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- Notes From HQ
- The Lighter Side of Encounters II
- The Camel's Nose
- The Ecology of Tiamat
- Fractured Spells
- Gods of the Gamma World
- The Savage Sword of Lugnut the Barbarian
Newszine Issue 29
POLYHEDRON.
||
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About the Cover
Once again, our April Fool cover is a Tom
Wham original. This time, the scene shows
the inside of atypical (atypical?) wizard’s
tower. Ifyou study the pieture carefully, you
may be able to spot several of the critters
from this issue's various foolish articles.
Special Module Feature
9 The Camel's Nose — by Michael D. Selinker: Five vally elves and a camel must
carry a sacred artifact called “The Camel's Nose” across the desert to the Shrine
of Camelopardus, Camel Lord of the Burning Desert
Features
6 The Lighter Side of Encounters II — by Skip Williams. Has your campaign
grown too predictable? Add a bit of madness!
2 Dungeonsongs — by David Collins, Jeff Grubb, Frank Dickos, and Jon Pickens.
More music to adventure by
25 The Ecology of the
iamat — by Michael D. Selinker. And you thought there was
only one! Here’s the REAL story of chromatic dragons.
26 Fractured Spells — by Rick Reid, with an introduction by David Collins. For our
final installment of the
spells yet!
28 The Gods of the
which legends are made.
30 The Savage
tion for fantasy fans.
Departments
“New Spells
series, we present the most unoflicial set of
GAMMA WORLD® Game — by James M. Ward. The stuff of
sword of Lugnut the Barbarian — by Roger E. Moore. Foolish fic~
5 Notes From HQ — by Penn}
Petticord
29 Fletcher's Corner — by Michael Preytarski. Half-elves: How to breed for power
31 The Critical Hit — by Errol Farstad, Reviews of the “Flafly Quest” and
TOON” Games
POLYHEDRON™ Newazine the ficial newslet-
TSR, Ine’s ROLE PLAYING GAME
ASSOCIATION" Network) i published bi
monthly by TSR, Ine. The mailing address for
al correspondence is: RO. Box 509, Lake
Geneva, WI 53147. Telephone: (414) 248-3625
POLYHEDRON Nevszine is mailed ree to all
RPGA™ members, US membership rates are $12
per year (bulk mail delivery only); foreign rates
NEWSZINE
Volume 6, Number 2
Issue #29
Editor: Penny Petticord
| Production:
Sylvia Deering
Ernie the Barbarian
Kim Lindaw
Roger Raupp
Contributing Artists
Mark Nolting
Roger Raupp
David C. Sutherland
Richard Tomasic
Tom Wham
are $20 per year (surface mail) or $30 per year
(Gir mail) Al prices are subject to change with
tt notice. Changes of address forthe delivery of
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POLYHEDRON Newszine welcomes unsolic
ted submissions of written material and artwork,
No responsibil
or such submissions can be
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POLYHEDRON Newssine or used in RPGA™
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iranted a first right of refusl to purchase any
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Tn the event an article submitted for publica
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However, if TSR makes use of the materials
contained in the article for any product or com
‘mercial purpose beyond RPGA" Network use
‘TSR will pay the author the then current fe for
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All letters addressed to the RPGA" Network or
to TSR, Inc. wil be considered as submissions
and maybe printed in whole or in part atthe
discretion ofthe editor unless the sender speci
cally requests otherwise in writing
Unless otherwise stated, the opinions e
in POLYHEDRON Newszine are those of the
individual authors, and do not reflect the opin
ions of TSR, Inc., the RPGA Network, or is
sta
DUNGEONS & DRAGONS, D&D,
ADVANCED DUNGEONS & DRAGONS,
ADVANCED D&D, AD&D, BOOT HILL
GAMMA WORLD, TOP SECRET, DRAGON,
and STAR FRONTIERS are registered wade
marks owned by TSR, Inc. “TM” designates
‘other trademaths owned by TSR, Ine, unless
otherwise indicated. ROLE PLAYING GAME,
ASSOCIATION, RPGA, and GEN CON are
service marks owned by TSR, Inc. MARVEL
SUPER HEROES, SECRET WARS, and all
Marvel characters are trademarks ofthe Marvel
(Comics Group. THE ADVENTURES OF
INDIANA JONES” Game is a trademark of
Lucasfilm, Led, © 1985 TSR, Ine, All Rights
Reserved
Issue #29Notes From H
If this is your first issue of POLYHEDRON™
Newszine, I'd like to take this opportunity
to welcome you to the RPGA™ Network,
and to let you in on the gag. Five out of the
six issues you will receive with each year of
membership bring you club news, informa-
tive articles on your favorite game systems,
and a chance to make a serious contribution
to the hobby by sharing your ideas with
other members. This isu is not one of
those five, It's the annual April Fool issue,
conceived in madness and dedicated to the
proposition that there is room for levity in
gaming, (Even though this issue was
delayed in production, we decided to keep
the april Fool flavor, especially since
DRAGON® Magazine decided not to fe
ture foolish material this year.)
‘The only completely serious items in this
issue are the classifieds, the convention list,
the winners lists, and “Notes From HQ.”
‘You can believe anything you see in those
four articles, but take everything else with
several grains of sal.
Convention News
Planning to travel this summer? Looking
for conventions where you can pick up some
RPGA Network experience points to qualify
for Masters events? Well, several large
conventions are featuring Network tourna:
ments this year. GEN CON® 19 Game Fait
(August 14-17 in Milwaukee, Wisconsin)
will feature at least 12 sponsored events,
including our feature AD&D® Game tour-
nament by Frank Mentzer, a Masters tour.
rhament, and our first-ever Oriental
Adventires tournament, Origins '86 (July
4th weekend in Los Angeles, California)
and Atlanticon (June 19-22 in Trenton,
New Jersey) have one RPGA Network
AD&D” Game tournament each, So if
you're on the road this summer, plan to
Stop and play,
White Rabbits
Newszine is still behind schedule, and
it all looks as though ie will be caught up
by August, The membership directory is on
its way to the printer. The computer pro-
gram for processing tournament data is still
‘on hold pending completion of various
repairs an the pre-registration system for
GEN CON® 19 Game Fair, but it should be
done within the next month or two, New
cards with updated experience levels will be
issued to all members with tournament
texperience as soon as the new programming
is completed, Letters should be going out at
the same time to let you know your exact
point totals. We sill have no news from the
legal folks on the city project, but keep an
‘on this column for further details,
POLYHEDRON
New Personnel
‘The combined RPGA Network HQ and
GEN CON® Game Fair department would
Tike to weleome 3 new fall-time employees:
Kerry Krause, Sylvia Deering, and Ernie
the Barbarian. With their help, we hope to
get everything caught up and shoot that
white rabbit within the next few months,
Ne
fyN
Vy |
FeEeee es |
GAMERS’ CHOICE™ Awards
This year, the RPGA Network will be pre-
senting the GAMERS’ CHOICE awards
for the best games and accessories released
in the past year: Unlike other gaming indus
tay awards, for which the winners are cho-
sen by manufacturers and special panels,
these awards are given to those companies
whose new products are judged the best by
the most qualified judges of all —the
gamers themselves, Ballots can be found in
the pre-registration brochures for GEN GON
19 Game Fair, which were mailed to all
mbers. We need a completed ballot from
each and every member of the RPGA Net-
work to make the awards meaningful, So if
you care about quality in the hobby game
products you buy; vote for the items you
enjoyed the most and send in your ballot,
regardless of whether of not you plan to
attend the convention! (If you have already
disposed of your pre-registration brochure,
another ballot will appear in issue #30 of
POLYHEDRON” Newszine.)
