WGR3 Rary The Traitor

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Official Game Accessory

Rary the Traiter

Credits Table of Contents


Design: Anthony Pryor Introduction . 1
Editing: Anne MeCready Chapter 1: Rary's Tale . 3
Interior Art: Ken Frank The Nation's Arms . 5
Cover Art: Valerie Valusek Rary and Robilar . 6
Cartography: Steve Beck Chapter 2: The Bright Desert and Environs ... 9
Typography: Gaye O'Keefe Geography and Climate .10
Production: Sarah Feggestad Survival in the Desert .10
e-Version: Philidor the Blue Flora and Fauna .10
History.11
The Inhabitants .11
Copyright ® 1992 TSR, Inc. Ali Rights Reserved. Printed in the U.S.A. Getting to the Desert .13
ADVANCED DUNGEONS & DRAGONS, AD&D, and GREYHAWK are Encounters .13
registered trademarks owned by TSR, Inc, The TSR logo and BATTLESYSTEM Description of Encounters .14
are trademarks owned by TSR, Inc.
Chapter 3: People, Places, and Things .17
Random House and its affiliate companies have worldwide distribution rights in
the book trade for English language products of TSR, Inc. Distributed to the toy
Places .17
and hobby trade by regional distributors. Distributed to the book and hobby trade People .24
in the United Kingdom by TSR Ltd.
Enchanted Items .25
This material is protected under the copyright laws of the United States of Chapter 4: Special Places .27
America. Any reproduction or other unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of TSR, Inc. The Mines .27
Shattados's Palace .32
Rary's Headquarters .35
TSR, Inc. TSR Ltd.
Centaur, Desert.43
POB 756 120 Church End, Cherry Hinton
Lake Geneva, Cambridge CB 1 3LB Manscorpion .45
WI53147 U.S.A. United Kingdom Monarch Scorpion .46
Rary The Traiter

the infamy of that day, he shall be known only as Rary the


Introduction Traitor!"

Mordenkainen the Mage, in a speech to the


surviving members of the Council
The final act of the immense drama of war occurred on
the Day of the Great Signing. A pact had been resolved "While I find it hard to believe that my beloved sibling is
and nearly all the nations had agreed to sign it. As this responsible for such evil deeds, the evidence against him
solemn ceremony began, however, a tumultuous event is over-whelming. To him I say, 'Your crimes are
occurred. unforgivable. I join with those who call you traitor, and
disavow any affection I may once have felt. Brother you
Even today a haze obscures the details. Apparently
may have been, Rary, but brother you are no longer. You
someone plotted to annihilate the entire diplomatic corps
are an outcast and a stranger to me'."
in attendance, but the scheme misfired. A blazing
explosion destroyed a good part of the Grand Hall only Arkalan Sammai, sage of Greyhawk and brother
minutes before the ambassadors assembled for the day. A of Rary
fierce magical battle immediately ensued, spreading
"It has become clear that something evil is growing in the
havoc through much of the old city. When the fire and
depths of the Bright Desert. They call him Rary the
dust cleared, constables discovered smoldering robes
Traitor now, but in days to come they may call him far-
belonging to two powerful members of the mysterious
worse things. Rary has stirred up something best left
Circle of Eight, Otiluke and Tenser. The murderer of
alone, and I fear that all of the Flanaess may suffer for it,
these wizards, undeniably a powerful mage, was Rary, a
as if the land has not suffered enough already!"
third member of the Circle of Eight. Using secrets gained
in confidence, Rary not only destroyed his two fellows, Eritai Kaan-Ipzirel, high priestess of St. Cuthbert
but also tracked down and destroyed every clone the pair- in Greyhawk
held in preparation.
In the agonizing aftermath of the Greyhawk wars, when
The motive behind Rary's treachery remains clouded. conflict touched virtually every comer of the continent,
According to many who knew him, the wizard probably few gained more infamy than Rary of the Circle of Eight.
saw an opportunity to seize power and land in the Once considered a quiet, peaceful man with few
confusion that would follow the assassinations. Others ambitions, the great mage instead was corrupted to the
suggest Rary was a pawn of the Scarlet Brotherhood. ways of evil, and in the process slew two of the wisest and
most powerful wizards of the Flanaess. Now, fleeing
With the plot discovered, though, Rary and his
south with his co-conspirator and their loyal troops, he
co-conspirator Lord Robilar fled the city. The two were
has carved out an empire in the wilderness, and threatens
unable to return to Robilar's castle because it was
to inflict more harm and chaos on a world long grown
immediately seized by the troops of Grevhawk, so they
weary of war and strife.
escaped into the Bright Desert. There they conquered the
savages and established a kingdom of their own. Though Rary’ the Traitor is a supplement for the ADVANCED
small and mysterious, this growing state could someday DUNGEONS & DRAGONS® 2nd Edition game, in the
threaten the very borders of Greyhawk. GREYHAWK® campaign setting. It describes important
current events and involves characters in adventures that
From Greyhawk Wars
will affect the future of the entire region. This supplement
"This unspeakable crime was visited upon us by one is intended for adventurers of all different levels.
whom we trusted implicitly, one whom we all knew and However, the major areas described later in this book,
respected, and one whom we would never suspect of especially Rary's fortress in the Brass Hills, are intended
treachery. Rary the Mage he was known to us, but after for parties of 8th level or higher.

1
Rary The Traiter

2
Rary The Traiter

he realized, were individuals who knew the value of force,


Chapter 1: clary's TaCe who shunned the pointless squabbling of the Circle of
Eight and other lesser powers. Of course, Rary knew
mistakes were sometimes made. The Overkings were now
Rary the Mage did not initially seem the sort of individual hopelessly mad and mired in decadence, Iuz's violence
who would betray his friends and become one of the most had little direction or purpose except his own
reviled men on the continent. He was once described as aggrandizement, and the Scarlet Brotherhood's obsession
"quiet, dignified.., a skilled mediator and peacemaker," with secrecy did little to advance its cause.
and a man whose gentle nature prevented him from
Still, Rary realized there were things to be learned from
leading the Circle of Eight, or even challenging its other
these individuals. If he could control the base urges and
members, so Rary's descent into the realm of evil was
character flaws that had led these others astray, perhaps
indeed puzzling.
he could achieve greatness, and even surpass the exploits
of those in the past. With the Flanaess, or at least a large
The Dignified Mage portion of it, under his control, he could bring change and
overcome the meaningless bickering of the Circle of
Although well into his seventies at the beginning of the
Eight. This enormous change in Rary's temperament took
Greyhawk conflict, Rary retained a youthful outlook and
place slowly. The great mage's outward calm and good
energy, and his primary motivation seemed to be learning,
nature belied a storm growing in the depths of his soul.
rather than the pursuit of power. Archmage of Ket, Rary
was well-known for his skill at resolving conflicts in the
complex atmosphere of the Ketish court. His friendship War and Treachery
with the Paynim nomads, while considered something of
Rary's admiration for Iuz and the Brotherhood grew
an eccentricity within Ket, actually helped the mage
during the war. As other members of the Circle worked
prevent Paynim raids into Ket, or at least helped reduce
frantically behind the scenes to head off the conflict and
their severity.
preserve what civilization remained in Greyhawk, Rary's
One of the most baffling aspects of Rary's treachery is that mind turned more and more to thoughts of evil. He
at the time the war broke out, he was largely retired from researched long-forbidden spells, studied the histories of
the Circle of Eight, content to dwell quietly in his tower at ancient conquerors, and learned more from his Paynim
Lopolla, pursuing his hobbies and avoiding confrontation. friends as corruption and wickedness slowly crept into his
Rary attended meetings only when issues of special heart.
importance were discussed, and even then seemed
During a particularly unproductive session of the Circle,
reluctant to directly confront such volatile individuals as
Rary quietly withdrew in the face of Otiluke's bluster and
Mordenkainen and especially Otiluke, who is said to have
returned to his tower in Ket. There, brooding upon his
harbored a special dislike for the Ketite.
decades of ceaseless toil and frustration and his lack of
In truth, Rary's retirement was more a result of his success in the path of neutrality, Rary finally and
frustration with the Circle of Eight and its contentious irrevocably fell under evil's sway. Returning to Greyhawk,
ways than a genuine desire for retirement. As time passed Rary enlisted the aid of Lord Robilar, a powerful if
and Rary's gentle approach worked less and less, he began somewhat unstable nobleman with a substantial
to spend more time in his tower or wandering the plains household guard, and together the two formulated a plan
mounted on his magical destrier. In this guise, he was to put themselves into a position of power in the Flanaess.
known to the Paynims as only "The Rider." As he
Diplomats and high officials from all across the continent
travelled among them he learned many things from their
would soon arrive in Greyhawk for the Great Signing.
shamans and chieftains, and his gentle nature began to
Using his access to the Great Hall, Rary planned a series
change.
of magical traps which would destroy everyone in the
Surely, Rary maintained his calm, reasoned exterior at building, including diplomats, nobles, the Lord Mayor
those meetings which he did attend (further infuriating and his staff, several guildmasters, at least half of the
Otiluke in the process), and his peacemaking efforts in Circle of Eight, and the detested Otiluke. That done, Rary
Ket continued unabated. But the process of Rary's would assume control of the Circle. As an emergency
conversion had begun, fuelled by the twin fires of his own measure, Rary would dispatch agents to those countries
frustration and the violent influence of the Paynims. whose diplomats had been slain. These diplomats would
gain the confidence of kings and chieftains, eventually
The change in Rary's nature was not a malevolent one. He
giving Rary access to and control over numerous nations.
could just as easily have continued as a powerful advocate
The killings themselves would be conveniently blamed on
for balance and neutrality or even good, had he not begun
the Scarlet Brotherhood, which had made itself unpopular
to study the histories of the demigod Iuz, the Scarlet
during the war.
Brotherhood, and the Overkings of Aerdi. As more time
passed, Rary's admiration of these evil forces grew. Here,

3
Rary The Traiter

unearthly) warriors at his command. Clearly, Rary the


Death in the Great Hall Traitor had at last appeared.

Unfortunately for Rary and Robilar, as Raiy finished But finding Rary and bringing him to justice were two
setting his magical traps, several members of the Circle entirely different matters. Long unexplored and treated by
entered the hall for a last-minute inspection of the site many with superstitious dread, the Bright Desert, or the
before the signing. Caught red-handed, Rary first "Bright Lands" as Rary now called his new domain, was
attempted to flee. Forced at last into open conflict, he considered a place of savage tribesmen, harsh conditions,
attacked with a fury bom of years of pent-up anger. He set and dangerous creatures. Now, it was also home to Rary
off the still-incomplete magical traps. Tenser fell first, the Traitor, and neither Greyhawk nor any surrounding
caught by surprise. Otiluke struck back savagely, power had the strength or the inclination to venture into
wounding Rary and forcing him back. the desert and dig him out of his hiding place. Many
favored simply leaving him to rot in self-imposed exile.
Instead of counterattacking Otiluke directly, Rary set off
several more traps, injuring Bigby, who had just joined Mordenkainen and Bigby, who had seen his friends slain
the fight. Overcome with concern for his friend, Otiluke's and had himself been wounded by the renegade, did not
concentration broke, and suddenly Rary's spells had him, agree. Mordenkainen's research into the region of the
rending and burning him at once. Abruptly all the Bright Desert uncovered some disturbing facts. These
remaining traps went off, plunging the hall into noise, facts were unlikely to have escaped the notice of Rary,
fire, smoke, and the lambent glow of magic. As the smoke given his passion for knowledge and obscure history.
cleared, amid the crash of falling masonry and the tinkle Once home to a thriving empire, the region had
of broken glass, Bigby, himself badly wounded, crawled undergone a catastrophe of apparently magical nature, the
over to see to his friends, only to find both of them slain cause of which was an artifact of considerable power.
beyond hope of resurrection, and Rary had vanished Unknown creatures were said to live in the deep desert
without a trace. and the artifact was said to control these creatures. All
references to the artifact were veiled in fearful language,
In the ensuing confusion and shock, Lord Robilar's own
as if even the memory of the object had a dread potency.
troops struck, destroying every one of the dead wizards'
hidden clones, assuring the permanent death of both True, these rumors were ancient and possibly unreliable,
Tenser and Otiluke. Within hours, Greyhawk warriors but if even a fraction of what Mordenkainen discovered
had occupied Robilar's citadel and began to search for the was true, Rary could still be a danger to Greyhawk. One
pair, but it was too late. Faced with the collapse of their of the most powerful members of the Circle of Eight had
plot, Rary and Robilar fled, along with those troops loyal now become its greatest enemy.
to them, and no one knew where.

The Empire of the Bright Lands


A New Kingdom
Rary's seizure of the Bright Desert was no
In the weeks that followed, as Greyhawk slowly recovered spur-of-the-moment affair. Rary and Robilar knew that
from its shock, Rary was condemned from every quarter. their plans for gaining power in the Flanaess stood a
Expeditions scoured the vicinity of the city, searching for chance of discovery and failure. So they worked out a
Rary and his co-conspirator. A diplomatic mission to Ket back-up plan which would keep them both alive and in
returned with the astonishing news that not only was Rary positions from which they could continue their schemes.
missing, but his entire tower, which had so long graced Rary, Robilar, and their loyal troops swiftly decamped
Lopolla's skyline, had abruptly and inexplicably vanished from Greyhawk as their plans collapsed. Robilar and his
overnight. Rumors began to circulate that Rary had fled troops went south to the edge of the Abbor Alz and Rary
the Flanaess and possibly Oerth altogether. went to his tower in Ket. From the tower, Rary worked
awesome magics which had been held in readiness for
These rumors did not last long, as search parties heard
some time. He summoned yuggoloth and other creatures
disquieting reports from the Bright Desert. The Abbor
from the planes, and ordered them to transport Rary's
Alz barbarians, who sometimes traded with the desert
tower, as well as Robilar and his army, into the Bright
nomads, reported that a mysterious tower had appeared in
Desert. There, he ordered the yuggoloth to construct a
the Brass Hills in the heart of the desert, and that the
fortress for his new headquarters. Exhausted, both
master of this tower had proclaimed himself "Monarch of
physically and magically by this titanic effort, Rary rested
the Bright Lands." Many nomads, it was reported, had
for several days while Lord Robilar began to lay the
fallen under his sway, and those who had not were swiftly
foundation for the new empire.
persecuted and pressured to do so. The desert centaurs,
previously known only by rumor and second-hand reports, A tribe of norkers lurking in the hills provided Robilar's
were said to be resisting the new rulers, but their struggle troops with their first challenge. After a few minor
seemed doomed. The new king was said to be a mage of skirmishes, the norkers were brought to battle and easily
unsurpassed skill, and had a host of strange (some said defeated. The norker chieftain pleaded for mercy and the

4
Rary The Traiter

entire tribe was absorbed into Rary's new empire. Today, found of the mysterious scorpion crown, although the
they are employed as all-purpose servants and low-grade search continues.
infantry. The norkers dislike Robilar's training and
intense regimentation, but are still unduly proud of their
status as Rary's "warriors." Most are fanatically loyal to
the wizard, whom they treat with superstitious awe.
The Nation's Arms
As Rary sees it, the Bright Lands are now united as a
Mounted patrols of Paynims and Greyhawk warriors were
single nation. He has declared that they require a set of
sent into the desert and they encountered several nomad
arms in the same manner as the other nations of the
tribes. These nomads were informed that Rary now ruled
the Bright Lands and were told to pay obeisance to him. A Flanaess.
few embraced the new ruler with enthusiasm after The Bright Lands' arms are blazoned with gules, a
demonstrations of his military might, while others fought, gauntlet grasping a crescent, proper, in chief azure, and
driving off Robilar's scouts with insults and sometimes three stars proper. The gauntlet and crescent represent the
arrows. combination of magic and military force necessary for the
Bright Lands' survival, while the three stars are one of
Robilar responded immediately and sent his army against
Rary's own emblems.
the most powerful of the tribes that had defied him, the
Tukim. The fragmented nature of the desert tribes worked These arms may also be displayed bearing a crest in the
in Rary's and Robilar's favor, for the Tukim had many form of a black unicorn, Lord Robilar's personal sigil.
enemies. No one came to the Tukim's defense when This symbolizes Lord Robilar and the vital role he played
concerted action by the nomads might have driven out the in the birth of the new nation.
invaders.

Supplemented by large numbers of norkers, Robilar's elite The Army


guards and Rary's Paynims surrounded and broke the
Lord Robilar's army is an eclectic combination of many
Tukim, but spared them in exchange for the promise that
disparate elements. The elite core of the army consists of
they would faithfully serve Rary. Now, Tukim warriors
Rary's Paynim bodyguards, who serve the wizard
stand beside Rary's and Robilar's personal retinues as the
fanatically, despite the fact that they are far from home
finest troops in the new empire's army.
and facing an uncertain future. The core also includes
When Rary fully recovered from his exertions, he turned Robilar's personal retinue who, despite their small
his magical and diplomatic abilities to pacifying the numbers, possess great martial skills and
desert. Some tribes were persuaded to join Rary's empire near-unbreakable morale.
with promises of future power. Others were beguiled with
The fierce Tukim warriors, who revel in battle and give
magic, and still others felt the full wrath of Robilar's
little thought to who they fight for or why they fight, help
now-huge army. Within a few months, the entire desert
supplement Rary's and Robilar's personal forces as elite
within a hundred miles of the Brass Hills lay completely
troops. Other tribes serve as shock or missile cavalry, or
under Rary's control.
as bow-armed infantry. Robilar is making attempts to
train some of these desert men as pikemen, but the lack of
Quest for Power wood for pikeshafts has proved something of a problem.

Now reasonably secure, Rary allowed Robilar a free hand Then there are the norkers which Robilar conquered early
in the pacification of the desert and turned his attention to on. Slow, quarrelsome, and somewhat stupid, the norkers
the legends and fragmentary tales told about the region. have nonetheless proved to be useful as low-grade
Many of these stories indicated that considerable wealth infantry, absorbing enemy attacks while the rest of the
remained in abandoned mines to the north and in several army maneuvers into position. Proud of their position in
ruins scattered throughout the desert. the army, the norkers never cease boasting about their
martial prowess, and many have an overdeveloped sense
The origin of these ruins fascinated Rary. Further
research revealed them to be the remains of a kingdom of their own importance.

which had once stood here. Legends suggested that a Rary and Robilar have tried to recruit other troops into the
powerful artifact known as the scorpion crown had new army, including giants and ogres from the Abbor Alz
brought about the kingdom's demise. Determined to find and the awesome desert centaurs. So far, they have met
the crown and, if possible, neutralize its curse, Rary with little success, although several ogre tribes have
ordered his troops to search the desert. expressed interest in fighting for Rary if there is loot to be

Initial reports were encouraging. The Bright Desert did obtained.

indeed hide numerous ruins, and many of these still Statistics for Rary's troops follow, with
contained considerable wealth, which was immediately BATTLESYSTEMTM statistics in italics. The equipment
placed in Rary's treasury. Unfortunately, no evidence was

5
Raiy The Traiter

listings represent average equipment and these may vary


from individual to individual. Dervishes
Light Cavalry (100): AC 7; MV 18; HD 1; #AT 1; Dmg
Rary's Paynims ld6 (light lance) or ld8 (scimitar); SZ ; ML 16-17;
THACO 20 AD (8)6; AR 8; Hits 2; ML 20; MV 24
Light Cavalry (200): AC 7, MV 24; HD 1; #AT 1; Dmg
ld6 (light lance or short bow), SZ M; ML 11-12; Norkers (2,000): AC 3; MV 9; HD 1 +2; #AT 2; Dmg
THACO 20 AD (8)6; AR 8; Hits 2; ML 12; MV 24 ld6/l-3; SZ M; ML 11-12; THACO 19 AD 8; AR 6;
Hits 1; ML 12; MV 9
Medium Cavalry (350): AC 5; MV 18; HD 1; #AT 1;
Dmg ld6 + 1 (medium lance); SZ M; ML 12-13;
THACO 20 AD 8; AR 7; Hits 2; ML 13; MV 18
Rary and Robilar
Robliar's Guard
The two chief conspirators against Greyhawk, now reviled
Light Cavalry (100): AC 8; MV 18; HD 1; #AT 1; Dmg as its greatest villains, survive deep in the Bright Desert,
ld6 (light lance or short bow); SZ M; ML 13-14; working to create and strengthen a new kingdom which
THACO 20 AD 6*6; AR 9; Hits 2; ML 14:MV24 they intend to be the foundation of a future empire.
Range: 5/10/15 Lord Robilar, Marshall of the Bright Lands, Warden
Heavy Cavalry (200): AC 3; MV 15; HD 1; #AT 1; Dmg of the Brass Hills (15th-level fighter): AC -4 (plate +3,
ld8 + 1 (heavy lance) or ld8 (broadsword); SZ M; shield +3); MV 12; hp 89; Str 18/78; Dex 16; Int 11; Wis
ML 14-15; THACO 20 AD (10)8; AR 6; Hits 3; ML 16; Con 18; Cha 16; #AT 2; Dmg Id 10+6 (en-chanted
15; MV 15 two-handed sword, see following); AL LE; THACO 4

Archers (300): AC 8; MV 12; HD 1; #AT 1; Dmg ld6 Magical Items: metal destrier (see following), blade of
(shortsword or longbow); SZ M; ML 14-15; THACO black ice (see following), plate armor + 3, shield + 3, + 1
20 6*6; AR 9; Hits 1; ML 14; MV 12 Range: bow, flying carpet, ring of spell turning, ring of
7/14/21 invisibility, horn of blasting, girdle of storm giant
strength
Pikemen (250): AC 5; MV 12; HD 1; #AT 1; Dmg ld6
(pike or shortsword); SZ M; ML 15-16; THACO 20 Lord Robilar, Rary's companion and military commander,
AD 6; AR 7; Hits 2; ML 14; MV 9 Second and third is a grim, black-haired, saturnine man with a brooding
ranks can attack in melee countenance, deep-set eyes, and a short goatee. In battle,
he wields the Blade of Black Ice, a sword said to have
been forged by Iuz himself. Seemingly made of ice, the
Tukim Nomads blade inflicts ldl0+3 points of damage (with an
additional + 3 for Robilar's Strength bonus), as well as
Light Cavalry (500): AC 8; MV 18; HD 1; #AT 1; Dmg
acting as a sword +3, frost brand. The bonus against
ld6 (light lance) or ld8 (scimitar); SZ M; ML 13-14;
fire-based creatures is therefore + 6 ( + 9 with Strength
THACO 20 AD (8)6; AR 9; Hits 2; ML 13; MV 24
bonus). With this sword, Robilar suffers no ill effects for
Archers (1,000): AC 8; MV 12; HD 1; #AT 1; Dmg ld8 wearing his armor in the desert.
(scimitar) or ld6 (composite bow); SZ M; ML 13-14;
Robilar also fights while wearing his girdle of storm giant
THACO 20 AD 6*4; AR 9; Hits 1; ML 12; MV 12
strength, which gives him an effective Strength of 24 ( +
Range: 5/10/15
6 to hit, + 12 damage in addition to his other bonuses),
and allows him to hurl rocks for 1-12 points of damage.
Other Nomads
Robilar spends most of his time leading Rary's armies
Light Cavalry (750): AC 8; MV 18; HD 1; #AT 1; Dmg against recalcitrant nomads or centaur tribes. He rides the
ld6 (light lance) or ld8 (scimitar); SZ M; ML 10-11; desert on his enchanted steed, a mechanical destrier
THACO 20 AD (8)6; AR 9; Hits 2; ML 11; MV 24 created by Rary. This steed has all the statistics of a heavy
warhorse, except that it is AC 2, and it never needs food
Archers (1,500): AC 8; MV 12; HD 1; #AT; Dmg ld6
or water. The steed must also rest at least four hours per
(composite bow) or ld8 (scimitar); SZ M; ML 10-11;
day, or it ceases functioning until it has done so.
THACO 20 AD 6*4; AR 9; Hits 1; ML 10; MV 24
Physically, it resembles a great, smooth-skinned warhorse
Range: 5/10/15
with gleaming silver skin and burning yellow eyes. If
damaged, it regenerates lost hit points at a rate of 1 -4 per
day, unless it was reduced to zero hit points or less, in
which case it is irrevocably destroyed.

