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• Enragement: immune to mind-

The Sands of Isathar the victims necessary to accomplish


his evil purpose. It was some time later
Rumors at the Slaver’s Camp
1. (trust) The Slaves are led into the
Saz'gaath, the tainted
AC 2 [17], HD** 7+3 (45 HP), ATT 3 x affecting spells
Jungle 2d4
a pond filled with mud lined with
that the clan of Lagasha Oasis began hills. (T) tentacles (1d8), THAC0 12 [+7] MV 120′ shrubs of blue berries (+1 damage
Level 2-3 adventure for OSR games to worry about caravan’s attacks and 2. (trust) The Master Dinfa has been (40′), AL Chaotic, SV D8 W9 P10 B10 Weather 2 for 5 min)
loosely based on Conan's stories. the disappearance of travelers. Some behaving strangely for some time. S12, ML 10 TT A, XP 1650
desert / 1d3 carcass crawler waiting
by Danger Is Real swear that it is the work of the slavers, (T) • Surprise: 3-6 chances when jungle mountains
1d20 hills underwater
usually such good traders. Others 3. A healing shaman lives in the waiting for prey in the shadows.
believe that evil creatures have been rain, 3 2d6 driver ants
Forbidden Jungle. (F) • Shadow Shape: Once per round, 1-12 warm, quiet cold, wind
vomited by the Forbidden Jungle. It is damp a fountain springs from a rock
4. The Lagasha clan is jealous and can teleport to any shadow area.
at this time that our adventurers arrive wrongly accuses us. (F) • Charm Person: Once a day as spell. 15-17 hot, wind calm snowfall surrounded by beautiful fruit trees
in Lagasha Oasis to write the rest of 5. The crystals of the Quartz Peak are • Aura of fear: everyone who sees 18-19 sandstorm storm storm 4 and flowers. Water heals 1 HD in 1
the story. magical. (T) the demon must Save vs spell or hour
torrential toxic
6. A great cataclysm is coming, the flee for 2d6 turns. 20 avalanche
rain haze
Hooks region of Isathar will disappear. (F) 1 swarm of insects
5
• The adventurers were sent by a
Encounters 1d6+1 hyena-men
merchant from Zhares to buy a lot of Events 6
(as gnoll)
slaves from the slavers. • If the portal is open, each week the
• During a journey through the desert, Desert 2d6 7 1d3 rock python
number of aberrations increases
the caravan, of which the group was by 1d4. With 20 offspring, Saz'gaath a small oasis, the lair of an a putrid smell. A devastated small
a part, was attacked by Brigands. launches his troops to attack 2 amphisbaena camp of tents. Several
• Tales of immense riches resting in Lagasha. a water hole, gems shine at the 8 decomposing bodies (Save vs
the ruins buried beneath the hills • Master Dinfa will prevent anyone 3 bottom, but a shadow seems to poison or get a disease -1 STR/day
have stoked the curiosity and greed from disturbing Saz'gaath's plans. The Old Winged Gorilla until cured)
Introduction AC 4 [15], HD** 5+3 (33 HP), ATT 2 x
swim in the pit
The Isathar region lies on the edge of of adventurers. The prisoners will feed the hunger of
• Shapur, the great explorer wants to claws (1d6+ rending), bite (1d6+1) or 4 1d2 giant scorpions
a large desert bordered by mysterious the demon. Hills 2d4 / Mountains 2d4+3
unravel the secrets of the Forbidden • Saman is waiting for evidence to Confusion, THAC0 14 [+5] MV 120′ (40′) 2d6 slavers hunting "preys" (as
mountains to the north and hostile 5
Jungle, he forms a team of launch an attack on the slavers. / Flying 150′ (50′), AL Chaotic, SV D10 Brigand) 2 a cave with 1d10 giant bats
jungle to the east. The camp of
explorers. W11 P12 B13 S14, ML 12, TT I, XP 575
Lagasha, relay of the caravans, is the Bestiary a caravan of merchants on his
• The Tower that Dreams. The tower • Rending: If a victim is hit by both 6 3 2d6 slaver hunting "preys"
last civilized place before the great way to Lagasha.