«
Judging slots are still open for the RPGA
Nevwork tournaments at GEN CON 19)
Game Fair, Call HO. at (414) 248-3625 to
volunteer if you'd like to participate. We
will also need scorers and office volunteers
‘on site to process the tournament results
throughout the convention, You can volun=
teer in advance by calling HQ once you
keow your schedule, Ori you find that
you have an hour oF two free between
CON 19 Game Fair
games, come down to the RPGA Network
Convention HQ and we'll put you to work
‘Steps have been taken to remedy most, if
not all, ofthe organizational problems with
last year’s tournaments, and we expect all
the Network events to ran smoothly this
year. If you are planning to play one or
more RPGA Network tournaments this
year, please note the following information,
‘which applies to all Network-sponsored
1. Each round is scheduled into a stand-
ard 4-hour time block.
2. During the first 30 minutes, the play
cers will gather in a lange area for team
selection while the judges receive their
briefing,
3. At the end of the first half hour, each
team is assigned a room and a judge and
sent off to play. (This year, most roam
assignments will be immediately adja-
nvto the team selection area.)
4. Upon reaching the assigned playing
he judge will hand out charact
sheets and familiarize the players with
the background for the adventure
5. Once the players are familiar with
their characters, all books except pla
manuals are pu’ away and play begins,
continuing for approximately 3 hours.
6. The final 15 minutes of the time block
are reserved for character discussion and
voting
Latecomers will be accepted anytime during
the team selection process, but (ry to arrive
at the scheduled time for best results. Play
fers arriving after room assignments have
bbeen made will only be accepted if there are
empty seats on existing teams,
(On a lighter note, its time to give our-
selves a collective pat on the back. Last
year, the security and administrative off
Gals at MECCA quite frankly expected
several thousand animals at GEN CON 18
Game Fair. After all, gamers are nuts,
right? Well, they were surprised. The sev
cral thousand who did attend the conven-
tion were courteous, mature people. In fact
the MECCA staff told our convention coor:
dinator that the GEN CON 18 Game Fair
ides were the most courteous, intelli
, and well-behaved group they had ever
seen at the convention center. MECCA and
the nearby hotels reported less vandalism
‘with us than with any other convention they
had ever hosted. ‘Course, we already knew
gamers were smart, mature, respectable
people. But it’s nice when the rest of the
‘world knows it too. Thanks to all those who
helped to give gamers a good reputation in
Milwaukee. You've given those of us
attending the con this year an image to live
Uup to, salet’s not be orcish!
“Til next issue,
Penny PetticordTHe Licutrer Swe oF ENCOUNTERS
by Skip Williams
We're all aware that real people just don’t do the things we role-
players make our characters do. I'm not just talking about those
run-of-the-mill dangers to life and limb coramon to all fantasy
‘games, Sometimes we calmly force our characters into terminal
embarassment. For example, real people wouldn’t be caught dead
doing the things that the following perfectly respectable AD&D®
Game characters did during the course of ordinary adventures,
‘These encounters are based on actual campaign events. Although
they may be inflicted upon a party of any size and level, the NPCs
involved are of respectable ability, and could easily best a low-level
{group foolish enough to initiate combat, Use caution in running
these encounters; they are meant to be fun, nat deadly
Tailor the material given in each encounter to suit your own,
campaign, Normal surprise and initiative resolutions apply; adjust
the flow of events accordingly.
As Long as As It Takes!
Campaign: Aquat
DM: Frank Mentzer
Location: Lake Geneva, Wisconsin
Background for the DM
Remember Athelstan, the Ranger Lord who appeared in last year's
“The Lighter Side of Encounters” chasing a small bird? This time,
Athelstan and his friends have slain a pit fiend, but have been
unable to keep it dead. Pit fiends regenerate, you see, and, since
devils are immune to fire, burning will not stop the regeneration,
Athelstan has vowed to remain here and keep the critter down and
‘out until enough holy water’ can be found to eradicate it perma
nently, no matter how long it takes.
Soa party member has been dispatched to bring back a sizable
quantity of holy water, Meanwhile, Athelstan keeps vigil over the
body, hitting it occasionally to prevent its return to acuive life. The
rest of Athelstan’s party, an elf fighter/magic-user/thief (7/10/11),
aan Bth-level fighter, an Ilth-level magic-user, a 10th-level cleric, a
Sth-level ranger, and a 10th-level monk are currently resting inside
Athelstan’s [tent of luxury)", which he has pitched nearby.
Notes for the DM
‘This encounter can take place in any large dungeon room, prefera-
bly one with only a single entrance. Ifadditional entrances exist, all
but one should be spiked closed,
Start
You have found the remains of the throne room. The charred
vestiges of once-rich tapestries hang in tatters along the walls. At
the far end of the room, a gaudy throne lies overturned atop a
dais, as though the last person to sit in it got up very sudden)
An identical throne has been placed in the room's center. Th
fone is currently occupied by an unkempt, but healthy-looking
‘man, who is casually reading a book. Across his lap rests a glow-
ing sword, and at his feet lies a huge carcass of some vaguely
humanoid monster. It seems to be intact, though it looks rather
mouldy. The smell of decay, however, is strangely absent from
the room. Completing this odd picture is a silk pup tent pitched
Jjust behind the seated man,
‘As you ponder this strange sight, the man looks up from his
book and scowes. He knits his greasy brow, rises from the
throne, gives the carcass a vicious Kc, then swatsit with his
i
Allow the PCs to take any desired actions after Athelstan swats the,
body. If they attack, Athelstan will fight back, throwing heat metal
fn the strongest-looking armored character, then moving in for
melee. The rest of the characters in Athelstan’s party rush out of|
the tent to assist him at the first sign of trouble. (The sight of all
those people charging out of a small tent should cause some won-
derment!)
Irthe PGs approach peacefully and initiate conversation, Athel:
stan sits down on the throne again and takes a swig of ale from his
nearby wineskin, then wipes his mouth with his dirty arm,
‘The man looks back toward you.
sks.
You got any
holy water
Examination from afar reveals that the body is about the size of a
stone giant’ [tis very hairy, and has huge wings and small horns.