6
Rary The Traiter

When Robilar's troops sacked Otiluke's and Tenser's become a symbol of the new nation's power or, for those
citadels, they carried off several of the dead mages' tribesmen not under Rary's sway, its wickedness.
magical items, including Otiluke's horn of blasting, which
Rary remains a friendly man, although if moved to
Robilar now carries.
violence, he will fight in a direct and brutal fashion, with
Robilar began his career as an adventurer, seeking his little regard for fair play or the rules of chivalry. He has a
fortune in the company of such Greyhawk luminaries as soft spot in his black heart for adventurers, seeing in them
Mordenkainen, Bigby, Serten, and from time to time, the devil-may-care sort of freebooter whom he himself
Rary the Mage. Although his alignment slowly changed once was. Adventurers captured by Robilar personally will
from neutral to evil over the years, Robilar remained find him a charming man. If captured adventurers
trustworthy and friendly, if somewhat gruff. In those days impress him favorably with tales of their derring-do, he
it was said that his three greatest loves were adventuring, may simply have them escorted to the Abbor Alz and
magic, and information. released with a stem warning never to return. Should the
adventurers ignore this warning, Robilar will not be so
Robilar reached the pinnacle of his career when he was
friendly the next time they meet.
named a Lord of Greyhawk, but by this time he had begun
to grow weary of his old friends, especially those mages Robilar is fanatically loyal to Rary and the Kingdom of
who had formed the Circle of Eight. Feeling that all the the Bright Lands, and at this time he would never think of
others had grown soft and weak as a result of their challenging his lord. Of course, Robilar has changed
prestigious positions, Robilar maintained friendly before, and the great power which Rary now wields could
relations only with Rary. When Rary approached him prove a potent motivation for him to change once more
with his scheme for grabbing power, Robilar embraced it and betray his ruler.
wholeheartedly.
Rary the Traitor (24th-level mage): AC -7 (bracers of
Far from being angered at the failure of Rary's plots, Lord defense ACO, ring of protection + 5, staff of the mag/);
Robilar has taken to his new role with relish. He is truly MV 12; hp 52; Str 7, Dex 11, Con 12, Int 19, Wis 19,
in his element, a leader of men (among other things), Cha 16 (18 to Paynim and Bright Desert nomads) ;/tAT 1;
riding the desert or soaring above it on his flying carpet, Dmg ld6+5 ( quarterstaff +5 ); AL NE; THACO 13
seeking battle and adventure. He has personally
Spells: 5 1st, 5 2nd, 5 3rd, 5 4th, 5 5th, 5 6th, 5 7th, 5
participated in several exploratory missions and hopes to
8th, and 4 9th.
find the scorpion crown himself, and thus win glory for
his new nation. His black unicorn banner has already Magical Items: bracers of defense AC O, ring of
protection +5, staff of the magi, gem of seeing, helm of

7
Rary The Traiter

brilliance, ring of mind shielding, ring of animal control, Although he is possibly the most powerful single mage in
rod of beguiling, stone destrier, wand of paralyzation, the Flanaess, he feels that this is not enough.
ioun stone (pale green; adds 1 level of experience and
Rary's agents and warriors constantly scour the desert,
additional spells accordingly).
subverting tribes to his cause, searching for lost wealth
Outwardly, little has changed about the great mage in the and arcane magic. His research has led him to believe that
past years. He still wears tan robes of Baklunish design, a fabulous device, known only as the scorpion crown, is to
his green eyes still sparkle and shine, and his good looks be found somewhere in the desert. With this item, Rary
persist despite his age. His manner remains quiet and hopes to command an invincible army and bring the
thoughtful, and his passion for learning is undiminished. contentious Flanaess firmly under his stem but
enlightened control. It no longer matters to him that his
Rary's changes have all been wrought on the inside. What
methods for achieving this vision of utopia are thoroughly
was once good in Rary's heart and soul has been lost,
evil and despicable.
possibly forever. That energy which he once spent in
learning the secrets of the past is now bent toward using Before escaping from Greyhawk, Rary also managed to
those secrets for conquest and personal glory. And while steal Otiluke's celebrated green ioun stone. He uses it to
Rary retains his affection for the Paynim nomads, it has artificially boost his experience level. He has since
been long since he has seen his friends, and rumors of his become interested in ioun stones, their nature, powers,
treachery have begun to spread throughout the plains. and origin. One of his own pet theories is that the Bright
Desert is a potential source of natural ioun stones, but so
Today, Rary is obsessed with acquiring personal power
far his attempts to prove this theory, and gain unthinkable
and accomplishing his mission "to set the world right."
power for himself, have proved fmitless.
Rary The Traiter

Chapter 2: ‘The (Bright


(Desert and Environs
As we passed through a region of high dunes, the
hot sun heating down upon us like the eye of a malevolent
god, we were suddenly set upon by a horde of nightmarish
creatures, the likes of which I had never before seen, and,
fates willing, never hope to see again.
Above the waist they were human-appearing, although of
a savage and unkempt demeanor. Below the waist,
however, they were beasts, much like the centaurs of our
own woods. But their lower quarters were nothing so
mundane as a simple horse. These beasts' bodies were
those of huge scorpions, with great segmented legs,
waving tails, and deadly stingers.
Down they came on us, voicing hideous battle
cries, swinging crude polearms and swords, striking down
my first mate and several seamen before we realized what
was happening. Not only did the things wield then-
weapons with deadly accuracy, but their evil stings
inflicted horrid wounds, and several of my shipmates died
or fell insensible from such attacks. The scorpion-men
dragged off the bodies of our fallen comrades, but to what
grisly end I do not know.
At length, with the loss of half our number, we
were able to retreat back to the ship, and we set sail, glad
to get the accursed desert behind us. I have never
returned to this region, nor do I ever wish to do so.
From the memoirs of Grandy the Mariner of
Monmurg

Minor entries in writings like Grandy's may well have


piqued Rary's curiosity, and that helped him decide that
the Bright Desert was the place to found his empire.
Described as an intriguing, but inaccessible place of
savage nomads and harsh climatic conditions, with
potentially vast mineral wealth, the Bright Desert lay
unexplored and untouched for centuries. The region has
suddenly regained prominence as the home to Rary's new
empire, and it may well hold the key to the future of the
region, for good or ill.

The following section describes the geography, climate,


biology, and inhabitants of Rary's empire. While the
primary emphasis is on the Bright Desert, the Abhor Alz
wilderness is described also, since the current affairs of
the two regions have become inextricably linked.

9
Raty The Traiter

Geography and Climate Flora and Fauna


The Bright Desert is well-named. Most of its 250-mile Life forms native to the Bright Desert are both hardy and
length is composed of shining, shifting dunes, with a few dangerous. Such familiar animals as camels and jackals
oases scattered here and there. Mean daily temperature dwell in the desert, particularly near oases and in the
can reach as high as 120 degrees at midsummer and scrub regions. Deadly species such as giant ant lions,
swiftly plunge to near-freezing after the sun has set. Hot poisonous snakes, and fire toads survive even in the deep
winds periodically scour the desert, creating sandstorms desert. The desert also harbors a species of giant insect
which can last for hours at a time. The men and creatures known as the pernicon, prized by the nomads because its
who inhabit this land are a hardy, dangerous lot. antennae are highly accurate water-diviners.

Around the perimeter of the dunes lie patches of The greatest scourges of the Bright Desert are the giant
hardpack, or scrub desert, where plant life of a sort scorpions, which often lie in wait beneath the dunes and
flourishes. Hardy, scraggly shrubs and twisted pine trees, emerge without warning, and the savage manscorpions,
some hundreds of years old, grow in the rocky soil, which attack anything and anyone they see. These strange
nourished by the mere sprinkling of water that the region creatures haunt the nightmares of even the bravest nomad
receives each year. warrior.

Rising above the scrub plains are the hills of the Abbor Plant life is confined to the date palms and rich shrubbery
Alz, a region of rugged, steep hill-sides and treacherous of oases and a few lone cacti that scratch out an existence
canyons. Like the desert, the Abbor Alz is home to hardy, in the open desert. Vampire cacti, dangerous plants that
hostile humans and animals. Although the Abbor Alz is survive by draining the moisture of other living things,
arid and dusty throughout much of the year, it harbors are a constant hazard, although intelligent inhabitants of
stands of hardy scrub pine and oak, and during the rainy the desert have learned to recognize and avoid them.
season (from mid-Fireseek through early Planting), small
Wildlife is more varied in the Abbor Alz, where the
streams appear, rise to flood, and vanish overnight.
climate is somewhat more hospitable. Such familiar
species as mountain lions, wild boar, and bears may be
found in the hills. Dangerous species include trolls, hill
Survival in the Desert giants, ogres, and the undead creatures of Azak-Zil (see
Chapter 3).
Any desert is a harsh climate, and the Bright Desert is
harsher than most. Located in a waterless bowl, with Woolly Bay and the Sea of Gearnat are seas south of the
scant rainfall each year, the Bright Desert challenges even desert. They are rich, tropical waters, frequently traveled
the hardiest wilderness survival expert. by merchantmen and prowled by pirates. Giant sharks
cruise these waters, hoping to feast on debris or an
Detailed rules for desert survival may be found in the occasional seaman from passing ships. Intelligent races
Wilderness Survival Guide. If this is not available, the such as ixitxachitl and sahuagin have been found in these
following simple guidelines may be used.
waters, but the high frequency of armed ships and
A character who goes without water in the desert loses ld6 mariners prepared for combat help discourage any violent
points of Constitution per day. As the character's hit point action.
bonus drops, subtract the appropriate number of hit The hulls of numerous ships litter the ocean floor, giving
points.
rise to legends of lost treasure. Sailors repeat tall tales of
When a character's Constitution reaches zero, the aquatic undead, rising to take vengeance on those living
character has died. souls who violate their graves. A number of lacedon and
seawolves have been reliably reported in the region,
This assumes that the character is appropriately dressed
indicating that some of these tales may be true.
for the desert, in light protective clothing with head
covering. If the character is wearing less, or if fighters, Sailors also tell stories of an ancient mist dragon or
for example, insist on wearing heavy plate armor in the dragon turtle who either revels in the deaths of sailors and
desert, increase the rate of Constitution loss by what you the destruction of their ships or engages them in
consider an appropriate amount. It should never be more intellectual discussions and rewards them with gems and
than double the stated rate, however. gold. These tales are generally discounted as the fantasies
of bored mariners, but the area may well harbor both
The Survival proficiency can help characters find food
species.
and water in the desert, as described in Chapter 5 of the
Player's Handbook.

10
Raty The Traiter

The Nomads
History There are dozens of tribes in the desert, ranging in size
The Bright Desert and surrounding regions have from several dozen to more than a thousand. The harsh
languished in the backwaters of history until very climate had bred these tribes into violent, surly people,
recently. The region's early history, although largely who hold each other in only slightly more regard than
unknown, may yet play a vital role in current events. they hold most outsiders. Power, military or magical, is
the only thing which can unite the tribes, and Rary is
Once, over 2,000 years ago, a Flannish kingdom called
prepared to demonstrate both in order to win the nomads
Sulm ruled the central portion of what is now called the
to his cause.
Bright Desert. Constant warfare with desert nomads and
internal unrest led Sulm's rulers to delve into forbidden Bright Desert nomads have some cultural similarities to
magic and the worship of evil gods. Finally, after a long the Paynims of the west, although they are of Flannish
slide into decadence, the land's last king, a sorcerer descent. Camels are unknown in the Bright Desert. These
named Shattados, appealed to one of his wicked deities nomads ride hardy desert ponies (see wild horse in the
for a boon, a magical item which would enable him to be Monstrous Compendium). They wear light robes or
his people's unquestioned ruler. buckskin, and enjoy creating bright jewelry such as
armbands and headbands of bone, brass, leather, and
Shattados's wish was granted, but in a way that both he
colored beads.
and the Sulm people would soon regret. A crown
appeared to him in the shape of a great scorpion. Eagerly, The nomads worship a pantheon of minor nature spirits,
Shattados donned it, expecting it to simply bend others to led by Beory the Oerth Mother, and Obad-Hai, the Sbalin,
his will. It did far more. The gods of evil are possessed of Lord of the Wild Places. The nomads fear Nerull the
a perverse sense of humor, and Shattados was about to be Reaper and his minions, many going so far as to suggest
the victim of an unpleasant practical joke. In an agonizing that Rary himself is an emissary or avatar of this god of
moment, he was transformed into a monstrous scorpion death and darkness.
and his people into the wild manscorpions which still Mages are virtually unknown among the nomads, who
plague the desert. In less than a day, the kingdom of Sulm
treat magic with superstitious dread. Even those tribes
ceased to exist, and perhaps, far away, in an isolated
who actively support Rary are fearful of his magic.
corner of an evil plane, dark laughter echoed.
Druidic and shamanic spellcasting is rare and usually
Those nomads and centaurs who were not citizens of only practiced in larger tribes, but it is accepted as proof
Sulm were unaffected by the curse and soon returned to of the Shalm's power and benevolence. Oddly enough, the
their nomadic lifestyles, fighting each other and the nomads have no restrictions on the use of enchanted
manscorpions with equal vigor. Within a few generations, weapons, despite their professed fear of magic.
the kingdom of Sulm had vanished from memory, and the
The nomads possess a strongly patriarchal, honor-driven
desert was as it always had been.
warrior culture. Women are, at best, only trusted servants
of men. Other tribes, especially foreigners, are fit only for
occasional trade or savage warfare. This situation has
The Inhabitants resulted in a region constantly at war, with blood feuds
and vendettas decimating entire tribes and preventing any
Several intelligent races inhabit the Bright Desert and contact with the outside world. The menace of the
Abbor Alz. Although manscorpions might be described as manscorpions and desert centaurs complicated matters
"intelligent," their ceaselessly aggressive nature qualifies further.
them more as monsters than anything else. Humans,
duergar, norkers, and a unique race of centaurs may all be Quarrelsome and provincial even in the best of times, the
found in the neighborhood of Rary's empire. Bright Desert nomads are divided in their reactions to
Rary's newly-declared kingdom. Some, weary of constant
warfare, welcome his presence and freely acknowledge
Men Rary as their ruler. Others have remained neutral, waiting

Humans make up the bulk of the region's inhabitants. The to sec what Rary will do. Still others are openly hostile,
denouncing Rary as a foreign meddler or, worse still, a
Bright Desert Nomads are a hardy race of Flannish
extraction. Intent on finding richer, more fertile lands to diabolical spellcaster with dark motives and darker plans

the north, the Suloese nomads who migrated through the for the people of the region.
region largely bypassed the Bright Desert region, but the Such competing views of the land's new ruler have done
nomads still harbor a deep distrust of outsiders. nothing to settle this violent and strife-torn region.
Nomads loyal to Rary battle those who oppose him, while
those who remain neutral are under intense pressure from
both sides. Rary seems destined to eventually triumph,
11
Rary The Traiter

uniting all the nomads, willing or unwilling, under his showing themselves more and more frequently as Rary
banner, as he is backed up by professional troops, the makes contact with them and their leader.
military skill of Lord Robilar, and his own awesome
After securing the area for themselves, the duergar took
magical powers.
over the dwarven mines and began to exploit the
considerable mineral wealth of the region. Soon, however,
The Barbarians the duergar began to quarrel among themselves and came
under increasing pressure from the barbarians, who
The situation in the Abhor Alz is somewhat different. The
regarded them with fear and distrust. Eventually,
barbarians of the hills have always been independent,
weakened by internal squabbling and faced with open
always reveled in fighting both each other and the
warfare with the humans, the duergar collapsed the mines
non-humans of the region, and are only too willing to
and retreated to the Underdark. Lacking the skill or
unite to keep it that way. Rary's power base is not strong
inclination to reopen the mines, the barbarians declared
enough to take on these barbarians, especially in their
victory and returned to their own favorite past-time of
rugged homeland, and for the time being he limits his
attempting to kill each other.
activities to trade and sporadic diplomatic contacts with
the Ab-bor Alz humans. Exactly what happened in the Underdark is open to
conjecture, but several decades later the barbarians began
The barbarians are of mixed Suel-Flan stock, who
encountering duergar again. This time the duergar were
worship deities of strength, bravery, and warfare, such as
united, well-equipped and well-trained, and met human
Pelor, Fortubo, and Llerg. They share the nomads' dread
force with force of their own. Brave barbarians who
of Nerull, but usually include several other evil deities,
ventured into the duergar's caves discovered that the
such as Beltar and Tharizdun as Nerull's servants. Less
dwarves had been united under a single leader. The
superstitious and somewhat more wise in the ways of the
identity of that leader remained a mystery for many years
world than the desert nomads, the barbarians of the hills
as the duergar reopened the mines and once more began
do not consider Rary to be a minion or avatar of some
to dig for iron, copper, gold, silver, and other valuable
wicked god, but do know unbridled ambition when they
minerals. Human attacks on the mines met with little
see it.
success, for the duergar were apparently led and inspired
Barbarian culture is somewhat less divisive than the by a vast, malign intelligence. Since then, the barbarians
nomads'. Although warfare and blood feuds are frequent, have learned that the duergar's leader was a non-dwarf
the barbarians are fully capable of uniting against a known only as "Father Eye."
common enemy. An Abhor Alz tribesman feels that he
Whatever the mysterious leader's true identity, the
should be the only one allowed to kill other Abhor Alz
duergar are back in force. Rary is fully aware of their
tribesmen, and is willing to fight to keep it that way.
presence and has engaged the duergar in an alliance of
The barbarians also differ from the nomads because the convenience, trading weapons and magical assistance for
women have far more freedom. While rule is strictly gold and other raw materials. These activities have not
patriarchal, women may be advisors, sub-chiefs, warriors, escaped the notice of the barbarians who treat the duergar
clerics, and even war-leaders if they have proven their with fear and hatred, and have little love for spell-casters
abilities to other warriors' satisfaction. such as Rary. It is not known whether Rary has
determined the true identity of Father Eye.
Dislike of magic and mages is common here, but like the
nomads, clerical and druidic spellcasting, as well as the Whether Father Eye and his duergar will ever become a
use of magical weapons, are completely acceptable. part of Rary's empire is not certain, but even as allies of
convenience they are proving extremely valuable. Should
Despite the fact that the barbarians' culture is somewhat
the barbarians take concerted action against the duergar,
less restrictive than the nomads', they are still a surly,
Rary will be forced to help them defend themselves. Much
insular lot who revel in driving out foreigners who dare
of his diplomatic effort to this point has been directed
trespass on their lands. The rugged terrain is the
toward preventing the barbarians from taking such steps.
barbarians' greatest ally, and few explorers who enter this
region return to tell about it.
Desert Centaurs
Duergar Distinct from the familiar sylvan species of centaur, desert
centaurs roam the dunes of the Bright Desert, struggling
There is evidence that the Abhor Alz was once home to a
bitterly with the other inhabitants of the desert.
tribe or tribes of hill dwarves, but none survive today.
Apparently, the dwarves may have been a trading colony Discovered only recently because of the remoteness of
or offshoot of the Iron League and were wiped out or their homeland, desert centaurs are the subject of
driven from the Abhor Alz by their hereditary enemies, considerable scientific interest, and several noted scholars
the duergar. These evil dwarves, normally confined to the have proposed expeditions to the desert to study them.
Underdark and other inaccessible places, have begun The dangers of such an expedition have proved more than

12
Rary The Traiter

most are willing to risk simply to satisfy others' scientific The only direct route through the hills winds through the
curiosity. Abbor Alz south of the Duchy of Urnst. It is known as
Knife's Edge Pass because it is a narrow and treacherous
Desert centaurs are the highly civilized (for the Bright
route, snaking along precipitous hillsides, above deep
Desert) descendants of a race of centaurs that once served
canyons, and through rocky, broken terrain. More details
the kingdom of Sulm. Granted autonomy by treaty, the
on this pass and its dangers may be found in Chapter 3.
centaurs proudly served the humans as mercenaries. A
hand-picked group of centaurs served as the king's The sea route to the desert may look simple, but it is every
personal bodyguard. The weapons and armor granted by bit as difficult as overland travel. The environs of Woolly
the kingdom to its favored servants are still preserved and Bay and the Sea of Gearnat are alive with pirates from the
treasured even to this day. Pomarj and the Wild Coast, as well as independent sea
raiders with no fixed home. Stonns periodically ravage
The centaurs fought bravely, their morale and skill with
the region, particularly in the spring and autumn. The
arms becoming known throughout Sulm and beyond.
coast of the Bright Desert has no sheltered anchorages,
When the kingdom grew evil, however, the centaurs
and is suitable only as a temporary stopping point.
began to question their involvement with it. Since the
Experienced mariners see no point in stopping along the
beginning of time, they had fought those who would have
desert coast in any event, for there are no settlements and
defiled their home, and treated friends and foes with
little forage is available.
bravery and honor. By the time Shattados's curse
transformed the humans into twisted and evil Sailors on ships that spend any time anchored near the
manscorpions, the centaurs had all but abandoned their desert may also find themselves prey for pirates or
former allies. dangerous sea animals. The most that adventurers can
hope for from local sailors is to be left on the coast and
Today, Rary's agents constantly approach the centaurs,
retrieved at some mutually agreeable future date. Should a
offering them employment and alliance, and Rary realizes
party of explorers not be back by the appointed time, most
that they will make near-invincible allies. So far,
sailors will not waste their time waiting.
remembering the death of Shattados's empire and the evil
which it spawned, the centaurs have rebuffed all of Rary's Spellcasters and those with exotic means of travel such as
advances. As Rary's empire grows in strength and unity, flying carpets and airships, can avoid many hazards by
the centaurs meet around campfires. The varied tribes flying over the Abbor Alz and approaching the Bright
contemplate a grand alliance in order to pursue one last, Lands from above. Even this approach is not without
and possibly doomed, crusade against those who would peril. Dangerous updrafts and sudden windstorms can
defile their desert. throw fliers off course or send them spinning to disastrous
crash landings.

