TEXT: This mini-adventure is meant to introduce the players to  
  Rylonia. Although it is placed in the grasslands of Horse Nomads, it could 
  be transposed to any region of any campaign. The initial set up for the adventure 
  begins with a rite of maturity for the characters. The adventure could also start 
  with the characters coming across the destruction caused by the lion (a needy 
  farmer begs for help, the characters encounter the remains of a shepherd and 
  flock with a partial trail leading toward the lion’s den). Again, this can be adapted 
  for any campaign. 
  It is designed for 3-4 first through third level characters. If all of the characters are 
  first level the Dungeon Master may need to use the less deadly suggestions given 
  with the monsters in the “Scaling the Adventure” sidebars. 
  Designed for use with
  Designed for use with
  Designed for use with
  Designed for use with    
  
  Mystic Eye Games 
   
   
   
   
   
   
   
  Presents: 
  “Rite of Passage”
  “Rite of Passage”
  “Rite of Passage”
  “Rite of Passage”    
  An introductory adventure into the great plains of Rylonia. 
  Part of  “The Hunt: Rise of Evil” campaign setting 
  Compatible with any d20 fantasy game. 
  Credits:
  Credits:
  Credits:
  Credits:    
  Writers: Andrew Thompson, assisted 
  by Doug Herring 
  Editor: Keri Estes 
  Artwork: Doug Herring, Dave Manuel 
  & Scott Drouin 
   
  Special thanks to the friends who helped 
  us to play test this adventure. 
  Table of Contents:
  Table of Contents:
  Table of Contents:
  Table of Contents: 
  How to use this module 
  Introduction 
  Beginning the adventure 
  The Tomb of  Tor Anar 
  Ending the adventure 
  Item details 
  Map of the Tomb 
  Monster Statistics 
  D20 & OGL license 
  This Module is written for the d20 system. This free mini-adventure is 
  designed for the Hunt: Rise of Evil ™ campaign environment, which 
  is a trademark of Mystic Eye Games ™. Requires the Dungeons and 
  Dragons ® Players Handbook Dungeon Master Guide and Monster 
  Manual, Third edition, published by Wizards of the Coast ® for use  
  Dungeons & Dragons ® and Wizards of the Coast ® are registered 
  Trademarks of Wizards of the Coast, and are used with permission. 
   
  All items designated as open are free to distribute and use. All other 
  items are closed to the OGL and are copyright (C) 2000 Mystic Eye 
  Games. These items may not be copied  or distributed. 
  HHHHow to use this adventure:
  ow to use this adventure:
  ow to use this adventure:
  ow to use this adventure:    
  This mini adventure is a prelude to one of our many ongoing stories that you will 
  find in “The Hunt: Rise of Evil” Campaign setting. All of the material is compatible 
  with the d20 system but is designed to fit into the plains of Rylonia. There is a 
  sidebar with some ideas on how to adapt this module to your campaign. 
  Sidebars will indicate useful and/or open information. Please refer to these side-
  bars to help you enhance the game experience. 
  All monsters will have a brief description in the section they appear and will be fol-
  lowed by  “monster tactics” which will describe how the monster reacts to intru-
  sion. This should be enough for you to run the monster at a glance.  At the end of 
  the module you will find the detail of each monster. Two new creatures are given 
  in this module: The Vulture Fly and the Guardian Statue. These are both open for 
  your use. 
  This adventure will have two acts only, the beginning and the Tomb. Both are laid 
  out in an easy to follow fashion. Boxes lined in blue are for the DM to paraphrase 
  to the player and describe a certain area or scene. 
  OOOOpen
  pen
  pen
  pen    
  The Raven Clan 
  Raven Enclave 
  Conventional; AL LN; GP 
  Limit Special (based on barter 
  and usually involves cattle or 
  horses); Assets 600 cows, 850 
  sheep, 1500 horses; Popula-
  tion 1250: All human. 
  Authority Figures: War Chief  
  Three Spears (8th barbarian), 
  Peace Chief  Running Elk 
  (6th expert), Head Shaman 
  White Owl (7th shaman). 
  Important Characters:  Black 
  Wolf (4rd sorcerer), Father 
  Coyote (5th bard), Two Tal-
  ons (5th expert, head herds-
  man), Whisper (6th druid) 
   
  The Raven Clan is the most 
  aggressive of the five clans. It 
  does not tolerate the intrusion 
  of “Outlanders” (those not of 
  Rylonia) within its territory. 
  
