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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  CORS4-01 
   
   
   
   
   
   
  Sea of Dust 
  High Level Version (APL 10+) 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Core Special Adventure 
  by Jason Bulmahn, David Christ, and Craig Hier 
   
   
  'Time is the fire in which we burn' - Those words echo in your head as your stare across the endless sea of dust before 
  you. The mighty Suel empire, once admired and feared by all, once stood here. Now the fire that burns has washed it 
  clean and time has buried and forgotten it. Sometimes things best left forgotten do not remain so and things thought 
  long dead and swept away in the fires of time return. The shifting winds and dust has revealed a ruined city deep in the 
  Sea of Dust. Time to grab the shovels and see what lurks beneath the dust. A Core Special scenario for APLs 2-16.  This 
  scenario will only be available for play at Winter Fantasy 2004 and select over-seas conventions. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 3 
   
   
  3. 
  Sum the results of 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. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a special one-round Core adventure, set in the Sea 
  of Dust.  All characters pay two Time Units per round.  
  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. 
  Adventure Background 
  This adventure takes place primarily with the expanse 
  known as the Sea of Dust. So for those not familiar with it 
  we have included here some material that was original 
  found in the Living Greyhawk Gazetteer to give you a 
  basic foundation for the area. 
  The Invoked Devastation: The root cause of the 
  animosity between the Suel Imperium and the Baklunish 
  Empire is lost in time, but the end result of their final war 
  haunts even the modern day. After decades of conflict, 
  the Suloise Mages of Power called down the Invoked 
  Devastation upon the Baklunish, resulting in an 
  apocalypse so complete that its true form remains 
  unknown. Entire cities and countless people were purged 
  from Oerth, leaving few signs of the great civilization 
  that thrived from the Sulhaut Mountains to the Dramidj 
  Ocean.  
  In retaliation, a cadre of Baklunish wizard-clerics, 
  gathered in the great protective stone circles known as 
  Tovag Baragu, brought the Rain of Colorless Fire upon 
  their hated enemies. The skies above the Suel Imperium 
  opened, and all beings and things beneath this shining 
  rift in the heavens were burned into ash. So terribly did 
  these attacks plague the world that they have come to be 
  called the Twin Cataclysms, a term understood by nearly 
  every resident of the Flanaess. The Dry Steppes and Sea 
  of Dust are geographical reminders of this unbridled 
  magical power, now lost to all people – perhaps for the 
  better. 
  # of Animals 
  Mundane 
  Animals Effect on 
  1 
  2 
  3 
  4 
  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 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  C
  R
  7 
  7 
  9 
  10 
  11 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 4 
  The Sea of Dust:  A bleak desert of powdery gray ash fills 
  this enormous basin that was formerly the Suel 
  Imperium. A fertile landscape once extended for 1,000 
  miles west and south until it was inundated by the Rain 
  of Colorless Fire, sent in retaliation by the survivors of 
  the Baklunish Empire after it had been brought low by 
  the Invoked Devastation cast by the Suloise a 
  millennium ago. 
  What remains is an endless vista of ash and dust shaped 
  into dunes. Howling desert winds often whip the surface 
  into choking clouds that strip flesh from bone, making 
  vision impossible and breathing a torment. This 
  environment is made even worse by the addition of 
  volcanic ash and cinders that rain down from the 
  Hellfurnaces to cover the already ghastly landscape. 
  Below the dusty surface, the ash is packed and nearly 
  hard as rock; no plant will grow here. 
   
  So that gives you a brief overview of what created the Sea 
  of Dust and the nature of it. Needless to say it is a very 
  inhospitable place and nobody in their right mind goes 
  there. Thankfully for the forces of woe most of the 
  members of the Dustdiggers are not in their right mind.  
  In COR3-16 Lerara, the players were forced on a hectic 
  journey through the bowls of the Hellfurnace Mountains 
  (this range of mountains separates most of the Flanaess 
  from the Sea of Dust) looking for a cure for a disease. 
  Thanks to their quick actions they saved the village of 
  Darkgate from certain doom. At the end of their journey 
  they found a strange stone square with a circle of runes 
  on it. This was a teleportation circle that lead deep out 
  into the Sea of Dust to a similar pad. Surrounding this 
  pad could be seen the tips of building buried in the 
  shifting dust. Unable to investigate further they returned 
  to Dark Gate to tell their tale.  
  Shortly after the players returned, the Dustdiggers (a 
  Yeomanry organization that deals in the Sea of Dust and 
  exploring it) having heard their tale, journeyed to this 
  buried city and began excavating it. They hoped to find 
  ancient Suel artifacts and perhaps additional information 
  on what happened that fateful day a thousand years ago. 
  Of course what they found was death, pain, and fiery 
  deaths.  
  Their excavations uncovered part of an Ancient Suel city 
  called Kro Traaman. During the height of the Suel 
  Imperium it was the capital of the region that now 
  borders the Hellfurnaces. Now, like the rest of the 
  Imperium, it’s a giant ruin buried in the dust.  
  The teleport circle that the players found in Lerara was 
  once part of a greater network but now only a few still 
  remain.  As the Dustdiggers uncovered more of the area 
  surrounding the teleport circle they found additional 
  circles. While there might have once been a way to 
  control where you ended up, the means to do so has been 
  lost to time. Now when you step on one you are 
  randomly sent to another one. Eventually you will end up 
  in the hidden valley in the Hellfurnaces inside the Suel 
  Tomb there, and from there you can return through the 
  Slerotin Tunnel.  
  So the weeks passed and the Dustdiggers uncovered 
  more and more of the surrounding area. As often 
  happens in these kind of situations they dug to far and 
  gained the attention of something that was best left 
  buried and forgotten. This part of Kro Traaman was the 
  great Archmage Tozhgan Ikan’s, ruler of Kro Traaman 
  and one of the most powerful mages in the Suel 
  Imperium, personal compound and tower.  
  When the Baklunish wizard-priests brought down the 
  Rain of Colorless Fire, Tozhgan Ikan had just enough 
  time to erect a magical barrier around his compound that 
  protected him, the students, and his servants. So they 
  watched as the city and its inhabitants were burnt to ash 
  and the buildings crumbled to dust. Though safe they 
  were trapped within the compound. As time went by 
  they perished one by one. Some just gave up eating and 
  wasted away while others went insane and had to be put 
  down by the others. The years turned into decades and 
  then those into centuries until Tozhgan Ikan was the 
  only one left. By this time he had suffered a complete 
  mental breakdown and was in denial that the Suel 
  Imperium was just an ancient memory and saw himself 
  as its last great king. With his last act as a mortal, he 
  transformed himself into a Lich and dropped the 
  protective barrier surrounding his sanctum. The endless 
  dust poured in and within moments it was swallowed up. 
  Over the next eight centuries he has brooded in his 
  sandy prison and become extremely paranoid that the 
  Baklunish are going to return and attempt to kill him. To 
  prevent this he has raised his former students and 
  servants into various states of undead to serve as 
  guardians. He has also created some very elaborate traps 
  and puzzles to foil those that get past them. So with his 
  defenses in place he sits upon his throne waiting for the 
  Baklunish to come. Time means nothing to him . so he 
  waits. 
  So enter the wonderful Dustdiggers and Tozhgan Ikan 
  finally has something to vent against. Even more 
  unfortunate for the diggers is the fact that half their 
  number were of Baklunish descent. Tozhgan Ikan has 
  locked the Dustdiggers away in 3 separate locations 
  (based on Baklunish descent, woman, and all others) and 
  waits for the assault that his demented brain is sure is on 
  the way. He thinks the Dustdiggers are advance scouts 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 5 
  for the oncoming assault force from the Baklunish scum 
  come to finally finish him off. 
   
  Kro Traaman 
   When the Rain of Colorless Fire fell upon the Suel 
  Imperium Tozhgan Ikan created a great magical barrier 
  around his sanctum to protect it from destruction. 
  Though most of this barrier has either been dispelled or 
  weakened over the past 1,000 years some effects remain. 
  Once the players step upon the teleport pad in the Tomb 
  and enter the city all of the following conditions apply 
  until they leave. 
  � 
  Transportation spells will not work. This includes 
  but is not limited to teleport, dimension door, plane 
  shift, ethereal jaunt, blink, etc. Basically any spell 
  that moves you from point A to point B or 
  something to another plane does not work. The only 
  way out is through the teleportation pad or a 500 
  mile hike across the Sea of Dust (certain death). 
  � 
  The shield was powered by a rift to the negative 
  energy plane and thus the excavation site is flooded 
  with it. This causes several changes. 
  1. 
  All inflict spells are considered empowered 
  within the excavation site. 
  2. 
  All undead gain Turn Resistance +2. This stacks 
  with any existing resistance that the creature 
  might already have. 
  3. 
  Detect evil does not work within the excavation 
  site. The background interference from so much 
  negative energy washes individual auras out.  
  4. 
  Any living creature within the excavation site 
  takes 1d4 points of negative energy damage for 
  each hour they remain there. This will only 
  come into effect if the party tries to camp or 
  somehow rest during this adventure. The 
  prisoners are protected from it as Tozhgan does 
  not want them dead (yet). 
   
  Adventure Summary 
  Sea of Dust is divided into a High and Low adventure. 
  Each of those is further divided into 3 maps for a grand 
  total of 6 different adventures. The high and low each use 
  the same maps though so while there are 6 adventures 
  there are only 3 maps (each map has a high and low 
  version). This gives us maximum flexibility when seating 
  tables. 
  Each of the adventures has a common Introduction and 
  Encounter One. From there it splits off based on which 
  map you are sitting at. Make sure you are using the 
  correct adventure for the map you are at. If in doubt 
  make sure to check with the person mustering out the 
  event for further clarification. Also, while there are 6 
  events they are all very similar. Do your best to have all of 
  them prepared or at least 2 maps, high/low prepared. 
  This once again gives us the most flexibility in seating the 
  players. 
  Introduction:  There are two introduction hooks based 
  on whether the players have played in COR3-16 Lerara or 
  not.  
  Intro A - Those that have played Lerara are sent for 
  specifically by Spokesman Olmir (Player Handout One). 
  They are informed in the note about the missing 
  Dustdiggers and how their assistance is needed in 
  resolving this matter immediately.  
  Intro B - Those that have not played in Lerara are 
  brought into the adventure first. They are passing 
  through the town of Darkgate, in the Yeomanry, when 
  they notice a lot of commotion near the center of town. A 
  second group of Dustdiggers with a Border Guard patrol 
  for support investigated the missing group and barely 
  escaped with their lives. They were assaulted as soon as 
  they stepped off the teleport pad and only a handful 
  made it back. Obviously a force with much greater mettle 
  then their own is needed to look into this matter.  
  So a single table could be pulled into the adventure from 
  two different places but all end up going in the same 
  direction. 
  Encounter One: Of Tunnels and Teleports: The 
  players quickly pass through the tunnel of Slerotin using 
  the pass given to them by Spokesman Olmir to get past 
  the Lerara without hassle. Upon reaching the Suel Tomb 
  in the valley hear the end of the tunnel, they find that the 
  teleport platform has changed a bit. Those that have 
  played COR3-16 Lerara will notice that three symbols are 
  lit up now instead of just one. This represents the fact 
  that there are there possible destinations instead of one. 
  The players have an opportunity to prepare and cast 
  whatever spells they wish before stepping onto the 
  teleport pad. Action starts fast and furious as soon as they 
  do. 
  Area One through Fifteen vary by adventure. They 
  describe the various numbered rooms on his map and the 
  creatures/traps within. Each adventure section ends with 
  a final fight against some version of ‘The Flaming Man’. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 6 
  At lower APL’s these are a ghoul or a specter with the 
  Burning Undead (Appendix Two) template. At the mid 
  APL’s this is a vampire cleric with the Burned dead 
  template. At high APL’s it is Tozhgan Ikan himself (Suel 
  Lich).  
  Conclusion: If successful the players are rewarded richly 
  by being allowed to keep some of the artifacts found 
  within the ruins of Kro Traaman. They earn some 
  influence with the Dust Diggers and make an enemy of 
  Tozhgan Ikan if he survives. 
   
  Introduction 
  Introduction A: 
  Give any players at the table that have played in COR3-16 
  Lerara Player Handout One. Let them read it to 
  themselves while you run Introduction B for anybody 
  who has not played in Lerara. They will be introduced 
  into the story  towards the end of Intro B. 
   
  Introduction B: 
  The winter winds blow hard from the eastern skies. 
  The Crystalmist Mountains stand tall and forbidding, 
  their peaks draped in snow as always. Its been several 
  days since you last had a warm hearth and more 
  importantly a warm meal before you.  
  Finally your destination comes into sight ahead. The 
  village of Darkgate sits nestled in a valley in the 
  shadows of a large cliff face. The last stop before brave 
  adventurers and explorers head into the Slerotin 
  tunnel and the fabled Sea of Dust that lies on the 
  other side.  
  You expected a bustling village with plenty of action 
  or at least the rumors that floated to your ears told 
  you to expect as much. Instead, you find a very quiet 
  town covered in snow. A few figures can be seen 
  walking quickly from one building to another but not 
  much seems to be going on.  
  The town of Darkgate has ground to a halt. Since the 
  rescue mission of Dustdiggers, escorted by the Border 
  Guard, returned with only two survivors nobody has 
  been willing to step foot into the tunnel much less 
  journey through it to the excavation site. The normally 
  wealthy adventuring types have left town for greener 
  (and safer) pastures and the town is hurting. If they 
  cannot remedy this situation quickly the town may cease 
  to be and the government may close down the tunnel 
  area citing safety concerns.  
  The players will obviously want to start asking questions. 
  A simple Gather Information check (DC 12) can find out 
  all of the following information. 
  • 
  A buried city was found in the Sea of Dust by some 
  adventurers a few months ago. 
  • 
  A lot of traffic has been going in and out of the 
  tunnel every since and brining in a lot of money to 
  the town. 
  • 
  Something went wrong and a rescue mission was 
  sent a month or so ago. It returned two days ago with 
  only two survivors. They were pretty messed up and 
  barely alive. 
  • 
  You should talk to Spokesman Olmir if you need 
  more information. I heard he is pretty desperate 
  right now. 
  At this point the players can head over to see Spokesman 
  Olmir. Olmir looks very worried and will give the 
  following information to the players with very little 
  prodding. 
  � 
  A buried city was found in the Sea of Dust by some 
  adventurers a few months ago. This city is reached 
  by a teleportation pad that was found in a valley on 
  the other end of the Slerotin tunnel.  
  � 
  A large contingent of Dustdiggers was immediately 
  sent to the buried city as soon as they found out 
  about it. They setup a base camp there and have been 
  funneling rare artifacts back through the tunnel for 
  the past couple months.  
  � 
  When a scheduled rotation of personal did not arrive 
  a rescue party was sent to look into it. This party was 
  comprised of fellow Dustdiggers that knew the area 
  as well as a company of Border Patrol guardsman.  
  � 
  What was left of this rescue mission returned two 
  days ago. They were covered with claw marks and 
  acidic looking burns. How they made it back is 
  unknown as they are both gibbering fools. We used 
  all the means at our disposal to find out what 
  happened to them but the only thought we could get 
  was ‘Burning Fire’. 
  At this point if any players at the table have played 
  COR3-16 Lerara they arrive in Darkgate. They are 
  escorted to Spokesman Olmir’s residence and a guard 
  interrupts Olmir to let him know they are here. The party 
  is now all in one place.  
  Spokesman Olmir is happy to fill in the new arrivals with 
  any of the information he has if they ask. Once 
  everybody is on the same page he continues. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 7 
  So this is what we need. We need a group to once 
  again head through the Slerotin tunnel and find out 
  what happened to the Dustdiggers, rescue any that 
  have survived, and return here with them and any 
  information that you can acquire. Do not be foolhardy 
  or reckless. We need to know what is going on there 
  and if you do not return it is unlikely that we will be 
  allowed to send another group after you and the 
  tunnel will be sealed for safety.  
  We have already arranged passage through the Lerara 
  controlled parts of the tunnel and your journey 
  should be swift to the other side. Once there find the 
  tomb in the nearby valley and use the teleport pad to 
  reach the excavation site. After that you are on your 
  own. 
  For payment we will let you choose from some of the 
  valuable artifacts that the Dustdiggers found in the 
  buried city as well as anything you find yourself 
  during your investigation. They will obviously not 
  have any use for them if you cannot rescue them and 
  I am sure they will not mind (Sense Motive (DC 16) – 
  he knows they will hate it but he really does not care).  
  Once the players have asked their questions they are 
  quickly pointed in the direction of the tunnel and told to 
  get going. 
   
  Encounter One 
  Of Tunnels and Teleports 
   
  This section details the trip through the tunnel and the 
  valley at the other end. This should take 15 minutes tops 
  to go over and even less if the players have already played 
  in Lerara. 
  The Passage of Slerotin is 210 miles long. Although at one 
  time it was a straight, smooth passage, time and 
  geological forces have cracked and broken much of the 
  passage, resulting in a lot of climbing and descending 
  broken ground, as well as numerous dead-ending 
  passages. Instead of a straight line from the Sea of Dust to 
  the Yeomanry beneath the Hellfurnaces, it is a rambling 
  maze of tunnels and chambers.  
   
  As long as one person at the table as played in COR3-16 
  Lerara, then they remember the way and make good 
  time. They pass through the Lerara territory without a 
  hassle and reach the other side after a good weeks 
  traveling (unless they have ways to move faster – the time 
  it takes is irrelevant here).  If not then they are provided 
  basic instructions and a guide to get them through. 
  Remember that while its important that they know how 
  they got there the point of the adventure is at the 
  destination and not the journey there.  
  A warm wind whips your clothing as you look out 
  upon a warm hidden valley nestled within the 
  Hellfurnaces. The valley contains a variety of plant 
  life and a large aboveground tomb. A well traveled 
  trail leads from where you are standing to the 
  entrance of the tomb which appears open.  
  Stretching out as far as you can see to the east and 
  south is an expanse of dust and sand. Rolling into 
  dunes nothing living can be seen. Nothing moves and 
  the wind is the only sound that reaches your ears. 
  The players may look about for a bit if they wish but what 
  they are looking for is contained within the tomb itself. 
  As you enter the tomb you see walls adorned with 
  writing in some ancient Suel dialect (burials blessings 
  to Suel gods for those that take the time to decipher 
  them). If any riches or bodies were interned here they 
  have long since been removed. In the back in a small 
  alcove is a 10 ft. x 10 ft. section of goldish-brown 
  stone. A blue circle is etched into it and glows with 
  mystic power. 
  As the players know (or have guessed) this is the teleport 
  circle that will take them to the excavation site. Give 
  those that have played in COR3-16 Lerara an Intelligence 
  check (DC 14) to notice that 3 runes are now glowing 
  while only 1 was glowing last time they were here. This 
  represents the 3 destination platforms that are now 
  uncovered and working as opposed to the single platform 
  that was uncovered when they were here last. Due to this 
  they need a key to arrive at any of the three destinations. 
  Once they pull out the key the teleport pad will lead to 
  the destination it is keyed to for 10 minutes and then 
  stop. This means the players realize it’s a single trip. Once 
  there and once back. So they cannot hop back and forth 
  as needed. 
  Once they step on to the platform they are whisked away 
  to one of the three possible adventure sites (depending 
  on which map you are sitting at). 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 8 
  Adventure A – Manor House 
  This uses Map #1 in Appendix Four. This map can be 
  used for APL’s 10, 12, and 14. 
   
  Area One: Teleport Area 
  Pulling out the key given to you by Spokesman 
  Olmir, you step onto the platform and with a gut 
  wrenching tug, you suddenly find yourself standing 
  somewhere else. Standing on another teleportation 
  pad you can feel the harsh sun beating down upon 
  you and the dry hot wind blowing across your face. 
  You are near the bottom of a large bowl shaped 
  excavation site. Above you a giant swirling cloud of 
  gray mist turns slowly. From somewhere deep within 
  it a fine ash falls from the sky like some perverted 
  snow. 
  The ash swirls around your feet as you look out on a 
  partially excavated site. Ahead of you appears to be 
  the front of what once might have been a large manor 
  house or nobles quarters. A large front gate area was 
  at one time barred by a large portcullis, but is now 
  open as the bars lay twisted on the ground. Large 
  pillars of black colored stone lead off to the left and 
  right of the gate house as if lining a street but only a 
  few are visible before being swallowed back into the 
  dust.  
  To  the right and left of the front gate can be seen 
  some crumbling walls of what might have at one time 
  been servants quarters or a stable area. 
  The players have a few rounds once they arrive to get 
  their bearings before the creatures in Area Two decide to 
  come over and play. 
   
  Area Two: Servant’s Quarters Courtyard 
  This cobble-stoned courtyard at one time would have 
  been the envy of some kings but now it’s a sand 
  scoured mess. The Dustdiggers did a decent job 
  cleaning out the area but over time the dust from the 
  edge of the excavation site has started to blow back 
  into the area. Behind the courtyard you can make out 
  the partial walls of a building though its roof has long 
  since collapsed. 
  Buried in the sand in the middle of this area are the first 
  of the guards for the Manor House.  
  Creatures: 
  APL 10 (EL 11) 
  �Dread Wraith: Large Undead; hp 104; see Monster 
  Manual 
  APL 12 (EL 13) 
  �Dread Wraith (2): Large Undead; hp 104, 104; see 
  Monster Manual 
   
  APL 14 (EL 15) 
  �Dread Wraith (4): Large Undead; hp 104, 104, 104, 
  104; see Monster Manual 
   
  Tactics: The falling ash and gray cloud blocks out 
  enough sunlight that the undead are not hindered by it 
  in any fashion.  
  The Dread Wraith (s) hide in the large pile of sand and 
  wait for the players to approach to attack the rear of the 
  part (thus making escape harder as they have to go back 
  past the pile to get out). 
  Development: If the party digs through the pile of sand 
  that the dread wraith came from they will find the 
  remains of the wraith’s original body partially preserved. 
  Treasure: 
   
  APL 10:  L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 800 gp; M: 0 gp 
   
  Area Three: Servants Quarter’s Main Room 
  The crumbling walls of the building are barely 
  standing up now that the sand and dust have been 
  removed. A large opening that might have once 
  framed a large double set of doors lies before you. 
  Behind it you can just make out part of a wall before 
  it disappears into shadows, the lip of the excavation 
  site casting its long shadow over this area. 
  This area was the base of operations for the group of 
  Dustdiggers working in this area. It was here that they 
  were attacked by the forces of Tozhgan Ikan and 
  imprisoned. A Search check (DC 16) will find some of 
  their equipment buried partially in the sand as well as a 
  journal (Player Handout #2). 
   
  Area Four: Servants Quarter’s Back Room 
  Towards the back of the ruined house you find a room 
  that looks recently cleared out. Large shiny steel bars 
  block the entrance to the room and huddled 
  humanoid figures sprawl across the floor on the other 
  side. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 9 
  This is a permanent persistent image placed here by 
  Tozhgan Ikan. The huddled humanoid figures are of 
  course supposed to represent the captured Dustdiggers. 
  The floor in front of the illusionary gate is trapped but 
  the illusion makes find it almost impossible unless they 
  realize the illusion is there.  
  The trap is a chained spell pressure plate. It will also set 
  off a programmed illusion spell when activated. 
  APL 10 (EL 7) 
  �Unholy Flame Strike Trap: magic device; location 
  trigger; manual reset; spell effect (flame strike, 13
  th-level 
  cleric, 13d6 (half fire, half unholy) centered on 5-foot 
  square in front of illusionary door); Search DC 31; 
  Disable Device DC 31. 
   
  APL 12 (EL 8) 
  �Unholy Flame Strike Trap: magic device; location 
  trigger; manual reset; spell effect (flame strike, 15
  th-level 
  cleric, 15d6 (half fire, half unholy) centered on 5-foot 
  square in front of illusionary door); Search DC 31; 
  Disable Device DC 31. 
   
  APL 14 (EL 9) 
  �Empowered Unholy Flame Strike Trap: magic 
  device; location trigger; manual reset; spell effect (flame 
  strike, 15
  th-level cleric, 15d6 x 1.5 (half fire, half unholy) 
  centered on 5-foot square in front of illusionary door); 
  Search DC 31; Disable Device DC 31. 
   
  Development: When the trap goes off a programmed 
  illusion spell will activate. It will show the Dustdiggers 
  writhing in pain on the floor and some of them on fire 
  trying to put themselves out. It will also show the barred 
  gate lying on the ground as if knocked off its hinges by 
  the first trap. This is another trick to try and lure the 
  party members into the room to set off another trap. This 
  one is activated once somebody passes through the 
  opening into the room. 
  APL 10 (EL 8) 
  �Prismatic Spray Trap: magic device; location trigger; 
  manual reset; spell effect (prismatic spray, 13
  th-level 
  wizard, spray of colored rays, DC 23, save varies); Search 
  DC 31; Disable Device DC 31. 
   
  APL 12 (EL 9) 
  �Crushing Despair Prismatic Spray Trap: magic 
  device; location trigger; manual reset; dual spell effects 
  (First – crushing despair, 13
  th-lvl wizard, -2 to attack, 
  saving throw, ability checks, skill checks, and damage 
  rolls, DC 21, Will negates; Second - prismatic spray, 13
  th-
  level wizard, spray of colored rays, DC 23, save varies); 
  Search DC 31; Disable Device DC 31. 
   
  APL 14 (EL 10) 
  �Cursed Prismatic Spray Trap: magic device; location 
  trigger; manual reset; dual spell effects (First – bestow 
  curse, 13
  th-lvl cleric, -4 to attack, saving throw, ability 
  checks, and skill checks, DC 23, Will negates; Second - 
  prismatic spray, 13
  th-level wizard, spray of colored rays, 
  DC 25, save varies); Search DC 31; Disable Device DC 31. 
  The 7
  th function of the prismatic spray will not work due 
  to the plane shift effect not being able to work with the 
  excavation site. Treat this result as no effect. 
   
  Area Five: Manor House Entryway 
  Peering between two large pillars of black featureless 
  stone that stretch into the sky you can see the giant 
  portcullis that once guarded this entrance now lays 
  broken on the ground. Remarkably it has withstood 
  the trials of time amazingly well. Just behind the 
  fallen portcullis is a shimmering curtain of blackness. 
  The curtain is an negative energy field that works like an 
  enervation spell on anybody that passes through it.  
  All APL’s (EL 5) 
  �Enervation Curtain: CR 5;  magical; touch trigger; 
  automatic reset; Atk  automatic hit stepping through 
  curtain; spell effect (enervation, 7th level wizard, 1d4 
  negative levels); Search DC 29, Disable Device DC 29. 
  Development: There are two others ways to pass into 
  room seven. Both are better options then the front door.  
   
  Area Six: Entryway Side Entrances 
  After a bit of searching around you find a narrow 
  passage that appears to lead into the main part of the 
  excavation site. A shimmering curtain of blackness 
  blocks the way though it appears to almost be 
  flickering. 
  The curtain is an negative energy field that works like an 
  enervation spell on anybody that passes through it. 
  Unlike the one in Area 5, this one is malfunctioning and 
  it is possible to pass through unharmed.  
  If a player studies one for a few minutes they will be able 
  to discern a pattern with an Intelligence check (DC 20). 
  Once the pattern is found they can pass through the 
  curtain unharmed by making a Reflex save (DC 5 + APL). 
  If they do not discern the pattern just try to jump 
  through then they have a 30% chance of making it 
  through. Otherwise they are affected by it. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 10 
   
  All APL’s (EL 5) 
  �Enervation Curtain: CR 5;  magical; touch trigger; 
  automatic reset; Atk  automatic hit stepping through 
  curtain; spell effect (enervation, 7th level wizard, 1d4 
  negative levels); Search DC 29, Disable Device DC 29. 
  Area Seven: Manor House Main Gallery 
  This grand hall has seen better days. The roof is 
  collapsed onto the floor making crossing it difficult. 
  It has only been partially dug out and two large 
  stairways arch up each side of the room 10 feet before 
  collapsing onto themselves and the dust.  
  A 10 foot wide opening heads back into the darkness. 
  The stairways might have at one time formed a 
  beautiful archway over it. Now, it is just a dark maw 
  of black stone. To either side of it demonic stone 
  figures look frozen in terror at something above 
  them. A cold breeze that chills the bones blows from 
  within giving the air an unfamiliar chill. 
  The collapsed ceiling makes all squares in this room 
  difficult terrain for purposed of movement. The players 
  might think that the statues are dangerous or a warning 
  but both are incorrect. The danger is the invisible stone 
  golem that stands in the back left corner at the bottom of 
  what is left of the staircase. Once any living creature steps 
  into the room it quickly moves to attack (which remove 
  its invisibility but it does not care). 
  Creatures: 
  APL 10 (EL 11) 
  �Stone Golem: Large Construct; hp 107; see Monster 
  Manual 
   
  APL 12 (EL 13) 
  �Advanced Stone Golem: Large Construct; hp 151; see 
  Appendix One 
   
  APL 14 (EL 15) 
  �Advanced Stone Golem (2): Large Construct; hp 151, 
  151; see Appendix One 
   
  Development: This room, as well as rooms 11-15, are 
  under the effect of an unhallow  spell cast at 17
  th level. 
  The unhallow has a freedom of movement spell attached 
  to it that effects all undead and the stone golem as well (it 
  was designed to specifically take advantage of this effect).  
  Area Eight: Entryway Side Entrances 
  After a bit of searching around you find a narrow 
  passage that appears to lead into the main part of the 
  excavation site. A shimmering curtain of blackness 
  blocks the way though it appears to almost be 
  flickering. 
  The curtain is an negative energy field that works like an 
  enervation spell on anybody that passes through it. 
  Unlike the one in Area 5, this one is malfunctioning and 
  it is possible to pass through unharmed.  
  If a player studies one for a few minutes they will be able 
  to discern a pattern with an Intelligence check (DC 20). 
  Once the pattern is found they can pass through the 
  curtain unharmed by making a Reflex save (DC 2 + APL). 
  If they do not discern the pattern just try to jump 
  through then they have a 50% chance of making it 
  through. Otherwise they are affected by it. 
  All APL’s (EL 5) 
  �Enervation Curtain: CR 5;  magical; touch trigger; 
  automatic reset; Atk  automatic hit stepping through 
  curtain; spell effect (enervation, 7th level wizard, 1d4 
  negative levels); Search DC 29, Disable Device DC 29. 
   
  Area Nine: Odd Excavating 
  This area appears to have been recently excavated. 
  Piles of dust, sand, and ash can still be found 
  everywhere. A single black stone pillar dominates the 
  center of this area. In the back corner of appears to be 
  a small chapel of some sort. To whom it was dedicated 
  to has been lost to the ages though perhaps some 
  information may be covered in parts of the dust that 
  lays think upon it.. A large iron door lays on the 
  ground next to the entrance inside. 
  The god the temple is to can be determined with some 
  cleaning and work. 15 minutes of cleaning will give them 
  a better view of the building and allow a Knowledge 
  (religion) [DC 15] to determine the building was 
  dedicated to Pyremius and Syrul. To ancient Suel gods of 
  things best left alone. 
  Development: There is not much here to find. They 
  cleared this area out so they could get to the side temple 
  and release Ren Krat (and his lieutenant Ren Lirt at APL 
  14).  
   
  Area Ten: Side Temple 
  A dark opening leads back into the small shrine. The 
  light seems to dim as it nears the door. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 11 
  Any light source does dim as it nears the entrance but not 
  enough to cause any penalties to vision. The inside of the 
  temple held one (or two at APL 14) stone caskets. Both 
  have been pulled from their resting places in the walls 
  and broken open on the floor.  
  Development: This was the resting place of the vampire 
  (or vampires) that now rule this area. Tozhgan Ikan 
  quickly dug them out once he was awakened and put 
  them in charge of this area and a group of prisoners. 
   
