LOST TOMB of MARTEK
I5 Desert of Desolation Series

Product Number: 9054
Year Published:  1983

Converted from 2nd Edition to 3rd Edition D&D 
By Sauron, sauron2@home.com
Last Updated: July 24, 2001

Summary of Conversion:

This module is designed for a party of six to eight Player Characters (PCs) of the 8th to 14th level of experience. A balance of Character classes is suggested, because a wide variety of problems will confront the Players. Each Character class will certainly have its moment to shine.

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

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

For Adventures:

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

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

DESERT OF DESOLATION RANDOM ENCOUNTER TABLE

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

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

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

4. (1) Dustdigger: See entry 1.

5. (6) Sandmen: See entry 2.

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

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

8. (120) Thunderherders: See entry 3.

9. (3) Dustdiggers: See entry 1. 

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

11. Use the DESERT OF DESOLATION SPECIAL ENCOUNTER TABLE.

12. Use the DESERT OF DESOLATION SPECIAL ENCOUNTER TABLE.

DESERT OF DESOLATION SPECIAL ENCOUNTER TABLE 
Roll 1d4 and use the corresponding encounter number.

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

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

3.   Read the following text to the players. Remember that the PCs should not directly attack the Efreeti or the Djinni (see the note on page 3 ).

4.   Read the following text to the players. Remember that the PCs should not directly attack the Efreeti or the Djinni (see the note on page 3 ).

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

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

A. Start of the Adventure:

Play: Read the INTRODUCTION, found at the beginning of the module, to the players. The party members begin their adventure in the hex marked on the DESERT WILDERNESS MAP. The PCs have the items listed in Treasure. Give each PC a rumor from the TABLE OF RANDOM RUMORS below. The PCs have somehow gotten the three Star Gems. They are the Star of Mo‑pelar (found in the pyramid tomb in PHARAOH), the Star of Shah‑pelar (found in the evil tomb of Badr Al‑Mosak in OASIS OF THE WHITE PALM) and the Star of Khan‑pelar (also found in OASIS OF THE WHITE PALM in the ancient ruins under the oasis). See TREASURES AND TOMES for a description of each of these gems.

GENERAL PROPERTY: or from previous module

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

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

C. Hills
Play: Movement rate is ½ normal in the hills for all characters except dwarves. There is a Spot (DC 10) per hour spent searching of finding a cave shelter large enough for the whole party.

D. Skysea
While on the Skysea, use the SKYSEA RANDOM ENCOUNTER TABLE below.

Trap/Trick: On the Skysea, there is a 10% chance per round of stepping into a hot spot. Hot spots move randomly as the sun moves across the sky. Hot spots stay in the same place for only three turns. There is a 10% chance per turn that a hot spot will move onto any character that is not moving. Characters in a hot spot will take (2d20) extra points of damage per round they remain in the hot spot. Characters may save Reflex (DC 15) for 1/2 damage.

SKYSEA RANDOM ENCOUNTER TABLE
Check for random encounters once every six turns. A roll of 1 on 1 d6 means that the characters encounter something. Roll 1d6 and use the encounter with that number below.

1.  1 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. 
Feeling the  characters or the ship overhead, the worm will crash through the crust of the sea of glass and attack. The worm will appear right in the middle of the characters or next to their ship. Because the glass here is now broken up, the heat damage described in area D will change. The hole is like another shoreline where there is no heat damage. Characters will take 1 point of damage per round for every 10 feet away they are from the hole.

2. 	Skittercrabs (1d10); Large Beast; CR 2; HD 4d10+12; hp 34; Init +0; Spd 30 ft.; AC 17 (-1 size, +8 natural); Atk 2 claws +6 melee (1d8+4, claw), bite +1 melee (1d4+2, bite); SA Improved Grab; SQ Immune to normal and magical fire and heat; AL N; SV Fort +7, Ref +4, Will +2; Str 19, Dex 10, Con 17, Int 2, Wis 12, Cha 8; Skills Listen +5, Spot +5; Feats Alertness. (Skittercrabs do not exist anywhere except on the Skysea.)

3. 2d10, Spectral Minions, Dervish, male human War3:  CR 3; Size M (5 ft., 7 in. tall); HD 3d12; hp 18; Init +0; Spd 30 ft.; AC 16, +4 deflection; Att. +5 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL NG; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages: 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. SQ 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. Incorporeal: Only harmed by silver, +1 or better magic weapons, Fire 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. 
These appear as wanderers walking across the glass sea. They are long‑dead Thune Dervishes who were caught half‑way across the glass sea when dawn came. They are on the Skysea to search for a new god to worship and are cursed to stay here by the god they worshipped before. They will attack only if the party attempts to stop their trek.

4.  3d6 Glass Pirates, (Medium-sized Undead); CR 3; HD 5d12; hp 30 ;Init +5; Spd 30; AC 13;  (+1 Dex, +2 Natural) Att Claw +1;Dmg 1d8; Face 5 x 5; Reach 5; SA Hypnotic Gaze (Range 30', Will DC 12); SQ Undead, Immunities. 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 +1; Will +4; S-10 D-12 C--- I--- W-10 Ch-11; Treasure Standard; Skills: Profession (Sailing)+10; Feats: Improved Initiative. 
A dark cloudskate with a ragged sail will appear on the horizon. This pirate ship will quickly catch up with the PCs. The pirates will leap from their ship to attack. The tremendous heat of the Skysea does not bother the pirates. Non-magical fire‑based attacks do not damage the pirates. They appear as robed skeletons and will attempt to capture the party. They will take any captives to the cursed city of stone (area G). Even though they communicate telepathically, they do not reason. The only choice they will give the party is to surrender or to fight. The pirates will fight to the death.

5.	Special Encounter Use the SKYSEA SPECIAL ENCOUNTER TABLE below.

6.	Special Encounter Use the SKYSEA SPECIAL ENCOUNTER TABLE below.

SKYSEA SPECIAL ENCOUNTER TABLE
Roll 1d4 and use the encounter with that number below.

1.    1 Wanderer, Astral Deva, (Large Outsider (Good)); CR 20; HD 36d8+52; hp 248 ;Init +8; Spd 50, Fly 100 (Good); AC 38; (-1 Size, +3 Dex, +18 Natural) Att +3 Mace +35/+30/+25/+20;Dmg 1d8+13 & Stun; Face 5 x 5; Reach 10; SA Stun, Spell-like Abilities (2 successful hits with mace Fort save DC 15 or stunned for 1d6 rds. At will- aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, & remove fear; 7/day- see invisible, & CLW; 1/day- Heal & blade barrier; as a 20 lvl Sor. (save DC 15 + spells lvl)); SQ Damage Reduction 10/+1, SR 30, Celestial Qualities, Uncanny Dodge. (Protective Aura; Fire resistance 20; Tongues; Electricity, cold, acid, & petrification immunity; +4 save vs. poison. Uncanny Dodge; never flat-footed, & can't be flanked; Keen Vision; low-light vision & darkvision 60 ft.); Fort +28; Refl +25; Will +26; S-30 D-16 C-22 I-18 W-18 Ch-20; Skills: Concentration +25, Diplomacy +17, Disable Device +30, Escape Artist +25, Hide +25, Jump +25, Knowledge (Arcana) +25, Knowledge (Planes) +25, Knowledge (History) +25, Listen +25, Move Silently +25, Sense Motive +25, Search +27, Spot +27, & Wilderness Lore +25. Feats: Alertness, Blooded, Cleave, Critical Multiplier (Mace), Deadly Strike, Great Cleave, Improved Critical (Mace), Improved Initiative, Power Attack, & Weapon Focus (Mace). Gear: +3 Mace of Disruption, Armor cloth, Enchanted Full Plate (AC + 8), Ring of sustenance, Decanter of Endless Water, & a Ring of Etherealness. 
The form of a beautiful woman in white flowing robes appears on the sea of glass. She will Join the PCs unless they attack her. If she is attacked, she will cause a flamestrike to hit the attacker, and then she will leave. If she is treated kindly, she will lead the way to Martek’s tomb and tell the PCs that unless they carry the famed Star Gems there is no hope for them once they have entered Martek’s tomb. 

Note: I couldn’t find any reference for this creature so I made it helpful to the PC’s if they really needed help at this point Use the creature or not, it’s your choice. OR here are the stats for the one in the module:  
Wanderer (1); Medium Undead; CR 6; HD 10d12; hp 65; Init +7 (+3 Dex, +4 Improved Initiative); Spd Fly 30 ft. (perfect); AC 17 (+3 Dex, +4 deflection); Atk Incorporeal touch +8 melee (1d10, touch); SA Flamestrike 1/day; SQ Undead, Incorporeal, +4 turn resistance; AL NG; SV Fort +3, Ref +6, Will +9; Str --, Dex 17, Con --, Int 10, Wis 14, Cha 10; Skills Intuit Direction +7, Listen +9, Spot +9, Search +6, Hide +8, Move Silently +8; Feats Weapon Finesse (touch), Alertness.

2.    1 Spectral Minions, Dervish, male human War3:  CR 3; Size M (5 ft., 7 in. tall); HD 3d12; hp 18; Init +0; Spd 30 ft.; AC 16, +4 deflection; Att. +5 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL NG; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages: 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. SQ 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. Incorporeal: Only harmed by silver, +1 or better magic weapons, Fire 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.
This form has wandered the desert for centuries. Its mind has long since departed. It will attack the party without any concern for its own safety.

3.    Dead Party of Adventurers Lying face down on the surface of the glass sea, five sets of scorched clothes and bones give silent testimony to the fate of those caught in the reflection of day. One of these poor souls fell face forward and, by so doing, protected his pack with his body. An ancient, scorched, but readable, map of the sea of glass can be found in the pack. The map should mark the location of Martek’s tomb.

4. Ghostship (1); Huge Construct; CR 6; HD 10d12; hp 60; Init +2 (Dex); Spd 50 ft.; AC 12 (+2 Dex), Hardness 5; Atk Slam +10/+5 melee (1d10+4, slam); SQ Construct; AL CE; SV Fort +3, Ref +5, Will +3; Str 17, Dex 14, Con --, Int --, Wis 11, Cha 8.
A huge, ancient cloudskate of intricate design can be seen on the horizon. If the PCs approach the ship, they will find it motionless upon the glass. If they board it, the ship itself will attack them, using its own beams, ropes and davits. It will chase the PCs, even if they flee in their own ship. The ship’s spirit can be exorcised or destroyed by taking a total of 60 hit points. The ship will not burn because it was made to travel in the heat of the Skysea. It is up to the DM to make the ship’s attacks interesting and believable.

E. Oracle Shrine of Martek
Lore: Knowledge (Arcana) (DC 16) or Decipher Script (DC 14) of interpreting the runes, which read:

F. Grounded Cloudskates
G. Cursed City of Stone
H. Pillar of Martek
Lore: Knowledge (Arcana) (DC 16) or Decipher Script (DC 14) of interpreting the runes, which read on each spire. The writings are: 

H1. Entry Below
Play: There are secret doors Search (DC 25) at the north ends of both the east and west side walls. Pressing the disk in the altar starts the Trap/Trick.

Trap/Trick: (CR 10): When the disk is pressed, the golden door will start to rise and a large stone door will start to lower over the archway exit to the stairs. As soon as the golden south door has lifted 6 inches, a wall of lightning from floor‑to‑ceiling and wall‑to‑wall will appear in front of the south wall. The lightning will move north, through the room. The wall of lightning does (12d6) points of damage. Save Fort (DC 15) for 1/2 damage. The opening of the golden door, the closing of the stone door, and the wall of lightning moving across the whole room will take one round. The wall of lightning looks like a crackling electrical storm. The lightning will stop when it gets to the north wall. After one turn, the archway will open and the south door will shut. The same thing will happen every time the disk is pressed.

H2. Tomb Room
Play: There are two secret doors Search (DC 25), one on the north end of each side-wall. The sarcophagus is empty and there is nothing else in the room.

H3. Corridor
Play: There is a secret door Search (DC 25) at each end of the inner wall. There is a secret door in the middle of the outer wall that sets off the Trap/Trick.

Trap/Trick: (CR 1): Opening the secret door Search (DC 25) in the middle of the outer wall releases a spear. The spear Disable Device (DC 20) flies straight across the hall and does +12 Ranged (1d8/x3). Characters in front of the door who make a Reflex (DC 15) check only take half damage.

SECTION 2: GARDEN OF THE CURSED
GARDEN PROLOGUE
RANDOM ENCOUNTERS: 
While in the garden, check for random encounters once every 3 turns. Roll 1 d6. If you roll a 1, the PCs encounter something. Roll 1 d12. Use the encounter with that number below.

GARDEN OF THE CURSED RANDOM ENCOUNTER TABLE

1.     2‑8(2d4) Maddogs, male human War10:  CR 9; Size M (5 ft., 6 in. tall); HD 10d8; hp 44; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 16 (+1 Dex); Attack +11/+6 melee, or +11/+6 ranged; SV Fort +7, Ref +4, Will +3; AL LG; Str 12, Dex 12, Con 11, Int 11, Wis 10, Cha 10.Languages Spoken: Common. Skills and feats: Disable device +2, Heal +3.5, Hide +6, Knowledge (religion) +6, Listen +6, Move silently +2, Open lock +2, Perform +1, Spot +6; Improved initiative, Point blank shot, Quick draw, Weapon focus (Scimitar). Chainmail (+5 AC), & Scimitar (1d8, 18-20/x2).

2.    1‑6 Guilders, male human Rog6/Exp4:  CR 9; Size M (5 ft., 10 in. tall); HD 6d6 + 4d6; hp 41; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +3, Ref +7, Will +6; AL CE; Str 10, Dex 12, Con 10, Int 12, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats:  Balance +10, Concentration +3, Decipher script +8, Disguise +11, Escape artist +12, Gather information +2, Hide +10, Innuendo +7, Intimidate +2, Knowledge (religion) +8, Listen +5, Move silently +5, Open lock +3, Pick Pockets + 12, Profession +9, Read lips +10, Search +8, Sense motive +5, Spellcraft +4, Spot +2, Swim +0.5, Tumble +1.5; Alertness, Improved initiative, Skill focus (escape artist), Skill focus (disguise), Quick draw, Weapon focus (Comp Long bow), Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows.

