TEXT: THE SANDS OF TIME ©2003
  By Michael Baumann and Matthew Hartley
  For Stormbringer 5th Edition.
  LEGAL INFORMATION
  This adventure is copyright 2003 by Michael Baumann and Matthew Hartley. It may be freely
  distributed for personal use provided that it is not modified and no fee above the normal cost of
  distribution is charged for it.
  Stormbringer is a registered trademark of Michael Moorcock.
  The Stormbringer 5th edition role playing game is published by Chaosium Inc. For more information
  about Stormbringer 5th edition or Chaosium Inc. visit their web site at http://www.chaosium.com
  ACKNOWLEDGEMENTS
  Dedication: Matthew would like to dedicate this to his wife, Carol for her support. Michael
  dedicates this to the memory of his Mother.
  Play-testers: Andrew Gilbertson, Michael Mc Coy and Barry Tebon.
  The adventure was inspired by a scenario run by Mike's good friend, John Eiler.
  INTRODUCTION
  The following adventure is for four to six beginning to moderately experienced Stormbringer
  characters, but adjusting the skill level and/or number of NPC opponents easily increases the
  difficulty. If the party is extremely skilled, or has several bound demons the Game Master may have
  to radically redesign the opposition to offer them a challenge. Information to be read to the players is
  always in Italics while Game Master information is in plain type.
  The Sands of Time is designed to be the first part of a mini-campaign; the second part is the
  adventure Shadows of the Past. Alternate beginnings and endings are provided for Game Masters
  who do not choose to run the adventures back-to-back.
  GAME MASTER'S SYNOPSIS
  The adventure may begin any place the Game Master desires. A ragged-looking girl in her early
  teens presents the characters with an ancient map to a forgotten Quarzhasaati city. The map promises
  treasure, magical items and knowledge to lure them into the Sighing Desert. Once the party has
  determined to undertake the quest to the lost city of Bahlahim they will have to make their way to
  the city of Savona, in Ilmiora, and hire guides for their journey into the desert. Unbeknownst to the
  party, while the girl's map is real it is nearly a hundred years old. Watering stops have long since
  dried up making the journey from Savona to Bahlahim nearly impossible. The party will become lost
  in the Sighing Desert, be attacked by monsters, endure a sandstorm, and finally be deserted by their
  nomad guides. As they stumble about slowly dying of thirst, they will discover their goal: a two
  thousand year-old palace untouched by the ravages of time.
  
  The palace stands amidst the ruins of the ancient Quarzhasaati city of Bahlahim. The players will no
  doubt be surprised to find it inhabited by a court of decadent nobles and their servants. The palace is
  actually a powerful illusion maintained by the demon N'urlgaash. This demon, who was summoned
  to this plane by the sorcerer Qaleb, is now in an unenviable situation: Bound to an immortal master
  who has lost his will as well as his mind, N'urlgaash pursues his need to cause fear as best he can. A
  master of illusion, the demon has been able to lure caravans and nomads to the palace where they are
  literally frightened out of their minds; quickly assuming the roles of the ancient Quarzhasaati who
  lived here centuries ago. The players must unravel the mystery of the Palace and confront the
  demon, or be condemned to suffer the fate of the other inhabitants. The destruction of the demon
  will open a rift in the plane of the Young Kingdoms, and catapult the party to the Shadow Plane
  where they will begin their next adventure: Shadows of the Past.
  A GIRL WITH A MAP
  The adventure can begin in any city in the Young Kingdoms; perhaps the characters are taking their
  ease in a tavern after their last adventure. A raggedly dressed girl in her early teens (The Mute Piper)
  approaches a member of the party. While it should appear random, the Game Master should choose
  the character with the highest Law Allegiance (or lowest Chaos if no one stands out) and read the
  following to him:
  You step into the bustling afternoon street with no goal in mind other than to find a more agreeable
  tavern; a mean-eyed bartender, who served sour ale at an exorbitant price, ran the place you just
  exited. As you stride down the dusty avenue, you spy a ragged girl approaching you. She appears to
  be on the edge of her teen years. Her lank, brown hair hangs limply across her dirty face. Her gray,
  homespun dress is tattered and stained. Most remarkably you notice her eyes are two different
  colors: one subdued hazel and the other piecing jade She clutches a cheap-looking musical pipe in
  her left hand and a leather pouch in her right. The girl thrusts the pouch into your hands, gives a
  short nod and then runs off. You soon lose sight of her in the crowd.
  Opening the pouch, the character will discover a book wrapped in oilskin. It is the Logbook of
  Varlim Sarraber (see below). If the party is in need of money, the pouch also contains enough coin
  to allow them to travel to Savona and outfit a caravan into the Sighing Desert.
  The Mute Piper: In actuality, the girl is no common street-waif, but rather a manifestation of a
  powerful champion of Law: Anastasia the Hammer of Mirath. Anastasia is currently trapped on a
  plane near to that of the Young Kingdoms. The coming conjunction of the Million Spheres has
  allowed her to create the form of The Mute Piper in order to look for help in freeing herself. She has
  chosen the player characters as agents likely to succeed in this quest and so contrives to see them
  banished to the Shadow Plane to offer her aid. If the characters don't take action to follow the map,
  the Mute Piper will appear to them several times a day, looking increasingly forlorn and distraught.
  The full story of Anastasia is recounted in the adventure Shadows of the Past.
  AT THE REQUEST OF A COUNTESS
  An Alternate Beginning
  Game Masters who do not wish to run this adventure with Shadows of the Past may use this alternate
  beginning:
  Countess Lamina Gomp, is a collector of antiquities. Her treasures of by-gone eras are amongst the
  finest in the Young Kingdoms. The pride and joy of her collection has always been the rare pieces of
  
  the Quarzhasaati civilization. She is known to have gone to extreme lengths to acquire artifacts of
  this ancient culture; rumors of blackmail and black magic are sometimes mentioned in context with
  her name. Originally hailing from Filkhar, the Countess is a self-proclaimed "citizen of the world"
  and may be found residing anywhere that is convenient for the Game Master.
  You are taking your ease at a local alehouse, when a lackey in a most peculiar livery disconsolately
  approaches your table. After a stiff, formal bow he clears his throat and says, "The Countess Gomp
  would have the pleasure of your company to discuss a possible business arrangement. Please attend
  upon her within the hour." After another bow, the servant turns awkwardly and exits the tavern.
  A few questions will reveal the location of the Countess' "townhouse", a sprawling mansion in the
  most upscale portion of the city. If the party attempts to divine any information about the Countess
  herself allow them Idea rolls to gather information. The Game Master is free to reveal anything he
  chooses about the Countess to the characters.
  You arrive at the Countess' enormous estate and are shown into a sumptuously appointed hall.
  Minutes later the Lady herself sweeps into the room and bids you "be seated" on an over-stuffed
  ottoman or settee. The Countess is a handsome woman. Time has lined her patrician face and
  streaked her raven hair with gray. She is dressed in a gown that would do no shame to a queen and
  her hair is so elaborately piled and coifed that she looks as if she is ready to attend upon the
  Emperor of Melinboné himself, rather than bargain with a band of adventurers. She begins pacing
  the hall as she talks, occasionally punctuating a sentence by slapping a small book her gloved hand.
  "Gentlemen, it is so good of you to come. I have been following your careers most carefully, and you
  seem to me to be the perfect candidates for the adventure I propose.
  "I hold in my hand one of the logbooks of Varlim Sarraber. This Sarraber was an explorer, famous
  in his own time, who traveled the Young Kingdoms nearly a century ago. The book in my possession
  is undoubtedly authentic, and I believe it to be the only copy in existence. It contains a tale of his
  sojourn in the Sighing Desert whilst looking for a lost Quarzhasaati city. The book ends with the
  adventurer finally discovering this lost metropolis. I have seen fit to make a copy for your perusal if
  you accept my proposal.
  "As you may well know, I am a renowned collector of antiquities, and those of the Quarzhasaati are
  the ones that I hold most dear. I should like you men to act as my agents in tracing Sarraber's route
  to this lost city and bringing back the choicest artifacts for myself. I will undertake to provide
  sufficient funds to allow you to travel to Ilmiora and outfit a caravan for the Sighing Desert. Upon
  your return I will, of course, be the sole proprietor of the artifacts and will pay you their due worth
  as determined by an independent party of our mutual choosing. This adventure is sure to complete
  my collection and make you wealthy men. Do I have your interest?"
  The Game Master can be as detailed as he wishes to be with the monetary aspects of passage to
  Ilmiora and the outfitting of a caravan, or he can simply skip to the adventure and assure the players
  that they have just enough money to cover their expenses.
  THE LOGBOOK OF VARLIM SARRABER
  The book is a small, leather-bound volume of the type that might be used to keep a journal or diary.
  It appears to be ancient; an Evaluate roll estimates it at one hundred years old. The book is written,
  in a clear hand, in an archaic version of the Common tongue (-10% to Read). Readers will discover
  that it is one of the Logbooks of Varlim Sarraber.
  
