TEXT: INFERNO:
  OASIS OF KOESSA
  Spellbook Games, July 2016
  
  INFERNO:  OASIS  OF  KOESSA 
   
   
   
  WRITING  AND  PRODUCTION 
   
  Paul Elkmann / Geoffrey O. Dale 
   
   
   
  Artists 
   
  Andreas Claren        Sara Noori       Paul Elkmann 
  Jesus Garcia   
   
  Clarice Filice 
   
   
   
   
   
  ©2016 Spellbook Games. All characters, names, places, items, and text are copyrighted by Spellbook Games. All art is 
  copyrighted by the artist(s) and is licensed to Spellbook Games. All rights are reserved except as described in this notice: 
  permission is granted, (1) to make personal copies of this material, and (2) for non-commercial distribution of this material 
  provided that the material is not altered or added to in any way, and is clearly identified as the work of Spellbook Games. The 
  incorporation of any part of this material into any other product offered for sale or distribution in any other manner without the 
  written permission of Spellbook Games is prohibited. This game aid may include mythical, religious, mystical, fantastical, and/or 
  supernatural elements and references; these elements are works of fiction and intended only for purposes of entertainment. Any 
  resemblance between fictional characters described in this game aid and persons living or dead is purely coincidental. 
  
   i 
  TABLE OF CONTENTS 
   
  Introduction .................................................. 1 
  Koessa as an Adventure in Hell .................... 2 
  Overview of the Seventh Circle .................... 3 
  Oases in the Seventh Circle .......................... 5 
  Description of the Oasis of Koessa ............... 5 
  Retreating into the Desert ............................. 7 
  The Way of Columns .................................... 7 
  Obelisk Platform ........................................... 8 
  Funerary Temple ........................................... 8 
  Obelisk Tower .............................................. 14 
  Sphinx Dungeon ........................................... 19 
  Oasis Pools ................................................... 38 
  Rajah’s Pavilion ............................................ 38 
  Tomb in the Sand .......................................... 38 
  Small Koessa Pyramid .................................. 45 
  Large Koessa Pyramid .................................. 49 
  Random Encounters in the Oasis .................. 54 
  Random Encounters in the Sphinx ................ 55 
  Denizens of Koessa ...................................... 56 
   
  Cheleg Istavan, Wizard L10 ........... 56 
   
  Domonkis, Warrior L10 ................. 56 
   
  Eildon, Warrior L11 ....................... 57 
   
  Gundelan, Priest L16 ...................... 57 
   
  Jowyan, Priest L15 ......................... 58 
   
  Khykarriune, Priest L11 ................. 58 
   
  LIkhor Bacha, Warrior L12 ............ 59 
   
  Mummy King/Queen ...................... 59 
   
  Morfach, Priest L12 ........................ 60 
   
  Noridath Greenboggan, War L4 ..... 61 
   
  Orlaith, Priestess L9 ....................... 61 
   
  Philomena, Wizard L15 .................. 62 
   
  Serbesses, Warrior L9 .................... 62 
   
  Vivinna, Type 7C Devil ................. 62 
   
  Yothel, Warrior L9 ......................... 63 
   
  Zobaravrim, Rascal L13 ................. 63 
  Koessa Bestiary ............................................ 64 
   
  Caberiri ........................................... 64 
   
  Greater Sand Worm ........................ 64 
  Koessa Treasury ........................................... 64 
   
  Doppelgard ..................................... 64 
   
  Ring of Plurality ............................. 64 
   
  Wraith Ring .................................... 65 
   
   
   
   
   
   
   
   
   
   
   
  MAPS AND FIGURES 
   
   
   
  Gehenna Overview Diagram ......................... 2 
  Layout of the Circles of Hell ......................... 3 
  Map of the Seventh Circle of Hell ................. 5 
  Map of the Oasis of Koessa ........................... 6 
  Map of the Funerary Temple ......................... 9 
  Map of the Obelisk Tower ............................ 15 
  Sphinx Map, Ground Level, +15 FT ............. 20 
  Sphinx Map, -15 FT Elevation, -30 FT ......... 23 
  Sphinx Map, +30 FT Elevation, Head ........... 32 
  Map of the Upper Level, Tomb in Sand ........ 39 
  Map of the Lower Level, Tomb in Sand ....... 42 
  Side View of the Koessa Pyramids ............... 46 
  Map of the Small Pyramid ............................ 46 
  Diagram of the Small Pyramid Trap ............. 47 
  Map of the Large Pyramid ............................ 49 
  Diagram of the Rajah’s Pavilion ................... 53  
  
   
   
   1 
  Introduction 
  This product is an adventure in the Spellbook Game’s Inferno line and describes a specific encounter area located in the southeastern 
  region of the Seventh Circle of Hell. The product is primarily intended for use by Games Masters and is not intended for use by Play-
  ers. This adventure is completely compatible with Inferno: Journey through Malebolge, the detailed overview of Gehenna, Plane of 
  Devils, published by Spellbook Games (September 2014). This adventure provides a Games Master a detailed encounter area suita-
  ble to challenge high-level Adventurers in their campaign, or as use as a single-play location or tournament challenge. If the adven-
  ture is not located in Hell (Malebolge), it could be located in any remote desert region, or could used as a projection of Hell into the 
  Material Plane. Inferno is generally based on the description of Hell in the Divine Comedy by Dante Alighieri, and the 1980 Judges 
  Guild adventure module, Inferno.  
  This product is a stand-alone product in that it completely describes the features, buildings, denizens, and treasures of the Oasis of 
  Koessa, and no other game product provides similar information about the Koessa location. It is not a stand alone product in that all 
  of the limitations and restrictions that pertain to Gehenna/Hell/Inferno are also intended to pertain to the Oasis. More information 
  about these limitations and restrictions are found in Spellbook Game’s Gehenna Primer and Inferno: Journey through Malebolge. 
  The Oasis of Koessa may also use monsters, Devils, and creatures described in Inferno: Bestiary, Second Edition (Spellbook Games, 
  January 2015), and treasures described in Inferno: Treasury (Spellbook Games, September 2014). Diabolic Denizens is an abridged 
  version of Bestiary limited to the Devils found in Malebolge, it is available as a free download from DriveThruRPG.com. This text 
  assumes the Games Master has the listed reference material available to them, or has created their own material as needed. The 
  Games Master may also find additional useful information in the Gazetteers of Hell: Fire and Ice (Spellbook Games, 2013). Codicil 
  of Maladies may also contain useful information about the conditions and diseases found in Malebolge. 
  Gehenna Primer may be particularly useful to a Games Master using this Gazetteer, as it contains generic information that applies 
  to all adventures in Hell. This includes how a mortal interacts with the Inferno setting, the changes to, and limitations of, spells and 
  prayers in Gehenna, and the changes to healing and time.  
  Gehenna and Inferno are locations for higher-level game play. It is suggested that Adventurers be at least L10 before attempting to 
  visit any part of Hell. Games Masters should generally not allow easy access to Gehenna, nor an easy retreat from it. The suggested 
  prayer and spell restrictions found in Gehenna Primer are intended, in part, to prevent an easy retreat once Malebolge has been en-
  tered. Adventurers entering the Gates of Hell should not have a ready-at-hand magical means of escape; it is a place for the slog of a 
  campaign, not the swift in-and-out of a raid. The design intends that any mortal inside Inferno be compelled to walk from the perim-
  eter to Lucifer to make their escape, descending through ten Circles and more than a vertical mile. Each Circle presents a unique 
  environment, one that is often deadly to mortal life. 
  Oasis of Koessa is written using Spellbook Game’s RPG rule set, Portal to Adventure. Games Masters using First Edition or Second 
  Edition Dungeons and Dragons, or any similar rule set, will generally be able to use the adventure as is, with minimal conversion and 
  preparation efforts. Games Masters using any version of the Third Edition of Dungeon and Dragons, the Fourth or Fifth Editions, 
  Pathfinder, or any other similar rule set will have significant conversion efforts prior to game play.  
   
