Dungeon Master's Book

Setup. Have the players flip to Player Aid Card #1 The PCs are all slaves, tied inside the wagon's slave hold - a dark, hot room with no ventilation and a door on each side barred from the outside. There are no other slaves, and the PCs have no possessions except their clothing (hemp breechcloths, with halters for women).

Typical Day. The wagon moves at daybreak; an hour later, five guards (one a psionicist) feed the slaves (gruel and water) and check the shackles. They return in the evening with an additional quart of water per slave. This routine never varies.

Escape. The player characters may wish to escape. They all wear heavy leather manacles on their wrists and ankles, as well as leather collars. The manacles and collars are sealed shut with giant-hair rope. This rope can only be broken by someone with a Strength of 21 or better who makes a successful bend bars/open gates roll. The rope runs through a bone loop set into the wall, and is tied securely shut with knot located outside the hold. This gives the slaves just enough freedom to reach the wooden chamber pot in the middle of the room. The bone loops can be pulled from the wall, freeing the slaves secured to them, by a successful bend bars/lift gates roll. Upon hearing the tell-tale crack of a bone-loop being pulled from the wall, six guards and the psionicist will rush into the hold, subduing escapees with threats, violence, or psionic powers. The barred doors can be opened by making a successful bend bars/lift gates roll. Roleplaying. The guards and psionicist treat the PCs with the indifference of animals. They won't fall for any diversions, leaving the slaves bound in their shackles at all times.

What The Guards Know. It might be possible for the PCs to extract some information from the guards through passing conversation or via psionic and magical means. The guards know that the slaves were bought in Urik by Resherek Merchant House (the PCs know this too), that they are being taken to Tyr for resale at a high price, and that they will end up working on the construction of a grand ziggurat. The guards expect the slaves to die in the harsh conditions there.

Statistics.

Guards (6) Int Avg; AL NE; AC 8; MV 12; HD 1; hp 8 (x6); THAC0 19; #AT 1 (obsidian short sword, attacks at -2); Dmg 1d6-1 Sz M; ML 10; XP 15 each; Treasure 1-4 cp each.

Psionicist (1): Int Avg; AL NE; AC 10; MV 12; HD 1; hp 8; THAC0 19; #AT 1 (obsidian short sword, attacks at -2); Dmg 1d6-1 SZ M; ML 12; XP 120 each; Treasure 2-8 cp; Psionics - Sciences: telekineses, domination, mass domination; Devotions: ballistic attack, control body, control flames inertial barrier, awe, contact, ego whip id insinuation, inflict pain, dimensional door, dimension walk; Def Modes: IF, M-, TW. PSPs 70.

Next. Don't take too long with this encounter. When the PCs are about to break free of the hold, or when it appears they aren't going to try, continue with encounter 2.

Setup. Don't tell the players to flip to Player Aid Card #2 until instructed to below. The PCs are still in the slave hold, either free of their bonds and attempting to escape or waiting quietly for something to happen.

Trouble Outside the hold, lookouts sound the alarm. An instant later, a loud voice can be heard from outside the wagon: "The Jura Dai are not slaves. Your king must release our people, or all his caravans will perish in the desert."

The psionicist and any guards outside the hold assume battle stations, forgetting about the PCs. This is the PCs' chance to escape, for nothing they do will attract the guards. Sudden Stop. Shortly after the events detailed above occur, a loud explosion sounds at the front of the wagon. It stops amid astonished cries of "You can't stop a mekillot wagon!" "They stopped us!" and "We're doomed!" (The attackers' defiler used a lightning bolt to sever the shaft by which the wagon is pulled.) The booming voice sounds again: "Leave now, taking nothing with you, or we will burn you out!"

Offer. If the PCs are not out of the hold by now, the psionicist opens the door and offers them freedom in return for help defending the wagon. Assuming the PCs agree, he frees them and assigns them to man the three rear firing decks, where they can find crossbows and 20 obsidian bolts each. Should the PCs not help, the psionicist uses mass domination to force them to fight.

Out of the Hold. Once the PCs are free, have the players flip to Player Aid Card #2. This shows them what they know about the wagon. The two exit doors are both open, most of the crew having abandoned ship. Outside the wagon, dozens of elves are moving in with burning torches. The PCs have two rounds before the elves arrive. In this time, they can fight, flee, or explore. Here is a listing of what they find in each room of the wagon:

A: Cargo Hold. Hundreds of obsidian bastard swords, short swords, daggers, and battle axes.

B: Crew Quarters. Twelve sleeping hammocks.

C: Psionicist's Quarters. 25 cp (hidden in bunk).

D: Captain Weom's Quarters. Successful secret doors search reveals a safe beneath bunk, trapped with type K contact poison. The safe contains 25 sp and a bone case containing the captain's map (shown on Player Aid Card #5)

E: Kitchen. Gruel, 500 gallons of water in a barrel, 20 one-quart vessels (PCs can carry two per hand). The barrel collapses if moved.

The PCs have time to explore two rooms before the elves swarm the wagon (see next encounter).

Statistics. The psionicist and guard statistics are listed in encounter one, and the elf statistics are listed in encounter three.

Next. Continue with encounter 3.

Setup. As soon as the PCs peer outside the wagon, have them flip to Player Aid Card #3 Emphasize that they are in a desert setting.

off The Wagon. Two rounds after the PCs are freed, three dozen elves board the wagon, slaying the psionicist (if he is still alive) and half-a-dozen guards who're mained behind to fight. They will not fight the PCs unless attacked. Instead, they tell the PCs to get off the wagon and go away. They allow the PCs to take up to two weapons and two quarts of water each, but nothing more (confiscating coins or other treasure the PCs display prominently). After giving the PCs one round to abandon the wagon, they start setting fire to it.

Outside. The wagon is surrounded by three hundred elves. They won't bother slaves, but offer no help either. Any thri-kreen suffer a deluge of insults (the elves are well aware of the thri-kreen's taste for elf-meat), but are not attacked.

Roleplaying. The elves are not trying to help the slaves and couldn't care less what happens to them. If the PCs attack, they won't hesitate to fight, but are content to let the PCs go (taking any treasure the PCs display, however). This attitude applies to elven PCs as well.

What The Elves Know. The only advantage that an elven PC has in this encounter is that he might be able to strike up a conversation with the raiders. If this is done, the PC can learn something of the raiders, motivation.

The elves are angry because the King of Urik has been raiding the Jura Dai tribe for slaves. In return for his actions against them, the elves are taking vengeance by attacking commerce to and from Urik. Lastly, because the majority of the slaves are clearly not used to survival in the desert, the elves expect most of the refugees from the caravan to die of thirst.

Statistics.Jura Dai Elf (300): Int Avg; AL N; AC 10 MV 12 HD I; hp 5 each; THAC0 19 #AT I (bone short sword, attack at -2); Dmg 1d6-2 SZ M; ML 13 XP 15 each; Treasure 2d4 cp each.

Jura Dai Chief (I): Int Very; AL CN; AC 5 (kank breastplate); MV 12 HD 4; hp 20; THAC0 17; #AT I; D 1d4 (steel dagger); SZ M; ML 15; XP 270;

Treasure 10 gp. Defiler Spells: I) color spray, magic missile, sleep, ventriloquism; 2) darkness 15' radius, invisibility, knock; 3) dispel magic, lightning bolt; 4) minor creation.

Jura Dai Psionicist (I): Int Very; AL NE; AC 10; MV 12 HD I; hp 8; THAC0 19 #AT I (obsidian dagger, attacks at - 2); Dmg 1d4-1 SZ M; ML 12 XP 120; Treasure 20 sp; Psionics - Sciences: psychic crush, telekinesis; Devotions: contact, ego whip id insinuation, inflict pain psionic blast, thought shield, animate shadow, ballistic attack, inertial barrier; Def

Modes: IF, TW; PSPs 55.

