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by Troy Denning

Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Part I, A Fabled Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Part II, The Rainbow Falls . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Rainbow Falls Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Part III, To Ra-Khati’s Frontier . . . . . . . . . . . . . . . . . . . . . . . . . 42
Part IV, Kushk and the Sixfold Path . . . . . . . . . . . . . . . . . . . . . 49
Cover
Rainbow Falls Interiors Map . . . . . . . . . . . . . . . . . inside panel
Deserted City of Kushk Map . . . . . . . . . . . . . . . . . . inside panel
NPC Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . gatefold

Credits:
Design: Troy Denning Graphic Design: Roy E. Parker
Editing: Timothy B. Brown Cartography: Diesel
Cover Art: Brom Typography: Angelika Lokotz
Interior Art: Paul Abrams

Distributed to the book trade in the United States by Random House, Inc., and in Canada by
Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distribu-
tors. Distributed in the United Kingdom by TSR Ltd.

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, PRODUCTS OF YOUR


IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.

©1990 TSR Inc. All Rights Reserved. Printed in U.S.A.

9281
ISBN 0-88038-834-X

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PRODUCTS OF YOUR IMAGINATION’”
Introduction Black Courser and Blood Charge adventures.
The Empires Adventure Trilogy is a series of
In all the unex- AD&D® game adventures set in the
plored vastness of FORGOTTEN REALMS™ campaign setting. They
Toril, it would be concern events derived from the Empires Novel
pleasant to believe Trilogy: Horselords, Dragonwall, and Crusade,
that one small cor- also published by TSR.
ner was free from Storm Riders contains a 64-page adventure
the strife spawned by warring lords and the suf- book (you’re reading it now), a color mapsheet,
fering begot by power-hungry potentates. It and a cover gatefold. The gatefold contains de-
would be comforting to know that in some dis- scriptions of three important non-player charac-
tant land, roguish knaves and remorseless mis- ters. If you wish, carefully use scissors to cut the
creants did not prey upon honest men, that in gatefold off the cover, then cut along the dark
some distant place thieves found no profit in lines to separate each character onto an individ-
stealing and murderers had no call to lift their ual card.
bloody weapons. The color mapsheet shows Ra-Khati, Solon, and
In fact, though few know of its existence, there the surrounding rugged country. For this adven-
is such a place within the Realms. It lies deep ture, only Ra-Khati is important, but the sur-
within the Katakoro, an enormous range of rounding terrain will prove important should your
mountains situated along the southern edge of party venture outside the Hidden Kingdom’s bor-
the wilderness separating the lands of Faerun ders. This map also shows in greater detail some
from those of Kara-Tur. Located south of the cara- of the terrain discussed in The Horde campaign
van routes connecting the east and west, the fa- set.
bled nation of Ra-Khati is hidden from view on The 64-page booklet is the heart of Storm
three sides by the Katakoro’s lofty peaks. On the Riders. Before beginning play, read this book to
fourth it is protected by a deep river gorge. familiarize yourself with the plot of the adven-
The dominion of Ra-Khati is a fertile land with ture. Don’t try to memorize the entire thing, how-
an abundance of mineral resources. By anyone’s ever. Simply familiarizing yourself with the story
standards it is a rich and bountiful country. Food and organization of the book will insure an enjoy-
and building materials are plentiful, so no man, able adventure. If you don’t have enough time to
however modest his station in life, goes hungry read the entire adventure, read at least the intro-
or lacks a roof over his head. Gold and jewels are ductory material and, before each session, the
so common that they have lost their value as jew- encounters you plan to use.
elry and money. Among the Ra-Khatians, greed Portions of the adventure are made up of a se-
has become an all but forgotten human emotion. ries of encounters. Each encounter is divided into
Ra-Khati’s wealth is a mixed blessing, however. sections: boxed text, GM’s notes, and statistics
It is a tiny country that could easily be conquered (when needed). As an encounter begins, read the
by almost any large nation—which would cer- boxed text aloud. This sets the scene for the
tainly happen if her wealth were common knowl- players.
edge. Ra-Khati’s leaders have responded to this The GM’s notes detail the action of the encoun-
danger with subtlety rather than force: they have ter, describing such things as combat tactics,
closed its borders, hiding its very existence from non-player character personalities, and treasure
all who might wish to bring it harm. to be found. Often, the GM’s notes are divided
Ra-Khati’s ruse has protected it from harm for into subsections by bold subtitles.
centuries, blanketing the land in shrouds of se- The statistics are located at the end of the
crecy. But Toril is a wild place, driven by the enor- encounter, where you can find them easily. Note
mous aspirations of rapacious men. The time has that the statistics sections do not include infor-
come when the Hidden Kingdom can hide no mation on the monsters’ morale. Unless indicated
longer, when it must meet the brutal world of otherwise, all monsters in Storm Riders attack
which it is part. until destroyed—or until the party is destroyed!
Oddly, Ra-Khati’s fate will fall to a small group Some special magical items are also described in
of explorers—your player characters—who must the statistics sections. These items have unusual
make sure that this meeting does not destroy the properties and it may be necessary to consult
world’s one peaceful corner. their descriptions at a later point in the adven-
ture.
How to Use This Book Finally, two special creatures, Gaumahavi the
Purple Dragon and Sandiraksiva the Black
Storm Riders is the first installment in the Em- Courser, are described following this introduc-
pires Adventure Trilogy, which also includes the tion.

2
Because the territory in which Storm Riders Dalai Lama into
occurs is closer to Kara-Tur than to Faerun, many yielding his daugh-
of the characters and monsters the party meets ter and the Black
will be of an oriental nature. In many instances, Courser. With Prin-
you will find it useful, but not necessary, to refer cess Bhrokiti in his
to the Oriental Adventures reference book. Some control, the Raja
spells listed for the NPCs in Storm Riders are from feels he will be in a
Oriental Adventures— if necessary use spells you position to black-
feel are appropriate from the Player’s Handbook mail the Dalai Lama into making concessions
instead. that will result in the eventual capture of the Hid-
A few terms that might be confusing if you den Kingdom.
have not read Oriental Adventures are defined Unfortunately, however, the Dalai Lama does
below: not realize that the Raja is lying. With great reluc-
—Sohei: Sohei are warrior priests, though more tance, the Dalai Lama agrees to send the tribute.
warrior than priest. They protect monasteries He loves his daughter, and is not anxious to part
and sometimes have limited magical ability. with the Black Courser, but Ra-Khati’s feeble
—Wu-jen: Wu-jen are sorcerers and magicians. forces cannot defeat 40,000 warriors-especially
—Shukenja: Shukenja are holy men or priests. with the purple dragon ready to reinforce them.
—Lamellar armor: This is a form of armor made At this point, the Dalai Lama makes a proposal
of successive layers of protective material, to the player characters. In return for delivering
such as hardened leather and small metal his daughter and the Black Courser safely to Am-
plates. A person wearing lamellar armor usually buchar Devayam (or, alternatively, destroying the
has an AC between 7 and 4. Raja), the Dalai Lama will grant them their
freedom.
DM’s Synopsis The rest of the adventure concerns the party’s
journey to the deserted city of Kushk, where they
Read through this synopsis before beginning are to meet the Raja’s emissaries. Along the way,
play of Storm Riders. It gives a complete overview they meet a group of humanoid deserters from
of the flow of events for this adventure. the barbarian horde and may learn that the army
As the adventure begins, the player characters does not belong to the Raja. They also meet
are chased into the Hidden Kingdom by an army Gaumahavi, who tries to convince them to re-
of barbaric horsemen. They are rescued by a lease the Black Courser. (There is a special rela-
band of monks and taken to see the Dalai Lama tionship between Gaumahavi and the Black
of Ra-Khati, who assumes the army belongs to his Courser, described in “New Monsters.”)
archenemy, the Raja Ambuchar Devayam of So- When the party finally reaches the deserted city
lon. The Dalai Lama thanks the party profusely of Kushk, they find the Raja’s emissaries slain.
for alerting him to this danger, then promises to They have been killed by the barbarian army,
repay them with many fabulous gifts. which, until recently, was camped outside Kushk.
Before the party receives its reward, however, Upon investigating the deaths, the party learns
they learn that the Dalai Lama has decreed they that the emissaries were carrying a small trea-
can never leave Ra-Khati. When they attempt to sure in magical items that were to be given to the
confront the Dalai Lama over this issue, however, princess as bridal gifts. When the Tuigan army
they are interrupted by a messenger from Solon. appeared, the emissaries hid these gifts in a red
The messenger demands that the Dalai Lama pay tower that overlooks the city. Bhrokiti insists
tribute to the Raja in the form of the Dalai Lama’s upon recovering her gifts. Forced to leave the
daughter, Princess Bhrokiti, and his favorite Black Courser behind (if they still have him), the
horse, the fabled Black Courser. Otherwise, the player characters begin a perilous trip through
messenger threatens, the Raja will invade Ra- the deserted city.
Khati with the mighty army assembled on. the What the party finds in the tower is much more
border. To add more weight to his threat, the mes- important than the gifts, however. As it turns out,
senger also reports that his master has awakened the city was destroyed by Gaumahavi over 50
the purple dragon, Gaumahavi. years ago. At the last minute, the abbot devel-
The Raja is bluffing. Though he has awakened oped a powerful magical item, the Prism of
the purple dragon, the army on Ra-Khati’s border Kushk, which he believed was capable of captur-
does not belong to him. It is actually the south- ing the purple dragon. Unfortunately, he perished
ern flank of an immense horde of barbaric horse- before testing his theory, leaving the prism be-
men moving to attack Ra-Khati’s northern hind. The party now possesses that potent
neighbor, Khazari. When the Raja heard of the weapon which they can employ in defending
army’s presence, he decided to try bluffing the

3
Ra-Khati and them- Karma Curse (Charm)
selves, as neces- (7th Level Priest)
sary.
Unfortunately, as Range: 1 yard/ level
they leave the city, Components: V,S
the barbarian army Duration: Permanent
returns. The bar- Casting Time: 1
Area of Effect: 1 person/ level
barian general, Saving Throw: None
Hubadai, conscripts the player characters as
guides, for he wishes to pass through Ra-Khati A karma curse gives the caster a tangible guar-
with his army undetected. To accomplish this, he antee that the person affected will not commit a
needs to make use of the Princess’ knowledge. breach of ethics against him.
As the general explains his plan, the party dis- Specifically, the caster must decide when cast-
covers that he is ultimately Gaumahavi’s master. ing the spell which of these areas of ethics it will
When he claims the Black Courser for himself as secure: truth, theft, murder, or the breaking of a
well, Gaumahavi turns on her captors and, mad promise. A person affected by a karma curse in-
with rage, begins slaying all humans within sight. suring truth cannot lie to the caster. If the karma
The party must use the Prism of Kushk to capture curse insures against theft, he cannot steal from
her. the caster. If it insures against murder, he cannot
The adventure ends with the barbarian general murder the caster. If a karma curse is placed on a
offering his gratitude to the party-but still in- person who has made a promise to the caster, he
sisting that they lead him through Ra-Khati, the cannot break that promise. If the person af-
subject of the next adventure in the Empires Ad- fected by a karma curse violates its conditions, he
ventures Trilogy, The Black Courser. will suffer an experience point loss of 100 points
per round until he stops violating it. If the action
New Spells committed cannot be reversed, he will lose only
Ra-Khati is a strange and mystical land with its enough points to drop one experience level. The
own gods and magic. Two new priest spells are curse still exists, however, and future losses of
introduced in this adventure. Since they are de- experience points will still be possible. While los-
rived from ancient traditions unique to Ra-Khati, ing experience points, the victim will be aware of
you may not wish to allow common use of them what is happening, but perhaps not why unless
in your campaign. he is aware of the curse. Experience points can
only be regained by performing an act of contri-
Smoke Bridge (Elemental, Fire) tion equivalent, in the DM’s judgement, to the act
(5th Level Priest) which resulted in the activation of the curse in
the first place.
Range: 300 Yards The caster is not required to tell the target
Components: V,S,M about the spell, but must inform him that he is
Duration: 1d4 turns expected to behave in a manner that will not acti-
Casting Time: 4 rounds vate the spell (example: “I expect you to keep
Area of Effect: Special your word, my friend”).
Saving Throw: None Karma curses cannot be removed by remove
curse spells. Due to the personal nature of the
To create a smoke bridge, a priest (usually a spell, a karma curse cannot be cast for anyone
shaman) calls upon the elemental spirits of fire. but the caster.
The material component of this spell is the Karma curses can only be cast by non-evil cler-
smoke of a burning fire, which the priest shapes ics. On Toril, only followers of the Padhran faith
into a bridge of the desired shape and length (but utilize this spell, though other deities may grant
no more than 300 yards long). Once the bridge is it to followers demonstrating a genuine need for
shaped, it becomes as solid as a comparable its peculiar properties.
bridge of stone, and stays that way for the dura-
tion of the spell. Note that the spell can also be
used to create a similar staircase or ladder of
Beginning the Adventure
equal length and stability. Ra-Khati is located in the middle of the unex-
When the spell ends, the smoke returns to its plored mountainous wilderness between Faerun
original gaseous form and slowly drifts away. and Kara-Tur. In order to begin the adventure,
your player characters’ party must somehow be
moved from their present location to the middle
of this mountainous region.

4
If you are already running a wilderness cam- Alternatively, the
paign, this should prove easy. Simply describe party might have
the terrain as growing colder and more rugged, heard rumors of a
then begin the adventure with Part I, “A Fabled wealthy land hid-
Land.” den away in the
However, if your characters are presently mountains to the
tucked away in some civilized corner of the world east. Storm Riders
such as Arabel, moving them all the way across could begin after a
Faerun past Thay and Rashamen may prove more long and fruitless journey that resulted in the par-
difficult. There are several ways to handle this ty’s current location. If you wish, you could even
problem. run a series of adventures describing the trials
Perhaps they were offered an opportunity to and tribulations of coming this far. Bloodstone
accompany a party of explorers on an expedition Lands, The Red Wizards of Thay, and Old Empires
to the mysterious East. The journey would have would all be useful resources for such a series of
passed without incident until the party was sepa- adventures.
rated from the rest of the company by some cata- However the party comes to find itself alone in
clysmic event (such as a freak storm, a huge the middle of the unexplored wilderness between
stampede of wild beasts, or an attack by barbarian Faerun and Kara-Tur, they are sure to find Ra-
raiders). The adventure would begin shortly after Khati a mysterious and challenging land. Begin
the separation. the adventure with Part I, “A Fabled Land.”

Creature Variations Table


Name AC Move hp Size HD #AT Dmg THAC0 AL XP Special
Byubo’s 2 6 61 10’ 6+1 1 4d10 15 N 1400 Hit only by +1 or better
Brass Statue * (L) magical weapons.
Sogi Kora* 0 12 24 6’ 6 2 1d6+4/ 15 LN 800 On Thac0 roll of 20, seizes
(M) 1d6+4 and throws opponent. When
hit, weapon must save vs.
crushing blow or be destroyed
(7 or better for metal).
Stone 5 12 50 8’ 9 1 2d10 11 LN 2000 Immune to hold, sleep,
Padhrasattva* (L) charm, mind control, fire. Hit
only by +1 or better magical
weapons. Spells: color spray,
dancing lights, chill touch,
deafness (once per day).
Winter Troll 4 12 30 7’ 6+6 3 1d6/ld6/ 15 CE 1400 Immune to fire. Regenerates
(L) 1d12 3 hp per round. Will suffer
2d6 damage from a bucket of
water.
Glacier Troll 4 12 32 8’ 8 4 1d6/1d6/ 13 CE 3000 Immune to fire. Regenerates
1d12/1d12 3 hp per round. Will suffer
(L) 2d6 damage from a bucket of
water.
Katakoro Vulture 6 48 f 16 18’ 4 3 1d6/1d6/ 17 N 175 None.
wings 1d10
(L)
Coombe Giant 14 42 10’ 10 2 1d8+4/ 11 NE 2000 Can use two weapons. Can
(L) 1d8+4 only be knocked off its feet
on a roll of 20.
Canyon Stirge 18 5 1’ 1+1 1 1d6 per 17 N 175 Attacks and saves as a 4HD
(T) round creature.
Mountain Naga 12 20 12’ 10 2 1d6/ 11 N 4000 deathgaze (save vs. death
(L) deathgaze magic).
Spells: color spray, chill touch, magic missile, spook, fog cloud,
detect invisible, infravision, cause fear (x2), and hold person.
*Golem variation.

5
Gaumahavi, Greater Purple Dragon

CLIMATE/TERRAIN: Subarctic desert, high


mountains
FREQUENCY: Very Rare (unique)
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any, but most active at twilight
DIET: Special (Carnivore)
INTELLIGENCE: Exceptional (15-16)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: - 2
MOVEMENT: 15, Fl 40
HIT DICE: 16 (128 hit points)
THAC0: 5
NO. OF ATTACKS: 3 or dust storm and/or spell
DAMAGE/ATTACK: 1-8/1-8/5-30
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Only hit by +3 or better
magical weapons in astral
(dust) form.
MAGIC RESISTANCE: 35%
SIZE: G (125’ long)
MORALE: Fanatic (19)
XP VALUE: 18,000

Gaumahavi is a unique type of dragon. Though her She can polymorph into any predatory animal or as-
long, snaky form is similar in appearance to that of an sume astral form at will. When in astral form, a shadow of
oriental dragon, she has little in common with them. her body, in the form of purple dust, remains on the
Thousands of years ago, Gaumahavi was the pet leop- Prime Material Plane. This form can only be struck by +3
ard of Surtava, the famous Ulgarian prince who gave up or better magical weapons. By dissolving one dust body
his power and wealth to seek enlightenment as a beggar, and forming another in a different part of the world, she
and who founded the Padhran religion now followed by is able to move over great distances instantaneously.
the citizens of Ra-Khati. As a result of her close contact to Gaumahavi can cast the following spells once per
the Padhra, Gaumahavi developed a soul. This newfound day: Wizard: 1) color spray, gaze reflection; 2) darkness,
soul set Gaumahavi on a series of incarnations; her 15’ radius, whispering wind; 3) blink, wind wall; 4) di-
present incarnation is that of a great purple dragon. mension door, rainbow pattern; 5) telekinesis, teleport; 6)
control weather, project image; 7) reverse gravity, vanish.
Combat: In battle, Gaumahavi is a cunning predator Priest: 1) animal friendship, locate animals or plants;
who approaches combat in much the same way she ap- 2) snake charm, speak with animals: 3) hold animal, sum-
proached hunting in her previous lives as predators. She mon insects: 4) giant insect, repel insects; 5) animal
uses her spells and breath weapons to disable her oppo- growth.
nents, then keeps her exposure to a minimum while mov-
ing in for the kill. Habitat/Society: Gaumahavi prefers to inhabit arid
Gaumahavi is the Great Dragon of the Desert Winds. As lands at high altitudes. She is by nature a solitary crea-
such, she has complete control over air currents within a ture who avoids contact with men, though she is occa-
500-yard radius, and twice per day can create five rounds sionally coerced into cooperating with certain powerful
of dust storm causing 2d4 points of damage per round individuals. A nomadic huntress, Gaumahavi does not
and knocking the victim off his feet (save vs. breath collect treasure.
weapon for half damage and to retain footing). Gauma-
havi’s breath weapon, which she can use up to nine times Ecology: In astral form, Gaumahavi draws her suste-
a day, consists of a great cloud of powdery purple dust nance from the mystic energies of Toril. However, in nor-
100 feet long. This cloud is 5 feet in diameter at the base mal corporeal form, she is a voracious carnivore.
and 50 feet at the end. It does 8d10 points of choking
damage to any breathing creature (save vs. breath weap-
ons for half damage).
Sandraksiva, The Black Courser
CLIMATE/TERRAIN: High mountain
meadow/tundra
FREQUENCY: Very Rare (unique)
ORGANIZATION: Solitary or herd
ACTIVITY CYCLE: Day
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: None
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 28, Fl 30
HIT DICE: 8 (45 hit points)
THAC0: 13
NO. OF ATTACKS: 2 or breath weapon
DAMAGE / ATTACK: 1-8+7/1-8+7/or5-30 (breath)
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES: Only hit by +1 or better
weapon
MAGIC RESISTANCE: 55%
SIZE: L (8’ at shoulder)
MORALE: Fanatic (19)
XP VALUE: 5,000

While accompanying Prince Surtava on his search for Habitat/Society: Although he would prefer to graze
enlightenment, Gaumahavi (see her entry) bore a litter of the high altitude meadows and tundra lands of the Kata-
cubs. Like its mother, one of those cubs developed an an- koro Mountains, Sandiraksiva has been imprisoned by ei-
imal soul and began a series of reincarnations. That cub ther the Raja of Solon or the Dalai Lama for the last 50
was Sandiraksiva. years.
Currently, the cub’s enchanted soul inhabits the body During most of this adventure, he will be confined to an
of a supernatural black stallion. Unfortunately for San- immense iron cage that has been sealed to prevent tam-
diraksiva, this fact has not eluded the Raja of Solon, Am- pering. This cage cannot be damaged by anything except
buchar Devayam. The Raja captured Sandiraksiva and magic or magical weapons, has been wizard locked and
used him to coerce his mother, Gaumahavi, into aiding trapped with a glyph of warding by the Dalai Lama him-
him in the first war between Solon and Ra-Khati. During self, and has been especially enchanted so that the entire
that war, Sandiraksiva was captured by the Dalai Lama, structure acts as a ring of spell turning— with the addi-
who had no idea of the stallion’s true nature. Since then, tion that it is 75% likely the entire spell will rebound on
the magnificent horse has remained imprisoned in the the caster (see the description for the ring of spell turn-
Dalai Lama’s citadel. ing in the Dungeon Master’s Guide).
As his great size might suggest, Sandiraksiva is excep- Once out of the cage, Sandiraksiva will attempt to as-
tionally strong, and he can carry or pull as much as any semble a brood of mares. He will not tolerate the pres-
two normal draft horses. He is also extremely fast, and ence of any other stallions in this herd.
can easily outrun even the fleetest riding horse. Unlike
most horses, he has split hooves and can climb the rocky Ecology: Like most horses, Sandiraksiva eats grass,
environment of the Katakoro Mountains with ease. grains, hay, and the like. However, the Black Courser’s su-
pernatural strength, speed, and powers are energized by
Combat: Sandiraksiva is not aggressive by nature, but the light of the moon. If he is not exposed to moonlight
will fight tenaciously for his freedom. In combat, he uses for a substantial period each night, he begins to lose his
his forehooves to lash out, and will resort to his breath strength. This loss corresponds roughly to the amount of
weapon when pressed. moonlight he missed. For example, a 30% reduction in
In addition to his great strength, Sandiraksiva has sev- exposure results in a 30% loss of movement, damage,
eral special abilities. Every other round, he can fly up to flight capability, etc. On totally moonless nights he
800 yards (then he must pause and rest for a round). His lapses into complete inactivity, but since he knows when
most potent weapon is the fireball he can breathe once they will be, takes precautions beforehand, when possi-
per day for 5d6 points of damage (save vs. breath weapon ble. Strength is recovered in 1d6 rounds as soon as he re-
for half damage). turns to full moonlight.
Because of his enchanted nature, Sandiraksiva cannot
be hurt by anything short of magic or magical weapons
of +1 or better.
Part I, A leather coats, the left flap carefully fastened over
the right. They all carry compound bows with
Fabled Land several quivers of arrows, a light lance, and a
As the adventure long, slightly curved sword. The vanguard in-
begins, the party is cludes about a thousand assorted humanoids,
near the western including hill giants, ogres, and hobgoblins.
border of Ra-Khati. Spotted. After the PCs evaluate the army, or if
This legendary they call out to or move toward the first riders,
kingdom is hidden within the impenetrable Kata- the Tuigan notice the party. Hubadai immediately
koro, the vast range of mountains which sepa- dispatches three jaguns (squads of 100) to cap-
rates Kara-Tur from the Eastern Shaar. ture or kill the PCs. One jagun rides directly for
the PCs, while the other two go right and left in
Event 1: The Horde order to cut off the party’s escape route. The only
direction left to flee is over the top of the ridge,
After many days of riding over lonely steppe directly away from the Tuigan army but toward
lands, the terrain has grown more rugged. The the deep gorge.
rolling grass plains have slowly become rocky If the PCs do not flee immediately, the riders
ridges and stark hills. The ridge the party is draw their weapons and force their horses to gal-
presently ascending is the highest so far. It is lop up the steep slope. PCs not fleeing are at-
barren of all vegetation but lichens and an oc- tacked by the first jagun.
casional clump of gray brush. A cold wind
sweeps down from the summit, as if trying to Event 2: Trapped
keep unwelcome guests off of its lofty heights.
The other side of the barren ridge descends so
DM’s Notes. It requires another fifteen or steeply that boulders bound down the slope with
twenty minutes to reach the top of the ridge. As every step. At the bottom of the hill, the rocks
the PCs ascend, their vantage point allows a view drop into a river gorge —a gorge so deep its bot-
down into the valley out of which they have tom cannot be seen. On the other side of the
come. Three dozen horsemen are riding down the gorge, a stark bank leads to the summit of an-
valley, the first human beings the party has seen other ridge. You can barely make out a lone fig-
in many days. ure with a small fire on the far side of the gorge.
Assuming the PCs continue moving upward,
they see an increasing number of riders: at first DM’s Notes. The gorge is 300 yards wide. It
a hundred, then several hundred, then more than marks the western boundary of Ra-Khati, though
a thousand. Finally, by the time the party reaches neither the PCs nor their Tuigan pursuers have
the top of the ridge, a vast tide of figures—forty any way of knowing it. The raging currents of the
thousand—is moving down the valley. Jumpa River fill the gorge bottom from wall to
PCs who look down the other side of the ridge wall.
see that it falls away steeply. A half-mile down the There is no way to cross the gorge within a hun-
slope, it drops into a deep river gorge. Though dred miles of this location, and certainly not one
the bottom is not visible, the chasm appears a within sight. The figure with the campfire is Prin-
few hundred yards wide. cess Bhrokiti of Ra-Khati, who has run away from
The Tuigan. The horde of riders is a Tuigan her father’s palace and is attempting to leave her
army under the command of Hubadai Khahan, country. Needless to say, she is quite surprised to
one of the sons of the great leader, Yamun Kha- see the PCs, and will take an interest in observing
han. It is moving south to cover the flank of the their plight. At this time, Bhrokiti will not re-
great horde as it invades Ra-Khati’s northern spond to the player characters, even if they can
neighbor, Khazari. communicate with her from this distance.
If the PCs use some means, such as a spy glass Jagun. A few minutes after the PCs reach the
or magic, to look more closely at the riders, they gorge, the first jagun begins descending the
may be surprised by what they see. Riding small, slope. If the PCs have fled either north or south
sturdy horses, the Tuigan are themselves rather along the rim of the gorge, they meet one of the
short and stocky. They have broad faces with jaguns that rode at an angle to cut them off. The
prominent cheekbones and widely-spaced, orien- Tuigan horsemen come straight down the slope,
tal eyes. Their noses are flat and small, with large regardless of the fact that fully half of the horses
nostrils. Long mustaches drape off their upper are falling and sending their riders tumbling
lips, but their beards are light and stringy. All but down into the gorge. They are fortunate that only
a few are identically dressed in fur caps and long 10 of the riders plunge to their deaths.

