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UK6

The lure of golb ,,"A draw,.p.nYn.y


adventulcraellroughthe ages. Now a cryptic treasur
map has come into your possession. Are you a match for the jungle and the unknow
' - i d s beyond?
Adventure Module for 5-8characters, levels 5-7

ALL X " GLITTERS***


6yJhB s a h
Not all that tempts your wand'ring eyes
And heedless hearts, is lawful prize;
Nor all that glitters, gold. . .

CONTENTS CREDITS
TIKUL'S SAGA
Storyline: Jim Bambra,
The Adventure 2 Graeme Morris, Tom Kirby
Archaic Common 2 Production: Phil Gallagher &
Abbreviations 3 TSR U K Design Team
Typesetting: Paul Cockburn,
T H E INDICARA (Encounter areas 11-19: Map 1) Kim Daniel
Cover Art: Brian Williams
The Indicara 4 Internal Art: Tim Sell
Random Encounters 5 Cartography: Paul Ruiz
T H E WIND WALKERS' PASSAGES (Encounter areas Wl-W27: Map 2) 8
MAPS
How the Tunnel System Works 8
The Prisoner 10 MODULE FOLDER
Encounters 10
OUTSIDE
T H E ASH MIRE (Encounter areas Al-A3: Map 3) 18
Map 1 : INDICARA JUNGLE
The Ash Mire 18 la: VALLEY of the MOUTH
Random Encounters 19 lb: BARRIER SHRINE
Encounters 19 IC: FIRE GIANT'S LAIR
The Hek'Islett Camp 20
The Kidnap Attempt 21 INSIDE
The Hek'Islett 21 Mao 2 : WIND WALKERS' ~~

PASSAGES
T H E T E M P L E OF AUMATA-PERION (Encounter areas TI-T20: Map 3B) 22 2a: WINDGATE TERMINUS
Kegen &his Family 22 2b: MAINTENANCE POST
Outside the Temple 23 VI11
Inside the Temple 23 2c: TERABAR TERMINUS
Map 3 : ASH MIRE
T H E FINAL ENCOUNTER 29 3a: THECAMP
3b: TEMPLE of AUMATA-
Ending the Adventure 29
PERION
MEN AND MONSTERS 30
MODULE BOOKLET (tear-out sheet)
The Atem & The Hek 30
TILED MAP from area W2 page 31
TIKUES MAP page 3 1

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THE ADVENTURE and :i2). T h e m a p shorz-s, in cryptic lorm,
most of 'l'ikul's journey to thc temple of
T h i s is a n ADVANCED DUNGEONS & Aumata-Pcrion. T h r parts showing the
DRAGONSB' mcxlulr, suitatilr lor a party wind paSSdges have been lost. Tikul drew a
of 5-8 chardrtrrs o f 5th-7th level. It is pictogram at the end of the map showing ARCHAIC COMMON
essential that theparty contains at least one the riches which he was convinced cxisted
cleric or druid. at Aumata-Pcsion. During thc m u t s e of this adventure thr
playrr charactcis will cncountrr a numbr.r
'Ihr advcnturc hrgins w h r n thc party T ~ivory
P sticks arc typical M a l l a t a work- Of NPCS who s p r d k a11 archaic form of thc
acquircs Iragmrnts of Tikul's m a p in thc manship, and thc party will hrahle to find cominon tonguc (archaic common). While
form of pai~chmvntwrappings for carvd thisout lrom tradrrs, whowill alsoidrntify hcarina a resrmhlante to modern sprrrh,
ivory sticks (lor usc i n augury sprlh). T h c Pori Elizabeth and the trading post at archaic common will not hc totally ron-
sticks wcic m n d r by Mallata natives living Kett's Rapids.?'hradvrnturers will nccd to prehensible to playrr charactrrs. Ckrtain
tirai Krtt's Rapids in thr Indicara Junglr. journey to Post Elizabrth and then travel wordsand phrasrs w i l l be rncaninglrssand
'Thcy tiad discovered 'Tikul's body. hut to upriver to Kett's Rapids, a s m a l l settlcmrnt some will convry a mratring diffrrrnt to
thcm t l w ,nap was mr;ininglers and t h q at thr rdgr of the jungle. Frw outsiders that i n t e n d d Similarly, NPCs who speak
lost' it up to use as Pdrkdgina for their w n t u e hryond it, and nobody thew will archaiccommon will havcdifficulty under-
goods (losing part in the proccns). have any information regarding Tikul or standing what the characters arc saying. I n
his journey other than that tie passed this any situation whcrv this occurs the DM
W h o i thesrfragmrnts;irelaidorrt i n order, way a year or so ago. T h e traders at Krtt's should ham up thr rolc playinp, as much as
thry will look like thr illurtt~ationson the Rapids have no direct contact with the possihle by using hroad acrcnts and poss-
upprr part 01 thc tciii out shcer (pages 31 htem and know littlp of thrm e x c ~ p tthat ibly playing u p a n ) misundvnrandingr
2 TIKL'L'S .',AGA
SAGA

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ABBREVIATIONS
In lhis p a r t o f t h v ; d w n t u r e the party, it \ i ? w ot tlir junglr am1 thr mmmtairih. tlic Indirara, tlir DM should makcoccasion-
tollowing Tikul's map correctly, will cross While thr parry 1s in the jungle, thc DM a1 mention o f the hcat, humidity and
thelndicara Jiingle to thcHadarna M o u n t - should check for disease and parasitic mosquitors.
ains.Alongthewaytheywillencountrran infection oncr per week ( s e r DMG p13-14).
Atem village (SPY encountrr areas 14-6) and
a seven-headed hydra (encountrr area 17). From Kett's Rapids onwards, the party's Movement
At the mountains they will meet Vanck, an most ronvenient route lies along the bank
insane lircgiant (seeencounterarca I9)and of the Utdoo. T h r DM should use thc Characters following a river bank move at
disrovrr an entrance to thr WIND WALK- following description to set the scenc for three quartcrs normal speed due to the
ERS' PASSACES (see page 8). this part of the adventure: density o f the undergrowth. Away from the
river, the going is men more diffirult,
It is important that the players become requiring characters to chop their way
accustomed to using Tikul's map as a On both sidrs o l the river lush through and reducing movement rates to a
guide. In addition to thc special points, it vegetation stretches skywards form- quartcr of normal.
also shows important geographical features inganarchover thewaterandgiving
surh as rapids, river ronfluences, the a grem tinge to the sunlight. I n Nonc of thr rivers above Kett's Rapids arr
swamp and thc mountains whirh are places thr greenery is broken by navigable by watercralt. They are all too
shown in more detail o n Maps 1-3. To give brilliant splashes of colour Iron) shallow and fast-flowingtoallow passage.
the players confidence in Tikul's map the large flowcrs and brightly coloured However, this makes them easy to ford and
DM should point o u t thcsr fratures when birds. characters will euperirnue n o problrms in
the party encounters them. so doing.
But all is not as idyllic as i t first
seems; soon the hot sticky air sends
rivers of sweat down your backs, Natives
THE INDICARA fares and arms. Wiping it from your
eyes, you realise that this jungle T h e nati\,es at Kett's Rapids are the
T h e Indicara is a hot. humid and dcnse crossing is not going to be easy. Mallata, a friendly people. Above the
jungle trcming with wildlife of all kinds. Already swarms of mosquitoes are White Tooth Water (11) lie the lands of the
T h e trees grow to a height of 100 feet or gathrring and buzzing around you. Atem (see MEN AND MONSTERS - page
more, formin!: a thick green canopy over 30). T h e Atem are fierce and warlike and
the jungle floor. Characters climbing one attack intruders o n sight (see RANDOM
o l the larger trees will have an excellent In order to emphasise the atmosphere of ENCOUNTERS and encounter areas 14.6).
4 T H E INDICARA
Wandering monsters occur o n a
andevery8 hourbwhm thcyent
and a n At<

Jungle Mountain Bo3 Encounters


(roll d12) (roll dl2) (roll d 12)

1 rhinoceros beetle: AC2; M V G"; H D I?; hp60; #r\l2; I) 3-18/2-16; Si\ N i l ; SD N i l :


MR Std: I n t Non: A L N: S i x L x u 31 I O ; THACO 9:Mbl.

2 griffons: AC 3 ; M\' 1?"/30"; H D 7 ; 111) 48 w c h ; #A'r 3 ; D l-~~/I-4/?-16;


SJ\ Nil;
SD Nil; MR Std; Int Srmi; AL N; Siw L; x p 855 cad,; 'IHACKI 13; bIM.
." , " *-
5h
, _L .

I-Zrockreptiles:hC:.~l;hlV6"; H D 5 + l i ; h p : 1 2 . ~ i r h ;# X r I ; 1)7~10;SASiripiiwcm
1-9; SI) Chamcleon powrrs; M R Std; Int Animal; AL N; Sir? M (6' h i g i ; x p 624
cach: THACO 13; MMII.

- 10.12 9-12
2
SA on iniiiativc; SD Sprcial; MR S A as M u I ~ ~; n I.A;
t AI. N ; Siw M: xp 885
each; THACO 12; MMII.

11. White Tooth Water 12. T w i n Falls rout? and is worth 4OOgp. I t will ilttivaic
'Tikul's magic mouth (see cnrountrr arcit
Therapidsmark theedgeof Atrm tcrntory Here, thrlJtdooisjoincdbyasmallrrrivcr. 13) and a crndr. drawing 01 ii mouth (like,
Rothdropiiitoih~ralleyover5O-bootrliffs thc onror1 T i k u l ' s map) has bcrn xratchcd
which are easy to climb. Nrarby the party onto its bladr.
White wafer foams over sharp rocks will find Tikul's dagger automaticallv:
in the riw-r. O n both sides of the
rapids, skulls hang amongst brightly I I 13. Valley 01 the Mouth
colourrd fcathers. Sunlight flashes on the hilt of a
jewcllcddaggcr thrust into thc,trunk In a shori, stecp-sidd box i a n y o n w h i w
of a dead tree. thr litdoo Riwr has its SOUKC, 'Tikul Irft a
The skullsand fearhersare susprnrled horn magic mouth s p d l which desrrihis how to
vines and an. otherwise unremarkable. A find ilir ~ . ~ r i w a route
I ~ d f r o m thih aiva t o
feather mark!. this place o n Tikul's map. The daggcr was l t f t by Tikul to mark his the Arrm Villagc ( s w cncouritcr arm 15):
THE INDICAHA J P ~ X U U ~ I P Inwp(1.~11-31 5
... ~ ~ ~ ~ ~ ~ _ _
As soon a s t h r y bvrorne a w a r of the
prcsenrc of intrudmr, t h e c h i d a n d his
hodyguards w i l l rush to attack. Ahu (sre
below) will shapr-change, into Iropard
form a t i d attack w i t h hci t w o pc't leopards.
It rrdurrdtrr I r , " , I ~ w ~ I l i i t p ~ i ishewill
it~,
rctrcilt ( t a k i n g lirr Icopards w i t h hrt). Shy
will t h r i i ciist s p r l l \ , starting with cure
light wounds. If rhr fish1 is soing a5dinst
ilir hteni shr will changr intn a bird and
Slre into ihc bog in iccwrr l o s t hi1 points
atid~p~lls.Ttiriicxrdavsh~w follow
i l l the
party and h a r r y thr.m a t ? w r y opportunity
until killcd o r captured.
ll,,,l:i*, (her h v l m v , ,,,I1 yrll,
<<,\I 1,011, ~ihuit 01 l i i i i i i i i i i - \ i i d splint mail i:! 19. The Fire Giant's Lair
outside thr Inrlrr ii p<,rsiblc S l w W L I I t l ~ n - a potion oI flyina ( p ~ l vb l w , rii.rtcs 01
atrack with hcr d u b . mint, 1 dose)
- a potion of fire resistance (rcd, smells 01
Ahu - Atem witch doctor: A C 9 (shicld);MV sulphur, 1 dosr)
12";D7; hp.14; #ATI:DI-G(sprar);SA/SD - a n omatc golden brooch, decnratcd
Asstandaid forclassand Icvf.1;MRStd; AL with s m a l l gemstonrs (total valur, -
N; Size bl; x p 1265; THACO 16; PHB. 2000W).

Spells nremorisrd - T h r srairs lead down t o thr. bog. T h r


First level: entangle, faerie fire x2, pass warriors' Scar of thr hydra (ser brlow) will
without trace, speak with animals x2. keep thrm from followiyg t h r adventurrrs
Srrond levrl: barkskin, charm person or if they flcc this way. T h c w i w w o m r n ,
mammal, cure light wounds x3, produce howrver, h a w no such constraints.
flame.
Third Iwel: hold animal, protection from
fire, summon insects, neutralize poison. 17. The Fiend in the Bog
Fourth level: protection from lightning.
Dcsccnding thc stairs in the shrinr., the Vanck sullrrs f i o t i ~Iiallu<.inatoiyinsinity
Muban (Ahu's assistant): AC 9 (shield); charactcrswill entrra soft andspongy bog, (sre DMG - p;igv R4) which r a u w r hiin t o
MV 12"; D 4 ; h p 25; #AT 1; D 1-6 (club); which will halve thrir movcment iatc. see all humanoids a s filr giants. Hr will
SA/SD As !.tandard for class and levcl; Alter lhry have bccn travelling through the grect t h e advcrnurt~si n liic giant but i l
MR Std; AL N; Size M; xp255; THACO 18; bog for 3 turns, the fiend in thc bog (a thr,y rcply in the ( o n r n ~ mtcmgur, IKwill
PHR. hydra) will attack: switch to this lan.i.uagc.

