TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  CORS7-01 
   
   
   
   
   
  City of Brass: 
  The Burning Mansion 
  Low-Level 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Core Special Adventure 
  Version 1 
   
  by Koos Gadelaa, Pieter Sleijpen, and Pierre van Rooden 
  Circle Reviewer: Creighton Broadhurst  
   
  A hero of great renown and her loyal friends have been kidnapped from the Flanaess by a vile efreet Amir and taken to 
  his home in the infamous City of Brass on the Elemental Plane of Fire. Heroes and mercenaries are called upon to 
  liberate those kidnapped before they die a death more horrible than being burned to cinders as slaves of the cruel 
  efreeti. Are you able to face the burning heat of the City of Brass and help a fellow hero?  
  A 1-round Core Special set in the City of Brass for 1st-15th level characters (APL 2 – 16) 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Monster Manual 
  II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Player’s Handbook II [David Noonan], Sandstorm 
  [Bruce R. Cordell, Jennifer Clarke,Wilkes, JD Wiker], and the Spell Compendium [Matthew Sernett, Jeff Grubb and Mike 
  McArtor].
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
    
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts), use 
  the table below to determine the number of levels 
  you add to the sum of step one. Animals with 
  different CRs are determined separately using the 
  chart below; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). A single PC may 
  only bring four or fewer animals of this type.  
  Mundane 
  Animals Effect on 
  APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 2 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core Special adventure, set 
  in the City of Brass. All characters pay 2 Time Units.
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Deep within the perilous crags of the Abbor-Alz there lies 
  a place of sanctuary and power. Built by the dwur 
  (dwarves) of Dumadan in the square-towered style 
  beloved of the Oeridians, Castle Karistyne is home to the 
  renowned lady paladin of the same name and her loyal 
  company of retainers. In her quest to rid the Abbor-Alz of 
  evil she has made many enemies, most well known of 
  which is the archmage Rary the Traitor. Despite the 
  power of some of these enemies, protected by many 
  powerful friends, not to mention her own great skill as a 
  paladin, she remained unharmed. Up until recently, that 
  is… 
     Angered by Karistyne’s meddling in his affairs, 
  although mostly by proxy, Rary had not been able to do 
  much about it, preoccupied as he was by other more 
  pressing matters. Not too long ago during one of his 
  visits to the City of Brass in the Elemental Plane of Fire 
  the Grant Sultan, ruler of all efreeti, offered to remove 
  one of Rary’s enemies as a gesture of good will during 
  negotiations about an alliance. After some consideration 
  Rary elected Karistyne. While there were more tempting 
  targets for such an assassination, Rary realized that most 
  of those would be a bit too much to ask for a mere gesture 
  of good will or would have unforeseen circumstances he 
  was not yet ready to deal with. So the Grant Sultan gave 
  the amir Mamoon al-Tayif the task of killing Lady 
  Karistyne. 
     Neither the Grant Sultan nor Rary realized that 
  Mamoon is a dao (earth genie) spy with a fascination with 
  flames and heat (protected against the heat with a mantle 
  of the fiery spirit (see Sandstorm) spell). Arrogant, and 
  always assuming that the only dangerous enemy is 
  somebody that has some kind of hold over you, Mamoon 
  came to the conclusion that Karistyne must know 
  something worthwhile about Rary. Seeing how Rary was 
  becoming a force to reckon with at the court of the Grant 
  Sultan, he decided he needed to have that information. 
  Since Mamoon held no true allegiance to the Grant 
  Sultan, and never contemplated any potential allies 
  Karistyne might have, he decided to kidnap her instead 
  and only kill her once he got the knowledge he craved. 
     It took some time and hard work to lure Karistyne and 
  some of her loyal retainers into a trap, but with the 
  resources of Grant Sultan and the paladin’s eagerness to 
  do good, he eventually managed to do so. It proved to be 
  a simple matter of kidnapping her in the middle of what 
  appeared to be a simple fight and whisking her into the 
  Elemental Plane of Fire before her allies could aid her. 
  Unable to know where she was taken to, they could not 
  follow her immediately, requiring them to use some 
  obscure sources and several powerful divinations to track 
  her down. When they realized she was held captive in the 
  City of Brass, it didn’t take them much time to find allies 
  among the more mundane citizens of that city and to 
  make preparations for her liberation. With most of 
  Karistyne’s adventuring companions captured or out of 
  reach, all they have to do now is to gather heroes for the 
  job. 
   
  ADVENTURE SUMMARY 
  CORS7-01 City of Brass: The Burning Mansion is a one-
  round Core special set in the City of Brass on the 
  Elemental Plane of Fire. It is set in the Burning Mansion, 
  a palace of a supposed efreet Amir in the City of Brass. 
  The magical nature of the city provides protections 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 3 
  against most of the lethal flames of the plane, but the 
  region is far from hospitable to natives of the Prime 
  Material Plane. It is a relatively straightforward dungeon 
  crawl, except that the inhabitants form a unified defense 
  if the PCs trigger various alarms. 
   
  The low-level table’s initial task is to find and liberate 
  Karistyne allies, who are kept in the slave pens in the 
  mansion’s garden, but as they free the slaves, they may 
  realize that there is more to learn. 
   
  Introduction: While visiting the town of Hardby 
  the PCs are approached by the halfling Thrics, a friend of 
  Tenser, who is looking for able adventurers for a task of 
  great importance. They are asked to liberate the paladin 
  Karistyne’s allies from the hands of the efreeti from the 
  City of Brass in the Elemental Plane of Fire. They offer 
  gold, glory and/or knowledge depending on what he 
  thinks would entice the PCs to help him. 
   
  If the PCs accept the mission, he brings them to the 
  temple of Joramy where its priestesses open a portal to 
  the City of Brass. The portal leads into the cellar of two 
  local allies, an azer smith and a fire gnome alchemist, 
  who provide the PCs with both information and supplies 
  before transporting them (and another group of more 
  powerful adventurers) to Mamoon’s mansion where the 
  real adventure starts. 
   
  Encounter 1: The Gate: The only means into the 
  garden (save from teleportation or flying) is the gate. 
  Besides disabling the guards, the PCs have to prevent the 
  alarm from being raised. 
   
  Encounter 2: Sand: The PCs pass through a sand 
  garden, where they encounter a mean waste druid and a 
  fire element termite swarm. 
   
  Encounter 3: Rock: This encounter describes the 
  various rock terrain that separates the different gardens, 
  like a natural wall. 
   
  Encounter 4: Glass: The PCs pass through a garden 
  of volcanic glass – slippery but with sharp edges. Located 
  here are the slave pens. The slaves are guarded by 
  diabolical hounds, which the PCs have to defeat. 
   
  The PCs can talk to the slaves, to find the three 
  associates of Karistyne among them, and to learn what is 
  going on. 
   
  Encounter 5: Salt: In the salt garden, a former 
  associate of Karistyne has died of thirst in a crystal cage. 
  Salt mephits plague this area, and when the PCs are 
  drawn into combat with these, the associate - now undead 
  - attacks. 
   
  Encounter 6: Steam: Located among a complex a 
  trap of steam vents is the ‘cold house’ – an icy equivalent 
  to a sauna. Locke din here, Mamoon keeps a magic crystal 
  the Heart of Ice, stolen form an outer plane. It is guarded 
  by the cold house keep – an ice elemental – and a trap 
  that summons devils to guard it. 
   
  Touching the Heart of Ice activates it, setting forth a 
  burst of icy power that, while initially damaging, imbues 
  those present with power over cold. 
   
  Encounter 7: The Guest House: The PCs find a 
  group of women warriors in the guest house, Sarbazan – 
  women who fight for Rary the Traitor. They initiate 
  battle with the PCs to prevent them from finding the 
  efreet Asn-al-Manuk, and revealing Mamoon’s – and their 
  own – treachery. 
   
  Once they defeat the Sarbazan, the PCs find the 
  efreet, unconscious and being cared after by another 
  Sarbazan woman, who tells them that not all things are as 
  they seem. 
   
  Conclusion: The PCs either have to flee the garden 
  before the Grand Sultan’s forces turn up, or they can 
  prevent persecution if they liberated Asn-al-Manuk. 
   
  PREPARATION FOR PLAY 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. All the information required to run these 
  characters is presented in this adventure. The DM should 
  double-check that he fully understands any new rule 
  items presented in this adventure before play begins. 
   
  THE ENVIRONMENT 
  More information on the Elemental Plane of Fire and the 
  City of Brass can be found in the Dungeon Master's Guide 
  page 156. It is especially important to keep in mind that 
  spells and spell-like abilities with the Fire descriptor are 
  enhanced (automatically Maximized and/or Enlarged), 
  while water magic is impeded (requires a DC 20 + spell 
  level Concentration check to function). 
     The city offers some protection against the worst of the 
  plane's effects, but it is far from hospitable towards 
  creatures without fire resistance of some kind. At the 
  same time it is mildly Evil aligned and good aligned 
  characters suffer a –2 penalty on all Charisma-based 
  checks. The average temperature inside the city is 160º 
  Fahrenheit (70º Celsius) (defined as Extreme Heat in 
  Sandstorm, page 12) and characters without protection 
  against the heat suffer. Unprotected characters take 1d6 
  points of lethal damage per 10 minutes (no save). In 
  addition, they must make successful Fortitude saving 
  throws (DC 15, +1 per previous check) every 10 minutes 
  or take 1d4 points of nonlethal damage. Characters 
  wearing heavy clothing or any kind of armor take –4 
  penalties on their saves. In addition those wearing metal 
  armor or coming into contact with very hot metal are 
  affected as if by a heat metal spell (which lasts as long as 
  the character remains in the area of extreme heat). The 
  damage is considered fire damage. 
      Any character that suffers nonlethal damage suffers 
  from a heat stroke and becomes fatigued. The damage can 
  only be cured once in a cooler region or when cooled 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 4 
  down through some other method. Once all the 
  nonlethal damage is removed can the effects of fatigue be 
  removed. The characters are not going to be inside the 
  city long enough to suffer the effects of dehydration. 
     The endure elements spell or the Improved Heat 
  Endurance feat offer full protection against both the 
  lethal and nonlethal damage, and the heat generated by 
  metal armor or personal items (but not from other metal 
  items touched, such as the city’s brass walls or its iron 
  cobblestones, or from magical effects such as the heat 
  metal spell). Certain alchemical items provided at the 
  start of the adventure can reduce the damage to once 
  every hour or even negate them. These items offer NO 
  protection though against any source of real fire damage.  
     Note that while the streets and walls of most buildings 
  in the city are searing hot (dealing 1 fire damage per 
  round), the terrain in the gardens of Mamoon is slightly 
  cooler. Unless specifically stated otherwise characters 
  suffer no penalties in addition to those of the Extreme 
  Heat. Specific information of the effects of terrain, such 
  as the magma streams or the glowing red-hot brass walls 
  of the mansion, can be found in the relevant parts of the 
  adventure below. 
   
  PAST FAVORS 
  Check the relationship of the PCs with Karistyne and 
  Tenser before you start running the adventure even 
  though this has little direct impact on the adventure. Do 
  so by asking the players about any favors and disfavors 
  their characters might have with said NPCs. Most of 
  these favors and disfavors could have been earned in the 
  “Blight on Bright Sands” series, but might have been 
  provided through other adventures as well. 
     Tenser doesn't care about the relationship between the 
  PCs and Karistyne. He needs able adventurers quick, has 
  no idea Rary is behind the kidnapping, and just wants her 
  rescued. If the PCs dislike Karistyne, he assumes that the 
  promise of loot, adventure, and knowledge should be 
  enough enticement. All such disfavors do is to change 
  the attitude of his agent towards the PCs being cool when 
  the PC has a disfavored status and warmer when the two 
  are clear allies. Karistyne has even less say in the matter, 
  and if rescued she will show gratitude even if 
  begrudgingly if she has had some difference with the PCs 
  in the past. 
     The relationship with Rary is much less important since 
  his involvement is indirect and absolutely not clear at the 
  start of the adventure. Do not ask about any favors or 
  disfavors the PCs might have with Rary since it alerts the 
  players to any possible connection between Rary and the 
  kidnapping. If the PCs learn of his involvement later 
  during the adventure it might lead to potential conflict, 
  but Rary never directly ordered the efreeti to assassinate 
  Karistyne. He just received an offer he did not refuse and 
  since the evidence is slim at best he does not held it 
  against the PCs if they do set her free. It is a setback, but 
  if the PCs provide him with the evidence of Mamoon's 
  betrayal, it is one he is willing to forgive. Ultimately it is 
  up to the PCs how they react to the news of his 
  involvement, but since it becomes only clear at the end of 
  the adventure it has little impact on the actual adventure. 
   
  Resting: Due to the set-up of the adventure it is 
  impossible to rest during the adventure. Once the initial 
  assault is repulsed, Mamoon quickly realizes why the 
  adventurers attacked his estate. He kills Karistyne and 
  alerts the Grand Sultan about the possible presence of 
  meddlesome outsiders in the city. Very soon the streets 
  are crawling with soldiers of the Sultan forcing the PCs 
  to flee the city or get into direct conflict with the Grand 
  Sultan, a conflict even the highest level characters cannot 
  hope to win. 
   
  INTRODUCTION 
  The adventure starts in the town of Hardby in late 
  winter. The reason for being here is up to the individual 
  player. If the PCs know each other well they could have 
  been traveling together, otherwise the PCs are by 
  themselves. Early afternoon each character is approached 
  by a halfling who is urgently looking for adventurers. 
   
  As can be expected late in winter it is a cold wet day 
  with a strong wind blowing from the sea while Pelor 
  hides behind a thick layer of gray clouds. It has been 
  drizzling constantly for hours and the streets have 
  turned into mud pools. Most people remain inside, 
  but it is never quiet in a port town like Hardby, even 
  not in dreary weather like this.  
   
  You are just about to decide how to spend your 
  afternoon when a tall – for a halfling at least – fellow 
  approaches you. He seems to be in a hurry, and 
  despite trying to hide it, there is a note of concern 
  and eagerness in his voice. 
   
  "Good day, I am looking for some able 
  adventurers, people willing to help me with a 
  dangerous task, for a suitably big reward of course. A 
  friend of mine is in trouble and needs to be rescued. 
  People advised me to talk with you. Are you 
  interested?" 
   
  This is the halfling Thrics, a good friend of Tenser, who 
  has been asked to hire a group of adventurers to help free 
  Karistyne and her retainers from the City of Brass. 
  Characters who have played COR2-08 Echo and/or COR6-
  14 Clouds of Darkness might recognize him since he hired 
  them in both adventures.  
   
  He is pressed for time, and needs to gather many 
  more adventurers before the start of the evening. He is 
  willing to answer a few quick questions, like his name, 
  who his friend is, that she is kidnapped by an efreet and 
  held captive in the infamous City of Brass. If the PCs 
  have a disfavor with Karistyne, he mentions that he 
  realizes the PC has some differences with her, but the 
  compensation 
  should 
  help 
  overcome 
  any 
  such 
  objections. When the PCs ask more questions, he tells 
  them to visit The Crone's Head just after dinner. He does 
  not want to repeat the story countless times. They can 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 5 
  still decide not to accept at that time. 
   
  Note that while it might appear that he is 
  approaching random adventurers this is not the case. He 
  did do some background checkups in the limited time he 
  had and with the aid of his Use Magic Device skill and a 
  wand of detect evil he verifies the PC in question was not 
  evil. If PCs have curses or items that make them detect as 
  evil, his gathering of information revealed the cause. He 
  keeps a bit wary of these PCs but needs their help too 
  badly. 
   
  Thrics: NG male halfling bard 7. 
   
  Appearance: Tall with a sun-tanned skin and short 
  curly brown hair. He tends to wear simple practical 
  clothes, trying to blend in with the crowd. He can appear 
  to be a bit nervous since he is always fiddling with 
  something and has difficulty sitting still, but this has 
  more to do with his unbound energy than any 
  nervousness on his part. 
   
  Personality: Cheerful and optimistic with a genuine 
  interest in other people and not only for the potential of 
  another story or information that might be interesting to 
  his friend and employer Tenser. He hates violence, 
  preferring to stay clear of any physical conflict. 
   
   
  Assuming the PCs accept the invitation, they can either 
  proceed to the Crone’s Head or gather information on 
  Thrics and Karistyne. Some characters might know more 
  beforehand. Don't spend too much time on this section. 
  If they refuse the invitation the adventure is over. 
   
  Knowledge (arcana) 
  DC 25: Wernes Starcoat of the Circle of Eight used a 
  halfling agent named Thrics in the past to hire 
  adventurers. 
   
  DC 30: Thrics is good friends with the archmage 
  Tenser, a former member of the Circle of Eight who had a 
  fall-out with that august body over moral differences. 
  Tenser accused the Circle of ignoring the plight of the 
  common creatures over the big picture. After his death at 
  the hands of Rary, he kept a low profile and many 
  assumed he was permanently killed. In reality he was 
  resurrected, and only recently has he taken a more open 
  interest in events across the Flanaess. 
   
  (Note that the information on Tenser can be learned 
  with a DC 15 Knowledge (arcana and local: core) check, 
  but since the PCs have no reason to suspect Tenser’s 
  involvement, it is not specifically mentioned.) 
   
  Knowledge (local: Core/nobility and royalty) 
  DC 15: Lady Karistyne has a keep in the Abbor-Alz Hills 
  and is a major force within that region. 
   
  DC 20: As a well-known follower of Heironeous she 
  is involved in a long-term struggle with Rary "The 
  Traitor", and she is rumored to be good friends with the 
  didatrixes of Hardby and the arch-mage Tenser. She is 
  known to be able to work well with people of other 
  faiths. 
   
  Knowledge (religion) 
  DC 15: Lady Karistyne is a powerful and high ranking 
  paladin of Heironeous who has a stronghold in the 
  Abbor-Alz Hills from where she directs the fight against 
  the many evil forces in that region. 
   
  Gather Information on Karistyne 
  DC 10: Lady Karistyne has a stronghold in the Abbor-Alz 
  Hills. She has shown little interest in Hardby, focusing 
  more on her part of the woods so to speak. 
   
  DC 15: Karistyne is a powerful paladin of 
  Heironeous and she has many equally powerful friends, 
  chief of which is the arch-mage Tenser. She also has 
  made a powerful enemy in the Bright Desert in Rary 'The 
  Traitor'. 
   
  DC 20: Recently Karistyne and a group of her 
  retainers were lured into an ambush by extraplanar 
  creatures. Many where killed and more were kidnapped, 
  including the lady herself. 
   
  DC 25: The kidnappers came from the Elemental 
  Plane of Fire, apparently she made some enemies among 
  the efreeti as well. 
   
  Gather Information on Thrics 
  DC 10: Thrics is a halfling apparently looking for a large 
  group of adventurers to help him with some kind of 
  dangerous task. He says he is willing to compensate these 
  adventurers well for their efforts. 
   
  DC 15: Thrics is a traveling minstrel with friends in 
  high places. He is certainly never short on cash and he is 
  always true to his word. 
   
  DC 20: Thrics has worked for the Circle of Eight 
  many times. 
   
  DC 25: Thrics is in reality an agent for Tenser. 
   
  THE CRONE'S HEAD 
  Read aloud or paraphrase the following: 
   
  The Crone's Head lies at the waterfront overlooking 
  the harbor. It is a big building that appears to have 
  been built recently. The sign above the door shows 
  scorch marks as if it has been in a fire. There are 
  many adventuring types inside the common room 
  and it doesn't take you long to verify they are all 
  here waiting for Thrics to arrive. 
   
  Allow the PCs who have not met before to give a short 
  introduction to each other before proceeding. There are 
  more adventurers than players present at the table. These 
  NPCs are not important for the adventure, and 
  depending on whether you run the low or high-level 
  adventure these are more or less powerful than the PCs. 
   
  As soon as Thrics arrives, the PCs are ushered into 
  the supply room at the side of the tavern. Once all are 
  there, Thrics closes the door and climbs on a barrel to 
  start his welcome speech. 
   
  "First of all, thanks for coming. Since we don't have 
  much time, and this room is far from comfortable, I 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 6 
  will keep it short. I need help liberating the lady 
  Karistyne and her retainers who have been 
  kidnapped by an efreeti lord from the City of Brass. 
  Through divinations we have learned they are likely 
  held captive in the efreet's mansion. Her retainers 
  are held captive in the slave quarters in his gardens. 
  The location of Karistyne is unknown, but she can 
  likely be found somewhere in the mansion itself.” 
   
  “If you agree to help, I shall divide you into two 
  groups. One group will search the gardens and side 
  buildings for Karisty’e's captured retainers and to 
  prevent any guards from fleeing the compound. You 
  would not want a city wide alarm. The other group is 
  to penetrate the mansion to find and free Karistyne 
  or at least learn more about her fate. While freeing 
  the prisoners is the primary goal, I am curious why 
  the efreeti have kidnapped her in the first place. So 
  any information about 
  that will be highly 
  appreciated. Questions?" 
   
  Thrics can tell the following things: 
  • 
  Contrary to the rumors, Karistyne was ambushed by 
  a 
  group 
  of 
  mercenaries 
  with 
  no 
  apparent 
  connections with Rary.  
  • 
  The employer of the mercenaries appeared out of 
  nowhere during the battle. He took Karistyne by 
  surprise, knocking her unconscious in one hit. 
  • 
  These mercenaries told Thric's allies that this man 
  was a spellcaster of some sort who had hired them 
  specifically for this ambush. He had not killed 
  Karistyne, nor any retainer that they had caught. 
  Instead he took them away with him with some kind 
  of magic.  
  • 
  The mercenaries did not know the spellcaster was an 
  efreet.  
  • 
  An unspecified source revealed that the kidnapper 
  was an efreet Amir by the name of Mamoon. 
  Mamoon gained his rank as the royal assassin, and 
  he is much feared in the city.  
  • 
  Thrics has no idea why one of the Grand Sultan's 
  assassins suddenly showed such a big interest in the 
  affairs of the Flanaess. He does fear that the 
  survivors will be sold off on the slave market soon, or 
  die in the inhospitable surroundings of the city.  
  • 
  Divinations on the fate of Karistyne are inclusive. 
  She is definitely alive, although barely, but she is not 
  present in the City of Brass. Since all they have is the 
  location of the mansion of Mamoon, Thrics hopes 
  the 
  adventurers 
  can 
  find 
  clues 
  about 
  her 
  whereabouts in that house. He fears she has not long 
  to live. 
  • 
  He knows the basic abilities of an efreeti (see the 
  Monster Manual), and can give a reasonable accurate 
  description of the environment of the City of Brass.  
  • 
  The garden around the mansion is filled with varied 
  types of environments that can be found in the 
  hottest deserts and volcanic regions of the Flanaess. 
  It includes at least one, if not more, rivers of magma. 
  The garden is covered by smoke, and Thrics advices 
  the PCs to keep to the ground or risk triggering the 
  aerial defenses that are certain to be there. After all, 
  all efreeti can fly.  
  • 
  Guards definitely wander the gardens and the 
  mansion, but he does not know how many and what 
  kind.  
  • 
  Not much is known about the actual mansion of 
  Mamoon. Like most efreeti, Mamoon is paranoid, 
  and he rarely allows strangers to visit his house. The 
  slave and guest quarters are in his gardens, and he 
  only receives guests in a few areas in his house. He 
  also suspects the mansion to be protected against 
  dimensional travel such as dimension door and teleport 
  spells, likely in the form of guards with anticipate 
  teleport running.  
  • 
  He warns the PCs to keep a low profile since the 
  Grand Sultan may be involved in this affair. He 
  assumes the PCs have only one shot at liberating 
  Karistyne and her retainers since any attack on the 
  Sultan's retainers is definitely going to trigger a 
  reaction from him. 
  • 
  The local clergy of Joramy have agreed to help by 
  providing the PCs with the means to travel to the 
  City of Brass where they will be welcomed by Nuar, 
  an azer smith, and Ellith, a fire gnome alchemist and 
  sorcerer.  
  • 
  The priests of Joramy will cast an endure elements on 
  every PC for free, but once those spells wear off the 
  PCs have to provide their own protection. The azer 
  and fire gnome do have various protections for sale.  
  • 
  Nuar and Ellith have arranged transportation from 
  their workshop to Mamoon's mansion. Once at the 
  gates of the mansion the PCs are on their own. 
  • 
  The PCs can return to Hardby through the same 
  portal through which they entered the city. They 
  need the aid of Nuar and Ellith since they are the 
  only ones who know how to activate the portal. 
  • 
  Thrics does not initially mention a reward, but if 
  asked, he first mentions the possibility of loot. 
  Mamoon is supposed to be rich. If pressed, he offers 
  the gratitude of his backer, the archmage Tenser. If 
  the PCs still want more, he begrudgingly offers 100 
  gp x APL for Karistyne’s safe return. 
   
