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THE LOST TOMB OF
ARGORATHOR
An Adventure for 8th to 10th Level Characters
By Keith Robinson
Requires the use of the Dungeons & Dragons Player’s Handbook,
Third Edition, published by Wizard’s of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision
© Red Moon Games 2007
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THE LOST TOMB
OF
ARGORATHOR
By Keith Robinson
CREDITS
Author: Keith Robinson
Layout & Design: Keith Robinson
Cartography: Keith Robinson
Interior Art: Gillian Pearce
Play Testers: Anthony Boobier, Paul Millington, Darrell Ottery,
Julian Read, Keith Robinson, Dave Smith
© Red Moon Games 2007. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Red Moon
Games, The Kyngdoms logo, and the Red Moon Games logo are trademarks of Red Moon Games. All proper names, characters, places, items, art
and text herein are copyrighted by Red Moon Games. All rights reserved. “D20 System” and the D20 System logo are trademarks of Wizards of
the Coast, Inc. and are used according to the terms of the D20 System License version 6. A copy of this License can be found at www.wizards.com/
d20. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, Inc. in the United States and other countries and
are used with permission. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright
concerned.
This book uses supernatural ideas and themes. All such elements are fictional and supplied here for entertainment purposes only.
Visit Red Moon Games online at http://www.redmoongames.com
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The Lost Tomb of Argorathor
THE LOST TOMB
OF ARGORATHOR
Background
Rumors have long abounded of the ancient Argora-
thor and his fantastic and deadly maze. Argorathor was
a legend of his time - a minotaur of supreme power and
charisma who led those that followed him against the
Freecities of the Southlands and drove his enemies be-
fore him. However, between battles it is said that he
always returned to his home, a fantastic labyrinth filled
with gold and riches beyond imagination.
The lure of Argorathor’s gold has always led to
speculation concerning the whereabouts of his maze,
with scholars and historians only agreeing that this was
almost certainly located somewhere in the South
Downs, south of what is now called the City of Karnish.
Many have gone in search to find the maze, but none
have ever found it and it remains lost to both time and
history. However, tales of Argorathor and his gold per-
sist and continue to lure treasure seekers to venture in
search of the golden hoard that lies within.
Introduction
Long ago, during the Second Chaos of the South,
ancient tales tell of a minotaur of great power who
emerged to terrorize the lands, pillaging and torching
the settlements, murdering and enslaving the people and
spreading hate and evil wherever he passed. His name,
so these ancient stories say, was Argorathor and it was
known throughout the South, where the mere ushering
of it would spread fear and panic into the hearts of his
enemies.
For a time, Argorathor’s flame burnt brightly as he
went on his relentless bloody rampage. None who
stood against him survived to tell the tale of their deeds
and the bodies of his victims were said to hang on the
branches of every tree from Korom to Iriyath. So large
was his wealth that the halls of his labyrinth were said
to be lined with the gold and precious stones plundered
as spoils of war and ripped from the flesh of his vic-
tims. Indeed, so great were these rumors and the scale
of his reputation that he soon began to lure powerful
enemies who looked to challenge and defeat the mighty
Argorathor and gain great esteem – as well as great
wealth, of course!
One by one they came to his labyrinth and each time
were defeated, until finally one came – a man who went
by the name of Laramus, whose own reputation was
that of a vile and evil man who sought only to further
his own glory and increase his vast wealth – and outwit-
ted Argorathor in his own maze in a mighty battle that
saw the great beast defeated and killed. Although Lara-
mus was victorious, it is also said that he was so badly
injured in the battle that he was taken prisoner by the
followers of Argorathor and that a great curse was
placed upon him.
Argorathor was buried in his own labyrinth, which
was filled with his gold and turned into a tomb. The
door was sealed with powerful wards to keep out un-
welcome tomb raiders and treasure hunters. It is also
said that in revenge for Argorathor’s death, Laramus
was entombed with him, still alive, and that both still
wander there now.
This adventure is designed for four players of 8th to
10th level.
GM Synopsis
The Maze: Argorathor’s maze is both large and in-
tricate and filled with undead monsters and wicked
traps. It will form the main backdrop in which the ad-
venture will take place and will test the abilities of
those passing through it to their limits. Players must
have their wits about them and use those skills that they
have to the best of their ability. Those that blunder
blindly through the maze will likely meet their end
there.
Argorathor: Argorathor now roams the maze as a
mummy. His main tactic against those that enter his
labyrinth will be to use his crossbow in hit and run at-
tacks, attempting to wear his enemy down, both physi-
cally and in terms of their resources. Even in his un-
dead state, he enjoys the hunt and will stop and fight to
the death only if cornered or as described in the keyed
locations of the map.
