TEXT: The Jade Hare 
  J 
  A DRAGON MASTER'" Game Adventure 
  A 
  A 
  P 
  by John Nephew 
  
  The Jade Hare 
  Credits 
  Design: John Nephew 
  Editing: Karen S. Boomgarden 
  Product Manager: Bruce Heard 
  Cartography: John Knecht 
  Typesetting: Gaye O’Keefe 
  Production: Sarah Feggested 
  I 
  I 
  A DUNGEONS & DRAGONS@ Game Adventure 
  by John Nephew 
  Special Thanks to Darin “Woody” Eblom 
  Wherein the Intre id Adventurers Confront the Mad Warlock 
  Abu-Ghabar and !is 
  Evil Minions to Recover a Priceless and Ancient 
  Jade Idol 
  Table of Contents 
  Player’s Background .............. 2 
  DM’s Background ................ 2 
  Wandering Monsters .............. 3 
  1. Bat Cavern .................. 3 
  2,‘Storage Room ................ 4 
  3. Kitchen ..................... 
  4 
  4. Dining Hall ................. 4 
  5. Goblin Barracks .............. 4 
  6. Spring 
  ............. 4 
  7. Trap ........................ 
  4 
  8. Smallchamber ............... 6 
  9. Lieutenant’s Room ............ 6 
  10. Laboratory ................... 6 
  11. Abu-Ghabar’s Chamber ....... 7 
  12. Secret Portal ................. 7 
  13. Treasure Room ............... 7 
  Conclusion ...................... 
  8 
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  Copyright “1992 TSR, Inc. All Rights Reserved. Printed in U3.A 
  
  1ntr2obuction 
  Thelade Hare is a DUNGEONS & DRAGONS@ game adven- 
  ture, designed for a party of 4-6 first level characters. As usual, a 
  variety of character classes will be most useful. Because the ad- 
  venture’s short, you and your players should be able to finish in 
  just one session, even if you must generate player characters in 
  the same evening. 
  In order to play, all you need is a copy of the boxed 
  DUNGEONS & DRAGONS game rules, dice, and some paper 
  and pencils. 
  If you intend to be a player in this adventure, please read no 
  further. You’ll be doing yourself a favor, since knowing informa- 
  tion in advance about the dungeon will just ruin the suspense 
  and thrills that help make role-playing such fun. 
  Players’ Background 
  Read or summarize the following adventure background for 
  your players: 
  Long ago the wisdom of the Prophet, Al-Kalim, came to the 
  village of Dar el-Tamyya, and taught the folk to disregard 
  their idols of old. But they kept one, to remember their an- 
  cient past and the wisdom of their ancestors. They also kept it 
  because they believed it to be magical, blessed to protect the 
  village from harm. 
  Now the idol has been taken. Yesterday a small band of 
  goblins raided Dar el-Tamyya, but strangely enough they 
  killed no people and only took the Jade Hare. This has led 
  Qadi Ibn Ali, the judge who is the recognized leader of 
  Dar el-Tamyya, to conclude that the goblins were working for 
  someone. Goblins themselves would have little interest in a 
  small statuette-and 
  would have left much more death and 
  destruction unless someone told them not to. 
  Abdullah, the old man who cared for the statuette (and 
  whose memory has been vanishing over the years, like water 
  in the desert sun), remembered that about a month ago a 
  stranger had asked if he might purchase the Jade Hare. 
  ---- -- 
  Though he offered much gold, Abdullah of course refused 
  the offer. 
  When Abdullah described the stranger, other villagers rec- 
  ognized him as Abu-Ghabar, the mad warlock who lives in 
  the hills, about ten miles away from Dar el-Tamyya. He is 
  rumored to have built a dungeon there; it would make sense 
  for him to have recruited goblin minions. 
  Who knows what strange purposes the mad warlock has for 
  the Jade Hare? In any case, the precious statuette’s theft is an 
  intolerable stain on the honor of the village and all the tribes 
  therein. A party must be assembled to confront the warlock, 
  and through force or guile recover the Jade Hare. 
