0% found this document useful (0 votes)
58 views36 pages

In Kalaks Shadow

In the city-state of Tyr, an evil force threatens to emerge as a series of disappearances occur, prompting a group of heroes to investigate. They uncover a plot involving a tigone and a cult worshipping the ghost of Kalak, leading to chaos as Kalak's influence resurfaces in the city. The adventure requires the characters to navigate through the dark underbelly of Tyr, confront the cult, and ultimately work to free the city from Kalak's second reign.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
58 views36 pages

In Kalaks Shadow

In the city-state of Tyr, an evil force threatens to emerge as a series of disappearances occur, prompting a group of heroes to investigate. They uncover a plot involving a tigone and a cult worshipping the ghost of Kalak, leading to chaos as Kalak's influence resurfaces in the city. The adventure requires the characters to navigate through the dark underbelly of Tyr, confront the cult, and ultimately work to free the city from Kalak's second reign.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

A 2nd Edition AD&D Dark×SunÔ Adventure

Dark Sun

In Kalak's Shadow

By Daniel Bandera
It is free year 12. In the city-state of Tyr, an evil has been growing in the shadows and is ready to emerge
to threaten the freedom of the city. A ravenous murderer stalks the Warrens. Many templars and citizens claim
Kalak has returned and call for his open worship by all. The free wizards of Tyr work to convert Kalak's ziggurat
into a positive source of light to remove the shadows of evil that linger in the city. A band of heroes must unravel
the message from a mysterious woman who pleads for help. If they are too late, a dark shadow will fall across the
city and a sorcerer-king will again sit on the throne of Tyr.

In Kalak's Shadow

This adventure takes place in the city-state of Tyr. It is for 3-5 characters of 6th to 8th
level. The adventure uses many NPCs and locations described in the accessories City-State of
Tyr and Dune Trader. Though possession of these accessories is not necessary for this
adventure, it will help to add background and description to the adventure. There are maps of
the city of Tyr in the first box set, the second box set, and the City-State of Tyr. The adventure
begins assuming the characters are residents of Tyr and that the party has a contact in authority.
If they are acquainted with Sadira, Rikus, and the city council so much the better, though this is
not necessary.

Adventure Synopsis

The party is asked to investigate a series of disappearances that have occurred in the
Merchant District. Most of the disappearances occurred near the Warrens, and the investigation
leads into this lawless section of the city. The characters learn of more disappearances in the
Warrens. It looks as if someone or something is hunting in the Warrens and surrounding area,
and possible thri-kreen are to blame. During their investigation, the party uncovers an attempt to
sabotage the pyramid project of the free wizards and can stop the attack. After investigating, the
party discovers a tigone is responsible for the attacks.
One of the characters purchases a ceramic vase with a cryptic message and a plea for
help. The vase contains a diagram that leads the party to an entrance into Under-Tyr, and into
the lair of a group of fanatical templars who worship “Kalak's ghost.” Some of the followers
flee and the party must track them down. Over the next week the party helps the guards to track
down the suspects. One of the followers' leaders has fled the city and the party is asked to track
him down. He flees to Altaruk.
When the party returns to Tyr, they find the city in turmoil. Thaxos Vordon has made
his bid to seize the throne. Vordon soldiers spread throughout the city, capturing nobles, the city
council, and high ranking templars. However, "Kalak" reappears over the city, and seizes
control of the city after killing Thaxos and taking control of his soldiers. The Veiled Alliance is
held in temporal status and the free wizards are charmed by Kalak. The party and members of
the School of Thought must work to free Tyr from the second reign of Kalak.
Background

When Sadira visited the Pristine Tower, she received great power from the shadow
people so that she could kill Borys and thus free Rajaat. When Rajaat was freed, Sadira used her
magic to help trap him again. There are consequences to this action that Sadira had not realized.
The shadow people plan to take their revenge by driving Sadira mad. Their leader, Djorn, has
slowly taken possession of her body, while forcing her mind out. Once she is in this imbalanced
state she will be very unpredictable, and Djorn hope to manipulate her into weakening the bonds
on Rajaat's prison.
As Sadira began to have memory lapses and acts of madness, she realized something was
happening to her. As the mental battle between Sadira and Djorn intensified, she realized that
she could not win this battle. She decided to take steps to ensure that her spirit would not be sent
to the Gray when forced from her body. Using her arcane powers she prepared a vase to hold
her soul.
As her madness became more pronounced, she began to wander around the city. She
discovered Yalther and his fellow Loyalists. She secretly attended one of their ceremonies and
witnessed Kalak's “appearance.” Her deluded mind became convinced that she was Kalak, and
began to make preparations for her triumphant return. Two days later, she appeared to the
Loyalists and announced her return as Kalak, taking the dragon form she had last seen him in.
The Loyalists were easily convinced and became her first worshippers. She would visit the
Loyalists on a regular basis and show off her power. In response, the Loyalists began making
sacrifices to her by throwing captives into a pit of tigones. Sadira in one of her last lucid
moments carved a message into the vase containing her soul, and left it to be found near the
tunnel's entrance. An ex-slave found it and sold the vase to the merchant the characters later
purchase it from.
Before the adventure begins, one of the tigones escapes from the pit into the Warrens,
where over the course of a month it kills many people.
Part 1: Tigone Terror

A. Hired

The adventure begins when the party is approached by someone in authority in the city
that the characters know. It could be a templar, one of the city council, including Sadira or
Rikus, a merchant, including Thaxos Vordon, though if so the party should not be a part of the
Vordon plot, or a noble. The DM should adjust who the patron is based on what has happened
in his campaign previously. This encounter should seem like a friend asking for a favor rather
than offering the characters employment. Here it is assumed Lithacus, a templar in the security
department, is used. If the party does have a contact higher up, the DM may still want to use
Lithacus as a go-between with their contact asking them to report their findings to Lithacus.
This way the characters cannot ask advice of or support from high level NPCs like Sadira and
Rikus.
Lithacus invites the characters to dinner at the Sandstone Inn. Over dinner, he asks the
party to look into the disappearance of a man. Korth, an artisan, left a business meeting late the
night before heading for home, but he never made it. A scene of violence was discovered in the
merchant quarter where it borders with the ziggurat. There was drops of splattered blood on the
wall, and the artisan’s money pouch and one of his shoes were the only objects found at the
scene. This is the second such disappearance in two days. Lithacus believes that a thri-kreen is
hunting people in the city and wants the party to track down this thri-kreen and deal with it.
(Note: If one or more of the characters is thri-kreen, Lithacus will still hire the group, as he
hopes the thri-kreen PC will be able to offer advice on thri-kreen behavior.)
Lithacus offers the characters 200 cp for evidence of which thri-kreen is behind the
attacks, and another 250 cp if the characters capture the thri-kreen and bring it in for trial. To
make progress reports and to learn of any new victims, the party can contact Lithacus at the
Bureau of Defense in the Templar District on the southern side of the city. Lithacus lets on that
the reason he is hiring the party is that the Department of Defense is very busy on something big,
but he will not go into specifies.
The Department of Defense is in charge of security for the ziggurat project. Lithacus's
superiors are concerned that an attack will be made on the ziggurat to prevent the project from
being finished. Lithacus is busy trying to uncover any such plots. The characters may have
heard many rumors about the project the preservers are working on, but no one really knows
what it is.

Lithacus, 7th level templar: THAC0 16; Dmg by weapon; AC 7; hp 30; MV 12; SA nil; SD
nil; MR nil; SZ M; AL LN (E); ML 11; MAC 6; Equipment: leather armor, iron long sword
(1d8 / 1d12)

B. The investigation begins

This section of the adventure is wide open, allowing the party to proceed as they wish.
Every 1d3-1 days another disappearance is reported in either the Warrens or the areas bordering
on the Warrens. The disappearances may occur more often, but for one reason or another not all
of them are reported to the authorities. The attacks occur in the section of the Warrens south of
the Elven River, west to the Bard's Quarter, east to the Merchant District, and south to Shadow
Square area. No bodies are found at the scene or discovered later. Only the signs of a struggle
can be found, a dropped article of the victim's clothing, occasionally valuables, and blood in
various amounts. There are no witnesses to any of the attacks and no one admits to hearing
anything.
The first scene: Korth was traveling home from the House Shom emporium, where he
was negotiating a deal to sell his leather goods. He was attacked near an alley that connects the
Merchant District with the Warrens. If the party searches the scene they see no clues as to
Korth's fate. While searching the alley, the party suddenly spots a figure watching them from
the far end of the alley. The figure, standing up against one of the buildings, is that of an old
mul. If approached, he introduces himself as Jagro. Jagro is sociable with the characters, until
they ask him about the attack, or say they work for the government. Jagro responds to questions
about the attack with contempt, saying now that one of the fat rich merchants was killed the city
takes notice and sends a powerful group to investigate but no one was sent to investigate all of
the disappearing poor folk. Jagro has nothing but contempt for the city government who he
believes serves only the rich people of the city, and he will say so on many occasions.
From Jagro the characters can learn of the many disappearances in the Warrens over the
past month, as long as the party treat it as a friendly conversation. If the party becomes
confrontational or tries to interrogate Jagro, he shuts up and tries to leave, wanting nothing to do
with the characters. If asked, Jagro can tell the party about the first three attacks and will lead
the party to either the place of the attack or the missing person's family.

C. The victims

(Role playing note on the victims: Most of the families of the victims know nothing
useful to the characters' investigation, however that does not mean they will tell the characters
this right a way. These people morn for their lost loved ones, and when the party comes around
asking about their loved ones, they will become very emotional. They will want to talk more
about how that person lived, tell amusing stories about their lives together, and remember the
missing person's good characteristics, rather than discussing the events surrounding their
disappearance. It should take the party days to interview all these people to find out that they
know next to nothing of use to the investigation. However, compassion is a very rare thing on
Athas, and if the party shows some to the families of the victims word will spread. The DM
may then have witnesses come forward, who would not have does so otherwise, and give the
characters information to get them on the right track.)

1. Emila, a half-elven middle-aged woman, who worked as a barmaid in one of the


taverns, was attacked on her way home from work. Her husband knows nothing about her
disappearance, though he acts kindly to the characters and offers to help.

2. Zitler, a teen-age human boy who disappeared from his family's house early one
morning. His parents know about the disappearance of Elisus and Marlath, numbers 4 and 6
below.

3. Calterus, a destitute former human gladiator, who lost a leg in the arena. He was
being taken care of by his former fighting partner, Kira, a female mul. Kira knew Solod, #5, and
has learned of the disappearance of numbers 6 through 9. These families came to her since the
disappearance of their loved one and asked for her protection. Kira tries to look after these
families but her grief over the loss of Calterus is threatening to overwhelm her. If the party
presses her during questioning, she will finally break down and the tears that she has held back
since the news of Calterus's disappearance will flow.

4. Elisus, an elderly man, who often wandered away from his daughter's house. One
night he wandered off and was never seen again. His daughter and her husband searched for him
but only found some of his shredded clothing.

5. Solod, a fat man who at one time had made a living as a tailor. However, he could
not resist games of chance, and he gambled away his business and savings. He became a
homeless drunk who wandered the Warrens, sleeping wherever he could. The gladiator, Kira,
looked after him and gave him food on occasion. One day Kira went to bring him some
breakfast, but could not find him, and later discovered blood and torn clothing in the ruined
building he had been sleeping in.

6. A young girl of 9, Marlath, disappeared from behind her parents' shack. Her parents
heard nothing during the attack. Her father is very angry and will refuse to help the party in any
way, chasing them from his house if asked about the disappearance of his daughter.

7. Frithus, a small young man, disappeared on his way home from a tavern after a long
night of drinking. His wife and children have not seen him in days. They have no means of
supporting themselves and have resorted to begging. Frithus visited Hurlas, #11 below, and his
wife knew this. A week before Frithus disappeared Hurlas disappeared, and Frithus was very
upset. His wife will only revel this if the party has won her trust.

