TEXT: Frog God 
  Games
  An adventure brought to you by 
  Bill Webb of  Necromancer Games.
  An adventure brought to you by 
  ONS2
  — Death in the Painted Canyons —
  By Kenneth Spencer
  
  2
  Author
  Kenneth Spencer
  Developers
  Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Greg A. Vaughan
   
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rowena Aitken
  Interior Art
  MKUltra Studios
  Cartography
  Robert Altbauer
  Credits
  Frog 
  God 
  Games
  tough 
  adventures 
  for tough 
  players
  ©2011 Bill Webb, Frog God Games and Kenneth Spencer. All rights reserved. All rights 
  reserved. Reproduction without the written permission of the publisher is expressly forbid-
  den. Frog God Games, Frog God Games. and the Frog God Games logo, One Night Staands: 
  Jungle Ruins of Madaro-Shanti is a trademark of Frog God Games and Scott Casper. All 
  rights reserved. All characters, names, places, items, art and text herein are copyrighted by 
  Frog God Games, Inc. The mention of or reference to any company or product in these pages 
  is not a challenge to the trademark or copyright concerned.
  
  3
  Table of Contents
  Introduction ............................................................................... p. 4
  The Satrap’s Request  .................................................................... p. 5
  The Painted Canyons  ................................................................... p. 13
  The Two Bloody Spears  ................................................................ p. 16
  Legal Appendix  ........................................................................... p. 23
  
  4
  Death in the Painted Canyons is an adventure for Swords & 
  Wizardry for 4-6 characters levels 5-6. The party should includes a 
  mix of abilities, especially characters with investigative and survival 
  skills. It would be helpful, but not necessary, if at least one PC has 
  some knowledge of the Painted Canyons, or at least some experience 
  with desert survival. If your party lacks investigative skills, there are 
  clues as to the criminal conspiracy in the gnoll encampment, or you 
  can just drop that aspect of the adventure and run it as a stand-up 
  fight. Parties lacking survival skills or desert experience can hire a 
  guide at Salt Springs for 3 silver shekels (gp) a day. There is a hidden 
  secret behind all the events of Death in the Painted Canyons; a great 
  deal of combat can be expected, and those attempting this adventure 
  should be prepared for a vicious battle before resolving the plot.
  The adventure takes place in a hilly, arid region called the Caliphate, 
  but can be set in any campaign world. A well-defined caravan route 
  dotted with caravanserai, small walled oasis communities that 
  provide safe locales for the caravans to rest and resupply, crosses this 
  region. Each caravanserai is almost an independent fiefdom, their 
  isolation resulting in the local rulers possessing great leeway in the 
  exercise of their authority. 
  Adventure Background
  Caravans passing from the caravanserai at Salt Springs through 
  the Painted Canyons and on towards the oasis town of Beni-Hadith 
  are being attacked by a band of gnolls. These gnolls have been 
  particularly lucky, always seeming to strike the caravans that are the 
  least guarded and where the most valuable items are being carried. 
  The Satrap of Salt Springs has offered a bounty  for the destruction of 
  these gnolls but is unaware that treachery from within actually lurks 
  behind the attacks.
  Adventure Summary
  All is not as it seems, as the gnolls are in the employ of Hiram 
  Parth, a corrupt merchant in Salt Springs. Parth has been supplying 
  them with information concerning the caravans and then fencing the 
  goods through his criminal contacts in the distant city of Bhutan. As 
  the adventurers poke around they alert Parth, and he will warn the 
  gnolls. To solve the mystery, the heroes must not only face the gnolls, 
  but also uncover the traitor in Salt Springs. But all know that only 
  death awaits in the Painted Canyons.
  Introduction
  Death in the Painted Canyons
  
  5
  The Satrap’s Request
  The PCs are traveling through an area not far from Salt Springs 
  when they notice that placed in the markets are several offi cial 
  announcements calling for adventurers and mercenaries to come to 
  the aid of the Satrap of Salt Springs. Alternately, the PCs can hear 
  about the job through idle gossip in taverns or from a crier hired by 
  the pasha’s agents to spread the word.
  The PCs can fi nd out more by asking around. His Wisdom, Pasha 
  Hari Abubakkar, has a reputation for being an honest, if somewhat 
  harsh, man. Caravans passing through his territory can expect 
  to receive decent treatment. Criminals, on the other hand, can 
  expect the maximum punishment allowed by law, if not more. In 
  the past, wandering swordsmen and such riff-raff have received 
  little assistance from His Wisdom, and more than a little offi cial 
  harassment. That he is openly requesting the aid of such folk is a sign 
  that he has grown desperate, a situation that an enterprising party can 
  work to their advantage.
  It should take the PCs no more than a day or two to reach Salt 
  Springs. The trip is uneventful.
  The Satrapy of Salt 
  Springs
  The caravanserai at Salt Springs is a sprawling walled compound 
  encompassing the springs themselves, as well as stables, markets, 
  inns, and the Satrap’s Palace. Salt Springs sits at the edge of a large 
  erg, a region of open sandy desert. Its location is the sole reason for its 
  existence, and the entire population is engaged in providing services 
  — both legal and otherwise — to the many caravans traveling through 
  the region. Daily, a string of camels and more exotic draft animals 
  trundles into the maw of Salt Springs. The journey from distant 
  lands is long and arduous, and so most merchants work one stage 
  of the Great Caravan Road. In Salt Springs they can rest, resupply, 
  and exchange goods brought from one end of the Great Road for 
  goods from another. The pasha collects a tax on every transaction, 
  and forwards a portion of it to the caliph far to the west. The next 
  treasure caravan is due to depart in a few months, and worries over 
  the gnoll raids are what have prompted His Wisdom to stoop to hire 
  adventurers.
  Most of the structure is fully roofed, thus limiting entrance to a few 
  choice, and well guarded, doors. Slaves are routinely tasked with 
  shoveling away dunes that have piled up against the caravanserai’s 
  walls and gates. The structure itself is built from limestone quarried 
  from the Painted Canyons and artfully arranged in bands of color. The 
  roof is also of stone, though centuries of torches and lanterns have 
  stained the vivid colors a dull black. Navigating the caravanserai is 
  diffi cult, and a local guide is highly suggested, less one become lost in 
  the maze of covered streets and markets. Lanterns light the merchant 
  and market areas, as well as some of the residential neighborhoods, 
  but beyond these a wanderer should bring his or her own light source.
  Salt Springs is divided into six quarters based on the type of people 
  who live there or the tasks they perform. 
  Local Currency
  You can give the adventure a more exotic feel by referring 
  to the monetary currency by the local names. In the Caliphate, 
  a silver shekel (a heavy silver coin) is the equivalent to a 
  standard gold piece (1 gp), while a gold daric (1 pp), a 
  silver drachma (1 sp), and a copper obol (1 cp) round out 
  the currency equivalencies. PCs can exchange their normal 
  currency prior to the adventure at this rate, or if it is easier 
  you can simply ignore the Caliphate designations and use 
  the standard currencies (given in parentheses throughout the 
  adventure).
  ADVENTurErS AND MErCENArIES WANTED!
  By His Wisdom, Pasha Hari Abubakkar,
  The Satrap of the Salt Springs Caravanserai
  To Rid His Wisdom of a Plague of Gnolls that, 
  in their Perfi dy, have troubled His Wisdom,
  Especially The Most Villainous Leaders of this 
  Savage Band, Red Mane and Talking Dog.
  Success will be Greatly Rewarded:
  5 Silver Shekels per Pair of Gnoll’s Ears
  200 Silver Shekels Each for Red Mane and Talking Dog
  An Additional Reward and His Wisdom’s 
  Eternal Gratitude and Respect
  For Disposing of this Issue Once and for All.
  
  6
  1. The Pasha’s Palace
  The central quarter is the Pasha’s Palace, a network of rooms and 
  corridors decorated in a restrained opulence and heavily guarded. 
  These areas are well lit at great expense by glass jars containing 
  continual lights. The pasha is wealthy enough to maintain a small 
  garden at the center of the palace so that he and his favorites may 
  enjoy natural light, water fountains, and green vegetation.
  2. Merchant’s Quarter
  Close to the palace, but also adjacent to the Central Souk, is the 
  Merchant Quarter. In addition to the resident merchants, traveling 
  merchants can find high-class accommodations here. The area is lit by 
  lanterns and well tended by a cadre of slaves (owned by the pasha and 
  rented to the merchants). Guards regularly patrol here, and a guard station 
  sits in the middle of the quarter. It is here that the infamous bitter springs 
  of the caravanserai flow (Area A), closely controlled by the merchant’s 
  consortium and only open for public use during certain hours of the day.
  3. Central Souk
  The Central Souk is the largest of several open markets within the 
  walls and roof of the caravanserai. Goods of all kinds change hands here, 
  mostly in bulk. A few vendors work the edges selling food and water, 
  but the souk is largely given over to the larger merchants. Other souks 
  throughout Salt Springs are dedicated to various types of goods, such as 
  preserved food, bulk water, livestock, clothes, and manufactured goods. 
  4. Dwarven Souk
  The Dwarven Souk is home to the small Stoneholme clan of dwarves 
  from the near-fabled Northlands who operate a large smithy and are 
  willing to repair or manufacture metal goods, weapons, and armor.
  5. Caravaneers’ Quarters
  At the East Gate and West Gate are twin Caravaneers’ Quarters 
  designed to serve the caravans directly. Here there are stables, 
  inns, taverns, brothels, wine shops, and gambling dens. All these 
  businesses, even those of ill repute, are legal in Salt Springs, 
  provided that they pay their taxes to the pasha. Large beasts cannot 
  navigate the deeper corridors of the caravanserai, and so must remain 
  in the stable areas. Smaller animals are permitted further within the 
  caravanserai, provided the owner is willing to put forth a deposit 
  against any damages they might cause (and defecating outside a privy 
  is considered damage) This amount varies based on the nature of the 
  creature, though a minimum of 3 drachmas (sp) will be levied. These 
  quarters are lit by torches or lanterns and only loosely patrolled.
  6. Laborers’ Quarters
  Backing onto the Caravaneers’ Quarters and forming a narrow band 
  from gate to gate is the Laborers’ Quarter. This is the home to the free 
  men and women who load and unload the caravans, shuttle goods from 
  one gate to the other, and perform most of the day-to-day work of the 
  caravanserai. This area is rarely patrolled and is lit only by what means 
  the locals can afford, which means very little and only when necessary. 
  7. Slave Quarter
  Adjacent to the Laborers’ Quarter, but only connected to it by two 
  narrow, guarded corridors at the east and west ends, is the small Slave 
  Quarter. Slaves are used for the least pleasant tasks in Salt Springs, such 
  as cleaning out privies and hauling the muck to the roof to be dried for 
  use as low cost fuel or fertilizer. Below the Slave Quarter is a large natural 
  cavern that has been expanded, and is used to grow certain varieties of 
  the satrap's request
  
