TEXT: Old School Adventures™ Module PA1
  PA1
  Vault of the
  Faceless Giants
  ADVENTURE MODULE
  by Richard J. LeBlanc, Jr.
  1551
  For use with BX/LL RPG Editions and 
  Old School Adventures™ Accessory PX1:  
  Basic Psionics Handbook
  
  Old School Adventures™ Module PA1
   VAULT OF THE  
  FACELESS GIANTS
  An Adventure for Character Levels 1-3
  © 2015, New Big Dragon Games Unlimited
  by Richard J. LeBlanc, Jr.
  Design Assistance: Chad Dodd, Tony Guthrie, David Welborn
  Title page illustration by Tanantachai Sirival.
  Interior illustrations by Richard J. LeBlanc, Jr.
  Some illustrations may be based in whole or in part  
  on works that reside in the public domain.
  
  
  VAULT OF THE FACELESS GIANTS
  Using This Adventure
  General Overview
  If you plan on playing in this module as a character, please stop 
  reading here. The information in this book is for use by the DM 
  and knowing its details may spoil the enjoyment and surprise for 
  all concerned.
  Before attempting to run this module, it is suggested the DM 
  read this module thoroughly to become familiar with the various 
  encounters and situations presented within.  
  This module includes several encounters that rely on mechanics 
  and content found in Old School Adventures™ Accessory 
  PX1: Basic Psionics Handbook. Additionally, many of the 
  encounters will be made more enjoyable by having a character of 
  the mystic class in the party. If you do not plan to use the material 
  from the Basic Psionics Handbook, many of the encounters 
  may require modification in order to facilitate playability.
  This adventure references planar cosmology (specifically, the 
  Astral Plane, the Ethereal Planes, and the lower plane of the 
  Abyss). It is suggested DMs have a cursory familiarity with these 
  concepts. A PDF of Old School Adventures™ Accessory 
  PX2 Extra: Planar Primer is available for free through One-
  Bookshelf (i.e., RPGNow and DriveThruRPG).
  Party Mix
  This adventure is designed to be used with a party consisting of 
  mixed character classes. Even though it is suggested that a mystic 
  be among their number (see the Basic Psionics Handbook), 
  the mystic alone should not be relied upon extraordinary abili-
  ties. Having a cleric and a magic-user in the party (in addition to 
  the mystic) is highly recommended. The party will also benefit 
  greatly from having a thief in their number. It is further suggested 
  that either a dwarf or elf join the party, as their racial skills will 
  be of great use in finding secret doors and the like. Finally, given 
  the strength of monsters in this adventure (and sometimes the 
  sheer number of them), one or more capable combatants will 
  greatly aid the party. The party will be provided the opportunity 
  of having a number of local villagers accompany them on their 
  adventure to the temple.
  While this adventure is designed to be used with newly-created 
  characters (1st level, 0 XP), PCs as high as 3rd level will still work 
  well with this adventure. However, if characters of nd or 3rd level 
  are used, the DM may consider limiting the size of the character 
  party, or increasing the strength of the encounters.
  Encounter Descriptions
  Included in some of the encounter descriptions in this adventure 
  are sub-entries beginning with the phrase “Locals will know...” 
  or the title “Background Information.” The use of each type of 
  sub-entry is outlined below: 
  Locals will know... This information is provided in case locals 
  are accompanying the party, or are questioned later by 
  the party. It provides the kind of details that will be com-
  mon to locals, but unknown to a party of adventurers 
  who are not likely to be natives of the region. 
  Background Information: This information is provided for 
  certain locations or objects in case a psionicist (or magic 
  user) in the party is able to ascertain background informa-
  tion on the location or object (e.g., through the clairsen-
  tient major science psionic divination or the minor devo-
  tion object reading).
   
   Some Background Information may be known by Peou 
  (the bearded old man living near the village) based on his 
  past experience with the temple, see Visiting the Old 
  Man, p.7 for more information.
  Table of Contents
  FOrEwOrD
  In writing the Basic Psionics Handbook, a sought to create 
  a psionics system that operated as seamlessly with classic fantasy 
  gaming as the systems for thievery or magic. The adventure that 
  follows was designed for DMs to use as a guide when incorporat-
  ing psionics into their campaigns. From psionic tricks and traps, 
  to psionic monsters and NPCs, the encounters in this book are 
  meant to act as a springboard for all of the possibilities provided 
  by psionics.  
  Good gaming!
   
  Richard J. LeBlanc, Jr.  
  3 December 016
  BACKGrOUND INFOrMATION  ........................... 3
  Map of Phoumi Sramol  ....................................................... 5
  VAULT OF THE  
  FACELESS GIANTS ENCOUNTErS  ...................... 9
  Map of the Vault of the Faceless Giants .........................  15-16
  KAr SLAB SHrINE  .......................................... 26
  Map of Kar Slab Shrine  ..................................................... 7
  ADDITIONAL MATErIAL  .................................. 28
  Votaries of Rahb  ............................................................... 8
  New Monsters  .................................................................. 9
  Pre-generated Characters  .................................................. 3
  Open Gaming License  ...................................................... 3
  
  3
  VAULT OF THE FACELESS GIANTS
  Background Information
  LAUNCHING THE ADVENTUrE
  Given that this adventure is designed for starting level characters 
  with a variety of classes and backgrounds, the following scenario 
  is provided as a way of introducing the characters to one another, 
  and giving them a reason for coming together as a party... 
  The PCs will find themselves (each for his or her own reason) 
  on a boat heading north up the Karkeng river. The boat will 
  spring a leak and take on water, requiring the boat to be landed 
  on shore. Because the area where the boat will land is unsafe, 
  the captain will suggest that all the passengers head about one 
  half mile upriver to small village and wait there until the boat 
  can be repaired (a process requiring several days). While in the 
  village, the characters will be presented with an opportunity to 
  adventure while waiting on the boat to be repaired.
  The reason for each character’s presence on the boat may be 
  determined by rolling 1d0 on the following table: 
   
  1. A dream/vision urged getting on this boat.
   
  . Blacked out the day/night before (e.g., in a pub) and 
  woke up on the boat.
   
  3. Dragged onto boat by a small mob of drunks because 
  they mistook the character for an acquaintance.
   
  4. Dragged onto boat by a small mob of drunks because 
  they thought it would be funny.
   
  5. En route to visit a family member.
   
  6. En route to visit a longtime friend.
   
  7. Fulfilling a promise (to family member or mentor) to see/
  visit a particular location.
   
  8. Had no other particular place to go.
   
  9. Heading to Kamtow (the capitol city, located upriver) in 
  search of adventure.
   
  10. Making a pilgrimage to a place of personal importance.
   
  11. Responding to a call for adventurers made by an explo-
  ration company in Kartom (the sister city of Kamtow).
   
  1. Returning home after spending time training with a re-
  nowned instructor. 
   
  13. Teleported into river by dungeon trap; rescued from river 
  by the people on the boat.
   
  14. Wanderlust.
   
  15. Wanted/accused (rightfully) for a crime; fled to escape 
  capture/imprisonment/death.
   
  16. Wanted/accused (wrongfully) for a crime; fled to escape 
  capture/imprisonment/death.
   
  17. Was following a friend through the busy port, got sepa-
  rated, and ended up on the wrong boat.
   
  18. Was hired as a courier to make a simple delivery.
   
  19. Was in wrong place at the wrong time; chased by bad 
  person; snuck onto boat to escape.
   
  0. Won a map in a wager; the map leads to a supposed 
  treasure located somewhere upriver.
  Once the player characters’ backgrounds have been determined, 
  the following should be read to the players.
  Though the air is thick and gnats abound, the river is remark-
  ably peaceful. Vines hang down from the jungle trees to the 
  west and east. 
  The captain navigates the boat from the rear as two row-
  ers keep steady pace. Including its crew, the plank-built boat 
  hosts nearly two dozen passengers, with room for little else. 
  The boat glides forward. The river winds lazily ahead. 
  At this point, the characters may choose to converse with each 
  other and introduce themselves (or not), as well as get a look 
  at the other passengers of the boat and converse with them. 
  In addition to the crew (the captain plus 4 rowers), the boat 
  carries the PCs and the following additional passengers:
   
  — An old blind woman about 80-90 years old, traveling 
  with a small boy (her grandson) as her guide. They are 
  relocating her after recently losing her husband to an 
  unknown disease).
   
  — A rotund man in his mid-30s. He has 3 large sacks of 
  goods with him. The sacks stink; they hold weird fruits 
  and a number of small animal carcasses. He’s drinking 
  what can only be surmised from his swaying is some sort 
  of alcohol.
   
  — An older man (50-ish) with an apothecary case. He is a 
  traveling herbalist. The case is empty. He is returning to 
  his home in Kamtow after running out of goods.
   
  — A group of 3 pre-teen girls headed to a convent to be-
  come clergy. They are being chaperoned by a female 
  about 18 years old dressed in clerical garb—she is a 1st 
  level cleric.
  Suddenly, the captain yells a word at his rowers in a language 
  you don’t understand. The captain cuts the wheel hard to the 
  left as the rowers, frantic, pick up speed. One of the other 
  passengers translates the captain’s word... “Leak!”
  The crew struggles to do so, but gets the boat to the western 
  shore before it takes on too much water. You’re certainly not 
  at your final destination, but at least you’re safe... for now. 
  The captain knows well this river and its surrounding area; stay-
  ing and the landing point puts the travelers in danger of being at-
  tacked by all sorts of wild creatures. The captain suggests every-
  one but his crew head to Phoumi Sramol (a fishing village located 
  about a mile upriver), and wait out the repairs there. 
  The captain and his crewmen immediately begin preparing to 
  make the repairs. They will have to harvest rubber from trees in 
  the jungle, prepare makeshift brushes from plant leaves, boil the 
  rubber, patch the hole in the boat, and allow it dry fully to form 
  a watertight seal. The captain believes this will take, at a mini-
  mum, two or three days; poor weather (e.g., extended rainfall) 
  could extend this timeline. 
  VAULT OF THE FACELESS GIANTS
  
  4
  VAULT OF THE FACELESS GIANTS
  If the entire group of passengers travels together, the old woman 
  will slow them down; it will take them an hour to get to the village 
  and there will be  wandering monster checks. If the PCs travel 
  on their own, they will reach the village in approximately  turns, 
  and with no need of a wandering monster check. Furthermore, 
  if the PCs proceed separately from the rest of the passengers, 
  there is a 50% chance that 1d4 of those passengers will be killed 
  by wandering monsters. For wandering monster checks, roll on 
  the Sramol Jungle Wandering Monsters table (p.7).
  PHOUMI SrAMOL
  Positioned on the west bank of the Karkeng river, Phoumi Sramol 
  (the name means “village of shadows”) is a tiny fishing village—a 
  collection of a dozen plus simple straw shacks built atop posts, 
  many positioned partly over the shallows of the river. The forty 
  or so people residing here live a simple life, relying mainly on 
  the fish in the river for their protein source, and supporting their 
  diets with fruits and nuts gathered from the nearby jungle. 
  As the PCs approach the village, 3 male villagers (hp:4 each; 
  as normal men; each armed with a spear) and the village chief 
  (hp:8; as 1st level fighter; armed with spear) will approach the 
  party and engage them. The chief speaks common, but barely; 
  he would prefer to speak the river tongue (a language common 
  among inhabitants of the Karkeng River area, as well as regular 
  travelers/traders that work the river). 
  If the PCs arrive without any of the other passengers, roll d6 
  (adjusted by the Charisma of the person speaking to the chief) 
  to determine the chief’s reaction. 
   
  Roll 
  Reaction
   
   
  The chief motions for others from the village. The 
  3 men hold their ground as 10 additional male 
  villagers (as above) join them in a defensive stance. 
  After hearing the PCs’ plight, he will grudgingly 
  permit them stay in the empty hut at the south edge 
  of the village, and will not provide them any food 
  during their stay. 
   
  3-5 
  The chief motions to others at the village. Back 
  at the village, 5 additional male villagers (as 
  above) ready their spears. After hearing the PCs’ 
  plight, the chief reluctantly permits the PCs to stay 
  in the empty hut at the south edge of the village, 
  and will not provide them any food during their stay.
   
  6-8 
  The chief says he prefers only to deal with those 
  who speak the river tongue. If the PCs ask, the chief 
  will wait for the other passengers to arrive. If any of 
  the passengers died en route, the chief will take the 
  remaining passengers to the village’s guest huts at 
  the north edge of the village and feed them during 
  their stay, but will force the PCs to stay in the empty 
  hut and will not provide them food during their stay. 
  If none of the passengers died en route, the chief 
  will gladly take in the passengers and reluctantly 
  take in the PCs, putting them all in the guest huts 
  and feeding them during their stay.
   
  9-11 The chief reluctantly invites the PCs to stay in one 
  of the guest huts, and will grudgingly provide them 
  food during their stay.
   
  1 
  The chief warmly invites the PCs in to the village, 
  allows them to stay in one of the guest huts and will 
  provide them food during their stay.
  If the passengers and PCs arrive together, one of the passengers 
  will choose to intervene in the river tongue, explaining to the 
  chief the situation in which they find themselves. This will cause 
  an automatic reaction score of 1 for the chief—he will warmly 
  take all the PCs and passengers in to the village, and take in the 
  captain and crewmen when they arrive later that evening.  Once 
  in the village, accommodations will be prepared for the various 
  guests—one smaller hut for the PCs, one smaller hut for the 
  captain and his crew, and the other huts for the other passen-
  gers (males in one hut and females in another hut). 
  The Evening Meal
  Regardless of where the PCs are staying (empty hut vs. guest hut) 
  or whether they are being fed during their stay or not, the chief 
  will invite everyone (PCs and passengers, including the captain 
  and the crewmen) to an evening meal with he and his family.
  That evening, as everyone is finishing their meal, a local woman 
  will burst into the chief’s shack, screaming something in the local 
  tongue. The chief’s  eldest (of 3) sons will quickly escort her out. 
  The chief will then explain the situation... 
  The woman, and several other villagers, believe they have 
  fallen victim to the evil hand of the demon lord Rahb. 
  Many generations ago, a temple set in the side of a cliff 
  a few miles northwest of the village acted as the center of 
  worship for evil adherents of Rahb. Livestock would die, vil-
  lagers would be kidnapped, plagues would befall the area. It 
  was believed this was all done in service of bringing Rahb 
  into the physical world from his Abyssal home—an island 
  fortress known as Lanku.
  Suddenly, however, all of the evil and suspicious activity 
  around the temple stopped. 
  Legend holds that it was the great adventurer Somnang 
  whose hand stopped the evil, but no one is really sure.
  Now, generations later, an occurrence in the village has the 
  locals questioning whether or not the evil is returning. 
  The local woman, Kanya, claims her baby was snatched from 
  her hands in the middle of the night by followers of Rahb, 
  dressed in loin cloths, their faces painted to resemble the 
  many-faced demon. 
  The chief denies the temple’s relationship to the missing 
  child. He suggests instead the woman “lost” the baby in the 
  jungle, and a tiger ate it; he purports she is simply unwilling 
  to admit her absentmindedness (something for which she is 
  well known by the locals).
  If the woman is telling the truth, however, then there is much to 
  be feared, and the story bears investigating—not just for the sake 
  of the woman and the community, but for the sake of a world 
  where this kind of evil can exist. The chief will continue to deny 
  any relationship between the temple and the missing child.
  A Visit from the Chief’s Son
  That evening, after the PCs have settled in to their guest quar-
  ters, the chief’s youngest son Gomral (he’s about 0 years old) 
  will approach the party in secret and explain to them he thinks 
  
  5
  VAULT OF THE FACELESS GIANTS
  CHIEF’S HUT
  KARKENG
  RIVER
  FROM
  BOAT
  TO OLD MAN
  TO TEMPLE
  GUEST HUTS
  EMPTY
  HUT
  PHOUMI SRAMOL
  = 10'
  
  6
  VAULT OF THE FACELESS GIANTS
  his father is a fool; he believes the woman is telling the truth. The 
  village is small and he cannot offer much in terms of a reward, 
  but he implores you to explore the temple and see what you can 
  find out. For fear of upsetting his father, he’d rather his visit stay 
  secret for now, but he can (if the party wishes) gather up a group 
  of locals to assist the party, having them meet the party the next 
  morning just northwest of the village at the edge of the jungle.  
  JOUrNEY TO THE TEMPLE
  d6 male locals will meet the party the next morning at the edge 
  or the jungle. For each local present, roll d6 on the reaction 
  table below (modified by the highest Charisma in the party) to 
  determine under what circumstances he will join the party on 
  the adventure:
   
  Roll 
  Reaction 
   
   
  Looks the party over and departs quickly. 
   
  3-5 
  Bids the party luck and departs quickly. 
   
  6-8 
  Will join party for pay of 1gp/day. 
   
  9-11 
  Will join party for pay of 1d8sp/day. 
   
