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Scimitars against the Dark by Wolfgang Baur

Artwork by Karl Waller

Listen and grow wise, my children, that you may avoid the darkness that has claimed my sight. Though the sun shines bright on the sands of Zakhara, the earth beneath hungers for blood, and the night hides mad genies, howling for vengeance. We have no Fate but the Fate we are given; may your Fate not be a dark one. Ali ben Ali, blind prophet

There are many flavors of Arabian ad- fun opponents, and the struggle against world as presented in that set. ventures, and the AD&D® AL-QADIMTM encroaching shadow gives the campaign a If the heroes are ignorant of the dark boxed set presents one of the clear focus. The villains are ruthless, lurk- nature of the outside world in the course best: the swashbuckling world of Holly- ing just out of sight, stronger or smarter of their adventures, you can build a cam- wood B-movies and Ray Harryhausen than the PCs, but the glory to be had is paign to a climax of discovery, placing special effects, of The Thief of Baghdad that much greater because of it. Dark clues here and there, setting up encount- and Sindbad the Sailor. These adventures Arabia offers the PCs a chance to make a ers with minions of the greater evil forces, under the Zakharan sun are dashing difference in the world, to foil the plots of until finally the PCs confront the dark sect quests against cutthroat sea raiders, slap- forces far more sinister than merely hu- of your choice directly. stick comedies of errors, foolhardy mis- man opponents. The heroes can stumble across volumes sions undertaken for the sake of romance, This doesn’t mean that the PCs’ every of foul knowledge—forbidden by the Law and bold attacks on assassins’ strongholds. waking moment is filled with fear and of the Loregiver. The results can be the But there is a darker side to the dunes terror. The techniques and ideas present- same as described for a book of vile dark- and oceans of Arabian lore. In fantasy ed here are most effective if used spar- ness or a libram of ineffable damnation literature, this dark side is described in ingly. The contrast between the players’ (DMG, pages 161 and 173), or they can be the Tales from the Flat Earth by Tanith safe beginning expectations and the truth histories of the geomancers and evil sha’irs Lee, in Clark Ashton Smith’s land of lurk- they discover through play can be used to of the past, or lorebooks describing how ing nightmares, and in the world of H.P. great dramatic effect, as can the contrast the decadent empires of Nog and Kadar Lovecraft’s mad Arab Abd al-Azrad, the between the safety of the cities and the fell when they tampered with forces from author of the Kitab Al Azif (the Ne- lurking nightmares that wait just outside deep within the earth. The adventurers cronomicon). This alternative Arabian civilization. Once the PCs have become may learn about the forbidden gods and setting is called Dark Arabia. Dark Arabia comfortable with their home grounds, black clouds of vengeance that destroyed is derived from the Land of Fate setting, these areas can (many adventures later) be the ancient civilization of the giants. distilled to its nightmare core. attacked or threatened by the conse- Knowledge is power, but this knowledge This article provides an overview of quences of the PCs’ actions, which again has its price. Corrupting knowledge in- Dark Arabia, with suggestions for plots emphasizes the contrast between their cludes both spells like the lifestealing spell and story lines, monsters, settings, PC secure homelands and the dangerous and powers better left alone, like the All- types, special powers and disabilities, and fringes. But first they must figure out just Knowing Eye of Yasmin Sira (see the Book DM hints. what a mess they are in. of Artifacts for details). Moral dilemmas, such as whether to use evil knowledge and A shadow over Zakhara Lost knowledge items to fight evil, can make heroic PCs Dark Arabia is a setting of tyrannical When beginning a Dark Arabian cam- squirm, and they provide tough decisions caliphs, man-eating ghouls, and mad gen- paign, you could let the PCs know the and consequences for even well-armed ies. There are whispering terrors in the grim nature of the setting right away. The and determined adventurers. dark, and treks deep into the bowels of immediate payoff is that it inspires fear If the PCs take to forbidden lore too readi- the earth. It allows the DM to maximize and loathing among the players. Unfortu- ly, they may pay a price for their tampering. the effect of all the techniques of terror nately, it also spoils some of the surprise, A sha’ir’s gen might become intractable and provided by the ® setting in so I recommend setting things up for an stop bringing spells if he knows his master the more open and cosmopolitan Middle ordinary AL-QADIM campaign and going serves a madman who seeks to release more East. from there. Let them read the descriptions evils on the world. A priest’s god might stop Why use such a setting at all? Simply of Zakhara from the Land of Fate boxed granting high-level spells. A rogue might find put, dark cults and heartless tyrants are set, and assume their characters view the himself losing Wisdom and slowly going as