3.    1‑8 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.     	1‑4 Scorpion, Large, (Large Vermin); CR 2; HD 5d8+8; hp 30 ;Init +0; Spd 50; AC 14; (-1 Size, +5 Natural) Att 2 Claws +5, Sting -3; Dmg Claws 1d6+3, Sting 1d6+1 & Poison; Face 5 x 10; Reach 5; SA Improved Grab, Squeeze, Poison (Hit with claw Attack to grab, Auto damage 2 claws and sting. Poison: Fort DC 18, 1d6 Str primary, 1d6 Str Secondary.); SQ Vermin (Immune to mind-influencing effects); Fort +5; Refl +0; Will +0; S-13 D-10 C-14 I--- W-10 Ch-2; Treasure 1/10 Coins, 50% Goods, & 50% Items; Skills: Climb +11, Hide +3, & Spot +7.

5.     1‑4 Grenade Palms The trees are grenade palms, and are 33 feet tall. These trees bear fruit that look like pineapples. If anyone walks within 5 feet of the trunk of any tree, there is a 20% chance that the vibrations of his movements will loosen one of the pineapples overhead. There is a base 95% chance that the grenade fruit will explode when it hits the ground, doing 2-16 points of damage to those within the 10-foot range of the explosion (Refl DC 15, for 1/2). If the fruit is caught, the chance of explosion is reduced to 40%. The grenade fruit may be picked and carried, to be used later, although there is always a 10% base chance that the grenade fruit will explode whenever the character carrying them falls or otherwise bumps the fruit accidentally. The fruit has evolved exploding as a way of scattering its own seeds far enough away from itself to insure a sufficient distance between the trees.

6.	    1‑4 Grenade Palms See encounter #5 above for details.

7.	    2‑12 Guilders See encounter #2 above for details.
 
8.    1‑8 Maddogs See encounter #1 above for details.

9.    1‑8 Giant Tarantulas See encounter #3 above for details.

10.	1‑6 Guilders See encounter #2 above for details.

11.	Special Encounter Use the GARDEN SPECIAL ENCOUNTER TABLE below.

Special Encounter Use the GARDEN SPECIAL ENCOUNTER TABLE below.
GARDEN SPECIAL ENCOUNTER TABLE
Roll 1d6. Use the encounter with that number below. See MONSTERS, CREATURES, AND MEN for details about these NPCs. If the play of the module at this point makes it illogical for the PCs to encounter one of these NPCs, or if one of these NPCs has left the GARDEN or is dead, roll again on this table.

1.	TRIFAKAS, male human Wiz12:  CR 12; Size M (5 ft., 11 in. tall); HD 12d4+48; hp 76; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 17 (+2 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +8, Ref +6, Will +11; AL LE; Str 12, Dex 14, Con 19, Int 18, Wis 16, Cha 12. Languages Spoken:  Abyssal, Common, Elven, Giant, Undercommon. Skills:  Alchemy +19, Concentration +19, Craft +14, Forgery +5, Hide +5, Knowledge (arcana) +15, Listen +4, Move silently +2, Profession +16, Scry +16, Sense motive +5, Spellcraft +17, Spot +3, Tumble +4.5; Feats: Craft rod, Empower spell, Forge ring, Improved initiative, Maximize spell, [Scribe scroll], Silent spell, Spell Mastery 1, & Still Spell. Wizard Spells Known (4/5/5/5/4/3/2):  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 -- Burning Hands, Charm Person, Chill Touch, Comprehend Languages, Mage Armor, Magic Missile, Protection from Evil, Shield, Shocking Grasp, Sleep, Ventriloquism.  2nd -- Blur, Invisibility, Melf's Acid Arrow, Scare, See Invisibility, Spectral Hand.  3rd -- Dispel Magic, Displacement, Fireball, Haste, Invisibility Sphere, Keen Edge, Lightning Bolt, Major Image, Water Breathing.  4th -- Charm Monster, Fire Shield, Fire Trap, Improved Invisibility, Polymorph Other, Polymorph Self.  5th -- Cloudkill, Persistent Image, Teleport, Transmute Rock to Mud, Wall of Force.  6th -- Contingency, Flesh to Stone, Permanent Image.

EQUIPMENT: Illuminating +1 Dagger (1d4, 19-20/x2), & +1 Light Crossbow (1d8+1, 19-20/x2), Silver Light Bolts (x23) (1d8+1, 19-20/x2). Potion of Spider Climb, Potion of Fly, Potion of Alter Self, Potion of Ghoul Touch, Potion of Swimming, Potion of Blur, Potion of Protection from Elements (Fire), Potion of Levitate, & Potion of Invisibility (x2). Scroll [arcane, caster level 3; Minor Image; Indentify; Bull's Strength], & Scroll [arcane, caster level 7; Wall of Ice; Greater Magic Weapon]. Ring of Protection +2 (AC +2). Pipes of Haunting, & Bracers of Armor +3 (AC + 3). Wand of Magic Missle (2x 1d4+1) (5th) [33 charges], Wand of Shocking Grasp [41 charges], & Wand of Melf's Acid Arrow (2d4 Acid) [43 charges]. 

OTHER WEALTH: 5pp, 2gp, 2 Gems [50gp Chalcedony; 70gp Citrine;]; Spell Books.

2.    PAWNIS, male elf (drow) Rog10:  CR 11; Size M (4 ft., 11 in. tall); HD 10d6; hp 35; Init +5 (+5 Dex); Spd 30 ft.; AC 17 (+5 Dex); Attack +8/+4 melee, or +12/+7 ranged; SV Fort +3, Ref +12, Will +7; AL LE; Str 12, Dex 21, Con 10, Int 18, Wis 19, Cha 10.
       Languages Spoken:  Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, & Undercommon. Skills: Alchemy +8, Appraise +17, Balance +18, Climb +14, Concentration +0.5, Disable device +15, Disguise +11, Forgery +19, Handle animal +1.5, Heal +4.5, Hide +5, Knowledge +6.5, Knowledge (religion) +5, Listen +20, Move silently +5, Profession +16, Ride +6, Search +6, Speak language +2, Spellcraft +9.5, Spot +20, Use magic device +12; Feats: Alertness, Combat reflexes, Skill focus (forgery), Skill focus (profession). 

EQUIPMENT: Illuminating Adamantine Dagger; Masterwork Spring-loaded Gauntlet; Masterwork Dagger; Potion of Cure Light Wounds; Potion of Hiding; Scroll [arcane, caster level 3; Knock]; Dust of Tracelessness; Rod of Cancellation; Bag of Holding (I); Wand of Magic Missle (5th) [16 charges]; Wand of Magic Missle (5th) [35 charges]; Amulet of Natural Armor +2.

OTHER WEALTH: 0pp, 5gp, 1 Gems [100gp Red Garnet;]	

3.    SARDOK, male tiefling Rog10:  CR 10; Size M (5 ft., 7 in. tall); HD 10d6+10; hp 52; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (+4 Dex); Attack +13/+8 melee, or +12/+7 ranged; SV Fort +7, Ref +14, Will +10; AL CE; Str 18, Dex 18, Con 12, Int 14, Wis 18, Cha 10. Languages Spoken:  Abyssal, Common, Gnoll, Goblin, Infernal, Sylvan, Terran. Skills: Bluff +2, Concentration +7.5, Craft +12, Decipher script +13, Escape artist +16, Gather information +11, Hide +6, Intuit direction +15, Knowledge (arcana) +5.5, Knowledge (nature) +4.5, Listen +4, Move silently +17, Ride +5, Speak language +4, Spot +16, Use magic device +13,  & Wilderness lore +6; Feats: Dodge, Improved initiative, Quick draw, Weapon focus (Katana). 

EQUIPMENT: +1 Shortbow (1d6+1, x3); +1 Katana (1d10+1, 19-20/x2); Silver Shortbow Arrows (x30)(1d6+1,x3); +1 Shortbow Arrows (x11)(1d6+2, x3); +2 Studded Leather Armor (+5 AC); Wand of Darkness [26 charges]; Potion of Cure Moderate Wounds (x2) (2d8+2); Potion of Cure Serious Wounds (3d8+3); Bag of Tricks (gray); Ring of Feather Falling; Cloak of Resistance +3 (+3 All Saves).

OTHER WEALTH: 4pp, 3gp.

4.	VILLAGEMASTER BANDIK, Guilder male human Rog12:  CR 12; Size M (6 ft., 5 in. tall); HD 12d6+12; hp 64; Init +5 (+5 Dex); Spd 30 ft.; AC 20 (+5 Dex); Attack +11/+6 melee, or +14/+9 ranged; SV Fort +5, Ref +15, Will +7; AL CE; Str 12, Dex 21, Con 12, Int 18, Wis 16, Cha 15. Languages Spoken:  Common, Dwarven, Gnome, Halfling, & Undercommon. Skills:  Appraise +18, Balance +20, Climb +14, Craft +16, Diplomacy +19, Disable device +19, Disguise +6, Forgery +18, Handle animal +5.5, Hide +5, Innuendo +16, Intuit direction +16, Listen +5, Move silently +5, Read lips +19, Search +13, Sense motive +15, Spot +5, Tumble +17, Use rope +19; Feats: Alertness, Endurance, Lightning reflexes, Skill focus (diplomacy), Toughness, Weapon focus (shortbow). 

EQUIPMENT: +1 Shortbow (1d6+2, x3); +1 Longsword (1d8+1, 19-20/x2); Silver Shortbow Arrows (1d6+1, x3) (x36); +1 Shortbow Arrows (1d6+2, x3) (x11); Slippers of Spider Climbing; +2 Padded Armor (+3 AC); Potion of Cat's Grace; Potion of Cure Moderate Wounds (2d8+2); Potion of Cure Serious Wounds (3d8+3); Potion of Hiding (+10 Hide 1hr) (x2); Bag of Holding (II); Amulet of Natural Armor +2 (+2 AC).

OTHER WEALTH: 0pp, 4gp, 5 Gems [90gp Coral; 30gp Smoky Quartz; 50gp Chalcedony; 60gp Iolite; 30gp Onyx;]
 
5.     MADDOG PERCIVLIS, male human Pal6:  CR 6; Size M (5 ft., 9 in. tall); HD 6d10+6; hp 43; Init +1 (+1 Dex); Spd 30 ft.; AC 20 (+1 Dex); Attack +8/+3 melee, or +7/+2 ranged; SV Fort +10, Ref +7, Will +10; AL LG; Str 14, Dex 12, Con 13, Int 12, Wis 18, Cha 19. Languages Spoken:  Common, Terran. Skills: Climb +3, Concentration +8, Craft +8, Diplomacy +9, Heal +11, Hide +1, Knowledge (religion) +10, Listen +6, Move silently +1, Spot +6; Feats: Alertness, Blind-fight, Combat casting, Combat reflexes. 

EQUIPMENT: +1 Shortbow (1d6+1, x3); Masterwork Battleaxe (1d8, x3); Masterwork Warhammer (1d8, x3); Masterwork Shortspear (1d8, x3); Silver Shortbow Arrows (1d6+2, x3) (x52); Masterwork Scale Mail (+5 AC); +1 Large Steel Shield (+3 AC); Potion of Delay Poison; Potion of Neutralize Poison; Potion of Swimming; Amulet of Natural Armor +1 (+1 AC); Paladin Spells Per Day:  2.

OTHER WEALTH: 0pp, 4gp.
 
6.	Roll again on this table.

GARDEN ENCOUNTERS
Use the GARDEN MAP.
I1. Garden
I2. Jungle
Play: All movement is at 1/2, normal for everyone except elves. Maximum sighting distance in this area is 20 feet.

I3. Waters of the Garden
I4. Dais of Reception
Monster: 20 Guilders, male human Rog6/Exp4:  CR 9; Size M (5 ft., 10 in. tall); HD 6d6 + 4d6; hp 41; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +3, Ref +7, Will +6; AL CE; Str 10, Dex 12, Con 10, Int 12, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats:  Balance +10, Concentration +3, Decipher script +8, Disguise +11, Escape artist +12, Gather information +2, Hide +10, Innuendo +7, Intimidate +2, Knowledge (religion) +8, Listen +5, Move silently +5, Open lock +3, Pick Pockets + 12, Profession +9, Read lips +10, Search +8, Sense motive +5, Spellcraft +4, Spot +2, Swim +0.5, Tumble +1.5; Alertness, Improved initiative, Skill focus (escape artist), Skill focus (disguise), Quick draw, Weapon focus (Comp Long bow), Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows. 
Will arrive cheering. The villagers honor and bow down before PAWNIS, male elf (drow) Rog10:  CR 11; Size M (4 ft., 11 in. tall); HD 10d6; hp 35; Init +5 (+5 Dex); Spd 30 ft.; AC 17 (+5 Dex); Attack +8/+4 melee, or +12/+7 ranged; SV Fort +3, Ref +12, Will +7; AL LE; Str 12, Dex 21, Con 10, Int 18, Wis 19, Cha 10. Languages Spoken:  Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, & Undercommon. Skills: Alchemy +8, Appraise +17, Balance +18, Climb +14, Concentration +0.5, Disable device +15, Disguise +11, Forgery +19, Handle animal +1.5, Heal +4.5, Hide +5, Knowledge +6.5, Knowledge (religion) +5, Listen +20, Move silently +5, Profession +16, Ride +6, Search +6, Speak language +2, Spellcraft +9.5, Spot +20, Use magic device +12; Feats: Alertness, Combat reflexes, Skill focus (forgery), Skill focus (profession). EQUIPMENT: Illuminating Adamantine Dagger (1d4+1, 19-20/x2); Masterwork Spring-loaded Gauntlet; Masterwork Dagger (1d4+1, 19-20/x2); Potion of Cure Light Wounds (1d8+1); Potion of Hiding (+10 Hide 1hr); Scroll [arcane, caster level 3; Knock]; Dust of Tracelessness; Rod of Cancellation; Bag of Holding (I); Wand of Magic Missle (5th) [16 charges]; Wand of Magic Missle (5th) [35 charges]; Amulet of Natural Armor +2. 
When he arrives. Pawnis will welcome the PCs with open arms. He appears to be more robust and healthy than the villagers. In a most friendly way, he will want to know all about the party and their quest. He will direct the villagers to take the PCs to a great feast and rest.

