TEXT: Frog God 
  Games
  An adventure brought to you by 
  Bill Webb of  Necromancer Games.
  An adventure brought to you by 
  SF 10
  — Adventure 10: Remorse of Life —
  By Gary Schotter & Jeff Harkness
  
  2
  Authors
  Gary Schotter & Jeff Harkness
  Developers
  Bill Webb
  Producer
  Bill Webb of Necromancer Games
  Editor
  Bill Webb of Necromancer Games
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Interior Art
  Char Reed
  Cartography
  Rick Sardinha
  Playtesters
  Aaron Backherms, David Cook, Dustin 
  “Lanky” Cook, Steve Dunn, Dennis “Sobé” 
  Fessel, Isaiah Harbison, Jason Messenger, Mi-
  chael “Gort” Schotter, Daren Schroeder, Justin 
  “Jobless” Taylor, Chris Whitt, Sherri Whitt, 
  Bryan Whitt and Greg “Critical Mass” Wilson.
  This book is dedicated to the memory of 
  Dustin “Lanky” Ray Cook, 1985-2009.
  Special Thanks
  Jeff would like to dedicate this book to Tammy, 
  Kaitlyn and Alyssa. Gary would like to dedicate 
  this work to Christina, Brooklyn, Kaden and 
  Amberlyn. We also want to thank Greg Wilson 
  for his wisdom and advice in solving many 
  dilemmas and game mechanics issues. 
  And a special dedication to the 32 PCs 
  who lost their lives during playtesting.
  Credits
  Frog 
  God 
  Games
  Tough 
  Adventures 
  for tough 
  players
  ©2011 Bill Webb, Gary Schotter, and Jeff Harkness, Frog God Games. All rights reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Frog 
  God Games and the Frog God Games logo and Splinters of Faith are trademarks of Frog 
  God Games. All rights reserved. All characters, names, places, items, art and text herein 
  are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  
  3
  Table of Contents
  Remorse of Life  ....................................................................... p. 4
  Legal Appendix  ......................................................................... p. 28
  
  4
  PCs must venture into the heart of darkness to stop a vampire death-
  priest before he fully regains his powers and sets out with his undead 
  army to conquer the land. If the PCs can make it through the deadly 
  jungle, undead and demons await them in the Nether Sepulcher. This 
  adventure is designed for characters of 10th level or greater. 
  The steamy jungle gives way to a massive clearing of churned dirt. 
  A black cloud roils over the entire area, a swirling thundercloud 
  ﬂ ashing with streaks of jagged lightning. Beneath this dark scar on 
  the sky, a terrible blight on the land sits.
  The pyramid rises from the midst of a maze of crumbling walls and 
  broken stones. Stairs climb the sides of the pyramid, pausing at step-
  like landings along the steep rise. Ringing the walls are massive skull 
  sculptures, their eyes burning with ﬂ ickering red ﬂ ames. Figures 
  creep up and down the stairs, hunched and broken bodies moving 
  among the grimacing skull carvings.
  Standing atop the structure, lit by burning ﬂ ames, a lone ﬁ gure 
  surveys the nightmarish landscape. The screams of tortured souls 
  mix with the smells of burning ﬂ esh, and anguished bodies slide down 
  long poles impaled through their midsections. The death-priest’s 
  satisfaction at his horrible handiwork is evident in the number of 
  poles containing bodies.
  Nether Sepulcher
  Location: Deep jungle/forest, center of an overgrown ruined city 
  Nickname: The Myriad Skulls, the Palace of Rotting Bone
  Deity: Aurikus (Orcus), Demon-Lord of the Undead
  Leader: Akruel Rathamon, The Priest-King, (Vampire 
  Lord Cleric 18)
  Servants: 20+ cultist guards (Fighters, levels vary), 10 sub-priests 
  (Cleric 3-6); 5 under-priests (Cleric 5-8); Rayne D’Anzeray (lich)
  Dress: Clergy wear a simple red kilt trimmed in black and sandals. 
  Men go bare-chested. Priests rely on the undead and protective 
  spells in combat. 
  Uniqueness:  A towering step pyramid with a single set of steep 
  stairs climbing the side. 
  By Gary Schotter & Jeff Harkness
  — Adventure 10: Remorse of Life —
  priest before he fully regains his powers and sets out with his undead 
  jungle, undead and demons await them in the Nether Sepulcher. This 
  A black cloud roils over the entire area, a swirling thundercloud 
  ﬂ ashing with streaks of jagged lightning. Beneath this dark scar on 
  sculptures, their eyes burning with ﬂ ickering red ﬂ ames. Figures 
  surveys the nightmarish landscape. The screams of tortured souls 
  
  5
  Adventure Background
  Once only important to historians as the birthplace of the War of 
  Divine Discord, the Nether Sepulcher is again an active and brutal 
  temple. With Akruel’s awakening, blood ﬂ ows anew over the temple’s 
  steps. Endless screams of aguish echo through its dark corridors. 
  Orcus’ minions are arriving every day from great distances to join the 
  ancient and enigmatic high priest. Soon, an army of followers will 
  surround the temple, an army ready to march on the nearest cities.
  And the culling has already begun. 
  Around the temple, the nearest villages already lie desolate, the 
  empty huts marking Akruel’s second rise to power. Tracks reveal that 
  thousands of people simply marched into the jungle, heading straight 
  for the awakening temple. Following the trail is easy, with the tracks 
  stopping abruptly at Al-Sifon’s “gates” — a wall of colossal stone 
  skulls. 
  Getting to Al-Sifon
  The city of Al-Sifon sits in the midst of the Seething Jungle. Two 
  centuries have gone by since Akruel and his minions walked the city 
  — at least while alive. The jungle now claims the majority of the 
  city, leaving just a few main structures and areas of interest. The rest 
  of the city is overgrown with vines and towering trees, lost to the 
  expanse of jungle.
  Trees reaching heights of 130 feet dominate the jungle. Common 
  trees are rubber, mahogany and palm. The canopy is continuous, or 
  nearly so, allowing little sunlight to reach the ground. Humidity is 
  high from all the trapped moisture. Monkeys, sloth and squirrels 
  make up the majority of the creatures that live in the verdant canopy. 
  Cane, bamboo, giant ferns, vines and moss cover the jungle ﬂ oor. 
  Wild boar, deer, snakes, jaguars and small vermin are plentiful, 
  although they are now on the move, headed in widening circles away 
  from the center of Al-Sifon and Akruel’s growing army.
  The Seething Jungle makes travel to Al-Sifon dangerous. Overland 
  travel is reduced to one-fourth speed as travelers are forced to hack 
  through the clinging foliage. Travel by air presents little difﬁ culty. 
  The encounters below are all noticeable from the air, but PCs who 
  remain aloft are usually safe from the dangers on the ground. Travel 
  on the Quell River also offers an easy and fast route to Al-Sifon, 
  although the waterway winds near several small, primitive villages 
  (all now mostly deserted since Akruel’s return).
  The indigenous people of the Seething Jungle are primitive and 
  peaceful. Metal is a rarity and highly prized. Natives typically 
  wear leather loincloths and adorn themselves with brightly colored 
  feathers and bone or bead jewelry. The villagers have their own 
  language, with dialects ranging widely even between villages.
  Two villages found along the river are detailed below. Several 
  others exist and the Game Referee should design them as appropriate. 
  The villages are all abandoned now, with evidence of recent battles 
  marring the settlements. The villagers’ tracks lead into the jungle 
  toward Al-Sifon. Even casual searchers should glean that something 
  is completely wrong in the villages. No corpses can be found 
  anywhere, as the dead were either eaten or raised to join Akruel’s 
  growing army. Those villagers who survived the initial assault of 
  undead attackers then for some unknown reason marched docilely 
  toward Al-Sifon.
  Area A: 
  The Village of Ceza’ Atan
  This village is little more than a few dozen huts. The village is 
  deserted, although the people appear to have fought desperately 
  before abandoning their homes. The blood-soaked earth points to a 
  gruesome battle that took place here. 
  A cursory check reveals that the women and children ﬂ ed into the 
  jungle, while the warriors made a desperate stand against a larger 
  invading force. The battle happened mere weeks ago.
  No bodies can be found, despite blood splashed throughout the 
  village. All signs reveal that the living marched south into jungle, 
  dragging the dead.
  Other than mundane items, little of interest remains.
  Area B: 
  The Village of Cata Luawn 
  A much larger village called Cata Luawn also lies abandoned. 
  Dozens of dilapidated huts arranged in a circle around a large ﬁ re 
  pit are empty. Debris and mundane utensils lie strewn throughout 
  the village. Several wood dragon totems lie splintered and defaced. 
  Decay overpowers the humid jungle air. The partially devoured 
  carcasses of deer, boar and other animals lie scattered between the 
  huts. Many of the carcasses have been bitten and gnawed.
  Cata Luawn serves as a base for a troop of undead “recruiters” 
  terrorizing the area. The undead serve Akruel Rathamon and Al-
  Sifon. The undead function during daylight but prefer to attack 
  at night. The huts contain 40 ghouls, 15 ghasts and their leader, 
  Crimthann, a ghast lord.
  GHOUL (40): HD 2; hp 8; AC 6[13]; Atk 2 claws (1d3), 1 bite 
  (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, 
  paralyzing touch.
  GHAST (15): HD 4; hp 25; AC 4[15]; Atk 2 claws (1d3), 1 
  Adventure 10: Remorse of Life
  growing army. Those villagers who survived the initial assault of 
  How to Use This Adventure
  This adventure is the ﬁ nal part of the Splinters of Faith 
  campaign, which has led PCs to restore a broken scepter to 
  destroy a reawakened death-priest. The ﬁ rst nine adventures 
  required PCs to reforge a relic. This ﬁ nal adventure pits the 
  PCs and this reformed scepter against the death-priest Akruel 
  Rathamon on his home turf. Be warned before you drop 
  players into this adventure: It is deadly and dangerous, and 
  PCs who go in blazing away are likely to ﬁ nd the inhabitants 
  of Al-Sifon more than ready to match them toe to toe.
  At this point in the campaign, the relic – called the Scepter 
  of Faiths – is equivalent to a +4 adamantine heavy mace, 
  +5 vs. undead with the ability to cast bless and cure serious 
  wounds (3/day) and protection from evil 10 ft. radius (at will). 
  The scepter can also cast resurrection once per month, detect 
  undead (30-ft. radius) and is able to locate the death-priest 
  Akruel with no range limits as long as the wielder and Akruel 
  are on the same plane. The Scepter of Faiths is intelligent and 
  has free will to use its powers.
  PCs playing the full campaign should already have a clear 
  idea that they must head to the Nether Sepulcher in Al-Sifon 
  to face Akruel, but the Scepter tells them straight out if they 
  don’t.
  If you plan to run the adventure without the others that 
  precede it, however, you’ll need to devise a way to get the 
  PCs started. Unlike the previous adventures in the Splinters 
  of Faith series, this adventure does not begin in a “good” 
  temple. Instead, PCs are expected to already be heading 
  toward the jungle where the Nether Sepulcher and Akruel 
  Rathamon can be found. Word of missing villagers is already 
  ﬁ ltering out of the jungle, and priests across the land are 
  starting to have nightmarish visions of Akruel stalking them 
  and their deities. All of these could be used to get players 
  headed in the right direction, which unfortunately for them, 
  is right into Akruel’s clutches.
  
  6
  Adventure 10: Remorse of Life
  bite (1d6); Move 14; Save 13; CL/XP 5/240; Special: Stench, 
  paralyzing touch.
  CRIMTHANN, GHAST LORD: HD 12; hp 38; AC 5[14]; Atk 
  2 claws (1d3), 1 bite (1d6); Move 14; Save 3; CL/XP 13/2,300; 
  Special: Stench, paralyzing touch, spells as a 12th-level cleric 
  (1—cause light wounds (x2), detect magic, light; 2—hold person 
  (x2), silence 15-ft. radius (x2); 3—cause disease, locate object, 
  remove curse, speak with dead; 4—cause serious wounds (x2), 
  neutralize poison, sticks to snakes; 5—ﬁ nger of death (x2), insect 
  plague, raise dead; 6—blade barrier)
  Combat gear: +3 chain mail, boots of ﬂ ying, 
  Description Crimthann ruled the Nether Sepulcher until Akruel 
  Rathamon returned. Crimthann’s new task is “recruiting” for the 
  army, an assignment he relishes after centuries enslaved and bound 
  to the temple. He and his minions raid villages, create undead and 
  send them to Al-Sifon before moving to the next village. Crimthann 
  appears as a bloated corpse covered in boils and lesions. His 
  distended skin bubbles through the unyielding chain shirt he wears. 
  Seeping puss and putrid bodily ﬂ uids ﬂ ow over his ﬂ esh as the mail 
  pinches and squeezes with his every move. His smell remains on 
  his equipment and proves resistant to any attempt at nonmagical 
  cleaning.
  Area C: Sudarsharn the Jaded
  A sharp bend in the Quell River creates a deep pool of churning 
  water. The river often ﬂ oods at this bend, forming a swamp that 
  reaches a mile into the jungle. The swamp is fairly safe other than 
  natural hazards, and incredibly clean thanks to a high chlorine 
  mixture in the water that renders the water undrinkable. Even ﬁ sh 
  and animals avoid this area.
  Below the river’s bend is the water-ﬁ lled cavern lair of Sudarsharn, 
  an adult green dragon. Even the dragon feels the pressure of the 
  horde of undead growing each passing night. Thus far, Akruel and 
  his minions have left her alone, but she fears even her terrible power 
  cannot stand up to the warlord’s unnatural evil. 
  For decades, Sudarsharn has ruled the surrounding villagers with 
  her awesome presence and suggestion spell ability. Her power over 
  the villagers made for an easy life. The natives worshipped her as 
  a deity and provided sacriﬁ ces, food and treasure. She is angry her 
  supplicants are missing, but realizes Akruel and his army are a force 
  she cannot hope to prevail against alone.
  Sudarsharn’s lair consists of a limited underwater cave system 
  that eventually opens into a chamber ﬁ lled halfway with water. The 
  dragon sleeps on a large island in this underground chamber. Another 
  cave leads through miles of underwater passages.
  Her hoard consists of 9,875 cp, 12,645 sp, 9,850 gp, 1,271 pp, 600 
  fresh-water pearls (5 gp each), 6 miscellaneous gold idols (275 gp 
  each), 40 emeralds (100 gp each), silver dragonscale armor, 3 suits 
  of full plate armor, bronze breastplate, 6 helms, 12 halberds, 3 heavy 
  steel shields, +2 dragon turtle scale shield (usable by druids), wand 
  of detection (magic), ﬁ gurine of the onyx dog, +2 two-handed sword, 
  and Alijahs, Inferno Crown of the Pashas.
  SUDARSHARN, ADULT GREEN DRAGON: HD 9; 54 hp; AC 
  2[17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; 
  CL/XP 11/1700; Special: Breathes poison gas, spells (1—detect 
  magic, magic missile, shield, sleep; 2—invisibility, mirror image)
  Possessions: wand of polymorph self (8 charges). 
  Description: Sudarsharn dyes her scales with black stripes to 
  blend in better with the jungle surroundings. With Akruel rising 
  in power, the dragon is now attacking pilgrims journeying to Al-
  plague
  pinches and squeezes with his every move. His smell remains on 
  Area C: Sudarsharn the Jaded
  