  Area Eleven: Grand Ballroom 
  Stepping into the inky darkness your eyes take a 
  second to adjust to the bluish light that pervades this 
  room. Unlike previous rooms this one looks like time 
  has not touched it one bit. To the left and right of the 
  entrance are two large fountains filled with dust and 
  ash. Twisted looking plants grow out of them and 
  somehow appear to be surviving without water or 
  light.  
  The back of the room is dominated by large stairs 
  leading up to an iron door with a large skull knocked 
  on it. The floor is of the same bleak black stone found 
  in the rest of the construction in the area. Cracks in 
  the floor appear to be filling with a blood colored 
  liquid that almost seems to be moving when you just 
  catch it out of the corner of your eye. 
  This room is meant to set the players nerves on edge and 
  lead them into darker places in future encounters. The 
  players should be made to feel paranoid about every 
  stone, noise, breeze, or even each other. While the floor 
  and plants look interesting they are no danger or 
  involved in the dangers of this room.    
  Hidden in the dust filled fountains are inactivated Runic 
  Guardians. Their master, a Maelephant named Bsailit, is 
  standing front of the door on the top of the stairs. He has 
  made a deal with Tozhgan Ikan and now guards this area 
  and keeps an eye on Ren Krat. He will fight until 
  destroyed as he knows what Tozhgan will do to him is 
  much worse. 
  Creatures: 
  APL 10 (EL 12) 
  �Bsailit (Maelephant): Large Outsider; hp 76; see 
  Appendix One 
  �Runic Guardian: Large Construct; hp 93; see 
  Appendix One 
  APL 12 (EL 13) 
  �Bsailit (Maelephant): Large Outsider; hp 76; see 
  Appendix One 
  �Runic Guardians (2): Large Construct; hp 93, 93; see 
  Appendix One 
   
   
  APL 14 (EL 15) 
  �Bsailit (Maelephant): Large Outsider; hp 84; see 
  Appendix One 
  �Trilit (Maelephant): Large Outsider; hp 60; see 
  Appendix One 
  �Runic Guardians (4): Large Construct; hp 93, 93; see 
  Appendix One 
   
  Tactics: Once the players are heard in Room Seven they 
  activate the Runic Guardians and have them cast their 
  defensive spells on themselves. The Maelephant(‘s) 
  precast true seeing on themselves and prepare baleful 
  polymorph to take out fighter threats before taking out 
  casters. They will let the party reach the middle of the 
  room, if they are undetected, before launching their 
  attack on them. 
  Development: Bsailit will not let the party pass if he can 
  do anything to prevent it. He will roar loudly during the 
  entire combat in an attempt to warn Ren Krat that 
  trouble is on the way. 
  Treasure:  
   
  APL 10: L: 0 gp; C: 0 gp; M: Ring of natural armor 
  (1,500 gp per character), Ring of Evasion (2,083 gp per 
  character), Belt of Giant Strength +4 (1,333 gp per 
  character), Amulet of Health +4 (1,333 gp per character), 
  Stone of Health (1,666 gp per character), potion of cure 
  serious wounds (63 gp per character/per potion) 
   
  APL 12: L: 0 gp; C: 0 gp; M: Ring of natural armor 
  (1,500 gp per character), Ring of Evasion (2,083 gp per 
  character), Belt of Giant Strength +6 (3,000 gp per 
  character), Bracers of Armor +4 (1,333 gp per character), 
  Amulet of Health +4 (1,333 gp per character), Stone of 
  Health (1,666 gp per character), potion of cure serious 
  wounds (63 gp per character/per potion) 
   
  APL 14: L: 0 gp; C: 0 gp; M: Ring of natural armor 
  (1,500 gp per character), Ring of Evasion (2,083 gp per 
  character), Belt of Giant Strength +6 (3,000 gp per 
  character), Bracers of Armor +6 (3,000 gp per character), 
  Amulet of Health +6 (3,000 gp per character), Stone of 
  Health (1,666 gp per character), potion of cure serious 
  wounds (63 gp per character/per potion) 
   
  Area Twelve: Feast Room 
  The stench of death is almost overwhelming as the 
  door swings open. Beyond you see a room filled with 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 12 
  the dead and the dying. Gore splatters the walls and 
  the floor is slippery with ichors and blood. Bodies 
  have chunks bitten out of them while others have 
  obvious fang marks in their necks. A hall leads to the 
  left that is clear of bodies. A door sits in the north 
  wall but some bodies will have to be moved to pass 
  through it.  
  Writing in a substance better left unknown covers 
  the walls in a language that just radiates evil. 
  This is the vampire and other undead (who need to) 
  feeding room. The dead are mostly Border Patrol 
  members from the rescue mission. Only a few are still 
  alive in this room and have only 1 or 2 points of 
  Constitution left.  
  The writing is in Infernal and reads as follows: 
  “The Fire lord has returned .. life to the undeath 
  reigns” 
  Development: This room merely sets the stage for later 
  ones. The party should know by this point that they are 
  dealing with vampires and powerful ones at that. 
   
  Area Thirteen: Spirals of Death 
  As you approach this room you notice the glow shift 
  from blue to red. You still cannot see the source of 
  the glow and it hurts your eyes for a second until you 
  adjust. The room ahead appears empty from your 
  vantage point though you can already tell that the 
  ceiling, floors, and walls of this room are covered in 
  mirrors.  
  Two humanoid figures dressed in Border Guard 
  colors appear to be huddled somewhere in the room 
  but their reflections repeat so many times that its 
  hard to tell where they are.  
  Creatures: 
  APL 10 (EL 12) 
  �Burning Undead Bodaks (2): Medium Undead; hp 
  58, 58; see Monster Manual 
   
  APL 12 (EL 14) 
  �Burning Undead Bodak Monks (2): Medium 
  Undead Mnk2; hp 68, 68; see Appendix One 
   
  APL 14 (EL 16) 
  �Burning Undead Bodak Monks (2): Medium 
  Undead Mnk4; hp 78, 78; see Appendix One 
  Tactics: Once the party enters the room the Bodaks 
  quickly reveal their true nature. The mirrors in this room 
  make them even more dangerous then normal. It is 
  impossible to avoid their gaze ability unless the character 
  closes his eyes and keeps them closed. Otherwise the 
  myriad of mirrors reflects their visage endless around the 
  room causing anybody with 30’ of them to make a saving 
  throw each round. Those that leave the room the way 
  they came in do not have to make saves as long as they do 
  not have a direct line of sight to the Bodak. Those that 
  attempt to leave the room via the door in the northeast 
  corner will find it to be false and trapped as well. 
  All APL’s (EL 8) 
  �Power Word Stun Trap: CR 8; magic device; touch 
  trigger (door); no reset; spell effect (power word stun, 
  13
  th-level wizard), Search DC 32; Disable Device DC 32 
   
  Development: The Bodaks were sealed in here by 
  Tozhgan hundreds of years ago and so are insane even by 
  his standards. They have spent years polishing their 
  mirrors to a perfect shine. If any of the party members 
  damages, or attempts to damage, them they will go into a 
  rage and focus their attacks on that character. 
   
  Area Fourteen: Processional 
  This hall is deathly silent even for this horrid place. 
  The black stone walls are craved with scenes of 
  depravity and despicable acts. Murder, theft, and 
  larceny seem to be the theme. Over these acts 
  horrible depictions of unknown gods or powers laugh 
  and smile. The entire hallway is dedicated to the 
  worst things that lurk in the souls of man and beast. 
  To the right this horrid passage ends in another large 
  iron door.  
  As horrible as this hall is there is nothing really 
  interesting here. The walls should appear to move at 
  times and the visages leer or stare at the characters but 
  nothing happens. 
   
  Area Fifteen: Feast Room 
  Without a sound the door to this room swings open. 
  Another scene of the macabre greats you. Candles 
  mad of some unknown material flicker from scones 
  on the walls. Just barely within sight in the back of 
  the room is a barred alcove stuffed with humans that 
  you are assuming are the Dustdigger survivors. A 
  coffin (s) sits in the back of the room leaning up 
  against the wall. To either side of it stands to 
  humanoid shaped figures wrapped in black bandages. 
  They are not moving. The black rock of the walls here 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 13 
  is full of holes and cracks as if some great beast was 
  smashing at the walls trying to escape. Above you the 
  ceiling rises to a height greater then the candles on 
  the wall can illuminate. 
  The players have finally reached the destination of their 
  search. The Dustdigger survivors, that have not been fed 
  on, are in a holding cell in the back of the room. Circling 
  in the darkness on the ceiling (which is 40’ ft. high) is 
  Ren Krat (and Ren Lirt if present). They know the players 
  will be expecting trouble and will strike at the first 
  opportunity they are given.  
  Creatures: 
  APL 10 (EL 13) 
  �Ren Krat: Vampire Wiz9/HavMg1; hp 88; see 
  Appendix One 
  �Mummy Guardian – Lesser (2): Mummy Mnk3; hp 
  74, 74; see Appendix One 
   
  APL 12 (EL 15) 
  �Ren Krat: Vampire Wiz9/HavMg3; hp 103; see 
  Appendix One 
  �Mummy Guardian (2): Mummy Mnk5; hp 87, 87; see 
  Appendix One 
   
  APL 14 (EL 17) 
  �Ren Krat: Vampire Wiz9/HavMg3; hp 103; see 
  Appendix One 
  �Ren Lirt: Burning Undead Vampire Mnk10; hp 85; see 
  Appendix One 
  �Mummy Guardian – Greater: Medium Undead 
  Mnk7; hp 100; see Appendix One 
  �Burning Dead Mummy Acolyte: Burning Undead 
  Mummy Clr5; hp 87; see Appendix One 
   
  Tactics: This represents the final encounter for this part 
  of Sea of Dust and if the players then they should be 
  prepared for the worst. Ren Krat knows they are coming. 
  He will prepare himself and his mummies for the players 
  arrival at his leisure. Once combat starts Ren Krat will get 
  right in the mix of it using his battlecast ability to use its 
  touch spells to best effect to neutralize targets. He will 
  then start draining levels out of players at will. 
  Remember for the tough fighters with the high AC he 
  can battlecast true strike before using a slam attack 
  against them. 
  Development: This is a battle to the end. Only one group 
  will leave the manor house alive. Remember to keep 
  track of area of effect spells and their possible affect on 
  the trapped Dustdiggers. If the players defeat Ren Krat 
  he will explode in a blinding flash (his equipment drops 
  to the ground unharmed) of fire that will then be sucked 
  into a black maw with a shrike.  
  Treasure: Besides the obvious loot the players find on 
  the vampires they will also find some gems stashed away 
  in the coffins. 
   
  APL 10:  L: 0 gp; C: 500 gp; M: Ring of freedom of 
  movement (3,333 gp per character), vest of resistance +5 
  (2,083 gp per character), cloak of displacement [minor] 
  (2,000 gp per character), brooch of shielding (125 gp per 
  character), ring of protection +2 (667 gp per character), 
  rod of lesser metamagic silent (250 gp per character), rod 
  of lesser metamagic empower (750 gp per character), 
  elixir of life (454 gp per character) 
   
  APL 12: L: 0 gp; C: 500 gp; M: Ring of freedom of 
  movement (3,333 gp per character), vest of resistance +5 
  (2,083 gp per character), cloak of displacement [minor] 
  (2,000 gp per character), brooch of shielding (125 gp per 
  character), ring of protection +3 (1,500 gp per character), 
  amulet of natural armor +3 (1,500 gp per character), rod 
  of lesser metamagic silent (250 gp per character), rod of 
  lesser metamagic empower (750 gp per character), elixir 
  of life (454 gp per character) 
   
  APL 14: L: 0 gp; C: 500 gp; M: Ring of freedom of 
  movement (3,333 gp per character), vest of resistance +5 
  (2,083 gp per character), cloak of displacement [minor] 
  (2,000 gp per character), brooch of shielding [2] (125 gp 
  per character/per brooch), ring of protection +3 (1,500 gp 
  per character), amulet of natural armor +3 (1,500 gp per 
  character), rod of lesser metamagic silent (250 gp per 
  character), rod of lesser metamagic empower (750 gp per 
  character), periapt of wisdom +6 (3,000 gp per character), 
  cloak of resistance +4 (1,333 gp per character), elixir of 
  life (454 gp per character) 
   
  Conclusion 
  Modify this as needed based on how far they explored 
  and how successful they were towards their goals. 
  Stepping off the teleport platform you are once again 
  standing in the ancient Suel tomb. All is quiet around 
  you as almost if the past few hours had been a dream. 
  Your mission was a (success/failure) in recovering the 
  surviving Dustdiggers and all that is left before you 
  now is the long return journey through the tunnel.  
  Days pass into weeks as you trudge through the 
  endless darkness. The only light is the dreams that 
  everybody seems to be sharing about a ghostly figure 
  wreathed in the flames. You can tell others are having 
  the same ones as they jump up from their sleep 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 14 
  patting their bodies as if on fire. Finally you reach the 
  end and step out into the twilight and fresh air once 
  again. The moon above shines it beautiful light upon 
  the faces of grateful survivors.  
  With one last look over your shoulders into the 
  tunnel, you see twin specks of fire in the distance. 
  Almost like eyes. With a whisper that almost seems 
  like a piece of paper rubbing against another a voice 
  calls out. “My Legacy has been brought back into the  
  world. The children of my children shall seek me out 
  and my footsteps with shake the foundations of this 
  world” then silence once again.  
  The Dustdigger survivors appear to have heard 
  nothing and they scramble down the path to Darkgate 
  to great loved ones and friends. All is well again for 
  now. The heroes have saved the day and salvaged 
  what looked to be a hopeless situation. But at what 
  price ?  Something horrible was buried in the dust 
  and ash of that place and whatever it was will not 
  forget lightly the blow dealt to it today. Though the 
  town of Darkgate may rest safely and without worry 
  the shadows have taken on an all new edge to them 
  for you. 
  If the players managed to rescue the Dustdigger and 
  Border Guard captives, then they are rewarded the 
  Gratitude of Darkgate favor as well as any item on the 
  Adventure Record marked with a * (there may or may not 
  be items designated this way) for their APL or lower. This 
  represents the artifacts previously returned by the 
  Dustdiggers. 
  If they defeated the vampires they also received the 
  Wrath of Tozhgan Ikan. 
   
  The End 
  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. 
   
   
  Area Two: Servants Quarters Courtyard 
  Defeat the Dread Wraiths 
  APL 10   
   
  330 xp 
  APL 12   
   
  390 xp 
  APL 14   
   
  450 xp 
   
  Area Four: Servants Quarter’s Back Room 
  Avoid or Disarm the trap 
  APL 10   
   
  210 xp 
  APL 12   
   
  240 xp 
  APL 14   
   
  270 xp 
  Avoid or Disarm the Prismatic Spray Trap 
  APL 10  
   
  240 xp 
  APL 12   
   
  270 xp 
  APL 14   
   
  300 xp 
   
  Area Seven: Manor House Main Gallery 
  Defeat the Stone Golems 
  APL 10   
   
  330 xp 
  APL 12   
   
  390 xp 
  APL 14   
   
  450 xp 
   
  Area Eleven: Grand Ballroom 
  Defeat the Bsailit and his Guardian 
  APL 10   
   
  360 xp 
  APL 12   
   
  390 xp 
  APL 14   
   
  450 xp 
   
  Area Thirteen: Spirals of Death 
  Defeat the Bodaks 
  APL 10   
   
  360 xp 
  APL 12   
   
  420 xp 
  APL 14   
   
  480 xp 
   
  Area Fifteen: Feast Room 
  Defeat the Vampire and their guards 
  APL 10   
   
  390 xp 
  APL 12   
   
  450 xp 
  APL 14   
   
  510 xp 
   
  Discretionary roleplaying award 
  APL 10   
   
  270 xp 
  APL 12   
   
  315 xp 
  APL 14   
   
  360 xp 
    
  Total possible experience:  
   
  APL 10   
   
  2,025 xp 
  APL 12   
   
  2,365 xp 
  APL 14   
   
  2,700 xp 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 15 
  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.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Area Two: Servant’s Quarters Courtyard 
   
  APL 10:  L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 800 gp; M: 0 gp 
   
  Area Eleven: Grand Ballroom 
   
  APL 10: L: 0 gp; C: 0 gp; M: Ring of natural armor 
  (1,500 gp per character), Ring of Evasion (2,083 gp per 
  character), Belt of Giant Strength +4 (1,333 gp per 
  character), Amulet of Health +4 (1,333 gp per character), 
  Stone of Health (1,666 gp per character), potion of cure 
  serious wounds (63 gp per character/per potion) 
   
  APL 12: L: 0 gp; C: 0 gp; M: Ring of natural armor 
  (1,500 gp per character), Ring of Evasion (2,083 gp per 
  character), Belt of Giant Strength +6 (3,000 gp per 
  character), Bracers of Armor +4 (1,333 gp per character), 
  Amulet of Health +4 (1,333 gp per character), Stone of 
  Health (1,666 gp per character), potion of cure serious 
  wounds (63 gp per character/per potion) 
   
  APL 14: L: 0 gp; C: 0 gp; M: Ring of natural armor 
  (1,500 gp per character), Ring of Evasion (2,083 gp per 
  character), Belt of Giant Strength +6 (3,000 gp per 
  character), Bracers of Armor +6 (3,000 gp per character), 
  Amulet of Health +6 (3,000 gp per character), Stone of 
  Health (1,666 gp per character), potion of cure serious 
  wounds (63 gp per character/per potion) 
   
  Area Fifteen: Feast Room 
   
  APL 10:  L: 0 gp; C: 500 gp; M: Ring of freedom of 
  movement (3,333 gp per character), vest of resistance +5 
  (2,083 gp per character), cloak of displacement [minor] 
  (2,000 gp per character), brooch of shielding (125 gp per 
  character), ring of protection +2 (667 gp per character), 
  rod of lesser metamagic silent (250 gp per character), rod 
  of lesser metamagic empower (750 gp per character), 
  elixir of life (454 gp per character) 
   
  APL 12: L: 0 gp; C: 500 gp; M: Ring of freedom of 
  movement (3,333 gp per character), vest of resistance +5 
  (2,083 gp per character), cloak of displacement [minor] 
  (2,000 gp per character), brooch of shielding (125 gp per 
  character), ring of protection +3 (1,500 gp per character), 
  amulet of natural armor +3 (1,500 gp per character), rod 
  of lesser metamagic silent (250 gp per character), rod of 
  lesser metamagic empower (750 gp per character), elixir 
  of life (454 gp per character) 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 16 
   
  APL 14: L: 0 gp; C: 500 gp; M: Ring of freedom of 
  movement (3,333 gp per character), vest of resistance +5 
  (2,083 gp per character), cloak of displacement [minor] 
  (2,000 gp per character), brooch of shielding [2] (125 gp 
  per character/per brooch), ring of protection +3 (1,500 gp 
  per character), amulet of natural armor +3 (1,500 gp per 
  character), rod of lesser metamagic silent (250 gp per 
  character), rod of lesser metamagic empower (750 gp per 
  character), periapt of wisdom +6 (3,000 gp per character), 
  cloak of resistance +4 (1,333 gp per character), elixir of 
  life (454 gp per character) 
   
  Total Possible Treasure 
   
  APL 10:   
   
  3,450 gp 
   
  APL 12:  
   
  4,950 gp 
   
  APL 14:  
   
  9,900 gp 
  Special 
  �Elixir of Life: This salve when applied to a deceased 
  comrade will duplicate the effect of a Raise Dead spell 
  cast at 9th level. This spell will not work on anybody 
  whose body is not intact nor if they have been dead more 
  then 9 days. Caster Level 9th; Prerequisites: Craft 
  Wondrous Item, raise dead, lich bone power, unknown 
  ingredient; Cost: 5,450 gp; Only one of these may be 
  purchased per character. Once purchases cross this off 
  the AR. 
  �Ring of Natural Armor +3: This ring provides a +3 
  natural armor bonus upon the wearer. Caster Level 9
  th; 
  Prerequisites: Forge Ring, barkskin, unknown blue metal; 
  Cost: 25,000 gp 
  �Wrath of Ikan: You have gained the attention of 
  somebody whose favors are best declined. At the 
  beginning of each adventure there is a 10% chance (DM 
  roll) that misfortune follows you this day. At some 
  random point during the adventure (DM’s choice) some 
  random mishap will occur to cause embarrassment, 
  misfortune, or danger to happen for your character. Note 
  to DM: This cannot be used in combat and will not result 
  in death. 
  �Gratitude of Darkgate: Spokesman Olmir and the 
  town of Darkgate are in your debt. They have agreed to 
  let you look through some of the items the Dustdiggers 
  have found in the past and hold them for you in case you 
  ever have need of them. Any item marked with a * below 
  is available to purchase with the Frequency changed to 
  ‘Any’. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 17 
  Adventure B – Temple Complex 
  This uses Map #2 in Appendix Four. This map can be 
  used for APL’s 10, 12, and 14. Note that this portion of the 
  adventure contains powerful adversaries. Players should 
  be advised that this is a special event and the challenges 
  are above and beyond what is normally seen in regular 
  events. 
   
  Once the PCs step onto the teleportation circle, 
  proceed to encounter one, the Ashen Arrival. 
   
  Area One: The Ashen Arrival 
  Read or paraphrase the following to the heroes once they 
  step into the teleportation circle in the old crypt. 
  As you step inside the arcane circle, the world around 
  you promptly fades to black, there is a sound of 
  thunder and a new place fades into view. Your brave 
  band is standing inside of another faintly glowing 
  circle in what appears to be a broad valley of sorts. 
  The walls of the valley are uneven but blown smooth 
  by the winds of time.  
   
  Directly in front of you is a series of crumbling 
  ruins, obviously from a time long forgotten, built by 
  the Suel that once ruled this place.  Now, they are 
  only shadows of their former glory.  Beyond these, 
  rising up above the level of the valley is some 
  monolithic black stone structure.  Little can be seen 
  of its base from this angle, but the structure is 
  obviously massive and built right into the wall of the 
  valley.  A gray haze hangs in the air, casting shades of 
  twilight over a midday sun like an ominous specter in 
  the distance.  Storms brew beyond the valley, waiting 
  for the right time to bring their fury to you. 
   
  Not far in the distance is the entrance to some 
  ancient promenade.  Its crumbling columns and 
  shattered pavement visible even from this distance. 
  The PCs are standing inside the teleportation circle that 
  leads back to the crypt. Once they leave, any PC that steps 
  back inside the circle will be instantly teleported back to 
  the crypt, ending the adventure for them. 
   
  The valley walls are roughly 50 feet tall and relatively 
  smooth. Anyone wishing to climb them must succeed at 
  a Climb skill check (DC 20). Those reaching the stop will 
  find themselves in the middle of a vast dust storm. Treat 
  this just like negative energy damage taken for staying 
  too long here, but it takes place every minute instead of 
  every hour. 
   
  This entire area is covered in a thick layer of dust and 
  there are only faint tracks leading up to the circle (but 
  they are quickly lost after about ten feet). These are the 
  tracks of the search party which is revealed by a simple 
  Survival skill check (DC 20) by someone with the Track 
  feat. 
   
  A detect magic cast here or anywhere outside the 
  tower reveals a moderate aura of necromancy in the air 
  (DC 20), as well as a moderate aura of abjuration (DC 20). 
  This is in addition to other effects noted above. 
   
  Concerning the different floor types of the outdoor 
  portion of the map, the following rules apply. Areas on 
  the map that appear to be stone floor are just that, but 
  horribly uneven and littered with rock and dust. Areas 
  that look like sand are a mixture of small rocks and fine 
  dunes of ash. Digging deep enough under this ash reveals 
  stone floors just like in other areas. This has the effect of 
  making this terrain very treacherous to move across at 
  any great speed. Anyone attempting to move faster than 
  their speed or charging (not just a double move, which is 
  two actions at speed) must make a Balance skill check 
  (DC 15) or fall prone halfway along their movement. 
  Anyone who is subject to a trip attempt suffers a –4 
  penalty to their opposed roll. These rules do not apply 
  inside the temple. 
   
  Area Two: Grand View 
  Once the heroes get anywhere near this grand sweeping 
  promenade, read or paraphrase the following to them. 
  Rounding the corner reveals a sweeping view of what 
  must have been a grand promenade 1,000 years ago.  
  Now it has falling into ruin and decay.  Many of the 
  columns have tumbled and the fine stone paving has 
  turned into broken uneven ground covering in many 
  places by dunes of ash. What were once grand 
  buildings are now broken and dangerous. 
   
  At the far end of the promenade is a vast temple 
  building made of coarse black granite.  You see no 
  windows and only one tall stone door into this odd 
  monolithic structure. 
   
  Unfortunately, this vista is soon obscured by a 
  storm of ash that rolls over the building like a 
  crashing wave.  It soon reaches you, engulfing the 
  area in a viscous dust storm. 
  From this point on, until the end of the adventure, the 
  valley is engulfed in an ash storm.  The PCs can only find 
  respite from this storm inside of structures or mostly 
  intact buildings (such as areas 3, 4, 7-9 and 12-15).  PCs in 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 18 
  any other area suffer the full effects of the ash storm as 
  noted below. 
   
  This ash storm reduces visibility to 20 feet and 
  provides a –4 penalty on Listen, Search, and Spot checks. 
  The ash storm deals 1d4 points of negative energy 
  damage every 10 minutes to any creatures caught in the 
  open, and leaves a thin coating of ash in its wake. This ash 
  creeps in through all but the most secure seals and seams, 
  to chafe skin and contaminate carried gear. This ruins 
  food and water (but not potions and the like) in one hour. 
   
  Area Three: Stone Devils 
  Read or paraphrase the following to the PCs when they 
  enter this area. 
  Stepping out of the storm, you enter a sculpture 
  garden of macabre design.  Through the haze of ash 
  you can clearly make out eight gray stone statues 
  covered in a thick layer of ash.  Each of the statues 
  depicts some horrible demonic form in a pose of 
  triumph, its wings extended and horned head thrown 
  back in a silent roar.  A dark open doorways stands on 
  one side of this chamber. 
  Creatures: Two of these statues are actually a horrible 
  guardian summoned by the masters of this place as a 
  guardian.  These half fiend gargoyles are playing dead, 
  allowing the PCs to get close, or even boxed into Area 
  four before moving to strike. 
  APL 10 (EL 10) 
  •�Half Fiend Gargoyle Sneak (2): hp 72, 72; see 
  Appendix One. 
  APL 12 (EL 12) 
  •�Half Fiend Gargoyle Dervish (2): hp 93, 93; see 
  Appendix One. 
  APL 12 (EL 12) 
  •�Half Fiend Gargoyle Whirlwind (2): hp 114, 114; see 
  Appendix One. 
  Tactics: These gargoyles have “taken 20” on their disguise 
  check to make themselves look more like statues.  
  Without actual physical inspection, PCs that wish to 
  identify them should be given a Spot skill check (DC 20 + 
  disguise skill) to notice that they are not statues. Also not 
  that the gargoyles should not be the first statues in the 
  room, so that careless adventure will check one real 
  statue, assume the rest are real as well and walk right into 
  the gargoyles trap.  Once combat begins, the gargoyles 
  look to use their sneak attack as much as possible during 
  the surprise round, waiting until a hero is within five feet 
  before springing into action.  After this, they use flanking 
  to reach the same effect.  Given the opportunity, they will 
  also use their spell like abilities to best effect, especially 
  poison. Once defeated, these gargoyles slowly crumble to 
  dust. 
   
  Area Four: Excavation Site 
  This small chamber has only one real feature.  In the 
  middle of the chamber is an excavation site that was 
  being explored by the Dustdiggers before things went 
  terribly wrong.  The excavation area is marked off by 
  some twine and goes down about one foot. 
   
  Treasure: In the excavation pit is the skeleton of 
  some horrible creature. Lodged into its mouth is a black 
  onyx gemstone worth 500gp. A successful knowledge 
  arcana or religion (DC 15) reveals that this is for an 
  animate dead spell that was, fortunately never cast. There 
  is also a small urn full of other onyx gemstones of varying 
  value as noted below. This value is added to the value of 
  the large gem. 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Area Five: Unceremonious Burial 
  When the heroes enter this area, read or paraphrase the 
  following to them. 
  Rounding the corner, you see an area that appears to 
  be a dead end, literally.  In the middle of the clearing 
  is a small mound of the dead.  There are nearly a 
  dozen bodies here piled in a heap, in various stages of 
  decay. Strangely enough, there is no buzz of flies or 
  screech of vultures to be heard, only the sickly sweet 
  scent of the dead carried through the whipping wind. 
  These bodies are those that are of little use to the master 
  of this place.  The PCs can learn a number of things if 
  they examine the bodies.  A simple Spot skill check (DC 
  10) reveals that all the bodies here are humans of 
  Baklunish decent.  A successful Heal skill check (DC 15) 
  reveals that most of these bodies have been dead for 
  about three weeks, while a few have been here for only 
  one.  If the Heal check is made by 5 or more, the PCs can 
  learn that no insects or animals have feasted on the dead. 
   If the Heal check is made by 10 or more, the PCs can 
  learn that the some of the bodies are infested with some 
  dry rot disease while the rest appeared to die of some 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 19 
  withering wounds. None of the bodies can be spoken 
  with via speak with dead or other similar magic. 
   
  Area Six: Burning Gate 
  When the PCs decide to approach this doorway, read or 
  paraphrase the following to them 
  The stairs leading up the black gate are broken and 
  uneven.  This is accentuated by the fact that they are 
  of a strange proportion, as if made by giants. 
  Reaching the top, the black stone door looms before 
  you but it is soon obscured by a wall of white fire that 
  springs up between you and the door. 
  Trap: The top of the stairs is within the area that triggers 
  the wall of fire.  This wall, appears right next to the 
  temple with its searing heat facing out. The PC that 
  walked up the stairs gets a simple reflex save (DC 15) to 
  avoid the 2d4 damage from close proximity to the wall.  
  Once set off, the wall burns for 20 rounds before going 
  out.  One round after this, it is reset.  This gives the PCs 
  one round to get inside if they are quick enough. 
  However, the door leading into the temple is locked, 
  requiring a successful Open Lock skill check (DC 20) to 
  open.  The door has a hardness of 8 and 120 hit points 
  should the PCs try and break it.  Also note that the wall 
  section in front of the door can be extinguished by 20 
  points of cold damage dealt to it in one round. 
  All APLs (EL 4) 
  •�Fire Wall Trap: CR 4; magical; proximity trigger; 
  automatic reset; spell effect (wall of fire, 20th-level 
  wizard, 2d6+20 damage for crossing through, 2d4 within 
  10 ft, 1d4 within 20 ft, no save); Search DC 29; Disable 
  Device DC 29. 
   
  Area Seven: Dustdiggers Home 
  This small building is mostly intact with only part of its 
  roof missing. The Dustdiggers used this building as a 
  home base while excavating around the temple. The door 
  and hole in the roof is covered by heavy piece of canvas. 
  Upon pushing aside the canvas and entering the 
  building, read or paraphrase the following to the PCs. 
  Pushing aside the canvas door reveals a small 
  dwelling that appears to have been recently used. The 
  room contains a pair of chairs in front of work tables, 
  three bedrolls, a large wooden barrel, and a few crates. 
   There are a number of tools and bits of rock scattered 
  about the tables.  Everything in this room is covered 
  in a very fine layer of dust. 
  Although the chairs and bedrolls are fine after being 
  dusted off, the barrel of water has run foul and the crates 
  of food have all spoiled, despite being wrapped up tightly. 
  Closer investigation reveals that no one has used this 
  place for well over three weeks; with a Survival skill 
  check (DC 20) revealing that the last resident here had 
  some sort of fight before being dragged out. 
   
  On the table is a number of brushes, picks, hammers, 
  and chisels along with a number of stone samples, broken 
  pottery, and formed stone.  Sitting on one of the tables is 
  a leather bound logbook.  PCs that take the book and read 
  its contents should be given Players Handout #2 (this 
  takes two hours).   PCs that spend less time flipping 
  through the logbook receive one of the excerpts listed for 
  each 15 minutes spent looking (determine randomly). 
   
  Treasure: Sitting on the table is a quartz statue of a 
  kneeling man crying out in agony. 
   
  ALL APLs: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  Area Eight: Disordered Library 
  Upon entering this area, read or paraphrase the following 
  to the heroes. 
  At some time in the ancient past, before the colorless 
  fire, this must have been a library. Now it is nothing 
  more than a heap of collapsed shelves and rotten 
  pages.  The entire area is completely covered in 
  wreckage and debris. 
  The ground is covered with debris of all sizes. PCs 
  moving through this space do so at half speed and cannot 
  run or charge. This wreckage adds 5 to the DC of Balance 
  and Tumble checks, and it adds 2 to the DC of Move 
  Silently checks. Disturbing the debris in any way alerts 
  the Keeper of Records as noted below in Area Nine. 
   
  Treasure: There is one thing of value in this room if 
  found.  An ancient Suel tome dealing with magic spells of 
  all sorts can be found if the PCs succeed at a Search skill 
  check (DC 20).  A detect magic spell gives a +10 bonus to 
  the roll.  All of the other books in this room, crumble to 
  dust upon the slightest touch. 
   
  ALL APLs: L: 0 gp; C: 0 gp; M: Suel Arcanum Tome 
  (100 gp). 
   
  Developments: If the PCs disturb the library by 
  searching through it, or making a great deal of noise, the 
  Keeper of the Records will be aware of their approach 
  and ready himself for them. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 20 
  Area Nine: Keeper of Records 
  When the PCs enter this area, read or paraphrase the 
  following to them. 
  Crossing over the rubble of the library, you reach 
  what must have once been an office of some sort.  
  More than likely that used by the keeper of the 
  library.  Unlike the rest of this place, this room is 
  relatively tidy.  The desk across the room is covered 
  in stacks of decrepit books, carefully balanced. 
   
  Quite suddenly, an ancient Suel man rises from 
  the floor dressed in the robes of a scholar.  He stares 
  at you with burning hate, screaming a gibberish that 
  you cannot understand.  
  This room was the office of the keeper of records, whose 
  library was laid wasted during the rain of colorless fire.  
  He was laid waste along with it, but could not rest with 
  the library in such disorder.  As such, he views any that 
  now visit it with furious hatred as they intruding upon 
  his silent work. The gibberish he is screaming is ancient 
  Suel and means, “How dare you disturb my silence!” 
   
  Creatures: The keeper of records is a powerful 
  spellcaster who has tuned himself to his ghostly state.  As 
  a result, he is quite aware of his limitations and strengths. 
  He will attack until slain or the PCs leave the library.  In 
  addition, he will cease his assault if the PCs present him 
  with a new book that he can keep. 
  APL 10 (EL 11) 
  �Keeper of Records: hp 58 each; see Appendix One. 
   
  APL 12 (EL 13) 
  �Keeper of Records: hp 71 each; see Appendix One. 
   
  APL 14 (EL 15) 
  �Keeper of Records: hp 84 each; see Appendix One. 
   
  Tactics: If given forewarning of the PCs approach, the 
  Keeper prepares for them by casting cat’s grace, fox’s 
  cunning, mage armor and haste. This has the effect of 
  increasing his AC by +7, his touch attack by +3, the DC of 
  his spells by +2, and it gives him one extra touch attack 
  when performing a full attack action.  If not given any 
  warning he will instead move into his offensive 
  capabilities much sooner.  
   
  In combat, the Keeper has a number of abilities that 
  drain constitution, from his touch to cloudkill and will 
  use these to best effect.  He also has a number of spells 
  that will hinder the PCs but do not affect him such as 
  cloudkill and web.  Once these are in place, he will 
  cheerily use his ring of the ram to push PCs back into 
  them. 
   
