TEXT: Curse of the 
  Sand Lord
  Paul ‘Wiggy’ Wade-Williams
  NF1
  10108
  
  www.tripleacegames.com
  by Paul “Wiggy” Wade-Williams
  Editing: Danny James Walsh
  Cover, Graphic Design & Typesetting: Robin Elliott
  Cover Illustration: Chris Kuhlmann
  Interior Artwork: Carly Sorge
  Cartography: Robin Elliott
  ©2013 Triple Ace Games Ltd. Hellfrost Land of Fire and all related marks and logos are  
  trademarks of Triple Ace Games Ltd. All Rights Reserved.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com   
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.  
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  ISBN: 978-1-908237-23-1
  1 3 5 7 9 10 8 6 4 2
  Curse of The Sand Lord
  NF1
  
  
  Welcome to the first official adventure for Hellfrost: 
  Land of Fire!
  NF1: The Curse of the Sand Lord is designed for a group 
  of four Novice characters with no advancements—fresh-
  faced heroes embarking on their first major adventure. If 
  you’re looking to start play immediately, there are eight 
  pregenerated characters at the back of this book. All the 
  players need do is purchase their gear.
  The encounters are already designed to automatically 
  scale up or down based on the party’s size. For parties of 
  higher Rank, the GM should increase the number of op-
  ponents accordingly. Add two Extras to each encounter 
  for each Rank the party is above Novice. For instance, if a 
  party of four Seasoned adventures encounters skeletons 
  numbering one per hero, a party of four characters must 
  fight a total of six skeletons—one for each hero, plus an 
  additional two because the party is Seasoned.
  Additionally, it is impossible to balance encounters 
  in a published scenario to ensure every possibly party 
  configuration has a fair chance of success. Some parties 
  will bristle with potent spellcasters and powerful war-
  riors that can wade through scores of foes, others will 
  comprise cunning rogues and thoughtful sages better 
  suited to investigation and problem-solving. Most will 
  likely fill a middle ground, and this is the option we have 
  taken when writing the scenario. If after reading the ad-
  venture the GM decides his individual party will find the 
  encounters too easy or too tough, he should adjust the 
  opposition to provide a more suitable challenge.
  GEoGRAPhICAL NoTES
  The adventure is set in the desolate and sparsely 
  populated area between Suleiman’s Road and the Pil-
  lars of Suleiman. No locales detailed on the main map 
  of Al-Shirkuh are visited in the course of the scenario, 
  enabling GMs to move the setting to another region with 
  the minimum of effort.
  The scenario begins on the night of the last new 
  moon at the start Alak Paret. Thus, the following day will 
  dawn as Amt Yaus al-Maat Amt Alak Paret (“the first Day 
  of Balance in the first month of harvest season”).
  The ambient temperature during daylight hours for 
  this region and season is Hot (average 92° F or 34° C).
  Background Notes
  A thousand years before the arrival of the jinn, around 
  the time the ancient priests of Hekata were engaged in 
  their perverse quest for immortality, the land around the 
  ancient trade route known today as Suleiman’s Road 
  was ruled by a small kingdom, one of hundreds that has 
  graced the timeless sands of Al-Shirkuh.
  Into the royal house was born Barsul-Tuge. Unlike his 
  predecessors he craved power. After killing his father, he 
  spent much of his early reign subjugating the neighbor-
  ing lands and tribes. An autocrat and tyrant, he ruled 
  with a rod of iron, and brooked no threat to his author-
  ity. Those who dared to speak out were taken from their 
  home and buried alive in the desert sands.
  Though his people suffered for decades, they eventu-
  ally rose up against their cruel master. Barsul-Tuge was 
  carried into the desert to suffer the same fate he had 
  bestowed upon countless others. As the fine grains filled 
  his lungs, stealing his life, Barsul-Tuge vowed revenge, 
  invoking the name of Azanzibul, his people’s deity of 
  evil to fuel his curse. A mausoleum was erected over his 
  grave, a warning to others not to disturb the sands.
  Within a year Barsul-Tuge’s kindgom was no more. A 
  sandstorm lasting a month swept out of the deep desert 
  and consumed the great city, the outlying settlements, 
  and all who dwelt there. Yet Barsul-Tige’s anger was not 
  diminished, for in life he sought mastery over the whole 
  world, and that destiny had been denied him.
  Azanzibul, who today is called Iblis, did not claim the 
  king’s spirit, nor did he allow others to take it from its 
  earthly tomb. Instead, the dark deity gave Azanzibul a 
  tiny spark of power. Should he master it, he would rise 
  again to fulfill his ambitions.
  ThE CuRSE oF ThE 
  SAND LoRD
  
  NF1: The Curse of the Sand Lord
  
  Two millennia have passed, and Barsul-Tuge has risen 
  again. He has spent the last few years literally carving 
  out a small subterranean realm beneath his tomb. His 
  formidable will has given him mastery over its walls, and 
  within its dark halls he is the undisputed ruler. Indeed, 
  the sands that once extinguished his life have become his 
  slave to command. Yet Barsul-Tuge, now calling himself 
  the Sand Lord, is not at the height of his powers.
  Were he to wait a few centuries longer, he would 
  grow in power to surpass any greater jinn. But Barsul-
  Tuge has waited long enough. His desire for vengeance 
  and conquest consumes every moment of his existence. 
  His mind is made up—it is time for him to expand his 
  kingdom into the world of mortals. Whether by quirk of 
  fate or the machination of greater powers who sense the 
  rise of evil and desire it crushed, the Sand Lord’s plan 
  coincides with the heroes’ travels through the region.
  Player’s 
  Introduction
  Read or paraphrase the following text to the players.
  For the past month you have been in the employ of 
  Aziz ibn-Jamal, a minor merchant from the great 
  city of Akhmim, City of the Devoted.
  Aziz, a man who has never before left the comfort 
  of the city, has arranged a meeting with a Bedu 
  tribe, the Alaghari, along Suleiman’s Road. If ne-
  gotiations go well, he hopes the tribe will agree 
  to carry his cargoes from the caravanserai at Al-
  Mosk, to the Oasis of the Jinn, where they will sell 
  them to merchants heading to the Free Emirates.
  He lacks all knowledge of desert life and was in 
  need of bodyguards and advisors. You were seek-
  ing honest work. At 50 dinars a week plus room 
  and board, his offer was too good to pass up.
  Aziz has proven a good employer. He lacks a great 
  deal of common sense, tends to dither, and does 
  not cope well with unexpected situations, but he 
  has paid you promptly for what so far has been 
  very easy work. 
  After travelling to Qarah by ship, you set off on 
  camels along the trade road. All being well you 
  should be at the rendezvous point in a few hours, 
  and from there it’s a slow return to the city and 
  the search for a new employer.
  Give the players chance to introduce their characters. 
  They’ve been working together for a month and would 
  know something about their comrades.
  In addition to their purchased gear, Aziz has loaned 
  characters with Riding d4+ a riding camel and saddle. 
  The beasts are to be returned to the merchant at the end 
  of the heroes’ employment (which is scheduled for when 
  they return to Qarah).
  Aside from Aziz and the heroes, there are ten of the 
  merchants employees in the camel train. Their camels 
  are laden with sample goods, as well as extravagant 
  gifts for the Bedu sheikh. They have not been given any 
  stats—they are completely incidental to the adventure, 
  and flee at the first hint of any trouble, only to return 
  when it is safe. When you are ready to begin the adven-
  ture proper, proceed to the next section.
  A Moral Choice
  Read or paraphrase the following text to the players.
  As the sun begins to sink toward the western ho-
  rizon it brings with it much needed relief from 
  the searing heat. If everything goes to plan, you 
  should meet up with the Bedu before the sun sets. 
  Off to the north you catch sight of dark shapes 
  wheeling in the late afternoon sky. Vultures!
  Have the characters make Notice rolls. With success, 
  they judge the distance to the circling vultures to be 
  around five miles. Given the characters are mounted 
  on camels and the terrain is relatively firm and flat, they 
  could reach whatever they are waiting to feast upon in 
  about an hour. There are four hours to sunset, plenty of 
  time to investigate and still arrive before dark.
  Aziz has not noticed the birds. If the characters bring 
  their presence to is attention he stares northward for 
  several minutes. Utterly out of his depth in the desert, 
  Aziz is unsure as to how to proceed. A good man at heart, 
  he would dearly love to provide assistance to any injured 
  travellers. However, they might be too risky. After pon-
  dering the situation, he asks his advisors and bodyguards 
  how best to proceed.
  The desert is a harsh mistress, and death is not uncom-
                                                          
                                                                  
  ADvENTuRE CoDES
  You may have noticed that this adventure has the 
  code “NF1” on the cover. If you’re looking to pur-
  chase more official adventures, this code will help 
  you decide which scenarios to pick up.
  The first letter relates to the specific Rank of the 
  characters the adventure is designed to suit. N 
  stands for Novice, S for Seasoned, and so on up to 
  L for Legendary.
  The second letter will always be an “F” in this se-
  ries, as it stands for “Land of Fire.” If an adventure 
  cover or full description has no second letter, then 
  it is written for the wintry northern continent.
  The number tells how many scenarios of a given 
  Rank have been published already. If you see a cov-
  er announcing a scenario as SF3, for instance, then 
  you know at a glance that particular scenario is the 
  third Seasoned adventure for Land of Fire.
  Most adventures will be standalone tales, and thus 
  needn’t be run in the order of release number. If we 
  publish linked scenarios, there will be an obvious 
  second title on the cover letting you know exactly 
  where the adventure fits in the series.
  
  hellfrost: Land of Fire
  
  mon. There is no moral requirement for the characters 
  to investigate the source of the vultures’ patient circling. 
  However, as heroes, it’s hoped they’ll do the right thing. 
  After all, they may one day need assistance, and fate has 
  a curious way of remembering good deeds. if the heroes 
  are unsure how to act, allow them to make a Common 
  Knowledge roll (–2 for Hadaree and sand goblin charac-
  ters). With success, they know the above facts.
  Should the characters investigate, proceed to the sec-
  tion immediately below. Aziz and his employees decline 
  to follow the characters. The merchant suggests he and 
  his men rest the camels and brew some coffee. He can-
  not be persuaded to change his mind. If they advise the 
  train ride on, proceed to First Meeting.
  The Caravan of Bones
  Read or paraphrase the following text to the players.
  From a top a small dune the source of the vul-
  tures’ curiosity becomes readily apparent. Some 
  50 yards head lies the remains of a small cara-
  van. Through the heat haze you can just make out 
  piles of bones. Strange that the vultures would be 
  attracted to what seem long-dead remains.
  Wait! Amid the bones something is moving. Squint-
  ing, you can just make out a nomad raising his 
  arm, signalling for help.
  Although all that remains are bones that look as if 
  they have lain on the sands for weeks, the caravan met 
  its fate just an hour earlier. The Sand Lord was trying 
  out a new power, the ability to summon a localized and 
  potent ghibli. Unfortunately for the nomads, they were 
  in the wrong place at the wrong time. Fortunately for 
  the characters, the summoning drained the Sand Lord, 
  preventing him from using the power again today.
  The caravan comprised four camels and ten nomads. 
  All but one nomad are dead. Any character making a Sur-
  vival roll deduces the nomads had made camp shortly 
  before their fate befell them.
  The lone survivor (marked S on the map) is in a very 
  bad way, and will not survive much longer. His right arm 
  and part of his face have had the flesh stripped away, 
  exposing the white bone beneath and leaving strips of 
  tattered flesh clinging to his muscles. Were this a corpse, 
  it would be grisly but bearable on the stomach and spirit. 
  Seeing a man live in such torment, however, requires 
  a Spirit roll to avoid the effects of Fear. Any character 
  making a Healing roll knows the nomad is essentially 
  dead—not even healing will save him from passing over, 
  though it would ease his pain in his last few minutes.
  Regardless of whatever medical help is offered, the 
  nomad whispers a final few words before dying.
  “Ghibli,” his hisses, the wind whistling through his 
  exposed teeth. “Rose out of nowhere. Unnatural.” 
  With that he exhales his last breath.
  Characters with a nomadic background may make 
  a Common Knowledge or Survival roll (their choice). 
  Those from the city may make Knowledge (Folklore) 
  or Survival rolls. With success, the character knows the 
  ghibli, known as the flay wind in Sandspeech, can strip 
  the flesh of a man’s bones and scour away metal and 
  leather. On a raise, he also knows that a particularly nasty 
  type of undead known as flayed can be created by the 
  much-feared wind.
  No sooner has the nomad died, then a small number 
  of the dead comrades rise to their feet. Read or para-
  phrase the following text.
  With a crack of bone, two of the nomads rise shak-
  ily to their feet. Their white bones, freshly stripped 
  of flesh, stand out in stark contrast to the yellow 
  and orange hues of the desert. As they stand, a 
  wind begins to whip up around them, encircling 
  them in a cloud of scouring sand particles.
  Unless someone in the party previously declared they 
  were acting as a lookout or someone scored a raise on 
  the above roll (the latter alerting the party to the pos-
  
  NF1: The Curse of the Sand Lord
  
  sibility of undead nearby), have the heroes make Notice 
  rolls. Those who fail are Surprised. The undead nomads 
  rise slowly enough that action cards are dealt to all char-
  acters not Surprised and the flayed as normal.
  Terrain: Moving over the skeletons of the dead camels 
  or nomads or through the scrub plants counts as difficult 
  ground. Gathered, the vegetation equates to 10 pounds 
  of firewood.
  Monsters: A pair of nomads (marked F on the map) 
  have been reanimated as undead flayed by the fell wind.
  * Flayed (1 per 2 heroes): See p. 24.
  Tactics: On the first round, the flayed unleash their 
  Flay Wind special ability, angling the template to catch 
  as many heroes as possible. Should a foe get within 7”, 
  the flayed close to melee, using their claws to rend flesh 
  while the swirling sand scours at their flesh. 
  Treasure: Aside from 50+2d20 dinars in assorted 
  coins and small, low value objects easily sold at market, 
  the heroes may wish to lay claim to the basic trade goods 
  (rolls of cloth, pottery, and such like) the caravan was 
  transporting. The wind has destroyed much of the cargo, 
  but there are still 500 dinars worth of assorted wares. 
  Each 5 dinars worth weighs 2 pounds. Unlike standard 
  booty, these goods can be sold at 75% of the value with a 
  successful Streetwise roll, and 100% with a raise.
  Aftermath: A cursory glance at what little remains of 
  the nomads’ belongings indicates they were Faithful and 
  followers of Duamutef. Any nomad or follower of Dua-
  mutef in the party knows the standard funerary practice 
  is to bury the remains in the desert. Others characters 
  could probably deduce this based on common sense and 
  logic, but it requires a Knowledge (Religion) roll to be 
  sure. There is no reward or penalty for failing to bury the 
  nomads unless a character is a cleric of Duamutef—not 
  performing suitable burial rites to fellow followers con-
  stitutes a major sin.
  Once the heroes have finished at the caravan, they can 
  return to Aziz and report their findings. The merchant 
  has no interest in any trade goods plundered from the 
  dead nomads—he considers them Asha’s reward to the 
  adventurers for performing a good deed.
  First Meeting
  Read or paraphrase the following text to the players.
  The camp is not yet in sight, but your presence 
  has been detected. Up ahead, four riders, their 
  faces concealed beneath sand hoods, sit upon 
  camels. They carry weapons, but all are safely in 
  their scabbards. One of them waves and urges the 
  mount forward at a trot. The rest follow.
  As the figure approaches, it pulls back its scarf to 
  reveal a beautiful female face, with large brown 
  eyes and soft, delicate features. Only the steely 
  look in her eyes reveals this is a woman accus-
  tomed to the harshness of desert life.
  She touches her hand to her heart, mouth, and 
  forehead, a traditional greeting across Al-Shirkuh, 
  and smiles broadly. “Greetings and the blessings 
  of Suleiman upon you, illustrious travellers! I 
  am Beyah Salima dar-Hassim dar-Alaghari,” she 
  beams, “the daughter of Sheikh Hassim. I trust 
  you are the merchant Aziz and his escort?”
  At this point she politely waits for a reply. Should any 
  hero (as Aziz’s “herald”) reply in the negative, she apolo-
  gizes for mistaking them for others and wishes them a 
  pleasant journey. if the character changes his mind, or 
  another speaks for him and corrects him, she makes a 
  mental note that the merchant and his men are not to be 
  trusted. If the party answers positively straight away, her 
  smile grows even wider.
  “Truly we are blessed with excellent news! Praise 
  be to Asha you made it safely through the desert. 
  Come, the camp is not far, and my father has a 
  feast prepared in your honor.”
  Salima’s real given name is Arij (“Sweet fragrance”), 
  though she won’t use that at any time in their presence. 
  See the sidebar on page 6 for why,
  Although the heroes might wish to tell her of the ill-
  fated caravan they found earlier, Salima does not wish to 
  discuss such things. While her tribe regularly carry cargo 
  for merchants, she has never encountered anyone from 
  any of the great cities in person. She wishes to know 
  everything about the city where the characters grew up, 
  and fires off a barrage of questions. Treat her as a curi-
  ous child, with no knowledge of city life. Naturally, this 
  means she has little time for fellow nomads, though she 
  is polite to them.
  She is used to men casting their gaze upon her, but 
  that does not mean she likes it—she wants to be re-
  spected for her skills, at which she has worked hard, not 
  admired for her beauty, which she did nothing to earn. If 
  any character expresses an interest in her marital status, 
  mentions her appearance, or is obviously being over 
  polite in the hope of getting noticed, she responds with 
  one of the following polite put-downs:
  * “Tell me, is it the custom of your people to marry 
  as boys, or do you perhaps have an older brother who 
  seeks a wife?”
  * “Blink more often. If you continue to stare like that 
  the sun will burn out your eyes.”
  * “I have a pet already. I do not require another.”
  Monsters: The only creatures encountered in this 
  scene are Salima and her three escorts. Unless the heroes 
  are insulting to her, there is no combat.
  * Beyah Salima dar-Hassim: See p. 23.
  * Bedu (3): See p. 24.
  The Race
  A few miles later, Salima informs the party the camp is 
  less than a mile away. With a sly grin she calls out, “Come, 
                                                          