  Any player who makes a Young Kingdoms roll will know that Varlim Sarraber was a Lormyrian
  adventurer who lived nearly one hundred years ago. A famous explorer, he is said to have visited
  every continent in the Young Kingdoms, penetrated the mysterious Forest of Troos and even
  journeyed into the Unknown East. He meticulously documented all of his journeys in a series of
  logbooks, the originals of which are found in the Royal Library at Iosaz. A critical success will
  reveal that although Sarraber often embellished his tales his information and maps were always
  reliable. It is said he disappeared on his last expedition.
  The narrative begins in Bakshaan with Sarraber's retelling of a nomad legend: "The Haunted City in
  the Sands". It is clear that he believes this city to be lost Quarzhasaat a city supposedly drowned in
  sand after defying the Melnibonéan Empire. The Lormyrian lost no time in traveling to Savona to
  outfit an expedition to "The Haunted City". His reasons are made quite clear in the following
  passage:
  'Fair Quarzhasaat with her alabaster towers and golden palaces was now my destination. I burn to
  see the remains of the city where the meanest peasant ate from silver plate and jewels were so
  common that they were given to children as toys; the city that was inundated with sand for her
  effrontery in opposing the might of Melniboné; the city that was destroyed by the Demon Isle, but
  never looted by her troops.'
  The entries continue as Sarraber describes his sojourn in the Sighing Desert. Apparently desert life
  did not agree with the Lormyrian and many of his pages are devoted to cursing the blazing sun, the
  omnipresent gnats, the ungainly camels and the odious guides. Apart from his trials, the explorer
  also carefully documents his progress through the shifting sands, noting oasis and providing a
  detailed map sketched in the leaves of his log. When he reaches his destination he writes:
  'I looked down on the ruins spread below me with mixed feelings of dismay and elation: Dismay, for
  surely the pitiful wreckage that lay before me could not be bejeweled Quarzhasaat, and elation at
  the fact that the palace of this far-flung enclave of the Quarzhasaati was as pristine as the day it was
  built. Surely some powerful magic had preserved this place in all it magnificence. Surely the
  treasures inside would more than repay me for the hardships of the desert.'
  Here the narrative ends. It appears that the tale is to be continued in Sarraber's next journal, but
  sadly that tome is not in your possession.
  Game Master's Note: It is assumed that the logbook promises sufficient adventure and reward to
  motivate the characters to outfit an expedition to the lost city. The Game Master may wish to play up
  Sarraber's description of the palace's exterior - its golden dome or gem-encrusted doors for example.
  The lure of knowledge or sorcery can also be dangled before the party, after all if a magician can
  preserve such a palace against the ravages of time, imagine what other secrets his Grimoire may
  contain. If the party is still reluctant to get started he may introduce a patron (see Countess Gomp,
  above) who agrees to outfit the group for a share in the profits gained from the expedition.
  AMONGST THE BEDU
  Sarraber's began his trek to Bahlahim in Savona, so getting the party to this city is the Game Master's
  first goal. He may improvise the trip, or simply state that the characters arrive in the Ilmioran city
  safely. Once they have arrived, he should encourage the party to find guides and trade for camels
  before continuing into the desert. Any player that succeeds in a Natural World skill check will
  realize it is folly to travel in the Sighing Desert without native assistance.
  
  While seeking camels in Savona, the characters will discover that the only camel breeders in the
  town produce very expensive racing animals. Pack camels and riding beasts are obtained from
  bartering with the desert tribes who bring in their surplus stock to trade for foodstuffs, cloth and
  metal goods. Such a tribe is in town at the moment. They are known as the Bedu.
  The adventurers will quickly learn that bartering with the Bedu is a difficult procedure. They are a
  proud people and trade must be conducted according to their customs and traditions, or not at all.
  Characters can find out the correct trading procedures by paying for the information from local
  merchants (reliable but expensive) or talking in the inns (cheaper but error-prone). Game Masters are
  encouraged to role-play the dissemination of this information otherwise a successful Charisma or
  Fast Talk roll will reveal one item of information in the lists below:
  Trading:
  Traders should approach the Bedu camp in daylight only. No women may accompany the
  trading group.
  Eat the salt and bread presented to you on arrival. It is a sign of peace and hospitality. If a full
  meal is offered to you it is a sign that the Bedu are in a generous mood.
  Ask to speak to the tribe's chief or Sheik. Give him an expensive but practical gift (a jeweled
  dagger, for example), and exchange pleasantries for an hour or more, before discussing
  business.
  Do not attempt to haggle with the Sheik. It is a great offense to try.
  The Sheik is interested in obtaining foodstuffs (mint tea, goat meat, flour, salt, dates and
  figs), bronze cooking items, metal arrow tips, medicinal herbs, and gold coins. He is not at all
  interested in oxen, horses or other livestock, no matter how good.
  Information on the Bedu themselves:
  Bedu women dress "modestly" in long robes that hide their figure and headscarves that may
  be drawn over the face when talking to strangers.
  Bedu men are very protective of their wives and daughters "honor".
  Never physically attack a Bedu. To attack one is to attack the whole tribe.
  The Bedu won't fight to the death, but if they escape, you'll never sleep safely again.
  The Bedu always take revenge.
  The items wanted by the Sheik are discussed above. The party will need to convert their livestock,
  gear or coins into goods that the Bedu want by trading with city merchants. Depending on the
  characters Bargaining skills, they will only receive between 30 and 80% of the nominal value from
  the merchants. The value of the goods demanded by the Sheik will depend entirely on how well the
  adventurers follow the Bedu trading customs. The Sheik is no fool and cannot be easily tricked by
  people attempting to pass off shoddy or fake goods (or cash) on him. If the characters really foul up
  the negotiations they can hire the services of a city merchant to approach the Bedu on their behalf.
  
  Needless to say, they will get a very poor bargain. If the players ask, the Sheik will provide some
  desert guides, led by a man named Yassuf. As payment for guiding (in advance) the party must
  provide each guide with some jeweled item of modest value and the Sheik with a jeweled item of
  greater value. These Bedu won't guide for figs. Assuming that the characters have not offended their
  hosts, once the trading for camels and guides is completed successfully they will be invited to stay
  overnight in the Bedu camp.
  The Bedu camp is a noisy but joyful place. The tribes-people appear relaxed around each other. The
  characters will be invited to stay around the fire of the bachelors. Any Female characters could
  rejoin the party at this point, if appropriately dressed. The Bedu are great storytellers and tales will
  be told late into the night, accompanied by fermented camels milk (which actually tastes better than
  it sounds). Young unmarried women are permitted to join the bachelors' fire group, so long as they
  have stories to tell or songs to sing. This is the only opportunity young people have for flirting in
  Bedu culture, so it is a popular evening pastime. The songs and the stories are mostly religiously
  themed parables, but by listening attentively, observing closely and asking a few questions the
  players can learn many useful facts about desert survival. An Idea roll can be made for each piece of
  information.
  Bedu Survival Tips:
  You need to drink a gallon of water a day in the desert (a goatskin full).
  You should wear loose robes but make sure all of your skin is covered from the sun.
  Mix grease and soot together and smear this under your eyes - this prevents sun blindness
  Never wear metal armor unless you are about to attack.
  Cover all shiny objects in rags- the glint of metal can be seen from miles away
  Only travel at night if you are low on water.
  If you are lost in the desert bury yourself in sand during the day. The lower layers of sand are
  cooler.
  If you stop at night, always light a fire. The night is as cold as the day is hot.
  If you stop, always hobble your camels.
  If you are lost and come upon a trail, always follow it. Trails that survive in the desert
  invariably lead to waterholes or oasis.
  When attacking an enemy, always move through his hobbled camels to attack the camp.
  Camels always make lots of noise and thus won't alert the guards.
  If a nomad helps you always reward him. If he refuses the reward for himself, always insist
  on giving it to him anyway "for his relatives".
  Never trust a talking animal, it is likely a demon in disguise.
  
  Camel Riding: For entertainment value alone the Bedu will be happy to teach anyone the basics of
  camel riding. Characters may initially use one half of their Ride skill when mounted on a camel.
  This will improve by 5% per day, up to the Character's normal Ride skill, until they have become
  used to the motions of the beasts.
  Additional Supplies: Before the characters journey into the desert, the Game Master should allow
  them to purchase any additional supplies they might require in Savona, or from amongst the Bedu.
  Characters who purchase nomad garb will fare much better in the Sighing Desert, allow them Idea
  rolls to realize this fact.
  BEDU WISDOM AND JUSTICE - A MURDEROUS INTERLUDE
  Game Master's Note: This mini-scenario has nothing to do with the main plot, but is an interesting
  insight for the players into Bedu culture. It can also be used as a stand-alone scenario at a later date
  if the Game Master wants to get on with the main storyline.
  Storytelling
  You are sitting round the bachelors' campfire enjoying the evening storytelling, when a young
  woman, modestly dressed in Bedu robes, joins the group. Catching sight of her face you she is a
  great beauty. You quickly learn that the woman is named Hannah and that she is the daughter of the
  Sheik's brother Yacob. Hannah is a skilled storyteller and entertains the group with a number of
  heroic tales of Wahieb and his loyal camel Yasser.
  Hannah seems very much at ease in the group and will only cover her face with her scarf if the
  strangers (i.e., the characters) show her immodest attention.
  Hannah is obviously a great favorite around the bachelor's fire, and it is clear that a number of the
  young men are smitten with her. One in particular, Bin Ali, can't keep his eyes off her.
  Players who make Insight rolls will also see that the Sheik's son, Abdul Bin Saleh, gives a black look
  to anyone who pays Hannah too much attention. Bin Ali is obviously ignoring Abdul Bin Saleh 's
  displeasure.
  As Hannah is finishing a particularly humorous story, an old woman appears by the fireside. She is
  obviously enraged, and starts berating Hannah, in the tribal tongue, then pushing and shoving her
  about. Hannah fiercely defends herself, hurling abuse back at the crone, whose name is Sanaa. The
  men round the fire are taken back by the commotion, but Bin Ali jumps to his feet and pushes Sanaa
  away. Abdul Bin Saleh rises, shouting something incoherent, and appears ready to attack Bin Ali,
  but Yassuf the guide quickly springs between the combatants and says in a voice so edged with steel
  it threatens to cut the very night air, "Enough! You disgrace yourselves and the tribe before these
  outlanders."
  The four participants freeze at the sound of Yassuf's voice and glance sheepishly in your direction.
  Bin Ali looks as if he is about to speak, but is silenced by an icy stare from Yassuf. By now the camp
  is aroused and the married men have come to see what is going on. Yacob, Hannah's father, takes
  the shaken girl back to the family tent.
  The exchange between Hannah and Sanaa took place in the Bedu tribal tongue, so the characters will
  have no idea what was said. If they ask a tribesman what is happening have them make Fast Talk or
  Charisma rolls. Success garners an explanation from the wily tracker Frashid.
  