  Defensively, his brooch of shielding provides him 
  with excellent protection from magic missile spells.  If 
  truly pressed or harried, the Keeper will go ethereal to 
  allow him to reposition himself. 
   
  Note that if any explosive spell is used in the library, 
  such as fireball or sound burst, it kicks up a cloud of dust 
  that reduces visibility to ten feet within the area of the 
  spell.  This cloud persists for 1d4 rounds, but can be 
  dispersed by a strong wind. 
   
  Treasure: In the back of the office, just behind the 
  desk is the Keepers ashen skeleton, along with all of his 
  magic items.  If taken from the corpse, the keeper looses 
  these items and will promptly focus his attention upon 
  the thief.  After the combat, these items are easily found 
  if searched for. 
  APL 10– L: 0 gp, C: 0 gp, M: brooch of shielding (101 
  charges) (125 gp), ring of ram (717 gp), rod of metamagic 
  (lesser empower) (750 gp).  
  APL 12– L: 0 gp, C: 0 gp, M: brooch of shielding (101 
  charges) (125 gp), ring of ram (717 gp), rod of metamagic 
  (lesser empower) (750 gp), staff of fire (30 charges) (888 
  gp), wand of web (10 charges) (75 gp).  
  APL 14– L: 0 gp, C: 0 gp, M: boots of speed (1,000 
  gp), brooch of shielding (101 charges) (125 gp), gloves of 
  dexterity +4 (1,333 gp), ring of ram (717 gp), rod of 
  metamagic (lesser empower) (750 gp), staff of fire (30 
  charges) (888 gp), wand of web (10 charges) (75 gp). 
   
  Area Ten: Echoing Laughter 
  There is little of interest in these crumbling ruins aside 
  from the following two points. 
   
  This area was once the house of the dead, where the 
  dead were prepared for their last rites. As the PCs make 
  their way through this are, allow them to make Spot skill 
  checks (DC 15) to notice the skulls that seem to be 
  underfoot.  If the PCs search the dust, they find a vast 
  number of skulls and bones buried just underneath the 
  dust.   
   
  Also, as the PCs make their way through this are, 
  they can all hear a strange echoing laughter coming from 
  the ruins.  Allow a Listen skill check (DC 15) to attempt 
  to ascertain the direction of the laughter.  Each PC that 
  succeeds should be told a different direction.  The 
  laughter is a deep ominous laughter. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 21 
   
  Treasure: Allow any PCs that search the dust to 
  make a Search skill check (DC 20) to discover a gold 
  bracelet buried in the dust.  The bracelet was a 
  ceremonial one and is covered in skull motifs. 
   
  ALL APLs: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  Area Eleven: Ash Pit 
  This area of ash does not have a solid surface beneath it 
  and as such works very similar to quicksand.  The center 
  of the ash pit is the most dangerous, so those walking in, 
  may not notice the sink before reaching the center.  A 
  Spot skill check (DC 20) notices the ash pit while the 
  character is only five feet in.  For each five by which the 
  roll is failed, the character is a further five feet in before 
  realizing his peril.  Once in the ash pit, use the following 
  rules. 
   
  Characters in the ash pit must make a DC 10 Swim 
  check every round to simply remain in place, or a DC 15 
  Swim check to move 5 feet in whatever direction is 
  desired. If a trapped character fails this check by 5 or 
  more, he sinks below the surface and begins to drown 
  whenever he can no longer hold his breath (see the Swim 
  skill description). 
   
  Characters below the surface of the ash pit may swim 
  back to the surface with a successful Swim check (DC 15, 
  +1 per consecutive round of being under the surface). 
   
  Pulling out a character trapped in the ash pit can be 
  difficult. A rescuer needs a branch, spear haft, rope, or 
  similar tool that enables him to reach the victim with one 
  end of it. Then he must make a DC 15 Strength check to 
  successfully pull the victim, and the victim must make a 
  DC 10 Strength check to hold onto the branch, pole, or 
  rope. If the victim fails to hold on, he must make a DC 15 
  Swim check immediately to stay above the surface. If 
  both checks succeed, the victim is pulled 5 feet closer to 
  safety. 
   
  Once realized, this hazard can be easily avoided by 
  traveling along the outside edge (which looks like ash, 
  but is in fact solid). 
   
  Area Twelve: Hall of Procession 
  From this area onward, all the remaining areas are inside 
  the temple building.  The dust storm raging outside has 
  no effect here.  Upon entering this area, read or 
  paraphrase the following to the heroes. 
  Crossing through the burning door, the smell of an 
  old tomb assails you.  The corridor is dark, dusty and 
  has a sweet dry odor.  Just inside the door, the hallway 
  drops to a squat five feet tall. The walls show a 
  procession of robed figures carved in stone marching 
  deeper into this temple with tablets held before them. 
  As the PC reach the intersection, the robed figures split 
  directions heading down both forks of the corridor.  As 
  they progress from this door onward, each one becomes 
  more gaunt, eventually looking like a zombie and then 
  finally a skeleton just before the door leading into the 
  next chamber.  Neither door is locked. 
   
  Area Thirteen: Drowning Room 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
  This large chamber is lit with an strange glow that 
  comes from the skulls embedded in the walls near the 
  ceiling. Each has its mouth open in a silent scream. 
  However, there are two other features of this 
  chamber that catch your eye.  The first is a pillar in 
  the center of the chamber, on which sits a silver key. 
  The second is a trio of prisoners chained to the south 
  wall of the chamber.  One appears dead, while 
  another is clearly unconscious.  The last babbles 
  quietly to himself, taking no notice of you.  
  The key in the center of this room opens the western 
  door of area 15 (the one that can only be reached through 
  area 14).  Once anyone steps within ten feet of the pillar, 
  the doors to this room slam shut (with a strength of 30) 
  and the trap is triggered as noted below. 
   
  Those chained up on the south wall are the only 
  remaining Dustdiggers in this area.  The master keeps 
  them here so that he can question them and learn more 
  about the modern world.  One of them is indeed dead 
  and another is in some sort of coma.  The last is alive and 
  conscious but completely insane.  His mind is completely 
  shattered.  Listed below are a number of things that he 
  has to tell them, albeit in a disjointed and insane manner. 
   Between these occasional ramblings, he simply mumbles 
  to himself and speaks random words of no importance.   
   
  He will say one of these bits roughly every ten 
  minutes.  A heal spell will restore some of his sanity so 
  that he can tell them every bit right away. 
  � The Burning King comes and he brings the fire 
  without color with him. To die now will not 
  supplicate his wrath. 
  � None of us are meant to be.  The world ended at 
  that last age. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 22 
  � Long has he slept… but we foolishly woke him.  
  The deeds will forever be stained into my soul. 
  � All the Baklunish are already dead.  They were 
  the first to anger him, anger him by simply 
  breathing. 
  � Soon he will leave this place to bring his past to 
  our future. 
  � The Burning King cannot be stopped.  He has 
  been dead before and death has no leash upon his 
  hand. 
  � I have seen more than any man should.  I would 
  take out my eyes, but yet I would still see those 
  horrors. 
  � If the Burning King leaves this place, it will be 
  the end of the old ways.  He will usher in the new 
  way, a way of burning pain and endless suffering. 
   
  The prisoners will not accompany the PCs any deeper 
  into this place, but will wait for them in their home 
  outside the temple (Area 7).  There is no further 
  information that the PCs can get from these three 
  (especially the dead one) as none of them will speak of it 
  even if they were capable of it. 
   
  Trap: Once anyone comes within ten feet of the 
  center of the chamber, the doors leaving this area slam 
  shut (Strength 30) and the skulls begin to gush forth a 
  torrent of water.  Any PC that is within 5 feet of the door 
  can attempt a Reflex save (DC 25) to catch the door and 
  must beat the door at an opposed strength check every 
  round to avoid it slamming shut.  The PC must beat the 
  door by at least five to get it wide enough for others to 
  squeeze through.  The doors open into the room, and as a 
  result of the trap, the door will receive a +2 cumulative 
  bonus to its check each round as the water presses against 
  it.  While either door is open, the room cannot fully fill 
  with water (there will always be one round after the door 
  closes before the room is completely full of water). After 
  half the time to fill the room has expired (varies per APL), 
  small characters will be below water, requiring a Swim 
  skill check (DC 15) to remain above. 
   
  After the full time has allotted all the people in the 
  room (PCs and prisoners) will begin to drown.  Any 
  character can hold her breath for a number of rounds 
  equal to twice her Constitution score. After this period of 
  time, the character must make a DC 10 Constitution 
  check every round in order to continue holding her 
  breath. Each round, the DC increases by 1.  
   
  When the character finally fails her Constitution 
  check, she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops to 
  –1 hit points and is dying. In the third round, she 
  drowns.  The unconscious prisoner drops to 0 hp on the 
  first round of drowning, -1 and dying on the next and 
  dies on the third round. 
   
  Escaping this room requires disarming the trap (DC 
  as noted below), opening the door (Strength DC 30) once 
  the room is full of water, or destroying a door (hardness 
  8, 60 hit points).  Before the trap can be disarmed, the 
  trigger must first be located, requiring a Search check 
  (DC 17). Creative PCs will certainly come up with other 
  ways of escaping.  If opened, the room drains into hidden 
  gutters and the water flow stops, so as to not flood the 
  rest of the temple. 
  APL 10 (EL 4) 
  •�Water-Filled Room Trap: CR 4; mechanical; location 
  trigger; automatic reset; multiple targets (all targets in a 
  10-ft.-by-10-ft. room); never miss; onset delay (4 rounds); 
  liquid; Search DC 17; Disable Device DC 23. 
  APL 12 (EL 5) 
  •�Water-Filled Room Trap: CR 5; mechanical; location 
  trigger; automatic reset; multiple targets (all targets in a 
  10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); 
  liquid; Search DC 17; Disable Device DC 26. 
  APL 14 (EL 6) 
  •�Water-Filled Room Trap: CR 6; mechanical; location 
  trigger; automatic reset; multiple targets (all targets in a 
  10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); 
  liquid; Search DC 17; Disable Device DC 29. 
  Developments: The door leading out of this chamber, 
  toward area 15, is not locked but may be difficult to open, 
  as noted below.  However, the door leading into Area 15 
  from this side of the dungeon is very locked with a 
  superior lock (DC 40 to open).  This door can be opened 
  with the key from around the wights neck in Area 14. 
  The door is made of iron and is nearly one foot thick 
  (should the PCs decide to attempt to bash it). Anyone 
  stepping into this corridor sets of a silent alarm that 
  notifies the mummy cleric of their presence. 
   
  Area Fourteen: Dark Knights 
  Upon entering this chamber, read or paraphrase the 
  following to the players. 
  The door opens before you revealing a room full of a 
  light fragrant smoke that comes from burning 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 23 
  censors hung high above the floor.  You view into the 
  chamber is partially blocked by a wall, but beyond 
  you can see a ceremonial chamber.  Stone skulls grin 
  at you from the columns within, their eyes made of 
  ruby gemstones.  A low chant can be heard echoing in 
  the room. 
  Creatures: This chamber contains a number of powerful 
  wights, burning with an undead fire.  These creatures are 
  hiding from sight when the door is opened.  Two are 
  behind the partition that blocks their view, while the 
  others are further down the chamber, out of sight.  Note 
  that in spite of their armor, these creatures are quite 
  adept at hiding should the PCs look for enemies.  Once 
  combat begins, the wights try to drain as many levels as 
  possible, using their abilities to their best extent.  The fire 
  breath is only used when the opportunity is right and 
  they can catch multiple targets. 
  APL 10 (EL 12) 
  �Burning Dead Wight Squire (4): hp 65 each; see 
  Appendix One. 
   
  APL 12 (EL 14) 
  �Burning Dead Wight Warrior (4): hp 78 each; see 
  Appendix One. 
   
  APL 14 (EL 16) 
  �Burning Dead Wight Knight (4): hp 91 each; see 
  Appendix One. 
   
  Treasure: Aside from their armor, the wights carry little 
  other treasure.  One of the wights has a silver key around 
  its neck that is used to open the eastern door leading into 
  Area 15 (the door that can be reached from Area 13). The 
  door leading into Area 15 from this side of the dungeon 
  is very locked with a superior lock (DC 40 to open).  This 
  door can be opened with the key from around the 
  pedestal in Area 13. The door is made of iron and is 
  nearly one foot thick (should the PCs decide to attempt 
  to bash it).  Aside from this, there are a number of rubies 
  in the skulls on the pillars. These are listed as coin below. 
   
  ALL APLs: L: 500 gp; C: 200 gp; M: 0 gp. 
   
  Area Fifteen: Mummy Master 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
  The door to this chamber swings open on rusted 
  hinges with a screech. Before you is a large chamber 
  dominated by an altar along the near wall.  This black 
  stone edifice is covered in divine runes and crackles 
  with a dark power.  Lying upon the altar is a man 
  turned shriveled and black, covering in funeral 
  wrappings.  Flanking him is a pair of abominations, 
  rotted corpses, dressed in faded robes.  Behind the 
  altar is another corpse, this one burning with a black 
  fire, dressed in ancient armor bearing the symbols of 
  death.  This high priest seems to be leading the others 
  in some sort of ritual, and as you enter, the shriveled 
  human upon the altar begins to move.  They look at 
  you with a look of dark exaltation upon their long 
  dead faces. 
  This mummy is the high priest of the master of this place, 
  who is outside the scope of this adventure.  When the 
  PCs arrive, they have just finished creating a new 
  mummy from the body of one of the Dustdiggers. All 
  four attack the PCs without mercy 
   
  This chamber is under the effects of an unhallow 
  spell, giving all a protection from good effect as well as 
  inflicting a –4 penalty to all turning checks.  In addition 
  to this, all non-evil creatures entering this room are 
  subject to a targeted dispel magic effect, at 10th level 
  caster. 
   
  Creatures: Three of the four mummies here have 
  unique skills.  The two on the outside are trained in 
  ancient Suel fighting techniques (making them monks) 
  while the one in the center is a cleric of death (not 
  specifically Nerull, but an ancient incarnate of him).  The 
  center mummy is also a burning dead, a horrible form of 
  undead that has been exposed to the rain of colorless fire 
  and hence burns with an arcane fire.  The newly created 
  mummy is just that. 
  APL 10 (EL 13) 
  �Mummy Guardian - Lesser (2): hp 74 each; see 
  Appendix One. 
  �Burning Dead Mummy Acolyte: hp 87; see Appendix 
  One. 
  �Mummy: hp 55; see the Monster Manual . 
   
  APL 12 (EL 15) 
  �Mummy Guardian (2): hp 87 each; see Appendix One. 
  �Burning Dead Mummy Priest: hp 100; see Appendix 
  One. 
  �Mummy: hp 55; see the Monster Manual . 
   
  APL 14 (EL 17) 
  �Mummy Guardian - Greater (2): hp 100 each; see 
  Appendix One. 
  �Burning Dead Mummy Bishop: hp 113; see Appendix 
  One. 
  �Mummy: hp 55; see the Monster Manual . 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 24 
  Tactics: Assuming the PCs entered the corridor to the 
  north of Area 13, the mummy cleric is aware of their 
  approach.  In response, the Mummy cleric soon after 
  goes to work casting a number of spells with a duration of 
  10 minutes per level or longer, such as resist energy, 
  protection from energy, freedom of movement, and spell 
  immunity.  With the exception of resist energy, these 
  spells are all cast upon the cleric.  All energy protection 
  spells are set to ward against electricity as they are already 
  protected from fire.  The spell immunity spell is set to 
  protect against magic missile and searing light. Once the 
  PCs attempt to open the door to this chamber, the cleric 
  then cast some of his shorter duration spells such as, 
  bull’s strength on himself, shield of faith on the monks, 
  and spell resistance. 
   
  Once the PCs are in the room, the cleric will finish 
  and necessary preparation while the monks close to 
  engage.  If the battle goes badly, the mummies cleric will 
  use his ring of invisibility to reposition himself and heal. 
  At the highest APL, he will also use his strand of prayer 
  beads (karma bead) to enhance his caster level before 
  combat. 
   
  The two monks will attempt to close with the PCs as 
  quickly as possible, using their monk abilities to their 
  fullest potential (especially stunning fist).  Remember 
  that once a PC is infected with mummy rot, all healing to 
  them is more difficult and the incubation period only 
  one minute (although additional damage will not come 
  for a full day). 
   
  Note that all heroes in the room will need to succeed 
  at three Will saves to avoid the despair effects of the 
  mummies.  Remember that this entire area gives all 
  undead an additional +2 turn resistance, along with the 
  unhallow spell effect. 
   
  The altar is a focus of negative energy.  Anyone 
  touching it is treated as if hit with a inflict serious 
  wounds cast at 10th level (Will save DC 14 for half 
  damage).  The mummies can touch this altar as a standard 
  action to heal damage. 
   
  Treasure: The mummies carry a good deal of 
  valuable magical treasure as noted below. 
   
  APL 10– L: (17 gp), M: cloak of charisma +2 (333 gp), 
  periapt of wisdom +4 (1,333 gp), ring of invisibility (1,667 
  gp). 
   
  APL 12– L: (17 gp), M: cloak of charisma +2 (333 gp), 
  pearl of power (3rd level) (750 gp), periapt of wisdom +4 
  (1,333 gp), ring of invisibility (1,667 gp), wand of inflict 
  serious wounds (5th level caster, 25 charges) (469 gp). 
   
  APL 14– M: cloak of charisma +2 (333 gp), +4 full 
  plate (1,470 gp), monks belt (2) (1,083 gp each), pearl of 
  power (3rd level) (750 gp), periapt of wisdom +4 (1,333 
  gp), ring of invisibility (1,667 gp), strand of prayer beads 
  (standard) (2,150 gp), wand of inflict serious wounds (5th 
  level caster, 25 charges) (469 gp). 
   
  Conclusion 
  Modify this as needed based on how far they explored 
  and how successful they were towards their goals. 
  Stepping off the teleport platform you are once again 
  standing in the ancient Suel tomb. All is quiet around 
  you as almost if the past few hours had been a dream. 
  Your mission was a (success/failure) in recovering the 
  surviving Dustdiggers and all that is left before you 
  now is the long return journey through the tunnel.  
  Days pass into weeks as you trudge through the 
  endless darkness. The only light is the dreams that 
  everybody seems to be sharing about a ghostly figure 
  wreathed in the flames. You can tell others are having 
  the same ones as they jump up from their sleep 
  patting their bodies as if on fire. Finally you reach the 
  end and step out into the twilight and fresh air once 
  again. The moon above shines it beautiful light upon 
  the faces of grateful survivors.  
  With one last look over your shoulders into the 
  tunnel, you see twin specks of fire in the distance. 
  Almost like eyes. With a whisper that almost seems 
  like a piece of paper rubbing against another a voice 
  calls out. “My Legacy has been brought back into the  
  world. The children of my children shall seek me out 
  and my footsteps with shake the foundations of this 
  world” then silence once again.  
  The Dustdigger survivors appear to have heard 
  nothing and they scramble down the path to Darkgate 
  to great loved ones and friends. All is well again for 
  now. The heroes have saved the day and salvaged 
  what looked to be a hopeless situation. But at what 
  price ?  Something horrible was buried in the dust 
  and ash of that place and whatever it was will not 
  forget lightly the blow dealt to it today. Though the 
  town of Darkgate may rest safely and without worry 
  the shadows have taken on an all new edge to them 
  for you. 
  If the players managed to rescue the Dustdigger and 
  Border Guard captives, then they are rewarded the 
  Gratitude of Darkgate favor as well as any item on the 
  Adventure Record marked with a * (there may or may not 
  be items designated this way) for their APL or lower. This 
  represents the artifacts previously returned by the 
  Dustdiggers. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 25 
  If they defeated the mummy lord then they also received 
  the Wrath of Tozhgan Ikan. 
   
  The End 
  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. 
  Area Three: Stone Devils  
  Defeat Half Fiend Gargoyles 
  APL10   
  300 xp 
  APL12   
  360 xp 
  APL14   
  420 xp 
   
  Area Six: Burning Gate  
  Disarm or deal with the Burning Gate Trap 
  All APLs  
  120 xp 
   
  Area Nine: Keeper of Records  
  Defeat Keeper of Records 
  APL10   
  330 xp 
  APL12   
  390 xp 
  APL14   
  450 xp 
   
  Area Thirteen: Drowning Room 
  Surviving the Water Trap 
  APL10   
  120 xp 
  APL12   
  150 xp 
  APL14   
  180 xp 
   
  Area Fourteen: Dark Knights 
  Defeat the Wights 
  APL10   
  360 xp 
  APL12   
  420 xp 
  APL14   
  480 xp 
   
  Area Fifteen: Mummy Master 
  Defeat the Mummies 
  APL10   
  390 xp 
  APL12   
  450 xp 
  APL14   
  510 xp 
   
  Story Award 
  Discovering the Logbook: 
  APL 10   
  80 xp 
  APL12   
  100 xp 
  APL14   
  120 xp 
   
  Rescuing the Prisoners (1/2 if one drowns): 
  APL 10   
  160 xp 
  APL12   
  200 xp 
  APL14   
  240 xp 
   
  Discretionary roleplaying award 
  APL 10   
  165 xp 
  APL12   
  170 xp 
  APL14   
  180 xp 
   
  Total possible experience:  
   
  APL 10   
  2,025 xp 
  APL12   
  2,360 xp 
  APL14   
  2,700 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 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 26 
  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. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewelry, and other valuables 
   
  M: Magic Items (sell value)  
   
  Area Four: Excavation Site 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Area Five: Unceremonious Burial 
   
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  Area Eight: Disordered Library 
   
  All APLs: L: 0 gp; C: 0 gp; M: Suel Arcanum Tome 
  (100 gp). 
   
  Area Nine: Keeper of Records 
  APL 10– L: 0 gp, C: 0 gp, M: brooch of shielding (101 
  charges) (125 gp), ring of ram (717 gp), rod of metamagic 
  (lesser empower) (750 gp).  
  APL 12– L: 0 gp, C: 0 gp, M: brooch of shielding (101 
  charges) (125 gp), ring of ram (717 gp), rod of metamagic 
  (lesser empower) (750 gp), staff of fire (30 charges) (888 
  gp), wand of web (10 charges) (75 gp).  
  APL 14– L: 0 gp, C: 0 gp, M: boots of speed (1,000 
  gp), brooch of shielding (101 charges) (125 gp), gloves of 
  dexterity +4 (1,333 gp), ring of ram (717 gp), rod of 
  metamagic (lesser empower) (750 gp), staff of fire (30 
  charges) (888 gp), wand of web (10 charges) (75 gp). 
   
  Area Ten: Echoing Laughter 
   
  ALL APLs: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  Area Fourteen: Dark Knights 
   
  ALL APLs: L: 500 gp; C: 200 gp; M: 0 gp. 
   
  Area Fifteen: Mummy Master 
   
  APL 10– L: (17 gp), M: cloak of charisma +2 (333 gp), 
  periapt of wisdom +4 (1,333 gp), ring of invisibility (1,667 
  gp). 
   
  APL 12– L: (17 gp), M: cloak of charisma +2 (333 gp), 
  pearl of power (3rd level) (750 gp), periapt of wisdom +4 
  (1,333 gp), ring of invisibility (1,667 gp), wand of inflict 
  serious wounds (5th level caster, 25 charges) (469 gp). 
   
  APL 14– M: cloak of charisma +2 (333 gp), +4 full 
  plate (1,470 gp), monks belt (2) (1,083 gp each), pearl of 
  power (3rd level) (750 gp), periapt of wisdom +4 (1,333 
  gp), ring of invisibility (1,667 gp), strand of prayer beads 
  (standard) (2,150 gp), wand of inflict serious wounds (5th 
  level caster, 25 charges) (469 gp). 
   
  Total Possible Treasure 
  APL 10: L: 517 gp; C: 550 gp; M: 4,925 gp - Total: 
  5,992 gp 
  APL 12: L: 517 gp; C: 650 gp; M: 7,107 gp - Total: 
  8,274 gp 
  APL 14: L: 500 gp; C: 850 gp; M: 15,226 gp - Total: 
  16,576 gp 
  Special 
  �Elixir of Life: This salve when applied to a deceased 
  comrade will duplicate the effect of a Raise Dead spell 
  cast at 9th level. This spell will not work on anybody 
  whose body is not intact nor if they have been dead more 
  then 9 days. Caster Level 9th; Prerequisites: Craft 
  Wondrous Item, raise dead, lich bone power, unknown 
  ingredient; Cost: 5,450 gp; Only one of these may be 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 27 
  purchased per character. Once purchases cross this off 
  the AR. 
  �Wrath of Ikan: You have gained the attention of 
  somebody whose favors are best declined. At the 
  beginning of each adventure there is a 10% chance (DM 
  roll) that misfortune follows you this day. At some 
  random point during the adventure (DM’s choice) some 
  random mishap will occur to cause embarrassment, 
  misfortune, or danger to happen for your character. Note 
  to DM: This cannot be used in combat and will not result 
  in death. 
  �Gratitude of Darkgate: Spokesman Olmir and the 
  town of Darkgate are in your debt. They have agreed to 
  let you look through some of the items the Dustdiggers 
  have found in the past and hold them for you in case you 
  ever have need of them. Any item marked with a * below 
  is available to purchase with the Frequency changed to 
  ‘Any’. 
  �Suel Arcanum Tome: This ancient book is bound in 
  an oily black leather and is remarkably well intact.  It 
  contains many secrets, but you are only able to learn a 
  few. When purchased, the PC selects up to five spells 
  with total spell levels no greater than 20. Write these 
  spells below in ink. These spells are now available for the 
  PC to cast, just as if the PC had put these spells into his or 
  her spellbook. These spells must come from the PHB.  
  This book is of no benefit to divine casters and those that 
  do not use a spellbook. No PC may ever benefit from this 
  tome more than once. Faint (abjuration); CL 5th; Cannot 
  be Crafted; Price 1,200 gp 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 28 
  Adventure C – Wizard Tower 
  This uses Map #3 in Appendix Four. This map can be 
  used for APL’s 12, 14, and 16. Note that this portion of the 
  adventure contains a very powerful adversary at its end. 
  He will no doubt prove more than a match for many 
  groups and fleeing is always an option. Players should be 
  advised that this is a special event and the challenges are 
  above and beyond what is normally seen in regular 
  events. 
   
  Once the PCs step onto the teleportation circle, 
  proceed to encounter one, the Ashen Arrival. 
  Area One: The Ashen Arrival 
  Read or paraphrase the following to the heroes once they 
  step into the teleportation circle in the old crypt. 
  As you step inside the arcane circle, the world around 
  you promptly fades to black, there is a sound of 
  thunder and a new place fades into view. Your brave 
  band is standing inside of another faintly glowing 
  circle in what appears to be a canyon of sorts. The 
  walls of the canyon are uneven but blown smooth by 
  the winds of time.  
   
  Directly in front of you is some massive 
  monolithic stone, not unlike a huge square tower. It 
  does not appear to have any windows or doors but 
  even seems are visible on its worn surface. The black 
  stone tower must rise up a full fifty feet above the lip 
  of the canyon rising up into a brewing storm cloud. 
  Strange blue lightning streaks from the clouds to the 
  tower and back again but no thunder reports to your 
  ears only silence. Whatever this strange storm is, the 
  tower seems to stand at its eye. 
   
  At ground level, the canyon winds away from you 
  towards some crumbling ruins but your view is 
  obscured by a heavy haze of gray ash that seems to 
  cling to the canyon floor like a dirty fog. You cannot 
  see much beyond the ruins, but the canyon seems to 
  continue onward. 
  The PCs are standing inside the teleportation circle that 
  leads back to the crypt. Once they leave, any PC that steps 
  back inside the circle will be instantly teleported back to 
  the crypt, ending the adventure for them. 
   
  The canyon walls are roughly 50 feet tall and 
  relatively smooth. Anyone wishing to climb them must 
  succeed at a Climb skill check (DC 20). Those reaching 
  the stop will find themselves in the middle of a vast dust 
  storm. Treat this just like negative energy damage taken 
  for staying too long here, but it takes place every minute 
  instead of every hour. 
   
  Climbing the tower is much more difficult, 
  requiring a Climb skill check (DC 25). Those reaching 
  the top of its 100 foot height are in danger of being struck 
  by lightning (25% chance each round). Those struck take 
  10d6 points of negative energy damage and receive a 
  reflex save (DC 20) for half damage. There is no way 
  inside the tower from the top, but strange blue lightning 
  dances across the stop surface of the tower. 
   
  This entire area is covered in a thick layer of dust and 
  there are only faint tracks leading up to the circle (but 
  they are quickly lost after about ten feet). These are the 
  tracks of the search party which is revealed by a simple 
  Survival skill check (DC 20) by someone with the Track 
  feat. 
   
  A detect magic cast here or anywhere outside the 
  tower reveals a moderate aura of necromancy in the air 
  (DC 20), as well as a moderate aura of abjuration (DC 20). 
  This is in addition to other effects noted above. 
   
  Concerning the different floor types of the outdoor 
  portion of the map, the following rules apply. Areas on 
  the map that appear to be stone floor are just that, but 
  horribly uneven and littered with rock and dust. Areas 
  that look like sand are a mixture of small rocks and fine 
  dunes of ash. Digging deep enough under this ash reveals 
  stone floors just like in other areas. This has the effect of 
  making this terrain very treacherous to move across at 
  any great speed. Anyone attempting to move faster than 
  their speed or charging (not just a double move, which is 
  two actions at speed) must make a Balance skill check 
  (DC 15) or fall prone halfway along their movement. 
  Anyone who is subject to a trip attempt suffers a –4 
  penalty to their opposed roll. These rules do not apply 
  inside the tower. 
  Area Two: Pity Trap 
  When the PC round the corner and look into this ruined 
  space, read or paraphrase the following to them. 
  Peering into the crumbled ruins of some ancient 
  structure, you see a human form wearing only thin 
  dirty rags. He sits with his back against the tower 
  amongst the tumbled stones of this place. Unlike 
  everything else here, there is not much dust covering 
  him. Although he does not move, he does not appear 
  to be dead. 
  This is actually a ruse created by a barbed devil that is 
  stationed in Area 3, using his major image spell like 
  ability. The illusion is placed next to the tower, but ten 
  feet away from the opening into Area 3. When any PC 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 29 
  approaches the illusionary man, the devil (or devils at 
  higher APLs) attacks. See Area 3 for more information. 
   
  This small ruined structure was a storage building 
  long ago before the rain of colorless fire. There is little of 
  interest here, but a successful Search skill check (DC 15) 
  reveals a few faded murals that look like burning skulls 
  on the walls and on some of the tumbled stones. 
   
  Area Three: Quite Devilish 
  This small area is the guard station set up by Tozhgan 
  Ikan when he awoke from his slumber. His first task, 
  after dealing with the Dustdiggers was to station a 
  number of barbed devils here to warn him of the 
  approach of any outsiders. The devils, upon hearing the 
  crack of the teleportation circle have already alerted their 
  lord through telepathy and have now set an ambush as 
  noted in Area Two. The PCs can foil this ruse by looking 
  over the ten foot walls that make up this room and spot 
  the devils before the illusion. 
  Creatures: 
  APL 12 (EL 11) 
  �Barbed Devil: hp 126; see Monster Manual page 51. 
   
  APL 14 (EL 13) 
  �Barbed Devil (2): hp 126 each; see Monster Manual 
  page 51. 
   
  APL 16 (EL 15) 
  �Barbed Devil (4): hp 126 each; see Monster Manual 
  page 51. 
   
  Tactics: The Barbed Devils use their area to hide in while 
  the PCs approach. Any PC that approaches the illusion 
  gets a chance to spot them and act in the surprise round if 
  successful in a Spot skill check versus the Barbed Devil’s 
  Hide. 
   
  Once one of the PCs approaches the illusion, or 
  initiates combat, the barbed devils start by using order’s 
  wrath or unholy blight before going into melee (equal 
  numbers of each if there is more than one devil). Given 
  the chance, they will also use their scorching ray against 
  any obvious spellcaster. Once in melee, the barbed devils 
  focus on one opponent before moving on to another. 
   
  Throughout the entire combat, the devil’s use their 
  telepathy to communicate with Tozhgan Ikan, so he 
  might have a better idea of what approaches. 
   
  Treasure: This area contains one of the excavation 
  sites that the Dustdiggers were interested in before 
  things went bad. In the back of the room is a half-
  excavated skeleton of some horrible creature. Lodged 
  into its mouth is a black onyx gemstone worth 500gp. A 
  successful knowledge arcana or religion (DC 15) reveals 
  that this is for an animate dead spell that was, fortunately 
  never cast. There is also a small urn full of other onyx 
  gemstones of varying value as noted below. This value is 
  added to the value of the large gem. 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Developments: Every tactic and spell the PCs use 
  here will be reported to Tozhgan Ikan. As a result, he will 
  be prepared for any such tactic (such as what sort of 
  energy the party uses, who is the primary melee 
  character, etc). These clues will affect his spell choices 
  and targets in the final conflict with him. 
   
  Area Four: Dust Valley 
  Upon reaching this area, read or paraphrase the following 
  to the PCs. 
  The dust fog seems less as the canyon bends around 
  one corner of the tower. Before you, the canyon 
  opens up a bit before ending entirely. This side of the 
  tower seems to be dominated by a large stone rampart 
  that rises up alongside the tower to a height of thirty 
  feet. On the other side of the canyon, at the base of 
  the rampart is a series of crumbled walls. Nearby, set 
  into the canyon wall is a relatively intact stone 
  dwelling whose door is covered with a heavy canvas. 
  No sound, other than your own echoes, report back to 
  you from this vast space. 
  The stone rampart is actually a large stair with two 
  landings as detailed below. The first landing is fifteen feet 
  above the ground while the second is thirty feet above 
  the ground. The rampart is made of the same black stone 
  of the tower and is just as hard to climb. 
   