  COMMONLY-USED ABBREVIATIONS 
  Adventurer Class – L# (e.g. Warrior L3), Armor Class – AC, Feet/Foot (measurement) – FT, Greater than or Equal to – GTET, 
  Health Points – hp, Hit Die – HD, Less than or Equal to – LTET 
  
   
   
   2 
  Oasis of Koessa as an Adventure on the  
  Seventh Circle of Hell 
   
  If the Games Master is using Oasis of Koessa in its intended loca-
  tion, it is found in the Desert of Fire on the Seventh Circle of 
  Malebolge. Malebolge is found in the center of Gehenna, the 
  Plane of Devils, located in the First Celestial Sphere, accessible 
  from the Material Plane through the Ethereal Plane. An overview 
  map of Gehenna is found below. 
  Malebolge/Inferno is a great pit, centered on the Arch Fiend, Lu-
  cifer, who is permanently trapped at its bottom. The pit is about 
  360 miles in diameter and just over a mile deep at its deepest 
  point. The pit is divided into ten geographical zones, called 
  ‘Circles,’ numbered zero through nine, which occupy six eleva-
  tions. The first elevation is 2000 FT below the main part of Ge-
  henna. A cross-sectional diagram of Malebolge/Inferno at the top 
  of page 4 shows the vertical depth of each elevation and their 
  horizontal size. Each Circle is its own distinct physical environ-
  ment, with unique Devils and punishments. Generic guidance 
  applicable to all of the Circles of Hell can be found in Gehenna 
  Primer. 
   
  Should Adventurers complete their exploration of the Oasis, or 
  retreat from it, they will still have to survive in the very hostile 
  Seventh Circle or escape Inferno. Escape require they travel 
  through the Eighth and Ninth Circles. Information about the 
  Eighth and Ninth Circles and the escape path back to the Material 
  Plane are found in Inferno: Journey through Malebolge. 
  Note that on the diagram, the Seventh Circle is the inner part of 
  the fourth elevation of the Pit. Immediately outward lies the Sixth 
  Circle, consisting of the Wood of Suicides and River of Blood, 
  occupied by the Centaurs of Hell, Harpies of Hell, and the In-
  fernal Hounds. Immediately inward is a 1200 FT vertical cliff 
  which separates the Seventh and Eighth Circles. An overview of 
  the Seventh Circle of Hell begins on page 3. 
   
   
   
   
   
   
   
  OVERVIEW  OF  HELL 
  
   
   
   3 
  The Seventh Circle of Hell 
  The Wood of Suicides 
  forms the outer bor-
  der, with a quarter 
  mile transition from 
  desert to thick woods. 
  The inner border is a 
  rocky area five hun-
  dred FT across at the 
  top of a 1200 FT cliff 
  above the Eighth Cir-
  cle; the cliff is curved 
  back under the lip so 
  that climbing is al-
  most impossible. The 
  ground consists of a 
  fine, gritty, brown-tan 
  sand that blows about 
  and gets into every-
  thing. The thick 
  clouds along the bor-
  ders quickly thin to a 
  few widely scattered 
  white puffs in a clear red-tinged sky and then are gone. There is 
  no natural objects taller than a man anywhere on the Circle, few 
  structures, and no shade.  
   
   
  A steady rain of orange-red tongues of fire falls from the sky with 
  each individual tongue twisting and moving about as it slowly 
  falls; each square-foot of the Circle is hit by a tongue of fire eve-
  ry 1d10 minutes. 
   
  OVERVIEW  OF  HELL,  SEVENTH  CIRCLE 
  Ruling Diabolic Prince 
  Amayon (Blazon: 3 red tongues of fire over a green tree on a yellow field) 
  Diabolic Dukes 
  Barbatos, Merihen, Quandisa 
  Diabolic Generals 
  Asaqq, Furfir, Guzalu, Osse 
  Devils 
  Common, Ordinary, Hulden, Oduru, Ladatajas, Zoybim, Types 7A through 7E 
  Other Notable Creatures 
  Mummy Kings and Queens, Diabolic Earl Geryon 
  Sinners and Punishments Sin Against Nature (run across hot sands in thin cotton tunic), Sins Against 
  Nature and Art (stands naked on the sand with an iron collar around their 
  necks and 3 heavy chains fastened to heavy wooden stakes), Sins Against the 
  Gods (stretched naked on their backs on the sand, constrained by thick met-
  al wrist and ankle chains fastened to heavy wooden stakes) 
  Environment 
  Extremely Hot Desert 
  Physical Challenges 
  Extreme Heat, Rain of Fire, Fire Eruptions, 1200 FT cliff down to Eighth Circle 
  Size 
  Torus Shape, Outer Circumference 200 miles, Inner Circumference 105 miles, 
  Outer Radius [from Lucifer] 33 miles, Inner Radius 13 miles, Width 20 miles 
  
   
   
