Black Flames Book 2 - DM - S Book
Black Flames Book 2 - DM - S Book
Black Flames
                                 A DARK SUN™ Campaign Adventure
                                              DM's Book
                                                       Credits
                                                Design: Sam Witt
                                       Editing: Elizabeth Anne Tornabene
                                        Roject Coordination: D.J. Watry
                                                 Cover Art: Brom
                                          Interior Art: David 0 . Miller
                                               Cartography: Diesel
                                          Typography: Angelika Lokotz
                                  Graphic Design: Dee Barnett & Sarah Feggestad
                 This material is protected under the copyright laws of the United States of America. Any
            unauthorized use of the material or artwork contained herein is expressly prohibited without the
           written consent of TSR, Inc. Copyright © 1993 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
           Random House and its affiliate companies have worldwide distribution rights in the book trade for
            English-language products of TSR, Inc. Distributed to the book and hobby trade in the United
                Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.
           ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc.
             DARK SUN, MONSTROUS COMPENDIUM, DUNGEON MASTER, DM and the TSR logo are
                                   trademarks owned by TSR, Inc.
              All TSR characters and the distinctive ilkenesses thereof are trademarks owned by TSR, Inc.
          2417XXX0502                                                                        1-56076-580-1
Cameron Graf (Order #17604520)
        Black Flames is designed for four to six player characters of levels 3 through 6. The player
        characters begin the adventure on the road from Urik to Raam, attempting to complete
        any of a number of assignments.
           Farcluun, a 22nd-level dragon, lies in wait along the characters' path. He desperately
        needs adventurers to help him explore the ruins of "Yaramuke. After disrupting the char-
        acters' travels with a magically created windstorm, he springs his trap. Zombies and skele-
        tons, disguised as peaceful desert nomads by Farcluun's illusions, "stumble" across the
        buffeted characters, offering them food and water. Once the characters have drunk, Far-
        cluun drops his illusion to reveal the nomads' true nature. He tells the characters that
        they have drunk of the dreaded Black Waters and will surely die within a few days.
           But Farcluun knows of a cure in the ruined city of Yaramuke. If the characters help him
        recover certain artifacts (the Eye and the Orb) from that ruined city, he will be more than
        happy to help them overcome the poison of the Black Waters. What neither Farcluun nor
        the characters know is that Abalach-Re, the Grand Vizier of Raam, isn't going to let them
        get away so easily with the prize she also desires
        Materials Needed to Play. In addition to this module, you must also have the AD&D®
        2nd Edition rule books, the DARK SUN™ boxed set, The Complete Psionics Hand-
        book, and the DARK SUN Monstrous Compendium™ (MC).
           "You may also wish to familiarize yourself with Dune Trader, Dragon Kings, and Tome
        of Magic before play begins. Dune Trader offers you detailed information about the way
        traders travel and do business, allowing you to elaborate on the merchant encounters in
        this adventure as much asyou would like. Dragon Kings contains invaluable information
        on dragons and their magic, which gives a wider perspective on dragons—thus helping
        you to role-play them more effectively. Tome of Magic has many new spells as well as the
        details on wild magic. Some pockets of wild magic dot the ruins of "Yaramuke, so you can
        certainly benefit from reading Tome.
        Preparing for Play. As always, the DM must read the adventure and be thoroughly famil-
        iar with it prior to the start of play. Time spent reading this book will speed play and make
        the game more enjoyable for you and your players. Also before beginning play, you may
        wish to reread the description of the Black Waters Oasis on page 77 of The Wanderer's
        Journal, found in the boxed set.
           Regenerated characters are included on pages 19 to 30 in the Player's Book should
        the players wish to use them. If you use these pregenerated characters, spend a few min-
        utes before play answering any questions the players may have about their characters.
        Make sure the players understand their characters' special abilities, such as spells and
        psionics.
         If you have played many AD&D* adventures before, you will notice that this one is
         quite different. There are three books in the box: the DUNGEON MASTER™ Book
         (which you are holding), the Player's Book, and a Story Book. The adventure itself is
         also structured differently. The storyline is similar to a straightforward quest, but in
         many cases characters will be dealing with several different situations at once. Also, not
         all the information in the books is necessary to the game. Depending on what the players
         choose to do, you may wind up skipping some encounters.
             This adds a new dimension to the game, increasing the adventure's complexity and
         flexibility. No longer will your task as DM end at merely describing what lies behind the
         next door. K>U will now be refereeing the plots of several NPCs and multilevel stories.
         But don't panic! While this may sound daunting, Black Flames is designed to make
         your job easier. Each section is clearly labeled and cross-references other adventure sec-
         tions. Once you have read through the adventure and familiarized yourself with the vari-
         ous NPCs and their motives, running the adventure will be a cinch.
             Another difference between this adventure and most others is that the characters can
         make a lasting impact on the world they live in. If successful, the characters will have
         defeated a dragon, removed an ancient curse, and explored one of the Tyr region's most
         famous ruins. While the tale of their accomplishments will surely spread, so will the
         jealousy of their enemies. The PCs may perform great deeds and gain a powerful ally
         (Phabum, Druid of Black Waters), but they will also gain the enmity of Abalach-Re,
         Grand Vizier of Raam, and of S'kin'di, a vengeful t'chowb.
         whenever you like, but don't let them overshadow the adventure.
            Each encounter is a single page long, and each has several different sections. Not all
         encounters contain every one of the nine sections described below, but all feature at least
         a few of them.
            Setup briefly describes the encounter, lists materials you may need, and also tells you
         when to use them. Start sets the scene for the encounter, most frequently with a short pas-
         sage you can read to your players. Encounter is the heart of the event, describing the gen-
         eral course of the action. Role-playing provides notes on the behavior, attitudes, and
         reactions of the principal NPCs for that encounter. Snatches of sample Dialogue that
         can serve as starting points for role-playing encounters are frequently included in this sec-
         tion. Statistics lists any information on NPCs or monsters for that encounter or tells you
         where to find these numbers. Outcome presents the likely results of an encounter. (Of
         course, not every possibility can be accounted for—only the most likely or logical results.
         "You must be ready to improvise, should the characters attempt something completely
         unexpected.) Next tells you where to look in the booklet to continue play. There is often a
         number of choices, so you can tailor the adventure to your needs.
             Black Flames does not use random encounter tables or wandering monsters. Instead,
         scenes at the beginning of most adventure sections describe an incident involving an
         N P C , creature, or problem appropriate to the section. In Part One, many scenes involve
         monsters the characters may meet on the road to Raam. Once the characters are search-
         ing the Ruins of Tfaramuke, encounters involve important objects and some strategically-
         placed monsters. Some encounters may be used in more than one location. Use these
         scenes whenever you need to increase tension or move the story along; these are optional
         tools, not mandatory encounters. When the characters are at the oasis, encounters
         involve undead, druids, and dragons.
             Finally, background material is included for each of the three sections of the
         adventure. The background material outlines the different encounters to be used in that
         section and may describe places or people available in many encounters and scenes.
             This information helps you create descriptions and handle unforeseen events.
         Setup. All the introductory encounters work the same way: someone hires the player char-
         acters. It is assumed that these encounters take place in Urik, so you must change the
         details if you wish to start elsewhere. It is vital, however, that the PCs pass between Urik
         and Raam at some point, as the adventure begins on that road.
            Caravan Duty: The characters are approached in Urik by a recruiting agent from
         House Stel. The House is in dire need of guards for their next caravan, and they are will-
         ing to pay well for the characters' services. The agent (you may wish to use Terric Avan if
         you have Dune Trader) worries that there are traitors in his House. He wishes to hire out-
         side help to ferret them out. He begins negotiations at 2 sp per character for the journey;
         he will go no higher than 5 sp per character. Wages are slightly higher than normal
         because the trader needs guards now and because they must defend the caravan against
         the treachery of their traveling companions.
            Guarc/s: The characters are hired by Templar Shaziva of Raam to escort her from Urik
         (where she contacts the characters) to Raam. Her funds are limited, and she can offer the
         PCs a mere silver piece for this task. However, she has her own mekillot and enclosed
         wagon, and she will buy food and water for the characters. If the characters are clever
         enough to ask, Shaziva will also promise favors when they arrive in Raam (it is doubtful
         that she can keep any promises, as Raam is in the grip of civil unrest, but don't tell the
         PCs this)—anything from free passage back to Urik to a villa on the outskirts of Raam.
         She secretly plans to have the characters put to death if they make any trouble once
         they're in Raam.
            Scouts: A small armored contingent from House Stel is making plans to chase down
         bandits along the road between Urik and Raam. They need scouts who can travel ahead
         of them and locate the bandit tribes. The characters are offered 10 bits a day for their ser-
         vices, as well as crodlu mounts and whatever rations they need. This will be dangerous
         but exciting work; you should play up the attractive aspects of such duty. The agent from
         House Stel may hint at a future, permanent position with the House—a perfect spring-
         board for further adventures.
         Role-playing. Remember, these encounters are not the meat of this adventure. You
         should role-play these as completely as necessary, but don't shortchange the rest of the
         adventure. Make the NPCs who contact the player characters devious and hard bargain-
         ers; let them try to cheat and trick the PCs. Let the players think that their characters' mis-
         sion is the main event. In other words, keep these introductory encounters fairly quick
         and get on with the adventure.
         Next The rest of the encounters in Part One are designed merely to add excitement to
         the journey from Urik to Raam and to lull the players into thinking that this journey is the
         heart of the adventure. The encounters in Part One can be played in any order. Use as
         many or as few Part One encounters asyou like, but don't overdo it. These encounters are
         only spice, and too much spice can ruin the meal. Some encounters work differently
         depending on which of the methods you used to get the player characters on the road.
         Such differences will be noted in the Setup or Encounter sections of each encounter.
        Setup. In this encounter, the PCs try to drink from a watering hole—only to find that it is
        the home of a bog wader. This encounter is most appropriate if the characters were hired
        to do Caravan Duty or if they are low on water. (If they are caravan guards, it is their duty
        to check all watering holes.) Players should turn to the Player's Book, page 6—Watering
        Hole.