  Once the PCs have no questions and accept the mission 
  he tells them to come to the temple of Joramy early the 
  following morning. If it was up to him, he would leave 
  now, but he assumes the PCs need time to prepare new 
  spells. When ready, proceed with the next section. 
   
  THE CITY OF BRASS 
  Note: The brief stay in the workshop of the azer Nuar 
  and the fire gnome Ellith has the potential to sap a lot of 
  game time through roleplay. As this is not the main focus 
  of the adventure, try to move things along from here as 
  quickly as reasonable. 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 7 
  Early the next morning Thrics ushers you through 
  the wet and muddy streets of Hardby towards the 
  temple of Joramy. The young red haired priestess 
  that welcomes you guides you into the temple’s 
  cellar for once without arguing at all.  
   
  Allow the PCs to make any preparations they desire 
  before continuing: 
   
  She quickly casts endure element on each of you, 
  before throwing a flask of alchemist fire at a 
  stonewall. At the instant the liquid catches fire, it 
  spreads over the wall, quickly forming a round 
  window edged by yellow flames. A blast of heat and 
  the strong scent of smoke rush through the magical 
  window. 
   
  Thrics motions you to step through the window, 
  but before you can go, the priestess removes a 
  wooden stick from her robes. “Wait one second. If 
  you break this stick, the person doing so and up to 
  10 
  willing 
  creatures 
  touched 
  at 
  the 
  time 
  immediately shift back to this temple. I have a 
  feeling those looking for Karistyne might need it. A 
  gift from the temple for a friend.”  
   
  Assuming the PCs step through the portal:  
   
  Stepping through the portal generates an odd 
  sensation in your stomach similar to when you 
  suddenly fall down a few feet. You have landed in 
  what appears to be an alchemist’s supply room. 
  Behind you, is only a sturdy stonewall—the portal 
  has disappeared. There are no windows, but a 
  strange gnome-like creature with a coal black skin, 
  flame-red hair and bright orange glowing eyes is 
  waiting for you in the doorway. 
    
  When the PCs greet Ellith, continue: 
   
  “Greetings friends. My name is Ellith. Luckily for 
  you, it is rather cool in here to help me preserve my 
  supplies.” 
   
  Before you can reply, a heavier grumpy voice 
  from behind the gnome growls, “Don’t be a fool 
  Ellith. They are protected against the heat, and by 
  keeping that door open the rats might get in. They 
  already burned half your wood supply, which is 
  really expensive I might add. We are closed anyway, 
  so bring them into the workshop were there is more 
  space.”  
   
  Ellith replies slightly irritated, “Alright, have it 
  your way Nuar.” Turning towards you, “If you please 
  follow me?” 
   
  The PCs are quickly taken into a rather large workshop 
  that is divided into two parts. One half is clearly for an 
  alchemist, while the other half is a smithy. Sitting on a 
  bench is an azer, who just nods at the PCs.  
   
  One of the first things the PCs notice is that none of 
  the furniture is made out of wood. Everything is either 
  made out of stone or metal, including the shutters, which 
  are made out of brass and appear to be glowing hot. It is 
  even hotter in this room than in the supply room.  
   
  A strange red light comes through the cracks in the 
  shutter, and when the PCs look through the windows 
  they look over a small alley. The alley is cobbled with 
  black stones and the walls of the buildings are made out 
  of brass. The sky is bright red with patches of orange and 
  yellow as well as streaks of what looks most like black 
  clouds. There is no sun. Observant PCs might even note a 
  couple of rat-like creatures composed of flames scurrying 
  around.  
   
   
  �Ellith: Male fire-gnome Sor12 (NG). 
   
  �Nuar: Male azer Exp9 (LN). 
   
  The two can tell the following: 
  • 
  They have a special isolated wagon at the back of the 
  shop with which they will transport the PCs to 
  Mamoon’s mansion. 
  • 
  The PCs should remain inside the wagon at all times. 
  They don’t have a gate token, which is punishable by 
  death. 
  • 
  They will drop off the PCs at the main gate, where 
  Ellith will dimension door towards the actual mansion 
  with those tasked to explore it while the others deal 
  with the guards at the gate. Ellith will immediately 
  dimension door back to the wagon. How they get back 
  from the mansion to the wagon is the PCs’ problem 
  and not his. He has a reduce person available to help 
  with the transport.  
  • 
  He and Nuar will be waiting with the wagon for the 
  PCs to return.  
  • 
  If by any chance Ellith and Nuar are forced to leave 
  the area, for example because a generic alarm has 
  been sounded, the PCs are on their own. Something 
  that might be extremely painful without magical 
  protection. The two will wait as long as possible in 
  case of such an alarm. 
  • 
  They know nothing about the mansion except what 
  Thrics already told the PCs. 
   
  The two have the following mundane items for sale: 
   
  Item 
  Cost 
  Weight 
  Desert outfit*1 
  6 gp 
  3 lb. 
  Filtermask1
  1 gp 
  – 
  Fireproof parchment2
  20 gp 
  – 
  Fireproof clothing2
  +50 gp 
  – 
  Fireproof spellbook2
  50 gp 
  5 lb. 
  Heatsuit outfit*1
  20 gp 
  15 lb. 
   
  In addition to the mundane alchemical items from the 
  Player’s Handbook they also have the following alchemy 
  items for sale: 
   
   
  Item 
  Cost 
  Weight 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 8 
  Keepcool salve*1 
  50 gp 
  ½ lb. 
  Liquid Embers2 
  600 gp 
  1 lb. 
  1) From Sandstorm. 
  2) From Planar Handbook 
  * A character wearing one of these sets of clothing and a 
  dose of keepcool salve is considered partially protected 
  against the heat. A character that also has the Heat 
  Endurance feat is fully protected. 
   
  The two also have a limited amount of magical items for 
  sale. Of interest for the PCs are 1 +1 bane (elementals) 
  falchion, 1 +1 icy burst long spear, 1 ring of elemental 
  adaptation (Planar Handbook), 2 rings of minor energy 
  resistance (fire), 1 ring of minor energy resistance (cold), 
  numerous scrolls of resist energy, endure elements and 
  protection from energy. 
   
  Once the PCs have no more questions, and bought their 
  supplies, they are ushered into the wagon and 
  transported to the mansion. Proceed to encounter 1. 
   
   1: THE GATE 
  The PCs are brought to within 30 feet of the gate into the 
  Burning Mansion’s gardens by the wagon. This way, they 
  can avoid having to walk the City of Brass’s streets, whose 
  iron cobblestones are so searing hot they burn the feet 
  (PCs who intend to walk suffer 1 point of fire damage per 
  round unless magically protected). 
   
  The square in front of Mamoon’s mansion is not 
  cobbled with iron, but laid with cooler stone tiles in 
  various shade of red and blue. 
   
  Mammon has, on occasion, vainly allowed his 
  famous garden to be visited by outsiders, and had the 
  square constructed for those visitors who are less 
  accustomed to the plane’s dangers.  
   
  This allows the PCs to walk about relatively safe 
  from heat dangers. 
   
  The gardens to the “Burning Mansion” are 
  surrounded by a moat of hot lava and a ten foot high 
  wall of brass plates. A hazy mist rises up from the 
  magma in the moat. 
   
  A single gatehouse pierces the wall flanked by 
  two round, brass walled towers. The towers sit atop a 
  base of reddish stone. Their surface is carved in 
  irregular patterns - it glows softly from the heat of 
  the lava at its foundation, giving it the illusion of 
  being on fire. Each tower is topped bya round dome 
  of obsidian stone. Between the towers spans a red 
  stone arch. A heavy iron gate, glowing hot with heat, 
  is raised ten feet above the floor. 
   
  The gate’s main function is to keep out the mundane. 
  Most visitors of any import can fly – and thus bypass the 
  gate – though it is general good etiquette to call. 
   
  From the gate, an alarm can be raised when. Each 
  tower has a lever which activates a mechanism that 
  ignites a bright and roaring, multicolored fire on top of 
  the obsidian domes. Each also has a capstan that can be 
  used to raise or lower the gate. The two capstans turn in 
  unison. When manned together, the gate can be lowered 
  or raised in one round. When only one is manned, this 
  takes 3 rounds. 
   
  The fire can be seen all the way from the mansion, 
  and its roar is loud enough that it can be heard from the 
  guest house. Should the alarm be set off, most creatures 
  in the garden are alerted and prepared for any trouble. 
   
  Creatures: The gate is guarded by a shift of half-
  janni guards led by the salamander Muthiaxobix. 
   
  Muthiaxobix is not too subtle with anyone who isn’t 
  obvious of any import – anyone approaching the gate gets 
  one warning – to leave immediately. If the order is not 
  followed, the guards and salamanders attack. 
   
  Note: The guard in this encounter does not initially 
  fight.  
   
  APL 2 (EL 4) 
   
  �Muthiaxobix, flamebrother salamander: hp 26; 
  MM 218.  
   
  �Half-janni human warrior 1 (3): hp 4 each; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Muthiaxobix, 
  advanced 
  flamebrother 
  salamander: hp 45; Appendix 1. 
   
   
  �Half-janni human fighter 1 (3): hp 12 each; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Muthiaxobix, average salamander: hp 58; MM 
  218. 
   
  �Half-janni human fighter 3 (3): hp 27; 
  Appendix 1 . 
   
  APL 8 (EL 10) 
   
  �Muthiaxobix, noble salamander: hp 112; MM 218. 
   
  �Half-janni human fighter 4 (3): hp 34; 
  Appendix 1. 
   
  Tactics: The guard’s main goal is to not let the PCs get 
  past. While two attempt to hold off any invaders, the 
  third spends an action to turn invisible, and then uses a 
  full round action to enlarge one of his fellow guards. He 
  then tries to get inside and set off the alarm. This takes 
  two rounds (one to move and open the door, the other to 
  move and pull the lever). Once the lever is pulled, it takes 
  a full round for the tower’s roof to heat up. The tower 
  whines as the heat increases. After the alarm is set, he 
  tries to lower the gate (which takes 3 rounds). 
   
  The other guards attempt to use their powers to 
  delay the PCs, blocking the PCs’ way to give their fellow 
  guard the opportunity to raise the alarm. 
   
  Muthiaxobix fights ferociously. He attempts to 
  grapple his opponents – preferably a spellcaster. If he 
  managed to obtain a pin, he has no qualms about pulling 
  himself and his captive into the lava moat. He is himself 
  immune to the lava, but his opponent takes 2d6 points of 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 9 
  fire damage each round they spend in the lava moat. The 
  moat is only ankle deep near the gates, so the PCs won’t 
  be submerged (which would do 20d6 points of damage). 
   
  Both Muthiaxobix and the guards fight to the death 
  – failing Mamoon heralds a fate far worse than death. 
   
  Treasure: Found on Muthiaxobix and the guards. 
   
  APL 2: Loot 154 gp; Magic 12 gp potion of cure light 
  wounds x3 (4 gp each); Total 166 gp 
   
  APL 4: Loot 267 gp; Magic 12 gp potion of cure light 
  wounds x3 (4 gp each); Total 279 gp 
    
  APL 6: Loot 442 gp; Magic 12 gp potion of cure light 
  wounds x3 (4 gp each); Total 454 gp 
    
  APL 8: Loot 169 gp; Magic 2113 gp +3 spear (1525 
  gp), +1 spiked full plate x3 (194 gp each), potion of cure light 
  wounds x3 (4 gp each); Total 2282 gp 
   
  Detect 
  Magic 
  Results: 
  +3 
  spear 
  (moderate 
  abjuration), potion of cure light wounds (faint conjuration) 
   
  The Alarm: If the guard activates the alarm, one round 
  after the lever is pulled, a roaring multicolored fire bursts 
  from the tower’s roof. During that round, the PCs can 
  still deactivate the alarm by pulling the lever back. A 
  whining sound should alert them that something is 
  amiss. 
   
  Once the roof catches fire, it alerts everyone in the 
  garden, including the druid, the slave guards, and the 
  Sarbazan in the guest house, allowing them to prepare. 
   
  If the fire roars for more than three rounds, the 
  guards of the City of Brass are alerted, and some arrive to 
  investigate. If this is the case, keep an eye on the clock. 
  Fifteen minutes before the slot ends, Ellith uses a message 
  spell to warn the PCs that they have to retreat 
  immediately, as the Sultan’s soldiers will arrive at any 
  moment. If the PCs do not do so (but, for instance, 
  continue fighting or investigating), Ellith and Nuar flee, 
  and the PCs are apprehended as they try to leave. They 
  are incarcerated for 6 TU, and subjected to a cruel prison 
  regime, before they are released, mysteriously cleared of 
  charges.  
   
  Note that if the PCs manage to free Asn-al-Manuk 
  instead, this is not an issue, as the Sultan gracefully 
  forgives them their intrusions. 
   
  Development: The guards and Muthiaxobix can be 
  captured, but they have little to tell. Muthiaxobix doesn’t 
  talk at all unless magically compelled by magic such as 
  dominate monster. The guards can give a basic description 
  of the garden. They can point out the slave quarters, but 
  don’t know what guards them, as they are relatively new. 
  They know the keeper of the garden is a bad-tempered 
  asherati druid. 
   
  They also know that Mamoon has had a guest for 
  several days now, but only Muthiaxobix knows who it is, 
  and he won’t tell.  
   
  2: SAND 
  Mamoon’s garden contains various environmental 
  features, gathered together by a magic and diligence. A 
  path winds through the garden. PCs do not have to 
  follow the path (they could climb the rocks or fly), but it 
  provides the easiest road at the lower APLs. 
   
  The first terrain on the road is the sand garden. 
   
  The terrain here is of various dunes of sand, raked in 
  patterns and in various colors from dark red to light 
  yellow and ochre. Strange, abstract shapes formed 
  from the sand dot the garden. 
   
  The trail here is tougher to follow. Off the path, 
  large mounds in the same colors rise up in the air. 
  Movement at the base reveals large insects crawling 
  around, busy building on the structure. 
   
  Creatures: The keeper of this garden is Khankhe the 
  asherati druid. The mounds hold a colony of fire 
  elemental termites, which Khankhe acquired and bred 
  for Mamoon. He knows a lot of the creatures and has a 
  modicum of control over them. 
   
  Khankhe does not tolerate strangers in the garden, 
  and when the PCs arrive, he sets the termites and his fire 
  element animal companion up against them. 
   
  Terrain: The track is a dusty trail, but it does not hinder 
  the PCs’ movement. This is different from the rest if the 
  terrain. It looks stable, but is actually sandcrust, covering 
  shallow sand for the first five feet, and deep sand for the 
  remainder of the terrain (see Appendix 2 on movement 
  on sandcrust and through shallow and deep sand). 
   
  APL 2 (EL 4) 
   
  �Khankhe, male asherati druid 2: hp 16; Appendix 
  1. 
   
   
  �Fire Element Hyena: hp 13; Appendix 1. 
   
   
  �Fire Element Termite Swarm (2): hp 9; 
  Appendix 1.  
   
  APL 4 (EL 6) 
   
  � Khankhe, male asherati druid 4: hp 29; Appendix 
  1. 
   
  �Fire Element Hyena: hp 30; Appendix 1. 
   
   
  �Fire Eement Termite Swarm: hp 21; Appendix 
  1.  
   
  APL 6 (EL 8) 
   
  � Khankhe, male asherati druid 6: hp 42; Appendix 
  1. 
   
   
  �Fire Element Hyena: hp 45; Appendix 1. 
   
   
  �Fire Element Termite Swarm: hp 31; Appendix 
  1.  
   
  APL 8 (EL 10) 
   
  � Khankhe, male asherati druid 9: hp 62; Appendix 
  1. 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 10 
   
  �Fire Element Hyena: hp 60; Appendix 1. 
   
   
  �Fire Element Termite Swarm (2): hp 31; 
  Appendix 1.  
   
  Tactics: Khankhe, as a waste druid, is an experienced 
  sand skimmer, and has no problem traveling the sand 
  crust or the shallow sand areas. Khankhe moves though 
  deep sand as if he walks on shallow sand. He tries to 
  avoid melee if possible, initially using distance spells and 
  setting his swarms on the PCs, trusting that he can stay 
  out of reach with aid of the terrain. 
   
  Should PCs come too near and threaten him, he 
  dives in to the sand, swims some distance away, and 
  comes up at a spot that he expects is again hard to reach. 
  When possible, he uses the termite mounds for cover. 
   
  The termite swarms blindly attack. They are light 
  enough to not initially break the sandcrust. Once the PCs 
  break through the crust, the swarms have the same 
  trouble moving in those squares as the PCs. 
   
  At lower levels, the PCs may find it hard to fight the 
  termites properly. However, the termites do not pursue 
  the PCs beyond the sand garden. The PCs may realize 
  that if they kill the druid, combat is over once they leave 
  the area. 
   
  Treasure: Aside from the treasure found on Khankhe, 
  there are various sand sculptures, here. Most of these are 
  too damaged by wind and sand, but one, which he 
  recently made, is exquisite, and can be taken and sold. It 
  resembles a finely detailed insectoid – PCs who make a 
  DC 18 Knowledge (the planes) check recognize it as an 
  armadon (a type of formian). The sculpture is a worth 
  2400 gp, but it needs careful handling. 
   
  APL 2: Loot 26 gp; Coin 200 gp; Magic 161 gp +1 
  studded leather armor (98 gp), wand of lesser vigor (63 gp), 
  scroll of attune form (31 gp); Total 419 gp 
   
  APL 4: Loot 26 gp; Coin 200 gp; Magic 244 gp +1 
  studded leather armor (98 gp), cloak of resistance (83 gp); 
  wand of lesser vigor (63 gp), scroll of attune form (31 gp); Total 
  501 gp 
   
  APL 6: Loot 26 gp; Coin 200 gp; Magic 556 gp +1 
  studded leather armor (98 gp), cloak of resistance (83 gp); 
  wand of heat metal (375 gp), scroll of attune form (31 gp); 
  Total 813 gp 
   
  APL 8: Loot 26 gp; Coin 200 gp; Magic 1223 gp +1 
  beastskin studded leather armor (765 gp), cloak of resistance (83 
  gp); wand of heat metal (375 gp), scroll of attune form (31 gp); 
  Total 1,480 gp 
   
  Detect Magic Results: +1 studded leather armor (faint 
  abjuration), +1 beastskin studded leather armor (moderate 
  transmutation), cloak of resistance (faint abjuration), wand 
  of heat metal (faint transmutation), wand of lesser vigor 
  (faint 
  transmutation), 
  scroll 
  of 
  attune 
  form 
  (fain 
  transmutation) 
   
  Development: Khankhe isn’t one to give quarter and 
  fights to the death. If the PCs manage to capture him, he 
  refuses to answer questions. Magical means such as 
  charm, domination, or even detect thoughts, if used right, can 
  give information on the garden layout, as well as the 
  presence of ‘pests’ (salt mephits) in the salt gardens. 
  Khankhe doesn’t relate to the ‘weird dogs’ that guard the 
  slaves, and he is forbidden from entering the ‘cold house’ 
  or the guest house, so he doesn’t know to tell anything 
  about that even if magically forced to. 
   
  If PCs retreat without defeating Khankhe, he alerts 
  the dogs. Once the PCs deal with his swarm and animal 
  companion, he shouts for help, hoping to draw the 
  guardians from encounter 4.  
   
  The hounds react slowly, and the PCs have 3 rounds 
  after Khankhe starts shouting before they turn up. Note 
  that if the guard hounds attack here, the shallow and 
  deep sand also hinders them. 
   
  3: ROCK 
  It is possible the PCs try to avoid the path and move 
  about through the rocky areas that separate some of the 
  garden areas. 
   
  Stone monoliths rise up in irregular shapes, 
  forming a strange forest of massive petrified trees 
  and natural stalagmites. Bubbling pools of lave 
  occupy the few places not covered by the stone 
  pilars. 
   
   
  There are no monster residing among the monoliths, but 
  unless the PCs can fly, movement is difficult. 
   
  It costs 2 squares of movement to enter a square, and 
  each move-action requires a DC 15 Climb or Balance 
  check to move at all. Failure by 4 or less means the PC 
  cannot move for the rest of the round. Failure by 5 or 
  mores means that the PC slips and falls. If the square is 
  adjacent to a lave pool, the PC sustains 2d6 points of fire 
  damage from a brief slide into the pool, before scrabbling 
  out again. 
   
  4: GLASS 
  The area here is smooth and shiny, as if the dark 
  sand has been welded together in a great plate of 
  black glass. Everywhere, parts of the surface is 
  cracked, sharp spikes and wicked shards sticking 
  out at random angles, as if the glass broke under 
  pressure. 
   
  A trail is etched through the plain. Light sand 
  gathers in the tracks. It passes a small building of 
  white marble that looks almost unsettlingly normal. 
   
  The building holds the slave pens. Cooped up in here are 
  ten slaves, well fed but fatigued, demoralized, and abused 
  by a cruel warden and his diabolic hounds. Among the 
  slaves are three of the people the PCs were sent to rescue: 
  Urynes, Morun the Bold, and Ashixis. None are in a 
  condition to fight. 
   
  Terrain: The surface of the glass garden is slick as ice. 
  Each square costs 2 squares of movement to enter, and 
  
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  the DC of Balance and Tumble checks increases by 5. A 
  DC 10 Balance check is required to run or charge across 
  glass.  
   
  Every 5 ft. square except for the marked area on the 
  DM map is fractured and contains shards that cut any 
  character that moves through them, dealing 1d6 points of 
  damage. Dangerous squares can be identified with a DC 
  10 Survival check. 
   
  Explosive attacks against the glass throw up a 
  devastating cloud of glass slivers that fills a 5-foot radius 
  area 10 feet high. Creatures caught in a glass spray take 
  3d6 points of piercing damage, though a successful DC 13 
  Reflex save reduces the damage by half. The glass is 
  vulnerable to sonic attacks. The damage of a spell or 
  effect that deals sonic damage increases by 50% and 
  always generates a glass spray when the effect is targeted 
  on a smooth plain of glass. 
   
   
  Creatures: At APL 2 and 4, the slave quarter’s warden is a 
  mean but cowardly goblin, who depends on his hounds 
  to keep control. At APL 6 and 8, he is a barghest (or 
  greater barghest), who spends most of the day in goblin 
  form. 
   
  APL 2 (EL 3) 
   
  �Fiendish Krenshar (3): hp 11; Appendix 1. 
   
  �The warden: male goblin warrior 1: hp 4; MM 
  133. 
   
  APL 4 (EL 5) 
   
  �Hellhounds (2): hp 22; MM 151. 
   
  �The Warden: male goblin warrior 1: hp 4; MM 
  133. 
   
  APL 6 (EL 7) 
   
  �Hellhounds (2): hp 22; MM 151. 
   
  �The Warden: half-fiend barghest, hp 39; 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Advanced Hellhounds (2): hp 33; Appendix1. 
   
  �The warden: half-fiend greater barghest: hp 76; 
  Appendix 1. 
   
  Tactics: At APL 2 and 4, the goblin does not join the 
  fight, but instead sends out his ‘pets’ to deal with the 
  intruders. If the PCs defeat the hounds, he immediately 
  cowers and surrenders. 
   
  At APL 6 and 8, he initially uses his spell-like 
  abilities to buff his hounds (in advance if the PCs set off 
  the alarm, or if Khankhe cries for help) to hamper the 
  PCs. Next he shapes shape into his natural form and joins 
  melee, using his fly ability to avoid the glass terrain. 
   
  The krenshars or hounds are brutally direct, and 
  simply aim to enter melee as soon as possible, though 
  they are smart enough to draw melee characters onto the 
  glass if possible. While they also suffer from slippery 
  terrain, their additional appendages give them more 
  stability.  
   
  Treasure: The hounds have no treasure, but the warden 
  holds some equipment that helps him survive the climate 
  and keep his slaves in check. 
   