   4 
  The temperature at the outer border is a sweltering 110° degrees 
  gradually increasing as Adventurers move inward until reaching 
  125° in the Circle center. The desert is well-lit with a strong but 
  diffuse light whose source is the clear red sky, so that faint shad-
  ows surround each object. Slight sluggish breezes move along the 
  outer border but no air movement occur in much of the Circle and 
  the air just hangs. Temperatures increase with altitude by 1°/10 
  FT altitude, to a maximum of 140°. 
  There is no free-standing liquid in the 3 miles along the inner and 
  outer borders. Small streams of blood occur in the central 14 mile 
  region, up to 3 FT across by 10 inches deep, and 500 FT long. A 
  few isolated pools of blood are 10 FT across. Adventurers who 
  drink from these streams experience a bitter taste, suffer hp2 
  damage/drink, and experience anemia for 1d6 days (see Codicil 
  of Maladies). Mortals who lightly wash in blood streams immedi-
  ately experience skin numbing; those immersing in the stream for 
  an extended period experience 1d8 skin damage and develop 
  Leprosy in 3+1d10 days (see Codicil of Maladies; save 1d20 roll 
  GTET [34-Stamina].  The liquid never boils. 
  Plumes of red-orange-blue fire periodically erupt from the sand 
  like vertical jets, 25 FT cones burning intensely for one round 
  then disappearing (up to 500 FT apart). Foul-smelling sulphur 
  dioxide gas accompanies each eruption. Mortals experience a 
  nearby jet three times/hour (avoid 1d20 GTET [32 to 25-Agility]; 
  d20 rolls of [24 to 18-Agility] result in 1d8 fire damage; rolls [17
  -Agility] or less result in 3d8 fire damage. Mortals are knocked to 
  the ground by the force of exploding sand unless succeeding on 
  1d20 rolls GTET [24-Agility]; they are deafened 1d8*5 minutes 
  unless succeeding on 1d20 rolls GTET [20-Stamina]. 
  Four Hidden Stairs are located on the inner border of the Circle, 
  at the North, East, South, and West compass points. Each stair is 
  a circular metal stair, 30 FT in diameter, in a straight vertical 
  shaft, with a horizontal shaft at the bottom leading to the cliff 
  face. The stairs are found inside domed buildings buried in the 
  sand, the top 3 FT of each dome showing through the sand. The 
  door into each building is buried 12 FT under the sand. A secret 
  door in the shaft of the West Stair leads to Geryon’s treasure 
  trove. 
  Weathered directional Obelisks are found one hundred yards into 
  the desert, spaced at 3 mile intervals, each one is red sandstone 
  10 FT tall. The approximate directions to Diabolic Palaces found 
  on this Circle are indicated on each Obelisk. 
  Heat Effects 
  Mortals lacking innate or enchanted protection against heat may 
  be affected by the extremely high temperatures. An Adventurer 
  requires one-third gallon of water/ hour (one-half gallon for 
  Stamina LTET 9); alcoholic drinks count as half their equivalent 
  volume of water. Potions count as their equivalent volume of 
  water. Sleepers require one-third the water of waking persons but 
  must drink it all immediately before or after sleeping. Missed 
  water rations can be made up with twenty-hour hours with an 
  additional one-quarter volume penalty. Persons drinking GTET 1 
  gallon/hour become sick and vomit it all back (save 1d20 GTET 
  [34-Stamina], 1½ gallon limit for Dwarves). 
  Beginning in their third hour in the desert mortals can be affected 
  by mirages (water, trees, persons, monsters, objects, roads, build-
  ings, sandstorms, or of figures inappropriate to the environment). 
  A mirage occurs unless succeeding on 1d20 rolls GTET [30-
  Will], checked half-hourly (hourly for Elves); apply a cumulative 
  -1 roll modifier for every hour a mortal has not had their required 
  water ration; apply a -3 modifier to persons suffering Heat Ex-
  haustion and -8 if suffering Heat Stroke. A mirage appears 
  100+3d100 yards in a random direction and the affected person 
  has an overpowering urge to run toward it (save 1d20 GTET [37-
  Will]). 
  Beginning in their fifth hour in the desert each mortal can be af-
  fected by heat-related illness, Dwarves in their ninth hour. Heat 
  Exhaustion (see Codicil of Maladies) occurs unless succeeding 
  on a 1d20 roll GTET [25-Stamina] checked hourly, applying a 
  cumulative -1 penalty to each successive roll. Persons affected by 
  Heat Exhaustion experience Heat Stroke (see Codicil of Mala-
  dies) five hours later (seven hours for Dwarves) unless succeed-
  ing on 1d20 rolls GTET [30-Stamina] checked hourly, applying a 
  cumulative -1 penalty to each successive roll. 
  Mortals without sufficient physical, enchanted, or blessed protec-
  tion against enchanted fire are vulnerable to damage from the 
  Rain of Fire. Each person is ‘attacked’ by a tongue of fire every 
  1d12 minutes (ten/hour), avoiding the fire on 1d20 rolls GTET 
  [25-Agility]; affected persons suffer hp1d4 burns. Medium-sized 
  shields lengthen the time between fire attacks to 1d20 minutes 
  (six/hour) and large-sized shields lengthen the time to 2d20 
  minutes (three/hour). The fatigue associated with continually 
  holding a shield directly overhead must be addressed; the benefit 
  is not realized if the shield is lowered for combat. A complete 
  suit of metal armor with helm provides fire protection. A protec-
  tive canopy may be carried on poles. Cloth canopies and ordinary 
  tents are destroyed after two hours of flame damage, wood cano-
  pies after four hours. 
  Other Information about the Seventh Circle 
  Sand shelters whose roof is GTET 8 inches thick provide com-
  plete protection against the falling tongues of fire, although not 
  against the pervasive heat. The construction of adequate sand 
  shelters requires digging tools, sturdy tents or tarps, and thick 
  supporting poles. A sand shelter for four is constructed in 30 
  minutes (except for mattocks or picks, most weapons are not ade-
  quate digging tools). 
  Movement in the sand is at six-tenths mile/hour (thirty-four hours 
  to walk across the Circle). The carrying of a canopy carried by 
  several persons simultaneously reduces the overall speed to one-
  third mile/hour Games Masters should check for Adventurers 
  becoming lost every half-hour. 
   
  OVERVIEW  OF  HELL,  SEVENTH  CIRCLE 
  
   
   
   5 
  Oases in the Desert of Fire 
  There are ten Oases in the Desert of Fire, each 
  about three hundred yards by two hundred yards, 
  containing two or more springs or pools of water. 
  The rain of fire does not fall in the Oases. Each 
  Oasis is controlled by a Mummy King or Mummy 
  Queen. The oases and their associated rulers 
  are: 
  Ezrabah  
  King Kemelnesses 
  Har’Behop 
  Queen Eliora 
  Tatahalis 
  King Urvitez 
   
  Simoon  
  King Zaemor 
  Koessa  
  King Maraniarak  
  Aginamath 
  King Kammenlukor 
  Emmera  
  Queen Irrena 
   
  Nanorave 
  King Nazopasha 
  Atalyk  
  King Hakkerlane  
  Elillen  
  King Larthaneem 
  The oasis described in this adventure can stand in 
  for any of the oases except for Ezrabah, which is 
  fully described in Book 2 of Inferno: Journey 
  through Malebolge. Specific descriptions are giv-
  en in the text to allow the oasis to be used as either 
  Koessa or Atalyk. 
  Koessa is found in the southeast quadrant of the Seventh Circle, 
  approximately in the center of the Circle, while Atalyk is located 
  in the northeast quadrant, approximately in the center of the Cir-
  cle. All oases on the Seventh Circle, and particularly Koessa and 
  Atalyk, are represented by a single campaign map, found on page 
  6. This map depicts an oval area roughly 1000 FT long by 425 FT 
  across at the widest point, orientated with its long axis along a 
  radius line of Inferno. The ground inside each oasis is covered in 
  a fine light brown dust or clay with flecks of fool’s gold, and the 
  oases have many clumps of palm trees, each consisting of five or 
  six large drooping palms (each with a trunk 30 inches in diameter 
  near the base, standing between 20 FT and 30 FT high with 1d10 
  clumps of dates or coconuts at the top).  
  Description of the Oasis 
  Entering the Oasis 
  The rain of fire stops as Adventurers walk into the Oasis from the 
  surrounding desert, though it can still be seen as Adventurers 
  look from the oasis out into the desert. The area temperature 
  gradually reduces from the 125° of the central desert to about 90° 
  in the oasis, at a rate of 5° every 20 FT of travel. 
   
