TEXT: 1
  
  2
  Crypt of the BlaCk Skull
  
  3
  adventure 
  BaCkground
  The High Lord of Endreth is distraught. His crown 
  is gone, seized while he slept by “scores of marching 
  skeletons” who overwhelmed the few guards of 
  tiny Endreth Keep, took the High Lord’s crown, 
  and marched down Endreth Vale to the crypt of the 
  Black Skull, an ancient dwarven goods-hold used 
  for centuries to inter the noble dead of Endreth. 
  The crypt is haunted, crawling with undead and fell 
  magic, and local legends say it is ruled by the Black 
  Skull—the undead remains of evil Lord Blackskell, 
  who founded Endreth six centuries ago.
  High Lord Berlus Thoreraun is frantic to get his 
  crown back. Persistent local rumors have whispered 
  that the crown—a distinctive plain steel circlet with a 
  singl dagger-blade “glory spike” above the wearer’s 
  forehead—keeps its wearers alive beyond their due 
  span of years, if no steel or magic slays them. Since 
  the crown was seized four nights ago, the tall and hale 
  Thoreraun has become bent, wrinkled, and frail. His 
  hair falls out in great tufts. He has offered his own 
  weight in rubies to anyone who returns the crown to 
  him, intact. The Endreth riches are scattered in the 
  keeping of local holy men, who attest that there are 
  rubies enough to make good the High Lord’s promise.
  The crypt of the Black Skull is hollowed out of a 
  grassy hill (actually solid rock under a light drift of 
  soil). It is centuries old, and its existence is widely 
  known. Dwarves built it as a secure storehouse when 
  trading was profitable, then slowly converted it to a 
  mausoleum as the trade routes died out. 
  the true hiStory of the Crypt
  Generations ago, a magic-wielding outlaw named Rovan 
  took over the crypt to use as a hideout for his bandit gang. 
  The exact time frame can be adjusted to fit the campaign; 
  the oldest humans around probably remember these 
  events from when they were children (but old people 
  tell wild stories). The bandits are thought to have looted 
  most of the dwarves’ buried wealth and rigged the place 
  with magical defenses for their own protection. 
  But something happened to Rovan and his bandits. 
  No one knows what, but it was sudden; they retreated 
  to their lair after a raid and never came back out. 
  Rovan disturbed something the dwarves had 
  entombed in the farthest chamber. It was one of their 
  own most powerful warrior-wizards, a dwarf named 
  Blackskell, who had sought the ultimate power of 
  lichdom. The dwarves killed him before he could 
  finish his vile rite of transformation and sealed 
  him into the last chamber of what was then still a 
  storehouse. But the dwarf had completed more of 
  the rite than his executioners knew. Negative energy 
  was flowing to him—a mere trickle, barely any at 
  all—but it was enough to bring about undeath. 
  the BlaCk Skull laughS
  An adventure for 4-6 characters of 7th-9th level
  by Ed Greenwood
  forward
  You might notice that the map to the Black Skull Laughs is a little... 
  plain. Simple even. Don’t get me wrong, I LOVE funky dungeons 
  with irregular-shaped rooms, little connecting stairs that descend 
  and curve, linking secret passages, etc. It’s just that I wanted to do 
  two things for this adventure: 1) provide a realistic dwarven-made 
  minor waystop warehouse (which, let’s face it, would be very simple 
  and utlitarian in layout), and 2) show that even a boring predictable 
  layout could yield adventure fun, properly dressed. I hope you agree!
  -Ed Greenwood
  
  4
  After walling Blackskell into the last chamber, 
  the trade routes went into decline and profits fell 
  off. The dwarves whispered that it was Blackskell’s 
  curse. “Blackskell” gradually morphed into “Black 
  Skull,” and as the need for a trade warehouse 
  waned, the dwarves converted more and more of 
  the chambers into mausoleums. Eventually, they 
  moved their operation to a different area entirely. 
  The noble human families of Endreth then used the 
  front chamber as a mausoleum for many years, until 
  Rovan moved into the area.
  These events happened so long ago and the result 
  was so psychically devastating that the warrior 
  once called Blackskell now knows itself only as 
  the Black Skull. When Rovan opened the last 
  chamber, the Black Skull was set loose. It killed 
  the bandits, performed experiments and rites upon 
  their corpses, raised many of the dwarves and other 
  creatures interred in the tombs, and modified the 
  crypt to its own liking. Finally, after decades of mad 
  contemplation, it dispatched skeletons to seize High 
  Lord Thoreraun’s crown, in the belief that the crown 
  was the only missing piece of its ambition. 
  what Can Be learned 
  loCally
  The layout of the crypt is well known from local 
  nursery rhymes and legends, so characters can get a 
  rough description of the floorplan (“ten rooms, one 
  behind another, connected by thirty-foot corridors”) 
  from almost anyone in Endreth with a DC 10 
  Diplomacy check. Locals are quick to point out that 
  no one with any sense goes near the place.
  A second, DC 15 Diplomacy check finds one of 
  those people without much sense who has gone near 
  the crypt in the last year or knows someone who has. 
  They describe the tall, black, iron “gates” of the crypt 
  (huge, solid doors made of many layers of iron plates 
  and straps bolted together and well-oiled to keep 
  rust at bay) as now standing ajar, bent and twisted 
  by some terrific force that erupted from within. They 
  attest that nothing lives there, even though it’s the 
  perfect sort of dark, dreary place where one expects 
  to find bats and coyotes. Those bold few who 
  ventured within a few yards of the entrance describe 
  scraping sounds, like bone dragging on stone, and 
  report seeing “eerie, flying things, and worse.” 
  Wild tales and ghost stories can be thrown into the 
  local rumor mix, too, to keep characters on their toes. 
  The locals’ physical descriptions are correct. The 
  crypt consists of ten identical chambers, each 30 
  feet from front to back and 70 feet side-to-side, with 
  15-foot ceilings. The rooms are joined by identical, 
  straight, 10-foot-wide, 30-foot-long corridors that 
  extend from the center of one chamber’s back wall 
  to the center of the next chamber’s front wall. 
  The Safe RouTe
  A DC 20 Knowledge (History) or Knowledge 
  (Local) check turns up a villager or local herder with 
  one more very useful piece of information. During 
  the time when the bandit Rovan held the crypt, he 
  protected it with deadly, magical traps. He also 
  engineered a safe path through the traps so he and 
  his bandits could get in and out quickly. The safe 
  route involved following a specific path through 
  the chambers. Legend says that the path hugged 
  the walls in some sort of pattern, but no one knows 
  for sure—assuming it ever really existed at all and 
  wasn’t just another wild rumor.
  ConditionS in the Crypt
  No living thing larger than a mouse has moved in the 
  crypts for a long time. Everything is covered in thick 
  dust. There is no light except what the characters 
  bring with them. The front chambers are nicely 
  finished with smoothed walls and stone-tiled floors. 
  The construction becomes gradually less polished as 
  one moves deeper into the crypts. The walls change 
  to brick, then to rough-cut stone. The floors become 
  uneven flagstones, then crushed gravel, then chiseled 
  stone. Many of the walls had niches carved into them 
  where bodies or coffins were placed, but most of the 
  niches are now empty.
  the BlaCk CurtainS
  A black curtain hangs across the rear entrance 
  from every chamber, closing it off from ceiling 
  to floor. These curtains radiate silence (aura faint 
  illusion) and darkness (aura faint evocation) from 
  the back (corridor) side, so it blocks both light and 
  sound from deeper in the crypt. They are magically 
  bonded to the ceiling so they can’t be torn loose. 
  A curtain can be sliced from the ceiling or burned, 
  but either action destroys its magic. Of course, the 
  curtain can just be pushed aside when someone 
  walks through, and allowed to fall back into place 
  afterward. Their sole purpose is to cut off sound 
  and vision between chambers.
  