  This party may consist of none other than yourselves. The 
  Qadi approaches you and implores you for assistance: Won’t 
  you save Dar el-Tamyya’s ancient honor, and thwart whatever 
  sinister plans the warlock has? The village is poor, but you 
  may enrich yourselves with the treasures of the warlock’s 
  dungeon. 
  DUNGEON MASTER” Background 
  The warlock stole the Jade Hare for research. He has long heard 
  of its reputed (but unproven) powers, which he hopes to discov- 
  er and turn to his own advantage. He also suspects (rightly) that 
  the idol is even older than the villagers realize. It goes back 
  many centuries, to an ancient, forgotten empire that once ruled 
  this land. So far the warlock and his goblin underlings have con- 
  centrated on robbing caravans, but Abu-Ghabar has greater am- 
  bitions. He hopes the Jade Hare will help him achieve them. 
  This information does not need to have a direct bearing on 
  the adventure. The PCs might never realize the warlock’s inten- 
  tions; it is enough for them to want to recover the Jade Hare. As 
  the Dungeon Master, however, you may keep track of these se- 
  cret plots and facts, and use them to weave the story of your 
  campaign behind the characters’ exploits. 
  2 
  
  dungeon of the mad warlock 
  In Dar el-Tamyya you find a traveling trader namea rusir Ion 
  Ahmad. He claims to have delivered his wares to the warlock 
  several times, dropping them off at a great cave mouth in the 
  hills. With directions in hand, you set off, and soon are at the 
  entrance to the Dungeon of the Mad Warlock! 
  Any time you find boxed text in this mini-adventure, such as the 
  above passage, it indicates that you may read the text inside di- 
  rectly to your players to describe an event or encounter. Some 
  DMs prefer to paraphrase, or provide details as they see fit or as 
  the players inquire. Non-boxed text is for your (the DM’s) view 
  alone. Usually its content will be revealed to players gradually, as 
  their characters explore and perform various actions (e.g., play- 
  ers can’t know what’s in a chest until their characters open it). 
  The adventure begins at the entrance to the dungeon. The 
  dungeon of Abu-Ghabar can be divided into two parts: First are 
  the natural caves, which attracted Abu-Ghabar to this location. 
  Second are the caves the warlock has sculpted himself (with 
  hired goblin labor, actually) for his living and working space. 
  We’ve provided a list of wandering monsters, plus a detailed 
  key to the numbered encounters shown on the dungeon map. 
  Wandering Monsters 
  If you would like to liven up the characters’ lives as they explore 
  the Warlock’s dungeon, you may throw some wandering mon- 
  sters their way. Following is a list of monsters appropriate to this 
  dungeon. As explained in the D&D@ game rules, roll Id6 at the 
  end of every other turn. A result of 1 means a wandering mon- 
  ster has encountered the PCs. To determine which monster it is, 
  roll Id6 and consult the following table. 
  1. Fire Beetle (No. Encountered: Id6) AC 4; HD 1 +2; hp 7 
  each; MV 120’ (40’); #At 1; THACO 18; Dmg 2d4; Save F1; ML 
  7; AL N; XP value: 15 each. 
  2. Giant Centipede (No. Encountered: 2d4) AC 9; HD l/2; 
  hp 3 each; MV 60‘ (20’); #At 1; THACO 19; Dmg Poison; Save 
  NM; ML 7; AL N; XP Value: 6 each. 
  3. Giant Crab Spider (No. encountered: ld4) AC 7; HD 2*; 
  hp 9 each; MV 120‘ (40’); #At 1; THACO 18; Dmg Id8 + poi- 
  son (save vs. Poison at +2 or die in ld4 turns); Save F1; ML 7; 
  AL N; XP Value 25. 
  4. Giant Rat (No. Encountered: 2d4) AC 7; HD l/2; hp 3 
  each; MV 120’ (40’), swim 60‘ (20’); #At 1; THACO 19; Dmg 
  Id3 + disease ( 5 %  chance); SaveNM; ML 8; ALN; XPValue 5. 