  The resident Mummy King or Queen (Maraniarak at Koessa, or 
  Hakkerlane at Atalyk) are in the throne room of their Obelisk 
  Tower (Tower Room 9) when Adventures arrive at their oasis. A 
  warding spell surrounds the oasis that warns the King/Queen 
  when mortals enters the area; Wizards, Crusaders, and Priests 
  may detect the warding before crossing it using their ability to 
  detect active enchantments; treat the wards as Lesser Air magic. 
  Wizards, Crusaders, and Priests may also disperse the warding 
  spell using the appropriate Lesser Magic or Mystery-category 
  Prayer. The King/Queen is immediately become aware when 
  their warding spell is negated, although they do not immediately 
  know the cause. 
  Encounters with the Mummy King or Queen, and Mummy 
  Guards 
  The Mummy King/Queen, 1d20 HD12 Mummy Lords, and 1d12 
  HD8 Mummy servants leave the Obelisk Tower to investigate 
  after the warding spell is cancelled. Otherwise, the King/Queen, 
  1d20 Lords, and 1d20 Mummies may be waiting to confront Ad-
  venturers when they exit any oasis building, as determined by a 
  1d20 roll (see page 7), 
   
  OVERVIEW  OF  HELL,  SEVENTH  CIRCLE;  OASIS 
  
   
   
   6 
   
   
   
   
   
   
   
   
   
   
   
   
  OASIS  ENTRY 
  
   
   
   7 
  Determine whether the Mummy King or Queen is waiting as Adventur-
  ers exit Oasis buildings using 1d20 rolls: 
  Funerary Temple (Building 1) 
  1d20 rolls GTET 12 
  Great Sphinx (Building 2) 
   
  1d20 rolls GTET 7 
  Small Pyramid (Building 3)  
  1d20 rolls GTET 10 
  Large Pyramid (Building 4)  
  1d20 rolls GTET 8 
  Tomb in the Sand (Building 5) 
  1d20 rolls GTET 10 
  Rajah’s Pavilion (Building/Tent 7) 
  1d20 rolls GTET 14 
  If the Mummy King/Queen and Lords have not already confront-
  ed the Adventurers before the Adventurers reach the Throne 
  Room in the Obelisk, the confrontation occurs there. If Adventur-
  ers have not been confronted before they retreat from the Oasis 
  (e.g. the Obelisk has not been entered or Throne Room reached), 
  the King/Queen and Lords emerge from the Obelisk Tower to 
  give chase into the desert. A Mummy King/Queen speaks with 
  mortals they have trapped before starting combat, teasing and 
  toying with them, offering the choice of keeping their souls and 
  becoming self-aware Mummies under his command, or of being 
  killed and transformed into Mummies of the lowest order with no 
  volition. 
  When fighting begins, a line of Mummies stands between the 
  Adventurers and the Mummy King/Queen and Mummy Lords, to 
  prevent the Adventurers from disrupting the royal concentration. 
  The King/Queen and Lords do not engage in direct hand-to-hand 
  combat with mortals unless it cannot be avoided. The King/
  Queen and each Lord summons a monster on 1d20 rolls GTET 
  08 (roll individually for the King/Queen and each Lord present, a 
  new roll for every round), beginning with the highest hit-die 
  monster they are capable of summoning at that time; on 1d20 
  rolls LTET 07 the King/Queen and each Lord casts a spell or 
  prayer. The first spells are targeted against Wizards (including 
  Shaman), then Priests, then Warlocks, then Crusaders, and only 
  last against Warriors and Rascals. Spells that incapacitate the 
  Wizards, Priests, Warlocks, and Crusaders are preferred to those 
  inflicting hp damage; these include sleep, confusion, blindness, 
  muteness, deafness, Mage Drain, etc. After Adventurers are inca-
  pable of any further spells or prayers, the King/Queen and Lords 
  switch to spells inflicting direct damage. The mummies rely upon 
  the ever-increasing numbers of summoned monsters to perform 
  direct combat and overwhelm the Adventurer’s fighting capabili-
  ties. As the number of summoned monsters grows, Adventurers 
  become surrounded and subject to flank and rear attacks that can-
  not be readily defended against. The King/Queen and Lords do 
  not hesitate to use area-of-effect damage spells, they are willing 
  for their summoned monsters to be caught in the ‘blast’ radius to 
  get at the Adventurers. After fighting begins, the King/Queen 
  does not accept surrender: any incapacitated or captured mortals 
  are immediately executed and their heads put on pikes outside of 
  the Obelisk Tower. 
   
  Retreating into the Desert 
  When Adventurers leave the oasis and return to the Seventh Cir-
  cle desert, regardless of reason, timing, or cause, after traveling 
  1d12*100 yards they are attacked by a HD18 Greater Sand 
  Worm. The awful stench of a Greater Sand Worm on the 
  surface is smelled from a quarter-mile, persons within 100 yards 
  because nauseous for 1d100 minutes (save 1d20 GTET [30-
  Stamina], checked every 3 minutes of exposure; affected persons 
  temporarily reduce their effective Agility and Stamina by 4 
  points and their effective Will by 2 points, and apply a -3 TH 
  penalty until recovered. 
  The Way of Columns 
  Two 15 FT wide paved roads run between the buildings in the 
  oasis, a north-south road connecting the Funerary Temple and the 
  Great Sphinx, an east-west road between the Obelisk Tower and 
  the Tomb in the Sand. The Rajah’s Pavilion and the Pyramids are 
  not on either road. The roads intersect at the Obelisk Platform in 
  the oasis center. Each road segment is paved with black flag-
  stones and runs between two parallel rows of 30 FT tall by 8 FT 
  diameter ochre sandstone columns topped by flat white capitals; 
  the columns are spaced 15 FT apart.  
  Each column is covered on all sideswith a large number of dark 
  drawings of eyes, each having an associated illusion (range 75 
  FT, disbelieve 1d20 roll GTET [28-Will], checked every 5 
  minutes) that causes it to appear to randomly open, close, and 
  wink. The overall effect of moving eyes on all of the columns is 
  very disconcerting and uncomfortable; an Adventurer who rolls 
  01 on their disbelieve roll becomes confused for 1d100*1d8 
  minutes. The eye illusions have no other negative effect on Ad-
  venturers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  OASIS  OVERVIEW,  RULER  ENCOUNTERS,  COLUMNS,  OBELISKS 
  Adventurers at the Way of Columns 
  
   
   
   8 
  Obelisk Platform 
  In the oasis center is a square platform 20 FT on a side, 2 FT 
  thick, made of a pale yellow stone with flecks of copper and sil-
  ver embedded in it. A light brown obelisk standing 20 FT tall by 
  48 inches wide stands in the platform’s center. A 12 FT tall by 32 
  inches wide black stone obelisk stands on each corner (30 inch 
  setback). The corner obelisks on the northwest, northeast, and the 
  southeast corners have notches on all four corners spaced 4 inch-
  es apart, starting 6 inches from the bottom and ceasing 12 inches 
  from the top. The corner obelisk on the southwest side has notch-
  es on 2 corners and partway up the third (the notches each signify 
  a mortal adventurer who met their fate in the oasis). 
  The large central obelisk is thickly covered in pictographs drawn 
  in dark purple lines which serve no purpose except confusing the 
  reader. Adventurers may mistake these pictographs for an un-
  known written language, spending time and effort to decipher 
  them. Spells or prayers to translate languages are ineffective at 
  revealing the pictograph’s meanings. 
   