  IIIIntroduction:
  ntroduction:
  ntroduction:
  ntroduction:    
  The Test 
  The player characters are young members of the Raven Clan. The Raven Clan believes that 
  before adolescents become adults within the clan that they must pass a rite of ascension. The rites 
  vary according to the need of the clan. However, the rite must be a challenge. 
  The player characters have been preparing for the time when the elders of the clan would 
  name the rite. They are finally called to the elders’ wagon. 
  The shaman, White Owl, begins the ceremony evoking the spirits to watch over the proceed-
  ings. White Owl tosses some powder into the fire and a oddly thick white smoke billows from the fire. 
  Within the smoke the characters can see the shapes of human and animal faces and bodies. The 
  noises from outside the wagon are muffled and the creaking of the wagon and the breathing of the 
  characters is intensified.  
  The War chief, Three Spears, and Peace chief, Running Elk, command the characters to sit 
  within a circle in the bed of the wagon. Each character is asked to relate his or her childhood deeds 
  and to state why the clan should adopt him or her into the ranks of adults. (This should give the play-
  ers a chance to get to know one another and set the mood for the party). 
  After the last character has related his or her story to the rest, Three Spears will tell the party 
  that their rite of ascension has been chosen for them by the spirits and she takes this as a good omen 
  for the future of the clan and the characters. She tells them that just when the Elders were meeting to 
  discuss possible challenges for the rite of passage a herdsman road into the enclave and told of an 
  attack on the clan’s herd by a large predator. The herdsman did not see the beast but thought it was a 
  rogue lion or other large cat. 
  The Chiefs agree that any predator that has become bold enough to venture into the pro-
  tected area around the clan is a grave threat to the herds and to the clan itself. The Elders have 
  picked the characters to find and kill the beast. This will be their rite of ascension.  
  If none of the characters are bards, then one of the young bards, Dancing Crow, will meet with the 
  group as they are preparing to leave. He will offer to travel with them so that he can preserve the 
  story of their rite. 
                 White Owl 
  7th  Level  male shaman  
  White Owl is an aging Shaman. 
  He has been instrumental in 
  bringing a unity of spirit to the 
  War and Peace Chiefs. Although 
  he takes his responsibilities of 
  protecting the clan very seri-
  ously, he also enjoys the pleas-
  ures of life. At night he often sits 
  near the camp fires to listen to 
  the singers of the ages (bards) 
  and drink pulque, an intoxicating 
  beverage. 
  Three Spears 
  8th Level female barbarian 
  Three Spears is a no-holds-
  barred leader who is not 
  afraid to lead her warriors 
  into combat. Her tactics are 
  brutal yet effective. As her 
  name would suggest she 
  tends to use a three pronged 
  attack method with a strong 
  central force to divide the en-
  emy and two flanking wings 
  to shield the central force. 
  Running Elk 
  6th Level expert 
  Running Elk was the head 
  herdsman before being 
  invited into the council. His 
  insightful considerations of 
  the consequences of some 
  actions impressed the eld-
  ers. He became the Peace 
  Chief seven months ago. 
  He and Raven Clan look 
  forward to his presentation 
  at the next gathering. 
  
  TTTThe Beginning of the Adventure
  he Beginning of the Adventure
  he Beginning of the Adventure
  he Beginning of the Adventure    
   
  The party will go to the site of the last attack. The herdsman, Iron Wing, will guide them to this 
  site. DM note:  If you feel that the party is a bit in over their head you can have Iron Wing offer to join 
  them (the group knows that since this is their rite of ascension that they should be the principle actors of 
  the rite but that that does not exclude seeking help when needed). 
  When the party comes to the site of the attack none need roll to notice the carnage. Obviously 
  some large creature killed one of the cows and ripped it apart. The cow was ripped in half and the front 
  shanks and head are missing. Vulture flies are working at the rest of the carcass. Vulture flies are com-
  mon in the grass plains and are normally considered more of a pest than a true threat.  
   
