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FROG GOD GAMES ADVENTURES

One Last
Thing

SWORDS &
WIZARDRY
COMPATIBLE By Casey W. Christofferson
One Last
Thing
©2020 Frog God Games. All rights reserved.
Author: Cover Design: Reproduction without the written permission of the
publisher is expressly forbidden. Frog God Games,
Casey Christofferson Jim Wampler and the Frog God Games logo, One Last Thing is a
trademark of Frog God Games. All rights reserved. All
characters, names, places, items, art, and text herein are
Editor: Interior Art: copyrighted by Frog God Games. The mention of or
reference to any company or product in these pages is
Jeff Harkness Adrian Landeros not a challenge to the trademark or copyright concerned.

Layout: Cartography:
Suzy Moseby Robert Altbauer

Art Director: Project Manager:


Casey Christofferson Casey Christofferson

Front Cover Art: Swords & Wizardry Conversion:


Brian LeBlanc Jeff Harkness

Frog God Games is:


Bill Webb, Matt Finch, Zach Glazar, Charles A. Wright, Edwin Nagy,
Mike Badolato, and John Barnhouse

Adventures
Worth
Winning Frog God Games
ISBN: 978-1-6656-0011-8
SW PDF
Table of Contents
Background.............................................................................................. 3 12. Kreal’s Bookbinder .......................................................................
.......................................................................11
11
Adventure Summary ................................................................................ 3 13. Middle Ward...................................................................................
...................................................................................11
11
14. The Nightmare Consortium: Hauntings for Hire.................... 12
One Last Thing Map................................................................................ 4
15. Necromancer’s Touch.................................................................. 12
Part 1: Jaego is Dead ............................................................................... 5 16. The Temple of Orcus. .................................................................. 12
Preliminary Investigations.................................................................. 5 17. Hennian the Glassblower. ........................................................... 13
The First Haunting............................................................................. 5 18. Mïzć
ïzć Kü Tanük Institute............................................................. 13
The Second Haunting. ....................................................................... 5 19. Upper Ward.................................................................................... 13
The Third Haunting............................................................................ 5 20. Adroculus’ Manor....................................................................... 13
Part 2: Styx, The Underworld, and the Necropolis of Ankev........... 6 21. The Ruby Chalice.......................................................................... 13
Why Adventure in the Necropolis of Ankev?..................................
?.................................. 6 22. Garrison of the Undying Legion............................................... 14
Planar Features.................................................................................... 6 23. Ruins of Ankev’s Palace.............................................................. 15
1. Shore of Lost Souls and the Tributary....................................... 7 24. Quad of the Taharqo.................................................................. 15
2. Bone Gate. ....................................................................................... 8 25. Mausoleum of Shandar............................................................... 15
3. The Ghoul Canyon......................................................................... 8 Maze Traps...........................................................................................
...........................................................................................16
16
4. Amien’s Keep..................................................................................... 9 Shandar’s Crypt..................................................................................
..................................................................................16
16
5. Outer Slums.................................................................................... 9 Where is Jaego?.......................................................................................
?.......................................................................................16
16
6. The Bone Mill. ................................................................................ 9 Interviewing Denizens of the Necropolis........................................
........................................16
16
7. Leathers of the Flesh. .................................................................... 9
Jaego is Found!.!....................................................................................... 17
8. Lower Ward . ..................................................................................10
.................................................................................. 10
9. Inn of the Moldering Corpse.......................................................
.......................................................10
10 The Return. ............................................................................................. 17
10. Shadow Gate.................................................................................10
................................................................................ 10 Choices................................................................................................ 17
11. The Sign of the Grinning Skull..................................................
..................................................10
10 Further Adventure. ................................................................................ 17
One Last Thing By Casey Christofferson
A Swords & Wizardry adventure designed for 4 to 6 characters of 7th to 9th level,

One Last Thing is an adventure for 4–6 characters of 7th–9th level, though
elements of the adventure locations described here may be suitable for much higher- Who is Jaego?
level play. Establishing Jaego as a friend or ally of the characters is a
The adventure begins in a town, city, castle, or somewhere familiar to the fairly easy endeavor and could be drawn out over 3–6 gaming
characters where they know various NPC friends they have met along the way. The sessions. For the purposes of the adventure, Jaego serves as a
adventure assumes familiarity with a large town or city and nearby graveyard where
stand-in murder victim who is familiar to the characters. His
the Necropolis of Ankev can be accessed.
body was discovered too late to be raised from the dead, and
his finances were such that a purchase of such a raise dead or
resurrection spell was impossible as the grim reaper had already
Background laid claim to his soul. The time is short before his soul is traded
A friend has passed to the great beyond. Drinks and libations have been had at to Orcus, as so many unclaimed spirits are. It is well known that
his wake and a funeral has lain him to his final rest. Something, however, seems once a soul is in the custody of the Demon Lord of the Dead, it is
hollow and different about the affair. There is unfinished business, and everyone doomed forever as a minion of evil.
knows it — yet nobody knows just what it is that everyone seems to have forgotten. In life, Jaego was a young bard who never had a hit until he
Days and weeks stretch by, and things seem to remind you of the loss. It feels overheard the characters discuss their exploits in a tavern after
almost that the dearly departed has some other task, some incomplete goal that one of their first adventures. He penned a song in their honor that
must be achieved before it can move on. Something damning has trapped them in became popular locally and brought some fame to the characters.
the Underworld and only through the deeds of their closest friends may a final and Jaego has casually followed the characters ever since. He has been
lasting rest be achieved. friendly but kept his distance. The characters know him from the
One Last Thing is a haunting trek into the Underworld of the freshly dead to find fame he heaped upon their name, and the meals and drinks he has
the one last thing that a dead friend needs to rest in peace once and for all. Through quietly but politely plied them with to get their stories. He could
the course of the adventure, characters encounter a variety of challenges involving be the guy whom they find trapped in the hobgoblin’s cell, or he
roleplaying, exploration, investigation, and extra-dimensional travel. could happen across the characters near the end of a fight, just in
time to offer them a boost of inspiration and a bit of healing. Aside
from that, he shouldn’t be the star of any show before his death.
Adventure Summary Instead, Jaego is very much the “Hey, do you all remember that
guy that is always hanging out?” sort of fellow. In other words,
This adventure requires a little more groundwork to set things up. First off, it
Jaego is a friendly face in the background whom everyone really
requires the characters to know and trust an NPC who is familiar with their career
and exploits. For the purposes of the adventure, this NPC is called “Jaego,” but liked but that nobody can really claim to have known all that well.
you can and should substitute any NPC who fits the needs of the scenario. As the So why is Jaego dead? The characters are not Jaego’s only
adventure begins, the characters learn that “Jaego” is dead. topic of interest. Among other things, Jaego was a spy and one-
A short time after his death, Jaego’s spirit begins haunting the characters. First time herald for the court of Count Mercier of Reme, a noble with
silently, and then with greater amounts of fear-inducing interactions, Jaego leaves connections to one of the royal families. Recently, Jaego came into
clues behind for the characters to figure out exactly what it is that he wants. As possession of a diary that had some very significant information
the characters pursue the clues that Jaego leaves behind, they eventually wind up relating to the rise and fall of regional powers. Jaego was unsure
at Jaego’s gravesite then travel from there to the very outskirts of the Underworld what to do with the information and wanted to share it with the
itself where they are led to the fabled Necropolis of Ankev. only heroes he knew. Jaego hid the information but was killed by
The character must carefully navigate the necropolis lest they wear out their a faction searching for the diary before he could share its secrets
welcome in that deathly realm. After exploring the necropolis, the characters with the characters.
eventually come face to face with their friend and discover what Jaego needs to Jaego’s spirit now seeks to share the location of his secret diary
achieve his final rest. with the characters so that they may decide what best to do with
it. The only way for him to tell the characters where he has hidden
the diary is by inviting them to visit his restless spirit in the
Necropolis of Ankev on the shores of the River Styx!

