  Waukegan, IL 60087
  This electronic document forms a complete module for use with HackMaster®. It contains background information, a color
  referee’s map. referee’s notes, encounter and map matrix keys as well as illustrations for the players.
  If you enjoy this module, look for more releases in the HackMaster® family from Kenzer and Company!
  © 2007, Kenzer and Company
  K&C 2221
  
  DUNGEON MODULE YK1
  THE HUNGRY UNDEAD
  by Jolly R. Blackburn
  INTRODUCTION: This adventure is recommended for use with
  a party of 3rd to 5th level. However, it is incumbent upon you
  as GM to read the adventure throughly and [possibly] adapt
  it for use with your particular group by boosting or lowering
  the strength of the foes described. 
  You should re-read the description of Pseudo-Vampires
  (Hacklopedia of Beasts Volume 6, pages 97-98) before begin-
  ning this adventure, as they comprise the principal foe and
  function quite differently from normal Vampires.
  BACKGROUND: Sleeping Bear Rock is located deep in the
  desolate country of the Sanakir Hills, north of the City State of
  P’Bapar, in the Young Kingdoms. There, between the Sanakir
  and the Shashyf Hills, a large column of rock rises 300 feet up
  from the valley floor. This pinnacle of rock is all that remains of
  an ancient volcano (similar to, but much smaller than the
  Devil’s Tower in Wyoming).
  There are various stories on how the Sleeping Bear Rock
  derived its name. Some claim that, from a distance, the rock
  resembles a large sleeping bear. Others claim that numerous
  caves of the rock were once a haven for hibernating bears
  during the severe winters of the area. 
  Sleeping Bear Rock is composed of volcanic rock and riddled
  with caves and fissures. The site has been used as a burial
  place for thousands of years by various races. Fifteen hun-
  dred years ago, (ca. -500 YK) a Dejy tribe brought the area
  under its control and utilized the Rock to bury its chiefs and
  shamans. 
  The Dejy were the first to tunnel out the Rock and construct
  various burial vaults and shrines within.  A  pan-tribal cult rose
  to power shortly thereafter within the local Dejy tribes in -300
  YK.  They chose the tombs as their place of worship and as the
  exclusive burial place of their own dead. This cult was known
  as the Sharjani, the Drinkers of Blood. 
  This tribal cult rose up around several charismatic sub-chiefs
  and shamans who were obsessed with immortality. The lead-
  ers and their followers were ousted from the Dejy tribes out of
  fear in -270 YK.  The cult’s members worshipped a strange
  gawd associated with dark magic, blood drinking and
  human sacrifice.  Unbeknownst to these true-believers, their
  “Gawd” was merely a vampire-priest of the Great Deceiver.
  Followers sought immortality through the magic of the
  “Gawd”, which granted a special form of vampirism.  
  The most powerful of the chieftains and shamans became
  the Inner Circle of this cult, and were transformed into
  Greater Pseudo-Vampires.  The chieftain of the cult was trans-
  formed into a Pseudo-Vampire Lord (also known as Sharjani),
  and served the “Gawds” as high priest, the Grand Sharjan. 
  The Grand Sharjan presided over cult members who were
  now entirely based within the tombs. At night they led their
  warriors on raids against the surrounding tribes,  now consid-
  ered their enemies.  The purpose of these raids was to obtain
  captives for use as food and sacrifices for the nightly rituals
  worshipping their Dark Gawd, whom they called Sharjanjir.
  The cult ruled the area for generations; even now their names
  are spoken in hushed tones around the campfires of the
  Shadojy Dejy tribes. 
  As time passed, the immortal members of the Inner Circle of
  the cult became insane and maniacal.  Jealous of each
  other and of the Grand Sharjan, the elite of the cult began to
  assassinate one another in -150 YK, beginning with the Grand
  Sharjan. Finally, after a generation of battles, one Sharjan rose
  out of the chaos in -120 YK as the new Grand Sharjan, Krajan
  Sharjanjirdan, the “Chosen One of Sharjanjir.” 
  For hundreds of years the cult, led by Grand Sharjan Krajan,
  terrorized the area. During this time (-120 through 180 YK),
  they expanded the tombs and conducted their worship in its
  great temples. Then an earthquake caused a wall of rock to
  dam the river in 180 YK and the valley quickly flooded. The
  rock became an island and its tombs inaccessible. The cult
  was trapped within the rock and their immortality became a
  curse. For centuries they starved and ranted in their prison.
  Finally, in the early 7th century YK, several seasons of unusual-
  ly high rainfall deteriorated the dam and the lake drained.
  Centuries of sediment had buried the entrances to the tomb
  beneath 20 feet of mud. The local Dejy tribes had inherited
  legends of the evil site from their ancient forefathers.  This dark
  history caused many to shun the site.
  When one Dejy clan attempted to locate the entrance in
  order to find the great treasure legend said lay within the
  tombs, a plague swept the area.  In time, these events were
  interconnected in Dejy legend and the Sleeping Bear Rock
  became an omen of evil for the local people and the area
  was avoided. 
  ADVENTURE SYNOPSIS
  In this adventure the characters stumble upon a dying man
  who appears to be quite insane. His wild accounts of a great
  tomb laden with treasures and blood-drinking creatures
  should pique their interest enough to warrant further investi-
  gation.
  HackMaster and Kingdoms of Kalamar are registered trademarks of
  Kenzer and Company.  The Hungry Undead, the HackMaster logo,
  Hacklopedia of Beasts and the Kenzer and Company logo are trade-
  marks of Kenzer and Company.  © Copyright 2007 Kenzer and
  Company.  All rights reserved.
  This book is protected under international treaties and copyright laws of the United
  States of America.  No part of this book may be reproduced, without the express written
  consent of Kenzer and Company.  Permission is granted to the purchaser of this product
  to reproduce sections of this book for personal use only.  Sale or trade of such repro-
  ductions is strictly prohibited.
  Publisher’s Note: This is a work of fiction.  Names, characters, places and incidents either
  are the product of the author’s imagination or are used fictitiously, and any resem-
  blance to actual persons, living or dead, events or locales is entirely coincidental.
  
