PHARAOH
I3 Desert of Desolation Series

Product Number: 9052
Year Published:  1982

Converted from 2nd Edition to 3rd Edition D&D 
By Sauron, sauron2@home.com
Last Updated: March 18, 2001
I4 should be posted this week, & I5 is still in the works.
Summary of Conversion:

This module is designed for a party of four to Six Player Characters (PCs) of the 3rd to 5th levels of experience. A balance of Character classes is suggested, because a wide variety of problems will confront the Players. Each Character class will certainly have its moment to shine.

Lore: This catchall contains points of interest about the room or area, its purpose, its history, etc. These details will help you to make your game more interesting. Characters will have opportunities to read from runes (verses written in an ancient alphabet), scrolls, tablets, etc., that they find while adventuring. The (DC) chance of their reading the writing correctly is given in. Lore. If the characters fail their chance of reading the writing correctly, the DM should tell them, for example, "You cannot read or understand the writing."

MOVEMENT: It takes a human, moving at a scale speed of 30 ft two hours to cross any hex on the Desert Wilderness Map. All other movements should be adjusted to that scale. For example, a dwarf who moves at a movement rate of 20 ft would take Three hours to cross a hex. A wild horse that moves at a rate of 60 ft would take only one hour. Ten hours is certainly a full day's trek. Movement is also affected by terrain. Movement through hilly regions is half normal for all characters except dwarves.
The pack animals available are camels and horses (see below). Heavy loads affect movement, so each character must list what his pack animal is carrying, including the character's own weight if he is also riding. Should an animal disappear into a sinkhole, the list will also be helpful in determining what has been lost.

For Adventures:

Camel, (Large Animal); CR 1; HD 3d8+6; hp 19; Init +3; Spd 40; AC 13; Att Bite +5; Dmg 1d4+6; Face 5 x 10; Reach 5; SA n/a (); SQ Scent (); Fort +5; Refl +6; Will +1; S-18 D-16 C-16 I-1 W-11 Ch-4; AL Neutral; Skills: Listen +5, Spot +5. Movement 30 if carrying between 500 and 600 Ibs, or at 40 if weighted between 400 to 500 Ibs. Camels attack by biting and spitting. There is a 50% chance that they will spit at those trying to ride them. If they do, there is a 25% chance of blinding that rider for one to three rounds. They are ill tempered and will refuse to rise for travel 40% of the time. Check again after two turns of coaxing. Once they have risen, however, they will continue on without much further difficulty. If the camels remain in one place without moving for one hour, there is a 20% chance they will lie down.

Horse, Heavy, (Large Animal); CR 1; HD 3d8+6; hp 19; Init +1; Spd 50; AC 13; Att 2 hooves +3; Dmg 1d6+2; Face 5 x 10; Reach 5; SA n/a (); SQ Scent (); Fort +5; Refl +4; Will +2; S-15 D-13 C-15 I-2 W-12 Ch-6; AL Neutral; Skills: Listen +6, Spot +6. 

DESERT OF DESOLATION RANDOM ENCOUNTER TABLE

1. (5) Dustdigger, (Large Beast); CR 4; HD 7d8+21; hp 52; Init +3; Spd 10; AC 14; Att grab +6; Dmg 1d8+4; Face 10 x 10; Reach 10; SA Improved Grab (If it hits in melee make a grapple check, if successful target is swallowed whole.); SQ Improved Illusion, Tremor sense. (20% chance dustdigger will project an illusion of a spring to attract prey. Major Image cast as a Sor of equal HD. Senses prey within 60 ft.); Fort +5; Refl +4; Will +6; S-19 D-18 C-17 I-10 W-10 Ch-10; Alignment N; Skills: Disguise +12, listen +12, spot +6. 

2. (1) Sandman, (Medium-size Outsider); CR 2; HD 4d8; hp 16; Init +0; Spd 20; AC 13; Att touch +2; Dmg nil; Face 5 x 5; Reach 5; SA Magical sleep (will save DC 20 or sleep for 3 turns); SQ Protection from normal missiles, SR 20 (Permanent protection from normal missiles, Spell Resistance 20); Fort +2; Refl +0; Will +2; S-10 D-10 C-10 I-10 W-10 Ch-10; Alignment Neutral (evil); Skills: Move silently +4, Listen +2, spot +2, search +2.

3. (40) Thunderherders, (Small Beasts); CR 1/2; HD 1d8+1; hp 5; Init +10; Spd Burrow 30; AC 22; Att trample +11; Dmg 1; Face 5 x 5; Reach 0; SA Fear (Will save DC 10 from the sound of their stampede pack animals will always run. Fort +0; Refl +10; Will +0; S-10 D-30 C-10 I-1 W-10 Ch-5; Alignment Always Neutral. The party cannot be surprised by these thunderherders.

4. (1) Dustdigger: See entry 1.

5. (6) Sandmen: See entry 2.

6. A dust storm rises on the wind. The party will risk an 80% chance of being lost unless they halt all movement. Parties that are lost change the direction of their travel randomly and then move in that direction for the distance their movement indicates. Movement during a dust storm is at half the normal rate. The storm will last (1d20+2) turns.

7. Clouds start to build on the horizon. Within (1d10+20) minutes, black clouds will close overhead and an acid rain will start to fall, doing 1-4 points of damage per round to any exposed flesh or food supplies. Cloth and other coverings seem to shed the rain without damage. Animals must be sheltered or take the damage. The rain will last for 1-10 minutes before it ends and moves on.

8. (120) Thunderherders: See entry 3.

9. (3) Dustdiggers: See entry 1. 

10. (5) Monstrous Spider (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11; Init +3; Spd 30ft, climb 20ft; AC 14; Att Bite +4; Dmg 1d6 & poison; Face 5 x 5; Reach 5; SA Poison; (Poison: 1d4 Str, 1d4 Str, DC 14); SQ Vermin (Immune to mind influencing effects); Fort +4; Refl +3; Will +0; S-11 D-17 C-12 I--- W-10 Ch-2; AL Neutral; Skills: Climb +12, Hide +10, Jump +6, Spot +15. Feats: Weapon finesse: Bite

11. Use the DESERT OF DESOLATION SPECIAL ENCOUNTER TABLE.

12. Use the DESERT OF DESOLATION SPECIAL ENCOUNTER TABLE.

DESERT OF DESOLATION SPECIAL ENCOUNTER TABLE 
Roll 1d6 and use the corresponding encounter number.

1. In the distance, directly to the south, a pillar of smoke will appear on the horizon and continue for four days. This pillar of smoke comes from area H on the desert map.

2. A pillar of smoke rises above the horizon. It will continue for 4 days and comes from area K on the desert map.

3. (10) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. These Thune Dervishes are looking for a caravan, which was reported to be in this area and could provide much needed food and supplies for their encampment. They will not give up their search, but if they are treated nicely, they will point the way to their camp at desert area K.

4. (10) Symbyan Airlancers, male human War3:  CR 2; Size M (5 ft., 9 in. tall); HD 2d8; hp 15; Init +3 Spd 30 ft; AC 17; Attack +3 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LG; Str 11, Dex 16, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Intuit Direction +4, Listen +2, Ride +6, Rope use +4, Search +4, Spot +6; Mounted combat, Ride-by attack. Gear: Heavy Lance (2d8+3 x2), Scimitar (1d6+3, 18-20/x2), Chain Shirt (AC +4), two gallons of water, Amulet of comprehend language. 

Mount: Pegasus, (Large Magical Beast); CR 3; HD 4d10+12; hp 34; Init +2;  (Dex +2); Spd 60 ft, 120 Fly (average); AC 14;  (-1 Size, +2 Dex, +3 Natural) Att 2 Hooves +7, Bite +2; Dmg 1d6+4, 1d3+2; Face 5 x 10; Reach 5; SA  (); SQ Scent, Spell-like abilities. (Detect good & evil at will within 60 yards as a 5th lvl Sorcerer); Fort +7; Refl +6; Will +4; S-18 D-15 C-16 I-10 W-13 Ch-13; Alignment CG; Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3. Feats: Iron will.

The riders appear to be carrying lances and flying in a pattern. They will land to investigate the party but will not trust them and will not disclose their place of origin under any circumstances. They are looking for a caravan that is lost in the desert as well as guarding against evil Thune invaders and spies. They will quickly depart. They have only one gallon of water that they might sell to the party. They jealously guard the location of their empire, and inquiries will gain a hostile response. They will offer no aid to the party and certainly will never take any party member with them when they leave. Their steeds will serve no one but their original masters.

5. The ground beneath the party begins to shake when suddenly, breaking from beneath the ash, rises Purple Worm (Gargantuan Beast); CR 12; HD 16d10+112; hp 200; Init -2; Spd 40; AC 19; Att Bite +20, Sting +15; Dmg 2d8+12, 2d6+6 & Poison; Face 30 x 30 Coiled; Reach 15; SA Improved Grab, Swallow whole, Poison (Improved Grab: on a hit with bite it will do damage and try to Swallow whole. Swallow whole: Grapple check to swallow 2d8+12 crushing damage 1d8 acid damage, two grapple checks to climb out, cutting out with small weapons 25 points of damage AC 20. Poison: Fort save DC 24 1d6 Temp Str, 2d6 Temp Str Damage); SQ Tremorsense (automatically sense the location of anything in contact with the ground within 60 ft); Fort +17; Refl +8; Will +4; S-35 D-6 C-25 I-1 W-8 Ch-8; AL Neutral; Skills: Climb +14

6. An oasis is seen in a random direction two hexes in the distance. It is actually a mirage that will disappear whenever the party gets within 100 yards of its apparent location. Players may attempt to save Will DC 10 at +2 per day without water to disbelieve the illusion.

A. Start of the Adventure:

PLAY: Read the INTRODUCTION found at the beginning of the module, to the players. The guards will not allow the player characters to return over the mountains. Characters attempting to do so will always encounter the guards. The guards will distribute the items found in Treasure to the party. Give each character a rumor as detailed in the TABLE OF RAMDOM RUMORS below.

Treasure: the guards present the following items as a token gift from the king to his Advanced Scouting Party:

GENERAL PROPERTY:

•	Enough water for the entire party to travel in the desert for seven days; (1000 lb weight).
•	Three large tents with poles, 10 feet x 20 feet in size, weighing 400 lb each. They require four turns (40 minutes) to set up or take down.
•	One Writ of Authority granting permission to be in the Desert of Desolation. It weighs .1 lb.
•	Ten bundles of firewood; weighing 20 Ibs each. One bundle provides one night's fire.
•	One old map of a pyramid. It weights .1 lb. EACH CHARACTER IS GRANTED:
•	200 gp for expenses. (Optional, Due to no where to spend it.)
•	Two bags containing food. One bag contains one week's standard ration weighing 20 Ibs. (200 gp weight) while the other contains two weeks' iron rations weighing 15 Ibs. 
•	Their choice of either a camel or a draft horse.

B. TABLE OF RANDOM RUMORS

Roll 1d10 for each player on the table below. Give the corresponding rumor to that player secretly. The player may keep the rumor secret or tell the rest of the party.

The Gates of Sule:

Lore: Knowledge (Arcana) check (DC 16) to read the text.