        Start The encounter begins when the PCs discover a watering hole. Read the following to
        the players:
           "Tfour journey has been much longer and harder than you expected. lou knew the
        desert was a dismal place, but never has it seemed so desolate. The hard-baked surface of
        the road reflects the sun's heat in your faces, and bitter winds line your throats with dust.
        As you begin to despair of ever finding relief from the desert's torture, you see the flat,
        reflective surface of a deep pool of water, not a hundred paces from your path."
           If the PCs investigate the water, continue with this encounter. If they ignore the water,
        play up the effects of the unrelenting heat and windblown dust for the rest of their journey,
        and then go on to the next encounter.
        Encounter. Observant players may notice small, bumpy protrusions on the far side of the
        water in the illustration in the Player's BooL The watering hole has begun to dry out, and
        this bog wader's camouflage has suffered for it.
            If a character drinks from the watering hole, he or she falls prey to the bog wader. Also,
        if a character suspects there's something wrong and attacks the watering hole with any
        melee weapons, the PC automatically falls prey to the bog wader; such characters are
        always surprised. Using area affect spells such asfireballon the pool will damage it, reduc-
        ing the amount of available water from Id6to Id3 gallons.
            Characters who attack the hidden bog wader with missile weapons have a —4 penalty,
        and damage rolls are —1 due to the earth covering the bog wader. The bog wader bursts
        from its hiding place after taking one hit and charges the characters.
         Outcome. The PCs should defeat the bog wader with little difficulty. This encounter
         should merely remind the characters of the hazards of carelessness. The characters may
         fill their waterskins after the fight.
                                Start This encounter may occur at any time during the charac-
         ters' journey from Urik to Raam. Read or paraphrase the following:
            "At first you thought it was a mirage. But now you can see three shrouded figures
         approaching you. As they near, they raise their hands and wave great hide bags before
         them. Amazingly enough, they appear to be traders, and they are coming to your camp.
         A diversion from the boredom of the road!"
         Encounter. The individuals that have entered the PCs' camp are kenku "traders." The
         kenku are in disguise, appearing as large-nosed, mute humans. They seem to have at
         least one of everything in their packs. If the players ask about an item, the kenku have
         one somewhere on their persons. They have any normal, portable item, although they
                                have no magical items. They also have food and water, but in lim-
                                ited quantities.
                                   The kenku will offer the characters amazing deals during the
                                trading session. They'll take almost any offer, selling items at one-
                                half or even one-quarter their normal price. Once the PCs have
                                spent all they want to, the disguised kenku go into the night, never
                                to be seen again. Characters who buy large quantities of kenku
                                wares will realize their folly after the kenku depart. Kenku have
         the power to make trade items from dust, to which the items return 1 d8 hours after pur-
         chase.
         Role-playing. The kenku cannot speak, but they appear very respectful, always bowing
         and averting their eyes. They are actually trying to keep the characters from realizing
         what they are. Should a character become aware that he or she is dealing with kenku, the
         kenku will become very fearful, attempting to look as pitiable as possible. Try to make the
         kenku appear as misunderstood traders trying to communicate as best they can.
         Outcome. At the end of this encounter, characters are likely to be poorer and players
                            wiser. It is possible for the PCs to attack the kenku (statistics are
                                 in the Monstrous Compendium, Volume Two), but not likely.
                                 Should this happen, the kenku flee and may return to harass the
                                 characters at a later, more inconvenient time.
         Start Roll the belgoi's con tact attempt. If the roll fails, the belgoi's bell awakens the rest of
         the party and the belgoi flees into the night. If the belgoi succeeds, read the following to
         the PC standing guard:
            "Just outside camp, you hear a lovely tinkling, as of crystal goblets clinking together."
            At this point the belgoi tries attraction to lure the character out of camp. If this suc-
         ceeds, read the following aloud:
            "The sound is too beautiful to ignore. It reminds you of cool, cool water, of blowing
         breezes and silky shadows. K>u must find its source.
            At this point, the character must walk out to the belgoi, who is 50 feet from camp. If the
         attraction fails, the belgoi attempts to dominate the character. Should this fail, it will try
         attraction once again and, if unable to succeed, will wait for the next watch and try again.
         Outcome. If the character is slain or the belgoi is not killed, a number of belgoi equal to
         twice the number of surviving PCs will arrive outside camp the next night and try to lure
         other PCs to their deaths.
         Start As the characters travel the road from Urik to Raam, they notice a knot of figures
         walking slowly ahead of them. Before long they overtake the group and realize what a piti-
         ful sight they really are. Read or paraphrase the following:
            "Never have you seen such a dismal lot of humanity. They moan and beg as you
         approach, their diseased limbs reaching for you. Truly, these are the walking damned.
         Encounter. If the characters stop and try to aid these poor wretches, the leader (Sil Dresh,
         who looks no better than the others) will warn them away. "We are too far gone," he says.
         His people lament, "In our foolishness, we ignored the curse of the Black Waters. Do not
         make the same mistake as we, lest you too walk the roads of the dead."
            If the characters use healing magic or magical items on Dresh's people, they will
         achieve only minimal results and, in some cases (at your discretion), may actually make
         the people worse. These people are on their last legs, soon to be dead. There is nothing
         that the characters can do.
            The people still have the will to live, though. They will eagerly gulp any water or food
         offered to them. Yet within seconds whatever they ingest comes back up mixed with saliva
         and blood. This illness manifests in boils and suppurating abscesses on the skin.
          Role-playing. This should be a distressing encounter for the players. Their characters will
          probably want to help these people, but everything they do is inadequate. Dresh is fatalis-
          tic and seems resigned to his fate. He speaks little, watching sadly as the characters try to
          help his people. He says nothing about where he is from or where he was going, fearful that
          the characters may attempt to trace his path and thus fall prey to the Black Waters.
             The rest of his people are not reasonable. They are frantic with the fear of death and
          the hope of help that the characters represent. They beg for food and water despite their
          inability to keep it down; they are aggressive in their demands.
             Dialogue:
             "Please, sir, help my little girl!"
             "Food! I starve!"
             "A drop of water, I beg of you!"
          Outcome. Regardless of what the characters do, Dresh eventually leads his people away.
          Later, when the characters themselves are afflicted with the curse of the Black Waters, the
          memory of this encounter will drive home the severity of their situation.
                                 Start Begin this encounter when the players least expect it. It can
         occur when the characters are preparing to bed down for the night, during a trading ses-
         sion with the kenku, or as the belgoi attacks. Make sure that this encounter carries the
         dramatic weight of Part One and brings the characters smoothly into Part Two. When
         you are ready to begin the encounter, read the following aloud:
            "The roaring is so sudden, so powerful, it is as if the world has exploded. Powerful
         winds suddenly buffet your body, hurling stinging sand into your face. lour mounts
         scream and bellow in panic, and fear blossoms in your chest. As the roaring of the wind
         increases and more and more sand flies into your face, you realize that you have encoun-
         tered Athas's most terrifying beast: a sandstorm."
         Encounter. The sandstorm is Farcluun's doing. It is the result of a spell that combines
         teleport and control weather. Farcluun stumbled across the spell while searching for infor-
         mation about "Yaramuke, and it fit his plans perfectly. The storm lasts 5 rounds, then ends
         as abruptly as it started. Characters with an Intelligence greater than 17 will realize that
         the storm is not of natural origin, but that is all. No spells or psionic disciplines may be
         used during the storm, as concentration is impossible.
         Outcome. The storm does not damage the characters, but when it blows itself out, the
         characters find that the people who hired them are nowhere in sight, and their small
         group is all alone. The PCs will also quickly realize that they are no longer on the hard-
         packed road, but are now lost somewhere in the middle of the trackless desert wastes of
         Athas.
           PCs still have their equipment, but their mounts are lost The characters feel as if they
         haven't eaten or drunk for days, but if they check their packs, they will find that the driving
         sand has gotten into their supplies and spoiled them all.
         Start As the sandstorm dies down, read the following aloud to the players:
            "The wind ceases and an abrupt silence follows. Dust fills the crevices in your armor
         and the folds of your clothes. While you still have your weapons, armor, and other equip-
         ment, you realize that your mounts are gone. An incredible thirst gnaws at you, but you
         discoveryour water has leaked out of its container. The desert is cruel indeed."
         Encounter. Let the players sweat out their characters' situation for a few moments, empha-
         sizing the heat and their characters' thirst. Suddenly, the characters see a small band of
         nomads coming across the desert. The nomads approach the PCs and are very friendly,
         even offering food and water. The nomads are actually zombies and skeletons disguised
         by Farcluun with a spectral force spell. Characters may attempt to penetrate this illusion,
         but make sure that the spell is not prematurely dispelled. If it is, the characters are liable to
         become suspicious and not accept the cursed water on which the adventure depends.
             Of course, some characters may be too suspicious to drink the cursed waters. As long as
         some party members drink, don't worry. If the characters are a cooperative parry, any unaf-
         flicted characters will try to help their friends search for a cure. If some suspicious players
         won't let any of the parry drink, Farcluun uses all his powers to persuade the party that the
         food and water are wholesome and fresh. Since the water's curse is magical, purify food &
         drink will have no effect upon it.
             The characters may eat and drink as much as they wish. Once they have drunk the zom-
         bies' water, Farcluun drops his illusion from the undead, although he remains in disguise.
         As he approaches, ask a player to read aloud Farcluun's speech on page 42.
          Role-playing. Farcluun is a very old and powerful dragon, though his disguise makes him
          look like a strongyoung man. He is very patient and almost seems bored with the proceed-
          ings. In fact, he is quite anxious to get on with things. He knows that even as he speaks to
          the characters, his enemy Abalach-Re is also searching for a way into Karamuke. Farcluun
          has the advantage for the time being, but he must hurry to keep it. Though he will not
          harm the characters, he constantly reminds them of the curse of the Black Waters, the
          effects of which they will begin to feel in a few hours. Farcluun seems to be their only hope.
             The undead will not attack unless the characters attack them first. The undead will
          defend themselves, but Farcluun will not allow them to kill the characters.
          Outcome. The characters really have only three choices: 1) help Farcluun, 2) fight him
          and be subdued, or 3) run and die a slow death from the curse.
