TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  BDK7-07 
   
   
   
   
   
  The Mausoleum 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 0.96 
   
   
  by Bill Oppenlander 
  Circle Reviewer: Britt Frey  
  Reviewer: Casey Brown 
  Playtesters: Brian Roberts, Chas Fairweather, Derrick Mayfield, John Keagy, and Randy Ray 
   
   
  A troubled man wishes you to locate his liege lord. Are you willing to brave the sinister depths of a house of death 
  to uncover the rotten truth? Members of the Army of the Warfields, Death Cultists, and Druids of the North are 
  encouraged to participate in this adventure. Part two of the Gathering of Fiends series. A one-round Bandit 
  Kingdoms adventure set in Hallorn for characters level 6 to 14 (APLs 8 to 12). NOTE: This is a combat-intensive 
  module and the management of resources is vital. 
   
  Resources for this adventure [and the authors of those works] include BDK4-06 Scales and Secrets [Tom Thowe], 
  Dungeon Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, and Robin D. Laws], 
  Libris Mortis [Andy Collins and Bruce R. Cordell], Manual of the Planes [Jeff Grubb, Bruce R. Cordell, and David 
  Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, and Mike McArtor] 
  
  BDK7-07 The Mausoleum 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received 
  it from your senior gamemaster. To play this adventure 
  as part of the LIVING GREYHAWK campaign—a 
  worldwide, ongoing D&D® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who 
  sanctions the event is called the senior gamemaster, and 
  is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure. By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK adventure record 
  (AR). You need one copy of this for each participating 
  player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your 
  group is an odd number, ask them before the adventure 
  begins whether they would like to play the higher or 
  the lower adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay 1 Time Units per round; all other 
  characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be 
  found 
  in 
  the 
  Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In early 512 CY, a mysterious organization known as 
  the Horned Society sought prominence in the Bandit 
  Kingdoms during the disappearance of the Old One, a 
  period when the forces of Iuz were without his 
  presence. The group seized power in the area as well as 
  grabbed control of the city of Molag during this time. 
   
  Speculation ran rampant as to the true motivations 
  of the Horned Society but most scholars believed they 
  were devoted, at least in part, to the worship of Nerull, 
  the God of Death, or alternatively, to devil lords. The 
  Horned Society consisted of thirteen leaders, called 
  Hierarchs -- powerful fighters, clerics, rogues, and 
  wizards were counted amongst their numbers. 
   
  In Coldeven 583 CY, it was presumed the entirety 
  of the organization had been decimated as each of the 
  thirteen hierarchs were set upon by demonic forces sent 
  
  by Iuz and slain during the night of the Blood-Moon 
  Festival. It is possible that one or more hierarchs 
  survived the incident and is attempting to rebuild the 
  organization; in fact, that is exactly what has 
  transpired. 
   
  In 592 CY, a vampire named Veth, consort of 
  Xavendra, adventured forth into the sewers and 
  catacombs below the city of Hallorn (BDK2-08 The 
  Quick and the Dead). Following up on his own 
  motivations at the time (arranging a deal with a 
  powerful fiend), he came across a well while he was 
  exploring the lower catacombs beneath Hallorn. After 
  some careful scrutiny, he surmised that the well was in 
  fact a gate to the Negative Material Plane, which 
  perhaps gave a reason for so much undead activity in 
  the city over the past years. Veth realized that the 
  existence of this well suggested that the well and 
  surrounding catacombs were situated in some of the 
  most aged areas beneath the city and that the ancient 
  chamber he discovered was perhaps a temple dedicated 
  to some unknown evil deity. Veth kept this secret from 
  all others, even the followers of Nerull who resided in 
  the city above, and he consecrated the entire area in 
  Nerull’s name. Thus, a large temple to the god of the 
  undead was born beneath Hallorn. 
   
  Veth has since abandoned the temple for other 
  endeavors. The occasional victim has been brought 
  down to be consumed or turned into an undead 
  follower of the death god, so very few living people 
  know of this temple. In fact, one of the few who has 
  knowledge of the temple is the Tangles druid Gerland.  
   
  In 594 CY, Gerland enlisted the aid of adventurers 
  to help him protect the presence of a green dragon in 
  the Tangles forest in exchange for information 
  concerning the existence of the well beneath Hallorn. A 
  party of adventurers explored the catacombs beneath 
  Hallorn and they discovered the existence of the well 
  and were able to defeat the denizens below and cover 
  the well (BDK4-06 Scales and Secrets). The Druids of 
  the North have since gleaned all of the above 
  information from Gerland and are now most interested 
  in the Mausoleum in Hallorn and what secrets lie 
  within. 
   
  In early 596 CY, Guardian General Hok was killed 
  during Cranzer’s attack on the Tangles. However, his 
  body was recovered by a group of adventurers who 
  managed to turn the corpse over to Colonel-Mayor 
  Marwald. Marwald did the only thing he could given 
  the situation -- he sought assistance from the Death 
  Cultists, a group devoted to the worship of Wee Jas, or 
  so he thought. The Cultists convinced Marwald that 
  they could help and they would take charge of the 
  General’s body to perform the ceremony which would 
  result in his resurrection. Unbeknownst to Marwald, the 
  Death Cultists are, in reality, worshippers of Nerull, the 
  God of Death.  
   
  The Death Cultists’ organization is also a front for 
  the mysterious, and thought to be decimated, Horned 
  Society. The Cultists disappeared with Hok’s body, 
  taking it back to Darkpool deep within the Fellreev 
  Forest.  
   
  Lord Mayor Marwald has become suspicious of 
  late following his lack of judgment (or perhaps 
  courage) in delivering the General’s body into the care 
  of the Death Cultists. He suspects their true intentions 
  to be less than desirable and certainly not in the best 
  interests of Hallorn; to this end, he decides to enlist the 
  aid of heroes to infiltrate the Mausoleum where their 
  headquarters now resides and discover their true 
  designs as well as discover where they took the body of 
  General Hok and what has become of him. 
   
  ADVENTURE SUMMARY 
  Introduction: The adventure begins in Hallorn at the 
  Dingy Coffin Inn as the PCs have gathered in town 
  after having received a sending from the Lord Mayor. 
   
  Encounter One: Following a little cloak and dagger 
  routine, the PCs are finally contacted by an agent who 
  works for Lord Mayor Marwald. They are invited (or, 
  if a member of the Army of the Warfields, ordered) to 
  attend a meeting with the Lord Mayor at his estate. 
   
  Encounter Two: The PCs arrive at the Lord Mayor’s 
  estate. Marwald beseeches the party to enter the 
  dreaded Mausoleum in Hallorn, now the headquarters 
  for the Death Cultists organization, and discover what 
  they have done with General Hok’s body, and 
  furthermore, what their true purpose really is as he no 
  longer believes it to be in the best interests of Hallorn. 
   
  Encounter Three: Depending on whether the PCs 
  possess any influence with the Old Faith Druids of the 
  North, they may decide to seek them out to glean some 
  information from them before heading into the 
  Mausoleum. 
   
  Encounter Four: The PCs have discovered a way to 
  enter the Mausoleum, perhaps undetected, by traveling 
  through the endless maze of cavernous tunnels beneath 
  Hallorn known as the Catacombs. While there, they 
  have the potential of getting lost and encountering 
  some of the denizens left over from when the Pool was 
  still active. They may even see the Pool and quite 
  possibly a resident lich who wishes to remain 
  undisturbed. 
   
  BDK7-07 The Mausoleum 
   
  Page 3 
  
  Encounter Six: The PCs have made it into the 
  Mausoleum and must search out the object of their 
  quest and discover what on Oerth is going on with the 
  Death Cultists. 
   
  Conclusion: Depending on whether the PCs were 
  successful in their endeavor to trek deep into the 
  confines of this house of death,they may emerge with 
  secrets that may give the forces of light and goodness 
  an edge in the future as well as be able to answer 
  questions about the whereabouts of Guardian General 
  Hok. 
   
  PREPARATION FOR PLAY 
  • Before beginning play, determine if any of the PCs at 
  the table have played BDK4-06 Scales and Secrets; if 
  so, check to see if any of the players received the 
  following: 
  � Gerland’s Favor 
  � Influence Point with the Druids of the North 
  • Determine if any PCs are members of the Death 
  Cultists, Circle of Crimson Stone, or Army of the 
  Warfields meta-orgs, or whether anyone has influence 
  with any of these meta-orgs. 
  • Determine if any PCs played the interactive at 
  AggieCon in 2004, BDKI4-02 The Siege of Hallorn. 
  • It is quite possible that a Death Cultist PC will be 
  playing this scenario. Their mission should be obvious: 
  thwart the other PCs. Failure to do so results in them 
  being expelled from the Death Cultists. Frankly, it’s 
  time for Death Cultist PCs to either join the Horned 
  Society or get out. 
   
  Should a Death Cultist PC decide to thwart the 
  other PCs, they may do so at any time with lethal or 
  nonlethal damage. HOWEVER, this still causes their 
  PC to be retired as an evil NPC (you are free to allow 
  the player to control his now retired PC during the 
  fight). You must warn the PC that his impending 
  actions will ensure his retirement.  
   
  If this round is run at Mcon 2007 before the 
  interactive, the retired PC is welcome to join the 
  Horned Society’s forces for the interactive as an NPC 
  (General Hok could use him!), if he survives here. 
   
  Once the PC is retired for attacking his fellows, the 
  other PCs may use lethal damage to defend themselves 
  without risk of being removed from the campaign. 
   
  If this round is run after Mcon 2007, then the 
  player of a surviving retired Death Cultist PC should be 
  directed to the Triad, so that we can incorporate his 
  now retired PC as an NPC in the Horned Society. 
   
  REGIONAL WARNING 
  Please remember that things are different in the 
  Bandit Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is the 
  right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications of any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others.  
   
  INTRODUCTION 
  The adventure begins in Hallorn at the Dingy Coffin 
  Inn as the PCs have gathered in town after having 
  received 
  a 
  sending 
  or 
  some 
  other 
  form 
  of 
  communication from the Lord Mayor. The message 
  merely asked for the hero to come to Hallorn and to 
  wait in the Dingy Coffin. If a PC has the enmity of the 
  Army of the Warfields, assume that the note mentioned 
  that the enmity would be absolved if the hero were able 
  to assist the Lord Mayor with a task of some 
  importance. 
   
  Once in town, the PCs are contacted by an agent 
  working for Lord Mayor Marwald.  
   
  The air is cool and Pelor shines bright in the sky as 
  you make your way into the city of Hallorn in what 
  has become known as something of a safe haven for 
  adventurers these days. Much has changed in the city 
  since the battle that took place here in what now 
  seems an eternity ago. Most of the buildings have 
  been rebuilt and many new businesses have sprung up 
  replacing older ones.  
   
  As you enter through the main gate and proceed 
  down Broken Street past Sword Alley, passing the 
  famed institution known as the Hallorn Fencing 
  Academy, you see.a child with a wooden stick fencing 
  outside against an invisible opponent whom he seems 
  to have bested. He stops a moment as you pass 
  following your every move, then he smiles playfully 
  and returns to lunging and parrying at the air 
   
  Traveling the length of the small city, you finally 
  arrive at your destination; a sign above the door reads 
  “The Dingy Coffin Inn.” After settling in, you grab 
  one of the many available tables in the common room 
  and wait for your contact to arrive. 
   
  Allow the PCs to enter the inn and to introduce 
  themselves to each other. When they are ready, proceed 
  to Encounter 1: Cloak and Dagger. If there are any 
  members of the Army of the Warfields, they receive a 
  BDK7-07 The Mausoleum 
   
  Page 4 
  
  missive from a delivery boy shortly after arriving at the 
  Dingy Coffin Inn. Give those PCs Player Handout 1. 
   
  1: CLOAK AND DAGGER 
  The wait is a long one, an eternity as you try to pass 
  the time engaging in past tales of glory. The barmaid 
  comes around frequently; ensuring your mugs stay 
  full and your needs are tended to. 
   
  During the PCs’ long waits, there are many 
  opportunities to attempt to gather some information 
  concerning recent events in and around Hallorn, and 
  perhaps the Bandit Kingdoms as well. See Judge Aid 
  One.  
   
   
  For every 10 gp the PCs decide to spend towards 
  this 
  endeavor, 
  grant 
  them 
  an 
  additional 
  +1 
  circumstance bonus to the check (maximum +5). 
  Remember that it takes 1d4+1 hours to use the Gather 
  Information skill. 
   
  The PCs may also use influence to increase their 
  chances of gaining information. They may purchase a 
  +4 circumstance modifier to the Gather Information 
  check by spending influence points (maximum +5) 
  with the following meta-organizations: Army of the 
  Warfields, Old Faith Druids of the North, Death 
  Cultists, Hidden Shrine of Pelor, and Hallorn Fencing 
  Academy. The use of these IPs may be combined in a 
  single attempt with the bonuses gained from spreading 
  some coin around, but only a single check per meta-org 
  is allowed (no combining bonuses from multiple meta-
  orgs). 
   
  Continue with the following: 
   
  It is early evening when the bar begins to fill up with 
  patrons. The barmaid comes by with a round of drinks 
  that you did not order. As she does so, she reaches out 
  and grabs [Insert PC’s Name here]’s (preferably a 
  member of the Army of the Warfields, if one is 
  present, or if not, choose the most charismatic PC at 
  the table) tankard, lifting it so that she can wipe the 
  table with her rag. A flash of white is revealed just 
  before she places the tankard back onto the table. 
   
  Give the player a note that reads, “Meet me out back. 
  Bring your friends.” 
   
  Once the PCs are out back, proceed with the 
  following. 
   
  The streets are busy this time of day as you make your 
  way around to the back of the inn. The illumination at 
  the back of the inn is sparse but you make out a figure 
  standing in the shadows some 40 feet away. As you 
  move closer, a short female figure becomes visible to 
  you. The teenager has short red hair and deep blue 
  eyes and she is dressed in common attire. A deep cowl 
  obscures her face. 
   
  Upon spotting you, she quickly moves in your 
  direction, her head bowed low. She passes you a 
  missive then curtsies in a respectful manner, before 
  moving past you to the busy streets beyond. 
   
  If the girl is stopped or prevented from leaving, she is 
  polite but quiet in her demeanor, she does not know 
  who gave her the message only that she had it in her 
  pocket and felt it necessary to deliver it to this location 
  (i.e., she was enchanted). She knows no pertinent 
  information about what the PCs will be involved in. 
  Give the PCs Player Handout 2.  
   
  When the party is ready to meet with Marwald, 
  proceed to Encounter 2. 
   
  2. YOU WANT ME TO DO WHAT? 
  Allow the PCs to make any preparations that they deem 
  necessary. Lord Marwald, once a simple soldier, tires 
  of games and subterfuge.  
   
  You arrive at the Lord Mayor’s manor as scheduled, 
  where you are met by a hook-nosed soldier who 
  welcomes you and directs you to a small room. 
   
  A DC 20 Knowledge (local – Iuz Border States) check 
  reveals that this man is Lord Mayor Marwald, former 
  Colonel of the Army of the Warfields, and formerly 
  General Hok’s right-hand man. Residents of Hallorn 
  and members of the Army of the Warfields know this 
  automatically. 
   
  After a slight pause, looking each of you over, he 
  speaks, “As some of you may know, General Hok was 
  killed in a ruthless attack by Cranzer during the Great 
  Hunt last year. After Hok’s body was recovered by 
  some very brave and powerful adventurers, it fell 
  upon me to find a way to resurrect General Hok.”  
   
  At the time, I was aware of only one priest that I 
  trusted with the resources to restore Hok to life – and 
  he was a Death Cultist. I gave my general’s body to 
  him to be raised from the dead, yet I never have seen 
  my lord again, nor was I allowed to witness the ritual 
  of rebirth.” 
   
  I fear that I have erred, for it has been some time 
  since I have seen General Hok. Anytime I inquire 
  about the General or ask to see him, I am given some 
  excuse as to why it is not possible. This has been 
  going on for over a year and a half now!” 
   
  What I need from you is simple. I need you to 
  enter the Mausoleum here in Hallorn and discover the 
  truth behind General Hok’s disappearance. Will you 
  do this for me?” 
  BDK7-07 The Mausoleum 
   
  Page 5 
  
   
  Allow the PCs to ask any questions they may have, but 
  Marwald does not have many answers. This is why he 
  is sending them in there in the first place, to find some 
  answers. The following is information Marwald may be 
  able to impart to the PCs if they ask the right questions. 
  • 
  He does not know much information about the 
  origins or history of the Death Cultists, just 
  they are committed to the worship of the 
  Goddess of Death, Wee Jas. 
  • 
  The Death Cultists were responsible for 
  resurrecting General Hok the first time he was 
  killed.  
  • 
  He knows that General Hok has had a number 
  of dealings with the Death Cultists in the past, 
  and that they have had some disagreements. 
  The General has mentioned to him that he 
  does not entirely trust them. 
  • 
  He now wishes he had allowed the adventurers 
  who recovered Hok’s body to have taken it to 
  the temple of Pelor in the Free City of 
  Greyhawk. 
  He 
  feared 
  for 
  the  
  General’s safety if the corpse left Hallorn.  
  • 
  Marwald does not offer any monetary 
  compensation for the heroes who can help him 
  but rather offers his favor and, of course, the 
  PCs may keep whatever they find, except 
  tangible 
  evidence 
  surrounding 
  Hok’s 
  disappearance. 
  • 
  Marwald gives the PCs a small token and 
  indicates that should the party be in need of 
  leaving the Mausoleum, break the token and a 
  word of recall will transport the PCs back to 
  his manor. 
  • 
  To avoid arousing Death Cultist suspicion, he 
  cannot provision the heroes, nor even admit to 
  sponsoring them. He fears that the Death 
  Cultists would have him removed as Mayor of 
  Hallorn at the slightest excuse. 
   
  After meeting with Mayor Marwald, there are a few 
  options available to the party. If there are any members 
  of the Army of the Warfields present or if 3 IPs with 
  the Army are used, they may be able to acquire the 
  following assistance. 
  • 
  The army can supply the PCs with a backpack 
  with the following items: 6 flasks of holy 
  water, a silvered longsword or 20 silver 
  arrows, 6 torches, flint and steel. Any items 
  not used are expected to be returned along 
  with the backpack. 
  • 
  A map indicating the location of a secret 
  entrance into the Mausoleum. 
  • 
  They will also share the location of the 
  entrance into the Mausoleum from the sewers. 
   
  At this point, it should be evident that there are 3 ways 
  to enter the Mausoleum – first, is through the front 
  doors; secondly is through the secret entrance, which is 
  detailed on the map of Hallorn and runs through a small 
  passageway located beneath a small house near the 
  Dingy Coffin; and third is through the sewer entrance 
  located a couple of miles outside of Hallorn and 
  leading through the catacombs. Have the party decide 
  how they wish to proceed. 
   