  1 
  Enthusiastically joins party of his own  
   
   
  volition (requires no pay/reward, but won’t  
   
   
  refuse it if offered); +1 Morale bonus
  Locals who assist the party will be able to guide them from the 
  village to the temple via a path that is the safest from the danger 
  of wild animal attacks. 
  Local: HD:1; AC:9; #AT:1 weapon; D:1d4 (dagger) or 1d6 
  (spear); M:10'(30'); ST:F1; MR:10; AL:Lawful; attacks and 
  saves as a normal man.
  In lieu of the generic local stats above, the DM may choose to 
  hand select or roll randomly from the list of locals below:
   
  Name Sex Age hp Additional Notes
  1. 
  Akra 
  M 
   
  6 
  dagger; potion of healing
  2. Bosa 
  M 
  4 
  5 
  dagger; spear; + Morale bonus
  3. Javi 
  M 
  60 
  3 
  dagger; –1 STR penalty
  4. Kosal 
  M 
  14 
  7 
  spear; +1 bonus on saves vs. magic
  5. Leap 
  M 
  31 
  4 
  dagger; +1 on saves vs. poison
  6. Mao 
  M 
  36 
  6 
  +3 Morale bonus
  7. 
  Peak 
  M 
  17 
  5 
  silver dagger; twin of Prak
  8. Prak 
  M 
  17 
  5 
  silver dagger; twin of Peak
  9. 
  Sann 
  M 
  55 
  7 
  dagger; spear; +1 STR bonus
  10. Tov 
  M 
  13 
  6 
  bow; 1 arrows; –1 AC bonus; 
   
   
   
   
   
  +1 ranged “to hit” bonus
  11. Veha 
  M 
  9 
  8 
  spear; dagger
  12. Visal 
  M 
  53 
  4 
  dagger; narcolepsy (check every  
   
   
   
   
   
   turns; 1-in-6 chance to fall asleep 
   
   
   
   
   
  for d4 rounds) 
  rumors
  The journey from the village to the temple will provide locals the 
  opportunity talk about what they might be getting into. They will 
  swap stories and relate rumors, in turn providing the PCs with 
  background knowledge. The DM may choose to hand select or 
  roll randomly from the list of rumors below:
   
  1. There is a cave-in that blocks direct access to the temple 
  complex. 
   
  . There are natural cavern passages just north of the main 
  entrance that might access the temple interior without 
  having to go through the main entrance.
   
  3. The temple is a place of evil—built by evil men who 
  praised and worshiped chaotic gods.
   
  4. The temple is populated by a group of religious fanatics 
  who receive their instructions directly from their evil and 
  chaotic gods, and are perfectly willing to die for them.
   
  5. The temple is populated by a group of religious fanatics 
  that follow an unhinged magician.
   
  6. The temple is populated by a group of religious fanatics 
  that take orders from an evil priest.
   
  7. The temple is populated by a group of psionic-using reli-
  gious fanatics that follow a dark and powerful mystic.
   
  8. An evil relic called the Mask of Rahb (pronounced 
  “rob”) is housed in the temple. Whoever wears the 
  mask will be made the servant of Rahb, Demon King of 
  Lanku. (Lanku is a legendary island fortress located in 
  the lowest of 18 sub-levels of an Abyssal layer known 
  as Nork).
   
  9. Many mystical and magical items are hidden in plain sight 
  throughout the temple complex.
   
  10. There are many reflecting pools throughout the com-
  plex. It is said that those who stare too long into one of 
  these pools “lose themselves.” 
   
  11. The seven-faced representation of Rahb symbolizes his 
  complete command over the seven chakras.
   
  1. The statues in the complex are faceless because they 
  represent Rahb’s ability to steal identities and travel un-
  recognized among men. 
   
  13. The statues in the complex are faceless because they 
  represent Rahb’s ability to steal mystical powers.
   
  14. The sect that used to inhabit the temple was intent on 
  opening a portal directly to Nork (the 18th level of the 
  Abyss) in order to allow direct passage to the Material 
  Plane for Rahb, Demon King of Lanku.
   
  15. There are several pagoda-style shrines throughout the 
  complex, some of which have magical powers.
   
  16. There are several pagoda-style shrines throughout the 
  complex, some of which have mind-altering powers.
   
  17. Those who enter the temple will fall under the control 
  of the demon lord Rahb.
   
  18. It is better to die than to become the servant of Rahb the 
  demon lord.
   
  19. Rahb himself resides in the temple. (If this is true, there 
  is not much chance for a group of novice adventurers to 
  do much more than die or become servants of Rahb). 
   
  0. Those who die in the complex are reborn in the Abyss as 
  abyssal larvae, maturing thereafter into abyssal locusts.
  
  7
  VAULT OF THE FACELESS GIANTS
  About Sramol Jungle
  The Sramol Jungle acquired its name (“Shadow Jungle”) from 
  the dark history of the legendary temple set in the face of a cliff 
  about three miles northwest of the village. The cliffside into which 
  the temple is set casts both a figurative and literal shadow over 
  the area; from approximately mid-afternoon through sundown, a 
  large portion of the jungle lies in the shadow of the cliff. 
  wandering Monsters in the Jungle
  If a local is guiding the party, the trek from the village to the tem-
  ple will take about an hour (6 turns), and encounters in the jungle 
  should be checked only once during that hour (after 4 turns). If 
  the party is navigating on their own (from information provided 
  by the locals), it will take the party approximately 90 minutes 
  (9 turns) to reach the temple; a check for encounters should be 
  made every 30 minutes (3 turns), including at the end of the turn 
  which sees the party arrive at the temple.
  Sramol Jungle wandering Monsters (Roll 1d20.)
   
  1-8 none
   
  9 bats, normal (3d6)
   
  10 beetles, giant: fire (1-3)
   
  11 centipedes, giant (-8)
   
  12 dog, wild (1)
   
  13 great cat: tiger: (1)
   14-15 lizard, giant: draco (1)
   
  16 locals (1-) [will not attack; but will gossip to chief]
   17-18 monkeys (1-4) [will not attack; will follow party from 
  safety of trees for 1 turn, flinging things at them]
   
  19 snake: rock python (1)
   
  20 votaries (1-3) [see Vault of the Faceless Giants]
  weather in the Jungle
  The DM may choose to include weather events in the jungle area 
  around the temple (a semi-mountainous region positioned in the 
  tropical climate zone). The weather will depend on the time of 
  year as outlined below:
  Winter: Cool and dry; temperature=1d10+65°; somewhat 
  breezy; 5% chance of afternoon shower lasting for 
  1d0 turns (1/10" of rain per turn).
  Spring: Hot and dry; temperature=1d10+80°; air is relatively 
  still; high afternoon humidity creates a hazy effect that 
  decreases visibility to 80% normal range, and increases 
  travel time required by 0%.
  Summer: Hot and wet; temperature=1d10+90°;  
  monsoon season; 50% daily chance of rain lasting  
  4d6 hours; 35% chance of rain being torrential,  
  reducing visibility to 5% normal and increasing travel 
  time required by 300%.
  Fall: Cool and wet; temperature=1d10+70°; 5% chance of 
  daily shower lasting for d6 turns; if shower is indicated, 
  roll 1d8 for time of shower per below: 
   
   
  Roll 
  Time of Shower 
   
  1 
  just after midnight 
   
   
  just before dawn 
   
  3 
  early morning 
   
  4 
  late morning 
   
  5 
  early afternoon 
   
  6 
  late afternoon 
   
  7 
  early evening 
   
  8 
  late evening 
  For wandering monster checks during rain events, use the table 
  that follows in place of the standard Sramol Jungle Wandering 
  Monsters table: 
  Sramol Jungle rain Events 
  wandering Monsters (Roll 1d20.)
   1-16 none
   
  17 boar (1)
   
  18 centipedes, giant (1-4)
   
  19 lizard, giant: gecko (1)
   
  20 snake: rock python (1)
  rETUrNING TO THE VILLAGE
  reporting to the Chief & the Chief’s Son
  Should the party return to the chief in Phoumi Sramol with stories 
  of the current events in the temple, the chief will be reluctant to 
  listen. However, with some convincing from his youngest son, 
  the chief will admit there are issues to be dealt with. The chief 
  will ironically not offer any sort of help or reward. Instead, he will 
  begin making arrangements for the village to relocate downriver. 
  However, an additional 1d4 village men will volunteer their ser-
  vices to the PCs (as above).
  If mention is made to the chief’s son of the planar rips or any of 
  the psionic phenomena in the temple, he will suggest the party 
  visit an elderly hermit who lives in a small hut just southwest of 
  the village. The old man is believed to have knowledge of such 
  mystical things.
  Boat repair 
  Assuming weather conditions were favorable and  days time has 
  passed, the boat that originally brought the characters to the area 
  will be repaired, tied up to a dock at Phoumi Sramol, and ready 
  to head upriver. Before departing, the captain will wait for the 
  PCs if they are out adventuring when the boat repairs have been 
  finalized. However, if the PCs choose to continue their adventure 
  after learning the boat has been repaired, the captain will set off 
  the next morning, with or without them.  
  
  8
  VAULT OF THE FACELESS GIANTS
  VISITING THE OLD MAN
  Any local asked about the old man will direct the PCs to the 
  pathway through the jungle just to the southwest of the village, 
  leading to the old man’s hut. 
  You follow the pathway through the trees just southwest of 
  the village. It heads northwest for about 70'-80' then curves 
  to the southwest. In a clearing about 50' ahead, you see a 
  small hut that appears as if it had just been built in the last 
  few weeks.
  The hut is an illusion of a psionic nature (and will register as 
  psionic to any appropriate detection ability). 
  Assuming the characters approach the hut... 
  As you near the hut, it quickly fades away. At the southwest 
  edge of the clearing, the trees of the jungle before you seem 
  to “open up,” creating a passage through the jungle about 
  50' wide and extending southwest for several hundred yards. 
  You think you see a small hut in the distance, but it’s difficult 
  to tell.
  Assuming the characters approach that hut... 
  The hut before you stands covered in lichen and moss—so 
  much so it almost doesn’t appear to be a hut at all. If you had 
  to guess how long this hut has been here, you’d likely start at 
  100 years, and go up from there. 
  There is a strong sense of peace in the air, and the hut is 
  strangely inviting, given its appearance. 
  The door of the hut opens, inviting you inside.
  Assuming the characters enter the hut... 
  The interior of the hut is pristine, and looks newly built.
  Sitting on a mat in the middle of the floor, facing the door, an 
  old man with wild gray hair and an even wilder gray beard, 
  looks at you with his soft gray eyes and speaks with a warm 
  tone in his parched voice, “I’ve been expecting you.”
  The bearded old man is so old it is impossible to tell his age by 
  looking at him; in truth, he is nearly 400 years old. Although 
  he gave up his name 300 years ago as an unnecessary “worldly 
  possession,” he does understand the need for others to use such 
  conventions. He will, therefore, reluctantly use the name Poeu 
  (pronounced “POE-you”; a name ironically meaning “youngest 
  one”) when dealing with others. Poeu was a compatriot of Som-
  nang (the hero who helped rid the temple of its original inhabit-
  ants). Somnang went on to greater deeds; Poeu went off to lead 
  a hermetic life of study and contemplation. Though Poeu acts in 
  the world as a 0th level mystic with access to all known modes 
  and disciplines, and has an unlimited number of PSPs, he is 
  actually a deity (having attained divinity some 00 years ago by 
  accessing the crown chakra. 
  A Gift for the PCs: Poeu will have had a vision of the PC’s 
  arrival, and will have spent the previous  weeks prepar-
  ing a special item for them. He will hand them a tiny 
  pearly sphere and inform them the item is known as a 
  pearl of planar mending—a powerful psionic object that 
  will mend naturally occurring extraplanar “rips.” The 
  user need only hurl the object into a tear in the extra-
  planar fabric of the universe, and it will mend the tear (as 
  a seamstress mends torn fabric) from both “sides” of the 
  rip. Preparing the item took nearly  weeks, so it must be 
  used judiciously as planar rips sometimes appear in “clus-
  ters.” He will be unable to prepare another one without 
  first locating a pearl of exceptional quality. 
   
   The old man possesses a metapsionic major science 
  known as planar mending (functions as a pearl of planar  
  mending, but has a range of 60' and a PSP cost of 5). He 
  will visit the temple clandestinely in later weeks to close 
  any remaining rips the PCs have been unable to close.
  The other information and/or assistance that Poeu will provide is 
  dependent upon the information given to him, or the questions 
  asked of him, by the PCs.
  Aid/Assistance for the PCs: The old may will offer to use psy-
  chic surgery to mend/repair any character who has need 
  of it, but he will refuse any request to use that discipline to 
  unleash wild psionic talents. The old man will not join the 
  party on their adventures, but he will provide any sort of 
  psionic assistance or training the party may need in the 
  future (except, of course, unleashing wild psionic talents). 
  Specifically, if Poeu has any additional visions or receives 
  other information, he will likely contact the PCs telepathi-
  cally (using the telepathic major science mind link).
  Additional Planar Rips: Poeu will inform the PCs that he has 
  had visions of similar planar stresses, tears, and rips oc-
  curring in the area north of Sramol Jungle. There is likely 
  a common cause given their proximity to one another 
  in the Primer Material Plane. He has no hypotheses as 
  to the causes, since that can vary wildly (e.g., a cursed 
  artifact, a planar imbalance, or simply experimentation 
  by less-than-qualified planar travelers). He is unable to 
  provide exact information on the locations of any of 
  these planar flaws; he saw them only as a “scattering of 
  points” spread across an area about 40' (north/south) by 
  80' (east/west). He can only guide to the general area.
  Tomor/Cult of Rahb: If the old man is given information 
  about Tomor and the votaries (particularly the suspended 
  animation), the old man will discern that this is likely the 
  work of someone more powerful than Tomor (e.g., the 
  ability to put others in a state of suspended animation 
  suggests the work of a psionically powerful individual). In 
  his “younger adventuring days,” he encountered another 
  temple dedicated to Rahb. The temple, now in ruins, was 
  named Slek Wat, and was located in the area north of 
  Sramol Jungle, due west of a village named Par P’tae 
  near the west bank of the Karkeng River. 
  Following up on the old man’s visions, or journeying upriver, will 
  lead the PCs to the adventures detailed in Old School Adven-
  tures™ Module PA2: Spawn of Xumaltet.
  
  9
  VAULT OF THE FACELESS GIANTS
  Background Information
  Some 350 years ago, the cliff-side temple serving as the center of 
  this adventure bustled with the evil activities of the Cult of Rahb. 
  The members of the cult were dedicated to serving the seven-
  faced Demon Lord of Lanku for they believed he possessed the 
  nectar of immortality. They managed to open an extraplanar 
  portal directly to Nork (the Abyssal layer on which Rahb’s island 
  fortress Lanku is located). They then began providing Rahb with 
  living sacrifices in hopes they would be rewarded with eternal life 
  (which Rahb, unbeknownst to them, is incapable of providing).
  The chaos and evil that permeated the temple was brought to an 
  end, however, when the epic hero Somnang, accompanied by a 
  group of wise and powerful adventures, defeated the cult, closed 
  the portal, and cleared the temple of its evil.
  And so the temple sat—relatively silent, still and generally unused 
  for more than 300 years. Rahb still had followers in the world, but 
  they were few and far between. Some of them visited the temple 
  as a pilgrimage, hoping that they might persuade Rahb to enter 
  the Material Plane and grant them eternal life. But nothing came 
  of those pilgrimages... until recently when a low level chaotic mys-
  tic by the name of Tomor visited the temple to find the presence 
  of several planar rips. Tomor saw the rips as an opportunity and 
  a sign—a sign that he was personally chosen by Rahb to receive 
  the gift of eternal life. 
  Originally, three planar rips were present in the temple; one closed 
  naturally a few weeks after Tomor’s arrival; two remain. One of 
  the remaining rips is relatively benign, being limited specifically 
  to the Material Plane and randomly “spitting out” anyone who 
  enters to a location within a 40' radius. The other rip, however, 
  allows direct access to the Abyssal plane of Nork. 
  A monkey demon from Nork was sent by Rahb to investigate the 
  opening and see where it led. It was there in the temple where the 
  monkey demon found Tomor, who volunteered to “prepare the 
  way” for Rahb’s arrival. And so, Tomor started amassing follow-
  ers (the votaries of Rahb) assisted by Botan—a high level mystic 
  devoted to serving Rahb and operating out of the ruined temple 
  known as Slek Wat (detailed in module PA2: Spawn of Xum-
  altet). Those unwilling to join Tomor of their own volition were 
  charmed into service by the monkey demon. 
  Tomor is still of the belief he will be rewarded somehow by Rahb. 
  However, both Rahb and the monkey demon know Rahb is inter-
  ested only in acquiring sacrifices, for Rahb enjoys little more than 
  feasting on human flesh.
  The planar rips in temple were caused by completely unrelated 
  events—a group of limbo giths are attempting to “unlock” an extra- 
  planar gate located far to the north in the Valley of the Trees. 
  As the characters attempt to further investigate the planar rips, 
  they will be guided northward in the subsequent modules PA2: 
  Spawn of Xumaltet and PA3: The Jahnu Prophecy.
  Votaries of rahb
  There are three distinct types of votary of Rahb: 1) Blades of 
  Rahb (low-level fighters), ) Hands of Rahb (low-level monks), and 
  3) Claws of Rahb (low level mystics). For specific information on 
  each type of votary, please see Votaries of Rahb on p.8.
  Throughout the complex, a number of votaries will be found in 
  suspended animation. Though none of them possess this psionic 
  ability, they have been able to reach this state with the assistance 
  of someone else; this module does not, however, reveal the source 
  of that assistance. This state of suspended animation aids Tomor 
  by removing the need for the provisions and accommodations 
  normally required to support a growing army of fanatics. 
  The votaries in the temple that are in suspended animation can 
  only be awakened if the temple bell in area 49 is rung. After the 
  bell has rung, it takes the remainder of that round for the votary 
  to emerge from the state and “gain his wits”. On the next (second) 
  round, the votary may attack, but must act last during that round. 
  Every round thereafter, the votary rolls for initiative as normal. 
  Generally, after waking, votaries will remain in the area where 
  they were held in suspended animation, armed and alert, pre-
  pared to either attack intruders or take orders from Tomor (see en-
  counter 49). There is also a 10% chance that any Hand of Rahb 
  coming out of suspended animation will have originally been 
  charmed into service. Such votaries are, upon emerging from the 
  state, permitted a save vs. spells; those succeeding will abandon 
  the cult and exit the temple; those failing will remain in service to 
  Rahb (attacking intruders, following orders from Tomor, etc.).
  There rooms in the temple populated by as many as two dozen 
  votaries in suspended animation. The tendency for many adven-
  turing parties will be to kill these “sitting duck” votaries in order 
  to eliminate the threat of them in a wakened state (when/if that 
  should that happen). There are, however, other ways of dealing 
  with them, including the following:
  Bind the wrists and ankles of the votaries. PCs will likely 
  not have enough rope to accomplish this. However, by 
  removing the votaries’ loin cloths and ripping them into 
  strips, there will be plenty of material for this need.
  Drag the votaries into a another room and wedge the door 
  shut (or hold portal). The hinge location of all doors in the 
  temple are indicated on the map based on the swing arc 
  of the doors; this will aid the DM in knowing which doors 
  may be wedged from which sides.
  Temple Construction & Lighting
  The entirety of temple is carved directly from the limestone of the 
  cliffside. The excavation and construction of the rooms on the 
  “outer perimeter” is rougher and unfinished. The surfaces in the 
  main corridor of rooms (specifically areas 5-20) are more finely 
  finished, with exposed walls being much smoother than the outer 
  perimeter, and painted rooms being first prepared with plaster. 
  Additionally, the doors and framework in the outer perimeter are 
  made of a light-colored soft wood with gnarled grain, while the 
  doors and framework in the inner perimeter are constructed of a 
  luxurious dark-stained wood with a fine, tight grain.
  Vault of the Faceless Giants Encounters
  
