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Dungeon Module G1 School Revival (OSR(ic...Dungeon Module G1 The Porcelain Sword of Queen Eshalla Introduction In the final days of the first Klunish Empire, the sovereign of that

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  • Dungeon Module G1

    The Porcelain Sword of Queen Eshalla

    Introduction

    In the final days of the first Klunish Empire, thesovereign of that vast and wondrous land was awoman named Queen Eshalla Al'Zaradin (AB: “TheEnlightened”). That renowned regent's time cameduring truly dark days across the breadth of theEmpire. Before her ascension to the throne, thespectre of war loomed to the south in the form ofconflict with the hated Xuel Imperium across theXulhaut Mountains. In these days, bloody skirmishesbecame increasingly frequent at the cost of thousandsof lives. It was a man named King Ali Azek'hamil(AB: The Shrewd”) that was largely responsible forthis terrible state of affairs during that grim period.Swearing privately to his family that he fully intendedto hold a thousand year reign over the Klunish lands,he had no interest in putting an end to the war withthe Xuel. Indeed, he actively encouraged it,understanding that with the darkness of conflict, thefolk of the Empire were forced to rely on the might ofhis bound genies and the armies at his command.The Xuel served a purpose, to his mind, and so thelands at the feet of the mountains turned crimsonwith the blood of warriors on both sides of the fight.

    When at last King Azek'hamil died – a poisonedblade quietly slipped between his shoulders while hedined – his daughter Eshalla was chosen to ascend tothe throne. The idea did not rest well upon her brow.Indeed, she had done whatever she could to distanceherself from her father. This is because she wasdevout of the Klunish gods, far more interested instudying with the clerics in the city temples than inaffairs of state. To pursue the path of a priestess,barely more than a girl, she traveled far from Riez-i-Fiez to a small, nameless monastery in the region nowcalled the Arid Steppes where she might fullyimmerse herself in the divine mysteries of those sherevered. Even then, the clerics and monks abidingwithin the monastery's walls whispered of herconnection to the gods of the Kluni. It seemed as ifshe were the favored child of the deities, wieldingpower far, far beyond that which her limitedexperience would imply. When she spoke, sheunderstood secrets of the faith that could only havebeen whispered into her ear by the likes of Al'Darazand The Weaver of Destinies themselves.

    With the murder of King Ali Azek'hamil, hisassistants quickly sent emissaries to return Eshalla toRiez-i-Fiez to serve as her heir. When they arrived,she would only leave reluctantly, at the behest of herteachers, who persuaded her that only one such as shemight help the Empire navigate through the storm inwhich its was embroiled and emerge safely on theother side of its history. Their faith in her proved notto be misplaced. The newly-minted Queen Eshallaproved a leader without parallel: Fair, decisive, andinsightful; wise, kindly, and merciful – all thingswhich her father before her was not.

    Yet Queen Eshalla seemed troubled upon herthrone. Of why this was, she would never speak. Inthe second month of 2237BH, she would abruptlyleave Riez-i-Fiez once more for the monastery atwhich she studied when a mere girl. Her finalcommand to her most trusted advisers was that shewould have the finest artisans in the empire shape forher a falchion made from porcelain: Perfect white inhue, made from clay taken from the land of each tribein the Empire. When her couriers brought the bladeto her three months later, they found that she hadretreated to her old room within the edifice, whereshe fasted and communed with the gods. Ontrembling legs did they leave the monastery that day;it was an ominous portent, indeed.

    No one is certain what came next. The account ofa monk dwelling at the holy site claims that QueenEshalla sat in her locked room above her porcelainsword for seventy-seven nights, without food, drinkor sleep, a sharp stylus in hand. There, the gods ofthe Klunish whispered their last commands into herear, which she carved into the blade of her wondrousweapon. The last words of the monk's journal decribethe way that, when she was finished, Queen Eshallaplaced down upon her desk her stylus and gazed tothe heavens, a single tear tracing her golden cheek. Itencapulated joy and sadness and two-thousand yearsof history, ruined in a day.

    When the teardrop fell, the Evoked Devastationdestroyed the whole of the Klunish Empire in a singlecataclysm that shook the world to its very foundation.There, a civilization died screaming.

    She would never see her vengeful advisers loosethe terrible elemental enchantment that they hadprepared in her absence – that would would set theRain of Invisible Flame upon the hated Xuel – but thisis a tale for another time. In the end, all that remainedof the mighty and majestic Klunish Empire was

  • blasted, barren sands, and the memories of thehandful of survivors that somehow lived on throughthe cataclysm. And as those brave and noble men andwomen slowly rebuilt their society from the ashesabout them, Queen Eshalla and the details of her lastdays slowly faded away from their thoughts. A newday, a new empire, had been built atop the old one, ashealed flesh covers bone.

    Beneath it, the ribcage of a forgotten monastery.

    It's heart, the porcelain sword of Queen Eshalla.

    Module History:

    The Porcelain Sword of Queen Eshalla was designed asan official convention module for GrogCon 2019, heldin Kissimmee, Florida in October 2019. The modulehas been designed in such a way that it can be placedin any published or homebrewed Campaign Settingwith little difficulty. It has been written so as to beusable with the OSRIC™ Role-Playing System. While the module was developed for the purpose ofconvention play, it can easily be adapted for use aseither a one-shot adventure or worked into anongoing Campaign with little in the way of alterationon the part of the Game Master.

    Adventure Location:

    This adventure takes place within Alsidrah Malkafrah(AB: The Invisible Mosque): A Klunish holy sitehidden away beneath the roots of an imposingmountain range, where few might become aware ofits existence, let alone plumb its secrets. Althoughthis location can be placed wherever it fits best withinthe fabric of a Game Master’s Campaign, in thecontext of Convention play, its entrance can be foundwithin a lonely box canyon formed by the northernedge of the Xulhaut Mountains. This place is nearly300 miles southeast of Lake Raknakurdu in thedesolate Arid Steppes and lies nearly a half milebeneath the world's surface. All this considered, it issmall wonder indeed that the place's location has onlycome to light now, six centuries after the cataclysmthat nearly destroyed the whole of the folkresponsible for its construction.

    Once Player Characters arrive within thisancient place, they will have the chance to lay claim toknowledge in the form of Queen Eshalla's legendaryPorcelain Sword that may well do nothing less than

    unify the whole of the Klunish Empire and bringpeace to its individual states. However, much hastranspired within the Invisible Mosque since QueenEshalla haunted its halls. It now serves as the lair fora powerful, fell monster of which Player Characterswould be wise indeed to beware. Additionally, thereare many individuals – possessed of great temporaland magical might – that would not benefit with achange in the status quo within the Klunish Empirethat would surely come were the Porcelain Sword Tobe recovered. Unbeknownst to the Player Characters,these powers have sent a contingent of their own toensure that their mission meets with abject failure.Thusly, from the very moment they enter the AlsidrahMalkafrah, they we be surrounded by enemies bothevident and unseen.

    Yet, with the fate of a civilization at stake?

    Failure is simply not an option.

    Background:

    The Porcelain Sword of Queen Eshalla is composed oftwo parts: The overland travel across the AridSteppes to Alsidrah Malkafrah and the exploration ofthe ancient monastery's depths. The first of these twoparts takes the form of an outdoor adventure across avast grassland prairie, while the second is astraightforward dungeon crawl. While only thesecond part of the module is designed for Conventionplay, both components are specifically designed insuch a way as to get right to the heart of the action.This will allow a prospective Game Master to inserteither or both of its parts into a pre-existingCampaign experience in a seamless manner. Somerecommended ways in which this can be done follow:

    • The Player Characters have learned of anancient, hidden mosque predating theEvoked Devastation at the feet of the XulhautMountains (perhaps by way of a treasuremap, a bardic fable, or spell research). Theytravel to its location in search of theadventure to be found there and to plunder itof its fabulous riches.

    • The Player Characters are traveling across theArid Steppes (perhaps to the legendary GavotUgarab) when a powerful storm sweepsacross the flat prairie. Such is the nature ofthe fearsome storm that they are forced totake shelter within a box canyon along the

  • edge of the Xulhaut Mountains. There, theyfind an ancient passageway spindlingdownward, beneath the darksome peaks....

    • The Player Characters have been hired toserve as guards for a group of religiouspilgrims, traveling to the far reaches of theArid Steppes in order to prove the existenceof a hidden monastery in the region alludedto in the pages of rare and obscure religioustexts. Once the location of the holy site isfound, they offer the heroes double theirwage to accompany them into its depths.

    Notes for the Player Characters:

    If The Porcelain Sword of Queen Eshalla is being playedas a Convention game, the scenario put forth in theBackground section implies that the Players are usingthe pre-generated characters included with thismodule (see Appendix C for details). That said,should the Players wish to use their own characters(as one might expect, if this module were used withinthe context of an ongoing Campaign), theBackground section can be easily ignored. In such acase, it falls to the Game Master to adjust the text ofthe module so that it fits seamlessly into the fabric oftheir individual game.