  7
  the satrap's request
  edible mushroom and raise stunted, blind cows (both originally brought 
  at great expense from the Dwarven Holds to the north).
  Most districts of Salt Springs are safe; the pasha makes sure 
  travelers and merchants can pass though unmolested. However, 
  there are no laws or rulership so draconian as to completely stamp 
  out crime, and smuggling as well as con games and the occasional 
  robbery do occur. The areas around the Caravaneers’ Quarter, the 
  Laborer’s Quarter, and Slave Quarters are the most notorious.
  Meeting the Satrap
  The PCs are asked their business when they approach the gates, 
  and if they reply that they are here to answer the Satrap’s call for 
  adventurers, they are escorted to a set of rooms inside the gates 
  where they may rest and recover from their journey. Although treated 
  with respect, they are not able to wander the caravanserai without 
  an escort. After some time, they are brought to the palace for an 
  audience with His Wisdom, Pasha Hari Abubakkar.
  The audience room is small, but well decorated with rich tapestries 
  and ornaments of gold. The fl oor is covered with a detailed mosaic map 
  of the satrapy, including the Great Caravan Road through the Painted 
  Canyons. As His Wisdom explains matters to the party, he leaves his 
  throne and walks around the tile, pointing out areas as he mentions them.
  “I am an open and honest man, so I will tell you what is in my 
  mind and heart. I fi nd your kind abhorrent; your unbound and 
  vagabond lifestyle mocks all that is good and orderly in society, 
  and you are little more than bandits, renegades, and cutthroats. 
  However, I fi nd myself in need of your sort of scum, and so you 
  can expect fair and equitable treatment from me. During your 
  stay in my satrapy, you will receive food and lodgings equal to 
  the task I am placing before you, and not equal to you station — 
  that is, you will be treated far better than you deserve. 
  “Caravans traveling from here to the oasis at Beni-Hadith must 
  pass through a region 100 miles in length known as the Painted 
  Canyons. As they travel through that blasted and desolate land, 
  they are often being attacked by a band of unclean beastmen — 
  gnolls. These brutes, less than savages in my view, have so far 
  eluded my soldiers and managed to escape back into the maze 
  of canyons from which they spring forth.
  “The gnolls are lead by an infamous savage named Red Mane, 
  a beast of great size and cunning. A pagan shaman called Talking 
  Dog assists him in his depredations. We have reason to believe 
  that these base creatures enslave captives taken in these raids, 
  and that some have even been sacrifi ced to their dark gods.
  “The attacks have been well planned, and seem to strike at the 
  caravans when they are at their most vulnerable. Furthermore, 
  the most valuable cargoes are targeted with too much regularity 
  to be a mere coincidence. Red Mane has managed to even sniff 
  out hidden cargoes and carry these off. How such lowly and 
  barely intelligent creatures — who all know are not much more 
  than animals — have managed this is beyond me. You have no 
  doubt seen the posts I have had placed throughout the region 
  and are thus aware of the rewards I am offering. That will be 
  your total reward for this enterprise, as I wish to have any goods 
  taken by the gnolls returned to their rightful owners or, if such 
  cannot be found, I will gift their value to worthy causes.
  “If you have any needs that must be addressed, please feel 
  free to bring them to Hiram Parth, a respected merchant of this 
  caravanserai and my wisest advisor. You may now leave my 
  presence until you can return in triumph and glory. May the 
  gods be with you.”
  
  8
  the satrap's request
  The pasha’s starting attitude towards the party is indifferent, although 
  this may change in the course of the conversation if the adventurers 
  either impress him or lower themselves in his (already low) esteem.
  If the PCs impress the pasha, he will be more respectful and provide 
  them with better accommodations. If they are disrespectful or appear 
  inept, he will become quite unfriendly and signal an end to the already 
  chilly reception. In this case the party can expect a minimum of 
  assistance; they are merely servants tasked with an unpleasant chore, 
  after all. The party is then escorted back to their quarters and told that 
  Hiram Parth will be available to meet with them the next morning. 
  If the pasha’s attitude remains basically unchanged as a result of the 
  interview, the PCs will be quartered in the servants’ quarters of his palace 
  (Area B) and given a fi ne meal to fortify them before their coming 
  endeavors. They may come and go from these quarters as they please for 
  up to 1 week before the pasha grows impatient and his attitude changes 
  back to indifferent. If the pasha is impressed by them, that night the PCs 
  are given lavish guest chambers in the palace (Area C) and are treated to 
  fi ne food and wine, as well as, entertainment provided by a minstrel and 
  several dancing girls. They are given free run of the palace (including 
  passwords to the dungeon) and the caravanserai. They will remain in 
  favor for 2 weeks, after which point the pasha might rethink his general 
  impression if the party seems not to be worth his high regard. If the party 
  bungled the interview, they will be barracked in unused bunks in the 
  guardhouse of the Pasha’s Dungeon (Area F2) but given the password 
  to come and go freely. Finally, if the adventurers managed to appear 
  simultaneously incompetent and rude, the party is on its own and must 
  fi nd and pay for its own lodgings out in the caravanserai while in Salt 
  Springs. If they have not left the caravanserai within a week of accepting 
  their audience, the pasha grows impatient, and there is a 30% chance 
  each day that one of them will be arrested by the pasha’s secret police 
  and thrown in the dungeons for 1d4 days for some minor violation, e.g. 
  vagrancy, loitering, etc. (see “Complications in Salt Springs”).
  The House of Parth 
  (Area D)
  The morning following their audience with the pasha, the PCs are 
  again escorted through the caravanserai, this time to the house of 
  Salt Spring’s most prosperous merchant, Hiram Parth. Parth lives in 
  a modest home built on the inside of the caravanserai’s outer wall 
  (Area D). The outside lacks adornment of any type, but once inside, 
  the party is struck by the sheer opulence of the dwelling. Golden 
  threaded tapestries hang on the walls, the furnishings are made of 
  exotic hardwoods, every possible ornament is made from gold or 
  silver, and the cushions upon which Hiram and his guests sit are 
  covered with silk. Servants abound, and during their interview, the 
  PCs each have their own personal attendant to fi ll their drinks, bring 
  them food, and stand ready with bowls of water with which to clean 
  their fi ngers. After being led into Parth’s opulent dining salon and 
  being seated upon silk cushions around a low table, their jewel-
  bedecked host arrives. He is fat and jowly, wearing fi ne silks, silken 
  slippers, and a bright green turban ornamented with strings of tiny 
  pearls. Once all the PCs have seated themselves and been attended to 
  by their assigned servants, Parth seats himself and addresses them.
  In addition to their audience with Hiram Parth, at some point 
  the PCs may wish to break into his home and search it for clues if 
  they become suspicious of his involvement. He stays out late at his 
  warehouses most nights, so it would be a simple matter to try and 
  gain entry after the servants have left for the day and before he has 
  The PCs may ask Hiram for anything they may need, within 
  reason (100 shekels or less per individual), and will receive 
  it. The party may very well wish to question the fat merchant 
  about the gnolls, the Painted Canyons, or other issues (see 
  sidebox below).
  Questioning Hiram
  If the PCs question Hiram Parth, he freely provides the 
  information in normal font below if the right questions 
  are asked. He chooses not to disclose the information in 
  italics, since it is not in his interest to do so. How (and 
  if) the party gets this additional information depends on 
  how you choose to play the encounter, but if they simply 
  accept the briefing at face value, they will get none of 
  it. If the party contains a character with high Charisma, 
  Parth’s reaction to that will likely bring out a bit more 
  information, and if the party questions him actively, 
  they will not only receive more information but will also 
  realize that Parth is definitely avoiding certain details. 
  Even if the party does not get all the information from 
  Parth, but they ask around with the suspicion that they 
  didn’t hear the whole story, they are likely to get more 
  of the italicized information from other sources in the 
  caravanserai.
  If the PCs attempt to use magic or force to coerce Hiram 
  Parth, he calls for his guards — 3 large eunuchs armed with 
  falchions — who arrive in 1 round and attempt to take the 
  PCs captive. They will resort to deadly force if Hiram is 
  threatened or one of them is killed. Captured PCs are turned 
  over to the pasha on charges of “assault upon a person of 
  station,” sentenced to 10 days in the dungeons, and garner 
  consequences as explained under “Complications in Salt 
  Springs.” Killing any of the eunuchs does not produce 
  additional charges against the PCs. Killing Parth results in 
  a death sentence unless they are able to prove his guilt (see 
  “Rewards and Further Adventures”).
  3 Eunuch Guards (Ftr5): HD 5; HP 35, 25, 20; AC 6[13]; 
  Atk 1 scimitar (1d8+1 due to Str); Move 12; Save 12; 
  CL/XP 5/240XP; Special: None
  What Parth Knows
  • The attacks have been at random locations along the Great 
  Caravan Road through the Painted Canyons but always at 
  the most opportune places and upon speciﬁ c pack camels 
  carrying the most valuable goods.
  • The gnolls are little more than fi lthy beasts, attacking 
  like savage animals but appear to show a shrewd grasp of 
  military strategy, relying on different and varied tactics in 
  their ambushes.
  • The gnolls are of the Two Bloody Spears tribe that has 
  dwelt in the depths of the Painted Canyons for hundreds of 
  year, however they have only become this aggressive and 
  coordinated since the coming of the chief Red Mane and his 
  shaman Talking Dog.
  • His Wisdom has dispatched men to track the gnolls and, 
  though the gnolls apparently make no effort to hide their trail, 
  the men have returned empty handed or not at all. The gnolls 
  apparently plant traps and false trails for pursuers and take 
  prisoner those that fall into their hands.
  • None of the goods taken from the caravans has reappeared 
  in the markets of Salt Springs but there are other markets 
  available farther aﬁ eld such as the distant city of Bhutan 
  beyond the Painted Canyons at the western end of the 
  Caravan Road.
  • The settlement of Beni-Hadith is small and could be easily 
  avoided by anyone seeking to circumvent it in order to reach 
  the markets of Bhutan, but if the gnolls were doing so they 
  would need some sort of merchant contacts within that city in 
  order to sell their ill-gotten goods.
  