  10
  VAULT OF THE FACELESS GIANTS
  All rooms throughout the temple feature decorative iron torch 
  mounts set in 10' increments around their perimeters. However, 
  only portions of the temple remain illuminated by torches set in 
  the mounts. 
  On Blue Maps of the Temple: Lighted rooms are indicated 
  with yellow overprinting. 
  On B&W Maps of the Temple: Unlighted rooms are indi-
  cated with a gray overprinting. 
  wandering Monsters
  It is suggested that checks for wandering monsters in lighted areas 
  be made every  turns, and checks for wandering monsters in 
  unlighted areas be made every 3 turns. Following are suggested 
  wandering monsters tables for each lighting condition. DMs may 
  choose to alter these lists at their discretion in order to better fit 
  their campaign setting or the strength and size of the party. 
  wandering Monsters – Lighted Areas 
  (Check every 2 turns. 1-in-6 chance. Roll 1d8 for type.)
   
  1 abyssal locust (1) [see New Monsters]
   
  2-3 Hands of Rahb (1d4)
   
  4 Blade of Rahb (1)
   
  5 Claw of Rahb (1) 
   
  6-7 Torchlighter (1; as Hand of Rahb with torch  
  in his hand and sheathed dagger at his side*) 
   
  8 Waterbearer (1; as Hand of Rahb with  
  copper pitcher of unholy water in his hand,  
  and sheathed dagger at his side*)
  * There is a 50% chance that any torchlighter or waterbearer will 
  be bearing the respective torch or pitcher in his left hand, allow-
  ing him to drop the object while grabbing his dagger with his right 
  hand in order to attack without losing an action. A torchlighter 
  with the torch in his right hand will attack with the torch (does 1d4 
  on successful melee “to hit” roll). A waterbearer with the pitcher 
  in his right hand will drop the pitcher and attack with his bare 
  hands (doing 1d on successful melee “to hit” roll), unless he has 
  a chance to grab his dagger to attack.
  wandering Monsters – Unlighted Areas 
  (Check every 3 turns. 1-in-6 chance. Roll 1d6 for type.)
   
  1 abyssal locust (1)
   
  2 bats, normal (3d6)
   
  3 ectoplasmic ooze (1) [see New Monsters]
   
  4 rock python (1)
   
  5 skeletons (1-4)
   
  6 spider, giant crab (1) 
  1. Temple Exterior 
  A 500' tall cliff face looms above you. Vertical exposures of 
  bedrock reach skyward. Lush green patches hold fast to every 
  fertile area the cliff has to offer. 
  Positioned firmly against the face of the cliff, seven massive 
  humanoid statues tower above you—each nearly 30' wide and 
  over 90' tall. Their stubby feet are planted deeply, and the 
  dense vegetation around legs reaches past their knees (about 
  5' from the ground). If weren’t for the human handwork obvi-
  ous in the patchwork stone of which they’re composed, you 
  might think they sprouted directly from the ground. Though 
  they are all faceless, and you know this to be a place of evil, 
  their delicately poised arms, hands and fingers suggest an 
  ironic sense of peace. 
  The middle statue stands with its feet should-width apart. A 
  passage between its legs extends darkly inward.
  About 60' north of the statue on the far right, at the base of 
  the cliff, you see what appears to be an entrance to a cave or 
  cavern of some sort.
  a. Main Entrance 
  Starting about 0' in from the entrance, a cave-in blocks the 
  passage ahead from floor to ceiling, with no indication of 
  how deep it goes, or how much work it may take to clear it. 
  About 15' down the passage on the left wall, at about shoul-
  der height, a strange symbol is painted in white. The symbol 
  seems more mystical than arcane.
  Cave-in: Beginning about 0' in from the cliff face, the main 
  passage into the temple (accessed by passing through the middle 
  statue’s legs) is blocked by a cave-in. The obstruction extends 
  about 50' inward. Digging through would take a team of 10-15 
  well-equipped diggers working non-stop for approximately 1 
  week. Assuming the equipment was available, it is unlikely that 
  enough of the locals would be interested in disturbing such an evil 
  place to make digging through a viable suggestion.
  Symbol on Wall (Secret Passage): The symbol on the wall is 
  a mystical symbol related to the throat (psychoportative) chakra. 
  Any mystic in the party will recognize the similarity between 
  the (unknown) symbol and the symbol for the chakra. Should 
  a psionically-endowed character (including monks) meditate on 
  the symbol for 1 round, the stones in that section of the wall 
  (about 3' wide by 7' tall) will become ethereal for 6 rounds, allow- 
  ing passage (both ways) through the stones for the duration. Any 
  character caught “in” the stones when the duration expires (and 
  the stones cease to be ethereal) will be pushed “in” or “out” (50% 
  chance of either). A duplicate symbol is painted on the other 
  (south) side of the wall, allowing passage from that side as well 
  (via the meditation of a psionically-endowed character).
  b. Hidden Passage
  Between the  statues at the north end of the line of seven stat-
  ues, hidden by the dense vegetation growing up around the stat-
  ues, there is a cavern entrance (a) that will allow access into the 
  temple. Any character actively searching for such a passage will 
  find it easily; demi-humans have a -in-6 chance of noticing its 
  presence if coming within 30' of its entrance.
  
  11
  VAULT OF THE FACELESS GIANTS
  VAULT OF THE FACELESS GIANTS
  The first three characters that step through the foliage to enter 
  the passage will hear a distinct crunching sound below their feet. 
  If they look down to see what it is, they will find it to be the shed 
  skin of a snake that looks to measure somewhere between 15' 
  and 0' long. Those with experience (locals, e.g.,) will recognize 
  it as a python skin.
  c. Northern Cave – Southern Entrance 
  If the characters approach the first cave entrance to the north (c), 
  anyone within a 60' range of it will be confronted by an unbear-
  able odor. The prevailing winds come from the north, push into 
  the caves at area d, swirl through the caves, and focus the smell 
  from the caves as they vent out at area c. 
  As you near the entrance, an oppressive stench assaults you, 
  magnified by the humidity and warmth of the volcanic jungle 
  air. It’s musty, dusty, stinky, sweet... and overbearing.
  Each character entering the cave through entrance c must save 
  vs. breath weapon or become nauseated for 1 turn (suffering a –1 
  “to hit” penalty for the duration).
  If a local is accompanying the party, he will advise them with just 
  a single word... “bats.”
  d. Northern Cave – Northern Entrance
  If the characters enter the caves through entrance d, the venting 
  effect (see c above) provides the characters a chance to become 
  acclimated to the smell coming from the caves, and the nauseat-
  ing effect is nullified.
  As you head toward the entrance, an offense smell coming 
  from inside grows stronger. It’s musty, dusty, stinky, and 
  sweet at the same time.
  If a local is accompanying the party, he will shrug and comment 
  with a single word... “bats.”
  2. Bat Colony 
  Littering the ceiling of this guano-lined cave, several dozen 
  bats with orange fur and speckled brown wings hang above 
  you, sleeping.   
  Sleeping in this cave are 37 normal bats (hp:1 each). Any kind 
  of loud noise will wake them. There is otherwise a 10% chance 
  per turn spent in this cave that one or more of the bats will wake, 
  notice the presence of intruders, and subsequently wake the en-
  tire colony. The bats will not attack, but they will swarm around 
  the cave. Anyone caught in the swarm will be confused (while in 
  the swarm: – penalty on “to hit” rolls and saving throws; cannot 
  cast spells or use psionics). Every round after the first, the bats 
  must make a morale check or flee the cave (exiting at the cliff face 
  and heading off into the jungle).
  Bat, Normal: HD:1 pt.; AC:6; #AT:Confusion; D:nil; M:9'(3')/
  fly:10'(40'); ST:NM; MR:6; AL:Neutral.
  3. Giant Vampire Bat 
  The giant vampire bat (hp:13) living in this cave would normal-
  ly be sleeping. However, given that it is suffering from extreme 
  hunger, and has a heightened sense of smell, it will awake as the 
  party approaches and lay in wait. It surprises on a 1-3 on 1d6.
  Shooting out of the darkness with an threatening shriek, a 
  voracious giant bat covered in orange fur tries to bury its arcing 
  yellowed fangs into the first creature it can find. 
  Bat, Giant Vampire: HD:*; AC:6; #AT:1 bite; D:1d4 (+save 
  vs. paralysis or fall unconscious for 1d10 rounds); M:30'(10')/
  fly:180'(60'); ST:F1; MR:6; AL:Neutral.
  4. Python Den 
  Coiled up against the southwest wall, a giant python of mot-
  tled green and gray stares blankly at you. She is keenly aware 
  of your presence, but makes no immediate move to approach 
  or threaten you. Echoing the glint in her eyes is the glint from 
  a nicely-sized pastel blue gem on the ground next to her.
  If the party moves through the area in single file, keeping as close 
  to the northwest wall as possible as they move to the other side, 
  the rock python (hp:4) will leave them alone. If they come 
  with 15' of the snake, make an attempt to get the gem, or other-
  wise threaten or provoke the snake, it will attack, going for the 
  smallest member of the party first (e.g., halflings). The python is 
  not stupid; as long as living creatures are present, it will remain 
  in its defensive posture or attack; there is a 50% chance that any 
  attempt to “feed” it will be seen as a provocation.
  The gem is a brilliant blue zircon (150 gp) that almost seems to 
  “glow” from the inside (based on the way the light reflects off the 
  gem’s core). There is a 5% chance that any psionicist examining 
  the stone will assume it is a power stone (based on visual cues 
  alone; it gives off no psionic energy). Any attempts to address 
  the stone psionically will fail (as it is not psionic). If held right, any 
  non-psionic character will be able to see the glow (a phenomenon 
  that would elude such characters if it were a true power stone).
  At the end of the cavern to the southwest, a number of rocks and 
  stones have been placed there to block the python from entering 
  the temple. Clearing the stones takes approximately 1 turn.
  rock Python: HD:5*; AC:6; #AT:1 bite/1 squeeze (may only 
  attempt to squeeze on a successful bite attack); D:1d4/d4; 
  M:90'(30'); ST:F3; MR:11; AL:Neutral.
  5. Ante-Chamber 
  An explosion of vivid colors surround you. Haunting images 
  adorn every square inch of the walls and the ceiling. Tableaus 
  that populate the room come to life in two dimensions. The 
  scenes play out before you... 
  On the left side of the north wall, a blue-faced demon swings 
  a flaming sword; on the right side of the north wall, a cross-
  legged meditator transcends to higher consciousness and 
  takes on a monstrous appearance; on the left side of the 
  south wall, a procession of red-robed monks leap one-by-
  one into a pool of vibrant violet light; on the right side of the 
  south wall, a red-skinned figure with six arms blows three 
  horns and blood drips down from the clouds in the sky above 
  him, a mystical symbol is painted on his chest.
  
  1
  VAULT OF THE FACELESS GIANTS
  Upon seeing the images in the room, characters must save vs. 
  spells or flee in fear (for  turns). Additionally, any local who fails 
  his saving throw must also make a morale check; all locals fail-
  ing this subsequent morale check will flee directly to the village, 
  never to return to the temple. 
  The symbol on the six-armed figure’s chest appears identical to 
  the symbol that accesses the passage from the temple exterior 
  (near location a; see above). This symbol functions identically to 
  the one above. A duplicate symbol is painted on the other (south) 
  side of the wall, allowing passage from that side as well (via the 
  meditation of a psionically-endowed character).  
  On the west end of the room, an intricately-carved wooden 
  door is painted solid red and features the large face of a guard-
  ian spirit surrounded by a symmetrical flame motif.   
  6. Linga Basins 
  The perimeter of this unpainted stone room is lined with half-
  columns each set 10' apart. The surfaces of the four wooden 
  doors exiting this room are carved with elongated rectangles 
  set within other elongated rectangles. 
  Positioned toward the east and west ends of this slightly 
  elongated room are a pair of lingaa. Each linga features a 
  well-carved and polished cylindrical stone shaft placed in a 
  leaf-shaped stone basin. Above each, draining water continu-
  ously drips on the shaft from a simple spherical perforated 
  copper pot strung from the ceiling.
  Locals will know... about a linga—a symbol of divine generative 
  energy, especially a phallus or phallic object worshiped as a 
  symbol for a deity. Pouring water (usually holy water) on a 
  linga is a symbol of veneration.
  The two lingaa in this room (and the perforated pots above them) 
  contain unholy water. Unholy water will contaminate holy water, 
  turning it into plain water. Should unholy water be used against 
  undead or demons, it will restore lost hit points (but will not give 
  the creature more hit points than its normal maximum).
  The copper pots are enchanted with a magic that automatically 
  turns any water placed in them into unholy water. A remove 
  curse spell will negate this ability; dispel magic will not. The 
  copper pots are each worth 0 gp if their magic remains intact 
  and a suitable buyer of chaotic alignment be located. Devoid of 
  their magic, the pots are worth 1 sp each.
  7. Shrine of the rakshasas 
  This highly-decorated room is emblazoned with flaming red 
  and burning orange motifs. Positioned toward the north and 
  south ends of the room are a pair of similarly-painted pagoda 
  shrines. Under the pyramid-like covering of each four-posted 
  shrine, a wooden statue set on a stepped pedestal features a 
  rakshasa sitting on his knees (facing west), holding a large cup 
  in both hands. 
  Sitting on their knees in front of each statue (facing east) is a 
  votary, dressed a simple loin cloth and holding a golden cup. 
  They seem to be lost in their meditation.
  Set in each of the arched alcoves to the north and south ends 
  of this room is a statue of a rakshasa on a pedestaled base. 
  Arcane writing runs down the posts of the alcoves.
  The arcane writing is translatable as, “He shall fight his monarch’s 
  battle, he shall face his brother’s foe.” 
  The  votaries are Claws of Rahb (hp:4,3). They are in a light 
  meditative state. If any sound is heard that seems out of place 
  (e.g., the clanking of armor), they will open their eyes. If they 
  see anything out of the ordinary, they will (if able) immediately 
  manifest their animal affinity discipline, drop their cups (spilling 
  the poison potions in them), and attack any intruders.
  Claw of rahb: HD:1d4; AC:9*; #AT:1*; D:1d4 (dagger)*; 
  M:10'(40')*; ST:F1; MR:10; AL:Chaotic; *or by animal affinity 
  (see Votaries of Rahb, p.8). 
  8. Chamber of Clouds 
  The walls of this 30'×30' room are painted with a cloud-like 
  texture of blue and white. Out of the corners of your eyes, 
  the clouds appear to drift slightly, but looking directly at them 
  suggests this is just an optical illusion.
  In each of the four corners of the room, a corner column is 
  carved in the form of a dancing cloud maiden with a python 
  draped around her. 
  After a moment, you hear a hissing sound… then notice 
  steam squeezing through the space between the stones of 
  the floor. The room is starting to fill with steam.
  Passages exit the room to the north, west and south.
  The steam is nothing more than a geological phenomenon 
  caused by the volcanic activity in the area. However, within 
  1d4+4 rounds, the room will be filled with the equivalent of an 
  obscuring mist. the vapor obscures all sight (including infravision) 
  beyond 5'. Furthermore, there is a 50% chance each lit torch, 
  candle or lantern will be extinguished by the vapor. The steam 
  effect will remain for 3d6 rounds, at which point it will dissipate 
  and vision in the room will return to normal. Non-magical fires 
  cannot be lit while the room is filled with the mist. The effect 
  remains within the perimeter of the room, and does not extend 
  into the hallways exiting the room to the north, west and south.
  For each turn spent in this room, there is a 10% chance that this 
  phenomenon will occur again as outlined above.
  
