‘Try Char is an extremely charismatic old man, He specializes
inbreeding raising and trading camels. Besides being very good
at what he dos, be is also incredibly dishonest
Try reserves his finest camels to trade with the rich and the
aifluent, since he demands the highest possible price for his
mounts. His camel ranch is located on a private estate just
cutsde Thygasha. No one is allowed to vist the Ranch except
by tavitation. It i here that the camels are bred, tained and
tsised. Try is « member of the Plaza Five and has a permanent
booth in Prophers Head where he sell and trades his trained
camels of lesser quality to the general public. It is here that Try
runs one ofthe biggest scams in the Bazaar All of his camels
se rigorously trained, which of course is constantly demon-
strated for potential buyers. The buyer marvels at what he sees
‘When asked how old he is the camel taps out the number of
years with his left hoof, When asked to kneel, the camel obedi
ently lowers himself to his bely so the rider can get on
‘There is one trick the camel has been taught which the
buyer is not old about. Once purchased and laden with goods
the camel will inexplicably throw its rider and run as fast as it
can for Try’s Ranch. Try will sell any goods the camel may
have brought back with him and then place the animal up for
sale agnin. He has several skilled slaves who are experts at
ying camel wool and changing the animal's appeaance in
‘ase a previous owner shows up.
‘Another scam Try runs is selling sick or diseased camels. He
keeps 2 wizard in his employment who casts minor illusion
spells on such camels so that they fetch a top price. Within hours
of purchasing such camels the spell dissipates and the buyer
realizes he's been had
Shopping in the Bazaar
Prophet's Head Bazaar should offer a wonderful opportunity
for role playing. The DM should attempt to caprure the lively
axmosphere. Payer characters who venture into the Bazaar will
bbe bombarded with the sales pitches of dozens of vendors at
every tur. Thieves and curpurses will be looming in every
shadow. Obnoxious guards will be rudely shoving their way
through the crowds,
INTO THE DESERT
Rigors of the Desert
Geological Note: Fr several miles around Kadar, the topo
raphy is primarily barren sand broken up by low rock forma:
tions, Closer to Thygasha, the desert is home to hearer small
animals scrubs and exci The erie adventure takes place io +
region of mild geological instability. As such, it fs subject 10
periodic tremors which are usually very minor. While this will
have no effect in the time frame covered in this scenario, its long.
teem effect has been weaken even the most well bul struc
ture, The Temple of Kadar is no exception. Portions of inner
‘woes have collaped over the cenruries so tht today the inner
pyramid isbuta third ots former ize In addition, a large ert
‘quake about four centuries ago gave access to the burial crypts.
“he stuctue is now acessbl to small desert reptiles that sek
shelter from the scorching hest
Although Thygasha is relatively far north, the daytime
temperatures inthe Khydoban tothe east surpass 90 degrees F
for about nine months ofthe year. During the winter months it
is much more hospitable in terms of temperature. Nighttime
lows range from about 45 degrees F inthe summer to well below
freezing inthe winter. Dusing the hot months travelers inthis
area of the Khydoban must dress smartly to effectively deal with
the heat. The locals know that this means donning armor is only
done when necessary and then only for ashore duration. Normal
travel garments include chin, white or light gray cotton robes
and a proper hat
‘Heat Dangers:
Tn extreme temperatures, characters must frequently make
Fortitude saves (DC 15, +1 foreach previous check) or suffer 1d
points of subdual damage. Characters wearing any type of armor
for heavy clothing save at 4. Characters who pass out begin
taking real damage. In temperatures between 90 and 110 degrees
F saves must be made once per hour. In environments between
111 and 140 degrees F, saves must be made every ten minutes,
(Characters who take subdual damage this way become fatigued
‘until ehey regain the hit points lost to heat exposure.
Water:
‘all imes ofthe year, the Khydoban Deserts incredibly dry.
Inhabitants must drink at least two gallons of uid per day
(Small characters only need to drink one gallon per day).
‘Thirst Dangers:
(Characters can go without water for 1 day plus a number of
hhours equal o their Constitution scores. After that rime, each
hhour they must make Constitution checks (DC 10, +1 per
previous check) or suffer 1d6 points of subdual damage and
become fatigued. This damage cannot be healed by any means
until the character ges enough water.
RANDOM ENCOUNTERS
See Appendix G for random encounter inthe Arajyd Hills
and Norther Khydoban Desert. Check for random encounters
thee times per day (1 in 10 chance) Ifyou determine tht there
isan encounter, roll on the chart above. See alto the dered
random encounters below, You may use these unique encoun
ters at your discretion, ether when the foe described in the
encounter appears on the able, oF in place of whatever you
actualy rolled.
1) The Lost Patrol (EL 8)
“The party ha stumbled across one of Tur Radhlke's bugbear
patrols. These poor souls were patroing the outer perimeter of
the pyramid when a sandstorm suddenly flared up. The patrol
panicked and in their rush to get back to the pyramid and find
shelter they became lot.
