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Return of a Sorcerer-Queen
Author: Daniel Bandera
System: D&D Darksun
Requirements: This adventure is for 3 to 5 characters of 6th to 8th level.
The characters, while exploring the ruins of Yaramuka, are captured by a cult that worships the former queen of Yaramuka. The cult's leader, Murduk, tells the party of their plan to capture Hamanu. The cult uses magical coercion to convince the party to help them.
A. Adventure Synopsis
This adventure is for 3 to 5 characters of
6th to 8th level. The characters, while exploring the ruins of Yaramuka,
are captured by a cult that worships the former queen of Yaramuka. The
cult's leader, Murduk, tells the party of their plan to capture Hamanu.
The cult uses magical coercion to convince the party to help them. The
party is sent to infiltrate Urik and retrieve an magical decanter to power
the magical prisoner created to hold the sorcerer-king. After reaching
Urik, the characters discover the city shut off to the outside world, and
the party has to sign up with a devious merchant from House Stel, Sulla.
While in his employment the party makes contact with the veiled alliance,
who helps the party locate the decanter. With the help from the veiled
alliance, the party retrieves the decanter from a tower in Hamanu's palace
and flee the city. The party returns to Yaramuka, where Murduk tells the
party the truth. The decanter holds Queen Sielba's soul, and the cult is
going to perform a ceremony to return her to life. However, Hamanu follows
the characters to Yaramuka with his army and attacks. The party must fight
to escape the ruins and the struggle between two sorcerer-monarchs.
B. Background - The Sack of Yaramuka and the Death of a Sorcerer-Queen
In the 167th King's Age, the year of Ral's Agitation
(-1,771 FY) ,in an attempt to increase her power, Sielba, Queen of Yaramuka
hatched a plot against her closest enemy, Hamanu. She wished to unseat
Hamanu as ruler of Urik and take his place. This would give her control
over Urik's valuable obsidian quarries. She tried to create an alliance
of the merchant houses that would instigate a boycott of Urik. Sielba hoped
this would weaken Hamanu's rule over Urik and lead to an uprising of the
people. In the chaos that followed, she planned ride to Urik as its savior
and defeat Hamanu. The grateful citizens would then welcome her as their
new beneficent ruler.
However, Hamanu discovered Sielba's scheming with
the merchant houses. He quickly formed an alliance with two powerful houses
(House Otil and House Incab both gone now) that had yet to join Sielba's
cartel, and made plans to attack Yaramuke. When Sielba learned of the war
preparations, she sent her army to attack Urik. Hoping to gain the initiative
and destroy the Urik forces before they were prepared. In the battle that
followed, the Urik soldiers showed the valor for which they are known,
and along with Hamanu's cunning strategy, the Urikites drove off the attackers.
Hamanu and his army then marched on Sielba's city to destroy it and her.
As the shattered remains of her army returned to Yaramuka, Sielba with
thoughts of preparing for the siege that would soon be on the city. The
citizens of Yaramuka rallied around their queen, and fought hard against
the attackers. The magical battles between Sielba and Hamanu electrified
the sky. The battle raged for almost 2 weeks before Hamanu's cunning struck
a heavy blow. One day a messenger sneaking through the Urikite lines entered
the city and claimed to carry and offer of alliance from Alabech-Ra, sorcerer-queen
of Raam. Sielba was to meet with Alabech-Ra to discuss the offer. When
Sielba went to the meeting, on a high mountain peak, she was prepared for
treachery. When she arrived she founded no one there. She waited but the
sorcerer-queen of Raam never appeared.
Returning to her palace, Sielba was not prepared
for the trap Hamanu had placed for her there. The messenger, after having
his memory altered, had been sent by Hamanu to draw Sielba from her palace.
While she was gone, Hamanu teleported into her palace and awaited her return.
Hamanu had hidden himself inside the palace garden. As Sielba returned
her mind occupied by thoughts of Alabech-Ra and the needed alliance, Hamanu
struck. Uttering the mystical phrase, he released the spell he had prepared
for her. The spell, a variant of the trap the soul spell, separated Sielba's
soul from her body and imprisoned it in the water of the garden's fountain.
The water turned a golden color and thicken in consistence. Hamanu collected
the fountains water in a magical decanter before returning to his army
and ordering it to attack the city. By dusk of the following day, Yaramuka
had been sacked and was in flames. The Urikites celebrated their collected
booty. The citizens of Yaramuka were rounded up and forced into slavery
in Urik. After his attack on the sorcerer-queen, Hamanu had left her body
behind. After conquering the city, he ordered that it be founded and hung
from the walls, but his officers reported back that it could not be found.
Hamanu was not concerned, after all he had Sielba's soul, and returned
to Urik to celebrate his victory.
C. The Queen's Cult
The cult of the queen began shortly after the sack
of Yaramuka by some of the survivors. Citizens of Yaramuka, who had fled
the city before Hamanu arrived to lay siege, returned to see what they
could salvage. A charismatic templar, Hendrix banded the group together
and made a revelation to the group. "She is not gone forever," he told
them, and revealed to them their queen's body wrapped in a magical shroud.
He told them of Hamanu's treacherous trap, and that if they could retrieve
the decanter they could revive Sielba. Hendrix directed the group to build
a headquarters in the ruined city and start a new life. This new life was
hard. The former citizens of Yaramuka struggled to raise crops and find
water in the city ruins. All the while Hendrix tried to build the groups
fighting prowess, training the men and women for the time when they would
storm Hamanu's palace and free their queen from her entrapment. Not much
is know of the cult's first leader, and of what is know seems contradictory.
Tales report Hendrix knew of the queen's fate, because he was one of the
templars who witnessed Hamanu's attack on the queen. He also was with the
high templar when her body was wrapped in the magical shroud and hidden
in a secret crypt below the palace. Tales tell of his great valor in defending
the city before falling from his wounds and being left for dead. That the
Urikite soldiers would have made the mistake of not ensuring the death
of a highly ranked templar, seems doubtful, but there are no other explanations
of how Hendirx escaped Yaramuka, if he was still there before Hamanu's
army arrived. The cult slowly began to recover from the destruction of
the city, and grew in size for three generations before it took action
to free its queen. The leader of the cult at that time was Bruce, a descendent
from Hendrix. The cult number 300 individuals. Sneaking into Urik, Bruce
lead the members on a raid on Hamanu's fortress. The raid was doomed to
failure. Only a handful of members escaped Urik and fled across the desert.
They returned to the ruins of Yaramuka, but were not there long before
Hamanu's templars came looking for them. So, taking their queen's body,
they fled into the badlands around Yaramuka. There they hid in caves and
eked out an existence for the next millennium. The cult became a group
of hunter-gatherers. The history and legends of their queen they past down
in an oral tradition, but memory of how their queen was taken from them
and of the decanter that contained her soul became intermixed with folklore
and myth and faded from their knowledge. The cult remained in this state
until one day almost four hundred years ago, when a group of the hunters
discovered a battle scene. They found a seriously wounded man, who had
just defeated a nightmare beast. The man was too badly wounded to survive
much longer in the desert and would have perished in the hunters had not
taken him back to their caves and cared for him. When the man awoke, he
thanked his rescuers and promised to repay them one hundred fold. The man
was Tigis, a powerful psionicist of the Order. Tigis began to instruct
the cult members in the Way. Weeks later, when Tigis left the tribe he
promised to return each year and continue to instruct the cult members.
By the time Tigis died, sixty years later the tribe of hunter-gathers now
had many powerful psionicists. Tigis's influence on the tribe was not limited
to psionicist. He helped to civilize them as well, reintroducing them to
agriculture, reading and writing, as well as other aspects of civilization.
The tribe advanced over the next hundred and twenty years, adjusting to
its new way of life. One hundred and eighty-two years after the cult first
discovered Tigis, one of its elders entered a trance as part of his psionic
mediation. During the trance, the elder, named Necho, claimed to have had
a vision of queen Sielba. In the trance, she told him of the ceremony required
to bring her back from the dead. She gave him a list of spell components
that would be needed, and commanded him to seek these out. In response
to this vision, the cult members began to raid caravans and villages trying
to gather the list of spell components. The cult's activities were hampered
because no one in the cult had any magical knowledge. The cult continued
raiding for the next hundred and twenty years, they began to take prisoners
from the raids who became slaves for the cult members. Some of these prisoners
were granted their freedom if they joined the cult. One such individual
was Tizoc, a former Drajan noble. The rival nobles of Tizoc's family destroyed
his family and sold the survivors into slavery. Tizoc had been sold to
the templars of Urik to work in the obsidian quarry, and was being transported
to Urik when the caravan was attacked by cult members. Tizoc became a slave
to the current cult leader, who quickly converted Tizoc to the belief that
Queen Sielba would save Athas and make all their lives better. After two
years of service, Tizoc was freed and welcomed into the cult. He became
such an enthusiastic member that ten years later when the current leader
died, Tizoc was chosen as his successor. Tizoc most memorable act as cult
leader was to move the cult out of the caves that had been their homes
for the last millennia, and back to the ruins of Yaramuka. After moving
into the cult's old headquarters, Tizoc discovered old records of the cult's
beginning. In these records his learned of the magical decanter, containing
Sielba's soul. Under Tizoc's reign the cult began to treat its prisoners
kinder and more were welcomed into the cult. Tizoc also tried other ways
to gain the needed spell components. For those items which the raiders
could not find, he sent representatives out to try to purchase these items
in the city-states. The Veiled Alliance in Urik soon learned of these strangers
from the desert who were looking for spell components. A young mage, named
Morlak, contacted these strangers. Intrigued by the strangers' story, Morlak
agreed to tutor a few of the cult members in order to improve their magical
knowledge. Five years later Morlak would turn to his new friends for help.
Hamanu conducted the city sweep called the "Week of the Red Hood," that
almost wiped out the Veiled Alliance. The cult members offered Morlak and
a half dozen other mages sanctuary in the ruins of Yaramuka. As a reward
for their help Morlak agreed to take on the cult's current leader as an
apprentice, as well as determine were the magical decanter was hidden in
Urik. After rebuilding the alliance, Morlak had the members track down
the magical decanter, and once found to keep track of it. Over the years,
the veiled alliance continued to track the location of the decanter however
Morlak never reveled to them why they did this. When Morlak disappeared
twelve years ago the contact between the cult and veiled alliance was cut.
