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  An adventure for 4 to 6 3rd-level characters, using Dungeons & Dragons® 3rd Edition rules.
  Designed and edited by Phil Smith. Released: 9 March 2001.
  Last modified: 9 March 2001.
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  Open Game Licence
  Introduction
  The Invasion
  The Bowl of Istishia
  Raokh’s Hills
  Cancerous
  The Empty Tomb of Raokh
  Heading Back to Drown
  The Calm Before the Storm
  The Battle
  Rewards
  Army Sheet 1
  Army Sheet 2
  Maps
  NPCs
  New Spells
  Conclusions
  2
  3
  4
  4
  5
  6
  7
  18
  19
  20
  22
  23
  24
  25
  29
  35
  35
  
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  1
  1
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
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  Coast, Inc. Agartha Copyright 2000 Phil Smith. The stats
  for water elementals and other monsters are Copyright
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  spells are Open Game Content, as is any text enclosed in a
  grey box or quoted from the SRD. Unless otherwise stated,
  all other material is Product Identity
  
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  AGF3: Trial by Fire is the third adventure in the AGARTHA campaign world, and draws together
  elements started in AGF1: The False World and threatened in AGF2: Ordeal by Water. The aggressive
  stance taken by Frozen has finally reached its apex and a great army is poised to invade Drown, a town
  only just beginning to recover from its years-long ordeal under the Sons of the Sea. As the opening
  sentence says, the past has come to haunt the PCs. Even though Samael might well have been dead
  since the final encounter at the end of AGF1, his legacy is very much alive and some of his followers,
  members of the cult of Imix – another elemental lord, not too dissimilar to Olhydra – have been
  ordered to find those people who conspired to murder Samael and extract a vicious revenge.
  This adventure is pretty much riddled with villains and as such the players are going to have a
  hard time. There’s the threat of the army from Frozen invading, the treachery of the Limb-From-Limb
  tribe over in the village of Cancerous, the undead and vermin who infest the Empty Tomb of Raokh,
  and the cult of Imix themselves, who have sent an adventuring party of their own to scupper the PCs’
  chances of success. It’ll be a rough ride, although if the PCs can handle it, it’ll really do wonders for
  their reputation.
  You might notice a tendency for this campaign setting to ride the characters awfully hard. This
  is of course purely intentional. It’s not always the power level of characters that makes them heroic; it’s
  the deeds they accomplish and the hardships they overcome. The False World has hardship to spare!
  There are two distinct atmospheres to bear in mind when running this adventure; the Empty
  Tomb of Raokh is filled with scuttling vermin, dank walls, foul stenches and seething, loathsome
  undead, just waiting for the chance to share their vile gift with the living who dare to invade their
  home. Do your best to keep up the sense of menace. Dim the lights a little, perhaps, but don’t switch
  them all off and depend on candle-light. You’ll end up with two problems that way; firstly, it’ll be too
  dark to read the adventure, your dice, the character sheets… and secondly, if your players are at all like
  the ones I’ve had, you’ll learn just how many potential pyromaniacs you have in your group!
  The second part that could benefit from atmospheric backup is the big battle between the
  armies of Frozen and Drown. It’s a truly desperate conflict. Drown’s armies are smaller and with a
  lower morale, and as such they’re going to have a tough battle ahead of them. They’ll need the water
  elemental summoned by the bowl of Istishia in order to win. Do your best to make the horrors of this
  conflict come to life; screaming barbarians, people hacked to bits, mad rushes of troops – this is
  conflict in its most basic and brutal form. Some background music might help – unless you find it
  distracting. My own recommendation for this scene is something suitably violent. ‘Invaders’ from the
  Iron Maiden album The Number of the Beast, or even ‘The Trooper’ from their album Piece of Mind
  are both appropriate, as is ‘Deaf Forever’ by Motörhead.
  Warning: the Empty Tomb of Raokh is full of traps. Having a rogue in the party will be
  extremely helpful!
  As always, the AGARTHA web site is still frequently updated. It’s now at
  http://www.planewalker.com/agartha/. At the time of writing, I’m still managing to add something new
  every day.
  Phil Smith
  11th March 2001
  
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  Your past has come back to haunt you. When you first arrived on the False World, you made
  a very dangerous enemy of Lord Jannaal of Frozen when you took part in a plot to kill his
  Grand Vizier, the despicable Samael. Quite understandably, you fled to another town, only to
  find that Drown was not without its dangers too; it was under the grip of terror, thanks to the
  Sons of the Sea, a cult of the princess of evil water creatures, Olhydra. You succeeded in
  tracking them down, however, and put a stop to their machinations. However, you’re not out
  of the woods yet. There’s still the matter of the armies of Frozen, who, as you learned from
  the old druid Gwythyr, were planning to invade Drown. Matters are far from being resolved.
  The problems the PCs face are quite substantial. First off, although Drown has an army, and it has
  regained some of its morale, they’re still not quite ready for battle. They are still under strength.
  Secondly, Frozen’s army is very large and very fierce, led by Jannaal himself. Thirdly, Jannaal is
  backed up by the cult of Imix, whose leader, Samael, was killed back in AGF1: The False World.
  The armies of Drown are a miserable lot, really; they might be relieved somewhat by the
  timely end of the Sons of the Sea, but the prospect of facing a horde of barbarians from Frozen
  is not a pretty one. Resigned to the likelihood of their deaths, they drill anyway. Lord Morgan
  looks over his troops as they’re instructed about their arms and frowns as he looks to you.
  “Looks like you might have saved us just so we can be torn apart, by Jannaal’s men,” he
  observes grimly. “Unless you feel up to killing Jannaal himself, I’m not sure quite what can be
  done.”
  “Let me through!” demands a female voice as she struggles with the guards. “Let me
  through, ye bastards! Safety of the city depends on it, so it does!” The voice belongs to a red-
  haired  half-elven woman in her thirties. She wears a heavy fur-lined cloak over her robes,
  which are trimmed with a dark green tartan. A rat sits on her shoulder. “Oy! You!” she
  demands, pointing at Lord Morgan. “Ye’re that miserable excuse we’ve got for a lord, right?”
  – to this remark, a guard draws his sword. “Ah, stuff yer head up yer arse, ye big feckin’
  eejit!” she curses. “Name’s Quaël; ye won’t know me, but I’ve got somethin’ that might help
  ye drive Jannaal an’ his animals out!”
  With a wave of his hand, Morgan dismisses his guard. “You’ll forgive an old man his
  cynicism, but I’ll want some proof.”
  “Haven’t actually got it with me. It’s out in the hills. Old relic that used to belong to this town
  until Raokh and his orcs took it years ago. If ye can get it, it’ll wipe out them from Frozen, an’
  then some!”
  Quaël, if listened to, tells all those present about the lost bowl of Istishia, a relic kept at the Church of
  Istishia within Drown itself. Her claim is that if invoked properly, it could call up a mighty spirit of the
  waves against which the weapons of Frozen’s armies will be useless. She isn’t exactly sure where to
  find it, although she is possibly one of the only people who has the faintest idea of how to get it to
  work.
  History of the bowl of Istishia
  If the PCs do a little research, they’ll find out the following facts about the bowl from these sources.
  The Church of Istishia
  • 
  The bowl of Istishia was a relic sacred to the Sea King Istishia, created a hundred and twenty-
  seven years ago by Mara, who at the time was high priestess.
  
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  • 
  The reason for its creation was to protect the Church of Istishia and Drown from invaders by
  summoning a huge elemental from the seas.
  • 
  The fear of this spirit kept those who sought to invade Drown away for nearly a century, until the
  Orcs from Raokh’s Hills learned of the bowl and succeeded in selling it.
  Local Historians
  • 
  The orcish invasion, roughly thirty-five years ago, occurred when one of the minor Orcish
  chieftains, Kannakagh, stole a relic from the Church of Istishia.
  • 
  Kannakagh was one of the select retainers of Raokh, an orcish warlord who was feared across the
  continent of Carnis.
  • 
  It’s rumoured that Kannakagh assembled a band of thieves and sorcerers to help him acquire the
  relic, using a level of cunning unheard of among the orcs. The relic was then passed on to Raokh.
  • 
  Kannakagh later tried to oust Raokh from power, although his bid failed when Morgan organised
  his assassination. He succeeded in cutting a deal with Raokh himself, in which the traitor
  Kannakagh would be killed in return for the orcs agreeing to leave Drown and the government
  thereof to him.
  Assuming the PCs agree to an expedition to Raokh’s Hills, they will want to know the lay of the land.
  As they might have feared, the hills, like the rest of the False World, are not a friendly place. Here, the
  worst danger is the orcish barbarians, some of whom are nomadic, others of which are located within
  the village of Cancerous.
  If the PCs wish to find a map of Raokh’s Hills, a rough map is available from one of the private
  libraries. If the PCs wish to take it away, they’ll have to pay the princely sum of 25gp to do so,
  although they could make a copy instead.
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  Raokh’s Hills are, as previously mentioned, a rather hostile place to be. While the PCs are searching for
  the bowl of Istishia, they are practically guaranteed to run into a hostile encounter. Furthermore, the
  local orcs are going to be the least of the PCs’ worries. The cult of Imix, who are out to avenge the
  wrongs done to them back in AGF1: The False World are out for revenge. Throwing their lot in with
  Jannaal, they have sent a party of their own to find the bowl of Istishia before the PCs and destroy it, as
  well as killing the PCs themselves.
  During the evening, it might be worth your while to reinforce how dangerous the hills can be by
  throwing this encounter at them.
  Two of the False World’s moons hang fairly heavy in the sky; one grey, one looking
  somewhat like a mirror. You could almost see a distorted reflection of the world below in its
  surface. They appear to be the only lights in the night sky; there are no stars at all. Making the
  most of the darkness is a band of orcs, out hunting. A quick glance at the way they hold their
  javelins, ready for throwing, suggests that they’re labouring under the impression that
  they’ve found their prey.
  The orcs attempt to use their javelins first to soften the PCs up at range, before closing with their
  greataxes. They retreat if the battle turns against them and it becomes apparent that they’re outclassed.
  Conditions might work in their favour initially, however. They are attacking in moderate darkness,
  giving them the equivalent of one-quarter cover and any characters will have a base 10% miss chance
  Orcs (4): CR 2; SZ M (humanoid); HD 1d8; hp 4; Spd 20 ft.; AC 14 (+4 scale mail); Atk
  greataxe +3 melee (1d12+3) or javelin +1 ranged (1d6+2); Face 5ft × 5ft; Reach 5ft; SA none; SQ
  Darkvision 60 ft., light sensitivity; SR 0; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con
  11, Int 9, Wis 8, Cha 8.
  Skills: Listen +2, Spot +2. Feats: Alertness
  Possessions: greataxe, scale mail, javelin.
  MONSTER MANUAL, p. 147
  