DRAGON 65 66 OCTOBER 1993 mad as a sungazer A dark powers check likely to be genies’ antagonists than their same level, and also can turn genies. A could also chill the PC’s desire for the allies. Their gen and jann serve reluctantly priest-defender turns genies as undead of powers of darkness if the PCs call on dark and sometimes with open hostility. The equivalent hit dice. To keep this ability, the forces too often (see the RAVENLOFT boxed wizards may go in search of the Seal of Al- priest must not associate with genies and set, page 17). Jafar, the Genie-Binder and the first sha’ir must uphold two or more vows deter- When the heroes discover the corrup- (see the Book of Artifacts). mined by the DM (perhaps fasting twice tion that lies at the edges of the world, Priests are more important than ever in each week, chastity, silence, poverty, celi- they will meet creatures who serve that Dark Arabia, since they can turn back bacy, preaching to the un-Enlightened and corruption and tempt the PCs with evil. some of the horrors. Though the Arabian the impious each day, or wandering creatures of evil will offer great riches, priest kits will work, the priest-defender Zskhara, never settling down). If there is a power, knowledge, and magic in exchange kit described next is specifically designed sha’ir in the PC party, the resulting tension for the PCs’ allegiance. to search for and smite the foulest possible can make for some very interesting role- Obviously, those heroes who fall from opponents. playing—or it can lead to trouble all the path of the Loregiver will soon be around. The priest and the sha’ir may destroyed by their own foul schemes and New kits engage in a party power struggle, result- practices. If they are ensnared by evil. Priest-defender ing in bad feelings among the players. To they could show the corruption within This non-heirarchical priest knows avoid this, before these two characters themselves physically, slowly changing something about the dark forces of the meet, any party with both a priest- form until they are gibbering mouthers or ancient past and means to destroy them. defender and a sha’ir PC should be re- Eastern vampires. He may have learned about them as part quired to explain why these two will To become a gibbering mouther, a PC of a heirarchical order, then left on his tolerate each other and go adventuring mage’s Wisdom must first drop below own to combat these great evils, or he together. three as he learns more and more corrupt- may have been a mystic of some kind who Special hindrances: The priest- ing knowledge (see the sungazer mage kit stumbled upon the knowledge by accident. defender is driven to exterminate evil, and below). Then, if the PC fails a saving throw Though he begins with little knowledge, cannot rest from his labors and vigilance. against death magic, the irreversible trans- he is always certain of his faith and his The priest-defender may never build a formation to gibbering mouther is com- god’s help. Unlike a paladin, a priest- temple or stronghold, though the most pleted within 3-30 days. defender depends on spells to win the day, charismatic may attract an entourage of For priests or faris, falling from the path not sheer strength of arms. hundreds of followers. After 9th level, the of Enlightenment turns them slowly into Weapon proficiencies: Bonus: none henchmen and followers of a priest- Eastern vampires. To become a vampire Recommended: mace, staff. defender require no pay, as they serve out NPC, the PC must first learn forbidden Nonweapon proficiencies: Bonus: of faith and love. lore. With each new bit of unholy writing Ancient History, Reading/Writing; Recom- Wealth options: Priest-defenders must that passes beneath his eyes, the PC must mended: Ancient Languages, Dark Lore spend all available funds on seeking out make a dark powers check. If he fails, a (new proficiency, see later), Debate, Genie and destroying agents of darkness. living idol, forgotten god, or elemental Lore, Religion, Spellcraft. Races: Members of any race may be lord becomes the PC’s patron. This patron Equipment: Priest-defenders are usu- priest-defenders, though dwarves and oversees the transformation of his servant ally