   
  Open: 
  Vulture Flies (10), CR 1/5 (hp: 4, 3, 3, 2, 2, 2, 2, 1, 1, 1), Init: +2 (Dex), Speed 5 ft. 40 ft. 
  fly, AC 16 (+2 size, +2 Dex), Attacks 2 talons +4 melee, 1 peak +1 melee, Damage talons 
  1d2-1, peak 1d3-1, Special: vermin, fly 
  
  Monster Tactics: If the group attempts to investigate the carcass the vulture flies will become 
  enraged and attack the party. The attack will continue until the party demonstrates to the vulture flies 
  that they are too powerful for the carrion-eaters.   
  See the full statistics for the Vulture Files at the end of the adventure. 
  The party must now track the beast that has killed the cow. In order to track the beast have the 
  members of the group make a Search roll (DC 10). This must be done for each mile covered. On the 
  first successful roll, if the character has the skill nature sense or is a ranger, he or she will note that the 
  beast that left the tracks is incredibly large, probably 20 feet long and 3000 lbs.  
  Fortunately, the lion has made its den not too far from this spot. Have the group make six (6) 
  Search checks. If the party loses the trail have them make some additional rolls and finally let them pick 
  up the trail (the lion paused to eat and left behind some bloody shreds that the party happens upon). 
  The trail leads into the rolling hills to the southwest of the clan’s encampment. As the party tops one of 
  the hills they notice that the trail seems to disappear into a cave in the side of the next hill.  Large pieces  
  of shattered stone rest in front of the cave entrance blocking a clear site into the hole. 
  Dancing Crow: 
  3rd Level bard (singer of 
  the ages) 
  HP: 3d6+3 (16 hp) 
  Str 14, Dex 16, Con 12, Int 
  12, Wis 11, Cha 16 
  AC 16 (Studded leather, +3 
  Dex)  
  Base Att: +2   
  Saving Throws: For +2, 
  Ref +6, Wil +3 
  Skills: Perform 7, Spellcraft 
  3, Listen 4, Diplomacy 4, 
  Knowledge(Clan history) 6,  
  Ride 3, Animal Handling 3 
  Feats:  Dodge, Alertness, 
  bardic music, bardic knowl-
  edge 
  Weapons: Short Spear, 
  dagger, short bow 
  Spells: 0 lvl 3, 1st lvl 1 
  Spells available:  
  Lvl 0: Daze, Dancing lights, 
  Light, Flare, Mending, Resist 
   Lvl1: Cure light wounds, 
  Protection from evil, Sleep 
   
  
  TTTThe Lion
  he Lion
  he Lion
  he Lion    
  The lion that has 
  been hunting the Ravens is 
  actually an old and weak-
  ening dire lion that came 
  down from the mountains. 
  Unbeknownst to the char-
  acters, the lion came out of 
  the mountains because of a 
  war between an ogre tribe 
  and clan of gnolls. The con-
  flict has scared many of the 
  prey animals away and so 
  the predators have been 
  forced to fight over the slim 
  pickings. 
  This 
  particular 
  dire lion was not strong 
  enough to fight off the 
  younger males and was 
  forced to flee.  
  The lion happened across an entrance to a forgotten tomb. The lion was drawn to something within the 
  tomb and with its strength tore down the stone that blocked the tomb. Inside it found the perfect lair, a 
  place quiet and dry. 
   While it was exploring the tomb, the lion set off a ward that protected the tomb. The builders of the 
  tomb had protected the burial crypt with two guardians, golem-like creatures that contained the spirits of 
  warriors. Normally the guardians would animate when someone opened the central door but instead, the 
  lion released one of the spirits when it tipped over the statue shattering the chest cavity where the spirit 
  was housed. The spirit possessed the lion.  
  The other guardian is still in place. Since that time, the dire lion has become insane due to the posses-
  sion. The spirit is not able to completely control the beast and the lion cannot ignore the strange “voice” 
  within its head or the “human vision” that intrudes upon its sight every now and again. Maybe because 
  of the guardian spirit or perhaps because of the comfort of the tomb, the lion continues to use the tomb 
  Open: 
  Dire Lion (1), CR 5 (hp: 42), Init: +1 (Dex), Speed 40 ft., AC 14 (-1 size, +1 Dex, +4 natural), Attacks 2 
  claws +8 melee, 1 bite +3 melee, Damage claw 1d6+3, bite 1d8+1, Special: pounce, improved grab, 
  rake 1d6+3, scent 
  Warriors of the Ra-
  ven clan battle for 
  their lives against the 
  Dire Lion. 
  