Describe the body in detail when the players ask, but do not volun-
teer information; let the PCs figure it out for themselves. Athelstan
‘might permit closer examination of the body if requested, but will
bbe highly suspicious of the motives for such, and is likely to react
violently to any attempts to touch it or cast spells. The mould on
the body is the normal sort one finds on discarded things; it has no
special properties
Ifthe PGs remain friendly, Athelstan and his party will offer to
buy holy water from them. The NPCs will pay up to double for the
holy water, but they will bargain shrewdly for it, Ten vials of holy
water are required to dissolve the pit fie
—— Athel stan ————
Player: Skip Williams
12th-Level Human Ranger
18(90)
16
18
14
16
7
si surprised only ona 1 on 1d6"; attacks 2/1 with
1% resistance to sleep’ and charm infravision’ (60’);
Iongsword’; 10
‘weapon specialization (longsword)} ranger abilitie
Equipment: bracers of defense’ (AC 0); cloak of protection +2"
ring of protection +2; boots of speed’; longsword +3 (NSA); long
bow +2; 6 arrows +1; 6 arrows +3; mace +1; ring of fre
resistance’; sweet tooth of stamina’; ioun stone (lavender and green
ellipsoid, 63 charges); stone of cold immunity’; periapt of health
‘canister of condiments; tent of luxury’
Spells carried:
evel Haru): detect magic’
Level 2 (druid): heac metal
Level I (magic-user): unseen servant (x2).
erie fire
sue 129The 810’ Dash
Campaign: Mirfix
DM: Skip Williams
Location: Lake Geneva, Wisconsin
Background for the DM
A party of adventurers has entered a local dungeon in search of a
particularly elusive and dangerous opponent who has taken refuge
there. The characters have adventured extensively in this dungeon
in the past, and have made a fairly accurate map of this particular
area, But despite a careful search, they have been unable to locate
their quarry, and have concluded that he must have exited via a
secret door. As there were no elves with the group when they.
decided to take up the chase, their chances of locating secret doors
with any speed are not good. Therefore, they have agreed upon the
following plan.
‘One of the party clerics has cast a true seeing" spell, and is run-
ning at top speed (9 through the dungeon pointing out secret
doors as he passes them. Another party member runs with him
taking notes. The rest of his party members have been stationed all
along the agreed-upon path to hold the intervening normal doors
‘open fo that the cleric will not have to waste time opening them
while his spell is running. As the runners pass through each door,
the party member stationed there allows it to close and joins the
This plan should enable the group to cover the maximum dis-
tance possible with the true seeing spell and end up together at the
end of the line. But imagine how it would look to someone who
didn’t know what was going on.
Notes for the DM
‘The cleric’s dash starts at point A and follows the indicated route,
finally ending at point B. At the start of the 810” dash, an NPC is
stationed at each door along the cleric’s intended path,
“This encounter begins in Room 1, Bring the PCs in through the
north door. They cannot see the west door from their entry point
Start
You have just entered a normal looking 40” x 50” room: There
are three other exits, 10” opening in the middle ofthe west,
tral, «10° opening in the ncreh end of the cant wall, and a door
Inthe south tnd of the east wall. A burly dwarfs standing atthe
laser door, patently holding it open, He is watching the open
ing in the west wall intently, as though waiting for something
tas you study the dwarf, a voice comes from the wen opeing.
‘What iit Thorton?”
“Just some people, Ralph” answers the dwar
The voice belongs to Ralph ahalore fighter dressed in an ornate
uniform, who is holding the west door open. Thorton and Ralph
are basicaly friendly, and will converse freely with the PCs on
variety of topics if approached in a non-threatening manner.
‘Although neither has the map, both are reasonably familiar with
the layout of the dungeon, and may provide some information if
requested (DM's option). Thorton, like most dwarves, is an expert
‘on rocks and stonework. He has designed and completed several
mosaics — a few of which adorn the dungeon walls. He will be
happy to direct any interested PCs to his masterpieces. Ralph is not
an artist, but he does consider himself a snappy dresser and a gour-
mand, He collects uniforms, and the one he is Wearing has plenty of
gold braid and a fine surcoat. Compliments about it will cause him
'o swell with pride and drop the names of several high-ranking local
olficials, whom he claims as personal friends.
1886 Janes Pearce: A Rights Reeve
POLYHEDRON
asked what they're doing, Thorton replies, “Wel, some friends
of ours are gonna be coming through here in a hurry pretty soon;
don’t stand in front of the deor, OK2” Neither can explain the
Situation in deal, since both are fighters who don’t clearly under-
stand the magic involved
Ti the PCs attack Thorton or Ralph, both NPCs allow their doors
to close and return the attack, knowing that the rest oftheir party (a
1Oth-level cleric, a Sh-level devi, an {1dh-level magic-user, = 9th-
level fighter and a 10th-evel cavalier?) will soon arrive to help
them. IF these NPCs arrive to find the doors closed, they will be
suitably upset IFthey have to stop and fight, they will be downright
angry!
“Fhe cleric and company arrive in Room 1 four rounds ater the
PCs enter
Slowly, you become aware ofa far-off anging sound comin
from beyond the west door. The noise grows louder as you lis
ten, and the clanging is augmented by shouting and the sound of,
Fnning feet. The dwarf and half-ore seem unperturbed by the
din, but they do shout for you to move aside
Allow the characters to take evasive actions, if desired
‘As you hastily prepare yourselves to meet the onrushing force,
four armored people and a robed spelleaster burst through the
door that Ralph has been holding and run out again past Thor-
‘The PCs may take any desired actions as the NPCs charge through
the room. If their path is blocked, the NPC fighters will try to
knock any characters or objects out of the way and continue, leav-
ing Thorton and Ralph to deal with the PCs,
‘As the dust clears, you see Thorton still holding the east door
‘open. Ralph has allowed the west door to close, and is on his
way over to the dwarf. “They'll be back in a minute,” explains
‘Thorton. “Better move aside.”
‘Two rounds later, the NPCs return as promised.
Less than two minutes after the previous grand entrance, you
hear the now familiar crashing again. As you dive for cover, the
same five adventurers charge in through the door the dwarf has
been holding. Still ignoring you, they dash through the north-
‘emimost opening on the east wall. This time, Thorton and.
