TEXT: The Blood Pharaoh
  by
  Jayson “Rocky” Gardner
  This module is designed for four to six characters
   of levels 5 to 7
  
  This adventure is compatible with Swords & 
  Wizardry and Swords & Wizardry, S&W, and 
  Mythmere Games are trademarks of Matthew J 
  Finch and the author is not associated with Mat-
  thew J. Finch, Mythmere Games, or Frog God 
  Games.
  This module is designed for four to six 5th to 7th 
  level characters. The names of NPCs and places 
  can be changed to fit into any personal campaign 
  world, as the Game Master sees fit.
  This adventure will take place in several terrains, 
  and it is recommended that the Game Master 
  familiarizes themselves with any rules before 
  running an encounter.
  Background
  Redstone is a city-state of roughly 25,000 people. 
  It is known to be one of the oldest cities in the re-
  gion, standing independent of other governments 
  for a thousand years. Adventuring groups often 
  use Redstone as a springboard, due to its location 
  at the edge of civilization.
  Within Redstone are dozens of merchants ped-
  aling wares. Any mundane item can be found 
  in large quantities within Redstone. So too are 
  several inns and taverns. The module designers 
  have intentionally left out these details, so that 
  the Game Master can use familiar environments 
  for their game. 
  Recently, a secret dignitary came to Redstone, 
  seeking a trade agreement. While in the city, the 
  great pharaoh Nebru died in his slumber. The 
  great priests of the city attempted to revive Ne-
  bru, but failed. The clergy claim that Nebru did 
  not serve their gods in life. Therefore, the gods of 
  Redstone would not help Nebru in death.
  The truth is much more sinister. Nebru actually 
  came to Redstone seeking the final ingredient for 
  a necromantic ritual. He finished his necromantic 
  potion, and consumed it. He was found dead the 
  next morning. Karan’s Commodities was hired 
  by the king of Redstone to return the body to 
  Chattin. The wagon has been loaded in secret, 
  and nobody is supposed to know what the cargo 
  is.
  karan’s commodities
  The caravan is well organized. Each of the reg-
  ular members stick to their jobs well. All follow 
  Karan’s leadership, as she has been a prosperous 
  merchant for at least 
  ten years. See side-
  bar for names and 
  information on each 
  member.
  The caravan has 
  6 wagons and 16 
  horses. Gregor tends 
  to each of the horses 
  and keeps them in 
  great shape. 
  The laborers Davad, 
  Wayne, Chad and 
  Zac all were not 
  allowed to touch 
  the unknown car-
  go. Only Karan and 
  nPcs of karan’s commodities
  karan Dior: The owner of Karan’s Commodities 
  is a human. She is a beautiful woman in her late 
  40’s, who speaks with a slight french accent. She 
  is very polite, but has a shrewd business mind. 
  She is married to Gregor Dior.
  Gregor Dior: Husband of Karan and a human. 
  He is in his late 40’s and is quite shy. He stays 
  out of business, and primarily tends to the ani-
  mals of the caravan. 
  John Dior: is a half-orc in his late 20’s. He was 
  found by Karan and Gregor, and raised as their 
  son. His primary job on the caravan is to coor-
  dinate security. When in cities, John is stoic and 
  watchful. He never strays far from the cargo, 
  and  the strongbox is always within his eyesight. 
  On the road, John drinks whiskey often and in 
  excess. He is always suspicious, and never fully 
  answers questions.
  Davad, Wayne, Chad and Zac: laborers for 
  Karan’s Commodities. They load, unload, count 
  and tally the goods on each of the wagons.
  1
  
  Gregor were allowed to supervise the loading of 
  the wagons.
  The cargo that Karan’s Commodities is transport-
  ing is the body of Nebru. What nobody knows 
  yet, is that Nebru’s failed attempt at immortality 
  has brought a dark soul to his body. The Blood 
  Pharaoh, Madu, has claimed Nebru’s body as his 
  own.
  In this adventure, the party must discover this 
  secret and destroy Madu’s soul, or see a kingdom 
  of undead rise from the sands of the south.
  THE ADVENTURE BEGINS
  The merchant caravan, Karan’s Commodities has 
  been hired by the king of Redstone to transport 
  an unidentified cargo to Chattin, a city in a great 
  desert many days travel to the South. After the 
  party has relaxed and provisioned themselves, 
  John Dior will approach them.
  As the sun sets, and you are enjoying your well 
  deserved ales and confections, a half-orc dressed 
  in fine merchant clothing approaches your table. 
  He is tall and wide, with a slightly gray tinge to 
  his skin and with less pronounced tusks than you 
  have seen on some of his ilk. 
  “I am John Dior,” he says as he grabs a chair and 
  sits, uninvited. “I am the chief of security for the 
  caravan Karan’s Commodities. My boss, Karan, 
  has heard of your deeds and requests your ser-
  vices. We have been hired by the king to deliver 
  a cargo to Chattin, a journey many days to the 
  south. Karan has authorized me to offer you each 
  1000 gold and 5 potions of healing to join us. If 
  we reach the destination with the cargo and crew 
  intact, there will be a 5000 gold piece bonus.”
  John is willing to give the 1000 gold up front, 
  and throw in a mace +1 to sweeten the deal as 
  necessary. All party members will also be given 
  a riding horse. John will inform the group that 
  the caravan leaves at sunset the following day. 
  (He does not know why the caravan will leave at 
  sunset.) John will give directions to the caravan, 
  and the password “Finch-bird” to all who agree 
  to his terms. With that he will depart.
  Joining the caravan
  You reach the location John told you to meet the 
  caravan. Two men stand near an opening in the 
  wagon circle. “Eh, what’ve we got ‘ere? Karan’s 
  closed. We ere movin’ out in a bit, so bugger off!” 
  says the taller man on the left. He is a tall weasel-
  ly looking fellow, wearing a laborer’s outfit. His 
  apron is not around his neck, but instead folded 
  at his waist. The slightly shorter man next to him 
  is dressed the same. He stammers out a short 
  sentence. “I, I, d-don’t think th-that th-they w-w-
  want to t-trade.”
  The weaselly looking man is Chad, and the stam-
  mering man is Davad. They know the password, 
  and will converse for a minute, expecting to hear 
  it. Once they do, Chad will respond with:
  “Shur, we gots some-a-dem fanchboyds. Jus’ 
  foller me.” With that, he turns and begins walk-
  ing to the center of the wagon circle. After a few 
  short steps, you approach a campfire in the center 
  of the ring of wagons. Sitting at the fire is a well 
  dressed woman, with long red hair. She smiles 
  at you warmly. “So, you must be the new hires! 
  Welcome, I am Karan. I will be your boss for the 
  next several weeks. There is some paperwork 
  that needs to be completed before we leave. Fol-
  low me, please.” She then turns to an unassum-
  ing man on her side and says, “Gregor, dear, will 
  you please extinguish the fire? Thanks, love.” He 
  immediately stands and walks off.
  The party is going to have questions. Allow them 
  to ask them, but Karan will not disclose the car-
  go. When they reach the Master Wagon, Karan 
  will give them a standard contract, with the 
  terms agreed to by John and the party.
  While the contract is being discussed, the wagons 
  will move into a line, and be ready to go as soon 
  as Karan gives the word. 
  The party will be expected to provide perimit-
  er security for the caravan. All six wagons are 
  uniform, and move at a standard pace of 5 miles 
  per hour. Each hex is 25 miles. The caravan plans 
  on moving 10 hours per day, covering two hexes 
  each day.
  the first day
  Traveling down the road, the last farms are miles 
  behind you. The first several hours of the journey 
  have been uneventful. A few hours into the great 
  forest, Karan calls for a rest. The canopy has cov-
  ered the stars, and it is too dark to travel safely, 
  even on the road. “Four hours rest! Be ready at 
  first light to move.” Karan barks her orders, and 
  returns to her wagon. John looks to the group. 
  “Figure out the watch, and be ready when Karan 
  says.” With that he goes to find his own bunk.
  2
  