Next. If the players have more than two-quarts of water apiece, or return to the wagon to see what they can salvage, continue with encounter four.

Otherwise, continue with encounter five.

Setup. Have the players flip to Player Aid Card #4. After they've looked at it, show it to them again. The sun is beating down like a furnace. Never let them forget how hot it is.

This encounter serves double-duty. Use it if the PCs have more than two-quarts of water each, or if they return to the wagon looking for salvage. In the latter case, make sure the PCs find the map in the bone case (described under Salvage below).

Burned Wreck. If the PCs have returned to the wagon, they discover that it has been completely burned and looted. The cargo is now missing, as are the coins in the psionicist's quarters and the captain's quarters (whether the PCs or the elves took them).

Salvage. Not much survived the fire, but here is a list of what the PCs can find. If they can make something of it, fine for them: 1. Charcoal (the wagon was made of wood), for all practical purposes an unlimited supply. 2. Dozens of obsidian shards (broken weapons), as long as four feet and razor sharp. 3. Burnt leather (straps and clothing). 4. Burnt bone (human). 5. Burnt cloth (hammock, clothing, etc.). 5. Sheets of glass under wagon, where sand melted. 6. Captain Weom's burnt remains. He died when the lightning bolt freed the mekillots. 8. Bone case with map (on Player Aid Card #5).

Thirsty Guards. Whether at the wagon or in the desert, the PCs meet a dozen guards. The guards demand any water the PCs have. Should a battle ensue, each time a character on either side attacks and misses, there is a 20% chance that one water vessel is smashed or spilled. Each time a guard hits a PC, there is a 50% chance that one vessel the PC carries (or which is nearby) is spilled. Should the PCs leave their water unguarded in order to fight, several guards forgo combat to attempt stealing it.

Roleplaying. Although the guards are interested in taking anything the PCs might have that will help them survive, they are not interested in working with the PCs. The guards would rather destroy the PCs' water supply than leave it to them.

What The Guards Know Through psionic, magical, or physical means the PCs might be able to get some information out of the guards. If they do, they will learn that the guards believe they are all probably going to die of thirst, if the elves don't return and kill them first. They are also confident that, if the slaves survive to reach Urik, they will be returned slavery - whether or not they fought on behalf of the wagon.

Statistics.

Guards (12): Int Avg; AL NE; AC 8; MV 12; HD 1; hp 6 (x12); THAC0 19; #AT 1 (obsidian short sword, attacks at -2); Dmg 1d6-1 SZ M; ML 10; XP 15 each; Treasure 1-4 cp each.

Next. Continue with encounter five after the PCs either defeat the guards or leave the wagon.

Setup. Only instruct the players to look at Player Aid Card #5 if they found the map in the bone case in encounter two or encounter four. This encounter discusses mapping, movement rates, and water consumption in this adventure. All of these things are discussed in greater detail in Chapter 14 of the Dark Sun(tm) Rules Book.

The Map. Captain Weom normally did not need a map for his caravan route, but on this trip he had to stop at the village of Kled to conduct some business. To help him find it, his employer drew the rough sketch map on Player Aid Card #5. Captain Weom kept track of his wagon's progress by the line of "X"s s. The attack occurred in the last area with an "X" (the PCs are there now). Locate this area on the Map of the Tyr Region by comparing its position to the city of Urik. As the players travel, keep track of their location on the Map of the Tyr Region. When they move into different types of terrain, refer to the Athasian Geography chapter of The Wanderer's Journal. This will help you describe what the PCs see.

Moving. Movement is discussed in Chapter 14 of the Dark Sun(tm) Rules

Book.

Water. Water weighs 8.3 pounds/gallon. Most PCs need one gallon of water/day (four gallons/day for half-giants). This requirement can be reduced by half by moving only at night and resting in the shade during the day. At midnight of the first day without enough water, PCs suffer the effects of dehydration. Any character who had less than half the required amount suffers a temporary loss of 1d6 Constitution points (with loss of all benefits). If the character has between half and all of the necessary water, the loss is only 1d4 points. Note that thri-kreen only need to make this check once per week

Some PCs have proficiencies, powers, or spells which allow them to find or create water, or to reduce the need for it- Read the description of these abilities before allowing their use, and check the Dark Sun (tm) Rules Book to see if any modifications have been made for the Dark Sun campaign- Proficiencies are discussed in Chapter 5, and spell modifications are described in Chapter 15: New Spells. Note especially that Create water and Create Food and water produce only 1/2 gallon of water per level of the caster. Psionics function as described in The Complete Psionics Handbook.

PCs magically or psionically counteracting dehydration suffer a cumulative Constitution loss (based on the number of days without water) when no longer able to continue doing so.

Wandering Monsters. At the start of each day, roll 1 d 10. They will meet a wandering monster on a result of 1 or 2 (1-4 if traveling at night). Roll on the appropriate table in the Wilderness Encounters section in Chapter 1 1 of the Dark Sun (tm) Rules Book.

Next. If the PCs wander back toward Urik or a road, continue with encounter 12. Otherwise, continue with encounter 6.

Setup. Don't have the players flip to Player Aid Card #6 until instructed to by the text below. Use this encounter a day or so after the attack on the caravan wagon, once the PCs realize they have a desperate need of water, and while they're still in the Sandy Wastes.

Distant Plants. Ask the players to flip to Player Aid Card #4 (the Athasian desert) to remind them how hot and thirsty they are. Following this, the tallest PC sees a thicket of vegetation a mile distant. (If the PCs are traveling at night, the thicket is silhouetted by Athas' twin moons.) The thicket is nearly a half-mile across. From its center glistens a scintillating silver reflection - the unmistakable gleam of water.

When PCs move closer, have them flip to Player Ail Card #6 The thorny bushes grow most densely over the silvery reflection. The reflection is thirty yards in diameter and resembles a pool of water.

Further Investigations. Most tests suggest the reflection is caused by a pool of water. It splashes if something drops into it, it ripples if a breeze runs across it, etc. The bushes themselves have a drab, gray-pink tinge to them. The thorns are each about an inch and a half long and barbel. Should a PC think to break one off he discovers a small, hollow passage inside it, with a tiny hole in the end. The use of appropriate proficiencies reveals only that the plant is not poisonous, not what it is. A careful (well-lit) study of the ground inside the thicket reveals there are bones scattered throughout it.

Getting to the Pool. The bushes grow directly out of the "pool" in the center of the thicket. It is impossible to reach the pool without going through the thicket - even by flying above it. On one side of the thicket is a narrow, three-foot tunnel leading toward the center. PCs may crawl down this tunnel freely, or use their weapons to hack one of their own.

Once they have passed the halfway point on their way to the pool, the horny bushes rapidly constrict around the PCs sticking each character with 116 x 10 thorns (no attack roll needed). As the timiris sucks their blood, the PCs suffer one point of damage forevery ten thorns by which they were stuck. They can easily hack their way free of the bush, but it takes one round per hundred feet they had advanced. Once outside of the bush, the thorns continue to suck

blood until they are lug out of the skin (which requires one round and does a total of 2 additional points of damage). After the Attack. The timiris can be cleared by burning, hacking, or other reasonable methods. It is hit automatically and cannot resist or escape. Anyone who comes too close to the timiris for more than one round is subject to a thorn attack.