  APL 2: Loot 1 gp; Magic 388 gp, +1 cool chainshirt 
  (388 gp); Total 389 gp 
   
  APL 2: Loot 1 gp; Magic 388 gp, +1 cool chainshirt 
  (388 gp); Total 389 gp 
   
  APL 2: Loot 1 gp; Magic 388 gp, +1 cool chainshirt 
  (388 gp); Total 389 gp 
   
  APL 2: Loot 29 gp; 388 gp, +1 cool chainshirt (388 gp); 
  Total 418 gp 
   
  Detect Magic Results: +1 cool chainshirt (faint 
  abjuration) 
   
  Development: The slaves in the house are in a dismal 
  state. They are well fed, but the hard work in the gardens 
  and bad treatment by the sadistic warden has worn them 
  down. 
   
  The PCs can spend some time talking to the slaves to 
  get information. Most slaves only work the gardens, 
  which need regular maintenance. These slaves can relate 
  the following: 
  • 
  The slaves know the basic layout of the gardens, as 
  they are forced to maintain them. 
  • 
  The main keeper of the garden is Khankhe, a harsh 
  asherati druid. He is dispassionate and only cares for 
  his termites. 
  • 
  The salt garden suffers from occasional incursions of 
  critters, beasties attracted to the red water fountain. 
  The water in the fountain is poisonous. On top of it 
  is a crystal cage, generally used to punish slaves that 
  don’t listen. Most who are placed there die of thirst. 
  • 
  Mamoon has a cabin that is private. An old slave that 
  once cleaned it described it as originally a ‘cold 
  house’ – some guests apparently enjoy the sensations 
  of freezing air. A few months ago, Mamoon declared 
  it off limits. 
  • 
  Most slaves never go to the guest house. It is a small 
  building, but quite luxurious, intended for those 
  people who come to visit Mamoon but are not 
  allowed into the amir’s heavily guarded mansion. 
  The slaves know that there are guests, but not who 
  they are. If the PCs ask, the slaves point out Rhounet 
  and says (as they curse her) that she may know more. 
   
   
  There are four slaves that stand out from the rest, 
  looking less worn. They can provide additional 
  information as follows: 
   
  The warden knows as much as the slaves. The goblin 
  talks easily, but the barghest refuses to talk unless 
  magically compelled to do so. 
   
  �Urynes: NG male half-elf cleric 3. 
   
  Urynes is a half-elf priest of Pelor, a confidant of 
  Karistyne. He is kind and softhearted. His first concern is 
  for the slaves, which he desires to bring out safely as soon 
  as possible. He proposes that the PCs help him, hoping 
  
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  they will continue to look for Londal, who was taken 
  from the compound some days ago – apparently he was 
  too troublesome. Urynes has only a few spells left, having 
  been systematically prevented from praying for guidance. 
  He has two endure elements, a detect poison and a create water 
  remaining. 
   
  �Moryn the Bold : LG male dwarf fighter 4. 
   
  Moryn the Bold is another one of Karistyne’s 
  retainers, a dwarven blacksmith. He is big and strong, 
  though the last days have worn him down. He’s a warrior, 
  and there is still some spirit in him. If it were up to him, 
  he’d storm the mansion and free Karistyne himself, but it 
  should be obvious to the PCs that he is not really up to it. 
  He has no armor, his Strength and Constitution have 
  suffered in the fight with Mamoon (where he was 
  poisoned), and his skin is blistered.  
   
  �Ashixis: N female human (Oeridian) rogue 2. 
   
  Ashixis is friend to Urynes. She tries to look her best 
  but has suffered greatly during the fight in which she was 
  captured. Ashizis is not officially associated with 
  Karistyne – she was only hired because Urynes asked. 
  She doesn’t like Karistyne, and blames her situation on 
  her, while at the same time trying to play down the 
  predicament she is in. 
   
  �Rouhnet: CN female expert 1. 
   
  Rouhnet is a young Flan woman, who has been slave 
  for some years. She is quite pretty and petite. She doesn’t 
  look like she has done much hard work in her life. Until 
  recently, she worked at the guesthouse, serving 
  Mamoon’s guests. Though the work is humiliating, her 
  life was easy compared to those of the rest, and she was 
  severely disliked by the other slaves because of that. 
  Rouhnet moved recently since someone else took over 
  her ’job’. She recalls that a week ago, a group of women 
  arrived at the guest house, taking up residence as the 
  guesthouse ’hostesses’. This was briefly after an official of 
  the Sultan arrived. The official demanded to speak with 
  Mamoon, but was asked to wait. Rouhnet suspects the 
  official is still at the house, as she was made to 
  understand that her ‘replacement’ was temporary. 
  Rouhnet doesn’t know much about the women, except 
  that most of them looked tough and all wore veils. 
   
  5: SALT 
  This area is dusty, and the ground chalk-white. 
  Irregular shapes, like enormous snow flakes, rise up 
  out of the ground, creating an eerie but beautiful 
  landscape. 
   
  The trail leads up to a large fountain in the 
  center, in which lies a still, dark red fluid. At the 
  edge of the fountain are two crystal goblets. 
   
  On a dais in the center of the fountain stands a 
  cage. Its bars look as if it is made of glass. Inside lies 
  a person, unmoving. 
   
  Terrain: The salt garden is filled with fantastic abstract 
  figures, crystallized by the salt. This area is exceptionally 
  dry, and those spending a long time here (measured in 
  hours) need to drink regularly to prevent dehydration. 
  The PCs are not likely affected, but the man in the cage – 
  an ally of Karestine named Noy – succumbed and died of 
  thirst.  
   
  The water in the fountain is not water, but pure, 
  liquid salt. Immersion would be deadly – for every round 
  of contact, the water deals 1d6 points of desiccation 
  damage. 
  Water 
  elementals, 
  plant 
  creatures, 
  and 
  freshwater dwellers are extra vulnerable and take 1d8 
  points of damage per round instead. On the other hand, a 
  salt mephit’s rate of fast healing is doubled while it is in 
  contact with the liquid. 
   
  Creatures: one or more salt mephitis plague this 
  garden, they are mischievous and aggressive, and attack 
  the PCs if they come near.  
   
  They are not the only threat: the body in the cage has 
  animated into a vengeful undead creature thirsting for 
  body fluids. For the moment it lies still, waiting for the 
  PCs to come near (the mephits provide it with no 
  nourishment). 
   
  The cage it is in is magically warded against 
  detection – originally to prevent a prisoner from being 
  located, but it also blocks out spells like detect evil and 
  detect undead. 
   
  Note: The EL of the APL 2 encounter is lowered as 
  the ashen husk’s aura is likely not effective against the 
  PCs. 
   
  APL 2 (EL 4) 
   
  �Salt Mephit (1): hp 19; MM 184. 
   
  �Ashen Husk (1): hp 20; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Salt Mephit (2) : hp 19; MM 184. 
   
  �Forlorn Husk (1): hp 19; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Salt Mephit (3): hp 19; MM 184. 
   
  �Salt Mummy (1): hp 114; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Salt Mephit (5): hp 19; MM 184. 
   
  �Salt Mummy, fighter 2: hp 159; Appendix 1. 
   
  Tactics: The mephitis stay as close to the fountain as 
  possible. They attack using their breath weapons and 
  spell-like abilities, and seek cover behind the fountain if 
  they are the target of a ranged attack. 
   
  The salt mehpit’s fast healing is effective in the 
  entire salt garden. In addition, as long as a mephit stays 
  within the area of the red water fountain, its fast healing 
  rate is doubled. 
   
  The undead in the cage does not move nor attack 
  until someone comes close to the cage. Then it rises and 
  grabs for the nearest PC, bashing open the door of the 
  
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  cage (which was pried open by the mephitis some time 
  ago). 
   
  The undead fights to the death. The mephits try to 
  flee once reduced to 5 hp or less. 
   
  Treasure: The mephitis don’t have treasure. The undead 
  does not have equipment, except for a wooden holy 
  symbol of Heironeous, tucked under his clothing. It 
  seems to be inexpertly carved. 
   
  Development: Once the undead is vanquished and 
  searched, the PCs are likely to find the holy symbol.
   
  The symbol was carved for Noy, who used to be a 
  devoted warrior with aspirations to be a templar, by his 
  son. 
   
  Once slain, Noy can be raised or resurrected. The 
  PCs may desire to bring his body (or a part thereof, such 
  as a lock of hair) to enable this. 
   
  6: STEAM 
  The salt here turns into a deep sludge – next to the 
  impeccably dry area rises a slippery rocky area full 
  with mudpools and potholes that emanate wisps of 
  steam. Occasionally, a pothole sprays a torrent of 
  hot water, followed by a billowing cloud of steam 
   
  In the center of the slippery area stands a red 
  stone building, it’s walls decorated with flaming 
  tresses and capped by a obsidian dome. Steam wafts 
  from the building itself flowing from underneath 
  the large stone door. 
   
  Trap: Each round, a jet of steam billows up from two of 
  the geyser spouts, creating a 10 feet radius and 15 feet 
  high scalding cloud of steam. The geysers activate 
  randomly (roll 1d12 twice and check the map). 
   
  The only way to stop the geysers is to block the 
  spouts (a Disable Device check), or to bash in the spout. 
  While this is only a temporary measure, it lasts long 
  enough for the PCs to finish this adventure. 
   
  APL 2 (EL 2) 
  Jet of Steam 
   
  Search DC 17; Type natural 
  Trigger touch; Init +4; 
  Effect: steam yet (2d6 fire), Reflex DC 12 half (each 
  steam yet) 
  Duration: continuous 
  Destruction AC 18; Hardness 5, 10 hp (each spout) 
  Disarm Disable Device DC 17 (each spout) 
   
  APL 4 (EL 4) 
  Jet of Steam 
  Search DC 19; Type Natural 
  Trigger touch; Init +4; 
  Effect: Steam yet (4d6 fire), Reflex DC 14 half (each 
  steam yet) 
  Duration: continuously 
  Destruction AC 18; Hardness 5, 10 hp (each spout) 
  Disarm Disable Device DC 19 (each spout) 
   
  APL 6 (EL 6) 
  Jet of Steam 
  Search DC 21; Type natural 
  Trigger touch; Init +4; 
  Effect: Steam yet (6d6 fire), Reflex DC 16 half (each 
  steam yet) 
  Duration: continuous 
  Destruction AC 18; Hardness 5, 10 hp (each spout) 
  Disarm Disable Device DC 21 (each spout) 
   
  APL 8 (EL 8) 
  Jet of Steam 
  Search DC 23; Type natural 
  Trigger touch; Init +4; 
  Effect: steam yet (8d6 fire), Reflex DC 18 half (each 
  steam yet) 
  Duration: continuous 
  Destruction AC 18; Hardness 5, 10 hp (each spout) 
  Disarm Disable Device Dc 23 (each spout) 
   
  The building is a ‘cold house’- a sort of reversed sauna. It 
  was originally used by Mamoon as an eccentric attraction 
  for his guests. For the last few months though, the cold 
  house has been locked. 
   
  That the building is not hot but cold is obvious once 
  the PCs near the door, which is covered in a constantly 
  steaming, frosty layer (despite the heat outside).  
   
   
  �Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  The lock on the door is a simple lock, but the cold of the 
  house has frozen it stiff, making it harder to pick: 
   
  APL 2: DC 22  
   
  APL 4: DC 24 
   
  APL 6: DC 26 
   
  APL 8: DC 28 
   
  The inside of the house is decorated in smooth 
  white and blue tiles – ice crystals form on the walls, 
  and the massive wooden bench that circles the only 
  room. 
   
  In the center, a column of ice rises up to the 
  ceiling. In the heart of it is a single clear gem, 
  pulsing with a strange, bluish light. 
   
  Several months ago, through some of his agents on the 
  plane of air, Mamoon came into the possession of a 
  strange item called the ‘Heart of Ice” – a piece of primal ice. 
  The Heart is imbues with the primal forces of the plane of 
  air, and mammon figured he could awaken these powers 
  – and possibly gain control of the powers of ice and cold 
  – by storing it in a freezing place.  
   
  He stored it here, until he could investigate it 
  further. The business with Karistyne took his mind off 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  this project, but while he is busy, the heart has actually 
  been awakened. It now waits for the first being to call 
  upon its powers. 
   
  Terrain: The cold house is different in that the odd 
  circumstances negate any effects of the plane of fire on 
  fire and water magic. Those magics work normal here. 
   
  The temperature is numbing cold, but aside form 
  being uncomfortable, these do not affect the PCs unless 
  they stay here for longer than an hour. 
   
  Creatures: The first creature to awaken is the ice 
  elemental that mammon uses to keep the cold house 
  active. The elemental should be peaceful, but the 
  presence of the Heart has agitated it and made it 
  aggressive – causing it to attack the moment PCs open 
  the door. 
   
  Besides the ice elemental, Mamoon also placed a 
  ward on the Heart, using a boon of a devil Mamoon once 
  worked for. Whenever someone other than Mammoon 
  comes within ten feet of the Heart, demons are 
  summoned to attack the supposed thief. The number and 
  type of demons depend on the APL. 
   
  APL 2 (EL 4) 
   
  �Ice paraelemental, medium: hp 26; Appendix 1.
   
  �Lemure: hp 9; MM 57. 
   
  APL 4 (EL 6) 
   
  �Ice paraelemental, large: hp 60; Appendix 1. 
   
  �Lemure (3): hp 9; MM 57. 
   
  APL 6 (EL 8) 
   
  �Ice paraelemental, huge: hp 136; Appendix 1. 
   
  �Bearded devil: hp 45; MM 52. 
   
  APL 8 (EL 10) 
   
  �Ice paraelemental, greater: hp 178; Appendix 1. 
   
  �Bearded devil (2): hp 45; MM 52. 
   
  Tactics: Both the paraelemental and the demons fight to 
  the death. The paraelemental however does not leave the 
  cold house, instead using his ranged attacks should PCs 
  retreat outside. 
   
  Treasure: None. 
   
  Development: If the PCs activated the alarm on the gate, 
  let Khankhe escape, or manage to draw the combatants in 
  the cold house outside, the Sarbazan (encounter 7) are 
  alerted to their presence, and now attack from the Guest 
  House (see encounter 7 for details). 
   
  Once all opponents are defeated, what remains is the 
  strange crystal. The crystal pulses, almost hypnotically, as 
  the PCs get near it. A detect magic spell reveal a strong aura 
  of the evocation and conjuration schools. 
   
  A Knowledge (the planes) check reveals the 
  following information: 
   
  DC 10: The item is an elemental gem, likely 
  originating from the plane of air. 
   
  DC 15: It is magically charged with elemental force 
  – in this case, cold. 
   
  DC 20: It is magically charged with elemental force. 
  It is said that such force can be tapped to enhance 
  elemental magic. 
   
  DC 25: The gem located here is primed – ready to 
  give off elemental power.  
   
  DC 30: A mere touch is enough to tap its power – 
  though with great power comes great danger. 
   
  If anyone actually touches (or strikes) the gem, it 
  discharges it’s power. Everyone inside the cold house is 
  basked in a blast of white light and immense cold. 
   
  Unless protected against cold (by endure elements, the 
  Improved Cold Resistance feat, or other protections), a 
  creature in the blast takes 1d6 points of non-lethal cold 
  damage, and is covered with a thin layer of frost. Each PC 
  so affected gains the Heart of Ice entry on the AR.
   
  The gem then dies out, and starts recharging itself 
  (which takes a month). It does not grant the boon again 
  until fully recharged. 
   
  If the PCs desire to destroy it, the Heart has 
  hardness 5 and 30 hp. 
   
  7: THE GUEST HOUSE 
  The following assumes the PCs do not draw undue 
  attention during their foray in the gardens. If they 
  activated the alarm on the gate, let Khankhe escape, or 
  manage to draw the combatants in the cold house 
  outside, the Sarbazan are alerted to their presence, and 
  instead attack immediately after encounter 6. 
   
  Part of this building is created in a similar way as 
  the gates: of red hot, irregular stone and a roof of the 
  blackest obsidian. 
   
  One part of the building however seems to be 
  added as an afterthought, and doesn’t match the 
  same architecture. It is built from massive blocks of 
  white marble and has thick plain glass windows.  
   
  Two double stone doors in the red wall facing 
  the garden form the only entrance. 
   
  If the PCs did not set off any alarms, and approach with 
  some stealth, they are able to look through the windows.  
   
  Three women, dressed in light armor, but each one 
  veiled, sit around a well dressed table, eating and 
  drinking leisurely. They talk amiably, but their 
  demeanor is grim. 
   
  If someone looks through a window allow the Sarbazan a 
  Spot checks to notice. If the women notice the PCs, they 
  immediately attack. Otherwise, the PCs can have the 
  surprise if they desire. Reyna does not waste time on 
  speeches – she simply orders the attack. 
   
  
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  Creatures: The women are called Sarbazan. A 
  Knowledge (local: Core) or bardic lore check reveals the 
  following information: 
   
  DC 15: This allows the PCs to recognize them 
  through their attire, and reveals them to be a reclusive 
  female force of warriors that fight at the side of Rary the 
  Traitor. 
   
  DC 20: The Sarbazan normally patrol the Abbor-Alz. 
  They are all women, all of them veiled. It’s said no man 
  can defeat them. A mysterious veiled woman, referred to 
  as the Rai’dah, leads them. 
   
  DC 25: Why they ally with Rary is unknown – while 
  tough and unforgiving, they have been known to aid the 
  common people, and on occasionally have come into 
  conflict with the orcs that Rary works with.  
   
  DC 30: The Sarbazan’s leader is wanted by Onnwal 
  for acts of treason. Some say she was once loyal, but 
  defected to Rary to become Robilar’s lover. Some say she 
  had his child, and is now pushing for Robilar to become 
  the true master of the Bright. 
   
  The Sarbazan led by Reyna are a small faction within the 
  greater group, that has been working with Mamoon for 
  some time. When Rary cemented his deal with the Grand 
  Sultan, only a few people knew. One of the few to learn 
  of it – through a mysterious intermediary – was Reyna. 
   
  Reyna saw an opportunity: she realized that 
  Karistyne might have information about Rary that, when 
  known, might aid the Sarbazan in establishing their 
  power in the Bright Lands. 
   
  Some research into Mamoon’s activities made Reyna 
  believe that the efreet was perhaps less loyal than he 
  showed – perhaps susceptible to bribery. Hence, she set 
  out to convince the genie to not kill Karistyne, but 
  instead use her to get information on Rary. 
   
  Normally, such naïve behavior would have ended in 
  the warmage’s death, but to her luck, Mamoon turned out 
  to be the exact willing victim to her tales, though for 
  other reasons than she had thought. 
   
  Mamoon was willing to believe Reyna’s tales of 
  secrets held by Karistyne, and thus did not kill her, but 
  instead took her, and some of her allies, prisoner.While 
  he interrogated her, he tasked Reyna to make sure that 
  any enquiries into his work were held off until he was 
  done. Reyna complied, naively expecting Mamoon to 
  share any information he uncovered. 
   
  What Reyna didn’t know, was that she herself was 
  being played. For while Karistyne was kept alive to 
  answer questions she had no answer to, her allies gained 
  knowledge of Mamoon’s involvement, that led them to 
  stage a rescue. 
   
  Reyna and the Sarbazan women with her believe 
  they are doing the right thing. They are all fanatically 
  loyal to each other, and willing to fight to the death for 
  their cause. 
   
  APL 2 (EL 5) 
   
  �Reyna: female human warmage 2; hp 11; 
  Appendix 1. 
   
   
  �Sarbazan (2): female human fighter 2; hp 16; 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Reyna: female human warmage 4; hp 20; 
  Appendix 1. 
   
   
  �Sarbazan (2): female human fighter 4; hp 29; 
  Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Reyna: female human warmage 6; hp 35; 
  Appendix 1. 
   
   
  �Sarbazan (2): female human fighter 6; hp 42; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Reyna: female human warmage 8; hp 45; 
  Appendix 1. 
   
   
  �Sarbazan (2): female human fighter 8; hp 55; 
  Appendix 1. 
   
  Tactics: Reyna tries to stay at the back, using her ranged 
  attacks to the best effect. The Sarbazan enter melee as 
  soon as possible, focusing as groups on individuals, and 
  using their distracting attack ability to aid each other. 
   
  Reyna realizes that the PCs will spoil her entire plan, 
  and Diplomacy cannot cause her to surrender or even 
  stop fighting – only to choose to subdue rather than kill. 
   
   
  Treasure: Equipment of the Sarbazan. 
   
  APL 2: Loot 173 gp; Magic 83 gp, cloak of elemental 
  protection (83 gp); Total 256 gp 
   
  APL 4: Loot 79 gp; Magic 677 gp, cloak of elemental 
  protection (83 gp), +1 breastplate x2 (104 gp each), +1 
  longsword x2 (193 gp each); Total 756 gp 
   
  APL 6: Loot 78 gp; Magic 1396 gp, cloak of elemental 
  protection (83 gp), periapt of health (333 gp), +1 breastplate x2 
  (104 gp each), +1 longsword x2 (193 gp each), +1 short sword 
  x2 (193 gp each); Total 1474 gp 
   
  APL 8: Loot 78 gp; Magic 2729 gp, cloak of elemental 
  protection (83 gp), gloves of dexterity (333 gp), periapt of health 
  (333 gp), +1 breastplate x2 (104 gp each), +1 shock longsword 
  x2 (693 gp each), +1 short sword x2 (193 gp each);Total 
  2807 gp 
   
  Detect Magic Results: cloak of elemental protection 
  (faint abjuration), gloves of dexterity (faint transmutation), 
  periapt of health (faint transmutation), +1 breastplate (faint 
  abjuration), +1 longsword (faint evocation), +1 shock 
  longsword (moderate evocation), +1 short sword (faint 
  evocation) 
   
  Development: Once the Sarbazan are defeated, the PCs 
  can interrogate them or examine the house. With an 
  Intimidate check or a DC 25 Diplomacy check the 
  women are willing to explain their presence. If asked, 
  they can reveal that their leader would not approve of 
  what they were up to – but they feel that sometimes 
  harsh measures must be taken. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 16 
   
  If asked about their leader, they only mention that 
  they work for Rary, Emperor of the Bright Desert. If 
  asked about the leader of the Sarbazan, they simply say 
  that their Rai’dah will lead them to glory. 
   
  Examining the rest of the building reveals a 
  luzurious, though small house, with a bath room, a 
  bedroom for servants, and one guestroom (that is 
  occupied): 
   
  This is a luxurious room, with a bed big enough to 
  hold a horse, and chairs that can seat giants. 
   
  A massive man, red skinned and horned, lies on 
  the bed. He does not move but his chest heaves – a 
  soft rumble indicates he is asleep. On the edge of the 
  bed, next to him, sits a young woman in a gown. A 
  veil covers her face. 
   
  “I have been expecting you,” she says. “The wait 
  was long, but I hope it was worth it.” 
   
  She nods at the silent form. 
   
  ”He sleeps now, but will wake soon. If you have 
  questions, maybe now is the time. I am Yacinth, and 
  I am Sarbazan. But unlike the women you fell, I do 
  the Rai’dah’s will.” 
   
  All APLs 
   
  �Yacinth, female human rogue 6: hp 23; Appendix 
  1. 
   
  �Asn-al-Manuk, efreet: hp 65; MM 115 
   
  The efreet is Asn-al-Manuk, emissary of the Grand Sultan. 
  Asn-al-Manuk came here several days ago to inquiry how 
  far Mamoon was in eliminating Karistyne. Shortly after 
  his arrival, the normal servants were replaced by the 
  Sarbazan, who have kept him here ever since. 
   
  Etiquette dictates that the emissary waits until his 
  host is ready to receive him, and Asn-al-Manuk has 
  reluctantly followed these rules. The emissary is 
  currently asleep. 
   
  The girl is Yacinth, another of the Sarbazan. Yacinth 
  is not hostile – she won’t fight the PCs, but if attacked 
  tries to flee.  
   
  If the PCs ask her, she explains Reyna’s plans. If 
  asked about her own role, that of the Rai’dah, or if the 
  PCs enquire about motives, she adds: 
   
  “Everyone does what they do for a reason. Mamoon 
  played the Sultan for his own gain. My sisters played 
  him for theirs. Who knows who played them? 
   
  In the end, does it matter? You are here, to free 
  those who, without these lies, would have been 
  dead. 
   
  Who told what to who is immaterial. ” 
   
  She does not otherwise reveal anything, and is willing to 
  peaceful go with the PCs if they ask. 
   