  There are 4 hours until dawn. Allow the players 
  to set watch as they see fit. During hour 3, the 
  caravan is attacked by a large boar.
  Rooting and snorting can be heard to the left of 
  the road. It sounds as if it is moving closer and 
  closer. 
  About a minute later, a large boar charges the 
  nearest light source. If there is no light source, it 
  will charge the nearest moving person.
  Boar, Wild (mon: 48)
  Hit Dice: 3+3 (17)
  Armor Class: 7 [12]
  Attacks: 1 gore (3d4)
  Saving Throw: 14
  Special: Dies hard
  Move: 15
  Alignment: Neutral
  Challenge Level/XP: 4/120 
  treasure: The boar’s tusks are quite valuable in 
  Redstone, each worth 50 gp.
  Karan will congradulate the party for keeping 
  the caravan safe, and return to her bunk after the 
  beast is slain.
  As the sun rises, Karan is barking orders to the 
  train. She moves like a dervish, making sure that 
  all of the wagons are ready to move. In a speed 
  you would not believe, the caravan is back on the 
  road. 
  As the sun climbs toward its apex, the ground 
  becomes hilly. The forest has slowly been chang-
  ing from great hardwoods to the softer pines and 
  firs. Several hours pass uneventfully. As the sun 
  moves to set, the caravan rolls to a fork in the 
  road. Your travels push south, but a well worn 
  road breaks to the east. On the south corner of 
  this intersection is an old, ramshackle inn.
  Gregor takes charge of the situation. “We will 
  rest at Traveller’s Delight tonight. Davad and 
  Wayne, unhitch the horses. Chad and Zac, check 
  the locks and chains on the cargo. New mem-
  bers, we expect two guards with the wagons all 
  night. Figure it out among yourselves.” With this, 
  he takes Karan’s arm and heads into Traveller’s 
  Delight.
  Make sure the players have a plan in place for 
  3
  
  who will be with the wagons, and who, if any-
  one, will sleep inside the inn.
  traveller’s delight
  The Traveller’s Delight is a shoddy place. The 
  furniture is well worn, and the off-white paint 
  on the walls is peeling. The bar has several goug-
  es, probably from brawls long ago. Tonight, the 
  place is quiet. The only people inside are your 
  travelling companions, a man behind the bar, and 
  a group of four people sitting at a corner table. At 
  least two of them wear heavy armor.
  The adventuring party is known as the Adven-
  turing Vagabonds. They are known in aristocratic 
  circles as the people to get a dirty job done. They 
  have been hired by Saladin Bahiti to simply dis-
  cern if Nebru is truly dead.
  The bartender approaches those of you who en-
  ter, and states simply, “your employer has paid 
  for food, water and rest, but booze is not covered. 
  The stew tonight is rabbit, and there is bread.”
  If the party starts a conversation with the bar-
  tender, his name is Vance Clayton. He is gruff 
  but friendly, and friendlier when tipped. He 
  could know any information that the GM desires. 
  After everyone has gone to bed, Magic Master 
  and Stealthy Steve will sneak out to the caravan, 
  and begin snooping around. Magic Master and 
  Stealthy Steve both are only interested in the car-
  go in Karan’s hold. They suspect (correctly) that 
  Nebru is being transported.
  If they are met peacefully, they will play a good 
  cop, bad cop routine to attempt entrance. Magic 
  Master will play the good cop, saying things such 
  as: “We know that you are transporting a body. 
  If you let us look, we can help you.” Meanwhile, 
  Steve will say things similar to: “We should just 
  kill you and look for ourselves.”
  Depending on the players’ actions this encounter 
  can go several ways: 
  1. The players may help the Vagabonds see the 
  cargo. There was no clause in the contract for-
  bidding it. If the group is quiet, Karan may never 
  even know it happened.
  2. The players could attack the Vagabonds. Their 
  stats are listed here in case that happens. If any of 
  the Vagabonds die, there could be consequences 
  outside of this module. They are well respected 
  in noble arenas.
  3. The PCs could thwart the Vagabonds without 
  violence. This option should reap an additional 
  500 XP reward to all participants.
  magic master
  6th level Half-Elf Magic User
  Str 7; Dex 13; Con 9; Int 16; Wis 11; Cha 14
  HP: 10
  AC: 8 [11]
  Attacks: Quarterstaff +2 (1d6+2)
  Save: 10, +2 versus all magic spells and effects; +5 
  versus all poisonous effects.
  Special: spells
  1st Level: Charm Person, Read Languages, Magic 
  Missile, Shield
  2nd Level: Locate Object, Web
  3rd Level: Clairvoyance, Lightning Bolt
  Move: 12
  Alignment: Neutral
  XP: 6/400
  Magic Master carries a Quarterstaff +2, Ring of 
  adventuring vagaBonds
  The Adventuring Vagabonds are an aquisition 
  party. They are often hired by nobles and roy-
  alty to delve into dungeons to recover family 
  heirlooms, or clandestine information about an 
  enemy. The current roster includes:
  Dirk Dangerous: a fighter of some repute. He 
  often brags of killing the red dragon Flaire. Dirk 
  is boisterous and ill-mannered.
  Father Friendly: a priest of battle. It is rumored 
  that he never attempts to dispel undead. He 
  finds pleasure in destroying their rotting mortal 
  forms. He acts this way, often using “my child” 
  to refer to anyone speaking with him. His de-
  meanor is calm and wise.
  Magic Master: a diviner of ill omen. Although he 
  specializes in fortune telling and preparing for 
  the future, he almost always has fireball or light-
  ning ready to sling. Magic Master speaks quietly 
  and is sure of his words and actions.
  Stealthy Steve: a human with black armor, a 
  dark mask and a bad attitude. He loves bragging 
  about stealing a crown from a king far to the 
  east. Steve is a braggart with a mean streak. He 
  loves to harass people he deems beneath him.
  4
  