  Adventure 10: Remorse of Life
  7
  Sifon in an attempt to weaken the warlord’s growing power. She 
  often polymorphs into human form to make short trips into nearby 
  villages to hear the latest news on the temple. Those trips stopped 
  when the villagers all marched into the jungle. She is somewhat 
  fearful that whatever possessed the villagers’ minds might also gain 
  a hold in her thoughts. Sudarsharn approaches PCs ﬁ rst in human 
  form to discover their reasons for entering her jungle. While not 
  friendly, she does not interfere if PCs oppose Akruel. She may, 
  however, demand her fair “tribute” of treasure if PCs return alive.
  Area D: The Coward 
  A half-buried structure breaks through the jungle ﬂ oor. A hole in the 
  wall opens into a building dating back to the War of Divine Discord 
  and the fall of Al-Sifon. The broken building now shelters Farragut, 
  a frightened ﬁ re giant.
  A month ago, Farragut and his war band scouted the Seething Jungle 
  in search of slaves and treasure. They chanced upon a deserted city 
  containing hundreds of puny humanoids. The ﬁ re giants mounted a full 
  frontal attack, relying on their might to overwhelm the villagers. To 
  Farragut’s surprise, the assault failed. The little ones’ power far exceeded 
  the giants. Of the giants’ war band, only Farragut escaped. He hides 
  now in the jungle and avoids the city. He carries his items and a small 
  coffer he swiped before he ran from Al-Sifon. Farragut has developed an 
  unnatural fear of humans, and shrieks and runs if confronted.
  The coffer belonged to a priest of Orcus and contains potions of 
  control undead, frozen concoction and heroism, plus a crude map 
  detailing the pyramids of the Transcendent Cenotaph and Nether 
  Sepulcher, and a passage linking the two temples.
  FARRAGUT,  FIRE GIANT: HD 11+3; hp 52; AC 3[16]; Atk 1 
  weapon (5d6); Move 12; Save 4; CL/XP 12/2000; Special: Hurl 
  boulders, immune to ﬁ re.
  Area E: 
  The Fey of the Insipid Glade
  This old forest is eerily quiet. Even novice woodsmen notice the 
  lack of wildlife. Trees and grasses are sickly pale and scrawny the 
  deeper PCs venture into the glade. Dead trees jut from the ground 
  and erosion eats at the land. 
  An ancient, warped tree stands at the center of the glade, looking 
  ready to collapse into ruin. The tree’s spirit is as twisted as its 
  hardened branches. Draped around the tree like morbid wind chimes 
  are long strands of rope from which hang hundreds of hollowed 
  bones. Skulls hang from the ends of the ropes, the bones knocking 
  together in the breeze.
  The tree is the extradimensional home of a debased dryad named 
  Brielle and her feline lover, Gundemar, a rakshasa. The tree is 
  a gateway into a small pocket dimension hunting preserve where 
  Brielle and Gundemar fulﬁ ll their twisted desires. The domain has 
  openings in many different forests that allow different creatures to 
  unwittingly blunder into the pair’s trap. If touched, the tree opens a 
  shimmering gate set into the side of the trunk that transports people 
  into the extradimensional forest within the tree.
  Akruel has not yet noticed these tainted spirits, as they tend to stay 
  within their pocket dimension. The pair hunts creatures for sport, 
  but the walking dead infesting the Seething Jungle provide little 
  excitement. Gundemar wishes to leave the area, but knows Brielle 
  cannot leave her tree. The two welcome living opponents to stalk. It 
  has been so long since they’ve faced a challenge.
  Brielle has been rejected by the purity of nature. Normal plants 
  within 20 feet wither and die if she remains in their proximity for 
  more than 5 minutes. Pure environments such as untouched forests 
  and clear streams and ponds may become spoiled and polluted if she 
  remains in that environment for more than one day.
  BRIELLE, DEBASED DRYAD: HD 10+4; hp 50; AC 4[15]; Atk 
  +1 hand axe (1d6+1), +2 ﬂ aming hand axe returning (1d6+2 + 
  1d6); Move 12; Save 16; CL/XP 3/60; Special: Charm person (-2 
  save); magic-user spells (1—magic missile, sleep; 2—invisibility); 
  cleric spells (1—cure light wounds, light; 2—silence 15 ft. radius).
  Combat gear: +1 hand axe, +2 ﬂ aming hand axe returning, +3 
  leather armor; Non-combat gear: ring of human control
  Personality: The nearness to Al-Sifon caused this once-peaceful 
  dryad to become a malignancy to nature. Brielle relishes hunting 
  humanoids of any kind and takes great pride in her bone trophies. 
  Brielle respects and loves Gundemar. 
  JABROW, BRIELLE’S LEOPARD COMPANION: HD 3; 
  hp 12; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d6); Move 16; Save 
  14; CL/XP 4/120; Special: None.
  GUNDEMAR, RAKSHASA: HD 7; hp 32; AC –4[23]; Atk 2 
  claws (1d3+8), 1 bite (1d6+8); Move 15; Save 9; CL/XP 12/2000; 
  Special: Illusory appearance, special magic resistance, magic-
  user spells (1—magic missile (x3); 2—mirror image, web; 3—
  ﬂ y); cleric spell (1—cure light wounds)
  Non-combat gear: girdle of giant strength, boots of leaping.
  Personality: Gundemar typically takes the shape of a large tiger. 
  In his natural form, he is a powerfully built tiger humanoid. He 
  hunts an area until it is devoid of life and then moves on to a 
  new territory. Gundemar met his perfect match in Brielle, but is 
  beginning to feel that she is a weakness holding him back from 
  dominating other territories.
  BRAVURA, GUNDEMAR’S TIGER COMPANION: HD 6; hp 
  30; AC 6[13]; Atk 2 claws (1d4+1), 1 bite (1d8); Move 15 (Swim 
  6); Save 11; CL/XP 7/600; Special: Rear claws
  Area F: The Beharrel Valleys
  North of Al-Sifon, the land is draped in thick vegetation and a 
  blanketing canopy high overhead. The jungle beyond this area is 
  mountainous, littered with deep crevasses and plagued by volcanic 
  activity. The heat and humidity push the temperature into dangerous 
  levels. This primordial section of the Seething Jungle teems with 
  animal and plants from ages past.
  Roaming the edge of Al-Sifon’s skull walls are a string of 6 will-
  o’-wisps. These malevolent creatures lured 3 tyrannosaurus from 
  the Beharrel Valleys and use the dinosaurs to confront travelers. The 
  wisps lead PCs to the tyrannosauruses or vice versa. The wisps use 
  are long strands of rope from which hang hundreds of hollowed 
  The tree is the extradimensional home of a debased dryad named 
  cannot leave her tree. The two welcome living opponents to stalk. It 
  within 20 feet wither and die if she remains in their proximity for 
  Alijahs, 
  Inferno Crown of the Pashas
  This gold crown is covered in rubies, but its beautiful 
  exterior is marred by its often haughty personality. The crown 
  is very vain and ﬁ ckle about her owner.
  A prized crown once worn by Vandallia (See Area 6-6B in 
  Splinters of Faith 5: Eclipse of the Hearth), Alijahs was lost 
  during the War of Divine Discord. After Vandallia, Alijahs went 
  from owner to owner before ending up in Sudarsharn’s possession. 
  Alijahs is haughty and loyal only to her bearer. The crown is also 
  conceited and desires to be worn by a person of high importance. 
  When she feels the wearer is directly threatened, she unleashes 
  a ﬁ reball upon the enemy. Alijahs cares little for the safety of 
  anyone around her. Her primary purpose is to defend her owner.
  Powers: faerie ﬁ re 3/day; wearer receives a +5 to saving 
  throws vs. magical ﬁ re, and is immune to normal ﬁ re; wall of 
  ﬁ re (3/day); ﬁ reball (1/day). Cast at 12th level.
  
  8
  brilliant strobes of light to enrage the tyrannosauruses into a berserk 
  fury before combat. Once the dinosaurs attack, the wisps engage 
  spellcasters. The wisps travel in pairs with each tyrannosaurus. When 
  one group is encountered, the others arrive 2d4 rounds later.
  WILL-O-THE-WISP: HD 9; hp 40; AC –8[27]; Atk 1 shock 
  (2d6); Move 18; Save 6; CL/XP 10/1400; Special: None.
  TYRANNOSAURUS REX: HD 18; hp 80; AC 4[15]; Atk 1 bite 
  (4d8); Move 18; Save 3; CL/XP 19/2400; Special: Chews and tears.
  Area G: Three Shrines
  Dark clouds boiling overhead darken the jungle ﬂ oor. Crumbling 
  stone walls and cracked foundations lie tangled under trees and 
  vines. A single platform breaks free of the vegetation, although vines 
  grasp it as if to pull the worked stone back into the ground. Broad 
  steps rise through the foliage to the top of the stone temple, where 
  three small mausoleum-like shrines sit. One sits opposite the steps 
  while the others face one another adjacent to the stairs. Between the 
  shrines sits a weathered altar. 
  Living in the shrines are 3 spirit nagas. The nagas keep a close 
  watch over Al-Sifon’s outlying areas. Each naga controls 14 
  zombies, for a total of 42 zombies. The zombies bring villagers from 
  Al-Sifon’s captive pits to the nagas. The zombies hide in the dense 
  foliage around the shrines.
  ZOMBIES (42): HD 2; hp 10; AC 8[11]; Atk 1 strike (1d8); 
  Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and 
  charm.
  SPIRIT NAGAS (3): HD 9; hp 40; AC 4[15]; Atk bite (1d3 
  + poison); Move 6; Save 6; CL/XP 13/2,300; Special: Poison, 
  charm gaze, spells.
  Area H: 
  Al-Sifon, The City of Beyond
  Al-Sifon’s fall was not graceful, but despite the War of Divine 
  Discord and centuries of harsh weather, the city is in remarkable 
  shape. Many buildings are little more than half buried walls and 
  crumbling ruins, but some key structures remain. Remnants of 
  dwellings, tilting obelisks and stone road markers can easily be found 
  throughout the Seething Jungle, with the bigger structures standing 
  closer to the outer walls of the city. 
  A few ruins lie outside the city proper, but most of those are simply 
  broken walls or stone ﬂ oors that the jungle hasn’t yet reclaimed. 
  Most are eroded or buried, but a few structures have served as dens 
  for common animals. The animals abandoned Al-Sifon after the 
  undead returned. Anyone paying attention notices that the forest is 
  noticeably silent within 5 miles of Al-Sifon’s walls from the lack of 
  animal life. Any animal encountered near Al-Sifon is always hostile 
  and fearful. 
  At one time, great canals of fresh water connected sections of Al-
  Sifon, supplying fresh water and a way of transporting goods. The 
  canals are now dry, blocked by dams and sections of collapsed earth. 
  The dams date to a siege Shah Rasalt laid around Al-Sifon. While the 
  canals are useless as waterways, they can serve as direct routes to 
  Al-Sifon through the dense jungle.
  A roiling black storm permanently ﬁ lls the sky above Al-Sifon. 
  Akruel’s prayers to Aurikus initially formed the cloud, but it now 
  feeds off the negative energy emanating from the city. Walking in the 
  open beneath the black storm is dangerous. Every 3d6 turns, a bolt of 
  pure negative energy erupts, targeting a random living creature (plant 
  or animal) beneath it (1 in 6 chance of a bolt striking a PC). The 
  cloud has been in existence for weeks now, meaning that all living 
  vegetation and animals in the area have already been destroyed. PCs 
  are likely the only living beings for miles around. If a PC is struck 
  brilliant strobes of light to enrage the tyrannosauruses into a berserk 
  Area G: Three Shrines
  Adventure 10: Remorse of Life
  
  9
  Adventure 10: Remorse of Life
  by one of the black lightning bolts, he loses 1d4 levels for 12 hours.
  If dispersed by spells, the storm weakens then reforms in 10d10 
  rounds. During this time, Al-Sifon’s inhabitants ﬂ ee underground 
  or into shelters to avoid the sun. Very few of Al-Sifon’s inhabitants 
  fear direct sunlight, but nevertheless all hide as if they do. When the 
  clouds return, the undead come boiling out of their hiding spots to 
  search for the cause of the disturbance.
  A 15-foot-tall wall of carved limestone boulders surrounds Al-
  Sifon. The boulders appear as skulls missing their lower jaw. The 
  top of the wall is ﬂ at, creating a walkway around the city’s perimeter. 
  Breaks in the wall occur where trees grew between a few of the 
  boulders, pushing stones outward at angles from the wall. The 
  perimeter of the wall travels just under 9 miles as it encompasses the 
  inner city. Many slaves died creating this horriﬁ c barrier. Two main 
  gates enter the city from the west but smaller roads and canal gates 
  are scattered around the walls. The bone gates are gone, leaving only 
  gaps in the formidable wall.
  The city consists of a maze of stone walls, forgotten monuments 
  and crumbling foundations. Twisting prisons of roots and vines 
  cover many structures. Fissures and crevasses rend the earth where 
  underground rooms and passages collapsed. Many stairs in the 
  city end abruptly due to collapsed buildings and cave-ins. Piles of 
  gnawed bones lie strewn between ruins where ghouls and other 
  undead devour their meals. The city reeks of rotting ﬂ esh.
  The dangers in Al-Sifon also extend into other planes. A pair of 
  bodaks trapped on the ethereal plane watch over the city for anyone 
  entering their reach. See Area K17 for more on these guardians.
  
  10
  Adventure 10: Remorse of Life
  Wandering Monsters
  Use the following table to check for wandering monsters while PCs 
  move through Al-Sifon. Roll 1d20 for every half hour spent inside 
  the city of the dead. 
   1 
  KNOBLOCH, CHAOTIC MALE HALF-ORC: HD 11;
   
   
  hp 52; AC 0[19]; Atk +2 two-handed sword, wounding  
   
   
  (1d8 + 1d6+1); Move 9; Save 4; CL/XP 11/1,700;  
   
   
  Special: None.
   
   
  Combat gear: +2 rhino hide armor AC 2[17], +2 two
   
   
  handed sword (wounding) (1d10 plus 1d6+1 wounding, as
   
   
  reverse cure light wounds); potions of ﬁ re resistance,
   
   
  heroism and healing. See Area K13.
   2 
  CHÁ OOKNA, OGRE MAGE/VAMPIRE: HD 5+4;
   
   
  hp 30; AC 4[15]; Atk 1 weapon (1d12+2), bite (1d10+2 plus
   
   
  level drain); Move 12 (Fly 18); Save 12; CL/XP 9/1,100;
   
   
  Special: Magic use, regenerate (3 hp/rnd), gaseous
   
   
  form, bite drains 2 levels. See Area K19.
   3 
  BONE MOUND: HD 10; hp 45; AC 3[16]; Atk 1d6  
   
   
  claw/kick bite (1d4+2 each); Move 6; Save 5; CL/XP  
   
   
  12/2000; Special: Animate Dead, Multiple Attacks.
   4 
  SUB-PRIESTS OF ORCUS, HUMAN CLERIC 5
   
   
  (1d6): HD 5; hp 20; AC 4[15]; Atk 1 heavy mace
   
   
  (1d6+1); Move 9; Save 11; CL/XP 5/240; Special: Spells
   
   
  (1—cure light wounds, detect magic; 2—hold person,
   
   
  silence 15 ft. radius; 3—cure disease). Combat gear:
   
   
  Chain mail, shield, heavy mace. See Area K5.
   5-7 
  WRAITHS (1d8): HD 4; hp 28; AC 3[16]; Atk 1 touch
   
   
  (1d6+2 plus level drain); Move 9 (Fly 24); Save 11; CL
   
   
  XP 6/400; Special: drain 1 level with hit.
   8-9 
  VAMPIRE (1d4): HD 7; hp 52; AC 2[17]; Atk 1 bite
   
   
  (1d10+2 plus level drain); Move 12 (Fly 18); Save 7;
   
   
  CL/XP 10/1,400; Special: gaseous form, regenerate 3
   
   
  hp/round, change form, summon bats or wolves, charm
   
   
  person, bite drains 2 levels
   10 
  BANSHEE (1d6): HD 7; hp 50; AC 0[19]; Atk 1 claw
   
   
  (1d8+2); Move (ﬂ y 12); Save 9; CL/XP 11/1700;
   
   
  Special: Magic or silver to hit; magic resistance 49%;
   
   
  shriek of death; Immune to enchantments 
   11-12 
  ZOMBIE (2d10): HD 2; hp 10; AC 8[11]; Atk 1 strike
   
   
  (1d8+2); Move 6; Save 14; CL/XP 2/30; Special:
   