  Area Five: Dustdiggers Home 
  This small building is mostly intact with only part of its 
  roof missing. The Dustdiggers used this building as a 
  home base while excavating around the tower. The door 
  and hole in the roof is covered by heavy piece of canvas. 
  Upon pushing aside the canvas and entering the 
  building, read or paraphrase the following to the PCs. 
  Pushing aside the canvas door reveals a small 
  dwelling that appears to have been recently used. The 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 30 
  room contains a pair of chairs in front of work tables, 
  three bedrolls, a large wooden barrel, and a few crates. 
   There are a number of tools and bits of rock scattered 
  about the tables.  Everything in this room is covered 
  in a very fine layer of dust. 
  Although the chairs and bedrolls are fine after being 
  dusted off, the barrel of water has run foul and the crates 
  of food have all spoiled, despite being wrapped up tightly. 
  Closer investigation reveals that no one has used this 
  place for well over three weeks; with a Survival skill 
  check (DC 20) revealing that the last resident here had 
  some sort of fight before being dragged out. 
   
  On the table is a number of brushes, picks, hammers, 
  and chisels along with a number of stone samples, broken 
  pottery, and formed stone.  Sitting on one of the tables is 
  a leather bound logbook.  PCs that take the book and read 
  its contents should be given Players Handout #2 (this 
  takes two hours).   PCs that spend less time flipping 
  through the logbook receive one of the excerpts listed for 
  each 15 minutes spent looking (determine randomly). 
   
  Treasure: Sitting on the table is a pair of goggles is 
  crystal lenses.  These are goggles of minute seeing that 
  were used by the Dustdiggers in their work.  Also sitting 
  on the table is a quartz statue of a kneeling man crying 
  out in agony. 
   
  ALL APLs: L: 0 gp; C: 100 gp; M: goggles of minute 
  seeing (104 gp) 
   
  Area Six: Ash Pit 
  This area of ash does not have a solid surface beneath it 
  and as such works very similar to quicksand.  The center 
  of the ash pit is the most dangerous, so those walking in, 
  may not notice the sink before reaching the center.  A 
  Spot skill check (DC 20) notices the ash pit while the 
  character is only five feet in.  For each five by which the 
  roll is failed, the character is a further five feet in before 
  realizing his peril.  Once in the ash pit, use the following 
  rules. 
   
  Characters in the ash pit must make a DC 10 Swim 
  check every round to simply remain in place, or a DC 15 
  Swim check to move 5 feet in whatever direction is 
  desired. If a trapped character fails this check by 5 or 
  more, he sinks below the surface and begins to drown 
  whenever he can no longer hold his breath (see the Swim 
  skill description). 
   
  Characters below the surface of the ash pit may swim 
  back to the surface with a successful Swim check (DC 15, 
  +1 per consecutive round of being under the surface). 
   
  Pulling out a character trapped in the ash pit can be 
  difficult. A rescuer needs a branch, spear haft, rope, or 
  similar tool that enables him to reach the victim with one 
  end of it. Then he must make a DC 15 Strength check to 
  successfully pull the victim, and the victim must make a 
  DC 10 Strength check to hold onto the branch, pole, or 
  rope. If the victim fails to hold on, he must make a DC 15 
  Swim check immediately to stay above the surface. If 
  both checks succeed, the victim is pulled 5 feet closer to 
  safety. 
   
  Once realized, this hazard can be easily avoided by 
  traveling along the northern edge (which looks like ash, 
  but is in fact solid). 
   
  Area Seven: Examples 
  Upon entering this area, read or paraphrase the following 
  to the heroes. 
  Approaching the ruined walls, you can clearly make 
  out a number of human forms chained to the walls. 
  The one nearest to you is burnt to a crisp, with only 
  its blackened bones held in iron manacles.  Next to 
  the first one is a decayed corpse with a single small 
  wound to the shoulder.  Finally, across the way is a 
  final corpse, this one battered, broken and mangled. 
  These corpses are three of the rescue party that were 
  captured near the tower. Each one was killed, as a 
  warning to would be Baklunish intruders. 
   
  A successful Heal skill check (DC 20) reveals that 
  these corpses have been here for at least a week and that 
  their cause of death is obvious.  A successful Spot skill 
  check (DC 15) notices a strange symbol carved into the 
  forehead of each victim.  Each one is different.  
  Identifying each symbol requires a Knowledge History 
  or bardic knowledge skill check (DC 25). The symbols are 
  suel in origin and each one has a different meaning.  The 
  symbol on the burnt corpse means “my power”, while the 
  symbol on the single wound copse means “my wit”.  
  Finally, the mangled corpse has a symbol on its forehead 
  that means “my rage”.  
   
  The manacles are made of iron and look as if they are 
  relatively new.  There is nothing else to found here. 
   
  Area Eight: Stone Trouble 
  Upon climbing the stairs leading up to this area, read or 
  paraphrase the following to the PCs. 
  Turning to the rampart of stone, a large wide staircase 
  ascends its with stairs made for a giant.  Fifteen feet 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 31 
  up, it ends in a landing before proceeding to the top 
  of the rampart.  Upon the landing, a pair of massive 
  obsidian stone statues peers out into nothingness 
  carved to the likeness of ancient suel kings.  Carved 
  from the tower itself, each bears a scepter before 
  them and a silver crown upon their regal brow. 
  The stairs are ten feet wide but are also twenty feet away 
  from the tower.  The platforms go from the stairs all the 
  way to the tower itself.  This forms a pair of pits between 
  the stairs and tower (as shown on the map).  These pits go 
  down 10 feet below the ground level.  This means that 
  those that fall from this first platform fall twenty-five 
  feet, while those that fall from the second platform (Area 
  9) fall down a forty-foot deep pit. 
   
  Creatures: These statues are not what they appear, 
  but are instead stone golems, placed here to guard door to 
  the tower which is on the next landing.  Should the PCs 
  bypass this landing (by flying or climbing to Area Nine), 
  these golems immediately animate and race up to the to 
  landing to battle the PCs.  Otherwise the golems wait 
  until the PCs reach the landing before animating to 
  attack.  Note that only one of the statues animates at APL 
  16, but it is very powerful. 
  APL 12 (EL 13) 
  �Stone Golem (2): hp 107 each; see Monster Manual 
  page 136. 
   
  APL 14 (EL 15) 
  �Advanced Stone Golem (2): hp 151 each; see 
  Appendix One. 
   
  APL 16 (EL 17) 
  �Advanced Greater Stone Golem: hp 293 each; see 
  Appendix One. 
   
  Tactics: The golems attempt to crush the PCs as quickly 
  as possible, using their slow ability whenever possible.  If 
  the opportunity presents itself, they will also bull rush 
  PCs to knock them off the rampart into one of the pits or 
  off the stairs to the dust below (or even the ash pit). 
   
  Treasure: Upon defeating the stone golems, their 
  silver crowns can be removed and have some value as art 
  objects.  They have no magical properties. 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Area Nine: Door of Weakness 
  Upon reaching this platform, read or paraphrase the 
  following to the heroes. 
  Reaching the top of the stairs, they end in a broad 
  platform that reaches over to meet the tower.  There 
  is only one feature of interest here, a tall stone door 
  set into the tower.  Made of the same black stone of 
  the tower, it is dominated by one large carved symbol 
  at its center and a heavy iron pull ring on one side. 
  The symbol is an old suel symbol of power meaning “fire 
  and death”.  This can be learned by succeeding at a 
  Knowledge History or bardic knowledge skill check (DC 
  25). 
   
  Trap: The door itself contains a minor trap that 
  could prove to be a large nuisance.  Anyone approaching 
  within ten feet of the door triggers the trap, which fires a 
  ray of enfeeblement from the center of the door.  
  Although not impossible to disarm, doing so requires 
  getting within ten feet (as the alarm and trap mechanism 
  is location within the area).  Once set off, the trap resets 
  in 1d4 rounds. 
  All APLs (EL 2) 
  �Enfeeblement Trap: CR 2; magical; proximity trigger 
  (alarm); automatic reset; Atk +10 ranged touch; spell 
  effect (ray of enfeeblement, 10th level wizard, 1d6+5 
  strength penalty lasting 10 minutes); Search DC 26; 
  Disable Device DC 26. 
  Opening the door is another difficulty.  Although not 
  locked, the door is very heavy, requiring a successful 
  Strength check (DC 25) to open.  This is difficult as door 
  makes anyone approaching it to weak to open it.  Up to 
  two people can pull on the ring at once (the weaker 
  person assisting the stronger).  Tying a rope to the ring so 
  that more can help is an option but the back of the ring is 
  razor sharp.  Any rope attached to the ring takes 1d6 
  points of damage per pull attempt (normal rope has 0 
  hardness and 2 hit points).  Anyone pulling on the ring 
  without wearing metal gauntlets takes this damage as 
  well.  Allow the PCs to come up with a creative solution 
  to this simple conundrum. 
   
  Note that if the PCs make it here without fighting 
  the golems of Area 8, those golems animate and come 
  here to battle the PCs. 
  Area Ten: Smoke and Mummies 
  From this area onward, the remaining areas are inside the 
  tower itself.  Interior rooms of the tower have a strange 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 32 
  blue and red glow about them.  This allows for normal 
  vision throughout these rooms. 
   
  When the PCs enter this area, read or paraphrase the 
  following to them. 
  Stepping inside the tower is a chilling sensation.  
  There is a brooding evil here and it is waiting for you. 
   Just inside the door is a large chamber with two other 
  stone doors leading out of it.  Tarnished bronze 
  hinges glimmer in the gloom. 
   
  At the far end of the room is a trio of bronze 
  thrones, one raised higher than the others, each 
  adorned with pale blue gems. Standing in front of the 
  chairs are withered corpses, two clad in filthy funeral 
  wrappings while the one in the center bears armor of 
  ancient design but appears to be wreathed in pale 
  flames.  With a dry snap, they turn to look in your 
  direction, a burning malice in their dead eyes.  
  These are three of the final guardians the PCs will face 
  before coming face to face with Tozhgan Ikan himself.  
  This room is their chamber of waiting, where they have 
  prepared for a thousand years for this conflict. 
   
  This chamber is under the effects of an unhallow 
  spell, giving all a protection from good effect as well as 
  inflicting a –4 penalty to all turning checks.  In addition 
  to this, all lawful evil creatures in this room (all the 
  mummies) receive the benefit of a resist elements (fire) 
  spell while in the room. 
   
  Creatures: All three of the mummies here have 
  unique skills.  The two on the outside are trained in 
  ancient suel fighting techniques (making them monks) 
  while the one in the center is a cleric of death (not 
  specifically Nerull, but an ancient incarnate of him).  The 
  center mummy is also a burning dead, a horrible form of 
  undead that has been exposed to the rain of colorless fire 
  and hence burns with an arcane fire. 
  APL 12 (EL 13) 
  �Mummy Guardian - Lesser (2): hp 74 each; see  
  Appendix One. 
  �Burning Dead Mummy Acolyte: hp 87; see  Appendix 
  One. 
   
  APL 14 (EL 15) 
  �Mummy Guardian (2): hp 87 each; see Appendix One. 
  �Burning Dead Mummy Priest: hp 100; see Appendix 
  One. 
   
  APL 16 (EL 17) 
  �Mummy Guardian - Greater (2): hp 100 each; see 
  Appendix One. 
  �Burning Dead Mummy Bishop: hp 113; see  
  Appendix One. 
   
  Tactics: Shortly after Tozhgan Ikan is alerted to the PCs, 
  these guardians are as well (by the master himself).  In 
  response, the Mummy cleric soon after goes to work 
  casting a number of spells with a duration of 10 minutes 
  per level or longer, such as resist energy, protection from 
  energy, freedom of movement, and spell immunity.  
  With the exception of resist energy, these spells are all 
  cast upon the cleric.  All energy protection spells are set 
  to ward against electricity as they are already protected 
  from fire.  The spell immunity spell is set to protect 
  against magic missile and searing light. Once the PCs 
  attempt to open the door to this chamber, the cleric then 
  cast some of his shorter duration spells such as, bull’s 
  strength on himself, shield of faith on the monks, and 
  spell resistance. 
   
  Once the PCs are in the room, the cleric will finish 
  and necessary preparation while the monks close to 
  engage.  If the battle goes badly, the mummies will 
  regroup, while the cleric opens the eversmoking bottle to 
  cover their retreat.  Once together, the cleric will heal the 
  others before sealing the bottle and resuming combat.  
  Once closed, the smoke will dissipate in about 4 rounds 
  due to a chimney built into the room. 
   
  The two monks will attempt to close with the PCs as 
  quickly as possible, using their monk abilities to their 
  fullest potential (especially stunning fist).  Remember 
  that once a PC is infected with mummy rot, all healing to 
  them is more difficult and the incubation period only 
  one minute (although additional damage will not come 
  for a full day). 
   
  Note that all heroes in the room will need to succeed 
  at three Will saves to avoid the despair effects of the 
  mummies.  Remember that this entire area gives all 
  undead an additional +2 turn resistance, along with the 
  unhallow spell effect. 
   
  Treasure: Although the mummies certainly carry 
  some valuable gear, note that the thrones themselves are 
  adorned with precious gems, mainly sapphires.  Note that 
  the gems each have an alarm spell permanently cast upon 
  them that alerts Tozhgan Ikan should the be removed.  
  The value of the gems is listed under coin below. 
   
  APL 12– L: (17 gp); C: 500 gp; M: eversmoking bottle 
  (450 gp). 
   
  APL 14– L: (17 gp); C: 500 gp; M: eversmoking bottle 
  (450 gp), wand of inflict serious wounds (5th level caster, 
  25 charges) (469 gp). 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 33 
   
  APL 16– L: 0 gp; C: 500 gp; M: eversmoking bottle 
  (450 gp), +4 full plate (1,470 gp), wand of inflict serious 
  wounds (5th level caster, 25 charges) (469 gp). 
   
  Area 11: Crushing Quiet Pit 
  This small corridor contains an elaborate trap as noted 
  below.  However, the way is actually blocked completely. 
   The last five feet of this corridor is blocked by a wall of 
  force. Those attempting to walk down the corridor will 
  fall down the pit while those attempting to jump the pit 
  will hit the wall and fall down the pit. 
   
  Traps: The middle ten-foot square area of this 
  corridor (going right up to the wall of force) is actually a 
  pit covered by an illusionary wall spell that appears like 
  ordinary floor.  Those that walk out onto it get a reflex 
  save to avoid falling down the pit as noted below.  Those 
  that jump and hit the wall of force get no save to avoid 
  falling in the pit.  Note that the pit cannot be disarmed. 
  This is the first part of the trap. 
  APL 12 (EL 1) 
  �Pit Trap: CR 1; mechanical trap; location trigger; 
  automatic reset; DC 25 Reflex avoids; 20 ft. deep (2d6, 
  fall); Search DC 24, Disable Device DC NA. 
   
  APL 14 (EL 2) 
  �Pit Trap: CR 2; mechanical trap; location trigger; 
  automatic reset; DC 25 Reflex avoids; 40 ft. deep (4d6, 
  fall); Search DC 24, Disable Device DC NA. 
   
  APL 16 (EL 3) 
  �Pit Trap: CR 3; mechanical trap; location trigger; 
  automatic reset; DC 25 Reflex avoids; 60 ft. deep (6d6, 
  fall); Search DC 24, Disable Device DC NA. 
   
  The second part of this trap is at the bottom of the pit. 
  Getting within ten feet of the bottom of this pit triggers 
  and Evards black tentacles spell.  In addition to this, the 
  bottom 20 feet of this bit is also within the radius of a 
  silence spell.  Note that without being beneath the level 
  of the floor, it is not possible to see through the 
  illusionary wall spell that makes up the floor (unless they 
  employ a true seeing or similar spell).  The final effect of 
  this trap is that those that fall in the pit get squeezed and 
  cannot cry out for help, neither can those above see what 
  is happening. 
  All APLs (EL 4) 
  �Evards Black Tentacle Trap: CR 4; magical proximity 
  trigger (alarm); automatic reset; Atk +18 grapple check; 
  spell effect (Evard’s black tentacle, 10th level wizard, 
  1d6+4 damage per successful grapple check); Search DC 
  29, Disable Device DC 29 (can only be disabled from the 
  bottom). 
  Unless the PCs have some way of bringing down the wall 
  of force, they must find another way around. 
  Area 12: Hungry Maw 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
  This chamber is lit by a pale blue radiance that flows 
  forth from the huge grinning maw in the likeness of a 
  decaying demon.  This maw is so large that it appears 
  to be the only way out of this chamber, however the 
  blue radiance prevents you from seeing beyond it. 
  This maw is in fact another sort of trap for the PCs to deal 
  with as noted below.  There is nothing else of value in 
  this room and no other way to reach Area 13 without the 
  use of magic (stone shape) would work well here. 
   
  Trap: Stepping through the maw subjects any who 
  do it to the effects of an enervation spell, but no attack 
  roll is required.  Once a PC steps through, the curtain of 
  light flares for just a moment and then emits a piercing 
  moan that sounds eerily like the PCs voice.  Sound 
  cannot pass from one side of the curtain to another (so 
  left behind might think that those that stepped through 
  are dead or in peril). 
  All APLs (EL 5) 
  �Enervation Curtain: CR 5; magical; touch trigger; 
  automatic reset; Atk automatic hit stepping through 
  curtain; spell effect (enervation, 7th level wizard, 1d4 
  negative levels); Search DC 29, Disable Device DC 29. 
   
  Area 13: Broken Prisoners 
  Upon entering this half of the chamber, read or 
  paraphrase the following to the PCs. 
  A stone door is the only other way out of this small 
  room but that is not the only item of interest in this 
  chamber.  Chained against the far wall is three half 
  starved humans, two of which are either unconscious 
  or dead while the last is mumbling under his breath.  
  They are dressed only in filthy rags, but match the 
  description of the Dustdiggers that you seek. 
  These are indeed the only remaining Dustdiggers in this 
  area.  Tozhgan Ikan keeps them here so that he can 
  question them and learn more about the modern world.  
  One of them is indeed dead and another is in some sort 
  of coma.  The last is alive and conscious but completely 
  insane.  His mind is completely shattered.  Listed below 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 34 
  are a number of things that he has to tell them, albeit in a 
  disjointed and insane manner.  Between these occasional 
  ramblings, he simply mumbles to himself and speaks 
  random words of no importance.   
  He will say one of these bits roughly every ten minutes.  
  A heal spell will restore some of his sanity so that he can 
  tell them every bit right away. 
  � The Burning King comes and he brings the fire 
  without color with him. To die now will not 
  supplicate his wrath. 
  � None of us are meant to be.  The world ended at 
  that last age. 
  � Long has he slept… but we foolishly woke him.  
  The deeds will forever be stained into my soul. 
  � All the Baklunish are already dead.  They were 
  the first to anger him, anger him by simply 
  breathing. 
  � Soon he will leave this place to bring his past to 
  our future. 
  � The Burning King cannot be stopped.  He has 
  been dead before and death has no leash upon his 
  hand. 
  � I have seen more than any man should.  I would 
  take out my eyes, but yet I would still see those 
  horrors. 
  � If the Burning King leaves this place, it will be 
  the end of the old ways.  He will usher in the new 
  way, a way of burning pain and endless suffering. 
   
  The prisoners will not accompany the PCs any deeper 
  into this place, but will wait for them in their home 
  outside the tower (Area 5).  There is no further 
  information that the PCs can get from these three 
  (especially the dead one) as none of them will speak of it 
  even if they were capable of it. 
   
  The door out of this room leading into Area 14 is 
  locked requiring a successful Open Lock skill check (DC 
  25) to open.  The door is stone just like every other door 
  in this place.  This door is also covered with an alarm 
  spell, alerting Tozhgan Ikan if anyone touches the door. 
   
  Area 14: Lich’s Lair 
  This room is the lair of Tozhgan Ikan, the Suel Lich.  
  Make sure to be very familiar with what this powerful 
  villain can do before running this combat. 
   
  When the PCs enter this room, read or paraphrase 
  the following to the PCs. 
  This large chamber is frigidly cold and your breath 
  comes out in a thick steam.  A thin ream of frost 
  covers every surface making the room twinkle with 
  thousands of tiny ice crystals. 
   
  In the center of the room is a pair of pillars that 
  crackle with a pale blue lightning that dances 
  between them.  In this area, they from a veritable wall 
  of lightning. 
   
  The walls of this room are adorned with vibrant 
  murals of a noble king walking through a burnt land, 
  but something seems out of place.  The king seems to 
  be enjoying the destruction and he does not appear to 
  be alive.  A rotting corpse applauds the burning of a 
  kingdom. 
   
  But all attention is drawn to that very king 
  himself who stands before you.  In the blue velvet 
  robes of nobility, he stares at you with eyes that burn 
  of black flame is hollow dead sockets.  Thin smoke 
  wafts from him as he points in your direction, golden 
  jewelry on long dead fingers. 
   
  “Bakluni skum,” he speaks in a language 
  unfamiliar to you yet completely comprehensible.  
  “Finally you have come to finish that which you have 
  started.  Come then, try to take the last of the Suel, 
  Tozhgan Ikan AWAITS YOU!” 
  The information below is broken up into  a few 
  categories, including preparation for the combat and 
  tactics during the fight.  However, first it is important to 
  describe some of the effects in the room. 
   
  The two columns generate a strong negative energy 
  field in this room.  Anyone stepping through this curtain 
  of energy takes 5d6 points of negative energy damage.  A 
  successful Will save (DC 20) halves this damage. This 
  field heals undead (such as the lich and his guardian) of 
  5d6 points of damage who get no save versus the effect.  
  An undead creature cannot be healed by this effect more 
  than once per round. 
   
  This chamber is under the effects of an unhallow 
  spell, giving all a protection from good effect as well as 
  inflicting a –4 penalty to all turning checks.  In addition 
  to this, all non-evil creatures entering this room are 
  subject to a targeted dispel magic effect, at 10th level 
  caster. 
   
  Creatures: Aside from Tozhgan Ikan, he has a 
  number of minions in the room with him.  These mohrgs 
  are positioned between the PCs and the suel lich at the 
  start of the combat.  Tozhgan himself begins combat 
  between the stone angles along the east wall of the room 
  right at the front edge of the stone, moving as necessary 
  to challenge the PCs. 
  APL 12 (EL 15) 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 35 
  �Tozhgan Ikan, Suel Lich: hp 104 each; see Appendix 
  One. 
  �Mohrgs (2): hp 91 each; see Monster Manual page 189. 
   
  APL 14 (EL 17) 
  �Tozhgan Ikan, Suel Lich: hp 120 each; see Appendix 
  One. 
  �Mohrgs (3): hp 91 each; see Monster Manual page 189. 
   
  APL 16 (EL 19) 
  �Tozhgan Ikan, Suel Lich: hp 136 each; see Appendix 
  One. 
  �Mohrgs (4): hp 91 each; see Monster Manual page 189. 
   
  Tactics: Before combat begins, Tozhgan Ikan has a 
  number of precast spells.  Protection from energy (sonic, 
  cold, or acid – DMs choice) is cast when the PCs enter 
  the tower, along with spell turning if available (SR is 
  rolled before the spell turning is applied).  The spell 
  repulsion is cast just as the PCs enter the room. In 
  addition to this, Tozhgan has a contingency spell cast 
  upon himself that should he be struck in melee a fire 
  shield springs up around him (set to the warm shield 
  version).  This shield deals 1d6 +15 points of fire damage 
  to anyone who strikes him in melee. 
   
  If given more time to prepare (such as the PCs 
  bashing through the door to get in, or taking multiple 
  rounds to pick the door’s lock) Tozhgan has a number of 
  other spells to ready as well, such as shield, mirror image, 
  displacement and eagle’s splendor.  This last spell 
  increases the DC of his fear aura, burning touch, and 
  paralyzing touch by 2. 
   
  In combat, Tozhgan has a large variety of offensive 
  spells and will use whatever is in his best interest, giving 
  the PCs no quarter.  He has many spells that incapacitate 
  for a long length of time, allowing him to deal with the 
  PCs in smaller groups.  Spells such as ray of 
  enfeeblement, force cage, Bigby’s grasping hand, Otto’s 
  irresistible dance, and power word blind are excellent 
  tools in this regard.  Also note that he has a number of 
  quickened spells and will use these liberally in the 
  opening rounds.  Pay special note to his equipment, 
  especially the rods and bracers as they greatly enhance 
  his spellcasting capabilities.  If any PC is proving 
  particularly resilient to his spells, he is soon targeted by a 
  dispel magic or even greater dispel magic if available. 
   
  At APL 14 and 16, he has levels of archmage, 
  allowing him to shape all of his area affect spells so as to 
  not hit him or any of his minions.  He also has finger of 
  death two times per day as a spell like ability. Even at APL 
  12, he can use Evards black tentacles on himself as he 
  automatically makes all grapple checks (due to his ring of 
  freedom of movement). 
   
  At APL 16, he has a time stop and will open combat 
  with this.  He uses this extra time to cast delayed spells 
  (lightning bolt and fireball) setting them to go off in real 
  time so that they can affect the heroes and then casts any 
  other defensive spells he still needs to employ.  Also note 
  that at this APL he has a staff of power which uses his DC 
  for saves and level for effects (as noted under the staff 
  description).  He will only use the retributive strike 
  power if all of the charges are still present and he has no 
  other option.  His meteor swarm will be used early in the 
  fight, targeting all the meteors at the biggest threat, while 
  using his shaping ability to not hit himself or any of his 
  minions. 
   
  When running this combat, remember that Tozhgan 
  is a frighteningly intelligent opponent who has advanced 
  knowledge of the PCs tactics.  He should be aware of 
  their capabilities to a limited regard and quickly try to 
  neutralize the greatest threats to him.  His Mohrgs are 
  used to keep the heroes from closing into melee range to 
  quickly while he rains death down upon them in the 
  form of spells. 
   
  Should the PCs get in melee combat, Tozhgan will 
  continue to cast spells as quickly as possible, targeting the 
  melee combatant with incapacitating spells. 
   
  Upon death, the lich crumbles to dust leaving his 
  gear behind, but no phylactery in sight.  It is outside the 
  scope of this adventure. 
   
  Treasure: Tozhgan has a large variety of valuable 
  items about his person including a bag of diamonds 
  located about his waist (noted as coin below). 
   
  APL 12– L: 0 gp; C: 500 gp; M: bracers of the lich 
  (1,667 gp), headband of intellect +4 (1,333 gp), ring of 
  freedom of movement (3,333 gp). 
   
  APL 14– L: 0 gp; C: 500 gp; M: bracers of the lich 
  (1,667 gp), headband of intellect +4 (1,333 gp), ring of 
  freedom of movement (3,333 gp), , ring of protection +3 
  (1,500 gp), rod of metamagic (lesser empower) (750 gp). 
   
  APL 16– L: 0 gp; C: 500 gp; M: bracers of the lich 
  (1,667 gp), headband of intellect +4 (1,333 gp), ring of 
  freedom of movement (3,333 gp), ring of protection +3 
  (1,500 gp), rod of metamagic (lesser empower) (750 gp), 
  rod of metamagic (lesser quicken) (2,917 gp), staff of 
  power (15 charges) (5,275 gp). 
   
  Developments: Please note that the lich’s phylactery 
  is nowhere to be found and outside the scope of this 
  event.  Make sure to fill out the critical event summary 
  found in Appendix Three.  Upon destroying the lich, the 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 36 
  entire interior of the tower grows very dark (as per 
  deeper darkness) and dreadfully silent.  It is now an old 
  forgotten tomb.  If the PCs are done exploring the tower, 
  proceed with the conclusion below. 
  Conclusion 
  Modify this as needed based on how far they explored 
  and how successful they were towards their goals. 
  Stepping off the teleport platform you are once again 
  standing in the ancient Suel tomb. All is quiet around 
  you as almost if the past few hours had been a dream. 
  Your mission was a (success/failure) in recovering the 
  surviving Dustdiggers and all that is left before you 
  now is the long return journey through the tunnel.  
  Days pass into weeks as you trudge through the 
  endless darkness. The only light is the dreams that 
  everybody seems to be sharing about a ghostly figure 
  wreathed in the flames. You can tell others are having 
  the same ones as they jump up from their sleep 
  patting their bodies as if on fire. Finally you reach the 
  end and step out into the twilight and fresh air once 
  again. The moon above shines it beautiful light upon 
  the faces of grateful survivors.  
  With one last look over your shoulders into the 
  tunnel, you see twin specks of fire in the distance. 
  Almost like eyes. With a whisper that almost seems 
  like a piece of paper rubbing against another a voice 
  calls out. “My Legacy has been brought back into the  
  world. The children of my children shall seek me out 
  and my footsteps with shake the foundations of this 
  world” then silence once again.  
  The Dustdigger survivors appear to have heard 
  nothing and they scramble down the path to Darkgate 
  to great loved ones and friends. All is well again for 
  now. The heroes have saved the day and salvaged 
  what looked to be a hopeless situation. But at what 
  price ?  Something horrible was buried in the dust 
  and ash of that place and whatever it was will not 
  forget lightly the blow dealt to it today. Though the 
  town of Darkgate may rest safely and without worry 
  the shadows have taken on an all new edge to them 
  for you. 
  If the players managed to rescue the Dustdigger and 
  Border Guard captives, then they are rewarded the 
  Gratitude of Darkgate favor as well as any item on the 
  Adventure Record marked with a * (there may or may not 
  be items designated this way) for their APL or lower. This 
  represents the artifacts previously returned by the 
  Dustdiggers. 
  If they defeated Tozhgan Ikan (temporarily) they also 
  received the Wrath of Tozhgan Ikan. 
   
  The End 
  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. 
  Area Three: Quite Devilish 
  Defeat Barbed Devils 
  APL12   
  330 xp 
  APL14   
  390 xp 
  APL16   
  450 xp 
   
  Area Eight: Stone Trouble 
  Defeat the Stone Golems 
  APL12   
  390 xp 
  APL14   
  450 xp 
  APL16   
  510 xp 
   
  Area Nine: Door of Weakness 
  Endure or bypass the enfeeblement trap 
  All APLs  
  60 xp 
   
  Area Ten: Smoke and Mummies 
  Defeat the Mummies 
  APL12   
  390 xp 
  APL14   
  450 xp 
  APL16   
  510 xp 
   
  Area 11: Crushing Quiet Pit 
  Identifying the pit and tentacle trap 
  APL12   
  150 xp 
  APL14   
  180 xp 
  APL16   
  210 xp 
   
  Area 12: Hungry Maw 
  Endure or bypass the enervation maw trap 
   All APLs  
  120 xp 
   
  Area 14: Lich’s Lair 
  Defeat Tozhgan Ikan, the Suel Lich 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 37 
  APL12   
  450 xp 
  APL14   
  510 xp 
  APL16   
  570 xp 
   
   
  Story Award 
  Discovering the Logbook: 
  APL12   
  100 xp 
  APL14   
  120 xp 
  APL16   
  140 xp 
   
  Rescuing the Prisoner: 
  APL12   
  200 xp 
  APL14   
  240 xp 
  APL16   
  260 xp 
   
  Discretionary roleplaying award 
  APL12   
  170 xp 
  APL14   
  180 xp 
  APL16   
  205 xp 
   
  Total possible experience:  
   
  APL12   
  2,360 xp 
  APL14   
  2,700 xp 
  APL16  
  3,035 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. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewelry, and other valuables 
   
  M: Magic Items (sell value)  
   
  Encounter Three: Quite Devilish 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Encounter Five: Dustdiggers Home 
   
  ALL APLs: L: 0 gp; C: 100 gp; M: goggles of minute 
  seeing (104 gp) 
   
  Area Eight: Stone Trouble 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 100 gp; M: 0 gp 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 38 
  Area Ten: Smoke and Mummies 
   
  APL 12– L: (17 gp); C: 500 gp; M: eversmoking bottle 
  (450 gp). 
   
  APL 14– L: (17 gp); C: 500 gp; M: eversmoking bottle 
  (450 gp), wand of inflict serious wounds (5th level caster, 
  25 charges) (469 gp). 
   
  APL 16– L: 0 gp; C: 500 gp; M: eversmoking bottle 
  (450 gp), +4 full plate (1,470 gp), wand of inflict serious 
  wounds (5th level caster, 25 charges) (469 gp). 
  Area 14: Lich’s Lair 
   
  APL 12– L: 0 gp; C: 500 gp; M: bracers of the lich 
  (1,667 gp), headband of intellect +4 (1,333 gp), ring of 
  freedom of movement (3,333 gp). 
   
  APL 14– L: 0 gp; C: 500 gp; M: bracers of the lich 
  (1,667 gp), headband of intellect +4 (1,333 gp), ring of 
  freedom of movement (3,333 gp), , ring of protection +3 
  (1,500 gp), rod of metamagic (lesser empower) (750 gp). 
   
  APL 16– L: 0 gp; C: 500 gp; M: bracers of the lich 
  (1,667 gp), headband of intellect +4 (1,333 gp), ring of 
  freedom of movement (3,333 gp), ring of protection +3 
  (1,500 gp), rod of metamagic (lesser empower) (750 gp), 
  rod of metamagic (lesser quicken) (2,917 gp), staff of 
  power (15 charges) (5,275 gp). 
   