O n e L a st Th i ng 5 e |3
One Last Thing Map
4|O ne L ast T hing
Part 1: Jaego is Dead The Second Haunting
The adventure begins upon the character’s arrival to a familiar settlement such The characters are frightened by a nightmare. In their vision, they see themselves
as a town, city, or village that they frequent as a home base or headquarters. They on the street. Suddenly, masked enemies surround them. They hear their words “It’s
are greeted with news from a familiar barkeep or inn owner that their old friend the end for you …” but the name is muffled. Their flesh is pierced with knives from
has been murdered while they were away adventuring. The body was discovered in multiple directions. Pain wracks their body, and they lie in the gravel of an alleyway
the basement of an abandoned structure in the foreign quarter, a few blocks from gasping and bleeding in the street. One of the crimson-masked figures approaches
a gambling house he was known to frequent. The victim’s body was beyond the with a long, thin blade. The character feels a heavy pounding in his or her chest as
help of local clerics and was thus rapidly and summarily buried in a simple plot in the figure approaches. Then everything goes red.
the local cemetery due to the onset of putrefaction. Investigators and priests spent When they are aware again, the character notes that Jaego is walking next to
some time with the body attempting to use magic and other means to determine them. He is trying to say something, as if imploring them to listen. Finally, Jaego
the identity of the killer. The constables’ report indicated that he had been stabbed steps in front of them with a concerned look on his gaunt face, his glazed eyes
multiple times and that his heart had been cut out of his body. imploring the characters. He points to himself and then at the archway of the city
graveyard before he vanishes with an anguished gurgle.
As the characters awake, they are denied any benefit of rest. No spells are
Preliminary Investigations refreshed nor are any hit points recovered from their sleep.
As they awaken, they hear notes from the “City of the Dead” playing in their ears
Characters may speak with local temples or authorities but are given much as if sung by Jaego himself.
the same information. It is believed that Jaego went to the gaming house to meet
someone and that the person or persons he was intent upon meeting never arrived. “There do I wait in the city of the dead,
He left and was next found several days later, dead and mutilated. Here do they trade for years of my soul,
The gaming-house: The Referee may substitute any gaming house in their There do I wait, one last thing to be said,
campaign world or use one from the Lost Lands such as the famous Fortune’s Fool If only you knew what I know.
casino in Bard’s Gate.
Characters who research deeply into Jaego’s past find a lot of dead-ends. Legend There do I wait in the City of the Dead,
lore (or some other research as decided by the Referee) reveals that Jaego was once Where Ankev did fight for his soul,
in the employ of Count Mercier of Reme. Further investigation of Count Mercier There do I wait, one last thing to be said,
reveals that he has direct familial ties to royalty and has a long-standing rivalry with Wouldn’t you like to know?”
Earl Brodchek.
Additional research discovers that both nobles live some distance from the
characters’ current location and any attempts to look up their emissaries in the city
results only in information related to shipping, trade, and business investments
The Third Haunting
involving other local nobles and merchants. For Jaego’s third haunting, the characters are suddenly wracked with a vision
Note: Gathering this level of information should involve extremely outside where a mist rises around them, either in their waking hours or in their dreams. The
chances on the part of the characters, at least initially, and the Referee may use mist clears slightly, and they find they are walking behind Jaego. He walks until he
as much or as little of this information as he or she deems necessary to further nears a grave covered in freshly turned earth. He points to the gravestone that bears
characters into their exploration of the Necropolis of Ankev so they may discover his name. As he points, the ground opens to reveal a broad, damp staircase leading
what their friend’s last wish happens to be! deep into the earth. The sound of rushing waters can be heard somewhere in the
cellar-like dankness below.
The characters awaken in the graveyard, standing in full gear amid the many
The First Haunting gravestones before an actual opening in the earth. Detect magic or other spells and
abilities reveal that the opening in the earth is more than it seems and is indeed a
The first haunting affects each of the characters individually. They may be portal to another dimension. Each character finds a leaden amulet in the shape of a
walking about town on other business. For example, the thief may be busy picking knot in their hand.
pockets or running a scam. The fighting types may be shopping for armor polish or Should the characters brave it at this time, the portal leads to a staircase of 567
training in a local warriors’ gymnasium. The magic-user may be at a library in their steps that takes them to the Shore of Lost Souls.
local guildhall exploring arcane secrets. Each is visited with a vision of Jaego. At
first, they catch a glimpse out of the corner of their eye or hear the bars of the song
that Jaego penned in their honor. When the characters turn to look more closely, the Leaden Knot of the Underworld
image appears fleeting or disappears completely. They must make a saving throw or
become unnerved by the sensation and attempt to flee the area. Leaden knots are sacred amulets woven into the wrappings of
A short time later, Jaego appears as a full apparition before the character(s). He mummies to protect their physical flesh as it is projected into the
is either sitting near them, or walks up to them, and attempts to speak, though the Underworld before crossing on to the proper afterlife. However,
words cannot be heard. His body is translucent and leaks ectoplasm from the various a leaden knot of the Underworld is an amulet fused with a mild
stab wounds that took his life. Just as he begins to communicate, he dissolves with protective magic that causes lesser undead such as skeletons,
an anguished look on his face. zombies, ghouls, and such lesser spirits to look upon an individual
Characters may be confused by what has happened. In his place are a few pieces wearing such an amulet as simply another of the dead and to
of parchment that the characters may recognize from Jaego’s moleskin notebook. generally ignore them. This is not to say that the dead won’t
Upon the page are several notes from a funerary dirge. The song is called “City of attack someone wearing such an amulet, especially if ordered to
the Dead.” The song is a lament describing lost souls trapped on the edge of the
do so.
River Styx where they wait to be taken to the next stop in the afterlife or where
Orcus collects them for unending torment in the eternal Abyss. Leaden knots of the Underworld are typically given as gifts
Characters who research the song in a temple or bard’s academy discover that from otherworldly powers to clerics of death cults, magic-users,
the “City of the Dead” is a reference to the fabled Necropolis of Ankev, a waypoint and other travelers of the Underworld to help them avoid
along the River Styx that was once managed by the fabled arch-lich before he parted unnecessary entanglements with hostile spirits. The amulet
ways with Orcus, Demon Lord of the Undead. affords no other protections.

Part 1: J aego is D e ad |5
Part 2: Styx, The Underworld, and the Necropolis of Ankev
The Styx is the vast river of the dead that flows through all the realms of the
lower planes, offering access to the various layers of Hell and the Demonic abyss. Coin of the Realm
The various tributaries of the river flow through the Iron Pit of Tartarus, and across
In the land of the dead there is little need for mortal coin,
the punishing vistas of the Plane of Agony.
The planar edge of the Styx is often referred to as the Underworld, and it is a with perhaps the exception of vampires who use money to bribe
place where spirits with unfinished business, undead beings, and those who resist mortals, and mummies who hoard it out of a habit that they had
their final damnable fates wait. It is said that at the center of this shadowy realm lies in life. Miserly spirits in life covet treasures in the afterlife though
the ruined palace of Ankev the arch-lich. Once a servant of Orcus himself, Ankev it has no value in the necropolis of Ankev. Instead, the coin of the
stood vigil over the Gates of the Dead for centuries on behalf of his corpulent realm in the Underworld is living life energy. This explains in part
overlord. Eventually, the lich transcended Orcus’ control. its trade for living slaves who are variously sacrificed to Orcus or
It is rumored that Orcus used his wand to destroy Ankev for his insolence, drained of their life until they join the undead or are consumed
although his death didn’t erase Ankev’s influence from the world. Parts of his utterly by them.
ancient cadaver and gilded panoply still turn up in reliquaries held in esteem by Prices listed for most goods and services are listed in days of life
modern magic-users. The City of the Dead at the edge of the Styx still bears his offered by the consumer in exchange for the desired product. For
name and stands as a testament to his power and his folly. example, a character purchasing a potion or scroll must pay a cost
equivalent to its gold piece value in days of his or her mortal life.
These days are counted against the maximum age of any character
Why Adventure in the Necropolis of Ankev? paying the price. If characters spend beyond their years of life and
maximum age, they die and are raised as wights of equivalent hit
Many of the beings who inhabit the necropolis carry items of great power, dice to their current level or worse.
knowledge, or lore. Here, too, is the place where those of evil persuasion may
beseech the lords of the Underworld for the raising and resurrecting of their fallen
heroes before the Gates of the Dead. Most are turned away or join the minions of What the Dead Pay
death who inhabit the necropolis. Some few are granted their request, but at a price. As the dead have no days of life left to pay to avoid the clutches
of the Underworld, they must either find living substitutes to
siphon life energy from or they must sacrifice those little pieces
Planar Features that remain of their former life in the form of their living charisma
score. Each point of charisma sacrificed by the newly dead offers
As an extension of the of the Styx, a vast borderland known by most as the them the opportunity to stay a week longer in the Necropolis
Underworld grants visitors the following bonuses and penalties: before crossing over to the realms of the void to suffer at the hands
Undead in the necropolis have full hit points per Hit Die. of Orcus or to be traded to the gods of the other dark realms of the
Undead resist turning, imposing a –3 penalty on the cleric’s turning roll. dead. Alternately, they may use their charisma to haunt someone
Characters making a saving throw against the special attacks of undead do so in the land of the living.
with a –2 penalty to the roll.
For most of the dead, the choice is simple. They feed off living
beings they encounter in the Underworld. Every 10 hit points of
damage the dead deal to the living grants them another day of life
essence that may be spent in the necropolis before they are forced
to move on. The dead who sojourn in the Underworld and reach
zero charisma score become shadows or shades.

The Dead vs. the Undead


The dead are fresh souls who find themselves in the Underworld
after having been brought across the Styx by a boatman. Most look
roughly as they did in life, though signs of their cause of death are
evident. Undead are beings who died a horrible death and were
brought back as an undead monster by the supernatural forces
of the lords of the dead, such as Orcus, or a monster with the
spontaneous generation ability.

6|O ne L ast T hing


1. Shore of Lost Souls and the Tributary
Dinner of the Dead
At the bottom of the 576 steps stands a cave on the edge of a narrow underground
Visitors to the Underworld who roll below their intelligence stream. At the edge of the stream is a mooring post affixed with a length of chain
on 3d6 know that any food not brought with the party that is and an iron bell.
consumed in the land of the dead traps the eater in the realms of This tributary of the River Styx leads to the Necropolis of Ankev. It is accessible
the dead forever! Most visitors bring their own supply of food or only by those who would have business with the dead. For example, a party of
conjure their food through prayer to their deity for manna and heroes seeking to catch the cohorts of a fallen enemy before they attempt to raise
fresh water. their foe at the Gates of the Dead may claim business in the Necropolis.
There is no save for the curse afflicting those who eat in the When the iron bell is rung, a skiff large enough to ferry the passengers arrives
land of the dead. The curse may be removed only through the in 1d4 rounds. The boatman is a charonadaemon who asks what business the
power of a wish spell or by finding other egress through a parallel characters have on the Shore of Lost Souls. Individuals seeking knowledge or
demi-plane. This plane may be accessed only by entering the who are searching for a treasure map, item, or piece of information inside the
realm of Orcus himself! For the dead themselves, the food is a necropolis may declare this as their reason for seeking Ankev’s hidden city. The
formality; many such as ghouls are filled with insatiable hunger, charonadaemon demands 2 pieces of silver or a magic item of at least +1 value
from the riders. Once paid, he allows the characters to board his skiff and sets out
as vampires are filled with an insatiable thirst for living blood.
for the Bone Gate.
Neither is satisfied by their meals and continuously crave more,
Charonadaemon: HD 10; HP 80; AC –2[21]; Atk staff (1d8); Move
as their tortured and damned souls desire ever to be filled with
15; Save 5; AL C; CL/XP 15/2900; Special: fear gaze (30ft range,
something that is no longer attainable to them yet is ultimately
save or paralyzed for rounds equal to value roll failed), harmed only
necessary for their survival!
by silver weapons, immune to acid and poison, magic resistance
(45%), spells, telepathy (100ft). (The Tome of Horrors Complete
Vials of Life 118)
These vials are tiny phylacteries that the dead use to store Spells: at will—detect invisibility, darkness 15ft radius, fear 15ft
years of life siphoned from the living, or pieces of their eternal radius.
soul that they sacrifice for goods and services within the city.
The vials each hold one year of life. The vials of life are priceless Characters foolish enough to kill the charonadaemon find themselves lost on the
vessels. Drinking from one of the vessels cures the imbiber for River Styx. Who knows what shores of the dead their skiff eventually lands upon?
4d4+4 hit points and cures any current non-magical diseases
and reduces the physical age of the drinker by 1 year. However,
drinking one of the vials while in the Underworld may curse the
imbiber to remain as a prisoner of the Underworld forever! Each
vial of life beyond the first has its own risks to drinking it. Each
consecutive vial requires a saving throw with a –1 penalty per
vial. If the saving throw fails, the character ages 10 years for each
previous vial that has been drunk. If the number of vials exceeds
the maximum age for the character’s chosen race, he or she dies
and rises the following day as a shade lich composed of dust and
memory.