I5. Village of the Guilders
        Monster: 20‑88 Guilders, male human Rog6/Exp4:  CR 9; Size M (5 ft., 10 in. tall); HD 6d6 + 4d6; hp 41; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +3, Ref +7, Will +6; AL CE; Str 10, Dex 12, Con 10, Int 12, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats:  Balance +10, Concentration +3, Decipher script +8, Disguise +11, Escape artist +12, Gather information +2, Hide +10, Innuendo +7, Intimidate +2, Knowledge (religion) +8, Listen +5, Move silently +5, Open lock +3, Pick Pockets + 12, Profession +9, Read lips +10, Search +8, Sense motive +5, Spellcraft +4, Spot +2, Swim +0.5, Tumble +1.5; Alertness, Improved initiative, Skill focus (escape artist), Skill focus (disguise), Quick draw, Weapon focus (Comp Long bow), Weapon focus (Scimitar). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows. 
Also the VILLAGE MASTER BANDIK, Guilder male human Rog12:  CR 12; Size M (6 ft., 5 in. tall); HD 12d6+12; hp 64; Init +5 (+5 Dex); Spd 30 ft.; AC 20 (+5 Dex); Attack +11/+6 melee, or +14/+9 ranged; SV Fort +5, Ref +15, Will +7; AL CE; Str 12, Dex 21, Con 12, Int 18, Wis 16, Cha 15. Languages Spoken:  Common, Dwarven, Gnome, Halfling, & Undercommon. Skills:  Appraise +18, Balance +20, Climb +14, Craft +16, Diplomacy +19, Disable device +19, Disguise +6, Forgery +18, Handle animal +5.5, Hide +5, Innuendo +16, Intuit direction +16, Listen +5, Move silently +5, Read lips +19, Search +13, Sense motive +15, Spot +5, Tumble +17, Use rope +19; Feats: Alertness, Endurance, Lightning reflexes, Skill focus (diplomacy), Toughness, Weapon focus (shortbow). EQUIPMENT: +1 Shortbow (1d6+2, x3); +1 Longsword (1d8+2, 19-20/x2); Silver Shortbow Arrows (1d6+1, x3) (x36); +1 Shortbow Arrows (1d6+2, x3) (x11); Slippers of Spider Climbing; +2 Padded Armor (+3 AC); Potion of Cat's Grace; Potion of Cure Moderate Wounds (2d8+2); Potion of Cure Serious Wounds (3d8+3); Potion of Hiding (+10 Hide 1hr) (x2); Bag of Holding (II); Amulet of Natural Armor +2 (+2 AC).

Trap/Trick: There are 15 heavy bamboo cages. These cages are used to hold prisoners and carry them to the Mound of the Lawgivers (area 110) where the prisoners are stoned to death. These cages can be broken (DC 25) 60hp 10 hardness.

I6. Grandal
Trap/Trick: If the PCs put the Star Gems in the holes on the altar and speak the words Mo‑pelar, Shah‑Pelar, Khan‑pelar, Re loudly (see area 19 under Lore), the 1,001 doors of the Grand Hall beyond will all open by themselves. If the words are spoken out of order while the gems are in place, a flamestrike (l5, cl25) will smash down from above onto the speaker.

I7. Trifakas’s Camp
Monster: TRIFAKAS, male human Wiz12:  CR 12; Size M (5 ft., 11 in. tall); HD 12d4+48; hp 76; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 17 (+2 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +8, Ref +6, Will +11; AL LE; Str 12, Dex 14, Con 19, Int 18, Wis 16, Cha 12. Languages Spoken:  Abyssal, Common, Elven, Giant, Undercommon. Skills:  Alchemy +19, Concentration +19, Craft +14, Forgery +5, Hide +5, Knowledge (arcana) +15, Listen +4, Move silently +2, Profession +16, Scry +16, Sense motive +5, Spellcraft +17, Spot +3, Tumble +4.5; Feats: Craft rod, Empower spell, Forge ring, Improved initiative, Maximize spell, [Scribe scroll], Silent spell, Spell Mastery 1, & Still Spell. Wizard Spells Known (4/5/5/5/4/3/2):  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 -- Burning Hands, Charm Person, Chill Touch, Comprehend Languages, Mage Armor, Magic Missile, Protection from Evil, Shield, Shocking Grasp, Sleep, Ventriloquism.  2nd -- Blur, Invisibility, Melf's Acid Arrow, Scare, See Invisibility, Spectral Hand.  3rd -- Dispel Magic, Displacement, Fireball, Haste, Invisibility Sphere, Keen Edge, Lightning Bolt, Major Image, Water Breathing.  4th -- Charm Monster, Fire Shield, Fire Trap, Improved Invisibility, Polymorph Other, Polymorph Self.  5th -- Cloudkill, Persistent Image, Teleport, Transmute Rock to Mud, Wall of Force.  6th -- Contingency, Flesh to Stone, Permanent Image.

EQUIPMENT: Illuminating +1 Dagger (1d4, 19-20/x2), & +1 Light Crossbow (1d8+1, 19-20/x2), Silver Light Bolts (x23) (1d8+1, 19-20/x2). Potion of Spider Climb, Potion of Fly, Potion of Alter Self, Potion of Ghoul Touch, Potion of Swimming, Potion of Blur, Potion of Protection from Elements (Fire), Potion of Levitate, & Potion of Invisibility (x2). Scroll [arcane, caster level 3; Minor Image; Indentify; Bull's Strength], & Scroll [arcane, caster level 7; Wall of Ice; Greater Magic Weapon]. Ring of Protection +2 (AC +2). Pipes of Haunting, & Bracers of Armor +3 (AC + 3). Wand of Magic Missle (2x 1d4+1) (5th) [33 charges], Wand of Shocking Grasp [41 charges], & Wand of Melf's Acid Arrow (2d4 Acid) [43 charges]. 

OTHER WEALTH: 5pp, 2gp, 2 Gems [50gp Chalcedony; 70gp Citrine;]. Spell Books.

SARDOK, male tiefling Rog10:  CR 10; Size M (5 ft., 7 in. tall); HD 10d6+10; hp 52; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (+4 Dex); Attack +13/+8 melee, or +12/+7 ranged; SV Fort +7, Ref +14, Will +10; AL CE; Str 18, Dex 18, Con 12, Int 14, Wis 18, Cha 10. Languages Spoken:  Abyssal, Common, Gnoll, Goblin, Infernal, Sylvan, Terran. Skills: Bluff +2, Concentration +7.5, Craft +12, Decipher script +13, Escape artist +16, Gather information +11, Hide +6, Intuit direction +15, Knowledge (arcana) +5.5, Knowledge (nature) +4.5, Listen +4, Move silently +17, Ride +5, Speak language +4, Spot +16, Use magic device +13,  & Wilderness lore +6; Feats: Dodge, Improved initiative, Quick draw, Weapon focus (Katana).
EQUIPMENT: +1 Shortbow (1d6+1, x3); +1 Katana (1d10+1, 19-20/x2); Silver Shortbow Arrows (x30)(1d6+1,x3); +1 Shortbow Arrows (x11)(1d6+2, x3); +2 Studded Leather Armor (+5 AC); Wand of Darkness [26 charges]; Potion of Cure Moderate Wounds (x2) (2d8+2); Potion of Cure Serious Wounds (3d8+3); Bag of Tricks (gray); Ring of Feather Falling; Cloak of Resistance +3 (+3 All Saves). OTHER WEALTH: 4pp, 3gp.

I8. Camp of the Maddogs
Monster: 20‑52 Maddogs, male human War10:  CR 9; Size M (5 ft., 6 in. tall); HD 10d8; hp 44; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 16 (+1 Dex); Attack +11/+6 melee, or +11/+6 ranged; SV Fort +7, Ref +4, Will +3; AL LG; Str 12, Dex 12, Con 11, Int 11, Wis 10, Cha 10.Languages Spoken: Common. Skills and feats: Disable device +2, Heal +3.5, Hide +6, Knowledge (religion) +6, Listen +6, Move silently +2, Open lock +2, Perform +1, Spot +6; Improved initiative, Point blank shot, Quick draw, Weapon focus (Scimitar). Chainmail (+5 AC), & Scimitar (1d8, 18-20/x2).

PERCIVLIS, male human Pal6:  CR 6; Size M (5 ft., 9 in. tall); HD 6d10+6; hp 43; Init +1 (+1 Dex); Spd 30 ft.; AC 20 (+1 Dex); Attack +8/+3 melee, or +7/+2 ranged; SV Fort +10, Ref +7, Will +10; AL LG; Str 14, Dex 12, Con 13, Int 12, Wis 18, Cha 19. Languages Spoken:  Common, Terran. Skills: Climb +3, Concentration +8, Craft +8, Diplomacy +9, Heal +11, Hide +1, Knowledge (religion) +10, Listen +6, Move silently +1, Spot +6; Feats: Alertness, Blind-fight, Combat casting, Combat reflexes. 
EQUIPMENT: +1 Shortbow (1d6+1, x3); Masterwork Battleaxe (1d8+3, x3); Masterwork Warhammer (1d8+3, x3); Masterwork Shortspear (1d8+3, x3); Silver Shortbow Arrows (1d6+2, x3) (x52); Masterwork Scale Mail (+5 AC); +1 Large Steel Shield (+3 AC); Potion of Delay Poison; Potion of Neutralize Poison; Potion of Swimming; Amulet of Natural Armor +1 (+1 AC); Paladin Spells Per Day:  2.

OTHER WEALTH: 0pp, 4gp. Is the maddog leader.

I9. Obelisk of the Ancients
Lore: Knowledge (Arcana) (DC 16) or Decipher Script (DC 14) to interpret the runes, which read:

I10. Mound of the Lawgivers
I11. Grand Hall
Play: There are 1,001 doors in this hallway. Each door Open Locks (DC 40) will be shut and wizard locked at 15th level unless the Trap/Trick in area 16 has been properly activated. When it is, all of the doors open by themselves. This hall is 3 miles long. There are no exits except straight north and straight south. The glassteel cannot be damaged by magical or normal attacks.

SECTION 3: CRYSTAL PRISM
RANDOM ENCOUNTERS: There are no random encounters in this area. The DM must determine if and when the PCs meet Trifakas, Pawnis and Sardok in this area. This means that if those NPCs are still alive, the DM must keep careful track of where they are.

CRYSTAL PRISM ENCOUNTERS
Use the CRYSTAL PRISM MAP 1.
J1. Final Doors
J2. Phoenix
Monster: An Iron Phoenix, (Gargantuan Outsider (Good)); CR 17; HD 20d8+160; hp 250 ;Init +5; Spd 60 ft., fly 200 ft. (Good); AC 25;  (-4 size, +1 Dex, +18 natural) Att 2 claws +30, bite +25; Dmg 2 claws 2d6+10, bite 2d8+5; Face 20 x 40; Reach 15; SA Shriek, spell-like abilities, improved grab,  & snatch (Shriek (Su.): Three times per day that does (2d20) points of damage Fort save (DC 25) for hlaf. All creatures within 30 feet must succeed at a Will save (DC 28) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that phoenix's shriek for one day. Spell-Like Abilities: At will-blindness/deafness, blink, blur, detect evil, detect magic, dismissal, dispel evil, dispel magic, invisibility, misdirection, produce flame, pyrotechnics, remove curse, and remove fear; 6/day-cure light wounds; 3/day -color spray, polymorph self, and remove disease; 1/day-find the path, fire seeds, fire storm, neutralize poison, reincarnate, veil, and wall of fire; 1/week-incendiary cloud. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level). Snatch: If a phoenix gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws each round its hold is maintained. The phoenix can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the phoenix flings it while flying, the creature suffers this amount of falling damage, whichever is greater. SQ Damage reduction 30/+3, SR 21, magic circle against evil, plane shift, darkvision 120 ft. (Magic Circle Against Evil (Su.): A phoenix has a continual magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the phoenix can create it again as a free action on its next turn. Plane Shift (Su.): This ability affects only the phoenix. It is otherwise similar to the spell of the same name.  Fort +20; Refl +13; Will +17; S-31 D-13 C-27 I-18 W-20 Ch-22; Treasure Standard; Skills: Concentration +31, Diplomacy +29, Knowledge (any) +27, Knowledge (arcana) +27, Knowledge (planes) +27, Listen +30, Move Silently +24, Search +27, Scry +27, Spot +30. Feats: Alertness, Cleave, Flyby Attack, Improved Initiative, & Power Attack. 

If the Phoenix is defeated, it falls into one of the flaming pits where it reconstructs itself within 24 hours. The Iron Phoenix will ALWAYS MISS any character chat is on the Path of Passage (See Trap/Trick #1 below).

Trap/Trick #1: (CR 2); The Path of Passage is a 10‑foot wide path that runs from the southern doors straight to the central platform. The Path of Passage includes the small disk, but not the whole central platform. The Iron Phoenix will always miss, with both physical and magical attacks, any character on the Path of Passage. Characters on the Path of Passage cannot accidentally fall into the flaming pits.

Trap/Trick #2: (CR 5); Characters who fall into the pits will take (2d10) points of burn damage every round they are in the pit NO SAVE. The pits are 100 feet deep. Remember that ropes will burn through in fires.