  5
  Characters hear a faint, sad moaning sound when they 
  touch a curtain. With a DC 25 Perception check, they can 
  identify that the moan is coming from the curtain itself; 
  otherwise, the sound’s origin is impossible to locate. 
  The Safe RouTe
  Rumors about a safe route past the crypt’s traps are 
  true, although the Black Skull has changed some of 
  the particulars. The safe route passes through the 
  first nine chambers of the crypt; by following it, 
  anyone can traverse the chambers without activating 
  most of their defenses. In general, characters are safe 
  only if they stay on the path the entire time they’re 
  in a chamber; if they leave the path, then get back 
  on it, they’ve lost its protection in that chamber. 
  Exceptions are noted individually.
  The safe path hugs either the right or left wall of a 
  chamber, from entrance to exit. It is always 10 feet 
  wide. The 30-foot-long corridors between chambers 
  are completely safe (with one exception, the final 
  corridor). Unless noted otherwise, creatures from the 
  crypt will not pursue characters who leave a chamber, 
  headed either toward the exit or deeper into the tomb.
  The Black Skull placed clues marking which 
  directions are safe, but the clues are subtle and subject 
  to misinterpretation. Understanding the paths is of 
  enormous help to the characters, so it’s best if players 
  figure out the clues on their own rather than receiving 
  the information on the basis of a simple skill check. 
  They’ll be more likely to pay attention to possible 
  clues if they heard in town that such a path might exist.
  The safe path is as follows:
  Chamber 1: Right
  Chamber 2: Left
  Chamber 3: Left
  Chamber 4: Right
  Chamber 5: Left
  Chamber 6: Right
  Chamber 7: Right
  Chamber 8: Left
  Chamber 9: Right
  There is no safe path through chamber 10.
  the Crypt of 
  the BlaCk Skull
  1. entranCe 
  ChamBer Cr10
  (SAFE: RIGHT)
  The pinned dwarven skull at the entrance is looking 
  toward the right; it is the first clue to the direction of 
  the safe path.
  The great iron doors of the tomb must have 
  stood twelve feet tall before something 
  smashed through them. Now they yawn 
  wide, bent and twisted, their bottom edges 
  gouged into the earth and overgrown 
  with vines. Between them is a dark, empty 
  opening, ten feet wide and ten feet high.
  The first thing you see at the entrance to the 
  chamber past the broken gates is a skull nailed 
  to the floor with a long spike. The chamber 
  beyond is about seventy feet wide and thirty 
  feet deep, with 15-foot ceilings. It is crowded 
  with at least three dozen rotten, wooden 
  coffins, a few of which still sit in niches around 
  the walls, but most have collapsed (or been 
  dragged) into the room, where they lie in 
  heaps of crumbling wood. They were forced 
  open or splintered apart years ago. Yellowing 
  bones can be seen within.
  There are also four stone caskets, one in 
  each corner of the room. The lids to these 
  have been pushed off and lie askew or 
  smashed on the floor.
  A large stone sarcophagus floats in 
  midair, about ten feet from the center of 
  the back wall, and about ten feet up. This 
  sarcophagus is closed and undamaged. A 
  ten-foot-wide black curtain hangs on the 
  wall behind it.
  The most startling things in the room are 
  the twelve human skulls that float in air and 
  dart from one spot to another. They move 
  forward and seem almost to gaze at you 
  with their empty eye sockets before darting 
  away again. A few of them always cluster 
  about the floating sarcophagus.
  
  6
  flying SkullS
  The flying skulls (as hollow helm, except freeze and 
  skull cage are replaced with collective belch, see below) 
  are the remnants of skull swarms created by the outlaw, 
  Rovan, to keep folk away from the crypt when his outlaw 
  band was using it to store their ill-gotten gains. As long as 
  the floating sarcophagus is left alone, the skulls are only 
  curious, not hostile. They dart behind the sarcophaus if 
  attacked or if magic is unleashed in the chamber. If the 
  sarcophagus is disturbed, the skulls attack.
  CoffinS
  The scattered coffins in the chamber held the faithful 
  wives and mistresses of the many High Lords of 
  Endreth. Every one has been plundered by adventurers 
  and now contain only harmless black mold, cobwebs, 
  the shriveled bodies of long-dead spiders, and the 
  bones of the dead—minus their hands and heads.
  Stone CaSketS
  The same is true of the four stone caskets, however, 
  lurking in each casket are two crawling hands (see 
  below) that will scuttle and leap to attack the nearest 
  living creatures, once their casket has been disturbed. 
  The hands are also Rovan’s work.
  floating SarCophaguS
  So is the floating sarcophagus. It is empty except 
  for four crawling hands. It is protected by an effect 
  similar to spell turning (caster level 13th)—it reflects 
  the first 10 spell levels to be cast at it.
  If an unreflected spell affects the floating 
  sarcophagus or anything physically touches it, 
  the casket explodes, hurling stone chunks in all 
  directions (see below).
  The detonation also hurls the four crawling hands 
  (which are immune to damage from the blast) into the 
  room. Select their targets randomly and roll a melee 
  attack for each. A hand always tries to grapple after 
  a successful hit, and always strangles if it grapples.
  Anyone who keeps to the safe path through this 
  room will be ignored by the flying skulls and crawling 
  hands. If they leave the path at any time, they are no 
  longer protected. Keeping to the safe path involves 
  climbing over a few heaps of broken coffins, but that 
  by itself presents no danger.
  The first coffin along the wall to the left of the entrance 
  is alone among the wooden coffins in that it hasn’t been 
  dragged from its shelf or broken open. It contains an 
  intact and harmless human skeleton that still has its head 
  and hands. A darkhood is draped over the skull (see 
  below). This coffin is ten feet off the safe path.
  flying SkullS (12) 
  CR8
  XP 400 each
  hp 9
  SA Collective Belch: Ranged Touch +3, 1d6 electricity
  CRawling handS (12) 
  CR6
  XP 200 each
  hp 9
  STone SaRCophaguS TRap 
  CR8
  XP 4,800
  Type magic; Perception DC 25; Disable Device DC 20
  EFFEcTS
  Trigger touch (or damage); Reset none
  Effect explosion (4d8 bludgeoning damage, DC 19 
  Reflex save for half damage); multiple targets (all 
  targets in chamber)
  treaSure
  daRkhood
  Aura moderate transmutation; cL 5th
  Slot head; Price 27,000 gp; Weight 1 lb.
  DEScRIPTION
  This black head covering has no eyeholes, though 
  two grim eyes are painted on its face, and the wearer 
  has no difficulty seeing through the cloth. The hood 
  gives the wearer darkvision to 60 feet (or if the wearer 
  