Character Hooks
The Three Keys: The adventurers come across a sec-
tion of what likes like a strange key, on which is in-
scribed what appears to be a map. The key is a triangu-
lar shape, with a round outer edge, like a slice of cake,
roughly the size of a one third circle. In the center of
one side protrudes a hollow tube, on which are in-
scribed ancient and mystical symbols. The map seems
to point to some specific location.
Using this hook, the adventurers should follow the
map where they will find a second key, which is exactly
the same, except that the map leads to a third place,
where the third key can be found. This key not only
has a map giving the exact location of Argorathor’s
maze, but when the three pieces are joined together it
GM Preparation
What follows is for the eyes of the GM only. If you
are a player, then you should stop reading now.
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The Lost Tomb of Argorathor
reveals a new map that provides the exact location of
Argorathor’s maze. In addition, these three pieces,
when formed into a single piece, also act as a key that
gives access to the tomb itself.
The description to the door of the maze (see keyed
area 1) should be modified to accommodate this key,
but is otherwise the same. The lock will appear as an
inverted circle, cut into the door, with three holes form-
ing a triangular shape. The tube of each segment of the
key slides into the hole. Once all three pieces are in-
serted (and the circle is complete), they will begin to
turn, seemingly of their accord, and the door will
slowly slide open, re-
vealing the darkness of
the tomb beyond.
The location of all
three keys is entirely
down to the GM and
their recovery can be an
adventure in itself, with
the tale of Argorathor
being slowly revealed.
Map For Sale: News
has emerged that a map
has been found giving
the location of Argora-
thor’s maze and that an
auction is to be had, with
it going to the highest
bidder. News has
sparked a lot of interest,
with tales of the gold and
wealth to be found in his
maze growing with every
telling.
Options for this hook
include the possibility
that the map is stolen be-
fore the auction begins
and its owner murdered,
leading to a chase toward
Argorathor’s maze as
those with the map try to get
there first and secure their fortune. Another is that
an auction actually takes place, which the adventurers
win. Perhaps they themselves then become targets for
criminals, who want the map for themselves.
A Dying Man’s Tale: The adventuring party comes
across an old man, dying in the street. With his last
breaths, he tells the tale of Argorathor and gives the ex-
act location to the maze’s entrance.
The old man could have died of natural causes, or
was perhaps stabbed in attempt to pry his secret from
him. This could also be combined with The Three
Keys hook, above, with the old man having the first of
the keys.
A Lucky Stumble: If all else fails and the players
don’t pick up on any of the clues presented to them,
have the adventurers stumble across the door to the
tomb – place it at the end of a dungeon, or somewhere
well hidden, where it has remained unexplored for a
thousand years.
Alternative Exit
Argorathor’s tomb as presented here has only a sin-
gle entry and exit point (keyed area 1 on the map).
However, should the GM wish to include this adventure
as part of an ongoing
game, this tomb could
merely be the first step
toward a much greater
outcome. If so, the map
has been designed so
that a second exit can be
easily added at the very
north of the map, after
the water trap (just to the
left of keyed area 30 on
the map).
This door could be
exactly the same as
keyed area 1 and could
require three more key
segments to exit through
it. These key segments
could be scattered
throughout the maze,
adding a further dimen-
sion to the adventure.
Good locations for the
three segments would be
on the altars at keyed
areas 10 and 21, and the
Tomb of Argorathor at
keyed area 34. As GM,
however, you should feel
free to place them wher-
ever you feel is best.
What lays beyond this
alternative exit is, of course, entirely up to you to de-
cide!
The Tale of Argorathor
During the Second Chaos of the South, the lands had
fallen into darkness and anarchy and the people were at
war with the mad wizard Fane and his kobold legions.
At this time a small, but powerful army of minotaurs
emerged from a labyrinth hidden deep underground and
who were led by the highly charismatic and dangerous
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The Lost Tomb of Argorathor
Argorathor’s Tactics Table
d6 Argorathor’s Tactics
1 Charge: Argorathor will attempt to charge his opponent using his powerful charge ability. He may (50% chance) stay in melee for 1d3 rounds, in
which case he will wield his greataxe. If he takes make than 30 points of damage, he will disengage and retreat into the maze.
2-5 Crossbow: Argorathor will appear at the end of the corridor (or will be at the end of a corridor into which the party turn) and use his heavy cross-
bow to fire a single shot. There is a 25% chance he will reload and fire a second shot, but will do this only if he is able, before retreating into his
maze.