  "As is the custom of the Bedu, Hannah was betrothed to her first cousin, Abdul Bin Saleh, at birth."
  He begins." It is well known that she has no love for our Sheik's son.
  "The wind tells us that her heart belongs to the fiery, young Bin Ali; although she will happily flirt
  with the other bachelors around the campfire." He says wistfully. "According to our traditions, Bin
  Ali may only marry Hannah if Abdul Bin Saleh agrees to give up his claim on her and it is clear he
  has no intention of doing so.
  "Sanaa, a foolish and bitter old woman, has accused Hannah of the great crime of adultery with
  Amjad, her elderly husband. The spirits have touched Amjad's mind, in his old age, so the accusation
  is laughable. My feelings are that Sanaa, a great beauty when young, has never quite reconciled
  herself to old age. Seeing Hannah must be like sand under her tunic.
  "These accusations are like the last heated stone that brings a simmering cooking pot to a boil. The
  Sheik's son has now accused Hannah of adultery with 'everyone' and threatened to kill her. If
  Hannah is an adulteress, she can indeed be put to death under Bedu law."
  After some time, the camp settles down for the night. The characters are welcome to sleep around
  the bachelors' campfire.
  The Body in the Sands
  Before dawn a random character will feel the "call of nature" and will leave camp to slip behind a
  sand dune.
  Rounding the edge of the dune you spy a Bedu woman lying face down in the sand. No tribeswoman
  would sleep out under the stars, and the fact that she hasn't stirred since you came around the dune
  warns you that something is amiss. Approaching with caution, you squat down and roll over the
  body. It is Hannah. A single knife wound mars her olive throat. Clearly, she has been dead for some
  hours.
  A Search or Tracking roll reveals that there are no sign of a blood trail or any indication that the
  body has been moved. There are occasional tracks of sandaled human feet in the sand which lead
  back to the camp, however it is quite impossible to identify the killer from the tracks.
  The best course of action would be for the character to go straight to the Sheik and inform him of the
  slaying. Failing that he should at least raise the alarm in the camp. If the character does nothing, the
  body will be found again within half an hour. Someone in camp will have seen the character going
  behind the dune earlier and he will have some explaining to do (see below). If the adventurers decide
  to leave the camp secretly the Bedu will assume they are guilty and will pursue them. They will not
  give up until all the party members are dead.
  The discovery of the body causes uproar in the camp. The whole tribe crowds around the corpse.
  Hannah's mother and aunts are hysterical with grief. Their mournful shrieks are carried on the
  desert wind throughout the camp. Her father stands in shock. Many young men, including the
  obviously distraught Bin Ali, swear bloody and horrible revenge on the murderer. Abdul Bin Saleh
  looks on darkly before retreating to his tent. The Sheik calms the crowd and orders everyone back to
  camp. He instructs that Hannah's body should be wrapped in a burial shroud and that a grave
  should be dug. He then returns to his tent.
  
  The Interviews
  As the camp prepares breakfast, the characters are summoned, one by one, before the Sheik. Each of
  them will undergo a similar interview. The Game Master is encouraged to conduct these sessions
  individually to heighten the tension. The adventurer that discovered Hanna's body is interviewed
  last.
  The Sheik appears calm and composed. He gestures for you to take a seat amongst his pillows and
  cushions. "You will take tea?" he begins, signaling a serving girl who brings you a scalding cup
  regardless of whether or not you said yes. " We of the Bedu are a strong and noble people who do
  not fear death, but the events of last night are most troubling. Murder such as this is unheard of
  amongst my tribe. The wind brings me tales that [insert the name of the character who found Hanna's
  body] was looking on my niece with immodest interest." His voice trails off in a whisper.
  "I am a man of honor and I have never broken the laws of hospitality. It pains me to ask this of a
  guest, but what were your movements last night?"
  The best thing the characters can do is to be entirely truthful. The Sheik can and will crosscheck
  their stories. He will tell the characters nothing and will not engage in speculation about either
  motive or murderer. An Insight roll will reveal that finding the murderer is his utmost concern and
  he doesn't feel that discussing the issue with outsiders will help matters. A critical success reveals
  that the Sheik does not consider them suspects. When the adventurer has answered the Sheik he will
  nod and say,
  "Very good. Please wait outside my tent. I will have need of you later."
  When all the characters have been interviewed individually, they are invited to return to the Sheik's
  tent. If they told the truth in the interview (or at least didn't entangle themselves in too big of a lie)
  he invites them to stay during the remaining interviews of Sanaa, Bin Ali, and Abdul Bin Saleh. If
  they stay, they will witness the following interviews. The Sheik will not however prevent them from
  wandering about if they wish. He will however ask them not to leave the camp.
  Sanaa: The first suspect brought before the Sheik. She looks as though she has aged 20 years since
  this morning and you can see the lines of tears in her lined face. She is clearly terrified and her
  testimony is punctuated by sobs and moans.
  "Sanaa, wife of Amjad." The Sheik begins, "Last night you were heard to accuse Hannah of adultery
  with your husband. Today my niece lies dead. What can you tell me of this?"
  "Oh my Sheik!" She wails dropping to her knees. "I did not kill the little flower… I am an old and
  bitter woman… A demon took my tongue last night and made me speak those horrid things… Please
  my Sheik, you must believe me." She collapses on the floor and begins sobbing again.
  Any player who makes a Search roll will notice that Sanaa seems to be hiding her left hand in her
  robe. If asked to see her hand, she will reluctantly show the bandaged member. A Physik roll tells
  the player the wound is recent. If asked about this she mumbles,
  "While I was preparing breakfast… the spirits took control of my husband again. He struck me…
  while I was cutting up dates… I cut my own hand with the knife."
  
  Bin Ali: The second suspect is clearly still distressed. He approaches the Sheik with his head held
  high and a look of fire in his eyes. A successful Insight roll will show the he is seething with anger,
  but has no outlet for it.
  "Bin Ali." The Sheik says, fixing his cool gaze on the warrior. "This morning Hannah was found
  dead in the sands. What do you know of this?"
  "Nothing my Sheik." The young man growls.
  "Bin Ali. It is well known that you desired this woman. It is also well known that you could never
  have her. Your fiery temper was demonstrated again last night when you struck Sanaa at the
  bachelors' fire. Perhaps you killed the girl to prevent Abdul Bin Saleh from having her?"
  Bin Ali's face contorts with rage. "You are mad if you think such a thing of me." He says. "I loved
  Hannah with all my heart and I would never harm her in any way. I swear by all the gods that I will
  hunt her murderers to the ends or the earth." At this point he turns and storms out of the tent.
  Abdul Bin Saleh: The final suspect brought for questioning is the Sheik's own son. Insight rolls will
  show that the man is in a black mood and resents being called before the Sheik on this matter. He
  also appears remarkably self-composed for a man who just lost his fiancé. Any action or interruption
  by the characters will cause him to storm out, saying: "It is not the place of outlanders to question
  the son of the Sheik!"
  "Abdul Bin Saleh." The Sheik says fixing his son with a hard stare. "Last night you were heard to
  accuse your betrothed of adultery and threatened to slay her with your own hands. This morning her
  body was found cooling in the sands. What can you say of this?"
  The young man casts an angry look in your direction and then says. "I do not deny my actions last
  night. Hannah's licentious behavior caused my blood to boil and I spoke with haste. I know nothing
  of her murder."
  If the characters think to ask any of the suspects their whereabouts last night, all three will say that
  they went to bed following the argument last night. With the exception of Sanaa (whose husband is
  not reliable) none have any witnesses to corroborate their story.
  When the last interview has concluded, the Sheik says. "I will meditate upon these things. You are
  welcome to remain or go into the camp. Please do not leave, I wish for you to be here when this
  matter is resolved."
  The Sheik stays in his tent meditating for most of the day. If the players attempt their own murder
  investigation they will find out little, although they have great opportunities to offend people. The
  Bedu will be reluctant to talk to them and will see their interfering as an insult to the Sheik. Any
  attempt to use magic would make the Bedu very angry and the Sheik will have to intervene to stop
  the magician from being attacked. Like the party, most of the tribe just went to bed after the
  argument and knows nothing. Anyone will be able to confirm what Frashid said about Hannah, Bin
  Ali, Abdul Bin Saleh, and Sanaa.
  The Riding Dead - Bedu Wisdom
  Late in the afternoon the Sheik emerges from his tent. He walks over to Hannah's body, lying
  wrapped by the graveside and motions for one of the Bedu to bring along a camel. When the camel
  
