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  module
  a 3.5/ogl adventure for level 8
  By Michael Kortes
  
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  300 feet
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  The PacT sTone Pyramid
  TM
  Pathfinder Module j4
  j series adventure
  Design: Michael Kortes
  Development and Editing: Christopher Carey, Sean K Reynolds, and James L. Sutter
  Editor-In-Chief: James Jacobs
  Art Director: Drew Pocza
  Cover Artist: Concept Art House
  Interior Artist: Bentobox Studios (Ciaee, Haruningster, Kiat, Jerry Teo, and Svetlin Velinov) , Andrew Hou
  Cartographers: Rob Lazzaretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Director of Marketing: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Special Thanks: The Paizo Customer Service and Warehouse Teams
  J4: The Pact Stone Pyramid is a Pathfinder Module designed for four 8th-level characters. By the end of this module, characters should reach 
  9th or 10th level. This module is designed for play in the Pathfinder Chronicles campaign setting, but can easily be adapted for use with any 
  world. This module is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular 
  fantasy roleplaying game.
  The OGL can be found on page 31 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, 
  storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License 
  and the d20 System License, please visit wizards.com/d20.
  Pathfinder Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  Printed in China.
  
  2
  m o d u l e  J 4
  eath is but one thing the pyramid-raider faces. When it comes to the ruins 
  of ancient Osirion, it is the fear of a curse that governs. Mere death is 
  a natural end, but to have one’s fate manipulated like a piece of clay is 
  something else. Take the case of the exploration of the necropolis of An-
  Hepsu IV in 4502 ar: it was only after the raiders were compelled to seek 
  out and garrote all of their sons and daughters that they at last found themselves 
  with enough command to take their own lives. It is further recorded that after exiting 
  the Liquid Pyramid of the Pharaoh of Nagas in 4691 ar, Taldan divers slit their 
  bellies open and tied each others’ entrails to an ankh embedded in the ocean floor 
  before resurfacing. I often wonder what manner of man it takes to persist where the 
  risk of a curse is omnipresent—insanity comes to mind.
  The PacT sTone Pyramid
  d
  —From the foreword of Venture-Captain Jalden Krenshar to “The Veinstone Pyramid” in 
  Vol. 67 of the Pathfinder Chronicles
  
  3
  The Pact stone Pyramid
  Adventure BAckground
  The Four Pharaohs of Ascension were renowned for the 
  mythic pact in which they at last ended their violent feud, 
  joined forces, and presided over a period of legendary 
  prosperity. The Fiend Pharaoh, the Radiant Pharaoh, the 
  Cerulean Pharaoh, and the Pharaoh of Numbers—together 
  these four god-kings ushered in an age characterized 
  not only by inexplicable technological and magical 
  advancement, but unprecedented military conquest. 
  Legends state that the four pharaohs were only able to 
  set their mutual distrust aside and ally with one another 
  after they magically bound their fates together in a solemn 
  pact that rendered any further attacks against one another 
  suicide. But where did such powerful binding magic 
  suddenly come from? And where is that magic now? For 
  one Osirian noblewoman, the wealthy Exemplar Khymrasa, 
  the search for an answer to these ancient questions has 
  slowly simmered to the point of obsession. 
  Scraps of lore from the oldest of codices refer to a 
  mysterious device called the Pact Stone, and to the fact that 
  the stone was somehow employed by the Four Pharaohs of 
  Ascension in their collective binding. Khymrasa also knows 
  (as does every neophyte Osiriontologist) that one pharaoh 
  died from an incurable disease and dragged the others 
  to their deaths by the very pact that was once the secret 
  to their success. Although several theories still circulate 
  to this day, it was never known which pharaoh’s sickness 
  brought down the rest.
  khymrasa’s Plan
  According to the Exemplar’s sages, if the fabled Pact Stone 
  were to be located and destroyed, the three pharaohs who 
  were once compelled to die by their pact would be freed 
  from their oaths and would resume the remainder of their 
  natural lives. Only the fourth pharaoh, the one who truly 
  succumbed to disease, would remain lost.
  Khymrasa believes that if three of the Four Pharaohs were 
  to return, the golden reign of pharaohs would begin again. 
  She further maintains that the Four Pharaohs understand 
  that their balance of power only works when they act as a 
  group of four, and that the woman who revived them is the 
  perfect choice to replace their lost comrade.
  The Exemplar’s plan had a flaw, however: no one knew 
  where the Pact Stone was. Although it was said to be secreted 
  away deep within a pyramid known as Ahn’Selota (the fabled 
  Pact Stone Pyramid), such a place had never been found.
  Whispers From under the Sand 
  None of Khymrasa’s plans would have amounted to 
  anything more than an over-indulgent fantasy were it not 
  for the machinations of an ageless imprisoned devil named 
  Suekahn-Rana-Tep. Six millennia ago, when Ahn’Selota was 
  still an unfinished pyramid near the ancient city of Tumen, 
  Hetshepsu, the Fiend Pharaoh, summoned Suekahn and 
  bound him inside the pyramid, employing the devil as a 
  hedge against enemies that might seek to steal the power 
  of the Pact Stone. From there the fiend and the pharaoh 
  began their negotiations: Suekahn bargained for his release 
  while Hetshepsu bartered for a term of service. Their final 
  agreement was for a thousand Osirian souls in exchange 
  for the devil guarding the pyramid, payment to be made 
  when the fiend had slain 56 intruders.
  No sooner had the contract been forged than each party 
  went to work to cheat the other. Suekahn used his power 
  to lure working slaves into the pyramid to rapidly inflate 
  his kill-count. Hetshepsu arranged to alter the pyramid’s 
  construction, eventually making it near-impossible for 
  anyone but the Four Pharaohs to enter. 
  As the pharaohs’ need for secrecy grew, the citizens of 
  Tumen were forbidden, on pain of death, to look at or 
  even speak of Ahn’Selota. It became a crime for sages to 
  even record the Pact Stone Pyramid’s location in writing. 
  Suekahn’s new home became a forgotten ghost town, 
  and without the means to fulfill his terms of service the 
  devil’s confinement stretched into an eternity. Eventually 
  the capital city of Tumen was lost as time covered it with 
  crystal-white desert sand. The devil’s body count froze at 
  17, leaving the immortal Suekahn with nothing to do but 
  pace the pyramid halls for eternity, growing ever more 
  crazed as he dreamed of 39 more kills for his freedom.
  But Suekahn’s dreams have suddenly slipped closer to 
  reality. Several weeks ago, a lone nomad tracker chanced 
  to pass directly overtop the pyramid, and Suekahn was 
  able to telepathically reach out and touch the tracker’s 
  mind. A few tantalizing messages later and the traveler 
  returned with some friends to investigate, among them 
  an enterprising water merchant named Anchrovin. 
  Enticed with the promise of treasure, Anchrovin traveled 
  to Sothis to sell the secret of his friend’s discovery. It was 
  only a matter of days before the location was purchased 
  by Khymrasa on desperate speculation. Soon her own 
  people reported back to her that there were indeed 
  unseen whispers of Ahn’Selota rising from the sand. The 
  Exemplar then began to organize what might be the most 
  important dig of her lifetime.
  the Shrine of Horns
  Suekahn’s message traveled farther than he expected. 
  Anchrovin resold his tale to an Osiriontologist from 
  Cheliax, whereupon it then reached the ear of the 
  Asmodean monks of the Shrine of Horns in Egorian, 
  the capital city of the devil-tainted nation. The monks 
  concluded that the Exemplar Khymrasa just might 
  be poised to ascend to power in Osirion. The Shrine 
  contacted her to provide their support in exchange for 
  a future alliance. They quietly dispatched one of their 
  masters, a terrifying warrior named Soan, along with 
  several of his hand-picked brethren. 
  
  4
  m o d u l e  J 4
  enter the Pathfinders 
  Khymrasa and Master Soan are far from the only ones interested 
  in the pyramid. Golarion’s famed explorers, the Pathfinders, 
  are also known to mine the lore of Osirion’s infamous quartet 
  of tyrants as a constant source of adventure. No sooner had 
  Khymrasa set out on her dig than the Pathfinders decided 
  they wanted a piece of it. In particular, a Pathfinder sage by the 
  name of Hoffenburrow had told the Decemvirate that the Four 
  Pharaohs were reputed to have stored the ancient seeds of 
  several now-extinct plants in stasis inside of Ahn’Selota. While 
  the Pathfinders are far from horticultural enthusiasts, the 
  value of controlling the reintroduction of lost crops has not 
  been lost on them. They want to send the sage to recover the 
  seeds and pilfer every other treasure they can find on the way; 
  for now they need to slow down Khymrasa’s dig so she doesn’t 
  pick the pyramid clean before Hoffenburrow can arrive. That’s 
  where the PCs come in.
  Adventure Summary
  The PCs travel to a dig site near the buried ruins of Tumen 
  where they find Exemplar Khymrasa has set her vast slave 
  army to work, unearthing large amounts of sand each 
  day to draw closer and closer to the Pact Stone Pyramid. 
  Shortly after the PCs arrive, they are covertly contacted 
  by the Mithral Scarab, a Pathfinder, who has been spying 
  on Khymrasa’s dig site for the past several days. The 
  Scarab urges the PCs to find a way to slow Khymrasa’s dig 
  down to prevent her from pilfering the pyramid before 
  Hoffenburrow arrives and the PCs can sneak him inside. 
  The Scarab explains Khymrasa’s true motivations for her 
  dig and the risks to Osirion’s future should the Exemplar 
  ever actually reach and destroy the Pact Stone. If the PCs 
  sign on to the Scarab’s plan, the PCs help her as she tries 
  to fool Khymrasa’s slaves into believing the dig site is 
  haunted by the curse of Ahn’Selota.
  Frustrated by the PCs’ sabotage and the erosion 
  of slave  morale, Khymrasa dispatches Master Soan’s 
  enforcers to root out the PCs before her dig grinds to a 
  halt. Hoffenburrow finally arrives, but is intercepted by 
  Master Soan and taken prisoner. The Sand Sage employs 
  his most powerful magic and completes the dig. After her 
  slaves fail to breach the pyramid’s guardians, Khymrasa 
  offers the PCs a truce: she will return Hoffenburrow if 
  they stop working against her and agree to retrieve the 
  Pact Stone within the pyramid. The PCs dare to enter the 
  pyramid, and after negotiating several deadly traps they 
  discover the pyramid is guarded by Suekahn, the one 
  who provided the means for Khymrasa to discover the 
  pyramid’s location in the first place. The PCs may also 
  discover the Pact Stone itself, and receive a taste of the 
  ancient binding magic once employed by four of Osirion’s 
  most famous pharaohs.
  Even if the PCs can defeat Suekahn and find a way out, 
  they still have to resolve the matter of Khymrasa, whose army 
  has erected a blockade around the pyramid. The Exemplar 
  threatens to rebury Ahn’Selota and the PCs with it if they 
  do not relinquish the Pact Stone. The PCs either negotiate 
  further with Khymrasa or employ skullduggery to rescue 
  Hoffenburrow from the clutches of Master Soan and escape.
  Introduction
  If the PCs are Pathfinders, the adventure begins as they 
  are dispatched by Osirion’s no-nonsense venture-captain, 
  Jalden Krenshar. If the PCs are not Pathfinders, have 
  Krenshar invite the PCs to her lodge in the city of Sothis 
  and offer them a contract; perhaps their reputations to date 
  have marked them as the right tools for this particular job. 
  This is particularly true if the PCs completed J1: Entombed 
  with the Pharaohs, as they are already well versed in the lore 
  of the Four Pharaohs, though is not necessary for the PCs 
  to have completed that adventure in order to to respond 
  to Krenshar’s call. 
  Venture-Captain Krenshar is direct: “They say adventurers excel 
  at two things: finding things and wrecking things. I need you to 
  do both.”
  GATHER INFORMATION: 
  AT THE DIG SITE
  if the PCs put their ears to the ground or try to make a 
  few key friends within the encampment, allow them to 
  attempt a Gather information check once per day:
  DC 5: “the exemplar Khymrasa is financing the dig. 
  she is rich and spoiled but determined to find a hidden 
  treasure.”
  DC 10: “some whisper that the sand conceals ahn’selota, 
  the Pact Stone Pyramid, one of the mythic wonders of the 
  four Pharaohs of ascension. it is said that he who disturbs 
  the pyramid faces a terrible curse, but surely that’s nothing 
  more than a ghost story.”
  DC 15: “there are two powerful men in camp that have 
  Khymrasa’s ear. one is the sand sage, one of the nation’s 
  top osiriontologists. he is also a powerful diviner who 
  continually spies on the camp using tiny magic floating 
  eyes, hunting for signs of rebellion or other trouble. their 
  other man is Master soan, a devil-worshiping monk 
  from Cheliax. he’s as dangerous as they come and his 
  association with Khymrasa causes the slaves to whisper 
  that something evil is afoot. You might just see some of 
  soan’s followers around—they’re the ones with the long 
  black braids.”
  DC 20: “some of the slaves say that at night, when it is 
  quiet and still, you can sometimes hear a whispered voice 
  coming from the bottom of the pit; something’s down 
  there and it’s calling.”
  
  5
  The Pact stone Pyramid
  exemplar khymrasa
  “An obsessive Osirian noblewoman named Khymrasa has 
  discovered the location of Ahn’Selota, the fabled Pact stone 
  Pyramid. She’s got an army set up near the ruins of Tumen, digging 
  for the buried pyramid right now. I need you to infiltrate her slave 
  army and find a way to slow down the excavation. We’ve got a top 
  sage named Hoffenburrow coming down and we want to sneak 
  him inside. He’s got a lead on an item I’m told the Decemvirate 
  really wants to get its hands on; they won’t even tell me what it is, 
  so it’s got to be important. What I don’t want is Khymrasa’s people 
  mucking about in there and grabbing stuff until we’re ready to go. 
  Let’s just keep everything nice and buried.”
  “We have to be careful. Khymrasa’s an Exemplar—think of 
  her as an important duchess. She’s got a lawful permit for her 
  dig, along with the support of Osirion’s Council of Liberated 
  Slaves. I’ve already got a spy at the site, but she needs help. Get 
  down there and find a way to delay the dig for another week or 
  two until the sage gets here. Once Hoffenburrow gets back from 
  his expedition to the Crown of the World, find a way to get him 
  inside. You’ll be in charge, but help him get his hands on whatever 
  it is that he’s looking for. Anything else that you can find inside 
  is yours and we’ll help you liberate it across Osirion’s borders—
  that, and we’ll publish any worthy maps or journals inspired by 
  your trip. You can imagine we’ve got journal readers—and relic 
  buyers—who are going to be very interested in whatever you can 
  find down there.”
  PArt one: tHe tumen dIg
  The adventure begins as the PCs reach the dig site near 
  the buried ruins of Tumen. There they find that Khymrasa’s 
  slave army has already set up camp and that their massive 
  dig is underway. Khymrasa’s laborers are systematically 
  removing tons of sand each day and, if given sufficient 
  time, they soon reach the ancient pyramid buried below. 
  Because the camp is exceptionally busy with trains of 
  caravans delivering supplies at all hours, the PCs have 
  little difficulty infiltrating it should they slip in at night 
  KNOWLEDGE (HISTORY): AHN’SELOTA 
  AND THE FOUR PHARAOHS
  DC 5: during osirion’s age of the Black sphinx in –1500 
  ar, ancient osirion was, for a time, ruled by a union of 
  four god-kings known as the four Pharaohs of ascension. 
  the pharaohs built ahn’selota, a lost pyramid that was 
  the source of their alliance. they are buried in a gigantic 
  veinstone pyramid to the south.
  DC 10: the four Pharaohs of ascension were anok 
  fero the Cerulean Pharaoh, hetshepsu the fiend 
  Pharaoh, ankana the radiant Pharaoh, and the Pharaoh 
  of numbers, whose true name has been lost to time. 
  although each pharaoh brought different strengths to the 
  alliance, each was the equal of the other.
  DC 15: legends say that the four Pharaohs were bound 
  by a magical pact that intertwined their fates: they lived 
  together, ruled together, and were fated to die together. 
  each year the four pharaohs would return to ahn’selota 
  and renew their mystic bod using an artifact known as 
  the Pact Stone.
  DC 20: reliable information on ahn’selota is almost 
  impossible to come by. in order to protect the secrets 
  within the pyramid, the four Pharaohs made it a crime 
  to record the pyramid’s location in writing. it is said that 
  ordinary citizens of tumen were forbidden to even speak 
  of the pyramid’s existence, even though it may have rested 
  in the very center of their city.
  DC 25: osiriontologists have virtually no information 
  as to where the Pact Stone came from or how it was made. 
  some have theorized that the source of the four Pharaohs’ 
  pact magic was inspired by dark magic originating from 
  the planet aucturn. aucturn was intensely studied by the 
  Pharaoh of numbers, an astronomer and an architect 
  with talents centuries ahead of his time.
  