8. Barlicus, a young man of 18, who lived with and looked after his mother and young
sister. Though he was very sick he still went to work every day in the brickyards to earn money
for his family. One night he never came home from work.
Barlicus had almost reached home the night he was attacked. One of his neighbors,
Yolanda a young girl who is a friend of Barlicus's sister, heard the attack. On the slight chance
that the party questions her she says that she was awaken in the night by Barlicus's short scream.
She then heard a growl and a sickening crunching sound, and then the sounds of something
dragging Barlicus away. Yolanda is very scared that the monster will come back and get her,
especially if she talks about the monster. The party will have to be very kind and friendly to her
and promise to protect her from the monster in order to learn her story.

9. Zanorat, a merchant of fifty years old. He was attacked one night when he had stayed
late at his shop in Shadow Square to straighten up. His widow is now supported by her two
sons. They are very protective of their mother and will try to stop the party from talking to her.
The characters will have to be very convincing to get past the brothers. If the party can talk to
her, the only thing she tell them of use is about # 10, Eliza below.
One of the brothers knows the elven warrior, Hansanertor (see below), and will suggest
the party talk to him if convinced the party is truly capable of finding the killer.
10. Eliza, a poor young half-elven woman of 20. She lived alone, and kept a pet lizard.
One night it disappeared, and she went out looking for it and never returned.

11. Hurlas, a female human prostitute. Her friends in the same profession noticed her
missing one night and have not been able to find her. The small shack where she lived is empty
but showed signs of a great struggle. One of her neighbors, a teenage mul boy named Joelis is
very willing to help the party find who is responsible. If the party are asking around about
Hurlas he will approach them and offer his help. If the party suggest they believe the murderer
is a thri-kreen or anything else they may believe at this point, Joelis will claim to have witnessed
the attack. One night he was awakened by Hurlas's scream, and looked outside to see a thri-
kreen dragging her away. Unfortunately for the characters, Joelis is making up whatever
information he gives them. He was infatuated with Hurlas, and wishes to see her murderer
killed, but he knows nothing of the attack. He will simple support whatever idea the party puts
forward.

12. Shanlitira, an elven child of six, she disappeared one night from the Elven Market,
when her parents were conducting the sale of contraband late one night.

D. Thri-Kreen advice

Most of the above victims were young, old, or sick. If the party present the list of
victims and ask a thri-kreen about hunting such prey, it will respond that only larvae would hunt
such prey. Adult thri-kreen hunt more formidable prey as suits their stalking skills. Any thri-
kreen accused of their murders will take it as an insult to their hunting ability and become
belligerent to the characters.

E. Elven vengeance - Hansanertor

During their investigation, the characters will very likely meet this elf. Hansanertor has
been looking into the disappearance of Shanlitira, the elven child. He is a thri-kreen slayer, and
believes thri-kreen are responsible for the disappearances, though as of yet he has no proof.
Hansanertor will agree to help the party in their investigation, however he firmly believes a thri-
kreen is the culprit, and any information that is uncovered he will shade by this believe.

Hansanertor, 10th /10th level Fighter/Psionicist: (Thri-kreen slayer) THAC0 10 (6 vs thri-


kreen); Dmg by weapon + 2; AC 1; hp 60; MV 12; SA +1 to hit with long sword and bow; SD
nil; MR nil; SZ M; AL CN; ML 13 (19 when fighting thri-kreen); MAC 7; MTHAC0: 11; PSP
90; Psionic Summary: PSYCHOKINETIC – Sciences: Telekinesis, Detonate, disintegrate;
Devotions: Control light, levitation, molecular agitation, ballistic attack, inertial barrier, control
wind, soften, control flames; PSYCHOMETABOLISM – Sciences: Life draining, energy
containment; Devotions: Adrenaline control, reduction, body equilibrium, chemical simulation,
magnify; PSYCHOPORTATION – Devotions: Phase, dimension walk; Att/ Def : All/ All;
Str 18, Dex 19, Con 15, Int 16, Wis 15, Chr 13. Special: +4 to hit, +2 damage versus thri-
kreen. Fight with two weapons.
Equipment: thri-kreen shell armor (AC 5), bone long sword (-1, -1) 1d8/ 1d12, long bow, 12
bone tipped sheaf arrows (-1, -1) 1d8/ 1d8, obsidian gythka (-2, -1) 2d4/ 1d10, iron dagger 1d4/
1d3.

F. The Hungry, Hungry Halfling (Described in the City-State of Try)

The inn caters to thri-kreen, halflings, and other cannibalistic races. The party may
believe a trip to the Hungry, Hungry Halfling Inn may turn up something. They could believe
the disappearance are caused by the owners, Tar and K'kikrik. After all they do have such
unsavory dishes as fresh elven stew and dwarf fingers. The party could also believe the
murderer may frequent the Hungry, Hungry Halfling.
If the characters start asking questions about the disappearances in the inn, or put it under
surveillance, they will be confronted by the owners, K'kikrik, a 7th level thri-kreen fighter, and
Tar a 8th level halfling rogue. They may be joined by some of their thri-kreen customers as well.
They will deny any wrong doing and threaten the party with violence if they do not leave the inn
alone. If provoked the group will attack, but not to kill the party. Also, if the fight is during the
day, a patrol of soldiers will arrive and try to restore order.

Typical thri-kreen customer: THAC0 13; Dmg 1d4 x4/ 1d4+1+poison or by weapon; AC 5;
HD 6+3; hp 35; MV 18; SA poison; SD missile dodge; MR nil; SZ L; AL CN; ML 17; MAC 7;
Equipment: Only 30% of the customers will be armed. Typical thri-kreen weapons: chatkcha
1d6+2/ 1d4+1, gythka 2d4/ 1d10, zerka 2d4/ 1d10.

Soldiers, 3rd level fighters, THAC0 18; Dmg by weapon; AC 7; hp 15; MV 12; SA nil; SD nil;
MR nil; SZ M; AL N; ML 12; MAC 8; Equipment: bone short sword (-1, -1) 1d6/ 1d8,
obsidian long swords (-2, -1) 1d8/ 1d12, or bone spears (-1, -1) 1d6/ 1d8.

If the party continues to inquire about thri-kreen as the possible attacker, they will be
stalked by a group of four thri-kreen. These thri-kreen take the characters accusations as an
insult. They will attack lone party members and follow groups of characters around and hurl
threats at them. The seriousness of their attacks will increase, from a mere beating to live-
threatening depending on how persistent the party is in blaming thri-kreen for the
disappearances.

G. The Clues

If the party returns to Marlath’s parents and has shown kindness to them, Marlath’s
mother will show the characters something. It is a shoe. The shoe was worn by Marlath the
night she was attacked, and is the only thing her parents found of her. If the party uses object
reading on it, they can see Marlath’s last moments through her eyes. The only thing they see is
a blur of green and black.
If the party was kind to Zanorat’s widow, on day four of the investigation one of
Zanorat’s old friends, Procar, approaches the characters with a problem. A rotten smell is
emanating from an abandon home behind Procar’s own. He is an old man, and fears what he
may find in the abandon building. If the party searches the abandon building, they discover a
mutilated body. The body is beyond recognition. A thorough search of the area uncovers many
green and black hairs, as well as droppings of some creature. It becomes clear that the attacker
used this house as a den. The characters should be able to determine what the attacker is. By
consulting a tigone handler (there are some out of work handlers left over from Kalak's reign),
they can determine the best way to set a trap for the beast. The best way is to take an injured
erdlu (how it gets injured is up to the characters) and set up an ambush around it. If the tigone
hears the erdlus' cries (60% each night), it will investigate. The tigone will first try to watch the
area where the erdlu lies for a few rounds to see if any other predators have arrived, then it will
pounce on the wounded bird.

Tigone: THAC0 15; Dmg 1d3/ 1d3 / 1d10, back claws 1d4/1d4; AC 6; HD 5+2; hp 30; MV
12; SA psionics; SD psionics; MR nil; SZ M; AL N; ML 9; MAC 7; MTHAC0 15, PSP 100;
Psionic Summary: CLAIRSENTIENCE - Sciences: Clairvoyance; Devotions: All-round vision,
danger sense, know direction, poison sense, radial navigation. TELEPATHY – Sciences:
Domination; Devotions: Awe, contact, ESP, invincible foes, life detection. Att/ Def : EW, II,
MT / TS, TW, MB.

H. Encounters in the Warrens

1. Street Gang
A group of five street punks spot the characters and decide to prey on them. The bullies
approach the characters. Blocking their path, the leader demands 30 cp and will not let the
characters pass unless paid. If refused the gang will attempt to rough up the characters, however
if the party draws weapons the gang will retaliate with their clubs and daggers. Once two or
more of the punks are killed or knocked unconscious, the rest flee.

4 Street thugs, 2nd level fighter: THAC0 19; Dmg by weapon; AC 9; hp 11; MV 12; SA nil;
SD nil; MR nil; SZ M; AL NE; ML 10; MAC 10; Equipment: club 1d6/ 1d3, bone dagger (-1,
-1) 1d4/ 1d3.

Street thug champion, 4th level fighter: THAC0 17; Dmg by weapon+1; AC 9; hp 25; MV
12; SA nil; SD nil; MR nil; SZ M; AL NE; ML 11; MAC 10; Str 16. Equipment: club 1d6/
1d3, bone dagger (-1, -1) 1d4/ 1d3.

The survivors retreat to their gang's hideout and tell the rest of the gang of the fight. The
entire gang will build itself into an uproar over the attack, and will storm out into the streets
searching the Warrens for the characters. If they find the characters the gang will attack to kill
them, hurling vile insults at them throughout the combat.

8 Street thug, 2nd level fighter: THAC0 19; Dmg by weapon; AC 9; hp 11; MV 12; SA nil;
SD nil; MR nil; SZ M; AL NE; ML 10; MAC 10; Equipment: club 1d6/ 1d3, bone dagger (-1,
-1) 1d4/ 1d3.

4 Street thug champions, 4th level fighter: THAC0 17; Dmg by weapon+1; AC 9; hp 26; MV
12; SA nil; SD nil; MR nil; SZ M; AL NE; ML 10; MAC 10; Str 16. Equipment: club 1d6/
1d3, bone dagger (-1, -1) 1d4/ 1d3, bone battle ax (-1, -1) 1d8/ 1d8.
Street thug chief, 6th level fighter: THAC0 13; Dmg by weapon+3; AC 8; hp 36; MV 12; SA
nil; SD nil; MR nil; SZ M; AL NE; ML 12; MAC 10; Str 19, Dex 16. Equipment: club 1d6/
1d3, bone dagger (-1, -1) 1d4/ 1d3, bone long sword (-1, -1) 1d8/ 1d12.

2. Earth Fanatics
While passing through the Warrens, the characters hear the faint sounds of crying coming
from an alley. If the party investigates they find a young half-elven girl, of perhaps 11 years,
curled up in the alley in her night clothes crying. If comforted and asked why she is crying, the
girl, Krisandra, claims a giant stole her mom. Krisandra and her mother, Caladia, live in a small
one room shack not far from the alley where the party meets Krisandra. Tonight soon after her
mother put Krisandra to bed, a half-giant burst in through the door. The half-giant quickly
subdued the screaming woman, knocking her unconscious. Throwing the unconscious Caladia,
across her shoulder the half-giant left. During the attack, Krisandra hid under the covers and
remained frozen with fear. Once the half-giant left with her mother, the fear broke and she
hurried after her mother. She followed them to this alley before she realized she could do
nothing to free her mother from a half-giant.
Characters who wish to help Krisandra are told the half-giant went down the alley and
turned left. After following the directions down the alley and to the left, the party cannot find
any trace of the path the half-giant took. If the characters stop and listen, they can hear voices
coming from nearby. If the characters follow the sounds of the voices, they go through an alley
to a small courtyard, where the party sees a half-giant along with three others.
One of those the party sees is Thalgor, a mul priest of the earth. Thalgor was a devout,
peaceful follower of the earth, until a little over a year ago, when the day of the Great
Earthquake struck. Thalgor was shocked by the destruction caused by the earth spirits, whom he
had come to believe cared for and watched over the city. On that day Thalgor’s faith and his
sanity were shaken. The numerous after-shocks that have rocked the region have slowly driven
him into insanity. His deranged mind has come to believe the earth is angry at the people of Tyr
for not paying homage for the protection they have been granted. The earthquakes are the earth
spirits grumbling their displeasure at the lack of sacrifices made to them by the people of Tyr.
Thalgor has decided to make sacrifices to the earth by burying people alive. He is assisted by
three devout followers, two dwarves and a half-giant.
As the party arrives on the scene, the DM should roll 1d6. On a roll of 1-3, the
characters see two dwarves flanking a robed mul standing over a six foot deep pit. The half-
giant stands to one side of the pit, and hurls the unconscious Caladia into the pit. On the far side
is a pile of loose earth. Unless the party stops him, Thalgor will push the pile of loose earth into
the pit covering Caladia. On a roll of 4-6, the characters arrive late. As they arrive, they witness
Thalgor pushing the pile of earth into the pit burying Caladia. If Caladia is burying, she will die
in three rounds. Unless the party has magical means of digging her out, she will die. Either
way, Thalgor and his followers will attack the characters if they try to free Caladia.
If the group fails a morale check, the dwarves attempt to flee, but the half-giant will
surrender.