          Next If the characters try to battle the dragon and his undead or try to escape, go on to
          1G—Hopeless Battle. If they agree to work with Farcluun, proceed to 1H—Outfitting.
         Start When the PCs refuse to join Farcluun or if they try to run, read or paraphrase the
         following:
            "The man smiles at you, smoky yellow eyes glimmering in the sun.K>U accepted my
         aid, my hospitality,' he says. To refuse to repay such kindness would be most rude.' He
         licks his lips and cracks his knuckles, then smiles menacingly and adds, And most
         unwise.' Then he makes an almost imperceptible movement with the fingers of one hand.
         The undead begin to close in."
         Encounter. Farcluun knows that he is running out of time. Abalach-Re will soon try to
         claim the secrets of ^aramuke (and the Black Waters) for herself. He also knows that he
         will probably not find another group as powerful as the PCs in time to complete his
         quest. He cannot allow the characters to escape, and he uses his undead to stop them.
            While the PCs must not escape, Farcluun needs them alive. He commands his
         undead to use overbearing attacks (Players Handbook, page 97) on the characters. The
         undead attack in groups of five until the PCs are knocked to the ground. Once a charac-
         ter has been brought down, any number of skeletons or zombies may help keep the PC
         pinned.
            If it appears that the player characters may actually escape from the undead, Farcluun
         steps into the fray. He uses psionics and magic to subdue the characters, wishing to dam-
         age them as little as possible. However, he will attempt to maintain his disguise if possible.
            Should the dragon and his minions fail to bring the characters under control, he will
         attempt to beat them into submission. Once they surrender or have been knocked
         unconscious he will allow them to use his healing fruits. Subtract fruits used in this
         encounter from those in Encounter 1H—Outfitting.
            Some characters may still not want to submit to Farcluun's wishes. If this is the case, the
         dragon will continue to beat them until they agree to aid him. Reminders of the curse may
         also trigger a stubborn character's preservation instinct. In any event, Farcluun will do
         everything in his power to make sure that all the characters join him.
          Statistics. Skeletons (20) (as per Monster Table, with the following exceptions): hp 1 (x3),
          2 (x2), 4 (X6), 5,6 (x2), 7 (x3), 8 (x3); Dmg overbearing.
          Zombies (l 0) (as per master Monster Table, with the following exceptions): hp 4 (x3), 5,
          6, 9 (x2), 11, 14, 15; Dmg overbearing.
Outcome. The characters must join Farcluun or die. They have no other choices.
         Start. Once the characters agree to accompany Earcluun to the ruined city of "Varamuke,
         read or paraphrase the following:
            "Farcluun smiles, his lips parting to reveal jagged teeth and a flickering tongue. 'Very
         good,' he snarls, then whistles tunelessly A quartet of zombies stumbles forward carrying
         a huge chest, which they drop at your feet. A choking cloud of sand rises and Farcluun
         chuckles to himself. 'Open the chest and take what you need, but only as much as you
         can carry,' he says."
         Encounter. This huge chest contains a small portion of Farcluun's vast treasure. The
         characters are allowed to take anything they want, though Farcluun will only allow them
         to keep what they can carry in relative comfort (no more than Heavy encumbrance). If any
         of the characters ask if the items are theirs to keep, Farcluun laughs and nods his head.
         He plans to kill the characters anyway, so such promises are meaningless. The chest con-
         tains the items listed below. (See page 72 of the DARK SUN™ boxed set Rules Book for
         information on arm pieces and leggings.)
            Armor leather (x4), leather +1, half-giant leather, padded (x2), hide (x5), halfling-
         sized hide, ring mail, scale (x2), bronze breast plate, banded mail arm pieces (x3), chain
         mail leggings.
            Shields:bucklers (x5), buckler +2, medium (x3), body (x 1).
             Weapons: 8 daggers (bone x4, obsidian X2, wood, metal), obsidian dagger +2, bone
         footman's flail, 3 hand axes (obsidian), metal hand axe -hi, 4 slings, 7 spears, obsidian
         battle axe, short bow, short bow +1, long bow, 2 quarterstaves, obsidian mace -hi, 6
         chatkcha, 2 impalers, impaler +1, gythka +1, 2 obsidian short swords, bone long sword,
         metal scimitar.
             Ammunition: 117 sling stones, 20 bone sling bullets, 17 obsidian sling bullets, 6
         metal sling bullets, 20 bone flight arrows, 10 obsidian sheaf arrows, 6 metal sheaf arrows
          -hi.
             5tores:The chest contains enough dried rations and water to last six man-sized charac-
         ters 10 days. Each day's food ration weighs one pound, and each full waterskin holds one
         gallon and weighs nine pounds.
             Miscellaneous: 1 5 small sacks, 5 large sacks, 7 small belt pouches, 2 large belt
         pouches, 15 candles, fire kit, 6 sticks of colored chalk, 2 hooded lanterns, 12 torches, 5
         flasks of oil, 50 feet of giant-hair rope, 5 shovels, 3 bone picks (not suitable as weapons),
         set of bone thieves' picks.
             Magical Items: 6 potion fruits of extra healing (remember to subtract from this number
         any fruits used to heal characters earlier), enough spell components for 1 d20+10 spells of
          any level.
         Start Once the PCs have taken all the gear that they can carry from Farcluun's chest,
         read the following aloud:
            "Farcluun watches as you pack the equipment. A smirk curls the edge of his thin lips
         as he sits in the lap of a zombie kneeling back on his heels. As you complete your prepa-
         rations, he closes his eyes and the wind rises aboutyou. For a moment,you fear another
         sandstorm. Then the winds die down again and you look around. Farcluun is standing
         with arms raised, but his undead are nowhere to be seen. ^lou realize that the undead have
         returned to the ground where they belong. Without a word or backward glance, Farcluun
         sets off across the desert."
         Encounter. It is only about 1 5 miles to ^faramuke, and Farcluun has chosen a route that
         detours around the Oasis of Black Waters. Very little happens during the journey.
         Although the characters are traveling with a dragon of no little power, there are many dan-
         gers in the desert—not the least of which is the weather. By this point in their careers,
         most characters should know enough not to burden themselves with lots of metal armor
         and heavy weapons on an overland journey. Some players, however, may not realize the
         dangers in burdening characters with these items. Be very particular of the encumbrance
         rules during this journey and penalize greedy or foolish characters appropriately. Keep in
         mind, too, the water requirements of those traveling across Athas.
            Farcluun carries a one-gallon waterskin, although he needs very little. He has watched
         the characters very closely, and if he thinks they ignored an important item, he is likely to
         either have it on his person or to have magical access to it. Of course, even Farcluun can-
         not think of everything, and he has been more than a little preoccupied with his own
         thoughts. Farcluun will "save" the characters only three times.
            The parry's trek most likely starts around midday, so the characters will camp with the
         dragon only one night. While the characters are camping, have the players turn to the
         Player's Book, page 46—Farcluun Speaks, and ask one of them to read the page aloud.
         Farcluun relates what he knows of "Varamuke (which is really very little) and emphasizes
         the need to find Sielba's palace.
          Next Farcluun and the characters continue their journey the next day. Continue with
          Part Two.
         Sinkholes. Sinkholes cannot be detected until they collapse. If a character passes through
         a map square containing a sinkhole, there is a 45% chance that the character will step
         into the sinkhole (roll for each character in the party). If the PCs were testing ahead with a
         pole at least 6 feet long, they are allowed a roll against their Dexterity to avoid the sink-
         hole.
            Characters who fail the above rolls and weigh at least 50 pounds will cause a sinkhole
         to give way. The character falls ldlO+ 10 feet and sand pours on top of him or her.
         Unless another character successfully gets a rope to the trapped PC, the sand covers the
         person in Id6 rounds. Before he or she is covered with sand, a combined strength of 30
         is enough to pull the PC to safety. After a character is covered, the strength total rises to
         60, and the character should be treated as drowning {Player's Handbook, page 1 22).
         Characters attempting to shovel their friends out of a sinkhole will not be able to get to
         them in time to save them. The following areas contain sinkholes: 1 A, 41, 8J, 12O, 16E,
         and 19M.
         Spicier Cactus. Some areas that appear to be normal scrub actually contain dangerous
         spider cacti. A single spider cactus lives in 11E, while 8K has two. There is a 55% chance
         that any group in the area will pass close enough to the cacti to be attacked. Characters
         who are actively scanning for dangerous flora or fauna move at half speed, but will notice
         the small piles of bones around each cactus on a successful Intelligence roll and so will be
         able to avoid these dreaded plants.
         'wild Magic. When Hamanu attacked Tlaramuke, Sielba defended her city with a stun-
         ning display of magic. The two sorcerers' disparate spells were of such power that the very
         nature of magic has been permanently disrupted in some areas of "Yaramuke. Any time a
         spell is cast in these areas, it becomes a wild surge (Tome of Magic, page 7). These areas
         cannot be detected until a spell has been cast within them. The affected areas are 6L, 7D,
         and 8 Q
                                                                                                          i
                                                                      A Sinkhole
                                                                      B Wild Magic
                                                             ^^       c Spider Cactus
                                                                      C
                                                                          L       1.
                                                             I Square = 56 Feet
                 A    B    C     D   E   F   G   H   1   J    K   L   M       N    O   P
         Start. The museum is almost completely buried in the sand; the doors are barely visible
         above the line of a dune. Five hundred pounds of sand block the entrance to the
         museum. Three characters at a time can dig out the sand; each character with a shovel
         can move one pound of sand per point of Strength per round—without a shovel, a char-
         acter can move only half that amount. Once the sand is out of the way, the doors pull
         open easily.
         Encounter. The walls of the museum are of fine marble, the ceiling and doors of deco-
         rated ironwood. Areas numbered on the map of the museum are described below.
            Room l:The floor of the main hall is covered with a thick layer of gritty sand and dust,
         and the supporting pillars are chipped and cracked.
            Room 2: In this room, broken picture frames hang crookedly on walls defaced with
         crude graffiti and battle signs.
            Room 3: A fine collection of rare ceramics once rested here, but now only shards of
         glazed pottery remain.