The cult leader Morlak had taken as an apprentice, pasted on his magical
knowledge to his successor the current leader of the cult. The cult is
lead by Murduk, a mage, with another mage Kessit, his lieutenant. The rest
of the members are mostly fighters either human, dwarf, or mul. Murduk
also has hired two plains giants. He has sent these two giants on a mission
to recover a spell component needed for the awakening spell. The component
only grows on islands in the silt sea. The giants will be back from their
mission by the end of the adventure and will be present for the awakening
D. Yaramuka today
The ruins of Yaramuka are described in the adventure Black Flames, which
took place in the year of King's Contemplation, FY 5. This section relates
the changes to the ruins over the last seven years. Yaramuka, as described
in Black Flames, was mostly buried in the sandy wastes. Since then the
consent desert winds have uncovered much of the northern and eastern side
of the city. The Wall was described in Black Flames. It was a magical barrier
that caused any evil creature with greater than 10HD to loose three of
its five senses. This barrier was destroyed during the titanic battle of
the dragons, Alabach-Ra and Farcluun. Now any creature can come and go
in the ruins of Yaramuka. Today, most of the ruined buildings of the city
are esposed. The roofs on all buildings are gone, and most bulindgs over
two stories have collapsed. The characters may find a few buildings that
are being used as a lair by a raiding tribe of some kind. These buildings
may be patially restored. The one For current denizens of Yaramuka see
Part One: Yaramuka
The adventure begins with the party approaching the ruins of Yaramuka
from the east where the city walls still stand. The DM needs to determine
why they are there. If the party came looking for lost treasure, they will
be disappointed as the ruins have been picked clean over the last millennia.
The DM should use the following seven encounters to soften up the party.
Use as many or as few of these encounters as he deems necessary to weaken
the party before their show down with the cult of Sielba.
1. The city entrance The party approaches the ruined city gate. About
100 yards of the city walls still solidly stand to either side of the gate.
The rest of the city walls have massive breaches and large collapsed sections.
The gate itself has long since wasted away. However, if the party attempts
to enter the city through the open gate they are stopped by the ghosts
of the gate's former defenders.
8 undead THAC0 13; Dmg 1d8/ 1d8; AC 0; HD 8; hp 48; MV 9; SA Strength
drain; SD immune to cold, sleep, charm, hold, paralyzation, and cannot
be turned; MR nil; SZ M; AL N; ML -; MAC 3; XP 2,000. These ghostly gatekeepers
attack with incorporeal long swords twice per round. Each strike drains
1 Str point from the victim. Lost strength points return after one hour,
at the rate of one per hour. If a victim loses five Str points, for each
subsequent point lost he must make a save versus death magic or lose one
point of Str permanently. They fight until destroyed, pursuing the party
deeper into the city but they will not pursue any who flee away from the
city. The party can avoid these haunts by entering the city through any
of the large holes in the wall farther down.
2. Wyndlass Attack. A wyndlass hides inside of the door way of
a ruined building. It lashes out with its tentacles at anything passing
within range. It gains a +1 to surprise rolls against the party.
1 Wyndlass THAC0 9; Dmg 1d10 x 10 / 1d4; AC 3; HD 12; hp 53; MV 3; SA
surprise -5; SD nil; MR nil; SZ H; AL N; ML 15; MAC 7; XP 5,000; The wyndlass
is from Dragonlance, and is described below..
A wyndlass looks like a land-based version of a giant black octopus.
It has ten 25' long barbed tentacles, and can attack two opponents at once,
using five tentacles on each. It has a powerful beak which can only bite
those held in its tentacles. Wrenching free from a tentacle requires a
successful bend bars check and inflicts 1d6 points of damage per tentacle
from which the victim frees himself.
3. Slig Ambush
A group of slig plan an ambush here, hoping to lure some of the bandits
of the city to them. They have blocked the road with rubble to a high of
5 ft. The sligs have thrown six corpses covered in robes on the ground
in front of the pile. On the far side, four sligs crouch with spears ready
to attack. Four other sligs are hidden in holes dug in the sand around
the ambush site. The two ruined buildings on either side are also part
of the trap. If characters enter one of these buildings, they are lifted
of their feet in a large net of giant hair ropes. The nets are worked by
two sligs hiding in the building. The net is only big enough for one human
size person. If the characters bend down to check the corpses, the sligs
hidden behind the rubble pile rise up and hurl there spears. On the second
round, the sligs hidden in holes jump up and attack. If no one enters the
trapped buildings after the 3rd round, the sligs inside emerge on the next
round and join the melee.
12 Sligs THAC0 17; Dmg weapon+1; AC 6; HD 4+1; hp 23; MV 12; SA nil;
SD nil; MR nil; SZ L; AL CN; ML 15; MAC 5. Equipment: bone long sword (-1,
-1) 1d8 /1d12 +1, and bone spear (-1, -1) 1d6/ 1d8 +1.
4. Aratha attack
Bursting through a pile of rubble and sand, an aratha attacks the party.
After the initial surprise attack, it uses it psionics to attack the characters.
1 Aratha THAC0 11; Dmg 1d10 x 4; AC 3; HD 9; hp 47; MV 11; SA psionics;
SD immunities; MR nil; SZ L; AL N; ML 16; MAC 3; MTHAC0 12; PSP 180; XP
6,000; Psionics summary: Telepathy: sciences- mindlink; Devotions- attraction,
empathy. Psychokinese: Devotions- molecular agitation. Psychometabolism:
Devotions- body equilibrium, suspend animation. Psionic attacks/ defense
modes: PsC, PB, MT/ TS, MB, TW. Special abilities: Immune to petrification
magic and all heat-related damage. The aratha are carnivores that will
eat any meat. An aratha has a large, purple-to-brown carapace and six hairy
legs. Its four long, flexible, clawed tentacles can reach in any directions,
and can lash out 20' but retract to 8' when not needed.
5. Slig Lair
Here the slig tribe dwells in a cave leading down into the catacombs
of a ruined building. If any survived the ambush they return here and all
the adult sligs are on guard just inside the entrance of the cave. The
rest of the tribe is 70 ft farther down, in a large cavern. There is no
other exit besides the main. If not alerted to an attack, only 2 sligs
stand guard outside the entrance, while the rest are in the large chamber.
There are 8 adult sligs, and 16 children.
8 Sligs THAC0 17; Dmg weapon+1; AC 6; HD 4+1; hp 23; MV 12; SA nil;
SD nil; MR nil; SZ L; AL CN; ML 15; MAC 5; Equipment: bone long sword (-1,
-1) 1d8 /1d12 +1, and bone spear (-1, -1) 1d6/ 1d8 +1.
A large ettin has a lair in this ruined building. He will attack unless
he can be outwitted by the party. The ettin can be pacified by offers of
food and treasure. He knows little about the ruins and cannot offer the
party any information.
1 Ettin THAC0 10; Dmg 1d10/ 2d6 or by weapon; AC 3; HD 10; hp 55; MV
12; SA nil; SD surprised only on 1; MR nil; SZ H; AL CN; ML 14; MAC 8/
7; Equipment: right hand club 3d6, and left hand club 2d8.
As the party explore the city they surprise a group of mixed yuan-ti
as they leave a ruined building's basement. There are 2 abominations, 4
half-breeds, and 5 purebloods. If the party appears powerful the abominations
will flee with the purebloods covering their escape. The half-breeds stay
long enough to ensure the abominations can escape and then they too flee.
Purebloods must roll a morale check after the half-breeds flee to see if
they will continue the fight. Fleeing yuan-ti leave the city, not returning
to their hidden lair in the ruins. Once outside the city they regroup at
a pre-arranged meeting place and attack any pursuers.
2 abominations THAC0 11; Dmg weapon; AC 4/0; HD 9; hp 54; MV 9; SA spells;
SD nil; MR 20%; SZ L; AL CE; ML 15; MAC 4; Equipment: steel scimitar 1d8/
1d8. Spells: cause fear, darkness 15' radius, snake charm, sticks to snakes,
neutralize poison, suggestion, and polymorph other.
4 half-breeds THAC0 13; Dmg weapon; AC 4/0; HD 7; hp 43; MV 12; SA spells;
SD nil; MR 20%; SZ M; AL CE; ML 14; MAC 5; Equipment: bone long sword (-1,
-1) 1d8 /1d12. Spells: cause fear, darkness 15' radius, snake charm, sticks
to snakes, neutralize poison, suggestion, and polymorph other.
5 Purebloods THAC0 15; Dmg weapon; AC 4/ 0; HD 6; hp 35; MV 12; SA nil;
SD nil; MR 10%; SZ M; AL CE; ML 14; MAC 6; Equipment: bone axes (-1, -1)
Event 1: Cult Ambush
The party has been noticed by scouts of the cult of Sielba. The group
sets an ambush for the characters to take them prisoner. There are two
6th fighters per party member, plus the two magic-users of the cult. Two
of the fighters are covered with improved invisibility. Four of the others
have invisibility cast on them. Any others including the leaders are hidden
behind an illusionary wall spell. The invisible fighters attack first.
On the second round the leader drops the illusionary wall spell and the
remaining cultists attack. The cultist attack a party member until he is
reduced to half his hit point total. At that point they demand that character
surrender. If the character refuses the cultists try to grapple him, or
the leaders use hold/ charm spells to restrain the party member.
6th level fighters THAC0 14; Dmg weapon+1; AC 5; hp 47; MV 12; SA nil;
SD nil; MR nil; SZ M; AL LE; ML 14; MAC 6; Str 17, Dex 15, Equipment: bone
long swords (-1, -1) 1d8/ 1d12, mekillot hide armor, leather shield.
Kassit, subleader, 7th level mage THAC0 18; Dmg weapon; AC 8; hp 19;
MV 12; SA spells; SD spells; MR nil; SZ M; AL NE; ML 14; MAC 3; Equipment:
bone dagger (-1, -1) 1d4/ 1d3. Spells: 1st: 4, 2nd: 3, 3rd: 2, 4th: 1.
Murduk cult leader, 14th level mage THAC0 16; Dmg weapon; AC 6; hp 36;
MV 12; SA spells; SD spells; MR nil; SZ M; AL LE; ML 15; MAC 3; Equipment:
staff 1d6/ 1d6. Spells: 1st: 5, 2nd: 1, 3rd: 5, 4th: 2, 5th: 3, 6th: 2,
If the party is captured, they are bounded, gagged, and blindfolded,
and marched to the cult's lair. If the party proves to be a match for the
cult, the leader will call out for a truce with the party. If the party
agrees to the truce, the leader tells them he thought they were bandits
and offers them protection at their hidden sanctuary. The cult is headquartered
in a partially restored former mansion of Sielba, though not her main palace.
There are 10 more fighters guarding the headquarters, as well as food,
supplies, and weapons. Murduk brings the party through the courtyard, and
into the main building. He leads them to an old banquet hall and motions
for the party to take a seat in the chairs set at the table. The hall is
lit by touches and has no windows. On the far side of the room is a raised
dais topped with an alter. Lying on the alter is the preserved form of
a beautiful woman, the dead dragon queen, Sielba, under a white linen blanket.