equipped as warriors. Their armor humans seem especially drawn to this to a vampire form, granting first gifts and and clothing is commonly embroidered. profession. then curses that match vampiric powers. painted or inlaid with sacred verses, holy The complete transformation take 1-6 writings, and religious symbols. Dark Lore months of game time. Once a PC becomes Distinctive appearance: Priest- 1 slot, Intelligence -3 a monster, he is removed from play and defenders care little for their appearance The Dark Lore proficiency gives the PC becomes an NPC. but maintain their tools devotedly. a wide-ranging knowledge of the nature of Eventually other adventurers will seek out Special benefits: This kit is aligned the dark powers of the deserts, peaks, and and destroy the abominations that such PCs with the mamluks of the Vigilant (de- oceans, and the charms and rituals that become, whether their forms are still human scribed later). After reaching 9th level, a can hold them at bay. A priest with this or not. Other curses that forbidden knowl- priest-defender gains two 3rd-level mam- proficiency gains minor access to the edge might bring on the scholar are de- luks and 10 1st-level faris as guards and Protection sphere of spells, even if he is scribed in the RAVENLOFT Forbidden Lore helpers. If these followers die, the Vigilant otherwise not entitled to it, and gains boxed set and the article “Curses are Divine” may send others if the priest-defender major access to it if he already has minor from DRAGON® issue #167. seems to have done all he could to prevent access. Other characters gain knowledge the mamluks’ deaths. of which spells and magical items can fend Holding back the dark Like rangers, priest-defenders gain off which monsters. Of course, PC roles should match the bonuses against a single type of foe, gener- With a successful proficiently check, the new Dark Arabian tone. A warrior may ally the campaign’s chief villain. Against character knows how to bribe, avert, or become an unwitting servant of darkness this opponent, the priest-defender’s spells ward off a particular type of supernatural because he is infected with lycanthropy, all operate at maximum effectiveness. The creature. He knows the weaknesses and for example. A werehyena, werelion, or foe could be anything from sahuagin to abilities of most supernatural, evil mon- lesser seawolf might not even know of his yak-men to efreet to the Brotherhood of sters (not including the genies). He also condition, and the DM would only need to True Flame. knows their customs, their likes and dis- occasionally tell the player that his PC had Magical abilities: Priest-defenders likes, and their enemies, improving the a disturbing dream about cracking bones, gain spells from the following spheres as PC’s bribery, haggling, and reaction rolls hunting game, or swimming in the depths priests: by +2. of a moonlit sea. The curse itself might not Major access: All, Charm, Combat, With powerful creatures of darkness be revealed until some dramatically appro- Guardian, Healing, Protection, Wards (more HD than the PC has levels), the DM priate moment, such as at the climax of a (from the Tome of Magic); Minor access: should roll the skill check. The skill still story line when the PC lycanthrope is Divination, Elemental, Necromantic, Sun. provides the nature of their weakness, if under the pressure of a vital battle and Forbidden: All others, except spells that any—but on a failed check the supposed shifts into his animal form. overlap one or more spheres. knowledge is completely false, and per Sha’irs and, to a lesser extent, other Turning Undead: A priest-defender can haps even makes the creature stronger. mages will command genies and are more turn undead as a standard cleric of the This proficiency does not provide any

DRAGON 67 detailed knowledge of genies; the Genie to Zakhara, in Dark Arabia they are al- pent lords, or wise nagas may be critical Lore proficiency provides that. lowed as members of the faris kit because sources of information in the hostile Dark the Dark Arabian faris act as defenders of Arabian setting. The PCs should have to Sungazer mankind as well as defenders of the faith. work to gain an ally, and work to protect This mage derives his power from the Existing faris may gain paladin powers if him, otherwise they may not appreciate an dark forces of the ancient past, which they are pure-hearted, lawful good, and ally’s help. They even may be required to gives him the means to destroy them. willing to undertake a difficult quest to undertake missions and chores for the ally Unfortunately, the price for this specializa- gain this status (perhaps to recover the in exchange for his knowledge and protec- tion in long-forgotten