   
  Immune to sleep and charm.
   13-14 
  GHOST SPIKE: See Special Encounter below.
   15-20 
  No encounter.
  Special Encounter: Ghost Spike
  These sharpened 20-foot-tall steel spikes stand randomly about 
  Al-Sifon. Akruel sacriﬁ ced victims to Aurikus on these enchanted 
  spikes, placing their living bodies atop the sharpened points and 
  letting gravity drag the screaming victim toward the ground. Skeletal 
  bodies lie on the ground, spitted by the spike. Each spike anchors the 
  spirit of the dead sacriﬁ ced upon it, creating a legion of ghosts that 
  defend the ground within a 300-foot-radius around the spike, but will 
  not leave this area. Each spike has 1d6+3 ghosts anchored to it.
  GHOST (1D6+3): HD 5; hp 23; AC 2[17]; Atk 1 corruption touch 
  (2d6+2); Move Fly 18; Save 10; CL/XP 7/600; Special: None.
  Area H1: The Wall of Skulls
  A rock wall of boulders surrounds Al-Sifon’s crumbling ruins. The 
  15-foot-tall boulders are carved to resemble skulls missing their 
  lower jaws. Two gaps in the wall once held elaborate gates crafted 
  from bone and vine. The gates have long since collapsed, leaving 
  gaping openings into the city.
  Area H2: Guards
  Guard patrols consisting of a charmed ﬁ re giant and 2 ﬁ re giant 
  skeletons are stationed throughout the city to protect the inhabitants 
  and to attack any living creature not displaying Orcus’ unholy 
  symbol. Disguises easily fool the giants, however, and they do not 
  question those openly displaying any symbol of Orcus, even if the 
  PC is just carrying a skull resting atop a bone femur.
  FIRE GIANT: HD 11+3; hp 46; AC 3[16]; Atk 1 weapon (5d6); 
  Move 12; Save 4; CL/XP 12/2000; Special: Hurl boulders, 
  immune to ﬁ re.
  FIRE GIANT SKELETON (2): HD 8; hp 40; AC 5[14]; Atk 1 
  weapon (3d6+2); Move 12; Save 8; CL/XP 8/800; Special: None.
  Area H3: Tower of the Obedient 
  A sturdy tower stands amid rubble, heaps of bones and corpses 
  scattered around its base. Dozens of Orcus’ faithful dangle from 
  the 160-foot tower like gruesome lacework. The corpses hang by 
  their necks from entwined ropes and chains. Some twitch and ﬂ ail 
  in undeath, while others simply hang until decay loses its battle 
  with gravity. Some of Orcus’ followers are called to this tower to 
  begin their undead service to the demon prince. They willingly hang 
  themselves in hopes of Orcus’ dark blessing, although not all who 
  answer the call are rewarded with undeath.
  The hollow tower is the home of two of Akruel’s most feared 
  assassins. Leonidas and Creighton once were ogre mages who 
  assassinated local rulers and squelched uprisings of villagers who 
  rejected Akruel. As Al-Sifon fell, Shah Rasalt’s forces cornered the 
  murderers at their tower home. But the paladins didn’t quite ﬁ nish 
  the job: Several weeks after Leonidas and Creighton were slain, they 
  reappeared as 2 mohrgs to haunt and terrorize looters. 
  The interior of the building burned long ago, leaving an empty shell 
  that the mohrgs still call home. A crude ladder ascends the tower’s 
  interior to the top. The mohrgs permit any individual arriving to 
  commit suicide to pass, but they gleefully torment these hopeless 
  beings.
  Remarkably, Kentotis, a priest of Orcus, remains alive from where 
  he dangles from the harrowing peak. Overcome with grief and 
  remorse for vile acts committed in service to Orcus, he came to end 
  it all. He jumped from the tower, but became entangled in the web of 
  ropes and bodies and did not perish. He is barely alive after 16 days 
  hanging from the tower. He feebly calls out, but the mohrgs ignore 
  him. If freed, Kentotis begs for forgiveness for his sins and offers 
  PCs any information about the Nether Sepulcher. He knows of the 
  Frore Heart, its powers and its location. He also knows of a tunnel 
  between the Transcendent Cenotaph and Nether Sepulcher, but warns 
  that the way is ﬁ lled with unfathomable dangers. He knows little of 
  Walking in the 
  City of the Dead
  Evil and negative energy permeate Al-Sifon. Turning 
  undead while on the unholy ground is more difﬁ cult, with 
  each attempt made with a –6 penalty. Undead that would 
  automatically be destroyed get a saving throw to instead 
  ﬂ ee the cleric. Further, every undead creature within the city 
  gains a +2 bonus to attacks, damage and saving throws. Any 
  undead created or summoned within the city gains +2 hit 
  points per hit dice. This effect cannot be dispelled or negated. 
  (Bonuses to damage and saving throws have been accounted 
  for in the stats for the undead within the city.)
  
  11
  Adventure 10: Remorse of Life
  the inhabitants or wards in the catacombs and temples.
  LEONIDAS AND CREIGHTON, MOHRGS (2): HD 12; hp 55; 
  AC 3[16]; Atk 2 slams (2d6+2), tongue touch (paralysis); Move 
  12; Save 3; CL/XP 14/2,600; Special: Create zombie, paralysis
  KENTOTIS (NEUTRAL HUMAN MALE CLERIC 5): HD 5; 
  hp 25 (currently 3); AC 3[16]; Atk heavy mace (1d6+1); Move 
  9; Save 11; CL/XP 6/400; Special: Spells (1—cure light wounds, 
  light; 2—bless, ﬁ nd traps)
  Combat gear: +2 heavy mace, plate mail
  Area H4: 
  The Graveyard of the Profane 
  This graveyard escaped the jungle’s growth after Al-Sifon fell. Not 
  a single living plant or blade of grass grows within the corpse-strewn 
  landscape. Pockets of mist blanket the spongy ground, although 
  there’s no apparent source for the ground fog. The putrid smell of 
  decay overwhelms the senses. 
  The graveyard measures roughly a quarter mile in diameter with 
  grave markers and stones as far as the eye can see. Unlike most 
  cemeteries, the bodies here are not buried, but laid in concentric 
  circles around a central monument. 
  While Shah Rasalt was stopping Akruel, the forces of Arden were 
  marching against the ﬁ rst city of Al-Sifon. The bodies of Akruel’s 
  forces were placed in this graveyard and the freestanding totem was 
  placed among them as a reminder of their evil. An engraved plaque 
  at the base of the monument reads “The grave of Al-Sifon where 
  inﬁ dels of the dead god lie. Pity and admonish their evil. May their 
  souls ﬁ nd eternal damnation for transgressions against good.”
  Around the monument is a freshly dug cone-shaped depression that 
  contains the bodies of villagers and other unfortunates in a grisly 
  mass grave. The bodies are being readied for future animation as 
  undead. Many of the corpses show signs of ritual deaths and even 
  cannibalism. Akruel thought it ﬁ tting that the newly dead should lie 
  among his past followers.
  The Totem of the Unburied Horde, once a monument designating 
  this as unhallowed ground, now channels negative energy. The pillar 
  also creates undead four times each night on any corpses brought into 
  the cemetery. Anyone slain within the cemetery face a worse fate. 
  They immediately rise as a ghoul (if under 4 HD) or as a ghast (4 HD 
  and over). Undead creatures reform after 1d8 rounds if destroyed 
  inside the graveyard.
  Prithoma, a spirit naga, curls around the freestanding pillar. Prithoma 
  is always served by 4 bodaks. The bodaks wear black, tattered robes and 
  keep their faces hidden beneath low-hanging cowls. Each carries a large 
  scythe. Prithoma directs the undead when they awaken. 
  Demolishing the totem immediately destroys all undead ever 
  created by the pillar. The ghouls and ghasts in the graveyard drop 
  lifelessly to the ground as their connection to Orcus is severed. Ghoul 
  and ghast soldiers serving Akruel throughout the land immediately 
  are snuffed out of existence, severely crippling his army. Crimthann 
  (if not previously slain) and other ghoul lords scattered throughout 
  the jungle also die. However, destroying the totem immediately draws 
  Akruel’s attention, and he ruthlessly deals with the perpetrators. 
  PCs entering the graveyard should face a steady stream of undead 
  that includes ghouls, ghasts, wraiths and anything else the Game 
  Referee wants to include. As soon as one undead is slain, another 
  rushes to ﬁ ll its spot. The number of undead is inﬁ nite and the totem 
  guarantees a never-ending supply. 
  GHOULS: HD 2; hp 8; AC 6[13]; Atk 2 claws (1d3+2), 1 bite 
  (1d4+2); Move 9; Save 14; CL/XP 3/60; Special: Immunities, 
  paralyzing touch.
  GHAST: HD 4; hp 20; AC 4[15]; Atk 2 claws (1d3), 1 bite (1d6+2); 
  Move 14; Save 13; CL/XP 5/240; Special: Stench, paralyzing touch.
  WRAITH: HD 4; hp 28; AC 3[16]; Atk 1 touch (1d6+2 plus 
  level drain); Move 9 (Fly 24); Save 13; CL/XP 6/400; Special: 
  drain 1 level with hit.
  ZOMBIE: HD 2; hp 10; AC 8[11] or with shield 7[12]; Atk 
  1 weapon or strike (1d8+2); Move 6; Save 16; CL/XP 2/30; 
  Special: Immune to sleep and charm.
  PRITHOMA, SPIRIT NAGA: HD 9; hp 55; AC 4[15]; Atk 
  bite (1d3 + poison); Move 6; Save 6; CL/XP 13/2,300; Special: 
  Poison, charm gaze, spells.
  BODAKS (4): HD 8; hp 60; AC 3[6]; Atk Slam or weapon 
  (1d8+3); Move 6; Save 6; CL/XP 11/1,700; Special: Death gaze, 
  +1 or greater magic weapons to hit, vulnerable to sunlight, 
  immune to electricity, resists acid and ﬁ re
  Area H5: Wall of Testament
  A partial wall is all that remains of this structure. The wall displays 
  bas relief sculpture panels stained with fading colors. The ﬁ rst 
  displays the dread priest-king Akruel standing upon a pyramid of 
  New Monster: Mohrg
  Hit Dice: 12
  Armor Class: 3 [16]
  Attacks: 2 slams (2d6), tongue touch (paralysis)
  Saving Throw: 3
  Special: Create zombie, paralysis
  Move: 12
  Alignment: Chaos
  Challenge Level/XP: 14/2,600
  A tangle of discolored entrails hang from this skeleton’s 
  torso, the innards winding upward to loll from the creature’s 
  jaw like a clawed tongue. The touch of the creature’s tongue 
  causes paralysis in any creature who fails a save. Any being 
  slain by a mohrg rises immediately as a zombie under the 
  creature’s control.
  New Monster: Bodak
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: Slam or weapon (1d8+1)
  Saving Throw: 8
  Special: Death gaze, +1 or greater magic weapons to hit, 
  vulnerable to sunlight, immune to electricity, resists acid and ﬁ re
  Move: 6
  Alignment: Chaos
  Challenge Level/XP: 11/1,700
  A bodak is a large humanoid with smooth, grayish-black 
  skin and a featureless face. Living beings that meet a 
  bodak’s gaze lose 1 level, save avoids, and if slain in such 
  a manner rise as a bodak 24 hours later. Bodaks are immune 
  to electricity, and take half damage from ﬁ re and acid. The 
  creature is vulnerable to sunlight, taking 2d6 points of 
  damage from exposure.
  
  12
  skulls. Demonic ﬁ gures ﬂ ank him as he presents an iconic black 
  heart to his throngs of worshippers. Stylized beams of menacing 
  power burst from the heart. The next section shows hordes of undead 
  and demons ravaging cowering armies. Akruel walks before them, 
  unscathed by assaults. The black heart ﬂ oats in the background 
  above the massive pyramid, beams enveloping Akruel with immortal 
  power. The majority of the last panel lies in rubble. What remains 
  is an image of Akruel upon an elaborate throne with a skull-tipped 
  wand in one hand and a human heart in the other. The partial image 
  of a bloated demon surrounded by a pool of ﬂ ame overshadows the 
  priest-king.
  Area H6: The Murky Death 
  A fetid haze of methane gas rolls across this reﬂ ecting pool. The 
  100-foot-by-600-foot manmade lake holds black, sludge-like unholy 
  water. Corpses and other indescribable chunks of ﬂ esh ﬂ oat on the 
  gelatinous surface. The lake is 20 foot deep in the center but around 
  one foot nearer the edges. Bubbles of escaping air burst with the 
  echoing moans of tormented souls. Fallen bodies of the undead are 
  deposited in the lake for “recycling.”
  The lake is home to one of Al-Sifon’s most imposing inhabitants, a 
  nightshade. The creature rests underwater but immediately rises to 
  attack living creatures that disturb the water or approach within ﬁ ve 
  feet. The nightshade is a collective being of pure evil and negative 
  energy formed from the undying will of the undead. It starts as a 
  wave of sludge as it moves toward living creatures on the lakeshore. 
  The wave of unholy water can rise high enough to drench all beings 
  standing within 20 feet of the lake’s edge.
  NIGHTSHADE (NIGHTWALKER): HD 14; hp 80; AC 0[19]; 
  Atk 2 claws (2d8+2 plus 2d6 cold); Move 6; Save 3; CL/XP 
  16/3,200; Special: Gaze attack, magical powers, cold
  Area I: Transcendent Cenotaph 
  The Transcendent Cenotaph is an 80-foot-tall cone-shaped shrine. 
  Wide steps lead up one end of the steep wall. A ﬁ ve-foot-wide ledge 
  halfway up the temple wall runs around the edge to the opposite 
  side. Two curving steps descend into the temple’s depths. The side 
  opposite the stairs ends in a blood-streaked 100-foot-long marble 
  slide that ends in a pit. The temple’s summit is a ﬂ at 30-foot-diameter 
  plateau. 
  Area I1: Cenotaph’s Plateau
  A dozen villagers, their hands bound behind them and a rope tied 
  about their waists, scream and plead as 2 ogre zombies pull them 
  up the steps. Daznashal the Vicious, a high priest of Orcus, wears 
  black robes and holds a staff high as he recites ritualistic chants. At 
  the top of the slide, 2 ogre zombies wielding tridents push hapless 
  individuals one by one down the marble slope. Shouts of terror turn 
  to screams of agony as they slide into a massive pit (Area I2).
  While the ogre zombies pose little challenge to seasoned PCs, 
  Galosc a glabrezu (Area I3) arrives in 2 rounds once combat begins. 
  Galosc, who favors grandiose and frightening entrances, uses a 
  special ability he possesses to teleport into the interior of an ogre 
  zombie, which violently explodes. Two vrocks at Area I3 arrive 
  moments later, following their master into battle. Galosc grapples 
  PCs and tosses them down the slide into Area I2 as the vrocks engage 
  spellcasters.
  GALOSC (GLABREZU, THIRD-CATEGORY DEMON): 
  HD 10; hp 65; AC –3[22]; Atk 2 pincers (2d6), 2 claws (1d3), 
  1 bite 1d4+1; Move 9; Save 5; CL/XP 11/1700; Special: Magic 
  resistance (60%), teleport, demonic magical powers.
  VROCK DEMON (2): HD 8; hp 45; AC 1[18]; Atk 1 beak (1d6), 
  2 foreclaws (1d4), 2 rear claws (1d6); Move 12 (Fly 18); Save 
  8; CL/XP 9/1100; Special: Magic resistance (50%), darkness, 
  immune to ﬁ re.
  OGRE ZOMBIE (4): HD 4+1; hp 28; AC 8[11]; Atk 1 slam 
  (1d10+3); Move 6; Save 11; CL/XP 4/120; Special: Immune to 
  sleep or charm.
  DAZNASHAL THE VICIOUS (CHAOTIC HUMAN MALE 
  HIGH PRIEST OF ORCUS, CLERIC 12: HD 9+3; AC -1[20]; 
  Atk +2 heavy mace (1d6+3); Move 9; Save 4; CL/XP 14/2,600; 
  Special: Spells (1—cure light wounds x2, protection from good, 
  silence 15’ radius, darkness; 2—hold person, silence, bless and 
  ﬁ nd traps; 3—prayer, cause diseas, continual light, remove curse; 
  4—cure serious wounds x2, poison, protection from good 10’ 
  radius; 5—ﬁ nger of death, insect plague, dispell good, quest; 6—
  blade barrier)
  Combat Gear: +2 full platemail, +2 heavy steel shield, +2 heavy 
  mace; Non-combat gear: 4 vials of oil, an unholy symbol of Orcus, 
  prayer book, ﬁ ne black robe emblazoned with the Orcus’ symbol.
  Description: Daznashal was sent into the Sin Mire to locate a skum 
  city beneath the swamp and win their loyalty with a collection of 
  treasures. While traveling through the swamp on a raft pulled by 
  zombie rowers in canoes, his small party succumbed to the hostile 
  swamp. All his undead companions were lost, and Daznashal barely 
  escaped after three giant crocodiles overturned the treasure raft. He 
  has since redeemed himself in Akruel’s eyes by aiding the death-
  priest in restoring Al-Sifon.
  Area I2: The Wretch Pit 
  The 100-foot-long marble slide (from Area I1) dumps into a 
  20-foot-deep pit down a steep slope that falls 80 feet to ground level. 
  Adventure background
  power burst from the heart. The next section shows hordes of undead 
  power. The majority of the last panel lies in rubble. What remains 
  priest-king.
  Area H6: The Murky Death 
  New Monster: Nightshade 
  Hit Dice: 14
  Armor Class: 0 [19]
  Attacks: 2 claws (2d8 + 2d6 cold)
  Saving Throw: 3
  Special: Cold, gaze attack, magical powers
  Move: 6
  Alignment: Chaos
  Challenge Level/XP: 16/3,200
  A nightshade is a being of pure negative energy formed by 
  the will of the undead. It can assume many shapes by sheer 
  force of will although in its relaxed state it appears as a sludge 
  or ooze-shaped creature composed of withering darkness. At 
  will, a nightshade can cast darkness (15-ft. radius) and detect 
  magic. Three times per day, it can use haste, hold monster 
  and invisibility. Once per day, it can cast cone of cold, ﬁ nger 
  of death and monster summoning IV. Anyone staring into the 
  swirling negativity of a nightshade’s being must save or ﬂ ee 
  in fear (as per the spell of the same name). The touch of a 
  nightshade draws the heat from beings, dealing an additional 
  2d6 points of damage.
  