  
  hellfrost: Land of Fire
  
  show me how well you city dwellers ride!” With that, she 
  spurs her camel into a gallop. Her escorts do the same.
  Arrogant and Overconfident characters have no choice 
  but to give chase. Wiser or more loyal heads may wish to 
  remain at the side of their patron, who is no rider, and 
  refuses to spur his camel faster than a slow walk.
  The race is divided into three “rounds,” each repre-
  senting several minutes. Each round, the participants 
  make a Riding roll. Each success and raise earns them 
  a token. Whoever has the most tokens at the end of the 
  contest reaches the camp first. In the event of tie, all 
  those sharing the lead must make a final roll to decide 
  who wins what is a very close race—highest roll takes 
  victory by a nose.
  If Salima wins and is complimented on her riding 
  skill, she waves it off with a broad smile and a casual, “All 
  nomads are good riders.” If she loses, she compliments 
  the victor, praising both him and his mount.
  Rewards: A player character who wins the race gains 
  1 Glory for the victory and the resultant praise from 
  Salima. The noblewoman pulls a silver adornment from 
  her camel’s reins and offers it as a prize. It is worth 20 
  dinars.
  At The Bedu Camp
  Sheikh Hassim dar-Alaghari, has come to meet Aziz 
  with 50 of his people. The main part of the tribe is cur-
  rently further east. Beyah Salima, his only daughter, is 
  also his only child present, and is second-in-command 
  of the camp. They have erected their tents near a small 
  seasonal well, one of the few watering holes considered 
  neutral ground by the local tribes. The sheikh’s tent, the 
  largest and grandest in the camp, is adjacent to the well. 
  The rest are arranged in a rough circle around his. See 
  the map on page 11.
  Do not show the map to the players under any cir-
  cumstances—it contains information meant only for the 
  GM’s eyes. Draw them a quick sketch map.
  A tent has been set up for Aziz and his party close to 
  that of the sheikh. Although he has not yet met the mer-
  chant, Sheikh Hassim knows a successful business deal 
  could bring his tribe increased riches, and he is prepared 
  to treat Aziz as an honored guest.
  The tribe currently has 30 men and 20 women pres-
  ent. Six guards patrol the perimeter at all time, while 
  another pair watch the tethered camels. Two are beyond 
  the boundary, patrolling the desert on camels.
  At night, small campfires are lit around the edge of 
  the camp to ward off curious predators. Beside each one 
  is a pile of sand—this allows the Bedu to quickly extin-
  guish their fires without creating tell-tale smoke should 
  the need to remain unseen arise.
  Introductions
  As the riders arrive, nomads emerge from their tents 
  to help them from their camels and tether the mounts. 
  No nomad touches any of the saddlebags. Once every-
  one is on foot, a large man in fine robes walks forward 
  to greet the guests. His eyes are alert, his face heavily 
  weathered from years living in the desert, and his neatly 
  trimmed bearad is flecked with gray. Salima rushes over 
  to give him a hug, and hastily recounts the camel race.
  “You must excuse my daughter,” he says, “She 
  is still filled with the impetuousness of youth. 
  A thousand welcomes to our humble camp,” 
  he says, bowing his head. “I am Shekih Hassim 
  dar-Alaghari, and you are honored guests in my 
  camp.
  The characters should now introduce themselves. As 
                                                                       
  ThE ALAGhARI TRIBE
  The nomads Aziz is meeting are members of the Ala-
  ghari tribe. Any nomads in the party may make a Com-
  mon Knowledge roll at –4 before they reach the camp 
  to determine if they know anything of the tribe—the 
  desert is a large place, and there are many tribes.
  With success, the nomad knows the tribe are De-
  voted and frequently travel Suleiman’s Road and 
  the Jinn Road, but nothing more. With a raise, he 
  recalls the tribe is renowned for its pride, and their 
  women have two names—their given name, and 
  one they use when dealing with strangers. Should 
  the roll be a critical failure, the character has con-
  fused them for another tribe. He believes them to 
  be Faithful followers of Qedeshet, god of merchants 
  (among other things), and is convinced children 
  must always wear white robes to symbolize their in-
  nocence of spirit.
    TRuTh ABouT ThE TRIBE
  The Alaghari tribe are indeed Devoted, though they 
  have no particular problems with Faithful outsiders 
  so long as they do not try to convert them.
  They are a proud people, prone to anger quickly if 
  insulted (or at a perceived insult) and ever ready 
  to spill blood to defend their honor. As with most 
  prideful citizens of Al-Shirkuh, they are masters of 
  understatement when it comes to accepting praise.
  Women of all ages always use a different first name 
  when dealing with outsiders. This is an old custom, 
  and developed as a means of preventing evil jinn in 
  human form from knowing the true names of their 
  women and spiriting them away in the night.
  They have one unusual custom that might give rise 
  to some awkward moments later—merchants are 
  never served food at the same time as other guests. 
  Instead, they receive the leftovers of the sheikh. 
  Though this might seem insulting to outsiders, the 
  tribe considers it an honor. First, it ensures the food 
  is not poisoned. Second, it allows the merchant to 
  instantly judge what the sheikh thinks of him. A 
  large portion of leftovers indicates favor, while a 
  mouthful indicates great displeasure.
  
  NF1: The Curse of the Sand Lord
  
  hirelings, they are expected to introduce their master as 
  well. If any hero has the Hated Tribe Hindrance, Hassim 
  loudly sucks breath in through clenched teeth. However, 
  he passes no comment, and does not rescind his greet-
  ing or the status he has given his guests.
  Once the introductions are over, Hassim continues.
  “A tent has been set aside for your comfort. Once 
  you are refreshed, please join me in my tent. A 
  simple meal has been laid on for your pleasure.”
  Aziz, having no knowledge of Bedu customs, 
  asks to know when negotiations will begin. He is 
  already opening saddlebags and pulling out goods. 
  All nomad characters automatically know this is a 
  bad move—until coffee has been drunk, nomads 
  never discuss business. Furthermore, in his ea-
  gerness Aziz has forgotten that the new moon 
  hangs in the sky—an ill time to engage in busi-
  ness matters.
  Hassim’s face begins to lose its smile. 
  A hasty Persuasion roll from one hero, 
  coupled with a reasonable excuse (such 
  as “My master is tired and forgets himself 
  in the presence of so noble a lord” or 
  “Forgive him, lord, he is a stranger and 
  means no insult”) quickly defuses the 
  situation, and Hassim’s smile returns. 
  The smile is quite genuine—Aziz has 
  come across as an idiot, and that bodes 
  well for the forthcoming negotiations.
  The 
  characters’ 
  tent, 
  which is large enough to ac-
  commodate the entire party, 
  including Aziz’s minions, is 
  richly appointed, with silk cushions to 
  provide comfortable seating, and thick 
  carpets boasting intricate patterns to 
  keep the chill of the cold sand out of 
  the guests’ bones. A fresh pot of fragrant 
  coffee bubbles away on a small charcoal 
  burner, and a selection of sweetmeats, 
  fresh fruit, and sugared nuts sits in a sil-
  ver dish on a low table. Full waterskins 
  hang from the roof.
  It may occur to the characters to en-
  quire among the nomads whether or 
  not the tribe has any customs of which 
  they should be made aware. They are 
  told about the strange custom of merchants 
  always eating the sheikh’s leftovers, and that it 
  is a sign of honor. This knowledge should help dif-
  fuse an awkward situation later, especially if Aziz is told 
  of the matter in advance.
  When the party is ready, proceed to The Feast. Aziz’s 
  men do not accompany their master. They know from 
  past experiences the invitation to feast in the sheikh’s 
  tent does not extend to lowly servants.
  As honored guests, any nomad characters know the 
  heroes may carry weapons to the meal. Drawing them 
  except at the request of the host or in his defense incurs 
  a –20 Glory penalty. The wearing of armor is a major 
  social faux pas, as is having spells maintained (or cast-
  ing them during the feast). Both acts imply an open 
  lack of trust toward the host and doubt his ability to 
  protect them should trouble arise. Any character com-
  mitting such a flagrant breach of the rules of hospitality 
  automatically loses 10 Glory for each infraction.
  The Feast
  Hassim sits at the far end of a low table. Salima 
  sits immediately to his right, while Aziz is invited 
  to sit at his left hand (a position of respect and 
  trust). The characters and twice their number 
  of tribes-
  men and woman are seated fur-
  ther down the table. A female 
  Bedu sits to Salima’s right. 
  No cutlery is provided, though 
  every person has a silver plate in 
  front of them.
  GIvING & RECEIvING 
  GIFTS
  Before any food appears, Aziz 
  presents the sheikh with a silver 
  edged dagger with a ruby in the 
  pommel and a finely woven carpet deco-
  rated with phrases from the Hamad. He 
  flatters his host using eloquent terms 
  and thanks him for his gracious and 
  unparalleled hospitality. After describing 
  his hospitality as a “meager offering for 
  one so worthy of friendship,” the sheikh 
  admires the gifts for several moments be-
  fore giving Aziz a small engraved wooden 
  casket filled with threads of saffron, a 
  bag of salt, and a sliver of glass from the 
  Mirrorsands that has been made into a 
  mirror.
  Although they are honored guests, 
  they are technically part of Aziz’s 
  retinue, and his gift suffices for 
  them. Any nobles in the party 
  may wish to accord the sheikh 
  gifts, as may any nomads—it 
  rarely hurts to try and make friends in the desert.
  Depending on the value of any gift, examples of the 
  gift the sheikh offers in return include a casket of spices 
  (minimal gift), a small lead-lined box containing a half-
  pound of crushed ice (moderate gift), and even a sliver 
  of rock from the island in the Mirrorsands, from where 
  Suleiman stood along against the might of the jinn army 
  (maximum gift). The important thing is to be creative.
  
  hellfrost: Land of Fire
  
  AzIz IS GoING huNGRy
  Hassim’s “simple meal” is an extravagant banquet 
  comprising dozens of dishes. Roasted lamb stuffed with 
  nuts and dates, fragrant rice, rich and spicy soup, peppers 
  stuffed with goat’s cheese, candied figs, fresh oranges, 
  and salted beef are just some of the many delights. As 
  befits the honored status of the guests, a dish of salt is 
  provided with the meal.
   As is normal among nomads, the food is laid out on 
  large platters. However, unlike in most tribes, the plat-
  ters are not laid out on the table, but are instead carried 
  to each guest in turn by a servant. While the nomads and 
  characters may help themselves freely, the servants con-
  stantly miss out Aziz, refusing to let him grab food.
  Unless he knows to wait patiently for leftovers, after 
  five dishes go past his nose Aziz looks at his hirelings, his 
  eyes clearly beseeching them to interfere on his behalf. 
  As noted earlier, this is not intended as a slight toward 
  the merchant, but an honor. Unfortunately, none of the 
  characters have any way of knowing this.
  How the characters make their inquiries as to Aziz’s 
  enforced abstinence is important. Who they enquire to 
  is less important—they may ask the sheikh or a nomad 
  seated near to them.
  Asking if perhaps there is a custom that forbids Aziz 
  from eating in front of the sheikh is an excellent way 
  of avoiding offense, as it makes no accusations of poor 
  hospitality and makes the speaker sound ignorant. Ac-
  cusing the sheikh of reneging on his welcoming them 
  as honored guests immediately raises the nomad’s ire, 
  requiring a very quick and sincere apology (a Persuasion 
  roll at –2) to avoid giving a great insult. Whether they of-
  fend Hassim or not, he explains the custom of his people 
  and the meaning behind it.
  Offending the sheikh warrants a loss of 20 Glory for 
  whoever insults him. If the matter is quickly defused, the 
  penalty is just 10 points. Avoiding the problem through 
  good roleplaying is worth +2 Glory.
  Should they wait and see what transpires instead of 
  enquiring immediately, Aziz is soon given food—plenti-
  ful leftovers from the sheikh’s plate. Whether or not the 
  heroes take this as an insult toward their boss is up to 
  them. For his part, Aziz is just glad to fill his belly.
  In the event insult is given, the meal ends early. Has-
  sim soon claps his hands, sending the servant scurrying 
  away with the platters. Coffee is quickly poured, during 
  which time the sheikh curtly interrogates his guests (see 
  below). Once the coffee is drunk, he dismisses his guests, 
  insisting they must be tired and should rest before nego-
  tiations begin in the morning.
  SMALL TALK
  Whether the meal is cut short or not, Hassim asks the 
  characters about themselves. He doesn’t much care for 
  the details—small talk is a traditional way of sizing up 
  guests and judging their personality. After listening to 
  each character’s story, he asks them the same question—
  ”What do you think of my daughter, Salima?” Since their 
  stories may be well rehearsed, Hassim is using the unex-
  pected question to catch the hero’s off guard. This way 
  they might reveal something of their true nature.
  Assuming all is going well with the meal, Hassim hap-
  GIFT ETIquETTE
  From the highest noble to the lowest peasant, all 
  citizens of Al-Shirkuh offer gifts to friends. Gift-giv-
  ing is an art, not a science. Through gifts, people 
  pass on unspoken thoughts about their friends. 
  Land of Fire is a game of heroes, not worrying over 
  precise social etiquette. Thus, the rules on gift-giv-
  ing have been kept as simple as possible. Note that 
  these rules are ingrained in citizens, and would be 
  known to the player characters.
  * In every day circumstances, gifts have negligible 
  cost. For instance, a man invited to a friend’s house 
  for dinner may bring food to share. Of course, if 
  that friend is an emir, the dish may be solid silver 
  (and retained by the host) and the food expensive.
  * Expensive gifts are only required when offered 
  hospitality as welcomed or honored guests, or if the 
  person in question is a true friend. As a rule, only 
  the head of the party (ideally a noble or character 
  with a higher status profession) should give a gift.
  * To gift an acquaintance or stranger anything may 
  be seen as a bribe at worst and the behavior of an 
  uncouth barbarian at best.
  * The highest value of gift before insult is given is 
  equal to 1% of the value listed on the weregild table 
  in the Hellfrost Player’s Guide. The lowest value is 
  one-tenth of the above. Thus, a sheikh (equivalent 
  to a duke) would expect gifts ranging in value from 
  64 to 640 dinars.
  Lower values are permissible with a valid excuse. If 
  one has just been robbed, for instance, then one is 
  unlikely to have much of offer a gracious host who 
  bestows honored guest status on one. Not having a 
  gift because one was not expecting to be given the 
  hand of friendship is not an excuse, though.
  * If a character has enough money to offer a gift, 
  then assume he has suitable small goods on his 
  person. Don’t worry about where he bought them, 
  or their weight! These are called “standard gifts.” 
  A hero may always purchase something specific, of 
  course. This is considered a “special gift.”
  The main reason for this rule is that the giver can 
  expect a gift of equal value in return. Items may 
  change hands, but the heroes’ purses still contain 
  the same amount of dinars. Alternately, the GM may 
  demand the heroes set aside money and purchase 
  a vague item simple called “gifts.” The amount of 
  money invested is the maximum amount the hero 
  has to offer.
  * Unless a woman is the ruling noble or a man is a 
  family member, gifts should only be given to a wom-
  an by another woman. The reverse also applies. 
  Thus, a female hero given hospitality by a sheikh 
  should offer a gift to his wife or a daughter.
  * Each breech of these rules incurs a –10 Glory pen-
  alty at minimum.
  
  NF1: The Curse of the Sand Lord
  
  pily answers any questions regarding his tribe’s unusual 
  customs and the route it travels (Al-Mosk to the Oasis of 
  the Jinn for the main part). He refuses to engage in any 
  conversation regarding their other business interests. 
  Salima is happy to talk with the heroes, but quickly 
  loses interest in proceedings if the conversation begins 
  to turn toward romance.
  If the heroes mention the destroyed caravan at any 
  point during the meal, Hassim falls silent for a moment.
  “Your news does not surprise me, though I grieve 
  for their passing into Asha’s embrace. The desert 
  has felt strange recently. We have heard much talk 
  of sudden storms and strange beings stalking the 
  dunes. But this is not the time for talk of death 
  and mystery. Come, tell me some more of your 
  homeland and the many wonders it contains.”
  At some point in the early hours of the morning the 
  feast concludes, allowing the heroes to retire to their 
  tent. Those who wish to stand guard with the nomads 
  may do so, but they must be careful not to insult the 
  sheikh by implying he cannot adequately protect them.
  The rest of the night passes peacefully, save for Aziz’s 
  thunderous snoring. Proceed to the next section.
  Passing the Time
  Following a simple meal of barley porridge sweetened 
  with honey, bread, and goat’s milk in the sheikh’s tent, 
  the characters are dismissed—only the sheikh and Aziz 
  will be discussing the trade contract. Two Bedu stand 
  guard outside the sheikh’s tent, refusing entry even to 
  Salima. The heroes now have time to themselves.
  There are a few places of interest in the camp they 
  might wish to visit. The numbers before each name in-
  dicate their position in the camp (see page 11). See the 
  sidebar Rumors & Hearsay as well.
  Give the players as much time as they want. Before 
  they get bored socializing, head to Death by Sand and 
  run the encounter.
  . hEALER’S TENT
  Bushra, the tribe’s main healer, remains in her tent, 
  along with her male apprentice, a sallow-faced simpleton 
  named Osman. His parents disowned him when his lack 
  of smarts became apparent, and Bushra adopted him.
  If the heroes call out or wait to be invited inside, Bush-
  ra leaves them outside in the baking heat for 10 minutes 
  before inviting them in. Those who enter uninvited must 
  brave the magical charm that protects her tent.
  In her youth, she actually encountered a greater jinni. 
  Though the jinni was clever, he was no match for the 
  healer’s quick wits. She beat him in a riddle contest and 
  bade him grant her one wish. The jinni crafted for her a 
  magical talisman, which protects her tent from intrud-
  ers. Anyone who wishes to enter her tent uninvited must 
  make a Spirit roll at –2 or suffer the effects of Terror. The 
  item has no power outside her tent.
  She has the following items for sale at 80% of their 
  normal value. Bushra does not haggle.
  Common Goods: Healer’s bag
  Unusual Goods: Herbalist kit, dried herbs (anything 
  the heroes might need). She also has three healing balms 
  (two cutting and one stabbing), one restorative salve, 
  two purgative draughts, two antitoxin pills, and two 
  stimulant II pills. These are fresh, and are good for 8 
  days. The price for each dose is 20 dinars to the heroes.
  Bushra doesn’t say much. She’s not being rude—she 
  just doesn’t say much to anyone. Getting any gossip from 
  her should be a challenge, but not impossible. Politeness 
  and respect will go a long way in loosening her tongue. 
  Whether or not the party buy anything from her, she 
  grabs a random hero by the arm just before they leave 
  her tent.
  The crone stares at you with her penetrating eyes 
  for a moment before nodding to herself. “The jinn 
  RuMoRS & hEARSAy
  The heroes may overhear snippets of conversation 
  or make enquiries into the latest hearsay along the 
  trade road. Have each character make a Streetwise 
  roll while exploring the camp. Success means they 
  pick up one piece of gossip, and a raise two snip-
  pets of information. Roll a d10 and consult the table 
  below. Entries in italics are false. Note that an entry 
  may be both truth and false.
  d10 Rumor
  1 
  Four small caravans have vanished in the des-
  ert near here in recent weeks. Praise be to 
  Suleiman we have not yet suffered losses.
  2 
  A powerful ifrit was seen lurking near Sulei-
  man’s Road. No doubt he plans mischief.
  3 
  The desert has come to life. We have heard 
  reports of men of sand who rise from the 
  desert to attack travelers.
  4 
  Wise men say this region is haunted. There 
  is a necropolis somewhere nearby where the 
  dead do not stay in their graves, and some-
  times they wander onto the trade road.
  5 
  Wealth cannot win Salima’s heart. A man who 
  desires her affections must prove himself her 
  equal at riding and archery.
  6 
  Our healer is old and knows many secrets of 
  the jinn. She makes charms that are said to 
  protect against undead.
  7 
  The land to the south in unpopulated. This 
  has allowed orcs to grow in number.
  8 
  Salima’s brothers have vowed to hunt down 
  and kill any man who insults her honor.
  9 
  Be wary of the X tribe. It is said they are sla-
  vers! (Replace X with the name of a nomad 
  PC’s tribe, or invent one if there are no no-
  mads in the party)
  10 
  The sheikh has not yet appointed an heir. 
  When he dies, his sons will fight for power.
  