summoning, protec- bones of a saint or a scrap of the robe of tion. If the NPC is obviously more power- tion, and warding spells is that the the Loregiver). ful than the PCs and willing to share his sungazer slowly goes insane. Paladins and other faris are allied with a learning, he can become an oasis of calm Weapon proficiencies: Bonus: none; new order of mamluks dedicated to the and sanity the PCs can return to again and Recommended: jambiya, staff. extermination of evil creatures beyond the again. To help preserve that sense of Nonweapon proficiencies: Bonus: Enlightened lands. Called “abd-Haris,” or safety, it is best if the NPC lives either far Ancient History, Dark Lore; Recom- the Vigilant, this mamluk society is based from civilization or in a forgotten or magi- mended: Reading/Writing, Genie Lore, in the frontier regions of Zakhara, includ- cally hidden corner within it. For instance, Spellcraft. ing the Free Cities, the Ruined Kingdoms, an alcove in a shrine to Hajama may have Equipment: The sungazer needs spell and the Crowded Sea. The Vigilant cover a secret warding that keeps out everyone books like most other wizards. up the existence of the forces of darkness, except the god’s faithful followers— Distinctive appearance: Sungazers to protect the innocent from things that including the lammasu who watches over wear the dark robes of a qadi, and their would only terrify them. They also hide the mosque and guides his priests. beards run long like an imam’s. As they the darkness to keep evil knowledge away grow progressively wilder and closer to from those who might seek to learn more. Spirit powers insanity, their eyes become tinged with A new tomb-robber kit for rogues gives Given the dire threats they will face, red or yellow. them an edge with the ancient traps, consider giving player characters a few Special benefits: The sungazer can wardings, and writings of pre-human entirely new talents and abilities. If you communicate with all supernatural crea- history. These tomb-robbers have a work- have access to the Complete Psionics tures as if by a comprehend languages ing knowledge of the mechanics and socie- Handbook, allowing mid- or high-level PCs spell. Once per day, he can sense the pres- ty of the ancients, as opposed to the to gain “wild talents” is an excellent way to ence of evil. This functions much like a arcane knowledge of the mad mage kit or reward good play. If their ally is a shedu paladin’s ability to detect evil but does not the protective bonuses of the priest- or lammasu, these new powers can be require concentration. The first time the defender and faris. explained as rare mental disciplines sungazer comes in contact with sufficient- known only to a few special mages. If ly powerful evil (with more HD than the Swords forged of light some less magical creature is their mentor, sungazer has levels), a cold chill runs up The heroes may find ancient talismans, the powers could be the benefits that Fate his spine. If he encounters such creatures holy writings, or shrines that grant them bestows on those who live a pure, brave, more than once a day, there is no warning knowledge and power over the servants of and generous life. For characters who the second time. evil. These items may be standard ones, have already dabbled in forbidden knowl- Magical abilities: All sungazer protec- like an amulet of proof against detection edge, some of these skills may be granted tion spells (such as armor, protection from and location or a gem of true seeing, to them from their increased learning. evil, abjure) reduce damage suffered from semistandard ones like a fez of nondetec- However, PC psionicists should not be attacks by creatures of darkness by -1 tion or completely new warding talismans. allowed and these power’s should not be per six levels of ability. New items could include items from the referred to as psionic powers, because Special hindrances: The sungazer Tome of Magic, items from one of the psionics do not have any place within the mage is both drawn to dark knowledge AL-QADIM sourceboxes, items grounded Arabian milieu. Call them spirit powers, and repelled by it; part of him is tainted in Arabian folklore, or items of the DM’s and roll once on the following table or with corruption though he still resists it. A creation. A few suggestions include a assign one appropriate power to each sungazer suffers a -2 penalty to saving scimitar that warns the owner of danger, a player character. throws against all magical effects cast by flying mechanomagical mount called the evil supernatural creatures. Flying Horse of King Sabur, or a helm that Spirit powers table For each warding a sungazer learns, he allows the wearer to speak the languages must make a saving throw versus death of animals. 