  The PCs discover a map on the body of the man. When they
  investigate, they find a recently-uncovered lair of the Sharjani
  cult. The PCs face many dangers within the lair, and must
  eliminate all of the pseudo-vampires and monsters therein, or
  the threat remains to plague the area.
  ADVENTURE HOOK
  While moving along a seldom-used trail in a remote area of
  the Sanakir Hills the party stumbles upon a campsite.  Around
  a dead fire lie three human corpses. They appear to have
  been dead for several days.
  If the party examines the bodies, they note a variety of claw
  and bite wounds, all which have been dressed. There is no
  treasure or weaponry. While the PCs are examining the bod-
  ies, Jorvan Ekrad charges from the bushes swinging a broken
  lance at the nearest player. Roll for surprise as normal.
  A man in shredded mail bursts from the bushes at the 
  edge of the clearing. He wields a broken lance and 
  shrieks “Defilers! Infidels!”
  Jorvan Ekrad (HF 0, EP 68, Int 12, AL NG, AC 7 [damaged
  chain mail + 14 Dex], MV 9”, Ftr 3, HP 2 (44) (Con 14), #AT 1
  (medium horse lance, head sheared [-50% to damage]), D
  1d4+1/1d6+1/2d6 x1⁄2 , SA: +1 to-hit/+3 damage from 15/68 Str,
  ML 20, TOP: 22, Crit BSL: Def AC, FF 7, Quirks: Chronic
  Nightmares, Delusional, Psychotic Aversion to Monster
  (Vampires), Paranoid
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Chain mail AC: 5 ❑❑❑❑❑ ❑❑❑ 6 ❑❑❑❑❑ ❑ 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  2
  campsite
  •Sleeping Bear Rock
  
  Jorvan is seriously wounded, weak from blood loss and suffers
  from an acute case of post-traumatic stress disorder. If sud-
  dued or captured, he recites his tale over and over at an
  increasingly frantic pace. He is incapable of responding to
  questions, and mental probing such as ESP reveals nothing
  but a maelstrom of jumbled thoughts. The substance of his
  manic rant goes as follows:
  “Fent? Yurdin? You’re alive! I knew you would be… we 
  found it my brothers! It exists and we found it… great 
  treasures, and the temple! It is beautiful! To think of all 
  the thousands who were laid to rest there! Mustn’t go 
  there though… mustn’t anger the Lords of Blood. We 
  were wrong to go there and we were punished. No one 
  may follow. Yurdin, I beg you, destroy the map and put 
  the Sleeping Bear out of your… mind… arrrghhhh…”
  Jorvan continues in his rant until freed, at which point he bolts
  away still babbling “Wrong to go there, wrong to go there…”.
  His wounds may be tended to, but his mental afflictions guar-
  antee his future as a crazy hermit.
  If the players search him, they find a map soiled with blood.
  Upon examination of the map, it should be clear that the
  tomb is a scant 10 miles off the main trail to the northwest.
  Jorvan has no other treasure.
  If slain upon initially encountering the players, Jorvan will, of
  course, be unable to relate his cautionary tale.
  ARRIVAL AT SLEEPING BEAR ROCK
  As you clear the forest’s edge you emerge into a small valley.
  Rising dramatically from the valley floor nearly 300 feet is a
  large shaft of rock.
  The PCs approach the Rock from the eastern side. There are
  no apparent trails or tracks leading them to the entrance and
  they must ride around the perimeter of the Rock until they
  reach location 1 or 14 (refer to the map on page two). 
  1) ENTRANCE TO THE TOMBS.  Display the illustration on the
  back cover and read: 
  There is a 20 foot semi-circular clearing at the base of 
  the Rock. A large pit descends into the ground flush 
  with the Rock face. Numerous tree stumps and saplings 
  lie at the clearing’s edge. Dirt and rubble from the 
  base of the Rock has been piled nearby. The remains of 
  a campfire lie at the center of the clearing. Three 
  shovels and a pick lean against the face of the Rock. 
  Jorvan and his associates made this clearing. They located
  the entrance and spent several days digging the pit to the
  main entrance. If one of the PCs thinks to search the immedi-
  ate area, the remains of several horses can be found scat-
  tered about the clearing. The pit itself is 5 feet in diameter and
  descends 20 feet. A crude wooden ladder allows the PCs to
  descend into the pit, though they might wonder about its reli-
  3
  MUSTN’T GO 
  THERE THOUGH… 
  MUSTN’T ANGER THE
  LORDS OF BLOOD!
  
