OASIS OF THE WHITE PALM I4

Product Number: 9052
Year Published:  1982

Converted from 2nd Edition to 3rd Edition D&D 
By Sauron, sauron2@home.com
Last Updated: July 16, 2001
Changed the Nightstalker back to the Shadow Demon now that I have the reference.
Updated the trapped statue to include the animated stats.
Adjusted the secret door DC’s.
I5 is still in the works, Just have 5 creatures left to do.

Summary of Conversion:
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. 

SECTION I. DESERT WILDERNESS DESERT PROLOGUE:
DESERT OF DESOLATION RANDOM ENCOUNTER TABLE

1. (5) Dustdigger, (Large Beast); CR 4; HD 7d8+21; hp 52 ;Init +3;  (+4 Dex, -1 size); Spd 10; AC 14;  (+4 natural armor) Att grab +6;Dmg 1d8+AC of victim; 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; Treasure none; Alignment N; Advancement Range 8-10 Huge, 11-21 Gargantuan; Skills: Disguise +12, listen +12, spot +6.

2. (1) Sandman, (Medium-size Outsider); CR 2; HD 4d8; hp 16 ;Init +0;  (+0); Spd 20; AC 13;  (+3 Natural) 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; Treasure 100 -2000 gp; Skills: Move silently +4, Listen +2, spot +2, search +2.Roll 1d6. If the result is a 1, then roll again using this table for an additional encounter after the sandman attacks, ignoring any other sandman results.

3. (1) Dustdigger. See entry 1. 

4. (6) Sandmen. See entry 2. Roll for additional encounter.

5. Dust Storm. A dust storm rises on the wind. There is an 80% chance the party will be 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 rate indicates. Movement during a dust storm is at one-half the normal rate. The storm will last 3‑22 turns.

6. Acid Rain. Black clouds start to build on the horizon. Within 1d10+20 rounds, the clouds will close overhead and an acid rain will fall, doing 1-4 points of damage per round to any exposed living flesh. Cloth and other coverings seem to shed the rain without damage. Animals must be sheltered from the rain either by cloth or overhanging cover. The storm will last for 1-10 rounds.

7. (3) Dustdiggers. See entry 1. 

8. (5) Monstrous Spider, (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11 ;Init +3;  (+3 Dex); Spd 30ft, climb 20ft; AC 14;  (+3 Dex, +1 natural) 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; Treasure 1/10 coins, 50% goods: 50% items; Skills: Climb +12, Hide +10, Jump +6, Spot +15Feats: Weapon finesse: Bite.

9-10. Special Event Roll 1d6 on the sub-table below.

SPECIAL EVENT SUBTABLE

1. Pillar of Smoke. In the distance the smoke appears on the horizon and continues for four days. This pillar of smoke comes from location H on the DESERT WILDERNESS MAP.

2. Pillar of Smoke. The smoke will continue for four days and originates from location K on the DESERT WILDERNESS MAP.

3. (10) Thune Dervish, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; 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. These Thune Dervishes are looking for a caravan reported wandering through this area, which was to provide much-needed food and supplies for their encampment. They will not give up their search but will, if their reaction is friendly, point the way to the oasis at desert location H. Each knows from 1-4 rumors (see GENERAL RUMORS TABLE page 32.

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 14; 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 are carrying lances and flying in a pattern. They may land to investigate the party but will not trust them. If the party members have the warrior's medallion and show it to the Airlancers, then the Lancers will aid the party by offering to carry them to any location within a day's flight. The Lancers are currently looking for a lost caravan and cannot be delayed more than one day. If the PCs do not have the medallion, then the Airlancers will consider them to be Thune spies and take them immediately to the OASIS OF THE WHITE PALM and bring them before the sheik for judgment. The Pegasi will serve no one but their original masters. Each knows from 1-4 rumors (see GENERAL RUMORS TABLE page 32).

5. (1) 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. Mirage. An oasis is seen in random direction 2 hexes in the distance. This mirage will disappear whenever the party gets within 100 yards of its apparent location. Characters may attempt a Will save (DC 12) at -2 per day without water to disbelieve the illusion.

DESERT ENCOUNTERS

A.	Start of the Adventure

GENERAL PROPERTY:
The Star of Mo-pelar This very valuable, opal-like star is a gem of true seeing (caster lvl 25, 3x/day). Superstition follows the star since it is believed cursed, and no one in the desert would ever buy it.

EACH PLAYER CHARACTER IS GRANTED: As per module. Or equiptment from previous module.

B. Battle Plain
Monster: The Surviving Warrior, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; 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).

C. Sinkholes
Play: These areas will seem different than normal desert only 10% of the time. Sinkholes are places where the sand is especially fine and shifts easily under weight. Each Character moving over such an area must make a Reflex (DC 10) or start to sink. This check is made once per hour if the party is traveling or once per turn if they are not. Every round a Character is sinking, he must make a Reflex (DC 15) to pull himself out. Complete submersion takes one to six minutes (rounds), thereafter doing 1-4 points of damage per round with the Character dying of suffocation in eight rounds. Every round a PC is completely submerged, he must make a Reflex (DC 20) to pull himself out.

D. Hills
Play: Movement rate is half normal in such areas for all persons except dwarves. There is a Wilderness Lore (DC 10) per hour spent searching of finding a cave shelter large enough for the party.

E. Bleached Bones
Play: There is a Search (DC 16) that a party member will discover that the bones have only recently been picked clean. All worthwhile objects have been taken from the area. A set of three sled tracks leads east to location F.

F. Oasis of Akhir
Play: There are no valuable items to be found, although there is evidence Spot (DC 10) that the area has been disturbed since the burning. Several sets of parallel runner tracks travel south toward location H.

G. The White Palm Airlancers
Monster: These are the White Palm Symbyan Airlancers, male human War3:  CR 2; Size M (5 ft., 9 in. tall); HD 2d8; hp 15; Init +3 Spd 30 ft; AC 14; 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. There will typically be 1d6+5 of these units on patrol at any time. One person in each group carries a pennant on a pole and a large horn. This horn will be sounded whenever the Player Characters are first seen.

H. Oasis of the White Palm

Play: See SECTION 2: OASIS OF THE WHITE PALM. 

Temple of Set (beneath the desert surface): See SECTION 3: TEMPLE OF SET. 

J. Path of the Malatath
K. Crypt of Badr AI-Mosak
Play: See SECTION 4: CRYPT OF BADR AL-MOSAK for description.

L1—L4. Ruins

M. City of Phoenix
Play: There is a Search (DC 15) chance of finding an object with runes, as given in Lore If the word "Atmopryeetno" is spoken here (see Palm Sign and Amulet, page 32, and read ENDING THE ADVENTURE, page 27). At this point, the Player Characters will have achieved their goal. The game may end here or continue on if they wish to explore the oasis further, The Djinni who is freed (see Monster below) is discussed in more detail in ENDING THE ADVENTURE. The bottle he gives the Player Characters is the Treasure.

Monster: Aeraldoth, Genie, Djinni Vizier, (Gargantuan Outsider); CR 29; HD 29d8+30; hp 262 ;Init +9;  (+3 Dex, +4 Improved Initiative, +2 Blooded); Spd 20, Fly 60 (Perfect); AC 44;  (-2 Size, +5 Dex, +7 Natural) Att Slam +41/+36, or +46(48)/+41(43)/+36(38)/+31(33) by weapon; Dmg: Slam 2d10+12; Face 5 x 5; Reach 10; SA Spell-like Abilities, Air Mastery, Whirlwind (1/round invisibility, 1/day Create food & water, Create wine, Major creation, Persistent image, Wind walk, & Gaseous form. Spell Save is DC 15+lvl. All air based creatures receive -1 to attack & damage rolls. Whirlwind see pg. 96 MM.); SQ Plane Shift, Telepathy, Acid Immunity (Transfer to any elemental, Astral, or the Material Planes with up to 6 others. Communicate with any creature within 100 ft. Immune to acid.); Fort +20; Refl +22; Will +20; S-35 D-17 C-22 I-20 W-15 Ch-20; Treasure 4 X Standard; Skills: Appraise +20, Bluff +20, Concentration +20, Craft (Any) +20, Escape Artist +20, Knowledge (any) +20, Listen +20, Move Silently +20, Sense Motive +20, Spellcraft +30, Spot +20, & Scry +20. Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Blooded, & Improved Critical (Fullblade), Exotic Weapon Proficiency (Fullblade), Mobility, Power Attack, Spring Attack, Whirlwind attack. Gear: Ring of Protection +5, Ring of Regeneration 15, Bracers of Armor +8, Amulet of Natural armor +5, Shield +5 of Protection from Elements, (fire 240hp) & a +5, +7, Keen Chaotic Bane Reaving* Fullblade (2d8+17(19) + 2d6 + 2d6, 17-20/x3) will appear. 

*Reaver: This weapon enchantment increases the critical multiplier of a Slashing or Piercing weapon by one step. A weapon with x2 critical damage becomes a x3, while a weapon with x4 critical damage becomes x5. Caster Level: 12th; Prerequisites: Craft Magical Arms and Armor, Ironwood (for wooden weapons), True Strike, Keen Edge, Harm; Market Price: +2 bonus.

NOTE: HD & CR reflect monster is unique (1of 6), and to make him as close to a match to combat the Efreeti to a draw. 

Treasure: A small blue glass bottle is given. When the stopper is pulled a Genie, Djinni, (Large Outsider); CR 5; HD 7d8+14; hp 45 ;Init +8;  (+4 Dex, +4 Improved Initiative); Spd 20, Fly 60 (Perfect); AC 16; (-1 Size, +4 Dex, +3 Natural) Att Slam +10/+5;Dmg 1d8+6; Face 5 x 5; Reach 10; SA Spell-like Abilities, Air Mastery, Whirlwind (1/round invisibility, 1/day Create food & water, Create wine, Major creation, Persistent image, Wind walk, & Gaseous form. Spell Save is DC 12+lvl. All air based creatures receive -1 to attack & damage rolls. Whirlwind see pg. 96 MM.); SQ Plane Shift, Telepathy, Acid Immunity (Transfer to any elemental, Astral, or the Material Planes with up to 6 others. Communicate with any creature within 100 ft. Immune to acid.); Fort +7; Refl +9; Will +7; S-18 D-19 C-14 I-14 W-15 Ch-15; Treasure Standard; Skills: Appraise +9, Concentration +9, Craft (Any) +11, Escape Artist +11, Knowledge (any) +9, Listen +9, Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9. Feats: Combat Casting, Combat Reflexes, Dodge,  & Improved Initiative. Will emerge. This Djinni is not a noble and can’t give a wish: otherwise his powers are the same as those of any other Djinni. This servant is given with the understanding that the party must not use him to perform any evil act. If the Djinni is asked to perform an act that is evil or that the PCs know will lead to an evil goal, the Djinni will be freed. The definition of an evil act must be very broad because the Djinni will want to be free of his service as soon as possible. The DM should a I low the PCs to use the Djinni so long as the use is not abusive to the game or does not contribute to evil. After a few occasions of use, the DM should probably start looking for ways to release the Djinni.

Lore: Knowledge (Arcana) (DC 16) of interpreting the runes, which read:

SECTION 2: THE OASIS OF THE WHITE PALM

NOTE: Anywhere within the area of the oasis, (5-12) Symbyan home guard, male human War6:  CR 5; Size M (6 ft., 4 in. tall); HD 6d8; hp 31; Init +4; Spd 30 ft.; AC 17; Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +5, Will +2; AL LG; Str 16, 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; Improved Initiative, Combat Reflexes, Quick Draw. Gear: Comp. Short Bow (1d6 x3), Scimitar (1d6+3, 18-20/x2), Chain Shirt (AC +4), Amulet of comprehend language. Can be called for and will arrive within 2-16 (2d8) rounds. The guard will attempt to halt hostilities and bring all involved parties before the sheik for judgment. The guards do not believe they have the wisdom to deal out justice them selves and will insist on going to the sheik.

RANDOM ENCOUNTERS: Check for random encounters once every three turns. A roll of 6 on 1d6 indicates that an encounter takes place. If an encounter is indicated, roll 1d6 and use the corresponding encounter number from the RANDOM ENCOUNTER TABLES below. If it's night for the PCs use the night encounter table: if it's daytime, use the day encounter table. Everyone encountered within the oasis will know one to four rumors from the GENERAL RUMOR TABLE at the end of the module.

OASIS OF THE WHITE PALM RANDOM ENCOUNTER TABLES

DAY ENCOUNTERS (Dawn to Dusk)

1. (6-12) Women carrying water, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run.

2. (3-6) Women carrying clothing, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run.

3. (1) Trader with beads, male human Com1:  CR 1; Size M (6 ft., 0 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +4 melee, or +1 ranged; SV Fort -1, Ref +1, Will +0; AL LN; Str 18, Dex 13, Con 8, Int 10, Wis 11, Cha 10. Languages Spoken:  Common. Skills and feats:  Appraise +3, Bluff +0, Disable device +3, Forgery +3, Hide +0, Listen +0, Move silently +0, Spot +0; Combat reflexes, Run.

4. (1-4) Traders carrying palm dates, male human Exp2:  CR 1; Size M (5 ft., 4 in. tall); HD 2d6-4; hp 8; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +4 ranged; SV Fort -2, Ref +3, Will +1; AL LN; Str 13, Dex 17, Con 6, Int 8, Wis 7, Cha 14. Languages Spoken:  Common. Skills and feats:  Alchemy +4, Appraise +4, Craft +5, Decipher script +4, Disguise +4, Hide +3, Listen +3, Move silently +3, Spot +0; Blind-fight, Skill focus (craft).

5. (1-4) Traders with camels, male human Exp3:  CR 2; Size M (5 ft., 10 in. tall); HD 3d6-3; hp 9; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee, or +3 ranged; SV Fort +0, Ref +2, Will +6; AL LN; Str 12, Dex 13, Con 8, Int 11, Wis 12, Cha 10. Languages Spoken:  Common. Skills and feats: Appraise +7, Concentration +1, Decipher script +0.5, Handle animal +2, Heal +3, Hide +1.5, Innuendo +3, Listen +1, Move silently +1, Open lock +3, Search +2, Sense motive +2, Spot +1, Tumble +4, Use rope +2, Wilderness lore +7; Iron will, Point blank shot, Skill focus (Appraise).