Thalgor, 8th level priest of earth: THAC0 16; Dmg by weapon; AC 5; hp 56; MV 12; SA
spells; SD spells; MR nil; SZ M; AL CE; ML 18; MAC 6; MTHAC0 17; PSP 35; Psionic
Summary: Enhanced strength; Str 14, Dex 12, Con 16, Int 11, Wis 16, Chr 14; Spells: 1 st: 5, 2nd:
5, 3rd: 3, 4th: 2. Equipment: obsidian spear (-2, -1) 1d6/ 1d8, hide armor, wooden shield.
2 Dwarven fighters, 6th level: THAC0 14; Dmg by weapon +2; AC 8; hp 40; MV 6; SA nil;
SD nil; MR nil; SZ M; AL CN; ML 13; MAC 8; Equipment: obsidian battle axes (-2, -1) 1d8/
1d8, leather armor.

Half-giant, 5th level fighter: THAC0 14; Dmg by weapon + 4; AC 8; hp 80; MV 15; SA nil;
SD nil; MR nil; SZ L; AL CN; ML 14; MAC 9. Equipment: obsidian spear (-2, -1) 1d6/ 1d8,
obsidian two-handed sword (-2, -1) 1d10/ 3d6, leather armor.

3. Riot
A riot has erupted in this section of the city and sweeps the characters up into it.

200 Rioters: THAC0 20; Dmg by weapon; AC 10; hp 5; MV 12; SA nil; SD nil; MR nil; SZ
M; AL CN; ML 9; MAC 10. Equipment: typical weapons: club 1d6/ 1d3, bone knife (-1, -1)
1d3/ 1d2, rock 1d2 / 1.

4. Strange Threat
This event occurs late on the third day of the investigation. One of the characters is
approached by a large, tough-looking mul, Zud. Zud will only approach a character who is by
himself. Zud threatens the character, telling him, “You stop yer messing ’round in our part of
the city, if you know what’s good for ya.” Zud then leaves quickly.
Zud is a moron, but he knows just enough to be dangerous. To himself that is. He has
heard the characters asking questions around the Warrens and he knows that the party works for
the city government. Zud is proud of himself for threatening the party away before the
characters can discover what his gang is planning.
If the party becomes suspicious they can follow Zud. He returns to his mates in a run-
down tavern and spends the rest of the night drinking. As long as the party is discreet, none of
the gang members will spot them. If someone in the gang does spot them, the gang will attack
the party.
If the party is persistent, and continues to trail Zud and the rest of his gang, they will be
rewarded the next night. After midnight, the gang heads for The House of Fingers in the Bards’
Quarter. Outside the House of Fingers a small crowd of street toughs loiters. Most of the
members of Zud’s gang wait outside and fraternize with the other thugs. Two of the gang
members enter the house. There are twenty-five street punks outside the House of Fingers, and
they will stop anyone from entering the tavern who is not a bard, or leader of one of the gangs.
If the characters can somehow manage to sneak into the tavern, they will see a few bards
drinking in the dimly lit main room. If the characters look out of place in the seedy bards’
tavern, they will be attacked by one of the patrons, who resents the party's intrusion in what the
bards consider their tavern.
In a back room, the door of which is guarded by four gang members, the leaders of the
three gangs outside meet with Zandolus. Zandolus is a bard, and while not very skilled as a
musician, he is an expert poisoner. He feels threatened by the magical artifact being constructed
on top of the ziggurat and plans to put a stop to the preservers’ project. He sees this as a threat
to his profession and believes if successful he will be considered a champion by all of the thieves
and bards in Tyr.
Zandolus has gathered the three gangs together to conduct a raid on the ziggurat. Even
though the top of the ziggurat is guarded at all times by soldiers and preservers, he has
convinced the street gang leaders that by combining their men, they will be able to defeat the
guardians and destroy the preservers’ project before it is finished. In actuality, he plans to use
the gangs as a diversion, to draw the defenders away from the top of the ziggurat so that he and
three accomplishes can teleport to the top and destroy the preservers’ project.
Eavesdropping characters can hear the gang members’ plan to attack the ziggurat the next
night. Once the meeting is over the party can decide who they wish to follow. If the party stays
to watch Zandolus, an hour after the last of the gang members leave, three people, one woman
and two men enter Zandolus’s room. These are his accomplices, and they are there to agree on
the final arrangements for their attack the next night.
With any information the party has learned they can warn Lithacus of the planned attack.
When told, Lithacus will be shocked, not about the news of the attack because he suspected one
was being planned, but that the party uncovered it. He will quickly make plans to set an ambush
for the attackers. Lithacus will not ask the party to participate but if the characters ask to be
included, they are assigned to defend the top of the ziggurat.
The next night, templars and soldiers are hidden around the ziggurat and surprise the
attackers. The characters, at the top of the ziggurat have to deal with Zandolus and his three
companions. Neither Zandolus nor any of his companions will allow themselves to be taken
alive, though many of the street thugs will. When interrogated they will reveal the entire plot.
Lithacus will thank the party for their help in stopping the attack, but there will be no
grand banquet or reward for the characters. Lithacus tells them, he wishes to keep their
involvement a secret so that no one learns that they are agents of the city. This should allow
them to move more freely among the citizens. Lithacus will continue to put off rewarding the
characters, while taking all of the credit for the discovery of the plot for himself.

34 Street thugs, 2nd level fighters: THAC0 19; Dmg by weapon +1; AC 8; hp 13; MV 12; SA
nil; SD nil; MR nil; SZ M; AL CE; ML 10; MAC 10; Equipment: bone battle axes (-2, -1) 1d8/
1d8, or bone short swords (-1, -1) 1d6/ 1d8, or clubs 1d6/ 1d3, or obsidian spears (-2, -1) 1d6/
1d8, and leather armor.

5 Street champions, 5th level fighters: THAC0 16; Dmg by weapon +2; AC 7; hp 27; MV 12;
SA nil; SD nil; MR nil; SZ M; AL CE; ML 12; MAC 9; Equipment: obsidian battle axes (-2, -
1) 1d8/ 1d8, or bone long swords (-1, -1) 1d8/ 1d12, and bone-studded leather armor.

Zandolus, 9th level bard: THAC0 16; Dmg by weapon; AC 4; hp 40; MV 12; SA nil; SD nil;
MR nil; SZ M; AL NE; ML 14; MAC 6; MTHAC0 16; PSP 46; Psionic Summary: dimensional
blade, duo-dimension; Dex 18. Equipment: bone dagger (-1, -1), bone short sword (-1, -1) 1d6/
1d8, poisons, leather armor.

Hagere, 6th level bard: THAC0 18; Dmg by weapon; AC 6; hp 24; MV 12; SA nil; SD nil;
MR nil; SZ M; AL CE; ML 13; MAC 7; MTHAC0 18; PSP 27; Psionic Summary: combat
mind; Dex 16. Equipment: obsidian spear (-2, -1) 1d6/ 1d8, leather armor.

Belacs, 8th level psionicist: THAC0 17; Dmg by weapon; AC 7; hp 37; MV 12; SA psionics;
SD psionics; MR nil; SZ M; AL LE; ML 13; MAC 5; MTHAC0 13; PSP 74; Psionic Summary:
PSYCHOPORTATION - Sciences: Teleport, teleport other, summon planar energy; Devotions:
Duo dimension, dimensional door, dimension blade, astral projection, blink, teleport object,
shadow walk, phase; TELEPATHY – Sciences: Mindlink; Devotions: Contact, phobia
amplification, life detection, ESP; CLAIRSENTIENCE – Devotions: Radial navigation;
Equipment: obsidian short sword (-2, -1) 1d6/ 1d8, leather armor.

Calisa, 7th level defiler: THAC0 19; Dmg by weapon; AC 8; hp 19; MV 12; SA spells; SD
spells; MR nil; SZ M; AL CE; ML 13; MAC 6; MTHAC0 17; PSP 50; Psionic Summary: flesh
armor; Spells: 1st: 4, 2nd: 3, 3rd: 2, 4th: 1. Equipment: obsidian dagger (-2, -1) 1d4/ 1d3.
Part 2: Kalak’s Ghost

A. The Vase

Part 2 actually begins before Part 1 ends. At some point during Part 1, one of the
characters should purchase a ceramic vase. The event should be a minor one, and the DM must
come up with a good excuse for the characters to purchase the vase. The character could
purchase it as a gift for another character or a NPC. Perhaps for a birthday, a festival, or
because the character is in love with the person. Someone could ask them to buy the vase for
them, a parent of the characters, or a patron.
In any case, the characters purchase a ceramic vase decorated with scenes of life in Tyr.
Every time the character shows the vase to someone, or looks at the vase himself, roll a secret
WIS check for the character. If the WIS check is successful, that person notices some scratches
on the vase. Closer inspection reveals that the scratches are words crudely carved into the vase,
which reads, “Help me please. Rasida” An arrow appears below the words and points to the
bottom of the vase. The words are carved over a picture depicting a street scene in the Warrens
near the ziggurat. The arrow is actually pointing to a secret entrance into Under-Tyr just outside
of the ziggurat. Once the party discovers the true meaning of the message they can investigate
the secret door at any time.
If the psionic power, object reading is used on the vase by anyone under 12th level, that
person will only receive the sound of a faint woman's voice calling for help.

B. Encounters

During this part of the adventure there are no random or optional encounters. However,
there are two adventure notes to be used during this part that foreshadows events later in the
adventure.

1. During the later half of Part 2, the city becomes more crowded. The characters notice longer
waits to be served at crowded taverns. Rooms become scarce as inns fill up. If the characters
are staying in many different rooms in an inn, they may be asked to give up a couple of their
rooms, forcing characters to share rooms. Most of the new comers bear arms. If questioned, all
claim to be caravan guards just arrived in Tyr. They all say they are with different merchant
houses, and it appears simply that too many caravans arrived at the same time, making the city
seem more crowded. During this time the city's population increases by almost 2,000 people.

2. Throughout this part the DM should roll a d20 many times. At least four times after a roll,
tell one of the characters that he has detected someone trying to scry the party. All attempts to
determine who fail, and the scrying stops as soon as it is detected.

C. The Loyalists

1. The entrance
The secret entrance indicated on the vase is a trapdoor hidden near a pile of rubble close
to the ziggurat. The trapdoor is carved of sandstone and its color blends in with the ground and
the ziggurat. Anyone looking for the trapdoor will find it after a few rounds of searching, but a
casual observer will not spot it. Beneath the trapdoor are stairs which leads down to a rough-
hewn tunnel. A hundred feet down the tunnel there is a door on the right wall. The tunnel
continues on a half mile to a section of Under-Tyr near the Elven River, where it is rumored a
thrax lairs.
The door is made of wood and has the royal seal of Kalak on the door. If a character
listens at the door, he can faintly hear rhythmic chanting but cannot make out the words.
Beyond the door is a stone-lined corridor lit by torches every thirty feet. The corridor leads to
the lair of a group of templars who believe Kalak has returned. Once the characters have opened
the door they hear the chanting coming from farther down the corridor.