8
Unless the PCs find a way to cross the gorge devils (AC 4, 15 hp,
immediately, 10 Tuigan stop at a range of 100 MV 180’/ round. AT
yards and begin firing arrows from their com- 1, DMG 1d4. Ap-
pound short bows (-2 range modifier). The other pears as whirlwind
40 Tuigan split into two groups and encircle the 5 feet tall. Can be
PCs, their own bows drawn. Unless it appears the hit by normal
PCs will escape, these two groups of Tuigan wait weapons.)
until the fourth round of combat to attack. The The shaman also
Tuigan captain and his shaman do not attack at has a variety of non-lethal spells on scrolls, in-
all, thus concealing their identities. cluding smoke bridge, which he might use to pur-
The Tuigan will not listen to reason or accept sue the PCs.
surrender on any terms. Their orders are to kill Tuigan Warriors (98) (2nd level fighters): AC
the party members, saving only one of them for 8; MV 18 (on horse); hp 10; #AT 1; Dmg 1-8 (bow
interrogation —if convenient. or sword); THAC0 19; Str 12, Dex 14, Con 12, Int
Should it appear the party is about to escape, 8, Wis 8, Cha 6; AL LN; XP Value 35.
20 of the Tuigan who fell coming down the slope
regain their mounts. They immediately move to
cut the party off. Then another jagun will appear Event 3: The Mysterious Woman
at the top of the slope.
Unexpected Help. If the PCs do not find their On the other side of the gorge waits a gor-
own way across the gorge within three rounds of geous young woman. Though she wears a gray
combat, Princess Bhrokiti takes pity on them. She cloak of coarse wool and a heavy felt hat, her
uses a scroll to cast a smoke bridge spell, shap- drab clothing cannot conceal her beauty. Her
ing it to extend over the gorge. olive-skinned face combines the strong fea-
tures of western women with the delicate grace
In the midst of their desperate struggle, the of the orient.
Tuigan soldiers one by one look wide eyed in “What did you do to them?” she asks, point-
amazement behind the party, break swordplay ing at the horse archers. Her common is ar-
and slowly retreat. At the behest of the distant chaic and awkward.
figure, the smoke from the fire has extended
across the gorge to their side, assimilating to DM’s Notes. As soon as the PCs begin to an-
form an arch over the chasm. Then the figure swer, Princess Bhrokiti interrupts with another
calls to the party to cross on it—and from her question. She demands to know who the PCs are
voice the wizard is a young girl! and why they have come to Ra-Khati. Under no
circumstances will she reveal her own identity.
In the face of superior numbers, the PCs should She answers all inquiries by saying that she is a
retreat across the gorge on the mysterious citizen of Ra-Khati.
bridge. When the party starts across the gorge, The Tuigan army, still visible across the gorge,
the Tuigan fall into stunned confusion. They stop has begun assembling wood and shrubs for their
attacking for 1d6 rounds: They will pursue across own fire. The Princess will warn that they, too,
the bridge on foot, but, when the party reaches might know the secrets of the smoke bridge, so
the far side, the Princess will dispell the bridge, they had best flee.
sending the soldiers to their death. Fleeing for Safety. As soon as the Tuigan
Whether the PCs use the smoke bridge or their start across the gorge, Princess Bhrokiti asks
own methods to cross the gorge, their mounts again how the PCs made their pursuers so angry.
refuse to cross with them. The PCs must abandon Before the party can answer, she suggests they
their horses. beat a hasty retreat and leads the way up the
ridge.
Statistics No matter how the PCs crossed the gorge, only
the Tuigan captain, the shaman, and 30 warriors
Tuigan Captain (6th level fighter): AC 4; MV pursue. The Tuigan horses are highly trained and
18 (on horse); hp 37; #AT 1; Dmg 1-8 (sword); will go across their own smoke bride.
THAC0 15; Str 14, Dex 14, Con 14, Int 13, Wis 12, If the PCs are foolish enough to await the
Cha 10; AL LN; XP Value 270. Tuigan at the edge of the gorge, Bhrokiti flees
Tuigan Shaman (3rd level cleric): AC 8; MV alone. All 30 Tuigan will attack at once. Other-
12; hp 15; #AT 1; Dmg 1-6 (hands); THAC0 20; Str wise, the Tuigan captain and his fastest riders
12, Dex 10, Con 12, Int.13, Wis 14, Cha 6; AL NE; (one for each PC) catch the party just below the
XP Value 120. summit of the ridge. The other Tuigan are lag-
Spells: 1) magical stone, create water; 2) dust ging far behind. The riders attack from horse-

9
back, the captain doing 1d10 damage. Any PC may send down two
going after the boulders per round.
strongest PC, and The PCs will be able to hold off the Tuigan for
one man each after several minutes from their high ground. During
the remaining PCs this time, however, the Tuigan shaman will con-
and Bhrokiti. jure a dust devil. As it advances, the Tuigan
By the time the archers draw swords and axes, then rush for the
fight with the cap- summit. Because of the dust devil, the PCs will
tain is finished, the other Tuigan are catching up. have a -5 penalty to hit the Tuigan.
Bhrokiti again suggests fleeing, saying she can The dust devil reaches the summit and attacks
get help on the other side of the ridge. in one round. It requires the Tuigan three rounds
to reach the summit, but they do not stop attack-
Event 4: More Help ing until dead.
The Monks. Two rounds after the party de-
As the woman reaches the summit of the stroys the dust devil, or after it retreats off the
ridge, the remaining Tuigan draw their bows summit, 20 monks arrive. Princess Bhrokiti is
and dismount. Under cover of a hail of arrows, nowhere to be seen. The monks wear woolen
they advance on foot. robes dyed orange, have shaved heads, and carry
walking staves. Around their throats, they wear
GM’s Notes. The surviving Tuigan are firing gold snow leopard pendants.
from medium range, with a -2 modifier. As soon They immediately leap to the party’s defense,
as the party reaches the summit, the woman each monk disarming and disabling one of the
points to a village on the other side of the ridge. remaining Tuigan. The PCs must help out by
“I’ll go for help,” she says. “But you must hold fighting any Tuigan in excess of 20.
them here. Don’t retreat from here under any To avoid running a huge combat, describe the
circumstances.” battle as a whirl of orange robes, loud cracks,
Fortunately for the PCs, the top of the ridge- is and astonished screams. Two rounds later, all the
littered with boulders. Treat any boulders rolled Tuigan are unconscious or too beaten to fight,
down on the enemy as normal missile weapons but the only dead enemies are those the PCs

10
killed. The monks’ casualties are light: five are dant hanging from
wounded and one is dead. his throat has ru-
After the battle, the monks turn and walk back bies for eyes.
to the village without a word. As the PCs might
guess, the red
Statistics building is a mon-
Lagiluri Monks (20 5th level priests): AC 6; astery and the men
MV 18; hp 12; #AT 1; Dmg 1-8; (staff) +1; THAC0 exiting it are
18; Str 15, Dex 15, Con 11, Int 10, Wis 15, Cha 9; monks. The monks joyfully surround the PCs,
AL LG; XP Value 270. smiling and bowing politely. Then the abbot,
In combat, the monks attack bravely and intel- Thongi SamBhota, steps forward and begins
ligently. They take full advantage of the Snow speaking in stilted, unpracticed Common.
Leopard style’s flexibility, using a wide variety of He asks the party to return to his monastery,
chokeholds, judo throws, pain touches, and circle where he will give the PCs “beds to rest, food to
kicks. The monks will kill only in defense of the eat, and entertainment to enjoy.” Aside from as-
Dalai Lama, Princess Bhrokiti, or Ra-Khati’s laws. suring the party that the woman who helped
them is safe, he reveals no other information
about Princess Bhrokiti.
Event 5: Lagiluri
Statistics
The monks’ village sits in the valley of a
small stream. On both sides of the water, vil- The Abbot, Thongi SamBhota (10th level
lagers labor in fields of green pea plants. Far- cleric): AC 2; MV 12; hp 43; #AT 1; Dmg 1-8 (staff)
ther away from the stream, golden barley +1; THAC0 14; Str 16, Dex 14, Con 12, Int 10, Wis
grows in terraced plots rising up the hillsides. 17, Cha 9; AL LN; XP Value 2,000.
Beyond the hills rise higher hills. In the dis- Spells: 1) endure cold, detect magic, protection
tance is a high wall of craggy, glacier-covered from evil, magical stone; 2) spiritual hammer, si-
mountains. lence, 15’ radius, know alignment, withdraw; 3)
The village itself consists of a dozen white- dispel magic (x3), 4) spell immunity, protection
washed houses with sod roofs. A red, three- from lightning, repel insects: 5) plane shift, insect
story building stands slightly apart from the plague.
tiny village. It is built into the side of a small In combat, Thongi SamBhota tends to use spell
cliff, as if growing from the rock itself. immunity and dispel magic early to counter the
effects of the opposition’s magic-using charac-
DM’s Notes: The monks are returning to the ters. Next, he uses spiritual hammer to beat his
red building outside of town. They do not ac- opponents into submission.
knowledge the PCs’ presence in any way.
This village is Lagiluri. Fifty feet outside of La- Event 6: Warm Food and Dry Beds
giluri stands a narrow granite pillar. The side fac-
ing away from Lagiluri is covered with etched The monastery is a large, stone structure
writing. Unfortunately, the writing is in Ra-Khati with mud-plastered walls. Inside, it is furnished
script. Should someone find a means of interpret- with unpretentious wooden furniture and is
ing the message, such as a comprehend lan- virtually undecorated.
guages spell, they discover what it says.
Invisible lines are DM’s Notes. In the monastery’s great hall, the
the most dangerous to cross. monks offer the PCs bowls of black pea porridge,
malted barley drink, and coarse bread. During
This saying is the Ra-Khati equivalent of a no- dinner, Thongi questions the PCs about the “ban-
trespassing sign. No magic or traps are associ- dits” that were attacking them. Upon learning
ated with the message pillar. that an army was marching on the other side of
Welcoming Party. As soon as the party steps the gorge, all the monks seem quite alarmed.
past the pillar, the inhabitants of Lagiluri notice They begin whispering in their native tongue.
them. The people toiling in the fields look up, Thongi explains that Solon is an evil kingdom to
then smile and wave. A few seconds later, an el- the west. He suspects the army is theirs and is
derly monk exits the red building and leads his searching for a way to cross the Jumpa Gorge
20 followers over to the PCs. Like the other and launch a surprise attack.
monks, he has a shaven head, wears a woolen Thongi is mistaken. The Tuigan army is com-
robe dyed orange, and carries a long walking pletely unrelated to Solon’s dark forces. But nei-
staff. The sole difference is that the leopard pen- ther he nor the PCs have any way of knowing this.

11
After dinner, the greet the new day. Any monk gladly explains that
monks entertain by making the day feel welcome, the Ra-Khatians
the party with a hope it will treat them kindly.
display of martial Breakfast consists of cereal and dried fruit. The
arts skills. Thongi monks take the meal in silence, though the PCs
invites the PCs to are free to converse among themselves. After
compete unarmed breakfast, Thongi SamBhota invites the PCs to
against his monks, journey to Saikhoi to meet the Dalai Lama. If the
though they are under no pressure to accept. If, PCs inquire about the reason for the-visit, the
however, they do accept, use the monk statistics in monks explain it is customary for shapas (visi-
Event 4 to run the contests. All damage from the tors) to call on the Dalai Lama. Besides, the High
monks only stuns. In the third round of combat, One will certainly be interested in the army they
the monks always let their guests win the fight. saw and pay handsomely for their information.
PCs inquiring after the woman who saved them The abbot will promise gold, magic, power, or
are told only that she is safe. Again, none of the whatever the PCs desire. He fully expects that
monks reveal her identity. these promises will be kept.
The Night. After dinner, the monks show the SamBhota will not accept a refusal of his “invi-
PCs to warm beds in a dormitory room. As the tation.” It is the abbots duty to escort shapas
PCs prepare for bed, anyone happening to look straight to the Dalai Lama. Should the PCs persist
out the window notices two large eagles silhouet- in their refusal, the monks disarm and take the
ted against the full moon. The eagles are flying party by force—though SamBhota avoids killing
toward the southeast. any PCs if at all possible.
Do not encourage the party to explore the mon- Follow Up. Should the PCs escape, twice as
astery, as there is little to find. If they insist upon many monks track them down the next day, twice
leaving their room, six monks follow them every- that number the day after, and so forth until they
where they go. The monks do not interfere with agree to see the Dalai Lama.
the party’s actions unless the PCs harm someone.
The monastery consists of sleeping domiciles, Event 8: Through Ra-Khati
shrines, a kitchen, the great hall and a storage
room in the basement. One of the huge kegs in The monks lead the way over a series of
the basement is a secret door leading to a vault. dusty footpaths. The trail runs over steep hills,
Inside the vault are two leopard pendants (value through lush valleys of cultivated barley and
100 gp). There are also a few religious books, peas, down ledges on granite cliffs, and over
written in the ancient language of Susrit. They narrow, swaying suspension bridges of bam-
describe the life of Prince Surtava, who gave up boo and liana vine.
his kingdom to become a beggar and search for
enlightenment. Incidently, he succeeded, and DMs Notes: Even if the party somehow man-
founded the Padhran religion. aged to transport its mounts across the gorge in
The abbot severely punishes anyone stealing Event 3, the terrain is so rugged that the horses
from the monastery. The offender’s ear is cut off, must be left behind.
then he is given the item he was attempting to The abbot and all of his 20 monks accompany
steal. Characters missing ears suffer constant the PCs. If queried about the need for such a
ridicule in Ra-Khati, for in this land of content- large escort, Thongi explains that his monks
ment, theft is considered the silliest of crimes. have never seen the holy city of Saikhoi. Escort-
ing the party serves as a good excuse to allow
Event 7: Morning Departure them this indulgence.
The journey requires four days. At the end of
Dawn does not come peacefully to the tran- each day, the party stops in one of the tiny vil-
quil village. In every household, men ring bells lages scattered throughout the river valleys of
and beat gongs. Children blow whistles and Ra-Khati. In these villages, the PCs are the center
play chimes. Women clang pots and pans. A of attention, for few Ra-Khatians have ever seen a
few moments after the din begins, a monk ar- shapa.
rives with an invitation to join the abbot at At night, the party and its escort sleep in one of
breakfast, seemingly oblivious to the noise and the red monasteries that dominate all the vil-
excitement. lages. Each morning at dawn, after the custom-
ary bell ringing and pot clanging, the hosts feed
DM’s Notes. As the sun comes up, the citizens their guests a simple breakfast of grains and
of Ra-Khati create as much noise as possible to fruit, then the journey resumes.

12
The monks do not allow the party to wander As if not to be
freely through Ra-Khati. Should the PCs escape, outdone, a third
increasingly larger numbers of monks meet the sohei adds, “In a
party and “invite” it to see the Dalai Lama. trice, the ear of a
sleeping man—er,
Event 9: Saikhoi the ear of a man
asleep—no, the ear
Near the end of the fourth day of rigorous of a man who
walking, the trail crests a high hill. The monks sleeps too much-is filled with water.”
pause, pointing into the valley below and talk- The other sohei sigh and grumble at the third
ing excitedly amongst themselves. guard’s botched proverb. If the PCs answer with
In the center of the valley, between two huge an appropriate (and clever) proverb, the guards
lakes the color of sapphires, stands a barren, seem quite impressed.
granite mountain. A high red wall, with no visi- Sneaky PCs. PCs sneaking looks from beneath
ble gate, runs around its base. Inside the wall, their blindfolds must make an ability check
several hundred white structures stand on the against their Wisdom attribute. Anyone failing
rocky hillside as if sprouted from the cliffs the check is caught peeking. The guards escort-
themselves. ing the offending character slip away from the
A red citadel covers the top of the mountain, rest of the group. Changchub quickly and quietly
enclosing an area of at least five acres. The chokes the offender into unconsciousness. The
fortress stands ten stories tall, with no appar- other PCs will be none the wiser. The victim suf-
ent entrance. The first three stories have no fers no permanent damage.
windows or openings, while arrow loops ring After leading the way through the serpentine,
the fourth and fifth. The sixth, seventh, and smelly, noisy streets of Saikhoi, the guards again
eighth floors have large, square windows. descend into a subterranean passage. When they
Wooden balconies rim the citadel on the ninth exit, the party stands inside the Potala.
and tenth stories.
Statistics
DM’s Notes: This is the holy city of Saikhoi. Changchub Zangpo and his sohei are described
What the PCs don’t yet know is that having set on the sergeant’s character card.
eyes upon it, they may never leave Ra-Khati. The
great palace on top of the mountain is the Potala, Event 10: The Room of a Hundred
the Dalai Lama’s residence.
At this point, the monks insist upon blind- and Three Pillars
folding the party and carrying the PCs upon their
backs. They explain that the blindfold is a tradi- The guards pause and remove the blindfolds.
tion forced upon Ra-Khati by the ever-present They have stopped in a large, richly decorated
fear of Solon’s spies. chamber. Thirty feet overhead, huge rafters criss-
Once the PCs are blindfolded, the monks carry cross the coffered ceiling. Each beam is painted
them to Saikhoi’s walls. Thirty of the Dalai Lama’s with floral patterns in crimson, saffron, emerald,
sohei (guards) meet the procession outside the sapphire, and other brilliant colors.
walls and transfer the party members to wooden Over a hundred stone pillars rise from the
litters. Then they take the PCs into the cool floor to the ceiling. Richly woven tapestries
dampness of a secret tunnel and through a series encircle each one from crown to base. The
of subterranean passages. A few moments later, hangings depict a wide range of scenes. On
the PCs feel the setting sun’s light on their faces, one, a white stag grazes a field of cultivated
a cold wind nipping at their ears, and the murmur peas, uneasily watching a snowy leopard at the
of city residents. edge of the meadow. In another, a huge eagle
Well Water. A few steps after entering the city, has grasped an entire monastery in its talons
the sohei stop at a public well. Assuming the PCs and is flying toward the sun. A third tapestry
are thirsty after their long walk, the captain of depicts a purple, serpent-like dragon weeping
the guard offers them water, After offering the as it buries an entire village beneath great bil-
water, the captain, Changchub Zangpo, speaks in lows of purple dust that spew from its mouth.
common, “If you drink another country’s water, At the far end of the chamber sits a large
obey another country’s laws.” golden statue. The statue depicts an ancient
A second sohei says, “True friendship has the man sitting cross-legged in a state of deep
taste of water, false friendship the taste of oil and meditation, his eyes opened and turned toward
honey.” the heavens. His pupils are made of immense

13
warns her against speaking with these shapas.
rubies. An emer- Defiantly, the Princess replies that she can speak
ald the size of a with whomever she pleases. The conversation
man’s fist serves continues in that vein until the Princess reluc-
as the statue’s tantly returns to her lessons. Changchub is nota-
navel. bly agitated.
Although Changchub refuses to discuss the
DM’s Notes: As Princess any further, he gladly shows the party
the PCs study their around this room. The Room of a Hundred and
surroundings, the young woman who saved them Three Pillars is aptly named, a marvel of the local
at the gorge steps into view at the far end of the architecture. True to their natures, the Ra-
room. More beautiful than ever, she is moving Khatians have found a way to explain this practi-
from pillar to pillar, lifting the tapestries and cal necessity of the pillars with a mystical cause.
reading passages etched into the columns be- A tapestry representing an event from Ra-Khati’s
neath. history covers each pillar. Beneath each tapestry
Smiling sadly, Princess Bhrokiti approaches the is a proverb stating what the Dalai Lama learned
party. Over a wide-sleeved blouse and long skirt, from that event.
she wears a floor-length, sleeveless tunic bound Changchub gladly allows the PCs to look be-
about her waist with a silver belt. On her head she neath the tapestries, freely translating the prov-
wears an emerald encrusted perak (a bonnet con- erbs into his rather awkward Common. Four of
structed in the shape of cobra’s head). Diamonds, these proverbs bear special attention:
sapphires, rubies, and many other jewels hang Beneath the tapestry depicting the white stag
around her neck on silver cords. On her earlobes and the snow leopard, the proverb says,
rest tiny turquoise flowers, each dangling five
streamers of tiny white pearls. A watched cat
Changchub and the Princess eye each other, is usually a diversion.
and it is obvious that they do not care for each
other’s company. They have a brief exchange in Beneath the tapestry of the eagle carrying away
Ra-Khatian in which the sergeant of the guard the monastery:

14
Everything that flies world will end.”
is not small. In another
chamber a sin-
Beneath the tapestry bearing the purple gle priest sits
dragon: cross-legged and
Even performed in great reluctance, nearly naked,
murder is murder. his eyes closed
and turned up-
Beneath a tapestry depicting a man being ward. Each rib is clearly outlined beneath his
stomped to death by a huge black horse: skin, and he hovers ten feet off the ground.
“He hasn’t moved in thirty-four years,”
Keep your hands off Changchub says. “They think he’s found a
the Dalai Lama’s horse.
shortcut to Nirvana.”
Finally, the guards stop at a green door. A
If your players look under more tapestries, terrible screech sounds from the other side,
make up other insignificant proverbs for them to setting the door to trembling and the floor to
puzzle over. quivering. Several men scream in alarm.
The Golden Statue. The golden statue depicts Changchub reaches for the doorknob, then
the Padhrasattva of Erudition, Mahavidi. Mahavidi something smashes the other side of the wall,
is the personal Padhrasattva of the Dalai Lama, sending a crash of thunder through the build-
and is considered the highest of Padhra’s incar- ing.
nations. “Only a fool opens the door in the face of an
Mahavidi’s statue is solid gold and is valued at angry storm,” Changchub says. “But wisdom is
more than ten million gold pieces. It also weighs second to obedience.” He slowly opens the
over 30 tons, and is built directly into the founda- door.
tions of the building. Other than this, its only
defense against theft is the famous Ra-Khatian DM’s Notes. The door opens into a cavernous
karma curse, in this case, a permanent karma mezzanine two acres in area and ten stories high.
curse. This curse is activated whenever someone The room is covered by a huge steel grate that
touches the statue while thinking thoughts of lets the sunshine in, but keeps anything larger
larceny. See “New Spells” in the introduction for than a sparrow from entering or leaving. On all
more information on the karma curse. The condi- sides, walls of dark granite enclose the area, but
tions for removing the curse are returning any- the floor is covered with several feet of dusty
thing that was stolen from the statue, then earth.
performing an act of contrition equivalent to the A dozen priests wearing brocaded silk robes
act which activated the curse. stand near the entrance, their attention fixed on
If the party insists upon questioning Chang- the center of the room. The Dalai Lama is in the
chub about the Princess, he changes the subject, center of the room. The High One is a tall, elderly
noting that the Potala was built more than a man with collar-length gray hair, a tanned,
thousand years ago by the first Dalai Lama. He weather-lined face, and a long straight nose end-
then attempts to launch into an architectural ing in a large, drooping bulb. His face is oblong
lecture describing the hundreds of rooms and and sharp featured. He has pale blue eyes that
temples in the building. seem deep and icy as a glacier, and gray wisps of
Assuming the PCs redirect the conversation, a thin beard cling to his chin and upper lip.
Changchub eventually says the party must dis- Sandiraksiva. With a golden lasso in his hand,
cuss the Princess with the High One. He insists the Dalai Lama is approaching a magnificent
that the PCs accompany him to see the Dalai black stallion, Sandiraksiva (Ra-Khatian for “He
Lama. who refuses to carry the Dalai Lama”). San-
diraksiva is black as the night, stands six and
Event 11: The Dalai Lama half feet tall at the shoulder, and weighs more
than 3,000 pounds. The courser’s black hooves
Changchub leads the way through a maze of glisten as though made of polished stone, his
halls and rooms ornamented with brilliant fres- yellow eyes burn with anger, and black steam
coes and elaborate statues. In one room, a billows from his nostrils whenever he breathes.
hundred priests stand before ten thousand tiny As the Dalai Lama attempts to slip the lasso
idols reciting names in their bizarre dialect. over the horse’s neck, Sandiraksiva rears and
“They are reciting the names of the Padhra,” lashes out with his hooves, attacking with a se-
Changchub explains. “When they stop, the ries of blows that would kill a normal man. But

15
the Dalai Lama Event 12: Promised Gifts
continues to ad-
vance, dodging, The Dalai Lama dismisses Changchub and
sidestepping, and the sohei, then leads the way to a small sitting
blocking the slash- room.
ing hooves, and “Please, be seated,” he says. His Common is
finally slips the as fluent and perfect as a diplomat’s. “Tell me
lasso over the of this army you saw.”
horse’s neck. Sandiraksiva neighs angrily, then
gallops wildly away, dragging the Dalai Lama be- DM’s Notes. The Dalai Lama seems quite
hind him. alarmed by what the party tells him, especially
A few moments later, the horse leaps into the concerning the army’s size. He appears confused
air and flies toward the ceiling, still pulling the by the fact that it was mounted, but shows no
High One along. When he cannot knock his cap- indication of doubting the party’s word. Finally,
tor free by bouncing off the walls, Sandiraksiva after the PCs have told all they know, the High
turns in mid-flight and bares his teeth. An instant One says, “Now I must be a good host. What may
later, a fireball issues from his nostrils and en- I do to make your stay more enjoyable?”
gulfs the Dalai Lama. The Dalai Lama is not interested in small re-
A gasp of alarm goes up from the priests and quests. He wants to give each PC a truly remark-
sohei in the room. able gift. To this end, he goes to considerable
Meeting the Dalai Lama. Allow the PCs to lengths to learn what each individual desires
respond however they wish—but give them only a most in the world.
moment to consider their actions. Everybody else As they answer, the Dalai Lama repeats their
is too shocked to react, and are already crying requests to them in generic terms. For example, a
the Dalai Lama has been killed. request for “a million gold pieces” is repeated as
After the smoke clears, however, the Dalai “wealth.” A request to “increase two levels” is
Lama lies on the floor beneath the horse. He repeated as “power.” Requests for magical arti-
slowly picks himself up and dusts off his sooty facts are repeated as “magic,” and so on. Record
clothes. Then he looks up and says, “It is a wise each party member’s request in generic terms.
horse that flies for his master, but keeps a secret After the party completes its wish list, the Dalai
fire in his heart.” Lama says, “You have done Ra-Khati a great serv-
Unless one of the PCs thinks of it first, Chang- ice. You shall have what you desire tomorrow at
chub leans over and whispers, “You can take a dawn.”
horse to water, but you can’t make him drink.” Bhrokiti. The Dalai Lama, however, makes no
The priests immediately set about recording the promises regarding Princess Bhrokiti. If ques-
scene. tioned about her, he says only that she is an im-
A moment later, the Dalai Lama approaches the pressionable but headstrong child.
PCs. By the time the party’s audience with the Dalai
Changchub bows and says, “Dalai Lama, these Lama ends, the hour is late. Assuming the PCs to
are the shapas.” be exhausted, the Dalai Lama summons a servant
The Dalai Lama studies the PCs for a long mo- and shows the party to their guest quarters. He
ment, secretly using a know alignment spell on excuses himself to attend to “matters of state.”
the them. At last, he greets them warmly. “You The PCs may wish to explore the Potala. Re-
are clearly from some land other than Solon,” he mind them that they are extremely tired, but al-
says, “and that makes you welcome in the Po- low them to explore if they wish. Go to Event 14.
tala.” Characters attempting to explore while ex-
The Horse. Should the PCs turn the conversa- hausted suffer a -5 die modifier whenever they
tion to the magnificent black horse (or even men- make an ability check.
tion it in passing), the Dalai Lama beams proudly
and explains that he captured the horse himself, Event 13: Calendar
but will not say where or when. He considers tam-
ing the horse and riding it his “do” (pronounced Confusion—Chad
doe), or “path to enlightenment.” The next mornings arrives with unusual and
oppressive silence. The customary bell ringing,
Statistics pot-clanging, and whistle blowing is absent. No
The Dalai Lama’s statistics are given on his servant or monk comes by to extend an invita-
character card. tion to breakfast, and the streets of Saikhoi

16
Princess Bhro-
remain deserted. Even the roosters remain kiti. Although no-
quiet, as if the whole nation of Ra-Khati is still body will show the
in bed. PCs to the Prin-
cess’ chamber,
DM’s Notes. The reason for the unusual silence they bump into her
is that this day is chad, or unlucky. At the begin- shortly after leav-
ning of each year, the Dalqi Lama consults his ing the Dalai Lama
divine powers to prepare the calendar for the or Changchub. She is running headlong down a
coming year. He learns which days during the hall, giggling and laughing.
coming year will be lucky and which will be un- When she meets the PCs, she stops and haught-
lucky. In order to maximize the benefits of the ily demands to know what they are doing wander-
calendar, he “cuts out” the unlucky days, and ing about. She will deign to explain that today is
repeats the lucky days. chad, or unlucky. As such, it is cut out of the cal-
On a chad day, the citizens of Ra-Khati are for- endar. Of course, she doesn’t believe in such non-
bidden from pursuing their normal business, or sense any more than the PCs.
undertaking any activity that might bring harm Before the PCs can ask her any more, two
to themselves or others. In effect, they are sup- monks appear at the end of the hall, calling for
posed to sit in their homes and wait for the dan- the Princess to return to her room. With a taunt-
ger to pass. ing giggle, the Princess cries her refusal, then
Conversely, lucky days, or slad days, are re- takes off running again. She quickly disappears
peated twice on the calendar to take full advan- in the hallways and, no matter how the PCs pur-
tage of their beneficial effect. The first lucky day sue her, cannot be found again.
is traditionally spent in celebration. Weddmgs are Bad Luck. After the PCs meet Bhrokiti, they
performed, children conceived, and initiates are free to explore the Potala. However, each one
taken into monasteries. A jubilee spirit generally suffers a minor mishap, such as slipping and fall-
reigns throughout the country. On the second ing down stairs, getting lost, being hit by falling
slad day citizens undertake new ventures, per- masonry, etc. Usually, these mishaps result in
form dangerous tasks, and work especially hard. 1d6 damage. In addition, any time a PC must
The Dalai Lama’s skill at predicting chad and make a die roll, he suffers a -2 modifier.
slad days is so great that few citizens ignore the
customs regulating behavior on such days. The Event 14: In the Potala
PCs have arrived in Saikhoi at a particularly
unique time: a chad day is directly followed by a
With everybody hiding in their rooms, time in
slad day.
Confused PCs. The Dalai Lama promised to the Potala passes at an unhurried, tedious
pace. Save for an occasional swish as someone
fulfill the PCs’ desires “tomorrow at dawn.” The
passes down a nearby corridor, the hallways
PCs may be confused, then, when they find no remain ominously silent.
sign of the Dalai Lama, Changchub, or the Prin-
cess today.
DM’s Notes. The text above applies only if the
Eventually, they find a servant who agrees to
party is exploring the citadel on a chad day. Oth-
take them to see Changchub (but not the Dalai
erwise, the Potala is filled with bustling servants,
Lama or Princess Bhrokiti). Like most people in
monks, and officials.
the Potala, Changchub is huddled in bed, trying
Whether or not it is a chad day, the characters
to get past this chad. He agrees to speak with the
PCs only reluctantly, and seems quite distressed. are free to explore the Potala. They cannot help
noticing that six monks follow them wherever
When questioned about the cause of his distress,
they go.
Changchub only responds that “today doesn’t
Mapping the palace will prove impossible,
exist.”
since, within its walls, distance and direction are
To get the PCs to leave him alone, Changchub
governed by subjective interpretation. In fact,
will have the servant take them to the Dalai
there is no map of the Potala, since nobody, not
Lama. Although not as visibly frightened, the
even the Dalai Lama himself, has ever explored
Dalai Lama is in a similar condition. When ques-
all of its nooks and crannies.
tioned about his promise to fulfill their desires,
As the party explores the citadel, describe the
the Dalai Lama responds that it would be folly to
usual things they might expect to find in such a
do anything of that magnitude “on a day that
large complex: kitchens, dining areas, libraries,
does not exist.“ He says no more and asks the PCs
to do him the courtesy of retiring from his cham- workshops, sleeping quarters, gymnasiums, ar-
mories (well-guarded, of course), conference
ber.