  Crowding the 30-foot-by-40-foot pit ﬂ oor are 40 ghouls and 10 
  ghasts. They grasp and climb in vain to reach anyone outside the 
  pit. Their breathless voices murmur their hunger for living ﬂ esh. The 
  undead attack anyone who falls into the pit. An iron ladder stored 
  outside the pit is used to occasionally release the ghouls and ghasts 
  when their numbers get too great. Villagers sacriﬁ ced down the slide 
  continuously replenish the ranks of the undead. The ghouls and 
  ghasts cannot escape without aid.
  GHOULS (40): HD 2; hp 8; AC 6[13]; Atk 2 claws (1d3+2), 
  1 bite (1d4+2); Move 9; Save 14; CL/XP 3/60; Special: 
  Immunities, paralyzing touch.
  GHASTS (10): HD 4; hp 25; AC 4[15]; Atk 2 claws (1d3+2), 1 
  bite (1d6+2); Move 14; Save 13; CL/XP 5/240; Special: Stench, 
  paralyzing touch.
  Area I3: 
  Shrine to the Undead Lord 
  Two staircases descend into a jet-black room. A 15-foot-tall stone 
  statue of Orcus dominates the chamber. An amulet of carved stone 
  hangs from the statue’s neck. The amulet’s centerpiece is a full-length 
  mirror with a dull reﬂ ective surface. A 20-foot-radius cloud of oily mist 
  surrounds the efﬁ gy. The cloud affects Lawful beings, making them save 
  with a -2 penalty for 1d4 hours (save avoids) after exposure to the mist. 
  This is the abode of the glabrezu Galosc (See Area I1). If not 
  previously encountered, he remains here guarding the lower 
  catacombs.
  GALOSC (GLABREZU, THIRD-CATEGORY DEMON): 
  HD 10; hp 65; AC –3[22]; Atk 2 pincers (2d6), 2 claws (1d3), 
  1 bite 1d4+1; Move 9; Save 5; CL/XP 11/1700; Special: Magic 
  resistance (60%), teleport, demonic magical powers.
  Area I4: Sacrificial Pits
  The room reeks of rotting corpses. Clouds of ﬂ ies swarm in the 
  room, seeking the source of the rancid smell. In the ﬂ oor is a round, 
  30-foot-deep pit from which cold, fetid air wafts up from the black 
  depths. Ancient stucco murals of bones and skulls cover the walls and 
  barrel-vaulted ceilings. Large iron pulleys holding thick chains hang 
  suspended over each pit. Dangling from the ends of the large chains 
  are four pairs of smaller chains with locking manacles attached to 
  the ends. The largest chains are attached to a metal winch sitting in 
  an alcove. 
  The chains and winch are animated objects that attack living 
  creatures who approach within ﬁ ve feet of the pits without speaking 
  Orcus’ name aloud. Once the four chains animate to attack, the winch 
  also attacks. The chains have a 30-foot-reach and can attack PCs who 
  remain on the stairs. The chains are more than 100 feet long and 
  thicker than normal.
  The chains strike at opponents to grab them in their shackles. Once 
  shackled, the chains lower victims into the pit (Area I5). The winch 
  uses its iron legs to trample PCs not grappled or lowered into the pit. 
  The chains can only be broken once the animated object is defeated. 
  The chains release dead or unmoving creatures so they may grab 
  other victims. 
  ANIMATED WINCH, 4 CHAINS: HD 11; hp 47; AC 3[16]; Atk 
  1 chain (grab), winch trample (2d8); Move 6; Save 4; CL/XP 
  12/2,000; Special: Grab, trample.
  Area I5: The Draining Pit 
  Lurking halfway down the 30-foot-deep pit are 10 shadows. All 10 
  shadows savagely attack any living creature that enters the pit (either 
  held by chains or otherwise) in order to drain their strength. The pit 
  opens into the ceiling of a room ﬁ lled with 8 wights. The wights 
  13
  Adventure background
  30-foot-deep pit from which cold, fetid air wafts up from the black 
  depths. Ancient stucco murals of bones and skulls cover the walls and 
  remain on the stairs. The chains are more than 100 feet long and 
  shadows savagely attack any living creature that enters the pit (either 
  held by chains or otherwise) in order to drain their strength. The pit 
  
  14
  hungrily attack any living creature entering the room (whether 
  in chains or otherwise) in a vain attempt to sate their appetite for 
  the living. A 15-foot-tall passage (Area J2) leads off into darkness. 
  The passage runs more than 500 yards before entering the Odium 
  Catacombs (Area J1) where Al-Sifon’s dead were placed.
  SHADOWS (10): HD 3+3; hp 15; AC 7[12]; Atk 1 touch (1d4 + 
  strength drain); Move 12; Save 14; CL/XP 4/120; Special: Drain 
  1 point str with hit, hit only by magic weapons.
  WIGHTS (8): HD 3; hp 12; AC 5[14]; Atk 1 claw (1d3 + level 
  drain); Move 9; Save 12; CL/XP 5/240; Special: Drain 1 level 
  with hit, hit only by magic or silver weapons.
  Area J: Odium Catacombs 
  (Lower Levels of 
  Nether Sepulcher)
  The Odium Catacombs are a series of graves built along the 
  passage connecting the Transcendent Cenotaph with the Nether 
  Sepulcher. PCs who discover this route likely can avoid a head-to-
  head confrontation with many of the worst denizens of the Sepulcher, 
  although the dead within the catacombs are a powerful force as well.
  Area J1: The Grave Cloister 
  This 500-foot-long passage opens into a room with huge pillars 
  that support a 25-foot-high ceiling. Bas-relief sculptures of a hellish 
  skeletal army decorate every inch of the walls. Carved, leering skulls 
  decorate the vaulted ceiling. Bones are scattered throughout the 
  room. Layers of dust coat every surface.
  Arched alcoves lining the walls hold 12 mummiﬁ ed remains seated 
  on stone thrones. Cobwebs and layers of dust cover the corpses, a 
  century’s accumulation of grime coating their leathery frames. Each 
  mummy wears a gold collar necklace inset with black opals and jade 
  (500 gp), a black jade crown (750 gp) and 4 gold rings with onyx 
  centerpieces (50 gp each). 
  Lumbering in the shadows of the room are 24 zombies. Mixing 
  with the common undead are 4 mohrgs. Avnahei, an advanced 
  spirit naga lich, curls around a pillar opposite the entrance,masked 
  in darkness. Before combat, she casts haste upon herself.
  ZOMBIES (24): HD 2; hp 10; AC 8[11]; Atk 1 strike (1d8+2); Move 
  6; Save 14; CL/XP 2/30; Special: Immune to sleep and charm.
  MOHRGS (4): HD 12; hp 55; AC 3[16]; Atk 2 slams (2d6+2), 
  tongue touch (paralysis); Move 12; Save 3; CL/XP 14/2,600; 
  Special: Create zombie, paralysis
  SPIRIT NAGA LICH: HD 9; hp 65; AC 2[17]; Atk 1 bite (1d3+2 
  + poison + paralysis); Move 12; Save 6; CL/XP 15/2,900; Special: 
  Poison, charm gaze, appearance causes paralytic fear, touch 
  causes automatic paralysis, casts spells as a 10th-level magic-user 
  (1—charm person, detect magic, magic missile, shield; 2—detect 
  invisibility, ESP, mirror image, web; 3—dispel magic, haste , 
  lightning bold; 4—fear, wall of ﬁ re; 5—cloudkill, teleport)
  Description: A horror to behold, this ancient naga wraps herself in 
  preserving linens and minerals. She is a master tactician who has 
  served Orcus faithfully for centuries. She served as one of Akruel’s 
  generals during the War of Divine Discord.
  Area J2: Passages
  These wide passage are strewn with rubble. The passages are 500 yards 
  long, and connect the Transcendent Cenotaph and Nether Sepulcher. 
  The Grave Cloister (Area J1) sits in the middle of the long halls.
  Area J3: Entrance Hall
  Piles of bones and deteriorating armor are all that remain of 
  creatures long dead. An expansive tile mosaic showing images of an 
  army of skeletons lines the long entrance hall’s walls. The tiles are 
  Adventure background
  Area J: Odium Catacombs 
  (Lower Levels of 
  Nether Sepulcher)
  passage connecting the Transcendent Cenotaph with the Nether 
  Area J1: The Grave Cloister 
  
  15
  made from precisely cut bone fragments and ivory.
  Three 20-foot-deep pits are ﬁ lled to ﬂ oor level with heaps of 
  bleached bones. Nothing else of interest lies within the pits.
  Area J4: Font of Blood
  Burial niches holding desiccated and disintegrating remains line 
  this 15-foot-tall chamber’s walls. A ﬁ ve-foot-diameter gray stone 
  bowl upon a low pedestal sits in the center. The bowl contains black 
  liquid coated with a congealed skin that seems to pulse with a pulse 
  of its own. The stone basin contains blood drained from victims to 
  create vampires. The foul baptismal’s evil nature is enough to turn 
  the strongest of stomachs. 
  Area J5: Ossuary of the Tooth
  Skeletal remains ﬁ ll three rows of niches lining the walls. A ring 
  of charred and yellowed teeth sits on a three-foot pedestal in the 
  center of the room. A cracked human skull sits in the center of teeth. 
  Tear-drop gems sit beneath the skull’s eye sockets. These are the few 
  remains of Creltor Bahn Ilan, a necromancer of ancient repute who 
  sought immortality. The remains are inanimate and harmless. The 
  jewelry consists of 12 ﬂ awless gems of various types (1,000 gp each).
  The pedestal’s top holds a concealed and intricately locked panel. 
  Once opened, the center core of the pedestal rises to reveal a hollow 
  niche. The niche contains a mithral decanter, a leather-bound tome 
  and an ivory key carved from a large tooth. The decanter (1,500 gp) 
  contains evaporated dragon bile poison. Once opened, the poison gas 
  spreads in an invisible 20-foot cloud centered on the decanter. The 
  necromancer Bahn Ilan wrote the journal, which is bound in cured 
  elf skin. The tome describes ritualistic sacriﬁ ces and experiments 
  and acts as a manual of golems (ﬂ esh). It also contains a map to 
  the necromancer’s abode overlooking the Goltray River. No mention 
  of the tooth key is made in the tome, but the key’s detail and 
  workmanship indicate its importance. The key is worth 5,000 gp to 
  an antiquities dealer.
  Area J6: Ossuary of the Dogs
  Those not reborn into undeath in Orcus’ service are brought here 
  to rot. A chaotic mess of butcher corpses, tangled bones and other 
  unimaginable gore lie in rotting heaps. Niches along the wall are 
  crowded, with bodies stuffed and pushed into every available space. 
  Bodies even dangle loose over the edges of the carved niches. 
  The room is plagued with 1,000 rot grubs and 12 ghasts. Anyone 
  delving into the gore is immediately infected by 10d10 grubs (no 
  save to avoid). The ghasts are already infected and automatically 
  deposit 1d4 rot grubs upon any opponent they hit.
  GHASTS (12): HD 4; hp 25; AC 4[15]; Atk 2 claws (1d3+2), 1 
  bite (1d6+2); Move 14; Save 11; CL/XP 5/240; Special: Stench, 
  paralyzing touch.
  ROT GRUBS (1,000): HD 1; hp 3; AC 9[10]; Atk 1 burrow; 
  Move 1; Save 18; CL/XP 1/15; Special: Burrows to heart.
  Area J7: Bedlam’s Gate 
  Brilliant, ﬂ ickering lights from this corner shrine cast harsh shadows 
  throughout the room. Slowly swaying around a huge teardrop-
  shaped nimbus of yellow-and-red lights are 6 ghasts. Horriﬁ c runes 
  of glowing silver are etched around the light source.
  The rapidly ﬂ ashing light is a gate to a Chaotic plane ﬁ lled with 
  demons. Faint screams intertwined with rasping whispers of sadistic 
  brutality issue from the portal. The runes are actually a circle of 
  protection from evil keeping the gate and its inhabitants at bay. 
  Disrupting or altering the runes nulliﬁ es the protection and releases 
  eager demons. Damaging area effect spells cast within the room 
  instantly disrupt the protective circle. 
  If the gate is broken, 4 vrock immediately leap from the gate to 
  drag the living and the undead into the horrible plane. Every four 
  rounds thereafter, 4 more vrock arrive until a total of 12 escape 
  through the gate. The gate closes forever if the vrocks drag all nearby 
  victims into the gate, 10 minutes pass or if the 12 escaped vrocks are 
  slain. Nothing short of divine intervention can save PCs carried into 
  the gate after it closes.
  GHASTS (12): HD 4; AC 4[15]; Atk 2 claws (1d3+2), 1 bite 
  (1d6+2); Move 14; Save 11; CL/XP 5/240; Special: Stench, 
  paralyzing touch.
  VROCK DEMONS (12): HD 8; hp 33; AC 1[18]; Atk 1 beak 
  (1d6), 2 foreclaws (1d4), 2 rear claws (1d6); Move 12 (Fly 
  18); Save 8; CL/XP 9/1100; Special: Magic resistance (50%), 
  darkness, immune to ﬁ re.
  Area J8: Well of the Devourer
  A true horror among the twisted denizens of the Nether Sepulcher’s 
  crypts is a ﬁ end-spawned gibbering mouther known only as Englut
  that terrorizes the lower levels. Englut is a mystery even to Orcus’ 
  faithful, who do their best to stay out of his way when he’s on 
  the move, as he is known to destroy the living and the dead alike. 
  Thankfully, Englut rarely stirs from a dormant state that appears to 
  be a puddle of ﬂ esh. 
  Disturbing images of fused and warped humans decorate the 
  chamber’s walls. It is difﬁ cult to discern where one ﬁ gure starts 
  and another begins as bodies and faces meld into each other. Their 
  mouths are open in silent screams of horror and pain. 
  In the center of the chamber is a 10-foot-diameter pit surrounded by 
  relief carvings of skulls. The 10-foot-deep well is ﬁ lled with liqueﬁ ed 
  ﬂ esh churning with rapidly coalescing features such as eyes, mouths, 
  bony protrusions, hair and other grotesque appendages. The liquid 
  ﬂ esh pool that is Englut constantly shifts within the well until he 
  becomes aware of intruders. Englut enjoys turning creatures into 
  hideous mutations using its polymorph other ability, then turning the 
  victim into a stone statue using stone to ﬂ esh to decorate its lair.
  Englut can ﬂ y, albeit slowly as his wings shift and change in a 
  ﬂ uid fashion. Englut does not pursue intruders beyond the Odium 
  Catacombs. In the well beneath Englut’s mass lie mundane items 
  left over from his past victims. Lying among the crushed objects is a 
  cloak of protection +3.
  ENGLUT, GIBBERING MOUTHER: HD 15; hp 68; AC 1[18]; 
  Atk 6 mouths (1d6 hp + blood drain); Move 12, Fly 6; Save 3; 
  CL/XP 18/3,800; Special: Gibbering, spit, pull prey underneath, 
  magic-resistance 25%, immune to ﬁ re, spell-like abilities (at 
  will—confusion, darkness, fear; 3/day—feeblemind, polymorph 
  other, stone to ﬂ esh; 1/day—reverse gravity).
  Area J9: 
  Ossuary of the Apparition
  A silent whirlwind of translucent ghost-like humanoids spins 
  around a central ﬁ gure who kneels upon a sarcophagus with her arms 
  raised high. The exact number and race of the spirits swirling around 
  the woman cannot be determined. Occasionally, one slows enough 
  for PCs to view its hollowed, decaying features. These benign spirits 
  are merely manifestations of evil souls who did not have the power 
  to fully return as more sinister undead. They are frightening, but 
  harmless. A swipe causes them to dissipate, but they reform in 1d4 
  hours. Any turning attempt instantly slays these spirits. 
  The kneeling ﬁ gure is Bellisia, a priestess of Orcus who killed 
  Adventure background
  drag the living and the undead into the horrible plane. Every four 
  and another begins as bodies and faces meld into each other. Their 
  relief carvings of skulls. The 10-foot-deep well is ﬁ lled with liqueﬁ ed 
  bony protrusions, hair and other grotesque appendages. The liquid 
  raised high. The exact number and race of the spirits swirling around 
  are merely manifestations of evil souls who did not have the power 
  to fully return as more sinister undead. They are frightening, but 
  who killed 
  