1d100 Power magic (Wisdom adjustments apply). If he Many of these items were made before Clairsentience fails, he loses a point of Wisdom, and the time of man, by giants, genies, or 01-03 Danger Sense when his wisdom falls below 3, he loses other elder powers. As a result, the lore 04-06 ‘Spirit Sense (including genies) his sanity and falls under DM control. that bards and mystics know can be in- 07 Aura Sight Wealth options: Sungazers are rarely valuable in determining the powers, curs- 08 Object Reading interested in wealth except as a means to es, and command words of such items. 09 Sensitivity to Psychic Impressions an end, namely more knowledge. Giving each PC a minor magical item to Races: Only goblins and humans can be start will give them an extra edge-and Psychokinetic sungazers (see the City of Delights boxed can give you hooks for future plot threads. 10-12 Animate Shadow set for details on goblin mages). For instance, a dagger +1 can begin show- 13-15 Control Flames ing signs of empathy, then telepathy, and 16-18 Control Light Other kits finally a full-blown knowledge of a special 19-21 Control Sound Other possible Dark Arabian kits include foe such as sea monsters, efreet, ghuls, or 22-24 Control Wind paladins who take the faris kit (normally sha’irs. 25-27 Levitation not allowed in Zakhara) and rogues who 28 Project Force become tomb robbers. The tomb robber United against the unknown kit allows the same abilities as the burglar The PCs will need more than just power- Psychometabolic kit, applied to trapped mausoleums and ful magical items to win out over cannibal 29-31 Aging underground tombs. lamia, deranged marid, and corrupted 32-34 Body Control Though paladins are normally not native mages. Allies like asuras, lammasu, ser- 35-37 Catfall

68 OCTOBER 1993 38-40 Enhanced Strength ting of the Qudrans. As a result, open war outer darkness. Getting permission to look 41-43 Immovability exists between the cities, and the Grand at them or stealing them from the rom 44-46 Lend Health Caliph is not only sterile, but an ineffectual could be very difficult: What motivates an 47-49 Mind Over Body ruler as well. The Pantheon is one of the undead giant to be helpful? 50 Animal Affinity few areas presenting a united front against The kingdoms of the yak- 51 Energy Containment the forces that threaten mankind. The other men beneath the World Pillar mountains 52 Shadow-form is the Northern Cities, half of which are in are a rich site for high-level adventures. the hands of the mamluks. The connections to the Underdark, cities Telepathic The holy slayers are deeply affected by of enslaved humans and demihumans, and 53-55 Attraction the changes of Dark Arabia. Though they the enormous, oddly barren temples to the 56-58 Aversion may pretend adherence to the Law of the Forgotten Gods make the area deadly and 59-61 Awe Loregiver, in fact most assassin societies give it a cold, bizarre atmosphere. The 62-64 Send Thoughts serve darker forces like the Forgotten subtle skin-shifting powers of the yak-men 65-67 Truthear Gods (especially Raggara, Lotha, and Mi- make PCs nervous, since they will never 68 Fate Link gal), the Gods of the Crowded Sea, the known if one of the slaves they have res- Wild Gods, or the Cold Gods of the Ele- cued isn’t really a yikaria under the skin. Psychoportive ments. The true powers behind the holy To increase the threat, yak-men should all 69-71 Dimensional Door slayers could be quite a surprise-for be granted psionic abilities as wild talents, 72-74 Dream Travel example, the burnt elves behind and their leaders should have 150 PSPs, 75 Banishment Lotha, the crocodile-headed servants of two sciences, and five devotions. Yikarian 76 Summon Planar Creature Raggara, or the maelephants who make up priests should have access to the spheres 77-78 Choose any Clairsentience the inner circle of the Lost One. of Thought and Warding from the Tome of 79-80 Choose any Psychokinetic The holy slayers are especially danger- Magic. 81-82 Choose any Psychometabolic ous because they always present them- The Pit of the Ghuls is another good 83-84 Choose any Telepathic selves as something else, denying their place for mid- to high-level adventures. 