            Room 4: Once-beautiful statuary now lies broken and destroyed in this room.
            Room 5: What used to be books are strewn about here as a collection of time-faded
         pages and piles of ashes.
            Room 6: A. rare collection of abstract sculptures used to reside here, but now the
         pieces resemble bizarre puzzles to be fitted together, not art.
            Room /-This room is relatively intact, but its purpose is indecipherable. The walls are
         lined with mirrors tilted at odd angles. Walking through here is disorienting.
            Room &The door to this room is blocked by rubble. A maximum of two characters
         can clear a number of feet of rubble in one round equal to their total Strength divided by
         10. Little of value remains here save the Orb, a blue-tinted, solid-glass sphere, located
         amid the rubble.
         Next The characters may continue their exploration of the ruins. If the characters have
         found both the Eye and the Orb and wish to place them, continue with Encounter 2H—
         Eye and Orb.
         Start Only the top of the barracks' clay dome is visible above the dune. Characters must
         clear away the sand before they can enter the building. It takes one character two rounds
         to clear sand away from the window to the commander's quarters. Getting to the door on
         the floor below the commander's quarters is impossible without heavy excavating equip-
         ment.
         Encounter. Once the characters have cleared the sand away from the window into the
         commander's quarters, they may squeeze in one at a time. Half-giants and thri-kreen can-
         not fit through and must remain outside.
            The barracks once housed an elite group of templars who were Sielba's bodyguards
         during her frequent trips away from Karamuke. Unfortunately, the templars were caught
         off guard by King Hamanu's attack and were slain before they could gather their wits
         about them. A skeleton fills each bed here, their very bones shattered and charred by
         some powerful force. Other than these grisly reminders of a war long past, little of interest
         remains here. Areas numbered on the map of the barracks are described below.
            Room I — The Commander's Quarters: The templar in charge of Sielba's personal
         bodyguard was caught napping when disaster befell his city. Characters who search the
         bed discover a scorpion hidden among the bedclothes. Unless extreme caution is taken
         when removing the blankets from the bed, the scorpion automatically gains surprise, strik-
         ing first. Once the scorpion is defeated, the characters can notice three rings on the skele-
         ton's left hand. All are normal rings with no magical properties, but are of finely wrought
         copper and are worth 1 sp each. The desk here contains only inconsequential items such
         as signet seals, wax and a handful of faded papyrus fragments. The altar is bare save for
         the tattered, molding cloth covering it.
            Room 2— Templars'Area: If the characters descend the ladder to this room, they find
         the skeletons of 1 3 of Sielba's finest templars in the beds here. A chest in the corner once
         contained their weapons and armor, but Hamanu's looters took most of these after the
         war. Those who search the chest discover a secret panel in its bottom on a roll of 1 on
         1 d6. (Thieves may use their Find/Remove Traps score for this search.) A tiny cavity
         within the chest's bottom holds a steel dagger +1. This dagger is attuned to the Orb and
         will vibrate slightly if within 50 feet of it (a character feels these vibrations only if he or
         she is holding the dagger). Within 20 feet of the Orb, the dagger vibrates more intensely;
         a character will notice the vibrations unless the dagger is in a backpack. Within 10 feet of
         the Orb, the dagger vibrates so strongly that it can be noticed even through a backpack.
          Setup. The warehouse is at location 111 on the map of "Yaramuke. Have the players5 turn           I
          to the Player's Book, page 1 —Warehouse.
          Start The warehouse is the only building in the ruins that is more than half-visible above
          the shifting sands. The upper 10 feet of the building can be seen for quite some distance.
          Characters can easily enter through a window. The only window large enough to accom-
          modate half-giants and thri-kreen is in the center of the eastern wall. Once at a window,
          characters must climb 25 feet down to the floor of the building. If the characters enter
          through a window at the southeast corner, they may easily climb down the rubble pile
          there. This is a simple task requiring a roll vs. Dexterity. If the character fails, he or she
          takes 1 d4 damage from the tumble down the sharp, irregular surface.
          Encounter. The building is mostly vacant. A few chests are piled along the north wall and
          some barrels and crates fill the northwest corner. However, the containers are in bad
          repair and whatever they once held has long since decayed. Should the characters exam-
          ine the crates or barrels, they will fall prey to a dangerous pit trap. All squares adjacent to
          the crates and barrels are part of the trap, and once more than 100 pounds is placed on
          any part of the trap, it springs. The barrels, crates, and surrounding area collapses in a
          cloud of dust, dumping anyone in the trap's area of effect into a 10-foot—deep hole. Char-
          acters take 1 d6 points of damage from the fall and 1 d4 points from the wreckage that falls
          down on top of them. A successful save vs. paralyzation reduces damage by half. Before
          the trap is sprung, a thief has half his or her normal chance to discover the trap, which
          cannot be disarmed, only avoided. The pit is the work of the t'chowb S'kin'di (see S'kin'di
          the T'chowb in this flipbook and the Story Book for more information).
             Through his psionics and some magical items from Abalach-Re, S'kin'di has trans-
          formed the walls of the pit to obsidian. Climbing this glassy rock is impossible for any
          character but a thief, and even thieves' chances to climb out are reduced by 1 5%. Should
          characters attempt to extricate themselves from the pit using grappling hooks and rope,
          there is a 25% chance that the glassy edge of the pit will give way. Shards of obsidian rain
          down upon the PCs. These shards are THACO 17, and each PC may be injured by 1 d4
          shards. Half-giant characters may attempt to pull themselves out of the pit by their hands,
          but must protect themselves first. Unprotected hands suffer 1 d4 points of damage each.
          There is a 30% chance of the edge of the pit crumbling while a half-giant climbs out.
         Encounter. This pile of rubble and wreckage was once the foremost Temple of Earth in
         the Tyr region. All that remains of the place now is its cramped basement quarters. Char-
         acters must spend a good deal of time digging through the masonry rubble and crumbled
         clay to discover the entrance. If they start at the south end of the ruins, it takes one hour to
         clear away the basement entrance; otherwise the job requires four hours. Half-giants
         reduce this time by 20 minutes per half-giant. Areas numbered on the map of the temple
         are described below.
             Room 1 —Fountain:This room protects a simple stone fountain that is, amazingly, still
         filled with stale water. Though not fresh, the water is safe to drink.
             Room 2—Cloak Room: Hanging on pegs here are three robes, each old and moldy
         and inscribed with the symbol of earth (a flat line with a blue orb above). The robes have
         no magical properties and are covered with a thick layer of dust.
             Room 3—Workroom: Priests and preservers once exchanged ideas and information
         here, benefiting from one another's knowledge. All that remains now are six corpses clad
         in robes like those found in the cloak room. Searching the corpses reveals a single bronze
         key as well as several pendants inscribed with the earth symbol. The key opens the door to
         the Chamber of the Eye.
             Room 4—Chamber of theEye:T\\e Earth's Eye (see 2H—Eye and Orb) rests atop the
         simple altar here. Unfortunately, guarding the Eye is a dwarf banshee. The Eye looks like
         an eyeball, complete with iris and pupil, although the white of the eye is inlaid with pic-
         tograms of mountains, gorges, and other earthen wonders. In life, this dwarfs focus was to
         place the Eye in its socket—a chamber in the now-fallen tower of this temple—in a yearly
         ceremony. The dwarf was denied this mission by Hamanu.
         Next Characters may continue to explore the ruins. If the characters have found both the
         Eye and the Orb and wish to place them, continue with Encounter 2H—Eye and Orb.                    I
         Start This encounter begins when the characters enter the cave. Only one character can
         squeeze through the small opening at a time. Read or paraphrase the following:
            "The opening to the cavern is low, and you must crawl to enter. The shift from sunlight
         to the darkness of the cavern is sudden and blinding—for a moment all is black. Then
         the musky odor of reptiles fills your nostrils and stings your eyes. Smiling down at you are
         two saurians, claws and fangs at the ready."
         Encounter. This is home to an especially poor tribe of six silt runners. Areas numbered
         on the map of the silt runners' lair are described below.
            Room 1 —Guard Post: From here the silt runners can easily watch anyone nearing
         their cavern while remaining unseen in the shadows. There are two silt runners here at all
         times; they attack anyone coming into the cave (see the Monster Table). When combat
         begins, one of the runners sounds the alarm by ringing a bell that hangs from the ceiling.
         As this is their home, the silt runners will not break off combat.
            Room 2—Waste Pit The silt runners dump their garbage into this sinkhole. Anyone
         unfortunate enough to take a tumble into it falls for 30 feet and takes 3d6—4 damage.
         Damage is lessened somewhat by the waste at the pit's bottom.
             Room 3—Food Stores: Surplus foodstuffs used to be stored here, but the area is cur-
         rently empty.
             Room 4—Sleeping Oiam&err The silt runners sleep in this communal area. Old
         blankets and moldy straw litter the area, and there is virtually nothing of value here. If the
         silt runners are not already pursuing the characters, there are two sleeping here. (There is
         a 15% chance that they did not hear the warning bell.)
             Room 5—Condensation Room: This room is the most desirable feature of the lair.
         Due to its proximity to an ancient well, water seeps through the northern wall. Buckets
         catch the water, they hold Id3 gallons of water when the characters enter.
             Room 6—Treasure Chamber/Chieftain'sRooavTh.e silt runner chieftain sleeps here
         surrounded by his tribe's treasure. If the silt runners have already gone after the charac-
         ters, this room is guarded by a single silt runner. Otherwise the chieftain and one silt run-
         ner are here. Like the rest of his tribe, the chief fights with his bare hands and has no
         armor. Roll on Treasure Type A on the Treasure Types Table, page 73 of the DARK
         SUN™ boxed set's Rules Book, and halve the amount of treasure to determine the
         group hoard.
          Start This encounter begins when the characters enter the gith cave. Read or paraphrase
          the following:
             "The cavern is surprisingly spacious past the entrance, as the floor slopes away and the
          walls curve to either side, KJU can smell old food and unwashed bodies, though no one is
          in sight."
             The gith are watching the characters very closely. They remain hidden until the charac-
          ters get deeper into their lair, then they attack.
          Encounter. Areas numbered on the map of the gith cave are described below.