  16
  Adventure background
  herself rather than fall to the invading force of Shah Rasalt’s army 
  during the War of Divine Discord. Her burnt corpse is little more 
  than bone and ash held together by the dry atmosphere. The body 
  crumbles into dust if disturbed, and her ashes combine with the 
  swirling negative energy inside the chamber to act as a 30-foot-
  diameter cloud of dust of sneezing and choking. 
  Nothing else of interest is in the chamber. The sarcophagus is 
  empty.
  Area J10: 
  Ossuary of the Forgotten 
  The passage into this room collapsed long ago and Akruel’s 
  minions have yet to clear the hall. Making a passage for even the 
  smallest creature requires several hours of hard labor.
  The ossuary beyond the rubble remains relatively intact, with 
  niches holding preserved bones and remains. A stone sarcophagus 
  in the center of the room is open, its lid leaning against the side. A 
  skeletal corpse in the cofﬁ n clutches a silvered wooden spike that has 
  been driven through its chest. The top of the spike is adorned with 
  Arden’s holy symbol. 
  The skeleton is Thyca Bane, a vampire priestess slain during the 
  War of Divine Discord. She is harmless unless someone removes the 
  stake pinning her to the sarcophagus. If anyone foolishly does so, 
  she returns to her full undead status and power immediately. She is 
  unaware that any time has passed and attacks PCs mercilessly, thinking 
  them minions of Shah Rasalt. If the stake is left where it is, Thyca can 
  easily be destroyed (although PCs gain no experience for the deed). 
  The Game Referee might use the priestess for further adventures or as 
  an adversary who returns to seek revenge on PCs if they defeat Akruel.
  Arden’s forces looted Thyca’s treasure long ago, but her body was 
  forgotten after the tunnel collapsed.
  THYCA BANE, VAMPIRE PRIESTESS: HD 9; hp 66; AC 
  2[17]; Atk 1 bite (1d10+2 plus level drain); Move 12 (Fly 18); 
  Save 3; CL/XP 12/2,000; Special: gaseous form, regenerate 3 
  hp/round, change form, summon bats or wolves, charm person, 
  bite drains 2 levels, spells (1—cause light wounds (x2), detect 
  magic (x2); 2—hold person (x2), silence 15 ft. radius (x2); 3—
  locate object (x2), prayer, speak with dead; 4—cause serious 
  wounds (x3), sticks to snakes; 5—ﬁ nger of death (x2), insect 
  plague, raise dead; 6—blade barrier)
  Area J11: Font of Bone
  This 15-foot-tall chamber’s walls are carved with burial niches 
  holding desiccated and disintegrating remains. A ﬁ ve-foot-diameter 
  gray stone bowl sits on a short pedestal. The bowl contains powdered 
  bone used in various ceremonies. 
  Area J12: 
  The Low Altar of Bone
  A stone altar carved into the shape of a large skull with a ﬂ at top 
  rests in front of two staircases. Four candelabras stand about the room, 
  the fat black candles they hold dimly lighting the area. Tapestries 
  showing Orcus surrounded by hordes of undead hang from the wall 
  between the ascending staircases. Tending to this shrine are 3 priests 
  of Orcus named Moshorw, Jerhorw and Loufein, and their 3 skeletal 
  sabre-tooth tigers. The tigers wear special saddles that allow the 
  priests to ride them into combat. The priests aid Gunnvor (Area J13) 
  with spells while the skeletal tigers protect them.
  MOSHORW, JERHORW AND LOUFEIN (CHAOTIC 
  HUMAN MALE PRIESTS OF ORCUS 9): HD 9; hp 37; AC 
  -1[20]; Atk +2 heavy mace (1d6+2); Move 9; Save 7; CL/XP 
  10/1,400; Spells: (1—cure light wounds (x2), detect magic; 2—
  ﬁ nd traps, hold person, silence 15 ft. radius; 3—cure disease, 
  prayer, remove curse; 4—cure serious wounds, sticks to snakes; 
  5—ﬁ nger of death, raise dead) 
  Combat gear: +2 full plate, +2 heavy steel shield, +2 unholy 
  heavy mace; Non-combat gear: 4 vials of oil, an unholy symbol of 
  Orcus, a prayer book, black robe emblazoned with the symbol of 
  Orcus.
  SABRE-TOOTH TIGER SKELETONS (3): HD 7; hp 30; AC 
  7[12]; Atk 2 claws (1d4+3), 1 bite (2d6+2); Move 12; Save 8; 
  CL/XP 8/800; Special: Rear claws
  Area J13: Bones of Contention 
  Three pits ﬁ lled to the brim with bleached bones take up much of 
  the room. A thin mist emanates from the pits and rolls along the ﬂ oor 
  until it dissipates upon entering the halls leading out of the room. 
  Four stone pillars decorated with real skulls support the chamber’s 
  roof. The animated skulls chatter their teeth loudly if any living 
  creature approaches. The skulls chatter in unison until the entire 
  chamber is ﬁ lled with their rattling noise. The skulls are harmless 
  and immobile, but they do bite anyone foolish enough to climb or 
  touch them (1 point of damage).
  Frescos incorporating bone fragments and teeth cover the walls and 
  barrel-vaulted ceiling. The scenes depict skeletal armies climbing 
  from their graves and marching on nearby towns. The scene is quite 
  bloody, showing the undead army ravaging the land and slaying all 
  in its path.
  The two 10-foot-deep square pits are ﬁ lled with bones and dust 
  fragments. Within each pit are 4 ettin skeletons that attempt to 
  grab passing creatures and drag them into the bone pile. The ettin 
  skeletons are completely concealed if they stand motionless. They 
  grab creatures thrown into the pit and batter them with bone clubs. 
  Under the bones in the center circular pit is Gunnvor, a ﬁ re giant 
  skeleton warrior. Gunnvor once commanded Akruel’s undying 
  army and now guards the Nether Sepulcher’s lower entrance. The ﬁ re 
  giant erupts out of the pit in an explosion of bones when he detects 
  intruders in the room. He attempts to push victims into the other pits 
  for the ettin skeletons to deal with.
  ETTIN SKELETONS (4): HD 10; hp 40; AC 7[12]; Atk 2 clubs 
  (3d6+2); Move 12; Save 3; CL/XP 10/1400; Special: None.
  GUNNVOR, FIRE GIANT SKELETON WARRIOR: HD 13+3; 
  hp 85; AC 1[18]; Atk 1 bastard sword (5d6+4); Move 12; Save 
  3; CL/XP 15/2,900; Special: Hurl boulders, immune to ﬁ re, fear, 
  immune to turning
  Combat gear: +2 plate mail armor, +2 bastard sword
  Area K: Nether Sepulcher
  Alternating rows of deep gray stone blocks and massive boulders 
  carved to resemble skulls make up this enormous pyramid. Peeling 
  white paint makes the skulls appear to be rotting. The grinning skulls 
  face outward, ever-burning ﬂ ames glowing brightly in each 10-foot-
  diameter eye socket. Broad steps ascend the 45-degree sides to an 
  upper entrance. The steps narrow as they ascend. 
  Two entrances sit halfway up the harrowing vertical steps, which 
  continue on to a dais where a worn and cracked basalt altar sits. 
  Grooves in the altar collect blood and feed it into holes that lead into 
  the pyramid’s interior.
  The temple sits in the middle of Al-Sifon, surrounded by undead 
  that wander freely within the city.
   
  plague
  
  Adventure background
  17
  Wandering Monsters
  Use the following table to check for wandering monsters while PCs 
  are exploring the Nether Sepulcher. Roll 1d20 for every two hours 
  spent inside the temple. 
   
  1 
  AKRUEL RATHAMON, VAMPIRE LORD HIGH
   
   
  PRIEST OF ORCUS: HD 17; hp 105; AC 2[17]; 
   
   
  Atk +3 freezing heavy mace (1d6+3 + 1d6 cold), 1 bite
   
   
  (1d10 + level drain); Move 12 (Fly 18); Save 4; CL
   
   
  XP 19/3,500; Special: gaseous form, regenerate 3 hp
   
   
  round, change form, charm person, bite drains 2 levels,
   
   
  command undead, spells (1—cause light wounds (x5),
  detect magic (x2); 2—hold person (x4), silence 15 ft.
   
   
  radius, snake charm, speak with animals; 3—locate object
   
   
  (x2), prayer, remove curse, speak with dead (x3); 4—cause
   
   
  serious wounds (x5), sticks to snakes; 5—commune (x2),
  ﬁ nger of death (x2), insect plague, raise dead; 6—animate
   
   
  object, blade barrier, word of recall; 7—symbol). Combat
   
   
  gear: +4 ring mail, +3 freezing heavy mace; Non-combat
   
   
  gear: ring of ﬁ re resistance, boots of speed. See Area K23
   
   
  and special encounter below.
   
  2 
  RAYNE D’ ANZERAY, LICH: HD 16; hp 103; AC 0[19];
   
   
  Atk 1 hand (1d10+2 plus automatic paralysis); Move 6
   
   
  Save 3; CL/XP 19/4100; Special: Appearance causes
   
   
  paralytic fear, touch causes automatic paralysis, spells
   
   
  (1—charm person, detect magic, magic missile, shield,
  sleep; 2—darkness 15 ft. radius, invisibility, levitate,
  mirror image, web; 3—dispel magic, ﬁ reball, ﬂ y, haste,
  lightning bolt; 4—confusion, dimension door, fear, wall
   
   
  of ﬁ re, wizard eye; 5—animate dead, cloudkill,
   
   
  feeblemind, transmute rock to mud, wall of iron; 6—anti
   
   
  magic shell, death spell, disintegrate, monster summoning
   
   
  IV, stone to ﬂ esh; 7—conjuration of demons, power
   
   
  word stun; 8—power word blind. Non-combat gear: ring
   
   
  of degeneration, black robes. See Area K7. 
   
  3 
  ELIZARA, HIGH PRIESTESS OF ORCUS, CHAOTIC
   
   
  FEMALE HUMAN CLERIC 12: HD 9+6; hp 56;
   
   
  AC 0[19]; Atk +2 heavy mace (1d6+3); Move 6; Save
   
   
  5; CL/XP 13/2,300; Special: spells (1—cure light wounds
   
   
  (x2), detect magic, light; 2—hold person (x2), silence 
   
   
  15 ft. radius, snake charm; 3—cure disease, locate object,
   
   
  prayer, speak with dead; 4—cure serious wounds (x2),
   
   
  neutralize poison, sticks to snakes; 5—commune, ﬁ nger
   
   
  of death (x2), raise dead; 6—speak with monsters).
   
   
  Combat gear: +2 full plate, +1 heavy steel shield, +2
   
   
  heavy mace. See Area K7.
   
  4 
  OBLIVION WRAITH (2): HD 12; hp 85; AC 1[18];
   
   
  Atk 1 touch (3d6+2 plus level drain); Move 15 (Fly
   
   
  30); Save 3; CL/XP 14/2600; Special: Drain attributes,
   
   
  immune to non-magical weapons, disintegrates objects. 
   5-7 
  KNOBLOCH, CHAOTIC MALE HALF-ORC: HD 11;
   
   
  hp 52; AC 0[19]; Atk +2 two-handed sword, wounding
   
   
  (1d8 + 1d6+1); Move 9; Save 4; CL/XP 11/1,700;
   
   
  Special: None. Combat gear: +2 rhino hide armor
   
   
  AC 2[17], +2 two-handed sword (wounding) (1d10 plus
   
   
  1d6+1 wounding, as reverse cure light wounds); potions
   
   
  of ﬁ re resistance, heroism and healing. See Area K13.
   8-9 
  HIGH PRIEST OF ORCUS CLERIC 9: HD 9; hp 46;
   
   
  AC -1[20]; Atk +2 heavy mace (1d6+2); Move 9; Save
   
   
  7; CL/XP 10/1,400; Spells: (1—cure light wounds (x2),
   
   
  detect magic; 2—ﬁ nd traps, hold person, silence 15 ft.
   
   
  radius; 3—cure disease, prayer, remove curse; 4—cure
  
   
   
  serious wounds, sticks to snakes; 5—ﬁ nger of death,
  raise dead). Combat gear: +2 full plate, +2 heavy steel
   
   
  shield, +2 unholy heavy mace; Non-combat gear: 4 vials
   
   
  of oil, an unholy symbol of Orcus, a prayer book, black
   
   
  robe emblazoned with the symbol of Orcus. 
   
   
  See Area J12. 
   10 
  SUB-PRIESTS OF ORCUS, HUMAN CLERIC 5 (1d6):
   
   
  HD 5; hp 29; AC 4[15]; Atk 1 heavy mace (1d6+1); 
   
   
  Move 9; Save 11; CL/XP 5/240; Special: Spells (1—cure 
   
   
  light wounds, detect magic; 2—hold person, silence 
   
   
  15 ft. radius; 3—cure disease). Combat gear: Chain mail, 
   
   
  shield, heavy mace. See Area K5.
   11-12 CHÁ OOKNA, OGRE MAGE VAMPIRE: HD 5+4; 
   
   
  hp 30; AC 3[16]; Atk 1 weapon (1d12+5); Move 12 (Fly 
   
   
  18); Save 12; CL/XP 7/600; Special: Magic use, 
   
   
  gaseous form, regenerate 3 hp/round, change form, 
   
   
  summon bats or wolves, charm person, bite drains 2 
   
   
  levels. Combat gear: +2 chain mail, +3 bastard sword, 
   
   
  potions of heroism and invulnerability. See Area K19. 
   13 
  VAMPIRE (1D8): HD 9; hp 52; AC 2[17]; Atk 1 bite 
   
   
  (1d10+2 plus level drain); Move 12 (Fly 18); Save 4; 
   