C. Sinkholes:

Play: These areas will seem different than normal desert only 10% of the time. These are places where the ash is especially fine and shifts easily under weight. Each character moving over such an area must make a Reflex check (DC 10) or start to sink info the ashen sands. Wagons sink on a roll of 1-2 on 1d6. This check is made once per hour if the party is moving or once per turn if they are not. Every round a character is sinking, he must make a Reflex check (DC 15) to pull himself out. Complete submersion takes one to six minutes (rounds), thereafter doing 1d4 points of damage per round with the character suffocating to death in eight rounds. Every round a player is completely submerged, he must make a Reflex check (DC 20) to pull himself out. Saving anything before it disappears beneath the sands forever requires finding a way to stop further sinking, like throwing a rope to a person, or around a camel. Then, 20 strength points are needed to pull out small creatures (halflings, dwarves, small animals), 30 strength points to save medium (human-sized) creatures, and 80 strength points for large creatures. The strength of the player characters (but not pack animals) that are sinking may be applied to the total. It will take (1d10+10) minutes to extract anything or anyone. Note that those assisting in saving something will ha veto stop and must thereto re check every turn to see if they sink as well. Objects will sink to a depth of (1d 10+10) feet be low the surface, with ashen sand filling up the hole. Digging to any depth in such sand is impossible, as the sides of the hole simply collapse and fill in the excavated area.

D. Hills:
Play: Movement rate is ½ normal in such areas for all persons except dwarves. There is a Wilderness Lore check (DC 15) per hour spent searching of finding a cave shelter area large enough for the party.

E. Fork in the Trail:
Lore: Knowledge (Arcana) check DC 16 to read the text.

F. End of the Trail:
Play: The trail suddenly ends here. (Read the boxed players' description from the DESERT PROLOGUE on page 4.)

G. Sunken City of Pazar:
	Lore: Knowledge (Arcana) check DC 16 to read the text.

G1. Sunken Dome of Eilish:
Play: Climbing the sand pile unaided can be done Climb check (DC 16) by normal players or as climb walls by thieves at (DC 14). Checks on climbing are made three times, once at the bottom, once at the middle, and again as the player reaches the top. Those failing slide back to the bottom of the pile. Movement while climbing the pile is at 1/2 normal for all except thieves (who move as normal) and as noted in G2 below. This sand pile ends 30 feet short of the entrance hole. Melee conducted on this sand pile will be at -4 to hit except as in G2 below

G2. Platform of Eilish:
Monster: 5 Monstrous Spider (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11; Init +3; Spd 30ft, climb 20ft; AC 14; Att Bite +4; Dmg 1d6 & poison; Face 5 x 5; Reach 5; SA Poison (Poison: 1d4 Str, 1d4 Str, DC 14); SQ Vermin (Immune to mind influencing effects); Fort +4; Refl +3; Will +0; S-11 D-17 C-12 I--- W-10 Ch-2; AL Neutral; Skills: Climb +12, Hide +10, Jump +6, Spot +15. Feats: Weapon finesse: Bite.

G3. Entry Cell:
      Lore: These are magical writings and may only be read by a read magic spell.

G4. Meditation Room:

G5. Buried Entrance:

G6. Scroll Room:
 Lore: Knowledge (Arcana) check DC 16 to read the text.

G7. Room of the Guardians:

Trap/Trick #1: (CR 3): This curtain is in fact a wall of absolute cold. Players failing saving throws (Will DC 20) will take (3d6) points of damage and become instantly frozen, turning a blue color and frosted all over. All implements of the character are frozen to the character and cannot be removed. The character is not dead, and may be revived by throwing the character's system shock or less on percentile dice after a slow thaw. The character can also be defrosted suddenly, by being hit by a flamestrike or fireball, for example. Such high intensity fire spells will not harm the frozen characters just defrost them. Those making saving throws against the curtain will take half damage and remain active. The curtain is removed either by speaking the word "Alhamouhla" (found in area G6). Casting a dispel magic against tenth level magic, or doing 50 points of magical fire damage against it.

Trap/Trick #2: (CR 5): Upon the removal of the blue wall, a yellow translucent curtain will appear between the second two statues in the hall. Players contacting the curtain and failing saving throws Will (DC 25), will be struck by a lightning bolt for (5d6) points of damage. The bolt seems to cross from the right statue to the left. Those making saving throws will take only half damage. This curtain is removed either by saying the word "Bismilla" (found in areaG6), by casting a dispel magic against tenth level magic, or when 200 points of damage have been inflicted by the wall. Metal laid touching between the two statues will short-circuit the two poles and blow the statues apart, removing the curtain permanently.

Trap/Trick #3: (CR 7): Upon the removal of the yellow wall, a red translucent curtain will appear between the last pair of facing statues in the hall. Players contacting the curtain and failing their saving throws (Will DC 30) will be struck by fire for (5d10) worth of damage. Those making their saving throw take half damage. The fire seems to come from the top of the translucent wall in a column, striking the character. This final curtain may be removed either by saying the world "ouban" (found in area G6), casting a dispel magic against tenth level magic, or when 500 points of damage have been inflicted by the wall. A cone of cold or other cold-based spells that do a cumulative total of 50 points damage will destroy the field as well.

NOTE: This monster is advanced to 1 less than maximum HD, Due to the fact that it is supposed to be 1 of 6 that serves as an adviser to the ruler of all the Efreeti. Its CR reflects that PC’s are not supposed to fight it.

Monster: Genie, Efreet Pasha, (Huge Outsider); CR 29; HD 29d8+20; hp 234; Init +10; Spd 20, fly 40 (Good); AC 46; Att Slam +20/+15, +25/+20/+15/+10 by Weapon; Dmg 2d10+11 & 1d6 fire, or by Weapon; Face 10 x 10; Reach 15; SA Spell-like abilities, +5 Keen Flaming Burst Fullblade (Spell-like: 1/day, Fireball, Flame strike, wall of fire, invisibility, Gaseous form, Enlarge, Polymorph self, permanent image, Grant 3 wishes (to non genies). Save DC 15 +spells level; SQ Plane shift, Telepathy, Immunity to fire, vulnerable to cold. (Shift to any elemental, astral or the Material Plane). Communicate telepathically to any creature within 100 ft that has a language. Immune to all types of fire. Double damage from cold save for normal.); Fort +20; Refl +23; Will +20; S-23 D-21 C-15 I-20 W-15 Ch-20; AL Lawful Evil; Skills: Bluff +18, Concentration +20, Escape artist +18, Intimidate +20, listen +18, move silently +20, sense motive +20, Spellcraft +25, Spot +20, Knowledge Arcana +20, Knowledge Religion +20, Knowledge The Planes +20, Knowledge Geography +20, Knowledge ancient history +18. Feats: Improved critical (Fullblade), Exotic Weapon Proficiency (Fullblade), Improved Initiative, Combat Casting, Combat Reflexes, Dodge, Maximize spell, Mobility, Power Attack, Spring Attack, Whirlwind attack. Ring of Protection +5 (AC+5), Ring of Regeneration 15, Bracers of Armor +8 (AC+ 8), Amulet of Natural armor +5 (AC+5), Shield +5 of Protection from Elements (AC +6), (Cold 240hp) & a +5 Keen Flaming Burst Fullblade, (2d8+16 + 1d6 fire +2d10 burst, 13-20/x3). 

H. Remains of a Camel-fry:

I. Pool of Tefnut:

J. Lands of Bakar:

K and L. The Outer Temple and Pyramid:

Play: See SECTIONS 2 and 3 for these areas.

Section 2: Temple

TEMPLE RANDOM ENCOUNTER TABLE

1. (3) Dwarves, male dwarf (hill) Ftr1:  CR 1; Size M (4 ft., 3 in. tall); HD 1d10+1; hp 11; Init +4 (+4 Improved initiative); Spd 20 ft.; AC 15; Attack +2 melee, or +2 ranged; SV Fort +3, Ref +0, Will +0; AL LN; Str 11, Dex 11, Con 12, Int 10, Wis 10, Cha 8. Languages Spoken:  Common, Dwarven. Skills and feats: Appraise +2, Climb +2, Craft +2, Disguise +1, Listen +2, and Spot +2; Improved initiative, Exotic Weapon Prof. (Dwarven Waraxe). Gear: MW Scale Mail (AC +5), MW Dwarven Waraxe (1d10, 20/x3), MW Light Cross-bow (1d8, 19-20/x2), 30 Quarrels, 2 gallons of water, 1d8 Gems 50 gp value.
Note: I’m not sure what I was smoking when I equipped these Dwarves, but change it to your own needs. I think I will leave them with the axe only. 

2. (5) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp.

3. (10) Thune Dervish, See entry #2.

4. (8) Bandits, male human War1:  CR 1; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +1 melee, or +1 ranged; SV Fort +3, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp.

5. (35) Dire Rat, (Small Animal); CR 1/3; HD 1d8+1; hp 5; Init +3;  (Dex); Spd 40 Climb 20; AC 15;  (+1 size +3 DEX, +1 natural) Att +2 bite; Dmg bite 1d4; Face 5 x 5; Reach 5; SA Disease (Disease:  those hit by rat bite save Fort DC 11, or get disease with incubation of 1d3 days.  Initial damage 1 CON, secondary 1 Dex, 1 CON.); SQ Scent (Track by Scent DC 10.); Fort 3; Refl 5; Will 3; S-10 D-17 C-12 I-1 W-12 Ch-4; Climate/Terrain any land & underground; Organization Solitary, pack (11-20); Treasure 2d6 silver, 1d4 gold; Alignment Always Neutral; Advancement Range 2-3 HD (Small), 4-6 HD (Medium); Skills: Climb +11, Hide +11, Spot +6. Feats: Weapon Finesse (bite).

6. (3) Thune Dervish, See entry #2. These Dervishes will be drunken 25% of the time.

TEMPLE ENCOUNTERS

K1. Fountain of Athis:

K2. Temple Exterior:

Monster: On the platform, standing on either side of the arched entrance, are (2) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. They will verbally challenge anyone approaching to within 50 feet of the platform. The Thune Dervishes will attack if the characters do not give an acceptable response, such as, "We come to worship this temple."

K3. Corridor of the Supplicant:               

K4. High Altar of Amun-re:  

Note: I Doubled the Laseda’s level to represent his being the most powerful cleric in the area, and how he manages to keep his followers alive with so many undead in the pyramid.

Monster: The Holy Laseda, male human Clr10:  CR 10; Size M (5 ft., 7 in. tall); HD 10d8+40; hp 98; Init +1; Spd 30 ft.; AC 19; Attack +8/+3 melee, or +8/+3 ranged; SV Fort +11, Ref +4, Will +12; AL LN; Str 13 (+1), Dex 12 (+1), Con 18 (+4), Int 14 (+2), Wis 20 (+5), Cha 12 (+1). Languages Spoken:  Anuran, Common, and Gnome. Skills and feats:  Concentration +16, Craft +12, Disable device +8, Handle animal +3, Hide +1, Knowledge (Arcana) +13, Knowledge (religion) +11, Listen +5, Move silently +1, Spellcraft +11, Spot +5, Swim +2; Extend spell, Extra turning, Extra turning, Leadership, Scribe scroll. Wand of CLW 6th lvl 1d8+6 (48), Mace of Disruption (1d8+1, 20/x2) undead: Fort save DC 14, Bracers of armor +8 (AC+8), Rod of Security, Amulet Undetectable to undead. Cleric Domains:  War, Sun. Spells: Magic Weapon, Spiritual Weapon, Searing Light, Fire Shield, Flame Strike. Spells: 6/6+1/5+1/4+1/4+1/3+1.

