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The Dogs of Death

Author: Dave Matalon
Homepage: http://
System: War Hammer
Type: Scenario
Category: Fantasy
Requirements:

A voyage to the far reaches of Araby turns into disaster, when a famous historian,
Helmut Hundson, uncovers a terrible secret in the lost city of Farakesh.

Statement of Permission of Use of This Material

This material is for private use only. It has been copyrighted, and may not be
used for monetary or physical profit of any manner. Any persons wishing to
publish this material or make it available for any commercial format should
contact D. Matalon @212-688-5424. Thank you, and enjoy the adventure.

The story:
On a voyage to the far reaches of Araby, under the auspices of the University of Nuln, led by expert
Historian Helmut Hundson,  a group of loyal Mariners on a ship called the "The Adventurer", went in the name of
higher learning to investigate the ruins of the fabled city of Farakesh.. While there, they stumbled upon a temple to a
long forgotten Chaos goddess of death named Muht. Robbers had already looted the tomb of any treasure but the
eager scholar spent long nights reading the elaborate scrawling and symbols which covered the wall. By the time he
emerged from the tomb he had been transformed. He was no longer a simple History Professor, he was now an
acolyte and loyal servant of Muht. And by the time the ship had returned to the Old World the entire crew had all
fallen victim to the goddess’s dark power. The captain who was a strong willed man and who resisted Muht’s
calling, was slain and thrown over board., upon returning to Nuln the professor and his faithful crew of Mariners
began to organize and lay their evil plans for the future.

Helmut has been trying to find the heart of Nazabeh to summon him back as a Mummy to serve the goddess, and
restore her power here in this world. While the Mariners search for signs of other relics of the goddess, Helmut
prepares everything for the ceremony.

He has also been busy recruiting and spreading the word of premature death so that Muht’s hallowed halls can be
filled which will thus bring about her great prophecy (see the Hand Out)

The Beginning

It is late, the Siren’s Song tavern is almost empty, and a soft rain has begun to patter on the roof. Able Fussbuckets,
the proprietor, merrily club his remaining semi-sentient customers into unconsciousness so that Skully Pimpernell,
the barman, can drag their limp forms out onto the street for the watch to club back into consciousness.
The PC’s, who are enjoying a good mug of ale, are just about to retire to the rooms they’ve rented in the squalid
rooms on the second floor, when all of a sudden a man in sailor’s garb stumbles through the door panting and out of
breath. He is pale and thin, with scraggly orange dirty matted hair and has a freckled face with bright green eyes.

"Don't let them get it!" He exclaims. If asked who he just keeps repeating "Help me please. You’ve got to help me."

He looks as if he hasn’t eaten in days, and blood stains can be seen on the back of his shirt. Lifting the sweat soaked
cloth the PC’s will see that he is badly wounded and his wounds have the signs and stench of deadly poison. He has
in his hand a small strange Idol (See the Idol below). The man has no apparent identity except he a tattoo on his left
arm. The tattoo is that of a Ship at sea with a Dragon surrounding it biting its tail to represent the world.

Regardless of what happens the GM should remind the PC’s that the lawful thing to do is to turn his body over to the
temple of Morr for burial.

The Idol

The idol has sinister growling dog-like (Actually a Jackal’s head, but unless the PC’s have been to Araby they
probably won’t know this) head with protruding horns and a horses mane. It has the body of a woman, coiled around
her left arm is an Asp, and in her right hand is a crescent moon.

The Idol is not breakable by any natural means. And mages will not recognize it, nor will they take any interest. It
radiates magick but has no apparent purpose. Also many are wary of fooling with strange relics from Araby.

Attacked by Wild Dogs

If the PC’s go out that night they will find the rain has begun to come down a little a harder. Wherever they may be
going they will hear a dog’s growl growing as they walk. The sound will increase until everything goes silent. Then,
SNARL! One of them jumps from the darkness right into their path. The dog stands four feet at the shoulder and has
an almost wolfish appearance, but is a little more slender and not quite as furry. Two more quickly flank the first
one, their heads low their teeth bared. Their dogs resemble the animal depicted on the head of the idol (i.e. A
Jackal). After tense a moment, or the minute a PC goes for a weapon they pounce! The dogs will break off from
fight if wounded at all. Attempts to follow the wolves will be impossible since they have a Move of 9. The tracks
will eventually simply disappear. (See Jackal-Were Stats below)

The Next Day

PC’s will be stuck with the weird Idol, and a murder mystery. What follows are events which will unfold as they
investigate the puzzle. If they sit around and wait for trouble, or if they try to sell the idol, then they aren’t much of
adventurers and you should probably give them a clock to run against, like maybe frame them for the murder, or
make it so no one will take the idol. Heck if you want to throw a curse on the darn thing. Maybe the owner begins to
turn into a Jackal.

Investigations

Players should be encouraged to role-play their investigation of the murder., in terms of who they ask, how they get
to people they want to talk to, and what they say.

Investigating The Idol

Through searching the library of Verena the PC’s will stumble across a picture of the idol It belongs to an ancient
Arabian death goddess named Muht. (See Hand Out 1)
The Search For The Sailor

PC’s investigating about the dead sailor might try checking with the incredibly busy Harbormaster

Gingrich Pickel, Gingrich runs one of the busiest ports in the empire and its hard to get him to stand still for a
moment let alone answer the silly questions of people with no official authority. Getting rough with him will only
bring around the three watchmen who are always within ear shot of this very important man. At the end of the day
Gingrich can however be found having some tea in his run down shack of a harbor station, a place cluttered with
endless stacks of papers and manifests.

(Should be difficult to get at his logs). If they manage to convince him to talk or get a look at his journal they will
see that no ships from Araby have come to port. However 12 vessels from Marienburg put into port the day before.
Though they play no reall role in the adventure these ships are listed here for completion’s sake. Ships: The Lady’s
Burden, Proserpina’s Song, The Waterwatch, The Etelka III, The Barracuda’s Revenge, The Salty Sailor, The
Wayward Wanderer, Ivan’s Bane, The Illana, The Comfort of Kislev, The Crowded House, The Wave Whisperer

Checking those ships or asking around the taverns will eventually lead them to meet Captain Boregard
Haffdeck of the Merry Old Soul, a large riverboat, as he prepares his vessel for departure. The captain crooked eyed
captain scrumples up his face when approached and scratches his scraggly beard. He is eager to leave port but with
some good role-play he will be amicable enough. If nothing else he is curious to unravel the mystery of the young
red headed stowaway (See Below). When asked, he tells the PC’s the following:

"It was the morning after we arrived that we discovered the stowaway board. He was
half starved to death because he hadn’t probably eaten for most of the voyage. We
was gonna throw overboard and let Aquilan take him, since none of us have any love
for those who live off the sweat and backs of others, but then we saw he was from
"The Order" and so we decided we ought to help him out. He was in a bad way. He
kept mumbling about someone out to get him, and how he had to get out of the city. I
told him we wasn’t in Marienburg any more, that this was Nuln and that he was safe
now, but my words only seemed to make him worse. He kept talking about a plague, a
plague of serpents. Sounded spooky I tell ya. We was all eager to get him off the boat,
so anyway we got him off the boat and on the dock, we was was going to take him to
Shallya’s Temple, but then he started off all of a sudden yelling like a loon and just
ran off into the crowds. So we figured that was that and Ranald would have his way
with the poor soul."
Haffdeck will be curious to learn anything the PC’s can tell him, and he will be somewhat annoyed and disappointed
to learn they know as little as him.