  arrives, he forces it to kneel and turns to you saying, "Help me tie the body of Hannah to the back of
  this beast."
  Together you (or Frashid if the characters refuse) tie Hannah's body upright on the camels back. The
  Bedu are astonished at this and a crowd quickly forms. The Sheik makes the camel stand and leads if
  off round the camp. Seeing the body on the camel causes pandemonium in the camp. Everyone
  watches aghast. Many angry words are directed at the Sheik. It is clear that only his position of
  authority stops him from being lynched on the spot. It takes the Sheik about half an hour to lead the
  camel around the camp before returning to the graveside. The Sheik then sets out around the camp
  again. He repeats this journey a total of 6 times. With each passing of the camel, the crowd thins.
  Disgusted or just confused, individuals return to their tasks. On the final circuit of the camp only one
  watcher remains: Hannah's father, the Sheik's brother, Yacob. The Sheik stops the camel by the
  grave and removes Hannah's body from the camel. The Sheik goes over to his brother, places his
  hand on the man's shoulder, and speaks quietly to him in the Bedu tongue. Yacob says a few words,
  nods and goes to his tent.
  The Sheik now signals you to come over and begins, "I knew by the way she was murdered that
  Hannah could have only been slain by another Bedu. I also knew that only the murderer would feel
  so guilty at what he had done that he would watch as I paraded the body of his victim around the
  camp six times. The murderer was Hannah's father, Yacob."
  If the characters ask why, he will continue,
  "Hannah's behavior was reprehensible. Her continual liaisons with Bin Ali and contempt for my son
  brought dishonor on her family and lowered her bride price.
  "I have passed my judgment on Yacob and the sentence will be carried out at sunrise tomorrow."
  My Brother's Keeper - Bedu Justice
  As dawn breaks Yacob appears in front on the Sheik's tent. He is dressed in a robe on the brightest
  white. He looks somber but resigned. The Bedu gather round him in a circle, though none stand
  closer than ten yards to the condemned man.
  The Sheik emerges from his tent, armed with a long straight-edged sword. As he approaches, Yacob
  falls to his knees. He holds his head proud and erect, facing the dawning sun. Silence pervades, even
  the insects and camels know that this is a moment of utmost solemnity.
  The Sheik strikes a single blow. His brother's head lies in the sand.
  INTO THE SANDS
  You guide your ungainly beasts along a road that runs through the rich wheat fields of Ilmioria.
  Little, besides the gnats, disturbs your traveling. During the next few days, the fields of grain give
  way to fields of bunch grasses. Occasionally you spy the ruins of a farmstead in the distance. As the
  grasses begin to give way to sand, Yassuf declares you are on the border of Ilmioria. That night you
  camp in the ruins of an ancient farmhouse. It takes some work to fill your skins with the brackish
  water from its disused well.
  The Water Problem: Up to this point water has been relatively plentiful. As the characters venture
  into the desert this will not be the case. Find out how they are dressed. Uncovered metal armor will
  
  be almost unbearable in the desert, but even leathers will be quite hot. The caravan carries 60
  man/days of water. The Game Master should begin to calculate the party's expenditure of water
  during their sojourn in the desert. When the water begins to run out, the characters will begin to
  suffer the effects of dehydration:
  Double water rations
  +2 STR/Day
  Normal water rations
  -0 STR/Day
  Half water-rations:
  -2 STR/Day
  Without water
  -6 STR/Day
  Wearing nomad garb
  +1 STR/Day
  Wearing barbarian armor
  -1 STR/Day
  Wearing leather armor
  -2 STR/Day
  Wearing metal armor
  -4 STR/Day
  Traveling in the day
  -2 STR/Day
  Traveling at night
  -0 STR/Day
  No Traveling
  +1 STR/Day
  STR can never be raised above the original score of the character. When STR is reduced to _ normal,
  reduce the character's DEX by 5, and MOV by 1. When STR is reduced to 0 will he will die of thirst.
  SAND STORM
  Days 1 to 3: The next few days drag on beneath a blistering desert sun. By the third day, the road
  has become little more than a swale in the sand, and at times it is difficult to even make out that
  much. Your nomad guides are proving invaluable in the situation and seem to have an uncanny
  ability to relocate the ancient track. In the evening you camp in the shelter of a dune and listen to the
  nomads chat in their musical tongue.
  Day 4: The following day your progress is much slower. The road has become nearly
  indistinguishable from the surrounding desert and it takes time to follow the right course.
  Near noon have all the characters make Search rolls. Those that succeed can see a dark smudge on
  the horizon. A successful Natural World roll determines that it is a storm of some kind.
  Yassuf and his men stop in a low area between two dunes, force their camels to lie down, and begin
  to unbundled tarpaulins.
  If the players inquire as to what they are doing Yassuf simply points towards the horizon and says,
  "Sandstorm. Continue and, you will die."
  The nomads quickly build themselves shelters and take cover, leaving the rest of the party to fend for
  themselves. If the characters attempt to copy the nomad shelters they may attempt a Repair/Devise
  roll in order to construct an adequate shelter before the storm hits. Sheltered adventurers will take no
  damage during the storm. Those caught unprepared must make a CONx5 roll: success indicates 1D4
  damage; failure results in 2D4 damage inflicted over the course of the sandstorm (Armor will not
  protect against this damage).
  The storm rages for the rest of the day and all through the night. You can do little but huddle
  beneath your tarpaulin and pray that Lassa's sons will soon cease their play. When you finally
  awaken, it is to a clear sky. The nomads are already awake and have begun to pack up the camels.
  They look little worse the wear for their experience in the storm.
  
  A SURPRISE FROM BELOW
  Day 5: By mid morning you have dug your way out of the drifted sand and are again traveling. You
  are making little progress, and any sign of the ancient road has been obliterated by the storm. By
  noon Yassuf suggests halting the caravan to send out scouts to look for the road.
  The pack beasts are left with some of the party to allow the scouts to travel lightly. Several of the
  nomads and any characters that volunteer may scout for signs of the trail. The remainder will wait
  behind with the caravan. Have the scouts make Track rolls and pretend to note the results. No sign of
  the trail can be found at this point and the scouts will not be able to participate in the following
  encounter.
  Sand Dragon: Unbeknownst to the characters, they have been scented by a hungry Sand Dragon.
  When the characters with the pack beasts have waited for about an hour, call for Listen rolls. Those
  who succeed will be able to react the first round that the Sand Dragon attacks. The creature will
  burst from the sand and attempt to drag one of their pack-camels back down with it. Even if the
  adventurers manage to kill the beast, it should smash open some of the water barrels in its initial
  attack.
  Again, the purpose of the encounter is not to kill the party, but to further inconvenience them by
  stripping them of badly needed water. The aftermath of the fight will show that the characters have
  lost about 5 man/days of water. Depending upon how much they have rationed prior to this point
  they may have less than a day's water left to them.
  BETRAYAL
  The nomads (and any characters) return to report no sign of the road can be made out. When Yassuf
  is told of the Sand Dragon attack and the loss of water he will say, "We are dead men."
  That night the nomads begin to make camp as always. Have all the characters make Idea rolls. Those
  that succeed will notice the guides leap onto the back of their camels and head off into the desert
  with most of the other beasts in tow. They have most of the remaining water with them! Those who
  made their Idea rolls will be able to react before the nomads have galloped off. If the whole party
  fails, they will have to attempt to catch the nomads on camelback. Either way, Yassuf and his men
  will not give up without a fight.
  WANDERING
  Day 6 to Day?: By this time the party has become fairly well lost in the Sighing Desert. The Game
  Master can call for the occasional Navigate roll, but by and large this portion of the scenario is
  designed to cause the party to use up their remaining water. The players may come up with clever
  rationing schemes in order to stay alive. The Game Master can reward this ingenuity by throwing
  another sandstorm at them to retard their progress. The point is not to have the party die of thirst, but
  to weaken them for future encounters. The characters should be desperate by the time you run the
  next encounter, or they may not act upon it.
  MIRAGE
  It should be dark when you run this encounter. Have a character collapse from exhaustion if
  necessary. When the party has been resting for some time call for Listen rolls:
  