   
  DEVELOPMENT 
  If there are any members of the Old Faith Druids of the 
  North, or if there are PCs willing to spend an influence 
  point with them, proceed to Encounter 3: Nature’s Call.  
   
  If the party would like to go to the Mausoleum 
  through the catacombs, proceed to Encounter 4: The 
  Catacombs.  
   
  If the party wishes to enter the Mausoleum through 
  the front door, or by way of the secret entrance, 
  proceed to Encounter 5: The Mausoleum.  
   
  3: NATURE’S CALL 
  If there are any members at the table belonging to the 
  Old Faith Druids of the North meta-organization, or if 
  any of the PCs possess influence with that organization, 
  then they may opt to meet with a representative of the 
  Old Faith. Alternatively, if anyone possesses Gerland’s 
  Favor (from BDK4-06 Scales and Secrets), they may 
  also arrange to meet with Bellamoh as Gerland foists 
  the meeting off on her (he feels that he is too busy 
  dealing with the creature in the pond [see Iuz7-04 Blue 
  with Envy] to the east to meet with adventuruers). The 
  meeting is arranged to take place at a small pond inside 
  the Tangles not far from Hallorn. 
   
  When the party is ready to proceed, continue with 
  the following. 
   
  After a few days of uneventful travel, you arrive at the 
  edge of a small pond located inside the dead Tangles 
  forest. The glare of Pelor bounces of the pond’s 
  surface creating quite a glare. Nothing yet lives in this 
  part of the forest, although you have heard rumors 
  regarding new life to the east near a large pond. 
   
  PCs that have played Iuz7-04 Blue with Envy can 
  confirm those rumors. 
   
  From out of the pond emerges a scar-faced human 
  woman. She wears druidic attire, and holy and 
  BDK7-07 The Mausoleum 
   
  Page 6 
  
  mistletoe hang from her hemp belt. A greatsword rests 
  in a sheathe across her back. 
   
  A DC 20 Knowledge (local – Iuz Border States) check 
  reveals that this is Bellamoh, Old Faith Druid of the 
  Northern Reaches, and ranking druid of the Old Faith 
  in the Combination of Free Lords. She has recently 
  spent much of her time with the Johrase and only has 
  recently returned to the Tangles (to both further help 
  the recovery and to keep an eye on Gerland). Members 
  of the Old Faith and PCs that have met her in previous 
  adventurers recognize her automatically. 
   
  “For being of service to nature in the past, you have 
  earned my order’s gratitude and appreciation as well 
  as a few moments of my time. What news have you 
  and how may I be of help?” 
   
  She listens intently to the PCs regarding what they are 
  up to and why they need assistance from the Old Faith. 
  She will offer to answer questions and provide insight 
  into certain things she knows in exchange for 
  information concerning the machinations of the Death 
  Cultists, what they are up to, as well as any information 
  garnered concerning the whereabouts of Guardian 
  General Hok.  
   
  If any of the PCs present by chance have any 
  enmity with the Old Faith Druids of the North, then 
  Bellamoh’s initial attitude will be Unfriendly and the 
  PCs will need to succeed at a DC 30 Diplomacy check 
  in order to gain any assistance from her. 
   
  Below is a list of informaion that Bellamoh may be 
  able to impart to the PCs. 
  • The Druids of the North have no ties to the 
  Mausoleum or the Death Cultists, however, they 
  do have ties to General Hok. More importantly, 
  since the events in BDK4-06 Scales and Secrets, 
  the Druid Council has since gleaned information 
  from Gerland on the activities of the Death Cultists 
  beneath Hallorn and fear the balance is threatened 
  by their actions. The Council does not know 
  exactly what they are up to but they do know that 
  the balance will be threatened by their actions. 
  • The druids know that the Death Cultists primarily 
  worship Nerull. 
  • Nerull is a flan god who is actually part of the 
  cycle and life and death. The Old Faith do not 
  consider all Nerullites to be a threat to life. 
  • The druids are aware that there used to be a temple 
  dedicated to Nerull underneath the city, which was 
  destroyed by adventurers in CY 594. Bellamoh 
  suggests it is possible the temple has ties to the 
  Mausoleum. 
  • The druids also know that a vampire named Veth 
  founded the underground temple in 592 CY 
  (BDK2-08 The Quick And The Dead); Bellamoh 
  suggests that if the temple is at all related to the 
  Death Cultists of the Mausoleum, Veth might also 
  be connected to the Death Cultists. 
  • In 594 CY, some adventurers raided the catacombs 
  beneath Hallorn and discovered a well that 
  contained a portal to the Negative Material Plane. 
  The adventurers were able to cover the well and 
  prevent a flood of undead from reaching Hallorn’s 
  streets. 
  • Some adventurers encountered a lich in the 
  catacombs by the name of Xerveslyn. The 
  adventurers managed to defeat the lich but his 
  phylactery could not be found. Bellamoh surmises 
  that the lich may still “live” in the catacombs. 
  • Bellamoh also knows of an entrance into the 
  catacombs through the sewers located a couple of 
  miles outside the city of Hallorn. 
  • If asked nicely, Bellamoh will prepare and cast any 
  Core druidic spell of 7th level or lower (assume 
  that she has a slot open at each spell level). The 
  character must pay all costs as normal. Spending 
  an IP with the Old Faith waives the spellcaster fee. 
   
  Bellamoh Galanmion, Old Faith Druid of the 
  Northern Reaches: N female human (Flan) Druid 14; 
  Cha 14. 
   
  DEVELOPMENT 
  When the PCs are ready to continue to the Mausoleum, 
  proceed to Encounter 4. 
   
  4: THE CATACOMBS 
  If the PCs decide to try to infiltrate the Mausoleum by 
  entering through the catacombs, they will most likely 
  need a little help, or previous knowledge. 
   
  Those PCs who have used this entrance before 
  must succeed at a DC 15 Intelligence check, or a DC 15 
  Survival check. Success indicates that they may 
  navigate to the secret entrance without any problems. 
   
  Those who have not been here before may attempt 
  to navigate through the winding corridors with two 
  successful DC 25 Survival checks.  
   
  If the above check is not successful, then roll a d20 
  and consult the table below to determine what happens. 
    
  Lost In The Catacombs: 
  • 
  1-10: No encounters; the PCs are lost in the 
  catacombs for 1d4+1 hours. Have the PCs make 
  another check to see if they can find their way to 
  the secret entrance. 
  BDK7-07 The Mausoleum 
   
  Page 7 
  
  • 
  11-15 The PCs have wandered into the old 
  stomping grounds of the Hightop Thieves’ Guild, 
  whose members either are dead or have been 
  turned into vampire spawn. The PCs encounter 3 
  vampire spawns (EL 7, MM 253). Roll 1d4 to 
  determine the number of hours spent roaming 
  around this area, then they may make another 
  Survival check (DC 20) to find their way to the 
  secret door. 
  • 
  16-18 The party is lost in the catacombs and has 
  wandered into an area close to the well where 
  undead still roam. The PCs are attacked by 3 
  wraiths (EL 8, MM 258). Roll 1d6 to determine the 
  number of hours spent wandering around the 
  winding and seemingly never-ending corridors of 
  the catacombs, then they may make another 
  Survival check (DC 20) to find their way through. 
  • 
  19-20 The PCs have discovered the well room. The 
  well to the Negative Material Plane has been 
  sealed via a wall of stone. Should the PCs destroy 
  the wall, they are free to journey to the Negative 
  Material Plane (see DMG 157; no random 
  encounters). In addition, the PCs may also discover 
  a secret door (Search DC 20). On the other side is a 
  corridor that leads into a hidden laboratory where 
  the Sage (see Appendix 1) resides. 
   
  DM’s Note: An alarm spell has been placed at the 
  entrance to the well room so The Sage will most likely 
  be aware of the party’s arrival and will begin his pre-
  buffs (see Appendix 1). 
   
  Please note that there is an unhallow effect in place 
  here which confers the following: 1) magic circle 
  versus good; and 2) -4 to all turning checks and +4 to 
  all rebuking checks; and 3) in this chamber, there is a 
  life ward spell tied to the unhallow effect that will 
  affect any evil creature in this chamber. In addition, the 
  room has been desecrated. Vile symbols of devil and 
  Nerull worship adorn the chamber’s walls. 
   
  CREATURES 
  In CY 596, during the battle at Marsakeer (AggieCon 
  Interactive 2006), the elven wizard Morgan, who had 
  foolishly taunted a Boneheart, was captured by the 
  Boneshadow assassin known as Keak. Keak took 
  Morgan to Dorakaa where the prisoner was tortured 
  and hung from the walls for several months, unable to 
  die as demons ate him alive. 
   
  Later that year, an adventurer named Thunk asked 
  the demon lord Pazuzu to rescue Morgan (Roguecon 
  Interactive 2006). Pazuzu granted the mortal’s wish. 
   
  A now insane Morgan immediately began 
  rebuilding his power base in an effort to become a lich, 
  so that he might gain the power necessary to defeat the 
  Bonehearts.  
   
  It was during this time that the Sage was first 
  approached by minions of the Horned Society. The 
  Horned Society, desperately short of powerful arcane 
  spellcasters, knew that the Sage hated the Iuzians with 
  a passion. They made the Sage an offer he could not 
  refuse, and so it came to pass that the Sage become a 
  lich in the service of the new Heirarch Nezmajen. 
   
  Currently, the Sage has taken up residence in the 
  catacombs beneath Hallorn, using a lab that once 
  belonged to the lich Xerveslyn, where he prepares for 
  the upcoming war on Hallorn. The Sage, previously 
  aware of Xerveslyn’s presence, dispatched that lich and 
  took over Xerveslyn’s lair and magical lab. As yet, not 
  even the Sage‘s former comrades in Hellstone Tower 
  know where he now resides. 
   
  All APLs (EL 18) 
  Morgan Silverlaine (“The Sage”): male grey elf lich 
  Diviner 5/Divine Oracle 2/Lore Master 1/Fate Spinner 
  4/Wayfarer Guide 1/Archmage 2; hp 87; see Appendix 
  1. 
   
  Morgan starts all encounters with an attitude of 
  Unfriendly, but he is NOT meant to be a fight. If the 
  PCs fail to impress him, have Morgan drive them away 
  using his prodigious magical powers.  
  The 
  expenditure of 1 Influence Point with the Sage or the 
  Horned Society will adjust his attitude to Friendly 
  towards that PC. PCs who are Insurgents gain a +6 
  bonus to Diplomacy checks made against the Sage, as 
  he hates the Iuzians. PCs who are Seditionists gain a +8 
  bonus. PCs who are Enemies of the State gain a +10 
  bonus. 
   
   
  Morgan will not immediately attack the party, 
  as he is curious to see whom the party is working for. If 
  they reveal that they are working for Marwald, he will 
  warn the PCs against proceeding in their present course 
  (and he will warn Morfeon of the party’s arrival), and 
  “suggest” that they leave. If they do not leave, Morgan 
  will become Hostile but will not attack unless provoked 
  further, in which case, he will attack the PCs for one 
  full round then leave. Remember, Morgan is attacking 
  through his projected image (see Appendix 1). 
   
  If the PCs attack The Sage, he attacks as above and 
  leaves. 
   
  If the PCs play it cool and do not reveal loyalties 
  right away, they may be able to talk with the Sage and 
  learn a few things if they can adjust his attitude to 
  Friendly. Any PC who played at the table that Morgan 
  was captured at during the AggieCon Interactive 2006 
  will suffer a further -10 penalty to Diplomacy as 
  Morgan is still bitter from that whole affair. 
  BDK7-07 The Mausoleum 
   
  Page 8 
  
   
  The following are some answers to possible 
  questions the PCs may ask of The Sage. 
   
  Who are you? 
  “I am Morgan Silverlaine, or as some might know me, 
  ‘The Sage’.” 
   
  What are you doing here? 
  “Me! I am preparing for a war. Very soon, you will be 
  faced with the challenge of taking a side in this war. 
  Yes, a war is coming and the Old One’s time is up! 
  Finally, he will feel the icy grip of death and defeat, as 
  will all who are foolish enough to stand in our way?” 
   
  “Our” way? 
  “Yes, you fool! I have returned as part of a cause that 
  is strong enough to actually take back what belonged 
  to them; unlike foolish adventurers who lack the 
  strength and power to stand against the might of Old 
  Wicked.” 
   
  What happened to you? 
  “I was captured during the battle of Marsakeer by 
  that cretin, Keak. I was taken back to Dorakaa and 
  hung from the walls where the demons could feast on 
  my 
  flesh. 
  I 
  was 
  protected 
  from 
  dying 
  and 
  dismemberment by powerful magic so the Iuzians 
  could enjoy their prize. I was rescued by an unlikely 
  ally and I was given a great opportunity to strike back 
  at those who were the cause of my suffering, not to 
  mention, a chance for immortality.” 
   
  Weren’t you betrayed by your fellow adventurers 
  which ultimately lead to your capture? 
  Morgan stares an icy gaze which penetrates your soul, 
  you get a bone-chilling uneasy feeling inside, “That is 
  correct! I was betrayed and left for dead by my so-
  called ‘friends’. Careful, lest I release my vengeance 
  upon your pitiful party instead.” 
   
  Can you tell us more about this war? 
  “I tell you what. If you continue with your present 
  course and assuming you are successful, you may find 
  the answers you seek. Either way, I will enjoy 
  watching you try.” 
   
  Is there anything you can do to help us? 
  “Well, assuming you are ready to pledge your 
  allegiance to my cause, then I can offer you this…”  
   
  The Sage pulls a small scrap of paper from 
  beneath his crumbling and tattered robes and hands it 
  to you. You open up the scrap of paper and it shouts, 
  ‘Keak Must Die!’ in the Sage’s voice. 
   
  “A password. If you are wise, you will know when 
  to use it.” 
   
  After the PCs are finished with their questions, The 
  Sage will demand they leave immediately; if they do 
  not, he attacks as outlined above. The Sage is only 
  lucid because he is so near the well that leads to the 
  Negative Energy Plane.  
   
  ENCOUNTER 5: THE MAUSOLEUM 
  SPECIAL 
  The entire Mausoleum compound is affected by an 
  unhallow spell. Some of the areas have additional spells 
  tied to the unhallow effect but these spells will be listed 
  in the appropriate area.  
   
  Note that the caster level of the unhallow and other 
  effects depends upon the party’s APL, unless otherwise 
  noted. APL 8, CL 9. APL 10, CL 11. APL 12, CL 13.  
   
  Regardless of the attached spells, the unhallow 
  spell confers upon the inhabitants of the Mausoleum 
  two additional effects: first, the site is guarded by a 
  magic circle versus good effect; second, all turning 
  checks made to turn undead take a -4 penalty, and 
  turning checks made to rebuke undead gain a +4 
  profane bonus. 
   
  Unless otherwise noted, these spells are NOT 
  already included in the monsters’ stat blocks. 
   
  Note that the ELs of the following rooms have 
  NOT been adjusted to take into account the unhallow 
  and/or desecrate effects because these spells have been 
  cast by the NPCs as appropriate for that APL. Also, the 
  PCs should know that they are entering a temple 
  dedicated to death and undead, and thus should have 
  prepared suitable spells and tactics before entering the 
  Mausoleum. 
   
  The doors in the temple are all unlocked, strong 
  wooden doors (DMG 61) unless otherwise noted.  
   
  SPECIAL 
  Note that it might be quite easy for a party to bypass 
  many of the encounters simply by displaying a holy 
  symbol of Nerull. This is fine. HOWEVER, divine 
  spellcasters of lawful and/or good-aligned deities, 
  especially Pelor, Pholtus, and Lydia (and all other gods 
  who oppose death and Nerull), should know better than 
  to resort to such a ruse. 
   
   
  Should such a divine spellcaster willingly use such 
  a ruse, even by merely traveling in a party that is using 
  this tactic (even if they themselves are not the one 
  carrying the unholy symbol) they will lose their 
  abilities and will require an atonement cast by a 
  member of their faith. DO NOT warn the players of 
  this before hand and do not tell them that their PC has 
  become an ex-divine spellcaster until they attempt to 
  use one of their no-longer-functioning class abilities. 
  BDK7-07 The Mausoleum 
   
  Page 9 
  
  D&D is a role-playing game; by APL 8, it is up to the 
  players to be aware of their PC’s god’s tenants and to 
  role-play their PC accordingly. Clerics of deities with 
  the Trickery domain are NOT punished by their gods 
  for such a ruse. 
   
   
  DEVELOPMENT 
  If the PCs enter the Mausoleum through the front 
  doors, proceed to Area 1. If they enter through the 
  secret entrance, they will enter through the floor in the 
  corridor between Area 1 and Area 5. If they enter 
  through the catacombs, then will enter in Area 5. 
    
  When the party is ready to proceed to the 
  Mausoleum via Hallorn’s streets, read the following 
  description. 
   
  Main Entrance 
  You make your way down the infamous Black Street, 
  made famous by its most prominent feature, an 
  enormous black obsidian pyramid situated at the end 
  of the street against the north wall – The Mausoleum! 
   
  A set of massive ironbound doors sit at the top of 
  a set of great stone steps, each door beset with 
  engraved carvings of agonizing souls begging for 
  some semblance of pity as they bow low to a powerful-
  looking woman with an outstretched ruby scepter in 
  her hand. A set of four large pillars of stone are 
  erected to either side of the door, each possessing a 
  myriad of mosaics depicting restless spirits rising from 
  the grave. 
   
  Several guards linger near the entrance, clearly 
  alert and guarding the entrance. 
   
  A DC 15 Knowledge (religion) check identifies the 
  ruby-sceptered woman as Wee Jas, Goddess of Magic 
  and Death. 
   
  Entering 
  the 
  Mausoleum can be a fairly 
  straightforward task for some PCs. Members of the 
  Death Cultists or the Circle of Crimson Stone may 
  enter at will. They may be accompanied by 
  “bodyguards”. In addition, a PC may spend an 
  Influence Point with either the Death Cultists or the 
  Circle of Crimson Stone to gain admittance. However, 
  the door guards will refuse admittance to any obvious 
  paladins or clerics of anti-undead gods (Pelor, Pholtus, 
  Lydia, etc.). 
   
  Alternatively, the PCs may simply attack the 
  guards and enter. Doing so is a Chaotic and Evil act, as 
  the guards have done no harm to the PCs, nor to any of 
  the locals. Warn the PCs if they wish to attack. If they 
  persist, all paladins, good-aligned clerics, and lawful-
  aligned clerics immediately lose their abilities until 
  they atone. 
   
  CREATURES 
  The main entrance is guarded by four hobgoblin 
  soldiers and two human monks during the day. At 
  night, it is unguarded. 
   