  Total Possible Treasure 
  APL 12: L: 17 gp; C: 1,500 gp; M: 6,887 gp - Total: 
  8,404 gp 
  APL 14: L: 17 gp; C: 1,600 gp; M: 9,606 gp - Total: 
  11,223 gp 
  APL 16: L: 0 gp; C: 1,700 gp; M: 19,268 gp - Total: 
  20,968 gp 
  Special 
  �Gratitude of Darkgate Spokesman Olmir and the 
  town of Darkgate are in your debt. They have agreed to 
  let you look through some of the items the Dustdiggers 
  have found in the past and hold them for you in case you 
  ever have need of them. Any item marked with a * below 
  is available to purchase with the Frequency changed to 
  ‘Any’. 
  �Wrath of Ikan: You have gained the attention of 
  somebody whose favors are best declined. At the 
  beginning of each adventure there is a 10% chance (DM 
  roll) that misfortune follows you this day. At some 
  random point during the adventure (DM’s choice) some 
  random mishap will occur to cause embarrassment, 
  misfortune, or danger to happen for your character. Note 
  to DM: This cannot be used in combat and will not result 
  in death. 
  �Bracers of the Lich: These silver bracers are covered in 
  a complex arcane tracery of inlaid platinum and feature a 
  large sapphire near the wrist. While worn, these bracers 
  allow the wearer to utilize their metamagic feats on spells 
  that are not prepared with them. Each day, the wearer 
  may enhance up to four spells of 3rd level or lower with 
  metamagic feats while not increasing the slot that the 
  spells take up. However, only four levels of spell 
  enhancement are available per day and each time the 
  bracers are used, a number of these levels are used up 
  equal to the slot increase added by the feat selected. For 
  example, the wearer could enhance a blur spell with the 
  extend feat using up one spell level and then a fireball 
  with the maximize feat using up the other three. The 
  wearer must posses the metamagic feat used to enhance 
  the spells. Sorcerers and Bards must still spend extra time 
  casting a spell using these bracers as with any metamagic 
  feat. These bracers are use activated. Strong (no school); 
  CL 17th; Craft Wondrous Item, Any four metamagic 
  feats; Price 20,000 gp 
  �Elixir of Life: This salve when applied to a deceased 
  comrade will duplicate the effect of a Raise Dead spell 
  cast at 9th level. This spell will not work on anybody 
  whose body is not intact nor if they have been dead more 
  then 9 days. Caster Level 9th; Prerequisites: Craft 
  Wondrous Item, raise dead, lich bone power, unknown 
  ingredient; Cost: 5,450 gp; Only one of these may be 
  purchased per character. Once purchases cross this off 
  the AR. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
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  Appendix One: NPC’s 
  Adventure A: Manor House
  Area Seven: Manor House Main Gallery 
  APL 12 (EL 13) 
  �Advanced Stone Golem: CR 13; Large Construct; 
  HD 22d10+30; hp 151; Init -1; Spd 20 ft; AC 26 (touch 
  8, flat-footed 26) [[-1 size, -1 Dex, +18 natural]]; BA/G 
  +16/+30; Atk +25 melee (2d10+10, slam); Full Atk +25 
  melee (2d10+10, 2 slams); SA Slow; SQ Construct traits, 
  DR 10/adamantine, darkvision 60ft., immunity to 
  magic, low-light vision; AL N; SV Fort +7, Ref +6, Will 
  +7; Str 31, Dex 9, Con -, Int -, Wis 11, Cha 1. Height 9 
  ft. 
  Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 7 rounds.  The 
  effect has a range of 10 feet and a duration of 7 rounds, 
  requiring a DC 21 Will save to negate. 
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell like ability that allows 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A transmute rock to mud spell slows a stone 
  golem (as a slow spell) for 2d6 rounds with no saving 
  throw, while a transmute mud to rock heals it of all its 
  lost hit points. A stone to flesh spell does not actually 
  change the golem’s structure but negates its damage 
  reduction and immunity to magic for one full round. 
   
  APL 14 (EL 15) 
  �Advanced Stone Golem: CR 13; Large Construct; 
  HD 22d10+30; hp 151; Init -1; Spd 20 ft; AC 26 (touch 
  8, flat-footed 26) [[-1 size, -1 Dex, +18 natural]]; BA/G 
  +16/+30; Atk +25 melee (2d10+10, slam); Full Atk +25 
  melee (2d10+10, 2 slams); SA Slow; SQ Construct traits, 
  DR 10/adamantine, darkvision 60ft., immunity to 
  magic, low-light vision; AL N; SV Fort +7, Ref +6, Will 
  +7; Str 31, Dex 9, Con -, Int -, Wis 11, Cha 1. Height 9 
  ft. 
  Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 7 rounds.  The 
  effect has a range of 10 feet and a duration of 7 rounds, 
  requiring a DC 21 Will save to negate. 
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell like ability that allows 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A transmute rock to mud spell slows a stone 
  golem (as a slow spell) for 2d6 rounds with no saving 
  throw, while a transmute mud to rock heals it of all its 
  lost hit points. A stone to flesh spell does not actually 
  change the golem’s structure but negates its damage 
  reduction and immunity to magic for one full round. 
   
  Area Eleven: Grand Ballroom 
  APL 10 (EL 12) 
  �Bsailit (Maelephant): CR 10; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 8d8+40; hp 76; Init +0; Spd 
  30 ft.; AC 23 (touch 9, flat-footed 23) [-1 size, +14 
  natural]; BA/G +8/+18; Atk +15 melee (1d6+8, claw); 
  Full Atk +15 melee (1d6+8, 2 claws), +8 melee (2d6+3, 
  trunk-spike); Face/Reach 10 ft./5 ft.; SA Breath 
  weapon, frenzied charge, improved grab, spell-like 
  abilities; SQ Defensive stance, DR 10/good, fast 
  healing 2, keen senses, outsider traits, scent, SR 17; AL 
  LE; SV Fort +11, Ref +6, Will +12; Str 26, Dex 11, Con 
  20, Int 14, Wis 19, Cha 15 
  Skills 
  and 
  Feats: 
  Appraise 
  +12, 
  Balance +10, 
  Concentration 
  +14, 
  Diplomacy 
  +4, 
  Jump 
  +16, 
  Knowledge (arcane) +12, Listen +16, Search +12, Sense 
  Motive +14, Spellcraft +12, Spot +16, Survival +4 (+6 
  following tracks); Alertness, Improved Bull Rush, Iron 
  Will 
  Possessions: Ring of Natural Armor +3, Ring of 
  Evasion, Belt of Giant Strength +4, Amulet of Health 
  +4, Stone of Good Luck (Luckstone), Potion of Cure 
  Serious Wounds x3, Potion of Invisibility 
  Breath Weapon (Su): Three times per day, a 
  maelephant can breathe out a could of noxious vapor 
  10 feet wide and 30 feet long. Victims within the area 
  of the cloud must make a Fortitude save (DC 17) or 
  suffer complete memory loss. Memory loss suppresses 
  all of a creature’s ranks in its skill and its feats, and it 
  prevents the use of any class abilities (including 
  spellcasting). Currently prepared spells are not lost; 
  they are simply not accessible to be cast. Racial abilities 
  are retained. Additionally, the victim no longer knows 
  who its friends and enemies are, doesn’t remember its 
  past, and can’t even remember its name. The victim can 
  create new memories, but each time it sleeps or rests, 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 40 
  any new memories it has created vanish. This 
  condition can be cured by any effect that cures poison 
  (a heal or neutralize points spell, for example); 
  otherwise, it is permanent. 
     Frenzied Charge (Ex): Once per minute, a 
  maelephant can make a frenzied charge. During the 
  round in which this occurs, the maelephant’s speed 
  increases to 45 feet and it gains a +2 bonus on all attack 
  rolls. This bonus stacks with any bonuses gained from 
  making a charge attack. 
     Improved Grab (Ex): If a maelephant hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +18). If it gets a hold, it automatically hits with its 
  trunk-spike. Thereafter, the maelephant has the option 
  to conduct grapple normally, or simply use its claw to 
  hold the opponent (=20 penalty on grapple check, but 
  the maelephant is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
     Spell-Like Abilities: At will – alarm, entangle, gust 
  of wind, light, true seeing, warp wood; 3/day blade 
  barrier, baleful polymorph. Caster level 8
  th; save DC 12 
  + spell level. 
     Defensive Stance (Ex): Once per encounter, a 
  maelephant can adopt a defensive stance as a free 
  action on its turn. In this defensive stance, the 
  maelephant gains a +2 Strength, +4 Constitution, a +2 
  resistance bonus on all saves, and a +4 dodge bonus to 
  Armor Class. The following changes are in effect as 
  long as the defensive stance lasts: HD 8d8+40 (76 hp); 
  AC 24, touch 13, flat-footed 20; Base Attack/Grapple 
  +9/+19; Full Attack 2 claws +14 melee and trunk-spike 
  +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV 
  Fort +11, Ref +8, Will +14; Str 24, Con 20; 
  Concentration +16, Jump +17. These benefits persist 
  for a number of rounds equal to 3 + the maelephant’s 
  newly improved Constitution modifier, or until the 
  maelephant moves. While in defensive stance, a 
  maelephant cannot use skills or abilities that require it 
  to shift its position. A maelephant can end its defensive 
  stance at will. At the end of the defensive stance, the 
  maelephant takes a -2 penalty to Strength for the 
  duration of the current encounter. 
    Keen Sense (Ex): A maelephant’s sight is four times 
  as good as a human’s. It has low-light vision and 
  darkvision to a range of 240 feet. 
    Outsider Traits: Maelephants cannot be raised or 
  resurrected (though a wish or miracle spell can restore 
  life) 
     Fast Healing (Ex): A maelephant regains lost hit 
  points at the rate of 2 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a maelephant to 
  regrow or reattach lost body parts. 
    Scent (Ex): A maelephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  �Runic Guardian: Large Construct; CR 10; HD 17d10; 
  hp 93; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-footed 
  27) [-1 size, +1 Dex, +18 natural]; BA/G +12/+23; Atk 
  +18 melee (3d8+10 + stunning strike); Full Atk 
  +18/+13/+8 melee (3d8+10 + stunning strike); 
  Face/Reach 5 ft./10 ft.; SA Runic spell, stunning strike; 
  SQ Construct traits, DR 10/adamantine, fast healing 
  10, find master, guard, shield master, teleport without 
  error; AL N; SV Fort +5, Ref +6, Will +5; Str 24, 13, Con 
  -, Int -, Wis 11, Cha 1 
     Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when 
  it is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives the maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accommodate a single inscribed spell of 
  6
  th or 7
  th level, but this covers its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1
  st 
  Each Arm 
  2
  nd 
  Each Leg 
  3
  rd 
  Torso 
  5
  th 
   
  Spells Stored: (caster level 18
  th) 
  Head: 
   
  Mage Armor 
  Left Arm: 
  Resist Energy 
  Right Arm: 
  Web 
  Left Leg:  
  Haste 
  Right Leg: 
  Displacement 
  Torso: 
   
  Fire Shield 
  Each of these spells is usable once per day as a spell-like 
  ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 41 
     Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 25) or be stunned (unable 
  to act, loses any Dexterity bonus to AC, and an attacker 
  gets a +2 bonus on attack rolls against it) for 1 round, in 
  addition to taking the normal damage from the blow. 
  Constructs, 
  oozes, 
  plants, 
  undead, 
  incorporeal 
  creatures, and creatures immune to critical hits cannot 
  be stunned. 
     Construct Traits: A runic guardian is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A runic guardian has 
  darkvision (60-foot range) 
     Fast Healing (Ex): A runic guardian regains lost hits 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
     Find Master (Su): No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. (should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival). This ability functions even 
  across planar boundaries. 
     Guard (Ex): The runic guardian blocks blows, 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is 
  within 5 feet of its master. 
     Shield Master (Sp): A runic guardian’s master, when 
  In possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three-fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25
  th), 
  except that it provides no AC or saving throw bonuses. 
     Teleport with Error (Sp): Once per day, a runic 
  guardian can use teleport without error (caster level 
  18
  th). It normally uses this ability to answer a call from 
  its master, teleporting unerringly to his or her side. 
   
  APL 12 (EL 13) 
  �Bsailit (Maelephant): CR 10; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 8d8+40; hp 76; Init +0; Spd 
  30 ft.; AC 27 (touch 9, flat-footed 27) [-1 size, +4 armor, 
  +14 natural]; BA/G +8/+18; Atk +15 melee (1d6+9, 
  claw); Full Atk +15 melee (1d6+9, 2 claws), +8 melee 
  (2d6+4, trunk-spike); Face/Reach 10 ft./5 ft.; SA Breath 
  weapon, frenzied charge, improved grab, spell-like 
  abilities; SQ Defensive stance, DR 10/good, fast 
  healing 2, keen senses, outsider traits, scent, SR 17; AL 
  LE; SV Fort +11, Ref +6, Will +12; Str 28, Dex 11, Con 
  20, Int 14, Wis 19, Cha 15 
  Skills 
  and 
  Feats: 
  Appraise 
  +12, 
  Balance +10, 
  Concentration 
  +14, 
  Diplomacy 
  +4, 
  Jump 
  +16, 
  Knowledge (arcane) +12, Listen +16, Search +12, Sense 
  Motive +14, Spellcraft +12, Spot +16, Survival +4 (+6 
  following tracks); Alertness, Improved Bull Rush, Iron 
  Will 
  Possessions: Ring of Natural Armor +3, Ring of 
  Evasion, Belt of Giant Strength +6, Bracers of Armor 
  +4, Amulet of Health +4, Stone of Good Luck 
  (Luckstone), Potion of Cure Serious Wounds x3, 
  Potion of Invisibility 
  Breath Weapon (Su): Three times per day, a 
  maelephant can breathe out a could of noxious vapor 
  10 feet wide and 30 feet long. Victims within the area 
  of the cloud must make a Fortitude save (DC 17) or 
  suffer complete memory loss. Memory loss suppresses 
  all of a creature’s ranks in its skill and its feats, and it 
  prevents the use of any class abilities (including 
  spellcasting). Currently prepared spells are not lost; 
  they are simply not accessible to be cast. Racial abilities 
  are retained. Additionally, the victim no longer knows 
  who its friends and enemies are, doesn’t remember its 
  past, and can’t even remember its name. The victim can 
  create new memories, but each time it sleeps or rests, 
  any new memories it has created vanish. This 
  condition can be cured by any effect that cures poison 
  (a heal or neutralize points spell, for example); 
  otherwise, it is permanent. 
     Frenzied Charge (Ex): Once per minute, a 
  maelephant can make a frenzied charge. During the 
  round in which this occurs, the maelephant’s speed 
  increases to 45 feet and it gains a +2 bonus on all attack 
  rolls. This bonus stacks with any bonuses gained from 
  making a charge attack. 
     Improved Grab (Ex): If a maelephant hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +18). If it gets a hold, it automatically hits with its 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 42 
  trunk-spike. Thereafter, the maelephant has the option 
  to conduct grapple normally, or simply use its claw to 
  hold the opponent (=20 penalty on grapple check, but 
  the maelephant is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
     Spell-Like Abilities: At will – alarm, entangle, gust 
  of wind, light, true seeing, warp wood; 3/day blade 
  barrier, baleful polymorph. Caster level 8
  th; save DC 12 
  + spell level. 
     Defensive Stance (Ex): Once per encounter, a 
  maelephant can adopt a defensive stance as a free 
  action on its turn. In this defensive stance, the 
  maelephant gains a +2 Strength, +4 Constitution, a +2 
  resistance bonus on all saves, and a +4 dodge bonus to 
  Armor Class. The following changes are in effect as 
  long as the defensive stance lasts: HD 8d8+40 (76 hp); 
  AC 24, touch 13, flat-footed 20; Base Attack/Grapple 
  +9/+19; Full Attack 2 claws +14 melee and trunk-spike 
  +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV 
  Fort +11, Ref +8, Will +14; Str 24, Con 20; 
  Concentration +16, Jump +17. These benefits persist 
  for a number of rounds equal to 3 + the maelephant’s 
  newly improved Constitution modifier, or until the 
  maelephant moves. While in defensive stance, a 
  maelephant cannot use skills or abilities that require it 
  to shift its position. A maelephant can end its defensive 
  stance at will. At the end of the defensive stance, the 
  maelephant takes a -2 penalty to Strength for the 
  duration of the current encounter. 
    Keen Sense (Ex): A maelephant’s sight is four times 
  as good as a human’s. It has low-light vision and 
  darkvision to a range of 240 feet. 
    Outsider Traits: Maelephants cannot be raised or 
  resurrected (though a wish or miracle spell can restore 
  life) 
     Fast Healing (Ex): A maelephant regains lost hit 
  points at the rate of 2 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a maelephant to 
  regrow or reattach lost body parts. 
    Scent (Ex): A maelephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  �Runic Guardian: Large Construct; CR 10; HD 17d10; 
  hp 93; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-footed 
  27) [-1 size, +1 Dex, +18 natural]; BA/G +12/+23; Atk 
  +18 melee (3d8+10 + stunning strike); Full Atk 
  +18/+13/+8 melee (3d8+10 + stunning strike); 
  Face/Reach 5 ft./10 ft.; SA Runic spell, stunning strike; 
  SQ Construct traits, DR 10/adamantine, fast healing 
  10, find master, guard, shield master, teleport without 
  error; AL N; SV Fort +5, Ref +6, Will +5; Str 24, 13, Con 
  -, Int -, Wis 11, Cha 1 
     Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when 
  it is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives the maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accommodate a single inscribed spell of 
  6
  th or 7
  th level, but this covers its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1
  st 
  Each Arm 
  2
  nd 
  Each Leg 
  3
  rd 
  Torso 
  5
  th 
   
  Spells Stored: (caster level 18
  th) 
  Head: 
   
  Mage Armor 
  Left Arm: 
  Resist Energy 
  Right Arm: 
  Web 
  Left Leg:  
  Haste 
  Right Leg: 
  Displacement 
  Torso: 
   
  Fire Shield 
  Each of these spells is usable once per day as a spell-like 
  ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
     Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 25) or be stunned (unable 
  to act, loses any Dexterity bonus to AC, and an attacker 
  gets a +2 bonus on attack rolls against it) for 1 round, in 
  addition to taking the normal damage from the blow. 
  Constructs, 
  oozes, 
  plants, 
  undead, 
  incorporeal 
  creatures, and creatures immune to critical hits cannot 
  be stunned. 
     Construct Traits: A runic guardian is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A runic guardian has 
  darkvision (60-foot range) 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 43 
     Fast Healing (Ex): A runic guardian regains lost hits 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
     Find Master (Su): No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. (should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival). This ability functions even 
  across planar boundaries. 
     Guard (Ex): The runic guardian blocks blows, 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is 
  within 5 feet of its master. 
     Shield Master (Sp): A runic guardian’s master, when 
  In possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three-fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25
  th), 
  except that it provides no AC or saving throw bonuses. 
     Teleport with Error (Sp): Once per day, a runic 
  guardian can use teleport without error (caster level 
  18
  th). It normally uses this ability to answer a call from 
  its master, teleporting unerringly to his or her side. 
   
  APL 14 (EL 15) 
  �Bsailit (Maelephant): CR 10; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 8d8+40; hp 84; Init +0; Spd 
  30 ft.; AC 29 (touch 9, flat-footed 29) [-1 size, +6 armor, 
  +14 natural]; BA/G +8/+18; Atk +15 melee (1d6+9, 
  claw); Full Atk +15 melee (1d6+9, 2 claws), +8 melee 
  (2d6+4, trunk-spike); Face/Reach 10 ft./5 ft.; SA Breath 
  weapon, frenzied charge, improved grab, spell-like 
  abilities; SQ Defensive stance, DR 10/good, fast 
  healing 2, keen senses, outsider traits, scent, SR 17; AL 
  LE; SV Fort +12, Ref +6, Will +12; Str 28, Dex 11, Con 
  22, Int 14, Wis 19, Cha 15 
  Skills 
  and 
  Feats: 
  Appraise 
  +12, 
  Balance +10, 
  Concentration 
  +14, 
  Diplomacy 
  +4, 
  Jump 
  +16, 
  Knowledge (arcane) +12, Listen +16, Search +12, Sense 
  Motive +14, Spellcraft +12, Spot +16, Survival +4 (+6 
  following tracks); Alertness, Improved Bull Rush, Iron 
  Will 
  Possessions: Ring of Natural Armor +3, Ring of 
  Evasion, Belt of Giant Strength +6, Bracers of Armor 
  +6, Amulet of Health +6, Stone of Good Luck 
  (Luckstone), Potion of Cure Serious Wounds x3, 
  Potion of Invisibility 
  Breath Weapon (Su): Three times per day, a 
  maelephant can breathe out a could of noxious vapor 
  10 feet wide and 30 feet long. Victims within the area 
  of the cloud must make a Fortitude save (DC 17) or 
  suffer complete memory loss. Memory loss suppresses 
  all of a creature’s ranks in its skill and its feats, and it 
  prevents the use of any class abilities (including 
  spellcasting). Currently prepared spells are not lost; 
  they are simply not accessible to be cast. Racial abilities 
  are retained. Additionally, the victim no longer knows 
  who its friends and enemies are, doesn’t remember its 
  past, and can’t even remember its name. The victim can 
  create new memories, but each time it sleeps or rests, 
  any new memories it has created vanish. This 
  condition can be cured by any effect that cures poison 
  (a heal or neutralize points spell, for example); 
  otherwise, it is permanent. 
     Frenzied Charge (Ex): Once per minute, a 
  maelephant can make a frenzied charge. During the 
  round in which this occurs, the maelephant’s speed 
  increases to 45 feet and it gains a +2 bonus on all attack 
  rolls. This bonus stacks with any bonuses gained from 
  making a charge attack. 
     Improved Grab (Ex): If a maelephant hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +18). If it gets a hold, it automatically hits with its 
  trunk-spike. Thereafter, the maelephant has the option 
  to conduct grapple normally, or simply use its claw to 
  hold the opponent (=20 penalty on grapple check, but 
  the maelephant is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
     Spell-Like Abilities: At will – alarm, entangle, gust 
  of wind, light, true seeing, warp wood; 3/day blade 
  barrier, baleful polymorph. Caster level 8
  th; save DC 12 
  + spell level. 
     Defensive Stance (Ex): Once per encounter, a 
  maelephant can adopt a defensive stance as a free 
  action on its turn. In this defensive stance, the 
  maelephant gains a +2 Strength, +4 Constitution, a +2 
  resistance bonus on all saves, and a +4 dodge bonus to 
  Armor Class. The following changes are in effect as 
  long as the defensive stance lasts: HD 8d8+40 (76 hp); 
  AC 24, touch 13, flat-footed 20; Base Attack/Grapple 
  +9/+19; Full Attack 2 claws +14 melee and trunk-spike 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 44 
  +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV 
  Fort +11, Ref +8, Will +14; Str 24, Con 20; 
  Concentration +16, Jump +17. These benefits persist 
  for a number of rounds equal to 3 + the maelephant’s 
  newly improved Constitution modifier, or until the 
  maelephant moves. While in defensive stance, a 
  maelephant cannot use skills or abilities that require it 
  to shift its position. A maelephant can end its defensive 
  stance at will. At the end of the defensive stance, the 
  maelephant takes a -2 penalty to Strength for the 
  duration of the current encounter. 
    Keen Sense (Ex): A maelephant’s sight is four times 
  as good as a human’s. It has low-light vision and 
  darkvision to a range of 240 feet. 
    Outsider Traits: Maelephants cannot be raised or 
  resurrected (though a wish or miracle spell can restore 
  life) 
     Fast Healing (Ex): A maelephant regains lost hit 
  points at the rate of 2 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a maelephant to 
  regrow or reattach lost body parts. 
    Scent (Ex): A maelephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  �Trilit (Maelephant): CR 10; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 8d8+40; hp 84; Init +0; Spd 
  30 ft.; AC 29 (touch 9, flat-footed 29) [-1 size, +6 armor, 
  +14 natural]; BA/G +8/+18; Atk +15 melee (1d6+9, 
  claw); Full Atk +15 melee (1d6+9, 2 claws), +8 melee 
  (2d6+4, trunk-spike); Face/Reach 10 ft./5 ft.; SA Breath 
  weapon, frenzied charge, improved grab, spell-like 
  abilities; SQ Defensive stance, DR 10/good, fast 
  healing 2, keen senses, outsider traits, scent, SR 17; AL 
  LE; SV Fort +12, Ref +6, Will +12; Str 28, Dex 11, Con 
  22, Int 14, Wis 19, Cha 15 
  Skills 
  and 
  Feats: 
  Appraise 
  +12, 
  Balance +10, 
  Concentration 
  +14, 
  Diplomacy 
  +4, 
  Jump 
  +16, 
  Knowledge (arcane) +12, Listen +16, Search +12, Sense 
  Motive +14, Spellcraft +12, Spot +16, Survival +4 (+6 
  following tracks); Alertness, Improved Bull Rush, Iron 
  Will 
  Possessions: Ring of Natural Armor +3, Ring of 
  Evasion, Belt of Giant Strength +6, Bracers of Armor 
  +6, Amulet of Health +6, Stone of Good Luck 
  (Luckstone), Potion of Cure Serious Wounds x3, 
  Potion of Invisibility 
  Breath Weapon (Su): Three times per day, a 
  maelephant can breathe out a could of noxious vapor 
  10 feet wide and 30 feet long. Victims within the area 
  of the cloud must make a Fortitude save (DC 17) or 
  suffer complete memory loss. Memory loss suppresses 
  all of a creature’s ranks in its skill and its feats, and it 
  prevents the use of any class abilities (including 
  spellcasting). Currently prepared spells are not lost; 
  they are simply not accessible to be cast. Racial abilities 
  are retained. Additionally, the victim no longer knows 
  who its friends and enemies are, doesn’t remember its 
  past, and can’t even remember its name. The victim can 
  create new memories, but each time it sleeps or rests, 
  any new memories it has created vanish. This 
  condition can be cured by any effect that cures poison 
  (a heal or neutralize points spell, for example); 
  otherwise, it is permanent. 
     Frenzied Charge (Ex): Once per minute, a 
  maelephant can make a frenzied charge. During the 
  round in which this occurs, the maelephant’s speed 
  increases to 45 feet and it gains a +2 bonus on all attack 
  rolls. This bonus stacks with any bonuses gained from 
  making a charge attack. 
     Improved Grab (Ex): If a maelephant hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +18). If it gets a hold, it automatically hits with its 
  trunk-spike. Thereafter, the maelephant has the option 
  to conduct grapple normally, or simply use its claw to 
  hold the opponent (=20 penalty on grapple check, but 
  the maelephant is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
     Spell-Like Abilities: At will – alarm, entangle, gust 
  of wind, light, true seeing, warp wood; 3/day blade 
  barrier, baleful polymorph. Caster level 8
  th; save DC 12 
  + spell level. 
     Defensive Stance (Ex): Once per encounter, a 
  maelephant can adopt a defensive stance as a free 
  action on its turn. In this defensive stance, the 
  maelephant gains a +2 Strength, +4 Constitution, a +2 
  resistance bonus on all saves, and a +4 dodge bonus to 
  Armor Class. The following changes are in effect as 
  long as the defensive stance lasts: HD 8d8+40 (76 hp); 
  AC 24, touch 13, flat-footed 20; Base Attack/Grapple 
  +9/+19; Full Attack 2 claws +14 melee and trunk-spike 
  +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV 
  Fort +11, Ref +8, Will +14; Str 24, Con 20; 
  Concentration +16, Jump +17. These benefits persist 
  for a number of rounds equal to 3 + the maelephant’s 
  newly improved Constitution modifier, or until the 
  maelephant moves. While in defensive stance, a 
  maelephant cannot use skills or abilities that require it 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 45 
  to shift its position. A maelephant can end its defensive 
  stance at will. At the end of the defensive stance, the 
  maelephant takes a -2 penalty to Strength for the 
  duration of the current encounter. 
    Keen Sense (Ex): A maelephant’s sight is four times 
  as good as a human’s. It has low-light vision and 
  darkvision to a range of 240 feet. 
    Outsider Traits: Maelephants cannot be raised or 
  resurrected (though a wish or miracle spell can restore 
  life) 
     Fast Healing (Ex): A maelephant regains lost hit 
  points at the rate of 2 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a maelephant to 
  regrow or reattach lost body parts. 
    Scent (Ex): A maelephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  �Runic Guardian: Large Construct; CR 10; HD 17d10; 
  hp 93; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-footed 
  27) [-1 size, +1 Dex, +18 natural]; BA/G +12/+23; Atk 
  +18 melee (3d8+10 + stunning strike); Full Atk 
  +18/+13/+8 melee (3d8+10 + stunning strike); 
  Face/Reach 5 ft./10 ft.; SA Runic spell, stunning strike; 
  SQ Construct traits, DR 10/adamantine, fast healing 
  10, find master, guard, shield master, teleport without 
  error; AL N; SV Fort +5, Ref +6, Will +5; Str 24, 13, Con 
  -, Int -, Wis 11, Cha 1 
     Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when 
  it is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives the maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accommodate a single inscribed spell of 
  6
  th or 7
  th level, but this covers its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1
  st 
  Each Arm 
  2
  nd 
  Each Leg 
  3
  rd 
  Torso 
  5
  th 
   
  Spells Stored: (caster level 18
  th) 
  Head: 
   
  Mage Armor 
  Left Arm: 
  Resist Energy 
  Right Arm: 
  Web 
  Left Leg:  
  Haste 
  Right Leg: 
  Displacement 
  Torso: 
   
  Fire Shield 
  Each of these spells is usable once per day as a spell-like 
  ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
     Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 25) or be stunned (unable 
  to act, loses any Dexterity bonus to AC, and an attacker 
  gets a +2 bonus on attack rolls against it) for 1 round, in 
  addition to taking the normal damage from the blow. 
  Constructs, 
  oozes, 
  plants, 
  undead, 
  incorporeal 
  creatures, and creatures immune to critical hits cannot 
  be stunned. 
     Construct Traits: A runic guardian is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A runic guardian has 
  darkvision (60-foot range) 
     Fast Healing (Ex): A runic guardian regains lost hits 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
     Find Master (Su): No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. (should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival). This ability functions even 
  across planar boundaries. 
     Guard (Ex): The runic guardian blocks blows, 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is 
  within 5 feet of its master. 
     Shield Master (Sp): A runic guardian’s master, when 
  In possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three-fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25
  th), 
  except that it provides no AC or saving throw bonuses. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 46 
     Teleport with Error (Sp): Once per day, a runic 
  guardian can use teleport without error (caster level 
  18
  th). It normally uses this ability to answer a call from 
  its master, teleporting unerringly to his or her side. 
   
  Area Thirteen: Spirals of Death 
  APL 10 (EL 12) 
  �Burning Undead Bodak: Medium Undead; CR 10; 
  HD 9d12; hp 58; Init +6; AC 22 (touch 12, flat-footed 
  20) [+2 Dex, +10 natural]; BA/G +5/+5; Atk +6 melee 
  (1d8+1 +1d6 flaming burst, slam); Full Atk +6 melee 
  (1d8+1 +1d6 flaming burst, slam); Space/Reach 5 ft./5 
  ft.; SA Death gaze; SQ DR 10/cold iron, darkvision 60 
  ft., immunity to electricity, resistance to acid 10 and 
  fire 10, undead traits, vulnerability to sunlight; AL CE; 
  SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, 
  Wis 12, Cha 12 
  Skills and Feats: Listen +11, Move Silently +10, Spot 
  +11; Alertness, Dodge, Improved Initiative, Weapon 
  Focus (slam) 
     Death Gaze (Su): Death, range 30 feet, fortitude DC 
  15 negates. Humanoids who die from this attack are 
  transformed into Bodaks 24 hours later. The save DC is 
  Charisma based. 
     Vulnerability to Sunlight (Ex): Bodaks loath 
  sunlight, for its merest touch burns their impure flesh. 
  Each round of exposure to the direct rays of the sun 
  deals 1 point of damage to the creature. 
     Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Note that this ability also causes the Death Gaze to not 
  function 20% of the time (roll for each player separately 
  as needed). 
     Flaming Burst (Su): All of the natural attacks of the 
  Bodak are now treated as if they were flaming burst 
  weapons, dealing an additional 1d6 points of fire 
  damage per successful hit. These attacks deal an 
  additional 1d10 points of fire damage on a successful 
  critical hit. This effect cannot be suppressed and does 
  not affect the burning dead. 
     Flame Jet (Su): Once per day the Bodak may shoot 
  forth a 30-foot line of flame that does 4d6 damage. 
  Reflex save DC 15 for half.  
   
  APL 12 (EL 14) 
  �Burning Undead Bodak: Medium Undead Mnk2; 
  CR 12; HD 9d12 +2d8; hp 68; Init +6; AC 23 (touch 13, 
  flat-footed 21) [+2 Dex, +10 natural, +1 Wis]; BA/G 
  +5/+5; Atk +7 melee (1d8+1 +1d6 flaming burst, slam); 
  Full Atk +6/+6 melee (1d8+1 +1d6 flaming burst, slam); 
  Space/Reach 5 ft./5 ft.; SA Death gaze; SQ DR 10/cold 
  iron, darkvision 60 ft., evasion, immunity to electricity, 
  resistance to acid 10 and fire 10, undead traits, 
  vulnerability to sunlight; AL CE; SV Fort +6, Ref +8, 
  Will +10; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12 
  Skills and Feats: Listen +13, Move Silently +14, Spot 
  +13, Tumble +7; Alertness, Combat Reflexes, Dodge, 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Weapon Focus (slam) 
     Death Gaze (Su): Death, range 30 feet, fortitude DC 
  15 negates. Humanoids who die from this attack are 
  transformed into Bodaks 24 hours later. The save DC is 
  Charisma based. 
     Vulnerability to Sunlight (Ex): Bodaks loath 
  sunlight, for its merest touch burns their impure flesh. 
  Each round of exposure to the direct rays of the sun 
  deals 1 point of damage to the creature. 
     Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Note that this ability also causes the Death Gaze to not 
  function 20% of the time (roll for each player separately 
  as needed). 
     Flaming Burst (Su): All of the natural attacks of the 
  Bodak are now treated as if they were flaming burst 
  weapons, dealing an additional 1d6 points of fire 
  damage per successful hit. These attacks deal an 
  additional 1d10 points of fire damage on a successful 
  critical hit. This effect cannot be suppressed and does 
  not affect the burning dead. 
     Flame Jet (Su): Once per day the Bodak may shoot 
  forth a 30-foot line of flame that does 4d6 damage. 
  Reflex save DC 15 for half.  
   