  The Tomb
  The Tomb
  The Tomb
  The Tomb    
  The Ancients built the tomb. The Ancients were a race of 
  Sorcerer Kings who lived in Rylonia many centuries ago. 
  It was the civilization of the Ancients that created the Hidden Spires of 
  the Heart Stone. Although the Horse Nomads do not know their past, 
  they were the herdsmen and guardians of the Ancients. The Ancients 
  kept them as slaves and “pets”. All that remains is the genetic calling to 
  defend the Heart Stone.  
  This particular tomb houses the remains of Tor Anar, one of the lesser 
  nobles of the Sorcerer Kings. A series of traps and magical wards protect 
  the tomb. The initial ward stone was broken years ago by a lightning 
  bolt. The pieces of the door hid the entrance until the dire lion happened 
  by. The lion was able to move the stones enough to expose the entrance.  
  Iron Wing: 
  2nd Level barbarian 
  (herdsman) 
  HP: 17 
  Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 10 
  AC: 15 (Studded leather, +2 
  Dex) Base Att +2  
  Saving Throws: For +4, Ref 
  +2, Wil +1 
  Skills: Ride 5, Animal Handling 
  6, Climb 3, Wilderness lore 4, 
  Intuit Direction 3, Spot 2, 
  Search 5 
  Feats: Weapon Focus (Spear), 
  Endurance 
  Weapons: Long Spear, dag-
  ger, composite short bow 
  Iron Wing Tracking the Dire 
  Lion 
  
  2222.) The Antechamber:
  .) The Antechamber:
  .) The Antechamber:
  .) The Antechamber:    
   
   a large rectangular room. To the north is a large 
  double door with tile inlays. It is partially covered 
  with a mound of skulls. Each skull has been care-
  fully cleaned and stacked, indicating some sort of 
  intelligence. The fresco is of Tor Anar, a tall, thin 
  man with a winged helmet.  His eyes seem to glow 
  with an inhuman light. His features seem to be a 
  mix of elf and human.  He stands with his arms 
  outstretched.  
  1111.) The Entrance:
  .) The Entrance:
  .) The Entrance:
  .) The Entrance:    
   Scattered around the entrance of the lair are the remains of many animals including cattle, deer, 
  dogs, wolves and human. A Spot roll (DC 10) reveals that every skeleton is missing its skull. If the party 
  approaches the tomb the lion can make a listen check (Opposed roll vs. Move Silently or DC 10). Use 
  the opposed roll if the party is trying to be quiet and use the (DC 10) if the party is not.  
  Monster Tactics:  If the lion hears the party or smells them using the scent special quality, it 
  will retreat into the right alcove and attempt to ambush the group. It will make a leaping attack and at-
  tempt to rake the nearest intruder. If the lion does not hear the party it will be lying in the antechamber 
  cleaning the flesh off of a skull.  
  The lion has been collecting the skulls of its victims to decorate its lair. The lion will fight to the death 
  any who approach the lair.  
  Two columns are partially buried in the side of the hill. A manmade corridor, ten feet wide 
  and thirty-five feet long, disappears into the darkness. A strong stench of animal urine per-
  meates the air overpowering even the smell of decaying flesh. The dark stone that makes 
  up the corridor has been expertly crafted, the entire edifice appears to be a single piece of 
  carved stone. 
  The entryway opens into a large rectangular room 35 
  feet long and 30 feet wide. Small corridors exit the 
  room roughly in the middle of the west and east wall. A 
  set of carved, wooden double doors is on the north 
  wall. The doors are partially covered by a mound of 
  skulls. The skulls have been carefully cleaned and 
  stacked against the door. 
   
  The doors have a fresco of a tall man wearing a winged 
  helmet. He has a cruel smile and his eyes glow with an 
  inhuman light. He stands with his arms raised as if 
  evoking some strange spell. Around the man is a series 
  of six strange signs. The doors split the man down the 
  middle. 
  SSSScaling the Lion:
  caling the Lion:
  caling the Lion:
  caling the Lion:    
   If the dire lion is proving to be too 
  tough for the party then you can slow it 
  down a bit by having the “voices” in its 
  head distract the beast. The lion will twitch 
  and shake its heads as if it were being pes-
  tered by angry gnats or something. This 
  should give the party some advantage if it 
  is needed. The suggested results of the dis-
  traction are the following:  1. loss of one or 
  more attacks; 2. AC reduced to 13 due to 
  loss of Dex bonus; 3. If the lion does attack 
  reduce the attack modifier by 5-7 due to 
  double vision or other distraction.  
  Of course, if you are willing to be cruel then 
  let the chips and members of the party fall 
  where they may. 
  This particular dire lion is not as menacing 
  as the standard one. It is older and weaker 
  than is expressed in the rulebook. Although 
  this lion is a bit weaker, the DM should still 
  take heed to the advice given in the adven-
  ture. The lion is still lethal, especially to 
  lower level characters. 
  