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  unless the characters have adequate illumination, such as a light spell or darkvision or low-light vision
  at their disposal. The orcs, having darkvision, are not disadvantaged in terms of melee combat at all. If
  the PCs succeed in capturing the orcs, interrogation reveals that they don’t know much about the bowl
  at all. If the PCs mention Kannakagh at all, the orcs will spit on the ground. Evidently Kannakagh is
  not a name they like to hear. Although they’re fairly young and have only been on the False World for
  a year, they know the name and know that he’s a traitor. They’ve developed something of an
  admiration for Raokh; he seems very much to be the orc’s orc – a shining example of what an orc can
  do if he puts his mind to it. They don’t know much about Raokh, saved that ‘he woz a great orc, ‘e
  woz; smashed the place up lovely’, and that his base was the village now called Cancerous. If forced,
  they can guide the PCs there. If the orcs are dead, however, the PCs will have to rely on their wits and
  their map; this is of course assuming that they are equipped with either.
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  Not many answers are to be had in Cancerous; the village is under orcish control, and as such there is
  still a strong streak of loyalty to Raokh. The PCs will quickly learn that Cancerous was Raokh’s old
  camp, and that its queen, an orc by the name of Khlau-Kalash, was one of Raokh’s concubines. This is
  common knowledge, and a point of pride for the town. The locals are very boastful of the fact.
  If the PCs ask too many questions, they will quickly gain the attention of the queen. Khlau-Kalash is
  not particularly fond of outsiders, although there might be information or indeed some money – or both
  – to be had from them. Needless to say, she doesn’t like things going on behind her back, and does all
  she can to get things out in the open.
  A squad of armed men – three orcs and a half-orc – quickly move to confront you. It’s quite
  plain from the way they hold their axes that they mean business and are in no mood to trifle
  you. The half-orc regards you with his beady little eyes and growls,
  “Queen wants to speak wif you. We’re to take you there now. This way.”
  The half-orc gestures with his head, while his cronies tighten their grips on their axes; just in
  case things turn ugly.
  If the PCs agree to this, they are escorted to the Queen’s tower. It’s not the largest of buildings; a
  simple flint building, no more than three storeys tall. If the PCs insist on making a fight of this, they
  will have to deal with the armed men. The bad news is that they’re barbarians who use their raging
  ability with abandon. The PCs might well be able to defeat them, although chances are they won’t be
  welcome in Cancerous for quite some time.
  Tark, Gornagh, Killa, male orcs Bbn1 (3): CR 3; Medium-Size humanoid; HD 1d12+1; hp 13;
  Init +2 (Dex); Spd 30 ft.; AC 16 (+4 armour, +2 Dex); Atk masterwork greataxe +7 melee
  (1d12+4), or mighty [Str 14] composite longbow +3 ranged (1d8+2); Face 5 ft. × 5 ft.; Reach 5 ft.;
  SA rage; SQ (brief description of special qualities); SR 0; AL CE; SV Fort +2, Ref +2, Will +0; Str
  19, Dex 14, Con 13, Int 8, Wis 10, Cha 6.
  Skills: Climb +5, Jump +5, Listen +4, Wilderness Lore +4. Feats: Weapon Focus (greataxe).
  SA– Type (explain special attacks, if necessary).
  SQ– Type (explain special defenses, if necessary).
  Possessions. Masterwork greataxe, masterwork scale mail, mighty [Str 14] composite longbow, 1
  potion of cure light wounds, climber’s kit, dagger.
  Garbag, male half-orc Bbn1: CR 1; Medium-Size humanoid; HD 1d12+1; hp 13; Init +2 (Dex);
  Spd 30 ft.; AC 16 (+4 armour, +2 Dex); Atk masterwork greataxe +6 melee (1d12+3), or mighty
  [Str 14] composite longbow +3 ranged (1d8+2); Face 5ft. × 5 ft.; Reach 5 ft.; SA rage; SQ (brief
  description of special qualities); SR 0; AL CN; SV Fort +#, Ref +#, Will +# (saving throws); Str
  17, Dex 14, Con 13, Int 8, Wis 12, Cha 6.
  Skills: Climb +4, Jump +4, Listen +5, Wilderness Lore +5. Feats: Weapon Focus (greataxe).
  SA--Type (explain special attacks, if necessary).
  SQ--Type (explain special defenses, if necessary).
  Possessions. Masterwork greataxe, masterwork scale mail, mighty [Str 14] composite longbow, 1
  potion of cure light wounds, climber’s kit, dagger.
  
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  The Queen of Cancerous is an enormous hag of an orc; a good seven feet in height if you’re
  any judge, and absolutely loaded with muscles. From the look of her, she looks like the sort
  who’d bet that she could pull the legs off a horse, and would then proceed to do so. Her face
  is a mass of scars, the marks of a hundred brawls and many more fights to the death. She
  growls as she sees you. She sits, or more accurately sprawls in a makeshift thrown, made out
  of several mismatched lumps of wood inexpertly nailed together.
  Several other burly-looking types flank the queen; many of them are orcs, as well as a few
  half-orcs and even some humans. One of them, a man who sits on a stool beside the Queen,
  despite his muscular build and battle-worn features, has a rather shifty look about him. He
  has a sort of a lopsided smile as he regards you. The queen grumbles something in his ear.
  “Her Majesty wants to know what you think you’re doin’ here,” he translates.
  The Queen grumbles something else.
  “An’ no tricks,” he adds.
  Khlau-Kalash has a traditional orcish temper; while not particularly bright, she compensates for this by
  assuming that everyone’s out to take advantage of her. She doesn’t speak Common, instead relying on
  her consort Feargal to translate for her. If the PCs mention the bowl of Istishia, Khlau-Kalash will deny
  any knowledge of this, and surprisingly she’s telling the truth. She’s quite ignorant. Fortunately,
  Feargal is a little more knowledgable, although sadly he’s not particularly trustworthy. To make
  matters worse, he doesn’t trust the PCs.
  “Oh, ye want the bowl, so?” asks the man who until now has been translating for the queen.
  “Well, she doesn’t know anything about it; she’s been too busy with the army, so she has.
  Ye’re in luck, mind; I’ve had the chance to look at the old records and I know where it is. It’s
  in Raokh’s Empty Tomb.”
  The orcs who could understand him look a little suspicious. This in turn gives the queen
  something of a hint, and she growls at the man. He in turn mutters something to her, and this
  seems to calm her down.
  So, what’s Feargal’s plan? Well, he knows that the Empty Tomb is far from empty; he’s read the old
  records and he knows that among Raokh’s preparations for the tomb were the creation of several
  wights – foul undead beings whose touch can drain the very life out of their victims. He reckons that
  they should be powerful enough to kill the PCs. He’ll provide the PCs with the approximate location of
  the Empty Tomb; no less than six miles east of Cancerous.
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  The Empty Tomb of Raokh is not very well named. The only reason it has that name is because Raokh
  himself is not present; hence the tomb is empty with respect to its primary function. Sadly, it’s teeming
  with vermin and undead. As such, to reflect this you may wish to throw a few random encounters at the
  PCs while they’re there. There is a base 12% chance of an encounter per hour of exploration.
  The cultists of Imix have of course forged ahead, and are after the bowl too. They will by now have
  been informed that the PCs are making their way through the dungeon, and are attempting to use the
  orcs’ defences to their advantage. They have been able to travel fairly deep into the dungeon by
  rebuking the undead and successfully searching for (but not disarming) the traps. They might have had
  the odd scuffle with the vermin, but that’s hardly anything for them to worry about. Their intention is to
  trap the PCs and visit Imix’s anger upon them. There are a total of four cultists active within the
  dungeon; a sorcerer, a cleric, a rogue and a fighter. Depending on the strength of the PCs may be
  encountered in a group or individually. If a cultist of Imix has been killed, he or she will not be
  encountered again.
  
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  d%
  Encounter
  Number
  01-26
  Rats
  16-24
  27-37
  Skeletons
  8
  38-58
  Monstrous centipedes (tiny)
  8-16
  59-64
  Monstrous spider (small)
  1
  64-70
  Monstrous centipedes (small)
  2-5
  71-78
  Monstrous centipedes (medium)
  2
  79-85
  Zombies
  6
  86-96
  Wight
  1
  97-00
  Cultists of Imix
  1-4
  Cultist of Imix, female elf Rog2: CR 2; Medium-Size Humanoid; HD 2d6; hp 9; Init +7 (+3 Dex,
  +4 Improved Initiative); Spd 30 ft.; AC 16 (+3 armour, +3 Dex); Atk rapier +2 melee (1d6+1), or
  mighty [Str 12] masterwork composite shortbow +4 ranged (1d6+1); Face 5 ft. × 5 ft.; Reach 5 ft.;
  SA sneak attack +1d6; SQ evasion; SR 0; AL NE; SV Fort +0, Ref +5, Will +0; Str 12, Dex 17,
  Con 11, Int 14, Wis 10, Cha 8.
  Skills: Appraise +7, Disable Device +9, Hide +8, Listen +5, Move Silently +8, Open Locks +10,
  Search +7, Spot +5, Tumbling +8, Use Magical Device +4. Feats: Improved Initiative.
  Possessions: 4 potions of cure light wounds, potion of hiding, potion of sneaking, 2 potions of
  spider climb, potion of darkvision, potion of neutralise poison, potion of hiding, 20 masterwork
  arrows, masterwork rapier, masterwork studded leather, mighty [Str 12] masterwork composite
  longbow.
  Cultist of Imix, male half-elf Src2: CR 2; Medium-Size Humanoid; HD 2d4; hp 11; Init +2
  (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk shortspear +0 melee (1d8-1), or masterwork light
  crossbow +4 ranged (1d8); Face 5 ft. × 5 ft.; Reach 5 ft.; SA none; SQ summon familiar; SR 0;
  AL NE; SV Fort +0, Ref +5, Will +0; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15.
  Skills: Concentration +6, Spellcraft +5. Feats: Toughness.
  Possessions: Thunderstone, dagger, 2 tanglefoot bags, wand of sleep, 2 magic missile scrolls, 2
  shield scrolls, 2 sleep scrolls, 2 colour spray scrolls, potion of blur, potion of invisibility, potion of
  cat’s grace, masterwork light crossbow, shortspear, 10 bolts.
  Spells Prepared (6/5): 0– detect magic (×2), ignite* (×2), read magic, light; 1st– burning fist*
  (×2), burning hands (×3), shield.
  *see the new spells section
  Cultist of Imix, male elf Ftr2: CR 2; Medium-Size Humanoid; HD 2d10+2; hp 17; Init +6 (+2
  Dex, +2 Improved Initiative); Spd 20 ft.; AC 20 (+7 armour, +2 shield, +2 Dex); Atk bastard
  sword +6 melee (1d10+2), or mighty [Str 14] masterwork composite longbow +5 ranged (1d8+2);
  Face 5 ft. × 5 ft.; Reach 5 ft.; SA none; SQ elven traits; SR 0; AL NE; SV Fort +5, Ref +2, Will
  +1; Str 15, Dex 15, Con 12, Int 10, Wis 12, Cha 8.
  Skills: Climb –3, Jump -3. Feats: Exotic Weapon Proficiency (bastard sword), Improved
  Initiative, Weapon Focus (bastard sword).
  SQ– Elven Traits (Ex): nightvision, +2 to Search, Spot and Listen checks
  Possessions: Half-plate, large metal shield, masterwork bastard sword, mighty [Str 14]
  masterwork composite longbow, 20 arrows, potion of cure moderate wounds, potion of
  endurance.
  Cultist of Imix, male human Clr2: CR 2; Medium-Size Humanoid; HD 2d8; hp 19; Init -1
  (Dex); Spd 20 ft.; AC 18 (+7 armour, +2 shield, -1 Dex); Atk scimitar +2 melee (1d6+1), or light
  crossbow +0 ranged (1d8); Face 5 ft. × 5 ft.; Reach 5 ft.; SA rebuke undead; SQ none; SR 0; AL
  NE; SV Fort +0, Ref +5, Will +0; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12.
  Skills: Concentration +6, Spellcraft +5. Feats: Scribe Scroll, Toughness.
  Possessions: potion of blur, potion of levitate, light crossbow, +1 scimitar, half-plate, large metal
  shield.
  Spells Prepared (6/5):
  