  6
  m o d u l e  J 4
  mithral scarab
  or don a suitable disguise to blend in with the hundreds 
  of slaves. 
  The Dig Site Slave Encampment 
  Village conventional (exemplar); AL ln
  GP Limit 200 gp; Assets 6,160 gp
  DEMOGRAPHICS
  Population 616
  Type isolated (human 99%, other races 1%)
  AUTHORITY FIGURES AND NOTABLE NPCS
  Exemplar Khymrasa, n female human aristocrat 5/wizard 
  6 (tumen dig financer, see page 24), The Sand Sage, ln 
  male human diviner 12 (osiriontologist, see page 28), 
  Master Soan, le male human ranger 1/monk 8 (devil 
  sensei of the shrine of horns, see page 26), Prelate 
  Ventressca, ln female human cleric of irori 5/expert 3 
  (osiriontologist).
  enter the Scarab
  Shortly after the PCs get their bearings, a young half-
  elven slave girl contacts them. PCs who participated in 
  J1: Entombed with the Pharaohs immediately recognize her 
  as the Mithral Scarab (NG female half-elf abjurer 3/rogue 
  4), an enigmatic Pathfinder normally based in Osirion’s 
  capital city, Sothis. If they’ve never met her, she is trying 
  to find them based on descriptions provided by Krenshar. 
  The Scarab introduces herself by politely offering one of 
  the PCs a drink from her canteen, which is empty, but the 
  inside of the cap contains the Pathfinders’ glyph of the 
  open road.
  The Scarab has been spying on the dig site for several days 
  and knows Khymrasa’s designs on the Pact Stone, as well as 
  her ultimate plan to destabilize Osirion’s current rule by 
  becoming the next Pharaoh of Ascension. The Scarab has 
  also followed the devil monk, Master Soan, and knows about 
  Khymrasa’s secret alliance with House Thrune of Cheliax. 
  Once the Scarab is able to take the PCs aside for a private 
  discussion, read or roleplay the following exchange:
  We got here as soon as we could. What have we 
  missed? “The dig is already underway, but I’m afraid 
  I’ve discovered Exemplar Khymrasa is after more than 
  just a few relics for her private collection. She wants to 
  find and destroy something called the Pact Stone. If she 
  succeeds, and if the legends are true, it just might return 
  some of the Four Pharaohs of Ascension to life, which 
  would place Osirion’s dynasty and government at risk. 
  The Exemplar is already meeting with a devil monk from 
  Cheliax to discuss plans to form an alliance with House 
  Thrune. This has all the makings of a disaster that could 
  destabilize the entire region.”
  Won’t Hoffenburrow be looking for the Pact Stone when 
  he arrives? “No, Hoffenburrow is a horticulturalist; he’s 
  following a lead on magically-preserved seeds. Apparently 
  he thinks the pyramid contains the preserved seeds of 
  extinct species of plants that could be worth a lot of money 
  to the right people. If he’s going in we need to make sure 
  the Pact Stone stays out of Khymrasa’s hands. I sure wish 
  he’d hurry and get here—the dig is moving a lot faster 
  than we anticipated. She’s got at least two dozen build 
  beasts backing her slave force, and the giant bugs can clear 
  massive amounts of sand each day.”
  The venture-captain sent us to slow down the dig. How is 
  that coming? “Not bad, but I could sure use a hand. I think 
  I’ve stumbled on to a turn of good fortune though—there’s 
  a tale that he who disturbs the ruins of Tumen will incur 
  the wrath of the Four Pharaohs. I’ve been spreading the 
  word about the curse at every chance I get, and a number 
  of folk have started getting pretty jumpy. Unfortunately, 
  words alone haven’t been enough to get anyone to leave 
  the dig. They still fear their slave masters more than my 
  campfire stories. That’s where I think you come in.”
  What can we do to help? “I’m not sure exactly. But we’ve 
  got to stop the dig. You might have better ideas than me as 
  to how we can accomplish that. I think though that if we can 
  convince the slaves that the Curse of Tumen is real, we just 
  might get the workers to quit. No workers, no digging—at 
  least not until Hoffenburrow gets here.”
  
  7
  The Pact stone Pyramid
  How do we convince the crew the curse is real? “From 
  what I hear, nobody can replicate disaster and misfortune 
  better than you folks.”
  The Scarab also knows all of the information from the 
  Adventure Background and Khymrasa’s plan, and can use 
  that knowledge to answer other questions. After the PCs 
  have met with the Scarab, allow them to explore the dig site 
  as they see fit and come up with their own plans as to how 
  to slow down Khymrasa’s slave army. 
  the excavation Site
  A. the excavation Pit 
  This giant pit grows wider and deeper every day, with 
  everburning torches lighting the way for nighttime workers. A 
  compacted slope of sand allows Khymrasa’s slave force to 
  pull sand-filled carts out of the pit. From there, the workers 
  dump their payloads at one of the several designated quickly-
  growing mountains of sand. Four large pulleys are also used 
  to clear sand, hauling huge buckets straight up from the 
  bottom of the pit. Each pulley is hitched to either a horse 
  team or a build beast (see page 8) at the edge of the pit.
  Development: A day after the PCs arrive, at a dramatically 
  appropriate time, the pit reaches a depth of approximately 
  200 feet. At that point, the workers discover the Pact Stone 
  Pyramid’s tip jutting from the bottom. When word reaches 
  Khymrasa, she sends orders for the pace of the dig to 
  increase, adding more workers to each shift.
  Depending on the PCs’ actions, each day more and more 
  of the sand-covered pyramid is unearthed. In the meantime, 
  the devil Suekahn continues to reach out with his mind 
  from inside the pyramid, attempting to encourage the dig. 
  Anyone close to the pyramid at night occasionally catches a 
  flash of one of Suekahn’s telepathic messages—a few words 
  such as “Pact Stone,” “Ascension,” or “Ahn’Selota.”
  Sabotage opportunities: The PCs may rig the mobile 
  pulleys to fail with a DC 15 Disable Device check (DC 20 
  for a traceless tamper). The sand slope is also vulnerable 
  to collapse. A successful DC 15 Knowledge (architecture) 
  check identifies a number of weak sections in its hasty 
  construction. If one of these soft sections is destroyed 
  (hardness 2, hit points 35), the entire slope collapses, refilling 
  a section of the pit. This sets back the dig by a full day.
  B. the Slave tents
  The slaves (N male and female human commoner 1, hp 4) 
  rest here between shifts. The camp is so densely populated 
  that it is easy for PCs to travel without attracting notice, as 
  neither the slaves nor the slave masters know everyone, and 
  PCs can disguise themselves as a slaves (DC 10). The Sand 
  Sage ensures at least three of his prying eyes scour this area 
  at all times, watching for signs of trouble or insurrection.
  Sabotage opportunities: Tales of the “curse” or the like at 
  watering stations or campfires encourage desertion. For each 
  point that a PC’s Bluff check exceeds DC 25, they can cause 
  one slave to sneak away and abandon the dig. This check may 
  be repeated once per day. Give the PCs a circumstance bonus 
  from +2 to +8 if the attempt follows on heels of a particularly 
  demoralizing act of sabotage or other occurrence that might 
  lend credence to the PC’s tale.
  The stables are always guarded. At any given time there is 
  a patrol of eight slave masters and an Asmodean monk (See 
  page 27)—an EL 7 encounter.
  Slave Masters 
  CR 1 
  Male and female warrior 3 
  n Medium humanoid
  Init +0; Senses listen –1, spot –1 
  DEFENSE
  AC 10, touch 10, flat-footed 10 
  hp 16 (1d8+3)
  Fort +4, Ref +1, Will +0 
  OFFENSE
  Spd 30 ft. 
  Melee whip +6 (1d3+1 nonlethal) or
  sickle +4 (1d6+1)
  Ranged heavy crossbow +3 (1d10) 
  TACTICS
  During Combat slave masters prefer touch attacks with 
  their whips to trip their opponents from 15 feet away, then 
  closing to sickle range. if they outnumber their opponents 
  in combat, at least one slave master attempts to demoralize 
  an enemy with an intimidate check, making threats of 
  imprisonment and torture. if the slave masters have a build 
  beast (see area C below) one expends a move action to 
  command the beast to attack (handle animal dC 10).
  Morale although inwardly cowardly, slave masters rightly 
  fear that the asmodean monks will hunt them down 
  should they desert. as such, they fight until reduced to 
  less than 5 hit points, then retreat and blow their signal 
  horns to call reinforcements.
  STATISTICS
  Str 13, Dex 10, Con 12, Int 8, Wis 9, Cha 11 
  Base Atk +3; Grp +4 
  Feats exotic Weapon proficiency (whip), Weapon focus 
  (whip), skill focus (intimidate)
  Skills handle animal +6, intimidate +9 
  Language osiriani 
  Gear masterwork whip, sickle, signal horn, water canteen, 
  desert traveler’s outfit, torch, 6 gp
  c. the Stables
  These tents shelter scores of camels and desert horses. 
  However, it is the stables at the rear of this complex that 
  house the heart of the Exemplar’s digging operation. Here 
  the PCs find the build beasts—charmed ankhegs used as 
  mobile construction equipment. At any given time, 8 are in 
  the stables, while the other 16 are working.
  
  8
  m o d u l e  J 4
  Build Beast, Trained Charmed Ankheg (8)  CR  3
  hp 22 (MM 14)
  Specialty Gear (Ex) each build beast is outfitted with at least 
  two of the following custom items:
  Cistern: the cistern enables the build beast to carry a huge 
  supply of water. it comes with multiple drawing buckets.
  Head Bore: this sharpened tool is reinforced with metal 
  tips, increasing the beast’s burrow speed to 25.
  Lantern: a lighthouse lantern, complete with a mirror 
  shield, is built to sit on the beast’s back. it sheds light 
  equal to a daylight spell but can also be focused to 
  project a narrow beam up to 200 feet. 
  Plow: this allows the creature to displace vast amounts of 
  sand and gives it a +15 bonus to all bull rush attempts. a 
  build beast with a plow cannot make bite attacks. 
  Sand Scoop: this is a massive scoop for lifting earth and 
  sand. a build beast can attack with its sand scoop as a 
  standard action; attack +11 (3d6+17).
  Storage Bin: this huge box enables the build beast to haul 
  away as much sand as its encumbrance allows. 
  Tow Cables: these cables enable a build beast to haul 
  equipment. it has no other game effect.
  Charmed Build beasts are controlled with charm monster 
  spells cast on a precise schedule. the enchantment keeps 
  them docile and susceptible to direction. as such, a build 
  beast can be handled as a trained or domesticated animal 
  with a successful dC 10 animal handling check. a build 
  beast knows the following tricks: attack, down, and Work.
  Sabotage opportunities: A PC can rig a build beast’s 
  equipment to fail with a DC 15 Disable Device check. If 
  the charm monster on a build beast is dispelled, the beast 
  immediately goes on a violent rampage for 1d10 minutes, 
  during which time it smashes its gear, nearby tents, and 
  anyone who gets too close. After it vents its rage, the beast 
  bores into the ground and flees.
  The PCs can also untie and stampede the horses and 
  camels away from the stable, (Handle Animal DC 17). 
  Khymrasa is then forced to divert a hundred slaves for 
  several hours to round up the missing mounts. 
  d. the master camp
  In stark contrast to the spartan slave tents, the leaders camp 
  in luxury and style. The area is also much more heavily 
  guarded; PCs recognized here quickly meet a patrol of six 
  Slave Masters and two Asmodean monks (an EL 8 encounter). 
  The camp is also patrolled by six of the Sand Sage’s tiny flying 
  prying eyes that silently scour this area of the camp (Hide +16; 
  Spot +12). If the Sand Sage dispatches a patrol in response 
  to something he identifies as suspicious, the patrol includes 
  a palanquin golem (see below). Each time a slave master’s 
  signal horn goes off, another patrol arrives in 2d4 rounds; 
  the third patrol includes two build beasts.
  PCs who go headhunting for Khymrasa find the search 
  difficult. A search of the Exemplar’s private tent reveals 
  it to be lavish, but empty. Khymrasa is normally inside a 
  magnificent mansion, the invisible door to which is behind 
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  9
  The Pact stone Pyramid
  the false throne in her tent. If the PCs spy upon the Sand 
  Sage or Master Soan, they may chance to witness them 
  coming or going from the extra-dimensional space.
  Palanquin Golems
  Many of the key NPCs at the dig site, such as Khymrasa, the 
  Sand Sage, and the Prelate travel by riding upon palanquin 
  golems—clay golems each lifting a massive howdah over 
  of their heads, 10 feet off of the ground. Most palanquin 
  howdahs are simple 15-foot-square open-topped platforms 
  with a throne-like chair, while other platforms are more 
  elaborate—Khymrasa’s includes an entire shaded coach. 
  Khymrasa has rented a dozen of these for use in her camp. 
  Each golem appears as a giant, muscled, bare-chested 
  human with a crocodile or hippopotamus head. The normal 
  platforms provide cover to their riders, while Khymrasa’s 
  coach provides full cover (hardness 8, hit points 70).
  Palanquin Golem (12)  
  CR —
  hp 90; MM 134 (variant clay golem)
  unable to attack, palanquin golems do not have the cursed 
  wound or haste abilities, nor do they go berserk.
  TACTICS
  During Combat Palanquin golems use both their arms and 
  back to support the stone platforms to which they are 
  permanently attached. as such, they do not attack, instead 
  following the movement commands of their riders. 
  Morale Palanquin golems do not waiver from their duties.
  Palanquin golems obey whomever is in the center square 
  of their howdah. Climbing a palanquin golem requires a 
  successful DC 10 Climb check (DC 20 if it is in motion).
  Sabotage opportunities: Activity here is particularly 
  difficult due to the high volume of patrols. Few targets here 
  substantially affect the rate of the dig. 
  e. Supply trail
  This makeshift road is invaluable to the dig, facilitating 
  the build beasts as they transport sand to the various 
  deposit sites designated by Khymrasa’s engineers. At the 
  same time, regular supplies are brought in from Sothis by 
  caravan. In particular, the road brings in the camp’s food; 
  although the camp employs a decanter of endless water, they 
  have insufficient magical means to feed their workforce 
  and must get it from the city.
  Sabotage opportunities: Caravan wheels or axles can 
  be rigged to fail with a DC 15 Disable Device check. 
  Blockading the road forces the arrivals to detour, but they 
  usually find another way to get to the camp to ensure they 
  get paid for their delivery.
  F. Sand Depot
  The collected sand has to go somewhere. Khymrasa’s 
  engineers have selected these sites for that purpose.
  Sabotage opportunities: A successful DC 15 Knowledge 
  (architecture and engineering) check identifies the piles’ 
  weak points, enabling the PCs to trigger a collapse in one 
  direction (Break DC 24 or any attack that deals 25 or more 
  points of damage to a 5-foot-square weak point). Treat the 
  collapse as an avalanche (see page 90 of the DMG) with a 
  cone shape and 100-foot range.
  G. Graveyard
  Although none like to speak of it, any operation as large as 
  Khymrasa’s invariably leads bears a certain mortality rate. 
  Heat exhaustion, accidents, and overzealous slave masters 
  inevitably take their toll. Those that perish on the job are 
  quietly removed and covered here in this shallow mass grave. 
  Sabotage opportunities: There’s not a lot here unless the 
  PCs are comfortable animating the dead, in which case the 
  yard provides a bounty of raw materials for ready use. If the 
  PCs take advantage of the graveyard too often, Khymrasa 
  has Prelate Ventressca place a web of consecrate spells over 
  the graveyard (the Prelate has no interest in combat, and if 
  confronted, she surrenders or flees).
  khymrasa responds
  If the PCs do nothing or fail to slow the dig, proceed to Part 
  Two of the adventure. If the PCs undermine Khymrasa’s 
  slave force, she responds in several ways:
  Hunt of the Horns (EL 9): Khymrasa turns to Master 
  Soan, who puts together two hunting parties, each with 
  four Asmodean monk enforcers. The first monks disguise 
  themselves as slaves and infiltrate the camp to search for 
  signs of the PCs. The second party prowls at night, circling 
  the camp several miles wide to find the PCs’ base of 
  operation (if any). The Sand Sage uses his divination magic 
  to relay the PCs’ whereabouts to Soan’s hunting parties. 
  Wanted: Khymrasa offers a bounty of freedom plus 500 
  gp to any slave with information behind the camp’s recent 
  plague of troubles. Unfortunately for Khymrasa, if the PCs 
  have adopted the Scarab’s method, the slaves simply line 
  up to report that the menace is the curse of Ahn’Selota. If 
  Khymrasa gets a description of the PCs, she has an artist 
  sketch their likeness on the larger tents. This increases the 
  Disguise DC to 20 while traveling through the camp.
  A Better Offer: Once Khymrasa’s frustration with the 
  PCs hits the boiling point, she tries to co-opt the PCs to 
  do her dirty work for her. With his divination, the Sand 
  Sage uncovers Hoffenburrow’s impending arrival and 
  Khymrasa dispatches Master Soan to intercept him. Soon 
  after, Hoffenburrow is captured and Khymrasa dupes him 
  into drinking from her elixirs of love and truth. For a brief 
  time, Hoffenburrow becomes an all-too-willing prisoner, 
  revealing his instructions from Krenshar. Khymrasa sends 
  a minion to contact the PCs and invites them to her tent 
  with an offer of a truce.
  Khymrasa proposes that the PCs stop working against her 
  and allow her to make them rich. If they let her finish the 
  dig and then go inside and bring her the Pact Stone, she’ll pay 
  them 10,000 gp, release Hoffenburrow, and permit them to 
  
