FORGOTTEN REALMS

THE NORTH

THE HUNTER-OF-MEN, Part II

By: Jason Alvesteffer


The following is another adventure relating to the first Hunter-of-men adventure.  This is considering that the DM, in the last adventure, said that the worshippers of Malar did, indeed, summon the beast successfully.  This is a FORGOTTEN REALMS adventure that take place in the North, but it could easily be adapted into an environment where it snows often.  It is for 4-6 players of levels 5-7.  Enjoy!!!

Note: In the dialogue sections of this adventure, it speaks as though these events are occurring directly to the players.  All the events here are fictional and players must remember that this is just a game.  Players who think that these fictional events are real have the wrong thinking.
 
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The Story So Far

While in the mountains, your party was reluctant to save Iron Horse, a barbarian shaman of the Red Calf tribe, before he was slaughtered by gnolls.  Before he bid farewell, he told of the prophecy of his tribe.  
	As the days went on, your party experienced several events that fulfilled the prophecy, like the great blizzard and the numerous monster attacks.  
	Tyr then came to you and selected three from your group to carry out his holy quest to purify the land from the coming evil.  You followed his words the next day and traveled east to the ancient temple of Malar.  In it revealed the cult in their time of ceremony and summoning.  They were in the process of awakening Malar's champion from his years of timeless sleep.  Your band attacked the templars and defeated them, but you were to late.  The hunter-of-men had awakened!  Our story continues.
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Malar is divine, and is the essence of people.  One could only imagine the greatness it would be for him, among all being, to live and thrive on this earth.  It would be a victory and a treat for the soul and mind.

             - High Priest Fayt, Dedicated Follower of Malar


Speaking with Het-Hen (Any Road or Path)

While the PCs are journeying on either a road or path in the North, they will encounter the bloodied and tired Het-Hen.  This encounter should take place around sunset.  Read the paragraph below to the players.

"You have been walking for hours, and your feet are cold and weary.  The air in this area is still frigid and a light flurry of snow bombards down on you from time to time.  The road (or path) which you are on seems to lead forever to the horizon, and you wish with every step that over the next hill or the down the next slope you will find a hint of civilization. 
	The shadows before you seems to twist and sway as if it were living.  Then, through the thriving shapes of gray, a humanoid figure catches your eye.  It limps toward slowly but steadily. 
	Moments later, the figure's identity becomes known.  It's a male half-elf warrior that is tall for it's kind.  You notice that his tattered cloak is soaked in dry blood.  His face is clean-shaven and his hair, long brown.  He seems joyous in see you.  Before you can say a word, the man collapses at your feet."

The man is Het-Hen a lone survivor of his small merchant band who was attacked by soldiers a few miles up the road.  Het-Hen's wounds are light, he is not severely hurt.  The long walk that he had taken had taken it's toll.  He is weighed down by tiredness and will remain unconscious in a turn.  When Het-Hen returns to his senses, read the text below.

"You see the half-elf's nose twitch, followed by the movement of his hands.  He rolls over than, at last, he opens his eyes and immediately comes to a sitting position.  "I trust I am safe here," the man manages to say and groans at the sight of his wounds.  "My name is Het-Hen.  The only survivor of my merchant band.  Back up north, we were attacked by soldiers.  They looked like none else that I have ever seen.  They wore the badge of a claw on their shoulders.  As you see, I was wounded in the attack, but I'm fine, but just a little tired.  The town up north, you see, has recently been taken over by the band of these mysterious soldiers.  We tried to escape their watch, but failed.  We would've died anyway in the town.  The leader of the captors orders executions everyday.  Their leader is a skinny, old, insane man who rides on top of a giant, levitating, golden disk.  That's all I know of him.  He never shows himself, and I'm not sure of his name.  Now, who are you anyway?"" 
 
The DM should allow the PCs to talk to Het-Hen for a while to get to know him.  They will quickly see him as a realistic and diplomatic person in thinking.  Though he is not a warrior, he will fight if provoked.  He carries a set of hunting knives on his belt.  After he eats, drinks and rests for a night, he will ask directions to the closest city and be on his way.


Site of a Recent Battle (Anywhere in the Wilderness)

Once the PCs have seen Het-Hen, they will startled at the sight of his company.  Read the paragraph below.