Other Races
Isolated bands of trolls, hill giants, and ogres inhabit the
Encounters
Abbor Alz. These creatures are violent, savage, and
hostile, and are constantly at war with each other, as well The encounters on following tables may be used to
as the human barbarians. Travelers are considered easy supplement normal encounters in the region.
targets by these creatures, and are advised to use caution
at all times. Hill giants will sometimes trade with the
barbarians and have been known to let travelers go if they ABBOR ALZ
surrender all their wealth. But generally, the giants are Die Roll Encounter
every bit as dangerous as the trolls and ogres. 01-10 Men, Barbarians
11-15 Men, Bandits
16-25 Dwarves, Duergar
Getting to the Desert 26-30 Ogres
31-35 Trolls
There are several routes that adventurers can take to reach 36-40 Giants, Hill
the Bright Desert. The most obvious, the overland route, 41-50 Rary's Patrols
is also the most hazardous. The twisting ravines and 51-00 Use Standard Encounter Tables
steep-sided hills of the Abbor Alz are a danger in
themselves. The Abbor Alz barbarians, monsters, and
resurgent duergar make travel by land chancy at best.

13
Raty The Traiter

Duergar: These evil dwarves are back in the region after


THE BRIGHT DESERT a long absence. Now united under a leader whom they
refer to as "Father Eye," the duergar are fired with the
Die Roll Encounter
fanatical desire to reclaim the land that they consider
01-15 Men, Nomads
theirs. There is a + 3 modifier to all encounter rolls with
15-25 Men, Dervishes
the duergar, regardless of party size or composition. They
26-35 Manscorpions
all wear fine armor, often emblazoned with a single round
36-45 Centaurs, Desert
eye, the symbol of their leader. Captured duergar are
46-55 Rary's Patrols
notoriously uncooperative if asked to reveal secrets.
56-00 Use Standard Encounter Tables
Rary has made contact with the duergar and trades with
them on reasonably friendly terms. Anyone able to
Description of Encounters convince the duergar that they are acting as Rary's
representatives receives a -3 bonus to their reaction roll.
As per normal encounter rules, there is a 10% chance that
Abbor Alz a party of duergar will be accompanied by 2-8 steeders.
Barbarians: The barbarians of the Abhor Alz are For every four normal duergar, there will be one 2HD + 4
honor-driven warriors with an inherent distrust of duergar, and if a band of nine duergar is encountered, a
strangers. But they do not attack without provocation. So tenth one of 3HD + 6 or 4HD + 8 will lead the group.
strangers who act politely and make no threatening moves
Duergar (2-19): AC 4; MV 6; HD 1 +2; Int Average to
receive a -2 bonus to their reaction roll, but a result of
genius (8-17); #AT 1; Dmg ld4 + 1 (hammer or
"Friendly" is automatically changed to "Indifferent."
pick); SA Surprised on 1 only (ldlO); SD Save at +4;
Barbarians never flee unless outnumbered at least
SZ S, ML 13; AL LE; THAC0 19; XP 420
two-to-one, so a result of "Flight" under these
circumstances is automatically changed to "Cautious." Duergar Leader: AC 4; MV 6; HD 2 +4; Int Average to
The barbarians are inclined to look favorably upon those genius (8-17); #AT 1; Dmg ld4+ 1 (pick) or ld4
of proven courage. Anyone who slays a tribal enemy, be it (light crossbow); SA Surprised on roll of 1 only
troll, duergar, or rival human tribe, receives a -3 reaction (ldlO); SD Save at +4; SZ S; ML 13; AL LE;
bonus from any Abhor Alz barbarian who witnesses the THAC0 19; XP 650
battle.
Duergar Leader: AC 2; MV 6; HD 3+6; Int Average to
The barbarians fight with crude broadswords but do not genius (8-17); #AT 1; Dmg ld4 + 1 (hammer); SA
wear armor. They are always on the lookout for trade and Surprised on roll of 1 only (ldlO); SD Save at +4; SZ
will exchange gems, gold, and jewelry for fine weapons. S; ML Elite (13); AL LE; THAC0 17; XP 975

Abbor Alz Barbarians (3-30): AC 10; MV 12; HD 1; hp Duergar Leader: AC 2; MV 6; HD 4 +8; Int Genius
1-6: Int Varies; #AT 1, Dmg ld8 (broadswords); SZ (17); #AT In Dmg ld4+ 1 (hammer); SA Surprised
M; ML 11-13; AL N or CN; THAC0 20; XP 15 on roll of 1 only (ldlO); SD Save at +4; SZ S; ML
13; AL LE; THAC0 17; XP 1,400

Steeder: AC 4; MV 12; HD 4; Int Non (0); #AT 1; Dmg


Bandits: The Abbot Alz has become a haven for escaped
ld8; SA Cling; SD Leap; SZ Mn ML 11; AL N;
criminals, highwaymen, and other criminals. All are
THAC0 17; XP 120
desperate men. Hungry, haggard, and under constant
pressure from the barbarians, these bandits prefer flight to
battle if outnumbered (change "Cautious" to "Flight" if
Ogres: Accustomed to constant conflict with trolls, giants
the bandits are outnumbered), but fight ferociously if they
and humans, Abbor Alz ogres attack aggressively unless it
think they have a chance of winning ( + 3 modifier to all
is obvious that they cannot win. Groups of 11 or more
encounter rolls if the bandits' numbers are equal to or
ogres are accompanied by a tribal leader. If 16 or more
greater than their opponents).
are encountered, two leaders and a chieftain are present.
Bandits are equipped with swords, bows, and a wide
Ogres (2-20): AC 5; MV 9; HD 4+ 1; hp 25; Int Low
variety of cast-off armor. Some bandits are mounted.
(5-7); #AT 1; Dmg ldlO; SA +2 to damage; SZ L;
There is a 25% chance that a bandit possesses a light
ML 11-12; AL CE; THAC0 17; XP 175
warhorse.
Ogre Leader: AC 3; MV 9; HD 7; hp 30-33; Int Low (7);
Bandits (2-20): AC 6-9; MV 12; HD 1, hp 1-6; Int Varies;
#AT 1; Dmg 2d6+3; SA +2 to damage; SZ L; ML
#AT 1; Dmg ld6 (bows)or ld8 (broadswords); SZ M;
11-12; AL CE; THAC0 13; XP 420
ML 9, AL NE or CE; THAC0 20; XP 15

14
Rary The Traiter

Ogre Chieftain: AC 4; MV 9; HD 7; hp 34-37; Int Low Medium Patrol: A medium patrol is identical to a light
(7); #AT 1; Dmg 2d6+6; SA +2 to damage; SZ L; patrol, except that the horsemen are mounted on medium
ML 11-12; AL CE; THACO 13; XP 650 warhorses, are armed with medium lances, and are AC 5,
while the officer is AC 3.

Heavy Patrol: Rary's heavy patrols include foot troops to


Trolls: Although relatively rare in the Abbor Alz, trolls
help support the mounted forces and norkers used as
are a constant danger. They favor ambush, rolling rocks
low-quality spear fodder.
down upon their victims, then furiously attacking at close
range. The Abbor Alz barbarians look very favorably on Light Horsemen (2-12): AC 7; MV 24; HD 1; hp 6; Int
trollslayers, and spend a great deal of time tracking down Average (8-10); #AT 1; Dmg ld6 (light lance) or ld6
and exterminating trolls themselves. (short bow); SZ M; ML 11-12; AL N(E); THACO
20; XP 15
Trolls (1-12): AC 4; MV 12; HD 6+6; hp 40-44; Int Low
(5-7); #AT 3; Dmg ld4+4 (x2)/ld8 +4; SA +5 with Medium Horsemen (2-8): AC 5; MV 18; HD 1; hp 6; Int
weapons; SD Regeneration; SZ L: ML 14; AL CE; Average (8-10); #AT 1; Dmg ld6+ 1 (medium
THACO 13; XP 1,400 lance); SZ M; ML 11-12; AL N(E); THACO 20; XP
15

Heavy Horsemen (1-6): AC 3; MV 15; HD 1; hp 7; Int


Hill Giants: Most of the time, hill giants of the Abbor
Average (8-10); #AT 1; Dmg ld8 + 1 (heavy lance);
Alz are aggressive, flinging rocks at enemies and
SZ M; ML 13-14; AL N(E); THACO 20; XP 15
attacking without quarter. On occasion, however, hill
giants will allow travelers to go their way in exchange for Officers (1-3 5th-level fighters): AC 3: MV 18; hp 35;
all their possessions, or agree to trade, especially if their #AT 1; Dmg ld6+ 1 (medium lance); SZ M; ML 14;
opponents are obviously powerful or more numerous. AL NE; THACO 16; XP 175; 10% chance of
Such incidents are rare however, and most Abbor Alz magical weapon
barbarians consider giants to be opponents every bit as
Captain (8th-level fighter): AC 3; MV 15; hp 60; #AT
dangerous and evil as trolls and ogres.
3/2 rounds; Drag ld8 + 2 (heavy lance), SZ M; ML
Hill Giants (1-12): AC 4; MV 12; HD 8 + 1-2; hp 55-60; 15; AL NE; THACO 13; XP 650; 25% chance of one
Int Low (5-7); #AT 1; Dmg ld6 or weapon (2d6 +7); magical weapon, 10% chance of two magical
SA Hurl rocks for 2d8; SZ H; ML 13-14; AL CE; weapons
THACO 9; XP 3,000
Infantry (6-24 lst-level fighters): AC 8; MV 12; hp 5;
#AT 1; Dmg ld8 (scimitar); SZ M; ML 16; AL NE;
THACO 20; XP 15
Rary's Patrols: Rary's troops patrol the Abbor Alz to
maintain a token military presence in the region, or to Norkers (3-30): AC 3; MV 9; HD 1 + 2; hp 6-9; Int Low
make contact with the barbarians or duergar. They do not (5-7); #AT 2; Dmg Id6/ld3; SZ S; ML 11; AL CE;
like travelers, as Rary would like to keep outsiders away THACO 19; XP 35
from his still-vulnerable empire, so all encounters have +
3 penalty.
Bright Desert
If one of Rary's patrols is encountered, roll 1 d6 to
Nomads: Bright Desert nomads are warriors with a
determine its composition. A roll of 1-3 indicates a light
fanatical desire to defend their homeland. They wear light
patrol, 4-5 a medium patrol, and 6 a heavy patrol.
armor or fine chainmail and fight with lance and scimitar.
Light Patrol: This is a cavalry force composed of Rary's All are mounted on light warhorses.
desert nomads, Paynim horse archers, and/or mounted
The desert is presently in ferment as the tribes battle over
members of Robilar's guard, led by a single fifth-level
their loyalty to Rary. Nomads encountered will be either
officer.
loyal to Rary (50% chance), fighting against Rary (35%),
Light Horsemen (2-12): AC 7; MV 24; HD 1; hp 6; Int or neutral ( 15 %). Individuals and parties who can
Average (8-10); #AT 1; Dmg ld6 (light lance) or ld6 persuade the nomads that they are of a like mind
(short bow); SZ M; ML 11-12; AL N(E); THACO regarding Rary receive a -3 bonus to reaction rolls.
20; XP 15 Neutral nomads do not care and cannot be influenced
either way. Unless characters can persuade the nomads
Officer (5th-level fighter): AC 6; MV 24; HD 5; hp 35;
that they are on their side in the struggle for or against
#AT 1; Dmg ld6 (light lance) or ld6 (short bow); SZ
Rary, any "Friendly" encounter results are changed to
M; ML 14; AL NE; THACO 16; XP 175
"Cautious."

15
Rary The Traiter

Nomads (4-40): AC 6 or 9; MV 24; HD 1; hp 1-6; Int only remaining joy is to seek vengeance against ah those
Varies; #AT 1; Dmg 1-6 (light lance) or 1-8 normal beings who do not suffer as they do.
(scimitar); SZ M; ML 13-14; AL N or CN; THACO Manscorpions automatically attack any beings they
20; XP 15 encounter and fight to the death.

Manscorpions (1-12): AC 1; MV 24; HD 8; hp 50-62; Int


Low to average (5-10); #AT 2; Dmg weapon/1-10
Dervishes: Certain fanatical nomad tribes are driven by
+poison; SA poison; SZ L; ML 15-16; AL CE;
religious or social fervor, and fight with merciless
THACO 13; XP 1,400
intensity. Nearly all (90%) of these dervishes oppose
Rary, but their numbers are small, and they are special
targets of Robilar's troops. Dervishes wear little or no
Desert Centaurs: Intelligent, cultured and brave, desert
armor and fight with lance and scimitar like other
centaurs fight all their enemies with savage efficiency.
nomads. All ride light warhorses.
Rary's presence and his constant overtures toward them
Dervishes encountered will automatically be friendly has left the centaurs confused and fearful of a return to
toward anyone who can prove that they are enemies of the evil ways of the past. They are eager for news and
Rary. information about Rary and his true intentions, and are
always at least "Cautious" toward anyone who approaches
Dervishes (6-36): AC 10; MV 24; HD 1; hp 1-6; Int
in a friendly manner (any other result is changed to
Varies; Dmg 1-6 (light lance) or 1-8 (scimitar); SZ
"Cautious").
M; ML 20; AL CN(G); THACO 20; XP 15
Desert Centaurs (3-24): AC 5; MV 24; HD 5; hp 30-40;
Int Average (8-10); #AT 3; Dmg ld6 (x2)/weapon;
Manscorpions: These savage, inhuman creatures were SD + 1 AC vs. missiles; SZ L; ML 13-14; AL
created centuries ago as the result of a curse which wiped LN(G); THACO 14; XP 270
out their thriving empire. Once men, the manscorpions'

16
Raiy The Traiter

ancient curses. This chapter describes these places, as


Chapter 3: (PeopCe, well as notable individuals who may be encountered in
the course of adventuring. The information is keyed to the
Pfaces, and Things large fold-out map which accompanies this product.

The Bright Lands do not merely consist of points on a


map. Characters associated with each location are
And so did Shattados the Cruel, Lord of the Lands
described and DM's guidelines are given for handling
Between the Mountains, call upon the gods of evil,
them in play. After the specific locations, characters who
saying, "Lol Am I not a great lord? Are my domains not
are not associated with any specific place are listed, and
vast and do my people not speak my name with dread?
finally, information on specific items, magical and
And yet, my land is not at peace and my people obey me
otherwise, which adventurers might encounter, including
not! Great Tharizdun, Master of Darkness and Decay,
the awesome and evil scorpion crown.
hear me now! Give me a token so that I may rule
unquestioned and my peo-pie may bow down to me and Where appropriate, referee's notes give secret details
me a/one? about each location and answers to any mysteries
presented. These explanations are not absolute. DMs who
And the Lord of Decay heard Shattados's entreaty, and
do not like the descriptions may adapt or completely
granted him a gift, a kingly crown of black metal in the
change them if they desire.
form ora terrible scorpion. With great joy did Shattados
don the scorpion crown, but the Lord of Decay had
tricked his servant. Shattados 's form was changed and
his people became as beasts. The great empire which Places
belonged to Shattados vanished into the sands and today
is no more. Its ruins are ravaged by the descendants of
Dagger Rock
Shattados and his people are shunned and feared. The
riches of these people still lie untouched, but the terrible Dagger Rock is a sharp, ugly formation rising out of the
scourge of Shatta-dos's children prevents any man from desert, surrounded by acres of broken rock and rubble. It
claiming them. serves as a navigational aid for the nomads.

From "A Chronicle of the Flan People" by DM's Notes: Unknown to most, Dagger Rock also
Rexidos the Scholar of Greyhawk harbors one of the most powerful individuals in the Bright
Desert, Volte, a 1,000-year-old blue dragon (wyrm). Volte
Unexplored for hundreds of years, the Abhor Alz and
has slumbered here for over a century, and emerges
Bright Desert have become places of deadly dangers and

17
Raiy The Traiter

occasionally to devour horses, centaurs, and the Chimera: AC 5/4/2; MV 9/FI 18; HD 10; hp 72; Int Semi
occasional unwary nomad. (3); #AT 6; Dmg 1-3 (x2)/ld4 (x2)/2d4/ 3d4; SA
Breath weapon; SD Nil; SZ L; ML 14; AL CE;
Once, from his lair in the Stark Mounds, Volte was the
THACO 10; XP 5,000
terror of Geoff and Sterich until he was driven out by a
band of powerful wizards and paladins aided by the
Greyhawk dragon Schemley. Badly wounded, Volte fled Fort Wliiterock
to Dagger Rock with but a fraction of his treasure. He has
This isolated outpost was built on the ruins of an ancient
spent the last 120 years recovering and growing stronger.
Sulmish fortress, and today houses a garrison of 100 of
His hoard, though greatly reduced, is still a kingly sum,
Rary's troops. A recent nomad assault on the position
and contains several notable magical items, including an
ended in catastrophe for the attackers when they
amulet of the Cairn Hills, a staff of thunder and lightning,
discovered that Rary was in the fortress aiding its
and the legendary sword. Equalizer of Gran March, long
defenders. Since then, local nomads have sworn loyalty to
thought lost or destroyed.
the Bright Lands and caused little trouble.
Rary is no fool and has managed to deduce that not only
The fort gained its name from the white granite of its
did Volte survive his final confrontation, but currently
walls, strengthened by the combined labor of Rary's
lives in Rary's new kingdom. Realizing that Volte would
norkers and summoned yuggoloth.
make a valuable ally, Rary decided to make contact with
the dragon. As his first emissaries were summarily eaten Captain Zhora, a former Greyhawk guardsman,
and thus unable to report back, Rary was forced to visit commands the garrison. She and the troops have been
Volte personally, or at least in illusory form. A long and growing bored and lax in their duties of late, and are
quite stimulating conversation ensued, and finally Volte looking forward to being relieved.
agreed to at least consider Rary's offer of alliance.
DM's Notes: The local nomads do not want to risk
One of Rary's most intriguing offers was to assist Volte in another attack on the fort. Their loyalty to Rary is genuine
taking vengeance against Schemley, who still lives and but only partially voluntary.
continues to do good in the Crystalmist Mountains and
The real threat to the garrison is a militant faction of
points west. The dragon is still considering, for he is at an
desert centaurs who wish to goad Chief Strongbow (see
age where decisions take a very long time.
Gai Hut) into open warfare with Rary. To this end they
Volte (blue dragon): AC -7; MV 9/FI 30/Br 4; HD 21; hp have noted the laxness of Zhora's garrison and are
150; Int Very (12); #AT 4; Dmg ld8 (x2)/3d8/22d8 planning an assault that they hope will lead to the war
+ 1 1; SA Special; SD Variable; SZ G; ML 20; AL which they desire.
LE; THACO -3; XP 16,000
Captain Zhora (garrison commander, 8th-level fighter):
AC 2; HD 8; hp 40; #AT 1; Dmg ld8 (scimitar); AL
Fool's Rest NE; THACO 13; XP 975

So named because, in the opinion of the Abbor Alz


barbarians, only fools would rest here. This barren valley Gai Hur
hides a deep fissure at one end, where local legend says a
This singular formation resembles an enormous column
fierce beast lives. Near the fissure it becomes apparent
of rock rising from the desert floor. No one knows its
that something is unusual. The bones of animals and
origin. Perhaps it is a natural formation or the remnants
sometimes men lie scattered about, along with numerous
of some mysterious Sulmish monument. Today it serves
mystical carvings and offerings, which appear to be
as a navigational aid in the desert and, more importantly,
intended to ward off the evil in the cave.
as a meeting place for the tribes of desert centaurs who
DM's Notes: The beast in the cave is an ancient chimera wander the desert.
which emerges from time to time to hunt. Old and wily,
Each spring and fall equinox, the centaurs gather here to
the chimera sometimes hides in the crags above the
feast, talk, and make decisions about issues that affect
fissure and swoops down on unsuspecting hunters who are
their race as a whole. These events are grand affairs, with
expecting it to emerge from its cave. Because of its great
thousands of centaurs gathered, clad in colorful finery,
age, the chimera has higher hp and AC than normal
engaging in races, archery contests, songs, dances, and
chimerae.
feats of skill. Strangers are welcome at these events and
The chimera has accumulated a substantial hoard with friendly human nomads attend often. Visitors are required
several fine weapons, including a vorpal sword and to surrender all weapons, however, and acts of
magical items such as a Bis-selite wand of peace. bloodletting are strictly forbidden, although occasional
fistfights and wrestling matches are acceptable.