  hellfrost: Land of Fire
  10
  whisper your name on the wind and through the 
  sand,” she croons. “Your journey is just beginning, 
  but they already know your name.”
  She opens a small box on a table and pulls out 
  three vials. As she forces them into your hand you 
  feel the magic radiating from them. “Use them 
  wisely,” she smiles, “lest the desert winds sing a 
  lament to your memory.”
  The three vials are alchemical healing potions. Each 
  contains a single dose and cures one wound.
  * Bushra: See page 23.
  * Osman: If stats are needed, treat him as a citizen 
  (see p. 24) but with Smartsd4 and Healing d6.
  . TRADER’S TENT
  While trade agreements with merchants are handled 
  by the sheikh, Duqaq dar-Layth is one of the tribe’s trad-
  ers, and the only one currently in the camp. He deals 
  with outsiders seeking to purchase supplies. Due to the 
  size of the camp and Aziz’s small caravan, he has brought 
  only limited stock.
  If the heroes acquired trade goods from the dead car-
  avan, Duqaq gladly accepts them in trade for his wares. 
  Available items for sale are as below. Since the heroes 
  are honored guests, he offers his wares for 75% of their 
  standard price. A character making a Persuasion roll at –2 
  can get him to part with them for 60%, but no lower. He 
  does sell food, but as honored guests the characters may 
  take whatever they need for personal use for the tribe’s 
  communal stores.
  Duqaq likes to keep abreast of the news—he finds 
  passing on gossip encourages sales. He always reveals 
  one piece of news to the heroes. Streetwise rolls may be 
  made to learn more, as normal.
  Armor: Leather vest.
  Melee Weapons: Dagger, spear (both types).
  Ranged Weapons: Bow, spear
  Ammunition: Arrows (all types)
  Common Gear: Any V availability items with a value 
  of 25 dinars or less except crowbar, hashish
  Unusual Goods: Duqaq has a few alchemical de-
  vices for sale. He tries to hawk these as “special items” 
  reserved only for the “most honored customers.” The 
  names in italics are his sales pitch. Play up to the names 
  when describing them.
  * Bountiful cloak: Cloth imbued with feast (Novice 
  level, spread on the ground and a feast appears)
  * Fire giant’s blood: Potion of boost (Strength) cast 
  with a success (drink to use)
  * Ifrit in a bottle: Glass flask containing obscure in 
  gaseous form (throw to activate, Range 3/6/12)
  . KADA
  As Devoted, the tribe has no need of a temple. Fathi 
  dar-Lut is one of the tribe’s imams. He interprets the Ha-
  mad, counsels the nomads on Suleiman’s laws, enforces 
  morality, and helps settle disputes before they reach the 
  ears of the sheikh. He is also responsible for educating 
  the tribe’s children, ensuring they grow up wise and with 
  strong morals.
  No matter when the heroes drop by his tent, he is in-
  structing a handful of children in the Hamad. He invites 
  any Devoted heroes to speak to the youngsters, asking 
  them to tell how Suleiman’s teachings have helped them 
  in their daily lives. Once they have finished talking, Fathi 
  dismisses the children so they can do their chores, and 
  turns his attentions to the characters, asking how he may 
  help them. He offers the visitors coffee and tabac.
  * Fathi dar-Lut (1): Treat as a Bedu warrior (p. 24), 
  but add Knowledge (Law) d8 and Persuasion d8.
  . FALCoNER’S TENT
  Many nomads hunt with birds of prey. Sheikh Hassim 
  has a great fondness for the birds, and is a keen hunter. 
  Whenever he travels he brings with him a small collec-
  tion birds and his trusted falconer, Masrur dar-Ayser. 
  With the camp being so small, Hassim has just one bird 
  per hero with him. None of the birds are for sale at any 
  price—they are Hassim’s private collection.
  Given the heroes are honored guests, and thus con-
  sidered personal friends of the sheikh, Masrur is willing 
  to let the characters try their hand at falconry if they so 
  wish. This takes an hour, and requires a Survival roll. 
  Characters unlikely to have much knowledge of hunting 
  with birds (most except clerics of Upuaut, nomads with 
  a hunting background, and nobles), suffer a –2 penalty. 
  With success, the bird nets a snake. On a raise, it brings 
  back a plump desert hare.
  * Masrur dar-Ayser (1): As Bedu warrior (p. 24).
  Death by Sand
  Read or paraphrase the following text to the players.
  The air is rent by a loud scream from the direction 
  of the sheikh’s tent. Even before it ends, nomads 
  begin making their way to the scene of the com-
  motion.
  Assuming the heroes respond in a timely fashion, 
  continue reading the text below. Should they dally, the 
  sandmen burst forth as described below and launch their 
  attack. In this instance, the heroes will begin elsewhere 
  in the camp.
  Hurrying over, you see Aziz babbling frantically 
  and gesturing toward the tent. The color has fad-
  ed from his face, and his eyes are bulging. With a 
  supreme effort he calms his nerves, points back to 
  the tent, and screams, “Murder!”
  As if answering the accusation, two creatures 
  stumble from the tent. Roughly humanoid but de-
  
  NF1: The Curse of the Sand Lord
  11
  void of facial features, they appear 
  to be men made of living sand!
  The Sand Lord has decided it is time 
  to begin his conquest of the desert. 
  Unfortunately for the Bedu, their camp 
  contained the nearest living creatures 
  worthy of his attention. Two sandmen 
  burst through the floor of the sheikh’s 
  tent, slashing the carpets with their 
  sand-forged weapons. Before either 
  Hassim or Aziz could react, the sheikh 
  was cut down. Aziz managed to scram-
  ble to safety and raise the alarm.
  Setting Up the Encounter: If the 
  heroes reacted to the cry quickly, they 
  begin anywhere with 6” of the front of 
  the sheikh’s tent. Otherwise, they be-
  gin wherever they were when the GM 
  started the scene.
  Salima and half the Bedu warriors 
  (see below) are already close to the tent, 
  having rushed over. The GM should 
  place the remaining Bedu randomly 
  around the camp, with none closer 
  than 12” to the front of the sheikh’s 
  tent. Aziz, while present, faints as soon 
  as violence breaks out, and plays no 
  part in this combat. The monsters will 
  not attack him.
  Two sandmen begin adjacent to the 
  entrance of the sheikh’s tent, having just 
  emerged from killing the nobleman. 
  The rest begin beneath the sand, and 
  break through on their action card.
  Drawn by vibrations on the surface, 
  the burrowing sandmen erupt close 
  to the sheikh’s tent. Roll a d8 for each 
  sandman and place them as close as possible to the indi-
  cated point on the map. If one is adjacent to an enemy, 
  it makes it burrowing attack as normal. Should it appear 
  adjacent to two or more foes, decide randomly which 
  one is its intended target.
  Terrain: The campfires are not lit and are treated as 
  regular ground.
  The stone-lined well is impassable terrain unless a 
  creature can fly or walk on water. Any creature pushed in 
  falls 20 feet (3”) before hitting water, whereupon it suf-
  fers 2d6+2 damage. The rolled damage is then halved. 
  Characters may make an Agility roll as normal to turn 
  their fall into a dive and negate the damage—the sand-
  men lack both the brains and knowledge of diving to do 
  this.
  There is no risk of drowning—the walls are rough and 
  provide plentiful hand holds. However, the character will 
  have been submerged, ruining any soluble items not in 
  waterproof containers. Sandmen suffer 2d6 damage per 
  round while in the water as they begin to dissolve. 
  Escape requires Climbing rolls or a rope lowered 
  down by a comrade. A hero can haul a trapped comrade 
  a number of feet equal to his Strength die per round.
  The area between the tent posts are open to the el-
  ements. The walls of are Toughness 5. Each 1” of tent 
  is treated as a separate object. A single wound creates 
  a slash that can be moved through as difficult ground, 
  but does not otherwise weaken the integrity of the struc-
  ture. Moving through the interior of any tent is difficult 
  ground.
  Monsters: This encounter involves the player charac-
  ters, Salima, a small number of male Bedu, and a group 
  of sandmen despatched by the Sand Lord. The players 
  should be given control of Salima and the Bedu.
  * Bedu warriors (2 per hero): See p. 24
  * Beyah Salima dar-Hassim: See p. 23
  * Sandmen (2 per Wild Card): See p. 25
  Reinforcements: The aim of the fight is to introduce 
  the heroes to the Sand Lord’s primary minions, not 
  slaughter them. Should the fight go badly, a further one 
  Bedu warrior per player character enters the fray when-
  ever the GM deems it appropriate.
  
  hellfrost: Land of Fire
  1
  Tactics: The sandmen are under orders to destroy the 
  Bedu camp and kill anyone they encounter. They attack 
  the nearest opponent. They do not use any developed 
  tactics, but Gang-Ups may occur if the closest foe hap-
  pens to be nearest multiple sandmen.
  AFTERMATh
  The aftermath of the fight is a scene of chaos and con-
  fusion. Women are wailing, children are crying, and the 
  men, their weapons in hand, seek someone to blame. 
  Salima is temporarily stunned at the sight of her father’s 
  body, his robe soaked in blood, being reverently carried 
  from his tent. The mood is turning ugly, and the charac-
  ters are in danger of becoming scapegoats.
  The characters need to calm the nomads, and quickly. 
  In order to quell the anger, a character needs to make 
  three Persuasion rolls, each opposed by a Group Spirit 
  roll from the nomads. Assume they have Spirit d6. So 
  long as the heroes win two of the three rolls, they suc-
  cessfully prevent the warriors from wreaking a terrible 
  vengeance upon them.
  Should they fail, describe the nomads advancing 
  closer on all sides, the look of hatred in their eyes, and 
  the glint of sunlight on their weapons. Before any fool-
  ish actions occur from either side Salima snaps out of 
  her trance. She loudly calls for both sides to back down. 
  Slowly but surely a semblance of order returns.
  Salima turns to face her kinsfolk, tears in her eyes 
  but her face set with a steely determination.
  “Our guests were not behind this attack,” she says 
  quietly. “We have heard strange stories for many 
  months, as well you know. You seek vengeance, as 
  do I, but in Suleiman’s name let us not break the 
  sacred laws of hospitality without good cause.”
  She pauses as the warriors sheathe their weapons 
  and lower their eyes to the sand.
  “I shall ask Bushra to hear what the jinn say on 
  the wind. She will point us to the source of this 
  crime, and then we will carve my father’s name 
  on the perpetrator’s flesh.”
  Salima gestures for you to follow her to Bushra’s 
  tent. “The laws of hospitality bind you to provide 
  assistance. I am grateful for what you have done 
  so far, but this matter is not over.”
  Bushra’s Foresight
  Bushra is already expecting Salima and the characters, hav-
  ing heard the winds lament Hassim’s passing and sensing the 
  characters have a great part to play in what is to follow. She 
  gestures them into her tent without delay and bids them sit.
  “Your father was a good man, Beyah Salima dar-
  Hassim,” she says. “He will be sorely missed in 
  this world, but it was his time to pass over and 
  join Asha, and nothing could prevent that.
  “A terrible evil is awakening beneath the desert, 
  an evil that has slumbered for long centuries. The 
  jinn do not speak its name, for even they are fear-
  ful, but there is perhaps one who knows it and 
  who will whisper it into your ears. You must visit 
  the Old Man of the Dunes and seek his wisdom. Be 
  warned, though, his services do not come easily.”
  Salima quickly makes up her mind.
  “I shall ride out with the warriors and make a 
  bargain with the Old Man. Then my father shall 
  be avenged and his spirit able to rest peacefully.”
  Nomads native to the Jinn Lands of Old can make 
  a Common Knowledge roll to determine if they have 
  ever heard of the Old Man of the Dunes. Other heroes 
  must rely on Knowledge (Folklore). With success, the 
  character knows only that he is a greater jinni who was 
  spared death because he vowed to follow the teachings 
  of Suleiman. On a raise, he knows the Old Man is a majin 
  (a jinni of earth) with a fondness for fresh honey. Bushra 
  nods sagely if this is mentioned in her presence, and says 
  cryptically, “You have already won one battle.”
  The tribe’s honey supplies are depleted after the feast 
  last night. Salima knows where wild honey can be found 
  nearby, but there are risks—it is made by a colony of gi-
  ant bees.
  TIME To PLAy ThE hERoES
  Common sense should tell the heroes that Salima 
  and the warriors heading off to enact revenge is a big 
  mistake. The camp is already weakened, and to leave it 
  undefended is to invite disaster. Salima is also now in 
  charge of her people, and looking after them should be 
  her priority. It’s time for the characters to act the part 
  of heroes and volunteer their services! Common Knowl-
  edge rolls should be allowed if the players don’t come to 
  these conclusions themselves.
  For Salima, knowing what is the right thing to do and 
  doing the right thing are two separate matters. Her heart 
  is filled with fury, and only wise words from a calm heart 
  can make her see reason.
  You can run this scene using the Social Conflict rules 
  or purely through roleplaying. 
  Roleplaying: Pointing out the above facts ensures the 
  characters’ are victorious. The GM needn’t make the win 
  easy, but the heroes should prevail in the end.
  Social Conflict: If Salima wins then she cannot be 
  swayed from her path. The young noblewoman and 
  the warriors ride to see the jinni (ignoring the honey, 
  if known about). Don’t worry, she won’t steal the char-
  acters’ thunder! The adventurers may accompany her 
  if they so desire. Hopefully they will, otherwise things 
  end very badly for the tribe—Salima and her escort 
  learn what they need to know and head off to confront 
  the Sand Lord, but are slaughtered by undead in a ne-
  cropolis. If the characters win, Salima sees the wisdom 
  
  NF1: The Curse of the Sand Lord
  1
  in their words and agrees to remain in the camp with 
  the warriors, appointing the heroes to visit the jinni in 
  her place.
  Salima can give directions to both the giant bees’ nest 
  (if a hero has mentioned the honey) and the Old Man 
  of the Dunes. With a little luck, they can be at the nest 
  before nightfall. Reaching the Old Man’s home, however, 
  will take the best part of a day’s ride. The tribe ensures 
  the adventurers have plentiful food and water in their 
  packs.
  If the party heads for the bees, go to Honey Trap. If 
  they decide to go straight to the Old Man of the Dunes’ 
  abode, proceed to The Old Man.
  honey Trap
  Rising from the desert is a stone spire, roughly 55 feet 
  wide at the base, and rising to a blunt tip that towers 75 
  feet above the desert. Weathered by wind and sand since 
  the dawn of creation, the surface is marked by a series of 
  deep holes, each about a foot wide. The column merely 
  marks the entrance to the nest, which is underground 
  and reached through the holes. There is enough honey 
  in the entrance tunnels to sate the Old Man’s hunger.
  Setting Up the Encounter: The giant bees already 
  outside the nest are indicated on the map. They are on 
  Hold. They react to the heroes’ presence only if attacked 
  or when a character shoves an arm into one of the holes. 
  The characters may approach from any side they desire.
  Terrain: The rock column can be climbed 
  as normal. Areas marked as debris are difficult 
  ground.
  The rock around the holes is Toughness 10. 
  This might be important if the characters wish 
  to cause a cave-in to prevent the bees escaping 
  the nest. Alternately, a cloak, blanket, or similar 
  large, flexible object can be stuffed into a hole, 
  while a buckler or similar object can be wedged 
  into a hole. Both methods require an action. 
  A bee cannot escape from a blocked hole, but 
  neither can a character steal any honey.
  Monsters: For the purpose of the adventure, 
  there are unlimited bees. Fortunately, they do 
  not swarm, and emerge only in small numbers.
  Each round after the first the bees are dealt 
  a black action card, another two bees emerge. 
  On a Joker, 1d4 leave the nest. Deal the bees 
  a card even if none are currently outside the 
  nest. When a bee leaves the nest to join the 
  fray, roll a d8 to determine through which hole 
  it appears. In the event the indicated hole has 
  been blocked, the bee must retreat and find an 
  alternate exit. Do not roll again—one less bee 
  appears this round.
  * Giant bees (unlimited): See p. 24.
  Tactics: The bees’ sole aim is to defend the 
  queen (who is deep underground) and drive off 
  the intruders. The bees do not follow or attack 
  any character who moves more than 15” from the nest 
  unless they are attacked, such as by ranged weapons or 
  spells.
  Treasure: The only treasure here is the bee’s honey. 
  In order to grab some, a character must be adjacent to 
  one of the holes marked on the map, stick his arm inside, 
  and make a Strength roll as an action. Each success and 
  raise nets him 1 pound of honey. Without excavating the 
  rock and crawling inside the nest proper, a maximum of 
  20 pounds of honey can be gained in this manner.
  The characters have no idea how much honey they 
  might need. When they decide to give up the fight and 
  flee is their choice. Until they do, the bees continue to 
  attack.
  The old Man
  The Old Man of the Dunes is a name adopted by a 
  powerful greater majin. During the War of Copper Jars, 
  he bowed down before Suleiman and vowed to adopt his 
  new teachings. For his humility and his promise, he was 
  spared punishment. Instead of returning to Jinnistan 
  (the jinn’s native realm), the Old Man elected to remain 
  in Al-Shirkuh, for he had come to love the desert and its 
  people. For centuries he has lived in the dunes north of 
  Suleiman’s Road—close to his kind’s former heartland, 
  but not close enough to be reminded of their demise. 
  He spends much of his time meditating on the Hamad 
  and walking the dunes. Those brave or foolish enough to 
                                                         