And a party of (5) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. 

Treasure: The Tome of Amun-re is the clearly legible title of the book, but the writing inside is of an old and outmoded form. The book is worth 5,000 gp. See the Tome of Amun-re section at the end of the module for text passages and how to read them.

Trap/Trick: The Statue of Amun-re is cut from stone different than that of the surrounding walls. The statue is a secret door (Search DC 15), which swings outward into the room. Behind it is an area 10 feet wide by 20 feet deep with an arched ceiling 10 feet tall. This is the receiving end of a one-way teleport designed for the king's transfer of spirit into the stone. The area radiates magic, but entering it has no effect.

Lore: Inspecting the wall carvings will show that a rune is often repeated in the carvings. Knowledge (Arcana), (DC 15) to read the text.

K5. Holy Circle of Osiris:
Treasure: In each of the eyes of the statue, there is a small star ruby gem worth 3,000 gp. It is a fairly simple matter to cut the gems out of the sockets, but the Dervish consider such an act sacrilege to this holy place. Any Dervish witnessing such an act will mark the characters removing the gems for "Blood-quest". If no Dervish is present, there is a 15% cumulative chance per turn that a wandering Dervish will notice the gems' absence—and the Dervishes are excellent trackers.

K6. Worship Room:

K7. Priests' Quarters:
Scattered through the various cells, there are (28) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp.

K8.High Priest's Temple:
Monster: Assistant Holy Laseda, male human Clr5:  CR 5; Size M (6 ft., 0 in. tall); HD 5d8+5; hp 37; Init +1 (+1 Dex); Spd 30 ft.; AC 18, Attack +7 melee, or +4 ranged; SV Fort +5, Ref +2, Will +8; AL LN; Str 19 (+4), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 12 (+1). Languages Spoken:  Common, Infernal. Skills: Craft +6, Hide +1, Knowledge (Arcana) +8, Knowledge (religion) +11, Listen +4, Move silently +1, Profession +11, Scry +6, Spot +4; feats: Extend spell, Skill focus (knowledge (religion)), Weapon focus (mace, heavy). Gear: Chainmail armor+2(AC+7), Mace (1d6+4, 20/x2). Spells: protection from evil, purity food and drink, sanctuary, chant, hold person, silence 15-foot radius, & dispel magic. Cleric Domains: Sun, Travel, Spells: Expeditious Retreat, Heat Metal, Searing Light. Spells: 5/4+1/3+1/2+1.

SECTION 3: THE PLUNDERED TOMB

RANDOM ENCOUNTERS:

1. (3) Dwarves, male dwarf (hill) Ftr1:  CR 1; Size M (4 ft., 3 in. tall); HD 1d10+1; hp 11; Init +4 (+4 Improved initiative); Spd 20 ft.; AC 15; Attack +2 melee, or +2 ranged; SV Fort +3, Ref +0, Will +0; AL LN; Str 11, Dex 11, Con 12, Int 10, Wis 10, Cha 8. Languages Spoken:  Common, Dwarven. Skills and feats: Appraise +2, Climb +2, Craft +2, Disguise +1, Listen +2, and Spot +2; Improved initiative, Exotic Weapon Prof. (Dwarven Waraxe). Gear: MW Scale Mail (AC +5), MW Dwarven Waraxe (1d10, 20/x3), MW Light Cross-bow (1d8, 19-20/x2), 30 Quarrels, 2 gallons of water, 1d8 Gems 50 gp value.

2. (5) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp.

3. (10) Thune Dervish, See entry #2.

4. (8) Bandits, male human War1:  CR 1; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +1 melee, or +1 ranged; SV Fort +3, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp.

5. (35) Dire Rat, (Small Animal); CR 1/3; HD 1d8+1; hp 5; Init +3;  (Dex); Spd 40 Climb 20; AC 15;  (+1 size +3 DEX, +1 natural) Att +2 bite; Dmg bite 1d4; Face 5 x 5; Reach 5; SA Disease (Disease:  those hit by rat bite save Fort DC 11, or get disease with incubation of 1d3 days.  Initial damage 1 CON, secondary 1 Dex, 1 CON.); SQ Scent (Track by Scent DC 10.); Fort 3; Refl 5; Will 3; S-10 D-17 C-12 I-1 W-12 Ch-4; Climate/Terrain any land & underground; Organization Solitary, pack (11-20); Treasure 2d6 silver, 1d4 gold; Alignment Always Neutral; Advancement Range 2-3 HD (Small), 4-6 HD (Medium); Skills: Climb +11, Hide +11, Spot +6. Feats: Weapon Finesse (bite).

 6. (3) Thune Dervish, See entry #2. These Dervishes will be drunken 25% of the time.

L1. Entrance of the Tomb:
Monster: (2) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. Are on guard duty. They react as typical Dervishes.

 Treasure: 22 cp, 10sp and a gem worth 100 gp.

L2. Main Worship Hall:
Trap/Trick: There is a 20-foot tall statue of Amun-re in the center of the north wall. The statue is carved from a different stone than the rest of the walls. It is a secret door (Search DC 15) leading to room L7.

L3. West Offering Temple:
Trap/Trick: The statue, of a different stone than the walls, is a secret door (Search DC 15) that opens up to a 10-foot wide corridor running 20 feet to the north and intersecting the east/west corridor near Area L5.

Lore: Each rune needs a Knowledge (Arcana) check DC 16 to read the text.

L4. East Offering Temple:
Monster Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. Are bowed down in worship, facing the statue. 

Monster: Assistant Holy Laseda, male human Clr5:  CR 5; Size M (6 ft., 0 in. tall); HD 5d8+5; hp 37; Init +1 (+1 Dex); Spd 30 ft.; AC 18, Attack +7 melee, or +4 ranged; SV Fort +5, Ref +2, Will +8; AL LN; Str 19 (+4), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 12 (+1). Languages Spoken:  Common, Infernal. Skills: Craft +6, Hide +1, Knowledge (Arcana) +8, Knowledge (religion) +11, Listen +4, Move silently +1, Profession +11, Scry +6, Spot +4; feats: Extend spell, Skill focus (knowledge (religion)), Weapon focus (mace, heavy). Gear: Chainmail armor+2(AC+7), Mace (1d6+4, 20/x2). Spells: protection from evil, purity food and drink, sanctuary, chant, hold person, silence 15-foot radius, & dispel magic. Cleric Domains: Sun, Travel, Spells: Expeditious Retreat, Heat Metal, Searing Light. Spells: 5/4+1/3+1/2+1.

Trap/Trick: (CR 1) the flame burns with neither smoke nor heat. Whenever something (or someone) enters the bowl, the flames surge around them, blocking them from sight of others in the room. When the flames die down immediately thereafter, whatever was in the bowl has vanished the flames do no damage to those who enter them. The bowl is a rather spectacular one-way teleport to room L13, in KORDAN’S MASTER MAZE.

Lore: Each rune needs a Knowledge (Arcana) check DC 16 to read the text.

L5. West Storage Vault:
Treasure: The waters of Athis fill the bottom of this shaft. (See Treasure in area L6 below for the benefits of this water.)

L6. East Storage Silo:
Treasure: These are the waters of Athis. The water will restore 1-10 hit points once per day when a character drinks it. The character's body is then saturated by the healing elements of the water, which take 24 hours to dissipate. The water will not heal the character again for 24 hours.

L7. Worship Room:
	Trap/Trick: The statue is, of course, a secret (Search DC 15) stone door.

L8. Descending Corridor:
L9. Great Worship Room:
Play: The center statue on the north wall opens as a secret door (Search DC 15) to an empty alcove. See Trap/Trick for the use of the altar and opening the southernmost statue on the east wall.

    Trap/Trick: All of the statues are cut from a different kind of stone than the surrounding walls. The center statue on the north wall  (Search DC 10) will open into an empty room, 10 feet wide and 20 feet deep. This room once contained a sleeping gas, but the trap was sprung long ago. If a player puts his hands into the altar impressions and says "Amun-re," the wizard locked statue that is southernmost on the east wall will swing free to reveal a corridor 10 feet wide by 30 feet long that turns to the north to room L10. All of the other statues are cemented to the wall and will not budge.

L10. Grand Hallway:
L11. Treasure Room:
L12. Tomb:
Lore: Rune needs a Knowledge (Arcana) check (DC 16) to read the text.

MAZE RANDOM ENCOUNTER TABLE

1. Brand, male human Wiz6:  CR 6; Size M (5 ft., 10 in. tall); HD 6d4+24; hp 36; Init +4 (+4 Dex); Spd 30 ft.; AC 17 (+4 Dex); Attack +4 melee, or +7 ranged; SV Fort +6, Ref +6, Will +7; AL NG; Str 13 (+1), Dex 18 (+4), Con 18 (+4), Int 19 (+4), Wis 14 (+2), Cha 17 (+3). Languages Spoken:  Common, Draconic, Gnoll, Gnome, & Undercommon. Skills and feats:  Alchemy +10, Concentration +12, Craft +12, Hide +4, Intimidate +4, Knowledge (arcana) +12, Knowledge (nature) +11, Listen +4, Move silently +4, Scry +13, Search +6, Spellcraft +13, Spot +4, Swim +3; Alertness, Craft wondrous item, Maximize spell, [Scribe scroll], Silent spell, Spell mastery (Melf's Acid Arrow, Knock, Haste, Lightning Bolt). Wizard Spells DC=lvl+14: Spells: 4/4/4/3, 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.  1st -- Burning Hands, Change Self, Chill Touch, Detect Secret Doors, Feather Fall, Identify, Nystul's Undetectable Aura, Shield, Sleep.  2nd -- Knock, Melf's Acid Arrow, See Invisibility, & Summon Monster II.  3rd -- Flame Arrow, Fly, Haste, Invisibility Sphere, & Lightning Bolt.  Gear: Dagger (1d4+1, 19-20/x2), MW light crossbow (1d8+1, 19-20/x2), 1 CLW 3rd lvl (1d8+3), 1 CMW 3rd lvl (2d8+3), 1 CSW 3rd lvl (3d8+3), Potion of Haste 4th lvl, Spell book, Wand of Burning Hands 5th lvl (27), Wand Of Summon Monster 2 (15), Bracers of Armor +2 (AC+2), & Ring of protection +1 (AC+1). IF THIS WIZARD HAS BEEN ENCOUNTERED BEFORE, IGNORE THIS RESULT AND ROLL AGAIN ON THIS TABLE FOR ANOTHER ENCOUNTER.

2. (1) Minotaur (Large Monstrous Humanoid); CR 4; HD 6d8+12; hp 39; Init +0;  (+0); Spd 30; AC 14;  (-1 Size, +5 Natural) Att Huge Greataxe +9/+4, Gore +4; Dmg Huge Greataxe (2d8+4, 20/x3) Gore 1d8+2; Face 5 x 5; Reach 10; SA Charge (Charge attack 4d6+6 +1d8+2); SQ Scent, Natural cunning (Immune to maze spells, cannot get lost, track enemies, never flat-footed); Fort +6; Refl +5; Will +5; S-19 D-10 C-15 I-7 W-10 Ch-8; Treasure Standard; Alignment Usually Chaotic Evil; Advancement Range By Character Class; Skills: Intimidate +5, Jump +8, Listen +8, Search +5, Spot +8, Feats: Great fortitude, Power Attack. 