18
Raiy The Traiter

DM's Notes: Conversation at recent meetings has, not and its occupants do not need food, water, or sleep. Tales
surprisingly centered on Rary's new kingdom and how the claim that Galap-Dreidel vanished years ago, leaving his
centaurs should respond to it. Many still speak of the fall tower behind, still guarded by its watch-beasts. Many
of Sulm so many generations ago and are fearful of any have sought the ghost tower, but few have succeeded even
human kingdom. A minority favors friendship and service in entering.
to Rary. But so far, a charismatic centaur leader named
DM's Notes: This information is included for DMs who
Strongbow has managed to keep the tribes neutral.
own adventure C2 and wish to incorporate it into their
Pressure is building, from both Rary and his opponents,
campaigns. Others may develop their own layout for the
and the centaurs will have to make a decision soon.
ghost tower or may ignore this entry altogether.
Strongbow (desert centaur chieftain): AC 5; MV 24;
HD 7; hp 40; Int High (13); #AT 3, Dmg ld6
Griffon's Nest
(x2)/ld8 (scimitar), SD + 1 AC vs. missiles; AL LN;
THACO 12; XP 650 Located in a hidden gorge near Knife's Edge Pass, this
small fortress serves as headquarters for the self-styled
"Bandit King" of the Abbor Alz, Hugo the Axe. With a
Geshtai's Spring
retinue varying from 100-300 bandits and miscellaneous
The nomads claim that the goddess Geshtai once visited camp-followers, Hugo exercises little real authority over
this place, blessing it and causing what was once a bare the region's bandits despite his pretentious title. Bandits
patch of desert to bloom, put forth lush greenery, and use the fortress for refuge and accept Hugo as "king," but
produce pure, cool water. Doubtless, the spring is a place ignore his authority at all other times.
of rare beauty, resembling a small tropical jungle in the
Nevertheless, Hugo and his small band of loyal cutthroats
deep desert, but the nomads of the region hold it in such
are supremely dangerous. Those who dwell in Hugo's
esteem that they do not allow outsiders to visit it. Rary has
fortress are all vicious criminals with large rewards, or
so far chosen not to violate the spring, but the tales
even death sentences, on their heads. Although they owe
surrounding it make it intriguing, including the legend
Hugo little loyalty, they will fight for him if the fortress,
that its waters have mystical effects on those who drink
and their refuge, is threatened.
them.
The Abbor Alz barbarians, although they hate the bandits
DM's Notes: The legend of the spring is true, at least as
and fight them at every opportunity, have learned through
far as the water's effects are concerned. The spring's water
bitter experience that Hugo's fortress is tough to infiltrate.
acts as a random potion when drunk. Unfortunately for
Although they would like to see Griffon's Nest gone, the
most drinkers, there are a few drawbacks. Geshtai is a
barbarians cannot directly assault it. Any individuals
neutral goddess and those who are not of true neutral
offering information on the fort's layout, or assistance in
alignment run risks when drinking from the spring.
taking it through trickery will be greeted enthusiastically.
Neutral drinkers will always receive a beneficial effect. If
the result of the die roll is a harmful potion, roll again. Hugo remains in power through the services of many.
Those of partially neutral alignment, such as neutral good They include his bodyguard which consists of 50 human
or chaotic neutral, have a 25% chance of a harmful effect. bandits of considerable skill and ruthlessness (3rd-level to
Those with no neutral alignment at all, such as lawful 5th-level fighters), an exiled Almorian wizard named
good or chaotic evil, have a 50% chance of harm. Pharmon who was driven out by the forces of the Great
Kingdom, and two ogre brothers named Clar and Slar,
A single individual may receive only one magical drink
who are, for some unknown reason, unswervingly loyal to
from the spring per week. Subsequent drinks prove cool
the Bandit King.
and refreshing, but have no magical effects. Nomads in
the region consider it sacrilege for a foreigner to drink The fortress is of apparent dwarven make, with extensive
from the spring and will not hesitate to slay the offender tunnels and warrens honeycombing the hills behind and
should they learn of his or her actions. below it. Hugo has stocked it with enough provisions to
supply an army through a long siege, and many of the
tunnels emerge in the canyons around the fortress,
The Ghost Tower of Inverness
enabling the bandits to stage devastating ambushes on
This ancient and mysterious tower (described in C2, approaching forces.
Ghost Tower of Inverness) is said to have been raised by
Not even Hugo knows the true extent of the tunnels,
an ancient wizard named Galap-Dreidel. It is intended to
which may well be connected to other tunnel complexes
guard the fabulous enchanted item known as the soul
in the region, or reach as far down as the Underdark.
gem. Legend holds that the item can pull the souls from
Early on in his occupation of the fortress, Hugo's forces
living creatures and that it is protected by hordes of
were troubled by strange noises deep underground,
creatures. The tower itself is held in permanent stasis by
unexplained but frightening sightings of shadowy
Galap-Dreidel's magic, so that time does not pass there,
creatures, and the disappearances of severe work parties.

19
Rary The Traiter

Unable to stop the incidents, Hugo ordered suspect away from Histak, confident that once the war is over,
tunnels sealed and placed under guard. While this Kamuk will join him.
reduced the frequency of disappearances, it did not
Kamuk (9th-level ranger): AC 8; HD 9; hp 58; #AT 3/2
eliminate them entirely, and today the noises, sightings,
rounds; Dmg ld8 (scimitar); AL LG; THACO 12; XP
and disappearances continue, though at a reduced rate.
1,400
DM's Notes: The dwarves who once occupied this
Spells: cure light wounds
fortress tunnelled very deeply in their search for silver
and copper beneath the hills. In the process they Ildai (chief scout and healer, 9th-level ranger/8th-level
encountered a group of illithids who reacted in typical cleric): AC 8; HD 9; hp 46; #AT 3/2 rounds; Dmg
fashion, wiping out the dwarves. When Hugo and his men ld8 (scimitar); AL NG; THACO 12; XP 1,400
arrived many years later, the mind flayers were still there,
Spells: Level one (3): bless, create water, cure light
although their numbers had declined. They immediately
wounds
began to prey upon Hugo's forces, but were somewhat
Level two (3): aid, dust devil, silence (15' radius)
slowed when their main tunnel routes were blocked.
Level three (3): create food & water, cure blindness,
Today, they still manage to penetrate the fortress,
cure disease
grabbing lone bandits and vanishing into the darkness.
Level four (2): cure serious wounds (x2)
Captives are consumed or made into slaves. Some human
slaves are compelled to lure their fellow humans into the
Kalki's Leap
mind flayers' clutches since slaves earn an extra month of
continued existence for every comrade they draw into "The Leap," as its garrison calls it, is Rary's main fortress
captivity. in the southern region of the Brass Hills. Along with
many of Rary's other installations, it was built practically
Hugo the Axe (lOth-level fighter): AC 2; HD 10; hp 76;
overnight by enforced yuggoloth labor. Completely
#AT 3/2 rounds; Dmg ld8 +2 (axe +2); AL LE;
surrounded by steep, winding canyons and hillsides, and
THACO 11; XP 1,400
defended by thick granite walls, the Leap is virtually
Pharmon (9th-level wizard): AC 10; W9; hp 22; #AT 1; impregnable. Currently 100 light cavalry, 50 heavy
Dmg ld4 +3 (dagger +3); AL LE; THACO 18; XP cavalry, and numerous norkers inhabit the fortress. Lord
1,800 Robilar is considering a major campaign to wipe out the
last vestiges of resistance in the south, in which case The
Spells: Level one (4): armor, feather fall, magic
Leap's population is likely to increase soon.
missile (x2)
Level two (3): detect invisibility, knock, Melfs acid Chukai (garrison commander, 8th-level fighter): AC 4;
arrow HD 8; hp 60; #AT 3/2 rounds; Dmg ld8 + 1
Level three (3): blink, fireball (x2) (scimitar + 1); AL N; THACO 13; XP 650
Level four (2): Evard's black tentacles, ice storm
Captain Morik (executive officer, 5th-level fighter): AC
Level five (1): wall of iron
6; HD 5; hp 30; #AT 1; Dmg ld8 (broadsword); AL
NE; THACO 16; XP 175
Clar and Slar (ogres): AC 5; MV 9; HD 4+ 1; hp 25, 26;
Int Low (5); #AT 1; Dmg ldlO; SA +2 to damage;
Kalundi
SD Nil; $Z L; ML 11; AL CE; THACO 17; XP 175
This small village crouches in the protective shelter of the
Hugo's Bodyguard (50 3rd-level to 5th-level fighters):
Brass Hills. Kalundi now happily pays tribute to Rary in
AC 7; hp 25; #AT 1; Dmg ld8 (scimitars); AL NE;
exchange for defense against desert raiders. Rary, for his
THACO 17
part, does not tax the village excessively, and maintains a
small garrison with strict orders to simply defend Kalundi
Histak and take no liberties with its citizens.

Under the rulership of the ranger Kamuk, the village of The village is located at the head of a deep valley. An
Histak has managed to negotiate the narrow path of adobe wall closes off the mouth of the valley and protects
neutrality in the straggle between Rary and the nomads. the village and farmland beyond. Despite the wall, the
Kamuk has forbidden any fighting on lands claimed by villagers have always had to be on guard against raiders.
Histak and has opened the village to anyone who requires Now, with defensive measures largely handled by Rary's
aid. He and a number of experienced healers have turned troops, the Kalundis are happier, and can turn their full
Histak into an efficient field hospital, where the wounded attention to farming, building, and maintaining their goat
on both sides can receive the best of care. As this works to herds.
Rary's advantage, he has given Robi-lar orders to stay

20
Rary The Traiter

Molmi, Village Hetman (Sth-level fighter): AC 8; HD 8;


hp 55;#AT 3/2 round; Dmg 2d4 (khopesh); AL LN; Necropolis of Unaagh
THACO 13; XP 650
This site is well known to the Bright Desert nomads, but
Turgl, Wise Woman (7th-level cleric): AC 10; HD 7; hp it is never spoken of openly. The ancient burial ground of
37;#AT 1; Dmg ld4 (dagger); AL LN; THACO 16; Sulm now lies rotting beneath the desert sun, ravaged by
XP 650 winds and scoured by sand. The necropolis consists of
row upon row of long, tiered mausoleums, all filled with
Spells: Level one (3): bless, cure light wounds,
the mortal remains of Sulmish nobles, sorcerers, kings,
protection from evil
and priests. The necropolis was once a place of
Level two (3): aid, silence (15' radius), spiritual
considerable beauty, with ornately carved and decorated
hammer
buildings, pleasant gardens and shrines where mourners
Level three (2): prayer, speak with dead
could remember the departed. Unaagh is now a place of
Level four ( 1): cure serious wounds
ruin and decay.

Knife's Edge Pass The nomads believe the necropolis to be filled with gold
and other treasures in the form of funerary offerings and
The Knife's Edge Pass is the only continuous path
personal wealth interred with its owners. But the nomads
through the Abhor Alz, but it only barely qualifies as a
cannot easily be persuaded to discuss the place. The
pass. It is narrow, tortuous, infested with monsters and
treasure is not unguarded, of course, for un-dead roam the
haunted by Hugo the Axe and "his" bandits. It is traveled
necropolis in huge numbers. A vast army of skeletons,
only rarely. Numerous frightening tales are told of the
ghouls, zombies, crypt things, Sons of Kyuss, and other
Knife's Edge. There are also tales, from the days when
creatures roams the streets each night, and prowls the
trade with the Bright Desert was more common, of whole
buildings by day, swarming after any living thing
treasure caravans disappearing into gorges, never to be
encountered.
seen again. It is said that spirits wander the pass at night,
crying out for vengeance, and that unpleasant creatures The undead exist only in the region of the necropolis. The
tunnel through the surrounding hills, emerging in the undead that move or are carried even a few yards from its
dark of night to drag off unsuspecting travelers. Even if buildings immediately collapse into inanimate heaps of
such tales are false, the depredations of the bandits, trolls, bone. Whether the undead exist to protect the riches
ogres, and barbarians, as well as the dangerous route hidden in the necropolis or as a further ghoulish effect of
through twisting canyons, sheer ravines, and Shattados's curse, no one knows. The nomads know only
boulder-strewn trails, are more than enough to keep that the city is a shunned, evil place, one which travelers
sensible travelers far away from the Knife's Edge. are well advised to avoid.

DM's Notes: The bandits and other hazards of the region Rary has sent search parties to the necropolis to search for
are quite sufficient to keep an average party on its toes. If the scorpion crown, or to at least find clues as to its
further challenges are required, however, such horrific location. So far, none has returned, leading Rary to
creatures as swordwraiths, wyvems, and mind flayers consider visiting the site personally, but well-equipped
from nearby cavern complexes may make an appearance. with defensive spells and escape devices, of course.

DM's Notes: Every imaginable type of un-dead creature


Kolum Oasis stalks the dim, decaying pits and hallways of Unaagh.
Many are self-willed, simply wandering restlessly,
This oasis is currently occupied by Rary's forces. After
seeking vengeance on the living. But most are under the
exterminating a nest of manscor-pions that had been
control of the lich Drokkas, who was once an 18th-level
attacking nearby tribes, Rary's troops have gained the
wizard, and Shattados's chief rival as ruler of Sulm. Slain
loyalty of local nomads. A cluster of ruins lies a day's
well before Shattados's curse transformed Sulm, Drokkas
march from the oasis, and Rary's forces are preparing an
lived on because of his hatred of Shattados and his desire
expedition to search for treasure and the scorpion crown.
to one day rule the kingdom himself. Now, glowering
upon a throne of bones and ancient stonework, Drokkas
The Mines plots to restore Sulm and rule over an empire of death.
Drokkas is assisted by the undead remains of his loyal
The central focus of Rary's ambitions in the Abbor Alz
retainer, Baron Krumik. Unfortunately for both, Drokkas'
are the mines. They are home to the duergar and their
malign influence does not extend beyond the necropolis,
mysterious leader, Father Eye. The mines are described in
so neither he nor any of his undead slaves can survive
detail in Chapter 4.
leaving its vicinity.

21
Rary The Traiter

Drokkas (lich): AC 0; MV 6; HD 15; hp 75; Int Rary's Tower


Supra-genius (19); #AT 1; Dmg ldlO; SA Special;
SD + 1 or better to hit; SZ M; ML 18; AL LE; Rary's tower was transported from Ket and extensively
THACO 6; XP 7,000 renovated by Rary's yuggoloth servants. It is described in
detail in Chapter 4.
Baron Krumik (spectre and loyal retainer): AC 2; MV
7 +3; HD 7 +3; hp 45; Int High (13); #AT 1; Dmg
ld8; SA Energy drain; SD + 1 or better to hit; SZ M; The Ruins of Darkbridge Temple
ML 15; AL LE; THACO 13; XP 3,000 The ruins are isolated in the desert and, like most sites of
the vanished kingdom of Sulm, shunned by the nomads.
The Pits of Azak-Zil This was once a place dedicated to the worship of Sulm's
dark gods. Now in ruins, the site is said to be cursed, and
The Pits of Azak-Zil are described in the GREYHA WK® the nomads claim that anyone who visits it will inevitably
Adventures hardcover book. These pits were once the site sicken and die. The aboveground portion of the temple is
of a dwarven mine, and were dug to extract iron, gold,
known to harbor poisonous snakes and manscorpions. No
and possibly mithral from a "falling star" which an
one knows the extent of the underground portion of the
ancient Aerdish scholar claimed had landed in the region.
temple, but ancient tales state that large numbers of
When communication with the mines ceased, and undead
sacrificial victims could be housed there, and that
creatures began to creep from the hills, the entire project
elaborate ceremonies were often performed. Recently,
was abandoned. Today, few claim to have seen the mines
and those who have say that it is infested with undead, local nomads loyal to Rary have begun to experience
particularly highly cunning and intelligent races of ghouls unexplained disappearances and blame some malevolent
and ghasts. force in the temple ruins. They beg their new king for aid.

DM's Notes: As described in GREYHAWK Adventures, DM's Notes: The underground complex harbors numerous
the magical stone which fell from the skies exerts a undead, the remains of prisoners and temple priests, as
malign influence over its environs. Anyone who dies well as a tribe ofjermlaine and the usual array of dungeon
within five miles of the pits wfil rise as undead unless scavengers. The disappearances do indeed originate at the
blessed. Undead within one mile of the pits are turned at ruins and are the work of the shadow dragon Smoke, who
-5, those at two miles at -4, and so on. Currently, the recently moved to the temple from the Abbor Alz. Smoke
stone is held by the lich of a 16th-level dwarf cleric. emerges at night to prey on surrounding lands and has so
far managed to keep his existence a secret, but he may
Plain of Spears eventually come into conflict with Rary and Volte, the
blue dragon of Dagger Rock.
This grim, desolate wasteland of rock, rubble, and
blowing sand is the site of the kingdom of Sulm's final Smoke (shadow dragon): AC -8; MV 18/FI 30/Jp 3; HD
battle against the neighboring kingdom of Itar, its last 16; hp 80; Int Genius (17); #AT 4; Dmg ld6
rival for power in the region. Ancient fragments of metal, (x2)/3d6/4d4 +2; SA Special; SD Variable; SZ H;
bones, and the remnants of weapons lie scattered ML 16; AL CE; THACO 1; XP 17,000
everywhere. The howl of the wind is a constant
companion.
The Ruins of Shattados's Palace
Local legend claims that the site is infested with
This location, hiding place of the elusive scorpion crown,
swordwraiths. Each night, it is said, the creatures
is described in Chapter 4. The palace's ruins are not
continue to fight their final battle, as well as any
unfortunates who happen to wander into the region. The specifically located on the map, but may be placed
plain is a place of sad tales and evil repute, and would be anywhere the DM feels is appropriate.
best avoided were it not for the rumors of lost treasure and
fabulous enchanted weapons to be found there. The Ruins of Utaa
DM's Notes- The Plain of Spears is a grim,
Utaa was once the thriving capital of Sulm. Sand has
madness-inducing place, but it harbors great wealth in the
eaten up most of the city now, leaving only the central
form of lost paychests, personal treasure, and magical
hub of palaces and temples rising above the desert floor.
items which lie here untouched. Numerous lesser magical
Surrounding these ruins are acres upon acres of ancient
items such as + 1 and + 2 weapons or armor may be
buildings, all buried under shifting sands. From time to
found, although treasure hunters will often be forced to
battle the items' original owners, now in the form of time, the wind reveals a building or two, allowing
undead creatures. The bodies of generals and legendary entrance and possible exploration. This is not always
warriors bear enchanted armor, weapons, or other items desirable however, for the buildings may house things
of great power, including a tiger cioak of Chakvlk, the best left undisturbed, and the fickle winds can suddenly
horn of the Bart/er Peaks, and a wand of wonder. rebury the structure, interring would-be explorers with
their quarry forever.

22
Rary The Traiter

Nomads tell stories of the buried ruins being inhabited by true, 1-4 greater, 2-8 lesser, or 2-12 least tanar'ri, who
undead, scorpions, tentamort, and even tanar'ri ravage the oasis and its vicinity, then vanish at dawn. The
summoned by the city's evil inhabitants and now trapped tanar'ri endeavor to drag any mortals they find back to the
on this plane. Rary's forces have made several Abyss with them.The Tower of Sleep
excavations, seeking to fully explore and map the city, but
so far the weather and the difficulty of the work have The nomads of the deep desert tell tales of a tall, white
foiled any extensive work. tower that appears in desolate areas, then mysteriously
disappears. It is so named because anyone who
DM's Notes: The city is truly vast. It consists of over 100
approaches the tower is said to lapse into a deep sleep,
square miles of homes, temples, castles, palaces, and
which lasts until the tower has vanished.
every other imaginable type of structure. It was swallowed
up by the desert after Shattados's curse took hold, and the Theories, legends, and tales abound as to the identity of
city still contains substantial amounts of wealth. But the tower's occupant. Some claim that a fiend or evil god,
reaching the wealth and wresting it from the various chained by the forces of good, seeks to escape from the
creatures which still lurk beneath the sand could be more tower. Other stories tell of a grim, undead wizard who
trouble than even the most experienced adventurer can moves the tower from place to place to steal the dreams of
handle. sleeping victims. Still others suggest that a beautiful
sorceress uses the tower to travel between worlds, and
The city may also serve as an entrance to or exit from the
returns to the Bright Desert between journeys.
Underdark, for many of the city's palaces and castles
featured deep dungeons, and the people of Sulm delved DM's Notes: The Tower of Sleep is the refuge of the last
into many forbidden subjects before their evil kingdom surviving human citizen of Sulm, the wizardess Shemeya.
was finally destroyed. When Shatta-dos's curse began to take hold, the wizardess
was able to transport herself and her tower into a bubble

The Ruins of Zarak of magical energy, shielding her from the curse's effects.
Inside the bubble, time slowed to a crawl. As Shemeya
These ruins, fully described in the GREYHAWK®
moves her home from place to place, she attempts to find
Adventures hardcover book, are the remnants of a
a way to reverse the curse and possibly restore her land.
once-prosperous dwarven city, founded to exploit the
mineral wealth of the Pits of Azak-Zfi (see previous The tower itself is a single blue-roofed white spire
page). When the mines were destroyed by an alien surrounded by a flickering, silvery glow. The interior
artifact, Zarak was abandoned. Today, its empty halls and seems far larger than the outside, for it exists partially in
ruined dwellings are inhabited only by an occasional the Astral Plane. She-meya is served by a number of loyal
barbarian tribe which never stays for long, trolls, ogres, followers such as golems, aerial servants, and automatons,
hill giants, and undead creatures that have crawled from all of which will not hesitate to fight anyone who seeks to
the pits. As the departing dwarves, in typical fashion, took violate the tower.
all their wealth with them, there is little to draw the Unless protected from magic in some fashion, anyone
average adventurer to this sorrowful place. approaching within 100 yards of the tower must
successfully save vs. spells each minute or fall into a deep
Shembai Oasis sleep until the tower vanishes. On occasion, an individual
has managed to reach the tower, only to be ejected by its
This oasis is important as a source of water, supplies, rest,
guardiam, s. Shemeya has not had living visitors in many
and shade, but is remarkable because nomads visit it only
years.
during daylight and always leave well before sunset. They
will not explain why this is, but it is obvious that Should adventurers approach Shemeya and successfully
something about the oasis frightens the nomads. Careful communicate their good intentions, she welcomes them
inspection of the oasis reveals what might be ancient and behaves in a friendly manner since she has been
foundations of finished stone, but no other artifacts are alone for quite some time now. She does not leave her
immediately apparent. tower, but can be a mine of information about the Bright
Desert and its vanished kingdom. She looks with special
DM's Notes: A Sulmish wizard once performed
favor on anyone willing to help her lift the curse.
trans-planar experiments on this site, and the oasis' bad
Shemeya is aware of Rary and his intentions, but has yet
reputation is the result of a semi-active gate to the Abyss
to decide what, if anything, to do about him.
that still exists. Each night at sunset the gate produces 1-2

23
Rary The Traiter

Shemaya (19th-level mage): AC 5; HD 19: hp 50; #AT 1;


Dmg ld8 (staff); AL CG; THACO 14; XP 9,000
People
Individuals not associated with any specific location are
Spells: Level one (5): affect normM /ires, dancing
described in this section. These characters may be used in
lights, detect magic, hold portal, magic missile
the course of normai gaming or to spice up an otherwise
Level two (5): blindness, darkness (15' radius), ESP,
dull encounter.
flaming sphere, stinking cloud
Level three (5):/ireball (x2), haste, invisibility (10'
radius), protection from evil (W radius) Level four Kendyra of the North
(5): confusion, dimension door, ice storm, minor
This mysterious individual was bom 25 years ago to the
globe of invulnerability, wall of /ire
Snow Barbarians of Soull. Dissatisfied with the simple
Level five (5): advanced illusion, cloudkill, monster
northern life, she left with a merchant caravan and made
summoning III, passwall, wall of iron Level six (3):
her living as a mercenary warrior and scout, finally
anti-magic shell, geas, project image
arriving in the City of Greyhawk. After making a name
Level seven (3): limited wish, Mordenkainen's
for herself in several celebrated adventures, she was
sword, spell turning
contacted by the wizard Mordenkainen, and recruited as a
Level eight (3): clone, incendiary cloud, prismatic
special agent. Mordenkainen's somewhat suspicious
wall
nature led him to keep Kendyra's services secret from
Level nine (1): meteor swarm
several members of the Circle, including Rary. After
serving Mordenkainen well, Kendyra was eventually
Tulwar Oasis
allowed to visit the Obsidian Citadel, the wizard's secret
This small but lush spot in the desert now serves as a fortress.
watchpost for Lord Robilar's army. A small garrison of 24
When Rary founded his new kingdom in the Bright
light horsemen and a group of a dozen or so norkers lives
Lands, Mordenkainen immediately dispatched Kendyra to
in tents and periodically patrols the desert, reporting
the region, with orders to gather information on Rary's
anything unusual or suspicious to Rary.
progress and to organize what resistance she could to his
DM's Notes: Those desert nomads and centaurs who rule. So far, she has won the friendship of a tribe of desert
remain independent are considering mounting an attack centaurs, as well as some of Rary's more fanatical dervish
on the Tulwar Oasis. Though not likely to disrupt Rary's enemies.
plans in any serious way, it will at least prove that his
Kendyra is a tall, slender woman, her hair bleached
enemies can still harm him.
near-white by the sun and her once pale skin now dark, in
contrast with her pale blue eyes. She dresses in buckskin
U1 Bakak and desert robes and rides a gray horse named Tinhead
(her fondness for the horse is tempered by its rather
This village, located on the border between the hills and
stubborn nature). If encountered, she does not discuss her
the desert, is one of the major places for trade between the
mission unless she is sure that the party is opposed to
Bright Desert nomads and the Abbor Alz barbarians. An
Rary.
unwritten truce prevails in U1 Bakak, where members of
rival tribes, or even those engaged in blood-feud, can Kendyra (8th-level ranger): AC 8; HD 8; hp 52; #AT 3/2
meet, trade, and associate without fear. Anyone who rounds; Dmg ld8 +2 (broadsword +2); AL LG;
violates this truce is immediately slain by those who THACO 13; XP 650
witness the attack, but no violation has occurred in
Spells: cure light wounds
decades.