The leader goes directly to the body and kneels for a moment in mock pray.
After a few minutes of silence, he rises and returns to the party and offers
them food and water. As other cult members bring in refreshments their
leader addresses the characters. He says he is the high priest of a cult
who worship the fallen queen Sielba. He tells the party how Queen Sielba
was a benevolent ruler who was not afraid to oppose the evil Hamanu. While
kind, she was not powerful enough to resist Hamanu who killed her. Murduk
wants revenge against Hamanu. Before her death, the queen had created a
magical cell to imprison Hamanu. Unfortunately, Hamanu killed her before
it was finished. Murduk plans to trap Hamanu in this magical cell, however
the chamber's energy was powered by a magical fuel, which Hamanu took back
to Urik when he killed Sielba. As the party continues eating, Murduk continues
to praise queen Sielba and tells of her many "good works" which she performed
as queen of Yaramuka. He hopes to convince the party to join the cult,
for Murduk is going to geas the party into retrieving the "power source"
from Urik and returning it to him. He tells them to imaging the prestige
as well as the rewards they will receive for capturing a sorcerer-king
and ending the reign of an evil ruler. First he will ask the parties permission,
but if refused he will either wait until the sleeping poison added to the
food takes affect, or he orders his men to restrain the party. After this
is done he will geas the characters.
Event 2: The Mission Preparation
Murduk describes the power source as a liquid thick like kank-honey
and with a color similar to white wine. He also describes the magical decanter
used to hold it, warning the party not to open it or allow it to break.
In reality, the liquid is Sielba's soul. He plans on reviving Sielba so
she can reign as queen over a restored Yaramuka but he needs to retrieve
her soul for the ceremony to work.
The cult can offer the following to help the party:
1. Shelter: The party can rest for two days in safety at the compound,
but there are no healers among the cult.
2. Disguises. The cult can not give the party authentic Urik clothing,
but can help them change their appearance perhaps to appear as traveling
merchants. The cult can also provide a wagon-full of cheap ornaments if
the party wants to pose as merchants to enter Urik.
3. Supplies: The cult can provide any mundane equipment the party may
need, including weapons of bone or stone.
Before leaving the DM should roll an INT check for each party member
before they leave to see if they remember that Hamanu has closed Urik off
to the outside world. Only merchants are let inside. Ten cult members escort
the characters out of the ruins of Yaramuka. After a half day of travel
the escort bids the characters good luck, before stopping and setting up
camp. They will await there for the return of the party.
Part Two: Travel to Urik
After the party has prepared, the journey to Urik takes two full days.
The journey can be uneventful, the DM can use the following encounters,
or the DM could use some of his design.
1. This encounter takes place after the party has settled down
to camp for the night. The character on guard spots a lone figure running
towards the camp far in the distance. The figure, tall and lanky, moves
very rapidly and appears to be an elf. Only when it gets to within 10 yards
does the true nature of the figure become clear. It is a dune runner. The
dune runner was killed by soldiers from Urik. The urikites planned to ambush
the dune runner's former tribe, and the dune runner had learned of the
ambush. He raced across the sands to warn his tribe, but was attacked and
killed by a tembo. His tribe was wiped out by the Urik soldiers, and now
he runs the sandy wastes of around Urik alone.
Dune runner 4th/ 4th level fighter/ thief THAC0 17; Dmg weapon+1; AC
6; hp 22; MV 18; SA psionics; SD nil; MR nil; SZ M; AL NE; ML 16; MAC 6;
MTHAC0: 16; PSP 100; Psionic summary: Telepathy: Sciences- mass domination
(always on, no cost), mindlink; Devotions- attraction (always on, no cost),
contact, life detection. Str 16, Dex 16 Equipment: bone short sword (-1,
-1) 1d6/ 1d8, leather armor. When the dune runner passes, all characters
must make a save versus spells or be compelled to accompany the dune runner
on its run for that night. The dune runner can affect 20 creatures at one
time. Victims will be unable to stop running unless restrained, and will
lose one Con point for every turn spent running. When a victim's Con reaches
0, he collapses and must make a system shock roll, with failure meaning
death. Con points can be gained by rehydration.
2. The party spot signs of a battle on the road ahead. A single
wagon lies smashed into pieces, its contents thrown about. The partially
consumed remains of a family of four lie around the area. These were refugees
fleeing Raam for Urik when they were attacked. Large round foot prints
can be found all around the site, and lead off down the road in the direction
the party is headed. The family was attacked the previous night by a So-ut,
rampager, which destroyed their wagon and killed the family. The rampager
is resting a half a mile farther down the road, in a small den just off
the road. If the party continue down the road, as they past the den, they
will awake the rampager. Because the so-ut is a nocturnal creature if the
party flees it will stop pursuit of the party after two rounds. If the
party leaves the road before the reach the den, they can bypass the creatures
den with out awakening it.
So-ut THAC0 7; Dmg 2d6/2d6 + acid or 3d6+ armor bite; AC -4; HD 14+2;
hp 82; MV 18; SA fear, acid poison, armor bite; SD 1/2 damage from nonmetal
weapons, resistant to psionics; MR 25%; SZ H; AL CE; ML 19; MAC -2; Special
abilities: The charge of the rampager causes fear in all creatures. A save
versus paralzyation can avoid the fear. Creatures with more than 6HD save
at +2, and creatures with 9HD or greater are immune to the fear, as are
thri-kreen. Both claw attacks secrete an acidic poison, which causes any
item hit to save versus acid or be corroded. Creatures hit must save versus
poison or take 20 hp of damage. A successful save reduces the damage to
5hp. If the creature's bite hits by 4 or more than the number needed, the
su-ot has bitten through the armor, which reduces the armor's usefulness
by one point.
3. Elf raiders from the Water Finders
Before beginning this encounter roll to see if the party is surprised
with a -4 penalty. If they are surprised they suddenly find themselves
surrounded by 6 elven warriors with weapons drawn. One of the elves demands
the party surrender all their possessions and return the way they came
or the elves will attack. If the party claim to be from Urik or the merchant
House of Stel the elves will attack any way. These elves are from the Water
Hunters tribe, which has been fighting a losing guerrilla war against Urik
and house Stel, since the merchant house established an outpost in their
sacred Utho grove. The morale of the elves has fallen due to their numerous
defeats against urikite soldiers. The DM should start rolling morale checks
for the elves in the second round of combat. If the elves fail a check,
they flee into the wilderness.
Elven leader 8th level Ranger THAC0 11; Dmg weapon+3 x 3/2; AC 3; hp
46; MV 18; SA nil; SD nil; MR nil; SZ M; AL N; ML 11; MAC 6; Str 19, Dex
20, Equipment: Leather armor, long bow, 20 bone arrows (-1, -1) 1d8/ 1d8,
bone long sword (-1, -1) 1d8/ 1d12, bone spear (-1, -1) 1d6/ 1d8. He is
+1 to hit with the long sword and long bow, and fights in melee with both
the spear and the long sword. His racial enemy is humans, against which
he gains a +4 to hit.
5 elven warriors 5th level fighter THAC0 16; Dmg weapon+1; AC 6; hp
25; MV 18; SA nil; SD nil; MR nil; SZ M; AL N; ML 10; MAC 7; Str 16, Dex
16. Equipment: Leather armor, long bow, 20 bone arrows (-1, -1) 1d8/ 1d8,
bone long sword (-1, -1) 1d8/ 1d12. They are +1 to hit with the long sword
and long bow.
Part Three: Urik
A. Arriving at Urik.
1. City defenses.
The tall walls of Urik prevent any from entering the city uninvited.
The walls are 80 ft high. They are patrolled by groups of two templars,
carrying staffs with continual light cast on them. Anyone who attempts
to climb over the walls, will activate an alarm spell. This special version
of the spell sets off a light spell in the area. This draws arrow fire
from nearby templar, and brings others running. The walls also have an
alarm system established by Hamanu. When anyone who teleports or uses extradimesional
ways of entering the city Hamanu is alerted of the location within the
city. He will send a patrol of templars to the location to investigate.
If someone leaves the city this way, Hamanu is alerted but does not receive
any information on the travelers destination. Any such travel within the
city walls does not set off the alarm. The walls have other magical defenses
built into them. The walls are resistant to all earth based spells designed
to damage or by pass them. This resistant includes Earthquake, passwall,
meld into stone, and the earth priest's ability to ignore stone. Note:
the said priest could still gain entrance by ignoring the ground and traveling
under the walls. The defenses on the walls of the city are also in affect
on the walls of Hamanu's palace. Only one gate is open to outsiders. The
foreigner's gate in on the southeast portion of the city. Guards at all
the other gates will turn the characters away without comment. The foreigner's
gate is only ten feet high and ten feet wide. The doors, which are made
of wood three feet thick, are opened at dawn and closed at dusk. The foreigner's
gate is guarded by 5 templars and 6 guards. Just inside of the gate is
a barracks where 20 more guards, 5 templars, 3 psionicists, and 1 defiler
rest. Attempting to pass the guards. The guards question the party but
refuse to let them in without an official pass. Bribes or threats do not
work. Charm spells do not work unless the party manages to charm all of
the templars at once. And then they would have to deal with the 3 psionicists
who would scan at least one out of every four persons let back into the
city. Because the templars completely block the way and only let one person
in at a time it is not possible for invisible characters to sneak in.
2. A Way In
If the party is posing as merchants, they will not be let into the city,
but members of the merchant house of Stel will be sent out to trade with
them. When the merchants come out, they are not impressed with most of
what the party has to offer and they buy very little. One merchant, Sulla,
however, eyes the characters shrewdly. He notices the party's lack of mercantile
knowledge, shabby merchandise, and impressive build. He deduces the characters
are refugees from one of the other cities trying to sneak into Urik. He
approaches them, and offers the characters employment with his family.
Sulla says he needs bodyguards, and the party looks to fit the bill. He
offers to sneak the party into the city, and 5 cp per week each, along
with room and board at his manor. If the party agrees, Sulla tells the
party to meet him the next morning, at a place outside of the city walls.
He brings with him a number of slaves, some of which bare a passing resemblance
to the party members. He tells the party to trade places with the slaves,
leaving all there equipment behind. He tells them he will have to smuggle
their equipment in later, separately. He informs the party how to act and
think in front of the guards at the gate, and then leads the party to the
merchant's gate. As the party approaches the gate, the guards examine them
closely, and search them for any contraband. Then one of the psionics probes
their minds. As long as the party follows Sulla's instructions they should
make it through, thought the DM should rolls some dice to scare the players.