  ability. At the bottom the pit opens up into an area roughly 20
  feet by 10 feet and gives full access to a set of double doors
  leading into the tomb. 
  The doors are not locked and have been blocked partially
  open with a large rock, allowing one PC to squeeze through
  at a time. The doors are made of bronze and covered with
  the hieroglyphs of a long-forgotten script used in the ancient
  Dejy Empire.  For those who can decipher it, the text reads:
  “Here lie the Lords of Blood — Great Lords that dream 
  through long ages awaiting the falling of the stars, the 
  death of the sun and the weeping of the moon.  A curse 
  upon those who would defile their remains or remove the 
  smallest grain of sand from within these halls.  May the 
  Drinker of the Blood of the Gods strike out your eyes and 
  break your minds! Go from here, if you would desecrate 
  those who lie within!  Flee from here if you would rob the 
  dead!  For Sharjanjir stands watch over his faithful.”
  Note: If the PCs traveled by horse, there is a 40% chance that
  the Sturm-wolves in Area 15 pick up the scent and attack the
  horses. Chances should be checked once per hour. If the
  Sturm-wolves attack the horses, they kill them all unless a
  guard or some sort of magical protection is present. If the PCs
  are in the pit or in Area 2, there is a 60% chance they hear the
  attack.
  2) OUTER SANCTUARY. 
  This is a large room, about six by ten paces. The floor is 
  buried under mud and debris while the melted remains 
  of ancient clay jars line the perimeter. The walls are 
  carved in bas-reliefs of various scenes. On the north 
  end of the room stands a set of double doors made of 
  bronze. The room otherwise appears empty.
  This room was known as the Outer Sanctuary. Here worship-
  pers prepared themselves through rituals of cleansing before
  entering the temple (Area 4). The scenes on the wall tell of the
  great deeds performed by various heroes of the Sharjani cult.
  If the players examine the bas-reliefs they find that they
  depict human sacrifice and battle scenes. One particularly
  gruesome scene shows a cleric stacking the skulls of his
  enemy before an altar. 
  A secret door in the southwest corner leadS to Area 3.
  3) PRIMITIVE BURIAL CHAMBER. 
  The 
  corridor 
  leading 
  here 
  is 
  a 
  roughly 
  hewn 
  passageway three feet wide and four feet high, opening 
  up to a large natural cavern.  The western end of the 
  cavern has been expanded and squared off. The floor of 
  the room is carpeted with neat piles of bones. Each pile of 
  bones appears to be a complete human skeleton, the 
  bones neatly stacked like cordwood with the skull resting 
  on top. The walls are damp and blanketed with a thick 
  covering of moss.
  This is one of the first burial chambers of Sleeping Bear Rock
  used prior to the cult taking it over. Many of the skeletons here
  were removed from other chambers in the tombs and placed
  here in order for the cult to make room for their own dead.
  If the PCs make an extensive search of the room (at least
  twenty minutes) they find an ancient gilded bronze short-
  sword among one of the bone piles. The sword is non-magi-
  cal, but it is worth at least 50 gp due to its superior craftsman-
  ship. As a melee weapon, it is comparable to an ordinary
  steel blade (but immune to rusting).
  4) TEMPLE OF THE SHARJANI. This is the primary temple and
  area of worship. The walls are lined with statues representing
  various heroes of the faith.
  This large room is irregularly shaped with a high-arched ceil-
  ing.  The walls have been daubed white and the floor cov-
  ered with finely dressed stone. The north, east and southern
  walls are lined with statues; all are roughly human size and
  face the center of the room. In the northwest corner of the
  room a battered iron door stands ajar.
  If the PCs examine the statues, they find that each one has
  been damaged. The eye sockets have been chiseled away.
  The statues were originally set with gemstones that have long
  since been stolen.
  5) SEPULCHER OF THE SEVEN KINGS.  This is the earliest crypt of
  the Sharjani Cult within the Rock. As the Player Characters
  enter, display the illustration on the following page and read:  
  A large column of rock descends from the ceiling to 
  the floor in the center of the room. The column is 
  covered with intricate bas-reliefs of various scenes of 
  daily life. The walls of the room are painted with murals 
  depicting scenes of great battles. On the west wall are 
  seven marble plaques about four feet square and 
  nevenly spaced. Each block is inscribed with writing.
  The marble plaques are actually blocks of stone sealing the
  tombs of the seven warlords. Each block has two iron loops
  set into it.  A bronze bar could be inserted through the loops,
  to allow the block to be pulled out of the wall. The bronze bar
  is now missing. The writing on the blocks is in the forgotten
  script of the ancient Dejy Empire.
  PCs need to make an Open Doors check to pull the blocks
  out of the tombs without the bar. If two characters work in
  tandem, they can add their chances together (i.e. two char-
  acters each with 16 or higher Strength will automatically
  suceed).
  5a) TOMB OF JANIR KODAJY.
  The marble block on this tomb is inscribed: “Janir 
  Kodajy – Lord of the Northern Clans. Here lies the 
  4
  
  greatest of great men.” Behind the stone lies a deep 
  hollow. A body lies face up in the tomb with its head 
  pointed toward the room. Mummified, the body is in a 
  surprisingly good state of preservation. He is dressed in 
  a full suit of leather armor covered in gold leaf and 
  wearing a bronze helm, A beautiful bronze short sword 
  lies at the body’s side. Placed around the body are an 
  assortment of clay bowls and bottles.
  The helm is magical. Inscribed with runes, the helm prevents
  Janir Kodajy’s rising from the dead.  He was slain during the
  war between the Sharjani Lords. The helm acts as a stake
  through the heart; for if it is removed, Janir regenerates and
  comes to life in 1d8 rounds.
  Janir Kodjay - Lord Pseudo-Vampire: HF 50, EP 3000, Int 18, AL
  CE, AC 1, MV 14”, HD 7+2, HP 70, SZ M, #AT 3, D 1-2/1-2/1-8, SA:
  There is also a 60% chance per bite, plus 15% per subsequent
  bite, that a bitten victim becomes paralyzed (saving throw vs.
  Paralyzation). Anyone drained to 0 hit points by a Pseudo-
  Vampire attack must make a System Shock check at 50% the
  normal roll, minus the amount of damage done to the victim
  by the Pseudo-Vampire*. Victims who miss the roll rise imme-
  diately as a Least Pseudo-Vampire.  SD: Fly at will, 50% resis-
  tant to cold and electrical attacks (treat as if protected by
  either Resist Cold (CL 2) or Protection from Lightning (DR 4),
  regenerate 3 hit points per round, TOP n/a, Crit BSL: Def AC
  +5, FF: 7, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ 
  * For example, Relkin, a 5th level elven thief with 12 Con, ordi-
  narily has an 80% chance to make a system shock roll. If he
  sustained 16 h.p. of damage in melee with a Pseudo-Vampire
  that resulted in his being knocked out, he must roll 24 or below
  on a d100 system shock roll to resist the transformation to a
  Least Pseudo-Vampire. (His revised system shock is 80% x 1⁄2 -16
  or 24%.)
  Treasure: The sword is ordinary and is worth at least 50 gp to
  collectors. The armor is dry-rotted and crumbles if a PC
  attempts to remove it, though the gold is quite pure and is
  worth 100 gp. The various bottles and clay vessels in this tomb
  are empty; they normally would have contained blood
  placed with the deceased for the afterlife.
  5b) TOMB OF DRAJ UNJARI.
  The marble block on this tomb is inscribed: “Draj Unjari 
  – Crushed the Ranjody with Rage. Here lies the 
  Greatest among great men.”
  This tomb is empty save for traces of burial cloth and bits of
  bone.
  5
  