Chief Kumhaik (llth-level fighter): AC 4; HD 11; hp


78; #AT 2; Dmg ldlO (two-handed sword); AL N;
Shozthal
THACO 10; XP 2,000 Shozthal might be considered, at best, a hermit. He
wanders from place to place, clad in rags, mumbling to
himselL and making odd hand gestures at all whom he
Var Oasis
encounters. He is old and wrinkled, his skin a dark,
Var is a major oasis that serves hundreds of nomads every weathered brown. Black eyes squint from his wizened
month. Robfiar's troops have so far left it alone, hoping to face. Many of the nomad tribes consider him a holy man,
persuade nomads in the region to join the kingdom touched by the gods and often take his seemingly random
without coercion, but ff Rary's patience grows short they mumblings as obliquely-worded prophecies. Anyone who
may occupy the oasis, causing enormous suffering. harms Shozthal is certain to earn the enmity of nearby
tribes.

24
Raiy The Traiter

DM's Notes: Whether Shozthal is indeed a simple assistance. If nothing else, he can provide valuable
wandering madman or something more, is up to the DM. information about the Sul-mish empire and its fall. While
Possible suggestions are that he is actually a cursed he helps the characters as best he can, he cannot
wizard, an immortal survivor of Sulm who managed in physi-cEly attack, and cannot leave the Bright Lands until
some fashion to avoid Shattados's curse, or a secret agent the curse is lifted and his spirit can pass on.
for an outside kingdom who feigns madness simply to
Lord Falyn (spirit): AC -2; MV 12; HD 10; hp 60; Int
divert suspicion. Statistics for Shozthal will vary
High (14);#AT 0; Dmg 0; SA Nil; SD Nil; ML 20;
depending on what the DM decides to do.
AL LG; THACO 11

Tolan Kai
No one knows this wandering dervish's original tribe. He Enchanted Items
considers himself a citizen of the desert, traveling from
Several unique magical items exist in the Bright Desert
tribe to tribe, stirring up anti-Rary sentiment and trying to
and Abbor Alz. Most noteworthy is the powerful and evil
unite all the nomads into a force which can expel the
artifact, the scorpion crown, but other items of
upstart wizard from their lands. He has met with little
considerable power may also be found in this region.
success, for many tribes have embraced Rary, hoping that
he will lead them to greater glory.

DM's Notes: Tolan Kai is a handsome, bearded man who


The Scorpion Crown
habitually wears black robes and carries an antique An artifact of enormous evil power, the scorpion crown is
enchanted scimitar which dates back to the days of Sulm. currently in the ruins of Shatta-dos's Palace. Physically, it
This item, the scimitar of light, is fully described later in resembles a large scorpion crafted of heavy, cold, black
this chapter. iron in the form of a crown, with the legs encircling the
head, and the stinger curling up over the head. It radiates
Tolan Kai will assist anyone who can prove that they
a high degree of both magic and evil.
oppose Rary, although sometimes his assistance can be
worse than none at all. An honor-obsessed dervish with While the crown is clearly very powerful, it has no real
no fear of death, Tolan insists on fighting Rary's agents practical uses, instead bearing a terrible curse. Anyone
wherever he finds them, even against impossible odds. unfortunate enough to place it on his or her head will
That he has survived so far is either the result of experience its curse firsthand. The wearer is agonizingly
incredible luck, or that he is indeed the gods' chosen transformed into a master scorpion, with no saving throw
champion, as he sometimes claims. possible. Any individual who owes the wearer allegiance
in any form must then successfully save vs. spells at - 5 or
Tolan Kai (lOth-level ranger): AC 3; HD 10; hp 75;#AT
be transformed into a manscorpion. It is Rary's hope that
3/2 rounds; Dmg ld8 +4 (enchanted scimitar, see
he can circumvent the negative aspects of the crown and
following); AL LG; THACO 11; XP 1,400
bend the manscorpions of the desert to his will.
Spells: Level one (2): animal friendship, cure light
The crown's area of effect is limited to the Bright Desert
wounds
and Abbor Alz. If it is taken from there, the original curse
Level two (1): charm person
will still be active, but the crown will not, for example,
cause Iuz to turn into a master scorpion and his barbarian
Lord Falyn
allies to turn into manscorpions. Rary is unaware of this
Lord Falyn was once a noble paladin in service to the aspect of the crown's powers, which will make it useless
empire of Sulm. He fought against the evil which to him even if he manages to avoid the curse.
eventually destroyed his kingdom, and for his trouble was
The Bright Desert can still be saved from the scourge of
assassinated by a decadent young prince. Still devoted to
Sulm's descendants. If the crown is eliminated, all
his land, he refused to pass on to a higher plane and
manscorpions and monarch scorpions are immediately
returned to Sulm in spirit form. After driving his killer
destroyed, and the Bright Desert slowly begins to revert to
mad, Falyn then attempted to stop the spread of evil in
a reasonably fertile, if somewhat arid, region. These
Sulm. Unable to stop $hatta-dos's curse from taking hold,
changes take place over a century or more, and will not
he now wanders the Bright Lands, lamenting the
affect ongoing campaigns.
tragedies of the past and hoping to someday aid in lifting
the curse. Of course, destroying the crown is no easy matter. As
described in Chapter 10 of the DUNGEON MASTER'
If encountered, he approaches the party, his pale form
Guide, artifacts are vastly powerful items, and can only be
shimmering, moaning piteously. While he takes no
destroyed by extraordinary means. The exact means of
offensive action, his appearance is that of a ghost or other
destroying the crown is up to the DM. Suggestions
evil spirit. He cannot speak unless first spoken to, but if
include dropping it into one of the active volcanoes in the
addressed, tells his story and appeals to the characters for

25
Rary The Traiter

Hellfumaces, melting it in the breath of a lawful good total of four). The third, and by far the rarest is +3
great wyrm, taking it to an outer plane (such as the protection, and provides one extra spell each of 1 st to 6th
Negative Material Plane) where it cannot exist, or level (a total of six extra spells per day). The robes do not
carrying it to a place beyond Oerth via spell-jamming confer the ability to cast a spell to which a mage would
ship, to be destroyed by a focoid, rogue moon, sentient not normally have access. For example, a 3rd-level mage
star, or other exotic space creature. wearing a + 3 cloak would not be able to cast 6th-level
spells.

Scimitar of Light
Abbor Alz Brooch of Warning
This unique magical item is currently in possession of the
rogue dervish, Tolan Kai. It functions as a scimitar + 4, The barbarians of the hills value alertness in battle highly.
but also can emit hitriding light (3x per day, anyone Anyone wearing this brooch can never be surprised.
within 20' must successfully save vs. spells or be blinded
for 2d4 rounds), and cure serious wounds (once per day).
Bow of the Centaurs
The desert centaurs use several varieties of magical bow
Sulmish Robes of Magical Enhancement
(typically + 1 to + 3). In addition to these, the most
These black robes, embroidered with complex patterns in powerful and valued is a gleaming white composite bow
red and gold, were crafted by Sul-mish wizards to simply called the bow of the centaurs. Despite its name, it
improve their casting abilities and protection. Several can be used by any race. The bow enables its holder to
varieties exist. The most common acts as a cloak of shoot twice the normal number of arrows and doubles
protection + 1 and enables the wearer to cast one extra their range. The first arrow loosed from this bow in a
1st, 2nd, and 3rd level spell {for a total of three extra round strikes at + 3 to hit and damage, the second at + 2,
spells) per day. The second variety gives + 2 protection the third at + 1. Subsequent shots in a round have no
and provides one extra spell each of 1st to 4th level (a modifiers.

26
Raty The Traiter

Although well-defended against attack from outside,


Chapter 4: SpeciaC Father Eye and his allies are far from secure. Attacks
from below, the Underdark, have been increasing in
(Thaces intensity. Father Eye suspects that his enemies, rival
beholder clans or mind flayers, have found and are
attempting to dislodge him. Illithids, derro, and other
Although the Bright Lands are full of opportunities for underground denizens continue their attacks. Although
adventure and exploration, several locations are the focus they specifically attack Father Eye's minions, these
of activity and change in the region. In these places the intruders are not above assaulting any surface-dwellers
future of the Bright Lands, and possibly all of the who happen to be in the mines as well.
Flanaess, will be decided. The most important locations in
the area are described in this chapter These are dangerous
Father Eye
regions, and DMs should remember that parties whose
average level is not at least eight will have a very difficult As may be gathered from his name, Father Eye is a
time with them. beholder. Fie sees the duergar as fitting servants in his
quest for power in the Underdark. Likewise, Father Eye
sees Rary, one of the few non-duergar aware of his
identity, as a useful ally in his struggle with rival
The Mines beholders and other underdark denizens.
Long abandoned, this mine complex has recently been
reopened by the duergar, with the assistance and The Duergar
encouragement of Rary, who wishes to trade with them.
The duergar are now united under the leadership of an All duergar encountered have the following statistics,
individual called "Father Eye," and they have again begun except where otherwise noted.
to present a threat to the Abhor Alz barbarians. Duergar: AC 4; MV 6; FID 1 +2; hp 3-10; Int Average to
Unfortunately, with the backing of both Rary and their genius (8-18); #AT 1; Dmg ld4 + 1 (hammer or
mysterious leader, the duergar will prove more difficult to pick); SA Surprised on 1 only (ldlO); SD Save at
defeat. +4; SZ S; ML 13; AL LE; THACO 19; XP 420

27
Raty The Traiter

Encounters in the Mines Dl. Watchpost. Two normal duergar sentries stand guard
here, keeping watch on the corridor through hidden
There is a one in six chance of an encounter each turn. If spyholes. Should any intruders approach, they alert the
there is an encounter, roll ld20 and refer to the following troops in the barracks, who immediately attack through
chart. the hidden doors farther down the corridor. Other duergar
arm themselves with crossbows from room D4 and shoot
Die Roll Encounter
1-5 2-12 Duergar through murder holes concealed elsewhere in the wall.

6-8 3-18 Derro D2. Barracks. Each of these rooms contains 5-30 duergar
9-10 2-8 Mind flayers warriors who sleep, eat, and engage in various pastimes
11-14 4-24 Mites until the sentries raise the alarm.
15-17 1-10 Tentamorts
D3. Commander's Quarters. The duergar are under the
18-19 1-8 Mobats
20 command of a high-level officer who lives here in
Father Eye and guards
comfortable quarters with a bed, desk, table, and various
Duergar encounters are normal patrols who will attack the personal effects.
party while raising an alarm, alerting Father Eye and
Duergar Leader: AC 2; MV 6; HD 4 +8; hp 32; Int
other duergar to the party's presence. Derro and mind
flayers are raiders from the Underdark, seeking to kill, Genius (17); #AT 1; Dmg ld4+ 1 (hammer); SA
carry off slaves, or steal wealth from the duergar. Mites, Surprised on 1 only (ldlO); SD Save at +4; SZ S;
ML 13; AL LE; THACO 17; XP 1,400
tentamorts, and mobats are pests that infest the mines.
Father Eye is always accompanied by his fire giant D4. Armory. These chambers contain spare shields,
guards, and will be on an inspection tour of the mines. hammers, and picks, as well as one or two suits of duergar
chainmail, and 6-12 heavy crossbows and quarrels, to be
The Mines (Maps # 1 and #2) used by the duergar against any intruders in the corridor
outside. The garrison paychest, which holds any riches
looted from intruders, is also here, and contains a single
A. Hill Country.
Type I treasure.
The countryside around the mines is rugged and generally
avoided by the Abbor Alz barbarians. Normal encounters E. False Passages.
take place in this region, but if an encounter with
barbarians is indicated by die roll, reroll the encounter. If Numerous misleading passages intersect the true route to
barbarians are indicated again, the encounter proceeds the mines. These passages deadend abruptly and often
normally. contain secret doors, deadfalls, or trap doors, all intended
to mislead and reduce the numbers of any intruders.

B. Entrances.
F. Bridge and Chasm.
While not purposely hidden, the entrances to the mines
are often obscured with rubble and brush. One or two The real entrance to the mines is well-defended. A narrow
bridge spans a deep chasm and at least ten duergar armed
duergar are on guard at each mine entrance. These
duergar do not attack, but report back to the nearest with crossbows always occupy the far side. Any enemy
guardpost if strangers enter the mines. attempting to force an entrance must advance single file
across the bridge in the face of withering missile fire. If
an alarm is raised, more duergar come to reinforce the
C. Hidden Entrances. crossbowmen. An especially fierce or threatening attack
Normally unguarded, these entrances are concealed summons Father Eye and his bodyguards (see area J).
beneath piles of rock or scraggly trees. The duergar use
these entrances to ambush the unwary, but other denizens G. Mines.
of the mines such as trolls or ogres may also use them on
Most of the duergar in the region work here, tunneling,
occasion.
mining, expanding old works, and preparing the position
for use as a military base for future expansion.
D. Guardposts.
G 1. Main Shaft. All the other mineshafts branch off from
These are the duergar's first real line of defense. The
this broad, timbered corridor. The shaft is lit by torches
guardposts are concealed to appear like any other stretch
and there are few vents to the surface, so the air is dim
of corridor. They contain several duergar warriors whose
and smoky.
job is to warn the main body of duergar, and to delay any
attackers for as long as possible, at the cost of their own G2. Shaft One. This particular section of the mine has
lives if necessary. yielded large amounts of iron, silver, and copper. Despite

28
Rary The Traiter

the occasional depredations of derro and jermlaine, who +6 HD and 8 4 + 8 HD duergar, and his personal
like to weaken supports, cut straps, and waylay lone attendant, the 9th-level cleric/thief Shannak Deepwell.
duergar, the shaft has continued to produce mineral
Attus Darkgem (9th-level fighter): AC 3; HD 9; hp 75;
wealth, which Rary has eagerly traded for. At any time,
#AT 2; Dmg 2d4 (morning star); AL NE; THAC0
the shaft contains 5-30 duergar miners.
12: XP 975
G3. Deadfall. As a result of attacks by derro and other
Attus is, like most of his kind, vain, cruel, and violent. He
hostile underground creatures, the duergar have rigged a
realizes that he rales the duergar in name only, at the
deadfall here. Should an enemy approach, they are lured
behest and by the grace of Father Eye. He is therefore
to this spot, where tons of debris are released, temporarily
reluctant to disturb the beholder. He knows that he will be
blocking the shaft and inflicting 20d 10 points of damage
removed from power in the most unpleasant fashion
on anyone unfortunate enough to fail a Dexterity check.
imaginable if intraders get far enough to disturb Father
G4. Shaft Two. Newly reopened, this shaft shows Eye's inner sanctum.
promise, as evidence of a rich silver mine in the vicinity
Shannak Deepwell (9th-level cleric/thief): AC 10; HD 9;
has been uncovered. So far no significant amounts of
hp 44; #AT 1; Dmg ld6+2 (mace +2): AL NE;
wealth have been uncovered, but those duergar who know
THAC0 14; XP 1,400
about such things sense that a breakthrough is near. This
shaft contains 6-36 duergar miners. Spells: Level one (4): curse, cause light wounds,
cause fear, putrefy food and drink Level two (4):
G5. Shaft Three. The duergar are currently engaged in
aid, chant, hold person, spiritual hammer
tapping out the remnants of a gold vein here. At any time,
Level three (3): animate dead, cause blindness or
the shaft contains 4-24 duergar.
deafness, prayer
G6. The Pit. As the duergar were mining here, there was Level four (2): cause serious wounds, poison
a massive cave-in, opening up a deep, dark, and ominous Level five (1): flame strike
hole which seemed virtually bottomless. The duergar have
since kept a close watch on the hole, on the chance that
Shannak is a priest of Erythnul the Many. He is
something unpleasant, from depths which even they have
intelligent, cunning, and very cruel.
not yet plumbed, may emerge. As a precaution, 2-8
duergar warriors are always on duty here. Whether H5. Council Chamber. This impressive natural cavern
anything really emerges, or whether the pit is just a big, was where the duergar leaders met in council before
dark, mysterious hole in the ground, is up to the DM. Father Eye took over all important aspects of ralership.
The chamber is an oval cavern surrounded by stalactites
H. Living Quarters. and glittering crystal formations. In the center is a council
table crafted from an enormous agate section six feet wide
Duergar families and what civil administration they have and ten feet long. While unquestionably beautiful and
is housed here. The area is a sprawling complex of caves awe-inspiring, the chamber now lies unused, for most
with many false passages, secret doors, and ambush spots. duergar do not wish to bother with council meetings when
There are over 200 duergar in this settlement. If attacked, everyone knows where the real power lies.
duergar warriors spread out from their barracks and use
hit-and-run tactics to pick off invaders. H6. Barracks. This chamber contains the community's
standing army. There are 76 duergar warriors, 18 2 +4
HI. Guardpost. Each one of these positions contains 3-24 HD leaders, 8 3+6 HD officers, and 4 + 8 HD marshals.
duergar warriors led by a 4 + 8 HD leader. All are armed as normal duergar, but 24 of the warriors
H2. Living Caverns. Most of the duergar population lives are also armed with heavy crossbows. Each warrior
in these caves. Each cavern contains an extended family carries normal treasure (type M and Q). A locked chest in
of 2-12 duergar. Details of individual family groups may the marshals' quarters contains 2,200 sp, 750 gp, and a
jeweled rod worth 100 gp.
be determined by the DM. Individuals carry treasure types
M and Q and families often have guardian creatures such H7. Temple. Here, the duergar's high priest, Shannak
as steeders, slicer beetles, giant weasels, or similar Deepwell and his acolytes gather to lead the other duergar
monsters. in the worship of Erythnul the Many, the settlement's
official deity. Shannak's and Attus' families have
H3. Storage. These caverns contain sacks full of harvested
worshipped Erythnul for many generations and Father
fungi, preserved insect grubs, casks of mushroom ale,
clothing, and agricultural implements. Eye sees no reason to interfere, although he worships no
gods other than himself. However, a faction of the duergar
H4. Lords' Cavern. The self-styled "Lord of the Duergar," community has taken up the worship of Lolth, the spider
Attus Darkgem, lives here with his six concubines and queen of the drow. This faction openly worships Erythnul,
numerous children. He is guarded by an elite force of 10 3

29
Rary The Traiter

but secretly works for the overthrow of Attus and for 1-12 hours. Unconscious persons cannot be awakened
Shannak. except by magical means.