3. (3) Doppelganger (Medium-sized Shapechanger); CR 3; HD 4d8+4; hp 22; Init +1;  (Dex); Spd 30; AC 15;  (+1 Dex, +4 natural) Att 2 Slams +4; Dmg Slam 1d6+1; Face 5 x 5; Reach 5; SA Detect Thoughts (Continuously detect thoughts, (Will save DC 13)); SQ Alter self, Immunities. (Assume shape of any small or med humanoid. Immune to all sleep and charm effects.); Fort +5; Refl +5; Will +6; S-12 D-13 C-12 I-13 W-14 Ch-13; Treasure Double standard; Alignment Usually Neutral; Advancement Range By Character Class; Skills: Bluff +12, Disguise +12, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. Roll on the DOPPLEGANGER ENCOUNTER TABLE below to determine their appearance.

4. (3) Spectre (Medium-sized Undead); CR 7; HD 7d12; hp 45; Init +7;  (+3 Dex, +4 Improved Initiative); Spd 40ft, fly 80 ft (good); AC 15;  (+3 Dex, +2 Deflection) Att Incorporeal touch +6; Dmg Incorporeal touch 1d8 & energy drain; Face 5 x 5; Reach 5; SA Energy Drain, Create Spawn. (Drain 2 levels on every touch Fort DC 15 to remove, If killed you will return 1d4 rounds as a spectre spawn); SQ: Undead, Incorporeal, +2 Turn Resistance, Unnatural Aura, & Sunlight Powerlessness. (Animals will avoid due to aura,); Fort +2; Refl +5; Will +7; S--- D-16 C--- I-14 W-14 Ch-15; Treasure None; Alignment Always Lawful Evil; Skills: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10,  & Spot +13. Feats: Alertness, Blind-fighting, Combat reflexes, & Improved Initiative.

5. (5) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. These are members of the Thune Leader's party that have become separated from their Leader in the maze.

6. (3) Minotaur See entry 2.

7. (10) Ghoul (Medium Undead); CR 3; HD 2d12; hp 13; Init +2;  (Dex); Spd 30; AC 14;  (+2 Dex, +2 Natural) Att Bite +3 Melee; 2 claws +0 melee; Dmg Bite 1d6+1+ paralysis; claw 1d3 + paralysis; Face 5 x 5; Reach 5 ft; SA Paralysis (Paralysis - Those hit by a ghoul's touch must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.); SQ Undead (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.); Fort +0; Refl +2; Will +5; S-13 D-15 C-- I-13 W-14 Ch-16; Treasure None; Alignment Always Chaotic Evil; Skills: Climb +6, escape artist +7, Hide +7, Intuit direction +3, Jump +6. Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multi-attack, Weapon finesse: Bite.

8. (4) Cutpurses, male human Adp6:  CR 5; Size M (5 ft., 6 in. tall); HD 6d6; hp 28; Init +4; Spd 30 ft.; AC 10; Attack +3 melee, or +3 ranged; SV Fort +2, Ref +2, Will +6; AL CE; Str 11, Dex 10, Con 10, Int 13, Wis 13, Cha 10. Languages Spoken: Common. Skills and feats: Craft +9, Hide +4, Listen +6, Move silently +4, Spellcraft +7, Spot +5; Scribe scroll, Silent Spell, Improved Initiative +4, Alertness. Gear: Headband of Intellect +2, Spell components. Adept Spells Per Day:  3/3/1. They came to offer themselves as sacrifices on the altar of Amun-re. The East Offering Temple (PLUNDEREDTOMB, room L4) seemed to offer the best way. They were teleported here and have been wandering ever since. They honor this tomb and will not tolerate any sacrilege against it. Note: Cutpurses became Adepts because of spells, & level increased to give them the proper # of spell slots. 

9. Minotaurs See entry 2.

10. Doppleganger (1) See entry 3. Roll on the DOPPLEGANGER ENCOUNTER TABLE below to determine their appearance.

11. (3) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp.

12. (3) Monstrous Spider (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11; Init +3; Spd 30ft, climb 20ft; AC 14; Att Bite +4; Dmg 1d6 & poison; Face 5 x 5; Reach 5; SA Poison: (Poison: 1d4 Str, 1d4 Str, DC 14); SQ Vermin (Immune to mind influencing effects); Fort +4; Refl +3; Will +0; S-11 D-17 C-12 I--- W-10 Ch-2; AL Neutral; Skills: Climb +12, Hide +10, Jump +6, Spot +15. Feats: Weapon finesse: Bite

DOPPLEGANGER ENCOUNTER TABLE

When Doppelgangers appear in a random encounter, they will take the form of their last victims as a disguise. Roll 1d6 on this table to determine the forms of their last victims. The Doppelgangers will also be wearing the clothes of their last victims.
1. Fighter Elves in glistening Chainmail armor.
2. Dirty and cagey Dwarven knights wise to the ways of the tomb.
3. Pious clerical men on the quest to free the curse.
4. Wizard men come to discover the secrets of Kordan the Arch mage (the Doppelgangers will not actually have magical abilities, although they will pretend to possess them).
5. Jolly Halfling Thieves on an outing.
6. Haggard Rangers of few words and many actions.

MAZE ENCOUNTERS
L13. Welcome Room:

Trap/Trick: (CR 4) If a character lifts the lever up on any of the walls, a powerful magnetic field is set up in the dome, pulling armor, etc. up to the dome. Anyone flying up to the dome in their armor will take 1-8 points of damage. The field remains in effect until all of the Ievers are pulled down. Those stuck to the dome when the field is turned off will, naturally, fall 30 feet to the floor, doing (3d6) points of damage, unless other precautions have been taken. Those on the ground will take damage from falling objects (and persons), unless they get out of the way.

L14. Kordan s Master Mists:
L14a: -- L14d: As written.
L14e:
Play: There is a Wilderness Lore check (DC 16) for characters to detect a fresh breeze from the north exit. The ring is explained in Treasure.

Treasure: The ring is a ring of contrariness. Any character who puts on this ring will never agree with anyone else's ideas or actions and will take the opposite opinion whenever possible. Say left, and he will want to go right: say go, and he will want to stop. He will defend his point of view, even by fighting, but will never harm himself, The ring has the additional magical property of flying (as the third level Magic User fly spell 6th level caster). The ring will not come off until a remove curse spell is cast upon the wearer. Because of the curse, the wearer will resist all attempts to cast a remove curse spell upon him.

L14f:
Play: There is a Wilderness Lore check (DC 8) for characters to detect a cool, fresh breeze from the east exit.

L14g: -- L14J:
L14k:
Play: The stench of carrion can be detected from the south exit Wilderness Lore check (DC 18).

L14L:
Play: There is a Wilderness Lore check (DC 16) for characters to detect the stench of carrion from the north exit. The skeleton is harmless. The top chest is a Trap/Trick while the bottom two are Treasures.

Trap/Trick: (CR 1); +20 ranged 2d4; Search (DC 22); Disable Device (DC 22). When the top chest is opened, it shoots out drug-tipped darts in an arc ranging from straight up to directly in front of the chest. All characters directly in front of the box must make a Reflex check (DC 15) or be hit by some of the darts. Everyone who is hit must save Fort (DC 26) or Str 1d8, secondary damage Str 1d8. The chest itself now contains only old used orc socks.

L14m:
L14n:
Play: There is a Wilderness Lore check (DC 16) for characters to detect the stench of carrion from the south exit.

L14o:
Play: The stench of carrion can be detected from the west exit Wilderness Lore check (DC 16).

L14p:
Play: There is a Wilderness Lore check (DC 18) of detecting a carrion stench from the west exit.

L14q: -- L14u:
L15. Grieving Elves:
Monster: The figures are not elves but (5) Doppelganger (Medium-sized Shapechanger); CR 3; HD 4d8+4; hp 22; Init +1;  (Dex); Spd 30; AC 15;  (+1 Dex, +4 natural) Att 2 Slams +4; Dmg Slam 1d6+1; Face 5 x 5; Reach 5; SA Detect Thoughts (Continuously detect thoughts, (Will save DC 13)); SQ Alter self, Immunities. (Assume shape of any small or med humanoid. Immune to all sleep and charm effects.); Fort +5; Refl +5; Will +6; S-12 D-13 C-12 I-13 W-14 Ch-13; Treasure Double standard; AL; Neutral; Skills: Bluff +12, Disguise +12, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. Who have formed themselves into the image of the victims they destroyed, in order to fool and join another group for yet another meal. They will maintain their illusions until it becomes advantageous for them to change. Their main objective is to lead each of the party members away one at a time, destroy him and take his place in the party, using their 90% correct ability to read minds. The Doppelgangers will continue this until the whole party is destroyed or the Doppelgangers themselves are all dead.

Character: The figures will claim to be grieving elves having just found their long lost brethren. They will also claim to know their way through the maze. The trick, they will claim, is first to send two people through the mists with a rope for the others to follow. They will gladly demonstrate by sending one of themselves and a party member.

L16. Minotaur Lair:
Monster: (2); Minotaur (Large Monstrous Humanoid); CR 4; HD 6d8+12; hp 39; Init +0;  (+0); Spd 30; AC 14;  (-1 Size, +5 Natural) Att Huge Greataxe +9/+4, Gore +4; Dmg Huge Greataxe (2d8+4, 20/x3), Gore 1d8+2; Face 5 x 5; Reach 10; SA Charge (Charge attack 4d6+6 +1d8+2); SQ Scent, Natural cunning (Immune to maze spells, cannot get lost, track enemies, never flat-footed); Fort +6; Refl +5; Will +5; S-19 D-10 C-15 I-7 W-10 Ch-8; Treasure Standard; Alignment Usually Chaotic Evil; Advancement Range By Character Class; Skills: Intimidate +5, Jump +8, Listen +8, Search +5, Spot +8, Feats: Great fortitude, Power Attack.  Will attack, as this is their lair.

Treasure: There are 450 pp scattered about under the hay. Note: Converted to platinum under old system.

Trap/Trick: Search (DC 15) The underside of a trap door is found at the top of the shaft, which extends an additional 30 feet above the ceiling of this room. Disarm Device (DC 15) to activate the door from this side. The door will swing down, however, and therefore whoever opens it must be out of the way or take 1-4 points damage from the dropping doors. This door leads straight up through the ceiling onto the platform in front of the statue in room L52. See the diagram on page 23.

L17. Knock, knock:
Monster: (9) Bandits, male human War1:  CR 1; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +1 melee, or +1 ranged; SV Fort +3, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Waterskin, 2d10x2 gp. Are resting.

Character: These fellows were searching for the treasure, but now are only interested in finding their way out. They will join the party if the way out is offered to them. If they get one look at any treasure worth 500 gp or more, they will attack the party.