  5c) TOMB OF JANI JAVIJI.
  The marble block on this tomb is inscribed: “Jani Javiji – 
  Son of Shajar Vunjas. Served Sharjanjir for sixty years 
  with honor.”
  A headless skeleton lies within the tomb. Its hands, folded
  across its chest, grasp a bone scroll case. Within the case is a
  scroll (written at 11th level caster effect) containing three
  spells: Detect Magic, Darkness, 15’ radius and Dispel Magic. 
  5d) UNNAMED TOMB. 
  The marble block on this tomb has been damaged. 
  The letters on this block appear to have been         
  deliberately chipped away.
  This tomb is empty.
  5e) TOMB OF RANJAR THE GREAT.
  The marble block on this tomb reads: “Here awaits 
  Ranjar the Great. Ranjar the Great, he who could find 
  no foe in life or unlife to defeat him waits for he who 
  would defeat him in death.”
  There is a short passageway three feet wide leading to anoth-
  er tomb.  As the player characters enter the tomb proper, dis-
  play the illustration on the following page and read: 
  A large mummified corpse dressed in bronze armor sits 
  against the back wall of the tomb. A khopesh sword, 
  covered with cobwebs and sheathed in dust, rests in its 
  lap. A glimmer of gems reflects from the great neck-
  lace draped about the body’s neck. Before the corpse 
  lies an array of weapons and personal belongings. 
  Three skeletons lay along the east-north wall of the 
  tomb.
  Ranjar is a warrior mummy in stasis. He will not animate unless
  he is touched or someone attempts to take his sword. The
  reanimation process will be somewhat slow, taking 2d6
  rounds. The players should have plenty of time to grab any
  treasure and flee if they choose to do so. 
  Ranjar (Mummy, Warrior): HF 37, EP 4,000, Ftr 10, Int Ave, AL LE,
  AC 4, MV 8”, HP 65, SZ M, #AT 3⁄2, D 2-8+4 (khopesh Sword +2),
  SA: +1 to-hit, viewer must save vs. spell or become paralyzed
  with fright for 1-4 rounds (humans save at +2, additional +1 if
  friendlies number 6 or more) SD: +1 weapon to hit, weapons
  inflict only half damage (rounded down), immune to sleep,
  charm, hold, cold, poison and paralysis, fire vulnerabilities TOP
  n/a, Crit BSL: Def AC +9, FF: n/a, References HoB 5 p. 52
  Items of Note: He is clad in bronze plate mail and wields a
  khopesh Sword +2.
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ 
  Bronze Platemail  AC: 4
  5
  6
  7
  8
  9
  ❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑ ❑❑ ❑ ❑
  ❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑ ❑❑ ❑
  Treasure: The necklace hanging around Ranjar’s neck is gold
  and set with gems (worth 5000 gp). The other weapons and
  grave goods in this tomb are in an advanced state of decay
  and are worthless.
  Development: If the characters flee before the reanimation
  process is complete, he searches the tunnels for any intruders
  and attempts to eliminate them. When finished with his task
  he reseals any disturbed crypts and returns to his tomb. 
  5f) UNNAMED TOMB.  Appearance is the same as 5d, howev-
  er there is no name on the tombstone, nor any occupants.
  5g) UNNAMED TOMB.  Appearance is the same as 5d, how-
  ever there is no name on the tombstone, nor any occupants.
  6) CHAMBER OF THE BLIND MAGE.  This tomb is a shrine to one
  of the great mages of the Sharjani cult.
  A rough-hewn column of white rock about four feet tall 
  stands in the center of the room. A large urn made of 
  bronze rests atop the column. Similar columns stand in 
  each corner of the room. Atop each sits a single, dust-
  covered human skull. A large gold banner hangs from 
  the ceiling on the northern wall, the entirety of which is 
  covered by a colorful mural. The banner, written in the 
  script of the ancient Dejy Empire reads: “When the 
  stars fall and the sun grows dark, when the moon 
  weeps blood and the sky grows white as bone, the 
  blind one shall rise to behold these things with his new 
  eyes. And Sharjanjir shall escort him from the grave to 
  rule at his left hand.”
  The bronze urn holds the ashes of the blind mage of the leg-
  end. If the players move or lift the urn, a cloud of poisonous
  gas that fills the chamber is released from the column.
  Poison Gas Trap: The gas is an aerosol variety of Type P poison.
  All characters in the room must make a saving throw versus
  Poison. Those succeeding incur no ill effect while those failing
  incur symptoms of the common cold for d3 turns. After this
  time, all ability scores are reduced by half as is movement. This
  debilitation lasts for d3 days unless neutralized. Slow Poison will,
  however, alleviate the effects for the spell’s duration. 
  Be sure to annotate the full gamut of debilitation for each PC
  affected. Not only can AC and to-hit/damage bonuses be
  compromised, but hps (due to lowered Con) may need to be
  temporarily recalculated and the chance of spell failure or
  mishap considered! 
  Treasure: The urn contains three large rubies (with minor inclu-
  sions) worth 5,000 gp each, as well as ashes. One of the rubies
  is an ordinary gemstone while the other two are enchanted.
  If the possessor holds both magical gems to his eyes, the pair
  6
  