85-86 Choose any Psychoportive true beliefs under their doctrine of taqiy- The salt lakes, the mines, and the bone- 87-90 Roll twice ya, which allows them to lie in the service yards of the ghul cities are all eerie adven- 91-92 Roll three times of the faith. If their lies fail to deceive, turing grounds. The City of the Ghul Lord 93-97 Choose any one spirit power those who learn the truth about the holy could be a continual source of new 98-99 Choose any two powers slayers’ worship of forbidden gods are opponents—reaching and exploring it can 00 Choose any three powers ruthlessly hunted down and exterminated. be the goal of an entire campaign. And, of course, the mazeworks of the Going underground dao and the entire length of the Great Things that lurk and slink At first glance, underground adventures Dismal Delve are ripe territory for power- Many monsters fit the flavor of the Dark don’t seem to fit the sunny worldview of the ful adventurers to explore, though the Arabian setting, including many from the Zakharan campaign. Seafaring, desert treks dangers are equally great. The dao are Monstrous Compendium appendixes. A as caravan guards, city mysteries, and in- renowned for their riches, though their selection of the most appropriate crea- trigue in the court of the sultan are more wealth is well-guarded. The Great Dismal tures are listed in the sidebar. As the list likely alternatives for swashbuckling. Delve is home to dozens of creatures shows, the creatures for this campaign are Although Zakhara may not have any lost rarely seen elsewhere and the dao use of more powerful than usual. dwarven kingdoms for underground ex- mercenaries, psionic allies, and secret Many friendly or at least harmless mon- plorations, there are many other options. police makes them ideal opponents. The sters can be modified to match a dark The ruined kingdoms of Nog and Kadar Delve and the efreet’s City of Brass are tone. For instance, in Dark Arabia, genies are ripe territories for ancient tombs and both excellent sites for high-level adven- are rarely benign. As masters of the ele- still more ancient curses, where geoman- turing; both are further detailed in the ments, all Dark Arabian genies except the cers once ruled and some live on in dark Secrets of the Lamp sourcebox. jann worship the Elemental Princes of Evil tombs, hoping to rule again. “The Mud and act accordingly. Djinn and jann are Sorcerer’s Tomb” by Michael Shel in Sample plots & perils neutral or hostile rather than potential DUNGEON® Adventures issue #37 is easily Let’s use some of the ideas presented allies, and marid are terrifying horrors of adapted to this setting, simply by substitut- above to construct a sample campaign, the the ocean, exacting tribute and delighting ing geomancers for mud sorcerers and “Venture Against the Great Kraken.” The in destroying fleets. The efreet empire adding Arabian trappings, such as skele- PCs choose to play a party of seafarers extends into human lands, where it gath- tons wearing turbans, fluid writing and from the Free Cities: two corsairs, a sea ers servants and tribute; to further in- images of camels engraved on the walls mage, a faris of Hakiya, and a hakima. crease their reach, they could be allied instead of glyphs and runes, and a silat In the beginning, their adventures are with the Brotherhood of True Flame, who replacing the annis. dangerous, but only mildly ominous. They are also secretly worshipers of Kossuth, Combining seagoing with the oppressive fight off sahuagin attacks by night, slaving the god of elemental fire. atmosphere of underground, seafarers mamluks by day, and learn that a sha’ir’s Not only the genies are changed in Dark could find the Underdark city of the abo- tower in the sea of Chaos has recently Arabia, human societies are also different. leth or the lair of the Great Kraken, a lord disappeared. Every time they pass through They are less tolerant and less open, of the sahuagin. Taking even a short trip the Strait of Dawal, the captain throws a though many races still mingle and all by sea might require a sacrifice of gold or calf overboard. On special trips, he also realize that they must race threats to their animals thrown overboard at certain lets a chest of coins splash into the sea. homeland together. But each seeks its own points of the voyage. In time, they begin to see clues come primacy over others, and none of them Underground adventures need not all be together: the eight-fingered hand “tattoo” pay more than lip service to the Grand combat-oriented, either. The rom could that mars the scales of the sahuagin they Caliph. have an entire undiscovered civilization slay—and, later, a rogue sea mage. By The mamluk societies have their own based in Qom, their home city deep under- defeating a particularly large band of agenda, including taking power from the ground. The secrets they hold from an- sahuagin, the PCs win the trust of a reef caliphs and substituting their own bureau- cient times and their tomes of forgotten giant who becomes their mentor. The cratic rule. Their lust for power is much knowledge could be invaluable to adven- giant asks the PCs to investigate the slav- larger and more overt than the timid plot- turers closely pursued by forces of the ers, who have been more active than usual