17
rooms, offices, the The party may attempt to leave the same way
private (and off- they entered the Potala— through the Room of
limits) areas of One Hundred and Three Pillars. This is the exit
high ranking bu- most commonly used by high-ranking residents
reaucrats. Above of the citadel. At the end of the room opposite
all, there will be the statue is a teleportation pad disguised as one
many, many tem- of the stone blocks in the floor. The block can
ples devoted to move up to ten people at a time. To activate the
worshiping the various Padhrasattvas. pad, one of the people standing on it must recite
The party may try to find certain particular lo- these three proverbs in Ra-Khatian:
cations. In most instances, they will have little
A watched cat
trouble finding a servant or passerby that will
is usually a diversion.
direct them to where they want to go—though
these instructions will seldom make sense if the Everything that flies
party is mapping. is not small.
However, such helpful residents never reveal Even performed
the location of the Potala’s exits (there is only in great reluctance,
one, in the Room of a Hundred and Three Pillars). murder is murder.
If pressed, such servants truthfully claim that it
has been so long since they had any desire to After the last proverb is recited, characters on
leave the palace that they have forgotten the ex- the teleportation disk appear in a short, dead-end
its location. tunnel in Saikhoi,
Investigations. Clever PCs may use their time Once the PCs enter Saikhoi, it won’t be long
to learn more about their environment. Use your before the Dalai Lama’s loyal citizens raise the
judgment as to how successful particular lines of alarm—unless the entire party resembles Ra-
inquiry will be, keeping in mind that most of the Khatians in dress, appearance, size, and can
people in the Potala are friendly and would genu- speak the language without accent. As soon as
inely like to help the party. Some guidelines for the alarm is raised, Changchub and his sohei
likely areas of investigation are listed below. (Even pursue from the Potala. In the event that the PCs
on chad days, the individuals described below will escape the city, the Dalai Lama himself pursues.
be available. They may be surly, however.) If Changchub or the Dalai Lama must retrieve
Leaving the Potala. Although nobody has the party from outside the Potala, they recite sev-
told the PCs, they are prisoners inside the palace. eral proverbs at the PCs—the Ra-Khatian equiva-
Characters wishing to leave find a pronounced lent of a stern lecture:
lack of information. Only the Dalai Lama, Prin-
cess Bhrokiti, Changchub, and other high offi- It is better for a guest
cials know the secret of leaving, and they always to eat the last of his host’s grain
change the subject when asked about exits. than to offend him
The Potala is surrounded by a permanent anti- by stealing away like a thief.
magic shell supplied by the Padhra himself. At- Hospitality turned away
tempts to leave the Potala via teleport, astral is lost forever.
spell, gate, and so forth fail. The user “ricochets”
off the anti-magic field and appears somewhere If a guest leaves
else inside the citadel. in the middle of the night,
There are only two ways to leave the Potala: the host must conclude
through the Room of a Hundred and Three Pillars, that he was sheltering a criminal
or through one of the balconies or windows on and not a friend.
the upper stories. PCs attempting to fly out of the
upper stories may be in for a surprise. As they Princess Bhrokiti. Princess Bhrokiti’s suite is
cross the anti-tragic shell, the magic allowing located on the second floor, but nobody willingly
them to fly is dispelled (items are destroyed). reveals this to the party. Even if the party learns
Characters have only a few seconds to break their the location of Bhrokiti’s suite through some
fall or suffer normal falling damage. (Only spells other means, they will find it difficult to see her.
with a casting time of 1 or less can be cast.) Rooms nearby are occupied by six sohei who will
A far safer method of leaving is to climb down a not allow the PCs to pass into the Princess’s suite.
rope. Of course, witnesses (such as the citizens of And should the party manage to slip past the
Saikhoi) report the escape attempt to Chang- guards, she is not in her suite anyway.
chub. PCs wishing to learn more about the Princess
must resort to indirect methods. Some especially

18
effective places to look for information include: edge. After con-
The Princess’s Closet, second floor. Six maids vincing the duty
labor in the Princess’s closet to keep her wardrobe monk that they
neat and orderly. If flattered, cajoled, or bribed, have a genuine
they reveal that Princess Bhrokiti recently ran need for the infor-
away. They also tell the PCs that she is unhappy, mations they seek,
but cannot say why. The maids suggest asking her he allows them to
sohei guards about her escape. They suggest talk- inspect a slim vol-
ing to her tutors about her unhappiness. ume. From this volume, they learn:
Entrance to Bhrokiti’s Suite. On duty, the guards Solon is located in a desert west of Ra-Khati.
in these hallways are incommunicative. But if It’s raja is a dead wizard named Amchubar De-
approached in a more informal setting, they re- vayam.
veal that the Dalai Lama recently flew to Lagiluri Before Amchubar Devayam took power, Ra-Khati
to retrieve his daughter. traded with Solon through the city of Kushk, just
The Princess’s School. A solicitous man named across the Jumpa Gorge.
Tseyo Raop is in his office. If approached with Trade between Solon and Ra-Khati fell apart
concern for Bhrokiti, he reveals that the when Amchubar tried to invade Ra-Khati. Despite
Princess’s father wants her to take his place as Ra-Khati’s natural defenses, Amchubar nearly
Dalai Lama. She would rather travel the world in succeeded. He kidnapped the child of the great
search of adventure. Tseyo also mentions that purple dragon, Gaumahavi, and forced Gauma-
the Princess finds Ra-Khati’s incarceration of sha- havi to serve him. The war ended after the Dalai
pas repulsive. If questioned further, Tseyo be- Lama met Gaumahavi in personal combat and
comes uncommunicative. vanquished her.
Shapa. PCs asking, about the term “shapa” are Sandiraksiva, the Black Courser. Everybody
directed to the Library of Linguistic Wisdom. in the Potala is eager to talk about Sandiraksiva,
Here, they learn that “shapa” has many mean- the Dalai Lama’s horse. The servants believe it to
ings: guest, foreigner, visitor, and prisoner. be a fiend-horse, and claim it eats its handlers
Solon. PCs asking about Solon are directed to (false, though Sandiraksiva has mauled several).
the Repository of Proscribed Geographical Knowl- The monks claim the horse was sent by Mahavidi to

19
test the Dalai La- As soon as the PCs finish eating, the servants
ma’s patience and inform them that the Dalai Lama has invited
wisdom. The Dalai them to attend the slad celebration. The servants
Lama’s advisors lead the way to the Great Hall of Celebration. The
consider the black Dalai Lama, Changchub, and dozens of normally
courser a time-con- sober monks and advisors are having a baccha-
suming and danger- nalian festival. The PCs are given goblets of
ous hobby. strong wine, then whirled into the midst of a
Sandiraksiva’s stable boy, found in the Humble mad, exhausting chain dance.
Stable Boy’s Tool Chamber, probably comes the If the PCs approach the Dalai Lama to ask
closest to understanding the horse. If asked about the gifts he promised, he replies “today at
about Sandiraksiva, the stable boy is so flattered dawn, as I have pledged.” However, as the morn-
that he reveals everything he knows about the ing wears on, it becomes apparent that the Dalai
Black Courser. Without listing specifics, give the Lama concept of “today at dawn” differs from the
party a general outline of Sandiraksiva’s abilities party’s. If the PCs ask about the gifts again, the
as discussed in “New Monsters” in the lntroduc- Dalai Lama replies with the following proverbs:
tion. The only thing the stable boy knows about It is through patience
the horse’s origin is that the Dalai Lama brought that a mulberry leaf
it back from “the war.” He doesn’t know what becomes the Dalai Lama’s
war-the last one was many, many years ago, and silken gown.
wars are not discussed much in Ra-Khati.
The PCs may wish to free the Black Courser. The The hurrying man
door into Sandiraksiva’s stable is not guarded goes nowhere fast.
and is unlocked. The Black Courser eagerly fol- There is no need
lows them out of the dark enclosure. But then he to run anywhere.
flees into the palace. If something is worth having,
In no case will Sandiraksiva jump out of one of it will be there
the windows or off a balcony in the Potala’s upper when you arrive.
floors. He can sense the palace’s anti-magic shell
and suspects it would destroy his flying powers. Princess Bhrokiti. Eventually, the Princess
Ending the Encounter. If the party wishes to arrives at the festival and approaches the PCs. In
investigate anything else, use your own judgment contrast to her father and the other Ra-Khatians,
in deciding what to reveal. Although the PCs are she seems bored and gloomy. If questioned about
prisoners in the Potala, they are also honored the festival, she condescendingly explains that
guests. Their hosts gladly do all they can, short what the PCs think of as “today” is the first half
of helping the party escape, to make the PCs of slad, or “the lucky day.” On the first half of
happy. However, because of the Dalai Lama’s slad, Ra-Khatians must put off their work and
trouble with his daughter, most individuals are celebrate their good fortune.
rather uncommunicative when it comes to Prin- “Tomorrow, which is still today,” she continues,
cess Bhrokiti. “is when gifts are given, new missions under-
By the time the party completes its investiga- taken, and all that other nonsense. Rest assured,
tions, the day has ended. Allow the party to re- father will keep his promise.”
turn to its chambers, then continue with Event 15 Of course, Princess Bhrokiti does not believe in
if these investigations took place on the chad lucky days any more than the PCs, but she has
day, or with Event 13 if the party insisted upon learned to-live with the customs of her people.
exploring the citadel on the night of their arrival. For the rest of the day, the PCs receive a +2 mod-
ifier to any dice rolls they make.
Event 15: Slad The PCs finally have an opportunity for more
than a fleeting discussion with the Princess. If the
With dawn comes the sound of music and PCs question Bhrokiti about her happiness in the
laughter in the streets. Several servants bustle Potala, she freely admits that she is not content
into the room bearing trays laden with sweet and would love nothing more than to leave. “But,
breads, fruit, poached eggs, and strips of fried of course, that is impossible,” she says. “I am as
goat. much a prisoner as you are.”
Assuming the PCs show surprise at being called
DM’s Notes. The strips of fried goat should be prisoners, the Princess laughs fervently. She sug-
particularly noteworthy, as it is the first meat the gests the party is rather naive to believe the Dalai
PCs have been served since arriving in Ra-Khati. Lama would bestow the grand gifts he promised

20
without taking something significant in return. Raja’s emis-
If the party protests that the gifts are in return saries at the city
for reporting the army on Ra-Khati’s border, Bhro- of Kushishk within
kiti laughs again. The gifts, she insists, are pay- two fortnights.”
ment for the party’s freedom.
Then an idea occurs to her. She suggests that,
if the party wishes to leave, they get together DM’s Notes. The
tomorrow to consider possible escape plans. tribute Amchubar
Confronting the Dalai Lama. When con- desires is Bhrokiti as wife and Sandiraksiva as
fronted with questions about the party’s freedom, dowry. The Princess explains this to any charac-
the Dalai Lama admits the PCs can never leave ters who don’t immediately understand.
the Potala. But he asks the PCs to think of them- It is not by coincidence that Amchubar’s mes-
selves as honored guests, not prisoners. As long senger arrived so soon after the PCs. Amchubar
as they stay in Ra-Khati, their every need will be knows about the Tuigan army marching along
attended. Ra-Khati’s border, and is hoping to convince the
The Dalai Lama is happy to explain the neces- Dalai Lama that it belongs to him. If he can trick
sity for his “request.” Beyond the Katakoro moun- the High One into turning his daughter over as a
tains, there are many legends of a wealthy hostage, and giving up Sandiraksiva, Amchubar
kingdom where the streets are paved with gold. will have what he needs to force Ra-Khati into
Unfortunately, wandering explorers have, in the submission.
past, been known to mistake Ra-Khati for that It is a good plan.
kingdom. The more unscrupulous of these men Reactions. The festival falls silent, then the
have led great armies against Ra-Khati’s peaceful Dalai Lama approaches the messenger and an-
borders in an attempt to recover its wealth. Over grily knocks him to the floor, crying that he will
the centuries, the citizens of Ra-Khati have been never let his daughter go. The High One breaks
forced to develop a defense against this kind of several of the messenger’s bones before Chang-
trouble. Although foreigners—shapas—may enter chub intervenes and stops him.
Ra-Khati freely, they may never leave. After the Dalai Lama releases the messenger,
No amount of pleading, cajoling, or threatening the Solonine (citizen of Solon) lays on the ground
will change the Dalai Lama’s mind. He simply helplessly. Glaring up at the Dalai Lama, he
shakes his head and says the PCs might as well snarls, “For this insult, you will pay with your
enjoy their stay. On this matter, he says, the law kingdom. The Raja has awakened Gaumahavi
is clear—shapas may not leave the Potala. from her slumber!”
If it appears the PCs intend to use violence to A chorus of astonished whispers goes around
free themselves, the Dalai Lama, Changchub, and the room, and the Dalai Lama stares at the man
the sohei are prepared to hold them prisoner. intently. Finally, Changchub says, “He’s lying!”
After the PCs have absorbed the news of their But the Dalai Lama shakes his head. Having
imprisonment, but before they leave the festival, used detect lie on the man, he knows the Raja
continue with Event 16. has, indeed, roused the purple worm.
Astonished Advisors. The advisors in the
Event 16: Trouble from Solon room begin crying that Ra-Khati is lost. Then,
when even Changchub agrees with their analysis,
A sohei interrupts the festival by bringing a Princess Bhrokiti steps forward and declares
stranger into the room. The dark-skinned, proudly “I will go to Amchubar!” The room falls
black-eyed man wears a black cloak over ma- silent in astonishment.
roon lamellar armor. Without waiting for an Of course, the Dalai Lama refuses to turn his
introduction, he steps forward and says: daughter over. However, under pressure from his
“I represent Raja Amchubar Devayam, ruler advisors, daughter, and even Changchub, he
of Solon. The mighty Raja sends me to an- eventually agrees—provided Bhrokiti takes an
nounce that he has amassed a great army. elite group of bodyguards along to protect her.
Even now, he is preparing to march on this Bhrokiti and Changchub both look at the PCs.
pitiful and defenseless kingdom. The Cost of Freedom. Bhrokiti and Changchub
“But, in the Raja’s. infinite generosity, he is are hoping the PCs will volunteer to accompany
prepared to spare Ra-Khati the indignities of the Princess, for they are well aware of the party’s
total ruin. Providing the humble Dalai Lama remarkable assembly of talents. If the PCs do not
pays the token tribute of one woman and one think of making this proposal themselves, Prin-
horse, Ambuchar Devayam will not invade Ra- cess Bhrokiti suggests that accompanying her
Khati. This tribute is to be delivered to the might be the only way to regain their freedom.

21
The Dalai Lama the statue’s lap, silent and motionless. Then a
will gladly ex- tremendous creak comes from the statue. Its jew-
change the party’s elled eyes shift in their sockets and stare down
freedom for a upon the Dalai Lama’s head.
promise to deliver Startled, the Dalai Lama leaps out of the
his daughter safely statue’s lap and kneels on the floor. Except for
to the Raja. The the defiant Bhrokiti, everyone else in the room
High One is also gasps and falls to their knees.
careful to specify that destroying the Raja would After studying the Dalai Lama for a moment,
be considered fulfillment of the promise, since the statue speaks in voice both booming and me-
the party might find themselves in a position to lodious.
accomplish this. “Tsenya Garbo, I have looked upon the world. I
If the question of Ra-Khati’s laws arises, the know what danger threatens Ra-Khati, and I am
Dalai Lama simply waves a hand and says “he angered by it.
who makes the laws also unmakes them.” “But you people of Ra-Khati are afraid of what
Karma Curse. Assuming the PCs agree to awaits beyond your sight, and that has made you
help, the Dalai Lama thanks them profusely. weak. Because of your weakness, you must do as
Then, to insure the PCs will keep their word, he Amchubar Devayam asks until you are strong
places a karma curse on them (see “New Spells” enough to defeat his armies and wise enough to
in the Introduction), saying “I expect you to keep turn Gaumahavi’s wrath away from your door.
your promise to safeguard my daughter, my “I will not help you, for I have grown weary of
friends.” your feebleness, which does me no honor. But
This curse will be activated only if they aban- know this: for as long as Princess Bhrokiti stays
don the Princess before delivering her personally with Amchubar, I will make the Raja keep his
to the Raja—or before destroying him. Once acti- word. Solon’s armies will not set foot on your
vated, the only way the curse can be removed is land, and Gaumahavi will not fly over your vil-
by returning to Bhrokiti’s aid and doing as she lages. This I will do so you may rebuild the
instructs. strength you have lost and find the wisdom you
After the PCs have accepted their assignment, have mislaid.
Changchub volunteers to take his sohei and “I have spoken.”
spread the alarm throughout Ra-Khati. Coinci- The statue falls silent, and the eyes remain
dentally, this assignment allows him to accom- fixed upon the floor in an expression of disap-
pany the party for a week or so. pointment.
Reactions. After several silent moments, Prin-
Event 17: The Dalai Lama’s Prayer cess Bhrokiti whispers, “If I must stay in Solon
until Ra-Khati is no longer afraid, I shall die
“Come, my brothers,” the Dalai Lama says, there. But, if this is my duty, then I will do it.”
his sad eyes searching every face in the room. The PCs have already agreed to go with Bhro-
“This sad day is not yet ended. Let us go to kiti, and the Dalai Lama will not release them
Mahavidi to pray for my brave daughter.” from their promise. If they try to renege on their
Wobbling from all the wine he has had to agreement, Bhrokiti warns them that her father
drink, he leads the way to the Room of a Hun- has taken measures to ensure that they will keep
dred and Three Pillars. their word.
If the PCs ignore the warning, they begin losing
DM’s Notes. In the Room of a Hundred and experience points as outlined under karma curse
Three Pillars, the Dalai Lama climbs into the lap in “New Spells” in the Introduction.
of the statue of Mahavidi and kneels. Finally, he Changchub brings the assembly to an end by
begins to pray aloud: suggesting that the PCs return to their chambers
“O mighty Padhra, have you not seen the dan- and prepare to leave in the morning.
ger that threatens your children? The evil Amchu-
bar Devayam has amassed a great army, and he Event 18: Gifts Delivered
has awakened your faithless servant, Gaumahavi.
“Glorious Padhra, the price Amchubar de- Before dawn, the Dalai Lama himself bangs
mands for peace is high. He wants my daughter’s on the door.
hand in marriage, and my do-horse Sandiraksiva “Awaken, my friends! Dawn is coming, and
as a dowry. we must be, ready when the sun touches the
“O merciful Padhra, what shall we do?” gable!”
For a long moment, the Dalai Lama remains in

22
DM’s Notes. The Dalai Lama has come to de- item from the fol-
liver the gifts he promised in Event 12. As soon lowing choices:
as the PCs have dressed, he leads the way to the Potions: dragon
Secret Vault of the Morning Moon. Once a month, control or fire
he explains, the moon and sun’s rays simultane- breath
ously touch the eyes of the statue of Piminasi, Scrolls: demi-
the Padhrasattva of Abundance. This is when the shadow monsters
Potala’s most sacred vault opens. and dispel magic:
The Dalai Lama stops in a small room nearly raise dead and flame strike
filled by the statue of a cherubic, corpulent Rings: protection +2 or shooting stars
Piminasi. The Padhrasattva is staring out of the Wands: negation, secret door, or trap location
balcony toward the mountains in the east. The Books: manual of bodily health or manual of
full moon is hanging just above the horizon, gainful exercise
barely visible in the predawn light. Just after the Amulets: life protection or versus undead
party arrives, the sun rises over the mountain Cloaks: arachnida or elvenkind
and lights up Piminasi’s face. Helms: comprehending languages and reading
An instant later, a secret door opens in the magic or telepathy
statue’s immense belly. It leads into a vault Weapons: crossbow of accuracy +3, dagger +2
crammed full of assorted treasures, any one of longtooth, mace of disruption or sword of wound-
which would be a king’s ransom. ing
Desires Gratified. Consult the list of PCs’ de- All items are described in the Dungeon Master’s
sires you made in Event 12. The Dalai Lama pro- Guide and are fully functional and charged.
vides each PC with what he asked for. It is too late For categories falling outside the areas men-
for the PCs to change their minds—that would tioned above, the Dalai Lama does his best to
entail going to a different vault that opens on a give the PC what he or she wants (unless it entails
different day. releasing the PC from his promise to protect and
PCs interested in wealth are given a bag of aid Bhrokiti).
gems worth 100,000 gold pieces, with no experi- The PCs are not required to accept the gifts.
ence points. Refusing the gifts, however, in no way releases
PCs interested in power are allowed to open an the PCs from their promises.
ancient tome the Dalai Lama calls the Book of After bestowing his gifts, the High One makes it
Secrets. They automatically go up one level. They clear that the PCs can expect even greater gifts if
have the minimum number of experience points they serve his daughter well. The Dalai Lama then
for that level. leads the party to the Room of a Hundred and
PCs interested in magic are allowed to pick one Three Pillars.

23
Part II, The she holds in high esteem. She treats such PCs as
equals and friends, joking with them freely
Rainbow (though her barbed wit is never far from the sur-
Falls face). The Princess is openly attracted to the
leader of the party (assuming he is male).
After the Dalai Of course, Bhrokiti’s opinions of the party may
Lama presents his change. If the PCs consistently behave in a cow-
gifts to the PCs, ardly manner, her opinion of them will fall and
you are ready to play Part II, The Rainbow Falls, she will treat them in a corresponding manner.
of Storm Riders. In Part I, A Fabled Land, the PCs On the other hand, if they consistently take the
escaped a Tuigan army, then found themselves lead and behave courageously, her opinion of
“honored guests” of the Dalai Lama and the them will rise.
xenophobic kingdom of Ra-Khati. After hearing Changchub: Changchub views the characters
about the army responsible for chasing-the PCs in terms of the threat they present to Bhrokiti
into Ra-Khati, the High One incorrectly assumed and the Dalai Lama. He either trusts, is suspi-
the army belonged to Solon. In Part II, The Rain- cious of, or feels threatened by the party. He
bow Falls, the PCs discover the mistake. trusts PCs who did not attempt to escape the Po-
Certain actions taken in Part I, A Fabled Land, tala, and treats such PCs as respected equals.
may influence how the key NPCs in this section Most of the time, Changchub does as requested
react to the PCs in Part II, The Rainbow Falls. Spe- by PCs he trusts.
cifically, Princess Bhrokiti and Changchub may Changchub is suspicious of PCs who attempted
harbor certain attitudes toward the PCs, based to escape, and is unlikely to take their advice or
upon the party’s previous actions. do anything they ask, especially if it involves a
Princess Bhrokiti: Bhrokiti holds PCs who risk to himself, his men, or Bhrokiti.
showed no interest in escaping the Potala in low He feels threatened by PCs who actually es-
esteem, particularly if they did not realize they caped the citadel, and has them watched by six
were prisoners until she told them. She treats sohei at all times. He will never cooperate with
such PCs as inferior subordinates and body- PCs by whom he feels threatened, for he always
guards, and views them as expendable soldiers. suspects they are trying to lure him into a trap.
The Princess exhibits a certain fondness for PCs Like Princess Bhrokiti, Changchub’s opinion of
who attempted to escape. She views such PCs as the party can change. He becomes increasingly
friendly subordinates, much as one would view a suspicious of PCs who behave in a cowardly fash-
faithful and trusted servant. ion, even if he initially trusted them. However, no
Bhrokiti holds characters who actually escaped matter how bravely they act, Changchub will
the Potala in high esteem, especially if they got never trust PCs by whom he felt threatened at the
past Saikhoi’s walls before being recaptured. She beginning of this adventure. If such characters
is openly impressed with such PCs. behave bravely, he simply feels more threatened
Make a note of how Princess Bhrokiti regards by them.
the PCs. Her opinion of the party members influ- The Sohei: Although Changchub has brought
ences the way she interacts with them during this his sohei along, they will prove of little use. The
section. For example, she will think nothing of sohei are inexperienced and superstitious, and
ordering PCs she holds in low esteem to carry her would almost always rather look for an omen sug-
baggage, to investigate dangerous situations, gesting imminent disaster than risk any danger.
and will even go so far as suggesting that they When embarrassed into action, however, they
should follow Changchub’s orders. Under no cir- resign themselves to certain death. On such oc-
cumstances would she consider becoming in- casions, they become rash and foolhardy, and
volved with one of the party members, rush blindly into danger without regard to the
romantically or otherwise. consequences.
The Princess will request similar duties of PCs Whether they are behaving cowardly or fool-
held in medium esteem, but she will phrase her ishly, the sohei never alter the outcome of an
orders as polite requests, and express at least a encounter. If they attack, they are defeated and
moderate amount of concern for the character’s retreat before the PCs act. If they are in a cow-
welfare. Should a male member of the party prove ardly mood, nothing the party says or does can
exceptionally brave or intrepid, she might flirt overcome their superstitions and force them into
with him, but any romantic involvement that fol- action.
lowed would be treated as strictly beneath her As this section continues, the number of sohei
station. should steadily dwindle, so that only Changchub
Bhrokiti would not dream of ordering about PCs remains at the end of Part II, The Rainbow Falls.
Whenever the sohei do take action, two or three

24
Ask the PCs to
of them will perish. You may find it helpful to
outline their
keep a running tally of fallen sohei.
Beginning Part II, The Rainbow Falls. As marching order
long as the PCs have not yet left the Potala, begin before continuing.
with Event 1. If, however, the PCs have escaped
Saikhoi and have not yet been recaptured, they Event 2:
must join Princess Bhrokiti’s caravan en route to Pilgrims
Solon. Improvise an encounter somewhere be-
tween Events 1 and 3 in which the PCs meet the Following a path just wide enough to carry
caravan. The Princess will use a set of karma Sandiraksiva’s cage, the caravan slowly winds
curse scrolls provided by her father to convince its way down the barren mountainside from
the PCs to help her. (See the Introduction for de- Saikhoi. Each time the trail switches back on
tails on the new spell karma curse.) itself, there are magnificent views of the two
azure lakes flanking the city. Although San-
Event 1: Departure—Finally diraksiva’s cart makes the going slow and tedi-
ous, the caravan enters the narrow,
The Dalai Lama leads the way to the Room of granite-walled gorge of the Akundi river by
a Hundred and Three Pillars, where Changchub early afternoon.
and a few sohei are waiting. As evening falls, the caravan reaches a mag-
nificent waterfall spilling out of the Sacred
DM’s Notes. If the PCs are missing weapons or Manasowar, the lake on the north side of
armor, Changchub has the appropriate item Saikhoi. The Blessed Whispering Waterfall, as
brought from the sohei’s armory. The item will be Changchub calls the fall, is more than four
non-magical and of a. quality approximately equal thousand feet high. It dissipates into mist be-
to the rest of the party’s equipment. Changchub fore noiselessly settling into the pool at its
positions the party on a stone block at the end of base. The trail continues on the opposite side
the room opposite Mahavidi’s statue, then whis- of the pool.
pers the three proverbs that activate the telepor- Changchub orders his men to make camp
tation disk (see Part I, Event 14). here.
The party finds themselves inside a subterra-
nean stable. Princess Bhrokiti and the rest of DM’s Notes. As nighttime temperatures com-
Changchub’s men wait with small, sure-footed monly fall to 10 degrees or less in Ra-Khati,
horses and several dozen yaks to serve as a bag- Changchubs men immediately set up camp and
gage train. Sandiraksiva is inside an iron cage gather dried animal dung to use as fuel. As the
being drawn by a team of six white yaks, The canyon is quite narrow and rocky, the camp is
cage is protected by a variety of powerful magics, strung between the shore of the pool and the
the details of which are described in San- granite wall of the gorge.
diraksiva’s entry in “New Monsters” in the Intro- After an uneventful meal of dried fruit and
duction. Only Changchub, or a very careful grains, the full moon comes up, night falls, and
lockpicker, can open the cage without causing an the temperature drops below freezing. Princess
explosion. Bhrokiti insists on having a tent to herself, since
As Changchub leads the way out of the city, it would violate her wu jen taboo to sleep in the
hundreds of Ra-Khati’s women and children line same room as another person.
the streets, wailing and weeping for their dear Visitors in the Night. At about three in the
Princess. At the tunnel leading out of Saikhoi, morning, the PCs hear a tinkle in the pond below
nearly a thousand men have gathered, As the the Sacred Whispering Fall. Upon investigating,
Princess passes, they shout promises to come for they notice a dozen scrawny, dark forms in the
her soon. pool. An ice crust has formed on the water, and
Princess Bhrokiti simply looks away and rolls the sound the PCs hear is ice breaking as the fig-
her eyes. To the closest PC, she whispers, “If I ures swim.
wait for them to rescue me, I’ll grow old in Solon.” If the PCs do nothing, the dark silhouettes pause
Angry Horse. As the group leaves Saikhoi, in the middle of the pond, then seem to rise and
Sandiraksiva grows agitated and begins creating stand on water. They hold their arms and heads
a fuss in his cage. One of the sohei makes the upraised toward the full moon. Their shadows
mistake of angrily jabbing the horse with the butt seem inhumanly thin, they have scraggly hair and
of his spear. The black courser turns and beards, and they wear tattered woolen robes. It
breathes fire on this foolish individual. There is might be easy for the PCs to suspect the figures of
now one less sohei accompanying the party. being something other than human.