  9
  the satrap's request
  returned. He has a personal contingent of a dozen guards who are 
  always posted at the gates to his manor, but these could be avoided 
  with proper planning. Picking a lock will be necessary to gain entry 
  through a locked window or side door.
  12 Guards: HD 1; HP 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5; AC 4[15]; 
  Atk 1 scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: 
  None.
  Once inside Parth’s house, the PCs may search his personal 
  quarters. A search turns up several bottles that are marked as a cheap 
  vintage of wine (certainly out of place here) but if uncorked they 
  are revealed to hold a colorless oil with a peculiar odor. Searching 
  papers may uncover a list of names among his personal papers that 
  includes both merchants of distant Bhutan among their number and 
  a number of notable smugglers and bandits (use a check for secret 
  doors to see if these papers are identified during the search). No 
  explanation is given for the presence of these names, and they do 
  not comprise incriminating evidence in of themselves, but a Thief 
  character will recognize them to be members of the notorious thieves’ 
  guild known as the Zuma Qulldishi. It is also possible that a non-
  thief will recognize the connection to the thieves’ guild, although 
  this is unlikely unless the character would have some reason to have 
  learned this, either through shady connections or asking around in 
  the caravanserai about criminal activities.
  Unless the party has in some way manipulated Parth’s schedule, 
  there is roughly a 40% chance that Parth and his eunuch guards will 
  return to the house during the first hour of the search, increasing 
  cumulatively by 20% with each hour of searching. If the PCs do not 
  keep a lookout, then Parth takes note of their entry due to several small 
  telltale signs that are prepared throughout his house and attempts to 
  ambush them as they leave. In this case Parth and the eunuchs will 
  fight to the death to prevent anything the PCs have discovered from 
  leaving the house. If the party is warned by a lookout and escapes, 
  Parth will know that someone has been in the house, but is actually 
  unlikely to suspect that it was the characters.
  Hiram Parth (Ftr9): HD 9 HP 40; AC 4[15]; Atk 1 scimitar/
  dagger combination (+1 to hit, damage 1d8); Move 9; Save 6; 
  CL/XP 9/1100; Special: 1 potion of healing
  Further Trouble with Hiram Parth
  After their meeting with Hiram Parth, the PCs are free to travel 
  about Salt Springs at their leisure. If Hiram suspects the PCs may 
  be competent, or if they are getting close to discovering his crimes, 
  he will first approach them under the pretense that he does not wish 
  for His Wisdom’s reputation to be sullied by consorting with hired 
  mercenaries and offer up to 10,000 silver drachmas (sp) to just forget 
  the whole thing and leave town. If they refuse the money, or if they 
  seem too trustworthy, Hiram then hires some itinerate ne’er-do-wells 
  from the Laborers’ Quarter to kill them. 
  The 8 thugs lack finesse, and will simply kick in the door of the 
  party’s quarters one night in an attempt to slaughter them before 
  they are armed and armored (even if they are staying in the palace 
  servants’ quarters, which have an exterior entrance). If slain or 
  captured, the assassins still have the 200 silver drachmas on them 
  that they were paid. They will not rat out Hiram (for fear of reprisal) 
  unless put under torture, a process that will require 1d3 days and that 
  the pasha will attend to with relish if his attitude is generally friendly 
  toward the PCs. If Hiram’s involvement is uncovered, he will claim 
  it was done to protect the honor of his satrap; he will be given a 
  stern rebuke and placed under house arrest for 30 days by a slightly 
  bemused pasha.
  If the party leaves town before the “assassins” get their chance, or 
  is staying in the palace guest quarters, these curs will simply take 
  Hiram’s money and leave town in the opposite direction — you just 
  can’t hire good scum these days.
  8 “Assassins”: HD 1d6hp; HP 6, 6, 6, 5, 5, 4, 3, 2; AC 7[12]; Atk 
  1 scimitar (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
  The Investigation
  The PCs can use whatever means they deem necessary to find the 
  clues that lead to Hiram Parth and his scheme. Several options exist, 
  and enterprising parties will no doubt invent their own. They can 
  follow a caravan and hope it is attacked, talk to locals and witnesses, 
  press Hiram for more information, or simply go to the site of the 
  latest attack and attempt to follow the tracks back to the gnoll’s 
  encampment. If they decide to follow a caravan or investigate the 
  site of the latest attack, go to “The Ambush at the Ford”, in The 
  Painted Canyons chapter. If the PCs decide to return to Hiram Parth’s 
  residence to gain more information, see “The House of Parth” above.
  Talking to locals and witnesses requires a good deal of legwork for 
  the party. Hiram Parth has been instructed to aid the party in their 
  investigation, and he will search for any witnesses or survivors of 
  previous raids. Sadly, he finds none (or at least that is what he tells 
  the party), and will explain that other than the resident merchants 
  (who rarely leave) most of the population is rather transitory, and it 
  seems that all witnesses have moved on. If they investigate on their 
  own, the PCs will face a certain level of reluctance by the residents 
  of Salt Springs. 
  A better avenue would be to work the Caravaneers’ and 
  Laborers’quarters. It will take 1d4 hours of asking around to find a 
  witness to one of the gnoll attacks, and no more than three witnesses 
  can be located (caravan workers spend their time on the caravans, not 
  remaining in the caravanserai itself for very long at a time, so there 
  are not many available to find).
  If the party questions one of the witnesses, 1d3 of the following 
  information can be gleaned from each:
  • The gnolls used differing tactics each attack, sometimes swooping 
  
  10
  out of a side canyon, other times causing a rock fall to separate the 
  caravan into easily picked off pieces.
  • The gnolls are lead by a large and particularly ferocious packmaster 
  called Red Mane. He wields a magical flaming great axe in battle.
  • Talking Dog, the shaman of the Two Bloody Spears tribe, is a 
  potent spellcaster, and his acolytes aren’t unskilled either.
  • Most of the attacks took place at the far end of the Caravan Road, 
  nearer to Beni-Hadith than Salt Springs.
  • The gnolls seemed to single out certain camels, usually ones with 
  more valuable loads — even if those loads have been disguised or 
  there are decoy camels included in the caravan.
  • One caravan scout allegedly was able to follow the gnolls back 
  to their encampment and escape back to Salt Springs. His name is 
  Hurgash, but he is currently imprisoned in the Pasha’s Dungeon for 
  murdering a man in a bar fight and faces execution soon.
  Complications in 
  Salt Springs
  Salt Springs is in an isolated and barren region, and so nearly all 
  raw materials and manufactured items need to be imported at great 
  expense. Adding to this are the pasha’s high taxes and tariffs on all 
  goods that pass through the caravanserai, as well as, all transactions 
  that occur within its walls. This means that all legal purchases 
  and services are increased by 150% over the list price. Goods and 
  services can be found for less if the buyer is willing to turn to the 
  black market. If the party is native to this area, any character make a 
  connection with the black market and buy goods for regular prices, 
  with only a 5% chance of being caught. Assuming, however, that the 
  characters are strangers to the area, making a purchase on the black 
  market requires a successful saving throw to avoid being caught. 
  Thief characters make the saving throw with a +4 bonus. If the party 
  takes particularly good precautions, or is particularly obvious about 
  what they are doing, assign appropriate bonuses or penalties to the 
  saving throw roll.
  Failing the saving throw results in the character being caught by 
  the pasha’s secret police, tried, and imprisoned until he can pay a fine 
  of 300% of the list price of whatever he was trying to buy (See The 
  Pasha’s Dungeon below).
  PCs who are arrested find that the pasha is unhappy that the 
  adventurers he has hired proceeded to break his laws. He will not 
  meet with them, but if they obtained a favorable reaction during their 
  initial interview, the pasha will allow them to pay the fine out of their 
  reward, though in this case an additional 200% will be levied for 
  “court fees”. If any PC that has been arrested has not met with the 
  pasha yet, he is out of luck and must pay the fine. Furthermore, the 
  pasha’s initial attitude with him is extremely unfriendly.
  In addition, losing the pasha’s favor, run-ins with Hiram Parth, 
  attempts to break into Parth’s house, heavy handed tactics during the 
  investigation, or any number of other acts undesirable to the pasha 
  can land the PCs in hot water with the caravanserai’s soldiers or 
  its secret police and result in arrest and imprisonment. In addition, 
  attempts to reach and/or rescue the caravan scout Hurgash might lead 
  the PCs to the Pasha’s Dungeon on their own.
  The Pasha’s Dungeon 
  (Area F)
  It is a very poor idea to try to break out of the Pasha’s Dungeon, 
  but PCs being what they are, someone will no doubt attempt this 
  approach if so incarcerated. The Pasha’s Dungeon is built beneath 
  the caravanserai and is constructed from the same stone as the rest of 
  Salt Springs. The dungeon lies beneath the palace proper and can be 
  reached through the Court of Wisdom and Justice (Area E), which is 
  full of guards and court officials during the day but has a single night 
  watchman (see “Guards” below) making rounds at night every few 
  minutes.  In addition, it has many large (locked) windows that could 
  be forced open.
  the satrap's request
  