  If the PCs wake Asn-al-Manuk, he is initially furious, 
  demanding what they are doing there. Should the PCs 
  explain what they have learned – particularly that 
  Mamoon was holding Karistyne hostage – the emissary 
  calms down. He is still seahting with anger, but this time 
  it is directed to Mamoon. He explains: 
   
  “That double crossing cur! He turned against us? 
  How dare he! The Sultan shall have his hide for this! 
  The death of the Karistyne woman; that was his task. 
  As the Grand Sultan offered to Rary of the Bright as 
  a token of appreciation and to seal the signing over 
  the Tenh gate.” 
   
  If the PCs point out the involvement of the Sarbazaan, 
  the efreet says: 
   
  “Rary’s own women involved? Hmph. I cannot think 
  other than this be a trick of a powerhungry 
  underling. Surely the archmage would not try to 
  pull such trick in a deal of such import to him. The 
  deal over the rift is too important for such play! 
   
  Nay, I will not take this woman and deliver her 
  to the Sultan. Though, as you are instrumental to my 
  freedom, I allow you to take her, and have her 
  judged by her own people.” 
   
  Asn-al-Manuk does not provide further details on the ‘ 
  Tenh gate’, but PCs who played in COR3-12 Endgame may 
  recall that they opened a gate to the plane of fire – and 
  that that gate is likely still open. 
   
  It is up to the PCs on whether they take Yacinth 
  with them or leave her here. If they take her with them, 
  they gain the Mercy for a Maiden AR entry. 
   
  Once the PCs are done, they can leave in peace – 
  they have earned the Sultan’s gratitude, and their actions 
  in the City of Brass will not be held against them. 
   
  Troubleshooting: If the PCs choose to attack the 
  efreet, or cause him to attack, regardless of whether they 
  defeat him, they earn the wrath of the Grand Sultan. 
   
  CONCLUSION 
  If the PCs freed Asn-al-Manuk read Conclusion A: The 
  Sultan’s Grace.  
   
  For PCs that freed the slaves and got away, read 
  Conclusion B: Success.  
   
  For PCs that failed to free the slaves and had to flee, 
  read Conclusion C: Failure. 
   
  CONCLUSION A: THE SULTAN’S GRACE 
  You are held for some time as the Sultan’s forces 
  swarm the gardens, examining the guesthouse 
  before they move towards the mansion. 
   
  You get some odd looks, but at the emissary’s 
  sign they leave you alone. 
   
  “You have proved your use,” the efreet says. “I 
  will allow you to leave, and take your people with 
  you. The Grand Sultan forgives your slight, and in 
  the future may extend his grace. Do not take this as a 
  sign that you can repeat such acts. Next time, we will 
  not be so forgiving.” 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 17 
   
  With that, he rises up in the air, and flys 
  towards the palace. 
   
  The PCs gain the Favor of the Grand Sultan. Continue 
  with Conclusion B or C if appropriate. 
   
  CONCLUSION B: SUCCESS 
  Once back in cold and wet Hardby, the people you 
  freed are brought to the local temple of Pelor From 
  there you immediately go to the Crone’s Head to 
  report the good news to Thrics. It is rather busy in 
  the common room, but it is difficult to miss Thrics 
  and from the look on his face you suspect he already 
  knows. Smiling, he ushers you to sit down, eager to 
  hear your report, offering you a drink. He lets you 
  tell your story, interrupting you many times, asking 
  for clarifications, and apparently already composing 
  a song about your deeds. 
   
  Once you are finished, he smiles, “You have 
  done a great service to Oerth and me and my friends 
  will not forget it. Few, if any would have duplicated 
  your feat and if you don’t mind I would gladly tell 
  this story to the world. Please, enjoy your evening, 
  the drinks are on me. I have to leave you to tell my 
  friends.” With that he drops a pouch of coins on the 
  table, quickly speaks a few words with the innkeeper 
  and than strides out, whistling a merry tune. 
   
  Once the PCs have given Thrics the good news, he gladly 
  pays them the agreed upon price. In addition the PCs also 
  earn Tenser’s Favor. 
   
  If the PCs set off the alarm, and had to flee (did not 
  make it to the guesthouse) or if they attacked Asn-al-
  Manuk, they also gain the Wrath of the Grand Sultan. 
   
  CONCLUSION C: FAILURE 
  Read aloud or paraphrase the following text when the 
  PCs return to the Flanaess without the slaves. 
   
  Once back in cold and wet Hardby you go to the 
  Crone’s Head to report your failure to Thrics. It is 
  rather busy in the common room, but it is difficult 
  to miss Thrics and from the look on his face you 
  suspect he already knows. Grim-faced, He ushers 
  you to sit down, eager to hear your report. He lets 
  you tell your story, only interrupting you a few 
  times, asking for clarifications.  
   
  Once you are finished, he stares at you grimly, 
  “Oerth has lost some great men and women this day. 
  These forces of good are now lost to the plane of 
  fire… 
   
  I will inform their friends, they will be missed.” 
   
  “As for a reward, the agreement was to pay you 
  for their rescue. Hopefully you have more success in 
  the future. May Pelor brighten your days.” With that 
  he rises, walking away, shoulders slumped. 
   
  The PCs gain no additional rewards in addition to what 
  they found in the Burning Mansion, but they do gain the 
  Wrath of the Grand Sultan. 
   
  CAMPAIGN CONSEQUENCES 
  This module has "Campaign Consequences"; that is: the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back story and 
  campaign all information requested is vital. 
   
  Please 
  send 
  your 
  answers 
  to 
  gomez@gryphonhill.com as soon as possible. General 
  comments about the module are also welcomed at this 
  address. 
  1. 
  What APL did you play? 
  2. 
  Did the PCs set off the alarm? 
  3. 
  Did the PCs free the slaves? 
  4. 
  Did the PCs bring back Noy’s body, a part 
  thereof, or his holy symbol?  
  5. 
  Did any PC touch the Heart of Ice? If so who 
  were affected? 
  6. 
  Did the PCs free Asn-al-Manuk? If so did they 
  deliver Yacinth to the efreeti? 
  7. 
  Did any PC die? 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 18 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Gate 
  Defeat the guardians at the gate 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  2: Sand 
  Defeat the keeper and his creatures: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  4: Glass 
  Free the slaves 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  5: Salt 
  Defeat the mephits and the undead 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6: Steam 
  Evade or disable the steam trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Defeat the Heart of Ice Guardans 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  7: The Guest House 
  Defeat the Sarbazan 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Discretionary roleplaying award 
  APL 2  
  120 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  210 XP 
   
  Total Possible Experience 
  APL 2  
  900 XP 
  APL 4  
  1,350 XP 
  APL 6  
  1,800 XP 
  APL 8  
  2,250 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: The Gate 
  APL 2: Loot 154 gp; Magic 12 gp potion of cure light wounds 
  x3 (4 gp each); Total 166 gp. 
   
  APL 4: Loot 267 gp; Magic 12 gp potion of cure light 
  wounds x3 (4 gp each); Total 279 gp. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 19 
    
  APL 6: Loot 442 gp; Magic 12 gp potion of cure light 
  wounds x3 (4 gp each); Total 454 gp. 
    
  APL 8: Loot 169 gp; Magic 2113 gp +3 spear (1525 
  gp), +1 spiked full plate x3 (194 gp each), potion of cure light 
  wounds x3 (4 gp each); Total 2,282 gp. 
   
  2: Sand 
  APL 2: Loot 26 gp; Coin 200gp; Magic 161 gp +1 studded 
  leather armor (98 gp), wand of lesser vigor (63 gp), scroll of 
  attune form (31 gp); Total 419 gp. 
   
  APL 4: Loot 26 gp; Coin 200gp; Magic 244 gp +1 
  studded leather armor (98 gp), cloak of resistance (83 gp); 
  wand of lesser vigor (63 gp), scroll of attune form (31 gp); Total 
  501 gp. 
   
  APL 6: Loot 26 gp; Coin 200gp; Magic 556 gp +1 
  studded leather armor (98 gp), cloak of resistance (83 gp); 
  wand of heat metal (375 gp), scroll of attune form* (31 gp); 
  Total 813 gp. 
   
  APL 8: Loot 26 gp; Coin 200gp; Magic 1223 gp +1 
  beastskin studded leather armor (765 gp), cloak of resistance (83 
  gp); wand of heat metal (375 gp), scroll of attune form (31 gp); 
  Total 1,480 gp. 
   
  4: Glass 
  APL 2: Loot 1 gp; Magic 388 gp, +1 cool chainshirt (388 gp); 
  Total 389 gp. 
   
  APL 2: Loot 1 gp; Magic 388 gp, +1 cool chainshirt 
  (388 gp); Total 389 gp. 
   
  APL 2: Loot 1 gp; Magic 388 gp, +1 cool chainshirt 
  (388 gp); Total 389 gp. 
   
  APL 2: Loot 29 gp; 388 gp, +1 cool chainshirt (388 gp); 
  Total 418 gp. 
   
  7: The Guest House 
  APL 2: Loot 173 gp; Magic 83 gp, cloak of elemental 
  protection (83 gp); Total 256 gp. 
   
  APL 4: Loot 79 gp; Magic 677 gp, cloak of elemental 
  protection (83 gp), +1 breastplate x2 (104 gp each), +1 
  longsword x2 (193 gp each); Total 756 gp. 
   
  APL 6: Loot 78 gp; Magic 1396 gp, cloak of elemental 
  protection (83 gp), periapt of health (333 gp), +1 breastplate x2 
  (104 gp each), +1 longsword x2 (193 gp each), +1 short sword 
  x2 (193 gp each); Total 1474 gp. 
   
  APL 8: Loot 78 gp; Magic 2729 gp, cloak of elemental 
  protection (83 gp), gloves of dexterity (333 gp), periapt of health 
  (333 gp), +1 breastplate x2 (104 gp each), +1 shock longsword 
  x2 (693 gp each), +1 short sword x2 (193 gp each);Total 
  2807 gp. 
   
  Treasure Cap 
  APL 2: 900 gp 
   
   
  APL 4: 1300 gp 
   
  APL 6: 1800 gp 
   
  APL 8: 2600 gp 
   
   
  Total Possible Treasure 
  APL 2: 1,199 gp 
   
   
  APL 4: 1,894 gp 
   
  APL 6: 3,099 gp 
   
  APL 8: 6,956 gp 
   
  ADVENTURE RECORD ITEMS 
  �Souvenirs from the City of Brass: The PCs gain 
  adventure access to the following mundane and magical 
  items (S = Sandstorm, P = Planar Handbook): Mundane – 
  Desert 
  outfitS, 
  filtermaskD, 
  fireproof 
  parchmentP, 
  fireproof clothingP (which can be applied to a new cloak of 
  resistance or cloak of charisma +2), fireproof spellbookP, 
  heatsuit outfitS, keepcool salveS, liquid embersP. 
   
  Magic –+1 bane (elementals) falchion, +1 icy burst long 
  spear, ring of elemental adaptationP, rings of minor energy 
  resistance (fire), ring of minor energy resistance (cold). 
   
  �A Heart of Ice: You have touched the Heart of Ice and 
  your body has been infused with power from the 
  Elemental Plane of Cold. For the next year (from the date 
  noted below), you gain a +1 competence bonus on your 
  caster level for any spell with the cold and/or water 
  descriptor. 
   
   
  To further activate the abilities associated with the 
  element you must perform a ritual, which costs 1 TU and 
  35,000 gp. Once completed, you gain the cold-subtype 
  (becoming immune to cold, and vulnerable to fire). You 
  also gain a +1 competence bonus to your caster level for 
  any spell with the cold and/or water descriptor. (This 
  bonus does not stack with the temporary bonus listed 
  above).  
   
  �Favor of Tenser: Choose one of the following effects 
  below before signing the AR. It might have additional 
  effects in future adventures. 
  ___ Remove 1 disfavor with Karistyne from a previous AR. 
  ___ Add 3 arcane spells to your spellbook for the normal 
  cost and rules. These spells can be of any level, but must 
  be from the Open access list. 
  ___ You gain access to the following spells (assuming they 
  are on the spell list of your class): avoid planar effects, planar 
  bubble, planar tolerance. 
  ___ You gain one time access to one of the following 
  items. You can buy these after any future adventure, but 
  scratch this favor once used: manual of bodily health +1, 
  manual of gainful exercise +1, manual of Quickness of action 
  +1, tome of clear thought +1, tome of leadership and influence 
  +1, tome of understanding +1. 
   
  Scratch this favor once used. 
   
  �Mercy for a Maiden: You chose not to deliver 
  Yacinth to the 
  Grand 
  Sultan. This may have 
  consequences in future adventure. 
   
  �Favor of the Grand Sultan: You gain access to the 
  Elemental Warrior prestige class (Planar Handbook). 
   
  You may also upgrade any suit of armor or shield 
  with fire resistance (and improved fire resistance) or upgrade 
  any weapon with bane (elementals), bane (outsider, element 
  of choice), flaming, or flaming burst. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 20 
   
  You gain a +5 bonus on Diplomacy checks with 
  efreet. 
   
  �Wrath of the Grand Sultan: You are charged with 
  breaking the law in the City of Brass, and the Grand 
  Sultan has declared you persona non grata. The attitudes 
  of evil-aligned native creatures from the Elemental Plane 
  of Fire are automatically one step worse from normal. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Cloak of elemental protection (Adventure, Miniature’s 
  Handbook) 
  • 
  +1 cool chainshirt (Adventure, Sandstorm; 3,650 gp) 
  • 
  Wand of lesser vigor (Adventure, Spell Compendium) 
   
  APL 4 (all of APL 4 plus the following): 
  • 
  Wand of heat metal (Adventure, Sandstorm) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 beastskin studded leather armor (Adventure, Complete 
  Adventurer; 9,175 gp) 
  • 
  +3 spear (Adventure, DMG) 
  • 
  +1 shock longsword (Adventure, DMG) 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 21 
  APPENDIX 1: APL 2
  1. THE GATE 
  HALF-JANNI* GUARDS 
  CR 1 
  *see Sandstorm 165 
  Male half-janni human warrior 1 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Ignan 
  AC 17, touch 11, flat-footed 16; Combat Expertise 
   (+1 Dex, +5 armor, +1 natural) 
  hp 4 (1 HD) 
  Resist fire 5 
  Fort +2, Ref +1, Will +1 
  Speed 20 ft. (4 squares)  
  Melee mwk spiked chain +3 (2d4+1) or 
  Melee spiked gauntlet +2 (1d4+1) or 
  Ranged light crossbow +2 (1d8/x3) 
  Base Atk +1; Grp +1 
  Atk Options Combat Expertise 
  Special Actions planar jaunt 
  Spell-Like Abilities (1/day, CL 1st): 
   2nd—invisibility 
   1st—enlarge person (DC 11), reduce person (DC 11), speak 
  with animals 
  Abilities Str 13, Dex 12, Con 11, Int 13, Wis 12, Cha 10 
  Feats Combat Expertise, Exotic Weapon Proficiency (spiked 
  chain), Improved InitiativeB 
  Skills Intimidate +4, Knowledge (the planes) +4, Listen +3, 
  Spot +3 
  Possessions masterwork spiked chain, light crossbow, 
  dagger, spiked breastplate, spiked gauntlet flask of acid, 
  potion of cure light wounds 
  Planar Jaunt (Sp) Once a day, a half-janni can travel to any 
  elemental plane, the Astral plane, or the Material Plane. 
  This ability is not used in this adventure. 
   
  2. SAND 
  KHANKHE 
  CR 2 
  Male asherati* druid 2 
  *see Sandstorm 139 
  NE medium humanoid (asherati) 
  Init +5; Senses Listen +7, Spot +7 
  Languages Common, Flan, Ignan 
  AC 16, touch 11, flat-footed 14 
   (+1 Dex, +4 armor, +1 natural) 
  hp 16 (2 HD) 
  Resist fire 5 
  Fort +5, Ref +1, Will +5 
  Weakness water vulnerability 
  Speed 30 ft. (6 squares), sand swim 30 ft.  
  Melee mwk scimitar +3 (1d6/18-20) or 
  Ranged sling +2 (1d4) 
  Base Atk +1; Grp +1 
  Combat Gear wand of lesser vigor, scroll of attune form 
  Special Actions body lamp 
  Druid Spells Prepared (CL 2nd): 
   1st—sunstroke* (DC 13), cure light wounds, obscuring mist  
   0—cure minor wounds, detect magic, detect poison, flare (DC 
  12)  
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 8 
  SQ natural dryness 
  Feats Heat EnduranceB, Improved Heat Endurance, Sand 
  SkimmerB 
  Skills Handle Animal +7, Handle Animal +0, Hide +3 (+5 in 
  sandy areas), Knowledge (nature) +2, Knowledge (the 
  planes) +2, Listen +7, Move Silently +3, Spot +7, Survival 
  +9 
  Possessions combat gear plus masterwork scimitar, sling, +1 
  studded leather armor,  
  Water Vulnerability Khankhe hates to get wet and his dry 
  bodies absorb water readily while they are submerged. If 
  completely wet, Khankhe takes a -1 penalty on all attack 
  rolls, ability checks, and skill checks. If he is immersed in 
  water, he cannot hold his breath and must immediately 
  begin making Constitution checks to avoid drowning 
  (DMG 304) 
  Sand Swim (Su) As a merfolk is to the sea, Khankhe is to 
  sand, ash, dust, and even softsand (but not slipsand, 
  packed dirt, or rock). He can sand swim through such 
  materials at his land speed, while wearing light armor or 
  carrying a light load. His speed to drops to 5 feet if he 
  wears heavier armor or carries a medium load. He cannot 
  make any headway through the sand while carrying a 
  heavy load. 
   
  Khankhe breathes normally while under the sands. This 
  supernatural ability doesn’t allow him to breath in 
  mediums other than sand, dust, or ash, nor does it allow 
  him to hold his breath longer than normal in water or 
  dangerous gases.  
  Body Lamp (Su) Khankhe can make his skin glow at will, 
  providing light out to 60 feet and shadow light out to 120 
  feet. In a medium of loose soil, such as sand, dust, or ash, a 
  peculiar quality of the light allows him to make out solid 
  objects up to 60 feet away. Under the sand, this light is 
  sufficient for navigation and general identification of 
  objects, but not for reading, recognizing individuals, or 
  other similar feats of finer perception. This ability does 
  not allow Khankhe to see invisible creatures or creatures 
  with concealment more easily than normal. Other 
  creatures in the sand do not gain this special sight, but 
  they can see the sand take on a warm, orange glow.  
   
  Once per day, as a free action, Khankhe can bring his 
  skin up to full brilliance so rapidly that it can dazzle all 
  creatures within 30 feet for 1 minute. Creatures can avoid 
  this effect with a successful Fortitude save (DC 10). 
   
  FIRE ELEMENT* HYENA 
  CR 1 
  *see Manual of the Planes 191 
  N Medium elemental (augmented animal, fire) 
  Init +2; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +6, Spot +4 
  Languages none 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Immune fire, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Fort +5, Ref +5, Will +1 
  Weakness double damage from cold except on a successful 
  save 
  Speed 50 ft. (10 squares)  
  Melee bite +3 (1d6+3) 
  Base Atk +1; Grp +3 
  Attack Option burn, trip +2 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 22 
  Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6 
  SQ elemental traits, link, share spells 
  Feats Alertness 
  Skills Hide +3 (+7 in tall grass or heavy undergrowth), Listen 
  +6, Spot +4  
  Burn Those hit by the natural weapons of the fire element 
  hyena must succeed at a DC 10 Reflex save or catch fire. 
  The flame burns for 1d4 rounds. 
  Creatures hitting the fire element hyena with natural 
  weapons or unarmed attacks take 1d4 hp fire damage, as if 
  hit by the creature’s attack, and also catch fire unless they 
  succeed at a Reflex save. 
  Trip (Ex) A fire element hyena that hits with its bite attack 
  can attempt to trip an opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the hyena. 
   
  FIRE 
  ELEMENT* 
  TERMITE 
  SWARM**
   
  CR 1 
  *see Manual of the Planes 191 
  **see MM 240 (spider swarm) 
  N swarm of Diminutive elemental (augmented vermin, fire) 
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft., Listen 
  +4, Spot +4 
  Languages none 
  AC 17, touch 17, flat-footed 14 
   (+4 size, +3 Dex) 
  hp 9 (2 HD) 
  Immune fire, weapon damage, spells or effects targeting a 
  specific number of creatures, poison, sleep, paralysis, 
  stunning, mind-affecting effects; not subject to critical 
  hits 
  Fort +3, Ref +3, Will +0 
  Weakness water vulnerability, double damage from cold 
  except on a successful save, +50% damage from area of 
  affect spells or effects 
  Speed 20 ft. (4 squares), climb 20 ft.  
  Melee swarm (1d6 + poison) 
  Base Atk +1; Grp – 
  Space/Reach 10 ft./0 ft. 
  Attack Option burn, distraction, poison (Injury, Fortitude 
  DC 11, 1d3 Str/1d3 Str), smite good 1/day (+2 damage) 
  Abilities Str 1, Dex 17, Con 10, Int –, Wis 10, Cha 2 
  SQ elemental traits, swarm traits, vermin traits 
  Skills Climb +11, Listen +4, Spot +4 
  Burn Those damaged by the fire element swarm must 
  succeed at a DC 9 Reflex save or catch fire. The flame 
  burns for 1d4 rounds. 
  Water Vulnerability Water harms a fire element termite 
  swarm as acid. 
  Distraction: Any living creature that begins its turn with a 
  fire element termite swarm in its space must succeed on a 
  DC 11 Fortitude save or be nauseated for 1 round. The DC 
  is Constitution based. 
  Skills: The fire element termite swarm can always take 10 on 
  a Climb check, even if rushed or threatened. 
   
  3. GLASS 
  FIENDISH KRENSHAR 
  CR 1 
  NE Medium magical beast (extraplanar) 
  Init +2; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +3, Spot +1 
  Languages none 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 11 (2 HD) 
  Resist cold 5, fire 5; SR 7 
  Fort +3, Ref +5, Will +1 
  Speed 40 ft. (8 squares)  
  Melee bite +2 (1d6) and 
  Melee claw +0/+0 (1d4) 
  Base Atk +2; Grp +2 
  Special Action scare 
  Abilities Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 
  Feats Multiattack, TrackB 
  Skills Hide +4, Jump +9, Listen +3, Move Silently +6, Spot +1 
  Scare (Ex/Su) As a standard action, a krenshar can pull the 
  skin back from its head, revealing the musculature and 
  bony structures of its skull. This alone is usually sufficient 
  to scare away foes (treat as a Bluff check with a +3 bonus).  
   
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare spell 
  from a 3rd-level caster (Will DC 13 partial). A creature that 
  successfully saves cannot be affected again by the same 
  krenshar’s scare ability for 24 hours. The shriek does not 
  affect other krenshars. This is a supernatural, sonic mind-
  affecting fear effect. The save DC is Charisma-based. 
   
  GOBLIN WARDEN 
  CR 1 
  NE Small humanoid (goblin) 
  Init +1; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Goblin 
  AC 18, touch 12, flat-footed 17 
   (+1 Size, +1 Dex, +5 armor, +1 shield) 
  hp 5 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Speed 30 ft. (6 squares)  
  Melee morningstar +2 (1d6) or 
  Melee javelin +3 (1d4) 
  Base Atk +1; Grp +1 
  Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 
  Feats Heat Endurance 
  Skills Hide +5, Listen +1, Move Silently +5, Spot +1 
  Possessions javelin, morningstar, light shield, +1 cool 
  chainshirt, desert outfit, keepcool salve 
   
  5. SALT 
  ASHEN HUSK* 
  CR 3 
  *see Sandstorm 137 
  NE Medium undead 
  Init -1; Senses darkvision 60 ft., Listen +0, Spot +0 
  Aura dehydrating aura (10 ft., 1d4 nonlethal and 
  dehydration) 
  Languages none 
  AC 11, touch 9, flat-footed 11 
   (-1 Dex, +2 natural) 
  hp 20 (2 HD); DR 5/slashing 
  Immune mind-affecting, poison, sleep, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal damage, 
  ability drain, energy drain, damage to physical ability 
  scores, fatigue and exhaustion 
  Fort +0, Ref -1, Will +3 
  Speed 30 ft. (6 squares, can’t run)  
  Melee slam +5 (1d6+6) 
  Base Atk +1; Grp +5 
  
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  Atk Options create spawn 
  Abilities Str 18, Dex 8, Con –, Int –, Wis 10, Cha 15 
  SQ undead traits, unholy toughness 
  Feats Toughness 
  Dehydrating Aura (Su) An ashen husk gives off a 10-foot 
  emanation of dehydrating heat. A living creature within 
  10 feet of the ashen husk takes 1d4 points of nonlethal 
  damage from heat each round unless it has at least heat 
  protection 1 (see Appendix 2), and must make a DC 13 
  Fortitude save or be dehydrated (see the dehydrated 
  condition, Appendix 2). A creature that makes its save 
  gains immunity to that ashen husk’s dehydrating aura 
  ability for 24 hours, although it might still take the 
  nonlethal damage from other sources of heat. The 
  nonlethal damage from heat becomes lethal damage for a 
  creature that is dehydrated. The save DC is Charisma 
  based.  
  Create spawn (Su) Creatures killed by an ashen husk’s 
  dehydrating aura rise after 1d4 days as free-roaming ashen 
  husks. They do not posses any of the abilities they had in 
  life.  
   