"You have come to a spot were you notice splotches of red in the melting snow.  After taking a better look at the scene, you notice a glint of steel in the snow.  It is a sword.  Next to it you see it's owner, a dwarf in plate armor with it's face shrouded in frozen blood.  You notice his eyes are open as well as his mouth.  This suggests that he had a painful and gruesome death.  Beside the dwarf lay his slaughtered companions, each covered in a sheet of frost.  Off to the corner you a roofed wagon.  The horses that once pulled it have disappeared.  The sidings of the wagon are covered with several arrows and the door is broken from it's hinges.  What could have caused this massacre?"

Among the dead are the former companions of Het-Hen.  There is no treasure or valuables on the deceased.  After the warriors of Malar killed them they grabbed anything that could possibly be worth something, except their armor and weapons.  The wagon is unusable, because the wheels are smashed.  The interior of the wagon is empty beside the beds, but it holds many clues.  A wooden figurine of Malar is buried within the blankets of the bed.  A metal symbol of a claw is on the floor.  An iron curved dagger is stuck on the wall.  All these items were carelessly dropped and left by the murderers.  An untouched chest with the merchant companies profits within are well hidden beneath one of the beds.  It contains: 300 cp, 400 sp, 400 gp, 150 ep, 150 pp, and 2 gems.


The Execution (Any Small Town)

The next small town, perhaps a farming community, that the PCs enter will be slightly damged by what looks like catapult fire.  Some of the buildings within it are burn and destroyed, but most are still intact. This town has just been occupied by the soldiers of Malar, so it's military is still quite strong.  When the PCs enter the town, read the paragraph below to the PCs.  

"As you pass the towering, burnt, palisade, you are surprised to see that this town has recently suffered an attack.  The buildings beside you are ash-covered and broken.  Craters spot the roads and farmland.  You see fear and sadness in the eyes of those who you pass.  Military here seems tight.  At least twenty archers roam the palisade wall walk here at all times, and patrols of ten pass through the streets regularly.  You notice a large crowd in the marketplace."

Village Patrol (10): INT Average; Common; AL LE; AC 5; MV 12; HD 1; THAC0 20; #AT 1; Broad Sword, Back-and-Breast, Cap, Small Shield; Dmg 1d8; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 12; XP 15.

Most of the villagers on the streets are gathered in the now crowded marketplace.  A small wooden stage has been set up in the center of the market area.  Hangers are set up across it.  Read the text below when the PCs come into view of it.

"Upon reaching to the core of the gathering, you see that this is not a grand gathering, but a nightmarish execution.  A small wooden stage has been set up, in the center, where three hangers are placed on this stage.  An executioner with a long, sharp, gleaming sword who is dressed in black robes, stands at the sidelines.  A young elven man, a long-haired farmer, and a old bearded man stand on stools with untightened nooses around their neck.  A soldier wearing ornamented armor and halberd stand on each side of the three men.  The tall soldier speaks.  "Citizens of Westbridge, hail the honored guest, High Priest Fayt."  You look spin around, as everyone else does and see a bony, tattooed man with his hair shaven and dressed in white robes sitting in lotus position on an odd shaped, levitating, metallic disk.  He hovers several feet above the meat of the crowd and speaks in a high squealing voice.  "We are gathered here to witness the execution of three convicted criminals.  The elf is sentenced to death for an attempt of escape from this fine town.  The old man man is convicted of witchcraft and bears the of sign of balanced scales and hammer.  The boy here is, um... sentenced to death for entertainment..  At that, the young man screams out and jerks on his bonds, nut to no avail.  The soldier beside him kicks him in the stomach, and he doubles over.  							"I don't have to listen to your foolish laws," the old man cries," I am Kargoth, and Tyr will give his justice!""   

Play out the battle if the PCs intervene.  If they stay and watch, Kargoth will eventually tear free form his bonds, and attack the two soldiers.  This should give the PCs reason for attack.  The commoners help by backstabbing any soldier who comes near, pitching rocks at the High Priest, and preventing armed patrols form entering the battle. 
	Five rounds into the battle or if High Priest Fayt is being beaten, Fayt will drop his Orb of Devastation into the crowd.  Everyone or everything in within 30' of the impact zone will be force to make a saving throw versus death or be instantly killed.  Any who make the check are knocked out for the next 1d3 turns.  Feel free to cheat on some of the rolls to get the desired results.  Once all the PCs are knocked unconscious or dead, this segment of the adventure is completed.    

Beast Warrior (2): F2; AL CE; AC 5; MV 12; HP 12; THAC0 19; #AT 1; Halberd, Plate Mail Armor, Bagh nakh, Two-Handed Sword; Dmg 1d10/1d2/1d10; SA Specialization; SD nil; MR nil; SZ M(6' Tall); MR 13; XP 65.