  ���
  
  Please note, however, that there is only one large spider in the entire tomb, and no more than four
  wights. If two of the wights have already been encountered as a consequence of random rolls, roll again
  until a monster other than a wight is encountered.
  1. Entrance
  The entrance to the tomb lies open before you, a tunnel leading into the side of the hill,
  shrouded in darkness. An arch of limestone, into which various slogans have been etched in
  Orcish, props up the opening. The tunnel looks to be pitch black, and the air coming from it is
  quite stale. There is an unnatural chill in the air, bringing with it the faint stench of decay.
  A successful Search check (DC 10) will reveal the presence of tracks leading into the tomb. Someone
  else has got there first!
  2. Corridor of traps
  The corridor ahead looks to be roughly ten feet wide, or at least wide enough for two people
  to walk abreast without any serious difficulty. The walls are roughly hewn, but nonetheless
  garishly decorated. However, unlike any walls of dwarven manufacture, the decorations do
  not take the form of bas-reliefs or carvings. Rather, the decorations have been crudely painted
  on the stone. They appear to be representations of some warrior or other, probably orcish. In
  some scenes he is decapitating and maiming several crudely painted figures with large
  pointed ears, while in others he appears to be frying them with fire leaping out of his hands.
  Charming.
  At the far end of the corridor is a simple iron-bound door that has started to decay, thanks to
  the damp.
  There are three traps set along this corridor, all of which are designed to eliminate all intruders before
  the guardians have to worry about them. The first is a simple pitfall with sharpened stakes at the
  bottom, designed to weed out the more careless intruders.
  The second trap is a little more devious; a double arrow trap that fires at the two PCs at the front of the
  party.
  If this were not enough, there is a final trap right at the end of the corridor. The door itself is trapped
  with a net, designed to ensnare intruders and render them immobile until the wights or the skeletons
  find them.
  3. The Great Hall
  The Great Hall appears to be the first major spectacle of this tomb; evidently the chieftain for
  whom it was built was being sent off in style. More vulgar paintings are visible all over the
  walls and the floor, and as the scenes of violence grow more grotesque and graphic, the style
  of painting seems to have grown more enthusiastic; fortunately this mania has obscured some
  of the nastier details. The hall itself is a round chamber, almost forty feet across. The central
  feature is a remarkably crude statue that looks like it was hacked from a big lump of
  Spiked Pit Trap (20 Ft. Deep): CR 2; no attack roll necessary (2d6), +10 melee (1d4 spikes for
  1d4+2 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable
  Device (DC 20).
  Double Arrow Trap: CR 2; +10/+10 ranged (1d6/×3 crit); Search (DC 20); Disable Device (DC
  20). Note: 200-ft. max range, targets are the PCs at the front of the group.
  Large Net Trap: CR 1; +5 melee (see note); Search (DC 20); Disable Device (DC 25). Note:
  Characters in 10-ft. square are grappled by net (Str 18) if they fail a Reflex save (DC 14).
  
  I��
  
  
  limestone with axes. The statue could just about be said to resemble a big orc carrying a
  spear; a tusk here, a sloping brow there, a rough-hewn but muscular arm; the odd discernible
  detail manages to create the overall impression of a mighty orcish chieftain. Quite some effort
  seems to have been spent on the statue, however; someone has even attempted to embed a
  couple gems in the head to represent the eyes. This statue is surrounded with bones; from the
  look of them, the bones are orcish.
  A detect undead spell reveals the presence of eight undead within this room; eight skeletons are present
  among the pile of bones. They rise up and attack when approached, attempting to surprise the PCs.
  The statue itself is quite normal, not trapped in any way. Unlike so many other statues, it does not
  animate at all. The gems can be prised from the eye sockets. They are garnets, each worth 100 gp.
  4. Shrine of Gruumsh
  This hall has been hewn roughly into the shape of a circle, and is some twenty-five feet in
  diameter. Despite its relatively small size, it appears to have some religious significance.
  There are icons painted all over the walls, most of which look rather unpleasant to the eye,
  but then again you might have expected that by now. Of more interest is the plasterwork
  here; all the walls have been plastered, with bas-reliefs of eyes spaced periodically around the
  circumference of this chamber. At the centre of this chamber is a primitive altar of some sort,
  made of wood, while on top of this table are a few statuettes of orcs. They’re not all identical.
  Rather, they look as if the creator had intended them to look alike, but had failed to do so. The
  statuettes represent towering figures, armed with spears, each having only one eye apiece.
  A successful Knowledge (Religion) check against DC 10 allows the PCs to identify these statuettes as
  images of Gruumsh. However, disturbing the statues results in the release of a pack of elven skeletons.
  As if matters could not be worse, the area is also under the influence of a desecrate spell (PHB p. 192),
  granting the skeletons various profane bonuses to their rolls. These bonuses have been factored into the
  statblock below.
  5. The Reliquary?
  Skeletons (8): CR 22/3; Medium-size Undead (6 ft. tall); HD 1d12; hp 6; Init +5 (+1 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 Natural); Atk 2 claws +0 melee (1d4); Face 5ft.
  × 5ft.; Reach 5 ft.; SA none; SQ undead; SR 0; AL NE; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12,
  Con -, Int -, Wis 10, Cha 11.
  Skills: none. Feats: Improved Initiative.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  SQ– Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs,
  they take only half damage from piercing or slashing weapons.
  Skeletons (6): CR 2; Medium-size Undead (5 ft. tall); HD 1d12; hp 8; Init +5 (+1 Dex, +4 Improved
  Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 Natural); Atk 2 claws +2 melee (1d4+2); Face 5ft. × 5ft.;
  Reach 5 ft.; SA none; SQ undead; SR 0; AL NE; SV Fort +2, Ref +3, Will +4; Str 10, Dex 12, Con -,
  Int -, Wis 10, Cha 11.
  Skills: none. Feats: Improved Initiative.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  SQ– Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs,
  they take only half damage from piercing or slashing weapons. Charisma checks to turn these
  skeletons receive a –6 profane penalty.
  
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  The door to this room is made of iron, and has several eyes worked into it as a form of decoration. The
  pupils of these eyes are the barrels of a needle trap that showers everyone in front of the door if an
  attempt is made to open the door without first disarming the trap. The act of opening and shutting the
  door operates a sophisticated mechanism that serves to reload the needle-guns.
  The door opens into a small room, no more than ten feet by ten, with a low ceiling of roughly
  seven feet. Sitting hunched in a corner is a rather emaciated-looking figure, her head down
  and her knees drawn up to her chest. Her arms are wrapped around her knees, effectively
  leaving her in a foetal position. Her arms look very badly scarred. You can hear a faint
  sobbing from this unfortunate.
  The walls have been plastered, although thanks to the damp and numerous other conditions
  the plaster is coming away in large pieces. Scrawled all over the walls in a brown substance
  that looks suspiciously like dried blood are the words ‘I know its wrong’, written over and
  over, threatening to cover the entire room.
  In the southwest corner of the room is a small bowl of green stone.
  The figure is in fact a wight, putting on an act in an attempt to draw people closer to her. If someone
  attempts to comfort her, she attacks, trying to drain energy from whoever falls for her trick.
  The bowl is not the real bowl of Istishia; it’s one of several fakes that have been left throughout the
  tomb. The wights know that this item is the true treasure of the dungeon, and as such will endeavour to
  protect it by any means necessary; the distribution of decoys is but one means they have at their
  disposal.
  6. Charnel Pit
  The Empty Tomb is not a pleasant place; in addition to the many undead that are situated here, there
  are also numerous verminous animals who have formed somewhat of an ecosystem, feeding off each
  other and the few creatures who are caught by the skeletons, zombies and traps.
  This narrow room – no more than ten feet by twenty – could almost be described as a short
  section of a wide corridor. The walls here have not been plastered; in fact no decoration was
  deemed necessary when it was constructed at all. It takes barely a moment to figure out why.
  There’s a faint stink here, as if a grave had been opened and exposed to the air for a while. It
  comes from a shallow pit in the floor; the pit’s some five feet wide, ten feet long and gods
  alone know how deep. The pit is filled with the remains of sacrificial victims; a few animals, a
  few humans and a few elves. Their flesh has mostly disappeared, however; rotted away,
  Weeping Wight: CR 3; Medium-size Undead (6 ft. tall); HD 4d12; hp 26; Init +1 (Dex); Spd 30 ft.;
  AC 14 (+1 Dex, +4 Natural); Atk Slam +3 melee (1d4+1 and energy drain); Face 5ft. × 5ft.; Reach 5
  ft.; SA energy drain, create spawn; SQ undead; SR 0; AL LE; SV Fort +1, Ref +2, Will +5; Str 12,
  Dex 12, Con -, Int 11, Wis 13, Cha 15.
  Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight.
  SA– Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level. The
  Fortitude save to remove the negative level has a DC of 14.
  SA– Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are
  under the command of the wight that created them and remain enslaved until its death. They do not
  possess any of the abilities they had in life.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  Hail of Needles: CR 1; +20 ranged (2d4); Search (DC 22); Disable Device (DC 24).
  
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  perhaps? The squirming of verminous creatures within the pit suggests that this process of
  decay has been helped along somewhat.
  There are three apparent exits from this room; an archway in the Southwest corner and two
  wooden doors in the Northeast corner. One of these doors leads east, the other north.
  If the PCs really wish to search the charnel pit, they’ll be remarkably lucky. A piece of amber worth 50
  gp, obviously overlooked by the orcs, is right at the bottom of the pit. A Search check (DC 25) will
  locate it. However, anyone entering the charnel pit risks being attacked by the vermin that dwell
  therein. They are all using their Hide skills, and as such attempts to Spot them will be difficult, but not
  outside the bounds of possibility.
  7. The Reliquary?
  A small room, no more than 10’ along each side lies before you with only one exit; back the way you
  came. A bowl of blue-green stone lies in the middle of the floor. The walls are plastered; an image of a
  single staring eye has been worked into the wall ahead, and it appears to be staring right back at you.
  There is a faint feeling in the air that makes your hair stand on end and your skin tingle. The glimmer
  of gold and silver can be seen within the bowl.
  The bowl is another fake, while the eye is yet another trap. This time the trap is triggered if someone
  attempts to move the bowl or get the coins from within it.
  The trap is placed in the approximate centre of the east wall, and as such if characters are flat against
  the north or south walls they will be able to avoid the lightning blast entirely.
  Level Two
  8. First Gauntlet of Gruumsh
  The plaster on the walls here has large patches of mould and mildew growing upon it,
  making the room smell damp and musty. With a doorway at both ends and a relatively small
  size – a mere twenty feet long and thirty feet wide – this room would seem to be fairly easy to
  cross. However, there is somewhat of a drawback. Standing propped against the wall are no
  less than six corpses – three to the left, three to the right. They stand in neat rows, almost like
  statues, only without impressive-looking weapons or armour. Judging from their jutting jaws
  and tusks, the corpses were once orcs, although a lot of the fierceness has left them now. Their
  decay makes the room smell even worse. These are no mere corpses, however; the flicker of
  an evil red light – mere pinpricks of luminescence – glow in their empty eye-sockets. Their
  heads turn in unison to regard you; shrivelled skin stretched tightly over bone, watching to
  see what you’ll do next.
  The zombies only attack if the PCs attempt to move past them, their orders being to ‘kill anyone who
  attempts to pass you’.
  Monstrous Centipedes (12): CR 3; Small vermin (4 ft. long); HD ½d8; hp 2; Init +2 (Dex); Spd 30
  ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk Bite +3 melee (1d4-3 and poison); Face 5 ft. × 5ft.;
  Reach 5 ft.; SA poison; SQ vermin; SR 0; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con
  10, Int -, Wis 10, Cha 2.
  Skills: Climb +5, Hide +13, Spot +7. Feats: Weapon finesse (bite).
  SA–  Poison (Ex): Fortitude Save (DC 11), initial and secondary damage: 1d2 Dex.
  SQ– Vermin: Immune to mind-influencing effects.
  Possessions: none.
  Lightning Blast Trap: CR 3; 5-ft.-wide, 50-ft.-long blast (3d6), Reflex Save (DC 13) avoids; Search
  (DC 26); Disable Device (DC 25).
  