             Room 1 —Entrance: The entrance to the gith cave is large and high due to the down-
          ward slope of the floor. Peepholes are located high on the walls, and gith sentries posted
          here watch the intruders.
             Room 2—Watch Tunnels: Three gith wait in each of these tunnels, two at the peep-
          holes and one ready to run and warn the others. Once the characters enter the cavern, the
          runners warn the rest of the gith to hide.
             Room 3—Main HalhTriis is where the gith eat their meals and settle disputes. Piles of
          rubbish abound and heaps of rotting scraps line the walls. Once the characters pass
          through here, the sentries will move into attack position behind them.
             Room 4—Children's Quarters: When the characters arrive there are no gith children
          present and the room is mostly empty. A few straw mats litter the floor, but that is all.
             Room 5—Females' Quarters: The gith have set their first ambush here. When charac-
          ters enter, the sentries charge to attack, as do the four female gith hiding here (see the
          Monster Table for gith statistics). Six gith children are also hiding here behind the
          females. The children are half the size and statistics of the adults and will not fight
          against the PCs. If none of the characters enters this room, the sentries and two females
          spring their trap in Room 6 or 7, whichever the characters enter first. In this case, two
          females charge out of Room 5 to join the fray while the remaining two females stay in
          Room 5 to guard the children.
             Room 6—Weapons Storage: Two gith guard the tribe's stash of weapons here. The
          weapons include 2 bone long swords, 1 long bow, 3 bone maces, and 13 wooden arrows.
             Room 7—Chieftain's Lair The main fighting force of the lair is currently hiding here.
          There are six gith here, along with the gith chieftain. The gith's treasure hoard is also here
          (roll on Treasure Type I on the Treasure Types Table, page 73 of the DARK SUN™
          boxed set's Rules Book, to determine the group hoard).
             Room 8—Sleeping Area: Several mattresses of straw and mangy pelts cover the floor. If
          the characters take the time to search the 10 beds, they will find Id8 cp in each.
                                   Start When the characters prepare to enter the ruins of this build-
                                   ing, read or paraphrase the following:
                                      "This building seems to have fared better than most in Tara-
         muke. Its obsidian walls are still standing, though the ceiling collapsed long ago. Even the
         doors are still on their hinges, albeit somewhat askew."
         Encounter. The visitors' center, located just outside the city, gave visitors a short history of
         "Varamuke. Though it now lies in ruins, it can still perform this function if it is activated.
         Special areas on the illustration of the mural in the Player•'$ Book are described below.
            Coin Slot If a coin of any size or denomination is placed in this slot, the mural springs
         to life. If another coin is inserted, the magic mouth is activated.
             mural WaiJ:This wall is, surprisingly enough, completely intact. Before a coin is
         inserted in the slot, only faint outlines of the mural are visible. Once a coin has been
         inserted, however, the mural springs to vivid life as though lit from within, and the charac-
         ters can see "Varamuke at the height of its glory. From the statue of Firehand a beam of soft
         blue light lances down toward the palace doors; from the tower of the Temple of Earth's
         Wonders a red beam shines down upon the palace doors.
                 Magic Kiouth: If a second coin is slid into the coin slot, the magic mouth utters
             the following.
                "Here is the majestic city of "Varamuke, carved from barren wilderness by the
             hand of Emperor Kadiran Firehand a thousand generations ago. As the mural
             shows, our city has prospered since its founding and since the coming of Empress
             Sielba. Her palace is blessed by not only the physical representation of Emperor
             Firehand, but also by the Eye of the Earth, which is held in the tower of the Temple
             of Earth's Wonders. It is said that when the light of these blessings no longer shines
             upon the door of the palace, Sielba's rule will come to an end."
             The players should now be able to decipher the use of the Eye and the Orb. The chief
          difficulty in using the two items is that the tower of the temple is no longer standing. The
          players will have to estimate the tower's height from its relation to other structures in the
          mural and come up with some way to elevate the eye to that point. See Encounter 2H—
          Eye and Orb for details.
          Next Characters may continue to explore the ruins of "Varamuke. If the characters have
          both the Eye and the Orb, go to Encounter 2H—Eye and Orb.
          Setup. The statue of Firehand is at location 7D on the map of the Ruins of Taramuke.
          Have the players turn to the Player's Book, page 1 3—Statue, when the characters
          approach the statue of Firehand. When sunbeams finally lance through the Eye and the
          Orb, have the players turn to the Player's Book, page 47—The Palace Revealed.
          Start This encounter begins as soon as the characters try to place the Eye and the Orb in
          their proper locations.
         Encounter. The Orb is simple to place, as the characters need only climb the statue and
         place the Orb in Firehand's open hand. Thieves are at a +10% to their climbing skill as
         the statue is very rough and provides plenty of handholds. Others may attempt to climb
         with grapples and rope. Half-giants and thn-kreen are far too heavy to climb up and may
         damage the statue. The statue is approximately 30 feet tall from base to head. The left
         arm extends another 7 feet above the head.
            Placing the Eye where it belongs is a bit trickier and calls for ingenuity on the part of
         the players. Judging from the mural, the tower of the temple is a little more than the height
         of the statue of Firehand. The characters must come up with some way to raise the Eye to
         a height of nearly 40 feet. There are several ways to do this. First, the characters could use
         magical or psionic levitation to hold the Eye in place. Because the sunlight must shine
         through both the Eye and Orb at sunset, timing is critical for this approach. Characters
         could also pile rubble up to the correct height and place the Eye atop that. While not
         easy, this method produces a structure that will hold the Eye until sunset without the
         expenditure of spells or PSPs. Clever characters will surely think of other methods, and
         you should be fair when the players are especially inventive. This is a critical juncture in
         the adventure, and while the task must be difficult, it should not be impossible.
            If characters become stumped, it may be necessary to prod them. Perhaps the t'chowb
         steals the items while the PCs ponder the situation. He can use the Eye and the Orb him-
         self, thereby showing the characters the location of the palace. Of course, the characters
         can always return to Farcluun and ask his advice. If they tell him everything that they have
         seen (including the mural at the visitors' center), he should be able to piece things
         together for them. After all, he is a very intelligent dragon.
            Once the items are in place and the sun is about to set, beams of red and blue light will
         lance from both Eye and Orb. These two beams intersect at 5K on the map of the Ruins
         of Iaramuke in the Player s Book, page 31. Characters must somehow mark this spot,
         hope that they can remember where it was (Intelligence check at -3), or wait until the next
         sunset and try again.
Next The characters may begin to search the ruins of Sielba s palace.
                          >      Start. This encounter begins when Farcluun has restored the
                                 palace so that the party may explore it. Sands of time will not com-
                          8      pletely restore the palace, only this main floor and two sublevels.
                                 The main floor remains open to the sky.
         Encounter. Numbered areas on the map of the palace are described below. Areas let-
         tered on the palace map will be used in later encounters.
            Room I —Main Ha//: This is where Sielba held many informal parties and dances.
         The columns that seem to support the ceiling here are, in fact, obsidian golems. They
         become active once Farcluun and Abalach-Re engage in battle.
            Room 2—Meeting Roonv7\\e table and numerous stools here mark this place as an
         informal meeting room of some sort.
            Room 3—Kitchen: Assorted bone and ceramic cooking utensils hang neatly from
         pegs around the room. There is also a fireplace with spit, a table, and long counters.
                                      Room 4—Changing Room: Robes of fine silk hang from pol-
                                  ished obsidian pegs. Marble benches line the walls.
                                      Room 5—Bathing Room: Sielba liked to conduct business in
                                  luxury—and what could be more luxurious on Athas than a room
                                  with plentiful water? Now empty, the bath's function is still obvi-
                                  ous.
                                      Room 6—Courtyard: Withered shrubs and sere grasses now
                                  make this once verdant courtyard seem dismal.
            Room 7—Guest Room: While far from luxurious, this room has all the basic ameni-
         ties, including a silver mirror and brush and comb that seem to be worth about 6 sp.
            Room 8—Guest Room: This room is identical to Room 7, though it lacks the brush,
         comb, and mirror. Instead a fine bronze wash basin rests on a marble pedestal in the cor-
         ner. The basin might bring 5 sp for its metal, or twice that for its workmanship.
            Room 9—Guest Room: This room is identical to Room 7, but without the mirror,
         brush, and comb.
            Room 10—Banquet nalhTne tables here are of polished ironwood stained deep red.
         The stools are made of various materials, all ridiculously expensive. A secret door in the
         northeast corner opens upon a staircase that now leads up to nowhere, and descends to
                                   the palace vaults.
                                      Room 11 —/Cito/ien.'This kitchen is built on a scale to cook
                                   for hundreds.
Start. This encounter begins when the characters enter this level of the palace.
         Encounter. Numbered areas of the vaults are described below. Lettered areas will be used
         in later encounters.
            Room 1 —Main /•&//: This is the main hall of Sielba's treasure vaults. It was obviously
         abandoned in a hurry, as burst sacks of coins litter the floor. Characters who spend five
         turns can find ldlOOxlOcp, ldlOOsp, ldlOgp.and 1 d4 gems scattered about here. It is
         unlikely that Farcluun will allow them this much time, however. As in the main hall of the
         main floor, the pillars here are actually obsidian golems.
            Room 2—Art Room: This chamber is filled with priceless objets d'art that are too
         heavy to move.
            Room 3—Gem Room: Sielba was fascinated with gems, and this room attests to that.
         Countless gems have been embedded in the walls. Sacks of gems filled to bursting lie on
         the floor. A hurrum has found its way down here and is living in one of the bags. It begins
         to hum as soon as the characters enter the area. (See the DARK SUM™ MCfor
         statistics.)
            Room 4—Records Room: Metal-bound books and ledgers fill this room's floor-to-ceil-
         ing shelves. These list treasury, debt, income, and other miscellaneous records.
            Room 5—Weapons Storage: lne walls of this room are covered by numerous weapon
         racks, many of which are now empty. A handful of metal weapons remain (two daggers
         and one long sword), but everything else here is useless.
            Room 6—iArmoryrThis room once held Sielba's valuable collection of antique armor.