The timiris has no treasure, and the pool in the center of the thicket is actually a thin layer of sap covered by an oily residue that protects it from evaporation and gives it its silvery sheen. It is not Drinkable. Next. If the PCs are about to enter a Stony Barren, continue with encounter 7. Otherwise, continue with encounter 8.

Setup. Use this encounter the first time the PCs enter an area of Stony Barrens. As they start through the Stony Barrens, have them flip to Player Aid Card #7.

Thorny Cactus. There are dozens of different kinds of cactus in the Stony Barrens. Three different varieties dominate the region, however: a spherical purple kind roughly two feet in diameter, a tubular kind that resembles a mass of writhing brains and covers the ground over an area of twenty square yards, and a tall tree-like kind with 1-6 branches.

Purple Ball. Upon being struck, this cactus oozes a clear liquid. It is a deadly toxin that causes anyone so much as tasting it to lose 1d4 points of Constitution for a period of two hours (treat as dehydration). Anyone who drinks a mouthful immediately suffers 1d 10 points of Constitution loss for a full day. If used to tip an arrow or spear, the toxin causes the same results to any wounded creature - though it loses its effectiveness four hours after being taken from the plant (the fluid is still not drinkable). A purify food and drink spell cast upon a living plant kills the cactus, but provides one gallon of drinkable water. Only one plant may be affected per spell. A successful herbalism proficiency check reveals this without experimentation.

Writhing Mass. If this cactus is chopped opened, a slimy worm shoots out of the wound and tries to entwine the closest living being (THAC0 15). If it scores a successful hit, the worm continues to shoot out of the cactus and entwines the victim's legs, tripping him the instant he tries to flee. On the following round, it wraps him up like a mummy, causing 1d6 points of suffocation damage until the victim is dragged away from the cactus and the worm removed. Striking the cactus again merely causes more worms to shoot out. These worms can be used as ropes and are up to 180 feet long.

Tree-like Cactus. Anyone approaching within four feet of this cactus is subject to 1d6 attacks by the cactus's animated limbs (THAC0 17). A successful hit causes 1d4 points of damage, and on a natural attack roll of 20 the victim is pulled to the cactus's spiny trunk and hugged for an additional 1d4 points of damage. For purposes of defense, the cactus is AC 10 and can withstand 20 hp of damage before toppling to the ground and releasing anyone it has grasped. If eaten raw within fifteen minutes of toppling, the pulp of this cactus provides half of a being's daily water requirements.

Next. If this encounter occurred after encounter 6, continue with encounter 8. Otherwise, if the PCs are in the same area as a road, continue with encounter 12. If the PCs are in the same region as an oasis, continue with encounter 14. If the PCs are near Kled, continue with encounter 17. Otherwise allow them to continue wandering until one of the conditions above applies.

Setup. Don't have the players turn to Player Aid Card #8 until instructed to do so. It is best to use this encounter after the PCs have been traveling for two or three days, when they are still at least a day away from the nearest oasis.

Buzzing. As the PCs climb a small dune (or ridge), they hear a loud frantic buzzing on the other side. When they investigate, have them flip to Player Aid Card #8. The aarakocra are both coal black, with naked heads entirely devoid of feathers, wicked looking red eyes, and wingspans of about 20 feet. They are attacking a wezer, which resembles a wasp but also has many things in common with a bee. It has a red body, is about five feet long, three feet in diameter, and has no apparent stinger at the end of its abdomen. The sphere attached to its mouth is a ball of wax the size of a one gallon jug. The wezer is no match for the aarakocra.

Helping the Wezer. If the PCs decide to help the wezer, the aarakocra defend their meal from the air, repeatedly diving at the PCs to attack with their talons. Once it becomes apparent they cannot defeat the PCs with their talons, and assuming the two avians survive, they fly away. After that, the party will periodically see two distant specks in the air. These specks are, of course, the aarakocra, which are keeping track of the party from a safe distance. For the rest of the adventure, any time the PCs are in desperate circumstances, the aarakocra are 40%o likely to show up and bomb the party with rotting meat, vegetable matter, and other offensive materials. Each time the PCs leave valuable items unguarded, the aarakocra come to steal them.

Helping the Aarakocra. If the PCs help the avians defeat the wezer, they will receive little reward for their efforts. The aarakocra will escape with the wax sphere, pausing some distance off the split the water it contains between them without offering any to the PCs.

The Wezer. After the PCs rescue it, or after the aarakocra leave, the wezer quickly dies. If the PCs rescued the wezer, the wax ball on its mouth is still intact, and contains one gallon of water.

Otherwise, the ball bursts in the struggle, showering one of the PCs with a refreshing spray of water.

Roleplaying. The two aarakocra are intelligent, though hardly noble. If a PC is able to speak with them, the aarakocra intentionally give the replies they think most likely to get the party killed.

What The Aarakocra Know. Although the aarakocra will gladly lie or deceive the party, they may be persuaded (by a charm spell or similar ability) to give the adventurers reliable information. They know the location of the nearest oasis, the nearest road, and the cities of Tyr and Urik. They don't know where the wezer was coming from or going.

Statistics. Athasian Aarakocra (2): Int Average; AL NE; AC 7; MV 6, Fl 36 (C); HD 1 + 2; hp 8 each; THAC0 18; #AT 2; Dmg 1 -3/ 1 -3; SZ M; ML 1 1; XP 65 each. Wezer, Water Fetcher or Worker (1) Int Animal; AL N; AC 7; MV 6, Fl 21 (B); HD 2; hp 12; THAC0 19; #AT 1; Dmg 1d4; SZ M; ML 11; XP 65. Next. Continue with encounter 9.

Setup. Don't have the players look at Player Aid Card #9 until instructed to below.

Wezers. Periodically, a wezer buzzes past far overhead. The wezers always pass by too far away to hit with any weapons, or to cast spells at. The PCs can determine that the wezers are all going to and from the same nearby location, however.

The Hive. Eventually, as the PCs crest a dune (or hill), instruct the players to flip to Player Aid Card #9 Tell them that the size of the domes varies between three and eight feet tall, but that all are about five feet in diameter. The domes are apparently constructed of sand glued together in some way. Only one, near the center of the area, has an obvious entrance. This entrance is four feet in diameter.

If the PCs watch long enough during daylight hours, they will see a wezer approach and enter the center dome with a waxy ball on the end of its head. A few minutes later, the wezer leaves without the ball. Should the PCs attack one of these wezers, it attempts to flee. Any attack that strikes the creature will cause it to drop the wax ball it is carrying. Unless some special precautions are taken, the ball will burst when it strikes the ground or is caught.

Inside a Dome. Most of the domes are completely sealed, but the PCs can break into any one of them. There is 50% chance that the inside of any dome reeks of decay and contains a slain creature. The dead beast is bloated and foul, with an ulcerous wound in the abdomen. A single white wezer larva, about two feet long and a foot in diameter, feeds on the body. Have the players flip to Player Ail Card #10 when they see this. In the center of the chamber is a four-foot tunnel leading down, but it is hidden beneath a six-inch plug of sand and wax (treat as a hidden door).

If the dome does not contain a body, a single worker wezer is sealing the interior of the chamber with wax. It immediately starts buzzing loudly and attacks the PCs. In the center of the chamber is a four-foot, unplugged tunnel leading down into the ground.

The Central Dome. The central dome contains a four-foot tunnel that descends into the ground. Crawling out of this dome is a worker wezer. It starts buzzing madly and attacks the PCs.

Roleplaying. The wezers have animal intelligence, but can converse if the PCs find a way to speak with them. They consider the PCs invaders who must be destroyed.