   
  CL/XP 12/2000; Special: gaseous form, regenerate 3 hp/
   
   
  round, change form, summon bats or wolves, charm 
   
   
  person, bite drains 2 levels
   14-20 No encounter
  Special Encounter: 
  The Wandering Warlord 
  Despite the many horrors roaming the Nether Sepulcher, the true 
  evil within the temple is the warlord Akruel Rathamon himself. The 
  vampire lord (Area K23) wanders the temple directing his undead in 
  his pursuit to conquer the world.
  The vampire can be encountered in any room of the Nether 
  Sepulcher, and likely comes quickly if he detects living intruders 
  or discovers that they bear a restored Scepter of Faiths. Once he 
  discovers this fact, he likely throws his minions against the PCs in 
  an all-out assault. If needed, he’ll take matters into his own hands 
  to destroy the PCs. Anyone attempting a frontal assault against the 
  Nether Sepulcher likely faces a death-priest determined to stop them 
  by all means necessary. 
  The Game Referee should use Akruel as he sees ﬁ t. If PCs barge 
  into the temple, the suicidal charge should draw the vampire 
  warlord’s attention. If they enter quietly (such as through the Odium 
  Catacombs), then it may take awhile before Akruel notices them.
  Either way, once alerted, Akruel prepares himself to the best of 
  his abilities and confronts PCs. He normally travels with 2 mummy 
  lords (Area K17) and a kamarupa (Area K18). If needed, Rayne 
  D’Anzeray may also accompany his master, although the Referee 
  should weigh this decision carefully. Rayne is a deadly combatant in 
  his own right and the pair could easily overpower unprepared PCs.
  Area K1: Solemn Guards 
  Two heavily armored ﬂ esh golems made from ﬁ re giant corpses 
  stand at the base of the stairs. Both wear heavy spiked gauntlets that 
  deal an extra 1d8 points of damage. The golems attack anyone not 
  openly bearing an unholy symbol of Orcus
  FLESH GOLEM (2): HD 12; hp 50; AC 9[10]; Atk 2 ﬁ sts (2d8 
  + 1d8 spikes); Move 8; Save 3; CL/XP 13/2,300; Special: Healed 
  by lightning, hit only by magic weapons, slowed by ﬁ re and 
  cold, immune to most spells..
  Area K2: Sentinels of Undeath
  Horriﬁ c demon statues line the four corners of each ledge of 
  the Nether Sepulcher. The top three rows of statues are actually 
  12 gargoyles. These guards watch the skies and the surrounding 
  area, and leap to attack anyone ﬂ ying toward the temple. If battle 
  begins below them on the stairs, they wait a few rounds for the 
  ﬂ esh golems (Area K1) to soften up intruders before entering the 
  ﬁ ght.
  GARGOYLES (12): HD 4; hp 20; AC 5[14]; Atk 2 claws 
  (1d3+2), 1 bite (1d4+2), 1 horn (1d6+2); Move 9 (Fly 15); Save 
  13; CL/XP 6/400; Special: Fly, magic weapons to hit.
  Area K3: Apex of Oblivion
  Vile sacriﬁ ces are made atop the temple. Dried and congealing blood 
  cakes the stairs and upper levels of the pyramid. Smoldering braziers 
  atop the temple surround a worn basalt altar. The jade braziers (250 gp 
  each) burn repugnant incense made from bone and cartilage. Orcus’ 
  followers perform nightly sacriﬁ ces here to honor the demon prince. 
  Living creatures standing on the apex risk being struck by the black 
  storm looming overhead (1 in 6 chance each minute of a bolt striking 
  a victim).
  Akruel Rathamon (Area K23) is often found here, directing his 
  armies and overseeing bloody sacriﬁ ces. He deals with intruders who 
  come to his attention, but otherwise stays focused on his horrid tasks. 
  If PCs try to face him directly, he brings his full power to bear on 
  them, especially if they openly wield the Scepter of Faiths. 
  Area K4: The Entrance
  A landing descends steeply into the temple’s interior via 20-foot-
  wide steps. The stairs go down 50 feet into the narthex (Area K5). 
  Warm, slightly smoky air bellows up the stairs.
  Area K5: The Narthex
  A double colonnade rings this room. The carved columns resemble 
  gaunt humans bearing expressions of anguish as they support the 
  ceiling. The smell of freshly disturbed earth lingers in the chamber 
  and smoke wafts through the air. A thin layer of fresh dirt mixed with 
  ash covers the ﬂ oor. 
  A round pit dominates the center of the room. Concentric rings 
  of stone inside the pit serve as adequate handholds leading into the 
  temple’s depths. An altar of black jade (5,000 gp, but weighing 900 
  pounds) sits in a large recess. A permanent darkness 15 ft. radius is 
  cast over the altar. A large statue of Orcus can barely be made out 
  through the darkness. The statue’s hands hold a skull-topped wand 
  horizontally over the altar. Above the altar, a lit candle hangs from a 
  chain in a glass-faceted iron lantern. Small bowls, ﬂ asks and vessels 
  line alcoves beside the statue. Six ﬂ asks contain applications of 
  balms used to preserve bodies. 
  Several smaller chests surround the statue’s base. These contain 
  miscellaneous embalming tools such as metal hooks, jars of 
  preserving agents, scalpels, casks of natron and rolls of linen. 
  Tending the upper chamber are 8 priests of Orcus who “greet” 
  intruders. These priests are so fanatical that if combat goes against 
  them, they leap to their deaths down the pit to warn those in Area K7. 
  They begin combat with a barrage of hold and silence spells against 
  ﬁ ghters and spellcasters.
  PRIESTS OF ORCUS, HUMAN CLERIC 5 (8): HD 5; hp 27; 
  AC 4[15]; Atk 1 heavy mace (1d6+1); Move 9; Save 11; CL/XP 
  5/240; Special: Spells (1—cure light wounds, detect magic; 2—
  hold person, silence 15 ft. radius; 3—cure disease)
  The Wandering Warlord 
  Nether Sepulcher likely faces a death-priest determined to stop them 
  by all means necessary. 
  Area K1: Solemn Guards 
  Adventure background
  18
  
  Adventure background
  19
  
  20
  Combat gear: Chain mail, shield, heavy mace; Non-combat 
  gear: unholy symbol of Orcus, a prayer book, and a ﬁ ne black robe 
  emblazoned with Orcus’ symbol.
  Area K6: The Fall into Abaddon 
  This 20-foot-diameter pit descends into the Nether Sepulcher’s 
  heart. The pit is easily climbable because of bands of stone handholds 
  lining its interior. Harmless creosote and tar cover the walls and 
  ledges. The pit drops 90 feet to the ﬂ oor of Area K7, where a statue 
  of Orcus stands, encircled by a pool of ﬂ ame. Guarding the pit’s 
  midpoint are 4 shadows. The shadows take great pleasure in draining 
  strength from PCs climbing down the shaft.
  SHADOWS (4): HD 3+3; hp 15; AC 7[12]; Atk 1 touch (1d4 + 
  strength drain); Move 12; Save 14; CL/XP 4/120; Special: Drain 
  1 point Strength with hit, hit only by magic weapons.
  Area K7: 
  The Interment Sanctum
  This trapezoidal room is the Nether Sepulcher’s central worship 
  chamber. The Interment Sanctum is hot and dry, with an average 
  temperature hovering near 100 degrees. A giant black statue of Orcus 
  stands in a massive pool of liquid ﬁ re in the center of the room. 
  Dozens of lanterns suspended from the ceiling by long chains hold 
  candles that cast menacing shadows. Six massive columns support 
  the ceiling, the pillars carved to resemble stacks of human-sized 
  skulls. Chains and manacles dangle from each column. 
  The black polished ﬂ oor reﬂ ects everything in the room, but 
  warps the images. The mirror-like surface reﬂ ects living creatures 
  as decayed walking corpses, while undead appear as they did in 
  life. The ﬂ oor has no other effects besides reminding the living of 
  their mortality. Deep pulsating music reverberates through the room, 
  although no source is apparent.
  An altar composed of ancient tombstones sits on a balcony 20 feet 
  above the ﬁ re pit. Stairs on either side ascend to the balcony. Nightly 
  sacriﬁ ces take place on the altar, usually coinciding with rituals 
  performed atop the pyramid. The sacriﬁ ces are then cast into the 
  pool of ﬁ re. Standing beside each staircase is a ﬁ re giant skeleton
  wearing full plate armor and holding a bastard sword. 
  The ﬁ re in the pit burns a 10-foot-deep pool of clear oil that is 
  never consumed. Slowly dissolving skulls and bones line the bottom 
  of the pool. If extinguished, a single ﬁ re source can again ignite the 
  conﬂ agration. Creatures falling into the pool suffer ﬁ re 6d6 damage 
  per round. Creatures climbing out of the pool remain on ﬁ re until 
  extinguished. The oil can be bottled and removed, but its only 
  remarkable property is that it is not consumed if used as a fuel source.
  The 25-foot-tall statue of Orcus points its skull wand at the altar. A 
  harmless cold aura radiates from the statue and is noticeable despite 
  the heat. The statue is carved from a solid piece of black granite and 
  is nearly indestructible. 
  In the room are Rayne D’Anzeray, high priestess Elizara, 6 sub-
  priests of Orcus, and an oblivion wraith. 
  Rayne warily watches the Nether Sepulcher’s front entrance and 
  its upper levels. After preparing defensive spells, he and the oblivion 
  wraith join any combat taking place on the upper level (Area K5) or 
  atop of the pyramid (Area K3). 
  If not alerted to combat above, the oblivion wraith normally lurks 
  around the edges of the room, waiting to pick off lone intruders. 
  If warned, it hides within a ﬁ re giant skeleton’s armor and tries to 
  surprise the skeleton’s opponent.
  The sub-priests perform various unholy ceremonies and 
  occasionally sacriﬁ ce stubborn villagers to their undead lord. 
  The sanctum and its inhabitants are a deadly force. The Game 
  Referee should read through their tactics carefully and consider the 
  party’s level and power before combat occurs. The encounter can be 
  adjusted by removing the oblivion wraith, the high priestess or some 
  of the sub-priests. 
  FIRE GIANT SKELETONS (2): HD 8; hp 40; AC 3[16]; Atk 1 
  bastard sword (3d6+2); Move 12; Save 6; CL/XP 8/800; Special: 
  None.
  OBLIVION WRAITH: HD 12; hp 85; AC 1[18]; Atk 1 touch 
  (3d6+2 plus level drain); Move 15 (Fly 30); Save 3; CL/XP 
  Area K6: The Fall into Abaddon 
  Area K7: 
  The Interment Sanctum
  Adventure background
  
  21
  Adventure background
  14/2600; Special: Drain attributes, immune to non-magical 
  weapons, disintegrates objects.
  PRIESTS OF ORCUS, CHAOTIC HUMAN CLERIC 6 (8): 
  HD 6; hp 30; AC 4[15]; Atk 1 heavy mace (1d6+1); Move 9; 
  Save 10; CL/XP 6/400; Special: Spells (1—cure light wounds, 
  protection from evil; 2—hold person, silence 15 ft. radius; 3—
  cure disease; 4—cure serious wounds)
  Combat gear: Chain mail, shield, heavy mace; Non-combat gear: 
  unholy symbol of Orcus, prayer book, black robe emblazoned with 
  Orcus’ symbol.
  RAYNE D’ ANZERAY, LICH: HD 16; hp 103; AC 0[19]; Atk 
  1 hand (1d10+2 + automatic paralysis); Move 6; Save 3; CL/
  XP 19/4100; Special: Appearance causes paralytic fear, touch 
  causes automatic paralysis, spells (1—charm person, detect 
  magic, magic missile, shield, sleep; 2—darkness 15 ft. radius, 
  invisibility, levitate, mirror image, web; 3—dispel magic, ﬁ reball, 
  ﬂ y, haste, lightning bolt; 4—confusion, dimension door, fear, 
  wall of ﬁ re, wizard eye; 5—animate dead, cloudkill, feeblemind, 
  transmute rock to mud, wall of iron; 6—an ti-magic shell, death 
  spell, disintegrate, monster summoning IV, stone to ﬂ esh; 7—
  conjuration of demons, power word stun; 8—power word blind.
  Non-combat gear: ring of degeneration, black robes.
  Description: The necromancer Rayne discovered Akruel’s tomb 
  and unleashed the evil upon the world (see Splinters of Faith 1: It 
  Started with a Chicken ...). Akruel granted the spellcaster greater 
  power, and Rayne quickly transformed himself into a lich to better 
  serve his new master. Rayne still looks very much alive due to his 
  recent transformation and the embalming skills of Orcus’ priests. 
  His true nature is difﬁ cult to detect. Rayne appears to be in his late 
  30s, and his youthful appearance belies the danger the seasoned 
  wizard presents. 
  ELIZARA, DOWAGER OF DEATH, CHAOTIC FEMALE 
  HUMAN CLERIC 12: HD 9+6; hp 56; AC 0[19]; Atk +2 heavy 
  mace (1d6+3); Move 6; Save 5; CL/XP 13/2,300; Special: spells 
  (1—cure light wounds (x2), detect magic, light; 2—hold person 
  (x2), silence 15 ft. radius, snake charm; 3—cure disease, locate 
  object, prayer, speak with dead; 4—cure serious wounds (x2), 
  neutralize poison, sticks to snakes; 5—commune, ﬁ nger of death 
  (x2), raise dead; 6—speak with monsters)
  Combat gear: +2 full plate, +1 heavy steel shield, +2 heavy mace 
  Personality: Elizara is the ranking high priestess of Orcus 
  and oversees many of the ceremonies performed in the Nether 
  Sepulcher. The aging woman is a dangerous foe, but often limps 
  and feigns inﬁ rmity to draw foes in closer to her. She wears her 
  graying hair short, and a scar mars the left side of her neck. She 
  sharpens her teeth to points and wears dark lipstick.
  Area K8: The East Transept: 
  Ichors of Orcus
  This room’s back wall bears a carved stone humanoid skull with 
  long ram horns curving from its forehead. A long stone tongue 
  extends out of the skull’s toothy maw and points toward the ﬂ oor. 
  Thick olive ooze drips down the tongue and into a ﬁ ve-foot stone 
  basin carved into the ﬂ oor. The unidentiﬁ able substance bubbles 
  unctuously, and greenish fumes rise from the bowl. The disgusting 
  slime swirls as if disturbed from below. 
  The sludge is aptly named the Ichors of Orcus. The mucus appears 
  from the statue’s mouth although no discernible font can be found. 
  Destroying the efﬁ gy is the only way to stop the sludge from oozing 
  out. 
  The slime has several properties while within the transept. Any 
  contact with living ﬂ esh immediately inﬂ icts a hideous plague 
  (save avoids) that turns the creature permanently into either a ghoul 
  (under 4 HD) or a ghast (4 HD or above). Consuming the substance 
  immediately inﬂ icts the deadly curse (no save). The transformation 
  starts at the point of contact and spreads across the victim’s body. 
  Only a wish or divine intervention can counter the process. The high 
  priests say the viscous ﬂ uid originates from Orcus’ blood and bile.
  Submerged and hidden in the Ichors of Orcus is a +4 heavy mace 
  that is slowly dissolving in the putrid bile. The sludge itself detects as 
  magic and overpoweringly evil, overshadowing the mace’s presence.
  Area K9: The West Transept: 
  Chamber of the Heart 
  An engorged three-foot-wide black stone heart hovers above a 
  basin of inky charcoal-colored liquid. Ebon ﬂ eshy veins pulse over 
  the heart with an unseen heartbeat. The Frore Heart is roughly three 
  feet in diameter. Oily black juices seep from jagged wounds and 
  drip into the font below. Each droplet reverberates like a pulse in 
  the silent room when it strikes the pool. A numbing coldness grips 
  the heart of living creatures that approach the massive black heart. 
  Guarding the heart at all times are 2 oblivion wraiths.
  The coldness saps PCs’ will, causing them 1d6 damage per round 
  they are within 50 feet of the heart. Undead heal 4 points of damage 
  each round they spend near the Frore Heart.
  The oil seeping from the heart is evil in its purest liquid form and 
  causes any living being that touches it to lose one level per touch 
  (no save). Immersion in the oil completely depletes a creature’s life 
  force, permanently snufﬁ ng out its existence. The lost levels from 
  being near the heart return 1 hour after PCs leave its presence (or 
  the heart is destroyed). The oil evaporates 1d3 hours after dripping 
  from the heart.
  The Scepter of Faiths is the only mortal magic that can destroy the 
  Frore Heart. To do so, the scepter must be impaled in the heart, but 
  the act destroys both artifacts. The heart has an armor class of -3[22] 
  in regard to the Scepter of Faiths only. 
  If the Scepter of Faiths pierces the Frore Heart, both detonate in 
  a white ﬂ ash of energy. The energy tempest deals 15d10 points of 
  damage, but at the same time it also heals 15d10 points of damage in 
  a 100-foot-radius burst. There is no save, and the energy penetrates all 
  barriers, including natural barriers, force effects and anti-magic ﬁ elds. 
  Since the Frore Heart contains his soul, Akruel Rathamon (Area 
  K23) arrives immediately if the organ is disturbed. He ﬁ ghts to 
  destroy the intruders or drive them from the chamber to preserve 
  the phylactery. If the Frore Heart is destroyed, Akruel Rathamon is 
  instantly and irrevocably slain.
  OBLIVION WRAITHS (2): HD 12; hp 90; AC 1[18]; Atk 1 
  touch (3d6+2 plus level drain); Move 15 (Fly 30); Save 3; CL/
  XP 14/2600; Special: Drain attributes, immune to non-magical 
  weapons, disintegrates objects.
  New Magic: 
  Ring of Degeneration
  This white and gold ring appears to be a ring of regeneration, 
  except that it allows undead only to “heal” one hit point per 
  combat round, and thus not die unless the ring is removed. 
  The ring is a cursed item for living beings, drawing off one hit 
  point per round and cannot be removed except by a remove 
  curse or by severing the wearer’s entire limb. Removing just 
  the ﬁ nger on which the ring is placed causes a permanent loss 
  of 4 Dexterity but it removes the ring. A body completely 
  drained by the ring withers to a pile of dust that cannot be 
  raised. The wearer cannot regrow lost limbs, organs or any 
  other body part. 
  