    In the Convention scenario, the Player Charactersare taking the roles of some of the most powerful andrenowned heroes across the whole of the vast Klunishlands. Gathered in Ribke City by the High Caliph ofthe Exalted Faith, they have been assembled to travelacross the vast expanse of the Arid Steppes to thelocation of a forgotten monastery. It is there that thesword of Queen Eshalla might be found, upon whichit is said that the legendary ruler carved the lastcommands of the Klunish gods, prior to thecataclysmic attack that nearly wiped her civilizationfrom existence.

    These heroes have been chosen by the HighCaliph after much careful consideration. They havebeen selected not only for their experience and power,though they have both qualities in abundance.Moreover, they were chosen because each of them,after a fashion, exemplify some quality of the FourHeads of the Hydra: The four principles by which thetrue Klunish guide their lives. Embodying honor,generosity, family, & piety, they represent the best oftheir folk. Given the clear importance of the missionfrom a cultural standpoint, once the High Caliph

    mentions this, his words should galvanize the PlayerCharacters into a tightly-knit team ready to cooperatewith one another to the best of their abilities – eventhough they have different backgrounds (and evendrastically different Alignments).

    It is highly likely that experienced PlayerCharacters will attempt to do research before settingoff on their journey, trying to learn what they mightencounter along the way or maybe even find a map ofAlsidrah Malkafrah itself. If they choose to do this,the Game Master may offer them some or all of thefollowing bits of information (depending on the typeand depth of research they perform):

    • Following a line of wicked and self-interestedKlunish kings, Queen Eshalla is said to havebeen to her folk as a cooling oasis is to thedesert nomad. Graceful, wise, and kindly ofheart, it was she that guided the Empirethrough the troubled days leading to itseventual destruction at the hands of itsenemies to the south. Some say that she wasable to do this because she had no less thanthe favor of the gods themselves, whowhispered their advice into her ear.

    • In the last days before the Klunish Empiremet its end, Queen Eshalla called upon thegreatest artisans among the whole of herlands to create a wondrous sword. The bladewas never meant to serve as a weapon of war,however. Crafted of clay taken from the landof every Klunish tribe, the weapon was saidto be fragile as glass upon its creation. Itssurface was so flawlessly white that it shinedlike the sun when kissed by even the light of acandle, no one is sure what purpose theQueen envisioned for the sword. Somesuggest that upon its surface she wrote thelast commands of the Klunish gods before thedestruction of the Empire, that their wordsmight live on to guide its survivors in futuredays.

    • The nomads that roam the Arid Steppesavoid the area in which Alsidrah Malkafrahis said to be hidden at all cost. This is becausethe region is the dominion of a powerful bluedragon that these iternant folk call Hazaan(AB: “Sandstorm”). The nomads are knownto leave tribute at the feet of the mountains asa form of tribute when they must travelthrough the region, but this is not always

  • enough to ensure their safe passage. Often,Hazaan is known to destroy and devour eventhose that offer him respect as a way ofdemonstrating his absolute suzrainity overthe land.

    The Game Master is encouraged to come up withother such tidbits to provide Player Characters thatdo especially-effective research. However, whateverinformation they manage to uncover, under nocircumstances will they be able to learn anythingabout what lies within Alsidrah Malkafrah itself.Whatever will be discovered in that fell place must befound by the Player Characters themselves.

    Notes for the Game Master:

    This module was designed for convention-style play,and is intended for characters from 7th to 9th level. It isstrongly advised that a Game Master preparing torun this module closely read all parts of the modulethoroughly. If the module is being used as part of anongoing Campaign, the Game Master will want totake notes, making changes in its text to fit itsparticulars into the Campaign. In this way, they canbe prepared to adjudicate the results of any of thesepowers or abilities as they might relate specifically tothe environs in which the Players will be operating.

    During the course of the adventure, the PlayerCharacters are welcome to use followers, henchmen,and hirelings to supply needed skills on their behalf.The exception to this is in the context of Conventionplay, in which no such Non-Player Characters mayaccompany them on their adventure. Should the GMchoose to substitute the pre-generated characterssupplied with this module with their own (such as isthe likely case if this adventure is used in the contextof a Campaign setting), they should compareCampaign characters and their magic items with thecharacters and items included in the module, in orderto assemble an appropriate party.

    Information presented in the key is divided intotwo sections. The boxed script is material whichshould be read to the players unless specialcircumstances prevent their knowing the informationgiven there, such as no light to see by. Theinformation not boxed is material for the GM only,and provides game details about the encounter.Characters may discover this information as playcontinues, but they will not know it from the start ofthe encounter.

    Convention Notes:

    The Porcelain Sword of Queen Eshalla was designed tobe used as a single-event session, featuring 5 playersand lasting 3 hours. Timing begins when thecharacter sheets are distributed, and participatingPlayers should be periodically reminded of the timelimit. The goal to which the Player Characters mustaspire (and which constitutes a successful completionof their mission) is to travel to Alsidrah Malkafrahbeneath the Xulhaut Mountains, retrieve QueenEshalla's Porcelain Sword, and return with thepriceless holy relic to Ribke City, where it can begiven to the Exalted Faith's High Caliph.

    Since the adventure was designed to be playedseveral times over the course of GrogCon 2019,certain rules were followed in Convention play toinsure that many situations were handled in the sameway:

    1. The Players are presented with pre-generatedcharacters. All their characteristics have beenlisted, along with equipment, spells, andmagic items. Players may not add to or alterthis list. This will guarantee that all Playersstart with the same chances. Players wouldbe allowed the use of the sections of theOSRIC™ Reference Manual meant forPlayer use (those sections reserved for GameMaster use are forbidden), although all magicitems they possess will be known andunderstood by the owner completely.

    2. Monsters will fight intelligently and to thebest of their abilities. They show no mercy orquarter to invaders. Monsters encountered inconvention play need never check morale andwill fight to the death, unless otherwise notedin the text. Monsters will be fully aware ofthe powers and limitations of their weapons,magic items, and spells and will use them totheir best advantage. In many cases, specifictactics have been listed for monsters to use inmelee. If these plans are frustrated by thePlayers' actions, the Game Master must findan alternative. If the Players are unusuallyinventive and find something that is notcovered in the adventure, a few minutes maybe taken to establish some sort of defense forthe monsters – possibly having them regroupand counterattack if necessary. In conventionplay, monsters will not pursue fleeingadventurers out of an encounter area unless

  • otherwise noted. Players will not know this,however. Monsters will make a lot of noiseand will make feint attacks to give theimpression of pursuit.

    3. Players will never know the function ofspecial treasures they acquire unless theyshould happen to discover their powers byexamination or experimentation.

    Campaign Notes:

    The Klunish Empire: Yesterday and Today

    The particular details that led to the formation of theFirst Klunish Empire have long since been lost to themists of antiquity. What can be safely said, however,is that their civilization was one of the earliest andgreatest human societies to develop upon its vast face.Located on the west side of the Mistcrystal Mountainsand Palisade Peaks, theirs was an empire thatencompassed many different nations, each with theirown distinct social structure. Though it is true thatthroughout history such amalgamated kingdomshave been marked by factional unrest, the FirstKlunish Empire suffered little such strife. This likelyhas much to do with the even-handed leadershipoffered by many of the early Klunish Kings andQueens. They allowed the individual nations withintheir whole to maintain their own customs and manyof their own laws. Likewise, they practiced religioustolerance and allowed their rulers places of authoritywithin the Empire's hierarchy. When a nation withinthe Empire found themselves under attack from someexternal force, these kings and queens moved quicklyto reinforce those places with their own armies. Inthis way, they made it plain that each nation couldconsider themselves the brothers and sisters of theirneighbors – and that they would defend one anotheras such. Finally, they directly encouraged educationthroughout the Empire, sending forth clerics from thecapital city of Riez-i-Fiez to teach even the mosthumble folk from the region's hinterlands how toread. This marked the First Klunish Empire as a placeof learning and enlightenment.

    The second millennium of the First KlunishEmpire was marked by war. Across the XulhautMountains to the south lay the great Xuel Imperium,as majestic as their neighbors in their own right.Sadly, the two fought terrific battles with one another,sufficient to stain the peaks between their landscrimson. In the course of these confrontations, anger

    slowly grew to enmity; distaste eventually becameunending hatred. The clashes only grew in scope andintensity with the passage of years until it becameclear that their flames would only cease when onegreat nation stood victorious over the bones of theother. Yet the kings that held sway over the FirstKlunish Empire during this era did little to try andput an end to the struggle, despite the enormous tollit exacted in terms of the lives of the soldiers fightingin their names. Many of these rulers saw the warwith the Xuel as a tool by which they might wieldpower outside of long-held laws against their rivalsand enemies, while others simply used it as a pretextby which they could amass even more temporalpower than that they already possessed, making themlike unto living gods.

    The last of the rulers of the First Klunish Empirewas Queen Eshalla Al'Zaradin, who ascended to thethrone after the murder of her wicked father. QueenEshalla was an educated woman who had devotedher life to the glory of the gods since she was but achild, and quickly set about trying to reverse thedamage that had been done by her immediatepredecessors. Tending to the beleaguered Empire asa mother nurses her child, the Klunish folk greatlyprospered under her leadership. The Empire becamea place where law and reason held sway once againand its citizens glorified their deities, rather than ahuman figurehead. It is said that this occurred largelybecause of those gods themselves, who whisperedtheir desires and wisdom into Queen Eshalla's ear,guiding her way. Still, despite her best efforts, thewar raging along the southern Klunish border grewbloodier by the day.