What The Wezers know. Conversations with the wezers will reveal that they come in four varieties: water fetchers, workers, soldiers, and queens Further, the PCs can learn that the soldiers use poison to fetch live creatures for the queen to lay eggs in. If the subject comes up, the PCs may also discover that there is much water and honey (encased in wax spheres) in the queen's chamber.

Statistics. Wezer, Water Fetcher or Worker (1): Int Animal; AL N; AC 7; MV 6 F121 (B); HD 2; hp 12; THAC0 19; #AT 1; Dmg 1d4; SZ M; ML 1 1; XP 65 each.

Next. If the PCs enter the subterranean hive, continue with encounter 10. Otherwise skip to encounter 13.

Setup. Don't have the players turn to Player Ail Card # 0 until they reach Area C on the DM's map below. The DM's map is for use in guiding the PCs through the wezer colony. The colony tunnels are cool humid, and four feet in diameter - just large enough for half-giants to crawl through. Normal-sized PCs (not halflings or dwarves) suffer a -2 penalty on their attack and damage rolls in the tunnels, halfgiants suffer a -4. If the PCs entered the colony through the central dome, they begin in area A. If the PCs entered through another dome, begin in any area B. Should the PCs try to start a fire and smoke out the colony, see encounter 11.

A. This room is ten feet beneath the central colony dome. The PCs are attacked by one worker wezer per party member.

B. This room is directly beneath one of the incubation domes. It is defended by a single worker wezer. If the PCs enter an incubation dome, there is 50% chance that they will find the bloated body of some animal and a wezer larva (as shown on Player Aid Card #10). Otherwise, the dome is empty.

C. A soldier wezer is waiting at this location to attack.

D. This is the communal resting and eating chamber. The only thing it contains at the moment are two soldier wezers per PC.

E. The tunnel slopes down here. The PCs meet a single worker.

F. At this point, one soldier wezer per PC attempts to ambush the party from the tunnels that the PCs did not enter by.

G. See encounter 11.

Statistics. Wezer, Water Fetcher or Worker: Int Animal; AL N; AC 7; MV 6, F1 21 (B); HD 2; hp 12; THAC0 19; #AT 1; Dmg 1d4; SZ M; ML 1 1; XP 65 each. Wezer, Soldier: Int Animal; AL N; AC 7; MV 6, F121 (B); HD 2; hp 12; THAC0 19; #AT 2; Dmg 1d4/1d4; SA Poison (Paralytic, 2-12 round onset time, 2d4 days duration, save to avoid); SZM;ML 12;XP 120each.

Next. Continue with encounter 11 when the PCs reach room G. If they retreat and give up on getting water out of the colony, continue with encounter 13.

Setup. Have the players flip to Player Aid Card #11.

Brood Chamber. The spheres hanging from the honeycomb on the ceiling contain one-gallon of water or one-gallon of wezer honey. The contents are apparent by the shade of the sphere (water is light, honey is dark). As the PCs enter, the brood queen thrusts the barb at the end of her abdomen into the body of a paralyzed elf and injects him with an egg.

Angry Queen. At first the queen pays the PCs no attention. The instant the PCs reach for any of the wax spheres or disturb any of the bodies scattered about the chamber, the queen attacks. Each round, a soldier wezer enters the chamber to defend its queen.

Leaving If the PCs decide to retreat before slaying the brood queen, return to encounter 10

Smoke. The PCs may attempt to smoke the queen out of the chamber, or even to smoke out the entire colony. To do so, it will take them an entire day to gather enough combustible fuel from the area surrounding the colony. Should they start a fire, all the wezers except the queen will leave the colony. Twelve soldiers will wait at each exit, preventing anyone from entering the nest. Anyone inside the tunnels, PCs and queen included, suffers 1d4 points of damage per round from smoke inhalation.

Statistics.

Wezer, Soldier: Int Animal; AL N; AC 7; MV 6, Fl 21 (B); HD 2; hp 12; THAC0 19; #AT 2; Dmg 1d4/1d4; SA Poison (Paralytic, 2-12 round onset time, 2d4 days duration, save to avoid); SZ M; ML 12; XP 120 each.

Wezer, Brood Queen: Int Animal; AL N; AC 4; MV 6; HD 5; hp 32; THAC0 15; #AT 2; Dmg 1d6/1d6; SA Egg Implantation; SZ M; ML 12; XP 270.

A successful hit by the queen's tail injects an egg into the victim's stomach, causing an additional 1 d6 points of damage. The victim may save vs. poison, if successful the egg dies and will not hatch, although the victim still suffers the injection damage. If the save fails the egg begins to grow. Unless it is removed surgically (causing an additional 1d10 points of damage) or a cure disease spell is cast upon the character, the egg hatches in five days. As the emerging larva feeds, it permanently reduces its host's Constitution by 1d4 points each day. Once the victim dies, or the larva has fed for ten days, it leaves its host's body via the ulcerous injection wound, and attempts to continue feeding on him from without.

Treasure. There are 35 one-gallon wax balls of water and 20 balls of honey hanging in the honey-combed ceiling. Any character can carry up to three of these spheres with him. Each day a character eats at least a quart of the honey, he heals an additional 1d8 points of damage.

Next. After the PCs leave the wezer colony, allow them to continue exploring the desert. If they come to a road, go to encounter 12. If they reach an oasis, go to encounter 14. If they travel to Kled, go to encounter 18. If none of these things occur within two days, continue with encounter 13.

Setup. Use this encounter when the PCs reach a road or an area of scrub. Have the players flip to Player Aid Card #12.

Ex-Slaves. The ex-slaves seen on card 12 are sneaking up on three inix-drawn wagons, hoping to steal some water. When the PCs make their presence known, the woman angrily tells them to keep out of sight before they blow the ambush.

Stalking the Wagon. Assuming the PCs convince the ex-slaves of their usefulness (see Roleplaying below), they will be told to raid the caravan. After dark one or more of the PCs must sneak into the camp to steal water. The travellers have stored their waterskins in the center of the camp, protected by two dozen guards (most of whom are sleeping). The PCs chance of successfully sneaking past the three guards who are awake is 10% unless they use some special ability such as magic or psionics. If only a thief enters the camp, he may add his move silently or hide in shadows score (whichever is better) to his basic 10% chance. Each PC that sneaks into camp may steal two five-gallon waterskins (per trip). There are 10 such skins available. The guards will execute any water thieves that they capture at sunrise.

Roleplaying. The three ex-slaves are friendly toward the PCs, recognizing them as fellow escaped slaves, but are reluctant to help them out - they're short of water themselves. Assuming the PCs demonstrate that they have unique talents, the exslaves agree to let them stalk the caravan, providing the PCs agree to split any water taken fifty-fifty. If no such deal can be made, they fight to prevent the PCs from pumping their claims

after the PCs have retrieved or tried to retrieve, the water, the ex-slaves say they'd be happy to invite the PCs to join their tribe. However, "the trouble at Kled,' has made finding water difficult, and the tribe can't afford to take on any more mouths. They suggest that if the PCs can resolve the trouble at Kled, they can find refuge with the slave tribe (the tribe will find them in

this case). The 'trouble" has to do with the Jura Dai elves accusing the inhabitants of Kled of telling slave takers where to find the elves.

What The Ex-slaves Know. Striking up conversation with the escaped slaves is easy. From them, the PCs can learn that the PCs will be killed or returned to slavery if they try to join a caravan or return to Urik. They can also learn where the nearest oasis is and that the water there has recently turned bad. Lastly, they will find that the ex-slaves believe that the King of Urik is very evil, but not as evil as the King of Tyr.