  7
  already has darkvision, extends its range by 60 feet) 
  and the benefits of the death ward spell once per day 
  for 7 minutes. The death ward automatically affects 
  the wearer the first time each day he is exposed to 
  magical death effect, energy drain, negative energy 
  effect, or channeled negative energy. The hood itself 
  takes no damage from acid (though it offers its 
  wearer no protection against acid attacks or effects).
  cONSTRUcTION
  Requirements Craft Wondrous Item, darkvision, 
  death ward; cost 13,500 gp
  2. guard 
  ChamBer Cr9
  (SAFE: LEFT)
  The mummified hand points out the safe path toward 
  the left. The hand is not “pointing” with its index 
  finger; it is flat on the floor, palm up, with the fingers 
  to the left. The ring is silver and so badly tarnished 
  that it’s worth only 1 silver piece. The bones will fall 
  apart if the hand is kicked or pried off the floor to get 
  at the ring.
  guardianS
  There are a total of 28 guardians standing in two rows 
  of 14, at 5-foot intervals. The first row is 10 feet into 
  the room, and the second is 10 feet behind the first.
  The four suits closest to the left wall (on the safe path) 
  are illusions. They flicker if someone walks through 
  them but don’t dissipate unless swept away by magic.
  Fourteen of the armored suits are guardian phantom 
  armor. PCs who examine the armor closely can detect 
  they are undead with a DC 26 Perception check.
  If any undead suit is attacked, struck, or touched in any 
  way (by characters, by other undead, or even by shrapnel 
  or a kicked stone), that suit animates and attacks. Once 
  one guardian is animated, each round thereafter, 1d10 
  (up to a total of 14 guardians) more suits animate and 
  join the fight. They keep attacking until destroyed or 
  until they have no more foes in this room. In which case, 
  they return to their original positions.
  Those who never step off the safe path in this 
  chamber won’t be attacked by the guardians. They 
  are fair game once they step off the path anywhere 
  in this room, even if they get back on it immediately.
  The paranoid wizard Rovan hid a wand of floating 
  disk inside one suit of guardian phantom armor. This 
  phantom armor will never fall down, even if its legs 
  are knocked out from under it, it’s knocked to pieces, 
  or when it’s killed. The suit (or what’s left of it) just 
  hangs in the air, and the wand can be removed intact.
  The remaining ten suits of armor are just that: empty 
  suits of armor. The joints are riveted together to keep 
  the suits standing, but they could be made functional 
  again with extensive repair, at the GM’s discretion.
  guaRdian phanTom aRmoR (14)        CR9
  XP 600 each
  hp 14
  treaSure
  wand of floaTing diSk
  Aura moderate transmutation; cL 1st
  Slot head; Price 1,600 gp; Weight 1 lb.
  DEScRIPTION
  This wand of floating disk has 26 charges and glows 
  with a greenish aura, as if a light spell has been cast 
  on it. When the last charge is used, the glow stops.
  cONSTRUcTION
  Requirements Craft Wondrous Item, floating disk, 
  light; cost: 800 gp
  Two lines of impassive, armored figures 
  stretch right across this otherwise bare 
  stone room; it’s impossible to proceed 
  without passing between them. All of these 
  human figures stand silent and motionless 
  in full plate armor, their faces concealed by 
  helms with no visors, every limb and joint 
  encased in overlapping, gleaming, blued 
  metal. Their hands are at their sides, where 
  swords and daggers hang in scabbards. 
  A mummified hand is nailed to the floor 
  at the entrance. A black ring—possibly 
  tarnished silver—circles the index finger.
  The same sort of black curtain that you 
  encountered in the Entrance Chamber 
  hangs across the back of this chamber. 
  Something small and yellowish-white 
  lies on the floor in the front right corner 
  of the room. 
  
  8
  3. the inner 
  guard Cr8
  (SAFE: LEFT)
  The arm in the entrance points toward the left. 
  It is chained to the floor by manacles at the wrist 
  and shoulder in such a way that it can be lifted a 
  few inches off the floor but can’t be repositioned. 
  Tendons still hold the bones together tightly.
  CoinS
  The glint to the left of the entrance comes from a row of 
  four gold coins. They stretch from the front portion of the 
  safe path to the back, passing between the two skeletons 
  on the left and the two in the center. They are too far from 
  the safe path to simply be picked up by hand. That’s their 
  purpose; to lure the curious off the safe path, in case the 
  skeletons and crowns don’t do the trick.
  CrownS
  None of the crowns resemble the Crown of Endreth. 
  At the front left corner is a crown of two circlets, one 
  atop the other, joined at the front and back by plain 
  golden medallions in the shape of shields. At the 
  front right is a crown of a single golden circlet with 
  nine fanglike points projecting up, evenly spaced all 
  around. At the back left corner is a tall crown that 
  looks as if it’s made from thin, gold-plated rods 
  fused into a tapering cylinder and decorated with tiny 
  golden leaves and buds. At the right rear is a crown 
  that resembles a golden, open-faced helm with three 
  thornlike points sweeping up above each ear.
  The first time someone touches a crown, they 
  activate a magic mouth spell that speaks these words 
  in a cracked, breathless voice: 
  The voice is that of the Black Skull, though 
  characters have no way of knowing this. The offer is 
  genuine … to a point.
  A character can determine the value of a crown 
  with a DC 25 Appraise check (these are not common 
  items). The DC increases to 28 if the appraisal is 
  performed without handling the crown. 
  SkeletonS
  The skeletons are those of trolls.
  The crowns and the skeletons can be touched safely. 
  However, if a crown is removed, all six skeletons 
  animate. They stand more fully erect as if inhaling 
  a large breath, turn their skulls in unison to face the 
  person holding the crown, and their eye sockets light 
  up with a dull glow, but they take no overtly hostile 
  action. They watch this way for 30 seconds. 
  If the characters are still in the crypt at the end of 
  30 seconds, the skeletons move to close off the black 
  curtain across the inner exit from this chamber. They 
  do not attack; they position themselves to block 
  further ingress into the crypt.
  As soon as someone strikes a skeleton, affects it with 
  magic, removes more than one crown, or damages a 
  crown that a skeleton is wearing, whether or not the 
  skeletons have animated yet, the skeletons spring to 
  the attack. Once a fight is underway, the skeletons 
  fight until they are destroyed or the crypt is clear of 
  intruders. They will mindlessly hack at fallen or dead 
  intruders until the bodies are diced into gory sludge.
  The skeletons cannot attack anyone who hasn’t 
  stepped off the safe path in this chamber unless 
  that character attacks them first. Removing a crown 
  without leaving the safe path is nearly impossible.
  They have no restriction against being on the safe 
  path. If they have no more allowed targets, they 
  position themselves to prevent characters from 
  moving deeper into the crypt and try to drive the 
  intruders out by advancing menacingly; if they can’t 
  This chamber is bare except for six intact, 
  upright, Large inhuman skeletons arranged 
  in two rows. The bones have aged to a 
  yellowish brown. The creatures have long, 
  curved claws like rusty scimitars; one of them 
  is missing its left arm. Scraps of mismatched 
  armor rust on their bones. The skeletons at 
  the four corners of the formation wear four 
  different crowns. A black curtain hangs at 
  the center of the back wall.
  What appears to be the arm from one of 
  the skeletons is shackled to the floor in the 
  entrance by two chains only a few links long.
  Something small glints on the floor, off 
  to the left.
  “You show intelligence to have come this 
  far. Consider my offer: take one crown, 
  then leave, and none of you will die.”
  