L18. Trap Room:
Monster: The chest is not real, but is a part of a creature set to lure the party toward it. A Trapper (Large Magical Beast); CR 12; HD 12d10+15; hp 75; Init +5;  (Dex +2, Improved Initiative +4, Size -1.); Spd 10; AC 20;  (+2 Dex, +10 Natural, -2 size) Att Slam +10; Dmg 1d6+4/rd; Face 20 x 20; Reach 5; SA Smother (Smother their prey in 6 rounds), Constrict (Crushing damage 1d6+4 every round); SQ Chameleon like. (+10 racial bonus to hide.); Fort +8; Refl +7; Will +8; S-18 D-15 C-15 I-14 W-10 Ch-10; Treasure Standard; Alignment Neutral; Skills: Hide +22, Listen +14, Spot +14.  Feats: Alertness, Improved Initiative, Iron Will, and Lightning Reflexes. Is hiding in the room. Victims caught in the Trapper may not attack it and will suffocate within six rounds. Characters can distinguish Trappers from the floor on a successful spot vs. hide check. This Trapper is hungry and will attack the first person that walks onto its surface.

L19. Well of Questions:
Monster; Lying on the platform is an: Androsphinx, (Large Magical Beast); CR 9; HD 12d10+48; hp 114; Init +0; Spd 50ft, fly 80ft (poor); AC 22; Att 2 Claws +18; Dmg Claw 2d4+7; Face 5 x 10; Reach 5; SA Pounce, Rake, Roar, Spells (on the first round may pounce if he hits may make full attack + rake. (2) Rake attacks +18 with hind legs for 2d4+3. Roar 3 times per day first will save DC 19 or fear 12 rds, 2nd Fort save DC 19 or Paralyzed d4 rds, 3rd Fort save DC 19 or 2d4 temp strength for 2d4 rds + Fort save (DC 19) or thrown to the ground 2d4 damage. Spells as 6th level cleric Spheres of Good, Healing, & Protection); SQ -- (--); Fort +12; Refl +8; Will +7; S-25 D-10 C-19 I-16 W-17 Ch-17; Alignment Chaotic Good; Skills: Intimidate +13, Knowledge history +5, Listen +15, Spot +15, Wilderness Lore +13. Feats: Alertness, Cleave, Great Cleave, Flyby Attack, and Power Attack, Track.  Who will make no aggressive move toward the party at first.

Trap/Trick #1: Anyone falling into the fast water trough will be swept into the duct opening under the sphinx, which ultimately empties into the silo in the PLUNDERED TOMB, room L6. Anyone making this trip must make a Fort check (DC 10) and drown if they fail.

Trap/Trick #2: The well appears to be 10 feet in diameter. Looking into the well, a character would see a 10-foot diameter underwater tunnel that enters the well from the east side. Water flows into the well through this tunnel. Though the volume of water is high, the well's large size makes the current slow and swimmable—although not in plate armor, of course. Remember that no one takes a torch under water with much success. The water tunnel leads to room L29 in the HALLS OF UPPER PRIESTHOOD. See the illustration for a cross-section of the well and underwater tunnel. Swim check or Fort save (DC 10).

L20. Javelin:
Play: The Trap/Trick must be overcome before getting the Treasure. There is a concealed door Search (DC 15) leading from the ledge to Room L53a in the HALLS OF UPPER PRIESTHOOD.

Treasure: The chest contains 500 pp.

Trap/Trick: (CR 2); +12 Ranged (1d8/x3); Search (DC 20); Disable Device (DC 40). The south wall is honeycombed with 1-inch holes. Each of these contains a spear with a charge of compressed air held in place by a spell. The spells were cast so that anything that passes in front of the holes will release the spears. If hit by a spear. The force of the impact will pin a character to the opposite wall, doing an initial 1-10 points of impact damage with an additional 1-4 points for each round the character is hung on the wall. Pinned characters may not free themselves but may be freed by others with a combined total of 15 strength points. There are a total of 50 such spears in the wall.

L21. X-room:
Play: Standing on the "X" triggers the Trap/Trick. (CR 5); +15 melee (6d6); Search (DC 20); Disarm Device (DC 25). There is a concealed door Search (DC 15) leading from the ledge to room L53b in the HALLS OF UPPER PRIESTHOOD.

Trap/Trick: Any weight in excess of 40 pounds (400 gp weight) on the "X" will release a 10-foot square by 4-foot tall stone box from the ceiling dome directly overhead. Any one with in 10 feet of the center of the "X" must make a Reflex check DC20 or take damage from the crashing box. The box is empty.

L22. Pendulum:
Play: (CR 1): If the rope holding the pendulum is cut or untied, the blade will swing out towards the door, and then back again, and back and forth. Each swing will be slightly shorter until after five rounds, when it will come to a complete stop in the center of the room. Anyone standing directly in line with the door when the blade is swinging must make a Reflex check (DC 15) or take 1-10 points of damage. A concealed door Search (DC10) leads from the ledge to room L53c in the HALLS OF UPPER PRIESTHOOD.

L23. Dervish Explorers:
Monster: (5) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8, 20/x3), 40 Arrows, Waterskin, 2d10x2 gp. Are tending to their wounds. In the corner are three of their dead.

L24. Robber Press:
Trap/Trick: (CR 10); 20d6; Search (DC 20); Disarm Device (DC 25); If anything over 40 pounds (400 gp weight) enters the room more than 10 feet, the door will slam shut and latch (-5 on rolls to open the door from either side) and the walls on the east and west will begin to close in. These walls are an irresistible force and take one round to come to striking distance. At that point, anyone caught between the walls will be unable to move and will sustain damage. The walls remain together for one round and then move back. When the walls have moved back, the door will open easily again.

L25. Old Trap Room:
L26. Pole Forest:
L27. Extra Trap Room:
Play: There is a concealed door Search (DC10) that leads from the ledge to room L53a in the HALLS OF UPPER PRIESTHOOD.

L28. Loose Ceiling:
Monster: A Lurker Above, (Large Magical Beast); CR 10; HD 10d10+15; hp 65; Init +5;  (Dex +1, Improved Initiative +4, Size -1.); Spd 10; AC 16;  (+6 Natural) Att Slam +5; Dmg 1d6; Face 20 x 20; Reach 5; SA Smother (Smother their prey in 2-5 rounds.); SQ Chameleon like. (+8 racial bonus to hide.); Fort +5; Refl +3; Will +5; S-10 D-13 C-10 I-10 W-10 Ch-10; Alignment Neutral; Skills: Climb +5, Move silently +5, Hide +13, Spot +5. Feats: Improved Initiative. Will attack the first living thing that enters the room. It lives in the domed ceiling that covers the room. 

HALLS OF THE UPPER PRIESTHOOD

HALL OF THE UPPER PRIESTHOOD RANDOM ENCOUNTER TABLE

1. (5) Ghoul, (Medium Undead); CR 3; HD 2d12; hp 13; Init +2;  (Dex); Spd 30; AC 14;  (+2 Dex, +2 Natural) Att Bite +3 Melee; 2 claws +0 melee; Dmg Bite 1d6+1+ paralysis; claw 1d3 + paralysis; Face 5 x 5; Reach 5 ft; SA Paralysis (Paralysis - Those hit by a ghoul's touch must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.); SQ Undead (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.); Fort +0; Refl +2; Will +5; S-13 D-15 C-- I-13 W-14 Ch-16; Treasure None; Alignment Chaotic Evil; Skills: Climb +6, escape artist +7, Hide +7, Intuit direction +3, Jump +6. Listen +7, Move Silently +7, Search +6, Spot +7 Feats: Multi-attack, weapon Finesse (bite)

2. (1) WRAITH, (Medium Undead); CR 5; HD 5d12; hp 32; Init +9;  (+3 Dex, +4 improved Initiative, +2 blooded); Spd 30 ft, fly 60ft. (good); AC 15;  (+3 Dex, +2 deflection) Att Incorporeal touch +5 melee; Dmg Incorporeal touch 1d4 &1d6 permanent Con drain; Face 5 x 5; Reach 5 ft.; SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +4; Will +6; S--- D-16 C--- I-14 W-14 Ch-15; Treasure None; Alignment Lawful Evil; Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12.Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Reflexes, Blooded.

3. Knight, (1) Mujibur, male human Ftr8:  CR 8; Size M (6 ft., 0 in. tall); HD 8d10+16; hp 68; Init +6; Spd 30 ft.; AC 19 (+2 Dex); Attack +16/+11 melee, or +10/+5 ranged; SV Fort +10, Ref +6, Will +5; AL LG; Str 19 (+4), Dex 15 (+2), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 13 (+1). Languages Spoken:  Abyssal, Common, Elven, Goblin, Orc, Sylvan, Terran. Skills and feats:  Alchemy +6, Appraise +6, Climb +15, Craft +12, Handle animal +9, Hide +2, Intuit direction +6, Knowledge (nature) +7, Listen +4, Move silently +2, Perform +3, Sense motive +3, Speak language +2, Spot +1, Swim +13; Advanced improved Critical (Scimitar), Dodge (AC+1), Improved critical (scimitar), Improved initiative, Mobility (AC+4vs AoO), Spring attack, Quick draw, Weapon focus (scimitar), Weapon Specialization (Scimitar). Gear: Keen Scimitar +3 (1d6+9, 14-20/x3), Chainmail +2 (AC+7), Cloak of resistance+2, 1 CLW 3rd lvl (1d8+3). NOTE: Level increased to reflect the monsters on this level.

4. Shadow, (Medium-Size Undead (Incorporeal)); CR 3; HD 3d12; hp 19; Init +2;  (+2 Dex); Spd 30, Fly 40 (Good); AC 13;  (+2 Dex, +1 Deflection) Att Touch +3; Dmg 1d6 Temp Str.; Face 5 x 5; Reach 5; SA Strength damage, Create Spawn (Touch attacks reduce Str. at 0 target becomes a shadow in 1d4 rounds.); SQ Undead, Incorporeal, +2 Turn Resistance (Immune to mind effects, not subject to critical hits. half damage from edged weapons. +1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +3; Will +4; S--- D-14 C--- I-6 W-12 Ch-13; Treasure none;  Skills: Hide +8, Intuit Direction +5, Listen +7, & Spot +7. Feats: Dodge.

5. (2) Wraiths See entry 2.

6. (1) Monstrous Spider, (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11; Init +3; Spd 30ft, climb 20ft; AC 14; Att Bite +4; Dmg 1d6 & poison; Face 5 x 5; Reach 5; SA Poison: (Poison: 1d4 Str, 1d4 Str, DC 14); SQ Vermin (Immune to mind influencing effects); Fort +4; Refl +3; Will +0; S-11 D-17 C-12 I--- W-10 Ch-2; AL Neutral; Skills: Climb +12, Hide +10, Jump +6, Spot +15. Feats: Weapon finesse: Bite

7. (2) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Waterskin, 2d10x2 gp. 

8. (4) Cutpurses, male human Adp6:  CR 5; Size M (5 ft., 6 in. tall); HD 6d6; hp 28; Init +4; Spd 30 ft.; AC 10; Attack +3 melee, or +3 ranged; SV Fort +2, Ref +2, Will +6; AL CE; Str 11, Dex 10, Con 10, Int 13, Wis 13, Cha 10. Languages Spoken: Common. Skills and feats: Craft +9, Hide +4, Listen +6, Move silently +4, Spellcraft +7, Spot +5; Scribe scroll, Silent Spell, Improved Initiative +4, Alertness. Gear: Headband of Intellect +2, Spell components. Adept Spells Per Day:  3/3/1. They came to offer themselves as sacrifices on the altar of Amun-re. The East Offering Temple (PLUNDEREDTOMB, room L4) seemed to offer the best way. They were teleported here and have been wandering ever since. They honor this tomb and will not tolerate any sacrilege against it. 
NOTE: Cutpurses became Adepts because of spells, & level increased to give them the proper # of spell slots.