with a thousand languorous fists, the gorilla inflicts 1d6
crossing of the desert expanses. Not Master Dinfa 4 1d4 pumas in a small canyon
pleasures. Myth or reality? additional automatic damage per 7 3d6 jackals (as wild dog)
long ago, Moktar, the grave robber, AC 5 [14], HD 3 (15 HP), ATT 1 x claws
rending. the hut of an attractive cannibal
thought he had finally found the (1d6+1) THAC0 18 [+1] MV 120′ (40′), AL 5
treasure that would allow him to live his Rumors at the Lagasha Oasis • Confusion: Save vs spells or the 1d4+2 Lagasha’s hunters (as witch. She feels lonely!
Chaotic, SV D11 W12 P14 B16 S15, ML 10, 8
best life of debauchery in Zhares, the 1. The slavers are responsible for the victim behaves randomly; throw 1d8 Brigand) a dead tree where a skeleton is
TT A, XP 50
city of thieves. Unfortunately, by attacks. (T) each round. 1: moves randomly; 2–5: 6 still hanged; a vial of poison in its
• Spells: Fear, Cause Light Wounds. no action, 6–7: attack the nearest 9 1d20 giant wasps
breaking the crystal seal in this 2. Moktar, a local thug, boasted of bag
• Objects: Demon ring AC+1. creature, 8: escape. an ancient warrior, petrified in a
forgotten temple he reopened the finding a treasure in the desert but an old rope bridge crosses a
portal to the plane where the demon has not been seen since. (T) 10 glass form, wandering in the
dried river. A band of 2d6 loud
Saz’gaath had been banished for a 3. The disappearances are a stunt dunes. 7
baboons are squabbling on the
very long time. Happy with this mounted by mercenaries in the pay other side
of merchants of Zhares. (F) a white marble tower is seen,
opportunity, our demon first consumed
4. There is no disappearance, they 11 the next day it will disappear as it 8 2d6 hungry cannibal hunters
the soul of Moktar before preparing his
went to the Tower that Dreams. (F) appeared.
great return. It will take souls, many 1d2 cave bears prowl not far from
souls to regain its strength of 5. There are ruins filled with their den. a cave dotted with
12 a brass dragon 9
yesteryear. Sheltering in a ziggurat treasures in the hills to the north. human bones and other animal
Dreamer of the Tower
buried under the hills, it did not take (T) remains. Treasures!
AC 9 [10], HD 1-1, ATT 1 x dagger (1d4),
him long to subjugate the slavers 6. The few fools to have returned alive
THAC0 19 [0] MV 120′ (40′), AL Neutral, 10 1d4 small roc
settled in the desert. They were going from the Forbidden Jungle have
SV D14 W15 P16 B17 S18, ML 10, XP 15
to be able to provide Saz'gaath with gone mad. (T) 11 1 Hydra
1 - The Buried Ziggurat
• Steep hills, dry, gravel and rocks, rough vegetation and cacti. 2 - The Quartz Peak
• At the bottom of a valley several statues of snake-men delimit a path to a • Shredded mountains culminating in a red quartz peak contrasting with the
ziggurat almost buried: the hideout of Saz'gaath and its offspring. whiteness of eternal snow; large birds of prey swirling at the top.
o 2-6 chances to stumble upon 1d4+2 slavers convoying 6 prisoners. • Long and perilous ascent (2 to 3 days); many hazards on the way.
o Pestilential smell; swarms of flies; muffled rants from within. Stone • Populated by primitive cannibal tribes (as Neanderthals).
door; several chains attached to the exterior walls. • At the top, a network of crystalline caves shining with a reddish halo, a
o The ground floor is a mass grave of devoured or completely dried out magical energy encompasses the place. The air is hot and dry.
human remains. 4 zombies, out of the desecrated graves, feast on o A cave whose walls are made of stone polished like a mirror; looking
the corpses. directly at your own reflection paralyzes for 2d6 turns (Save vs
o In the basement, the demon and 3d4 aberrations (as ghoul) haunt paralysis).
the corridors and the burial chambers; a pit trap contains 1 zombie o A high cave covered with magical red crystals; 2 Tarantella hunt
impaled on the spikes; the open sarcophagi still contain the here.
treasures (TT A) of the once deceased.