  6. STEAM 
  ICE PARAELEMENTAL* 
  CR 3 
  *see Manual of the Planes 181 
  N Medium elemental (air, cold, extraplanar) 
  Init +3; Senses darkvision 60 ft., Listen +3, Spot +4 
  Languages Auran, Aquan 
  AC 17, touch 13, flat-footed 14; Dodge, uncanny dodge 
   (+3 Dex, +4 natural) 
  hp 26 (4 HD) 
  Immune cold, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Fort +3, Ref +7, Will +1 
  Weakness double damage from fire except on a successful 
  save 
  Speed 30 ft. (6 squares, can’t run)  
  Melee icicle +6 (1d6+1 + 1d6 cold) 
  Base Atk +3; Grp +4 
  Special Actions chill metal 
  Abilities Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 
  SQ elemental traits 
  Feats Combat Reflexes, Weapon Finesse  
  Skills Listen +3, Spot +4 
  Chill Metal (Su) The ice paramental’s chill metal power 
  functions like the druid spell of the same name, except 
  that it affects everyone within the given radius. It takes 3 
  rounds for affected metal to reach the freezing stage. Once 
  it does, it remains at that stage until the ice paraelemental 
  takes a standard action to end the effect. The metal returns 
  to its starting temperature 2 rounds later, just as with the 
  spell. 
   
  7. THE GUEST HOUSE 
  REYNA 
  CR 2 
  Female human warmage* 2 
  *see Complete Arcane 10 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +2 
  Languages Common, Draconic, Ferral 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +3 armor, +1 shield) 
  hp 11 (2 HD) 
  Fort +1, Ref +1, Will +3 
  Speed 30 ft. (6 squares)  
  Melee shortspear +0 (1d6-1) 
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +1; Grp +0 
  Atk Options Point Blank, armored mage, warmage edge 
  Combat Gear cloak of elemental protection 
  Warmage Spells Known (CL 2nd; ranged touch +2):  
   1st (5/day)—accuracy, burning hands (DC 14), fist of stone, 
  hail of stone, magic missile, lesser orb of acid, lesser orb of cold, 
  lesser orb of electricity, lesser orb of fire, lesser orb of sound, 
  shocking grasp (DC 14), true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of frost  
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15 
  Feats Point Blank, Spell focus (evocation) 
  Skills Concentration +6, Intimidate +7, Knowledge (arcana) 
  +7, Spot +2, Spellcraft +9 
  Possessions spear, light crossbow with 10 bolts, studded 
  leather armor, light wooden shield, desert outfit 
  Armored Mage (Ex) Reyna avoids arcane spell failure as 
  long as she wears light armor and light shields. 
  Warmage Edge (Ex) Whenever Reyna casts a spell that deals 
  hit point damage, she adds her Intelligence bonus (+2) to 
  the amount of damage dealt. A single spell cannot gain 
  this bonus more than once.  
   
  SARBAZAN 
  CR 2 
  Female human ranger 2 
  N Medium humanoid (human) 
   Init +1; Senses Listen +5, Spot +5 
  Languages Common, Ferral, Flan  
  AC 16, touch 11, flat-footed 15; Dodge 
   (+1 Dex, +5 armor) 
  hp 16 (2 HD) 
  Fort +5, Ref +4, Will +0 
  Speed 20 ft. (4 squares)  
  Melee mwk longsword +6 (1d8+2/19-20) or 
  Melee mwk longsword +4 (1d8+2/19-20) and 
  Melee mwk short sword +3 (1d6+1/19-20) 
  Ranged shortbow +3 (1d6/x3) 
  Base Atk +2; Grp +4 
  Atk Options favored enemy humans +2 
  Abilities Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8 
  SQ wild empathy +1 (-3 magical beasts) 
  Feats Dodge, TrackB, Two-Weapon FightingB, Weapon Focus 
  (longsword) 
  Skills Handle Animal +4, Heal +6, Knowledge (geography) 
  +5, Listen +6, Ride +6, Spot +6, Survival +6 
  Possessions masterwork longsword, masterwork short 
  sword, dagger, shortbow with 20 arrows, masterwork 
  breastplate, desert outfit 
   
  YACINTH 
  CR 6 
  female rogue 6 
  N Medium humanoid (human) 
  Init +7; Senses Listen + 10, Spot +10 
  Languages Common, Ferral, Old Oeridian  
  AC 13, touch 13, flat-footed 10; Dodge 
   (+3 Dex) 
  hp 27 (6 HD)  
  Resist evasion 
  Fort +2, Ref +7, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dagger +7 (1d4-1) or 
  
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  Ranged dagger +7 (1d4-1) 
  Base Atk +4; Grp +4 
  Special Actions sneak attack +3d6 
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 14  
  SQ trap sense +2, trap finding 
  Feats Dodge, Improved Initiative, Weapon Finesse  
  Skills Bluff +11, Disguise +11 (+13 when acting), Diplomacy 
  +15, Gather Information +11, Hide +10, Knowledge (local: 
  Core) +12, Listen +10, Sense Motive +10, Spot +10 
  Possessions dagger 
   
  
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  APL 4 
  1. THE GATE 
  MUTHIAXOBIX 
  CR 4 
  Advanced Flamebrother Salamander 
  LE Small outsider (extraplanar, fire) 
  Init +1; Senses darkvision 60 ft., Listen +14, Spot +14 
  Languages Common, Ignan  
  AC 19, touch 12, flat-footed 18 
   (+1 size, +1 Dex, +7 natural) 
  hp 45 (7 HD) 
  Immune fire 
  Fort +7, Ref +6, Will +7 
  Weakness cold vulnerability  
  Speed 20 ft. (4 squares)  
  Melee spear +9/+4 (1d6+1/×3 plus 1d6 fire) and 
  Melee tail slap +7 (1d6 plus 1d6 fire) 
  Base Atk +7; Grp +4 
  Atk Options Power Attack, constrict 1d6 plus 1d6 fire, heat, 
  improved grab 
  Abilities Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13 
  Feats Alertness, Improved Natural Attack, Multiattack 
  Skills Craft (blacksmithing) +8, Hide +15, Listen +14, Move 
  Silently +9, Spot +14 
  Possessions spear 
  Constrict (Ex) Muthiaxobix deals automatic tail slap damage 
  (including fire damage) with a successful grapple check.  
  Heat (Ex) Muthiaxobix generates so much heat that his mere 
  touch deals additional fire damage. Muthiaxobix metallic 
  weapons also conduct this heat.  
  Improved Grab (Ex) To use this ability, Muthiaxobix must 
  hit a creature of up to one size larger than himself with his 
  tail slap attack. He can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  he wins the grapple check, he establishes a hold and can 
  constrict. 
   
  HALF-JANNI GUARDS 
  CR 2 
  Male half-janni* human fighter 1 
  *see Sandstorm 165 
  LE medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Ignan, Infernal 
  AC 18, touch 11, flat-footed 17 
   (+2 Dex, +5 armor, +1 natural) 
  hp 12 (1 HD) 
  Resist fire 5 
  Fort +4, Ref +2, Will +1 
  Speed 20 ft. (4 squares)  
  Melee mwk spiked chain +5 (2d4+4) or 
  Melee spiked gauntlet +4 (1d4+3) or 
  Ranged light crossbow +4 (1d8/x3) 
  Base Atk +1; Grp +4 
  Atk Options Combat Expertise, Improved Trip 
  Special Actions planar jaunt 
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (1/day, CL 1st): 
   2nd — invisibility 
   1st— enlarge person (DC 10), reduce person (DC 10), speak 
  with animals 
  Abilities Str 17, Dex 15, Con 14, Int 14, Wis 12, Cha 8 
  Feats Combat Expertise, Exotic Weapon Proficiency (spiked 
  chain), Improved InitiativeB, Improved Trip 
  Skills Intimidate +3, Knowledge (the planes) +4, Listen +3, 
  Spellcraft +4, Spot +3 
  Possessions combat gear plus masterwork spiked chain, 
  masterwork light crossbow, dagger, masterwork spiked 
  breastplate, spiked gauntlet, flask of acid 
  Planar Jaunt (Sp) Once a day, a half-janni can travel to any 
  elemental plane, the Astral plane, or the Material Plane. 
  This ability is not used in this adventure. 
   
  2. SAND 
  KHANKHE 
  CR 4 
  Male asherati* druid 4 
  *see Sandstorm 137 
  NE Medium humanoid (asherati) 
  Init +5; Senses Listen +10, Spot +10 
  Languages Common, Flan, Ignan 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 natural) 
  hp 29 (4 HD) 
  Resist fire 5 
  Fort +7, Ref +3, Will +8 
  Weakness water vulnerability 
  Speed 30 ft. (6 squares), sand swim 30 ft.  
  Melee mwk scimitar +5 (1d6/18-20) or 
  Ranged sling +4 (1d4) 
  Base Atk +3; Grp +3 
  Special Actions body lamp 
  Combat Gear wand of lesser vigor, scroll of attune form 
  Druid Spells Prepared (CL 3rd): 
   2nd —barkskin, bull’s strength, flaming sphere (DC 16) 
   1st—cure light wounds, sunstroke (DC 15), faerie fire, 
  obscuring mists 
   0—cure minor wounds, detect magic, detect poison, flare (DC 
  14), resistance  
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 16, Cha 8 
  SQ natural dryness, trackless step 
  Feats Heat EnduranceB, Improved Heat EnduranceB, Skill 
  Focus (Concentration), Spell Focus (evocation), Sand 
  SkimmerB 
  Skills Concentration +12, Handle Animal +2, Hide +3 (+5 in 
  sandy areas), Knowledge (nature) +2, Knowledge (the 
  planes) +2, Listen +10, Move Silently +3, Spot +10, Survival 
  +12 
  Possessions combat gear plus masterwork scimitar, sling, +1 
  studded leather armor, cloak of resistance 
  Water Vulnerability Khankhe hates to get wet and his dry 
  bodies absorb water readily while they are submerged. If 
  completely wet, Khankhe takes a -1 penalty on all attack 
  rolls, ability checks, and skill checks. If he is immersed in 
  water, he cannot hold his breath and must immediately 
  begin making Constitution checks to avoid drowning 
  (DMG 304) 
  Sand Swim (Su) As a merfolk is to the sea, Khankhe is to 
  sand, ash, dust, and even softsand (but not slipsand, 
  packed dirt, or rock). He can sand swim through such 
  materials at his land speed, while wearing light armor or 
  carrying a light load. His speed to drops to 5 feet if he 
  wears heavier armor or carries a medium load. He cannot 
  make any headway through the sand while carrying a 
  heavy load. 
   
  Khankhe breathes normally while under the sands. This 
  supernatural ability doesn’t allow him to breath in 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 26 
  mediums other than sand, dust, or ash, nor does it allow 
  him to hold his breath longer than normal in water or 
  dangerous gases.  
  Body Lamp (Su) Khankhe can make his skin glow at will, 
  providing light out to 60 feet and shadow light out to 120 
  feet. In a medium of loose soil, such as sand, dust, or ash, a 
  peculiar quality of the light allows him to make out solid 
  objects up to 60 feet away. Under the sand, this light is 
  sufficient for navigation and general identification of 
  objects, but not for reading, recognizing individuals, or 
  other similar feats of finer perception. This ability does 
  not allow Khankhe to see invisible creatures or creatures 
  with concealment more easily than normal. Other 
  creatures in the sand do not gain this special sight, but 
  they can see the sand take on a warm, orange glow.  
   
  Once per day, as a free action, Khankhe can bring his 
  skin up to full brilliance so rapidly that it can dazzle all 
  creatures within 30 feet for 1 minute. Creatures can avoid 
  this effect with a successful Fortitude save (DC 10). 
   
  FIRE ELEMENT* HYENA 
  CR 3 
  *see Manual of the Planes 191 
  N Medium elemental (augmented animal, fire) 
  Init +3; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +7, Spot +5 
  Languages none 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +4 natural) 
  hp 30 (4 HD) 
  Immune fire, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Resist evasion 
  Fort +7, Ref +7, Will +2 
  Weakness double damage from cold except on a successful 
  save 
  Speed 50 ft. (10 squares)  
  Melee bite +6 (1d6+3+1d4 fire) 
  Base Atk +3; Grp +5 
  Attack Option burn, trip (+2) 
  Abilities Str 15, Dex 16, Con 16, Int 2, Wis 13, Cha 6 
  SQ elemental traits, link, share spells 
  Feats Alertness, Weapon Focus (bite) 
  Skills Hide +4 (+8 in tall grass or heavy undergrowth), Listen 
  +7, Spot +5  
  Burn Those hit by the natural weapons of the fire element 
  hyena must succeed at a DC 12 Reflex save or catch fire. 
  The flame burns for 1d4 rounds. 
   
  Creatures hitting the fire element hyena with natural 
  wepons or unarmed attacks take 1d4 hp fire damage, as if 
  hit by the creature’s attack, and also catch fire unless they 
  succeed at a Reflex save. 
  Trip (Ex) A fire element hyena that hits with its bite attack 
  can attempt to trip an opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the hyena. 
   
  FIRE 
  ELEMENT* 
  TERMITE 
  SWARM**
   
  CR 4 
  *see Manual of the Planes |191 
  **see MM 238 (locust swarm) 
  N swarm of Diminutive elemental (augmented vermin, fire) 
  Init +4; Senses darkvision 60 ft., Listen +4, Spot +4 
  Languages none 
  AC 18, touch 18, flat-footed 14 
   (+4 size, +4 Dex) 
  hp 21 (6 HD) 
  Immune fire, weapon damage, spells or effects targeting a 
  specific number of creatures, poison, sleep, paralysis, 
  stunning, mind-affecting effects; not subject to critical hits 
  Fort +4, Ref +6, Will +2 
  Weakness water vulnerability, double damage from cold 
  except on a successful save, +50% damage from area of 
  affect spells or effects 
  Speed 10 ft. (3 squares), fly 30 ft. (poor) 
  Melee swarm(2d6 + 1d4 fire) 
  Base Atk +4; Grp – 
  Space/Reach 10 ft./0 ft. 
  Attack Option distraction 
  Abilities Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2 
  SQ elemental traits, swarm traits, vermin traits 
  Skills Listen +4, Spot +4 
  Burn Those damaged by the fire element termite swarm 
  must succeed at a DC 12 Reflex save or catch fire. The 
  flame burns for 1d4 rounds. 
   
  Creatures hitting the fire element termite swarm with 
  natural weapons or unarmed attacks take 1d4 hp fire 
  damage, as if hit by the creature’s attack, and also catch fire 
  unless they succeed at a Reflex save. 
  Distraction: Any living creature that begins its turn with a 
  fire element termite swarm in its space must succeed on a 
  DC 12 Fortitude save or be nauseated for 1 round. The DC 
  is Constitution based. 
  Water Vulnerability Water harms a fire element termite 
  swarm as acid. 
   
  4. GLASS 
  GOBLIN WARDEN 
  CR 1 
  NE Small humanoid (goblin) 
  Init +1; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Goblin 
  AC 18, touch 12, flat-footed 17 
   (+1 Size, +1 Dex, +5 armor, +1 shield) 
  hp 5 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Speed 30 ft. (6 squares)  
  Melee morningstar +2 (1d6)  
  Melee javelin +3 (1d4) 
  Base Atk +1; Grp +1 
  Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 
  Feats Heat Endurance 
  Skills Hide +5, Listen +1, Move Silently +5, Spot +1 
  Possessions javelin, morningstar, light shield, +1 cool 
  chainshirt, desert outfit, keepcool salve 
   
  5. SALT 
  FORLORN HUSK* 
  CR 4 
  *see Sandstorm 163 
  NE Medium undead 
  Init -1; Senses darkvision 60 ft., low-light vision, Listen +6, 
  Spot +6 
  Languages Common 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 19 (3 HD); fast healing 2; DR 5/magic 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 27 
  Immune mind-affecting, poison, sleep, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal damage, 
  ability drain, energy drain, damage to physical ability 
  scores, fatigue and exhaustion 
  Fort +1, Ref +4, Will +4 
  Weakness drawn to water 
  Speed 30 ft. (6 squares); spider climb 
  Melee claw +5/+5 (1d6+4) and 
  Melee bit +3 (1d4+2) and 
  Base Atk +1; Grp +5 
  Atk Options improved grab, water drain 
  Special Actions create spawn 
  Abilities Str 18, Dex 17, Con –, Int 11, Wis 13, Cha 10 
  SQ spider climb, undead traits 
  Feats Alertness, Multiattack 
  Skills Hide +6, Listen +6, Move Silently +6, Spot +6 
  Drawn To Water (Ex) If presented with a source of visible 
  water, a forlorn husk must attempt a DC 15 Will save; if it 
  fails, it relinquishes its grip on any victim it might have 
  and goes after the water instead (possibly attempting to 
  disarm the creature holding it). The forlorn husk then 
  spends the next turn drinking the eater as a full round 
  action. A forlorn thus can even be tricked into drinking 
  holy water in the fashion, though it is allowed a DC 15 
  Wisdom check to see if it notices that it is to drink 
  something that can harm it. A forlorn husk that is attacked 
  before it can drink the water immediately turns to that foe 
  and resumes its attacks. Only if left unassaulted during its 
  turn does it consume the water it seizes. 
  Improved Grab (Ex) To use this ability, the forlorn husk 
  must hit a creature with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it gets a hold 
  and can drain water from the victim.  
  Water Drain (Ex) If a living target has an open wound, a 
  forlorn husk can drain moisture form the victim by 
  making a successful grapple check. Each such attack deals 
  2d6 points of desiccation damage to the victim. One ach 
  successful attack, the forlorn husk gains 5 temporary hit 
  points that last for up to 1 hour.  
  Create spawn (Su) A humanoid or monstrous humanoid 
  slain by the desiccation damage caused by a forlorn husk’s 
  water drain attack rises as a forlorn husk 1d2 days later. 
  Spider Climb (Su) A forlorn husk can climb sheer surfaces 
  as though under the effect of a spider climb spell. 
   
  6. STEAM 
  ICE PARAELEMENTAL* 
  CR 5 
  *see Manual of the Planes 181 
  N Large elemental (air, cold, extraplanar) 
  Init +5; Senses darkvision 60 ft., Listen +5, Spot +6 
  Languages Auran, Aquan 
  AC 19, touch 14, flat-footed 14; Dodge, 
   (-1 size, +5 Dex, +5 natural) 
  hp 60 (8 HD); DR 5/-  
  Immune cold, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Fort +5, Ref +11, Will +2 
  Weakness double damage from fire except on a successful 
  save 
  Speed 30 ft. (6 squares, can’t run)  
  Melee icicle +10/+5 (2d6+2 + 2d6 cold) 
  Space/Reach 10 ft./10 ft. 
  Base Atk +5; Grp +7 
  Combat Options Combat Reflexes, 
  Special Actions chill metal 
  Abilities Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11 
  SQ elemental traits 
  Feats Combat Reflexes, Dodge, Weapon Finesse 
  Skills Listen +5, Spot +6 
  Chill Metal (Su) The ice paramental’s chill metal power 
  functions like the druid spell of the same name, except 
  that it affects everyone within the given radius. It takes 3 
  rounds for affected metal to reach the freezing stage. Once 
  it does, it remains at that stage until the ice paraelemental 
  takes a standard action to end the effect. The metal returns 
  to its starting temperature 2 rounds later, just as with the 
  spell. 
   
  7. THE GUEST HOUSE 
  REYNA 
  CR 4 
  Female human warmage* 4 
  *see Complete Arcane 10 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +3 
  Languages Common, Draconic, Ferral 
  AC 15, touch 11, flat-footed 14  
   (+1 Dex, +3 armor, +1 shield) 
  hp 20 (4 HD) 
  Fort +2, Ref +2, Will +4 
  Speed 30 ft. (6 squares)  
  Melee shortspear +1 (1d6-1) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +1 
  Atk Options Point Blank, armored mage, warmage edge 
  Combat Gear cloak of elemental protection 
  Warmage Spells Known (CL 4th; ranged attack +3):  
   2nd (4/day)—blades of fire, continual flame, fire trap (DC 15), 
  fireburst (DC 16), flaming sphere (DC 16), ice knife (ranged 
  touch +7, DC 15), Melf’s acid arrow, pyrotechnics (DC 15), 
  scorching ray, shatter (DC 16), whirling blade 
   1st (7/day)—accuracy, burning hands (DC 15), fist of stone, 
  hail of stone, magic missile, lesser orb of acid, lesser orb of cold, 
  lesser orb of electricity, lesser orb of fire, lesser orb of sound, 
  shocking grasp (DC 15), true strike 
   0 (6/day)—acid splash, disrupt undead, light, flare (DC 14), ray 
  of frost  
  �Already cast 
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 16 
  Feats Extra Edge, Point Blank, Spell Focus (evocation) 
  Skills Concentration +8, Intimidate +10, Knowledge (arcana) 
  +9, Spot +3, Spellcraft +11 
  Possessions spear, light crossbow with 10 bolts, studded 
  leather armor, light wooden shield, desert outfit 
  Armored Mage (Ex) Reyna avoids arcane spell failure as 
  long as she wears light armor and light shields. 
  Warmage Edge (Ex) Whenever Reyna casts a spell that deals 
  hit point damage, she adds her Intelligence bonus (+2) 
  and a +2 bonus for Extra Edge for a total of +4) to the 
  amount of damage dealt. A single spell can only gain this 
  bonus once. 
   
  SARBAZAN 
  CR 4 
  Female human ranger 4 
  N medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +8 
  Languages Common, Ferral, Flan  
  AC 18, touch 11, flat-footed 16; Dodge, Two-Weapon Defense 
  
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   (+1 Dex, +6 armor; +1 shield)  
  hp 29 (4 HD) 
  Fort +6, Ref +5, Will +1 
  Speed 20 ft. (4 squares)  
  Melee +1 longsword +9 (1d8+4/19-20) or 
  Melee +1 longsword +7 (1d8+4/19-20) and 
  Melee mwk short sword +6 (1d6+1/19-20) 
  Ranged shortbow +5 (1d6/x3) 
  Base Atk +4; Grp +6 
  Atk Options distracting attack, favored enemy humans +2 
  Ranger Spells Prepared (CL 2nd): 
   1st— endure elements� 
  �Already cast 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8 
  SQ wild empathy +3 (-1 magical beasts) 
  Feats Dodge, EnduranceB, TrackB, Two-Weapon Defense, 
  Two-Weapon FightingB, Weapon Focus (longsword) 
  Skills Handle Animal +6, Heal +8, Knowledge (geography) 
  +7, Listen +8, Ride +8, Spot +8, Survival +8 
  Possessions+1 breastplate, +1 longsword, masterwork short 
  sword, dagger, shortbow, 20 arrows desert outfit 
  Distracting Attack (Ex) Whenever a Sarbazan hits an 
  enemy with a weapon attack (whether melee or ranged) 
  that enemy is considered flanked by her for the purpose of 
  adjudicating her allies’ attacks. This flanked condition 
  lasts until either the enemy is attacked by one of her allies 
  or until the start of her next turn, whichever comes first. 
  This ability has no effect on creatures that can’t be flanked. 
   