  5. Ghoul (No. Encountered: Id3) AC 6; HD 2*; hp 9 each; 
  MV 90’ (30’); #At 3; THACO 18; Dmg ld3/ld3/ld3 + paraly- 
  sis; Save F2; ML 9; AL C; XP Value: 25 each. 
  6. Goblin (No. Encountered: ld6) AC 6; HD 1-1; hp 4 each; 
  MV 90‘ (30’); #At 1; THACO 19; Dmg ld4 (clubs); Save NM; 
  ML 7; AL C; XP Value 5 each. 
  For the sake of variety, you might want to re-roll encounters that 
  the characters have already had. 
  Dungeon Encounter Key 
  Guard Posts: At each of these three “strategic locations,” on the 
  map Balgoruk, Abu-Ghabar’s bugbear lieutenant, has posted a 
  goblin guard to raise the alarm if intruders are detected. 
  Discipline is lax among these chaotic creatures, so there is a 
  40% chance that a guard will be asleep when PCs arrive at his 
  post. Of course, a guard will be awakened if the adventurers 
  make a great deal of noise. 
  Goblin Guards (1 per post): AC 6; HD 1-1; hp 4 each; MV 90’ 
  (30‘); #At 1; THACO 19; Dmg Id6 (short swords) or ld4 
  (slings); Save NM; ML 7; AL C; XP Value 5 each. 
  Each goblin carries a pouch of personal belongings: some bit- 
  ter roots to chew, a few teeth and such mementos, plus 2d8 cop- 
  per pieces and ldlO silver pieces. 
  1. Bat Cavern 
  A thick layer of guano gives evidence of this cavern’s resi- 
  dents: bats. As you walk in, several fly by, threatening to ex- 
  tinguish torches with their flapping wings, but soon they 
  settle again. 
  After your eyes have adjusted to the darkness, you see that 
  there are three passages leaving this cave. One goes north, 
  another northwest, and a third west. 
  During daylight hours the bats are found hanging asleep from 
  the ceiling. Commotion will stir them, however. Therefore, to 
  liven up this first encounter, you may decide that a wandering 
  monster happens upon this cavern at the same time as the player 
  characters. A conflict will bring down the bats, fluttering 
  around, causing confusion, and in general making the battle 
  more interesting. 
  If someone is determined to search through the thick layer of 
  guano on the floor for treasure, they have a 5 % chance per turn 
  of searching of being rewarded with the small piece of amber (50 
  gp value) that Abu-Ghabar once lost here. 
  Bats (47): AC 6; HD 114; hp 1 each; MV 9‘ (3’), fly 120’ (40‘); 
  #At: 1; Dmg Nil (causes confusion: a confused character suf- 
  fers -2 on Hit rolls, Saving Throws, and cannot cast spells); 
  Save NM; ML 6 ;  AL N; XP Value S each. 
  3 
  
  buncjeon of the mab WaRlOCk 
  2. Storage Room 
  This rectangular room is thirty feet from north to south, and 
  twenty from east to west. From the plethora of goods, from 
  weapons to provisions, you judge this to be a storage room. 
  Many items are broken and useless, but the goblins are too lazy 
  to haul the garbage outside. Other things are in fine shape, such 
  as the three barrels of salted meat (which didn’t fit in the 
  kitchen). Surplus weapons and armor may be of interest to the 
  PCs, including: a short sword; a small box containing about 
  four dozen round, smooth slingstones; two shields, each deco- 
  rated with crude, gory paintings of the sort goblin warriors ap- 
  preciate; four clubs; and a wooden crate filled with 100 crossbow 
  bolts. No crossbow is to be found, however; these bolts, along 
  with all the short swords found in the dungeon, were stolen 
  from an elvish trader the goblins waylaid. 
  3. Kitchen 
  This is a kitchen. Two humanoids are here. The smaller one 
  looks to be a goblin, but the other, although he has similar 
  features, is considerably taller and more burly. They look 
  comical in the attire of cooks, as they tend to a large pot of 
  something tasty-smelling. 
  A hobgoblin cook and his goblin assistant are found here, pre- 
  paring a special dish of rabbit stew for Abu-Ghabar, to celebrate 
  the successful theft of the Jade Hare. If attacked, the goblins will 
  defend themselves with large cutlery-the equivalent of daggers 
  in combat terms. 