Investigating The Tattoo

From asking the appropriate people (Seadogs, etc) the PC’s will learn that the tattoo is from a Marienburg Sailor’s
Order called The Wanderers of Manann. They are Sailors who are reputed for embarking on dangerous or lengthy
voyages. They are men who live their lives on the sea, without homes in any port, almost a society unto themselves.
All rivermen and boatmen have great admiration for sailors of the order, because they are men devoted to the
seadog’s life, more than nearly any other type of sailor.

The Order
The order has no base of operations, but by hunting along the bars which line the piers they will eventually meet a
member of the order at the Howling Wolf a Tavern on Glitter Landing. This is

an enormous and bear-like First Mate of the ship The Seahunter, Kaspar Braupounder.

Kaspar has an indefatigable sneer and a speak with a deep gravely voice. He claims he does not know the man they
describe, and he knows nearly everyone in the order since he has been a member for over twenty years. He shows
them the tattoo and asked if it looked like the one he has. Kaspar will remind the PC’s that the tattoo has the man’s
initials carved into the bow of the Ship. (Kaspar is a member of the new cult of Muht. See Below). He is interested
to know where the man is since his brothers don’t much like people impersonating members of their sacred order.

The Tattoo Part Two: The Temple of Morr

If they take another look, they will have to sneak into the temple of Morr. When they arrive the door is slightly ajar
and large footprints can be seen near the entrance (I test only if the PC’s say they are looking for them). Inside the
temple it is pitch black. The moonlight filtering through the door provides the only illumination. Beyond the main
sanctuary is the door to the Mortuary. This room has the terrible smell of the holy fluids the priests douse the bodies
in before burial. Rows of bodies lie on slabs of stone awaiting their final journey. PC’s will find the body of the red
headed sailor on such a slab, it has been prepared for the next day’s burning. When they examine his tattoo, they
will find that the man’s tattoo has no initials on the bow of his ship. The tattoo is otherwise an excellent, if not
perfect, likeness.

As the PC’s skulk around one of them will suddenly trip over the foot of a body on the floor. The body is a priest of
Morr. He has been stabbed to death and the areas around the wound have the yellowish stains like the one’s found
on the sailor. Have the PC’s notice the tracks now if they did not already see them The tracks in the place are that of
a large man. The priest’s quarters have been ransacked. The watch will arrive not long after. (For extra excitement
you can have the killer, Kaspar, still in the temple watching from the dark. PC’s with 6th sense will feel his presence
only after the tracks are discovered.)

Later: The players may want to find out about how Asad, Furstmann, and Igo died (See Below). One of the priests
there (The temple in Nuln has three priests and five initiates) can tell the PC’s that in the cases of all three men their
blood had seeped out of their eyes, noses, and their veins appeared to have burst. As if their blood boiled out of their
bodies.

Who Dunnit?

Again through asking around PC’s will find out that the "best" tattoo man in the city is Antonio Graffiti, a Tilean
who’s half Empirian and who works at the Inn of 7 Dark Delights.

Name Your Poison!

The Inn of 7 Dark Delights lies deep within the DarkEnd district at the heart of its great maze of winding unlit
streets and alley ways. Getting to the inn, for non thieves and rogues, will be difficult, and indeed even the district’s
natives sometimes find themselves lost when searching it out. Some believe it has an magical ability to move each
day. Whether they arrive through their own wits, or by some luck of Ranald manage to employ an honest Bawd (If
that’s even possible!), the PC’s will find themselves at the base of a of a large muddy mound atop which sits the
enormous sagging inn like a fat bloated toad belching out poison into the night through her three mighty chimneys.

The inn radiates life. From every crack in the worm ridden walls and every hole in the poorly thatched room light,
sound, and smoke escapes into the night air.

The door is maintained by the monstrous looking Karl (At first glance he might be mistaken for a small Ogre.
Indeed several men have not lived to regret mentioning this at one time or another to Karl). Karl is a child of the "he
can kill most men with his breath" family. Born in slavery, raised as a Pitfighter, Karl led a life as a Gladiator on the
Plebian Isles, and worked as a pirate first mate for a ship of mad Norscans. If any PC is foolish enough to give him a
hard time, INT test maybe required to realize that it is likely if he is working the door to the biggest joint in
Darkend, he is more than a match for the PC’s. If not, let ‘em have it! Heck they might get lucky and kill him, after
which every rogue who serves Mistress Cobbler the Racketeer that supposedly fronts the place (And protects it) will
be after them! Fun!

Inside the Inn debauchery rules! Hundreds of the scummiest scum the city can muster engage in every type of
revelry imaginable. A side parlor is for the sale and use of proscribed substances, and an upstairs row of rooms
beyond a rickety gallery is used for just about anything else. Three barmen work feverishly behind the bar which is
packed six men deep and there is not an empty table or one on which there are not three or four assorted drunks
dancing and carrying on. The air is thick with the stink of a twenty different pipeweeds smoked from a hundred
pipes in dire need of cleaning.

Those asking about Antonio will de directed to an room in the corner atop the gallery. Knocking on the door, the
PC’s will hear a rasping voice telling them to enter. Beyond the tiny room is lit by a sole candle.

Seated in black leather breeches, his large chest and stomach sagging, his shaved head wrinkled with age, is the
Tilean tattoo artist Antonio Graffiti.

Antonio is somewhat disoriented as he is under the effects of Marshweed. The sweet pungent smell of it fills the
room as does the grayish remnants of its smoky essence. Antonio will assume the PC’s are there for a tattoo, and he
will inform them he gets 50GC a job. If the PC’s can’t bribe him, they will have to find another form of coercion
(Friendly or otherwise).

Antonio can tell the PC’s that the man they are asking about was Johann Shvindler or "Quick Head Red" as the
locals called him. Antonio doesn’t know much about him, but he knows Johann had a rep for having a keen sharp
mind and head of hair which looked like a fire that wouldn’t go out.