Ralph abandon their posts and sprint out after the group, bid-
ding you a hasty farewell. Moments later, you hear someone
shout '“There!”” as the sound of stomping feet and elanking
metal fades into the distance,
Thorton
Player: Dave Conant
‘9th Level Male Dwarf Fighter
18(99)
Alignment: Lawful Good
Special Abilities: atacks 3/2°; dwarf abilities’
Equipment: banded mail +2; shield; longsword + 1°; longsword
+2, dragon slayer" (Lawful Good, NSA); ring of free action’; ring
of warmth’; Keoghtom's ointment’; helin of underwater setion’s
‘gem of blinking (works as ring of blinking’)Ralph
Piayer: Jif Pearce
8th Level Half-ore Fighter
8 Insue 29CAMEUS NOSE
by Michael D. Selinker
A Lighthearted AD&D® Game Adventure for 6 Real CharactersPART I: OUT FOR A
CAMEL SPIN
History
(On the east side of the Burning Desert lies a fertile valley populated
by elves, These valley elf tribes are nomadic, traveling in small
wagons and never staying in one place for long. They are often
called “gypsies,” for they can read the signs of nature — at least, so
they say
In their extensive travels, the elven gypsies have absorbed bits of
numerous cultures. All beliefs, no matter how obscure, are toler~
ated by the tribes, and all the gypsies pay proper respect and service
to all faiths, atleast when the clerics of the sects in question are
around.
‘One such obscure cult is that of Camelopardus, Camel Lord of
the Burning Desert. At the last tribal conference, a camel walked
into the council glade, introduced himself as Franco, and
announced that this was the year that the faithful of Camelopardus
‘must choose the best among them to deliver the sacred Camel's
Nose to the Temple of Camelopardus on the other side of the desert
‘The journey must he made overland in the true eamel spirit.
Not wishing to offend any deities, the gypsies called a special
council to decide who should accompany Franco to the shrine for
his holy quest, Eventually, five reasonably expendable individuals
were chosen, The elves equipped them with a small gypsy wagon, a
team of four camels, tents, and enough food and water for 10 days
‘The intrepid band of adventurers set off with Franco for the temple.
Now, camels are very well equipped to handle desert travel.
ves ate not, And yet, a band of valley elves has accepted a sacred
mission, trudging through sand and blistering heat in the name of
the great Camel Lord, Some elves are suckers
Camelopardus
The Camel Lord has but few elven worshippers, though he has
‘any fithful among the camels ofthe desert bes, Camelopardus
srleomes al the faithful he can get, of course, but that doest
Sean he as to appreate teal Aral the bypeda ones have
‘But the Camel Lord is strictly fir and partial, creating all of
his followers alike, humps or no humps, ‘The fact tha he docs’
realy diferentiaé between his ef and hls camel worshippers can
Cause some difficulties. His camel clerics don’t need such spells as
endure heat, create water speak with animale, and so forth 0 his
iipeda clerics don't get them ehther, And sometimes be sends al of
them on pilgemates
‘The Gypsy Wagon
‘The wagon is small, 8’ wide by 12° long by 12" high. Itis pulled
by four ordinary camels named Able, Baker, Charley, and Nikita —
and they afe not nice creatures, The wagon is covered on all sides
wwith a sand-colored tarpaulin with a lap which opens on the side
Ibehind the driver; opening the arp anywhere else will ear it. The
vehicle's wooden frame is supported by four rickety wheels on
fragile axes, The camels are connected tothe wagon by rope har
nestes. The driver ats inthe seat behind the camels and steers with
2 whip,
Inside the wagon are the Camel's Nose, two pup tents, extra
robes and turbans, a set ofbagpipes, alonghow and twenty arrows
a hatchet, a divining rod, sic empty canteens, litle food, and noth
ing else. The interior is carpeted
Gamels: 4; AL Nj MV 21°, HD 3; hp 13 cach; AG 7; THACO 16;
‘AT 1; Dmg I-f (bite) or spit with 35% chance to blind for 1-3
rounds; 82 [3 IN Semic; ST 16; STw 15
‘The Camel's Nose
“The Camel's Nose is a six-inch hunk of marble with two fingertip
indentations and a crack to which many people have atibuted
imystial significance. Ichas absolutely no magical powers whatso-
Beginning the Adventure
‘The problem facing our intrepid band of adventurer is this: They
have t get to the holy shrine of Camelopardus to deliver a mea
ingless hunk of rock to someone who doesn't know they're coming.
10
To do this, they have make a ten-day journey across a desert, Eve-
ybody’s got problems.
The characters may make whatever additional arrangements they
desire before departure, but extra water and food supplies are not
available; the gypsies are quite poor. Clerics may have access to all,
desired spells the first day, but once out in the desert, they may
have only those that Camelopardus deems appropriate.
“The first few days in the desert are uneventful. ‘The adventure
begins on the tenth day after departure, when the water supply is
nearly gone. The desert is not a terribly hospitable place, and sand-
storms can happen very quickly. Fortunately for the PCs, today is
not terribly bad for desert travel, The temperature hovers around a
comfortable 90 degrees.
Players’ Background
You have come far from your sylvan homelands on a sacred
mission. The Camel’s Nose, holy icon of the great god Camelo-
pardus, must be transported across the desert to the fabled
Shrine of the deity
Ill started when the talking camel strode into the council
meeting of the valley elves, He said he was a cleric of Camelo-
pardus, the Camel Lord of the desert, and that it was time to
make a historic pilgrimage, Well, the elves in the area are gyp-
sies, and they've learned never to show disrespect for any deity,
rho matter how obscure the cult may be. In fact, almost every
sect and belief in the known world is represented among the
ehvish gypsies, for they've absorbed bits of numerous cultures in
So when the talking camel said he was a cleric with a holy
mission, the council had to do its best to accommodate th
request’ Camelopardus does have some worshippers among the
valley elves, but they are few and far between. The council
asked for volunteers, then chase you for the sacred journey t
take a six-inch lump of rock called the Camel's Nose to a shrine
‘on the other side of the desert. The Nose has two fingertip,
indentations and a large crack. Franco seems to think it has
mystical significance, but denies that it has any beneficial
PeNo one has made ths journey in one thousand years, and you
were very honored to be chosen for this histonse pilgrimage. You
WERE very honored that is, but now you're beginning to won-
der why all the rest of the faithful suddenly came down with
severe sunburns shordly before the selection
Franco insisted that the pilgrimage had to be done ‘the camel
“way,” so the gypsies provided you with a small gypsy wagon, 2
team of four camels, a longbow and arrows, extra robes and
turbans, and 10 days worth of food and water. Bravely, you set
forth into the desert
‘The first time the clevies and druid pray for spells after entering the
desert, they discover that only spells which Camelopardus can
provide are available, as noted above. Otherwise, the first nine days
pass without incident
Encounter Key
1. Everything Was Fine
Until You Camelong
‘The day is, in the language of camels, a three-humper. Its not a
terrible day for desert travel; the temperature hovers around a
comfortable 90 degrees. The burning sun has turned your tiny
ByPsy wagon into a furnace, and as you drain the last of the
water supply the elves provided, you contemplate “the camel
way)” which means that only those spells which camel cleries use
are available to your group.