Sprlls mrmorisrd - Exiled from his o w n pvopk in M r u n t


First level: faerie fire x2, pass without trace, You are soon squclching through a Grgcsti, Vanck l i w s hrre with his two hcIl
shillelagh. thick wrt blankrt of moss, r e d s and hounds. Hc is "cry l o n r l y and will lk
Second lcvel obscurement, produce flame. grasses. Roots snag your lert and dcspcrate to hrar nows f r o m 'homo'. H v
Third Icvel: protection from fire, summon insects buzz around your hcads. A I, rvrall thr harsh t ~ c a t r n ~ n t
insects. loud roar brcaks out across thc. hc rccr,ivtd lioni tiis lellow giants and i f hr
swamp. To your horror, as you spin o r his prts arc lhlcatcned h r will SI) 1,110 i,
2 leopards: AC 6; MV 12"; H D 3+2; tip 18 round you see a charging hydra. ragc and altack. If characters play up 10
each; #AT 3 D l.3/l-3/l-6 SA Rcar claws him and act as though lawful evil, Vanrk
for 1-4/1-4; SD Surprised only o n a I ; will not harm them. H r will he morc than
M R Std; Int Srmi; AL N: Sire M; x p 222 T h e hydra will take 1 round to reach thr willing to show thrm thr, stonc door o n t h c
each; THACO 1 6 MM. party: when it loses four of its heads it will north wall (see below).
flee.
Atem chief: AC 9 (shield); MV 12"; F6; Ifiregiant:AC3;lLlV12";HD11+5; hp6R;
h p 48; #AT 1; D 3-8 (spear and strength): Iseven-headed hydra:AC5;MV9";HD 7; #AT I; D 5-30; SA Hurl rocks for 2-20;
SA Nil: SD .Nil; MR Std; Int Ave; AL N; h p 56 (8 per head); #AT 7; D 1-8 (x7); SD Imprrvious to firr: MR Std; lnt InSdIlr;
Sire M; xp 609; T H A C O 15: New monster. SA Nil; SD Nil, MR S t d I n t Semi: AL N; AL LE; Sire L, xp 378% THACO 9: NIM.
S i x L,xp 848; THACO 13; MM.
3 bodyguards: AC 9 (shield); MV 12"; F4; 2 hell hounds: AC 4; MV 12"; H D 4; h p 22
h p 28, 29, SO: # A T I ; D 2-7 (spmr and earh; #AT I ; D 1-10;SABreath, surpriston
strength);SA Ni1;SDNil;MRStd;IntAyp: 18. The Black Stairs 1-4; SD Only rurpriscd on a I ; MK Std;
ALN;SizeM;xp230,235,240;THACO 17; Int Low: AI. LE; S i x M; xp 426 tach;
New monster. Following Tikul's map, thr party should THACO 15; MM.
arriveeventuallyat thelair of the firegiant:
T h e chief wt'ars 20Ogp worth of jewellery Thecavern isioughly50let.tindiamr.tt,r. I t
and his bodyi:uards have lO0gpof jewrllery is brightly illuniinatrd and made oppress-
earh. T h r valley you h a w been trawlling ivrly hot by flamrs issuing from fissurcs in
along ends abruptly at a mass of the floor and walls. A stone door o n the
T h e eyrs 01 the leopard statue are large hardened lava. A waterfall drops north wall opens o n t o a short passage
black opals (value - 4000gp cach). T h e down 500 feet from a gulley above which runs north to join thr stairway
following items taken from m e m b m of and roars into a pool at the base of leading down to thc WIND WALKERS
'Tikul's party (who were killed by the the rock face. Largc irregular stcps PASSAGES (see page 8). Chalkrd on thc
Atem) arr sprrad over and around the kdd u p the lava next to the falls. passagesideof thedoor are the words " S l i l l
statue's feet: is thr way to the hrrak of day", a cluc 1 0
which direction to take in the passagt's, Icft
- twn large shields + I T h c steps are cach roughly 2 feet high and by Tikul to aid his apprenticr.
- a long sword +I (NSA) lead u p 500 feet to thr gulley above. T h e
- a long sword + I , +4 vs. devils, in a gullry is steep-sidrd, rising to a height of T h e cave contains only a bcd of mangy
jewelled scabbard (value - 500gp). 100 feet (ser Map IC). furs. Vanck has no treasure.
T H E INDICARA (pncounlrr a r e n 17-91 7
I:,
ri
l
ea
P2
th
th
follow the southernmost passage eastwards , -. ,$
to the terminus at Tcrabar i.e. the passagr Trdvrllers moved through thc tunnrls hy
without the wind, in thedirection that day conjured and bound four huge earth passing through a magical gat? at one end
dawns. Once a t the terminus they will be elementals - one at each end of the two which transformed thrm into something
able to pass quickly beneath the Hadarna passages. On eachearth elemental hecasta akin to air or smoke. T h e magical wind
Mountains to the Ash Mire by activating special distance distortion spell and halvrd then blrwthematpreatsppedtothcfarend,
the device in the hall of departurc (see the length of the passages (see PHB - page where a similar magical gate restored thrm
Departure and Arrival Halls - page IO). 80). to their original form (see Departure and
Arrival Halls - below). T h e northcrn
T o ensurr that the passages werr able to tunnel was usrd by westbound traffic, and
operatc smoothly, 8 maintenance stations the southern onr by those travelling
HOW THE TUNNEL were established at IO-mile intervals, start- eastwards.
SYSTEM WORKS ing 5 m i k s from each terminus. At each
station, Kahoatepsummoned two invisible
T h e Wind WalkersPassagesconsistof two stalkers horn the elcmental plane of air The Cataclysm
parallel tunnels running derp below the (one for each passage). The invisible
earth. T h e passages linked two great stalkers were instructed to keep their Both Terabar and Windgate thrived until
trading settlements, Terabarat theeast side respective IO-mile srctions of passages (5 the Cataclysm which reduced the fertile
ofthemountainsand Windgateat thewrst. miles each side of the station) clear of landin thewest totheparchedrvasteof thr
A magical wind blew along along each of intruders and debris. Ash M i x . In the east, Terahar war drstroy-
the 80-mile-long passages and by riding rd by a hugr volcano, Mount Gegesti,
these winds, travellers were able to pass To prevent thc invisible stalkers Irom which erupted out of a peaceful vallcy. I t
beneath the mountains in only 2 hours. escaping Irom the passagcs, two forms of removed all trace of th? town and scaled the
safety drvice were drvised - pentangular terminus undm hundredsof feetollma. At
wards and rod rooms. Pentangular wards the western m d , Windgat? was swept away
Before the Cataclysm sectioned off the passages betwrrn main- by the destruction and the majority of the
tenancestations. Theseallowed the passage entrances to the passagrswerc blocked bya
T h i s magnificent system was created by o f wind-walking travellers hut prevented shift in therockstrata Thronlyremaining
Kahoatep, greatest mageof the Kepta. After any other creature from passing them. At entrance is the Windxate emrrgenry exit
supervising the construction of the pass- places where it was necessary for human (W26), which the party must find in ordcr
ag-es and creating the magical wind, he maintenance crews to access the passages, to rcach thr Ash Mire.
8 T H E W l N D W A L K E R S PASSAGES
I:clllgdrcp ~ m C J t l 1111, , ' / I , I ,\,ages .. .
t.i~ipedthririajoiiosulr,i,f i l w ( . , t t a ~ Itrm. wrir dusignc,d t o s i i n i i i i ~ ~andii Ihnd h u g ? t K l \ ? l 1,0111 1,111 1,'111111111\ t o 11K 011,(.,.
More daniagr resultrd trom rhc ~ d c a s eof earth e l e m r n t a l s . \Tit11 tlic lerscr iitclcs lit.
the southern mrth elrmentals by panicking s u n i m o n d a n d b o u n d thc inviriblr, Thr. l i n t p a t t of t l w passage w l i i d i 1 1 1 ~
crowds than from the Cataclysm itsrlf. stalkrrs. Playrrcha~attrrswill bc t i n a b l ~to xlvrntuirir w i l l c w i h IIIP ( . : i s t ~ n m m t
Rubble now strews thc southern passagr use Kahoatrp's circlrs in any way. riiaintcnanw stiitioii ( , t i i t i o n \'Ill) below
and its magical wind has rrasrd to blow. t h r fire g i a n t ' s < a v c . 'lhih *tation is
T h e northern passage was relatively UII- Major Circle drmrribrtl s t p ~ I ; i t r l y( c n c o ~ n m(.:ih
t ~ W1-
touched, both its distance distortion and W9).
magical wind rrmain. Howrver, the west-
ern earth elemental is now insanr and its Tht. othw maiiitcnrliim station\ ( I - V I I ) ig~c
distance distortion is so confused (sec idrntical i n (onht1uttiou t o 'tation V l l l
encounterareaW25) that the transit timcin cxccpt thcy i l l ? u n d a n l ; l g d l'hry a l l . 2 5 1 1
this passage has been incxascd to 3 hours. unoc<upicd.

Rod Rooms
The Distance Distortion
Rod r o o m arc r x ~ t l y20 Icct i i i d i i i i n c t o
I n thr eastern half o f the northern passage a n d I O f ~ c r h i g h , b u i l t i nt I ~ ~ , f ~ ~ t ~ ~ i ~ ~
the distance distortion operates normally. through 21 IO-loot-radius sphrrc. I n t l w
Here all dimensions are halved, so the 30- Thrsrrirclerwerrv~ryexpcn~ive to insrall, ccntic of cach room is ii 2 - i d - t h i c k . 10-
foot-widepacsageappears to bc only 15 feet hut the silver in them, if rrmovcd, is worth foot-high g h s 1011 strctrhing l ~ o m Iloor t o
wide. T h e map, however, has hrrn drawn comparatively littlr. T h r raw silver in each cciling. In tlic middlr of r ; i h r o d is :I pal?
to actual sizc (without the distance dis- major circle is u,orth IjOOgp (3OOOOgp gem, rnchantcd with a permanent protert-
tortion) and the DM should wmember this weight equivalent) and will takt, 30 man ion from evil, 10' radius ~ p r l l T . hus the
when desrrihing the pdsmgrs to thr play- hours to remove. Lesser circlcs arc Icss r o o m allow thc passage 01 pmp1r i n t o t l w
CIS. Asideeffectof thcdistantedislortionis elaborate and contain 1OOOgp worth of nt thr invisihlc s ~ i l k c t h
its rffect o n openings into thr passage. To silver (2OOOOgp weight equivalmt). Dig- Irom Iravinp. t h c ~ i rThc . grm, a <.h;ilccdony
anyone outside the passage these opcnings ging up one of thesc circlrs-will takr 18 of very finc quality (valur - 5OOgp), (:in
will obviously be their actual size. Viewed man hours. rarily be rr.movt.d hy brcaking the iod,
from the passagr, however, they will be although this w i l l c a t ~ c tht. l \pdl.
distorted, appearing to be half-sizc in Lesser Circle
height and viidth. Pentangular Wards

In the westetn cnd of the passage the same Midway bttwccn the rnaintrnancr stations
effectsapply,except that theearth clemcntal (swabow),pmtangularwaidr wtlir p h c d
is insane. Openings will grow and shrink arrnss the tuiint.l\. Thcse coiisist 01 i r o n
as the elemrntal rontracts and rxpands grilles in the forrn of intrrlocking pvnt:i-
itself ( w e encounter area W25), men when grams of wiious sircs. Although wind
viewed from thr room. walking travrlltws ~ I able P to p a s rhlough
t h ~ w a r d sr, h r g r i l h p r w i d r a total baiiier
Due to the unusual effects of Kahoatcp's to the invisihlc s t a l k m (and any o t h r ~
distance distortion spell, thr earth ele- creaturr not wind walking).
mcntals are invulnerable to all attacks and
only the most powerful spells will affect A l l hut one of the invisible stalkrrs (that at All wards are fully opt.ratioixil and well
them (e.g. wish, alter reality). thr eastern end of thr southern tunnel) protcrtrd. In thrir mnmal stat? thvy h a w a
remain constrainrd by Kahoatep's lessrr magically-produccd. multi-rolourcd app-
circlrs, thc o t h ~ r w aaccidcntly
s rrleased by raiancr. As thcy approach a ward, the
Standard Features thr thief from T i k u l ' s party (seeencountcr advcntul-ers w i l l receivr thwr warnings
area W6). f r o m a permanent magic mouth, tclling
Manyoltheioomsandother featurcsof thr them t h a t a symbol of death has hrrn
passages have been standardised, and gen- Maintenance Stations inscribed on the ward. Thc DM should rrad
eral descriptions 01 these are given below. t h e boxed dcsrription whtmevrr characters
'The enrounier descriptions start with the T h e maintrnanrc stations, n u m b e r d I to first en count^^ a n oprmtional ward:
rnaintenancc station at which thr party VI11 from west 10 as!, derp in the
entersthesystem (encountrrareas WI-WS), bowels of thc ~ . ~ i t al ti i d n n r n i d l y rould r >
then comcs theeastern terminus (encounter only he rpached by long stairways from S p a n n i n g the entire width a n d
arras WlO-Wl8) and finally the western platforms high in the mountairis. 'Thcsr hright of thr corridor i s a colourful
terminus (cncounter areas W19-W26). weir accessed from the air by cicws using grille composed of i n t w l o c k i n g
magical flightorwingrdmounts, sincr the pmtagranis. The pentagrams arc of
Major and Lesser Circles surrounding trrrain war (and still is) diffcrtmt sizes and construrtcd in
impassable. The prrsencr of the pent- such a way that thr largest opening is
The earth elementals and invisible stalkers angularwards(see be1ow)madejonrnqing only an inch or two across.
werc summoned and constrained bv circles down thr passages to the stations irnpors-
THE WIND M'ALKEK.S'PASSAGES 9
The Black Gates a \ I t i)ii\111 i b i :I shadow drmorr. .I
l ~ ) it a x
lhratdcd dwil (wr. v n ~ o u n t e rarra M'21) is
At each end of rdrh lunnrl is a large black rrsponsiblr lor g u a r d i n g the shadow
disk which measures 30 feet in diamcter. demon. and it has commanded various
Thrscarethrmagicalg~testhroughwhich minions to axis1 i n this task.
all users of the rystcm passed (when i n
As you approx h t h c grille a largc gaseous form) rither from one of thr
mnurh apprars on i t 5 surface and departure halls, or to onc of thc arrival ENCOUNTERS
spraks i n a commanding tnnc: halls. The gatrs arr resisiant to physical
arrdrks and, under all but exceptional Maintenance Post VI11 (Map 2b)
'Be wary! Dcarh guards this passage. circumsrdnces, totally impenetrable. All
Thine approach shalt oaiisr thr the gates radiate a magical aura and look WI. Access Stairs
drath syml,nl to apprdr. Damnation identical from cither side.
~ m n o tbr avoided if thou does n o t Thestairsfrom rhefirrgiant'slair(I9)lrad
turn back. Thou hast bwn warnrd.' Glassteel Hoops b o t h u p a n d d o w n . Theyascendfor50fret,
before being blocked by hardencd lava
In frontofeachgateirahoopofglassteel. It from Mount GqgeTti, and drscend for 1000
T h r s ~ o n warning
d will br activated at a hasadiametrrof10fcerandst;~ndsupright fret to the passages:
dirtancc of 10 frrt from the ward. at which and parallel to the gatc. On the right hand
point thP grille will turn yrllow. If this side of rhc hoops in the halls of departure I
warning is igiiorcd and anyonr continues (M'IR and W20) a magical blue Ilam? usrd A straight steep staircaw with finely
to approach, an electriial glyph ofwarding to burnon ropofasilverplatform.Asmall hewn and polishcd walls lies brfore
0 1 1 thrfloorwill brst~toff.ThiSwilldelivcr silvcr cup filled with holy water was you. As you drscend into thc bow&
30 hit points of damage, halved if t h r attached to the inside of thc hoop on the of the earth, your lootsteps rrsound
victim malm a successtul s a w vs. Sprlls. kft-hand sidr. To be transported, travellrrs hollowly and the great bulk of the
would step through the hoop after touch- mountains prrssrs down around you.
T h c third and linal warning is triggrrd at ing both thr flame and thc cup. As they did
a distance of 5 feet, whereupon the ward sotheywerpdrawnthrough thegate, while After what secms likr an endless
will turn black. T h c symbol of death will their bodirs and all possrssions werc descent the bottom is finally in sight.
beactivated if thegrillcisstruck bya melee transformed into the cloud-like stair in ,Ihcavy iron door fills the passage-
wrapoil (but not by missilc fire) and i f thc which they were hlown along the passage way ahead.
wdl-d is parsrd through by any creature not t o t h e h a l l o f a ~ r i v a l s a theoppositpendof
t
wind-walking t h e passagc. Making a hole the tunnel. Here they passed through
lor a character to pass through requires another gate which restored them to their As wcll a s bring hravy, the door has very
damage equiv:rlent to 200 hit points. physical form. stiff hingrr.

I t is essmtidl that the DM gives thr Today, only the flame in the Tprabar hall
cliarartrrs thr three warnings whenever of departure (WIR) still bums. T h e Wind- WP. Main Room
thcy mcountrr a ward. A find traps sprll gat? flame was extinguished during the
will TCVCdl all glyphs of warding and the Cataclysm and as i t was responsible for This room formrd the living quarters and
prtmcncr of tht symbol (without activating poweringoneof themagicwinds, no wind recreation arra for srrvice crews working
it). For the purposesoldispel magicsprlls, now blowsalongthesouthern tunnel.This on thr passages:
the DMshould treatallglyphsandsymbols make-s it difficult for characters to travel
as cast at the 20th level of expericnce. bark to Terabar. The flame can only be
rekindled by using the special maxical T h i s room might once hare been
Departure and Arrival Halls inrenselrom theTombofTeaxacot1 in the wrll furnished but time has taken its
TEMPLE OF AUMATA-PERION (see toll. Tilrs have fallen onto the floor,
Each terminus has a hall of arrival and a page 27). To return back through the revealing smooth walls. As you
h a l l of departure, where 'wind walkers' mountains the characters will need to enter, a tile drops l m m the ceiling
began and cnded thrir journeys. Thrse collect thisincrnse, placeit upon thesilver and shatters o n the ground. Scattered
chambers arr rharacterised by the magical platform and then light i t . Having done so across thc floor are fragmrnts of
rquipment which they contain, in partir- they will then be able to stcp through the broken turniturc. Somr of the tiles
ular the large hlack gates and the glasstcrl hoopand be transported back roTrrabar. A o n thc south w a l l still beara paintPd
hoops which allowed travrllerr to pass clue is provided for the party in thc design.
through the gatcs. M'indgate hall of departure (W20) hinting
that they require red inccnse in order to
Thew are frescoes on the northrin and return through the passages. Thereis nodanger oftheceilingcollapsing
southern walls of thc arrival/departurr on the party. Vanck, (seeencounter area 19)
halls, depicting a city adjacent to a was responsible f o r the destruction in this
mountain ranpe. T h r frrscoes atso show a THE PRISONER room. T h e painting o n the tile5 originally
passenger in theart of usinkthrsystem, her showed thr entirr Wind Walker passages.
arms outstretched to touch i~ flame and a During thc time since the terminus at Over the years some of the tiles have fallen
c u p (see encountrr area W 16).This should Terabar was cut off by the outpourings to the floor and b e m crushcd undrrfoot by
servc as an inv:iluable clue to the players. Irom Mount Gegesti, it has been taken over the fire giant. T h e DM should give the
10 T H E W1N.D WALKERS' P.4SSAGES (encountrr arms W1-2)
The inrial howl I, t i i i i t l i . ol rilvcr and is
worth 60gp. T h r b;irr i < made from rarvrd
bonc and has n o intrinsic valiic. T h r dark,
granular matcrial i r itiwnsc, which will
W3. Rod Room burnsrnokilybuthavtnorlfcct iSthr.party
liaht it.
This circular room 15 a fully functional rod
room (see Rod Rooms - pagr 9):
W5.Northern Passage

A soft whit^ light pulsates ahead, T h e distance distortion and magical wind
bathing the corridor in its glow. oprrate to full d e n in this passage:
Followinq the light you mter a 20-
foot-diamcter room. In the ccntre of
the room, a glass rod cxtendr from A howling wind from the cast roars
floor tu criling. Encasrd in thr rod is down this corridor, swreping back
a small white gem. T h c w a l l s are your hair aridcausingyourrlothes to
pure whit<.and show n o signs of age flap wildly. Automatically yotr hrace
or decay. As you watch, the XFm yourselves against the force of thr
pulsates and the white lighr washes wind but, to your surprisc, it e x c m
over you and the room. littlemorclorcethanamildsumrrrrr
brreze.