Living Among the Dead


The majority of dead inhabiting the Necropolis of Ankev
are still strongly tied to their spirit in so much as they are not
generally considered mindless. With the exception of zombies and
skeletons created through sacrifice, these beings still have a dim
recollection of their life and repeat the same sorts of activities
they participated in while alive. They wander, converse, and
occasionally collect things. For the most part, the dead yearn for
the end of days where they will be called upon by the Lord of the
Living Dead to flood forth from the city, along with their brethren
in Orcus’ home plane, to awaken the unclaimed dead in the land
of the living and once and for all scour the universe of the sorrow
that the living existence brings. Until that time, they merely wait.
The more powerful of these dead use the relative peace of the
Necropolis of Ankev to maneuver for position in the court of Orcus
by working out plans to bring about the end of days as it is given
to them in verses and prophecy. Vampires, liches, spectres, ghosts,
living magic-users, and others scheme with or against one another
for their promised fiefdoms in the land of the living once law and
good annihilate one another, leaving the world for the dead to
rule.
To gain position and strength in the hierarchy of the dead, all
require life essence harvested from unfortunate living creatures
who find themselves sold or bartered in the Necropolis of Ankev.
The highest prizes are sacrificed before the Gate of Orcus that lies
beyond the palace-like Mausoleum of Shandar.

Part 2: S t y x , Th e U n d e rworld , an d th e N e cropoli s of A n ke v |7


2. Bone Gate 3. The Ghoul Canyon
The Bone Gate stands atop a hill a short distance from the quay where the This half-mile-long canyon extends beyond the Bone Gate. It is dotted with
boatman disembarks passengers. Jagged walls made up of bone and skulls from crumbling charnel houses and age-worn tombstones shrouded in sickly-looking
hundreds of different sentient beings speak in unison, challenging visitors about green vapors that rise from jagged fissures in the ground. Dark figures scurry around
their purpose in the land of the dead. the edges of the canyon.
Travelers are asked what business they have in the land of the dead. The Bone
Gate offers characters a second chance to turn back. If no answer is given, the
gate does not open. If a poor answer is given, the visitors are asked to leave. If the Ghoul Canyon Random Encounters
visitors attack the gate, they find that the planar nexus is then closed to them for
24 hours, denying them entrance to the land of the dead. If the gate is destroyed, 1d12 Encounter
nothing lies beyond it save a simple cave, but the gate itself reforms and resets in 24 1 2d8 ghouls
hours. Entering the cave deposits visitors back upon the quay.
If the gate is destroyed, it becomes a one-way gate that leads out of the demi- 2 1d4 ghasts
plane and directly back to the land of the living rather than a two-way gate leading
3 1d4+4 barrow rats
in and out. Roll for random encounters from the ghoul canyon for the duration that
visitors wait for the gate to reform. 4 1d4+2 ghoulish barrow rats
Bone Gate: HD 18; HP 90; AC 3[16]; Atk strike (2d6 + grab); Move
0 (immobile); Save 3; AL C; CL/XP 19/4100; Special: absorb (any 5 1d4 rat swarms
held creature takes 1d4 points of damage per round until death as 6 Brain rat
bones are absorbed, Open Doors check to escape), grab (any creature
hit must save or be held and absorbed), reflect spells (20% chance), 7–12 No Encounter
reform (24 hours after destruction).

8|O ne L ast T hing


Barrow Rat: HD 1d4hp; AC 7[12]; Atk 2 claws (1d3), bite (1d2);
Move 12 (climb 6, burrow 6); Save 18; AL N; CL/XP A/5; Special:
6. The Bone Mill
toughen hide (1/day, AC 3[16]). (The Tome of Horrors Complete 451) Bones picked clean of all flesh are piled from floor to ceiling among the walls of
Brain Rat: HD 1; AC 5[14]; Atk bite (1d2); Move 9 (climb 9); Save 17; this cursed charnel house. Contingents of mindless zombies on treadmills turn the
AL N; CL/XP 3/60; Special: psionic abilities, surprise (1–3 on 1d6). great millwheel that grinds the bones of dismembered skeletons to dust.
(The Tome of Horrors Complete 452) Considered a good shopping place for necromancers seeking a quick complement
Psionic abilities: at will—ESP; 3/day—mind thrust (1d6 damage of skeletons to “bone out” their army, the Bone Yard is also an excellent source
per point of intelligence difference between rat [intelligence 14] and of ground bone for use in bone meal or material spell components used in the
target); 1/day—confusion, feeblemind. necromantic arts.
Ghast: HD 4; AC 4[15]; Atk 2 claws (1d3 + paralyzing touch), bite A warehouse in the back contains a plethora of additional bones, though none
(1d6); Move 15; Save 13; AL C; CL/XP 5/240; Special: stench (10ft make up a complete skeleton. They are instead the collected remains of a great
radius, save or –2 to hit), paralyzing touch (3d6 turns, save avoids). number of sentient beasts.
(Monstrosities 189) Lysipus the bone cobbler runs the Bone Mill. He keeps an amulet designed to
Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3 + paralyzing touch), bite store the life essence of his clients. His bone sells for 1 year of life per wagonload,
(1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: immune though he pays half that for fresh bones brought to him in bulk.
to sleep and charm, paralyzing touch (3d6 turns, save avoids). Lysipus, Bone Cobbler: HD 5; HP 40; AC 5[14]; Atk 2 hammers
(Monstrosities 191) (1d4) or 2 claws (1d3); Move 12; Save 12; AL C; CL/XP 7/600;
Ghoulish Barrow Rat: HD 1d4hp; AC 7[12]; Atk 2 claws (1d3 + Special: animate bones (1/day, 30ft radius, up to 5 skeletal statues),
paralyzing touch), bite (1d2); Move 12 (climb 6, burrow 6); Save 18; breath weapon (every 1d4+1 rounds, 10ft radius, save or slow as
AL N; CL/XP A/5; Special: immune to sleep and charm, paralyzing spell for 1d4 rounds). (The Tome of Horrors Complete 69)
touch (3d6 turns, save avoids), toughen hide (1/day, AC 3[16]). (The
Tome of Horrors Complete 451)
Rat Swarm: HD 5; AC 6[13]; Atk swarm (2d6); Move 12; Save 12;
AL N; CL/XP 6/400; Special: disease (save or –2 to hit and saves).

4. Amien’s Keep
Amien’s Keep stands in the corner of a large stone grotto. More a large three-
story mansion than an actual fortified structure, it is surrounded by a wall of
polished green marble. The keep of Ghoul Lord Amien is located along the eastern
expanse of the cavern where he exerts his own form of maddening authority over
the denizens of the canyon. Although under the direct authority of Shandar, Amien
rules as he sees fit, capturing those unfortunate living entities who do not pay his
toll and trading them in the necropolis for things to fulfill his own perverse needs.
The keep itself is decrepit and in decay. Each floor has roughly 2d4 usable rooms,
and there is a 50% chance per room that the characters encounter 1d6 ghouls, 1d4
ghasts, or a structural issue requiring a saving throw to avoid suffering 3d6 points
of damage from broken timbers and rubble.
Ghasts (1d4): HD 4; AC 4[15]; Atk 2 claws (1d3 + paralyzing touch),
bite (1d6); Move 15; Save 13; AL C; CL/XP 5/240; Special: stench
(10ft radius, save or –2 to hit), paralyzing touch (3d6 turns, save
avoids). (Monstrosities 189)
Ghouls (1d6): HD 2; AC 6[13]; Atk 2 claws (1d3 + paralyzing touch),
bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: immune
to sleep and charm, paralyzing touch (3d6 turns, save avoids).
(Monstrosities 191)
Amien, Ghoul Lord: HD 10; HP 80; AC 3[16]; Atk +2 mace (1d6+2),
2 claws (1d3 + paralyzing touch), bite (1d4); Move 9; Save 5; AL C;
CL/XP 13/2300; Special: immune to sleep and charm, paralyzing
touch (3d6 turns, save avoids), spells (3/3/3/3/3). (Monstrosities 191)
Spells: 1st—cause light wounds, detect magic; 2nd—hold person,
silence 15ft radius, snake charm; 3rd—locate object, remove curse,
speak with dead; 4th—cause serious wounds (x2), protection from
good 10ft radius; 5th—finger of death (x2), insect plague.
Equipment: +1 platemail, +2 mace.
Treasure: Amien’s treasury includes three 1000gp emeralds, a
1000gp opal, 2500gp in an iron chest, an oil painting of Amien in
life standing amid ghouls worth 12,000gp, a potion of giant strength,
and 6 vials of life, each containing a month of life siphoned off
unfortunate travelers caught in the Ghoul Canyon. 7. Leathers of the Flesh
Amien charges a year of life to mortal passers-by who cross through his
realm into the necropolis itself. This slaughterhouse trades evenly with the Bone Yard for any “incomplete”
corpses sold to them. Leathers of the Flesh is a squat stone building with a chimney
that constantly spouts the foul-smelling odors of the tanners’ trade. Within may be
5. Outer Slums heard the moans and whimpers of those resigned to the terror of the last hours of
their existence. Leathers of the Flesh is operated by Cainor the skin stitcher, a
The outermost ring of the necropolis consists of the smashed mausoleums and wicked being whose greatest pleasure is peeling his victims and devouring their
broken tombs of the lesser dead and those wandering souls who are newly arrived flesh. Cainor makes exquisite leather armor that is highly sought by those who
in the city. These new dead often seek sanctuary among those spirits yet to be called care not that the skin defending them was once the skin of a living, thinking being.
to the inner rings of the city — and for good reason. Each spirit knows that the Cainor sells his extra scraps for parchment at the neighboring bookbinder.
closer one gets to the Mouth of Orcus, the closer they are to losing whatever shred Cainor, Skin Stitcher: HD 7; HP 49; AC 4[15]; Atk 2 claws (1d4) or 2 barbed
of living memory still resides in their decaying brain. chains (2d4); Move 12; Save 9; AL C; CL/XP 7/600; Special: chain rake (natural
The Outer Slums are separated from the Lower Ward by a 10ft-high wall topped 20 to hit, 6d4 chain damage). (The Tome of Horrors Complete 496)
with jagged iron spikes.