B. Sulla's Manor
Sulla brings the party to his large compound in the city. Here he proposes
a test. The party is to fight some of his gladiators to prove their competence.
There is one gladiator for each character, choose from the following:
Mul 8th level gladiator THAC0 11; Dmg weapon+2 x 2; AC 7; hp 64; MV
12; SA nil; SD nil; MR nil; SZ M; AL NE; ML 16; MAC 8; Str 18. Equipment:
Studded Leather armor, bone carrikal (-1, -1) 1d6+1/ 1d8 +2, bone dagger
(-1, -1) 1d4/ 1d3.
Human 7th level gladiator THAC0 13; Dmg weapon x 2; AC 6; hp 49; MV
12; SA nil; SD nil; MR nil; SZ M; AL N; ML 14; MAC 5. Equipment: Hide armor,
bone wrist razor (-1, -1) 1d6+1/ 1d4+1 +2, master's whip 1d3/ 1d2.
Half-giant 7th level gladiator THAC0 12; Dmg weapon+2 x 2; AC 8; hp
98; MV 15; SA nil; SD nil; MR nil; SZ L; AL CN; ML 17; MAC 8; Str 18. Equipment:
Leather armor, bone lotulis (-1, -1) 1d10/ 1d12 +2.
Dwarf 5th level gladiator THAC0 13; Dmg weapon+5 x3/2; AC 6; hp 30;
MV 6; SA nil; SD nil; MR nil; SZ M; AL LE; ML 14; MAC 7; Str 21. Equipment:
hide armor, stone impaler (-2, -1) 1d8/ 1d8 +2.
Thri-Kreen 8th level gladiator THAC0 13; Dmg 1d4 x4/ 1d4+1 or by weapon
x 2; AC 5; hp 86; MV 18; SA poison; SD missile dodge; MR nil; SZ M; AL
N; ML 16; MAC 5; Con 17. Equipment: gythka 2d4/ 1d10 +2.
Note: Sulla will not have returned the party's equipment yet,
so they will have to equip themselves from his armory. The party can find
armor up to hide that will fit any but halflings or half-giants, though
half-giants will find leather armor. Any weapons made of bone or obsidian
are available. The combatants are placed in Sulla's small gladiator pits.
Each side may use what every means are at their disposal. Once a combatant
is reduced to less than 10 hit points that person is considered defeated.
Both the defeated one and the combatant who reduced him below 10 hp must
leave the pit, while the remaining combatants fight on. At some point of
the DM's choosing, to make thinks more lively Sulla makes an announcement
changing the rules. He changes the match into a death match and states
that the only way that any of the combatants still in the pit will be allowed
out is to kill another pit combatant. Anyone who has already left the pit
is not allowed back in. Sulla does this to put pressure on the party to
see if they have any special talents (psionic mastery, magic) which they
may have been holding back earlier in the fight. The party's opponents
will double their efforts when Sulla makes the announcement. If the characters
pass the test, Sulla takes them aside and explains the terms of employment.
The characters are provided room, food, and water at Sulla's manor. They
may come and go as they please, but must be close at hand in case he has
an assignment for them. When he gives them an assignment there can be no
refusal, or deviation from the orders. The characters are expected to carry
out the assignments when, where, and how Sulla orders. Sulla will provide
gate passes only when the characters are on assignment for him. After the
day of the test, Sulla gives the characters another day to rest and heal.
He returns some of their equipment to them. Any items of a strange or magical
nature Sulla claims were not successfully smuggled into the city, and were
confiscated by the templars. In actuality, he has kept the items for himself.
C. First Assignment
After a day of rest, the characters receive their first assignment-
to beat up the son of a nobleman. Sulla has been negotiating with the nobleman
over mining rights, but the nobleman has refused to give in. Sulla wants
the party to send a message to the man and his family. Sulla arranges for
gate passes for the party to get them into the noble district one night,
so they can ambush the son on his way home from one of his many nights
on the town. The son, Alturo, (4th fighter) travels with Darium, a childhood
friend, (7th Bard), and two bodyguards (5th level gladiators). Alturo and
Darium are both drunk, though the bodyguards are not and are alert for
trouble. Unless the party is very discreet, a templar patrol of 3 2nd level
templars and 6 3rd level guards arrives in 1-3 turns to arrest them. Per
Sulla's orders, the party should leave the boy alive, but the rest of the
group does not matter.
Alturo, 4th level fighter THAC0 19; Dmg weapon; AC 10; hp 24; MV 12;
SA nil; SD nil; MR nil; SZ M; AL NE; ML 11; MAC 8. Equipment: Obsidian
long sword (-2, -1) 1d8/ 1d12, metal dagger 1d4/ 1d3. Alturo's metal dagger
is marked with his noble family's crest, and will be recognized by anyone
in Urik who sees it.
Darium, 7th level bard THAC0 19; Dmg weapon; AC 7; hp 22; MV 12; SA
nil; SD nil; MR nil; SZ M; AL NE; ML 14; MAC 6; Dex 17. Equipment: bone
bard's friend (-1, -1) 1d4+1/ 1d3, obsidian puchik (-2, -1) 1d4+1/ 1d4+1.
2 bodyguards, 5th level gladiators THAC0 15; Dmg weapon+2 x 3/2; AC
7; hp 40; MV 12; SA nil; SD nil; MR nil; SZ M; AL N; ML 15; MAC 7; Str
18, Dex 15, Con 15. Equipment: leather armor, obsidian long sword (-2,
-1) 1d8/ 1d12, obsidian hand ax (-2, -1) 1d6/ 1d4.
D. Second assignment - Bodyguard duty
The day after the attack on Alturo, Sulla fears possible retaliation
from the noble's family, so he sends the party with his wife when she goes
to the market. Sulla's wife is named Nicolle. She is very aloof to the
party, thinking them no more than slaves, and ordering them around as such.
Though she is accompanies by 4 slaves, she will ask the characters to carry
many of the items she purchases. The afternoon at the market passes uneventfully.
But this changes as the party leaves the market for Sulla's mansion. A
loud explosion rings out as the sounds of battle erupt from the side of
the market. The crowd around the party quickly panics, and a mob of people
flee the market place. The mob threatens to crush Nicolle unless the party
shields her. If the party investigates the disturbance, they can witness
templars and guards storming a ceramics shop. Inside are four preservers
of the veiled alliance. As the party watches, a young woman escapes from
the shop and flees down an alley pursued by two half-giants. The alley
runs perpendicular from the party, and if they want to help her, they must
act quickly. If they do nothing the girl is captured. If the party attacks
the half-giants in the alley, they will have five rounds of unobserved
combat, before the templars are called. The party could still escape but
they will have been identified.
2 half-giants THAC0 15; Dmg weapon+4; AC 7; HD 3+12; hp 30; MV 15; SA
nil; SD nil; MR nil; SZ L; AL LE; ML 14; MAC 8. Equipment: leather armor,
obsidian battle axes (-2, -1) 1d8/ 1d8.
If the party rescued the woman, she introduces herself as Sasha, a 5th
level preserver with the veiled alliance. She is wounded and cannot move
much farther on her own. Nor does she have any place to go. Her entire
cell with the veiled alliance was captured in the ambush and she knows
of no other safe house to seek refuge in. Her clothes are torn, and she
will need to be disguised if the party takes her with them. Because the
few members of the alliance that Sasha knew were killed or captured in
the ambush, she cannot put them in touch with the alliance, but the alliance
will be grateful for Sasha's rescue and will contact the party later (see
below). On returning to the merchant house, the party can try to hide Sasha
from Sulla or they can present her to him when they return. If the party
hides her at the estate, Sulla discovers her presence after one day has
pasted. Either way, the party is called in front of Sulla for an explanation.
If the party tells the true, that she is with the veiled alliance, Sulla
calls the guards and turns her over to the templars. In fact, he will do
this unless the party gives a reason similar to the following: she is a
relative, a loved one, or an associate/ former traveling partner. If they
do give a satisfactory answer, Sulla seems pleased, and invites Sasha to
stay on his estate. She will be quartered separately from the party, though
the party still has access to her. She will not be allowed to leave the
estate, and will become a hostage to insure the party does not double cross
Sulla. After all, he thinks Sasha is a relative of one of the characters.
E. Veiled contact
The day after Sulla discovers Sasha, when one of the party members is
alone, he hears a disembodied voice present the following message: "We
of the veil are not unaware of the protection you offered one of our own.
In gratitude, we will grant you one favor. Speak it now." This is a sending
spell cast by a veiled alliance preserver. The character can answer the
message with one of his own which the preserver will hear, but will receive
no reply. If the character asks for a meeting or help recovering the magical
decanter, later that day, another character will discover a note in his
pocket. (This should be someone who can read, a preserver preferably) The
note states only "1:00 Coliseum." The next day the character must get Sulla
to give him a pass to go to the coliseum for the day's gladiatorial games.
The character must offer him a good reason for going or he will refuse
the request. At the games he will be contacted by Trimble, a veiled alliance
representative. He asks the character to explain what it is he wants. After
listening to the character, Trimble will agree to help. He offers the following
information and assistance:
1. Timing: In two days Hamanu will leave the city at the head of an
army to attack an elven tribe (the Water Hunters). For one night the cities
defenses will be lessened.
2. The location of the decanter: It is in a isolated tower in the king's
palace. The alliance knows of an exit from the undercity near the tower.
3. Escape from the city: The veiled alliance has a magical gate, hidden
in the undercity. The gate will transport anyone stepping through to a
spot in the desert 10 miles south of the city.
F. Third Assignment
That night Sulla, calls the party to a meeting. There he tells the party
of their next assignment. He wants the party to assassinate a troublesome
templar, named Karius. He knows the troops in the city will be depleted
when Hamanu leaves with the army, and the templar will be lightly defended.
Now the party has a dilemma. How will they retrieve the decanter and kill
the templar in the same night? DM should rule on any solution. Possible
1. Kill the templar and go after the decanter later. This will take
the party the entire night, though they still may be able to leave the
city before the alarm is raised.
2. Forget killing the templar, and leave Sasha behind. In this case,
Sulla has Sasha killed.
3. Using psionics or spells, convince Sulla that the party has already
killed the templar and ask him to free Sasha, may work very well.
4. Go to the templar and tell him of Sulla's treachery. If the party
role-plays well enough, they can convince the templar and he will lead
a patrol to the Sulla's manor house to arrest him. Unless the party acts
quickly, Sasha may by killed when Sulla hears of their betrayal.
If the party does attack the high templar, use the following. The high
templar lives in plush chambers in the templar district. He is 12th level,
but only has five guards (charmed 6th level gladiators) in his house on
the night the army is out of the city. On other nights, the district is
patrolled by three patrols of four 2nd level templars and eight 3rd level
fighters. The templar's quarters also houses two other templars of 8th
and 10th level. Both of these templars have two 6th level fighters as bodyguards.