  Poison Resistance, and a 
  spellbook. Spells inside 
  the book are left for the 
  GM to determine. He 
  currently has 115 gp and 
  7 sp in his money pouch.
  stealthy steve
  6th level Human Thief
  Str 11; Dex 15; Con 13; 
  Int 7; Wis 7; Cha 14
  HP: 18
  AC: 4 [15] (Leather Ar-
  mor +2)
  Attacks: Short Sword +2 
  (1d6+2)
  Save: 10, +2 versus 
  all devices, including 
  wands, staffs, or traps.
  Special: Backstab (+4 
  to hit with double damage if undetected before 
  attack), Thief Skills (See Swords and Wizardry 
  Complete, page 24).
  Move: 12
  Alignment: Chaos
  XP: 6/400
  Stealthy Steve has a Short Sword +2, and +2 
  Leather Armor. His money pouch holds 328 gp, 
  and 27 sp.
  If the wagon with the cargo is opened, the people 
  present will see a linen wrapped corpse. A crude 
  wooden mask is over its face. It almost looks like 
  it glows with a dark purple light. The stench of 
  death is  not present inside the wagon.
  If Steve and Magic Master are present, they will 
  confirm this is the body of Nebru. They will 
  quickly fulfill any commitments agreed upon, 
  then leave.
  If a battle ensues, and the PCs are victorious, 
  Karan will give the party 100 bonus gp for each 
  member of the party involved. If the wagon with 
  Nebru is obviously opened, she will not offer this 
  award.
  the second day
  As the sun rises, Karan’s crew is up and moving. 
  They are diligent and effective in preparing for 
  departure. Breakfast is eaten quickly, and you are 
  soon travelling south. The terrain continues to 
  be hilly as you listen to wagon wheels grind the 
  road and creak. 
  The hills of these woods are home to many crea-
  tures. Many things in the woods could bring 
  trouble to the caravan. For each hex crossed, roll 
  twice on the table below. All creatures listed on 
  the table can be found in the Swords and Wiz-
  ardry Monstrosities book (published by Frog 
  God Games).
  Other than the possible random encounters, day 
  two is quiet for Karan’s Commodities.
  Die Roll
  Encounter
  1-10
  No Encounter
  11-12
  2d6 Wolves
  13
  3d6 Goblins
  14
  1 Giant Frog
  15
  1 Hill Giant
  16
  1d4 Giant Lynx
  17
  1 Giant Skunk
  18
  1d4 Harpies
  19
  1 Manticore
  20
  3d6 Zombie 
  Ravens
  5
  
  The sun is below the western horizon when 
  Karan finally calls a stop for the night. She and 
  the laborors begin setting a fire pit while Gre-
  gor sees to the animals. When all preparations 
  for the night are complete, Karan sits near the 
  fire and begins discussing the rest of the jour-
  ney. “We should be out of the hills tomorrow 
  by midday. That’s when the travel will become 
  treachorous. The Red Tooth Goblin Tribe often 
  frequents the next fork in the road. They often 
  attack under-protected caravans like ours. They 
  are cowards, and once bloodied usually retreat. 
  But, their tribe numbers in the hundreds, so 
  they are formidable. Prepare to deal with lots of 
  vermin tomorrow.” 
  For the remainder of the evening, there is more 
  pleasant conversation. Gregor strums a lute, 
  while the laborors sing and dance. As the moon 
  rises high into the sky, the caravan settles for 
  the night.
  Roll once on the encounter table for each watch 
  of the night, with a minimum of three rolls. If 
  lynxes or wolves attack, Gregor and John will 
  move to protect the horses. Otherwise, the 
  caravan members will not make their presence 
  known against an animal attack, but will use 
  bows from their wagons against a hill giant or 
  goblins.
  the third day
  The way that Karan’s crew prepares to move 
  the caravan is now becoming a familiar sight. 
  Gregor feeds and waters the horses, and every-
  one else does their jobs. The laborors quickly 
  check for damage to the wagons in the new 
  light, and Karan scrambles some eggs over the 
  previous night’s fire. Soon, everyone is in place, 
  and Karan’s Commodities is on the road again.
  Two more random encounter checks should be 
  made before noon.
  As the sun rises to its highest point, you can see 
  in the distance the fork in the road Karan spoke 
  of the night before. As the caravan lumbers 
  toward it, you can see that the Red Tooth Tribe 
  is active near the fork. Karan calls a halt about a 
  mile from the fork, and asks you how to pro-
  ceed.
  This combat is designed to allow the charac-
  ters to flex their might, so rangers and thieves 
  should be able to easily sneak up and discern 
  numbers. Wizards should be able to bring their 
  large spells to bear. Fighters should have the 
  opportunity to use their Multiple Attacks abili-
  ty.
  Allow the party to make a plan. From this 
  distance they cannot tell how many goblins are 
  in the trees and brush, but can tell there are at 
  least fifty. Many more (300 total) are hidden and 
  ready to ambush the caravan. See map on the 
  next page for how the goblins are positioned.
  goBlin
  Hit Dice: 1d6 hit points
  Armor Class: 6 [13]
  Attacks: Weapon (1d6)
  Save: 18
  Special: -1 to hit in sunlight
  Move: 9
  Alignment: Chaos
  Challenge Level/XP: B/10
  The goblins will flee after fifty are killed. When 
  this happens, read the following:
  Karan whistles in astonishment. “I have never 
  seen such combat prowess. John was right to 
  hire your group for the job. You will want to 
  gather their ears. They are worth 10 gold a pair 
  at Rummy’s! Gregor see to the animals, and 
  everyone else double check there is no damage 
  to the wagons. We move again in one hour!”
  You quickly gather the ears from your fallen 
  foes, grab a bite of trail rations and are back on 
  the road. Following the road southward, there 
  is no more excitement before nightfall.
  6
  