Antonio had done the work for Johann a few nights before at the when he came to the Inn. Johann told him that it
was going to be his ticket out of the city on one of the river boats. He had no cash, paid for the job with a fancy
looking sword. He was a nervous wreck sat with his back to the wall, and a loaded pistol pointed at the door. The
sword was curvy with the head of a snake in the pommel. Antonio sold the sword to Igo the Fence who lived down
the way on Grime Street. However Igo was murdered two night ago. His place is all boarded up now. The watch
confiscated most of his stuff, but Antonio was there when they cleaned it out, and the sword was no where to be
seen.

Igo’s House

If the PC’s investigate Igo’s house they will find it boarded shut. Pulling off the shabbily thrown up barrier the PC’s
will enter the dead fence’s shack. Searching around will find little left of interest, but they will come across traces of
red powder on the floor (PC’s with chemistry or taking this to an Alchemist will learn this powder is actually dried
blood. Blood that was somehow boiled, turned to steam, and then condensed as powder when it cooled).

JOHANN SHVINDLER

What happened that night

Johann was accompanying the Cultists to a curio shop where he assumed they planned on buying the idol from the
proprietor. He had been asked by a priestess of Verena to act as an agent of the goddess and to report the cult’s
activities to her. And so far out his sense of duty to humanity he had gone along with it. But that night when he saw
them kill the poor Arabian owner with black magicks he panicked. While the others were distracted searching for
the idol, he spoiled it hidden on a shelf and grabbing it, dashed out the door. Since then he has been hiding. He tried
to find the priestess but she was not about, and he knew they cult would track him down quickly. He had seen their
skill at finding those they wanted. He decided he would escape on a riverboat, but had little money. He had no
money or real possessions, only a sword he had "borrowed" from the temple. He went to Antonio to exchange the
sword for his freedom. He had hear the Mariners in the cult talking of how all seamen knew their order and how
they were welcome aboard any ship. He figured he could stowaway on a boat and bluff his way up river to safety. It
almost worked, except in his panic he boarded a ship which had just arrived, instead of one that was leaving port

Asking about Johann Around The Bad Parts of Town

PC’s will have to be careful about dealing with these scum, unless they’re scum themselves. Johann was known by
the guilders and the locals as a small time charlatan and thief who worked the University area, also called The
Scholar’s Mount. He tended to prey on hapless lost new students and other visiting suckers.

He had been seen of late, keeping the company of a young woman with black hair and blue eyes. No one in the area
knew her. Also asking around will reveal that Johann used to be in the Sewerjacks way back when.

A Friend of a Friend

Asking around the Sewerjacks will lead the PC’s to meet Wally Weaselmeier, a native of Marienburg, who was
once Johann's good buddy. He and Johann started in "The Jacks" together, until Johann went on to bunko work and
"cleaner pastures". He hasn't seen Johann in a long time, but he can attest to the fact that he was a good-natured
fellow at heart. He is happy to offer any assistance he can give. (See below)

Johann's Room

Johann lived in a small sagging yellow house on Esel Strasse near the Dark End District. When the PC’s arrive at
on the street they will find the it to be more of an abandoned alley way. The buildings here, nearly all boarded up
and only a few derelicts lie about in a drunken stupor. The building has one door which is unlocked, and one
window along the side which is shuttered shut. Opening the door of the one room abode, the PC’s will find that the
place has been trashed. There is a clutter of clothing, some money, items, and junk, but little more. PC’s searching
under the bed however, are in for a big surprise.

A giant Asp (see below) has been left under the bed to properly greet any pesky adventurers.

A long a thorough search will eventually turn up a small ceramic effigy to Muht (Hide it wherever the PC’s didn’t
look. The lose floor board; the loose brick in the fire place, the removable bed post etc.) Breaking open the effigy
will reveal the list. If the PC’s have not met Dagmar (See Below) do not let them find the effigy yet.

Checking Around The University

While the PC’s’ are likely to be fish out of water in the lush green campus of the University grounds on the
Scholar’s Mount, there is valuable information to be found. The students had seen Johann around the area, how
could they miss him. The girl, they know too, and they can tell the PC’s, that she is Ingrid Handifeller the daughter
the School's Attendant Bert.

Bert Handifeller

Bert lives in a cellar apartment beneath the Empress Magritta Library. The entrance is down a flight of stairs around
the side. Bert is an honest, kind and hard working man. He is suspicious of people coming around asking strange
questions, but will open up if PC’s appeal to his fatherly nature, or just put up a good bluff (Right! I’m inspector
Whoozits! This is inspector Whatzits! We’re with the Nuln Secret Police.).
Bert hasn't seen his daughter in a while. She comes and goes as she please. Since her mother died he has not been
able to control her. She keeps sneaking into classes and trying to learn all sorts of useless stuff which will only get
her into trouble. He is worried about her and would appreciate anything the PC's can do to help him. He is at their
service.

Ingrid's Room

Bert will show the PC’s Ingrid’s tiny room. Inside are stacks and stacks of History books as well as a ceramic effigy
to Muht.

History Department

The next logical step will be a visit to the University’s History department. PC’s investigating this avenue will be
directed to the department’s chair Professor Helmut Hundson, who also happens to be the University’s expert on
Arabian studies.

In a meeting in his pleasant office which is decorated with assorted harmless Arabian artifacts, Hundson will offer
the PC’s some afternoon tea. Hundson claims he knows Ingrid, but hasn't seen her in some time. Hundson
remembers that she used to sneak into his class all the time, but he eventually he was forced to tell her not to return
anymore. Overall he is a pleasant and friendly man. He knows nothing of Muht, but he can check into it for them if
they like. (He will use the scent on the glasses to track him later.) If they have the relic with them he will be excited
to see it and ask if he can keep it for study. (Note: He does not demand it which is the only way the Idol’s special
power works. Unfortunately he does not know of this power. Confused? See The Idol Revealed) If they refuse he
will look disappointed but will wish them well.

The Tail

As soon as the PC's go to Johann's room, meet with Professor Hundson, Meet with Kaspar, they will be tailed. PC's
with 6th sense will from time to time feel like they are being watched.

Asking About Johann Around The Temple of Verena Area

An Initiate of the Temple of Verena will at some point overhear the PC’s asking or talking about Johann (If not
asked personally) and will recognize his description. The initiate will approach the group and tell them that he saw
Johann around the temple and that they should contact Dagmar Von Lederhosen a priestess of Verena.

Dagmar Priestess of Verena

Coming to the temple the PC’s will easily gain an audience with Dagmar in a secluded dimly lit stone chamber.
Dagmar is very serious and eager to learn what news the PC’s have of Johann. She tells them that was working for
her. She had become suspicious of recent events that she had read about or seen, and then one day Johann had come
to Dagmar claiming he had been shown, by a young girl who he claimed liked him, what he described as an evil
temple. He was alarmed and upset. Dagmar calmed him and convinced him in the name of the goddess to work
within the cult to find out who was their leader. She had him assemble a list of names of those involved in the cult.