Statistics.Guards (6): Int Avg; AL NE; AC 8; MV 12; HD 1; hp 8 (x6); THAC0 19; #AT 1 (obsidian short sword attacks at -2); Dmg 1d6-1; SZ M; ML 10 XP 15 each; Treasure 3-18 cp each.

Ex-slaves (Kollus*, To-gahl*, and Marista*): Int Avg; AL NG; AC 8; MV 12; HD 5; hp 25 each; THAC0 15; #AT 1 (obsidian short sword, attacks at - 2); Dmg 1d6-1; SZ M; ML 10; XP 65 each; Treasure none.

Next. Continue with encounter 13.

Setup. Don't have the players turn to Player Aid Card #13 until instructed to below. Be certain to have the description of the Silk Wyrm in Chapter 5 of the The Wanderer's Journal close at hand.

Sky Ribbon. Parties traveling during the day notice that they are being followed by a silvery ribbon flying low in the sky. Those traveling at night see something slender pass before the two moons of Athas now and then. The ribbon stays at least a mile distant, but PCs employing some magical or psionic ability that enhances their vision discover that it appears to be a large snake covered with an articulated shell of silver-gray chitin. The snake is about 45 feet long and two feet in diameter, and has a pair of wicked-looking fangs in its mouth. It follows all day (or night) long, disappearing and reappearing every now and then. Just before dusk (or dawn), it disappears and does not reappear.

Night Attack. Show Player Aid Card #13 to the players when their characters realize something is in camp. After the PCs stop for the day (night), the silk wyrm assumes its shadow form and sneaks into camp. Only PCs employing a true seeing spell, the psionic power life detection, or other detection abilities can see it. It seeks out the party's water supply, assumes its physical form, sinks its fangs into the containers, and drinks three gallons per round. There is 8 50% chance each round that the party hears the trickle of water.

If the silk wyrm is caught stealing the water it attempts to paralyze the nearest character and drag him off. Otherwise, after it drinks its fifteen gallons of water, the silk wyrm attacks the largest sleeping person in the group, seeking to drag him away. This individual suffers a - 4 penalty to his surprise roll. If the wyrm escapes with its victim, the party can easily track them.

Silk Wyrm's Lair. The silk wyrm drags the victim to the shady side of a rock outcropping, where it seals him in a cocoon. There are a dozen other cocoons in the lair, all containing the desiccated husk of some previous victim.

Statistics.Silk Wyrm: Int Low; AL CE; AC 3; MV 12, Flu 24 (C); HD 6; hp 30; THAC0 15; #AT 1; Dmg 1d6; SA Poison; SZ L; ML 12; XP 1,400; Treasure; the cocoons are worth 10 gp (total) in a city, and one cocoon contains a clay tablet with three restore spells (treat as a clerical scroll).

Any victim bitten by the wyrm must save vs. poison or be paralyzed for 114 days. Paralyzed victims will be sealed in cocoons after any combat is resolved. From that time on, the silk wyrm dines on his blood, draining one point of Constitution per day, lost points are recovered at a rate of one point per day after the victim is freed.

Next. When the PCs reach an oasis, flip to encounter 14 If they reach Kled, continue the adventure with encounter 18.

Setup. When the PCs reach an oasis, have them turn to Player Aid Card Card Make sure to have the entry on mekillots found in chapter five of the Wanderer's Journal at hand for this encounter.

Mekillots. The characters recognize the two mekillots on Player Aid Card #14 as the animals that were drawing the wagon at the start of this adventure. The one lying on its side at the water's edge is obviously dead. The other one is confused, frightened, and angry. If any PC tries to approach either it or its dead mate, the mekillot moves to keep itself between the adventurers and the oasis. The huge beast attacks anyone who reaches the edge of the water or the body of the deal mekillot.

What Happened. After the elves released the two mekillots, the beasts wandered in the desert until they found this oasis. Unfortunately, the water here is poisonous to all animals except elves, kanks, and kluzds. The mekillots smelled something strange in the water, but one of them drank anyway and quickly died.

The other mekillot is upset about its mate's death. It is also extremely thirsty, but dimly realizes that drinking from the pool is a bad idea. Nevertheless, it is extremely defensive of the oasis, as this is the only water it knows of within miles. Because of the beast's panicked state of mind, PCs trying to draw the mekillot away from the pool or take control of the animal, suffer a - 4 penalty to any checks they must make to use their power, proficiency, or spell.

Roleplaying. The mekillot is a total slave to instinct. Right now, it wants water and it knows there is water in the pond. The mekillot is not about to let the PCs near the water, because it's afraid they'll drink it all (mekillots can typically drink several hundred gallons over the span of a few hours, and assume that other beasts can too). The only thing that can lure the mekillot away is the immediate prospect (within sight or smell) of drinking at least ten gallons of water.

What The Mekillot Knows. Should the PCs contact the mekillot via a psionic power or spell and try to reason with it, they will not have much luck. The mekillot smells "something funny" in the water, but it doesn't know what. The creature dimly recalls that a bunch of elves came up and drank from the pond yesterday. It is quite pleased with itself for chasing them off before they emptied the oasis of all its water.

Statistics.

Mekillot (1): Int Animal; AL N; AC 6 (8 underside); MV 9; HD 11; hp 50; THAC0 9; #AT 2; Dmg 1d6; SA Swallow whole on a natural attack roll of 20 and crush anyone beneath it for 2d12; SZ C; ML 14; XP 5,000.

Next. Continue with encounter 15 when the PCs get past the mekillot to the water.

Setup. Once the PCs are past the mekillot in encounter 14, have the players flip to Player Aid Card #15.

General Appearance. The water is scalding hot, brown, muddy, and bitter smelling - in other words, normal for an Athasian oasis There is plenty of long green grass growing on the edge of the pool, and the mudflats are covered with healthy foliage. A closer inspection reveals that the pool is surrounded by dead birds, lizards, and small mammals.

Yypr Trees. This oasis is also dotted with yypr trees. These stand fifty feet tall and grow equally well in the muddy areas of the oasis or the sand at its edge. They are conifers, with hard, flat needles that can be boiled to make a refreshing tea. Anyone resting for a day while drinking several cups of this tea heals recovers one point of lost Constitution (if any) or 1 additional hit point. A successful herbalism proficiency check will reveal this to the players if they think to examine the trees.

Water. The water is obviously toxic. Any non-elf taking more than a small taste of the water will be poisoned (type J poison, 1-4 minute onset time, death/20). The water can be purified magically (such as with a purify food and drink spell), but the PCs must be very careful when attempting to purify it conventionally (such as by boiling and recovering the steam). The PC supervising conventional purification attempts must make a successful Intelligence ability check with a ~ 4 penalty, or the water retains the poison.

The Water's Source. Although the map may look as though there is an inlet at the north-eastern corner of the pool, that is not the case. The pond is slowly fed by a small hot spring.

Mud. The mud around the oasis is steaming hot. Further, it smells terrible and is crawling with disgusting worms and beetles. Although these creatures are harmless to humans and demihumans, they are repulsive. Monumental Arch. A small bridge of yypr wood leads to this marble arch which was built by the preceding Athasian civilization. At the base of the arch are a dozen clay pots, all filled with various grains, fruits, and vegetables. All of these foodstuffs are moldy. Scattered here and there on the wooden bridge are leaves and stems of a purple herb. Anyone making a successful herbalism or survival (mountain) proficiency check recognizes the herb as methelinoc, an extremely poisonous herb found only in the Ringing Mountains. Because this herb does not affect elves or kanks, elven tribes sometimes use it to prevent strangers from stealing their water.

Next. Continue with encounter 16.

Setup. Have the players turn to Player Aid Card #16.