  9
  attack, they can still threaten. In this situation, they 
  ready actions to attack anyone who steps off the safe 
  path, attacks them, or casts a spell at them.
  These skeletal trolls are the undead servants sent 
  forth by the Black Skull to seize the crown. He 
  adorned four of them with crowns that he deemed 
  unimportant from burials deeper in this crypt, 
  thinking this might bribe off any fools from Endreth 
  who came to recover their ruler’s property.
  SkeleTon, TRoll (6) 
  CR8
  XP 800 each
  hp 27
  treaSure
  Four gold crowns: one with two shields (96 gp), 
  nine-pointed crown (120 gp), ring of golden rods 
  (400 gp), six-thorned crown (280 gp).
  4. the ChamBer 
  of the hammer 
  Cr13
  (SAFE: RIGHT)
  The toes of the foot point toward the right, indicating 
  that the safe path lies in that direction.
  the hammer
  The hammer was carved along with the rest of the 
  chamber; it’s not attached to the ceiling, it is part of the 
  ceiling. This nonmagical adornment marked the spot 
  where the dwarves negotiated and sealed trade deals 
  (they were negotiated “under the hammer,” which 
  means openly and fairly to the dwarves). Characters 
  recognize the symbolism with a DC 10 Knowledge 
  (History) check, or automatically, if they’re dwarves.
  SkeletonS
  The skeletons were placed here by Rovan to protect the 
  more important, deeper chambers. Close examination 
  reveals that the bones are completely splintered. They 
  must be held together by magic, because without it, 
  they would crumble into fragments.
  If intruders keep to the safe path, the skeletons remain 
  motionless. If anyone steps off the path, anything 
  touches a skeleton or the floor off the safe path through 
  a character’s action, or a skeleton is attacked, all 6 
  skeletons react. Each skeleton’s bones whirl up into a 
  bonestorm that rages through the chamber. Characters 
  on the safe path are not attacked by the swirling bones, 
  but they are subject to the bonestorm’s unholy winds. 
  Those that fail their DC 18 Fortitude save are pulled 
  off the safe path and into the storm. If all PCs retreat 
  to the safe path, the bones reform into two silent rows 
  of skeletons again. But if someone steps back off, the 
  storms erupt all over again.
  the Sword
  While the bonestorms are raging, the armor and blades of 
  the skeletons whirl through the air along with the bones 
  (causing no additional damage). The lone exception is 
  the glowing longsword, a longsword of healing (see 
  below). When the skeletons fly apart into bonestorms, the 
  longsword remains motionless in the air exactly where it 
  was. If the skeletons reform, they seem to reform around 
  the sword, as if it is their anchor point. 
  The longsword can be claimed three ways. The first 
  is to destroy the bonestorms, at which point it clatters 
  to the floor. The second is to snatch the sword from 
  the air while the storms are raging. If this is done, the 
  bonestorms are effectively destroyed and the skeletons 
  cannot reform. The third is to freeze the bonestorms 
  in midair, which can be done by uttering the word that 
  is stitched in clear, foot-high letters onto the back (the 
  side toward chamber 5) of the black curtain in this 
  chamber. The word is “HULGORL.” If this is said 
  A huge, sculpted dwarven hammer hangs 
  from the center of the ceiling, head down, its 
  handle seeming to be part of the surrounding 
  stone. It is glossy black, gleams with a high 
  polish, and a faint aura of greenish light 
  pulses and flows around it.
  Standing in the chamber are six intact, 
  upright human skeletons, standing in two 
  rows of three. Their bones are brown and 
  caked with dust and spider webs. Each 
  skeleton wears disintegrating scraps of 
  leather armor and holds a rusty scimitar or 
  other blade at its side, with one exception: 
  the skeleton in the center of the back row 
  holds a glowing longsword pointed toward 
  the ceiling as if in silent salute. 
  The dried, blackened foot of some 
  unfortunate creature is spiked to the floor 
  in the chamber’s entrance. A black curtain 
  hangs across the back wall.
  
  10
  aloud while the bonestorms is attacking, the bones 
  instantly become motionless in the air. Characters can 
  walk through the room safely, and the longsword can 
  be taken. This effect lasts until hulgorl is pronounced 
  a second time or for 3 rounds, whichever is shorter, 
  whereupon the storms recommence. If the sword was 
  taken, the storms do not continue.
  BoneSToRm (6) 
  CR13
  XP 4,800 each
  hp 72
  treaSure
  TemplaR’S Blade
  Aura moderate conjuration; cL 3rd
  Slot head; Price 4,750 gp; Weight 3 lb2.
  DEScRIPTION
  This +1 longsword can also create the effect of a 
  cure light wounds three times per day with a touch. If 
  used to heal the wielder, this is a swift action.
  cONSTRUcTION
  Requirements Craft Magic Arms and Armor, cure 
  light wounds; cost 2,875 gp
  5. the warning 
  Cr7
  (SAFE: LEFT)
  The safe path through this room is along the left 
  wall, as indicated by the direction of the foot on the 
  skeletal leg. 
  lightning wand golem
  The flying sticks of wood are a lightning wand golem 
  (aura moderate evocation, DC 18), created from a pile 
  of discharged wands of lighting bolt (see below). The 
  golem is controlled by no one and nothing, except 
  that it won’t discharge lightning into the safe path 
  area. In addition to its other attacks, it launches one 
  lightning bolt per round, toward a randomly-selected 
  target off the path, as a swift action.
  floating head
  The floating head is a burning giant, beheaded (it 
  was magically modified by Rovan to coexist with the 
  wand golem). When the characters arrive, the head is 
  slumbering. It awakens if anyone makes noise (DC 
  10 Perception check). The head is driven by rage 
  at its own state and an insane hatred of the living. 
  Once awake, it laughs maniacally, hisses, wails, and 
  The walls, ceiling, and floor of this chamber 
  are marred with deep black scorch marks, 
  and the words “GO BACK” have been 
  burned into the floor with tremendous heat 
  and force. Two things are in motion. The first 
  is a silently floating, menacing giant’s head, 
  jaggedly severed at the neck. Its eyes are 
  closed, but a nimbus of flame flickers around 
  the head. Its gap-toothed mouth hangs open 
  slackly as if the jaw is broken. The second is 
  a cloud of foot-long, smooth, tapering sticks 
  of wood that dart and swoop about as if they 
  had wings, always point-first.
  The lower leg and foot of a human or 
  demihuman, stripped of all flesh and 
  muscle, is shackled to the floor in the 
  entrance to the chamber. A black curtain 
  hangs across the back wall.
  