Trap/Trick #3: (CR2); There is a round blue crystal disk, 10 feet in diameter, set into the floor of the central platform. Any weight over 40 Ibs. (400 gp.) That is on it will cause the disk to lower slowly down a shaft into the floor. It will go down 110 feet of a dark, smooth shaft 10 feet in diameter. It will come out in area J3. When there is less than 40 Ibs. (400gp.) On the disk, it will slowly rise back up the shaft.

J3. Cathedral
Use the CRYSTAL PRISM MAP 2.
Trap/Trick: (CR 3); A crystal miniature of the tomb of Martek sits on top of the platform. It looks just like what the PCs saw in area H in SECTION 1, except for one thing. There are only 3 minaret towers instead of six. There are only holes where you would expect the other three minaret towers to be. Three towers are missing from the model. The towers that are in place cannot be removed. The six corners of the model face the six hallways in the cathedral. The missing minarets are from the corners that face the lit hallways. When one of the missing minarets is put into place, the hallway that it faces will become dark. When all of the crystal minarets are in place, everyone in this room (area J3) will be lifted off the floor and will get smaller and smaller and be pulled into the model which will teleport them to area N1 in SECTION 7: CITADEL OF MARTEK.

Lore: Knowledge (Arcana) (DC 16) or Decipher Script (DC 14) of interpreting the runes, which read:

J4a ‑ J4f. Crystal Balls
J5a – J5f. Exit to Other Worlds
J6a – J6f. Return From Other Worlds
SECTION 6: BLACK ABYSS
BLACK ABYSS PROLOGUE
RANDOM ENCOUNTERS: Check for random encounters once every three turns. A roll of 1 on 1d6 means that the PCs encounter something. When an encounter takes place, roll 1d12 and use the encounter with that number from the RANDOM ENCOUNTER TABLE below.

NOTE! These wandering monsters should appear or first be seen 10‑60 (1d6 x 10) feet from the nearest PC to the monster. Measure the 10‑60 feet using the distance scale being used when the monsters appear. All monsters are affected by the same changes in the Black Abyss that the characters are.

BLACK ABYSS RANDOM ENCOUNTER TABLE

1.	 1 Xorn, Elder, (Large Outsider); CR 8; HD 15; hp 127 ;Init +0; Spd 20, Burrow 20; AC 22;  (-1 Size, +13 Natural) Att Bite +21, 3 Claws +19;Dmg Bite 4d8+7, Claw 1d6+3; Face 10 x 10; Reach 10; SA Burrow (Move in earth with no signs); SQ Xorn Qualities (Immune to fire & cold, Electrical Resistance 10, Half damage from slashing weapons, All-Around Vision (can't be flanked), Tremor Sense 60'.); Fort 13; Refl 9; Will 9; S-25 D-10 C-19 I-10 W-11 Ch-10; Treasure None; Skills: Hide +14, Intuit Direction +18, Knowledge (Minerals) +12, Listen +18, Move Silently +18, Search +22, Spot +22. Feats: Cleave, Great Cleave, Multi-attack,  & Power Attack.

2.	 1‑3 Umber Hulk, (Large Aberration); CR 7; HD 8d8+32; hp 68 ;Init +1; Spd 20, Burrow 20; AC 17; (-1 Size, +1 Dex, +7 Natural) Att 2 Claws +11, Bite +9;Dmg Claw 2d4+6, Bite 2d8+3; Face 5 x 5; Reach 10; SA: Confusing Gaze (30' Range, Will DC 15); SQ: Tremorsense (60' Range); Fort +6; Refl +3; Will +3; S-23 D-13 C-19 I-9 W-11 Ch-13; Treasure Standard; Skills: Climb +13, Jump +14, Listen +11. Feats: Multi-attack. Coin(43 gp), gem(50 gp). Coin(19 gp), potion of alter self (300 gp), scroll divine (200 gp), Faerie Fire (l1, cl1), Heat Metal (l2, cl3), Magic Weapon (l1, cl1). Coin (19 gp), potion of ghoul touch (300 gp), cursed: item has no actual magical power other than to delude the user.

3.	  1‑2 Nishruu: CR 16; Large Outsider (Chaotic); HD 20d8+30; HP 190; Init +4(Improved Initiative); Spd 40ft Fly (perfect); AC 10; ATK envelop Special; DAM Special; 10 x 10 /5; SA Absorb Magic; SQ Gaseous form, DR 20/+3, cold resistance 20, Fire resistance 20, Immune to mental influence, vulnerabilities, & charge magic; SV - Fort 17, Ref 11, Will 16; Str --, Dex 10, Con 16, Int 13, Wis 15, Cha 13. Skills/Feats: Knowledge (arcana) +13, Knowledge (the planes) +13, Listen +14, Move Silently +12, Search +10, Spellcraft +13, & Spot +14; Improved Initiative, Iron Will, & Toughness. Absorbs spell damage at 1 HP/ point of damage dealt, Except Cold or Fire, which is reduced, then dissipates after 1rd. Non-damaging spells at 1HP/ level of the spell. Drains 1d4 charges from magic items each round. Magic items without charges are negated for 1d4 rds after contact. Spell casters lose ½ the creatures HD (10) per rd in spell points for each rd in contact with the creature, each time the spell caster loses spell points in this manner, they must make a will save DC 15 or suffer the effects of a Feeblemind spell. Gaseous form (Ex): grants damage reduction 20/+3. Charge Magic (Su): when slain any items in contact with the creature gains 1d6 charges, or the weapon that struck the killing blow gains the spell storing ability for 1d6 days.

4.	 1‑6 Spectral Minions, Dervish, male human War3:  CR 3; Size M (5 ft., 7 in. tall); HD 3d12; hp 18; Init +0; Spd 30 ft.; AC 16, +4 deflection; Att. +5 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL NG; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages: 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. SQ 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. Incorporeal: Only harmed by silver, +1 or better magic weapons, Fire 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.

5.	  1‑3 Otyughs, (Large Aberration); CR 4; HD 6d8+6; hp 33 ;Init +0; Spd 20; AC 17;  (-1 Size, +8 Natural) Att 2 Tentacles +3 Bite -2;Dmg Tentacles 1d6, Bite 1d4; Face 5 x 5; Reach 10/ 15 tentacles; SA Improved Grab, Constrict 1d6, Disease (Make a grapple check, if successful constrict. Filth fever- bite Fort save DC 12 Incubation 1d3 days, 1d3 temp Dex & 1d3 temp Con Damage.); SQ Scent (+4 Tracking by scent DC 10); Fort +3; Refl +2; Will +6; S-11 D-10 C-13 I-5 W-12 Ch-6; Treasure Standard; Skills: Hide +13, Listen +6, & Spot +9. Feats: Alertness.

6.	  1 Gulguthydra, (Huge Aberration); CR 12; HD 15d8+105; hp 172 ;Init +0; Spd 30, Swim 30 (Surface Only); AC 23;  (-2 Size, +15 Natural) Att 2 Tentacles +14, 6 Bites +12;Dmg Tentacles 1d6+5, Bite 2d8+2; Face 10 x 10; Reach 15; SA Improved Grab (Hit with a tentacle Attack); SQ Nauseating Stench (Within 80 ft, 8 or less HD, Fort DC 23, Nausea for 1d10 rd, then save again); Fort +12; Refl +5; Will +10; S-20 D-10 C-24 I-6 W-9 Ch-15; Treasure None; Skills: Listen +6, & Spot +6. Feats: Iron Will, & Multiattack.

7.  1‑3 Dopplegangers, (Medium-sized Shapechanger); CR 3; HD 4d8+4; hp 22 ;Init +1; Spd 30; AC 15;  (+1 Dex, +4 natural) Att 2 Slams +4; Dmg Slam 1d6+1; Face 5 x 5; Reach 5; SA Detect Thoughts (Continuously detect thoughts, (Will save DC 13)); SQ Alter self, Immunities. (Assume shape of any small or med humanoid. Immune to all sleep and charm effects.); Fort +5; Refl +5; Will +6; S-12 D-13 C-12 I-13 W-14 Ch-13; Treasure Double standard; Skills: Bluff +12, Disguise +12, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge.

8.  1‑3 Xorn, Elder, See Entry #1. 

9.  1‑3 Otyughs See Entry #5.

10. 1‑6 Spectral Minions See entry #4.

11.	Special Encounter. Use the BLACK ABYSS SPECIAL ENCOUNTER TABLE below.

12.	Special Encounter. Use the BLACK ABYSS SPECIAL ENCOUNTER TABLE below.

BLACK ABYSS SPECIAL ENCOUNTER TABLE
Roll 1d4 and use the encounter with that number from the table below.

1.   1 Wanderer, Astral Deva, (Large Outsider (Good)); CR 20; HD 36d8+52; hp 248 ;Init +10; Spd 50, Fly 100 (Good); AC 38; (-1 Size, +3 Dex, +18 Natural) Att +3 Mace +35/+30/+25/+20;Dmg 1d8+13 & Stun; Face 5 x 5; Reach 10; SA Stun, Spell-like Abilities (2 successful hits with mace Fort save DC 15 or stunned for 1d6 rds. At will- aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, & remove fear; 7/day- see invisible, & CLW; 1/day- Heal & blade barrier; as a 20 lvl Sor. (save DC 15 + spells lvl)); SQ Damage Reduction 10/+1, SR 30, Celestial Qualities, Uncanny Dodge. (Protective Aura; Fire resistance 20; Tongues; Electricity, cold, acid, & petrification immunity; +4 save vs. poison. Uncanny Dodge; never flat-footed, & can't be flanked; Keen Vision; low-light vision & darkvision 60 ft.); Fort +28; Refl +25; Will +26; S-30 D-16 C-22 I-18 W-18 Ch-20; Skills: Concentration +25, Diplomacy +17, Disable Device +30, Escape Artist +25, Hide +25, Jump +25, Knowledge (Arcana) +25, Knowledge (Planes) +25, Knowledge (History) +25, Listen +25, Move Silently +25, Sense Motive +25, Search +27, Spot +27, & Wilderness Lore +25. Feats: Alertness, Blooded, Cleave, Critical Multiplier (Mace), Deadly Strike, Great Cleave, Improved Critical (Mace), Improved Initiative, Power Attack, & Weapon Focus (Mace). Gear: +3 Mace of Disruption, Armor cloth, Enchanted Full Plate (AC + 8), Ring of sustenance, Decanter of Endless Water, & a Ring of Etherealness.

2.  1 Genie, Djinni, (Large Outsider); CR 5; HD 7d8+14; hp 45 ;Init +8; 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 (Transpher 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, & Blooded.

3.  1 Genie, Efreeti, (Large Outsider (Evil, Fire, Lawful)); CR 8; HD 10d8+20; hp 65 ;Init +7; Spd 20, Fly 40 (perfect); AC 18;  (-1 Size, +3 Dex, +6 Natural) Att Slam +15/+10;Dmg Slam 1d8+9 & 1d6 fire; Face 5 x 5; Reach 10; SA Spell-like Abilities, Heat (At will-- produce flame & pyrotechnics. 1/day-- three wishes (non-genies only), detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, & wall of fire. 18th lvl sor. (save DC 12 + spell lvl). Heat (Ex): 1d6 points of fire damage when hitting or grappling. Fire subtype (Ex): Fire immunity, double damage from cold, normal on a save.); SQ Plane Shift, Telepathy (Transpher to any elemental, Astral, or the Material Planes with up to 6 others. Comunicate with any creature within 100 ft.); Fort +9; Refl +10; Will +9; S-23 D-17 C-14 I-12 W-15 Ch-15; Treasure Standard coins, Double goods, & standard items; Skills: Bluff +12, Concentration +16, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, & Spot +12. Feats: Combat Casting, Combat Reflexes, Dodge, & Improved Initiative.

4.  1 Bebilith, (Huge Outsider); CR 9; HD 12d8+48; hp 102 ;Init +5; Spd 40, Climb 20; AC 25;  (-2 Size, +1 Dex, +16 Natural) Att Bite +19, 2 Claws +14;Dmg Bite 2d6+9 & Poison, Claw 2d4+4 & Armor damage; Face 15 x 15; Reach 10; SA Web, Poison, & Armor Damage (Web (Ex): 4/day 30ft range, DC 20 to break free, 75% chance/rd the webbing won't burn. Poison (Ex): Fortitude save DC 20, 1d6 Con; 2d6 Con. Armor Damage (Ex): d6 1-4 armor, 5-6 shield, grapple check when hit, fail and item is torn away and ruined.); SQ DR 30/+3, Protective Aura, Plane Shift, Scent, & Telepathy (Protective Aura (Su): magic circle of any type cast as an 12 lvl sor, changing type as a free action each round. Plane Shift (Su): Only on Bebilith. Scent: Track prey by scent. Immune to Poison & Electricity. Resist cold, fire, & acid 20. Telepathy with any creature within 100ft with language.); Fort +12; Refl +9; Will +9; S-28 D-12 C-18 I-11 W-13 Ch-13; Treasure none; Skills: Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +15, Sense Motive +15, & Spot +17. Feats: Alertness, Cleave, Improved Initiative, & Power Attack.

BLACK ABYSS ENCOUNTERS
Use the BLACK ABYSS MAP.
K1a. South Wall
Lore: Knowledge (Arcana) (DC 16) or Decipher Script (DC 14) of interpreting the runes, which read:

K1b. Midhall
K1 c. Farhall
K2. Land End
K3. Distance
DISTANCE DISTORTION TABLE
Roll 1d8. Use the distance change with that number below. Each new change is made to the distances of the turn before. Just before the PCs enter this area, the hex size is 120 feet across. After rolling, the DM should first calculate the new hex size (the map scale). If the hex size is larger than 1,200 feet across or smaller than 12 feet, do not use that change. Roll again. Then tell the players what the change is. In most cases if will not be necessary to calculate the exact distances between PCs, NPCs and monsters.