  The Guardians 
  If the doors to the main chamber are opened, the guardians were enchanted to animate and kill the intruders. 
  The broken guardian will not animate because the lion broke the chest of the guardian and the spirit that would have 
  animated the statue escaped. The other guardian, however, will animate and attack the party. 
  Monster Tactics: the animated statue has no true tactics. It will attack the nearest intruder and attempt to kill. 
  If it is attacked by more than one person it will continue to single-mindedly attack its first target before moving to the 
  next. 
  If the party manages to destroy the statue, any druid, cleric, shaman or sorcerer character may make an Intelligence roll 
  (DC 12) to hear a very faint “thank you clansmen”  in the air above the ruins of the statue. 
  4.)   The Other Guardian’s Room:  In this room is a complete statue of a Nomad warrior. He 
  is holding a spear and has an axe strapped to his back. The statue will not respond to any action within 
  this room. However, if the statue is broken and the heart revealed (the statue was a living man bewitched 
  by one of the Sorcerer Kings’ priests)  the spirit trapped within will fly around room the raising a cloud of 
  dust and then disappear...  
  Open 
  Guardian Statue (1), CR 3 (hp: 33), Init: 0, Speed 15 ft., AC 14 (+4 natural), Attacks battleaxe +2 or spear +2 melee, 
  fist +3 melee, Damage Battleaxe 1d6+2, spear 1d8+2, fist 1d3+2 subdual, Special: half damage from piercing or slash-
  ing weapons, immune to mind influence 
  3.)  The Broken Guardian’s Room:
  3.)  The Broken Guardian’s Room:
  3.)  The Broken Guardian’s Room:
  3.)  The Broken Guardian’s Room:   
  This is the room where the lion broke the statue of one of the 
  guardians. The guardian statue has the appearance of a tall, 
  muscular Nomad holding a spear and wearing an axe on his 
  back. The statue has een toppled and has a crack in the chest. 
  The spear is broken and the shards lie about. The spear can be 
  The small corridor opens into a small 20 feet square room. In 
  the middle of the room is a raised platform. Lying on the 
  ground next to the platform is a broken statue of a Nomad war-
  rior. His left arm, holding a spear, has shattered and lies next to 
  the body. The chest is also broken; the fragments of the statue 
  litter the entire room. 
  Continued... 
  Around the man are arcane symbols that represent the elements and the symbol of time and 
  magic (a character with Arcane Knowledge can identify these symbols with a roll DC 10). In a semicircle 
  from left to right the symbols are Earth, Fire, Magic, Time, Water and Air. The doors open in the middle 
  of the man. The lock was once very strong but has since de-
  cayed and offers only some opposition to the characters’ efforts. 
  There is a spear trap that is triggered if the doors are opened 
  without deactivating the trap. Breaking down door (DC 18), 
  Open lock (DC 20), Search for trap (DC 15), Disable trap (DC 20) 
   
  OOOOpen
  pen
  pen
  pen    
   
  Spear Trap:
  Spear Trap:
  Spear Trap:
  Spear Trap:    
   
  The Spear trap attacks with 
  a bonus of +5 and will do 
  1d8+3 damage. There are 6 
  spears and they will fly in a 
  parallel line. Depending on 
  the  number of people 
  standing at the door when 
  the trap is set off, an indi-
  vidual may be attacked by 1 
  or 2 spears. Have any peo-
  ple make a save vs. Reflex 
  (DC 14). A successful roll 
  allows the individual to use 
  his or her DEX modifier to 
  the AC, otherwise, the per-
  son is considered flat-
  footed. 
  
  5555.)  The Inner Chamber:
  .)  The Inner Chamber:
  .)  The Inner Chamber:
  .)  The Inner Chamber:  
   Beyond the door is the central chamber that leads to the sarcophagus of Tor Anar. There is a 
  series of columns that proceed around the room.  Each of columns has carvings that represent the differ-
  ent stages of Tor Anar’s life.   
  Column 1: The birth of Tor Anar: a baby with strange features, similar to those on the fresco 
  of the main door, is being born and a radiant light is coming from him. The other figures are kneeling in 
  awe and fear of the child. 
  Column 2: The childhood of Tor Anar: a child with the same strange features and a halo is de-
  picted playing with griffins and other strange beasts. 
  Column 3: The youth of Tor Anar: a young 
  man, with halo and strange features, is shown studying a 
  tome and performing some sort of alchemy experiments. 
  (To the Nomads of Rylonia this will seem like a Su-Tay 
  sorcerer mixing potions) 
  Column 4: The Adulthood of Tor Anar: a man 
  with halo and strange features is seen fertilizing crops 
  and healing herd animals. A group of humans (DC 10 to 
  recognize them figures as Rylonian Nomads) is bowing in 
  awe before the man. 
  Column 5: The Rise to Power of Tor Anar: a 
  man with strange features is sitting in a throne-like chair 
  holding a scepter. In front of the man a human is being 
  executed while others look on in delight. 
  Column 6: The death of Tor 
  Anar: the same man is lying in 
  a sarcophagus exactly like the 
  one at the end of the room. 
  Around the sarcophagus a 
  group of mourners is depicted. 
  Also there is a scene of count-
  less humans being sacrificed 
  in front of a tomb. 
  What is a Su-Tay?: 
  The Rylonian Campaign will use 
  some different vocabulary to de-
  scribe the classes. Also the classes 
  function slightly differently than 
  they do in other areas. 
   