  11
  This chamber’s walls were once lined with 
  workbenches, now destroyed by wild magic. 
  All that remains are ashes and eerie illusions 
  of how they once looked: shadows of high 
  tables littered with pale reflections of glowing 
  decanters. Once bright symbols chalked on the 
  few cleared areas, vivid blue, emerald green, 
  snarls out threats, pleas, even bad advice—most of it 
  barely comprehensible because of the head’s broken 
  jaw, and all of it gauged to intimidate, taunt, or lure 
  intruders to their dooms. 
  Although the head is deranged and wants only 
  to slay intruders, it retains more intelligence—and 
  a bit more sanity—than characters are likely to 
  expect from it. It is certain to attack the characters 
  eventually, but not immediately. First, it wants to 
  find out what they’ve seen and why they are here. Its 
  speech may be garbled, but there is cunning behind 
  it. It tells the characters no more than it must to 
  keep them talking, trying all the while to get them 
  to spill something important. If they are circumspect 
  and clever in talking to it, they might trick it into 
  revealing something useful about the Black Skull, 
  the location of the crown, or what lies ahead in the 
  next chamber. If it realizes it’s been tricked, the head 
  swears in rage and attacks. 
  The head has no control over the lightning wand 
  golem but knows the properties of all the chambers 
  of the crypt. If characters win past this chamber 
  without destroying the head, they can encounter it 
  again in any chamber on the way out. 
  lighTning wand golem 
  CR5
  XP 1,600
  hp 27
  As warden jack swarm. Additionally:
  Move fly 40 ft.
  SA Lightning bolt (as per the spell, caster level 4) 
  once per round, as a swift action
  BuRning gianT, Beheaded 
  CR3
  XP 800
  hp 19
  6. wizard’S 
  doom Cr9
  (SAFE: RIGHT)
  and ruby red ghostly flames permanently 
  etched in the air above the chalked runes.
  Circling slowly and endlessly in the mix of 
  the magical debris are the grisly, and very 
  real, pieces of a man. He was decapitated, his 
  body split into four pieces. His face and hands 
  contorted and twisted in terror, revealing that 
  he died screaming and clawing the air in a 
  desperate attempt to cast a spell. The head 
  has no eyes, just empty black pits.
  Dozens of translucent silver-white drifts of 
  hissing radiance swoop and race about the 
  room like tiny comets, swooshing amongst the 
  debris without disturbing or being disturbed 
  by anything.
  An unlit, crimson candle, two feet tall,  
  thick as a man’s wrist, also floats serenely 
  around the room, never touching any of the 
  other drifting objects.
  Positioned in the entranceway are two 
  dried up, shriveled eyes. A black curtain 
  hangs across the back wall.
  
  12
  The eyes in the entrance (removed from the drifting 
  head) look toward the right, indicating the safe path. 
  The path can also be discerned by careful observation 
  of the objects drifting in the room; they never drift 
  above the safe path.
  the Body
  The body is that of Rovan, the 12th level spellcaster 
  who led the outlaw band that once used these 
  chambers as a stronghold. This grisly death was his 
  reward for breaking the seal on the Black Skull’s 
  prison. The wizard and his body are thoroughly 
  dead. All of the odd characteristics of this chamber 
  are residue of the spell with which the Black Skull 
  killed Rovan. 
  The first time any of the wizard’s body parts are 
  touched, the deep, rolling toll of a gigantic, unseen 
  bell will be heard, and every creature throughout 
  the crypt is alerted that living intruders have entered 
  this chamber.
  If someone grabs a piece of the body, they realize 
  that it is weightless. If released, the piece drifts up 
  to its former level and resumes circling the room. 
  The body parts are neutrally buoyant and can’t lift or 
  support the weight of anything other than themselves. 
  If removed from this chamber, the pieces decay to 
  bones and dust in under a minute. 
  Should anyone examine the drifting right arm and 
  hand, they notice a ring on one finger. Its special 
  function is described below.
  the CometS
  The comet-like things darting about the room are 
  remnants of the last, desperate spells cast by Rovan 
  in his fight to the death against the lich, captured and 
  wrapped up by the Black Skull’s strange magic that 
  lingers in this room. This same effect will take hold 
  of and nullify most spells cast here by the player 
  characters. Touch spells function normally, but all 
  other castings have no effect except to become a 
  new ball of light and join the others already zooming 
  around the room.
  The room is thick with these racing spells. Every 
  living being not on the safe path in this chamber 
  must roll a DC 20 Acrobatics check to dodge the 
  spell-balls whooshing past, each round. If that check 
  fails, the character is struck by a spell. Roll 1d12 on 
  the table below to determine what the spell is. The 
  spells have their effects as listed. The targets get to 
  make standard saving throws against them. Chain 
  lightning is the only spell on the list that will affect 
  more than one character, regardless of how many 
  targets the spells usually have. Even a spell such as 
  fireball just wraps itself around the target character 
  and affects no one else.
  Each time a character is struck by a comet, ask 
  another randomly-chosen character (preferably one 
  who is on the safe path) to make a DC 15 Perception 
  check. Success means that the character noticed a 
  swirl of light around Rovan’s right hand when the 
  spell went off. There is a ring on one of his fingers 
  that, over decades of exposure to the magic here, 
  has become attuned to the room’s unique properties. 
  While in contact with Rovan’s magic-infused flesh, 
  it acts as a focal point for the room’s energy. If it is 
  removed from Rovan’s hand, the racing spells slow 
  down; the Acrobatics check to dodge them is reduced 
  to DC 15. If a character puts the ring on, all of the 
  spells erupt at the same time. Every character, even 
  those on the safe path, is struck by a random spell. 
  Then the spells dissipate, the body parts and candle 
  drop to the floor, and the illusions fade from view. 
  d12 ReSulT
  noTeS
  1
  acid fog
  single target; 
  caster level 6
  2
  slow
  caster level 12
  3
  cone of cold 
  single target; 
  caster level 6
  4
  lightning bolt
  single target; 
  caster level 6
  5
  fireball
  single target; 
  caster level 6
  6
  magic missile
  single target; 
  caster level 6
  7
  burning hands
  single target; 
  caster level 6
  8
  spell turning
  single target; 
  single spell - last 
  damaging spell 
  cast by party; if 
  none - lightning 
  bolt, caster level 4
  9
  magic missile
  single target; 
  caster level 2
  10
  baleful polymorph (fox)
  caster level 6
  11
  invisibility
  caster level 12
  12
  chain lightning
  caster level 8
  
  13
  the Candle
  The candle is normal in every way but one; like the pieces 
  of Rovan’s body, it is weightless while in this room. If 
  it is removed from the chamber or the ring is removed 
  from Rovan’s hand, it becomes just another candle. 
  treaSure
  Ring of RoVan
  Aura moderate abjuration; cL 3rd
  Slot ring; Price 3,500 gp; Weight --
  DEScRIPTION
  This sizeable and ostentatious ring grants the wearer 
  a +1 deflection bonus to AC, and a +1 resistance 
  bonus to saving throws.
  cONSTRUcTION
  Requirements Forge Ring, protection from law; 
  cost 1,750 gp
  7. the Spell 
  guard Cr10
  (SAFE: RIGHT)
  Nothing is positioned at the entrance to this chamber 
  to indicate where the safe path lies. Characters who 
  make a careful inspection of the floor can detect scratch 
  marks and spike holes with a DC 16 Perception check. 
  The positioning and angling of the marks implies that 
  whatever was here pointed toward the right.
  the Crown
  The crown is a replica of the High Lord’s crown, not 
  the real thing (which is of plain steel). The Black 
  Skull made this counterfeit crown and wore it for 
  several years before rejecting it in favor of stealing 
  the real one. The players are likely to ask whether 
  they recognize this as the crown they seek. If they 
  paid close attention at the beginning of the mission, 
  the gold plating will tip them that this is not the real 
  crown. If they’ve forgotten the details from their 
  briefing, you can either shrug and tell them to take 
  notes next time, or let them try a DC 18 Intelligence 
  check or a DC 20 Knowledge (Local) check to see if 
  their characters remember something that the players 
  forgot. Otherwise, they’ll have to guess.
  the roBed figureS
  The “masks” are fully enclosed steel helms with 
  small eyeslits; they entirely conceal the heads of 
  their wearers. The figures’ robes have large hoods 
  that are pushed down and bunched around their 
  necks, so there is no gap between the helmet and 
  the robe. The black gloves worn by the figures are 
  elbow-length, so no skin can be glimpsed between 
  In this otherwise bare chamber stands an 
  evenly spaced row of seven black-robed, 
  black-gloved, steel-masked figures. The 
  central figure wears a crown: a golden 
  circlet with a single dagger-blade “glory 
  spike” above the wearer’s forehead.
  As you approach the entrance, the robed 
  figures raise their arms and begin tracing 
  the patterns of spells in the air. 
  A black curtain hangs across the back wall.
  