  the satrap's request
  11
  There is but the one entrance to the dungeon, and it is heavily guarded. 
  Any attempt, successful or not, to free prisoners from the dungeons 
  results in the guilty parties being branded as outlaws in the Satrapy 
  of Salt Springs. This means the PCs are not able to collect any reward 
  should they decide to strike against the gnolls on their own. Of course 
  this also means that they would be able to keep any treasure acquired. 
  As word of these misdeeds spreads, legal authorities throughout the 
  Caliphate will be alerted about the criminals. A wise move on the part 
  of the party at this point would be to flee the region, at least until things 
  die down. The Northlands are nice this time of year, and a sojourn in 
  that far-off lawless land is no doubt in order.
  Ceilings are 10 feet high, and light is provided by heavy stone 
  globes that have been impregnated with continual light spells. Doors 
  are of stout oak reinforced with bands of iron. The guard captain 
  carries the keys.
  F1. Entrance
  Beyond the reinforced door it lies a room for receiving prisoners, 
  complete with a holding cell and a table at which the guard captain 
  can fill out the necessary paperwork on any prisoners entering or 
  leaving the dungeon. The far door leads to a set of stairs. These steps 
  go down deeper into the dungeon. Continual flame globes mounted 
  on the walls light the room and the stairs. Locked in a drawer in 
  the table (the guard captain has the key) is a list of four passwords. 
  One of them is the daily password for the dungeon, but there is no 
  indication of which is correct.
  Creatures: There are 2 guards and a sergeant of the guard on 
  duty at all times. The two guards stand ready at the far door. There is 
  a 30% chance each half hour that another pair of guards may come in 
  to transport a prisoner to or from the dungeon.
  Sergeant of the Guard (Ftr3): HD 3; HP 15; AC 5[14]; Atk 1 scimi-
  tar (1d8); Move 12; Save 15; AL L; CL/XP 3/60; Special: None.
  Guards (3): HD 1; HP 6, 6, 5; AC 7[12]; Atk 1 spear (1d6); 
  Move 12; Save 17; AL N; CL/XP 1/15; Special: None.
  F2. Guardhouse 
  At the bottom of the stairs is another door and another 2 guards. 
  They do not allow anyone to enter or leave unless the daily password 
  is given, and they shout an alarm if it is not.
  Guards (2): HD 1; HP 6, 6; AC 7[12]; Atk 1 spear (1d6); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: None.
  Beyond this door is the main guardroom, a combination bunk 
  and ready room for the guards. The room is a spacious and 
  features three exits: a reinforced door that leads to the cells, 
  another reinforced door that leads up to the entrance, and a 
  doorway blocked by a curtain of beads that leads to the adjacent 
  slave quarters. A curtained-off bunk area fills one corner. A small 
  round table with four chairs sits in the middle of the room, and 
  normally has either a meal or a quirkat game spread out upon it. 
  Two small braziers of coal are in the room, one in the bunk area 
  and one near the table. Spare clothes, suits of half-plate, heavy 
  crossbows, and halberds line the walls (as do crude drawings of 
  an adult nature), along with any equipment and belongings taken 
  from the prisoners in Area F2.
  Creatures: A total of 8 guards can be found in the guardhouse at 
  any time, half sleeping in the bunk area and the other half loafing 
  until needed. Additionally, there is a 30% chance per half hour that 
  an additional 2 guards come through escorting a prisoner to or from 
  the dungeon.
  Guards (8): HD 1; HP 6, 6, 6, 6, 5, 5, 5, 5; AC 7[12]; 
  Atk 1 spear (1d6); Move 12; Save 17; AL N; CL/XP 1/15; 
  Special: None.
  
  12
  the satrap's request
  F3. Slave Quarters
  Creatures: This small room is the home of the 3 slave women 
  (normal humans) who clean the dungeon and cook the meals for the 
  guards. They are violently unattractive women, long ago broken in 
  body and spirit by the hopelessness of their life and the drudgery of 
  their tasks. The three share one dirty pile of rags as a bed and own 
  nothing more than their raggedy clothes. 
  F4. Cells
  A long corridor stretches into the darkness. The heavy stone globes 
  of Continual Light would normally illuminate this area, but it is the 
  custom of the guards to throw heavy cloths over them when leaving 
  the room. When entering from the guardhouse, the right hand wall is 
  broken into seven cramped cells. Each cell is closed by a locked iron 
  gate. The cells contain little save for prisoners, a bed of straw, and a 
  necessaries bucket.
  Creatures: Six of the cells are full, and any PCs will be stuffed into 
  the last cell (Cell G). Cell A contains Hirus Burningwrath, a local 
  dwarfish merchant (male dwarf, Neutral, 6hp) who was convicted 
  of falsifying weights; he will be beheaded in the morning. Nasim 
  Ba, a known and convicted smuggler (male human Thf1, N, 3hp), 
  languishes in Cell B; he will also be executed in the morning. Cell 
  C is currently the home of Sara bint Hamza (normal human female, 
  L, 3hp), who has been convicted of teaching slaves to read; she is 
  sentenced to 30 days in the dungeon. As the PCs pass Cell D, Hurgash 
  the Mighty calls to them to free him from false imprisonment on 
  trumped up charges. Though he really did beat a man to death in 
  a tavern brawl, Hurgash acted in self-defense, but his victim was 
  a citizen, and so the caravan scout loses his head in the morning. 
  Estevan Cordoba strums his lute in Cell E, serving 30 days for public 
  performance without a license, while his traveling companion, Chani 
  Morning Star awaits 50 lashes in Cell F for interfering with the 
  satrap’s soldiers when she intervened in Estevan’s arrest.
  Hurgash the Mighty (Ftr2): HD 2; HP 13; AC 9[10]; Atk un-
  armed; Move 12; Save 14; AL N; CL/XP 2/30; Special: None.
  Estevan Cordoba (Thf2): HD 2; HP 6; AC 9[10]; Atk unarmed; 
  Move 12; Save 15; AL N; CL/XP 2/30; Special: Thief abilities, 
  excellent minstrel.
  Chani Morningstar (Clr2): HD 2; HP 7; AC 9[10]; Atk un-
  armed; Move 12; Save 15; AL N; CL/XP 2/30; Special: Spells 
  (Cure Light Wounds x1).
  Development: Obviously Hurgash may be of interest to the party, 
  and if they mention a desire to find the Two Bloody Spears gnoll 
  encampment, he quickly promises to guide them there if freed. He 
  can be used as an NPC to join the party or can replace a PC casualty 
  if you wish. Nasim Ba will also make this promise but is lying and 
  attempts to flee at his first chance. Hirus Burningwrath likewise 
  knows something of the Two Bloody Spears because a number of 
  his clansmen were captured by them a few years back. If given his 
  freedom, he offers this tidbit, “My cousin, Havrak’s a vengeful dwarf 
  and a master stoneworker. If he’s still alive, don’t be surprised if 
  he’s fixed up some nasty trick in order to have his vengeance on his 
  captors. Bring him or any of our kin home to the Dwarven Souk, and 
  you’ll be well rewarded.” Estevan and Chani don’t know anything of 
  value, but can serve as henchmen if needed out of gratitude if given 
  their freedom.
  
  13
  The Painted Canyons are a stretch of badlands that lie two days’ 
  journey outside of Salt Springs. They are a maze of canyons, colorful 
  sandstone bluffs, and limestone escarpments, mostly devoid of water 
  and forage save for a thin strip of green along the Havari River. 
  This relatively verdant strip is the route that caravans take from Salt 
  Springs to the oasis town of Beni-Hadith. The caravans have been 
  seemingly nowhere, strike, and are gone almost as quickly as they 
  appeared.
  Navigating the Painted Canyons is difficult, as the badlands are 
  riven with blind canyons, side passages, rock jumbles, and sheer 
  bluff walls. Finding water and food, especially forage for horses, is 
  not easy, though those who are familiar with desert environments 
  should fare nicely. 
  Thirst and starvation are not the only dangers in the canyons. The 
  locals say that everything in the Painted Canyons either bites or 
  stings, and this includes the native plant life. Movement through the 
  canyons is difficult due to the rugged terrain, so that a caravan only 
  makes about 15 miles a day and usually requires a week or more to 
  pass through the dreaded region. From the edge of the canyons, it 
  is less than a day to reach Beni-Hadith. Parties should roll daily on 
  the random encounter table below while they are within the Painted 
  Canyons. Encounters may be direct or indirect, at the GM’s whim, 
  as the canyons cut line of sight to tens of feet within them, but 
  someone on a bluff can see for miles. Encounters marked with an 
  asterisk do not occur as long as the PCs follow the main trail along 
  the Havari River and should be treated as no encounter. The Attack 
  Site encounter can only be encountered along the Caravan Road and 
  is otherwise treated as no encounter.
  No encounter: Nothing unusual occurs that day.
  Band of Gnolls: Five gnoll warriors, their 5 mates and 7 cubs are 
  out hunting. If they spot the party, or if the party attacks and any 
  gnolls escape, they return to The Gods’ Needles and warn Red Mane. 
  Any captured gnolls can be coerced into giving away information 
  about the band and its encampment in exchange for their freedom.
  Gnoll Warriors: HD 2; AC 5[14]; Atk 1 scimitar (1d10) or jav-
  elin (1d6); Move 9; Save 16; AL C; CL/XP 2/30; Special: None.
  Female Gnolls: HD 2; AC 7[12]; Atk 1 bite (2d4) or short bow 
  (1d6); Move 12; Save 16; AL C; CL/XP 2/30; Special: None.
  Gnoll Cubs: HD 1; AC 7[12]; Atk 1 short bow (1d6) or bite 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: None.
  High Desert Nomads: A group of ten camel-mounted nomads 
  and their sheep, the nomads are knowledgeable about the territory 
  and gladly offer to guide the party though the Painted Canyons. If 
  the party hires a nomad as a guide, he expects to be paid 5 silver 
  drachmas (sp) a day, and leads the PCs away from danger and to 
  sources of food, fodder, and water. For an additional 20 silver shekels 
  (gp) he will take them to The Gods’ Needles (Area H). If the party 
  is in a sad state, the nomads may rescue them and take them back to 
  their camp to recover if you choose.
  Nomads (10): HD 1+1; AC 7[12]; Atk 1 weapon (1d8); Move 12; 
  Save 17; CL/XP 1/15; Special: None.
  Giant Horned Toad: A deadly giant lizard is out hunting, and has 
  caught the party’s scent. It follows the PCs and attacks if they are 
  otherwise engaged or begin to look weak. 
  Giant Horned Toad: HD 4+4; AC 4[15]; Atk 1 bite (1d8); Move 
  6; Save 13; AL N; CL/XP 5/240; Special: Squirt blood.
  Pack of Coyotes: These large coyotes (resembling very small, 
  hunched wolves) follow the party, staying out of sight as best they 
  can, hoping someone will eventually drop something tasty or, better 
  yet, die of thirst. In the meantime, they shadow the party, which 
  could cause a rising of paranoia amongst intrepid adventurers. The 
  coyote moon songs at night are lovely, if that’s any consolation.
  Coyotes (10): HD 1+1; AC 7[12]; Atk 1 bite (1d4); Move 18; 
  Save 17; CL/XP 1/15; Special: None.
  The Painted Canyons
  Random Encounters in the 
  Painted Canyons
   3D10 
  ENCouNTEr
   3–6 
  No encounter
   7–9 
  Band of Gnolls
   10–11 
  High Desert Nomads
   12–14 
  Bloodlizard
   15–16 
  Pack of Coyotes
   17-18 
  Sun Worshipers
   19–21 
  Giant Scorpion
   
  22 
  Lesser Giant
   23–25 
  Smoke on the Horizon
   
  26 
  Hidden Spring*
   
  27 
  Dead Bodies*
   
  28 
  Ant Colony*
   
  29 
  Attack Site
   
  30  
  Escaped Slave
  Toad, Giant Horned
  Hit Dice: 4+4
  Armor Class: 4[15]
  Attacks: Bite (1d8)
  Saving Throw: 13
  Special: Squirt blood
  Move: 6
  Alignment: Neutrality
  Challenge Level/XP: 5/240
  These lizard-looking creatures are as large as wolves, 
  and are armored with a thick, knobbly hide. The head of a 
  giant horned toad is wedge-shaped, with short, thick horns 
  protruding from the sides. Twice per day, these monsters can 
  squirt a jet of blood from their eyes, directed at a single target 
  within 50ft. The target must make a successful saving throw 
  or take full damage from the caustic blood (4d6 hit points); 
  a successful saving throw results in only half damage. Giant 
  horned toads are normally found only in dry regions such as 
  deserts or badlands.
  