  «�¬�­�®
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  The purpose of this room and its neighbour is to serve as ‘gauntlets’ – to soften up any who think they
  could raid the Empty Tomb and attempt to plunder its treasures. Why two of them side by side? The
  simple reason is that it’s an attempt to split up any groups of invaders and render them easier to pick
  off.
  9. Second Gauntlet of Gruumsh
  This room has evidently fallen into disuse; the room is littered with the corpses of rats, all of
  which bear puncture wounds, as if they’d been bitten and sucked dry. There are spiders’
  webs all over the ceiling and the place looks like there aren’t enough feather dusters in the
  world to clean it up. The place is in total disarray. There is a heavy layer of dust on the floor,
  covering even the tracks of rats. It seems that nothing living has been through here in quite
  some time. The room itself is fairly small, measuring thirty feet wide and twenty feet long,
  with two obvious exits; both are doors leading straight ahead or back the way you came.
  The north door, unless it has been already opened by the PCs, will be shut.
  This gauntlet in fact contains two hazards. The first hazard is there by design; a system of traps
  designed to kill those who cross the floor. These traps are dotted about the place in the following
  configuration.
  X X
  X
  X  – Trap
  X
  X
  X
  X
  X
  X
  X
  It would be advisable at this stage to get the miniatures or counters out and have the PCs show exactly
  where they are, because those trapped sections show electrified sections of the floor.
  A successful Disable Device check shuts down the entire floor. However, the PCs’ worries are not out
  of the woods yet, as you might imagine. The room is also home to a mated pair of spiders, who until
  recently have been eking out a meagre existence by eating the rats and vermin that infest this dungeon.
  The wights have hitherto left them alone, since they don’t seek treasure and on the whole have helped
  to deter thieves. The presence of some tasty humanoids will be a morsel the spiders can’t resist and as
  such they attack. They’ve developed something of a self-preservation instinct, however, and will wait
  until the PCs have been zapped by the electric floor first.
  Zombies (6): CR 3; Medium-size Undead (6 ft. tall); HD 2d12+3; hp 16; Init -1 (Dex); Spd 30 ft.;
  AC 11 (-1 Dex, +2 natural); Atk slam +2 melee (1d6+1); Face 5ft. × 5ft.; Reach 5 ft.; SA none; SQ
  undead, partial actions only; SR 0; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 8, Con -, Int -,
  Wis 10, Cha 1.
  Skills: none. Feats: Toughness.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  SQ– Partial actions only: Zombies have poor reflexes and can only perform partial actions.
  Electrified Floor: CR 4; section of floor (3d10); Reflex save (DC 14) for half damage; Search (DC
  25); Disable Device (DC 25).
  
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  10. Raokh’s Treasury
  At last, there’s a reward of a sort. This is perhaps evidence that Raokh was not the sole designer of the
  tomb in that some orc felt that guarding the treasure by placing a multitude of traps and undead in front
  of it would be sufficient. Raokh himself would sooner have placed a final death-trap at the end of it,
  rewarding those hardy enough to survive the torments with a swift but painful death.
  Another great hall lies before you, with but two exits from it; the one through which you may
  just have passed, and another beside it. Both are set into the southern wall.
  The hall is remarkably large; one could scarcely believe that such a hall is located
  underground, unless perhaps some of you are familiar with the dwarves and their ability to
  do just such a thing. It looks like the orcs managed it too. The floor is the most impressive
  feature here. It’s a massive mosaic that stretches from wall to wall – some seventy feet wide
  and forty feet long; no less than two thousand, eight hundred square feet of patterns which
  seem to represent some great orcish hero with only one eye, carrying a mighty-looking spear.
  However, if art isn’t really your thing, something else might catch your eye; the glimmer of
  coins. There are thousands of copper coins stacked up here, as well as three small bags,
  placed carefully atop the coins. Beside them lie a large-bladed axe and a dark green glass
  bottle, firmly stoppered.
  At the far end of this room is an elaborate stone sarcophagus, which, if accurate in size, was
  designed to contain the corpse of an orc who was no less than seven feet in height and of an
  exceptionally stocky build.
  Although these are by no means all of Raokh’s treasures, they should keep the PCs going for the
  moment. The doors can be shut, so as to give the PCs a chance to rest up, heal their wounds and
  prepare themselves for the rest of their search of the dungeon.
  Treasure: the bulk of the treasure here is the coinage; there are 4,000 cp here, stacked up haphazardly,
  while in the three bags are 100 sp, 90 pp and three pieces of amber, worth 60 gp, 110 gp and 140 gp.
  The axe is a masterwork dwarven waraxe, while the bottle contains a potion of levitate.
  11. First Chamber of Fire
  If the Cult of Imix have not already been encountered, it might be an idea to throw them in here.
  Before you lies a cubic chamber, no less than twenty feet by twenty by twenty. It’s
  constructed a little differently to the other rooms in that past the doorway is a set of steps that
  lead down about ten feet or so, onto the sunken floor of the room. Four roughly hewn statues
  of orcish warriors, their surfaces covered thinly with plaster and with colours crudely painted
  over, stand here in two rows, each of them carrying a torch which, against all probability, is
  still alight, the flames throwing shadows of the statues all over the place. As the flames dance,
  the shadows flicker and dance, almost making them seem as if they were alive.
  There is another door at the far end of this room, set into the northwest corner. A short
  staircase leads up to it.
  Monstrous Spiders (2): CR 1; Small vermin (4 ft. long); HD ½d8; hp 2; Init +2 (Dex); Spd 30 ft.;
  AC 14 (+1 size, +2 Dex, +1 natural); Atk Bite +3 melee (1d4-3 and poison); Face 5 ft. × 5ft.; Reach
  5 ft.; SA poison; SQ vermin; SR 0; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -,
  Wis 10, Cha 2.
  Skills: Climb +5, Hide +13, Spot +7. Feats: Weapon finesse (bite).
  SA–  Poison (Ex): Fortitude Save (DC 11), initial and secondary damage: 1d2 Dex.
  SQ– Vermin: Immune to mind-influencing effects.
  Possessions: none.
  
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  The main hazard here, if the Cult of Imix have not already been faced, is a system of pressure plates
  leading between the statues; stepping upon them triggers jets of flames from the statues’ torches – and
  continuing to walk between the statues risks a total of four flame jets.
  If at all possible, the Cult of Imix attempts to lure the PCs into the area of fire, being somewhat familiar
  with the traps involved. They occupy the centre of the room, and attempt to get the PCs to attempt
  melee. If they are successful, they retreat to the Second Chamber of Fire, attempting to catch the PCs in
  the flame jets as they do so. The Trial by Fire has begun!
  12. Second Chamber of Fire
  This room is of similar proportions to the previous chamber, being 20’ wide and 20’ long,
  although the ceiling is somewhat lower, being no more than eight feet in height. The room is
  lit by several torches, ten in all, set against the walls and illuminating the place brightly.
  The torches themselves conceal a rather fiendish trap. Anyone passing within five feet of one of the
  torches risks triggering one of ten flaming arrow traps; each of these traps has but two shots apiece and
  as such if the traps are triggered twice, they are completely expended. The trap fires an oil-soaked
  arrow through the flame of the torch, causing it to burst into flames and cause extra damage to the
  victim.
  If the Cult of Imix have fallen back here, this is the location where they will make their last stand.
  They’ll use whatever spells they can muster first before closing for melee. Feel free to ad lib with
  plenty of curses, declarations of vengeance, and so on. Let the PCs know just who has picked a fight
  with them, and be sure to use at least one fire spell so they’ll get the idea that the cultists had something
  to do with Samael.
  13. The Vault
  Another room measuring twenty feet by twenty feet? It seems that the architects didn’t have
  much imagination when it came to designing tombs. Then again, how imaginative do you
  need to be when you’re an orc? Kill, fornicate, yell obscenities, paint obscene pictures (usually
  of killing and fornication), yell more obscenities, scrawl obscene words, and have a rest before
  killing and fornicating some more; they needn’t worry too much about the finer points of
  interior décor.
  Even then, it looks like they’ve made an effort here; a few roughly hewn wooden benches
  with some pillows made out of rags and furs are located here. In addition, there’s an eye-
  symbol painted on the low ceiling, and even a small hand-warming stove. Perhaps priests
  performing funereal duties have to rest too. There are two doors here, one in the west, one in
  the east, and both have nice strong bars which can be drawn across.
  The PCs have another opportunity to rest, should they so wish. They’ve had a lot to deal with; for such
  a little place, the Empty Tomb of Raokh is packed with hazards. If they decide to stay, however, Malak
  from room 14 and his skeletons will be alerted to their presence. The skeletons are ordered to break
  into the Vault, although without a battering ram, the job will take some time. The doors, once barred,
  have Break DC 25.
  A search of this room (DC 10) reveals 10 gp, lost down the back of one of the crude couches, while the
  hand-warming stove conceals two potions of cure light wounds.
  Flame Jets: CR 2; 5-ft.-long cone of flame (1d6); Reflex save (DC 11) avoids; (Search DC 26);
  Disable Device (DC 26).
  Flaming Arrow Trap: CR 2; +10 ranged (1d6+1d6 fire); Search (DC 20); Disable Device (DC
  20). Note: 200-ft. max range, target determined randomly from those in its path.
  
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  14. Malak, Guardian of the Reliquary
  A long hall, some twenty feet wide and forty-five feet long stretches before you. It has a high,
  vaulted ceiling, although its glory has faded somewhat thanks to the proliferation of cobwebs
  and rat’s droppings. A fine dust has settled over much of the area, although a few trails of
  footprints can be seen around the perimeter of the hall, as well as numerous rat-tracks all
  across the floor. Eight skeletons, all of humans and orcs, stand by the walls; four to the left,
  four to the right.
  The guardian of this room, Malak, is currently using his Hide skill in an attempt to get the drop on the
  PCs. The skeletons attack the PCs as soon as they enter the room. Malak spends as much time as
  possible skulking in the shadows, moving at 15’ per round and hiding until he is in a position where he
  can outflank the PCs, attacking from the rear. Allow the PCs to make Spot checks to locate him. One
  round before attacking, he will Move Silently, attempting to sneak up on the PCs. A Listen check
  against this is quite permissible, although given Malak’s skill bonus, it will be rather difficult. Naturally
  the PCs have to contend with the skeletons while all this is going on.
  15. Ginak, Guardian of the Reliquary
  This 30’ square room has an uneven ceiling that’s started to sag under the weight of the many
  tons of earth that have been heaped upon it. Broken chunks of plaster lie scattered on the
  floor. Even now, the wooden joists hold the ceiling up are almost groaning under their
  burden. It could well be a matter of hours before it collapses entirely!
  And yet, there’s still someone willing to guard the area. It would have been folly to assume
  that the relic would have been left unguarded. After all, in the right hands, the bowl of Istishia
  could be used to repel an army! Small wonder, therefore, that Raokh would have seen to it
  that the bowl would have its guardians. One of them faces you right now. It appears to be a
  twisted and emaciated orc. Its skin is a pale grey colour, stretched tightly across its bones,
  while its fierce red eyes are sunk back deep into its skull.
  Orcish Wight: CR 3; Medium-size Undead (6 ft. tall); HD 4d12; hp 26; Init +1 (Dex); Spd 30 ft.;
  AC 14 (+1 Dex, +4 Natural); Atk Slam +3 melee (1d4+1 and energy drain); Face 5ft. × 5ft.; Reach 5
  ft.; SA energy drain, create spawn; SQ undead; SR 0; AL LE; SV Fort +1, Ref +2, Will +5; Str 12,
  Dex 12, Con -, Int 11, Wis 13, Cha 15.
  Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight.
  SA– Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level. The
  Fortitude save to remove the negative level has a DC of 14.
  SA– Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are
  under the command of the wight that created them and remain enslaved until its death. They do not
  possess any of the abilities they had in life.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  Skeletons (8): CR 22/3; Medium-size Undead (6 ft. tall); HD 1d12; hp 6; Init +5 (+1 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 Natural); Atk 2 claws +0 melee (1d4); Face 5ft.
  × 5ft.; Reach 5 ft.; SA none; SQ undead; SR 0; AL NE; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12,
  Con -, Int -, Wis 10, Cha 11.
  Skills: none. Feats: Improved Initiative.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  SQ– Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs,
  they take only half damage from piercing or slashing weapons.
  