  14
  glove and sleeve, and they wear tall, black boots 
  under their ankle-length robes.
  The concealing costumes serve to hide the true 
  nature of these seven “wizards.” They are actually just 
  animated skeletons (undead) that have been drilled 
  to feign spellcasting whenever a living creature 
  approaches this chamber from Chamber 6. Mimicking 
  is all they do; they cannot actually cast spells.
  Characters may use Spellcraft to try to determine 
  what spells are being cast. The DC for this check is 
  19, as if the skeletons are casting 4th-level spells. 
  If someone succeeds, tell them it’s a 4th-level spell 
  but nothing they’ve encountered before. If someone 
  succeeds by 5 or more, they realize that the motions 
  are just a pantomime with no magical effect.
  The seven skeletons won’t move out of their 
  positions or stop their miming unless attacked, 
  directly or indirectly. Once attacked, they fight until 
  destroyed, and will pursue enemies through the crypt.
  the real threat
  The skeletons are not the real threat. Pick any 
  four skeletons randomly (but not the skeleton 
  wearing the crown). Crammed and hunched inside 
  those skeletons’ ribcages are four berbalangs. The 
  berbalangs are immune to damage while in their 
  ribcage sanctuaries, and they stay there while the 
  skeletons are being destroyed. When characters 
  approach or bend down to inspect and loot the 
  fallen corpses, the berbalangs burst out of the fallen 
  skeletons to catch the characters flat-footed. Once in 
  the fight, the berbalangs pursue enemies fearlessly 
  through and even out of the crypt until one side or 
  the other is destroyed. They ignore anyone standing 
  on the safe path unless that character attacked a 
  berbalang in this or the previous round. They prefer 
  to team up against PCs and focus on enemies who 
  cast spells or wield significant magic items. 
  SkeleTon (7) 
  CR3
  XP 135 each
  hp 4
  BeRBalang (4) 
  CR10
  XP 2,400 each
  hp 68
  treaSure
  Gold-plated replica of the High Lord’s crown (296 gp)
  8. the Charnal 
  ChamBer
  (SAFE: LEFT)
  The ribcage is positioned so the head of the body 
  would be toward the left, indicating that the safe 
  path lies in that direction. There is no danger in this 
  chamber, but the path might matter if anything has 
  pursued the characters here.
  Coffin pyramidS
  Each pyramid contains 36 coffins: 8 on the bottom 
  layer, 7 on the second layer, 6 on the third, etc. The 
  stacks are about 12 feet high. 
  The coffins contain the shrouded, skeletal remains 
  of many noble dwarves. Every coffin has been 
  opened and plundered, then carefully closed again 
  without damaging the interred bodies, so there’s 
  no treasure to be found here, with one exception. 
  One of the outlaws hid a leather belt with six small 
  pouches, each containing a stoppered ceramic vial 
  holding a cure light wounds potion, in a coffin that 
  was overlooked by the Black Skull.
  Coffins are stacked into two enormous, 
  pyramid-like piles in this chamber. A 10-foot-
  wide path has been left clear all around the 
  walls and through the middle of the room, 
  connecting the entrance to the black curtain 
  on the back wall. The piles look stable. The 
  coffins are closed and undamaged.
  Circling the coffins is the translucent, 
  feebly-glowing figure of a man. In his left 
  hand he clutches a black, spiraled rod with 
  a silvery grip. In his right hand he holds a 
  longsword with a black blade; unreadable 
  runes flow along the blade from hilt to tip. 
  His legs fade into nothingness, and he flies 
  rather than running, while mouthing silent 
  curses and what may be warnings.
  About three-quarters of a ribcage is 
  bolted to the floor in the entrance, though 
  most of the ribs are broken.
  
  15
  the figure
  The ghostly figure looks menacing and hurls itself 
  aggressively toward anyone who steps off the path 
  or approaches the coffins too closely. Contact with 
  the figure or his weapons causes an unpleasant chill 
  and the character sees faint, ghostly shapes gliding at 
  the edges of peripheral vision for a few rounds, but 
  there is no other effect. This phantom and its weapons 
  are incorporeal and harmless. He can’t be banished, 
  driven off, or affected in any way, no matter what is 
  done to him. He will be an annoying distraction while 
  the characters linger in his chamber but nothing more. 
  treaSure
  Six cure light wounds potions.
  9. the haunted 
  tapeStry Cr 10
  (SAFE: RIGHT)
  The safe path through this room is along the right wall, 
  as suggested by the riders fleeing for safety toward 
  that wall. There is no other indication at the entrance.
  the tapeStry
  The tapestry is attached to the left wall by hundreds 
  of small hooks. Removing it is possible, but it will 
  take an average-size adventuring group about an hour 
  if they want to protect the tapestry from damage. 
  If characters try to damage the tapestry by cutting or 
  burning the cloth, it moans loudly and leaks glittering 
  white ectoplasm that swirls into the room like smoke. 
  A character standing within 10 feet of the damaged 
  spot is caught in the ectoplasm and blinded for 1d4 
  + 1 rounds with no save. All characters who hear the 
  moan must make a DC 15 Will save or be frightened. 
  Those who fail must flee from this chamber to escape 
  the ghostly, flying serpents they see pursuing them. 
  When a frightened character enters another chamber, 
  he may make another DC 15 Will save. If the save 
  succeeds, the character recovers his wits. If it fails, the 
  character flees to the next chamber and tries again to 
  make a DC 15 Will save, and so on.
  riderS and SerpentS
  While in this chamber, characters can avoid the 
  ghostly shapes simply by staying out of their path, 
  which is the middle 10 feet running lengthwise across 
  the room. Anyone who enters or crosses that path 
  must make a DC 10 Acrobatics check each round if 
  they want to dodge the figures. Failure means one of 
  the shapes plunges through the character’s body.
  trap
  If a character comes into contact with a rider or a 
  flying serpent by any means—touching, grabbing, 
  striking with a weapon or staff, or getting in the way 
  as one races across the room—he triggers a magical 
  trap. The floor under the feet of that character 
  becomes insubstantial, and the character falls 
  through. The character gets to make a DC 20 Reflex 
  save to leap aside before the floor flickers away 
  entirely. Characters are out of harm’s way if they 
  are on the safe path, because the riders and pursuing 
  serpents fade away as they reach that zone. 
  A falling character plummets 20 feet into the 
  chamber directly beneath this one, of the same length 
  and width. The character takes 2d6 falling damage 
  and lands prone.
  On the left-hand wall of this chamber hangs 
  a gigantic tapestry that stretches from the 
  front wall to the back. It ripples continually 
  as if stirred by breezes that can’t be felt, 
  and glows an eerie, emerald-white that 
  lights up the scene so vividly that it looks 
  real. The tapestry depicts a castle on a 
  steep, bare fang of rock towering above 
  a nightmarish forest. Translucent women 
  in white robes and cloaks flee through the 
  forest on ghostly horses.
  The horses and riders actually flow out of 
  the tapestry and gallop silently through the 
  air across the room to fade away just a few 
  yards short of the opposite wall. The riders 
  are pursued by gigantic flying serpents, 
  each as long as three horses, armed with 
  gaping jaws and propelled by rows of 
  undulating, frond-like appendages. As the 
  flying serpents cross the room, ther flesh 
  melts away to reveal decaying skeletons. 
  They never quite catch the obviously 
  terrified riders with their snapping jaws.
  A black curtain hangs across the back wall.
  