‘As you roll along, the sky grows darker. Wind whips around
you, sending stinging sand into your eyes and into the tiny
wagon, The camels pulling your wagon grow nervous as the
sudden storm increases in intensity
‘The sandstorm limits vision to 1" and panics the camel team,
which bolts east, Those inside the wagon suffer no ill effects if the
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POLYHEDRON 7tarp is closed; those outside in the storm take 1 point of damage for
each round spent exposed co the stinging sand
“The storm lasts for 30 minutes. When itis over, the characters
are miles off course. The shifting sand has altered the appearance of
the terrain enough so that no landmarks are visible.
‘After the sandstorm abates, you survey the situation, All are
present and accounted fo, but you are definitely of course.
Nothing looks familiar; there's only sand as far asthe eye can
‘Your guide, Franco the talking camel, sniffs the stifling morn
ing air as you prepare to debark. “I think we go north,” he says,
“Yes, I'm certain of it, North, I think", You sigh as you pack
the tents into the wagon and set off, hoping that the Camel Lord
is smiling upon you
2. Camels For Breakfast
‘As you drive on through the scorching sun, a horrible squealing
breaks the silence. At the center ofthe smail cloud of sand
approaching your wagon from the tight is a small camel —
probably’ a baby. Ie veers to avoid your wagon and runs on,
panicked. Nothing else is visible in the area.
‘The baby camel is being pursued by a whieling dervish, which is
currently tunneling through the sand tracking the sound of the
‘camel’s running feet. The dervish is distracted by the sounds of the
wagon, and pops up to investigate. His appearance creates a cloud
of sand, which is projected in all directions, buffeting characters
and camels alike. This does no damage, but it incapacitates anyone
in the driver's seat who fails a save vs. paralyzation for one round,
Moments later, the ground in front of you explodes in a flurry of
sand. After is clears, ajitery farball with long teeth and google-
eyes stands belore you. The creature rubs its eyes,
land mutters something in gutteral grunts which almost sounds
like, “Where camel go?"
‘The dervish, whose name is Rastas MeDivish, is intelligent and
speaks Common, though his long teth prevent proper enunciation,
so others frequently do not understand. If not attacked immediately,
Rasias slowly creeps up to Franco and stares up at him in ama
ment. "You big!” he stys quite sincerely. I he is attacked, he fights
savagely until such time ashe perceives thatthe patty (or merely
Franco} is too much for him and attempts to fice down into the
sind
‘Rastas McDivish has lived in the desert all his lf but he is ess,
than useful when it comes to giving directions, His life fa simple
one, consisting mainly of chasing and consuming small desert ere
tures. He knows of a “big, BIG creature” who lives in alake that
tight be able to help the characters, but he can't remember where
itis or for that matte, where anything is
RRastas talks in a fast pidgin common intermixed with other
strange noises, He is constantly hungry, but he will not try to eat
anything while Francois around. But if Franco leaves for any rea
fon, Rasias may try t take a bite out of one of the camels. When
he's finished talking to the party, he einnes into the sand, causing
2eyelone of sand similar to that which accompanied his appear
Whirling Dervish: 1; ALN; MV 1877/9" through s
bhp 30; AC 5; THACO 13: AT 1 bite; Dmg 2d; 8
STs 13, STw 12.
Baby Camel: 1; AL. Ny MV 21" HD 2; hp 7; AG 7; THACO 16;
AT 1; Dmg 1-3 (bite), or spit with 25% chance to blind for 1-3
rounds; SZ M; IN Semi-; STs 17, STw 16
1d; HD 5 +5;
IN Low!
3. Camelilies, Mach I
Av this next point is an underground nest of sleeping camellies.
‘When the the wagon gets within 50 yards of the lait, the smell of
fresh camel drives the gnatlike insects into a feeding frenzy. They
appear suddenly, erupting out of the ground and swarming around
the wagon. (Except as noted, treat the swarm as the Sth-level cleri-
cal spell insecr plague.
12
Creatures inside the covered wagon take no damage, assuming the
tarp is dosed. Ifitis open, the protection is useless, (Note however
that the tarp can be opened for'a few seconds without letting in
‘enough camelflies to cause damage to those inside.)
‘The camels, of course, do not have this protection. Franco's
actions can be as rational as desired, but the camels pulling the
wagon panic. On the second round ofthe insect attack, assuming
no character has whipped them or told them in camel to run for~
ward, Nikita takes a bite out of Baker's posterior. This in turn
panics Baker, and the entire camel team bolts at double speed out of
the swarm. They stop, exhausted, at point 4 (but not before). The
swarm will pursue but the camels can outrun it
If the characters abandon the gypsy wagon, the camels will run
straight for the oasis. The characters can see the oasis from this
point and may head for it if they wish. When they get there, the
‘camels are drinking from the pond. If the characters do not head for
the oasis, the desert is very vast and very empty
. A Mammal in Camelstown
Before you lies a welcome sight — an oasis! Nestled bewween wo
palm trees is a pool of water about 100" in diameter. Green
‘vegetation grows all the way around the pond, which appears to
be about two feet deep.
“This i nota mirage. The lke is actually fled with fresh water,
milly warm but eminently drinkable. The camels begin slowing
ject makes you jittery
BARLEYBROO BARLEYBREAK, the
druid, scares the living daylights out of you
Who knows whac this character has in
rind? Livckily, he seems to ser from
Iemory lapses, and you wouldn't mind i
his memory stayed lapsed. But what it he's
only pretending, hoping catch you off
s BLETHERATION BUFFLEHEAD, the
halfciven pre-bard, is afew gallons short of
fall, but he's an okay kid. He seems to like
listening to you talk and you appreciate
that. He looks like he could be used For
Gite a few purposes
FRANCO is'a cleric. And (get this), he
camel, A'TALKING camel, And hoo boy,
‘oes he talk, Trouble is, he keeps getting the
upper hand, like he's a better conversation
alo something. You're not mare what to
make ofthis beast, other than that he smells
something horribleBarleybroo Barleybreak
‘ih Level Mate Valley EN’ Druid
Ability Scores
MFwt, Drs 1-2, BB-LG
14 +4 languages,
Y 3 +1 ST bonus
DEX: 8
CON: 16 +2 hp/die, $8.95, RES 96
CHA: 15. +15% reactions, 7 hench-
men/+ 15% loyalty
Deseription
Age: 400
jeight: 4” 11"
Weight: 110 pounds
Hair/Eyes: silver/amber
Alignment: Neutral
Combat Data
THAGO: 16
AC normal: 8
leather
Weapon Proficiencies: 3 (scimitar, dagger,
spear).