H8. Fungus Farm. This vast cavern contains large The chest contains 10,000 sp, 4,000 gp, 12 gems (4x10
numbers of giant mushrooms, shelf fungi, carpet lichen, gp, 5x50 gp, lx 100 gp, lx 500 gp, 1x1000 gp), a battle
clubmoss, mare's eggs, and other exotic fungi and algae axe +4 (an ancient dwarven weapon called Oathkeeper; a
considered delicacies by the duergar. Each day, parties dwarf has a 35 % chance of recognizing it for what it is),
harvest ripe specimens and take them to the storage room a ring of human influence, a scroll of protection from
for future consumption. Giant insects and other pests undead, a wand of fire, a potion of extra healing, and a
occasionally plague the harvesting parties. A group of cube of force.
adventurers is likely to encounter sheer beetles, rot grubs,
giant rats, or bats in this cavern. The fungi are all edible I. Passages to the Underdark.
by non-duergar, although they are certain not to be to
everyone's taste. Beyond the mines are the nightmarish reaches of the
Underdark from which the duergar themselves came.
H9. Steeder Corral. This cave contains 100 steeders of
Several branches of these caverns lie unexplored or
various sizes, tended by two young duergar and their adult
avoided by the duergar, although with Father Eye's urging
overseer. The steeders are fed fungus, insect grubs, and an
they may someday enter and purge them of their
occasional slave as a treat. The interior of the cave, with
occupants. These caverns are for the DM to map out, or to
steeders clinging to every surface, even the roof, is a
use as a starting place for adventures in the Underdark. It
nightmarish sight indeed. These steeders are well-fed and
is known that mind flayers, derro, and beholder rivals of
complacent, and only 2-12 attack at any one time, while
Father Eye have been attacking from these passages
the others mill around and watch stupidly. Once the
lately.
initial 2-12 are killed, 3-18 will attack, then 4-24 and so
on until all the steeders are slain, or the attackers are
wiped out.
J. Father Eye's Quarters.
The beholder leader of the duergar, the real power in the
Steeder: AC 4; MV 12; HD 4; hp 25; Int Non (0); #AT 1;
caves, lives here along with his other servants and
Dmg 1-8; SA Cling; SD Leap; SZ M; ML 11; AL N;
bodyguards. The duergar visit him daily to receive orders
THACO 17; XP 120
and edicts. He is likely to emerge only if the mines are
H10. Slave Quarters. Four duergar warriors stand guard seriously threatened.
outside this cave. Inside, the rude, fdthy chamber stinks of
J 1. Guardpost. This position is occupied by 12 duergar
waste and unwashed bodies. Amid fdth, gnawed bones,
warriors and their 3HD + 6 leader. If attacked they fight
scraps of cloth, and slimy growths of algae, the quarters
to the death, but one of their number flees to warn Father
contain 24 slaves. There are 12 Abbor Alz barbarians, six
Eye, who sends his bodyguards forward to reinforce the
human bandits, four derro, and two halflings. The slaves
duergar.
all respond to rescue in a fashion in keeping with their
character and alignment. Barbarians will wish to be J2. Marble Hallway. Father Eye was created with a love of
reunited with their respective tribes, bandits will be surly luxury. After uniting the duergar and helping them
and run away at the first opportunity, derro will try to kill reclaim the mines, he ordered them to construct his
their rescuers, and halflings will be irrepressibly jolly and quarters in the most elegant fashion. Although the
grateful. hallway is lit by smokeless oil lamps with red shades,
giving the place an eerie dusky light, the beholder's
H 11. Treasure Chamber. The settlement's treasure is kept
personal quarters rival the finest palaces in all the
here behind a locked, barred door, guarded by four
Flanaess. This hallway is lined with white marble
warriors. Beside the door is an enormous brass gong
columns with gold ornamentation. The floor is of green
which the guards strike if they are attacked, quickly
marble veined in black and white. Doors lie between the
alerting the entire complex. Inside, a chained dragonne
columns, each one of the finest black hardwoods.
guards the heavy wood and brass chest which contains the
Normally, no one is to be found in the corridors, for
treasure.
Father Eye likes his peace and quiet. Any noise in the
Dragonne: AC 6/2; MV 15/FI 9; HD 9; hp 62; Int Low hallway immediately attracts the trolls from room J3.
(5); #AT 3; Dmg ld8 (x2)/3d6; SA Roar; SZ M; ML
J3. Trolls. The ten trolls who inhabit this marble chamber
15; AL N; THACO 12; XP 5,000
are utterly ignorant of their lush surroundings. They have
The chest is locked and trapped with a glass vial filled demolished the furniture and piled it up in comers. They
with poisonous gas. If not detected and disarmed, the vial spend their days eating, sleeping, and quarreling. They do
shatters when the chest is opened, forcing everyone in the not leave the room unless they detect intruders outside
room to successfully save vs. poison or fall unconscious because their fear of Father Eye keeps them indoors. The
trolls have accumulated 6,000 cp, 2,000 sp, and four gems

30
Rary The Traiter

(2x10 gp, 2x50 gp), which they keep in 12 equal piles. Kaya (2nd-level thief): AC 10; HD 2; hp 8; #AT 1; Dmg
They constantly steal from the piles and quarrel over the 1-3 (knife); AL NG; THACO 20; XP 35
wealth.
J6. Guardians. Twin iron golems flank the hallway here.
Trolls (10): AC 4; MV 12; HD 7 +7; hp 37-48; Int They attack anyone besides Father Eye or the bodyguards
Average (8- 10); #AT 3; Dmg 3-6 (x2)/3-10; SA in J7 (friend or foe) who approaches them within 20 feet.
Surprise; SD Regeneration; SZ L; ML 18; AL CE;
Iron golems (2): AC 3; MV 6; HD 18; hp 80; Int Non
THACO 13; XP 1,400
(0); #AT 1; Dmg 4-40; SA Poison gas; SD +3 or
These trolls are desert trolls, a subspecies unique to better to hit; SZ L; ML 20; AL N; THACO 3; XP
Greyhawk. They can modify their body coloration to 15,000
cause a -2 penalty to opponents' surprise rolls, and they
J7. Guardians. Father Eye's personal guards are four fire
have only a one in ten chance of being surprised
giant mercenaries. They occupy this large, high-ceilinged
themselves. The damage that they suffer damage from
room and accompany the beholder whenever he leaves.
normal water cannot be regenerated. Normal water causes
ld4 points of damage per vial, 2d4 per flask, and 4d4 per They share protection from the golems outside with their
skin. Purified water causes double damage while a sweet master.
water potion destroys a desert troll instantly unless it
Fire Giants (4): AC - 1; MV 12; HD 15+2-5, hp 100, 95,
successfully saves vs. poison, in which case it still takes
90, 85; Int Low (5-7); #AT 1; Dmg 1-8; SA Hurl
6d6 points of damage. The desert troll is described in
rocks for 2-20; SD Resistant to fire; SZ H; ML 16;
detail in adventure WGR1, Greyhawk Ruins.
AL LE; THACO 5; XP 8,000 There are no rocks
J4. He Chak's Suite. Rary's emissary to Father Eye is a available for the giants to throw, however.
Paynim wizard of some ability named He Chak. While he
The giants have 6,000 sp, 2,000 gp, 700 ep, a scroll of
is loyal to Rary, He Chak is a virtual prisoner here and is
protection from poison, a potion of undead control, a
beginning to desire reassignment, despite the luxuries
sword + 2, and a staff of curing. The treasure has been
which Father Eye has provided. His bedchamber is lushly
carefully stacked and organized in a comer. The coins in
appointed with gleaming white marble columns, dark
bags are separated by type and the treasure is in a locked
marble floors, a crystal chandelier, huge bed, and writing
chest. The giants intend to divide the loot after their
desk. Next door is a library filled with history and magic
service with Father Eye ends.
books. In the center of the room, on a wrought-iron stand,
is a crystal bah which He Chak uses to communicate with J8. Father Eye's Chambers. A vast, domed, circular
Rary, back at his headquarters in the Brass Hills. Rary is chamber serves as Father Eye's personal quarters. White
in communication with several agents in this fashion. columns line the walls, and the roof is painted with stars
and moons. Father Eye's activities in his chambers are as
He Chak (8th-level mage): AC 5; HD 8; hp 24; #AT 1;
alien and puzzling as his species. He spends long hours
Dmg 1-4 (dagger); AL N; THACO 18; XP 975
hovering in space, apparently lost in contemplation. He
Spells: Level one (4): color spray, hold portal, holds conversations with unseen companions and he
magic missile, phantasmal force randomly tests his eyes' abilities, sometimes on hapless
Level two (3): blindness, hypnotic pattern, ray of servants. He also inscribes indecipherable runes in great,
enfeeblemen t metal bound volumes and engages in many other
Level three (3): blink, dispel magic, lightning bolt inexplicable activities. Despite his erratic nature, Father
Level four (2): ice storm, polymorph self Eye is evidently a well-adjusted eye tyrant with normal
tastes and activities. As such he can be a deadly opponent,
Equipment: bracers of AC 5, wand of lightning
and his intentions here in the Abbor Alz remain
J5. Kaya's Quarters. In this small chamber beside the unknown, and perhaps unknowable.
library is Kaya, a slave-girl from the lands of the Tiger
Father Eye (beholder): AC 0/2/7; MV FI 3; hp 75; Int
Nomads "given" to He Chak by Father Eye as a
Exceptional (16); #AT 1; Dmg 2-8; SA Magic; SD
companion. Her room is quite well-appointed, and He
Anti-Magic Ray; SZ M; ML 18; AL LE; THACO 5;
Chak has grown quite fond of her. Kaya's good alignment
XP 14,000
has influenced He Chak to some extent, and he has begun
to question Rary's intentions in the Bright Lands. In his A secret door located between two columns leads to a
current situation however, he can do little about it. If small chamber where Father Eye's treasure is located. The
Kaya's influence continues to sway him. He Chak may yet horde consists of 400 pp, 7 gems (2x50 gp, 3x100 gp,
change his allegiance and attempt to flee. The 2x500 gp), one each of potions of climbing, fire breath,
information that he could provide to the leaders of invisibility, polymorph self, delusion, and ESP, two
Greyhawk could prove invaluable. potions of extra healing, one each of the scrolls 1 spell
(level 2-9), protection from magic, protection from
poison, and protection from lycanthropes, and several

31
Rary The Traiter

metal-bound books full of complicated, alien writings,


apparently in one or more beholder languages. A. Upper Level (Map #3)
A second secret door leads out of the chamber and down a Al. Gates. Only weathered stone and windblown sand lie
steep slope to the Underdark. This serves as Father Eye's where mighty gates once stood. Nothing here will prevent
last-ditch escape route should combat turn against him. explorers from entering, although leaving may present
At the end of a winding passage is a lever that will problems.
collapse the entire passage, crushing any pursuers.
A2. Entry Flail. This passage is broad and choked with
sand, but the decayed remnants of gorgeous bas reliefs
still grace the walls.
Shattados's Palace
A3. The Red Chamber. Once covered in red marble and
The palace of the last king of Sulm is not specifically sandstone, this room is now fairly indistinguishable from
located on the regional map. The DM may place this ruin the rest of the palace. A pair of hyenas has a lair in one
anywhere it is difficult to find, for it contains the greatest comer amid chewed bones and other debris.
treasure of the desert, as well as its greatest curse.
Hyenas (2): AC 7; MV 12; HD 3; hp 16, 20; Int Animal
(1); #AT 1; Dmg 2d4; SZ S; ML 6; AL N; THACO
Encounters in the Palace 17; XP 65 each

Even more than the outside desert, the interior of A4. The Yellow Chamber. Some remains of bright yellow
Shattados's palace is infested with scorpions of all sizes. designs against an orange background may be found if the
Ordinary scorpions are normally solitary, but inside the walls are inspected. There is little except a scorpion
palace they swarm in huge numbers. A swarm of swarm hidden beneath the sand near the center of the
scorpions is AC 8, MV 3, THACO 20. Anyone hit by the room. The swarm emerges to attack anyone who walks on
swarm must successfully save vs. poison or suffer ld6 it.
points of damage that round, and ld4 points of damage
A5. The Blue Chamber. This weathered room contains
the following round. A successful saving throw reduces
ten troglodytes who wandered up from the lower levels
this damage by half.
and now cannot get back because of the scorpions. They
There is a one in six chance of an encounter each turn. are ill-tempered because the dry air and sand irritates
Roll ld20 and refer to the following tables, depending on their skin and they attack anyone who enters the room.
the party's location.
Troglodytes (10): AC 5; MV 12; HD 2; hp 10 each; Int
Upper Level Encounters Low (5-7); #AT 3; Dmg 1-2 (x2)/ ld4 +4; SA Scent;
SZ M; ML 11; AL CE; THACO 19; XP 120
1-5 Scorpion swarm
6-12 1-6 Large scorpions A6. The Green Chamber. A few marbled slabs of
13-16 1-4 Huge scorpions malachite still cling to the walls.
17-18 1-4 Giant scorpions
These once covered the entire room, providing its name.
19-20 1-3 Monarch scorpions
Three huge scorpions occupy this room.
Lower Level Encounters
Huge Scorpions (3): AC 4; MV 12; HD 4 +4; hp 26, 28,
1-3 Scorpion swarm: 2-12 Large scorpions 31; Int Non (0); #AT 3; Dmg ld8 (x2)/l-3; SA
4-6 Scorpion swarm: 2-8 Huge scorpions Poison sting; SZ M; ML 10; AL N; THACO 15; XP
7-10 Scorpion swarm: 2-8 Giant scorpions 420
11-13 2-6 Monarch scorpions
Al. The White Chamber. Once covered in purest white
14-16 2-20 Tentamorts
marble, this chamber is worn and pitted, and has no
17-18 4-16 Slow shadows
occupant except a layer of shifting, hissing sand.
19 20 2-12 Hook horrors
A8. The Gray Chamber. Certain evil magics were
The palace itself is only a crumbling remnant of its
performed here and their residue has attracted a ghost that
former glory. Once a structure of soaring white towers
now lurks in the shadows, waiting for a victim. No one
gleaming with gold and silver, it is now only a cluster of
has come in years, but the ghost remains, held by the
windblown rock, barely distinguishable from the
lingering traces of evil which still adhere to the very
surrounding lands. In many places the roof has collapsed,
walls.
leaving the interior open to the sky. Flying characters may
enter the palace through these areas. Shaded sections of Ghost: AC 0 or 8; MV 9; HD 10; hp 55; Int High (14);
the map indicate areas where the roof is intact and #AT 1; Dmg Age 10-40 years; SA Special; SD
protected from the elements. Special; SZ M; ML Special; AL LE; THACO 11; XP
7,000

32
Raiy The Traiter

A9. The Black Chamber. More foul Sulmish magic was Huge Scorpions (8): AC 4; MV 12; HD 4 +4; hp 26-36;
performed here, and the few slabs of black marble that Int Non (0); #AT 3; Dmg ld8 (x2)/l-3; SA Poison
remain on the walls bear faint traces of mystic symbols sting; SZ M; ML 10; AL N; THACO 15; XP 420
and wicked runes. Paladins and anyone using a detect evil
Manscorpions (4): AC 1; MV 24; HD 8; hp 58- 60; Int
spell find evil in abundance here, but no real source. The
Low (0); #AT 2; Dmg ld8 (scimitar)/ ldl0+ poison;
ghost from the gray chamber sometimes wanders in this
SZ L; ML 15; AL CE; THACO 13; XP 1,400
room, drawn by its latent energies.
Among the debris are 150 cp, 200 sp, and 75 gp.
A10. Stairs Up. These stairs lead nowhere. The upper
Crouching on a rough ledge near the ceiling is a
floors of the palace were destroyed long ago.
pseudodragon named Sunthistle who took refuge in the
All. Stairs Down. Behind this door which is concealed palace and was trapped by the manscorpions. She looks
beneath shattered masonry and sand, are stairs leading to favorably upon a party that slays the room's occupants,
the subterranean depths of the palace, where lurks the and will accompany them for the duration of the
greatest danger. Here, long ago, the nobles of Sulm adventure and beyond if she is treated well.
worshipped evil gods and engaged in dark rites. Here was
Sunthistle (pseudodragon): AC 2; MV 6/FI 24; HD 2; hp
also the final accounting, where the wicked King
16; Int Average (10); gAT 1; Dmg 1-3 +special; SA
Shattados was transformed into a creature every bit as
Poison sting; SD Chameleon power; Size T; ML
twisted and hideous as the crimes he himself committed.
125; AL N(G); THACO 19; XP 975
Today, he and his minions still lurk here, guarding the
scorpion crown. B3. The next three rooms are located above a spring
which once provided the palace with water. As a
consequence, the rooms are moist, warm, and humid,
B. Lower Level (Map #4)
supporting a variety of life unusual for a desert location.
Light has not reached this level in generations. The walls are moist, covered with moss and algae, and
pools of water have accumulated on the floor.
The hallways are choked with rubble and sand and are
crawling with scorpions. Any light source attracts swarms In the southeastern comer of this room is a cluster of six
of normal scorpions. Each turn there is light, there is a shriekers and two violet fungi which resemble the
one in six chance of attracting such a swarm in addition shriekers, and are indistinguishable without close
to normal encounters. All doors have long since inspection. There also appears to be a mass of shaggy
disintegrated, and the doorways are all open and roots from some subterranean plant. The "roots" are
unobstructed except where otherwise noted. Detect evil is actually a pair of shambling mounds which are roused to
useless on the lower levels, for the lingering effects of attack if the shriekers begin to scream or the violet fungi
Sulmish magic have infused the very stones with evil. attack.
Any attempts to detect evil will find it literally
Shriekers (6): AC 7; MV 1; HD 3; hp 18-22; Int Non (0);
everywhere.
ttAT 0; Dmg Nil; SD Noise; SZ M; ML 12; AL N;
Bl. The southern half of this room has collapsed and is THACO 16; XP 120
choked with a mixture of rock, sand, and bones. Ten large
Violet Fungi (2): AC 7; MV 1; HD 3; hp 21, 23; Int Non
scorpions and a pair of manscorpions occupy the room.
(0); #AT 1-4; Dmg Special; SA Special; SZ M; ML
Large Scorpions (10): AC 5; MV 9; HD 2 +2; hp 14-17; 12; AL N; THACO 16; XP 175
Int Non (0); #AT 3; Dmg ld4 (x2)/l; SA Poison
Shambling Mounds (2): AC 0; MV 6; HD 9; hp 62 each;
sting; SZ S; ML 8; AL N; THACO 19; XP 120
Int Low (6); #AT 2; Dmg 2d8; SA Suffocation; SD
Manscorpions (2): AC 1; MV 24; HD 8; hp 58, 60; Int Special; SZ L; ML 17; AL N; THACO 11; XP 4,000
Low (5); #AT 2; Dmg 2d4 (bardiche)/ ldlO +poison;
The shambling mounds are wrapped around a disgusting
SZ L; ML 15; AL CE; THACO 13; XP 1,400
ball of slime, rotting flesh, and bones, which also contains
Among the debris at the south end are some scraps of 2,500 cp, 1, 100 sp, and 3,900 gp. Close inspection reveals
cloth, various bits of rusted metal, 220 cp, 175 sp, 295 gp, the remains of a warrior wearing Lord Robilar's livery
and a lucks tone. There is only a 10% chance per round of and carrying a filth-encrusted broadsword + 1.
searching that a character will be able to distinguish
B4. This room is hot and humid and echoes with the
between the luckstone and the surrounding debris without
constant drip of water. In this room are seven hook
magical assistance.
horrors that climbed out of the cistern and are now unable
B2. This room is also choked with rabble, and contains to return because of the slow shadows in the hall. They
eight huge scorpions and four manscorpions. are hungry and in an ill humor, and attack immediately.

33
Rary The Traiter

Hook Horrors (7): AC 4; MV 9; HD 5; hp 30-35; Int B8. The following rooms once housed Shat-tados's
Low (5); #AT 3; Dmg ld8 (x2)/2d6; SZ L; ML 12; prisoners. Since Shattados's demise, those individuals not
ALN; THACO 15; XP 175 transformed into mans-corpions have become undead.
They are ancient, angry lost souls with nothing left but
B5. This stretch of hallway is inhabited by ten slow
hatred for the living.
shadows that lurk in the rubble and cracked walls. They
attack as soon as the party passes them. This hallway was once divided into cells, but the doors
and chains have long since vanished. Now, undead
Slow Shadows (10); AC 8; MV 12; HD 4; hp 28-30; Int
shamble through the room and attack anyone who enters.
Low (6); #AT 1; Dmg ld4; SA Slow, surprise; SD +
There are 30 skeletons, 12 zombies, and 8 ghouls here.
2 or better to hit; SZ M; ML Special; AL E; THACO
17; XP 650 Skeletons (30): AC 7; MV 12; HD 1; hp 5-8; Int Non (0);
#AT 1; Dmg ld6; SD Special; SZ M; ML Special;
B6. This room is also moist and slimy. In the center of the
AL N; THACO 19; XP 65
room is a cistern where the palace's inhabitants stored
water for months when the spring ran low. It is now Zombies (12): AC 8; MV 6; HD 2; hp 13 each; Int Non
empty, but moist and slimy nonetheless. The lip of the (0); #AT 1; Dmg ld8; SZ M; ML Special; AL N;
cistern is crumbling, and any character standing on the THACO 19; XP 65
edge has a 50% chance of falling in.
B9. The master torturer of Sulm once plied his trade here.
The cistern is, for all purposes, bottomless. Its floor As Shattados's curse took hold, his victims rose up and
collapsed several years ago, opening up onto the caverns slew him before he could change into a manscorpion. The
of the Underdark from which various creatures master survives only as a ghost, tormented by the spirits
periodically climb to explore the palace's lower levels. of his victims, now spectres, who endlessly pursue him
The hook horrors in room B4 arrived this way. through the ruins of his torture chamber. If the party
enters the room, the shade of the torturer turns toward
Currently, the cistern contains two ropers, which lurk
them, arms outstretched beseechingly. Then, the spectres
about ten feet below the surface, clinging close to the
attack the party, seeking to slay anyone who might aid
slimy stone. There is only a 10% chance of spotting the
their former enemy.
ropers because of their shape and dark color. If a torch is
lowered into the cistern, the chance rises to 30%. They Ghost: AC 0 or 8; MV 9; HD 10; hp 55; Int High (14);
attack anyone who looks or falls into the well. Their #AT 1; Dmg Age 10-40 years; SA Special; SD
location makes it difficult to fight them. Under normal Special; SZ M; ML Special; AL LE; THACO 11; XP
conditions the party can only hack at the ropers' arms as 7,000
they shoot out of the cistern. If a roper loses three or more
Spectres (4): AC 2; MV 15/FI 30; HD 7 +3; hp 45, 47,
arms, it immediately retreats back to the Underdark.
51, 54; Int High (13); #AT 1; Dmg ld8; SA Energy
Ropers (2): AC 0; MV 3; HD 11; hp 55, 75; Int drain; SD + 1 or better weapon to hit; SZ M; ML 15;
Exceptional (16); #AT 1 strand + 1 bite; Dmg AL LE; THACO 13; XP 3,000
Special/5d4; SA Strength drain; SD Special; SZ L;
The bones of the spectres' mortal bodies may be found
ML 15; AL CE; THACO 9; XP 7,000
amid the rubble on the floor. If they are buried and the
B7. This room is still damp and humid, but not as much clerical spell prayer said over them, the spectres are
as the previous rooms. Five giant scorpions and a released and vanish. The torturer, however, Continues to
monarch scorpion scuttle over the damp rubble on the wander Oerth as a ghost, but does not attack the
floor. characters unless they attack him first.