6. (5-12) Home Guard. (See above) 

7-8. See the SPECIAL ENCOUNTER TABLE FOR THE OASIS.

NIGHT ENCOUNTERS (Dusk to Dawn)

1. (1) Drunken Symbyan 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.

2. (1-8) Slaver Guards, male human War1:  CR 1; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +2 melee, or +1 ranged; SV Fort +3, Ref +1, Will +1; AL NE; 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.

3. (1-4) Symbayans male, human Exp3:  CR 2; Size M (5 ft., 10 in. tall); HD 3d6-3; hp 9; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee, or +3 ranged; SV Fort +0, Ref +2, Will +6; AL LN; Str 12, Dex 13, Con 8, Int 11, Wis 12, Cha 10. Languages Spoken:  Common. Skills and feats: Appraise +7, Concentration +1, Decipher script +0.5, Handle animal +2, Heal +3, Hide +1.5, Innuendo +3, Listen +1, Move silently +1, Open lock +3, Search +2, Sense motive +2, Spot +1, Tumble +4, Use rope +2, Wilderness lore +7; Iron will, Point blank shot, Skill focus (Appraise).

4. (1-4) Male elf (drow), Ftr3:  CR 4; Size M (4 ft., 11 in. tall); HD 3d10-3; hp 21; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +6 melee, or +6 ranged; SV Fort +2, Ref +4, Will +5; AL CN; Str 17, Dex 17, Con 9, Int 12, Wis 11, Cha 7. Languages Spoken:  Common, Elven, Gnoll, Goblin, Orc, Sylvan, & Undercommon. Skills and feats:  Hide +3, Listen +2, Move silently +3, Search +3, Speak language +3, Spellcraft +3, Spot +2, Swim +9, Tumble +4; Exotic weapon proficiency (whip), Improved initiative, Power attack, Toughness. SA dancing lights, faerie fire, & darkness; SD +2 to Will saving throws; SR 14, -1 to all rolls in daylight).

5. (1-2) Symbyan Nobles, male human Nob5:  CR 4; Size M (6 ft., 1 in. tall); HD 5d8-10; hp 13; Init +0; Spd 30 ft.; AC 10; Attack +4 melee, or +3 ranged; SV Fort -1, Ref +1, Will +5; AL LN; Str 10, Dex 11, Con 7, Int 10, Wis 13, Cha 16. Languages Spoken:  Common, Giant, Gnoll, Gnome, Ignan, & Infernal. Skills and feats:  Bluff +8, Forgery +8, Hide +0, Knowledge (arcana) +8, Listen +1, Move silently +0, Perform +12, Ride +7, Speak language +5, Spot +1; Mounted combat, Skill focus (perform), Weapon focus (Scimitar).

6. (1) Symbyan Slave on errand, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run.

7-8. See the SPECIAL ENCOUNTER TABLE FOR THE OASIS.

SPECIAL ENCOUNTER TABLE FOR THE OASIS

1. Hogan Underwood, male halfling, Rog14:  CR 14; Size S (3 ft., 0 in. tall); HD 14d6+14; hp 61; Init +5 (+5 Dex); Spd 20 ft.; AC 19 (+5 Dex, +1 Size); Attack +14/+9 melee, or +16/+11 ranged; SV Fort +6, Ref +15, Will +9; AL N; Str 10, Dex 21, Con 12, Int 18, Wis 18, Cha 13. Languages Spoken:  Common, Dwarven, Gnome, Goblin, Halfling, and Orc. Skills:  Appraise +20, Climb +19, Craft +21, Decipher script +19, Diplomacy +16, Disable device +19, Forgery +18, Gather information +19, Hide +13, Intimidate +15, Jump +2, Knowledge (arcana) +7, Listen +6, Move silently +22, Open Locks +22, Profession +17, Search +20, Spot +21; Feats: Blind-fight, Dodge, Improved critical (sword, short), Skill focus (diplomacy), Skill focus (gather information). He carries, a cloak of protection +3 (+3 AC), a short sword +3  (1d6+3, 17-20/x2) named Shylo's Sheer (I 14; E 7; AL N, detects sloping passages, teleports 600 lb once per day; speaks Halfling), a ring of invisibility, and a ring of spell turning.

2. Zorath Blackblade, male human Rog5/Assasin5:  CR 10; Size M (5 ft., 5 in. tall); HD 5d6+5 + 5d6+5; hp 47; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +9/+4 melee, or +10/+5 ranged; SV Fort +3, Ref +12, Will +3; AL NE; Str 15, Dex 19, Con 12, Int 18, Wis 13, Cha 17. Languages Spoken:  Common, Elven, Goblin, Halfling, Orc, & Undercommon. Skills and feats:  Appraise +12, Bluff +10, Disguise +11, Forgery +11, Heal +3, Hide +12, Jump +6, Listen +8, Move silently +12, Open lock +8, Perform +10, Pick pocket +4, Read lips +11, Spellcraft +6, Spot +10, Tumble +12, Use magic device +9; Alertness, Weapon focus (sword, short), Skill focus (use magic device), Sneak Attack +3d6, Death Attack, Poison Use, +2 save vs. poison, Uncanny Dodge. Spells; Change Self, Spider Climb, Alter Self, Pass without Trace, Undetectable Alignment.

Note: I gave Zorath the assassin Prestige class, to reflect his assassin kit.

3. Rose Underwood, female halfling, Ftr1:  CR 1; Size S (2 ft., 11 in. tall); HD 1d10+4; hp 14; Init +3 (+3 Dex); Spd 20 ft.; AC 14 (+3 Dex, +1 Size); Attack +6 melee, or +5 ranged; SV Fort +7, Ref +4, Will +2; AL NG; Str 16, Dex 16, Con 18, Int 15, Wis 12, Cha 13. Languages Spoken:  Common, Elven, Gnome, & Halfling. Skills and feats:  Climb +5, Concentration +5, Craft +6, Escape artist +5, Hide +11, Innuendo +2, Jump +5, Listen +3, Move silently +5, Perform +3, Spot +1; Ambidexterity, Weapon focus (sword, short). Possessions:  Short sword +1(1d6+4, 19-20/x2).

4. Thurnas Netmaster, male human Ftr7:  CR 7; Size M (5 ft., 2 in. tall); HD 7d10+14; hp 57; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC 20 (+4 Dex); Attack +13/+8 melee, or +11/+6 ranged; SV Fort +7, Ref +6, Will +3; AL NE; Str 19, Dex 18, Con 14, Int 12, Wis 12, Cha 12. Languages Spoken:  Abyssal, Common. Skills and feats:  Bluff +4, Climb +13, Handle animal +11, Heal +5.5, Hide +4, Intimidate +5, Listen +1, Move silently +4, Spot +1; Ambidexterity, Blind-fight, Combat reflexes, Improved initiative, Leadership, Point blank shot, Two-weapon fighting, Weapon focus (shortspear). Gear: Shortspear +1 (1d8+5, 20/x2), & Chain Shirt +2 (+6 AC).

5. Hassan Arslan, male human Ftr7/Nob2:  CR 8; Size M (5 ft., 6 in. tall); HD 7d10+7 + 2d8+2; hp 71; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 22 (+3 Dex); Attack +16/+11 melee, or +14/+9 ranged; SV Fort +6, Ref +5, Will +6; AL LN; Str 19, Dex 16, Con 12, Int 12, Wis 12, Cha 18. Languages Spoken:  Auran, Common. Skills and feats:  Bluff +9, Craft +5, Diplomacy +10, Forgery +6, Handle animal +15, Hide +3, Knowledge (arcana) +6, Knowledge (nature) +10, Listen +1, Move silently +3, Read lips +4, Ride +14, Spot +14; Ambidexterity, Improved initiative, Leadership, Mounted archery, Mounted combat, Power attack, Ride-by attack, Spirited charge, Sunder, Toughness. Gear: Comp. Short Bow +3 (1d6+3 x3), Scimitar +3 (1d6+7, 18-20/x2), & Scale Mail +5 (AC +9).

Note: I added 2 levels of noble to reflect his upbringing.

6. Rolando the Minstrel, male human Brd2:  CR 2; Size M (5 ft., 10 in. tall); HD 2d6+2; hp 14; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +5 melee, or +5 ranged; SV Fort +1, Ref +7, Will +4; AL NG; Str 18, Dex 18, Con 12, Int 12, Wis 12, Cha 14. Languages Spoken:  Common, Sylvan. Skills and feats:  Balance +11, Craft +5, Hide +4, Intuit direction +6, Knowledge +6, Knowledge (arcana) +6, Listen +3, Move silently +4, Perform +7, Sense motive +3, Spot +3; Alertness, Skill focus (balance). Bard Spells Known (3/1):  0th -- Dancing Lights, Detect Magic, Mending, Open/Close, Read Magic. 1st -- Cure Light Wounds, Identify.  

7-8. Corga Kazan, male human Clr5:  CR 5; Size M (5 ft., 1 in. tall); HD 5d8+5; hp 33; Init +1 (+1 Dex); Spd 30 ft.; AC 18 (+1 Dex); Attack +8 melee, or +4 ranged; SV Fort +5, Ref +4, Will +8; AL LE; Str 18, Dex 12, Con 13, Int 12, Wis 19, Cha 13. Languages Spoken:  Common, Halfling. Skills and feats:  Craft +8, Gather information +3, Heal +12, Hide +1, Knowledge (arcana) +6, Listen +4, Move silently +1, Scry +5, Spellcraft +6, Spot +4; Empower spell, Lightning reflexes, Scribe scroll. Cleric Domains:  Travel, Earth. Cleric Spells Per Day:  5/4+1/3+1/2+1. Possessions:  4,300 gp in gear. He is armed with a mace +1(1d8+5, 20/x2), & Banded Mail +1 (+7 AC). 

OASIS OF THE WHITE PALM ENCOUNTERS

H1. The Nomad Camp
Monster #1:(2) Symbyan Guards male human War4:  CR 3; Size M (5 ft., 6 in. tall); HD 4d8; hp 27; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 15; Attack +6 melee, or +4 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 12, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Balance +2, Disable device +2, Hide +4, Listen +1, Move silently +2, Spot +4, Wilderness lore +1; Improved initiative, Point blank shot, Weapon focus (Scimitar). Chainmail (+5 AC), & Scimitar (1d8, 18-20/x2). Will be patrolling this area on their horses, 

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 They will attack immediately if the encampment is attacked.

Monster#2:(4) Symbyan Guards male human War4:  CR 3; Size M (5 ft., 6 in. tall); HD 4d8; hp 27; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 15; Attack +6 melee, or +4 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 12, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Balance +2, Disable device +2, Hide +4, Listen +1, Move silently +2, Spot +4, Wilderness lore +1; Improved initiative, Point blank shot, Weapon focus (Scimitar). Chainmail (+5 AC), & Scimitar (1d8, 18-20/x2). And (2) War Dogs, (Medium-Size Animal); CR 2; HD 2d8+4; hp 14 ;Init +2;  (+2 Dex); Spd 40; AC 16;  (+2 Dex, +4 Natural) Att Bite +3; Dmg 1d6+3; Face 5 x 5; Reach 5; SA Trip (On a successful attack target is tripped.); SQ Scent (+8 Bonus to Wilderness Lore when tracking by scent); Fort +5; Refl +5; Will +1; S-15 D-15 C-15 I-2 W-12 Ch-6; Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1. Guard the main entrance to the camp.

Monster#3:Each tent has 1-2 male Symbayans, male human Com1:  CR 1; Size M (6 ft., 0 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +4 melee, or +1 ranged; SV Fort -1, Ref +1, Will +0; AL LN; Str 18, Dex 13, Con 8, Int 10, Wis 11, Cha 10. Languages Spoken:  Common. Skills and feats:  Appraise +3, Bluff +0, Disable device +3, Forgery +3, Hide +0, Listen +0, Move silently +0, Spot +0; Combat reflexes, Run. 

(2-4) Women, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run. 

(0-2) Slaves, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run.

Treasure: In each tent there are 4-48 cp. 3-18 sp and a 25% chance of 2-12 gp. Ninety percent of the women wear various forms of jewelry, although only 5% of the women will be found wearing 1-3 pieces of valuable jewelry worth 5-50 gp each.

Monster: The Symbyan home guard, male human War6:  CR 5; Size M (6 ft., 4 in. tall); HD 6d8; hp 31; Init +4; Spd 30 ft.; AC 17; Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +5, Will +2; AL LG; Str 16, 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; Improved Initiative, Combat Reflexes, Quick Draw. Gear: Comp. Short Bow (1d6 x3), Scimitar (1d6+3, 18-20/x2), Chain Shirt (AC +4), Amulet of comprehend language. Each possesses one arrow +1. Watch the entrance. They will not allow any one to pass unless the sheik himself permits it. One of them will take gifts to the sheik from the PCs if asked. Those not bringing expensive gifts of 1,000+ gp value or a magical weapon will not be admitted unless they have a medallion or some other sign from a person the sheik knows and trusts. 

H2a. Sheik's Main Audience Room
The sheik's second son, Korus Eikoth, male human Ftr7/Nob2:  CR 8; Size M (5 ft., 5 in. tall); HD 7d10+7 + 2d8+2; hp 63; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +12/+7 melee, or +10/+5 ranged; SV Fort +6, Ref +4, Will +6; AL LE; Str 19, Dex 14, Con 12, Int 13, Wis 12, Cha 18. Languages Spoken:  Aquan, Common, Giant, Gnoll, Sylvan, & Undercommon. Skills and feats:  Appraise +5, Bluff +9, Climb +12, Craft +9, Disguise +9, Gather information +7, Handle animal +12, Hide +2, Knowledge (arcana) +5, Listen +1, Move silently +2, Perform +8, Ride +10, Speak language +4, Spot +1, Swim +13; Blind-fight, Combat reflexes, Dodge, Endurance, Expertise, Improved disarm, Leadership, Power attack, Two-weapon fighting, Weapon focus (short bow, composite). He is armed with a Scimitar +1 (1d6+5, 18-20/x2) and wears chain mail +2 (+6 AC), Comp. Short Bow (1d6, x3), potion of Detect Thoughts (Cl 10) and six arrows +1 (1d6+1, x3). 