  7
  
  functions as a Gem of Seeing (GMG p. 253). The gems only
  work together; one is useless without the other. However, the
  enchantment has a baneful effect such that every time the
  character uses the gems he has a 5% cumulative chance of
  gaining the Delusional quirk (the affected character believes
  that he is a Vampire - he avoids sunlight and running water
  and insists only drinking blood for sustenance. He will not,
  however, believe that he has turned evil if not already such.
  The PC may feel compelled though to adopt a bad Slavic
  accent, pet rats and any other trappings he feels appropriate
  to his new lifestye!) 
  The ashes are actually a dehydrated Potion of Undead
  Control (Pseudo-Vampire) (speciality variant of the standard
  Potion - see GMG p. 224). The potion can be reconstituted by
  adding water or a tasty beverage.
  The skulls are unremarkable, save that they each bear 1-inch-
  long fangs. The banner is worth 200 gp.
  7) SOUTHERN CHAMBER.  This area was the last portion of the
  Rock to be finished and was an extension of Area 8. Here lie
  the wives of Lord Krajan.
  This room is suffused with a crimson tint. Delicate floral 
  patterns in blue and green have been painstakingly 
  painted around the borders of the walls and ceiling. 
  Two sarcophagi lie side by side along the western wall. 
  A body draped in white silks and surrounded with 
  wilted flowers lies upon a shelf in a small hollow carved 
  into the eastern wall.
  7a) TOMB OF JARBYR RAJI.  This is the body of one of the Lord
  Karjan’s favorite wives. She was also a great wizard and a
  priestess of the cult. 
  Trap: Her body, at the height of beauty (Comeliness 22) and
  appearing merely to be asleep, is preserved by a special
  enchantment. If it is disturbed in any way the body rises from
  the waist, looks about in anger, reaches with claw-like hands
  to the nearest PC, shrieks horridly and then explodes into dust.
  This dust, which fills the area in front of the hollow for 20 feet  in
  all directions, has the same effect as the poison gas  in room 6
  (though non-cumulative for PC already debilitated). 
  Treasure: Around her neck is a gold mesh necklace worth 500
  gp; a silver sacrificial dagger (fully combat worthy) resting in
  her left hand is worth 75 gp; and her feet are shod in slippers
  of gold inlaid with pearls worth 2,000 gp.
  7b) EMPTY SARCOPHAGUS.  A dusty skull lies in the middle of
  this sarcophagus. The sarcophagus is empty except for the
  skull.
  7c) EMPTY SARCOPHAGUS.  A skeleton covered in cloth of
  gold lies in this sarcophagus. It is unremarkable save for the
  fact that it is missing its skull.
  If the PCs are foolish enough to place the skull from 7B in its
  proper position with this body, it will regenerate in 1d8 rounds.
  This is Vejra Karjanoji, a Greater Pseudo-Vampire.
  Verja Karjanoji - Greater Pseudo-Vampire: HF 34, EP 1400, Int
  Very, AL CE, AC 3, MV 13”, HD 6+1, HP 62, SZ M, #AT 1, D 1-6,
  SA: There is also a 40% chance per bite, plus 10% per subse-
  quent bite, that a bitten victim becomes Paralyzed (saving
  throw vs. paralyzation). Anyone drained to 0 hit points by a
  Pseudo-Vampire attack must make a System Shock check at
  50% the normal roll, minus the amount of damage done to
  the victim by the Pseudo-Vampire. Victims who miss the roll
  rise immediately as a Least Pseudo-Vampire.  SD: Spider Climb
  at will, regenerate 2 hit points per round, TOP 31, Crit BSL: Def
  AC +4, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑
  8) GRAND CHAMBER OF LORD KRAJAN.  This was intended to
  be the tomb of Krajan the Merciless.
  A large sarcophagus lies in the center of this room. It is 
  raised on a tier of granite slabs, forming four steps 
  reaching to six feet in height. The steps and sarcopha-
  gus are deeply engraved with blasphemous symbols 
  and motifs. A gigantic wooden chariot covered in 
  gold filigree and harnessed to four huge bronze horses 
  sits along the northwestern wall. The chariot is heavily 
  loaded with a variety of personal belongings and 
  weapons. A huge tapestry, gaping with holes and 
  entirely blanketed with a layer of moss and mildew 
  covers the wall behind the chariot. A large bronze 
  shield hangs in front of two enormous spears that are 
  crossed at right angles upon the southern wall.
  Treasure: The sarcophagus is empty, save for a cloth of gold
  funerary shroud worth 100 gp. Fortunately for the world at
  large, Lord Krajan the Merciless was destroyed by the flood
  that struck the valley centuries ago.
  The chariot was intended to carry the personal effects of Lord
  Krajan into the next life. It is rotten to the point that simply
  touching it would cause it to fall into pieces. However, the
  golden filigree, if collected, is worth 500 gp. The chariot is
  loaded with the following: four bronze longswords, one
  bronze spear, one pair of rotting leather boots, a small copper
  chest containing six average violet garnets (500 gp each),
  and a scroll containing the history and deeds of Lord Krajan
  the Merciless. The bronze horses each weigh about a ton
  even though they are hollow. The horses, each worth 1,500
  gp, contain the mortal remains of a Dejy chieftain in their hol-
  low bellies.
  The bronze shield upon the wall is a medium metal Shield of
  Missile Attraction -1.
  The bronze spears upon the wall are unremarkable; each is
  worth perhaps 10 gp to a collector.
  9) EMPTY CRYPT.  This is an unremarkable tomb that was never
  used. It may prove useful to enterprising characters as a
  place of refuge. A large slab of stone leans against the east-
  ern wall of the tomb; this slab can be rolled over the entrance
  8
  