    In 2237BH, Queen Eshalla abruptly left thethrone in Riez-i-Fiez to travel to the dangerousXulhaut Mountains where she studied as a girl.While she would not explain why this was, shecommissioned the creation of a wondrous porcelainsword from the finest artisans of the land beforeretreating to the small nameless monastery andsequestering herself away. It was only short monthsafter her disappearance that the Xuel Imperiumlaunched a magical attack of unprecedented scopeand power upon the Klunish. This was called theEvoked Devastation: A spell of such potency thatscholars do not completely understand its nature eventoday. Still, despite this, its effects are well-documented. Millions of Klunish died in the horrificmagical attack, and the Empire in which they dweltwas nearly complete wiped from the very face of theworld.

  • Yet the Klunish were not unprepared for thisattack. As the Empire's most powerful magi receivedthe news of the Evoked Devastation, they spent thelast moments of their lives loosing a spell of theirown, devised for just such an eventuality. Callingupon the power of a thousand bound Efreet, andwithout the merciful Queen Eshalla to order them tostay their hands, the vengeful sorcerers wrought acataclysmic magical strike upon the hated Xuel. Thisretributive attack is known in modern times as theRain of Invisible Flame, which reduced the Imperiumbeyond the Sulhauts to a vast basin of ash. In the end,both of the world's greatest civilizations haddestroyed one another, leaving only the sun andmoons to give testimony both to their formergreatness and the foolishness that led them to such anend.

    While the Rain of Invisible Flame completelydestroyed the Xuel Imperium, the destructionwrought by the Evoked Devastation was not socomplete. Small pockets of Klunish – mostly dwellingalong the northern reaches of the Empire, along theJidmard Ocean – managed to survive the massivemagical assault. Though they reeled in its wake andthe spectre of their extinction drew perilously close,they managed to form a society of states along theshores of that great cerulean body. As these smallnations began to spread and grow to the east, itbecame clear that a Second Klunish Empire had risenlike a phoenix from the ashes of what once was.

    Today, the Second Klunish Empire is a vibrantand thriving place. Though it cannot claim to havereached the majestic heights of its predecessor, it is anoble and proud place, the same. Composed of manynations with distinct societal pillars, it is difficult tospeak to the Klunish culture as a homogeneous entity.Nevertheless, there are many traits held by enough ofthis massively diverse folk that they can serve toloosely characterize them as a whole.

    The Second Klunish Empire is comprised of eightseparate nations: Ribke, Tek, the Minyaps, the TigerRovers, Timsut, the Wolf Rovers, Llu, and Fiez. Theinhabitants of Ribek, the Tiger Rovers, Llu and Fiezcan be generally said to exemplify the physicalcharacteristics typically seen by denizens of the FirstEmpire, while the Timsuti and Minyaps show mixedancestry. The Wolf Rovers are often darker fromintermarriages with their eastward neighbors in theWastes. The Tekites are the least typical Klunish,having pale yellow, golden brown or tan complexionsas a result of their own unique mixed ancestry.

    Despite their struggles for survival in the wake ofthe Evoked Devastation, the folk populating theSecond Klunish Empire were able to retain much ofthe culture developed by their ancestors. The traitsthey refer to as The Four Heads of the Hydra (seebelow) are considered fundamental virtues that guidethe lives of the just and pious. Use of their classicallanguage, Ancient Klunish, in religious observances,higher learning, and the fine arts has preserved mostof their ancestral traditions. The folk of the SecondKlunish Empire have many customs and taboosderived from their great knowledge of astrology, andtheir dependence upon horses adds many beliefs andtraditions regarding their honored steeds, particularlyamong the nomads. Singing and dancing arewidespread in their culture, and trade andexploration are major pursuits.

    Settled Klunish favor bright patterns and vibrantcolors in clothes, typically with gowns and robes orelse long coats with short breeches. Lower classes usethe same colors with a long one-piece garmentsupplemented with other garb. Nomadic Klunishprefer clothes with several pastel colors, enjoyingfancy garments enhanced with puffs, slashes onsleeves to show contrasting colors underneath, andsuperfluous trim. When traveling or making war, thenomads instead wear rough items of leather, hide, orcloth, bearing shields or banners indicating clanallegiance.

    Many skilled wizards are Klunish, inludingexperts in elemental magic, divination, andsummoning and binding spells (which are often usedon extraplanar beings). Cooperative spellcasting ispracticed by many of the clergy, particularly amongthe desert mystics.

    The Four Heads of the Hydra

    All those within Klunish society follow a corephilosophical code called the Four Heads of the Hydra:Four principles that their folk are taught from birth tostrive to exemplify throughout their lives. This hasbeen the foremost tradition that has guided theircivilization since their histories began during thedawn of the First Empire. It is important to note thatthese philosophies are not clearly defined strictures;although most Klunish follow a similar interpretationof these tenets, there is often great latitude as to theirtrue definitions. The Four Heads of the Hydra areasfollows:

  • • Honor: Klunish strive to act with honor in alltheir dealings, whether they be with friend orfoe. In all instances, an honorable act ispreferred above a deceitful or misleading one.The just and righteous Klunish demonstrateshonor by giving respect to all people, andprefer to work with those who do the same.Traits associated with honor include loyalty,honesty, reverence and lawfulness – yet theseare hardly ironclad strictures. Indeed, aKlunish will not hesitate to act against thesevirtues if he must to preserve their honor orthat of their family.

    • Generosity: The Klunish society is one of themost generous to be found upon the face ofthe world. Its folk are expected to extendgifts of wealth, food, supplies, or other formsof support to those in need. In giving suchbounty, they are expected to be discreet;charity is not something that Klunish do tocurry favor or respect. As such, anonymousdonations are common across the breadth ofthe Empire. The depth of this generosity isexpected to grow proportionately with anindividual's wealth, and gifts given in itsspirit are usually directed at people orinstitutions less fortunate.

    • Family: This is quite a loose term withinKlunish culture. Family is generally definedas any unit of community to which anindividual belongs. For example, a givenKlunish may have many families, includingtheir blood relatives, their church community,their military unit, their village, or even theirelders or superiors. The sense of communityis strong among all Klunish, and they arefiercely loyal to each of their families and itsmembers. Likewise, the sense of pride aKlunish takes in their family is powerful. Aninsult to any member of a Klunish family isan insult to all its members, and it is largelythis sense of bonding that was responsible fortheir civilization to live on beyond the horrificEvoked Devastation.

    • Piety: The Klunish are very faithful people,and they are expected to be pious in theiractions. Because there are many differentdeities in the Klunish pantheon, they aregenerally very tolerant of other faiths. Thisallows their specific beliefs to peacefully co-

    exist with those of others with whom theyinteract. Klunish are heavily involved in theircommunities church organizations and takereligious matters very seriously. Temples arefrequent among all of their cities, and thevarious faiths play important roles ingovernment and economy.

    Law & Order

    The Klunish folk have a strong cultural leaningtoward Lawful Alignments. This has much to dowith the Four Heads of the Hydra, which by theirnature, guide individuals within their society towardsorder and cooperation. It is expected that those whowould speak would do so truly and that those whowould give their word to some oath will fulfill it tothe best of their ability. Likewise, within Klunishculture, law is strictly enforced by the rulers of anygiven region and official recourse to aggrievedmembers of its society is considered a matter ofcourse. Although this is not universal – there aremany Chaotically-Aligned individuals within Klunishland, specifically in nations such as Tek and Llu,which are considered lawless and treacherous – thiscultural tendency exists as a powerful undercurrentwithin its society. Indeed, it stands as yet anotherreason why the Klunish were able to continue on inthe wake of the Evoked Devastation, while thecivilization of their Xuel enemies was scattered likedust on the sirocco wind.

    The Arid Steppes

    If The Porcelain Sword of Queen Eshalla is being used inthe context of Campaign play, the adventure canbegin in Ribke City. This is the wondrous capital cityfrom which the nation surrounding it takes its name,which lies along shores of the vast Jidmard Ocean.The city enjoys a mild and pleasant climate year-round and is blessed with breathtaking, ancientarchitecture and majestic hanging gardens. With apopulation of just less than 64,000 souls, it isconsidered a bastion of faith and hope across thewhole of the Klunish lands.

    Ribke City enjoys its reputation largely because itwas founded by the demigod Al'Rabka himself and isthe place in which he reigned for the last decade of hismortal life. Today, it holds the presence of the HighCaliph of the Exalted Faith: Al'Rabka's high priestand one of the high-ranking and most respected

  • religious figures within all of the Klunish lands. It ishere within the Empire that faith in the gods isstrongest and where the ancient laws of its societyhold greatest sway. When the other Klunish nationsgrow dark and turbulent throughout history like anocean in the midst of a hurricane, it is Ribke thatstands in its center as an island in its eye: A place ofpeace, reason, and safe haven for the forces of weal.