   
  Funerary Temple (Location 1) 
  The Funerary Temple is a single story rectangular stone building 
  with a gilded roof orientated along the long axis, that peaks in the 
  center and slopes to the sides. The temple is surrounded by a 25 
  FT high exterior stone wall constructed of dark pink sandstone, 
  33 inches thick, topped by a row of 9 inch iron spikes placed 4 
  inches apart; persons climbing over the spikes suffer hp1d8 
  (avoid 1d20 roll GTET [30-Agility]); the spikes are visible from 
  the ground on 1d20 rolls GTET [28-Intelligence]. The exterior 
  wall is magically-enhanced to prevent physical or magical 
  breaching; treat the wall as difficult to climb without tools or 
  apparatus. There are no impediments to climbing the wall except 
  for the spikes (moderate difficulty).  
  One tall two-piece gate is located on the north exterior wall. Ad-
  venturers who survey the entire wall perimeter find a strong 17 
  FT rope tied to a steel spike pounded into the wall 20 FT off the 
  ground, the rope is in the back right corner 15 FT from the corner 
  (from the position of standing in front of the gate). A second 
  spike and stout rope are found on the inside of the exterior wall. 
  These ropes give access to the courtyard located behind the Fu-
  nerary Temple. Adventurers following along the wall’s interior 
  perimeter also find the hanging rope. 
  Unless otherwise not-
  ed, all rooms in the 
  Temple are 9 FT tall, 
  the room floors are a 
  glossy dark brown tile 
  with white grout, the 
  walls are a brown stuc-
  co material, and the 
  ceilings are white and 
  painted with brightly 
  colored frescoes of 
  animal-headed human-
  oids in kilts, armed 
  with whips, circling 
  around naked ordinary 
  men and women. All 
  wall openings in the 
  Temple are through 
  arches. All interior 
  walls are magically-
  enhanced to resist 
  physical (success on 1d20 rolls GTET [34-Strength], checked per 
  round, assuming a good-quality tool is used) or magical (success 
  after hp50 is inflicted on the wall) breaching. The walls and 
  floors are constructed around an unseen core of lead which can-
  not be passed through using magical means (Walk through Walls, 
  Magical Window, etc.); the walls also prevent the functioning of 
  spells of sight (e.g. Vision). 
  All hidden/secret doors are 5 FT wide by 3 FT tall, located at the 
  floor (entry on the knees is required), and open by lifting vertical-
  ly into the wall; treat the doors as -8 to find, -10 open lock, re-
  quiring Strength GTET 18 to lift. An open hidden door falls 
  closed on 1d20 rolls GTET 17, checked every minute; a fallen 
  door becomes stuck on 1d20 rolls GTET 12, a stuck door requires 
  total Strength GTET 22 to lift. See the building diagram on page 
  9. 
  1. Exterior Gates. The Way of Columns ends 40 FT from 
  the exterior gates. The two gate panels (aura of enchantment) 
  are each 18 FT tall by 12 FT wide, constructed of half-inch 
  thick silver hung by three adamantine hinges, opening out-
  ward. Each panel depicts a gigantic three-horned jackal head. 
  No lock is visible, and the panels are so well balanced that 
  only a total Strength GTET 15 is required to move them.  
  Large wood panels, each 18 FT high by 4 inches thick, are 
  fixed to the exterior wall on the north side by adamantine 
  bolts, one 8 FT to either side of the gate.  
  OBELISK  PLATFORM,  FUNERARY  TEMPLE 
  Adventurers at the Obelisk Platform 
  
   
   
   9 
  continued from #1, Exterior Gate...The panels are en-
  graved to depict a variety of animal-headed humanoids with 
  flails and lashes driving ordinary humans toward hordes of 
  spear wielding Skeletons. A 16 FT by 5 FT wide bronze-
  ochre sandstone statue of a frog-headed humanoid stands 10 
  FT directly in front of each wood panel. Each statue holds a 
  rod in one hand and a sword in the other; they weigh 8500 
  pounds (aura of enchantment, aura of evil).  
  While the gate panels generally remain in whatever position 
  Adventurers leave them; however, if any good or neutral 
  person enters the gates they shut themselves (if not left in the 
  shut position) after 10 minutes. The two frog-headed statues 
  then move toward each other and back 8 FT so that the gate 
  panels cannot be opened (gap of no more than 1 FT width). 
  Persons in the interior courtyard area clearly hear the grind-
  ing sound of the moving statues, persons inside the Temple 
  hear the grinding on 1d20 rolls GTET [30-Intelligence]; the 
  new statue positions cannot be seen from inside because they 
  FUNERARY  TEMPLE 
  
   
   
   10 
  continued from #1, Exterior Gate...are shorter than the 
  wall is tall. A total Strength GTET 40 must be applied to a 
  blocked gate to force it open enough to pass through. 
   
  2. Entry Curtain. A gap of 15 FT separates the Temple 
  building from the gates. The only entrance is an arch imme-
  diately across from the gate, which is filled by an opaque 
  shimmering gold energy curtain embedded with twinkling 
  yellow lights (cannot be seen through or past). The curtain 
  sounds a tinkling bell tone as it twists and moves. Evil per-
  sons pass through the curtain without effect; neutral persons 
  pass through on 1d20 rolls GTET [25-Will], while good per-
  sons pass the curtain on 1d20 rolls GTET [32-Will]. Persons 
  repelled by the curtain suffer hp1d6 electrical damage and 
  suffer 1d20 minutes fear (save 1d20 GTET [30-Will]). Be-
  yond the curtain narrow passages stretch to the immediate 
  left (towards the Wrapping Room) and right (towards the 
  Embalming Room), and a wide arch to Two Altars is imme-
  diately in front. 
  3. Two Altars. The room has arches to the Embalming 
  Room, the Wrapping Room, and to the Entry Curtain. An 8 
  FT by 5 FT mahogany table on the western side of the room 
  supports a large bright blue wooden sarcophagus which is 
  sealed with a line of lead solder (requires a knife/scraper). A 
  50 inch bronze gong hangs in a black wood frame to the left 
  of the table with a hook for the 30 inch clapper; sounding the 
  gong has no immediate impact. Two 7 FT by 4 FT black 
  granite altars are along the east wall, separated by 10 FT. An 
  8 FT diameter silver spider with 8000 GP diamond eyes is 
  mounted on the north wall in front of one altar; an 8 FT di-
  ameter gold ram’s head with 12,500 GP ruby eyes and 
  14,000 GP ivory horns is mounted on the south wall. A 12 
  FT diameter circular brown-and-orange carpet is between the 
  altars. Lit golden lanterns are to the north and south walls, 
  spaced 5 FT apart.  
  On the altar in front of the spider are four 3500 GP gold can-
  dlesticks with lit white candles, two wide/shallow gold dish-
  es (755 GP, 1022 GP), three 6150 GP gold-amber chalices 
  marked with the sign of the Spider, three 12,300 GP gold 
  wands each tipped by four phoenix feathers, two 5500 GP 
  gold ankh’s, a 500 GP silver pitcher, and a 3150 GP gold 
  bowl filled with salt. On the altar in front of the ram are two 
  1600 GP adamantine candlesticks, an unlit 1630 GP gold 
  lantern, two 400 GP silver hammers, three 140 GP pieces of 
  finest ram’s hide, a 1100 GP shallow silver bowl filled with 
  good quality potter’s clay, four 4250 GP silver-and-sapphire 
  chalices marked with the sign of the Ram, a 600 GP silver 
  pitcher filled with clean water, three 30 GP mahogany-silver 
  sculpting tools, and six 800 GP 3-inch solid silver cubes. 
  Adventurers with-
  in 5 FT of the 
  sarcophagus when 
  the lead seal is 
  removed are ex-
  posed to the poi-
  sonous air inside, 
  causing a strong 
  incapacitating 
  coughing fit for 
  1d20 minutes 
  (save 1d20 GTET 
  [28-Stamina]; 
  affected persons 
  are unable to cast 
  spells or perform 
  prayers, and apply 
  a -5 TH penalty). 
  The sarcophagus 
  contains a well-
  preserved ancient 
  yellowed skeleton 
  (not undead).  
  An illusion shows the skeleton transforming into the fleshy 
  body of a bald elderly man who sits up, speaks to the group, 
  lays down, and transforms back into a skeleton (disbelieve 
  1d20 GTET [32-Will]). He speaks in Common, saying, “Ye 
  robbers of our peace and graves take heed. In every room 
  here lurks a hideous wasting disease which leaves the mind 
  and traps the body, giving you years to helplessly yearn for 
  death. No priest, no spell, no prayer has power over this our 
  curse to you” (save versus curse, 1d20 GTET [30-Will]). 
  Affected persons thereafter roll 1d100 upon entering any 
  room throughout the oasis, with a roll of 100 resulting in 
  their contracting a wasting disease which immediately and 
  permanently reduces their Agility, Stamina, and Strength 
  statistics to 10, extends their lifespan by 5d12*15 years; each 
  statistic is further reduced by an additional point after every 
  6 months (save 1d20 GTET [24-Stamina]). The disease can-
  not be cured by any means short of an Altered Realities 
  spell. A very rare alchemical potion concocted from willow 
  bark, high mountain moss, swamp fern, and desert scorpion-
  FUNERARY  TEMPLE 
  Funerary Temple Exterior Gate 
  Adventurers fighting in Two Altars 
  