The last time she saw Johann was five days before. She had received a message that he had come looking for her,
but she wasn't there. She’s afraid that he had wanted to give her the list but was unable to

Dagmar liked the fire headed Johann and she will be very upset to learn he is dead.

Dagmar, Priestess of Tzeentch


Dagmar is actually a servant of The Purple Hand, a cult of Tzeentch. She is curious to find out who these upstarts
are and what they are doing. Her own cult is struggling after a terrible blow it suffered during an incident in
Middenheim a few years back. She and her cohorts are creating a net work of black mail and deceit which will
enable them to undermine the fabric of society. She is very interested in the list because it will provide her with
leverage against them to help her own purposes.

She works in Tandem with Lukas Brauer a thug who dresses and poses as a Witch-Hunter and Marcus
Tannenbaum a scrawny court scribe who poses as an inquisitor. The group (a much deflated purple hand) is
carrying on their cults objectives and trying to refill their numbers. The three blackmails people into meeting with
them after which an extensive con job is done which tricks the person into thinking they're working for the better
good of Verena. The "initiates" are gradually led along with the he promise of great reward and before they know it
they have been "brainwashed" into believing Tzeentch and Verena serve a common cause and soon their own greed
for wealth and power seduces them. Thus the web of Tzeentch ever grows.

The Events Dagmar Describes To the PC’s

Dagmar will ask the PC’s to take over where Johann left off. She will remind them that the fate of the city if not the
Empire may be in their hands. If they refuse she will remind them that the gods will not look kindly on such
cowardice (And though she has no power with them, she is right!). If they accept Dagmar will tell them what she
knows:

Three weeks ago, a poisonous snake bit the leg of the head priest of Morr. The snake was an Asp,
a deadly creature found only in far Araby. The priest is still in a coma.

A man was bitten by a rapid dog down on Glitter landing. Two days ago. The hound was never
found. However that same night the Glitter Landing Watch Station reported a number of people
who claimed they saw a pack of large dog like animals running around the area. No dogs were
found. The dogs were described as small and wolfish. The description fits that of the Jackal, and
Animal out of the lands of Araby

The owner of a Curio Shop called Funnifellah’s, which specializes in Arabian relics was found
slain a few nights ago.

There have been a lot of murders (And boy is she miffed she’s not in on the plot that’s causing
them) lately. The PC’s should ask at the Watch Stations about it.

Dagmar's & The Cult’s Role

Dagmar is actually a good way for the PC’s to get some more random information, and can be a great adventure
hook. If you want you can make her a legit priestess, and forget the other stuff. I always like setting up plots and
villains which pop up later on down the line.

Dagmar wants the list (See Hand Out 2). She needs to gain more power. She will tell PC's she has not told anyone
of the cult because even to spread such knowledge corrupts the minds of the innocent. How she and her brothers
play into this tale is up to you. Mostly she wants the rival cult destroyed, since they are apparently more powerful
and better organized than her own.

If PC's investigate Dagmar they might learn she is a cultists, or you might save this for a later adventure. Perhaps
incidents with people on the list can occur which will trigger of those magic red flags in the player's minds.

At The Watch Station


Adolpho Stubs, the Glitterlanding watch sergeant is a stogy smoking squat man with thick curly brown hair, rotted
yellow teeth, and little time for anyone. Adolpho is a prime example of a man who loves his position. He loves the
perks and favors it brings from the hundreds of taverns in his district, and he loves the unmitigated authority to bash
in the heads of any drunk who rolls past his path. His boys are a rough violence loving bunch with the occasional
kind soul surviving among them. Sgt. Stubs is not a cruel man but merely he is a product of his environment, despite
his vicious bark, he is a fairly decent and honorable watchman. If approached with the right angle, full of plenty of
deference, respect, and flattery he will answer a few questions.

Of the murders Sgt. Stubs tells the following…

"There have been a great number of murders lately. Up almost double in the last few
months. There was that fellow who fell off the tower at the Artillery Academy. The one
who was stabbed to death down on Blue Point, his breeches were still dangling
around his waist. The young girl the old Doctor found out on by the Freidberg farm.
Her throat slashed with a razor sharp blade. The big thief who used to push old
Harpin the purse snatcher around. That Foreman on pier 12 was bludgeoned to death
with a loading gaff. There was that guy's cats, this fishmonger had like seven cats
which were all gutted and hung from his stand one night. That poor priestess of
Shallya who was visiting from the Great Hospice who was run over by a runaway
coach. That student who fell out the window of his dorm room. I think his roommate
was excused from classes for the semester. And there was that bookie/debtor, found
with a dagger in his head, and all his ledgers stolen. Bet there were more than a few
people happy about that one. But yes it's been an uncommonly gory spring. Not too
mention the huge amounts of rabid dog bites, over thirty people bitten officially. You
can figure three or four times that as a real number. Many of those people died
shortly after, so that's kind of a murder. Never can find those damn dogs. Not even the
Sewerjacks. They were petitioning the Countess to form a special patrol. Hasn't
happened yet. Usually has to reach about fifty official, but we're careful not to record
too many cases."
Investigating The funny looking hounds

Asking about the funny dogs will reveal that many people have spotted them from time to time. One beggar named
Jakob, claims he saw them said they were sniffing around searching for something. They were heading towards me
when something caught their scent.

The Curio Shop

Following up on Dagmar’s rumors PC’s may come to the Curio Shop Funnifellah’s Arabian Imports, located near
Gold Street in the GrossMarkt district. The owner's tall and lithe cousin Hassan Funnifellah is currently running the
shop, and is likely to realize the PC’ are not there to purchase any of his strange and valuable merchandise. Hassan
will in fact look nervous and hover near the back of the store in case he needs to run out the back door if threatened
(M 5 and Flee).

If the PC’s win him over Hassan will be very helpful. He will tell PC’s that his cousin, Asad, had told him that he
had been doing business with a bunch of Sailors, who were interested in all sorts of old junk they had stashed away
in their warehouse. Asad had been promised 1000GC for an ugly old idol, but he told Hassan that he was planning
on negotiating for 3x that amount. Hassan was with his family on the night it Asad was murdered. The next morning
when he arrived at the store he found the watchmen outside waiting for him. The place was trashed. That was three
days ago.

If the PC’s search around the place where Asad’s body was discovered they will find traces of the red powder on the
floor.

The Warehouse

Hassan will permit the PC's to look through his warehouse for other items. Whatever he can do to avenge his cousin.
He claims they had bought them off an explorer named Wilhelm Furstmann. If asked, he will say that the explorer
was a thin sick and pale looking man. Sadly the man died a few days later, he had some sort of attack. The Priests at
the Temple of Morr might know…more.