  Area K10: Descent into Unrest
  These dual spiraling staircases descend into the dungeon levels 
  beneath the Narthex. The steps are wide and pass through 60 feet of 
  stone. The west stair descends to Area K11, while the east stair opens 
  onto a secret door at Area K24.
  Area K11: The Canon of Muir
  The acolytes avoid this rarely used chamber. A statue of a man in 
  heavy plate armor stands motionless in a battle stance. His heavy mace 
  is drawn back to strike and his shield is raised high to guard against 
  a nonexistent foe. Essan Aziza, the Canon of Muir (Lawful human 
  male Paladin 12) has been held in magical stasis here since Al-Sifon’s 
  fall during the War of Divine Discord. His comrades lost track of him 
  during the chaos and he was presumed dead. Thick dust and grime coat 
  his form, making it difﬁ cult to discern his features. His body is soft to 
  the touch, as if made of sooty clay. He can be cleaned with minimal 
  effort. A remove curse or dispel magic releases him.
  If freed, he continues ﬁ ghting, not knowing that centuries have passed. 
  Essan has just a few spells prepared, but he uses them to ﬁ ght the “evil 
  ones.” He ﬁ ghts to the death unless convinced that centuries have passed 
  and the ﬁ ght is long over. Essan speaks an ancient form of Common, 
  making it somewhat more difﬁ cult to communicate with the paladin. 
  If PCs get through to him, Essan is saddened to learn the fate of his 
  family but wishes to continue his quest to end Akruel Rathamon’s 
  reign. He believes it is fate that allowed him to be on hand for just 
  this moment.
  ESSAN AZIZA, THE CANON OF MUIR (LAWFUL HUMAN 
  MALE PALADIN 12): HD 9+6; hp 50; AC -1[20]; Atk +3 long 
  sword (1d8+3); Move 9; Save 2; CL/XP 13/2,300; Special: lay on 
  hands, immune to disease, dispel evil, detect evil 
  Combat gear: +3 long sword, +2 plate mail, +2 shield; Non-
  combat gear: a missive from the Shield Basilica of Muir asking 
  him to become the Shield’s commanding ofﬁ cer upon his return 
  from the war’s frontlines. (PCs could still help make this happen if 
  they introduce Jemichar to Shield Minion Vars Strine in Splinters of 
  Faith 7: The Heir of Sin.)
  Area K12: Vault of Penance
  A locked iron door seals this room. The room beyond contains an 
  obelisk of coal. Grotesque black runes are scrawled over the walls 
  and ﬂ oor, written by Orcus followers driven insane by the Dead 
  Lord’s dictums. A pulsing drone is barely audible from within the 
  obelisk.
  The pillar of coal is enchanted with a powerful fear spell that affects 
  all living creatures (save resists). The pillar radiates evil and causes 
  any Lawful creature in the room to lose 1 point of Constitution per 
  hour of continuous exposure (no save). 
  The obelisk is a divine focus for communing with Orcus. The 
  demon prince immediately responds to anyone soliciting his aid 
  through the coal pillar. If the solicitation is unwelcome or undesired, 
  Orcus toys with inquiring individuals in a whispering voice. When 
  his amusement and intrigue end, the obelisk displays a symbol of 
  death and gates a nalfeshnee into the room. The demon does not 
  pursue PCs beyond the room and returns to its home plane after 10 
  rounds. Only the most powerful priests of Orcus and sentient undead 
  can use the obelisk without fear.
  NALFESHNEE, FOURTH-CATEGORY DEMON: HD 11; 
  hp 66; AC –1[20]; Atk 2 claws (1d4), 1 bite (1d6+2); Move 9 
  (Fly 14); Save 4; CL/XP 13/2300; Special: +1 or better magic 
  weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, 
  immune to ﬁ re, magical abilities.
  Area K13: The Grievous Bastille 
  Weak moans of pain and sobs of misery rise up these stairs. The 
  chamber below depicts evil at its worst. Scalpels, serrated knives, 
  hooked clasps and dissection equipment hang on the walls. Cages 
  and cells containing pleading human villagers stand haphazardly 
  about the room. A pit of glowing embers heats dozens of pokers and 
  blades. Tending the unfortunate subjects on the dissection tables are 
  4 sub-priests of Orcus and 4 vampires. 
  Knobloch, the Cruciate, oversees the proceedings and takes 
  great delight in his gruesome tasks. He extracts information from 
  his captives, gleaning details of troop strengths, nearby villages and 
  other facts to aid Akruel in his conquests.
  The cells hold commoners and soldiers from neighboring nations. 
  They are frail and terriﬁ ed at what they have seen. They provide no 
  information unless healed and set free. Currently, 13 captives remain 
  alive.
  SUB-PRIESTS OF ORCUS, HUMAN CLERIC 5 (4): HD 5; hp 
  20; AC 4[15]; Atk 1 heavy mace (1d6+1); Move 9; Save 11; CL/
  XP 5/240; Special: Spells (1—cure light wounds, detect magic; 
  2—hold person, silence 15 ft. radius; 3—cure disease)
  Combat gear: Chain mail, shield, heavy mace; Non-combat 
  gear: unholy symbol of Orcus, a prayer book, and a ﬁ ne black robe 
  emblazoned with Orcus’ symbol.
  VAMPIRE (4): HD 7; hp 52; AC 2[17]; Atk 1 bite (1d10+2 plus 
  level drain); Move 12 (Fly 18); Save 7; CL/XP 10/1400; Special: 
  gaseous form, regenerate 3 hp/round, change form, summon 
  bats or wolves, charm person, bite drains 2 levels
  KNOBLOCH THE CRUCIATE, CHAOTIC MALE HALF-
  ORC: HD 11; hp 52; AC 0[19]; Atk +2 two-handed sword, 
  wounding (1d8 + 1d6+1); Move 9; Save 4; CL/XP 11/1,700; 
  Special: None.
  Combat gear: +2 rhino hide armor AC 2[17], +2 two-handed 
  sword (wounding) (1d10 plus 1d6+1 wounding, as reverse cure 
  light wounds); potions of ﬁ re resistance, heroism and healing.
  Area K13-A: Cell
  This cell holds 6 male villagers. They are local natives and 
  know the jungle outside of Al-Sifon, but otherwise can offer little 
  information to rescuers.
  Area K13-B: Cell
  Cheralyn, Priestess of Thasizier (Lawful human female Cleric 
  9) was captured while traveling near the temple. She has been 
  Adventure background
  22
  Area K10: Descent into Unrest
  beneath the Narthex. The steps are wide and pass through 60 feet of 
  Area K11: The Canon of Muir
  sword
  Area K12: Vault of Penance
  Stopping Akruel
  PCs should by this point have a good idea that stopping 
  Akruel isn’t as simple as attacking him with the Scepter of 
  Faiths. If they try, the scepter itself can tell them that Shah 
  Rasalt tried – and failed – to stop the death-priest in that 
  manner already. The scepter knows something else must be 
  powering the death-priest.
  If PCs fail to connect this external power source with 
  the Frore Heart, numerous places exist within the temple 
  complex that could guide them, including the many murals 
  on the walls, and some of the “holdovers” from the past such 
  as Essan Aziza (Area K11) who can share whispered rumors 
  Shah Rasalt dismissed in the original war against Akruel.
  
  Adventure background
  23
  tortured nearly to death, and rewards rescuers with three 5,000 gp 
  diamonds once she is returned safely to the Theurgist Seminary of 
  Thasizier.
  CHERALYN, PRIESTESS OF THASIZIER (LAWFUL 
  HUMAN FEMALE CLERIC 9): HD 9; hp 48 (currently 3); AC 
  9[10]; Atk 2 ﬁ sts (1d4); Move 6; Save 7; CL/XP 9/1,100; Special: 
  spells (none currently prepared)
  Area K13-C: Cell
  Omvig the Robust (Neutral halﬂ ing male Fighter 8) mingled 
  with a procession of villagers to enter Al-Sifon, hoping to get into 
  the Nether Sepulcher to single-handedly defeat the evil growing 
  within. Instead, he encountered the lich Rayne D’Anzeray who 
  easily defeated him and handed him over to the torturers to extract 
  information.
  OMVIG (NEUTRAL HALFLING MALE FIGHTER 8): HD 8; 
  hp 44 (currently 3); AC 9[10]; Atk 2 ﬁ sts (1d4); Move 12; Save 
  7; CL/XP 8/800; Special: none
  Area K13-D: Cell
  Housed in this cell are 4 female humans. They are attractive, 
  healthy and well fed. They fear the PCs have arrived to take another 
  of them. Every day for the past sixteen days, one of their dwindling 
  numbers has been escorted away, never to return. They draw lots 
  each day to see who leaves when the cell door opens. Rayne has been 
  sacriﬁ cing the woman to his dark lord (Area K6), although three still 
  survive in his personal chamber (Area K15).
  Area K13-E: Cell
  The cell is empty, but still-wet blood is spattered on the walls and ceiling.
  Area K13-F: Cell
  Goatbeard (Lawful human male Fighter 8) claims undead jumped 
  him in the jungle and carried him into Al-Sifon. In reality, the lure of 
  Al-Sifon overcame him and he marched freely into the temple. He 
  awoke in the cell and knows nothing about the upper levels.
  GOATBEARD (LAWFUL HUMAN MALE FIGHTER 8): HD 
  8; hp 56 (currently 18); AC 9[10]; Atk 2 ﬁ sts (1d4); Move 9; 
  Save 8; CL/XP 8/800; Special: none.
  Area K13-G: Cell
  This cell holds a normal rabbit. It is unclear why the torturers are 
  holding the rabbit within the cell. The rabbit is frightened and runs 
  if freed.
  Area K14: Skeleton Hall
  Two rows of funeral niches line this passage. Skeletal corpses 
  adorned in chainmail lie upon the ledges, their bony hands grasping 
  bastard swords that rest on their hollow chests. The skeletons are 
  
  inanimate and their belongings are corroded and deteriorating. 
  Great iron double doors remain closed at all times. Pitted iron pull 
  rings hang from the portals. The doors have an obvious trap (1d4 to 
  spot) that causes thin, needle-like spikes to extend from its surface 
  and lock into place. The real trap (1d8 to notice) springs only after 
  the spikes are extended and the doors are unlocked. At that point, the 
  massive hinges unclasp, allowing both iron doors to pivot forward on 
  their base to crush anyone trying to open the portals (8d6 crushing 
  damage plus 1d6 spike damage).
  Area K15: Narthex of the Flesh, 
  Chamber of Rayne D’ Anzeray
  Steep, narrow steps descend to a ﬂ oor covered in black powder. 
  The dust is the ground-up remains of bones burnt during sacriﬁ ces. 
  Although harmless, the dust is unsettling and shifts menacingly with 
  a will of its own. Two alcoves frame identical jade statues of Orcus. 
  Red and black veins streak the eight-foot-tall statues, and their red 
  ruby eyes glitter in the dim light cast by four hanging lanterns. 
  Flickering candles in each lantern ﬂ eetingly illuminate the room. A 
  massive mural of a horned skull leers down from the 30-foot-high 
  domed ceiling. 
  An arching set of stairs rise out of the black dust to a round landing 
  10 feet above the ﬂ oor. A heavy wooden desk scattered with papers 
  and books sits in the center of the platform. A throne-like chair sits on 
  the opposite side of the table. An intensely bright candle on a gaudy 
  oversized ﬂ oor sconce lights the room. 
  Two robes ﬂ oat beside the table, although no bodies can be 
  discerned beneath the clothing. The robes are merely cloaks held up 
  by a minor enchantment. Three gaunt human women sit around the 
  chair’s base. The starving women are charmed concubines to Rayne 
  D’ Anzeray. Since his transition into a lich, however, he cares little 
  for them. They appear undead from neglect and from the ash of bone 
  coating Rayne’s chamber. Rayne rarely visits his chambers these 
  days. 
  Tomes and notes on the desk cover topics on becoming a lich. The 
  research books are worth 50,000 gp, although the subject matter is 
  decidedly evil.
  The women provide little information as they are still under the 
  effects of the charm. They know of Rayne’s death and rebirth as a 
  lich, however, and cringe if his name is mentioned.
  Area K16: 
  Descent into the Catacombs
  A set of 20-foot-wide steps descend 100 feet to connect the Odium 
  Catacombs to the Nether Sepulcher. The passage runs 500 yards to 
  Area J12.
  Area K17: Rathamon’s Choir
  Four lanterns containing black candles cast a soft radiance down 
  this long hall. Five alcoves line each side of this great hallway. Black 
  granite sarcophagi stand upright in each recessed area. Gold and jade 
  patterns adorn each sarcophagus and a black mist seeps from each lid 
  to obscure the ﬂ oor. The lids of the sarcophagi resemble emaciated 
  humans with gaunt hollow eyes. The mist whips and curls harmlessly 
  around creatures entering the hall. 
  Disturbing the mist reveals brightly colored hieroglyphics depicting 
  sacriﬁ ces and ritual cruelty embellishing the ﬂ oor. Residing in the 
  ﬁ rst two sarcophagi are 2 ethereal bodaks. They await intruders 
  who can see them (using see invisibility or similar magics that 
  allow vision onto the ethereal plane). The bodaks are trapped on the 
  ethereal plane and are helpless to attack. They frequently wander 
  the Nether Sepulcher searching for living beings crossing onto the 
  ethereal plane. Living beings that enter the ethereal plane from 
  Al-Sifon immediately draw their attention, and the bodaks rush to 
  investigate. They cannot harm beings unless they cross planes.
  The sarcophagi hold mummiﬁ ed remains of high-ranking clergy 
  and minions in Orcus’ service. The second and fourth rows of 
  sarcophagi approaching Area K18 contain 4 mummy lords, Akruel’s 
  honor guards during his ﬁ rst reign. The mummies leap to attack once 
  their sarcophagi are opened or bypassed. The mummy lords attack 
  anyone in the hall and pursue ﬂ eeing PCs throughout this level. They 
  return to their rest once enemies are dead or driven off.
  Each sarcophagus lid is trapped (1 in 6 to spot) to cast a haste spell 
  that only affects the mummies and any other followers of Orcus in 
  the area when opened. 
  ETHEREAL BODAKS (2): HD 8; hp 60; AC 3[6]; Atk Slam 
  (1d8+3); Move 6; Save 6; CL/XP 11/1,700; Special: Death gaze, 
  +1 or greater magic weapons to hit, vulnerable to sunlight, 
  immune to electricity, resists acid and ﬁ re
  MUMMY LORDS (4): HD 10+4; hp 68; AC 1[18]; Atk 1 ﬁ st 
  (1d12+2); Move 6; Save 5; CL/XP 11/1,700; Special: Rot, hit 
  only by magic weapons
  Combat gear: one wears +2 plate mail, ring of ﬁ re resistance
  Area K18: 
  Akruel Rathamon’s Catafalque 
  Black mists swirl into this room. Once used as Akruel’s bedchamber, 
  it now serves as his primary cofﬁ n room. A dozen veil-clad women 
  hold over their heads an elaborate darkwood cofﬁ n (8,000 gp) inlaid 
  with ivory. A frightening glass mosaic of Orcus leering down at the 
  cofﬁ n decorates the domed ceiling. The dome’s edges show scenes 
  of the dead rising from their graves to grasp at the living before 
  dragging them back into the earth. Intricate glass montages depicting 
  corpses with mirror eyes decorate the wall alcoves.
  The “women” are 12 zombies, embalmed so precisely that they 
  almost seem alive. Their chests even move as if breathing. Only their 
  lifeless eyes hint at their undead state. The zombies tirelessly hold 
  the cofﬁ n unless otherwise commanded. The cofﬁ n is carved with 
  ancient glyphs and runes that make it impossible to move. If the 
  zombies are destroyed, the cofﬁ n remains ﬂ oating in midair. 
  Two kamarupas guard the cofﬁ n. These spirits hide within the 
  walls and wait until the cofﬁ n is disturbed before ﬂ oating into the 
  room to attack.
  The cofﬁ n contains a chime of opening and a ring of spell storing
  (Magic-User). 
  ZOMBIES (12): HD 2; hp 10; AC 8[11]; Atk 1 strike (1d8+2); 
  Move 6; Save 14; CL/XP 2/30; Special: Immune to sleep and 
  charm.
  KAMARUPAS (2): HD 10; hp 70; AC 3[16]; Atk incorporeal 
  touch (2d6+2 plus death touch); Move Fly 15; Save 3; CL/XP 
  12/2,000; Special: Death touch, frightful gaze, nightmare.
  Area K19: 
  Chamber of Depravity 
  A bloated, 16-foot-tall statue Orcus assembled from various pieces 
  of ﬂ esh and animal parts stands on a central dais consisting of three 
  wide steps. Writhing humans engaged in obscene rituals and chants 
  lie on the ﬂ oor surrounding the ﬁ gure. A single human female kneels 
  before the statue, leading the throng. Several cultists are devouring 
  and drinking blood from still-living victims. The group consists of 6 
  sub-priests, 4 vampires and Chá Ookna, an ogre mage vampire. 
  Chá Ookna maintains the appearance of an attractive human woman 
  adventure background
  Area K15: Narthex of the Flesh, 
  Chamber of Rayne D’ Anzeray
  by a minor enchantment. Three gaunt 
  Area K16: 
  Descent into the Catacombs
  Area K17: Rathamon’s Choir
  patterns adorn each sarcophagus and a black mist seeps from each lid 
  24
  