NPP:
Saving Throws,
Poison, paralysis, death, 7
Petrifeation, polymorph 10
Rod, staff, wand i"
Breath weapon 13
Spell” 2
*Add +1 bonus for mental attacks
Racial & Professional Skills
Attacks: round
Spells/day: 5 #32 -
Special Abilities: +1 “to hit” with bow or
sword; 90% resistant to sleep and charm;
find secret doors (1 in 6 chance in passing, 2
in6 chance if searching); find concealed
doors (I in 6 chance in passing, 3 in 6
‘hance if searching); infravision (60");
shapechange 3 times daily into reptile,
mammal, or bird (once each per day)!
identify plants; identify animals; identify
pure water; pase through overgrown areas
Without trace; +2 to saving throws vs. fire
and lightning
Languages: Common, elvish, gnoll,
spare, goblin, halfling, hobgoblin, and
Racial Preferences
Dwf EI! Gno H-E Hig H-O Hum
A P T G T A-N
Equipment
Magic Items: Scimitar of speed * 1; oil of
fiery burning, potion of extra-healing, dast
of meezing and choking (3 pinches):
decanter of endless brandy
Normal Equipment: Robes and curban,
dried mistletoe (borrowed), belt pouch,
divining rod {in wagon).
XP: 68,000 Gold: 14 gp, 10 sp
Bletheration Bufflehead
‘Male Half- Valley Elf Fighter/Thief (5/6)
Ability Scores
STR: 1) Drs J-2, BBLG 2%
INT 6
WIS: 8
DEX:
9
CON: 12. SS 80, RES 85
CHA: 10 Fhenchmen
Description
Age: 25
Height: 5°
Weight: 135 pounds
Hair/Eyes: red/violet
Alignment: Chaotic Neutral
Combat Data
THACO (as fighter) 16,
THACO (as thie) 19
AG normal: 7
sort
Hit Pointe 34
Weapon Proficiencies (Fighter): 5 (long-
sword, spear, crossbow, mace, halberd),
NPP: 2.
Weapon Proficiencies (Thiet): 3 (club,
dagger, dat)
NPP: 3,
Saving Throws
Poison, paralysis, death mn
Petrfication, polymorph i
Rod, staff, wand 12
Breath weapon 3
Spell 3
Racial & Professional Skills
‘Attacks: I/round
Special Abilities: 30% resistant to sleep
and charm: find secret doors (1 in 6 chance
in passing, 2 in 6 chance if searching); find
‘concealed doors (1 in 6 chance in passing, 3
in 6 chance if searching); infravision (60").
Languages: Common, elvish, gnoll,
gnome, goblin, halfling, hobgoblin.
‘Thieving Skills
PP OL FT MS HS HN GW RL
45032 35-32 7 5 45
Racial Preferences
Dwf EW Gno HE Hig HO Hum
AP T GT AN
Equipment
Magic Items: Stone of good luck; ring of
feather falling; potion of invisibility (F
doses).
Normal Equipment: Robes & turban,
longsword, 2 daggers, bagpipes (in wagon),
thieving tools
XP: 34,000/34,000 Gold: 10 sp
Franco
7th Level Male Camel Clerie
MOVE: 21"
HIT DICE: 7
NO. OF ATTACKS: 1 bite or kick
DAMAGEJ/ATTACK: 1-4 or 2-12
SPECIAL ATTACKS: Spitting and spell
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ZE: Large
PSIONIC ABILITY: Nil
Description
A
Height: 10” at shoulder
Weight: 1100 pounds
Hair/Eyes: tan/brown
Alignment: Chaotie Neutral
Combat Data
THACO: 13
AC normal: 7
AC rear: 7
‘Armor type: thick hide
Hit Points: 41
Weapon Proficiencies: None.
Saving Throws
Poison, paralysis, death 7
Petrfication, polymorph 10
Rod, staff, wand iu
Breath weapon B
Spell” 2
“Add +3 bonus vs. mental attacks
1 & Professional Skills
Attacks: I/round
Spells/day: 5 5.3 1 -
Special Abilities: Bite for 1-4, kick for 2
1B: si to blind for 13 rounds (50%
chance),
Languages: Camel (and related animals),
Common,
Undead Turning Table
Rac
Skeleton D Mummy 10
Zombie D Spectre’ 13,
Ghoul D Vampire 16
Shadow T Ghost 20
Wight T Lich =
Ghast 4 Special = =
Wraith 7
Racial Preferences
Bipeds Camels
T rv
Equipment
Magic Items: Ring of shocking grasp
(ihrough nose, does 7-14 additional points
‘of damage on bite),
‘Normal Equipment: Pack
XP: 68,000 Gold: None
Life has been good to you, as has Camelo-
pardus, your deity. For your extraordinary
Service in his clergy, he has granted you the
ultimate gift — he has reshaped your body
in his own image. Once you were a valley
elf, ike the others in this group. But now
that your deity has seen fit to bestow upon
you amore suitable form, the problems you
‘once had sith hunger and thirs in thedesert are gone, You are comfortable in the
desert heat, and you can travel for weeks
between oases without water. Your god is
wise, indeed, and you are happy and grate-
ful that you are no longer a two-leg
Sill, the life ofa talking camel is an
arduous one. On one hand, you've got
these stupid ordinary camels who are just
‘dumb enough to get shackled to a gypsy
‘wagon and just omery enough to deserve it
On the other hand, you've got a bunch of
argumentative two-legs who don’t know
deserts from desserts and don’t seem to like
either. But you've been charged to lead
them to the holy shrine of Camelopardus,
land you don't intend to shirk your duty
‘The mission is a great one, and you are
honored to be trusted with it! No one, no
matter how many legs he has, will deter you
from the completion of the mistion. The
clves ean complain all they want, but you
intend to make sure that at least one of
them siill has the oppasable thumbs to carry
the sacred Camel's Nose to the shrine at the
Journey's end, If this means abiding with
their bellyaching, so be it. Your faith keeps
‘you well above their petty level
"TATTIEBOGLE SPAULDROCKY, the
fighter/thief who drives the wagon, is
‘beneath contempt. He is pencil thin and
lightweight both in body and in mind. He
complains constantly about the heat, the
‘camels, his love life, and anything else that
‘crosses his path.
'ARGLEBARGLE COLLIESHANGLE
the magic-user/eleric, is almost as con-
temptible as Spauldrocky. No matter what
anyone tells her, she ean be counted upon to
disagree vehemently. She clearly does this to
aggravate others, and you will have no part
oft
CLISHMACLAVER GOL
LIESHANGLE, the magic-user/fighter,
gossips as much as her sister argues, She
can't seem to keep her mouth sealed, and is
‘constantly finding new things about the
‘other members of the party (excluding her
sister) © harp on. This one especially dis-
likes you, and you are happy to make the
feeling mutual.
BARLEYBROO BARLEYBREAK, the
druid, can’t seem to find his way out of the
‘wagon in the morning. He is raticously loud
and just plain foolish when he has a mer:
‘ry lapse, which he does atleast ance a day.
Sul, he is better off crazy, for in his normal
state he can be more argumentative dan
Arglebargle. You like him best when he is
BLETHERATION BUFFLEHEAD, the
bard-in-training, is the only likable person
in this group. Sure, he's running on less
than half a hump, but his lack of cleverness
doesn't stop him from being nice to you.
You like him very much, and you even
encourage him to play his bagpipes, a
soothing sound if you ever heard one.
