DM's Info
Part Two follows the pc's into the lair of Rishlu, apperently an ancient kaisharga who has been sent to set in motion the release of his master. His master is the true power behind the undead menace. His master, Malakai's teacher in the black arts, was imprisoned by Rajaat with the aid of Malakai, and he has decided it is time to end his imprisonment. Rishlu, with the aid of an ancient orcish warlord, plans to lure the pc's to the Black Pyramid. Note: It is imperative that the pc's find the map to the Black Pyramid.
The party starts out in Tyr, when the city comes under attack by an undead host. The undead carry the same banners the pc's have seen with the other undead groups. After two days of fighting, the party is approached by Sadira. She has found where the army has come from and feels that the force responsible is still there. She hires the pc's to investigate.
Upon arriving at the lair of Rishlu, the party is attacked by a horde of undead. After defeating the undead, they enter Rishlu's lair. Rishlu plays a game of cat and mouse with them until being "destroyed" in a climatic battle. One of the items found in his chamber is a map to a powerful artifact. This is actually a map to the Black Pyramid - the final resting place of the First Necromancer. Details of the Pyramid will be dealt with later.
The party will encounter a new form of undead - the Athasian Wight. This is the undead remains of a powerful warrior. Follow the link below for stats:
Athasian Wight
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