T h r mom is iinoccupied. After adjusting to this strangr. p h m -


omcnon you notice that the tunnpl is
straight a n d levcl and strrtchcs as far
W4. Northern Summoning Room as you can see in either dirrrtioii.

When the passage system was built, a n


invisible stalkrr was summoned here to T h e distance distortion in' this tunnel
maintain the passagc. Chdractrrs listening means that the length, width and hcight o f
at the door will hrar the sound of the wind the PdSSagP a r e a l l halved. Movement along
as it rushes by the room: the tunnel will br at the normal rate but
twice the normal outside disranc? will br.
covered.
T h e door opens into an irnprrssive
hexagonal room with walls of po- If the adventurrrr look hack into the
lished rocl:. T h e sound of the wind northcrn summonins room the DM should Thetotitiel isquitr,rafeand i s f u l l sizvsincc
comes from a large opening to your inform them that the oprning from th? the distance distortion is no longrr in
right,althi,ughtheairin theroom is passage has shrunk to half its former s i x elfcrt. T h c r a n h c,lenicntal whirti main-
quire still. (see T h e Distance Distortion - page 9). tained the distance distortion and t h t
invisiblc stalkcr w,hi& krpt thr I U I I I I ~
Inlaid in the black marble floor i s a c l r a i have both b r m rcleasrd.
silver circle enclosing a triangle. W6.Southern Summoning Room
There is a small metal bowl with a
light brown, crescent-shapcd base T h e summoning circle hrre has been W8. Invisible Stalker
inside the circle. Spilt next to i t are broken and the invisiblr stalker released:
several picrcs of dark g r a n u l a r Providing tlir party h a w not prcviorrsly
material. encountrrrd the invisiblr stalkri in the
T h e stench of death and dccay greets northern ~ o m m o n i n g r o o m ( W 4 )i ,t will br
you as you open the door. Slumprd encounterrd here. Aftrr the party has hrrn
T h e silver lines form a l a w circle which in on? corner of the room is a travclling down tht. northcm pas~dgcfor
binds the services of the invisible stalker in hunched figureclutchinga chunk of half an hour thr invirihlr stalkcr will
the north corridor. silvery mrtal io its skelrtal hand. Its attack the party.
lrgslieatagrotenqiieangle,ohvious-
Should the party attempt to dig u p the ly broken. From beneath the figurr I invisible stalker: A(: 3; M V 12": H D 8;
rirrlr they will releasc the invisiblr stalker comrs the shine of more silver. hp45; # A T l;D4-1G;SASurprirrs~,na1-5
(scc encountrr area W8). T h e invisible (unless drtected);SI) Invisibility; MR 30%;
stalker will arrive in the room aftrr 2 I n t H i g h ; A L N ; S i r r L ; x p 1540;
rounds and attack the party. T h e sralker T h c corpse is the remains of the Semalc THACO 12; MM.
cannot follow the party intoor bcyond the thief from Tikul's party (see TIKUL'S
rod room (W3). Should thr party rctrcat SAGA - pax? 2). When Tikul and his T h r invisible sra1kt.r will attack until
there, it w i l l w a i t f o r thcm i n t h e companions diacoverrd the summoning rrdurrd to 0 hit points at which point i t
summoning mom. rooms they wisrlg left them alone arid will rrturn to thc t . l m i m t a l plane oS a i r .
T H E W I N D WALKERS' PASSAGES i m r o u , r f P r w ~ n I4'i-X)
i 11
WlOb. Northern Emergency Doors.

'I'hc emr'rgrnry doors art' clearly visible


lrom thr south sidc. Next t o t h e m i s a mrral
It'vcr which, when pulled, opens the doors. T h e silvcr visihl
Pushing the IWPI.back closrs ttir doors. onc of Kahoatu

ThchcllratwiII heconic iniriblr.whcn ttir W11. Stairs W13. Rod Roon


paity's lightsourrrr~acherit. A1tt.t vanish-
g h t ,reach
i i i g i n i ~ ~ t h c p a r t y ' s t o ~ ~ l ~iltiwill Ttir srairs wrre construe tcd a5 a meatis of This I S f u l l y I U I
thcm a l t c ~1 1ound and gain 1 sr'gmcnt of evacuating the terminus. Thcy rise srrcply page 9)
surprisr i f still invisible and undetcctr.d. lor 200 fcrt bcfore being blocked by
volcanic rock:
I hellcat: AC 6: M V 12"; H D 712; h p 43: W14. Northern I
# A T 'I; D 2-5/2-5/2-12: SA Nil: SD S p r r i a l
i n v i c i h i l i t y . m a g i c wt,apons to h i t ; Clran, smooth > t q x lrad upw,ards as T h i s rooni was
MR 20%, irnmunr. to sleep and mind- far as thr rye can set'. You climb u p huge carth elr
affwtiiig sprlls: lilt Aut.: AL LE: Sire L; for owr 100 feet todiscover that they northt~111tunnrl
xp 1430: THACO 13; FF. ahruptly ~ n dat a wall of black door thcy will ti
volranir rock.
r
The hcllrat h a s hcrn sot tirrc by the 11e;irdrd
dcvil (SPC rnmutitri iirra W2I) to guard Dominating
against intruders from the surfacr. Thr Whm thcpairynr;irsthetopofthr,stairsir of this largc
bralded dcvil i s outsidc the rangr of t h r . w i l l bc attacked by a gelatinous ruhr. silver triangl
trcllrat's telepathy and will not come to its centric r i r r
aid. I n accordance with itr orders the 1 gelatinous cube: AC 8; MV 6": H D 4: symbols ate
I i r l l r a t will fiqht to the death. hp 23: #AT 1: D 2-8: SA Paralyzation, circles. Lyir
surpriscs on a 1-3; SD Sprcial: MR Sprcial; trianglc is i
1111Nnn: AL N: Size L; xp 242: THACO 15; rot1cn hluc r<
Terabar Terminus (Map 2c) MM.
The chamhr
WlOa. Southern Emergency Exit sound of hov
W l k Southern Summoning Room io the room i
The snuthc~rIi tunncl hrre lrads to the ujalls is hadl!
rmcrgrnry st;iil-s: T h r ?lemenral summoiird and bound by it is a pilr of
this room csraped during thr~destrurtionof
Tcrahar:
You continue along the pasmgc for Thedevicrinscr
whatrccmr. likeanetrrnity. Along its circle.
m i i n . length it shows signs of This large hexagonal room has
disrepair and neglect. Finally you polished walls and a black marble T h r skrlrton is
notice an oprning in the north w a l l . floor. A considrrablc q u a n t i t y of magic users onr
Beyond it ,+ tunnel leads to another rock has fallen from the walls and maintrnance of t
pulsating white room. A rusted l r v ~ r ceiling. Hcrr and therc undcr the in thr tunnels I
and some rubhlc art' visihlc in the debris the silver 1int.s of a circle are Gegesti, he thn
tunncl by the opening. wident. As you entcr dust pours crazed cornpanic
down from abovc and four large parth elrmrnta
rockr fall from the ceiling and ~ r a s l i succecd i n relea
On cither side nf the opening stand two to tht. lloor. southern tunncl
thick, stonc doors. If thr lewr is pushcd, rarthquakes tri
thcse will makc grinding and grating Rralisirig that
noises as thry attcmpt to closc. Unless thc T h i s unoccupied room once bound one of magic user cas1
cntianctl is firit rlearrd of rubble they will the hrigr earth t,lrmeiitals. When thr circle.
stop with a p a p of 4 feet hctwrrn thrm. elcmrntal removrd itsrllfrom thcsouthern
They can bt. opcncd again by pushing the passag? it caused an rarthquake and a If the parry entr
lcvrr back to its orisinal position. .rhr partial collapsc of the criling of this mom, touch it t h r m a g
doors arc 2 fert thick trard SIODE. IPdVirlg i t unsafe. Any vibrations (r.g. I n the common
Colourd lights c h n m around yout
hcads. With a hrstial howl, a sh;idowy
shapc launches itself at y o u , its
vicious taloiis wachingout t o stxikr.
A search of the magic user's hody will Just hrforc tlieshadow rrachcs y o u ,
rrvcal: darkness springs f r o m it, drpirssing
your spirits atid plunging you intn
- a magic user scroll of an inky black nightmarc.
- protection from evil 10' radius
- strength
- fly T h r shadow drrnon has hrrn toirnt.ntrd hy
- a ring of tree action a smokr mephit and s t d a rclcasc frorn its
- a wand of magic detection with the prison. Whcn thedoor isoprncd i t Imps to
command word 'abrascr.' inscribed upon the attack, crrating darkness as i t does so.
it (20 rhargrs). In thr first round it will attack onc v i c t i m
with all its four c l a w s (1-6 hit points of
Examining t h e pilc of ruhhlr and bones damagr rach).
will reveal nothing of interest. The bodies
and wealth oi those slain hy thr magic usci In thr second round the shadow demau
have bprn t a k n by the devils. T h q wcrc will c r c m fear 30-foot-radius (all affertrd
unable to wach the magic user's hody must save Y S . Sprlls or flce lor 7 rounds) as
hecause of t h r protective circle. wrllarattarkirigwith rwoclawsanda hitc.
Being rnragerl i t will not use its magic jar
If thr circle is hrokcn by the party the ahility. It will fight until drstroyed and
elrmenval will not attack. Instead i t will will pursue the party, but w i l l not m t e r the
wturn to iis own plane creating an rod room (WI3).
earthquake 3s it goes. T h r earthquakc will
cause rubhle to fall from the ceiling in this 1 shadow demon: AC 5 or 9 depending on
room, thc noithrrn tunnel and thecorridor lighiing; MV 12": HD 7+3; h p 44; #AT 3;
between t h i s i o o m a n d t h r r o d r o o m ( ~ T 1 3 ) . D l-8/1-6/1-6 SA Attacks at tl in tarrh-
Therodroom itselfwill hr u n a f f e r t r d . T h ~ light, darkness, fear, magicjar; SD Irnrnunr
earthquake will br accompanied by a to cold, lirc, electricity: Int Very high;
tremendous noise and a cloud of d u s t will AL CE; Size M; xp 1265; THACO 12: FF.
fill thc tunnel and summoning room lor 2
rounds. An invisihlr smoke mrphit is responsible
for t h o dancing lights, giving t h c shadow
T h e rock fall rauscd by theearthquakewill demon an armoui class of 5 (torchlight)
last for I round. Charartrrs i n thr room and + I to hit. I f thc, party are using it
must save vs. Breath o r be thrown to the continual light spell lor illumination thrn
ground taking 3dU hit points of damage. thc. shadow dcmon is AC9 with n o plrissrr
Those savingsuccessfully takt. half damage tu hit. T h c snrokc mcphit will c m t i n u r to
and remain standing. Characters who fail circle the lights round the shadow drrnon's
arr buried undrr the ruhblr and nrrd to hr head, cnraging it e w n m o r If discowred
dug out by swneonr still standing. or if the shadow demon is redured to 20 o r
less hit points, thcsrnokc mephit will gat?
'The distance distortion in the northern in t w o lirr mephits (automatic succcss).
tunnel will h~~dispellrtland thc tunnrl will
t h m he seen in its t i u r dimrnsions. T h e 1 smoke mephit: AC 4; MV 12"/24"; H D 3;
walls w i l l kive lost th& srnoothnrss and h p 19; #AI 2; D 1-2/1-2: SA Brrath;
the floor will he littered with ruhhlr. T h e SD Invisibility, dancing lights, causes I h p
iricrrasr in the length of the tunnel will of flamt damage on dying: I n t Ave; A L LE:
extend thr timc for wind walking through Size M: xp 162; THACO 16; FF.
the passage (from 3 to 4 hours).
T h e fire rnrphitr will m e thrir heat metal
NOTE these effects only rxtrnd as far as ability o n a n y rharactcrs in mrtal a r m o u r .
maintenancrsration V. T h e western cndof 'Ihry will t h m us? thrir magic missiles,
thr tunncl will he unchanged. preferably on any charartrrs casting spells.

2 fire mephits: AC 5: MV 12"/24"; H D 3 + l ;


W15. Prison of the Shadow Demon hp 21 each; # A T 2: D I-Wl-3; SA Brcath,
heat metal, magic missile: SD Tnuch
T h i s room is tlieshadowdemon'sprison. It causcs 1 hpofdamagr;IntAve;ALLE;Siie
attacks as soon as the door is opened: M; xp 234 rach: THACO 16: FF.
potion 01 extra heaiinq, 1 t i r Ii,,, i , ~ \ t c s
2% W17.Hall of Ami,., I