  YACINTH 
  CR 6 
  Female human rogue 6 
  N medium humanoid (human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Common, Ferral, Old Oeridian, 
  AC 13, touch 13, flat-footed 10; Dodge 
   (+3 Dex) 
  hp 23 (6 HD)  
  Resist evasion 
  Fort +2, Ref +7, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dagger +7 (1d4-1) or 
  Ranged dagger +7 (1d4-1) 
  Base Atk +4; Grp +4 
  Special Actions sneak attack +3d6 
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 14  
  SQ trap sense +2, trap finding 
  Feats Dodge, Improved Initiative, Weapon Finesse  
  Skills Bluff +11, Disguise +11 (+13 when acting), Diplomacy 
  +15, Gather Information +11, Hide +10, Knowledge (local: 
  Core) +12, Listen +10, Sense Motive +10, Spot +10 
  Possessions dagger  
   
   
   
   
  
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  APL 6 
  1. THE GATE 
  HALF-JANNI* GUARDS 
  CR 4 
  *see Sandstorm 165 
  Male half-janni human fighter 3 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common, Ignan, Infernal 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +8 armor, +1 natural) 
  hp 27 (3 HD) 
  Resist fire 5 
  Fort +5, Ref +3, Will +2 
  Speed 20 ft. (4 squares)  
  Melee mwk spiked chain +8 (2d4+4) or 
  Melee spiked gauntlet +8 (1d4+3) or 
  Ranged light crossbow +6 (1d8/x3) 
  Base Atk +3; Grp +6 
  Atk Options Combat Expertise, Improved Trip, Power 
  Attack 
  Special Actions planar jaunt 
  Combat Gear potion of cure light wounds 
  Spell-Like Abilities (1/day, CL 3rd): 
   2nd—invisibility 
   1st—enlarge person (DC 10), reduce person (DC 10), speak 
  with animals 
  Abilities Str 17, Dex 15, Con 14, Int 14, Wis 12, Cha 8 
  Feats Combat Expertise, Exotic Weapon Proficiency (spiked 
  chain), Improved InitiativeB, Improved Trip, Power 
  Attack, Weapon Focus(spiked chain) 
  Skills Intimidate +5, Knowledge (the planes) +5, Listen +4, 
  Spellcraft +5, Spot +4 
  Possessions combat gear plus masterwork spiked chain, 
  masterwork light crossbow, dagger, masterwork spiked 
  full plate, spiked gauntlet, flask of acid (2) 
  Planar Jaunt (Sp) Once a day, a half-janni can travel to any 
  elemental plane, the Astral plane, or the Material Plane. 
  This ability is not used in this scenario. 
   
  2. SAND 
  KHANKHE 
  CR 6 
  Male asherati* druid 6 
  *see Sandstorm 137 
  NE Medium humanoid (asherati) 
  Init +5; Senses Listen +12, Spot +12 
  Languages Common, Flan, Ignan 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 natural) 
  hp 42 (6 HD) 
  Resist fire 5 
  Fort +8, Ref +4, Will +9 
  Weakness water vulnerability 
  Speed 30 ft. (6 squares), sand swim 30 ft.  
  Melee mwk scimitar +6 (1d6/18-20) or 
  Ranged sling +5 (1d4) 
  Base Atk +4; Grp +4 
  Special Actions body lamp, wild shape 2/day 
  Combat Gear wand of heat metal, scroll of attune form 
  Druid Spells Prepared (CL 6th): 
   3rd—call lightning (DC 17), greater magic fang, summon 
  desert ally III 
   2nd —barkskin, bull’s strength, chill metal (DC 16) flaming 
  sphere (DC 16) 
   1st—cure light wounds, sunstroke (DC 15), faerie fire, 
  obscuring mists 
   0—cure minor wounds, detect magic, detect poison, flare (DC 
  14), resistance 
  Abilities Str 10, Dex 13, Con 14, Int 12, Wis 16, Cha 8 
  SQ natural dryness, trackless step 
  Feats Heat EnduranceB, Improved Heat EnduranceB, Natural 
  Spell, Skill Focus(Concentration), Spell Focus (evocation), 
  Sand SkimmerB 
  Skills Concentration +14, Handle Animal +4, Hide +3 (+5 in 
  sandy areas), Knowledge (nature) +2, Knowledge (the 
  planes) +2, Listen +12, Move Silently +3, Spot +12, 
  Survival +14 
  Possessions combat gear plus masterwork scimitar, sling, +1 
  studded leather armor, cloak of resistance 
  Water Vulnerability Khankhe hates to get wet and his dry 
  bodies absorb water readily while they are submerged. If 
  completely wet, Khankhe takes a -1 penalty on all attack 
  rolls, ability checks, and skill checks. If he is immersed in 
  water, he cannot hold his breath and must immediately 
  begin making Constitution checks to avoid drowning 
  (DMG 304) 
  Sand Swim (Su) As a merfolk is to the sea, Khankhe is to 
  sand, ash, dust, and even softsand (but not slipsand, 
  packed dirt, or rock). He can sand swim through such 
  materials at his land speed, while wearing light armor or 
  carrying a light load. His speed to drops to 5 feet if he 
  wears heavier armor or carries a medium load. He cannot 
  make any headway through the sand while carrying a 
  heavy load. 
   
  Khankhe breathes normally while under the sands. This 
  supernatural ability doesn’t allow him to breath in 
  mediums other than sand, dust, or ash, nor does it allow 
  him to hold his breath longer than normal in water or 
  dangerous gases.  
  Body Lamp (Su) Khankhe can make his skin glow at will, 
  providing light out to 60 feet and shadow light out to 120 
  feet. In a medium of loose soil, such as sand, dust, or ash, a 
  peculiar quality of the light allows him to make out solid 
  objects up to 60 feet away. Under the sand, this light is 
  sufficient for navigation and general identification of 
  objects, but not for reading, recognizing individuals, or 
  other similar feats of finer perception. This ability does 
  not allow Khankhe to see invisible creatures or creatures 
  with concealment more easily than normal. Other 
  creatures in the sand do not gain this special sight, but 
  they can see the sand take on a warm, orange glow.  
   
  Once per day, as a free action, Khankhe can bring his 
  skin up to full brilliance so rapidly that it can dazzle all 
  creatures within 30 feet for 1 minute. Creatures can avoid 
  this effect with a successful Fortitude save (DC 10). 
   
  FIRE ELEMENT* HYENA 
  CR 4 
  *see Manual of the Planes 191 
  N Medium elemental (augmented animal, fire) 
  Init +3; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +7, Spot +7 
  Languages none 
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +6 natural) 
  hp 45 (6 HD) 
  
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  Immune fire, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Resist evasion 
  Fort +8, Ref +8, Will +3 (+7 against enchantment spells and 
  effects) 
  Speed 50 ft. (10 squares)  
  Melee bite +8 (1d8+4+1d4 fire) 
  Base Atk +4; Grp +7 
  Attack Option trip +3 
  Abilities Str 16, Dex 17, Con 16, Int 2, Wis 13, Cha 6 
  SQ devotion, elemental traits, link, share spells 
  Feats Alertness, Weapon Focus (bite), Improved Natural 
  Attack 
  Skills Hide +4 (+8 in tall grass or heavy undergrowth), Listen 
  +7, Spot +7 
  Burn Those hit by the natural weapons of the fire element 
  hyena must succeed at a DC 14 Reflex save or catch fire. 
  The flame burns for 1d4 rounds. 
   
  Creatures hitting the fire element hyena with natural 
  weapons or unarmed attacks take 1d4 hp fire damage, as if 
  hit by the creature’s attack, and also catch fire unless they 
  succeed at a Reflex save. 
  Trip (Ex) A fire element hyena that hits with its bite attack 
  can attempt to trip an opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the hyena. 
   
  FIRE 
  ELEMENT* 
  TERMITE 
  SWARM**
   
  CR 6 
  *see Manual of the Planes 191 
  **see MM 238 (centipede swarm) 
  N swarm of Diminutive elemental (augmented vermin, fire) 
  Init +4; Senses darkvision 60 ft, tremorsense 30 ft., Listen +0, 
  Spot +4 
  Languages none 
  AC 18, touch 18, flat-footed 14 
   (+4 size, +4 Dex) 
  hp 31 (9 HD); DR 5/magic 
  Immune fire, weapon damage, spells or effects targeting a 
  specific number of creatures, poison, sleep, paralysis, 
  stunning, mind-affecting effects; not subject to critical 
  hits 
  Fort +5, Ref +7, Will +3 
  Weakness water vulnerability, double damage from cold 
  except on a successful save, +50% damage from area of 
  affect spells or effects 
  Speed 20 ft. (4 squares), climb 20 ft.  
  Melee swarm (2d6 + 1d6 fire + poison) 
  Base Atk +6; Grp – 
  Space/Reach 10 ft./0 ft. 
  Attack Option distraction, poison (Injury, Fortitude DC 13, 
  1d4 Dex/1d4 Dex) 
  Abilities Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2 
  SQ elemental traits, swarm traits, vermin traits 
  Skills Climb +12, Listen +0, Spot +4 
  Burn Those damaged by the fire element termite swarm 
  must succeed at a Reflex 15 save or catch fire. The flame 
  burns for 1d4 rounds. 
   
  Creatures hitting the fire element termite swarm with 
  natural weapons or unarmed attacks take 1d6 hp fire 
  damage, as if hit by the creature’s attack, and also catch fire 
  unless they succeed at a Reflex save. 
  Water Vulnerability Water harms a fire element termite 
  swarm as acid. 
  Distraction: Any living creature that begins its turn with a 
  fire element termite swarm in its space must succeed on a 
  DC 13 Fortitude save or be nauseated for 1 round. The DC 
  is Constitution based. 
  Skills: The fire element termite swarm can always choose to 
  take 10 on a Climb check, even if rushed or threatened. 
   
  3. GLASS 
  THE WARDEN 
  CR 5 
  Male half-fiend barghest 
  LE Medium outsider (evil, extraplanar, lawful, shapechanger) 
  Init +8; Senses darkvision 60 ft., scent, Listen +11, Spot +11 
  Languages Goblin, Worg, Infernal, Ignan, Terran 
  AC 21 (26 in goblin form), touch 14, flat-footed 17 (22 in 
  goblin form) 
   (+4 Dex, +7 natural, +5 armor) 
  hp 39 (6 HD); DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 16 
  Fort +7, Ref +9, Will +7 
  Speed 30 ft. (6 squares), fly 30 ft. (average) 
  Melee bite +11 (1d6+5) and 
  Melee claw +6/+6 (1d4+2) 
  Base Atk +6; Grp +11 
  Attack Option Combat Reflexes, smite good 1/day (+6 
  damage) 
  Special Action change shape, feed 
  Spell-Like Abilities (at will, CL 6th): 
   
  At will— blink, levitate, misdirection (DC 15), rage (DC 16) 
   
  3/day—darkness (3/day) 
   
  1/day—charm monster (DC 17), crushing despair (DC 17), 
  desecrate, dimension door, unholy blight (DC 17)  
  Abilities Str 21, Dex 19, Con 15, Int 18, Wis 14, Cha 16 
  SQ pass without trace 
  Feats Combat Reflexes, Improved Initiative, Track 
  Skills Bluff +12, Diplomacy +16, Disguise +12 (+14 acting) , 
  Hide +13 (+17 in wolf form), Intimidate +14, Jump +14, 
  Listen +11, Move Silently +12, Search +13, Sense Motive 
  +11, Spot +11, Survival +11 (+13 following tracks) 
  Possessions javelin, morningstar, +1 cool chainshirt 
  Change Shape (Su) The Warden can assume the shape of a 
  goblin or a wolf as a standard action. In goblin form, he 
  cannot use his natural weapons but can wield weapons 
  and wear armor. In wolf form, he loses its claw attacks but 
  retains its bite attack. 
  Feed (Su) The Warden does not use this ability during the 
  adventure. 
  Pass Without Trace (Ex) When in wolf form the Warden 
  can use pass without trace (as the spell) as a free action. 
  Skills: In wolf form the Warden gains a +4 circumstance 
  bonus on Hide checks. 
   
  5. SALT 
  SALT MUMMY* 
  CR 8 
  *see Monster Manual III 146 
  LE Medium undead 
  Init -1; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Common 
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +9 natural) 
  hp 114 (12 HD) 
  
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  Immune mind-affecting, poison, sleep, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal damage, 
  ability drain, energy drain, damage to physical ability 
  scores, fatigue and exhaustion 
  Fort +4, Ref +3, Will +8 
  Weakness water weakness  
  Speed 30 ft. (6 squares)  
  Melee slam +14 (2d6+12 + dehydrating impact) or  
  Melee touch +14 (dehydrating impact) 
  Base Atk +6; Grp +14 
  Atk Options Cleave, Power Attack 
  Abilities Str 27, Dex 8, Con –, Int 6, Wis 10, Cha 16 
  SQ undead traits, unholy toughness 
  Feats Alertness, Cleave, Improved Natural weapon (slam), 
  Improved Toughness, Power Attack 
  Skills Hide +7, Listen +9, Move Silently +7, Spot +9 
  Dehydrating Impact (Su) Each time a salt mummy touches 
  a living creature, the creature must make a DC 19 
  Fortitude save or take 4d6 points of damage as moisture is 
  evaporated from its body. This impact is especially 
  devastating to plants and creatures with the water subtype 
  (such as water elementals), which instead take 4d8 points 
  of damage. Even on a successful save, a creature still loses 
  moisture, taking half damage. The save DC is Charisma 
  based.  
  Water Weakness All water deals damage to a salt mummy as 
  if it were holy water 
  Unholy Toughness (Ex) A salt mummy gains a bonus to its 
  hit points equal to its Charisma modifier times its Hit 
  Dice 
   
  6. STEAM 
  ICE PARAELEMENTAL* 
  CR 7 
  *see Manual of the Planes 181 
  N Huge elemental (air, cold, extraplanar) 
  Init +7; Senses darkvision 60 ft., Listen +9, Spot +10 
  Languages Auran, Aquan 
  AC 20, touch 15, flat-footed 13; Dodge, Mobility, 
   (-2 size, +7 Dex, +5 natural) 
  hp 136 (16 HD); DR 5/-  
  Immune cold, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Fort +9, Ref +17, Will +5 
  Weakness double damage from fire except on a successful 
  save 
  Speed 30 ft. (6 squares, can’t run)  
  Melee icicle +17/+12/+7 (2d8+4 + 2d8 cold) 
  Space/Reach 15 ft./15 ft. 
  Base Atk +10; Grp +7 
  Combat Options Combat Reflexes 
  Special Actions chill metal 
  Abilities Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 
  SQ elemental traits 
  Feats Combat Reflexes, Dodge, Mobility, Weapon Finesse 
  Skills Listen +9, Spot +10 
  Chill metal (Su) The ice paraelemental’s chill metal power 
  functions like the druid spell of the same name, except 
  that it affects everyone within the given radius. It takes 3 
  rounds for affected metal to reach the freezing stage. Once 
  it does, it remains at that stage until the ice paraelemental 
  takes a standard action to end the effect. The metal returns 
  to its starting temperature 2 rounds later, just as with the 
  spell. 
   
  7. THE GUEST HOUSE 
  REYNA 
  CR 6 
  Female human warmage* 6 
  *see Complete Arcane 10 
  N Medium humanoid (human) 
   Init +1; Senses Listen +0, Spot +4 
  Languages Common, Draconic, Ferral 
  AC 15, touch 11, flat-footed 14; 
   (+1 Dex, +3 armor, +1 shield) 
  hp 35 (6 HD) 
  Immune disease (periapt of health) 
  Fort +4, Ref +3, Will +5 
  Speed 30 ft. (6 squares)  
  Melee shortspear +2 (1d6-1) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +2 
  Atk Options Point Blank, armored mage, warmage edge 
  Combat Gear cloak of elemental protection 
  Warmage Spells Known (CL 6th; ranged touch +4):  
   3rd (4/day)—fire shield, fireball (DC 18), flame arrow, gust of 
  wind (DC 18), ice storm, Leomund’s tiny hut, lightning bolt 
  (DC 18), poison (DC 17), ring of blades, sleet storm, stinking 
  cloud (DC 17) 
   2nd (6/day)—blades of fire, continual flame, fire trap (DC 15), 
  fireburst (DC 17), flaming sphere (DC 17), ice knife (ranged 
  touch +10, DC 15), Melf’s acid arrow, pyrotechnics (DC 15), 
  scorching ray, shatter (DC 17), whirling blade 
   1st (7/day)—accuracy, burning hands (DC 16), fist of stone, 
  hail of stone, magic missile, lesser orb of acid, lesser orb of cold, 
  lesser orb of electricity, lesser orb of fire, lesser orb of sound, 
  shocking grasp (DC 16), true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 15), light, 
  ray of frost  
  Abilities Str 8, Dex 13, Con 14, Int 14, Wis 10, Cha 16 
  Feats Extra Edge, Improved Spell Focus (evocation), Point 
  Blank, Spell Focus (evocation) 
  Skills Concentration +11, Intimidate +12, Knowledge 
  (arcana) +11, Spot +4, Spellcraft +13 
  Possessions light crossbow with 10 bolts, spear, studded 
  leather armor, light wooden shield, desert outfit, periapt of 
  health 
  Armored Mage (Ex) Reyna avoids arcane spell failure as 
  long as she wears to light armor and light shields. 
  Warmage Edge (Ex) Whenever Reyna casts a spell that deals 
  hit point damage, she adds damage equal to her 
  Intelligence bonus (+2) and +2 for Extra Edge for a total of 
  +4). A single spell cannot gain this bonus more than once. 
   
  SARBAZAN 
  CR 6 
  Female human ranger 5/horizon walker 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common, Ferral, Flan, 
  AC 18, touch 11, flat-footed 16; Dodge, Mobility, Two-
  Weapon Defense 
   (+1 Dex, +6 armor; +1 shield) 
  hp 42 (6 HD) 
  Immune fatigue (terrain mastery [desert]) 
  Fort +8, Ref +5, Will +1 
  Speed 20 ft. (4 squares)  
  Melee +1 longsword +11/+6 (1d8+4/19-20) or 
  Melee +1 longsword +9/+4 (1d8+4/19-20) and 
  Melee +1 short sword +8 (1d6+2/19-20) 
  Ranged mwk shortbow +8/+3 (1d6/x3) 
  
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  Base Atk +6/+1; Grp +8 
  Atk Options distracting attack, favored enemy humans +4, 
  favored enemy orcs +2, terrain mastery (desert) 
  Combat Gear +1 longsword, +1 short sword, dagger, 
  masterwork shortbow, 20 arrows 
  Ranger Spells Prepared (CL 2nd): 
   1st— endure elements� 
  �Already cast 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8 
  SQ wild empathy +3 (-1 magical beasts) 
  Feats Dodge, EnduranceB, Mobility, TrackB, Two-Weapon 
  Defense, 
  Two-Weapon 
  FightingB, 
  Weapon 
  Focus 
  (longsword) 
  Skills Handle Animal +8, Heal +9, Knowledge(geography) 
  +8, Listen +10, Ride +10, Spot +10, Survival +10 
  Possessions combat gear plus +1 breastplate, desert outfit 
  Distracting Attack (Ex) Whenever a Sarbazan hits an 
  enemy with a weapon attack (whether melee or ranged) 
  that enemy is considered flanked by her for the purpose of 
  adjudicating her allies’ attacks. This flanked condition 
  lasts until either the enemy is attacked by one of her allies 
  or until the start of her next turn, whichever comes first. 
  This ability has no effect on creatures that can’t be flanked. 
  Terrain Mastery (Desert) (Ex) Sarbazan resists effects that 
  tire her. She is immune to fatigue, and anything that 
  would cause her to become exhausted makes her fatigued 
  instead. He gain a +1 insight bonus on attack and damage 
  rolls against desert creatures 
   
  YACINTH 
  CR 6 
  Female human rogue 6 
  N Medium humanoid (human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Common, Ferral, Old Oeridian 
  AC 13, touch 13, flat-footed 10; Dodge 
   (+3 Dex) 
  hp 23 (6 HD)  
  Resist evasion 
  Fort +2, Ref +7, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dagger +7 (1d4-1) or 
  Ranged dagger +7 (1d4-1) 
  Base Atk +4; Grp +4 
  Special Actions sneak attack +3d6 
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 14  
  SQ trap sense +2, trap finding 
  Feats Dodge, Improved Initiative, Weapon Finesse  
  Skills Bluff +11, Disguise +11 (+13 when acting), Diplomacy 
  +15, Gather Information +11, Hide +10, Knowledge (local: 
  Core) +12, Listen +10, Sense Motive +10, Spot +10 
  Possessions dagger  
   
   
   
  
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  APL 8 
  1. THE GATE 
  HALF-JANNI* GUARDS 
  CR 5 
  *see Sandstorm 165 
  Male half-janni human fighter 4 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common, Ignan, Infernal 
  AC 21, touch 11, flat-footed 20; Combat Expertise, 
   (+1 Dex, +9 armor, +1 natural) 
  hp 34 (4 HD) 
  Resist fire 5 
  Fort +6, Ref +3, Will +2 
  Speed 20 ft. (4 squares)  
  Melee +1 spiked chain +10 (2d4+8) or 
  Melee spiked gauntlet +8 (1d4+4) or 
  Ranged light crossbow +6 (1d8/x3) 
  Base Atk +4; Grp +8 
  Atk Options Combat Expertise, Improved Trip, Power 
  Attack 
  Special Actions planar jaunt 
  Combat Gear potion of cure light wounds  
  Spell-Like Abilities (1/day, CL 4th): 
   2nd—invisibility 
   1st—enlarge person (DC 10), reduce person (DC 10), speak 
  with animals 
  Abilities Str 18, Dex 15, Con 14, Int 14, Wis 12, Cha 8 
  Feats Combat Expertise, Exotic Weapon Proficiency (spiked 
  chain), Improved InitiativeB, Improved Trip, Power 
  Attack, 
  Weapon 
  Focus 
  (spiked 
  chain), 
  Weapon 
  Specialization(spiked chain) 
  Skills Intimidate +6, Knowledge (the planes) +5, Listen +4, 
  Spellcraft +5, Spot +4 
  Possessions combat gear plus masterwork spiked chain, 
  light crossbow, dagger, +1 spiked full plate, spiked gauntlet 
  flask of acid(2) 
  Planar Jaunt (Sp) Once a day, a half-janni can travel to any 
  elemental plane, the Astral plane, or the Material Plane. 
  This ability is not used in this scenario. 
   
  2. SAND 
  KHANKHE 
  CR 8 
  Male asherati * druid 9 
  *see Sandstorm 137 
  NE Medium humanoid (asherati) 
  Init +6; Senses Listen +15, Spot +15 
  Languages Common, Flan, Ignan 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 natural) 
  hp 62 (9 HD) 
  Immune poison 
  Resist fire 5 
  Fort +9, Ref +6, Will +10 
  Weakness water vulnerability 
  Speed 30 ft. (6 squares), sand swim 30 ft.  
  Melee mwk scimitar +8/+3 (1d6/18-20) or 
  Ranged sling +8/+3 (1d4) 
  Base Atk +6/+1; Grp +6 
  Special Actions body lamp, wild shape 3/day, wildshape 
  (Large) 
  Combat Gear wand of heat metal, scroll of attune form 
  Druid Spells Prepared (CL 9th): 
   5th —wall of fire (DC 20) 
   4th —dispel magic, ice storm (DC 19) 
   3rd —call lightning (DC 18), greater magic fang, summon 
  desert ally III, wind wall  
   2nd —barkskin, bull’s strength, chill metal (DC 17), flaming 
  sphere (DC 17) 
   1st—cure light wounds, sunstroke (DC 16), faerie fire, 
  obscuring mists, produce flame 
   0—cure minor wounds (x2), detect magic, detect poison, flare 
  (DC 15), resistance 
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 16, Cha 8 
  SQ natural dryness, trackless step 
  Feats Heat EnduranceB, Improved Heat EnduranceB, 
  Improved Spell Focus (evocation), Natural Spell, Skill 
  Focus (Concentration), Spell Focus (evocation), Sand 
  SkimmerB 
  Skills Concentration +17, Handle Animal +7, Hide +3 (+5 in 
  sandy areas), Knowledge (nature) +2, Knowledge (the 
  planes) +2, Listen +15, Move Silently +3, Spot +15, Survival 
  +17 
  Possessions combat gear plus masterwork scimitar, sling, +1 
  beastskin studded leather armor, cloak of resistance,  
  Water Vulnerability Khankhe hates to get wet and his dry 
  bodies absorb water readily while they are submerged. If 
  completely wet, Khankhe takes a -1 penalty on all attack 
  rolls, ability checks, and skill checks. If he is immersed in 
  water, he cannot hold his breath and must immediately 
  begin making Constitution checks to avoid drowning 
  (DMG 304) 
  Sand Swim (Su) As a merfolk is to the sea, Khankhe is to 
  sand, ash, dust, and even softsand (but not slipsand, 
  packed dirt, or rock). He can sand swim through such 
  materials at his land speed, while wearing light armor or 
  carrying a light load. His speed to drops to 5 feet if he 
  wears heavier armor or carries a medium load. He cannot 
  make any headway through the sand while carrying a 
  heavy load. 
   