         All that remains now are shattered bits of lacquered wood and splintered obsidian. The
         room s contents seem to have been destroyed systematically.
            Room 7—Sielba sRoom: Sielba liked to oversee the counting of her money and would
         often grow so weary at this chore that she would need a nap. A huge bed fills most of this
         room, surrounded by an ankle-deep layer of metal coins. An exquisite gilt-framed mirror,
         makeup, and a variety of brushes and combs lie on a small table. A secret door in the
         south wall hides a staircase to Sielba's magic lab.
            Room 8—Counting Area: A number of abacuses as well as papyrus, quills, and pots
         of ink lie scattered on tables here. The tables are covered with sacks of gold and silver
         coins.
            Rooms 9,10,11, and 12—Coin Rooms: The bulk of Sielba's wealth is stored here.
         Hundreds upon thousands of coins of all types fill these rooms.
          Outcome. If the characters are wasting too much time searching the large rooms,you may
          wish to allow each one an Intelligence check to realize that a valuable treasure is likely to
          be well hidden, possibly in a secret location. If the characters all fail these checks, Far-
          cluun may say something to this effect.
          Next If Farcluun must help the characters find the scroll, go to 2M—Helping Claws. If
          the characters discover the scroll on their own, go to 2NI—Betrayal!
          Start If the characters have searched the palace and Sielba's alchemy lab and have still
          not discovered the black waters scroll, read the following aloud:
             " 'Fools!' White-hot anger laces the words torn from Farcluun's throat. His unseeing
          eyes orbit their sockets in maddened frustration. I entrusted you with this one simple task
          and you fail me! So be it!' With that, his long fingers begin weaving arcane patterns in the
          air before you.'
          Encounter. Farcluun is not patient. If the characters are absolutely unable to find the
          black waters scroll, the dragon will aid the search with his magical powers. Though loath
          to do so, Farcluun will cast true seeing on one of the characters.
             There are two problems with true seeing. The first is that the characters must look at
          the wall that hides the secret panel before the spell wears off. This may be trickier than it
          sounds, as that wall is hidden by floor-to-ceiling shelves and the books that fill them. The
          characters will have to clear at least one wall to find the secret compartment and, because
          Farcluun does not want any books damaged, be careful as they do so. Farcluun had also
          intended to use this spell to search the palace further and will not be pleased to have to
          use it up on incompetent helpers.
             The second problem with true seeing is that any character who looks at Farcluun while
          under its influence will see him as a dragon. Farcluun will try to prevent this revelation.
          He's afraid that the characters may panic and run when they see him as a dragon, and he
          doesn't want them to get away before they find his treasure. If he must use the spell, he will
          tell the character to stand facing a wall, cast true seeing, then sidle out of the room and
          stay just out of the character's sight in Room 1. If the character happens to see him as he
          truly is despite this precaution, play it up for all it's worth. Farcluun will threaten and
          intimidate the characters even further, playing on their fears to bend them to his will.
              If the characters cannot find the scroll with Farcluun's magical aid, they are likely to
          find themselves trapped in a room with a very angry dragon. Farcluun should not fly into a
          homicidal rage immediately; instead, he may give the characters a time limit, at the end of
          which he must have the black waters scroll. This is an effective tension-heightening
          device, and one that will fill players with a more immediate sense of urgency than even the
          curse of the Black Waters gives.
             Parties who cannot find the scroll, even with Farcluun's help, are in deep trouble. The
          enraged dragon will try to kill them. He has worked very hard to get this far; being
          thwarted by incompetent hirelings is simply infuriating. Though it will be relatively sim-
          ple to escape from the blinded dragon, the curse of the Black Waters will still take its toll
          on the characters. Eventually, they will die.
              Kind DMs may have the dragon's first attack blast through the wall where the scroll is
          hidden. While the dragon angrily blames the characters for the damage to the magical
          texts, the scroll will be found unharmed.
          Next Once the black waters scroll is found, continue with 2N—
Cameron Graf (Order #17604520)
                                         Setup. This encounter begins as soon as the characters find the
                                         black waters scroll. Have the players turn to the Player s Book,
                                         page 45—Betrayal.
                                    Start Read the following when the characters finally remove the
                                    black waters scroll from its hiding place (if the true seeing spell in
                                    2M—Helping Claws has already let the characters see Farcluun
          as he really is, don't read the sentences about Farcluun's transformation at the end of the
          first paragraph):
              "A cold chill brushes your skin and raises the hairs on the back of your neck. For a
          moment it seems that frost will rime the walls of this room, for it has become so cold. *tou
          shiver for a heartbeat longer, then warmth replaces the bizarre cold. From behind you, Far-
          cluun laughs. l(ou turn to face him, and horror coalesces in your gut like cold steel. No
          longer a man, Farcluun towers overyou, hideously transformed into ... a dragon.
              '"Time for your reward, little ones,' Farcluun growls. 'Come, give me the scroll and I will
          give you the price of your services.' He extends one long finger to you, then curls it beck-
                     (r
                 1        TM     III'"
          omngly. 1 he scroll!
             If the characters Jon't hand over the scroll, read the following:
             '"Puny children! Do you think that I would let you live—that I would let anything
          stand between the scroll and my needs?' The dragon roars, the sound fillingyour head
          and batteringyour souls. Before you can react, the dragon launches himself atyou."
             If the characters hand over the scroll, read or paraphrase the following:
              "Thankyou,' Farcluun says as a gravelly chuckle bubbles up from his cavernous chest.
          The dragon runs a forked tongue over its scaled lips. '"Vour services have been most appre-
          ciated. The sorcerous beast pauses a moment and scratches its chin with the scroll, fur-
          rows of thought creasing its horny brow. 'However, I do not believe I can just leave you
          here,' Farcluun says mockingly.Kou see, I know your kind. I can t take the chance that
          you'll want this scroll for yourself, that you'll track me and use it to my disadvantage. So,
          I'm forced to alteryour reward a bit. I think,' he continues as he laughs ominously, I think
          I'll... give .. .you . . . DEATH]' The dragon lunges atyou, fangs bared, talons thrust
          forward.'
          Encounter. Farcluun wants to kill the characters. Don't let him kill them, but do give
          them a good scare. Use this encounter to show Farcluun's power. Tell the players how the
          dragon, even though blinded, tears great hunks from the walls with a single swipe of his
          talons and how his breath turns hard stone to oozing slag. Make the players believe that
          their characters are going to die here. Then, just as the dragon corners them and the char-
          acters think their time is up, spring the next encounter.
         Start After the characters have discovered the black waters scroll and played through
         encounter 2N, read or paraphrase the following:
            "Farcluun's tail lashes the floor, agitation making every muscle in his body twitch. His
         fangs glint in the torchlight, tiny sparks of death dancing across their razor points. The
         dragon has you cornered.
            "Then, from somewhere away, you hear, Upstart!' The words are barely a hiss, but Far-
         cluun winces as if they were screamed in his ear, and he whirls toward the sound. Behind
         him stands a tall woman dressed in noble finery. She stares blindly ahead, seeking Far-
         cluun, and is flanked by squads of putrefying corpses—zombies armed with metal
         weapons and mismatched armor.
             "'Abalach-Re!' Farcluun shouts. He has forgotten you, his attention focused on his
         enemy, whom you realize with terror is the sorcerer-queen of Raam.
             "Farcluun, you have meddled in my affairs for the last time,' Abalach-Re cries. Once
         again, your bungling attempts to gain power have interfered in my own intrigues.' The
         woman takes one step forward. H(ou sought the scroll of black waters foryour own ends,
         without understanding its true powers. Had you traveled to the oasis and cast the spell as
         you had planned, the curse of the waters would have been lifted. Fool! /will use the scroll
         to enslave those undead who dwell at the oasis, and all those who drink there from this day
         forth. Give me the scroll that I may amass my army.'
            "With that, the woman changes, her features growing long and vulpine, scales sprout-
         ing along her flesh like alien vegetation in a verdant field. In a heartbeat, two of Athas's
         most deadly creatures lunge blindly at each other and lock in mortal combat."
         Encounter. This encounter reveals to the characters how to rid themselves of the curse of
         the Black Waters (they must travel to the oasis and somehow cast the spell), and it weak-
         ens Farcluun. When the weakened dragon catches up with the characters again later on,
         they will have a chance of destroying him.
            The two dragons ignore the characters. They have other things on their minds than
         puny humans. Make this battle sound as exciting as possible. Also remember that both
         dragons are blinded by the Wall; they are likely to injure any PCs who are slow about run-
         ning from the battle scene.
            Abalach-Re's undead companions are intent upon retrieving the scroll of black waters
         for their mistress, and they will stop at nothing to get it (see 2P—Undead).
            The characters are also confronted by the large number of golems that will soon
         become active in the palace. These powerful creatures will try to stop the characters from
         leaving with the scroll (see 2Q—Golems).
                                                                                                        J
Cameron Graf (Order #17604520)
                                 Setup. Escape does not come easily for the characters. Have the
                                 players turn to the Player's Book, page 16—Enemies.
          Role-playing. Keep in mind that Athasian undead are slightly smarter than their counter-
          parts in other settings. Also, these undead are controlled by a powerful magic-user. They
          are determined and will use good battle tactics to carry out their orders.
             Tfou may wish to play out this running battle with miniatures on a large-scale map.
          Miniatures often help the game come alive for the players and can make it much easier
          foryou to keep track of all the undead that will be running about.
         Encounter. When Sielba first began improving her palace with magical defenses, she
         installed many obsidian golems. Unfortunately, she never quite set the triggering circum-
         stances to work properly. The golems were supposed to come to her aid should another
         dragon ever be so bold as to enter the palace. She inadvertently set the golems not to
         attack a hostile dragon, but to attack any evil creatures should two dragons ever be in the
         palace simultaneously. Thus, when Farcluun and Abalach-Re are together in Sielba's
         palace, the golems are activated.
            Every pillar within the palace is a golem, and each golem will move toward the nearest
         group of undead and begin exterminating them. (In addition to the pillar golems, three
         more can make timely appearances to save the characters.) The golems do not wield
         weapons, but their awesome strength and stony composition more than make up for this.