Hassan claims that he and his cousin got the stuff off of Furstmann at a steal. The Explorer practically gave it away.
A chest full of junk, but it interesting items. Good stuff for collectors. Some of it had already fetched a pretty penny.
Of the items in the chest only one other was sold, a scarab. They sold it to Herr Adolph Flabberbutz a Merchant
and Collector of ancient artifacts.

In the chest PC’s will find a rusty old dagger whose pommel is carved like an Ankh (of Alam). Asad will sell it to
them for 100 GC (Or give it to them if you’re feeling that they need a little extra help in exchange for the PC’s
helping to find out who killed his cousin). This is the dagger of Aknatar (See Below)

Flabberbutz

Herr Flabberbutz is a merchant who owns a few slaughterhouses in the city, and lives in a town house on the
northern end of the Grosspockets district, a very nice part of town. It is difficult to get in to see him without a letter
of reference.

Flabberbutz is well fed and passionate man. He has a deep, deep love and fascination for the culture of Araby and
will drone for hours on end about it. Which is why he has so few friends, and fewer visitors.

When the PC’s do manage to get a meeting with him a man servant will lead them into his trophy room. A large
parlor decorated with hundreds of Arabian knickknacks. Swords, Shields, Tabards, Tapestries, Rugs, Statues,
Scarabs, Jewelry, etc.

If the PC’s show him the idol, he will immediately want to buy it from them, and bother them to no end, in fact
nearly begging them to sell it to him. Flabberbutz will eventually shrewdly change the subject to himself and tell the
PC’s that he has always been fascinated with the crusades and the land of Araby. His long winded monologue
continues well past the PC’s first cup of complimentary Brandy. In fact they should realize after a half hour that if
they don’t interrupt him somehow they might need a shave by the time he’s done.

If asked what he bought from Funnifellah’s he will show them the Scarab (See The Scarab of Alam Below)

Flabberbutz tells the PC’s that he only wishes he could get his hands on the mummy of the dead king Akmened,
straight from the ruins of Farakesh, which was presented last week as a gift to Countess Emanuelle.

His most fabulous item, he says as he opens a hidden safe and shows the PC’s, is an ancient heart wrapped in resin
which he bought off a strange and sickly looking explorer. He doesn’t remember his name but if the PC’s mention it
he will exclaim "Why yes that’s it! Do you know him too?"

The Gift
An anonymous benefactor gave the gift. No one was very suspicious because the Countess is always inspiring all
types of strange and exotic gifts. Her wizards and what have you checked it out, and it’s okay. Rumor has it she
keeps it like a guardian just outside her bedroom. She may be beautiful but she can also be kind of a kook. Nobles,
go figure!

The Assault

As the discussion winds down there is an urgent rattling at the windows, and suddenly they whip open with a crash
and a gust of wind blows the and candles out. The awful sound of hissing can be heard and there is a loud scream.
PC's with night vision will need D3 rounds to adjust to the light. They will see snakes covering the floor of the room
(These are products of a Dream Of The Damned Spell) and 9 cultists wearing Jackal Masks. Three are grabbing the
heart. Two other men are stabbing Flabberbutz in the chest as he screams. A priest in a Muht mask flanked by two
others demands the Idol, and the PC will be compelled to give it to him. If a fight ensues the cultists will escape with
the heart. But any dead or captured are revealed to have an authentic Wanderer of Manaan tattoo. PC’s should
realize that whoever is involved in his cult comprises members of the Order. This should lead them to the looking
into information of expeditions or ships using these sailors.

The aftermath is likely to be difficult. PC’s might assume correctly, especially if the cultists all escape, that they will
be blamed for Flabberbutz murder. This isn’t necessarily true, and is up to the GM’s discretion (If you want your
party to be wanted men for a while, or just think that they’re wanted).

The Temple of Manann

PC’s who ask, can learn from locals that records all expeditions out of the city and their destinations are kept at the
Temple of Manaan. At the temple they will find no sign of anything pertinent. They will learn however, that some
expeditions are sponsored by the university.

University

To get into the University’s records the PC’s will have to call on the help of Bert Handifeller. He knows where the
records are kept and can get the PC’s access to them. There they will learn of the expedition led by Professor
Hundson aboard the ship The Seahunter. The captain was apparently slain during a sea storm, during the voyage,
leaving the first mate, Kaspar Braupounder, in charge. The rest of the names of the sailors match those on the
Shvindler’s list.

The Ambush

As the PC’s leave the University they are attacked by a group of five savage Jackals (See Below). When the Jackals
are slain they turn into University students (They have been changed by Ingird’s spell). PC's will spot someone
moving in the shadows, there are three of them in Jackal's masks. The cultists run off. One of them looks back, the
cultist has long black hair and a small and frail figure like that of a young girl, and is smallish. Bert calls uncertainly
out "Ingrid?" She stops and turns with a terrible screech throwing a poison dagger at him in the chest. If she is
caught, she will writhe and scream, etc. If killed, it will be the last thing poor Bert sees.

If asked Bert knows Hundson lives on near the campus. Just up the Legend Strasse in an Old house.

Hundson's Home

The old white stone house is two stories high and has a fenced in garden which has been let to grow wild. The grass
hides hundreds of deadly Asps, of course (Every turn in Garden PC’s must make a T Test or take 1 Wound no T no
Armor (Armor adds +10%).
The inside is two stories small and decorated Arabian style, with hookahs, tapestries and rugs. Through the
floorboards screaming and chanting can be heard. The way down is through a trap door in the living room under the
Arabian rug.

Descending the stairs will bring them into the room where the ritual is going on.

The Ritual

There are 12 cultists. Professor Hundson is there as are 5 Mariners are present as well as any of the others on the list
the GM chooses to have present. The cultists chant strange words in a foreign tongue while

Helmut screams above them

ôGreat Muht your servants have done your bidding. We have sent many
to your hallowed halls so that the day may come where we can build the
great bridge between our world and your great holy kingdom. We have
spread the word of your coming and our numbers have swelled. But
Tonight, tonight we do our greatest deed in your name. Tonight we
return to the living, your lost son from a thousand years past. Tonight
we will double our power as we call back from your realm the one who
will lead us to victory, your first and one true prophet, Nazabeh!ö
CHARGE!

In this combat the Non-Mariners will not fight, but will run for cover or the exit if possible. Whatever the outcome
as Hundson dies he will smash open the resin and giggle rapturously as he watches an unearthly purple tendril of
shimmering smoke will fly out from it into the night.

"You are too late you fools! Nazabeh lives again! And soon he will do
Muht's bidding and bring us all to her great realm of Ghehenna.
Hahahahaha!ö
Something like this or equally foreboding should be quite suitable for firing us on to the next part.

Mummy! Mummy! I want my Mummy!