  Each carries a belt pouch. The hobgoblin’s contains 11 sp and 
  a charm woven of dried herbs (it smells terrible and has no real 
  value). The goblin’s pouch contains 3 ep, a peach pit, a lizard’s 
  tail, and a piece of wood that he whittles in his spare time. 
  Hobgoblin cook (1): AC 6; HD 1 + 1; hp 6; MV 90’ (30’); #At 
  1; THACO 18; Dmg ld4; Save F1; ML 8; AL C; XP Value 15. 
  Goblin assistant (1): AC 6; HD 1-1; hp 4 each; MV 90’ (30‘); 
  #At 1; THACO 19; Dmg ld4; Save NM; ML 7; AL C ;  XP Value 
  5. 
  4. Dining Hall 
  Three tables fill the length of this room. Each is roughly 
  hewn of wood from the mountains. A long swath of cloth 
  hanging on the wall opposite the eastern exit has bright red 
  writing on it. 
  The writing is in Goblin. It says, “Serve Abu-Ghabar well, and 
  you will be rewarded.” 
  No one will be in this room when the PCs arrive. Noise here 
  will surely be perceived by the cook and assistant in adjacent 
  encounter 3, however. 
  5. Goblin Barracks 
  This is a large room, square, forty feet on each side. It seems 
  to be a barracks, since there are fourteen bunks here. Here 
  and there you notice small chests at the feet of the beds, but 
  you are distracted by the eight attacking goblins! 
  The goblin minions of Abu-Ghabar share this room as sleeping 
  quarters. Eight of the goblins are presently here; the others are 
  scattered throughout the dungeon. 
  There are a total of fourteen beds. The bunks are paired, atop 
  each other. At the foot of each are two footlockers for the posses- 
  sions of the goblins who sleep there. Each of these containers has 
  a lock, and a 75 % chance of being locked. None have traps and, 
  since their construction is not particularly sturdy, a few blows of 
  a heavy weapon (such as a mace) could shatter one. The problem 
  is that violently opening a footlocker may attract a wandering 
  monster (1 in 6 chance-check for each footlocker the PCs bust 
  open), and will break any fragile contents. 
  Each chest contains a number of personal items (e.g., me- 
  mentos like bones and teeth, dirty clothes, an extra spearhead, 
  some dried provisions, a skin of warm, foul beer), plus loose 
  coins: 3d4 cp, ld8 - 1 sp, and ld4 - 1 ep. One chest also con- 
  tains a delicate porcelain statuette of a camel, worth 80 gp; it 
  will be destroyed if the footlocker is broken open. Another con- 
  tains a potion ofinvisibilityin a glass vial. Again, this is fragile, 
  and violent treatment of the footlocker will shatter the vial and 
  spill the potion. 
  Goblins (8): AC 6; HD 1-1; hp 4 each; MV 90‘ (30’); #At 1; 
  THACO 19; Dmg Id6 (spears); Save NM; ML 7; AL C; XP Value 
  5 each. 
  6. Spring 
  A natural spring, the source of the stream that flows from 
  these caves, wells up in this large, natural cavern. Beside the 
  spring are a wooden bucket and a copper ladle. 
  The water has no magical properties, but is cool, clean, and re- 
  freshing. The dungeon inhabitants come here to draw water or 
  to drink. 
  7. Trap 
  We don’t have a boxed description here, because your reading 
  it would warn the players that something is about to happen to 
  their characters! 
  This section of passageway is sandy, concealing a trap laid by 
  4 
  
  Jade Hare Dungeon 
  Stream 
  Door 
  Secret Door 
  Scale: 1 square = 5’ 
  
  Dunqeon of the maa WaRlOCk 
  the warlock. It is a spring-loaded mechanism that drives a spike 
  upward from the sand. Each character that passes this area (un- 
  less taking special precautions) has a 1 in 4 chance of triggering 
  the trap. The spike springs up into the character’s foot, attacking 
  as a 3 Hit Dice monster (THACO 17). The PC’s armor class ver- 
  sus this attack will depend on what sort of armor is on the foot- 
  e.g., leather boots would be AC 7, whereas full plate armor 
  including the feet would be AC 3. The character can include his 
  dexterity bonus to armor class, but not a shield. If the spike 
  strikes the character, he or she suffers ld4 hit points of damage. 