2. The headquarters
The characters can follow the sounds of the chanting down the main corridor. There are
five side corridors that branch off from the main one. Each is only thirty to fifty feet long and
leads to supply rooms and empty sleeping quarters. There are no inhabitants in these rooms.
The corridor leads three hundred feet to the east, sloping downward slightly. A character
with direction sense, will realize that the tunnel is taking them under Kalak’s Ziggurat. As the
party proceed farther, the chanting becomes louder and quicker, and the characters can
understand it. It is a plea to Kalak to empower his followers, pledging the loyalty of his
followers to him, and the desire that he lead them in battle to retake Tyr and punish his enemies.

3. The ceremony
The corridor ends in a large natural cavern. The party sees the following scene. Two
large fires light the chamber. Inside twenty figures kneel in rows while continuing the chant. In
front of the figures is a twenty foot square pit covered by bone-lace work. An occasional growl
issues from the pit. On the far side of the pit are five more kneeling figures, who are leading the
chant. All of the figures in the room are wearing brown robes with the hoods covering their
heads. The far wall is black and appears to be made of obsidian. On the ground in front of the
five leaders is a struggling figure.
Moments after the party reach the cavern's entrance, the chant reaches a fevered pitch. A
shimmering form appears in front of the obsidian wall. Assuming the characters wait to see
what happens, as the chanting stops, the form consolidates into Kalak. Kalak looks exactly like
the last time most people saw him. Dressed in the same ceremonial robes he wore on the day of
his assassination, with a hole in his chest where the Heartwood Spear struck him. The wound
continues to bleed as he stands for a moment and gazes at the group in front of him.
At this point the robed figures throw back their hoods to revel their faces. The characters
recognize many of the people in the room. One of the five on the other side of the pit steps
towards Kalak. This is the group’s leader, Yalther. “Master, your loyal servants have gathered
to honor you with a sacrifice.” He turns and tells those behind him, “Prepare the sacrifice.”
Two of the figures pull back a small hole in the covering of the pit, while another two
stand up the struggling form. It is a young woman who struggles against her bonds. Unless they
are stopped, the girl is pushed into the pit with a scream. Her scream is cut short and followed
by a few growls from inside the pit.
The form of Kalak begins to walk. Staggering, he makes his way along the obsidian
wall. Yalther follows behind him, and continues to praise his master, and remind Kalak of this
group’s unwavering loyalty to him. As Kalak reaches the far end of the obsidian wall, his form
shimmers and disappears.
The 25 followers are made up of the following:

15 Templars, 5th level: THAC0 18; Dmg by weapon; AC 9; hp 30; MV 12; SA nil; SD nil;
MR nil; SZ M; AL NE; ML 10; MAC 8; Equipment: bone long swords (-1, -1) 1d8/ 1d12,
(30% of an iron dagger (-1, -1) 1d4/ 1d3.

2 Templars, 7th level: THAC0 16; Dmg by weapon; AC 9; hp 39; MV 12; SA nil; SD nil; MR
nil; SZ M; AL NE; ML 11; MAC 7; Equipment: iron long swords 1d8/ 1d12.

Yalther, 9th level templar: THAC0 16; Dmg by weapon; AC 7; hp 56; MV 12; SA nil; SD nil;
MR nil; SZ M; AL NE; ML 11; MAC 7; Dex 17. Equipment: bone bard’s friend (-1, -1) 1d4+1/
1d3.

6 Fighters, 6th level fighter: THAC0 15; Dmg by weapon; AC 8; hp 41; MV 12; SA nil; SD
nil; MR nil; SZ M; AL LE; ML 13; MAC 9; Equipment: bone battle axes (-1, -1) or bone
impaler (-1, -1) 1d8/ 1d8.

Xathor, 8th level defiler: THAC0 18; Dmg by weapon; AC 10; hp 24; MV 12; SA spells; SD
spells; MR nil; SZ M; AL LE; ML 12; MAC 6; Spells: 1 st: 4, 2nd: 3, 3rd: 3, 4th: 2. Equipment:
quarterstaff 1d6/ 1d6.

If the party attacks, the six fighters move forward to engage them, while the templars
retreat to the far side of the cavern. Yalther and Xathor rush to Kalak’s side and plea for him to
destroy the interlopers. However, Kalak takes no attack nor does he show any recognition of the
party's presence. Any attacks by the characters directed at Kalak do not affect him, and Kalak
does not returned the attack. If Kalak has already disappeared when the characters attack,
Yalther and Xathor plea for him to reappear but he does not.
After five rounds, Xathor and Yalther give up on trying to convince Kalak. Xathor joins
the combat, attacking the party with his spells. Yalther pulls the cover off the pit. As the
combat continues and the inhabitants of the pit emerge, the templars flee down another tunnel
that leads to the Templar District. If the fighters are defeated, Xathor also tries to flee.
The pit contains three tigones. They emerge from the pit one at a time starting on round
7 (the round after Yalther opens the pit). They attack the nearest person to them, either cultist or
player character.

3 Tigones: THAC0 15; Dmg 1d3/ 1d3 / 1d10, back claws 1d4/1d4; AC 6; HD 5+2; hp 25; MV
12; SA psionic; SD psionic; MR nil; SZ M; AL N; ML 9; MAC 7; MTHAC0 15, PSP 100;
Psionic Summary: CLAIRSENTIENCE - Sciences: Clairvoyance; Devotions: All-round vision,
danger sense, know direction, poison sense, radial navigation. TELEPATHY – Sciences:
Domination; Devotions: Awe, contact, ESP, invincible foes, life detection. Att/ Def: EW, II,
MT / TS, TW, MB.
4. Afterwards
After the battle, the party can search the complex. The black obsidian wall is the outer
wall of the tunnel Kalak built connecting the Golden Tower and the ziggurat. A thorough search
will uncover Yalther’s journal which details the history of the Loyalists (the name of this cult),
as well as its plan to seize control of the city by killing council members. The journal also
contains a list of the names of all cult members.
Besides the girl that was to be used as a sacrifice, the characters discover two other
captives. They are all from the Warrens, are ex-slaves, and have been held captive by the cult
for two days. Though they thank the party greatly for their rescue, they cannot offer the
characters anything as reward or information on the Loyalists. None of them admit to writing
the message on the vase.
The image of Kalak the characters saw was not real. Nor was it his ghost. The image
was created by a phantom. On the day Kalak was killed, he had slaves imprisoned in his
ziggurat to drain their life-force as part of the ceremony he had planned. As Kalak stumbled
down the obsidian passageway from his tower to the ziggurat, he reached out to gathered energy
for spells in the coming battle against Rikus and the other heroes. In doing this he drained the
life-force of the slaves imprisoned beneath the ziggurat. One of the slave’s spirit still remains
trapped in the ziggurat. It cannot take corporeal form nor can it affect physical objects. The
only way it can interact with its surroundings is by producing an illusion of its last moments,
showing what caused its death. The phantom cannot be destroyed, and no one knows how to lay
it to rest, since phantoms are usually laid to rest when their killer has been brought to justice, and
Kalak is already dead.

5. Roundup
Using the list of members, the party can track down the remaining members of the
Loyalists. If the party reports their findings to Lithacus he can help them arrest the cult
members. Lithacus assigns twenty soldiers to help the characters. Over the next week, the
characters should be able to capture most of the cult members. The DM should roll reaction for
each one to determine if the cult member tries to attack the party, flees, or surrenders.
The only cult member the party is not able to track down is Yalther. If any of the other
cult members were taken alive, they can be interrogated to determine where Yalther is. Yalther
has fled Tyr for Altaruk, in a House M’ke caravan. The cult has hidden a cache of coins there.
It represents the cult’s emergency funds. Yalther will need these funds to make his escape to
another city.
Lithacus will hire the party to travel to Altaruk to capture Yalther, offering the characters
15 sp if they can return with Yalther. Once the party has made preparation for their journey to
Altaruk proceed to Part 3.
Part 3: To Altaruk and Back

A. Desert Journey

This section begins as the party sets out on their three day journey to Altaruk. It takes a
caravan eight days to make the journey. So despite the fact that Yalther has a five day head
start, the party may catch up to him before he reaches Altaruk. The following encounters can be
used as they make their way through the desert. The DM should use as many of the following
encounters as he wishes, only the last encounter is mandatory.

1. Insert Swarm
The first part of the journey takes the characters through the verdant belt that surrounds
Tyr. The characters see many others traveling back and forth from Tyr to the surrounding farm
lands. This encounter begins as the party reaches the edge of the verdant belt.
A group of erdlu herders spots the party and waves them over. The four herders are
camped just off the road, and keep a watch on a flock of 45 erdlus, which belong to a noble from
Tyr. The herders are bored and are anxious to hear news from the city. As the party approaches
the herders, the DM should mention a low-lying, dark cloud that appears to be approaching from
the north. It could mean a sand storm or even worst a Tyr-storm is headed this way. The
herders invite the characters to rest with them and pester the characters with questions.
After a few rounds, mention that the cloud has gotten closer, and bad weather looks
likely though strangely there is no wind. In a few rounds, when the cloud approaches within 200
yards of the characters, roll a proficiency check for anyone with the survival proficiency. If the
check succeeds by 5 or more than the number needed, the character realizes what the cloud
signifies. If the check succeeds by 4 or less the character only knows something is not right with
the cloud.
The wind suddenly picks up and the air, almost electrified, is filled with a strange
humming. As the cloud reaches 100 yards from the characters and the herders, the herders
finally realize what the cloud is and shout out in horror. It is a locust swarm, and it is after the
herd.
The characters have one round (three rounds if one made a survival check) to act before
the swarm reaches them. The herders attempt to drive the herd away from the swarm, but the
insects approach too quickly. The party should quickly realize that the swarm is after the herd
and they may abandon the herd fleeing into the wilderness. This has a few consequences. First
the herders will not abandon the herd until it is too late and will perish without assistance from
the party. Second, the swarm will enter Tyr’s verdant belt, and cause much damage to the city’s
crops. The characters will have to be inventive if they wish to stop the swarm. If the characters
manage to kill half of the locust, the rest of the swarm breaks up.

3,000 locusts swarm: THAC0 10; Dmg see below; AC 10; hp 3,000; MV 18 (A); SA see
below; SD nil; MR nil; SZ T; AL N; ML 10; XP 19,500; MAC -; Special: For each creature
caught in the swarm roll 1d4 and multiply the result by 20 to determine the number of locust that
swarm it. Make three attack rolls for the locust against each opponent. Then multiply the
number of hits by one half the number of locust attacking that creature. This is the total number
of hit points of damage done to the creature in that round. Once a creature has fallen dead, it
will be cleaned to the bone within 3 rounds. Any creature caught in a swarm has its movement
reduced to 3.

2. Tembo Hunters
This encounter can occur in the rocky badlands or stony barrens. A cry of surprise rises
from beyond a rocky outcrop or sand dune followed by a cry for help. If the party investigates,
they see that two tembos are attacking two young men. One of the tembos has landed on top of
one of the men, while the other tembo advances on the other. The battle takes place near a 10’
square pit. The pit is 10’ deep, and another tembo is trapped below.
The two men are brothers from a small community nearby. Both are trappers, and had
built a covered pit to catch wild carru from a herd that has been grazing in the area. The
brothers laid in wait. They heard carru running past and heard the trap was sprung. When they
went to view their kill, they discovered they had trapped a tembo. The trappers were frightened,
but recognizing a deadly predator, they quickly decided to kill it while it was at their mercy.
Unfortunately for them, the tembo was not alone, and the other members of its pack attacked
them from behind. Without the characters help, both brothers will be killed.