  Khankhe breathes normally while under the sands. This 
  supernatural ability doesn’t allow him to breath in 
  mediums other than sand, dust, or ash, nor does it allow 
  him to hold his breath longer than normal in water or 
  dangerous gases.  
  Body Lamp (Su) Khankhe can make his skin glow at will, 
  providing light out to 60 feet and shadow light out to 120 
  feet. In a medium of loose soil, such as sand, dust, or ash, a 
  peculiar quality of the light allows him to make out solid 
  objects up to 60 feet away. Under the sand, this light is 
  sufficient for navigation and general identification of 
  objects, but not for reading, recognizing individuals, or 
  other similar feats of finer perception. This ability does 
  not allow Khankhe to see invisible creatures or creatures 
  with concealment more easily than normal. Other 
  creatures in the sand do not gain this special sight, but 
  they can see the sand take on a warm, orange glow.  
   
  Once per day, as a free action, Khankhe can bring his 
  skin up to full brilliance so rapidly that it can dazzle all 
  creatures within 30 feet for 1 minute. Creatures can avoid 
  this effect with a successful Fortitude save (DC 10). 
   
  FIRE ELEMENT* HYENA 
  CR 5 
  *see Manual of the Planes 191 
  N Medium elemental (augmented animal, fire) 
  
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  Init +4; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +8, Spot +8 
  Languages None 
  AC 25, touch 14, flat-footed 21 
   (+4 Dex, +8 natural) 
  hp 60 (8 HD); DR 5/magic 
  Immune fire, poison, sleep, paralysis, stunning; not subject 
  to critical hits 
  Resist evasion 
  Fort +9, Ref +10, Will +3 (+7 against enchantment spells and 
  effects) 
  Speed 50 ft. (10 squares)  
  Melee bite +11/+6 (1d8+5+1d6 fire) 
  Base Atk +6/+1; Grp +9 
  Attack Option Multiattack, trip +4 
  Abilities Str 18, Dex 18, Con 16, Int 2, Wis 13, Cha 6 
  SQ devotion, elemental traits, link, share spells 
  Feats Alertness, Weapon Focus (bite), Improved Natural 
  Attack 
  Skills Hide +4 (+8 in tall grass or heavy undergrowth), Listen 
  +8, Spot +8 
  Burn Those hit by the natural weapons of the fire element 
  hyena must succeed at a DC 16 Reflex save or catch fire. 
  The flame burns for 1d4 rounds. 
   
  Creatures hitting the fire element hyena with natural 
  wepons or unarmed attacks take 1d4 hp fire damage, as if 
  hit by the creature’s attack, and also catch fire unless they 
  succeed at a Reflex save. 
  Trip (Ex) A fire element hyena that hits with its bite attack 
  can attempt to trip an opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the hyena. 
   
  FIRE 
  ELEMENT* 
  TERMITE 
  SWARM**
   
  CR 6 
  *see Manual of the Planes 191 
  **see MM 238 (centipede swarm) 
  N swarm of Diminutive elemental (augmented vermin, fire) 
  Init +4; Senses darkvision 60 ft., tremorsense 30 ft., Listen 
  +0, Spot +4 
  Languages none 
  AC 18, touch 18, flat-footed 14 
   (+4 size, +4 Dex) 
  hp 31 (9 HD); DR 5/magic 
  Immune fire, weapon damage, spells or effects targeting a 
  specific number of creatures, poison, sleep, paralysis, 
  stunning, mind-affecting effects; not subject to critical hits 
  Fort +5, Ref +7, Will +3 
  Weakness water vulnerability, double damage from cold 
  except on a successful save, +50% damage from area of 
  affect spells or effects 
  Speed 20 ft. (4 squares), climb 20 ft.  
  Melee swarm (2d6 + 1d6 fire + poison) 
  Base Atk +6; Grp – 
  Space/Reach 10 ft./0 ft. 
  Attack Option distraction, poison (Injury, Fortitude DC 13, 
  1d4 Dex/1d4 Dex) 
  Abilities Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2 
  SQ elemental traits, swarm traits, vermin traits 
  Skills Climb +12, Listen +0, Spot +4 
  Burn Those damaged by the fire element termite swarm 
  must succeed at a Reflex 15 save or catch fire. The flame 
  burns for 1d4 rounds. 
   
  Creatures hitting the fire element termite swarm with 
  natural weapons or unarmed attacks take 1d6 hp fire 
  damage, as if hit by the creature’s attack, and also catch fire 
  unless they succeed at a Reflex save. 
  Water Vulnerability Water harms a fire element termite 
  swarm as acid. 
  Distraction: Any living creature that begins its turn with a 
  fire element termite swarm in its space must succeed on a 
  DC 13 Fortitude save or be nauseated for 1 round. The DC 
  is Constitution based. 
  Skills: The fire element termite swarm can always choose to 
  take 10 on a Climb check, even if rushed or threatened. 
   
  3. GLASS 
  ADVANCED HELL HOUND 
  CR 4 
  LE Medium outsider (evil, extraplanar, fire, lawful) 
  Init +5; Senses darkvision 60 ft., scent, Listen +7, Spot +7 
  Languages cannot speak but understand Infernal 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +3 armor, +5 natural) 
  hp 33 (6 HD) 
  Immune fire 
  Fort +6, Ref +6, Will +5 
  Weakness cold vulnerability 
  Speed 40 ft. (8 squares) 
  Melee bite +7 (2d6+1+1d6 fire)  
  Base Atk +6; Grp +7 
  Special Action breath weapon 
  Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 
  Feats Run, Improved Initiative, Improved Natural Attack, 
  TrackB 
  Skills Hide +15, Jump +14, Listen +9, Move Silently +15, Spot 
  +9, Survival +9 (+17 following tracks)  
  Possessions masterwork studded leather barding 
  Breath Weapon (Su) 10-foot cone, once every 2d4 rounds, 
  damage 2d6 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
   
  THE WARDEN 
  CR 8 
  Male half-fiend greater barghest 
  LE large outsider (evil, extraplanar, lawful, shapechanger) 
  Init +8; Senses darkvision 60 ft., scent, Listen +16, Spot +16 
  Languages Goblin, Worg, Infernal, Ignan, Terran 
  AC 23 (28 in goblin form), touch 13, flat-footed 19 (24 in 
  goblin form) 
   (-1 size, +4 Dex, +10 natural, +5 armor) 
  hp 76 (9 HD); DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 19 
  Fort +10, Ref +10, Will +10 
  Speed 40 ft. (8 squares), fly 40 ft. (average) 
  Melee bite +15 (1d8+7) and 
  Melee claw +10/+10 (1d6+3) 
  Base Atk +9; Grp +20 
  Attack Option Combat Reflexes, smite good 1/day (+9 
  damage) 
  Special Action change shape, feed 
  Spell-Like Abilities (at will, CL 9th): 
   
  At will— blink, invisibility sphere, levitate, misdirection (DC 
  18), rage (DC 19) 
   
  3/day—darkness  
   
  1/day— charm monster (DC 17), crushing despair (DC 17), 
  desecrate, dimension door, mass bull’s strength, mass enlarge 
  person (DC 17), unholy blight (DC 17) 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 35 
  Abilities Str 24, Dex 19, Con 18, Int 22, Wis 18, Cha 22 
  SQ pass without trace 
  Feats Combat Casting, Combat Reflexes, Improved 
  Initiative, Track 
  Skills Bluff +17, Climb +19, Diplomacy +18, Disguise +14 
  (+16 acting) , Hide +12 (+16 in wolf form), Intimidate +19, 
  Jump +25, Listen +16, Move Silently +15, Search +18, 
  Sense Motive +16, Spot +16, Survival +16 (+18 following 
  tracks) Tumble +18  
  Possessions javelin, morningstar, +1 cool chainshirt 
  Change Shape (Su) The Warden can assume the shape of a 
  goblin or a wolf as a standard action. In goblin form, he 
  cannot use his natural weapons but can wield weapons 
  and wear armor. In wolf form, he loses its claw attacks but 
  retains its bite attack. 
  Feed (Su) The Warden does not use this ability during the 
  adventure. 
  Pass Without Trace (Ex) When in wolf form the Warden 
  can use pass without trace (as the spell) as a free action. 
   
  5. SALT 
  SALT MUMMY* FIGHTER 
  CR 8 
  *see Monster Manual III 146 
  Male undead fighter 2 
  LE Medium undead 
  Init -1; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Common 
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +9 natural) 
  hp 159 (14 HD) 
  Immune mind-affecting, poison, sleep, paralysis, stunning, 
  disease, death effects, critical hits, nonlethal damage, 
  ability drain, energy drain, damage to physical ability 
  scores, fatigue and exhaustion 
  Fort +7, Ref +3, Will +8 
  Weakness water weakness  
  Speed 30 ft. (6 squares)  
  Melee slam +18 (2d6+15 + dehydrating impact) or  
  Melee touch +18 (dehydrating impact) 
  Base Atk +8; Grp +18 
  Atk Options Blind Fight, Cleave, Great Cleave, Power Attack 
  Abilities Str 31, Dex 8, Con –, Int 6, Wis 10, Cha 20 
  SQ undead traits, unholy toughness 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, Improved 
  Natural weapon (slam), Improved Toughness, Power 
  Attack 
  Skills Hide +7, Intimidate +7, Listen +9, Move Silently +7, 
  Spot +9 
  Dehydrating Impact (Su) Each time a salt mummy touches 
  a living creature, the creature must make a DC 22 
  Fortitude save or take 4d6 points of damage as moisture is 
  evaporated from its body. This impact is especially 
  devastating to plants and creatures with the water subtype 
  (such as water elementals), which instead take 4d8 points 
  of damage. Even on a successful save, a creature still loses 
  moisture, taking half damage. The save DC is Charisma 
  based. . 
  Water Weakness All water deals damage to a salt mummy as 
  if it were holy water. 
   
  7. THE GUEST HOUSE 
  REYNA 
  CR 8 
  Female human warmage* 8 
  *see Complete Arcane 10 
  N Medium humanoid (human) 
  Init +3; Senses Listen +0, Spot +5 
  Languages Common, Draconic, Ferral 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +5 armor, +1 shield) 
  hp 45 (8 HD) 
  Immune disease (periapt of health) 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. (6 squares)  
  Melee shortspear +3 (1d6-1) 
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +4; Grp +3 
  Atk Options Point Blank, Sudden Empower, armored mage 
  (medium), warmage edge 
  Combat Gear cloak of elemental protection 
  Warmage Spells Known (CL 8th; ranged touch +7):  
   4th (3/day)—blast of flame (DC 17), contagion (DC 17), 
  Evard’s black tentacles, orb of acid (DC 17), orb of cold (DC 
  17), orb of electricity (DC 17), orb of fire (DC 17), orb of force 
  (DC 17), orb of sound (DC 17), phantasmal killer (DC 17), 
  shout (DC 17), wall of fire (DC 17) 
   3rd (6/day)— fire shield, fireball (DC 18), flame arrow, gust of 
  wind (DC 18), ice storm, Leomund’s tiny hut, lightning bolt 
  (DC 18), poison (DC 17), ring of blades, sleet storm, stinking 
  cloud (DC 17) 
   2nd (7/day)—blades of fire, continual flame, fire trap (DC 15), 
  fireburst (DC 17), flaming sphere (DC 17), ice knife (ranged 
  touch +15, DC 15), Melf’s acid arrow, pyrotechnics (DC 15), 
  scorching ray, shatter (DC 17), whirling blade 
   1st (7/day)— accuracy, burning hands (DC 16), fist of stone, 
  hail of stone, magic missile, lesser orb of acid (ranged touch 
  +7), lesser orb of cold, lesser orb of electricity, lesser orb of fire, 
  lesser orb of sound, shocking grasp (DC 16), true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 15), light, ray 
  of frost 
  Abilities Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 16 
  Feats Extra Edge, Improved Spell Focus (evocation), Point 
  Blank, Spell Focus (evocation), Sudden EmpowerB 
  Skills Concentration +13, Intimidate +14, Knowledge 
  (arcana) +13, Spot +5, Spellcraft +15 
  Possessions combat gear plus spear, light crossbow with 10 
  bolts, breastplate, light wooden shield, desert outfit, gloves 
  of dexterity, periapt of health 
  Armored Mage (Ex) Reyna avoids arcane spell failure as 
  long as she wears medium armor and light shields. 
  Warmage Edge (Ex) Whenever Reyna casts a spell that deals 
  hit point damage, she adds her Intelligence bonus (+2) 
  and +3 for Extra Edge for a total of +5) to the amount of 
  damage dealt. A single spall cannot gain this bonus more 
  than once. 
   
  SARBAZAN 
  CR 8 
  Female human ranger 6/horizon walker 2 
  N Medium humanoid (human) 
  Init +2; Senses darkvision 60 ft., Listen +12, Spot +12 
  Languages Common, Ferral, Flan, 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility, Two-
  Weapon Defense 
  (+2 Dex, +6 armor,+1 shield) 
  hp 55 (6 HD) 
  Immune fatigue (terrain mastery [desert]) 
  Fort +10, Ref +7, Will +2 
  Speed 20 ft. (4 squares)  
  
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  Page 36 
  Melee +1 shock longsword +13/+8 (1d8+4 + 1d6 electricity /19-
  20) or 
  Melee +1 shock longsword +11/+6 (1d8+4 + 1d6 electricity/19-
  20) and 
  Melee +1 short sword +10/+5 (1d6+2/19-20) 
  Ranged masterwork shortbow +11/+6 (1d6/x3) 
  Base Atk +8/+3; Grp +10 
  Atk Options distracting attack, favored enemy humans +4, 
  favored enemy orcs +2, terrain mastery (desert, 
  underground) 
  Combat Gear Ranger Spells Prepared (CL 2nd): 
   1st— endure elements�, resist energy 
  �Already cast 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8 
  SQ wild empathy +3 (-1 magical beasts) 
  Feats Dodge, EnduranceB, Improved Two-Weapon FightingB, 
  Mobility, TrackB, Two-Weapon Defense, Two-Weapon 
  FightingB, Weapon Focus (longsword) 
  Skills Handle Animal +10, Heal +10, Knowledge (geography) 
  +9, Listen +12, Ride +12, Spot +12, Survival +12 
  Possessions +1 shock longsword, +1 short sword, dagger, 
  masterwork shortbow with 20 arrows, +1 breastplate, desert 
  outfit  
  Distracting Attack (Ex) Whenever a Sarbazan hits an 
  enemy with a weapon attack (whether melee or ranged) 
  that enemy is considered flanked by her for the purpose of 
  adjudicating her allies’ attacks. This flanked condition 
  lasts until either the enemy is attacked by one of her allies 
  or until the start of her next turn, whichever comes first. 
  This ability ahs no effect on creatures that can’t be flanked. 
   
  This ability replaces the Sarbazan’s animal companion. 
  Terrain mastery (Desert) (Ex) Sarbazan resist effects that 
  tire her. She is immune to fatigue, and anything that 
  causes her to become exhausted makes her fatigued 
  instead. She gain a +1 insight bonus on attack and damage 
  rolls against desert creatures 
  Terrain mastery (Underground) (Ex) Sarbazan gains a +1 
  insight bonus on attack and damage rolls against 
  underground creatures. 
   
  YACINTH 
  CR 6 
  Female human rogue 6 
  N Medium humanoid (human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Common, Ferral, Old Oeridian 
  AC 13, touch 13, flat-footed 10; Dodge 
   (+3 Dex) 
   
  hp 23 (6 HD)  
  Resist evasion 
  Fort +2, Ref +7, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dagger +7 (1d4-1) or 
  Ranged dagger +7 (1d4-1) 
  Base Atk +4; Grp +4 
  Special Actions sneak attack +3d6 
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 14  
  SQ trap sense +2, trap finding 
  Feats Dodge, Improved Initiative, Weapon Finesse  
  Skills Bluff +11, Disguise +11 (+13 when acting), Diplomacy 
  +15, Gather Information +11, Hide +10, Knowledge (local: 
  Core) +12, Listen +10, Sense Motive +10, Spot +10 
  Possessions dagger  
   
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  HEAT DANGERS 
  Source: Sandstorm (page 12) 
  For game purposes, air temperature falls into one of the 
  following nine temperature bands described on table 1-
  1. 
   
  Table 1-1:Temperature Bands 
  -51°F or lower 
  Unearthly cold 
  -50°F to -21°F 
  Extreme cold 
  -20°F to 0°F 
  Severe Cold 
  1°F to 40°F 
  Cold 
  41°F to 60°F 
  Moderate 
  61°F to 90°F 
  Warm 
  91°F to 110°F 
  Hot 
  111°F to 140°F 
  Severe Heat 
  141°F to 140°F 
  Extreme Heat 
  181°F to 140°F 
  Unearthly Heat 
  211°F or higher 
  Burning Heat 
   
  Temperatures in the hot band or above can be 
  hazardous to unprepared characters. Characters can 
  take damage from such extreme heat, a condition 
  generally referred to as heatstroke. At lower 
  temperatures, this damage starts of as nonlethal while 
  the character is still conscious, but it becomes lethal for 
  those already rendered unconscious by heatstroke 
  (with no saving throw allowed). A character who takes 
  any nonlethal damage from heatstroke is considered 
  fatigued. 
   
  A character with the Survival skill can receive a 
  bonus on saving throws against heat and dessication 
  damage, and can apply his bonus to other characters as 
  well. See the skill description, page 83 of the Player’s 
  Handbook. 
   
  The levels of protection described here refer to a 
  character’s protective measures against heat (see 
  Protection against Heat, below). 
   
  Hot: In this temperature band, unprotected 
  characters must make Fortitude saving throws each 
  hour (DC 15, +1 for each previous check) or take 1d4 
  points of nonlethal damage. Characters wearing heavy 
  clothing or any kind of armor take -4 penalties on their 
  saves. 
   
  Characters whose protection against heat is at least 
  level 1 are safe at this temperature range and need not 
  make the save. 
   
  Severe 
  Heat: 
  In 
  this 
  temperature 
  band, 
  unprotected characters must make successful Fortitide 
  saving throws once every ten minutes (DC 15, +1 for 
  each previous check) or take 1d4 points of non-lethal 
  damage. Characters wearing heavy clothing or any 
  kind of armor take -4 penalties on their saves. 
   
  To be completely protected against severe heat, a 
  character must have protection level 2 or higher. A 
  character with protection level 1 is considered partially 
  protected, and such characters must attempt this 
  saving throw only once per hour. 
   
  Extreme Heat: In this temperature band, 
  unprotected characters take 1d6 points of lethal 
  damage per 10 minutes (no save). In addition, 
  unprotected characters must make Fortitude saving 
  throws (DC 15, +1 for each previous check) every 10 
  minutes or take 1d4 points of non-lethal damage. 
  Characters wearing heavy clothing or any kind of 
  armor take -4 penalties on their saves. In addition, 
  those wearing metal armor or coming into contact with 
  very hot metal are affected as if by a heat metal spell 
  (which lasts as long as the character remains in the area 
  of extreme heat). 
   
  A character must have protection level 3 or higher 
  to be protected against extreme heat. Level 2 is 
  considered partially protection, and such characters 
  take damage and make saving throws once per hour 
  instead of once per 10 minutes. Level 1 provides no 
  protection. 
   
  Unearthly Heat: In this temperature band 
  unprotected characters take 1d6 points of lethal 
  damage and 1d4 points of nonlethal damage per round 
  (no save). In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as 
  if by a heat metal spell (which lasts as long as the 
  character remains in the area of unearthly heat). 
   
  Characters with protection level 4 or higher are 
  safe at this temperature range. Levels 2 and 3 are 
  considered partial protection, and such characters take 
  damage once per 10 minutes instead of once per round. 
  Level 1 provides no protection. 
   
  Burning Heat: In a region in this temperature 
  band, characters take 2d10 points of fire damage per 
  round. In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as 
  if by a heat metal spell (which lasts as long as the 
  character remains in the area of burning heat). 
  Generally,. nonsupernatural methods of protections 
  against heat offer no protection in areas of burning 
  heat, and various levels of heat protection are 
  meaningless if the creature is on fire unless it is 
  immune or resistant to fire. 
   
  Treating Heatstroke 
  Nonlethal damage from heatstroke (including the 
  accompanying fatigue) cannot be recovered until a 
  character gets cooled off – by reaching shade, surviving 
  until nightfall, getting doused in water, being targeted 
  by endure elements, or the equivalent. Once the 
  character is cooled or reaches a cooler environment (a 
  temperature of 90 degrees or lower), the character 
  responds normally to healing that removes nonlethal 
  damage. When the character recovers the nonlethal 
  damage taken from heatstroke, the fatigue penalties 
  also end.  
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  Protection against Heat 
  Few people venture into the wastes without some form 
  of protection from heat. By far the most common 
  means of protection is dressing appropriately in 
  flowing, light clothing or staying near shade or water. 
  Magical protection further improves the chance to 
  survive in hot, dry climates. In addition, special devices 
  and alchemical concoctions can aid desert travel. 
   
  A character’s protection against heat dangers is 
  described by level of protection, which ranged form 1 
  to 5 or higher. Such levels of protection do not confer 
  any special fire resistance – a red dragon’s breath still 
  does the same damage. However, equipment that 
  provides a bonus on saving throws against heat dangers 
  contributes its bonus whether it’s complete, partial, or 
  ineffective protection against that degree of heat. Thus, 
  even though keepcool salve is not efficient to offer 
  even partial protection against extreme heat, a 
  character with keepcool salve still adds the item’s +1 
  circumstance bonus on saves against nonlethal damage 
  dealt by an extremely hot environment. 
   
  To determine your protection level, begin with 
  your baste protection levela s determine din Table 1-2, 
  and then add any applicable equipment modifiers from 
  Table 1-3. 
   
  Table 1-2: Base Protection Level Against Heat 
  0 
  Creature with no heat adaptations 
  1 
  Creature with Heat Endurance feat 
  1 
  Nondesert coldblooded animal or vermin 
  1 
  Monsters native to hot climates 
  2 
  Desert animal or vermin 
  2 
  Monsters native to waste terrain 
  3 
  Creatures with endure elements spell or effect 
   
  Table 1-3: Equipment Modifier to Base Heat 
  Protection 
  0 
  No special equipment
  +1 
  Armorbright 
  +1 
  Desert outfit or heatsuit outfit 
  +1 
  Keep cool Salve 
  +2 
  Hydration suit 
  +3 
  Improvised Shelter 
   
  Resistance to Fire 
  A character with a spell or effect granting resistance to 
  fire applies this resistance to both lethal and nonlethal 
  damage from hot temperatures.  
   
  DEHYDRATION 
  Source: Sandstorm (page 15) 
  As the body loose fluids, biological processes begin to 
  break down. This leads to in pallor, shaking, nausea, 
  and eventually, a complete collapse of the nervous 
  system. Though dehydration can occur in any 
  environment, the combination of high heat and low 
  humidity typical on waste environments makes is an 
  omnipresent threat there. 
   
  As note don page 304 of the Dungeon Master’s 
  Guide, a character must consume 1 gallon of water per 
  day top avoid dehydration. In particular hot 
  environments (those above 90º F), characters need 
  double the normal amount. The amount of water 
  required to avoid dehydration increases by 1 gallon per 
  temperature band higher than hot (sp 3 gallons ins 
  evere heat, 4 in extreme heat, and so on). A creature 
  can go without water for a number of hours equal to 24 
  + its Constitution score. After this time, the creature 
  must make a successful Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points 
  of nonlethal damage. In particular hiot environments 
  (those above 90º F), the time a creature can go without 
  water is reduced, as described in Tabel 1-4. 
   
  Table 1-4: Dehydration Times 
  Temperature (Band) 
  Time 
  Before 
  Con Checks 
  90°F (warm or lower) 
  24+ Con hours 
  91°F - 110°F (hot) 
  12+ Con hours 
  111°F -140°F (severe heat) 
  6+ Con hours 
  141°F -140°F (extreme heat) 
  3+ Con hours 
  181°F -140°F (unearthly heat) 
  Con hours 
  211°F or higher (burning ) 
  ½ Con Hours 
   
   
  Being Dehydrated 
  A lack of sufficient water can cause individuals to 
  become dehydrated – a new condition described here. 
   