  In addition, the character can move only at half speed, and suf- 
  fers - 2 to armor class in combat (because of difficulty in moving 
  and dodging blows), until the wound is healed. 
  The warlock and his minions know about this trap, so they are 
  careful to walk close to the walls in this sandy section of the pas- 
  sage. Characters who closely examine the sandy floor with a 
  good light source notice that there are no footprints in the mid- 
  dle of the passage. 
  8. Small Chamber 
  ~ 
  The passage to this natural chamber has a slight incline. Here 
  the air is particularly dry, unlike the caverns between the 
  spring and the bats’ cavern. 
  On the wall and floor you see two great patches of ugly, 
  yellow mold. The patch on the floor is particularly lumpy, 
  perhaps covering something. 
  Two yellow molds are found here. If the molds are destroyed, 
  PCs find that the second mold in fact covers the dead body of a 
  goblin. The goblin clutches a silver medallion, set with a small 
  amethyst gem, to its chest. The medallion is worth 150 gp. 
  Yellow Mold (2): AC can always be hit; HD 2*; hp 9 each; #At 
  1; THACO n/a; Dmg Id6 + save vs. Death Ray or choke to 
  death within six rounds; Save F2; ML n/a; AL N; XP Value 25. 
  9. Lieutenant’s Room 
  This chamber, twenty feet wide by thirty feet long, is a pri- 
  vate room. Its inhabitant must be the mighty, axe-wielding, 
  humanoid monster before you! It looks similar to a goblin, 
  but is much larger and hairy. Besides his axe, the creature car- 
  ries a shield from which scalps hang, wears a bone necklace, 
  and sports an earring. 
  Abu-Ghabar’s “right-hand man” is a bugbear, named 
  Balgoruk. This room is Balgoruk’s private chamber; the bugbear 
  will be here when player characters arrive. 
  Balgoruk’s main duties are maintaining discipline among the 
  goblins and leading them on raids. Abu-Ghabar prefers not to 
  be seen on raids because it makes it difficult for him to deal with 
  humans at other times. Few people like a mage who consorts 
  with goblinoids! 
  A battle axe f 1 is Balgoruk’s favorite weapon. He wields it 
  one-handed (easy because of his size and strength), and carries a 
  round shield in his other hand. The shield has a large skull 
  painted on it in blood. A small spike is in the middle of the 
  shield; from it hang the scalps of three of the mightiest foes 
  Balgoruk has vanquished. Around Balgoruk’s neck is a bone 
  necklace, worth 15 gp. He also wears a large earring of silver, 
  sculpted in the shape of a dragon swallowing a jewel (a small 
  pearl). The earring’s value is 140 gp. Balgoruk possesses no other 
  valuables; he prefers to squander his booty and earnings as soon 
  as they are acquired, on extravagant food and vast quantities of 
  drink. 
  In battle Balgoruk is fearsome. He likes to howl loudly, to un- 
  nerve opponents (you may wish to act out one of these noises, to 
  see your players’ reactions!). Although chaotic, he has a war- 
  rior’s honor-loathe to surrender, retreat, or even call for assist- 
  ance. At the same time, he is practical enough to realize that his 
  death will be pointless if he doesn’t somehow contribute to the 
  invaders’ defeat. Therefore, if he suffers 10 hit points damage or 
  more, he will make a “strategic withdrawal” out of whichever 
  door the characters didn’t come throngh. If the characters came 
  from Abu-Ghabar’s room (the northwestern door), he takes the 
  other door and hopes to muster assistance from goblins remain- 
  ing in the dungeon. If the characters come from the northeast- 
  ern door, Balgoruk flees toward Abu-Ghabar’s room, hoping to 
  warn his master of the impending threat. 