    Background for the Game Master

    Queen Eshalla Al'Zaradin lived the final days of herreign vacillating between states of utter terror andnear-madness. The legends regarding her are true:She was indeed the chosen of the Klunish gods,beloved and favored by the whole of the pantheon asfew mortals before her. When she would sleep, theywould whisper their secrets into her ear, bequeathingupon her astounding knowledge and wisdom. It is bythese words that she was able to guide the KlunishEmpire through one of the darkest periods in itshistory into a brief age of peace, serenity, andenlightenment.

    In 2237BH, however, The Weaver of Destinies –the Klunish goddess of fate and destiny – revealed toher a terrible secret. Queen Eshalla would sleep eachnight and dream of an unthinkable horror. In herdreams, she would see the vast whole of the KlunishEmpire in ruins. Cities burned in a night darker thanpitch, grey plumes of smoke rising from theirshattered spires and minarets. The lands aroundtheir stone walls were likewise set afire and ruined,those crops not turned into torches withered in theirfields as surely as if they were sown with salt. Herbeloved subjects, all across the empire, were blastedby hurricane-force gales of burning, invisible wind.She watched helpless as their flesh stripped awayfrom their bones, which exploded only shortlyafterwards into cinders. They had time only toscream, and the echoes of these cries woke her in themiddle of each night in a cold sweat.

    Queen Eshalla knew that the holocaust to comecould not be averted. So she retreated to the place inwhich she studied the teachings of the gods as a girl:A place called Alsidrah Malkafrah, hidden away fromthe eyes of man beneath the ancient roots of a vastmountain range. There, she locked herself away in aninterdicted chamber, waiting for the inevitable. Yetthe divine whispering meant for her ears alone didnot cease. This time, however, they were meant tosoothe the queen's troubled brow. Though the

    destruction of the Klunish Empire was certain, theyassured her that there would be survivors. These folkwould emerge from the wreckage of their slaincivilication as newborn babes. Hungry, thirsty, and inneed of direction, they would surely die withoutguidance. And so, the gods charged her with a mostsolemn charge. The Klunish deities would utter theirfinal commands, those sacred words that would ushertheir folk out of the old age and into a new one ofpeace and enlightenment. They would offer thesewords to Queen Eshalla – and she would committhem to record, that all Klunish in future days mighthear them and be filled with joy and wisdom,knowing of their future destiny.

    So it was that Queen Eshalla commissioned thegreatest of Klunish artisans to create for her an itemmost majestic and wondrous. It would be a swordmade of purest white porcelain, representing thefutility of war and the fragile nature of peace. Itsunsullied character was made from clay taken fromthe land of each Klunish tribe, symbolising that byjoining together as one, regardless of differences orancient grievances, perfection might be attained.When the weapon was delivered to the queen, shelabored within her chambers with a magical stylus,carving the words of the gods into its surface. It tookQueen Eshalla seventy-seven days to complete theinscription, the last word in its illuminated textspoken by The Weaver of Destinies: Love. Theutterance was so pure and beautiful that the queenwas moved to tears.

    When her teardrop fell to her desk, the EvokedDevastation struck the Klunish Empire. QueenEshalla had no time to question the will of her gods.She was one of the lucky few to die instantly in theunimaginably powerful magical attack. Likewise,most of the monks inhabiting Alsidrah Malkafrahdied immediately, leaving it a cold an lonely place.Queen Eshalla's wondrous blade lay exactly in theplace where it was completed, her peacock-featherstylus crossing its edge, unmarred but for the blemishof a single teardrop.

    In the centuries that passed after the EvokedDevastation, few had time to concern themselves withthe legend of Queen Eshalla or her Porcelain Sword.The struggle to rebuild Klunish society was muchmore pressing, and over time, the tales regarding thelast days of the First Empire were forgotten by all buta handful of sages and learned priests.

    Several weeks ago, however, a renewed interest

  • in the legend of Queen Eshalla began to emerge, aftera vision of a blade of unparalled beauty a purity wasvisited upon the Shiarya of The Weaver of Destiniesin Ribke City. The High Caliph of the Exalted Faithordered that his priests assist the faith of She Withoutand With All Hues to learn what the portent mightmean. In but a short time, the legend of QueenEshalla was discovered within the text of ancient andobscure historical religious records found in thefoothills of the Xulhaut Mountains. The two holyfigures wasted little time in assembling a group of theland's mightiest and most experienced heroes andexplorers to find the mythical sword described intheir books. They know that if the legends regardingQueen Eshalla are true, the wisdom carved into thesurface of the blade might well completely change thewhole of Klunish society, bringing it into a new agewhere peace and unity hold sway over pettysquabbles and discord.

    What the High Caliph and the Shiarya do notknow, however, is that the recovery of QueenEshalla's Porcelain Sword will not be so easy asentering the monastery in which it was completedand returning it to their presence. Indeed, much hashappened since the Evoked Devastation to make theformer holy site a fell and dangerous place. Chiefamong these is that the great blue dragon Hazaan hasfound the place first and currently uses it as a lair.Likewise, many other monstrous creatures have cometo make a home of the monastery, finding its dark andremote recesses inviting. Lastly, many of the spirits ofthe monks murdered here by their Xuel foes do notrest easily. Wroth with fury at their condition, theywill certainly move to destroy any who disturb theruins of the holy place.

    Yet for all these perils, worst of all might be theheroes' fellow Klunish. Not all within the SecondEmpire wish the status quo in their land to be upsetby the recovery of the legendary blade. So it is thatthese powerful and influential individuals haveassembled a group of their own – dead set onensuring that the High Caliph's fellowship fails intheir aims.

    Queen Eshalla's Porcelain Blade will not easily beexhumed from its resting place.

    But if it should...all will be changed forever.

    Chapter One: Before the High Caliph

    Introduction

    When played in either the context of a Campaign orConvention, The Porcelain Sword of Queen Eshallabegins in the city of Ribke City, in the Mosque ofAl'Rabka. In the former case, it is suggested thatGame Masters in need of ways to get their Players tothis place refer to the Background section above,where several story hooks that accomplish this areoffered. In the latter case, however, Player Charactersare assumed to have been summoned before the HighCaliph from all across Klunish land to receive amessage of most dire import.

    When the Player Characters are gathered in thismanner, the Game Master may read the followingboxed text:

    The journey across the Klunish landswas an arduous one, fraught with peril.Many were the trials through whicheach of you suffered along the way. Yetthe summons that compelled you tomake the voyage was an irresistible one.The High Caliph of the Exalted Faith –both the high priest of Al'Rabka and thethe highest religious authority across thewhole of the Klunish Empire – wouldhave words with you. When beckonedforth by such a worthy, indeed, fewwould be the challenges that wouldprevent you from appearing before hisperson!

    So it is that each of you came to findyourself within the Mosque of Al'Rabkain Ribke City. Once arriving at thatopulent edifice, a group of Farises –those redoubtable paladins loyal to theExalted Faith – conducted you to ahidden chamber beneath the catacombswinding far underneath the structure'sfoundation. There awaited a greatvaulted alabaster chamber. Its ceilingwas illuminated in gold script, whichappointed a massive painting thatoccupied its entire expanse: Arendering of the Righteous One's victoryagainst the forces of darkness and woe.

  • Upon it sat Xargun: The High Caliph ofthe Exalted Faith. Swathed in fine whiteand gold robes with a matching turban,he regarded you over a long grey beardthrough pale blue eyes that bore apalpable weight for their wisdom andauthority. The lot of you prostratedyourself at the foot of his seat, as wasthe custom of your folk. It was not longafterward, however, that the HighCaliph bade to stand again with awelcoming smile.

    “A saptom a'narsi,” he greeted you, inthe ancient tongue of your folk – astatement reserved only for esteemedguests. “I am grateful that you deignedrespond to my summons. All glory tothe Righteous One. May he bless youand your families with his light andgrace.”

    “A'narsi kal'abaktu,” some of youreplied, as was expected of those withknowledge of Al'Rabka's faith. “Mayyou likewise be blessed.”

    Xargun nodded sagely. “It was but sixcenturies ago,” he began, “that ours wasthe world's greatest civilization. Threeoceans bounded our lands, lappinggently upon plains, rocks, and sand.Animals grew plentiful and strong intheir chosen places and the soil wasfertile and offered plentiful crops for ourdelights. Ours was a land of peace andserenity. The gods were revered in theproper way and few wanted foranything. The laws and customs of ourpeople were just and good, and thoughour kings and queens were mighty andproud, they rarely needed todemonstrate their power. Why wouldthey when so few gainsayed theirdesires?”

    “In the beginning of the secondmillenium by the reckoning of ourHegira,” he continued, “this changed.Our kings were not the men of old.They were wicked and self-interested.They waged pointless wars with the

    Xuel folk to the south. They mocked thegods and turned their backs upon theirteachings. In their eyes, the law existedto punish those with whom they founddisfavor and to fill their vaults withgold. When they would flaunt itsdictates, it was to be ignored, of course.The Klunish Empire began to corrodefrom within. Though its folk wouldrebuke the Xuel across the mountains,the truth was that they had become littlebetter themselves.”