  The Shaman (Lor Tay) is able to 
  contact the spirit world and, at 
  times, persuade the spirits to do his 
  or her bidding. The Lor Tay uses a 
  mantiou, a spiritual bridge between 
  the spirit world and this one, to in-
  fluence the spirits. The shaman acts 
  as council, healer and spirit warrior 
  for the clans. 
   
  The Ku Tay (druid) is the “wanderer 
  of the grass”. The clansmen under-
  stand the tie that the Ku Tay has 
  with the land and respect the power 
  that the Ku Tay has. In many cases 
  the clans place the Ku Tay on an 
  equal level as the shaman. 
   
  A Su Tay is a sorcerer. A player can 
  use the sorcerer player character to 
  roll the Su Tay. The Su Tay are both 
  respected and feared. Unlike the 
  druids (Ku Tay) the clansmen do 
  understand the power of the Su 
  Tay. For campaign purposes the Su 
  Tay is a mysterious witch-like figure 
  in the eyes of the clans. 
   
  The double doors open to a large room. It is rectangular, being 40 feet wide and 60 feet 
  long. There are six columns arranged in three groups. A soft light radiates from bas-relief 
  adornments on the columns. The light from the columns is enough to see a sarcophagus at 
  the far end of the room. 
  
  W
  W
  W
  Where does the adventure lead to next:
  here does the adventure lead to next:
  here does the adventure lead to next:
  here does the adventure lead to next:    
   
  This adventure is designed to give the players and DM a taste of Rylo-
  nia, a part of “The Hunt: Rise of Evil” campaign setting. It is also the 
  beginning of a campaign (“Song of the Ancients”) in which the charac-
  ters must come to understand the evil of Ancients and prevent their 
  reawakening. The next adventure will start a bit to the north and in the 
  beginning seems to be a routine adventure of defending the Raven ter-
  ritory from Outlanders. The characters will begin to learn that a danger 
  to the Heart Stone is coming and the clans must prepare. 
  Ending the adventure:
  Ending the adventure:
  Ending the adventure:
  Ending the adventure:    
   
  With the lion dead and any possible treasure in hand the party has completed the adventure. They 
  return to the encampment and are given the armbands that distinguish them as adults. The DM is free to 
  roleplay the festivities but they are not detailed here. 
  Now that the members of the party are adults even 
  greater adventures await. 
  6666.) The Sarcophagus of Tor Anar:
  .) The Sarcophagus of Tor Anar:
  .) The Sarcophagus of Tor Anar:
  .) The Sarcophagus of Tor Anar:   
  The sarcophagus lies in an alcove in the far wall. The sarcophagus is made of carved marble and 
  bears the likeness of Tor Anar. The arms are to the side of the body and the hands are gripping the edge 
  of the lid. The lid is held locked in place and the locking mechanism lies under Tor Anar’s fingers. It is also 
  trapped. The trap runs through the sarcophagus and is connected to a pit trap that is ten feet long and 
  five feet wide. The trap itself is very difficult to detect (DC 25) but relatively easy to bypass once it is dis-
  covered (DC 15). If the lid is disturbed before the trap is disabled the floor in front of the sarcophagus 
  will fall away to reveal a twenty foot pit Have all characters within the trap zone make a reflex saving 
  throw (DC 15) in order to leap away from the pit.  Any character that falls into the pit will take 2d6 dam-
  age. The walls of the pit are smooth and extremely difficult to climb (DC 20). However, if someone is 
  able to use a rope the climb is easy (DC 5).  
  The lid to the sarcophagus is locked with a good lock (Open Lock DC 30). If the group cannot 
  pick the lock, which will probably be the case since even rogues of Rylonia would very rarely take this 
  skill, they will have to pry the lid open. This requires a Strength Check (DC 24).  
  Inside of the sarcophagus are the remains of a tall, thin humanoid. There is a finely made chain 
  mail shirt and a jeweled helmet. Lying across the body is a long sword. On each wrist is a bracer of some 
  kind. The body lies on what appears to be a plush velvet pillow. If the body and pillow is removed a hol-
  lowed out section is revealed. Inside of that section is a large tome (much like the one pictured on column 
  3). 
   