   
   
   11 
  continued from #2, Two Altars...weed, may restore five 
  points to all statistics and when taken monthly prevents fur-
  ther deterioration. 
  Adventurers drinking from the four spider chalices are 
  healed of 1d8 damage on their first drink, healed 1d4 damage 
  on their second drink, gain no healing (no effect) on their 
  third drink, and their fourth drink transforms (save 1d20 
  GTET [30-Will]) them into HD5 Monstrous Spiders for 
  1d12 days. Adventurers drinking from the three ram chalices 
  becomes stubborn and inflexible for 1d8 days after their first 
  drink (save 1d20 GTET [28-Will]), becomes violent and 
  threatening after their second drink (save 1d20 GTET [30-
  Will]), and a third drink transforms (save 1d20 GTET [32-
  Will]) them into HD3 Giant Goats for 1d20 days. Each chal-
  ice holds five drinks. 
  Each object taken from either altar transports themselves 
  back to the altar after 4d100 minutes unless the removing 
  Adventurer first bows three times on the rug and says a short 
  prayer to Amayon. An amount of heat equal to hp1d10 dam-
  age is generated when an object dematerializes; a fire starts 
  on 1d20 rolls GTET 12 if the object is surrounded by flam-
  mable material. 
  4. Embalming Room. Arches lead to the Two Altar room 
  and to the Heart Room. A secret door (-8 to find, -5 open 
  lock) in the north wall leads to Scroll Racks. The room con-
  tains a polished stone table with rectangular cut-outs along 
  the side, a series of circular holes drilled down the center, 
  and a bronze catch basin located under the holes with a tube 
  leading into a large empty bucket. On the table are three 16 
  inch stone coffers brightly painted with frog and jackal-
  headed figures (found empty). A stone basin 62 FT by 3 FT 
  by 3 FT tall along the west wall is filled with coarse salt. 
  Along the south wall are three wooden 40 gallon barrels of 
  vinegar (wax seals), two barrels of sour red wine, a barrel of 
  salt water brine, a crate of camphor (100 GP), two crates of 
  gum arabic (30 GP, 45 GP), four crates filled with fine saw-
  dust, a crate of fine white sand, a crate of clay, and a crate of 
  large sea shells. A small rectangular table, four tall stools, an 
  overturned straight-back wooden chair, a writing desk, and 
  two wooden book stands are also found here.  
  Three lit golden oil lanterns are attached to the west wall by 
  gold brackets with one on the north wall, two on the east 
  wall, and three on the south wall. A wall shelf on the west 
  wall holds three clay pots of honey, a pot labeled ‘potash,’ 
  four pots of cursed ashes (aura of evil), three pots labeled 
  ‘talcum powder,’ two pots of lime, a pot of aromatic oils (42 
  GP), three pots of grain alcohol, two pots of tannin, and a pot 
  of blue dye (28 GP). A 28 inch, 1150 GP, silver Unholy 
  Symbol of Amayon is attached to the center of the south 
  wall. The writing desk contains 3 SP, eighteen blank sheets 
  of parchment, two quill pens, two vials of black ink, and a 
  bronze weight in the shape of a human hand (aura of evil). 
  On 1d10 rolls GTET 4 the room is occupied by nine HD4 
  Rabid Dogs. 
  5. Scroll Racks. The room contains a 6 FT rectangular 
  stone table with two wooden chairs, an unlit iron lantern 
  attached to the west wall by an iron bracket, a 30 by 30 slot 
  rack filled with scrolls attached to the back wall, an empty 
  book stand, and an apparent white oval rug in the center of 
  the room (illusion, disbelieve 1d20 roll GTET [30-Will], 
  disguises an area of the floor coated with a powerful adhe-
  sive, break free 1d20 GTET [30-Strength]). The HD9 Ghost 
  of a bald male youth dressed in a white tunic and loincloth 
  sits at the table reading an ethereal scroll when Adventurers 
  enter. 
  A scroll removed from the rack disintegrates from age/
  brittleness on 1d20 rolls GTET 17, otherwise determine the 
  scroll’s subject using 1d100: 
  (01-45) Physical and chemical aspects of mummification; 
  (46-52) Processes for mummy preparation; 
  (53-58) Treatment and handling of organs removed from the 
  body; 
  (59-70) Prayers and rituals to be performed at various mum-
  mification steps; 
  (71-76) Preparation of proper mummy wrappings; 
  (77-82) Animation of mummies; 
  (83-89) Design and construction of sarcophagi; 
  (90-95) The capturing and binding of souls; 
  (96-100) Special scrolls.  
  The content of a special scroll is determined using 1d12:  
  (1) A detailed map of Inferno Circles Eight and Nine 
  (2) Scroll of Air Magic (Fog Bank, Putrid Scent, Speak Lan-
  guages, Telekinesis, Breathe Poisonous Fumes, Disperse 
  Magic, Disperse Magic, Invisibility, Levitation, Summon 
  HD5 Air Element) 
  (3) Scroll of Earth Magic (Bog Down, Hole, Open Lock, 
  Open Lock, Open Lock, See Enchantments, Temporary Win-
  dow, Create Feast, Hold in Place, Disperse Magic, Singing 
  Swords) 
  (4) Scroll of Fire Magic (Detection, Flare, Glow Balls, Mag-
  ic Grenade, See Invisible, See Invisible, Disperse Magic, 
  Blindness, Fire Ring, Invisibility, Daylight)  
  (5) Scroll of Water Magic (Breathe Underwater, Instant 
  Freeze, Protect versus Cold, Summon HD3 Poison Frog, 
  Walk on Water, Disperse Water, Summon Sea Creature, Ice 
  Encasement, Shield versus Lightning) 
  FUNERARY  TEMPLE 
  
   
   