ABLE, BAKER, CHARLEY, and
NIKITA are ordinary camels, and more
boring conversation you won't find any~
where. Nikita is especially ill-tempered;
‘watch him.
AT ATT ATA AAA A ATA AAA AAA AAA A AAA AAA AAA AAA AAA AAA AAA A AAA AA
Billy Joe always sad you could do whatever
you put your mind to, yes he dd. Course,
i's gone now gone tothe great camel
roundup inthe sky. But he was sight, yes,
you can be anything you want, And some=
aky soon (REAL sun, yes yes), you're
going fo bea bard, And you've got your
Ont of pcs pve tee
Course, sometimes folks 1k you t0 op,
but that’s probably just because they wat
to wait and hear mire later You like 00 play
Bagpipes, yes
Bhily Joe said ie would be good for you ro
join the church of Camelo © Camelo
‘ell, something or other. You have trouble
remembering things sometimes, ike what
hotest pay on your bagpip
Usually just don’t pay iro nevermind and
play watever conte into your head. Billy
Joe said that wan the mark ofa genius,
iying able to just play what's in your mind
“Anyways the church said h might be good
for you's join the valley cveson thi fal
imoporant, and important besides, You
greet this mission with your usual happy
Sill, because i+ real mnportant.
"TATTIEROGLE SPAULDROCKY, the
fighter/bie who drives the wagon, is «nice
fan, ‘Course, he talks alo about things
you don't relly understand, but you de
Jour best to listen, He told you once never
wea Sure hart You ty your
‘ARGLEBARGLE COLLIESHANGLE,
the magicsserfeleric, often calls you bad
things, and you don't ike that, But Billy
Joe alvays sid you had toe nice t people
ven if they weren't nie to you, 30 OU ty
hot to get angry Sil, you wish she would
op. She calls 2 ot of people ba thing,
Sand you don’ like that ether.
CLISHMACLAVER COL
LIESHANGLE, the magic-user/fghter, is
nicer than her sister She often pats you on
the head and asks you to do things for her,
find you're always happy to do tiem
Ijceause she's so nice, She tcls you alot of
things you don't understand to, bat you
Tike her anyways, yes yes
BARLEYBROO BARLEYBREAK, the
druid, acts funny a lot ofthe tine. He tals
kinda weird, and forgets who you are
he smiles a To, 30 you ike him
the leroy ian lke other
camels, no, no. He TALKS, Thats nea
Stu ike Franco alo, and you always rush
for your bagpipes when he aks to hear a
tuna: Hie gives you a lot of good edvie
‘shen you need it, and you try 0 elp itm
A AT AT AT AAA AA AAA AAA AAA AAA AAA AAA AAA AAA AAA ALA
‘You don’t know what you're doing here.
The last thing you remember before this,
was playing mumbledypeg with a green
dragon. When you woke up you found
yourself in a covered wagon in the middle of
the desert with some elven gypsies, a sacred
marble nose, and a talking camel. ‘This had
tobe one of the worst nightmares you had
‘ever experienced. You went back sleep
land hoped it would all be better in the
morning.
Tewasn’t, Ie was still desert, still gy
still camel. At firs you thought you might
have been kidnapped; afterall, gypsies have
‘reputation for that, But you managed to
Piece together that gypsies and the came!
are bringing the statue of the nose toa
shrine in the middle of the desert, that you
volunteered to come along, and that there is
no fast way back. Situation normal. It's
been like this ever since your favorite squir
rel messenger was murdered by some
adventurer a couple of weeks ago. If only
you could get your hands on that heartless
Killer! Poor Bucky.
‘Since that incident, you've been having
‘memory lapses. People tell you that you
become rowdy and insolent, and that you
tend to use your spells when it seems logical
to you, which unfortunately seems not to
please anyone. But you remember none of
this, and spend much of your time trying to
extricate yourself from situations like this.
Memory lapses come upon you frequently,
usually about once a day.
“TALTIEBOGLE SPAULDROCKY, the
fighter/thief driving the wagon, complains a
lot. He complains about the desert, the
camels, and the crazy druids. He looks
slghay familiar, but you cant place where
ARGLEBARGLE COLLIESHANGLE,
the magic-user/clerie, doesn’t seem to think
much of you, Perhaps it's because you keep
falling asleep in front of her. She complains
as much as the driver, but whereas his
comments seem to be directed at no one in
particular, Arglebargle doesn't mind aiming
them at the source of her resentment. Good
for her,
CLISHMACLAVER COL-
LIESHANGLE, the magic-user/fighter, is
certainly loquacious. Whereas her sister is
argumentative, this one just gossips. You're
always willing to listen to new gostip, espe
tially about peaple you don't know.
BLETHERATION BUFFLEHEAD, the
young bard-in-training, seems fascinated
with you, but you can’t for the life of you
figure out why. Then again, you're having
trouble figuring out much of anything. Sul,
he seems like a nice enough chap. If only
he'd stop playing those noisy bagpipes!
They make your head burt.
FRANCO, the cleric, isa talking camel
This perplexes you no end. Still, you are a
priest of nature and all that, s0 its your
uty to find out more about this creature
land preserve the balance, etc., ete. Maybe
in the morning,walkin ahead of him, then follows Franco inside, Franco, ofcourse,
Thay not have the money to pay admission, and Rash generously
oilers to pay his way:
‘Once Branco’ admission is pad, the gatekeeper, Smiley Nowe-
cone, lights up in excitement. thfee-piece band begins to play,
Streamers drop from the cellng, and Mutsuddy (the accountant in
Charge ofthe establishment) walks outwith a bag containing 1,000
fold pieces, He announces that Franco is the 100,000th customer to
Enter the shopping center, and sats tie the bag onto Franco's
pack. Meanie, Rash is turing blue with hysteria
Tf not restrained, Rash dives atthe accountant and grabs the
money, Ie does ofcourse, weigh more than he does, x0 he lle
"ruggling to pick itup, screaming, “Didn't you see that stupid
Camel knock mie overs! (Ths mayor may not be tre.) He con-
tinues ranting about unfair busines practices and threaten to ile
Suit agunst the establishment. Security arrives to cart him away
Smiley is very courteous afer this event, scooping up the bag of|
gol and handing to Franco, or to whomever Franco designate.