DRAGON 69 lately. The campaign against the slavers Creatures of Dark Arabia Hook horror MM could go on for some time, and the heroes could be chartered by the pirates of Hama, Hound, yeth GH The following list of typical monsters is finding the slavers’ hidden anchorages not complete, but it is representative of and, at last, their base. Iguana, giant GH the type of creatures appropriate in an Invisible stalker MM The slavers, in fact, are operating under AL-QADIM horror campaign. The abbrevi- the flag of a new pirate captain, a captain Intellect devourer MM ations demote the creature’s original who has a hidden base of operations near Iron cobra FF source: AM = Assassin Mountain, Hama. The captain, oddly enough, also AQ= MC13 ALQADIM™ appendix, bears a black tattoo of the eight-fingered Kenku MM CoD = City of Delights, DL = MC4 hand. Kraken, Zakharan (New) ® appendix, DS = DARK The slavers are sullying the pirates’ Kuo-toa MM SUN* appendix, FF = MC14 ® name by no longer selling just to Qudra; appendix, FR1 = MC3 FORGOTTEN their largest slaves (ogres, humans, and Living idol AQ REALMS® appendix #1, FR2 =: MC11 perhaps even giants) go elsewhere. The Lamia MM appendix #2, slavers themselves do not know where Loxo FR2 GH = MC5 ® appendix, Lycanthrope, werelion AQ their cargoes go, for evil jinn carry off the GV Golden Voyages, LoF Land of Fate slaves they leave for their new customer = = Lycanthrope, weretiger MM box, MM = Monstrous Manual, OP = MC8 on a desert island. If the PCs go, they will Outer Planes appendix, Psi Complete be carried off as well. If they stay around = Maelephant OP Psionics Handbook, RL = MC10 too long, prying into Things Better Left Manscorpion MM RAVENLOFT appendix, RK = Ruined King- Alone, they are attacked by a holy slayer Manticore MM doms, SJ1 = ® appendix #1, of Hakiya. Mara FR2 SJ2 = SPELLJAMMER appendix #2, Someone beyond the pirates is organiz- Mummy, greater MM SotL = Secrets of the Lamp. ing to destroy the corsairs of Hama, City of Chaos, someone who has power over Necrophidius MM Aboleth MM the slavers, the sahuagin, and even the Nightmare MM Al-mi’raj FF assassins. But who? Ogre, giant LoF Ammut AQ The PCs would be wise to investigate Pasari-niml CoD Ascallion FR1 further before stepping onto the deserted Phoenix MM Azer SotL island; chances are, they’ll forge ahead. At the other end of a wild jinn ride is the Rakshasa MM Baatezu (any) OP deep-water atoll of a Zakharan kraken Rhaumbusun FR1 Baku Psi (described later), served by sahuagin Rom AQ Bebilith OP priests and other slimy underlings. It plots Bird maiden (swanmay) MM and schemes far beneath the waves, hop- Sahuagin MM Bullywug MM ing to rule the entire coast and stop all Salamander MM trade between Zakhara and the ajami. Sandman AM Cloaker MM Though it rarely comes to the surface, the Sartani GV Clockwork horror SJ1 kraken can be summoned by three notes Segarran RK Copper automaton AQ from an ancient gong. If the PCs fight the Shadow fiend RL Crabman MM kraken’s servants, either they or the ser- Shadow, slow GH Crimson death mist MM vants may ring the gong, at which point Singing tree CoD Crocodile, giant MM wise PCs will run to fight another day. Skeleton, giant MM Crypt servant CoD Now the PCs must find out what weap- Skulk GH ons can destroy their unmasked enemy, (any) OP Dao, Zakharan LoF from a tribe of primitive jungle elves or Slithering tracker MM Dragonfly, giant (insect) MM from the ruins of a lost city in Kadar de- Slug, giant MM Dragonne MM stroyed by the kraken centuries ago. They Son of Kyuss FF Dune stalker FF may also find that they have other prob- Su-monster MM Dwarf, zakhar DL lems. Their old corsair friends may aban- don them as unlucky, a newly-formed Tabaxi MM Elementals, lesser/greater DS fellowship of sea mages may try to forc- Take MM Eyewing MM ibly induct the PC mage into their ranks, Tanar’ri (any) OP and an attempt may be made on the life of Tasloi MM Fire falcon FF their reef giant ally, requiring a rescue. Tatalla C D Firenewt FR1 O Once they know what they will need, Thought eater MM Fireshadow DL the PCs must gather those tools. A har- Troll, desert MM Fractice SJ1 poon tempered by efreet fire in the City of Brass and quenched in the sea water of Wemic MM Gawwar samakat CoD the Citadel of Ten Thousand Pearls is Whale (Leviathan) MM MM prophesied to kill the kraken, a wand that Wind walker AM Genie, tasked, deceiver AM protects the wielder from harm must be Wraith, sword GH Ghost mount AQ stolen from the kuo-toan monitors and Ghoul lord RL assassins who guard it as a sacred trea- Xixchil SJ2 Ghul, great AQ sure, and the wisdom of a distant marid Giant, mountain MM who knows the secrets of the ocean Yak-man LoF Gibbering mouther AM depths and can summon another, even Yuan-ti MM Golem, bone MM more horrible creature to devour the Yuan-ti, histachii MM Golem, ash/sand DS kraken and then return to the outer edges Yugoloth MM Golem, lightning FR2 of the ocean. What price would a marid Grippli MM demand of mortals? That is a question left Zaratan MM Grue (any) SotL for you to answer. Zombie, sea MM Zakharan kraken