25
However, this is cred Whispering Fall and bathe in the moonlight.
not the case. The Out of respect for their religion, the Dalai Lama
figures are human permits them to enter his land, but only if they
travelers. Their cut out their own tongues as proof that they will
gaunt, haggard not reveal the location of Ra-Khati. Of course,
appearance is a pilgrims occasionally attempt to complete the
reflection of the trip without removing their tongues. Rather than
difficulties of trav- putting such unfortunates to death when discov-
eling through Ka-Khati’s rugged terrain. Although ered, these pilgrims are allowed to cut out their
they may appear to be standing on water, they own tongues.
are simply climbing onto a man-made ford. Interrogation. If the PCs question the pil-
Allow the PCs to react. If attacked, the figures grims before they lose their tongues, the trav-
slump back into the water and swim away, leav- elers report that they began their journey at the
ing their dead behind. Should the PCs alert mouth of the Gaya, where the great river empties
Changchub to the figures’ presence, he rouses into the Great Sea. The twelve pilgrims beneath
his sohei and sends them into the water after the the Sacred Whispering Falls are all that remains
dark forms. The sohei quickly look into the of a group of over a hundred.
mouths of the figures, then drag two of them, a Nearly half their number were slain by “faceless
young man and an elderly woman, back to camp. ghouls” in the Deserted City of Kushk, and sev-
Unless the PCs intervene, Changchub’s men eral dozen more perished because they could not
give the woman and young man a knife, then tell pay the toll at the Rainbow Fall. Changchub and
the pair to cut out their own tongues. Assuming Bhrokiti are puzzled by the suggestion of violence
the PCs protest, Changchub angrily lets his pris- at the Rainbow Fall. (See Events 3-13 for more
oners go without forcing them to perform this information on Rainbow Fall.)
self-mutilation. Results. If the PCs attack the pilgrims, they
Explanations. The figures are religious pil- lose face in both Bhrokiti’s and Changchub’s
grims following the Sacred River to one of its opinion. Changchub even attempts to take away
Thousand Sacred Sources. As part of their pil- their weapons, as he fears they cannot be trusted
grimage, they are required to stop below the Sa- with such dangerous tools. He will not press the

26
issue, however. the Akundi
PCs intervening to save the pilgrims’ tongues gorge, where the
rise in the Princess’ opinion. She considers Ra- river plummets
Khati’s xenophobia cowardly and does not con- into the much
done barbaric acts in the name of preserving larger canyon
secrecy. ahead. The trail
passes beneath
Statistics a stone arch,
Pilgrims (12): AC 10; MV 9; hp 4; #AT 1; Dmg into which some Ra-Khatian writing has been
1-4 (hands); THAC0 20; Str 6, Dex 7, Con 8, Int 9, etched. Two dead monks hang from the arch
Wis 11, Cha 6; AL LN; XP Value 7. by their feet. The arch is connected to a small
red building built into the side of the cliff.
Event 3: At the End of the Rainbow
DM’s Notes. The proverb on the arch says:
After three days of travel on a narrow and The man who never
rocky path, crossing and re-crossing the turbu- opens his mouth in anger
lent Akundi River, the caravan halts without can close his eyes in peace.
explanation. A few hundred yards ahead, the
Akundi gorge opens abruptly into a dark Just beyond the arch, the trail takes a sharp
chasm. Low clouds and mist hide the opposite left turn and begins descending the wall of the
wall of the gorge. The Akundi River drops into Gogrus Chasm.
the huge abyss with a thunderous roar. This is the Red Tower, the first in the series of
hospices operated (until recently) by the Order of
DM’s Notes. Changchub’s sohei seem quite Rainbow Monks. The Rainbow Monastery (see map)
agitated and refuse to continue any further. This consists of six structures straddling the Rainbow
is Rainbow Falls, where the Akundi River plunges Trail, which descends the side of the Gogrus
into the canyon of the Gogrus River. The sohei Chasm. In addition to worshipping Byubo, Padhra-
are upset because the ever-present rainbow is not sattva of Nyum (a combination of spunk and cour-
hanging over the falls. As the party watches, age similar to chutzpa), the order was dedicated to
Changchub argues angrily with his subordinates. helping travelers move their cargo up and down
Five of the sohei throw down their weapons and the chasm wall in return for donations.
turn away from the falls. However, the monastery was recently seized by
If either Changchub or Bhrokiti hold the PCs in a group of humanoid mercenaries that deserted
moderate respect, one of them explains the trou- from Hubadai’s Tuigan army. They have decided
ble. (Otherwise, the PCs must puzzle it out for that it is the perfect place to establish a toll-road.
themselves.) In Ra-Khati, rainbows are symbols of Reluctant Soldiers. Changchub’s men are
good luck connecting the heavens and the earth. upset by the dead monks and are again consider-
The sohei are upset because the customary rain- ing desertion. To placate them, Changchub is
bow is missing from Rainbow Falls. They regard willing to continue down the trail without investi-
the absence as a warning from Jujimo, the gating the building.
Padhrasattva of Caution. If anybody is going to investigate the interior of
If the PCs find a way of making the rainbow the Red Tower, it must be the PCs. If invited to
appear over the chasm, Changchub thanks them accompany the party, Changchub says he must
profusely. He then calls the deserters’ attention stay with his men or they will desert. As the PCs
to the rainbow. After a few suspicious glances enter each room, consult the corresponding entry
between him and the rainbow, they agree to re- below.
sume the journey. Room 1. There is a long table flanked by two
If the PCs do not restore the rainbow, the de- wooden benches in the middle of this room. The
serters simply leave. Subtract five from the total walls are lined with shelves containing butter
number of sohei available in the following lamps, parchments, writing utensils, and an as-
encounters. sortment of books.
The parchments contain travelogues dictated
Event 4: The Red Tower by various voyagers who have passed this way.
Only one account is of interest:
The caravan resumes progress and slowly Several weeks ago, a group of sohei went to
continues down the rocky trail. Within a few inspect the Deserted City of Kushk. They had to
dozen steps, the procession reaches the end of flee when attacked by a large group of gaki. More

27
information on the point forward, the weapon becomes a sword -2,
gaki is presented cursed. It automatically leaps into the victim’s
in Event 5. hand any time he enters melee.
Room 2. Again, Be sure to note which party member, if any,
a long table claims this weapon. After activating the curse, a
flanked by two character can rid himself of it only via remove
wooden benches curse or wish. Should another party member
occupies the mid- claim the sword after the original possessor is
dle of this room. The walls are lined with shelves relieved of it, the weapon remains cursed.
containing butter lamps and eating utensils.
Grain and cereal has been spilled everywhere. Event 5: The Orange Cloister
Room 3. A long table sits in the center of this
room. A masonry oven sits next to the stairway, The path turns to the left and follows a slip-
and various utensils for cooking and preparing pery, man-made ledge down the canyon wall.
food are scattered throughout the room. The Forty feet down the trail, a large orange struc-
walls are splattered with the dried remnants of ture has been built into the cliffside to the left
various fruits. of the path. An A-frame of heavy beams pro-
Room 4. This is a storeroom, currently filled trudes from the building’s third story and
with grain piles and broken storage vessels. hangs over the trail. A Ra-Khatian proverb is
As soon as the PCs enter, six hobgoblins attack. carved into the A-frame in large block letters.
The hobgoblins are all that remain of the 20 who At the end of the A-frame dangles a huge
sacked the Red Tower. The others fell to the monk wooden pulley with a rope as big around as a
defenders. They disposed of their fallen comrade yak’s leg hanging from it.
hobgoblins, throwing the bodies over the Rain-
bow Falls so travelers would not think hobgoblins DM’s Notes. The proverb reads:
could be killed easily.
Hobgoblins (6): AC 5; MV 9; HD 1 + 1; hp 4, 5, Pride summons disaster;
6,6, 7,8; #AT 1; Dmg 1-8 (sword); THAC0 19. humility invites reward.
When the six hobgoblins saw Changchub and
his sohei, they decided that wisdom was the bet- As the party approaches the orange building,
ter part of valor and hid. everything seems in order.
If allowed the chance to surrender, the hobgob- Not long ago, monks used the pulleys, rope,
lins do so. They can tell the PCs that they are de- and a counterweight system to move cargo to
serters from the great army marching along the and from the Yellow Abbey, two hundred feet be-
“deep gorge” (Ra-Khati’s border). low. Changchub is counting on the apparatus to
The hobgoblins swear they are the only hostile lower Sandiraksiva’s cage to the bottom of the
forces the party will meet between the top of the chasm.
Rainbow Trail and the bottom. (They are lying.) Feeling embarrassed by their lack of bravery at
The door on the west wall is a trap door. It the Red Tower, five sohei offer to inspect the
opens into a tunnel that leads through the arch building. As they approach the door, five flinds
to room 5. hiding inside thrust naginatas (polearms similar
Room 5. To reach this room, the PCs must to glaives) out of the ground floor windows. The
crawl through the tunnel from room 4. A brass, five sohei are taken by surprise and drop in their
man-sized statue of Byubo stands on the north tracks.
wall. He has comic proportions, with long gan- Despite repeated requests for volunteers,
gling arms, short stubby legs, and an enormous, Changchub cannot convince any more sohei to
loutish grin. A stone sword rests balanced upon approach the building. Once again, it falls to the
his head, blade side down. The blade is sharper PCs to see what is happening.
than that of most swords, and it emits a magical Princess Bhrokiti cautions the party against
dweomer. doing anything that would destroy the building.
The weapon is an ancient blade, forged long Such an action would be a sacrilege, but, more
ago during one of Solon’s many conflicts, It is a importantly, the apparatus inside are needed to
stone sword, berserker +2. descend the chasm.
This stone sword functions as a normal sword Room 1. A large wooden table and several
+2. If any character utters a single angry word benches sit in the middle of this room. Shelves
while carrying it, however, the weapon leaps into containing books, parchments, and writing uten-
his hand and he finds himself compelled to fight sils line the walls. The parchments and books are
the object of his anger to the death. From that a catalogue of unusual creatures which have
been described to the monks. One of the texts

28
29
might be of partic- Room 4. This is a storeroom, cluttered with
ular interest to the grain-filled pots and baskets. Behind one of the
part. It describes baskets, a lone rat stirs.
the various forms Room 5. As soon as the PCs enter this room,
of nin-chu-ju-gaki, two flinds attack with bows and arrows. They are
more commonly hiding at the top of the stairway leading to rooms
called simply gaki. 7 and 8. Once the PCs reach the base of the stair-
According to the way, the flinds retreat to room 7.
book, gaki are the spirits of the wicked, reincar- The north wall of room 5 is dominated by a
nated on the Prime Material plane in the form of statue of Byubo. He is sitting in meditation, but
horrid monsters. They suffer constantly from with one eye open and looking out of the window
terrible needs and pains, which compel them to on the south wall. Upon his lips is a mischievous
commit acts of evil, thus guaranteeing an even grin, and he wears an iron circlet upon his head.
more wretched existence in their next life. Gaki The crown gives off a magical dweomer.
are seldom seen until the instant they attack. Iron Circlet. The iron circlet improves the wear-
Sometimes they take on the shapes of flying in- er’s AC by 2, even if armor or other magical de-
sects, and they can move through solid walls. fenses are employed. However, when the wearer
There are four types of gaki, each with distinctive says something prideful, the circlet attaches it-
habits and special abilities. Jiki-ketsu-gaki are self to the head and the wearer’s AC becomes 2
gaunt humanoids with sharp fangs and clawed points worse. Once attached, the circlet can be
hands. They survive by drinking blood. Jiki-ketsu- removed only via remove curse or wish. Be sure to
gaki can only be injured by magic spells or pow- note which PC, if any, takes the crown.
erful magical weapons, regenerate damage, and Rooms 6a-6f. These rooms each contain a
are not bothered by fire or ice. Jiki-niku-gaki ap- straw bed and the personal effects of a monk who
pear identical to jiki-ketsu-gaki, save that they once lived here. In room 6e, 500 gp are hidden
eat flesh. Their only special defense is that they beneath the mattress.
regenerate damage. They are the most common Room 7. This room contains the apparatus for
form of gaki. Shikki-gaki are gaunt humanoids moving cargo to and from the Yellow Abbey. The
warped by disease and decay. They are especially windlass is normally powered by 8 to 12 monks.
dangerous because their wounds cause terrible Five flinds await the PCs here. If given the
diseases. They have a few special defenses; they chance to negotiate, the flinds allow the PCs to
regenerate damage, can be injured only by magic use the windlass, though they will doublecross
or magical weapons, and are immune to disease the party at any opportunity.
and poison. Shinen-gaki appear to be walking Otherwise, they fight to the death using their
fire. Their favorite form of attack is to encircle flindbars, a pair of chain-linked iron bars spun at
victims in flames. Like other forms of gaki, the great speed (see statistics). While fighting in this
shinen-gaki regenerates damage (extremely room, PCs must take special care not to damage
quickly). It can be hit only by magic and magical the equipment used in lowering cargo. Damaged
weapons, but shows a particular vulnerability to ropes stand a 10% chance per 5 hp of damage
water-based attacks. (round up) of snapping when put into use, unless
There is a stairway in the southwest corner of they are inspected and repaired.
room one. The flinds are nowhere in sight, having Flinds (5): AC 5; MV 12; HD 2 +3; hp 11 each;
fled up the stairway. #AT 1(2); Dmg by weapon; AL LE; THAC0 17; XP
Room 2. There are several beds and a wooden Value 65 each; SA flindbar, a pair of chain-linked
bench in this room. The walls are lined with iron bars. Using flindbars, they are allowed two
shelves containing-butter lamps and eating uten- attacks per round doing 1d4 damage each. On a
sils. In the corner is a large pile of human bones, successful hit, the victim must save vs. wands or
recently picked clean. his weapon is torn from his grasp.
Room 3. There is a long, hardwood table in the Flinds are short, stockier versions of gnolls.
center of this room. A masonry oven sits on the They are also distinguishable from normal gnolls
north wall, and various utensils for cooking and by their rounded ears.
preparing food are scattered throughout the Room 8. This is the workshop for keeping the
room. There is a wide variety of exotic spices and windlass and rope in good order. It is filled with
miscellaneous items like lizard’s tongue, eagle’s workbenches, splicing tools, and other items
shell, newts eye, etc. stored on the shelves. used to maintain the windlass and rope.
Mages may be able to replenish their supply of
spell components from this room, at your discre-
tion.

30
Event 6: Going Down a sign in Ra-
Khati.
Beyond the Orange Cloister, the ledge nar- Eight hundred
rows. The treacherous trail looks wide enough feet below, the
for men and single file yaks, but Sandiraksiva’s turbulent cur-
cart is clearly too wide to negotiate it safely. rents of the Go-
grus River fill
DM’s Notes. Characters crawling to the edge of the gorge.
the trail and looking down see the Yellow Abbey
and its unloading zone two hundred feet below. DM’s Notes. The sign reads:
Below that, they see only the Gogrus River in the
bottom of the gorge. There are people
Changchub’s original intention was to have the who walk in fear
monks lower Sandiraksiva’s cage while he and his of being clobbered
sohei led the yaks and horses down the path. by a falling leaf
However, he is now at a loss as to how to descend
the cliff. The party must solve this problem. The description above applies whether the
P r o b l ems. If the rope was damaged during party approaches from the unloading zone di-
Event 5, it might break. In this case, Sandiraksiva rectly below the Orange Cloister, or the trail that
uses his flying powers to lower himself and his descends the cliff. Once again, Changchub’s so-
cage to the platform at the Yellow Abbey, though hei prefer not to investigate the abbey, and will
the effort exhausts him. even spend the night on the trail to avoid doing
so. it falls on the shoulders of the PCs to clear the
Event 7: The Yellow Abbey way. As the party enters each room, consult the
corresponding entry below.
Room 1. This short hallway is actually part of
The trail leads into a yellow, three story
the Rainbow Trail, connecting the portion above
building that completely covers a small ledge
the abbey with the portion below.
on the side of the cliff. Over the doorway hangs

31
Room 2. A large Value 120 each: SA -3 on opponents’ surprise
wooden table and rolls.
several benches sit Room 5. A long table sits in the center of this
in the middle of room. A masonry oven sits on the north wall, and
this room. The various utensils for cooking and preparing food
walls are lined with are scattered throughout the room.
shelves containing The only entrances and exits from this room
texts describing lead to rooms 4 and 8. The bugbears flee through
important events occurring during the reign of this room if being chased by the party.
the 125th Dalai Lama. One book may be of Room 6. The door to this room is hidden be-
particular interest to the party. It describes the hind a cabinet of ropes and equipment. This is
war with Solon, which took place nearly fifty the workshop for keeping the windlass and rope
years ago. in good order. It is filled with workbenches, splic-
According to the book, the war started after a ing tools, and other maintenance tools. The stair-
new Raja, Ambuchar Devayam, took power. Am- way in the southwest corner leads up to room 9.
buchar Devayam is depicted as a greedy and cor- This is the staging area for the bugbears’ possi-
rupt ruler who wished to take Ra-Khati’s wealth ble surprise attack on room 7. When they encoun-
for his own. Apparently, Ambuchar was a power- ter stiff resistance from the PCs, they flee from
ful wu jen with power over the dead, for he used a here to room 9.
shambling army of dead men to besiege the trad- Room 7. This room contains the apparatus for
ing city of Kushk. When the city showed no sign moving cargo to and from the Green Hospice. The
of falling to his siege, Ambuchar kidnapped the windlass is normally powered by 8 to 12 monks
child of Gaumahavi the Purple Dragon. He used or, occasionally, several yaks. The door leading to
this child to force Gaumahavi to lay waste to room 6 is hidden behind a cabinet containing
Kushk and many Ra-Khatian villages. It appeared ropes, pulleys, and other assorted tools.
Solon’s victory was assured until the Dalai Lamo Unless the party explores the abbey thoroughly
confronted Gaumahavi and defeated her. After before using the windlass, four bugbear ambush
the Dalai Lama’s victory over Gaumahavi, Ambu- whoever is running the apparatus. If the people
char sought revenge for this defeat by attacking operating the windlass are not PCs, assume the
the Dalai Lama from the back of a black steed. bugbears win, and the fallen bodies are dragged
The High One unhorsed Ambuchar, then the away.
black horse leaped into the air and flew away. The When the PCs come to investigate, or begin
Dalai Lama was so amazed he could not help using the windlass, the bugbears attack from
watching the fleeing horse. When he turned back room 6. If PCs are not expecting an attack, the
to Ambuchar, the wu jen had disappeared bugbears impose a -3 penalty on the party’s sur-
Room 3. This large room is used as a staging prise rolls. As soon as it becomes apparent that
area for the next descent. A wide trail runs from the PCs are a match for them, the bugbears flee
the western door to the area where the lift from through room 6 up to room 9, trying to reach
the Orange Cloister descends. The large door to room 4 before making their stand.
the south leads to a deck suspended out over the Should the PCs chase off the bugbears but fail
cliff, where loads are prepared for the descent to to pursue and finish the combat, the bugbears
the Green Hospice. The stairway tucked away in keep returning in an attempt to ambush the
the southeast corner leads to room 7. party.
Room 4. This is a storeroom, currently filled Room 8. A long table flanked by two wooden
with storage vessels. The only entrance to this benches sits in the middle of this room. The walls
room is from room 5. are lined with shelves containing butter lamps and
There are four bugbears in this room. Unless eating utensils. in the comer is a large pile of hu-
the PCs suspect something is lurking here, the man bones, recently picked clean. The stairway in
bugbears use their abilities to attempt an am- the northwest corner leads down room 5.
bush. The PCs suffer a -3 modifier on their sur- If being chased by the party, the bugbears flee
prise rolls. through here on their way to room 5.
Until the PCs do something to change the situa- Room 9. The north wall of the room is domi-
tion, the room remains dark. The party suffers a nated by a statue of Byubo. His mouth is drawn
-4 penalty to attack rolls and saving throws. into a comic imitation of a ferocious snarl.
If the party is chasing the” bugbears, this is Around his waist, he wears a leather belt that
where the foul creatures must stand and fight. gives off a magical dweomer.
Bugbears (4): AC. 5; MV 9; HD 3 + 1; hp 15, 15, The belt gives the wearer a -1 THAC0 modifier
16,17; #AT 1; Dmg 2d4: AL CE; THAC0 17; XP in melee or missile combat. The instant that char-
acter retreats or avoids a fight, however, the belt

32
becomes a cursed item and the THAC0 modifier as the slip off the
changes to +1. Once cursed, the belt cannot be trail edge, locked in
taken off by anything short of a remove curse or a death grip.
wish. Be sure to record which PC, if any, takes the After this last
belt. group perishes, a
The stairway in the southwest corner of the room circle of darkness
leads down to room 6. The bugbears flee through appears outside
here to rooms 10a-f if being chased by PCs. the hospice. It is
Rooms 10a-10f. These rooms each contain a 20 feet in diameter and completely obscures the
straw bed and the personal effects of a monk who entrance.
once lived here. In room 10c, a vial of clear liquid Changchub’s sohei will continue to volunteer in
sits on the desk. This is a potion of giant control groups of five, but will now allow the party to
(for coombe giants). As the bugbears flee through take the lead. Any sohei who enter the circle of
these rooms, they throw furniture and other darkness scream terribly, then tumble out of it as
items in the PCs’ paths. they fall off the cliff.
Into the Dark. A single ogre lurks inside the
Event 8: The Green Hospice darkness. He uses his superior strength and a
naginata polearm to knock his enemies off the
The trail leads into a green, four-story build- trail. if the darkness is dispelled, the ogre re-
ing built upon a slender ledge. A Ra-Khatian treats into the hospice. The darkness reappears
proverb is painted over the door. one round later, and the ogre returns. Should the
ogre encounter stiff resistance inside the dark-
DM’s Notes. The proverb reads: ness, it retreats into room 1 of the hospice.
Ogre: AC 5; MV 9; HD 4+ 1; hp 21; #AT 1; Dmg
The poor man’s anger 1-10 +2; AL CE: THAC0 17; XP Value 175.
is matched only by Surprise Attack. If the party uses ranged or
the rich man’s greed. area effect spells to attack the circle of darkness,
or attempt to circle around it by flying or some-
The boxed description above applies whether thing similar, the ogre mage from room 2 acts to
the party approaches from the trail or the loading counter their ingenuity. He casts invisibility and
area. fly upon himself, then flies out of the hospice and
Changchub has been embarrassed by his so- attacks the person proving most effective at
hei’s timidity for the last time. He makes a terri- countering the darkness, most likely the party’s
ble threat. Unless the sohei begin acting like wizard.
sohei, he’ll have the Dalai Lama cut their birth- As the PCs fight their way through the cham-
days out of the calendar next year. The sohei bers of the hospice, consult the corresponding
would then be considered “unborn,” a fate worse entries below.
than death. Their families and friends would Room 1. This large room is used as a staging
strike their names from memory, their posses- area for the next descent. A wide trail runs from
sions would be cast into the river, and they would the western door to the unloading area from the
be treated like apparitions wherever they went. Yellow Abbey lift. The large door to the east leads
The threat works. Five sohei volunteer to lead to a ledge where loads are prepared for descent
the way into the Green Hospice. They meet their to the Blue Grotto. The stairway in the southwest
deaths when an ice storm issues from one of the comer leads to room 2.
hospice windows and knocks them from the trail. The ogre previously lurking in the circle of.
The storm leaves the trail icy and impassable. darkness outside the building makes his stand
Anyone attempting to negotiate it must make a here, if still alive. On the second round of com-
Dexterity check at -3 or plunge off the trail. bat, the ogre mage from room 2 appears at the
Ignoring their fellows’ deaths, five more sohei top of the stairs, provided he is still alive. He uses
insist upon leading the next assault, even if the his magic first, most notably darkness, invisibil-
party suggests a better plan. The sohei perish ity, and fly. He has already used charm, ice storm,
when they suddenly fall asleep and tumble off the and sleep. The ogre mage continues fighting for
cliff. as long as the regular ogre stands, then retreats.
The next five sohei are undaunted, and bravely Ogre Mage: AC 4; MV 9, fl 15; HD 5 + 2; hp 27;
volunteer to follow their unfortunate friends. #AT 1; Dmg 1-12; AL LE; THAC0 15; XP Value 420;
Again, they are unwilling to allow the party to pre- SA: Magic Spells: fly (for 12 turns), invisibility,
cede them. This time the leader suddenly turns darkness, 10’ radius. Regenerate 1 hp per round.
and knocks three of his astonished fellows to their Once per day, they can also charm person, sleep,
deaths. Both the leader and the last sohei perish

33
assume gaseous Part 1, A Fabled Land.
form, and create a A caption below the painting reads, “The wrath
cone of cold 60 of Padhra descends on the greedy city of
feet long with a Amlankdu.”
diameter of 20 Room 4. A long table sits in the center of this
feet, inflicting 8d8 room, A masonry oven sits on the east wall, and
damage (save vs. various utensils for cooking and preparing food
spell for half). lie scattered throughout the room. On the north
Room 2. If the party approaches the hospice wall, a secret door leading to room 4a stands ajar
from the west, this is the room from which the (and is, therefore, automatically detected).
ogre mage casts his spells. After the ogre in room Room 4a. This storeroom is currently filled
1 falls, the ogre mage flees up to room 5. with clay vessels brimming with grain. This room
This room contains a large wooden table, some also contains the monastery’s collection of exotic
chairs and several chamber pots. The walls are spices, including a large supply labeled Buso
lined with shelves containing historical texts, Bane. Either Changchub or Bhrokiti can inform
parchments, and writing utensils, A book describ- the PCs that persons wearing buso bane are less
ing Ra-Khati’s ancient history lies open on the susceptible to the paralyzing effects of buso (see
table. Event 9 for more information on buso), and that
According to the book, Ra-Khati is over 2,000 the spice prevents characters wounded by the
years old. As recently as 900 years ago, Ra-Khati buso from becoming tagamalings. in terms of
was a prosperous trading kingdom with open game mechanics, buso bane increases the user’s
borders and a mighty army to protect its inter- saving throw versus a buso by +3. if rubbed into
ests. The greatest of these cities was Kushk, the wound (a painful process resulting in 2 points
which now sits outside of Ra-Khati’s present bor- of damage), buso bane eliminates any possibility
ders. At that time, Kushk was the capitol of the of the victim becoming a tagamaling.
Mountain Kingdom, as Ra-Khati was known. At Room 5. As the party enters this room, the
the height of Ra-Khati’s power, the Padhra grew ogre mage from room 2 (if still alive), attacks.
angry with its greedy citizens. He called a great One round later, a second ogre joins the fray.
army of horse-riding fiends down from the north- Add all the levels in the party. if the total is 30
em plains to kill all of the gluttonous men and to or more, this ogre is an ogre mage with all his
destroy the fabulous cities which the Ra-Khatians spells available. He attacks from behind Byubo’s
had built to celebrate their greed. The only cities statue, using his magic first. lf the party has less
that survived were Saikhoi, which became the than 30 levels, the second ogre is a normal ogre.
new capitol of Ra-Khati, and Kushk. After the After the battle, the PCs may examine the
great destruction, Ra-Khati closed its borders and room. The north wall of room 5 is dominated by a
designated Kushk as the only city where for- brass statue of Byubo. His pockets are stuffed
eigners and Ra-Khatians could meet to conduct with jewels, golden utensils, and silver jewelry. He
their business. Kushk thrived for over 800 years, is shrugging his shoulders and looking upward
until the Gheat Padhra allowed its destruction in with an expression of utter innocence.
the war between Solon and Ra-Khati. Upon his hands, he wears silk gloves which
The stairway in the southwest comer leads have a magic dweomer.
down to room 1, and the stairway in the north- The items in Byubo’s pockets are worth 10,000
west comer leads up to room 5. gp. if anybody touches them, the statue frowns
Room 3. A long table flanked by two wooden angrily. it attacks anybody removing even one
benches sits in the middle of this room. There are jewel. Fortunately, it ceases attacking the instant
two smaller tables with butter lamps. the jewels are returned.
The north wall is covered by a fresco of an army Behind Byubo is a secret door that leads to
of cavalry riding through the streets of a walled room 5a.
city. The riders are short and stocky, with broad Byubo’s Brass Statue: AC 2; MV 6; HD 6 + 1;
faces and prominent cheekbones. Their noses are hp 61; #AT 1; Dmg 4-40; AL N; THAC0 15; XP
flat and small, with long mustaches draping off Value 1,400; SA Only hit by +1 or better magical
their upper lips, They wear fur caps and long weapons.
leather coats, the left flap carefully fastened over The gloves increase any wearer’s Dexterity by
the right. The ferocious looking riders are armed two points, with all the attendant benefits. They
with short bows and slightly curved swords, and also allow the wearer a 95% chance of picking
are leaving nothing but death and destruction in any pocket, The wearer realizes both of these
their wake. The riders are remarkably similar to facts as soon as he puts them on.
the army the PCs saw in the first encounter of What the wearer does not realize, however, is
that if he ever tries to pick the pocket of someone

34
in his party, the gloves become permanently at- the DMG. The
tached to his hands. When this happens, they green vials contain
reduce his normal Dexterity by two points and poison. Any char-
prevent him from ever successfully picking a acter sipping a
pocket. Be sure to note which PC, if any, takes green vial feels
these gloves. queasy and loses
Room 5a. This room is a small cavern carved one point of Con-
into solid rock. Its walls are lined with shelves stitution perma-
bearing the labels of all the potions in the nently. Any character drinking an entire vial of
Dungeon Master’s Guide. Unfortunately, only a green liquid falls violently ill and permanently
few of the shelves have potions over the labels. loses 2d6 points of Constitution. Characters with
Constitutions falling below 0 die (if a raise dead
Climbing: 3 red vials
spell is used on such characters, they return with
Fire Resistance: 1 orange vial
one point of Constitution).
Flying: 1 yellow and 1 green vial
Rooms 6a-6f. These rooms each contain a
Poison: 1 yellow and 1 green vial
straw mat and the personal effects of a monk
Raise Dead: 2 blue vials
who once lived here. In room 6e, there is a silver
Extra Healing: 3 purple vials
ring of gaki-protection. When worn by a priest,
this ring allows him to turn all forms of gaki as
The potions above the climbing, fire resistance,
undead of equivalent hit dice.
and extra healing labels are what the labels claim.
Room 7. This room contains the apparatus for
They function as described in the DMG. The vials
moving cargo to and from the Blue Grotto. The
above the “Raise Dead” label function as the
windlass is normally powered by 8 to 12 monks,
spell raise dead if rubbed on the dead person’s
or, occasionally, several yaks.
hands and face. The entire vial must be used for
Room 8. This is the workshop for keeping the
the potion to be effective and the character must
windlass and rope in good order. It contains
make the normal system shock rolls.
workbenches, splicing tools, and other items
The potions above the “Flying” and “Poison”
used to maintain the windlass and rope. There is
labels have been mixed up. The yellow vials con-
also a completely new section of rope that will
tain flying potions that function as described in