                                                         
  
  hellfrost: Land of Fire
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  seek him out may be rewarded with wisdom if they are 
  deemed worthy.
  Although like most greater jinn he encountered Sulei-
  man, he does not speak of the prophet. If questioned, 
  all he ever says is, “He was the best of mortals, and the 
  worst of mortals.” He leaves the questioner to determine 
  what that actually means.
  The Old Man isn’t named for his immortality. He has 
  refrained from using his powers for centuries, and his 
  form is greatly diminished. Indeed, he appears as noth-
  ing less than an old human. His head is completely bald, 
  his skin is thick and leathery, and his frame is gaunt. He 
  dresses in a simple loincloth. His teeth are black and rot-
  ten, a result of his life-long love of honey. Were it not for 
  his gray eyes, which betray his great age and wisdom, he 
  might easily be mistaken for a desert hermit or a mad-
  man. Those who doubt his origins and consider him easy 
  prey have much to fear, for while he chooses not to wield 
  his powers and looks weak, he has not lost his ability to 
  wreak destruction.
  Like all greater majin, he cannot be rushed. He speaks 
  when he was decided what to say, no matter how impa-
  tient a mortal may get waiting for an answer.
  The Old Man has no stats. Adventurers stupid enough 
  to challenge him will be crushed like insects. Even if the 
  party is especially tough, he can simply teleport to any 
  locale he has visited before to escape harm.
  hoME oF ThE oLD MAN
  The Old Man’s home is a small cave in the side of a 
  rocky outcropping. When the characters arrive, he is sat 
  outside, watching a line of ants struggling to carry a dead 
  beetle back to their nest.
  He merely stares at the party if they hail him and intro-
  duce themselves. After several minutes delay, he replies 
  with a simple “Welcome.” He graciously accepts any gifts 
  of honey, licking his lips as he takes it from the heroes. 
  Such generosity does not go unrewarded. Details can be 
  found later in this section.
  Should Salima be present, he becomes quite verbose 
  for a majin. (He knew she was coming, and has had time 
  to prepare his speech.)
  “This is not your fate,” the Old Man says, looking 
  directly at Salima. “Vengeance is the foot step onto 
  a dark path. A price will be paid for your father’s 
  death, but not by you. Go now, and leave those 
  whose destinies are written in the patterns of the 
  dunes to quell the fire in your heart. Their fate 
  is as yet unclear. Should they fail, we will meet 
  again Beyah Arij dar-Hassim, known as Salima.”
  With that he smiles warmly and waves a hand as if 
  shooing away a fly. Salima and the Bedu vanish into thin 
  air! The jinn has teleported them back to the Bedu camp. 
  The Old Man does not inform the characters what he has 
  just done. Instead, he carries on talking as if Salima had 
  never been present.
  “You seek the one who has arisen beneath the 
  sands,” he continues. “A collision of destinies 
  awaits, and the outcome is veiled. Darkness and 
  light. Who shall prevail, the dunes whisper? My 
  question is, are you worthy of your destiny?” With 
  that he gestures to a narrow cave entrance.
  “The greater powers will decide if you are wor-
  thy. Four tests await—resilience, speed, strength, 
  weapons. Pick one and nominate a champion. 
  When your chosen one is ready, they may step 
  into my cave. Be warned, mortals—time is not 
  your friend.”
  If the party comprises less than four characters, re-
  duce the number of tests the party must endure to match 
  their strength. For larger parties, there are still only four 
  tests—someone in the party will not be tested.
  Peering into the cave, it appears to be barely large 
  enough for the Old Man to be comfortable. However, as 
  soon as the nominated hero steps inside he disappears 
  from the mortal world. Should a second person try to 
  join the champion, then nothing happens to him—he 
  remains in the cave.
  The Challenges
  All the tests are tricks. The obvious solution, based 
  purely on the name, will not earn victory.
  Give the champions as much time as they want to 
  ponder the problem before them, but do not allow the 
  other players to help them in any way. Ideally, conduct 
  each test in a different room and keep them separated 
  until all the challenges have been attempted.
  In each test, the champion may attempt three actions 
  and no more. As soon as victory is achieved or a third 
  failed action completed, the landscape fades, leaving the 
  hero in a gray, featureless limbo. When all the challenges 
  are over, the party reappears in front of the Old Man. 
  Hopefully they are a little wiser.
  Challenge: This details the basic nature of the task.
  Wisdom: Characters who ponder the task before 
  rushing in (unlikely for any Arrogant or Overconfident 
  heroes) or who suspect trickery may make a Smarts roll 
  at –2 to recall a piece of Suleiman’s wisdom that might 
  help them in the task. The wisdom applies equally to 
  Devoted and Faithful.
  Solution: The actual task that needs to be under-
  taken to ensure victory. Whether he reaches the solution 
  himself or through Suleiman’s wisdom, the player needs 
  to suggest the appropriate Trait to the GM.
  Note that the solutions we have given should not be 
  considered the only correct ones. Similar solutions put 
  forward by players should be considered equally valid. 
  Allow them to be creative!
  ThE TEST oF RESILIENCE
  Challenge: The champion appears in a field. He 
  
  NF1: The Curse of the Sand Lord
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  stands on the border between lush crops and withered 
  crops. A young woman faces him from the verdant side. 
  The woman presents him with a simple challenge—pre-
  vent her from crossing onto the withered side.
  Wisdom: “No man may halt the passage of time. All 
  he may do is weather its assault.”
  Solution: The woman is a representation of water. 
  She marks both the determined flow of water and the 
  ceaseless flow of time. Her passage cannot be halted by 
  physical means—she slips through any holds or barriers, 
  no matter how solid. To win, the hero need only endure 
  her passing, using his Vigor to resist her movement.
  ThE TEST oF SPEED
  Challenge: The champion appears in an arena, empty 
  save for a young girl. She greets the hero with a smile, 
  and challenges him to beat her in a race to the far end 
  of the arena.
  Wisdom: “There is no problem that cannot be over-
  come. Think it done, and it shall come to pass.”
  Solution: Physical speed is not going to earn the 
  character victory. The girl represents the wind, and she 
  is faster than any mortal. No matter how fast the hero 
  runs or what tricks he employs, the girl always wins the 
  race by a good distance. There is no problem that can-
  not be overcome by the power of thought before action, 
  however. Victory requires a Smarts roll—the hero need 
  only think of winning the race. Success “teleports” the 
  champion to the winning line ahead of the girl.
  ThE TEST oF STRENGTh
  Challenge: The hero appears on a flat, rocky plain. 
  Standing in front of him is a scrawny young boy of the 
  hero’s race. He greets the hero politely, and bids him to 
  lift him off the ground in order to pass the test.
  Wisdom: “The greatest strength of any mortal lies not 
  in his arms, but in his spirit.”
  Solution: This test is not one of physical strength, 
  but of faith. The boy represents a mountain, and thus no 
  amount of brute force or spellcasting can shift him even 
  a fraction of an inch. Instead, the character must make a 
  simple Faith or Spirit roll (his choice) while trying to lift 
  the child in order to succeed.
  ThE TEST oF WEAPoNS
  Challenge: The champion appears on a battlefield. 
  Only two combatants remain—the hero and a hulking 
  warrior clad in heavy armor and wielding a scimitar and 
  large shield. The foe challenges the character to wound 
  him, promising he will not strike back.
  Wisdom: “A word wielded with precision will wound 
  a man as surely as any weapon.”
  Solution: The warrior is a physical representation 
  of the fire that fills men’s hearts and make them proud 
  and haughty. It cannot be bested by skill at arms. Any 
  attack is automatically parried. A simple Intimidation or 
  Taunt roll (hero’s choice) wins the challenge by causing 
  the warrior to back down (a wound to his ego) or look 
  shamefaced (a wound to his honor).
  The Tests Completed
  Regardless of the number of victories, the characters 
  have probably learned something from their endeavors. 
  The Old Man may tut or frown if the heroes don’t do 
  well, but he is bound to their destiny as much as they 
  and reveals the information they seek.
  “Long ago there lived a cruel king. Like many ty-
  rants his death was not of his choosing. His spirit 
  has grown strong and vengeful. He has arisen as 
  the Sand Lord, and he seeks to make the whole of 
  the desert his realm. You will find him beneath 
  the necropolis that stands 20 miles south of 
  Suleiman’s Road. The fates will guide you. Look 
  for the sign of the sun, for therein lies the path to 
  your fate.”
  The Old Man will say no more on any topic.
  Risking the giant bees’ wrath does not go without 
  reward. Before they leave, the Old Man bestows a minor 
  blessing for each whole 5 pounds of honey offered as a 
  gift. Each blessing bestows one communal benny to the 
  party. Any hero can use these as if they were personal 
  bennies. They remain from session to session, but once 
  they’re spent they are not replenished.
  The Necropolis
  When his people buried the Sand Lord alive, they 
  erected a mausoleum over his grave. They did this not to 
  celebrate his passing, but to warn others of his evil deeds 
  and inform them of his fate, a warning to others who 
  sought to walk a similar path. Time and wind scoured 
  the edifice clean of their words.
  Later, long after the Sand Lord’s people and his vile 
  reputation had passed from history, new settlers moved 
  into the region. They saw the great mausoleum and de-
  cided to bury their own dead in the vicinity, believing 
  in their ignorance and lack of evidence to the contrary 
  that it was a holy site. Before they too vanished into the 
  dust of ages, the site had become a sprawling necropolis 
  radiating out from the tomb of the unknown lord that 
  stood at its center.
  The tombs were built to mimic the houses of the 
  living. Each is a cube (4 yards to a side), has a single 
  entrance, and a domed roof. Thieves have plundered 
  many of them, and the stonework that once separated 
  the dead from the living have been torn aside or bro-
  ken. Inside, the crumbling remains of the dead lie on 
  low stone biers. Some tombs were the final resting 
  place of just a single person, while others were used 
  by generations of the same family. Surrounding them 
                                                                
  
  hellfrost: Land of Fire
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  are the remnants of their grave goods. Much of the 
  valuables have long since been looted, leaving behind a 
  mess of decaying fabric, shattered pottery, and broken, 
  time-aged furniture.
  The dead do not rest easily, though. Vengeful spirits 
  still lurk in the dusty bones and withered corpses, and 
  they have no love for mortals.
  GM Note: This fight involves a lot of opponents. By 
  moving around the battlefield, employing tactics, and 
  concentrating their attacks, the heroes should be able 
  to weather the prolonged assault. Players who believe 
  fleeing from monsters is somehow wrong will likely have 
  their characters pay a heavy price.
  Running the Encounter: The heroes begin on any 
  map edge of their choosing.
  As soon as they are placed, deal initiative cards. The 
  walking undead are automatically disturbed by the 
  presence of living creatures once they venture into the 
  necropolis. The skeletons and skeleton warriors should 
  be treated as two separate groups for the purpose of 
  initiative cards. When he awakens (see below), the sand 
  mummy receives his own card as well.
  
  NF1: The Curse of the Sand Lord
  1
  Each round, five skeletons and one skeletal warrior 
  emerge from their tombs and move toward the intruders. 
  Reinforcements automatically join the fight each round 
  until all the undead have been accounted for.
  The map of the necropolis is divided into six regions. 
  When a group first awakens, the GM should roll a d6. 
  The skeletons activating that turn must all begin adjacent 
  to open tomb doorways in that part of the necropolis. 
  The exact placement within the area is left to the GM.
  The sand mummy awakens at the start of the fifth 
  round, and begins adjacent to one of the tombs closest 
  to the Sand Lord’s mausoleum (GM’s choice as to which 
  one).
  Terrain: The terrain is broken down into two main 
  features. The majority of the ground is sandy, but is firm 
  under foot and does not hamper movement. Areas of 
  soft sand and rubble, and low walls (as marked on the 
  map) are difficult ground for those walking on them. 
  They have no effect on burrowing or flying creatures.
  Tombs with open doors may be freely entered. The 
  interior, though, is cluttered, and counts as difficult 
  ground. Sealed tombs have a slab across the entrance. 
  These are Toughness 10. One wound shatters the slab, 
  allowing easy ingress.
  Monsters: The undead that haunt the necropolis 
  comprise two sorts—those prepared to leave their tombs 
  in search of mortal trespassers, and those who prefer to 
  remain dormant unless their tomb is disturbed. The lat-
  ter are handled under Treasure below.
  * Sand mummy (1): See p. 25.
  * Skeletons (total of 10 per hero): See p. 25.
  * Skeleton warriors (total of 2 per hero): See p. 25
  Tactics: The undead are all mindless, and are driven 
  solely by the desire to rid the necropolis of living crea-
  tures. Their goal is simply to destroy the intruders.
  Against most parties, the skeletons attack normally, 
  using no special tactics beyond Ganging Up, which they 
  use whenever the opportunity presents itself. Against 
  particularly tough parties, such as those buffed by de-
  fensive spells, they use Wild Attacks in a bid to break 
  through the enemy’s defenses.
  Skeletons: The basic skeletons advance at a walk, and 
  fire their bows at any living creature. While they lack the 
  brains to save their arrows until they reach close range, 
  they may move closer each round at their Pace before 
  firing. When an enemy is within 7” (their Pace), they 
  drop their bows (free action), draw their melee weapons 
  (an action), and move to attack, incurring multi action 
  penalties as appropriate.
  Skeleton Warriors: Unless they are within their Pace 
  (7”) of a foe, the skeleton warriors always run toward 
  the intruders.
  Sand Mummy: The mummy has the brains to use 
  his special powers to his advantage. As soon as he is 
  awakened, he burrows beneath the sand, moving toward 
  the characters as fast as his Pace allows. Once adjacent, 
  he bursts forth, grasping at his intended target with his 
  desiccating touch.
  None of the undead will venture beyond the edge of 
  the map. Should the heroes flee, they shamble back to 
  their tombs in preparation for the next foray.
  Treasure: In addition to picking the skeletons clean 
  LooTING ThE NECRoPoLIS
  Suit 
  Value 
  Discovery
  Club or Spade 
  2-10 
  Empty tomb
  Club or Spade 
  Jack-Queen 
  1d4 skeletons (see p. 25); no treasure
  Club or Spade 
  King 
  1d4 skeleton warriors (see p. 25); no treasure
  Club or Spade 
  Ace 
  1 sand mummy (see p. 25); no treasure
  Diamond 
  2-10 
  Treasure worth 1d10 d.
  Diamond 
  Jack-Ace 
  Treasure worth 1d10 x 5 d.
  Heart 
  2-10 
  Treasure worth 1d10 x 10 d.
  Heart 
  Jack 
  Jewelry worth 200 d.
  Heart 
  Queen-King 
  Jewelry worth 500 d.
  Heart 
  Ace 
  Alchemical device. Roll d6 on the list below.
  Joker 
  — 
  Majin jinn spirit relic. A pair of sandals of wilderness step. Treat further Jokers as a 
  draw of the Ace of Hearts.
    ALChEMICAL DEvICES
  Alchemical devices with a dinar value are for the mundane object after the magic has been used.
  d6 
  Alchemical Device
  1 
  Healing potion. Cures one wound when drunk; contains one dose.
  2 
  Gold armband of armor (+2) with light trapping. Activated by pressing a small gemstone. Value 100 d.
  3 
  Silver edged dagger of smite (+2). Activated by drawing blood with the blade. Value 50 d.
  4 
  Potion of speak language cast with a success. Activated when drunk.
  5 
  Silver rod containing light. Activated when struck against something solid. Value 10 d.
  6 
  Silver wand containing obscure. Activated by flinging it to the floor and pointing to the target spot. Value 5d.
  