  Heavy Forest
  Light Forest
  10 goblins
  Heavy Forested Hills
  Grassland Hills
  Karan’s Commodities
  Lightly Forested Hills
  7
  
  the third night
  The air is noticeably warmer as you finally stop 
  to make camp for the night. Somewhere along 
  the road, the great hardwoods disappeared 
  completely. Lightning can be seen in the distance, 
  and it is quite 
  possibly a predic-
  tion for rain.
  Karan barks 
  similar orders 
  to the previous 
  nights on the 
  road, and her 
  crew quickly fall 
  upon the task. 
  They pull extra 
  tarps from one of 
  the wagons, and 
  string up a lean-
  to for the horses. 
  A campfire is 
  again made, and 
  Wayne begins 
  skinning two rab-
  bits he procured 
  with his sling. 
  As the evening 
  meal is finished, 
  Karan once again 
  speaks to the 
  group. “We’re 
  in for a hell of a 
  storm tonight. 
  Everyone sleep 
  lightly. Our 
  guards can only 
  do so much 
  when they are 
  drenched and 
  have eyes full of 
  rain water. Set 
  your watches, 
  and alert Gregor 
  and I at the first 
  sign of trouble. 
  I am going to 
  get some sleep, I 
  suggest you do 
  the same.” With 
  that she takes 
  Gregor’s arm and heads toward her wagon.
  Allow the party to set watch as normal. When 
  they are ready, read the following to the active 
  guards:
  The storm hits the caravan around midnight. 
  Shortly after 1 a.m., there is a great bolt of light-
  ning that strikes just west of the campsite. The 
  rain stops in mid-air, and the wind stops mov-
  ing. The light from the bolt saturates the night, 
  making it brighter than day. The forest becomes 
  silent; a winged figure stands where the lightning 
  struck. It is an obese female, with leathery wings, 
  and a face only a zombie could love. She holds a 
  golden rod with black smoke swirling around it.
  As you are about to speak, Chad emerges from 
  his wagon. The creature points the rod at him, 
  and a black smoke is pulled from his body. Be-
  fore his foot hits the ground, the laborer is a 
  dessicated corpse. Karan steps from behind her 
  wagon, and calmly states to the creature: “This is 
  my caravan. How can I help you?” The creature 
  turns toward her and pauses.
  At any point from here forward, allow the party 
  to interrupt and take control of the scene as they 
  see fit. If they do not, continue reading.
  “I am here for the soul within the body. Stand not 
  in my way, and you shall live through the night.” 
  The foul beast responds.
  “The body is in my trust to reach the city of Chat-
  tin. You shall not have it!” Karan screams to the 
  creature in defiance.
  The creature levels the rod at Karan. She muffles 
  a yelp as a silvery light flows from her hand. The 
  light seems to deflect the evil of the rod. “Guards, 
  kill this foul thing, now!” Karan screams.
  demon, desiccator (ammit)
  Hit Dice: 8 (35 hp)
  Armor Class: 2 [17]
  Attacks: Punch (1d4), bite (1d6)
  Save: 8
  Special: Immune to fire and lightning; magic re-
  sistance 25%, +1 weapon required to hit, all who 
  die bitten by a desiccator demon rise as a zombie 
  1d4 rounds later.
  Move: 12, 6 (flying)
  Alignment: Chaos 
  Challenge Level: 11/1700
  ammit carries a Devouring Rod. Any creature 
  it is pointed at must make a save or their soul is 
  8
  
  sucked out of their body and destroyed. Bonuses 
  to magical saves apply to this.
  Three rounds after the combat begins, read the 
  following:
  Suddenly, there is a great crash from the sealed 
  cargo wagon. A man, who must be the cargo 
  stands draped in funerary wrappings. He sur-
  veys the nightmare scene around him, and as he 
  does, the rain begins falling from the sky. The 
  light from the bolt of lightning sears your vision 
  as it goes dark. The wind again begins howling 
  with the full fury from the storm.
  “For keeping this body safe, I will spare the lot of 
  you,” an unholy rasping voice speaks. “Ammit, 
  again you try to steal my soul. Again, you fail.” 
  He waves his left hand and the demon creature 
  is gone. “Return from where you came, mortals. 
  Tell your kin that the Blood Pharaoh has re-
  turned.” With those words, he vanishes.
  The party is going to have questions, but Karan 
  and Gregor will not speak of the events before 
  Chad is buried and the sun rises.
  Breakfast is solemn, even with the rain subsiding. 
  Everyone has the previous night’s events worn 
  on their faces. Finally, after words are said over 
  Chad’s lonely grave,  Gregor and Karan begin to 
  answer questions.
  Karan and Gregor have only heard of Ammit in 
  drunken tavern stories. Nothing reliable can be 
  said on the subject.
  Karan knows nothing about the silvery light that 
  protected her. She was given a bracelet by the 
  king of Redstone and told it would protect her. 
  She is eventually willing to give it to the party if 
  they are going to confront Madu.
  The Blood Pharaoh is a subject that Wayne is 
  slightly familiar with. His grandparents were 
  from Chattin, and used stories of the Blood Pha-
  raoh to scare him as a child. The Blood Pharaoh 
  was named Madu, and ruled a city near Chattin 
  five hundred years ago. When Madu died, it was 
  under the feet of his subjects. He cursed them 
  with his dying breath, promising to return to 
  exterminate all of their families. What his crimes 
  were, or how the moniker Blood Pharaoh came to 
  be, Wayne does not know.
  Eventually, when the group is done asking and 
  talking, Karan will take command again.
  “We still go to Chattin,” Karan says. “We must 
  warn these people that Madu is alive again. And 
  in their Pharaoh’s body.”
  She will remind the party that their task is not 
  completed if they balk at the idea. She will even 
  demand repayment of all goods and money giv-
  en if they refuse. When they comply, the caravan 
  will move toward Chattin.
  the fourth day and night
  The day on the road passes uneventfully. The 
  rain from the night before did not overly muddy 
  the road. The caravan makes good time, arriving 
  at its next way-point soon after dark. Rummy’s 
  Exchange is a beacon to weary travelers, and its 
  soft torchlight is an inviting glow.
  Karan disembarks while her wagon is still mov-
  ing, hurrying inside. Gregor starts barking orders 
  to the laborers. They unhitch the horses and lead 
  them to the back of the main building. John nods 
  at you and says simply, “We are safe here, and 
  our secret cargo is gone. I will watch the wagons 
  tonight. You enjoy yourselves.”
  A lot of possible things can happen in Rummy’s. 
  Instead of scripting the entire bar, only an outline 
  is presented. Any of these events could happen, 
  depending on the PC’s actions. A list of NPCs is 
  listed on the next page. Rummy also has all sup-
  plies listed in the Complete Rules for sale.
  9
  