DISTANCE DISTORTION TABLE
If characters rope themselves together, each character must make a dexterity check at the beginning of each turn or fall down. Even if they fall down, characters that are tied together will not become further apart than the rope’s length, but they can be moved closer together than the rope’s length.
Characters and monsters that are grappling when a distance change takes places must make a Reflex (DC 15) check or fall down and be moved 1‑10 feet apart.
Characters and monsters that collide with each other because of distance changes must make a Reflex (DC 15) check or fall down.
Characters that have fallen down cannot attack during the next round.

K4. Time‑frame Distortion
TIME DISTORTION TABLE
Each character and monster’s ability to move and fight will be changed by the modifiers for his roll on the table above. For example, a fighter in a “fast” time speed has a “to hit” modifier of +2 because he moves so fast. If a magic‑user rolls a 1, he has a “to hit” modifier of ‑2 because it takes him so long to cast his spells.

K5. Magical Distortion
MAGIC DISTORTION TABLE
K8. Breakdown
K7. Island of Crystal
K8. Chaos
SECTION 5: MOBIUS TOWER
MOBIUS TOWER PROLOGUE
RANDOM ENCOUNTERS: There are no random encounters in the Mobius Tower. There are planned encounters in many areas, though.
MOBIUS TOWER ENCOUNTERS
Use the MOBIUS TOWER MAP.
L1 a. Arrival
L1b. Apartment of the Firstwife
Monster: The woman’s spirit has become a Groaning Spirit; (Banshee), (Medium-sized Undead (Incorporeal)); CR 7; HD 7d12; hp 45 ;Init +7; Spd 30; AC 17;  (+3 Dex, +4 deflection) Att Incorporeal touch +6 melee; Dmg Incorporeal touch 1d8; Face 5 x 5; Reach 5; SA Fear aura, wail (Fear Aura (Su.): Anyone viewing a banshee must make a Will save (DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is successful, the creature is immune to the fear aura of that banshee for one day. Wail (Su.): 1/day at night only; 30 ft. radius; Will save (DC 17) or die; SQ Detect living, immunities, incorporeal, SR 20, turn (Detect Living (Su.): The banshee can sense all living creatures up to 5 miles away. Unnatural Aura (Su.): Both wild and domesticated animals can sense the unnatural presence of a banshee at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Incorporeal: Only harmed by +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. 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. Immunities: Banshees are immune to cold and electricity-based attacks. Vulnerability (Ex.): Holy water deals 2d4 points of damage per vial to a banshee. A dispel evil deals 1d6 points of damage per caster level (maximum 10d6); Fort +2; Refl +5; Will +8; S--- D-17 C--- I-16 W-16 Ch-18; Treasure Standard; Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search +12, Sense Motive +11, & Spot +15. Feats: Alertness, Blind-Fight, Improved Initiative, Ability Focus (wail). That lives in this room. She will speak before attacking (see Character below). Her wail, or keening, will cause all within the room to save Will save (DC 17) or die immediately. She will use her keening attack (2d4) rounds after the start of melee.

L1c. Closet
L1d. Guardian
L1e. Apartment of the Sheik
L1f. Cloak Room
Monster: The figure is a Helmed Horror, (Medium-Sized Construct); CR 10; HD 13d10; hp 71; Init +1; Spd 30, Air Walk 30; AC 19;  (+1 Dex, +8 Full Plate Armor) Att Greatsword +12/+7, Heavy Crossbow +10/+5;Dmg Greatsword 2d6+4, Crossbow 1d10; Face 5 x 5; Reach 5; SA Weapon Power (1-3 None, 4 Flaming, 5 Flaming Burst, 6 Frost, 7 Keen, 8 Shock, 9 Shocking Burst, 10 Speed, 11 Thundering, 12 Wounding); SQ Spell Immunities, Air Walk, Feather Fall, Construct, See Invisible (immune to Magic Missile & 3 Other spells, Walk on air as per spell, Feather fall as per spell, Immune to mind effects, Poison, Disease, & similar effects, no Crits, Subdual, Ability, Energy, or Massive Damage. ); Fort +4; Refl +5; Will +7; S-16 D-13 C--- I--- W-16 Ch-12; Treasure Standard; Skills: Listen +4, Spot +4. Feats: Cleave, Great Cleave, & Power Attack. Who was helping to assassinate the sheik when this area became time‑trapped.

L1g. Longstair
L1h. Feasthall
L1i. Buffet
L1j. Kitchen
L1k. Pantry
L11. Bottleroom
Monster: A Genie, Djinni, (Large Outsider); CR 5; HD 7d8+14; hp 45 ;Init +8; 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 (Transpher 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, & Blooded. Is in the bottle.

L2a. Procession
L2b. Skeleton
L2c. Room of State
Monster: A Mummy, (Medium-size Undead); CR 3; HD 6d12+3; hp 42 ;Init -1; Spd 20; AC 17;  (-1 Dex, +8 natural) Att Slam +6;Dmg 1d6+4 & mummy rot; Face 5 x 5; Reach 5; SA Despair, Mummy rot (Despair: Will save DC 15 or paralyzed with fear 1d4 rounds. Mummy rot: Supernatural disease Fort save DC 20, incubation 1 day 1d6 con damage per day.); SQ Undead, Resistant to blows, Damage 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; Treasure Standard; Skills: Hide +8, Listen +9, Move silently +8, Spot +9. Feats: Alertness, Toughness. Leaps from the sarcophagus.

L2d. Lost Hall
Monster: An Genie, Efreeti, (Large Outsider (Evil, Fire, Lawful)); CR 8; HD 10d8+20; hp 65 ;Init +7; Spd 20, Fly 40 (perfect); AC 18;  (-1 Size, +3 Dex, +6 Natural) Att Slam +15/+10;Dmg Slam 1d8+9 & 1d6 fire; Face 5 x 5; Reach 10; SA Spell-like Abilities, Heat (At will-- produce flame & pyrotechnics. 1/day-- three wishes (non-genies only), detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, & wall of fire. 18th lvl Sor. (Save DC 12 + spell lvl). Heat (Ex): 1d6 points of fire damage when hitting or grappling. Fire subtype (Ex): Fire immunity, double damage from cold, normal on a save.); SQ Plane Shift, Telepathy (Transpher to any elemental, Astral, or the Material Planes with up to 6 others. Communicate with any creature within 100 ft.); Fort +9; Refl +10; Will +9; S-23 D-17 C-14 I-12 W-15 Ch-15; Treasure Standard coins, Double goods, & standard items; Skills: Bluff +12, Concentration +16, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, & Spot +12. Feats: Combat Casting, Combat Reflexes, Dodge, & Improved Initiative. Stands proudly in the hall.

Treasure: A Staff of Teleportation rests in the Efreeti’s hands. The staff has 30 charges and will only teleport single items of less than 20 lbs. It is used for moving small items conveniently. The staff’s user must picture in his mind where he wants the object to go and then touch the tip of the staff to the object. Remember that nothing can be teleported out of the Mobius Tower except through the Trap/Trick #2 in room L4a.

L2e. Harem
L2f. Harem Guard
L2g. Guardroom
Monster: A ghost, Lodin, male human Ftr12: CR 12; Size M (5 ft., 9 in. tall); HD 12d12; hp 144; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft. Fly 30 (Perfect); AC 14 (+1 Dex, +3 Deflection); Attack +16/+11/+6 melee, or +13/+8/+3 ranged; SV Fort +10, Ref +5, Will +5; AL LE; Str 18, Dex 13, Con --, Int 18, Wis 12, Cha 16. Languages Spoken:  Abyssal, Common, Giant, Goblin, Infernal. Skills and feats:  Escape artist +2, Heal +4, Hide +9, Intuit direction +5.5, Knowledge (nature) +9, Listen +9, Move silently +7, Perform +7.5, Ride +15, Search +15, Sense motive +6.5, Spot +9, Swim +19, Tumble +8.5, Wilderness lore +5; Advanced critical (longsword), Blind-fight, Cleave, Combat reflexes, Great cleave, Critical Multiplier (longsword), Deadly Strike (longsword), Improved critical (longsword), Improved initiative, Power attack, Quick draw, Weapon focus (longsword). Immune to cold, Resistance to Fire & Electricity 15, Turn Resistance as a 24HD creature. Rejuvination (Su): Restored in 2d4 days. Manifestation (Su): become visible. Corrupting Gaze (Su): range 30, fort save (DC 10 + ½ HD + Char Mod). 2d10 damage + 1d4 perm Char drain. Chill Ray (Su): 12/Day range 90 ranged touch attack, 2d6 temp Con damage + Will Save (DC 10 + ½ HD + Char Mod), or slowed for 1 rd per HD of the ghost. Hit Point Drain (Su): Touch attack 1d8 +Str. Per hit. SA touch (passes through armor, allways moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Undead, Immunities. (Immune to mind effects, not subject to critical hits. +2 Keen Ghost Touch Longsword 1d8+6,15-20/x3. The ghost will only attack if the party attacks it.

Character: The ghost will speak, one round after appearing, explaining that he was AI‑Dolak, the once great captain of the guard. He was involved in the assassination plot against the sheik, but had only a coward’s role to play. He assembled the guards for inspection just as the assassins were attacking the sheik. Now he must stay here forever, looking upon the noble faces of the once‑honored guard.

L2h. Treasury
Monster: 4 Helmed Horrors, (Medium-Sized Construct); CR 10; HD 13d10; hp 71 ;Init +1; Spd 30, Air Walk 30; AC 19;  (+1 Dex, +8 Full Plate Armor) Att Greatsword +12/+7, Heavy Crossbow +10/+5;Dmg Greatsword 2d6+4, Crossbow 1d10; Face 5 x 5; Reach 5; SA Weapon Power (1-3 None, 4 Flaming, 5 Flaming Burst, 6 Frost, 7 Keen, 8 Shock, 9 Shocking Burst, 10 Speed, 11 Thundering, 12 Wounding); SQ Spell Immunities, Air Walk, Feather Fall, Construct, See Invisible (immune to Magic Missile & 3 Other spells, Walk on air as per spell, Feather fall as per spell, Immune to mind effects, Poison, Disease, & similar effects, no Crits, Subdual, Ability, Energy, or Massive Damage. ); Fort +4; Refl +5; Will +7; S-16 D-13 C--- I--- W-16 Ch-12; Treasure Standard; Skills: Listen +4, Spot +4. Feats: Cleave, Great Cleave, & Power Attack. 
Will come to life as the party approaches. 

L3a. Orchestra
L3b. Northern Mall
L3c. Southern Mall
L3d. Preparation
L3e. Audience
Monster: One of the Guardian of time, Outsider, Sor20:  CR 31; Size H (18 ft., 0 in. tall); HD 17d8+170 + 20d4+200; hp 515; Init +5 (+5 Dex); Spd 50 ft.; AC 25 (+5 Dex, -2 Size, +12 Natural); Attack +34/+29/+24/+19 melee, or +23/+18/+13/+8 ranged; SV Fort +26, Ref +16, Will +22; AL N; Str 42, Dex 20, Con 31, Int 20, Wis 20, Cha 24. Languages Spoken:  Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon. Skills and feats:  Alchemy +26, Balance +10.5, Climb +20, Craft +28, Hide -3, Innuendo +6, Jump +20, Knowledge (arcana) +25, Knowledge (nature) +12, Listen +19, Move silently +5, Pick pocket +9.5, Profession +27, Search +5.5, Speak language +11, Spellcraft +28, Spot +14; [Alertness], [Cleave], Combat casting, Craft wondrous item, Enlarge spell, [Great cleave], Maximize spell, [Power attack], Spell penetration, Still spell, Toughness. 
Sorcerer Spells Known (6/8/8/8/7/7/7/7/6/6):  0th -- Dancing Lights, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic.  1st -- Identify, Magic Missile, Nystul's Undetectable Aura, Shield, & Sleep.  2nd -- Ghoul Touch, Invisibility, Melf's Acid Arrow, Mirror Image, & Rope Trick.  3rd -- Dispel Magic, Fly, Gaseous Form, Stinking Cloud.  4th -- Enervation, Fire Shield, Leomund's Secure Shelter, & Lesser Geas.  5th -- Fabricate, Mirage Arcana, Summon Monster V, & Transmute Mud to Rock.  6th -- Antimagic Field, Chain Lightning, & Control Weather.  7th -- Mass Invisibility, Power Word, Stun, & Summon Monster VII.  8th -- Discern Location, Mass Charm, Power Word, Blind.  9th -- Energy Drain, Power Word, Kill, & Teleportation Circle.  EQUIPMENT: Weapons: +3 Light Mace, Ring of Protection +2, Amulet of the Planes, Amulet of Proof Against Detection & Location, Cloak of Resistance +5, Rod of Negation, Wand of Magic Missle (7th) [28 charges], Wand of Cure Moderate Wounds [28 charges], Potion of Detect Thoughts, Potion of Glibness, Potion of Fly, Potion of Protection from Elements (Electricity), Potion of Gaseous Form, Potion of Protection from Elements (Cold), Scroll [arcane, caster level 9; Mind Fog; Confusion; Major Creation; Transmute Rock to Mud], Scroll [arcane, caster level 5; Water Breathing; Nondetection].
OTHER WEALTH: 8pp, 19gp, 2 Gems [120gp Silver Pearl; 90gp Red Garnet; ] sits within this room wearing a large medallion of intricate design.

Note: Again I couldn’t find any reference to this creature so I made a powerful Outsider.

L4a. Tower of Time
Trap/Trick #1: (CR 8): There is a 5‑foot square alcove behind the shimmering curtain in the north archway in the base. There is a small, 3‑inch wide hole in the roof of this alcove. Glittering light streams down from this hole into another hole in the floor. The light looks like a liquid, though. It will spray about and splash if it is touched or disturbed, but it cannot be felt. If the hole in the roof is completely plugged, and no light is leaking out, everyone and everything in the Mobius Tower will suddenly come to life! The tower will stay in the PC’s time‑frame for as long as the hole is plugged. Pressure will build up behind the plugged hole, however. This pressure will force out any kind of plug within (2d6) rounds. The moment the light starts to flow again, the tower will become time‑trapped again. The hole in the floor also cannot be plugged for more than (2d6) rounds. The DM must remember to take into account that all of the time‑trapped people will have moved if the light is blocked for a while.