You are traveling along a sandy road. Crude trail
‘markers in the form of white, granite rocks spaced
approximately 100 yards apart are the only clue that you
ate on an established madetoute. As you crest «sanddune you notice 2 group of large soldiers struggling up
‘the other side
Bughears (8): hp 10, 12, 13,35, 16 (x2), 17,19 (MM 27)
Suow Intust#aniON 4 oN 103. ‘The bugbear
“] posing as the officer in charge is actually an
Impostor. When the bugbears realized they
were lost and were probably going to die they
murdered their officer. As such they have na
intention of rejoining their brethren back at
the pyramid for fear that their crime will be
found out
The bugbears are desperately hungry and
thirsty. They artack if they have a clear advan-
tage, otherwise they attempt trickery or resort to negotiations in
‘order to obtain water and/or food. If the players give aid to the
patrol and question them, the bugbears exaggerate and le about
the powerful nature ofthe forces at Kadar
2) Haf'Ben
‘As you tavel across the shifting sands, you come across 2
‘man siting with his legs crossed in the burning sand.
‘Except fora ttteed loin cloth, he has no clothes on. His
chest and shoulders are covered with lacerations and
scratches. Athis side are the half eaten remains of severa!
SHOW ISTRATION 5 OW IQ3. "This is the
poor unfortunate ‘volunteer’ that Radhkke
lowered into the sand pit in order to retrieve a
sample of Silver Sand. The giants attacked the
‘group and during the foray poor Haf'Ben was
dropped inthe pit and abandoned.
‘Halen (sale human Wart) was trapped in
the sand pit for nearly a week, inhaling the Silver
‘Sand and going insane. Finally, one night the
fomorian giants returned to gather some sand
‘and pulled HafBen out. They were about to kill him when they
noticed he was already insane and decided it was more amusing
10 toy with him, so they let him live. HafBen eventually escaped
fiom the giants and has been wandering the desert ever since,
He has managed to stay alive by pretending he is dead and
lying on the burning sand. When one of the circling vulrures
‘ovethead swoops down to feast on his carcass’ he leaps up and
chokes the bird
HafBen is not particularly dangerous. If attacked be attempts
to block the blows with his hands or run away. If the party
attempts to communicate with him they find that he bubbles
nonsense. Haf'Ben cannot communicate his tale coherently to
snyone, but his thoughts are magically probed, the reader may
learn of how Tur hired him to go on his expedition.
3) Search Party (EL 5)
Bight Thygashan soldiers are mounted on camels, outfitted
in chain shirts and armed with shortspears and longbows.
Soldier, human Wart (8: hp 5 each; chain shir, shorspesr,
longbow, 10 arrows
In the distance you see the fluttering banner ofa military
‘parrot heading your way.
Rogishan, the officer in charge is arrogant, obnoxious and
insulring. He questions the PCs on the whereabouts of his lost
‘comrades and does not believe that they have no information for
him. He considers the party to be no more than brigands.
Rogishan uses his position of [minor] authority 0 enrich
himself if possible. If he notices any interesting weapons or
items of value in the party he attempts to confiscate them. If is
efforts ae resisted he avoids physical confrontation but ea
studies the PCs and tell them to be on their guand within
“Tygasha since he will be watching them.
fully
4) Expedition (EL Variable)
‘Six individuals ae seeking their fortune in the desert
‘Your party comes upon a small oasis. As you approach,
‘you notice the smoke'of« camp fire coming from the
‘small grove of tees.
“The pazty has stumbled across another adventuring party. The
group was taken by merchant sn Thygasha who sold them
counterfeit map to a ‘second source’ of Silver Send. They have
just slaughtered one of their camels and are cooking it because
they have been several days without food
Ifthe player’ party has mounts the expedition wil offer to
buy at less to of them a normal marker prices. their offer is
refused chy wil nss and p tei price. They do nt relish the
idea of walking out ofthe desert and will goto great engths to
besin new mounts and/or provisions If obviously outmatched,
rather than ss direct confrontation, the expedition will atempe
wo follow the parry and steal their mounts under cover of
darkness.
otoo Dea, male human Fert: CR 4; hp 11; bastard sword
shortbow, 4 arows chainmall (not worn), large wooden shield
9 ep 125.
Sexi, female balfelf Fr/Wiat: CR 2 hp 12; longsword,
longbow, 10 arrows, dagger, small wooden shield, 160 gp.
Net, male human Rog2: CR 2 hp 14; longsword, daguer,
leather armor.
‘Bef male human Fer? CR 2 hp 19; bastard sword, shonbow,
4+azows chulnmall not wor), large wooden shield 9 gp, 12 sp.
Refsen, male human Fr: CR 1; hp 9; butleae, large wooden
‘hie, pline mal (not worn, 2 gems worth 20 gp each
‘Nai, male human Clr2 CR 2: hp 12; baleae,chainmall
(cot ween), pp, 8t gp, 4, cp silver holy symbol
5) Merchants
Four men on camels come into your view. They wear
lightly colored, thin robes and appearto be keeping their
distance once they notice you.
These nomadic merchants are on their way into Thygasha to
get supplies. They are carrying salt and other spices to tide
le interest in speaking o the PCs but might
They have very li