            In addition to attacking undead, the golems attack any characters with treasure from
         the palace. Weapons, coins, gems, and the black waters scroll are all palace treasure.
         Should a character slip past the golems, two begin to track the thief. If the parry is seriously
         weakened, you may wish the golems to stop one mile from the palace. If the party is doing
         well or is not particularly weakened,you can let the golems track up to any distance. In the
         latter case, the golems could show up during subsequent battles with the undead or with
         Farcluun in Section Three, or when the characters have returned to a city. If the golems
         catch up with the characters after the black waters spell is cast, they no longer consider the
         spent scroll treasure.
            A problem Sielba did not take into account was that, once the pillar golems were acti-
         vated, they would no longer be supporting the palace. The characters have exactly 1 5
         rounds from the time the golems activate to escape the palace before it collapses. They
         should be able to make it out in time; if not, characters still on the bottom two floors will
         be killed in the collapse, while those on the first floor will suffer 1 d 10 points of damage. If
         the characters are in the palace when it collapses, make sure not to read the description of
         the palace collapsing in 2S—Flight.
                               Start. This encounter begins when the characters escape from the
                               palace with the black waters scroll. Read or paraphrase the follow-
                                ing aloud:
            "At last you emerge from the quaking, partially restored ruin of Sielbas palace. Dust
          and the blood from your wounds coat your skin with a grisly mud. The sounds of battle
          continue from below, telling you that the dragons still fight, as do the golems and the
                                undead. For the moment, at least, you are free. But such moments
                               are short on the harsh world of Athas. For the night seems to be
                               alive with floating eyes, hissing voices, and the glint of obsidian in
                                the moonlight. Again, your enemies are upon you."
          Outcome. Intelligent players are going to have their characters run for it, and that's just
          fine. The adventure is building toward its climax, so make sure to keep things moving
          along at a fairly rapid pace—and to keep the characters alive! If the characters run, they
          will find it difficult to outpace the silt runners, but they can easily get away from the dan-
          gerous t'chowb.
          Start This encounter begins when the characters make their break for the open desert
          and the oasis of Black Waters. If the characters were trapped in the palace when it col-
          lapsed (2Q—Golems), don't read the description of its collapse included below. Read or
          paraphrase the following:
             ""You run from the area, knowing that time is short and you must get to the oasis of
          Black Waters. Behind you the sounds of battle continue—then you suddenly hear a
          gigantic, roaring sound! "You turn just in time to see Sielba's palace—the stress of war
          within too great—collapse in a cloud of dust and obsidian shards. It is with some relief
          that you realize nothing could have survived the collapse—not even a dragon. "Your hearts
          lighter, you rush into the desert."
          Encounter. As the map in the Player's Book shows, the oasis isn't very far from "Yaramuke.
          Make this journey relatively uninteresting. By this time many of the characters are suffer-
          ing from the effects of the Black Waters curse. Let them set their own pace, but if they
          begin lagging, spook them with the sound of night predators on the prowl.
          Next The characters' journey brings them at last to the oasis of Black Waters and a date
          with destiny.
         Start This adventure begins as the characters finally near the oasis of Black Waters.
         Winded and worn from their adventures and the long run, the end of the curse that
         afflicts them seems at hand. But nothing is ever easy on Athas. Read or paraphrase the
         following for the players:
            "As you near the oasis, you slow to an easy trot. "You have left your enemies behind, and
         all seems hopeful. The oasis is strangely peaceful as the first rays of Athas's sun begin to
         peek over the horizon. At last,you have time to relax and take a look at the scroll that
         holds the only cure for the wasting curse afflictingyou. Warily,you remove it from its case,
         casting about for any sign of the undead hordes supposed to haunt the oasis. The scroll
         itself is unremarkable, a rotting scrap of papyrus. A scanty map on one side shows the
         area around the oasis; a large star marks its exact location. On the reverse side is a hastily
         penned jumble of archaic runes and sigils. It seems that the scroll may not be as much
         help as you had thought"
         Encounter. This is a breather, a short break that lets the players and characters catch their
         breath. Let the players stew a bit about just what they are going to do with this indecipher-
         able scroll. Play up any new effects of the curse that may occur during this period; do what
         you can to add to the players' unease. Now is the time for characters to worry about their
         impending deaths and to come up with desperate solutions.
            There are two notable features on the map of the oasis. The first is the oasis itself, a per-
         fectly normal-looking oasis surrounded by a few scrawny trees and some scrubby bushes.
         Characters will detect this spot as they near it; the powers of the curse intensify the nearer
         they come to its origin. Those who gaze into the clear waters will see a shadow beckoning
         them. There is no effect; this just tells the characters that the water knows they belong to it
         and will soon claim them for its own.
            The second feature on the map is the shack of Phabum, Druid of Black Waters. Char-
         acters must search for the shack, which looks like just another pile of ruins so common
         near Karamuke.
          Next If the characters find the druid's shack on their own, go to 3D—Druid of Black
          Waters. If the players begin to despair that their characters are sure to die, go to 3B—
          Friends?
         Role-playing. The cursed dead are not the characters' enemies, but they aren't congenial.
         Embarrassed by their condition, they don't like to be examined or stared at and will indig-
         nantly chastise any rude characters. Speaking causes them great pain, so they prefer to
         communicate through gestures whenever possible.
         Next. If the characters fight the cursed dead, go to 3C—Enemies. Otherwise continue
         with 3D—Druid of Black Waters.
          Start Use this encounter only if the characters attack the cursed dead in 3B—Friends?
          Read or paraphrase the following:
             "The undead never retaliate, but they force you on. There are hundreds of them, and it
          is unlikely that you could defeat them all. The best course seems to be keeping away from
          them. As you step carefully backward, a strong wind suddenly whips sand into your faces.
          From all sides comes a long, mournful howl that you are sure isn't the wind. The dust set-
          tles again, and you see a second, even larger group of undead advancing toward you."
             This second group of undead are the hungry bodies. While identical to the cursed
          dead, hungry bodies desire eternal life and wish to gain power by killing the characters.
             The two groups of undead move toward each other, trapping the characters between
          them. There are 300 cursed dead and 500 hungry bodies. The cursed dead will not
          attack the PCs, but instead try to protect them while attacking the hungry bodies. On the
          battle map below, each square contains two undead. Fallen zombies are replaced by those
          next to them. If the characters can keep a square clear of hungry bodies for two rounds, the
          cursed dead will hold the gap and let them through, reiterating their entreaty in 3B —
          Friends?
N •
                                                                        •
                                                                   • '&••: ,O 4^%i
                       M i
                                               v               •
                                                                   I   tt   U U * * '"
**0". °Q .
* *
^ I Square = 30 Feet
         Start Once the characters meet the druid, they find that he wants nothing to do with
         them. They must try to make him listen to them. Read or paraphrase the following:
            "Haven't time for ye,' Phabum says. Oasis important. "You not. Take all time. Go now.
         Leave. Can't help.' The druid then slams the door in your faces.'
         Encounter. Remember that two groups of undead are battling fiercely outside Phabum's
         hut while the characters talk with him. The characters must get Phabum to help them.
         Only he can cast the black waters spell. Phabum at first thinks the characters are asking
         him to do a favor for them. He doesn't want to get involved in anything that doesn't have
         to do with his oasis. The characters must say that the spell will help the oasis before
         Phabum will pay any attention to them. Then they must make their request again before
         Phabum will agree. Phabum is also stubborn, and he is likely to ignore the characters, so
         convincing him should be very difficult indeed. Remember that charm spells and the like
         will not work on Phabum, as his Wisdom is too high.
            If the players are at a loss, you might reward their characters with the vital clue on a suc-
         cessful Intelligence check: "Casting the spell will lift the curse on the oasis.'
            If the characters can't convince Phabum, the leader of the cursed dead can burst into
         the hut fresh from the battle and briefly plead the characters' case. Phabum will listen
         closely to her, knowing how difficult it is for her to speak.
         Role-playing; Although Phabum doesn't talk much, his face is very expressive. In a flash
         he is startlingly angry, then curious, then disinterested. Use facial expressions when deal-
         ing with your players. Phabum also spends much of his time with animals and will grunt
         or squeal when excited. Some words the characters use may be beyond Phabum and con-
         fuse him. Though intelligent, he doesn't act it. He is as difficult to deal with as a toddler.
         Next Once the characters have convinced Phabum to cast the spell, go on to 3F—Run
         to the Oasis.
          Setup. In this encounter, Phabum and the characters go to the oasis. If they did not fight
          the hungry bodies in 3C—Enemies, the characters must battle them all the way to the
          oasis. Have the players turn to the Player's Book, page 34—Run to the Oasis.
          Start. This encounter begins once Phabum agrees to cast the spell. Read or paraphrase
          the following:
             "The druid asks to see the scroll, "feu hand it to him and he studies it for a moment,
          concentration furrowing his brow. Then he nods slowly and looks at you intently. 'Very
          dangerous,' he says. Dead not like. We go oasis. Need time.' Phabum heads for the door,
          not even waiting for you to follow."
          Encounter. There are two ways to run this encounter, depending on whether the charac-
          ters found Phabum's shack on their own or whether the cursed dead helped them.
             If the cursed dead helped the characters find Phabum, the undead are still fighting
          outside the druid's hut when the party leaves; 200 cursed dead and 400 hungry bodies
          remain. The characters will have to fight their way to the oasis through the sea of zombies,
          protecting Phabum from them all the way.
             If the characters found Phabum 'shut on their own, both groups of zombies rise from
          the ground to do battle as the party heads for the oasis. Make sure to add the appropriate
          description of zombies rising from the ground (from 3B—Friends?) when you read the
          Start text for this encounter.
             The wakened hungry bodies can sense the presence of the black waters scroll, and they
          rush at the party in waves of five or 10 at a time. If the hungry bodies can reach the druid,
          they try to kill him to steal the scroll. If this happens, the characters will die and become
          either cursed dead or hungry bodies themselves. The cursed dead try to engage any hun-
          gry bodies who attack the PCs, but let at least 20 hungry bodies attack the characters.
             Phabum will also do what he can to hold off the undead. Although he is loath to
          destroy these victimized beings, he will use his spells to protect himself against them.