The Players should at this point remember the mummy Flabberbutz spoke of! And some may even realize this is not
Akmened but Nazabeh since according to the legend Akmened was torn limb from limb.

They should also figure out that running over to the palace and exclaiming that a mummy is about to come to life is
not going to do much good, or get them very far. What can they do besides pack for Altdorf? There has to be a way!

The Way of The Weasel

If they don’t think of it themselves, have them remember Wally’s offer to help out. When the PC’s reach Wally at
the Watch house, he will be sleeping happily of a world without rats. Though somewhat groggy he will quickly
spring into action as soon as he hears that the Empress is in danger.
With Wally as a guide the PC’s can go below ground by way of the sewers to the secret entrance into the palace.
Wally tells this is a special escape route created a long time ago, but which everyone seems to have forgotten about.
The sewer excursion can be fully played out or merely summarized depending on how eager you are to get to the
main action. Somewhere between brief and verbose should provide good atmosphere and some anxious moments
without taking away from the flow of events.

The door is hidden with a secret latch, but have the PC's artfully find it (It makes em feel good. Just take any one of
their elaborate searching ideas, roll some dice and say, "Wow! It worked!")

Making their way up along a winding staircase they emerge in the Countess's antechamber. Her guards and servants
lay dead on the floor and the door to her bedroom has been smashed open. A scream is heard from within....

The Mummy Lives!

Inside the palatial bedroom of the Empress is the animated mummy of Nazabeh! Even as they enter the PC’s see that
he is moving to slay the helpless Countess. There’s no time to lose. During this big fight, The Countess will faint
away and hopefully the players should kill the mummy.

If I were In your Shoes…

After the fight the PC’s will hear the sound of guards quickly approaching and Wally will suggest the group leaves
before they arrive. Guards have a way of being fanatical about killing everything in sight, and asking questions after.
(Let any thief or greedy type who asks, snatch up a trinket here with a value of 500-1000 GC. However only allow
one such item, either that or halve the value of the items. Prolonged pilfering will result in "Guard Fun")

After The Dust Clears (Read to the PC’s)

Back At the Siren's Song tavern you throw back an Ale to dry your dry throat. You've just reached the end of your
awesome tale, recounting to the grinning and leering horde of fellow revelers, the tale of how you saved the city and
its more than fair noblewoman. You finish with a flourish of your hat and a bow, and there is a great applause and
much laughter as well. And as the din dies down, and the bard begins to play you catch one fellow shouting out...

"Sure ya did laddy! And I'm the next bleeding prophet of Araby!"

"We ought to get THAT fellow now..." You mutter to your companions "…before he slips out."

"Why?" Your mates ask, somewhat alarmed by your unwarranted anger.

"Who knows" you whisper to them and turn to say with a wink and smile

"He just might be!"

Problems and Solutions

Getting rid of the idol won't be easy and could be made into an adventure all its own. Alternatively the PC's could
just drop it in the river and watch it sink.

If they stay to await the guards and a fat reward They will have a hard time convincing anyone that the ancient
Mummy came to life. They are in your hands, have mercy.

Even with evidence, no one wants to admit a group of adventurers just saved the city from near ruin. Such people
are often given a small sum of money and conveniently asked to disappear for a while.
In any event security around the sewer entrance to the palace will be beefed up.

I prefer the idea of unsung heroes. If you want big rewards etc. Let the guards and everyone believe their story and
give them whatever you see fit. It's your campaign.

There are still some cultists lurking about. Perhaps the PC’s could take the list and root them out.

Shvindler’s List

The Mariners

Kaspar Braupounder Ruddy Einsinger Felix Ostport

Oscar Shlosspicker Johann Pedlar Theo Schipverker

Heinrick Grotz Heinz Grunwald Rudolph Beiderman

Simon Krauss Franz Wurster Hultz Fogle

Gurney Mcfadden Jean-Lui Beaujolais Matthew Touton

Citizens

1. Ingrid Gootfingers 4. Amon Kratz 7. Fritz Goldstein

2. Harpin Pincher 5. Klauss Portikoff 8. Otto The Hunchback

3. Dr. Julius Weisscoat 6. Sir Helmut Shmiedpecker 9. Holger Detzki

Comments

1. An over the hill prostitute

2. A petty pick pocket

3. A Nefarious Surgeon (with a penchants for necrology)

4. A dumb Stevedore who likes beating people up

5. An overweight fishmonger who is losing business to his competitor

6. A nobleman who has recently been released from the Great Hospice.

Believes the end of the world is coming.

7. A University Student in Hundson's Class

8. A pathetic half-wit who's glad to have a place to go,

9. A drunken gambler who's only ever lost.


One can use any of these cultists to throw in clues which might add atmosphere to the story. (Any of them may have
a little Muht trinket somewhere in their homes) It should help create the sense of a growing cult)

Sample Rumours:

A man whose cousin to see the good Doctor Julius about a bee sting, and ended up dead.

A violent reaction he called it.

The Hunch Back who works for The Artillery Academy has been happily mumbling to himself lately, wonder what
he's on to?

Good Old Harpin never got so lucky. Some fellas came in, a bunch of swabbies and bailed him out on a charge.
From the look on their faces though they weren't too pleased.

Sure people have been acting weird, old Klauss Portikopf was carrying on about Eric Edelberg's fish stand taking up
all his business. Yelling that he was gonna get someone to put a on curse him and what have you. I think it's illegal
to talk like that.

Good Old Sir Helmut, never quite the same since they burned his mother as a witch. Politics and all that rot. I hear
he's running around these days dressed like some kind of Sheikh.

Encounters With The Cultists

When the PC’s find the list it is likely they will try to track down and confront some of the cultists. How you handle
this is up to you. As a rule of thumb many of the cultists will deny any association unless cornered, after which they
will secretly threaten the PC’s with a the Curse of Muht and try to get away. Eventually they will make for
the Howling Wolf tavern where many of the Mariners of the Order spend their time. There will be at least seven
Mariners in the tavern at any given time. Under no circumstances should the cultists give away Hundson’s name or
his plan.

THE CAST

Helmut Hundson - Age 52 Ht: 5’ 9" Wt: 160lbs

Helmut has inquisitive and alert dark blue eyes. He is clean shaven with a shaved bald head. He has thin black
eyebrows which arch up in an almost elven fashion.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 43 32 3 4 12 48 1 43 48 53 48 49 42

Magic Points: 20

Skills: All, Student, Scholar, Initiate, and Cleric Skills.

Also: Cast Spells: Dark Magicks, Death Worship

Gifts of Muht: Command Serpents. Eyes of the Jackal (Night Vision)

Spells: (See Below under The Idol Revealed)


Storm of Serpents

Joke of The Jackal

Thy Blood Boils Over

Trappings: Small House with usual items, and temple to Muht in basement.