  All APLs (Day; EL 9) 
   
  Hobgoblin soldiers (2): LE male hobgoblin 
  fighter 5; hp 47 each; see DMG 117. 
   
  Human monks (2): LE male human monk 5; hp 
  31 each; see DMG 118. 
   
  SPECIAL 
  Invading the temple should not be easy. The PCs 
  should be forced to use extraordinary caution in care to 
  reach their objective, ‘lest they alert the defenders and 
  rouse the temple’s defenses.  
   
  If a fight breaks out in any part of the temple, be 
  sure to roll Listen checks for all of the other inhabitants 
  to see if they hear the battle. If so, they move at their 
  best speed to locate and engage the invaders (naturally, 
  the spellcasters buff first). Thus, it is quite possible for 
  a careless party of PCs to be attacked by all of the 
  defenders in the temple at once. Death is the reward of 
  the foolish who would dare defy Nerull and Wee Jas. 
   
  Note that none of the temple’s defenders will leave 
  the Mausoleum to pursue defenders. However, once 
  roused, assumed that the defenders are on the alert for 
  the remainder of the adventure. 
   
  Should the PCs attack and then retreat, the temple 
  will receive fiendish reinforcements from Carceri. The 
  next time the PCs enter the temple, simply describe to 
  them an overwhelming encounter with devils and allow 
  the PCs to run away. By attacking and retreating, the 
  PCs have missed their window of opportunity to 
  thoroughly raid the Mausoleum. 
   
  Area 1: Main Temple Chamber 
  The massive ironbound doors open to a large temple 
  chamber, ornately carved pews are set off to either 
  side of the chamber creating a wide path up to a large 
  dais with a podium, resplendent with curved marble 
  steps. At the top is a small altar of worship, behind 
  which stands a very prominent statue of a beautiful 
  woman with smooth skin dressed in a magnificent 
  long flowing gown wearing a ruby-encrusted crown. 
  A ruby scepter rests gently in her arms, and a coy yet 
  welcoming smile plays across her lips beckoning you 
  to enter.  
   
  A plaque is engraved at the statue’s base which 
  says, “Stand Before The Ruby Sorceress And Be 
  Judged!” 
   
  BDK7-07 The Mausoleum 
   
  Page 10 
  
  PCs may make a Knowledge (Religion) DC 15 check to 
  recognize “Death’s Guardian” and “Ruby Sorceress” as 
  some of Wee Jas’ titles. 
   
  CREATURES 
  The main chamber is always guarded by the constructs. 
  The statue is a stone golem, but it is not active, except 
  at APLs 10 and 12. 
   
  At night, the main chamber is also guarded by a 
  dread wraith (MM 258). The wraith attacks any 
  creature that enters at night unless they are wearing, or 
  are guided by someone wearing, an unholy symbol of 
  Wee Jas or Nerull.  
   
  Because it is easy to avoid being attacked by the 
  dread wraith (who would be foolish enough to enter 
  such a temple at night without displaying the unholy 
  symbol of either Wee Jas or Nerull?), it does not affect 
  the EL of this encounter. 
   
  APL 8 (EL 9) 
   
  Gargantuan Animated Objects (2): hp 148 each; 
  see Monster Manual 14. 
   
  Dread Wraith (night only): hp 104; see Monster 
  Manual 258. 
   
  APL 10 (EL 11) 
   
  Stone Golem: hp 107; see Monster Manual 136. 
   
  Dread Wraith (night only): hp 104; see Monster 
  Manual 258. 
   
  APL 12 (EL 13) 
   
  Stone Golem: hp 107; see Monster Manual 136. 
   
  Colossal Animated Object: 256 hp; see Monster 
  Manual p. 14. 
   
  Dread Wraith (night only): hp 104; see Monster 
  Manual 258. 
   
  TACTICS 
  The animated object(s) are a part of the ceiling of the 
  main chamber, but will not animate until the PCs 
  approach to within 20 feet of the statue AND are not 
  displaying either a holy symbol of Wee Jas or Nerull. 
  In addition, they will attack ANYONE who attempts to 
  steal Wee Jas’ adornments, unholy symbol not-
  withstanding.  
   
  Once active, they will attempt to beat down the 
  closest opponent. If 2 objects are present, they will 
  team up on the same target. They have also been 
  commanded to sunder bows, if the opportunity presents 
  itself. 
   
  TREASURE 
  If the PCs defeat the undead guardians and decide to 
  steal the ruby scepter and the ruby crown, award the 
  entire party the Curse of Wee Jas for their efforts 
  (someone in the party should have had sense enough to 
  stop the PC from robbing Wee Jas). The PCs gain the 
  following treasure here: 
   
  All APLs: Coin 1,000 gp; Loot 0 gp; Magic 0 gp; 
  Total 1,000 gp. 
   
   
  DEVELOPMENT 
  If the PCs fought the creatures in Area 5, they do not 
  fight the creatures in this area. 
   
  Area 2: Embalming Chamber 
  This area is clearly used for embalming corpses. At 
  the north and south ends of the room are some barrels 
  while a desk rests against the northeast wall and two 
  stone slabs are centered evenly in the room’s middle. 
  There is a set of double doors in the southeast corner 
  of the room. 
   
  This area is used for embalming corpses and preparing 
  them for final burial. There is a secret door located in 
  the southwest wall of the room (Search DC 25), which 
  leads into the Temple of Nerull (Area 4). There does 
  not appear to be anything else of interest here. 
   
  Area 3: Storage Room 
  The door to this room opens into a 30 foot wide by 40 
  foot long storage room with various boxes and crates 
  stored within. 
   
  If the PCs succeed on a Search check (DC 25), they 
  will discover some rust-red acolyte robes. A DC 20 
  Knowledge (religion) check will reveal that these robes 
  are NOT associated with either Wee-Jas or Nerull. A 
  DC 20 Knowledge (local – Iuz Border States) or 
  (history) check will reveal that lower-ranked members 
  of the Horned Society might wear robes such as these.  
   
  There are some dusty tomes and scrolls packed 
  away as well which detail the teachings of Nerull and 
  give instructions on various ceremonies and rituals 
  dedicated to Nerull. There is nothing else of value here. 
   
  Area 4: Temple of Nerull 
  This room appears to be a temple with large columns 
  spread evenly throughout the room. Sets of 
  candelabra are mounted on the walls and a marble 
  altar rests at the opposite end of the room. Behind the 
  marble altar is a raised platform upon which stands 
  the embodiment of Death itself – a marble statue of 
  the God of Death, Nerull, stands prominently atop the 
  raised platform. 
  BDK7-07 The Mausoleum 
   
  Page 11 
  
   
  The statue is 7 feet tall and holds a scythe in one 
  of its skeletal hands, the other is concealed by the 
  reaper’s hooded cloak, and its menacing skeletal face 
  displays two sparkling ruby orbs for eyes. 
   
  Upon entering this chamber, each PC worshipper of 
  Pelor is affected by a targeted dispel magic (CL10) tied 
  to the unhallow effect in this chamber. In addition, this 
  chamber is under the effect of a desecrate spell cast by 
  the ghost. 
   
  If no one brandishes a holy symbol of Nerull when 
  entering this room, the trap will activate. 
   
   
  CREATURE 
  Chiron, a former cleric of Nerull, now a ghost, is now 
  the guardian of the temple proper. If the trap is 
  triggered, he attacks.  
   
  TRAP 
  The skeletal reaper statue in this temple is actually a 
  very dangerous trap known as a Spell Turret. The head 
  of the statue houses 4 different types of jewels, each 
  representing the eyes of the statue. Each time the trap 
  activates, the eyes of the statue flash the appropriate 
  color (red for ruby, green for emerald, black for opal, 
  and blue for sapphire), then the head swivels around to 
  the next side (the head of the skeletal reaper has four 
  sides to its face, each with a different color jewel for its 
  eyes). 
   
  When inactive, the spell turret merges with the 
  material of the surface on which it is mounted and 
  cloaks itself with a nondetection spell to hide its 
  magical aura. A spell turret has a visual trigger that 
  utilizes true seeing to a range of 120 feet; it is 
  programmed to recognize a holy symbol of Nerull and 
  to allow those displaying that symbol to pass freely 
   
  Once activated, a spell turret immediately begins 
  casting one of four spells stored within it at the rate of 
  one spell per round, pausing only on every fifth round 
  to magically repair 4d8+20 points of damage to itself. 
  A spell turret targets the closest unrecognized creature, 
  and has a 360-degree arc of fire. The order in which a 
  turret casts its spells is set; it cycles through them in the 
  same order each time. 
   
  APL 8 (EL 10) 
   
  Temple of Nerull Spell Turret (5th level wizard 
  spells) Trap: CR 6; Diminutive magic device; visual 
  trigger (true seeing); automatic reset; four different 
  spell effects (DC 17 if save allowed) (cone of cold 
  [Ruby]; arc of lightning [closest and farthest target; 
  Emerald], heightened confusion [centered on closest 
  target; Sapphire], heightened blindness/deafness [Black 
  Opal]) cast once per round in set order, no spells cast 
  every fifth round but spell turret self-repairs 4d8+20 hp 
  (CL 9); Search DC 32; Disable Device 32; AC 7; 
  hardness 8; hp 200. 
   
  Chiron, Guardian of the Great Hall: male 
  human ghost cleric of Nerull 6/Tomb Warden 1; 87 hp; 
  see Appendix 2. 
   
  APL 10 (EL 12) 
   
  Temple of Nerull Spell Turret (6th level wizard 
  spells) Trap: CR 7; Diminutive magic device; visual 
  trigger (true seeing); automatic reset; four different 
  spell effects (DC 19 if save allowed) (chain lightning 
  [Ruby], heightened arc of lightning [closest and farthest 
  target; Emerald], heightened confusion [Sapphire], 
  heightened bestow curse [-6 to primary attribute; Black 
  Opal]) cast once per round in set order, no spells cast 
  every fifth round but spell turret self-repairs 4d8+20 hp 
  (CL 11); Search DC 33; Disable Device 33; AC 7; 
  hardness 8; hp 200. 
   
  Chiron, Servant of the Reaper: male human 
  ghost cleric of Nerull 7/Tomb Warden 2; 120 hp; see 
  Appendix 3. 
   
  APL 12 (EL 14) 
   
  Temple of Nerull Spell Turret (7th level wizard 
  spells) Trap: CR 8; Diminutive magic device; visual 
  trigger (true seeing); automatic reset; four different 
  spell effects (DC 20 if save allowed) (prismatic spray 
  [Ruby], heightened arc of lightning [closest and farthest 
  target; Emerald], heightened confusion [Sapphire], 
  finger of death [closest target; Black Opal]) cast once 
  per round in set order, no spells cast every fifth round 
  but spell turret self-repairs 4d8+20 hp (CL 17); Search 
  DC 34; Disable Device 34; AC 7; hardness 8; hp 200. 
   
  Chiron, Servant of the Reaper: male human 
  ghost cleric of Nerull 9/Tomb Warden 3; 157 hp; see 
  Appendix 4. 
   
  TACTICS  
  At APL 8, Chiron does not have Tomb Sense so will 
  not be aware of the PCs until they have entered this 
  room. Once they do, he will buff for 2 rounds, then 
  enter combat on the 3rd round by manifesting inside the 
  statue and rising up above the statue, drawing the 
  scythe as he goes. Do not forget his horrific 
  appearance. On his first action, he will use his frightful 
  moan ability. Chiron will follow-up with spells until he 
  is engaged in melee, then he will fight using the scythe. 
  He will attempt to stay near the top of the ceiling, 
  which is 20 feet high. 
   
  At APLs 10 and 12, there is a quiver of arrows 
  slung around the statue of Nerull’s shoulder, to be used 
  for Chiron’s telekinesis supernatural ability. 
  BDK7-07 The Mausoleum 
   
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  TREASURE 
   
  APL 8: Loot 693 gp; Magic 693 gp; +1 ghost 
  touch scythe (693 gp); Total 1,386 gp. 
   
  APL 10: Loot 0 gp; Magic 693 gp; +1 ghost touch 
  scythe (693 gp); Total 693 gp. 
   
  APL 12: Loot 0 gp; Magic 1,527 gp; +1 keen 
  ghost touch scythe (1,527 gp); Total 1,527 gp. 
   
  The secret door (Search DC 30) leading up to the 
  second floor of the Mausoleum (Area 12) is located 
  behind the statue of Nerull. 
   
  Area 5: Mortuary 
  This large area is a mortuary. There are numerous 
  sarcophagi organized around the room. In the center 
  of the room are large stone slabs. The chamber is 
  filthy with dirt covering almost the entirety of the 
  room. In some areas, mounds of dirt are pushed up 
  against the walls. The smell of corpses, blood and 
  death permeates the air. There are a set of double 
  doors in the northeast and southeast walls of the 
  room. 
   
  This room is used to store sarcophagi and as a 
  preparation chamber. The sarcophagi contain numerous 
  corpses being prepared for final burial. 
   
  DM’s Note: Please note the unhallow effect is in place 
  throughout the entire Mausoleum which confers the 
  following upon all those in the Mausoleum: 1) magic 
  circle versus good; and 2) -4 to all turning checks and 
  +4 to all rebuking checks; and 3) in this chamber, there 
  is a protection from energy (fire) (CL varies) spell tied 
  to the unhallow effect that will affect any evil creature 
  in this chamber. 
   
  CREATURES 
  A mummy (2 at APLs 10 and 12) resides in this 
  chamber. It is lying dormant, so to speak, in a 
  sarcophagi (at APLs 10 and 12, they are on opposite 
  sides of the room). The lids of the empty sarcophagi, as 
  well as the mummy’s, are open. This allows the 
  mummy to track the movement of the PCs in the 
  chamber.  
   
  APL 8 (EL 9) 
   
  Advanced Swarm-shifter mummy: hp 104; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  Advanced Swarm-shifter mummies (2): hp 104 
  each; see Appendix 1. 
   
  APL 12 (EL 13) 
   
  Advanced swarm-shifter mummies (4): hp 104 
  each; see Appendix 1. 
   
  TACTICS 
  The guardian(s) of this chamber remains shifted into 
  sand swarm form until such time as anyone enters the 
  chamber who is not wearing a holy symbol of Nerull. 
  At that time, it will shift into mummy form, most likely 
  gaining surprise, utilize its Despair ability, then, at their 
  next opportunity, shift back into whatever insect swarm 
  form they possess and continuing to attack in swarm 
  form. The mummy is loyal to Nerull and fights to the 
  death. 
   
  DEVELOPMENT 
  If the PCs fought the encounter in Area 1, they do not 
  face the creatures in this area. The EL for this 
  encounter has been increased by 1 due to the presence 
  of the protection from energy (fire) spell. 
   
  Area 6: Outer Corridor 
  This wide corridor is 50 feet long and 20 feet wide. 
  There are doors in the west and south walls, and a 20-
  foot wide, 10-foot long set of stairs leads up to a set of 
  double doors in the east wall. 
   
  The south doors lead into the Library (Area 10); the 
  east doors lead into the Mortuary (Area 5); and the 
  west doors lead into the Inner Sanctum (Area 9). The 
  doors leading into the Inner Sanctum are arcane locked 
  (CL 10) at night and unlocked during the day. There is 
  nothing else of interest in this area. 
   
  Area 7: Guards’ Quarters 
  The doors to this area open up to a set of stairs that 
  lead down 10 feet into a 10 foot wide corridor that 
  extends some 80 feet with single wooden doors set 
  evenly apart on each side of the corridor all the way to 
  the end. 
   
  This area is used to house the hobgoblin and monk 
  guards. During the night, there will be 6 monks and 4 
  hobgoblins (minus any previously killed) present and 
  asleep in their rooms. During the day, the rooms will be 
  empty. 
   
  When the PCs enter this area, have the PCs attempt 
  a DC 10 Listen check to hear the sounds of snoring 
  coming from some of the rooms down this corridor. 
  The last door of the corridor on the right leads into the 
  Kitchen and Dining Room (Area 8). There is nothing 
  else of value in this area.  
  BDK7-07 The Mausoleum 
   
  Page 13 
  
   
  If any of the acolytes are disturbed (Listen -8 
  [includes -10 penalty for being asleep]), they will 
  attempt to disable the intruders and will scream to 
  summon the temple’s other defenders. If the other 
  defenders hear the sounds of battle, they will move to 
  engage the intruders.  
   
  All APLs (EL 0 [sleeping]) 
   
  Human monks (6): LE male human monk 5; hp 
  31 each; see DMG 118. 
   
  Hobgoblin soldiers (4): LE male hobgoblin 
  fighter 5; hp 47 each; see DMG 117. 
   
  If any of the monks are captured and successfully 
  interrogated, they only know that they are involved in 
  an experimental training program. Many of the Death 
  Cultists’ spellcasters were killed years ago during Iuz’s 
  attack on Molag during the Night of the Blood Moon, 
  and the current leadership hopes that by training more 
  monk guards, they will be better able to protect the 
  current spellcasters. 
   
  Area 8: Kitchen and Dining Room 
  The door opens up into a fair-sized chamber, 
  obviously a kitchen and dining area. There is a dining 
  table in the center of the room, some wine casks along 
  the walls, and a set of foodstuffs in crates in the 
  northwest corner of the room. In the southwest corner 
  of the room is a single door. 
   
  The door leads down into the catacombs. PCs entering 
  the Mausoleum from the catacombs will emerge into 
  this chamber. 
   
  During the daytime, there is a 25% chance that 2 
  monks and 2 hobgoblin guards are present in this room. 
  If acolytes are encountered, they will demand to know 
  the PC’s business here in the Mausoleum and why they 
  are in restricted areas. The PCs will have to convince 
  them of their right to be there to avoid the monks 
  summoning Victoren. 
   
  If attacked, they will fight a holding action while 
  screaming for reinforcements.  
   
  All APLs (EL 9) 
   
  Human monks (2): LE male human monk 5; hp 
  31 each; see DMG 118. 
   
  Hobgoblin soldiers (2): LE male hobgoblin 
  fighter 5; hp 47 each; see DMG 117. 
   
  Area 9: Inner Corridor 
  This area is another corridor 20 feet wide and 40 feet 
  long. There is a set of double doors in each of the 
  east, west, and south walls. 
   
  The doors to the east lead out into the Outer Corridor 
  (Area 6); the doors in the west wall lead into the 
  Temple of Nerull (Area 4); and the doors in the south 
  wall lead into the Priests’ Quarters (Area 7). 
   
  Area 10: Library 
  The doors to this chamber open to an obvious library. 
  Rows of bookshelves line the walls around the outer 
  edges of this chamber. Four reading desks are 
  centered in the middle. Each desk has sets of books 
  and papers spread across them. 
   
