Onelastthingsw
Onelastthingsw
Onelastthingsw
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
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.
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.
* 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.
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.
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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Adventures
Worth
Winning
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.
FROG GOD
GAMES