Note: I added 2 levels of noble to reflect his upbringing.

Monster #1: First son of the sheik, Hassan Arslan, male human Ftr7/Nob2:  CR 8; Size M (5 ft., 6 in. tall); HD 7d10+7 + 2d8+2; hp 71; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +12/+7 melee, or +11/+6 ranged; SV Fort +6, Ref +5, Will +6; AL LN; Str 19, Dex 16, Con 12, Int 12, Wis 12, Cha 18. Languages Spoken:  Anuran, Common. Skills and feats:  Bluff +9, Craft +5, Diplomacy +10, Forgery +6, Handle animal +15, Hide +3, Knowledge (arcana) +6, Knowledge (nature) +10, Listen +1, Move silently +3, Read lips +4, Ride +14, Spot +14; Ambidexterity, Improved initiative, Leadership, Mounted archery, Mounted combat, Power attack, Ride-by attack, Spirited charge, Toughness, Sunder. Gear: Scimitar +3 (1d6+7, 18-20/x2), Comp. Short Bow +3 (1d6+3, x3), & Scale Mail +5 (AC +9). This son is the identical twin of Korus Eikoth. Hassan wears an amulet identical to that worn by his father. The amulet is also a link with the mark on his bride's hand.

Note: I added 2 levels of noble to reflect his upbringing.

Monster #2: The Symbyan home guard, male human War6:  CR 5; Size M (6 ft., 4 in. tall); HD 6d8; hp 31; Init +4; Spd 30 ft.; AC 17; Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +5, Will +2; AL LG; Str 16, 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; Improved Initiative, Combat Reflexes, Quick Draw. Gear: Comp. Short Bow (1d6 x3), Scimitar (1d6+3, 18-20/x2), Chain Shirt (AC +4), Amulet of comprehend language. Each possesses one arrow +1. These loyal men follow only the sheik's orders.

Monster #3: The Sheik Kassim Arslan, male human Ftr10/Nob5:  CR 14; Size M (5 ft., 11 in. tall); HD 10d10+40 + 5d8+20; hp 159; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 23 (+1 Dex); Attack +20/+15/+10 melee, or +14/+9/+4 ranged; SV Fort +14, Ref +5, Will +8; AL LN; Str 16, Dex 12, Con 18, Int 18, Wis 12, Cha 15. Languages Spoken: Aquan, Auran, Common, Draconic, Elven, Gnome, Halfling, Infernal, Orc, Sylvan, Terran, & Undercommon. Skills and feats:  Bluff +9, Climb +16, Handle animal +9, Heal +4.5, Hide +1, Innuendo +9, Intimidate +9, Knowledge (arcana) +12, Knowledge (nature) +9, Listen +11, Move silently +1, Open lock +3, Profession +5.5, Ride +16, Sense motive +9, Speak language +7, Spellcraft +9.5, Spot +11, Swim +17, Tumble +2.5, Use rope +3.5, Wilderness lore +6; Alertness, Blind-fight, Cleave, Expertise, Great fortitude, Improved critical (Scimitar), Improved initiative, Improved unarmed strike, Leadership, Mounted combat, Power attack, Track, Weapon focus (Scimitar), Weapon specialization (Scimitar). Sits in audience. He has his scimitar +3 (1d6+8, 16-20/x2) and shield +1(+2 AC) at hand and wears his chain mail +5(+10 AC). He also wears a scarab of protection +5 and carries a potion of invulnerability within the folds of his flowing robes. Around his neck is an amulet identical to that worn by his first-born son, Hassan.

Note: I added 5 levels of noble & a few of fighter to show that he is a strong desert leader, he was only a 5th level fighter which was less than his guards?

Monster #4: The Slave Girls, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run. Will obey the orders of the sheik.

Treasure #2: 3 Scimitars of the Sultan +1, Bane vs. undead.
      
Note: Added Bane to the weapon.

H2b. Slaves' Quarters
Monster: Two slaves, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run.

H2c. Harem
Monster: The three wives of the sheik female human Nob3:  CR 2; Size M (5 ft., 5 in. tall); HD 3d8; hp 16; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV Fort +1, Ref +1, Will +3; AL LN; Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 11. Languages Spoken:  Common. Skills and feats:  Craft +2, Gather information +1, Heal +2, Hide +0, Intuit direction +0.5, Knowledge (nature) +8, Listen +2, Move silently +0, Perform +2, Profession +2, Spot +3, Swim +3, Tumble +2; Alertness, Improved initiative, Skill focus (knowledge (nature)). 
Note: I added 3 levels of noble to reflect the sheik wouldn’t marry commoners.

H2d. Sheik's Sleeping Chamber
Trap/Trick #1: Five glyphs of warding (CR 3); Search (DC 28) that cause 5d8 points of electrical damage Disable Device (DC 28) each have been placed on the walls, roof, and entrance to the alcove. There is one on each wall and one on the roof. The glyph for that wall will do its damage on any Character passing through.

Trap/Trick #2: The buried chest is protected by both a glyph of warding, (CR 3); Search (DC 28) that causes blindness Disable Device (DC 28), and a poison needle, (CR 2); Search (DC 22), Disable Device (DC 20), +8 ranged, on the lock.

Treasure: The chest contains 3,000 sp; 4,000 gp; 100 pp; 40 gems worth 250 gp each; a jeweled scepter worth 1,000 gp, and a decanter of endless water (CL 15, Stream: 2 gallons/rd, Fountain: 5’ long stream 6 gallons/rd, Geyser: 20’ stream 30 gallons/rd), Market value: 2000 gp anywhere but the desert, here Priceless.

H2e. Storage
H2f. Guards' Quarters
Monster: Two Symbyan home guard, male human War6:  CR 5; Size M (6 ft., 4 in. tall); HD 6d8; hp 31; Init +4; Spd 30 ft.; AC 17; Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +5, Will +2; AL LG; Str 16, 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; Improved Initiative, Combat Reflexes, Quick Draw. Gear: Comp. Short Bow (1d6 x3), Scimitar (1d6+3, 18-20/x2), Chain Shirt (AC +4), Amulet of comprehend language. Each possesses one arrow +1. Rest here. 

Character: These two are in on the plot against the sheik but are smart enough not to display the fact openly.

H3. Clerical Tent Use the CLERICAL TENT MAP.

H3a. Central Worship Chamber
Play: The Monster must be dealt with before the idol may even be approached. The Trap/Trick must be overcome before the Treasure can be taken.
Monster: The robed man is Nadron llanis, male human Clr11:  CR 11; Size M (5 ft., 10 in. tall); HD 11d8+11; hp 47; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex); Attack +11/+6 melee, or +10/+5 ranged; SV Fort +9, Ref +6, Will +13; AL LN; Str 14, Dex 15, Con 12, Int 12, Wis 20, Cha 18. Languages Spoken:  Common, Gnoll. Skills and feats:  Concentration +13, Craft +8, Heal +17, Hide +2, Listen +7, Move silently +2, Profession +9, Scry +13, Spellcraft +12, Spot +7; Alertness, Craft rod, Empower spell, Extend spell, Scribe scroll. Cleric Domains:  Knowledge, War. Cleric Spells Per Day:  6/7+1/5+1/5+1/4+1/3+1/1+1. Wearing a cloak of protection +1(+1 AC) and carrying a Rod of healing (CL 7) with 12 charges. Within the folds of his robes, his flail, light +1(1d8+2, 20/x2) swings from his belt and three scrolls are pocketed: neutralize poison, raise dead, and blade barrier. All three scrolls are written at the 11th level of spell use. His own spells include: command, cure light wounds (x2), sanctuary, protection from evil, hold person, slow poison, speak with animals, know alignment, detect charm, and cure disease.

Note: Changed his staff of curing to a Rod of healing, made him a cleric, added 6 levels to reflect his being the favored of the ruler.

H3b. Food Chamber
H3c. Sleeping Chamber
Monster: The two assistants of Nadron, male human Clr2:  CR 2; Size M (5 ft., 8 in. tall); HD 2d8+2; hp 14; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee, or +2 ranged; SV Fort +4, Ref +1, Will +7; AL LN; Str 18, Dex 12, Con 12, Int 12, Wis 18, Cha 13. Languages Spoken:  Common, Celestial. Skills and feats:  Concentration +2, Craft +3, Heal +9, Hide +1, Knowledge +2, Listen +4, Move silently +1, Perform +3, Spellcraft +3, Spot +4, Tumble +3; Combat reflexes, Extra turning. Cleric Domains: Knowledge, War. Cleric Spells Per Day:  4/3+1. Gear: flail, light (1d8+4, 20/x2). Named Larith and Baris. Both have the following spells: cure light wounds (x2), command, light, and purify food and drink.

H3d. Nadron's Chamber
Monster: A Snake, Medium Viper, (Medium-size Animal); CR 1; HD 2d8; hp 9 ;Init +3; Spd 20, Climb 20, Swim 20; AC 16;  (+3 Dex, +3 Natural) Att Bite +4, Spit +3;Dmg Bite 1d4-1 & poison, Spit poison; Face 5 x 5 coiled; Reach 5; SA Spit: Spit poison up to 30 feet away Poison (Ex): (Fort (DC 11), 1d6, 1d6 Temp Con Damage.); SQ Scent (Track prey by scent); Fort +3; Refl +6; Will +1; S-8 D-17 C-11 I-1 W-12 Ch-2; Treasure none; Skills: Balance +11, Climb +11, Hide +12, Listen +9, & Spot +9. Feats: Weapon Finesse: (bite). Hides in the trunk to attack whenever the trunk is opened unless speak with animals and command spells are cast first to ward it off.

Trap/Trick: Five glyphs of warding (CR 3); Search (DC 28) that cause 5d8 points of electrical damage Disable Device (DC 28) each have been placed on the walls, roof, and entrance to the alcove. There is one on each wall and one on the roof. The glyph for that wall will do its damage on any Character passing through.

Treasure: The chest contains 1,500 sp, 600 gp, and three pieces of religious jewelry totaling 300 gp in value.

Note: Changed ep. To sp. For easier bookkeeping.

H4. Main Chamber in Tent of Korus Eikoth
Monster #1:The second son of the sheik Korus Eikoth, male human Ftr7/Nob2:  CR 8; Size M (5 ft., 5 in. tall); HD 7d10+7 + 2d8+2; hp 63; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+2 Dex); Attack +13/+8 melee, or +11/+6 ranged; SV Fort +6, Ref +4, Will +6; AL LE; Str 19, Dex 14, Con 12, Int 13, Wis 12, Cha 18. Languages Spoken:  Aquan, Common, Giant, Gnoll, Sylvan, & Undercommon. Skills and feats:  Appraise +5, Bluff +9, Climb +12, Craft +9, Disguise +9, Gather information +7, Handle animal +12, Hide +2, Knowledge (arcana) +5, Listen +1, Move silently +2, Perform +8, Ride +10, Speak language +4, Spot +1, Swim +13; Blind-fight, Combat reflexes, Dodge, Endurance, Expertise, Improved disarm, Leadership, Power attack, Two-weapon fighting, Weapon focus (short bow, composite). He is armed with a scimitar +1(1d6+5, 18-20/x2) and wears chain mail +2 (+6 AC), Comp. Short Bow (1d6, x3), one potion of Detect Thoughts (Cl 10) and six arrows +1 (1d6+1, x3).

Monster #2: The woman is Kerina, female elf (high) Nob1:  CR 1; Size M (5 ft., 3 in. tall); HD 1d8-1; hp 7; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +0 melee, or +1 ranged; SV Fort -1, Ref +1, Will +2; AL LG; Str 11, Dex 12, Con 8, Int 10, Wis 10, Cha 11. Languages Spoken:  Common, Elven. Skills and feats:  Alchemy +2, Craft +2, Hide +1, Listen +2, Move silently +1, Pick pocket +3, Search +2, Sense motive +4, Spot +2; Point blank shot, a female elven slave.

Trap/Trick: This false chest has a poison needle, (CR 2), Search (DC 22), Disarm Device (DC 20), +8 ranged, in the lock. Inside the chest are found 200 sp, 50 pp, 50 gp, and an unmarked bottle, poison (med. sized scorpion, Fort (DC 15), 1d4 Str, 1d4 Str).

Treasure: Buried beneath the false chest is one containing 300 gp, 100 pp, and 8 gems worth 200 gp each. There is also a potion of lesser restoration and a bottle with a red liquid that seems to glow slightly. This liquid ignites and explodes when exposed to air, doing (1d6) points of damage within 10 feet, Reflex save (DC 15) for half damage (Alchemist’s Fire).

Note: Changed potion of brass dragon control to potion of lesser restoration (Cl 2, 1d4 temp damage restored).

H5. The Oasis Pool
Monster: The (8) Symbyan guards, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 15; Att. +5 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). Chainmail (+5 AC), & Scimitar (1d8, 18-20/x2).  Stand around the pool. They will demand that strangers pay for any water taken: 1 gp per flask or 2 gp per animal allowed to drink.

H6. Burned Camp
Monster: Rolando the Minstrel, male human Brd2:  CR 2; Size M (5 ft., 10 in. tall); HD 2d6+2; hp 14; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +5 melee, or +5 ranged; SV Fort +1, Ref +7, Will +4; AL NG; Str 18, Dex 18, Con 12, Int 12, Wis 12, Cha 14. Languages Spoken:  Common, Sylvan. Skills and feats:  Balance +11, Craft +5, Hide +4, Intuit direction +6, Knowledge +6, Knowledge (arcana) +6, Listen +3, Move silently +4, Perform +7, Sense motive +3, Spot +3; Alertness, Skill focus (balance). Bard Spells Known (3/1): 0th -- Dancing Lights, Detect Magic, Mending, Open/Close, Read Magic. 1st --Cure Light Wounds, & Identify.  Possessions:  Long sword (1d8+5, 19-20/x2), Small Harp, & 2 potions (CLW 3rd lvl, 1d8+3).