  from the inside, though moving it requires a successful Bend
  Bars/Lift Gate check.
  10) INCOMPLETE TOMB.  This is an extension of the tombs that
  was never completed. Work was still underway when the val-
  ley flooded. Picks, shovels and loose rock lay strewn about
  the room, left by the workmen whose tasks were abruptly
  ended.
  11) TEMPLE OF THE PURPLE HEAVENS.  This is perhaps the most
  beautiful and remarkable area in the whole structure.  Display
  the illustration on the following page and read: 
  The ceiling of this room is 50 feet high and dome 
  shaped. It is painted black with white stars of phospho-
  rescent chalk that map out the heavens.  Torchlight 
  gives the painted sky a very realistic effect and the 
  stars appear to shimmer and twinkle. An altar of white 
  marble stained dark red stands at the center of the 
  room.
  This altar was where the cult fed on their victims and per-
  formed their sacrifices. The altar is enchanted with a Fear
  spell. Anyone coming within five feet of the altar must save
  versus Death Magic (Wis bonuses/penalties apply) or flee the
  room in terror for 10 rounds unless immune to fear. A success-
  ful save still causes the character to have a deep feeling of
  dread and a sense of great evil. If anyone sprinkles holy water
  on the altar, the water sizzles and the marble shatters, causing
  4d6 damage to anyone in the room (save versus Breath
  Weapon for half damage). If destroyed, the altar no longer
  radiates fear.
  12) THE GREAT CRYPT.  This room, hidden by a secret door, is
  where the priests of the cult were laid to rest. This is also the
  most dangerous area of the entire tomb, and is intended as
  an equalizer.  If PCs are not faring well, you may consider
  reducing the number of Pseudo-Vampires or removing this
  area entirely. A greater challenge can be offered by leaving
  the secret door open.
  The chamber appears to have been hastily constructed.
  Deep chisel and pick marks mar the walls and shards of shat-
  tered rock still lie about the room in small piles. Bones litter the
  ground where they have been haphazardly strewn about the
  chamber. Eleven deep niches are carved into the walls
  about the perimeter of the room.  Skeletal and mummified
  remains protrude from many of the hollows.
  The occupants, though not all priests, are all Lesser Pseudo-
  Vampires. When the valley flooded, these Sharjani were
  trapped within the rock; they quickly consumed the Least
  Sharjani who were trapped with them and then starved for
  generations without blood. They now lie in a form of hiberna-
  tion; they quickly awaken at the scent of warm flesh. They rise
  1 to 3 rounds after the characters open the secret door and
  will attack the players in a ravenous frenzy (all bonuses for
  Blood Rage apply, see below). The Pseudo-Vampires pursue
  the players relentlessly throughout the tunnels and only cease
  their chase if confronted with sunlight or if killed. The hit points
  listed for the Pseudo-Vampires have been reduced to 1⁄2 their
  normal maximum due to lack of blood. If a player character
  is downed, any Pseudo-Vampire not engaged in combat will
  fall upon the character to feed.
  Blood Rage: Pseudo-Vampires in a weakened state due to
  lack of feeding will enter Blood Rage when encountering pos-
  sible sources of blood. In this state, they temporarily gain +4 to
  strength (for melee purposes this translates to a bonus of +1
  to-hit and double listed damage) plus they receive a bonus
  of -4 to all initiative rolls. For every 2 points of damage the
  monster inflicts, it regenerates 1 hit point (not exceeding its
  total). Once total hit points have been restored, the Pseudo-
  Vampire ceases the Blood Rage and regains the ability to
  regenerate. 
  12a) Sajan Shirinir - Lesser Pseudo-Vampire: HF 22, EP 650, Int
  Ave, AL CE, AC 5, MV 12”, HD 5+1, HP 30 (60), SZ M, #AT 1, D 1-
  4, SA:  Blood Rage (see above), There is also a 20% chance
  per bite, plus 5% per subsequent bite, that a bitten victim
  becomes paralyzed (saving throw vs. Paralyzation). Anyone
  drained to 0 hit points by a Pseudo-Vampire attack must
  make a System Shock check at 50% the normal roll, minus the
  amount of damage done to the victim by the Pseudo-
  Vampire. Victims who miss the roll rise immediately as a Least
  Pseudo-Vampire. SD: immune to sleep, poison, paralysis and
  mind-influencing spells, regenerate 1 hp/round, TOP 30, Crit
  BSL: Def AC +3, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  9
  