   12 
  Continued from #5, Scroll Racks...(6) Shaman’s Scroll 
  (Confuse Weapons, Dominate Animal, Dominate Person, 
  Jaco’s Mesmerize, Remove Confusion, Remove Panic, Dis-
  perse Magic, Fear the Reaper, Gregor’s Mage Drain, True 
  Sight) 
  (7) Priest’s Scroll (Armorskin AC+14, Compel Truth, Create 
  Minor Food, 1d6 Cure Wounds, God’s Arrow, Sword Bless-
  ing, Banish Disease, Deflect Magic, 1d10 Heal Wounds) 
  (8) Priest’s Scroll (Command Animals, 1d6 Cure Wounds, 
  Detect Poisons, God’s Fist, Immunity to Disease, Minor 
  Prayer, Reveal Hidden, Waken, Banish Paralysis, Banish 
  Spells, 1d10 Heal Wound) 
  (9) Priest’s Scroll (Animate Bones, Blur Sight, 1d6 Cure 
  Wounds, God’s Sword, Know Creature, Speak to Animals, 
  Animate Body, Blind Undead, Detoxify Poisons, Detoxify 
  Poisons, God’s Hammer, Hold Undead) 
  (10) Cursed Scroll (reader has an irresistible urge to throw 
  themselves into every body of water they come across for 
  one full year, save 1d20 GTET [32-Will], checked every 5 
  minutes while near water) 
  (11) Cursed Scroll (reader’s body immediately develops 
  many large yellow spots on the skin each ringed in red, ooz-
  ing puss, accompanied by an irresistible urge to scratch 
  {opens red wounds which continually ooze blood, save 1d20 
  GTET [30-Will]}, checked every 5 minutes) 
  (12) Cursed Scroll (reader is permanently afflicted with an 
  unbearable fear of heights, refusing to come within 100 FT 
  of a cliff, will not climb vertical walls, and will not fly by 
  spell, prayer, enchanted object, flying animal, or by being 
  carried, save 1d20 GTET [32-Will], checked every oppor-
  tunity); an Adventurer forced to a cliff, etc., passes out (save 
  1d20 GTET [32-Will]) 
  6. Heart Room. Entered from the Embalming Room from 
  the west and from Hot Eyes from the east, a hidden door on 
  the south wall leads to the Mummy Octet. A floor-to-ceiling 
  pedestal in the room’s center is 4 FT across, with a 3 FT gap 
  in the center filled by an ochre-colored stone heart, rippling 
  like it is beating. Four horizontal 3 inch diameter pipes run 
  from the wall to the pedestal, 8 inches from the ceiling. A 
  silver circular valve is centered in each span of pipe. Two 3 
  inch holes are 10 inches from the floor on each of the pedes-
  tal sides. A gold shelf attached to the north wall holds a pale 
  blue stone coffer (no lock, Strength GTET 18 to open) which 
  contains a beating Humanoid Heart (hp8, AC18). 
  A thick sticky red gas pumps out of the holes in the pedestal 
  base in cycle with the ripples across the stone heart. An Ad-
  venturer breathing this gas experiences a fatal heart attack 
  (save 1d20 GTET [28-Stamina], checked every round of 
  exposure). The gas flow is terminated when all four silver 
  valves are closed (rotated in the clockwise direction). Any 
  person directly attacking the beating heart in the coffer suf-
  fers an immediate heart attack (save 1d20 GTET [30-
  Stamina]). 
   
  7. Hot Eyes. A rectangular room, entered from the Heart 
  Room from the west wall, and from Poison Gold from the 
  east. A pair of stone eyes (each hp12, AC36) painted white 
  with blue centers are fixed into an oblong stone tablet 
  mounted on the north wall, they constantly move and rotate 
  in their sockets. Above the oblong tablet is a niche in the 
  wall with a brightly painted cylindrical stone orange jar, 
  holding a pair of mummified eyes. Every 30 seconds the 
  stone eyes creates a beam of blue light which fills the room 
  and shines in Adventurer’s eyes (blindness 1d12+2 days, 
  avoid 1d20 GTET [30-Agility], save 1d20 GTET [32-
  Stamina]). Blindness-Darkness spells cast on the stone eyes 
  disables the blinding beam (resist 1d20 GTET 17) for 3 
  hours. Destroying both of the mummified eyes permanently 
  disables the blinding beam. 
  8. Poison Gold. A square room, entered from Hot Eyes 
  from the west wall, and from the Wrapping Room from the 
  east; a hidden door in the south wall leads to Hell Rat Alley. 
  A plain granite stone altar along the north wall has two 5 GP 
  bronze candlesticks with lit white candles, a wide 600 GP 
  gold bowl filled with a thick white liquid, and a rectangular 
  stone coffer (no lock, Strength GTET 19 to open) holding a 
  pair of well-preserved humanoid lungs (hp13 each, AC20) 
  which rhythmically expand and contract.  The room is occu-
  pied by a HD4 Gold Mold (regenerates hp1d12/round until 
  the lungs in the coffer are destroyed). A person drinking the 
  white liquid develops a healing-resistant pneumonia (resists 
  healing potions/balms, requires 3x Banish Disease prayers 
  spaced 24 hours, save 1d20 GTET [34-Stamina]; the disease 
  is fatal in 1d12 days unless succeeding on a 1d20 roll GTET 
  [29-Stamina] checked daily for 1d6 continuous days; Dwarfs 
  apply a +3 bonus). Heavy metal (gold) poisoning causes 
  (save 1d20 roll GTET [26-Stamina], checked daily, Dwarfs 
  FUNERARY  TEMPLE 
  An Adventurer in the Heart Room 
  
   
   