3 Tembos: THAC0 17; Dmg 1d4 x2/ 1d6 x2/ 1d8 + special; AC 4; HD 4; hp 19; MV 15; SA
bite causes level drain; SD dodge missile 40%; MR 10%; SZ M; AL CE; ML 20; XP 975;
MTHAC0: 16, PSP 80, MAC 5; Psionic summary: PSYCHOMETABOLISM – Sciences:
Death field, life draining, shadow form; Devotions: Chameleon power, displacement,
ectoplasmic form, heightened senses, immovability.

3. Barbed scorpion
As the part travels through the wilderness they hear a clacking noise approaching them.
The sound is caused by two barbed scorpions which attack the party, one from each side. If a
scorpion manages to kill a character or one of their mounts (except a kank) the scorpion will
grab the slain creature and retreat back to its lair to dine.

2 Barbed scorpions: THAC0 11; Dmg 1d12/1d12/ 1d6 +poison; AC 1; HD 9+5; hp 51; MV 9;
SA poison sting causes 25hp on a failed save or 2d4 on a successful save; SD barbs, any creature
attacking the scorpion with a melee weapon that is short or medium in length must make a DEX
check at -3 each round to avoid the creatures barbs and 2d8 points of damage; MR nil; SZ M;
AL N; ML 12; XP 3,000; MAC 6.

4. Psionic Feud
From a distance, the characters see a large rock formation that rises out of the sandy
wastes off to the side of the road. Sounds of a great battle raging on the other side can be heard.
If the characters choose to investigate, upon rounding the rocks they see a large, scaly, red-black
reptile fighting against a man and a flying lion.
The strange creature has large feathered wings, a blue-brown mane and goat horns on its
head. The creature has four legs, and appears to be a flying lion.
The large red reptile, clearly a fire drake, has a woman riding its back. The woman hurls
insults at the man and the flying lion, who appear to be able to hold their own against the lady
and her drake.
Something else that the characters can see from their vantage point is a large creature
made of flames. The creature, which is shaped like a dog, crouches low, and is sneaking up
behind the man.
The man is not human at all, but a pryeen named Sarin Dirrin. The flying lion is an
aviarag, named Monluger. The two had met as they do every year at this spot to discuss their
efforts to track down a band of psurlons. Sarin and Monluger have attempted to track down this
band of psurlons for years, but always the psurlons are one step ahead of them. This year their
meeting was interrupted by Yarisa. Yarisa is a powerful psionicist, who the psurlons offered to
reveal great secrets to if she would destroy Monluger and Sarin.
The characters can enter the battle on either side, or the battle could spill over onto the
road, and sweep the characters up into it. If the characters help Sarin and Monluger, the two are
very grateful. After the battle neither will be in good enough shape to give the characters much
help, but both promise to return the favor for the characters someday. If the characters side with
Yarisa, she coldly thanks them before teleporting away to tell her masters of her success.

Sarin Dirrin, pryeen: THAC0 5; Dmg by weapon + 3; AC 0; HD 16; hp 83; MV 24; SA


psionic, spells; SD psionic, spells; MR 25%; SZ M; AL NG; ML 20; XP 14,000; MAC 2;
MTHAC0 8; PSP 225; Psionic Summary: CLAIRSENTIENCE – Sciences: Aura sight;
Devotions: Danger sense, psionic sense, spirit sense; PYSCHOMETABOLISM – Sciences:
Complete healing, energy containment; Devotions: Absorb disease, chameleon power, gird,
enhancement, chemical simulation, mind over body; TELEPATHY – Sciences: Probe, empower,
mindlink, ejection, psychic surgery; Devotions: Conceal thoughts, empathy, identity penetration,
attraction, ESP, life detection, receptacle, suppress fear, psychic messenger, truthear,
contact; .Att/ Def: All/ All;
Druidic spells: 1st: 7, 2nd: 7, 3rd: 7, 4th: 6, 5th: 4, 6th: 3, 7th: 1; Special: as druid of 16th level; Str 19,
Dex 16, Con 15, Int 19, Wis 20, Chr 18. Equipment: dagger +4 1d4/ 1d3, casts heal 1/day.

Monluger, aviarag: THAC0 13; Dmg 1d8/1d8/ 1d10; AC 4; HD 8; hp 49; MV 12, Fl 24 (c);
SA rake, psionic; SD psionic; MR nil; SZ L; AL NG; ML 15; XP 3,000; MAC 7; MTHAC0 15;
PSP 50; Psionic summary: CLAIRSENTIENCE – Devotions: All-round vision, danger sense,
poison sense, radial navigation; TELEPATHY – Sciences: Mindlink, aura alteration, mind wipe;
Devotions: Contact, conceal thoughts, ESP, empathy, life detection, sight link, repugnance.; Att/
Def: PB, II, PsC/ TS, TW, MB;
Special: When airborne, if both claws hit, the rear claws attack with a +2 to hit doing 2d8+8
points of damage. Roar causes victim to not move for 1 round if it fails a save vs. petrification.

Yarisa, 15th level psionicist: THAC0 13; Dmg by weapon; AC 4; hp 53; MV 12; SA psionic;
SD psionic; MR nil; SZ M; AL NE; ML 15; XP 9,000; MAC 2; MTHAC0 6; PSP 209; Psionic
summary: PSYCHOPORTATION – Sciences: Teleport, teleport other, summon planar creature,
summon planar energies; Devotions: Duo dimension, dimensional door, dimension blade, astral
projection, time shift, teleport object, ethereal traveler, time dilation, phase, pocket dimension,
spatial distortion; TELEPATHY – Sciences: Mindlink, domination; Devotions: contact, life
detection, ESP; CLAIRSENTIENCE – Sciences: Clairvoyance; Devotions: Radial navigation,
know location; PSYCHOMETABOLISM – Sciences: Metamorphosis; Devotions: Cell
adjustment, chameleon power; PSYCHOKINESIS – Devotions: Control light.
Dex 18, Con 15, Int 19, Wis 16. Equipment: ring of blinking, girdle of enhanced strength (20),
bone short sword +2 (-1, -1) 1d6/ 1d8, boots of telekinetic flight.

Fire drake: THAC0 5; Dmg 1d10+10/1d10+10/ 3d8/ 4d8; AC -3; HD 20+8; hp 113; MV 12,
Jp 3; SA bite/swallow, elemental attack, psionic, tail lash; SD psionic; MR nil; SZ G; AL NE;
ML 19; XP 28,000; MAC 5; MTHAC0 6; PSP 150; Psionic summary: CLAIRSENTIENCE –
Devotions: Danger sense, radial navigation, feel light, hear light; PSYCHOKINESIS – Sciences:
telekinesis; Devotions: Control flames, control light, inertial barrier, molecular agitation;
PSYCHOMETABOLISM – Sciences: Energy containment, shadow form; Devotions: Body
control, cell adjustment, heightened senses, displacement, double pain, ectoplasmic form;
TELEPATHY – Sciences: Mind link, mass domination; Devotions: Awe, contact, false sensory
input, inflict pain; Att/ Def: All/ All;
Special: 1/ week gate in 50’ sphere of fire that burns for 1d6+4 rounds. Save versus breath
weapon or take 4d10 points of damage per round.

Fire elemental beast: THAC0 13; Dmg 1d8/ 1d8/ 2d6; AC 2; HD 8+3; hp 47; MV 15; SA
Anyone stuck must save versus magic at -2 or catch fire for an additional 1d6 points of damage,
every 3 rounds breath cone of fire 30’ long and 10’ wide for 2d8 points of damage; SD if
attacked with fire based attacks, the beast must save versus poison or go berserk for 1d6 rounds,
attacking at +2 to hit but with a -2 to AC. +1 or better to be hit; MR nil; SZ L; AL N; ML 14;
XP 3,000; MAC 7.

5. Destroyed Caravan
The characters come across the remains of a caravan. A large wagon sits in ruins on the
side of the road. Two dead mekillots, still strapped in their harness, lie rotting. If the characters
search the wagon, they find many dead bodies, however, most of the dead appear to be the
bodies of the elven raiders who attacked the wagon. The banner of House M’ke shows that this
was the caravan that Yalther was on. His body was not in the wagon, nor does it seem that
everyone in the caravan was killed or there would be more bodies. Stranger still, most of the
elves were killed before they reached the wagon. A character with the tracking proficiency can
determine the following with a successful check. A group of elves ambushed the caravan, but
another group was lying in wait as well. This second group attacked the elves and drove them
off. The battle happened less than 3 hours before. The second group then disappeared into the
desert (only a tracking check made at -6 can uncover their path), while the survivors of the
caravan continued on foot towards Altaruk. If the characters search the wagon for valuables
none are found.
What happened was the elven tribe the Wind Dancers attempted to raid the caravan, but
what they did not know was that they were being stalked by a company from Sortar’s Army.
The two have been enemies since the Wind Dancers raided a small caravan of ex-slaves that
Sortar considered under his protection. In retaliation he raided one of the Wind Dancers’ camp.
Since this time, over 6 years have past, with the two sides fighting skirmishes
After the characters have searched the wagon, they are surprised by the elves. The
characters look up to see a group of elves, spread out into an arch, approaching them. There are
23 elves in the group, the survivors of the ambush plus reinforcements. The group is led by
Horuum Airhunter, the tribe’s wind singer. The elves are not looking for battle. They have only
returned to look for survivors. However, the characters actions may have offended them. The
elves would expect the characters to loot the bodies of the fallen, so they are not concerned with
that. Nor do they care if the party buried the elven bodies as this is not an elven custom. If the
characters desecrated the bodies the elves attack. Otherwise, the elves approach cautiously.
They have seen too much battle lately to want to attack the characters.
After a few tense moments, Horuum speaks to the characters, asking if they saw the
battle or which direction their enemy left in. If the DM wishes, the characters could become
embroiled in this feud, or help the elves in other ways. In order to booster their numbers, the
Wind Dancers’ chief has been allowing outcasts into the tribe. One of these outcasts is a defiler,
named Duukodo, who became an advisor to the chief. Now the defiler holds a magical influence
over the chief and has become the chief’s only advisor. Only Horuum realizes that Duukodo
rules the Wind Dancers now. Duukodo knows this and has tried to do away with Horuum, but
the wind singer is too popular with the tribe. Horuum has tried to warn his chief, but she will
not listen. The characters could be asked by Horuum to eliminate the defiler. For more
information on the Wind Dancers see Elves of Athas, and for Sortar’s Army see Slave Tribes.

B. Altaruk

1. The Search
The village of Altaruk is detailed in the adventure Forest Maker. The village remains
unchanged since that time. When the characters arrive the walls of the small village are
overflowing with people. Four different large caravans have arrived at the village at roughly the
same time, and are stretching the town’s resources. There is one caravan from each of the
following houses: Shom, Wavir, Ianto, and Inika.
With the large mass of people in such a small area, the characters’ task of finding Yalther
becomes more difficult. The characters may think to ask the village leader, Arisphistanteles, for
help in finding the run-away templar. However, Arisphistanteles has his hands full trying to
manage the village’s resources in the face of so many traders seeking supplies before continuing
their journeys. The characters will have to search on their own.
If the characters think to ask the gate guards if they have seen anyone matching Yalther’s
description, they will be disappointed unless they ask the guards who were on duty at the time.
There are four different guard rotations at the northern gate, each serving for 6 hours a day.
Yalther entered during the 5 AM to 11 AM rotation. Depending on the time the party arrives,
the guards on duty may not be the same ones who saw Yalther. The party can track down these
guards in the barracks by asking the right questions to a few of the guards on duty. The guards
confirm that Yalther arrived in Altaruk in the morning on the day before the characters arrived,
but know no more about him.
Despite the characters searching, Yalther seems to elude them, until mid afternoon. As
the sun approaches the horizon, Yalther can be found in the local tavern, The Four Bits. If the
characters enter the tavern, crowded full of caravan guards and traders, they spot Yalther seated
at a table near the back conversing with two large muls. Shortly after the characters spot him,
Yalther notices the characters. As the characters approach, he stands and looks for another way
out of the bar. Before the characters make it halfway across the room, a panicked guard enters
the tavern shouting, “Raiders. Raiders approaching!”
In the uproar caused by this warning, the characters lose sight of their quarry. As the
crowd of patrons push and shove each other out of the way trying to exit, Yalther slips away,
unless the characters prove exceedingly clever.
2. The raiders
Meanwhile, outside on a rise overlooking the village, a tribe of almost eight hundred
elves gathers menacingly. Though no one at the fort could know this, the elves are the Raiding
Claw of the Shadows elven tribe, and have been hired to attack all caravans leaving Altaruk in
the direction of Tyr. The raiders set up camp on top of the rise to the north of the village and
wait. The traders in Altaruk quickly realize the situation, and anyone the characters ask will be
able to tell them what will happen next. The elves will wait there until the first caravan tries to
leave and then attack it. The other caravans will quickly try to leave while the elves destroy the
first caravan.
Of course none of the merchants wants to be the first caravan, so a waiting game will
ensue between the four merchant caravans, as each waits to see who will attempt a break out
first. As the days wear on the supplies in the village will begin to wear out, and tension in the
village will run high. A few people, both locals and caravan members will make attempts on
their own to get past the elves, only to be brutally cut down. This includes any characters who
try.