Dagger. Professor’s Garb. Many History books on Araby. Priest of Muht Robes

Jackal Charm of Muht:

+10 WP vs. Spells cast by Priests.

+10 WP to cast Spells of Muht

Great Staff of the Asp:

Bearer must be of Evil Alignment. Any struck must make a T test at -10 as if poisoned, or suffer 1D3

Damage (No T no Armor)

Stores 12 MP’s.

Kaspar Braupounder Age: 46 Ht: 6’ 4" Wt: 240lbs

Kaspar is a beast of a man, an enormous barrel-chested, hairy Seadog. He has auburn hair and a long mustache
which gives him the look and feel of a Carnival Wrestler.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 50 35 5 5 16 38 2 43 47 33 48 39 29

Skills: All, Seaman, and First Mate Skills.

Also: Bark Orders, and Sneer.

Gifts of Muht: Transformation of Muht: Can turn, in one round, into a Jackal. His stats remain the same except he
has a M 9 and I 48, Dex 03, and Fel 12. His bite causes Rabid wounds (see below). Watching the transformation
causes fear for 1 round while it occurs. Jackal-weres also get silent move Urban and rural. Note: This is different
from the effects of the spell Joke of The Jackal.

Trappings: All seamen and mate Trappings. Normal sword, etc.

The Sacrificial Scimitar of The Serpent: If struck must make a T test or take +1D3 Damage. Any Slain by the
Scimitar lose 1 Wnd Permanently. This is gained by the wielder.

Ingrid Handifeller Age: 16 Ht: 5’ 4" Wt: 80lbs


Ingrid is a wiry and delicate looking young woman. Her wild brown hair and dark eyes give her an intriguing
beauty.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 25 35 2 3 6 32 1 43 27 28 38 39 37

Magic Points: 12

Skills: Servant & Initiate skills

Also: Streetfighting, Cast Spells: Dark Magick, Silent Move Urban, and Youthful Naivete.

Spells:

Joke of The Jackal

Trappings: Not much.

The Mariners (GM may vary stats to flesh out individuals)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 33 28 4 4 7 33 1 33 29 27 33 33 28

Skills: All Seamen skills.

Trappings: As appropriate

Gift of Muht: Transformation of Muht: Four of the Mariners can turn into Jackals at will. These are Theo, Udo,
Hultz, and Jean (If the party seems outmatched have only two of them present in the final fight). Changing form
takes one round. The witness must make a Cl test or stand aghast as they transform. Bite causes Rabid wounds (see
below). Jackal-Weres also get silent move Urban and rural. Note: This is different from the effects of the spell Joke
of The Jackal.

M WS BS S T W I A Dex Ld Int Cl WP Fel


9 33 - 4 4 7 43 2 - 29 27 33 33 12

Wally Weaselmeir Age: 30 Ht: 5’ 3" Wt: 107 lbs.

Wally literally looks like a weasel. He has a narrow and pointed face which gives him a sweet but simple
appearance.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 30 38 3 4 7 37 1 46 29 29 33 33 32

Skills: Ratcatcher
Trappings: As Appropriate

The Mummy of Nazabeh

Standing 7’ tall and weighing over 250lbs the mummy is an enormous monster.

M WS BS S T W I A Dex Ld Int Cl WP Fel


3 43 - 6 5 17 23 2 12 12 17 73 73 07

Gifts of Muht: Writhing Serpents: All attacking the mummy must make an I test each round or suffer a S1
hit, T test or take 1 Wnd (No T or Armor).

Special:

Causes Fear -10 to Cl tests.

The Mummy is flammable.

Other Jackals

The Jackals used Elsewhere in the Story (Such as the hapless citizens who are transformed into Jackals by Ingrid)
resemble more a cross between a human and a Jackal.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 30 - 4 3 8 40 2 - - 10 33 33 13

Items Of Note
The Scarab Of Ormaz

1AP, All over (4AP to the faithful of Alam)

Bearer take ½ Damage or has +20 WP to resist Dark magick (Immune to Dark Magick if of the faithful of Alam)

The Dagger Of Aknatar

If a wizard is struck by it he/she takes 1D6 Damage without Toughness. Also he is drained 3D6 MP’s

No spell casting is possible while the dagger is embedded in the wizard.

The Idol Revealed


Rules:
Any one holding the Idol who wishes to try to give it away must make a WP test at -30. If failed he/she may not try
again that day and is at -10 the next time he/she tries (-30 Max).

In the presence of a priest of Muht the bearer must give the idol to the priest if the latter demands it.

A WP test at -30 is required to resist.

Curse: The bearer’s face and head will slowly, over several days, transform to resemble

that of a Jackal.

Powers:

A priest with the idol can cast any of the following spells at will. The idol has 40 MP.

It also adds +10 I & +10 WP to casting Dark Magicks, (+20 to priests of Muht).

Storm of Serpents

Level: 2

Cost: 4 MP

Casting Time: -30 I

WP Test: Requires WP test at -20

(Dark Wizards -10)

Duration: D6 Rounds (2D6 for priests of Muht)

Description: Causes Serpents to rain down from the sky (above subject) affecting the area the caster sees.

The serpents do D3 S1 hits (infected wounds) each round and make all activities -10. The serpents will not affect the
caster or followers of Muht. They melt away to green ooze when they hit a non organic surface.

Joke of The Jackal

Level: 2

Cost: 4 MP

Casting Time: -40 I

WP Test: Requires WP test at -30

(Dark Wizards -10)

Duration: Each round requires a WP to break. -10 Rnd 1. -20 Rnd 2. -30 Rnd 3 Max.
Effect: The subject must make a WP test or be reduced to a snarling Jackal-were beast in the service of Muht +10
WS +1D +1A +10I (Infected Wounds).

Dream of The Damned

Level: 2

Cost: 6 MP

Casting Time: -50I

WP Test: -30

(Dark Wizards -10)

Duration: 2D6 Rounds. Creates an Illusion of thousands of snakes in an area equal to 10x10 yards around the target
(Individual or group). Those failing a WP -10 test will be convinced the snakes are real and will be unable to do
anything except jump around trying to avoid their bite. Each round a WP test is made of the PC takes 1 Wd. No T no
Armor. No matter how the PC tries he cannot seem to get away from the pack of snakes for the entire duration of the
spell. If the PC fails his initial test he cannot make another.

Thy Boils Over

Level: 3

Cost: 8 MP

Casting Time: -50 I

WP Test: Requires WP test at -40

(Dark Wizards -20)

Duration: D6 Rounds. Each round requires a WP test at -10 to resist.

Effect: Victim Suffers 1D6 Wounds Straight no T no Armor. WP test halves the damage.

Until victims blood boils and he or she bursts open. All actions are at -20 while

resisting, -10 if WP test is made.