  13
  VAULT OF THE FACELESS GIANTS
  9. reflection Pools 
  Before you stretch two reflecting pools set flush into the 
  ground of this blocky gray-stoned room. Rows of 10'×10' 
  square columns on the north and side sides of the room ob-
  scure a complete view of the areas beyond them. Bridging 
  the columns in all directions, arched pediments feature bas 
  reliefs of dozens upon dozens of monkey warriors.
  Each of the pools act as sort of a “displaced mirror.” Looking into 
  one of the pools shows the reflection that would normally be seen 
  in the other pool. This is a magical effect of no particular align-
  ment. Dispelling the effect from only one of the two pools will 
  turn that pool into a normal reflecting pool, but will not affect the 
  other pool; dispelling the effect from both pools turns them both 
  to normal reflecting pools. Each pool is approximately 3' deep, 
  and the waters stay warm from the underlying volcanic activity. 
  There are two closets in this room at locations a and b. Closet a is 
  empty. Closet b houses a pile of small animal bones and skulls. 
  Locals will know... the bones in the closet belong to a local species 
  of snub-nosed monkey with pronounced canine teeth; the 
  fanged skull of this species appears remarkably bat-like.
  Apart from the pools and the closets, the main feature of this 
  area are the eight iron chests and 8 monkey skeletons (see 
  table below for hit points) that protect them. Each of these fanged 
  monkey skeletons is armed with a dagger and a shield, and sits 
  squat on the top of the chest it protects. From a distance, they 
  appear lifeless. However, if any creature moves between any pair 
  of columns on one side of the room (north side or south side), 
  or a monkey on that side of the room is attacked (e.g., from a 
  distance), all of the monkeys on that side of the room will spring 
  from their chests and attack. 
  The 8 iron chests are visually identical—simple iron chests of 
  crude construction. The chests are either locked (L) or unlocked 
  (U). Some chests are additionally trapped with a poison needle 
  (N) in the lock (save vs. poison or die), and/or a 10' radius cloud 
  of gas (G) in the lid (all in radius must save vs. breath weapon 
  or fall unconscious for 1d4 rounds). If a chest is dually trapped 
  (with poison and gas), one successful attempt to detect traps will 
  reveal both, but separate attempts must be made to disarm each. 
  Finally, each chest contains a gem of varying value (an admittedly 
  small item for the size of the chest that contains it).
  1:L,G 
  chrysoprase 
  (50 gp)
  monkey 
  hp:4
  :U 
  moonstone 
  (75 gp)
  monkey 
  hp:4
  3:L 
  eye agate 
  (10 gp)
  monkey 
  hp:1
  4:U 
  malachite 
  (50 gp)
  monkey 
  hp:
  5:L,N 
  fire opal 
  (1000 gp)
  monkey 
  hp:4
  6:L,N,G 
  sapphire 
  (1000 gp)
  monkey 
  hp:4
  7:U,G 
  rose quartz 
  (75 gp)
  monkey 
  hp:
  8:L 
  jasper 
  (100 gp)
  monkey 
  hp:3
  Monkey Skeleton: HD: 1-4 pts.; AC:5 (including shield); #AT:1 
  bite or weapon; D:1d (bite) or 1d3 (small dagger); M:90'(30'); ST:
  NM; MR:7; AL:Neutral; immune to sleep, charm, hold, and all 
  mind-affecting abilities (including those of a psionic nature).
  10. Crystal Shrines 
  Suddenly your light sources seem to weaken. Small bits of 
  crystal set in the dark blue walls around you sparkle like stars 
  in the night sky. 
  In a shrine against the north wall is a crystal statue of an 
  armored humanoid warrior whose facial features are decid-
  edly “monkey-like.” In the shrine against the south wall is a 
  pile of crystal shards.
  On the west wall of the room, a blue smoky haze veils the 
  opening of a simply-adorned stone archway.
  This 0'×30' room is infused with a magical effect that dimin-
  ishes all light sources to 50% of their normal intensity. This dark-
  ness causes all attacks made within the area to suffer a – “to 
  hit” penalty. Dispel magic will remove the effect from the area.
  The bits of crystal set on the wall are shards of quartz. For each 
  person spending one turn chiseling the shards from the wall, the 
  work will yield 5d4 gp worth of quartz, to a maximum of 00 gp 
  for the entire room. 
  The statue against the north wall is a living statue of crystal. 
  (hp:16) If anyone tries to pry the shards from the wall, or at-
  tempts to enter area 11, or if the statue is engaged directly (e.g., 
  via melee or ranged attacks), it will attack. 
  The shards in the pile to the south are the remains of a living 
  statue of crystal that once stood there. The remaining pieces are 
  cracked and milky and worthless; it appears the valuable pieces 
  were either taken or added to the walls. However, even a cur-
  sory physical search of the pile will reveal a green stone hidden 
  there. The green stone is a power stone, biofeedback. When the 
  power stone is flushed, the crystal that remains will be a piece of 
  green quartz (50 gp).
  The blue smoky haze is a veil of synaptic static. Any psionicist 
  passing through the haze must make a psionic saving throw at –3 
  or any psionic abilities they have in use cease functioning immedi-
  ately. If attempting to use a psionic ability “through” the veil (e.g., 
  an attack), the psionicist attempting to do so must make a psionic 
  save at –3 or the attempt fails. The veil does not affect magic. 
  Living Statue, Crystal: HD:3; AC:4; #AT:; D:1-6/1-6; 
  M:90'(30'); ST:F3; MR:11; AL:Neutral.  
  11. Statue of rahb I
  This room houses a 50' tall wooden statue of a seven-headed 
  demon figure with six arms, each of which holds a different 
  weapon. Directly in front of the statue, a “rip” in the floor 
  crackles with orange and purple energy. The two votaries 
  guarding the room attack immediately.  
  Locals will know... the statue depicts the demon lord Rahb.
  The 2 Hands of Rahb (hp:6,5) are armed with spears.
  Unlike the rip in area 50, the extraplanar rip in the floor here is 
  rather benign. Anyone who enters the rip (or even touches it in-
  directly) will be sucked in and transported to a random location in 
  the temple. Items thrown into the rip will likewise be transported. 
  Roll 1d6 and consult the table below for each instance:
  
  14
  VAULT OF THE FACELESS GIANTS
   
  Roll 
  Transported to area... 
   
  1 
  1: Northern Chamber of Dragons 
   
   
  19: Southern Pit Chamber 
   
  3 
  3: Intelligent Mold Colony 
   
  4 
  5: Northern Incense Storage 
   
  5 
  9: Monkey Demon Shrine I 
   
  6 
  37: Throat Chakra Meditation Room
  Hand of rahb: HD:1; AC:9; #1:1 weapon; D:1d6 (spear); 
  M:10'(40'); ST:F1; MR:10; AL:Chaotic.  
  12. Northern Chamber of Dragons 
  An unnerving hum drones from the stair-stepped dome of 
  this vaulted room. Suddenly, darting from the darkness of the 
  ceiling’s peak, a 6' long locust-like insect with a human head 
  dives downward with its razor sharp legs ready to attack.  
  The creature is an abyssal locust (hp:6) that entered the tem-
  ple through the planar rip in area 50. If it successfully lands all 
  4 attacks against a single creature of man size or smaller, it will 
  grab the victim and attempt to take the quickest route area 50 
  where it will (if it can) carry the victim through the rip and into 
  uppermost level of Nork in the Abyss. If the abyssal locust is 
  carrying a victim, it is only able to fly at half its normal speed.
  If the characters get a better look at the room...
  The walls to the north and the south each feature mirrored 
  bas reliefs of a serpentine dragon with an elephantine snout 
  and tusks, wearing a crown of fire, and surrounded by a motif 
  of swirling, lotus-like flames petals. The dragons face east.
  Abyssal Locust: HD:1+1*; AC:6; #AT:4 forelimbs; D:1d4 each  
  + special (if all four attacks succeed, the locust can pick up any 
  man-sized or smaller creature); M:60'(0')/fly:180'(60'); ST:F1; 
  MR:8; AL:Chaotic. 
  13. Northern Sacrificial Chamber 
  A parallel pair of reflecting pools set flush into the floor flank 
  the pathway through this room.
  Murals on the north and south walls of this room are so fresh 
  they still appear wet. 
  The mural on the north wall features two votaries from the 
  temple ripping a newborn male from the arms of his mother. 
  You recognize the woman from the village—the one who 
  claimed her baby was stolen. 
  The mural on the south wall features a masked figure holding 
  the baby by its feet, ready to slice the baby’s throat with a dag-
  ger and let the blood drain into a pedestaled basin...
  ...a basin identical to the one set into the alcove on the east 
  end of this room!  
  Locals will know: a) the woman is Kanya, the woman from the 
  village who claimed her baby was stolen; b) the mask is made 
  in the likeness of Rahb. 
  The basin in the alcove is empty, and shows no signs of use. 
  It radiates an aura of evil (as it has been blessed by a chaotic 
  priest), but otherwise has no special properties (magical, psionic 
  or otherwise).
  14. Faceless Statue
  Against the west wall of this room stands an elaborately paint-
  ed 50' tall wooden statue of a humanoid depicted with four 
  arms and a wreath held in each hand. The statue is faceless. 
  At the foot of the statue are what appear to be an assortment 
  of small offerings. 
  Votaries with spears are positioned in the four corners of the 
  north-to-south portion of the room.  
  4 Hands of Rahb (hp:8,7,5,3) are positioned around the 
  room. Each stands, eyes closed, armed with a spear. Although 
  the votaries have their eyes closed, they are not in suspended 
  animation. They are, in fact, in a trance-like state that makes 
  them highly aware of what’s going on around them; the semi-
  psionic state can be easily detected via aura sight, and can be 
  removed normally through any sort of anti-psionic effect). In 
  this state, the votaries cannot be surprised, and will attack with 
  initiative if anyone (or anything) enters the room (beyond the 
  threshold at the end of the stairs), of if any one of the votaries is 
  attacked or otherwise engaged. Out of this state, the votaries roll 
  initiative and attack as normal.
  The assortment of offerings includes the following:
   
  – A cluster of peacock flowers. They are oddly fresh, 
  despite the fact these flowers are known to brown and 
  wilt soon after being cut.  
   
  – A water-filled wooden bowl with a living water 
  hyacinth. The workmanship and decoration on the 
  bowl are outstanding, giving it a value of 3 gp.
   
  – A sutra. This is a scroll-like roll of paper wound around 
  a simple wooden stick. It features the story of a benevo-
  lent monk who spent the early part of his life in poor 
  health, poverty and naiveté; after he began to follow 
  “The Way of Rahb,” he grew healthy, wealthy and wise. 
  The calligraphy of the sutra is amateurish at best, and 
  the accompanying illustrations look to have been done 
  by a child. This is among the worst examples of the 
  form, and is less than worthless.
   
  – A dragon-handled dagger. This +1 dagger has an 
  ivory handle featuring a serpentine dragon, and a fringed 
  tassel of red silk threads hanging from the pommel.
  Background Information: The dagger once belonged to 
  the renowned hero Somnang. It was passed down 
  through several generations of family members 
  before his lineage died out and the knife made its 
  way into the hands of a traveling merchant. The 
  merchant was killed by votaries and the knife was 
  brought here and placed before the statue as an 
  offering (unaware of the dagger’s provenance).
   
  – An inscribed gold ring. The inscribed ring is under 
  a magical enchantment that causes its inscription to 
  change. Any time a character attempts to read the in-
  scription (through normal or special means), it will morph 
  into a different inscription. The inscription is, therefore, 
  
  15
  VAULT OF THE FACELESS GIANTS
  impossible to ever read or translate (even by magical or 
  psionic means), until the enchantment has been dispelled 
  (e.g., by dispel magic). Once dispelled, the inscription will 
  appear to be in an arcane script, but can be read by any 
  character or creature able to read any written language 
  (regardless of the language). That inscription reads, “The 
  way is long and far.”
  Background Information: The ring was simply an experi-
  ment by the magic-user who created it. He gave 
  the ring to his apprentice. His apprentice lost it 
  gambling. The ring changed hands several times, 
  passing among nearly another dozen gamblers, 
  before making its way here (via a votary who gave 
  up his life of gambling to follow the Way of Rahb).
   
  – A week’s worth of rations for a single person.
  Hand of rahb: HD:1; AC:9; #AT:1 weapon; D:1d6 (spear); 
  M:10'(40'); ST:F1; MR:10; AL:Chaotic. 
  15. Southern Chamber of Dragons 
  The walls to the north and the south each feature mirrored 
  bas reliefs of  serpentine dragon with an elephantine snout 
  and tusks, wearing a crown of fire, and surrounded by a motif 
  of swirling, lotus-like flames petals. The dragons face east.
  This room is otherwise empty.
  16. Southern Sacrificial Chamber 
  A parallel pair of reflecting pools set flush into the floor flank 
  the pathway through this room. The walls on the north and 
  south sides of this room have been primed with plaster. Set 
  into an alcove on the east end of this room is a pedestaled 
  basin. A myriad of mural painting supplies, including a tarp, 
  are tucked into the northeast corner of the room.  
  The basin in the alcove is empty, and shows no signs of use.
  Under the tarp, peeking out at the room, is a phrenic giant 
  rat (hp:3). This intelligent creature surprises on a 1-3 (on 1d6), 
  and its first attack will be to use its mind thrust ability against the 
  nearest target. 
  Phrenic Giant rat: HD:1-4 pts.*; AC:9; #AT:1 (bite or psion-
  ics); D:1d3+disease or by attack mode/discipline; M:60'(0')// 
  30'(10'); ST:Fighter:1; MR:7; AL:Chaotic; Psionics [PL:1; PSPs:5;  
  Attack Modes: mind thrust; Defense Modes: none; Psychomet-
  abolic Disciplines: S) life draining, D) absorption, biofeedback, 
  cell adjustment]; Because the rat is intelligent, it can be harmed 
  by psionic attack modes.
  17. Faceless Statue
  Against the west wall of this room stands an elaborately 
  painted 50' tall wooden statue of a humanoid depicted with 
  four arms, two of which hold massive curved daggers, and 
  two of which each clutch the hair of a dried decapitated head 
  hung from it. The statue is faceless. And the heads are real.
  At the foot of the statue is simple wooden bowl filled with 
  coins of various denominations. 
  The bowl is trapped. If the bowl is moved or the weight of its 
  contents changes (either lighter or heavier), a cloud of gas will 
  be release from under the bowl that extends to a radius of 30'. 
  Anyone trapped in the cloud must save vs. breath weapon or 
  be consumed by paranoia for 6 rounds. Victims of the paranoia 
  must roll d6 to determine their actions:
   
  -4 Flee in panic. 
   
  5-6 Drop everything and cower in  
   
   the nearest corner of the room. 
   
  7 Do nothing (afraid to move/draw attention). 
   
  8-9 Prepare weapon/spell and take a defensive 
   
   posture in the nearest corner of the room; 
   
   if approached within 10', will attack. 
   
  10-1 Attack nearest creature immediately.
  The wooden bowl itself is worthless, but contains the following 
  coins: 9 cp, 3 sp, 1 ep, and  gp. 
  18. Northern Pit Chamber 
  This 30'×30' room of simple stone features two alcoves off 
  the northern wall—one in the northwest corner one in the 
  northeast corner. Each alcove houses a pit in the floor.
  Each of the pits filled to about 3' feet from the top with hu-
  man bones. There are so many bones in the pits, its impos-
  sible to tell how deep the pits truly are.
  The pits are each 10' deep. If the northwest pit is prodded or 
  similarly examined, a skeleton (hp:4) will emerge and attack. 
  It will take  turns to search each pit thoroughly. There is nothing 
  to be found here.
  Skeleton: HD:1; AC:7; #AT:1; D:1d4 (claws); M:60'(0'); ST:
  F1; MR:1; AL:Chaotic; Immune to sleep, charm, hold, and all 
  mind-affecting abilities (including those of a psionic nature).
  19. Southern Pit Chamber 
  This 30'×30' room of simple stone features two alcoves off 
  the southern wall—one in the southwest corner one in the 
  southeast corner. Each alcove houses a pit in the floor.
  Each of the pits filled to about 3' feet from the top with hu-
  man bones. There are so many bones in the pits, its impos-
  sible to tell how deep the pits truly are.
  The pits are each 10' deep. If the southwest pit is prodded or 
  similarly examined, a skeleton (hp:5) will emerge and attack. If 
  the southeast pit is prodded or similarly examined, 2 skeletons 
  (hp:3,3) will emerge and attack.
  It will take  turns to search each pit thoroughly. If the southeast 
  pit is so searched, a gold necklace with a black onyx stone will 
  be found (5 gp value).
  Skeleton: HD:1; AC:7; #AT:1; D:1d4 (claws); M:60'(0'); ST:F1; 
  MR:1; AL:Chaotic; immune to sleep, charm, hold, and all mind-
  affecting abilities. 
  