  Changing the Setting: 
  If the Rylonia setting does not fit well 
  in your campaign here is one sugges-
  tion to change the setting. 
   
  Below you is a small dale, roughly 
  200 feet across, formed amongst the 
  rolling hills. A hush has fallen over the 
  area. A breeze brings the smell of 
  death and decay. The scene below 
  you is one from a nightmare; there is 
  an opening in the side of the hill cre-
  ating a small cave of sorts. In front of 
  the cave an assortment of bones from 
  cattle, wolves and humans lies 
  bleaching in the sun. The cave is par-
  tially hidden by shattered pieces of 
  large stone. 
  
  IIIItems inside the sarcophagus
  tems inside the sarcophagus
  tems inside the sarcophagus
  tems inside the sarcophagus    
  Chainmail masterwork craftsmanship armor check penalty reduced by 1 (-4) , long sword +1, bracers of ar-
  mor +1 
  Helmet of Tor Anar: This is a winged helmet like the one depicted in the fresco of the man on the main 
  door.  You, the DM, may want to have the characters roll on Intelligence to remember the helmet and the 
  fresco.  This helmet has many special abilities (+2 armor class, light spell 5 times per day, +2 enhancement 
  bonus to intelligence). It also still contains a piece of the soul of Tor Anar. Each week that a character wears 
  the helmet he or she must make a saving roll vs. will( DC 20). Each loss will allow the spirit of Tor Anar to 
  influence the character a bit more. The character will become more and more egotistical and will see the 
  Nomads as lesser beings who should do his bidding. The DM should keep a careful record as to the saving 
  throw wins and losses. Each time a character wins a saving throw, treat it as –1 Tor Anar. Each failure is +1 
  Tor Anar. For example, if the character has missed the first three rolls in a row he would be at +3 Tor Anar. 
  However, if he succeeds in the next roll, the number will be +2 Tor Anar. If the number equals +10 Tor 
  Anar then the Ancient Sorcerer King has possessed the being and is loose on the world again. Although the 
  consequences will be fully detailed at a later time, it is not a good thing! 
   
  The tome below the cushion is a Tome of Understanding that will raise the Intelligence of the reader by 1. 
  To be able to read the tome a Read Magic spell is needed. In addition, the reader will begin to understand 
  the psyche of the Ancients. This may prove to be an interesting item since Rylonians are illiterate. They may 
  recognize the quality of the craftsmanship but they are baffled as to its contents. 
  Map of the Tomb
  Map of the Tomb
  Map of the Tomb
  Map of the Tomb    
  
  OOOOpen:
  pen:
  pen:
  pen:    
      
  Type: Vulture Fly 
  Type: Small-sized Vermin 
  Hit Dice: 1/2 d8 (2 h.p.) 
  Initiative:  +2(Dex) 
  Speed: 5 ft.  40 ft. fly 
  AC:  16 (+2 size, +2 Dex) 
  Attacks:  2 talons +4 melee, peck +1 melee 
  Damage:  Talons 1d2-1, bite 1d3-1 
  Face/Reach:  2 1/2 ft. by 2 1/2 ft./ 0ft. 
  Special Qualities: Vermin, Fly 
  Saves:  Fort +2, Ref+4, Will+2 
  Abilities: Str2, Dex 15, Con 10, Int 2, Wis 12, Cha 1 
  Skills: Spot +4, Listen +6 
  Feats:  --- 
  _________________________________________________________________________________ 
  Climate/Terrain:  Mainly plains around carrion 
  Organization: Flock (6-10) 
  Challenge Rating:  1/5 
  Treasure:  None 
  Alignment:  always neutral 
  Advancement: --- 
   
  Vulture Flies are large insects. They are attracted to the smell of rotting flesh. Although they are gener-
  ally considered to be a pest they have been known to aggressively defend a prize bit of carrion.    
  