3. Nightly visitors
In all the confusion Yalther seems to disappear again. He cannot have escaped from the
village due to the elves, but he seems to elude the party’s searches. The characters may try to
track down the two muls Yalther was talking with. This can be easily accomplished. The two
muls, Orven and Veric, are caravan guards with House Shom. If the characters ask them what
Yalther wanted from them, they refuse to say unless given a bribe of more than 5 cp. Then they
tell the party, Yalther was attempting to contract them to kill Myar, the leather worker. The
muls claim to have refused, though in actuality they were just holding out for a large offer when
Yalther rushed off. The muls do not know where Yalther is, and cannot offer the characters any
more useful information.
If the characters learn of Yalther’s desire for Myar’s death, they may come to the
conclusion that he has something to due with the hidden treasure. This is true, though Myar,
himself, does not know this. The coins are buried under his house. Six months ago, two cult
members buried the treasure while Myar was out, and it has remained there ever since. If the
characters keep a close watch on the leather worker, they see nothing out of the ordinary for two
days.
On the second night, the characters see three dark clothed figures enter Myar’s house.
Unless the characters intervene quickly the three figures kill Myar. The three figures are elven
fighter-thieves from the Shadows tribe. They entered the village the night before to poison the
drinking supply, however, they were discovered by Yalther. Before they could kill him, Yalther
told them about the hidden treasure. He proposed that the elves kill Myar, and then Yalther
would split the coins four ways with them for safe passage past the rest of their tribe. None of
the Shadows will reveal this, but if asked they will tell the characters where Yalther is hiding.
If any of the elves are taken captive, the next night, 10 elves raid the village and try to
free them. The Loyalist’s treasury amounts to 560 cp and 45 sp.

3 Elven 6th fighter/ 7th thieves: THAC0 15; Dmg by weapon; AC 5; hp 35; MV 12; SA +1 to
hit with long swords; SD nil; MR nil; SZ M; AL NE; ML 13; XP 650; MTHAC0: 16, PSP 50,
MAC 7; Psionic summary: Each has one of the following: CLAIRSENTIENT: See magic;
PSYCHOKINETIC: Deflect; PSYCHOMETABOLIC: Graft weapon;
Special: Thief skills: PP 70, OL 47, F/R T 40, MS 65, HS 68, HN 40 CW 94, RL 15, FD 22, BO
15, EB 15. Equipment: bone long swords (-1, -1) 1d8/ 1d12, leather armor.

4. Yalther’s capture
Yalther is hiding in a small chamber in the northeastern tower. If the characters discover
him there, he pretends to surrender, throwing down a broken obsidian sword. As the characters
approach he tries to negotiate with them for his freedom. If this does not work, once the
characters are near enough he attacks the characters with a bone wrist razor hidden in his robes.

5. Break out
With Yalther either killed or captured, the party only has to figure a way past the elven
raiders. If the characters wait like everyone else, it is 10+1d4 days before one of the caravans
tries to leave.
The characters may try to get the merchants to band their guards together with the village
soldiers and attack the elves. There are 500 soldiers in the garrison, and 225 caravan guards.
This is much more difficult then it sounds. None of the caravan leaders will like this plan,
preferring to play the waiting game.
How the characters convince the merchants to this alliance is up to them. One way that
may work is to go to one of the caravan leaders and tell him one or two of the other caravan
leaders has already agreed to the plan. This way the merchant will feel pressured to join the
alliance. However, this will not work on the merchants of House Shom who have the most
soldiers to give (100), and will need a more convincing argument to join. Another way is to
convince Arisphistanteles, the village leader, of the good of an alliance. He could then threaten
the merchants, forcing any who do not join the alliance out of the village.
If the characters do unite the groups, the DM can either run a major battle between the
two forces, or assume that the elves retreat after an initial skirmish. The elves are not looking to
take on such formidable opposition.
Once the way is cleared, the party can travel back to Tyr, where a surprise awaits them
upon their return.

C. Back to Tyr

On the journey back to Tyr, the characters see few travelers. Even when they reach the
verdant belt around Tyr, they see no one moving about. If they investigate any of the
homesteads and farms, they discover many empty as if the family left in a hurry. A few of the
homes are still occupied. If the characters approach one of these homes, the family will not open
the door for the characters, but will answer their questions. The reason they have shut
themselves inside is there are rumors of war in Tyr. It started 4 to 5 days ago, and the people of
the valley are waiting to hear word that it is over before they leave their farmsteads.
With this news the characters press on quickly to reach Tyr to learn more of what has
transpired. They see smoke columns rising in the direction of Tyr. Once the characters reach
the valley of Tyr and can look down on the city they see the following scene.
Fires burn in three different sections of the city. A large crowd of citizens has gathered
at the Merchant Gate to flee the city, but the soldiers there will not let them pass. These soldiers
do not wear the uniforms of the city guard, but fly the banner of House Vordon. What are they
doing guarding the gates?
From the top of the ziggurat a great light shines. It is almost as bright as the dark sun
itself, and sheds its light down on the city. A truly fearsome sight greets you when you gaze
upon the Golden Tower. There on the balcony that circles the tower, stands a large figure. It is
12 feet tall, with green scaly skin, and a reptilian mouth. The creature stands upright on two
legs, and wears pieces of maroon armor strapped to its chest and arms, with a helmet streaming
red plumes. As you watch, the creature paces back and forth on the balcony, and shouts in a
great voice, “Kneel before me, my citizens, or face the wrath of Kalak.” With a wave of its hand
it sends four flaming meteors streaking down into the city, where they strike a house and
explode. Kalak has returned.

If anyone of the characters has studied Kalak’s death, they will recognize that he appears
now as a 25th dragon, the same level he was when Asticles and the others killed him.
Part 4 The Second Reign of Kalak

A. What has happen in Tyr

The characters can learn what has happen in Tyr by stopping a lone man who has
escaped the city and is fleeing for the hills. Five days ago Thaxos of House Vordon used his
army to take over the city. No one knew where all of his troops came from, because they had
been disguised as caravan guards for various small merchant houses which do not exist. The
Vordon troops seized the city gates, and took the council chambers with the full city council
inside. Fighting lasted in various parts of the city for two days, but by the end of the first day,
Thaxos controlled most of the city.
One location he did not control was the ziggurat. The preservers held off the Vordon
troops, while they hurried to finish their project. For three days they held out, during which
time, Thaxos Vordon consolidated his hold on the rest of the city. On the morning of the fourth
day, the preservers finished the project, and a new sun dawned over Tyr, hours before the real
sun did. Now the city is bathed in perpetual sunlight. The preservers waited expectedly for
something to happen. They believed that the miniature sun would save Tyr, but nothing
happened.
That is, until noon. At noon, Kalak suddenly appeared on top of the ziggurat. In a loud
voice that was heard in all parts of the city, he declared the city his again. He then began to
hand out punishments. He first visited Thaxos Vordon, and no one has seen the old man or his
chief advisors since. The free preservers of the city seem to be working with Kalak. They have
pressed the Vordon soldiers into service, and try to enforce the worship of Kalak on the citizens.
This happened the day before the characters arrived, and the ramifications are still being felt
throughout the city.

B. Entering Tyr

There are three gates in the Tyrean walls. Each is discussed below along with what
opposition the characters may face. Of course the characters could always try to go over the
walls, which are unmanned.

1. The grand gate (the southwestern gate).


The grand gate has been sealed. The large granite plug was rolled in front of the gate
sealing it shut. The block was rolled into place by four half-giants and two mekillots when it
was on rollers. Now that it is no longer on the rollers it is impossible to move without magic. In
the time of Kalak, the granite block was carved with the image of a dragon, which has been
defaced in recent years, though the carving is still noticeable. The templars of the High Bureaus
have sealed themselves in to wait out the madness.

2. The stadium or gladiatorial gate (the northwestern gate).


This gate was built to appear as the open jaws of the Dragon. Triangular stones
resembling the teeth line the interior tunnel between the gate’s openings.
Currently the gate is guarded by 8 Vordon soldiers, one sergeant, and a free mage. The
Vordon troops fear the mage, Tithak, and stay only out of fear of him. If given a chance they
will betray Tithak.
8 Vordon soldiers, 2nd level fighters: THAC0 19; Dmg by weapon +1; AC 6; hp 14; MV 12;
SA nil; SD nil; MR nil; SZ M; AL LN, LE, or NE; ML 11; XP 65; MAC 8; Equipment: hide
armor, bone long sword (-1, -1) 1d8 /1d12, or bone impaler (-1, -1) 1d8/ 1d8, or obsidian lotulis
(-2, -1) 1d10/ 1d12.
50% are human, 20% are mul and have a Str 18 (+1 to hit, +2 damage), 15% are elves and have
a Dex 16 (-2 AC, +1 to hit), and 15% are dwarves Con 16 +2 hp per level.

Sergeants, 4th level fighters: THAC0 17; Dmg by weapon+1; AC 5; hp 30; MV 12; SA nil;
SD nil; MR nil; SZ M; AL LE; ML 13; XP 270; MAC 9; Str 17. Equipment: hide armor,
leather shields, iron long sword 1d8 / 1d12.

Tithak, 6th level preserver: THAC0 19; Dmg by weapon; AC 10; hp 17; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LN; ML 11; XP 650; MAC 6; Spells: 1 st: 3, 2nd: 3, 3rd: 2.
Equipment: none.

3. Caravan gate (northeastern gate).


The caravan gate is the largest of the three gates, able to accommodate mekillots. The
large agafari doors have been shut, and a patrol of Vordon mercenaries prevents them from
being reopened. Having not received any orders in two days, the soldiers have decided to start
making money by means of their post. A throng of citizens gathers by the gate pleading to be
allowed to leave the city. The guards charge each person 2 sp to be let out. Most of the citizens
are from the poor sections of town and do not have that kind of money, so few get out.
The guards are very suspicious of anyone wanting to get into Tyr. Only a bribe of 10 sp
per person, will get the guards to open the gate to let anyone in. Once through the gate, a mass
of people crowd the characters begging for enough money to pay the gate guards. If the
characters kill or drive off the guards, the mob rushes out of the gate and into the surrounding
country side.
There are 14 Vordon soldiers, 6 elite soldiers, 2 half-giants, 2 sergeants, and one leader.

6 Elite soldiers, 3rd level fighters: THAC0 17; Dmg by weapon +1; AC 5; hp 22; MV 12; SA
nil; SD nil; MR nil; SZ M; AL LN/ LE; ML 13; XP 175; MAC 9; Str 17. Equipment: hide
armor, bone carrikal (-1, -1) 1d6+1/ 1d8, obsidian spears (-2, -1) 1d6/ 1d8, wooden shields.

2 Half-giants: THAC0 15; Dmg by weapon +4; AC 7; HD 3 +12; hp 30; MV 15; SA nil; SD
nil; MR nil; SZ M; AL (N)E; ML 14; XP 175; MAC 8; Equipment: leather armor, obsidian
lotulis (-2, -1) 1d10/ 1d12, or obsidian two handed swords (-2, -1) 1d10/ 3d6.