H7. The Monolith	
Play: There is a secret door Search (DC 30) in the north side of the monolith. This stair descends to an ancient tunnel running south to the TEMPLE OF SET, Room 11.

H8. Headless Statue
H9. The White Palm
H10. The Compound Wall
Trap/Trick: The spikes do 1-4 points of damage and are poisoned. A victim must make a Fort save (DC 13) or be paralyzed for 1-10 turns.

H11. The Wayfarers' House
H11 a. Common Room
H11b. Guest Rooms
H12. Washing House:
Monster: (4-16) Nomad women, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run. And 1-4 slaves, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run. Will be in this building washing clothes.

H13. The Bazaar
H13a. Tent (seller of scrolls, books and tomes)
H13b. Hut (seller of cloths and tents)
H13c. Stall (seller of dried meats)
H13d. Stall (seller of fresh meats)
H13e. Hut (seller of grains)
H13f. Hut (seller of rugs)
H13g. Stall (seller of bolts of cloth)
H13h. Tent (blacksmith)
H13i. Hut (fortune tellers)
H13j. Hut (seller of tapestries)
H13k. Stall (seller of statues)
H13I. Stall (seller of trinkets)
H13m. Stall (seller of fruits and dates)
H14. Hogan's Stables
Monster#1: A stable boy, male human Ftr1:  CR 1; Size M (5 ft., 2 in. tall); HD 1d10; hp 10; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +1 melee, or +1 ranged; SV Fort +2, Ref +0, Will +0; AL N; Str 11, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats:  Climb +4, Escape artist +1, Hide +0, Animal Handling +1, Listen +2, Move silently +0, Profession +2, Spot +2; Alertness, Blind-fight, Improved initiative. Is paid to stand guard and take care of the animals.

Monster #2: (2-8) horses, 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. Will be here while their masters are within Hogan's Desert Igloo (see H 16 below).
H15. Feed Storage Area
H16. Happy Hogan's Desert Igloo
H16a. Hogan's Bar
Monster #2: Hogan Underwood, male halfling, Rog14:  CR 14; Size S (3 ft., 0 in. tall); HD 14d6+14; hp 61; Init +5 (+5 Dex); Spd 20 ft.; AC 19 (+5 Dex, +1 Size); Attack +14/+9 melee, or +16/+11 ranged; SV Fort +6, Ref +15, Will +9; AL N; Str 10, Dex 21, Con 12, Int 18, Wis 18, Cha 13. Languages Spoken:  Common, Dwarven, Gnome, Goblin, Halfling, and Orc. Skills:  Appraise +20, Climb +19, Craft +21, Decipher script +19, Diplomacy +16, Disable device +19, Forgery +18, Gather information +19, Hide +13, Intimidate +15, Jump +2, Knowledge (arcana) +7, Listen +6, Move silently +22, Open Locks +22, Profession +17, Search +20, Spot +21; Feats: Blind-fight, Dodge, Improved critical (sword, short), Skill focus (diplomacy), Skill focus (gather information). He carries, a cloak of protection +3 (+3 AC), a short sword +3  (1d6+3, 17-20/x2) named Shylo's Sheer (I 14; E 7; AL N, detects sloping passages, teleports 600 lb once per day; speaks Halfling), a ring of invisibility, and a ring of spell turning.

Monster #3 Rose Underwood, female halfling, Ftr1:  CR 1; Size S (2 ft., 11 in. tall); HD 1d10+4; hp 14; Init +3 (+3 Dex); Spd 20 ft.; AC 14 (+3 Dex, +1 Size); Attack +7 melee, or +5 ranged; SV Fort +7, Ref +4, Will +2; AL NG; Str 16, Dex 16, Con 18, Int 15, Wis 12, Cha 13. Languages Spoken:  Common, Elven, Gnome, and Halfling. Skills and feats:  Climb +5, Concentration +5, Craft +6, Escape artist +5, Hide +11, Innuendo +2, Jump +5, Listen +3, Move silently +5, Perform +3, Spot +1; Ambidexterity, Weapon focus (sword, short). Possessions:  Short sword +1(1d6+4, 19-20/x2). 

Monster#4: Zorath Blackblade, male human Rog5/Assasin5:  CR 10; Size M (5 ft., 5 in. tall); HD 5d6+5 + 5d6+5; hp 47; Init +4 (+4 Dex); Spd 30 ft.; AC 19 (+4 Dex); Attack +10/+5 melee, or +11/+6 ranged; SV Fort +3, Ref +12, Will +3; AL NE; Str 15, Dex 19, Con 12, Int 18, Wis 13, Cha 17. Languages Spoken:  Common, Elven, Goblin, Halfling, Orc, and Undercommon. Skills and feats:  Appraise +12, Bluff +10, Disguise +11, Forgery +11, Heal +3, Hide +12, Jump +6, Listen +8, Move silently +12, Open lock +8, Perform +10, Pick pocket +4, Read lips +11, Spellcraft +6, Spot +10, Tumble +12, Use magic device +9; Alertness, Weapon focus (sword, short), Skill focus (use magic device), Sneak Attack +3d6, Death Attack, Poison Use, +2 save vs. poison, Uncanny Dodge. Spells; Change Self, Spider Climb, Alter Self, Pass without Trace, Undetectable Alignment. Equipment: Short Sword +2 (1d6+4, 19-20/x2), Masterwork Light Crossbow (1d8+1, 19-20/x2),  +1 Light Bolts (x15)(1d8+1, 19-20/x2), Silver Light Bolts (x21)(1d8+1, 19-20/x2), +2 Glamered, Moderately fortified Leather Armor of Silent moves (AC +4), Potion of Cure Moderate Wounds (Cl 2, 2d8+2)(x2), Potion of Invisibility, Potion of Cure Serious Wounds (Cl 3, 3d8+3), Potion of Reduce (Cl 5), Scroll [arcane, Cl 5; Haste; Lighting Bolt], Ring of Protection +1 (AC +1), Glove of Storing, Wand of Magic Missile (1st) [16 charges]. Coins: 1pp, 14gp, 3 Gems [600gp Huge Zircon; 60gp Iolite; 140gp Jade;].

H16b. Back Room
Monster #1: The Bartender, male human Ftr2:  CR 2; Size M (5 ft., 7 in. tall); HD 2d10; hp 19; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV Fort +3, Ref +0, Will +0; AL LN; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats:  Disguise +2, Handle animal +4, Hide +1.5, Listen +2, Move silently +0, Open lock +1, Search +0.5, Spot +2, Wilderness lore +1; Alertness, Blind-fight, Improved initiative, Weapon focus (Scimitar). Equipment: Scimitar (1d8+1, 18-20/x2). Is an employee and belongs to the Symbyan tribe. He sleeps here at night behind the bar. One to six bar patrons (AC 7: MV 12": F 2, #AT 1: Dmg 1-6: AL LN) are enjoying themselves. One of them appears unusual and interesting, but he will not want to speak to the Player Characters and knows nothing anyway.

Monster: Hogan's chef, Cookie, male human Ftr5:  CR 5; Size M (5 ft., 4 in. tall); HD 5d10; hp 27; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +6 melee, or +5 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 11. Languages Spoken:  Common. Skills and feats:  Alchemy +1, Balance +2.5, Diplomacy +1.5, Gather information +1, Profession (cook)+8, Hide +0, Listen +0, Move silently +0, Spot +0, Tumble +4; Blind-fight, Combat reflexes, Improved initiative, Point blank shot, Precise shot, Two-weapon fighting. Equipment: 4,300 gp in gear, stored in his room. Is working on dinner. He will immediately request that people entering here leave by the way they came.

H16c. Fogll's Room
Treasure: Under the bed is a locked chest Search (DC 10), Open Lock (DC 10) marked "Fogli Forkbeard" that contains beneath some cloths. 120 sp, 80 gp, and a silver dagger.

H16d. Rose's Room
H16e. Hogan's Room
Play: This is a bedroom similar to H16e in most respects. Search (DC 10), Open Lock (DC 20)

Treasure: This chest is marked "Hogan" and is locked. It contains 77 cp, 50 sp, and 18 gp.

H17. Ancient Temple
Lore: The PCs have a Knowledge (Arcana) (DC 16) chance of reading the runes. 

H18. House of the Sandvoyagers' Guild
H18a. Main Warehouse
Monster: (2) Slaver Guards, male human War4:  CR 3; Size M (5 ft., 6 in. tall); HD 4d8; hp 27; Init +4; Spd 30 ft.; AC 15; Attack +6 melee, or +4 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 12, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Balance +2, Disable device +2, Hide +4, Listen +1, Move silently +2, Spot +4, Wilderness lore +1; Improved initiative, Point blank shot, Weapon focus (Scimitar). Chainmail (+5 AC), Scimitar (1d8, 18-20/x2), & Light Crossbow (1d8, 19-20/x2). Stand ready overhead.

Trap/Trick: A trap door Search (DC 25) leads down to room I25 of the TEMPLE OF SET.

H18b. Records Office
Play: There is a secret door Search (DC 25) at the south end of the east wall that leads to the compound just behind the temple. 

H18c. Guards' Lounge
Monster: The (8) Warehouse guards, male human War4:  CR 3; Size M (5 ft., 6 in. tall); HD 4d8; hp 27; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +6 melee, or +4 ranged; SV Fort +4, Ref +1, Will +1; AL NE; Str 12, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats:  Alchemy +0.5, Appraise +0.5, Balance +2.5, Disable device +2, Hide +0, Listen +1, Move silently +2, Spot +2, Wilderness lore +0.5; Improved initiative, Point blank shot, Weapon focus (Scimitar). Scimitar (1d8+1, 18-20/x2). Are shooting dice.

H18d. Kitchen
Monster: A slave girl, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run. Is chained to the floor.

H18e. Thurnas' Chamber

Play: The Monster is normally found at the desk in this room writing in the red book. The bed is mounted on pivots and moves easily to one side. Under it can be found a trap door Search (DC 25) to room 120 of the TEMPLE OF SET. The book is found in Lore.

Monster: Thurnas Netmaster Thurnas Netmaster, male human Ftr7/Exp2:  CR 8; Size M (5 ft., 6 in. tall); HD 7d10+7 + 2d6+2; hp 63; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC 23 (+4 Dex, -3 Armor); Attack +14/+9 melee, or +12/+7 ranged; SV Fort +6, Ref +6, Will +6; AL NE; Str 19, Dex 18, Con 12, Int 14, Wis 12, Cha 15. Languages Spoken:  Auran, Common, Draconic, Dwarven, & Orc. Skills and feats:  Alchemy +3, Appraise +4, Climb +9, Concentration +5, Craft +14, Decipher script +4, Handle animal +12, Hide +4, Intimidate +4, Knowledge +6.5, Listen +3, Move silently +9, Open lock +6.5, Pick pocket +6, Ride +6.5, Sense motive +8, Speak language +2, Spot +3, Swim +13.5, Tumble +6, Use rope +6, Wilderness lore +3; Alertness, Blind-fight, Dodge, Improved initiative, Leadership, Mobility, Skill focus (sense motive), Skill focus (craft), Track, Weapon focus (longsword). Possessions:  longsword +2 (1d8+7, 19-20/x2), shield +2 (+3 AC) and Full plate +1(+10 AC). Is working on the books. 

SECTION III: TEMPLE OF SET
TEMPLE PROLOGUE:  Use the TEMPLE OF SET MAP.
BACKGROUND: 

CULT AREA RANDOM ENCOUNTER TABLE
1. (3-18); Zombie (Medium-sized Undead); CR 1/2; HD 2d12+3; hp 16 ;Init 0;  (-1 Dex, +2 Natural); Spd 30 ft.; AC 11;  (-1 Dex, +2 Natural) Att Slam +2;Dmg Slam 1d6+1; Face 5 x 5; Reach 5 ft.; SA none (N/A); SQ Undead, partial actions only (Immune to mind effects, not subject to critical hits. half damage from edged weapons. Poor reflexes, they can move or attack, but only both if they charge.); Fort +0; Refl -1; Will +3; S-13 D-8 C--- I--- W-10 Ch-1; Feats: Toughness

2. (1-6); Thune Cultists, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL CE; 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.

3. (1-4); Giant Spider, (Large Vermin); CR 2; HD 4d8+4; hp 22 ;Init +3;  (+3 Dex); Spd 30ft, Climb 20ft, (web 40ft, climb 20ft); AC 14;  (-1 Size, +3 Dex, +2 Natural) Att Bite +4;Dmg 1d8+3 & Poison; Face 10 x 10; Reach 5; SA Poison, web. (Poison DC16, 1d6 Str. Web Escape DC26, Break DC32, HP 12); SQ Vermin (Immune to mind influencing effects); Fort +5; Refl +4; Will +1; S-15 D-17 C-12 I--- W-10 Ch-2; Skills: Climb +14, Hide +6, Jump +2*, & Spot +7*. *= +4 to Hide & Spot or Hunting +6 Jump & +8 Spot.

4. (1-10); Thune Cultists See entry #2.

5. (1-6); Snake, Large Viper, (Large Animal); CR 2; HD 3d8; hp 13 ;Init +3;  (+3 Dex); 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; Skills: Balance +11, Climb +11, Hide +8, Listen +9, & Spot +9. Feats: Weapon finesse (Bite).

6. (1-2); Mummy (Medium-size Undead); CR 3; 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: 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 reduction5/+1, Fire vulnerability (Undead: immune to mind influence. Resistance to blows: all physical damage reduced by 1/2 before damage reduction. Damage reduction 5/+1. 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; Skills: Hide +8, Listen +9, Move silently +8, Spot +9; Feats: Alertness, Toughness.

7. (1-12); Zombies See entry #1.

8. (2-12); Thune Cultists See entry #2.

SLAVER AREA RANDOM ENCOUNTER TABLE
1. (2-8); Slave Guards, male human War4:  CR 3; Size M (5 ft., 6 in. tall); HD 4d8; hp 27; Init +4; Spd 30 ft.; AC 15; Attack +6 melee, or +4 ranged; SV Fort +4, Ref +1, Will +1; AL LN; Str 12, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Balance +2, Disable device +2, Hide +4, Listen +1, Move silently +2, Spot +4, Wilderness lore +1; Improved initiative, Point blank shot, Weapon focus (Scimitar). Chainmail (+5 AC), Scimitar (1d8, 18-20/x2), & Light Crossbow (1d8, 19-20/x2).