Part 2: S t y x , Th e U n d e rworld , an d th e N e cropoli s of A n ke v |9


Armor of Undeath Current Visitors
This +3 leather armor is crafted from the flesh of humanoid The following characters are currently holed up at the Inn of the Moldering
beings and is as soft and suple as one’s own skin. The armor Corpse:
offers a +2 save vs. spells and an additional +2 to saves vs. touch Sir Ulatuan and the Wights: Sir Ulatuan is an evil warrior of Orcus who keeps
attacks made by undead creatures against the wearer. The armor the company of a gathering of 6 wights. Lord Ulatuan goes forth and spreads the
is decidedly evil in its very nature, however, and Lawful creatures gospel of the Lord of the Dead in hopes of achieving the grace of becoming a death
have a 75% chance of attacking the wearer. knight upon his dying breath. Ulatuan is currently working as a bounty hunter of
sorts, collecting lost souls from the shores of the Styx or the Valley of Ghouls and
delivering them to the Temple of Orcus.
Wraith Armor Sir Ulatuan, Male Human Warrior of Orcus (Ftr9): HP 64; AC
This +2 leather armor allows the user to assume the incorporeal 3[16]; Atk +2 bastard sword (1d8+4) or light crossbow (1d4+1);
form of a wraith for 10 rounds per day. While in wraith form, the Move 12; Save 6; AL C; CL/XP 9/1100; Special: multiple attacks
character gains a touch attack that deals 1d8 points of necrotic (9) vs. creatures with 1 or fewer HD, –1[+1] dexterity AC bonus, +2
damage. to hit and damage strength bonus, +1 to hit missile bonus.
Equipment: armor of undeath (+3 leather), +2 bastard sword, light
crossbow, 20 bolts.
Wights (6): HD 3; HP 24x6; AC 5[14]; Atk claw (1 + level drain);
8. Lower Ward Move 9; Save 14; AL C; CL/XP 6/400; Special: +1 or better magic
or silver weapons to hit, level drain (1 level per hit). (Monstrosities
The Lower Ward is separated by a simple, unattended iron gate that marks the 510)
boundary of the Outer Slums from the city proper. The Lower Ward rises along the Lord Ulatuan may be hired to track down Jaego’s whereabouts. He
hill upon which the necropolis sits. Made up mostly of row after row of gravestones, charges five years of life for the task, and characters must provide
single-occupant mausoleums, and aboveground sarcophagi, the Lower Ward’s their own vials of life to seal the bargain. Ulatuan finds Jaego’s
population is mostly skeletons, zombies, and other lesser undead. While these location in 1d4 days but has a 50% chance of cutting a deal with
beings are considered mindless in the land of the living, in Ankev’s realm they Shandar to deliver the characters to the lich queen.
possess a slightly more rudimentary intelligence, though their conversations and Hukeesh the Necromancer: Hukeesh seeks entry to Mïzć Kü Tanük
aims are akin to those of living commoners. They typically go about their business, but has yet to collect the amount of life required to barter entrance
paying no mind to living visitors unless bothered or if they believe they are strong without succumbing to the touch of death himself. Hukeesh may
enough to dine on the flesh of the living. Well-armed visitors, those displaying holy offer his services as a guide in the Necropolis of Ankev for a year’s
symbols, or those doused in holy water are left alone unless ordered to act by a worth of life essence. He claims deep knowledge of the newly dead
more-powerful being. Thousands of skeletons, zombies, and other lost souls wander
and could lead characters to the soul they seek. Hukeesh would trade
the Lower Ward or simply rest within a mausoleum or disturbed grave.
the information for either admission to Mïzć Kü Tanük or free access
to five magic-user spells of 1st–3rd level.
Hukeesh the Necromancer, Male Human (MU6): HP 19; AC 7[12]
9. Inn of the Moldering Corpse or 2[17] (missile) and 4[15] (melee) from shield spell; Atk +2 staff
A decrepit brick pile hung with the sign of a rotting corpse sits on a desolate (1d6+2); Move 12; Save 8 (+2, ring); AL C; CL/XP 6/400; Special:
street in the suburbs, butting up against the walls of Ankev proper. +2 saves vs. spells, spells (4/2/2).
This inn and tavern serves as a waystation for those seeking entry to the Spells: 1st—charm person, magic missile (x2), shield; 2nd—darkness
necropolis. Within its walls are a variety of visitors from other times and planes 15ft radius, phantasmal force; 3rd—fireball, fly.
of existence, all with some business within the gated city. A variety of services are Equipment: +2 staff, ring of protection +2, 3 potions of undead control.
offered, including rooms and “food” of sorts, though it is the food of the dead and
offers its own unique risks for the unwary traveler.
The Inn of the Moldering Corpse is operated by Grall Tabrel, a ghost who has 10. Shadow Gate
seemingly always run the inn. Grall has a gravelly voiced but is polite to visitors
who do not attempt to cause problems with him or his establishment. Grall is a This planar gate offers passage from the Underworld to the Plane of Shadow, a
fairly good source of information about living visitors and the newly dead since he plane marked by its ghostly resemblance to the world of the living. The gates are
doesn’t care about their plots, concerns, or worries. His freedom with information guarded by a contingent of shadows who deny entrance to the realm of the Shadow
often proves to be a two-edged sword for those seeking more discreet lodgings, Lords. The living must bring one of the dead to act as a spirit guide with them to
though he may be bribed for the equivalent of one day of life per day of stay in pass into the realm of shadow. Or they must be willing to sacrifice a portion of their
his inn to “keep quiet.” Since no other lodgings are in the suburbs, and camping in life essence (in the form of strength) to enter the darkness. Those submitting to the
the Ghoul Canyon brings near-constant attacks, most visitors resign themselves to touch of the shadows are drained of 1 point of temporary strength before they are
paying Grall’s prices. allowed to pass into the plane beyond.
Shadows (2d8): HD 2+2; AC 7[12]; Atk touch (1d4 + strength drain);
Services Move 12; Save 16; AL C; CL/XP 4/120; Special: +1 or better
magic weapons to hit, strength drain (1 point strength with hit).
Room for the Night 1 day of life essence (Monstrosities 418)

Pickled Halfling Brains 2 days life essence


Raw Humanoid 1 day life essence 11. The Sign of the Grinning Skull
Bonemeal Bread 1 day life essence per loaf This boardinghouse caters to the warrior caste, where skeletal warriors rub
elbows with bloody bones as they drink their mugs of dust and revel in tales of how
Living Blood Slave (not 2 years of life essence or 200gp in magic items. they came to be. The grinning skull is the place to go for an aspiring necromancer
to be drained to death!) (Typically reserved for vampires or others who looking to recruit unholy warriors of the undead to serve as officers in their armies.
feast on blood.) The Sign of the Grinning Skull is run by Malago, a skeletal warrior who
dutifully connects patrons with undead mercenary leaders and their cohorts. Each
Renting a room at the Inn of the Moldering Corpse guarantees that the renter is mercenary commands a squad of 4d8 skeletons or zombies, or 2d8 ghouls.
left unmolested by any of the other denizens of the demi-plane, unless the characters Rooms can be rented in this dusty mausoleum as well for 2 days of life essence
happen to be wanted for high crimes in the necropolis itself. It does not, however, per day of lodging. The renter is protected from assault by other patrons so long as
offer protection against other visitors, so let the renter beware! he obeys the house rules and causes no trouble with the other guests.
Grall Tabrel, Ghost: HD 9; HP 72; AC 0[19]; Atk spectral touch Malago, Skeleton Warrior: HD 12; AC –1[20]; Atk +1 two-handed
(1d8); Move 12 (fly); Save 6; AL C; CL/XP 11/1700; Special: +1 or sword (1d10+2); Move 12; Save 3; AL C; CL/XP 12/2000; Special:
better magic weapon to hit, magic resistance (50%). (Monstrosities 190) +1 or better magic weapons to hit, fear aura (30ft radius, 5HD or
lower must save or flee as if affected by fear spell), find target (track
circlet), immune to turning, magic resistance (60%). (The Tome of
Horrors Complete 495)