Trap/Trick #2: (CR 8): Anyone can pass through the shimmering curtain in the archway on the south side of the base. There is a small 5‑foot square alcove there. A 2‑foot square hole is in the back wall of this alcove. There is an hourglass on a frame in this hole. The hourglass can be turned over, but it cannot be taken out of the hole. When the hourglass is turned over, time will start going backwards for everyone except the time‑trapped people. Once this process starts, it cannot be stopped. The PCs will suddenly feel swept off their feet. In a matter of minutes, they will see everything that happened to them while they were in the Tower happening again, except backwards. Comrades that died in the Tower will spring back to life and join the party. This will continue until they see the moment they first arrived in the Mobius Tower. Then they will be teleported back to area J6b in SECTION 3: CRYSTAL PRISM. Everything that is in room L4a when the hourglass is flipped over will also be teleported to area J6b. Nothing that is time‑trapped will be teleported out. Characters that are brought back to life will have the same hit points and powers that they had just before they were killed.

L4b. Blank
L4c. Tome of Time

TOME OF TIME
This book, bound between platinum plates, contains the following spells:
Haste; Slow; Dimension Door; Distance Distortion; Passwall; Teleport; Disintegrate; Limited Wish; Permanency; Temporal Stasis; and Time Stop.
This work may be handled by any player. It is worth 20,000 gp.

CRYPT OF AL‑ALISK PROLOGUE

RANDOM ENCOUNTERS: While in the Desert of AI‑Alisk, use the DESERT OF DESOLATION RANDOM ENCOUNTER TABLE. Do not use the SPECIAL ENCOUNTER TABLE. While in the Crypt itself (areas M5a ‑ M5q) use the table below. In the Crypt, check for random encounters once every three turns. A roll of 1 on 1d6 means that the PCs encounter something. Roll 1 d4 and use the encounter with that number below.

CRYPT OF AL‑ALISK RANDOM ENCOUNTER TABLE

1.    5‑8 Spectral Minions, male human Ftr6:  CR 6; Size M (5 ft., 4 in. tall); HD 6d10; hp 41; Init +0; Spd 30 ft.; AC 12; Attack +7/+2 melee, or +6/+1 ranged; SV Fort +5, Ref +2, Will +2; AL NG; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +2, Innuendo +2, Jump +2, Listen +5, Move silently +5, Ride +9, Spot +5; Leadership, Mounted archery, Mounted combat, Ride-by attack, Track, Trample, Weapon focus (scimitar), Weapon focus (lance, heavy). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Lance, Heavy (1d8, x3).

2.   3‑8 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.

3.	2‑8 Wraith, (Medium Undead); CR 5; HD 5d12; hp 32 ;Init +9;  (+3 Dex, +4 improved Initiative, +2 blooded); Spd 30 ft, fly 60ft. (good); AC 15;  (+3 Dex, +2 deflection) Att Incorporeal touch +5 melee; Dmg Incorporeal touch 1d4 &1d6 permanent Con drain; Face 5 x 5; Reach 5 ft.; SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Fort +1; Refl +4; Will +6; S--- D-16 C--- I-14 W-14 Ch-15; 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.  1‑10 Spectral Minions, male human Ftr6:  CR 6; Size M (5 ft., 4 in. tall); HD 6d10; hp 41; Init +0; Spd 30 ft.; AC 12; Attack +7/+2 melee, or +6/+1 ranged; SV Fort +5, Ref +2, Will +2; AL NE; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +2, Innuendo +2, Jump +2, Listen +5, Move silently +5, Ride +9, Spot +5; Leadership, Mounted archery, Mounted combat, Ride-by attack, Track, Trample, Weapon focus (scimitar), Weapon focus (lance, heavy). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Lance, Heavy (1d8, x3).

CRYPT OF AL‑ALISK ENCOUNTERS
Use the AL‑ALISK DESERT MAP.
M1. Crystal Obelisk
M2. Edge of the World
M3. Lancers of Death
Monster: The Lancers of Death are thousands of Spectral Minions, male human Ftr6:  CR 6; Size M (5 ft., 4 in. tall); HD 6d10; hp 41; Init +0; Spd 30 ft.; AC 12; Attack +7/+2 melee, or +6/+1 ranged; SV Fort +5, Ref +2, Will +2; AL NG; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +2, Innuendo +2, Jump +2, Listen +5, Move silently +5, Ride +9, Spot +5; Leadership, Mounted archery, Mounted combat, Ride-by attack, Track, Trample, Weapon focus (scimitar), Weapon focus (lance, heavy). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Lance, Heavy (1d8, x3). That appear at midnight. They will ride in an unending stream towards area M5 for 3 hours at 500 feet above the ground. Their hoof beats sound like the roll of distant thunder through the night. They can be easily followed. They will not attack the party.

M4. Death Watch
Monster: The Death Watch of Spectral Minions, male human Ftr6:  CR 6; Size M (5 ft., 4 in. tall); HD 6d10; hp 41; Init +0; Spd 30 ft.; AC 12; Attack +7/+2 melee, or +6/+1 ranged; SV Fort +5, Ref +2, Will +2; AL NE; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages Spoken:  Common. Skills and feats: Hide +2, Innuendo +2, Jump +2, Listen +5, Move silently +5, Ride +9, Spot +5; Leadership, Mounted archery, Mounted combat, Ride-by attack, Track, Trample, Weapon focus (scimitar), Weapon focus (lance, heavy). Gear: Leather armor (AC +2), Scimitar (1d6, 18-20/x2), Comp Long bow (1d8 x3), 40 Arrows, Lance, Heavy (1d8, x3). All of these Spectral Minions are armed with swords.

M5. The Crypt of AI‑Alisk
NOTE! Use the CRYPT OF AL‑ALISK MAP for areas M5a-M5q.
M5a. Entry Cave
M5b. Catacombs
Monster #1: 5 Spectral Minions, Dervish, male human War3:  CR 3; Size M (5 ft., 7 in. tall); HD 3d12; hp 18; Init +4; Spd 30 ft.; AC 16, +4 deflection; Att. +5 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL NE; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages: Common. Skills and feats: Hide +6, Listen +4, Move silently +4, Spot +4, Wilderness lore +4; Alertness, Improved Initiative. Gear: None. SQ 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. Incorporeal: Only harmed by silver, +1 or better magic weapons, Fire 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. SA; Will (DC15) or flee in fear) live here. These Spectral Minions have no weapons and cannot do any physical damage. But their moaning has an unnerving effect, it will cause fear unless a Will (DC 15) is successful. Characters that fail their throw must run in panicked fear out from the crypt for three rounds. If they return, they must make their saving throws against this fear at ‑4. These Spectral Minions appear as vague, wistful spirits, flying about and between characters, and soaring about the room moaning.

Monster #2: A Greater Spectre, (Medium-size Undead); CR 14; HD 14d12; hp 91; Init +7; Spd 40, Fly 80 (good); AC 15;  (+3 Dex, +2 Deflection) Att Incorporeal touch +10;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 20 to remove, If killed you will return 1d4 rounds as a spectre spawn); SQ Undead, Incorporeal, +2 Turn Resistance, Unnatural Aura, Sunlight Powerlessness (Immune to mind effects, not subject to critical hits. +1 or magic to harm. 50% chance to ignore damage from a corporeal source.  Animals will avoid due to aura,); Fort +4; Refl +12; Will +10; S--- D-16 C--- I-14 W-14 Ch-15; Treasure None; Skills: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10, Spot +13, & Sense Motive +7. Feats: Alertness, Blind-fighting, Combat reflexes, Improved Initiative, & Ranged Touch Attack. Will appear. The Spectre appears in ancient robes of royal design, speaking with a hollow but thunderous voice, “Get thee hence from mine own dominion. None shall look upon her grace and beauty save me alone!” Then he attacks.

M5c. Hall of Mourning
M5d. Entry Room
M5e ‑ M51. Revolving Tomb
M5m. Crystal Tomb
M5n. False Mourning
M5o. False Entry
M5p. Cockpit
Monster: 5 Cockatrice (Small Magical Beast); CR 3; HD 5d10; hp 27 ;Init +3;  (+3 Dex); Spd 20, fly 60 (poor); AC 14;  (+1 Size, +3 Dex) Att Bite +4;Dmg Bite 1d4-2; Face 5 x 5; Reach 5; SA Petrification (Fort DC 15 on a hit); SQ Petrification Immunities (of other Cockatrices.); Fort 4; Refl 7; Will 2; S-6 D-17 C-11 I-2 W-13 Ch-9`; Treasure None; Alignment Neutral; Advancement Range 6-8 HD Small, 9-15 Medium; Skills: Listen +7, & Spot +7. Feats: Alertness, & Dodge. Will attack anyone opening the door, although they start this encounter in the center of the room. 

M5q. Spirits Room
Monster: A Groaning Spirit; (Banshee), (Medium-sized Undead (Incorporeal)); CR 7; HD 7d12; hp 45 ;Init +7; Spd 30; AC 17;  (+3 Dex, +4 deflection) Att Incorporeal touch +6 melee; Dmg Incorporeal touch 1d8; Face 5 x 5; Reach 5; SA Fear aura, wail (Fear Aura (Su.): Anyone viewing a banshee must make a Will save (DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is successful, the creature is immune to the fear aura of that banshee for one day. Wail (Su.): 1/day at night only; 30 ft. radius; Will save (DC 17) or die; SQ Detect living, immunities, incorporeal, SR 20, turn (Detect Living (Su.): The banshee can sense all living creatures up to 5 miles away. Unnatural Aura (Su.): Both wild and domesticated animals can sense the unnatural presence of a banshee at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Incorporeal: Only harmed by +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. 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. Immunities: Banshees are immune to cold and electricity-based attacks. Vulnerability (Ex.): Holy water deals 2d4 points of damage per vial to a banshee. A dispel evil deals 1d6 points of damage per caster level (maximum 10d6); Fort +2; Refl +5; Will +8; S--- D-17 C--- I-16 W-16 Ch-18; Treasure Standard; Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search +12, Sense Motive +11, & Spot +15. Feats: Alertness, Blind-Fight, Improved Initiative, Ability Focus (wail). Is in this room.

M6. Ruins
SECTION 7:CITADEL OF MARTEK
CITADEL OF MARTEK PROLOGUE
RANDOM ENCOUNTERS: 
CITADEL OF MARTEK RANDOM ENCOUNTER TABLE

1.	2‑16 Spectral Minions, Dervish, male human War3:  CR 3; Size M (5 ft., 7 in. tall); HD 3d12; hp 18; Init +0; Spd 30 ft.; AC 16, +4 deflection; Att. +5 melee, or +3 ranged; SV Fort +4, Ref +1, Will +1; AL NG; Str 11, Dex 10, Con --, Int --, Wis 10, Cha 10. Languages: 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. SQ 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. Incorporeal: Only harmed by silver, +1 or better magic weapons, Fire 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.

2.	1‑6 Helmed Horror, (Medium-Sized Construct); CR 10; HD 13d10; hp 71 ;Init +1; Spd 30, Air Walk 30; AC 19;  (+1 Dex, +8 Full Plate Armor) Att Greatsword +12/+7, Heavy Crossbow +10/+5;Dmg Greatsword 2d6+4, Crossbow 1d10; Face 5 x 5; Reach 5; SA Weapon Power (1-3 None, 4 Flaming, 5 Flaming Burst, 6 Frost, 7 Keen, 8 Shock, 9 Shocking Burst, 10 Speed, 11 Thundering, 12 Wounding); SQ Spell Immunities, Air Walk, Feather Fall, Construct, See Invisible (immune to Magic Missile & 3 Other spells, Walk on air as per spell, Feather fall as per spell, Immune to mind effects, Poison, Disease, & similar effects, no Crits, Subdual, Ability, Energy, or Massive Damage. ); Fort +4; Refl +5; Will +7; S-16 D-13 C--- I--- W-16 Ch-12; Treasure Standard; Skills: Listen +4, Spot +4. Feats: Cleave, Great Cleave, & Power Attack.

3.	3 Androsphinx, (Large Magical Beast); CR 9; HD 12d10+48; hp 114 ;Init +0; Spd 50ft, fly 80ft (poor); AC 22;  (-1 Size, +13 Natural) Att 2 Claws +18;Dmg Claw 2d4+7; Face 5 x 10; Reach 5; SA Pounce, Rake, Roar, Spells (on the first round may pounce if he hits may make full attack + rake, Two rake attacks +18 with hind legs for 2d4+3, roar 3 times per day first will save DC 19 or fear 12 rds, 2nd Fort save DC 19 or Paralyzed d4 rds, 3rd Fort save DC 19 or 2d4 temp strength for 2d4 rds + Fort save DC 19  or thrown to the ground 2d4 damage, Spells as 6th level cleric Spheres of Good, Healing, & Protection); SQ -- (--); Fort +12; Refl +8; Will +7; S-25 D-10 C-19 I-16 W-17 Ch-17; Treasure Standard; Skills: Intimidate +13, Knowledge history +5, Listen +15, Spot +15, Wilderness Lore +13. Feats: Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track.

4.	2‑24 Snake, Large Viper, (Large Animal); CR 2; HD 3d8; hp 13 ;Init +3; Spd 20, Climb 20, Swim 20ft; AC 15;  (-1 Size, +3 Dex, +3 Natural) Att Bite +4;Dmg 1d4 & Poison; Face 5 x 5; Reach 10; SA Poison (Fort DC 11, 1d6 Temp Con Damage); SQ Scent (Track prey by scent); Fort +3; Refl +6; Will +2; S-10 D-17 C-11 I-1 W-12 Ch-2; Treasure none; Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9. Feats: Weapon finesse (Bite).

5.	2‑16 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.