Village Patrol: INT Average; Common; AL LE; AC 5; MV 12; HD 1; THAC0 20; #AT 1; Broad Sword, Back-and-Breast, Cap, Small Shield; Dmg 1d8; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 12; XP 15.

High Priest Fayt: P10; AL CE; AC 7; MV 12; HP 58; THAC0 17; # AT 1; S12, D 10, C15, I14, W15, C16; Staff of Thunder and Lightning, Disc of Levitation (as spell), Orb of Devastation; Dmg 1d6; SA spells; SD spells; MR nil; SZ M(6' tall); ML 15; XP 5,000.

Kargoth: Pal7 (Divinate); AL LG; AC 5; MV 12; HP 40; THAC0 14; #AT 1; S16, D14, C13, I15, W14, C12; Maul of Crushing +3, Lorica segmenta, Open-faced Helmet; Dmg 2d8+3; SA +1 Dmg; SD nil; MR nil; SZ M(6' Tall); MR 16; XP 650.


Behind Bars (After the Previous Section)

In the most recent section in the adventure, the PCs were knocked out by High Priest Fayt's Orb of Devastation.  During their unconsciousness, the PCs were taken to the hills, were a fort of Malar was recently built, and dumped into the catacombs in the crypt of an old temple.  Now they begin to regain consciousness.  They are located in area one.  Read the text below:

"You slowly open your eyes to a totally different environment.  One that you have never seen before.  The air here is stale and cold and you find yourself laying on the filthy ground.  Rats scurry here and there.  You hear the familiar voice of your father calling you."  

When the PCs get up to look around or see what the familiar voice is, they will discover where they really are.  Read the paragraphs below to the PCs.

"You slowly get to your feet, and you are in shock to find where you really are.  Ahead of you run several bars of magical energy which boxes you into a compressed room... your in jail!  You have come to the icy realization that there is no way out, and no way in.  There is no door, no lock, just magical bars.  You take that the bars will cause harm if you were to touch them.  Beneath you feet, you see that words are inscribed of the stone floor where you have been sleeping.  It reads: "Hedrick Bey, 1296-1350, He devoted his life to the ways of Tempus".  You are standing on a grave, without your equipment.		Now you see the source of the voice, it definitely is not your father, yet he seems familiar to you.  This middle-aged man standing in front of you wears a mustache and long, dark brown, hair.  His features seem to resemble your father's, as well as his voice.  He wears a suit of expensive field plate mail and the sign of the claw on his shoulder.  He smiles down at you."

This man is Zursus, one of the player's uncle (the DM should decide on a PC to have an Uncle Zursus that he never knew).  He is now a Knight of Malar, strictly for the good pay.  His belief's are not to Malar, but to Tempus.  After Zersus here's the voice of the chosen PC, he will quickly notice it, and call that chosen player by his name even before he hears it.  Then he will introduce himself as his uncle.  After speaking to the PCs on matters of why they 're here, he will decide to help them to escape.  
	Zursus walks to a lever on the wall, and pulls it.  The magical bars of energy disappear and the PCs are free.  Zursus directs them quietly to their equipment in the next room.  See the "Grave of the High Priests" section.  Kargoth, Fyradyl (The half-elf at the execution), Heth and Soyid (Two commoners), and Gelvin, Rav, Jilt (Three dwarven quarry workers) are also in the cell with the PCs.  See below for their statistics.

Zursus: F3; AL N; AC 1; MV 12; HP 22; THAC0 17/18; #AT 2/3; S17, D9, C17, I12, W10, C15; Great Helm, Field Plate Mail, Two-handed sword; Dmg 1d10+2; SA Specialization, +2 Dmg; SD nil; MR nil; SZ M(6' Tall); MR 13; XP 650.

Fyradyl (elf): F2; AL NG; AC 7; MV 12; HP 10; THAC0 18; #AT 2/3; S15, D15, C10, I10, W11, C9; Short Bow, Leather armor, Short Sword; Dmg 1d6; SA Specialization, +1 when using bow or sword; SD nil; MR nil; SZ M(5' Tall); MR 12; XP 65.

Heth, Soyid: F0; AL LN; AC 10; MV 12; HP 3 ea.; THAC0 20; #AT 1; Knife; Dmg 1d3; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 10; XP 10.