10|O ne L ast T hing


Hiring the Undead 12. Kreal’s Bookbinder
The following are some examples of undead found in the Sign of the Grinning
Skull and the cost in life essence to hire them. Kreal is a renowned bookbinder who sells blank scrolls and magic books crafted
of dwarf, elf, human, dragon, and other various rare skins. Such skins are much
Undead Cost to Hire sought after by demonologists, necromancers, and other magic-users of the darker
1d4 Black Skeleton Officers 1 year of life each for one year of service arts. A trio of deft goblins assists him in crafting his handmade books. The goblins
were long ago fed the food of the dead and can no longer leave the Necropolis of
2d4 Juju Zombies 1 year of life each for one year of service. Ankev.
Kreal sells materials used in the crafting of magical books and scrolls.
Barrow Wight 1 year of life for 3 months of service
Kreal the Bookbinder, Male Drow (MU9): HP 33; AC 7[12] or 2[17]
Black Skeleton Officers: HD 6; AC 4[15]; Atk weapon (1d6) or 2 (missile) and 4[15] (melee) from shield spell; Atk +2 dagger (1d6+2);
claws (1d4); Move 12; Save 11; AL N; CL/XP 6/400; Special: shriek Move 12; Save 5 (+2, ring); AL C; CL/XP 10/1400; Special: +2 on
(as fear spell, save avoids). (The Tome of Horrors Complete 493) all saving throws, darkvision (60ft), magic resistance (50%), spell-
Juju Zombie: HD 3; AC 2[17]; Atk weapon or fists (1d6); Move 12; like abilities, spells (4/3/3/2/1). (Monstrosities 146)
Save 14; AL C; CL/XP 5/240; Special: +1 or better magic weapons Spell-like abilities: 3/day—darkness 15ft radius, outline foes with
to hit, immune to cold and electricity and magic missiles, resists fire light, lights at 60ft range.
(50%). (The Tome of Horrors Complete 616) Spells: 1st—charm person, magic missile, read magic, shield; 2nd—
Barrow Wight: HD 6; AC 3[16]; Atk slam (1d4 + level drain); Move detect invisibility, phantasmal force, web; 3rd—fly, lightning bolt,
12; Save 11; AL C; CL/XP 10/1400; Special: insanity gaze (30ft monster summoning I; 4th—dimension door, monster summoning II;
radius, save or affected by a symbol of insanity spell), level drain (1 5th—monster summoning III.
level with hit). (The Tome of Horrors Complete 595) Equipment: drow cloak (75% chance to surprise), +2 dagger, ring of
protection +2, potion of healing.
Goblins (3): HD 1d6 hp; HP 5, 4x2; AC 6[13]; Atk short sword (1d6);
Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in sunlight.

Items for Sale


Item Cost in Life Essence
Ink 100 days of life per bottle
Human skin 25 days of life per page
Elf skin 75 days of life per page*
Dragon skin 200 days of life per page*
Demon, devil, or angel skin 500 days of life per page*

* At the Referee’s discretion, the costly pages could provide additional damage
dice if a spell is cast directly from the page. For example, a 3HD fireball cast
directly off a scroll of elf skin might do 4d6 points of damage, while the same spell
would do 5d6 points of damage from dragon skin, and 6d6 points of damage from
demon skin.

13. Middle Ward


Larger numbers of the living dwell in the Middle Ward than the Upper and Lower
Wards, as it is the location of the Temple of Orcus, The Nightmare Consortium, and
the fabled Mïzć Kü Tanük University and its fabled library. Aside from the campus
and the apartments of Orcus’ acolytes, and the crypts of the university faculty, a few
other shops or amenities are found here for those beings not interested in the affairs
of Orcus’ living worshippers.

Part 2: S t y x , Th e U n d e rworld , an d th e N e cropoli s of A n ke v |11


14. The Nightmare Consortium: Sample Items
Hauntings for Hire Item Cost in Life Essence
Velvet cowl 50 days of life
The Nightmare Consortium is a loose coalition of spirits who hire themselves out
to perform haunting activities in the land of the living. Typically, necromancers or Lace gloves 50 days of life
evil warlords seek them to serve as guardians of their keeps. Wicked nobles also use Red and black velvet mantlet 2000 days of life (affords a +1 bonus to armor
them to haunt the homes of their political rivals. embroidered with rubies class)
Their typical term of service is one year for each living soul traded, or one
week for each day of life traded. As usual, the most common form of payment is in Black velvet robes 100 days of life
prisoners traded to the consortium, who in turn trade the unfortunate prisoners at
the Temple of Orcus, thus furthering their own goal in achieving their paradise in Drider silk pantaloons 250 days of life
the realm of Orcus. Diamond crusted eyepatch 500 days of life
The nightmare consortium houses a variety of phantoms, spectres, wraiths,
poltergeists, and ghosts, all with a particular penchant for the horrific. Business Thigh-high leather boots (red 200 days of life
with the consortium is managed by the magic-user Ramn Pujab. Ramn interviews or black)
potential customers, fixing them up with the particular spirit of their needs. Once the
needs of the customer are established, they are given a soul jar housing the undead
intended to fulfill their purpose.
Ramn Pujab, Male Human (MU10): HP 32; AC 0[19]; Atk staff of 16. The Temple of Orcus
power (2d6); Move 12; Save 4 (+2, ring); AL C; CL/XP 11/1700;
Special: +2 saves vs. spells, spells (4/4/3/2/2). This open-air temple is carved in the shape of a pair of clawed skeletal hands
Spells: 1st—charm person, detect magic, magic missile, sleep; 2nd— and a grinning skull. A bowl held between the hands turns any corpse thrown into it
invisibility, locate object, phantasmal force (x2); 3rd—hold person, into a zombie, skeleton, or other undead based on the victim’s hit dice. Adroculus
lightning bolt, suggestion; 4th—fear, wizard eye; 5th—animate dead, the Sacrificer oversees the temple’s day-to-day activities. He is assisted by a pair
hold monster. of acolytes and guarded by a squad of guardsmen from the Undying Legion that he
commands utterly. Adroculus keeps an apartment in a mansion-sized mausoleum
Equipment: bracers of defense AC 2[17], staff of power (72 charges),
not far from the temple and awaits the day when his god calls him to join the undead
ring of protection +2, ring of regeneration (1hp/round). as one of their own.
Typically, a line of 2d12 chained slaves awaits sacrifice upon the steps leading
to the bowl. Among these are an additional 2d20 lost dead who have run out of
The Nightmare Consortium Spirits charisma, vials of life, or hope — or all three — and find their spirit forms further
mutilated during the sacrifice.
At any given time, 1d4 of the following spirits are on the premises of the The altar at the top of the steps is where Adroculus cuts out the hearts of the
Nightmare Consortium. Hiring them costs life essence. wretched victims, casting them to the milling crowd of zombies, ghouls, and
Undead Cost in Life Essence vampire spawn who often wrestle for their morsels. Upon completing the sacrifice,
Adroculus reawakens the dead as zombies, skeletons, or some greater undead with
Ghosts 1 year of life per month of service an enchanted rod given him by Shandar. The horrid sacrifices end when the daily
Wraiths 1 year of life per 3 months of service charges of the rod are expelled.
The bowl of the temple is an open one-way portal leading to layers of the Abyss
Spectres 1 year of life per 6 months of service ruled by Orcus. Spirits unclaimed by other gods that are cast through the portal soon
find themselves turned into dretches, quasits, or larvae of the lower planes.
Ghost: HD 5; AC 0[19]; Atk spectral touch (1d8); Move 12 (fly); Save Adroculus the Sacrificer, Priest of Orcus (Clr12): HP 49; AC
12; AL C; CL/XP 7/600; Special: +1 or better magic weapon to hit, 3[16]; Atk staff of striking (2d6); Move 12; Save 3 (+1, ring); AL C;
magic resistance (50%). (Monstrosities 190) CL/XP 13/2300; Special: +2 save versus paralyzation and poison,
Spectre: HD 6; AC 2[17]; Atk spectral weapon or touch (1d8 + level control undead, spells (4/4/4/4/4/1).
drain); Move 15 (fly 30); Save 11; AL C; CL/XP 9/1100; Special: Spells: 1st—cause light wounds (x2), detect magic, protection from
+1 or better magic weapon to hit, level drain (2 levels with hit). good; 2nd—find traps, hold person (x2), silence 15ft radius; 3rd—cure
(Monstrosities 445) disease, prayer, remove curse, speak with dead; 4th—create water,
Wraith: HD 4; AC 3[16]; Atk touch (1d6 + level drain); Move 9 (fly cause serious wounds (x2), neutralize poison; 5th—create food, finger
24); Save 13; AL C; CL/XP 8/800; Special: +1 or better magic or of death, insect plague, raise dead; 6th—blade barrier.
silver weapon to hit, level drain (1 level with hit). (Monstrosities Equipment: bracers of defense AC 4[15], staff of striking, rod of
518) animate dead (see sidebox), ring of protection +1, 4 potions of undead
control, unholy symbol.

15. Necromancer’s Touch


The necromancer’s touch is managed by Zara Darksilk, a drider who weaves
most of the clothes herself. The shop features fashions and accessories for the
discerning necromancer. Robes, capes, turbans, caps, black lipstick, and lace gloves
can all be found here to help the living add that fresh “touch of death” to their
ensemble.
Zara Darksilk, Drider: HD 7; HP 49; AC 3[16]; Atk weapon (1d8);
Move 18; Save 9; AL C; CL/XP 9/1100; Special: spell-like abilities,
spells (2/2/2/1/1). (Monstrosities 145)
Spell-like abilities: 1/day—darkness 15ft radius, detect magic,
levitate, lights (60ft range).
Spells: 1st—cause light wounds, detect good; 2nd—find traps, hold
person; 3rd—speak with dead (x2); 4th—cause serious wounds; 5th—
create food.