  hellfrost: Land of Fire
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  of their meager possessions, the party is free to explore 
  the various tombs. Despite generations of plundering, 
  there is still a chance of finding something valuable over-
  looked among the mundane debris, or concealed in a 
  hidden niche in the walls.
  Rather than detail the contents of every tomb, the 
  hero’s acts of robbery are handled by card draws. For 
  each hour spent looting, draw a single card from the ac-
  tion deck and check the color and value on the table 
  in the sidebar entitled Looting the Necropolis on page 
  15. Shuffle the deck after a Joker is drawn and after each 
  fight if the search is interrupted by hostile guardians. 
  After eight hours, there is nothing left to find of value.
  ThE MAuSoLEuM
  The structure at the center of the necropolis is the 
  mausoleum raised over the Sand Lord’s grave. It takes 
  the form of a solid pyramid measuring 6 yards to a side 
  and standing 6 yards high. Carved of sandstone, the 
  sides were once smooth and inscribed with warnings. 
  Centuries of sand-laden wind have scrubbed away any 
  markings and left the surface deeply pitted.
  The top of the structure is flat, and forms a platform 
  2 yards to a side. Although the slopes rise at 45 degrees, 
  they can be scaled without the need for a Climbing roll 
  outside of combat (i.e., when the climber has plenty of 
  time to look for the best route and find secure hand 
  holds). Heroes who try to scale it in the heat of battle 
  must make unmodified Climbing rolls.
  There is nothing to be gained by climbing the pyramid 
  save a commanding view over the necropolis.
  SIGN oF ThE SuN
  The Old Man of the Dunes’ cryptic statement about 
  the “sign of the sun” refers to a stylized sun disk engraved 
  on the door of the tomb marked “X” on the map. Any 
  character passing within 3” of the door during combat 
  may make a Notice roll at –2 to spot it (he’s likely to 
  be distracted by the thought of being hunted by walking 
  dead). Outside of combat, it is detected whenever the 
  characters have had enough robbing the tombs.
  Inside the tomb the bier has been shoved aside, reveal-
  ing a vertical shaft leading into darkness. Although the 
  sand lining the smooth shaft looks soft, it is as hard as 
  stone to the touch, held in place by the Sand Lord’s will. 
  The shaft descends vertically for 30 feet. Proceed to the 
  Sand Lord’s Tomb once the characters have descended.
  The Sand Lord’s Tomb
  The Sand Lord’s small tomb complex is excavated 
  from the sand and held stable by his will. Much of the 
  danger comes from the Sand Lord’s special powers (see 
  sidebar on Laws of the Tomb), which the GM should 
  employ to make life hard on the heroes. The notes below 
  detail the mundane aspects of the tomb.
  Lighting: The tomb is not a “living” complex. Most of 
  the Sand Lord’s minions are dormant until disturbed or 
  awakened by their master. As a result, it is shrouded in 
  pitch darkness (–4).
  Soft Sand: Areas marked soft sand on the map com-
  prise pits filled with fine grain of sand. Any creature en-
  tering these sinks into the sand to its knees. Treat them 
  as difficult ground.
  Surfaces: The floors, walls, and ceilings are smooth. 
  All ceilings are 10 feet (2”) high. Though made of sand, 
  the surfaces are as tough as natural stone to the touch. 
  This prevent burrowing (magical or mundane) except in 
  areas noted as having sandy floors.
  1. EMPTy RooMS
  The Sand Lord has created many rooms he does not 
  yet use. Some of these were created as tests of his abili-
  ties, others will have some future (but as yet undecided) 
  purpose. They are unadorned and contain nothing of 
  interest to the party. This does not mean there is no 
  danger—the Sand Lord can unleash his special powers 
  anywhere in the tomb, and at any time.
  . RooM oF CREATIoN
  This large room is actually a gigantic pit, filled to a 
  depth of 18 feet (3”) with natural sand. From here the 
  Sand Lord creates new sandmen as and when needed. 
  He has also experimented with creating other sand be-
  ings, though as yet without much luck.
  Terrain: The sand is solid.
  Monsters: Centuries of summoning and magical 
  experimentation have given the sand a form of life. As 
  soon as someone steps onto the sand, a humanoid shape 
  forms from the grains in the center of the chamber and 
  attacks the party. It takes time to form its body. Deal ini-
  tiative cards as normal.
  * Animated Sand (1): See p. 23.
  Tactics: The animated sand begins by using its sand 
  blast in an attempt to strike as many foes as possible. 
  Should anyone cast a spell at it, it deems them the great-
  est threat. It attempts to move adjacent and suck them 
  into its whirlwind. While it does so, it slams a second 
  adjacent target (this incurs a multi-action penalty).
  Treasure: The sand is imbued with magical energy. 
  Any sand mage has a +1 bonus to arcane skill rolls here. 
  He may take as much sand as he wishes with him, but 
  remember the encumbrance rules. Unfortunately, its po-
  tency fades 32 days after being taken from the chamber, 
  leaving it mundane sand. Furthermore, in order to gain 
  +1 to his arcane skill rolls, every pound of sand used to 
  fuel a spell must be from this room.
  Continuation: The passage at the far end leads to 
  a dead end. The Sand Lord began excavating a new 
  tunnel, but ceased work—his power is still weak, and 
  there are limits to his abilities. The sand on the souther 
  wall is soft enough to burrow through, but it leads no-
  where—the walls of the existing tunnels and chambers 
                                                                             
  
  NF1: The Curse of the Sand Lord
  1
  are magically hardened and cannot be breached by this 
  means.
  . RooM oF MEMoRIES
  As if to justify his need for vengeance, or perhaps fo-
  cus his rage and prevent it consuming him to the point 
  of impotency, the Sand Lord constructed a chamber to 
  retell his mortal life and the cruel, and in his eyes unjust, 
  fate that befell him. The walls are decorated with friezes 
  telling his life story. Beneath them are lines of text writ-
  ten in his long-dead language.
  Terrain: The friezes and script tell the story of the 
  Sand Lord’s mortal years. Give the players Handout #1 if 
  they study the friezes. This is their best interpretation of 
  the imagery. Deciphering the written language requires 
  speak language. Give them Handout #2 as well if they 
  use the power. The script is the Sand Lord’s take on past 
  events, and is rather biased.
  A Knowledge (Religion) roll at –2 reveals Azanzibul 
  is a pre-Jinn name for Iblis, one known to scholars only 
  through rare inscriptions.
  Special #1: The Sand Lord has spent ages gazing at 
  the images and focusing his vengeance in preparation 
  for his eventual emergence from his tomb. This has left 
  a tangible psychic residue. Have the characters make 
  a Spirit roll at –2. Characters with the Minor Vengeful 
  Hindrance suffer only –1 bonus. Those with the Major 
  version have no modifier. Success detects strong feelings 
  of vengefulness associated with the room.
  Special #2: Any character who brings up the Sand 
  Lord’s demise at the hands of mere peasants, his failure 
  to fulfill his destiny, or such like to his face gains +2 to 
  a single Taunt roll. There is an additional +2 bonus if 
  his true name (Barsul-Tuge) is also uttered in the same 
  action. Using his name by itself bestows no modifier.
  . ThE LAByRINTh
  Cruel in life, the Sand Lord remains cruel in his new 
  existence. The labyrinth was installed as a means of bar-
  baric entertainment. Although a few unfortunate Bedu, 
  captured by his sandmen, have met a grisly end here 
  (their remains have been cleared away), the Sand Lord 
  has yet to test it against truly worthy opponents. Today 
  he finally gets that chance!
  In order to activate the traps, the Sand Lord must 
  expend one of his special tokens. This allows the GM to 
  ignore the danger if the party is already badly wounded 
  or low on resources.
  Traps: Each of the squares marked “T” represents an 
  area of concentrated shock sand—electrically-charged 
  sand. The sand is part of the solid floor, rather than lying 
  on the surface. Each trap fills a 1” (2 yard) square.
  Detecting the faint whiff of ozone associated with 
  shock sand requires a deliberate search and Notice roll at 
  –2. Shock sand cannot be discerned by detect trap spells. 
  Neither can the sand be disarmed. However, it can be 
  defeated by jumping across the affected area or, once its 
  effect is known, shorting it out by throwing a small metal 
  object onto the floor.
  Walking across the shock sand inflicts 2d6 damage 
  with an electrical trapping. After it is discharged, the trap 
  is spent. Recharging it requires finding and transporting 
  LAWS oF ThE ToMB
  Over time, the Sand Lord has learned to impose his 
  immense will on his immediate surroundings. This 
  has given him a wider range of powers, but only 
  within the confines of his tomb.
  * The Sand Lord automatically knows the exact lo-
  cation of all creatures inside his tomb provided they 
  are in contact with the floor, walls, or ceiling. This 
  offsets any darkness penalties in combat.
  * When someone other than himself casts a power 
  with an ash, dust, sand, or similar trapping any-
  where in the tomb complex, the Sand Lord makes 
  a Spirit roll opposed by the arcane skill roll as a 
  free action. With success, he siphons off the energy, 
  negating the spell. The caster feels the power being 
  drained away before he can shape it.
  * The Sand Lord begins the adventure with two 
  tokens for each Wild Card and one for each Extra 
  in the party. Should the adventurers leave his tomb 
  and later return, he automatically regains tokens to 
  equal this number. For each spell with an ash, dust, 
  sand, or similar trapping the Sand Lord negates, he 
  gains an additional token. As part of his curse, his 
  own powers (these or his spellcasting ones) do not 
  grant additional tokens.
  The Sand Lord can spend these to produce any 
  of the following effects within his tomb. Only one 
  power per round may be used and it takes an ac-
  tion. Except when in combat, he is considered to be 
  on Hold, and may attempt to interrupt actions.
  * Create a 1” wide barrier of sand. Toughness 10. 
  Blends in with the natural walls, but can be de-
  tected with a Notice (–2) roll or detect arcana. 
  This is good for preventing the progress of he-
  roes deeper into the tomb, or confining them to a 
  room with just one exit [Costs 1 token].
  * Grasping arms of sand form from the walls, 
  floor, and ceiling filling a Medium Burst Template. 
  Anyone in the template must make an Agility roll 
  at –2 or be grappled. Escape works as a grapple 
  vs. an attribute of d8 [Costs 1 token, 2 if extended 
  to fill a Large Burst Template].
  * A Cone Template of stinging sand explodes 
  from a wall. Any creature under the template 
  must make an Agility roll at –2 or suffer damage. 
  Torches and lamps are immediately extinguished, 
  and lanterns have a 50% chance of being snuffed 
  out [Costs 1 token for 2d8 damage, 2 if 2d10].
  * Summon 2d4 skeletons from remains in the sur-
  rounding necropolis, or 1d4 sandmen from the 
  walls of the tomb. These appear out of any wall 
  the Sand Lord desires [Costs 1 token].
  * Create an area of dense, swirling sand. This acts 
  as the obscure power, and fills a Medium Burst 
  Template [Costs 1 token, 2 if extended to fill a 
  Large Burst Template].
  
  hellfrost: Land of Fire
  0
  more shock sand, something that cannot be done during 
  the adventure.
  . RooM oF WoRShIP
  The Sand Lord is a follower of Iblis, in his guise of 
  Azanzibul. To honor his master he has erected a temple. 
  Terrain: The temple roof is supported by four pillars 
  of hardened sand. The altar, a slab of sand, is decorated 
  with evil signs, and its surface is smeared with dried 
  blood from previous sacrifices. It can be crossed as dif-
  ficult ground. The floor is strewn with bones—the unfor-
  tunate remains of sacrificial victims. These have no effect 
  on movement.
  Special: For centuries the Sand Lord has honored his 
  dark master, imbuing the air with negative emotions. Any 
  character who enters must make a Spirit roll or suffer the 
  effects of Fear. On a critical failure, the Sand Lord’s un-
  quenchable lust for vengeance infects the hero. He goes 
  berserk (as per the Edge), and turns on his friends. He 
  must endure the berserk state for 10 rounds minus his 
  Spirit die type (minimum 1 round) before he can attempt 
  to end his rage. If a Smarts roll to quell his anger fails, he 
  must spend the next round attacking his comrades to the 
  best of his abilities.
  Monsters: One round after the heroes enter, the 
  bones scattered on the floor pull together to form a 
  number of skeletons. The spirits inhabiting them are the 
  tormented souls of innocents sacrificed to Iblis, and are 
  trapped here by the Sand Lord’s will.
  * Skeletons (1 per hero): See p. 25.
  . RooM oF TREASuRE
  The Sand Lord knows he will need to bribe or hire 
  mortal minions as well as his constructs if he is to rule 
  the desert. To that end, his sandmen have been collecting 
  valuables from the trade caravans they have attacked and 
  tombs they have plundered in the necropolis above.
  Monsters: The Sand Lord does not fear tomb rob-
  bers, but old habits are hard to break. Two sandmen are 
  concealed within the walls, kept there by their master’s 
  will. They are on Hold, and awaken if any treasure is 
  disturbed. Check for Surprise.
  
  NF1: The Curse of the Sand Lord
  1
  * Sandmen (2): See p. 25.
  Treasure: In small piles around the far end of the 
  chamber are 500 dinars in assorted coins and small 
  pieces of jewelry, and 700 dinars worth of trade goods. 
  The latter weigh 2 pounds per 5 dinars (140 lbs. total).
  Focused on conquest for now, the Sand Lord has not 
  inspected his treasury. Concealed among the trade goods 
  are two alchemical items. The first is an oil of smite (+2 
  damage) with a dire trapping (note that sand is not flam-
  mable). As an action, it can be smeared on a single melee 
  weapon or a quiver of arrows. The second is a scroll of 
  burst (water trapping) written in Jinn hieroglyphs. It 
  requires a Shooting roll to aim the resulting jet of water.
  . ThE SAND LoRD’S LAIR
  The Sand Lord has patiently tracked the progress of 
  the party through his tomb, registering the deaths of his 
  minions through his unearthly senses. Insects have dared 
  to trespass in his domain, and they must be crushed. This 
  will be a final test of his reparations, With their deaths, 
  his plan to conquer the desert can begin.
  Read or paraphrase the following to the players when 
  the party enter the final chamber.
  Tall columns rise up to support the ceiling. Each 
  takes the form of a nobleman in poses reflecting 
  majesty and power. At the far end of the room, 
  barely visible in the light from your lanterns, is 
  a swirling cloud of dust. It parts briefly, allowing 
  you sight of a tall man in fine robes.
  “Insects!” The voice, full of power and arrogance, 
  emanates from the miniature whirlwind. “You 
  crawl through my home like scavenging beetles, 
  no doubt believing lies about a great destiny. 
  Only fools listen to such talk. A man who desires 
  power must take it by force.
  “I am the Sand Lord, and I take my rightful destiny 
  among the insects above. By your deaths I seal the 
  fate of the desert people, and elevate myself to the 
  status of a god incarnate!”
  It’s time to deal initiative cards! The Sand Lord begins 
  on Hold.
  Terrain: The pillars, all of which resemble the Sand 
  Lord in suitably majestic poses, obscure line of sight and 
  can be used as Cover.
  Monsters: The only creature present at the start of 
  the encounter is the Sand Lord. When he is wounded 
  (not Shaken), the Sand Lord begins to understand his 
  true nature and the curse that has befallen him. Make 
  a Spirit roll each time he is wounded. Should he fail, 
  his spirit automatically departs its physical shell causing 
  it collapse into a pile of sand. His spirit then passes 
  through the nearest wall and disappears. Nothing the 
  heroes do can prevent this. Proceed to Run or Die 
  below.
  * The Sand Lord (Human Form): See p. 22.
  Tactics: As noted in the bestiary entry, the Sand Lord 
  has had time to cast armor and deflection. Regardless of 
  how much of the tomb the heroes have explored, this 
  is the final fight within the complex. Use any remaining 
  tokens to make life as miserable as possible for the party! 
  The Sand Lord uses a token each round he can, incurring 
  multi-action penalties as appropriate. When he runs out 
  of tokens, he uses his desiccating touch in addition to 
  any spells indicated below.
  Round 1: Attempts to entangle the party.
  Round 2: Casts whirlwind on the party.
  Round 3: Casts a triple bolt spell, targeting three 
  separate heroes. He aims for obvious spellcasters first, 
  since they pose the greatest threat.
  Subsequent Rounds: As round 3.
  RuN oR DIE
  Although he is not yet dead, the Sand Lord has been 
  dealt a serious defeat. His sanity has been destroyed by 
  the revelation he is no longer human. Without his will 
  holding it in place, the tomb begins to collapse. The 
  characters have three rounds to escape before the entire 
  structure collapses. Make the threat of imminent death 
  very clear to the party. 
  Each round, the characters must make an Agility roll. 
  The first is unmodified, the second is at –1, and the third 
  at –2. Having Fleet-Footed or being under the effects of 
  a speed spell earns them a +2 bonus. Each success and 
  raise earns the character a token. Characters with three 
  or more tokens at the end of the third round escape un-
  harmed. Those with two tokens suffer a level of Fatigue 
  from Bumps and Bruises. Those with one or zero tokens 
  are buried alive and automatically killed.
  Proceed to The Final Fight without delay.
  The Final Fight
  Defeated once again by those he considers beneath 
  him and freed of its earthly shell, the Sand Lord’s spirit 
  has, temporarily at least, forgotten his former life and be-
  come a thing of primal rage. As it travels upward through 
  the sand, his spirit draws matter around itself, forging a 
  new body that matches its temperament.
  One round after the survivors reach the surface, the 
  Sand Lord bursts through the ground in his new guise—a 
  juvenile sand dragon formed of solidified sand!
  Setting Up the Encounter: The heroes begin any-
  where within 6” of the tomb entrance—the building 
  marked X on the map. 
  The Sand Lord bursts forth from the ground in 
  the middle of the rubble east of the tomb, scattering 
  rock, mud brick, and sand into the air as he emerges. 
  Have the characters check for Surprise. The Sand Lord 
  draws an action card as normal—any delay between 
  his arrival and action is due to him getting used to his 
  new form.
  Terrain: The terrain is broken down into two main 
  features. The majority of the ground is sandy, but is firm 
  