   List Possible Interactions at Rummy’s
  1. Venus (wandering and serving tables) has the 
  Lamp of Sajjad. If she is befriended, she will give 
  it to her new friend.
  2. Rummy (tending the bar) may tell the party 
  that Madu came into the trading post, for 10 gp.
  3. If the GM wants a re-occurring antagonist, the 
  Adventuring Vagabonds (private dining room)
  could make an appearance. This may be more 
  likely if any of them were killed.
  4. Old Clem (sitting on the stool nearest the door) 
  may warn the party of the medusa at Knight’s 
  Oasis. A party member must buy him a drink for 
  this information: “The snakette slinks in the sand 
  and water.”
  5. Colt Marsden (table near fireplace) may offer 
  the party a job for 5 gp a day to guard his caravan 
  back to Redstone.
  the dream
  as each of you fall asleep, you all drift into the 
  same dream. You see your group within an 
  hourglass, falling from a great height. Suddenly, 
  it lands on it’s bulb, shattering at the neck. The 
  glass shards look like a mountain range from 
  down in the sand at the bottom. Suddenly, your 
  point of view shifts, and you are flying like an 
  albatross over a great pyramid. You dip down for 
  a better view and see 100’s of people worshiping 
  someone on a dais in the middle of the pyramid. 
  Then your point of view shifts again, and you are 
  within the crowd of worshipers. But they are not 
  people, they are all some kind of undead. The 
  shock snaps you awake.
  It is before dawn when everyone is woken from 
  the dream. Give them some time to discuss it, 
  then Karan and the crew will come for breakfast, 
  nPcs of rummy’s
  Rummy: an old dwarf, and the proprietor of 
  Rummy’s. He is an ex-adventurer who lost his 
  leg to the breath weapon of a green dragon. He 
  is jolly, for a dwarf, but still lusts for gems and 
  metals like all dwarves. He hears many things 
  in his establishment, and loose purses loosen his 
  lips.
  Venus: an otyugh (Monstrosities 367). Venus 
  differs from a standard otyugh in two ways: she 
  does not have a disease, and she speaks instead 
  of using telepathy. She primarily runs plates of 
  food to tables. She has a lair inside the barn be-
  hind Rummy’s. She speaks in broken sentences 
  and is motivated by food. If she is given a food 
  that she has never had before, she will give the 
  Lamp of Sajjad to her new friend. 
  Old Clem: a ranger who occasionally stops at 
  Rummy’s. He is a taciturn half elf, with gray 
  unkempt hair and steely eyes. He never comes 
  right out and says anything. Instead, he hints 
  and alludes.
  Colt Marsden: owns another caravan, Colt’s 
  Wares. He is blind in one eye, walks with a limp, 
  and is suspicious of everyone. His group is trav-
  eling back to Redstone.
  10
  
  and then head out to continue on the road.
  Entering the desert
  You must be getting close to the desert now, 
  for the horses that Gregor treated so tenderly 
  have been replaced by camels. So too, have your 
  mounts. Everyone finds their places, and the 
  caravan is underway again. Within the hour, 
  the trees are nearly gone, and the earth beneath 
  your feet is sand. Before you is a great mountain 
  range. Along your path, it looks like a mountain 
  had been removed, as the ground stays nearly 
  level.
  “I gaped the first time I saw it too,” mutters Gre-
  gor. “The missing mountain is the handiwork of 
  the Blood Pharaoh, according to Rummy,” Karan 
  interjects. “It is said he used dark magic to pull 
  the mountain from the very earth to make his 
  tomb. After the other night, I’m starting to be-
  lieve it.”
  As you are passing through the mountains you 
  pass a steady stream of people. Each of them 
  looks dejected. Some carry children, and others 
  trinkets and possessions. Finally, Karan asks one 
  where they are going. Her response is “the Blood 
  Pharaoh has returned. He reclaims the desert and 
  all within it. We flee his wrath.”
  Things change greatly in the desert. Every hex 
  takes one day to cross. Without the help of a 
  Ranger, Druid or tools, it is possible to get lost. 
  When moving hexes, roll a d6 (add 1 to this roll 
  for each Ranger, Druid, or tool):
  1. Exit one line left of where entered.
  2. Exit one line right of where entered.
  3. Exit one line right from where intended.
  4. Exit one line left from where intended.
  5+. Exit where intended.
  The desert is hot. All characters in metal armor at 
  -2 to hit and -2 to damage during the day. After 5 
  rounds of fighting they lose 1 hp/round to fa-
  tigue.
  Every character needs to drink 3 water-skins per 
  day. The caravan has enough water stored for 10 
  days of travel in the desert. If any character does 
  not drink enough water, they lose 1 Constitution 
  point per day.
  Roll once on the Desert Wandering Monster Ta-
  ble for each hex, unless it has a landmark. Add 1 
  to the roll for each day past day 10 in the desert.
  Die Roll
  Encounter
  1-10
  No Encounter
  11
  Snake, Giant Viper (1d2)
  12
  Basilisk, Desert
  13
  Beetle, Giant Fire (1d4)
  14
  Elemental, Air (8 HD)
  15
  Scorpion, Giant (1d4)
  16
  Spider, Giant (Smaller) (1d4)
  17
  Zombie (3d10)
  18
  Zombie, Pyre (1d3)
  19
  Ghoul (1d3)
  20+
  Wight (1d2)
  the Broken Wagon
  With the sun at its highest point, you spot an 
  overturned wagon at the bottom of the next 
  dune. Approaching the decrepit wagon, nothing 
  attempts to surprise you. As you get closer, you 
  see that an axle broke, causing it to flip.  As you 
  step closer, there is suddenly a brilliant light. This 
  light is even brighter than the sun reflecting off 
  the accursed sand. As you blink your vision into 
  focus again, you see two winged warriors before 
  you, one with dark ebony skin and the other with 
  fair elven skin. Their two voices speak in perfect 
  rhythm: “We have been sent by the Sun God, Ra. 
  The Blood Pharaoh must be destroyed. He al-
  ready rules Chattin, do not venture there. Instead 
  travel to the locations on this map, and gather 
  his lost artifacts. Take them to the pyramid and 
  11
  