  This room serves as the temple library. There are a 
  number of interesting books here in this room, mostly 
  on preserving and preparing corpses for burial, a few 
  treatises on the worship of Wee Jas and Nerull, and 
  various other books about other uninteresting subjects. 
  Each of the desks has stacks of books and papers spread 
  across them; however, a DC 25 Search check reveals a 
  bone scroll tube hidden amongst the papers on one of 
  the desks. Give the PCs Player Handout 3 once they 
  have removed the scroll from the tube. 
   
  If a detect magic spell is cast on the tube, it reveals 
  a previously invisible arcane mark. If read magic is 
  cast on it, or if a PC speaks elven and draconic, the 
  Mark can be deciphered as being a cross between elven 
  and draconic symbols that loosely equate to “The 
  Sage”. There are no other magical auras on the scroll 
  tube. 
   
  TRAP 
  The bone scroll tube has been trapped (as well as 
  cloaked by a nystul’s magic aura) by The Sage so that 
  when it is opened without saying the password (“Keak 
  Must Die!”), the trap is triggered. 
   
  It is possible for the PCs to know this password if 
  they were successful in their parley with the Sage in the 
  catacombs. 
   
  All APLs (EL 10) 
  Heightened Glass Strike, Shatter, Dispel Magic Trap: 
  CR 10; magic device; touch trigger; no reset; spell 
  effect (heightened glass strike, 16th level wizard, DC 22 
  Fortitude or turned to glass), spell effect (heightened 
  shatter, 16th level wizard, DC 22 Will negates), spell 
  effect (dispel magic); Search DC 33; Disable Device 
  DC 33. 
   
  The Sage is quite bitter about how Keak defeated him, 
  but admits that it was a brilliant tactic. The Sage’s trap 
  first attempts to turn the offending character to glass. It 
  then immediately attempts to shatter the PC. Finally, it 
  immediately 
  casts 
  dispel 
  magic 
  on 
  the 
  PC, 
  [automatically 
  succeeding 
  as 
  a 
  spellcaster 
  can 
  BDK7-07 The Mausoleum 
   
  Page 14 
  
  automatically dispel their own spell via dispel magic] 
  dispelling the glass strike. This immediately kills the 
  PC. Not even delay death can save a PC that has been 
  turned to broken chunks of flesh. All three effects occur 
  near simultaneously and in that order. Feel free to 
  describe in grisly detail (depending on the age and 
  sensitivity of your players) if this fate befalls a PC. 
   
  CREATURES 
  During the daytime, there is a 25% chance that 2 
  monks are present and studying in this room. If 
  acolytes are encountered, they will demand to know the 
  PC’s business here in the Mausoleum and why they are 
  in restricted areas. The PCs will have to convince them 
  of their right to be there to avoid the monks summoning 
  Victoren. 
   
  If attacked, they will fight a holding action while 
  screaming for reinforcements.  
   
  All APLs (EL 7) 
   
  Human monks (2): LE male human monk 5; hp 
  31 each; see DMG 118. 
   
  There is a secret door (Search DC 30) located in the 
  south wall. One of the books (Search DC 30) is a 
  mechanical trigger that opens the bookcase to reveal a 
  room beyond (Area 11). 
   
  Area 11: The Portal Chamber 
  This large chamber is empty except for a large 
  platform in the center of the room. A large dark stone 
  ring lies on the platform, its circumference inscribed 
  with multiple arcane runes. The stone ring hums with 
  power, and the air shimmers with a dark hue above it. 
   
  A DC 15 Spellcraft or Knowledge (arcana) check will 
  reveal that the stone ring is a portal to another plane 
  (CL 20) and that it is currently active. The stone circle 
  radiates strong conjuration magic.  
   
  The portal is being used by the Horned Society to 
  transport slaves to the Tarterian Depths of Carceri for 
  some unknown purpose. Two hobgoblin guards are 
  stationed here at all times, day or night. If attacked, 
  they fight a delaying action and attempt to yell for 
  reinforcements. If they get a chance to bull-rush 
  someone onto the platform, they will take it. 
   
  All APLs (EL 7) 
   
  Hobgoblin soldiers (2): LE male hobgoblin 
  fighter 5; hp 47 each; see DMG 117. 
   
  Should the PCs discover where the portal leads, 
  whether via divination magic or through interrogation, 
  they may learn the following information with a 
  successful Knowledge (the planes) check, as indicated 
  below: 
  DC 10: Carceri is a plane of exile. It is known as the 
  prison plane of the multiverse. 
  DC 15: Carceri has six layers. The plane is a place of 
  darkness and despair, of passions and poisons, and of 
  kingdom shattering betrayals. It is where the 
  overthrown plot their return. Evil fiends of all stripes 
  wander Carceri’s worlds. 
  DC 20: Unlike most inhabitants of Carceri, the deity 
  Nerull makes his home on Carceri willfully, not 
  because of exile. Carceri consists of six layers. Each 
  layer has a series of orbs like tiny planets in a row. The 
  six layers are Orthyrs, Cathyrs, Minethys, Colothys, 
  Porphatys, and Agathys. 
  DC 25: The traits of the plane of Carceri are as follows. 
   
  Normal Gravity: On the orbs, gravity is exactly 
  like the Material Plane. Between orbs, there is no 
  gravity, which eases travel for those who can fly 
  beyond the clutches of each orb’s gravity. 
   
  Normal Time. 
   
  Infinite Size: Carceri may extend infinitely, but it 
  possesses finite components in the form of its tiny 
  planets. 
   
  Divinely Morphic: Nerull and any other deity of 
  lesser deity power or greater can alter Carceri. More 
  ordinary creatures find Carceri indistinguishable from 
  the Material Plane; it responds to spells and physical 
  efforts normally. 
   
  No Elemental or Energy Traits. 
   
  Mildly Evil-Aligned: Good characters on Carceri 
  suffer a -2 penalty to all Charisma-based checks. 
   
  Normal Magic. 
   
  DEVELOPMENT 
  Should the PCs be foolish enough to step into the 
  portal, they are immediately transported to Carceri. 
  However, the portal requires a pass phrase (“That 
  Which Slept Must Sleep Again”) to take the PCs to 
  where the Horned Society is located. Only Victoren 
  and Morfeon know the pass phrase.  
   
  If the PCs somehow learn the pass phrase, through 
  divination magics or interrogation, and they step 
  through the portal, then they are transported to the 
  Horned Society’s base of operations on Carceri. In this 
  event, the PCs briefly see numerous spellcasters 
  devoted to Nerull, working on constructing some sort 
  of massive prison made out of shadows and force 
  effects. A DC 20 Knowledge (local – Iuz Border 
  States) check will identify the two lead spellcasters as 
  former High Lady (now Hierarch) Xavendra and her 
  consort Veth. Just as this registers, Xavendra will 
  notice the PCs and, with a wave of her hand, send them 
  back through the portal to the Mausoleum. She does not 
  BDK7-07 The Mausoleum 
   
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  have the time to kill them, at the moment, and fighting 
  her and her minions, or speaking with them, is outside 
  the scope of this adventure. After this, the portal will 
  become inactive. 
   
  Without the pass phrase, PCs who step through the 
  portal are transported to a random location in Carceri 
  (all arriving at the same location). Worse, there is no 
  return portal. 
   
  If the PCs end up on Carceri, see DMG 161. The 
  PCs will immediately be spotted by locals. Use the 
  Hellish Encounter table on DMG 167 to determine the 
  foes. If the PCs survive this encounter, but have no way 
  of returning to Oerth, then the adventure is over for 
  them. See the LGCS for rules on returning to Oerth 
  from the planes.  
   
  Area 12: The Great Hall Of The Horned Society 
  The secret doors located behind the mammoth statue 
  of Nerull in the temple open to a double set of stairs 
  leading to the second floor. A strong set of ironbound 
  double doors block entry into the chamber beyond. 
  The grinning face of a horned devil is engraved in the 
  doors as if daring you to continue. 
   
  The stairs lead straight up to the second floor to a 
  strong set of double doors. This is the grand hall of the 
  Horned Society, established shortly after General Hok 
  presented the Mausoleum to the Death Cultists for their 
  use. The doors are unlocked and open inward revealing 
  the large chamber beyond. A permanent heightened 
  greater dispelling screen (8th level spell effect; CL 16) 
  has been placed on the doorway (Search DC 33, 
  Disable Device DC 33) linked with a clairaudience. 
  Anyone entering the chamber through this doorway 
  without uttering the words, “Our Master Brings the 
  Darkness” will be targeted by a greater dispel magic 
  (CL 16).  
   
  Also, PCs that worship Pelor who enter this room 
  must make a DC 18 Will save or be affected by the life 
  ward (CL varies) spell which is tied to the unhallow 
  effect in this room. 
   
  When the party is ready to proceed through the 
  doors, read or paraphrase the following. 
   
  The doors open to a large chamber 60 feet wide and 
  60 feet deep. Candelabra are set in various places 
  around the room and a set of marble columns extend 
  from the front of the room to the rear. Four columns 
  line each side of the room, leading to a large obsidian 
  altar that is situated before a set of raised steps that 
  lead to a platform.  
   
  Atop the platform rest 13 ornately cushioned 
  chairs. Three chairs in the center are set higher than 
  the others.  
   
  Emblazoned in the center of the chamber is an 
  enormous symbol of a black shield with the red face 
  of a horned devil. 
   
  Standing before the centermost seat is a human 
  male dressed in full plate armor wearing a rust-red 
  cape and carrying a scythe. An unholy symbol hangs 
  from around his neck. He looks at you solemnly and 
  says in a soft raspy voice, “Welcome to those who 
  sought the Reaper’s embrace. You who have been 
  defeated shall surrender your souls to the Bringer of 
  Darkness!”  
   
  APL 8 (EL 11) 
   
  Victoren Gravebane: male human cleric of Nerull 
  6/master of shrouds 3; 101 hp; see Appendix 2.  
   
  Morfeon the Grim: male human necromancer 7; 
  56 hp; see Appendix 2. 
   
  APL 10 (EL 13) 
   
  Victoren Gravebane: male human cleric of Nerull 
  6/master of shrouds 5; 137 hp; see Appendix 3.  
   
  Morfeon the Grim: male human necromancer 9; 
  70 hp; see Appendix 3. 
   
  APL 12 (EL 15) 
   
  Victoren Gravebane: male human cleric of Nerull 
  6/master of shrouds 7; 159 hp; see Appendix 4.  
   
  Morfeon the Grim: male human necromancer 11; 
  83 hp; see Appendix 4. 
   
  TACTICS 
  If the PCs were noisy in their approach, perhaps 
  spending quite a bit of time trying to get past the 
  dispelling screen, then both spellcasters will have cast 
  their buff spells and Victoren will have summoned as 
  many undead as he reasonable can. 
   
  At all APLs, Victoren will stay out of melee 
  combat as long as he can, using his Summon Undead 
  ability to summon additional undead minions. After he 
  has exhausted his summonings, he will cast his short-
  term buffs before entering combat. 
   
  Morfeon will try to stay mobile and hidden, using 
  invisibility to its greatest advantage while utilizing his 
  Mobile Spellcasting feat (if he has it at that APL). He 
  will try to complement Victoren’s undead guardians 
  with similar spells that weaken and drain the PCs. 
   
  DM’s Note: Remember, the undead in this room are 
  under the effect of the unhallow, which confers a magic 
  circle against good effect. Furthermore they gain the 
  following benefits from a desecrate spell which has 
  been cast in the room: +2 profane bonus on attacks, 
  damage, and saves; and +2 hps per HD. 
  BDK7-07 The Mausoleum 
   
  Page 16 
  
   
  At APLs 10 and 12, the undead summoned by 
  Victoren get an additional +2 on attacks and damage 
  due to his class abilities. 
   
  TREASURE 
   
  APL 8: Loot 138 gp; Magic 1,525 gp; +1 scythe 
  (193 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +2 (333 gp), headband of intellect +2 (333 
  gp), vest of resistance +1 (83 gp), lesser rod of extend 
  (250gp); Total 1,663 gp. 
   
  APL 10: Loot 138 gp; Magic 2,858 gp; +1 scythe 
  (193 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +3 (750 gp), gloves of dexterity +2 (2) (666 
  gp), headband of intellect +2 (333 gp), vest of 
  resistance +2 (333 gp), lesser rod of extend (250gp); 
  Total 2,996 gp. 
   
  APL 12: Loot 138 gp; Magic 7,726 gp; +1 scythe 
  of wounding (1,527 gp), periapt of wisdom +4 (1,333 
  gp), vest of resistance +3 (2) (1,450 gp), gloves of 
  dexterity +2 (2) (666 gp), headband of intellect +4 
  (1,333 gp), lesser rod of extend (250 gp); lesser rod of 
  maximize (1,167 gp) Total 7,864 gp. 
   
  After the PCs have defeated Victoren and his minions, 
  they may search the grand hall and may discover 
  (Search DC 25) a journal in a hidden compartment 
  beneath the central seat. Give the PCs Player Handout 
  4. 
   
  7: CONCLUSION 
  Modify as necessary based on what the PCs learned. 
   
  Greater devils, powerful undead, worshippers of 
  Nerull…another organized evil entity here in the 
  Bandit Kingdoms. If it comes to war, which side will 
  you join – defend the status quo or turn on that which 
  has been your master for so long? Which one will be 
  the lesser of two evils? 
   
  You return to see Lord Marwald and are met with 
  celebration and gratitude. Marwald is shocked at the 
  news you bring but swears to take a firm stance in 
  readying his forces for the coming war. Still, no one 
  knows what truly has become of General Hok and 
  where he stands. 
   
  Marwald is happy that the PCs have returned after a 
  successful mission but is very distressed to learn the 
  truth. Nevertheless, if the PCs completed their mission 
  successfully and discovered the whereabouts of 
  General Hok, award them the Favor of the Army of the 
  Warfields. 
   
  If the PCs take the appropriate measures to inform 
  the Druid Council of their mission and what they have 
  discovered, the Council is likewise disturbed by these 
  events; give the PCs the Favor of the Druids of the 
  North. 
   
  If the PCs discovered the lab where The Sage of 
  Rookroost resides in the catacombs beneath Hallorn 
  and pledged themselves to his cause, that being to side 
  with the Horned Society in the upcoming battle (see the 
  MilleniumCon 2007 interactive “The Defense of 
  Hallorn”), then award them the Influence of The Sage. 
   
  If the PCs successfully broke into the Mausoleum 
  and completed the mission by defeating Victoren and 
  his minions, award them the Enmity of the Horned 
  Society.  
   
  If the party or any PC stole the jewels from the 
  statue of Wee Jas in Encounter 6 (Area 1), award them 
  all the Curse of Wee Jas. 
   
  And finally, if any PC went against the grain and 
  betrayed his fellow party members by attacking them, 
  stealing important documents and/or reporting the 
  party’s plans to the Death Cultists, or in the final battle 
  agreed to pledge themselves to the Horned Society in 
  the upcoming battle (see above), then award them the 
  Favor of the Horned Society. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  ENCOUNTER 6: THE MAUSOLEUM (AREA 1) 
  Defeat the construct guardian(s). 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  ENCOUNTER 6: THE MAUSOLEUM (AREA 5) 
  Defeat the mummy guardian(s). 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  ENCOUNTER 6: THE MAUSOLEUM (AREA 6) 
  Destroy the spell turret and defeat the tomb warden. 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  ENCOUNTER 6: THE MAUSOLEUM (AREA 10) 
  Survive or disable the trapped scroll tube. 
  All APLs  
  300 XP 
   
  BDK7-07 The Mausoleum 
   
  Page 17 
  
  ENCOUNTER 6: THE MAUSOLEUM (AREA 12) 
  Defeat Victoren and Morfeon. 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  ENCOUNTER 6: THE MAUSOLEUM (ALL OTHER 
  AREAS) 
  Defeat the monks or hobgoblin guards. 
  All APLs  
  30 XP/EL 
   
  STORY AWARDS: 
  Discover truth about the Death Cultists: 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  325 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
   
  1: ENCOUNTER 6: THE MAUSOLEUM (AREA 1) 
   
  ALL APLs: Coin 1,000 gp; Loot 0 gp; Magic 0 
  gp; Total 1,000 gp. 
   
   
  2: ENCOUNTER 6: THE MAUSOLEUM (AREA 4) 
   
  APL 8: Loot 693 gp; Magic 693 gp; +1 ghost 
  touch scythe (693 gp); Total 1,386 gp. 
   
  APL 10: Loot 0 gp; Magic 693 gp; +1 ghost touch 
  scythe (693 gp); Total 693 gp. 
   
  APL 12: Loot 0 gp; Magic 1,527 gp; +1 keen 
  ghost touch scythe (1,527 gp); Total 1,527 gp. 
   
  3: ENCOUNTER 6: THE MAUSOLEUM (AREA 5) 
   
  APL 8: Loot 0 gp; Magic 333 gp; cloak of 
  charisma +2 (333 gp); Total 333 gp. 
   
  APL 10: Loot 0 gp; Magic 416 gp; cloak of 
  charisma +2 (333 gp), vest of resistance +1 (83 gp); 
  Total 416 gp. 
   
  APL 12: Loot 0 gp; Magic 1,666 gp; cloak of 
  charisma +4 (1,333 gp), vest of resistance +2 (333 gp); 
  Total 1,666 gp. 
   
  4: ENCOUNTER 6: THE MAUSOLEUM (AREA 12) 
   
  APL 8: Loot 138 gp; Magic 1,525 gp; +1 scythe 
  (193 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +2 (333 gp), headband of intellect +2 (333 
  gp), vest of resistance +1 (83 gp), lesser rod of extend 
  (250gp); Total 1,663 gp. 
   
  APL 10: Loot 138 gp; Magic 2,858 gp; +1 scythe 
  (193 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +3 (750 gp), gloves of dexterity +2 (2) (666 
  gp), headband of intellect +2 (333 gp), vest of 
  resistance +2 (333 gp), lesser rod of extend (250gp); 
  Total 2,996 gp. 
   
  APL 12: Loot 138 gp; Magic 7,726 gp; +1 scythe 
  of wounding (1,527 gp), periapt of wisdom +4 (1,333 
  gp), vest of resistance +3 (2) (1,450 gp), gloves of 
  dexterity +2 (2) (666 gp), headband of intellect +4 
  BDK7-07 The Mausoleum 
   
  Page 18 
  
  (1,333 gp), lesser rod of extend (250 gp); lesser rod of 
  maximize (1,167 gp) Total 7,864 gp. 
   