  10
  m o d u l e  J 4
  leave Tumen unharmed. She knows about Hoffenburrow’s 
  lost seeds, and tells the PCs they are free to keep them, as 
  well as any other treasures they find. The Exemplar’s offer is 
  genuine and passes magical testing, but the Mithral Scarab 
  counsels the PCs against dealing with the likes of her.
  A Shortcut With Magic: If the PCs continue to hinder the 
  excavation, the Sand Sage eventually concludes the dig will 
  never succeed by conventional means alone. He teleports 
  to Sothis, purchases a scroll of move earth, transcribes it into 
  his spellbook (which takes 1 day), returns to the dig site, and 
  prepares the spell multiple times. He then vastly accelerates 
  the work of the slave army.
  the entrance revealed
  Once the excavation is complete, Khymrasa orders slaves 
  inside to explore and report after 10 minutes. They all fail 
  to return from the pyramid. The PCs have an opportunity 
  to either try to sneak inside or (if they have allied with 
  Khymrasa) walk inside in plain sight. Once the PCs com-
  mit to entering the pyramid, proceed to Part Two of the 
  adventure.
  PArt tWo: Into tHe PyrAmId
  The entryway contains no door, only a perfectly square 
  opening leading to a square hallway.
  Walls and Ceilings: All walls, ceilings, and floors are 
  made from Jalress granite from the Brazen Peaks. Unless 
  specified otherwise in the text, all ceilings in the pyramid 
  are 15 feet high. Walls between adjoining rooms are at least 
  1 foot thick (hp 90, hardness 8, Break DC 35, Climb DC 25).
  Hieroglyphs: Some interior rooms bear hieroglyphs 
  relating to the contents of the room. A PC can puzzle out 
  the gist of a set of hieroglyphics with a successful DC 20 
  Decipher Script check; a 25 or higher on the check gives 
  clearer information. Anyone who can read Ancient Osiriani 
  gains a +5 bonus to these checks.
  mAIn LeveL
  Most of this level is a series of trapped rooms to confuse 
  and kill looters. The Pharaohs knew how to quickly bypass 
  the traps and access the lower level through area 8; anyone 
  without knowledge of the pyramid’s defenses risks death.
  1. the entry shaft 
  (eL 5–6)
  This long narrow shaft spears into the heart of the pyramid. The 
  downward slope is gentle, beckoning into the darkness beyond. 
  If Khymrasa sent in waves of slaves in advance of the 
  PCs, the heroes come across many corpses. The first group 
  consists of three unfortunate slaves crushed to pulp in the 
  middle of the tunnel; the shapechanging monster that guards 
  this shaft slew these men in the form of a giant constrictor 
  snake. Farther down the shaft the PCs discover the bodies 
  of five more slaves and a slave master, their bodies freshly 
  burned with acid; the guardian killed these intruders while 
  in the form of a digester. A slave named Unkafran (N male 
  human commoner; hp 4) is still alive, having been missed in 
  the earlier assault. He is frozen in fear, too terrified to move 
  either forward or back. Only with a DC 15 Diplomacy check 
  can the PCs encourage him to leave or follow.
  Creature: The reincarnix is not technically monster but 
  rather a violent curse given physical form. Once killed, 
  the reincarnix simply reanimates 3 rounds later as a new 
  monster. The PCs must find a way to evade, trap, or dispel 
  the reincarnix if they seek to progress deeper into the tomb. 
  When the PCs arrive, the reincarnix is in the form of a 
  girallon. If it dies, roll on the following list to determine its 
  form when it rises again 1d4 minutes later:
  1d20 
  Monster 
  MM Page 
  EL
  1–2 
  achaierai 
  9–10 
  5
  3–4 
  basilisk 
  23–24 
  5
  5–7 
  dire lion 
  63–64 
  5
  8–10 
  giant constrictor snake 
  280–281 
  5
  11–12 
  shadow mastiff 
  222 
  5
  13–14 digester 
  59 
  6
  15–17 
  girallon 
  126–127 
  6
  18–20 megaraptor 
  60 
  6
  The reincarnix cannot change form unless it dies, though 
  it can kill its current body to gain a new form. Its form 
  is always completely covered in iridescent hieroglyphics 
  resembling glowing tattoos. Trying to read the runes while 
  the reincarnix is “alive” increases the difficulty by +5. The 
  runes state: “I am the curse, I am your curse, I am your end,” 
  If the PCs Ally with Khymrasa...
  Particularly mercantile PCs may wonder why they can’t 
  simply get an audience with Khymrasa and offer to go in 
  and get the Pact Stone for her. after all, they can always 
  cross her later. Perhaps they don’t even care if she destroys 
  the Pact Stone and achieves her political ambitions—she 
  likely pays quite well. 
  this is a fine plan—at least initially. if the PCs decide to 
  go this route, rearrange the adventure accordingly and let 
  them go for it. Khymrasa never completely trusts the PCs, 
  however, and ensures she retains the upper hand when 
  they try to exit the pyramid (see “the action topside” on 
  page 22), but in the meantime the adventure still works. 
  just substitute the events in Part one with a role-playing 
  session of the PCs’ negotiation with Khymrasa. if the PCs 
  can convince Khymrasa they are the right tomb raiders 
  for the job, she lets them inside pyramid. she becomes 
  particularly receptive to such a proposal should it take 
  place after the first few waves of slaves that she sends 
  inside fail to return. 
  
  11
  The Pact stone Pyramid
  over and over. A break enchantment or remove curse disperses 
  the reincarnix for 24 hours, or permanently if the caster 
  succeeds at a DC 20 caster level check. The reincarnix 
  cannot voluntarily leave its hallway; if forced out of the 
  hallway it disperses, reforming at area 1 1d4 minutes later.
  1A. the Body Pit
  A bridge spans a steep, 35-foot-deep pit used by the 
  reincarnix to deposit its kills. If Khymrasa sent her slaves 
  inside the pyramid ahead of the PCs, many fresh corpses lie 
  among the powdered skeletons below. The walls of the pit 
  are smooth (DC 30) but not perfectly so.
  Development: It is possible to trap the reincarnix into the 
  pit until it manages to climb out or kill itself.
  Treasure: The skeletal remains at the bottom of the 
  pit conceal three stoppered flasks: potions of cure moderate 
  wounds, rage, and tongues.
  2. the Portal golem (eL 7)
  This huge chamber forms a semicircle. A muscular Osirian adorned 
  in robes sits upon a massive stone throne in the center. Snow-white 
  linen gauze wraps his entire body Two dead slaves lie on the floor.
  Creature: The guardian on the throne is Ro ap Han, the 
  Portal Golem—a construct imbued with a rudimentary 
  personality to fulfill duties as the pyramid’s gatekeeper. 
  Ro ap Han’s unique ability is that its body can transform 
  into a doorway granting access beyond any stone wall less 
  than 5 feet in thickness. Whenever the Portal Golem is 
  within 1 foot of a wall, its body glows and then suddenly 
  becomes a clear windowpane to the room beyond the wall. 
  Each year, when the Four Pharaohs entered the Pact Stone 
  Pyramid for their renewal ceremony, Ro ap Han would 
  bow to the pharaohs and grant them access to area 5 at 
  their command. 
  When the PCs arrive, the Portal Golem rises from its 
  throne and greets them in Ancient Osiriani: “Who seeks 
  to enter the heart of Ahn’Selota?” Any answer that does 
  not include the key word “Pharaoh” causes Ro ap Han to 
  become hostile. As it only understands Ancient Osiriani, 
  the response must be in that language, though a speaker 
  of modern Osiriani may attempt a DC 15 Intelligence 
  check to convey something sounding close to what the 
  golem expects. If its attitude is not adjusted to at least 
  indifferent with Bluff, Diplomacy, or Intimidate within 5 
  rounds, it attacks.
  
  12
  m o d u l e  J 4
  Morale the Portal Golem never flees or surrenders.
  STATISTICS
  Str 15, Dex 17, Con —, Int 12, Wis 7, Cha 7 
  Base Atk +3; Grp +9 
  Feats improved Grapple, deflect arrows 
  Skills Bluff +0, tumble +11, diplomacy +3 
  Language ancient osiriani 
  SPECIAL ABILITIES
  Passwall Body (Su) the Portal Golem’s form is a permanent, 
  mobile passwall spell. Whenever the Portal Golem is within 
  1 foot of a wall his entire body becomes an opening to the 
  chamber beyond the wall. anyone may move through the 
  Portal Golem as part of a move action if the Portal Golem 
  permits it or if it is held in place, such as by magic or if 
  pinned by a grapple. otherwise, a dC 15 escape artist check 
  is required to squeeze through ro ap han’s body (dC 20 if it 
  is moving, dC 10 + its tumble check if it is tumbling). large 
  creatures take a –4 penalty to their escape artist checks, 
  while small creatures gain a +4 bonus.
  One with the Throne (Su) the Portal Golem is magically 
  linked to the throne in this room. it cannot leave the 
  room and automatically loses 5 hit points per round while 
  Ro ap Han, the Portal Golem 
  CR 5 
  n Medium unique construct
  Init +3; Senses darkvision 60 ft., low-light vision; listen –2, 
  spot –2 
  DEFENSE
  AC 23, touch 12, flat-footed 19 
  (+3 dex, +10 natural)
  hp 47 (5d10+20)
  Fort +1, Ref +4, Will –1 
  Defensive Abilities construct traits, evasion
  OFFENSE
  Spd 30 ft. 
  Melee slam +5 (1d6+3) 
  TACTICS
  During Combat the Portal Golem tumbles and attacks. its 
  best tactic is to deceive its opponents into thinking they 
  have bested it, then use its passwall body ability to force 
  them into a dangerous chamber. ideally it tries to trick them 
  into entering areas 3, 4, or 6. it tumbles along the walls to 
  those rooms, hoping glimpses of the chambers beyond will 
  lure someone into trying to jump through its body-portal. 
  ideally, it splits the PCs into separate chambers.
  
  13
  The Pact stone Pyramid
  outside of it. if destroyed, the throne recreates it 1 hour 
  later. if the throne is permanently destroyed (hardness 8, 
  hit points 300), so is the Portal Golem. 
  If the PCs can trick or force Ro ap Han into allowing them 
  access to the rooms beyond, they may venture further into 
  the pyramid, though they might not have any immediate 
  means to return this way for some time.
  Treasure: The throne is embedded with gemstones, five 
  on each arm and one in the center. Each gemstone fetches 
  up to 175 gp.
  Development: If Khymrasa sent slaves inside the pyramid, 
  this is the farthest any have reached. Two managed to get 
  past the reincarnix in area 1 while it was battling others, 
  but they were clubbed to death by the Portal Golem. Their 
  broken bodies lie on the floor.
  3. the Four Pillars of Ascension (eL 9)
  Four pillars adorn this great hall. A carved relief of a human-headed 
  snake winds around each column, its mouth open in a silent scream.
  Trap: Each pillar is hollow and holds a swarm of scarab 
  beetles in stasis. When the trap is triggered each swarm 
  explodes from one of the gaping maws carved into each 
  pillar. Before the stasis ends and the swarms drain into 
  the room, however, the trap first casts greater invisibility and 
  silence on each of the swarms; the PCs are unlikely to notice 
  the swarms until they feel them crawling across their skin 
  and find themselves unable to scream.
  Scarab Beetle Swarm Trap 
  CR 9 
  Type magical device; Search dC 30; Disable Device dC 30 
  EFFECTS
  Trigger proximity (true seeing); Reset none
  Effect four scarab beetle swarms are released (use the 
  centipede swarm stats, MM 238, but without poison, hp 40 
  per swarm). each swarm has silence and greater invisibility 
  at Cl 15th.
  4. the chamber of Heartbeats (eL 8)
  The walls of this square room are lined with hundreds of vertical 
  hieroglyphs, each carved in exquisite tiny detail. The chamber 
  resounds with the echo of a powerful drumbeat, the source of 
  which is not apparent.
  Trap: Three rounds after a living creature enters the 
  room, its heartbeat quickens or slows to match the beat 
  pulsating in the room—each PC is hearing his or her own 
  heartbeat. As they explore the chamber, the beat gradually 
  slows and then quickens, putting their body through 
  incredible stress. PCs get a Fort save (DC 15) to resist each 
  of these effects every time they occur.
  Round 1–3: The PC’s heartbeat synchronizes with the 
  heartbeat in the chamber. This has no adverse effect
  Round 4–6: The heartbeat begins to slow. Save on 
  round 6 or suffer the effect of a slow spell.
  Round 7–8: The heartbeat slows to a crawl. Save on 
  round 8 or fall asleep.
  Round 9–11: The heartbeat stops and the room is silent. 
  Save on round 9 or die as if affected by finger of death.
  Round 12–15: The heartbeat suddenly restarts and 
  picks up quickly. Dead PCs save on round 12; success 
  means they rise from the dead as if affected by raise dead 
  (including level or Con loss).
  Round 16–17: The heartbeat begins to race. Save on 
  round 16 or become fatigued.
  Round 18–19: The heartbeat flutters at an incredible 
  speed. Save on round 18 or become exhausted.
  Round 20: The heartbeat pulses at an almost continuous 
  rate. Save or die as in round 9.
  Round 21: Return to round 4.
  The effects are cumulative (for example, a character 
  may be slowed, then fall asleep, then die, though death 
  erases all other effects of this room).
  If the PCs leave the room, the heartbeat’s power persists 
  for one complete cycle unless the PC takes specific steps 
  to stop the sound or block it, such as entering a room 
  with a closed door, blocking one’s ears with wax, casting 
  a silence spell, and so on. A bard can use countersong 
  against this ability.
  Hieroglyphs: The hieroglyphics are a complex 
  cacophony of numbers. It takes a DC 20 Intelligence or 
  Perform check to determine that the numbers on the 
  walls represent the precise timing of beats with different 
  pacing. Millennia ago, the Pharaoh of Numbers and his 
  assistants used this room to develop a mathematical 
  representation of the activity of human heart chambers 
  under different stresses—knowledge thousands of years 
  ahead of its time.
  5. the Slave master’s door (eL 5)
  Five scales hang from the ceiling. Behind them, twenty-three tiny 
  jade statuettes of various men and woman hard at work have been 
  carefully arranged on a raised dais. Hieroglyphs line the walls in 
  vertical columns.
  The hieroglyph inscription on the southeast wall reads:
  When Anuchro Het’s scribe died, his will decreed that his 23 
  slaves be divided amongst his five surviving heirs, in the exact 
  proportions of 1/3, 1/4, 1/6, 1/8 and 1/12. This led to a quarrel 
  as the five heirs could not agree how many slaves each was 
  to receive. Anuchro Het entreated the Pharaoh of Numbers to 
  resolve the dispute and all agreed that the pharaoh’s solution 
  was wise.
  