    “This changed with the death of KingAli Azek'hamil and the ascension of hisdaughter Eshalla to the throne,” theHigh Caliph said. “She had givenherself over to the divine as little morethan a child, but her youth belied hergreat wisdom. Indeed, it is said thatQueen Eshalla was nothing less than thefavored daughter of our gods – and thatthey whispered both cloistered secretstheir own inscrutable desires into herear. With a gentle and careful hand, shebegan to restore our ancient customsand beliefs. Peace began to hold swayonce more over our empire and the folkwithin it knew joy.”

    “Yet much damage had been donebefore Queen Eshalla came to power,”he continued, a sadness filling his blueeyes. “The war with the Xuel hadconsumed many lives and the enmityone side held for the other burned hotterthan the sun in the desert sky. Wewould not know it, but our ancient foeswould soon unleash a terrible spellupon our lands of surpassing power.This was called the Evoked Devastation– and its force would raze the whole ofthe Klunish Empire to its veryfoundation. In its wake, it would be asif we had never existed at all. Only thewreckage of a glorious civilization and ahandful of survivors would stand astestimony to the truth of the past. Azaar a'trass vik, Al'Rabka.”

  • Some of you mumbled an echo of thethe blessing in response before the HighCaliph continued. “This was how theFirst Klunish Empire died and gave wayto that which would follow: Acollection of nations that squabble andwage war with one another beneath theguise of a great alliance and the sharedblood of our ancestors. Yet there is stillmore to the tale and it is for this reasonthat I have called you to my presence.”

    “It is said that, in the last days of theFirst Empire,” he went on, “the godsrevealed to Queen Eshalla what was yetto come. Terrified and heartbroken, shereturned to the small monastery inwhich she studied as a girl, a small holysite hidden beneath the XulhautMountains known as AlsidrahMalkafrah. There, the gods spoke to heragain. To ensure that the Klunish thatmanaged to survive the EvokedDevastation would maintain theirculture and enjoy the same peace herfolk had attained, they gave her theirfinal commands, which she inscribedupon the blade of a wondrous falchionmade from porcelain. It was meant torepresent a symbol of the empire and itsdestiny. The clay from which it wasformed was taken from the land ofevery tribe within its bounds. It was aweapon against which foes must fear,yet as is the nature of peace, it wasfragile and easily tarnished. It wasflawlessly white and in its face, thewords of the gods were said to reflectthe fate of our entire race.”

    The High Caliph waited for his words todie from the air, to settle in upon you,before continuing. “The tale of QueenEshalla was long thought to be a workof fiction, a fanciful story meant toevoke the memories of the glorious pastof the Klunish,” he said. “Many havebeen the clerics and sages that haveinvestigated the legend, hoping tounderstand the truth of its passages.Those with the power to do so haveeven consulted the gods themselves –

    yet each time, they have deigned remainsilent.”

    “Two weeks ago,” his eyes swept acrossyour number, “this changed.”

    “With both our moons full in the nightsky, the Shiarya of The Weaver ofDestinies and She Without and With AllHues was given a great vision by hergoddess. In this dream, the hiding placeof Alsidrah Malkafrah was revealed. Inits depths, she saw a falchion of purestwhite porcelain. The reason for thevision is clear: The time has come at lastfor mortal man to read the finalcommands of the gods. Perhaps theylook upon our tiny squabbling nations,our wars that pit brother againstbrother, and they are moved to pity?Who can say?”

    “What can be said, truly,” he went on,“is that the recovery of Queen Eshalla'sPorcelain Sword would change our fatesforevermore. With the words of thegods made plain, we would be unitedonce more, working towards a commongoal. Once again, the divine would begiven their due deference, as is the wayof the just and pious. Peace would fallupon our disparate nations. The SecondKlunish Empire could at last begin toheal – and perhaps one day become justas great as its predecessor. A zaar a'trassvik, Al'Rabka.”

    Once again, some of you echo hisblessing. The silence within thechamber is nearly a tangible thing. It isclear that the occasion is a momentousone; that you stand upon the precipiceof history. Your actions, for weal orwoe, will determine the course ofmillions of your brothers and sisters inblood. “The Shiarya has created amap,” the High Caliph said, “indicatingthe place in which she believes themonastery to be hidden. It is my solemncharge – in the name of Al'Rabka and inthe name of all the gods of the Klunish –that you will travel to that place and

  • Given their various backgrounds (see the pre-generated character sheets in Appendix C and TheFour Heads of the Hydra section above), it is highlyunlikely that the Player Characters will hesitate foreven a moment to accept the High Caliph's solemncharge. Indeed, as sons and daughters of the KlunishEmpire, they will likely offer a few sworn oaths oftheir own to their various gods and pledges upontheir personal honor to see the the task completed anda new era ushered in for the folk who share theirblood.

    But of Course...

    ...experienced Game Masters realize that they aredealing with Player Characters, who are a notoriouslyunpredictable lot. So their cooperation in getting theadventure underway is anything but assured.Perhaps they are not playing the pre-generatedcharacters included with this adventure, and so theirmotivations for doing so are not so clear-cut. Perhapsthey are playing characters with Alignments that lendthemselves to reticence. It might be that they are evenof the type of Player that delights in being obstinate ordifficult. Should the Player Characters, for whateverreason, not accept the High Caliph's charge rightaway, he will attempt to persuade them to do so withthe following tactics:

    • Appealing to their faith: The High CaliphXargun is (arguably) the most reveredreligious authority within all Klunish lands.Consequently, he should be afforded a greatdeal of respect by the Player Characters whenmatters of the divine are at hand. Therefore,if Player Characters seem reluctant to accepthis charge, he will remind them that it is thewill of the gods that the blade be recoveredfrom its resting place. Would they so easilydefy their wishes?

    • Calling upon their families: If the PlayerCharacters seem unmoved by this tactic, hewill remind them that the successfulcompletion of their mission will change thewhole of the Klunish Empire for the better.With the tangible will of the gods evident,peace will likely settle upon the land in shortorder. Wars and infighting between tribesand nations will soon end. Those who thePlayer Characters love and respect will notonly benefit from this, but their names will beglorified thanks to their allegiance to theheroes.

    • Calling upon their greed: If neither of theseapproaches seems to persuade the PlayerCharacters to accept the quest, then the HighCaliph will point out that a great queen oncelaid her head within the monastery whichthey will explore. So it is that there is likely tobe no shortage of treasure to be found withinthe place – wealth of which they may availthemselves with his blessing. Additionally,he is prepared to offer each Player Charactera sum of 2,500gp in gemstones as a way of

    plumb its depths. You will recoverQueen Eshalla's Porcelain Sword andreturn it to my presence, that the wordsof the gods may be read aloud for all tohear and heed.”

    “Each one of you has been chosencarefully for this most solemn task,” hesaid. “You are among the mostexperienced and mighty heroes knownto the Klunish folk. Yet there is more.Each of you, in some way, embodies theFour Heads of the Hydra. Yourepresent the best of the KlunishEmpire, our heart and our soul. Only toones such as you can such an importantcharge be given.”

    “You will leave as soon as possible,” theHigh Caliph said. “Lest those who mayhave heard of our great quest arrivebefore you and wrest victory from yourgrasp. For there are many who wouldbenefit greatly from the dissension anddiscord that embroils our empire – anddoubtlessly, they will send their ownagents to seize the sword fromthemselves. Of such foul individuals,you must beware. But with our gods asmy witness, I have faith in you. Youwill take up the cause of our folk – andyou will prevail!”

    “For the Porcelain Sword of QueenEshalla!” he cheers you. You bloodturned fire with the exhortation, youcannot help but echo his words!

    “A zaar a'trass vik, Al'Rabka!”

  • demonstrating his gratitude for theiracceptance of his burden.

    If none of these tacks are sufficient to persuadethe Player Characters to take up his mission, the HighCaliph will voice his disgust with them. He will turnthem out of the mosque, letting them know in nouncertain terms that no cleric of a Klunish faith willever again aid them in any venture they mightundertake. The adventure has effectively come to itsconclusion.

    Such an eventuality is unlikely, however. It ismuch more probable that the Player Characters willaccept the High Caliph's mission. In such a case, theadventure will continue as they plan on how they willtravel to Alsidrah Malkafrah.Across a Shattered Land

    If The Porcelain Sword of Queen Eshalla is being playedin the context of a Campaign, the Game Master maychoose to play out the journey to from Ribke City toAlsidrah Malkafrah. In such a case, rules to aid inrunning that dangerous voyage have been includedbelow. Remember that if the adventure is beingplayed in a Convention environment, however, it isassumed that the travel to that dire place occurredwithout major catastrophe. The Game Master mayfeel free to skip forward to Chapter Two: TheInvisible Mosque (see below for details).

    Travel from Ribke City to its country's border is asimple matter and will likely be accomplishedwithout event. The High Caliph will ensure this bysending forth the Player Characters with a contingentof Farises – powerful and experienced paladins – thatwill ride with them until they reach the nation'ssouthern edge. Of course, since these worthies can gono futher without risking their presence beinginterpreted as an act of war, once the heroes leaveRibke, they are essentially on their own.