          Phabum first casts invisibility to undead on himself, which gives him six rounds before
          the undead can see him again. Despite this spell, the hungry bodies will still be able to
          sense the location of the black waters scroll and will try to get it.
          Outcome. The odds are against the characters, and it is likely that at least one of them
          will die fighting the zombies. But remember that the encounter isn't designed to wipe the
          characters out. If the characters are doing poorly, pull your punches. Make the battle dan-
          gerous, exciting, and hair-raising, but don't make it too deadly. Let any character who dies
          go out a hero. Remember that the characters must live to fight the dragon in encounter 31.
          Start In the last encounter, Phabum cast enough of the black waters spell to break the
          power of the undead. Read or paraphrase the following:
             "Suddenly the undead fall back. Fear springs to cold life in the eyes of some, peaceful
          relief in the eyes of others. Around you, the air feels tight and constricting, as though it
          was charged with incredible energies. It's hard to breathe as the air thickens, and for a
          moment you fearyou will suffocate. A deadly silence spreads across the oasis.
              "Phabum's voice cuts through the quiet, a vocal knife blade. The sky darkens, then
          flares with pure blue lightning. Thunderheads, as rare a sight as any on Athas, rumble
          into view, their interiors sparking with frenetic energies. The druid's chanting grows more
          intense, and the undead fall moaning to their knees. Phabum's hands slam together with
          great force, and the sound is echoed in the roar of thunder. And then the sky splits open.
              "Flames fall from the clouds, black teardrops of eldritch fire that sizzle and pop when
          they touch the undead flesh. Within seconds the dead are engulfed. They do not move; it
          is as if they have become statues of flesh and flame.
              "The flames touch you as well and sink into your flesh. But their touch is soothing, a
          cool balm to the feverish curse that burns within you. And then the clouds seem to blow
          away on unfelt winds.
              "The flames recede at last, eldritch energies floating from your bodies. "Vou feel
          renewed, revitalized, as if you could conquer the world. There is no sign of the hundreds
          of undead that had so recently surrounded you. No bones, no weapons, no ancient scraps
          of clothing. It is as if they simply never were. A great sense of relief fills you."
          Encounter. The curative spell has been cast, and the undead of the oasis laid to rest The
          curse has been lifted from the oasis of Black Waters, and never again shall travelers fall
          prey to its evil.
             Play this scene to its full dramatic potential. Although the players should think that
          this is the end of the adventure, it's not. Let them savor a sense of relief and accomplish-
          ment, but don't give them too much time to think about what has happened. Describe
          the relief the characters feel and give them all their hit points and PSPs back (the magic
          of the black flames is a powerful restorative), but no spells.
          Role-playing. This should be a very dramatic scene. If your players enjoy props, use house
          fans to whip up a wind (secure maps and character sheets first, though) and dim the lights
          as the thunderclouds approach. "Kou could also set up a small strobe light to mimic the
          flashes of lightning (it's a good idea to have a penlight for reading the adventure). All this
          will enhance the mood during this encounter.
          Encounter. In this encounter, the characters must hold off a horde of hungry bodies while
          Phabum casts the black wafers spell. Though the players should not know this, it takes
          Phabum 10 rounds to cast the spell. Once Phabum starts to cast the spell, his invisibility
          to undeaa ends immediately. He may not cast any other spells once he begins casting the
          black wafers spell, nor may he defend himself. It falls to the characters to keep Phabum
          safe during the casting.
             The cursed dead will help the characters fight off the hungry bodies, but their numbers
          are swiftly dwindling as the hungry bodies tear them apart. Unless you must pull your
          punches to make sure the characters live, every PC faces 10 Eombies for each of the first
          five rounds of the casting. The zombies use whatever tactics you feel are appropriate, from
          simply charging the characters to clever feints and strategic withdrawals.
             At the beginning of the sixth round of the casting, the undead will attack in groups of
          five instead of 10. The numbers of the hungry bodies have been severely depleted, and
          the tide of the battle may be turning. Still, five rounds is a long time when you're facing an
          army.
          Role-playing. This is a climactic battle scene. Vividly describe the fearsome visages of the
          attacking undead and their responses to attacks. The hungry bodies are driven creatures
          who howl and shriek as they fight. They ignore any wound that does not kill them and
          laugh in terrible, gravelly voices when struck. Give the players a feel of being bogged down
          in a lopsided battle and let the bitter dregs of defeat always be a hair's breadth away. But
          remember that the characters must live to fight the dragon in encounter 31.
          Next As the tenth round of the casting draws to a close, continue with 3H — Black
          Flames.
          Start This encounter begins after the black flames have consumed the undead and cured
          the characters. Read or paraphrase the following:
             "Phabum crawls out of the oasis, exhausted and drenched. As you go to help him, a ter-
          rible sensation of dread crawls up your spine. "Vou glance fearfully out across the desert. A
          large form is approaching at great speed. As it draws near, sunlight glints off reptilian
          scales and the figure takes on more definition. Incredibly, it is the dragon Farcluun."
          Encounter. Farcluun managed to survive both the battle and the collapse of Sielba's
          palace. (Abalach-Re also barely survived, though Farcluun left her for dead.) The need
          for vengeance fills Farcluun's mind. He must make the characters pay for his defeat. He
          knows that the wounds from his battle with the sorcerer-queen are quite serious, and that
          he is going to die soon. He wants to take the characters with him and will pull out all the
          stops to do so.
             It will take a minute or so for the dragon to reach the characters, during which they
          should make whatever hasty preparations they can manage. When Farcluun gets closer,
          the characters can clearly see that he has been badly hurt and that he is not going to live
          long. Despite his wounds, he is still quite a threat, and it is likely that one of the characters
          will die in the upcoming battle.
             Phabum will be of no help in this battle, as he is still exhausted from the strain of cast-
          ing the black wafers spell. He can do no more than lie panting next to the oasis.
          Role-playing. Farcluun curses the characters throughout the fight, hurling insults with as
          much force as his spells. He is enraged at the characters' betrayal and wants them dead.
          Make the characters feel the terrible fear of having a dragon; even a wounded dragon, after
          them. It should be a feeling they won't soon forget.
          Start Once the dragon has been defeated, read or paraphrase the following:
             "Phabum seems to have recovered from his magical working and is sitting on a small
          stone near the oasis. From the look on his face it is apparent that he quite enjoyed the bat-
          tle. He motions for you to come to him. '"You fight good,' he says, a mischievous grin creas-
          ing his face, 'but dragon bad hurt. We do good, but you go now. Someday come back, help
          me, help you.' He seems a bit sad, then continues, 'People come soon, trample everything,
          hurt plants. No more dead here now, all will come. Much work me do.' With that, he leads
          you back to his hovel.'
          Encounter. Phabum feels he owes the characters something for their part in cleansing the
          oasis. He will use his spells to help get them on their feet again and will let them stay in his
          hovel for a night, possibly two. He will also give advice as to what the characters should do
          next. It is obvious that he is sad to see them go, but equally obvious that he wishes to be
          left alone with his newly-restored land. He never thought that he would witness the mira-
          cle he has today—and he is very tired!
              If the characters wish, Phabum will help them cut the dragon up. There's no telling
          what uses there might be for parts of such a creature. The head is an excellent trophy, but
          the characters must be careful not to display it lest they incur the wrath of the sorcerer-
          kings. The rest of the creature can be used as spell components, though the characters
          must be quick about the butchering as the dragons flesh and blood will rot within three
          days.
              Should the characters ever come back through this area, Phabum will be glad to see
          them and will offer them food and shelter. He feels a fondness for the people who brought
          the spell that healed the oasis and he will treat them like family.
              When they are ready to depart, the druid gives the characters a map to Urik as well as a
          few pointers for surviving in the desert. If the characters have told Phabum about the
          other dragon and her identity, Phabum will also warn them to stay away from Raam, where
          they are surely wanted men.
                                     House Site/: If a House Stel agent hired the characters for cara-
                                  van duty or to prevent ambush, the House will wonder why the
                                  PCs—and the most valuable item from their caravan—suddenly
          disappeared during the freak sandstorm. The House will certainly wish to find the char-
          acters and question them.
             Farcluun's Lair Although the characters may search for Farcluuns lair, they will not be
          able to find it. Dragons have little to do with men, and the PCs can find no leads as to the
          lair's whereabouts.
             Abalach-Re, Sorcerer-Queen of Raam: When the PCs escaped with the scroll, not
          only did Abalach-Re lose her never-ending supply of soldiers, she was thwarted by mere
          humans. She will hire assassins to do the characters in, and she will do anything possible
          to hamper the characters and to foil their plans. Abalach-Re will not forget this disap-
          pointment, nor will she tire of plotting the characters' destruction. Should the characters
          ever go to Raam, they will have to maintain disguises. If Abalach-Re's templars discover
          the characters' true identities, the characters will immediately find themselves arrested
          and sentenced to death.
             Shaziva: If Templar Shaziva hired the characters as guards, she may seek out the PCs
          and enquire why they disappeared during the journey.
             5 kin ai: S'kin'di was punished for failing the sorcerer-queen. Now minus one eye, the
          t'chowb has vowed to destroy the characters. He will surround them with a complex plot
          of blackmail and sabotage which only the t'chowb's death will end. S'kin'di may prove
          even more dangerous than Abalach-Re: S'kin'di can focus his attention on the characters
          while Abalach-Re must also run her kingdom. S'kin'di will not reveal himself until the
          characters are near the bitter end, when he comes forward to gloat.
              Black Waters: Now that it has been cleansed, the oasis will host many traveling
          between Urik and Raam. It will soon be renamed Cool Spring. Phabum stays and
          remains friendly toward the PCs. The characters may become well known for their part in
          the cleansing, and they may be invited to join a merchant house. On the other hand, their
          new popularity makes them an easy target for their enemies.
              YaramuAe;The city remains abandoned. Characters who try to explore it again find it
          even more dangerous than before. The destruction of the palace's lower levels started a
          chain reaction that sank the rest of the palace ruins beneath a layer of sand. Treasure seek-
          ers will forever wonder what may have been hidden there, but no expeditions are launched
          to find out