  14
  m o d u l e  J 4
  6. the Pharaoh’s coin 
  (eL 9)
  Vertical hieroglyphs cover the walls of this otherwise empty room.
  The room’s hieroglyphs read: 
  As the Pharaoh of Numbers traveled through Tumen, he passed a 
  crippled beggar. Seeing the man’s plight, he deigned to pause and 
  tossed the cripple the lowliest of coins from his purse. Crestfallen 
  with the tiny treasure, the beggar tried to hide his disappointment. 
  But the pharaoh noticed at once. “Why do you underestimate the 
  gift I have given you?” the master asked. “For if you invest the coin, 
  in time it doubles in value. Invest it once more and the coin doubles 
  again. My coin comes with the gift of time and if leveraged wisely, 
  soon you will be richer than all those around you.” 
  A DC 15 Search check notes that the final hieroglyph 
  terminates just above a tiny hole in the center of the 
  southeast wall and that the hole contains a single bronze 
  coin, stamped with the Rune of Reckoning, the personal 
  symbol of the Pharaoh of Numbers.
  The northwest wall has a secret door; it only opens 
  when the correct number of slave statuettes are placed on 
  each scale such that they represent the correct solution, 
  which was mathematecially determined by the Pharaoh 
  of Numbers. Not contained in the inscription on the wall 
  is the second half of the story: The Pharaoh of numbers 
  lent the five feuding heirs a 24th slave. This enabled them 
  to divide the slaves evenly into lots of 8, 6, 4, 3 and 2 in 
  accordance with the terms of the will. As the sum of the 
  results totaled 23, the extra 24th slave was then returned to 
  the pharaoh with Anuchro Het’s gratitude.
  A 24th slave statuette is hidden in area 7; it has the 
  inscription “A loan to Anuchro Het” in Ancient Osirian. If 
  the PCs have this extra statuette it makes solving the puzzle 
  relatively simple. PCs may also cheat the pharaoh’s puzzle 
  by manipulating the scales with hands or improvised 
  weights and listening to the clicks from the hidden door 
  (Open Lock and Listen DC 20).
  Treasure: Once the hidden door is open, the slave 
  statuettes can be collected without consequence. Each 
  statuette is worth 125 gp.
  
  15
  The Pact stone Pyramid
  If the coin is removed from the wall it immediately 
  duplicates itself, and each new coin doubles each round. 
  The coins quickly overflow, spilling out from the bearer’s 
  hands. The doubling continues indefinitely. While initially 
  this may seem like a great reward for the PCs, the coins 
  quickly outpace greed and become a threat.
  Trap: Removing the pharaoh’s coin also triggers a trap. 
  The moment the original coin loses contact with the 
  wall, the exit to the room is closed off with a wall of stone. 
  However, a mirage arcana creates the illusion that the open 
  archway still exists, delaying the PCs from discovering that 
  the exit is blocked.
  Round 16: The coins have duplicated enough to coat the 
  entire floor, and the doubling causes them to quickly fill 
  the room, surging upward like a metal tide.
  Round 18: The ground is considered difficult terrain as 
  the PCs’ feet slip on the piling coins.
  Round 24: As the coins quickly pile up around everything, 
  PCs who want to move must make DC 10 Climb check to 
  free their legs for 1 round (this is a move action). The coins 
  are 16 inches deep at this point.
  Round 27: The coins reach the ceiling and continue to 
  multiply, crushing everything in the room for 2d6 points 
  of damage per round. The coins stop duplicating when no 
  more can fit but the damage continues every round until 1 
  hour has passed, at which point the process reverses and 
  the original coin returns to its slot. Clever PCs might think 
  of ways to avoid the crushing, such using gaseous form, and 
  so on, though the long duration of the trap makes even 
  these solutions difficult.
  Using extradimensional spaces such as a bag of holding or 
  a portable hole in the early rounds of the trap buys the PCs 
  extra time before the inevitable crushing as long as one PC 
  does nothing but shovel coins into the item. The amount of 
  extra time depends on when they start this (eventually the 
  coins are doubling so fast that the PCs can’t keep up and 
  their efforts no longer have any effect in stalling the trap).
  Extradimensional Space 
  Extra Time*
  bag of holding type I  
  1 round
  bag of holding type II  
  2 rounds
  bag of holding type III 
  5 rounds
  bag of holding type IV 
  7 rounds
  portable hole or rope trick 
  10 rounds
  *if used on or before round 12. if used after round 12 but 
  before round 15, halve this extra time (minimum 0). after 
  round 15, the item buys no extra time.
  All coins stop doubling if removed from the room 
  (including in extradimensional spaces) and begin halving 
  their quantity (extradimensional spaces aren’t so much 
  filling with coins as providing a “drain” where they can 
  fade away to nothingness). Only the original coin has a 
  permanent existence, and if it is removed from the room 
  the doubling ends and all copied coins begin their halving 
  process until they all vanish. This means if the PCs move 
  fast and in an early round they put the original coin into an 
  extradimensional space, they can suspend the trap, though 
  bringing it into the normal space of the room causes it 
  to begin doubling again. Likewise, if the PCs can get the 
  coin out of the room, it ends the trap and reverses the 
  duplication. Temporary spells like blink have no effect on 
  the trap’s progression (the original or duplicate coins they 
  bring with them are not outside the room long enough to 
  end their doubling).
  One means of escape is to destroy the wall of stone that 
  blocks the exit (4 inches thick; hp 70; hardness 8; Break 
  DC 30). Another way to elude the trap is to discover the 
  secret door in the ceiling. The search DC is 25, but the DC 
  drops to 15 and a re-check is permitted starting in round 
  25, as the rising tide of coins brings the PCs closer to the 
  hidden door. The trap door is locked with a jagged keyhole 
  (Open Locks DC 30). The keyhole is the exact shape of the 
  heiroglyph for “time;” that specific glyph in the story on 
  the wall is removable (requiring a DC 20 Search check to 
  notice this) and functions as the key for the secret door.
  Once a PC exits the room, either through the archway or 
  the trap door, the coins reverse their doubling until only 
  the original remains. The coin then becomes non-magical, 
  its power expended. It is worth 1,000 gp to a collector of 
  Osirian artifacts. 
  Coin of the Pharaoh 
  CR 9 
  Type magical device; Search dC 35; Disable Device dC 35 
  EFFECTS
  Trigger touch (removing the coin from the wall); Reset none
  Effect doubling coin, wall of stone and mirage arcana
  7. the outer ring
  From here the PCs can access every room on the main level 
  save for areas 1 and 2. 
  Suekahn: Once the PCs reach here, the devil decides that 
  it is time to learn more about them. After watching them 
  from the scrying pool in area 17, he uses alter self to assume 
  human form, then teleports just out of sight of the PCs so 
  that he may walk toward them.
  An older man dressed in an ankle-length grey gown slowly walks 
  toward you. He carries a bone scroll case in his left hand and a lit, 
  black tallow candle in his right.
  Suekahn’s candle is a candle of truth, and he tries to get 
  within 5 feet so that its effects help him gauge the PCs’ 
  responses to his inquiry. At this stage he has only a single, 
  if rather disturbing, question: “Tell me, do you have a priest 
  among you who can raise the dead?” Suekahn’s hope is that 
  if the PCs have a cleric of sufficient power, he can afford to 
  kill them several times, getting closer to the kill-total he 
  needs for his freedom. If the PCs answer “Yes” and if he 
  believes them, he nods approvingly and teleports away. If 
  
  16
  m o d u l e  J 4
  the PCs answer “No” or Suekahn does not believe them, he 
  disappears, leaving his scroll behind (a scroll of raise dead). 
  Suekahn’s gift has an ulterior motive, of course—he needs 
  the PCs to stay alive to disarm the traps so that others can 
  make their way inside, allowing him to acquire more kills. 
  Suekahn does not stay to answer questions, as he is already 
  pushing the limit of what he can do without breaching his 
  oath.
   Hidden Compartment: The southeastern end of this 
  corridor contains a hidden compartment beneath a 
  flagstone on the floor (Search DC 18). Inside is a small jade 
  statuette depicting a slave pushing a stone block. Although 
  it has a value of 125 gp, its greater worth is as a clue to 
  solving the riddle in area 5. The stone block contains the 
  inscription: “A loan to Anuchro Het” in Ancient Osirian.
  8. the Song tubes
  A shallow pool rests in a basin with walls one foot off the floor. It is filled with 
  a translucent, violet-tinged liquid, topped with a film of purple mist. A single 
  stone ladle lies on the lip of the pool. There are no other exits to this circular 
  chamber, though the southernmost point in the room contains a small hole.
  The hole in the floor quickly narrows until it is even 
  smaller than a coin—this is the entryway to the song tubes, 
  a set of thin pipes that interconnect the pyramid’s separate 
  levels. The Four Pharaohs used the tubes to reach the Pact 
  Stone below when they returned each year to renew their 
  pact at Aucturn’s ascendancy.
  8A. Vapor Pool: This pool of magical mist contains up 
  to 10 doses of a potion of gaseous form when full. The pool 
  gradually refills at a rate of 1 dose per week. It is possible to 
  fill empty flasks or canteens with the liquid and take them 
  along. The vapor functions as a normal potion, even once 
  outside of the pyramid. 
  8B. The Tubes: The tubes resonate when vapor passes 
  along its length, sounding similar to a very deep horn. 
  Traveling from the Main Level to the Pact Stone Level at a 
  speed of 10 creates the individual notes of a song as the 
  tubes turn and twist. A successful DC 20 Performance or 
  bardic knowledge check identifies the melancholic tune 
  as “Ankana’s Lament,” a self-indulgent tale about a great 
  leader who voluntarily sacrifices part of her power for the 
  good of her people.
  The tubes also connect to the Throne Level and a hidden 
  exit out of the pyramid (see 8C below). However, traveling 
  in any direction or route other than from the Main Level to 
  the Pact Stone Level (or at a different speed than 10) results in 
  an off-key tone that resonates throughout the pyramid and 
  alerts Suekahn precisely as to where the PCs are headed. 
  Anyone still in the tiny tubes when their gaseous form wears 
  off or is dispelled is instantly crushed.
  8C. The Exit Tube: This provides a secret exit to the 
  pyramid (see the Pact Stone Pyramid Cross-Section map). 
  The pharaohs often used it to leave in gaseous form without 
  attracting attention. The PCs might later use it to escape 
  without being discovered by Khymrasa.
  the Pact Stone Level
  The only way to reach this level is with magic, usually by 
  assuming gaseous form with the vapors in area 8. This level 
  also has an area marked 8, which is identical to area 8 on 
  the Main Level.
  9. the Boot room
  This small chamber contains rows of stone shelving. Much of the 
  room is empty save for several pairs of oversized boots made of 
  dull metal.
  When the Four Pharaohs traveled to the Pact Stone they occa-
  sionally brought along guests or trusted servants. In order 
  to ensure their visitors would not inadvertently discover the 
  Pact Stone’s secrets (see area 10 below) the pharaohs required 
  their guests to don these lead boots. The boots enables one 
  to travel across area 10 without being considered in contact 
  with it. There are eight pairs of such boots in the room. They 
  are non-magical and if worn their sheer weight reduces a 
  wearer’s ground speed to half normal.
  A PARTIAL PACT
  if the PCs activate the Pact Stone in area 10, either 
  inadvertently or intentionally, they gain the partial pact 
  template and experience a fraction of the powerful magic 
  of the Pact Stone. all pact participants have their hit points 
  placed in a collective pool. anyone who is injured draws 
  upon the pool’s combined total. healing any single pact 
  participant instead heals the pool (the healing recipient 
  need not have been injured). if the pool reaches zero, all 
  pact participants are disabled. if the pool reaches negative 
  numbers, all pact participants gain the unconscious and 
  dying conditions. if the pool falls to –10 or lower, all 
  pact participants die as if their individual hit points had 
  reached –10.
  the effects of the partial pact last 4d6 days (the true 
  pact entered by the four Pharaohs required a magical 
  ceremony, lasted one year, and provided greater benefits). 
  the pact cannot be dispelled by dispel magic, but can be 
  destroyed by disjunction or wish. there is no save to avoid 
  entering a pact, though wearing lead-lined shoes such 
  as those found in area 9 prevent someone from coming 
  into contact with the floor and thus excluding them from 
  the pact. a character can only be in one pact at a time. 
  Members of a pact do not automatically realize their 
  connection.
  
  17
  The Pact stone Pyramid
  10. chamber of the Pact Stone
  This huge central chamber has four exits, each covered by a great 
  facade. The mosaic tiling on the stairs gives way to a great circle 
  of pale white stone.
  Although the PCs are unlikely to realize it at first, the 
  seamless white stone on the floor of this massive room 
  is actually the top surface of the Pact Stone, the artifact 
  that Khymrasa so desperately seeks. While Khymrasa has 
  assumed from her reading that the Pact Stone is portable, it 
  is actually an inverted pyramidal stone extending hundreds 
  of feet into the granite below, and quite impossible to 
  retrieve. The Four Pharaohs constructed Ahn’Selota 
  directly overtop of the Pact Stone so that they could host 
  their joinder ceremonies in secrecy. 
  Despite centuries of disuse, the Pact Stone continues to 
  function. If more than one of the PCs are in the circle at the 
  same time, they inadvertently activate the artifact, which 
  gives them the partial pact template (see the “Partial Pact” 
  sidebar). The Pact Stone only affects those standing upon 
  it, so anyone levitating, flying, or riding a mount does not 
  gain the template. Animal companions or mounts may 
  inadvertently become equal partners in the pact, though 
  creatures who fly or otherwise don’t touch the floor are not 
  affected. Keep track of who walks where and when, as it is 
  possible the party could be split into more than one pact.
  Anyone who obtains the partial pact template becomes 
  recognizable as a pharaoh by the Portal Golem in area 2. 
  If the PCs return to areas 3, 4, 5, or 6, the construct senses 
  their presence and interposes its body against the wall to 
  make an exit for them and anyone they designate.
  11. the Hor-khep-ra (eL 8)
  Four darkwood staves jut out from the cold stone walls of this dark 
  hall. Each staff is lined with small black and red gemstones.
  Each of the four staves can be pried free from the wall 
  with a DC 10 Strength check. Only after a staff has been 
  removed from the hole in the wall can one see that the tip 
  of the staff is sharpened into a slender point. The staves 
  are actually wooden stakes, and in their original position 
  they each pierced the heart of an ancient vampire spawn 
  encased within a tiny alcove behind the wall. The four 
  are a team of elite assassins known as the Hor-Khep-Ra 
  