12|O ne L ast T hing


Wand of Animate Dead Wraiths (12): HD 4; HP 32x12; AC 3[16]; Atk touch (1d6 + level
drain); Move 9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: +1
This wand is made from a bone taken from a slain unicorn. or better magic or silver weapon to hit, level drain (1 level with hit).
Three times per day, the wand can cast animate dead to create (Monstrosities 518)
2d6 skeletons or zombies from fresh corpses. Once per month, it Axeworm is privy to a great deal of information about the comings and
can be used to create a zombie horde, 2d20 ghouls, or 2d10 feral goings of spirits and the political winds of the necropolis. For five
vampire spawn from fresh corpses. years of life, he shares the location of Jaego should the characters
Ghouls (2d20): HD 2; AC 6[13]; Atk 2 claws (1d3 + ask.
paralyzing touch), bite (1d4); Move 9; Save 16; AL C; CL/XP The corpses of the wraiths are buried in the faculty crypts on the
3/60; Special: immune to sleep and charm, paralyzing touch campus grounds. Their tombs contain a variety of treasures that
(3d6 turns, save avoids). (Monstrosities 191) they held dear in life. However, searching the crypts without first
Skeletons (2d6): HD 1; AC 8[11]; Atk strike (1d6); Move 12; dealing with the wraiths could prove problematic as the wraiths
Save 17; AL N; CL/XP 1/15; Special: immune to sleep and appear in 1d4 rounds to defend their worldly treasures.
charm spells. (Monstrosities 428) Treasure: 4 vials of life worth 1 year of life each, a ruby monocle that
Feral Vampire Spawn (2d10): HD 8; AC 4 [15]; Atk bite casts a searing ray of heat once per day at any target within 30ft
(2d8 + level drain); Move 12; Save 8; AL C; CL/XP 10/1400; that does 4d6 points of damage (save for half), gloves of protection
Special: darkvision (60 ft.), level drain (1 level with hit), from poison (+4 to saves vs. poison), a wand of lightning bolts (8
regenerate (2 hp/round), resists cold and electricity (50%), charges), 24sp, and a gem of seeing.
vampire weaknesses. (Tome of Horrors 4 228)
Zombies (2d6): HD 2; AC 8[11]; Atk strike (1d8); Move 6;
Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 19. Upper Ward
charm. (Monstrosities 529)
Zombie Horde: HD 15; AC 6[13]; Atk swarm (4d8); Move 6; The tombs, crypts, and mausoleums of the upper ward are much larger and of
Save 3; AL N; CL/XP 15/2900; Special: immune to sleep and higher quality though smaller in number than those found in the Middle and Lower
charm, vulnerable to fire (200%). wards. Elite visitors are guided to the Ruby Chalice for shows and events or sent to
Note: A zombie horde contains up to 100 zombies the Bloodless Court to seek lodging more discerning and sublime than those found
that swarm an area. Area effect spells such as fireball are in the Lower Ward or the suburban outskirts of the necropolis.
particularly devastating against the horde.

20. Adroculus’ Manor


Typically, those who come to the Necropolis of Ankev to raise their dead allies
are turned away by Orcus. In this event, they are directed to find Adroculus, who This manor house serves as the home of Adroculus the High Priest of Orcus. The
offers transformation to undeath instead. His price to perform the ritual is 999 days multiroom structure is tended by 4 lesser priests of Orcus and is guarded by a force
of life or a living sacrifice of a sentient being to Orcus. of 10 unholy warriors in service of the lord of the dead.
The doors to Adroculus’ private chambers are cursed. The curse causes its
victims to fail any save vs. the special powers of an undead creature.
17. Hennian the Glassblower Within his chambers are a locked bronze-bound chest trapped with contact
poison smeared on the lock that causes its victim to collapse in a near-death state
Hennian crafts vials of life from sand collected from the shores of the River Styx. for 2d6 hours. The poison is nearly undetectable by non-magical means. A saving
Empty vials of life cost a year of life to purchase but may be used to absorb life from throw is needed to resist the venom. The chest contains the following treasures.
those willing to give up their years to fill these curious bottles. Treasure: 10 vials each containing a year of life.
Hennian the Pit Hag: HD 14; HP 104; AC 3[16]; Atk 2 claws (2d8) Male or Female Human Warriors of Orcus (Ftr4) (10): HP 30,
and bite (1d8) or pitchfork (1d8); Move 12; Save 3; AL C; CL/XP 27x2, 26, 24, 23x2, 21, 20, 18; AC 4[15]; Atk longsword (1d8); Move
17/3500; Special: +1 or better magic weapons to hit, immune to fire, 12; Save 11; AL C; CL/XP 4/120; Special: multiple attacks (4) vs.
poison, rend (if 2 claws hit, automatic 3d8 damage per round until creatures with 1 or fewer HD, +1 to hit and damage strength bonus.
freed), spells (4/4/4/3/3). (The Tome of Horrors Complete 431) Equipment: chainmail, shield, longsword, unholy symbol of Orcus.
Spells: 1st—charm person (x2), magic missile, sleep; 2nd—darkness Male or Female Acolytes of Orcus (Clr4) (4): HP 20, 19, 18, 16;
15ft radius, ESP, invisibility, mirror image; 3rd—dispel magic, fly, AC 5[14]; Atk heavy mace (1d6); Move 12; Save 12; AL C; CL/
lightning bolt, slow; 4th—confusion, fear, polymorph self; 5th— XP 4/120; Special: +2 save versus paralyzation and poison, control
animate dead, teleport, transmute rock to mud. undead, spells (2/1).
Treasure: Hennian has 4 vials of life with a year of life in each, a cloak Spells: 1st—cause light wounds, detect magic; 2nd—hold person.
of elvenkind, a pair of boots of leaping, 1800gp, and a ruby ring worth Equipment: chainmail, heavy mace, unholy symbol of Orcus.
350gp.

21. The Ruby Chalice


18. Mïzć
ïzć Kü Tanük Institute
The Ruby Chalice is a vampire-run cabaret catering to upscale clientele and
Mïzć Kü Tanük Institute is a secretive and highly sought institute for study intelligent undead who still have a bit of zeal and zest for life, particularly for the
of necromancy and the occult. Necromancers from various planes often seek the life essence and blood of the living!
Necropolis of Ankev merely to attend courses of study or to purchase spells from Romeo Nacht, a vampiric agent of the Underguild, is the proprietor of the
the fabled library. Ruby Chalice. He is assisted by 6 charmed thralls. Romeo has allies among many
Lectures are given on occasion by liches and other masters of the undead, slaving organizations on a dozen different planes who fill his quota of fresh hot
including such foul luminaries as Jhedophar, Athransma, and Earl Damien Aerim. blood and timid, sorrowful souls to appease the tastes of his clientele. One such
Admittance to the institute requires a year of life. Any spells or knowledge to organization with which Romeo is connected is the Underguild and their infamous
manufacture magic items requires additional payment, either in months, sacrifices, chain of taverns and bordellos.
or trade in magical items. The cabaret features entertainment twice daily in the form of skits, dance
New spells may be scribed into spellbooks for the cost of one month of life per ensembles, and dirges performed by bands of the living and the dead. One of the
level of the spell. Thus, a 1st-level spell requires sacrificing one level of life, while more popular shows is a comedy performance put on by Zuriel Von Dokker, the
a 9th-level spell requires 9 months of life. wraith of a wizard left unburied by his fellow adventurers after they plundered his
The institute is the only place in the Necropolis of Ankev where leaden knots can corpse for the gear and loot he carried.
be purchased. The amulets cost 1 year of life each. Equally popular are the Juliettes, Romeo’s dancing girls, who do a cancan dance.
The institute is administered by the ghost of Professor Axeworm Armitage III. These comely vampire spawn each fell in love with Romeo in life, were willingly
Axeworm served as a living sage when the institute was founded and has remained turned, and are now loyal to him above all else. The dancers are known to charm
at his post for nearly 400 years. living visitors to the Ruby Chalice into sacrificing their blood and life essence.
He is assisted by 12 wraiths who ensure that the books are not harmed and that Unlike most other locales within the Necropolis of Ankev, Romeo is still very
visiting students respect the sanctity of the institution. much addicted to the trappings of life, especially magic items, and often takes
Axeworm Armitage III, Ghost: HD 8; HP 64; AC 0[19]; Atk payment in magic or living slaves in lieu of the years of life that other denizens
spectral touch (1d8); Move 12 (fly); Save 8; AL C; CL/XP 10/1400; accept.
Special: +1 or better magic weapon to hit, magic resistance (50%).
(Monstrosities 190)