2. (1-4); Giant Spider, (Large Vermin); CR 2; HD 4d8+4; hp 22 ;Init +3;  (+3 Dex); Spd 30ft, Climb 20ft, (web 40ft, climb 20ft); AC 14;  (-1 Size, +3 Dex, +2 Natural) Att Bite +4;Dmg 1d8+3 & Poison; Face 10 x 10; Reach 5; SA Poison, web. (Poison DC16, 1d6 Str. Web Escape DC26, Break DC32, HP 12); SQ Vermin (Immune to mind influencing effects); Fort +5; Refl +4; Will +1; S-15 D-17 C-12 I--- W-10 Ch-2; Skills: Climb +14, Hide +6, Jump +2*, & Spot +7*. *= +4 to Hide & Spot or Hunting +6 Jump & +8 Spot.

3. (3-12); Snake, Large Viper, (Large Animal); CR 2; HD 3d8; hp 13 ;Init +3;  (+3 Dex); 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; Skills: Balance +11, Climb +11, Hide +8, Listen +9, & Spot +9. Feats: Weapon finesse (Bite).

4. (1-2); Mummy (Medium-size Undead); CR 3; 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: 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 reduction5/+1, Fire vulnerability (Undead: immune to mind influence. Resistance to blows: all physical damage reduced by 1/2 before damage reduction. Damage reduction 5/+1. 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; Skills: Hide +8, Listen +9, Move silently +8, Spot +9; Feats: Alertness, Toughness.

5. (1-12); Slave Guards See entry #1.

6. (2-5); Servant Bugbears, male bugbear Com2:  CR 3; Size M (7 ft., 5 in. tall); HD 3d8+3 + 2d4+2; hp 25; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 Natural); Attack +5 melee, or +4 ranged; SV Fort +2, Ref +4, Will +1; AL CE; Str 15, Dex 13, Con 12, Int 11, Wis 11, Cha 8. Languages Spoken:  Common, Goblin, & Undercommon. Skills and feats:  Climb +4, Handle animal +3, Hide +3, Listen +3, Move silently +3, Speak language +1, Spot +3, Wilderness lore +2; [Alertness]. Possessions:  10 gp in gear.

7. (1-6); Slaves, female human Com1:  CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack -1 melee, or +1 ranged; SV Fort -1, Ref +1, Will -1; AL LN; Str 8, Dex 12, Con 8, Int 8, Wis 8, Cha 7. Languages Spoken:  Common. Skills and feats:  Diplomacy -1, Hide +1, Listen +1, Move silently +1, Spot +1, Swim +3, Tumble +2. Alertness, Run.

8. (1-6); Slave Guards See entry #1.

TEMPLE OF SET ENCOUNTERS 

I1. The Way In
From midnight to 3 a.m., there will be 1-4 Thune Cultists, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL CE; 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. Standing here before the door. They will give the password loud enough so that anyone within 10 feet of the cultist nearest the door can hear them. Once the door is opened, they will enter the next room and the zombie will lower the door. A second group will come down the stairway 1-10 rounds later and approach the door.

I2. Temple Entry
I3. Carnivorous Cavern
Monster: (4) Zombie’s (Medium-sized Undead); CR 1/2; HD 2d12+3; hp 16 ;Init 0;  (-1 Dex, +2 Natural); Spd 30 ft.; AC 11;  (-1 Dex, +2 Natural) Att Slam +2;Dmg Slam 1d6+1; Face 5 x 5; Reach 5 ft.; SA none (N/A); SQ Undead, partial actions only (Immune to mind effects, not subject to critical hits. half damage from edged weapons. Poor reflexes, they can move or attack, but only both if they charge.); Fort +0; Refl -1; Will +3; S-13 D-8 C--- I--- W-10 Ch-1; Feats: Toughness. Are standing in this room. They will not attack unless their room is entered or the glyph of warding at I5 goes off.

I4. Followers' Purification Room
I5. Door of Warding
Trap/Trick: (CR 2); Over the doorway between this room and room I4 are three glyphs of warding, Search (DC 28), Disable Device (DC 28) one on each wall and one on the floor. Unless the words "Seti," "Minion," and "Nol-anka" are spoken before a Character passes, the floor glyph will cause blindness and the wall glyphs will do 10 points of fire damage each. The triggering of the glyphs will also summon the zombies from room I3 and, if between midnight and 3 a.m., alert the worship group in the room to the presence of strangers.
I
6. Outer Temple of Set
Monster #1: Between midnight and 3 a. m., Corga Kazan, male human Clr5:  CR 5; Size M (5 ft., 1 in. tall); HD 5d8+5; hp 33; Init +1 (+1 Dex); Spd 30 ft.; AC 18 (+1 Dex); Attack +8 melee, or +4 ranged; SV Fort +5, Ref +4, Will +8; AL LE; Str 18, Dex 12, Con 13, Int 12, Wis 19, Cha 13. Languages Spoken:  Common, Halfling. Skills and feats:  Craft +8, Gather information +3, Heal +12, Hide +1, Knowledge (arcana) +6, Listen +4, Move silently +1, Scry +5, Spellcraft +6, Spot +4; Empower spell, Lightning reflexes, Scribe scroll. Cleric Domains:  Travel, Earth. Cleric Spells Per Day:  5/4+1/3+1/2+1. Possessions:  4,300 gp in gear. He is armed with a mace +1(1d8+5, 20/x2), & Banded Mail +1 (+7 AC). Will lead the service. 

Korus Eikoth, male human Ftr7/Nob2:  CR 8; Size M (5 ft., 5 in. tall); HD 7d10+7 + 2d8+2; hp 63; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+2 Dex); Attack +13/+8 melee, or +11/+6 ranged; SV Fort +6, Ref +4, Will +6; AL LE; Str 19, Dex 14, Con 12, Int 13, Wis 12, Cha 18. Languages Spoken:  Aquan, Common, Giant, Gnoll, Sylvan, & Undercommon. Skills and feats:  Appraise +5, Bluff +9, Climb +12, Craft +9, Disguise +9, Gather information +7, Handle animal +12, Hide +2, Knowledge (arcana) +5, Listen +1, Move silently +2, Perform +8, Ride +10, Speak language +4, Spot +1, Swim +13; Blind-fight, Combat reflexes, Dodge, Endurance, Expertise, Improved disarm, Leadership, Power attack, Two-weapon fighting, Weapon focus (short bow, composite). He is armed with a scimitar +1(1d6+5, 18-20/x2) and wears chain mail +2 (+6 AC), Comp. Short Bow (1d6 x3), one potion of ESP and six arrows +1.  Will be masked and standing by the pit.
And the (2) Acolytes, male human Clr2:  CR 2; Size M (5 ft., 4 in. tall); HD 2d8+8; hp 18; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +2 melee, or +2 ranged; SV Fort +7, Ref +1, Will +7; AL LE; Str 12, Dex 12, Con 18, Int 12, Wis 18, Cha 13. Languages Spoken:  Common, Dwarven. Skills and feats:  Concentration +9, Hide +1, Knowledge (arcana) +6, Knowledge (religion) +6, Listen +4, Move silently +1, Spellcraft +6, Spot +4; Combat casting, Maximize spell. Cleric Domains:  Evil, Earth. Cleric Spells Per Day:  4/3+1. Darkness, command, cause fear, & cause light wounds. Gear: Light mace (1d6, 20/x2). Will be standing beside the giant idol.

Monster #2: Between midnight and 3 a.m., (9) Thune Cultists, male human War3:  CR 2; Size M (5 ft., 7 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 12; Att. +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL CE; 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. Will be found worshipping within this room.

Trap/Trick #1: If anyone attempts to pry the gemstones from the face of the statue, the 10-foot long arms of the statue will animate and attack. 
Monster (2) Arms, Animated Object, (Gargantuan Construct); CR 7; HD 16d10; hp 88 ;Init -2;  (-2 Dex); AC 12; (-4 size, -2 Dex, +8 natural); Att Slam +15 melee; Dmg Slam 2d8+10; Face 20 x 40; Reach 10; SA  (); SQ  (Hardness 8); Fort +5; Refl +3; Will +0; S-24 D-6 C--- I--- W-1 Ch-1; Treasure None; Alignment Always neutral; The stones appear to be worth 10,000 gp each but will start to glow brightly after they are removed and give off intense heat, causing 6-36 points of damage to all within 10 feet of them. After one turn, the stones will melt and the heat disappears. (If an ice storm or cone of cold is used on the gems, they will become cool immediately and retain their full value).

Trap/Trick #2: From the depths of the pit comes a faint, pulsating red light. The pit appears to be bottomless. This is an illusion, for the pit is actually only 100 feet deep. The illusion is placed at the 50-foot level and a Character lowered on a rope further than this will see the pit for what it really is. At the 60-foot level a pair of secret doors are located on the east side. The doors open outwards. They lead to a smooth, but climbable climb (DC 10), chute leading steeply upwards to a solid stone wall (See Trap/Trick #1 at room I9 for details). This wall is part of a sliding floor trap that cannot be triggered from here. A large number of skeletons are at the bottom of the pit.

I7. Acolytes' Quarters

Monster: The Two Acolytes (See room I6) live here. They are fiercely dedicated to their cause and religion and would rather die than betray them. 

Trap/Trick: An ancient wall safe is concealed behind a small secret door (Search DC 25) in the west wall. Four small boxes are inside, one each of gold, silver, lead and obsidian. The obsidian box is guarded by a glyph of warding  (Search DC 28), (Disable Device DC 28) that will cause 2d10 points of lightning damage when touched. Only Corga knows the word that neutralizes the glyph. The word is "Tabang."

Treasure: The gold and silver boxes contain incense of obsession while the lead box contains incense of meditation. The obsidian box contains a Cursed:  phylactery of monstrous attention and a Cursed: periapt of foul rotting.

I8. Priest's Purification Chamber

Play: Trap/Trick #1 is the clear liquid; Trap/Trick #2 is the red liquid, and the amber liquid is an illusion. There is a secret door (Search DC 25) in the center of the north wall.

Trap/Trick #1: The unholy water in this basin will cause 2-7 (1d6+1) points of damage to any paladin who comes in contact with it. No Save.

Trap/Trick #2: This is an evil ichor that causes 2-12 points of damage to neutral creatures and 4-24 points of damage to Characters of good alignments during each round they are in contact with it. No Save.

I9. Cross and Double Cross
Monster: Held behind the far door is a 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; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight. Who will attack upon being released. Note that the Wight will also be forced to attack at -2 to hit if the smoke is still in the area (see Trap/Trick #2 below).

Trap/Trick #1: When an attempt is made to open either door, the floor between them will tilt violently on the western end (see Diagram #1). This brings the section of hallway into alignment with a slick marble slide into the pit in room I6. (See room I6, Trap/Trick #2.) Those in the area slide down the chute and take 8-48 points of damage from the fall.

Trap/Trick #2: When the door is opened, a heavy mist rolls out and down the hall at a rate of 10 feet per segment, completely obscuring vision, while simultaneously releasing the Monster. The mists will disappear within 1d6+5 rounds. During the time the mists are present, everyone within the area will attack at -2 to hit.

I10. Corga's Sanctum
Treasure: The skull appears semi-human but with distorted features, oversized fangs and three short horns. It is the Skull of Garath, an evil artifact. Its powers are usable only by clerics, and any non-evil cleric will suffer 1-8 points of damage each time its powers are used. A rune carved in the skull controls each power. The skull has the following powers: cause fear (5 charges), animate dead (5 charges), and commune with the Efreeti Pasha once per month. The skull is fully charged.

I11. Essence of Evil
Play: Characters of good alignment take one point of damage per round in this area. Characters of neutral alignment take one point of damage per turn while those of evil alignment regain one hit point per turn. Undead regenerate one point per round in this area. Paladins and those under protection from evil spells will suffer no damage. A dispel evil or remove curse spell will permanently dispel the evil effect in the room.

I11 a. Brazier of Violet Flames
Monster: (3) Skeleton, (Medium-sized Undead); CR 1; HD 1d12; hp 6 ;Init +5; (+1 Dex. +4 improved Initiative); Spd 30; AC 13; (+1 Dex, +2 natural); Att 2 claws +0 melee or weapon; Dmg claws 1d4, or by weapon; Face 5 x 5; Reach 5 or by weapon; SQ Undead, Immunities. (Immune to mind effects, not subject to critical hits. half damage from edged weapons. No damage from cold-based attacks.); Fort +0; Refl +1; Will +2; S-10 D-12 C--- I--- W-10 Ch-11; Feats: Improved Initiative will attack anyone within reach.

Treasure: The arm rings are worth 50 gp each. The necklace is a Cursed: necklace of strangulation.

Trap/Trick: The flames do not give off heat and do not consume air or wood. Metal will soon take on a violet glow if placed within the flames but will return to normal after removal. When the flames touch living flesh, however, they burn, doing 1-4 points damage on the first round they touch, 2-8 (2d4) points on the round after they are touched, and 3-12 (3d4) thereafter for 3-8 (1d6+2) rounds. If the brazier is knocked over, the flames will spread into a fiery flood filling the room and the hall beyond at a rate of 10 feet per segment. The flames will not spread any farther than this area and will fade away two turns later. No Save.

11-Ib. Golden Idol
Treasure: Because of the curse on it, anyone who takes the idol will suffer a -4 penalty on all saving throws and "to hit" rolls. The idol is enchanted and will look like gold and will radiate magic if a detect magic spell is used. A remove curse will reveal that the idol is actually lead and will remove the curse from the victim.

I11c. Torture Room
Play: The food and the wine are poisoned. The manacles are locked Open Lock (DC 15) and the key is nowhere to be found. Thieves may pick the lock as normal. The Monster will be suspicious of the party at first and will have to be convinced of their sincerity.