  14
  Sun Worshipers: These three giant lizards have recently finished 
  eating a stray camel and are now sunning themselves on a large rock. 
  They hiss at any who approach them, but are currently too lazy and 
  well fed to bother attacking except in self-defense.
  Giant Lizards (3): HD 3; HP 18, 14, 8; AC 5[14]; Atk 1 bite 
  (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.
  Giant Scorpion: This monster lies in wait along the party’s route, 
  hidden under sands or in a cave alongside the trail. When the PCs 
  are close, the giant scorpion springs out, attempts to grab something 
  meaty, and then scuttles off to enjoy its meal.
  Giant Scorpion: HD 6; AC 3[16]; Atk 2 pincers (1d10), sting 
  (1d4 + poison); Move 12; Save 11; CL/XP 8/800; Special: Lethal 
  poison sting.
  ogre: This poor brute has been lost in the Painted Canyons for 
  some time, and is getting tired of a diet of cactus fruit and giant 
  lizard. As soon as he spots the party, he charges in and fights to the 
  death.
  ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; Save 
  13; CL/XP 4/120; Special: None.
  Smoke on the Horizon: The party spots several pillars of smoke 
  on the horizon. If they follow them, they find the gnoll encampment. 
  Use the notes for following the gnoll’s tracks under “Attack Site” 
  below. 
  Hidden Spring: The party comes across a spring of fresh water 
  hidden in a side draw.
  Dead Bodies: The party comes across the bodies of three dwarves, 
  long dead in the desert sun, their flesh picked clean. There are signs 
  of violence, and the bodies have been looted. These are members of 
  Hirus Burningwrath’s clan that have been missing for over a year.
  Ant Colony: This canyon is riddled with huge mounds of a giant 
  ant colony; the party must either backtrack or risk causing the ants 
  to swarm. The area of the colonies covers 100 feet of the canyon. 
  Each round that one or more characters are in this area, there is a 1 
  in 6 chance (per character) that swarms of ants will emerge to defend 
  the colony. If combat is taking place over the top of the colony, an 
  additional swarm will emerge in each combat round.
  A swarm is made up of two warriors and five workers, and multiple 
  swarms may emerge. If the party retreats, the ants will not pursue 
  them more than approximately 200ft before returning.
  Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; 
  Save 16; CL/XP 2/30; Special: None.
  Giant Warrior Ant: HD 3; AC 3[16]; Atk Bite (1d6+ poison); 
  Move 18; Save 14; CL/XP 4/120; Special: Poison 2d6 (save for 
  1d4 only).
  Attack Site: This is one of the sites where the gnolls have 
  previously ambushed a caravan and can be encountered multiple 
  times. The sites show a level of organization normally unheard of 
  amongst the more savage humanoids. Several different tactics have 
  been used, such as wild ambushes from the side canyons, dropping 
  rock falls to break the caravan up into pieces, and some signs point to 
  lookouts and archers being posted on the cavern walls.
  Searching the sites of the latest attacks does yield some clues. 
  Gnoll tracks (if the party searches for tracks, treat this as a secret 
  door check), as well as those of several hyenas, camels, and assorted 
  humanoids lead off into the Painted Canyons, eventually reaching 
  the gnoll encampment (Area H). Rangers can follow these tracks as 
  per normal. If the party does not contain a ranger character the tracks 
  can still be followed but every six hours there is a 75% chance to 
  lose the trail, and it will take an additional 1d6 hours to find it again.
  Escaped Slave: One of the slaves in Area H-6 or H-7 of the Gnoll 
  Encampment has escaped. He or she is almost dead from thirst 
  and exposure but if rescued can lead the party back to Red Mane’s 
  encampment but will not assist in battle or risk recapture.
  Ambush at the Ford 
  (Area G)
  If the PCs decide to follow a caravan and look for an attack, there 
  will be one leaving in 1d3+1 days. This caravan, led by Samir ibn 
  Faoud, consists of 36 camels, 30 guards (human soldiers, HP 5 each), 
  40 drovers (normal humans), and 12 camp followers (normal humans). 
  It is carrying the usual assortment of silks and bundles of tea, plus a 
  collection of rare and exotic feathers from the fabled flying lizards of 
  Tyrnos Island valued at 3,000 gold darics (pp). The feathers are hidden 
  on one particular camel whose non-descript nature fails to hint at the 
  small fortune riding on its back. Characters that wander through the 
  caravan looking for anything out of place or unusual will detect a strange 
  smell on the camel (recognizable as the oil from Parth’s house if the PCs 
  managed to locate it). Hiram Parth personally sees off every caravan in 
  his official capacity as His Wisdom’s personal advisor. His attention to 
  detail is legendary, and he goes so far as to check the straps on random 
  loads, inspect the camels and other beasts of burden, and direct the 
  guards as to their duties.
  As the party travels with Samir’s caravan, they have a tense, but 
  fairly uneventful journey thorough the twisting passages of the Painted 
  Canyons (roll for encounters normally but subtract 5 from the die result 
  due to the 30 armed guards that accompany the column). Side canyons 
  open off of the main canyon that the Havari River passes through. The 
  vibrantly colored bluffs rise up on either side, casting at least half of 
  the canyon in shadow. Natural rock falls line both banks of the river, 
  creating numerous opportunities for ambushers to take cover. The Great 
  Caravan Road stays to the southern bank of the river, crossing at the only 
  good ford near the far western end of the canyons (Area G). There is a 
  cumulative 50% chance each day that Samir points out a place where the 
  gnolls have ambushed caravans (see “Attack Site” above), and the party 
  may investigate these if they wish. However, the caravan is not waiting 
  for them, and will press on even if the adventurers are left many miles 
  behind. If the PCs become separated, roll for encounters normally.
  As the caravan approaches the ford, everybody is tense in anticipation 
  of the threat. At the ford the caravan can easily be caught with half on 
  one side of the Havari, and half on the other. Guards are posted on both 
  banks as side canyons open up to the east and west. The party needs to 
  decide how they are arranging themselves for the crossing, and it would 
  not be unreasonable to split the party into teams in order to watch both 
  sides. Samir will wait with a party of mounted guards on the far side of 
  the river, figuring that since the last time the gnolls attacked at the ford 
  they attacked the part of the caravan waiting to cross, and will likely vary 
  their tactics somewhat.
  Creatures: When the caravan is about halfway across, one of Red 
  Mane’s subchiefs leads his warriors in a howling charge out of the side 
  canyon (previously screened by seemingly impassable thorny brush) at 
  Area G1. They are targeting the marked camel with their scent ability but 
  will grab other camels that are nearby, striking down any who get in their 
  way. The grizzled subchief is obvious in directing his raiders, pointing 
  out a specific camel and barking orders. While the warriors are busy with 
  this, Talking Dog leads his acolytes in rounding up prisoners for eventual 
  sacrifice, with a special eye towards attractive females, as these seem 
  to please the packmaster the best (unless Talking Dog and both of his 
  acolytes are slain, assume that they make off with 1d4+4 captives from 
  among the camel drovers and camp followers). The attacking force that 
  the PCs must contend with consist of Talking Dog, 2 gnoll acolytes, 
  the gnoll subchief, 2 gnoll veterans, 8 gnoll warriors, 2 hyenas, and 
  a giant hyena. Do not subtract or add any of these forces to the Gnoll 
  Encampment (Area H) other than Talking Dog himself. Other attackers 
  the painted canyons
  
  the painted canyons
  15
  are present, but assume that they are occupied by the caravan guards 
  fighting under the direction of Samir. In total, 1d10+10 guards and 
  drovers are slain. Samir will not pursue any stolen property, hurrying 
  instead towards Beni-Hadith and its relative safety. See “The Gnolls” 
  sidebar below for gnoll stat blocks and the “Talking Dog” sidebox on 
  page 20 for more information regarding the mad shaman.
  Development: The whole thing will be done with as much speed as 
  possible, and unless thwarted, the raiders will be back up and into the 
  canyons within 6 rounds. There Red Mane awaits with a reserve force 
  that hampers pursuit by his use of tactics he picked up while serving as a 
  mercenary, one of which is to cover his retreat. As soon as the ambushers 
  and the loot are clear (and possibly Talking Dog and the prisoners if 
  there is time) Red Mane will trigger a rock fall that seals off the canyon 
  behind them causing a delay of several hours unless the PCs have the 
  means to fly over or otherwise bypass the obstacle quickly. Red Mane’s 
  reserve force never openly engages the PCs and unless the PCs scout 
  by air, will never be seen by them as they make their way back to the 
  encampment by hidden routes.
  
  16
  The Two Bloody Spears gnoll tribe has lived in the Painted 
  Canyons for generations. For many years their depredations were 
  minor, the occasional raid of a small caravan or harassing the high 
  desert nomads who wandered the region. All this changed when a 
  young gnoll warrior called Red Mane returned from a long journey 
  to the north. There he had served as a mercenary for less-than-finicky 
  humans and dwarves, learning a great deal about how the world 
  outside of the Canyons functions. He also made contacts with a large 
  criminal organization in the city of Bhutan, the Zuma Qulldishi. 
  Mostly the Zuma engage in smuggling operations and robbery, though 
  they have been known to occasionally commit highway banditry or 
  take on contracts for murder. Through his contacts Red Mane managed 
  to make an arrangement whereby his tribe would raid the caravans 
  passing through the Painted Canyons and the Zuma collect the loot, 
  and return every few months with goods for the gnolls. This has made 
  the Two Bloody Spears tribe prosperous and Red Mane’s rule stable.
  The tribe is well armed and armored and this wealth has allowed 
  the tribe to conquer the other gnolls in the area and drive off other 
  savage humanoids. The Two Bloody Spears tribe is now poised to 
  become the dominant force in the Painted Canyons.
  The Gnoll Encampment 
  (Area H)
  The encampment of the Two Bloody Spears tribe lies deep in the 
  canyons, and is a 50-mile journey from the Caravan Road. Finding 
  the encampment requires either tracking the gnolls after a raid, or a 
  bit of luck.
  Red Mane has chosen a defensible and difficult to locate part of 
  the Painted Canyons to be his base of operations. The encampment 
  sits on two large pillars of rock called The Gods’ Needles and an 
  adjacent bluff in a small and out of the way box canyon. The Needles 
  are hard limestone pillars that rise 200 feet above the canyon floor, 
  surrounded on three sides by the softer sandstone canyon walls. 
  Unlike the brightly colored sandstone that comprises most of the 
  Painted Canyons, the Needles are a flat whitish grey in color.
  There are two ways to get onto The Gods’ Needles, from the 
  canyon below or from the surrounding bluffs. The top of each Needle 
  connects at two points to one of the surrounding bluffs via shoddy 
  rope bridges that are treacherous to cross. The bridges connecting 
  the Needles to each other and to the bluff lack hand lines and are 
  not of the highest quality. Anyone fighting or moving faster than a 
  walk on the bridges risks falling off. A saving throw is required each 
  round to keep one’s feet, and any failure results in the character prone 
  and hanging off the bridge. A second saving throw allows anyone 
  hanging off a bridge to pull themselves back up, but failure of this 
  check by more than 4 will result in a plummet to the canyon floor 
  below (20d6 damage).
  The Needles themselves may be scaled by a Thief, who can let 
  down rope for others to follow (but this method does provide total 
  concealment to the climbers from any gnoll guards above). The top 
  of the Needles themselves are strewn with rubble and sliced with 
  small fissures.
  The gnolls have built huts and structures within in their encampment 
  out of a mixture of construction types. Smaller structures are constructed 
  from the semi-fossilized rib bones of gargantuan animals excavated from 
  The Two Bloody Spears
  