Karius, 12th level templar THAC0 13; Dmg weapon+2; AC 5; hp 69; MV 12;
SA spells; SD spells; MR nil; SZ M; AL LE; ML 14; MAC 5; Str 18, Con 15,
Wis 17; Spells: 1st: 6, 2nd: 6, 3rd: 4, 4th: 3, 5th: 1. Equipment: hide
armor, metal long sword 1d8/ 1d12, obsidian lotulis (-2, -1) 1d10/ 1d12.
5 mul bodyguards, 6th level gladiators THAC0 13; Dmg weapon+3 x 3/2;
AC 4; hp 48; MV 12; SA nil; SD nil; MR nil; SZ M; AL N; ML 15; MAC 7; Str
19, Dex 16, Con 16. Equipment: hide armor, obsidian long sword (-2, -1)
1d8/ 1d12, obsidian spears (-2, -1) 1d6/ 1d8.
If the party attacks Sulla, there are twelve 2nd level guards at Sulla's
estate, but most will be asleep unless Sulla is expecting trouble. Any
of the gladiators from the test above that are still alive will also be
Sulla, 10th level trader THAC0 16; Dmg weapon; AC 4; hp 57; MV 12; SA
nil; SD nil; MR nil; SZ M; AL NE; ML 14; MAC 4; Dex 16, Int 17, Con 16.
Equipment: hide armor, obsidian long sword (-2, -1) 1d8/ 1d12, iron scimitar
Ten 2nd level fighters THAC0 19; Dmg weapon; AC 6; hp 11; MV 12; SA
nil; SD nil; MR nil; SZ M; AL NE; ML 12; MAC 9. Equipment: hide armor,
obsidian short sword (-2, -1) 1d6/ 1d8, obsidian impaler (-2, -1) 1d8/
Sulla will have sent Sasha to a different location for the night. She
is being held in a tavern across town, by four 4th level fighters and a
6th level bard. The bard has orders to kill Sasha unless she hears from
Sulla by dawn. Only Sulla knows where they are staying, and he will reveal
this if attacked or threatened. Only if his life is threatened will he
divulge the location of the tavern.
Four 4th level fighters THAC0 17; Dmg weapon; AC 7; hp 28; MV 12; SA
nil; SD nil; MR nil; SZ M; AL LN; ML 11; MAC 8; Dex 15. Equipment: leather
armor, bone spears (-1, -1) 1d6/ 1d8, bone short swords (-1, -1) 1d6/ 1d8.
6th level bard THAC0 18; Dmg weapon; AC 4; hp 26; MV 12; SA nil; SD
nil; MR nil; SZ M; AL NE; ML 13; MAC 6; Dex 18. Equipment: leather armor,
bone long sword (-2, -1) 1d8/ 1d12, bone dagger (-1, -1) 1d4/ 1d3, bone
throwing knifes (-1, -1) 1d3/ 1d2.
G. Retrieving the Decanter
1. Entering the tower.
The party can follow Trimble's directions to an abandon shop near where
the merchant's quarter borders with Hamanu's palace. Inside they find a
trap door leading into the undercity. The tunnel passes underneath the
palace walls to a grate, a short distance from the tower. The tunnel is
the nest of a otyugh, and before the party reaches the exit, they are attacked
Otyugh THAC0 13; Dmg 1d8/1d8/1d4+1; AC 3; HD 7; hp 44; MV 6; SA grab,
disease; SD never surprised; MR nil; SZ L; AL N; ML 14; MAC 9. Special
abilities: Grapple attack with tentacles cause 2-4 points of damage per
round, and bite attack is +2 on grappled opponents. Characters with at
least Str of 18 can break free in one round, others must make a open doors
roll to escape. The bite has a 90% chance of infecting the opponent with
a debilitating (80%) or fatal (20%) disease.
The tower courtyard is guarded by the following: The walls nearby are
patrolled by groups of two 3rd level templars who pass every ten rounds.
There are a total of five of these groups that patrol this section of the
wall. They only notice movement insight (50' at night) of the walls 30%
of the time, though any sounds of combat will quickly draw their attention.
The nearest wall gate is guarded by ten 2nd level fighters, two 4th level
templars, and one 7th level templar. Any sounds of combat in the courtyard
will bring half of them running to investigate. The grounds are patrolled
by one 4th level templar, and four 2nd level fighters. There is a 33% chance
that the patrol spots the party at some point while the characters are
in the courtyard.
10 3rd level templars THAC0 20; Dmg weapon; AC 6; hp 15; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 12; MAC 8; Spells: 1st: 1, 2nd: 1. Equipment:
hide armor, obsidian long swords (-2, -1) 1d10/ 1d12, short bows, 12 obsidian
arrows (-2, -1) 1d6/ 1d6.
Ten 2nd level fighters THAC0 19; Dmg weapon; AC 6; hp 11; MV 12; SA
nil; SD nil; MR nil; SZ M; AL NE; ML 12; MAC 9. Equipment: hide armor,
obsidian lotulis (-2, -1) 1d10/ 1d12.
Two 4th level templars THAC0 18; Dmg weapon; AC 5; hp 23; MV 12; SA
spells; SD spells; MR nil; SZ M; AL LN; ML 12; MAC 7; Dex 15, Wis 16. Equipment:
hide armor, obsidian long sword (-2, -1) 1d8/ 1d12. Spells: 1st: 4, 2nd:
7th level templar THAC0 16; Dmg weapon+1; AC 5; hp 49; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NE; ML 13; MAC 6; Dex 15, Con 15, Wis 17. Equipment:
hide armor, obsidian long sword (-2, -1) 1d8/ 1d12. Spells: 1st: 5, 2nd:
4, 3rd: 3.
4th level templar THAC0 18; Dmg weapon; AC 5; hp 24; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NE; ML 12; MAC 8; Spells: 1st: 2, 2nd: 1. Equipment:
hide armor, obsidian long sword (-2, -1) 1d8/ 1d12.
Four 2nd level fighters THAC0 19; Dmg weapon; AC 6; hp 11; MV 12; SA
nil; SD nil; MR nil; SZ M; AL NE; ML 12; MAC 9. Equipment: hide armor,
obsidian spears (-2, -1) 1d6/ 1d8.
The entrance to the tower is unmanned. (Unusually it is guarded by 4
half-giants, but they left with the army.) The door is locked and requires
a knock spell or a thief's open locks with a -20% penalty to open.
2. Inside the tower
The tower is five stories high, and 30 feet in diameter. There are no
windows, and the tower walls are 2 feet thick. Though the tower is connected
physically to the rest of the palace, there is no access to the palace
from tower. The only way in is through the one door on the outside of the
a. The first floor contains a large empty room with a stair case at
the far end. Chained to the wall near the stairs are two sloths. The chains
restrict their movement to 20'. Thus they can reach anyone in the room
who is farther than 10' from the door. For the first three stories the
tower's interior is hollow. A stairway winds its way along the wall of
the tower, with two lands before it stop at the fourth story at a door
leading into a room on the top level. Fighting on the stairway can be dangerous.
Any creature fighting with its back to the stair's edge, must make a Dex
check any time they are stuck twice in the same combat round, or fall off
the stairs to the ground below.
two sloths THAC0 9; Dmg 2d4/2d4/2d10; AC 5; HD 11; hp 57; MV 24; SA
nil; SD resistant to poison; MR nil; SZ L; AL N; ML 10; MAC 7. Special
Abilities: The sloths gets +4 to saves against natural poisons, and +2
versus all others.
b. The first landing is one story above the ground floor, and is twelve
feet long, and four feet wide. When the party reaches the first landing
they trigger a spell that releases an earth elemental beast which was imprisoned
in the stones below the landing. This beast breaks through the floor between
the party and the far end of the landing where the stairs continuing up.
This trap cannot be detected without magic. Magic will only reveal the
presence of the trap. If the party casts dispel magic, they dispel the
ensnarement trapping the earth elemental beast and it attacks them anyway.
Earth elemental beast THAC0 13; Dmg 3d6/ 2d6; AC 2; HD 8+3; hp 41; MV
12; SA see below; SD +1 or better to be hit; MR nil; SZ L; AL N; ML 14;
MAC 9. Special abilities: On an attack roll of a natural 20, the victim
is trapped in the creature's jaws. Each round the victim must make a bend
bars check to escape or automatically suffer crushing damage of 3d6 points.
The victim can only attack the beast if a Dex check is made at -2. Opponents
struck by the beast's tail must save versus paralyzation or be stunned
for 1d6 rounds. If the beast is levitated or flying it panics and tries
to reach the ground by any means possible. All attacks made by the beast
against water or airborne creatures are made at -2 and all damage is reduced
by 1 per die. The beast cannot cross water, earthquake spell causes them
8-64 points of damage, and a rock to mud spells slows the beast.
c. This landing is shrouded in mist when the party reaches it. The mist
is a Dao in gaseous form who is charged with guarding the landing. He will
solidify and attack if the party steps onto the landing. He will not attack
anyone who does not physically step on the landing, and will stop attacking
anyone who makes it passed him to the stairs beyond.
Dao THAC0 11; Dmg 3d6; AC 5; HD 11; hp 48; MV 9, Fl 15 (B), Br 6; SA
see below; SD see below; MR nil; SZ L; AL NE; ML 16; MAC 4; Special abilities:
Can cast the following once per day: change self, detect good, detect magic,
assume gaseous form, become invisible, cause misdirection, passwall, create
a spectral force, and create a wall of stone. Three times per day: dig
and rock to mud. Dao are not harmed by earth based spells.
d. The stairs end at a third landing with a closed door. The door is
locked similar to the tower door. It is also trapped. If opened an ice
storm spell strikes the party causing 3d10 points of damage. An illusion
disguises this trap, preventing most detection methods (magical and mundane).
A detect magic will first detect the illusion, which will also be dispelled
first. Thus the party could still trigger the trap, unless they check for
e. The top floor is the treasure room. The room is guarded by a salt
golem, which attacks any who enter the room who is not a high templar or
accompanied by a high templar.
Salt golem THAC0 11; Dmg 2d8; AC 4; hp 47; MV 6; SA pain, dehydrate;
SD see below; MR nil; SZ L; AL N; ML 20; MAC 8. Special abilities: Any
target hit must make a successful save vu. poison or minute flakes of salt
residue is left in the victim's skin. This causes server pain, so that
he can do nothing but writhe in pain for 1d4 rounds. Salt golems can dehydrate
one opponent once every 5 rounds by wrapped their arms around the target
for 1 round. The attack requires an attack roll and if the golem hits by
2 or more than the number needed the salt of the golem burns any skin it
touches for 6d6 points of damage. Such attacks cause the golem 2d points
of damage from the moisture absorbed. Salt golems are immune to all electrical,
cold-based, and fire-based attacks. When struck by magical fire, the golem
heals 1 point of damage for each die of damage the spell should have caused.