  venture within. His crook, scepter and headdress 
  must be thrown into the bottomless shaft. Only 
  then will he release Nebru. Do this, or the world 
  shall be doomed.” As they finish speaking, the 
  light intensifies again to a single point, and when 
  your vision clears, where they stood is a single 
  scroll.
  The map on the next page is the scroll they have 
  left behind. This map is meant to be shared with 
  the players.
  Karan approaches you soon after the vision ends. 
  “I see no point in continuing with my caravan. 
  My people are not warriors; we will be a liability 
  for you. Take all of the water you can carry. If 
  you complete this holy task, we will await your 
  return at Rummy’s. When the Blood Pharoah 
  haunts our world no more, we will pay you the 
  bonus promised. Good luck.” Each of the mem-
  bers of the caravan say their own goodbyes, and 
  soon the wagons are rolling toward the horizon.
  If the players search the broken wagon, they will 
  disturb a Giant Spider.
  sPider, giant (man sized, 4-foot diameter) (mon 
  451)
  Hit Dice: 2+2
  Armor Class: 6 [13]
  Attacks: Bite (1d6) + poison
  12
  
  Saving Throw: 16
  Special: Lethal poison (+1 to save), 
  surprise 1-5(d6)
  Move: 18
  Alignment: Neutral
  Challenge Level/XP: 
  5/240
  Treasure
  Hidden about a foot deep in the sand is a small 
  lock box. Inside are 4 sapphires worth 250 gp 
  each and a Decanter of Endless Water.
  knight’s oasis
  As you approach the location on the map called 
  “Knight’s Oasis” you see dozens of statues. Trees 
  dot the horizon, and the air is less dry. Most of 
  the statues appear to be men in heavy armor. 
  All seem to be made from the same rock as the 
  mountains from days ago. As you move into the 
  perimeter of the statues, you can see a lake, with 
  a ruined building on the far side.
  If the party examines the statues (33 in total)
  closely, they are all similar. They all carry long 
  swords, daggers and shields. All are dressed in 
  plate armor, but are in different poses. Each one 
  has a surprised look upon its face.
  If a paladin or noble looks closely at the shield 
  heraldry, they will determine that the statues are 
  facsimiles of the Knights of the Sun. They were 
  sent 18 months ago to help Chattin defeat a band 
  of desert orcs.
  Lurking within the oasis area is a medusa. Her 
  exact location is left to the GM, to give her the 
  best chance of sur-
  prising the party. 
  She often will 
  cover herself with 
  sand and surprise 
  member of the 
  group.
  medusa (mon 324)
  hit Dice: 6 (35 
  HP)
  Armor Class: 8 [11]
  Attacks: weapon (1d6) 
  Save: 9
  Special: Gaze attack turns people to stone
  Move: 9
  Alignment: Chaos
  Challenge level/XP: 8/800
  treasure
  Within the ruined building, the medusa has 
  stored the following: Madu’s headdress, 1400 gp, 
  A gold bracelet with a tiger’s eye gem (240 gp), 2 
  scrolls of Stone to Flesh and 3 healing potions.
  neith’s lair
  As you near the location called “Neith’s Lair” on 
  your map, the wind suddenly stops. The sun’s 
  heat beats down upon you. Suddenly, the air 
  swirls into a cyclone, filled with course sand. A 
  feminine voice booms before you: “Why do you 
  disturb Neith?”
  Neith is a great air elemental. 
  elemental, air (16 hd)  
  (mon 154)
  Hit Dice: 16
  Armor Class: 2 [17]
  Attacks: Strike (2d8) + 1d6 
  damage for all within 30’
  Save: 3
  Special: Whirlwind, immune 
  to non-magic weapons
  Move: 36 (flying)
  Alignment: Neutral
  13
  
  Challenge Level/XP: 17/3500
  If the party can defeat Neith, only the Pharaoh’s 
  crook will remain.
  If the party acts friendly, and explains the quest, 
  Neith will offer to help, if they can solve a riddle:
  “What can make one man blind and another man 
  see, makes one building strong and tears another 
  one down? You have 3 guesses and 1 minute” 
  muses the great whirlwind in front of you.
  The answer is sand. If the party gets it correct, 
  read the following:
  The sand tornado before you laughs. “You of 
  course, are correct. For your wisdom, I will share 
  mine. Madu will confront you at his pyramid. 
  Use this to help defeat him.” The whirlwind be-
  comes still, and you see a metallic object glinting 
  in the sand. You walk to it, and find a Pharaoh’s 
  crook and a war hammer.
  The war hammer is a +2 weapon that deals an 
  additional d6 damage against undead.
  If the party is incorrect in answering the riddle, 
  read the following:
  “You believe in brawns over wisdom. That is a 
  valid choice, but one I can help very little. Take 
  what you need and go.” The whirlwind dissi-
  pates and a crook is laying in the sand where it 
  once was.
  serqet’s lair
  The land marked on your map as “Serqet’s Lair” 
  is a rocky expanse. The sand dunes on both sides 
  of this small valley reveal rock walls beneath. A 
  large cave is on the right side of the valley. The 
  stones vibrate from a rumbling deep within the 
  cave.
  1. Entrance: The entrance is stacked 3 feet high 
  with humanoid skulls.
  2. Scorpions: 2 Giant Scorpions reside here. They 
  have bones of coyotes and birds littering their 
  cave.  
  14
  