  10
  
  12b) Loji Burjan - Lesser Pseudo-Vampire: HF 22, EP 650, Int
  Ave, AL CE, AC 5, MV 12”, HD 5+1, HP 25 (50), SZ M, #AT 1, D 1-
  4, SA:  Blood Rage (see above), There is also a 20% chance
  per bite, plus 5% per subsequent bite, that a bitten victim
  becomes paralyzed (saving throw vs. Paralyzation). Anyone
  drained to 0 hit points by a Pseudo-Vampire attack must
  make a System Shock check at 50% the normal roll, minus the
  amount of damage done to the victim by the Pseudo-
  Vampire. Victims who miss the roll rise immediately as a Least
  Pseudo-Vampire. SD: immune to sleep, poison, paralysis and
  mind-influencing spells, regenerate 1 hp/round, TOP 25, Crit
  BSL: Def AC +3, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  12c) Adev Rajen - Lesser Pseudo-Vampire: HF 22, EP 650, Int
  Ave, AL CE, AC 5, MV 12”, HD 5+1, HP 21 (42), SZ M, #AT 1, D 1-
  4, SA:  Blood Rage (see above), There is also a 20% chance
  per bite, plus 5% per subsequent bite, that a bitten victim
  becomes paralyzed (saving throw vs. Paralyzation). Anyone
  drained to 0 hit points by a Pseudo-Vampire attack must
  make a System Shock check at 50% the normal roll, minus the
  amount of damage done to the victim by the Pseudo-
  Vampire. Victims who miss the roll rise immediately as a Least
  Pseudo-Vampire. SD: immune to sleep, poison, paralysis and
  mind-influencing spells, regenerate 1 hp/round, TOP 21, Crit
  BSL: Def AC +3, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Treasure: Gold ring worth 75 gp and an ornate empty scroll
  case worth 5gp.
  12d) EMPTY.
  12e) Ribanji Rijiki - Lesser Pseudo-Vampire: HF 22, EP 650, Int
  Ave, AL CE, AC 5, MV 12”, HD 5+1, HP 19 (38), SZ M, #AT 1, D 1-
  4, SA:  Blood Rage (see above), There is also a 20% chance
  per bite, plus 5% per subsequent bite, that a bitten victim
  becomes paralyzed (saving throw vs. Paralyzation). Anyone
  drained to 0 hit points by a Pseudo-Vampire attack must
  make a System Shock check at 50% the normal roll, minus the
  amount of damage done to the victim by the Pseudo-
  Vampire. Victims who miss the roll rise immediately as a Least
  Pseudo-Vampire. SD: immune to sleep, poison, paralysis and
  mind-influencing spells, regenerate 1 hp/round, TOP 30, Crit
  BSL: Def AC +3, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑
  Treasure: Gold ceremonial dagger worth 200 gp.
  12f) EMPTY.
  12g) Thinyot Tanon - Lesser Pseudo-Vampire: HF 22, EP 650, Int
  Ave, AL CE, AC 5, MV 12”, HD 5+1, HP 21 (42), SZ M, #AT 1, D 1-
  4, SA:  Blood Rage (see above), There is also a 20% chance
  per bite, plus 5% per subsequent bite, that a bitten victim
  becomes paralyzed (saving throw vs. Paralyzation). Anyone
  drained to 0 hit points by a Pseudo-Vampire attack must
  make a System Shock check at 50% the normal roll, minus the
  amount of damage done to the victim by the Pseudo-
  Vampire. Victims who miss the roll rise immediately as a Least
  Pseudo-Vampire. SD: immune to sleep, poison, paralysis and
  mind-influencing spells, regenerate 1 hp/round, TOP 25, Crit
  BSL: Def AC +3, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  12h) EMPTY. 
  12i) EMPTY.
  12j) Sanaj Roketi - Lesser Pseudo-Vampire: HF 22, EP 650, Int
  Ave, AL CE, AC 5, MV 12”, HD 5+1, HP 18 (36), SZ M, #AT 1, D 1-
  4, SA:  Blood Rage (see above), There is also a 20% chance
  per bite, plus 5% per subsequent bite, that a bitten victim
  becomes paralyzed (saving throw vs. Paralyzation). Anyone
  drained to 0 hit points by a Pseudo-Vampire attack must
  make a System Shock check at 50% the normal roll, minus the
  amount of damage done to the victim by the Pseudo-
  Vampire. Victims who miss the roll rise immediately as a Least
  Pseudo-Vampire. SD: immune to sleep, poison, paralysis and
  mind-influencing spells, regenerate 1 hp/round, TOP 30, Crit
  BSL: Def AC +3, FF: 6, References HoB 6 p. 97
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑
  12k) EMPTY.
  13) HALL OF THE THOUSAND.
  This enormous room is filled with the bones of what 
  appears to be thousands of human skeletons. The 
  entire floor of the room is covered with bones; 
  numerous heaps reach a height of 10 feet or more. All 
  four walls are covered with skulls stacked in rows from 
  floor to ceiling. 
  There is nothing of value in this room. This is the mass tomb for
  the ordinary followers of the Sharjanjir cult.  
  13a) TREASURY.
  This small room is filled with racks of weapons, most of 
  bronze, though some appear to be made of stone or 
  beaten copper. The stench of musty, rotten wood 
  permeates the room.
  This is where the personal weapons and valuables of the
  dead were stored. There are hundreds of longswords, spears,
  bows, arrows etc. Most are badly rotted and will not appeal
  to the PCs. There is also a chest trapped with a poisoned
  (Type F) needle.
  Treasure: Bronze long Sword +1 (net +0 to-hit due to bronze
  material), a silver-tipped spearhead, 10 silver arrowheads,
  and a chest. The chest contains a poison needle trap, plus 10
  bars of gold each weighing four pounds and worth 192 gp
  each.  
  11
  
  A weaponsmith can fit the spearhead to either a spear of
  great spear for 4 sp. A fletcher can fit the arrowheads to
  either flight or sheaf arrows for 3 cp each.
  14) CAVE.  This small cavern once penetrated deep into the
  Rock across Area 8. When Area 8 was constructed, the pas-
  sage was bricked off. The brickwork is discernible from this
  cavern though undetectable from Area 8. The wall can be
  broken through in 1d10 minutes.
  15) STURM-WOLF LAIR.  This large cave network is the lair of a
  pack of Sturm-wolves. This cave is the lair for four adult wolves
  and four cubs. The cubs will be found at 15c. There is a 50%
  chance that the adults will be in the cave. If they are in the
  cave each has a 50% chance of being at either 15a or 15b.
  Otherwise, the Wolves are hunting and will return in 1d20
  rounds. If the PCs need a reference image for Sturm Wolf
  attacks, display the illustration below.
  Sturm Wolves (4): HF 12, EP 1400, Int Animal, AL CE, AC 5, MV
  15”, HD 6+6, HP 63, 58, 51, 42, SZ L, #AT 3, D 1-4/1-4/1-12, SA:
  On a to-hit roll of 18 or better (with the bite attack), the beast
  thrashes its victim for an additional 2-8 points of damage.
  Anyone of medium size or less must make a system shock
  check or have his neck broken by this attack. TOP 31, 29, 25,
  21, Crit BSL: Def AC +5, FF: 11, References HoB 8 p. 92
  1). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  3). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  4). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Sturm Wolf cubs (treat as Dawg, Rottweiler) (4): HF 1, EP 65, Int
  Animal, AL CE, AC 7, MV 18”, HD 2+3, HP 32 each, SZ M, #AT
  1, D 2-5, SA:  On striking with a bite, the Sturm Wolf cub can
  hold on with its jaws, doing 5 points of damage each round
  until they are struck for at least 8 hp of damge. Additionally,
  they do 1-4 points of damage with their claws as they maul
  their victim. TOP 16 each, Crit BSL: Def AC +1, FF: 8,
  References HoB 2 p. 50
  1). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  2). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  3). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  4). HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  The cubs are worth 200 gp each to the right buyer. There are
  no other treasures in this area. 
  12
  