  18
  m o d u l e  J 4
  (“The Honing”). Millennia ago the living Hor-Khep-Ra 
  were frequently dispatched to perform bloody missions 
  for the Four Pharaohs. Later, the Fiend Pharaoh rewarded 
  his faithful assassins with undeath, bestowing on them the 
  honor of becoming eternal guardians of Ahn’Selota. Each 
  Hor-Khep-Ra willingly took a stake through the chest in 
  order to  wait for the day when a thieving trespasser within 
  the pyramid might inadvertently trigger their return, 
  calling them back to duty.
  Removing a stake allows a vampire spawn to silently heal 
  behind the wall (2 hit points per round); re-inserting a stake 
  into the hole meets some resistance, and the acting PC 
  must push hard to penetrate the vampire’s recovering flesh. 
  Once reformed, the assassin remains hidden in the secret 
  alcove and waits for the PCs to move on. The spawn then 
  assumes gaseous form, emerging from the tiny hole left by 
  the removal of the stake. The freed vampire then removes 
  the remaining stakes, liberating his brethren, who retrieve 
  their gear from a secret cache (see Treasure, below).
  The Hor-Khep-Ra appear as they did in life: powerfully 
  built warriors with weather-beaten skin, scantily clad in black 
  loincloths. Only their red eyes betray their undead status.
  Hor-Khep-Ra (3)  
  CR 4
  3 male and 1 female vampire spawn
  hp 26; MM 253–254 
  SQ energy drain (dC 16), domination (dC 16)
  TACTICS
  Before Combat once all four assassins are reformed and 
  reunited, they silently recover their equipment from 
  the hidden cache in the ceiling (see below) and patiently 
  hunt the PCs. ideally they wait for the PCs to encamp, 
  distracted by the demands of their spell preparation.
  During Combat the hor-Khep-ra employ their gaseous 
  form ability to silently drift overtop the PCs along the 
  ceiling. they then solidify and use spider climb to obtain 
  the perfect position for an ambush. they prefer to take 
  turns using their domination ability, forcing their victims 
  to grapple any opposing clerics to prevent turn attempts 
  or casting spells to break the vampires’ mental control. 
  if possible, they escape with one or more dominated 
  PCs to learn the weakness of the remaining PCs as well 
  what they know of other potential intruders outside the 
  pyramid. Meanwhile, the devil watches the PCs from his 
  scrying pool; if he suspects the hor-Khep-ra will slay 
  the PCs before he can spring his own trap, he reluctantly 
  intervenes, teleporting in to help the PCs defeat the 
  undead, then teleporting away without explanation.
  Morale the assassins are immune to fear, but withdraw if it is 
  advantageous to their hunt. if they are successfully turned 
  or need to regroup they assume gaseous form and escape 
  through the song tubes (area 8) or retreat into the treasury 
  (area 13), where the PCs are unlikely to be able to follow. 
  if reduced to zero hit points or below, a vampire assumes 
  gaseous form, forced to return to the hidden alcove from 
  which it came; the hollow acts as its coffin.
  SPECIAL ABILITIES
  Variant Feat Selection rather than toughness and skill 
  focus (Craft or Profession), the hor-Khep-ra have ability 
  focus (domination) and ability focus (energy drain).
  Treasure: The ceiling directly above the staves has a 
  small trap door (Search DC 20). Behind it lies a hidden 
  compartment with a cache of weapons and equipment 
  belonging to the vampires: a grey stone cask containing 
  an elixir of frost breath, a clay cistern containing a potion of 
  displacement, Hor Sarka (“Slave Maker,” a +1 axiomatic khopesh), 
  a clay-red earth elemental gem, and a pure white shroud of 
  disintegration. If the PCs discover the trapdoor after the 
  Hor-Khep-Ra have emerged, the compartment is empty, as 
  the assassins armed themselves with the above items.
  The gems on the staves can be removed (DC 10 Disable 
  Device check), even without pulling the stakes from the 
  wall. The onyx and bloodstones are worth 425 gp per staff.
  12. Arch of the dead
  The corridor widens into a foyer, which in turn leads to a small 
  vault beyond that has a bleak stone archway as its only entrance. 
  Four stone alcoves line the foyer, two on each side. An upright 
  sarcophagus of black stone rests in each alcove.
  The archway projects a permanent antilife shell, which 
  cannot be dispelled. The Four Pharaohs placed the arch 
  here to bar entry into their communal treasure vault (area 
  13). It was their practice of the Four Pharaohs to order 
  undead servants to retrieve the chests inside area 13 and 
  view their contents in the threshold here. They also kept 
  source materials for creating additional undead servants in 
  the four sarcophagi in the adjoining alcoves.
  Removing a sarcophagus lid requires a DC 10 Strength 
  check. Inside each coffin lies a desiccated skeleton with its 
  fossilized arms crossed tightly around a seamless blue ceramic 
  scroll tube (the tubes must be broken to reveal their contents. 
  Each tube contains a scroll; three of them are cursed.
  Northwest Sarcophagus: Scroll of animate dead. The 
  pharaohs placed this here in case they needed to create an 
  undead agent to retrieve the chests from area 13.
  Northeast Sarcophagus: Scroll of the Forgotten Self. 
  Anyone who reads this cursed scroll must make a 
  Will save (DC 15) or forget their own birth name; a few 
  moments later they also forget the names and faces of 
  their family members. No other memories are affected. 
  If anyone reminds the target of his name or the missing 
  details of his lineage, he briefly remembers, but then it 
  fades from his mind like quicksilver.
  Southwest Sarcophagus: Scroll of Excessive Charity. As the 
  Cerulean Pharaoh came from humble beginnings himself, 
  the tyrant always had a soft spot for orphans. Upon reading 
  
  19
  The Pact stone Pyramid
  this cursed scroll, anyone who fails their Will save (DC 15) 
  becomes obsessed with the plight of orphans. The victim 
  donates all monetary treasure to the nearest orphanage he 
  can find at his earliest opportunity; this continues daily or 
  weekly until the curse is removed. 
  Southeast Sarcophagus: Scroll of Fragility. A character that 
  reads this cursed scroll must make a Will save (DC 15) or 
  believe an illusion that his entire body is cracking apart like 
  the shell of an egg. After ten rounds, the victim must make 
  a Will save (DC 15) or die from fear.
  13. the treasury
  Almost a dozen large chests of iron line the walls of this small 
  chamber. A huge stone mantle arcs around the room. In the 
  mantle’s center rests a brilliant crimson crystal sphere. The sphere 
  encases a smaller gemstone that slowly rotates inside it.
  Living creatures cannot enter this vault due to the 
  antilife shell in area 12. Constructs, outsiders, and undead 
  can enter and leave without difficulty.
  Treasure: There are eleven chests in this room. If the 
  PCs have the means to manipulate the chests at a distance 
  (such as a long pole, a rope with a grappling hook, or 
  magic), they may be able to catch the handles of various 
  chests and haul them outside the archway (treat the 
  handles as AC 24).
  Chest 1: This box contains a temporal stasis field that 
  carefully preserves a collection of hundreds of different 
  kinds of seeds. A successful DC 20 Knowledge (nature) 
  check reveals that the seeds include a number of extinct 
  plants and ancient crops. The collection is worth up to 
  10,000 gp to an herbalist or sage capable of appreciating 
  their value. This is the pharaonic seed collection that 
  Hoffenburrow and the Pathfinders are after. Several of the 
  plants could have significant agricultural ramifications 
  if reintroduced to Golarion. In particular, the collection 
  includes the androwood of Ancient Osirion, a desert plant 
  capable of surviving on less water than any other woody 
  plant, and “full-seed,” a black, inexpensive grain capable 
  of enhancing the diet and health of entire armies.
  Over the millennia, Suekahn captured a few stray 
  insects that wandered into the pyramid and placed 
  them in this box to preserve them in the 
  stasis field. One of the trapped bugs is a 
  praying mantis which Suekahn uses 
  as a weapon if the PCs enter the 
  Shaft of the Firefly (area 14). If the 
  PCs open this chest, the vermin 
  fly or crawl out harmlessly.
  Chest 2: Two mudstone minions (new magic 
  item—see page 29).
  Chest 3: A collection of indigo jade jewelry. A nearly-
  forgotten jewel in present day, it is difficult to get fair value 
  for the violet crystals. A collector making a DC 30 Appraise 
  check recognizes its true value of 6,000 gp, otherwise the 
  collection sells for half that amount.
  Chest 4: A box of shredded scrolls. If the torn papers are 
  aligned together correctly, the scrolls fuse together as if 
  they were never damaged. This reconstruction requires 8 
  hours of patient work, a successful DC 20 Concentration 
  check, and a successful DC 20 Spellcraft check. The repaired 
  documents are seven 4th-level arcane spell scrolls.
  Chest 5: A huge tome with veinstone covers containing 
  The Last Theorem (new artifact—see page 29).
  Chest 6: The Darcon Codicil, a bone-plated book containing 
  the true names of dozens of devils and demons compiled 
  by the Fiend Pharaoh in the hieroglyphics of Ancient 
  Osiriani (worth 5,000 gp to a devil-binder or thaumaturgist). 
  Suekahn’s name appears in the book with the handwritten 
  notation of “56” next to it. The “56” has been crossed out 
  and followed by a series of descending numbers which are 
  also crossed out. It stops at an uncrossed “39.”
  Chest 7: A wish box (4,000 gp). This box’s contents 
  transform into any single magic item with a value of 4,000 
  gp or less. The PC must decide the moment the box is 
  opened; simulate this by giving the player 1 minute with 
  the DMG to make a decision.
  Chest 8: A collection of ancient war medals (value 500 gp 
  to a historian or Osiriontologist)
  Chest 9: Four stone tablets chiseled with glyphs, each 
  having the power of a divine scroll (death ward, divination, 
  helping hand, or obscure object, caster level 7). Each tablet 
  weighs 10 pounds.
  Chest 10: A bag of holding type I containing 56 severed, 
  skeletal ring fingers of minor royalty who fell from the 
  favor of their pharaohs. Each finger is adorned with a ring 
  (1,900 gp in total).
  Chest 11: A wish box (6,000 gp or less).
  The floating gemstone in the sphere on the mantle 
  is a countdown clock. The gemstone contains a single 
  hieroglyphic number which is slowly, but continuously, 
  morphing into smaller numbers as it works its way 
  towards zero. If the PCs played 
  through J1: Entombed with the 
  Pharaohs, they recognize the 
  declining numbers from the 
  countdown wall in area 12 of 
  the Veinstone Pyramid. This 
  stone, that wall, and the device 
  owned by the Sand Sage are in perfect 
  synchronicity, and each has been counting 
  down for over 6,000 years. The countdown 
  clock neatly fits the bill of what Khymrasa 
  thinks the Pact Stone ought to look like. 
  If the PCs present  this item to Khymrasa 
  as the Pact Stone, they receive a +6 circumstance 
  bonus to their Bluff check.
  
  20
  m o d u l e  J 4
  to land safely in area 14. The PCs may also climb the shaft 
  or use their own magic to navigate it. In firefly form, a PC 
  has a fly speed of 10 feet (perfect maneuverability).
  If Suekahn is hunting the PCs or scrying on them from 
  area 17, he cannot resist setting a trap for them here as they 
  approach this area. If one or more PCs enters the shaft as a 
  firefly, the devil teleports to area 15 and seals the top of and 
  bottom of the shaft using his wall of sand ability. He then 
  teleports to area 13, retrieves a tiny praying mantis he has 
  kept for just such an occasion, teleports back into the shaft, 
  releases the mantis, and returns to area 17 where he uses the 
  scrying pool to watch as the hungry mantis immediately 
  goes to work hunting the glowing fireflies. The terms of 
  Suekahn’s pact enables him to get “credit” toward his quota 
  for arranging for a tomb raider’s death.
  If Suekahn’s trap is sprung, simulate the ensuing aerial 
  duel using the statistics of the giant praying mantis (see 
  page 285 of the MM) for Suekahn’s hungry insect. For PCs 
  polymorphed into fireflies, use the statistics for a giant bee 
  (see page 284 of the MM) but substitute a bite (attack +2, 1d4 
  damage) for the bee’s poisonous stinger. Absent magic or 
  other assistance, any fireflies trapped in the shaft are sig-
  nificantly outmatched, save for their superior flight speed 
  and maneuverability. Suekahn intervenes, however, to en-
  sure that the last PC is spared (typically by grabbing the 
  firefly-PC and teleporting them to area 13 or 15). Exiting 
  the shaft from either end cancels the polymorph effect and 
  negates the threat of the mantis, though the wall of sand at 
  each end makes exiting impossible for any polymorphed 
  PCs. Of course, any PCs that are not polymorphed can eas-
  ily dispatch the hand-sized mantis.
  the throne Level
  The Four Pharaohs used these last rooms for their private 
  meetings and to work out their differences.
  15. the great mosaic 
  This magnificent foyer is covered with thousands of tiny square 
  ceramic tiles. The tiles depict an intricate glyph in a sea of color. 
  The flyph is the personal rune of each of the Four 
  Pharaohs of Ascension, superimposed into one.
  15A. The top of area 14 terminates here.
  15B. A carved relief of an Osirian firefly is on the south 
  wall next to the entry shaft. The relief is magical, operating 
  the same way as its counterpart in area 14. 
  15C. The song tubes (area 8) exit here as well. Unlike 
  other entry points, there is no pool providing additional 
  doses of potions of gaseous form. If the PCs have not packed 
  additional doses or lack similar means, they cannot make a 
  return trip through the tube.
  A DC 5 Search check reveals that every last one of the 
  thousands of mosaic tiles has been pried loose from the 
  14. the Shaft of the Firefly (eL 10)
  A relief of a beetle with broad bisected wings adorns the north 
  wall. In addition to exit corridors running both east and west, a 
  cylindrical tube in the ceiling leads upward into an inky darkness. 
  This chamber provides a further means of access from 
  the Pact Stone Level to the Throne Level. A DC 15 Knowledge 
  (nature) check identifies the relief on the wall as a detailed 
  carving of an Osirian firefly, a symbol of beauty and a sign 
  of good fortune.
  Anyone touching the relief must make a DC 16 Will 
  save or be polymorphed into a tiny, indigo-glowing firefly. 
  During the time of the pyramid’s use, the pharaohs and 
  their trusted servants would transform and fly up the 
  100-foot shaft in the ceiling to the next level. Once a flyer 
  crests the top of the shaft and reaches area 15, the effect 
  is automatically dispelled; it also ends should the flyer 
  instead exit the shaft from the bottom, enabling the flyer 
  THE COUNTDOWN CONTINUES...
  there are two countdown clocks in this adventure: one in 
  area 13 and another in the possession of the sand sage. 
  there are several more counting devices of varying sizes 
  hidden throughout osirion and far across the world. the 
  significance of the countdown and precisely when it will 
  hreach zero remains an adventure seed that you can tailor 
  for your own campaign. 
  should the PCs speak with suekahn about the 
  countdown, he tells them with a toothy smile, “it’s when 
  the stars go out and the ringed planets lose their rings. i 
  would not wish to be a mortal on that day.”
  in addition, if the PCs speak with the sand sage about 
  the countdown and are able to adjust his attitude to 
  friendly or better, he tells them the countdown tracks “a 
  revisitation from the dominions of the Black,” though 
  he concedes he does not know what that means. the 
  sand sage has become increasingly concerned about the 
  rapidly diminishing count for the last several years. in 
  fact, the principal reason he agreed to assist Khymrasa 
  with her dig was because of his suspicion that it might 
  enable him to learn more of the unexplained connection 
  between the four Pharaohs of ascension and the planet 
  aucturn. the sand sage can also direct the PCs to at least 
  one more reported countdown clock: a tower-sized panel 
  of hieroglyphics composed of the purest amber. it is 
  found deep within the slave trenches of hakotep below 
  the source of the river Crook in southwestern osirion.
  finally, the PCs can learn a few additional secrets of 
  the countdown if they attempt to read the Last Theorem, a 
  minor artifact found in chest 5 of area 13.
  