  TREASURE CAP 
   
  APL 8: 1,300 
   
  APL 10: 2,300 
   
  APL 12: 3,300 
   
   
  TOTAL POSSIBLE TREASURE 
   
  APL 8: 4,382 
   
  APL 10: 5,798 
   
  APL 12: 12,750 
   
  ADVENTURE RECORD ITEMS 
  Curse of Wee Jas: For being greedy and stealing from 
  the Goddess of Death and Magic, you have drawn the 
  gaze of the Stern Lady. You suffer a 50% arcane spell 
  failure chance for all arcane spells cast in the future. In 
  addition, allies who attempt to cast beneficial arcane 
  spells upon you also suffer a 50% arcane spell failure 
  chance. This curse can only be removed by a remove 
  curse cast by a CL 15+ divine spellcasting worshipper 
  of Wee Jas. Failure to abide by the restrictions of this 
  curse will cause the character to be removed from the 
  multiverse, killed by Wee Jas’s divine will. 
   
  Favor of the Army of the Warfields [ ]: For your 
  efforts in investigating the machinations of the Death 
  Cultists on behalf of Lord Mayor Marwald, you have 
  gained one Influence Point with the Army of the 
  Warfields. This IP may be spent to gain Adventure 
  access to the following: ghost touch weapon upgrade; 
  Spurn Death’s TouchLM; goggles of lifesight.  
   
  Influence Point with The Sage: You have pledged 
  your allegiance to The Sage and his cause. He allows 
  you to spend time studying with him. He will allow 
  you to copy any non-enchantment Core spell of levels 1 
  to 8 from his spellbook. It costs 1 TU per spell level to 
  copy the spell, as the Sage demands some of your time 
  in exchange for the lessons. 
   
  Favor of the Old Faith Druid’s of the North [ ]: For 
  sharing the information you discovered in the 
  Mausoleum with the Old Faith Druids of the North, 
  you have gained one Influence Point with them. This 
  point may be spent to grant you Adventure access to 
  the following: beastskinMIC armor enhancement; bear 
  helmMIC, druid’s vestments, incandescent blue ioun 
  stone. 
   
  Enmity of the Horned Society: For meddling in the 
  affairs of the Death Cultists, you have drawn their ire. 
  Members of the Death Cultists meta-organization are 
  immediately expelled. All minions of the Horned 
  Society that recognize you in future events will target 
  you first in a fight. 
   
  Favor of the Horned Society [ ]: For agreeing to take 
  the side of the Horned Society in the upcoming battle 
  (MilleniumCon 2007 interactive), the Death Cultist’s 
  agree to teach you the secrets of the prestige class 
  Master of ShroudsLM. You must spend 4 TUs prior to 
  taking each level of this class in study with your 
  mentor. 
   
  In addition, you gain Adventure access to the 
  following items (all MIC): death spike, mace of the 
  dark children, ring of avoidance, wight armor, wight 
  hide shield. 
   
  ITEM ACCESS 
  APL 8: 
  • 
  +1 ghost touch scythe (Adventure; DMG; 8,318 
  gp) 
  • 
  Lesser Metamagic Rod of Extend (Adventure; 
  DMG) 
  • 
  Morfeon’s Spellbook, Volume I (Adventure; see 
  Extended AR; 4,100 gp) 
  • 
  Ring of Counterspells (Adventure; DMG) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Morfeon’s Spellbook, Volume II (Adventure, see 
  Extended AR; 1,900 gp) 
  • 
  Lesser Metamagic Rod of Empower (Adventure; 
  DMG) 
  • 
  Robe of Bones (Adventure; DMG) 
   
  APL 12 (all of APLs 8-10 plus the following): 
  • 
  +1 keen scythe of wounding (Regional; DMG; 
  32,318 gp) 
  • 
  Morfeon’s Spellbook, Volume III (Adventure; see 
  Extended AR; 3,900 gp) 
  • 
  Lesser Metamagic Rod of Maximize (Adventure; 
  DMG) 
  • 
  Metamagic Rod of Empower (Adventure; DMG) 
   
  BDK7-07 The Mausoleum 
   
  Page 19 
  
  APPENDIX 1: ALL APLS 
  ENCOUNTER 4: THE CATACOMBS 
  M O R G AN  S I L V E R L AI N E  (“T H E  S AG E”)  CR  18 
  BDK7-07 The Mausoleum 
   
  Page 20 
  Male 
  gray 
  elf 
  lich 
  diviner 
  5/Divine 
  Oracle 
  2/Fatespinner 4/Loremaster 1/Wayfarer’s Guide 
  1/Archmage 2 
  NE Medium undead (augmented humanoid [gray elf]) 
  Init +3; Senses darkvision 60 ft; greater arcane sight, 
  see invisibility, Listen +13, Spot +16 
  Aura fear (60 ft; 5 HD or less; DC 17 [as fear]) 
  Languages Common, Abyssal, Auran, Celestial, 
  Draconic, Elven, Giant, Gnome, Ignan, Infernal, 
  Terran, Undercommon, Amedi, Ancient Baklunish, 
  Cold Tongue, Flan, Keolandish, Old Oeridian, 
  Olman, Rhopan, Ancient Suloise, Tuev 
  AC 32, touch 16, flat-footed 29 
   (+3 Dex, +6 natural, +6 greater mage armor, +4 
  shield, +2 deflection, +1 insight) 
  hp 128 (+18 false life) (15 HD) 
  DR 15/magic and bludgeoning 
  Immune acid, cold, electricity, undead immunities, 
  turning (life ward) 
  Resist +4 turn resistance; fire (resist 30) 
  Fort +7, Ref +21, Will +24 
  Speed 30 ft. (6 squares) 
  Melee paralyzing touch +4/-1 (1d8+5 plus paralyzing 
  touch, DC 17 half) 
  Ranged +9 ranged touch (ray) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4 
  Special Actions paralyzing touch (DC 17), fear aura 
  (DC 17). 
  Wizard Spells Prepared (CL 16th): 
   8th—superior invisibility
  , mind blank
  , moment 
  of prescienceS
  , discern locationD 
   7th—energy immunity
  , project image
  , glass 
  strike (DC 30), spell turning
  , greater arcane 
  sightS
  , greater scryingD 
   6th—disintegrate (+8 ranged touch; DC 29), greater 
  dispel magic, quickened glitterdust (DC 23), 
  quickened scorching ray (+8 ranged touch), 
  repulsion
   (DC 27), true seeingS, legend loreD 
   5th—arc of lightning (DC 26), greater fireburst (DC 
  27), overland flight
  , teleport, wall of force, 
  quickened shatter (DC 26), quickened true 
  strikeS, communeD 
   4th—bestow curse (DC 25), dimension door, 
  greater invisibility, orb of force (+8 ranged touch), 
  orb of fire (+8 ranged touch), stoneskin
  , 
  unluckS (DC 25), scryingD 
   3rd—displacement, fireball (x3) (DC 25), greater 
  mage armor
  , slow (DC 26), vampiric touch 
  (+10 melee touch), tonguesS, divinationD 
   2nd—detect thoughts
   (DC 23), false life
  ; 
  glitterdust (DC 23), extended resist energy 
  , 
  scorching ray (x2) (+8 ranged touch), spectral 
  hand
  , extended see invisibilityS
  , auguryD 
   1st—comprehend languagesS; lesser orb of acid 
  (x2) (+8 ranged touch), magic missile (x2), ray of 
  enfeeblement (+8 ranged touch), scholar’s touch, 
  shield, identifyD 
   0—detect magicS (x2), mage hand, message, 
  touch of fatigue (+10 melee touch; DC 21) 
  Already cast and included in the stats 
  S: Specialization spell. School of Specialization: 
  Divination; School(s) of Opposition: Enchantment 
  D: Domain spell. Oracle domain 
  Abilities Str 6, Dex 14 (16), Con --, Int 26 (32), Wis 
  12, Cha 10 
  SQ: oracle domain, scry bonus, prescient sense, trap 
  sense +1, spin fate, fickle finger of fate, spin 
  destiny, deny fate, resist fate, secret (bonus feat), 
  enhanced capacity, improved range, high arcane 
  (mastery of shaping), high arcana (mastery of 
  elements), summon familiar (weasel), undead 
  traits, 
  Feats: 
  Alertness, 
  Scribe 
  Scroll, 
  Skill 
  Focus 
  (Knowledge [Religion], Skill Focus (Spellcraft), 
  Spell 
  Focus 
  (Evocation), 
  Spell 
  Focus 
  (Transmutation), Quicken Spell, Sudden Maximize, 
  Insightful 
  Reflexes, 
  Greater 
  Spell 
  Focus 
  (Transmutation) 
  Skills: Concentration +18, Decipher Script +22, Hide 
  +10, 
  Knowledge 
  (Arcana) 
  +30, 
  Knowledge 
  (Architecture and Engineering) +13, Knowledge 
  (Dungeoneering) +13, Knowledge (Geography) 
  +22 , Knowledge (History) +13, Knowledge 
  (Nature) +13, Knowledge (Nobility and Royalty) 
  +13, Knowledge (Religion) +33, Knowledge (The 
  Planes) +22, Knowledge (Local [IBS]) +25, 
  Knowledge (Local [Core]) +17, Listen +13, Move 
  Silently +10, Profession (Gambler) +6, Profession 
  (Sage) +3, Search +27, Sense Motive +9, 
  Spellcraft +35 , Spot +16 
  Possessions: headband of intellect +6, gloves of 
  dexterity +2, lesser metamagic rod of extend, 
  normal 
  metamagic 
  rod 
  of 
  empower, 
  lesser 
  metamagic rod of maximize, heward’s handy 
  haversack, quiver of ehlonna, boccob’s blessed 
  book, ring of counterspells (2; greater dispel magic 
  and disintegrate), vest of resistance +5, orange 
  prism ioun stone, dusty rose prism ioun stone, ring 
  of protection +2, amulet of natural armor +1 
  Spellbook (barred schools enchantment) spells 
  prepared plus 0—all, except enchantment; 1st—
  alarm, detect undead, endure elements, familiar 
  pocket, grease, nystul’s magic aura; 2nd—baleful 
  transposition, cat’s grace, command undead, 
  knock, 
  levitate, 
  rope 
  trick, 
  web; 
  3rd—
  clairaudience/clairvoyance, dispel magic, fly, haste, 
  greater magic weapon, lightning bolt, protection 
  from energy, water breathing; 4th—arcane eye, 
  bestow curse, blast of flame, detect scrying, 
  dimensional anchor, enervation, stone shape, wall 
  
  of fire; 5th—animal growth, baleful polymorph, 
  greater blink, break enchantment, cone of cold, 
  contact other plane, dismissal, mass fire shield, 
  mass fly, passwall, prying eyes, rary’s telepathic 
  bond, reciprocal gyre, telekinesis, teleport; 6th—
  analyze dweomer, antimagic field, contingency, 
  greater dispel magic, fires of purity, legend lore, 
  probe thoughts, repulsion, shadow walk, subvert 
  planar essence, veil; 7th—banishment, energy 
  immunity, forcecage, greater dispelling screen, 
  phase door, plane shift; 8th—none 
  Paralyzing Touch (Su): Any living creature a lich hits 
  with its touch attack must succeed on a Fortitude 
  save or be permanently paralyzed. Remove 
  Paralysis or any spell that can remove a curse can 
  free the victim (see the bestow curse spell 
  description, page 203 of the Player’s Handbook). 
  The effect cannot be dispelled. Anyone paralyzed 
  by a lich seems dead, though a DC 20 Spot check 
  or a DC 15 Heal check reveals that the victim is still 
  alive. 
  Fear Aura (Su): Liches are shrouded in a dreadful 
  aura of death and evil. Creatures of less than 5 HD 
  in a 60-foot radius that look at a lich must succeed 
  at a Will save or be affected as though by a fear 
  spell from a sorcerer of the lich’s level. A creature 
  that successfully saves cannot be affected again by 
  the same lich’s aura for 24 hours. 
  Turn Resistance (Ex): A lich has +4 turn resistance. 
  Note: The Sage’s CR has been raised by 1 due to 
  possessing more items than a standard NPC of his 
  level. 
   
  ENCOUNTER 5: THE MAUSOLEUM (AREA 5) 
  AD V AN C E D  S W AR M- S H I F T E R  M U M M Y 
  CR  8 
  LE Medium undead (shapechanger) 
  Init +0; Senses darkvision 60 ft.; Listen +8, Spot +8 
  Languages Common 
  AC 20 (22 vs good), touch 10 (12 vs good), flat-footed 
  20 (22 vs good) 
   (+10 natural, [+2 deflection vs good]) 
  hp 104 (12 HD; 16 vs turning) 
  Immune undead immunities 
  Resist fire (protected 120 pts) 
  Weakness vulnerability to fire 
  Fort +6, Ref +4, Will +10 
  Speed 20 ft (4 squares) 
  Melee 2 slams +13/+8 (1d6+10 plus mummy rot) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +13 
  Atk Options Despair (DC 21), Mummy Rot (DC 19) 
  Abilities Str 24, Dex 10, Con ---, Int 6, Wis 14, Cha 
  16 
  SQ damage reduction 5/--, darkvision 60 ft., swarm 
  form (grave dirt, undead spider), undead traits, 
  vulnerability to fire 
  Feats 
  Alertness, 
  Great 
  Fortitude, 
  Toughness, 
  Improved Toughness, Improved Turn Resistance, 
  Ability Focus (Despair) 
  Skills Disguise +7, Hide +12, Listen +9, Move Silently 
  +7, Spot +8 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed at a DC 22 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not 
  the save is successful, that creature cannot be 
  affected again by the same mummy’s despair 
  ability for 24 hours. The save DC is Charisma-
  based. 
  Mummy Rot (Su): Supernatural disease –slam, 
  Fortitude DC 20, incubation period 1 minute; 
  damage 1d6 Con and 1d6 Cha. The save DC is 
  Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or 
  is cured as described below. 
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any 
  conjuration (healing) spell on a creature afflicted 
  with mummy rot must succeed on a DC 20 caster 
  level check, or the spell has no effect on the 
  afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either 
  spell), after which a caster level check is no longer 
  necessary to cast healing spells on the victim, and 
  the mummy rot can be magically cured as any 
  normal disease. 
   
  An afflicted creature who dies of mummy rot, 
  shrivels away into sand and dust that blow away 
  into nothing at the first wind. 
   
  S WARM-S H I F T E R  M UM M Y,  G R AV E  D I RT  S WARM  
  F O R M: CR 8; Fine undead (shapechanger, 
  swarm); HD 13; hp 100; Init +0; Spd fly 60 ft. (12 
  squares) (perfect); AC 32(34 vs good), touch 22 
  (24 vs good), flat-footed 28 (30 vs good); Base Atk 
  +7; Grp --; Atk or Full Atk swarm (3d6); 
  Space/Reach 10 ft./---; SA distraction (DC 16), 
  swarm attack (3d6); SQ damage reduction 5/--, 
  darkvision 60 ft., hive mind, immune to weapon 
  damage, swarm form (grave dirt), swarm traits, 
  undead traits, vulnerability to fire; AL NE; SV Fort 
  +8, Ref +8, Will +10; Str 14, Dex 18, Con --, Int 6, 
  Wis 15, Cha 16 
   
  Skills Disguise +17, Hide +29, Listen +9, Move 
  Silently +8, Spot +8 
   
  S WARM-S H I F T E R  
  M UM M Y,  
  U N D E AD 
  S P I D E R  
  S WARM  
  F O R M: CR 8; Diminutive undead 
  (shapechanger, swarm); HD 12; hp 96; Init +3; Spd 
  fly 20 ft. (4 squares), climb 20 ft.; AC 27(29 vs 
  good), touch 17 (19 vs good), flat-footed 24 (26 vs 
  good); Base Atk +6; Grp --; Atk or Full Atk swarm 
  (3d6 plus poison); Space/Reach 10 ft./---; SA 
  poison (DC 19), distraction (DC 16), swarm attack 
  (3d6); SQ damage reduction 5/--, darkvision 60 ft., 
  hive mind, immune to weapon damage, swarm 
  form (grave dirt, undead spider), swarm traits, 
  undead traits, tremorsense 60 ft., vulnerability to 
  BDK7-07 The Mausoleum 
   
  Page 21 
  
  BDK7-07 The Mausoleum 
   
  Page 22 
  fire; AL NE; SV Fort +6, Ref +7, Will +10; Str 14, 
  Dex 16, Con --, Int 6, Wis 15, Cha 16 
   
  Skills Disguise +17, Hide +23, Listen +9, Move 
  Silently +10, Spot +8 
  Poison (Ex): Swarm attack, Fortitude DC 19, initial 
  and secondary damage 1d3 Str. 
  Distraction (Ex): Any living creature vulnerable to a 
  swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a Fortitude 
  save (DC 16) negates the effect. Even with a 
  successful save, spellcasting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills requiring patience and concentration requires 
  a DC 20 Concentration check. The save DC is 
  Constitution-based. 
  Swarm (Ex): The base creature has a swarm attack 
  based on its hit dice. 
  Hive Mind (Ex): A swarm-shifter with this ability is 
  immune to any spell or effect that targets a specific 
  number of creatures (including single-target spells 
  such as disintegrate) with the exception of effects 
  that command, control, turn, rebuke, bolster, or 
  destroy undead specifically. A swarm-shifter in 
  swarm form is affected by turn and rebuke attempts 
  just like the base creature. 
  Swarm Form (Su): The base creature can take the 
  form of an undead swarm at will. The swarm (or 
  swarms, if this template is applied multiple times) 
  the base creature can turn into is chosen when this 
  template is first applied. Each form alters the base 
  creature in swarm form in different ways.  
   
  Changing shape to or from swarm form is a 
  standard action that infuses the undead with 
  negative energy and heals 1 hit point of damage 
  per HD of the base creature. The undead cannot 
  change from swarm form to its normal form in an 
  area where its body could not normally fit. As with 
  the alter self spell, the base creature’s items are 
  absorbed into the swarm form and provide no 
  benefit. When it would normally be dispersed due 
  to damage taken, the swarm reverts to the base 
  creature’s form and is destroyed (except in the 
  case of vampires, liches, and other undead with 
  special destruction rules). 
   
  If the swarm-shifter has multiple swarm forms, it 
  can change from one swarm-form directly into 
  another, losing the first swarm’s traits and gaining 
  those of the other. When switching from one form 
  to another, the undead does not heal damage. 
   
  Although the use of this ability is a supernatural 
  effect, remaining in one form or another is not 
  supernatural, and the base creature in swarm form 
  does not change into its normal shape in an 
  antimagic field. True seeing and similar magic 
  reveals both forms. 
   