  S
  S
  S
  S
  S
  S
  S
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  d
  29
  43
  39
  30
  2
  1
  b
  a
  c
  d
  3
  4
  5
  6
  7
  8
  a
  b
  9
  10
  11
  20
  18
  19
  12
  13
  14
  15
  16
  17
  21
  36
  37
  38
  22
  24
  27
  28
  31
  32
  45
  33
  46
  47
  48
  49
  50
  51
  52
  34
  35
  25
  41
  42
  44
  40
  23
  26
  B
  B
  L
  L
  VAULT
  OF THE
  FACELESS
  GIANTS
  Stairs Down
  Temple Bell
  Large Statue
  Open Pit
  Cage
  Linga
  Basin
  Secret Door
  Door
  Chest
  Statue
  Reflecting
  Pool
  Pagoda
  Shrine
  Planar Rip
  = 10'
  B
  L
  LEGEND
  S
  S
  
  18
  VAULT OF THE FACELESS GIANTS
  20. Faceless Statue
  Against the west wall of this room stands an elaborately 
  painted 50' tall wooden statue of a humanoid depicted with 
  a sword, the handle grasped in both hands and the point 
  downward touching the floor. The statue is faceless.
  At the foot of the statue are 7 daggers,  swords and 3 spears. 
  One of the daggers looks particularly well taken care of. 
  The noteworthy-looking dagger is a cursed dagger –1.
  21. root Chakra Meditation room
  35 straw mats are arranged in a 5×7 pattern in this 30'×60' 
  room. The walls are painted in harsh red, save for a large 
  white symbol painted in the center of the west wall showing 
  the symbol for the first/root chakra. 
  In each corner of the room, set on the floor, is a finely-carved 
  ebony incense holder featuring a seated figure. The room is 
  permeated by the scent of vetiver vanilla.
  For each turn a character (psionic or non-psionic) meditates upon 
  the symbol, he or she must make a psionic saving throw or fall 
  into suspended animation for 6 turns. 
  The wooden incense holders are worth 5 gp each.
  22. Sacral Chakra Meditation room
  35 straw mats are arranged in a 5×7 pattern in this 30'×60' 
  room. The walls are painted soft orange, save for a large 
  white symbol painted in the center of the west wall showing 
  the symbol for the second/sacral chakra. 
  In each corner of the room, set on the floor, is a finely-carved 
  ebony incense holder featuring a seated figure. The room is 
  permeated by the smell of tangerine, colored slightly with a 
  scent that is both musty and peppery .
  Along the bottom of the west wall, where the wall meets the 
  floor, just to the right of the corner, a patch of mold grows 
  upward on the wall from the floor. The mold appears as a 
  discoloration of the orange wall, spotted with pale yellow. 
  Any psionically-endowed character that meditates upon the 
  symbol for a duration of 1 turn will have a vision of the seven 
  faces of Rahb, all of which will speak telepathically in unison to 
  the character, thanking him or her for their dedication to him.
  The mold is a clue to the secret passage beyond the wall. The 
  secret door is opened by placing one’s palm in the center of the 
  center of the symbol on the west wall and pushing in slightly. 
  Opening the door will disturb the colony of intelligent yellow 
  mold living in area 23; the entire passage (floor to ceiling) is 
  thick with the mold, and anyone attempting to enter the pas-
  sage will be subject to a spore cloud attack (see 23). Alternately, 
  should any psionic character enter the passage, the colony will 
  attempt to use its id insinuation attack on the character.
  The wooden incense holders are worth 5 gp each. 
  23. Intelligent Mold Colony
  Should any characters survive entering the room...
  Every square inch of this 30'×30' room, and the passage 
  leading into it, is thick with yellow mold. In the middle of the 
  room is a mold-covered chest.
  The chest is trapped mechanically with gas (all in 0' radius must 
  save vs. poison or become mute for 1d4 turns). There is nothing 
  inside the chest.
  Intelligent Yellow Mold Colony: HD:—; AC:9; #AT:1 
  (spore cloud or id insinuation); D:poison (save vs. poison or die); 
  M:0'(0'); ST:—; MR:Nil; AL:Neutral; Psionics [PL:1; PSPs:10; At-
  tack Modes: id insinuation; Defense Modes: immune to all forms 
  of psionic attack].
  24. Plexus Chakra Meditation room
  35 straw mats are arranged in a 5×7 pattern in this 30'×60' 
  room. The walls are painted golden yellow, save for a large 
  white symbol painted in the center of the west wall showing 
  the symbol for the third/plexus chakra. 
  In each corner of the room, set on the floor, is a finely-carved 
  ebony incense holder featuring a seated figure. The room is 
  permeated by the scent of lemon and myrrh.
  For each character (psionic or non-psionic) that meditates upon 
  the symbol for 1 turn, the room will generate an amount of heat 
  that does 1 point of damage to all creatures in the room (no sav-
  ing throw). For example, if 3 character simultaneous meditate 
  for a duration of 1 turn, at the end of that turn all creatures in 
  the room will take 3 hp of damage. The effect fades immediately 
  afterward.
  The wooden incense holders are worth 5 gp each. The room is 
  otherwise empty.
  25. Northern Incense Storage
  The smell of a pungent cocktail of aromatic odors drifts into the 
  hall from behind the door to this room.
  This room acts as a storage space for all varieties of incense. 
  Small clay jars filled with source materials are set methodically 
  on the wooden shelves that line the perimeter of the room. 
  Although this room is vented, the smell might be truly over-
  whelming if it weren’t also so calming.
  After a moment, you realize a giant gecko has found its way 
  into the room from outside. Its body is pale blue with orange 
  spots. Through his closed eyelids, you see a hint of the yellow 
  eyes that lie underneath.  
  The gecko is sleeping. If the characters engage the gecko, it will 
  knock down all the pots, creating a ruckus. This disturbance will 
  not wake any of the votaries in area 27, but there is a 1-in-6 
  chance it will draw the attention of a wandering monster.
  Locals will know... d4 of the jars contain materials that are some-
  what valuable (assuming they survive the gecko), with the 
  contents of each of those jars being worth 5d10 gp. 
  
  19
  VAULT OF THE FACELESS GIANTS
  Giant Gecko: HD:3+1; AC:5; #AT:1 bite; D:1d8; M:10'(40'); 
  ST:F1; MR:7; AL:Neutral; able to climb walls.
  26. Forgotten Prison Cell
  Elves and dwarves moving through the hallway outside the secret 
  door to this room have a 1-in-6 chance of noticing the presence of 
  a secret door there, even if not actively searching; active searches 
  allow them to find the secret door with a 3-in-6 chance. The room 
  is accessed by pressing in a small block set within the center of 
  a larger block. The secret door opens outward from the hallway 
  (into the passage that leads to area 27).
  This room is rather nondescript, save for 13 human skeletons 
  hanging from the walls, imprisoned by rusty iron shackles.
  The skeletons are nothing more than the skeletal remains of a 
  number of variously-sized humans.
  Background Information: These were members of a religious sect 
  that operated out of this temple in the distant past (nearly 
  300 years prior). They were placed here as punishment for 
  speaking about the importance of peace and kindness (true 
  blasphemy to the sect). Once placed in the room, no one 
  ever returned for them and they died of starvation.
  27. Northeast Votaries Chamber
  Lining the north wall of this simple stone chamber is a row of 
  floor mats, with one mat placed every 5' or so. 
  On each of the 3 mats farthest left (west) is a votary, sitting cross-
  legged, eyes closed. The amount of light accompanying the party 
  (e.g., torches, light spell, etc.), and the door through which they 
  entered, will determine when (or if) they see those 3 votaries 
  (hp:3 each). 
  The votaries are in suspended animation, unless the temple bell 
  in area 49 has been rung, in which case they will be awake. The 
  votaries in this area will not otherwise emerge from suspended 
  animation unless they are subject to some sort of item or ability 
  that removes psionic effects. Each votary is easily killed while in 
  the suspended state (but only half, or less, of the normal experi-
  ence points should be awarded for their deaths in this state).
  Votary: HD:1; AC:9; #1:1 weapon; D:1d4 (dagger); M:10'(40'); 
  ST:F1; MR:10; AL:Chaotic.  
  28. Shrine of Faceless Pagodas
  This expansive white stone room extends east to west. Seven 
  simply decorated wood pagodas are spaced evenly (thirty feet 
  apart) along the north wall. Each pagoda features a wooden 
  statue of a faceless human figure sitting cross-legged. The 
  pagodas and the figures are all painted white.
  Any intelligent creature (Intelligence of 3 or higher) coming within 
  10' of any pagoda must make a psionic saving throw or drop to 
  his or her knees, close their eyes, and meditate for 1 turn. The 
  effect can only be eliminated psionically (e.g., dispel magic has no 
  effect), and the character cannot otherwise be awakened from the 
  trance. For the duration, an affected character will see an endless 
  parade of the repeating faces of Rahb (a strong-chinned human 
  male with a thick black moustache, wearing a spired, highly deco-
  rated crown of gold). At the end of the duration, the character 
  must make a save vs. paralysis or fall unconscious for 1d4 turns.
  29. Monkey Demon Shrine I
  In the center of this room, a wooden shrine covers a statue de-
  picting a monkey-faced demon armed with a bow and arrow. 
  The room is otherwise empty.
  30. Monkey Demon Shrine II
  The shrine in the center of this room appears identical to the 
  shrine from the previous room, except the bow does not look 
  to be carved as part of the statue, and looks to be of amazing 
  workmanship.
  Examination of the statue will reveal the bow is, in fact, a sepa-
  rate element from the statue. The bow is held in placed by the 
  monkey’s fingers which are set on a hinge, allowing the monkey’s 
  palm to be “opened,” allowing the bow to be removed. The statue 
  is trapped magically. Opening the monkey’s hand will cause the 
  shrine to fire 3 magic missiles at 3 different targets in the room 
  (chosen randomly), hitting automatically and doing 1d3+1 dam-
  age (no saving throw) to each target. Dispel magic will disarm 
  the trap.
  The monkey bow normally acts as a +1 short bow. However, 
  when used against crocodiles, hyenas, leopards and snakes, the 
  bow strikes with a + “to hit” bonus, and automatically does full 
  damage (8 points) to such creatures on a successful “to hit” roll. 
  31. Northwest Votaries Chamber
  Lining the north wall of this simple stone chamber is a row 
  of floor mats, with one mat placed every 5' or so. Sitting on 
  each mat cross-legged with eyes closed is a human male in 
  white loin cloth, a dagger on his hip. 
  The 24 votaries (hp:3 each) here are in suspended animation, 
  unless the temple bell in area 49 has been rung, in which case 
  they will be awake. The votaries in this area will not otherwise 
  emerge from suspended animation unless they are subject to 
  some sort of item or ability that removes psionic effects. Each 
  votary is easily killed while in the suspended state (but only half, 
  or less, of the normal experience points should be awarded for 
  their deaths in this state).
  Votary: HD:1; AC:9; #1:1 weapon; D:1d4 (dagger); M:10'(40'); 
  ST:F1; MR:10; AL:Chaotic.  
  
  0
  VAULT OF THE FACELESS GIANTS
  32. Votaries’ Personal Area
  Piled up in the west aclove of this room are what appear to be 
  the various personal belongings of the men who now serve as 
  votaries. Lining the east wall are some rugs and pillows that 
  appear to serve as bedding.
  The majority of the pile is comprised of torn clothing, worn out 
  shoes, wooden beads, and other unimportant personal belong-
  ings. The search will, however, reveal a small iron chest. The 
  chest is locked and the lock is trapped with a poison that (on a 
  failed save vs. poison) causes paralysis for 1d3 turns. The chest 
  contains a bloodstone (50 gp).
  33. Shrine of the Left Blade
  The walls and ceiling of this room are painted blood red. A 
  piece of painted black trim about " wide circles the perim-
  eter of the room set about 3' off the floor.
  In an alcove on the west wall, a statue of black stone depicts a 
  woman seated with one leg down and one knee up, a dagger 
  held firmly in her raised right hand, the blade pointed outward, 
  as if she is going to stab someone. She stares blankly forward, 
  almost as if she is staring at the wall across from her.
  The secret door on the east wall is triggered by taking the piece of 
  trim there and rotating it clockwise about 15°. Upon rotating the 
  trim, clicks will be heard both from the secret door, and from the 
  statue. Unless the dagger trap in the statue is disarmed, opening 
  the secret door will cause the statue to project the dagger forward, 
  doing 1d4 points of damage to the first creature the dagger meets 
  as it flies toward the secret door. The trap (dagger) can only be 
  disarmed after the trim has been rotated, but before the secret 
  door has been opened. 
  34. Pool of Death
  This room is painted jet black. In the middle of the room, a 
  reflecting pool is set flush into the floor. 
  Anyone looking into the pool must save vs. spells or be confront-
  ed with a vision of their own death. The vision is not necessarily 
  how the person will die, but they will believe the vision to the be 
  an eventual truth. Roll 1d10 below:
   
  1. Ripped apart by having arms and legs  
   
   tied to elephants and the elephants then  
   
   sent charging. 
   
  . Drowned in a water-filled pit. 
   
  3. Exsanguinated as part of a sacrificial rite.  
   
  4. Hunted down and eaten by a ferocious beast  
   
   in a undetermined layer of the Abyss. 
   
  5. Killed by a lingering disease that eats away 
   
   the flesh before leaving the consciousness  
   
   to consider a lightless limbo for an  
   
   indeterminate amount of time. 
   
  6. Eaten by oozes in the Slime Pits layer  
   
   of the Abyss, while Juiblex watches. 
   
  7. Burned to a crisp by a magic-user’s fireball. 
   
  8. Suffocated in the squeezing fist of a giant 
   
   of truly colossal proportions. 
   
  9. Scattered into a fine dust that drifts eternally 
   
   on the Astral Plane. 
   
  10. Beheaded by a vorpal sword.
  35. Faceless Statue
  Against the south wall of this room stands an elaborately 
  painted 50' tall wooden statue of a humanoid depicted with 
  four arms; the upper arms are held up, palms out; the lower 
  arms are held out, palms up. 
  At the foot of the statue are what appear to be an assortment 
  of small offerings, including a large wooden bowl filled with 
  mixed coins.
  A king cobra slithers out from between the statue’s feet.
  The assortment of offerings includes the following:
   
  – A rolled piece of paper. This is a scroll: protection 
  from evil.  
   
  – A bone scroll case. The case is carved with a serpen-
  tine pattern. Inside the case is a scroll: sticks to snakes 
  (cleric spell).  
   
  – A wooden bowl filled with coins. The bowl holds the 
  following: 5 cp, 13 sp, 11 ep, 4 gp, and 7 pp.
   
  – A blue glass flask containing a milky white liquid. 
  This is a poison potion.
  Spitting Cobra: HD:1*; AC:7; #1:1 bite or spit; D:1d3+poison 
  (save vs. poison or die) or blindness (save vs. poison or be blind-
  ed); M:90'(30'); ST:F1; MR:7; AL:Neutral; spitting distance of 6'.  
  36. Heart Chakra Meditation room
  35 straw mats are arranged in a 5×7 pattern in this 30'×60' 
  room. The walls are painted cool green, save for a large 
  white symbol painted in the center of the west wall showing 
  the symbol for the fourth/heart chakra. 
  In each corner of the room, set on the floor, is a finely-carved 
  ebony incense holder featuring a seated figure. The room is 
  permeated by the scent of eucalyptus.
  In the southeast corner of the room, a votary sits on his 
  knees, facing the west wall, his eyes closed.
  
  1
  VAULT OF THE FACELESS GIANTS
  The votary is wearing a ring of protection +1 and is armed with 
  a dagger. He is simply meditating, not sleeping. If the characters 
  make no noise, he will remain in his meditative state. Should the 
  characters make any noise uncharacteristic of the locale (e.g., the 
  clanking of armor, the unsheathing of a sword, etc.), he will turn 
  to find the source of the disturbance (and attack when he realizes 
  there are intruders).
  The wooden incense holders are worth 5 gp each.
  Votary: HD:1; AC:8; #AT:1 weapon; D:1d4 (dagger); M:10' 
  (40'); ST:F1; MR:10; AL:Chaotic; wears ring of protection +1.
  37. Throat Chakra Meditation room
  35 straw mats are arranged in a 5×7 pattern in this 30'×60' 
  room. The walls are painted heavenly blue, save for a large 
  white symbol painted in the center of the west wall showing 
  the symbol for the fifth/throat chakra. 
  In each corner of the room, set on the floor, is a finely-carved 
  ebony incense holder featuring a seated figure. The room is 
  permeated by the scent of lavender.
  As you enter the room, you feel a little off-balance.
  The psychoportational energy present in this room is tangible 
  (thus the sense of unbalance). In fact, the entire room exudes a 
  psionic aura. 
  For each turn a psionically-endowed character (including monks) 
  meditates upon the symbol, he or she must make a psionic sav-
  ing throw or be transported randomly to another room in the 
  temple. Roll 1d6 on the table below: 
   
  Roll 
  Transported to area... 
   