  scorPion, giant 
  (mon 411)
  Hit Dice: 6 (24, 20 
  HP)
  Armor Class: 3 [16]
  Attacks: 2 pincers 
  (1d10), tail sting 
  (1d4 + poison)
  Save: 11
  Special: Lethal poi-
  son sting
  Move: 12
  Alignment: Neutral
  Challenge Level/XP: 7/600
  treasure
  The scorpions have the remains of a corpse that 
  served as their recent meal. On it is 250 gp, and a 
  Ring of Protection +1.
  3. Empty Room
  4. Earth Elemental’s Room: A small earth elemen-
  tal resides here. It can communicate, and hates 
  Serqet, believing she is poisoning the rock. If ap-
  proached in a non-threating manner, the elemen-
  tal will offer to help kill Serqet.
  elemental, earth (8 hd) (mon 155)
  Hit Dice: 8
  Armor Class: 2 [17]
  Attacks: Fist (4d8)
  Save: 8
  Special: Tear down stone, immune to non-magi-
  cal weapons
  Move: 6
  Alignment: Neutral
  Challenge Level/XP: 9/1100
  5. Serqet’s Parlor: This room holds 3 statues: 2 
  giant scorpions and 1 dragon. All are 10 feet long, 
  and stand 5 feet tall.
  The dragon has a secret compartment in its tail, 
  which holds a Raise Dead scroll.
  6. Scorpions: 2 Giant Scorpions reside here. These 
  scorpions will come to Serqet’s aid, if they are 
  alive when Serqet is in distress.
  scorPion, giant
  Hit Dice: 6
  Armor Class: 3 [16]
  Attacks: 2 pincers (1d10), tail sting (1d4 + poison)
  Save: 11
  Special: Lethal poison sting
  Move: 12
  Alignment: Neutral
  Challenge Level/XP: 7/600
  7. Serqet’s Abode: Serqet is a half-dragon, 
  half-scorpion. It stands 12 feet tall at the shoulder 
  and is 15 feet long. Serqet has four legs, two 6 
  foot claws, and a scorpion’s tail. It has a neck and 
  head like a dragon. Serqet sits on a pile of trea-
  sure in effigy to dragonkind.
  serqet
  Hit Dice: 10 (HP 40)
  Armor Class: 2 [17]
  Attacks: 2 pincers (1d10), tail sting (1d4 + poi-
  son), bite (2d6 + poison)
  Save: 5
  Special: lethal poison sting, poison gas breath 
  weapon (as dragon), poison bite (save or lose 1d3 
  strength)
  Move: 6
  Alignment: Neutral
  Challenge Level/XP: 14/2600
  Serqet is the toughest encounter in this module. 
  Allow the players to scout, plan and retreat as 
  necessary. If they have not enlisted the help of 
  the earth elemental (or Sajjad), this encounter 
  could be overpowering. Give the players the ben-
  efit of the doubt in every way.
  treasure
  8220 gp, 10528 sp, Bracers of Defense AC 4 [15], 
  two potions of Neutralize Poison, Madu’s Scepter
  the grit tyrant
  In the soft sand, all characters on the ground are 
  at half movement, on top of the desert penalties.
  Reaching the point on your map called Grit Ty-
  rant, you notice the sand beneath your feet is less 
  compacted. The loose sand has you sinking to 
  your knees with each step. As you are looking for 
  a landmark or clue, the sand erupts in a shower 
  around you. A huge armadillo looking creature 
  with a crest atop its head bursts from the sand 
  and attacks!
  15
  
  Bulette (mon 54)
  Hit Dice: 7 (25 HP)
  Armor Class: -2 [21]
  Attacks: Bite (4d12), 2 claws (3d6)
  Saving Throw: 9
  Special: Leaping, surprise
  Move: 15/ 3 (burrowing)
  Alignment: Neutral
  Challenge Level/XP: 9/1100
  The Grit Tyrant can leap attack instead of biting 
  (4 claw attacks). It will choose a halfling target 
  over all others.
  treasure
  In the Grit Tyrant’s stomach is an undigested Bag 
  of Holding. Within the bag are:
  678 gp, Wand of Magic Missiles (6 charges), 
  Gauntlets of Ogre Power
  madu’s Pyramid
  Finally, the pyramid is in sight. It is a strange 
  thing, with four terraces. Even from this great 
  distance you can feel the evil radiate from the 
  monument. You steel your courage, knowing that 
  you can defeat Madu here, and step forward. As 
  you approach, you see that the entrance stone has 
  been removed. Stepping inside, you see no light.
  All undead turn at 2 levels higher in Madu’s Pyr-
  amid. The ceiling in the pyramid is 5 feet high, 
  because of this, humans and elves take a -1 attack 
  penalty.
  1. Entrance: As the party proceeds down the 
  corridor, they will find a flagstone with a skull 
  and crossbones and a ribbon hanging down (see 
  image). This flagstone is trapped. It is a pressure 
  plate that when stepped on releases poison gas 
  (save at +2 or die).
  2. Carriers of the Dead: This 10 foot by 15 foot 
  16
  
  room has 4 ghouls, dressed in funerary garb.
  ghoul (mon 191)
  Hit Dice: 2 (12, 8, 7, 7)
  Armor Class: 6 [13]
  Attacks: 2 claws (1d3), bite (1d4)
  Save: 16
  Special: sleep, charm immunities, paralysis (save 
  or 3d6 rounds)
  Move: 9
  Alignment: Chaos
  Challenge Level/XP: 3/60
  treasure
  Each ghoul wears a ceremonial gold headdress 
  worth 200 gp.
  3. Guardians of the Dead: This 15 foot square 
  room is the dwelling of 2 wraiths. Two urns are 
  in the far corners of the room, if destroyed, the 
  wraiths immediately die.
  Wraith (mon 518)
  Hit Dice: 4 (20, 16)
  Armor Class: 3 [16]
  Attacks: Touch (1d6 + 
  level drain)
  Save: 13
  Special: Level drain (1 
  level) with hit, immune 
  to non-magical weapons, 
  1/2 damage from silver
  Move: 9
  Alignment: Chaos
  Challenge Level/XP: 
  6/400
  treasure
  In each urn is a blood ruby, worth 500 gp each.
  4. Pharaoh’s Hoard: This 20 foot square room 
  holds many treasures of antiquity.  A chariot, 
  several crates, four statues, and a small boat are 
  all here.
  The crates contain fetid wines and rotted food. 
  The statues are Marrosian Statues. They are made 
  out of the same material as the pyramid.
  marrosian statue (mon 318)
  Hit Dice: 3 (18, 14, 13)
  Armor Class: 1 [18]
  Attacks: 1 stone weapon (1d8)
  Save: 14
  Special: Soul chill (save or -2 on all saves and 
  attacks for 24 hours), slashing/piercing resistance  
  (1/2 damage from each) 
  Move: 12
  Alignment: Any
  Challenge Level/XP: 5/240
  treasure
  Hidden within the small boat is jewelry worth 
  10,000 gp, and 5000 gp in loose coins.
  5. Madu’s Corpse:
  You enter the burial chamber of Madu. It is a per-
  fect square 20 feet. An open sarcophagus sits in 
  the far corner, and a shaft that goes up and down 
  is in the corner to your immediate left. A corpse 
  wrapped in funerary garb stands in the center of 
  the room, its eyes glowing blue. “You shall not 
  destroy us!” It screams as it launches itself to-
  ward you.
  greater mummy (madu)
  Hit Dice: 7 (45 hp)
  Armor Class: 3 [16]
  Attacks: Fist (1d12)
  Save: 9
  Special: Rot, 
  non-magical weapon 
  immunity, baleful 
  stare (save or -2 to 
  attacks and saves), 
  immune to sleep and 
  charm
  Move: 6
  Alignment: Chaos
  Challenge Level/XP: 
  10/1400
  If a PC has Karan’s 
  bracelet, they will be 
  immune to Madu’s rot and baleful stare
  Madu holds no treasure. When the three artifacts 
  are thrown into the bottomless shaft, the pyra-
  mid will begin to shake as if a great earthquake is 
  striking it. 10 minutes later it will be swallowed 
  by the sands of earth and time.
  17
  
