The Vearu Sands
by The Quor Writing Group
This is an adventure for the Int'Ramora Campaign Setting. This particular adventure is built for the standard Core v3.5 Classes provided by Wizards of the Coast.
History of the Vearu Sands:
When the elves were first exiled from the jungle lands of Int'Ramora, they discovered a race of humaniods they named Egyptites. These Egyptites were exactly like the humans of Int'Ramora Valleys and coasts, only their skin was darkened by the sun, over the many years they lived in the desert. The Egyptites seemed friendly to the elves. They were seemingly simple people, with limited technology. The elf prince Teldlon called the Egyptites "The second chance for Humans.", because he believed they were less destructive to the land, and themselves, as the humans of the Valleys.
But upon closer observation, the elves, to their great shock, realized the great power these Egyptites held. Powerful gods and goddesses rose from beneath the sand, and demanded the elves revoke their tithes to their gods. It is said that each elf their denied to bow to the Egyptite gods, and were slain by wicked beasts.
The elves built powerful wards in the valley borders to keep the Egyptite civilization a secret from curious explorers. The elves thought they had to hide the evils of the desert from the young human race.
But no matter how hard they tried to hide the Egyptites and their gods, it was fruitless.
The dwarves, bullied into protecting the borders, leaked information about the beautiful treasures and cities in the desert. They didn't, however, tell of the ancient desert dieties.
The PCs should start in the dwarven border city of Ma'Dria. The PCs came from all over Int'Ramora to be a part of a secret pilgrimage to the desert kingdoms.
The Vearu Sands: Pilgrimage to Anukfalmon
The transition from the valleys to the desert is surprisingly and unnaturally quick. The mountains bordering the valley lands and the deserts prevent the rain seasons of the valleys to reach most of the desert. But it does rain, and some Oasis' in the Vearu Sands house large cities. One of these, is the city of Anukfalmon. Anukfalmon is the capital city of the Eastern Vearu Sands, and is the focal point of most pilgrimages. This so happens to be where the PCs are heading. But the path to Anukfalmon is treacherous. The only options of travel, are walking through the vast open desert, infested with snakes, and mysterious insects, through the dried up riverbed, or through the air. Air travel is extremely expensive, and the dwarf pilots point out the dangerous windstorms that seem to occur every now and again. Traveling along the dried up riverbed seems to be the most sensible coarse, so the dwarves give the PCs each a camel, tents, and an old map, with the signature of an old elven cartographer. History DC35 will tell a PC that the elf who made this map was a part of the first elven band to the Vearu Sands. And the last.
USe the map given to the PCs as an overland view. The map has a scale, so you can keep track of how far the PCs have traveled. Use the random encounter chart, table 1.1, to decide what happens every few hundred feet. Increase the amount traveled before a random encounter needs to be rolled, if you want the trip to be a bit smoother, or vice versa, to make the trip more difficult. The trip is about 3,875 feet from the PCs starting point.
Table 1.1
01-10 Nothing unsual happens
11-20 The sand shifts mysteriously
21-30 The city of Anukfalmon is visible
31-40 A sand pit reveals an underground cave. Search DC18 bones, and a pouch with three small bug shaped jewels are found.
41-50 Nothing unusual happens
51-60 A low level viper attacks the PCs
61-70 A swarm of locusts attack the PCs
71-80 Giant scorpions are seen off in the distance
81-90 A dark-skinned man rides past the PCs. He is riding a giant scorpion
91-100 The PCs find some blood-stained sand.
When the PCs reach the city of Anukfalmon, read this description:
As the hot sun begins to set over the desert lands, a breeze softer than any other blows over you. Before you is a magnificent sight, that nobody has seen in over a hundred years. At least nobody from the valley lands. The city of Anukfalmon is a busy city. Villagers wearing black and gold colored robes and vestments make their way around the town, guarded by a fierce militia, with black war paint adornishing their eyes, and a huge pyramid carved out of sandstone seems to be the peak, and center piece of the city. You see several sets of stairs leading up high to many different landings with tall doors, and one, in the very center of the pyramid, leading up to a landing with a magnificent throne chair made of pure gold, colored and intricately carved. More amazing, though, is the amazing statue of a beautiful woman, towering over the thrown, with her arms spread to reveal wings of gold and black, and her head thrown back, restingon a large red disc. There is a man sitting in the thrown, with more of this war paint around his eyes, and with a golden serpent crown upon his head. At each of his feet are two tall dark, and decorated, men bearing large golden serpent head staffs. And they are bowing submissively at his feet.
As you stand in awe, struck by the beautiful site, eight men emerge from sand-built buildings, with wicked looking black swords and spears. They wear the same war paint around their eyes as the other guards, but they do not wear the same peaceful smile. Within minutes, they surround your party, and another man comes from the sand buildings. This man is almost as decorated as the man on the throne, only he does not wear a crown of serpents. Upon his head is a tall jug shaped hat of gold and black. His eyes have golden pendants of scowling eyes around them. This man also carries one of the serpent staffs as the men by the throne. "Yuh nuk toe mikahk Anukfalmon soo mooun!" he spits at you, in his own native language. When he gets no response, he slams his staff into the ground, and repeats himself, angrily.
The PCs can all try and communicate with him, but the only language he understands is Elven and Egypten.
If a player speaks to him in Elven, he steps back, surprised. To that player, he steps closer to, and says:
"Your people have returned... and answered our prayers!" The man leaps into the air, using his staff to push himself off the ground further more, and the warriors around you seem to relax, and some smile at you. His eyes darken quickly, though, as he stares off into the desert whence you came. "No... you brought them to us..." He shakes his head, and a tear forms on his face. "Anubites!" He screams at the top of his lungs, and races off towards the sandstone pyramid. Soon after, you see the men who were guarding you, panic, and run to the building they came from. The desert streets quickly empty, as a loud gong sound fills the air.You turn to look into the desert behind you, and see dark figures slowly moving closer to the city.
Allow the PCs a chance to roll initiative, and spot checks. The highest roller gets this description:
A band of five black dog faced humanoids, wearing blue and gold plates around their necks, and blue and gold breastplate armor, wielding long black scimitars begin to run towards the city, howling. They move incredibly fast, seemingly quickened by the darkening skies. They move into a V shaped formation, and the one leading the 'pack' leaps about twently feet into the air, and lands even closer to the city. You know you only have a few minutes before they reach the city, and you.
A group of the city guard, and warriors form ranks around you, and within you. They seem to have adopted you as a member of their phalanx. There are about fifteen of the Anukfalmon guards, all of you, against these five jackal-faced monstrouscities. As they get closer to your party, they stop, sheath their scimitars, and pull out long nasty whips from their sides. They continue their charge, howling and snarling menacingly.Something tells you that your force is the one lacking in power.
The Anubites:
HP-27 Init. +3
AC-18 Spd. 40ft Leap 40ft
Fort. +7
Ref. +4 Will. +0
BAB 4
Grapple +8
Scimitar +8 1d6+2
Whip +9 1d2+2
Jump +16
Intimidate +7
The Anubites target the Anukfalmon Guards, and when the first few of them die, make the other Anubites attempt to leap over the PCs and the Guards, and leap again onto the pyramid. The Anubites leap to the Pharaoh and grab him, dragging him into the pyramid. The holy people who were bowing at his feet don't dare enter the pyramid.
The people of Anukfalmon beg and plead with the PCs to retrieve their pharoah. If the PCs accept, they are told that the pharoah will reward them greatly, and they are given free healing, and rest at the bazaar.
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