  1 
  5: Ante-Chamber 
   
   
  15: Southern Chamber of Dragons 
   
  3 
  : Sacral Chakra Meditation Room 
   
  4 
  6: Forgotten Prison Cell 
   
  5 
  39: Third Eye Shrine 
   
  6 
  40: Southern Incense Storage
  The wooden incense holders are worth 5 gp each.
  38. Third Eye Chakra Meditation room
  35 straw mats are arranged in a 5×7 pattern in this 30'×60' 
  room. The walls are painted passionate indigo, save for a 
  large white symbol painted in the center of the west wall 
  showing the symbol for the sixth/third eye chakra. 
  In each corner of the room, set on the floor, is a finely-carved 
  ebony incense holder featuring a seated figure. The room is 
  permeated by a citrus fragrance.
  Locals will know... the citrus smell is that of the bergamot orange, 
  a fragrant fruit the size of an orange, with a yellow color 
  similar to a lemon.
  Psionic characters who enter this room will feel a sense of invigo-
  ration, as if the symbol on the wall wants to fill them with psionic 
  energy. The room itself does not have a psionic aura, though the 
  symbol on the wall does, particularly the “eye” in the top area of 
  the symbol. The secret passage on the west wall is accessed by 
  taking one’s fingertip and pressing the center of the eye on the 
  symbol; it can only be triggered by a character possessing psionic 
  ability. Characters of the mystic class searching the room have a 
  3-in-6 chance of discovering the trigger. Others have only a 1-in-6 
  chance, regardless of class or race.
  Any psionically-endowed creature that meditates upon the sym-
  bol for a minimum of 1 turn will have a vision that explains how 
  the secret door to the west is accessed (as detailed above).
  The wooden incense holders are worth 5 gp each.
  39. Third Eye Shrine
  In the center of this room, a wooden shrine accented with 
  brass hums with indigo energy.
  Any psionic or magical creature (including magic-users, clerics, 
  and elves) coming within 10' of the shrine must make a psionic 
  saving throw or be sent  turns into the future (essentially disap-
  pearing from the room, and reappearing in the same spot  turns 
  later); once they reappear, another psionic saving throw must be 
  made or they will again be sent  turns into the future. Any crea-
  ture touching the shrine (including those who have already made 
  or failed on the saving throw noted above) must make a psionic 
  saving throw or likewise be sent  turns into the future. Since 
  transported characters do not “exist” in those  intermediate 
  turns, they may take no actions during that time; when they re-
  appear, they will have no recognition of the time jump, other than 
  the orientation of things around them possibly having changed (or 
  being told by others).
  40. Southern Incense Storage
  From the smell and the shelves and the dusting of colors 
  around the room, it’s obvious this room acts as a storage 
  space for all varieties of incense. It is, however, currently 
  empty, save for a half dozen empty clay jars.  
  The room is otherwise empty.
  41. Southeast Votaries Chamber
  Lining the south wall of this simple stone chamber is a row of 
  floor mats, with one mat placed every 5' or so. 
  On each of the 5 mats farthest left (west) is a votary, sitting cross-
  legged, eyes closed. The amount of light accompanying the party 
  (e.g., torches, light spell, etc.), and the door through which they 
  entered, will determine when (or if) they see those 5 votaries 
  (hp:3 each). 
  The votaries are in suspended animation, unless the temple bell 
  in area 49 has been rung, in which case they will be awake. The 
  votaries in this area will not otherwise emerge from suspended 
  animation unless they are subject to some sort of item or ability 
  that removes psionic effects. Each votary is easily killed while in 
  the suspended state (but only half, or less, of the normal experi-
  ence points should be awarded for their deaths in this state).
  Votary: HD:1; AC:9; #1:1 weapon; D:1d4 (dagger); M:10'(40'); 
  ST:F1; MR:10; AL:Chaotic.  
  
  
  VAULT OF THE FACELESS GIANTS
  28. Shrine of Faceless Pagodas
  This expansive white stone room extends east to west. Seven 
  simply decorated wood pagodas are spaced evenly (thirty feet 
  apart) along the north wall. Each pagoda features a wooden 
  statue of a faceless human figure sitting cross-legged. The 
  pagodas and the figures are all painted white.
  Any intelligent creature (Intelligence of 3 or higher) coming with-
  in 10' of a pagoda must make a psionic saving throw or drop to 
  his or her knees, close their eyes, and meditate for 1 turn. The 
  effect can only be eliminated psionically (e.g., dispel magic will 
  not eliminate the effect), and the character cannot otherwise be 
  awakened from the trance. For the duration, an affected char-
  acter will see an endless parade of the repeating faces of Rahb 
  (a strong-chinned human male with a thick black moustache, 
  wearing a spired, highly-decorated crown of gold). At the end of 
  the duration, the character must make a save vs. paralysis or fall 
  unconscious for 1d4 turns.
  The shrines honor a variety of demons, some less visually terrify-
  ing than others. Hiding at the rear of the roof over the middle 
  pagoda, an abyssal locust waits patiently, watching for an op-
  portunity to attack by darting out of the shadows and surprising 
  on a 1-3 (on 1d6). If it successfully lands all 4 attacks against a 
  single creature of man size or smaller, it will grab the victim and 
  attempt to take the quickest route area 50 where it will (if it can) 
  carry the victim through the rip and into uppermost level of Nork 
  in the Abyss. If the abyssal locust is carrying a victim, it is only 
  able to fly at half its normal speed.
  Abyssal Locust: HD:1+1*; AC:6; #AT:4 forelimbs; D:1d4 
  each + special (if all four attacks succeed, the locust can pick up 
  any man-sized or smaller creature); M:60'(0')/fly:180'(60'); ST:
  F1; MR:8; AL:Chaotic. 
  43. Crocodile Demon Shrine I
  In the center of this room, a wooden shrine covers a statue 
  depicting a crocodilian demon with a flailing monkey clutched 
  in its jaws.
  The room is otherwise empty.
  44. Southwest Votaries Chamber
  Lining the south wall of this simple stone chamber is a row 
  of floor mats, with one mat placed every 5' or so. Sitting on 
  each mat cross-legged with eyes closed is a human male in 
  white loin cloth, a dagger on his hip. 
  The 24 votaries (hp:3 each) here are in suspended animation, 
  unless the temple bell in area 49 has been rung, in which case 
  they will be awake. The votaries in this area will not otherwise 
  emerge from suspended animation unless they are subject to 
  some sort of item or ability that removes psionic effects. Each 
  votary is easily killed while in the suspended state (but only half, 
  or less, of the normal experience points should be awarded for 
  their deaths in this state).
  Votary: HD:1; AC:9; #1:1 weapon; D:1d4 (dagger); M:10'(40'); 
  ST:F1; MR:10; AL:Chaotic.  
  45. Votaries’ Personal Area
  Piled up in the west alcove of this room are what appear to be 
  the various personal belongings of the men who now serve as 
  votaries, set up in three piles. Lining the east wall are some 
  rugs and pillows that appear to serve as bedding.
  Disturbing the pile will release an abyssal locust that dug its 
  way into the pile. If it successfully lands all 4 attacks against a 
  single creature of man size or smaller, it will grab the victim and 
  attempt to take the quickest route area 50 where it will (if it can) 
  carry the victim through the rip and into uppermost level of Nork 
  in the Abyss. If the abyssal locust is carrying a victim, it is only 
  able to fly at half its normal speed. If the abyssal locust makes 
  it into area 49, Tomor will stand ready to ring the bell, and the 
  monkey demon will be ready to attack.
  Apart from the locust, the majority of the pile is comprised of 
  torn clothing, worn out shoes, wooden beads, and other unim-
  portant personal belongings. The search will, however, reveal an 
  ornately-carved ivory dagger (30 gp).
  Abyssal Locust: HD:1+1*; AC:6; #AT:4 forelimbs; D:1d4 each  
  + special (if all four attacks succeed, the locust can pick up any 
  man-sized or smaller creature); M:60'(0')/fly:180'(60'); ST:F1; 
  MR:8; AL:Chaotic. 
  46. Shrine of the right Blade
  The walls and ceiling of this room are painted blood red. A 
  piece of painted black trim about " wide circles the perim-
  eter of the room about 3' off the floor.
  In an alcove on the west wall, a statue of black stone depicts a 
  woman seated with one leg down and one knee up, a dagger 
  held firmly in her raised right hand, the blade pointed outward, 
  as if she is going to stab someone. She stares blankly forward, 
  almost as if she is staring at the wall across from her.
  The secret door on the east wall is triggered by taking the piece of 
  trim there and rotating it clockwise about 15°. Upon rotating the 
  trim, clicks will be heard both from the secret door, and from the 
  statue. Unless the dagger trap in the statue is disarmed, opening 
  the secret door will cause the statue to project the dagger forward, 
  doing 1d4 points of damage to the first creature the dagger meets 
  as it flies toward the secret door. The trap (dagger) can only be 
  disarmed after the trim has been rotated, but before the secret 
  door has been opened.
  47. Pool of Life
  This room is painted stark white. In the middle of the room, 
  a reflecting pool is set flush into the floor. 
  Anyone looking into the pool must save vs. spells or be confront-
  ed with a vision of their own mortality (emerging from the womb, 
  conceiving of one’s own mortality, and confronting the suffering 
  that life presents). The vision takes d6 rounds to “play out” for 
  each affected character, during which time the character is ef-
  fectively “blinded” by the vision; the character may perform other 
  actions during that time, but must do so without the aid of sight.
  
  3
  VAULT OF THE FACELESS GIANTS
  48. Faceless Statue
  Against the south wall of this room stands an elaborately 
  painted 50' tall wooden statue of a humanoid depicted with 
  four arms; the upper arms are held up, palms out; the lower 
  arms are held out, palms up. 
  At the foot of the statue is a massive gathering of small offer-
  ings, including an empty wooden bowl.
  The assortment of offerings include mainly mundane things (e.g., 
  fruit, candles, flowers, wooden beads, etc.).  
  49. Chamber of the Bell
  This massive chamber features an arched ceiling that rises to 
  nearly 80' at its peak. Hung from the ceiling, positioned in 
  the middle of the room, is a massive iron temple bell encircled 
  with a variety of inscriptions in many different languages.
  Standing next to the bell is a man in a black robe. He wears 
  a wooden mask that is carved and painted in the many-faced 
  likeness of Rahb. 
  Next to the man in the black robe is what you can only guess 
  is a monkey demon—a halfling-sized humanoid with a tail 
  and monkey-like facial features.
  A pair of votaries are positioned at the southern end of the 
  room, and another pair at the northern end of the room.
  The man in the robe is Tomor. As soon as he realizes there 
  are intruders, he will order the 4 votaries to attack and (if he 
  can) ring the bell. Hanging from a simple leather string around 
  Tomor’s neck is a “key”—a flat iron bar about 5" long and 1" wide 
  with “teeth” at one end. This is the key required to open the se-
  cret door on the west wall of this area. There is nothing special 
  about the mask he is wearing; it is simply a theatrical device.
  The Bell: It takes one round’s action to pull back the log-like 
  hammer; during the following round, the hammer will 
  swing back and hit the bell, awakening the votaries in 
  the temple from suspended animation. Because the 
  hammer swings by itself on the second round, Tomor 
  is free to take a normal combat action for that round. 
  It need not be Tomor who rings the bell; as long as the 
  hammer strikes the bell, the votaries will emerge from 
  suspended animation. The hammer of the bell must hit 
  the bell directly or the votaries will not be awakened 
  (e.g., if even a piece of cloth is placed between the 
  hammer and the bell when it strikes, the votaries will 
  not emerge from the state). Anyone standing between 
  the hammer and the bell when it would otherwise 
  strike takes 1d10 damage (no saving throw).
  Background Information: Tomor carved and painted the 
  mask himself. He also started the rumors related to the 
  mask (e.g., that whoever wears it becomes the servant 
  of Rahb) to create greater fear and paranoia around 
  the temple. Tomor chose to serve Rahb of his own 
  volition; the mask had nothing to do with it. Tomor is, 
  however, being assisted by a high-level mystic named 
  Botan operating out the ruined temple known as Slek 
  Wat (see Old School Adventures™ Module PA2: 
  Spawn of Xumaltet).
  The creature next to Tomor is a monkey demon. The monkey 
  demon will take a visual cue from Tomor and attack intruders. 
  Should Tomor die, the monkey demon will attempt to enter the 
  planar rip in area 50 which will allow him to return to his home 
  (he serves Rahb in the Abyssal island fortress of Lanku). If the pla-
  nar rip is closed, the monkey demon will become ethereal (which 
  he can do at will, without the need of PSPs) and move “through 
  the walls,” fleeing as fast as he can.
  The translated inscriptions on the bell will be revealed as an 
  “Oath to Rahb” repeated in a number of different languages, 
  archaic and mundane. If the bell is rung (no matter by whom), it 
  will awaken all of the votaries in the temple.   
  Tomor (3rd level mystic): HD:3**; AC:8; #AT:1 (dagger or 
  psionics); D:1d4 or by discipline; M:10'(40'); ST:Mystic3; MR:11;  
  AL:Chaotic; Psionics [PL:3; PSPs:15; Attack Modes: id insinua-
  tion, psionic blast; Defense Modes: mind blank; Psychometabolic  
  Disciplines: S) complete healing, D) absorption, biofeedback, 
  body weaponry, cell adjustment, suspend animation; Clairsen-
  tient Disciplines: S) aura sight, D) 360° vision, clairvoyance]; 
  armed with a +1 dagger.
  Demon Monkey*: HD:+**; AC:4; #AT:1 (bow or spell); 
  D:1d6 or by spell; M:90'(30'); ST:D; MR:9; AL:Chaotic; +1 or 
  better weapon required “to hit”; immune to silver weapons; +1 
  “to hit” with bow; – AC vs. creatures larger than man-sized; 
  casts spells as a nd level MU [charm person, protection from 
  good]; may become ethereal at will (as a magical ability); armed 
  with a +1 short bow (7 arrows).
  50. Shrine of the Demon Monkey III
  In the center of this room, a wooden shrine houses a statue 
  depicting a monkey-faced demon with a bow and arrow.
  Directly in front of the statue, a “rip” in the floor crackles 
  with orange and purple energy. An abyssal locust emerges 
  from the rip. 
  If the abyssal locust successfully lands all 4 attacks against a 
  single creature of man size or smaller, it will grab the victim and 
  (if it can) enter the rip that leads to the uppermost level of Nork in 
  the Abyss. If the abyssal locust is carrying a victim, it is only able 
  to fly at half its normal speed.
  If the players chose to use the pearl of planar mending on the 
  rip in area 11, they will have little choice regarding the rip in this 
  area other than seeking stronger assistance to deal with it.
  Locals will know... there is a old nameless bearded man in the 
  village that is believed to be a high-level mystic, who may be 
  capable of fixing the rip.
  Abyssal Locust: HD:1+1*; AC:6; #AT:4 forelimbs; D:1d4 each  
  + special (if all four attacks succeed, the locust can pick up any 
  man-sized or smaller creature); M:60'(0')/fly:180'(60'); ST:F1; 
  MR:8; AL:Chaotic. 
  51. Bamboo Cages
  There are four strongly-built bamboo cages in this room. They 
  are empty, but given the evil that permeates this place, there 
  is no telling for what use they were intended.
  
  4
  VAULT OF THE FACELESS GIANTS
  Background Information: The cages have never been used. They 
  were constructed at the behest of Tomor by one of his vota-
  ries, who did a fine job. The workmanship is flawless... for a 
  bamboo cage strapped together with bamboo leaves.
  51. Statue of rahb II
  The sound in this room seems dampened. Against the west 
  wall is a 50' tall wooden statue of a seven-faced demon figure 
  with six arms, each of which holds a different weapon (all 
  part of the statue: a mace, a bow, a sword, a dagger, a flail, 
  and a spear). There are large iron chests in the northeast and 
  southeast corners of the room. The chest to the northeast is 
  open, and inside is a sleeping baby!
  Locals will know... the statue depicts the demon lord Rahb.
  The chest to the northeast holds Kanya’s baby. 
  The chest to the southeast is locked and trapped with chlorine 
  gas (all in 0' radius must save vs. breath weapon or be blinded 
  for d6 turns); the southeast chest also contains a variety of 
  items, including:
   
  – A blue gem. Any psionicist examining this will notice 
  the glow inside and know it to be a power stone. This is 
  a power stone 360° vision.  
   
  – A finely carved wooden scroll case. The case is 
  carved with general ornamentation (10 gp value). Inside 
  the case is a scroll: magic missile  
   
  – A small wooden chest. The chest is unlocked. Inside 
  the chest is 508 gp and 11 pp.
   
  – A yellow glass flask filled with clear fluid. This is 
  a potion of diminution.  
   
  – A finely carved battle axe. The battle axe seems 
  perfectly sized and weighted for a dwarf, but features 
  elvish lacertines of tigers. This dual dwarf/elf nature of 
  the weapon may cause some dwarves to hesitate before 
  choosing to own such a weapon. It is a +1 battle axe that 
  acts as a + battle axe when fighting great cats.
   
  – An ivory-handled dagger. This is a makara dagger—
  a +1 iron-bladed dagger with an ivory handle with a finial 
  in the form of an enraged elephant. Once per day, it 
  allows a user of human size or smaller to grow elephant 
  tusks which remain for a duration of 1 turn and do d4 
  on a successful “to hit” roll. 
   