CLIMATE/TERRAIN: Any marine FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Genius (18) TREASURE: G, R, S (see text) ALIGNMENT: Any evil NO. APPEARING: ARMOR CLASS: -4/0/5 MOVEMENT: SW 3, Jet 21 HIT DICE: 25 THAC0: 5 NO. OF ATTACKS: 9 DAMAGE/ATTACK: 2-16 ( ×2), 2-12 ( ×6) and 5-30 SPECIAL ATTACKS: Spells, constrict, ink SPECIAL DEFENSES: Spells, jet MAGIC RESISTANCE: Standard SIZE: G (60’ long, 100' tentacles) MORALE: Fearless (19-20) XP VALUE: 25,000

Zakharan Kraken are and albino race of air- and water- breathing squid-like creatures that dwell in the dark depths of the ocean Once, they were smaller and lived in shallow coastal waters, where human worshippers served them and brought them sac- rifices. Some upheaval in nature or possibly a battle with forces of good made the surviving monsters retreat to the depths. Al- though their number dwindled to a mere handful, the survivors grew huge and powerful. Kraken now seek to kill good crea- tures and to devour all life smaller than they. Kraken are aggres- consecutive rounds during an attack, the vessel suffers damage sive hunters, able to battle even large sperm whales and win. as if it had been rammed. It then takes on water, and within 2-8 rounds the ship will have lost enough buoyancy so that the kra- Combat: A kraken’s tentacles are Armor Class 5. The body is ken can easily drag it under. protected by a thick and durable shell and has an armor class of 0. The head is AC -4, and attackers attempting to strike it suf- Habitat/Society: Kraken are solitary creatures except during fer a +2 initiative penalty that round (to get past the tentacles). mating season, which coincides with the monsoons. At this time Tentacle damage is painful to a kraken but not fatal, as it can the kraken gather in the deepest trenches of the ocean, where regenerate lost tentacles in a matter of weeks. Swimming for- they leave their eggs to hatch. ward it moves at a slow rate of 3, but jetting backward it travels Some kraken maintain air-filled cavern complexes where they at a rate of 21. keep and breed human slaves to serve and feed them. The kra- A kraken attacks with two barb-covered tentacles, six other ken stock these undersea dungeons by using wind and weather tentacles, and a huge beak. A kraken uses at least two of its 10 to bring vessels to the area. Such lairs have treasure type A in tentacles to anchor and stabilize itself in combat. The barbed addition to the treasure indicated above. tentacles rake and draw prey to the beaked mouth. If the others Ambitious kraken make pacts with sahuagin or ixitxachitl, hit, they wrap and constrict the prey, causing 2-12 point of dam- agreeing not to destroy them in exchange for their servitude age on the second and each subsequent round. To escape, the and tribute. These kraken use their servants to strike against tentacle must be severed (16 points of damage from a sharp shipping and coastal cities. weapon in a single blow). Each tentacle hit impairs the victim: roll 1d4. A character who is constricted may have one arm Ecology: Zakharan kraken prey on whales, giant squid and oc- (1 = left or 2 = right), no arms (3), or both arms (4) pinned. topi, and occasionally young zaratan. They especially hate the If three or more of its tentacles are severed, the creature will aboleth, whom they consider unnatural upstarts. They have no immediately retreat. Its 80’ × 80’ × 120’ ink cloud is poisonous natural enemies, though some legends say that rocs will eat for 2-5 rounds, until diluted by the sea water. Creatures ex- young kraken basking near the surface of the ocean, and the posed to the sepia ink suffer 1-6 points of damage per round (no marid hunt them for sport. saving throw). Meanwhile, the kraken jets backward to its lair. Kraken can create airy water in a sphere 130’ across or a hemisphere 260’ across for one day. They can use the following powers at will: faerie fire for 8 hours, control temperature in a 400’ radius for one day, control winds once per day, weather summoning once per day, and animal (fish) summoning III three times per day. Kraken often attack ships to drag them down. Larger than the largest squid, a kraken can drag vessels up to 60’ long under the waves. Larger ships are dragged to a halt in five rounds. If a kraken can grasp the ship with six or more tentacles for three

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