Monster: The prisoner is Barus Broadblade, male human Ftr3:  CR 3; Size M (5 ft., 6 in. tall); HD 3d10; hp 21; Init +0; Spd 30 ft.; AC 10; Attack +3 melee, or +3 ranged; SV Fort +5, Ref +1, Will +1; AL NE; Str 11, Dex 10, Con 10, Int 10, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats:  Concentration +0.5, Gather information +0.5, Hide +0, Intuit direction +2.5, Knowledge (arcana) +2, Listen +0, Move silently +2, Spot +0, Tumble +2; Blind-fight, Combat reflexes, Great fortitude, Improved unarmed strike, Quick draw. If rescued, he will ask the party to give him weapons and armor. Barus will try to escape at the first good opportunity.

I11d. Platinum Idol
Play: The idol is part of the altar and cannot be removed. Pressing the left eye-gem of the idol will cause the secret door (Search DC 25) to open. Pressing the right eye-gem triggers Trap/Trick. (Search DC 10) to see that the eyes depress.

Trap/Trick: Each time the right eye-gem is pressed, the idol releases one of its polymorph other spells. There are currently three spells left in the idol. The person pressing the eye must save Fort (DC 19) or be polymorphed into a monkey. After the three spells are used up, pressing the right eye-gem will do nothing.

I12. The First Test
Monster: (2) Giant Spider, (Large Vermin); CR 2; HD 4d8+4; hp 22 ;Init +3;  (+3 Dex); Spd 30ft, Climb 20ft, (web 40ft, climb 20ft); AC 14;  (-1 Size, +3 Dex, +2 Natural) Att Bite +4;Dmg 1d8+3 & Poison; Face 10 x 10; Reach 5; SA Poison, web. (Poison DC16, 1d6 Str. Web Escape DC26, Break DC32, HP 12); SQ Vermin (Immune to mind influencing effects); Fort +5; Refl +4; Will +1; S-15 D-17 C-12 I--- W-10 Ch-2; Skills: Climb +14, Hide +6, Jump +2*, & Spot +7*. *= +4 to Hide & Spot or Hunting +6 Jump & +8 Spot. Will attack any non-Drow entering the area.

Lore: The murals on the walls are all in hieroglyphics. Any Character has a Knowledge (Arcana) (DC 16) to read them. Interpreted, they say:

I13. The Second Test
Trap/Trick: (CR 1) x3 The jaws of the jackal are open, as though attacking. In the back of the mouth, a small keyhole is visible. The mouth will animate and bite anyone attempting to pick the lock, causing 1d6 points of damage at each attempt. Blocking the mouth open can prevent the biting. As the trap is triple locked, to open it will require (2) knock spells or (3) successful Open Lock (DC 25) attempts for thieves.

I14. Inner Temple of Set
Play: After any Character has gone halfway across the room, the steel door will close and lock, and Monster #1 will become active, summoning Monster #2. The pit is the Trap/Trick. The gems in the eyes, if not destroyed, are Treasure and the wall writings are found in Lore. The smoking bowl is harmless.

Monster #1: The idol is intelligent. Its gem-eyes have the power of true sight. When the door closes, the eyes will glow dimly red and the idol will summon Monster #2. If the gems that are the Eyes of Set are removed, which will take 1-10 rounds to accomplish, or if they are destroyed (AC 12; hp 10 each), then Monster #2 will stop their attack and flee back into the pit.

Monster #2: The idol will summon the following Monsters, in order, one per round, until it has summoned a number of Monsters equal to the number of Player Characters in the room.

1. Zombie (Medium-sized Undead); CR 1/2; HD 2d12+3; hp 16 ;Init 0; (-1 Dex, +2 Natural); Spd 30 ft.; AC 11; (-1 Dex, +2 Natural) Att Slam +2;Dmg Slam 1d6+1; Face 5 x 5; Reach 5 ft.; SA none (N/A); SQ Undead, partial actions only (Immune to mind effects, not subject to critical hits. half damage from edged weapons. Poor reflexes, they can move or attack, but only both if they charge.); Fort +0; Refl -1; Will +3; S-13 D-8 C--- I--- W-10 Ch-1; Feats: Toughness

2. 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; 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)

3. Ghast (Medium Undead); CR 4; HD 4d12; hp 26 ;Init +2; (Dex); Spd 30; AC 14; (+2 Dex, +2 Natural) Att Bite +4 Melee; 2 claws +1 melee; Dmg Bite 1d8+1+ paralysis; claw 1d4 + paralysis; Face 5 x 5; Reach 5 ft; SA Stench, Paralysis (Stench - The stink of death & corruption that surrounds these creatures is sickening. Those within 10 ft. must make a fort. Save (DC 15) or be racked with nausea, suffering a -2 morale penalty to all attacks, saves, & skill checks, for 1d6+4 minutes. 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 1; Refl 3; Will 6; S-13 D-15 C-- I-13 W-14 Ch-16; Skills: Climb +6, escape artist +8, Hide +8, Intuit direction +3, Jump +6. Listen +8, Move Silently +7, Search +6, Spot +8; Feats: Multiattack, weapon Finesse (bite)

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. Necrophidius, (Large Construct); CR 2; HD 3d10; hp 16 ;Init +3; Spd 30 Can't run; AC 17;  (-1 Size, +3 Dex, +5 Natural) Att Bite +1;Dmg Bite 1d8 & paralysis; Face 5 x 10; Reach 5; SA Dance of death, paralysis (Dance of Death (Ex.): On the first round of combat, if it surprises its opponents (and if it itself is not surprised) all within 30 feet that view the rhythmic swaying must succeed at a Will save (DC 20) or become entranced and unable to take their eyes off the necrophidius for 2d4 rounds. A victim can take no action while entranced. This allows the necrophidius to advance and attack an entranced foe at a +4 bonus to its attack roll. The target loses its Dexterity bonus to AC while entranced. If the necrophidius successfully attacks a target (and it survives the paralysis effect of it's bite), the victim can attempt another Will save with a +2 bonus to the roll to break the entrancing effect. Paralysis (Su.): Bite, Fortitude (DC 11) or paralyzed for 1d6 minutes. SQ Construct, immunities, darkvision 60 ft. (Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Immunities (Ex.): Because it lacks flesh or internal organs, a necrophidius take only half damage from piercing or slashing weapons.); Fort +0; Refl +3; Will +0; S-10 D-17 C--- I--- W-11 Ch-1; Treasure none; Skills: Move Silently +12.

6. 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; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8; Feats: Blind-Fight

7. Mephit, Dust, (Small Outsider (Air)); CR 3; HD 3d8; hp 13 ;Init +7;  (+3 Dex, +4 Improved Initiative); Spd 30, fly 50 (Perfect); AC 17;  (+1 Size, +3 Dex, +3 Natural.) Att 2 Claws +4;Dmg Claw 1d3; Face 5 x 5; Reach 5; SA Breath weapon, Spell-like abilities, Summon Mephit. (10 ft cone, 1d4 damage, Reflex DC 12 for Half, Every 1d4 rds as a standard action, 1/day blur as a 3rd lvl Sor, 1/day wind wall as a 6th lvl Sor. 1/day may summon mephit 25% chance, 1hr after it is summoned.); SQ Fast Healing 2, Damage Reduction 5/+1. (Healing only if in a dry dusty area.); Fort +3; Refl +6; Will +3; S-10 D-17 C-10 I-12 W-11 Ch-15; Treasure Standard; Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, & Spot +6. Feats: Improved Initiative

8. Shadow Demon, (Medium-Size Outsider (Incorporeal)); CR 6; HD 7d8+21; hp 52 ;Init +6; (+2 Dex, +4 Improved Initiative); Spd 30, Fly 30, (Perfect); AC 16; (+2 Dex, +4 deflection) Att Incorporeal touch +9 melee, incorporeal bite +4 melee; Dmg Incorporeal touch 1d6, incorporeal bite 1d8; Face 5 x 5; Reach 5; SA Spell-like abilities, leap, malevolence. Fort +8; Refl +7; Will +6; S--- D-15 C-17 I-14 W-13 Ch-16; Skills: Hide +12, Intuit Direction +7, Jump +12, Listen +7, Search +7, Sense Motive +8, & Spot +8; Feats: Dodge, & Improved Initiative. Combat: A shadow demon physically attacks by leaping at its opponent and attacking with its claws and bite. Otherwise it uses its spell-like abilities and malevolence.
Leap (Ex): If a shadow demon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Spell-like Abilities: 1/day-darkness and fear. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Malevolence (Su.): Once per day, a shadow demon can merge its body with a creature on the Prime Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the shadow demon's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 18). A creature that successfully saves is immune to that shadow demon's malevolence for one day.); SQ Shadow blend, incorporeal, darkvision 60 ft., immunities, resistances, sunlight powerlessness. 
Resistances (Ex.): Cold, fire and acid resistance 20.
Immunities (Ex.): Immune to poison and electricity.
Shadow Blend (Su): During any conditions other than full daylight, a shadow demon can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell does not negate this ability. A daylight spell, however, will.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Sunlight Powerlessness (Su.): Shadow demons are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A shadow demon caught in sunlight cannot attack and can take only partial actions.) 

The summoned creatures will try to force the party into the pit. Each time a Monster scores a hit, the Character hit must roll an opposed strength roll or be forced 2 feet closer to the pit. Each time a Monster is hit, it must roll an opposed strength roll or be forced away from the pit 2 feet. The results are cumulative and must be within the limits of the room (a Monster cannot be forced back from the pit farther than the walls will allow). Characters who are closer than 2 feet to the pit when their throw fails will fall into the pit with their foe, still locked in combat. The pit is a Trap/Trick.

Treasure: Each point of damage done on the eye gems reduces their value by 50%. If removed intact they are worth 10,000gp each.

Trap/Trick: The pit tunnels straight down as far as one can see. At the bottom is a pulsing red glow. At the 100-foot level, there is a dimensional gate that leads to the first plane of Pandemonium where these evil creatures summoned dwell. The gate prevents any being from coming unbidden but will let pass anything—or anyone—that is going down. Thus, anyone passing the 100-foot level is lost to Pandemonium.

Lore: There is a Knowledge (Arcana) (DC 16) to read the writings on the wall.

Note: Changed the Mephit type.

I15. Tapestry Room
I16. Forbidden Stair
Monster: In the pit under the stairs are (20) Skeletons, (Medium-sized Undead); CR 1; HD 1d12; hp 6 ;Init +5; (+1 Dex. +4 improved Initiative); Spd 30; AC 13; (+1 Dex, +2 natural); Att 2 claws +0 melee or weapon; Dmg claws 1d4, or by weapon; Face 5 x 5; Reach 5 or by weapon; SQ Undead, Immunities. (Immune to mind effects, not subject to critical hits. half damage from edged weapons. No damage from cold-based attacks.); Fort +0; Refl +1; Will +2; S-10 D-12 C--- I--- W-10 Ch-11; Feats: Improved Initiative will attack anyone within reach. Each holding a longspear (1d8, 20/x3).

Trap/Trick: Unless the now long-forgotten password is spoken here, a 30-foot length of stairway will suddenly give way from 10 feet ahead of the party member farthest forward to 20 feet behind him, while smoke from the pit below fills the stairway and pit. The trap is activated by weight pressure. Each Character must then make a Reflex check (DC 20). Those who succeed in this check have held onto the hinged staircase while those failing have fallen into the pit that is now open below. The smoke is toxic and those breathing it will take 1-8 points of damage per round. Characters will not be able to hold their breath for more than 1-3 rounds. The smoke will take 1-10 rounds to clear. Those falling will take the smoke damage and land on soft sand some 50 feet below the stairs. The cavernous pit, still obscured by smoke, holds the Monster, who will now attack. The sand will act as sinkholes. (See Desert Wilderness area B, page 6, for details on sinkholes.)

I17. Library
Lore #1: There is a Knowledge (Arcana) (DC 16) to read: "Property of the good mage Martek, do not open. Most Secure!"

Characters have a Knowledge (Arcana) (DC 16) of reading the hieroglyphs on MARTEK'S MAP. 

I18. Conference Room
Monster: (7) Goblin miners, male goblin Exp3: CR 2; Size S (3 ft., 7 in. tall); HD 3d6; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 Size); Attack +2 melee, or +4 ranged; SV Fort +1, Ref +2, Will +3; AL LE; Str 8, Dex 13, Con 10, Int 10, Wis 10, Cha 8. Languages Spoken:  Goblin. Skills and feats:  Escape artist +3, Forgery +5, Hide +5, Intimidate +3, Intuit direction +1.5, Jump +1, Profession (Miner)+3, Listen +0, Move silently +5, Spot +0, Tumble +3, Use rope +4; Improved unarmed strike, Weapon focus (Pick). Possessions:  2,500 gp in gear. Are here asleep.

I19. Tunnels
I20. Storeroom
Monster: (3) Bugbears, male bugbear War3:  CR 4; Size M (6 ft., 8 in. tall); HD 3d8+3 + 3d8+3; hp 29; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 Natural); Attack +7 melee, or +6 ranged; SV Fort +5, Ref +5, Will +2; AL CE; Str 15, Dex 13, Con 13, Int 10, Wis 11, Cha 8. Languages Spoken:  Common, Goblin. Skills and feats:  Climb +4, Concentration +2, Hide +3, Knowledge +2.5, Listen +3, Move silently +3, Spot +3, Wilderness lore +2.5; [Alertness], Weapon focus (battleaxe), Weapon focus (longsword). Possessions:  2,500 gp in gear. They are the guards for the digging detail of the goblins above.

I21. The Long Hall
Play: Any random encounter Monster who is a friend of the slavers will say "Selamat" before passing down this hall. This wards off the Trap/Trick.
Trap/Trick: In the northern door a magic mouth is set to yell, "Help! Help! Intruding infidel dogs! Help! Help! Tourists! Tourists!" whenever anyone walks past without first calling out the word "Selamat."

I22. Mystic Magician
Treasure: There is a scroll with three 3rd level arcane spells on the table. The scroll was written at the sixth level of spell use. (The DM should choose three spells that would benefit the party at this point.) The crystal appears dark and smoky within. It is only glass and of little value except as a prop for the old magic-user who owns it.