6.	2‑12 Scorpion, Large, (Large Vermin); CR 2; HD 5d8+8; hp 30 ;Init +0; Spd 50; AC 14; (-1 Size, +5 Natural) Att 2 Claws +5, Sting -3; Dmg Claws 1d6+3, Sting 1d6+1 & Poison; Face 5 x 10; Reach 5; SA Improved Grab, Squeeze, Poison (Hit with claw Attack to grab, Auto damage 2 claws and sting. Poison: Fort DC 18, 1d6 Str primary, 1d6 Str Secondary.); SQ Vermin (Immune to mind-influencing effects); Fort +5; Refl +0; Will +0; S-13 D-10 C-14 I--- W-10 Ch-2; Treasure 1/10 Coins, 50% Goods, & 50% Items; Skills: Climb +11, Hide +3, & Spot +7.

7.	3‑18 Mummies, (Medium-size Undead); CR 3; HD 6d12+3; hp 42 ;Init -1; Spd 20; AC 17;  (-1 Dex, +8 natural) Att Slam +6;Dmg 1d6+4 & mummy rot; Face 5 x 5; Reach 5; SA Despair, Mummy rot (Despair: Will save DC 15 or paralyzed with fear 1d4 rounds. Mummy rot: Supernatural disease Fort save DC 20, incubation 1 day 1d6 con damage per day.); SQ Undead, Resistant to blows, Damage 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; Treasure Standard; Skills: Hide +8, Listen +9, Move silently +8, Spot +9. Feats: Alertness, Toughness.

8.	1‑6 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.

9.	1‑4 Cockatrice (Small Magical Beast); CR 3; HD 5d10; hp 27 ;Init +3;  (+3 Dex); Spd 20, fly 60 (poor); AC 14;  (+1 Size, +3 Dex) Att Bite +4;Dmg Bite 1d4-2; Face 5 x 5; Reach 5; SA Petrification (Fort DC 15 on a hit); SQ Petrification Immunities (of other Cockatrices.); Fort 4; Refl 7; Will 2; S-6 D-17 C-11 I-2 W-13 Ch-9`; Treasure None; Alignment Neutral; Advancement Range 6-8 HD Small, 9-15 Medium; Skills: Listen +7, & Spot +7. Feats: Alertness, & Dodge.

10.	1 of 3 Ghosts NOTE: Because of how ghosts are done as a template, I chose 3 Rogue’s who might have bypassed all the traps ect. To get this far.

Luke, male halfling (lightfoot) Rog15:  CR 15; Size S (3 ft., 2 in. tall); HD 15d12; hp 135; Init +10 (+6 Dex, +4 Improved initiative); Spd 20 ft.; AC 23 (+6 Dex, +1 Size, +6 Deflection); Attack +15/+10/+5 melee, or +18/+13/+8 ranged; SV Fort +10, Ref +16, Will +10; AL N; Str 16, Dex 22, Con --, Int 19, Wis 18, Cha 22. Languages Spoken:  Common, Dwarven, Elven, Gnome, Halfling, and Orc.   Skills and feats:  Appraise +20, Bluff +19, Climb +23, Craft +20, Decipher script +22, Diplomacy +22, Disguise +16, Gather information +21, Hide +22, Jump +5, Listen +25, Move silently +8, Perform +17, Pick pocket +17, Read lips +22, Spot +12, Swim +20, Tumble +24; Improved critical (shortbow), Improved critical (morningstar), Improved initiative, Point blank shot, Precise shot, Skill focus (decipher script Immune to cold, Resistance to Fire & Electricity 15, Turn Resistance as a 24HD creature. Rejuvenation (Su): Restored in 2d4 days. Manifestation (Su): become visible. Corrupting Gaze (Su): range 30, fort save (DC 10 + ½ HD + Char Mod). 2d10 damage + 1d4 perm Char drain. Chill Ray (Su): 12/Day range 90 ranged touch attack, 2d6 temp Con damage + Will Save (DC 10 + ½ HD + Char Mod), or slowed for 1 rd per HD of the ghost. Hit Point Drain (Su): Touch attack 1d8 +Str. Per hit. SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Undead, Immunities. (Immune to mind effects, not subject to critical hits.
Possessions:  59,000 gp in gear.

Bruushk, male half-orc Rog16:  CR 16; Size M (5 ft., 10 in. tall); HD 16d12; hp 144; Init +9 (+5 Dex, +4 Improved initiative); Spd 30 ft.; AC 21 (+5 Dex, +6 Deflection); Attack +17/+12/+7 melee, or +17/+12/+7 ranged; SV Fort +9, Ref +15, Will +9; AL N; Str 20, Dex 21, Con --, Int 16, Wis 19, Cha 20. Languages Spoken:  Abyssal, Common, Goblin, Infernal, Orc. Skills and feats:  Balance +20, Bluff +23, Craft +17, Decipher script +18, Disguise +17, Heal +12, Hide +32, Jump +16, Listen +25, Move silently +5, Pick pocket +23, Profession +18, Sense motive +17,Search +8, Spot +30, Use magic device +13; Alertness, Dodge, Improved initiative, Power attack, Skill focus (bluff), Sunder. Immune to cold, Resistance to Fire & Electricity 15, Turn Resistance as a 24HD creature. Rejuvenation (Su): Restored in 2d4 days. Manifestation (Su): become visible. Corrupting Gaze (Su): range 30, fort save (DC 10 + ½ HD + Char Mod). 2d10 damage + 1d4 perm Char drain. Chill Ray (Su): 12/Day range 90 ranged touch attack, 2d6 temp Con damage + Will Save (DC 10 + ½ HD + Char Mod), or slowed for 1 rd per HD of the ghost. Hit Point Drain (Su): Touch attack 1d8 +Str. Per hit. SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Undead, Immunities. (Immune to mind effects, not subject to critical hits.
Possessions:  77,000 gp in gear.

Steinthor, male human Mnk12/Ftr4/Rog4, Ghost: CR 22; Size M (6 ft., 2 in. tall); HD 20d12; hp 180; Init +10 (+6 Dex, +4 Improved Initiative); Spd 70 ft. Fly 30 (Perfect); AC 28 (+4 Dex, +4 Wis, +2 Mnk, +6 Deflection); Attack +21/+16/+11/+6 melee, or +21/+18/+15 monk, or +20/+15/+10/+5 ranged; SV Fort +17, Ref +21, Will +14; AL LN; Str 18, Dex 22, Con --, Int 18, Wis 18, Cha 22. Languages Spoken:  Aquan, Celestial, Common, Dwarven, Elven, Halfling, Ignan, & Sylvan. Skills and feats:  Appraise +8, Balance +10, Bluff +10, Climb +20, Concentration +19, Craft +10, Diplomacy +9, Disable device +9, Disguise +11, Escape artist +10, Forgery +11, Gather information +11, Handle animal +10, Hide +27, Innuendo +10, Intimidate +9, Jump +21, Knowledge (arcana) +19, Listen +20, Move silently +20, Open lock +13, Perform +9, Read lips +6, Ride +11, Search +18, Sense motive +10, Speak language +3, Spot +20, Swim +10, Tumble +19, Use rope +10, Wilderness lore +6.5; Advanced critical (nunchaku), Alertness, Blind-fight, Combat reflexes, Critical Multiplier, Deadly Strike (nunchaku), [Deflect arrows], Dodge, Expertise, Improved critical (nunchaku), Improved disarm, [Improved trip], [Improved unarmed strike], Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, [Stunning fist], Weapon focus (nunchaku), Weapon Specialization (nunchaku), Whirlwind Attack. Still Mind +2 save vs. enchantments, Evasion Failed reflex for half damage, Sneak attack 2d6, Spell resistance (Su): 12+ HD (23), Immune to cold, Resistance to Fire & Electricity 15, Turn Resistance as a 24HD creature. Rejuvenation (Su): Restored in 2d4 days. Manifestation (Su): become visible. Corrupting Gaze (Su): range 30, fort save (DC 10 + ½ HD + Char Mod). 2d10 damage + 1d4 perm Char drain. Chill Ray (Su): 12/Day range 90 ranged touch attack, 2d6 temp Con damage + Will Save (DC 10 + ½ HD + Char Mod), or slowed for 1 rd per HD of the ghost. Hit Point Drain (Su): Touch attack 1d8 +Str. Per hit. SA touch (passes through armor, always moves silently.); SQ Incorporeal (+1 or magic to harm. 50% chance to ignore damage from a corporeal source.); Undead, Immunities. (Immune to mind effects, not subject to critical hits. +3 Unholy Ghost Touch nunchaku of Speed. 1d6+7, Unholy +2d6, sneak +2d6, 18-20/x3.

Ghost Template

Hit dice to d12s; Speed Fly 30; Ac deflection bonus = to charisma mod
Damage is full against ethereal targets; non-ethereal are only its special attacks
Manifestation (Su): become visible. Corrupting Gaze (Su): range 30, fort save (DC 10 + ½ HD + Char Mod). 2d10 damage + 1d4 perm Char drain. Chill Ray (Su): 12/Day range 90 ranged touch attack, 2d6 temp Con damage + Will Save (DC 10 + ½ HD + Char Mod), or slowed for 1 rd per HD of the ghost. Hit Point Drain (Su): Touch attack 1d8 +Str. Per hit. Spell resistance (Su): 12+ HD. Immunity to cold.
Resistance to fire And Electricity 15. Rejuvenation (Su): Restored in 2d4 days.
Turn resist +4; Saves as base creature; +4 Char; Skills +8 to Hide, Listen, Search, & Spot. CR +2

CITADEL OF MARTEK ENCOUNTERS
Use the CITADEL OF MARTEK MAP.
N1. Entry Hall
Trap/Trick: The fountain waters contain a potion of CSW (l4, cl3). This potion will only work once for each character each day.

N2. Tomb of Martek

Monster: 4 Helmed Horrors, (Medium-Sized Construct); CR 10; HD 13d10; hp 71 ;Init +1; Spd 30, Air Walk 30; AC 19;  (+1 Dex, +8 Full Plate Armor) Att Greatsword +12/+7, Heavy Crossbow +10/+5;Dmg Greatsword 2d6+4, Crossbow 1d10; Face 5 x 5; Reach 5; SA Weapon Power (1-3 None, 4 Flaming, 5 Flaming Burst, 6 Frost, 7 Keen, 8 Shock, 9 Shocking Burst, 10 Speed, 11 Thundering, 12 Wounding); SQ Spell Immunities, Air Walk, Feather Fall, Construct, See Invisible (immune to Magic Missile & 3 Other spells, Walk on air as per spell, Feather fall as per spell, Immune to mind effects, Poison, Disease, & similar effects, no Crits, Subdual, Ability, Energy, or Massive Damage. ); Fort +4; Refl +5; Will +7; S-16 D-13 C--- I--- W-16 Ch-12; Treasure Standard; Skills: Listen +4, Spot +4. Feats: Cleave, Great Cleave, & Power Attack. 
And 10 Spectral Minions, male human Ftr10:  CR 11; Size M (6 ft., 1 in. tall); HD 10d10+40; hp 108; Init +4 (+4 Dex); Spd 30 ft.; AC 17 (+2 Dex); Attack +17/+12 melee, or +14/+9 ranged; SV Fort +11, Ref +7, Will +7; AL N; Str 19, Dex 18, Con 19, Int 18, Wis 18, Cha 18. Languages Spoken:  Abyssal, Common, Elven, Goblin, Halfling. Skills and feats:  Climb +14, Disable device +10, Escape artist +7, Forgery +7, Handle animal +15, Hide +4, Listen +4, Move silently +10, Open lock +8, Ride +14, Sense motive +8, Spellcraft +5, Spot +4, Swim +16, Tumble +5.5; Blind-fight, Combat reflexes, Dodge, Improved critical (longsword), Improved Initiative, Leadership, Mobility, Weapon focus (longsword). SQ 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. Incorporeal: Only harmed by silver, +1 or better magic weapons, Fire 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. Gear: Chailmail armor (AC +5), +2 Keen Ghost Touch Longsword 1d8+6,15-20/x3. Guard the ancient bones of Martek.

Trap/Trick: (CR 3): Each of the statues stands 30 feet high and appears to be of a giant Djinni wearing a high turban and holding a giant scimitar before him. There is a hole in the front of each Turban, with the names of the three Star Gems carved under each hole. Careful inspection will reveal that the carved holes are the same size as the Star Gems. If one of the Star Gems is placed into each hole, then Martek will be brought back to life. If this happens, read the following boxed description to the players.

N3. Tomes of Martek
Treasure: The PCs may search the shelves for books that interest them. For very turn they search, roll 1d10. If the roll is an 8-10, they found a magical book. Use the MAGICAL BOOK TABLE below to know which book they found. On all rolls except an 8-10, they only find books from the NONMAGICAL BOOKS TABLE below.

NONMAGICAL BOOKS TABLE
Roll 1d10. The PCs found the book below with that number. 

MAGICAL BOOKS TABLE
Lore: The open book on the table is titled: MARTEK, by MARTEK
Knowledge (Arcana) DC 16) or Decipher Script (DC 14) of interpreting the runes, which read:

N4. Scroll
Treasure: The PCs may search the racks for scrolls that interest them. For every turn they search, roll 1 d10. If the roll is a 10, they found a magical scroll. Use the MAGICAL SCROLLS TABLE below to know which scroll they found. Any other roll means that they found a scroll from the NONMAGICAL SCROLLS TABLE below.

NONMAGICAL SCROLLS TABLE
MAGICAL SCROLLS TABLE 
N5. Trans-dimensional Door 
Lore: Knowledge (Arcana) (DC 16) or Decipher Script (DC 14) of interpreting the runes, which read:

N6. Treasury
Treasure: The following items are neatly stacked in this room: 9,300 cp; 17,100 sp; 12,400 gp; 8,650 pp; 20 100‑gp gems; a wand of fireballs; a potion of clairaudience; a+2 sword of nine lives stealing; a crystal ball; a+5 shield; a suit of +1 scale mail; a +1 morning star; a sword of dancing and a ring of protection.