Part 2: S t y x , Th e U n d e rworld , an d th e N e cropoli s of A n ke v |13


Wares: Aside from lively entertainment, the following succulent items
may be selected off the Ruby Chalice’s menu.
22. Garrison of the Undying Legion
Romeo Nacht, Vampire (8HD): HD 8; HP 64; AC 2[17]; Atk +2 This barracks houses 30 fear guards led by Lord Kartillion the Heathen, a
short sword (1d6+2) or bite (1d10 + level drain); Move 12 (fly 18); demonic knight who rides a stout nightmare.
Save 8; AL C; CL/XP 11/1700; Special: +1 or better magic weapons Once a paladin of law and justice, Lord Kartillion was driven mad during a
to hit, charm gaze (–2 to save, as charm person), gaseous form, long-forgotten crusade during which he was given orders to sack cities that had
killed only in coffin, level drain (drain 2 levels with hit), regenerate surrendered and to put prisoners to the sword. After murdering his fellow generals
(3hp/round), shapeshift, spells (4/2/1), summon rats or wolves. and his crown prince in a fit of rage, Kartillion swore allegiance to the banner Orcus,
(Monstrosities 498) Lord of the Dead, before leading his men on a rampaging crusade of bloodlust and
Spells: 1st—detect magic, magic missile, read magic, sleep; 2nd— murder across three kingdoms of Libynos. Kartillion and his core of 30 battle-mad
darkness 15ft radius, phantasmal force; 3rd—lightning bolt. knights met their end at the end of the lances of the Numedan cavalry nearly 500
Equipment: +2 short sword. years ago.
Charmed Human Thralls (6): HD 3; HP 18, 15, 13x2, 12, 9; AC In death, Kartillion has crawled his way from the pits of the Abyss and now
5[14]; Atk strike (1d4); Move 12; Save 14; AL N; CL/XP 3/60; commands the damned souls of his old brigade once more in the form of Shandar’s
Special: none. own private police force.
The Juliettes, Vampire Spawn (6): HD 4; HP 32; AC 4[15]; Atk bite Lord Kartillion, Demonic Knight: HD 9; HP 72; AC –1[20]; Atk +1
(2d8 + level drain); Move 12; Save 13; AL C; CL/XP 6/400; Special: longsword (1d8+1) or 2 slams (1d6); Move 12; Save 6; AL C; CL/XP
darkvision (60 ft.), level drain (1 level with bite), regenerate (2 hp/ 14/2600; Special: +1 or better magic weapon to hit, breath of unlife
round), resists cold and electricity, vampire weaknesses. (Tome of (3/day, 10ft cone, lose 2d4 strength, save avoids, creatures reduced
Horrors 4 228) to zero strength die and rise as shadow demons), fear (30ft range,
Zuriel Von Dokker, Wraith: HD 8; HP 64; AC 3[16]; Atk touch save or flee in terror for 2d4 rounds), magic resistance (30%), spells,
(1d6 + level drain); Move 9 (fly 24); Save 8; AL C; CL/XP 10/1400; summon demons. (Monstrosities 348)
Special: +1 or better magic or silver weapon to hit, level drain (1 Spells: 1/day—fireball, symbol of fear, wall of ice; 2/day—dispel
level with hit), spells (4/2/2). (Monstrosities 518) magic.
Spells: 1st—hold portal, magic missile, read magic, sleep; 2nd— Fear Guards (30): HD 4; HP 32x30; AC 5[14]; Atk incorporeal touch
pyrotechnics, web; 3rd—hold person, slow. (1d6); Move 12 (fly); Save 13; AL C; CL/XP 6/400; Special: create
spawn (creatures slain rise as fear guard in 1d6 rounds), fear aura
(10ft radius, as fear spell), spell-like ability. (The Tome of Horrors
Complete 239)
Menu Items Spell-like ability: 2/day—darkness 15ft radius.
Eating the food at the Ruby Chalice comes with specific risks and rewards. Nightmare: HD 7; HP 56; AC –4[23]; Atk bite (1d8), 2 hoofs (2d6);
The deleterious effects of the food served may be cured with a remove curse or Move 18 (fly 35); Save 9; AL C; CL/XP 10/1400; Special: breathe
restoration spell. smoke (10ft radius, –2 to-hit penalty, save avoids), ride between
planes/realities. (Monstrosities 348)
Living Blood Slave 2 years of life essence or 200gp in magic items per
(not to be drained to draught. (Typically reserved for vampires or others who
death!) feast on blood.)
Nether Ambrosia There is nothing so sweet as the food of the gods.
Sweeter still is the food of the dead. Mortals consuming
the nether ambrosia must make a successful saving
throw or be struck dead by the rush of flavors. Those
who die rise as wights within 24 hours.
Midnight Wine The wine of the underworld, midnight wine forces
deep and troubled dreams upon the living. The dreams
are sometimes portentous, but as often as not lead to
a long coma and slow death. Imbibers must make a
successful saving throw or fall into a coma lasting 1d4
days. At the end of each day, the drinker must make
another saving throw. If this fails, the drinker dies and
rises as a wraith upon the start of the next evening.
Drinkers who succeed on their saving throw are faced
with visions that award them knowledge of their next
dangerous encounter, the solution to an upcoming
puzzle or trap, or a free reroll of their choice.
Grave Truffles Also called coffin fruit, this fungus grows upon old,
decaying coffins. The grave truffle is a true delicacy to
the dead. Those who can withstand the initial bite of
the grave truffle gain an increased fortitude against the
effects of the dead. Eaters must make a saving throw
after ingesting grave truffles. Failure causes 4d6 points
of damage. On a successful save, the eater gains a +2
to saves vs. the effects of undead such as ghoulish
paralysis or mummy rot for 24 hours.
Death by Chocolate This desert is favored by fiends of Hell and the Abyss
for its pure decadence. When eaten by mortals, this
chocolate cake, pudding, and liquor syrup delicacy
fills them with euphoria and a sense of satisfaction and
vigor unlike anything else they have ever experienced.
Eating a treat meant for the damned, however, comes
at a cost. As the flavor of death by chocolate is so
intense, no other food may ever sate their hunger again.
Mortals must make a successful saving throw or waste
away, taking 1d4 points of damage per day as they
uncontrollably shed weight until they eventually die
from starvation. On a successful save, the character
gains a +2 bonus to hit and saves for 24 hours.

14|O ne L ast T hing


23. Ruins of Ankev’s Palace
A field of rubble is all that remains of the once-mighty palace of Ankev, former
chosen herald of Orcus. The field retains naught but broken stone since the
destruction of Ankev’s palace and the rending of his form across the cosmos.

24. Quad of the Taharqo


These 400ft-tall pyramids form a quad to the south of the Mausoleum of Shandar
and serve as the resting place of Peimeroe Taharqo and his 3 sons. These famed
warrior princes of ancient Khemit now hold spectral court here for all eternity.
Taharqo and his sons seldom venture from their tombs, but when they do, it is in
force, with the four of them fighting in unison as they did when they established the
southern dynastic line. The four are able to open a gate to the Astral Plane where
Ammit and Anubis wait to judge the heart and soul of those who become lost on
their way to the afterlife.
Taharqo opens the gate to the Scales of Judgement for 10 years of life or 10
points of Charisma.
Peimeroe Taharqo, Mummy Lord: HD 9; HP 72; AC 3[16]; Atk +2
two-handed flail (1d8+2); Move 6; Save 6; AL C; CL/XP 11/1700;
Special: +1 or better magic weapons to hit, rot (wounds heal at one-
tenth normal, magical healing prevented). (Monstrosities 340)
Equipment: +2 two-handed flail, bronze horn of Valhalla.
Sons of Taharqo, Mummies (3): HD 5+1; HP 41x3; AC 3[16]; Atk
fist (1d12); Move 6; Save 12; AL C; CL/XP 7/600; Special: +1 or
better magic weapons to hit, rot (wounds heal at one-tenth normal,
magical healing prevented). (Monstrosities 340)
Treasure: Potion of giant strength, chime of opening, scroll of contact
other plane, scroll of extension III, 18,000gp, robe of wizardry, and 20
vials of life.

25. Mausoleum of Shandar


As Ankev fell, so did Shandar rise from his ashes. A faithful sorceress steeped
in the necromantic arts, Shandar performed the rites and rituals of eternal undeath
as soon as the first touches of age began to stretch their skein across her brow.
Shandar had studied at the foot of many of the moldering lich lords, absorbing their
magic and studying the craft of their phylacteries. She drank deeply of the living
souls bartered in the necropolis at the edge of the Abyss to extend her own age
unnaturally.
For a living corpse, Shandar almost appears to be a freshly fed vampire, save
for a waxy sheen and the thick stench of formaldehyde she exudes like a sickly
perfume. Shandar lazily observes the happenings within the necropolis from within
the depths of her labyrinthine tomb.
The mausoleum’s maze is said to be controlled by the Shandar’s own thoughts,
requiring a genius to navigate the twisting passageways without becoming
completely lost. Aside from the ever-changing maze, the mausoleum is also filled
with traps that are mechanical and magical in nature.
A character must roll below his intelligence five successive times on 6d6 to find
his or her way through the maze. On a failed check, the characters become lost
and encounter a trap, and the character making the check suffers a cumulative +1
penalty (so a character who fails three times would suffer a +3 penalty to the 6d6
roll). Since the characters are traveling together, different characters can step in to
make the attempt if so desired. If a character allows another character to make the
check, his next attempt returns to 6d6 (removing any accumulated penalties).
Suggested traps are listed below, but the Referee is encouraged to devise others
as needed. After five successful checks, the characters find themselves in Shandar’s
crypt.