  21
  The Pact stone Pyramid
  mortar that once held it in place. With 6,000 years to kill, 
  Suekahn removed every tile by hand, rearranged them into 
  intricate piles sorted by shape and color, and replaced each 
  tile back in its exact original position. He’s had time.
  16. chamber of contemplation
  A densely packed wall of sand blocks the entrance to this room.
  The inside of this chamber acts as a massive helm of 
  opposite alignment, affecting all who enter for as long as they 
  remain in the room. Whenever two of the pharaohs were 
  locked in a disagreement, they challenged one another to 
  share 10 minutes in this room, allowing them to hash out 
  their disputes from new perspectives.
  As an evil outsider, Suekahn is well aware of the danger 
  this room poses to him—if he enters, he would never 
  willingly leave. He has blocked this room with his wall 
  of sand ability (hardness 8, hit points 45, break DC 26) to 
  prevent anyone from forcing him in here. If the PCs pass 
  the wall, read the following:
  This smaller room is simply furnished with a large oak table and 
  four chairs. Complex dioramas of nature scenes line the walls. 
  If the PCs can trick or force Suekahn inside this room, he 
  becomes perfectly still. Regretting an eternity of evil deeds, 
  he wants to die in atonement for his sins, but knows that if 
  he is killed there is a risk he may return to Hell and resume 
  his evil ways. He defends himself to avoid getting sent back 
  to Hell, but tries to avoid injuring the PCs.
  If the PCs lure the Hor-Khep-Ra (area 11) into this 
  chamber, they immediately attack one another on sight, 
  impaling each other through the heart with broken shafts 
  improvised from the legs of the wooden table.
  17. the throne room 
  (eL 9)
  After the Four Pharaohs completed their annual ritual 
  and renewed their pact in area 10, they would often retire 
  here to this private throne room to further discuss their 
  mutual alliance and ambitions for the coming year. Today, 
  it simply acts as the room in which Suekahn has elected to 
  live out his imprisonment, pacing around as he waits for 
  the chance to be free to kill again.
  Entering the room triggers a permanent programmed 
  illusion (if Suekahn is here, the illusion is already active). 
  The illusion makes the chamber appear as a breathtaking 
  outdoor locale, changing every 2 rounds. The only constant 
  is the four equal-sized thrones arranged in a circle around 
  the scrying pool (see below). The illusion continually cycles 
  through several scenes (see sidebar). It only has visual and 
  audio components.
  Anyone sitting in a throne can intuitively manipulate 
  the room’s illusionary terrain as they see fit, selecting one 
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  22
  m o d u l e  J 4
  particular scene to persist or even canceling the illusion 
  entirely. In addition, sitting on a throne eliminates fatigue 
  and exhaustion after only 10 minutes of sitting. 
  The shallow pool of crystalline water acts as a crystal ball. 
  If the PCs use it to scan outside of the pyramid, they discover 
  that Khymrasa’s troops surround the pyramid from the lip 
  of the excavation pit with crossbows at the ready. The pool 
  does not function if removed from this room.
  If the PCs make it this far, Suekahn concludes they have 
  disabled as much of the pyramid as he can expect them to 
  and his patience is exhausted. He is now relishes the task 
  of killing mortals once again.
  Suekahn-Raena-Tep, Ghalshoaton Devil CR 9
  hp 105; see page 30
  TACTICS
  Before Combat suekahn is pleased to talk with the PCs 
  before he gets down to killing.
  During Combat for suekahn, this fight is a long time coming 
  and he takes his time. he leaves at least one PC alive, for 
  he needs someone to escape and lure more victims inside. 
  Signature Curse although he can use his bestow curse ability 
  as normal, his favorite causes the victim’s throat to dry out 
  completely; the target has a 50% failure chance for spells 
  and abilities requiring vocalization (such as bardic singing).
  Morale suekahn uses teleport to flee quickly and often, 
  taking advantage of his fast healing. his favorite refuge is 
  the treasure vault in area 13 where the PCs cannot follow. 
  if he is in serious danger, he teleports atop the Pact Stone 
  (area 10) to force any pursuers to risk joining their fates 
  to his own (though any already in a pact are immune to 
  joining a second one).
  STATISTICS
  Gear candle of truth, scroll of raise dead
  SPECIAL ABILITIES
  Bound by the Fiend Pharaoh (Su) suekahn is pledged to 
  guard ahn’selota. if he leaves the pyramid, even if forced 
  out by another, he takes 10 points of damage per round. 
  Because he is bound, suekahn cannot use his summon 
  devil ability.
  the Action topside
  While the PCs are risking their lives inside Ahn’Selota, 
  Khymrasa orders her men to secure the pyramid 
  entrance. Thirty-five slave masters train crossbows on the 
  opening with readied actions. If the PCs left the Mithral 
  
  23
  The Pact stone Pyramid
  Scarab outside in the camp during their delve without any 
  special precautions, Master Soan has tracked her down, 
  and she too is being held hostage with Hoffenburrow. If 
  the PCs entered into an agreement with Khymrasa before 
  they entered Ahn’Selota, she still intends to honor it, but 
  she is not taking any chances and wants all the insurance 
  she can get.
  Should the PCs exit from area 1, Khymrasa demands 
  they throw the Pact Stone up to her at the lip of the dig 
  site first or let one of her minions collect it. If they refuse, 
  she snaps her fingers and her slave force directs the build 
  beasts to fill the dig site and rebury the pyramid, trapping 
  the PCs inside it. Her position is clear: unless they intend 
  to be buried, the PCs must surrender the stone. 
  Fortunately, the Exemplar is prepared to negotiate. As 
  the PCs may suspect, she didn’t come this far just to simply 
  rebury the pyramid. Depending on how the PCs have 
  behaved thus far, she is likely still agreeable to returning 
  her hostages and guaranteeing the PCs’ safe passage out 
  of Osirion. Moreover, if the PCs bargain well (or if they 
  arranged it earlier), Khymrasa agrees to leave the PCs a 
  small chest laden with gold bars, each stamped with the 
  seal of Osirion’s current ruler, the Ruby Prince Khemet III 
  (total value 10,000 gp)—a small price to pay for securing 
  her future reign.
  The PCs have several options. First, although she has 
  preconceptions, Khymrasa has no idea what the Pact 
  Stone actually looks like. She has never even considered 
  that the Pact Stone might be an artifact, beyond her ability 
  to destroy. The PCs can try and pawn off all manner of 
  treasures as the Pact Stone; the countdown clock or one of 
  the wish boxes from area 13 make for excellent decoys, for 
  example. If the PCs give her a false Pact Stone, she has the 
  Sand Sage cast detect magic to confirm it has a powerful 
  aura; she then crushes it with a hammer, After nothing 
  happens she collects her entourage and withdraws to her 
  winter house in the Black Dome district of Sothis, waiting 
  for signs of the return of the Four Pharaohs and leaving 
  the Sand Sage behind to clean up. The Sand Sage permits 
  the PCs to exit and then follows his orders to rebury the 
  pyramid, now glad to be rid of the place; he does try to 
  talk with the PCs immediately or at a later date to find 
  out what they learned about the countdown, Aucturn, and 
  other topics of crucial interest to him.
  If the PCs have explored the song tubes, they can 
  escape the pyramid in gaseous form. If it is night, they 
  are virtually undetectable while gaseous and should be 
  able to sneak away with ease. From there they can plan 
  to rescue Hoffenburrow or the Scarab (if either is still 
  captured) or simply escape across the desert.
  Finally, the PCs can always make a break for it with 
  stealth or misdirection, or even a bold rush for the sunset, 
  perhaps relying on the defensive protection of the partial 
  pact template to keep them alive. The PCs’ punch through 
  the blockade is greatly assisted if the PCs have the chance 
  to study Khymrasa’s troop deployment using the scrying 
  pool in area 17. If the PCs race for the freedom of the 
  open desert, they are pursued by Master Soan and his four 
  deadliest minions (see below). 
  rescue in the desert (eL 11)
  While Khymrasa focuses on trapping the PCs in the pyramid, 
  Master Soan knows better: his quarry will come to him, 
  for he has the hostages. Master Soan selects a site several 
  hundred yards southeast of the Tumen encampment and 
  buries Khymrasa’s hostages up to their necks in the sand. 
  If the PCs successfully bargain with Khymrasa, Soan has to 
  release them as she orders, but he thinks he understands 
  ILLUSORY TERRAIN
  Round 
  The Throne Room’s Appearance
  1–2 
  the thrones sit atop a cliff overlooking an endless mist-filled jungle. the scene is from Garund’s shattered range   
   
  overlooking the screaming jungle of the Mwangi expanse.
  3–4 
  the thrones rest at the edge of a gentle river lazily winding through a lush plain. the river is what is now the Black flow  
   
  of the sodden lands as it existed in –1467 ar, before the eye of abendego destroyed these once fertile lands.
  5–6 
  the thrones sit in a barren field of tundra with great glaciers crackling in the distance. this is the Crown of the World  
   
  where it overlooks the steaming sea.
  6–7 
  the thrones are half-buried in course grainy sand as a massive desert storm approaches. the scene changes just before  
   
  the black cloud strikes. this is the great desert of thuvia.
  8–9 
  the thrones float impossibly on the water as ten foot-high white-capped waves crash against an even taller cliff face.  
   
  this scene shows the obari ocean near jalmeray.
  10–11 
  the scene resets, returning to round 1.
  
  24
  m o d u l e  J 4
  the PCs better than she does and believes that they won’t 
  willingly give anything to her, and thus will have to come 
  fight for the hostages’  release. 
  Master Soan makes sure several slaves see him leave 
  with Hoffenburrow (and the Mithral Scarab, if she has 
  been captured) so that the PCs have no trouble finding his 
  trail. Then he hides in waiting along with his four greatest 
  disciples from the Shrine of Horns (Kroven, Vune, Sylaxer, 
  and Nigh-Halar). Hoffenburrow (CN male human bard 2/
  expert 7; hp 31, currently hp 18) is less than courageous 
  and cries out for help repeatedly. Unfortunately, he only 
  succeeds in attracting a trio of vultures; the Scarab, if 
  present, is much more stoic about her confinement. The 
  captured sage is honorable enough to yell a warning to 
  the PCs that it’s a trap, but by then it is too late. With his 
  trap sprung, Master Soan leaps to the attack, hoping to 
  leave a single PC alive to torture for the true location of 
  the Pact Stone.
  Master Soan 
  CR 9
  hp 58; page 26
  TACTICS
  Before Combat Master soan hides amongst the dunes in 
  ambush (hide +12). if he detects the PCs’ approach he 
  drinks his potions of mage armor and longstrider. 
  During Combat Master soan seeks to maximize his spring 
  attack feat, weaving in and out of his foes, preferentially 
  striking spellcasters with stunning fist. 
  Morale Master soan fights to the death, sure that he cannot lose. 
  Asmodean Enforcers (4) 
  CR 5
  hp 33; page 27
  TACTICS
  Before Combat hidden (hide +5), the monks try to ambush 
  the PCs from four separate directions. 
  During Combat the enforcers expend their fan feather tokens 
  to generate strong wind, colliding on the PCs’ position. 
  the effect creates a sudden vertical wind tunnel filled 
  with a blinding rush of loose sand for 1 minute (treat 
  as obscuring mist). the enforcers follow-up with disarm 
  attacks with their ranseurs. if the disarm attempt fails, 
  they drop their ranseurs and fight unarmed. the enforcers 
  are not riding palanquin golems for this encounter.
  Morale the enforcers do not flee unless Master soan is slain.
  concLudIng tHe Adventure
  If the PCs have eluded, defeated, or partnered with 
  Khymrasa, they can take their loot and go home. If they 
  like, they can write a journal article for Venture-Captain 
  Krenshar that is likely to be widely celebrated. If they have 
  rescued Hoffenburrow or the Mithral Scarab, they have 
  made new and connected friends for life.
  If the PCs dupe Khymrasa into accepting and destroying 
  a fake Pact Stone, she returns to Sothis. As the months go 
  by and nothing comes to pass she sits and stews, debts 
  of her massive digging expedition piling up while she 
  slowly ponders her mistakes. For defeating Khymrasa, 
  award the PCs XP for an EL 9 encounter.
  If the PCs expose Khymrasa’s folly publicly in a 
  Pathfinder Chronicles, Khymrasa abandons her obsession 
  with the Four Pharaohs in a favor of a new passion: 
  revenge.
  If Khymrasa discovers the nature of the true Pact Stone, 
  her slave camp remains in place while she tries to figure 
  out her next move. Once word of her treasonous plan is 
  inevitably leaked to Sothis, the Council of Liberated Slaves 
  rescinds her permit and Prince Khemet III dispatches the 
  army to arrest her. 
  If Suekahn obtains his 56th kill he is freed from the 
  Fiend Pharaoh’s pact and immediately returns to Hell. 
  From there he patiently plots the means to make up for 
  lost time. Although he cannot get his revenge on the Fiend 
  Pharaoh, he can ensure that what remains of the pharaoh’s 
  kingdom suffers as a proxy. Until he is stopped, the devil 
  becomes a blight upon the whole of Osirion.
  If the PCs recovered the pharaonic seed collection from 
  stasis, Venture-Captain Krenshar is elated. The Decemvirate 
  offers to purchase it for 10,000 gp, and Krenshar promises 
  to disseminate the PCs’ story far and wide. Award the PCs 
  XP for overcoming an EL 9 encounter.
  If the PCs triggered the true Pact Stone, they find 
  themselves uniquely situated for adventuring for the 
  next few weeks and may be inclined to take advantage of 
  their partial pact templates before the effect wears off. 
  Fortunately, Venture-Captain Krenshar has a number of 
  leads on Osirion ruins they might wish to explore.
  If the PCs recovered the countdown clock in area 13 or 
  spoke with the Sand Sage about his concerns, they may 
  wish to research the countdown phenomena further 
  before the mysterious deadline strikes. If the PCs played 
  throuh J1: Entombed with the Pharaohs, they may know that 
  a deceased Chelaxian curator named Imivus penned a 
  book on the subject, and Imivus’s tomb is in the Grand 
  Athenaeum in Egorian, the capital of Cheliax. They may 
  also wish to follow the Sand Sage’s lead and journey to 
  the Slave Trenches of Hakotep to investigate the Amber 
  Chronograph. 
  APPendIX one: centrAL 
  FIgureS oF tHe tumen dIg
  This section describes the key NPCs of this adventure.
  exemplar khymrasa
  Khymrasa is probably not the strongest foe the PCs have 
  ever crossed, nor the fastest, or even the most cunning, but 
  she just might be the richest. Once spoiled to an extreme, 
  Khymrasa became accustomed to being handed whatever 
  she wanted. However, as she approached middle-age, she 
  
  25
  The Pact stone Pyramid
  learned that while her family’s money could secure power, 
  it could not buy the respect of personal achievement. 
  The Exemplar has set out to tackle something big, 
  something legendary. While far from a true academic, 
  since adulthood she has taken up the amateur study 
  of Osiriontology. In a late-night epiphany that would 
  eventually redirect her life’s focus, she developed the pet 
  theory that the destruction of the fabled Pact Stone would 
  return three of the Four Pharaohs to life, and in thanks 
  they would select her as the new fourth pharaoh. Khymrasa 
  already refers to herself with this title in privately, but 
  never publicly, as she knows her aspirations are treason.
  Gowned in a breathtaking gossamer sari, Khymrasa 
  accentuates her natural-born beauty. She maintains, however, 
  a pretense of modesty as befits both her culture and high-
  born standing.
  Khymrasa has been pursuing the Pact Stone for over a 
  decade now and has committed so much money that by 
  this time her obsession is sliding into desperation. While 
  she sees herself as civilized, there is little left she won’t do 
  to achieve her dream. Khymrasa has decided that Master 
  Soan and his Shrine of Horns are a creepy lot, but sees their 
  alliance as essential for her plans.
  Exemplar Khymrasa 
  CR 9
  female human aristocrat 5/wizard 6
  n Medium humanoid
  Init +0; Senses listen +8, spot +8
  DEFENSE
  aC 10, touch 10, flat-footed 10
  hp 37 (5d8 + 6d4)
  Fort +3, Ref +3, Will +10
  OFFENSE
  Spd 30 ft.
  Melee unarmed attack +5/–1 (1d3–1 nonlethal)
  Space 5 ft.; reach 5 ft.
  Spells Prepared (CL 5th):
  3rd—dispel magic, fireball (dC 15)
  2nd—blur, invisibility, locate object, protection from arrows
  1st—color spray (dC 13), detect secret doors, mage armor
  0—detect magic, detect poison, light, mending
  TACTICS
  Before Combat Khymrasa relies on Master soan for defense 
  and she summons him with her bracelet of friends if he is 
  not already nearby. she casts endure elements every day to 
  help tolerate the heat of the desert.
  During Combat Khymrasa is not a combat wizard and 
  