  hellfrost: Land of Fire
  
  under foot and does not hamper movement. Areas of 
  soft sand and rubble, and low walls (as marked on the 
  map) are difficult ground for those walking on them. 
  They have no effect on burrowing or flying creatures.
  Tombs with open doors may be freely entered. The 
  interior, though, is cluttered, and counts as difficult 
  ground. Sealed tombs have a slab across the entrance. 
  These are Toughness 10. One wound shatters the slab, 
  allowing easy ingress.
  Monsters: Undead not previously slain remain in 
  their tombs during the fight—this is not their battle. They 
  emerge afterward if the party begins tomb robbing.
  * The Sand Lord (Dragon Form): See p. 22. Having 
  acquired a new body, the Sand Lord has no wounds from 
  the previous fight. He does not renew his bennies, how-
  ever (it’s still the same villain).
  Tactics: The Sand Lord remains airborne, spraying 
  the party with his breath weapon. Still unused to flying, 
  his ability to fly can be easily hampered. Should he take 
  a single wound from a Called Shot to his wings or two 
  wounds from any source, he spirals to the ground, land-
  ing safely but unable to fly for the rest of the encounter.
  Aftermath
  With the Sand Lord’s second physical form destroyed 
  so soon after his first, he lacks the willpower to form a 
  third. Tammuz claims his spirit, and condemns it to the 
  Bottomless Pit for eternity. 
  hERoES vICToRIouS
  The threat of the Sand Lord is ended! Since his tomb 
  complex was only held together by his strength of will, 
  it collapses on his death, the voids filling with sand. This 
  causes the surface to sink slightly, destroying a few walls 
  as the ground subsides. Excavating the area to recover 
  and buried treasure will take months of hard work.
  While news of their victory remains known to only 
  a few, they have thwarted a major menace. Should they 
  return to the Bedu camp, they are awarded with a week 
  of feasts and gifts worth 300 dinars per hero. In addition, 
  each survivor earns a major favor from the Alaghari tribe 
  (see the free download Favors). 
  While the characters should spread word of their 
  deeds outside the tribe as soon as possible if they wish 
  to earn Glory, the nomads help by carrying news of their 
  prowess along the nearby trade roads.
  hERoES DEFEATED
  In the event the party is slaughtered, the GM has 
  three main courses of action. First, he can have their re-
  placements stumble across the Sand Lord’s dragon form 
  and finish the adventure. The characters have nothing 
  invested in the quest, and the adventure is going to be 
  quite short.
  Second, he can rule that Salima learns of their defeat 
  through Bushra. She visits the Old Man of the Dunes, 
  passes the tests, and goes on to avenge her father by kill-
  ing the Sand Lord. Her deed wins the affections of her 
  tribe, and she is chosen as sheikha.
  Third, the Sand Lord’s power grows stronger before 
  Salima can enact her revenge—killing the heroes boosts 
  his self-belief, and thus his power over sand. He becomes 
  a major threat to trade along Suleiman’s Road, and his 
  rule lasts until a higher Rank party can defeat him in a 
  new adventure of the GM’s devising.
  Bestiary
     SAND LoRD—huMAN
  The Sand Lord appears much as he did in life, and 
  resembles a normal human being. He wears the crown 
  of his ancient office, and is clad in fine robes of gold and 
  silver. This is an illusionary shell created by his memories 
  of his former existence. Sadly, the Sand Lord believes 
  himself hale, hearty, and thoroughly human. This is the 
  true curse of the Sand Lord, and he is the victim.
  When wounded, his true nature becomes readily 
  apparent. Instead of blood, his injuries leak a stream of 
  fine, dry particles, for beneath his exterior of humanity 
  all that remains of the tyrant king of old is naught but 
  dust bound together by his will to enact revenge.
   Although he has Spellcasting and is susceptible to the 
  Siphoning, the Sand Lord is not a mage. His mastery over 
  sand is a result of Iblis’ interference and his formidable 
  willpower. He has developed a range of other powers. 
  See the sidebar Laws of the Tomb on page 19.
  Attributes: Agility d6, Smarts d8, Spirit d12, Strength 
  d10, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d8, Spell-
  casting d10, Stealth d8
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 9 (2)
  Hindrances: Vengeful (Major)
  Edges: Command, Hold the Line, Level Headed, Noble
  Treasure: None on person
  Special Abilities:
  * Absorb Magic: When someone other than himself 
  casts a power with an ash, dust, sand, or similar trap-
  ping anywhere in the tomb complex, the Sand Lord 
  makes a Spirit roll opposed by the arcane skill roll as 
  a free action. With success, he siphons off the energy, 
  negating the spell.
  * Construct: +2 to recover from being Shaken. No ad-
  ditional damage from Called Shots. Immune to dis-
  ease and poison. Ignores wound penalties.
  * Desiccating Touch: If the Sand Lord makes a suc-
  cessful Touch Attack (+2 Fighting), the victim must 
  make a Vigor roll at –2. Failure means the character’s 
  flesh desiccates. He suffers a level of Fatigue. If he 
  is Incapacitated by the touch, he must make a Vigor 
  roll or die. Anyone killed by this means returns 1d4 
  rounds later as a sand mummy. Fatigue recovers at the 
                                       
  
  NF1: The Curse of the Sand Lord
  
  rate of one level per 24 hours of rest, so long as the 
  victim has ample water.
  * I Am the Sand: The Sand Lord’s senses extend 
  throughout his tomb. He always knows the exact lo-
  cation of any creature in his domain provided they 
  are in contact with the floor, walls, or ceiling. This 
  negates all darkness penalties.
  * Immunity (Sand): Immune to the effects of offen-
  sive spells with an ash, dust, sand, or similar trapping. 
  He ignores defensive spells with such trappings. E.g., 
  a hero protected by sand armor receives no benefit 
  from the spell against the Sand Lord’s attacks.
  * Powers: Armor*, bolt, deflection*, entangle, whirl-
  wind. All have a sand trapping.
  * Susceptibility (Water): Takes +4 damage from of-
  fensive spells with a water trapping.
  * Alerted to the heroes approach, the Sand Lord casts 
  these spells with a success before they reach his lair. 
  His Toughness reflects the spell. Armor takes the form 
  of sand encrusting his skin, while deflection is swirl-
  ing sand.
     ThE SAND LoRD—DRAGoN
  The Sand Lord’s second incarnation is a juvenile sand 
  dragon. The creatures is a being of the Sand Lord’s primal 
  rage, and lacks most of his normal abilities, including his 
  Edges. Should he survive, these will return as he learns 
  to master his new earthly form.
  Attributes: Agility d8, Smarts d6, Spirit d12, Strength 
  d12+3, Vigor d8
  Skills: Fighting d8, Intimidation d10, Notice d8
  Pace: 8; Parry: 6; Toughness: 10 (2)
  Hindrances: Vengeful (Major)
  Special Abilities:
  * Armor +2: Solidified sand.
  * Bite/Claws: Str+d6.
  * Breath: Spits a spray of corrosive sand using the Cone 
  Template. Every target within this cone may make an 
  Agility roll at –2 to avoid the attack. Those who fail 
  suffer 2d8 damage. A dragon may not attack with its 
  claws or bite in the round it breathes.
  * Burrow (8”): The dragon can burrow through sand.
  * Construct: +2 to recover from being Shaken. No ad-
  ditional damage from Called Shots. Immune to dis-
  ease and poison. Ignores wound penalties.
  * Flight: Pace 15.
  * Frenzy: May make two Fighting attack per round, 
  each at –2.
  * Immunity (Sand): Immune to the effects of offen-
  sive spells with an ash, dust, sand, or similar trapping. 
  He ignores defensive spells with such trappings. E.g., 
  a hero protected by sand armor receives no benefit 
  from the spell against the Sand Lord’s attacks.
  * Size +2: The creature’s body is roughly the same size 
  as a riding horse.
  * Susceptibility (Water): Takes +4 damage from of-
  fensive spells with a water trapping.
  * Tail Lash: The dragon can sweep all opponents in its 
  rear facing in an area 2” long and 4” wide. This is a 
  standard Fighting attack. Damage is d12+1.
  * Wings: A wing buffet can only be used in a round in 
  which the dragon makes no other attacks. Place a Cone 
  Template facing forward from each wing. Every crea-
  ture in a Template must make an Agility roll with a pen-
  alty equal to the dragon’s Size. The target’s Size also 
  modifies this roll. On a failure, the victim is blown back 
  1” and falls prone. If the Agility roll is a 1 (regardless of 
  Wild Die), the creature is Shaken, as well.
     BEyAh SALIMA
  Salima, whose real name is Arij, is the only daughter 
  of Sheikh Hassim and his youngest child. Fiercely inde-
  pendent and proud, she considers herself the equal of 
  any of her three brothers in the arts of riding and archery. 
  Her father has spent years trying to marry her off, but she 
  has yet to meet a man she considers her equal, and she 
  refuses to take second best just to please the sheikh.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d8, Persuasion d6, Riding d8, 
  Shooting d8, Stealth d6, Survival d8, Taunt d6, Tracking 
  d6
  Charisma: +4; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Clueless (anything to do with city life), Cu-
  rious, Loyal
  Edges: Attractive, Marksman, Mounted Combatant, No-
  ble, Strong-Willed
  Gear: Scimitar (Str+d8), medium shield (+1 Parry), bow 
  (Range: 12/24/48, Damage 2d6), burnoose, sand hood
  Treasure: Worthwhile
     BuShRA
  The tribe’s healer is old. She was old when the sheikh 
  was a child, and seems in no hurry to die. Though her 
  body is frail, her mind is razor sharp. That’s not to say 
  she isn’t eccentric. While not a jinn mage (or any other 
  sort of spellcaster), she has limited foresight and a knack 
  for hearing things jinn whisper into the wind.
  Attributes: Agility d4, Smarts d10, Spirit d10, Strength 
  d4, Vigor d6
  Skills: Healing d10, Intimidation d8, Knowledge (Alche-
  my) d10, Knowledge (Monsters: Jinn) d8, Knowledge 
  (Riddles) d10, Streetwise d10, Survival d8, Taunt d8
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Elderly
  Edges: Hedge Magic, Strong-Willed
  Gear: Healer’s bag, various medicinal herbs
  Treasure: Meager
  ANIMATED SAND
  Manifests as a sandy humanoid but can turn into a 
  whirling cloud of flying dust and grit. It cannot be ban-
  ished, but can be dispelled. It resists using its Spirit.
  Attributes: Agility d10, Smarts d4(A), Spirit d8, Strength 
  
  hellfrost: Land of Fire
  
  d12, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 6/8
  Treasure: None
  Special Abilities:
  * Elemental: No additional damage from Called Shots; 
  Fearless; immune to disease and poison.
  * Immunity: +2 Toughness against all nonmagical at-
  tacks.
  * Sand Blast: The thing can send directed blasts of 
  sand-laden air at foes using the Cone Template. Foes 
  may make an Agility roll at –2 to avoid the blast. Dam-
  age is 2d8.
  * Slam: Str+d4.
  * Whirlwind: As long as the creature does not move 
  that turn it may attempt to pick up an adjacent foe. 
  Make an opposed Strength check. If the sand wins, 
  then its foe is pulled into the swirling maelstrom of its 
  dusty body. While trapped, the foe is at –2 on all rolls 
  including damage, to hit, and Agility or Strength rolls 
  to free himself, and suffers 2d6 damage per round. 
  The creature cannot move or use its sand blast as long 
  as it wants to keep foes trapped inside its form.
  BEDu WARRIoRS
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d6, Riding 
  d6, Shooting d6, Stealth d6, Survival d6, Tracking d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Loyal
  Edges: —
  Gear: Scimitar (Str+d8), medium shield (+1 Parry), bow 
  (Range: 12/24/48, Damage 2d6), burnoose, sand hood
  Treasure: Meager
  CAMEL, RIDING
  Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength 
  d12, Vigor d8
  Skills: Fighting d6, Notice d6
  Pace: 8; Parry: 5; Toughness: 8
  Treasure: None
  Special Abilities:
  * Camel: Camels start making Vigor rolls for heat or 
  dehydration until 8th day after water runs out.
  * Improved Sand Walker: Camels treat sand as nor-
  mal ground in tactical combat and as Average terrain 
  when using overland movement.
  * Kick: Str.
  * Ornery: Camels are contrary creatures. Characters must 
  subtract 1 from their Riding rolls when riding one.
  * Size +2: Camels are similar in size to riding horses.
  CITIzEN
  Use these stats to represent generic non-warrior Bedu 
  the heroes might encounter.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d4, Knowledge (one Craft) 
  d6, Notice d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges & Hindrances: —
  Gear: Knife (Str+d4)
  Treasure: Meager
  FLAyED
  Flayed are the skeletal remains of unlucky travelers 
  whose flesh the dreaded ghibli flayed from their bones. 
  Although they appear as normal animated skeletons, 
  they can harness the power of the ghibli to slaughter 
  their foes. Flayed are immune to the ghibli and indeed 
  often travel in such storms, searching for more victims.
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shoot-
  ing d6
  Pace: 7; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to fear and Intimidation.
  * Flay Wind: Flayed can summon, increase, and proj-
  ect the power of the ghibli. This uses the Cone Tem-
  plate, and extends out from the flayed. Victims caught 
  in the template must make an opposed Agility roll vs. 
  the creature’s Shooting or suffer 2d8 damage.
  * Swirling Sand: Flayed are surrounded by a swirling 
  ghibli. This fills a Medium Burst Template. When the 
  flayed finishes its movement, any creature under the 
  template takes 2d6 damage, against which only the 
  armor spell protects. Attackers inside or attacking 
  through the template suffer a –2 penalty to their at-
  tack rolls. The flayed does not suffer this penalty.
  * Undead: +2 Toughness. +2 to recover from Shaken. 
  Called Shots to no extra damage. Immune to poison 
  and disease.
  GIANT BEE
  Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d8, Stealth d4
  Pace: 3; Parry: 5; Toughness: 4
  Treasure: Meager, in lair
  Special Abilities:
  * Death Sting: A bee that inflicts a wound with its 
  stinger automatically dies at the end of the round in 
  which it inflicted the damage.
  * Flight: Pace 8.
  * Poison (+0): Any creature Shaken or wounded by a 
  sting attack must make a Vigor roll or suffer the effects 
  of Venomous poison.
  * Size –1: Giant bees are 3’ long.
  * Sting: Str+d6, AP 1.
  
  NF1: The Curse of the Sand Lord
  
  SAND MuMMy
  The sands naturally desiccate anything containing 
  moisture left buried there for any length of time. In some 
  instances, the anger and fear at their death felt by those 
  killed in the dunes or buried in great sandy patches im-
  bues their blood with unholy energy that transforms the 
  sand and later empowers their broken bodies.
  The sand absorbs the blood, bodily fluids, and spiri-
  tual energy, desiccating the body and mutating it into a 
  ghastly shadow of the human it used to be. The sand not 
  only dries out the corpse but crystallizes parts of their 
  bodies into a hardy, leathery substance, making them 
  more resistant to damage from all types of weapons. Their 
  hardened skins tend to slow them down, however.
  Although they aren’t wrapped in the linen gauze 
  one associates with traditional ancient mummies, sand 
  mummies still present a frightening sight. They emerge 
  from the sand and shamble about, moaning, howling, 
  and venting their rage against those more fortunate to 
  remain alive. 
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12, 
  Vigor d10
  Skills: Fighting d6, Intimidation d8, Notice d6, Stealth 
  d8
  Pace: 4; Parry: 5; Toughness: 11 (2)
  Treasure: 1d20 dinars.
  Special Abilities:
  * Armor +2: Hardened skin.
  * Burrowing (4”): These mummies can burrow 
  through sand. They can make a surprise attack at +2 
  to attack and damage (+4 with a raise) by making an 
  opposed Stealth vs. Notice roll.
  * Desiccating Touch: Anyone touched by a sand mum-
  my, regardless of damage inflicted, must make a Vigor 
  roll. Failure means the character’s flesh desiccates. 
  He suffers a level of Fatigue. If he is Incapacitated by 
  the touch, he must make a Vigor roll or die. Anyone 
  killed by this means returns 1d4 rounds later as a 
  sand mummy. Fatigue recovers at the rate of one level 
  per 24 hours of rest, so long as the victim has ample 
  water.
  * Fear: Anyone seeing a sand mummy must make a 
  Spirit roll.
  * Shuffling Gait: Mummies roll a d4 running die.
  * Slam: Str.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
  SANDMAN
  Sandmen are crudely shaped humanoids, their forms 
  held together by the strange magic of the Sand Lord. 
  They lack facial features, though this does not hamper 
  their senses of hearing and sight.
  The weapons they wield are short, one-handed ones, 
  such as axes, maces, and short swords, but are comprised 
  of solid sand formed from their being. Should one be 
  disarmed, the weapon collapses into individual grains 
  and a new one quickly sprouts from the sandman’s arm.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6,
  Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 6
  Treasure: None.
  Special Abilities:
  * Blinding Death: When a sandman is destroyed, it ex-
  plodes in a cloud of fine particles. Any adjacent crea-
  ture (except other sandmen) must make an Agility 
  roll or be Shaken as sand gets into their eyes.
  * Burrow (6”): Sandmen can only burrow through 
  sand. When they erupt from the ground, victims must 
  make a Notice roll opposed by the creature’s Stealth. 
  If the creature wins, it gains +2 to attack and damage 
  that round, +4 with a raise.
  * Camouflage: +4 to Stealth rolls in sandy terrain.
  * Construct: +2 to recover from being Shaken. No ad-
  ditional damage from Called Shots. Immune to dis-
  ease and poison.
  * Sand Weapons: Str+d6. If disarmed, a new weapon 
  forms as a free action at the start of its next turn.
  * Susceptibility (Water): Sandmen take +4 damage 
  from offensive spells with a water trapping.
  SKELEToN
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6,
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d6
  Pace: 7; Parry: 5; Toughness: 7
  Gear: Various melee weapons (Str+d6), bow (Range: 
  12/24/48, Damage: 2d6)
  Treasure: 1d4 dinars.
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to fear and Intimidation.
  *  Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
  SKELEToN WARRIoR
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6,
  Vigor d6
  Skills: Fighting d8, Intimidation d8, Notice d4, Stealth 
  d6
  Pace: 7; Parry: 7; Toughness: 8 (1)
  Gear: Rusted bronze breastplate (+1), medium shield 
  (+1 Parry), bronze short sword (Str+d6)
  Treasure: 1d6 dinars.
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
  
  hellfrost: Land of Fire
  
  Duduk the 
  Endurable
  Race: Cakali
  Homeland: Plain of Ash
  Occupation: Jinn Mage
  Religion: Devoted
  Attributes: Agility d6, Smarts d8, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d6, Investigation d6, Jinn 
  Magic d8, Knowledge (Arcana) d6, Knowl-
  edge (Jinn) d6, Notice d6, Streetwise d6, 
  Survival d6
  Charisma: –2; Pace: 4 (d4); 
  Parry: 5; Toughness: 5
  Hindrances: Code of Honor, Lame, 
  Loyal, Ugly
  Edges: Arcane Background (Jinn Magic: 
  majin), Bite/Claws, Fearless, Nomad Ways
  Languages: Beduan, Cakalic, Jinn, Sand-
  speech
  Powers: Armor, bolt, entangle
  