  As you lay resting in the ruined tower, the wind carries a high-pitched, reedy sound to your ears. It
  takes a moment for your dulled senses to realize that it is actually the sound of a flute or pipe.
  Undoubtedly the party will cast about for the source of the music. Have them make Search or Idea
  rolls. Any who succeed will see a line of camels, silhouetted against the dunes, some miles away. It
  appears to be a caravan of some type, but the characters do not seem able to attract its attention. The
  caravan is heading east, away from their current position. The only alternative seems to be following
  it.
  The party will follow the caravan through the rest of the night. They always seem to be getting
  closer, but can never quite catch it. If any character attempts a Track roll, they will discover no trace
  of the caravan's passing. Have all the characters make CONx5 rolls to continue to push themselves
  through the night. Those that fail will begin to fall behind in pursuit of the caravan. If any character
  falls out to help other members of the caravan out award them a Balance point. Needless to say, the
  party will not loose the caravan even of all fail their CON rolls.
  The gray light of predawn is upon you. Over the next rise is the caravan you have been chasing
  through the night. You can hear the braying of camels and the clank of harness; you must be close
  now. As you crest the rise the morning sun begins its ascent. Your attention is immediately drawn to
  a building in the valley below. It appears to be a sprawling, summer palace made out of a brilliant,
  white limestone. Golden domes cap its slender towers. The ruins of a fair sized city surround this
  gleaming structure. It can only be Bahlahim.
  Have the characters make Search rolls. Those that make a critical success will see the caravan they
  have been following through the night vanish as it approaches the gate of the city. Those that fail or
  make an ordinary success will assume the caravan has gone into the city gates, although no trace of
  it can be seen beyond.
  THE RUINS OF THE BAHLAHIM
  The former Quarzhasaatim city is split into two parts: The palace and the city proper. The city is
  almost entirely submerged in sand. The adventurers can see a few buildings, in poor shape, and lots
  of odd lumps in the ground, but their attention is always drawn and held by the palace, which
  appears to be in pristine condition. Both palace and city are discussed in more detail below.
  Background: Over two thousand years ago Bahlahim was a small thriving city of the Quarzhasaati
  Empire. The lords of the city aped their former Melinbonéan masters in their worship of Chaos and
  their casual cruelty.
  The chief sorcerer of the city was a dark and handsome man known as Qaleb. When he entered
  service with the lords of Bahlahim his powers had already grown to undreamt of heights. He could
  command the Elementals with ease and he had mastered incantations to keep himself safe from all
  forms of assassination. A score of demons were at his beck and call, his favorite being the protector
  of the court, N'urlgaash. As time passed, Qaleb came to realize that while there was no stopping his
  accumulation of magical power, eventually his mortal body would betray him. A confirmed
  hedonist, he did not relish the thought of transforming himself into a Liche or Mummy and
  continuing to practice his dark arts from beyond the grave as many of his brethren had.
  He then hit upon an ingenious idea: He petitioned the god Slortar for everlasting life. The ancient
  god was pleased by this mortal's audacity and granted his request. His price: the souls of every man,
  
  woman and child living in Bahlahim. 'After all,' the god had said, 'if you demand ten thousand
  lifetimes it is only fair that I have ten thousand lives in return.' The sorcerer quickly agreed, but he
  didn't reckon with the deviousness of Slortar. When the appointed night came to conclude their pact,
  Slortar slaughtered the entire population of Bahlahim. No one was spared, least of all Qaleb. The
  god visited each death upon the wizard as if they were his own. Seemingly murdered thousands of
  times over in thousands of different ways, Qaleb quickly lost his mind. He did not, however, lose his
  life. The shattered sorcerer wandered through the former palace, protected from death by age, thirst
  or starvation, no longer having the volition to do anything else.
  And so things may have stood until Bahlahim was buried beneath the shifting sands of the Sighing
  Desert but for one thing: N'urlgaash. Forced to defend the court of the city by terms of his binding,
  Slortar condemned the demon to continue to serve Qaleb even though the sorcerer no longer had any
  will or desire left in him. This infuriated the creature. His one desire was to cause fear, and that
  desire could no longer be pursued in a city devoid of life. N'urlgaash began to use his powers of
  illusion to lure passersby into the abandoned city and keep them there. At first this tactic was very
  successful, but soon the Quarzhasaati learned to avoid the "haunted city". Later still, when the
  Empire was inundated with sand, the influx of victims slowed to a trickle. Still the demon
  perseveres. The few lost and desperate souls that he manages to attract to the palace are tormented
  each night with a recreation of Slortar's night of terror.
  Running this encounter: This encounter takes a free-form approach. Much of what happens will
  depend upon the players and their interactions with the non-player characters in the palace and city.
  If the characters begin to explore the palace and city they may find N'urlgaash quite quickly. If they
  are content to lounge around the palace and partake of its delights, the Dweller in Darkness will
  come upon them in the night visiting upon them the most horrific visions. In either case, the Game
  Master is advised to have the party encounter Qaleb and see the Crystal Heart before the showdown
  with the demon. It would also be wise to become familiar with the non-player characters of the
  palace and the city.
  The Terror at Night: The palace and city described below are as they appear during the daytime. At
  night, N'urlgaash begins to play. The whole palace undergoes a transformation into a chamber of
  horrors. The Dweller in Darkness re-enacts the night that Slortar came to wreak havoc on Bahlahim.
  The characters are quickly caught up in these horrifying events, and take the roles of the poor
  unfortunates whom the Chaos Lord took in payment for Qaleb's gift of immortality. Those who
  succeed in a POW x5 roll will be able to brave the terror. Those who fail the roll will flee mindlessly
  about the place, shrieking in fear.
  The effects of the illusions are insidious. Once a character has succumbed to the initial onslaught, the
  demon will have gained an insight into his deepest fears. Draw on past experiences, failures and
  enemies to frighten him. His friends and lovers will begin to appear as victims in the parade of
  terrors. Drop the POW multiplier by 1 per night he misses the roll. When it reaches 0 the character
  will have lost touch with reality, assuming the role of a servant or minor functionary of the palace.
  Those in the city will fair somewhat better than those in the palace. N'urlgaash's powers are not as
  strong outside the palace. If the party is in the city at night, they still must make a POW x5 roll to
  suppress their fears, but this multiplier will only drop if they fumble this roll.
  THE CITY IN THE SANDS
  Before Qaleb's activities, Bahlahim was a thriving settlement of some ten thousand people. The city
  was built on a grid plan with four broad, palm-lined avenues leading from the palace to the low city
  walls. Beyond the walls, natural springs fed wide, shallow reservoirs. Through an elegant system of
  
  locks, the reservoir water was channeled through the city by a series of canals and cisterns. With the
  exception of the palace and several of the temples, buildings in the city were all one story high, with
  an open flat roof accessible by external staircases from enclosed shaded courtyards. Buildings are
  made of sun-dried mud brick on a sandstone block base. The size of individual dwelling varied with
  the wealth of the occupants and their professions. Most family life was conducted on the roofs, with
  the rooms in the building below being used for storage and business.
  Slortar's orgy of destruction devastated much of the city of Bahlahim and the ravages of time did the
  rest. The city now is little more than ruins that are periodically buried and then uncovered by the
  shifting sands. During the massacre of Slortar, the soul of every inhabitant was sundered from its
  mortal shell to feed the insatiable god. When it was over, no creature was left alive in the ruins
  except for Qaleb. Over the years, a few wanderers have settled in the ruins. These are the rare
  individuals who have managed to escape the palace grounds.
  Encounters in the City
  The Game Master should encourage the players to search the city of Bahlahim. Emphasize the
  desolation represented by the ever-present bodies, crumbling structures and the opportunities for
  loot. The encounters can be introduced at the Game Master's discretion when the players appear
  bored or frustrated with their search.
  D8        Encounter                              
  1
  Bodies
  2
  Wealth
  3
  Slortar's Temple
  4
  A Boy and his Lamps
  5
  The Demon Loom
  6
  Legion of the Dead
  7
  The Mute Piper
  8
  The Watcher
  Bodies: Any investigation of the city will turn up bodies, lots of bodies. The corpses of the former
  inhabitants of the city have been desiccated and preserved by the desert winds. Each building and
  each street with reveal a montage of daily life frozen dry in death. The corpses will be found in the
  positions in which they died. The scenes the characters discover can be banal (a baker by his ovens,
  or a shopkeeper amongst his wares), darkly humorous (a corpse on the toilet, or a pair copulating), or
  tragic (a mother with baby in a crib).
  Wealth: Metal items, jewelry and occasionally fine ceramics can be found in the ruins, but Evaluate
  rolls should be made to separate the antiques from the trash. The amount of loot that the characters
  take out of the ruins is up to the Game Master. Encourage the players to load up on priceless items
  only to have them discard them in the desert as they attempt to trek back to civilization.
  Slortar's Temple: A dark and imposing building, clad in sandstone with beautiful carved limestone
  friezes around the doorway and on the internal walls. The friezes depict numerous scenes of wanton
  hedonism, wild orgies and excess. A successful Idea roll by a player will reveal this to be the temple
  of Slortar. The temple lies just to the side of one of the main avenues, close to the Palace. Uniquely,
  not a grain of sand has penetrated this building. Investigations will reveal the desiccated corpses of
  the priests and few followers who unsuccessfully sought sanctuary from their god in his sanctum.
  The Priests are horribly disfigured, as befits their calling and the whims of their god.
  