Thirsty Elves. A group of 20 young elves has come for water. Laughing at any warnings not to drink from the oasis, the elves plunge their canteens into the water, bring their kanks forward to drink, and spend the next several hours drinking and loading five hundred gallons of water onto their kanks.

Methelinoc. In its mandibles, one kank carries a leather-wrapped bundle of methelinoc (a poisonous purple herb from the mountains; see encounter 15). The elves prevent the PCs from investigating this bundle, even fighting if necessary. If questioned about its contents, they claim it's for the water, and that they are cleaning If all the oases that have been poisoned. Anyone seeing the contents and making herbalism proficiency check knows this is a lie.

Assuming they have this bundle as they leave, the elves take it to the monumental arch and empty it into the water. The water bubbles and froths, then turns purple for a few minutes. (Note preventing the elves from doing this has no effect on the oasis It takes weeks for the methelinoc already in the water to deactivate.) Following the Elves. The PCs may try to follow the elves. Should the elves notice this which is 75% likely, the elves lead the PCs in wide, sweeping circle that brings then back to this oasis. Otherwise, the PCs will have to resort to tracking, for the elves are certainly traveling faster than the PCs can follow for long.

Roleplaying. The elves are indifferent to the PCs. if the PCs offer to buy the antidote to the poison in the water, the elves try to sell the PCs the methelinoc on their kank, instructing them to throw it into the pool. They say it requires twelve hours before the water i drinkable (to give themselves enough time to get away). They are, of course, lying.

What The Elves Know. Although the elves will not engage in idle chatter with the PCs, it might be possible to learn something from them via magic or psionic means If this is done, the PCs will learn that these elves belong to the Jura Dai tribe (just a the raiders who attacked the caravan did) and that they have used methelinoc poison all the wells in the vicinity as retaliation for Urik's slave-taking. Further, the elves know that, there is no known antidote for methelinoc (other than being an elf kank, or kluzd.) They may also learn that the Jura Dai camp is at the end of the southernmost canyon beyond the oasis north of Kled (a dwarven village) and that they are feuding with Kled because the dwarves have helped the Urik slave taker find the elven camp. The elves greatest secret, which they will fight against revealing with all their will if possible, is that they have kidnapped the thri-kreen druid when watches over this oasis because they don't want him to purify the waters.

Statistics.

Jura Dai Elf (300): Int Avg; AL N; AC 10; MV 12; HD 1; hp 5 each; THAC0 19; #AT 1 (bone short sword, attacks at -2); Dmg 1d6-2; SZ M; ML 13; XP 1 each; Treasure 2d4 cp each. Next. If the PCs remain at this oasis, go to encounter 17. If they travel to the elven camps to to event 19.

Setup. Have the players turn to Player Aid Card #17. Be sure to have the entry describing the kludz at hand during this encounter.

Giggles. The sound of giggling children drifts across the oasis. When the PCs investigate, they see two dozen dwarven children moving away from the arch monument, where they have just left an offering of sugar-coated ants. They are sneaking along the mudflats toward the edge of the pond, waterskins in hand. They pay no attention to warnings not to drink from the pond, and don't even seem to understand what is being said to them unless addressed in dwarvish. Kluzd Attack. As the PCs watch, a little boy suddenly disappears beneath the mud. The child has been attacked by a kluzd. Another child will disappear every other round until the PCs jump in to help. The kluzd then turns on a PC.

Rescue. The kluzd is taking the children to its den. If the PCs defeat it, they can follow its tunnels back to its den and rescue all the children. Roleplaying. Only one of the children, a brash, 11-year-old boy named Claodis (kla-o-dis), speaks Common. The PCs must either trust him to translate, or find a means of communicating with the other children in their own language. The first thing Claodis tells the PCs is that they were too slow in battling the kluzd - then he demands something to drink, or he'll tell all his friends they

said it was safe to drink from the oasis pond.

Once they get past Claodis' blustering, he can explain that there has been a terrible water shortage, so he talked his friends into coming to this oasis to get some water for the whole village. He won't listen to claims that the oasis is poisoned, claiming that they made offerings to the druid, so the druid will make sure that the water is safe (he is wrong; the druid has been kidnapped by the Jura Dai elves). What The Children Know. Conversation with the dwarven children will reveal the location of Kled and the fact that the elves have been seen visiting this oasis fairly regularly. The children know that a druid is supposed to watch over this oasis, but their parents think that the elves did something to him.

Statistics.

Kluzd (1): Int Animal; AL N; AC 2 (8 out of mud); MV 12, Br 12; HD 4; hp 21; THAC0 17; #AT 1; Dmg 1d8; SA Suffocation; SD nil; SZ M; ML 14; XP 270.

Dwarven Children (24): Int Average; AL NG; AC 10; MV 6; HD 1; hp 3 each; THAC0 19; #AT 1; Dmg 1d2 SZ S; ML 7; XP 15; Treasure Nil.

Next. If the PCs opt to return the children to Kled, go to

encounter 18. If they do not, the children will ask them to come with

them to Kled and help solve the water shortage there.

Setup. Have the players turn to Player Aid Card #18.

Children. If the PCs have any dwarven children with them, a dozen angry mothers drag the kids away, scolding them loudly. If the PCs don't have any dwarven children with them, a dozen frightened mothers surround them and ask if they have seen their lost children.

Barunus. After the PCs have met the mothers, the village leader, an ancient dwarf named Barunus greets the PCs. He is so feeble that he can hardly walk. If the PCs have not done so already, he asks them to give half their water to the children. After hearing the PCs, story (see Roleplaying), Barunus asks the PCs to free the druid who watches over the nearby oasis. .

Sword of Kemalok. If the PCs agree to help the dwarves, he presents them with the Sword of Kemalok, a steel short sword + 1. This sword can cure serious wounds twice per day, but has only 10 charges left. When they're gone, it loses its + 1 bonus and becomes just a steel weapon. Barunus doesn't know this, however, and believes that its enchantment is eternal.

Roleplaying. Barunus is the founder of the village, and a kind-hearted old dwarf. He tells the PCs everything he knows about the current situation in the region (see below.) Barunus speaks frankly and honestly, all that he asks in return is that the PCs do the same.

What Barunus Knows. Barunus founded Kled 150 years ago. His (and thus Kled's) purpose is to uncover the lost city of the dwarven kings, Kemalok. When Kemalok is restored to its former splendor, Barunus believes, the world will once again be verdant and bountiful. The Jura Dai are mad at the dwarves of Kled because a legion from Urik watered from Kled's well before attacking the elven camp. The dwarves didn't want to let the legion water in Kled, but they had no choice. The elves are holding the druid of the nearby oasis prisoner to prevent him from reversing the effects of their toxins on the oasis.

Statistics.

Kled Dwarf (300): Int Avg; AL N; AC 10; MV 6; HD 1; hp 8; THAC0 19; #AT 1 (bone club attacks at - 2); Dmg 1d4-2; SZ S; ML 14; XP 35; Treasure 1d4 cp.

Barunus: Int Very; AL NG; AC 10; MV 3; HD 3; hp 15; THAC0 17; #AT 1 (bone club attacks at -2); Dmg 1d4-2; SZ S; ML 14; XP 35; Treasure 2d4 cp.

Next. Barunus will tell the PCs how to find the elves' current stronghold. When they have almost reached it, continue with encounter 19.

Setup Barunus gives the PCs a sketch map of the route to the elven stronghold.

The Jura Dai Scout. Player Aid Card #19 shows the terrain that the PCs encounter as they start toward the elven stronghold As the players examine the card, have them make ability checks on their Intelligence or Wisdom (whichever is higher). Anyone who makes the check spots an elf moving through the terrain ahead of the party. If the PCs don't spot him, the elf slips away and warns his chieftain that they are coming.