  26
  m o d u l e  J 4
  uses her magic to hide or evade attacks. she first casts 
  invisibility and protection from arrows, then watches how 
  her minions and allies are dealing with the threat. if things 
  are going well, she casts blur, then either color spray or 
  fireball depending on her assessment of the power level of 
  her opponents. if things turn against her side, she casts 
  mage armor.
  Morale Khymrasa flees at the first sign of genuine danger 
  to herself, seeking safety in a large number of guards. if 
  pressed, Khymrasa surrenders, particularly to osirians and 
  lawful opponents. she knows that only a fool would harm 
  an exemplar and risk the wrath of osirion’s aristocracy. if 
  trapped, she uses one of the beads of force hidden in her 
  earrings and hurls it at her foes.
  STATISTICS
  Str 8, Dex 10, Con 10, Int 14, Wis 12, Cha 12
  Base atk +6; Grp +5
  Feats alertness, diligent, extend spell, negotiator, 
  Persuasive, scribe scroll, skill focus (decipher script)
  Skills appraise +9, Bluff +14, decipher script +15, diplomacy 
  +14, intimidate +14, Knowledge (arcana) +10, Knowledge 
  (history) +8, Knowledge (nobility and royalty) +15, listen 
  +8, sense Motive +10, spellcraft +6, spot +8
  Languages ancient osiriani, azlanti, Common, Kelish, 
  osiriani
  Combat Gear gold earrings (250 gp each, plus a bead of force) 
  (2), sapphire tear navel ring (1,750 gp, contains a water 
  elemental gem), elixirs of truth and love, potions of cure light 
  wounds (2), displacement, mage armor, and tongues; Other 
  Gear bejeweled ankle bracelet of friends (1 charm, keyed 
  to Master soan), indigo-jade brooch of shielding (70 hp), 
  golden circlet of persuasion, golden exemplar’s ring (300 
  gp), spellbook, 36 pp, 27 gp
  master Soan
  Once a failed acolyte of Asmodeus from Egorian, as part of 
  an elaborate penance for his shortcomings, Soan spent 11 
  years banished to a dark extraplanar wasteland known as 
  Ramlock’s Hallow. There he was left as the broken plaything 
  of a two-headed bezekira, a deadly devil cat. Hunted on 
  a daily basis, Soan continually prayed for the moment he 
  might at last be put out of his misery, but the invisible devil 
  kept him alive, just as a housecat plays with a wounded bird. 
  As the years drew on, he slowly came to study the bezekira’s 
  predatory secrets. Then, when he at last completed his 
  infernal sentence and was transported home, he found he 
  had become far faster and stronger than when he had left. 
  Eager to regain his standing with his deity, Soan joined  the 
  Shrine of Horns, a small monastery devoted to ruthless 
  fighting techniques based upon the study of devils. There 
  he learned his time with the bezekira was a gift from his 
  dark lord, and rose through the order’s ranks to become 
  one of its six masters. His superior suspects that Khymrasa’s 
  ambitions will come to fruition, and that by allying with her 
  now, they will commit her to opening the way for the word 
  of Asmodeus to at last spread to Osirion.
  Master Soan believes he has been chosen for a great 
  destiny. His zeal makes him a fearless and cruel opponent. 
  Soan’s near-naked body is covered with crisscrosses of 
  raised scar tissue, marking  the thousand strikes he received 
  from his bezekira tormentor, and Soan shows them off as 
  badges of honor.
  Master Soan 
  CR 9
  Male human ranger 1/monk (variant) 8
  le Medium humanoid
  Init +7; Senses listen +11 (+13 vs. humans), spot +11 (+13 vs. 
  humans)
  DEFENSE
  AC 18 (20 vs. opponent selected for dodge feat), touch 18, 
  flat-footed 15 
  hp 58 (9d8+18) 
  Fort +10, Ref +11 (+13 vs. evocation), Will +9 
  Defensive Abilities evasion; wholeness of body (heal 16 
  points of damage per day) Resist nonlethal damage 5
  OFFENSE
  Spd 60 ft. 
  Melee unarmed attack +11/+6 (1d10+1) or
  flurry of blows +10/+10/+5 (1d10+1) 
  Ranged mwk composite long bow (str +1) +11/+6 (1d8+1/�3)
  Special Attacks favored enemy (human) +2, ki strike (magic), 
  stunning fist (dC 17) 8/day 
  TACTICS
  Before Combat time permitting, Master soan drinks his 
  potions of mage armor and longstrider. a predator, he 
  prefers to track and ambush his prey.
  During Combat Master soan weaves in and out of his foes 
  with spring attack, preferentially striking spellcasters. he 
  frequently screams war cries in infernal.
  Morale a true believer, soan only withdraws when it is 
  advantageous to him. he views enduring wounds as a 
  form of training.
  STATISTICS
  Str 13, Dex 16, Con 14, Int 10, Wis 16, Cha 7 
  Base Atk +7; Grp +12 
  Feats Blind-fight, dodge, improved Grapple, improved 
  initiative, improved unarmed strike, Mobility, spring 
  attack, stunning fist, Weapon finesse, Weapon focus 
  (unarmed attack) 
  Skills Balance +7, Climb +2, escape artist +9, hide +12, jump 
  +25, Knowledge (religion) +4, listen +11 (+13 vs. humans), 
  Move silently +12, sense Motive +5 (+7 vs. humans), spot +11 
  (+13 vs. humans), survival +7 (+9 vs. humans), tumble +13 
  Language Common, infernal
  SQ slow fall 40 ft., wild empathy
  Combat Gear potions of cure light wounds, longstrider, and mage 
  armor; Other Gear masterwork composite long bow (str +1), 
  arrows (20), +1 ring of protection, adamantine holy symbol
  
  27
  The Pact stone Pyramid
  SPECIAL ABILITIES
  Torture-Trained (Su) Master soan’s time in the demiplane 
  of ramlock’s hallow has increased his quickness, 
  conferring the equivalent of gloves of dexterity and boots 
  of striding and springing. the associated bonuses are 
  included in his statistics block. 
  Variant Monk soan has three minor variances in his class 
  abilities: rather than still mind he has infernal aggression 
  (+2 reflex saves vs. evocation); rather than purity of 
  body he has crucible of pain (resistance 5 to nonlethal 
  damage); he substitutes intimidate for diplomacy as a 
  class skill.
  Variant Monk Master soan is also a student of the unarmed 
  fighting style called the Way of the devil Cat. this 
  is simulated with the cobra strike school; soan has 
  exchanged a monk’s normal bonus feat selection for 
  dodge, Mobility, and spring attack. in addition, the 
  bonus from soan’s dodge feat is increased to +2 and he 
  receives a +2 bonus to escape artist checks (included in 
  his statistics block). 
  Asmodean monk enforcers 
  These monks are unquestionably loyal to Master Soan. 
  Their heads are shaven save for a single tightly braided 
  ponytail, dyed as black as night. While in their native 
  Cheliax they normally travel in ankle-length cloaks of 
  dull black leather, out in the desert they substitute simple 
  black Osirian skirts called hurthren. The tips of their 
  ranseurs have been molded into serrated holy symbols 
  of Asmodeus.
  Asmodean Monk Enforcer  
  CR 5
  Male or female human fighter 1/monk (variant) 4
  le Medium humanoid
  Init +0; Senses listen +11, spot +11 
  DEFENSE
  AC 11, touch 11, flat-footed 11 
  hp 33 (1d10+4d8+10) 
  Fort +8, Ref +4 (+6 vs. evocation), Will +5 
  Defensive Abilities evasion; Resist nonlethal damage 5
  OFFENSE
  Spd 40 ft. 
  Melee ranseur +9 (2d4+4/�3) or
  unarmed attack +8 (1d8+3) or
  flurry of blows +6/+6 (1d8+1) 
  Ranged flurry of blows with shuriken +2/+2 (1d2+1)
  Special Attacks ki strike (magic)
  TACTICS
  Before Combat several enforcers ride palanquin golems (see 
  page 9) during this adventure and receive +4 to their aC 
  for cover as well as an additional +1 to their attack rolls for 
  height advantage as they stab at opponents on the ground 
  with their ranseurs. if anticipating serious opposition they 
  drink their potions and elixir and apply their oil of magic 
  weapon to their ranseurs.
  During Combat the enforcers open with reach attacks with 
  their ranseurs, focusing on disarm and trip attacks to 
  impede their opponents’ attacks while stretching out the 
  joy of combat (an enforcer has a total +15 on his opposed 
  roll to disarm using a ranseur). if brought to the ground, 
  the enforcers drop their ranseurs and perform a flurry of 
  blows or grapple. 
  Morale although steady professional killers, enforcers 
  withdraw once their side is reduced to two or fewer 
  members. enforcers do not surrender. 
  STATISTICS
  Str 16, dex 11, Con 14, Int 10, Wis 13, Cha 9 
  Base Atk +4; Grp +11 
  Feats expertise, improved disarm, improved Grapple, 
  improved trip, improved unarmed strike, Weapon focus 
  (ranseur), Weapon focus (unarmed attack), 
  Skills Balance +2, Climb +7, hide +5, jump +12, Knowledge 
  (religion) +3, ride +2, spot +6, tumble +9 
  Language Common
  SQ slow fall 20 ft.
  master soan
  
  28
  m o d u l e  J 4
  sand sage
  One of Osirion’s foremost Osiriontologists, he was 
  contacted by Khymrasa several years ago and placed on 
  a lucrative retainer to answer questions in her hunt for 
  the Pact Stone. Unbeknownst to Khymrasa, the Sand Sage 
  has been carefully sculpting his answers about the Four 
  Pharaohs to encourage the Exemplar to fund searches 
  for additional countdown devices. Her discovery of 
  Ahn’Selota has convinced the Sand Sage that the search 
  for the Pact Stone may somehow be connected to his own 
  interests, increasing his support for her.
  The Sand Sage wears pure white robes and a jewel-
  encrusted yellow turban. His black beard is carefully 
  trimmed and compliments his fastidious appearance. He is 
  never without the benefit of an active prying eyes spell.
  The Sand Sage 
  CR 12
  Male human diviner 12 
  ln Medium humanoid
  Init +0; Senses arcane sight 120; listen +0, spot +0
  DEFENSE
  AC 13, touch 10, flat-footed 13 
  hp 54 (12d4+24) 
  Fort +7, Ref +5, Will +9
  Defensive Abilities contingency (fire shield)
  OFFENSE
  Spd 30 ft. 
  Melee masterwork staff +6/+1 (1d6) 
  Wizard Spells Prepared (Cl 12)
  Prohibited School necromancy
  6th—contact other plane, mass suggestion
  5th—break enchantment, dominate person (dC 20), teleport (2)
  Combat Gear elixir of acid breath, fan feather token, oil of 
  magic weapon; potions of cure light wounds, mage armor, 
  and magic fang; Other Gear masterwork ranseur, whip, 
  shuriken (10), golden pledge to hell (phylactery of 
  faithfulness—lawful evil only) 
  SPECIAL ABILITIES
  Variant Monk the enforcers have three minor variances 
  in their class abilities: rather than still mind they have 
  infernal aggression (+2 reflex saves vs. evocation); rather 
  than purity of body they have crucible of pain (resistance 
  5 to nonlethal damage); an asmodean monk substitutes 
  intimidate for diplomacy as a class skill. 
  the Sand Sage
  This Osirian Keleshite is known only as the Sand Sage. 
  In his teens, his life transformed irrevocably while 
  visiting an obscure antiquities shop in the heart of Sothis, 
  where he discovered a small intricate statuette of a blue 
  dragon. Inside the statuette, within the dragon’s maw, 
  was a tiny clock counting down from what was once an 
  exhilaratingly huge number. His discovery triggered a 
  lifelong study of his country’s history and the god-like 
  pharaohs that once ruled in the age in which the clock 
  first began counting down. Since then he has encountered 
  three other countdown devices, each timed exactly to 
  match his. Over a lifetime, he has only found minor clues 
  as to what the countdown corresponds to. He knows that 
  it relates to the planet Aucturn, but little more. He now 
  fears the countdown’s conclusion will have staggering 
  repercussions for Golarion, but does not know what to 
  prepare for.
  The Last Theorem
  numbers are scary. in ancient times mathematics 
  represented both power and secrets. to capture 
  some of that feel, this adventure introduces The 
  Last Theorem in the form of a minor artifact. the 
  key is that The Last Theorem exists as a mathematical 
  concept, not as a book. it would be equally dangerous 
  if written on a wall, or worse, committed to memory. 
  and if it were possible for a mortal to copy it, its 
  power would spread. fortunately, the written version 
  of The Last Theorem found in this adventure is 
  missing its proverbial key: the White axiom. it is the 
  White axiom that unlocks The Last Theorem’s actual 
  power, transforming it into a major artifact. Precisely 
  where the White axiom can be found and what the 
  theorem does once it is reintegrated with the axiom 
  is an adventure seed for GMs to develop for home 
  campaigns. it has the potential to take the PCs a full 
  step closer to solving the aucturn enigma.
  
  29
  The Pact stone Pyramid
  4th—fire shield, greater invisibility, charm monster (dC 19), 
  scrying (dC 21)
  3rd—clairvoyance, fly, haste, lightning bolt (dC 18), major 
  image (dC 18), protection from energy 
  2nd—detect thoughts (dC 19), flaming sphere (dC 17), 
  glitterdust (dC 17), mirror image, rope trick, whispering wind
  1st—charm person (dC 16), comprehend languages, expeditious 
  retreat, identify, magic missile, silent image (dC 16), true strike
  0—arcane mark, detect magic (2), read magic, message 
  TACTICS
  Before Combat the sand sage always maintains an 
  extended prying eyes, detect scrying, and his mage’s private 
  sanctum (cast on his tent in area D) with daily castings. if 
  he anticipates an attack he casts protection from energy 
  (electricity) and mirror image.
  During Combat the sand sage calls for the asmodean monks 
  to protect him while he casts improved invisibility to further 
  defend himself. after he casts haste on his guards he takes 
  to the offensive, casting dominate person and lightning bolt. 
  if the sand sage needed to prepare move earth to finish 
  excavating the pyramid, then he has expended all of his 6th-
  level spells (two move earth and one extended prying eyes).
  Morale the sand sage is not a hero, nor does his loyalty to 
  Khymrasa run particularly deep. if seriously threatened, he 
  teleports to safety.
  STATISTICS
  Str 9, Dex 10, Con 14, Int 20, Wis 11, Cha 13 
  Base Atk +6/+1; Grp +5 
  Feats Craft staff, Craft Wand, extend spell, Greater spell focus 
  (divination), scribe scroll, skill focus (Knowledge [history]), 
  skill focus (decipher script), spell focus (divination), spell 
  Mastery (fly, greater invisibility, prying eyes, scrying, teleport)
  Skills Concentration + 12, decipher script +23, diplomacy 
  +3, Knowledge (arcana) +11, Knowledge (geography) 
  +10, Knowledge (history) +23, Knowledge (nature) +9, 
  Knowledge (local) +9, Knowledge (the planes) +11, sense 
  Motive +5, spellcraft +22
  Languages ancient osiriani, Common, draconic, Kelish, osiriani
  Combat Gear potion of cure serious wounds, scrolls of break 
  enchantment and true seeing, wands of scry (10 charges) 
  and remove curse (10 charges); Other Gear bracers of 
  armor +3, headband of intellect +2, jeweled ivory statuette 
  (focus for contingency spell), blue dragon (countdown 
  clock) (3,000 gp), leather-bound spellbook
  SPECIAL ABILITIES
  Contingency if the sand sage ever takes fire damage, the sand 
  sage gains fire shield (chill shield).
  Permanent Spells arcane sight, resistance
  Variant Diviner (Su) the sand sage has sacrificed his ability to 
  summon a familiar in exchange for the following abilities: 
  he gains sense Motive as a class skill; his casting time for 
  identify is only 10 minutes; any arcane eye he casts has its 
  speed doubled to 20 when studying its surroundings; and 
  the saving throw dCs for his divination spells increase by +1.
  APPendIX tWo: neW mAgIc ItemS
  The Last Theorem (Minor Artifact)
  Aura strong (all schools) [evil]; CL 20th; Weight 5 lbs.
  DESCRIPTION
  this book is non-magical; it is the hieroglyphic formulas 
  contained within it that radiate both magic and evil. the 
  formulas cannot be duplicated or transcribed unless the 
  reader has the ability to create artifacts. if the reader loses 
  focus for even an instant, the numbers swim into new 
  positions throughout the text. anyone who studies them for 
  at least an hour may make a Concentration check to attempt 
  to hold them in their proper place and determine how much 
  of their meaning they can discern. anyone who has studied 
  the star charts from J1: Entombed with the Pharaohs receives a 
  +4 circumstance bonus to their Concentration check.
  DC 10: The Last Theorem contains 11 constants, each of 
  which is derived from the relationship between the planet 
  aucturn and Golarion. the reader must make a dC 14 Will 
  save or suffer from fear.
  DC 15: The Last Theorem can be used to compute the date 
  that the countdown clocks began and when the count will 
  end. the reader must make a dC 14 Will save or suffer from 
  feeblemind.
  DC 25: The Last Theorem is capable of affecting the 
  physical world, but is missing the hidden value of the “White 
  axiom.” Without that, The Last Theorem’s power cannot be 
  unleashed. the reader must make a dC 18 Will save or enter a 
  permanent catatonic state similar to that created by an eyebite 
  spell. if both the Concentration check and the Will save are 
  successful, the reader’s understanding provides a permanent 
  +1 enhancement bonus to intelligence, Wisdom, or Charisma 
  (player’s choice). future readings by the same person have 
  no additional effect. only one person can gain the bonus 
  conferred by the theorem every 11 months.
  Mudstone Minion
  Aura Moderate conjuration; CL 9th
  Slot none; Price 9,250 gp; Weight 1 lb.
  DESCRIPTION
  When you take a full-round action to mold this perpetually 
  moist lump of clay into an animal, it flashes to life and grows to 
  full size, attacking your enemies or following your commands 
  if you have the means to communicate with animals. after 9 
  rounds the animal reverts to nonmagical clay. You may use the 
  clay to create any sort of creature that summon nature’s ally I, II, 
  III, IV, or V can summon. there is enough clay to create up to 
  five spell levels of creatures. for example, you could expend 3 
  spell levels of clay to create a lion (from the summon nature’s ally 
  III list) and still have 2 spell levels left over. each use of the clay 
  produces only one creature.
  CONSTRUCTION
  Requirements Craft Wondrous item, summon nature’s ally V; 
  Cost 2,250 gp, 90 XP
  