35
extend all the way Event 10: The Blue Grotto
to the Blue Grotto,
if necessary.
Four hundred feet above the turbulent wa-
Results. If the ters of the Gogrus River, the cliff grows so
PCs allowed all of sheer and smooth there is no room for even a
Changchub’s sohei small building. Instead, this station is located
to perish before inside a series of man-made caverns dug by the
taking the lead in ancient stonesmiths who built the Rainbow
investigating the hospice, Changchub perma- Monastery. A Ra-Khatian saying is etched over
nently feels threatened by the party. He remains the entrance.
at Princess Bhrokiti’s side for the rest of the ad-
venture, and repeatedly accuses the PCs of pur- DM’s Notes. The proverb says:
posely allowing his force to be destroyed.
After battling the ogres and ogre mages, the Prudent men
party may be in need of a rest. If they stop here to learn no lessons.
spend the night, proceed with Event 9. Otherwise,
continue with Event 10. Under threat of losing their birthdays, five of
the remaining sohei, if there are that many, vol-
Event 9: Visitors in the Night unteer to investigate the grotto. The Princess,
however, suggests that the PCs show her how
brave they are and take the lead. Failure to do as
An eerie wind howls through the chasm all
the Princess asks results in an extended session
night, making sleep a restless and nightmarish of pouting.
undertaking. Under the relentless gale, the
Any sohei that venture into the grotto ahead of
hospice creaks and groans as if ghosts of the the PCs do not return.
monks who once lived here were once again
Room 1. The apparatus for moving cargo to
treading upon its ancient planks. and from the Purple Priory is located on the
southeast side of this large cavern. The descent
DM’s Notes. Four buso inhabit a small cavern between the Blue Grotto and the Purple Priory is
concealed in the cliff above the hospice. They
not entirely vertical. Rather, the lift descends at
make a habit of periodically coming down to prey an angle over a series of tower-mounted pulleys.
upon the residents of the Green Hospice. Vicious,
The lift from the Green Hospice drops directly
ghoul-like creatures with lean bodies and gan-
into this room via a shaft that opens overhead.
gling necks, buso are bony and oversized. They
Along the east wall are stored various work-
have flat noses, curly dark hair, and are ex- benches and tools for maintaining the windlass,
tremely filthy. pulleys, and rope.
Three of them find the PCs’ sleeping quarters The ladder in the northwest side goes up to
shortly before dawn. Wizards and priests have
room 2. The tunnel on the west side leads to the
had time to pick new spells. Unfortunately for the
upward portion of the Rainbow Trail.
party, all of the remaining sohei, except Chang- Characters looking out the opening on the
chub, automatically fail their saving throws. They southeast corner notice more than a dozen hu-
are paralyzed for the entire encounter. If Chang- man bodies (mostly frozen) dangling from the
chub does not fail his saving throw, the first tram rope. The bodies have been tied by their
thing he does is tell the party what they are fac-
ankles and left to hang in storage.
ing. The three buso attack immediately. Should the party begin preparations for lower-
Princess in Peril. As this battle draws to a ing Sandiraksiva’s cage without exploring the
close, Princess Bhrokiti screams from her room. Blue Grotto first, all five winter trolls on level 2
When the party arrives at the Princess’s room, crawl out of room 6 and drop into the cavern.
they find a buso trying to claw through her door. They attack immediately. If the PCs neglected to
Assuming the party prevails, Bhrokiti holds them post guards, the party suffers -3 on the surprise
in at least moderate esteem. The Princess seems
check,
especially attracted to the male character who Winter Trolls (5); AC 4; MV 12; HD 6 + 6; hp 29,
did the most damage to the Buso attacking her. 30,35,36,39; #AT 3; Dmg 1-6/ 1-6/ 1-12; AL CE;
Changchub seems more than a little jealous. THAC0 15; XP Value 1,400 each; SD Immune to
Buso (4): AC 4; MV 12; HD 8 +2; hp 36, 38, 40, fire damage. Regenerate 3 hp per round, only
45; #AT 3: Dmg 1-6/ 1-6/ 1-10; AL CE; THAC0 13; water prevents regeneration. Suffer 2d6 damage
XP Value 1,400 each; SA Fear aura—save vs. para- when hit with a bucketful of water.
lyzation or remain motionless while within 10 Winter trolls resemble normal trolls in most
feet of buso. aspects, save that their skin is dingy white in-

36
stead of gray or green. Fire has no negative effect hide behind lies.
on their regenerative powers, but damage caused 4. Action. One
by water cannot be regenerated. must act in a right-
Room 2. As the first party member climbs into eous manner and
this room, two winter trolls attack. They pull the never do that
leader into the room, then attempt to slam the which is contempt-
trap door over the entrance. Roll for surprise. If ible.
the party is surprised, the trolls close and bar the 5. Endeavor. One
door. Characters attempting to force the door must always strive for the virtuous and confront
open use their normal open doors chance. that which is sordid.
After the battle ends, surviving characters may 6. Concentration. One must live his life in ac-
examine the chamber. It is a typical monastery cordance with these principles at all times, and
reading room. A large wooden table and several never stray from the Sixfold Path, even for an
benches sit in the middle of this room. The walls instant.
are lined with shelves containing books, parch- Upon dying, Prince Surtava ascended to the
ments, and writing utensils. One of the parch- heavens to become the Padhra. His soul has since
ments happens to be a scroll containing four been joined by thousands of others that have
create water spells. Each spell creates approxi- also achieved Eaum, such as Byubo, Padhra-
mately four buckets of water. sattva of Nyum, and Mahavidi, Padhrasattva of
One of the books is a primer on the Padhran Erudition.
religion. It states that the Padhran religion The other books are religious texts, including
started over three thousand years ago when the Padhra’s Seven Baskets of Wisdom, the Thou-
Prince Surtava gave up his crown to seek wisdom sand Lives of the Padhra, and One-Hundred of the
and enlightenment in a beggar’s clothes. After Dalai Lama’s Best Proverbs.
years of wandering and meditating, he at last Room 3. The ladder in the southwest corner
achieved enlightenment. He spent the remainder leads up to room 8, and the tunnel opening off
of his life preaching his observations in two lec- the northeast corner leads to the Rainbow Trail
tures. The first was called the Four Baskets of going down.
Wisdom. Basically, the Four Baskets of Wisdom Room 4. A long table occupies the center of
outlined the Padhra’s basic view of life: this room. A masonry oven sits on the north wall,
1. All life is suffering, for everything that is liv- and various utensils for cooking and preparing
ing is dying. food are scattered throughout the room. The well
2. Death is no escape from suffering, for all in the southeast corner is filled to the brim with
beings have souls that never die. water.
3. When a being’s body dies, this soul enters The winter troll in this room has a good chance
another body. If the soul was virtuous in its pre- of surprising the party, unless the PCs are taking
vious life, it enters the body of a higher life form. precautions against such an occurrence. The troll
If the soul was wicked, it enters the body of a attacks until killed.
lower life form. Room 5. This is a storeroom, currently filled
4. The only escape from this cycle of eternal with sacks of freshly ground grain.
suffering is to live a series of virtuous lives, even- Room 6. A large stone mill for grinding grain
tually entering a body of high enough form to sits in the center of this room. The mill is pow-
reach the state of spiritual enlightenment called ered by a rope pulley system that runs through a
“Eaum.” In Eaum, a being’s soul becomes one pair of openings into room 7.
with the Great Soul of the Universe, and he enters The two winter trolls in this room hide behind
an eternity of bliss. The souls of individuals who the mill. When the party is well into the room,
achieve the state of Eaum join the Padhra’s soul; they spring to the attack.
they then become incarnations of the Padhra Room 7. This chamber can only be reached by
known as Padhrasattvas. climbing out the ropes leading from the grain
According to the second lecture, the “Sixfold mill in room 6. It is the opening through which
Path,” one must follow a code of six principles in the lift from the Green Hospice descends to room
order to advance into a form high enough to 1, and has no ceiling or floor. The ropes from the
achieve Eaum. These are the tenets of the Sixfold lift pass through a series of wheels. When the lift
Path: moves, these wheels cause a small gear to turn,
1. Faith. One must have faith in himself, in his and the gear turns another wheel to which the
fellow man, and in the teachings of the Padhra. rope that powers the grain mill, is attached.
2. Resolve. One must resolve to live a virtuous Room 8. This is the temple of the Blue Grotto,
life and resist all urges to do otherwise. and can be reached only via the ladder from
3. Speech. One must tell the truth and never

37
room 3. Chunks of Event 11: Tight Squeeze
jade litter the floor,
portions of a The Rainbow Trail grows so narrow that the
statue of Byubo rock is scratched and scarred where yaks have
that has been scraped their horns along the cliff for centu-
smashed. ries. The path follows a narrow ledge along the
On a pedestal on top of a particularly sheer and steep face, then,
the north side of in a series of tight switchback turns, suddenly
the room sits the motionless, two-headed figure descends over a hundred feet.
of a glacier troll. Its alabaster skin sparkles so
brilliantly that it looks as if it is a statue of mar- DM’s Notes. As the party rounds the last
ble or ice. switchback turn, they meet what appears to be
As the party explores the room, the glacier troll the statue of a samurai warrior. The statue looks
uses its telekinetic ability to hurl chunks of jade as if the warrior was turned to stone in mid-step.
at random PCs. When the party grows suspicious The statue is a sogi-nora, and is blocking the
of the “statue,” the glacier troll uses its wall of narrow trail. It is impossible to slip past the sogi-
fog ability to fill the room with a thick, opaque nora without running the risk of falling off the
mist matching its skin tone. It then moves to the trail. If the PCs find a way to reach the other side
attack. Characters attacking the troll suffer a -2 of the sogi-nora without touching it, the statue
modifier because of the fog (unless they have remains motionless and does not harass them.
blind fighting proficiency). But if the characters even brush the statue, it
Behind the pedestal lies a plain leather belt extends a hand as if expecting a toll. The first
emitting a magical dweomer. character may pass for 6 gp, but the second must
This magical belt is entirely useless. It has only pay 36 gp (6 × 6), the third 216 gp (36 × 6), the
two effects, First, once put on, it can never be fourth 1,296 gp, and so forth.
taken off-not even with a remove curse or wish As an alternative, party members may pay the
spell. Second, any individual wearing it suffers toll by reciting a proverb regarding statues which
from the vague fear that something terrible will the sogi-nora has not heard, If the proverb is
happen to him if he retreats from a fight. good (in your opinion), the sogi-nora has not
Glacier Troll: AC 4; MV 12; HD 8; hp 42; #AT 4; heard it.
Dmg 1-6/ 1-6/ 1-12/ 1-12; AL CE; THAC0 13; XP Any character that does not pay an adequate
Value 3,000; SD Immune to fire damage. Regener- toll suffers an attack. The sogi-nora attacks with
ates 3 hp per round, only water prevents regener- its bare hands, attempting to pitch the victim off
ation. Suffers 2d6 points of damage when hit with the cliff if it succeeds in its martial arts throw.
a bucket of water. The sogi-nora is one of the Tuigan deserters. He
The glacier troll resembles a normal, two- has just been kicked out of the Purple Priory be-
headed troll, save that its skin is icy white. Fire cause he never speaks. If contacted telepathi-
has no negative effect on a glacier troll’s regener- cally, the sogi-nora instinctively obeys the
ative power, but damage caused by water cannot speaker for 1d10 + 10 rounds. Then it realizes its
be regenerated. mistake and turns on its controller with special
Room 9. This room contains several straw cots fury.
and the personal effects of the monks who once Sogi-nora: AC 0; MV 12; HD 6; hp 34; #AT 2;
lived in the Blue Grotto. Dmg 1-6 + 4 or throw; AL LN; THAC0 15; XP Value
The south wall is decorated with a painting of 800; SA Martial Arts maneuver-throwing. On any
Sandiraksiva standing on a peak, silhouetted roll of 20, sogi-nora throws opponent. Weapons
against the light of the full moon. The Dalai Lama used in a successful hit must make saving throw
is creeping up behind the black courser with a vs. a crushing blow (see page 39, DMG) or be de-
blindfold and bridle made from what appears to stroyed.
be hair. The caption below the picture reads, The sogi-nora is a type of stone golem, en-
“Sandiraksiva drinks in the moonlight as the Da- chanted by a wu jen and given a mind of its own.
lai Lama prepares to capture him.” This particular sogi-nora has been ronin, or mas-
After clearing the Blue Grotto, the party must terless, since its master died nearly three hun-
descend to the Purple Priory. Continue with Event dred years ago.
11 if the party walks down the Rainbow Trail, and
continue with Event 12 if they descend on the
tram.

38
Event 12: The Purple Priory priory with the
portion below.
The Purple Priory is the largest of the Rainbow There is no way to
Monastery’s buildings, standing five stories tall. enter the rest of
Built upon a timber platform protruding from the structure from
sheer rock, it resembles a swallow’s nest built here. To enter the
onto the side of a cliff. A Ra-Khatian proverb is building from the
painted over the entrance. Rainbow Trail, the
party must follow the side path that leads to the
DM’s Notes. The proverb reads: entrance on the second floor.
Room 2. The only way to enter this room is via
Light the Padhra’s lamp the stairway at the end of the corridor in the
only after extinguishing southeast corner, which leads up to room 5. More
all others. than a dozen burning torches hang in sconces on
the walls, and twelve more butter lamps sit on
If there are any sohei left, they insist upon ex- the floor. The western wall of the room is domi-
ploring the building first. A few minutes after the nated by a statue of Byubo seated cross-legged
sohei enter the priory, one of them sticks his upon a pedestal. His eyes are closed and his head
head out of a window and informs the party that is bowed in meditation, but a knowing grin
the building is empty. creases his lips.
That is the last the characters see of the sohei, In Byubo’s lap sits an unlit butter lamp. Only a
for they perished shortly after entering the build- follower of the Padhran religion may remove the
ing. The one in the window is an imposter. lamp without suffering harm. Anybody else tak-
Princess Bhrokiti elects to stay outside until ing it from the statue’s lap suffers a loss of 1d6
the PCs inform her that the building is safe. Wisdom points. It doesn’t matter whether or not
Changchub will stay to guard her if nobody else the other lamps in the room are lit. The proverb
thinks of doing so. above the priory entrance is metaphorical. It
Room 1. This hallway is actually part of the means ‘convert to the Padhran religion only after
Rainbow Trail, connecting the portion above the renouncing all others.’

39
Anyone pro- pended by a rope tied around his ankles. As the
claiming faith in party enters the room, he groans feebly to alert
the Padhran reli- them to his presence.
gion (and renounc- This is To’Zon, a korobokuru wu jen. He stands
ing all others) may about 4 feet tall, is rather stocky, has dark, fiery
use the lamp. If the eyes, and wears his bushy hair long and un-
person holding the kempt. When the PCs notice him, he feigns confu-
lamp is a disciple sion and shock, then “recovers” enough to ask
of the Padhran religion, he immediately knows for help. He explains he was a lonely traveler who
the true nature of the lamp. stumbled onto the giant that has taken over this
Byubo’s Lamp of Audacity: Only followers of priory. He has no idea what type of giant it is; to
the Padhran religion may carry this lamp. All oth- him, a giant is a giant. To’Zon explains that the
ers lose 1d6 points of Wisdom when touching it giant stole six magical swords he was taking to
for more than one second. When filled with oil, lit, the capitol, then suspended him over the pit. He
and used as a focus for meditation, this lamp finishes his story by urging the party to leave as
bestows one of the following 7th level priest quickly as possible.
spells on the user: Of course, To’Zon is lying, but it will be difficult
to determine this. He has cast a non-detection
1. creeping doom
2. confusion spell upon himself. What actually happened is
that he and the giant had a falling out, and the
3. regenerate
giant won the ensuing battle. The crafty To’Zon
4. chariot of Sustarre
hopes to lure the PCs into destroying the giant
5. conjure earth elemental
for him.
6. earthquake
To’Zon tags along with the party, always careful
7. fire storm
to stay in the rear ranks. If questioned about the
8. wind walk
9. resurrection necessity for his non-detection spell, To’Zon ex-
10. control weather plains that one of the (non-existent) swords
stolen from him bestows telepathy on the bearer,
and he does not want the giant to know he is
The user must meditate for three hours before
receiving the spell. Determine the spell received coming.
by rolling a ten-sided die. The lamp bestows only If attacked, To’Zon runs for cover, then attacks
one spell per day, no matter how many hours the with the full fury of his magic.
user spends meditating, or how many disciples
attempt to use it. If the spell is not used within 24 To’Zon, Korobokuru (7th wu jen): AC 2 (bracers
hours, it fades away. In order to gain another of defense); MV 12; hp 28; #AT 1; Dmg by weapon;
spell, the user must spend another three hours THAC0 18; Str 13, Int 15, Dex 12, Con 14, Wis 10,
Cha 9; AL CE; XP Value 975.
meditating. Any character class may use spells
provided by the lamp. Spells: 1) magic missile (x4); 2) invisibility,
Room 3. This room is an open pit dropping out detect invisible, fire shuriken; 3) haste, protection
of the priory bottom. The ropes from the windlass from normal missiles; 4) wall of fire.
in room 4 run through here, descending over two Wu Jen Ki Abilities: 1) focus ki and burst into
action, gaining -3 initiative modifier for one
hundred feet to the end of the Rainbow Trail.
There are no doors into or out of room 3. round, once per day; 2) summon massive magical
Room 4. The door on the north wall of this energy, allowing him to cast any single 4th level
wu jen spell at maximum effect once per day.
room is the primary entrance into the priory. It
leads to a side path that joins the Rainbow Trail Wu Jen Taboo: never cuts hair, never bathes.
Like the other humanoids that have taken over
on the east side of the Priory. The door on the
the Rainbow Monastery, To’Zon was pressed into
south wall opens into room 5.
serving the Tuigan when their armies passed
The western part of the room is the receiving
area for cargo that comes down the tram from through his native land. He is the one who orga-
nized the desertion in Kushk, and, with the giant
the Blue Grotto. Tools and equipment for main-
Hah Li’s help, led the band of rabble to the Rain-
taining the windlass are located along the west
bow Monastery. Unfortunately for To’Zon, his un-
half of the north wall.
The eastern part is the preparation area for predictable temper and dictatorial leadership
style led the other deserters to revolt and carve
cargo descending to the base of the Rainbow
out their own areas of influence in the monas-
Trail. The cargo lift descends through a large pit.
tery’s separate buildings.
A small man wearing the robes of a wu jen dan-
Room 5. This long hallway has a stairway at
gles from the lift’s cross-bar. He has been sus-
both ends. The stairway on the west end leads up

40
to room 6. The stairway on the east end leads he snarls the koro-
down to room 2. bokuru’s name.
Room 6. A large wooden table and several Then he charges,
benches sit in the middle of this room. The walls wielding a tetsubo
are lined with shelves containing philosophical (a long iron-shod
texts, parchments, and writing utensils, One of rod) in one hand
the texts discusses the origins of Gaumahavi, the and in the other a
Purple Dragon. kau sin ke (a series
According to the text, Prince Surtava (who later of small iron bars connected by short lengths of
became the Padhra) had a pet leopard, a super- chain).
natural, intelligent animal that could both speak At first, Hah Li is intent on reaching To’Zon, but
and write. This leopard accompanied Prince Sur- quickly refocuses his anger on the party. After
tava on his quest for spiritual wisdom, serving as the battle, To’Zon attacks the party. He casts
the Prince’s sole protector and friend. During Sur- haste and protection from normal missiles on him-
tava’s quest, the leopard gave birth to a litter of self, then attacks with fire wall and fire shurikens.
cubs. Most of the cubs were normal animals, but In addition to defending itself, the party must
one was supernatural and possessed of a noble prevent To’Zon’s fires from destroying the build-
and courageous soul. This cub joined Surtava on ing and the windlass.
his quest. After Surtava achieved enlightenment, Hah Li, the Coombe Giant: AC 3; MV 15; HD
he set his pet and her cub free. The leopard and 10; hp 48; #AT 2; Dmg 1-8 + 4/ 1-8 +4; AL NE;
her cub returned to the jungles, where they be- THAC0 11; XP Value 2,000; SA and SD Can wield
gan a search for the animalistic equivalent of two weapons due to high dexterity, can be
enlightenment. knocked off his feet only by a natural 20—even
Here, the text becomes speculative. It theorizes when killed.
that the leopards soul and Gaumahavi’s are one. Coombe giants are an exceptionally small, ori-
As a result of her presence on Surtava’s quest, ental form of hill giant that evolved in the deep
the leopard developed a soul. Upon the leopard’s gorges and chasms of the Katakoro Mountains.
death, that soul entered the body of another, Because they often inhabit sheer cliffs, they have
higher form of animal life, beginning a series of developed exceptional dexterity and balance, and
reincarnations just as human souls undergo. can only be knocked off their feet when a hit suc-
Eventually, the soul reached the highest form of ceeds with a natural 20.
animal life —that of a greater dragon. Hah Li and the rest of his villagers were pressed
The cubs fate remains unknown. into service as shock troops when Hubadai’s
Room 7. The stairway in the southeast corner Tuigan horde passed through the gorge they in-
leads up to room 10. The shredded clothes of habited.
several monks and travelers lie in the corner. Rooms 11a-11f. These rooms each contain a
Mixed in with the clothes are 7 gp and a ring of straw bed and the personal effects of a monk who
fire resistance, as described in the DMG. once lived here. Hah Li was storing his treasure in
Room 8. A masonry oven sits on the north room 11f. The trove contains a potion of extra
wall, and various utensils for cooking and prepar- healing, 50 gp, an uncut ruby worth 1,300 gp, a
ing food are scattered throughout the room. A scroll with two raise dead spells, and another
pile of battered, miscellaneous weapons (dag- scroll with four remove curse spells. Anyone
gers, swords, maces, etc.) sits on the table in the raised from the dead by this scroll automatically
center of the room. forsakes his own deity and converts to the
Room 9. This storeroom contains nothing but Padhran religion.
smashed and empty vessels. Every last grain of Room 12. This room is a foyer leading into
food has been eaten. room 11e.
Room 10. The stairway on the north end of Results. After cleaning out the Purple Priory,
this hallway leads up to room 12, and the stair- the party can finish its descent. The only NPCs
way on the south end leads down to room 7. remaining with the party should be Princess
After the last party member has entered the Bhrokiti and Changchub. Continue the adventure
hallway, Hah Li the coombe giant charges down with Part III, To Ra-Khati’s Frontier.
the stairs at the north end. Upon seeing To’Zon,

41
Part III, To
sometimes it clings to the cliffside a hundred
Ra-Khati’s feet over the churning waters. Occasionally, it
Frontier even runs through a shallow pool of icy water
where the river has flooded its banks.
Most of Part II
concerned the par- DM’s Notes. Ask the party to declare its march-
ty’s decent of the ing order. Remember, Changchub and his sohei
Rainbow Falls— a leave the party at this time.
distance of no more than a quarter mile. During The canyon is so deep the sun shines into it for
this short journey, clever PCs may have learned a only an hour or so each day. The rest of the time,
great deal. For instance, they might have discov- it is plunged into a perpetual, frigid twilight that
ered that the army traveling along Ra-Khati’s bor- makes it difficult to see more than a hundred
der is not from Solon. Or, they may have yards ahead. Despite the proximity of water, the
acquainted themselves with the history of the canyon is remarkably barren—its rocky slopes are
Deserted City of Kushk, learned something about only sparsely covered with drab, thorny bushes.
the origins of the Purple Dragon, and discovered As the party marches, silhouettes dodge in and
how the Dalai Lama captured Sandiraksiva. out of rocky hiding places both ahead and behind
In Part III, which covers the journey from the them. Sometimes, these penumbras are-nothing
Rainbow Falls to the border of Ra-Khati, the party more than the PCs’ imaginations. Sometimes
will have an opportunity to put this knowledge to they are fat, furry rodents known as marmots,
good use. They will meet Tuigan spies, Gauma- and other times they are shadows cast by birds
havi, and perhaps even find themselves chasing flying over the canyon. Unfortunately, in the twi-
Sandiraksiva from peak to peak. light it is never easy to tell exactly what they are,
NPCs. By the time Part III begins, Changchub’s and the party is always left guessing at exactly
sohei should have perished in the Rainbow Mon- what lurks ahead—or trails behind.
astery. If this is not the case, Changchub will take Should the party make a torch, or create a simi-
his sohei with him when he leaves in Event 1, lar source of light, they attract a flock of canyon
sending them to spread word of the danger from stirges. The stirges swoop down to the attack
Solon. Even if the party knows that the army out- immediately.
side Ra-Khati does not belong to Solon, Chang- When the party is ready to make camp for the
chub continues to act as if an invasion is night, they find a campsite on a narrow, rock-
imminent. To him, one army is as great a threat strewn beach.
as another.
Assuming Princess Bhrokiti holds the party in Statistics
medium to high esteem, she continues to be ro-
Canyon Stirges (12): AC 7; MV 18; HD 1 + 1;
mantically attracted to the most effective male in hp 5 each; #AT 1; Dmg 1-6 per round; AL N;
the party. If, during the course of combat, some- THAC0 17; XP Value: 175 each; SA Use saving
body proves more effective than her current in- throws and attack tables of 4 HD creatures.
terest, the fickle Princess changes her object of Swarm in groups of four.
affection. No matter what the situation, however, Canyon stirges are a smaller, vicious offshoot of
she always insists on having a tent to herself (her the type normally found in subterranean lairs. They
wu jen’s taboo prevents her from sleeping in the are more agile in flight and drain blood twice as
same room as another person). fast as their larger cousins. Canyon stirges also
Beginning Part III. Part III begins after the attack in swarms, four of them striking at the same
party reaches the bottom of the Gogrus Chasm victim. They never release a victim until each stirge
and continues its journey toward the Deserted drinks at least 10 hp worth of blood.
City of Kushk.

Event 1: Leaving Rainbow Falls Event 2: Nightfall

At the bottom of the Rainbow Cliff, the Go- Dusk falls quickly, sequestering the camp in
moonless darkness. The constant roar of the
grus fills the canyon from bank to bank. A con-
Gorgrus River adds to the feeling of isolation,
stant, ominous crash rumbles up the gorge,
and the river’s mighty waters boil in a white muffling other sounds of the night.
froth so powerful that the path trembles be-
neath your feet. DM’s Notes. Because of the gorge’s depth, the
On both sides of the river, sheer granite cliffs moon shines into it for only a short period each
rise 3,000 feet. The path continues down the night. Therefore, the canyon is quite dark most of
southern side of the river. Sometimes it travels the night.
along a rocky beach at the edge of the Gogrus, Ask the party to draw a diagram of its sleeping
arrangements, and to assign watches for the

42
night. The rocky beach is 30 feet wide and 70 feet Cha 9; AL LN; XP
long. Nothing unusual happens tonight. Value 65.
Tuigan, Sha-
Event 3: Trail Meeting man (3rd level
priest): AC 8; MV
The trail continues down the gorge, clinging 12; hp 12; #AT 1;
to the cliff like a boa constrictor to a tree Dmg 1-6 (hand
trunk. Then, in early afternoon, the canyon axe); THAC0 20; Str
begins to rumble. A hundred yards ahead, a 10, Dex 11, Con 14,
plume of mist rises from the middle of the Int 12, Wis 15, Cha 7; AL LN; XP Value 120.
river, which disappears over a rock shelf. To the Spells: 1) animal friendship, entangle; 2) hold
left of the magnificent waterfall, the trail de- person.
scends in a series of slick, switchback turns. Beneath their pilgrims’ robes, all of the Tuigan
carry hand axes and wear leather armor.
DM’s Notes. As the party descends, they meet
ten men wearing the threadbare orange robes of Event 4: Thieves in the Night
pilgrims. In contrast to the gaunt, tattered ap-
pearance of the pilgrims the party met in Part II, All day long, the path clings to the side of
these men appear muscular and stocky. Their the cliff with no sign of a suitable campsite.
heads and faces are clean shaven. They have Then, just as dusk is falling, the trail reaches a
widely-spaced eyes, broad faces with prominent wide ledge that hangs fifty feet over the churn-
cheekbones, and flat, small noses. ing river.
The men are hand-picked Tuigan spies, sent by
Hubadai to scout a route through Ra-Khati. They DM’s Notes. Use this encounter only if San-
will stand aside to allow the party to pass, saying diraksiva did not escape in Event 4 and the party
nothing and keeping their alert eyes trained on did not disable the Tuigan spies.
the ground. As Sandiraksiva’s cage passes, ob- The ledge is 40 feet wide and 60 feet long. If the
servant PCs may notice a certain glimmer in the party refuses to camp here, it must continue
eyes of the “pilgrims.” along the narrow path in the dark-an extremely
Fight. Should the party insist on inspecting foolhardy action resulting in the immediate loss
the Tuigans’ tongues, or interrogate or otherwise of a day’s provisions when a yak slips off the path
harass them, the spies draw hand axes from be- and is swept down the Gogrus. Should the party
neath their robes and attack. The leader goes for continue after this warning, each person must
the party’s most effective wizard. Eight spies at- make a Dexterity check every hour-or meet a
tack the other PCs and Changchub. The last spy, similar fate.
the Tuigan wu jen, casts animal friendship upon Assuming the PCs camp here, ask them to as-
Sandiraksiva, then attempts to free him by prying sign watches and draw a diagram of their sleep-
the lock open. Assuming the party does not pre- ing arrangements.
vent this, the lock explodes in his face, killing Surprise. At about 2:00 A.M., the Tuigan spies
him instantly. The black courser then kicks the from Event 3 try to free Sandiraksiva. If the black
door open and flees. courser’s cage is located near the camp, they
Results. As long as the PCs leave the spies attack the party. Otherwise, the spies simply try
alone, the spies leave them alone. The adventure to open the cage and let the horse out.
continues with Event 4. If the party is not expecting the Tuigan, the
If a fight erupts and Sandiraksiva escapes, skip character on watch suffers a -2 modifier to his
Event 4 and go directly to Event 5, Chasing San- surprise roll due to river noise. If not surprised,
diraksiva. Should the party prevent San- the watchman notices the spies and can alert the
diraksiva’s escape and disable all of the Tuigan rest of the party before the Tuigan arrive. Deter-
spies, continue with Event 6. mine initiative normally. Should the party attack
In the unlikely event that the Tuigan prevail, with ranged weapons, the spies respond with
they simply free Sandiraksiva and continue on bows and arrows.
their way. The adventure continues with Event 5. Should the watchman fail his surprise roll, how-
ever, the Tuigan successfully sneak up on the
Statistics camp. If they can reach Sandiraksiva’s cage with-
Tuigan Leader (8th level warrior): AC 8; MV out alerting the party, they attempt to open it.
12; hp 40; #AT 3/2; Dmg 1-6 (hand axe) +1; The first the PCs know of the Tuigan presence is
THAC0 12; Str 17, Dex 14, Con 13, when the lock explodes, killing one of the spies
Int 12, Wis 10, Cha 11; AL LN; XP Value 650. instantly. Sandiraksiva immediately kicks the
Tuigan Spies (8) (3rd level warrior): AC 8; MV door open and flees. The rest of party must roll
12; hp 15 each; #AT 1; Dmg 1-6 (hand axe); for surprise, and the Tuigan attack.
THAC0 18; Str 11, Dex 11, Con 9, lnt 9, Wis 10, If the party positioned Sandiraksiva’s cage so

43
that it could not be Sandiraksiva continues down the canyon for
reached without several hundred yards, searching for a place to
alerting the watch- escape the shadow of its immense cliffs. Just as
man, the Tuigan the party catches him, Sandiraksiva leaps into
attack before at- the air and flies two hundred yards upward, com-
tempting to free ing to rest on a narrow ledge.
the black courser. Capturing Sandiraksiva. Sandiraksiva re-
The leader attacks sists all attempts to capture him, but the effec-
the watchman, the tiveness of his attacks are reduced to 25% of
shaman tries to open the cage, and the remain- normal (although his chance to hit remains the
der of the spies attack the rest of the party. Sleep- same). He uses his fire breath as a last resort,
ing characters are automatically surprised the when capture appears imminent. Unfortunately
first round, but can fight normally the second. for Sandiraksiva, his fire is no longer hot enough
Interrogation. If given the opportunity, the to melt metal, so he can be held by a metal chain
spies flee after freeing Sandiraksiva, or fight to or rope. Should his vision be obscured, such as by
the death if they do not. Should the party capture having a bag slipped over his head or with a
any of them alive, the spies reluctantly explain blindness spell, Sandiraksiva assumes the moon
their attack. To their way of thinking, it is evil to has disappeared and quits struggling.
cage a horse of such magnificence, and the party If the party does not capture Sandiraksiva
will surely suffer the wrath of the gods for doing quickly, their task grows more difficult. He con-
so. Although they admit they are not pilgrims tinues fleeing up the cliff for two thousand yards,
and killed the men from whom they stole their when he finally lands on a ledge touched by a
clothes, they will not willingly reveal more. sliver of moonlight. He pauses here for several
Should the party force the spies to say more, moments, drinking in the energizing light. By the
they can reveal the following: time the party catches up to him, he has recov-
-They are spies from Hubadai’s Tuigan army, ered enough so that his statistics return to 50%
searching for a route through Ra-Khati so they of normal (and he can fly four hundred yards).
can attack Khazari’s southern flank. As the party approaches, he uses hit-and-run
-They know little of Solon, save that legends say tactics to delay them, then flees to a higher ledge
it is desert country that cannot be conquered. also bathed in moonlight. This time, his statistics
-They crossed the “great chasm” via an ancient return to 75% of normal, and he can fly six hun-
bridge which Hubadai’s engineers repaired. dred yards. If the party does not capture him before
This bridge was located near a deserted city. he leaves this ledge, Sandiraksiva’s statistics return
The spies can provide little more useful infor- to normal and he flies away. He has escaped.
mation, aside from alarming party members with If Sandiraksiva escapes during the daytime, he
casual tales of Tuigan barbarism and proficiency will never find moonlight to bask in and will,
with the horse-bow. therefore, not gain any strength due to his flight.
If Sandiraksiva escapes, continue with Event 5. Results. Should the black courser escape, he
If the black courser does not escape, continue flees generally toward the open plains in the
with Event 6. west, grazing the slopes of steep mountains by
day and flying by night. Bhrokiti is quite alarmed
Event 5: Chasing Sandiraksiva and insists upon following the enchanted horse,
though she cannot think of a good way to do so.
Sandiraksiva leaps into the air, flies two hun- If Sandiraksiva escapes, continue with Event 7.
dred yards, then drops back to the trail. He If the party recaptures Sandiraksiva, continue
gallops for another two hundred yards, slows with Event 6.
to a trot and, after casting a wary glance over
his shoulder, continues down the path. Event 6: Angry Dragon
DM’s Notes. Sandiraksiva is feeling the effects of After days of travel, the raging currents of
his imprisonment. In addition to being cramped the Gogrus River begin to quiet. The sheer
inside his small cage, he has not been exposed to cliffs lining the chasm become steep slopes
the moon’s rays for many days now. Moonlight is dotted with scraggly conifer trees. The op-
the source of the enchanted ki (life energy) which pressing granite starkness of the Gogrus Gorge
gives Sandiraksiva his special powers. gives way to a more generous landscape where
Until he can bathe himself in moonlight and tall, golden grass carpets the steep valley
recharge his ki, Sandiraksiva’s statistics are all banks. Finally, the most amazing thing of all
reduced to 25% of normal, and he can fly only appears. A deep ravine intersects the gorge
200 yards at a time. With the black courser’s and another large river joins the Gogrus. In
movement reduced to 7”, the party stands some contrast to the majesty and power of the
chance of capturing him.