  
  BACKGRouND
  Duduk’s tribe live on the western fringes of the Plain of Ash. Like all his kind, he grew up 
  on the stories of the jinn’s treachery toward his race, and how they rained death down upon 
  their once magnificent cities.
  His tribe did not shirk away from the painful memory of their ancestors’ doom. All chil-
  dren were required to travel into the ash before reaching adulthood, albeit accompanied 
  by an experienced guide. Partly this was to instill in them a full understanding of what the 
  cakali sacrificed to help others live as free men, and partly to aid in their survival training.
  Three days into the trip, the small party was attacked by a rogue lesser ifrit. Their guide 
  died in the first assault, his blasted corpse crumbling to ash like those of his distant ances-
  tors. Unafraid, the youths nonetheless tried to retreat in the face of an enemy they could not 
  hope to defeat. All Duduk remembered before unconsciousness claimed him was a wave of 
  heat rolling over him, and searing pain up his left side.
  Fate decreed that Duduk should not die that day, though his life hung in the balance. A 
  patrol from a neighboring tribe searching the Plain of Ash for a band of tomb robbers hap-
  pened across the final stages of the one-sided battle. Opposed by experienced mages and 
  jinn hunters, the ifrit was swiftly defeated. Duduk, the only survivor, was duly carried back 
  to his tribe. Everyone expected him to die of his crippling injuries, but Duduk proved too 
  tenacious for death to claim.
  While straddling the worlds between life and death he encountered Anup, the great 
  founder of their race. He bade the youth to look into his heart and grasp his purpose in life, 
  for unless he did he would pass over the veil of mortality and join with Asha.
  Previously unsure as to what path to take in life, Duduk awoke knowing in his heart he 
  wanted to become a jinn mage. Though Suleiman had wisely destroyed or punished many 
  lesser jinn who would not bow before him, there were still a great number who had escaped 
  his wrath. Duduk would master the jinn.
  He would bind them to his will as they had done the other races, he would force them to 
  commit acts for the betterment of others rather than for selfish gain or to inflict misery, and 
  he would destroy those jinn that would not repent of their sins, convert to the teachings of 
  Suleiman, and serve due penance. In place of steel and cunning, he would fight them with 
  their own kind, a fitting retribution for a race that once hailed themselves as living gods.
  Though the logical choice was for him to study the ways of controlling lesser ifrit as his 
  first art, Duduk opted to master majin. “I shall save the ifrits for last,” he told his curious 
  master. “They shall hear of my name on the wind as I grow in power, and wonder in their 
  fell and blackened hearts when I might come to bind them to the yoke of my will.”
  Duduk departed his tribe several years ago. He has faced and defeated several rogue lesser 
  jinn already, but he knows the path he has chosen to walk is a long one.
  DESCRIPTIoN
  Duduk’s appearance is striking. The entire left side of his muzzle and much of cheek is a 
  mass of hairless scar tissue and missing flesh. His teeth are visible through the damage, even 
  when he is not smiling. His left leg is extremely weak, and is missing a great deal of muscle.
  He wears a necklace strung with colored glass beads. Each bead represents a rogue lesser 
  jinni he has personally slain. To date, it is adorned with six beads.
  MANNERISMS
  When thinking, Duduk flicks his tongue over his exposed teeth. To those unused to the 
  sight, it gives the impression of a predator pondering its next meal. When faced with pros-
  pect of facing a rogue jinni, he becomes excited, caring little for planning, and urging his 
  comrades to enter the fray as soon as possible.
  Sample Character
  
  hellfrost: Land of Fire
  
  Ghunwah bint 
  Aban
  Race: Hadaree
  Homeland: Fashir, City of Water 
  (Caliphate of Al-Shirkuh)
  Occupation: Storyteller & Gossip
  Religion: Faithful (Qedeshet)
  Attributes: Agility d4, Smarts d8, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Fighting d4, Intimidation d6, 
  Knowledge (Folklore) d8, Notice d6, 
  Persuasion d8, Streetwise d6, Taunt d6
  Charisma: +2; Pace: 6; 
  Parry: 4; Toughness: 5
  Hindrances: Big Mouth, Pacifist (Major), 
  Stubborn
  Edges: Charismatic, Houri, Storyteller
  Languages: Beduan, Cakalic, Holy 
  Tongue, Sandspeech
  
  
  BACKGRouND
  The youngest child and only daughter of a lowly but honest dockworker, Ghunwah would 
  shirk her household chores and follow her father to work. She had no interest in his profes-
  sion, nor did she have any great yearning to travel. What attracted her to the noisy, smelly, and 
  crowded waterfront were the ships. More specifically, the crews who sailed them into harbor.
  Ghunwah’s father always told her a story before bedtime. While she enjoyed the recit-
  als, his repertoire was extremely limited, and even changing the details could not disguise 
  this. The young girl quickly developed a craving for new stories, especially those of other 
  cultures. The docks, where crews from the great cities of the Caliphate and Sultanate met 
  with merchants from lands known to her only in her father’s stories, seemed the ideal place 
  to satisfy her yearning.
  Over time, mariners and merchants came to know Ghunwah and her desire for stories. 
  While some ignored her as a nuisance, others gladly took a few minutes from the busy sched-
  ules to whisper of fantastical cities poking through the sand, the great hero and explorer 
  Sinbad, mischievous jinni ready to prey on those who could not see past their deceptions, 
  and terrible monsters that could eat a man’s soul. Ghunwah absorbed the salient facts like 
  a sponge, often spinning her own version of the narrative. In time, her father became the 
  audience and she the storyteller.
  As she grew, Ghunwah continued to ignore her chores. Having blossomed into woman-
  hood, she found her pretty looks and natural charisma allowed her to manipulate men with 
  ease. A flirtatious smile, a coy look, or a gentle wiggle of the hips had the local boys queuing up 
  to sweep the yard, beat the laundry, and collect dung for fuel in the hopes of earning a kiss.
  Ghunwah’s family was poor, and while she had no interest in manual labor or marrying 
  a rich suitor, she provided coin through her storytelling. The wide variety of tales she had 
  picked up, coupled with her natural charm, made her a great success in the public squares.
  Success was short-lived, though, and her audiences began to drift away. As her father 
  before, Ghunwah had simply ran out of new tales. While she could have invented new ones, 
  Ghunwah wanted to share existing stories of great heroes, dashing princes, and cruel wizirs. 
  Alas, even her friends at the docks could not expand her knowledge, for she has drained 
  them of their tales.
  So it was Ghunwah packed a few belongings and joined a merchant caravan, earning her 
  keep as a storyteller. Not only would travel allow her to share the stories she knew with new 
  audiences, but it would give her the chance to pick up new tales.
  Ghunwah has recently fallen in with a band of young adventurers. Though they have yet 
  to achieve any deeds worthy of true fame, the storyteller has a hunch that, given time, they 
  could be the center of a new generation of exciting stories. With her recounting their deeds, 
  they can’t fail to achieve great glory!
  DESCRIPTIoN
  Ghunwah is pretty, but not truly attractive. However, she exudes an aura of confidence and 
  sensuality that men find irresistible, and she dresses to accentuate her natural curves. Except 
  when throwing one of her tantrums, she has a smile permanently etched on her face.
  MANNERISMS
  Ghunwah expects to get her own way. She’s quite prepared to flutter her eyelids, wiggle 
  her assets, or play the helpless damsel if that helps get what she wants. When things go 
  against her, she folds her arms across her chest and pouts like a spoiled child. She has been 
  known to stamp her feet of occasion. 
  Ghunwah has a fondness for gossip, and finds it impossible not to spread information she 
  has learned, even if it reaches the wrong ears.
  Sample Character
  
  hellfrost: Land of Fire
  0
  Beyah Sulina 
  dar-Farouk
  Race: Bedu
  Homeland: Jinn Lands of Old
  Occupation: Noble
  Religion: Faithful (Geb-Agni)
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, No-
  tice d4, Persuasion d6, Riding d6, Stealth 
  d6, Shooting d6, Survival d6
  Charisma: +2; Pace: 6; 
  Parry: 5; Toughness: 5
  Hindrances: Arrogant, Cautious, Loyal
  Edges: Command, Noble, Respected 
  Tribe
  Languages: Cakalic, Giant, Sandspeech
  
  1
  BACKGRouND
  Beyah Sulina is the only child of the head of her small but prosperous tribe. For genera-
  tions beyond measure the nomads have lived on the edge of the Heart of Fire, bringing 
  supplies to the various mining camps and carrying away slabs of hewn stone, bags of sulfur, 
  and ingots of metal ore destined for distant cities. The tribe is renowned across Al-Shirkuh 
  for its honesty and its courage—their caravans are frequently attacked by fire giants and their 
  orc allies, and the tribesmen put up strong and determined resistance.
  Sulina’s father had her late in life. He sired several other children in his younger days, all 
  male, but they died in infancy. While some of his kin shook their heads when a girl was born, 
  the sheikh rejoiced, proudly proclaiming that Geb-Agni, the tribe’s patron deity, had given 
  her a great destiny.
  Though mollycoddled by her proud parents when she was young, Sulina never became a 
  spoiled child, nor did she expect to be waited on by others. As she grew to adulthood she served 
  her tribe as would any woman, learning the basic tasks the tribe relied on for its survival. When 
  she became a teenager she began learning traditional masculine skills—hunting and fighting.
  Now into old age, the sheikh announced Sulina as his appointed heir last year. Shocked, 
  the girl protested, claiming there were male kin, albeit distant ones, far more worthy of 
  holding the position. The sheikh laughed. He admitted that there were better qualified men 
  right now, but he had no intention of travelling to Geb-Agni’s forge any time soon. When he 
  answered the god’s call, Sulina would be ready.
  Although as heir she would be expected to serve alongside the sheikh, learning the diplo-
  matic juggling act required to keep the tribe alive and its bonds with its allies strong, Sulina 
  opted to leave her tribe and travel Al-Shirkuh. Her father voiced no objection, but he did 
  demand to know the reasoning behind the decision. 
  Sulina explained that it would not do simply to be taught how to manage the tribe’s need, 
  nor how to deal with strangers or unexpected danger. In order to be a good leader, she 
  must first learn her strength and weakness, how to make her mark on the world. If I cannot 
  manager difficulties in my own life, she added, what hope have I of managing an entire 
  tribe? In order to acquire that wisdom, she must forge her own path, if only for a few years. 
  Pleased with her answer, which showed wisdom beyond her years, the sheikh asked the 
  tribe’s priests to bless her departure. 
  Sulina left her tribe several months ago as a young girl. Today, after several minor adven-
  tures, she has already blossomed into a level-headed and capable warrior. Now she must 
  learn how to be a leader.
  DESCRIPTIoN
  A proud Bedu, Sulina always dresses in traditional garb. As an unmarried woman, she 
  keeps her long hair loose, as is the tradition of her tribe. Her eyes are highly unusual—they 
  are tinged orange (her mother told her it was the reflection of the Heart of Fire, and a sign 
  she was destined for greatness).
  MANNERISMS
  Sulina isn’t actually arrogant. As the potential sheikhah of her tribe she knows the nomads 
  will only support her if she is deemed worthy to hold the position in their eyes. Thus, she 
  strives to be the best leader and warrior she can, even if that means taking risks.
  However, she is still young and unsure of her strengths. Rather than make decisions that 
  might turn out badly, she prefers to take advice and weigh up a situation before making a 
  decision. Thus, she is torn between doing what is best and doing what she must.
  Though she dislikes being alone with men not of her family, she has come to accept that 
  she must adjust to her circumstances, not try to force her beliefs on others.
  Sample Character
  
  hellfrost: Land of Fire
  
  Ray of 
  Shamash Ismail
  Race: Ifrit Jinn Blooded (Hadaree)
  Homeland: Qarqas, City of Slaves (Free 
  Emirate States)
  Occupation: Paladin
  Religion: Faithful (Shamash)
  Attributes: Agility d6, Smarts d4, Spirit 
  d8, Strength d8, Vigor d6
  Skills: Faith d8, Fighting d8, Intimidation 
  d8, Notice d4, Riding d4, Shooting d6, 
  Survival d4
  Charisma: 0 (–2); Pace: 6; 
  Parry: 7; Toughness: 5
  Hindrances: Delusional (Minor: son of 
  Shamash), Distrusted, Elemental Weak-
  ness (Water), Overconfident, Stubborn
  Edges: Arcane Background (Miracles), 
  Jinn Blooded (Ifrit), Still Human
  Languages: Black Tongue, Sandspeech
  Cleric Powers: Deflection, light
  Innate Powers: Elemental manipulation 
  (fire)
  
  
  BACKGRouND
  Ismail was something of a problem child. His innate elemental power manifested when he 
  was very young, and things around him had a habit of spontaneously bursting into flames.
  When others in his community shunned him for his unnatural heritage, his mother (an 
  unmarried “working girl”) told him it was because they were jealous. In what would prove 
  to be a mistake of epic proportions, she told the dim-witted youth he was special. It was not 
  foul jinn blood that ran in his veins, she said, but the divine blood of Shamash. This was why 
  there was no earthly father in the household.
  Unfortunately, Ismail took this quite literally. The bullying he suffered only worsened when 
  he told his peers he was the son of Shamash. Fortunately for this future eyesight he grew out 
  of his habit of staring into the sun in the hope of catching a glimpse of his “father.”
  Though short on brains, Ismail always knew right from wrong. He believed in the cause 
  of righteousness, feared falling into Iblis’ grasp through committing immoral acts, and re-
  spected order. Peers who committed bad deeds, no matter how trivial, were punished by 
  one of his beefy fists, for he had grown into a strong young man. This, coupled with his 
  “divine” heritage, meant it came as no surprise to those who knew him when he announced 
  his intention to join the cult of Shamash and serve his “father” as a paladin.
  Though about as intelligent as a brick, Ismail managed to grasp the basic tenets of the 
  cult. His examiners were somewhat surprised when he summed up the entire dogma as 
  “order good, chaos bad,” but they could not deny he understood the core of the faith, and 
  his zeal was unquestionable. With a mixture of reluctance and pride, they duly awarded him 
  paladinhood.
  Ismail promptly went on a one-paladin law-enforcement spree in Qarqas, City of Slaves. 
  Any citizen who committed even the most trivial morally questionable act was beaten and 
  arrested. None of his superiors doubted his motives, nor his obedience to the faith, but his 
  methods were giving the temple a bad name, and no amount of talking could convince him 
  that sometimes a harsh lecture would serve to bring sinners back to the side of order and 
  save their souls from the Bottomless Pit.
  In the end, his superiors unanimously voted to send Ismail into the wilds of Al-Shirkuh. 
  There, they told the slack-jawed paladin, he would find many sinners to save and wicked 
  beasts to slay. Faced with such facts, Ismail gladly accepted the new challenge. For two years 
  the paladin has bullied, berated, and battled his way across the sands, never giving an inch 
  to evil, and forever spouting what little he remembers of Shamash’s holy texts.
  DESCRIPTIoN
  Ismail didn’t do well when it came to looks. While not hideous, his ears are too large 
  for his head, his hair (which he dyes bright yellow) is greasy and lank, and his teeth are 
  badly uneven. His eyes are normally dim, betraying the lack of wits behind them, but burn 
  fervently when he is despatching evil. His holy symbol, of which he is exceptionally proud, 
  is made of gold and silver.
  MANNERISMS
  Ismail is a zealot. In his eyes, any decision he makes he decreed by Shamash, and therefore 
  infallible. He does not appreciate others thinking they know better than the god of order, 
  and is quite vocal in calling those who argue otherwise heretics. The life he leads is morally 
  upstanding, discplined, and ordered.
  His overconfidence stems partly from his belief he is semi-divine, but more from his lack 
  of brains—he’s just too stupid to stop and weigh up the odds of success before embarking 
  on any task.
  Sample Character
  
  hellfrost: Land of Fire
  
  Ahmed the 
  Monkey
  Race: Hadaree
  Homeland: Qarah, City of Learning (Al-
  Wazir Sultanate)
  Occupation: Street Urchin
  Religion: Devoted
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d4
  Skills: Climbing d6, Fighting d6, Lock-
  picking d6, Notice d4, Stealth d8, Street-
  wise d6, Taunt d6, Throwing d4
  Charisma: 0; Pace: 8 (d10); 
  Parry: 6; Toughness: 4
  Hindrances: Animal Curse (monkey), 
  Illiterate, Poverty
  Edges: Acrobat, Fleet-Footed, Thief
  Languages: Al-Waziran, Roguetongue, 
  Sandspeech
  
  
  BACKGRouND
  Education may be compulsory in the Sultanate, but Ahmed wasn’t allowed the luxury of learn-
  ing his letters. Born to the lowest class of citizen and the runt of the litter, Ahmed was sold to one 
  of the many thieves’ guilds operating in the city as a small child by his uncaring parents. Minimal 
  rations and a hard training regime ensured he did not put on much weight as he grew.
  Though he began his criminal career as a cutpurse and pickpocket, the guild master saw 
  great promise in the thin youth. His small frame meant he could squeeze through narrow 
  gaps, and he proved a natural climber. These talents quickly earned him his nickname.
  In his 10th year, Ahmed was ordered to break into the house of a scholar and steal a 
  certain book. Although illiterate, the book had a distinctive cover, which would make identi-
  fying it easier. As nimble as his namesake, Ahmed scaled the walls, slipped through a narrow 
  window, and stole into the house.
  His crime might have gone undetected, but the owner had left a bowl of sugared almonds 
  in his study. Starving, Ahmed began filling his cheeks with the sweet treats. He was still eating 
  when the owner returned. Before he could flee out the window, Ahmed was apprehended 
  by a pair of remarkably strong hands.
  Unfortunately for Ahmed, the scholar was no elderly mortal sage, but a greater jinni dis-
  guised in human form. After recovering the book from Ahmed, he demanded to know the 
  intruder’s name. Ahmed duly answered, his words spilled out by fear rather than a sudden 
  honest urge. With a sly grin, the jinni spoke. “If a monkey you wish to be,” he laughed,” 
  then a monkey you shall become!” Ahmed, who had heard tales of evil wizards (which this 
  man surely must be to speak such words), expected a puff of smoke at the least, but nothing 
  untoward happened. Then, to his surprise, he was allowed to leave.
  That night, while walking the streets rehearsing his excuse for failing his assigned task, 
  Ahmed learned the meaning of the jinni’s words. As soon as the sun set, he transformed into 
  a scrawny, screeching monkey. Before he knew it, Ahmed was snatched off the ground by 
  calloused hands and thrown into a sack.
  As the sun rose, the unsuspecting merchant who had purchased the monkey the previous 
  evening was rather shocked to learn he was suddenly in possession of a young boy. Unfor-
  tunately for Ahmed, the merchant had already returned to his ship and set sail for a distant 
  city. On the journey, the merchant learned of Ahmed’s curse. Always out for a quick dinar, 
  he intended to exhibit the boy as a captive jinni. Ahmed has other ideas.
  When the ship docked the boy escaped. Hungry and tired, he was caught picking the pocket 
  of an adventurer of good hearts. Ahmed was given a simple choice—follow the hero on his 
  travels and learn how to put his larcenous talents toward an honest life, or face the wrath of the 
  authorities. Two years on, Ahmed is trying to lead a good life, despite the occasional lapse.
  DESCRIPTIoN
  Ahmed is a scrawny, gangly youth with a mop of unruly black hair and bright brown eyes. 
  A beaming smile is rarely off his face. Alas, it reveals a distinct a set of teeth missing half their 
  number, the result of his constantly stufing his face with sugary sweets and honey cakes.
  MANNERISMS
  Despite being an adequate thief, Ahmed is poor for two reasons. First, his love of sweet 
  foods, which borders on an addiction. Much of his income is spent on such products. Second, 
  he is notoriously charitable. Despite growing up on the streets and having few possessions, 
  he knows there are people less well-off than him, and even a small act of charity cleanses the 
  soul and lightens the life of others. 
  Though he is trying to repent his larcenous ways, his need for sweets means he is often caught 
  with his hands in other people’s purses.
  Sample Character
  
  hellfrost: Land of Fire
  
  Mudar ibn 
  Siddiq
  Race: Hadaree
  Homeland: Jadid, City of Trade
  Occupation: Healer
  Religion: Devoted
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d8, Vigor d4
  Skills: Fighting d6, Healing d8, Intimida-
  tion d6, Notice d6, Shooting d6, Stealth 
  d4, Survival d4, Taunt d6
  Charisma: –2; Pace: 6; 
  Parry: 5; Toughness: 4
  Hindrances: Cursed (Minor)*, God 
  Cursed (Marqod), Mean
  Edges: Brawler, Expert Healer
  Languages: Beduan, Holy Tongue, Sand-
  speech
  * Cursed (Unique Hindrance): Treats his 
  Strength as two dice lower when using 
  any manufactured weapon.
  