  A Boy and his Lamps: The characters will encounter a wild-eyed urchin boy scrabbling through the
  dirt. If questioned, the boy will be guarded with his response. Only a Fast Talk or Oratory roll will
  get him to reveal that he is searching for brass lamps. If asked why, he will look tearfully at the
  adventurers and explain that he once found a magic lamp and the demon in it brought him to this
  place. He wants to go home (his place of origin is left to the Game Master and could provide the
  start of a new adventure). If the characters follow the boy, he will lead then to a ruined house
  crammed full of spotless brass lamps. The boy is indeed the victim of a cruel demon. There are no
  demon lamps in the city and the boy's search for one has nearly driven him mad.
  The Demon Loom: In one of the more intact buildings a man sits at a loom weaving. The fiber for
  the loom is provided from the heads of his wife and three children, who sit chained to benches by the
  loom. If questioned, the weaver will say the loom is magical and the carpet that he is making will
  take him and his family to safety. No, he is not making a flying carpet. The loom is indeed magical
  and is producing a map of the desert from the hair of the family. The loom will produce a map,
  centered on the current location of the loom, from human hair (which must still attached to living
  human heads) that is woven on it. To get a useful map will take many years of hair growth during
  which time the hair providers cannot detach themselves from the loom. If they do so, the map will
  stop and the process must start again. The current carpet-map should be sufficient to get the
  characters out of the desert (just).
  Legion of the Dead: Not all of the inhabitants Bahlahim went to their deaths without a fight. The
  crack guards of the ancient city turned out against the chaos lord, even though they knew the contest
  had already been decided. Amused by the Legion's attempt to engage him in combat, Slortar caused
  several of their number to continue to serve their city after their deaths. The characters encounter
  2d6 of these skeletal guards. The undead will attack only if the party attacks them first, or if they
  appear to they appear to be looting the city. Otherwise the leader of the patrol will motion for them
  to move along.
  The Mute Piper: The adventurers hear the mournful notes of a pipe coming from amidst the ruins
  of a building. If they investigate, they will find a young girl, in a dusty homespun dress, playing a
  pipe. It is the same young lass who delivered the logbook into their hands so many weeks ago. She
  stops playing as the characters approach and with a short nod begins to jog off through the ruins. If
  the party follows her she will lead them to the palace and go inside. They will be unable to find any
  trace of her within the walls of the palace.
  The Watcher: Standing in the center square of the city is a twelve-foot bronze statue of a powerful,
  armed warrior. If the party has been to the palace and met the court, the will recognize the features
  of the Caliph Osimund awkwardly imposed upon this athletic body. The statue appears to have
  suffered little for the ravages of time even it's alabaster eyes are intact and seem to watch the party
  intently. As they leave the square have the players make Idea rolls. Success indicates that a character
  looks back as he leaves only to see that the statue has turned to watch them go. The statue will never
  move while the party is watching, and appears to have no mechanism for turning or otherwise
  shifting its position. The truth is that it is an enchanted device of Qaleb the magician. Somewhere in
  the Caliph's Suite, in the palace, stands a mirror that reflects anything the statue sees.
  THE PALACE IN THE RUINS
  On arrival at the Palace, the Vizier will meet the characters. The laws of hospitality demand that,
  having turned up as strangers, they are housed and fed at the Caliph's expense. If they can convince
  him they are people of importance (Fast Talk, Oratory or Charisma roll), they will be shown to the
  Guest Suite, otherwise they'll be invited to stay in the Servants Hall.
  
  The palace has a powerful glamour cast over it to make it appear untouched by the ravages of time.
  N'urlgaash has cast this illusion over nearly everything in the palace: The inhabitants appear to wear
  the finest clothing; the furniture and appointments are of the most exquisite taste. The palace itself
  appears to be strong and whole, its walls covered in frescos of the most intricate and lurid detail.
  When the players look out of a window in the Palace, or out from the terrace, they will see the city
  of Bahlahim as it was two thousand years ago: bustling, splendid, and vast. This is another effect of
  the glamour. When they are outside the palace, the illusion will vanish, replaced by the time worn
  ruins of the city. This should cause the players a modicum of confusion. Characters who cast the
  Witch Sight spell will see through the illusion to the ruin that lies beneath. The reality is that the
  inhabitants are wasted wretches dressed in rags and the palace is little more than an eroded shell
  swept by the desert sands. There are three things in the palace that are not affected by N'urlgaash's
  illusions: The Crystal Heart, the altar, and Qaleb.
  The Palace is quite vast and N'urlgassh can only maintain the illusion of grandeur, not the fabric of
  the building that has thoroughly decayed. In order to prevent accidents, the demon has arranged his
  glamour so that people moving from one room can only go to other safe rooms. The Demon
  immediately constructs an illusionary passage avoiding any obstacles for any persons who leave a
  room. Illusionary walls block real doors or passages to unsafe rooms. Each passageway created by
  the demon only leads to one other safe room. Being a demon from another plane, N'urlgaash is
  inconsistent about where a passage will lead. For example, a person can leave The Kitchen by the
  large doors near the oven once and end up at the Tower, but the next time they leave the kitchen by
  that route they'll end up at the Guest Suite. This trickery has not helped the sanity of any unfortunate
  visitors. Whenever the Party leaves a room, roll 1D10:
  D10      Room                          
  1
  Altar Room
  2
  Audience Chamber
  3
  Courtyard
  4
  Caliph's Suite
  5
  Guard Tower
  6
  Guest Suite
  7
  Kitchen
  8
  Servants Hall
  9
  Terrace
  10
  Watch Tower
  If the die roll indicates the room that the party just came from the Game Master can do one of two
  things: Have the characters emerge outside in the ruins of Bahlahim, or roll again for another room.
  If N'urlgaash is actively watching the characters, he can guide them to any room he pleases. For the
  most part, the servants and members of the court can move freely to their destinations. During the
  Nights of Terror, no one may escape the palace.
  Altar Room: In the center of this large, square room stands a black, onyx altar. The craftsmanship is
  similar to the fountain in the courtyard, and it is covered with the same intricate geometric patterns.
  Any character who makes a Search or Tracking roll in this room will notice that the floor near the
  altar appears scuffed, as if the heavy altar can be shifted. It requires a STR -vs.- 60 resistance roll to
  move the altar, but up to 4 characters can participate. Once the altar is moved the party will find a
  passage leading into the basement of the palace (see The Dweller in Darkness, below). N'urlgaash
  will notice his lair has been uncovered, if the Altar is moved, and will summon 2D6 of the "servants"
  to attack the characters.
  
  Audience Chamber: This is a long rectangular room, with a magnificent throne on a dais at one
  end. On either side of the dais lie ornate tables, one with a long bench for scribes to sit and the other
  laden with refreshments. Along one wall a dozen high-backed chairs are arranged in a row. The
  walls appear covered in sumptuous tapestries, celebrating the (dubious) achievements of the Caliph
  and his ancestors. A pair of grand doors stands opposite the dais, and a smaller door immediately
  behind it.
  Whilst the Caliph holds court, or during evening entertainment, four guards will stand around the
  dais and another two will be positioned by the double doors. Half a dozen Servants will be on hand
  at all times. The Caliph and the court are most often found in this room conducting the business of
  state. During an audience, or entertainment, chairs will be provided, if the guests are of sufficient
  importance, otherwise they'll be expected to stand.
  Courtyard: A fountain, gurgling water, lies in the center of the courtyard. It is carved from a single
  piece of black onyx and covered in an intricate geometric pattern. The workmanship is exquisite. If
  suffering from the effects of thirst, the characters require a POWx2 roll to avoid rushing immediately
  up to it for a drink. The water of the fountain has healing properties and when a character has
  quenched his thirst he will regain 1D6 STR and 1D4 Hit Points. The Game Master should decide
  how much of this water he will let the party carry away, and if it retains its properties outside the
  fountain.
  Caliph's Suite: Extensive and apparently fabulously appointed series of rooms including the Caliph
  and his wife's bedrooms, bedrooms for the royal children, the Vizier's room, dressing rooms and
  separate bathing rooms for all, and a grand morning room. The suite also includes the Caliph's
  library (sadly none of the texts now survive) and a study. The suite may be entered and existed only
  through the morning room. N'urlgaash maintains the illusions in all the rooms of the suite. Moving
  between different rooms in the suite does not cause the players to reappear elsewhere in the palace.
  Guard Tower: A lone man stands guard in this tower. His lacquered, scale armor and polished brass
  helm indicate he is a Quarzhasaati officer. A bow is clutched firmly in his left hand. He does not
  acknowledge the characters if they hail him. If anyone climbs into the tower they will notice that the
  man is completely blind.
  Guest Suite: Large and apparently luxuriously appointed series of rooms including bedrooms,
  dressing rooms and separate bathing rooms and an impressive morning room. The suite may be
  entered and existed only through the morning room. N'urlgaash maintains the illusions in all the
  rooms of the suite. Moving between different rooms in the suite does not cause the players to
  reappear elsewhere in the palace.
  Kitchen: The Kitchen is a huge room (apparently) deep in the bowls of the Palace with numerous
  pantries and storerooms leading off from the main area. Immense tables line the walls, a vast oven
  stands at one end and a series of roasting splits and cauldron fill the middle area. A splendid array of
  pots, pans and kitchen utensils hang from the walls. Large double doors stand near the oven
  (nominally to the audience chamber), plus doors that in the past led to the servants' quarters, the
  Caliph's Suite, the Guest Suite and the Terrace.
  Servants Hall: Another large room, containing rows of beds each with a locker at the foot. Some
  beds have been curtained off for married servants. There are a few tables with ongoing games of
  cards or dice. The furniture appears functional rather than comfortable.
  