    Alsidrah Malkafrah is roughly 1,200 milesdirectly south of Ribke's southern border. Travel tothe monastery will take Player Characters across theMinyap Plains, which are a endless expanse of rollinggrassland. These prairies are inhabited by thenomadic and relatively primitive Minyap folk whoonly rarely interact with their Klunish neighbors,unless forcibly drawn into their intrigues. The tribesof Minyaps are only very loosely affiliated, tradingwith one another when they must, but otherwisekeeping to their own affairs. The horse is a veryimportant part of Minyap culture, which has given

    rise to their famous Riders: Lightly-armoredmounted warriors to whom few peers exist.

    To the south of this grassland can be found theArid Steppes. Six centuries ago, this region was theepicenter of the Evoked Devastation, which left theonce-lush and thriving grasslands a desert wastelandshunned by all but the nomadic Minyap dervishesthat wander its expanse in search of the precious andrare water crucial to their survival. The region is thehome to all manner of dangerous monsters andtreacherous landscape, leaving it a place where fewbut the truly-desperate wander.

    Considering the character of this land, PlayerCharacters would be well-advised to move as swiftlyand efficiently as possible across its expanse. Ofcourse, travel by way of magic (such as long-distanceflight or teleportation) would be ideal, though what sortof access the Player Characters will have to suchpotent spells will vary drastically depending upon thespecific characters in play.

    Treading the Grasslands

    Because of its vast expanse (most of which iscompletely devoid of landmarks that stand out tocharacters not indigenous to the region), travelthrough the Manyip Plains can be difficult. Worse,the primitive nature of the tribes that dwell on theprairie means that it is nearly impossible to find areliable map of the grasslands to use as a navigationalaid. Consequently, those who would attempt anoverland crossing of the grassland would be well-advised to hire a Manyip guide to conduct theirpassage. Retaining such an individual is not difficult,though the trustworthiness of such a hireling dependsupon many factors beyond the scope of thisadventure module. What should come of an attemptto hire a guide to conduct the Player Character'stravel falls to the Game Master to determine.

    While a skilled Manyip guide can easily navigatethe grassland without difficulty, Player Characterswho are not native to the region stand a very goodchance of becoming lost as they traverse the land. Aparty traveling the Manyip Plains has a 25% chance ofbecoming lost for each day they travel the prairie (0%,if led by a skilled Manyip guide). In such a case, theGame Master should randomly determine the party'snew course and adjudicate the scenario as they see fit,given the party's situation.

  • Random Encounters on the Manyip Plains

    Random encounters are checked two times each dayand the chance for an encounter is 1 in 12. Thenormal encounter distance is 6" - 24" (6d4). If arandom encounter is determined to have taken place,check the following table to resolve exactly what isencountered.

    Random Encounter Table(Manyip Plains)

    Die Roll EncounterNumber

    Appearing01-02 Humanoids 4d6

    03-05 Men, Bandits 4d6

    06-10 Men, Dervishes 1d20

    11-15 Men, Merchants 3d8

    16-25 Men, Nomads 4d10

    26-00 Use Standard Encounter Tables *

    Treading the Steppes

    Once past the Manyip Plains, the Player Characterswill encounter the Arid Steppes as they drivesouthward in the direction of Alsidrah Malkafrah.This place is a barren wasteland of desert sands thatstretch outward as far as the eye can see in everydirection. Punishingly hot during the day and bone-chillingly cold during the night, it is small wonderthat few folk aside of the Manyip dervishes call theSteppes their home.

    Until one finds the Xulhaut Montains withintheir sight, it is even more difficult to successfullynavigate the Arid Steppes than the Plains to the north.Since water is scarce here and its availability caneasily mean the difference between life and death, theease with which one can become lost in the desertcontributes to the hundreds of travelers that diewithin its dry reaches each year. So it is that if findinga Manyip guide to assist Player Characters in crossingthe grassland is a great boon, finding a friendlydervish to help navigate the desert is vital. As is thecase of the Manyips that dwell on the plains (asdescribed above), it falls to the Game Master todetermine what comes of Player Characters' attemptsto hire such a guide – but it can safely be said thatwithout the aid of one such wayfarer, attempts atcrossing the Arid Steppes will result in disaster.

    Random Encounters on the Arid Steppes

    Random encounters are checked twice each day andthe chance for an encounter is 1 in 12. The normalencounter distance is 6" - 24" (6d4). If a randomencounter is determined to have taken place, checkthe following table to resolve exactly what isencountered.

    Random Encounter Table(Arid Steppes)

    Die Roll EncounterNumber

    Appearing01-07 Herd Animals 3d6

    08-10 Horses 3d6

    09-23 Humanoids 4d6

    24-26 Men, Dervishes 2d20

    27-29 Men, Nomads 3d10

    30-32 Men, Tribesmen 3d10

    51-00 Use Standard Encounter Tables *

    Chapter Two: The Invisible Mosque

    Introduction

    As Player Characters near the looming shadows of theXulhaut Mountains, they will find a shallow boxcanyon nearly 40 miles east of where the range joinsthe southern spur of the Mistcrystals. Any Minyapdervish dwelling within this region knows of thisplace, as their folk has many legends of the narrowchannel leading into the peaks. They call it FaasSal'zahhak (AB: “Jaws of the Dragon”) and consider ita cursed place, where the mountains swallow menwhole, never to be seen again. None of these folk willtravel within 30 miles of the place and, if they arefond of those who they accompany, they will urgethem to turn away from its mouth.

    Unfortunately for the Player Characters, this isthe place indicated on the map created by the Shiaryaof The Weaver of Destinies – and it is here where theAlsidrah Malkafrah lies hidden.

    Following the passage of the canyon, PlayerCharacters might be surprised to find the desert sandsgiving way to lush grass that grows thicker andhealthier as they near its closed end. This verdanceleads to a small oasis at its terminus, where small datetrees surround a shallow spring-fed pond. Even theharsh winds that roar across the steppes and theburning sands they bring with it are absent here,

  • replaces by a cool and soothing zephyr, gentle andkindly. Though they might suspect as much, this isno illusion; the location of Alsidrah Malkafrah waschosen because of this oasis, so that the monksdwelling within it might have access to its waters.This is a place of peace and tranquility.

    Set into the sheer wall of the mountains thatforms the rear of the box canyon, a stone archsupports the entrance to a slender staircase windingsharply southward and down beneath the peaks.Carved into this arch are the words A'straazi i'ravkabaarza (AB: “Unseen, but forever present”). This is anallusion to the hidden nature of the monastery knownas the Invisible Mosque, which lies at the bottom ofthe stairs.

    Invisible Mosque Encounter Key

    Note: Alsidrah Malkafrah was once a monastery,built by Klunish aesthetes who wished to study thedivine mysteries of their gods and live lives inaccordance with their teachings, far from the eyes oftheir brothers and sisters and the many temptations ofthe civilized world. Tunneled into the firmament ofthe Xulhaut Mountains, the walls of its chambers andcorridors are composed of the peaks' solid granitesubstance.

    The builders of the holy site had assistance fromdwarven allies, so it is hardly the rough-hewn andramshackle place one might otherwise imagine it tobe. Its hallways are uniformly 10' wide and just astall, their surfaces smooth and polished. In manyplaces, they are decorated with breathtaking bas-reliefs, mosaics, and paintings.

    Although iron sconces are set into the walls atregular intervals, the torches once held in their metalgrasps have long since burned away. Now, there isno form of light within its vast expanse (unlessspecifically described otherwise), so Player Charactersexploring its depths that have no means of seeing inlightless conditions will have to provide their ownform of illumination. Doors within AlsidrahMalkafrah are made of ancient, pale wood, bound inheavy iron bands.

    Jackals at their Heels

    As High Caliph Xargun mentioned to the PlayerCharacters in Chapter One's Introduction section (seeabove for details), many are those who would benefitby their fellowship's failure to recover The PorcelainSword of Queen Eshalla. One such individual isMuradin, the current Sultan of Fiez (for details on thisland, refer to the Campaign Notes section above). Asthe ruler of what is arguably the most powerful andinfluential Klunish state, he is a man with a profoundvested interest in seeing that the status quo remainsintact.

    With many spies placed in important placeswithin the other Klunish states, there is very little thattranspires in the empire of which he is unaware. So itis that he has learned that the High Caliph of Ribkeand the Shiarya of The Weaver of Destinies believethe legend of Queen Eshalla and her Porcelain Swordto be true. He also knows that they believe they havefound the blade's location in a hidden monastery inthe Arid Steppes. Sultan Muradin understands theinevitable ramifications that would follow in the wakeof the weapon's recovery – so he has taken steps toensure that it remains lost at all cost.

    Wealthy beyond the wildest dreams of avarice,the Sultan has assembled his own fellowship, filledwith assassins, blackhearts, and villains notoriousthroughout the Klunish Empire – many of whom arewell-known to the Player Characters. Their mandateis simple: Murder the High Caliph's heroes, recoveror destroy Queen Eshalla's sword, and return to Zeifwith no witnesses to their deeds. They have but onemajor disadvantage that serves as an impediment totheir goals. The High Caliph's group left Ribke twodays before the Sultan's spies suggested that theymight set off. Consequently, they have a considerablehead start on his fellowship.