Gelvin, Rav, Jilt (dwarves): F1; AL N; AC 10; MV 12; HP 6 ea.; THAC0 20; #AT 2/3; Hammer; Dmg 1d4+1; SA Specialization; SD nil; MR nil; SZ M(4' Tall); MR 12; XP 35.


Area Descriptions

DM Note:  Because of some specific reasons, a map of the complex described below has not been provided.  The DM can easily make his own map for there are no advanced architectural designs that would ask for a professional cartographer to create.


1. The Cell (Catacombs of Temple)

This is the resting place for several religious figures, having eight in all.  Their remains are buried beneath the ground and there is no visible marker, besides the inscriptions carved of the floor.  This area is now being used as a temporary prison for Malar offenders.  Pulling a lever at the the side of the wall will cause beams of electrical force to act like the bars of a prison cell, and lock any within.  Touching the bars will cause 1d2 points of electrical damage, and the person doing it will be stunned for a round, and henceforth be restrained for further passage.

  
2. Grave of the High Priests

After speaking with Zursus, he will lead the PCs to the room were their equipment has been stashed.  This particular is the tomb of the three High Priests of Tempus.  In this tomb are three stone coffins which once told the tale of each ones deeds through the inscriptions on the lids, but now they are to worn to be read.  This room is deprived of valuables after the soldiers of Malar robbed these graves.  all that stands now in this room are two crumbling statues of giant gargoyles and the decomposed and scattered remains of the priests.  The PCs equipment lie on the floor by the the coffins.


3. Row of Dead  

 This is a long corridor were the priests of the town used to store their dead.  The hallway is lined with over a hundred compartments in the wall where a skeleton lie in each.  Like all the rest of the bodies, these are all robbed of valuables.  At the end of the hallway is the exit from the catacombs to the temple.  A single nervous guard (first day on the job) is posted at the exit.  He will quickly surrender from combat if given the choice to do so.    
Zursus will remain at the catacombs and will appear later in the adventure.

Village Patrol: INT Average; Common; AL LE; AC 5; MV 12; HD 1; THAC0 20; #AT 1; Broad Sword, Back-and-Breast, Cap, Small Shield; Dmg 1d8; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 12; XP 15.


4. Temple (First Level)

After the PCs climb out of the catacombs, they will find themselves in a magnificent temple of marble. Both sides of it are lined with a row of pillars.  Running down the center of the floor is a red carpet that leads up to the alter.  
	On the alter is a marble podium.  Behind the podium is a statue of Tempus holding crossed swords.  Two brass braziers are on each side of the alter, and a flower-like incense burns within it, giving the room the scent of a meadow.
	The back rooms are used as storage.  Holy water, bread, and wine are stored there.  Wooden creaking stairs lead to the second level.  This temple has just recently been restored and is slowly converting into a temple of  Malar.  Moments after the PCs enter the temple, a priest will appear on the balcony.  He screams curses at the PCs and then disappears from view.  If the PCs don't move then they will be intercepted by a band of five clerics.

Clerics: P1; AL N; AC 4; MV 12; HP 4; THAC0 20; #AT 1; Chain Mail, Mace, medium shield; Dmg 1d6; SA Spells; SD Spells; MR nil; SZ M(6' Tall); MR 13; XP 65. 


5. Priest Quarters

In the this room is a simple and plain priest room.  In it is a bed, a desk and chair, a dresser, and a brazier fill with hot coals.  All that is in the dresser drawers are several pairs of priestly robes.  The priest that the PCs saw earlier on the balcony, Brother Holvol, is in one of these rooms (DM decision).

Brother Holvol: P3; AL NE; AC 10; MV 12; HP 18; THAC0 19; #AT 1; S10, D12, C13, I10, W14, C8; Staff; Dmg 1d6; SA spells; SD spells; MR nil; SZ M(6' Tall); MR 12; XP 120.     


6. Stables

Here is a long hallway lined with stalls of wood.  Every other stall is occupied by a light war horse.  These stables are not well kept and are dirty as the result of it.  A foul stench emanates from some of the stalls.  Hay is scattered among the wooden floor.  Two guards man the horses, but are more into playing dice games than tending to the horses.  A well crafted chariot that belongs to High Priest Fayt is also stored here.  The owners name is inscribed on the wheels.

Stable Masters: F0; AL LN; AC 10; MV 12; HP 2 ea.; THAC0 20; #AT 1; Whip, Dagger; Dmg 1d2/1d4; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 10; XP 10.