  APL 14 (EL 16) 
  �Burning Undead Bodak: Medium Undead Mnk4; 
  CR 12; HD 9d12 +4d8; hp 78; Init +6; AC 25 (touch 15, 
  flat-footed 23) [+2 Dex, +10 natural, +3 Wis]; BA/G 
  +5/+5; Atk +10 melee (1d10+1 +1d6 flaming burst, 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 47 
  slam); Full Atk +10/+10 melee (1d10+1 +1d6 flaming 
  burst, slam); Space/Reach 5 ft./5 ft.; SA Death gaze; SQ 
  DR 10/cold iron, darkvision 60 ft., evasion, immunity 
  to electricity, resistance to acid 10 and fire 10, undead 
  traits, vulnerability to sunlight; AL CE; SV Fort +7, Ref 
  +9, Will +11; Str 13, Dex 15, Con -, Int 6, Wis 16, Cha 
  12 
  Skills and Feats: Listen +13, Move Silently +14, Spot 
  +13, Tumble +10; Alertness, Combat Reflexes, Dodge, 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Weapon Focus (slam), Weapon Focus 
  (unarmed) 
     Death Gaze (Su): Death, range 30 feet, Fortitude DC 
  15 negates. Humanoids who die from this attack are 
  transformed into Bodaks 24 hours later. The save DC is 
  Charisma based. 
     Vulnerability to Sunlight (Ex): Bodaks loath 
  sunlight, for its merest touch burns their impure flesh. 
  Each round of exposure to the direct rays of the sun 
  deals 1 point of damage to the creature. 
     Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Note that this ability also causes the Death Gaze to not 
  function 20% of the time (roll for each player separately 
  as needed). 
     Flaming Burst (Su): All of the natural attacks of the 
  Bodak are now treated as if they were flaming burst 
  weapons, dealing an additional 1d6 points of fire 
  damage per successful hit. These attacks deal an 
  additional 1d10 points of fire damage on a successful 
  critical hit. This effect cannot be suppressed and does 
  not affect the burning dead. 
     Flame Jet (Su): Once per day the Bodak may shoot 
  forth a 30-foot line of flame that does 4d6 damage. 
  Reflex save DC 15 for half.  
     Ki Strike (Su): At 4
  th level, a monk’s unarmed attacks 
  are empowered with ki. Her unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction.  
   
  Area Fifteen: Feast Room 
  APL 10 (EL 13) 
  �Ren 
  Krat: 
  CR 
  12; 
  Male 
  human 
  vampire 
  Wiz9/HavocMg1: 
  Medium 
  Undead 
  (augmented 
  humanoid); HD 10d12; hp 88; Init +9; Spd 30 ft; AC 22 
  [+4 Dex, +6 natural, +2 deflection], touch 14, flat-footed 
  16; BA/G +4/+10; Atk +11 (1D6+9 plus energy drain, 
  slam); Atk +11 (1D6+9 plus energy drain, slam); SA 
  Battlecast 2
  nd, blood drain, children of the night, create 
  spawn, dominate, energy drain; SQ +4 turn resistance, 
  darkvision 60 ft, undead traits, alternate form, DR 
  10/silver and magic, spider climb, fast healing 5, 
  gaseous form, resistance to cold and electricity 10; AL 
  LE; SV Fort +10, Ref +10, Will +13; Str 22, Dex 18, Con 
  -, Int 22, Wis 14, Cha 14. 
     Skills and Feats: Bluff +10, Concentration +12, Hide 
  +16, Knowledge (arcana) +18, Listen +12, Move 
  Silently +16, Search +14, Spot +20, Spellcraft +18, Sense 
  Motive +12, Tumble +12; Alertness, Improved 
  Initiative, 
  Dodge, 
  Combat 
  Reflexes, 
  Lightning 
  Reflexes, Scribe Scroll, Combat Casting, Improved 
  Natural Attack (slam), Spell Focus (Necromancy), Spell 
  Focus (Enchantment). Empower Spell. 
     Spells Prepared (4/6/6/4/3/2; Base DC = 16 + Spell 
  Level; DC 17 + Spell Level for Enchantment spells; DC 
  17 + Spell Level for Necromancy spells); 0 – touch of 
  fatigue, acid splash, detect magic, ghost sound; 1
  st – 
  mage armor, true strike x2, ray of enfeeblement, chill 
  touch, shield; 2
  nd – touch of idiocy x2, scorching ray, 
  false life, ghoul touch, see invisibility; 3
  rd – protection 
  from energy, vampiric touch x2, fireball; 4
  th – fire 
  shield, confusion, lesser globe of invulnerability; 5
  th – 
  feeblemind, baleful polymorph.  
     Possessions:  ring of freedom of movement, vest of 
  resistance +5, cloak of displacement (minor), brooch of 
  shielding (101 charges), ring of protection +2; Rod of 
  lesser metamagic Silent; Rod of lesser metamagic 
  Empower 
     Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form. It can remain in that form until it assumes 
  another or until the next sunrise. (If the base creature 
  is not terrestrial, this power might allow other forms.) 
     Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 48 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
     Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster 
  level 5th), but it can remain gaseous indefinitely and 
  has a fly speed of 20 feet with perfect maneuverability. 
     Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
     Battlecast (Ex): A havoc mage gains the ability to 
  cast spells of a certain level or lower while making a 
  weapon attack. He may take a full-round action to 
  attack and cast a spell. The spell must be an arcane spell 
  he knows of 2
  nd level or lower with a casting time of 1 
  standard action or less. When using his battle cast 
  ability, a havoc mage may cast spells requiring somatic 
  components even if he has no free hands. Using 
  battlecast does not provoke attacks of opportunity. At 
  3
  rd level and higher, a havoc mage can battlecast as spell 
  of 4
  th level of lower. At 5
  th level, a havoc mage can 
  battlecast a spell of 8
  th level or lower. 
  �Mummy Guardian - Lesser (Mnk 3):CR 8; Medium 
  Undead; HD 11d12+3; hp 74; Init +6; Spd 30 ft; AC 24 
  (touch 14, flat-footed 22) [[+2 Dex, +10 natural, +2 
  Wis,]]; BA/G +6/+13; Atk +13 melee (1d6+10 + 
  Mummy Rot, slam); Full Atk +13/+8 melee (1d6+10 + 
  Mummy Rot, 2 slams) or +11/+11/+6 melee (1d6+7 + 
  Mummy Rot, 3 slams, flurry of blows); SA Despair, 
  flurry of blows, mummy rot; SQ Damage reduction 5/–
  , darkvision 60 ft., evasion, still mind, undead traits, 
  vulnerability to fire; AL LE; SV Fort +5, Ref +7, Will 
  +11; Str 24, Dex 14, Con -, Int 6, Wis 14, Cha 15. Height 
  6 ft. 
  Skills and Feats: Hide +12, Listen +8, Move 
  Silently +12, Spot +8, Tumble +8; Alertness, Combat 
  Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist (5/day, DC 17), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 17 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 17, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  APL 12 (EL 15) 
  �Ren 
  Krat: 
  CR 
  14; 
  Male 
  human 
  vampire 
  Wiz9/HavocMg3: 
  Medium 
  Undead 
  (augmented 
  humanoid); HD 12d12; hp 103; Init +9; Spd 30 ft; AC 
  22 [+4 Dex, +6 natural, +3 deflection], touch 14, flat-
  footed 16; BA/G +6/+12; Atk +13 (1D6+9 plus energy 
  drain, slam); Atk +13/+8 (1D6+9 plus energy drain, 
  slam); SA Battlecast 4
  th, blood drain, children of the 
  night, create spawn, dominate, energy drain; SQ +4 
  turn resistance, darkvision 60 ft, undead traits, 
  alternate form, DR 10/silver and magic, spider climb, 
  fast healing 5, gaseous form, resistance to cold and 
  electricity 10; AL LE; SV Fort +11, Ref +11, Will +14; 
  Str 22, Dex 18, Con -, Int 22, Wis 14, Cha 14. 
     Skills and Feats: Bluff +10, Concentration +12, Hide 
  +16, Knowledge (arcana) +18, Listen +12, Move 
  Silently +16, Search +14, Spot +20, Spellcraft +18, Sense 
  Motive +12, Tumble +12; Alertness, Improved 
  Initiative, 
  Dodge, 
  Combat 
  Reflexes, 
  Lightning 
  Reflexes, Scribe Scroll, Combat Casting, Improved 
  Natural Attack (slam), Spell Focus (Necromancy), Spell 
  Focus (Enchantment). Empower Spell. 
     Spells Prepared (4/6/6/4/4/3; Base DC = 16 + Spell 
  Level; DC 17 + Spell Level for Enchantment spells; DC 
  17 + Spell Level for Necromancy spells); 0 – touch of 
  fatigue, acid splash, detect magic, ghost sound; 1
  st – 
  mage armor, true strike x2, ray of enfeeblement, chill 
  touch, shield; 2
  nd – touch of idiocy x2, scorching ray, 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 49 
  false life, ghoul touch, see invisibility; 3
  rd – protection 
  from energy, vampiric touch x2, fireball; 4
  th – fire 
  shield, confusion, lesser globe of invulnerability, 
  stoneskin; 5
  th – feeblemind, baleful polymorph, waves 
  of fatigue. 
     Possessions:  ring of freedom of movement, vest of 
  resistance +5, cloak of displacement (minor), brooch of 
  shielding (101 charges), ring of protection +3, amulet 
  of natural armor +3, Rod of lesser metamagic Silent; 
  Rod of lesser metamagic Empower 
     Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form. It can remain in that form until it assumes 
  another or until the next sunrise. (If the base creature 
  is not terrestrial, this power might allow other forms.) 
     Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
     Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster 
  level 5th), but it can remain gaseous indefinitely and 
  has a fly speed of 20 feet with perfect maneuverability. 
     Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
     Battlecast (Ex): A havoc mage gains the ability to 
  cast spells of a certain level or lower while making a 
  weapon attack. He may take a full-round action to 
  attack and cast a spell. The spell must be an arcane spell 
  he knows of 2
  nd level or lower with a casting time of 1 
  standard action or less. When using his battle cast 
  ability, a havoc mage may cast spells requiring somatic 
  components even if he has no free hands. Using 
  battlecast does not provoke attacks of opportunity. At 
  3
  rd level and higher, a havoc mage can battlecast as spell 
  of 4
  th level of lower. At 5
  th level, a havoc mage can 
  battlecast a spell of 8
  th level or lower. 
  �Mummy Guardian (Mnk 5):CR 10; Medium 
  Undead; HD 13d12+3; hp 87; Init +6; Spd 30 ft; AC 25 
  (touch 15, flat-footed 23) [[+2 Dex, +1 monk, +10 
  natural, +2 Wis,]]; BA/G +7/+14; Atk +14 melee 
  (1d8+10 + Mummy Rot, slam); Full Atk +14/+9 melee 
  (1d8+10 + Mummy Rot, 2 slams) or +13/+13/+8 melee 
  (1d6+8 + Mummy Rot, 3 slams, flurry of blows); SA 
  Despair, flurry of blows, ki strike, mummy rot; SQ 
  Damage reduction 5/–, darkvision 60 ft., evasion, 
  purity of body, slow fall 20ft, still mind, undead traits, 
  vulnerability to fire; AL LE; SV Fort +6, Ref +8, Will 
  +12; Str 24, Dex 15, Con -, Int 6, Wis 14, Cha 15. Height 
  6 ft. 
  Skills and Feats: Hide +13, Listen +8, Move 
  Silently +13, Spot +8, Tumble +10; Alertness, Combat 
  Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist (7/day, DC 18), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 18 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 50 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  APL 14 (EL 17) 
  �Ren 
  Krat: 
  CR 
  14; 
  Male 
  human 
  vampire 
  Wiz9/HavocMg3: 
  Medium 
  Undead 
  (augmented 
  humanoid); HD 12d12; hp 103; Init +9; Spd 30 ft; AC 
  22 [+4 Dex, +6 natural, +3 deflection], touch 14, flat-
  footed 16; BA/G +6/+12; Atk +13 (1D6+9 plus energy 
  drain, slam); Atk +13/+8 (1D6+9 plus energy drain, 
  slam); SA Battlecast 4
  th, blood drain, children of the 
  night, create spawn, dominate, energy drain; SQ +4 
  turn resistance, darkvision 60 ft, undead traits, 
  alternate form, DR 10/silver and magic, spider climb, 
  fast healing 5, gaseous form, resistance to cold and 
  electricity 10; AL LE; SV Fort +11, Ref +11, Will +14; 
  Str 22, Dex 18, Con -, Int 22, Wis 14, Cha 14. 
     Skills and Feats: Bluff +10, Concentration +12, Hide 
  +16, Knowledge (arcana) +18, Listen +12, Move 
  Silently +16, Search +14, Spot +20, Spellcraft +18, Sense 
  Motive +12, Tumble +12; Alertness, Improved 
  Initiative, 
  Dodge, 
  Combat 
  Reflexes, 
  Lightning 
  Reflexes, Scribe Scroll, Combat Casting, Improved 
  Natural Attack (slam), Spell Focus (Necromancy), Spell 
  Focus (Enchantment). Empower Spell. 
     Spells Prepared (4/6/6/4/4/3; Base DC = 16 + Spell 
  Level; DC 17 + Spell Level for Enchantment spells; DC 
  17 + Spell Level for Necromancy spells); 0 – touch of 
  fatigue, acid splash, detect magic, ghost sound; 1
  st – 
  mage armor, true strike x2, ray of enfeeblement, chill 
  touch, shield; 2
  nd – touch of idiocy x2, scorching ray, 
  false life, ghoul touch, see invisibility; 3
  rd – protection 
  from energy, vampiric touch x2, fireball; 4
  th – fire 
  shield, confusion, lesser globe of invulnerability, 
  stoneskin; 5
  th – feeblemind, baleful polymorph, waves 
  of fatigue. 
     Possessions:  ring of freedom of movement, vest of 
  resistance +5, cloak of displacement (minor), brooch of 
  shielding (101 charges), ring of protection +3, amulet 
  of natural armor +3, Rod of lesser metamagic Silent; 
  Rod of lesser metamagic Empower 
     Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form. It can remain in that form until it assumes 
  another or until the next sunrise. (If the base creature 
  is not terrestrial, this power might allow other forms.) 
     Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
     Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster 
  level 5th), but it can remain gaseous indefinitely and 
  has a fly speed of 20 feet with perfect maneuverability. 
     Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
     Battlecast (Ex): A havoc mage gains the ability to 
  cast spells of a certain level or lower while making a 
  weapon attack. He may take a full-round action to 
  attack and cast a spell. The spell must be an arcane spell 
  he knows of 2
  nd level or lower with a casting time of 1 
  standard action or less. When using his battle cast 
  ability, a havoc mage may cast spells requiring somatic 
  components even if he has no free hands. Using 
  battlecast does not provoke attacks of opportunity. At 
  3
  rd level and higher, a havoc mage can battlecast as spell 
  of 4
  th level of lower. At 5
  th level, a havoc mage can 
  battlecast a spell of 8
  th level or lower. 
  �Ren Lirt: male human Mnk10 (Vampire); CR 12; 
  HD 10d12; hp 85; Init +9; Spd 60 ft.; AC 30 (touch 24, 
  flat-footed 23) [+7 Dex, +5 Wis, +6 Natural Armor, +2 
  Monk]; BA/G +7/+12; Atk +13 melee (1d10+5 plus 
  energy drain, unarmed strike); Full Atk +13/+13/+8 
  melee (1d10+5 plus energy drain, unarmed strike); SA 
  Unarmed strike, stunning attack, domination, energy 
  drain, blood drain, children of the night, create spawn, 
  Ki strike (magic), Ki strike (chaotic); SQ +4 turn 
  resistance, darkvision 60 ft., undead traits, alternate 
  form, DR 10/silver and magic, spider climb, fast 
  healing 5, gaseous form, resistance to cold and 
  electricity 10, Improved Evasion, still mind, slow fall 
  (50 ft.), purity of body, wholeness of body;  AL CE; SV 
  Fort +13, Ref +20, Will +15; Str 20, Con -, Dex 24, Int 
  12, Wis 20; Cha 14 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 51 
     Skills and Feats: Balance +15, Bluff +13, Climb +15, 
  escape Artist +15, Hide +22, Jump +8, Listen +20, Move 
  Silently +22, Search +12, Sense Motive +15, Spot +16, 
  Tumble +15; Alertness, Combat Reflexes, Deflect 
  Arrows, Dodge, Fists of Iron, Great Fortitude, 
  Improved Initiative, Improved Grapple, Improved 
  Trip, Lighting Reflexes, Mobility, Spring Attack, 
  Weapon Focus (unarmed) 
  Possessions: brooch of shielding (101 charges), periapt 
  of wisdom +6,  cloak of resistance +4 
     Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form. It can remain in that form until it assumes 
  another or until the next sunrise. (If the base creature 
  is not terrestrial, this power might allow other forms.) 
     Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
     Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster 
  level 5th), but it can remain gaseous indefinitely and 
  has a fly speed of 20 feet with perfect maneuverability. 
     Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  �Mummy Guardian - Greater (Mnk 7):CR 12; 
  Medium Undead; HD 15d12+3; hp 100; Init +6; Spd 40 
  ft; AC 25 (touch 15, flat-footed 23) [[+2 Dex, +1 monk, 
  +10 natural, +2 Wis,]]; BA/G +9/+16; Atk +16 melee 
  (1d8+10 + Mummy Rot, slam, 19+ crit); Full Atk 
  +16/+14 melee (1d8+10 + Mummy Rot, 2 slams, 19+ 
  crit) or +15/+15/+10 melee (1d6+8 + Mummy Rot, 3 
  slams, 19+ crit, flurry of blows); SA Despair, flurry of 
  blows, ki strike, mummy rot; SQ Damage reduction 
  5/–, darkvision 60 ft., evasion, purity of body, slow fall 
  30ft, still mind, undead traits, vulnerability to fire, 
  wholeness of body (14 hp); AL LE; SV Fort +7, Ref +9, 
  Will +13; Str 24, Dex 15, Con -, Int 6, Wis 14, Cha 15. 
  Height 6 ft. 
  Skills and Feats: Hide +13, Listen +9, Move 
  Silently +13, Spot +9, Tumble +12; Alertness, Combat 
  Reflexes, 
  Improved 
  Critical 
  (Slam), 
  Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Lightning Reflexes, Power Attack, Stunning Fist 
  (9/day, DC 19), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 18 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 52 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  �Burning Dead Mummy Acolyte (Clr 5):CR 12; 
  Medium Undead; HD 13d12+3; hp 87; Init +0; Spd 20 
  ft; AC 28 (touch 11, flat-footed 27) [[+5 armor, +1 dex, 
  +12 natural]]; BA/G +7/+15; Atk +15 melee (1d6+12 
  +1d6 fire +Mummy Rot, slam); Full Atk +15/+10 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair,  fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +8, Ref +6, Will +14; Str 26, Dex 12, 
  Con -, Int 6, Wis 19, Cha 19. Height 6 ft. 
  Skills and Feats: Concentration +8, Hide +4, Listen 
  +10, Move Silently +4, Spot +10; Alertness, Combat 
  Casting, 
  Great 
  Fortitude, 
  Lightning 
  Reflexes, 
  Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 20 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 6d6 fire damage with a successful reflex save 
  (DC 20) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 20, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: breastplate, eversmoking bottle. 
  Spells Prepared (5/5/4/3; base DC = 14 + spell 
  level): 0—create water (3), guidance (2); 1st—bless, 
  protection from good, sanctuary*, shield of faith (2); 
  2nd—bull’s strength, death knell*, resist energy (2); 
  3rd—blindness, dispel magic, protection from energy*. 
  *Domain spell. Domains: Death (touch attack, roll 1d6 
  per cleric level.  If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 53 
  Adventure B: Temple Complex
  Area Three: Stone Devils  
  APL 10 (EL 10) 
  •�Half Fiend Gargoyle Sneak (Rog4): CR 8; Medium 
  Monstrous Humanoid (Earth); HD 4d8+4d6+40; hp 72; 
  Init +9; Spd 40 ft, fly 60 ft (average); AC 20 (touch 15, 
  flat-footed 15) [[+5 Dex, +5 natural]]; BA/G +6/+11; Atk 
  +11 melee (1d6+5, claw); Full Atk +11/+11/+6 melee 
  (1d6+5, claws) and +9 melee (1d6+2, bite) and +9 melee 
  (1d6+2, gore); SA Smite Good (+8 damage), Sneak 
  Attack (+2d6), Spell-like abilities; SQ Damage 
  reduction 10/magic, darkvision 60 ft, evasion, freeze, 
  immune to poison, resist acid 10, cold 10, electricity 10, 
  and fire 10, SR 18, uncanny dodge; AL CE; SV Fort +7, 
  Ref +13, Will +5; Str 20, Dex 20, Con 20, Int 10, Wis 11, 
  Cha 12. Height 5 ft. 
   
  Skills and Feats: Bluff +12, Disguise +12, Escape 
  Artist +16, Hide +18, Listen +13, Move Silent +16, Spot 
  +13, Tumble +16; Dodge, Improved Initiative, 
  Improved Natural Attack (claw), Multiattack. 
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue.  An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
  Spell Like Abilities (Su): 3/day darkness and 
  poison; 1/day desecrate and unholy blight. Cast as an 
  8th level caster, Save DC = 11 + spell level. 
   
  APL 12 (EL 12) 
  •�Half Fiend Gargoyle Dervish (Rog4/Ftr 2): CR 10; 
  Medium 
  Monstrous 
  Humanoid 
  (Earth); 
  HD 
  4d8+4d6+2d10+50; hp 93; Init +9; Spd 40 ft, fly 60 ft 
  (average); AC 20 (touch 15, flat-footed 15) [[+5 Dex, +5 
  natural]]; BA/G +8/+13; Atk +13 melee (1d6+5, claw); 
  Full Atk +13/+13/+8 melee (1d6+5, claws) and +11 
  melee (1d6+2, bite) and +11 melee (1d6+2, gore); SA 
  Smite Good (+10 damage), Sneak Attack (+2d6), Spell-
  like abilities; SQ Damage reduction 10/magic, 
  darkvision 60 ft, evasion, freeze, immune to poison, 
  resist acid 10, cold 10, electricity 10, and fire 10, SR 20, 
  uncanny dodge; AL CE; SV Fort +10, Ref +13, Will +5; 
  Str 20, Dex 20, Con 20, Int 10, Wis 11, Cha 12. Height 5 
  ft. 
   
  Skills and Feats: Bluff +13, Disguise +13, Escape 
  Artist +16, Hide +18, Listen +13, Move Silent +16, Spot 
  +13, Tumble +16; Dodge, Improved Initiative, 
  Improved Natural Attack (claw), Mobility, Multiattack, 
  Spring Attack. 
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue.  An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
  Spell Like Abilities (Su): 3/day darkness and 
  poison; 1/day contagion, desecrate and unholy blight. 
  Cast as a 10th level caster, Save DC = 11 + spell level. 
   
  APL 14 (EL 14) 
  •�Half Fiend Gargoyle Whirlwind (Rog4/Ftr 4): CR 
  12; Medium Monstrous Humanoid (Earth); HD 
  4d8+4d6+4d10+60; hp 114; Init +9; Spd 40 ft, fly 60 ft 
  (average); AC 20 (touch 15, flat-footed 15) [[+5 Dex, +5 
  natural]]; BA/G +10/+15; Atk +16 melee (1d6+7, claw); 
  Full Atk +16/+16/+11 melee (1d6+7, claws) and +13 
  melee (1d6+2, bite) and +13 melee (1d6+2, gore); SA 
  Smite Good (+12 damage), Sneak Attack (+2d6), Spell-
  like abilities; SQ Damage reduction 10/magic, 
  darkvision 60 ft, evasion, freeze, immune to poison, 
  resist acid 10, cold 10, electricity 10, and fire 10, SR 20, 
  uncanny dodge; AL CE; SV Fort +11, Ref +14, Will +7; 
  Str 20, Dex 20, Con 20, Int 10, Wis 12, Cha 12. Height 5 
  ft. 
   
  Skills and Feats: Bluff +14, Disguise +14, Escape 
  Artist +16, Hide +18, Listen +14, Move Silent +16, Spot 
  +14, Tumble +16; Dodge, Improved Initiative, 
  Improved Natural Attack (claw), Mobility, Multiattack, 
  Spring Attack, Weapon Focus (claw), Weapon 
  Specialization (claw). 
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue.  An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
  Spell Like Abilities (Su): 3/day darkness and 
  poison; 1/day blasphemy, contagion, desecrate and 
  unholy blight. Cast as a 10th level caster, Save DC = 11 
  + spell level. 
   
  Area Nine: Keeper of Records 
  APL 10 (EL 11) 
  •�Keeper of Records (Ghost 9th level human Wiz - 
  Evoker): CR 11; Medium Undead; HD 9d12; hp 58; 
  Init +6; Spd fly 30 ft (perfect); AC 16 (touch 16, flat-
  footed 14) [[+2 Dex, +4 deflection]]; BA/G +4/+4; Atk 
  +6 melee (1d4 Con drain, draining touch); Full Atk +6 
  melee (1d4 Con drain, draining touch); SA Draining 
  Touch, Horrific Appearance, Manifestation, Spells, 
  Telekinesis; SQ Darkvision 60 ft, incorporeal traits, 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 54 
  rejuvenation, +4 turn resistance; AL NE; SV Fort +3, 
  Ref +5, Will +8; Str 10, Dex 15, Con -, Int 20, Wis 14, 
  Cha 18. Height 5 ft. 
   
  Skills and Feats: Concentration +12, Hide +16, 
  Listen +16, Knowledge Arcana +17, Knowledge 
  History +17, Knowledge Religion +17, Spellcraft +17, 
  Spot +16; Empower Spell, Greater Spell Focus 
  (Enchantment, Evocation), Improved Initiative, Spell 
  Focus (Enchantment, Evocation). 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points of Constitution. On each such successful attack, 
  the ghost heals 5 points of damage to itself. Against 
  ethereal opponents, it adds its Strength modifier to 
  attack rolls only. Against non-ethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 18) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. For the 
  Keeper of Records, this would be to fill the library with 
  books and knowledge again. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
  Equipment: brooch of shielding (101 charges), 
  ring of ram, rod of metamagic (lesser empower).  
  Spells (5/7/6/5/4/3, DC = 15 + spell level, 17 + 
  spell level for enchantment and evocation): 0—detect 
  magic (2), flare*, ray of frost* (2); 1st—charm person* 
  (2), mage armor, magic missile* (3), true strike; 2nd—
  cat’s grace, fox’s cunning, scorching ray* (2), tasha’s 
  hideous laughter*, web; 3rd—haste, lightning bolt* (2), 
  suggestion* 
  (2); 
  4th—confusion*, 
  evard’s 
  black 
  tentacles, fear, empowered scorching ray*; 5th—
  cloudkill, cone of cold*, feeblemind*. 
   
  APL 12 (EL 13) 
  •�Keeper of Records (Ghost 11th level human Wiz - 
  Evoker): CR 13; Medium Undead; HD 11d12; hp 71; 
  Init +6; Spd fly 30 ft (perfect); AC 16 (touch 16, flat-
  footed 14) [[+2 Dex, +4 deflection]]; BA/G +5/+5; Atk 
  +7 melee (1d4 Con drain, draining touch); Full Atk +7 
  melee (1d4 Con drain, draining touch); SA Draining 
  Touch, Horrific Appearance, Manifestation, Spells, 
  Telekinesis; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance; AL NE; SV Fort +3, 
  Ref +5, Will +9; Str 10, Dex 15, Con -, Int 20, Wis 14, 
  Cha 18. Height 5 ft. 
   
  Skills and Feats: Concentration +14, Hide +17, 
  Listen +17, Knowledge Arcana +19, Knowledge 
  History +19, Knowledge Religion +19, Spellcraft +19, 
  Spot +17; Empower Spell, Greater Spell Focus 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 55 
  (Enchantment, 
  Evocation), 
  Improved 
  Initiative, 
  Quicken Spell, Spell Focus (Enchantment, Evocation). 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points of Constitution. On each such successful attack, 
  the ghost heals 5 points of damage to itself. Against 
  ethereal opponents, it adds its Strength modifier to 
  attack rolls only. Against non-ethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 19) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. For the 
  Keeper of Records, this would be to fill the library with 
  books and knowledge again. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
  Equipment: brooch of shielding (101 charges), 
  ring of ram, rod of metamagic (lesser empower), staff of 
  fire (30 charges), wand of web (10 charges).  
  Spells (5/7/6/6/5/4/2, DC = 15 + spell level, 17 + 
  spell level for enchantment and evocation): 0—detect 
  magic (2), flare*, ray of frost* (2); 1st—charm person* 
  (2), mage armor, magic missile* (3), true strike; 2nd—
  cat’s grace, fox’s cunning, scorching ray* (2), tasha’s 
  hideous laughter*, web; 3rd—haste, lightning bolt* (3), 
  suggestion* 
  (2); 
  4th—confusion*, 
  evard’s 
  black 
  tentacles, fear, ice storm, empowered scorching ray*; 
  5th—baleful polymorph, cloudkill, cone of cold*, 
  feeblemind*; 6th—chain lightning*, disintegrate. 
   
  APL 14 (EL 15) 
  •�Keeper of Records (Ghost 13th level human Wiz - 
  Evoker): CR 15; Medium Undead; HD 13d12; hp 84; 
  Init +7; Spd fly 30 ft (perfect); AC 17 (19) (touch 17 
  (19), flat-footed 14) [[+3 (+5) Dex, +4 deflection]]; BA/G 
  +6/+6; Atk +9 (+11) melee (1d4 Con drain, draining 
  touch); Full Atk +9/+4 (+11/+6) melee (1d4 Con drain, 
  draining touch); SA Draining Touch, Horrific 
  Appearance, Manifestation, Spells, Telekinesis; SQ 
  Darkvision 60 ft, incorporeal traits, rejuvenation, +4 
  turn resistance; AL NE; SV Fort +4, Ref +7 (+9), Will 
  +10; Str 10, Dex 16 (20), Con -, Int 20, Wis 14, Cha 18. 
  Height 5 ft. 
   
  Skills and Feats: Concentration +16, Hide +18 
  (+20), Listen +18, Knowledge Arcana +21, Knowledge 
  History +21, Knowledge Religion +21, Spellcraft +21, 
  Spot +18; Empower Spell, Greater Spell Focus 
  (Enchantment, 
  Evocation), 
  Improved 
  Initiative, 
  Quicken Spell, Spell Focus (Enchantment, Evocation), 
  Still Spell. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 56 
  points of Constitution. On each such successful attack, 
  the ghost heals 5 points of damage to itself. Against 
  ethereal opponents, it adds its Strength modifier to 
  attack rolls only. Against non-ethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 20) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. For the 
  Keeper of Records, this would be to fill the library with 
  books and knowledge again. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
  Equipment: boots of speed, brooch of shielding 
  (101 charges), gloves of dexterity +4, ring of ram, rod of 
  metamagic (lesser empower), staff of fire (30 charges), 
  wand of web (10 charges).  
   
  Spells (5/7/6/6/6/5/3/2, DC = 15 + spell level, 17 + 
  spell level for enchantment and evocation): 0—detect 
  magic (2), flare*, ray of frost* (2); 1st—charm person* 
  (2), mage armor, magic missile* (3), true strike; 2nd—
  fox’s cunning, scorching ray* (2), tasha’s hideous 
  laughter* (2), web; 3rd—haste, lightning bolt* (3), 
  suggestion* 
  (2); 
  4th—confusion*, 
  evard’s 
  black 
  tentacles, fear, still fireball*, ice storm, empowered 
  scorching ray*; 5th—baleful polymorph, cloudkill, 
  cone of cold*, feeblemind*, quickened magic missile*; 
  6th—chain 
  lightning*, 
  disintegrate, 
  quickened 
  scorching ray; 7th—mass hold person*, prismatic 
  spray*. 
   
  Area Fourteen: Dark Knights 
  APL 10 (EL 12) 
  •�Burning Dead Wight Squire (8 HD wight/Ftr 2): 
  CR 8; Medium Undead; HD 10d12; hp 65; Init +1; Spd 
  20 ft; AC 25 (touch 11, flat-footed 24) [[+8 armor, +1 
  Dex, +6 natural]]; BA/G +6/+10; Atk +11 melee (1d4+4 
  plus 1d6 fire and energy drain, slam); Full Atk +11/+6 
  melee (1d4+4 plus 1d6 fire and energy drain, slam); SA 
  Create Spawn, Energy Drain; SQ Darkvision 60 ft, Fire 
  Resistance 10, Undead Traits; AL LE; SV Fort +5, Ref 
  +3, Will +7; Str 19, Dex 13, Con -, Int 10, Wis 12, Cha 
  16. Height 5 ft. 
   
  Skills and Feats: Hide +10, Listen +13, Move 
  Silently +16, Spot +14; Ability Focus (Energy Drain), 
  Alertness, Blind Fight, Weapon Focus (Slam). 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 57 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack gain one negative level. The DC is 
  20 for the Fortitude save to remove a negative level. 
  The save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 5d6 fire damage with a successful reflex save 
  (DC 18) resulting in half damage. 
   