A ppe n d ix |15
Maze Traps Shandar’s Crypt
Shandar the lich resides within her large stone crypt, spending her hours
1 Smashing Wall Trap: This trap is triggered by the third figure to step observing the goings-on of the city with her crystal ball and preparing herself for
onto a hidden plate (1-in-6 chance to notice). Triggering the trap deals the inevitable decay of her flesh. The crypt walls are hung with black velvet. Under
8d6 points of damage to everyone within a 10ft area of the smashing the velvet are a dozen silver mirrors where the once beautiful but now waxen queen
walls. The trap may be disarmed by wedging the plate so that it cannot of the Necropolis of Ankev once observed her comely form.
depress. A thief can disarm the trap with a successful Delicate Tasks Shandar leaves the confines of her crypt only when meting out punishment
and Traps check. within the necropolis. Such events tend to be few and far between, though it is not
2 Lighting Field Trap: This trap is set off by a change in unusual for her to send her imp Rawhide out to the city to collect a misplaced soul
electromagnetic energy brought about by living beings passing through for her amusement.
the field. The floor and walls of this area are lined with copper inlay Shandar the Lich Queen: HD 14; HP 112; AC 0[19]; Atk hand
that spell out the words “Goodbye, Thieves,” in elvish, dwarvish, (1d10 + automatic paralysis); Move 6; Save 3; AL C; CL/XP
common, and diabolical tongues. The trap can also be detected using 17/3500; Special: appearance causes paralytic fear (4HD creatures
detect magic or read magic. Characters can disable the trap with a flee in panic), touch causes automatic paralysis (no save), spells
dispel magic spell or by rubbing wool on the word “good” in the (5/5/5/4/4/3/1). (Monstrosities 294)
diabolical script to neutralize the field’s polarity. Spells: 1st—charm person, hold portal, light, magic missile (x2);
3 Pit Trap: This pit is well hidden and characters have a 1-in-6 2nd—darkness 15ft radius, detect invisibility, ESP, invisibility, web;
chance to notice it. Characters may spike the lid to prevent it from 3rd—clairvoyance, dispel magic, fly, lightning bolt, suggestion; 4th—
tipping and dropping them 50ft into a 5ft-by-5ft cube of green slime confusion, dimension door, ice storm, polymorph self; 5th—animate
(Monstrosities 228). Characters who fall into the slime take 2d6 points dead, feeblemind, passwall, wall of iron; 6th—anti-magic shell,
of acidic damage per round as the enzymes devour their flesh and gear. disintegrate, project image; 7th—power word stun.
The sides of the wall are covered in a slick greasy substance that make Treasure: Shandar’s treasury is hidden within a portable hole found
it a challenge to climb out of the pit. folded into a book upon the bookshelf standing next to her crypt.
Within the portable hole are 3300gp, 1000pp, 3 sapphires worth
4 Hall of Spears Trap: Phalanxes of spears are hidden in the walls
1000gp each, 1 diamond worth 2000gp, a fire opal worth 1000gp, a
of this 30ft-long hallway. These spears come from the floor, ceiling,
or walls. Characters have a 1-in-6 chance to notice the holes in the map of the City of Brass with the address of Rah’po Dehj marked on
walls, which are cleverly hidden in carvings featuring the grandeur it, a potion of extra healing, a scroll of contact other plane, a potion
of Shandar’s rise to power. The phalanxes can be disabled with a of flying, and 10 vials of life each containing 1 year of life each.
hidden lever buried inside a carved skull at the outset of each end of
the hallway. Failure to notice or disarm the trap allows the spears to
“attack” characters in a 10ft area doing 6d6 points of damage (save for
half). Where is Jaego?
5 Wall of Ice Trap: A rune of cold is engraved in on the floor or ceiling It is left up to the Referee where to place Jaego, but listed below are locations
of the hallway. The trap may be detected with detect magic and and reasons why he might be trapped there. Characters will need to use their
disabled with dispel magic. Bearing a torch through this section of the role-playing skills to locate Jaego, and access to his spirit may be contingent on
corridor causes walls of ice to spring up 10ft in front and 10ft behind completing a quest for the being currently holding his spirit hostage. Listed below
the party. The ice quickly flows across the floor and ceiling around are possible places where Jaego’s captured spirit may be located.
them, thus narrowing the tunnel and effectively trapping them within
a 10ft-by-20ft ice cube. As the ice spreads across the floor, characters
take 6d6 points of cold damage (save for half damage). Characters
within the block of ice must make a saving throw each round or
Interviewing Denizens of the Necropolis
continue to take damage.
Characters may talk to the random dead they encounter in the Necropolis of
6 Monster Summoning: Characters have a 1-in-6 chance to notice a Ankev to determine the whereabouts of Jaego’s spirit. Talking to a random
rune of cold and a rune of summoning on the floor and ceiling of the intelligent undead off the street has a 1-in-20 chance of giving them a clue to his
hallway they are about to enter (detect magic automatically locates whereabouts.
the trap’s magical aura). The trap may be disabled with dispel magic. Talking to proprietors of one of the city’s shops or taverns offers a 5-in-20 chance
Crossing into the area without noticing the rune triggers the trap, of receiving useful information about Jaego’s current location.
which summons a large bulette that attacks immediately. Hiring Lord Ulatuan or Hukeesh guarantees Jaego’s location is revealed, but
comes with its own dangers. Alternately, the characters may visit the institute to ask
Bulette: HD 8; HP 53; AC –2[21]; Atk bite (4d12) and 2 claws (3d6); Move 15 Axeworm if he knows anything.
(burrow 3) or leap (30ft); Save 8; AL N; CL/XP 10/1400; Special: leap, surprise
(2-in-6 chance), burrow. (Monstrosities 54)
Prisoner of Amien
Amien noticed that the newly dead Jaego was taking great efforts to contact the
living, especially for one who had been in the Underworld for such a short period
of time. Amien captured Jaego’s Underworld form and now holds it in his manor
house. Amien demands that the characters bring him a willing sacrifice to Orcus.
Either that, or he requires 20 filled vials of life in exchange for their friend’s restless
spirit.

Held by Adroculus
Adroculus is aware that Jaego reached beyond the land of the dead for some form
of aid. If approached, Adroculus offers to trade Jaego’s spirit for one of the living
characters, whom he then intends to sacrifice to Orcus.

Prisoner in the Ruby Chalice


Romeo Nacht is holding the spirit of Jaego. He is willing to trade Jaego’s spirit if
someone agrees to serve him for a year as his willing blood slave. He’ll also accept
a powerful magic item of the Referee’s choice.

16|O ne L ast T hing


In the Shadow Lands
Jaego’s spirit hid on the Plane of Shadow but was captured by the Shadow
Demon Shoren and is currently being held in the city of Dehenet (detailed in The
Sword of Air by Frog God Games).

Shandar’s Mausoleum
Jaego is currently a prisoner in Shandar’s Mausoleum. Shandar demands that the
characters go forth and recover one of the Letek’re stones from the Isle of Eliphaz
(detailed in the adventure Isle of Eliphaz in Swords & Wizardry volume of Quests
of Doom by Frog God Games).
Remember that the above are simply suggestions. A creative Referee may have
a better location or may use a plot hook more appropriate to his or her campaign
world.

Jaego is Found!
Jaego’s spirit is weak and much diminished due to his great expenditure of
charisma to make contact with the characters from the Underworld. Once Jaego
is recovered, he tells them the story of a secret diary he hid behind some bricks
in the booth of his favorite tavern. Jaego thanks them for being such good friends
to him in life, and for serving as an inspiration to his art. He explains that the
diary contains damning information about the true parentage of an heir to a
pair of noble houses and leaves it to the characters to decide what is best to do
with the diary and the information contained therein. He feels responsible for
the contents of the diary but believes the characters will know best what to do
and has resigned himself to joining the damned either in the Abyss or the Hells.
After revealing his truth and the secret location of the diary, Jaego thanks them
again for what they have done for him both in life and in death. With that, his spirit
seemingly fades away.

The Return
Characters may return to the surface world by summoning a boatman and paying
him his fee of two silvers each.

Choices
The ledger reveals that Jaego is the true father of Lord Mercier and Earl
Brodchek’s grandson. The Council of Reme ordered Mercier’s daughter to marry
Earl Brodchek’s son as a means of creating peace between the warring families. The
Brodchek family suspected something was amiss when the child was born eight
months after the wedding. The child was small at birth, and the wetnurses explained
that the child was simply born too early. Brodchek was still not convinced and
received word that the Mercier’s longtime herald had left the count’s banner. He
dispatched his agents to track down Jaego for questioning. The search took years
because Jaego had done a good job of covering his tracks — until recently.
In the meantime, the marriage between the Mercier and Brodchek family resulted
in a truce of sorts as the business and political rivals attempted to move past their
old differences. Jaego’s diary would no doubt spark a broad conflict that would
disrupt trade and destabilize the northwestern region of Akados for years to come.
The characters could reveal the truth. Or they could destroy the diary and keep
Jaego’s secret and the peace. The choice is up to them. However, if the characters
destroy the diary, award them 1000 additional experience points. Jaego’s spirit
visits them one last time and thanks them for their choice. He then moves on to a
happier afterlife than was offered by Orcus or the forces of the Lightbringer.

Further Adventure
The characters may continue their exploration of the Underworld for as long
as they wish, though their time may be limited due to a lack of proper provisions
and the prescripts about eating in the land of the dead. If they return to the Styx,
they may summon the boatman to take them back to the land of the living. When
they step off the boat onto the shores of the Styx, they instead find themselves at
the site of Jaego’s grave. Their friendship with Jaego may eventually reach the
ears of Mercier and Brodchek, meaning the characters may find themselves facing
assassins and bounty hunters working on behalf of both nobles.

A ppe n d ix |17
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abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
clearly identified as Product Identity by the owner of the Product Identity, and which specifically excludes the Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Game License by Original Spell Name Compendium © 2002 Clark Peterson; based on NPC-named spells from the Player’s
the Contributor; (g) “Use”, “Used”, or “Using” means to use, Distribute, copy, edit, format, modify, translate, Handbook that were renamed in this System Reference Document. The Compendium can be found on the legal
and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means the licensee in page of www.necromancegames.com.  
terms of this agreement. Swords & Wizardry Core Rules, © 2008, Matthew J. Finch
2. The License: This License applies to any Open Game Content that contains a notice indicating that Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch
the Open Game Content may only be Used under and in terms of this License. You must affix such a notice One Last Thing, © 2020, Frog God Games; Author Casey Christofferson.
to any Open Game Content that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to any Open Game Content

Adventures
Worth
Winning

18|O ne L ast T hing


FROG GOD GAMES ADVENTURES

One Last
Thing
A friend has passed to the great beyond, and a funeral has lain him
to his final rest. Something, however, seems hollow and different
about the affair. There is unfinished business, and everyone knows
it — yet nobody knows just what it is that everyone seems to have
forgotten. It feels almost that the dearly departed has some other
task, some incomplete goal that must be achieved before it can
move on. Something damning has trapped them in the Underworld
and only through the deeds of their closest friends may a final and
lasting rest be achieved.

One Last Thing is an adventure designed for characters of 7th-10th


level that takes place in a familiar town setting, but eventually leads
to the edges of Styx and the entrance to the Underworld itself.
The characters explore the plains of the dead on their way to the
forbidden Necropolis of Ankev, and in the city of corpses they face
demons, devils, and dreaded liches while they track down the spirit
of the dearly departed ... to discover the crucial one last thing.

FROG GOD
GAMES

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