I23. Guard's Hall
Monster: Kalitrates, male elf (drow) Ftr3: CR 4; Size M (5 ft., 0 in. tall); HD 3d10; hp 21; Init +5 (+5 Dex); Spd 30 ft.; AC 15 (+5 Dex); Attack +7 melee, or +8 ranged; SV Fort +3, Ref +6, Will +3; AL CE; Str 18, Dex 20, Con 11, Int 14, Wis 15, Cha 10. Languages Spoken:  Common, Draconic, Elven, Orc, & Undercommon. Skills and feats:  Bluff +1, Climb +6, Heal +4, Hide +5, Intuit direction +4, Jump +6.5, Listen +6, Move silently +5, Search +4, Spot +8, Tumble +7; Alertness, Ambidexterity, Blind-fight, Combat reflexes. Possessions: shortsword+1, dagger+1, chain mail+1, small shield+1, and a single javelin coated with Drow sleep poison (save vs. Poison at -4 or sleep for 3-12 (1d10+2) rounds). He also wears a cloak of elvenkind and boots of elvenkind. The cloak gives a +6 to saving throws against fire attacks. All these items will become useless immediately if exposed to sunlight. Kalitrates has 120’ Darkvision and can use dancing lights, darkness, and faerie fire, each once per day.

I24. Zomara's Cave
Monster #1: Zomara, female elf (drow) Clr8: CR 9; Size M (5 ft., 3 in. tall); HD 8d8; hp 51; Init +5 (+5 Dex); Spd 30 ft.; AC 15 (+5 Dex); Attack +9/+4 melee, or +11/+6 ranged; SV Fort +6, Ref +7, Will +11; AL CE; Str 17, Dex 20, Con 10, Int 15, Wis 20, Cha 14. Languages Spoken:  Common, Elven, Gnome, Sylvan, & Undercommon. Skills and feats:  Concentration +10, Diplomacy +13, Forgery +4, Hide +5, Intuit direction +8, Knowledge (religion) +12, Listen +7, Move silently +5, Search +4, Spot +7, Swim +7; Craft magic arms and armor, Extra turning, Skill focus (knowledge (religion)). Cleric Domains:  Chaos, Knowledge. Cleric Spells Per Day:  6/6+1/4+1/4+1/3+1. Command, cure light wounds, sanctuary, hold person (x2), silence 15' rd., resist fire, find traps, glyph of warding, create food and water, animate dead, & cure serious wounds. Possessions: mace +3, chain mall +3, and small shield +3. She also wears a cloak of elvenkind and boots of elvenkind. The cloak provides a+6 bonus to saving throws vs. Fire. All these items will become useless if exposed to sunlight. Natural abilities are: dancing lights, faerie fire, darkness, detect magic, know alignment, levitate, clairvoyance, detect lie, suggestion, and dispel magic.

Monster #2: At Zomara's command, (8) Monstrous Spider, (Medium-Sized Vermin); CR 1; HD 2d8+2; hp 11 ;Init +3;  (+3 Dex); Spd 30ft, climb 20ft; AC 14;  (+3 Dex, +1 natural) Att Bite +4;Dmg 1d6 & poison; Face 5 x 5; Reach 5; SA (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; Skills: Climb +12, Hide +10, Jump +6, Spot +15 Feats: Weapon finesse: Bite. Will emerge from behind the tapestry and attack.

Trap/Trick: From over the doorway, a large weighted net is released from its camouflaged position in the webs overhead to cover a 10-foot square area. All Characters underneath must make dexterity checks (DC 15). Success means that the trap has been avoided: failure means that the Character is caught. Netted Characters can cut themselves free in 2-5 (1d4+1) rounds or burn the net in 1 round. Burning the net causes 1-4 points of damage to all caught in it.

Treasure #1: In the locked chests Open Locks (DC 15) are found clothing and personal items, but nothing of any value.

Treasure #2: Within the pillow are found 10 50-gp gems, five 100-gp gems, and one 5,000-gp gem.

I25. Recreation Room
Play: The iron gate is locked with a key Open Locks (DC 15), which is in the possession of the jailer in the room beyond the gate. Those who approach the gate will get his attention and he will start yelling for help.

Lore: There is a Knowledge (Arcana) (DC 16) to read the sign, which says:

I26. Prison
Monster: The Jailer Arblam, male bugbear War5: CR 6; Size M (6 ft., 11 in. tall); HD 3d8+3 + 5d8+5; hp 45; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 Natural); Attack +10/+5 melee, or +8/+3 ranged; SV Fort +6, Ref +5, Will +2; AL CE; Str 16, Dex 12, Con 12, Int 11, Wis 10, Cha 8. Languages Spoken:  Common, Giant, Gnoll, Goblin, Infernal, & Undercommon. Skills and feats:  Climb +5, Hide +5, Listen +3, Move silently +3, Speak language +4, Spot +3, Wilderness lore +4; [Alertness], Blind-fight, Quick draw. Holds the keys to the door and the cells.

I26a. Cell of Granicus
Monster: Tolnus Granicus, male human Ftr3/Exp5: CR 7; Size M (5 ft., 4 in. tall); HD 3d10 + 5d6; hp 43; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +6/+1 melee, or +7/+2 ranged; SV Fort +6, Ref +3, Will +5; AL LG; Str 11, Dex 12, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats:  Appraise +6, Balance +3, Bluff +4, Climb +5.5, Craft +6, Diplomacy +2, Hide +1, Intimidate +8, Jump +2, Knowledge (arcana) +3, Knowledge (nature) +2, Knowledge (religion) +3.5, Listen +2, Move silently +1, Pick pocket +7, Profession +3, Ride +3.5, Spot +2; Alertness, Blind-fight, Exotic weapon proficiency (whip), Great fortitude, Improved initiative, Quick draw, Skill focus (profession), Weapon focus (Scimitar). Has been a prisoner here for some time.

I27. Quarters
Monster: The figures in the room are Abu Karesan, male human Ftr2:  CR 2; Size M (6 ft., 0 in. tall); HD 2d10+6; hp 17; Init +4 (+4 Dex); Spd 30 ft.; AC 18 (+4 Dex); Attack +6 melee, or +6 ranged; SV Fort +6, Ref +4, Will +1; AL NE; Str 18, Dex 18, Con 17, Int 17, Wis 12, Cha 15. Languages Spoken:  Common, Giant, Infernal, & Terran. Skills and feats:  Appraise +4, Climb +9, Disable device +5, Handle animal +4, Hide +4, Jump +6, Knowledge (religion) +4, Listen +3, Move silently +4, Pick pocket +6, Ride +9, Spot +3, Swim +6; Alertness, Blind-fight, Combat reflexes, Quick draw. Possessions:  Long sword (1d8+4, 19-20/x2), Chain Shirt (AC+4).

Kaedros, male human Wiz5: CR 5; Size M (5 ft., 11 in. tall); HD 5d4+20; hp 34; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee, or +3 ranged; SV Fort +5, Ref +2, Will +6; AL LE; Str 12, Dex 13, Con 18, Int 19, Wis 14, Cha 12. Languages Spoken:  Common, Dwarven, Goblin, Infernal,  & Undercommon. Skills and feats:  Alchemy +12, Climb +3, Concentration +12, Disguise +1.5, Gather information +4, Hide +1, Intimidate +4.5, Knowledge (arcana) +5, Knowledge (religion) +12, Listen +2, Move silently +1, Open lock +2, Ride +3, Scry +12, Spot +2;Brew Potion, Craft wand, Improved initiative, Maximize spell, [Scribe scroll]. Wizard Spells Known (4/4/3/2):  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 -- Color Spray, Feather Fall, Mage Armor, Magic Missile, Shield,  & Summon Monster I.  2nd -- Blindness/Deafness, Ghoul Touch, Invisibility, Melf's Acid Arrow, Mirror Image,  & Resist Elements.  3rd -- Dispel Magic, & Gaseous Form. Possessions: potion of gaseous form and a wand of paralyzation with 11 charges. 

Treasure: In a locked Open Locks (DC 20) chest under the bunk can be found 1200 sp, 2200 gp, and 150 pp & Kaedros’s spell book. 

SECTION 4. CRYPT OF BADR AL-MOSAK

CRYPT RANDOM ENCOUNTER TABLE

1.	(1-2) Mummies, (Medium-size Undead); CR 3; 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: 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 reduction5/+1, Fire vulnerability (Undead: immune to mind influence. Resistance to blows: all physical damage reduced by 1/2 before damage reduction. Damage reduction 5/+1. 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; Skills: Hide +8, Listen +9, Move silently +8, Spot +9; Feats: Alertness, Toughness.

2. (2-8) Wights, (Medium-Sized Undead); CR 3; HD 4d12; hp 26 ;Init +1; 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 temporaraly, 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; Treasure None; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight

3. (1-8) Wraiths, (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; 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.

4. (1-4) Giant Spiders, (Large Vermin); CR 2; HD 4d8+4; hp 22 ;Init +3;  (+3 Dex); Spd 30ft, Climb 20ft, (web 40ft, climb 20ft); AC 14;  (-1 Size, +3 Dex, +2 Natural) Att Bite +4;Dmg 1d8+3 & Poison; Face 10 x 10; Reach 5; SA Poison, web. (Poison DC16, 1d6 Str. Web Escape DC26, Break DC32, HP 12); SQ Vermin (Immune to mind influencing effects); Fort +5; Refl +4; Will +1; S-15 D-17 C-12 I--- W-10 Ch-2; Skills: Climb +14, Hide +6, Jump +2*, & Spot +7*. *= +4 to hide & Spot or Hunting +6 Jump & +8 Spot.

5. (1) 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; Skills: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10, Spot +13. Feats: Alertness, Blind-fighting, Combat reflexes, Improved Initiative.

6. (1-2) Mummies See entry #1.

7. (3-18) Dire Rats, (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; Skills: Climb +11, Hide +11, Spot +6. Feats: Weapon Finesse (bite).

8. (1) Gorgon, (Large Magical Beast); CR 8; HD 8d10+24; hp 68 ;Init +4;  (+4 Improved Initiative); Spd 30; AC 18;  (-1 Size, +9 Natural), Att Gore +12;Dmg Gore 1d8+7; Face 5 x 10; Reach 5; SA Breath weapon, Trample (Turn to stone, cone 60ft, Fort DC 17, every 1d4 rds, Max 5 times per day. Small or less creatures trampled for 1d8+7, reflex save DC 23 for half); SQ Scent; Fort +9; Refl +6; Will +3; S-21 D-10 C-17 I-2 W-12 Ch-9; Treasure none; Skills: Listen +8, & Spot +8. Feats: Alertness, Improved Initiative.

9. (1-2) Mummies See entry #1.

10. (1-4) Snakes, Large Viper, (Large Animal); CR 2; HD 3d8; hp 13 ;Init +3;  (+3 Dex); 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; Skills: Balance +11, Climb +11, Hide +8, Listen +9, & Spot +9. Feats: Weapon finesse (Bite).

11. (1-4) Giant Spiders See entry #4.

12. (1-2) Mummies See entry #1.

CRYPT ENCOUNTERS:

K1. The Amphitheater
Play: The statue emanates a permanent fear spell Will save (DC 18). The stone on which the statue stands weighs only 800 pounds. The stone covers the entrance Search (DC 25) to K2. The statue's fear effect will be permanently negated if the statue is moved.

K2. Shaft
Trap/Trick: (CR 3): Any object larger than 3 cubic feet that passes the shaft's 80-foot level will trigger a timing mechanism Search (DC 25). About 1 round after the point is passed, a scything blade cuts across the full width of the shaft, cutting anything in its way Disable Device (DC 25) or RP. Any Character at the 80-foot level of the shaft must make a dexterity check or be hit by the blade for (2d10) points of damage. Any ropes that extend down the shaft more than 80 feet will be severed. The blade will break after taking 10 points of damage.

K3. Cold Welcome
K3a. Prickly Part
Play: The statue is actually a hinged door Search (DC 15) to the Outer Temple, room K4. The door handle is somewhat hidden by the blades, but can be seen clearly by anyone within five feet. Anyone who stumbles and falls onto the blades will suffer 1-6 points of damage.

K3b. Blade Dance
Trap/Trick: (CR 4): There is a pressure plate Search (DC 25) 10 feet down the corridor Disable Device (DC 25). Any weight over 10 pounds on the platform will cause the statue to rush down the corridor, at a movement rate of 40. Its blades cause (4d6) points of damage to whomever it strikes. The victim will also be shoved out of the corridor and into the shaft beyond. The statue will then take one turn to retract to its original position.

K3c. Fire Dance
Trap/Trick: (CR 6): The statue is a magical trap. There is a pressure plate Search (DC 25) 10 feet down the corridor Disable Device (DC 25). Any weight in excess of 10 pounds on the platform causes the statue to release a fireball down the corridor. The fireball Reflex (DC 15) causes (6d6) points of damage and will fill the corridor, the circular chamber, the upper shaft, and the lower cavern (to a depth of 20 feet) with flame. Everyone within that area will suffer damage from the fireball.

K3d. Bow for Arrow
Trap/Trick: (CR 1): There is a pressure plate Search (DC 25) 10 feet into the corridor Disable Device (DC 25). Any weight in excess of 10 pounds on the platform will cause the four bows to release one silver arrow each. Everyone in the corridor must make a Reflex (DC 15) check to avoid being hit. Those who fail suffer 1d6 points of damage. (Obviously, no more than four people can be wounded.) After striking, the arrows disappear, only to magically reappear in the bows of the statue.

K4. Main Outer Temple
K5. Office of Evil
Monster: (5) Wights, (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; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight. Are here waiting for the next chance to enter the tomb.

Treasure: In the midst of the wights is a small pile of booty that they have collected: a dagger +2, (2) potions of invisibility, and a scroll of (3) spells Ice Storm (l4, cl8), Rainbow Pattern (l4, cl8), & Dimension Door (l4, cl8).

K6. Office of Rest
Play: There is a secret door Search (DC 25) here that leads to a long, roughhewn corridor. The corridor runs 120 feet to the south and ends in a secret door Search (DC 25) to room K9.