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  “Thieves,” it hisses. “You should never have come here – but now you have you shall never
  leave! I am Ginak, guardian of Raokh’s tomb and you shall join me in my duties. But first…
  first… you must die!” screams the undead creature, lurching towards you.
  Well, at least you can say without qualification that nothing living would want to stay here.
  Ginak is a wight; an orc twisted and hurled into undeath by foul magic. It attacks without mercy,
  attempting to kill the PCs and turn them into wights.
  16. The Reliquary?
  A deathly silence descends over the room as you finally reach the Reliquary. It’s been a hard
  journey, across hills, through bands of marauding orcs, into tight and confined corridors, but
  you finally reach the centre of it all. It’s a small room, no more than twenty feet by twenty,
  but it’s here, in the most secure depths of the so-called Empty Tombs of Raokh, that the item
  you sought can be found. It’s quite obvious to the eye, despite the relative darkness. Sitting
  on top of a column of lapis lazuli, set into an iron bracket, is a simple round bowl of dark
  green crystal, approximately a foot across and six inches deep. There are characters embossed
  upon its surface, which appear to be of the elven alphabet, although the language itself does
  not appear to be elven. It matches the description of the Bowl of Istishia perfectly!
  The bowl is in fact a fake; the real Bowl of Istishia is located behind a secret door. This last trick goes
  to show just how devious Raokh was, and to make matters worse, he’s trapped the decoy too. If the
  bowl is removed from the column, a scything blade trap is triggered.
  The bowl has a break DC of 5, a hardness of 5 and 5 hit points; if the carrier of the bowl is struck by
  the scything blade trap, it’s a pretty safe bet that the bowl will be broken. A successful Appraise check
  will reveal that the bowl is made of very poor quality glass, while a detect magic spell shows that the
  bowl is quite ordinary.
  17. The Reliquary?
  The door to this room is firmly locked, and as such it will have to be picked or broken before the door
  can be opened. The door is a strong, wooden door with a hardness of 5, 20 hit points and a break DC of
  25. The lock itself has a hardness of 15 and 30 hit points, while picking the lock has a DC of 20.
  Perhaps you’re lucky this time, or perhaps not. The dust-filled room seems to be empty, save
  for a small hemispherical depression in the ground. Hang on a second; now you’ve had a
  chance to look, you notice that that depression appears gleam somewhat.
  Ginak: CR 4; Medium-size Undead (6 ft. tall); HD 5d12; hp 38; Init +1 (Dex); Spd 30 ft.; AC 14 (+1
  Dex, +4 Natural); Atk Slam +6 melee (1d4+3 and energy drain); Face 5ft. × 5ft.; Reach 5 ft.; SA
  energy drain, create spawn; SQ undead; SR 0; AL LE; SV Fort +1, Ref +2, Will +4 (saving throws);
  Str 16, Dex 12, Con -, Int 9, Wis 11, Cha 15.
  Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight.
  SA– Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level. The
  Fortitude save to remove the negative level has a DC of 14.
  SA– Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are
  under the command of the wight that created them and remain enslaved until its death. They do not
  possess any of the abilities they had in life.
  SQ– Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
  damage.
  Scything Blade Trap: CR 1; +8 melee (1d8/×3 crit); Search (DC 21); Disable Device (DC 25).
  
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  Hopefully the PCs have persevered for long enough; this is another bowl – and this time it’s the real
  bowl of Istishia. The bowl registers if magic if subjected to a detect magic cantrip. A successful Search
  (DC 15) indicates that, beneath the dust is a bowl of dark green jade, set into the floor.
  Removing the bowl is not an easy affair; there is no trap as such – although it does require some effort;
  a successful Dexterity check (DC 15) will allow the PCs to remove it.
  18. The Reliquary?
  Another dust-filled room, seemingly filled with bowls! There are several here; wooden
  mixing bowls, metal pudding bowls, cauldrons, goblets, you name it. Could the bowl of Istishia
  possibly be located here? The place seems to be stuffed full of them; and by your dim light it
  just might be possible to detect the glimmer of gold or silver…
  Despite the many bowls here, the bowl of Istishia is not in fact present. Indeed. Not even a reasonable
  fake of it is present. However, if the PCs insist on searching anyway, a successful Search check (DC
  15) will turn up a rather nice haul; a finely-carved wooden bowl set with azurite stones worth 100 gp,
  an ornate brass goblet with silver inlays that would fetch 250 gp, and a matched set of silver platters
  and goblets worth 310 gp as a set.
  19. The Reliquary?
  This small room is decorated in a rather splendid fashion, although it’s a kind of splendour
  that’s had some time to decay. The plasterworks, falling away in chunks, was once surely a
  work of art, with bas-reliefs of orcish warriors, so intricate that one could scarcely believe that
  they could have been shaped by orcish hands. A tiny limestone dais can be found right in the
  centre of the room, to which is attached a small column of the same material, while on top
  there appears to be… absolutely nothing. That’s odd. You’d think there’d be something of
  value here, wouldn’t you?
  Meanwhile, a statue of an orcish warrior watches over you, its golden gemstone eyes
  glittering faintly, while its hands clutch a pair of weapons – a double axe in one hand, and a
  shortspear in the other. The weapons don’t appear to be part of the statue itself; rather,
  they’re real ones, placed in the statue’s hands. The statue appears to be grinning somewhat.
  Perhaps the glitter in its eyes is the twinkle of mirth!
  The PCs are in for a bit of a disappointment if they decide that the bowl of Istishia is here. It isn’t,
  unfortunately. However, the gemstones are tiger-eyes worth 50gp and the weapons held by the statue
  are exceptional specimens – masterwork weapons! However, there is something of a drawback
  involved. The PCs may pry out the statue’s eyes, but that triggers a trap.
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  After exploring the dungeon, the PCs should hopefully have acquired the bowl of Istishia, although of
  course having is not necessarily the same as keeping. Although they will have managed to fight off or
  avoid the Cult of Imix and the undead, there is still the matter of getting back to Drown and ensuring
  that the bowl gets to where it’s needed. Luckily the PCs will be able to get across Raokh’s Hills
  without encountering any more bands of orcs, although sadly they will have to worry about another
  member of Imix’s cult; a vicious warrior named Ierg. Refer to the NPCs section for more information
  on this menace. He attacks the PCs as soon as they leave the tomb, firing a bolt from his repeating
  crossbow and retreating on horseback. If the PCs pursue, he fires another bolt every other round until
  he has to replace the clip on his crossbow. He is not about to attempt a protracted confrontation, given
     Trapped Statue: CR 1; statue trapped with doom spells cast on whoever removes its eyes or
  weapons; Will save (DC 11) avoids; Search (DC 26); Disable Device (DC 26).
  
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  that the PCs managed to survive the undead and his fellow cultists; he shall instead seek revenge in his
  own time.
  Following the encounter with Ierg, who will continue to be a thorn in the PCs’ side for quite some time
  to come, the PCs will be able to head back to Drown unmolested. They’ll be set upon by Quaël almost
  immediately.
  Quaël rushes up to you. On her face is a look of anxiety although there’s also a faint twinge of
  excitement in there too. “The bowl? Did ye get the bowl? Well, don’t just stand there like a
  bunch of eejits, hand it over, c’mon! We’ve got to get this thing worked out before Jannaal
  and his goons get here. Time’s a’wastin’!
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  The PCs have had an extraordinarily rough ride up to now, and bowl or no bowl, things are about to get
  a whole lot rougher. Give the PCs a day or so to take care of healing and resupplying. They’ll receive
  healing free of charge, thanks to Quaël who will spend a day focusing on healing spells for this
  purpose. They should also receive any additional ammunition without incurring any cost, unless they
  wish to acquire masterwork arrows. Even then, feel free to give the PCs a healthy 10% discount on
  weapons and armour, masterwork or otherwise. Given all the things they’ve had to put up with so far,
  they deserve it!
  You have a few hours to review the situation before the invading force arrives; the outlook
  isn’t particularly good. It’d take a long time for the Drown army to recover from its recent
  years of attrition at the hands of the Sons of the Sea, and frankly there isn’t enough time right
  now. They’re doing their best to get themselves back in shape, although their attempts at
  drilling look a little shambolic, to say the least. All right, there might be a band of brave
  adventurers who’ve driven their former oppressors away, and perhaps they’ve succeeded in
  securing a relic for them which, if it works, could turn the tide – although the operative
  phrase for them is ‘if it works’. The people have grown mean and cynical these past few
  years, and the possibility of imminent death hasn’t helped much.
  Lord Morgan is, perhaps, a little more optimistic about the situation as he approaches you. “It
  was Raokh’s lot who stole that bowl in the first place, and without it Drown was as good as
  conquered.
  Quaël knows the command word for the bowl of Istishia, and as such Drown has no worries on that
  score.
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  The main advantage that the army of Frozen has lies in its In addition to setting his warriors on the
  course of battle, he has also drafted in the bulk of his commoners and seen to it that they have all been
  trained in the use of the shortspear. He has little spellcasting muscle, thanks to his extensive
  persecution of wizards and their kind, although he has succeeded in gaining the use of a dozen adepts,
  who have been set aside for healing purposes. There is not a great deal of diversity in his army; no
  sorcerers or wizards, certainly no monks, paladins, rogues or druids. His higher-level warriors have
  been sent out as scouting parties, and as part of the Cult of Imix – and if you’ve been through AGF2:
  Ordeal by Water and the earlier part of this adventure you’ll know what happened to them. His army,
  then, is biased towards the warriors and general rabble, and is detailed on Army Sheet 1.
  Jannaal’s tactics really couldn’t be simpler. He orders his men to charge right into the heart of Drown,
  attempting to drive the locals right into the sea. “If they’re so fond of the water,” he claims, “let ‘em
  stay there!” His warriors do know the benefits of missile fire and as such will try to get a round or two
  of firing in with their bows before closing for combat.
  