9. (4) Ghouls See entry 1.

10. (1) Thune Dervish See entry 7.

11. (4) Wraiths See entry 2.

12. (3) Wight, (Medium-Sized Undead); CR 3; HD 4d12; hp 26; Init +1;  (Dex); Spd 30 ft; AC 15;  (+1 Dex, +4 Natural) Att Slam +3 melee; Dmg Slam 1d4+1 & energy drain; Face 5 x 5; Reach 5 ft.; SA Energy drain, create spawn. (Energy drain: If hit with the slam attack lose a level temporarily, FORT save (DC 14) to remove negative level. Create Spawn: If slain by the Wight you become one in 1d4 rounds.); SQ Undead (Immune to mind effects, not subject to critical hits. half damage from edged weapons.); Fort +1; Refl +2; Will +5; S-12 D-13 C--- I-11 W-13 Ch-15; Alignment Lawful Evil; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight.

PRIESTHOOD HALLS ENCOUNTERS

L29. Waterway:
L30. Entry:
L31. The Long Hall:
Trap/Trick: Hidden against the walls by the foliage are 10-foot deep alcoves, two each on the west and east walls. There is a secret door Search (DC 20) in the southern alcove on the west wall to area L34. A similar secret door Search (DC 20) in the east wall leads to area L35.

L33. Dome of Flight:
Play: The trees are described in Monster. Either altar activates the Trap/Trick, a complex magical sequence. There is a 3-foot wide ledge running around the base of the dome 30 feet overhead. This dome-ledge is room L54 in THE GAUNTLET. An exit hidden behind the waterfall leads to area L44. See the diagram above.

Monster: The trees are grenade palms, and are 33 feet tall. These trees bare fruit that look like pineapples. If anyone walks within 5 feet of the trunk of any tree, there is a 20% chance that the vibrations of his movements will loosen one of the pineapples overhead. There is a base 95% chance that the grenade fruit will explode when it hits the ground, doing 2-16 points of damage to those within the 10-foot range of the explosion (Reflex (DC 15), for 1/2). If the fruit is caught, the chance of explosion is reduced to 40%. The grenade fruit may be picked and carried, to be used later, although there is always a 10% base chance that the grenade fruit will explode whenever the character carrying them falls or otherwise bumps the fruit accidentally. The fruit has evolved exploding as a way of scattering its own seeds far enough away from itself to insure a sufficient distance between the trees.

Trap/Trick: There is a Knowledge (Arcana) check (DC 10) to read the text correctly as:

TURNIN                                               NEG                                            LOGRA                                                        REGRA

Each word has a specific effect described below.

TURNIN, (turn on): Anyone putting their hands into the impressions and saying TURNIN, will cause the hand impressions to glow and will start the magical process. Only after this is done will the other words have any effect. Once the process is turned on, anyone within the room who says one of the other words will cause its effects to take place.

LOGRA, (low gravity): This will only work if the altar has been activated (see TURNIN above). This will cause a low gravity field to fill this entire room. Gravity will then be one-tenth normal until the altar is turned off (see NEG, below); Characters will feel buoyant and be able to jump (1d 10+20) feet. The waterfall will continue to fall, but at a much slower rate than before.

REGRA, (reverse gravity): This will only work if the altar has been turned on (see TURNIN above). This causes a reverse gravity field to fill the room. Characters and any loose objects will fall upwards as though the room was suddenly turned upside down. If the LOGRA command is used before REGRA, (CR 3) characters will float safely up into the dome. If the LOGRA command is not used first, all characters must make a Reflex check (DC 15) or take (5d6) points of damage from falling. The waterfall will start to flow into the dome, forming a pond and exposing an archway that was hidden behind the waterfall.

NEG, (negate): This cancels any of the effects caused by the LOGRA and/or REGRA commands. The magical process is turned off and the hand impressions on the altars stop glowing. The words LOGRA and REGRA will have no effect until one of the altars is turned on again with a TURNIN command. As gravity suddenly goes back to normal, the water, and anything else that is in the dome will come crashing down. Characters in the dome when the process is turned off must make a Reflex check (DC 15) or take (5d6) points of damage from falling.

Lore: This strange system was used as a sort of hoist. When the pharaoh's body was brought in its heavy sarcophagus, this magical process was used to lift it up to room L54 in THE GAUNTLET.

L34. West Hall Intersection:
L35. East Hall Intersection:
L36. West Door:
L37. East Door:
L38. West Hall:
Monster: (2) WRAITH, (Medium Undead); CR 5; HD 5d12; hp 32; Init +9;  (+3 Dex, +4 improved Initiative, +2 blooded); Spd 30 ft, fly 60ft. (good); AC 15;  (+3 Dex, +2 deflection) Att Incorporeal touch +5 melee; Dmg Incorporeal touch 1d4 &1d6 permanent Con drain; Face 5 x 5; Reach 5 ft.; SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +4; Will +6; S--- D-16 C--- I-14 W-14 Ch-15; Treasure None; Alignment Lawful Evil; Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12.Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Reflexes, Blooded. Are bent over something in the middle of the corridor.

L39. East Hall:
L40. Mar-keshel (West Kitchen):
L41. Mar-keshinel (West Pantry):
L42. Mar-keshtah (East Kitchen):
L43. Mar-keshintah (East Pantry):
Play: Any character that looks closely at the cracks in the dome will see Spot (DC15) a rough-hewn tunnel rising upward from one of the larger cracks. This tunnel winds its way to room L64 in THE GAUNTLET.

L44. March of the True Faith:
Lore: There is a Knowledge (Arcana) check (DC 16) to understanding each verse.

L45. Priesthood Cells:
L46. Priest Closet:
L47. West Cell of the High Priest:
Monster: Vigdis, female human Pal6:  CR 6; Size M (5 ft., 4 in. tall); HD 6d10+12; hp 37; Init +1 (+1 Dex); Spd 30 ft.; AC 22 (+1 Dex); Attack +13/+8 melee, or +7/+2 ranged; SV Fort +11, Ref +7, Will +12; AL LG; Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 19 (+4). Languages Spoken:  Common, Sylvan. Skills and feats:  Concentration +3, Diplomacy +12, Handle animal +10, Hide +1, Knowledge (religion) +9, Listen +6, Move silently +6, Ride +10, & Spot +6; Iron will, Leadership, Power attack, Quick draw. Paladin Gear:  Mithril Chainmail +2 (AC +8), MW Large metal shield (AC +3}, Longsword +3 (1d8+6, 19-20/x2), Mighty +1 Comp. Longbow (1d8+1, 20/x3), 20 normal arrows, 5 +1 arrows, 4 CLW 3rd lvl (1d8+3), Silver Holy Symbol, 3 holy water, 1 Waterskin, 2 weeks rations. Spells: 2 divine favor, & bless.

Needs rescue from (8) Ghouls, (Medium Undead); CR 3; HD 2d12; hp 13; Init +2;  (Dex); Spd 30; AC 14;  (+2 Dex, +2 Natural) Att Bite +3 Melee; 2 claws +0 melee; Dmg Bite 1d6+1+ paralysis; claw 1d3 + paralysis; Face 5 x 5; Reach 5 ft; SA Paralysis (Paralysis - Those hit by a ghoul's touch must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.); SQ Undead (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.); Fort +0; Refl +2; Will +5; S-13 D-15 C-- I-13 W-14 Ch-16; Treasure None; Alignment Chaotic Evil; Skills: Climb +6, escape artist +7, Hide +7, Intuit direction +3, Jump +6. Listen +7, Move Silently +7, Search +6, & Spot +7 Feats: Multiattack, Weapon Finesse (bite).

L48. Priest Catacombs:
Monster: (6) Ghouls, (Medium Undead); CR 3; HD 2d12; hp 13; Init +2;  (Dex); Spd 30; AC 14;  (+2 Dex, +2 Natural) Att Bite +3 Melee; 2 claws +0 melee; Dmg Bite 1d6+1+ paralysis; claw 1d3 + paralysis; Face 5 x 5; Reach 5 ft; SA Paralysis (Paralysis - Those hit by a ghoul's touch must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.); SQ Undead (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.); Fort +0; Refl +2; Will +5; S-13 D-15 C-- I-13 W-14 Ch-16; Treasure None; Alignment Chaotic Evil; Skills: Climb +6, escape artist +7, Hide +7, Intuit direction +3, Jump +6. Listen +7, Move Silently +7, Search +6, & Spot +7 Feats: Multiattack, Weapon Finesse (bite). All leap from their tomb. They will attack at the first sign of anything, or anyone, to eat.

L49. Priest Closet:
L50. East High Priest's Cell:
Monster: (3) WRAITH, (Medium Undead); CR 5; HD 5d12; hp 32; Init +9;  (+3 Dex, +4 improved Initiative, +2 blooded); Spd 30 ft, fly 60ft. (good); AC 15;  (+3 Dex, +2 deflection) Att Incorporeal touch +5 melee; Dmg Incorporeal touch 1d4 &1d6 permanent Con drain; Face 5 x 5; Reach 5 ft.; SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +4; Will +6; S--- D-16 C--- I-14 W-14 Ch-15; Treasure None; Alignment Lawful Evil; Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, & Spot +12.Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Reflexes, Blooded. Are surrounding an object on the floor.

Treasure: Lying on the floor in the midst of the wraiths is a sword that shines and hums softly. It is Bar-Ethel (True Death) +2 sword Bane vs. undead. NOTE: Changed bonus to reflect +4 vs. undead, Randomly determine the type of sword, or choose the type most useful or not (Evil DM) to your party.

L51. Priesthood Cells:
L52. Prayer Temple of the Priesthood:
Play: In front of the statue is Trap/Trick #1 (see the diagram below). The gemstone is fixed with Trap/Trick #2 and is described in Treasure. There are secret doors Search (DC15) at the north ends of the east and west walls.

Trap/Trick #1: (CR 1); 3d6; Reflex DC 20 avoids; Search DC 20; Disable Device DC 20; Just in front of the statue, there is a trap door that opens suddenly into a 10-foot diameter shaft falling 30 feet straight down. The shaft opens into a room with an additional 10-foot drop into a haystack on the floor. Falling characters take damage from the fall and find themselves in room L16 in KORDAN'S MASTER MAZE.

Trap/Trick #2: (CR 3); Search DC 25; Disable Device DC 30; If the gemstone is taken from its place, the statue will make a horrendous noise like a foghorn (Magic Mouth) until the gem is put back. If the statue receives 50 points of damage, the noise will stop. Roll for random encounters every round that the statue is making noise.