Water based attacks cause double damage. Create water causes them 1d10
points of damage, and rock to mud causes 3d10 points
In the center of the room, resting on a 4' pillar is the decanter. The
pillar is trapped. If the decanter is lifted, a 20' squared section of
the floor becomes insubstantial, dropping the party to the floor of the
tower 50' below. This trap can be detected and defused normally. Lifting
the decanter also sets off an alarm spell that sounds at the nearby gate
house. The guards will quickly seal the gate, and rush to the tower to
investigate. Scattered along the perimeter of the room are the following:
an iron flask with a trapped efreeti inside; 200sp in a chest; 40 gp in
a money pouch; a psionic ring with spirit sense MTHAC0 14, PSP 45, the
ring will activate if an undead spirit enters the area; and a sword. The
sword: obsidian long sword +2 (-2, -1), is intelligent and its alignment
is NE. It will not want to work for any non-good wielder. It will not speak
until a powerful evil character appears. Then it will ask to be given to
that person to be wielded, and if refused will attempt to dominate its
H. Escape from Urik
The party can easily escapes Urik through the alliance's magical gate.
Unless they have made preparations to travel, the journey to Yaramuka may
Part Four: Back to Yaramuka and The Ceremony
The alarm spell triggered when the decanter is lifted alerts Hamanu
to the fact that it has been moved. Hamanu leaves his army and teleports
back to Urik. There when he learns what has transpired, he orders mounted
patrols to search the desert between Urik and Yaramuka. Hamanu then returns
to his army and orders his crodlu cavalry to follow him to Yaramuka, leaving
the remainder of the army to fight the elf tribe.
A. To Yaramuka
1. Patrol While traveling to Yaramuka, they are spotted by Hamanu's
scouts. A crodlu-mounted patrol of seven 5th level fighters and one 8th
level templar attacks the party.
Seven 5th level fighters THAC0 15; Dmg weapon+2; AC 7; hp 40; MV 12;
SA nil; SD nil; MR nil; SZ M; AL LE; ML 14; MAC 7; Str 18, Dex 15, Con
15. Equipment: leather armor, obsidian long sword (-2, -1) 1d8/ 1d12, and
obsidian headed light lance (-2, -1) 1d6/ 1d8.
8th level templar THAC0 16; Dmg weapon+1; AC 7; hp 51; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 14; MAC 6; Str 16, Dex 15, Wis 16; Spells:
1st: 5, 2nd: 5, 3rd: 2, 4th: 1. Equipment: leather armor, obsidian long
sword (-2, -1) 1d8/ 1d12, and obsidian headed light lance (-2, -1) 1d6/
Eight crodlu THAC0 15; Dmg 1d4/1d4/1d8/1d6/1d6; AC 4; HD 4+4; hp 25;
MV 24; SA grapple; SD nil; MR nil; SZ L; AL N; ML 11; MAC 6. Special abilities:
If both forearms hit the crodlu has grappled its opponent, and the bite
automatically hits for double damage.
2. Cult meeting place
It takes the characters a day and a half to reach the meeting area.
The party reach the meeting area to finding the remains of three of the
cult members. There is no sign of the others. They were killed by a behir
which attacks the party while they investigate the area.
Behir THAC0 9; Dmg 2d4/1d4+1 or 2d4/ 6 x 1d6; AC 4; HD 12; hp 60; MV
15; SA lightning bolt; SD immune to electricity, poison; MR nil; SZ G;
AL NE; ML 15; MAC 4. Special abilities: A behir can breath a lightning
bolt 20' long causing 24 points of damage. The behir can do this once every
10 rounds. On a natural attack roll of 20, the behir swallows man-size
prey whole. Any creature swallowed loses 1/6 of their hit points per round.
If the party chooses not to head for the ruins of Yaramuka alone, they
are attacked by another patrol from Urik similar to the one above.
B. Entering Yaramuka alone.
It should be close to sunset when the party reaches the ruins. As they
search for the cult, they pass the ruined tower which is the lair for an
undead monster. The beast resembles the skeleton remains of a giant lizard-type
Undead monster THAC0 7; Dmg 1d8/1d8/3d8; AC 6; HD 12; hp 60; MV 9; SA
nil; SD see below; MR nil; SZ H; AL N; ML 14; MAC 3. Special abilities:
Anyone bitten by the monster must save versus death magic or lose the same
number of PSP as they took in damage. Immune to cold, poison, paralyzation,
and death magic. Suffers half damage from edged weapons. The creature is
bound to the ruins and cannot leave them.
The sounds of the battle draw the attention of scouts from the cult.
After battle the cult members spot the characters and escort them to the
C. Prepare for ceremony.
Arriving at the compound, Murduk greets the party and asks about their
mission. Once he is given the decanter his eyes widen and he gazes, almost
hypnotized, at it. After a few minutes of silence, he turns to his apprentice
and gives orders to prepare for the awakening ceremony. He hurriedly thanks
the characters and tells them they are welcome to stay for the ceremony,
however they must remain outside the building. Murduk will leave the party
there and head into the building with the doors closing behind him. If
the party tries to enter the building, the cult members will stop them.
All of the cult's warriors are gathered outside the building. Only four
members are allowed inside for the ceremony. If the party asks one of the
cult members what the ceremony is intended to do, they will be told the
truth. The ceremony is to awaken Queen Sielba and return her to life. Just
as the party learns this, a warning shout is heard. The cult's scouts report
that mounted men have entered Yaramuka. Hamanu has arrived with his cavalry
and is heading for the compound. The party and the cult members have five
rounds to prepare before Hamanu and the soldiers appear. Hamanu spends
several rounds in council with his officers making plans for an assault.
During this time, the cult members stare amazed at the gathered urikite
soldiers, but do nothing to prepare to defend the assault. If the characters
try to take charge, the cult members do what they say within reason (They
will not abandon or enter the palace). The assault comes three turns later.
Hamanu has the following soldiers: One hundred 3rd level fighters, ten
5th level fighters (Officers), one 9th level fighter (General), seven 5th
level templars, and two 9th level templars. All are mounted on crodlus.
Half are archers, and half are lancers.
The order of attack
1. Hamanu orders his archer cavalry to charge the compound. The archers
stop 50 yards from the walls and fire at the defenders. After two rounds
2. Five rounds later half of the lancers charge the wall's gate and
try to clear it of defenders, scale it, and open it. This charge will be
accompanied by another attack by the archers to keep defenders along the
wall pined down. Any organized defense of the gate should prevent the attackers
from gaining entrance, and they retreat after four rounds.
3. One turn later they attack again. This time Hamanu uses a meteor
swarm to destroy the gate and sends 60 archers and 40 lancers to secure
the gate. The rest of the attackers attack the defenders along the wall.
Hamanu in combat
If one of the characters attacks Hamanu, he will ignore the first attack.
If the character successfully attacks him a second time, he will cast a
spell, such as cone of cold, to seriously wound the character. If the characters
persist in attacking Hamanu he will concentrate on them. Otherwise, during
the battle Hamanu concentrates his attacks on one of the giants. It takes
him three rounds to dispatch one of the giants. He then attacks, Kassit,
taking two rounds to kill the cult's sub leader. On the next round he will
wound the other giant with a spell.
By the time Hamanu has wounded the second giant, his soldiers will have
breached the doors to the cult's building. Three of the cult members inside
will meet the attackers just inside of the door. Hamanu joins his soldiers
and leads them in a charge into the building. At least ten Urik soldiers
will guard the entrance to prevent any cult reinforcements, including the
characters, from getting in. Any remaining cult members will be to flee
One hundred 3rd level fighters THAC0 18; Dmg weapon+1; AC 7; hp 17;
MV 12; SA nil; SD nil; MR nil; SZ M; AL LE; ML 14; MAC 8; Str 16, Dex 15,
Con 15. Equipment: leather armor, obsidian long sword (-2, -1) 1d8/ 1d12,
(50%) obsidian-headed light lances (-2, -1) 1d6/ 1d8, or (50%) short bows
and 24 obsidian arrows (-2. -1) 1d6/ 1d6.
Ten 5th level fighters THAC0 15; Dmg weapon+2; AC 6; hp 40; MV 12; SA
nil; SD nil; MR nil; SZ M; AL LE; ML 15; MAC 8; Str 18, Dex 16, Con 15.
Equipment: leather armor, obsidian long sword (-2, -1) 1d8/ 1d12, (50%)
obsidian-headed light lances (-2, -1) 1d6/ 1d8, or (50%) short bows and
24 obsidian arrows (-2. -1) 1d6/ 1d6.
One 9th level fighter THAC0 10; Dmg weapon+4; AC 7; hp 81; MV 12; SA
nil; SD nil; MR nil; SZ M; AL LE; ML 15; MAC 7; Str 20, Dex 15, Con 16.
Equipment: hide armor, obsidian long sword+2 (-2, -1) 1d8/ 1d12.
Seven 5th level templars THAC0 18; Dmg weapon+1; AC 8; hp 25; MV 12;
SA spells; SD spells; MR nil; SZ M; AL LE; ML 14; MAC 7; Str 17, Wis 15,
Spells: 1st: 5, 2nd: 3. Equipment: leather armor, obsidian mace (-2, -1)
1d6+1/ 1d6, obsidian headed lance (-2, -1) 1d6/ 1d8, short bow, and 24
obsidian arrows (-2, -1) 1d8/ 1d8.
Two 9th level templars THAC0 15; Dmg weapon+1; AC 7; hp 72; MV 12; SA
spells; SD spells; MR nil; SZ M; AL LE; ML 15; MAC 6; Str 17, Dex 15, Con
15, Wis 17; Spells 1st: 5, 2nd: 5, 3rd: 4, 4th: 1. Equipment: leather armor,
obsidian maces +1 (-2, -1) 1d6+1/ 1d6.
The cult's defenders includes:
Kassit, subleader, 7th level mage THAC0 18; Dmg weapon; AC 8; hp 19;
MV 12; SA spells; SD spells; MR nil; SZ M; AL NE; ML 14; MAC 3; Equipment:
bone dagger (-1, -1) 1d4/ 1d3. Spells: 1st: 4, 2nd: 3, 3rd: 2, 4th: 1.