01 chcrrics, 1 dmc) t t m r f o r i r i t i a ~ r l l m ~ ~the'gasrous'lo~m


~ito
- a potion o l super-heroism (red, tastes This is thc arrival point for travrllers from nrcvssary lor thrrn to be blown along the
carthy, I dosr) Windgate: passage.
- a potion of delusion (azure, tastes sweet,
I dose) Thr flame in thc hoop produces n o heat
- a potion of speed (sparkling whitc with A bright light shines from a drpiction and this will beobvious toanyoneexarnin-
blur fleck?,. bitter lasting, 1 dosc). of the sun. It illumiriatcs this large ing it. T h e c u p is fmpty. If it is filled with
chamber hut Pails to touch a large holy watt'r thc system will be rcady to use.
black shadow at thc far end. T o hc transported, characters s t e p through
W16.Blocked Entrance Tunnel the hoop with thrir right trand touching
In front o l the shadow, a flight of the flame, and their left thecup. As they do
Most of thr 500-foc~tlength of tunnel which dark rtrps leadsup toadazzlingglass this they will he irrevocably drawn towards
Icd t o Trrahar is now blmked by lava: hoop, 10 feet in diamrtcr. the gate and their bodies trarrsformed into
'gaseous' form. They will then be blown
Elsewherc, decaying frescoes adorn along the passage to the h a l l of arrivals at
T h e walls of the passagt'arr covrrrd the walls. O n the north and south Windgate(W19).Anyonewatchingwill src
with flaking plaster. Piles of it lir walls a city lies at the foot of a range the character flash towards the black gate
hcre and there o n the blue marble of mountains. The mountains are at and disappear into it.
floor. T h e frvscoes draw your attcri- the western m d of thr room and the
tion but before you can study them city a t the east. T h e j o u r n q will take 3 hours (4 if the
thc sound of traniping f w t comes eastrrn earth rlrmental has been released)
from brhind you. Spinning to face and will involve n o danger. During this
the noise you are alarmed to scc a Th?blackshadow is30feetindiameterand time characters will hr conscious and
horde of advancing sprar-wirlding, is the magical gate which restores normal aware of thrir airy torm. To the characters
crimson humanoids. 'Their laces are form to travellers wind walkin!: alonp thc thejourncywillappeartotakeortly3(or4)
rxprmsionlr,ss and their cyrs unsee- southrm passage from Windgate. rounds. Duringthe windwalk theyareim-
ing. They walk as though in a tranrc mune toallattacksfromanyrreaturein the
or posxsscd. But one thing iscertain, T h e city in the frescoes is Terabar and the passagt-s.
they m?an you no good. sun is paintcd on the ceiling amidst a
cloudless sky.
The Journey
T h r crc'aturc: are a horde of nupprribo,
which will attack mindlessly until killed. W18.Hall ofDeparture W h r n all characters have passed through
They arr unatrle to regcneratr as this is not the h o o p t h e D h l s h o u l d r r a d t h e
an area of total cvil. This is where travellers using the passages following:
began their journcy. T h e mephits from
30 nupperibo: AC 9 MV 6"; H D I ; h p 6 encounter arra W15 will be encountered
each; #AT I; I) I-G(spear);SANil;SD Nil; here unlcss they have k e n already slain or Passing through tht hoop, you sud-
MR Std: Int llnratmble lor spell rffccts: they have fled to the lower planes. If they denly brcomevery light and the large
AL LE: S i x M; xp 24 rach; 'IHACO 19; are prescnt, the DM should amend the black circle hurtles towards you.
M M l l (drvil). following drscription to include them: Bracing yourself for the impact, you
are relirvrd to pass through the
I
After thr romhat the DM should rrad thf blackness intoa shimmering passage,
following to thc playrrs: Overhead light bathes this room. where a warm breeze swet'ps you
Filling thecentreof the western wall alongat a fantastic rate. Suddmly, a
is a large black circle. In front of it a brightly colourcd grille momentarily
Frccof the inindlesswarriorsyoucan flight of dark steps lrads u p to a appears in front of you; it flashes
study the detail of the frescors. T h r y sparklingglasshoop.'Thc hoopis 10 brightly as your body separates into
dcpict pcople moving in orderly fert in diameter and stands upright hundreds o l daizling pieccs. But,
lines. Thosc in the southrrn branch and parallrl to the circlc. A bright within moments, plrasant sensations
a n d o n theiourhernwallarrmo\,ing blue flame burns upon a silvrr sweep through cvrry part your body
towards the blocked passage, while platform on thc right ridc of thc as i t reforms on the other ridc of the
those in the northrrn branch are hoop. Asilver c u p glints opposite it. grille. Exhilarated, you speed down
moving away from thr blocked sect- the p3SsdgC with more colouis flash-
ion into a large chamber whew they T h e frescoes on the north and south ing through you, creating dazzling
ascend a flight of steps. At the top, a wallsare mirror imagesofeach other kalcidoscopir pattcrns and electrify-
figure with autstretchcd a i m walks and depict a city adjacent to a ing yoursensrs. Then, withoui warm
through a hoop with a blue flame mountain range. The mountains are ing, it goes dark and the weight
and a silvei cup set on either side. at theeasternendof theroomand the returns to your body.
city at the west. The ceiling shows
the sky and a depiction of the sun is
The frrsroeb depict travellers using the the source of the illumination. T h e characters arr now in the hall of
Wind Walkers' passages. i arrivals at Windgatr (Wig).
14 T H E W I A D W A L K E R S P A S S A G E S (emounterarms "16-181
Yindgate Terminus (Map 2a)
'his complex of undrtground chambrrr is
pproximatrly 300 Errt brlow grvund Irvt.1
nd was originally a n i i i r o - i n n g r 01
'rrabar. It selycd r h ? saiiii' purpvsr lw r 1 ~
ity o f Windgarc on thr wrstrrn sidr 01 thc
iountains.

V19. Hall of Arrivals

?hen charactrrs fiist ariivr i n this unlii


>om from Terabar t h q will bt. unablc t o
~r,asth~j~~urnryrhroughihr~tu~inrlswill
ave exringuishrd all light sourccs:

Re-adjusrirrg io youI solid l o m you


hear a Faint moaning sound echoing
around you. Thc air i n hrrr smells
faintly of sulphur arid the darkncss
prrssrs menacingly around y o t i .
From a great distancc mmcs an
unidcntifiablr sound srtting your
nerves o n rdgr.

haracteis arriving in thc hall do so at the


sp of a flight ol stcps. Anyonr moving
ithout a light sourcr or riot prodding
lead will fall down the steps and lake, 1-6
it points of damage.

'hcn a light sourcc is employed thr. D M


could rrad the following:

You a r r s t a n d i n g a ~thc topofaflighL


of strps Iradingdowi into this room.
The rooni i s very similar to the onc
y o u recently departed, although
shortened considerably by a dark
incongruous rock fare at thc ler end.
Plaster has lallrn from the walls and
lies inches deep o n the floor, with
only a few pircrs clinging io the hare
walls.

Rrhind you on the end wall is


another inky hlack disk.