5 - The Tower That Dreams
3 - The Crystal Temple • Hills; desert; a strange mist rises constantly.
• Dune desert; Islets of rocks and some sandblasted ruins. • A perfectly smooth tall jade tower stands on top of a hill; no windows; a
• Circular construction in smooth stone with a dome housed in the hollow large (open) portal decorated with gilding depicting scenes of orgies;
of a dune; surrounded by 3 broken obelisks; a purple glow is visible pleasant scent of jasmine; silence.
through the open door; a fluctuating hum is heard. o The interior is a labyrinth of corridors, stairs and alcoves arranged in
o Inside an energy portal emanates from an electrum cube; a huge great luxury. The space looks much larger than outside. At random
broken red crystal sits on a pedestal. pieces we discover sleeping bodies (they seem dead) as well as many
o Crossing the portal leads on an infernal plane and to a certain death; tempting dishes accompanied by a yellow wine (plunges into an
regularly an aberration (as ghoul) is vomited and joins its master in 4 - The Slaver’s Camp allegorical sleep for 8 hours).
H1 (2-6 chances that an aberration prowls when the group arrive). • Dune desert; vegetation and cacti to the north and south o In each room, 2-6 chances to meet an awakened Dreamer or to find a
o To close the gate, it is necessary to replace the crystal, it can be • On the edge of the hills (H1), the camp of the slavers is installed in the Type U treasure; Inhabitants are kind and mysterious; they offer
found in some caves in the vertices of H2. shade of a cliff. Next to the camels, a group of miserable slaves are hospitality, room and board, but remain evasive if questioned.
chained to stakes. Footsteps lead to a nearby natural well. Buyers are o The well: At the top; a black marble room filled with a multitude of
6 - The oasis of Lagasha greeted by Master Dinfa in person. delicious dishes; in the center a well that radiates a colorful and
• Dune desert; oasis; lush vegetation on the edge of the jungle. o The gang is strong of 40 cruel black skinned men, all carrying delicious aura. Whoever sleeps in the tower will be captured and
• In a large oasis, Lagasha camp is a shimmering tent village lined with scarifications; they are armed with spears and whips (as brigand). thrown into the infernal well of the God Who Dreams.
palm trees and horse pens. o 2 guards constantly watch the slaves. 3 men patrol the camp during o Fleeing the tower or attacking the inhabitants causes the
o An important relay for caravans, life is very lively and cosmopolitan. the night while another guards the tent of Master Dinfa. Enragement. 1d6-2 Dreamers in each room throw themselves on the
You can sell and buy absolutely everything at the market but beware o Master Dinfa (as C3), rules over his clan with an iron fist. It has fugitives trying to capture them.
of your purse! Rumors are going strong! sharpened teeth and rings forming metal claws. He is completely o Finding the exit is very complicated, 1-6 chances each new room to
o The place is full of mercenaries and adventurers looking for work or devoted to Saz'gaath. In his luxurious tent, a chest with the wealth of arrive near the entrance.
glory. It is very easy to hire followers. the clan (TT A).
o The oasis is ruled by the Laghas tribe, proud desert riders clad in o Some doubt the master, by gaining their trust, it is possible to hear 7 - The Forbidden Jungle
studded leather, wielding sabers and short bows. troubling rumors. • Sinister jungle, stifling humidity, hubbub followed by long oppressive
o Chief Saman (as F3) is looking for discreet investigators to solve the silences.
mystery of caravan attacks and the disappearances of several • Ruins of which only a few stones remain engraved with disturbing esoteric
hunters. symbols testify to a distant forgotten past.
o The camp is protected by 30 mounted warriors (as veteran). • In the center, an ancient temple in the shape of a truncated pyramid half
covered with vegetation; inside rests an ancient treasure (TT I).
o The place is the lair of a monstrous winged gorilla, the last
representative of an extinct millennial race, and its servants: 2d6
hyena-men (as gnoll). The monster will attempt an ambush.

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