  the two bloody spears
  17
  the canyon walls in the vicinity of The Gods’ Needles. These are lashed 
  together at the top and covered with cured hides. At the apex of the rib 
  bones is an adjustable flap that allows smoke to escape (it gets cold 
  at night in the high desert, and thus every evening a fire is lit). Larger 
  structures are composed of adobe with flat roofs braced by wooden 
  beams, long-dried in the desert sun, and occasionally reinforced by more 
  of the mysterious megafauna bones. Doorways are slightly shorter than 
  a gnoll, about 6 feet in height, and are covered by a hide drape. The 
  interior of the typical dwelling contains a pallet of dirty furs for each 
  gnoll or captive living there, a central stone fire circle, the weapons and 
  armor of any gnolls currently in the huts, assorted food stuffs, several 
  water gourds, 1d4 shrunken heads of various humanoids and gnolls and 
  other items unique to each hut listed in the descriptions below.
  The Gnolls
  The gnolls of the Two Bloody Spears tribe areas follows:
  red Mane, the Packmaster (7HD gnoll): HD 7; HP 35; AC 4[15]; 
  Atk 1 flaming two-handed battle axe (1d10+2) or javelin (1d6); 
  Move 9; Save 9 (8 with belt); AL C; CL/XP 7/600; Special: +2 
  flaming two-handed battle-axe, belt of scalps (protection +1).
  Treasure: pouch with 27 gold darics (pp) and 2 shrunken heads 
  filled with gold dust worth 35 silver shekels (gp) each. Red Mane’s 
  belt of scalps acts as a ring of protection +1, although it is a grisly 
  object, a belt bearing 13 human scalps.
  Talking Dog, Gnoll Shaman: HD 6; AC 5[14]; Atk +1 blood spear 
  (1d6+1 and 1/round for 1d6 rounds); Move 9; Save 11; AL C; CL/
  XP 7/600; Special: Spells.
  Spells (2/2/1/1):
  Level 1: Cure Light Wounds, Cause Light Wounds
  Level 2: Hold Person, Silence 15ft Radius
  Level 3: Speak with Dead
  Level 4: Cure Serious Wounds
  Treasure: silver holy symbol set with lizard teeth (worth 35 silver 
  shekels), pouch with 18 gold darics (pp), 35 silver shekels (gp) and a 
  3 shrunken humanoid heads stuffed with gold dust (35 silver shekels 
  each). Talking Dog’s blood spear is a +1 weapon; if it hits, the victim 
  will also take an additional 1hp of damage in each of the 1d6 rounds 
  after being hit, for the weapon’s enchantment leaves a ragged wound.
  Gnoll Shaman Acolytes: HD 2; AC 5[14]; Atk 1 scimitar (1d10) 
  or javelin (1d6); Move 9; Save 16; AL C; CL/XP 2/30; Special: 
  Spell (Cure Light Wounds).
  Treasure: wooden holy symbol set with mica chips (worth 15 silver 
  shekels), pouch with 3d10 silver shekels (gp) and a 1d2 shrunken 
  humanoid heads stuffed with gold dust (35 silver shekels each).
  Gnoll Subchief: HD 4; AC 5[14]; Atk 1 scimitar (1d10) or jav-
  elin (1d6); Move 9; Save 13; AL C; CL/XP 4/120; Special: None.
  Treasure: pouch with 2d20 silver shekels (gp) and a rough 
  gemstone worth 50 gp.
  Gnoll (Elite Warriors): HD 3; AC 5[14]; Atk 1 scimitar (1d10) 
  or javelin (1d6); Move 9; Save 15; AL C; CL/XP 3/60; Special: 
  None.
  Treasure: pouch with 3d6 silver shekels (gp)
  Gnoll Warriors: HD 2; AC 5[14]; Atk 1 scimitar (1d10) or jav-
  elin (1d6); Move 9; Save 16; AL C; CL/XP 2/30; Special: None.
  Treasure: pouch with 1d4 silver shekels (gp) and 2d8 silver 
  drachmas (sp)
  Female Gnolls: HD 2; AC 7[12]; Atk 1 bite (2d4) or short bow 
  (1d6); Move 12; Save 16; AL C; CL/XP 2/30; Special: None.
  Treasure: pouch with 1d6 silver drachmas (sp)
  
  18
  Gnoll Cubs: HD 1; AC 7[12]; Atk 1 short bow (1d6) or bite 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: None.
  Giant Hyena: HD 5; AC 6[13]; Atk 1 bite (2d6); Move 18; Save 
  12; AL N; CL/XP 5/240; Special: None.
  Hyena: HD 1; AC 7[12]; Atk 1 bite (1d3); Move 16; Save 17; AL 
  N; CL/XP 1/15; Special: None.
  Encampment Key
  H1. Guard Post
  At each of these locations, a hyena skull has been mounted upon a 
  short pole. During the day 3 gnoll warriors and a hyena are tasked 
  with keeping watch here for intruders or escaping slaves. At night 
  5 gnoll warriors and a hyena man each of these positions but, as 
  there have never been any intruders and the slaves are locked away 
  before sunset, they are not terribly vigilant, spending most of their 
  time gambling and dozing. There is a 25% chance at any given time 
  that one of the elite warriors is on duty or checking on the guards (in 
  which case they will be very alert).
  H2. Slave Grounds
  This area is where the slaves taken by Red Mane’s band in their 
  raids are worked each day. Every day there are clothes to be mended, 
  weapons and armor to be cleaned, and other small tasks the gnolls 
  don’t wish to perform. There are currently 10 captives (see Areas H6 
  and H7) being held — all the previous slaves have been sold, eaten, 
  or sacrificed to Alquemedak. A 3-foot-high wall of poorly dressed, 
  dry-fitted stone surrounds the area. The ground is littered with waste, 
  as the slaves are worked to death and allowed to clean their area only 
  in their “free” time. Whenever slaves are present, 3 female gnolls 
  keep watch over the area.
  H3. Storehouse
  This large structure is the main storehouse for the goods taken from 
  the caravans and destined to be passed on to smugglers. One of the 
  bachelor gnoll warriors and his hyena are always on guard outside 
  this building.
  Every month, a caravan of smugglers sneaks into the valley below 
  to collect their ill-gotten goods and pay Red Mane his share. The 
  smugglers are not due for two weeks, and they do not factor into the 
  adventure. However, one of Talking Dog’s acolytes is a clever fellow 
  and has learned how to read. In order to keep from being cheated, 
  Red Mane has ordered the young priest to keep a written record of 
  every item passed on to the smugglers and how much in goods was 
  returned in payment. The bright fellow has gone one step further, and 
  included a list of the names of the people his masters deal with. The 
  inventories and list are written in a very poor form of the Common 
  tongue, but are legible. Anyone who has found the list of names 
  in Hiram Parth’s house (see Area D) recognizes these as the same 
  individuals that Parth has been dealing with. 
  The building is packed with crates, boxes, and bales of trade goods: 
  silks, tea, exotic furs, imported foodstuffs, and bars of gold are 
  all stacked inside. In one corner is a small portable writing table. 
  Opening the table reveals a stack of papers (the manifest mentioned 
  above), several quills, a jar of ink, a penknife, blotting paper, and 
  an abacus. The goods (should the party just make off with them and 
  not return them to the Satrap) are worth 45,000 silver shekels (gp) in 
  total, though some items are of dubious nature (a few bags of exotic 
  drugs and illegal alchemical ingredients). It would require an entire 
  caravan to move all of these goods, though 10,000 shekels’ worth 
  could be transported in as few as four backpacks if the more valuable 
  goods are picked out.
  H4. Young Bloods’ Lodge 
  This hide hut serves as the home of 12 gnoll warriors. These 
  warriors are the youngest and thus lowest warriors in the band and 
  have yet to earn enough of a reputation to have their own dwelling. 
  Half of the warriors are present here at any given time, usually 
  sleeping, and the rest are on duty at the guard posts. There are also 
  1d4 hyenas here at any given time.
  H5. Subchief’s Hut 
  A gnoll subchief lives in this hut with his pet giant hyena. Once 
  he was the second-in-command of the band, but he was defeated and 
  cast aside by Red Mane during that packmaster’s rise to power. Now, 
  it is his job to watch the slaves and make sure the younger warriors 
  keep to their tasks. He is more than a little peeved that he has been 
  placed in a position he sees as beneath him. Inside there is a dirty fur 
  pallet, the subchief’s spare armor and weapons (a battleaxe, heavy 
  wooden shield, and scale mail), several wineskins (mostly empty), 
  and scattered foodstuffs. Most night he picks out a female slave or 
  two to serve him, and is often drunk and passed out by midnight.
  H6./H7.Slave Huts
  These two small huts are the living quarters for the most useful 
  slaves kept by Red Mane’s band (the others having been sold or 
  killed). The slaves are poorly fed, receive a minimum of water 
  rations, and are beaten on a daily basis. Their living quarters are 
  strewn with trash and debris, as they are worked much too hard to 
  be concerned with sanitation or appearances. They are a sullen and 
  oppressed lot, but will fight with utter frenzy if given the chance to 
  turn the tables on their captors. There 4 female slaves in H6 and 6 
  male slaves in H7 (one is the dwarf Havrak Dwellingdeep). All the 
  rest are normal human caravaneers or desert nomads taken in various 
  raids (1d6hp each).
  Development: If Havrak Dwellingdeep is questioned, he will 
  advise the PCs of the trap he built in area H23b). If he is safely 
  returned to the Dwarven Souk of Salt Springs, the PCs will be 
  rewarded with 100 gold darics (pp).
  H8. Midden Pit
  This 12-foot deep pit is used as a rubbish dump by the slaves. It 
  provides a potential hiding place, as the gnolls don’t bother to search 
  it unless a slave is missing.
   H9. Votive Statues
  These crudely carved wooden statues of the various aspects of 
  Alquemedak the Hyena God stand 7-1/2 feet tall and are decorated 
  with thin, beaten sheets of gold (250 shekels worth apiece). From 
  right to left the statues depict: the Master of Fortune, an aspect to 
  which the gnolls pray to bring them fat and soft targets to plunder; 
  the Taker of Slaves, who stands with both hands clutching manacles, 
  ready to add another victim to the Hyena God’s collection of slaves; 
  the Lord of Carrion, who is crouching in offal, a twisted grin on its 
  face; the Giver of Plentitude in Exchange for Sacrifice, its hands 
  holding a bloodstained bowl before it in which small animals and 
  objects are smashed to gain the Hyena God’s favor; and finally the 
  Smasher of Skulls, standing tall and strong with its arms crossed, 
  each hand holding a war club. Each of these may be identified by 
  questioning a gnoll prisoner. The gnolls pray to the Smasher of Skulls 
  the two bloody spears
  