Leader, 5th level fighter: THAC0 16; Dmg by weapon+2; AC 4; hp 35; MV 12; SA nil; SD
nil; MR nil; SZ M; AL LE; ML 14; XP 420; MAC 7; Str 18, Dex 15. Equipment: hide armor,
wooden shields, iron long sword 1d8 / 1d12.
C. Locations

This section describes the current state of certain locations in the city the characters may
attempt to go to.

1. The templar’s district and High Bureaus


The templars in the western templar district and the High Bureaus have sealed
themselves off from the rest of Tyr. Most of the templars do not know what to make of Kalak’s
return. A few cry out for open worship of the sorcerer-king, but most of those who were very
loyal to the king have been expelled from the ranks over the past decade. Some claim resistance
is the way, and try to rally their fellow templars to join them on an assault on the Golden Tower.
These templars are lead by Werlus, a 7th level templar, currently in the High Bureaus. He finds
few supporters though, and is not foolish enough to try an assault with the few he has.
The majority of the templars are waiting to see. They have closed off their districts and
guard the gates, supported by half-giant guards. They allow no one in, except other templars
they know by sight.
The templars of the western district have decided to send an emissary to Kalak to see
what his demands are for his servants. However, they are have trouble finding volunteers to
carry this missal. Once they do, they may well go over to his side.

2. The council chambers


The council chambers lie in the eastern templar district. The council was in session when
Thaxos Vordon struck. His troops captured the council hall, and held all of the councilors
captive inside. There they still remain. The Vordon troops have not received any support or
news in two days, but with the council chamber’s close proximity to the Golden Tower, they
fear leaving. Now they are as much prisoners in the hall as the councilors.
They troops are lead by Dilus Lyniwick, and number 55 soldiers, 20 elite soldiers, 10
sergeants, and 15 half-giants. If any assault is made on the council chambers, Dilus threatens to
start killing council members. If an attack is continued, he orders a couple of soldiers to kill
council members at random. Dilus is very loyal to Thaxos Vordon, and will not give up his post
unless he is dismissed by a high ranking member of House Vordon.

Dilus Lyniwick, 7th level fighter: THAC0 13; Dmg by weapon+1; AC 4; hp 42; MV 12; SA
nil; SD nil; MR nil; SZ M; AL LE; ML 15; MAC 8; Str 17, Dex 15. Equipment: hide armor,
leather shield, iron long sword 1d8 / 1d12.

3. The Coliseum
When the Vordon troops began to take control of the city, the gladiators offered them the
strongest resistance. Eventually, the superior numbers of the Vordon mercenaries won out, and
the gladiators were rounded up and imprisoned in the slave pens below the coliseum. All of the
gladiators are in bad shape. Many have battle wounds, and none have received food in four days
or water in two. However, when Kalak reappeared the Vordon guards began to desert their post.
The last of the guards fled this morning, so when the characters arrive in the city, the gladiators
are unguarded. A battered but still defiant Rikus can be found among the captives.

4. The noble district


Walking the streets of the noble district, the area appears deserted. Much of the homes
are empty. Those nobles who could, retreated to their estates in the surrounding countryside.
The remaining residents, merchants and landless nobles, have locked themselves inside their
manors. They have done this to protect against the roving bands of mercenaries that have sacked
many of the abandon and less defended manors. These bands, numbering 20 to 50, roam the
noble district looking for plunder. With the attempted coup failed, these mercenaries are trying
to gain what spoils they can in the current chaos before fleeing the city.

5. The ziggurat
From the top of the ziggurat a glowing red miniature sun burns brightly. The “sun”
generates immense heat. Anyone on the top three levels of the ziggurat will take 2d10 hp of
damage per round from the heat. The ziggurat is guarded by the free wizards who helped to
finish the construction, as well as some servants they have charmed.
The ziggurats defenders include:

Irikcil, 12th level preserver: THAC0 17; Dmg by weapon; AC 8; hp 34; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NG; ML 18; MAC 4; Spells: 1 st: 4, 2nd: 4, 3rd: 4, 4th: 4, 5th: 4, 6th: 1.
Equipment: quarterstaff 1d6/ 1d6, ring of protection +2, amulet of fire (adds +1 per die to all
damage caused by fire spells).

Zorasad, 10th level preserver: THAC0 18; Dmg by weapon; AC 7; hp 28; MV 12; SA spells;
SD spells; MR nil; SZ M; AL N; ML 18; MAC 5; Spells: 1 st: 4, 2nd: 4, 3rd: 3, 4th: 2, 5th: 2.
Equipment: bracers of defense AC 7, wand of magic missiles, staff of striking.

Borak and Lakrav Tarad, 7th level preservers: THAC0 19; Dmg by weapon; AC 9; hp 20;
MV 12; SA spells; SD spells; MR nil; SZ M; AL LG; ML 18; MAC 6; Spells: 1 st: 4, 2nd: 3, 3rd:
2, 4th: 1. Equipment: Borak: silver dagger +1 1d4/ 1d3, necklace of summoning (all summoned
creatures have +1 hp per HD); Lakrav cloak of displacement (-2 AC), quarterstaff 1d6/ 1d6.

Maodus, 6th level preserver: THAC0 19; Dmg by weapon; AC 10; hp 16; MV 12; SA spells;
SD spells; MR nil; SZ M; AL NG; ML 18; MAC 6; Spells: 1 st: 4, 2nd: 2, 3rd: 2. Equipment:
psionic bracer (PSP 40, MTHAC0 17, flesh armor MAC 7, 5/2; ballistic attack MAC 6, 5/3)

8 elite soldiers

4 half giants

Charmed braxat (released from the pens in the coliseum) THAC0 11; Dmg by weapon +10;
AC 0; HD 10; hp 56; MV 15; SA breath weapon; SD hit only by metal of magical weapons; MR
nil; SZ H; AL NE; ML 18; XP 5,000; MAC 7; MTHAC0 15; PSP 80; Psionic Summary:
Telepathy- Sciences: mindlink; Devotions: awe, contact, inflict pain, invincible foes; Att/ Def:
PsC, MT, PB/ MB, TW, TS, MB; Special: acidic breath weapon 2d10. Equipment: spiked club
2d4/ 1d8.

6. The golden tower


Kalak walks the balcony that circles the third level of the tower. Anyone approaching
the tower along the bridge from the observation tower is attacked by Kalak. Inside, the tower is
a shambles. The templars who were inside when Kalak reappeared have been trapped inside. A
couple have tried to escape across the bridge. Their burned and mangled bodies rest in the
garden below.
The observation tower is guarded by free wizards. The doors to the tower are locked.
The chamber on the first floor contains 5 tembos. A wall of force blocks the stairs keeping them
there. The tembos have not been fed and are starving. They attack anyone entering the tower.
A group of 4 preservers guards the top two floors. They will attack any intruder, not
waiting for an explanation.

Romila, 13th level preserver: NG, Equipment: veil of charming (all victims save at -4 to her
charm spells), robes of defense AC 5, psionic necklace MTHAC0 15, PSP 50 (Control wind,
MAC 6, 4/3; phase, MAC 10, 6/3; telekinesis, MAC 7, 3+/1+; aura sight, MAC 5, 9/4), 4
packets of dust of flames (burst into flames on contact and cause 6d6 points of damage), staff of
power.

Drerol, 9th level preserver: THAC0 18; Dmg by weapon; AC 6; hp 30; MV 12; SA spells; SD
spells; MR nil; SZ M; AL LN; ML 18; XP 1400; MAC 5; Spells: 1 st: 5, 2nd: 4, 3rd: 4, 4th: 3, 5th: 2.
Equipment: ring of armor (like the spell), belt of wizard (+1 spell per level).

Koraz, 8th level preserver: THAC0 18; Dmg by weapon; AC 10; hp 23; MV 12; SA spells;
SD spells; MR nil; SZ M; AL N; ML 18; XP 975; MAC 6; Spells: 1 st: 4, 2nd: 3, 3rd: 3, 4th: 2.
Equipment: quarterstaff +1 1d6/ 1d6, ring of vampiric regeneration.

Rayus, 5th level preserver: THAC0 16; Dmg by weapon; AC 10; hp 13; MV 12; SA spells;
SD spells; MR nil; SZ M; AL LG; ML 18; XP 650; MAC 6; Spells: 1 st: 4, 2nd: 2, 3rd: 1.
Equipment: quarterstaff 1d6/ 1d6.

5 Tembos: THAC0 17; Dmg 1d4 x 2 / 1d6 x 2 / 1d8; AC 4; HD 4; hp 24; MV 15; SA level
drain; SD dodge missiles; MR 10%; SZ M; AL CE; ML 19; XP 975; MAC 6; MTHAC0 16,
PSP 80; Psionic summary: PSYCHOMETABOLISM – Sciences: Death field, life draining,
shadow form; Devotions: Chameleon power, displacement, ectoplasmic form, heightened senses,
immovability; Special: bite causes level drain if victim fails a save versus death magic.

D. Encounters

The DM can use any or all of the following encounters as the party walks the streets of
Tyr.

1. Hungry mekillot
A mekillot has broken out of its stable in the Merchant District, after not being feed. It
wanders the streets searching for food. As the characters round a street corner, they come across
the mekillot, as it tries to break into a house. The house is the home of a tradeswoman and her
family. The woman, Darla, her two children, and her handicapped husband, hide in the house
fearful for their lives. In 4 rounds, the mekillot will have battered in the door and made a large
enough hole to squeeze through and get at the terrified folks, and if the characters do nothing to
intervene, the family is eaten.

Mekillot: THAC0 9; Dmg 1d8; AC 7; HD 11; hp 57; MV 9; SA swallow, crush; SD nil; MR


nil; SZ G; AL N; ML 12; MAC 5; XP 6,000; Special: On a natural attack roll of 20 the
mekillot’s tongue has wrapped around the target and pulls him to the creatures jaws. The victim
must make a save versus paralyzation or be swallowed whole. Swallowed beings are helpless,
except for psionics. After 2d6 hours they are consumed by the beast’s digestive juices. If
anything crawls beneath it, the mekillot will drop on top of it causing 2d12 points of damage.

2. Marauding mercenaries.
This can be a recurring encounter for the party, as the stumble across bands of Vordon
mercenaries plundering the city. There are 3d12 soldiers in each band. 15% are elite soldiers,
and 10% are sergeants. They are lead by one leader. 20% of the patrols have half-giant support,
1-4 half-giants.
10% of these patrols have been commandeered by a 7th level free wizard. The free
wizard has assumed command and the troops follow him out of fear. The free wizards have
ordered them to convert the citizens of Tyr back to the worship of Kalak. Since they have no
idea how to go about doing this, but at the same time are deathly afraid of failing their powerful
masters, the troops are liable to do anything. Some will attack on sight, others will interrogate
anyone they meet, other patrols will attempt to arrest anyone they can and escort that person
back to the Golden Tower for a worshipping service.
If the characters begin to cause a lot of trouble in the city, and the free wizards become
aware of them. Three patrols will be sent out to search the city for the characters.

3. Rioters
Some other the ex-slaves of the city believe that the Vordon attack and Kalak’s return,
signal their return to slavery. This has sent many off on a riotous campaign. The rioters set fire
to buildings and attack anyone of authority they come across. Most of these rioters are confined
to the Warrens, but some have entered other neighborhoods of the city.
A mob of rioters spots the party and mistake them for Vordon mercenaries. The mob
attacks the party, trying to overwhelm them. If any characters are captured in this way, the mob
will hang them from a nearby building.
There are 1d20+10 rioters.

Rioters: THAC0 20; Dmg by weapon; AC 10; hp 5; MV 12; SA nil; SD nil; MR nil; SZ M;
AL CN; ML 9; MAC 10; XP 15. Equipment: typical weapons: club 1d6/ 1d3, bone knife (-1, -
1) 1d3/ 1d2, rock 1d2 / 1.