Other Rules:

Rabies of Muht: PC’s who are bitten by Rabid Jackals must make a T test or contract Rabies. Over the next
24hours the PC will begin to break out in a sweat, and will have an aversion to water. Towards the end of this period
they will begin to foam at the mouth and enter into a frenzy where they will try to bite and rend the nearest person.

The PC will remain in this state until sedated or rendered inert. Over the next three days the PC will not eat and will
lose D6 Wnds per day. When the PC’s wounds reaches -1 they may make a T test. If it fails he/she is dead. If it
succeeds he/she will recover Wounds at the rate of 1 per 8 days/T.
 
OF MUHT (Arabian Demon Queen Of Gehenna)

Muht is a female Pestilent goddess of Death. The last known worshipper of Muht was
Nazabeh the Black Prophet from the city of Farakesh. The cult of Muht was first
recorded in history by the scribes of the Pharaoh Ahkmened "The Jubilant Son" when
Nazabeh led his followers, several united tribes of desert nomads who called
themselves the Jackals of Muht, against the city.

OF NAZABEH

The only known account of Nazabeh is from a book by the less than reputable self-
proclaimed historian Edgar Shnoock. Below is an excerpt from this now proscribed
tome Edgar's Shnoock's, "Adventures In Araby".

…though odd, the most disturbing tale I heard during my travels came from an
evening around a fire in the desert. A local nomad tribe had joined with out
camp and of course as the evening went on stories were swapped. This particular
lay centered around a fallen priest of Alam, named Nazabeh.

Appaprently this Nazabeh was offended by the Pharoah of Ormaz who


overlooked him for the position of High Priest of the temple of the sun, giving the
position instead to another.

Nazabeh in his lust for revenge began to explore proscribed dark magicks, and
one fateful day he had a terrible vision. The evil goddess Muht came spoke to
him, in whatever language foul nasty god's speak, though one must assume that
somewhere in his childhood Nazabeh learned to speak foul nasty god talk or he
wouldn't have understood Muht. Muht told Nazabeh that he was his new
prophet.

She said that Alam had fallen in the kingdom of heaven and that Muht had
punished him for his sins and trapped him in Gehenna. She told Nazabeh, that
the true servants of the gods were the nomads. Muht said that Nazabeh must
bring the word to them that the time had come to fill the halls of the dead again
so that a great bridge could be built to the world and he and his servants could
live as one.
So Nazabeh slipped out of his priest towels and into his prophet bed-sheets and
ran off into the night like a crazed lunatic Ahkmened's armies were some of the
finest Araby had to offer at the time. Strong Charioteers skilled spearmen and
expert bowmen Well trained and experienced But the in the battle's thick
Nazabeh called upon the power of Muht so that the sky rained deadly serpents.
Men were turned to beasts. Blood boiled as if the very sun were under their skin.
And soon Farakesh fell to the prophet

Ahkmened was captured and tortured by Nazabeh And later in a great ceremony
the brave Pharoah was torn limb from limb by the Jackals of Muht and
sacrificed to her,

And after it is said, at least that Nazbeh feasted on the other guy's heart and
bathed in his blood. In this way did he make pact with his godling of the week
and become her eternal servant, whatever.

In the years that followed much of the lands along Hoopa river fell to Nazaflazza-
ma-whoozits and soon he threatened the neighboring realms of Azur and
Khemri. Ole Naz-baby was poised to conquer the known worlds and it was said
that at that time his magic was even stronger than those of all the assembled
wizards of Araby and many feared him to be utterly unstoppable."
 

Edgar's Shnoock's Book of "Adventures in


Araby"

Edgar's story ends there because, as we have learned from relatives of the Sailor who
had told him the tale, he passed out from his drunken revel and missed the end of the
story. However another vellum "1001 Arabian Knights" A collection of stories of the
greatest heroes of Araby by an unknown author recounts the journey of Aknatar,
Akmened’s son.

It was Akmened's son Aknatar the Leper who was malformed, disliked, and a
displaced prince, but who glowed with the good of Alam inside him, who took it upon
himself to stop the black servant of Muht, Nazabeh the betrayer. For it was he that
forsook Alam and his children and turned to embrace the gifts of sin and depravity.
Brave Aknatar went alone into the lands of Fez where his father once ruled and
Nazabeh held court, and headed to Farakesh. He went wrapped in the clothes of the
Beduni, the loyal and pious followers of Alam who dwell as the nomads do, in the
desert. And so when the wandering nomads saw him he passed through their camps
unmolested, and also he passed through the wild camps of the savage Jackals of Muht.
And though there he did witness acts of evil more hideous than his own deformed
face, the Jackals let him pass because he was malformed and a leper. The foolish
Jackals assumed him to be as fell inside as he was without, and so they let him pass.

Such is the power of Alam that it blinds the wicked and preserves the loyal.

Thus did Aknatar come to Farakesh and thus did he come to face the murderer of his
father, Nazabeh. And the prophet who was drunk with the powers of darkness, looked
upon the leper prince and knew him not. For Aknatar was yet to be born when his
mother had fled with her people from the armies of Muht. And though Muht had
prophesied to Nazabeh that Akmened's son would one day return to Farakaesh and
slay him, and though the black prophet had sent his servants to scour the lands for any
boy who bore the handsome and strong face of his Akmened, he did not suspect
Aknatar’s power.

He did not imagine that this hideous creature could possibly be the child of the dead
Pharoah.

Thus did Aknatar come close to Nazabeh, who thought he would amuse himself with
his pathetic visitor through torture and cruelty. But as the prophet drew close, Aknatar
prayed aloud to Alam, great savior and protector of us all blessed is his name, and
plunged the dagger of his ancient family into the blackest of black hearts. Nazabeh
staggered back, the knife still in his chest, and then in a rage he rained awful magicks
upon Aknatar which tore the earth, and rend the sky, and would have destroyed any
hundred men, but Alam preserve us all keeper of the sun and master of the moon,
wacthed over his son Aknatar who wore the sacred scarab of Ormaz the first child of
Alam, heirloom of the pharaohs of Farakesh, and thus no harm befell him.

Soon the magicks drained out of the prophet. The dagger was so enchanted that they
would draw away his dark power and Nazabeh found himself suddenly to be left
merely a mortal man. Aknatar turned and left, and behind him the Jackals of Muht fell
upon their now powerless master, fell upon him and slew him, offering up his soul as
a final sacrifice to their dark goddess.

-1001 Arabian Knights-

Aknatar returned several months later with an Army and crushed the now scattered
and disorganized forces of Muht. The goddess's temples were destroyed, her followers
burned at the temple of Raz. The cult of Muht disappeared forever from the land.
HERGARD KUNTZ’S BOOK OF
FORGOTTEN CULTS

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