  16
  Centipede
  If the character fails a Perception check with a DC 
  equal to the falling damage, then he is also unaware 
  of the titan centipede in the lower chamber until it 
  attacks. The creature is magically sustained, but it 
  still hungers for live food and attacks immediately. 
  It almost fills the chamber, so any movement the 
  character makes is likely to provoke an attack of 
  opportunity.
  any sequence you choose. They fall between rows of 
  squares; characters in the four adjacent squares are 
  endangered when a gate drops. 
  After falling, all of these obstacles remain down. 
  Trapped or pinioned PCs will need to force their 
  way out by spell, lifting (and possibly wedging), or 
  bending the bars.
  arCherS
  Their trouble is only just beginning, 
  however. 
  Four 
  dwarven 
  skeletal champion archers 
  step into view in Chamber 10 
  and send volleys of arrows 
  up the corridor at the trapped 
  characters. They shoot at the 
  closest character until that 
  PC is disabled or dying, then shift their attacks to 
  the next closest character, and so on. The skeletons 
  keep attacking until either they are destroyed or they 
  have no more targets.
  SkeleTal Champion aRCheR (4)        CR8
  XP 1,200 each
  hp 17
  welCome
  If characters destroy the skeletal champion archers 
  with ranged attacks or spells without raising all 
  the gates between themselves and Chamber 10, the 
  gates rise seemingly by themselves (the Black Skull 
  raises them from his throne). As the gates rise, a 
  dwarven skeleton in splendid robes steps into view. 
  It carries a silk pillow on which sits a silver bell. The 
  skeleton rings the bell, which tinkles melodically. It 
  then turns and motions toward the characters’ left, 
  in grisly pantomime of a doorman ushering guests 
  into the fine home of a nobleman. This assumes the 
  characters don’t destroy the skeleton the moment 
  it appears; it tries to carry out this routine even if 
  attacked and never fights back. 
  If characters raised the gates and moved into 
  Chamber 10 before destroying all the skeletal 
  champion archers, then this skeletal servant 
  approaches them after the fight ends. Characters 
  should already have spotted the Black Skull by then.
  SkeleTon (medium) 
  CR1/3
  XP 135
  hp 4
  piT TRap 
  CR1
  XP 400
  Type magic; Perception DC 20; Disable Device DC 20
  EFFEcTS
  Trigger touch; Reset automatic
  Effect 20-ft.-deep pit (2d6 falling damage, DC 20 
  Reflex avoids
  TiTan CenTipede 
  CR9
  XP 6,400
  hp 135
  9a. trapped 
  Corridor Cr4
  Unlike the other connecting corridors in the crypt, 
  the 30-foot corridor beyond the black curtain in 
  Chamber 9 is trapped. When the lead character has 
  moved 20 feet up the corridor, an iron portcullis 
  slams down across the exit from Chamber 9 and 
  another slams down where the passage opens into 
  Chamber 10. 
  Over the course of the next five rounds, five more 
  portcullises slam down into the corridor, one per 
  round; when all seven gates are down, the corridor 
  is divided into six 5-foot segments. The gates fall in 
  
  17
  falling poRTCulliS TRap 
  CR4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device 
  DC 25
  EFFEcTS
  Trigger proximity; Reset manual
  Bypass no reachable bypass (switch in Chamber 10)
  Effect six portcullises slam down for 6d6 damage, DC 
  20 Reflex avoids, characters hit by the portcullis are 
  pinned beneath it; DC 25 Strength check lifts the gate.
  10. the BlaCk 
  Skull’S lair Cr 11
  (NO SAFE PATH)
  The seated figure is, of course, the Black Skull. 
  Switches that raise the portcullises in the trapped 
  corridor are set into the right arm of his throne. 
  In life, Lord Blackskell was a formidable dwarven 
  lord. Hoping to extend his natural life as he aged, 
  he turned to a study of magic. In bargaining with 
  something from beyond, he set in motion a process 
  that transformed him into a lich tyrant, but the 
  transformation didn’t occur until after he had been 
  executed by shocked members of his clan and 
  buried in this final chamber. When Rovan’s bandits 
  reopened the final chamber during their renovations 
  in the crypt, the lich—now calling himself the Black 
  Skull—emerged, slew them all, raised many of 
  them and the interred dwarves as undead, and took 
  command of the crypt.
  The lich wields a nonmagical scepter as a weapon. The 
  Black Skull is deranged but still a cunning combatant.
  His guards won’t attack until after the Black Skull 
  exchanges coldly haughty words with the intruders, 
  or at the moment they charge, attack him, or unleash 
  any spell in his direction. He is arrogant, has a 
  hollowly breathless but firm voice, and is too mad to 
  know fear; he will fight until destroyed.
  The Black Skull is curious as to who the intruders 
  are, who sent them, and what they seek—he 
  hopes they came to negotiate over the terms of the 
  locals’ servitude to him, but he doesn’t rule out the 
  possibility that they’ve come to take the crown. He 
  is quite willing to explain who he is, why the crown 
  is rightly his, and why he deserves the fealty of all 
  who live in the region.
  The two guards are giant phantom armors who 
  attack as the Black Skull directs them through some 
  sort of mental link. He will sacrifice his guards to 
  keep the characters back from him.
  Neither the ivory coffer nor the iron chest is 
  locked or trapped. The coffer contains only a lock 
  of gray hair—all that remains of the Black Skull’s 
  long-dead wife. The chest contains a some potions 
  and other treasure items (listed below). Substitute 
  treasures of your own choosing, if you prefer. One 
  possibility is a parchment containing instructions for 
  traveling through the tapestry in Chamber 9, if that’s 
  an adventure you’d like to pursue.
  gianT phanTom aRmoR (2) 
  CR6
  XP 1,200 each
  hp 37
  The BlaCk Skull (loRd BlaCkSkell) CR10
  XP 9,600
  Dwarf Lich Tyrant Aristocrat 10
  LE Medium Undead (augmented humanoid)
  Init +2; Senses darkvision 60 ft.; Perception +17
  Aura fear (60-ft. radius, DC 19) or majesty (60-ft. 
  radius, DC 19)
  DEFENSE
  Ac 23; touch 13, flat-footed 20 (+5 armor, +2 Dex, 
  +1 dodge, +5 natural)
  hp 85 (10d8+40)
  Fort +8, Ref +7, Will +10
  Defensive Abilities channel resist +4; DR 15/
  bludgeoning and magic; Immune cold, electricity, 
  undead traits
  In this crimson-carpeted chamber, a skeletal 
  figure sits on a throne made of bones, coffin 
  cushions, rusting weapons, and pieces of 
  ornamental armor, near the left-hand wall. 
  It wears a tattered burial shroud and a 
  crown that matches the description of the 
  High Lord’s crown.
  Two giant, impassive guards holding 
  heavy flails and wearing plate armor flank 
  the throne. To the right of the throne sits a 
  large, ironbound chest, and atop the chest 
  is a small, smooth, ivory coffer.
  