  Equipment: Full plate 
   
  APL 12 (EL 14) 
  •�Burning Dead Wight Warrior (8 HD wight/Ftr 4): 
  CR 8; Medium Undead; HD 12d12; hp 78; Init +1; Spd 
  20 ft; AC 25 (touch 11, flat-footed 24) [[+8 armor, +1 
  Dex, +6 natural]]; BA/G +8/+13; Atk +14 melee (1d4+7 
  plus 1d6 fire and energy drain, slam); Full Atk +14/+9 
  melee (1d4+7 plus 1d6 fire and energy drain, slam); SA 
  Create Spawn, Energy Drain; SQ Darkvision 60 ft, Fire 
  Resistance 15, Undead Traits; AL LE; SV Fort +6, Ref 
  +4, Will +8; Str 20, Dex 13, Con -, Int 10, Wis 12, Cha 
  16. Height 5 ft. 
   
  Skills and Feats: Hide +11, Listen +14, Move 
  Silently +16, Spot +14; Ability Focus (Energy Drain), 
  Alertness, Blind Fight, Power Attack, Weapon Focus 
  (Slam), Weapon Specialization (Slam). 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack gain one negative level. The DC is 
  21 for the Fortitude save to remove a negative level. 
  The save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 6d6 fire damage with a successful reflex save 
  (DC 19) resulting in half damage. 
   
  Equipment: Full plate 
   
  APL 14 (EL 16) 
  �Burning Dead Wight Knight (8 HD wight/Ftr 6): 
  CR 10; Medium Undead; HD 14d12; hp 91; Init +1; 
  Spd 20 ft; AC 25 (touch 11, flat-footed 24) [[+8 armor, 
  +1 Dex, +6 natural]]; BA/G +10/+15; Atk +16 melee 
  (1d4+7 plus 1d6 fire and energy drain, slam); Full Atk 
  +16/+11 melee (1d4+7 plus 1d6 fire and energy drain, 
  slam); SA Create Spawn, Energy Drain; SQ Darkvision 
  60 ft, Fire Resistance 15, Undead Traits; AL LE; SV Fort 
  +7, Ref +5, Will +9; Str 20, Dex 13, Con -, Int 10, Wis 
  12, Cha 16. Height 5 ft. 
   
  Skills and Feats: Hide +12, Listen +14, Move 
  Silently +16, Spot +15; Ability Focus (Energy Drain), 
  Alertness, Blind Fight, Improved Critical (slam), Power 
  Attack, Weapon Focus (Slam), Weapon Specialization 
  (Slam). 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 58 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack gain one negative level. The DC is 
  22 for the Fortitude save to remove a negative level. 
  The save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 7d6 fire damage with a successful reflex save 
  (DC 20) resulting in half damage. 
   
  Equipment: Full plate 
   
  Area Fifteen: Mummy Master 
  APL 10 (EL 13) 
  •�Mummy Guardian - Lesser (Mnk 3):CR 8; 
  Medium Undead; HD 11d12+3; hp 74; Init +6; Spd 30 
  ft; AC 24 (touch 14, flat-footed 22) [[+2 Dex, +10 
  natural, +2 Wis,]]; BA/G +6/+13; Atk +13 melee 
  (1d6+10 + Mummy Rot, slam); Full Atk +13/+8 melee 
  (1d6+10 + Mummy Rot, 2 slams) or +11/+11/+6 melee 
  (1d6+7 + Mummy Rot, 3 slams, flurry of blows); SA 
  Despair, flurry of blows, mummy rot; SQ Damage 
  reduction 5/–, darkvision 60 ft., evasion, still mind, 
  undead traits, vulnerability to fire; AL LE; SV Fort +5, 
  Ref +7, Will +11; Str 24, Dex 14, Con -, Int 6, Wis 14, 
  Cha 15. Height 6 ft. 
  Skills and Feats: Hide +12, Listen +8, Move 
  Silently +12, Spot +8, Tumble +8; Alertness, Combat 
  Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist (5/day, DC 17), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 17 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 17, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Still Mind (Ex): A monk of 3rd level or higher gains a 
  +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
  •�Burning Dead Mummy Acolyte (Clr 5):CR 12; 
  Medium Undead; HD 13d12+3; hp 87; Init +0; Spd 20 
  ft; AC 28 (touch 11, flat-footed 27) [[+5 armor, +1 Dex, 
  +12 natural]]; BA/G +7/+15; Atk +15 melee (1d6+12 
  +1d6 fire +Mummy Rot, slam); Full Atk +15/+10 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair, fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +8, Ref +6, Will +14 (+16); Str 26, Dex 
  12, Con -, Int 6, Wis 19 (23), Cha 19 (21). Height 6 ft. 
  Skills and Feats: Concentration +8, Hide +4, Listen 
  +10 (+12), Move Silently +4, Spot +10 (+12); Alertness, 
  Combat Casting, Great Fortitude, Lightning Reflexes, 
  Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 21 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 59 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 6d6 fire damage with a successful reflex save 
  (DC 21) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 21, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: breastplate, periapt of wisdom +4, 
  cloak of charisma +2, ring of invisibility. 
  Spells Prepared (5/6/5/3; base DC = 16 + spell 
  level): 0—create water (3), guidance (2); 1st—bless, 
  command, protection from good, sanctuary*, shield of 
  faith (2); 2nd—bull’s strength, death knell*, resist 
  energy (2), sound burst; 3rd—blindness, dispel magic, 
  protection from energy*. 
  *Domain spell. Domains: Death (touch attack, roll 
  1d6 per cleric level.  If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
   
  APL 12 (EL 14) 
  •�Mummy Guardian (Mnk 5):CR 10; Medium 
  Undead; HD 13d12+3; hp 87; Init +6; Spd 30 ft; AC 25 
  (touch 15, flat-footed 23) [[+2 Dex, +1 monk, +10 
  natural, +2 Wis,]]; BA/G +7/+14; Atk +14 melee 
  (1d8+10 + Mummy Rot, slam); Full Atk +14/+9 melee 
  (1d8+10 + Mummy Rot, 2 slams) or +13/+13/+8 melee 
  (1d6+8 + Mummy Rot, 3 slams, flurry of blows); SA 
  Despair, flurry of blows, ki strike, mummy rot; SQ 
  Damage reduction 5/–, darkvision 60 ft., evasion, 
  purity of body, slow fall 20ft, still mind, undead traits, 
  vulnerability to fire; AL LE; SV Fort +6, Ref +8, Will 
  +12; Str 24, Dex 15, Con -, Int 6, Wis 14, Cha 15. Height 
  6 ft. 
  Skills and Feats: Hide +13, Listen +8, Move 
  Silently +13, Spot +8, Tumble +10; Alertness, Combat 
  Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist (7/day, DC 18), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 18 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  •�Burning Dead Mummy Priest (Clr 7):CR 14; 
  Medium Undead; HD 15d12+3; hp 100; Init +0; Spd 20 
  ft; AC 28 (touch 11, flat-footed 27) [[+5 armor, +1 Dex, 
  +12 natural]]; BA/G +9/+17; Atk +17 melee (1d6+12 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 60 
  +1d6 fire +Mummy Rot, slam); Full Atk +17/+12 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair, fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +9, Ref +7, Will +15 (+17); Str 26, Dex 
  12, Con -, Int 6, Wis 19 (23), Cha 19 (21). Height 6 ft. 
  Skills and Feats: Concentration +10, Hide +4, 
  Listen +10 (+12), Move Silently +4, Spot +10 (+12); 
  Alertness, Combat Casting, Great Fortitude, Lightning 
  Reflexes, Power Attack, Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 22 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 7d6 fire damage with a successful reflex save 
  (DC 22) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 22, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: breastplate, periapt of wisdom +4, 
  cloak of charisma +2, pearl of power (3rd level), ring of 
  invisibility, wand of inflict serious wounds (5th level 
  caster, 25 charges). 
  Spells Prepared (6/7/6/4/3; base DC = 16 + spell 
  level): 0—create water (3), guidance (3); 1st—bless, 
  command, protection from good, sanctuary*, shield of 
  faith (3); 2nd—bull’s strength, death knell*, resist 
  energy (2), sound burst (2); 3rd—bestow curse, 
  blindness, dispel magic, protection from energy*; 
  4th—divine power, freedom of movement, spell 
  immunity*. 
  *Domain spell. Domains: Death (touch attack, roll 
  1d6 per cleric level.  If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
   
  APL 14 (EL 16) 
  •�Mummy Guardian - Greater (Mnk 7):CR 12; 
  Medium Undead; HD 15d12+3; hp 100; Init +6; Spd 40 
  ft; AC 27 (touch 16, flat-footed 24) [[+2 Dex, +2 monk, 
  +10 natural, +2 Wis,]]; BA/G +9/+16; Atk +16 melee 
  (1d10+10 + Mummy Rot, slam, 19+ crit); Full Atk 
  +16/+14 melee (1d10+10 + Mummy Rot, 2 slams, 19+ 
  crit) or +15/+15/+10 melee (1d10+8 + Mummy Rot, 3 
  slams, 19+ crit, flurry of blows); SA Despair, flurry of 
  blows, ki strike, mummy rot; SQ Damage reduction 
  5/–, darkvision 60 ft., evasion, purity of body, slow fall 
  30ft, still mind, undead traits, vulnerability to fire, 
  wholeness of body (14 hp); AL LE; SV Fort +7, Ref +9, 
  Will +13; Str 24, Dex 15, Con -, Int 6, Wis 14, Cha 15. 
  Height 6 ft. 
  Skills and Feats: Hide +13, Listen +9, Move 
  Silently +13, Spot +9, Tumble +12; Alertness, Combat 
  Reflexes, 
  Improved 
  Critical 
  (Slam), 
  Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Lightning Reflexes, Power Attack, Stunning Fist 
  (10/day, DC 19), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 18 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 61 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  Equipment: Monks Belt. 
   
  •�Burning Dead Mummy Bishop (Clr 9): CR 16; 
  Medium Undead; HD 17d12+3; hp 113; Init +0; Spd 20 
  ft; AC 35 (touch 11, flat-footed 34) [[+12 armor, +1 Dex, 
  +12 natural]]; BA/G +10/+18; Atk +18 melee (1d6+12 
  +1d6 fire +Mummy Rot, slam); Full Atk +18/+13 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair, fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +10, Ref +8, Will +17 (+19); Str 26, Dex 
  12, Con -, Int 6, Wis 20 (24), Cha 19 (21). Height 6 ft. 
  Skills and Feats: Concentration +12, Hide +3, 
  Listen +12, Move Silently +3, Spot +12; Alertness, 
  Cleave, Combat Casting, Great Fortitude, Lightning 
  Reflexes, Power Attack, Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 23 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 8d6 fire damage with a successful reflex save 
  (DC 23) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 23, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: +4 full plate, periapt of wisdom +4, 
  cloak of charisma +2, pearl of power (3rd level), ring of 
  invisibility, strand of prayer beads (standard), wand of 
  inflict serious wounds (5th level caster, 25 charges). 
  Spells Prepared (6/7/7/6/4/3; base DC = 17 + spell 
  level): 0—create water (3), guidance (3); 1st—bane, 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 62 
  bless, protection from good, sanctuary*, shield of faith 
  (3); 2nd—bull’s strength, death knell*, resist energy 
  (2), silence, sound burst (2); 3rd—bestow curse (2), 
  blindness, dispel magic (2), protection from energy*; 
  4th—dismissal, divine power, freedom of movement, 
  spell immunity*; 5th—flame strike, slay living*, spell 
  resistance. 
   
  *Domain spell. Domains: Death (touch attack, roll 
  1d6 per cleric level.  If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
   
   
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 63 
  Adventure C: Wizard Tower 
  Area Eight: Stone Trouble 
  APL 14 (EL 15) 
  �Advanced Stone Golem: CR 13; Large Construct; 
  HD 22d10+30; hp 151; Init -1; Spd 20 ft; AC 26 (touch 
  8, flat-footed 26) [[-1 size, -1 Dex, +18 natural]]; BA/G 
  +16/+30; Atk +25 melee (2d10+10, slam); Full Atk +25 
  melee (2d10+10, 2 slams); SA Slow; SQ Construct traits, 
  DR 10/adamantine, darkvision 60ft., immunity to 
  magic, low-light vision; AL N; SV Fort +7, Ref +6, Will 
  +7; Str 31, Dex 9, Con -, Int -, Wis 11, Cha 1. Height 9 
  ft. 
  Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 2 rounds. The 
  effect has a range of 10 feet and a duration of 7 rounds, 
  requiring a DC 21 Will save to negate. 
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A transmute rock to mud spell slows a stone 
  golem (as a slow spell) for 2d6 rounds with no saving 
  throw, while a transmute mud to rock heals it of all its 
  lost hit points. A stone to flesh spell does not actually 
  change the golem’s structure but negates its damage 
  reduction and immunity to magic for one full round. 
   
  APL 16 (EL 17) 
  �Advanced Greater Stone Golem: CR 17; Huge 
  Construct; HD 46d10+40; hp 293; Init -2; Spd 20 ft; AC 
  27 (touch 6, flat-footed 27) [[-2 size, -2 Dex, +21 
  natural]]; BA/G +34/+56; Atk +46 melee (4d8+14, slam); 
  Full Atk +46 melee (4d8+14, 2 slams); SA Slow; SQ 
  Construct traits, DR 10/adamantine, darkvision 60ft., 
  immunity to magic, low-light vision; AL N; SV Fort 
  +15, Ref +13, Will +15; Str 38, Dex 7, Con -, Int -, Wis 
  11, Cha 1. Height 15 ft. 
  Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 2 rounds. The 
  effect has a range of 10 feet and a duration of 7 rounds, 
  requiring a DC 33 Will save to negate. 
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A transmute rock to mud spell slows a stone 
  golem (as a slow spell) for 2d6 rounds with no saving 
  throw, while a transmute mud to rock heals it of all its 
  lost hit points. A stone to flesh spell does not actually 
  change the golem’s structure but negates its damage 
  reduction and immunity to magic for one full round. 
   
  Area Ten: Smoke and Mummies 
  APL 12 (EL 13) 
  �Mummy Guardian - Lesser (Mnk 3):CR 8; Medium 
  Undead; HD 11d12+3; hp 74; Init +6; Spd 30 ft; AC 24 
  (touch 14, flat-footed 22) [[+2 Dex, +10 natural, +2 
  Wis,]]; BA/G +6/+13; Atk +13 melee (1d6+10 + 
  Mummy Rot, slam); Full Atk +13/+8 melee (1d6+10 + 
  Mummy Rot, 2 slams) or +11/+11/+6 melee (1d6+7 + 
  Mummy Rot, 3 slams, flurry of blows); SA Despair, 
  flurry of blows, mummy rot; SQ Damage reduction 5/–
  , darkvision 60 ft., evasion, still mind, undead traits, 
  vulnerability to fire; AL LE; SV Fort +5, Ref +7, Will 
  +11; Str 24, Dex 14, Con -, Int 6, Wis 14, Cha 15. Height 
  6 ft. 
  Skills and Feats: Hide +12, Listen +8, Move 
  Silently +12, Spot +8, Tumble +8; Alertness, Combat 
  Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist (5/day, DC 17), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 17 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 17, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 64 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  �Burning Dead Mummy Acolyte (Clr 5):CR 12; 
  Medium Undead; HD 13d12+3; hp 87; Init +0; Spd 15 
  ft; AC 28 (touch 11, flat-footed 27) [[+5 armor, +1 dex, 
  +12 natural]]; BA/G +7/+15; Atk +15 melee (1d6+12 
  +1d6 fire +Mummy Rot, slam); Full Atk +15/+10 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair, fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +8, Ref +6, Will +14; Str 26, Dex 12, 
  Con -, Int 6, Wis 19, Cha 19. Height 6 ft. 
  Skills and Feats: Concentration +8, Hide +4, Listen 
  +10, Move Silently +4, Spot +10; Alertness, Combat 
  Casting, 
  Great 
  Fortitude, 
  Lightning 
  Reflexes, 
  Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight. Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell. A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 20 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 6d6 fire damage with a successful reflex save 
  (DC 20) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 20, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: breastplate, eversmoking bottle. 
  Spells Prepared (5/5/4/3; base DC = 14 + spell 
  level): 0—create water (3), guidance (2); 1st—bless, 
  protection from good, sanctuary*, shield of faith (2); 
  2nd—bull’s strength, death knell*, resist energy (2); 
  3rd—blindness, dispel magic, protection from energy*. 
   
  *Domain spell. Domains: Death (touch attack, roll 
  1d6 per cleric level. If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
  APL 14 (EL 15) 
  �Mummy Guardian (Mnk 5):CR 10; Medium 
  Undead; HD 13d12+3; hp 87; Init +6; Spd 30 ft; AC 25 
  (touch 15, flat-footed 23) [[+2 Dex, +1 monk, +10 
  natural, +2 Wis,]]; BA/G +7/+14; Atk +14 melee 
  (1d8+10 + Mummy Rot, slam); Full Atk +14/+9 melee 
  (1d8+10 + Mummy Rot, 2 slams) or +13/+13/+8 melee 
  (1d6+8 + Mummy Rot, 3 slams, flurry of blows); SA 
  Despair, flurry of blows, ki strike, mummy rot; SQ 
  Damage reduction 5/–, darkvision 60 ft., evasion, 
  purity of body, slow fall 20ft, still mind, undead traits, 
  vulnerability to fire; AL LE; SV Fort +6, Ref +8, Will 
  +12; Str 24, Dex 15, Con -, Int 6, Wis 14, Cha 15. Height 
  6 ft. 
  Skills and Feats: Hide +13, Listen +8, Move 
  Silently +13, Spot +8, Tumble +10; Alertness, Combat 
  Reflexes, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist (7/day, DC 18), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 18 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 65 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  �Burning Dead Mummy Priest (Clr 7):CR 14; 
  Medium Undead; HD 15d12+3; hp 100; Init +0; Spd 15 
  ft; AC 28 (touch 11, flat-footed 27) [[+5 armor, +1 dex, 
  +12 natural]]; BA/G +9/+17; Atk +17 melee (1d6+12 
  +1d6 fire +Mummy Rot, slam); Full Atk +17/+12 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair, fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +9, Ref +7, Will +15; Str 26, Dex 12, 
  Con -, Int 6, Wis 19, Cha 19. Height 6 ft. 
  Skills and Feats: Concentration +10, Hide +4, 
  Listen +10, Move Silently +4, Spot +10; Alertness, 
  Combat Casting, Great Fortitude, Lightning Reflexes, 
  Power Attack, Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight. Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell. A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 21 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 7d6 fire damage with a successful reflex save 
  (DC 21) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 21, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: breastplate, eversmoking bottle, wand 
  of inflict serious wounds (5th level caster, 25 charges). 
  Spells Prepared (6/6/5/4/3; base DC = 14 + spell 
  level): 0—create water (3), guidance (3); 1st—bless, 
  protection from good, sanctuary*, shield of faith (3); 
  2nd—bull’s strength, death knell*, resist energy (2), 
  sound burst; 3rd—bestow curse, blindness, dispel 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 66 
  magic, protection from energy*; 4th—divine power, 
  freedom of movement, spell immunity*. 
   
  *Domain spell. Domains: Death (touch attack, roll 
  1d6 per cleric level. If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
   
  APL 16 (EL 17) 
  �Mummy Guardian - Greater (Mnk 7):CR 12; 
  Medium Undead; HD 15d12+3; hp 100; Init +6; Spd 40 
  ft; AC 25 (touch 15, flat-footed 23) [[+2 Dex, +1 monk, 
  +10 natural, +2 Wis,]]; BA/G +9/+16; Atk +16 melee 
  (1d8+10 + Mummy Rot, slam, 19+ crit); Full Atk 
  +16/+14 melee (1d8+10 + Mummy Rot, 2 slams, 19+ 
  crit) or +15/+15/+10 melee (1d6+8 + Mummy Rot, 3 
  slams, 19+ crit, flurry of blows); SA Despair, flurry of 
  blows, ki strike, mummy rot; SQ Damage reduction 
  5/–, darkvision 60 ft., evasion, purity of body, slow fall 
  30ft, still mind, undead traits, vulnerability to fire, 
  wholeness of body (14 hp); AL LE; SV Fort +7, Ref +9, 
  Will +13; Str 24, Dex 15, Con -, Int 6, Wis 14, Cha 15. 
  Height 6 ft. 
  Skills and Feats: Hide +13, Listen +9, Move 
  Silently +13, Spot +9, Tumble +12; Alertness, Combat 
  Reflexes, 
  Improved 
  Critical 
  (Slam), 
  Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Lightning Reflexes, Power Attack, Stunning Fist 
  (9/day, DC 19), Toughness. 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 18 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  �Burning Dead Mummy Bishop (Clr 9): CR 16; 
  Medium Undead; HD 17d12+3; hp 113; Init +0; Spd 15 
  ft; AC 35 (touch 11, flat-footed 34) [[+12 armor, +1 dex, 
  +12 natural]]; BA/G +10/+18; Atk +18 melee (1d6+12 
  +1d6 fire +Mummy Rot, slam); Full Atk +18/+13 melee 
  (1d6+12 +1d6 fire +Mummy Rot, slam); SA Burning 
  touch, despair, fire breath, mummy rot, spells; SQ 
  Ashen cloud, damage reduction 5/–, darkvision 60 ft., 
  fire resistance 15, undead traits, vulnerability to fire; 
  AL CE; SV Fort +10, Ref +8, Will +17; Str 26, Dex 12, 
  Con -, Int 6, Wis 20, Cha 19. Height 6 ft. 
  Skills and Feats: Concentration +12, Hide +3, 
  Listen +10, Move Silently +3, Spot +10; Alertness, 
  Cleave, Combat Casting, Great Fortitude, Lightning 
  Reflexes, Power Attack, Toughness. 
  Ashen 
  Cloud 
  (Ex): 
  Burning 
  dead 
  are 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight. Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell. A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4rounds. 
  Burning Touch (Su): Wreathed in flame, all of 
  the natural attacks of a burning dead are treated like 
  flaming burst weapons, dealing an additional 1d6 fire 
  damage on a successful hit and an additional 1d10 fire 
  damage on a successful critical hit (stacking with the 
  bonus 1d6 fire damage). 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 67 
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 22 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
  Fire Breath (Su): A burning dead has the ability 
  to shoot forth a 30-foot line of flame once per day. This 
  line deals 8d6 fire damage with a successful reflex save 
  (DC 22) resulting in half damage. 
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 22, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
  Unlike normal diseases, mummy rot continues until 
  the victim reaches Constitution 0 (and dies) or is cured 
  as described below.  
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
  Possession: eversmoking bottle, +4 full plate, wand 
  of inflict serious wounds (5th level caster, 25 charges). 
  Spells Prepared (6/7/6/5/4/3; base DC = 15 + spell 
  level): 0—create water (3), guidance (3); 1st—bane, 
  bless, protection from good, sanctuary*, shield of faith 
  (3); 2nd—bull’s strength, death knell*, resist energy 
  (2), silence, sound burst; 3rd—bestow curse, blindness, 
  dispel magic (2), protection from energy*; 4th—
  dismissal, divine power, freedom of movement, spell 
  immunity*; 5th—flame strike, slay living*, spell 
  resistance. 
   
  *Domain spell. Domains: Death (touch attack, roll 
  1d6 per cleric level. If the total is at least equal to the 
  targets hit points, it dies (no save)); Protection (grant a 
  resistance bonus to saves equal to cleric level on next 
  save, duration 1 hour, usable 1/day). 
   
   
   
  Area 14: Lich’s Lair 
  APL 12 (EL 15) 
  �Tozhgan Ikan, Suel Lich (Wiz 13): CR 15; Medium 
  Undead; HD 13d12; hp 104; Init +8; Spd 30 ft; AC 24 
  (touch 14, flat-footed 20) [[+5 armor, +4 Dex, +5 
  natural]]; BA/G +6/+7; Atk +7 melee (1d10 fire + 
  paralysis, burning touch); Full Atk +7/+2 melee (1d10 
  fire + paralysis, 2 burning touch); SA Fear aura, 
  paralyzing touch, spells; SQ DR 10/bludgeoning and 
  magic, fire resistance 20, immunities, SR 24, turn 
  resistance +4, undead traits; AL NE; SV Fort +8, Ref 
  +12, Will +16; Str 13, Dex 18, Con -, Int 24 (28), Wis 18, 
  Cha 18 
  Skills and Feats: Concentration +16, Hide +20, 
  Knowledge Arcana +23 (+25), Knowledge History +13 
  (+15), Knowledge Planes +13 (+15), Listen +20, Move 
  Silent +20, Spellcraft +28 (+30), Spot +20; Empower 
  Spell, Extra Slot (5th), Improved Initiative, Quicken 
  Spell, Silent Spell, Skill Focus (Spellcraft), Spell Focus 
  (evocation and necromancy) 
  Burning Touch (Su): Anyone hit by a suel lich’s 
  melee touch attack bursts into black flames taking 
  1d10 points of fire damage. In addition, the target may 
  catch fire, dealing an additional 1d10 fire damage each 
  round until extinguished. A successful Reflex save (DC 
  20) prevents the target from catching fire. Putting out 
  the fire is a standard action that gives a new reflex save 
  (with a +2 bonus if the victim rolls on the ground). 
  Fear Aura (Su): Suel liches are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD in a 60-foot radius that look at the lich must 
  succeed on a Will save (DC 20) or be affected as though 
  by a fear spell from a sorcerer of the suel lich’s level. A 
  creature that successfully saves cannot be affected 
  again by the same suel lich’s aura for 24 hours. 
  Immunities (Ex): Suel liches have immunity to 
  electricity, 
  polymorph 
  (though 
  they 
  can 
  use 
  polymorph effects on themselves), and mind-affecting 
  attacks. 
  Paralyzing Touch (Su): Any living creature a suel 
  lich hits with its touch attack must succeed on a 
  Fortitude save (DC 20) or be permanently paralyzed. 
  Remove paralysis or any spell that can remove a curse 
  can free the victim (see the bestow curse spell 
  description). 
  The effect cannot be dispelled. Anyone paralyzed 
  by a suel lich seems dead, though a DC 20 Spot check 
  or a DC 15 Heal check reveals that the victim is still 
  alive. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 68 
  Equipment: bracers of the lich, headband of 
  intellect +4, ring of freedom of movement, robes of the 
  archmagi (black). 
  Spells Prepared (4/6/6/6/6/5/3/2; base DC = 19 + 
  spell level, 20 for evocation* or necromancy*): 0—acid 
  splash, detect magic, touch of fatigue* (2); 1st—grease, 
  magic missile*, ray of enfeeblement* (2), reduce 
  person, shield; 2nd—eagles splendor, glitterdust, 
  invisibility, mirror image, touch of idiocy, web; 3rd—
  dispel magic, displacement, fireball* (2), protection 
  from 
  energy, 
  slow; 
  4th—silent 
  dispel 
  magic, 
  enervation*, evard’s black tentacles, fear*, empowered 
  scorching ray*; 5th—cloudkill, cone of cold*, 
  empowered fireball*, quickened ray of enfeeblement*, 
  wall of force*; 6th—chain lightning*, greater dispel 
  magic, repulsion; 7th—bigby’s grasping hand*, finger 
  of death*. 
   
  APL 14 (EL 17) 
  �Tozhgan Ikan, Suel Lich (Wiz 13/Archmage 2): 
  CR 17; Medium Undead; HD 15d12; hp 120; Init +8; 
  Spd 30 ft; AC 27 (touch 17, flat-footed 23) [[+5 armor, 
  +3 deflection, +4 Dex, +5 natural]]; BA/G +7/+8; Atk +8 
  melee (1d10 fire + paralysis, burning touch); Full Atk 
  +8/+3 melee (1d10 fire + paralysis, 2 burning touch); 
  SA Fear aura, high arcana, paralyzing touch, spells; SQ 
  DR 10/bludgeoning and magic, fire resistance 20, 
  immunities, SR 26, turn resistance +4, undead traits; 
  AL NE; SV Fort +8, Ref +12, Will +19; Str 13, Dex 18, 
  Con -, Int 24 (28), Wis 18, Cha 18 
  Skills and Feats: Concentration +18, Hide +20, 
  Knowledge Arcana +25 (+27), Knowledge History +13 
  (+15), Knowledge Planes +13 (+15), Listen +21, Move 
  Silent +20, Spellcraft +30 (+32), Spot +21; Empower 
  Spell, Extra Slot (5th and 6th), Improved Initiative, 
  Quicken Spell, Silent Spell, Skill Focus (Spellcraft), 
  Spell Focus (evocation and necromancy) 
  Burning Touch (Su): Anyone hit by a suel lich’s 
  melee touch attack bursts into black flames taking 
  1d10 points of fire damage. In addition, the target may 
  catch fire, dealing an additional 1d10 fire damage each 
  round until extinguished. A successful Reflex save (DC 
  21) prevents the target from catching fire. Putting out 
  the fire is a standard action that gives a new reflex save 
  (with a +2 bonus if the victim rolls on the ground). 
  Fear Aura (Su): Suel liches are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD in a 60-foot radius that look at the lich must 
  succeed on a Will save (DC 21) or be affected as though 
  by a fear spell from a sorcerer of the suel lich’s level. A 
  creature that successfully saves cannot be affected 
  again by the same suel lich’s aura for 24 hours. 
  High Arcana (Su): Tozhgan Ikan has one special 
  power for each level of archmage that he possesses. 
  Master of Shaping: The archmage can alter area 
  and effect spells that use one of the following shapes: 
  burst, cone, cylinder, emanation, or spread. The 
  alteration consists of creating spaces within the spell’s 
  area or effect that are not subject to the spell. The 
  minimum dimension for these spaces is a 5-foot cube. 
  Furthermore, any shapeable spells have a minimum 
  dimension of 5 feet instead of ten feet. This ability cost 
  one 6th level spell slot (already paid). 
  Spell-like ability: 2/day finger of death as a spell 
  like ability. This ability cost one 5th level spell slot and 
  one 7th level spell slot (already paid). 
  Immunities (Ex): Suel liches have immunity to 
  electricity, 
  polymorph 
  (though 
  they 
  can 
  use 
  polymorph effects on themselves), and mind-affecting 
  attacks. 
  Paralyzing Touch (Su): Any living creature a suel 
  lich hits with its touch attack must succeed on a 
  Fortitude save (DC 21) or be permanently paralyzed. 
  Remove paralysis or any spell that can remove a curse 
  can free the victim (see the bestow curse spell 
  description). 
  The effect cannot be dispelled. Anyone paralyzed 
  by a suel lich seems dead, though a DC 20 Spot check 
  or a DC 15 Heal check reveals that the victim is still 
  alive. 
  Equipment: bracers of the lich, headband of 
  intellect +4, ring of freedom of movement, ring of 
  protection +3, robes of the archmagi (black), rod of 
  metamagic (lesser empower). 
  Spells Prepared (4/7/6/6/6/6/4/2/2; base DC = 19 
  + spell level, 20 for evocation* or necromancy*): 0—
  acid splash, detect magic, touch of fatigue* (2); 1st—
  grease, magic missile*, ray of enfeeblement* (2), reduce 
  person, shield (2); 2nd—eagles splendor, glitterdust, 
  invisibility, mirror image, touch of idiocy, web; 3rd—
  dispel magic, displacement, fireball* (2), protection 
  from 
  energy, 
  slow; 
  4th—silent 
  dispel 
  magic, 
  enervation*, evard’s black tentacles, fear*, empowered 
  scorching ray*; 5th—cloudkill, cone of cold*, 
  empowered fireball*, quickened ray of enfeeblement* 
  (2), wall of force; 6th—chain lightning*, disintegrate, 
  greater dispel magic, repulsion; 7th—forcecage*, spell 
  turning; 8th—empowered chain lightning*, silent 
  power word blind. 
   
  APL 16 (EL 19) 
  �Tozhgan Ikan, Suel Lich (Wiz 15/Archmage 2): 
  CR 19; Medium Undead; HD 17d12; hp 136; Init +8; 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 69 
  Spd 30 ft; AC 29 (touch 19, flat-footed 25) [[+5 armor, 
  +3 deflection, +4 Dex, +2 luck, +5 natural]]; BA/G 
  +8/+9; Atk +9 melee (1d10 fire + paralysis, burning 
  touch); Full Atk +9/+4 melee (1d10 fire + paralysis, 2 
  burning touch) or +11/+6 melee (1d6+3, staff of 
  power); SA Fear aura, high arcana, paralyzing touch, 
  spells; SQ DR 10/bludgeoning and magic, fire 
  resistance 20, immunities, SR 28, turn resistance +4, 
  undead traits; AL NE; SV Fort +11, Ref +15, Will +22; 
  Str 13, Dex 18, Con -, Int 26 (30), Wis 18, Cha 18 
   
  Skills and Feats: Concentration +20, Hide +20, 
  Knowledge Arcana +28 (+30), Knowledge History +15 
  (+17), Knowledge Planes +14 (+16), Listen +22, Move 
  Silent +20, Spellcraft +33 (+35), Spot +22; Delay Spell, 
  Empower Spell, Extra Slot (5th and 6th), Improved 
  Initiative, Quicken Spell, Silent Spell, Skill Focus 
  (Spellcraft), Spell Focus (evocation and necromancy) 
   
  Burning Touch (Su): Anyone hit by a suel lich’s 
  melee touch attack bursts into black flames taking 
  1d10 points of fire damage. In addition, the target may 
  catch fire, dealing an additional 1d10 fire damage each 
  round until extinguished. A successful Reflex save (DC 
  22) prevents the target from catching fire. Putting out 
  the fire is a standard action that gives a new reflex save 
  (with a +2 bonus if the victim rolls on the ground). 
   