Twelve 6th level fighters THAC0 14; Dmg weapon+1; AC 4; hp 47; MV 12;
SA nil; SD nil; MR nil; SZ M; AL LE; ML 14; MAC 6; Str 17, Dex 15, Equipment:
bone long swords (-1, -1) 1d8/ 1d12, mekillot hide armor, leather shield.
Thirty 3rd level fighters THAC0 18; Dmg weapon; AC 6; hp 20; MV 12;
SA nil; SD nil; MR nil; SZ M; AL NE; ML 13; MAC 7. Equipment: hide armor,
bone spears (-1, -1) 1d6/ 1d8.
Two plains giants THAC0 5; Dmg 2d6+13; AC 5; HD 16; hp 80; MV 15; SA
hurl rocks for 2d10; SD resistant to psionics; MR nil; SZ H; AL CG; ML
12; MAC 2. Special abilities: When attacked with psionics the giant can
save versus spells to totally negate the effect.
Unless the party organizes a defense, the cult members are gathered
in the courtyard in front of the palace entrance. Murduk, the cult's leader,
will not appear in the combat, as he concentrates on the ceremony. The
ceremony will be completed by the fifth round of the final assault.
Part Five: The Battle's Outcome
Much can happen during the final combat. If the party tries to defend
the palace they will probably be overrun by the urikites. By the DM's choice
the soldiers could try to capture the party rather than kill them. In this
case the party is dragged back to Urik as prisoners of war. Without help,
it will take a brilliant plan for the party to escape, otherwise they are
condemned to the obsidian quarries. It the characters attack the cult members
to gain entrance to the ceremony all of the cult members gather to stop
them. During the battle, Hamanu will arrive and, seeing the distraction
caused by the characters, will attack immediately. Even if the party tries
to help Hamanu in this battle, he will not forget their past actions and
his soldiers will attack them as well as the cult members. If the party
tries to flee, when they do so will play a part in how successful the attempt
will be. If they flee during the final assault, the urikites will let them
go as the urikites want to stop the ceremony. If the party tries to flee
before the final battle, a patrol of ten soldiers lead by a templar will
be sent after them. The DM can decide the success of the ceremony, based
on whether or not he wants Sielba in his campaign. The ceremony could not
work at all, and Necho's vision was just a dream. It could be successful
and Sielba was revived, only to have Hamanu enter the chamber and attack
her and kill her in her weakened condition. Or the ceremony could be successful,
and when Hamanu enters Murduk teleports away with the semiconscious Sielba.
If Sielba does escape, Hamanu will be furious. He will order his templars
to take as many of the remaining cult members prisoner. He hopes to interrogate
them to learn where Murduk will have taken Sielba for her to recuperate.
Trackers will be sent after the characters, and unless the party covers
their tracks well, where every they go soldiers and templars from Urik
will constantly show up looking for the party. If the queen does survive,
she will have learned of the characters' actions in bring her back. It
will take her many months, maybe years, for her to recuperate and to regain
all of her powers. Once she has, she will reward the party, based on what
the DM's chooses. Possible rewards are: enchanting a character's weapon
to +2; a miscellaneous magical object, scroll, or fruit potion; or Sielba
could grant a character limited spell-casting ability: She would grant
the character the ability to cast one priest spell per day, as a templar.
Appendix A - Yaramuka Ruins
Random encounter tables:
1-2 1d20+10 Silt runners
3-4 Raiding tribe with 2d10 members
5-6 2d6 Gith
7-8 1 scorpion (50% giant, 25% gold, 25% barbed)
9-10 1d10 zombies (50%) or skeletons (50%)
Below are other powerful residence of the Yaramuka ruins who do not
appear in this adventure.
There are three krags of three different elements (Fire, Earth, Water).
A fourth krag of air was killed some 30 years ago by the others. The krags
are: Riva of Fire, Ryalus of Earth, and Kilfrey of Water. The three krags
are constantly at war with each other. Ryalus has more power than the other
two because his rival has already been destroyed. Riva and Kilfrey fight
each other out of hatred while Ryalus fights them both to prove elemental
dominance. The characters could be drawn in by one of the krags to help
its side. Or the party could walk into a battle between two of the krags,
both of which mistake the party for reinforcements for the other side.
Each krag has a number of kraglings as listed below:
Riva (Fire) has 3 greater kraglings and 10 lesser.
Ryalus (Earth) has 6 greater kraglings and 7 lesser.
Kilfrey (Water) has 2 greater kraglings and 12 lesser.
2. Kaisharga. A small group of five powerful Kaishargas forms
a lose alliance. All of the kaishargas were created by Kaezar, a NE 19th
level defiler. Kaezar is a former servant of the Dragon, who fled the city
of Ura Draxa over five centuries ago. He settled in Yaramuka one hundred
and fifty years ago. He created the other kaishargas to protect him incase
his former master ever found him. Kaezar does not know the Dragon is dead,
and would not believe anyone without strong proof to back up their claims.
Kaezar's other servants include a thinking zombie 4th level thief, who
he created from an adventurer who came to the ruins two years ago looking
for riches, and a charmed desert giant. The desert giant does not live
in the ruins, but in the silt sea, where he is the first lookout for signs
of the Dragon heading for Yaramuka. He has a magical medallion to contact
Kaezar to report any sightings of the Borys. Kaezar came to the ruins of
Yaramuka seeking a sanctuary from the Dragon. He stayed to search for the
treasure he believed buried in the ruins. Over the years, he has found
very little treasure, but he has learned of a planar gate hidden somewhere
in the ruins (for more on the gate see 4. Baatezu). Kaezar desires to find
the gate and use it to escape to another world where the Dragon will never
find him. One of the kaisharga is Mizer, CE 15th level fighter. Mizer leads
a tribe of desert bandits who conduct raids on caravans traveling the road
from Raam to Urik. Lately the pickings have been very slim and whispers
of dissent have been heard. The fear of Mizer's undead nature is the only
thing that has stopped anyone from challenging him for head of the tribe.
The tribe's raids provide Kaezar with spell components and other supplies,
and also can serve as his army if he is ever threatened. Another kaisharga
fighter, Thidan, a LE 16th level fighter, serves as Kaezar's constant bodyguard.
He has two thinking zombies to help him, both gladiators of levels 6th
and 5th. Thidan lives for combat and longs to be at the head of a conquering
army. He contemplates leaving Kaezar's service, but Kaezar is more than
his master, he is his creator. He does not know how to reconcile his inner
desire with his strong sense of duty to his creator. Thidan subconsciously
longs for Kaezar to die so he could have his freedom without guilt over
leaving Kaezar behind. This may cause Thidan to hesitate a moment before
going to Kaezar's defense when Kaezar is attack. Grinulus is a kaisharga
NE thief of 13th level. He assists Kaezar in his search of the ruins, looking
for the other planar gate. Grinulus's main emotion is greed, however, he
lives in fear of Kaezar, and cannot contemplate betraying him. The only
thing that keeps him going is the dream of the riches he believes he will
uncover hidden in the ruins. The last kaisharga is a NE 17th level psionicist,
named Ixaculo. Kaezar originally created Ixaculo to help develop his own
psionic power. Quickly, Kaezar learned he had not aptitude for psionics,
and let Ixaculo go his own way, as long as he would come to Kaezar's defense
if ever needed. Now Ixaculo has grown almost as powerful as Kaezar, and
the two have an uneasy alliance while both try to avoid each other. Ixaculo
has one servant, a 5th level thinking zombie fire cleric.
3. T'liz Vicot, a T'liz 20th defiler, lives in the ruins and
is constantly trying to drive off the kaisharga, Kaezar, and anyone else
of power who enters the ruins. Vicot believes the secrets of the dragon
queen are hidden in the ruins and seeks to find them. He does not know
that all powerful or useful magic was taken by Hamanu and his army when
they sacked the city. Vicot is also paranoid, and believes any powerful
spellcaster is trying to wrestle the magical secrets of Yaramuka from him.
If the party contains a powerful spellcaster, Vicot will take notice, and
will attack immediately. If he comes across a party without a powerful
spellcaster, he may try to charm them and send them after Kaezer or another
spellcaster currently in the ruins. Vicot does maintain a lair deep underground,
which is accessible only through magic. He is currently searching the southern
part of the city, and will not appear in the adventure.
4. Baatezu Not all of the denizens of the ruins are native to
Athas. A small group of fiends lairs in the city. Lead by a pit fiend,
the group contains two cornugon, six abishai, ten sprinagons, and eight
barbazu. The fiends are on Athas to conduct experiments in psionics. They
have learned that natives of Athas have increased psionics as compared
to natives of other planes. They try to maintain a low profile, rarely
leaving the ruins. They only do so to kidnap a medium to high level psionicist
and try to force the victim to teach new psionics to them. They lair in
a partially restored large palace (a former noble's mansion) on the west
side off the city. They send out patrols in a half mile radius to deter
anyone from approaching the manor too closely. The gate that brought the
baatezu to Athas is hidden in the ruins of Yaramuka. It had existed for
centuries before Sielba's downfall. However, the gate is uncontrollable.
Every night it opens a portal to another plane on a schedule which changes
each year based on the Athasian King's Calendar. The gate opened to Baator,
five years ago, and the fiends will not be able to return for seventy-two
years. Note: the gate is not near the mansion used by the Baatezu, though
Kaezar, the kaisharga defiler, believes it is.
Appendix B - The Notoriety System
This section summaries the optional notoriety points system first detailed
in the Carl Sargent adventure, The City of Skulls. What follows are exerts
from these rules updated for plan in Dark Sun. The system is designed to
determine the visibility of the characters to the rulers of Urik. The higher
the Notoriety score of the party the more likely action will be taken by
the powerful of that city. At different points during the adventure the
DM makes a Notoriety check for the party. If the check fails a patrol will
be sent to seek out the characters and capture them. The higher the Notoriety
score, the stronger and deadlier the patrols will become.
The party has an initial notoriety score for each city in the Tyr-region.
This score is based on the player characters' race, as follows:
Add one point for each half-elf, mul, and dwarf.
Add two points for each half-giant, halfling, and thri-kreen
Add three points for each elf and pterran.
Add four points for each aarakocra.
These adjustments reflect the racial make-up of the city of Urik. 75%
of the population is human, while there are no native elves, pterrans,
or aarakocra. These modifiers are not off set by magical or psionic disguises.
Templars, psionicists, and defilers may be able to see through such disguises,
and the being's true nature will be seen by some one during the adventure.
The fact that fewer creatures see the character's true nature is offset
by the increased suspicions raised by disguising it in the first place.
This initial score assumes the characters have not caused trouble in
the past in Urik or for any of Hamanu's residents, or that the characters
are not known through out the region. If this is not the case, the DM should
adjust the initial score to take into account the characters' past actions.