Should it become clear that he has been noticed, the elf flees up the canyon at his best speed. If a PC attempts to catch him, compare the character's movement rate with the elf's (12). If it is higher and the PC makes a successful Dexterity Check, the elf is overtaken. If not, the elf escapes.

If the elf is caught, he attempts to fight his way free but can be subdued for interrogation if the PCs don't strike to kill.

Roleplaying. The elf, Fanan, is a psionic guard who should have heard the PCs coming a long way off. Unfortunately for his tribe, he was sleeping on the job. He is scared to death, but is also determined not to betray his tribe. If the PCs can suggest a plausible reason that it is to his tribe's benefit to help them locate the elven camp, the elf cooperates willingly and leads them to the camp. Otherwise, he trembles and cowers, but does not aid the PCs. If the PCs release him under any circumstances, he runs and warns his fellow elves of their approach. Of course, some PCs might be able to track him back to his home.

What Fanan Knows. If he is befriended or forced to talk, Fanan will reveal what he knows about the situation. First, he is aware that the Jura Dai camp is inside an ancient fortress overlooking the canyon. He knows the general layout, but won't reveal it willingly. If the PCs find a way to force him to do so, have them flip to Player Aid Card #21 The Jura Dai chief's name is Tuga Dai, and he is determined to force the king of Urik to release his elven slaves.

Fanan knows about the captured druid. He will reveal that the druid is being kept in the fortress, though he doesn't know exactly where. Tuga doesn't want to kill the druid because he's afraid of angering the desert spirits. If the subject comes up, which is not likely, Fanan will reveal that Tuga's daughter, Jengi is watching over her father's herds a short distance away. The only reason Fanan knows this is because he hopes to marry Jengi, but he lacks the courage to confront her other suitors and claim her for his own.

Statistics.

Fanan: Int Avg; AL N; AC 10; MV 12; HD 1; hp 5; THAC0 19; #AT 1 (bone short sword, attacks at -2); Dmg 1d6-2; SA psionics; SD psionics; SZ M; ML 13; XP 120; Treasure 3d6 cp.

Psionic Powers - Sciences clairaudience, clairvoyance, life draining;

Devotions - a round vision, chameleon power, danger sense, know direction, poison sense, body equilibrium, body weaponry, cause decay, double pain, enhanced strength. Def Modes IF, MB, TS. PSPs 66.

Next. Continue with encounter 20.

Setup. Do not have the players flip to Player Aid Card #20 until instructed to by the text below. Be sure to have the game statistics on the Gith on hand during this encounter.

A Cry For Help. As the PCs are moving toward the Jura Dai camp, either with or without Fanan, they hear the nearby sounds of a skirmish and cries for help in elvish. When they investigate, have them flip to Player Aid Card #20.

Jengi. Jengi, the Jura Dai chieftain's daughter, is being attacked by several Gith. Like Fanan, she was neglecting her duties and catching a catnap after their late night rendezvous.

If Fanan is leading the PCs to the elven camp, he insists that they help Jengi. If the PCs let him escape in encounter 19, he is watching the battle from a hiding place. He had just come to warn her about the PCs when the gith jumped her. If the PCs help Jengi, he joins in defending her, using body weaponry, enhanced strength, and double pain. If the PCs don't help Jengi, he leaps to her defense alone.

After the Battle. Assuming the PCs save her from the gith, Jengi is properly grateful. If the PCs do not save her from the battle Jengi and Fanan die terrible deaths at the hands of the gith.

Roleplaying. Jengi is seductive and flirtatious, and always tries to get what she wants by using her ample charms. After the PCs save her life, she tries to learn what they are doing near the elven?en stronghold. If the PCs think of a reason that isn't threatening to her or her tribe, Jengi offers to introduce them to her father, the chief of the Jura Dai clan.

On the other hand, if the PCs reveal the true reason that they're seeking out the stronghold, Jengi tries to dissuade them. Assuming she fails, she reneges on her offer of gratitude and uses every means at her disposal to warn her father and the other elves of the PCs approach - although she will not directly attack them or attempt to cause them harm.

What Jengi Knows. If the PCs are able to befriend Jengi or otherwise convince her to share her knowledge with them, she will reveal that the captured druid is a thri-kreen named T'klick'chik. He's being held in a ruined tower at the Jura Dai camp. She knows for certain that any attempt, even by her, to persuade her father to release the druid will meet with failure. Jengi is also familiar with the general layout of the ancient fortress, though she will reveal

this to the PCs only under duress. Should the party find a way to convince her to do so, have them flip to Player Ail Card #21

Statistics.

Jengi: Int Very; AL CN AC 10; MV 12; HD 3; hp 15; THAC0 17; #AT 1; D 1d4 (steel dagger); Sz M; ML 15; XP 120; Treasure 2-20 sp Defiler Spells: 1) charm person, friends, hypnotism; 2) forget, Tashs's uncontrollable hideous laughter.

Typical Gith (12): Int Average; AL CE; AC 8; MV 9; HD 3; hp 15 each; THAC0 17; #AT 2; D 1d4/1d4; SA Springing ( +2 on first attack roll); SZ M; ML 12; XP 175; Treasure nil.

Next. After the PCs conclude this scene, continue the adventure

with encounter 2 1 .

Setup. Do not have the players flip to Player Aid Card #21 until instructed to do so. During this encounter, be sure to describe the castle as a "fortress of the ancients" - never refer to it as a "castle" or "keep", this is a place of mystery and awe.

Introductions. If the PCs are with Fanan and/or Jengi, they are taken directly to the great tower (area 10). To reach the tower, they are allowed access to the inner courtyard (area 15). Any elf noticing PCs anywhere else attacks at once, shouting an alarm that will summoning 1d10 elves/round.

The Castle. This region of Athas is dotted with thousand-year old ruins, but this one is unusually well-preserved. The stone walls are in good condition, but the upper floors of the towers have crumbled.

1,2: These towers are surrounded by rubble and now stand only about ten feet tall, with no roofs. Inside each is one sentry.

3: This road, the only castle entrance, is lined by a 6' tall stone wall.

4: When the PCs reach this point, have them flip to Player Aid Card #21 If the party is not escorted by Fanan and/or Jengi when they reach this area, they are immediately attacked by the sentries in areas 5 and 6.

5,6: The lower two floors of these towers still stand. An elven family including two warriors (one male, one female) and three children camps on each tower floor. In each tower a sentry watches area 4 from the balcony overlooking the gate. A trap door in the basement of each tower leads to a dungeon cell.

7,9,11: The walkways along these walls are where the tribe's single elves sleep. During the day and evening, there are only 1d10 elven warriors along each wall. At night, however, there are 75 male warriors sleeping on 7 and 11, and 50 female warriors on 9. To avoid being challenged while on these walls, PCs must take care not to be seen or heard. There are two sentries on the bridges between the great tower (area 10) and at areas 9 and 11.

8: This tower is similar to 5 and 6, save that the lower floor is occupied by five sentries. The captive druid is in the cell beneath the trap door (go at once to encounter 22 when the PCs discover this cell).

10: See encounter 23 when the PCs enter this tower.

12-14, 16-18: An elven family including two warriors (one male, one female) and three children camps in the foundations of the buildings that once stood here.

15: At any time, there are 2d10 elves in this courtyard.

19: This is where the tribe keeps its 100 kanks penned at night.

20: At any time, there are 2d10 elves gathered around the well.

21: This dry moat is now filled with offal and refuse.