he moaning sound comcs from the


mules in thr hall ol departure (WZO). As
c adventurers approach the open door-
ay the moaning will grow loudrr.
THE W I N D WALKERS' PASSAGES ( m t o u n l e r a i e a W19) 15
~~~~ ~~~~~~ ~~ ~
I lirglarrtrrl t ocqi h c ~ ~r \ , l ! ' i ~ lr,iiiacgno
n
flamr and n u cup. T h c N P ~ Im t l 01 thr In this o t h c w i w empty room your
chamhrr was cut off by ihc rock shift ryrs are drawn towards an open iron The smcll of sulphur will get stronger as
during thr Cataclysm. T h r rock her? is chest from which comes thr Klint of thc adventurers approach this room:
mu<h darkrr iind rouglier than elsrwhrrp gold and thc sparklr of gems. A fcw,
i n the room. large, glittering rubies havr fallen
from thr chest and lie scattered Sulphurous vapours hang hravy in
around i t s base. this hrxagonal room. Smokr issurs
W20. Hall of Ikparture from two brown concentriccircles o n
the floor. Without warning firrs flare
Thishall i s b c i n g u s r , d a s a p l a ~tntormrnt
c Thcchrst radiates a magical dweomer, and u p , bathing thr rhamber in a horrid
Irmurrs: i f a detect illusion spell is cast the disguise red light. Froin thr circles' ccntie
w i l l bt. prnetrated. dark smoke stirams upwards to the
ceiling. Your eyes bcgin to sting and
Ahordrofshap'.l'ss,vvagurly human The bearded d w i l will attack ariyonr tram r u n down your faces.
blobs sIow,Iv slidc towards you. From rotiching the rhc~stor if it is discovercd.
thvir mouths comcs thr low moaning Quickly wiping away the trars you
which fills lhis forsakrn placc. Your 1 bearded devil: AC I; MV 15"; HD 6+6; see that a small, vagur insubstantial
p i t y for thrsr poor s n u l s is soon h p 50; #AT 3 ; D l-8/1-2/1-2; SA Poison shape has appcarrd in the centre of
rrplacrd by revulsion as t h e i r rnoai- beard, affect normal fires, fear, produce thr room. I t takrs on solid form. Red
ing incrrasrs i n intensity and their flame, charm person, suggestion, illusion, malignant ryes turn towards you, its
mishapm limbs strrtch hungrily animate dead. summon bearded drvil; Icathery wings surtch outwards and
towards you. SD Tcleportation; MR 45%; In1 Very; beat tlir air. Slow-ly i t rises from the
AL L E Sire M; xp 1625; THACO 13; ground.
B r h i n d thril- nausmting forms can MMfl
bc srcn a black circlc with anothrr
shining hoop before it. T h e bearded drvil w i l l us? its fear attack (by T h e circle is a gat? to the lower planes,
touch) to scatter and split thc p a r t y (thr drawn in blood and allowing access to thr
cffcrts arr negated by a successful save vs. prime material planc. Arriving through
T h e lcmurcs will ;itvark until slain Spclls). If both hands hit then heard thc gate, as tlic advrnturrrs enter, is a
damngr i \ maximum (8 hit points), thr spinrd drvil hrdingagSroupofSO I~rnnrrs.
30 lemures: AC 7; MV 3"; HD 3 ; hp 15 rach; viriim must s a w YS. Poison or develop a
#AT I ; D 1-3; Si\ Nil; SD Rc,generatc 1 burning rash causing the loss of 1 point of Quick action from thr party will prevent
hp/round; MRImmunrroslerpandmind- drxterity per round for 4 rounds. ihr devil from fully entcring the primc
affecting spcll:.; Int Semi; AL LE; S i x M; marcrial plane. T h r y havr I round to close
x p I10 rach; THACO 16; M M - drvil. The bearded devil will not attempt to the gatr by eithrr erasing part of the circle
summon another devil. If rpdured to 10 hit with holy water, or by throwing a good
T h r plastcr has lallcn 10 the floor revealing points or less it will return to thc lorver holy symbol or holy water into thr rirclr.
hait, walls. ' r h c hoop is inrart, b u t the planes. Closing the gar? w i l l force thr drvil to
Ilame whirl, p r o d r d tlic power for thc return to thr IOIWI plancs. B r a k i n g thc
magical wind has ceased t o burn. I t can circlc by rubbing parr of i t out (without
nnly be rekinrlkd with the magical red W22. Rroken Rod Room holywa1cr)will notclosrthcgatrin time to
inrensefrom t h r TEMPLEOF AUMATA- s t o ~ ~ t h e s p i n e d d r vhut
i l i t will preventthr
PERION (src pagc 22). Any attempts to Opcning the door from W21 the party will Iemuxs from bring gated in.
rclight thr flame without the proprr see the rod room at the end of thr passag-e:
inlrnsc will p1,3\,cfutile. If the spined drvil is ~ b l to
e leavr the circle
it will attack on thr lollowing round. I t
On thc silver platform, characters will Down the rorridor you sce a dark, will fly over onr rnembrr of the party,
discovrr the rcmains of the incense used by round room. I t looks similar in stabbing with its military fork, rakingwith
T i k u l during his rrturn through thr shape to others you have sern, brit i t s taloned feet and looring 12 of i t s spines.
passages. This incense radiates a slight lacks the pulsing light. As you draw T h e nrxt round it will use i t 5 scare ability
rnagical dweonwr. If l i t i t will burn briefly closer you scc the broken remains o f a while flying into the southcm passagr. If
and thrn cnnwme itself, thr smoke will br glass rod. A strong sulphurous smrll still alive on the third round, i t will
drawn towards and into t h e black gatc hut drifts out of the room. successfully summon a harbed devil. Notr
w i l l br insufficient to powrr the wind. that thr spined devil does not rrquire tlir
c i d r to br intact t o do this, sincc this i~an
T h r u'cst rnd of the chamhrr is totally T h e rod was broken by panicking crowds intrinsic ability. Unlrss badly woundrd, it
blocked by a solid wall of shiftcd rock. during the Cat;iclysm. T h r white chal- will rejoin the combat, otherwisr it will
rrdony gem (valuc - 600gp) lies buried rrturn to the lower planes.
under the rubble and will bc found after 1
W21. Bearded Devil round of srarching. 1 spined devil: A C 3; hlV 6"/18"; H D 3t3;
h p 2 0 ; # A T I a n d / o r Z ; D I-gand/or 1-4/1-
T h e bmrdpd dwil has disguiscd itsclf (by The sulphurous smell comes from thc 4; SA Spinrr, affect normal fires, change
illusion) as a ~ I C ~ S I I I Claden chest: southern summoning room (W23). self, command, produce flame, scare,
16 T H E WIND 1VALKER5' PASSAGES i m r o u n r f r a i m 7 W20-231
W25. Northern Pas.iqr

The distance distortion s p r l l in this pass-


age is startling in its cfferts:

T h e barbrddwil will fight until reduced to T h e strange wind howls along this
10 hit points o r less, at which point it too passage. Its smooth walls m o w i n an
will ictuin to ihr lower planes. I t will not alarming mannrr. Somrtimes rhyth-
attempt to sunimon another devil. mically and other times spasmodic-
ally, the passage contracts to 15 fret
1 barbed devil: AC 0 MV 12"; HD 8;h p 41; across or expands to as much as 60
#AT 3; D 2-8/2-8/3-12; SA Pyrotechnics, feet. At any on? timr some parts of
produce flame. hold person, charm person, the passage are contracting while
suggestion, illusion, fear; SD N w r r S U I - others are expanding. Ripples of
prised, teleportation, immunr to fire, half wave-likr movrrnrnt travel along thr
damage from cold and gas: MR 35%; Int tunnel in cithcr or both directions,
Very; AL LE; Size M;xp 1835;THACO 12; sometimes continuing into rhr dis-
MM. tance, sometimes ending with a
suddrn jrrk or simply fading away.
Unlrss the circle has been hrokcn, one
lemurewillarl-ivein thrcrntreof thrrirrle From thc tunnel, thc oprning into
each round. This will continur for 30 the room has the appearance of a
rounds hy which time the last one will have strangc mouth. As the tunnrl ex-
arrivcd. T h e lemures will attack until pands and contracts, parts of the
dcstroyed. opening expand and contract with it.
Looking at the walls of thr room,
30lemures:A(:7;MV3";HD3;h p 15each; howrver,itisquirrobviousthatthcy
#AT I ; D 1-3; SA Nil; SD Regenerate 1 are not moving at all.
hp/round; MR.Immune tosleepandmind-
affecting sprlls: Int Srmi; AL LE; Sirr M; Even stranger, thr distances b r t w r r n Awhitr light ~,olatr\ahr.atlaiidyou
x p 1 I O each; THACO 1 6 MM. youvarygreatlyaswell: onemoment all Ire1 a s m s c of reliel. E n t ~ t i n gthr
you are standing close togpther, thc pristine white 1o001 you frrl Sal(.
T h e original major circle %ill remains nextyouaresweptapart, hut withno from the drvils which srrm to Ix.
under the blood. smsations of movement at all. CWI ywhrrc.

What is m o w thr air is frt.rht.r t l i m


W24. Northern Summoning Room T h i s elemental is now quite insanr and any y o u have brrathrd since y o u
will not return to its own plane e w n i f thr rn1crt.d thcse lorsakrn S u b t ~ l r d n ~ a n
An unbroken major circle still binds the circle is broken. If the party dig up the depths. Looking u p thr. stairs y o u i m
northern earth elrmmtal. Characters listen- circle in thr northern summoning room plrascdtosecthat thr.yarcfrt~r.ofany
ing at the door will hear the sound of the (W24), i t will merely result in a dramatic, major blockages.
wind: but harmless, carth trrmor. 'Thr rlrrnentzal
will remain, mindlessly rnrrrising its crazy
version of the distance distortion spp11. By cach of the s r t 01 doors is :I ICWI w1iiC.h
T h r black marble floor is inlaid with when pulled will oprn its respc<tivcdoois.
two conrentric silver circles with it Theearth elemental is causing thedimms- Tht. stairs lcad up to ii heavy ~ 1 0 1 1 1door.
~

triangle in the ccntre. The walls are ions of the tunnel to change randomly. 'The
smoothand polished. Onesideof the tunnrl is beingdisrortpdalongits lengthas Oncr characters h a w opemcd t h c door they
room has no wall, instrad it has a wrll as across its width. T h e sir? of the will find thcmsclvcs i n ttrt, r h h Mire.
strange moving opening. This o p m - tunnel is changing all the time. Characters
ing contra~:ts and rxpands rapidly will rxperience no difficulty in moving
and the passage behind i t also seems from the tunnel to thc summoningroom or The Main Passage
to grow and shrink in siLe. From the vice versa. If thc adventurers examine thc
passage thcsoundoftliewindhowls, black gate at thr m d o f thr pas sag^ they W27. Invisible stalker
although rlrr air in thr room is quite will note that thewindappear stopassinto
still. it, although they cannot. T h e invisiblc stalkrrs at thcse p i n t s will
attack toclear inirndrrsoutofthr. 1xissagt'r.

T h i s room was usrd to summon thr rarth W26. Windgate Emergency Exit 1 invisiblestalker: AC3: M V 12"; H D 8; h p
elrmental lo, the western part of the 48; # A T I ; D 4 - 1 6 SA Surprises o n a 1-5
northern tunnel (set, rncounter area W25). 'The stairs from thir room lead to thr (unlrss dctrctcd);SD Invisibility; MR 30%;
It is now insane and will not br released surfaceof thrASHMlRE(seepage 1R)and Int High; AL N;Sizc L ; x p 1570; THACO
even if the cirde is hrokrn (see below). to the next part of thr adventure. 12: MM.
(Encounter areas A l - A 3 :Map 3)

Thc party will enirrgr from thc Wind


Welkrrs' Parsagrs into a vallry o n thr wcst
sidc of thc H;idarna Mountains. Bryond

a11 rvcr-changing pattrrn of wa\,e-like hills


and v d l k y s . Herr thry will mcet Aratek
Fnatl, Iradrr csl thr Hck' Islrtt, one of the
many tribes of Hck which livr i n various
parts of thc Ash Mirc (sce Map 3 and MEN
AND MONSTERS - page 30).

Whrn the advcnturcrs first mect Aratek, he


will bc acconpanicd by o n l y a small
foraging party ( ~ i ' i ' ~ n c o u i i t e i a rAZ)
r a and
h r will a p p a r r n t l y br friendly. In fact, the
motivation for virtually all of Aratek's ~-
actions stems from thr value attachfd to
watcr by thr Hvk. In the Ash Mirc water is ~~~

could bring him, Aratek will invite thc


advrnturrrs t o his camp (cmcountrr area T h e Ash Mire itself is composed of v u y

characters will sink to their knees in theash


T h e party should be able to foil this ;!tuck and will travel at only Xnormal mowmerit
and rontinuc thcir journcy to thr TEMPLE rate.
OF AUMATA-PERION (pagr 22).
Fortunately, where the mountains and the T h e presence of these fine ash particles in
T h i s par1 of t h e adventure is designrd to Ash Mire meet there rxists a solid, level, the atmosphrre causcs the sun to he
provide an opportunity for role-playingas rock platform likea beach at theedgeofthe unusually red and the sky t o he very blue
Aiatek's scheniings and treachery unfold. sea. The platform varies from a width of during the day.
In ordcr to make the encounter as rralistic 100 feet to several miles (sre Map 3) and is
and enjoyable as possible, the DM should relarivrlyfreeofash,allowingcharact~rsto T h e dust haze will must I hit point of
rrad the section carrfully so as to under- travel at their normal rates. In all othcr damage perturn toany unprotectedperson
stand both Aratek's plan and rhe Hrk way respects, references to the Ash Mireinclude breathing it. Charactrrs who cover their
of life. this platform. nosrsandmoothswith'loth will notsuffer
any advrrsc affrrts from it. Whrnever
T h e ash is occasionally lifted hy howling characters move they will cause the ash to
THE ASH MIRE winds into abrasivr storms (SPC Dust rise into the air around them, coating their
Storms - page 19), hut evcn when the clothing and hair in its h i e dust.
Wherr the Hadarna Mountains mrrt thr weather is calm, fin? dust particks risz
Ash Mire (see Map 3) they are cut by deep from the surface to form a kind of hare
ranyons whicii join and branch in be- which rises to about 50 feet abovr thc Water
wildering pattcms. Thcse canyons vary in ground. T h r haze rcstricts vision at rye
width from a f ~ w fret to hundreds, or even level to about halfa mile, but its obscuring Each character requirrs four watrrskins
morr. T h r i r prcsmce makes i t a major cffect diminishes rapidly with height so ( i x . 8 pints) of water every day while in the
mountainrering feat to traverse the lower that the mountains and especially the Ash Mirc. If travelling at night, only half
slopes, as characters would need to makc Yatish d'ladet (see page 23) may be secn this quantity is requircd. A character loses
numerous ascvnts and descents to travel furtheraway. Under normalcircumstances 1 point of strength every day (or night)
only a few m i l w Higher u p the slopes the the mountains and the Yatish d ' l a d e t may spent without sufficient water. They will
mountains ai,. almost vertical, making he seen looming above the haze from u p to regain 1 point per hour once they aregiven
them impassahleexrept by magical means. 5 miles away. enough to drink.
18 T H E A S H MIRE
Characters w d not be able to discover a n y m i n d dirt,ctiori, until thcy arc ablr to Sind I 'I
water in the Ash Mire and will need to their brarings (scc DMG p49).
cncatc warcr magically in order to survivr.

ENCOUNTERS
RANDOM AI. The Forbidden Valley
ENCOUNTERS
Opening the door at the top of the srairs IJpan bcingspnitrd i l ~ ~ S ~ , ~ - a g i n g b ; , n d ~ ~ i l I
In the Ash Mire a random encounter will (see T H E WIND WALKERS PASSAGES disappwr i n t o t h v h a x . If thv party s t o p s ,
occur o n a r o l l 01 I o n Id8. Check every 6 - pagr 17), the adventurers will find the, Hck w i l l hidr until t 1 advcnturws
~
hours. If an cncounter is indicated roll Id6 thpmselws in a v a l l e ~at thr rdeeol the Ash c o n t i n i i ~ thrir journey. Prnviding thc
to determine which encounter to use: Mire: adventurci\ i i i c milying watri t 1 Hrk ~
divinrr will a l w a y ~hi, ablt, tn Inciitc tlwm.
I. 1-3 giant scorpions: AC 3; MV 15";
H D 5 + 5 h p 29 e a c h ; # A T 3 ; You are sranding at thr head of a After lollowing thr iidvcntutcr~ l o t 2-3
D 1-10/1-10/1-4; SA Poison sting; vallry which is cnrloscd on thrrr hours the l i c k will rnakf, u n i t i i t . t :
SD Nil; MRStd; Int Non; A L N ; S i x M ; sides by steep rocky walls, which
xp 824 each; THACO 13; MM. havc been torn, fissurcd and worn
into fantastic shapes and angles. Approaching y n u acrosi t h y dust is a
2. 2-8 firedrakes: AC 5; MV 6"/18"; H D 4; linc of %,cy cl:id ridrrs mounted o n
h p 15 each; #AT I ; D 2-8; SA Breath; Looking down into the valley you two-lrgged bcasts. T h r y halt 50 I w t
SD Nil; MR Std; Int Semi; AL N; Sire S; are arnaird to sre distant, weird away and o w nf th(1 ridrl-s holds u p a
xp 185 each; THACO 15; FF. mountains floating on a sea of pale, hand i n frirndly grwting.
dense mist. Some peaks are rounded
3. 1-4 giant spitting snakes: AC 5; MV12"; and smoothed, while othcrs arr
H D 4+2; hp 20 each; #AT I ; D 1-3; a n g u l a r a n d rugged. I n placrs, If the advcnturtrs makr no olfrnsivc m o v o
SA Spitting, poison; SD Nil; MR Std; massive ovrrhangs turn bark on the Hek will a p p r o x h clnscr. Othrrwiw
Int Animal; AL N; Sire M; xp 490 each; themselves to form strange, c o ~ i - thcy will s ~ a t t e r i n t i ~ t Ash
h c Mirrand t t w i
THACO 15; MM. volutrd shapes. rr-group t o attack (SCC ht,IOW).

4. I ant lion. AC 2; MV 9"; H D 8; h p 38; Without any warning, a grey mist T h e band is led by Aratck Frratl. Drsprratr
#AT 1; D 5 - 2 0 SA Automatic damage springs u p around you and rapidly to gain thr powrr which t h e party repic-
a f t e r 1 s t h i t ; S D N i l ; MR S t d ; obscures your vision. It invades your srnts, h c will invitc thc advcnturcrs to
Int Animal; AL N; Sire L; xp 955: noses and mouths, scouring your accompany him to his camp. This C O ~ V C I -
THACO 12; MMII. throats and burning your lungs. sation will bc acromplishrd w i t h s o m ~
Fearfully you cast round for the difliculty as he only sprals Hck and
5. 2-5 sandmen: AC 3; MV 9 H D 4; h p 14 sourceof thisvilcsorccrybutdiscover archaic common. H o w e v c ~h, r will do his
each; #AT Nil; D Nil; SA Sleep; to your relief that it is no more than utmast t o rontjince tht. advrnturrm to
SD Protection from normal missiles; fine dust thrown into the air by your accompany him, using flattrry and hintrof
MR 20%; Int Ave; AL N(E); Size M; own movements. great 'richrs and power' to be gainrd. .Ihc
x p 271 each; THACO N/.k FF. DM should be s u w to pnint nut that ttir
Hrk srnrll w r y unplcasant.
6. 1-4 vortices: A C 0 MV 15"; HD 2+2; T h r mountains wrre twisted into strange