  adventure background
  25
  to draw in male ﬁ ghters. She is a new recruit in the Nether Sepulcher, 
  but untested. She ﬂ ees if the battle goes against her. Surviving amid 
  the mass of bodies are 4 villagers. Six other villagers rise as vampires 
  in 1d4 days if precautions are not taken.
  The statue is inanimate and harmless, despite it horriﬁ c appearance. 
  Evil enchantments keep it from decaying. It radiates evil magic.
  SUB-PRIESTS OF ORCUS, HUMAN CLERIC 5 (6): HD 5; hp 
  20; AC 4[15]; Atk 1 heavy mace (1d6+1); Move 9; Save 11; CL/
  XP 5/240; Special: Spells (1—cure light wounds, detect magic; 
  2—hold person, silence 15 ft. radius; 3—cure disease). Combat 
  gear: Chain mail, shield, heavy mace. See Area K5.
  VAMPIRE: HD 7; hp 52; AC 2[17]; Atk 1 bite (1d10+2 plus 
  level drain); Move 12 (Fly 18); Save 7; CL/XP 10/1400; Special: 
  gaseous form, regenerate 3 hp/round, change form, summon 
  bats or wolves, charm person, bite drains 2 levels
  CHÁ OOKNA, OGRE MAGE VAMPIRE: HD 5+4; hp 30; AC 
  3[16]; Atk 1 weapon (1d12+2); Move 12 (Fly 18); Save 10; CL/
  XP 7/600; Special: Magic use, gaseous form, regenerate 3 hp/
  round, change form, summon bats or wolves, charm person, 
  bite drains 2 levels.
  Combat gear: +2 chain mail, +3 bastard sword, potions of 
  heroism and invulnerability.
  Area K20: Respite Chamber
  Six sarcophagi lining the ﬂ oor are used as refuge by some of the 
  higher status vampires roaming the Nether Sepulcher. The tombs are 
  large enough to each hold several undead. At any given time, 2d4 
  vampires can be found here. They join combat in Area K19 after 
  three rounds.
  VAMPIRES (2D4): HD 9; hp 65; AC 2[17]; Atk 1 bite (1d10+2 
  plus level drain); Move 12 (Fly 18); Save 4; CL/XP 12/2000; 
  Special: gaseous form, regenerate 3 hp/round, change form, 
  summon bats or wolves, charm person, bite drains 2 levels
  Area K21: The Secret Tunnel
  This well-hidden secret passage is difﬁ cult to ﬁ nd, although a faint 
  whistling of air being drawn under the hidden door and dust being 
  sucked beneath the door give it away. If smoke or any other gases are 
  released into the area, they are immediately sucked under the door, 
  making it much easier to ﬁ nd. 
  The door is locked and difﬁ cult to open because of the force of the 
  wind from Area K22 pulling it closed. The door is protected against 
  extra-dimensional travel such as dimension door and passwall. 
  Area K22: The Tempest 
  A ﬁ ve-foot-wide passage leads down a set of stairs into a 70-foot-
  diameter circular room. Mortar and some stone blocks are eroded by 
  a howling tempest’s constant assault. Despite appearances, however, 
  the passage is quite safe from collapse. 
  Once the door is opened, torrents of 160 mph winds rip through 
  the halls, sucking debris, loose items and bodies into the passage and 
  the tempest beyond. The winds are strong enough to lift beings into 
  the air and drag them down the hallway. Anyone failing a save when 
  the door is opened gets pulled down the hall, taking 2d6 points of 
  damage as they roll toward the central vortex. 
  Inside the circular chamber, the torrential winds spin around the 
  central vortex room, pulling at objects and creatures daring to enter 
  the chamber. The incredibly strong winds sweep along every inch of 
  the room and the adjoining hallways. Movement is halved while in 
  the grip of the furious winds.
  The stairs end at a ﬁ ve-foot-wide ledge that circles the fathomless 
  pit. The pit’s walls fall 50 feet into the top of a swirling whirlpool of 
  black clouds. Red light glows from an indeterminable source beneath 
  the spinning clouds. Crackling bolts of purple energy illuminate the 
  room with strobe-like ﬂ ashes. The swirling tempest is a huge portal 
  into a negative energy plane.
  Anyone standing on the narrow rim around the vortex is buffeted 
  by the hurricane winds as they are focused upward by the walls of 
  the pit. The strong winds require creatures to make a save each round 
  or be yanked into the eye of the tempest. A successful save means 
  creatures may act at half movement. 
  New Monster: Kamarupa
  Armor Class: 3 [16]
  Hit Dice: 10
  Attacks: incorporeal touch (2d6 plus death touch)
  Saving Throw: 5
  Special: Death touch, frightful gaze, nightmare
  Move: Fly 15
  Challenge Level/XP: 12/2,000 
  A kamarupa appears as a mockery of its former ﬂ esh-bound 
  life. Its hollow eyes and mouth are black voids, and its facial 
  features twist and stretch into a nightmarish appearance. 
  Kamarupa are the distorted souls of evil priests betrayed and 
  sacriﬁ ced to their deity. Kamarupas are highly intelligent and 
  communicate in voices similar to the screaming wind. They 
  hate life and light. A kamarupa is roughly human-sized and 
  weightless. They are made powerless in sunlight, and can be 
  destroyed if caught in natural daylight.
  A creature touched by a kamarupa feels the unnatural aura 
  of the creature as it penetrates to his very soul. The chill can 
  kill the PC unless a successful saving throw is made. The 
  kamarupa’s gaze can also instill fear in living beings up to 30 
  ft. Beings meeting the creature’s gaze must make a save or 
  become panicked for 3d4 rounds and try to ﬂ ee blindly from 
  the creature.
  Once per night, a kamarupa can place a nightmare on 
  any creature it has encountered. The target can resist the 
  nightmare with a successful saving throw (at a -4 penalty). 
  Any creature that succumbs to the incredibly vivid dreams 
  suffers 1d10 points of damage. 
  
  26
  Incorporeal creatures are immune to the effects of the negative 
  energy winds, although the ethereal bodaks (Area K17) that protect 
  the temple take notice of such beings and rush to attack.
  Creatures pulled into the tempest are hurled onto the negative 
  energy plane. The pit is actually 100 feet deep, with the tempest 
  ﬁ lling the lower 50 feet. The portal lies at the bottom. Creatures 
  drawn through the rift are not immediately slain, however. Instead, 
  each round they must make a save or lose a level. A creature drained 
  of all class levels becomes a wraith. 
  Area K23: Calvariae Locus, 
  Place of the Skull
  The wind in the alcove containing the door is still ravaged by the 
  torrential winds from Area K22. The door is complicated to open and 
  locked (1 in 10). The door requires PCs with a combined Strength 
  of 23 to open due to the wind pressure pushing against it from the 
  vortex chamber. Closing the door seals out the tempest, but requires 
  another combined Strength check to pull it closed.
  Akruel Rathamon’s burial chamber’s inner walls are plated with 
  an obsidian, dense coal and basalt mosaic mural. The mural portrays 
  dark skulls piled ﬂ oor to ceiling. Red obsidian in the eye sockets 
  is sculpted so that the skulls’ gazes follow visitors. Cracks mar the 
  ceiling, allowing gaseous creatures to enter the chambers of the 
  Nether Sepulcher and Al-Sifon above. A massive frieze of a jade-
  inlaid, skull-topped wand decorates the fan-vaulted ceiling.
  Deep red ﬂ int and chert form a gruesome motif of entrails stretched 
  across the ﬂ oor. A crimson granite sarcophagus sits in the center of 
  the room. The stone encasement measures 10 feet wide by 15 feet 
  long. An efﬁ gy of a handsome man with diabolical features dressed 
  in ancient ceremonial garb decorates the lid. Gold and platinum inlay 
  further accentuate the man’s importance. 
  The tomb’s lid is locked and extremely heavy. A trap on the lid 
  (1 in 10 to notice) causes the room’s ﬂ oor to retract into the walls, 
  dropping creatures into a funnel-shaped pit that dumps creatures into 
  the Tempest (Area K22) via a slanting pit. A save indicates that the 
  PC grasps the walls or sarcophagus as the ﬂ oor retracts.
  Once the ﬂ oor opens, the wind again buffets the room until the pit 
  door resets in 5 rounds. A switch on the sarcophagus immediately 
  resets the ﬂ oor. The sarcophagus sits on a pedestal attached to the 
  side of funnel. Generous Game Referees may allow PCs a second 
  save to grab the pedestal as they slide down the pit.
  Eight larger-than-life skeletal hands and forearms made of pitted 
  iron rise from the ﬂ oor near the sarcophagus and hold the lid tightly 
  to the cofﬁ n. These arms are 8 animated objects that must be 
  destroyed or commanded to move in order to open the lid. They 
  do not attack, but hold the lid closed to give Akruel ample time to 
  escape or prepare. The entire sarcophagus is enchanted with spell
  turning (as per a ring of the same name). A hole in the bottom of the 
  sarcophagus allows access to the pit and tomb for gaseous creatures. 
  Once opened, the sarcophagus contains an elaborate darkwood 
  cofﬁ n (8,000 gp in value) adorned with ivory inlays of demonic 
  ﬁ gures upon a palanquin. The skeletal remains of Akruel’s harem lay 
  scatter around the cofﬁ n. They were sealed alive in the stone tomb 
  during Akruel’s transition into undeath. 
  If defeated elsewhere, Akruel Rathamon rests in the cofﬁ n. 
  Akruel can command one of the skeletal hands to trigger or close 
  the pit trap if the animated objects remain. The cofﬁ n also contains a 
  ring of 2 wishes, a staff of wizardry, +3 full plate, a +3 shield, a +3 
  heavy mace (skull topped), a helm of ﬁ ery brilliance and a wand of 
  cold (22 charges).
  ANIMATED ARMS (8): HD 4; hp 18; AC 5[14]; Atk 1 slam 
  (1d8); Move 0; Save 13; CL/XP 4/120; Special: none.
  AKRUEL RATHAMON, VAMPIRE LORD HIGH PRIEST 
  OF ORCUS: HD 17; hp 105; AC 2[17]; Atk +3 freezing heavy 
  mace (1d6+3 plus 1d6 cold), 1 bite (1d10+2 plus level drain); 
  Move 12 (Fly 18); Save 4; CL/XP 19/3,500; Special: gaseous 
  form, regenerate 3 hp/round, change form, charm person, bite 
  drains 2 levels, command undead, spells (1—cause light wounds 
  (x5), detect magic (x2); 2—hold person (x4), silence 15 ft. radius, 
  snake charm, speak with animals; 3—locate object (x2), prayer, 
  remove curse, speak with dead (x3); 4—cause serious wounds 
  (x5), sticks to snakes; 5—commune (x2), ﬁ nger of death (x2), 
  insect plague, raise dead; 6—animate object, blade barrier, word 
  of recall; 7—symbol) 
  Combat gear: +4 ring mail, +3 freezing heavy mace; Non-combat 
  gear: ring of ﬁ re resistance, boots of speed.
  Area K24: Secret Door 
  A secret door opens onto stairs that lead up to Area K7.
  Area K25: Common Room
  This torch-lit room contains several benches and tables. Comfortable 
  chairs surround smaller meeting tables. A roasted hog impaled on a 
  spit sits above a ﬁ re pit. A shelf near the pit holds utensils and food. 
  Large barrels of mead and water sit next to the entrance. The room 
  contains 13 zombie servants that shufﬂ e about the room. Living 
  cultists of Nether Sepulcher use this room for dinners, meetings and 
  entertaining. The zombies serve as entertainers, combatants, servants 
  and any other loathsome tasks that the priests can imagine. 
  ZOMBIES (13): HD 2; hp 10; AC 8[11]; Atk 1 strike (1d8+2); 
  Move 6; Save 14; CL/XP 2/30; Special: Immune to sleep and 
  charm.
  Area K26: Sub-priest chambers.
  Each of these bedchambers holds six bunks and footlockers. The 
  footlockers are locked and contain personal possessions as well as 
  10d10gp.
  Area K27: Knobloch’s Chamber 
  adventure background
  Area K23: Calvariae Locus, 
  Nether Sepulcher and Al-Sifon above. A massive frieze of a jade-
  The Negative Energy Plane
  The tempest is a one-way portal, with no discernible entry 
  back to the Nether Sepulcher. Creatures entering the tempest 
  ﬁ nd themselves on a black featureless plane. The ground is 
  soft and spongy, but stable. About 200 feet away is a throne 
  composed of horns crafted from grotesque creatures. A silver 
  stand before the throne holds a reﬂ ective metallic skull. 
  Akruel Rathamon sometimes travels here to regain health and 
  to replenish his minions from among the plane’s inhabitants. 
  The mirror-like skull is a crystal ball that allows Akruel 
  to scry upon those within Al-Sifon from the safety of the 
  negative energy plane.
  Each round a PC is on the plane, he must make a save or 
  lose a level. A creature drained of all class levels dies and 
  becomes a wraith.
  Staying on the plane for any length of time invites trouble 
  from the inhabitants (not to mention becoming a wraith). 
  Creatures calling the plane home are the undead and various 
  demons that wander through occasionally. The Game Referee 
  is free to throw whatever he feels appropriate at the PCs if 
  they linger here.
  It’s left to the Referee to decide how the PCs can escape the 
  negative energy plane.
  
  27
  Knobloch (Area K13) sleeps in this room. The room is crudely 
  furnished with a simple bed, a table, two chairs and a footlocker. The 
  locker contains souvenirs from creatures the half-orc is particularly 
  proud to have tortured. These include feathers of a couatl, various 
  human and elf hands, a bag of 300 gold teeth (150 gp), a silver holy 
  symbol of Arden, and a broken sword. Wrapped in a hide blanket are 
  3 potions of extra healing and a wand of magic missile (7 charges). 
  Area K28: Elizara’s Chamber 
  This is the room of the Elizara, the high-priestess of Orcus (Area 
  K7). She is found here only during her infrequent resting periods. 
  The room is furnished with a simple bed, a table, two chairs, and a 
  footlocker. The locker contains memorabilia from her life before she 
  arrived at Al-Sifon. It also contains 4 potions of extra healing and a 
  scroll (astral spell, commune, resurrection, symbol). 
  Area K29: Spoils
  Pyramids of gold bars are arranged throughout this room. The gold 
  bars are spoils taken from the neighboring lands dominated so far by 
  Akruel and his legions. Approximately 1,000 bars (100 gp each) sit 
  in the unguarded room.
  Concluding the Adventure
  Immediately after the Scepter of Faiths is impaled in the Frore 
  Heart, the resulting explosion dissipates the black cloud roiling over 
  Al-Sifon. The undead within the city immediately ﬂ ee for dark holes 
  to escape the radiant sunlight as it cleanses the stones of the evil 
  that has permeated the ruins for so long. PCs may also seek out and 
  destroy the remaining undead where they hide if the Game Referee 
  wishes, although this should be a time-consuming and dangerous 
  endeavor. The jungle will claim many of the undead as they seek to 
  escape, and a legion of paladins dispatched from the Shield Basilica 
  of Muir will help ﬁ nish the job of wiping Al-Sifon off the map 
  permanently.
  In the event PCs defeat the evil of Akruel Rathamon, they should 
  achieve legendary status for their deeds. Award each PC a 50,000 
  experience point award for helping bring down the vampire and his 
  minions.
  adventure background
  
  28
  legal appendix
  Splinters of Faith is written under version 1.0a of the Open Game License. 
  As of yet, none of the material ﬁ rst appearing in Splinters of Faith is 
  considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a 
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  right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the 
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  to the extent such content does not embody the Product Identity and is an 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/3rd Party/Frog God Games/Splinters of Faith/S&W - Splinters of Faith 10 - Remorse of Life (Lvl 10+).pdf