  19
  before each raid, and destroying this totem causes a considerable 
  reduction in morale for any gnoll that witnesses its destruction.
  H10. Well
  Dwarven slaves were worked to death to dig this well 100 feet 
  down into the highest aquifer. The current batch of slaves spends a 
  good deal of their time raising water from the well and carrying it to 
  the cisterns and gnoll dwellings. If the party is looking for further 
  adventures, the well no doubt connects with a host of caverns below.
  H11. Storage Huts 
  These small huts are only 5 feet high and are constructed in the same 
  manner is the common dwellings. Each is claimed by a particular 
  gnoll warrior (or warriors) who has a 25% chance of looking through 
  its contents at any given time of the day or night. They are filled with 
  foodstuff, looted amphorae mostly filled with water — though there 
  is a 45% chance of finding one filled with expensive wine worth 25 
  shekels (gp) — tools, clothes, and other assorted household items. 
  Most of the goods are of little value, though looted trade goods worth 
  1d10+5 silver shekels (gp) can be found.
  H12. Veteran’s Hut
  This hut is the sleeping place for 5 elite gnoll warriors and their 
  8 mates. Five cubs occupy two of the pallets. Each veteran likewise 
  has his own pet hyena. As high-ranking warriors of the band, these 
  veterans are not required to stand watch at night, and can be found 
  here late in the evening and until morning. The females and cubs stay 
  nearby during the day, and retreat to their hut as night falls. Hidden 
  in the pallets is 35 shekels (gp) in assorted coinage.
  H13. Empty Hut
  This dwelling is normally occupied by 6 gnoll veterans, their mates, 
  and 3 cubs. However, they are currently out hunting in the mesas to 
  the north of the Needles, and have taken any items of value with them.
  H14. Warriors’ Lodge
  This hut is inhabited by 8 gnoll warriors. Living with them are 10 
  gnoll females, 6 gnoll cubs, and 4 hyenas. Half the warriors are here 
  at any given time, the others on watch. One pallet has a silver penny 
  whistle worth 20 silver drachmas (sp) hidden in it.
  H15. Bachelors’ Hut 
  This hut is the home to 3 gnoll warriors and their 3 hyenas. These 
  three are all bachelors and the hut looks like it, with items and food 
  debris strewn about. They do not stand watch but are instead tasked 
  with guarding the storehouse (Area H3), where one is always on 
  guard with his hyena. Among the pallets are 4 silver shekels (gp), 45 
  silver drachmas (sp), and 56 copper obols (cp).
  H16.  Feuding Hut
  A hut occupied by 4 gnoll warriors and their families (3 gnoll 
  females, 2 gnoll cubs, and 2 hyenas); there is a pallet for a fifth, 
  but he was killed in a recent caravan raid, and the four remaining 
  gnolls have been busy feuding over his belongings. These four stand 
  opposite watches, two from dawn to midday, the others from dusk 
  to midnight. The belongings in contention consist of a shrunken 
  head filled with gold dust worth 35 silver shekels (gp), and a small 
  collection of coinage worth a total of 22 silver shekels (gp).
  H17.  The Brothers
  Although a large hut and thus usually occupied by a gnoll veterans 
  with families, this hut is the living space of 6 gnoll warriors, all 
  brothers, and their 3 hyenas. They have learned to combine their 
  meager resources. The brothers all stand night watch at various parts 
  of the encampment, and thus are found here sleeping during the day. 
  Unlike most of the bachelor huts, this one is somewhat clean and 
  organized. Among the pallets are: 3 silver shekels (gp), 15 silver 
  drachmas (sp), and 6 copper obols (cp).
  H18. The Dying Gnoll
  A large hut occupied by an elite gnoll warrior (no longer capable of 
  combat) and his 5 gnoll warrior sons. The older gnoll was severely 
  wounded in the last raid, and is barely hanging onto life. In consideration 
  of his decades of service, Red Mane has allowed the old warrior to take 
  his time dying in relative peace. The old gnoll’s sons, on the other hand, 
  have been busy standing day watches and trying their best to out perform 
  each other, all in the hopes of being granted their father’s possessions 
  after he dies (assuming they haven’t already stolen the best parts). Along 
  with the warriors are a total of 8 gnoll females, 7 gnoll cubs, and 3 
  hyenas, representing their various families. The veteran’s treasures 
  consist of 5 gold dust-filled shrunken heads worth 35 shekels (gp) each 
  and assorted stolen trade goods worth a total of 100 silver shekels (gp).
   
  H19. Rite of Passage
  Four gnoll females and their 4 hyenas occupy this small hut. 
  They are in seclusion while they await their rite of passage. Two of 
  the shaman acolytes guard the entrance to this hut day and night, 
  changing the guard every six hours. Each female wears crude jewelry 
  made of semi-precious stones worth 5 silver drachmas (sp) each.
  H20. Swinging Gnolls
  This small dwelling was once the home of 4 gnoll warriors. These 
  warriors were charged with guarding the storehouse, but were caught 
  pilfering from it and brutally executed by Red Mane. In his anger, 
  they were flayed alive in their corpses left to hang in the hut until 
  they rot. The smell is obvious to anyone within 10 feet of the hut.
  H21. Looted Storage
  This storage hut belonged to the executed gnolls in Area H20. As a 
  result, it has been thoroughly looted. The interior is empty, save for 
  discarded sacks and boxes.
   
   
  H22. Temple of the Hyena God
  Standing upon the western Needle is a massive construction of 
  adobe bricks. The same giant ribs used elsewhere in the camp are 
  incorporated here as decorative ornamentation and load-bearing 
  supports. The exterior surfaces of the building have been etched with 
  crude totemistic images of death, destruction, and fire.
  H22a. Worship Hall
  The peak of this adobe structure rises thirty feet above the ground, 
  and has a 10-foot-diameter circular opening at the top to allow light 
  the two bloody spears
  
  20
  in and smoke out. The air reeks of offal and blood, and fat red candles 
  give off the sent of frying meat. In the center of the temple is a large 
  statue of Alquemedak carved from gleaming obsidian. The statue 
  depicts the Hyena God, a gnoll-like demonic figure, standing upright, 
  its hands raised towards the heavens, and the shattered remains 
  of its victims at its feet. The god’s hands and face are covered in 
  dried blood, and its elongated, tooth-filled maw is open in a howl of 
  triumph. The statue is 15 feet tall and stands on a dais of more of the 
  gigantic bones.
  Before the statue sits a 6-ft. by 6-ft. by 3-ft. slab of basalt. Chains 
  to hold sacrificial victims are attached at the four corners of the slab. 
  The altar is covered in dried blood, as is the floor and dais around 
  it. Surrounding the altar and the statue is a circle of twenty 3-foot-
  high red candles made from the tallow of humanoids. Each candle 
  is inscribed with Chaos runes and punctuated by humanoid teeth 
  pressed into the tallow.
  Creatures: During the day 3 shaman acolytes accompanied by a 
  giant hyena, tend the sacred candles and stand ready to perform any 
  services required of them.
  H22b. Shaman’s Chamber
  Here Talking Dog and his pet giant hyena (if they survived 
  the Ambush at the Ford) lives and works, unless he is performing 
  ceremonies in the temple, or serving as Red Mane’s advisor. Two 
  gnoll acolyte shamans accompany Talking Dog wherever he goes. 
  Of all the gnoll dwellings, this one is the dirtiest. Talking Dog refuses 
  to be bothered with cleaning, and rarely considers the filth here 
  important enough to order a slave to see to it. There is a small bed of 
  furs opposite the entrance, and next to the bed is a locked, iron-bound 
  wooden chest. Inside the chest are a potion of invisibility, a ring of 
  Mammal Control, 15 gold darics (pp), 440 silver shekels (gp), and 
  76 silver drachmas (sp). A wooden table and chair rests against one 
  wall, but the shaman rarely uses it as anything other than a scratching 
  post or acolyte beater.
  H22c. Acolytes’ Hall
  This chamber serves as the living quarters of Talking Dog’s 
  acolytes. There is little in this room save for eight filthy fur pallets — 
  the acolytes know better than to leave anything valuable unattended. 
  Most of the time the room stands empty, as Talking Dog keeps his 
  minions busy. At night 1d4+1 of the gnoll acolyte-shamans can be 
  found here, sleeping off the day’s labors.
  H22d. Larder
  This dark room is used as a larder by Talking Dog and his acolytes. 
  Inside are a private cistern and various foodstuffs — all rotten and 
  scum covered as befits worshipers of Alquemedak.
  H23. Packmaster’s Palace
  Smaller only than the Temple of the Hyena god, this multi-level 
  adobe structure serves ast he palace of Red Mane, Packmaster of the 
  Two Bloody Spears tribe.
  H23a. Throne Hall
  The floor is covered with the dirty pelts of various deadly predators, 
  all hunted down and slain by Red Mane himself. A 50-foot long strip 
  of expensive (and now ruined) purple silk leads from the entrance 
  to the base of a dais. Upon this pediment sits Red Mane’s throne 
  of bones. The bones are the remains of his greatest foes, intricately 
  woven to provide a fitting seat for the packmaster. The dais itself 
  stretches 20 feet from the back wall, and is made from the carved 
  shoulder blades and hipbones of some massive beast excavated from 
  the canyon walls below. Along the walls stand eight carved wooden 
  statues, each the likeness of one of the band’s former packmasters, 
  three of whom are Red Mane’s ancestors. Each statue is crudely 
  painted in an effort to make it more realistic. The walls of the throne 
  room are painted in rather gruesome detail with scenes from Red 
  Mane’s life, from his cubhood, through his years among northmen 
  mercenaries, his rise to power among the gnolls alongside Talking 
  Dog, and his cunning in striking a deal with a human merchant (if the 
  party looks closely at the painting they will recognize a resemblance 
  between the pictured merchant and Hiram Parth). Behind the throne 
  the two bloody spears
  Talking Dog
  “The Great God Alquemedak commands that I offer your 
  soul and flesh to him. His will cannot be denied!”
  Description: Talking Dog is old — at least for a gnoll — 
  and his pelt has grown gray. He walks with a slight hunch and 
  a limp but is still a fearsome warrior who can command the 
  powers of his demonic god.
  Personality: Mad, mad, mad, mad.
  Background: Talking Dog felt the power of the Hyena 
  God at an early age and, while still a cub, ran off into the 
  desert to seek the voices that called to him. He found them, 
  and returned to his band to murder and sacrifice all to the 
  glory of Alquemedak. Since then, he has served a variety of 
  packmasters, killing those who don’t obey his religious laws, 
  and brining up from the ranks those who will. Red Mane 
  obeys and may live for now, at least as long as Alquemedak 
  commands it.
  