  – A small statuette of a tiger carved from orange 
  zircon. This is a figurine of wondrous power (specifi-
  cally, a zircon tiger). When placed on the ground, and 
  a command word is spoken, the statue transforms into 
  a living version of the creature it represents (a 6HD ti-
  ger), and serves the person who spoke the command 
  word for  turns (or until it is killed). After the duration 
  has ended (or the creature has been killed), the creature 
  will transform back into a statuette. These items usually 
  store 3 charges of its ability; this one only has  charges 
  left. When the charges are gone, the remaining non-
  magical statuette is worth 35 gp.
   
  – Inscribed Ring. This simple gold band features a flar-
  ing vinework motif. It is a ring of sustenance. Once per 
  day, it allows a cleric to create enough food and water to 
  feed one person for one day.
   
  – A gray glass flask filled with a putrid-smelling 
  smoky green fluid. This is a potion of fetor. It is simi-
  lar to a potion of gaseous form, except that the user 
  transforms into a stinking cloud (similar to the MU spell). 
  The user is able to transform into a 10 cubic foot cloud 
  of putrid fog. Any creature caught in the cloud must save 
  vs. poison or be unable to act from extreme nausea for 
  1d4+1 rounds after leaving the cloud. In cloud form, the 
  user may only move at a rate of 0' per round. Once the 
  user choses to return to normal form, the duration ends; 
  otherwise, the maximum duration is 1d6+6 turns.
  Next Steps
  If the characters have not visited the bearded old man (Poeu) by 
  the time they have finished exploring the temple, or have not 
  returned to the village and visited the chief’s son, any of the fol-
  lowing methods may be used for inciting the party to seek out 
  the old:
   
  1. A local with the party can suggest the group visit the old 
  man, who is believed to be a mystic of some sort.
   
  . The chief’s son can send a message to the PCs via a vil-
  lager bearing the message (verbal).
   
  3. The old man can appear in a vision to one (or more) of 
  the PCs and urge that they come visit him by heading 
  southwest from Phoumi Sramol.
  
  5
  VAULT OF THE FACELESS GIANTS
  SYMBOLS FOR THE 7 CHAKRAS
  1st: Root/Psychmetabolic
  3rd: Plexus/Psychokinetic
  5th: Throat/Psychoportative
  2nd: Sacral/Clairsentient
  4th: Heart/Telepathic
  6th: Third Eye/Metapsionic
  7th: Crown/Divine
  LINGA SYMBOLISM*
  Yoni: said to symbolize the 
  female reproductive organ
  Lingam: said to symbolize the 
  male reproductive organ
  The Destroyer
  The Preserver
  The Creator
  * Only the spiritual mind that has attained the divine awareness can grasp the ultimate meaning behind the linga.
  
  6
  VAULT OF THE FACELESS GIANTS
  Background Information
  This encounter area is provided as a way of transitioning players 
  from this adventure module into Old School Adventures™ 
  Module PA2: Spawn of Xumaltet. The shrine itself may be 
  placed anywhere (geographically) that suits the DM’s needs. 
  In area 8 of the Underground Level of this shrine, the room ex-
  tends westward and “fades off” into shadow. In reality, as the 
  room extends westward, it accesses a passage through the Plane 
  of Shadow with its egress located at area 16 of The Tangle (an 
  underground network of caverns and passages featured in PA2: 
  Spawn of Xumaltet). 
  Shrine Construction & Lighting
  Both the Ground Level and Underground Level of the shrine are 
  constructed of large blocks of gray volcanic stone. The doors on 
  the lower level are made of a heavy, hard wood with iron hinges. 
  There are no windows or openings in the Ground Level, save 
  for the open doorway on the east side of the structure. From 
  just after dawn until late morning, there is enough sunlight that 
  the Ground Level is illuminated naturally, providing a full view of 
  visual details on that level (e.g., no torchlight is necessary when 
  searching for traps, secret doors, etc.). From mid-morning until 
  late afternoon, natural light provides a limited view of the interior 
  of the Ground Level; during this time, searches for traps and 
  secret doors without additional light incur a –1 penalty. From late 
  afternoon until just before dawn, the Ground Level is consumed 
  by darkness, requiring the use of artifical light.
  The Underground Level of the shrine is unlit. However, torch 
  mounts are placed along the walls at approximately 30' intervals. 
  There is a 50% chance that any area on this level has 1-3 unused 
  torches set in the mounts in that room.
  Exterior
  Like the shrines typical of this area, this step-spired shrine 
  is constructed of large volcanic stones and features reliefs of 
  faces of deities set around its exterior. There are no windows 
  or obvious openings into the shrine, save for the passage 
  entering from the east. 
  Ground Level
  The inner chamber of this shrine features a linga set on a 
  stepped dais in the center of the room. There is approxi-
  mately " of water in the basin of the linga. Water drips from 
  the ceiling onto the center of the apex of the linga. It appears 
  that a natural reservoir in the spire of the shrine collects rain-
  water and releases it slowly so that the linga is always wet.
  On all four walls of the chamber, set about 4' from the ground, 
  a number of small stone faces (each approximately 1" tall 
  and 8" wide) are set into the walls. 
  The faces set on the wall serve a number of functions.
   
  o When pushed, this face triggers the secret door (to the 
  west) to open. If the door is already open, only a click will 
  be heard.
   
  c When pushed, this face triggers the secret door (to the 
  west) to close. If the door is already closed, only a click 
  will be heard. 
   
  a Each of these faces triggers a trap that shoots an arrow 
  from the ceiling above that area. Anyone standing in 
  that spot when the face is pushed must save vs. breath 
  weapons or take 1d6 damage from the arrow. After 
  the trap has been triggered, pushing the face again will 
  result only in the sound of a click.
   
  d Each of these faces triggers a trap that shoots a poison 
  dart from the ceiling above that area. Anyone standing 
  in that spot when the face is pushed must save vs. poison 
  or die. After the trap has been triggered, pushing the 
  face again will result only in the sound of a click.
   
  x Each of these faces triggered a trap at one time, but it 
  has since been set off. If the face is pushed, a click will 
  be heard, but nothing will happen.
  A search for secret doors, if successful, will reveal the presence 
  of the secret door to the west, but will not reveal how to trigger 
  it. Attempts to detect traps, if successful, will reveal only that the 
  faces are some kind of trigger; visually, each face is just as likely 
  to be a trigger for a trap as it is to be a trigger for the secret door. 
  Any successful attempt to “disarm” the triggers for the secret 
  door will cause that trigger not to work. Disarmed triggers for 
  the secret door may be “re-armed” by making a successful roll to 
  disarm traps (if attempting to “re-arm” the trigger).   
  Underground Level
  1. Central Vault
  Three skeletons lunge out of the darkness and attack, each 
  one armed with two escrima fighting sticks, and wearing a 
  crown-like bronze helm. For skeletons, they are remarkably 
  agile, moving much quicker than you’d expect.
  The creatures are 3 skeleton stick fighters (hp:7,4,3), each 
  armed with  escrima fighting sticks (as clubs that each do 1d4). 
  The highly-decorative helms are made of bronze (10 gp each). 
  Skeleton stick fighters: HD:1+1*; AC:6; #A: sticks; D:1d4 
  each; M:150'(50'); ST:F1; MR:1; AL:Chaotic; each skeleton’s  
  attacks for the round may be made against different opponents.
  2. Storage room
  The door to this room is locked and trapped. If the trap is not 
  detected, it will stab a razor blade into the finger of any thief 
  attempting to pick the lock. If the trap is detected but is not 
  disarmed, there is still a 5% chance it will strike the finger of 
  any thief attempting to pick the lock. Any thief who is struck by 
  the razor takes no hit point damage, but suffers a –5% penalty 
  to all attempts to Open Locks, Remove/Disarm Traps, and Pick 
  Kar Slab Shrine
  
  7
  VAULT OF THE FACELESS GIANTS
  GROUND LEVEL
  UNDERGROUND LEVEL
  KAR SLAB SHRINE
  = 5'
  L
  S
  d
  u
  S
  d
  d
  d
  Stairs Down
  Temple Bell
  Large Statue
  Lion-dog Statue
  Linga
  Ladder Up
  Ladder Down
  Secret Door
  Door
  Statue
  Pagoda
  Shrine
  L
  LEGEND
  S
  d
  u
  d
  1
  2
  3
  7
  8
  x
  a
  o
  x
  a
  d
  x
  c
  d
  x
  x
  a
  d
  x
  x
  9
  10
  11
  4
  5
  6
  
  8
  VAULT OF THE FACELESS GIANTS
  Pockets for a duration 1d4 days. The trap is innocuous on all 
  attempts to force the door.
  As you open the door, a wave of dank, musty air rushes out 
  at you. It looks like at one time, this room stored a variety of 
  clerical accoutrements. Now there’s not much here apart from 
  a few piles of moldy black robes, some rusty candle stands, 
  and number of rotted crates full of crumbling torches.
  Under a pile of moldy robes in the southwest corner are 3 hive 
  mites who dug their way into this room through a small open-
  ing in the stones under the pile. If the party spends any amount 
  of time in the room (e.g., searching for secret doors, searching 
  through the items in the room, etc.), the hive mites will emerge. 
  Roll d6 (as normal) to determine their reaction.
  A cursory search of the room will reveal a small box made of 
  high-grade bronze (5 gp value). The box is trapped magically; the 
  person who first opens the box must save vs. spells or suffer the 
  effects of the clerical spell blight for 6 turns (–1 penalty to morale, 
  –1 penalty on all “to hit” and damage rolls). Dispel magic will dis-
  able the trap. Inside the box is a ring of deception. The ring makes 
  its wearer’s alignment appear to be opposite of normal (e.g., to 
  magical and psionic detection methods), though the wearer still 
  acts in accordance with his or her normal alignment and remains 
  unable to communicate in the alternate alignment language. This 
  ring does not work for characters of neutral alignment.
  Hive-Mite: HD:1+1*; AC:7; #A:1 bite or special (psionics); D:1d4 
  or special; M:30'(10'); ST:Special; MR:Special; AL:Neutral; Psionic 
  use [5 PSPs per hive-mite; attack modes: id insinuation; defense 
  modes: tower of iron will* (always on; no PSP cost); see PX1: 
  Basic Psionics Handbook for more information on hive-mite 
  psionic attacks, saving throws and morale rolls.
  3. Shrine of the white Bone Spirit
  A pagoda shrine set against the south wall features a painted 
  wooden statue of a skeletal female in a ghostly white robe and 
  crowned with a plumed headdress. Her hands are held out, 
  palms up, with a shining sword laid across them. The blade of 
  the sword is immaculate, and the hilt of the sword appears to 
  be crafted of bone—most likely human. 
  The floor of this room is wet with a thin layer of blood and a 
  thin coppery smell hangs in the air.
  The entirety of this room radiates evil to those using magic and 
  psionic detection methods. The blood is a magical curse placed 
  upon the room that keeps the blood there “ever fresh.” The ef-
  fect can be dismissed with dispel magic, but the remaining fresh 
  blood will take the normal time to curdle (1d4+1 days), and then 
  dry (-3 weeks).
  Locals will know... this statue is made in the likeness of the 
  “White Bone Spirit,” a shapeshifting demoness who, in her 
  true form, is depicted as a skeleton. 
  The sword is known as a white bone sword. In addition to func-
  tioning as a –1 cursed sword, any time the sword’s owner comes 
  within 60' of a skeleton, the character must save vs. spells or fight 
  with the skeletons for d4 rounds; the skeletons will not attack 
  that character for the duration of the effect. The effect will end if 
  all skeletons within the 60' range are killed or turned. 
  4. Vandalized Shrine
  A pagoda shrine set against the south wall is badly damaged 
  and barely standing. The statue that was once housed inside 
  the small structure is now nothing more than splintered wood 
  spread across the floor. 
  Background Information: The statue was made in the likeness of 
  a benevolent type of spectre known as a daj. The statue was 
  destroyed the evil cult that once operated out of this shrine; 
  the spectre was not “evil enough” to suit their desires.
  5. Vandalized Shrine
  A pagoda shrine set against the south wall is badly damaged 
  and barely standing. The statue that was once housed in-
  side the small structure is now mostly splintered wood spread 
  across the floor. However, a few pieces are left well enough 
  intact to see that the statue featured some sort of humanoid 
  spirit painted white.
  Locals will know... this statue is made in the likeness of a benevo-
  lent spectre known as a daj. 
  Background Information: Like the statue in area 4, this statue 
  was destroyed the evil cult that once operated out of this 
  shrine as it was not “evil enough” to suit their desires.
  6. Shrine of the Bull Demon King
  A pagoda shrine set against the south wall features a painted 
  wooden statue of a white bull-headed humanoid with feath-
  ered wings. Held in his hands is a readied spear of massive 
  proportion. The blade of the spear appears to be made of 
  black flint, and the shaft of heavy iron.
  The spear can be removed from the statues hands by sliding it 
  out. It will, however, take a combined Strength of 5 to do so. 
  The spear is approximately the same size as a halberd, but it is 
  too cumbersome for any creature smaller than an ogre to wield. 
  Apart from its size, there is nothing special about the spear, 
  though it has a value of 50 gp. 
  Locals will know... this statue is made in the likeness of the “Bull 
  Demon King,” a shapeshifting demon who is often depicted 
  as white bull. 
  Background Information: The Bull Demon King is an alternate 
  name for Kusarikku the Doorkeeper, the Warden of the 
  Wells of Darkness (the 73rd layer of the Abyss, which serves 
  as a prison to a number of demon lords). 
  7. Main Sanctuary
  This massive chamber appears to be the main sanctuary of 
  the undertemple. 
  A recessed area on the north wall features a 60' tall painted 
  wood statue of a demon with legs that are both reptilian and 
  avian, tentacle-like arms, and a monkey-faced head. If it had 
  a second head, you might guess this was Demogorgon.
  
  9
  VAULT OF THE FACELESS GIANTS
  Painted wooden statues in the four corners of the room de-
  pict human fighters dressed only in a loin cloth, holding an 
  escrima stick in each hand, and wearing a crown-like helm. 
  (The weapons and helmets are part of the carved wood of 
  the statues.)
  Painted in white paint on the floor in the middle of the room 
  is a large (15' diameter) arcane symbol of some sort.
  Those able to read/comprehend languages (or similar) will be 
  able to ascertain that the symbol represents the word “shadow.”
  Stepping onto the symbol will cause two things to happen: 1) it 
  will close the passages to the south (if they are open), and ) it will 
  open the secret door (between the statue’s legs) for  turns. 
   
  Close the Passages: The sound of grinding stone will be 
  heard as the passages into the room (to the south) begin to 
  close; the walls of the passages will take 1 round to “close in” 
  to the point of being impassable, except in gaseous form (or 
  similar). If the passages are already closed when the symbol 
  is activated, they will continue to stay closed. The passages 
  may be subsequently opened by stepping on the symbol in 
  area 8.
   
  Open the Secret Door: With a “sliding” sound, a secret door 
  will open between the legs of the large statue, providing ac-
  cess to area 8. The secret door will remain open for  turns 
  before closing automatically. If the symbol in this room, or 
  the symbol in area 8, is stepped on, the door will remain 
  open for  turns from its last “activation.”
  8. Shadow Passage
  Painted in white paint on the floor about 10' in from the door 
  is a 5' diameter arcane symbol, similar (but not identical) in 
  appearance to the symbol in the other room. 
  The room extends westward but seems to “fade off” into 
  shadow. It’s not just like your lights don’t seem to work; it’s as 
  if the very substance of the Material Plane fades into shadow.
  Those able to read/comprehend languages (or similar) will be able 
  to ascertain that the symbol represents the word “darkness.”
  Stepping onto the symbol will cause two things to happen: 1) it 
  will open the passages to the south of area 7 (if they are closed), 
  and ) it will open the secret door (between the statue’s legs) for 
   turns. 
   
  Open the Passages: The sound of grinding stone will be 
  heard as the passages into area 7 (from the south) begin to 
  open; the walls of the passages will take 1 round to “open 
  up.” If the passages are already open when this symbol is ac-
  tivated, they will continue to remain open. The passages may 
  be subsequently closed by stepping on the symbol in area 7.
   