44
leave; During this
Rainbow Falls, this union is silent and peace- entire time, she
ful, the waters of the two rivers mixing to- threatens to de-
gether in calm harmony. stroy the party if
they do not release
DM’s Notes. Princess Bhrokiti informs the Sandiraksiva. If the
party that this serene intersection is known as party asks why she
“The Bed of Two Lovers.” The name reflects the wants the horse
blissful union of the waters of the Dharbang and released, she says
Gogrus rivers. Where the currents join, the water it is wrong to cage such a magnificent beast.
glows with a magical golden color. Anyone bath- Should the party mention the Raja, Gaumahavi
ing at the spot is restored to full hit points, cured tells them that the Raja would not mind if they
of all disease, regains any levels lost to released the black courser, since that is all that
experience-sapping creatures, and any drained he intends to do with it anyway.
attribute points are completely restored. (A char- Princess Bhrokiti, however, is not so sure. She
acter never recovers more hit points, levels, or doesn’t trust Gaumahavi. She also points out that
attribute points than he had to begin with.) the talking statue in Part I said that in order to
Cherrapuni. After the party resumes its march, save Ra-Khati, they had to deliver both her and
the road continues down the river bank. As eve- the horse to Ambuchar Devayam.
ning falls, the trail separates from the river bank Gaumahavi’s Warning. After Sandiraksiva
and climbs over the shoulder of a large hill. On the has escaped, or it is clear that the dragon will not
other side sits the ruin of an ancient monastery. free him, she circles low overhead. She speaks in
Beyond the monastery stretches an immense blue a pained voice barely distinguishable from the
lake. Princess Bhrokiti informs the party that it is howling wind:
the Sacred Bottomless Lake of Cherrapuni. Beyond
the lake lies a range of large hills, their flanks col- When the dam is built,
ored deep purple in the twilight. a lake is born.
Any character of good alignment receives a When a fire is started,
warm feeling from the ruined monastery. the dark grows light.
Gaumahavi’s Approach. As the party de- But the river soon dies,
scends the hillside, a powerful wind howls across and the branch turns to ash.
the lake. A great cloud of purple dust rises on the Who would destroy
far side of Cherrapuni, then coalesces into the what is wild and free?
shape of a huge, serpent-like dragon. This form is Know this:
over a hundred feet long and appears to be made If the wind is bridled,
of dust. The wind howls across the lake, carrying the ship sails,
the writhing dragon body with it. but a purple storm
Safe Refuge. Assuming the party runs for the will rise at sea.
monastery, they reach it just before Gaumahavi Gaumahavi’s ode is a warning not to cage San-
arrives. Within its confines, any player character diraksiva, of course. If the PCs try to start a conver-
of good alignment is safe from the dragon’s sation, she pauses to speak with them. However,
wrath. All others suffer the full effects of the dust she treats them with contempt and spite. Under no
storm, taking 2d10 points of damage and being circumstance will Gaumahavi admit that Sandirak-
swept off their feet (save vs. dragon breath for siva is her child—though she will not deny it, either,
half damage and to retain footing). simply ignoring the question. If the party steers the
Gaumahavi moves toward Sandiraksiva’s cage, conversation in the appropriate direction, she may
hoping to destroy it. If a character of good align- reveal the following points:
ment defends the cage, Gaumahavi fails auto- 1. Thousands of years ago, she accompanied
matically. But if someone of non-good alignment Prince Surtava to a hermitage in the form of a pet
defends the cage, she attacks the defender. When leopard. (She makes no mention of bearing a
and if the cage is no longer defended, she wraps child during this time, and becomes verbally hos-
her body around it and destroys it. Sandiraksiva tile if the subject is brought up.)
will rush out of the monastery toward the lake. 2. Gaumahavi belongs to the class of “greater
Should the party attempt to follow him, Gauma- dragons.” She will not explain further, except to
havi attacks with her purple cloud as soon as say that she is charged with governance of “the
they leave the protection of the monastery. wild winds.”
Should the party be foolish enough to persist or 3. At one time, she did reluctantly participate in a
counterattack, Gaumahavi lands and attacks war against Ra-Khati. If Bhrokiti does not join
with all her might. Devayam as she has promised, however, Gauma-
If the party successfully defends Sandiraksiva’s havi’s participation in the next war will not be
cage, Gaumahavi maintains a vigil outside the reluctant.
monastery for 24 hours before being forced to

45
4. Should the sub- Kushk, and has repaired the Great Chain Bridge
ject of Bhrokiti’s over the Jumpa Chasm. Gaumahavi tells the PCs
dowry (San- not to concern themselves with the army—it will
diraksiva) come be gone by the time they reach the Jumpa River.
up, Gaumahavi She claims that the fact that this army is not So-
responds accord- lon’s in no way lessens the danger to Ra-Khati.
ing to whether the 7. She is serving Raja Ambuchar Devayam, but
horse is free or not. she is doing so out of gratitude for a service he is
If Sandiraksiva is performing for her, not because he is blackmail-
free, Gaumahavi claims that the Raja simply in- ing her. She will not elaborate further.
tended to set the horse free anyway, so there is Although Gaumahavi believes what she says,
no need to recapture the horse. If the party still she is laboring under a misconception. The Raja
has Sandiraksiva, she suggests that they free the has told her that the Dalai Lama knows the iden-
horse now, as that is all the Raja intends to do tity of her child and has imprisoned Sandiraksiva
with him. She will treat any refusal unkindly, to seek vengeance for her participation in Solon’s
threatening to destroy the party as soon as it earlier war against Ra-Khati. (This is a partial
leaves the monastery. falsehood; while it is true that the Dalai Lama has
5. If the PCs bring up the subject of the army on imprisoned Sandiraksiva for many years, he does
Ra-Khati’s border, Gaumahavi continues Ambu- not know the horse’s true identity.)
char’s bluff, suggesting it is from Solon and will Further, the Raja has told Gaumahavi that he
invade if the black courser is not released and regrets his earlier use of Sandiraksiva to coerce her
Bhrokiti delivered to Ambuchar. (PCs may note an into aiding him. Therefore, he claims, he has devel-
inconsistency between the demands presented in oped a plan to liberate the black courser from the
the Potala and Gaumahavi’s demands. She will Dalai Lama. (This is also a partial truth; in fact, he
insist that hers are the correct ones.) intends to take the horse, then again use it to force
6. Should the party suggest that they know the Gaumahavi into complete servitude.)
army is not from Solon, Gaumahavi congratu- Gaumahavi has agreed to work with the Raja,
lates them on their astute powers of observation. for it seems the most expedient way of freeing
She then informs the party that the army has her child. However, she does not trust Ambuchar
been exploring the area near the Deserted City of completely, which is why she is attempting to free

46
her child before the party reaches Solon. at one time. She
Results. If Sandiraksiva escapes, he gallops may reveal several
down to the Sacred Bottomless Lake of Cherra- points if the party
puni, then trots across its surface and disappears steers the conver-
into the hills on the far side. After she has fin- sation in the ap-
ished her business with the party, or after she has propriate
kept them trapped within the monastery for directions:
twenty-four hours, Gaumahavi’s body simply dis- 1. At one time,
solves, leaving a rain of ordinary dust in her Raja Ambuchar
wake. When the party leaves the monastery, con- Devayam coerced her into fighting against Ra-
tinue with Event 8. Khati. However, the Raja regrets his actions and
is taking steps to make amends. She refuses to
Event 7: Curious Dragon say how he forced her into helping him in the
first place, or what he is doing to make amends
Event 7 is quite similar to Event 6. Read the for his crime.
boxed section from Event 6 to the players, then 2. She doesn’t trust the Raja completely, any
consult the DM’s Notes, Cherrapuni, and Gauma- more than she trusts any man. She is working
havi’s Approach sections for your own reference. with him because it seems the most expedient
The purple dragon’s attitudes toward the players, way to get what she wants. Gaumahavi refuses to
however, are much different in Event 7. explain any further, and grows irritated if the
After coalescing into her dusty form Gauma- party presses the subject.
havi swirls around the PCs, snaking between 3. Gaumahavi will also share points 1,2,3, and 6
them and winding herself around them. After from Event 6 if asked.
inspecting the party carefully, she lands a few What Gaumahavi refuses to reveal is that the
feet away. Raja has told her that the Dalai Lama knows the
In a pained voice barely distinguishable from identity of her child. Devayam claims that the
the wind, she asks, “Where is the dowry?” High One has kept the black courser imprisoned
Demand an answer from the party quickly, with- to exact vengeance for her participation in So-
out allowing them time to consult. Should two or lon’s earlier war against Ra-Khati. This is a partial
more members respond with conflicting answers, falsehood. While it is true that the Dalai Lama has
Gaumahavi recites a short ode appropriate to the imprisoned Sandiraksiva for many years, he does
occasion: not know the horse’s true identity.
In every man’s soul Further, the Raja has told Gaumahavi that, by
there is a volume of Truth, way of making amends for past misconduct, he
But the book is stored has developed a plan to liberate the black
on many shelves, courser. This is a partial truth. He intends to lib-
with chapters here and erate the horse from the Dalai Lama, but then
chapters there. imprison it himself and use it to force Gaumahavi
In all human souls ring into complete servitude.
the songs of Truth, Because Gaumahavi does not trust the Raja, she
But their music is muffled came to liberate her child before the party deliv-
by clamorous bells ered it to Solon. Nothing could make her happier
and raucous whistles. than knowing Sandiraksiva escaped on his own,
Those who would live another day though she does not reveal this to the party.
should brush away what is false Results. After she finishes her business with
And speak only what has happened. the party, Gaumahavi’s body simply dissolves,
leaving a pile of ordinary dust in her wake. When
Assuming the party confesses that Sandiraksiva the party leaves the monastery, continue with
has escaped, a puff of purple dust escapes Gauma- Event 8.
havi’s lips and her mouth twists into a crooked
grin. Then she says, “What is done is done. But do Event 8: On a Distant Hill
not be so careless with the Raja’s bride.”
If questioned about the black courser, Gauma- From the ruins of the monastery, the road
havi tells the party not to worry. Once he received runs along the southeastern shore of the Sa-
it, the Raja only intended to release the horse cred Bottomless Lake of Cherrapuni. Three
anyway. She will set matters right regarding the days later, it finally reaches the lake’s outlet. A
black courser. quarter mile downstream, it crosses the cold
Further Conversation. Should the party wish river at a shallow ford. The path leaves the
to discuss other matters, Gaumahavi is willing. river bank and runs through a chain of grassy
However, she remains suspicious of the player hills for another day.
characters—who were, after all, her child’s jailers

47
DM’s Notes. If As the PCs approach the canyon, they begin to
Sandiraksiva has see details of the countryside ahead. The road
escaped, ask each leads to a huge suspension bridge. A pair of
player character to chains with links as big around as a man’s waist
make a Wisdom run across the canyon. From the chain links,
check. Anyone which are scaly and orange with rust, hang fresh
passing the check hemp ropes supporting a platform of interwoven
notices a magnifi- ropes and planks. The bridge is just large enough
cent black horse to accept Sandiraksiva’s cage.
grazing atop one of the nearby hills. As the PCs On the other side of the bridge, an isolated
might suspect, the horse is Sandiraksiva. mountain of loose rock rises to the south of the
Regardless of what happened at Lake Cherra- road. At its base is a plateau of purple dust. (Al-
puni, Princess Bhrokiti insists upon trying to re- though the party is looking at the Deserted City
capture the horse. If the party yields to her of Kushk, they see no sign of buildings, streets,
wishes and attempts to recapture the black or any other features normally associated with
courser, Sandiraksiva calmly awaits their ap- cities.)
proach, then battles them with all his might. He When the party reaches the bridge, they find
flees only if capture appears imminent. twenty dead Tuigan soldiers. Their bodies are
The reason for Sandiraksiva’s bravery is visible covered with a fine purple dust the consistency of
in the valley beyond the hill. A herd of twenty talcum, as is the entire area. The dust shows no
white mares is grazing under the mighty stal- sign of causing injury to the player characters.
lion’s watchful eye. PCs taking the time to inspect On the other side of the bridge, the party dis-
the herd carefully may make a Wisdom check. covers a camp of two hundred dead Tuigan sol-
Those passing note that, in addition to the uni- diers (along with their horses). Like their
form color of the horses, it seems strange that comrades on the other side of the bridge, they
their backs show signs of old saddle sores. are covered with fine purple dust. They appear to
Although the party has no way of learning this, have died suddenly, for they sit slumped over
Sandiraksiva has become an object of interest to half-eaten meals, hold sharpening files and weap-
the Tuigan army. The mares are gifts from Huba- ons in their hands, have fallen in the doorways to
dai, who hopes to lure Sandiraksiva into his herd their tents, etc.
through lavish gifts. Judging from Sandiraksiva’s The cause of all this destruction is Gaumahavi,
contented expression, the barbarian general who destroyed the bridge garrison in order to
stands a better chance of success than did the clear the way for the PCs.
Dalai Lama. Camp Bounty. Player characters searching the
If Sandiraksiva has not escaped the party, there camp find a hand-drawn map in the commander’s
is nothing unusual either on top of the hill or tent. The northern third of the map details what
over it. After the party continues down the trail the Tuigan know of Ra-Khati’s northern neighbor,
and reaches the Jumpa River, continue with Khazari. It shows the main routes into the center
Event 9. of the mountain kingdom, the location of its capi-
tal city, major fortresses, etc. Ra-Khati’s borders
Event 9: The Great Chain Bridge are also outlined, but this portion of the map
lacks detail. A network of trails leading northeast
The road rounds the southern flank of a low from the Great Chain Bridge has been partially
hill. A gentle quake begins to shake the ground sketched in. Next to each trail is graphic repre-
and a distant, constant roar rumbles directly sentation of what kind of traffic the trail will bear.
ahead. Most of the trails have stick figures of men, a few
The trail rejoins the mighty Gogrus River and have stick figures of mounted men, and one, the
runs along its northern bank. For the next sev- trail down which the party came, has a picture of
eral miles, both the river and the road run in yak-drawn wagons, This trail is detailed only a
more or less a straight course. Then the river little distance past the Sacred Bottomless Lake of
reaches a dark line on the horizon and disap- Cherrapuni.
pears in a plume of mist. The party also finds 2,000 gp, and could cer-
tainly arm itself with a wide variety of horse
DM’s Notes. The dark line on the horizon is the bows, swords, hand axes, lamellar armor and
Jumpa Chasm, and the plume of mist rises from barding (AC 5). When the party leaves the camp,
the waterfall where the Gogrus spills into the continue with Part IV.
Jumpa. The roaring and quaking, caused by such
a large river falling into the thousand-foot gorge,
grow louder and stronger as the party continues
down the road.

48
Part IV, Kushk and between two
the Sixfold Path dusty and wind-
scoured hills.
The PCs have nearly reached the deserted city Eventually, it
of Kushk. Here, they are supposed to deliver leads to a gate in
Bhrokiti and Sandiraksiva to Ambuchar Devay- a thirty-foot
am’s emissaries. However, as the PCs discover, stone wall which
the Raja’s escort has been destroyed. The party stretches several
finds itself alone at the gates to the Deserted City hundred yards to
of Kushk. both the right and left. The area inside the en-
If the party has progressed carefully through closure is filled with purple dust, so that what
the preceding parts of Storm Riders, they are no must have once been a walled city now resem-
doubt aware of some of the dangers lurking in- bles a plateau of purple dust.
side the city walls. If not, they may find them- Beyond the wall rises an immense mountain
selves poorly prepared to face the hazards that lie of sheer granite, its flanks covered with treach-
in the buried city. In either case, if they are brave erous glaciers and unclimbable cliffs. Halfway
(or foolish) enough to enter the deserted city of up the mountain, six different roads emerge
Kushk, they will be well rewarded. from six different caves and spiral toward the
Kushk once served as Ra-Khati’s sole link to the summit.
outside world. Merchant caravans from Solon and
other countries came to the walled city to con- DM’s Notes. Any character using a spy glass or
duct their business. Here, the faithful worshipers some other method of extraordinary vision to view
of Bimasara, the Padhrasattva of Barter, bought the summit sees the tiny figure of a red tower
and sold goods on behalf of Ra-Khati. As mer- standing atop the peak. Princess Bhrokiti can tell
chants go, they were unusual in that they skim- the PCs that they have reached the Sacred Moun-
med only a small percentage off the top in order tain of Kushk. It is one of the sacred peaks that
to maintain Kushk’s opulent guest facilities. holds up the roof of the world.
To facilitate commerce while preventing Ra- According to legend, anybody climbing to the
Khati’s merchants from bragging about their top of the Tower of Harmony will learn the secret
country’s wealth to foreign merchants, the city of Eaum, the blissful state of enlightenment that
was divided into three parts. The northwestern allows one to draw upon his ki (life energy) for
quarter was devoted to shapas (foreigners). Their greater power. Of course, the Princess does not
caravans entered by a magnificent, well-guarded believe in such legends, but must admit that
gate, then proceeded to the western side of the many powerful men do seem to possess some
market. Here, they conducted their business with mystical ability of this type.
the merchant monks, then relaxed in one of The City of Kushk. The Princess also confirms
Kushk’s many expensive hospices. that the Deserted City of Kushk lies behind the
The northeastern quarter of the city was de- wall. According to legend, a fortune in magic and
voted to Ra-Khatian merchants, who entered the jewels lies buried with the inhabitants.
city via a more modest entrance. Their caravans The party is approaching the eastern gate,
proceeded to the eastern side of the market, which leads into the quarter once reserved for
which was carefully segregated from the foreign merchants from Ra-Khati. As they move forward,
quarter. Here, they conducted their business with the player characters see thousands of fresh fire
the same monks as the foreigners, but never did scars from the Tuigan army, and the entire area
shapa and Ra-Khatian meet. In this manner, Ra- has been freshly coated with purple dust.
Khati conducted a thriving business with the out- At the gate itself, four men wearing black cleri-
side world, yet also insured that the only contact cal robes hang suspended by their feet. All show
with the dangerous world would be through care- signs of recent torture. Nearby lie the dismem-
fully selected monks highly trained in the art of bered bodies of twelve gaunt humanoids. They
dealing with foreigners. have mouthfuls of sharp fangs and hands with
The southern half of the city, located inside the long, dirty claws.
Sacred Mountain of Kushk, was devoted to the Explanations. The four clerics were sent by the
worship of Bimasara. It served as the residential Raja Ambuchar Devayam to escort Princess Bhro-
quarter for the monks. kiti and her dowry back to Solon. Rather than
When the party approaches Kushk from the bringing a large contingent of soldiers, the clerics
Great Chain Bridge, begin Part IV with Event 1. came alone, then used their powers to force a
group of Jiki-niku-gaki into serving as their
Event 1: The City Walls guards.
Unfortunately for the clerics, however, Hubadai
A mile after leaving the Great Chain Bridge, and his Tuigan army arrived soon after they did.
the road runs down a shallow valley located Of course, Hubadai’s forces made quick work of

49
the clerics—but not what the PCs say, she will not be dissuaded. In
before the clerics order to persuade party members to accompany
sent a fortune in her, she will try flattery, intimidation, and out-
bridal gifts to the right threats. Finally, if necessary, she will agree
Tower of Harmony to give each PC one of the gifts—their choice, if
with a gaki servant. necessary. If need be, she even attempts to reach
The Tuigan army the tower alone. (If the party allows this, the Dalai
had barely made Lama’s karma curse may be activated.)
camp before In addition to its ability to speak, Ambuchar’s
Gaumahavi began harassing it. Aware of the Amulet has one other magical property. Any char-
horde’s bloodthirsty reputation, she had no acter holding it for more than a few moments
doubts that Princess Bhrokiti and her companions finds himself compelled to place the amulets
would meet a terrible fate if they encountered the chain around his neck. Once donned, the amulet
army. Therefore, she intended to chase away the cannot be removed by anything short of a remove
army before the party arrived. curse or wish spell. Its only harmful effect is a
Fortunately for the player characters, she tendency to make sarcastic comments when
succeeded—after a fashion. After several days of things are going badly for the party. It is valued
skirmishing with the purple dragon, Hubadai be- at 1,500 gp.
came furious and committed his entire army to The Survivor. As the party finishes exploring
hunting her down. Faced with such numbers, even the area near the gate, a lone Tuigan warrior
Gaumahavi had no choice except to flee, and the stumbles out of Kushk. He is badly wounded and
Tuigan horde followed. very pale, having just come from an encounter
Although the player characters have no direct with a blood-drinking jiki-ketsu-gaki. He falls into
means of learning what happened, they can piece the party’s arms, then, in rough and guttural
the story together by examining the campsite. Over common, says, “Tell the general he will find the
a front several miles in width, thousands of hoof- secret of the purple wyrm in the tower, but he
prints lead away toward the west, the direction in must follow the Sixfold Path.” He dies an instant
which Gaumahavi fled. On a nearby hill are over a later, clutching an ancient scroll in his hand.
hundred fresh Tuigan graves, all carefully con- The scroll, written in Ra-Khati, is an account of
cealed to prevent casual discovery. The mouths of Gaumahavi’s campaign against Kushk. According
the dead Tuigan are filled with purple dust. to the scroll, Solon’s forces laid siege to Kushk at
The Cleric’s Treasure. Although Hubadai’s the beginning of the war, then the purple dragon
men searched the dead clerics, they did not take systematically set about burying the city beneath
everything the priests possessed. Each cleric her dusty breath. A month later, the city was
wears an amulet bearing Solon’s crest—a skull nearly covered, but the abbot had discovered the
with glittering eyes (1 gp each). (The Tuigan are secret of the dragon’s power. According to the
rather superstitious when it comes to items that scroll, the abbot had come down to the city to
might be considered symbols of evil magic.) inform his followers that he had found a way to
In one of the clerics’ robes, there is a secret defeat Gaumahavi when the dragon unexpectedly
pocket containing a potion of gaki control. Any- returned. As the scroll ends, the abbot is rushing
one drinking the potion may control 1d4 gaki for for his laboratory in the Tower of Harmony and
2d6 rounds (roll secretly). After the potion wears the dragon is swooping down to attack.
off, the gaki attacks its controller. Should the party have some way of communi-
Another cleric bears a magnificent amulet, a cating with the dead, the Tuigan can tell them
golden skull with eyes of diamonds. As soon as the following.
Ambuchar’s Amulet is found, it addresses Prin- —He was Bagatur Jokai, commander of a ten-
cess Bhrokiti in a hollow, distant voice that all man unit known as an arban in the great
can hear: “The Raja regrets that he cannot be Tuigan army.
here to receive you personally. However, knowing —The army was camped outside the deserted city
of your interest in magic, he hopes that these when a purple dragon began attacking them.
humble bridal gifts will tickle your fancy.” The great general Hubadai began to suspect
Of course, the gifts are nowhere to be found, that his army had inadvertently camped at the
but the amulet can tell the party members that entrance to the dragon’s lair. Jokai and his men
they were sent to the top of the Tower of Harmony volunteered to explore the city.
for safekeeping. The amulet can also list some of —They managed to reach a small temple inside the
the items sent by the Raja: a ring of wizardry, a inner wall, where their shukenja found the scroll
book of exalted deeds, gloves of missile snaring, and they learned that the only way to reach the
and many other equally wondrous items. top of the mountain was via the Sixfold Path.
Upon hearing about these wonderful bridal —He can tell them little else, save that the purple
gifts, Princess Bhrokiti insists upon going to the dust covering the city is honeycombed with the
Tower of Harmony to recover them. No matter lairs of hundreds of foul monsters.

50
Reaching the Tower of Harmony. At this point, After the party
most PCs will wish to retrieve Bhrokiti’s bridal gifts, fades to ghostly
and to learn the nature of the abbots discovery apparitions, Prin-
regarding Gaumahavi. Clever player characters cess Bhrokiti sug-
may wish to avoid traveling the tunnels of Kushk, gests that taking a
however. Unfortunately, the Sacred Mountain of shortcut to the
Kushk rises over ten thousand feet from the plain, tower might be
unwise. She is
and the only way to reach the top is by going
through the city and walking the Sixfold Path. right. The only way
Parties attempting to take a short cut may be to reach the Tower of Harmony is by going
in for a surprise. Assuming they find some way to through the city and walking the Sixfold Path. All
keep themselves from sinking into the silt, they attempts to do otherwise meet with the results
can cross the buried city with no trouble at all. described above.
But as they ascend the granite cliffs of the moun-
tain (whether by climbing or some magical Event 2: Into the Purple Night
means such as flying), they begin to fade away.
By the time they are halfway up the mountain, The road runs beneath the ancient city wall,
they are translucent as ghosts. By the time they then becomes no more than a tunnel through a
are ninety percent of the way up, they are com- sea of compacted dust. Overhead, sunlight
pletely invisible and intangible to each other. Any filters through the silt, resulting in a purple
character continuing all the way to the Tower of twilight that barely illuminates the path ahead.
Harmony simply fades away and disappears into Every ten or fifteen feet, the corner of some
absolute nothingness. (This makes teleporting to buried building protrudes into the tunnel,
the Tower of Harmony a very unfortunate mode of marking what was once the edge of a road.
transport.) Characters who have faded away com-
pletely can only be recalled via a wish spell, and DM’s Notes. The tunnel continues for another
remember nothing of ascending the Sacred 120 feet, then comes to an abrupt end where
Mountain of Kushk. Those partially faded return compacted dust blocks the way. On each side are
to normal as soon as they descend to the base of wooden doors.
the mountain.