4. Rampaging undead.
A group of 10 zombies and 8 skeletons are attacking citizens in a street the characters are
passing down. The undead were servants of a defiler who lived in the tradesman district. When
looters broke into his house and tried to ransack it, he set the undead on them. Realizing his
status as a defiler was uncovered, the defiler hastily gathered some possessions and teleported
out of the city. He left the undead behind, who are following out his last order, to “kill them
all.”
10 Zombies: THAC0 19; Dmg 1d8; AC 8; HD 2; hp 13; MV 6; SA nil; SD nil; MR nil; SZ M;
AL N; ML -; MAC -; XP 65; Special: immune to sleep, charm, hold, death magic, poisons, and
cold-base spells.

8 Skeletons: THAC0 19; Dmg 1d6; AC 7; HD 1; hp 3; MV 12; SA nil; SD nil; MR nil; SZ M;


AL N; ML -; MAC -; XP 65; Special: immune to sleep, charm, hold, death magic, poisons, and
cold-base spells. Edged weapons cause only half damage.

5. Mad half-giants
Half-giants are susceptible to their environment, and their attitudes change to those
around them. The PCs stumble into the path of two half-giant brothers, Nibar, and Nilacs. They
are a gladiator team that is much feared. The chaos sweeping the city has affected them. Their
alignments have shifted from CN to CE. Now the brothers are enjoying killing and robbing
citizens. However, they are still gladiators at heart, and have grown tried of the weak resistance
put up by most Tyreans. When they see the characters they see a good fight. The half-giants
will attempt to pick a fight with the characters, but if the party will not strike first, they will be
more than glad to do so.

2 Half-giants, 5th level gladiators: THAC0 14; Dmg by weapon +5; AC 6; hp 65; MV 15; SA
nil; SD nil; MR nil; SZ M; AL C(E); ML 15; MAC 8; XP 650; Special: +1 to hit, +2 damage
with battle axes. Equipment: hide armor, obsidian battle axes (-2, -1) 1d8/ 1d8.

E. Allies

1. Veiled Alliance
If the characters attempt to contact Matthias Morthen and the rest of the Veiled Alliance
leadership at their hidden compound in the Kalla-Kouro (public bath house) ruins in northwest
Tyr, they find the place unguarded. If the characters enter the headquarters, a short distance
from the entrance they see a shimmering effect in the air. If the characters walk through this,
they fall under the effect of a temporal status spell.
One of Kalak’s first acts was to place the entire headquarters of the Veiled Alliance in
temporal status. The effects can be dispelled on one person by a successfully cast dispel magic
against 20th level, or by removing the person from the area of effect. Note that there is no saving
throw to this spell, so only characters who walked into the area and so are near its edge can be
freed in this way. The rest of the Alliance is trapped until the party can stop Kalak.

2. Merchants
The merchants are less helpful then the nobles. None are sure what really has happen in
the past two days. All of the major houses received 12 hours notice from Thaxos Vordon of his
plot and a warning not to get involved. All of the merchants took this to heart and prepared for
the worst. They doubled the guards around their emporiums and their personal estates. Those
that could fled to nearby outposts before the fighting started. A few of the smaller houses who
felt their livelihoods threatened by the Vordon plot attempted to resist. However, they were all
crushed by the larger merchant house.
The characters may want to go to Thaxos to gain his aid in defeating Kalak. If the
characters go to his manor in the northern nobles’ quarter, they find the mansion has been gutted
by fire. A search of the building will uncover the remains of a half dozen corpses. (Thaxos and
his advisors)
Derlan Watari will approach anyone entering the ruins. He is a halfling who acted as
Thaxos’s bodyguard, though few realize this as he was typically dressed and acted as a jester.
He was knocked unconscious during Kalak’s attack on the estate, and awoke amid flames. He
dragged himself outside to escape the flames and has been recovering from his battle wounds
since. He swears vengeance against Kalak and all those who failed to protect Thaxos from his
attack. He will offer his help to the party, which they may decline due to his comical appearance
and reputation. This would be a mistake as Watari is a deadly assassin. He is a 16 th level thief,
and his stats can be found in the Dune Trader accessory. If the characters accept his help they
will have to keep a watch on him. In combat, Watari takes no prisoners, and kills any prisoners
the characters may take. He will not hesitate to kill Kalak even after he is freed from his
enchantment.
An interesting follow up adventure may be to find a suitable heir to Thaxos to run House
Vordon. Talara Vordon, a cousin of Thaxos, tried to stop his plot but was unsuccessful. She
was transferred to an out of the way post, and an assassin was sent to kill her. The assassin has
not acted yet, because he was ordered to make it look as if she died in a gith raid, but the gith
have been unusually quite. In actuality, the gith are massing their forces to make an all out
assault on the fort by combining many tribes together.

3. Nobles
None of the nobles will offer any help to the party. They are too concerned with
protecting their homes and families, and will not offer any troops to help the characters. If the
characters are acquainted with a noble, he will offer sanctuary to the characters but will not do
any more.

4. Gladiators
If the characters are looking for an army, their best bet is the captive gladiators held in
the coliseum. There is no one to prevent the characters from freeing the gladiators, but the
gladiators are not in good shape. They will need food and drink before being sent into battle or
they attack at -4 to hit and damage.
Rikus is here as well. Once fed the only thing that will stop him from immediately
rushing off to kill Kalak, is if he is told the truth about Kalak. Once told he will be shocked.
Not knowing what to do, he will brood, and follow the characters lead.

5. Templars
The templars have sealed themselves off from the city as they try to decide their next
move. They will refuse to help the party in any way. The only exceptions is Werlus and his
band of 15 templars. They will follow the characters on any sound plan, but will not throw their
lives away on a foolish strategy.

6. Psionicists
The strongest possible allies the characters can find are the leaders of the School of
Thought psionic academy. Sycia Strimmen, the headmistress, along with the two highest
ranking instructors Fyrian Wynder, and Crag, are actively plotting to take action against Kalak.
Not only are they powerful allies, but they have information vital to the characters success.
They are also seeking the characters. Sycia and Fyrian believe the characters hold the key to
defeating Kalak.
When Kalak first appeared, Fyrian attempted to make psionic contact with the sorcerer-
king. He was surprised to find only weak defenses to his attacks. Once he broke through, he
was in for a shock. Kalak’s mindscape was a swirling gray maelstrom of scream voices and dark
sinister laughter. At one point the gray parted to reveal a scene. He saw a street scene of Tyr,
people going about their daily business. They were all frozen in place. The image rotated as if
it were a globe, showing a panorama of the city. In every image, the characters were featured
prominently, and in each picture the characters were holding something. In one picture they
were holding pottery tools. In another there was a red sparrow perched on the shoulder of a
character. (The red sparrow represents rebirth, similar to the phoenix.) In another scene the
characters are sharing a ceramic bowl of fruit. The next picture showed one of the characters
trying on a wig of long amber hair. In another a character holds a glowing ball. In the last
picture the characters are holding Kalak’s severed head.
After that the image faded, and Fyrian awoke from his psionic connection. It had seemed
that only a few moments had past to him, but according to Sycia he had spent 20 hours in the
trace. They have been psionically searching the city for anyone matching the characters appears
since.
All of the above imagery was Sadira trying to give the characters one last hint as to how
to stop her madness. The round shape of the images should remind the characters of the vase. If
shown the vase, Sycia performs object reading on it. Only a psionicist of 15th level or higher
who uses this power receives a vision of the true purpose of the vase. It contains a large part of
Sadira’s soul. If Kalak can be reduced to 10 or fewer hp, and the vase is broken within 10’ of
Kalak, Sadira’s soul will return to her body.

F. The Battle

The characters should be allowed to plan the coming battle with Kalak. Depending on
the allies they have gained their strategy may vary. One possible series of events is given below.
The characters lead the free gladiators in an attack on the ziggurat. Before Kalak can go
to stop them, the psionicists lead by Fyrian attack him. The attack only slows Kalak down,
giving the characters enough time to subdue the preservers guarding the ziggurat and destroy the
miniature sun. The “sun” has AC 2 and 25 hp. If the sun is destroyed, Kalak looses two levels,
and during the night will disappear. Without the sun, Sadira’s magic will not last past sun down.
All the charms and other spells she has cast will end, and she will revert back to her normal
form. In this form she will continue to claim to be Kalak, but is only 10 th level. (Note: though
Kalak is listed below as a 25th level dragon, he only has the abilities of a 20th level mage)
Once the “sun” is destroyed, the weakened Kalak attacks the characters. Once reduced to
10 hp the characters can break the vase and free Sadira from her madness. When the vase is
broken a flame appears and leaps the distance to Kalak. The flame is Sadira’s soul and it rejoins
with her body. A ripping sound fills the air and a dark shade falls from her body as it returns to
normal. The dark shade is Djorn the leader of the shadow giant. He has been expunged from
Sadira’s body, and she will become herself again. Djorn attacks the party for 3 rounds. On the
fourth round, the characters’ allies approach to help them. Djorn sees them and realizes he
cannot win, and so flees the city.

“Kalak”, 25th level mage: THAC0 8; Dmg by weapon; AC -3; hp 132; MV 12; SA Spells;
SD spells; MR nil; SZ M; AL (NE); ML 20; XP 22,000; MAC 5; Str 23, Dex 20, Con 20, Int 19,
Wis 18, Cha -3; Spells: 1st: 5, 2nd: 5, 3rd: 5, 4th: 5, 5th: 5, 6th: 4, 7th: 3, 8th: 3, 9th: 2. Equipment:
none.

Djorn: THAC0 13; Dmg 2d6+2 + special x 2; AC 4; HD 10; hp 80; MV 6; SA strength drain;
SD +2 or bet to be hit; MR nil; SZ L-H; AL CE; ML 16; MAC 3; Special: Each hit drains 1 Str
from the victim. Djorn has a more potent strength drain attack. Djorn must make contact with
his victim, with a hit roll at +2, only making one attack per round. Each round Djorn maintains
contact the victim loses 1d4 Str. If any weapon under +2 is used to attack him, the weapon has
no effect, but becomes brittle. For 2d4 rounds, the weapon must save vs. crushing blow on
every hit, or the weapon shatters. He can become incorporeal, in which form he can only attack
with his Str drain, and is only harmed by weapons of +4 or greater. The shadow giant can
inhabit bodies. This ability is similar to the magic jar spell, with the following modifications.
This ability requires a full week of preparation time, during which Djorn studies the victim. The
possession takes another full week, as Djorn eases the other psyche out and replaces it with his
own. If the victim fails a save versus magic his spirit is killed, and Djorn takes possession of the
body. Light heals Djorn. Sunlight heals 2d4, while torch light heals 1 hp. He is immune to
sleep, charm, hold, and cold-based spells. Djorn is susceptible to pure magic, taking 1d6 per
spell level if touched by a mage who has gathered spell energy.
Djorn has the following spell-like abilities, useable one per round, which take affect at 15 th level:
animate shadow at will (as psionic ability), chaos 1/day (as spell), control light at will (as
psionic ability), demi-shadow magic 3/day (as spell), demi-shadow monsters 3/day (as spell),
enervation 1/day (as spell), obsidian death 1/day (from Defilers & Preservers), shadow magic
5/day (as spell), summon shadows 1/day (as spell), shadow walk 2/day (as psionic ability),
summon planar energy, from the black (causes 3d12 hp to one target within 60 yards), touch the
black 3/day (From Defilers & Preservers).
Optional (from Sands of Athas, issue 5): darkwind 2/day, nightwing 2/day, shadow cloud
1/day.
Conclusion

If the characters free Sadira and the city of Tyr they will be hailed as saviors. Though
rewards will have to wait. There is still much work to be done to return the city to normal. The
remaining Vordon troops have to be driven off, or rounded up. Other possible adventures have
been mentioned in the text, such as, finding a new leader for House Vordon.
The characters will have made many friends from their deeds, but will have gained the
enmity of Djorn and the rest of the shadow giants who will look to take revenge on the party in
the future. As for rewards for the party, that is up to the DM. The characters may be granted
lands or titles in Tyr. They could receive magical objects as payment. They characters could be
given the objects above used by the free wizards. But the final decision is up to the individual
DM.

You might also like