    The Sultan's band of killers are detailed at therear of this book in Appendix D: The Sultan'sAssassins. When they Player Characters enterAlsidrah Malkafrah, the Game Master shouldcarefully begin marking the time they spendexploring its depths. The Sultan's men will enter themonastery exactly SIX TURNS after they do so,tracking the path of the Player Characters andattempting to ambush and kill them if they manage tofind them before they have recovered the PorcelainSword. This adds an element of danger to theadventure far beyond the challenges that the PlayerCharacters will face in the dungeon by itself. If the

  • party manages to learn that they are being watchedand followed – all the better! In such a case, the GameMaster is encouraged to ratchet up the tension andfear within their ranks as they slowly realize that theyare being stalked by hunters most deadly....

    1. AN ECCENTRIC PATHWAY

    This stairway represents the entrance toAlsidrah Malkafrah. Its breadth extends 100'downward beneath the surface of the worldover a length of 100'. This character meansthat the stairway was designed at a very steepslope, with each step being nearly a footlower than the next. Despite this angle, thestaircase is not especially treacherous to tread,though smaller characters (particularly demi-humans) may have great difficulty coursingits path – especially if they are forced to do soat great speeds.

    The stairs are completely unlit. From themouth of the cave that forms their toponward, there is no form of illumination to befound within Alsidrah Malkafrah. PlayerCharacters unable to see unaided in the darkwill need to provide some form of light fromthis point onward.

    2. THE PATHEONIC FOYER

    This chamber was once Alsidrah Malkafrah'sfoyer, where guests visiting the monasterywere received. Thus, it was decorated withstatues representing the various members ofthe Klunish Pantheon, so the function of theplace was evident to such guests.

    The dais in the center of the room and thesculpture atop it – which represents thenominal mother of the pantheon, the Weaverof Destinies – is made of solid glassteeled iron.It has been designed in such a way that, whenlight touches it, it shimmers with brilliance,gaining a scintillating prismatic character,ever-changing as radiance plays off itssurface. Likewise, the spindle in her handseems to become a prism, multi-colored lightshining forth from it in individual threads.Across the bottom of the dais is an inscriptionin Ancient Baklunish: Fate favors those whofollow the path of the righteous.

    Though the glassteeled sculpture is quiteharmless, the same cannot be said for thestatues that occupy the room's five alcoves.The inscription at the base of the dais onwhich it stands offers a hint to bypassing thechamber's threats in peace. Those statues inthe alcoves are as follows:

    Beyond the mouth of the cavern looms aslender staircase. Its length is composedof dark stone, smooth and polished.Iron sconces jut from the walls of thecorridor, though any torches that mighthave once been held in their grasps havelong since burned to cinders. Thisensconces the entirety of the stairway inutter darkness.

    At the foot of the stairway, the corridoropens up into a voluminous room, closeto 50' wide and 100' in length. Theceiling rises to a dizzying height of 50'above the floor, adding to the sense ofimmensity within the chamber.

    The center of the room is dominated bya dais made of flawless glass. Theperfectly clear material rises from its

    top, becoming a great sculpture of awoman with long, straight hair andwearing flowing robes. Holding whatseems to be a small loom in her hands,her imperious and impassive gaze fallsupon the entrance to the room.

    The glass sculpture is surrounded byfive alcoves: Two on the room's eastwall, two on its west wall, and one on itsnorth wall. Each of these recesses intothe walls are 20' deep and occupied by asmall dais, atop which stands a stonestatue – each one representing somepersonage. All of the sculptures aremasterfully crafted and appear to beancient beyond reckoning.

  • a. THE STATUE OF NEKOUZ

    This statue tales the form of a severe Klunishman, wearing the robes of a monk. His handsare wrapped in the way of a gladiator. Thesculpture is meant to represent Nekouz:Klunish demigod of Physical and MentalMastery. If any living creature passes within5' of the statue, it immediately animates intothe form of an improved Stone Guardian andattacks that individual and their allies. It willnot break off its onslaught until it isdestroyed.

    Improved Stone Guardian: AC 2, MV 10”,HD 4+4, HP 28, THAC0 10, #AT 2, Damage1d8+5 (Fist) / 1d8+5 (Fist), SD Takes 1/4damage from edged weapons, Takes 1/2damage from Cold, Fire, & Electrical, Immuneto Mind-Affecting Spells & Normal Missiles,SQ Detects Invisible at will, SV Earth & Stonealtering spells kill instantly with no save, ALN, SZ M, XP: 949.

    b. THE STATUE OF AL'RABKA

    This statue has been sculpt in such a way asto glorify Al'Rabka: The Klunish demigod ofGuardianship Faithfulness and Duty. If thePlayer Characters have already had someviolent interaction with the other statueswithin this chamber, this robed and armoredstone effigy bearing a menacing-lookingfalchion may give them pause. In truth,however, it is this alcove to which theinscription below the Weaver's statue refers.The wall behind this sculpture is actually asecret door, locked but untrapped, that leadsdeeper into the depths of Alsidrah Malkafrah.

    c. THE STATUE OF ANEXAY

    This statue appears as a slender, athleticwoman with long hair and a pair of falchions.Beautiful and deadly, it is representative ofAnexay: Klunish lesser goddess of Twilight,Shadows, Stealth, and Mental Power. If anyliving creature passes by the stone sculpture,it will animate into the form of an ImprovedCaryatid Column, attacking that individualand its allies until either they or it isdestroyed.

    Improved Caryatid Column: AC 2, MV 10”,HD 7, HP 44, THAC0 7, #AT 2, Damage2d4+3 (Falchion) / 2d4+3 (Falchion), SD Base25% chance that weapons striking will break,Takes 1/2 damage from normal weapons,Takes full damage from magical weapons,sans their bonuses, Immune to Mind-Affecting Spells, AL N, SZ LM, XP: 560.

    d. THE STATUE OF IATHSEG

    This statue is sculpt to represent a youngwoman standing knee-deep in a small pool.She pours water from a jug held upon hershoulder into the body in which she stands,while a small fish leaps playfully from theliquid. The statue is meant to sigify Iathseg:Klunish lesser goddess of Lakes, Rivers,Wells, and Streams. Unlike many of the stoneguardians within the room, this statue is quiteharmless, being the hiding place of some ofthe wealth kept in Alsidrah Malkafrah.

    A hidden drawer lies in the hollow base ofthe statue (which can be found in the sameway a Secret Door is located). This containeris both locked and Trapped, however. Failureto properly disarm the device that secures thedrawer sprays forth a cloud of gas that is bothacidic (save vs. breath weapon or suffer 2d6damage in the first round the trap is triggeredand 1d6 damage in each round afterwards)and poisonous (save vs. poison or suffer 3d6damage and be slowed for 1 turn).

    Within the compartment lies 1,250gp, 11small gemstones, each worth 15gp, and awickedly-curved dagger +1.

    e. THE STATUE OF LOQUOM

    This statue has been sculpt into the shape of apensive man in robes. He holds a set of scaleson which gold coins (which are not part of thepiece's stone construction) rest on one pan,while the other pan is empty. He appears tocontemplate this imbalance carefully. Thosewho are familiar with the Klunish pantheonwill likely recognize the figure as Loquom:The lesser god of Trade, Negotiation,Ventures, Appraisal, Reciprocity.

  • The coins resting upon Loquom's scales arevery valuable, having been minted before theEvoked Devastation, during the day of theFirst Klunish Empire. This is very evident,each one of the 50 coins being worth 100gp.While the statue will not come to life if it isapproached, it is possessed of a powerfulenchantment. If any type of wealth is placedon the empty pan, double its value willsuddenly appear on the person of theindividual balancing the scales. If even one ofthe gold pieces are removed without offeringanother, however, the coins removed act as aStone of Weight. The beneficial effect of thestatue's enchantment only works for oneindividual each month; the negative effect canpenalize all those that would think to robLoquom.

    3. TREAD LIGHTLY

    This room is nothing more than an elaborateTrap that utilizes the Audible Glamer, DistanceDistortion, and Programmed Illusion spells todevastating effect. When the door is opened,the first and third enchantments activate,yielding the scene in the boxed text above.When the room's threshold is broken, thesecond spell comes into being, making thePlayer Characters feel as if they have walkedsome distance, when in reality, they've onlytraveled 10'. This is done to ensure as manyof them are in the room as possible when theTrap is sprung.

    When any character reaches the last 5' of thechamber, the ceiling gives way, dropping tonsof rock into the room. This does 5-50hpdamage to anyone within the chamber (asuccessful save for half indicates that a PlayerCharacter has managed to jump out and backinto the hallway).

    If the Trap is triggered, the noise made by thefalling rocks is cataclysmic in nature. Nomonsters on the first level of the Alsidrah

    Malkafrah will be taken by surprise, thanks tothis forewarning. There is no type of treasureto be found in the chamber (the dwarves andmonks that designed it, naturally, avoided theplace like the plague).

    4. BE MY GUEST

    The door to this room has been locked(though it is untrapped) by those creaturesdwelling within the monastery, so as to keepthe foul and terrifying creatures within itfrom preying upon their number.

    When the Alsidrah Malkafrah was still aplace inhabited by the living, this chamberwas used as a guest room for visitors andtravelers given shelter by the holy site'smonks. In the wake of the EvokedDevastation, the land outside the monasterypromised a swift and terrible death to allthose who dared its expanse in the form of anincurable wasting disease. Trapped withintheir home, many of the monks subsequentlysuccumbed to madness beneath the weight oflong years. Bereft of edible food, some eventurned to cannibalism, murdering and eatingtheir brothers and sisters.