  CONCLUSION
  If the players do not kill all of the Pseudo-Vampires in the tem-
  ple, then the cultists’ reign of terror begins once again. Since
  the entrance to the network of tombs has been opened
  once again, they venture forth each night. If the players do
  not kill the Pseudo-Vampires, but have the insight to fill the pit
  back in, the cult members are trapped until someone foolish
  enough to expose the entrance again comes along.
  If the players do not slay all the Pseudo-Vampires and they
  leave the tombs open, the Pseudo-Vampires eventually track
  them down. Though they did free the cultists from their tomb,
  they are considered desecrators. If, however, the characters
  show “promise,” they are invited to become lay members of
  the cult, and after a few years of loyal service are considered
  for membership in the Inner Circle of a new cell as Lesser
  Pseudo-Vampires.
  13
  
  14
  
  This item is only one of the many popular playing aids for HackMaster® produced by Kenzer and Company. 
  Other HackMaster® items currently available include:
  Player’s Handbook (K&C2100, 400 pg. core rulebook)
  GameMaster’s Guide (K&C2101, 368 pg. core rulebook)
  GameMaster’s Campaign Record (available as a downloadable PDF at www.kenzerco.com)
  Spellslinger's Guide to Wurld Domination (K&C 2104 144 pg. guidebook)
  Combatant’s Guide to Slaughtering Foes (K&C 2105, 144 pg. guidebook)
  Zealot’s Guide to Wurld Conversion (K&C 2108, 144 pg. guidebook)
  Player Character Mat (K&C 2110, easy access to referenced charts, key game statistics, etc.)
  Griftmaster’s Guide to Life’s Wildest Dreams (K&C 2113, 144 pg. guidebook) 
  Character Record Book Revised (K&C 2117, 16 pg. Comprehensive record book) 
  Garweeze Wurld Gazetteer (K&C 2120, available as a downloadable PDF at www.kenzerco.com)
  Garweeze Wurld Atlas (K&C 2120a, available as a downloadable PDF at www.kenzerco.com)
  Combat Wheel (K&C 2126a, available as a downloadable PDF at www.kenzerco.com)
  Lord Flataroy's Guide to Fortifications (K&C2124) 
  GameMaster’s Shield Revised (32 panel, laminated) (K&C2127) 
  HackJammer (K&C2129)
  Adventurer’s Guide to Pixie Fairies (K&C2130)
  Hacklopedia of Beasts  
  Vol 1: Aarakians to Cats, Great  (K&C2001)
  Vol 2: Cats, Small to Efreeti  (K&C2002)
  Vol 3: Elemental to Hippopotamus  (K&C2003)
  Vol 4: Hoar Fox to Medusa  (K&C2004)
  Vol 5: Meenlock to Nefarian: Other, Soul Larva  (K&C2005)
  Vol 6: Nefarian: Other, Soul Snatcher to Rhinoceros  (K&C2006)
  Vol 7: Ribsplitter to Tiger Fly  (K&C2007)
  Vol 8: Tiger Horse, Flying Albino to Zygom  (K&C2008)
  Vol 9: Monster Matrix (Monster Variant Guide)  (K&C2009) 
  Adventure Modules
  Little Keep on the Border Lands (1st-4th lvl, K&C 2201)
  Smackdown the Slavers (4th-7th lvl) (K&C 2202)
  Annihilate the Giants (4th-11th lvl) (K&C 2203)
  Robinloft (5th-7th lvl) (K&C 2204)
  Slaughterhouse Indigo (4th-6th lvl) (K&C 2205)
  Descent into the Netherdeep (9th-12th lvl) (K&C 2206)
  Tomb of Unspeakable Horrors (10th-14th lvl) (K&C 2207) 
  White Doom Mountain (4th-7th lvl) (K&C 2208) 
  Hidden Shrine (4th-6th lvl) (K&C 2210) 
  Sir Robilar’s City of Brass (7th lvl+) (K&C 2212)
  Demon Tower of Madness (5th-7th lvl) (K&C 2213)
  Crypt of the Lizard King (5th-7th lvl) (K&C 2214)
  Lost Caverns (6th-10th lvl) (K&C 2215) 
  Road to Aster (5th-7th lvl) (K&C 2216)
  Robinloft 2: Tahd's Legacy (8th-10th lvl) (K&C2217)
  Prophesy of Shardar (4th-7th lvl) (K&C2218)
  Porpher’s Enchanted Garden (3rd-5th lvl) (K&C2221)
  The Tower of Jhedophar (9th-12th lvl) (K&C 8008a)
  Other HackMaster compatible products
  Trove of Treasure Maps (K&C 1201)
  Goods and Gear: The Ultimate Adventurer's Guide (K&C 1203)
  By the Sword: Dueling in Realms of Fantasy (K&C 1204)
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 4e/HackMaster 4e Adventures & Settings/HackMaster 4e YK1 The Hungry Undead.pdf