L53. Observation Domes:

GAUNTLET ENCOUNTERS

1. (5) Ghoul, (Medium Undead); CR 3; HD 2d12; hp 13; Init +2;  (Dex); Spd 30; AC 14;  (+2 Dex, +2 Natural) Att Bite +3 Melee; 2 claws +0 melee; Dmg Bite 1d6+1+ paralysis; claw 1d3 + paralysis; Face 5 x 5; Reach 5 ft; SA Paralysis (Paralysis - Those hit by a ghoul's touch must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.); SQ Undead (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.); Fort +0; Refl +2; Will +5; S-13 D-15 C-- I-13 W-14 Ch-16; Treasure None; Alignment Chaotic Evil; Skills: Climb +6, escape artist +7, Hide +7, Intuit direction +3, Jump +6. Listen +7, Move Silently +7, Search +6, Spot +7 Feats: Multi-attack, weapon Finesse (bite)

2. (1) WRAITH, (Medium Undead); CR 5; HD 5d12; hp 32; Init +9;  (+3 Dex, +4 improved Initiative, +2 blooded); Spd 30 ft, fly 60ft. (good); AC 15;  (+3 Dex, +2 deflection) Att Incorporeal touch +5 melee; Dmg Incorporeal touch 1d4 &1d6 permanent Con drain; Face 5 x 5; Reach 5 ft.; SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +4; Will +6; S--- D-16 C--- I-14 W-14 Ch-15; Treasure None; Alignment Lawful Evil; Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12.Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Reflexes, Blooded.

3. Knight, (1) Mujibur, male human Ftr8:  CR 8; Size M (6 ft., 0 in. tall); HD 8d10+16; hp 68; Init +6; Spd 30 ft.; AC 19 (+2 Dex); Attack +16/+11 melee, or +10/+5 ranged; SV Fort +10, Ref +6, Will +5; AL LG; Str 19 (+4), Dex 15 (+2), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 13 (+1). Languages Spoken:  Abyssal, Common, Elven, Goblin, Orc, Sylvan, Terran. Skills and feats:  Alchemy +6, Appraise +6, Climb +15, Craft +12, Handle animal +9, Hide +2, Intuit direction +6, Knowledge (nature) +7, Listen +4, Move silently +2, Perform +3, Sense motive +3, Speak language +2, Spot +1, Swim +13; Advanced improved Critical (Scimitar), Dodge (AC+1), Improved critical (scimitar), Improved initiative, Mobility (AC+4vs AoO), Spring attack, Quick draw, Weapon focus (scimitar), Weapon Specialization (Scimitar). Gear: Keen Scimitar +3 (1d6+9, 14-20/x3), Chainmail +2 (AC+7), Cloak of resistance+2, 1 CLW 3rd lvl (1d8+3). NOTE: Level increased to reflect the monsters on this level.

4. Shadow, (Medium-Size Undead (Incorporeal)); CR 3; HD 3d12; hp 19; Init +2;  (+2 Dex); Spd 30, Fly 40 (Good); AC 13;  (+2 Dex, +1 Deflection) Att Touch +3; Dmg 1d6 Temp Str.; Face 5 x 5; Reach 5; SA Strength damage, Create Spawn (Touch attacks reduce Str. at 0 target becomes a shadow in 1d4 rounds.); SQ Undead, Incorporeal, +2 Turn Resistance (Immune to mind effects, not subject to critical hits. half damage from edged weapons. +1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +3; Will +4; S--- D-14 C--- I-6 W-12 Ch-13; Treasure none;  Skills: Hide +8, Intuit Direction +5, Listen +7, & Spot +7. Feats: Dodge.

5. (2) Wraiths See entry 2.

6. (1) Monstrous Spider, (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11; Init +3; Spd 30ft, climb 20ft; AC 14; Att Bite +4; Dmg 1d6 & poison; Face 5 x 5; Reach 5; SA Poison: (Poison: 1d4 Str, 1d4 Str, DC 14); SQ Vermin (Immune to mind influencing effects); Fort +4; Refl +3; Will +0; S-11 D-17 C-12 I--- W-10 Ch-2; AL Neutral; Skills: Climb +12, Hide +10, Jump +6, Spot +15. Feats: Weapon finesse: Bite

7. (2) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 3d8; hp 20; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Hide +6, Listen +4, Move Silently +4, Spot +4, Wilderness lore +4; Alertness, Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Waterskin, 2d10x2 gp. 

8. (4) Cutpurses, male human Adp6:  CR 5; Size M (5 ft., 6 in. tall); HD 6d6; hp 28; Init +4; Spd 30 ft.; AC 10; Attack +3 melee, or +3 ranged; SV Fort +2, Ref +2, Will +6; AL CE; Str 11, Dex 10, Con 10, Int 13, Wis 13, Cha 10. Languages Spoken: Common. Skills and feats: Craft +9, Hide +4, Listen +6, Move silently +4, Spellcraft +7, Spot +5; Scribe scroll, Silent Spell, Improved Initiative +4, Alertness. Gear: Headband of Intellect +2, Spell components. Adept Spells Per Day:  3/3/1. They came to offer themselves as sacrifices on the altar of Amun-re. The East Offering Temple (PLUNDEREDTOMB, room L4) seemed to offer the best way. They were teleported here and have been wandering ever since. They honor this tomb and will not tolerate any sacrilege against it. 
NOTE: Cutpurses became Adepts because of spells, & level increased to give them the proper # of spell slots.

9. (4) Ghouls See entry 1.

10. (1) Thune Dervish See entry 7.

11. (4) Wraiths See entry 2.

12. (3) Wight, (Medium-Sized Undead); CR 3; HD 4d12; hp 26; Init +1;  (Dex); Spd 30 ft; AC 15;  (+1 Dex, +4 Natural) Att Slam +3 melee; Dmg Slam 1d4+1 & energy drain; Face 5 x 5; Reach 5 ft.; SA Energy drain, create spawn. (Energy drain: If hit with the slam attack lose a level temporarily, FORT save (DC 14) to remove negative level. Create Spawn: If slain by the Wight you become one in 1d4 rounds.); SQ Undead (Immune to mind effects, not subject to critical hits. half damage from edged weapons.); Fort +1; Refl +2; Will +5; S-12 D-13 C--- I-11 W-13 Ch-15; Alignment Lawful Evil; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight.

L54. High Dome:
Play: This dome-room overlooks the Dome of Flight garden (room L33 in the HALLS OF UPPER PRIESTHOOD). Characters enter this area by using the Trap/Trick in room L33. Characters who tap on the large cut stone Search (DC 15) will always be answered with like taps from the other side. The stone is 4 feet square by 2 feet deep and is easily pulled aside. Only if the stone is moved is the Monster encountered.

Monster: When the stone is moved, Pritt, male gnome (rock) Exp1:  CR 1; Size S (3 ft., 5 in. tall); HD 1d6+1; hp 7; Init +0; Spd 20 ft.; AC 11 (+1 Size); Attack +0 (+0 Base, -1 Str, +1 Size) melee, or +1 (+0 Base, +1 Size) ranged; SV Fort +1 (+0 Base, +1 Con), Ref +0 (+0 Base), Will +2 (+2 Base); AL CN; Str 8 (-1), Dex 11 (+0), Con 12 (+1), Int 11 (+0), Wis 11 (+0), Cha 10 (+0). Languages Spoken:  Common, Gnome. Skills and feats:  Alchemy +2, Disguise +2, Handle animal +2, Hide +4, Intuit direction +4, Knowledge (Spoons) +4, Listen +4, Move silently +0, Open lock +2, Spot +2; Alertness. Possessions:  Spoon of Stoneshapeing. Will appear, a squirrelly little gnome with a spoon in his hand. He speaks with a lisp.

L55. Entry Corridor:
Lore: Each rune needs a Knowledge (Arcana) check (DC 16) to read the text correctly. Both doors carry the same runes.

L56. Grand Hall of the Pharaohs (Gauntlet of the True Way):
Monster: Munifik, male human Wiz10/Crypt Lord5:  CR 15; Size M (6 ft., 3 in. tall); HD 15d4+60; hp 105; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +13/+8 melee, or +13/+8 ranged; SV Fort +10, Ref +10, Will +17; AL LE; Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 20 (+5), Wis 18 (+4), Cha 18 (+4). Languages Spoken:  Celestial, Common, Goblin, Halfling, & Undercommon. Skills and feats:  Concentration +16, Craft +13, Forgery +5, Hide +9, Knowledge (Undead)+18, Knowledge (arcana) +16, Knowledge (nature) +11, Knowledge (religion) +16, Listen +10, Move silently +10, Profession +5, Spellcraft +18, Spot +4; Craft wondrous Items, Greater Spell Focus (Necromancy), Silent spell, Still Spell, Scribe scroll, Spell Focus (Necromancy), Spell mastery 1st (Charm Person, Chill Touch, Ray of Enfeeblement, Trigger Rune(R&R), Shocking Grasp), Spell mastery 2nd (Blindness/Deafness, Ghouls Touch, Melf's Acid Arrow, Scare, Spectral Hand ), Spell mastery 3rd (Animate Shadow(R&R), Haste, Hold Person, Shadow Strike(R&R), Shadow Touch(R&R)). Wizard Spells Known (4/6/5/5/5/3/2/1): 0th -- Arcane Mark, Detect Magic, Disrupt Undead*, Flare, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic. 1st – Chill Touch*, Charm Person, Hold Portal, Identify, Nystul's Undetectable Aura, Ray of Enfeeblement*, Shocking Grasp, & Trigger Rune(R&R). 2nd -- Blindness/Deafness, Darkvision, Ghouls Touch*, Melf's Acid Arrow, Obscure Object, Scare*, Spectral Hand*. 3rd – Animate Shadow(R&R), Haste, Hold Person, Keen Edge, Shadow Strike(R&R)*, & Shadow Touch(R&R)*. 4th – Bestow Curse, Contagion*, Enervation*, Lesser Geas, Locate Creature, Polymorph Other. 5th – Animate Dead*, Dark Water(R&R)*, Doom Wail(R&R)*, Permanency, Telekinesis, Wall of Iron, Wall of Stone.6th – Analyze Dweomer, Chain Lightning, Death Blade(R&R), Permanent Image. 7th—Control Undead*, Finger of Death*, Freezing Curse(R&R), Soul Strike(R&R)*. 8th—Darkstaff(R&R)*, Shadow Storm(R&R)*, Shadow Twin(R&R), & Symbol. *= Necromantic Spells +4 to DC, 19+ spell level. Gear: Gauntlets of the Pharaoh, Amulet of comprehend languages.

NOTE:  I borrowed heavily from the Relics & Rituals book to modify this NPC, Adding 5 levels of the Crypt Lord prestige class, as well as changing his spells to reflect more of a focus on Necromantic spells. Feel free to adjust this NPC in any way you feel would be better suited to your needs.   

Stands beside the Giant Fist (see L56d). Cutting hits will slice right through him with no effect and thrusts will impale him but do no damage for his "heart isn't in it" (see Treasure in room L64). When the party first enters the room, Munafik will use the Amulet of comprehend languages so that he can understand what the party is saying. Spells will affect him as they would any 15th level Magic User except that damaging attacks will have no effect. For example, a hold person spell will hold Munafik, but a magic missile can hit him but will cause no damage.

Lore: This was to be the last stronghold of the pharaoh's tomb. Originally, the only entrance to the TRUE TOMB was through this hall, but ground disturbances and a spoon have made other entrances. The Gauntlets of the Pharaoh still work through the will and powers of the ex-High Priest Munafik, who has now turned to evil sorcery.

L56a. Chabang Men:
Monster: (2) Chabang men; Medium-size construct; (CR 5; AC 10; Init +0; MV 30 ft; HD 5; hp N/A; #AT +4; Scimitar, Dmg 1-8, 19-20/x2; AL: N; Magic immunity.) appear, looking thin and drawn, holding words. The Chabang men are magical creations of Munafik and will die when Munafik dies. When any cutting blow hits them, it will cut clear through. The severed part and the original body will dissolve into a pile of mud, and then suddenly spring up as two Chabang men, exactly like the original. The Chabang men can be stuck to the walls with spears or other stabbing weapons.