For example, Rikus, the champion of Tyr, lead an army to attack Urik. His
initial score would be increased by at least 20 points. Many people would
recognize him instantly!
Gaining Notoriety through actions
The rest of the party's notoriety score will come from the actions they
take as part of this adventure. The two most important factors are what
the party does, and what the party is seen doing. Certain actions increase
notoriety, such as combat, casting magical spells, asking questions about
the veiled alliance, or entering Hamanu's palace. However, the increase
is based on whether or not NPCs see the character's actions and survive
to report them. If an NPC can escape and give an account of the characters
doing things they shouldn't, then Notoriety increases sharply. If there
are no witnesses, notoriety increases somewhat, but not as much. In this
case, the templars know something is going on, but they don't know who
is responsible. If the characters are not actually seen doing things, they
may be ascribed to common thieves or the veiled alliances. The following
are some of the ways characters may ensure that their notoriety score increases
1. Don't leave witnesses.
2. Use illusions. Some witnesses will see through the illusions and
some will not, and they will report conflicting accounts of what transpired.
3. Use concealment spells and psionics, such as invisibility.
4. Use charmed servitors to do the dirty work.
The DM should not let the PCs use the same illusions or charmed servitors
over and over in different situations, as these will lose their surprise
and confuse element. The notoriety point award will no longer be reduced
if the characters reuse the same tricks.
The DM should increase Notoriety points awarded to characters who behave
foolishly. Even if only one character acts this way, it is still enough
to damn the whole party by association. As an example, lighting up a neighborhood
with a fireball to toast a couple of templars will automatically increase
the notoriety points awarded. Notoriety Checks
At certain points during the adventure the DM should make a notoriety
check for the party. This works as follows: the DM rolls 1d10 and adds
the number to the current notoriety score of the party. He then compares
the total to the numbers on the patrol table below. IF the total exceeds
one of the values in the left-hand column there, then that patrol will
appear to attack the characters at time of the DM's choosing. The patrol
which arrives will be that with the next lowest value to the total the
DM has determined.
Making Notoriety Visible
Many players will realize that their PCs need to avoid drawing attention
to themselves. The Dm should reinforce this. When the first patrol is dispatched,
place a note on the body of the leader of the patrol. That note should
be recovered by the characters. Provided one of the characters can read,
they can learn that the patrol leader was instructed to "deal with strangers
seen in __" (insert the PC's location when the check was made.) The note
should refer to any NPC witness or some major scene of combat that the
characters did not handle well. Finish off the note by having the writer
say that our superiors will be alerted and take action if the intruders
are not dealt with appropriately.
In very rare cases, if the PCs are ingenious, they may be able to reduce
their Notoriety score. This is most likely to happen if they can somehow
persuade a major NPC that nothing is amiss in the locations the PCs are
in. Creative role-playing is needed to gain a reduction, which the DM must
adjudicate on a case-by-case basis.
Notoriety Points awarded:
(This section deals with notoriety points that the characters
could earn at any point during the adventure.)
Vandalism -- fireball blast signs, obvious signs of a struggle. 1 to
4 points Spell casting -- 2 points. If the affects of the spell are not
spectacular this can be reduced to 1 point by use of certain proficiencies
designed to hide spell casting. (e.g. somatic concealment) Openly asking
questions about the veiled alliance, or about Hamanu's palace. Unless the
characters are very discreet with their questions, they will draw the attention
of the templars. 1 point
The DM should determine the notoriety points earned for the character
who try to enter the city in a different manner than with Sulla's help.
For example entering the city through extra-dimensional should gain the
characters up to 5 points.
2 points for killing Alturo.
1 point if the characters take Alturo's metal dagger.
1 point for each of the other persons killed.
2 points if the party has not left the area by the time the templars
1 point for killing the half-giants. This should be doubled if the fight
continues past the fifth round and the characters are observed. This could
be avoided completely if the characters can dispose of the bodies.
2 points if Sasha is discovered, and turned over to the templars after
she has met the characters.
2 point for killing Karius, or 4 points if the murder is not covered
2 point if his entire bodyguard is killed and the bodies are left lying
2 points if the characters kill Sulla.
4 points if the party double crosses Sulla, but do not kill him. In
this case Sulla goes strait to the templars with complete descriptions
of the characters.
Retrieving the decanter
1 point if the patrol is attacked. 2 points if the bodies are not hidden.
2-6 points if the characters become involved in a fight with the gate
guards or the wall guards.
1 point for killing the dao.
1 point on entering the palace, unless the party covers up any sign
of their entrance(e.g. relocking the tower door).
1 point for setting off the ice storm trap.
2 points for removing the decanter from its pillar.
1 point for defeating the salt golem.
20 Minor Templar patrol
25 Templar patrol
30 Templar/Half-giant patrol
35 Templar/Half-giant/Defiler patrol
40 Elite patrol
45 High Templar patrol
50 Sorcerer-king arrives
Each of the priest listed below has a 5% chance per level of having
an iron weapon instead of the weapon presented. They also have a 5% chance
per level of having a random magical object. Each defiler below, has a
10% chance per level of having 1-2 random magical objects and 1-2 scrolls.
All of those listed below have a 10% per level of having a wild talent.
Minor templar patrol
The first patrol is a small patrol of two 3rd level templars lead by
a 4th level templar.
Two 3rd level templars THAC0 20; Dmg weapon; AC 6; hp 18; MV 12; SA
spells; SD spells; MR nil; SZ M; AL NE; ML 12; MAC 8. Spells: 1st: 1, 2nd:
1. Equipment: hide armor, obsidian spears (-2, -1) 1d6/ 1d8.
4th level templar THAC0 18; Dmg weapon; AC 5; hp 24; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NE; ML 12; MAC 8. Spells: 1st: 2, 2nd: 1. Equipment:
hide armor, obsidian long sword (-2, -1) 1d8/ 1d12.
This patrol is made up of two 3rd level templars, two 4th level templars,
and is lead by a 6th level templar.
6th level templar THAC0 18; Dmg weapon; AC 5; hp 35; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 12; MAC 8. Spells: 1st: 3, 2nd: 2, 3rd:
1. Equipment: hide armor, obsidian long sword (-2, -1) 1d8/ 1d12.
This more patrol of templars has half-giants as support. It consists
of four 3rd level templars, lead by a 7th level templar, plus two half-giants
and one 5 HD half-giant.
7th level templar THAC0 16; Dmg weapon+1; AC 5; hp 41; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 14; MAC 6, Str 16; Spells: 1st: 3, 2nd:
2, 3rd: 2. Equipment: hide armor, obsidian long sword (-2, -1) 1d8/ 1d12.
Two Half-giants THAC0 17; Dmg weapon+4; AC 7; HD 3+12; hp 28; MV 15;
SA nil; SD nil; MR nil; SZ H; AL NE; ML 14; MAC 8. Equipment: hide armor,
obsidian lotulis (-2, -1) 1d10/ 1d12.
Half-giant leader THAC0 15; Dmg weapon+6; AC 6; HD 5+20; hp 46; MV 15;
SA nil; SD nil; MR nil; SZ H; AL NE; ML 15; MAC 8. Equipment: hide armor,
obsidian lotulis (-2, -1) 1d10/ 1d12.
Templar/ half-giant/ defiler patrol
This patrol of two 4th level templars, a 8th level templar, four half-giants,
is accompanied by a 6th level defiler.
8th level templar THAC0 15; Dmg weapon+1; AC 5; hp 45; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 15; MAC 6, Str 17, Wis 17. Spells: 1st:
5, 2nd: 5, 3rd: 3, 4th: 1. Equipment: hide armor, obsidian long sword (-2,
-1) 1d8/ 1d12.
6th level defiler THAC0 19; Dmg weapon; AC 10; hp 14; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NE; ML 12; MAC 5, Spells: 1st: 4, 2nd: 2, 3rd:
2. Equipment: obsidian dagger (-2, -1) 1d4/ 1d3. Elite patrol
This more formidable patrol is made up of six half-giants, two 6th level
mul fighters, a 9th level templar, and a 7th level defiler.
Two muls, 6th level fighters THAC0 13; Dmg weapon+3; AC 4; hp 51; MV
12; SA nil; SD nil; MR nil; SZ M; AL NE; ML 15; MAC 8, Str 19, Dex 16,
Con 15. Equipment: hide armor, obsidian axes (-2, -1) 1d8/ 1d8.
9th level templar THAC0 15; Dmg weapon+1; AC 5; hp 50; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 15; MAC 5, Str 17, Wis 17. Spells: 1st:
5, 2nd: 5, 3rd: 4, 4th: 1. Equipment: hide armor, obsidian long sword (-2,
-1) 1d8/ 1d12.
7th level defiler THAC0 18; Dmg weapon; AC 10; hp 17; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NE; ML 13; MAC 4, Spells: 1st: 4, 2nd: 3, 3rd:
2, 4th: 1. Equipment: obsidian dagger (-2, -1) 1d8/ 1d12.
High templar patrol
If this patrol arrives the PCs have attracted the attention of a high
ranking templar of 14th level. He is accompanied by two 9th level templars,
four half-giants, and a high drik.
14th level templar THAC0 11; Dmg weapon+2; AC 4; hp 64; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LE; ML 17; MAC 3, Str 18, Dex 16, Con 15, Wis
18; Spells: 1st: 7, 2nd: 7, 3rd: 5, 4th: 5, 5th: 2, 6th: 1. Equipment:
hide armor, obsidian long sword (-2, -1) 1d8/ 1d12.
High drik THAC0 13; Dmg 2d6 or by weapon+6; AC 0; HD 8+3; hp 54; MV
12; SA spells, poison; SD spells; MR 30%; SZ H; AL NE; ML 16; MTHAC0: 17,
MAC 8, PSP 48, Wild talent psionic summary: combat mind, telekinesis, levitation,
biofeedback; Special abilities: defiler spells at 8th level. Anyone struck
by the bite of a drik must save versus poison or take an additional 3d6
points of damage from the poison secreted by the drik. On a natural roll
of 20 when the drik uses its bite it has torn a limb of a man-size opponent.
Roll 1d10., 1=head, 2-3 left arm, 4-5 right arm, 6-7 right leg, 8-9 left
leg, 10 tail (head if no tail). Spells: 1st: 4, 2nd: 3, 3rd: 3, 4th: 2.
Equipment: large obsidian spear (-2, -1) 2d6/ 2d8.
At this point Hamanu himself learns of the characters. If characters
fail a notoriety check that causes this patrol to arrive, Hamanu appears
with overwhelming forces to destroy the party. If the DM does not want
to play out a prolong fight, the DM should inform the party that Hamanu
arrives with a vast host of templars and soldiers and the characters are