Giant Scorpions (5): AC 3; MV 15; HD 5 +5; hp 38 B 10. This vast, vaulted chamber is hidden behind a
each; Int Non (0);#AT 3; Dmg ldlO (x2)/ ld4; SA secret door. Here, Shattados and his nobles worshipped
Poison sting; SZ M; ML 11; AL N; THACO 15; XP their gods and engaged in forbidden rites. Black,
650 octagonal columns support the roof, rising to meet eight
supporting arches which converge in the center of the
Monarch Scorpion: AC 2; MV 18; HD 8 +8; hp 68; Int
roof. The floor is of polished jet with an inlaid octagon. In
Low (5); #AT 3; Dmg 2dl0 (x2)/ ld8 +poison; SA
the center of the octagon is a low black stone altar, with
Poison sting; SZ H; ML 15; AL CE; THACO 13; XP
gems, gold, and other offerings piled around it. Upon the
4,000
altar rests the scorpion crown, an iron circlet in the form
This room also contains items from the slow shadows' of a scorpion, its legs and claws forming the headband,
victims, which are 3,500 gp in a rude pile, along with two while its tail arches up over the top.
potions ofheadingr, a wand of enemy detection, bracers of
Shattados, or what is left of him, lives in this chamber,
archers, and a flask of curses.
attended by 10 monarch, 10 giant, and 20 huge scorpions,
and 15 manscorpions. Maddened by the proximity to the

34
Rary The Traiter

crown, the scorpions ruthlessly attack anyone and A single master disk, located in room L10, controls all the
anything that enters the room. The DM may also place a others. An individual who knows the proper code words
few swarms of ordinary scorpions here if the party is can be instantly teleported, without error, either from the
having too easy a time of it. master disk to one of the other disks throughout the
fortress, or from a lesser disk back to the master disk.
Shattados (master scorpion): AC 0; MV 18; HD 12 +
Transport between the minor disks is not possible. Rary
12; hp 88; Int Low (7); #AT 3; Dmg 2dl0
must first teleport back to the master disk in order to
(x2)/ldl0; SA Poison sting, psion#cs; SZ H; ML 20;
move to a different room. Each lesser disk has a different
AL LE; THACO 9; XP 10,000
code word. A second, entirely different code word is
Monarch Scorpions (10): AC 2; MV 18; HD 8 +8; hp required to teleport back to the master disk.
54-60; Int Low (5); #AT 3; Dmg 2dl0 (x2)/ld8; SA
Poison sting, psion#cs; SZ H; ML 15; AL NE;
Occupants
THACO 13; XP 4,000
Most of the troops in Rary's fortress share the same
Giant Scorpions (10): AC 3; MV 15; HD 5 +5; hp 38
profile. The following statistics may be used for Rary's
each; Int Non (0); fAT 3; Dmg ldlO (x2)/ ld4; SA
human and norker warriors, except where otherwise
Poison sting; SZ M; ML 11; AL N; THACO 15; XP
noted.
650
Norkers: AC 3; MV 9; HD 1 +2; Int Low (5-7); #AT 2;
Huge Scorpions (20): AC 4; MV 12; HD 4+4; hp 24
Dmg ld6/l-3; SZ M; ML 11-12; AL CE; THACO
each; Int Non (0); #AT 3; Dmg ld8 (x2)/ 1-3; SA
19; XP 35
Poison sting; SZ M; ML 10; AL N; THACO 15; XP
420 Human Warrior: AC 7; MV 12; HD 1; Int Average
(8-10); #AT 1; Dmg ld8 (scimitar); SZ M; ML
Manscorpions (15): AC 1; MV 24; HD 8; hp 45-50; Int
12-13; AL NE; THACO 20; XP 15
Low (5); #AT 2; Dmg ld6 (glaive)/ Id 10 +poison;
SZ L; ML 15; AL CE; THACO 13; XP 1,400 Human Officer: AC 6; MV 12; HD 3; Int Average
(8-10); #AT 1; Dmg ld8 (scimitar); SZ M; ML 14;
Slaying Shattados does not lift the curse, but the crown is
ALNE; THACO 17; XP 65
then available for use or to be destroyed. See Chapter 3
for more details on the scorpion crown and its properties.
Of course, should Rary catch even a hint that the party Rary's Automatons
has the crown, he will stop at nothing to take it from
Much of the security in the fortress is in the non-living
them.
hands of specially-constructed automatons. There are
Piled around the altar is 25,500 cp, 30,100 sp, 10,250 gp, several different types that are described in this section.
250 ep, 40 gems (DM determines value), gauntlets of All have the abilities to see invisible and detect magic.
ogre power, a ring of flying, a mace +4, a skull-staff of Some regenerate, as noted. They stop regenerating if
Hepmonalancl, and the whip of Zeif. reduced to 0 hp or less.

Other automatons have breath weapons. These are 5 feet


wide and 20 feet long and may be used once per round. A
Rary's Headquarters successful save vs. breath weapon reduces the damage to
half.
When Rary arrived in the Bright Lands, his tower,
transported in its entirety from Ket by yuggoloth labor, If Rary's automatons attack, they continue fighting until
arrived with him. It has since grown considerably, with destroyed, so there is no Morale level listed for them.
yuggoloth and norkers hollowing out the hill beneath it Panther Automaton: AC 6; MV 12; HD 2; hp 16; Int
and constructing extensive siegeworks. Room descriptions Non (0); #AT 1; Dmg ld8; SZ M; AL N; THACO
provide basic information, while exact details are left up
19; XP 35
to the DM.
Wolf Automaton: AC 5; MV 12; HD 3; hp 24; Int Non
(0); #AT 1; Dmg ld8; SD Regenerates 1 hp per
Displacer Disks round; SZ M; AL N; THACO 17; XP 120
Rary's favored mode of transportation throughout the
Tiger Automaton: AC 4; MV 16; HD 4; hp 32; Int Non
fortress is a system of devices which he calls displacer
(0); #AT 3; Dmg ld6 (x2)/ldl0; SD Regenerates I
disks. Each disk resembles an intricate circular pattern
hp per round; SZ L; AL N; THACO 17; XP 175
inlaid in a fine marble or tile floor, and is magically
triggered by a code word known only to Rary and Robilar. Bull Automaton: AC 2; MV 18; HD 5; hp 40; Int Non
The disks' code words can be changed at will by Rary (0); #AT 4; Dmg ld8 (x2)/2d6/2d8 (breath weapon);
alone.

35
Rary The Traiter

SD Regenerates 2 hp per round; SZ L; AL N; warriors engaging in mock battle or settling blood feuds
THACO 15; XP 2,000 with daggers or swords, under the watchful eye of 2d6
human officers. Rary and Robilar occasionally watch their
Small Dragon Automaton: AC 1; MV 24; HD 8; hp 64;
troops drill from an observation box 20 feet above the
Int Non (0); #AT 3 +breath weapon; Dmg Id 10
floor, accessible by a flight of stairs up one side of the
(x2)/2d6/3d8 (breath weapon); SD Regenerates 2 hp
room.
per round; SZ L; AL N; THACO 13; XP 5,000
B4. Cells. Rary's prisoners and troops undergoing
disciplinary actions are imprisoned here, under guard by
Wizard Eyes
two human warriors and 2d8 norkers. Conditions here are
Rary has concealed wizard eyes located throughout the unpleasant. There are filthy cells, scant supplies of water,
fortress, so little that happens there escapes his notice. and the food is poor, but prisoners are not tortured or
When he is in the private viewing room of his tower, he otherwise mistreated. Rary finds torture distasteful, and
can see virtually any part of the castle. has a wide variety of magical means to extract any
information from prisoners without coercion. Current
occupants include several nomad leaders and a number of
Lower Levels
norkers who disobeyed orders.
The lower reaches of Rary's fortress are reserved for
BS. Guardpost. This chamber contains 2d8 human
storage, research, and Rary's "secret weapon," with which
warriors and their personal effects.
he intends to complete his conquest of the desert and
defend it against its enemies. The lower levels are listed
in descending order, with the highest level first. C. Lower Level Three (Map #7)
This level is forbidden to all except the most trusted of
A. Lower Level One (Map #5) Rary's followers. It contains workshops, one of Rary's
private laboratories, and his terrifying secret weapon,
This level is used mostly for storage.
which may soon be unleashed on the unsuspecting natives
Al. Guardpost. Each of these small chambers contains of the Bright Lands.
2-8 human warriors, as well as bunks, tables, and small
Cl. Guardpost. Each of these rooms contains 2d8 human
stocks of food.
warriors, their personal belongings, as well as chairs,
A2. Storage. These rooms contain barrels of dried fish, tables, and other furniture.
meat, and dates, tuns of water and wine, and cases of
C2. Guards' Barracks. As guards are expected to spend
general-issue clothing for Rary's troops.
long shifts on this level, they sleep and eat here, where
A3. Armory. Excess arms and armor are stored in this bunks have the capacity for as many as 100 warriors.
room. The room contains numerous cheap suits of leather
C3. Guardians. Several of Rary's mechanical guardians
armor, scimitars, short bows, crossbows, arrows, and
(successful test models for his larger device in room C 1 1)
quarrels.
occupy this corridor. Each is of smooth, gleaming metal
with sleek articulated legs, necks, and tails, and
B. Lower Level Two (Map #6) wicked-looking spikes, horns, teeth, or claws. The
This level is primarily for Rary's norker troops, as well as creatures include a panther, wolf, bull, tiger, and small
prisoners. dragon. They crouch motionless until approached within
ten feet by anyone besides Rary and those within ten feet
Bl. Norker Barracks. Each of these rough-hewn rooms of him.
contains 12d 12 norker warriors and their extended
families (as described in the Monstrous Compendium), as C4. Double Doors. These heavy iron doors are normally
well as 2d6 norker leaders. Norker sanitary habits are not kept locked since Rary prefers to use his displacer disks to
good, so the rooms smell terrible and are full of soiled enter and leave his workshop. The doors are opened only
straw, filthy blankets, gnawed bones, and other bits of in emergencies. Three heavy chains with prominent locks
refuse. Each chamber also contains one type E treasure secure the doors, along with double wizard lock spells
scattered in among the offal or hoarded in little piles by (cast at 28th level). The normal locks may be opened with
the strongest norkers. keys possessed only by Rary and Robilar, or by a knock
spell from Rary, should he need to open them from the
B2. Storage. Food and other supplies for the norker inside.
garrison are stored here in barrels and sacks. Food
includes various dried meats of uncertain origin, dried C5. Sleeping Room. This room, where Rary sleeps during
insects, grubs, and various other unpalatable substances. long hours working on his automaton, is kept relatively
spartan because of Rary's dislike of ostentatiousness. It
B3. Arena. This arena is used for drill and gladiator contains a desk, chair, small cot, and a bookshelf
combat by the norkers. Each day it is filled with norker containing reference material on automatons, magic,

36
Raiy The Traiter

history, and construction. It is illuminated by several crown, which he still seeks, Raiy intends for this awesome
globes with continual light spells cast on them, which weapon to bring him and his kingdom security. The room
Rary can extinguish on command. has no exit to the outside world. Raiy intends to teleport
his creation outside when the time comes.
C6. Laboratory. A large workbench in the center of this
room contains numerous vials, flasks, and other The automaton is a gigantic, mechanical silver dragon,
glassware, as well as lamps, burners, and various pieces made of the same gleaming metal as Rary's other devices.
of miscellaneous lab equipment. A bookshelf contains It is nearing completion by unseen servants and
more reference books, and Rary's own diary and yuggoloth. This room currently contains six aerial
notebooks describing the research on and construction of servants, four dergholoth, three mezzoloth, one piscoloth,
his automaton. These notes are worth at least 5,000 gp to and the ultroloth Xaxx'aa. The ul-troloth is somewhat
another wizard or the rulers of Greyhawk, who can use different from the others. It is here voluntarily,
the information against Rary. supervising the other yuggoloth, and maintaining a
reasonably friendly relationship with Rary. Xaxx'aa's
Cl. Study. Lined with still more books on magic,
motivations for this are uncertain. It is entirely possible
automatons, golems, and other animated devices, the
that Xaxx'aa seeks to expand his influence on Oerth by
study is comfortable if plain, with a desk, leather chair,
associating with a wizard of Rary's obvious power, or that
and more lightglobes.
he eventually intends to displace Rary and rule the Bright
C8. Disk Room. This small chamber contains an inlaid Lands for himself. Ruling the Bright Lands may prove
circular pattern in the exact center. This is one of the difficult, for Rary is far more powerful than Xaxx'aa, and
displacer disks that Rary uses for transportation around is constantly on the lookout for treachery.
the fortress.
Xaxx'aa has secreted his personal hoard here (12,500 gp
C9. Workroom. This room contains a forge and other and 3,500 pp), away from the prying eyes of rival
metal-working equipment. Construction of Raiy's yuggoloth and hostile baatezu or tanar'ri. Xaxx'aa fights
automaton is carried out by unseen and aerial servants, with a +3 neutral evil sword called Doomcutter. The
and bound yuggo-loth. Currently, the room contains three sword has an Intelligence of 15, communicates via
dergholoth and two mezzoloth. Robilar has suggested to speech, and has the abilities of detect precious metals,
Raiy that he employ undead to perform some of the labor, detect invisible objects, and levitation 3x per day.
but the wizard has so far refused, considering undead both Doomcutter's special power is to slay baatezu and tanar'ri.
unpleasant and quite beneath the dignity of a wizard of Any of these creatures struck by the weapon must
his standing. The yuggoloth are not terribly happy about successfully save vs. spells or be paralyzed for ld4 rounds.
working for Rary, but obey because of the presence of
Dergholoth (4): AC -3; MV 12; HD 8 + 16; hp 56, 60,
Xaxx'aa. They attack anyone who enters the room, hoping
62, 68; Int Low (6); #AT 5; Dmg Special; SA Grab,
that their service will persuade Rary to release them early.
feeblemind; SD Weapon parry, + 1 or better to hit;
The aerial servants also attack, more out of spite than
SZ L; ML 13; AL NE; THACO 13; XP 25,500
anything else.
Mezzoloth (3): AC - 1; MV 15; HD 10+20; hp 88, 90, 92;
Dergholoth (3): AC -3; MV 12; HD 8 + 16; hp 56, 62,
Int Low (6); #AT 2 or 1; Dmg ld6 +6 (x2) + 7
68; Int Low {6);#AT 5; Dmg Special; SA Grab,
(Strength bonus); SA Magical items; SD + 1 or
feeblemind; SD Weapon parry, + 1 or better to hit;
better weapons to hit; SZ M; ML 14; AL NE;
SZ L; ML 13; AL NE; THACO 13; XP 25,500
THACO 15; XP 40,500
Mezzoloth (2): AC - 1; MV 15; HD 10+20; hp 88, 90; Int
Aerial Servants (6): AC 3; MV FI 24; HD 16; hp 78, 85,
Low (5); #AT 2 or 1; Dmg ld6+6 (x2) + 7 (Strength
90, 92, 96, 98; Int Semi (4); #AT 1; Dmg 8d4; SA
bonus); SA Magical items; SD + 1 or better weapons
Surprise; SD + 1 or better weapon to hit; SZ L; ML
to hit; SZ M; ML 14; AL NE; THACO 15; XP
14; AL N; THACO 5; XP 10,000
40,500
Piscoloth (1): AC -5; MV 6/Sw 18; HD 9+ 18; hp 76; Int
Aerial Servants (4): AC 3; MV FI 24; HD 16; hp 90, 92,
Very (11); #AT 2; Dmg 2d8 (x2); SA Severing,
96, 98; Int Semi (3); #AT 1; Dmg 8d4; SA Surprise;
sting; SD Never surprised, + 1 or better weapons to
SD + 1 or better weapon to hit; SZ L; ML 14; AL N;
hit; SZ M; ML 13; AL NE; THACO 1 1; XP 40,500
THACO 5; XP 10,000
Xaxx'aa, Ultroloth (1): AC -8; MV 15/FI 15/ Sw 15; HD
C 10. Storage. Ingots of metal, tools, paper, pens, ink,
13 +26; hp 112; Int Supra-genius (19); #AT 2; Dmg
blank volumes, and a small bits of food are contained in
ldl2 (x2) or weapon +9; SA Magical weapon, gaze
this chamber.
of fascination; SD +3 or better weapons to hit, never
C 11. Automaton. This is Rary's masterwork, the device surprised; SZ M; ML 16; AL NE; THACO 7; XP
that will help him conquer the Bright Lands and defend 84,000
his kingdom in the future. Even without the scorpion

37
Rary The Traiter

The automaton, when completed, will have the following D 11. Mess. The troops eat in shifts here, with
statistics: AC 0; MV 18/FI 48; HD 35; hp 300; Int Non troublemakers and rivals kept apart. It is almost
(0); #AT 6; Dmg 2dl0 (x2; eyebeams), 5d 10 (breath); 2d continually full of troops, and the noise is deafening.
12 (x2; claws); 3dl2 (tail); $Z G; ML N/A; AL N;
D12. Kitchen. In this vast chamber, food is prepared for
THAC0 1; XP 39,000
the troops. Human cooks and their norker assistants cut,
clean, and cook around the clock. The norkers have been
Upper Levels specially trained in cleanliness and sanitary procedures,
making them somewhat unusual for their species.
The fortress that surrounds Rary's inner sanctum is a
sprawling affair. It contains barracks, living quarters, D13. Gymnasium. This is a large chamber intended for
storage areas, dining halls, and ceremonial rooms exercise, lectures, and combat practice. It is usually full of
intended for use in the future when Rary's rule is boisterous warriors.
commonly acknowledged. The following room and area
D14. Armory. Hundreds of suits of cheap armor, swords,
descriptions are in ascending order, with the lowest level
scimitars, lances, shortbows and crossbows, arrows and
first.
quarrels, and po-learms are stored here.

D. Upper Level One (Map #8) D 15. Food Storage. The food supply for the entire
fortress is stored in this room, always under guard.
Dl. Pathway. The winding path that leads to the main Barrels and crates full of meat, fish, preserved fruit and
gates passes over some treacherous ground and is in full dates, and other foodstuffs may be found here. Rary
view of the fortress' occupants for nearly a mile. This path replenishes his food supply by sending yuggoloth and
is extremely hazardous for any attackers because it is the other extra-planar servants throughout Oerth to ransack
only real approach to the fortress. warehouses and shops, and transport the goods back to the
D2. Main Gates. These heavy iron and wood gates are fortress.
normally left open, since the fortress will have D16. Robliar's Quarters. Lord Robilar's personal suite is
considerable warning before the approach of any clearly the residence of a military man. It is spare,
attackers. A pair of human warriors stands guard outside well-organized and spotless, with a bed, desk, chair,
the gates. conference table, private dining room with a small table
D3. Gatehouse. Garrisoned by 10-60 troops armed with and chairs, and a library full of books on a wide variety of
crossbows, the gatehouse also contains cauldrons for subjects. Rary and Robilar often trade books, and now it
boiling water or heating sand to drop on attackers. has become difficult to sort out whose is whose.

D4. Walls. These walls are 40 feet high. Pairs of soldiers D 17. Conference Room. Conveniently close to Robilar's
walk along the wall on the next level (see El). quarters, this room contains a long hardwood conference
table with a dozen comfortable chairs, and a wall-map of
D5. Towers. Each tower contains 20-80 warriors. the Bright Lands and surrounding territory.
DS. Paynim Barracks. Rary's Paynim warriors are housed D 18. Library. This room, shared by both Rary and
here. The barracks are decorated in lush Paynim style Robilar, is well- stocked with books from all over the
with rich wall-hangings, trophies, and captured weapons. Flanaess (and a few from beyond). The subject matter
D7. Stables. The Paynim's warhorses and their grooms includes history, drama, plays, ethnology, essays,
live here, in nearly as much luxury as their human literature, poetry, mathematics, and philosophy.
counterparts. D 19. Punishment Cells. Used for short-term disciplinary
D8. Nomad Barracks. Those nomads who serve in Rary's action, these cells currently contain several nomads who
army live here. Enforced segregation between normally started fights. A pair of normal warriors guards the cells.
hostile tribes has resulted in several unpleasant brawls, D20. Disk Room. This tiny chamber, with an inlaid
but disciplinary action against the perpetrators has circular pattern on the floor, is one of Rary's displacer
reduced the number of such incidents. disk rooms, by which he travels around the fortress.
D9. Stables. Nomad horses are kept here. Constantly locked from the inside, it is kept under heavy
guard by four of Rary's elite guardsmen, who neither
D10. Robliar's Guard Barracks. Lord Robilar's personal know nor care what it contains. Access by anyone besides
troops, probably the best troops in Rary's army, live here Rary is strictly forbidden.
in grim austerity, training, drilling, attending lectures,
maintaining their equipment, and preparing for battle.
E. Upper Level Two (Map #9)
Although they consider themselves several cuts above the
nomad and Paynim warriors, Robilar's guards are The second level contains quarters for Rary's officers and
disciplined enough not to let it show. human servants.

38
Rary The Traiter

E 1. Wall. Patrols of two human warriors guard this wall, F3. Scribes' Chamber. Rary employs several scribes who
constantly on the lookout for intruders or unusual events spend their days here, scratching away with quill pens,
below. making detailed records of all aspects of life in his new
kingdom.
E2. Officers' Quarters. In these fairly comfortable rooms,
Rary's officers live apart from their men, Each room F4. Balcony/Lookout. Normally used as a sitting or dining
contains a bed, table, chairs, and bookshelf. platform, this balcony also provides a good view of the
surrounding countryside, and can be used as a watchpost
E3. Officers' Mess. The officers eat here under
in time of war.
considerably more luxurious conditions than ordinary
troops. Servants bear food on silver platters, and officers FS. Guardpost. This room normally contains 2-8 human
are expected to dine in uniform. warriors.

E4. Kitchen. The officers' food is prepared here by human F6. Watchtower. These small towers are identical to those
chefs and norker assistants. on the previous level.

E5. Servants' Quarters. Cooks and other servants live in F7. Conference Room/Lookout. This room holds a long
these small, comfortable rooms. conference table and chairs, with a long, leaded glass
window looking out over the Brass Hills.
E6. Storage/Pantry. Food for officers, which is somewhat
better quality than the troops receive, is stored here. F8. Disk Room. Another of Rary's displacer disks is in
this small chamber. It is kept locked from the inside and
E7. Dining Balcony. Formal conferences and
is guarded by two human warriors at all times. No one
entertainment take place here, with a magnificent view of
besides Rary is allowed in the room.
the Brass Hills and the Bright Lands beyond.
F9. Ceremonial Dining Room. Like other ceremonial
E8. Watchtower. Each of these small towers is occupied
rooms, this chamber is still under construction, with the
by a pair of warriors whose job it is to scan the
marble floor only partially laid and the walls still in the
surrounding countryside for anything unusual. The tower
process of being plastered. There is no furniture besides
rooms are small but comfortably furnished, with a small
workbenches and scaffolding.
sleeping/dining room because shifts in the tower last
several days. F10. Kitchen. The kitchen was intended for using to
prepare food when the ceremonial dining room is
E9. Disk Room. This room contains another of Raiy's
completed. It is currently little more than an empty stone
displacer disks. It is locked from the inside, and is
chamber.
constantly guarded by two human warriors.

E10. Reception Antechamber. This room, intended for G. Upper Level Four (Map #11)
ceremonial functions in the future, is still unfinished. Its
walls are bare and covered with scaffolding. The fourth level of the fortress is intended to house Rary's
guests or visiting diplomats, when the Bright Lands gain
Ell. Throne Room. Like the antechamber, Rary's future
the legitimacy its ruler hopes for so fervently. Currently
throne room is full of scaffolding, and half-completed
the level is rarely visited and remains virtually
decoration. Several partial murals decorate the walls,
unoccupied.
portraying Rary and Robilar at various stages in their
adventures. Gl. Guardpost. Four human warriors are responsible for
patrolling this empty level.

F. Upper Level Three (Map # 10) G2. Bedroom. This richly appointed room awaits its first
occupant. Its furniture includes a soft, comfortable bed,
F 1. Guardpost. This room contains 3-18 human warriors.
table, chairs, writing desk, and bookshelf. Recently, one
F2. Document Room. Scrolls, parchments, and of the fortress guards was flogged and placed in the
handwritten volumes fill this room. The documents punishment cells for napping in the bed while he was on
include personnel records, requisition and supply lists, duty.
and other uninteresting items. Among the less interesting
G3. Small Dining Room. This room contains only a long
material, however, are maps of the Bright Lands, reports
table and four chairs. It has never been used.
on the society of the desert nomads and centaurs,
biological and magical investigations of the G4. Conference Room. Only a hardwood conference table
manscorpions, and descriptions of many of the mysterious occupies this room.
sites in the desert. All of these documents would be of
G5. Balcony. A small table and chairs occupy this
great use to adventurers, or to anyone interested in the
balcony. The balcony provides another magnificent view.
Bright Lands and Rary's plans there.