Statistics

Jura Dai Elf (300): Int Avg; AL N; AC 10; MV 12; HD 1; hp 5 each; THAC0 19; #AT 1 (bone short sword, attacks at ~ 2); Dmg 1d6-2; SZ M; ML 13; XP 15 each; Treasure 2d4 cp each.

Next. Continue with encounter 22 when the PCs find the druid,

or encounter 23 when the PCs enter the great tower.

Setup. When the PCs open the trap door beneath the southeastern tower of the fortress, have them flip to Player Aid Card #22.

T'klick'chik. At first, the PCs may not realize that the thri-kreen pictured on the Player Aid Card is the druid they have come to rescue. Any elves with, or captured by, the PCs claim the thri-kreen was taken because he was caught eating an elf, and is being held for execution. The druid, they claim, is in the great tower.

T'klick'chik does not speak common. Unless a PC is able to communicate with him in some way, speaking with T'klick'chik may prove difficult. Using gestures and signs requires a successful Intelligence check for a PC to communicate each new idea.

Obviously, some concepts are easier to convey than others, and DMs should apply modifiers judiciously.

Entering the Cell. PCs entering the cell without permission (see Roleplaying below) are swarmed by lizards, automatically suffering 1d8 hit points in bites each round. They must also save vs. poison or lose 1d3 points of Strength each round until a neutralize poison is cast upon them.

T'klick'chik's Demand. Once the PCs manage to communicate with him, T'klick'chik demands proof of their dedication to the oasis spirit. He wants the PCs to bring him Tuga Dai, lead or alive (see encounter 23). When the PCs comply, T'klick'chik kills the chief (if he is not already dead) and eats him. After T'klick'chik finishes his meal, he agrees to leave with the party.

Roleplaying. To T'klick'chik, most humans and demihumans look the same. When he sees any human or demihuman PC enter his cell, he assumes they are elves coming to fetch him for the stewpot. Even after the PCs have communicated their desire to him, he remains aloof and suspicious.

What T'klick'chik Knows. Once the PCs manage to convince the druid that they are not his enemies, they will be able to learn some things from him. First, the thri-kreen knows that Tuga Dai spends two hours every night alone in the uppermost room of the great tower studying his spells. Further, he feels that his capture was due only to a surprise attack by the elves. Once he returns to his oasis, he has no need to worry about the traditionally vengeful elves - they won't dare to challenge him directly.

Statistics.

T'klick'chik: Int High; AL N; AC 5; MV 18; HD 6+3; hp 50; THAC0 13; #AT 5; Dmg 1d4(x4)/ 1d4 + 1; SA druid spells and poison; SD dodge missiles on 9 or better; SZ M; ML 15; XP 3,000; druid spells: 1) bless, animalfriendship, invisibility to animal, locate animals or plants, detect poison, create water; 2) snake charm, messenger, detect charm, speak with animals, find traps, slow poison; 3) hold animal, summon insects, create food and water, water breathing, water walk; 4) reflecting pool, lower water, neutralize poison; 5) cure critical wounds, control winds; 6) part water, transmute water to dust. Next. Continue with encounter 23 when the PCs go to fetch Tuga Dai. Once they have delivered the chief and left the fortress, continue with event 24.

Setup. Have the players flip to Player Aid Card #23

Entering the Tower. If the PCs are escorted by Fanan and/or Jengi, they are taken directly into the great hall (area O.)

A. Two sentries stand guard on these balconies.

B. These arched halls provide access to the interior rooms. In any hall, there is 25% chance of meeting 1d4 elven clan chiefs

C. This room has no roof. Between ten p.m. and midnight, Tuga Dai comes here alone to study his spells.

D. There are always 2d8 clan chiefs in the great tower. This is also where Tuga Dai spends most days and evenings.

E. This is where Tuga Dai sleeps, along with his wife and children. He is here after midnight and before daylight.

F. The basement holds a supply of methelinoc. The well here is dry.

Roleplaying. Tuga Dai cares only about his tribe. He won't release the druid, no matter what the PCs do or say, and is more interested in how they learned of his stronghold. Tuga Dai does not allow the PCs to leave, instead having their hands bound and sealing them in room F.

What Juga Dai Knows. It might be possible for the PCs to glean some information from their conversation with the elf leader. He knows that he has little chance of freeing the Jura Dai taken by the King of Urik, but he has to do something to strike back. He is aware that Fanan and his daughter Jengi are having a secret love affair

Statistics.

Jura Dai Chief Int Very; AL CN; AC 5 (kank breastplate); MV 12; HD 4; hp 20; THAC0 17; #AT 1; D 1d4 (steel dagger); SZ M; ML 15; XP 270; Treasure 10 gp. Defiler Spells 1) color spray, magic missile, sleep, ventriloquism; 2) darkness 15' radius, invisibility; knock; 3) dispel magic, lightning bolt; 4) minor creation.

Tuga Dai: Int Very; AL CN; AC 5 (kank breastplate); MV 12; HD 8; hp 35; THAC0 13; #AT 1; D 1d4 (steel dagger); SZ M; ML 15; XP 2,000; Treasure 10 gp. Defiler Spells: 1) color spray, magic missile, sleep, ventriloquism; 2) darkness 15, radius, invisibility, knock; 3) dispel magic, lightning bolt; 4) minor creation. Treasure 10 gp.

Next. If the PCs take Tuga Dai to the druid, continue with encounter 22. Otherwise, return to encounter 21.

Setup. Don't have the player's flip to Player Aid Card #24 until instructed to below. Use this encounter as the PCs leave the elves, whether they are escaping alone or with the druid T'klick'chik.

Angry Elves. As they are not anxious to have the location of their secret fortress known, the elves attempt to ambush the PCs. T'klick'chik does what he must to defend himself, but is not overly helpful to the party members - though he will use his healing powers to keep them from dying. The type of ambush depends on how careful the party was inside the elven camp:

Ambushes Conditions

One PCs rescued T'klick'chik without revealing their presence to a single elf (except the chief).

Two PCs were seen by one or more elves, but no alarm was raised for one reason or another.

Three PCs were seen by elves and an alarm was raised. These ambushes occur at various points along their escape route.

Ambush One. Twelve elves attack the party with bows and arrows from cover. The party suffers a - 2 penalty to their surprise check.

Ambush Two. Ten elves block the PCs, path in a narrow stretch of canyon, while five more attack from behind. If Fanan and Jengi are alive, they are part of the group that attacks from behind.

Ambush Three. A dozen elves, led by the tribe's best psionicist, catch the

PCs at night or in their camp.

Reaching the Oasis. Once the PCs reach the oasis with T'klick'chik, the elves no longer bother them. Over a period of several hours, T'klick'chik uses his spells to empty most of the water out of the oasis, then neutralizes the poison in what remains. During this time, dozens of ex-slaves and dwarves from Kled appear, their waterskins expectantly in hand. At long last, T'klick'chik casts his final spell. When this happens, have the players flip to Player Aid Card #24. A few moments later, the druid disappears into the foliage and returns to his duties.

Statistics.

Jura Dai Elf: Int Avg; AL N; AC 10; MV 12; HD 1; hp 5 each; THAC0 19; #AT 1 (bone short sword, attacks at - 2); Dmg 1d6-2; SZ M; ML 13; XP 15 each; Treasure 2d4 cp each.

Fanan's statistics are listed in encounter 19. Jengi's statistics are listed in encounter 20. The elven psionicist's statistics are listed in encounter 3.

T'klick'chik's statistics are listed in encounter 22.

Next. This is the end of the adventure. The PCs have their choice of going to live in Kled, joining the slave tribe, or striking out on their own. The dwarves of Kled will reward the PCs with 10 gp, no matter what they decide to do.