h p I 2 each; #AT 1; D 1-3 per round and diverse shapes during the Cataclysm If attacked bdorc or during thr negotia-
commencing on the second SA Spin and sinre thrn they have bren worn and tions, thc Hck will Pall hark atid dispcrw
(5% cumulative chance prr round of weathrred by the wind. This rroaion has into the lx,x. IS the adventurers rduse to
k i l l i n s victim): S D Nil; MR Std; enaggeratrd their weird shapcs, giving accompany thcm, thr Hek will wtirc. I n
Int No"; .4L CN; Size Variable; x p 86 them an eerir appearancr. bothc;iscsAriltr~kwillgathrrthrothermrn
each; THACO 16: FF. of thc tribe Srorn t h p camp (ccc ~ n c o u n t ~ r
area AS) and attack the party 1-2 nights
AZ. 111 Met in the Ash Mire later. All tribrrrnen will br mounted on
Dust Storms their giant stridrrs and will atrark to kill,
As the characters cross thc dotted linc on sincc Aratck would rather kill tht. advcn-
Eachdaythereisa25%chanre(arollof1 on Map 3 or 1-4 houis after a cleric or druid t u r n than tun t h ~ i i s k o f o n e o f t h e o t l i c r
ld4) of a dust storm occurring in the Ash casts a create food and/or water spell, a Hrk tribrs capturing them.
Mire. Storms last for 1-4 hours and cause 1 foraging band of 13 Hek'Islett mountcd o n
hit point of daniageeach turn toanyonc in giant striders (see brlow arid MEN AND T h e Foragin!: Party
the open. Characters sheltered from the MONSTERS - page 30) will pick up thr T h i s consists 01 Aratrk Fezatl, onc of h i s
wind in a canyon or a tent will suffer n o adventurers' trail and lollow them. T h e lieutenants, one 01 tlir trihal diviners, and
damage. T h ? party has an 85% chance of bandwillstalk thepartyloruplo2-3hours 10 trihrsnren - all mountrd on giant
becoming lost if they do not halt all to assess its strength. Every half-hour thrrr stridrrs. 'The entirc Hek'lslrtt tribe, horn
movement during a dust storm. L o t is a 50% chance that the party will notice which the foraging party is drawn, is
parties will travel in a randomly detrr- them: dctailrd on pagr 20. T h e DM should refer
c h a ~ a r t n , rapablr of producing wiltrr producr watcr by magic. T h r y will not br.
magically. Oncr hr thinks hc knows who succcssful in this. To thrm, thcadventurerr
thew arr, Aratrk will try to conlirrn h i s ai? objccts of both fascination and horror,
suspicions ( i f nctd bc) by affrring his since thcy represrrit a powcr heyand
jrwelled necklace i n cxchangr lor Ihc Lmrty understanding.
THE HEK'ISLETT CAMP using their powcrs to fill the tribe's cistrin
(eticwntrr a m i A3f). Otirc he is satirfird Theadventurrrs will nrvtli br offrrrd watcr
that hr has idrntifird the clrric(s) and/or whilr at the Hek camp, hiit thc Hrk will
druid(s),tie will arrangea feast at which he acccpt gilts of water with ovcrwhrlming
will att?mpt to kidnap thrm (scc T H E gratitude. If the party agrccs to create water
KIDNAP ATTEMPT - page 21). for thc Hek, Aratek will humbly request
thrni to f i l l the tribe's cistcrn (encounter
While at thr ramp, Aiai& is arrompanird arm A3f). T h i s display of 'awesome' magic
at all t i m e by his two licutmants. Thrsr will causc the Hek t o fall on rhcir knrcr
t h r w a r r thc only memhrrs of thr tribc who feigning worship. Aratek will hr very
speak archaic Common When he is not plrased sincc. the clcric/druid(s) i n the
with theparty.Arat&will osually b r i n his party will h a w identificd thrmrrlvrs.
Arrival at the Camp tcnt (encounter arra A3b).

Thcadvcntuiws first sight of thciamp will Aratrk is rxrrprionally intelligcnr arid will Hek Knowledge of Aumata-Perion
he it, the company of Aratck Feratl and the attempt to lurc the adventurrm into a sensr
foraging band: o l falsr srcurity with flattery and apparcnt T h e Hek'lslctt have a long history o l
subservirnte. He will spcak of the legends contact with thr prirrts at the Trrnple of
of gods who walked the earth and w h o Aurnata-Prrion. In timrsof ncrd thepricsts
Pmtcrted linin thr. rrlrntlcms hrat of rould causr riches to spring from their have provided them with much needrd
thrsun by thr.high,sh~dowy,rallsof hands. I I ~ w i lhint
l that thcadvrnturrrsarr water. T h e Hck have always connidcred i t
a large r a i l y o n is ;in rnrainpmmt. these gods returned again to the land and as a wondrous placr, 'full of riches'. They
N u m r r o w gwy, bonr and libre tmts will appzar to be i n awe o l their powcr. arc, however, a proud propk and call a t the
lir spmwlvd :110uiidthis gnrgc, thcir tcmplr only in tinirs of dire emrrgrnry.
llaps stirlcd by an almost con1 brerrr. Aratek has heard from the othrr Hek tribrs
ArJV1'le;~diintorhrrockononrside of thr Hek'Ilj's attack o n the trmple of When comprllrd by rirrrssity to visit the
of thc canyon, and o n the othcr Aumata-Pcrion. Hc also knows that thr tcmple, thr Hrk bang the gong on the
stands a compound holding morC of rlrric i n Tikul's party was able to create temple portico (srr eiicountcr area T 5 )
thr strangr two-lrggcd brasts. water. seemingly at will. Although he does thrcrtimrs;indthriiwaitto brshownin by
not understand haw this could done, one of thr trmplr's clrrics.
Aratck is BWJIC that i t is a power pnsssrssrd
Wliun they arrive, the adventurers will he hy mortals. T h i s powrr vrould make thr Thry ai? wary of Kpgrn ( S C P TEMPLE OF
laken t o thc g u w trnt (SCC cnCo"1ltel arra Hek'Islett thr grratrst Hek tribe in the Ash AUMATA-PERION - pagr 22) and tollow-
A3a) hyArate~.Thrrhirlwillaskthi~party Mire. i n g the deleat of thr Hrk'Ilj thry h a w
t o wait and m i l l then I C ~ LA YP .
mral will grown even morr fearful o l him.
thcn br brought to the a d v m w r o r by On no account will any mention bc made
l r m a l r Hrk, but thcywill not brofferrdany o l T i k u l ' r p a r t y o r o f the fateof thrHek'Ilj I l shown Tikul's map thcy will rwognisr
watt'l. at thc trmple (see TIKULS SAGA - page thrdrawingof Yatish d ' l a d c t (srepage23)
2 ) . If asked about strangers, Aratrk w i l l and say that i t is 3 placr of richrs bryond
claim that thr adventurrrsarc the only onrs thcir wildest d r a m s . They will refuse to
Stay at the Camp t o haw entered thr Ash Mire. take the characters thcrc and will rprnk in
hushcd tones of rhr Torkis d ' l a d r t (the
D u ~ i n gthrir time at thr c a m p the advm- T h c DM should strivr to make tht. adwn- Protector of l'oucr) - ii creature inspiring
tuiers will bc frrr to roam around (srr turers feel at ease with the Hrk. Although great horror and f a r . Thry arc rt-ferring to
rncountor areit A3 - bclow) and no a t t r m p t thrycannotsprakwith thradwntorers, thc the skdeton warrior of whocr cxistcnm
will be madc t o pievcnt rhein from leaving. tribmmen, woinrn and children will be they h a w only hrard rumours.
Howcver, if they do Irave, Aratrk will apparently subsrrvierit and will always
gathcr up all liir tribrsmen and pursue thr treat thc adventurers with reverence. The
adventurrrs. I I hc does not y r t know =rho D M may wish to have the advcnturrrs A3. The Camp
thr rlrrics and/or druids are, Aratek and followedand constantly pcstrrrd by groups
his men will attack t o kill the party. If of giggling Hck children, whose iniiatr Tents
potential suppliers of water have been curiosity will owrcome thrir fear of such
identified, thr Hrk attack will be lnddr in strange-looking and powerful characters. T h e ramp consists mostly o l tents made of
a n attrmpt to capture these and to kill thr Howrvcr, they will not rntrr the ;&m- wovertrpycortfihre(serpagr30)with poles
rest. tuwrs' tent under any circumstances. rnadc from giant strider bones. T h r Hek
carry around all items of valur and their
A l t n thc party arrives, Aratck will instruct Thrdiviners will rcmain in their tent while trnts usually contain only brdrolls. Any
his pmplr t o rarry on their cvrryday thcadventurersare in thrcamp, attempting items Of particular intrreat t o hr found in
businem while h e attempts to identify to sense which charartrrs are able t o the tents arr listrd hrlow.
a. Guest Tent THE HEKWLETT
W h m advmturrrs arrive at t h r camp thry
will be showir to this trnt whrre they will
br providrd with bcdding and fibrr mat-
tresses. Food w i l l then br brought to tlirm.
Howcver, no water will he given to the
advmturrrs, .md the Hck will bc evasive if
asked for any.

b. Tent of Aratek
T h i s tent is slightly largrr than the oibcrs
and housrs Aratrk and his tww lirutenantr.
Grobid and Gannix. All thrrr of thrm will
usually be found hcre. T w o tribrsmen
stand guard outside the tent at all times but
thcy will no1 prwcnt ihe advcnturrrr from
entering.

C. Diviners' Tent
T h i s trnt housrs thr tribr's t ~ l old
o frmalc
diviners. O n a small, low table rrrade of
plarrs of bonr air a Irw carved honrs used THE KIDNAP ATTEMPT
by the divinrrs to locatc watcr. T h e trnt is
othnwisr siniplr and plain. Once the cleriddruid(s) havr becn idrn-
tilied ihc Hek will prcparr 10 raptuir thr
d. Other Tents 'providersol iirhes'and kill theotlicrparty
Each of the other tents houses 1-2 triber- members. Thai cwning a feast will hr h c , l d
inrn, 1-2 fem:iles and 0-2 young. in !\ratek's trnt for thr ;idvcnturrrs, Araiek,
his licutenanis and 10 of th? tribrrmrn
e. Giant Strider Compound
T h e tribc's30giantstridcrsarr kcpt bchind T h e food will br ierwd by the women, and
a fence which seals off thr mouth of a the lirst dish olfrrrd to thr party will
ravine. contain unrrcatrd rpycott root. This is
mildly poisonous ( s a w vs. Poison ai t 3 or
Caves retch for ld4+2 rounds, afterwards char-
acters fighi at -2 to hit and damage, due io
Here the Hek stow thrir water and grow nausca, for 1-3 t u n i s ) . T h e characters will
their fungus (ood. notice a strong unpleasanr smell from r h c
poisoned dish. Characters expressing sus-
I. Water Cistern picion will automatirally dctcrt thc poison
T h e Hrk's communal water supplirs arc in rhc food by smell o r r a s t ~ .
kept here i n a large stone basin. T h e door of
thechamber I S madrof bonrand fibrc. I t is Whethrr the poison i s detected or not. 3
guardrd by two tribrsmcn and its ancient rounds alicr ihr food has bcen drliwrcd,
iron lock is fastened (Arairk has the only the niale Hrk in thc tent will attack, Ird by
key). T h r guards will neither aid nor resist Aratek Feratl. T w o rounds later thr re-
i f the party attrmpts io m t r r the chamber. maining 15 tribesmrn will cncirrle thc trnt
If magical mcans are used to acliirve this, and burst in by slashing through its walls.
they will be \isibl) imprrssrd. T h r Hck will aitempi to takr thr rlcrirs
and/or druids prironcr and to slay the
If tht. party kas been providing thc Hck other characters.
with water, ii will havr bcrn pl;ired in the
cistern. Otherwise o n l y a few inchrs of I f the adwnturrrs havc dctrcrcd thr poison
muddy brown liquid will remain at the and are expecting an attack they will
bottom. automatically gain initiative in thc first
round of combat.
g. Work Room
H r r r the epycott roots (see pagc 30) are If they receivr 50% <asualtiesihr Hck will
processed into food for the fungi (see rrtrrat to thrgiantstridrrcompourrd. Here
encounter area A3h), body wax and fibre thry will mount ihrir brasts a n d rcjoin thr
for clothing, roprs, tcnts and so on. T h e fight using the giant striders' fireballs to
advrnturers will note thc almost over- good rffect. T h e Hck w i l l not surrendrr
powering smell of hod) wax as ihry ntliii and if clrarly losing they will flee into thc~
the chamber. Ash Mire..
LE OF PERION
(Encounter areas TI-TZ3 :Map 3b)

This is thc party's ultimatr goal. T h c KEGEN & HIS FAMILY


trmplc and village of Aumata-Pcwion w w e
built by the survivors of thr Cataclysm. Krgrn isa dirrctdrsccndantof throriginnl
T h e first high priest posrrsscda decanter of priests and as a result of rrnturics o f
endless water and the scttlement thrived. inbreeding is insane. H r is married to t w o
The command words lor the drrantrr wet? of his sistrrs and Acdamr (his eldcr son) to
passed down from father to son, until onc the third. T h e adults hrar a striking
night whrn a young prirst, impatient to resenihlance toeach othrr, bringpalr, thin
assum? thr high priesthood, rnurdrrrd his and approximately 5 feet 9 inrhrs tall. All
father. Next morning thr son tried to call h a w low sloping foreheads and mis-
forth thr watns, birr the words of powrr shapen spinrs, and .4cdame tias a swrrcly
had died with the old pricst. hunrhed hark. They h a w irregular clumps
of hair missing and large numbers of
Today the village is dcsrrted and the drcaying ttwh. Kegen's three sistcrs, t w o
temple is inhabitrd by Kegen, an 8th level sons and four daughters are detailed in
cleric, and his family (see KEGEN & HIS encounter a r m T14.
FAMILY - below).
KEGEN - CLERIC, LEVEL 8, HUMAN,
Since he is able to cast regular create water MALE: AC 2 (plate mail and shield); MV
spells, Kegen controls thc only supply of 6"; C8; h p 40; #AT 1; D 2-7 (mace);SA/SD
water in thr region. He provides watcr i n Spell rasting; MR Std; AL LN; S 8, 18, W
s m a l l quantities to thosc Hek who humbly 14, D 10, C 6 , Ch 1 0 xp 1380; THACO 16.
I-eqorst it. Hr has successfully concealed
from the Hek the fact that he is ablc to Clothing - tattercd blur robes worn over
crrate water by making a great display of plate mail.
causing the water to issue from a crystal Weapons - footman's marc.
basin (see encounter arra T8). Spells memorised -
First level: create water (already cast),
Following Tikul's attack on thr trrnplc fear, sanctuary, cure light wounds, light.
with the Hrk'Ilj (SCP TIKUL'S SAGA - Second level: hold person, snake charm
page 2), Kegen has been a t great pa n s to X2.
impress on the tribes that any attcrnpt tn Third I ~ v r l :prayer, animate dead, feign
rapture o r harm him will offend the death.
powers who provide the precious liquid. Fourth Ievrl: sticks to snakes, poison.
Languagrs spoken - archaic common and
As well as threatening that thrrr will bc n o Hek.
more water, Kegrn has been busy protect- Personal treasure - it gold circlet set with a
ing himself and his family. Hr has used fire opal grm (total value - 1500gp)with
animate dead sprlls on those who fell in whirh he controls the skeleton warrior
battle against the rkrlrton warrior (see (see mcounter arca T8),two gold brace-
encounter arra T 4 ) and has placrd several lets (valur - 50gp rarh), gold embroidery
glyphs of warding around thr temple (ser on robes (valu? - 40gp), silver holy
encounter areas T3, T 9 and T14). symbol (value - 50gp).
Onrr-finc buildings linc thc sidcs of
T I . Yatish d'Ladet this drsolatz s t w r t . Fiom somr~wlirrc
comcs the rchoing sound of a door
Yatish d'ladet o r Pinnarle o f Powrr (as it banging. Through tht. opt.!, doors
is known in the common tongue) is a and windows you sce that the build-
rrnownrd landmarkofthr Ash Mire. I t isa ings air nothing morr than rmpty
flat-toppcd pillar of rock, 1000 frct high shrlls. Any floors and roofs t h q oncc
and 100 feet wide at its base, tapering to 20 possessed h;wr long since collapscd.
frrt at thr top. It is \,isihlr lor 5 milrs.

Next to it is rhe narrow entrance T h e facadrs of thc buildings arc a l l that


to thr
remain. T h r y h a w ht,r~iminimally main-
valley of Aumata-Perion (see Map 3b). T h e
templeislorarcdatihelarcndofthr~~alley mined by Krgrn to imprcss t h c Hrk but it
and is all that remains of the once great will heobvious to the party that thevillagr
civilization of the Kcpta. is in ruins.

TZ.T h e Temple Wall T4. Dusty Graves

T h i s wall is built across the mouth o f the Whrn thc advrnturcrs rvarh thr northrm
vallry of Aurnata-Prrion: end o f the village they will be attacked by
zombies previously animated by K ~ g e n :

Beside the !.?ark towering pinnacle, a


crumhlin!; s t o n e wall seals the Refore you lies a low stnne wall
mouth of a narrow valley. Four which has collapsed in sewral places.
rough strps lrad up to an ancient On both sidesofrhrwall thedust has
gateway. Behind its battlemcnts, been blown into numerous long
dusty f i g u r r s stand motionless. mounds. Across a $rimy "aid, bryond
Their dull eyes stare out across the the wall, rises a trmplr entrancr.
wasteland.

With a grating sound, a gate in thr T h e mounds areshallow graves containing


wall s w i n p slowly o p m . Swirling the remains of the Hrk'Ilj trihrsmcn and
dust dance5 through, then settles as the cleric from Tikul's party. As a d e k n m
the door swings closed with an against attack, Krgrn has used an animaie
ominous 'thunk'. dead spell to turn them into zomhies and
has instructt.d them toattack any non-Hck.

T h e w a l l i s 2 0 f e r t h i g h a n d IOfertthi&.It Therc are 31 gravcs, rarh containing a INSIDE THE TEMPLE


has been nrglrcred for centuries and zombie. Sixteen zombies, including thr
although structurally sound, is in obvious clrric, are hurird on thc north side of thr Within thr tvmplr thick dust lips w c i y -
need of maintenance. Both gatrs arr 10 feet walland the remaining 15 w e o n thesouth w h t w a i i d it is rarily disturhrd. Plumc\cd
wide and 15 lerr high. They are neither side. If a mound is rxamined the zomhic. i t u,ill lis? into thr air whrnwcr a d o o r i b
locked nor trapprd. insidr will rise u p and attark. On tht, o p m e d o r a mom searcht.d.7hiswill ( ~ ( U I C
following round thc othcr zombics will ch;ir;icteri to cough and c hokr unIrs> thcy
Proppcd u p behind the battlements arr 20 slowly risc u p from thrir graves and attack arc' suirahly protrcrcd (hcc T H E ASH
dummies drersed in rusted chain mail (of thr party (see below). If left undisturbed, MIRE - 18).
archaic style) a n d clutching rprars. T h ? they will animate when charactrrs draw
dummies weir made by Kegen's family level with the wall:
from oldsackr stuffedwithdu5t. Thry weir T5. T h e Temple Portico
placed here hv Kcgen following thr battle
with T i k u l and the Hek'llj, to give the A mound stirs in front of you. A This is thr o n l y cntraiicc to thc trmple:
impression that thr wall is well defcnded. rottrd skrlrtal arm strrtches up-