51
If the party still DM’s Notes. This area is dark because it is en-
has Sandiraksiva, closed by walls of stacked stones and covered
he cannot be taken with a roof of thatched vines. When the party cre-
any further— his ates a source of light, they see the skeletons of
cage is too large. several horses and yaks scattered over the dirt
The Princess sug- floor. Purple silt has seeped through the unmor-
gests leaving the tared rocks of the wall and lies three feet deep
black courser here, around the edges of the chamber.
saying that he will This stable once boarded beasts of burden for
certainly be safe inside the cage—and can un- Ra-Khatian caravans. The unfortunate animals
doubtedly handle anything that comes to harass suffocated when Gaumahavi buried this portion
him. of the city.
The door on the left leads into what was once The gate on the southern wall leads into the
the office of a stable. Inside are a simple wooden main street, still completely buried in silt. If the
table, chairs, and a ledger noting the current ac- party opens the gate, all PCs must save vs. para-
count status for each yak and horse being lyzation or be engulfed as purple dust cascades
boarded there. As it is more than fifty years old, into the stable. Those failing their saves are bur-
the ledger is barely legible and could easily be ied. Suspended in silt, disoriented, and com-
mistaken for a book of another sort. All other pletely enveloped, they are unable to move. They
exits from the room are blocked by silt. suffer 1d8 suffocation damage per round until
There is also a shikko-gaki in this room. This rescued. The silt continues to pour into the sta-
gaunt humanoid has dull, lethargic eyes, a face ble, thwarting any attempt to shut the gate.
pocked by disease, and long, filthy nails. It at- Within eight rounds, the entire stable will be
tacks the first person through the door. buried.
The door on the right leads into what was once The only exit from the stable is the hole on the
a tea room. There is an empty window frame on southern wall. Because the hole is only two feet in
the back wall of the room. In front of the window diameter, only one person per round may squirm
is a counter, and in front of the counter are sev- through it.
eral tables. At one of the tables, a man dressed in Should the party take the time to explore the
Tuigan costume sits slumped in a chair, his head stable and avoid filling it with silt, they discover a
in his arms as if he has fallen asleep. PCs investi- golden ring (50 gp) in the nose of one of the yak
gating quickly discover that the man is quite skeletons. When placed in the nose of a beast of
dead. His blood has been drained through a bite- burden, this ring allows the person who placed it
wound on the inside of his arm. In his pocket is a there to communicate with the beast in its own
potion of healing. language. The animal also becomes generally
Although there are two stories above this one, obedient to this person.
neither contains anything of interest. The second When the party crawls through the hole in the
story was a storage room and contains only rot- south wall, continue with Event 4.
ten bricks of tea and clay jars of molded grain.
The third floor is filled with purple silt. Event 4: The Gauntlet
The only exit from the room is through the win-
dow on the back wall. It leads to Event 3 and what The hole in the wall leads to a narrow alley
was once an enclosed stable. running due west. Once again, translucent pur-
ple silt hangs overhead, and the alley is bathed
Statistics in dim violet light.
Shikko-Qaki: AC 4; MV 12/6; HD 5; hp 20; Somebody—or something—has excavated
#AT 2; Dmg 1-4/1-4; THAC0 15; AL CE; XP Value the alley from side to side. Three hospices sit
975; SA Disease: A successful hit forces victim to along the north side, and the south side is
save vs. poison. Failure indicates the victim falls lined by the back wall of three other buildings.
deliriously ill in 2d6 turns, and loses 1 hp/hour
until receiving cure disease. SD can only be hit by DM’s Notes. The wall immediately to the west
+1 weapons or better, and regenerates 2 hp per of the hole is similar to the stable walls in Event
turn (not round). Immune to charm, hold, and 3. It is made of stacked stones, unmortared and
sleep spells. As spirits, they cannot be turned by unchinked, and is the back wall of another stable.
clerics. All of the other structures along the alley are
made of mortared stone, then plastered with mud
Event 3: The Stable which has, for the most part, fallen off. As the
party continues down the alley and passes each
The window opens into a large, dark area. building, consult the appropriate entry below.
4a. The piazza of this small hospice is filled
with three feet of loose silt. Inside, the first floor

52
consists of what was once a kitchen and a dining tacks the first
room. The second floor was a communal dormi- character to climb
tory, and the third floor was the living quarters of through the win-
the owner and his family. In the family room on dow. Should the
the third floor, a scroll with one remove curse party create any
spell hangs framed on the wall. sort of shockwave
After the party passes into the hospice or down in this room (as
the alley, an invisible jiki-naku-gaki rises out of with a fireball or
the dust and attacks, trying to surprise the last lightning bolt), the
person in line (victim is -4 on his surprise roll). ceiling collapses. See entry 4b for the results of
4b. The window on this wall opens into the being buried alive. In addition, the dead shuken-
ground floor of a large hospice. This floor con- ja’s potions are destroyed.
sists of a large kitchen and a dining room with 4e. As the party reaches this hospice, the invis-
many wooden tables and benches. The upper ible jiki-niku-gaki lurking on the second floor
floors are buried in silt. The purple dust is sifting jumps the leader. The victim must check for sur-
through joints in the sagging ceiling. prise at -1.
An invisible jiki-naku-gaki lurks in this room. If After the battle, the party may examine the hos-
the party enters the room, he attacks one of the pice. The first floor contains a ruined kitchen and
PCs in the middle of the line (victim is -2 on sur- dining room. The second floor was a communal
prise roll). Should anybody be foolish enough to dormitory; the third floor, the living quarters of
create any sort of shockwave in this room (as the owners. Two ebony tubes protrude from be-
with a fireball or lightning bolt spell), the ceiling neath a rotting mattress in the communal dormi-
collapses and several tons of silt crash into the tory. Inside one tube is a raise dead scroll, and
room. Everyone within must save vs. breath. inside the other is a remove curse scroll.
weapon or be buried alive. After the party escapes alley and turns
Buried characters cannot move, and can cast south, continue with Event 5.
no spells except those with only somatic compo-
nents. They also suffer 1d10 suffocation and Statistics
crushing damage per round until rescued. Jiki-niku-gaki (5): AC 6; MV 12; HD 3; hp 12
4c. The open square in front of this hospice is each; #AT 3; Dmg 1-4/ 1-4/ 1-8; THAC0 18; AL CE;
buried under three feet of loose silt. The first XP Value 270; SA invisibility; regenerates damage
floor was once a kitchen and dining room. The at 1 hp per turn. Immune to charm, hold, and
second floor held a series of bed chambers, and sleep spells. As spirits, they cannot be turned by
the third floor was the living quarters of the clerics.
owner, in this case a local cleric. In a cabinet in
his bedroom, there is scroll with two raise dead
and one remove curse spells on it. Event 5:
After the party passes this building, the invisi- The Greedy Padhrasattva
ble jiki-niku-gaki on the third floor leaps out of
the window and attacks the last character in line. The alley runs forty feet south before a large
(Victim is -2 on surprise roll, unless expecting plaza opens to the east. Here, the silt ceiling
such an attack.) seems thinner than elsewhere. But the ground
4d. The window on this wall opens into the is covered with four feet of purple dust, which
ground floor of a large hospice. This floor con- almost conceals the fountain at the far end of
sists of a kitchen and a dining room with many the square. At this end of the plaza stands the
wooden tables and benches. In the middle of the statue of a pleasantly smiling man. In one hand,
room, visible from the window, lies a dead Tuigan he holds a sheaf of barley. The other hand is
shukenja. Six vials of magical potions have extended palm up, as if expecting payment.
spilled out of his cloak and are scattered nearby.
Three of the vials contain potions of extra- DM’s Notes. This stone statue depicts Bima-
healing, one contains a potion of gaseous form. sara, Padhrasattva of Barter. A dead Tuigan war-
The other two potions, one red and one green, are rior lies upon the statue’s pedestal, clinging to
special. Taken individually, the red vial contains a the Padhrasattva’s feet. The warrior’s remains
potion of delusion and the green vial contains an have been thoroughly savaged by several gaki,
elixir of madness. But together, the potions have but he holds a scroll in his hand. The scroll reads:
the effects of several potions: healing, invulnera-
bility, and heroism. Bimasara’s Greatest Treasure
The upper floors are buried with silt. The purple If you wander through the world
dust is sifting through the joints of the sagging without aim,
ceiling. You will visit
The invisible jiki-niku-gaki lurking inside at- many marvelous places

53
and never reach ing damage, are disoriented, cannot move, and
your can cast no spells except those requiring only
destination. somatic components. They continue to suffer 1d8
If you rush ahead, suffocating damage per round until rescued.
always taking the Statue Attack. When Kushk was still active,
straight road Ra-Khatian merchants customarily paused at
to your resting Bimasaba’s shrine and placed a small offering in
place, the Padhrasattva’s hand. The statue would then
You will finish the pocket the token and smile upon the merchant.
journey It has been many years since anyone has of-
and miss the point fered so much as a gold piece to Bimasaba, and
of traveling. the Padhrasattva is upset about being neglected.
Therefore, seek the If the party attempts to pass without placing all
Sixfold Path their treasure in his hand, the Padhrasattva
that is both route and end: comes to life and attacks. He does not stop at-
Faith, Resolve, Speech, Action, tacking until either he or the party is destroyed.
Endeavor, and Concentration; Within his pedestal, the Padhrasattva has
These are right steps stored 3,000 gp, a dagger +2, and a horn of col-
in the right course. lapsing (three times normal effect within Kushk).
When the party leaves the square, continue
The poem refers to the easiest way of reaching with Event 6.
the Tower of Harmony located atop the Sacred
Mountain of Kushk. By following the spirals of the Statistics
path, the party will prepare itself not only to Stone Padhrasattva: AC 5; MV 12; HD 9; hp
reach the tower, but to face many tests that lie 50; #AT 1; Dmg 2-20; THAC0 11; AL LN; XP Value
ahead. 2,000; SA and SD hit only by magic, immune to
The Plaza. The plaza is surrounded by the hos-
pices, much as described in Event 4. Each build- hold, sleep, charm, all forms of mind control
ing follows a variation on a single pattern. The spells, and fire. Can cast color spray, dancing
bottom floor once housed a kitchen and dining lights, chill touch, and deafness simultaneously
room, the second floor was a sleeping dormitory, in any round he does not attack-once per day.
and the third floor was reserved for the use of the
owner and his family. Except for the two hospices Event 6: Fireflies
marked 4c and 4e, all of these buildings are
empty. If the party has not yet explored building From the square, the road continues south
4c or 4e and wishes to do so, see the appropriate forty feet. Here, another road connects from
description in Event 4. the east to form a “T”-intersection, then the
A series of four-story buildings (5a) line the road continues south for another forty feet and
western side of the street. These served as the ends at a stone wall.
stalls from which the monks of Bimasaba con- A half-dozen tiny flames hover at the inter-
ducted business. They traded with western mer- section, flickering on and off with a complex
chants from the western side of the buildings, but steady rhythm.
and with Ra-Khatian merchants from the eastern
side. The diagonal wall in the middle of each stall DM’s Notes. The rhythm is three long flashes,
prevented foreigners and Ra-Khatians from see- three short flashes, then three long flashes (coin-
ing each other. cidently the same pattern as “SOS” in Morse
The ground floor of each building was devoted code).
to account keeping and conducting business? All As the characters approach, the tiny flames flit
floors above the first served as storage. These down the road to the east, always pausing to make
storage areas are filled with long-rotted food- certain the party is following. Here, the road
stuffs, textiles, and/or tons of silt. The desks in quickly becomes a narrow tunnel again. The only
the office areas each contain 5d10 gp, but per- visible signs of ancient Kushk are a protruding cor-
sons pausing to collect this wealth run a risk. In ner of stone wall. Should the party hesitate to fol-
the first office searched, there is a 10% chance low, the flames fly back, then turn and flicker down
that the ceiling collapses. This chance goes up to the corridor, as if beckoning them forward.
20% for the second office searched, and up an- Assuming the party follows, the flames lead the
other 10% more for each subsequent search. way down the western corridor, then turn south
Characters in one of the stalls when the ceiling again at the next intersection. On the western
collapses must save vs. breath weapon or be side of this corridor is a solitary window. The win-
caught in the tons of debris that falls from the dow leads into a room partially filled with silt.
upper stories. Buried characters suffer 2d8 crush- (Two invisible shinen-gaki hide beneath the silt in
this room .)

54
After passing through the gate that leads be- Those with faith
neath Kushk’s inner wall, four of the tiny flames in themselves and
form a semicircle and wait for the party to follow. their fellows
At this point, they remain fairly motionless and wear the greatest
allow the party to inspect them at close range. armor of all.
The tiny fires appear to be insects similar to fire-
flies, save that their entire bodies are made of In the cavern,
flame. the party needs a
As soon as the last PC steps through the gate, light source. Ap-
or when it becomes apparent the party is too wise proximately eight feet high and six feet wide, the
to fall into the trap, the last two flames leave tunnel is barely wide enough for two men to
their hiding place in the buried room and fly up walk—or fight—abreast. It spirals to the right,
behind the party. ascending at a steep angle. Anyone detecting for
Fire Attack. The fireflies are shinen-gaki poly- magic discovers that the whole cavern radiates
morphed into insect form. As the shinen-gaki magic. (The party is now inside the Sacred Moun-
change into their true forms, humanoids made of tain of Kushk, which is in itself a magical forma-
fire, roll surprise for the party. If they are not sur- tion.)
prised, then roll initiative for the shinen-gaki and Betrayal. After nearly a mile of walking
for the party. through the cavern, the party’s light source dies
If the shinen-gaki have the first move, they with no explanation. By the time they relight it,
shroud the party in a circular area of fire. Each Princess Bhrokiti is missing. A moment later, a
party member suffers 1d10 fire damage and must flurry of magic missiles streak down the tunnel,
save vs. paralyzation to escape the flames. Those and one strikes each party member for 1d4+ 1
failing the save suffer another 1d10 of damage damage.
and must make another attempt to save before A moment later, Bhrokiti’s laugh comes from
escaping. up the corridor, though it seems evil and per-
After the PCs escape the flame trap, or if they verted. “Take me to Ambuchar Devayam, will
avoid it altogether, the shinen-gaki attack in their you?” she yells. “You’ll never see daylight to fin-
humanoid form. ish the journey.”
Results. After the battle, the party finds itself A dim light flashes behind her, and the party
standing between Kushk’s inner wall and the cliff can clearly see her silhouetted fifty feet up the
ringing the base of the Sacred Mountain of corridor. She looks terribly cruel and angry as she
Kushk. In Kushk’s glory, this area was a park-like points at them and utters a spell. A tiny glob of
mall filled with flowers and lined by the monks’ flame leaves her finger, then swells to fill the cor-
living quarters. Now, however, it is covered by a ridor and rolls toward the party.
thin layer of compacted silt and filled with piles Ask each party member what he or she is do-
of debris. ing. Make a secret Wisdom check at +4 for any
Six caves ring the bottom of the cliff, each with player character who attempts to disbelieve what
a Ra-Khatian proverb etched above the entrance. he sees. Those passing realize that the figure can-
As the party approaches each cave, consult the not be Bhrokiti, for she is standing with the party,
appropriate event below. confused by all the commotion. There is nothing
ahead except empty tunnel. (The illusion is an
Statistics effect of the Sacred Mountain.)
Those failing the Wisdom check, or not stating
Shinen-gaki (6): AC 0; MV 18; HD 4; hp 15 any intention to disbelieve, suffer 3d10 fire dam-
each; #AT 1; Dmg 1-8; THAC0 17; AL CE; XP Value age as the fireball strikes (save vs. spell for half
270; SA and SD circle of fire does 2d10 points of damage). If anyone counterattacks the illusion,
damage per round to any who come into contact, use Princess Bhrokiti’s statistics from her charac-
save vs. paralyzation to escape. Immune to hold, ter card. The real Bhrokiti suffers any damage
charm, or sleep spells. Can use invisibility and done to the illusion.
polymorph into an insect at will. On the next round, the illusion fades and the
battle ends.
Event 7: Faith After the Battle. Dead PCs may make a sys-
tem shock roll. Those passing return to life with
A smooth-walled cavern leads into the moun- one hit point. If Bhrokiti was killed, she automati-
tain, curving slightly to the right and running cally returns to life with one hit point-and she is
uphill at a noticeable angle. Above the en- extremely angry with any player characters who
trance, a Ra-Khatian proverb has been carved attacked the illusion.
into the rock. Damage suffered from the illusionary attack is
magically healed by the mountain, unless Princess
DM’s Notes. The proverb reads: Bhrokiti suffered any damage. In this case, all

55
party members If the party members have not yet traveled the
injured by the at- Path of Faith (Event 7), they cannot climb the
tack remain in- Path of Resolve. Player characters attempting to
jured. climb this path prematurely begin to fade away
The Tower of as in “Reaching the Tower of Harmony” in
Harmony. After Event 1.
the party gathers Assuming the party is coming from the top of
its wits, it may con- the mountain, start this encounter with the
tinue up the tun- boxed text below:
nel. Within a mile, it leaves the interior of the
mountain and becomes a narrow, precipitous trail From outside the tower, the view of the ter-
circling the mountain. Eventually, it reaches a rain beyond Kushk is remarkable. An endless
door at the base of the six-story Tower of Harmony. plain of arid, rolling hills lies to the north, and,
The door is unlocked, and leads into a small beyond the deep gorge of the Jumpa River, the
room on the first floor of the tower. What they rugged mountains of the Katakoro lie to the
find in this room depends upon how they reacted east.
to the illusion. If at least one party member suc-
cessfully disbelieved the illusion of being at- DM’s Notes. After the party starts down the
tacked by Bhrokiti, and she was not killed, the path, they realize that it is not the same one they
party discovers the “Sword of Kushk,” a glowing came up. The Tower of Harmony magically placed
sword +3 (+5 against spirits). Upon command, it them on the Path of Resolve when they left it.
casts a blue light with an intensity equal to a Though the party can return to the tower, it is
light spell—even in areas of magical darkness. completely sealed and they cannot regain entry
Upon grasping it, the possessor immediately un- by any means, even magical. They may note one
derstands its nature and how to use the weapon. interesting thing, however. The tower is now only
If nobody disbelieved the illusion successfully five stories tall.
and Bhrokiti was not killed, the party finds nothing. More than a mile down the mountain, the steep
If Bhrokiti was killed, whether or not anybody trail enters a cavern. Above the entrance is a sign
disbelieved the illusion successfully, the party that reads:
finds a glowing sword that appears to be magical.
In actuality, however, it is a cursed sword that The man who lifts his sword
modifies the THAC0 of everybody in the party by in fear or anger
-3—except that of the possessor. The posses- may as well lift it
sor’s THAC0 is modified by +3. This weapon can in greed or envy,
be discarded only by means of a remove curse for he is already lost.
spell. If the possessor is in a party of one, his
THAC0 becomes 20. As the party descends, the tunnel grows super-
This is the only room in the tower which the naturally dark. The only thing that will light it is
party may enter-by any means. Any characters the Sword of Kushk. A mile later, the tunnel fills
attempting to fly, scale the walls, or reach an- with the smell of rancid meat and the sound of
other room by any means begin to fade away. heavy, labored wheezing. Parties using the Sword
Those persisting for more than two rounds fade of Kushk to light their way see the source of the
into nothingness (see “Reaching the Tower of foul smell and sound: two immense, two-headed
Harmony” in Event 1). mounds of blubber are seated a short distance
The only exit in the room is the one through ahead.
which the party entered. When the PCs leave, con- When the party reaches the two ettins, they find
tinue with Event 8. the path ahead blocked by their amorphous,
fleshy masses. The ettins grab two of the charac-
ters by the shoulders and demand, “Where do you
Event 8: Resolve think you’re going, dink?” (Remember, parties
The party can approach this encounter from the without the Sword of Kushk cannot see the ettins.)
top of the Sacred Mountain of Kushk or from the The ettins will harass and insult the party. But
bottom. The only way to complete it successfully is as long as no PC draws a weapon, the pair will
from the top, and the boxed text below assumes allow the PCs to crawl over their sweaty, stinking
this is the angle from which the PCs are coming. mounds of hairy flesh and continue down the
Player characters attempting to enter this tun- corridor. If the party draws their swords, however,
nel from the bottom see an etching above the the ettins will fight-suffering a +2 THAC0 pen-
entrance that reads: alty due to the cramped quarters. After the fight
Do you have sufficient faith begins, the ettins can be bribed into ending the
battle. The price is 100 gp per hit point they suf-
in your ability fered, or a (non-cursed) magical item equivalent
to take this path? to +2 weapon (your judgment).

56
After passing the ettins, what the party finds at to pass. It does not
the tunnel exit depends upon how they re- allow anyone who
sponded. If a fight erupted, the exit simply opens does not claim to
up at the base of the cliff. But if the party re- worship the
frained from fighting, a crystal ball rolls out of Padhrasattva of
the tunnel after them. Imprisoned inside is the Barter to pass. In-
figure of an obese ettin. stead, he holds out
This is the crystal of answers. Once a week, its a hand as if expect-
possessor may ask a yes/no question regarding a ing payment. As a
possible course of action. If the answer to the toll for allowing nonworshipers to pass, the suit
question is yes, the ettins nod their heads. If the of armor demands any weapon of 200 gp value or
answer is maybe, one nods his head and the more, or any (non-cursed) magical item.
other shakes his head. If the answer is no, the Should the party attempt to pass without pay-
ettins shake their heads. Anyone touching the ing a toll or proclaiming faith in Bimasara, the
crystal ball understands its power immediately. armor attacks. It ceases attacking the instant the
When the party goes to the Path of Speech, con- party pays the toll.
tinue with Event 9. Results. If the animated armor is destroyed, it
turns to dust, along with all the items on its belt.
Statistics A mile past the armor, the tunnel ends and the
Ettins (2): AC 3; MV 12; HD 10; hp 45 each; trail continues up a narrow ledge to the peak of
#AT 2; Dmg 1-10/2-12; THAC0 11; AL CE; XP the mountain. This time, the Tower of Harmony is
Value 2,000; SA and SD surprised only on roll of only four stories high. The door opens into a
1, infravision, no minus for attacking with both small room barren of any furniture.
hands. If the party told the truth to the armor, a silver
medallion with a spiral pattern hangs from a
hook in the ceiling. This is a medallion of ESP. If
Event 9: Speech they lied, the room contains a gold medallion of
If the party has not yet traveled the Paths of thought projection (both items as described in
Faith and Resolve (Events 7 and 8), they cannot Dungeon Master’s Guide).
climb the Path of Speech. Player characters at- Aside from the door by which the party entered,
tempting to climb this path prematurely begin to the only door in the room leads to the Path of
fade away as in “Reaching the Tower of Harmony” Action. Continue with Event 10 when the party
in Event 1. leaves the tower.
Assuming the party has completed Events 7
and 8, begin this event with the boxed text below. Statistics
Animated Armor (1): AC 2; MV 9; HD 15; hp
Above the entrance to this rough-hewn cavern 74; #AT 2; Dmg 1-8/ 1-8; THAC0 5; AL N; XP Value
is a Ra-Khatian proverb. The tunnel curves to 4,000; SA and SD none.
the right and ascends at a steep angle.
Event 10: Action
DM’s Notes. The proverb reads:
The party can approach this encounter from
No matter how well the top of the Holy Mountain of Kushk or from the
a man speaks, bottom. The only way to complete it successfully
he cannot tell a good lie is from the top, and the boxed text below as-
sumes this is the angle from which the PCs are
A few hundred feet up the tunnel, a huge, coming.
empty, animated suit of lamellar armor blocks Player characters attempting to enter this tun-
the way. It holds a vicious looking naginata in its nel from the bottom see an etching above the
gloves. From its belt hangs a wide assortment of entrance that reads:
bejeweled and magical weapons (daggers, short
swords,’ maces, shurikens, etc.). Can you honestly say
The armor says, “Only worshipers of the that you have faith
Padhrasattva of Barter may pass. Do you worship in your ability
Bimasara?” to take this path
Take note of whether the PCs answer truthfully and resolve
or not. Clever attempts to confuse the issue must to climb to the top?
be considered untruthful answers, although any
answer given in the belief that it is true is consid- If the party has not yet traveled the Paths of
ered true. Faith, Resolve, and Speech (Events 7, 8, and 9),
Whether or not they are telling the truth, the they cannot climb the Path of Action. Player char-
armor allows PCs claiming to worship Bimasara acters attempting to climb this path prematurely

57
begin to fade away Dalai Lama himself. It was donated to the city of
as in “Reaching Kushk as an emblem of the holy one’s faith in the
the Tower of Har- good judgement of the Monks of Bimasaba.
mony” in Event 1. Please do not remove.”
Assuming the A detect magic spell reveals that the staff is
party is coming quite powerful. There is nothing to prevent the
from the top of the party from taking the staff. However, if they do,
mountain, start an iron golem awaits them at the exit to the tun-
this event with the nel. It shakes one finger at the party members,
boxed text below. then attacks. The golem does not stop fighting
until the staff is returned to it. Fleeing does the
The path leads down the rocky mountain- party no good. The opposite end of the cavern is
side. It is obviously a different path than the sealed by an iron door too sturdy to break and
one you just climbed. too heavy to lift.
Should the party defeat the golem, they may
DM’s Notes. More than a mile later, the party keep the staff. However, it crumbles to dust as
reaches a cavern going into the mountain. There soon as it is used.
is no etching carved over the entrance. If the If the party does not steal the staff, the iron go-
party searches for the proverb, they find it in the lem still awaits them at the exit. He carries a
mountainside. It reads: wooden staff bound with iron and set with silver
rivets. He bows, then presents this weapon, a staff
Sins committed in the dark of thunder and lightning, to the party’s leader.
are seen in the heavens Then he holds up ten fingers five times (to indicate
like sheets of fire. that the staff has fifty charges remaining).
When the party approaches the Path of En-
This tunnel is supernaturally dark and can be deavor, continue with Event 11.
lit only by the Sword of Kushk. A mile down the
path, a glowing staff hangs suspended from the Statistics
ceiling by two chains. A sign floating beneath the
staff reads, “Staff of the Magi. This staff was Iron Golem: AC 3; MV 6; HD 18; hp 80; #AT 1;
taken from Tsia Yobro in personal battle by the Dmg 4-40; THAC0 3; AL N; XP Value 15,000; SA

58
and SD +3 weapon or better to hit. Immune to all cerned, his battle
spells except electrical attacks, which merely with the vampire
slow it for three rounds, and magical fire, which has nothing to do
repairs one point of damage for each hit die of with the Sixfold
damage the spell should have caused. On the Path.
second round of combat, the golem breathes poi- For saving his
son gas doing 2d6 damage. life, Ba’Mit awards
the player charac-
Event 11: Endeavor ters with an amulet
of steadfastness. This amulet negates the effects
If the party has not yet traveled the Paths of of fear magic within a 15’ radius, whether the fear
Faith, Resolve, Speech, and Action (Events 7 originates from a spell or a creature’s natural
through 10), they cannot climb the Path of En- powers.
deavor. Player characters attempting to climb Should the party care to question Ba’Mit about
this path prematurely begin to fade away as in Solon, he can tell them the following:
“Reaching the Tower of Harmony” in Event 1. -Solon is ruled by high powered lich named Am-
Assuming the party has completed events 7 buchar Devayam.
and 8, begin this encounter with the boxed text -Before he died, Ambuchar was one of Bima-
below. sara’s most effective monks.
-He bought Solon for 24 gp worth of trinkets.
The walls of this tunnel radiate a painfully -When his superior chastised him for making
bright white light. such a foolish bargain, Ambuchar left Kushk in
anger and went to claim the kingdom for him-
DM’s Notes. No proverb is visible near the en- self.
trance to this tunnel. After the party enters, how- -Through his foul priests, he now commands a
ever, the proverb appears in the air behind them. great army of zombies and other undead.
It reads: After thanking the party for their help in his
fight against evil, Ba’Mit leaves.
If a thing is worth doing, Results. If the party does not help the ki-rin,
then it is worth doing the vampire appears at the exit and attacks.
without regard to effort. When it allowed the party to pass, it was just buy-
ing time to recover from the effort of fighting the
A hundred yards later, the party hears explo- ki-rin.
sions, roars, screams, and other sounds of battle After making it past the vampire, the party may
coming from below. Presently, they come upon continue up to the Tower of Harmony, which is
the scene of conflict. now just two stories tall. Inside, parties that
A gaunt, pale form is attacking a ki-rin. The helped the ki-rin find a bowl filled with a golden
gaunt form wears a black cape and has sharp fluid. A sip of the fluid restores any experience
fangs. Experienced PCs may realize the thing is a levels lost to a vampire’s touch. There are six
vampire. doses, each dose will restore all the levels lost to
The ki-rin is badly injured, and the vampire is one character, and the player characters may
taking obvious pleasure in the other’s pain. As collect those they don’t need here for future use.
the party watches, the vampire throws his victim Parties which did not aid the ki-rin find nothing
against the wall. The ki-rin screeches in agony, but an empty room.
then falls unconscious. His whole body begins As before, the only door to the tower is the one
quivering. through which they entered. Proceed with Event
A Generous Offer. The vampire then turns to 12 when they leave the tower.
the party and, in a dry, crackling voice, whispers,
“I have no quarrel with you. You may pass.” Statistics
If the party continues up the tunnel, the vampire This vampire has two statistics listed after
keeps its word—at least for a few minutes. How- some attributes. The numbers to the left of the
ever, if the party attempts to rescue the ki-rin, the slashes apply if the party attacks him in the tun-
foul thing attacks. Fortunately for such brave PCs, nel. The set to the right applies if he attacks them
this creature is feeble by the standards of its kind, at the exit.
having been exhausted by the ki-rin.
After the battle, the ki-rin can be revived by Vampire: AC 4/1; MV 12; HD 8+3; hp 12/40;
shaking or slapping. He thanks the party pro- #AT 1; Dmg 1-4 + 6; THAC0 17/13; AL CE; XP
fusely. Introducing himself as Ba’Mit Ahn-so, he Value 3,000; SA an d SD + 1 or better weapon to
explains that the vampire has been using the hit. Immune to charm, sleep, and hold spells. On
deserted city as its lair for quite some time. successful hit, drain two levels.
Ba’Mit came to drive him out, but fell victim to an
ambush in this tunnel. As far as Ba’Mit is con-