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  The Drown army is in considerably worse shape than that of Frozen, although they have one distinct
  advantage besides the bowl of Istishia; they are able to mobilise their entire population. Because of this,
  their fighting force is more than twice that of the invaders. However, their forces are organised
  differently. Their main fighting force (the warriors and fighters) are stationed in the various houses and
  buildings, ordered to fire indiscriminately at the invading force. Once their ammunition is exhausted,
  then they are to fall back towards the sea; the rabble are ordered to harass the invaders by throwing
  whatever they can at them before regrouping with the soldiers. It appears to be a laughable tactic, but
  it’s all part of a trap – the intention being to lure the army from Frozen toward the sea, from which a
  water elemental will be summoned, using the bowl of Istishia.
  Although there isn’t much that could be read out to help give a feel for how this battle will be run, the
  summoning of the elemental is a big scene and as such deserves some flavour text. When the time
  comes to unleash it, stop any music that you might have playing in the background.
  A moment’s silence descends upon the battling armies; for the briefest of moments they’re
  silenced by words of power that ring out over the battlefield. Holding the bowl of Istishia aloft,
  Quaël begins her incantation, using the power of the bowl to summon a spirit of the sea.
  The waves of the sea seem to grow choppier and more turbulent, crashing against the shore
  in time with the words of her summons. An especially large wave builds up. It’s enormous;
  seven feet in height – no, ten now… it keeps growing. Before long it’s five times the height of
  any man on the battle-field. It’s enormous! A giant sea-blue wave, more than thirty feet in
  height, with long, flowing arms pulls itself onto the shore, dragging its vast bulk over the
  land towards the invaders. A pair of deep green eyes stair out from within its mass, seeking
  out those people that Quaël has named ‘enemy’! A sudden hysteria seems to grip the rabble;
  the Frozen army is stricken with terror – and it seems like their morale has been sucked out
  and fed to the forces of Drown. In that instant, the doomed, haunted look that has dogged
  them ever since you came to this town fades, to be replaced with something altogether more
  fearsome. Their army is reborn, no longer the shambolic bunch of misfits; now they’re a
  motivated fighting force, ready to defend their town and slaughter anyone who tries to stop
  them!
  The summoned elemental will be set upon the bulk of the army, where it will be able to do the most
  damage. However, this means that the PCs will have to take care of the leaders, who are substantially
  tougher than the average warriors. A few of these leaders (barbarians and such) are listed below, along
  with the stats for the elemental that Quaël was able to summon. If any of the PCs are out of action or
  dead at this time, feel free to turn over command of the armies of Drown and Frozen or the elemental to
  them, but please note that the elemental will not be able to travel more than 180’ from the sea. This
  relegates it to a chiefly defensive action, admittedly.
  Admittedly, running this battle will be rather difficult; we are, after all, dealing with a conflict between
  forces whose numbers run into the thousands. Miniatures will help; you could use (in the case of the
  armies) one figure to represent 100 troops. Even then, there’s still a lot of dice-rolling that could be
  avoided, so a few assumptions will have to be made in order for the battle to run a little more smoothly.
  • 
  For a start, the water elemental will be able to kill at least 3 troops (warriors) per round.
  • 
  After the water elemental is summoned, there is a 60% chance that 50 members of Frozen’s rabble
  will be killed or rendered unable to fight per round.
  • 
  There is a 50% chance that 20 members of Drown’s rabble will suffer a similar fate.
  • 
  There is a 30% chance that 1d20 Frozen troops (1st-level warriors) will be killed each round.
  • 
  There is a 30% chance that Drown will lose 1d10 1st-level warriors each round.
  • 
  Until they’re stopped, the Frozen barbarians and fighters will kill 15 members of Drown’s rabble
  per round.
  • 
  Similarly, the Drown fighters will kill seven members of Frozen’s rabble per round until stopped.
  • 
  After five rounds of battling after the elemental is summoned, compare the military forces
  (warriors, fighters and barbarians but not rabble) of Frozen and Drown. Whoever has the most
  numbers succeeds in driving 25% of the other side’s rabble into the sea.
  • 
  If either side loses more than 50% of its total force, its enemy wins.
  
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  Of course, this begs the question: what shall the PCs do? Well, the above assumptions leave the
  spellcasters and higher-level soldiers out of the picture. The barbarians, for example, are unaccounted
  for; since they’ll be raging they will be one of Frozen’s elite units. Since Jannaal, if he sees the PCs
  (which he probably will) will recognise them as another elite unit, he’ll set the higher level fighters and
  his barbarians on them. There is certainly a good chance that the PCs will have plenty to do while the
  battle rages around them.
  At the end of the battle, assume that regardless of which side is victorious, Lord Jannaal survives. If
  Frozen wins, he will have Lord Morgan hung, drawn and quartered and will order a search for the PCs
  so he can exact a similar revenge on the characters. If Drown loses, the PCs might be well advised to
  lie low for a while and plan their revenge. If Drown wins, however, go to the ‘Rewards’ section below.
  Huge water elemental (1): CR 7; Huge elemental (32 ft. tall); HD 16d8+80; hp 152; Init +4 (Dex);
  Spd 20 ft., swim 90 ft.; AC 21 (-2 size, +4 Dex, +9 natural); Atk Slam +17/+12/+7 melee (2d10+10);
  Face 10 ft. × 5 ft.; Reach 15 ft.; Water mastery, drench, vortex; SQ elemental, damage reduction
  10/+2, fire immunity; SR # (spell resistance); AL N; SV Fort +15, Ref +9, Will +5; Str 24, Dex 18,
  Con 21, Int 6, Wis 11, Cha 11.
  Skills: Listen +18, Spot +18. Feats: Cleave, Great Cleave, Power Attack, Sunder.
  SA– Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its
  opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to
  attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be
  a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of
  length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20
  feet long per HD) can be slowed to half speed.
  SA– Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open
  flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire
  it touches as dispel magic cast by a sorcerer whose level equals the elemental’s HD total.
  SA– Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided
  it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the
  elemental can move through the water or along the bottom at its swim speed.
  The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall,
  depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10
  feet.
  Creatures one or more sizes smaller than the elemental might take damage when caught in the
  vortex (see the table below for details) and may be swept up by it. An affected creature must succeed
  at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also
  succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents,
  automatically taking damage each round. A creature that can swim is allowed a Reflex save each
  round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The
  DC for saves against the vortex’s effects varies with the elemental’s size.
  The elemental can eject any carried creatures whenever it wishes, depositing them wherever
  the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to
  its home plane.
  If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is
  centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all
  vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while
  those farther away have total concealment. Those caught in the cloud must succeed at a Concentration
  check to cast a spell (DC equal to the Reflex save DC).
  Water Elemental Sizes
  ------- Vortex -------
  Elemental
  Height
  Weight
  Save DC Damage
  Height
  ---------
  ------
  ------
  ------- ------
  ------
  Huge
  32 ft.
  18,000 lb.
  25
  2d8
  10-50 ft.
  SA– Elemental (Ex): Elementals are not subject to critical hits or flanking.
  
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  So Drown won? Then congratulations are in order! A day of revelry commences, involving a parade of
  the surviving troops, while honours are bestowed upon the most valiant troops. The PCs receive
  medals; the Morgan Disc for Exemplary Valour – the highest military honour that can be bestowed
  upon anyone who has risked life and limb for Drown’s best interest. In addition, each will receive a suit
  of masterwork armour and a masterwork weapon of their choice, and will be welcome guests of any of
  the noble houses within Drown. Sanctuary within the temple of Istishia would not be out of the
  question either.
  What about Frozen? Well, Jannaal isn’t about to take this defeat lying down. He’ll probably
  hire mercenaries, offering them a lavish reward in return for the PCs’ heads. The Church of Imix has
  failed him, and as such he’ll banish them from Frozen, or order their executions. He’ll blame magic for
  his defeat (which for once isn’t too inaccurate an observation from him) and won’t stand for any
  spellcasters of any kind in his town. He’ll seek other allies, however, and as such talks with Cancerous
  might occur.
  Oreithyia will take a break from adventuring for now; she’ll part company with the PCs for a
  while, wishing to help with the rebuilding of Drown.
  Of course, the PCs are at something of a loose end now, or so it would seem if they don’t
  receive the following missive from Gwythyr, the old druid they met not too long after their arrival on
  the False World.
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  By now, the PCs should be 4th-level, perhaps even approaching 5th-level. Don’t be afraid to
  nudge their experience points somewhat if they’re advancing too quickly or haven’t advanced far
  enough.
  
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  Frozen
  Rabble, male various Com1 (1081): CR ¼ per commoner; Medium-size humanoid; HD 1d4; hp 2;
  Init +0; Spd 30 ft.; AC 12 (+2 armour); Atk shortspear +0 melee (1d8); Face 5 ft. × 5 ft.; Reach 5 ft.;
  SA none; SQ none; SR 0; AL N; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int 10, Wis
  10, Cha 10.
  Skills: Craft (various) +4, Profession (varies) +4. Feats: Armour Proficiency (light).
  Possessions: leather armour, shortspear.
  Soldiers, male/female various War1 (119): CR ½ per warrior; Medium-size humanoid; HD 1d8; hp
  4; Init +0; Spd 30 ft.; AC 16 (+4 armour, +2 shield); Atk battleaxe +2 melee (1d8), or shortbow +1
  ranged (1d6); Face 5 ft. × 5 ft.; Reach 5 ft., SA none; SQ none; SR 0; AL N; SV Fort +2, Ref +0,
  Will +0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
  Skills: Climb +4, Intimidate +4. Feats: Weapon Focus (battleaxe).
  Possessions: scale mail, large wooden shield, battleaxe, shortbow.
  Spellcasters, male/female various Adp1 (12): CR 6; Medium-size humanoid; HD 1d6; hp 3; Init
  +0; Spd 30 ft.; AC 18 (+2 shield); Atk shortspear +0 melee (1d8); Face 5 ft. × 5 ft.; Reach 5 ft.; SA
  none; SQ none; SR 0; AL NE; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 10, Wis 10,
  Cha 10.
  Skills: Heal +4, Knowledge (Arcana) +4. Feats: Shield Proficiency.
  Possessions: shortspear, large wooden shield, holy symbol.
  Spells Prepared (3/1): 0– cure minor wounds (×3), 1st– cure light wounds.
  In addition, the Frozen army has a force of eight 1st-level barbarians, four 1st-level fighters, two 2nd-
  level fighters and one 5th-level fighter. Feel free to invent your own stats for them, although to save
  time, pages 48 to 58 of the Dungeon Master’s Guide contain a lot of pre-generated NPC stats that
  could come in very handy.
  
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  Drown
  Rabble, male/female various Com1 (3000): CR ¼ per commoner; Medium-size humanoid; HD 1d4;
  hp 2; Init +0; Spd 30 ft.; AC 12 (+2 armour); Atk improvised weapons +0 melee (1d6); Face 5 ft. × 5
  ft.; Reach 5 ft.; SA none; SQ none; SR 0; AL N; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con
  10, Int 10, Wis 10, Cha 10.
  Skills: Craft (various) +4, Profession (varies) +4. Feats: Armour Proficiency (light).
  Possessions: leather armour, improvised weapons (staves, clubs, halfspears, etc).
  Soldiers, male/female various War1 (169): CR ½ per warrior; Medium-size humanoid; HD 1d8; hp
  4; Init +0; Spd 30 ft.; AC 16 (+4 armour, +2 shield); Atk shortspear +2 melee (1d8), or light crossbow
  +1 ranged (1d8); Face 5 ft. × 5 ft.; Reach 5 ft., SA none; SQ none; SR 0; AL various; SV Fort +2, Ref
  +0, Will +0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
  Skills: Climb +4, Intimidate +4. Feats: Weapon Focus (battleaxe).
  Possessions: hide armour, large wooden shield, shortspear, light crossbow, 10 bolts.
  Spellcasters, male/female various Adp1 (17): CR 8½; Medium-size humanoid; HD 1d6; hp 3; Init
  +0; Spd 30 ft.; AC 18 (+2 shield); Atk shortspear +0 melee (1d8); Face 5 ft. × 5 ft.; Reach 5 ft.; SA
  none; SQ none; SR 0; AL N; SV Fort +0, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 10, Wis 10,
  Cha 10.
  Skills: Heal +4, Knowledge (Arcana) +4. Feats: Shield Proficiency.
  Possessions: shortspear, large wooden shield, holy symbol.
  Spells Prepared (3/1): 0– cure minor wounds (×3), 1st– cure light wounds.
  Spellcasters, male/female various Adp3 (2): CR 4; Medium-size humanoid; HD 3d6; hp 9; Init +0;
  Spd 30 ft.; AC 18 (+2 shield); Atk shortspear +1 melee (1d8); Face 5 ft. × 5 ft.; Reach 5 ft.; SA none;
  SQ none; SR 0; AL N; SV Fort +1, Ref +1, Will +3; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
  Skills: Heal +5, Knowledge (Arcana) +5. Feats: Shield Proficiency.
  Possessions: shortspear, large wooden shield, holy symbol.
  Spells Prepared (3/2): 0– cure minor wounds (×3), 1st– cure light wounds (×2).
  In addition, the Drown army has four 2nd-level warriors, two 5th-level warriors, one 11th-level warrior,
  four 1st-level clerics, two 2nd-level clerics, a 5th-level cleric, eight 1st-level fighters, four 2nd-level
  fighters, two 5th-level fighters, and a 10th-level fighter. As before, referring to the Dungeon Master’s
  Guide will help you save time when deciding their stats.
  