  
  APPENDIX 2: APL 8
  ENCOUNTER 5: THE MAUSOLEUM (AREA 4) 
  C H I R O N,  S E R V AN T  O F  T H E  R E AP E R 
  CR  9 
  Male human ghost cleric of Nerull 6/Tomb Warden 1 
  NE 
  Medium 
  undead 
  (augmented 
  humanoid) 
  (incorporeal) 
  Init +5; Senses darkvision 60 ft; Listen +12, Spot +12 
  Languages Common 
  AC 17, touch 17, flat-footed 15 
   (+2 Dex, +5 deflection) 
  Miss Chance 50% (Incorporeal); 20% against ranged 
  attacks 
  hp 87 (+10 aid, +14 desecrate) (7 HD) 
  Immune undead immunities, turning, positive energy, 
  magic missile 
  Resist fire (resist 10) 
  Fort +15, Ref +12, Will +16 (+2 profane bonus, +1 
  against good-aligned) 
  Speed fly 30 ft. (6 squares) 
  Melee +1 ghost touch scythe +16 (2d4+9/x4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp – 
  Atk Options Frightful Moan (DC 18), Horrific 
  Appearance (DC 20) 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 8/day (+7, 2d6+11, 6th) 
  Combat Gear +1 ghost touch scythe 
  Cleric Spells Prepared (CL 6): 
   3rd—bestow curse (DC 15), blindness/deafness 
  (DC 15), magic circle against goodD
   
   2nd—aid
  , bull’s strength
  , desecrateD
  , 
  lesser spell immunity
  , resist energy
   
   1st—bless
  , command (DC 13), entropic 
  shield
  , sign
  , divine favorD
   
   0—detect magic (2), guidance (2), light 
  Already cast and included in the stats 
  D: *Domain spell. Deity: Nerull. Domains: Evil, 
  Mysticism 
  Abilities Str 13 (17), Dex 12 (14), Con --, Int 10, Wis 
  14, Cha 20 
  SQ: 
  darkvision 
  60 
  ft., 
  frightful moan, horrific 
  appearance, rebuke undead 8/day (+7, 2d6+11, 
  6th), 
  spontaneous 
  casting, 
  undead 
  traits, 
  incorporeal traits 
  Feats: Toughness, Iron Will, Ability Focus (Horrific 
  Appearance), Improved Toughness 
  Skills: Concentration +10, Hide +17, Knowledge 
  (Religion) +5, Listen +12, Search +9, Spellcraft +5, 
  Spot +12 
  Possessions: Combat gear plus (all ethereal, the real 
  magic 
  items 
  materialized 
  upon 
  the 
  ghost’s 
  destruction) spell component pouch (2), silver holy 
  symbol of Nerull, gloves of dexterity +2, vest of 
  resistance +1 
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is a 
  sonic, necromantic, mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Horrific Appearance (Su): Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours. 
  Turn Immunity (Ex): As long as it is within the tomb, 
  graveyard, or similar resting place that it protects, a 
  tomb warden is immune to turning or rebuking 
  attempts. It can still be bolstered as normal. 
   
  ENCOUNTER 5: THE MAUSOLEUM (AREA 12) 
  V I CT O R E N  G R AV E B ANE CR  9 
  Male human (Flan) cleric of Nerull 6/Master of 
  Shrouds 3 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot +5 
  Languages Common 
  AC 19 (21 vs good), touch 9 (11 vs good), flat-footed 
  19 (21 vs good) 
   (-1 Dex, +10 armor, +2 deflection [vs good]) 
  Miss Chance 20% vs ranged attacks 
  hp 93 (+18 bear’s endurance, +18 Divine Vigor) (9 
  HD) 
  Immune movement-impeding effects (freedom of 
  movement); scorching ray, fireball (spell immunity) 
  Resist electricity (protected 96 pts) 
  Fort +13, Ref +6, Will +18 (+1 vs Fear) 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee +1 scythe +13/+8 (2d4+7/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +9 
  Special Actions spontaneous casting (inflict spells), 
  summon undead (5/day; shadow), rebuke undead 
  9/day (+4, 2d6+11, 9th) 
  Combat Gear +1 scythe 
  Cleric Spells Prepared (CL 8): 
   4th—confusionD (DC 18), rapid summon undead 
  III, freedom of movement
  , spell immunity
   
   3rd—magic vestment
  , nondetectionD
  , 
  prayer
  , protection from energy
   
   2nd— bear’s endurance (2)
  , bull’s 
  strength
  , desecrate
  , invisibilityD
   
   1st—bless
  , cure light wounds (2), divine 
  favorD
  , entropic shield 
  , sign
   
   0—detect magic (2), guidance, light, mending, read 
  magic 
  Already cast and included in the stats 
  BDK7-07 The Mausoleum 
   
  Page 23 
  
  D: *Domain spell. Deity: Nerull. Domains: Mysticism, 
  Trickery 
  Abilities Str 13 (17), Dex 8, Con 12 (16), Int 10, Wis 
  17 (19), Cha 14 
  SQ: spontaneous casting (inflict spells), rebuke 
  undead 9/day (+4, 2d6+11, 9th), extra rebuking, 
  summon undead (5/day; shadow) 
  Feats: Martial Weapon Proficiency (Scythe), Spell 
  Focus (Conjuration), Augment Summoning, Rapid 
  Spell, Divine Vigor 
  Skills:  Bluff +4, Concentration +14, Disguise +5, 
  Knowledge (Religion) +6 , Knowledge (The Planes) 
  +5 , Listen +5, Spellcraft +13, Spot +5 
  Possessions: combat gear plus periapt of wisdom 
  +2, vest of resistance +2, masterwork full plate 
  Extra Rebuking (Ex): A master of shrouds may use 
  his rebuke undead ability four additional times per 
  day. 
  Rebuke Undead (Su): Master of shrouds class levels 
  stack with all other classes that grant the ability to 
  rebuke undead for the purpose of determining the 
  character’s effective cleric level for rebuking. 
  Summon Undead (Sp): At 2nd level and higher, a 
  master of shrouds can summon one or more 
  incorporeal undead creatures a number of times 
  per day equal to 3+ his Charisma modifier 
  (minimum 1). This ability is otherwise identical to 
  the summon monster spells, except that a master 
  of shrouds adds his Charisma modifier (if positive) 
  to the duration of the effect. 
   
  At 2nd level, a master of shrouds can summon a 
  single shadow. At 4th level, he can summon one 
  wraith or two shadows. At 6th level, he can summon 
  one spectre, two wraiths, or four shadows. At 8th 
  level, he can summon one greater shadow, two 
  spectres, four wraiths, and four greater shadows. 
  At 10th level, he can summon one dread wraith, two 
  greater shadows, four spectres, four wraiths, or 
  four shadows. 
   
  M O R F E O N  T H E  G RI M 
  CR  7 
  Male human necromancer 7 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  AC 22 (24 vs good), touch 12 (14 vs good), flat-footed 
  20 (22 vs good) 
   (+2 Dex, +6 greater mage armor, +4 shield, +2 
  deflection [vs good]) 
  hp 56 (+13 false life, +14 bear’s endurance) (7 HD) 
  DR 10/adamantine (stoneskin 70 pts) 
  Immune magic missile (shield) 
  Resist fire (protected 84 pts), electricity (resist 20) 
  Fort +9, Ref +6, Will +8 (+1 vs Fear) 
  Speed 30 ft. (6 squares) 
  Melee dagger +7 (1d4+3/19-20/x2) 
  Ranged masterwork light crossbow +8 (1d8+1/19-
  20/x2) 
  Ranged ranged touch +7 (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Combat 
  Gear 
  masterwork 
  light 
  crossbow, 
  20 
  crossbow bolts, dagger 
  Wizard Spells Prepared (CL 7): 
   4th—enervation (+7 ranged touch), stoneskin
  , 
  greater invisibility
   
   3rd—empowered ray of enfeeblementS (+7 ranged 
  touch), extended greater mage armor
  , 
  protection from energy
  , vampiric touchS (+9 
  melee touch) 
   2nd—bull’s strength
  , extended false lifeS
  , 
  extended resist energy
  , scorching ray (+7 
  ranged touch), spectral handS
   
   1st—lesser orb of acid (2) (+7 ranged touch), 
  magic missile (2), ray of enfeeblementS (+7 
  ranged touch), shield
    
   0—detect magic, message
  , ray of frost (+7 
  ranged touch), touch of fatigueS (DC 16) (2) 
  Already cast and included in the stats 
  S: *Specialization spell. School of Specialization: 
  Necromancy; Schools of Opposition: Enchantment 
  and Transmutation 
  Abilities Str 10 (14), Dex 14, Con 13 (17), Int 16 (18), 
  Wis 12, Cha 8 
  SQ summon familiar (rat) 
  Feats Alertness, Scribe Scroll, Combat Casting, 
  Improved Initiative, Spell Focus (Necromancy), 
  Empower Spell, Greater Spell Focus (Necromancy) 
  Skills  Concentration +18, Decipher Script +14, 
  Knowledge (Arcana) +15, Knowledge (Religion) 
  +15, Knowledge (The Planes) +10, Listen +4, Spot 
  +4, Listen +4, Spellcraft +17, Spot +4[ 
  Possessions: combat gear plus headband of intellect 
  +2, vest of resistance +1, lesser rod of extend 
  Spellbook spells prepared plus 0—all, except 
  enchantment and transmutation; 1st—alarm, mage 
  armor, 
  true 
  strike; 
  2nd—glitterdust; 
  3rd—
  displacement 
  Active Spells (from Victoren): bear’s endurance, 
  bless, prayer 
   
  BDK7-07 The Mausoleum 
   
  Page 24 
  
  APPENDIX 3: APL 10
  ENCOUNTER 5: THE MAUSOLEUM (AREA 4) 
  C H I R O N,  S E R V AN T  O F  T H E  R E AP E R 
  CR  11 
  Male human ghost cleric of Nerull 7/tomb warden 2 
  NE 
  Medium 
  undead 
  (augmented 
  humanoid) 
  (incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +15, Spot 
  +15 
  BDK7-07 The Mausoleum 
   
  Page 25 
  Languages Common 
  AC 21, touch 21, flat-footed 18 
   (+2 Dex, +9 deflection) 
  Miss Chance 50% (Incorporeal); 20% against ranged 
  attacks 
  hp 120 (+12 aid, +18 desecrate, +9 divine power) (9 
  HD) 
  Immune undead immunities, turning, magic missile, 
  spiritual weapon (lesser spell immunity) 
  Resist fire (resist 20), cold 10 
  Fort +16, Ref +12, Will +17 
  Speed fly 30 ft. (6 squares) 
  Melee +1 ghost touch scythe +20/+15 (2d4+7/x4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4 (divine power); Grp – 
  Atk Options Frightful Moan (DC 20), Horrific 
  Appearance (DC 22), Telekinesis (CL 12th) 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 9/day (+8, 2d6+13, 7th) 
  Combat Gear +1 ghost touch scythe 
  Cleric Spells Prepared (CL 9): 
   4th—divine power
  , lesser visage of the deityD
   
   3rd—bestow curse (DC 15), blindness/deafness 
  (DC 15), magic circle against goodD
   
   2nd—aid
  , desecrateD
  , lesser spell 
  immunity
  , resist energy
  , silence 
   1st—bless
  , command (DC 13), divine favorD
  , 
  entropic shield
  , incite (DC 13), sign
   
   0—detect magic (2), guidance (2), light, mending 
  Already cast and included in the stats 
  D: *Domain spell. Deity: Nerull. Domains: Evil, 
  Mysticism 
  Abilities Str 13 (19), Dex 12 (14), Con --, Int 10, Wis 
  14, Cha 21 (25) 
  SQ: 
  darkvision 
  60 
  ft., 
  frightful moan, horrific 
  appearance, undead traits, incorporeal traits, 
  telekinesis 
  Feats: Toughness, Iron Will, Ability Focus (Horrific 
  Appearance), Improved Toughness, Practiced 
  Spellcaster (Cleric) 
  Skills: Concentration +12, Hide +17, Knowledge 
  (Religion) +5, Listen +15, Search +9, Spellcraft +5, 
  Spot +15 
  Possessions: Combat gear plus (all ethereal) spell 
  component pouch (2), quiver of 20 arrows, silver 
  holy symbol of Nerull, gloves of dexterity +2, vest 
  of resistance +2, cloak of charisma +2 
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is a 
  sonic, necromantic, mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Horrific Appearance (Su): Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours. 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the 
  ghost’s HD, whichever is higher). When a ghost 
  uses this power, it must wait 1d4 rounds before 
  using it again. 
  Turn Immunity (Ex): As long as it is within the tomb, 
  graveyard, or similar resting place that it protects, a 
  tomb warden is immune to turning or rebuking 
  attempts. It can still be bolstered as normal. 
  Tomb Sense (Su): While it is within the tomb, 
  graveyard, or similar resting place it protects, a 
  tomb warden of 2nd level or higher automatically 
  knows the precise location of all intruders within 
  that tomb. This ability is similar to blindsense, 
  except that it functions without regard to line of 
  effect and its effect extends to every portion of the 
  tomb. 
   
  ENCOUNTER 5: THE MAUSOLEUM (AREA 12) 
  V I CT O R E N  G R AV E B ANE CR  11 
  Male human (Flan) cleric of Nerull 6/Master of 
  Shrouds 5 
  NE Medium humanoid 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common 
  AC 23, touch 13, flat-footed 23 
   (+0 Dex, +10 armor, +3 deflection) 
  Miss Chance 20% vs ranged attacks 
  hp 138 (+14 aid, +22 bear’s endurance, +22 Divine 
  Vigor, +11 divine power) (11 HD) 
  Immune movement-impeding effects (freedom of 
  movement), scorching ray, fireball (spell immunity) 
  Resist electricity (protected 120 pts), fire (resist 20), 
  cold 10; SR 22 
  Fort +14, Ref +10, Will +22 (+1 vs Fear) 
  Speed 30 ft. (Divine Vigor) (6 squares) 
  Melee +1 scythe +20/+15/+10 (2d4+10/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11 (divine power); Grp +15 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 9/day (+6, 2d6+15, 11th) 
  Combat Gear +1 scythe 
  Cleric Spells Prepared (CL 10): 
   
  
   5th—flame strike (DC 19), righteous mightD, spell 
  resistance
   
   4th—confusionD (DC 18), divine power
  , rapid 
  summon undead III, freedom of movement
  , 
  spell immunity
   
   3rd—magic vestment
  , nondetectionD
  , 
  prayer
  , protection from energy
  , lesser 
  visage of the deityD
   
   2nd—aid
  , bear’s endurance (2)
  , cure 
  moderate wounds, desecrate
  , invisibilityD
   
   1st—bless
  , cure light wounds (2), divine 
  favorD
  , entropic shield 
  , sign
   
   0—detect magic (2), guidance, light, mending, read 
  magic 
  Already cast and included in the stats 
  D: *Domain spell. Deity: Nerull. Domains: Mysticism, 
  Trickery 
  Abilities Str 13 (19), Dex 8 (10), Con 12 (16), Int 10, 
  Wis 17 (19), Cha 14 (18) 
  SQ: spontaneous casting (inflict spells), rebuke 
  undead 9/day (+6, 2d6+15, 11th), extra rebuking, 
  summon undead (5/day; shadow, wraith) 
  Feats: Martial Weapon Proficiency (Scythe), Spell 
  Focus (Conjuration), Augment Summoning, Rapid 
  Spell, Divine Vigor 
  Skills:  Bluff +6, Concentration +16, Disguise +5, 
  Knowledge (Religion) +6 , Knowledge (The Planes) 
  +5 , Listen +5, Spellcraft +15, Spot +5 
  Possessions: periapt of wisdom +2, gloves of 
  dexterity +2, vest of resistance +3, masterwork full 
  plate 
  Extra Rebuking (Ex): A master of shrouds may use 
  his rebuke undead ability four additional times per 
  day. 
  Rebuke Undead (Su): Master of shrouds class levels 
  stack with all other classes that grant the ability to 
  rebuke undead for the purpose of determining the 
  character’s effective cleric level for rebuking. 
  Summon Undead (Sp): At 2nd level and higher, a 
  master of shrouds can summon one or more 
  incorporeal undead creatures a number of times 
  per day equal to 3+ his Charisma modifier 
  (minimum 1). This ability is otherwise identical to 
  the summon monster spells, except that a master 
  of shrouds adds his Charisma modifier (if positive) 
  to the duration of the effect. 
   
  At 2nd level, a master of shrouds can summon a 
  single shadow. At 4th level, he can summon one 
  wraith or two shadows. At 6th level, he can summon 
  one spectre, two wraiths, or four shadows. At 8th 
  level, he can summon one greater shadow, two 
  spectres, four wraiths, and four greater shadows. 
  At 10th level, he can summon one dread wraith, two 
  greater shadows, four spectres, four wraiths, or 
  four shadows. 
  Improved Summoning (Ex): Beginning at 5th level, a 
  master of shrouds summons more powerful 
  undead creatures than normal. Whenever he casts 
  a summon undead spell or when he uses his 
  summon undead class ability, the summoned 
  creature gains a +2 enhancement bonus on attack 
  and damage rolls. 
   