8. Courtyard

When the PCs gain sight of the courtyard, they will see that twenty soldiers are now currently training in that area.  Their leader is dressed in heavy field plate mail and commands orders to the soldiers.  The leader is a knight of Malar.  If the PCs don't try to pass through this area secretly, a battle will occur and the PCs will be greatly outnumbered.

Knight of Malar: F3; AL CE; AC 1; MV 12; HP 18; THAC0 17/18; #AT 2/3; S17, D10, C15, I10, W13, C14; Great Helm, Field Plate Mail, Two-handed sword; Dmg 1d10+2; SA Specialization, +2 Dmg; SD nil; MR nil; SZ M(6' Tall); MR 13; XP 650.

Soldiers (20): INT Average; Common; AL LE; AC 5; MV 12; HD 1; THAC0 20; #AT 1; Broad Sword, Back-and-Breast, Cap, Small Shield; Dmg 1d8; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 12; XP 15.


9. Wall Walks

These are long narrow platforms in which archers patrol.  At the sign of trouble, these archers will fire arrows at the assailant.  A slight smash into the unsteady wooden platforms can cause them to loose balance.

Archers (10): INT Average; Common; AL LE; AC 7; MV 12; HD 1; THAC0 20; #AT 2; Long Bow, Studded Leather, Leather cap; Dmg 1d8; SA nil; SD nil; MR nil; SZ M(6' Tall); MR 12; XP 35.


10. Barracks (Level 1 and 2)

The large building of wood beside the keep houses the soldiers at night.  Two-man bunk beds are lined in rows across the length room.  Dirty clothing and sheets are thrown everywhere.  The barracks are empty in the daytime and full at night.  During the day, the barracks can serve as an excellent area to hide.


11. The Keep (Level 1)

The entire left side of this room is used to store barrels of water and provisions.  There is enough food and water to hold a small army for a month during a siege.  At the other side of this room is a huge weapons cabinet.  In side the locked doors are 1d20 of each sword, ax or pole arm in the PHB.  A ladder leads to the second level.


12. The Keep (Level 2)

This level serves as a meeting room.  In the center of the chamber is a long wooden table and chairs that can sit up to 12 people.  On the left side of the table are several boxes containing both sheaf and flight arrows, ballista ammunition, crossbow quarrels, and flasks of oil used for the catapults.  To the right of the table is a cabinet used solely for the purpose of storing armor.  1d6 suits of chain mail, leather, plate, and studded armor, along with 1d12 small, medium, a and large shields are stored in this cabinet.  A ladder leads to the third level.


13. Fayt's Bedroom

This is the bedroom of High Priest Fayt.  There is a bed on each side of this room.  Between the two beds is a desk and chair.  In the drawers of the desk are 100 GP, 10 random gems, and a Potion of Healing.  On the desk are five books relating to the religion of Malar.  A brass brazier lies at the foot of each bed.  No incense burns in any at this time.  In the priest's dresser is a selection of priestly robes.  A shuddered window is located at each side of the room.


Blackened Fog (Any Outdoors)

Once the PCs escaped the fort and are in view of the Westbridge they will discover a thin lack vapor which seems to come from the ground, creating a thin fog of blackness.  This black fog will reduce visibility to a ten yard maximum range.  The fog is cold and moist, and the fragrance of the rose fills the air in overcomes.  All missile attacks made while this fog is active is at the penalty of one.  After exposed to the fog directly for a full three turns, the effected being's stomach will feel uneasy.  After another turn in the fog after that, the being will suffer from nausea, and will be restrained from making any actions unless sheltered for two turns.


The Beast (After Escaping the Fort)

Once the PCs escape the fort, they will meet the mighty hunter-of-men.  Read the text below to the PCs:

"Ahead of you, something moves.  You see the shadow of a creature advancing towards you at double the speed of a mans movement.  It's tall, perhaps twice the size of you, and the outline of a great curved sword is held in it's hands.  It's body is muscled and appears immensely powerful. This is not a man, or any other creature you have ever seen.  The birds have seemed to have suddenly stopped their merry chirping and all is quiet.
	There, up in the sky, you see the image of a face in the clouds.  It seems to be smiling devilishly at you.  A great bolt of lightning is then seen strike the city, and the very ground trembles beneath your feet.  The houses within the palisade burst and sizzle as electricity runs through it, and a small fire has now been created.  You hear a loud growl of a lion, they best is yet closer now.  It's features are now visible.  It's a furry bear-like creature which wears golden plate mail armor that is studded with long sharp spikes.  It stands close to thirteen feet, and wields a sword that is the height of yourself.  You suddenly realize that you are fighting the beast of your nightmares."