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  The Drowned Goat (tavern)
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  The Ether Theatre
  E13
  The Icebreaker Tavern
  F9
  Morgan's Court
  I1
  Park
  J12
  Church of Istishia
  K7
  The Deep Kelp Inn
  N17
  Second Garrison
  M2
  The West Watch
  Q16
  Navy
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  Port
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  The Halfway Inn
  
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  Key
  1. Klhau-Kalash's tower
  2. The long house (sleeping quarters for Khlau-Kalash's barbarians)
  3. Nodbod's hut
  4. Deserted
  5. Dennis the Tinker (minor metal goods sold, some weapons)
  6. Feargal's hut (home to Feargal and his three sons)
  7. Raokh's hut (destroyed in fire)
  8. Apothecary
  9. Church of the Cleansing Flame (Kossuth)
  10. Shrine of Maglubiyet
  
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  Ierg
  Male Human, 3rd-Level Fighter / 1st-Level Ranger
  Strength
  14 (+2)
  Fortitude Save
  +6
  Dexterity
  16 (+3)
  Reflex Save
  +4
  Constitution
  13 (+1)
  Will Save
  +2
  Intelligence
  11 (+0)
  Alignment
  NE
  Wisdom
  12 (+1)
  Speed
  30’
  Charisma
  10 (+0)
  Size
  M
  Armour Class
  17
  Melee Attack
  +6
  Hit Points
  32
  Ranged Attack
  +7
  Skills: Animal Empathy +2, Climb +2, Handle Animal +7, Ride +10, Spot +4.
  Feats: Exotic Weapon Proficiency (Repeating crossbow), Mounted Archery, Mounted Combat, Point Blank Shot,
  Track, Weapon Focus (Repeating crossbow).
  Special: Favoured enemy: Orcs,
  Languages: Common.
  Possessions: Explorer’s outfit, masterwork repeating crossbow, 20 masterwork bolts, masterwork longsword, 2
  potions of cat’s grace, 2 potions of cure moderate wounds, potion of darkvision, potion of heroism, masterwork
  chainmail, holy symbol of Imix, backpack with 7 days’ trail rations, bedroll and winter blanket, heavy warhorse
  with military saddle, chain barding, bit and bridle, saddlebags and 2 days’ feed.
  Appearance: Ierg has the look of a professional warrior. Tall, well-muscled and scarred, he looks like he’s been
  through a few scrapes in his time and usually come out of them victorious. However, a long scar across his jugular
  tells a tale of the one time he didn’t come out of things in one piece. He has a pudding-basin haircut, although this
  is usually concealed by his casque and coif. He wears chainmail made for him on Samael’s orders, and carries only
  the finest weapons. He is never seen without his repeating crossbow, which has of late become his favourite
  weapon. His face appears to be twisted into a perpetual sneer.
  Background: Ierg had been a soldier all his life; a cadet as a boy, a cavalryman from adolescence, and when the
  great Trade War ended, the little dictatorships that sprung up from the remains of the Grand Commerce could
  always use mercenaries. Ierg, born to the task of killing people and receiving a wage for it, hawked his
  considerable martial talents around the various kingdoms, selling his services to the highest bidder. Ierg became a
  feared warrior in his own right; an advocate of total war, he was known to take on squadrons of soldiers,
  slaughtering them to a man and setting fire to the buildings they defended out of sheer viciousness. A brutal
  fighter, he never accepted surrender, and made a lot of enemies in the process. It was one of these enemies, a
  paladin named Viod, who dispatched him to the False World with a sword-blow to the neck.
  Ierg soon arrived in Frozen, where, learning of a bounty being offered for the lives of orcs, promptly went out and
  hunted half-a-dozen of them, slaughtering them in the presence of the gruards, piling the bodies up outside the
  walls and setting them ablaze so he could warm his hands. This deed attracted the attention of Jannaal, who, taking
  a liking to Ierg, hired him immediately. Samael soon learned of Ierg’s vicious streak and introduced him to the
  word of Imix.
  Roleplaying Notes: Ierg is a fighter with no times for any of the accepted conventions of warcraft. He will fake
  surrender and use it as an excuse to get inside the enemies’ defences. Believing his attitudes to be typical, he
  suspects anyone who surrenders to him of wishing to try the same trick and hence never takes prisoners. He is
  brutal, callous and sadistic, having few loyalties. He was a fairly loyal employee of Samael, and developed a
  healthy respect for Imix, even going so far as to worship him, but beyond that thinks very little of his fellow men.
  He regards Lord Jannaal as an idiot, but he likes his style. He rarely associates with anyone outside his cult, and
  will avenge the deaths of any of his fellow worshippers in as brutal and bloody a manner as possible.
  
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  Jannaal
  Male Human, 8th-Level Barbarian
  Strength
  16 (+3)
  Fortitude Save
  +8
  Dexterity
  14 (+2)
  Reflex Save
  +4
  Constitution
  14 (+2)
  Will Save
  +3
  Intelligence
  10 (+0)
  Alignment
  CE
  Wisdom
  12 (+1)
  Speed
  40’
  Charisma
  8 (-1)
  Size
  M
  Armour Class
  19
  Melee Attack
  +11/+6
  Hit Points
  73
  Ranged Attack
  +10/+5
  Skills: Climb +11, Intimidate +10, Jump +11, Listen +12, Wilderness Lore +12
  Feats: Blind-Fight, Dodge, Track, Weapon Focus (greataxe).
  Special: Rage 3/day, uncanny dodge (no flank)
  Languages: Common.
  Possessions: +2 greataxe, +1 breastplate, mighty (Str 16) composite longbow, 20 masterwork arrows,
  2 potions of cure serious wounds, 2 potions of neutralize poison, 2 potions of lesser restoration, amulet
  of natural armour +1, climber’s kit, silver dagger, 3 flasks of alchemist’s fire.
  Appearance: Jannaal might well be the lord of Frozen, although one would not think it from his
  appearance. Rather than dressing in the expensive silks and satins that set noblemen apart from
  commoners, he is apt to wear his armour most of the time, with padding and heavy fur cloaks to keep
  out the cold. He is an enormous man, easily 6’6” in height with muscles to match. His greataxe is never
  far from his hand. He has shaggy red hair and a full beard, as well as dark brown eyes that smoulder
  with malevolence. His skin is remarkably pale, as befits a barbarian from the north.
  Background: What can be said about Jannaal? He’s the sort of person who, if he is not at the top of the
  heap, will do his uttermost to ensure that he is there in very short measure. If a few bodies get stacked
  up along the way, too bad! His vierw of himself was that he was unstoppable, an irresistable force. His
  death by poisoning at the hands of his wife came as something of a shock. When he arrived on the
  False World, he blamed his predicament on magic. After all, he just drank a flagon of wine and woke
  up a few yards into the sea. He was not one to take things lying down, however, and he rapidly set
  about the task of rallying men to his side.
  Roleplaying Notes: Jannaal is, quite simply, a surly brute. He rules Frozen with an iron fist, issuing
  edicts every day. He is, if anything, twice as bad-tempered and choleric as Samael, and five times as
  likely to react violently to any imagined slight. He thinks with his fists and has a vengeful streak a mile
  wide. He loathes wizards, blaming them for his presence on the False World. His order to slay all
  wizards nearby was the first law he passed, and is the only one he’s made much of an effort to keep. He
  has a rather old-fashioned style of government which pretty much equates to finding a group he doesn’t
  like and persecuting them until he finds someone else he dislikes. He has few diplomatic skills, his
  negotiations following the line of bullying the other parties into submission, forcing them to sign
  documents and then murdering said parties at the first opportunity. He is not to be trusted. Although not
  too intelligent, he is remarkably cunning.
  
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  Khlau-Kalash
  Female Orc, 8th-Level Barbarian
  Strength
  20 (+5)
  Fortitude Save
  +8
  Dexterity
  15 (+2)
  Reflex Save
  +4
  Constitution
  14 (+2)
  Will Save
  +2
  Intelligence
  8 (-1)
  Alignment
  CE
  Wisdom
  10 (+0)
  Speed
  40’
  Charisma
  6 (-2)
  Size
  M
  Armour Class
  19
  Melee Attack
  +13/+8
  Hit Points
  73
  Ranged Attack
  +10/+5
  Skills: Climb +13, Intimidate +9, Jump +13, Listen +11, Wilderness Lore +11.
  Feats: Ambidexterity, Exotic Weapon Proficiency (Orc double axe), Two-weapon Fighting, Weapon
  Focus (Orc double axe).
  Special: Rage 3/day, uncanny dodge (no flank).
  Languages: Orc.
  Possessions: +2 orc double axe, +2 breastplate, repeating crossbow, 20 bolts, 2 potions of cure
  serious wounds, potion of frenzy, climber' s kit, 3 flasks of alchemist' s fire, 
  thunderstone.
  Appearance: Khlau-Kalash is a vicious hag of an orc, standing a full seven feet in height and loaded
  with muscles. She dresses in armour worn over animal hides, and always has her double axe close to
  hand. She has a look of total fury upon her face at all times, and frequently takes her bad temper out on
  any who approach her. She has dark green skin, evidence of her black orc heritage, and has the typical
  upright stance associated with that breed.
  Background: Khlau-Kalash arrived on the False World some fifteen years ago, following a
  confrontation with an adventuring party. As full of the instinct to conquer as any of her breed, she went
  to Frozen with the intention of conquering it. Fleeing the repercussions of her actions, she escaped into
  Raokh' s Hills and eventually came upon the village of Cancerous and its famous inhabitant, the orcish
  chieftain Raokh. Khlau' s vicious streak, lack of intelligence and sadistic nature quickly endeared her to
  Raokh, and she quickly became one of his concubines. Soon after, however, Raokh disappeared,
  leaving a power vacuum. By dint of her fighting skill, Khlau-Kalash took control of Cancerous and the
  Limb-from-Limb tribe and started working on building up her armies, posting scouts near the north
  coast to pick up any orcs or half-orcs who arrived and dragooning them into her gang. She is currently
  massing her forces for an attack on one of the cities. No-one knows which one she plans to attack first,
  least of all her. She keeps changing her mind on the subject.
  Roleplaying Notes: She only speaks orcish, and relies on her consort Feargal to translate for her. She
  is not particularly bright, but makes up for her lack of brains with sheer brutality. She operates under
  the assumption that people are always trying to pull the wool over her eyes, and as such will attempt to
  terrify them into obeying her. If she catches someone trying to trick her, she grabs her axe and
  challenges them to hand-to-hand combat. For this reason, few try to trick her. She would dearly love to
  emulate Raokh and attempt to conquer much of Carnis, but she finds that she' s frequently outwitted.
  She sees Jannaal as her chief rival because he and his advisors have succeeded in out-thinking and out-
  fighting her army, and as such she has yet to conquer Frozen. When fighting, she makes full use of her
  double axe and dodging ability, charging right into the midst of the enemy and slaughtering as many as
  she can. One of her advisors, the illusionist Nodbod, has for this reason nicknamed her ' the
  Ornithopter' .
  