L56b. Fire Wall:
Play: If any member of the party steps onto the platform, Trap/Trick #1 will fall before them. Trap/Trick #2 will be encountered after passing Trap/Trick #1.

Trap/Trick #1: (CR 6); A wall of fire suddenly descends from the ceiling, roaring and heating the room unbearably. Neither cold nor water will lessen this flame because it is an illusion. The searing heat will do 1-10 points of damage to anyone who believes the flame is real and attempts to cross it. Will save (DC 22), will be normal if the character is unsuspecting, or at (DC 18) if the character has verbally raised any doubts. Wood will not burn in this illusion. Ten feet behind the wall of fire is Trap/Trick #2.

Trap/Trick #2: (CR 6) Passing through the fire, the players are confronted with a solid stonewall that runs from one side of the vast hall to the other. It rises the full height to the ceiling. Those who run into the wall will take 1-6 points damage Per 10 ft running.

L56c. Mirror, Mirror:
Play: As each member steps onto the access stairway, a Monster will appear.

Monster: An exact likeness of each character that steps onto the platform will appear on the landing before them. Each will be armed as the character is armed except that magical weapons, magical armor and other magical items that the party may have will work only as non-magical items of the same kind. All of the characters' magical items will work. The likenesses of Magic User and Clerical characters will not know of, or be able to use, any spells. Otherwise, these likenesses are the same as the characters in hit points, Hit Dice, etc. The likenesses will only have as many hit points as the characters have remaining, not the characters' normal number of hit points. When killed, the likenesses change to a featureless clay humanoid form and will not move again. They are mindless creatures that want only the destruction of the souls in whose likenesses they appear. They will immediately attack and continue to fight until either the party or they are dead.

L56d. Pet Fist:
Monster: The Pet Fist (Huge Animated Object Construct); CR 3; HD 8d10; hp 50; Init -1;  (-1 Size); Spd 30 ft fly (Good); AC 13;  (-2 Size, -1 Dex, +5 Natural) Att 2 Slams +9; Dmg 2d6+7; Face 10 x 10; Reach 15; SA Trample, Constrict. (Trample Ref save DC 19 for Half if no AoO are taken, Constrict: grapple check +22); SQ: Construct. (Immune to mind-influencing effects, poison, disease, & similar effects, no critical hits, subdual damage, stat damage, energy drain, or death from massive damage.); Fort +2; Refl +1; Will -3; S-20 D-8 C--- I--- W-1 Ch-1; will strike at anything that moves within its 15 foot reach. Controlled with the Gauntlets of the Pharaoh.

L56e:
L57. Pillar of Athis:
Play: Anyone verbally asking a question will trigger the Trap/ Trick. A person stepping into the rushing water will take 1-6 points of damage (Fort (DC 10)) and be abruptly carried through a duct to the rapids in room L56. From there they will be swept to the dome in room L54 and fall into the pool in room L33.

Trap/Trick: If a question is asked, a deep, watery voice will speak from the pillar and ask three questions. If any of the questions is answered with a lie, the character answering will be struck by lightning for 1-8 points of damage (Reflex (DC 15) for half) and the pillar will begin again with the first question. If a question is answered truthfully, the column will proceed to the next question as below until all three are answered. The first question it will ask is:

"What is your name?" 
If the PC's name is given truthfully, then the voice will ask:

"What is your quest?" 
If the answer is truthfully given, the voice will ask:

"On whose hallowed ground stand ye?"
If the answer "Amun-re" is given, then the column will instruct:

"Put thy hand in mine" and a white impression of a hand will appear in the floor in front of the column. Anyone of good or neutral alignment who places his hand into this will cause the water pillar to run backwards (from the floor to the ceiling). Anyone stepping into the water during the next five minutes will be swept upward 30 feet to room L65 in the TOMB OF AMUN-RE, with no danger of drowning. Evil aligned people may safely enter the water if a good aligned person has reversed the column of water. If an evil person tries to put his hand into the impression, a lightning bolt will gently knock him to the floor for 1-8 points of damage No Save.

L58. Reading Room:
L59. Waterbed:
L60. Sitting Room:
L61. Dining Room:
L62. Storage Room:
L63. Rumpus Room:
L64. Heart's Lair:
Monster: Golem, Clay, (Large Construct); CR 10; HD 11d10; hp 110; Init -1; (-1 Dex); Spd 20 can't run; AC 22; (-1 Size, -1 Dex, +14 natural) Att 2 slams +14; Dmg 2d10+7; Face 5 x 5; Reach 10; SA Berserk, Wound (Cumulative 1% chance per round of combat it will go berserk killing all in its area. Damage dealt will not heal without magic of 6th level or greater or a heal spell); SQ Construct, Magic Immunity, Damage reduction 20/+1, Immune to piercing & slashing, Haste. (See pg 109 MM, Magic immunity see pg 110 MM, Once per day can use haste for 3 rds after the first rd of combat); Fort +3; Refl +2; Will +3; S-25 D-9 C--- I--- W-11 Ch-1; Guards a glittering object.

Treasure: Behind the golem in the cove is a glass bell jar that glints through the dust and soot that covers it. The jar is sealed to the base and the glass will break before the base will loosen. Within the jar (treat the glass as AC 14; hp 28) a beating human heart can be seen. After the jar is broken, the heart will die. The heart is Munafik's: the heart's death alone will kill the evil priest of the pyramid. Search (DC 30) to find his Spellbook under a Bolder.

L65. The Pharaoh's True Way:
L66. Treasury of the Pharaohs:
Trap/Trick: (CR 10): Anyone who tries to touch the painting will find his hand passing right into it. If a character sticks his head through it, he will find himself looking out over the clouds, as if from a window that is 10,000 feet in the air. Thirty feet beyond this window, an exact copy of the reed boat in the treasure room is anchored to a cloud. There is one important difference: the Star of Mo-pelar is in the bow of this boat. (See TREASURES AND TOMES). This gem is one of the two treasures the characters need to fulfill this quest. Anyone who just steps through the magical window will fall 10,000 feet onto the pyramid, doing 990-Impact crater (990d6) points of damage. The characters will need to find some way of crossing the distance between the painting window and where the boat is anchored in the sky. No amount of effort will move the boat from its position in the sky. The boat is at the same height as the window & 50 ft out. The characters might try to grapple the boat and cross on a rope. 

L67. Tomb of Amun-re:
Monster: If the sarcophagus is opened, the Mummy, Greater, (Medium-size Undead); CR 4; HD 6d12+3; hp 42; Init -1; (-1 Dex); Spd 20; AC 17; (-1 Dex, +8 natural) Att Slam +6; Dmg 1d6+4 & mummy rot; Face 5 x 5; Reach 5; SA Despair, Mummy rot (Despair: Will save DC 15 or paralyzed with fear 1d4 rounds Mummy rot: Supernatural disease Fort save DC 20, incubation 1 day 1d6 con damage per day.); SQ Undead, Resistant to blows, Damage reduction 10/+2, Fire vulnerability (Undead: immune to mind influence. Resistance to blows: all physical damage reduced by 1/2 before damage reduction. Damage reduction 10/+2. Fire vulnerability: double damage from fire, save for normal, fail for double.); Fort +2; Refl +1; Will +7; S-17 D-8 C--- I-6 W-14 Ch-15; Alignment lawful Evil; Skills: Hide +8, Listen +9, Move silently +8, Spot +9 Feats: Alertness, Toughness, will attack.

Trap/Trick: The statue is a secret door (Search DC 15) that leads to a 10-foot wide by 20-foot deep alcove. If a character holds the Star of Mo-pelar in his right hand and the staff in the left (as the statue holds them), he and whoever is touching him, will be able to teleport to the area behind the statue in room K4 in the TEMPLE. By holding these items this way a passage can be made back and forth between the two teleport alcoves. To use the teleports in either direction, the whole party must leave the alcove and then re-enter as described above.

MAGICAL ITEMS AND THE TOME OF AMUN-RE
The Tome of Amun-re is an ancient work that is written in the Common Speech, but with an alphabet that has not been used for many centuries and is quite difficult to read.
There are two chapters within the tome: the BOOK OF AMUN-RE and the TALE OF YEARS. Characters trying to read the tome must first tell the DM which chapter they want to read. There is a Knowledge check (DC 25) for each character to correctly read each verse. Only one verse may be read per turn. Characters using a comprehend languages spell will always be able to correctly read a verse. When a roll indicates that a character correctly reads a verse, the DM should roll 1d6 (for the BOOK OF AMUN-RE) or 1d10 (for the TALE OF YEARS) to determine which verse was read. If the DM rolls a verse that has already been read successfully, another roll should be made. Remember that no one translates an ancient work while fighting, walking or doing anything except studying the book.

PHARAOH'S RULING STAFF:
The staff is worth 20,000 gp and, in the hands of one who knows how to use it; it is capable of three types of magical acts:

1. Striking the tip to the ground three times will cause the staff to polymorph itself into a Snake, Large Viper, (Large Animal); CR 2; HD 3d8; hp 13; Init +3; Spd 20, Climb 20, Swim 20ft; AC 15;  (-1 Size, +3 Dex, +3 Natural) Att Bite +4; Dmg 1d4 & Poison; Face 5 x 5; Reach 10; SA Poison (Fort DC 11, 1d6 Temp Con Damage); SQ Scent (Track prey by scent); Fort +3; Refl +6; Will +2; S-10 D-17 C-11 I-1 W-12 Ch-2; Treasure none; Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9. Feats: Weapon finesse (Bite). Alignment is the same as whoever wields the staff. The snake will not attack the wielder of the staff. Grasping the snake by the tail firmly, at -2 to hit, polymorphs the snake back to a golden staff. (1 Charge).

2. Striking the ground twice and then spinning the tip in the air will create a globular ball of lightning which, for every round it is spun before released at its target, will develop 1-10 points damage potential (10d6) save Reflex (DC17). Note, however, that the person spinning the lightning must concentrate both on its spinning and on its direction for detonation. If the spinner is disturbed during his spinning (e.g. he moves, is hit or is distracted) then the ball detonates on the spot with as much damage as had been spun to that point. (1 Charge).

3. Striking the ground once and then pointing it skyward will produce a clap of thunder of such volume that all exposed creatures within 1,000 feet must save Will (DC 17) or be struck with fear for 1-10 rounds. (1 Charge).

The staff holds 30 charges. Only a sage (and his fee) will extract the above information—or a little lucky experimentation.

Note: Value increased to be more in line with the # of charges.

THE STAR OF MO-PELAR:
This relic can be used as a gem of true seeing (caster lvl 25, 3x/day). It appears as an opalescent large gem, 5 inches in diameter. This gem is one of a set of three that have a foretold destiny in the desert. That story is told in "Oasis of the White Palm" and "Lost Tomb of Martek," the other two modules in the Desert of Desolation Series At the end of the module's play, the DM may want to provide a story/ending for the players to wrap things up. The following scenario is provided as an optional ending to the module.

SPOON OF STONESHAPEING
      This is a unique item I created for Pritt, Because of the flavor text for this NPC. It is only useable by CN Gnomes with Knowledge (Spoons) at +3 ranks.