  30
  m o d u l e  J 4
  ghalshoaton 
   
  This creature’s head supports a massive crocodile jaw, surrounded 
  by the wide hood of a king cobra. Its hands are giant toothy 
  scorpion pincers and its segmented tail ends in a barbed scorpion 
  stinger. Countless glittering scales cover most of its ten-foot-tall 
  muscled form, and the rest of it is protected by a dull insectoid 
  carapace. Its eyes are like firelight glinting on gemstones, blazing 
  with the intensity of the desert sun.
  hp 105 (10d8+60); fast healing 2
  Fort +13, Ref +10, Will +8 
  DR 5/good; Immune fire and poison; Resist acid 10 and cold 
  10; SR 20
  OFFENSE
  Spd 40 ft.
  Melee bite +14 (1d8+5) and
  2 claws +12 (1d4+2) and
  sting +12 (3d4+2 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spit poison, ringing words
  Spell-Like Abilities (CL 12th):
  at will—alter self, bestow curse (dC 20), whispering wind, 
  greater teleport (self plus 50 pounds), overland flight
  3/day—dimensional anchor, quickened greater teleport, fire 
  shield (warm)
  1/day—major image
  TACTICS
  Before Combat Ghalshoaton typically cast overland 
  flight and fire shield when expecting combat. 
  During Combat Ghalshoaton prefer to use quickened 
  greater teleport to get behind spellcasters and either 
  make a full attack or use wall of sand to isolate them. 
  Morale Ghalshoaton are cowardly, frequently 
  teleporting away from tougher opponents so that they 
  may heal and break their foes down over successive 
  fights or give themselves an opportunity to employ their 
  premonition ability.
  STATISTICS
  Str 21, Dex 16, Con 22, Int 18, Wis 13, Cha 21 
  Base Atk +10; Grp +19 
  Feats ability focus (poison), improved initiative, iron 
  Will, Multiattack
  Skills Bluff +18, Concentration +19, decipher script +17, 
  diplomacy +22, disguise +18 (+20 acting), intimidate 
  +20, Knowledge (history) +17, Knowledge (religion) +11, 
  Knowledge (the planes) +10, listen +14, sense Motive +14, 
  spot +14, spellcraft +17 
  Language ancient osiriani, Celestial, Common, draconic, 
  infernal; telepathy (250 ft.) 
  SPECIAL ABILITIES
  Master of the Curse (Su) Ghalshoaton were cursing mortals 
  before the spell bestow curse was ever invented. the dC 
  for the ghalshoaton’s curses include a +2 racial bonus. the 
  curse ends if the ghalshoaton dies. Most ghalshoatons 
  have a favorite curse they prefer to use; this enables them 
  to identify their brethren’s handiwork.
  Poison (Ex) a ghalshoaton’s tail is poisonous (injury or 
  contact, fortitude dC 23, initial damage 1d6 str, secondary 
  damage 2d6 str). as a move action it may project its 
  poison at a single target within 20 feet with a successful 
  ranged touch attack.
  Premonition (Su) a ghalshoaton can visit the dreams of 
  his enemies and insert disturbing visions of their grisly 
  Ghalshoaton 
  CR 9
  le large outsider (evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; listen +14, 
  spot +14 
  DEFENSE
  AC 25 , touch 12, flat-footed 22
  (–1 size, +3 dex, +13 natural)
  
  31
  Ghalshoaton
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  system reference document. Copyright 2000. Wizards of the Coast, inc; authors jonathan tweet, Monte Cook, skip Williams, based 
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  Pathfinder Module J4: The Pact Stone Pyramid, Copyright 2008, Paizo Publishing, llC. author: Michael Kortes.
  demise at the devil’s hands. if the dreamer fails a dC 20 
  Will save, the ghalshoaton automatically confirms critical 
  threats against the target for the next 24 hours. it can 
  invade dreams once per day. this ability does not work on 
  creatures that do not sleep, do not dream, or are immune 
  to mind-affecting effects. the save dC is Charisma-based.
  Ringing Words (Su) When a ghalshoaton speaks to a 
  mortal using its telepathy, the devils final words linger, 
  reverberating in the mortal’s head for 2d6 hours (save 
  dC 20). this effect gives the creature a –4 penalty to 
  saving throws against the devil’s bestow curse spell-like 
  ability. this often unnerves the mortal during their 
  next encounter with the ghalshoaton. the save dC is 
  Charisma-based.
  River of Life (Su) due to its ancient bond with the deserts 
  of osirion, a ghalshoaton reacts to water from osirion’s 
  river sphinx as though it were holy water or acid. a direct 
  hit with a vial of river sphinx water deals 2d4 points of 
  damage to the devil. a vial smashed within 5 feet of it 
  deals 1 point of splash damage. Weapons wet with the 
  river’s water bypass the devil’s damage reduction, and its 
  fast healing cannot heal wounds from these weapons. if 
  submerged in the great river, a ghalshoaton is irrevocably 
  destroyed in 1 round, losing half its hit points on its 
  first turn after immersion and dying 1 round after the 
  immersion takes place.
  Summon Devil (Sp) once per day a ghalshoaton can 
  attempt to summon an erinyes or a bezekira with a 50% 
  chance of success. the erinyes always appears as a young 
  osirian female while the bezekira takes the form of an 
  semitransparent large-sized crocodile. this ability is the 
  equivalent of a 4th-level spell. 
  Wall of Sand (Su) five times per day, a ghalshoaton may 
  create a dense wall of compacted desert sand. treat this 
  wall as a wall of stone (Cl 12th).
  ECOLOGY
  Environment hell, ramlock’s hallow (demiplane), desert
  Organization solitary
  Treasure standard
  Advancement By character class
  Level Adjustment —
  Ghalshoaton are devils usually associated with deserts and 
  the land of Osirion. Known for their cruelty, physical power, 
  and hideous curses, they are also incredibly intelligent 
  and devious. History mentions several evil pharaohs with 
  ghalshoaton minions, and these shapechanging devils 
  also appear in many folktales from ancient Osirion. They 
  enjoy bartering for mortal souls and murdering innocent 
  folk that get in their way.
  
  32
  str
  defense
  HP 70
  AC 25
  touch 11, flat-footed 25
  Fort +10, Ref +3, Will +5
  SQ aura of courage, divine 
  health, remove disease
  1/week, special mount
  offense
  Melee +1 longsword +13/+8
   (1d8+4/19–20)
  Ranged mwk composite longbow
   (+3 str) +9/+4 (1d6/×3)
  Special Attacks lay on hands (8 hp per  
   day), smite evil 2/day, turn undead 4/ 
   day (+4, 2d6+4, 4th)
  Spell-like abilities (Cl 6th):
   at Will—detect evil
  Spells Prepared (Cl 4th):
   2nd—shield other
   1st—divine favor (2)
  skills
  Knowledge (religion)  
  +8
  ride  
  +4
  sense Motive  
  +10
  feats
  Cleave, Mounted Combat, 
  Power attack, Weapon focus 
  (longsword)
  Combat Gear holy water (4), wand of cure light wounds (50 charges), potion of cure serious wounds, potion of lesser restoration; Other Gear 
  backpack, dagger, +2 full plate, +2 heavy steel shield, amulet of health +2, ring of protection +1, 20 arrows, rations (4), silver holy symbol, 233 gp
  Seelah
  Female human Paladin 8 oF iomedae
  align lG 
  Init +0 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  16
  10
  16
  8
  14
  12
  abilities
  str
  defense
  HP 29
  AC 13
  touch 10, flat-footed 13
  Fort +7, Ref +5, Will +10
  Familiar
  sneak (weasel, MM 282)
  offense
  Melee cane +4 (1d6)
  Ranged light crossbow +3 (1d8/19–20)
  Spells Prepared (Cl 7th, +3 ranged touch):
   4th—ice storm (2), stoneskin
   3rd—dispel magic, fireball (2) (dC 18), 
  fly
   2nd—bull’s strength, scorching ray (2), 
  web (dC 16)
   1st—alarm, burning hands, magic 
  missile (2), shield (2)
   0—daze (dC 14), detect magic (2), light
  skills
  appraise  
  +8
  Concentration  
  +12
  Knowledge (arcana)  
  +15
  Knowledge (geography)  
  +15
  Knowledge (history)   
  +15
  Knowledge (the planes)   
  +9
  spellcraft  
  +15
  feats
  Combat Casting, empower 
  spell, Great fortitude, improved 
  initiative, scribe scroll, spell 
  Penetration
  Combat Gear alchemist’s fire, potion of cure moderate wounds, scroll of rope trick, wand of magic missile (Cl 5th, 46 charges), 3rd-level wizard 
  spell scrolls (3); Other Gear cane (as club), dagger, 20 bolts, bracers of armor +3, cloak of resistance +2, headband of intellect +2, ring of protection 
  +1, bag of holding type I, rations (6), scroll case, spellbook, spell component pouch, diamond dust (250 gp), 100 gp pearls (2), 220 gp
  ezren
  male human wizard 8
  align nG 
  Init +3 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  11
  9
  12
  20
  15
  9
  abilities
  str
  defense
  HP 55
  AC 21
  touch 11, flat-footed 21
  Fort +11, Ref +3, Will +13
  SQ +1 caster level for healing 
  spells
  Magic
  Special Attacks greater turning 1/day, turn 
  undead 4/day (+3, 2d6+8)
  Spells Prepared (Cl 6th, +3 ranged touch):
  4th—divine power (2), fire shield*, restoration
  3rd—blindness/deafness (DC 17), dispel 
  magic (2), remove disease, searing light*
  2nd—aid, bull’s strength, heat metal* (dC 
  16), resist energy, spiritual weapon
  1st—bless (2), cure light wounds*, divine 
  favor, shield of faith (2)
  0—light, mending (2), read magic (2)
  * domain spell (healing, sun)
  offense
  Melee +1 scimitar
  +9/+4 (1d6+3/18–20)
  Ranged mwk light crossbow
  +6 (1d8/19–20) 
  skills
  Concentration 
  +13
  heal 
  +13
  Knowledge (religion) 
  +11
  feats
  Great fortitude, iron Will, Martial 
  Weapon Proficiency (scimitar), 
  Weapon focus (scimitar)
  Combat Gear holy water (3), wand of cure moderate wounds (40 charges); Other Gear +2 chainmail, +1 heavy steel shield, +1 scimitar, mas-
  terwork light crossbow with 20 bolts, cloak of resistance +1, periapt of Wisdom +2, gloves of Dexterity +2, ring of protection +1, pearl of power 
  (2nd-level spell), backpack, gold holy symbol (with continual flame) rations (4), 30 pp
  Kyra
  Female human cleric 8 oF Sarenrae
  align nG 
  Init +0 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  14
  10
  14
  10
  18
  12
  abilities
  str
  defense
  HP 44
  AC 21
  touch 16, flat-footed 17
  Fort +6, Ref +13, Will +8
  +2 vs. fear
  Special Abilities
  bardic music 7/day
  offense
  Melee +1 short sword +7/+2 (1d4/19–20)
  Ranged mwk sling +12 (1d3-1)
  Spells Known (Cl 7th)
  3rd (2/day)—charm monster (dC 16), 
  major image (dC 16)
  2nd (4/day)—alter self, c. mod. wounds, 
  mirror image, sound burst (dC 15)
  1st (4/day)—c. light wounds, feather fall, 
  hid. laughter (dC 14), sil. image (dC 15)
  0 (3/day)—detect magic, ghost sound 
  (dC 14), light, message, prestidigitation, 
  summon instrument
  skills
  Combat Gear scroll of haste, wand of cure moderate wounds (Cl 2nd, 50 charges); Gear leather armor +3, dagger, +1 short sword, 
  masterwork sling, 20 sling bullets, cloak of resistance +2, gloves of Dexterity +2, ring of protection +1, backpack, masterwork flute, 
  rations (6), spell component pouch, sunrods (3), 49 gp, 20 pp
  lem
  male halFlinG Bard 8
  align cG 
  Init +4 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  8
  18
  14
  12
  8
  16
  abilities
  Bardic Knowledge 
  +11
  Bluff 
  +13
  Climb 
  +1
  Concentration 
  +9
  diplomacy 
  +15
  hide 
  +9
  jump 
  +3
  Knowledge (history) 
  +6
  listen 
  +3
  Move silently 
  +9
  Perform (comedy) 
  +13
  Perform (wind instr.) 
  +11
  tumble 
  +14
  use Magic device 
  +13
  feats
  dodge, Mobility, spell focus (illus)
  
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  one square=5 feet
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  Printed in China
  PZO9516
  Legacy of the Lost Pharaohs
  Pathfinder Module  
  J4: The Pact Stone Pyramid
  An Osirian noblewoman has discovered the lost pyramid of Ahn’Selota buried beneath the 
  shifting desert sands. Hidden within it is a great magic that allowed the Four Pharaohs of 
  Ascension to rule the land. If this corrupt sorceress gets her hands on this power, she’ll 
  bring back the ancient pharaohs and rule beside them, eradicating the current government 
  in Osirion and plunging the region into immortal despotism. With tens of thousands of 
  lives at stake, the only way for the PCs to stop her is to find the source of 
  the magic before she does and destroy it—or steal it for themselves.
   The Pact Stone Pyramid is a dungeon-based adventure for 8th-
  level characters compatible with the 3.5 edition of the world’s 
  most popular roleplaying game. This adventure includes all you 
  need to send your heroes into an ancient trap-filled pyramid, 
  guarded by strange monsters and concealing the secret magic of the 
  millennia-old pharaohs.
   This adventure is set in Osirion, the Egyptian-
  themed land in the Pathfinder Chroncles™ 
  campaign setting, but it can easily be adapted for use 
  in any world. It can be used on its own or as a sequel 
  to J1: Entombed with the Pharaohs to create a greater 
  campaign arc. For more information on this region, 
  check out the Pathfinder Chronicles Campaign Setting or the 
  Pathfinder Chronicles Gazetteer.
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/GameMastery/J4 - The Pact Stone Pyramid.pdf