Professional Documents
Culture Documents
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
Ict
he
4
ut
a
m
os
m
he
A
ld
i
n
ts
a
of
of
ce
he
d
ic
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<
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).
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 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.
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)
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)
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 :
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.
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
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
II111111111111111111111
lo
6