59
Event 12: 2. As the PCs walk forward, the mountain naga
Concentration moves to block their way. They must continue on,
exhibiting their resolve to pass the white naga.
The party can 3. As each player character reaches it, the naga
approach this asks them what he seeks on the Sacred Mountain
encounter from the of Kushk. The party member must answer truth-
top of the Sacred fully, exhibiting his understanding of the value of
Mountain of Kushk honest speech.
or from the bot- 4. The naga then offers to teleport the PCs to
tom. The only way to complete it successfully is their destination. The rest of the tunnel is too
from the top, and the boxed text below assumes dangerous for the PCs to travel, she explains, and
this is the angle from which the PCs are coming. they have almost reached the end of the Sixfold
Player characters attempting to enter this tun- Path anyway. The PCs must refuse this offer, ex-
nel from the bottom see an etching above the hibiting their commitment to proper action.
entrance that reads: 5. Finally, the naga angrily warns the party
Can you honestly say members that she will not allow them to pass,
that you have faith and will use her death gaze on them if necessary.
in your ability But if the party exhibits their willingness to en-
to act wisely upon this path, deavor and tries to pass the naga anyway (even
and the resolve to continue by attacking), she stands aside and lets them
your endeavor to the top? pass-grumbling mightily about stubborn adven-
turers.
If the party has not yet traveled the Paths of If the party fails any one of these five tests, the
Faith, Resolve, Speech, Action, and Endeavor naga tells them they must go back to the begin-
(Events 7 through 11), they cannot climb the Path ning of the Sixfold Path and retrace their steps.
of Concentration. Player characters attempting to (The party will encounter no resistance if they
climb this path prematurely begin to fade away as choose to do so.) She attacks parties failing to
in “Reaching the Tower of Harmony” in Event 1, follow her instructions immediately.
Assuming the party is coming from the top of In battle, the naga, who is using an infravision
the mountain, start this encounter with the spell to see the party, relies on her death gaze to
boxed text below. disable the party.
After passing the naga, the party may continue
down the tunnel. When they step out of it, con-
On the plains below, a tremendous dust tinue with Event 13.
cloud has appeared at the horizon.
Statistics
DM’s Notes. As the party descends the trail, it
becomes apparent that the dust cloud is coming Mountain Naga: AC 4; MV 12; HD 10; hp 20;
toward Kushk. The cloud is being caused by the #AT 2; Dmg 1-6 or death; THAC0 11; AL CN; XP
return of Hubadai’s army, though the party can- Value 4,000; SA and SD death gaze: treat as mis-
not see that from this distance. sile attack. On successful hit, victim must save
More than a mile down the mountainside, the vs. death or die. Spells: Wizard: 1) color spray,
trail reaches a cavern from which pours a bilious chill touch, magic missile, spook; 2) fog cloud,
black fog. The fog is not harmful. As soon as the detect invisibility; 3) infravision. Priest: 1) cause
party enters the tunnel, a magic mouth activates fear (x2), hold person.
and says, “One who has mastered the Sixfold The mountain naga is an exceptionally small
Path need not fear death’s gaze.” and weak offshoot of the breed, perhaps as a re-
The black fog smothers all light sources save sult of living at high altitudes.
the Sword of Kushk. A mile into the tunnel, the
air grows uncomfortably warm and close. The Event 13: The Tower of Harmony
menacing sound of a very large creature’s heavy
breathing fills the tunnel. If the party has a light After stepping out of the tunnel, you some-
source, they see a mountain naga ahead of them. how find yourself at the top of the Sacred
This snake-like creature has white scales lined by Mountain of Kushk. The Tower of Harmony, now
crimson bands and the head of a human female only one story tall, stands directly ahead.
with ivory-colored hair.
To pass the mountain naga, the player charac- DM’s Notes. Upon completion of the Sixfold
ters must exhibit their mastery of the five pre- Path, the party was teleported to the top of the
vious lessons of the Sixfold Path: Holy Mountain of Kushk.
1. They must continue forward without pause. Inside the tower, the party finds a once-opulent
This exhibits their faith in themselves and the room with a gray, faded tapestry hanging on the
teachings of the proverb at the tunnel entrance. wall. A huge triangular diamond, approximately

60
one foot on a side, sits on a hardwood table. Next vs. petrification for
to the diamond lies a tattered scroll and small half) and stands a
book of parchment. 90% chance of
The book is the journal of Lama Yeshe Ood, dragging the vic-
abbot of Kushk. Yeshe’s last entry reads: tim’s spirit into the
Prism of Kushk.
Solon’s hosts stand watch outside the walls, To intentionally
ever vigilant and unsleeping. Despite their hit a target, the
thousands, however, Kushk would have sur- person wielding
vived if not for the Purple Wyrm, who returns the diamond must be able to see the target, sim-
every morning at dawn. ply point the diamond at it, and speak the tar-
But the city lies buried beneath her breath, get’s name. No attack roll is required. The victim
and I know I have failed the Padhra. In my next suffers the appropriate damage and the attacker
life, I will be a mangy goat in the caravan of an makes the appropriate percentile roll to see if the
ill-tempered salt merchant. victim’s spirit is dragged into the prism (no sav-
Still, Ra-Khati may survive. There is a differ- ing throw applies, but magic resistance applies).
ence between dust and light, just as there is The bodies of victims are dragged into the prism
between body and soul. If one cannot kill the along with their spirits.
body, then he must capture the soul. There are only two ways to release a captured
spirit. The first is to capture another victim. The
The journal ends there. The scroll next to the first victim will be released when the second
diamond contains a sunray spell (usable only by spirit enters the prism, for it can hold only one
a cleric). prisoner at a time. The other way to release the
The Diamond. The diamond is the Prism of spirit is to cast a spell creating darkness upon
Kushk. When a beam of light is shone through the the Prism of Kushk. This spell must be of a power
bottom of the diamond, it acts like a prism. The level equivalent to or greater than the power level
light beam breaks down into six beams, each a of the light source that trapped the victim in the
different color of the rainbow: red, orange, yel- first place. The Prism of Kushk cannot be shat-
low, green, blue, and purple. These colored tered, cracked, or opened by any other means.
beams shoot out from the tip of the diamond, The powers of the Prism of Kushk are summa-
writhing and squirming like tendrils. rized below:
If the Prism of Kushk happens to be pointed at Prism of Kushk
a living being, the tendrils lash and try to grasp Power Capture
the target. The tendrils do a certain amount of Level Damage Chance
damage and stand a certain chance of grappling 0 0 0%
the victim, depending upon the power level of the 1 1d10 10%
light source. 2 2d10 20%
The power level depends upon the nature of the 3 3d10 30%
light. All non-magical light sources are consid- 4 4d10 40 %
ered 0 power lever sources. Light caused by first 5 5d10 50 %
level spells, + 1 glowing weapons, and similar 6 6d10 60%
magic is considered a level one source. Light 7 7d10 70%
caused by 2nd level spells or +2 glowing weap- 8 8d10 80%
ons is considered a level two source, light caused 9 9d10 90%
by 3rd level spells or +3 glowing weapons is con-
sidered a level three source, etc. For example, Other Treasures. In addition to the Prism of
light caused by the 5th level clerical spell moon- Kushk, the Tower of Harmony contains the bridal
beam would be considered a 5th level power gifts sent to Princess Bhrokiti by the Raja of So-
source. Lightning bolt, pyrotechnics, wall of fire, lon. A wide assortment of magical items has re-
and other spells producing light as a side-effect cently been dumped into the corner of the
may be used as a light source, but only for one tower: a golden ring, a book bound in black
round. Color spray, rainbow pattern, and similar leather, a pair of boots, a pair of silver bracers, a
spells producing a prism-like effect may not be crystal ball, a pair of gauntlets, a belt with a
used as light sources. golden buckle, and a small gem engraved with a
For every power level of the light source, the golden symbol.
tendrils do 1d10 damage (save vs. petrification Unfortunately, all of these items are cursed.
for half damage) and have a 10% chance of Ambuchar Devayam sent them as insurance that
grasping the victim’s spirit. Once the tendrils Princess Bhrokiti would come to Solon. His plan
grasp a spirit, they drag it back into the diamond. was that she would fall victim to their influence,
For example, light caused by the 9th level clerical then be forced to seek his help in escaping their
spell sunray causes 9d10 points of damage (save many curses.

61
Unaware of the steps off the Sixfold Path into the northern quar-
true nature of the ter of Kushk, continue with Event 14.
items, Princess
Bhrokiti at first Event 15: Tuigans
appears reluctant
to keep her word A hundred men stand outside, angrily ges-
and allow the party turing at the caves and the mountain.
members to make
their selections. DM’s Notes. The men are Tuigan warriors. One
However, she will agree to honor her agreement of them, a tall man with hard, cunning eyes and a
with only a little prodding. fierce countenance, addresses the party:
A list of the items and their true natures fol- “On behalf of His Mightiness Prince Hubadai
lows. All items function as described in the Khahan, son of the Omnipotent Yamun Khahan,
Dungeon Master’s Guide. commander of the Tuigan Empire and Ruler of
Ambuchar’s Bridal Gifts the Universe, I give you peaceful greetings. Our
great ruler has had a dream, and therefore has
ring— ring of delusion ordered me, Baga Choki, commander of a tumen,
book —book of vile darkness to offer you commissions as scouts in the Great
boots —boots of dancing Army of Yamun Khahan.”
bracers— bracers of defenselessness “If you accept, you will be well-paid and treated
crystal ball— crystal hypnosis ball with all the respect due a Tuigan warrior. As we
gauntlets— gauntlets of fumbling desire to keep the location and number of our
belt— girdle of femininity/masculinity army secret, if you decline we will regretfully cut
gem —periapt of foul rotting out your tongues, burn out your eyes, fill your
ears with molten lead, pull off all your fingers,
The Magic Tapestry. As the party prepares to and, if you survive, make you tent slaves. What is
leave the Tower of Harmony, the faded tapestry your answer?”
on the wall suddenly comes alive with vibrant Negotiations. Baga Choki is prepared to nego-
colors. It shows them meeting the Tuigan Horde tiate. His superior, Hubadai, had a dream in
outside the walls of Kushk, their hands raised in which the party guided his army through Ra-
friendship. A moment later, it becomes a picture Khati.
of them riding across a distant plain with an If asked why Hubadai wants to go through Ra-
army of Tuigan warriors, then waving farewell Khati, Baga Choki gladly explains that Hubadai’s
and entering a cavern hidden beneath the roots army has just conquered Semphar. Now he must
of a great willow tree. A few moments later, they attack Khazari’s southern flank to rejoin the rest
emerge with a golden, glowing sceptre. of his father’s army there. Hubadai intends no
The picture fades, then it shows an alternative harm to Ra-Khati.
possibility. When it emerges from Ra-Khati, the Should the party express concern over Ra-
party flees from the Tuigan warriors into a sandy Khati’s safety, Baga Choki is quick to point out
wasteland. The Tuigan hound them mercilessly that, “Skillful scouts can steer the army clear of
for an indeterminate time, eventually chasing cities and villages. Without scouts, however, the
them into a vast, dark castle. A few moments army will undoubtedly stumble upon any number
later, the party emerges, their bodies rotted and of towns. Unfortunately, if this happens, Hubadai
skeletal, and leads an undead attack on the will have no choice except to burn the village to
Tuigan army. the ground and kill all the inhabitants—men,
The implication should be clear—it is in the women, and children. Perhaps this fate might
party’s best interest to meet the Tuigan. even befall the capitol city. Hubadai would deeply
The party may leave the Tower of Harmony by regret such terrible accidents, but would not hes-
any means it chooses. Once outside, the player itate to carry them out in order to safeguard the
characters see the mighty Tuigan army gathered secrecy of his army.”
at the base of the mountain. Several hundred If the party tries to excuse themselves on the
men mounted on griffins are circling the moun- basis of their commitment to deliver Bhrokiti to
tain. Unless the party found a way to bring San- the Raja of Solon, Baga Choki comments, “Living
diraksiva with them on the Sixfold Path, the black men may keep their promises. This luxury is not
courser is clearly visible in the middle of a herd of afforded to the dead.”
white mares. Baga Choki will not take no for an answer. If the
Should the party wish to flee the horde, Prin- party does not agree to do as he asks, he sends his
cess Bhrokiti points out that they really should warriors to capture them. The party may flee up
recover Sandiraksiva. She also suggests that flee- the tunnel, but the Tuigan shukenja uses a snake
ing the army may prove impossible. barrier to block their way. The Tuigan warriors
After the party descends the mountain and attack to subdue, for their instructions are to take

62
the party alive. The shukenja attempts to uses his lucky to be his
hold person spells to immobilize the party. prisoner, for he will
Should any party member attempt to use a treat her much
spell to charm or otherwise influence Baga Cho- better than the
ki’s judgement, Baga Choki’s amulet of sound Raja would treat
thought reverses the spell. such a beautiful
Results. Baga Choki and his men escort the wife. Then Hubadai
party from the deserted city of Kushk, either as turns to the party
honored guests or as prisoners. If they are pris- members and tells
oners, Baga Choki confiscates all of their weapons. them that if they had any courage, they would
destroy Ambuchar Devayam rather than deliver
Statistics such a beautiful woman to him.
As Hubadai speaks, it becomes apparent Prin-
Baga Choki, Commander (14th level warrior): cess Bhrokiti is growing quite attracted to him.
AC 0; MV 12; hp 72; #AT 2/1; Dmg 1-10 +6 (two- She cannot take her eyes off his face, and nods
handed sword +3); THAC0 3; Str 18 (14), Int 13, her head at everything he says.
Wis 15, Dex 12, Con 13, Cha 10; AL NE; XP Value Hubadai gladly informs the party of everything
4,000, he knows about Solon. He has sent many scouts
Equipment: lamellar armor + 5; two-handed into the desert country. The few that have returned
sword +3; amulet of sound thought. have been mad, telling incomprehensible tales
Hsi Yog (10th level shukenja): AC 2; MV 12; hp about armies of walking dead and cities of fire.
40; #AT 1; Dmg 1-8 + 2 (tetsubo +2); THAC0 12; One such scout returned with a human skele-
Str 11, Int 13, Wis 12, Dex 10, Con 10, Cha 10; AL ton riding his spare mount. In the pocket of that
N; XP Value 2,000. skeleton’s robe was a journal. Should the party
Equipment: bracers of defense AC 2, ask to see this journal, Hubadai promises to show
tetsubo + 2. it to them “tomorrow,” but will not produce it
Spells: 1) deflection, cure light wounds (x3), immediately. (See Event 17 for the contents of the
snake charm; 2) hold person (x4); 3) levitate (x2); journal.)
4) snake barrier, detect lie; 5) possess. Hubadai’s Pet. After the party agrees to stay
Tuigan Warriors (98) (3rd level warriors): AC with the Tuigan army, Hubadai tells them they have
made a wise decision. As if to prove his point, he
5; MV 12; hp 12 each; #AT 1; Dmg 1-8 (sword); waves a hand at the leopard, saying, “My will is
THAC0 18; Str 12, Int 8, Wis 8, Dex 14, Con 12, unstoppable. I have a dragon for a pet—”
Cha 6; AL N; XP Value 65 each. At this point, the leopard growls ferociously. Its
Equipment: lamellar armor, swords. roar is so loud that Hubadai must wait a moment
before continuing, “And I have a new horse that
Event 16: Hubadai breathes fire and flies like an eagle.”
As Hubadai finishes his sentence, the leopard
Baga Choki and his warriors lead the way out growls again. It leaps at its holder and tears the
of Kushk. A vast army of horses and men is unfortunate man to shreds. An instant later, the
making camp outside the walls. Baga Choki beast rips the rope off its neck, then changes into
walks toward the center of camp. Eventually, its true form: a huge, scaly, and bloody purple
he stops at a large, beehive-shaped tent of felt. dragon.
By the time Gaumahavi completes her transi-
DM’s Notes. Baga Choki leads the party mem- tion, Hubadai has used his ring of teleportation
bers inside to meet his commander. Hubadai, a and disappeared. Without showing the slightest
powerfully built Tuigan with hard eyes and a sign of fear, Hubadai’s subordinates attack the
stern face, sits on the ground surrounded by sub- dragon. Within seconds, she tears several of them
ordinates. to shreds, then turns toward the player charac-
At Hubadai’s feet lies a leopard with purple ters, clearly intending to attack.
spots. Around the beast’s neck is a horse-hair Gaumahavi will not listen to reason. Angered
rope tied with a slip knot. One of Hubadai’s’ner- by Hubadai’s bragging and the news that San-
vous subordinates is holding the rope quite tight. diraksiva has been captured, she is determined to
He cinches the knot down whenever the beast kill every human in sight. If the party members
moves. are to survive, they must stop her quickly.
Hubadai welcomes the player characters to his Assuming they have the Prism of Kushk, they
yurt, then repeats Baga Choki’s offer of employ- stand a good chance.
ment. If necessary, he also repeats the threat.
Mention of Solon. Should the party mention Statistics
their commitment to deliver the Princess to Am- See “New Monsters” in the introduction for
buchar Devayam, Hubadai regards her with an
expression of sympathy. He tells her she is very Gaumahavi’s statistics. During this battle, how-

63
ever, both her Laughing cruelly, Ambuchar prepared to deliver
spells and her the death stroke.
breath weapons But the Raja had made a mistake. The samu-
are exhausted. rai’s helmet bestowed a limited power of telepor-
Hubadai (16th tation on him. Just as the Raja’s sword fell, the
level warrior): AC samurai teleported himself into the desert.
-2; MV 12; hp 112; During his travels, the samurai had heard a
#AT 2/1; Dmg 1- legend concerning an army of stone knights bur-
8 +4 (sword +3); THAC0 2; Str 16, Dex 14, Con ied beneath the dead city of Kuo Meilan in far off
16, Int 13, Wis 10, Cha 10; AL CM; XP Value 6,000. Shou Lung. These knights were known as the
Stone Army of Shih.
Equipment: lamellar armor +5, ring of protec- To the noble samurai, the similarity in the
tion +2, sword +3, ring of teleportation (once per name of the sceptre and the name of the stone
day, this ring allows him to teleport to any loca- knights seemed more than coincidence. There-
tion he has previously visited.) fore, he decided to travel all the way back to Shou
Although he is not wearing it in Event 16, Hu- Lung to find the Stone Knights of Shih and, he
badai is never more than arm’s length from his
helm of reflection. This helmet turns any magic hoped, recover the Sceptre of Shih.
used against Hubadai back on the user. For in- The journal ends with the samurai complaining
that the infection in his wounds was growing
stance, if the party attempted to entrap Hubadai worse, preventing him from traveling quickly.
with the Prism of Kushk, the tendrils would attack
the spell-caster instead. After the party reads the journal, Princess Bhro-
kiti suggests that they recover this Scepter of
Shih and destroy the Raja. She is certain that her
Event 17: Hubadai’s Return father would be pleased by that.
Hubadai also points out that Shou Lung is east
The battle has barely ended when Hubabai of Khazari, so the party might as well guide his
arrives—riding Sandirksiva. He has donned a army through Ra-Khati. Princess Bhrokiti likes
glistening war helmet and carries a horse Hubadai’s plan, for she knows it would save thou-
lance. The black courser wears no saddle or sands of Ra-Khatian lives. She also points out
bridle, but appears willing to bear its rider. that what Baga Choki said in the Deserted City is
true: dead men cannot keep their promises.
DM’s Notes. Hubadai’s first action is to ask, Wind-up. This is the end of Storm Riders. If you
“What happened to my dragon?” He seems quite intend to play its sequel, The Black Courser, there
disappointed that the fight is over, but thanks the is no need to adjust the final event. The Black
party for their part in recapturing “his pet.” Courser will begin where this adventure ends.
Noting that he is honor-bound to repay the If, however, your PCs’ travels will take them in a
party, Hubadai asks them what gifts they would different direction, this encounter should be ad-
like. He is thinking along the lines of their own justed to provide a concrete conclusion.
yurt, a few horses, possibly even 1,000 gp. He will In this case, improvise a few encounters in
not yield any magical items or give the party its which the party leads Hubadai’s army through
freedom. Ra-Khati’s rugged terrain. You might try an attack
The Skeleton’s Journal. Should the party ask by yeti, a meeting with a group of monks, con-
for the skeleton’s journal mentioned in Event 16, vincing a group of villagers to leave their homes
Hubadai readily yields it. Apparently, the journal before the Tuigan ride through, and so forth.
belonged to a powerful samurai from Kara-Tur. At the border of Khazari, Hubadai releases the
This warrior heard of Ambuchar Devayam from party and Princess Bhrokiti. Upon her return to
traveling merchants. In order to make himself a Saikhoi, Princess Bhrokiti’ convinces her father
legend, he came all the way from Wa to meet De- that the party did as they promised and protected
vayam in single combat. her, even though they did not deliver her to the
Despite the fact that the samurai had brought Raja of Solon. The Dalai Lama then allows them
many enchanted weapons, the Raja easily de- the freedom to leave Ra-Khati-providing they
feated him. As the samurai lay pinned beneath promise never to return. As a reward for their
Ambuchar’s foot, the Raja revealed the secret of service, the party is allowed to keep all of the
his victory: he can be injured only by the Sceptre treasure they found during the adventure.
of Shih, which has been lost for many centuries.

64
The Dalai Lama, Holy Leader of Ra-Khati
18th level cleric/17th level monk
STR 16 WIS 18 INT 17
DEX 17 CON 18 CHA 15
AC -3 MV 30 hp 68
#AT 3/1 Dmg 1d6 (hand), 1d8 (foot), +4d6
AL NG THAC0 10

Spells: 1) detect magic, detect poison, detect snares and pits, detect evil, locate
animals and plants, bless, purify food and drink, cure light wounds; 2) augury, detect
charm, find traps, know alignment, speak with animals, slow poison, withdraw, resist
cold; 3) locate object, speak with dead, dispel magic, magical vestment, negative plane
protection, protection from fire, remove paralysis, remove curse; 4) detect lie, divination,
reflecting pool, tongues, cure serious wounds, neutralize poison, protection from evil
10’ radius, spell immunity, repel insects; 5) commune, commune with nature, magic
font, true seeing, cure critical wounds, atonement; 6) find the path, speak with mon-
sters, heal, anti-animal shell; 7) astral spell, karma curse.

As a high-level monk, the Dalai Lama has several ki (life-energy) powers:


—resist magical attack. After making successful saving throw, the High One may
negate effects of magic entirely. If he fails the saving throw, he only suffers half-
damage.
—fall up to 30’ (within 4’ of a wall) without taking damage.
—ESP spells have only a 4% chance of success against the Dalai Lama.

Princess Bhrokiti
2nd level wu-jen
STR 11 WIS 15 INT 17
DEX 16 CON 15 CHA 18
AC 3 MV 12 hp 10
#AT 1 Dmg 1d6 (hand) or 1d8 (foot) +1
AL CG THAC0 20 (19 missile)

Princess Bhrokiti is marginally skilled in the Snow Leopard Martial Arts, though she
has not practiced hard enough to learn any of its special maneuvers.

Spells: 1) comprehend languages, magic missile

Ki Powers: Focus ki, bursting into sudden action for +3 bonus on initiative dice roll
for one round, once per day.

Taboo: Like all Wu-jen, the Princess has a taboo she cannot violate upon pain of
losing her power. She can never sleep in the same room as another human being.

As the Dalai Lama’s only living relative, Princess Tsenya Bhrokiti is the heir apparent
to the spiritual and temporal stewardship of Ra-Khati. This fact greatly concerns the
Dalai Lama’s advisors. The advisors consider Bhrokiti too impetuous, willful, and self-

Changchub Zangpo,
Sergeant of the Guard
8th level sohei
STR 18/48 WIS 17 INT 10
DEX 14 CON 12 CHA 14
AC 0* MV 12 hp 45
#AT 1 Dmg 1d6 (hand) or 1d8 (foot or scimitar) +3
AL LN THAC0 15 (14 with scimitar)

Sohei Spells: 1) detect magic, remove fear; 2) hold person


*At low level, the Snow Leopard martial arts style provides an AC
adjustment of -1 for every two levels of skill.

Ki focus: During one round of battle, Changchub receives an extra


attack, his AC, THAC0 and Damage are all improved by 1 point, his
movement is increased by 3, and he can dodge missile weapons by
making a successful saving throw vs. breath weapons. In addition, if
Changchub is reduced to 0 hit points, he continues fighting until
reduced to -10 hit points, gaining an additional +2 on THAC0 and
damage rolls.
—immune to disease, poison, haste, slow, geas, and quest spells.
—simulate death for indefinite period of time.
—heal 12-15 points of damage on own body per day.
—only 15% chance of being affected by charm, hypnosis, and suggestion spells of all types.

Dalai Lama literally means “ocean spirit father” in Ra-Khatian. In a country hundreds of miles removed from any ocean, this may seem a pecu-
liar title for the ruler of the land. However, the title is meant to show the exalted status occupied by the Dalai Lama, who presides over all the
affairs of his land—spiritual, mundane, and economic.
The current Dalai Lama, whose given name is Tsenya Garbo, has ruled Ra-Khati for nearly a hundred years—though one would never guess this
fact from his appearance. He looks to be no more than 50 years old, though his face is lined and weathered by the rigors of high altitude life.
Tsenya Garbo, or the High One as he is often called, is a fearless, good-hearted man who would sacrifice anything for the welfare of his country.
Unfortunately, he also tends to be a bit shortsighted in placing the welfare of Ra-Khati above all else. Hence, he will not listen to his daughter’s
suggestions that Ra-Khati open its borders—or to the protestations of any “shapas” he interns in his citadel.
In addition to his role as Ra-Khati’s priest-king, the Dalai Lama is also the reigning grand master of the Snow Leopard martial arts style (see
Oriental Adventures for more detail on martial arts in AD&D® game). He has mastered all of the special maneuvers taught by the Snow Leopard
style: circle, flying and backward kicks; choke holds and locking blocks; feints, prone fighting, and missile deflection; fall, instant stand, hurl,
and great throw; pain touch, stunning touch, paralyzing touch; weapon catch, weapon breaker, steel cloth; meditation, all-around sight, mental
resistance, blind fighting, and ironskin. As can be seen, the Dalai Lama’s fighting skills have room for improvement—but not much.
Fortunately, the Dalai Lama prefers to avoid violence. Unless mortally threatened, he simply turns any attack aside and asks his attacker to
stop fighting. If the attacker persists, he may use a special maneuver to temporarily stun his opponent. However, when more than one person
attacks him, he disables his opponents as rapidly as possible, without regard to their safety. He treats wizards and priests who use their talents
for violence less than generously. He pummels them into unconsciousness and takes away any magic items he finds on their bodies.

centered to make a good leader. At times, the Dalai Lama shares their opinion, although he also perceives the innate sense of decency and good-
ness that guides his daughter in all of her adventures. Despite the counsel of his advisors, therefore, the Dalai Lama has decided to continue his
attempts to train her for leadership.
Princess Bhrokiti finds her father’s stubbornness in this matter uniquely distressing. She has little concern for the spiritual matters that are the
focus of so much of Ra-Khati’s societal life. Like her father’s advisors, she realizes she can never hope to lead a people with whom she has so little
in common.
Although the Dalai Lama cannot fathom how his own daughter came to care so little about spiritual matters, the cause of Princess Bhrokiti’s
eccentricity is not difficult to understand. Bhrokiti’s mother died in childbirth, leaving her in the care of the Dalai Lama’s staff. From infancy, the
Princess was pampered and overindulged, and never faced the difficulties of life that most often lead to a concern with spiritual matters. Instead,
her father’s advisors took turns delighting her with gifts, games, and sleight-of-hand wizardry.
It is no wonder, then, that she developed an interest in the artistry of the Wu-Jen at an early age. However, her father takes a dim view of her
interest in magic and has done whatever he can to discourage it.
Although Bhrokiti is aware that most Ra-Khatians consider her a spoiled, egocentric termagant, she considers herself a curious, fun-loving
young woman with a fearless sense of adventure. To a certain extent, both opinions are correct.
Despite the outward appearance of being a potentate’s spoiled daughter, the Princess is not insensitive. She takes great pains to consider the
feelings of others and tries not to insult them too grievously. She is also genuinely concerned with the welfare of her homeland. However, she is
careful not to let this side of her personality show, lest it encourage her father’s delusions of turning Ra-Khati’s stewardship over to her.
In addition to being considered selfish, Bhrokiti has acquired a reputation as a callous and cruel young woman, for she despises cowardice and
does not suffer faintheartedness willingly. It is not surprising, then, that she despises Ra-Khati’s governmentalized xenophobia, which she con-
siders the legacy of a craven and piggish people.
She has tried to discuss her thoughts on this matter with her father, but he has refused to listen to her views. Dismissing her misgivings as
naivete born of ignorance, he has ordered Bhrokiti to begin an intensive study of the wisdom of the Padhran religion.
In order to stifle her interest in things foreign, the Dalai Lama has also forbidden the Princess from leaving the Potala before she assumes the
regency.
Although greatly saddened by her father’s decision, Princess Bhroklti has nevertheless done as ordered—surprising all who “know” her. Still,
there are those who whisper that Bhrokiti’s obedience is a ruse.

Typical Sohei (29) (2nd level sohei): AC 3*; MV 12; hp 10; #AT 1;
Dmg 1d8 (scimitar) +1; THAC0 20 (19 missiles); Str 12, Int 10, Wis 17, Dex 12, Con 12, Cha 9; AL CN.
*Reflects -1 adjustment for Snow Leopard Martial Arts Style.

Both Changchub and the guards are studying the Snow Leopard Martial Arts. Changchub is skilled in choking, throwing, kicking, locking
disarming, and pain touches. His subordinates are skilled in choking, throwing, and kicks.
Within the walls of Saikhoi (Ra-Khati’s capital city), all of the sohei are fearless warriors. They will gladly fight to the death to defend the Dalai
Lama, the Potala, and even Princess Bhrokiti.
However, once they leave the city, they become superstitious and unpredictable. Most of the time, they will cower in fear at the slightest bad
omen. Occasionally, however, when embarrassed or threatened into action, they become insanely brave—more often than not bringing disaster
down upon the party’s head with their foolhardy approach.
Fortunately, Changchub is somewhat more steady, though he will prove of little use to the party, for he must spend most of his time trying to
control his subordinates.

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