T h r wind which blows down thr valky wards, followcd by an emaciated
causes thedummirs' cloaks to flap, lending head. With a shuddm you rralisr that S m o o t h stonc~ steps I w d t o a n
the figures a semhlancr of l i k . the mounds are releasing their dead ancirnt, wcathrird p l a t f o r m whcrr
Soon your path is blockcd by a mass wind-smurrd pillars support a mass-
of decayed end dcayinxrrratures. As ive stone r o o f . A t thc hark 01 t h c
T3. T h e Village of Aumara-Perion t h q move towards you, flesh slowly platform tww largr woodm doors air
pcrls from their bodips and drops firmly <lorrd against thc wind i d
T h e village h t s hern drscrted for centuries into the evrr-prrsent dust. t h c , drrst.
and is in a n advanced state of decav:
T H E T E M P L E OF AUMATA-PERION (mrounlrr arms TI-5) 23
-rill.voice ~ , t o K~~~~~
~ w ~i l o ~
co11110~5 ~ ~
.1hc stcnd, from t h i s Ionm is ovcr- t l \kPleton
~ warrior t r o m 1x.hind the secrct
pmwring, atracking y o u r scnscs and door in th? Room of Command (-r9).
making brrathing d i f t i d t . Scatter- Whrn the templc was built, t h e high priest
t d around the floor arr splinterd had a srrirs of small acoustic chambers
bonrs and lragnients of shattrred built into thc structuir of the building.
pnttcry. Brown stains disrolour the These charnbrrs amplify a spraker's voice
dust and noisom? shrcds of drcaying and makc it appcar to come horn a b o w rhr
flrsh lit. hrrr a n d there. altar. Krgenwill initiallyspeakin H r k a n d
attrmpr to pcrsuadr thr characters to Iraue.
.The characters will not understand Kcgen
T h c smrll comes from thc ghasts who unlrss theyuscmagictodoso(e.g. tongues
inhabit the room and from the decaying spcll). Hc will o r k the ;idventurers t o
flrsh. Chnractrrs must s a w vs. Poison or Iravr in archaic common, rillling thmn
hegin rrtching (cf.ghasts). Characters who dclilrrs and outsidrrs. H e w i l l quickly
take suitablr precautions such as covering work himself into a rag? and il thc
thrir noses and mouths with cloth will not advcnturrrs ask w h y they musr l t w t . , hr
sufler any ill rlfects. will yell curwc withour attemptin% 10
provide a satisfactory answcr. T h e DM
Kegen knows of the ghasts and ghouls and should make themosr of thirscme, bearing
allows them a lrcc run of the wcst wing of in mind the fact that Kegen o n l y spraks
rhc trmplr (encounter arras Ti, TIO-T11 archaic rommon and Hek. UnlPss magir is
and TIS). In his deranged mind he uscd, certain words and phrases will be
considrrs them a part of his family, sinrr complctcly unintrlligible tn tht, playrrs.
T6. Entrance Hall thry h a w least edon twoofhischildrenand
on the remains of his ancestors. I f thr characters touch the crystal bowl or
Unless thr advrnturrrr ontt'r the temple attack the skelrion warrior, Kegen will
witliout raising the alarm they will bc T h e remains and old blood stains are from order the creature into mclc?.
attackrd by <.ight ghouls and two ghasts Kegen's children w h o unwittingly wan-
110m t h c guardroom (T7j: drred into this part of the templr and were 1 skeleton warrior: A C 2; MV 6"; H D 9+12;
attackrd by t h e ghouls. h p 70; # A T 1; D 2-11 (two-handed sword
+ I ) ; SA Fear and +3 to hit; SD Cannot be
\t long hallway with a mosaic flooi UndPr the dust in the north coilicr is a turned; MR9O%;IntExceptional; ALN(E);
rings hollowly with the sound of silver crnsrr (value - 25gp) and two silver Sire M; x p 3530 THACO 6: FF.
yoorfootstrps. At thrlarendwooden inrense burnrrs (value - 2gp each).
doors s t a i d oprn revealing a I x g c Kegrn will conmiand thr warrior to fight
r o o m Wirhout warning a panel in T8. Hall of Worship until destroyed. Hc will then flrr to tht.
t h r . wall :lidrs oprn and a ghastly Spring Room (716) using one of his snake
w n c h waits from it. T h i s thr main room of the wmple where charm spclls to cross the snake pit (T15j.
Kegen carrirs o u t his create water rituals.
As thc adventurers rntrr thry will br T h e crystal bowl (value - 25gp) is used by
.The ghouls and ghasts will surprisc thr conlronted by the skeleton warrior: Kegen as a receptacle lor his create water
party 011 a roll OS 1-3 on ld6. T1it.y will spplls and is bcliwed by the Hek to be thc
attack until dcstroyrd. Thry have no actual sourcc of the water.
tIPas"I(I. T h r w a l l s a n d floorsof this room are
decorated with majestir, although Next io the bowl o n thc altar are two silver
2 ghasts: AC 1; MV 15"; H D 4; h p 23 each; ladrd, mosaics. A t the far end of the candlcsticks heavily coated in wax (value -
#AT 3 ; D l.4/1.4/14: SA Stench and room a crystal bowl rests on a 75gp cach) and two silver inccnse burnrrs
p a m l y z r , ; S D Cold i r o n does d o u b l e lustrelcss b l u e cloth covering a (value - 25gp each) which contain hall-
damagr; M R I m m u n r to sleep. charm etc.; yellow stone altar. burnt blocks of blue incense.
I n t V r i y ; AI. CE; Sire M ; x p 282 carh;
.I'HACO 15: MM. F r o m b e h i n d t h e a l t a r steps a
horrilic figure. Shreds of decaying T9. Room of Command
8 ghouls: AC 6; MV 9"; HD 2; h p I I each; musclcdanglefrorn its thin bleachrd
#AT 3: D l-3/1.3/1-6:SA Paralyze: SD Nil; hones. Rotted red robes flap around T h e secret door to the south of the room is
MR Immunr to sleep, charm etc.; In1 Low; its loathsome cadaverous form as it proterred by a glyph of warding. When thr
AL CE: S i x M; xp 87 each: T H A C O 16: drawsadarkandsinister two-handed door is opene-d the glyph will cause
MM. sword. Its empty eye sockets survey blindness, unlrss a successful save vs.
thc room and its jaw swings slackly Spells is made.
asitstepsin frontof thcaltar.Avoirc
T7. Ghoulish Guardroom booms from it in the same strange T h i s is the room used by Krgcn to project
dialect as the tribesmen, and echoes his voice into thr Hall of Worship. Any
This is horn? to the group of ghouls and round the room. sounds made in this room are amplified
ghasts encountrrrd in the Entrance Hall: and projectcd into thr Hall of Worship:
24 T H E TEWPLE OF A L ' M A T k P E R l O N (mcountrrnrrar T6-9)
This room i:,remarkably ficrofdust,
but is otherwise plain and u n i n -
trrcsting.

If thc charactrrs talk in here they will


faintly hrar thrir voicrs rchoing round the
Hall of Worship (T8). Should t h q investi- TIZ. Vestry
gate, thry will lind three holes in the south
door. T w o of these are at ryr level and thr TI,? vrstry is uscd by Kegrn to prrpaw
third is at roughly mouth hright. T h e first himself for ceremonies:
twoallowany~,ersontoseeintothe H a l l o f
Worship and thr third cairirs the spraker's
voice into the hall. Shabby, dusty robes hang from the
walls. Atablrdominates thrcrntreof
thr room. O n it lirs a carvrd staff, a
T10.Kitchen silver thurible and a silver censer.

This kitchen has not bccn usrd lor generat-


ions and is now the brerding ground for a T h e staff is vrry old and non-magical. If
patch of yellnu mold: used incomhat i t will breakautomatically.
T h e hcad is made of gold and is worth
50gp. T h e silver thurible (valuc - 5Ogp)
r h i s room appears to have oncc contains a block of blue incense. T h e silver
served as :I kitchcn but is now censer (value. 2 5 % ~contains
) holy water.
disused. All the sirrfarrs of thc
rotting tablcs, chairs and work areas. There are three cloaks and eight robes.
are covered in the ubiquitous dust. Once fine, they are now vcry tdtlrrrd,
An ancicnt stove stands rusting in although the gold and silver thread with
one corner tienrath a wall which has which thry arr embroidered is still worth
yellowcd with age. 259-p per rohe or cloak.

A locked cupboard o n the north wall


T h e S ~ O V Cis in Ihe northwrst coinri and the contains:
yellowrd wall behind i t is thr patch of . three \,idls of holy water
yrllow mold. - asmall,carvedivorybox(value-100gp)
containing 12 blocks of normal, blue
1 yellow mold: AC 9; MV 0"; H D N/A; hp incense
N/A; # A T 1; L7 1-8; SA Poison spores; SD - a pair of silvrr incrnse tongs (value -
Only affected by fire: M R Std; In1 Non; AL IOgp); four silver candlestirks (valuc -
N; S i x M; x p N/A; THACO N/A; MM. 75gp each) and 12 green candles.

T h e rock here i i softer than clsewherr. Over T14. Family Room


the centuries thr ghouls from the wrstrrn- T13. Kegen's Room
most crypt (cncounter area T18) h a w Members of Kpgvn's Family sprnd most of
rxcavated a crude a 3-Soot-high passagr This is wherr Kegen spends his time whrn thrir day hrre. A glyph of warding will
linking this room with the crypt. he is not in the main worship hall: deliver 16 hit points of rlrt-trical damagc
(half if a succrssful save, vs. Spells is made)
I 1 to anyone opening thc door. I1 thc occu-
T I I . Stores A brown leather book stands open on pantsol the tcmplcarealrrted t o thrparty's
a lectern in the middle of this well prcsrncr thcy will bar the door and
Various spoi1t.d clerical stores are kept kepi room. O n a table is a small barricade it:
hew: woodrn whrrlandeightivory sticks.
A bedliesagainst thenorthwallwith I -l
r I a cupboard next to it. When you finally fortc your way
through the door, thc room apprars
Rotted blur robes hang from stone
pegs set i n t o the walls of this to be desrrred. I t does, howwrr, show
chamhPr. Various powders lie scat- T h e book is an old and fragile prayer book, signs o f rcccnt occupation. Various
tered over a stone bench running written in archaic common, and open at a children's toy5 arc scatrcrcd around
around the walls. Three silvcr c m prayer for a wrdding. I t can be read by a the room and heaprd i n a coiner are
seis and a ntlmber of incrnse burners comprehend languages spell, or by thieves t h r distortrd torsoes and legs o f
are strewn across the floor. with a t40% chance to read languages. If numerous hodirs.
\ J
not, the DM can hint at its meaning.
T H E T E M P L E OF A U M A T A - P E R I O N i m r i i u n r e r a i m ~TIO-I4 25
t h i o o m i l i c Kcgur 5 l , i t n i l ) w h o , c t < ' ,/I1
grimy and c1rrsst.d i n tattrrrd c lothing.

ACDAME - CLERIC, LEVEL3, HUMAN,


MALE, KEGEN'S ELDER SON.
A ( : 5 ( ~ l i a i ~ i n i a i l ) ; ~ l l V 9 " ; C 3 ; h p 9 ; #I;
.~1
D 2-7 (maccl; SA/SD -1 10 hit, othmwi\(. ar
s t d for class and Itwt.1; IMR Std; AI. 1.N; S 7;
I 6; W 13 D 8; C 6: Ch 7: x p 121;
THACO 20".

(:lmhing - wttrrrd blue rc,brr o w r chain


mail.
SpvI I\ m c m r x i d
First Icvt,I: cure light wounds, fear,
sanctuary.
Sccond IcvcI: snake charm.
Languagrr spokrn - archaic form 01 tlic
( o m n o n tongur.
Prrronal trcasurc - gold rinbroidery on
Iobt,s ( v a l u r - 25gp). silver holy symbol
(valur - 25gp).

Zerek (Kcgcn's youngrr son): AC 5 (chain


niail); M V 9"; [:I;hp 4; #AT I ; D 2-7
(mice):SA/'SD As rtaindard lo, class and
I ; MR Std; I n t Avc; 4 L LN; Size M;
x p 36; THACO 20.

S p r l l mrrnorised - resist cold

3 sisters: AC: 1 0 MV 12"; FO; h p 3 each;


# A T I; D 1-6 (club); SA Nil; SD Nil; T l i . Snake Pit
MR Std; I n 1 Avc; AL LN; Size M; xp 13
wr-1,; THACO 20'. Bryond the door, is a snake pit:
I
4 daughters A C IO MV 12"; FO h p 2 rach;
#AT 1; D 1.6 (club); SA Nil; SD Nil; MR A flight 01 strps leads down 4 feet This octagonal room is dominatrd
Std; In1 Aw.; AL LN; SiLe M; xp 12 cach; into a shallow pit. A t the bottom, by a stonc statue of a large piranha-
THACO 20'. writhingand slidingovcr rach other headed man, shrouded with serp-
are many brightly colourrd snakes. entine lorms. More snakes! Thry
'Thc torsom and legs are parts of dummies Sensing y o u r prrsencr, their loath- drop to thr ground with a serifs o f
being prrpared for the vallcy wall. Strcwn some reptilian f o r m slither towards dull thuds and slithcr towards youat
a b o u t arc numrrous old sacks lrom which you, with forked tongups flicking analarmingratr.Thrrrof them I-aisr
the dummim are made bzfore being filled between their fangs. their flattencd heads, ryes glittrring
with ash. malignantly. Brhind comr niore of
the crratures, some of them thicker
T h e othrr contents of the room arr eight T h e snakes will reach the lop of the steps 1 than a man's arm.
bal-rrls (conraining 4 gallons of water round aftrr the party cntcrs the room and
each), two wooden boxes (containing will atrack until killed.
magically crcarrd lood - cl. clcrical create T h e snakes are Kegen's magically trans-
lood and water spell), four bundles 01 10 8poisonoussnakes:AC6MV 15"; HD2+1; formed cricks. 'They will att;irk until
torches, anti a barrel 01 oil. h p 5 r a r h ; # A T l ; D I;SAPoison(saveat-l destroyed.
to avoid sickness & incapacitation for 1-4
A large table in the middlc of the room is days); SD Nil; MR Std; Int Animal; AL N; 3poisonoussnakes:AC6; MV 15";HD2+l;
covrred in scraps of parchment, burnt-out Size S; xp 270 rach; THACO 16; MMII. hr,7each;#ATl;Dl;SAPoison(sa\,ra1+2
candlestubs, andassortedcutlery ( 1 1 forks,
13 spoons, 14 knives - dl silver, total value
-18gp).A large cupboard ag-ainst one wall T16. Spring Room
contains assorted pewter plates, mugs and 5 constrictor snakes: AC 6; MV 9"; H D 3 t 2 ;
goblcts (IO of r a r h , toral valuc - 5sp). .4 Unless previously killrd o r r a p t u r e d , h p 15 each; #AT 2; D l/1-3; SA Constrict-
small basket on top of i h e cupboard Kegen will be here. O n hearing the party ion; SD Nil; MR Std; Int Animal; AL N;
contains srrving implements. enteringthesnakcpit(T1S)hewillcasthis Size M; x p 145 each; T H A C O 16; MM 11.
26 T H E 7EMPI.E O F A U M A T A - P E R I O N (rncounternreni TIS-16)
I n liont 01 thi s t z t t t ~i, a n R-loot-drrp 5~
foot-diamrtrr :.ewptiiclr with 3 fret of d o s t
in thc bottom. T h e statue is 10 frrt r a l l and
starids on a 3-loot-diameter plinth against
the north wall

Kegen is standing behind thr statuc and


will r a t his hold person s p e l l on thr first
thrrr charactcis to cinter thc room. H e will TIS. Opened Crypt
thrn charge into the attack using his mace.
If cqxured he will rant and r a w and T h c ghouls herc h a i c tunnellrd their way
pcncrally mak,! w r y littlc sensc. intothc kitchen ( T l 0 ) a n d o n l ytworemain
i n thc room. Thry %,ill attack anyone
Examining thc statue will rrvral thc ncck entering via thc tunnrl or from thr Spring
of the decanter of endless water in thr Room (T16):
statue's moutlc. T h c hcad can be removed
easily by twisiing it. T h r charartcrs will
then be able to extract the drcanter. It is Cut into the walls of this chambri a i r
niade from le;d crystal (apparent Yalur a number of compartments w h i c h
300gp) but is , A S strong as steel. T h c only look as though thcy werc nifiiiit as
rcrord of thr command words wa5 buried restingplacrs for thvdead. Now thry
with Teaxacotl, the high primt (sec m- are rmpty but something t e l l s you
countcr arra 1'20). that their inhabirants are not l i i i
away.
T h c walls of thr room, except for the
northern one, are roverrd with woodcn
racks containing row upon row of glass T h e ghouls will attack until destroyrd
bottles. Therr are 200 bottlrs i n all, of
which 180 ral-h contain a quart of fetid 2 ghouls: AC 6: M V 9"; H D 2; hp 9 each:
water. TIEother 20 arc ~ m p t y . # A T 3 ; D 1-3/1-3/1-G;SAParalyre:
SD h'il:
MR Irnmunt. to slrrp, charm etc.: Int LOU':
Behind the rat-ks to thc cast and W C S ~arr A I , CE; Size M; xp 83 each: THACO 16;
t w o b r i r k d - u p passages. T h e mortar in MM.
these is old and can casily bc rcrnoved
giving accrss to the crypts beyond. Thcre are 10 burial nichcs i n thc crypts.
There is nothing of value.

T17. Sealed Crypt

r
T19. Hall of Ancestors
There are eight ghouls and two ghasts i n
herr u,hich attack if the wzll is opened: Theexistence of this hallway was lorgottcn
long ago by the pricsts and i t har lain
undisturbed for centuries:
Without r-arning long blackrned
fingernails claw their way through
thr masonry towards you. Abruptly, Your footsteps echo around this
the wall (mllapses and ghoulish room. Undrruedth thr dust you can
shapes pour through the rubblr- see a dull shinc Irom a mosaic
strewn oprning, accompanied hy thc running down the length of thv
reek of deaih. chambrr. Fires burn in small shiny
bowls h?ld by a 12-foot-high four- T h r r r are frrscocs on thc tart and wcst
armcd green staiue. T h e statue is a walls showing M'indgatr bcfore and dui ing
T h c ghouls and ghasts will attack until naked woman with a n raglr'h hrad. thr Cataclysm. ' 1 ' 1 ~wvst wall drpictr
they are destrrmyrd. Windrate as i t uscd to br:
I n alcoves o n cither side of the room
2 ghasts: AC 4: MV 15"; H D 4; h p 25 rach; are dark shadowy figurrs. They do f >
# A T 3 ; D I-4/l-4/1-8;
SA Paralyze, stench; not move but their presrncc is The, wrst wall shows mounrains
S D Cold i r o n docs d o u b l e d a m a g e : unsettling. under a clrar blue sky. Benr,ath thr
MRlmmunetosleep,etc:IntVery:ALCE; mountains is ii thriving city and
Size M; xp 29(1 each; THACO 15: MM. fertile, plains. From the city a grrat
Thcmosaicisa IO-foot-derppit trapwhich road lcads straight and true, i t crosses
8 ghouls: AC 6; MV 9": HD 2; h p 10 rach; will open as soon as anyone steps on it. I t man) sparkling blur, mnalr bcfore
#AT3; D 1-3/l-3/1-6 SA Paralyze; SD Nil: depirts Windgate standing o n the west sidr 1 disappearing i n t o thr distancr.
MR I m m u n r to slerp, charm etq In1 Low: o f a range of mountains. Characters falling
The fresco m the qqmsite wall drnicth ilir be, b u t the tunnelr arr .waled and ttir - clvrical ,ins of sprl: storing (plain
horror of thr Cataclysm: land is wasted. I go to my rest n gold): speak with animals;
.sorrowful man. speak with dead;
speak with plants:
Theeast wall ismarkedlydifferentto T h e west side of the sarcophagus is carved tongues.
the western one. Themountains now withscenesofflowingwaterandshows the - gold ring set with star ruby (value -
seem to thrust upwards belching piranha-headed man from the Spring 1500gp)
smoke and fire into a black and red Room (T16) spouting water from his - 3 carved and jewelled ivory scroll cases
sky. Cracked, and bleeding rrd lava, mouth into the receptacle. T h e rast side (valur - IOOOgp each) containing:
they are ii fearsome sight. T h e city is depicts Teaxacotl, wearing purple robes #I: protection from undead scroll
in ruins :md great chasms criss-cross and carrying a staff while overseeing the #2:protection from possession scroll
the plains. From the chasms hungry construction of the temple and the village. #3: contains a dead beetle and a
fires lick upwards to Consume plants, Engraved o n the south side is a picture of tatteredpieceofparchment. Theword
animals .and men. the decanter of endless water spouting cratle is written o n the parchment
water into the air. T h e north side bears an and is the only remaining command
T h e north wall bears an inscription inscription in archaic common (see above word for the decanter of endless water.
which is both familiar and strange. for chances of reading): T h e other five command words were
While some words are clearly in the lost when the beetle, accidently sealed
common tongue others make n o Teaxacotl, saviour o f his people lies in the case, ate the parchment they
sense at all. here. His body rests but hissoulsoarson were on. Commanding the decanter
winds of unpour. with n a t l e causes it to pour out 1
gallon of fresh water per round. If a
T h e inscription is written in archaic T h e sarcophagus lid is heavy and requires comprehend languages spell is cast or
common and can be read by means of a a combined strength of 25 or greater to if a thief is successful in a read
comprehend languages or by thieves with a open. It is inhabited by a drelb which will languages attempt (see above), the
t40% chance to their read languages attack as soon as the sarcophagus is word will be translated as tlow.
ability. Characters reading the inscriptions opened. - jewelled ivory box (value - 5000gp):
without magic or thieves who fail their containing 20 sticks of magical red
read languages throw will be able to make 1 drelh: AC 2; MV 6; HD 5t3; h p 3 0 #AT incense and a piece of parchment. T h e
out small parts of the text but br unable to 1; D 5-12; SA Chill; SD Illusion, imitate/ incense radiates magic and can be used
understand its general meaning. In this reflect psionics, need magical weapons to to rekindle the magical flame in the
case the DM should read out random words hit; MR Std; Int Very; AL N(E); S i x M; Windgate hall of departure (WZO). T h e
from the text to the players. xp 980; THACO 15; MMII. parchment bears a picture of the hall of
departure and shows the incense hurn-
The sarcophagus has been cursed and any ing o n the flat platform in the hoop.
The Inscriprion character removing an item from Teaxa-
cotlscorpsewill suffer the fulleffectsofthe T h e slab on which the body is resting can
My peoplc, the Kepta, were proud. W e curse ( n o saving throw). A remove curse beremovedbyacombincdstrengthof2Oor
built great monuments and our armies spell, cast upon the calfin before it is greater to reveal a platinum box (value -
spread likc summer fire over the dry opened will render the tomb harmless for 5000gp) and a leather bag.
plains. Soon all we surueyed was ours. 24 hours. T h e curse causes all physical
A l l except the land beyond thP moun- attacks o n the affectedcharacter to be made T h e box is locked and the key, which was
tains. T h e great king, Terazel lusting a t +5 to hit. The curse can be removed by a originally kept by the high priest of the
after further conquests commanded a 12th level cleric or by limited wish. Inside temple, disapprarrd centurics ago. T h e
great tunnel to be bored through the the s a r c o p h a g u s lie the r e m a i n s of box is guarded by a glyph of warding, cast
earth. W i t h the aid of the dark mage Traxaco tI : by a 12th lcvel cleric. Anyone opening the
Kahoatep this was accomplished, but box must make a successful saving throw
the pTice was high. Under Kakoateps vs. Spells or suffer the effects of a cause
influence the Kepla turned to evil ways Lying in the sarcophagus is the blindness spcll. T h e box contains:
and the g o h were angered. Fir? poured shrivelled form of a man dressed in
from the earth, the heavens screamed in archaic plate mail. In his withered - a jewelled platinum necklace (value .
black anger and the mountains moved hands he grips a wooden staff and a 12OOOgp)
f r o m their foundations. shield lies across his knees. His - 164genis(valur-4~100Ogp; lOx5OOgp;
hands bear two rings, one plain gold, 50 x 1OOgp; 100 x IOgp)
Taking what little I could I led the theother flashing in the light. Three - ajadcstaturtteofapanther-headed man
remaining believers to safety. Here we ;ivory tubes lie behind his head and a (value - 2500gp)
suffered and many died, but water was jewelled ivory hox at his feet. - a silvrr brooch with gems (value -
ours, for I possessed the words of power 300ogp)
and theglanoflije. Finally w e built this - a gem-encrusted gold chalice (value -
temple to our gods and prayed f o r The items on and around Teaxacotl are: 400ogp)
forgiveness. Alas, absolution has not
been granted and I fear that I will be - plate mail t 2 T h e bag is a bag of holding (1000 pounds
denied the voyage to the golden shore. - medium shield tZ capacity) which contains IOOOpp, 4000gp
Keeper of the Water and Flame, I may - staff of striking (20 charges) and a stone of weight.
28 T H E T l M P L E OF ALIMATA-PERION
Unknown to the adventurers, they were If the party does not want to part with the
seen heading towards the temple of decanter, then offers by spell-casters to
Aumata-Perioti by a Hek foraging hand. accompany the Hek will. of course, be
Fearing that a second attack on the temple accepted. Tazo will inform these that they
wouldcause thegods toceasc thesupplyof will he bound, and other party mrmhrrs
water, the Hek tribes have united. Twelve will be put to death.
tribes havegatheredled by TazoTepok the
eldest of the Hek leaders. T h e tribesmen are Any aggressive act by the adventurers will
desperate; the loss of the water from the result in a massed ohargr by thr assembled
temple could easily result in their extinct- Hrk. T h e giant striders will project their
ion. They will attempt to kill the party fireballs and thr Hek will swcrp into thr
unless they are persuaded that they ran party. T h i s will occur cvrn i f their leaders
survivewithout the trmple(1or example by are killed or raptured. T h r Hrk will fight
heing given the decanter of endless water). until the bitter end, for they sec no hope
If given the dvcanter and shown how to without the 'riches' from the temple.
operate it they will allow the party to leave.
12 Hek leaders: AC 7 (leather and shield);
An hour after leaving the temple the MV 6"; F7; h p 46 each: #AT 3/2; D 2-9
adventurers will be surrounded by the (long sword and strength bonus); SA + I to
tribes. T h e leader of each tribe will rid? hit;SDNil: MRStd;ALLN: 1ntHigh;Size
forward to negotiate with the party: S ; x p 835 each; T H A C O 13; New monster.

24 Hek lieutenants: AC 7 (leather and


After an hour's journey through the shield); MV 6"; F5; h p 30 each; #AT I ;
dusty haze the ground begins to D 1-8 (long sword); SA + I to hit; SD Nil:
tremble. Sliyht vibrations build to a Int Vrry; AL L N ; Sizc S ; x p 330 each;
deep thrumming and then suddenly THACO 15; New monster.
stop. All is quiet but the air is full of
tension. 324 Hek tribesmen: AC 7 (leather and
shieldj;MV6";FI; hp7each; # A T l ; D 1 - 6
Slowly thr vibrations start again. (shortsword);SA+l to hit;SDNil; MRStd;
T h i s time they aredifferent. Lighter, Int Ave; AL LN; S i x S; x p 34 each;
slower and :ill around. Something is T H A C O 1 9 New monster.
out thew in the mist and it is closing
in on you. 360 giant striders: AC 4; MV 15"; H D 2;
h p 10 c a c h ; # A T 2 ; D 1-8/1-10;
Wishing that this haze would lift for SA Fireballs; SD Cured by fire; MR Std, but
just a moment you stare around. tempir, I \ iii1.1<1. .As far as thc HrL are all saves at t2; Int Animal; AL NE; Size L,
There is movement ahead and hun- conceinrd thr temple has been ransacked x p 93 each; THACO 16; FF.
dreds of grey clad figures are slowly and Krgrn's threat of there heing no more
emcrging. Sixty fee tlrom you, all but water is the truth.
twelve stop. These twelve ridc to- ENDING THE ADVENTURE
wards you with grim expressions o n To convince the Hek to rdll off their attack
their faces. thc party will have to providr them with a After the encounter with the massed Hek
means of creating water. Giving them the tribes, the characters will he facrd with the
They halt and the eldest of the riders decanter of endless water is an obvious way problem of returning through the Wind
almost spils these words at you. of doing so. If shown the decanter the Hek Walkers' Passages to the Indicara and the
'Defilers, yi' have trod where none will he very impressed and awed by the civilised world beyond.
but Hek may go. Angered are .the sight. Tazo will demand that it is given to
gods, the ways and the "riches" him and he be shown how to operate it. If By using the magical red incense from
disturbed. For this ye outsiders shall the party tell him the correct command Teauarotl's tomb thr adventurers should
die'. H e states coldly at you, waiting word he will use it and hold it up high to be able to operate the transport system in
for your answer. Slowly, the riders the accompaniment of numerous cries the chamber of departure at Windgate and
begin to turn their mounts as though from the assembled Hek. Tazo will not so return to Terabar. If the characters
to depart. return the decanter to the party and will destroyed the gate at Windgate (encounter
simply tell them that they can leave and area W23), then no new devils will havr
will signal to the Hek to open a passage to beenable toenter the passages. In thiscase,
Unless the party open negotiations, Tazo allow the party to pass. Provided the the characters will only have to deal with
and the other leaders will rejoin the rest of adventurersdepart they will not be troubled any previously undestroyed devils. If the
their peopleand theattack will commence. bytheHek.1ftheystayTarowillgetvisibly gate is still intact, the DM may replace
Tazoand the Iraderswill listen towhatever annoyed and order them to leave, pointing devils destroyed or add extra ones. How-
the party have to say (they speak archaic out that he has spared their miserable lives ever, the DM should not make it too
common and Hek) but will be unimpressed but their presence will not be tolerated difficult for the players to return through
by any claims that the sanctity of the much longer. the passages.
T H E FINAL E N C O U N T E R 29
T<l--.
OF PURCHASE

E ATE I T H E HEK
FREQUENCY: Uncommon FREQUENCY: Uncommon
NO. APPEARING: 7-12 oI 70.~20 NO. APPEARING: 20-40
ARMOLJR C:LASS: 9 ARMOUK CLASS: 7
MOVE: 12" MOVE: 6"
HIT DICE: 1-6 hp H I T DICE: JdJ0
% I N L A I R : 50% % I N LAIR: 15%
TREASlJRE TYPE: Sre hrlow 'TREASURE TYPE: None
NO. O F ATTACKS: I NO. O F ATTACKS: I
DAMAGE/ATTACK: By weapon t y p p DAMAGE/ATTACK B y weapon t y p p
SPECIAL ATTACKS: Nil SPECIAL ATTACKS. + I to h i t
SPECIAL DKFENCES: Nil SPECIAL DEFENCES. NzI
MAGIC RE5,ISTANCE: Standard
INTELLIGLNCE: Average
ALIGNMEPIT Neutral A L I G N M E N T Lawful Neutral
SIZE: Medium SIZE: Small j4'+ tall)
PSIONIC ABILITY: Nil PSIONIC ABILITY: N i l
Attack/Dcfmce Modes: Nil Attack/Drfenre Modes: Ntl
LEVEL/X.P VALUE: Variable L.EVEL/X.P. VALIJE: Variable
T h r Atem an: a firrcc race of humans who IIC. Hrk air sm.i i i u m i i n s . I n i h t $c.,% i rpycott plant. This is a hardy plant that
inhabit the Indicara Jungle. T h q jealously ii,llowing thr C S i , i c l)sm they adaptcd 10 grows only i n the Ash Mire It has a
guard their hunting grounds, killing a11 the harshconditions of the Ash Mire.They vigorous root systrm that extends ovcr
who entcr their lands. T h ? females are are short and stocky. Body temperature is many m i l e hencath the dust. At sporadic
trained warriors and fight as wrll as the high (IIOF). To prrvent water loss from intrrvals thrroois push towards thrsurface
males, w e n the young ai? taught to use sweating, thcy coat their bodies with a where bushes sprout rapidly. T h c bushes
spearsaranr:~rlyage.InanygroupofAtem waxy substance derived from thr roots of live for only a fcw days brfore being
mrountered, the mix between thc sexes the rpymtt plant. They are able to survive shrivelled by the sun. During this time the
will hc approximately cvm. on only a pint of water a day. Hck locatr thc bushrs, dig down and
harvrst the roots.
An Atem villagt, comprises a number of T h e Hek arc obsessed with water. To them
hutsmade from branchesandwoven grass, it symbolises lifr, wealth and power. ' I h c roots are pounded to scparate fibrcs
often with a more rubsvantial buildinx Crrtain Hrk females arc able to semc and from the hard outcr skin, leaving rhr
servingasa shrinror tcmpl?. There will be locatr watrr up to a mile away. These mushy flrsh and a waxy juice. T h r fibres
70-120 ordinary warriors in a typical diviners arealsoable tosense thecastingof arc usrd to produrr clothing, footwear and
villagp, in addition to It-ader types and spells such as create water or create food tents. T h e flesh is usrd to feed thr Hek's
druidir wise women as follows: and water, from up to 5 miks away. underground fungus gardrns and their
gianrstriders.Thejuiccisusedashodywax
- 3rd level lighters (both scxes): one for T h e H r k live in small tribal groups which,afterafcwhoursexposuretoiheair,
evrry 15 ordinary warriors consisting of: brgins to smell very unpleasant to any
- a chief (6th level fighter - male) non-Hrk.
- 1-4 bodyguards (4th level fighters - both 1 7th level fighter-leader
Sexes) 2-3 5th level fighter-lirutmants
- a wise woman (7th level druid - female) 20-40 1st lrvrl fightrr-tribesmen
- 1-4 assistants (4th level druids - frmale) 1-2 0 level female divinrrs
20.30 0 level females
Outsideavilhge, Atrm will beenrountrxd 10-15 0 level young
in hunting parties of 7-12ordinary warriors
(both sexes) led by a 3rd level leadrr type. M'hilrin thcAshMireeachHrkwillcarry2
Some hunting parties (25%)will be accom- days' water in a beautifully fashioned bone
panied by a 4th lrvel druid. and hidr water bottle.

Atem value bright shiny stones, and these T h e warriors of Hek tribes are all skilled
will he worn as part of bonr and tccth riders of giant striders, and their skill with
necklaces. Marriors will have necklaces thrir weapons givrs thrm tl on their "to
worth I-lOgp, leaders 10-40gp,bodyguards hit" rolls.
50-100gpand thechief 100-4OOgp. Thrwise
womcn wear n o jewdlzry. Atrm wear T h r Hrk speak their own language, but
animal skins, body paint and carry largr leaders and licutenants also sprak an
shields. Each of them will usually carry archair form of thr common tongue.
two throwing spears, a shorter stabbing
spear (damaee: l-6/l-6) and a long knifr The Epycott Plant: the Hek survive in the
(equivalcnt t o a dagger). Ash Mire by collrrting the roots of the
30 MEN A h D MONSTERS
SUGGESTED CHARACTER ROSTER

arid cloak

PRE-ROLLED CHARACTERS MAGICAL ITEMS


Listed above are nine characters suitable for use in this Each character should receive 1-3 magical items. The
adventure. Hit points have been given for each character items are listed in the order corresponding to the listed
at levels 5, 6, and 7 (or 3/3, 4/4, and 515) respectively. characters.
Once the players have been allocated characters, the
DM should decide on a level between 5 and 7 for each Potion of extra healing; footmans mace +i; shield +2;
one, which is strong enough (but not too strong) for the longsword + i ;10 arrows +l;chainmail +2; potion of
adventure (say 35-40 levels total). Players may, of speed; staff of striking (18 charges); cloak of displace-
course, use other characters of suitable level and equip- ment; potion of superheroism; spear +i; banded mail
ment. 2; longsword +i;boots of speed; wand of conjuration
(16 charges); two javelins of piercing; hammer +!?;
The allocation of magical items to the characters from bracers AC 4; wand of frost (20 charges); ring of invis-
the list provided is at the discretion of the DM, who ibility; potion of fire resistance; potion of healing;
should take account of the levels of the characters con- dagger +2;ring of shooting stars; 1jar Keogtoms oint-
cerned in order to ensure a balanced adventure. ment; bastard sword 1; plate mail +1.

32 9126XXX150 1
...

DOOR -

SLIDING DOORS

SEC:RET/CON-
CEALED DOOR

SPIRAL
STAIRCASE

PIT TRAP

LJNDERPASS

TERMINUS

MAINTENANCt
STATION

PENTANGULAR

m
WARD

BLACK GATE

GLASSTEEL
HOOP

ROD

HEK T E N T

GRASS HIlT

WATERFALL

RAPIDS

& LEDGE

MOUNTAIN
.
SURFACE
;H MIRE. 2.WIND WALK1
L
Official Game Adventure

a L THAT GLITTERS
by Jim Bambra
...
The dark jungle trees loom above you and the
scent of tropical blooms hangs heavy o n the windless
air. Overhead, brightly coloured birds wheel and dip
through the branches. Swarming mosquitoes buzz
angrily as you raise a waterskin to your lips.
Still you push on. carefully following the river-
bank and the fragments of your map. Those scraps of
parchment came from this jungle - of that you are
sure - the carving they had been carelessly wrapped
around were the work of local natives. Now you have
left those peaceful craftsmen far behind and the map
has led you on toward the uncharted territory of the
urderous Atem.
Ahead the river breaks into white water. These
ust be the rapids marked o n the map. Reaching
t o your pouch, you draw out the fragments of
rchment. and onceagain your m i n d driftsahead to
r ultimate goal - the treasures promised at the
ney's end. Riches! And hopefuliy an end t o this
ling, humid jungle.
Can you unravel the map's mysteries and find
our way t o the promised treasure? Or will your
earns end only in death and an unmarked grave far

Only the bravest chara . o f le i.7 will live


>discoverthat ail that olit not but much.

II111111111111111111111

lo
6

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