  OOOOpen:
  pen:
  pen:
  pen:    
  Guardian Statue
  Guardian Statue
  Guardian Statue
  Guardian Statue    
  Hit Dice:  5D8+10(33 h.p.) 
  Type:  Outsider 
  Initiative:  0 
  Speed:  15 ft. 
  AC:  14 (+4 natural) 
  Attacks:  By weapon type (+2), by fist (+3) 
  Damage: Battleaxe 1d6+2, Spear 1d8+2, fist 1d3+2 subdual damage 
  Face/Reach:  5 ft. by 5 ft./ 5 ft. 
  Special Qualities: damage reduction (10 pts) from piercing and slashing weapons, immune to mind 
  influence 
  Saves:  Fort +0, Ref +1, Will +2 
  Abilities: Str 14, Dex 10, Con–, Int 2,  
  Wis 5, Cha 11 
  Skills: No special skills 
  Feats: No special feats 
  Climate/Terrain:  In the tombs of the Ancients 
  Organization:  solitary, pair or  
  group (6-10) 
  Challenge Rating:  3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: --- 
   
  These are special to this adventure. In later adventures involving the Ancients, the statues will be de-
  tailed further as well as other special guardians the Ancients created to guard their secret places.    
  Guardian 
  Guardian 
  Guardian 
  Guardian     
  Statue
  Statue
  Statue
  Statue    
  
  Open: 
   
  Type: Dire Lion 
  Hit Dice: 8d8+24 (42 h.p.) 
  Initiative:  +1(Dex) 
  Speed:  40 ft. 
  AC:  14 (-1 size, +1 Dex, +4 natural) 
  Attacks:  2 claws +8 melee, bite +3 melee 
  Damage:  Claw 1d6+3, bite 1d8+1 
  Face/Reach:  5 ft. by 10 ft./5ft. 
  Special Qualities:  Pounce, improved grab, rake 1d6+3, Scent 
  Saves:  Fort +9, Ref+8, Will+7 
  Abilities: Str 17, Dex 12, Con 13, Int 2,  
  Wis 12, Cha 10 
  Skills:  Hide +5, Jump +6, Listen +4,  Move Silently +5, Spot +4 
  Feats:  --- 
  Climate/Terrain:  Any forest, hill, mountain, plains, and underground 
  Organization: solitary, pair, or pride (6-10) 
  Challenge Rating:  5 
  Treasure:  None 
  Alignment:  always neutral 
  Blood on the Grass will be the second installment to this adventure.  
  A full length module that will take you deeper into the plains and into the 
  mountains that surround them on the trail of….Well, we will leave that a se-
  cret for now. 
   
  Blood on the Grass will also be able to be used as a stand alone d20 fantasy 
  module that can be easily adapted to any campaign. 
   
   
  
   
  Requires the use of the Dungeons & Dragons® Player's Handbook, Dungeon Masters Guide and Mon-
  ster Manual Third Edition, published by Wizards of the Coast®. 
   
  Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission 
   
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  AAAA Hint of what is to 
   Hint of what is to 
   Hint of what is to 
   Hint of what is to 
  come:
  come:
  come:
  come:    
   
  The characters have unknowingly 
  begun the awakening of Tor Anar. 
  His spirit is strong and will eventu-
  ally seize control over whoever 
  wears his helmet. Once Tor Anar 
  has control he will attempt to cre-
  ate a seat of power. He had al-
  ways envied the Ancients who had 
  the lands to the north and he will 
  go the mountains and begin build-
  ing his fortress. Of course this 
  means the need for slaves. After 
  he has accomplished the building 
  of his stronghold, then he will at-
  tempt to awaken the rest of the 
  Ancients by going to the Hidden 
  Spires in the center of the Heart 
  Stone. 
   
  As a Dungeon Master you may 
  want to prevent the player charac-
  ter from suffering the fate of Tor 
  Anar. It is an easy task to have 
  some thief steal the helmet from 
  the character before he is com-
  pletely possessed. 
  
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  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  This Adventure: Rite of Passage,  a copyright © 2000 of Mystic Eye Games ™ and is free to distribute under the open gaming 
  license. The Hunt: Rise of Evil, story, characters and setting are not open for distribution. All art is a copyright of the respective 
  artists. Art cannot be duplicated or distributed without permission of the artist. 
  Only those items designated “open” fall under the OGL, all other portion may only be reproduced with permission of Mystic Eye 
  Games. 
  Look For the Mini-Kingdom 
  Source book due out later this 
  year for the  Grass Lands of 
  Rylonia as well as the other 
  adventuring locations in  
  “The Hunt: Rise of Evil” 
  
SOURCE: textdata/thevault/The Hunt Rise of Evil/The Hunt Rise of Evil Rite of Passage.pdf