  ePilogue
  As Madu’s body dies in his pyramid, the soul 
  that inhabited Nebru dies too. Word will soon 
  spread through the desert that the Blood Pharoah 
  is no more. The people of Chattin will not know 
  who to thank, but will be jubilant to meet any 
  strangers.
  Karan and Gregor are true to their word. They 
  await the return of the heroes at Rummy’s. As 
  promised, Karan pays the negotiated price to the 
  heroes.
  So ends the tale of the Blood Pharoah.
  18
  
  aPPendix
  lamP of saJJad: This lamp is the prison of the 
  djinn, Sajjad. He is a Lawful djinn, and will grant 
  1 Limited Wish to whoever rubs the lamp. After 
  the wish is fulfilled, the lamp whisks away, and a 
  large Carpet of Flying is left in its place.
  madu’s headdress: This headdress is striped 
  black and gold. While worn, the possessor can 
  turn invisible at will. Each time this power is 
  used, they must make a save or lose 1d4 Wisdom. 
  If a character is brought to 0 Wisdom in this way, 
  they die and rise again as a wraith on the next 
  new moon.
  madu’s crook:  this crook is 
  striped in brown and ivory. When 
  held, the possessor can command 
  undead as a cleric of equal level. 
  Whenever this ability is used, the 
  possessor must make a save or 
  lose 1d4 Charisma. If a character is 
  brought to 0 Charisma in this way, 
  they die and rise again as a ghost 
  on the next full moon.
  madu’s scePter: 
  This mahogony scepter has a skull carved at its 
  crest. When it is commanded, the scepter will 
  attempt to charm whoever it is pointed at. Even 
  if this ability is unsuccessful, the possessor must 
  make a save or lose 1d4 Intelligence. If a charac-
  ter is brought to 0 Intelligence in this way, they 
  die. Upon the next dawn their body will reani-
  mate as a ghoul.
  19
  
  Product Identity includes, but is not limited to: maps, 
  trade dress, Silver Bulette, Chattin, Redstone, Rum-
  my’s, Madu, The Blood Pharaoh, Karan Dior, Karan’s 
  Commodities, Grit Tyrant
  Open Gaming License
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
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  istered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to 
  
  the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Prod-
  uct Identity.
  8. Identification
  If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are dis-
  tributing are Open Game Content.
  9. Updating the License
  Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License
  You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits
  You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12. Inability to Comply
  If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination
  This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation
  If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  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 origi-
  nal material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Complete Rules, Copyright 2010, 
  Matthew J. Finch
  Basilisk, Desert; Beetle, Giant Fire; Boar, Wild; 
  Bulette; Elemental, Air; Elemental, Earth (8 HD); 
  Frog, Giant; Ghoul; Goblin; Harpy; Hill Giant;  Lynx, 
  Giant; Manticore; Marrosian Statue; Medusa; Scor-
  pion, Giant; Skunk, Giant; Snake, Giant (Viper); 
  Spider, Giant (Man Sized, 4-foot diameter); Spi-
  der, Giant (Smaller); Wight; Wolf; Wraith; Zom-
  bie; Zombie, Pyre; Zombie Raven from Swords 
  and Wizardry Monstrosities, copyright 2012, 
  Frog God Games, author Matthew J Finch
  Art Credits
  Cover Art: Miguel Santos
  Karan Image: Jeshields
  Traveller’s Delight: Rick Hershey, Standard Stock 
  Art: Issue (2007) by Small Niche Games
  Stealthy Steve: copyright 2007 by Mark Huffman.
  Banner: Daniel F. Walthall, found at: drivethru-
  rpg.com/product/181517
  Wolf: Frederic Remington (from public domain)
  Goblin: Publisher’s Choice Quality Stock Art (C) 
  Rick Hershey/ Fat Goblin Games
  Dessicator Demon: (C)2006 Bradley K McDevitt
  Otyugh: Jacob E. Blackmon
  Desert Scene: unknown, public domain
  Decanter: Skortched Urf
  Medusa: Jacek Malczewski, public domain (died 
  in 1929)
  Neith: Jeff T. Alu, GNU Free Documentation 
  License
  Giant Scorpion: Jacob E. Blackmon
  Bulette: Jeremy Mohler, Outland Entertainment
  Pyramid: Max Gattringer, public domain
  Skull: Jose Luiz
  Wraith: Mark Huffman
  Mummy: Bree Orlock Designs from Bree Orlock, 
  Copyright 2011, Stardust Publications
  Epilogue Image: Luigi Castellani
  Crook: Harry Burton, public domain-US
  Scepter: Public Domain
  Djinn: Jacob E. Blackmon
  Special Thanks To
  Austin Gardner for editing skills
  Kendra Gardner for putting up with my writing
  Hanson, Spencer and Elijah Gardner for being 
  quiet
  Nathaniel Brown for taking out the trash
  Frog God Games for Swords and Wizardry
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Blood Pharaoh.pdf