6
Lightning bolt: Argorathor will attempt to use his wand of lightning bolts (Use Magic Device DC 20) and fire a single bolt down the corridor at one
of the party. There is a 25% chance that he will fire a second bolt, but will do so only if he can do it without being endangered, before retreating
into his maze.
Argorathor. Taking advantage of the disarray around
him, Argorathor led his small band of minotaur warri-
ors against the people of the South in a violent and
bloody rampage and swept everyone before them.
Those that dared to stand and fight were killed and their
corpses hung from trees. The name of Argorathor was
soon infamous throughout the south and sent a shudder
of fear through even the hardiest and bravest of souls.
The flame of Argorathor was bright indeed and
many came to him to prove their bravery against this
living legend. One story tells of two red dragons whose
egos were so great that they came down from their
mountain lair to challenge Argorathor. However, it is
said that Argorathor, hearing that they were coming,
ambushed them. In a mighty struggle that took place
between them, during which many of his follows were
slaughtered and even Argorathor himself was badly
hurt, the dragons were nonetheless slain by Argora-
thor’s hand, whose infamy was now unparalleled.
For a brief and glorious time, Argorathor’s power
and majesty were unrivalled and his raids were swift
and bloody affairs. However, news soon filtered out of
his splendid maze and Argorathor once more found
himself the target of those who wished to pit them-
selves against him. One such challenger was a human
called Laramus, who was renown for his vileness and
cruelty. He came to Argorathor’s maze and eventually
tracked down his enemy. In an almighty battle, Lara-
mus plunged his sword deep into the heart of Argora-
thor, slaying him, though was himself badly hurt and
taken prisoner by Argorathor’s ever-faithful followers.
Argorathor was mummified and his body raised, so
that it would forever walk the maze that he had been
master of in life. The doors were sealed and protected
with powerful wards, but not before his most faithful
followers were entombed with him. As for Laramus,
the conqueror of the mighty Argorathor, no more was
ever heard, though it is rumored that a powerful curse
was placed upon him and that he was buried alive in the
tomb, so that he might never forget the magnitude of
his deed.
Random Encounters
Argorathor’s tomb is full of undead who roam the
maze. They will always attack whenever they are en-
countered and will never retreat, unless turned. All
wandering creatures know the maze intimately and will
use the secret doors to avoid traps. Incorporeal undead,
of course, do not worry about such things! However,
Argorathor should be the most common encounter in
the corridors of the maze, as he uses his hit-and-run tac-
tics to harass those who have disturbed his tomb. See
the section Encounters with Argorathor (see below) for
details of how to run an encounter with Argorathor.
There is a 20% chance per hour that a random en-
counter will occur. Loud noise increases this likelihood
by +5%, or by +15% for excessive noise. Use the Ran-
dom Encounter Table below if an encounter occurs.
The GM, of course, should use his nous when using
random encounters. It is important that the majority of
encounters are with Argorathor, as this is his tomb and
he will stalk his prey as much as he can. Therefore, if a
long period of inactivity occurs (or if several encounters
occur, but Argorathor is not rolled for on the encounter
table), the GM should merely initiate a random encoun-
ter with Argorathor and roll on the Argorathor Encoun-
ters Table above to see how he will attack.
Encounters with Argorathor
Argorathor will harass and hound those that dare
enter his tomb, using rapid hit-and-run tactics and rely-
ing upon his intricate knowledge of the maze (and his
opponents lack of knowledge of it) to quickly disap-
pear. When an encounter with Argorathor is rolled as a
random encounter, roll a 1d6 and use the Arograthor
Tactics Table above to see what type of tactics Argora-
thor will employ. But remember, play him intelli-
gently – a GM should build up the sense that the PCs
are being hunted and picked off by a powerful enemy
and he will disengage from combat before he takes any
real damage.
Argorathor is a powerful adversary and challenging
foe, but he enjoys the hunt and will stalk his opponents
rather than stand and fight to the death (unless the
keyed description says otherwise).
Random Encounter Table
d%
Encounter
Numbers Encountered and Details
01-05
Mummies
1d4+2: +1 to hit, damage, and on all saves
06-15
Vampire Stirges
2+1d4: +1 to hit, damage, and on all saves
16-25
Ghasts
5+1d3: +1 to hit, damage, and on all saves
26-65
Argorathor
See below
66-80
Minotaur Skeletons 1d6+2: +1 to hit, damage, and on all saves
81-90
Shadows
4+1d4: +1 to hit, damage, and on all saves
91-95
Wights
5+1d3: +1 to hit, damage, and on all saves
96-00
Wraiths
1d4+2: +1 to hit, damage, and on all saves
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