Hr offers the services ofa guide to help the characters spend their
newfound wealth
‘ALthis point, different halfing steps out ofthe shadows and
introduces himsaltas Norman Tabbermackle, Squire. Norman has
alist of al the businesses inside CAMELS RUS, and offers to
guide the PCs through the establishment Irasked the whereabouts
“the Shrine of Camelopardus, he looks perplexed for a moment,
‘is through his list and says, “Aha T ne twas somewhere
show you where itis” He then leads the characters
down the lef corsdor towards A Little Vitles and The Camels
Roundup, pointing vt both of these businesses and stressing their
virtues, He'wil continue todo this forall the shops the group
e Of course, the PCs are free to refuse Norman’s services
and Norman wil both be mildly displeased, but they will continue
toamile, (The DM need not dacourage this, because the srategi-
Cally placed construction sites assure thatthe PCs wil end wp im the
commeet places)
‘Norman Tabbermackle is tlifellow halfling who has been
employed by CAMELS OASIS for some time. He isl relatively
young for one of his position (asistant manager); he is only 35. He
[howe the is and ous ofthis shopping mall Bke the har on his
fect, though i has becn quite some tome since anyone has men
tioned the Stine of Gamelopardus to him, and he had forgoten ite
location, He doesn’t know that the Church of Camclopardus once
owned this location, 20 hei unable to answer any questions about
it Tes aware thatthe shopping center has been here for about
Fay years, and that ithas foarahed greatly since its opening. Hl is
Gute exc about plans to buld an upper level, as this sikely to
thean a promotion to Floor Manager for him, These upper level
plans are the cause of the construction occurring at varius points
Inthe shopping centr, a point about which he quite apologei
Smiley Nosecone server as the gatekeeper for CAMELS OASIS,
and sometimes ait bounder He is 6°8" tll, bald, and sports a
ihandlebar mustache. He smiles often, ands very hoaptable to
atistomers
Rash McPepper is a northern businesshalfling who is prone to
quick emotional swings. He represents the Small Claims division of
‘Finy Grove Estates in North Litletown, and he is here to secure
mineral rights to an area ofland inthe desert that fs under dispute
Between the halfings nd the current inhabitants, a group of Der
vishes. Rash has 50 gp in a belt pouch, and he carries a concealed
dager:
Mutsuddy is the accountant for CAMELS OASIS. He wears a
all grey ult and generally fades into the background. On the rare
occasions that Mutsuddy talks, he speaks in a monotone whisper.
Norman Tabbermackle: AL NG; T6; hp 42; AC -1; THACO 19;
‘ATI weapon; Dmg by weapon; Sts 9, STw 8.
Special Abilities: PP 70%; OL 62%: FT 50%; MS 77%; HS
67%; HN 25%; CW 87%; RL 25%: backstab for triple damage
‘with surprise; +2 bonus “to hit” with missile weapons (17
dexterity); halfling abilities.
Equipment: potion of invisibility; bracers of defense (AC 2);
dagger +3.
Rash MePepper: AL CN; HD 1 (0-level); hp 3; AC 10; THACO
20; AT | weapon; Dmg by weapon; ST's 16, STw 15.
Special Abilities: haliling abilities.
Smiley Nosecone: AL. NG; MV 12"; F8; hp 65; AC 9; THACO
14; AT I weapon; Ding by weapon; STs 13, STw 12.
Special Abilities: Weapon specialization in mace; +1 “to hi
POLYHEDRON
and +3 damage with melee weapon (18(12) strength).
Seer a rea a Se aa
ues
Se einai eee nce
Fale at Ye re te 2 ae ACE,
AG 1 wens nee renee Sy
Prats rraton carebront se ry Or
SEE ee ee
2. Ambush
Nine of Uncle Bedouin's employees are waiting in Whacksworks to
ambush the PCs. Uncle Bedouin sent them here after Mergatroid
reported sighting the characters atthe entrance
‘When the PCs zeach point 2, all nine attackers stream out of the
‘weapons shop, flailing their weapons and shouting loudly. The
crovsd scatters and Norman disappears (via his potion of invsibil
ity). The ambushers melee for two rounds, and they try to pursue
any fleeing characters.
‘On the third round after combat begins, the sound of whistles
splits the air: The ambushers break in all directions except to the
south, where the whistles are coming from. Also at this moment,
Rosalita Slubberdegullion from A Feast of Strumpets appears at
the east end of her shop and beckon to the PGs, saying, "oor,
lows, hits de coppers!” (translation: "Hurry my friends, ts the
constabulary!" She motions the characters into the shop.
‘One round later, Norman appears with sixteen security guards
(ece Security for details). Ihe characters are sill there, Norman
surveys the situation, excuses the security guards (unless there are
fany bodies t be carried of), and continues with the PCs along to
Bits, apologizing profusely
the characters go with Rosalita, she leads them into A Feast of,
Strumpets and slams the door. Almost immediately, there is frantic
knocking on the door. Someone shouts, “Open up! Security!” This
panics Rosalia further. She rushes through A Feast of Strumpets
{o the secret door on the other side. Once there, she knocks three
times on the wall. The door opens into Chinatown. (If Franco goes
through Chinatown, he breaks most if not al, ofthe glass in the
shop -. but tell Franco this AFTER the characters reach the
‘opposite ide, where Rosalita knocks once again on the wall.) Once
in Elmo's Loose Juice, the characters are on their own
Rosalita Slubberdegullion is easly panicked, and she talks with a
heavy Cockney accent. She wears a low-cut red dress and no shoes.
Henchmen: 9; ALN; MV 12°; F3; hp 17 each; AC 8; THACO 18;
‘AT 1 weapon; Dmg by weapon; STs 16, STw 15.
Equipment: Leather armor; one each of the following weap-
ons: halberd, battleaxe, glaive-guisarme, broadsword, twor
| falchion sword, trident, horseman’s pick, bastard
3. Mergatroid Earns His Spurs
Round {+ Roll for surprise, adjusting as needed for PC precau-
tions: When the PCs get near point 3, Mergatroidleape from his
hiding place on the celing of Bug Off, lands on Franco's back and
drives his spurs into Franco's side. Franco must save vs, wand or
lurch forward ato the corsidor towards Uncle Bedouin's Used
Camel Lat, The PCs can recognize Mergetroid asthe man who
Soe their camels. Norman will run for hep if hei with the party.
Mergatrold's objective is to ge Franco beyond the door to Off
the Wagon, which wil take him one round, Once he is there, «vo
‘of Uncle Bedouin’s henchmen will push a1” * 12" wagon olf ofa
amp into the comidor, blocking it Any character wishing to get
past the wagon must sive vs parlyzation or suffer 2-6 points of
mag rom he alison. (Aauctal aing throw leans that
the character gets past he wagon without injury.) All ater charac-
tervare muck fn ie other dt of he wagons
Round 2: Franco regains control of himself and may try to throw
Mergatroid off by stopping suddenly, by running under low.
hanging doorways or palm branches; or by execttng other rodco-
style mancavers atthe player's option, In any case, Mergatroid has
2859 chance co stay on; ihe falls todo wo He has @ 25% chance to
avoid damage when he sil through the ai. If Franco doesnot stop
dr exeeute some other violent mancuver (auch as bucking), Merga”
tooid says on
Meanwhile, the wo henchmen from Off the Wagon and two
more from The Yoke’s On Us melee the characters sill onthe east,
de of te wagon. Four henchmen and Uncle Bedouin enter the
19,