  
  BACKGRouND
  Mudar never wanted to be a healer. Born a free citizen of Jadid, City of Trade, he elected to 
  follow his father and enlist in the army. Not the most glamorous work, but the pay was steady. He 
  quickly earned a reputation as being hard but fair, and for never backing down from a fight.
  Jadid suffered from a minor famine several years ago. The problem wasn’t enough to spell 
  doom and disaster, but staple crops were severely rationed by the emir. Unfortunately, peo-
  ple have a habit of panicking, as occurred when a rabble-rouser began spreading rumors the 
  grain stocks were much lower than were being publicly admitted due to rich citizens buying 
  extra rations from corrupt bureaucrats. Within hours the news had spread like wildfire. A 
  mob gathered outside the granaries, and the army was duly summoned to hold them back 
  while officials attempted to pacify the agitated crowd.
  Unfortunately, the official chosen to speak lacked the charisma to keep the mob in check. 
  Whether it was a citizen or a soldier who threw the first punch is still hotly debated today. Re-
  gardless, violence broke out, and quickly escalated into a full-blown riot. Separated from his 
  comrades, Mudar battled for his life. Without thinking he slashed his blade into the crowd, 
  cutting down an old woman. A priestess of Marqod, she had come to the granary only to 
  gather grain for her temple, where many sick from hunger had gathered. As she lay dying, 
  she cursed Mudar. “Until you have helped alleviate the suffering of others,” she cried, “no 
  strength shall your arms have to wield weapons, and no health shall you have in your body.” 
  No sooner had the words been uttered than the woman died. Mudar’s right arm buckled, 
  unable to grasp his sword.
  After the riot had been quelled, Mudar went to the temple of Marqod. He explained what 
  had happened, expressed his guilt over an unnecessary death caused by the red mist all 
  warriors suffer from, but the priests could not lift his curse. That, they said, would have to 
  be lifted by the goddess in her own time.
  Mudar tried to resume his duties, but it rapidly became clear the curse was here to stay. 
  Unable to effectively wield a blade, and now suddenly lacking in endurance, he was relieved 
  of his duties. Though Devoted, Mudar returned to the temple and asked to be taught the 
  basics of the healing arts.
  Although skilled as a healer, and despite having treated many injuries, his curse would 
  not end. Exasperated, he asked the priests to conduct a divination, so that he might work 
  his penance. They concluded that tending cuts and disease within the safe confines of Jadid 
  would not end his torment. In order that he might appease the goddess, Mudar would have 
  to travel the greater world, placing himself in danger yet unable to defend himself, and tend 
  to the wounds of those striving to make Al-Shirkuh a better place.
  For three years he has wandered the burning sands as an itinerant healer. While his ability 
  to wield weapons has been greatly diminished, the curse did not affect his fists. Mudar has 
  become a skilled pugilist, and, despite new scars and a few close shaves, he has survived 
  encounters that would kill a lesser man. 
  DESCRIPTIoN
  Mudar is a man unhappy with his life, and he shows that in his face. When he isn’t scowl-
  ing, he’s normally just miserable. Tall and well-muscled, his physique betrays a poor consti-
  tution, which often leaves him short of breath and with flushed cheeks.
  MANNERISMS
  Mudar is a cantankerous healer. He feels the punishment he has endured is too harsh, and 
  he’s quite happy to share his feelings. Much of the time he is sullen. Help is not so much 
  offered begrudgingly, as with a constant stream of how he came to be in his current predica-
  ment and how he’d rather be doing something else.
  Sample Character 
  
  hellfrost: Land of Fire
  
  Nuktar the 
  Indispensable
  Race: Sand Goblin
  Homeland: Jizah, City of the Sphinx 
  (Kingdom of the Sphinxes)
  Occupation: Tomb Raider
  Religion: Devoted
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Climbing d4, Fighting d6, Knowl-
  edge (History) d6, Lockpicking d8, Notice 
  d6, Stealth d8, Taunt d6
  Charisma: –2; Pace: 6; 
  Parry: 5; Toughness: 4
  Hindrances: Banned Edges, Inept 
  (Minor), Quirk (exaggeration), Phobia 
  (Major: salt), Small, Untrustworthy
  Edges: Camel, Sand Walker, Sneaky, Tomb 
  Robber
  Languages: Hekatic, Orcish, Sandspeech
  
  
  BACKGRouND
  Nuktar happily tells anyone who bothers to ask that he was once in the service of a wise 
  and mighty sphinx, a sage who sent him into the world so that others might benefit from 
  his talents. In truth, Nuktar was born a slave. His master was a sage, though he wasn’t a 
  sphinx—he was a human who in turn served a sphinx.
  His master was tasked with tracking down intact tombs and returning the wealth stored in 
  them to the sphinx’s coffers. Unwilling to spend money on hiring expert tomb robbers, the 
  scholar purchased cheap slaves (those deemed too stupid to master a useful trade. i.e., sand 
  goblins) to help explore the tombs. All they had to do was run around the passageways until 
  they found the central treasury. Naturally, more than a few would activate traps along the 
  way at the expense of their lives. When the way was clear, the sage would move in to claim 
  the treasure and the glory.
  Despite being useless at everything else he tried his hand at, Nuktar proved a natural 
  at not only spotting traps, but actually disarming them. The sage was a cruel man, prone 
  to mistreating his minions, and he had no remorse for the many sand goblins he had sent 
  to their doom. Nuktar, though not normally one for revenge or deviousness, planned to 
  avenge their deaths.
  He disarmed a particularly nasty trap, crossed over the activation plate, and then promptly 
  (and carefully) reset the device. Then he called his master forward, claiming the passage was 
  safe to traverse and the treasure was just around the bend. Seeing the sand goblin ahead, the 
  sage duly walked forward. His demise inside a spray of extremely caustic salt was not quick. 
  Nuktar still suffers from nightmares about it and quails at the sight of salt.
  Now a free goblin (Nuktar had no intention of returning to the sphinx), and moderately 
  wealthy by the standards of his race (the tomb held meager pickings, and the spoils were 
  divided among the other sand goblins in the expedition), Nuktar decided to put his awe-
  some talents (his words) to use as a freelancer.
  He has recently joined a party of young adventurers keen to make their mark on his-
  tory. They seem a pleasant enough bunch, and desperately need someone who knows what 
  they’re doing. Maybe in a few years he’ll retire, but until then Nuktar is prepared to disarm 
  traps (and nothing else) for a fair share of any spoils.
  Although not gifted intellectually, Nuktar managed to pick up enough knowledge of Hek-
  atic from his former master to become almost fluent in the dead language. He may be a 
  mangy sand goblin with a vastly overinflated opinion of himself, but no one can deny he is 
  without a handy talent or two.
  DESCRIPTIoN
  Nuktar has a nose far too big for his head. He tells people it was given him by a greater jinni, 
  and that he can use it to sniff out traps. He can’t. All his nose does for him is constantly run. His 
  top lip is usually crusted in mucus, and when he isn’t using his fingers to disarm traps or count 
  coins he has at least one wedged firmly up a nostril. His mangy hair is matted with filth—Nuktar 
  claims the “natural scent” protects him from tomb guardians. In truth he just hates washing.
  MANNERISMS
  Nuktar isn’t a liar, but he does tend to exaggerate things or create fictitious acts to make 
  himself sound more capable than he really is. For instance, he might claim a trap is “just 
  like one I disabled in a pyramid in Hekata,” despite never having set foot inside the cursed 
  realm, or indeed seen that type of trap before.
  He is also fond of misusing quotes from the Hamad to justify his profession. For exam-
  ple, “Asha helps those who help themselves—which is exactly what I’m doing with these 
  unwanted coins.”
  Sample Character 
  
  hellfrost: Land of Fire
  0
  Amka
  Race: Hyaenidae
  Homeland: The Grazelands
  Occupation: Warrior
  Religion: Faithful (Duamutef)
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d8, No-
  tice d4, Stealth d6, Survival d6, Taunt d6
  Charisma: –2; Pace: 6; 
  Parry: 6; Toughness: 5
  Hindrances: Bad Reputation, Greedy 
  (Minor), Habit (Major: alcohol), Loyal, 
  Vengeful (Minor)
  Edges: Bite, Laugh, Low Light Vision, 
  Liquid Courage, Strong Willed, Tireless
  Languages: Hyaendish, Orcish, Sand-
  speech
  
  1
  BACKGRouND
  Amka’s family had, according to the elders, lived in the Grazelands since before the humans ar-
  rived. Though never aggressive toward the humans, the hyaenidae kept their contact to a minimum. 
  They traded goods scavenged from ruins or caravans attacked by others in return for luxuries, but 
  much of the time they spent hunting in the wilds and defending their territory from others.
  By the time Amka was born the tribe has gone up in the world. They ruled over a small ruin, 
  a caravanserai that stood on some long disused trade road. It even boasted a string, though the 
  trickle of water barely provided for their basic needs. Even so, in a land where resources are 
  scarce and jealously guarded, it was enough of a bounty to attract unwanted attention.
  The family, which was of moderate size, had a reputation among the local hyaenidae tribes 
  of being very strong. Unfortunately, that strength lay in displays of aggression, not acts of 
  physical violence. Its warriors were ill-equipped to handle a tribe of rapacious orcs who had 
  designs on becoming lords of the ruins. They snarled and barked when the first wave of orcs 
  appeared, but they were no match when melee ensued.
  The few survivors were kept as slaves. The orcs made sure they were worked to the point 
  of exhaustion, and then thoroughly beat them. Amka turned to hard drink to blot out the 
  memories, for this the orcs had in abundance and were willing to share—a drunk slave 
  didn’t need guarding, meaning the orcs could engage in their fell revelry. The abuse took its 
  toll, and before long Amka found herself alone. Her family, everyone she had ever known 
  or loved, had ceased to exist, their bones picked clean by the fiends who now ruled her 
  ancestral lands.
  Amka bided her time, and grew accustomed to the harsh liquor. One dark night, when 
  even the moon hid in shame at what was to come, Anka took a bloody revenge. After killing 
  several sentries by ripping out their throats, she avenged her kin on the orc chieftain. She 
  didn’t kill him—that would be too kind a fate. He wouldn’t be siring any children anytime 
  soon, though, and among orcs that made him lower than any runt.
  The remaining orcs alerted by their chieftain’s screams, Amka fled into the desert, relying on 
  her wits and knowledge of the arid region to keep her safe from her pursuers. Three days later, 
  near death, she was found by a traveller. Though wary of her, for hyaenidae have a bad reputa-
  tion, he gave her food, water, and shelter. She did not offer her life story, nor did the stranger 
  ever ask—he understood all too well what she had endured from the haunted look in her eyes.
  That was a year ago, and the pair still travel the sands together. Now, though, they walk 
  with others. Amka has not forgotten her old family, but now she has a new one. They, and 
  strong wine, are all she needs.
  DESCRIPTIoN
  Amka’s eyes are usually bloodshot, even when she is sober. As with most of her species, 
  she sees personal hygiene as something optional. Her fur is normally matted with a rancid 
  mix of meat juices and wine stains. She is missing several clumps of fur, the result of injuries, 
  but not enough to make her ugly (by hyaenidae standards).
  MANNERISMS
  Amka is a drunkard. Unfortunately for her companions, drinking has a nasty habit of mak-
  ing her argumentative. Fortunately, rather than reaching for weapons to settle a dispute she 
  usually just displays her sharp teeth. Not that this isn’t frightening in itself.
  She may no longer have blood family, but her racial instincts remain strong. Her adventuring 
  friends are her new kin, and anyone who thinks he can harass them without suffering a reprisal 
  is a fool. She rarely slays those who make the mistake of offending her—as she says, a dead foe 
  can remember nothing, but a living one must forever face his shame. Anyone thinking of bully-
  ing her can expect no mercy—Amka has been a slave and a victim, and will not be that again.
  Sample Character
  
  hellfrost: Land of Fire
  
  handout #1:  
  Friezes
  Long ago, seemingly before the arrival of the jinn, a small kingdom 
  arose along what is now Suleiman’s Road. A new king ascended the 
  throne, a man bent on conquest. he led great armies against other 
  cities, conquering one after another. Great wealth was brought be-
  fore him, but the king was not satisfied, and sought greater power 
  and territory. he was a cruel lord, enforcing his rule through the 
  lash. In the end, the people rose up against him. Even his warriors 
  turned on the king. The king was carried into the desert by his 
  people, and buried alive in the sand. Before being consumed, the 
  king cried out in anger, though it is impossible to tell what he said.
  handout #: Translated Text
  My people had ruled the sand along the trade road for genera-
  tions, but we were nothing. Peace had made my people slaves to the 
  needs of others, not rich, as befitted out status. I, Barsul-Tuge, did 
  what was best for my people. My father was a simpering fool, con-
  tent to bow to merchants who offered him gold to transport their 
  goods. he died by my hand, and I took his place as rightful king. 
  My armies, driven by my righteous cause to improve their nation, 
  marched against the surrounding tribes, crushing them beneath 
  their heels. Great wealth was returned to my treasury, and the 
  city prospered. But a greater destiny awaited us. under my rule, 
  we would conquer the entire desert. I was a just lord, but never 
  afraid to punish those who transgressed my laws. And they were 
  many, for the people grew jealous of my authority and power. My 
  majesty and tolerance for the lowly curs was my undoing, for the 
  people grew covetous in the extreme. Even my army turned against 
  me. They carried me into the desert and buried me in the sand like 
  a common dog. But I shall have vengeance. As the sand took my life 
  I called upon Azanzibul to  save me. he heard my prayer. I, Barsul-
  Tuge, shall return. I shall conquer the desert as is my destiny. Death 
  is only the beginning!
  
  UBIQUITYTM MUSKETEER ADVENTURING
  www.tripleacegames.com
  © 2010-2011 Triple Ace Games. All For One Régime Diabolique and all related marks and logos are trademarks of  Triple Ace Games.
  All rights reserved.  © 2011. All Rights Reserved.
  PREPARE TO FIGHT FOUL 
  BEASTS OF THE NIGHT!
  The year is 1636 and France is a troubled nation. A 
  great and terrible evil gnaws at its core and darkness 
  stalks the land. Supernatural creatures roam the night 
  and evil practitioners of magic plot foul deeds.
  All that stands between chaos and order are the King’s 
  Musketeers. All For One: Régime Diabolique is a 
  musketeer roleplaying game where you play the hero! 
  Strap on your sword, salute the King, and prepare to 
  cross swords with the creatures of darkness!
  30008
  PAUL “WIGGY” WADE-WILLIAMS
  Core Rules
  Available now!
  
  THE DARK TIDE IS HERE!
  HOW WILL YOU FACE IT?
  WWW.TRIPLEACEGAMES.COM
  FANTASY ADVENTURE
  AT ITS BEST!
  © 2012 Triple Ace Games. Hellfrost and all related marks and logos are trademarks of  Triple Ace Games. 
  
  $14.99
  10108
  For a band of young heroes eager for adventure 
  and glory, escorting a merchant to a rendezvous 
  with a Bedu tribe promises little excitement. 
  But all is not well in the endless sands. A great evil 
  has awakened after millennia of slumber; an evil 
  that is preparing to unleash its dark powers on the 
  unsuspecting citizens of Al-Shirkuh. 
  Destiny has delivered the heroes to this place at the 
  appointed time, but the fate of the desert realms is 
  yet to be written. Salvation or servitude await, but 
  which shall come to pass depends on whether the adventurers can overcome the 
  Curse of the Sand Lord!
  This introductory adventure module for Hellfrost: Land of Fire contains 8 
  pregenerated characters.
  www.tripleacegames.com
  Beneath the burning sands 
  a memory is awakening
  © 2013 Triple Ace Games Ltd. Hellfrost, Land of Fire and all related marks and logos are trademarks of  Triple Ace Games Ltd. 
  Savage Worlds, and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. 
  $14.99
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG10108 - NF1 - The Curse of the Sand Lord.pdf