39
Raiy The Traiter

G6. Storage. Various construction supplies such as 13. Balcony. Rary sometimes takes breakfast on this
lumber, nails, tools, and paint occupy this room, which is balcony.
clearly intended for large quantities of food and supplies.
14. Dining Room. This room is furnished with tables and
G7. Disk Room. Guarded by two rather bored human chairs and is intended for guests, but has not yet been
warriors, this room is always locked from the inside, and used. The short walls are decorated with colorful murals
contains one of Rary's displacer disks. depicting Paynim nomads in battle on one end and the
nomads at a feast on the other.

Rary’s Tower 15. Small Bedroom. This is another guest room identical
to the one on the previous level.
Once a familiar sight along the skyline of Orrosh in Ket,
Rary's tower now stands as a symbol of his current power
and the future potential of his new nation. Generally, only J. Tower Level Three (Map #10)
Rary and his inner circle are allowed into the tower, and
This level is used for minor magical research by Rary.
then only through his displacer disks. The interior is
pleasant, built of green-veined white marble, decorated Jl. Library. This library contains numerous volumes on
with rugs, tapestries, and wall-hangings from Ket. magic and its associated philosophies. Rary's spellbooks
are not kept here.

H. Tower Level One (Map #8) J2. Workroom. Rary experiments with potions and minor
spells in this room. It contains a workbench, desk and
HI. Iron Gates. The heavy iron doors which provide entry
chair, bookshelf, and several colorful wallhangings from
to the tower's lowest levels are kept shut, chained,
Ket.
triple-locked, and wizard locked at 24th level, to be
opened only in the event of an emergency. J3. Magical Storage. Various flasks, blank books, tubes,
burners, glassware and non-magical wands, staves, and
H2. Guardians. More of Rary's automatons guard these
amulets (for future enchantment) are stored in this room.
corridors. They include a panther, wolf, bull, and small
dragon. J4. Moon Chamber.' Used for meditation and relaxation,
this chamber has a vaulted ceiling, painted with the stars
H3. Cold Storage. Perishable food and supplies for the
of the Flanaess sky. When dark, the stars glimmer like the
tower are stored in this room, behind a heavy wooden
real thing, and can be moved to simulate the night sky of
door. The room is kept cold by a permanent Otiluke's
any season or location on Oerth.
freezing sphere, which Rary's troops stole while raiding
Oti-luke's residence to destroy his clones. While Rary is JS. Stairs. Unlike the other stairs in this tower, these
loathe to use a device invented by his greatest rival, he is stairs completely bypass the next level, going directly to
also amused that his enemy's magic is proving so useful to the fifth level of the tower. Rary has placed an
him. enchantment on the stairs, so that they will not seem any
longer than any other staircase in the tower.
The room contains entire sides of meat, frozen fruit,
preserved vegetables, fish, and other delicacies.
K. Tower Level Four (Map # 11)
H4. Small Bedrooms. These rooms are comfortably
furnished with a single bed, table, and chair. Walls are The fourth level holds Rary's personal treasure horde. It is
decorated with tapestries and paintings. The rooms, accessible only via Rary's displacer disks. Anyone who
intended to house extra guests, have so far never been discovers the enchantment on the stairs between the third
occupied. and fifth level could conceivably batter down the wall
between the stairs and the fourth level, but this will alert
I Tower Level Two (Map #9)
both Rary and the guardians who roam the level.
This level contains Rary's herbarium, and is also equipped
K 1. Gallery. This circular hallway surrounds the inner
to house guests.
vault room. It exists solely to mislead would-be thieves,
11. Library. This small library and study are sometimes and is patrolled by Rary's automatons which include a
used by Rary after he spends time in his herbarium. His wolf, panther, tiger, bull, and small dragon.
botanical journals, where he records various information
K2. Treasure Vault. This windowless, doorless room has
about his plants, are located here.
a single displacer disk in the center. It is the only means
12. Herbarium. Numerous plants grow here. Rary of accessing the level short of brute force.
magically adjusts the humidity each day by drawing
Four iron golems are placed around the room. They are
moisture from the quasi-elemental Plane of Steam. Light
Rary's final insurance. They attack anyone other than
is provided by wide, barred glass windows.
Rary who enters the room.

40
Rary The Traiter

Iron Golems (4): AC 3; MV 6; HD 18; hp 90 each; Int L3. Kitchen. Although intended for use by a human staff,
Non (0); #AT 1; Drag 4-40; SA Poison gas; SD + 3 the kitchen is an eerie sight, with utensils moving and
or better to hit; SZ L; ML 20; AL N; THACO 3; XP food being prepared by invisible servitors.
15,000
L4. Bedroom. Rary's private bedroom is tasteful and
Rary's treasure is truly impressive, the rival of any king comfortable, with wall-hangings, paintings, a large
on Oerth. All the treasure has, of course, been carefully bookshelf, luxurious bed, and writing desk. Rary often
counted, described, catalogued, and stored in boxes, studies here late at night, his light provided by magical
chests, bags, or urns. The room is a wonder of illumination globes.
organization, unlike the chaotic treasure hordes that most
L5. Guest Room. Slightly less luxurious than Raiy's
adventurers are familiar with.
chambers, the guest room is still attractive and
The room contains 1,000,000 cp, 1,000,000 sp, 550,000 comfortable. Rary has not had any guests except for a few
gp, 100,000 ep, 40,000 pp, 500 gems (DM detennines intriguing planar creatures (who have no need for his
value), 20 art objects (various types from many lands), guest facilities), so this room has been unoccupied for
and numerous magical items. The DM should determine quite some time.
the exact nature of the magical items, adjusting them to
L6. Library. Another one of Rary's book rooms, it is, as
the ability level of the current campaign.
usual, crammed with books of every sort, with polished
Rary's hoard is of legendary proportions, and many hardwood shelves stretching up to the ceiling.
enemies have tried to steal from it and failed. Anyone
L7. Documents Room. Rary's most valued documents,
who steals the entire hoard will become vastly powerful.
including his personal spellbooks, are kept here. Other
Even the most experienced party would have difficulty
items here include magical scrolls (spells and protection),
getting this far, and even if they do so, DMs are
rare books, including volumes of pre-migration histories
discouraged from allowing them to steal the entire hoard.
of the Flan, and even several which purport to describe
Encumbrance alone will prevent parties from escaping
Oerth's pre-human inhabitants, secret reports on enemies,
with more than they can reasonably carry. Parties should
maps of various locations in the Bright Lands and beyond,
not be allowed to take away more than a few thousand
and beloved recipes. The room is double wizard locked,
coins and a handful of magical items in any event, and if
and an alarm sounds if it is opened without Rary's
they do so they will incur Rary's everlasting hatred. It is
knowledge.
also possible for the DM to declare that this is simply an
illusory hoard, that Rary' s real treasure is secreted L8. Workroom. Rary's private workshop is reserved for
elsewhere, and that anything stolen from it will prove to his most important magical researches. This large,
be worthless once the party has escaped. vault-roofed room contains numerous benches bristling
with glassware, jars, bottles, and other paraphernalia. The
L. Tower Level Five (Map # 12) walls are covered with magical charts and lined with
shelves full of potions and powders. Various preserved
The top level of Rary's tower is remarkable in that it is far animals hang from the ceiling and volumes full of notes
larger inside than it appears to be outside. Raiy has are stacked everywhere. The overall impression of this
constructed a small pocket dimension to hold the excess room, quite contrary to Rary's normal neatness, is one of
space. From this location he can engage in planar travel, chaos and confusion.
while at the same time being protected against attack by
The potions and powders vary. Some are mundane
planar creatures. The door to this level is constantly
substances, others are poisonous, and still others are truly
chained, triple-locked, and double wizard locked from the
magical. The DM is encouraged to be creative if any
inside. Rary usually comes and goes via his displacer
characters wish to sample or steal them. The books
disks.
include copious notes on different magical experiments
LI. Sitting Room. This room is lushly appointed, hung and procedures, and would be worth several thousand gp
with rich tapestries, and furnished with leather-padded to other wizards, particularly those in the Circle of Eight.
chairs, a couch, and low table. The windows are actually
L9. Closet. This vast room seems to stretch off into the
magical mirrors which can show scenes of various
distance and indeed, it does go on quite a way into Rary's
alternate planes. Rary favors the Elemental Plane of
pocket universe. It contains hundreds of robes and other
Water, with its pleasing shades and soft light. When he is
clothing from Raiy's travels, although he rarely wears
not in the room, the mirrors become normal windows.
them.
L2. Dining Room. Rary usually dines alone, but the long,
L10. Disk Room. This is Rary's master disk room from
elegant table is large enough to accommodate 20 guests.
which he can travel to any part of the fortress. It is a
Food is prepared in the adjacent kitchen by unseen
large, circular chamber with a sun-like pattern inlaid in
servants and other bound entities.
the floor, its rays joining at a complex pattern in the
center. This is Rary's main disk.

41
Rary The Traiter

L 11. Solarium/Observation Room. The windows here are


like those in the dining room. They can be adjusted to
M. Tower Roof (Map # 13)
show any of the outer planes, or to act as normal The roof of Rary's tower is protected by a permanent
windows, which give a magnificent view of the setting globe of invulnerability and protection from normal
sun at dusk. The room contains several comfortable chairs missiles.
and a low table.
M 1. Trap Door. This trap door provides access to the
L 12. Crystal Room. Named for its contents, this room stairway down. The door to Rary's private level is kept
contains the numerous crystal bails that Rary uses to wizard locked, and is to be kept closed at all times.
communicate with his various agents throughout the
Flanaess. One is located in Father Eye's complex, for M2. Guardhouse. A small garrison of 2d8 human warriors
example. One large crystal at the center of the room can occupies this structure at any one time. It has sleeping,
be adjusted to see through any of the wizard eyes located eating, and kitchen facilities, so shifts in the guardhouse
throughout the fortress and vicinity, so that Rary can keep can last as long as a week. Only the most trustworthy
an eye on intruders, or his own minions if he so desires. troops are given this assignment.

LI3. Flothouse. Much like the herbarium, only larger and M3. Lightning Projector. This awesome weapon was
more elaborate, this room is hot and humid, and contains created by Rary using enchantments similar to those used
many rare tropical plants, many of which are useful in to create wands of lightning. It resembles a bundle of
Rary's magical and alchemical experiments. one-foot-thick rods mounted on wheels so that it can be
moved to any location on the roof. In combat, the
L 14. Jumpoff Room. Vertigo assails anyone who enters projector can shoot out 1-4 10HD lightning bolts per
this room without knowing what it is. Instead of a normal round. Each such shot consumes one charge, and the
room, the walls and floor merge into a vast, starry void projector has 100 charges. It can be recharged. Stealing it
shot with silver streamers and mysterious flashes. A long would present a problem, as it weighs over a ton, and is
pathway, similar to a diving board extends out into the chained to the center of the roof with a strong chain.
void.
M4. Observatory. This small domed structure contains
From this room Rary, after suitable preparations and with several telescopes and astronomical manuals. Rary comes
the appropriate equipment, may travel to other planes. here to stargaze on cloudless nights. Rary's astronomical
The pathway is indeed a form of diving board, extending journals, recording his nightly observations, are here as
out into the Astral Plane, from which Rary or anyone else well. In a recent entry, Rary discusses catching a distant
may leap to begin a planar journey. Unfortunately for glimpse of what appeared to be a ship sailing through the
casual travelers, Raiy has concealed the portal, so that ether, far from the surface of Oerth. Rary's strict, rational
extra-planar creatures will not make any unexpected visits mind tells him that this was an hallucination, but he
to his fortress. Only a medallion which Rary keeps on his speculates about its origin nonetheless, and briefly
person at all times will allow an individual to see the considers the possibility of travel beyond Oerth.
portal and the way back to the Prime Material Plane.

42
Rary The Traiter

Centaur, (Desert
CLIMATE/TERRAIN: Desert
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET. Omnivorous
INTELLIGENCE: Average
TREASURE: M, Q (I, V)
ALIGNMENT. Lawful neutral (good)
NO. APPEARING: 3-24
ARMOR CLASS: 5
MOVEMENT. 24
HIT DICE: 5
THACO: 14
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: + 1 to AC vs. missile
weapons
MAGIC RESISTANCE: Nil
SIZE: L (8'-9' tall)
MORALE: Elite ( 13-14)
XP VALUE: 270 cumbersome, and is not worn under normal
circumstances, but reserved for use in large battles only.
Desert centaurs are a warlike but surprisingly civilized
racial variant of the familiar sylvan centaur. They have The other half of a battle formation is made up of
inhabited the Bright Desert of the Flanaess for centuries, normally equipped centaurs who act as mobile horse
and survive today as fiercely independent nation-tribes. archers, riding to within bow range of the enemy,
discharging a volley or two of arrows, then retreating.
They are somewhat smaller and more muscular than their
This sort of treatment is intended both to inflict a slow but
Sylvan cousins and are a dark-complected, handsome
steady stream of casualties, and to goad the enemy into
race. They speak a language similar to, but many
charging. An enemy formation that charges centaur
generations removed from, that of the sylvan centaurs.
archers will swiftly find itself isolated from its army and
Many desert centaurs speak human languages as a result
confronted with the furious attacks of the centaur lancers.
of their frequent contact with desert nomads and Abhor
Alz barbarians. Habitat/Society: Desert centaurs have been shaped by the
harsh environment into a stem, law-based society.
Combat: The desert centaurs have a long and
Although they fight ferociously if attacked, desert
distinguished military history. They once served as the
centaurs are a fair people who assist travelers in need and
elite mercenary guards for the vanished kingdom of Sulm,
do not attack without reason.
and were famous for their bravery and skill in battle.
Desert centaurs are organized into tribal groups which
A desert centaur attacks with its two front hooves, as well
operate as small nations, with kings or queens, advisors,
as a weapon. The exact armament of a centaur depends on
and consensus-chosen group leaders. There is no
circumstances. When encountered under normal
distinction between male and female in centaur society.
circumstances, a centaur is armed with a short bow, light
Both sexes share in raising children and females are not
horse lance, and scimitar, and relies on its tough hide
unduly incapacitated by pregnancy, and so are able to do
(AC 5) to ward off attacks.
anything a male can.
In major battles, however, desert centaurs are divided into
Toughened by the harsh environment of the desert, these
two major troop types. Half of all centaurs in battle are
centaurs have no real need for clothing, and under
heavy lancers wearing fine chain mail (AC 3), armed with
circumstances wear none. In battle, or during for-mai
heavy horse lances and scimitars. On occasion, centaur
occasions, they wear ancient chainmail handed down over
lancers are also armed with darts, which they discharge at
generations, or brightly-embroidered tunics and
the enemy immediately before attacking with their lances.
headbands.
The heavy armor worn by the centaurs is hot and

43
Rary The Traiter

Much of the centaurs' equipment is antique, preserved have refused to join Rary's new empire, although they
from their days as mercenary warriors. They continue to have taken no offensive action against him.
do some metal-working, however, crafting weapons,
Ecology: Desert centaurs are creatures of their
jewelry, utensils, and some armor in portable forges
environment, and are adept at survival in the Bright
which are disassembled and carried when the tribes are on
Lands. All are skilled scouts, able to find water and food
the move.
in areas where none are apparent. Every centaur is also
The centaurs once faithfully served the vanished kingdom trained from birth as a warrior, and will fight if the tribe
of Sulm, but were sickened by the evil which eventually (or any other tribe) is threatened. They maintain neutral
infected its rulers. When Lord Shattados's curse infected to good relations with human nomads, but are savage
the people of Sulm, the centaurs turned against the enemies of the manscorpions, which they attack whenever
kingdom and swore never to serve wizards again. For this encountered.
reason, they have an inherent distrust of spellcasters, and

44
Rary The Traiter

‘Manscorpion
CLIMATE/TERRAIN: Desert
FREQUENCY: Rare
ORGANIZATION: Band
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Low to average
TREASURE: J, K, M (x2), V
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-12
ARMOR CLASS: 1
MOVEMENT:. 24
HIT DICE: 8
THACO: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Weapon/1-10 + poison
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L
MORALE: Champion ( 15-16)
XP VALUE: 1,400

Habitat/Society: The degenerate descendants of the


Manscorpions are a horrific race created by an ancient ancient people of Sulm, manscorpions live in loose bands
curse. The scourge of the Bright Desert, mans-corpions of 1-12, roaming the desert, searching for food, attacking
possess a deep hatred of other living things, and attempt any living thing they encounter. Manscor-pion bands have
to slay anyone they encounter. They fight constantly with no leaders. Theirs is an "every monster for itself' society,
the human and centaur nomads of the desert, and are a in which the strong survive and the weak are eaten
major thorn in the side of Rary the Traitor's soldiers. (manscorpions are not above cannibalism).
Combat: Manscorpions are terrifying in combat, Bands of manscorpions often take shelter in ruins or
attacking their enemies while voicing horrific shrieks and oases. These locations are treated with special caution by
corrupt remnants of their ancient language. They attack wary desert nomads.
with one weapon, often a polearm such as a glaive or
halberd, and with their poison sting. Victims of the sting Ecology: The effect of manscorpions on the environment
must successfully save vs. poison (type F) or die the next has only been negative. Many other species have been
round. As with normal scorpions, manscorpions reduced wiped out by their depredations, and the human tribes of
to I or 2 hit points go into a stinging frenzy, stinging the region have been severely depleted. The only real
everything in range, and gaining two sting attacks per positive function that the manscorpions serve is as
round in addition to their normal weapon attack. scavengers, a niche already adequately filled by raptors
such as the vulture.

45
Rary The Traiter

'Monarch Scorpion
Monarch Master
Scorpion Scorpion
CLIMATE/TERRAIN: Desert Desert
FREQUENCY: Very rare Unique
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Day Day
DIET: Omnivore Omnivore
INTELLIGENCE: Low Low
TREASURE: D G
ALIGNMENT: Chaotic evil Chaotic evil
NO. APPEARING: 1-3 1
ARMOR CLASS: 2 0
MOVEMENT: 18 18
HIT DICE: 8+ 8 12+ 12
THAC0: 13 9
NO. OF ATTACKS: 3 3
DAMAGE/ATTACK: 2-20 (x2)/ 2-20 (x2)/
1-8 + poison 1-10 + poison
SPECIAL ATTACKS: Psionics Psionics
Shattados the Cruel's curse transformed him into a horrific
SPECIAL DEFENSES: Psionics 1 Psionics
creature, a great and powerful giant scorpion with
MAGIC RESISTANCE: Nil Nil
awesome psionic abilities and a deep hatred for humanity.
SIZE: H H
A new species of scorpion appeared in the desert soon
MORALE: Champion Fanatic
thereafter. They were smaller versions of their deadly
(15-16) (17-181 master. To this day the monarch scorpions, as the nomads
XP VALUE: 4,000 10,000 call them, continue to cause woe throughout the desert.

Combat: While monarch scorpions' psionic abilities are


— their most potent weapon, their normal attacks are
devastating in their own right. Each powerful claw strike
Psionics Summary:
causes 2-20 points of damage, while the tail sting attacks
cause 1-8 points of damage. Those struck by the tail must
Monarch Scorpion successfully save vs. poison at -4 or die.

Level Dis/Sci/Dev Attack/Defense Score PSPs Monarch scorpions like to lie in wait just beneath the
3 2/2/7 PB/M- 12 100 sands of the Bright Desert, emitting a devastating psi-onic
blast before emerging to attack when their prey walks
Telepathy: Sciences: domination; Devotions: contact,
nearby or above them.
invisibility, life detection, psionlc blast
Metapsionies: Sciences: ultrablast; Devotions: psionic Habitat/Society: Monarch scorpions have no real society,
sense, psionic inflation, psychic drain but dwell alone in the desert, although they are
occasionally encountered as mated pairs or small family
groups. The creatures seem to be another result of
Master Scorpion
Shat-tados's curse, magically altered normal scorpions now
Level Dis/Sci/Dev Attack/Defense Score PSPs grown to enormous size. Their low intelligence reflects not
12 4/6/17 PB, MT/AU 18 200 a reasoning intellect, but rather an instinctive cunning
Telepathy: Sciences: domination, mindwipe; Devotions: which enables them to expertly ambush their prey.
contact, ESP, inflict pain, mind thrust, psionic blast Ecology: These vicious beasts are efficient predators,
Metapsionies: Sciences: ultrablast; Devotions: magnify, aiding their manscorpion cousins in eliminating many of
prolong, psionic inflation the desert's animal species, as well as much of its human
Psychometabolism: Sciences: life draining; Devotions: population.
body control, ectoplasmic form, immovability, suspend an
tm a tion Master Scorpion: There is presently only one master
Psychokinesis: Sciences: project force, telekinesis; scorpion, the immortal creature that is all that remains of
Devotions: ballistic attack, control body, create sound, the evil monarch, Shattados the Cruel. This creature
inertial barrier dwells exclusively in the mins of Shattados's palace,
guarding the scorpion crown.

46
Hl7e Mings: Map 2
Spattafcos's Palace, Uppen Level; Map 3

SpattaOos's Palace
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Official Game Accessory

Rary the Traitor

“In the agonizing aftermath of the Greyhawk wars,


when conflict touched virtually every corner of the
continent, few gained more infamy than Rary of the
Circle of Eight. Once considered a quiet, peaceful
man with few ambitions, the great mage instead
was corrupted to the ways of evil, and in the process
slew two of the wisest and most powerful wizards of
the Flanaess. Now, fleeing south with his
co-conspirator and their loyal troops, he has carved
out an empire in the wilderness, and threatens to
inflict more harm and chaos on a world long grown weary of war and strife;7
Thus begins this supplement for the GREYHAWK® campaign setting, the first
since the world-shattering GREYHAWK Wars boxed game* Descriptions of Rary’s
desert fortress in the Brass Hills are here, as are statistics on his co-conspirator,
Lord Robilar. The back-breaking mines of Abhor Alz, home to the duergar, and the
Ghost Ibwer of Inverness are detailed as well, along with dozens of other places,
things, and persons. A four-color poster map of the Bright Desert and its
surroundings is also included.
It is not necessary to have played the GREYHAWK Wars boxed game in order to
use this material.
The campaign material contained in this booklet is suitable for players and
referees of all levels; the adventures, however, are aimed at characters of levels 8
and up.

TSR, Inc. TSR Ltd,


POB 756 120 Church End
Lake Geneva Cherry Hinton
Wl 53147 Cambridge C01 3LB
USA, United Kingdom

. ADVANCED DUNGEONS & OHAGON5 frtuj DfliVNAWK arc


$9.95 U.S.
Mastered IrtdemarhB owned tw TSfl, Inc, The TSfi logo ri a
Iredemarh owned by TSR, Inc. Gapytlghl 1992 TSH, Ine.
CAN $11.95
All Right! (Reserved. Primed In IL9.A, £5.99 U.K.

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