  Fear Aura (Su): Suel liches are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD in a 60-foot radius that look at the lich must 
  succeed on a Will save (DC 22) or be affected as though 
  by a fear spell from a sorcerer of the suel lich’s level. A 
  creature that successfully saves cannot be affected 
  again by the same suel lich’s aura for 24 hours. 
   
  High Arcana (Su): Tozhgan Ikan has one special 
  power for each level of archmage that he possesses. 
   
  Master of Shaping: The archmage can alter area 
  and effect spells that use one of the following shapes: 
  burst, cone, cylinder, emanation, or spread. The 
  alteration consists of creating spaces within the spell’s 
  area or effect that are not subject to the spell. The 
  minimum dimension for these spaces is a 5-foot cube. 
  Furthermore, any shapeable spells have a minimum 
  dimension of 5 feet instead of ten feet. This ability cost 
  one 6th level spell slot (already paid). 
   
  Spell-like ability: 2/day finger of death as a spell 
  like ability. This ability cost one 5th level spell slot and 
  one 7th level spell slot (already paid). 
   
  Immunities (Ex): Suel liches have immunity to 
  electricity, 
  polymorph 
  (though 
  they 
  can 
  use 
  polymorph effects on themselves), and mind-affecting 
  attacks. 
   
  Paralyzing Touch (Su): Any living creature a suel 
  lich hits with its touch attack must succeed on a 
  Fortitude save (DC 22) or be permanently paralyzed. 
  Remove paralysis or any spell that can remove a curse 
  can free the victim (see the bestow curse spell 
  description). 
   
  The effect cannot be dispelled. Anyone paralyzed 
  by a suel lich seems dead, though a DC 20 Spot check 
  or a DC 15 Heal check reveals that the victim is still 
  alive. 
   
  Equipment: bracers of the lich, headband of 
  intellect +4, ring of freedom of movement, ring of 
  protection +3, robes of the archmagi (black), rod of 
  metamagic (lesser empower), rod of metamagic (lesser 
  quicken), staff of power (15 charges). 
   
  Spells Prepared (4/7/7/6/6/6/6/3/3/2; base DC = 
  20 + spell level, 21 for evocation* or necromancy*): 0—
  acid splash, detect magic, touch of fatigue* (2); 1st—
  grease, magic missile*, ray of enfeeblement* (2), reduce 
  person, shield (2); 2nd—eagles splendor, glitterdust, 
  invisibility, mirror image (2), touch of idiocy, web; 
  3rd—dispel 
  magic, 
  displacement, 
  fireball* 
  (2), 
  protection from energy, slow; 4th—silent dispel magic, 
  enervation*, evard’s black tentacles, fear*, empowered 
  scorching ray*; 5th—cloudkill, cone of cold*, 
  empowered fireball*, quickened ray of enfeeblement* 
  (2), wall of force*; 6th—chain lightning*, disintegrate, 
  greater dispel magic (2), delayed lightning bolt*, 
  repulsion; 7th—delayed blast fireball*, forcecage*, 
  spell turning; 8th—empowered chain lightning*, 
  Otto’s irresistible dance, silent power word blind; 
  9th—meteor swarm*, time stop. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 70 
  Appendix Two: New Material 
  New Templates 
   
   
   
          Burning Dead Template 
  “Burning Dead” is a template added to any corporeal 
  undead (referred to hereafter as the base creature). 
   
  A burning dead uses all the base creature’s 
  statistics and abilities except as noted here. Do not 
  recalculate the creature’s Hit Dice, base attack bonus, 
  saves, or skill points if its type changes. 
   
  Size and Type: The base creatures size and type 
  does not change. 
   
  Armor Class: The burning flesh (or bones) of a 
  burning dead is more resilient to attack. Natural armor 
  improves by +2 (this stacks with any natural armor 
  bonus the base creature has). 
   
  Damage: All of the natural attacks of the base 
  creature are now treated as if they were flaming burst 
  weapons, dealing an additional 1d6 points of fire 
  damage per successful hit. These attacks deal an 
  additional 1d10 points of fire damage on a successful 
  critical hit. This effect cannot be suppressed and does 
  not affect the burning dead. 
   
  Special Attack: A burning dead retains all the 
  special attacks of the base creature and gains the ability 
  to shoot forth a 30-foot line of flame once per day. A 
  burning dead’s fire line deals 1d6 points of damage per 
  two hit dice of the base creature (round down, 
  minimum 1d6). A successful Reflex save (DC 10 + 1/2 
  burning dead’s HD + burning dead’s Cha modifier) 
  reduces the damage by half. 
   
  Special Qualities: A burning dead has all the 
  special qualities of the base creature in addition to a 
  resistance to fire based of its hit dice as noted on the 
  chart below. 
   
   
  HD 
  Resistance 
   
  1-5 
  5 
   
  6-10 
  10 
   
  11+ 
  15 
   
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4 rounds. 
   
  Abilities: Increase from the base creature as 
  follows: Str +2, Dex +2, Cha +4. 
   
  Challenge Rating: HD 5 or less, as base creature 
  +1, HD 6 or more, as base creature +2. 
   
  Alignment: Same as the base creature. 
   
  Level Adjustment: Same as the base creature +3. 
   
   
   
   
   
      Suel Lich Template 
  A suel lich is an undead spellcaster, usually a wizard or 
  sorcerer but sometimes a cleric or other spellcaster, 
  who has used its magical powers to unnaturally extend 
  its life. 
  A suel lich is a gaunt and skeletal humanoid with 
  withered flesh stretched tight across horribly visible 
  bones. Thin smoke wafts from its undead form, leading 
  some to believe that it burns with an inner fire. Its eyes 
  have long ago been lost to decay, but a black and blue 
  flame burns in the empty sockets. 
  Liches speak Common plus any other languages they 
  knew in life. 
  CREATING A SUEL LICH 
  “Suel Lich” is an acquired template that can be added to 
  any humanoid creature (referred to hereafter as the 
  base creature), provided it can create the required 
  phylactery; see The Lich’s Phylactery, below. 
  A lich has all the base creature’s statistics and special 
  abilities except as noted here. 
  Size and Type: The creature’s type changes to 
  undead. Do not recalculate base attack bonus, saves, or 
  skill points. Size is unchanged. 
  Hit Dice: Increase all current and future Hit 
  Dice to d12s. 
  Armor Class: A suel lich has a +5 natural 
  armor bonus or the base creature’s natural armor 
  bonus, whichever is better. 
  Attack: A suel lich has a touch attack that it 
  can use once per round. If the base creature can use 
  weapons, the lich retains this ability. A creature with 
  natural weapons retains those natural weapons. A lich 
  fighting without weapons uses either its touch attack 
  or its primary natural weapon (if it has any). A lich 
  
  Sea of Dust – Winter Fantasy 2004 
   
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  armed with a weapon uses its touch or a weapon, as it 
  desires. 
  Full Attack: A suel lich fighting without 
  weapons uses either its touch attack (see above) or its 
  natural weapons (if it has any). If armed with a weapon, 
  it usually uses the weapon as its primary attack along 
  with a touch as a natural secondary attack, provided it 
  has a way to make that attack (either a free hand or a 
  natural weapon that it can use as a secondary attack). 
  Damage: A suel lich without natural weapons 
  has a touch attack causes opponents to burst into black 
  flames dealing 1d10 points of fire damage.  In addition, 
  the target may catch fire, dealing an additional 1d10 
  fire damage each round until extinguished.  A 
  successful Reflex save (DC 10 + 1/2 lich’s HD + lich’s 
  Cha modifier) prevents the target from catching fire. 
  Putting out the fire is a standard action that gives a new 
  reflex save (with a  +2 bonus if the victim rolls on the 
  ground).  A suel lich with natural weapons can use its 
  touch attack or its natural weaponry, as it prefers. If it 
  chooses the latter, the fire damage applies on one 
  natural weapon attack. 
  Special Attacks: A suel lich retains all the 
  base creature’s special attacks and gains those described 
  below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s 
  Cha modifier unless otherwise noted. 
  Fear Aura (Su): Suel liches are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD in a 60-foot radius that look at the lich must 
  succeed on a Will save or be affected as though by a 
  fear spell from a sorcerer of the suel lich’s level. A 
  creature that successfully saves cannot be affected 
  again by the same suel lich’s aura for 24 hours. 
  Paralyzing Touch (Su): Any living creature a 
  suel lich hits with its touch attack must succeed on a 
  Fortitude save or be permanently paralyzed. Remove 
  paralysis or any spell that can remove a curse can free 
  the victim (see the bestow curse spell description). 
  The effect cannot be dispelled. Anyone 
  paralyzed by a suel lich seems dead, though a DC 20 
  Spot check or a DC 15 Heal check reveals that the 
  victim is still alive. 
  Spells: A suel lich can cast any spells it could 
  cast while alive. 
  Special Qualities: A suel lich retains all the 
  base creature’s special qualities and gains those 
  described below. 
  Turn Resistance (Ex): A suel lich has +4 turn 
  resistance.  
  Damage Reduction (Su): A suel lich’s 
  undead body is tough, giving the creature damage 
  reduction 10/bludgeoning and magic. Its natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
  Spell Resistance (Su): A suel lich has spell 
  resistance equal to 11 +  lich’s HD. 
  Immunities (Ex): Suel liches have immunity to 
  electricity, 
  polymorph 
  (though 
  they 
  can 
  use 
  polymorph effects on themselves), and mind-affecting 
  attacks. 
  Resistances (Ex): Suel liches have resistance to 
  fire 20. 
  Abilities: Increase from the base creature as 
  follows: Int +2, Wis +2, Cha +2. Being undead, a suel 
  lich has no Constitution score. 
  Skills: Suel liches have a +8 racial bonus on Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks. Otherwise same as the base creature. 
  Organization: Solitary or troupe (1 lich, plus 2–4 
  vampires and 5–8 vampire spawn). 
  Challenge Rating: Same as the base creature + 2. 
  Treasure: Standard coins; double goods; double 
  items. 
  Alignment: Any evil. 
  Advancement: By character class. 
  Level Adjustment: Same as the base creature 4. 
  LICH CHARACTERS 
  The process of becoming a suel lich is unspeakably evil 
  and can be undertaken only by a willing character. A 
  suel lich retains all class abilities it had in life. 
  THE LICH’S PHYLACTERY 
  An integral part of becoming a lich is creating a magic 
  phylactery in which the character stores its life force. 
  As a rule, the only way to get rid of a lich for sure is to 
  destroy its phylactery. Unless its phylactery is located 
  and destroyed, a lich reappears 1d10 days after its 
  apparent death. 
  Each lich must make its own phylactery, 
  which requires the Craft Wondrous Item feat. The 
  character must be able to cast spells and have a caster 
  level of 11th or higher. The phylactery costs 120,000 gp 
  and 4,800 XP to create and has a caster level equal to 
  that of its creator at the time of creation. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 72 
  The most common form of phylactery is a 
  sealed metal box containing strips of parchment on 
  which magical phrases have been transcribed. The box 
  is Tiny and has 40 hit points, hardness 20, and a break 
  DC of 40. 
  Other forms of phylacteries can exist, such as 
  rings, amulets, or similar items. 
   
   
   
   
   
        New Monsters 
   
  The Maelephant (as presented in Fiend Folio) 
  Large Outsider (Evil, Extraplanar, Lawful) 
  Hit Dice: 
  8d8+24 (60 hp) 
  Initiative: 
  +0 
  Speed:  
  30 ft. 
  AC:  
   
  20 (-1 size, +11 natural), touch 9, flat-
  footed 20 
  Base Attack/Grapples: 
  +8/+18 
  Attack:  
  Claw +13 melee 
  Full Attack: 
  2 claws +13 melee and trunk-spike 
  +8 melee 
  Damage:  
  Claw 1d6+6, trunk-spike 2d6+2 
  Face/Reach : 
  10 ft./5 ft. 
  Special Attacks: Breath weapon, frenzied charge, 
  improved grab, spell-like abilities 
  Special Qual: 
  Defensive stance, DR 10/good, fast 
  healing 2, keen senses, outsider 
  traits, scent, SR 17 
  Saves: 
   
  Fort +9, Ref +6, Will +12 
  Abilities: 
  Str 22, Dex 11, Con 16, Int 14, Wis 
  19, Cha 15 
  Skills: 
   
  Appraise +12, Balance +10, 
  Concentration +14, Diplomacy +4, 
  Jump +16, Knowledge (arcane) +12, 
  Listen +16, Search +12, Sense 
  Motive +14, Spellcraft +12, Spot +16, 
  Survival +4 (+6 following tracks) 
  Feats:   
  Alertness, Improved Bull Rush, Iron 
  Will 
  Climate/Terrain: Any land or underground (Nine 
  Hells) 
  Organization:  
  Solitary 
  Challenge Rating:   10 
   
  Treasure: 
  Double Standard 
  Alignment: 
  Usually lawful evil 
  Advancement: 
  9-16 HD (Large); 17-24 HD (huge) 
   
  The maelephant is a powerful guardian fiend used to 
  protect and defend the treasuries of fiends and wizards.  
     The creature is humanoid in basic shape, standing 9 
  feet tall and weighting 800 pounds. A maelephants 
  hands appear oversized for its body and are tipped with 
  claws. Its head is similar to a small-eared elephant’s 
  head, having a small mouth filled with tiny teeth, small 
  rheumy red eyes, and a long, coiling trunk tipped with 
  a long, thin spike. 
     Originally created by powerful baatezu lords to serve 
  as guardians, many maelephants escaped their 
  servitude when their lords were deposed. Now each 
  one travels the Lower Planes alone, driven by an 
  overwhelming urge to protect and guard, though it has 
  nothing of its own to protect. It a powerful individual 
  can provide a maelephant with the great amount of 
  living flesh it needs for sustenance, it readily aggress to 
  serve as a guardian for that individual.  
     Maelephant speak Common and Infernal. 
  Combat 
  A maelephant fights to the death to protect its territory 
  or its charge, and it never pursues intruders or thieves 
  to a distance out of sight of whatever it is guarding. A 
  maelephant is equally effective at holding the line and 
  preventing passage into an are as it is at forcing 
  intruders to retreat. A maelephant never leaves its post, 
  and it immediately breaks off any attack to protect a 
  new threat to its charge. It usually spends the first few 
  rounds of combat using spell-like abilities to erect a 
  defensive screen around its charge. 
     Maelephants can be summoned using a summon 
  monster VIII spell. 
     Breath Weapon (Su): Three times per day, a 
  maelephant can breathe out a could of noxious vapor 
  10 feet wide and 30 feet long. Victims within the area 
  of the cloud must make a Fortitude save (DC 17) or 
  suffer complete memory loss. Memory loss suppresses 
  all of a creature’s ranks in its skill and its feats, and it 
  prevents the use of any class abilities (including 
  spellcasting). Currently prepared spells are not lost; 
  they are simply not accessible to be cast. Racial abilities 
  are retained. Additionally, the victim no longer knows 
  who its friends and enemies are, doesn’t remember its 
  past, and can’t even remember its name. The victim can 
  create new memories, but each time it sleeps or rests, 
  any new memories it has created vanish. This 
  condition can be cured by any effect that cures poison 
  (a heal or neutralize points spell, for example); 
  otherwise, it is permanent. 
     Frenzied Charge (Ex): Once per minute, a 
  maelephant can make a frenzied charge. During the 
  round in which this occurs, the maelephant’s speed 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 73 
  increases to 45 feet and it gains a +2 bonus on all attack 
  rolls. This bonus stacks with any bonuses gained from 
  making a charge attack. 
     Improved Grab (Ex): If a maelephant hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +18). If it gets a hold, it automatically hits with its 
  trunk-spike. Thereafter, the maelephant has the option 
  to conduct grapple normally, or simply use its claw to 
  hold the opponent (=20 penalty on grapple check, but 
  the maelephant is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
     Spell-Like Abilities: At will – alarm, entangle, gust 
  of wind, light, true seeing, warp wood; 3/day blade 
  barrier, baleful polymorph. Caster level 8
  th; save DC 12 
  + spell level. 
     Defensive Stance (Ex): Once per encounter, a 
  maelephant can adopt a defensive stance as a free 
  action on its turn. In this defensive stance, the 
  maelephant gains a +2 Strength, +4 Constitution, a +2 
  resistance bonus on all saves, and a +4 dodge bonus to 
  Armor Class. The following changes are in effect as 
  long as the defensive stance lasts: HD 8d8+40 (76 hp); 
  AC 24, touch 13, flat-footed 20; Base Attack/Grapple 
  +9/+19; Full Attack 2 claws +14 melee and trunk-spike 
  +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV 
  Fort +11, Ref +8, Will +14; Str 24, Con 20; 
  Concentration +16, Jump +17. These benefits persist 
  for a number of rounds equal to 3 + the maelephant’s 
  newly improved Constitution modifier, or until the 
  maelephant moves. While in defensive stance, a 
  maelephant cannot use skills or abilities that require it 
  to shift its position. A maelephant can end its defensive 
  stance at will. At the end of the defensive stance, the 
  maelephant takes a -2 penalty to Strength for the 
  duration of the current encounter. 
    Keen Sense (Ex): A maelephant’s sight is four times 
  as good as a human’s. It has low-light vision and 
  darkvision to a range of 240 feet. 
    Outsider Traits: Maelephants cannot be raised or 
  resurrected (though a wish or miracle spell can restore 
  life) 
     Fast Healing (Ex): A maelephant regains lost hit 
  points at the rate of 2 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a maelephant to 
  regrow or reattach lost body parts. 
    Scent (Ex): A maelephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Runic Guardian (as presented in Monster 
  Manual II) 
  Large Construct 
  Hit Dice: 
  17d10 (93 hp) 
  Initiative: 
  +1 
  Speed:  
  30 ft. 
  AC:  
   
  28 (-1 size, +1 Dex, +18 natural), 
  touch 10, flat-footed 27 
  Base Attack/Grapples: 
  +12/+23 
  Attack:  
  Slam +18 melee 
  Full Attack: 
  Slam +18/+13/+8 melee 
  Damage:  
  Slam 3d8+10 plus stunning strike 
  Face/Reach : 
  5 ft./10 ft. 
  Special Attacks: Runic spells, stunning strike 
  Special Qual: 
  Construct traits, DR 10/adamantine, 
  fast healing 10, find master, guard, 
  shield master, teleport without error 
  Saves: 
   
  Fort +5, Ref +6, Will +5 
  Abilities: 
  Str 24, Dec 13, Con -, Int -, Wis 11, 
  Cha 1 
   
  Climate/Terrain: Any land or underground 
  Organization:  
  Solitary 
  Challenge Rating:   10 
   
  Treasure: 
  None 
  Alignment: 
  Always Neutral 
  Advancement: 
  18-25 HD (Large); 26-51 HD (huge) 
  Runic guardians are constructs similar to shield 
  guardians (see Monster Manual), but with far superior 
  physical and magical capabilities. Runic guardians are 
  especially popular among dwarves and giants, though 
  spellcasters of all races find them useful.  
     A runic guardian is a massive, human-shaped figure 
  made of stone, steel, and lead. Its hands and arms are 
  constructed of hollow stone and filled with lead for a 
  more deadly punch. Carved, magic runes inlaid with 
  precious metals adorn its head, limbs, and torso. 
  Whenever a runic guardian cast a spell, these runes 
  flare up into a variety of brilliant colors.  
    A runic guardian serves one master that is designated 
  at the time of its creation, and no other. The construct 
  is keyed to a specific, unique piece of jewelry (normally 
  a ring or amulet) worn by its master and made at the 
  time of its creation. The master can use this piece of 
  jewelry to call the runic guardian to his or her side 
  from any distance, or even from another plane. A runic 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 74 
  guardian knows whether or not the bearer of its 
  jewelry is really its master, and it slays any pretenders 
  outright. 
  Combat 
  In battle, a runic guardian protects its master by casting 
  predetermined defensive spells upon him or her, then 
  pounding away at foes with its leaden fists. Runic 
  guardians equipped with offensive spells use them 
  only when directly commanded to do so. A runic 
  guardian is instantly aware of its master’s death, 
  whether or not it was present at the time. When the 
  master’s death occurs, the construct immediately goes 
  on a rampage, attacking all creatures within sight. 
  Possession of its jewelry in such a circumstances gains 
  the bearer neither control over the construct nor safety 
  from its attacks. The runic guardian does not stop until 
  destroyed. 
     Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when 
  it is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives the maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accommodate a single inscribed spell of 
  6
  th or 7
  th level, but this covers its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1
  st 
  Each Arm 
  2
  nd 
  Each Leg 
  3
  rd 
  Torso 
  5
  th 
   
  Each of these spells is usable once per day as a spell-like 
  ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
     Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 25) or be stunned (unable 
  to act, loses any Dexterity bonus to AC, and an attacker 
  gets a +2 bonus on attack rolls against it) for 1 round, in 
  addition to taking the normal damage from the blow. 
  Constructs, 
  oozes, 
  plants, 
  undead, 
  incorporeal 
  creatures, and creatures immune to critical hits cannot 
  be stunned. 
     Construct Traits: A runic guardian is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A runic guardian has 
  darkvision (60-foot range) 
     Fast Healing (Ex): A runic guardian regains lost hits 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
     Find Master (Su): No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. (should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival). This ability functions even 
  across planar boundaries. 
     Guard (Ex): The runic guardian blocks blows, 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is 
  within 5 feet of its master. 
     Shield Master (Sp): A runic guardian’s master, when 
  In possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three-fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25
  th), 
  except that it provides no AC or saving throw bonuses. 
     Teleport with Error (Sp): Once per day, a runic 
  guardian can use teleport without error (caster level 
  18
  th). It normally uses this ability to answer a call from 
  its master, teleporting unerringly to his or her side. 
   
   
   
        New Prestige Classes 
  Havoc Mage (as found in the Miniatures 
  Handbook) 
  Combat magic is usually reserved for spellcasters in the 
  second rank who are content to lob spells as if artillery 
  from behind the cover of front-rank combatants. Not 
  so the havoc mage, who shares as much in common 
  with a fighter as with a wizard. The havoc mage has 
  learned to toss off spells with suck reckless abandon 
  that he can fight head-to-head with both sword and 
  spell without incurring the bitter consequences other 
  spellcasters much contend with. A havoc mage is 
  interested in maximum carnage in the shortest amount 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 75 
  of time, by dint of a quick spell cast where an enemy 
  least expects it. 
     A havoc mage must first learn the ways of arcane 
  magic, so those most likely to take up the sword (to 
  complement the wand) are sorcerers and wizards. 
  These normally sedate characters are drawn to the 
  frenzy of battle, during which a flashing sword can be 
  just as effective in their own hands as a well-timed 
  spell. 
     NPC havoc mages are more likely than other 
  spellcasters to be lone adventurers, since they are adept 
  both at arms and magic. However, the most successful 
  havoc mages are those who join their talents with 
  those of a balanced group of combatants and 
  spellcasters. 
     Hit Die: d8 
  Requirements: 
  To qualify to become a havoc mage, a character must 
  fulfill all the following criteria. 
     Base Attack Bonus: +4 
     Skills: Knowledge (arcana) 5 ranks 
     Spells: Able to cast 2
  nd-level arcane spells 
  Class Skills 
  The havoc mage’s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Handle Animal (Cha), Intimidate (Cha), Jump 
  (Str), Knowledge (arcana) (Int), Ride (Dex), Spellcraft 
  (Int), and Swim (Str). 
     Skill Points at Each Level: 2 + Int Modifier. 
  Class Features: 
  All of the following are class features of the havoc 
  mage. 
     Weapon and Armor Proficiency: Havoc mages gain 
  no proficiency with any weapons or armor. 
     Spells per Day: At 2
  nd, 4
  th, and 5
  th level, a havoc mage 
  gains new spells per day as if he had also gained a level 
  in an arcane spellcasting class he belonged to before 
  adding the prestige class. He does not, however, gain 
  all the benefits a character of that class would have 
  gained (metamagic or item creation feast, and so on), 
  except for an increased effective level of spellcasting. If 
  a character had more than one arcane spellcasting class 
  before becoming a havoc mage, he must decide to 
  which class he adds the new level for purposes of 
  determining spells per day. 
     Battlecast (Ex): A havoc mage gains the ability to cast 
  spells of a certain level or lower while making a 
  weapon attack. He may take a full-round action to 
  attack and cast a spell. The spell must be an arcane spell 
  he knows of 2
  nd level or lower with a casting time of 1 
  standard action or less. When using his battle cast 
  ability, a havoc mage may cast spells requiring somatic 
  components even if he has no free hands. Using 
  battlecast does not provoke attacks of opportunity.  
     At 3
  rd level and higher, a havoc mage can battlecast as 
  spell of 4
  th level of lower. At 5
  th level, a havoc mage can 
  battlecast a spell of 8
  th level or lower. 
     The battle cast ability does not grant a havoc mage 
  any relief from the arcane spell failure chance imparted 
  by 
  armor.
  The Havoc Mage 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +2 
  +0 
  +2 
  Battlecast 2
  nd 
  - 
  2
  nd 
  +1 
  +3 
  +0 
  +3 
  - 
  +1 level of existing arcane spellcasting class 
  3
  rd 
  +2 
  +3 
  +1 
  +3 
  Battlecast 4
  th 
  - 
  4
  th 
  +3 
  +4 
  +1 
  +4 
  - 
  +1 level of existing arcane spellcasting class 
  5
  th 
  +3 
  +4 
  +1 
  +4 
  Battlecast 8
  th  
  +1 level of existing arcane spellcasting class 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 76 
   
   
   
   
   
     New Feats 
  Extra slot [General]  
  as presented in Tome and Blood 
  You can cast an extra spell. 
   
  Prerequisite: Spellcaster level 4
  th. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment. This extra slot can be at any level up to one 
  level lower than the highest-level spell you can cast. 
  For example, a 4
  th level sorcerer gains either an extra 0-
  level or 1
  st level slot, allowing him to cast any known 
  spell of the chosen level one more time each day. A 4
  th 
  level wizard can prepare any extra 0-level or 1
  st level 
  spell she knows. Once selected, the extra spell slot 
  never migrates up or down in level. 
   
  Special: you can gain this feat multiple times. 
  Each time, you gain an extra spell slot at any level up to 
  one level lower than the highest-level spell you can 
  cast. 
   
  Delay Spell [Metamagic]  
  as presented in Tome and Blood 
  You can cast spells that take effect after a short delay of 
  your choosing. 
   
  Prerequisite: Any other metamagic feat. 
   
  Benefit: A delayed spell doesn’t activate until 1 to 
  5 rounds after you finish casting it. You determine the 
  delay when casting the spell, and it cannot be changed 
  once set. The spell activates just before your turn on 
  the round you designate. Only area, personal, and 
  touch spells may be affected by this feat. 
   
  Any decisions you would make about the spell, 
  including 
  attack 
  rolls, 
  designating 
  targets, 
  or 
  determining or shaping an area, are decided when the 
  spell is cast. Any effects resolved by those affected by 
  the spell, including saving throws, are decided when 
  the spell triggers. If conditions change between casting 
  and effect in such a fashion as to make the spell 
  impossible – for example, the target you designate 
  leaves the spell’s maximum range before it goes off – 
  the spell fails. 
   
  A delayed spell may be dispelled normally during 
  the delay, and can be detected normally in the area or 
  on the target with spells such as detect magic. A 
  delayed spell uses up a spell slot three levels higher 
  than the spell’s actual level. 
   
   
   
   
   
    New Items 
  �Elixir of Life: This salve when applied to a deceased 
  comrade will duplicate the effect of a Raise Dead spell 
  cast at 9th level. This spell will not work on anybody 
  whose body is not intact nor if they have been dead 
  more then 9 days. Caster Level 9th; Prerequisites: Craft 
  Wondrous Item, raise dead, lich bone power, unknown 
  ingredient; Cost: 5,450 gp; Only one of these may be 
  purchased per character. Once purchases cross this off 
  the AR. 
  �Bracers of the Lich: These silver bracers are covered 
  in a complex arcane tracery of inlaid platinum and 
  feature a large sapphire near the wrist. While worn, 
  these bracers allow the wearer to utilize their 
  metamagic feats on spells that are not prepared with 
  them. Each day, the wearer may enhance up to four 
  spells of 3rd level or lower with metamagic feats while 
  not increasing the slot that the spells take up. 
  However, only four levels of spell enhancement are 
  available per day and each time the bracers are used, a 
  number of these levels are used up equal to the slot 
  increase added by the feat selected. For example, the 
  wearer could enhance a blur spell with the extend feat 
  using up one spell level and then a fireball with the 
  maximize feat using up the other three. The wearer 
  must posses the metamagic feat used to enhance the 
  spells. Sorcerers and Bards must still spend extra time 
  casting a spell using these bracers as with any 
  metamagic feat. These bracers are use activated. Strong 
  (no school); CL 17th; Craft Wondrous Item, Any four 
  metamagic feats; Price 20,000 gp 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 77 
  Appendix Three:  Critical Event Summaries 
  Critical Event Summary for the Wizard Tower High Level 
   
   
  Judge Name: 
   
  Judge RPGA # 
   
   
  Did the PCs find and return the Logbook?  
  Y 
  N 
   
  Did the PCs find and rescue the Dustdiggers? 
  Y 
  N 
   
  Did the PCs fight Tozhgan Ikan? 
   
   
  Y 
  N 
   
  Did they defeat him?  
   
   
   
  Y 
  N 
   
  Did they take his Bracers? 
   
   
   
  Y 
  N 
   
  Did anyone purchase them right away? 
   
  Y 
  N 
   
  Did they get his Staff of Power? 
   
   
  Y 
  N 
  Not APL 16 
   
  Did anyone buy the Staff of Power?  
   
  Y 
  N 
   
  How many PCs died and what are their levels? 
  ___________________________________________________ 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 78 
  Appendix Four: Maps 
   
  Map #1 Manor House – Use for Adventure A 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 79 
   
  Map #2 Temple Complex – Use for Adventure B 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 80 
  Map #3 Wizard Tower – Use for Adventure C 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 81 
  Player Handout One 
   
   
   
  Dear Hero of Darkgate; 
  I hope this note finds you in good health and spirits. I am distressed that we are asking for your aid 
  again so soon after your most recent adventure here but times are dire and once again we  face 
  something beyond our capabilities to handle.  
   
  After your discovery of the teleportation pads in the valley by the Sea of Dust we informed the 
  Dustdiggers, as we are accustomed to doing when something new is found. They were very excited 
  and immediately sent a large contingent to start exploring and excavating the site. Over the past two 
  months they have found several valuable (or so they say) artifacts as well as several nearly intact 
  buildings and a retaining wall. All boring stuff to me but it seemed to keep them very happy and a 
  steady flow of supplies and travelers through Darkgate (which does make us happy). Recently 
  though we lost contact with the work-site. Another group of Dustdiggers was sent to investigate and 
  was accompanied by a Border Guard patrol. To date they have also not returned.  
   
  We beseech they to return as soon as possible and investigate this matter. The flow of people and 
  supplies have ground to a halt as they wait for the patrol to return and the strain on the local moral 
  (not to mention economy) is almost to must to bear. 
   
  Thank you in advance, 
  Spokesman Olmir 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 82 
  Player Handout Two: Ashen Journal 
  We have been here for nearly two weeks now and finally have managed to enter the interior of the 
  structure.  Terrat was horribly maimed by some burning trap and we are not sure that he will 
  survive in this inhospitable place.  Only time will tell. Inside we found wonders that I cannot wait 
  to report. 
   
  There was another accident today. Two of the men were struck by some debilitating ray and are now 
  comatose.  Nothing we have managed to do can rouse them from their slumber.  Signs on the ruins 
  speak of a great evil called the Burning King and now I am beginning to believe that this evil is not 
  just ash and dust. 
   
  Boltir has gone missing.  None of the other men has seen him since last night and all of his gear is 
  still here.  I fear that he has gone mad and wandered off into the dust, sealing his fate.  This site has 
  not been good for us.  If not for the fantastic discoveries, I would abandon it. 
   
  Horror upon horrors.  Boltis returned to us today, but not as a living man.  He wandered into our 
  camp as a burning corpse.  It took three of us to put him down.  Two more of my men are horribly 
  burned and I fear that one will not survive the night.  We have decided to go and are packing up 
  now. 
   
  We cannot escape.  The way to the ring is blocked by some invisible wall.  The men are terrified out 
  of their minds and I myself find it hard not to weep.  We are hold up here waiting for morning. 
   
  Morning has come and still there is no way out.  Now some horrible dust storm has settled over the 
  entire site.  There is no way for us to leave here.  The baklunish men say that this is some sort of 
  punishment sent to destroy them.  That this Burning King is a Suel God. I am beginning to believe. 
   
  We are running low of supplies and have been stuck in this sand storm for two days now.  I am 
  afraid that we will run out of wa. . . (here it suddenly stops for a bit) Finally the light has returned, but 
  our dread has increased.  After darkness swept through this place like a storm, the light has 
  returned, but all of the Baklunish are gone.  They were right, we are doomed. 
   
  The end is near.  I am the only one left.  Half of the others tried to make for the ring two hours ago 
  and I have not heard from them since.  The others simply fell over dead just minutes ago.  This place 
  is a curse. 
   
  The Burning King comes.  I hear his name.  I see his face.  I pray by his unholy light.  May all 
  perish into his damning fires.  None of us should be.  None of us should be.  None of us should be.  
  None.. 
  (The final page of the log goes on like this for a page before suddenly stopping and there is no more) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/594/CORS4-01 Sea of Dust/CORS4-01b Sea of Dust - high level.pdf