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  Lord Morgan of Drown
  Male Human, 11th-Level Aristocrat
  Strength
  14 (+2)
  Fortitude Save
  +6
  Dexterity
  10 (+0)
  Reflex Save
  +5
  Constitution
  12 (+1)
  Will Save
  +11
  Intelligence
  12 (+1)
  Alignment
  N
  Wisdom
  14 (+2)
  Speed
  30’
  Charisma
  11 (+0)
  Size
  M
  Armour Class
  14
  Melee Attack
  +10/+5
  Hit Points
  59
  Ranged Attack
  +8/+3
  Skills: Bluff +8, Diplomacy +8, Forgery +8, Gather Information +8, Innuendo +10, Intimidate +10,
  Knowledge (Arcana) +8, Listen +10, Read Lips +5, Ride +8, Sense Motive +12.
  Feats: Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Sense Motive)
  Special: Bonus skill points and feats.
  Languages: Common, Aquan.
  Possessions: Courtier’s outfit, chain of office, +2 bracers of armour, +2 ring of protection, +1 rapier.
  Appearance: Morgan is a man in his late middle age, approaching his dotage; easily fifty-five or more,
  although he has not aged well. The last ten years weigh as heavily as twice that number upon him. He
  wears his brown, thinning hair in long plaits – an almost dwarven fashion – and thanks to that, his
  broad, squat build and his well-groomed beard, one could almost see him as a six-foot-tall dwarf. He
  wears heavy, brocaded robes and a big woollen cloak to keep out the chills. He keeps an ornate-looking
  rapier at his side, but rarely draws it. He has an expression of resigned hopelessness about him, a sense
  of gloom that tends to pervade the atmosphere.
  Background: Back in the real world, Lord Morgan was known as Morgan Blackson, bastard son of the
  infamous Black Kale, a bandit chief feared throughout the Provinces for his necromantic skill. Black
  Kale preyed on rich and poor alike, invading their houses with armies of walking skeletons, killing the
  people inside and stripping the houses of anything of even the remotest value. The revolution that
  removed Kale from power also placed Morgan in charge of reforming the Provinces, ensuring that a
  tyrant of Kale’s stature could never again rise to power. His political life, however, was cut short by an
  assassin’s dagger that sent him straight to the False World. At that time, some twenty years ago, Drown
  struggled under the yoke of Kannakagh, an orcish chieftain who sought to remove Raokh from power
  and take control of all of northern Carnis. Morgan was talented enough to organise Kannakagh’s
  assassination and assume the duties of Drown’s lord. The town did fairly well for fifteen years, before
  the Sons of the Sea began to gain power. Since that time, Morgan’s enthusiasm has waned, and he’s a
  shadow of the man he once was.
  Roleplaying Notes: Following the events of AGF2: Ordeal by Water, Lord Morgan is beginning to
  recover somewhat from his apathy The timely demise of the Sons of the Sea is no doubt a contributory
  factor to this. He’s not too optimistic of the outcome of the coming conflict with Frozen, although he is
  determined not to die easily. He may be getting old, although he refuses to be defeated by the likes of
  Jannaal; he knows he’s smarter than that barbarian. He just needs the resources with which to turn back
  his horde. He is beginning to develop a grudging admiration for the PCs, and in future could well be
  considered a firm ally of theirs; assuming Drown survives the coming conflict, of course. He has little
  interest in initiation now, knowing that he probably won’t live long enough to learn how to return to his
  own world – if indeed that is possible. As such, he is resigned to life on the False World, and will do
  his best to keep control of Drown.
  
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  Oreithyia
  Female Elf, 3rd-Level Ranger
  Strength
  14 (+2)
  Fortitude Save
  +4
  Dexterity
  20 (+5)
  Reflex Save
  +6
  Constitution
  13 (+1)
  Will Save
  +2
  Intelligence
  11 (+0)
  Alignment
  CG
  Wisdom
  13 (+1)
  Speed
  30’
  Charisma
  11 (+0)
  Size
  M
  Armour Class
  19
  Melee Attack
  +5
  Hit Points
  25
  Ranged Attack
  +8
  Skills: Knowledge (Arcana) +3, Profession (Sailor) +7, Search +5, Spot +6, Swim +7.
  Feats: Point Blank Shot, Track, Weapon Focus (composite longbow).
  Special: Favoured enemy: Orcs,
  Languages: Common, Elven.
  Possessions: Explorer’s outfit, mighty masterwork composite longbow [Str 14], masterwork studded
  leather armour, masterwork short sword, masterwork longsword, 4 potions of cure light wounds,
  goggles of minute seeing, 15 masterwork arrows, 50 gp in cash.
  Appearance: Oreithyia is an elven woman of a surprisingly sturdy build, her body conditioned by
  years of warfare against the orcs, with arms rendered quite muscular thanks to extensive practice at the
  longbow. Her black hair is worn tied back, making her elven lineage quite obvious. She dresses in
  practical clothes, but disdains the use of armour, preferring to rely on her wits and magic items. She is
  rarely seen without her bow and a quiver full of arrows.
  Background: In her old life, Oreithyia was a marine in the Elven imperial navy, and the veteran of a
  hundred battles against the orcs. Such was her skill that she could fire an arrow and accurately strike an
  orc clean between the eyes at a range of a hundred yards. As far as she knew, there were no other
  marines who were a better shot than her. Sadly, she ended up rather out of her depth when the orcish
  battleship Violator rammed the Warden of the Waves, which was the ship on which she served. The
  battle degenerated into a melee as the orcs boarded, and just as she got the chance to return fire and kill
  the Violator’s captain, an orcish marine chopped her near in half with his axe, taking her right through
  the stomach. Arriving on the False World, Oreithyia quickly set about trying to find some answers, and
  her path quickly crossed that of Gwythyr (see AGF1: The False World) . His advice to her was that she
  should ‘know her element’. That was no trouble at all; she was a marine and a sailor! What element
  could she have but water? Striking out for the town of Drown, she might just have found the chance to
  find the answers she seeks with the Initiates of the Sea.
  Roleplaying Notes: Oreithyia is a born soldier and sailor, and as such generally has little time for
  landlubbers and people without a bit of iron in their backs. She does not suffer fools gladly, and
  tempers such a no-nonsense attitude with a remarkable level of efficiency. In combat, she follows only
  one rule; immobilise the enemy as quickly as possible. To this end, she prefers the option of riddling
  the enemy with arrows rather than making a ‘death or glory’ charge. Some might accuse her of being
  cowardly or of being a mere woman, not suited for battle. Her argument is that she wins; thus far it
  seems to have worked pretty well.
  
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  Quaël
  Female Half-Elf, 9th-Level Adept
  Strength
  13 (+1)
  Fortitude Save
  +7
  Dexterity
  13 (+1)
  Reflex Save
  +4
  Constitution
  15 (+2)
  Will Save
  +9
  Intelligence
  14 (+2)
  Alignment
  CN
  Wisdom
  16 (+3)
  Speed
  30’
  Charisma
  12 (+1)
  Size
  M
  Armour Class
  17
  Melee Attack
  +5
  Hit Points
  48
  Ranged Attack
  +5
  Skills: Alchemy +11, Concentration +6, Knowledge (Arcana) +11, Profession (Herbalist) +7, Scry +11, Spellcraft
  +11, Wilderness Lore +7.
  Feats: Brew Potion, Combat Casting, Martial Weapon Proficiency (Scimitar), Spell Penetration.
  Special: Immune to sleep spells and similar effects, +2 racial saving throw bonus vs. Enchantment spells and
  effects, low-light vision, +1 racial bonus to Listen, Search and Spot checks.
  Spells (3/4/3/2): 0- create water, detect magic, read magic; 1st- cure light wounds, endure elements, sleep; 2nd-
  cat's grace, cure moderate wounds, web; 3rd- lightning bolt (×2).
  Languages: Common, Elven.
  Possessions: Courtier’s outfits, +2 bracers of armour, +2 amulet of natural armour, +2 ring  of protection, 2
  potions of cat's grace, 2 potions of bull's strength, three daggers, scimitar, masterwork shortspear. Quaël also has a
  rat as a familiar.
  Appearance: Quaël is a half-elven woman in her middle thirties with a shock of red hair and deep green almond-
  shaped eyes. She is of a slender build and has pointed ears, a very obvious clue to her elven heritage. She dresses
  expensively, although out of deference to her traditions, she incorporates the clan tartan of her human father into
  her outfits. She is never seen without Bruce, a rat that serves as her familiar. She takes pains to conceal a heavy
  scar on her solar plexus, the remains of the wound that sent her to the False World.
  Background: Quaël was the bastard daughter of Conn Mac Conall, one of many tribal chiefs of Eirith, and an
  elven woman named Zaurien. From an early age, it was quite obvious to all those who knew her that she was very
  much the child of her parents; she inherited her father' s tenacity and aggression, tempering it with her mother' s
  sharp wit and intelligence. She seemed destined for greater things; easily the tribe' s next wise woman, or perhaps
  even the next chief. Being such a favoured individual, however, it was not altogether unsurprising that she would
  make enemies. Her half-brother, Feargal, hated her for her talents and intelligence, and wished to see her dead; he
  saw her as a threat to his accession to the throne, and for this reason attempted to kill her on three occasions, by
  poisoning, by trickery, and finally by direct confrontation. The first two means failed; his half-sister was too smart
  to be fooled by the likes of him. The third attempt, however, consisted of simply charging at her with a sword and
  trying to stab her to death. He succeeded, only to be caught moments later. Meanwhile, Quaël found herself
  wading onto the shore of northern Carnis. Since her arrival in Drown, she has attempted to keep a low profile, the
  lesson from her previous life teaching her that one should not endeavour to be too conspicuous. As such, she was
  slow to act during the debacle involving the Sons of the Sea, and only now has the courage to act.
  Roleplaying Notes: Quaël is aggressive in a fight, but also cautious. She fears assassination, although she is not
  afraid of a direct confrontation; for this reason, she avoided confronting the Sons of the Sea, and yet she has no
  problem with facing invading forces from Frozen. Quaël is crafty, her wits honed by extensive training in matters
  arcane and various attempts to kill her. She prefers to strike enemies down with her magic rather than rely on her
  rather limited combat ability. She has a fairly good grasp of military tactics, thanks to her rather warlike father,
  and, if she were so inclined, would not make a particularly bad lord. For the most part, however, she tries to keep
  out of politics, and goes out of her way to avoid Lord Morgan.
  
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  Transformation [Fire]
  Level: Ini 1, Sor/Wiz 1
  Components: V, S
  Casting time:1 action
  Range: Touch
  Target: Creature or object touched (up to 1 per level)
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (object)
  This spell causes your hand to burst into flames that can be used to burn people and objects. A
  successful melee touch attack inflicts 1d6 points of fire damage +1 point per caster level (maximum
  +15).
  The caster is advised not to carry any objects in the hand that receives the spell, since anything touched
  by the burning fist takes fire damage, and each touch counts against the total number of targets allowed
  by the spell.
  
  
  
  
  Evocation [Fire]
  Level: Brd 0, Clr 0, Drd 0, Ini 0, Sor/Wiz 0
  Components: V, S
  Casting time:1 action
  Range: 10 ft.
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This minor incantation produces a tiny flame, sufficient to light a torch or a lantern, setting dry or
  readily combustible materials on fire. It can be used to deal fire damage in a melee attack or as a
  thrown weapon (counting as a ranged touch attack), although the flame burns out if it is thrown farther
  than 10 feet. If the flame hits, it deals a paltry 1d3 points of fire damage.
  This spell cannot be cast underwater.
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  In a way, this adventure marks the closing of one of the chapters of this story. By now, the idea of the
  elements playing a vital role might have started to seep through. They’ve earned enemies among the
  servants of two of the Elemental Princes of Evil, and have learned something about the Initiates –
  namely that they’ve attempted to guide events on the False World. There are still a few questions left
  unanswered, of course; for example, where are the Initiates likely to be located? Can they share any
  answers with the PCs, and more importantly, do they want to? Where has Gwythyr got to? What will
  Jannaal do now the PCs have escaped his wrath? What about the barbarians from Cancerous, who have
  had the tomb of their leader violated?
  For now, however, the characters have earned a short rest. Let them heal up, advance their
  skills some more, and prepare for the next round of trials and hardships that will surely come their way
  because, let’s face it, they attract trouble!
  If you thought they had a hard time up to now, just wait until they go through AGF4: An Ill
  Wind.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Agartha - Trial by Fire.pdf