  Terrace: Each terrace contains 1D6+6 revelers. They recline on cloth-of-gold divans, smoking from
  magnificent, enameled hookahs. The western terrace is arranged around a delicate, marble basin
  filled with quicksilver (mercury). Floating in the middle of this basin is the Crystal Heart of
  N'urlgaash. A Ward protects the basin, so Qaleb will be informed and thus appear a few minutes
  after the characters cross the barrier.
  The Crystal Heart is a multifaceted sphere is nearly one foot (30 cm) in diameter. Most of the time it
  can be found floating in a pool of mercury on the terrace of the palace. Any player who makes an
  Evaluate roll will determine it to be worth several thousand bronze pieces. The Crystal Heart is
  actually the binding object for the demon N'urlgaash. If a character examines the crystal and
  succeeds in a Search roll he will notice the flicker of a dark shape within the facets. The Rune of
  Death's Embrace (see new magic in Appendix 2) protects the Crystal Heart. The crystal is hard, but
  also quite brittle. It will shatter if cast to the ground forcibly or under a single blow that causes more
  than 5 points of damage.
  Watch Tower: The tower stands over 50 feet in height. A rickety, wooden staircase winds up the
  inside wall. When the characters enter have them each make the higher of a Search, or Idea roll.
  Success reveals a man hanging from the rafters high above. Of course he will also become visible if
  they climb the stairs. If any of the nomad guides escaped the characters it should be one of them
  hanging here (preferably Yassuf).
  The preceding rooms are the only ones safe for the characters to enter. The others rooms are rubble
  strewn, with holes in the floors and walls, although still glamoured to look splendid. If a character
  manages to enter one of these rooms he must make a Dexterity roll each turn to avoid falling. The
  length of the fall is up to the Game Master to determine.
  Denizens of the Palace
  The Caliph and Court: Some of the populace (all the nobles of the court and the Vizier) had
  already pledged their souls to other dark gods. Their souls remain as ghosts on the plane of the
  Young Kingdoms while the Lords of the Higher Worlds decide who rightfully owns them. The
  ghosts possess the bodies of travelers when their old ones have worn out. Their choices are not
  particularly appropriate - most of the women currently inhabit the bodies of stray (male) desert
  nomads. Fortunately N''urlgassh maintains the illusion of their former appearances, however a
  character with Witch Sight or one who gets too close to the flirtatious Aunt could be in for a shock.
  Of the original court the following survive:
  Caliph Osimund: appears as a short, excessively fat man. A life of debauchery is written in the
  features of his pudgy face. Callous, and totally self-absorbed he will not talk directly to the
  characters but will whine incessantly to the Vizier.
  Princess Angela: The wife of Osimund appears as fading harem beauty, all too aware that her
  attractions are dimming. She is sour, spiteful and rude if spoken to.
  Prince Osman: is a handsome youth - clearly inheriting his charms from his mother. His eyes
  however reveal the latent cruelty and wantonness of his father. He will be eternally whispering of
  plots against his uncle (whom he despises) and the Vizier (whom he fears) to the courtiers and
  characters.
  
  Prince Tyfik: An even viler version of his brother, the Caliph. Free of the (limited) responsibilities
  of Court, Tyfik gave over his entire existence to self-gratifying excess. He will attempt to cajole the
  characters into joining him in an orgy.
  Princess Serria: Wife of Tyfik, she debased herself long ago in pursuit of the pleasures of her
  husband. Serria is grossly obese, self-obsessed and stupid.
  Princess Casiopha: is another product of the harem. Her looks have faded, but less than that of the
  Caliph's wife. Gossipy (about fashions and court romance) and flirtatious she will quickly attach
  herself to the male character with the highest Appearance.
  The Vizier: A tall, lean hollow cheeked man. Prior to the calamity, he was truly the power behind
  the throne. He will question the characters obsessively about political happenings outside the city;
  oblivious to the decline of the Empire he so faithfully served. He is utterly mad and believes that
  only by sticking to the routines of Court will the Empire survive. He may mutter about Qaleb
  bringing disaster on the city, but won't go into details (such as who Qaleb is, though he may be able
  to recall who the sorcerer is if pressed).
  Functionaries of the Court: The dozen fops and hangers-on are an ill-assorted and unimpressive
  bunch of toadies. They are as worthless now as they were in life. Dressed outrageously, they will
  agree sycophantically with everything said by their betters, whilst gossiping cruelly and inanely
  amongst themselves.
  The Caliph and his court are obliged by protocol (which they follow precisely, under the every
  watchful eye of the Vizier) to follow a rigid routine of activities throughout each and every day.
  Nothing interrupts this routine. It is exactly the same every day:
  Wake at dawn
  Bathe
  Breakfast
  Hold Court (but nobody ever comes) until noon
  Bathe
  Lunch
  Recline on the Terrace until dusk
  Bathe
  Dinner
  Entertainment in the Audience chamber (but the entertainers never appear)
  Evening on the Terrace
  Bed
  The Caliph and Court are pretty insensible and distracted most of the time. Unlike the servants, all of
  the Court actually experienced the destruction of the city. Particularly careful questioning will
  eventually reveal the basics of the plot: Slortar, at the behest of Qaleb the sorcerer, destroyed the
  city.
  Qaleb: The Quarzhasaati sorcerer is responsible for the destruction of Bahlahim. What will set
  Qaleb apart from the other inhabitants are the state of his clothing and appearance. Qaleb is
  unaffected by the demon's illusion and thus appears in tattered rags with wild, unkempt hair. He is
  now only loosely in touch with reality. While he can see and interact with the characters, he is
  usually so detached that he appears mindless. The only time he shows any signs of lucidity are when
  either he or the Crystal Heart is threatened.
  
  The Staff: There are some thirty staff members: visitors, who have been absorbed into the
  household. These are divided amongst ten guards (who generally stay where they are, except for the
  occasional visit to the Servants quarters) and twenty menials who shuffle around on errands for the
  court.
  The guards and servants are not possessed by spirits, but rather have gone out of their minds with
  fear. Each night N'urlgaash replays the night of fear when Slortar took the city. People who have
  been lured to the palace receive a chosen role in this horror from the demon. As their sanity slips
  away they gradually assume this role during their waking hours. For the most part, the inhabitants of
  the palace will completely ignore the adventurers because they are not part of the demon's illusion.
  Callously slaughtering the inhabitants should earn the characters plenty of Chaos points, and
  possibly wake N'urlgaash early.
  Some of the staff may be lucid enough to actually get a bit of information out of, most will think
  themselves Quarzhasaati servants, a couple might think the characters are monsters and attack. If the
  players question a member of staff, roll a D10 on the table below to determine the staff member's
  reaction:
  D10      Result                                                              
  1
  Attacks characters.
  2
  Rolls on the floor screaming about "the demons".
  3-6
  Ignores characters.
  7-8
  Attempts to be helpful by giving (useless) directions to a room or exit.
  9
  Mumbles about "not being from here" or how he "wants to go home".
  10
  Looks at the characters in terror and screams, "Run now, whilst you still can!"
  THE DWELLER IN DARKNESS
  The climax of the adventure is to encounter and defeat N'urlgaash. The Dweller in Darkness spends
  the day in the basement of the palace, which can only be reached from below the Altar Room.
  What N'urlgaash Wants: N'urlgaash doesn't particularly want to stay in the current plane bound to
  an insensible master. Equally he has no desire to die. Ideally, from the demon's point of view, the
  adventurers will smash the Crystal Heart, thereby freeing The Dweller in Darkness to kidnap Qaleb
  back to his own plane for an eternity of horrible torture. If the characters kill Qaleb, then at least
  N'urlgaash gets to go home. However the theft of the Crystal Heart by the party would be a disaster
  as he would still be bound and less able to escape. N'urlgaash will use his abilities towards scaring
  the characters in the hope they will see either the Crystal Heart or Qaleb as the source of the problem
  and destroy one or the other of them. N'urlgaash is however bound by the terms of his original
  summoning to defend the Caliph and Court. If the characters attempt any physical or magical harm
  to any of them, N'urlgaash must manifest himself and attempt to kill the party.
  Defeating N'urlgaash: The Dweller in Darkness is a nasty demon and the adventurers will have to
  be lucky, tough or crafty to beat him. There are basically three ways of killing the demon:
  1. Best him in combat: Only a powerful or lucky party will be able to accomplish this. Characters
  armed with demon weapons will surely be able to destroy N'urlgaash in a fight.
  
  2. Kill Qaleb: Slaying the summoner of the demon will break the binding and allow N'urlgaash to
  return to his plane. This may be troublesome for characters without magical weapons due to the
  sorcerer's defenses.
  3. Destroy the Crystal Heart: By destroying the binding object of the demon the characters can again
  banish N'urlgaash back to his own plane. With any luck the players will be able to divine that the
  crystal is what the demon is bound to and be able to destroy it.
  The fight with N'urlgaash should be memorable for the characters. The demon is more interested in
  frightening them than in actually harming any of them. For the initial portion of the fight, N'urlgaash
  will fight only haphazardly. Use half his skill and do not add his damage bonus to attacks. After
  several rounds of swatting the characters around (the Game Master should judge when his players
  are getting frustrated), Qaleb will appear holding the Crystal Heart in his hands. N'urlgaash will
  draw back and snarl:
  "Hah, here comes the old fool! Now, shatter that crystal and set me free!"
  Oblivious, Qaleb continues towards the combatants. If the characters do not attack the sorcerer,
  N'urlgaash will stop toying with them and begin to fight at full strength. If the players are smart, they
  will use the opportunity to slay the sorcerer or destroy the crystal while they have the chance.
  If Qaleb is slain, the crystal will slip from his nerveless fingers and shatter against the stone floor.
  The destruction of the binding object releases an explosion of dark energy powerful enough to knock
  the entire party unconscious.
  BANISHED TO THE SHADOWS
  Slortar is a petty god. He has always enjoyed the particular doom he laid upon Qaleb and will be
  quite upset with those responsible for releasing his soul "early". When the Crystal Heart is shattered,
  the oldest god will channel the life force of N'urlgaash into creating a temporary rift in the
  Multiverse. He will cast the interloping adventurers through this rift, stranding them on the Shadow
  Plane. The adventure Shadows of the Past details the party's exploits in their attempt to return home.
  THE JOURNEY HOME?
  An Alternate Ending
  If the Game Master does not wish to use this adventure as a springboard to Shadows of the Past this
  alternate ending can be used:
  Consciousness returns with the realization that every muscle in your body seems to be strained. With
  an effort, you force your battered body to rise and survey your surroundings. The other members of
  your party are stirring nearby, and soon you are all on your feet.
  The body of the sorcerer lies where he fell. His body, face and hands are blackened as if he had
  suffered a severe frostbite. The expression on his face is one of pure terror.
  Rising amongst the ruins of the palace you notice its walls are broken and pitted. The relief's and
  frescoes eroded away. The explosion of the crystal could not have caused this devastation. This
  place appears to have been abandoned centuries ago. You watch as the wind forms rivulets of sand
  