    Opening the door reveals a longcorridor, slowly sloping downward intodarkness. Somewhere along its length,the sounds of retreating footfalls barelyreach the edge of hearing.

    This chamber takes the form of a 30' x30' cube of smooth, polished stone.Looming in the darkness is the ancientwreckage of ruined wooden furniture,rendered moldering flinders in theroom's northeast and southeast corners.Amongst the latter, shredded and filthycloth that might have once been linens isstrewn amongst the shattered timber.

    A mound of torn clothing is piled highalong the room's north wall. Amongstthese crimson stains rainments, amacabre tangle of bleached bones rests.Surrounding these are three figures,each wearing tattered and threadbarerobes. Their flesh is sickeningly greyand the foul odor of death wafts fromtheir bodies. At the opening of the door,they offer horrifying noises – the hissesand shrieks of madmen forced throughthroats like since ruined.

  • Three of these monks hide within this room,their blasphemous acts rendering them aunique form of undead known as a Cenobite(see Appendix B: New Monsters for details).Though their minds were shattered evenbefore their deaths, they understand that theyshould be ashamed of their grisly acts andattempt to hide the bones of their victimsbeneath a pile of shredding clothes pushed upagainst the room's north wall.

    Of course, they have not eaten of human fleshin hundreds of years, so as soon as the PlayerCharacters enter the room, they will try torectify this matter, attacking them with aterrifying fury in order to sate theirbottomless, unholy hunger.

    Cenobites (3): AC 6, MV 15”, HD 4+12, HP36, THAC0 13, #AT 3/2, Damage 3d4, SD Canonly be hit by +1 or better magical weapons,Piercing and Blunt weapons only do 1/2damage, Missile deflection, Undead spellresistances, SZ M, AL CE, XP: 688.

    In the wreckage of the furniture in thenortheast corner of the room (which was oncea dresser), 127gp and 2 small pearls eachworth 50gp can be found. Likewise, theshattered remains of three potions lie here.One has somehow managed to survive theyears and the fury of the Cenobites, however.This is a Potion of Fire Resistance.

    5. INITIUM, FIRST

    This chamber was once a sleeping place forthe junior monks within the AlsidrahMalkafrah, those new to the edifice and thefaith. Of course, those aesthetes have longsince passed, more victims of the terribleEvoked Devastation. Now the place sees useas a barracks for the humanoids under thecommand of the blue dragon Hazaan.

    The six Bugbears that dwell here are hardlycomfortable. They claim to sense an inherentwrongness within the fallen monastery thatmakes them ill at ease (something that is onlyreinforced by the presence of an ancientskeleton in the top bunk of one of thechamber's beds; they refuse to come near thedead monk, naturally). Hazaan finds theirdiscomfort amusing and refuses to allowthem to find other accommodations withinthe Alsidrah Malkafrah. Because of this, theygenerally sleep on the room's floor, on burlapmats and linens stolen from the dervishes ofthe Arid Steppes during their raids of thatfolk.

    Bugbears (6): AC 5, MV 9”, HD 3+1, HP 19,THAC0 16, #AT 1 or 2, Damage 1d8(Scimitar) or 1d6 (Short Bow), SA Surprise ona 1-3, SZ L, AL CE, XP: 211.

    The Bugbears within this chamber have beenordered to watch the hall at all times, lest theCenobites in Area #4 (see above for details)escape their confinement and wreak mayhemwithin the fallen monastery. Therefore, it willbe hard to surprise them, even if the PlayerCharacters take steps to remain quiet as theyapproach the room. As soon as they becomeaware of the presence of intruders, they willutter a great hue and cry that will alert theirfellows in Area #6 (see below for details) thatdanger is upon them. Those humanoids willrush to the area, arriving in 2-4 rounds insupport of their allies.

    Regardless of reinforcements, when they areaware of intruders, three of the Bugbears willrush to the doorway to engage in melee. Theother three will fall to the back to the chamberand employ their short bows in their defense.

    If the Bubears are overcome, PlayerCharacters will find the treasure that Hazaanpermits them to keep for themselves under

    Beyond the threshold of the opendoorway, a spartan bedchamber lies.The northwest and southwest corners ofthe room are occupied by a pair ofancient bunk beds, so old that theirdust-covered substance seems as if itmight crumble with but a touch. Alarge area rug rests in the center of theroom. Likewise covered in dust, itscolors still remain vibrant and brightwhere they shine through the dozens ofnew footprints on its surface. In thesouth east corner of the room, a dresserstands, its drawers all half-open andaskew.

  • the bed in the northeast corner of the room.This amounts to 134sp and 212gp.Additionally, one of the Bugbears has a smallgarnet hidden in his belt, which is worth75gp. Finally, the monk's skeleton atop oneof the bunk beds (which is actuallycompletely harmless) wears a Ring ofProtection +2 on one of its bony fingers.

    6. INITIUM, SECOND

    Just as was Area #5 (see above for details),this room once served as sleeping quarters forthe initiate monks living within the AlsidrahMalkafrah. This chamber has likewise beenconverted into a sleeping place for the bluedragon Hazaan's Bugbear allies. Five of themdwell here, mostly sleeping upon the floor.The exception to this is their leader, Fazruk –a Bugbear Shaman – who has commandeeredthe bunk bed that still stands here as hisresting place.

    Bugbears (5): AC 5, MV 9”, HD 3+1, HP 19,THAC0 16, #AT 1 or 2, Damage 1d8(Scimitar) or 1d6 (Short Bow), SA Surprise ona 1-3, SZ L, AL CE, XP: 211.

    Fazruk, Bugbear Shaman: AC 2, MV 9”, HD5+3, HP 33, THAC0 13, #AT 1 or 2, Damage2d6 (Spiked Quarterstaff) or 1d6 (Short Bow),SA Surprise on a 1-3, SZ L, AL CE, XP: 561.Spells Prepared: 1st: Bless, Magic Missile,Protection from Good, Sleep; 2nd: Hold Person,Web. Magic Items: Cloak of Protection +2,Potion of Invisibility.

    If the Bugbears in this room are warned of theapproach of Player Characters, Fazruk willcast Bless upon them, then Protection fromGood. He will then quaff his Potion ofInvisibility before the leading them toreinforce their fellows. When they do so, hewill cast Web, Hold Person, and Sleep (in thatorder) to neutralize as many of his foes aspossible. If they are taken unawares, theywill utilize similar tactics to those Bugbears inArea #5; three will rush to melee while twowill fall to the rear of the room and attacktheir enemies with their bows. Fazruk willdispense with his protective spells in thiscase, using Web, Hold Person, and Sleep toremove as many Player Characters from thefight as possible. If Fazruk's Bugbears arebeing decimated, he will drink his Potion ofInvisibility and flee through the room's secretdoor (which is unlocked and untrapped, butguarded by a potent sentry station in Area #8(see below for details)), running to warnHazaan of their presence in his domain.Under no circumstances will any of theBugbears enter the door leading to Area #7(see below for details). If the PlayerCharacters do so before the Bugbears arekilled, all will flee from the room for theirlives with all due haste.

    If the Bugbears here are overcome, inaddition to Fazruk's magical items, PlayerCharacters may lay claim to the treasureHazaan allows them to keep, which amountsto 322cp, 426sp, and 331gp. This is keptunder the bed on which Fazruk sleeps, as is asmall leather pouch holding his personalwealth: 16 small gemstones, each worth75gp.

    The corridor opens into a 30' x 30' roomcomposed of smooth, polished stone.The only exit issuing forth from itsbounds takes the form of a door in thecenter of its south wall. Once, the roomwas clearly some sort of bechamber.This is apparent because of the ancientwooden bunk beds that stand in thenortheast and southeast corners of theroom. The former of the two hascollapsed into rubble, probably becauseof its great age. A wooden dresseroccupies the chamber's southwestcorner, its drawers opened haphazardly,as if someone carelessly rifled throughthem at some point.

    In the center of the room, a large circularrug rests. Though it was once probablyquite beautiful – hand woven and filledwith patterns of brilliant colors – it nowbears an ominous crimson stain. Spilledout across its whole, the wide red smeartells a grisly tale of the room's past.

  • 7. THE ARENA

    When the blue dragon Hazaan laid claim tothe fallen Alsidrah Malkafrah, his Bugbearallies swiftly found many undead horrorswithin the subterranean monastery. Reducedto cannibalism in the wake of the EvokedDevastation, these Cenobites hungered forthe flesh of the living and slaughtered themby the dozen. Such was their power thatHazaan himself was forced to enter the fellplace and cow them with his awesomemagical might. The dragon was loathe todestroy them, however, thinking that theymight be put to good use at some future time.So it was that he locked them away in themonastery's guest room (Area #4, asdescribed above) and its Arena.

    This is the latter of those two places. Adesignated area in which the monks of theAlsidrah Malkafrah could train and challengeone another, if necessary, it was considered tobe one of the monastery's most importantlocations before its fall. Now it only holdsthree Cenobites who hover above the bonesof a Bugbear victim. Since none of them hadeaten in centuri