  M O R F E O N  T H E  G RI M 
   
   
  CR  9 
  Male human necromancer 9 
  NE Medium humanoid (human) 
  Init +7; Senses Listen +4, Spot +4 
  AC 23 (25 vs good), touch 13 (15 vs good), flat-footed 
  20 (22 vs good) 
   (+3 Dex, +6 greater mage armor, +4 shield, +2 
  deflection [vs good]) 
  hp 70 (+15 false life, +18 bear’s endurance) (9 HD) 
  DR 10/adamantine (stoneskin 90 pts) 
  Immune magic missile 
  Resist fire (protected 108 pts), electricity (resist 20) 
  Fort +11, Ref +9, Will +10 (+1 vs Fear) 
  Speed 30 ft. (6 squares) 
  Melee dagger +8 (1d4+3/19-20/x2) 
  Ranged masterwork light crossbow +10 (1d8+1/19-
  20/x2) 
  Ranged ranged touch +9 (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Wizard Spells Prepared (CL 9): 
   5th—waves of fatigueS, wrackS (DC 21) 
   4th—enervationS (2) (+9 ranged touch), 
  stoneskin
  , greater invisibility
   
   3rd—empowered ray of enfeeblementS, fireball (DC 
  17), extended greater mage armor
  , protection 
  from energy
  , vampiric touchS (+11 melee 
  touch) 
   2nd—bull’s strength
  , extended false lifeS
  , 
  ghoul touchS (DC 18) (+11 melee touch), 
  extended resist energy
  , scorching ray (+9 
  ranged touch), spectral handS
   
   1st—lesser orb of acid (2) (+9 ranged touch), 
  magic missile (2), ray of enfeeblementS (+9 
  ranged touch), shield
   
   0—detect magic, message
  , ray of frost (+9 
  ranged touch), touch of fatigueS (DC 16) (2) 
  Already cast and included in the stats 
  S: *Specialization spell. School of Specialization: 
  Necromancy; Schools of Opposition: Enchantment 
  and Transmutation 
  Abilities Str 10 (14), Dex 14 (16), Con 13 (17), Int 17 
  (19), Wis 12, Cha 8 
  SQ summon familiar (rat) 
  Feats Alertness, Scribe Scroll, Combat Casting, 
  Improved Initiative, Spell Focus (Necromancy), 
  Empower 
  Spell, 
  Greater 
  Spell 
  Focus 
  (Necromancy), Mobile Spellcasting 
  Skills  Concentration +20, Decipher Script +16, 
  Knowledge (Arcana) +17, Knowledge (Religion) 
  +17, Knowledge (The Planes) +12, Listen +4, 
  Spellcraft +19, Spot +4 
  BDK7-07 The Mausoleum 
   
  Page 26 
  
  Possessions: headband of intellect +2, gloves of 
  dexterity +2, vest of resistance +2, lesser rod of 
  extend, masterwork light crossbow, 20 crossbow 
  bolts, dagger 
  Spellbook spells prepared plus 0—all, except 
  enchantment and transmutation; 1st—alarm, mage 
  armor, true strike; 2nd—none; 3rd—displacement; 
  4th—bestow curse*; 5th—none 
  Active Spells (from Victoren): bear’s endurance, 
  bless, prayer 
  BDK7-07 The Mausoleum 
   
  Page 27 
  
  APPENDIX 4: APL 12 
  Possessions: Combat gear plus (all ethereal) spell 
  component pouch (2), quiver of 20 arrows, silver 
  holy symbol of Nerull, gloves of dexterity +2, vest 
  of resistance +3, cloak of charisma +2, periapt of 
  wisdom +2 
  ENCOUNTER 6: THE MAUSOLEUM (AREA 4) 
  C H I R O N,  S E R V AN T  O F  T H E  R E AP E R 
  CR  14 
  Male human ghost cleric of Nerull 9/tomb warden 3 
  NE 
  Large 
  undead 
  (augmented 
  humanoid) 
  (incorporeal) 
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is a 
  sonic, necromantic, mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Init +6; Senses darkvision 60 ft.; Listen +18, Spot 
  +18 
  Languages Common 
  AC 19, touch 19, flat-footed 17 
   (-1 size, +2 Dex, +8 deflection) 
  Miss Chance 50% (Incorporeal); 20% against ranged 
  attacks 
  hp 157 (+13 aid, +24 desecrate, +12 divine power) 
  (12 HD) DR 6/good (righteous might) 
  Horrific Appearance (Su): Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific 
  appearance for 24 hours. 
  Immune 
  undead 
  immunities, 
  incorporeal 
  traits, 
  turning, magic missile, spiritual weapon, scorching 
  ray (spell immunity) 
  Resist fire (protected 120pts), electricity (resist 30), 
  cold 10 
  Fort +28, Ref +22, Will +31 (+2 profane bonus) 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the 
  ghost’s HD, whichever is higher). When a ghost 
  uses this power, it must wait 1d4 rounds before 
  using it again. 
  Speed fly 30 ft. (6 squares) 
  Melee Large +1 keen ghost touch scythe +29/+24/+19 
  (2d6+19/19-20/x4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp – 
  Turn Immunity (Ex): As long as it is within the tomb, 
  graveyard, or similar resting place that it protects, a 
  tomb warden is immune to turning or rebuking 
  attempts. It can still be bolstered as normal. 
  Atk Options Frightful Moan (DC 24), Horrific 
  Appearance (DC 26), Telekinesis (CL 12th) 
  Special Actions spontaneous casting (inflict spells), 
  rebuke undead 9/day (+10, 2d6+17, 9th) 
  Tomb Sense (Su): While it is within the tomb, 
  graveyard, or similar resting place it protects, a 
  tomb warden of 2nd level or higher automatically 
  knows the precise location of all intruders within 
  that tomb. This ability is similar to blindsense, 
  except that it functions without regard to line of 
  effect and its effect extends to every portion of the 
  tomb. 
  Combat Gear +1 keen ghost touch scythe 
  Cleric Spells Prepared (CL 9): 
   5th—flame strike (DC 17), righteous mightD 
   4th—divine power
  , spell immunity
  , unholy 
  blightD (DC 16) 
   3rd—bestow curse (DC 15), blindness/deafness 
  (DC 15), dispel magic, lesser visage of the 
  deityD
  , searing light (+29 ranged touch) 
  Power of the Dead (Su): While it is within the tomb, 
  graveyard, or similar resting place it protects, a 3rd 
  level tomb warden can call upon the spirits of the 
  dead to gain insight from them. This ability requires 
  only a free action to activate, and grants the tomb 
  warden an insight bonus on attack rolls, damage 
  rolls, and saving throws equal to its Charisma 
  modifier (minimum +1). A tomb warden can use 
  this ability once per day, and its effects last for 10 
  minutes. 
   2nd—aid
  , deific vengeance (DC 14), 
  desecrateD
  , resist energy
  , sound burst (DC 
  14), spiritual weapon (+15/+10/+5 melee; 1d8+4; 
  scythe) 
   1st—bless
  , command (DC 13), divine favorD
  , 
  entropic shield
  , incite (DC 13), sign
   
   0—detect magic (2), guidance (2), light, mending 
  Abilities Str 13 (23), Dex 12 (14), Con --, Int 10, Wis 
  14 (16), Cha 22 (26) 
   
  SQ: darkvision 60 ft., frightful moan, horrific 
  appearance, undead traits, incorporeal traits, 
  telekinesis 
  ENCOUNTER 6: THE MAUSOLEUM (AREA 12) 
  V I CT O R E N  G R AV E B ANE CR  13 
  Male human (Flan) cleric of Nerull 6/Master of 
  Shrouds 7 
  Feats: Toughness, Iron Will, Ability Focus (Horrific 
  Appearance), Improved Toughness, Practiced 
  Spellcaster (Cleric), Power Attack 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +7, Spot +7 
  Skills: Concentration +12, Hide +15, Knowledge 
  (Religion) +5, Listen +18, Search +9, Spellcraft +5, 
  Spot +18 
  Languages Common 
  AC 25, touch 14, flat-footed 25 
  BDK7-07 The Mausoleum 
   
  Page 28 
  
   (+0 Dex, +11 armor, +4 deflection) 
  Miss Chance 20% vs ranged attacks 
  hp 160 (+14 aid, +26 bear’s endurance, +26 Divine 
  Vigor, +13 divine power)(13 HD) 
  Immune movement-impeding effects (freedom of 
  movement), 
  scorching 
  ray, 
  fireball, 
  ray 
  of 
  enfeeblement (spell immunity) 
  Resist fire (protected 120 pts), electricity (resist 30), 
  cold 10; SR 24 
  Fort +17, Ref +11, Will +22 (+1 vs Fear) 
  Speed 30 ft. (see Divine Vigor) (6 squares) 
  Melee +3 scythe of wounding +24/+19/+14 (2d4+12 
  plus 1 Con damage/19-20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +17 
  Special Actions spontaneous casting (inflict spells), 
  summon undead (5/day; shadow, wraith, spectre), 
  rebuke undead 9/day (+4, 2d6+8, 6th) 
  Combat Gear +1 scythe of wounding 
  Cleric Spells Prepared (CL 12): 
   6th—blade barrier (DC 22), rapid summon undead 
  V, heal, mislead*
   
   5th—flame strike (DC 21), righteous mightD, 
  righteous wrath of the faithful, spell resistance (2) 
   
   4th—confusionD (DC 20), divine power
  , freedom 
  of movement
  , greater magic weapon
  , spell 
  immunity
   
   3rd—bestow curse (DC 19), lesser visage of the 
  deity
  , magic vestment
  , prayer
  , protection 
  from energy
  , remove blindness/deafness 
   2nd—aid
  , bear’s endurance (2) 
  , cure 
  moderate wounds, invisibilityD, desecrate
  , 
  spiritual weapon (+23/+18/+13; 1d8+4; scythe) 
   1st—bless
  , cure light wounds (2), divine 
  favorD
  , entropic shield
  , shield of faith (2) 
  , sign
   
   0—detect magic (2), guidance, light, mending, read 
  magic 
  Already cast and included in the stats 
  D: *Domain spell. Deity: Nerull. Domains: Mysticism, 
  Trickery 
  Abilities Str 13 (19), Dex 8 (10), Con 12 (16), Int 10, 
  Wis 18 (22), Cha 14 (18) 
  SQ: spontaneous casting (inflict spells), rebuke 
  undead (9/day), extra rebuking, summon undead 
  (5/day; shadow, wraith, spectre) 
  Feats: Martial Weapon Proficiency (Scythe), Spell 
  Focus (Conjuration), Augment Summoning, Rapid 
  Spell, Divine Vigor, Improved Critical (Scythe) 
  Skills:  Bluff +4, Concentration +14, Disguise +5, 
  Knowledge (Religion) +6 , Knowledge (The Planes) 
  +5 , Listen +7, Spellcraft +13, Spot +7 
  Possessions: combat gear plus periapt of wisdom 
  +4, gloves of dexterity +2, vest of resistance +3, 
  masterwork full plate 
  Extra Rebuking (Ex): A master of shrouds may use 
  his rebuke undead ability four additional times per 
  day. 
  Rebuke Undead (Su): Master of shrouds class levels 
  stack with all other classes that grant the ability to 
  rebuke undead for the purpose of determining the 
  character’s effective cleric level for rebuking. 
  Summon Undead (Sp): At 2nd level and higher, a 
  master of shrouds can summon one or more 
  incorporeal undead creatures a number of times 
  per day equal to 3+ his Charisma modifier 
  (minimum 1). This ability is otherwise identical to 
  the summon monster spells, except that a master 
  of shrouds adds his Charisma modifier (if positive) 
  to the duration of the effect. 
   
  At 2nd level, a master of shrouds can summon a 
  single shadow. At 4th level, he can summon one 
  wraith or two shadows. At 6th level, he can summon 
  one spectre, two wraiths, or four shadows. At 8th 
  level, he can summon one greater shadow, two 
  spectres, four wraiths, and four greater shadows. 
  At 10th level, he can summon one dread wraith, two 
  greater shadows, four spectres, four wraiths, or 
  four shadows. 
  Improved Summoning (Ex): Beginning at 5th level, a 
  master of shrouds summons more powerful 
  undead creatures than normal. Whenever he casts 
  a summon undead spell or when he uses his 
  summon undead class ability, the summoned 
  creature gains a +2 enhancement bonus on attack 
  and damage rolls. 
   
  M O R F E O N  T H E  G RI M 
  CR  11 
  Male human necromancer 11 
  NE Medium humanoid (human) 
  Init +7; Senses Listen +3, Spot +3 
  AC 27, touch 17, flat-footed 24 
   (+3 Dex, +6 greater mage armor, +4 shield, +4 
  deflection) 
  hp 83 (+16 false life, +22 bear’s endurance) (9 HD) 
  DR 10/adamantine (stoneskin 90 pts) 
  Resist fire (protected 120 pts), electricity (resist 30); 
  SR 24 
  Fort +12, Ref +10, Will +12 (+1 vs Fear) 
  Speed 30 ft. (6 squares) 
  Melee dagger +9 (1d4+3/19-20/x2) 
  Ranged masterwork light crossbow +11 (1d8+1/19-
  20/x2) 
  Ranged ranged touch +10 (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Wizard Spells Prepared (CL 11): 
   6th—empowered orb of cold (+10 ranged touch), 
  fell drain enervationS, fleshshiverS (DC 23) 
   5th—fell drain fireball (DC 20), greater fireburst 
  (DC 20), waves of fatigueS, fell drain vampiric 
  touchS 
   4th—dimension door, enervationS (2) (+10 ranged 
  touch), stoneskin
  , greater invisibility
   
   3rd—empowered ray of enfeeblementS (+10 
  ranged touch), fireball (DC 18), extended greater 
  BDK7-07 The Mausoleum 
   
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  mage armor
  , extended nondetection
  , 
  protection from energy
  , empowered  magic 
  missile 
   2nd—bull’s strength
  , extended false lifeS
  , 
  ghoul touchS (DC 19) (+12 melee touch), resist 
  energy
  , scorching ray (+10 ranged touch), 
  spectral handS
   
   1st—lesser orb of acid (2) (+10 ranged touch), 
  magic missile (2), ray of enfeeblementS (2) (+10 
  ranged touch), shield
   
   0—detect magic, message
  , ray of frost(+10 
  ranged touch), touch of fatigueS (DC 17) (2) (+12 
  melee touch) 
  Already cast and included in the stats 
  S: *Specialization spell. School of Specialization: 
  Necromancy; Schools of Opposition: Enchantment 
  and Transmutation 
  Abilities Str 10 (14), Dex 14 (16), Con 13 (17), Int 17 
  (21), Wis 12, Cha 8 
  SQ summon familiar (rat) 
  Feats Alertness, Scribe Scroll, Combat Casting, 
  Improved Initiative, Spell Focus (Necromancy), 
  Empower 
  Spell, 
  Greater 
  Spell 
  Focus 
  (Necromancy), Mobile Spellcasting, Fell Drain 
  Skills  Concentration +22, Decipher Script +18, 
  Knowledge (Arcana) +20, Knowledge (Religion) 
  +20, Knowledge (The Planes) +16, Listen +4, 
  Spellcraft +22, Spot +4 
  Possessions: headband of intellect +4, gloves of 
  dexterity +2, vest of resistance +3, lesser rod of 
  extend, lesser rod of maximize, masterwork light 
  crossbow, 20 crossbow bolts, dagger 
  Spellbook spells prepared plus 0—all, except 
  enchantment and transmutation; 1st—alarm, mage 
  armor, true strike; 2nd—none; 3rd—displacement; 
  4th—bestow 
  curse*; 
  5th—greater 
  blink; 
  6th—
  contingency 
  Contingency: When attacked, cast Greater Blink on 
  self 
  Active Spells (from Victoren): bear’s endurance, 
  bless, prayer, shield of faith, spell resistance 
   
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  BDK7-07 The Mausoleum 
   
  Page 31 
  APPENDIX 5: NEW RULES ITEMS 
  FEATS 
  ABILITY FOCUS 
  Choose one of the creature’s special attacks. This 
  attack becomes more potent than normal. 
   
  Prerequisite: Special attack. 
   
  Benefit: Add +2 to the DC for all saving throws 
  against the special attack on which the creature 
  focuses. 
   
  Special: A creature can gain this feat multiple 
  times. Its effects do not stack. Each time the creature 
  takes this feat, it applies to a different special attack. 
   
  Source: Monster Manual 303 
   
  DIVINE VIGOR 
  You can channel energy to increase your speed and 
  durability. 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your 
  turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  character level. The effects last a number of minutes 
  equal to your Charisma modifier. 
   
  Source: Complete Warrior 108 
   
  FELL DRAIN 
  Living foes damaged by your spell also gain a 
  negative level. 
   
  Benefit: You can alter a spell that deals damage 
  to foes so that any living creature that is dealt 
  damage also gains a negative level. If the subject has 
  at least as many negative levels as it does Hit Dice, it 
  dies. Assuming the subject survives, the negative 
  level disappears (without requiring a Fortitude save) 
  after a number of hours equal to your caster level 
  (maximum 15). A fell draining spell uses up a spell 
  slot two levels higher than the spell’s actual level. 
   
  Source: Libris Mortis 27 
   
  IMPROVED TOUGHNESS 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal 
  to your Hit Dice. Each time you gain a Hit Die (such 
  as by gaining a level), you gain one additional hit 
  point. If you lose a Hit Die (such as by losing a level, 
  you lose hit point permanently. 
   
  Source: Libris Mortis 27 
   
  IMPROVED TURN RESISTANCE 
  You have a better than normal chance to resist 
  turning. 
   
  Prerequisite: Undead type. 
   
  Benefit: You are less easily affected by clerics 
  or paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s 
  Handbook). 
  When 
  resolving 
  a 
  turn, 
  rebuke, 
  command, or bolster attempt, add +4 to your 
  character level (monster Hit Dice plus class levels) to 
  determine your Hit Dice for turn, rebuke, command, 
  and bolster attempts. For example, a 4 HD wight 
  with this feat is treated as an 8 HD undead for the 
  purpose of turn, rebuke, command, and bolster 
  attempts, even though it is a 4 HD creature for any 
  other purpose. A vampire that already has +4 turn 
  resistance adds an additional +4 with this feat, for a 
  total of +8. 
   
  Source: Libris Mortis 27 
   
  MOBILE SPELLCASTING 
  Your focused concentration allows you to move 
  while casting a spell. 
   
  Prerequisite: Concentration 8 ranks. 
   
  Benefit: You can make a special Concentration 
  check (DC 20 + spell level) when casting a spell. If 
  the check succeeds, you can cast the spell and move 
  up to your speed as a single standard action. (You 
  can’t use this ability to cast a spell that takes longer 
  than 1 standard action to cast.) If the check fails, you 
  lose the spell and fail to cast it, just as if you had 
  failed a Concentration check to cast the spell 
  defensively. 
   
  You still provoke attacks of opportunity for 
  casting spells from any creatures who threaten you at 
  any point of your movement. You can cast 
  defensively while using this feat, but doing so 
  increases the Concentration check DC to 25 + spell 
  level. 
   
  Source: Complete Adventurer 111 
   
  PRACTICED SPELLCASTER 
  Choose a spellcasting class that you possess. Your 
  spells cast from the class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: You caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit 
  Dice. However, even if you can’t benefit from the 
  full bonus immediately, if you later gain Hit Dice in 
  levels of nonspellcasting classes, you might be able 
  to apply the rest of the bonus. 
   
  A character with two or more spellcasting 
  classes (such as a bard/sorcerer or a ranger/druid) 
  must choose which class gains the feat’s effect. 
  
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, 
  which would help you penetrate spell resistance and 
  increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. 
   
  Source: Complete Divine 82 
   
  RAPID SPELL 
  You can cast spells with longer casting times more 
  quickly. 
   
  Benefit: Only spells with a casting time greater 
  than 1 standard action can be made rapid. A rapid 
  spell with a casting time of 1 full round can be cast as 
  a standard action. A rapid spell with a casting time 
  measured in rounds can be cast in one full round. 
  Rapid spells with casting times measured in minutes 
  can be cast in 1 minute, and rapid spells with casting 
  measured in hours can be cast in 1 hour. A rapid spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Source: Complete Divine 84 
   
  SPELLS 
  ARC OF LIGHTNING 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  This spell deals 1d6 points of electricity damage per 
  caster level (maximum 15d6) to both creatures and to 
  anything in the line between them. 
   
  Both creatures must be in range, and you must 
  be able to target them both (as if this spell has them 
  as its targets). Draw the line from any corner in one 
  creature’s space to any corner in the other’s space. 
  The bolt affects all squares in this line. 
   
  Arcane Material Component: Two small iron 
  rods. 
   