  Balgoruk, Abu-Ghabar’s bugbear lieutenant: AC 5 ;  HD 3 + 1; 
  hp 15; #At 1; THACO 15; Dmg ld8+2 (wields a battle axe 
  + 1); Save F3; ML 9; AL C; XP Value 75. 
  10. Laboratory 
  shelf you see four vials filled with liquid, each marked with a 
  Abu-Ghabar has outfitted this room for his alchemical pursuits. 
  Unfortunately, the warlock is still a novice in the field, and 
  has not yet succeeded in producing any useful potions. Some of 
  the failed experiments are interesting, however. They are the 
  four vials on the shelf. 
  Potion #1: When the drinker attempts to speak, he makes 
  honking noises like a goose. The effect lasts Id6 turns. Abu- 
  Ghabar was just experimenting with this one, not attempting to 
  produce any particular potion. 
  Potion #2: This attempt at a porion ofhealing failed misera- 
  bly. The noxious fluid causes nausea and dizziness (maximum 
  movement half normal, and - 2 on hit rolls) for ld4 hours. 
  Potion #3: Turns the drinker’s nose a deep violet over the 
  course of five minutes. The color fades much more slowly, over 
  the course of about six hours. It was meant to be a porion of 
  6 
  
  buncjeon OF the rnab WaRlOCk 
  in visibility 
  Potion #4: A failed potion oflevitation, it has incomplete ef- 
  fects: The drinker is lifted an inch off the ground. This height is 
  maintained whether desired or not. The effect is annoying: the 
  drinker can’t walk, because his feet don’t touch the ground. 
  This also makes combat difficult. The character will have to pull 
  himself along walls and objects with his hands, or be pulled 
  along by fellow adventurers. The effect lasts 3d4 turns. 
  Abu-Ghabar has used this room for studying the Jade Hare, 
  but when he is not examining it he keeps it in his treasure room 
  (encounter 13) for safekeeping. 
  11. Abu-Ghabar’s Chamber 
  Having seeing how goblins live, it is clear to you that this 
  room could only be a human home: no doubt the warlock’s 
  own. It is comfortably furnished, with a large bed, a dresser 
  filled with clothes (some spill out sloppily), and a table for 
  writing. 
  In front of you is the warlock himself, wasting no time be- 
  fore casting a spell! 
  Abu-Ghabar keeps all of his valuables in the treasure room (en- 
  counter 13), the door to which is locked. 
  Abu-Ghabar, the Mad Warlock (Magic-user level 4): AC 9; MU 
  4; hp 10; #At 1; THACO 18; Dmg ld4 + 1; Save MU4; ML 9; AL 
  C; S 10; I 17; W 9; D 12; C 10; Ch 7; XP Value 175). 
  Abu-Ghabar has the following spells memorized: Level I- 
  chatm person, shield Level 11-mirror image, web. 
  Magical items: The Mad Warlock owns three magical items: 
  a dagger i 1, a potion of healing, and a magic-user spell scroll 
  with four spells: magic missile, invisibility ( x 2), and hold per- 
  son. 
  Tactics: Before combat, Abu-Ghabar will cast his shield spell 
  upon himself. This gives him an armor class of 2 against missiles, 
  and an armor class of 4 against all other attacks. It also protects 
  him from magic missiles: If he successfully saves versus Spells, a 
  magic missile cast at him will have no effect. If he has time, the 
  Warlock might also cast his mirror image spell before melee be- 
  gins. 
  In combat, Abu-Ghabar will use his spells and magical items 
  (especially the scroll) to maximum effect. When his offensive 
  spells (web, magic missile, and charm person, in that order) 
  have been exhausted, he will turn to his dagger and close for 
  hand-to-hand combat. 
  If wounded to under 5 hit points, the Warlock will cast the 
  invisibility spell on himself from the scroll and flee-only 
  to re- 
  cuperate with his healing potion and then attempt to ambush 
  the PCs (with the help of his minions, if possible) before they 
  escape his dungeon. 
  If Abu-Ghabar’s effort fails again, he will attempt to use the 
  second invisibilityspell, but this time to flee (see the Secret Por- 
  tal, below). He will, naturally, attempt to bring whatever he can 
  with him (in particular, his spell book!) from his treasure room 
  (encounter 13), so the player characters may yet get another shot 
  at him. 