K7. Catacomb of Kings
Play: The bridge is 110 feet long. In the void below are the mass tombs of the crypt. The floor is 60 feet below the bridge with an additional 30 feet over the bridge to the ceiling. The Monster rests on the floor of the tomb below. Each Character attempting to cross this bridge must make a Reflex (DC 15) check. If any Character fails the check, enough noise has been made to draw the attention of the Monster. They will appear in the order listed, the first immediately, the others at 3-round intervals. The undead that cannot fly will climb the moss strands, appearing anywhere along the bridge. Clerics may attempt to turn each group separately.

Monster: The Malatath is the army that has been brought together by the Efreeti. They consist of the following when the party is in the crypt:

(1-4) Mummies, (Medium-size Undead); CR 3; 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: 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 reduction5/+1, Fire vulnerability (Undead: immune to mind influence. Resistance to blows: all physical damage reduced by 1/2 before damage reduction. Damage reduction 5/+1. 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; Skills: Hide +8, Listen +9, Move silently +8, Spot +9; Feats: Alertness, Toughness.

(2-8) Wights, (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; Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Feats: Blind-Fight

(1) 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; Skills: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10, Spot +13. Feats: Alertness, Blind-fighting, Combat reflexes, Improved Initiative.

(1-4) Wraiths, (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; 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.

(1-8) Shadows, (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.

K8. Altar
Play: Any magical weapon, rod, wand, or staff that is brought within three feet of the glass altar activates the Trap/Trick. The Trap/Trick must be overcome for the Treasure to appear. The runes are in Lore and may be checked at any time.

Trap/Trick: Magical items brought within three feet will cause the altar to glow and hum softly. Anyone holding a magical item within that three-foot range will receive the thought "Seker asks." If anyone places a magical weapon, rod, wand, or staff on the altar, the item will suddenly flash with blinding light and disappear. One round later a second flash will occur on the altar and the Treasure will appear. Once the Treasure has appeared the altar will not again react to magic.

Treasure: The harness of Seker will appear on the altar. It is a powerful weapon against undead and is usable by good clerics only. If a magical weapon was sacrificed, the harness will have a number of charges equal to the highest "plus" of the weapon. If a rod, wand, or staff, is sacrificed, the harness will have a number of charges equal to the charges of the sacrifice, to a maximum of five. The harness will never hold more than five charges. (See TREASURES.)

Lore: There is a Knowledge (Arcana) (DC 16) chance to understand the runes.

K9. Oracle
K10. East Priesthood Room
Monster: (4) Necrophidius, (Large  Construct); CR 2; HD 3d10; hp 16 ;Init +3; Spd 30 Can't run; AC 17;  (-1 Size, +3 Dex, +5 Natural) Att Bite +1;Dmg Bite 1d8 & paralysis; Face 5 x 10; Reach 5; SA Dance of death, paralysis (Dance of Death (Ex.): On the first round of combat, if it surprises its opponents (and if it itself is not surprised) all within 30 feet that view the rhythmic swaying must succeed at a Will save (DC 20) or become entranced and unable to take their eyes off the necrophidius for 2d4 rounds. A victim can take no action while entranced. This allows the necrophidius to advance and attack an entranced foe at a +4 bonus to its attack roll. The target loses its Dexterity bonus to AC while entranced. If the necrophidius successfully attacks a target (and it survives the paralysis effect of it's bite), the victim can attempt another Will save with a +2 bonus to the roll to break the entrancing effect. Paralysis (Su.): Bite, Fortitude save (DC 11) or paralyzed for 1d6 minutes. SQ Construct, immunities, darkvision 60 ft. (Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Immunities (Ex.): Because it lacks flesh or internal organs, a necrophidius take only half damage from piercing or slashing weapons. ); Fort +0; Refl +3; Will +0; S-10 D-17 C--- I--- W-11 Ch-1; Treasure none; Skills: Move Silently +12. The necrophidius is not an undead creature and cannot be turned by a cleric.

Treasure: The Monster guards a libram of gainful conjuration. 

K11. West Priesthood Room
Play: The cube is hollow and without a top. Players may climb (DC15) over the walls of the cube to gain access to its interior. This cube is empty.

K12. Pits of Everfall
Trap/Trick: (CR 3); This is a shaft that extends 140 feet overhead and 50 feet below this opening. Nothing hits bottom here, because everything that reaches the bottom is instantly teleported back to the top of the shaft (see Diagram #3). Thus, everything seems to fall in endless cycles. If a party member should fall down the shaft, his companions will see him fall past them again and again. If a falling Character is stopped abruptly, he will take (20d6) points of damage. If he is gently stopped somehow, then no damage will be suffered. Ropes over 200 feet long, which are lowered into the pit will appear dangling overhead.
Each round that a Character is in the shaft, he must make a Reflex (DC 12) check to avoid being struck by the objects already in the shaft. A Character under levitate or feather fall has a bonus of +2 to the Reflex roll. A flying Character will automatically avoid being hit.

K12a. Western Everfall
K12b. Southern Everfall
Treasure: The objects are a crystal ball with clairaudience, a helm of alignment change, a shield +2, a scroll of fireball written at the sixth level of magic use, and two vials of oil of slipperiness.

K12c. Eastern Everfall
Monster: Falling down the shaft are (3) Mummies, (Medium-size Undead); CR 3; 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: Will save (DC 15) or paralyzed with fear 1d4 rounds; Mummy rot: Supernatural disease Fort (DC 20), incubation 1 day 1d6 con damage per day.); SQ Undead, Resistant to blows, Damage reduction5/+1, Fire vulnerability (Undead: immune to mind influence. Resistance to blows: all physical damage reduced by 1/2 before damage reduction. Damage reduction 5/+1. 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; Skills: Hide +8, Listen +9, Move silently +8, Spot +9; Feats: Alertness, Toughness. And woe to anyone who is hit by a flying mummy!

K13. Light Web
Line A. (CR 8): This beam runs two feet above the floor. It strikes as a 10th level cone of cold doing (10d4+10) points of damage to anyone it strikes Fort (DC 23).

Line B. (CR 10): This beam runs six feet above the floor. It strikes as a beam of disintegration, destroying any object that comes in contact with it. The beam is at the 12th level of spell use. Characters must save Fort (DC 25) or disintegrate.

Line C. (CR 10): The beam is four feet above the floor. It causes 10-60 (10d6) points of electrical damage as a lightning bolt to anyone touching it. The beam is at the 10th level of spell use Fort (DC 23).

Line D. (CR 10): This beam is three feet off the floor and acts as a beam of teleportation. Anything contacting this beam will be instantly teleported into the Pit of Everfall in room K12b of the first level. The beam is at the 10th level of spell use Will (DC 23).

Note: All of these traps are DC 30 to find, & can’t be disarmed, only dispelled temporarily.  

K14. Bridal Keep
If the party has the sheik's amulet, it will glow in the presence of Monster #1 and a cold blue ray from the amulet will strike Monster #1 in the chest. On the round the ray strikes, Monster #1 will retreat in pain and fear, taking no action. On the following two rounds, Monster #1 will cast flame strike at the person carrying the amulet, then fireball at the party. On the third round after the ray strikes, Monster #1 will enter the Astral Plane.
If the party does not have the sheik's amulet, they will automatically gain initiative on the first round. Monster #1 will fight until he has lost half or more of his hit points, then enter the Astral Plane. When Monster #1 leaves, the party will find the Treasure.
The Treasure is grasped by Monster #1 who will set it down beside him when combat starts to allow him use of his arms for spell casting. Monster #2 has the bride's palm mark. Placing the sheik's amulet against her palm has a special effect. (See TREASURES AND TOMES.)

Monster #1: A 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 100ft 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).
Has imprisoned the bride of Hassan here. His form fills the room to its full height, the very stones quaking under him.

Monster #2: Within the Treasure is kept the bride of Hassan, Shadalah, female human Nob10: CR 9; Size M (5 ft., 10 in. tall); HD 10d8+10; hp 64; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +4, Ref +5, Will +11; AL NG; Str 12, Dex 14, Con 12, Int 18, Wis 18, Cha 20. Languages Spoken:  Common, Draconic, Elven, Gnome, & Undercommon. Skills and feats:  Appraise +17, Bluff +17, Disable device +10, Handle animal +15, Hide +2, Knowledge (history) +16, Knowledge (nature) +16, Listen +17, Move silently +2, Perform +12, Read lips +15, Spot +12, Wilderness lore +14; Far shot, Improved initiative, Leadership, Point blank shot, Skill focus (listen). The symbol is still impressed onto her hand. The bride of Hassan is graceful and slender. She is well read and knows the ancient legends of the tribe. Her knowledge, therefore, includes the following:

Treasure: The Efreeti possesses a heavy glass bottle with a stopper. The stopper is marked with the symbol of Set. The bottle will radiate magic if detect magic is used. If the stop per is removed, a pillar of soft blue gas will rise from the bottle and fall to the floor, becoming Shadalah, the bride of Hassan (Monster #2).

K15. Treasury
Trap/Trick #1: (CR 4): The floor is covered with 5-foot wide hexagonal flagstones. Only certain stones, however, are real stones, the rest being illusions Will (DC 15). Beneath these illusions are acid pits. The positions of the real stones are shown in Diagram #5. A Character who falls into an acid pit Reflex (DC 20) suffers (2d4) points of damage each round he is in the pit.

Trap/Trick #2: (CR 6): The gem weighs 1 lb. If the gem is removed without replacing its approximate weight on the pedestal, then beams of magical light will shine on each of the real flagstones in Trap/Trick #1 and cover them entirely. Anyone passing through these beams of light must save Fort (DC 20) or be turned to stone.

Trap/Trick #3: (CR 6): The beam of light shining on the gem will inflict (3d10) points of damage per round (no save) to everyone who comes in contact with the light. Characters can use any object—such as a shield—to block out the light and its effects.

Treasure: The Star Gem of Shah-pelar, the red crystal gem of the three gems of Martek. (See TREASURES for a description of the gem.)

K16.Vacant Tomb

ENDING THE ADVENTURE
Reaching into a pouch at his side, the grand Djinni pullout a small blue bottle and casts it on the sand at your feet. Despite your protests, he rises swiftly from the earth into the clouds and disappears.
ENDING #1: If Players do not plan to continue Play in the LOST TOMB OF MARTEK module, tell them that the good Djinni will defeat the evil Efreeti in a terrible battle, ending the threat to the Oasis. The blue bottle given to them by the Djinni is the Treasure described in SECTION 1: DESERT WILDERNESS, area M, page 7.
ENDING #2: If Players do plan to continue with THE TOMB OF MARTEK, they will not learn the outcome of the battle between the Efreeti and the Djinni yet. However, they must be sure to have all three of the Star Gems before they leave the oasis.

TREASURES AND TOMES
AMULET: (See Diagrams #6)
The palm sign is a symbol that magically appears on the palm of the woman chosen by fate to be the bride of the sheik of the oasis. The mark also appears on the palm of the woman betrothed to the sheik's first-born son. The sheik and his son each wear the amulet. The origins of the amulet and the palm mark were lost in antiquity and no one now knows their true purpose.
Martek, after his visions of the future, gave the palm sign and the amulet to the ancient leader of the Symbayans. They were to be carried down through the ages until the time when the two would be combined to tell where and how to release the Djinni.
Anyone who puts the amulet against the palm symbol will be able to align the symbols and read clearly:
The message can be read only when the amulet and the palm mark are aligned together. "Atmopryeetno" is the word that releases the Djinni at the ancient and now destroyed City of Phoenix.                           
CITY OF PHOENIX OVER THE HOUSE OF SET WHERE SLEEPS SALVATION THERE SPEAK “ATMOPRYEETNO”
The amulet itself is a weapon. It glows in the presence of the Efreeti Pasha, and will strike him with a beam of cold blue light. The pain caused by the beam will drive the Efreeti away in three rounds. The amulet also acts as a ring of fire resistance. No one at the oasis knows that the amulet has these powers. The amulet will lose its powers once it is used to free the Djinni.

THE HARNESS OF SEKER:
This magical item is a gift from the god, Seker, granted in times of great need. It is shaped like a glove with holes for fingers and with a harness that extends down the wrist and forearm. The harness is of NG alignment and anyone not of good alignment will take 1-4 points of damage per round that the harness is worn. It will only obey the commands of good-aligned clerics. The palm of the harness bears the symbol of Seker.
The harness will vibrate when undead creatures are near. If the cleric extends his arm, the harness will detect all undead in the direction his arm is pointed, to a range of 30 feet.
The harness can discharge a 30-foot bolt that causes 40 points of damage, no saving throw, to any undead creature. The wearer simply points his arm at an undead creature within sight and range and says the word "Seker." Each bolt uses one charge.
The harness is given by Seker to help a good cleric destroy the undead. The gift requires the temporary sacrifice of a magical item on an altar of Seker. The sacrifice must be a magical rod, staff, wand, or magical weapon. The sacrifice disappears when placed on Seker's altar, and the harness appears. The harness will have a number of charges equal to the number of charges in the rod, staff, or wand, or equal to the highest "plus" of the magical weapon. However, the harness of Seker will never have more than five charges.
When all of the charges have been used, the magical weapon or item sacrificed will reappear in the hand of the person who sacrificed the item. The item will be in the same condition as when it was offered. When the sacrifice is returned, the harness disappears. No one can receive the harness of Seker more than once.

STAR GEMS
Martek gave these three gems to the Pharaohs and sheiks of the land in the time of the ancients. They are each named and have a distinctive epic description.

The Star of Mo-pelar was given to the Pharaoh of Bakar and was lost into his cursed and theft-proof tomb. The gem was an opal, five inches in diameter. The star gem is a gem of true seeing (caster lvl 25, 3x/day).

The Star of Shah-pelar was a red star gem that was stolen by Badr AI-Mosak. It is rumored to rest in his tomb. The gem has the power to cure serious wounds (caster lvl 25, 3x/day).

The Star of Khan-pelar is a clear crystal gem that has the unique quality of magical invigoration. A magic user who meditates with it will be able to re-memorize one level of spell per turn of meditation. The magic user must be motionless during this time. The crystal has since passed out of living memory although it was once rumored to be in the area of the White Palm.

Credits for the original module.
Design: Philip Meyers and Tracy Hickman 
Editing: Edward Sellers, Marlene Weigel 
Series Editor: Curtis Smith
Cover Artist: Jim Holloway Interior Artist: Keith Parkinson