  Degydrated: Characters who have taken nonlethal 
  damage form lack of water are considered dehydrated 
  and become fatigued. In addition, if a dehydrated 
  character would take nonlethal damage from hot 
  conditions, that damage instead becomes lethal 
  damage. 
   
  A character who falls unconscious from nonlethal 
  damage due to thirst begins to take the same amount of 
  lethal damage instead. Damage from thirst, whether 
  lethal or nonlethal, cannot be recovered until the 
  character has bene treated (see below); not even magic 
  that restores hit points heals this damage. 
   
  Treating Dehydration 
  A character who has taken nonlethal damage from lack 
  of water must be treated with long-term care (see the 
  Heal skill description, page 75 pf the Player’s Handbook) 
  to recover. This treatment requires 24 hours ofcare and 
  double the normal amount of water required per day 
  for the conditions (for instance, 2 gallons of water in 
  normal conditions). If the character also has taken 
  lethal damage from lack of water or from a hot 
  environment, add 5 to the Heal DC and double the 
  time required to recover (48 hours). Once this Heal 
  check ahs succeeded, the damage taken by the 
  character can be restored through the normal means. 
   
  Alternatively, certain spells can be used to 
  rehydrate a character in place of the recovery time, 
  water, and Heal check. The hydrate spell (Sandstorm, 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  page 117) accomplishes this function, as does the heal 
  spell. 
   
  Magical Dessication Damage 
  Sandstorm introduces dessication damage, a new 
  category of damage that spells, and ins some acses, the 
  atatcls of creatures, can deal. Dessication is not an 
  energy type, but certain spells and effects can provide 
  enhanced protection against dessication damage. 
  Plants and creatures of the water subtype are especially 
  vulnerable to dessication damage, and they often take 
  extra damage forms uch effects. 
   
  Sometimes, but not always, spells that deal 
  dessication damage can render a victim dehydrated (a 
  new condition, see above). Other spells and special 
  abilities can render a creature dehydrated without 
  dealing magical dessication damage. Essentially, 
  delaing 
  magical 
  dessication 
  damage 
  does 
  not 
  automatically make a creature dehydrated, and 
  becoming dehydrated does not mean a creature 
  automatically takes dessication damage. 
   
  SAND AND WIND 
  Source: Sandstorm 18. 
   
  Sand Travel 
  Fields of deeps and can impede the movement of 
  creatures that cannot fly, float, or otherwise stay off the 
  ground when traveling. Most creatures do not 
  automatically sink all the way into deeps and. A hard 
  crust of dried mud or salt can make the surface hard 
  enough to support some weight. Sand that has been 
  stabilized by desert growth is generally safe to walk on. 
   
  The following new terrain features are provided to 
  supplement those found under Desert Terrain on page 
  91 of the Dungeon Master’s Guide. 
   
  Shallow Sand: Shallow sand is much more 
  common in desert areas than deeps and. Areas covered 
  by this terrain have a layer of loose sand about 1 foot 
  deep. It costs 2 squares of movement to move into a 
  square with shallow sand, and the DC of Tumble 
  checks in such a square increases by 2. 
   
  Deep Sand: Deep sand is most often found in 
  deep deserts near areas of rolling dunes and fierce 
  storms. Many creatures unfamiliar with desert terrain 
  mistake deepsand for quicksand, although deepsand is 
  not nearly as deadly. Areas covered by this terrain 
  feature have a layer of loose sand up to 3 feet deep. It 
  costs medium or larger creatures 3 squares of 
  movement to move into a square with deep sand. It 
  costs Small or smaller creatures 4 squares of movement 
  to move into a square with deep sane. Tumbling is 
  impossible in deep sand. 
   
  Sand Crust: A sand crust appears as normal solid 
  ground. Usually formed forma hardened crust of dried 
  mud or salt, sand crust sometimes cover areas of 
  shallow sand (or, very rarely, deep sand). If a creature 
  weighing more than 100 pounds (including equipment 
  carried) enters a square covered with a sand crust, it 
  breaks through to the sand below. The creature treats 
  the square as shallow sand or deep sand, whichever lies 
  below that square of sand crust, and it must deal with 
  the effects of the sand on movement as described 
  above. Creatures moving through an area of sand crust 
  leave a trail in their wake, turning the sand crust they 
  pass through into shallow sand or deeps and squares as 
  applicable. 
   
  Creatures weighing 100 pounds or less can treat 
  sand crust as normal terrain. 
   
  MUNDANE EQUIPMENT 
  Desert outfit 
  This outfit consists of loose, billowy clothing to keep 
  the wearer cool and protected from the sun while in 
  hot, dry desert terrain. It includes a caftan, turban, 
  scarf, loose pantaloons, and sandals or high cloth boots. 
  This outfit counts as light clothing and offers limited 
  protection against some waste hazards. The protection 
  it offers against heat is negated if the wearer also dons 
  armor. 
   
  Source: Sandstorm 101. 
   
  Filtermask 
  A filter mask is a fine cloth mesh, usually of silk or 
  cotton, that covers your mouth and nose. Cords or 
  straps fasten the cloth around the back of your head to 
  provide a good seal. A filter mask grants a +2 bonus on 
  saves against gas-based effects. It negates the effects of 
  suffocation from dust or sand, as well as the effects of 
  supernatural or magical dust for up to 4 hours. After 
  this time, the mesh is clogged with grit and can no 
  longer allow air to pass through freely. A clogged filter 
  mask requires thorough laundering before it can be 
  reused, but most travelers simply replace it with fresh 
  fabric. 
   
  Source: Sandstorm 100. 
   
  Fireproof Parchment 
  Not strictly parchment, this writing material is made of 
  hide from animals found on the Elemental Plane of 
  Fire, and it retains the creatures’ immunity to fire. 
  Thus, fireproof parchment does not catch fire when 
  exposed to a fire-dominant plane or environment. 
   
  Source: Planar Handbook 71. 
   
  Fireproof Clothing 
  As with fireproof parchment, this clothing is made 
  from the hides of animals that have natural immunity 
  to fire, making the clothing safe to wear in fire-
  dominant environments. Any style of clothing can be 
  made from the material; the cost simply increases by 50 
  gp.  
   
  Source: Planar Handbook 71. 
   
  Fireproof Spellbook 
  With pages made of fireproof parchment (see above), 
  covered in leather made from fire-resistant animals, 
  and bound with steel, a fireproof spellbook does not 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  catch fire when exposed to a fire-dominant plane or 
  environment 
   
  Source: Planar Handbook 71. 
   
  Heatsuit outfit 
  This suit is designed to protect against heat. It consist 
  of heavy pants, and coat, a specially treated leather 
  apron, thick mittens, a thick hood, and goggles. A 
  heatsuit prevents 3 points of lethal or nonlethal 
  damage per round from hot environments. Although 
  the outfit is heavy clothing, its heat-resistant materials 
  negate the usual -4 penalty on Fortitude saves against 
  damage dealt by hot environments. 
   
  Source: Sandstorm 101. 
   
  Keepcool salve 
  This small clay pot contains several ounces of a pearly 
  ointment, enough to cover one Medium creature. 
  Applying the ointment to your kin increases your level 
  of protection against heat by one step. The salve also 
  grants a +1 circumstance bonus on Fortitude saves to 
  resist damage from hot environments. 
   
  Source: Sandstorm 102. 
   
  Liquid Embers 
  Liquid embers is a sticky adhesive goo not unlike 
  alchemist’s fire, except that liquid embers contains ash 
  or soot of an object burned with fire from the 
  Elemental Plane of Fire. A flask of liquid embers can be 
  thrown as a splash weapon. Treat this attack as a ranged 
  touch attack with a range increment of 10 feet. A direct 
  hit deals 3d6 fire damage. Every creature within 5 feet 
  of the point where the flask hits takes 1d6 points of fire 
  damage from the splash. On the round following a 
  direct hit, the target takes an additional 3d6 points of 
  damage. If desired, the target can take a full-round 
  action to attempt to extinguish the flames before 
  taking this additional damage. Extinguishing the 
  flames requires a DC 17 reflex save. Rolling on the 
  ground provides the target a +2 bonus on the save. 
  Leaping into a lake or magically extinguishing the 
  flames automatically smothers the fire. 
   
  Source: Planar Handbook 76. 
   
  MAGIC ITEMS 
  Beastskin Armor 
  First created by powerful druids, armor with this 
  special ability is particularly useful to characters of that 
  sort. Whenever you use the wildshape class feature 
  while wearing a suit of armor with the beastskin 
  property, you can expend an additional daily use of 
  your wildshape ability to cause the armor to be 
  transformed with you. When sue din this manner, the 
  beastskin armor becomes a suit of armor fitted for your 
  new form rather than merging with your body. The 
  armor continues to grant its armor bonus, applying the 
  appropriate armor check penalty, slowing your 
  movement rate, and otherwise functioning as a suit of 
  armor fitted to the new form. The armor’s weight 
  increases or decreases to match your new size (and 
  shape, if you assume a quadrupedal form) and therefore 
  might affect your carrying capacity differently than it 
  does in your natural form. 
   
  If in your natural form you are proficient with the 
  type of armor to which the beastskin quality has been 
  supplied, then you are proficient with the beastksin 
  armor when you are transformed, regardless of what 
  shape you take. 
   
  This special ability can be applied only to armor, 
  not to shields. 
   
  Strong transmutation; CL 13th; Craft Magic Arms 
  and Armor, ironwood; Price +2 bonus 
   
  Source: Complete Adventurer 127. 
   
  Cloak of Elemental Protection 
  This cloak, woven with threads of various colors, 
  protects the wearer from energy attacks. Once per day, 
  as a swift action, the wearer can activate the cloak and 
  gain resistance 10 against a type of energy of the 
  wearer’s choice (acid, cold, electricity or fire). The 
  wearer can activate the cloak when it is not his turn. 
  The wearer therefore can respond to an energy attack 
  by immediately activating the cloak and choosing the 
  attack’s energy type. 
   
  The cloak can be used only after being worn 
  continuously for 24 hours. If it is taken off, it becomes 
  inactive until it is again donned and worn for a full 24 
  hours. 
   
  Faint abjuration, CR 3rd; Craft Wondrous Item, 
  resist energy; Price 1,000 gp 
   
  Source: Miniatures Handbook 43. 
   
  Cool Armor 
  This special ability can be placed only on a suit of 
  armor. The suit’s wearer does not take the normal -4 
  penalty on Fortitude saves to resist the effects of hot 
  environments. 
   
  Faint abjuration; CL 3rd; Craft Magic Arms and 
  Armor, endure elements; Price +2,400 gp 
   
  Source: Sandstorm 130. 
   
  FEATS 
  Heat Endurance [General] 
  Either as a result of growing up in the wastes, or by 
  training your body and mind to ignore the effects of 
  searing heat, you can exist with ease in high 
  temperature environments. 
   
  Prerequisite: Base Fortitude save +2 
   
  Benefit: You gain a +2 bonus on saving throws vs. 
  fire effects. You can exist comfortably in temperatures 
  up to 120º F without having to make Fortitude saves. 
  Your protection against heat is level 1. 
   
  Improved Heat Endurance [General] 
  You can survive in even the most extreme natural heat 
  conditions. 
   
  Prerequisite: Base Fortitude save +6, Heat 
  Endurance 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 41 
   
  Benefit: You gain fire resistance 5. If you already 
  have fire resistance, it increases by 5. You can exist 
  comfortably in temperatures up to 160º F without 
  having to make Fortitude saves. Your protection 
  against heat is level 3. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point immediately. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his bonus feats. 
   
  Source: Complete Warrior 101. 
   
  Practiced Spellcaster 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you later gain noncaster-level HD you may be able to 
  apply the rest of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level 
  fighter who selects this feat would increase his caster 
  level from 5th to to 8th (since he has 8 HD). If he later 
  gained a fighter level, he would gain the remainder of 
  the bonus and his cleric caster level would become 9th 
  (since he now has 9 HD). 
   
  This does not affect your spells per day or spells 
  known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who has selected this feat twice 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster 
   
  Source: Complete Arcane 82. 
   
  Sand Skimmer [General] 
  You are particularly adept at moving over sand. 
   
  Benefit: You treat shallow sand as normal terrain 
  and deep sand as shallow sand. Sand crust does not 
  break between your feet, allowing you to move atop it 
  as if it were normal terrain. 
   
  Special: This feat can be taken twice, allowing a 
  creature to treat all sand as normal terrain. Its effects 
  also stack similarly with other abilities that improve 
  movement over sand. 
   
  Source: Sandstorm52. 
   
   
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation.  
     Prerequisite: Any metamagic feat.  
     Benefit: Once per day, you can apply the effect of the 
  Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use.Empower pell normally 
  if you have it. 
   
  Source: Complete Arcane 83. 
   
  SPELLS 
  Accuracy  
  Transmutation  
  Level: Warmage 1, wu jen 1  
  Components: V,S,M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched  
  Duration: 10 min./level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless object)  
  When you cast this spell, you enhance one or more 
  thrown weapons or one projectile weapon to improve 
  its chance of hitting distant targets. For the duration of 
  the spell, the range increment for the affected weapon 
  or weapons is doubled.  
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
   
  Source: Complete Arcane 96. 
   
  Attune Form 
  Transmutation  
  Level: Clr3, Drd3, Sor/Wiz 4 
  Components: V,S,M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One creature/ 3 levels 
  Duration: 24 hours 
  Saving Throw: None  
  Spell Resistance: No 
  You touch the pebble against your allies flesh and bring them 
  into attunement with the plane. 
   
  This spell allows you to attune the affected creatures to 
  the plane you are currently on, negating the harmful 
  effects of that plane. Affected creatures gain the 
  protections listed in the avoid planar effects spell. 
   
  Arcane Material Component: A bit of stone or earth 
  from your home plane 
   
  Source: Spell Compendium 17. 
   
  Avoid Planar Effects 
  Transmutation  
  Level: Clr2, Drd2, Sor/Wiz 3 
  Components: V 
  Casting Time: 1 immediate action  
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  Range: 20 ft. 
  Targets: One creature/level in a 20 ft. radius burst 
  centered on you 
  Duration: 1 minute/level 
  Saving Throw: None  
  Spell Resistance: Yes (harmless) 
  The danger of the planes surprises you, and you have barely 
  time to bark out a few elder words of power. In a moment 
  you’re safe, and you gain a brief respite – time enough to cast 
  more permanent protective spells. 
   
  You gain a temporary respite from the natural effects of 
  a specific plane. These effects include extremes in 
  temperature, lack of air, poisonous fumes, emanations 
  of positive or negative energy, or other attributes of the 
  plane itself (DMG 150). 
   
  Avoid planar effects provides protection from the 
  3d10 points of fire damage that creatures normally take 
  when on a plane with the fire-dominant trait. Avoid 
  planar effects allows a creature to breathe water on a 
  water-dominant plane and ignore the threat of 
  suffocation on an earth-dominant plane. A character 
  protected by avoid planar effects can’t be blinded by the 
  energy of a major positive-dominant plane and 
  automatically stops gaining temporary hit points when 
  they equal the characters full normal hit point total. 
  Negative-dominant planes don’t deal damage or bestow 
  negative levels to character protected by avoid planar 
  effects. 
   
  In addition, some effects specific to a plane are 
  negated by avoid planar effects. In the D&D cosmology, 
  avoid planar effects negates the deafening effect of 
  Pandemonium and the cold damage on the Cania layer 
  of the Nine Hells. The DM can add additional 
  protections for a cosmology he creates. If the campaign 
  has the Elemental Plane of Cold, for example, avoid 
  planar effects protects against the base cold damage dealt 
  to everyone on the plane. 
   
  The effects of gravity traits, alignment traits, and 
  magic traits aren’t negated by avoid planar effects, nor is 
  the special entrapping trait of certain planes (such as 
  Elysium and Hades). 
   
  The spell does not provide protection against 
  creatures, native or otherwise, nor does it protect 
  against spells, special abilities, or extreme and 
  nonnatural formations within the plane. This spell 
  allows you to survive on the Elemental Plane of Earth, 
  for instance, but it won’t protect you if you walk into a 
  pool of magma on that same plane. 
   
  Source: Spell Compendium 19. 
   
  Blades of Fire  
  Conjuration (Creation) [Fire]  
  Level: Ranger 2, sorcerer/wizard 2, warmage 2  
  Components: V  
  Casting Time: 1 swift action  
  Range: Touch  
  Targets: Up to two melee weapons you are wielding  
  Duration: 1 round  
  Saving Throw: None  
  Spell Resistance: No 
  Flames sheathe your melee weapons, harming neither 
  you nor the weapons but possibly burning your 
  opponents. Your melee weapons each deal an extra 1d6 
  points of fire damage. This damage stacks with any 
  energy damage your weapons already deal.  
   
  Source: Spell Compendium 31 
   
  Blast of Flame 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S, M  
  Casting Time: 1 Standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
  Flames fill the area, dealing 1d6 points of fire damage 
  per caster level (maximum 10d6) to any creature in the 
  area that fails its saving throw.  
   
  Material Component: A bit of wick soaked in oil.  
   
  Source: Spell Compendium 31. 
   
  Fireburst 
  Evocation [Fire)  
  Level: Sorcerer/wizard 2, warmage2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 5 ft.  
  Effect: Burst of fire extending 5 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes  
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8).  
   
  Material Component: A bit of sulfur. 
   
  Source: Spell Compendium 93. 
   
  Fist of Stone 
  Transmutation [Earth]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minute  
  You transform one of your hands into a mighty fist of 
  living stone, gaining a +6 enhancement bonus to 
  Strength for purposes of attacks, grapple checks, or 
  breaking and crushing items. In addition, you gain the 
  ability to make one natural slam attack as a standard 
  action, dealing 1d6 points of damage plus your new 
  Strength bonus (or 1-1/2 times your Strength bonus if 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 43 
  you make no other attacks that round). au can make 
  the slam attack as a natural secondary attack with the 
  normal -5 penalty (or -2 penalty if you have the Multi-
  attack feat; See page 304 of the Monster Manual) as 
  part of a full attack action. However, you cannot gain 
  more than one slam attack per round with this spell 
  due to a high base attack bonus (+6 or higher).  
   
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would 
  normally be while under the spell's effect.  
   
  Material Component: A pebble inscribed with a 
  stylized fist design.  
   
  Source: Spell Compendium 94 
   
  Ice Knife 
  Conjuration (Creation) [Cold]  
  Level: Assassin 2, Wu Jen 2 (water), Warmage 2  
  Components: S, M  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One icy missile  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
  A magical shard of ice blasts from your hand and 
  speeds to its target. You must succeed on a normal 
  ranged attack to hit (with a +2 bonus on the attack roll 
  for every two caster levels). If it hits, an ice knife deal 
  2d8 points of cold damage plus 2 points of Dexterity 
  damage (no Dexterity damage on a successful Fortitude 
  save). Creatures that have immunity to cold damage 
  also take no Dexterity damage automatically.  
  A knife that misses creates a shower of ice crystals in a 
  10-foot-radius burst (see Missing with a Thrown 
  Weapon, page 158 of the player's Handbook, to 
  determine where the shard hits). The icy burst deals 
  ld8 points of cold damage to all creatures within the 
  area of the effect (Reflex half).  
  Material Component: A drop of water or piece of ice.  
   
  Source: Spell Compendium 119. 
   
  Orb of Acid 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 4, warmage 4 Components: V, 
  S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: 0  
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target.  
  A creature struck by the orb take damage and becomes 
  sickened by the acid's noxious fumes for 1 round. A 
  successful Fortitude save negates the sickened effect 
  bur does not reduce the damage.  
   
  Source: Spell Compendium 150. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target.  
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher.  
   
  Source: Spell Compendium 150. 
   
  Orb of Cold 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 4, warmage 4 
  Effect: One orb of cold  
  This spell functions like orb of acid, except that it deals 
  cold damage. In addition, a creature struck by an orb of 
  cold must make a Fortitude save or be blinded for 1 
  round instead of being quickened.  
   
  Source: Spell Compendium 151. 
   
  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of cold  
  This spell functions like Lesser orb of acid, except that 
  it deals cold damage.  
   
  Source: Spell Compendium 151. 
   
  Orb of Electricity 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 4, warmage4  
  Effect: One orb of electricity  
  This spell functions like orb of acid, except that it deals 
  electricity damage. In addition, a creature wearing 
  metal armor truck by an orb of electricity must make a 
  Fortitude save or be entangled for 1 round instead of 
  being sickened.  
   
  Orb of Electricity, Lesser 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of electricity  
  This spell functions like lesser orb of acid, except that 
  it deals electricity damage.  
   
  Source: Spell Compendium 151. 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  Orb of Fire 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S 
  Effect: One orb of fire  
  This spell functions like orb of acid, except that it deals 
  fire damage. In addition, a creature struck by an orb of 
  fire must make a Fortitude save or be dazed for 1 round 
  instead of being sickened.  
   
  Source: Spell Compendium 151. 
   
  Orb of Fire, Lesser 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 1, warmage 1 Effect: One orb of 
  fire  
  This spell functions like lesser orb of acid, except it 
  deals fire damage.  
   
  Source: Spell Compendium 151. 
   
  Orb of Force 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One orb of force  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6).  
   
  Source: Spell Compendium 151. 
   
  Orb of Sound 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 4, warmage4  
  Effect: One orb of sonic energy  
  This spell functions like orb of acid, except that it deals 
  1d4 points of sonic damage per level (maximum 15d4). 
  In addition, a creature struck by an orb of sound must 
  make a Fortitude save or be deafened for 1 round 
  instead of being sickened.  
   
  Source: Spell Compendium 151. 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy  
  This spell functions like lesser orb of acid, except it 
  deals 1d6 points of sonic damage, plus an additional ld6 
  points of damage per two caster levels beyond 1st: 2d6 
  at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher.  
   
  Source: Spell Compendium 151. 
   
  Ring of Blades 
  Conjuration (Creation) Level: Cleric 3, warmage 
  Components: V, S,M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 min./level  
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into any squares adjacent to your space, and it moves 
  with you as you move. Each round on your turn, 
  starting when you cast the spell, the blades deal1d6 
  points of damage +1 point per caster level (maximum 
  +10) to all creatures in the affected area.  
   
  The blades conjured by a lawful aligned cleric are 
  cold iron, those conjured by a chaotic-aligned cleric are 
  silver, and those conjured by a cleric who is neither 
  lawful nor chaotic are steel.  
   
  Material Component: A small dagger.  
   
  Source: Spell Compendium 177. 
   
  Whirling Blade 
  Transmutation  
  Level: Bard 2, sorcerer/wizard 2, warmage 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Effect: 60-ft. line  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  As you cast this spell, you hurl a single slashing 
  weapon at your foes, magically striking at all enemies 
  along a line to the extent of the spell's range. You make 
  a normal melee attack, just as if you attacked with the 
  weapon in melee, against each foe in the weapon's 
  path, but you can choose to substitute your 
  Intelligence or Charisma modifier (as appropriate for 
  your spellcasting class) for your Strength modifier on 
  the weapon's attack rolls and damage rolls. Even if your 
  base attack bonus would normally give you multiple 
  attack rolls, a whirling blade gets only one attack (at 
  your best attack bonus) against each target. The 
  weapon deals damage just as if you had swung it in 
  melee, including any bonuses you might have from 
  ability scores or feats.  
   
  No matter how many targets your weapon hits or 
  misses, it instantly and unerringly returns to your hand 
  after attempting the last of its attacks.  
  Focus: A slashing melee weapon that the caster hurls. 
   
  Source: Spell Compendium 238. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  DM MAP 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 46 
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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   CRITICAL EVENTS SUMMARY 
  Thank you for judging COR7S-01 City of Brass (Low Level). Please fill out this form and give it to the head judge 
  Coordinator. E-mail all results to gomez@gryphonhill.com. 
   
  What APL did you play? 
  APL 2 
  APL 4 
  APL 6 
  APL 8 
   
  Did the PCs set off the alarm? 
  Yes 
  No 
   
  Did the PCs free the slaves? 
  Yes 
  No 
   
  Did the PCs bring back Noy’s body, a part thereof? 
  Yes 
  No 
   
  Did any PC touch the Heart of Ice? 
  Yes 
  No 
  Who were affected? 
   
   
   
   
   
   
   
  Did the PCs free Asn-al-Manuk? 
  Yes 
  No 
   
  Did the PCs they deliver Yacinth to the efreeti? 
  Yes 
  No 
   
  Did any PC die? 
  Yes 
  No 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/597/CORS7-01 City of Brass/CORS7S-01 City of Brass LL.pdf