  Open the Secret Door: With a “sliding” sound, the secret 
  door will open between the legs of the large statue, provid-
  ing access to area 7. The secret door will remain open for 
   turns before closing automatically. If the symbol in this 
  room, or the symbol in area 7, is stepped on, the door will 
  remain open for  turns from its last “activation.”
  The room extends westward “fades off” into shadow. As the 
  room extends westward, it accesses a passage through the Plane 
  of Shadow with its egress located in area 16 of The Tangle (an 
  underground network of caverns and passages featured in PA2: 
  Spawn of Xumaltet). 
  9. Temple Bell
  A large iron temple bell is hung in the northern area of this 
  room. It looks to be terribly rusted, so much so that ringing it 
  may cause the bell to crack into several pieces. 
  The bell radiates an aura of evil (e.g., to magical or psionic means 
  of detection). It is enchanted and provides the “life” to the undead 
  present in the undertemple area. If rung, the bell will crumble 
  and all undead present in the temple (including the aqlghoul) will 
  fall lifeless to the ground.
  10. Guards Chamber
  Three skeletons attack, each one armed with two escrima 
  fighting sticks and wearing a crown-like bronze helm. For 
  skeletons, they’re remarkably agile, moving much quicker 
  than you’d expect.
  The creatures are 3 skeleton stick fighters (hp:7,6,4), each 
  armed with  escrima fighting sticks (as clubs that each do 1d4). 
  The highly-decorative helms are made of bronze (10 gp each). 
  Skeleton stick fighters: HD:1+1*; AC:6; #A: sticks; D:1d4 
  each; M:150'(50'); ST:F1; MR:1; AL:Chaotic; the skeletons  
  attacks for the round may be made against different opponents.
  11. Shrine of white Death (Aqlghoul Lair)
  A pagoda shrine set against the north wall is painted white. 
  A ghostly white human in a black robe sits in a meditative 
  pose within the pagoda structure. After a moment, his eyes 
  open—their bloodshot whites filled with hate. He leaps to his 
  feet and attacks!
  The creature in the pagoda is an aqlghoul (hp:16). It may be 
  turned as a wight (3HD undead).
  Background Information: The aqlghoul was once the lead priest 
  assigned to this shrine. It was he who defiled the shrines of the  
  benevolent spectres (areas 4 and 5). In gratitude, the White 
  Bone Spirit granted him life after death... as an aqlghoul!
  Aqlghoul: HD:3**; AC:4; #A: claws/1 bite; D:1d3+special 
  (×3); M:10'(40'); ST:F3; MR:9; AL:Chaotic; Psionics [PL:3; 
  PSPs:15; Attack Modes: ego whip, mind thrust; Defense Modes: 
  immune to psionic attack modes; Psychometabolic Disciplines: 
  S) shape alteration* (hyena only, no PSP cost); Clairsentient Dis-
  ciplines: D) 360° vision* (always on), detection of good* (always 
  on)]; immune to sleep, charm, and hold effects; immune to mind-
  reading of a magical (but not psionic) nature.
  An iron chest in the corner contains: ,000 sp, 4,000 gp; and 7 
  gems (460 gp total value): turquoise (10 gp), banded agate (50 gp), 
  chrysoprase (100  gp), chrysoprase (100 gp), malachite (50 gp), 
  carnelian (100 gp), eye agate (50 gp).
  
  30
  VAULT OF THE FACELESS GIANTS
  Hand of rahb
  ARMOR CLASS: 9 
  HIT DICE: 1d8 
  MOVE: 10'(40') 
  ATTACKS: 1 weapon (dagger) 
  DAMAGE: 1-4 or by weapon
  NO. APPEARING: 1-6 
  SAVE AS: Fighter:1 
  MORALE: 9 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic 
  Hands of Rahb are the foot soldiers of the cult—normal men 
  dressed only in a white loin cloth and armed with a khmer dag-
  ger (a cast bronze, leaf-bladed dagger with an ornamented handle 
  and hilt). For each 5 Hands of Rahb encountered, there will be 
  an additional Blade of Rahb. If 10 or more Hands of Rahb are 
  present, there will be an additional Claw of Rahb. 
  Blade of rahb
  ARMOR CLASS: 8 (5) 
  HIT DICE: 1d6 
  MOVE: 10'(40') 
  ATTACKS: 1 (bare hands)  
   
  or  (dao swords) 
  DAMAGE: 1-4 or 1-6/1-6
  NO. APPEARING: 1 
  SAVE AS: Monk:1 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic 
  PSIoNIC ABILITIES
  PSIONIC LEVEL: 1 ( PSPs) 
  Psychometabolic: D) biofeedback 
  Blades of Rahb are 1st level monks in service of the Cult of Rahb. 
  They are normally dressed in a red loin cloth and armed with  
  dao (curved blade) swords. They are ambidexterous and, if using 
  their swords in combat, may make up to  attacks against a single 
  opponent during the round (doing 1d6 on each successful “to 
  hit” roll). If the situation permits, the first move a Blade of Rahb 
  will make before entering combat is to initiate his biofeedback 
  discipline (at the standard PSP cost of 1), lowering the Blade’s 
  AC by 3 for  turns.
  Claw of rahb
  ARMOR CLASS: 9 
  HIT DICE: 1d4 
  MOVE: 10'(40') 
  ATTACKS: 1 
  DAMAGE: 1-4 or by weapon
  NO. APPEARING: 1 
  SAVE AS: Mystic:1 
  MORALE: 10 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic 
  PSIoNIC ABILITIES
  PSIONIC LEVEL: 1 (5 PSPs) 
  Attack modes: mind thrust
  Defense modes: none
  Psychometabolic: S) animal affinity (tiger); D) biofeedback, 
  cell adjustment, expansion 
  Claws of Rahb are 1st level mystics in service of the Cult of 
  Rahb. They are normally dressed in a tiger skin loin cloth and 
  armed with a khmer dagger. All Claws of Rahb possess the 
  psychometabolic major science animal affinity, and all Claws 
  have an affinity for the same animal—a tiger. If the situation 
  permits, manifesting this ability is the first action a Claw of 
  Rahb will take when entering combat; if further time permits 
  (and he has the PSPs available), the Claw will then manifest his 
  expansion ability. When manifesting animal affinity, the Claw 
  of Rahb may choose one of the following benefits which per-
  sists for the discipline’s  turn duration: a) an Armor Class of 6; 
  b) a movement of 150'(50'); or c) a tiger’s attacks and damage 
  ( claws each doing 1d6/1 bite doing d6). A Claw of Rahb 
  will only attack with his dagger if the situation limits the Claw’s 
  chances of successfully manifesting his psionic abilities.
  Eye of rahb
  ARMOR CLASS: 9 
  HIT DICE: 3d4 
  MOVE: 10'(40') 
  ATTACKS: 1 
  DAMAGE: 1-4 or by weapon
  NO. APPEARING: 1 
  SAVE AS: Mystic:3 
  MORALE: 11 
  TREASURE TYPE: L 
  ALIGNMENT: Chaotic 
  PSIoNIC ABILITIES
  PSIONIC LEVEL: 3 (15 PSPs) 
  Attack modes/Defense modes: any /any 1
  Psychometabolic: S) any ; D) any 5
  Clairsentient: S) any 1; D) any  
  Eyes of Rahb are 3rd level mystics in service of the Cult of Rahb. 
  They are normally dressed in black hooded robe, and armed 
  with a khmer dagger. All Eyes of Rahb possess psionics as a 
  third level mystic, having access to the root (psychometabolic) 
  and sacral (clairsentient) chakras. 
  Face of rahb
  ARMOR CLASS: 9 
  HIT DICE: 5d4 
  MOVE: 10'(40') 
  ATTACKS: 1 
  DAMAGE: 1-4 or by weapon
  NO. APPEARING: 1 
  SAVE AS: Mystic:5 
  MORALE: 1 
  TREASURE TYPE: L× 
  ALIGNMENT: Chaotic 
  PSIoNIC ABILITIES
  PSIONIC LEVEL: 5 (5 PSPs) 
  Attack modes/Defense modes: any 3/any 
  Disciplines (see below): S) any 3; D) any 10 
  Faces of Rahb are 5th level mystics in service of the Cult of Rahb. 
  They are normally dressed in red hooded robe, and armed with 
  a khmer dagger. Each Face of Rahb has access to only one of 
  the lower five chakras, but may select any one of those five as his 
  or known chakra (i.e., wild attainment); the Face of Rahb then 
  chooses all of his or her sciences and devotions from that single 
  chakra. Larger cults of Rahb will be led by a council consisting 
  of 5 Faces of Rahb, with each Face having access to a different 
  chakra than the other 4 Faces on the council.
  Votaries of rahb
  
  31
  VAULT OF THE FACELESS GIANTS
  Abyssal Locust 
  ARMOR CLASS: 6 
  HIT DICE: 1+1* 
  MOVE: 60'(0')/180'(60') 
  ATTACKS: 4 forelimbs 
  DAMAGE: 1-4/1-4/1-4/1-4 
  NO. APPEARING: 1-4 (5-0) 
  SAVE AS: Fighter:1 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Chaotic
  Those abyssal larva (see Creature Compendium II) that 
  mature, but are not chosen by higher demons to be bred as a 
  particular race of demon, naturally metamorphosize into abyssal 
  locusts. The larval coloration becomes replaced by a variety of 
  deeper, jewel-like tones (ranging from sulphur yellow to putrid 
  jade green to bloody purple). Additionally, the mind of the larva 
  degrades, causing the chaos of its mind to be calmed, thereby 
  eliminating any sort of immunity to mind-affecting abilities.
  The forelimbs of an abyssal locust are razor sharp, doing 1d4 
  each. Furthermore, if all 4 forelimbs attack a single target suc-
  cessfully, the abyssal locust may choose to pick up any victim 
  of human size or smaller and carry the victim away at a speed 
  of /3 normal for anything dwarf-sized or smaller, and 1/3 
  normal for any victim larger than a dwarf. This makes abyssal 
  locusts quite desirable as aerial support to other demons.
  Demon Monkey* 
  ARMOR CLASS: 4 
  HIT DICE: +** 
  MOVE: 90'(30') 
  ATTACKS: 1 (bow or spell) 
  DAMAGE: 1d6 or by spell 
  NO. APPEARING: 1-6 (-1) 
  SAVE AS: Dwarf: 
  MORALE: 9 
  TREASURE TYPE: B,L 
  ALIGNMENT: Chaotic
  These Abyssal creatures are often found in service of stronger 
  demons. A significant population of demon monkeys can be 
  found in the Abyssal layer of Nork, for they serve in great num-
  bers at Lanku, the island fortress of the demon lord Rahb.
  Demon monkeys are quite excellent marksmen, gaining a +1 
  “to hit” bonus when using a bow. Additionally, given their small 
  size (they are about the same size as halflings), they benefit from 
  a – AC bonus against creatures larger than man-sized. Fur-
  thermore, a +1 or better weapon is required “to hit” a demon 
  monkey, and they are immune to silver weapons. Demon mon-
  keys may become ethereal at will, and area able to cast spells as 
  a nd level magic-user.
  Ooze, Ectoplasmic*
  ARMOR CLASS: 5 
  HIT DICE: 3+1 
  MOVE: 10'(40')/10'(40') 
  ATTACKS: 1 touch 
  DAMAGE: 1-8 + special 
  NO. APPEARING: 1-6 
  SAVE AS: Fighter: 
  MORALE: 8 
  TREASURE TYPE: Nil 
  ALIGNMENT: Neutral
  Ectoplasmic oozes appear similar in size and shape to gray oozes, 
  except that ectoplasmic oozes are bright green, give off a glowing 
  green light, and are able to fly. They are common where stresses, 
  rips and tears occur in the fabric of the planes.
  Ectoplasmic oozes are not aggressive, but will defend them-
  selves earnestly if attacked. On a successful “to hit” roll, an 
  ectoplasmic ooze does 1d8 damage, and the ooze’s victim must 
  save vs. paralysis or become entangled (similar to the magic-
  user spell web). A human of normal strength can break free of 
  the goo in d4 turns, but smaller creatures will take considerably 
  longer. Once a creature is entangled, the ooze begins draining 1 
  hit point per round until the victim is dead or the ooze has been 
  killed. The ooze does not absorb these hit points; instead, the lost 
  hit points dissipate into the fabric of the planes. An ectoplasmic 
  ooze may not make any attacks while a victim is entangled. If the 
  ooze is attacked while a victim is entangled, the ooze will “spit 
  out” the victim in order to defend itself against other attackers.
  A +1 or better weapon is required “to hit” an ectoplasmic ooze, 
  and ectoplasmic oozes takes only half damage from energy at-
  tacks (i.e., heat, cold, electricity and sound). They are affected 
  normally by acid and purely arcane forces (e.g., magic missile).
  New Monsters
  
  3
  VAULT OF THE FACELESS GIANTS
  No. Name 
  Sex 
  Class 
  Level 
  STr INT wIS DEX CON CHA 
  ALIGNMENT 
  HP 
  AC
   1 
  Chenda 
  F 
  Cleric 
  1 
  15 
  1 
  10 
  10 
  1 
  17 
  Lawful 
  6 
  4
   2 
  Duror 
  M 
  Dwarf 
  1 
  14 
  10 
  15 
  1 
  15 
  11 
  Lawful 
  9 
  4
   3 
  Jastra 
  F 
  Elf 
  1 
  1 
  16 
  9 
  15 
  10 
  13 
  Neutral 
  5 
  5
   4 
  Jumoke 
  M 
  Fighter 
  1 
  17 
  8 
  11 
  15 
  13 
  11 
  Chaotic 
  7 
  6
   5 
  Olo 
  M 
  Halfling 
  1 
  13 
  9 
  11 
  17 
  13 
  10 
  Lawful 
  4 
  6
   6 
  Nizam 
  M 
  Magic-user 
  1 
  9 
  18 
  10 
  13 
  10 
  11 
  Neutral 
  3 
  0
   7 
  Amisi 
  F 
  Mystic 
  1 
  8 
  14 
  16 
  13 
  10 
  14 
  Lawful 
  3 
  0
   8 
  Kontar 
  M 
  Monk 
  1 
  14 
  11 
  9 
  16 
  14 
  8 
  Neutral 
  6 
  0
   9 
  Shani 
  F 
  Thief 
  1 
  13 
  9 
  10 
  16 
  13 
  15 
  Chaotic 
  4 
  0
  1 CHENDA (Female Cleric:1) 
  Equipment: hide armor, shield, war hammer,  
   
  holy water ( vials)
  2 DUrOr (Male Dwarf:1) 
  Equipment: lamellar armor, battle axe, rope (50'),  
   
  iron spikes (6), leather backpack, torches (3), 
   
  tinder box (flint & steel)
  3 JASTrA (Female Elf:1) 
  Equipment: chain mail, sword (normal), short bow,  
   
  arrows (1), 10' pole
  4  JUMOKE (Male Fighter:1) 
  Equipment: leather scale armor, two-handed sword
  5 OLO (Male Halfling:1) 
  Equipment: leather scale, sling, sling stones (30),  
   
  leather backpack
  6 NIZAM (Male Magic-user:1) 
  Equipment: dagger 
  Spells: hold portal
  7 AMISI (Female Mystic:1) 
  Equipment: dagger 
  Disciplines (PSPs:5): Psychometabolic: S) complete  
   
  healing, D) absorption, biofeedback, body weaponry
  8 KONTAr (Male Monk:1) 
  Equipment: dagger 
  Disciplines (PSPs:2): Psychometabolic: D) cell adjustment
  9  SHANI (Female Thief:1) 
  Equipment: sword (normal), thieves’ tools, oil (3 flasks),  
  tinder box (flint & steel), mirror (hand-sized, steel),  
  rope (50'), leather backpack
  Pre-generated Characters
  Open Game License
  Open Game Content may only be used under and in terms of the Open 
  Game License (OGL.)
  This entire work is designated as Open Game Content under the OGL, 
  with the exceptions of the trademark “Old School Adventures,” and “New 
  Big Dragon Games Unlimited,” and with the exception of all artwork  
  not already in the public domain. These trademarks, the artwork and 
  the “trade dress” (fonts, layout, style of artwork, etc., including all charts 
  and graphs) of this work are reserved as Product Identity. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b) “Deriva-
  tive Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to repro-
  duce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means the game me-
  chanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is  
  an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Prod-
  uct Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and  
  descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or ef-
  fects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative  
  Material of Open Game Content. (h) “You” or “Your” means the li-
  censee in terms of this agreement.
  . The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly li-
  censed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  1. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent neces-
  sary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 000, Wizards of the Coast, Inc.
  System Reference Document Copyright 000-003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Basic Psionics Handbook Copyright 000, Richard J. LeBlanc, Jr./
  New Big Dragon Games Unlimited.
  Old-School Adventures™  
  Module PA1: Vault of the Faceless Giants,  
  Copyright © 2015, Richard J. LeBlanc, Jr./ 
  New Big Dragon Games Unlimited.
  
  Many generations ago, a temple set in the side of a cliff a few miles northwest of the village of Phoumi Sramol  
  acted as the center of worship for evil adherents of the demon lord Rahb. Livestock would die, villagers would  
  be kidnapped, plagues would befall the area. It was believed this was all done in service of bringing Rahb into  
  the physical world from his Abyssal home—an island fortress known as Lanku.
  Suddenly, however, all of the evil and suspicious activity around the temple stopped. Legend holds that it was  
  the great adventurer Somnang whose hand stopped the evil, but no one is really sure. 
  Now, generations later, an occurance in the village has the locals questioning whether or not the evil is returning. 
  The local woman, Kanya, claims her baby was snatched from her hands in the middle of the night by followers  
  of Rahb, dressed in loin cloths, their faces painted to resemble the many-faced demon. 
  The chief denies the temple’s relationship to the missing child. He suggests instead the woman “lost” the baby  
  in the jungle and a tiger ate it; he purports she is simply unwilling to admit her absentmindedness (something for 
  which she is well known by the locals).
  If the woman is telling the truth, however, then there is much to be feared, and the story bears investigating— 
  not just for the sake of the woman and the community, but for the sake of a world where this kind of evil can exist.
  © 2015, New Big Dragon Games Unlimited
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/3rd Party/New Big Dragon - PA1 - Vault of the Faceless Giants.pdf