The creature heading toward the PCs is Malar's champion.  Anyone below three hit dice automatically runs in fear as the spell.  The beast attacks upon reaching the PCs.  A heavy down pour of rain erupts from the clouds when the battle begins.  High Priest Fayt will quickly join the beast in combat on his levitating disk after the first round.  See the next section of the adventure after five rounds of fighting.  

High Priest Fayt: P10; AL CE; AC 7; MV 12; HP 58; THAC0 17; # AT 1; S12, D 10, C15, I14, W15, C16; Staff of Thunder and Lightning, Disc of Levitation (as spell), Orb of Devastation; Dmg 1d6; SA spells; SD spells; MR nil; SZ M(6' tall); ML 15; XP 5,000.

The Hunter-of-Men: AL CE; AC -4; MV 24; HD 10+5; THAC0 7; # AT 1; S20, D20, C20, I20, W20, C20; Sword of Annihilation +5, Plate Mail Armor +3; Dmg 1d12+13; SA Cleric spells as 10th level priest, +8 Dmg; SD Fear; MR 10%; SZ L(12' tall); ML 18.


Collapses (After the Previous Section)

During the fifth round of battle the very ground beneath the PCs begin to tremble violently and then moments later the ground will give away and collapses.  The PCs along with anyone else in the battle will fall fifteen feet until they hit a solid heap of bones.  They will suffer 2d6 points of damage from the fall.  Read the text below to the players:

"You feel yourself fall several feet through mid-air until you crash solidly into what seems to be a heap of bones.  You cry out as the sharp bones pierce your armor.  After regaining you senses, you see that you are in a circular chamber.  The floor is covered in half a feet of murky green water.  You see a archway leading into a second chamber ahead of you.  You must have fallen into another section of the catacombs.  Behind you, you hear a loud snort.  You find that you have not yet gotten rid of the beast yet... he's right behind you."

Now the battle continues onward.  Once the beast's hit points have reached one third of the original amount, he will be instantly shrouded by a rising mist.  After two rounds within the mist, he will disappear from sight, and the battle will be over.  
	After the battle the PCs are free to explore the rest of this complex.  This room is relatively empty besides to stack of bones.  The echo of lightning striking echoes through the catacombs constantly.  The PCs will be surprised with what they see when they enter the archway.  
	Inside the archway is the tomb of the King Priest of Tempus.  This spot has been searched for by many for it's treasures.  Many spent their lifetimes searching for it until it was forgotten eventually.  This proves that the treasure was not a myth, but a fact.  When the PCs enter the archway they will enter a long hallway with painted walls that depict a battle.  It show one side, the force of good, and on the other, the force of evil.  Through the next archway of this hall, the PCs will find the tomb of the Priest King and his treasures.

	
The Tomb of the Priest King of Tempus (Beyond the Hallway) 

In this room, the PCs will find the spectacular horde of treasure that surrounds the tomb.  The walls of this room are decorated by intricate patterns that appear pleasing to the eye.  In the center of this room is the stone coffin of the Priest King Glyndul.  Beneath the heavy stone lid is the decomposed remains of the Glyndul.  Laid on top of the bones is an ancient shield with the deeds of his life inscribed on it, such as Glyndal single-handed slaying of an ettin giant or the healing he had done to cure a village of diseased peasants.  It is a Shield +3.  Around the coffin is the Priest King's great horde of treasure.  The treasure ranges form a simple copper piece to a prized ornamented chariot.  Use treasure type A and treasure type B to determine the treasure in this room.  The walls of this room is lined with statues of Tempus holding a mighty sword.  After a turn in the room, the voice of Zursus will be heard calling the PCs.  He will be seen at the top of the sink hole with a rope, ready to pull the PCs back up to the surface.  They might have to drop some treasure to do so.  

Escape From the Fog (Any Wilderness)

Now that the PCs are out from the tomb, Zurzus begs them to quick follow him to their horses.  He leads them to a grove of trees where he secretly sneak the PCs horses out from the stables, and he begs them to hurry.
	All around them, a death fog rises, as the spell, and they must hurry to escape it.  A gallop will bring the PCs into safty in time.
	This is the end of the Hunter-of-men.  The DM can also say that the Malar's champion escaped though fog form, much like a vampire, when he was slain.  Several more adventures can follow this. 