  12. Secret Portal 
  Past the secret door in Abu-Ghabar’s chamber is a tunnel that 
  goes north forty feet, and then west about 120 yards (off the 
  map) to a hillside exit. The mouth of this tunnel is hidden by 
  shrubs. If things are going very badly and the Warlock cannot 
  rally the defense of his dungeon, he will escape via this route. 
  13. Treasure Room 
  Remember, the door to this room is locked. 
  ~~ 
  Treasure! Here is the cache of the Mad Warlock. Things are 
  scattered about sloppily, on the floor, in bags, and in the two 
  heavy wooden chests that sit open against the western wall. 
  Your eyes light up with the sight of much silver and goid. 
  Stacked along the eastern wall are four rolled-up rugs. 
  Perched over the inside of the doorway is a gargoyle, ready to 
  attack anyone but Abu-Ghabar who enters. 
  Gargoyle* (1): AC 6; HD 3**; hp 14; MV 90’ (30’), fly 150’ 
  (50’); #At 4; THACO 17; Dmg ld2/ld2/ld4/ld3; XP Value 
  65. 
  This is a young specimen, captured and trained by Abu- 
  Ghabar; hence it has fewer hit dice, damage, and so forth than 
  gargoyles as described in the D&D@ Game rules. Note that a 
  gargoyle can only be harmed by magic or magical weapons. 
  Trusting in the ability of his gargoyle to protect the room’s con- 
  tents, Abu-Ghabar has made no further effort to guard or con- 
  ceal them. Things are scattered about sloppily. The four 
  Persian-style rugs (each worth 100 gp) are booty from a recent 
  caravan raid. 
  The loose coins scattered around the room total 3,868 cp, 
  2,015 sp, 212 ep, 91 gp, and 12 pp. 
  Deep in one of the chests is Abu-Ghabar’s spell book. It con- 
  tains these spells: Level I-charm 
  person, detect magic, magic 
  missile, read magic, shield; Level 11-invisibility, mirror image, 
  web. 
  The other (southern) chest contains the Jade Hare. This pre- 
  cious idol is wrapped in a sheet of silk (which is itself worth 25 
  gp). 
  7 
  
  bunqeon or the ma6 M R l O C k  
  The Jade Hare 
  The simple beauty of this figurine, a desert hare sculpted of 
  jade, belies its age and the immense value the villagers of Dar 
  el-Tamyya accord it. It is a relic of the ancient empire which 
  flourished in these parts more than a thousand years ago, 
  when the land was lush and verdant. The empire grew cor- 
  rupt and evil, and was destroyed; but traces of its presence- 
  such as the Jade Hare-remain 
  to intrigue the hardy folk who 
  inherited the desert. 
  Basically, the Jade Hare is just a normal, though extremely 
  elegant, carving. (It does radiate magic if a detect magic spell 
  is cast upon it, but no one knows if there’s anything more to 
  it than that aura.) If it has special powers (as the villagers of 
  Dar el-Tmyya believe), they are well hidden-to 
  Abu- 
  Ghabar’s frustration. 
  As an art object, the Jade Hare is worth 500 gp. Collectors 
  with a special interest in ancient artifacts might be induced to 
  pay up to twice as much. 
  Conclusron 
  The villagers of Dar el-Tamyya will be delighted if the PCs re- 
  turn with success; as the Jade Hare is triumphantly presented to 
  old Abdullah, Qadi Ibn Ali declares it a day of celebration for 
  all, and opens his own stores of exotic delicacies for a feast in the 
  characters’ honor. 
  Depending on how the dungeon assault went, some threads 
  may remain loose-especially if Abu-Ghabar escaped. The war- 
  lock has lost interest in the Jade Hare, but surely feels hatred for 
  the meddlers who destroyed his pleasant lifestyle of raiding and 
  research. He may harry them in the course of their future en- 
  deavors, looking to make alliances with other foes of the PCs 
  since he knows he cannot defeat them alone. 
  8 
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D Basic Revised/The Jade Hare.pdf