  Source: Spell Compendium 15 
   
  BANDS OF STEEL 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Effect: One medium or smaller creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
   
  The victim must succeed on a Reflex save or be 
  immobilized and thus unable to move. If the saving 
  throw succeeds, the victim is only partially trapped 
  by the bands, and is entangled. 
   
  A creature immobilized by the bands can attempt 
  to escape as a full-round action, either by bursting 
  free (Strength DC 18) or wriggling out (Escape Artist 
  DC 18). 
   
  An entangled creature can use a full-round 
  action to break free (Strength DC 13) or disentangle 
  itself (Escape Artist DC 13). 
   
  Material Component: Three small silver hoops, 
  interlocked. 
   
  Source: Spell Compendium 24 
   
  DEIFIC VENGEANCE 
  Conjuration (Summoning) 
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
   
  This spell deals 1d6 points of damage per two caster 
  levels (maximum 5d6), or 1d6 per caster level 
  (maximum 10d6) if the target is undead. 
   
  Source: Spell Compendium 62 
   
  DISPELLING SCREEN 
  Abjuration 
  Level: Drow 6, sorcerer/wizard 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: Energy wall is area is up to one 10 ft. 
  square/level, or a sphere or hemisphere with a radius 
  of up to 1 ft./level 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Any spell effect operating on a creature or 
  unattended object that passes through the screen is 
  affected as by a targeted dispel magic (PHB 223) at 
  your caster level. Attended items that pass through 
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  are not affected by the screen, which is the only way 
  a screen differs from a normal targeted casting of 
  dispel magic—attended items are essentially not 
  targeted by the screen. Make a caster level check 
  (1d20 + 1 per caster level, maximum +10) to dispel 
  spell effects (DC 11 + caster level) or suppress an 
  unattended object’s magical properties for 1d4 
  rounds (DC equal to the item’s caster level). Spell 
  effects not operating on objects or creatures cannot 
  pass through the screen. A disintegrate or successful 
  dispel magic removes dispelling screen, while an 
  antimagic field suppresses it. 
   
  Material Component: A sheet of fine lead 
  crystal. 
   
  Source: Spell Compendium 67 
   
  DISPELLING SCREEN, GREATER 
  Abjuration 
  Level: Drow 6, sorcerer/wizard 7 
   
  This spell functions like dispelling screen, except 
  that the maximum caster level bonus on the dispel 
  check is +20. 
   
  Source: Spell Compendium 67 
   
  FLESHSHIVER 
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  A creature with Hit Dice less than or equal to your 
  caster level is automatically stunned for 1 round (no 
  saving throw). A creature with Hit Dice greater than 
  your caster level is allowed a saving throw to negate 
  the stunning effect. 
   
  In the following round, the target must make a 
  Fortitude save or take 1d6 points of damage per 
  caster level (maximum 15d6) and be nauseated by 
  the pain for 1d4+2 rounds. 
   
  Material Component: A bone, which is snapped 
  during the casting of the spell. 
   
  Source: Spell Compendium 95 
   
  INCITE 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: Creatures in a 10-foot burst 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Affected creatures are not allowed to delay or ready 
  an action. If a subject is currently delaying, it acts as 
  soon as the spell is cast. If the subject currently has 
  an action readied, it loses that action. 
   
  Source: Spell Compendium 121 
   
  GLASS STRIKE 
  Transmutation 
  Level: Sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature or 4 cubic ft. of material 
  Duration: 1 hour/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You transform the target into glass. You can cast 
  either of these two versions: 
   
  Glass Creature: As flesh to stone (PH 232), but 
  the subject becomes glass. 
   
  Glass Object: An object of up to 4 cubic feet in 
  volume is affected. Part of a larger object (such as a 
  floor or wall) can be transformed by this spell. Glass 
  has hardness 1, and 1 hit point per inch of thickness. 
   
  Neither version of the spell affects magic items 
  (magic items carried by a transformed character 
  remain intact). When the duration ends, the subject 
  returns to its original materials. If the subject was 
  broken or damaged in glass form, its normal form has 
  similar damage. 
   
  Focus: A piece of glass from a mirror. 
   
  Source: Spell Compendium 106 
   
  LIFE WARD 
  Abjuration 
  Level: Cleric 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  A creature warded by this spell gains protection from 
  the effects of positive energy, including magical 
  healing. The spell can be cast upon undead to offer 
  BDK7-07 The Mausoleum 
   
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  additional protection against the turning abilities of 
  clerics. The subject is immune to all positive energy 
  effects, including conjuration (healing) spells, 
  channeled positive energy such as from the turn 
  undead ability, or other effects that derive their 
  power from positive energy. 
   
  This spell offers protection from the blinding 
  effect of the Positive Energy Plane, and warded 
  creatures gain no temporary hit points while there. 
   
  Source: Spell Compendium 131 
   
  MAGE ARMOR, GREATER 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor (PHB 249), 
  except that it requires no material component and its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Source: Spell Compendium  
   
  ORB OF ACID, LESSER 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from 
  your palm at its target, dealing 1d8 points of acid 
  damage. You must succeed on a ranged touch attack 
  to hit your target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Source: Spell Compendium 150 
   
  ORB OF COLD 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from 
  your palm at its target, dealing 1d6 points of cold 
  damage per caster level (maximum 15d6). You must 
  succeed on a ranged touch attack to hit your target. 
   
  This spell functions like orb of acid, except that 
  it deals cold damage. In addition, a creature struck by 
  an orb of cold must make a Fortitude save or be 
  blinded for 1 round instead of being sickened. 
   
  Source: Spell Compendium 151 
   
  RIGHTEOUS WRATH OF THE FAITHFUL 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: Allies within a 30-ft.-radius burst centered 
  on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Allies gain one additional melee attack per round, at 
  their highest attack bonus, when making a full attack. 
  (This attack is not cumulative with other effects that 
  grant extra attacks, such as a haste spell)They also 
  gain a +3 morale bonus on melee attack rolls and 
  damage rolls. (This bonus on melee attack rolls does 
  stack with the bonus provided by haste.) 
   
  Source: Spell Compendium 177 
   
  SIGN 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level or until discharged 
   
  You get a +4 bonus on your next initiative check. 
   
  Material Component: A small piece of dried goat 
  intestine or some tea leaves. 
   
  Source: Spell Compendium 189 
   
  SPELL IMMUNITY, LESSER 
  Abjuration 
  Level: Cleric 2 
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  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell protects one creature from a single 1st- or 
  2nd-level 
  spell. 
  The 
  creature 
  effectively 
  has 
  unbeatable spell resistance regarding the chosen 
  spell. Lesser spell immunity can’t protect a creature 
  from a spell to which spell resistance doesn’t apply. 
  This spell works against other spells, spell-like 
  effects, and innate spell-like abilities. It does not 
  protect against supernatural or extraordinary abilities, 
  such as breath weapons or gaze attacks. Only a 
  particular spell can be protected against, not a school 
  of spells or a group of spells with similar effects; 
  thus, a creature given immunity to unflict light 
  wounds is still susceptible to inflict moderate 
  wounds. 
   
  A creature can have only one lesser spell 
  immunity or spell immunity (PHB 282) in effect at a 
  time. 
   
  Source: Spell Compendium 199 
   
  SUMMON UNDEAD I 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon monster I (PHB 
  285), except that you summon an undead creature. 
   
  Summon undead I conjures one of the creatures 
  from the 1st level list below. You choose which 
  creature to summon, and you can change that choice 
  each time you cast the spell. Summoned undead do 
  not count toward the total Hit Dice of undead that 
  you can control with animate dead or the other 
  command undead abilities. No undead creature you 
  summon can have more Hit Dice than your caster 
  level +1. 
   
  Focus: A tiny bag, a small (not lit) candle, and a 
  carved bone from any humanoid. 
   
  Source: Spell Compendium 215 
   
  SUMMON UNDEAD II 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, cleric 2, sorcerer/wizard 2 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon undead I, except 
  that you can summon one undead from the 2nd level 
  list or two undead of the same kind from the 1st level 
  list. 
   
  SUMMON UNDEAD III 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, cleric 3, sorcerer/wizard 3 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon undead I, except 
  that you can summon one undead from the 3rd level 
  list, two undead of the same kind from the 2nd level 
  list, or four undead of the same kind from the 1st 
  level list. 
   
  SUMMON UNDEAD IV 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, cleric 4, sorcerer/wizard 4 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon undead I, except 
  that you can summon one undead from the 4th level 
  list, two undead of the same kind from the 3rd level 
  list, or four undead of the same kind from a lower-
  level list. 
   
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  SUMMON UNDEAD V 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 5, cleric 5, sorcerer/wizard 5 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of 
  which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell functions like summon undead I, except 
  that you can summon one undead from the 5th level 
  list, two undead of the same kind from the 4th level 
  list, or four undead of the same kind from a lower-
  level list. 
   
  SUMMON UNDEAD LISTS 
  1st level: Human warrior skeleton (MM 226), kobold 
  zombie (MM 266). 
  2nd level: Owlbear skeleton (MM 226), bugbear 
  zombie (MM 267). 
  3rd level: Ghoul (MM 118), troll skeleton (MM 227), 
  ogre zombie (MM 267). 
  4th level: Allip (MM 10), ghast (MM 119), wyvern 
  zombie (MM 267). 
  5th level: Mummy (MM 190), shadow (MM 221), 
  vampire spawn (MM 253), wight (MM 255). 
   
  VIGOR, LESSER 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds +1 round/level (max.15 rounds) 
  Saving Throw: Will negates 
   (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject gains fast healing 1, enabling it to heal 1 
  hit point per round until the spell ends and 
  automatically becoming stabilized if it begins dying 
  from hit point loss during that time. Lesser vigor 
  does not restore hit points lost from starvation, thirst, 
  or suffocation, nor does it allow a creature to regrow 
  or attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; 
  only the highest level effect applies. 
   
  Source: Spell Compendium 229 
   
  VISAGE OF THE DEITY, LESSER 
  Transmutation [Evil] 
  Level: Blackguard 4, cleric 3, Mysticism 3, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You gain a +4 enhancement bonus to Charisma. You 
  also gain resistance to acid 10, cold 10, and 
  electricity 10 if you are good, or resistance to cold 10 
  and fire 10 if you are evil. 
   
  Source: Spell Compendium 231 
   
  WRACK 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level +3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 
  3d10 minutes. 
   
  Source: Spell Compendium 243 
  BDK7-07 The Mausoleum 
   
  Page 36 
  
  BDK7-07 The Mausoleum 
   
  Page 37 
  PLAYER HANDOUT 1: 
  A young page arrives at your domicile and presents you with a scroll tube. Opening the tube 
  reveals a rolled up stylized piece of parchment stamped with the seal of the Warfields. The 
  missive addresses you by your name and rank in the Army of the Warfields. 
   
   
   
   <PC’s Name and Rank> 
  As you already know, early last year, General Hok was killed in a vicious attack by the forces of Cranzer. The 
  General’s body was recovered by a group of heroes who turned him over to the Lord Mayor. The resources of our 
  organization are limited so his body was taken to the Death Cultists at the Mausoleum to be raised. We have not heard 
  from General Hok or the Death Cultists regarding his being raised and we are beginning to suspect their true motivations 
  may not be in the Army’s or General Hok’s best interests. 
   Soon, you will be attending a meeting with Lord Mayor Marwald at his manor in Hallorn. You will follow 
  his orders as they pertain to the discovery of the whereabouts of our lord and liege Guardian General Hok. Something is 
  not right with the General’s disappearance and you are to use any and all means at your disposal to discover the General’s 
  whereabouts and report directly back to either Lord Mayor Marwald or myself. 
   
   
   
   
   
   
   
   
   
  Major Hennen 
  
  PLAYER HANDOUT 2: 
   
  Greetings, 
   
   
  My sincerest apologies for the security 
  measures I have taken to ensure the secrecy of 
  this mission, but they are necessary. I would 
  like for you to attend a meeting at my manor 
  this evening. Please come to my manor an hour 
  from now to discuss the details. Tell no one! 
   
   
   
   
   
   
   
   
  Lord Mayor Marwald 
  BDK7-07 The Mausoleum 
   
  Page 38 
  
  PLAYER HANDOUT 3: 
  M’lord, 
   
   
  Everything is proceeding as planned. Our 
  secret is safe, no one suspects that the 
  inhabitants here at the Mausoleum are not 
  what they seem to be; furthermore, the 
  Horned Society now has a foothold here in 
  Hallorn and has positioned itself to strike 
  from the inside when the time is right. 
  This year will indeed be the return to 
  glory for the Horned Society when we strike 
  at Hallorn later this year. 
   
  I have been overseeing the construction 
  of the portal chamber as you have requested 
  and it is has been completed. The influx of 
  slaves 
  has 
  been 
  steady 
  and 
  we 
  are 
  continuing to send them through to Carceri 
  as we obtain them. 
  BDK7-07 The Mausoleum 
   
  Page 39 
  
   
  Enclosed is a set of plans we have put 
  together detailing our involvement from 
  within as we plan our objectives in the 
  coming months. 
   
  I look forward to striking a critical 
  blow against the undisciplined and weak 
  forces of the Combination of Free Lords and 
  ultimately Old Wicked himself. 
   
   
   
   
   
   
   
   
  The Sage 
  BDK7-07 The Mausoleum 
   
  Page 40 
  
  PLAYER HANDOUT 4: 
  You have discovered a journal hidden in a small compartment beneath the central most chair of the Hierarchs. It 
  details the history of the Horned Society, including their demise and how the organization was originally composed 
  of the Thirteen Hierarchs, and how he, the Unnameable Hierarch, will return the Horned Society to its former 
  prominence and strike back at the Old One for his transgressions against them. They will begin by taking back what 
  belongs to them. It speaks of how the Unnameable Hierarch is rebuilding his group by recruiting powerful beings 
  all across the Flanaess.  
   
  On General Hok, the journal speaks of his arrival at the Mausoleum, delivered unto them by that fool Marwald and 
  some other foolish heroes. Shortly after his arrival, the Death Cultists summoned the Unnameable Hierarch who 
  arrived and took possession of General Hok’s body and took him away to a place called Darkpool. 
   
  The journal also speaks of the Unnameable Hierarch recruiting several others to his ranks, one of whom is a grey 
  elven archmage. 
   
  The journal speaks of a war that is coming this year and how the Horned Society will strike at Hallorn seeking to 
  establish a foothold in Iuz’s territory. From there, they will be able to easily recapture their former capital, Molag, 
  from Furyondy, and from there they can launch an attack against Dorakaa and Old Wicked. But first, they must bind 
  That Which Slept before she destroys the entire northern Flanaess. 
   
   
   
   
  BDK7-07 The Mausoleum 
   
  Page 41 
  
  BDK7-07 The Mausoleum 
   
  Page 42 
  JUDGE AID 1: GATHER INFORMATION 
  Gather Information: Remember that each attempt 
  to Gather Information takes approximately 1d4+1 
  hours. You the judge should roll to prevent the 
  players from meta-gaming based on the result of the 
  dice roll. 
   
  DC 5  
   
  “Hey, I bet you didn’t know there is a near-
  endless maze of catacombs beneath the city. My 
  brother went down there not too long ago and he has 
  not been seen since!” (False, it was his 2nd cousin 
  twice-removed who went down into the sewer, and 
  he was fine.) 
   
  DC 10 
   
  1. “The Mausoleum? Oh yeah, that is located 
  over on Black Street. Why in Beory’s world would 
  you ever want to go there, darn Death Cultists give 
  me the creeps; though, I guess they are a slight 
  upgrade to the former residents, that being some 
  minions of Old Wicked.” (True) 
   
  2. “Did you get a chance to go to that 
  tournament the Baron of Redhand held recently? 
  Ulik, I think his name was. I heard from a friend of 
  mine who was there that Lady Mysta Gonagin was in 
  attendance and during one of the contests, she was 
  knocked out by a flying horse, which was catapulted 
  at her by some druid participating in the contest! If 
  you ask me, she deserved it, just for being a damn 
  Gonagin.” (False, Mysta was there, but she was not 
  knocked unconscious by the horse, although she was 
  hit) 
   
  DC 15 
   
  1. “I was traveling the roads outside Hallorn near 
  the Tangles not too long ago and I could have sworn 
  I saw the same druid that attacked the General’s 
  Hunting Lodge a few years ago. I was suspicious of 
  his intentions; perhaps he plans to attack Hallorn! He 
  was sure crazy enough to attack the General’s lodge 
  a few years back during one of his magnificent Great 
  Hunt’s.” (True, Gerland attacked Hok during the 
  Great Hunt of 593 CY) 
   
  2. 
  “Some 
  adventurers 
  traveled 
  into 
  the 
  catacombs beneath Hallorn a while back and they 
  discovered a well that seemed to be the source of the 
  increasing undead activity. Ever since they covered 
  the well, the presence of undead in and around the 
  city has decreased tremendously.” (True) 
   
  DC 20 
   
  1. “The catacombs have always been here, going 
  back to when Hallorn was but a small village. I hear 
  they were created by some dwarves who worked for 
  the lich that lives in the catacombs.” (False) 
   
  2. “The Death Cultists? Yeah, I know who they 
  are, worshippers of the Stern Lady. You would be 
  wise not to cross a member of that group, that’s for 
  sure; you never know when your time will come, but 
  no sense in drawing the Lady’s gaze before it is your 
  time to go, know what I mean?” (True) 
   
  DC 25 
   
  1. “I hear that Old Wicked captured himself this 
  powerful gray elven wizard a while back, an arrogant 
  sort, called himself ‘The Sage of Rookroost’. Had 
  him hanging from the walls of Dorakaa with magic 
  on him that would keep him from ever dying no 
  matter what the demons did to him. A friend of mine 
  heard that he was rescued from his tormentors by a 
  fellow adventurer who used powerful magic to 
  secure his release. I wonder what fell price he had to 
  pay for a second chance at life. He surely owes his 
  friend a debt that cannot be repaid.” (True) 
   
  2. “Yes, there may be another way into the 
  Mausoleum. I hear that there are passageways 
  through the catacombs that lead into the Mausoleum 
  from below.” (True) 
   
  DC 30 
   
  “A vampire named Veth ventured forth into the 
  catacombs many years ago and he discovered a well 
  which later he ascertained was a portal to the 
  Negative Material Plane; he surmised this was the 
  cause of the increase in undead activity a few years 
  ago. Veth consecrated the entire area in the name of 
  Nerull and set up a small temple in his name. Haven’t 
  seen him since.” (True) 
  
  DM’S MAP 1: THE MAUSOLEUM 
   
   
  BDK7-07 The Mausoleum 
   
  Page 43 
  
  DM’S MAP 2: HALLORN 
   
   
  BDK7-07 The Mausoleum 
   
  Page 44 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/597/Normal Scenarios/BDK7-07 - Mausoleum (APL 8-12)/BDK7-07 - Mausoleum.pdf