  21
  is a large unlocked ironbound chest that contains the shrunken and 
  preserved heads of every gnoll who has dared to challenge Red Mane 
  for leadership of the band — 17 in all, each stuffed with gold dust 
  worth 35 silver shekels (gp). Unless a council has been called, this 
  chamber is empty.
  H23b. Packmaster’s Bedchamber
  As befits the leader of a prosperous band of gnolls, only the finest 
  decorations and accouterments serve the packmaster’s needs. Against 
  one wall is a feather mattress and carved wooden bed complete with 
  silk canopy looted from a caravan. Sadly, gnolls are hard on their 
  furnishings, and the bed has been cut and rent in multiple places. 
  An actual fireplace, built by dwarven slaves, complete with a brick 
  chimney provides heat and light throughout the day and night. A 
  jumble of wood sits next to the fireplace, and is refilled daily by 
  slaves. 
  Opposite the fireplace is an upright harpsichord, again looted from 
  a caravan. Red Mane does not know how to play it, but is always 
  on the lookout for a slave who can. Currently, that slave is an elven 
  woman named Elisa Stardream (a normal elf female). Elisa is Red 
  Mane’s favorite, and along with his 3 mates (equal to gnoll warriors) 
  and 2 slave concubines (normal human females), can usually be 
  found here with red Mane and is his trained giant hyena. Nearby 
  is a table and chair, at which Red Mane takes his meals (the women 
  must sit on the floor and watch). Nailed to the underside of the table 
  is a small wooden box that contains Red Mane’s greatest treasure, a 
  ruby and gold gorget-style necklace worth 3,000 silver shekels (gp).
  Traps: The fireplace was built by dwarven slaves now all dead 
  save for Havrak Dwellingdeep (see Area H7). The whole thing is 
  rigged to collapse when the proper stone is depressed (AC 4[15] to 
  be struck from across the room by a ranged attack). Hidden beneath 
  the wood pile is a waterskin filled with lamp oil as part of the trap 
  planned by the now all but dead dwarves. When the trap is triggered, 
  the hearth and chimney collapse into the 10-ft. by 10 ft. area directly 
  in front of them, dealing bludgeoning and fire damage to anyone 
  occupying those squares. This in turn spreads the burning contents of 
  the fireplace onto the wood pile. In the next round the oil-filled skin 
  explodes dealing fire damage to anyone still in the room for 3 rounds 
  and requiring an additional saving throw to avoid catching on fire.
  H23c. Treasury
  Inside this subterranean chamber is Red Mane’s personal treasure 
  hoard of 150 gold darics (pp) 1,280 silver shekels (gp), 3,450 silver 
  drachmas (sp), 9,080 copper obols (cp), and three diamonds worth 
  500 silver shekels (gp) each.
  H23d. Bodyguard Barracks 
  This is the home of Red Mane’s personal bodyguard, a troop of 7 
  of the elite gnoll warriors and their 3 hyenas. These gnolls are the 
  finest in the band and absolutely loyal to Red Mane — at least as 
  long as he is strong enough to discourage one of them taking over 
  the band. None of them are married, but they do have their pick of 
  available females, and all have their eyes on the young gnoll females 
  awaiting their rite of passage and eventual mating in Area H19. 
  Searching the pelts and crannies of this room reveals a +1 dagger, 
  56 silver drachmas (sp), 45 copper obols (cp), and three shrunken 
  heads filled with gold dust worth 35 shekels (gp) each.
  H23e. Packmaster’s Larder
  This foul-smelling chamber is used as a larder by Red Mane, 
  his personal bodyguard, and favored warriors. Inside are a private 
  cistern, various foodstuffs (including haunches of smoked human, 
  elf, and dwarf meat), and thirteen casks of rare Monrovian Fire Wine 
  worth 55 silver shekels (gp) each stolen from a caravan. Drinking at 
  least one glass forces the imbiber to make a saving throw or suffer a 
  –2 penalty to all die rolls until a successful saving throw can be made 
  (one try can be made per hour with a +1 bonus per hour that passes). 
  Rewards and Further 
  Adventures
  Assuming the party is successful, His Wisdom will be more than 
  generous. Payment will be prompt and in full, with additional rewards 
  for exemplary behavior. If the entire gnoll band is wiped out or 
  driven off, he will gives each hero a +1-enchanted weapon or armor 
  appropriate to their class and profession (or has a +1 enchantment 
  added to an existing weapon or armor), plus gives the party an 
  additional 2,000 gold darics (pp). If they managed to uncover Parth’s 
  conspiracy, they will receive the above rewards, plus an extra bonus 
  of one fifth of the value of Parth’s property (His Wisdom comes 
  into possession of it after the trial and execution of the traitor). This 
  sum will total 5,000 gold darics (pp), but the party will have to wait 
  at least three months for the property to be auctioned and sold. If 
  they choose not to wait, the Pasha will happily hold it for them until 
  their return. All rewards are, of course, subject to the taxation of the 
  satrapy at the rate of 33%.
  As long as the PCs have not made fools of themselves and have 
  managed to eliminate the gnolls, they will be welcome at Salt 
  Springs anytime for as long as they want to stay, and given the best 
  accommodations and treatment available. If the PCs have become 
  fugitives from the law of Salt Springs, they can clear their names and 
  collect the above reward by proving that Hiram Parth was in league 
  with the Two Bloody Spears (probably by recovering the gnolls’ loot 
  manifest together with the evidence from Parth’s own residence). If 
  the PCs do not clear their name, then they receive no rewards and 
  remain on the run from the pasha’s men.
  If they manage to defeat the gnolls, but fail to uncover Parth’s 
  treachery, His Wisdom will not be very happy with them when the 
  attacks resume. He will issue an arrest warrant for the party, and 
  should they ever find themselves in his satrapy again, they had best 
  be disguised and using assumed names. If they are arrested (and 
  assuming that they don’t do anything stupid such as resisting arrest) 
  they will be taken to Salt Springs and placed in the dungeon for three 
  days. Once they have had a chance to cool their heels a bit, the guards 
  come and escort the PCs to the edge of the satrapy, returning to them 
  the two bloody spears
  Red Mane
  “I will enjoy your death, almost as much as I will enjoy 
  eating your flesh afterwards.”
  Description: Red Mane is a big, scarred gnoll of unknown 
  age — at least twenty-three summers. His namesake hair is 
  kept long and wild, as wild as the rampant rage in his eyes.
  Personality: Red Mane is cruel, callous, demanding, and 
  fearless.
  Background: Once, many summers ago, Red Mane served 
  in a mixed group of mercenaries that fought in the wars 
  of the softer races. There he learned how to lead men in a 
  civilized way, as well as how to seek out the dark underbelly 
  of city life. Red Mane used this knowledge, and the support 
  of the prophet Talking Dog, to cement his hold over the Two 
  Bloody Spears band of gnolls. Now, he tries to balance his 
  instincts with his learning and raise his people up to become 
  a major force in the region. Luckily for the other races, he 
  lacks the intelligence to do this, and instead merely mimics 
  the military discipline and tactics he saw as a mercenary.
  
  22
  any weapons or other items they carried (minus a small amount of 
  coin and jewelry that was ‘lost’). There the guards inform them that 
  they are no longer welcome in the Satrapy of Salt Springs, and to 
  return is to discover that failure is punishable by death. Additionally, 
  His Wisdom will have sent messages to neighboring rulers and to the 
  Court of the Grand Caliph describing the PCs and their perfidious 
  ways. The party can expect complications should they get into 
  trouble in any nearby domain.
  Our heroes adventures need not end here, however, and the Painted 
  Canyons as well as the Satrapy of Salt Springs would be a suitable 
  place to explore and profit from. The Painted Canyons are no doubt 
  filled with other interesting places to explore and loot (where did 
  the strange gigantic bones used by the gnolls come from, and are 
  there more of those creatures still living somewhere in the fathomless 
  depths of the canyons?). The destruction of the Two Bloody Spears 
  tribe has left a power vacuum in the Painted Canyons, one that any 
  number of would be warlords might be happy to fill. Further, rumors 
  abound that somewhere in the Painted Canyons is the Lost City of 
  Omlach-Tur, a cliff-dwelling ruin and once-capital of a long dead 
  empire.
  Having a permanent base is and being the only adventurers the 
  Pasha Abubakkar will allow to operate in his area is a great boon to 
  such endeavors. Seeing the success of paying bounties for the gnolls, 
  His Wisdom may desire to see other foul creatures hunted down in 
  the Painted Canyons. Finally, the PCs could follow the leads learned 
  from Parth and the gnolls and travel to far off Bhutan and root out 
  the Zuma Qulldishi.
  the two bloody spears
  
  23
  legal appendix
  one Night Stands: Death in the Painted Canyons is written under 
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  15. COPYRIGHT NOTICE 
  open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, 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.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  One Night Stands: Death in the Painted Canyon, Copyright 2011,  Frog 
  God Games, Author Scott Casper.
  
  24
  
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