  in the ancient courtyard. The desert is re-burying this place. With luck it will never see the surface
  again.
  The Game Master should decide how many of the non-player characters survived the destruction of
  the crystal. Once the players have taken stock of the situation they will undoubtedly want to move
  away from the palace. He can be as cruel as he desires to the characters, perhaps having them
  wander about the desert for days and suffer the effects of dehydration again. Eventually the party
  will happen upon a caravan or a band of nomads. They will take the adventurers to an oasis or
  encampment where they can re-equip themselves and begin the journey back to Ilmiora.
  APPENDIX 1: THE NON-PLAYER CHARACTERS
  YASSUF, age 39, Leader of the Guides
  Yassuf is the leader of a small band of nomad guides hired to take the party into the desert. He is tall
  and thin with an olive-colored complexion. His face is pitted and scarred from years in the desert. He
  seldom speaks, and when he does it is always in short, clipped sentences. He is loyal to his men and
  does not care to see them die for the adventurers' misguided purposes. When things start to look bad,
  he will betray the party making off with as much water as possible.
  Chaos 17, Balance 06, Law 12
  STR 14
  CON 17
  SIZ 14
  INT 13
  POW 14
  DEX 15
  APP 09
  HP 16
  Damage Bonus: +1D4
  Weapons: Scimitar 104%, damage 1D8+1
  Small Shield 98%, hit points: 20
  Desert Bow 105%, damage 1D8+1D2+2
  Armor: Barbarian Armor (1D8-1)
  Spells: None
  Skills: Bargain 78%, Craft: Bowyer/Fletcher 35%, Dodge 76%, Evaluate 52%, Hide 67%,
  Listen 89%, Move Quietly 72%, Natural World 98%, Navigate 86%, Oratory 62%, Physick
  50%, Ride 116%, Search 54%, Track 92%, Trap 43%
  DESERT GUIDES
  Yassuf's men are members of the Bedu tribe. They tend to remain by themselves and are want to
  shun any friendly approaches by the characters. They are quite loyal to their leader.
  #1
  #2
  #3
  #4
  #5
  STR
  12
  16
  16
  09
  16
  CON 12
  10
  13
  17
  13
  SIZ
  08
  09
  13
  13
  13
  INT
  14
  10
  14
  10
  14
  POW 04
  10
  10
  13
  10
  DEX
  17
  16
  13
  13
  13
  HP
  10
  10
  13
  15
  13
  DB
  -
  +1D4 +1D4 -
  +1D4
  Weapons: Scimitar 53%, damage 1D8+1
  Desert Bow 64%, damage 1D8+2
  Armor: Roll 1D6. 1-2: Barbarian, 3-4: Leather, 5-6: None
  Spells: None
  
  Skills: Jump 50%, Listen 35%, Natural World 25%, Navigate 25%, Ride 70%, Track 35%
  THE SAND DRAGON
  See page 17 in The Unknown East supplement.
  STR 24
  CON 17
  SIZ 22
  INT 3 POW 14
  DEX 20
  MOV 10
  HP 20
  Damage Bonus: +2D6
  Weapons: Sand Explosion*-- Special
  Bite 65/35% 1D10+4
  Armor: 6 pt skin
  Skills: Dodge 15%, Scent/Taste 85%, Sense Vibration 105%
  THE LEGION OF THE DEAD
  The brave Legion of Bahlahim has been cursed to continue to serve their city after their deaths.
  These skeletal warriors now wander the streets of their ruined city keeping a peace that is rarely
  disturbed. See page 222 in Stormbringer for notes about Skeletons. Reuse these statistics as
  necessary.
  #1
  #2
  #3
  #4
  #5
  #6
  #7
  STR
  10
  12
  10
  12
  11
  12
  11
  SIZ
  12
  15
  09
  10
  10
  11
  09
  POW 01
  01
  01
  01
  01
  01
  01
  DEX
  14
  14
  12
  11
  11
  10
  09
  HP
  06
  08
  05
  05
  05
  06
  05
  DB
  -
  +1D4 -
  -
  -
  -
  -
  Weapons: Short Spear DEX x3%, damage 1D6+1
  Shortsword DEX x3%, damage 1D6+1
  Small Shield DEX x3%, Hit Points: 12
  Armor: Corroding Bronze Scale Mail (1D6-2)
  Spells: None
  Skills: Notice Looter 60%
  QALEB, age unknown, Mad Sorcerer
  Qaleb is skeletally thin. He is dressed in what once must have been ornate ceremonial robes, but are
  now mere tatters. His black hair and beard are unkempt and matted with sand. His eyes are a
  piercing blue color, yet they never seem to focus on anything properly. It is as if he is looking
  beyond this world and into the next.
  Chaos 36, Balance 10, Law 19
  STR 07
  CON 09
  SIZ 13
  INT 18
  POW 24
  DEX 14
  APP 08
  HP 11
  Damage Bonus: None
  Weapons: None
  Armor: Demon Armor (3D10)
  Spells: None (Qaleb will no longer cast spells)
  Skills: Detached Demeanor 98%
  
  QALEB'S LESSER DEMON ARMOR: A black, onyx brooch inscribed with the sign of
  Chaos. When Qaleb is attacked, the brooch engulfs him in a startling electrical discharge.
  INT 8 POW 15
  Abilities: Demon Armor, adds 3D10.
  Need: to be polished or rubbed for an hour each day.
  CAPTIVE SERVANTS OR GUARDS
  These wretches have wandered into the palace throughout the years and are kept captive and
  tormented by the Dweller in Darkness. Driven mad by the illusions of the demon, during the day
  they enact the roles of servants from a bygone age. At night they are subjected to the terrors of the
  demon. If any of the Nomad Guides survived the Betrayal encounter the Game Master should have
  the characters find them amongst the captives. Reuse these statistics as needed.
  #1
  #2
  #3
  #4
  #5
  #6
  STR
  08
  11
  08
  11
  10
  10
  CON 12
  15
  10
  06
  08
  11
  SIZ
  12
  07
  10
  11
  11
  11
  INT
  11
  14
  14
  09
  11
  14
  POW 15
  11
  10
  13
  08
  10
  DEX
  15
  14
  13
  13
  11
  10
  HP
  12
  11
  10
  09
  10
  11
  DB
  -
  -
  -
  -
  -
  -
  Weapons: Roll 1D6.
  1-2: Scimitar 25%, damage 1D8+1
  3-4:Cudgel 30%, damage 1D6
  5-6: Brawling 35%, damage 1D3
  Armor: None
  Spells: None
  Skills: Stare Listlessly 90%
  N'URLGAASH, The Dweller in Darkness, greater demon, breed unknown
  N'urlgaash is cloaked in a sphere of darkness from which an occasional tentacle snakes out to make
  an attack. If the characters manage to slay him they will discover that his true form is little more than
  an intertwined mass of ropey coils.
  STR 27
  CON 34
  SIZ 30
  INT 18
  POW 24
  DEX 18
  MOV 10
  HP 32
  Damage Bonus: +3D6.
  Abilities: Darkness, treat as total darkness in 3-yard diameter.
  Demon Armor, tough, rubbery hide, 5D10.
  Fear, as Terror spell, 5-yard diameter.
  Glamour, create illusions (see New Demon Abilities).
  Scent Emotion, detect emotions at 20-yard range.
  See Sound, see in darkness by echolocation, 100-yard range.
  Tentacle x4, 1D8.
  Skills: Common Tongue 36%, Own Plane 25%
  Need: To cause fear and panic.
  
  APPENDIX 2: NEW MAGIC
  New Spells and Runes:
  RUNE OF DEATH'S EMBRACE (3) -- Range is touch. Chaotic. This spell is the Runic version of
  Death's Embrace. See The Bronze Grimoire, p. 21.
  New Demon Abilities:
  FEAR (varies) -- The demon projects an aura of fear so intense that even the stoutest heart may
  quail. It affects an area equal to the magic points invested in the ability, yards in diameter. This
  ability is treated as the spell of Terror. See The Bronze Grimoire, p. 37, but it does not cost the
  demon Magic Points to use it.
  GLAMOUR (10) -- The demon is able to create complex illusions. The demon can project an
  illusion covering an area equal to its POW yards in diameter and lasting its POW in minutes. These
  illusions are real enough to fool most observers, but have no actual substance. Sorcerers who cast
  Witch Sight or succeed in an INTx1 roll will be able to perceive the truth. The illusion cannot do
  direct harm to any being, but can be used for purposes such as disguising a pit. The Game Master is
  the final arbitrator on what the ability can be used for.
  Game Master's Note: N'urlgaash has a much more potent version of this ability.
  
SOURCE: textdata/thevault/Stormbringer [multi]/adventures/SB - Adv - 1 - The Sands of Time.pdf