  18
  OFFENSE
  Speed 30 ft.
  Melee touch +12 (1d6+2 plus awe), or
  +2 morningstar +12/+7 (1d6+4), and
  touch +7 (1d6+2 plus awe)
  Space 5 ft.; Reach 5 ft.
  Special Attacks awe
  STATISTIcS
  Str 14, Dex 14, con -, Int 17, Wis 12, cha 18
  Base Atk +7; cMB +8; cMD 20
  Feats Dodge, Furious Focus, Mobility, Persuasive, 
  Skill Focus (Diplomacy), Vital Strike
  Skills Bluff +14, Diplomacy +20, Disguise 
  +15, Intimidate +17, Knowledge (history) +11, 
  Knowledge (local) +11, Knowledge (nobility) +11, 
  Linguistics +11, Perception +17, Ride +10, Sense 
  Motive +19, Stealth +18
  Languages Aklo, Common, Draconic, Dwarven, 
  Elven, Giant, Gnome, Goblin, Halfling, Infernal, 
  Orc, Undercommon
  SQ rejuvenation
  EcOLOGy
  Environment any
  Organization solitary
  Treasure NPC gear (+1 glamored chain shirt, 
  +2 morningstar, circlet of persuasion, cloak of 
  resistance +2)
  SPEcIAL ABILITIES
  Awe (Su): The touch attach of a lich tyrant forces 
  an intense feeling of awe onto its victims in addition 
  to dealing damage. The target must make a DC 
  19 Fortitude save or be paralyzed for 1d4 hours. 
  Remove paralysis or any effect that removes curses 
  will end this effect. Those succeeding at the Fort 
  save must immediately make a DC 19 Will save or 
  be dominated by the lich, as per dominate monster. 
  The victim receives a new save every day. Undead 
  are not subject to the paralyzing effect of the touch, 
  but are affected by the domination. A creature that 
  saves against the touch cannot be affected by the 
  same lich’s awe for 24 hours. As a full round action, 
  the lich may use the negative energy of its touch 
  on itself, healing damage as if it had used its touch 
  attack against itself.
  Fear Aura (Su): Creatures of less than 5 HD in a 
  60-ft. radius that gaze upon the lich while this aura 
  is in effect must succeed on a DC 19 Will save or 
  become frightened. Creatures with 5 HD or more 
  must succeed on a DC 19 Will save or be shaken 
  for a number of rounds equal to the lich’s Hit Dice. 
  A creature that saves against the aura cannot be 
  affected by the same lich’s aura for 24 hours.
  The lich tyrant may only have one aura active at 
  a time. This is a mind-affecting fear affect. The lich 
  may suppress this effect in favor of its majesty aura 
  as a free action.
  Majesty Aura (Su): All creatures within a 60-ft. 
  radius of the lich, and that can see it, must succeed at 
  a DC 19 Will save each round or be unable to take any 
  hostile action toward the lich for 1 round. A creature 
  that saves against the aura cannot be affected by the 
  same lich’s aura for 24 hours. Undead beings within 
  the radius rally, gaining a +2 morale bonus to hit rolls 
  and damage for as long as the aura is active. The lich 
  may suppress this effect in favor of its fear aura as a 
  free action. (The lich tyrant may only have one aura 
  active at a time.) This is a mind affecting effect. 
  Rejuvenation (Su): When a lich tyrant is destroyed, 
  its phylactery immediately begins to rebuild its body. 
  This process takes 2d10 days. If the body is destroyed 
  before that time passes, the phylactery merely starts 
  the process anew. After this time passes, the lich 
  awakens fully healed, lacking any gear it left behind 
  on its old body, and begins plotting revenge on those 
  who dared defy it.
  treaSure
  Golden yellow topaz (600 gp), violet garnet (400 gp), 
  jade (100 gp),  chrysoberyl (60 gp), peridot (50 gp), 
  blue quartz (13 gp), turquoise (11 gp), malachite (10 
  gp), an adamantine dagger (3,002 gp), +1 flaming 
  greataxe (8,320 gp), +1 scimitar (2,315 gp), a mace 
  of smiting (16,012 gp)+1 dragonhide plate armor 
  (3,300 gp), +1 mithral shirt (2,100 gp), potion of 
  gaseous form (750 gp), 2 potions of resist energy 
  10 (300 gp each), arcane scroll (jump, darkness, 
  flaming sphere; CL 3, 325 gp), divine scroll (bless 
  water, burning disarm; CL 2, 150 gp), potion of hide 
  from animals (50 gp).
  
  19
  
  20
  CreditS
  Author: Ed Greenwood
  cartographer: Ed Bourelle
  Illustrations: Jacob E. Blackmon;
  © Dusan Kostic / Dollar Photo Club
  © Nomad Soul / Dollar Photo Club 
  © Paul Fleet / Dollar Photo Club
  © Wingnut Designs / Dollar Photo Club
  Editor: Rogue Genius Games
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  consigliere: Stan!
  Contents Copyright 2015 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
  Rook543. Free for Personal and Commercial use. 
  Used with permission Folkard™ - created by The 
  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See  http://paizo.
  com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  DESIGNATION OF PRODUcT IDENTITy: The Rogue 
  Genius Games (RGG) company name and logo; the “Genius 
  Adventures: The Black Skull Laughs” name and logo; all 
  artwork, backgrounds, and logos; all trade dress, and graphic 
  design elements.
  DEcLARATION OF OPEN cONTENT: All game 
  mechanics, proper names of classes, prestige classes, 
  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
  the License.
  Product Code: RGG0144
  open game liCenSe 
  VeRSion 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
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  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
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  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12 Inability to Comply: If it is impossible for You to comply with any of the 
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  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
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  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open 
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  this License except as described by the License itself. No other terms or 
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  4. Grant and Consideration: In consideration for agreeing to use this 
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  non-exclusive license with the exact terms of this License to Use, the Open 
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  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  containing Open Game Content except as expressly licensed in another, 
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  21
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  yellow Musk creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
  koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, 
  Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip 
  Larwood, Richard Pett, and Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original 
  material by Guy Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene, based on original material by Albie 
  Fiore. 
  caryatid column from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Dire corby from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jeff 
  Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger 
  Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Simon 
  Tilbrook. 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
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  Demodad, Slime from the Tome of Horrors complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
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  Hangman Tree from the Tome of Horrors complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
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  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
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  Pathfinder Roleplaying Game Advanced Class Guide. © 2014, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Ross Byers, Jesse Benner, 
  Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
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  Genius Adventures: The Black Skull Laughs. ©2015, Rogue Genius 
  Games. Author: Ed Greenwood
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Adventures/Genius Adventures The Black Skull Laughs.pdf