TRIFAKAS, male human Wiz12:  CR 12; Size M (5 ft., 11 in. tall); HD 12d4+48; hp 76; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 17 (+2 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +8, Ref +6, Will +11; AL LE; Str 12, Dex 14, Con 19, Int 18, Wis 16, Cha 12. Languages Spoken:  Abyssal, Common, Elven, Giant, Undercommon. Skills:  Alchemy +19, Concentration +19, Craft +14, Forgery +5, Hide +5, Knowledge (arcana) +15, Listen +4, Move silently +2, Profession +16, Scry +16, Sense motive +5, Spellcraft +17, Spot +3, Tumble +4.5; Feats: Craft rod, Empower spell, Forge ring, Improved initiative, Maximize spell, [Scribe scroll], Silent spell, Spell Mastery 1, & Still Spell. Wizard Spells Known (4/5/5/5/4/3/2):  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 -- Burning Hands, Charm Person, Chill Touch, Comprehend Languages, Mage Armor, Magic Missile, Protection from Evil, Shield, Shocking Grasp, Sleep, Ventriloquism.  2nd -- Blur, Invisibility, Melf's Acid Arrow, Scare, See Invisibility, Spectral Hand.  3rd -- Dispel Magic, Displacement, Fireball, Haste, Invisibility Sphere, Keen Edge, Lightning Bolt, Major Image, Water Breathing.  4th -- Charm Monster, Fire Shield, Fire Trap, Improved Invisibility, Polymorph Other, Polymorph Self.  5th -- Cloudkill, Persistent Image, Teleport, Transmute Rock to Mud, Wall of Force.  6th -- Contingency, Flesh to Stone, Permanent Image.

EQUIPMENT: Weapons: Illuminating +1 Dagger (1d4, 19-20/x2), & +1 Light Crossbow (1d8+1, 19-20/x2), Silver Light Bolts (x23) (1d8+1, 19-20/x2). Potions: Potion of Spider Climb, Potion of Fly, Potion of Alter Self, Potion of Ghoul Touch, Potion of Swimming, Potion of Blur, Potion of Protection from Elements (Fire), Potion of Levitate, & Potion of Invisibility (x2). Scrolls: Scroll [arcane, caster level 3; Minor Image; & Identify; Bull's Strength], & Scroll [arcane, caster level 7; Wall of Ice; Greater Magic Weapon]. Rings: Ring of Protection +2 (AC +2). Wondrous: Pipes of Haunting, & Bracers of Armor +3 (AC + 3). Rods, Staves & Wands: Wand of Magic Missile (2x 1d4+1) (5th) [33 charges], Wand of Shocking Grasp [41 charges], & Wand of Melf's Acid Arrow (2d4 Acid) [43 charges]. 

OTHER WEALTH: 5pp, 2gp, 2 Gems [50gp Chalcedony; 70gp Citrine;]. Spell Books.

Trifakas was the leader of a small band of thieves that he assembled to break into the fabled Tomb of Martek. After getting to the garden, he discovered that without the Star Gems, he was trapped. Trifakas desperately wants the fabled Sphere of Power and knows that he must get out of the garden to get it. He quickly learned of the guilders’ strange religion and found them easily amazed with his magic tricks. He declared himself an emissary from Grandal, sent by the Master guilders to prepare the guilders to enter Grandal. The guilders believed him and now serve Trifakas with great devotion.

Trifakas knows that the names of the “Stones of Stars” (the Star Gems) must be used with the stones to open the doors to the Grand Hall. He has tried the words without the stones and nothing happened.

Trifakas also knows that the names of the stones are sacred to the guilders, who will attack anyone speaking those words. Trifakas will not tell the names of the stones to anyone because that is his only way out of this garden.
He will tell the PCs that the names of the gems that open the doors are “Pelar, Sellar, Kellar” and must be spoken in that order. This is a lie; of course, to make sure the party doesn’t get through the Grand Hall doors before Trifakas does. Trifakas will get the guilders to steal the Star Gems from the PCs if they can.

PAWNIS, male elf (drow) Rog10:  CR 11; Size M (4 ft., 11 in. tall); HD 10d6; hp 35; Init +5 (+5 Dex); Spd 30 ft.; AC 17 (+5 Dex); Attack +8/+4 melee, or +12/+7 ranged; SV Fort +3, Ref +12, Will +7; AL LE; Str 12, Dex 21, Con 10, Int 18, Wis 19, Cha 10.
Languages Spoken:  Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, & Undercommon. Skills: Alchemy +8, Appraise +17, Balance +18, Climb +14, Concentration +0.5, Disable device +15, Disguise +11, Forgery +19, Handle animal +1.5, Heal +4.5, Hide +5, Knowledge +6.5, Knowledge (religion) +5, Listen +20, Move silently +5, Profession +16, Ride +6, Search +6, Speak language +2, Spellcraft +9.5, Spot +20, Use magic device +12; Feats: Alertness, Combat reflexes, Skill focus (forgery), Skill focus (profession). EQUIPMENT: Illuminating Adamantine Dagger; Masterwork Spring-loaded Gauntlet; Masterwork Dagger; Potion of Cure Light Wounds; Potion of Hiding; Scroll [arcane, caster level 3; Knock]; Dust of Tracelessness; Rod of Cancellation; Bag of Holding (I); Wand of Magic Missile (5th) [16 charges]; Wand of Magic Missile (5th) [35 charges]; Amulet of Natural Armor +2;
OTHER WEALTH: 0pp, 5gp, 1 Gems [100gp Red Garnet;]
	
Pawnis is a thief who entered this tomb with Trifakas. The guilders believe that Pawnis was also sent from Grandal as a cleric assistant to Trifakas. Pawnis believes (incorrectly) that the key to the great doors has something to do with the mound of the Lawgivers as well as the three great stars of the guilder legends. He knows that the Mound of the Lawgivers is a place of death and few people tread its slopes. Pawnis believes that Trifakas is holding something back from both him and Sardok, but he doesn’t know what it is. Pawnis will not show Trifakas that he is suspicious of him.

SARDOK, male tiefling Rog10:  CR 10; Size M (5 ft., 7 in. tall); HD 10d6+10; hp 52; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (+4 Dex); Attack +13/+8 melee, or +12/+7 ranged; SV Fort +7, Ref +14, Will +10; AL CE; Str 18, Dex 18, Con 12, Int 14, Wis 18, Cha 10. Languages Spoken:  Abyssal, Common, Gnoll, Goblin, Infernal, Sylvan, Terran. Skills: Bluff +2, Concentration +7.5, Craft +12, Decipher script +13, Escape artist +16, Gather information +11, Hide +6, Intuit direction +15, Knowledge (arcana) +5.5, Knowledge (nature) +4.5, Listen +4, Move silently +17, Ride +5, Speak language +4, Spot +16, Use magic device +13,  & Wilderness lore +6; Feats: Dodge, Improved initiative, Quick draw, Weapon focus (Katana). EQUIPMENT: +1 Shortbow (1d6+1, x3); +1 Katana (1d10+1, 19-20/x2); Silver Shortbow Arrows (x30)(1d6+1,x3); +1 Shortbow Arrows (x11)(1d6+2, x3); +2 Studded Leather Armor (+5 AC); Wand of Darkness [26 charges]; Potion of Cure Moderate Wounds (x2) (2d8+2); Potion of Cure Serious Wounds (3d8+3); Bag of Tricks (gray); Ring of Feather Falling; Cloak of Resistance +3 (+3 All Saves);

OTHER WEALTH: 4pp, 3gp.

Sardok is the other thief that entered this tomb with Trifakas. Sardok gets along with Trifakas better than Pawnis does. Sardok is cunning, cruel and usually rude. He believes that the only way he can survive is to continue the trick he and Trifakas and Pawnis have been playing on the guilders.

Sardok knows that there is no way of escaping the garden other than going down the Grand Hall. He has been hoping that the prophesies of old Martek would be fulfilled and he could get back to civilization bathed in power and riches as soon as possible. The Sphere of Power certainly would do that for him.

VILLAGEMASTER BANDIK, Guilder male human Rog12:  CR 12; Size M (6 ft., 5 in. tall); HD 12d6+12; hp 64; Init +5 (+5 Dex); Spd 30 ft.; AC 20 (+5 Dex); Attack +11/+6 melee, or +14/+9 ranged; SV Fort +5, Ref +15, Will +7; AL CE; Str 12, Dex 21, Con 12, Int 18, Wis 16, Cha 15. Languages Spoken:  Common, Dwarven, Gnome, Halfling, & Undercommon. Skills:  Appraise +18, Balance +20, Climb +14, Craft +16, Diplomacy +19, Disable device +19, Disguise +6, Forgery +18, Handle animal +5.5, Hide +5, Innuendo +16, Intuit direction +16, Listen +5, Move silently +5, Read lips +19, Search +13, Sense motive +15, Spot +5, Tumble +17, Use rope +19; Feats: Alertness, Endurance, Lightning reflexes, Skill focus (diplomacy), Toughness, Weapon focus (shortbow). EQUIPMENT: +1 Shortbow (1d6+2, x3); +1 Longsword (1d8+1, 19-20/x2); Silver Shortbow Arrows (1d6+1, x3) (x36); +1 Shortbow Arrows (1d6+2, x3) (x11); Slippers of Spider Climbing; +2 Padded Armor (+3 AC); Potion of Cat's Grace; Potion of Cure Moderate Wounds (2d8+2); Potion of Cure Serious Wounds (3d8+3); Potion of Hiding (+10 Hide 1hr) (x2); Bag of Holding (II); Amulet of Natural Armor +2 (+2 AC);

OTHER WEALTH: 0pp, 4gp, 5 Gems [90gp Coral; 30gp Smoky Quartz; 50gp Chalcedony; 60gp Iolite; 30gp Onyx;]

Bandik was the master of the guilders before Trifakas, Pawnis and Sardok arrived. Bandik is loyal to Trifakas and will obey him without question until such time as he believes that Trifakas has gone against the guilders’ sacred laws.

MADDOG PERCIVLIS, male human Pal6:  CR 6; Size M (5 ft., 9 in. tall); HD 6d10+6; hp 43; Init +1 (+1 Dex); Spd 30 ft.; AC 20 (+1 Dex); Attack +8/+3 melee, or +7/+2 ranged; SV Fort +10, Ref +7, Will +10; AL LG; Str 14, Dex 12, Con 13, Int 12, Wis 18, Cha 19. Languages Spoken:  Common, Terran. Skills: Climb +3, Concentration +8, Craft +8, Diplomacy +9, Heal +11, Hide +1, Knowledge (religion) +10, Listen +6, Move silently +1, Spot +6; Feats: Alertness, Blind-fight, Combat casting, Combat reflexes. EQUIPMENT: +1 Shortbow (1d6+1, x3); Masterwork Battleaxe (1d8, x3); Masterwork Warhammer (1d8, x3); Masterwork Shortspear (1d8, x3); Silver Shortbow Arrows (1d6+2, x3) (x52); Masterwork Scale Mail (+5 AC); +1 Large Steel Shield (+3 AC); Potion of Delay Poison; Potion of Neutralize Poison; Potion of Swimming; Amulet of Natural Armor +1 (+1 AC); Paladin Spells Per Day:  2.

OTHER WEALTH: 0pp, 4gp.

Maddog Percivlis (Percivlis the Pure) is still on a holy quest to save the desert from the terrible evil Efreet, even though it was never his destiny to do so. He entered the tomb three weeks ago and discovered that he was trapped in the garden. Being lawfully good, he joined the maddogs. Percivlis will join the PCs gladly if it will help him in his quest.

Percivlis knows the basic history of the guilders and the maddogs (see GUILDERS and MADDOGS above) and how they came to be in the garden.

He also knows that Trifakas, the so-called “Masterguilder,” and his assistants are recent arrivals and nothing more than two thieves and a greedy wizard in search of power, fortune and fame.

TREASURES AND TOMES

MEDALLION OF TIME
This medallion works in a power field that is generated by the pillar of light in room L4a in the Mobius Tower. This medallion has no magical value outside of the Mobius Tower. Inside the tower, however, this medallion gives the person who wears it the power to change the time‑frame of anything within the tower to his own time‑frame. This means that the person wearing this medallion can release anything that is time‑trapped, even people. The Medallion can only release one thing at a time and will only work three times each week. Everything that is released by the medallion will stay released forever. Outside the Tower this medallion is worth 5,000 gp. To those inside the Tower, it can be priceless.

TOME OF TIME
This book, bound between platinum plates, contains the following spells:
Haste; Slow; Dimension Door; Distance Distortion; Passwall; Teleport; Disintegrate; Limited Wish; Permanency; Temporal Stasis; and Time Stop.
This work may be handled by any player. It is worth 20,000 gp.

STAR GEMS
These three gems were given by Martek to the Pharaohs and sheiks of the Desert of Desolation in the time of the ancients. They are all the same size, about 5 inches in diameter, and have names. Martek left them to help fulfill his prophesies.

The Star of Mo‑pelar was given to the Pharaoh of Bakar, Amun‑re. It was buried with him in his cursed theft‑proof tomb. (See module 13, PHARAOH) This gem is an opal gem of true seeing (l6, cl25, 3/day).

The Star of Shah‑pelar was a red star gem that was stolen by Badr AI‑Mosak. It was rumored to be somewhere in his tomb. This gem has the power to cure critical wounds (l4, cl25, 3/day, 4d8+20). (See module 14, OASIS OF THE WHITE PALM)

The Star of Khan‑pelar is a clear crystal gem that has the unique quality of magical invigoration (Mordenkain’s Lubrication, l6, cl1, 5/day). Any magic‑user will be able to re-memorize one spell up to fifth level five times per day. The magic‑user must be motionless while meditating. This gem was rumored to be somewhere near the Oasis of the White Palm. (See module 14, OASIS OF THE WHITE PALM)

OPTIONAL ENDING
CREDITS
DESIGN: Tracy Raye Hickman
EDITING: Curtis Smith
Special thanks to Bob Reid
Conversion: Sauron
E-mail: Sauron2@home.com