   13 
  Continued from #8, Poison Gold...apply a -3 penalty): an 
  immediate reduction in Agility and Intelligence and Will by 
  one point; a speech impediment [stuttering and slurred 
  words] that develops after 2d12 hours [apply a -6 reaction 
  penalty]; after every additional 12 days reduce each statistic 
  by one point; and, their toenails become gold-colored 1d12 
  days after poisoning and the gold spreads over 1 month to 
  their fingernails then their lips, ears, and eyelids. 
  9. Wrapping Room. A rectangular room, entered from Poi-
  son Gold through an opening on the west wall, from Two 
  Altars on the west wall at the northwest corner, and from 
  Exterior Gates through a corridor in the northwest corner. A 
  hidden door (-8 to find, -6 open lock) in the northeast corner 
  leads to Killer Linens. 
  In the center of the room is a curious segmented wood table 
  8 FT by 32 FT by 46 inches high, built so that any one of ten 
  segments can be dropped out (to allow wrapping the nearby 
  body areas). The room also has five wooden stools, a plain 
  wooden table 5 FT by 2 FT, a low leather-padded bench, and 
  an empty book stand. On the east wall two long wall shelves 
  holds: three pairs of shears, nine horse-hair brushes, a leather 
  pouch with ten sewing needles, four clay jars of 3 GP resin 
  epoxy, two clay jars of 70 GP perfume, four clay pots of 
  varnish, a clay pot of crushed rock salt, a clay pot of garlic 
  cloves, two clay pots of honey, a leather pouch with dozens 
  of small ivory straight pins (total value 20 GP), 10 leather 
  straps each 4 FT, and two small steel saws. Eight lit bronze 
  lanterns are attached to the walls by iron brackets, two on 
  each wall. Three staves lean together in the southeast corner 
  (one is a Wizard’s staff with an aura of enchantment; one is a 
  Priest’s staff with an aura of good). 
  10. Killer Linens. A rectangular room, entered from the 
  Wrapping Room through a hidden door (-8 to find, -6 open 
  lock) on the south wall. Five wooden rods fastened 4 inches 
  from ceiling run the length of the room; hanging from the 
  rods are 43 fabric mummy wrappings, each 2 inches wide by 
  8 feet long. The linen strips become animated 1d6 rounds 
  after good or neutral persons enter the room, twitching and 
  twisting in agitation. Ten rounds after entering each charac-
  ter is attacked by 30 strips trying to immobilize their arms 
  and legs (each strip is hp5, AC4, fire resistant, zero immedi-
  ate damage, avoid on 1d20 roll GTET [33-Agility); a limb is 
  immobilized when 4 strips have wrapped around it. After all 
  four of an Adventurer’s limbs are immobilized, three strips 
  wrap around their neck (avoid 1d20 roll GTET [38-Agility]). 
  The character is strangled (Stamina statistic - 4) rounds after 
  the third linen strip wraps around their neck. 
  11. Mummy Octet. A rectangular room, entered from the 
  Heart Room through a secret door in the north wall. The 
  room contains broken pieces of wooden furniture, a broken 
  wooden pail, a moldy wooden shield, two glass flasks filled 
  with ordinary black mold, four broken clay flasks, and uni-
  dentifiable small pieces of bent metal. Forty large pale mush-
  rooms grow in a thick layer of dust on the floor. The room is 
  occupied by eight HD9 Mummies (hp45, AC40). The mum-
  my’s wrappings together hide: 30 SP, 13 GP, three pieces of 
  topaz (955, 1725, 2100 GP), a carved ivory mummy figure 
  (1180 GP), three plain gold rings (850, 1000, 1320 GP), a 
  bronze luck charm (not enchanted), a bronze-and-amber 
  charm against good (90 GP, not enchanted), and a 4550 GP 
  silver-turquoise Pegasus pin. When the mushrooms are con-
  sumed they cause severe abdominal cramps in 1d12 minutes, 
  persisting 3d100+45 minutes (save 1d20 roll GTET [29-
  Stamina]; affected persons reduce their effective Stamina 
  statistic for 1d12 hours and apply a -10 penalty modifier on 
  any roll to perform a physical task). 
  12. Hell Rat Alley. A rectangular room, entered from Poison 
  Gold through a secret door in the north wall. The room con-
  tains broken wooden furniture, smashed clay vessels, broken 
  glass (1d4 damage to any barefoot characters, avoid on 1d20 
  roll GTET [24-Agility]), ripped cloth and clothing, and 
  moldy leather goods. Eight mummified bodies (not undead) 
  lay in contorted positions on the floor. The room is occupied 
  by twelve HD4 Hell Rats. No goods are concealed in the 
  mummy wrappings. 
  13. Jackal Face. A 12 FT stone statue of a jackal-headed man 
  stands in the southwest exterior corner of the building. The 
  statue holds a flail and stone benches are immediately to the 
  west and south along the walls. A nearby stone pedestal sup-
  ports a 320 GP gold sundial. A circular vat at the statute’s 
  foot holds two large pale red fish (HD½, hp2, AC4). A gold 
  chain around the statue’s neck has a 14,360 GP gold-and-
  ruby amulet shaped like a running jackal; if the chain is re-
  moved from the statue a pack of fourteen hungry HD4 Jack-
  als appears in the courtyard on the next round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  FUNERARY  TEMPLE 
  At the Jackal-Faced Statue 
  
   
   
   14 
  14. Bird Face. Two statues of bird-headed humanoid males are 
  along the north wall of the southeast exterior corner of the 
  building, two statues of bird-headed females are along the 
  west wall. Each statue is made of green stone, 15 FT high, 4 
  FT across, a flail in one hand and a mace in the other, wear-
  ing a loincloth; the female statues have ruby (each 7775 GP) 
  nipples. The male statues wear silver chains around their 
  necks with silver amulets shaped like swimming swans (each 
  1025 GP). The female statues wear gold chains around their 
  necks with gold amulets shaped like flying eagles (each 2000 
  GP). If the gold chain is removed from either female statue a 
  HD10 Banshee confined within the statue is released. If the 
  silver chain is removed from either male statue a HD12 
  Dread Wraith (hp72, AC70) confined within the statue is 
  released. 
  Obelisk Tower 
  This building is a square tower 30 FT on a side, 70 FT tall, made 
  of heavy stone blocks with a whitewashed exterior. A heavy 
  stone door (unlocked, requires total Strength GTET 30 to move) 
  centered in the south side gives entry to the first floor. The interi-
  or is larger than the exterior, having eleven stories totaling 97 FT 
  high; each of the lower ten floors are comprised of single rooms, 
  25 FT by 25 FT by 9 FT tall, with brown stucco walls, glossy 
  white tile floors with brown grout, and ceilings with frescoes 
  depicting mummies and skeletons. The eleventh floor is a single 
  room 18 FT by 18 FT by 7 FT tall, with black painted walls, red 
  tile floors with black grout, and white ceiling with frescoes of 
  devils fighting demons. The ceilings of each room are solid with 
  no physical means to access the next floor. If the Mummy King/
  Queen is in the Obelisk, they are found at the Throne Room 
  (#9) on 1d20 rolls GTET 16, otherwise they are in the Sarcopha-
  gus Room (#10). A building diagram is found on page 15. 
  1. Ground Floor. Entered from the Oasis through an un-
  locked stone door (Strength GTET 30 to move) centered in 
  the south wall. The chopped remains of five brightly painted 
  sarcophagi litter the floor, covered in a thick layer of dust. 
  An oval silver mirror 60 inches tall hangs on the north wall, 
  6 inches off the floor; the mirror acts as a two-way gate to an 
  identical mirror handing on the south wall of First Mummy. 
  A single battered (unlit) copper oil lantern hangs from a 
  chain in the center of the ceiling. Also on the floor are sever-
  al unidentifiable (but large) bones, three wooden stakes, five 
  empty glass vials (intact), three cloves of garlic (old, moldy), 
  a broken ordinary cutlass (rusted), two ripped leather Arm 
  Guards, two blank pieces of parchment with holes in them, 
  three headless arrow shafts, a cracked clay flask, and a short 
  length of tarnished copper chain. 
  2. First Mummy. Contains a rectangular wooden table 5 FT 
  long with a single straight wooden chair; a HD8 Mummy 
  (hp45, AC43) is seated, a silver whistle on a leather thong 
  around its neck, armed with a Flail +3 (unholy, paralyzing 
  2d100 minutes, save 1d20 roll GTET [32-Stamina]).  
   
  Identical sixty-inch oval mirrors hang in the center of the 
  north and south walls; the mirror on the south wall acts as a 
  two-way gate to the Ground Floor; the mirror on the north 
  wall acts as a two-way gate to Animated Weapons. Four 
  HD6 Uber-Skeletons stand in a line facing the mirror on 
  the south wall, with spears set and two-handed swords in 
  scabbards. 
  Given the opportunity, the Mummy challenges the characters 
  about why they are in the obelisk; if characters are fast and 
  forceful with a coherent and logical answer (save 1d20 roll 
  GTET [33-Intelligence]) the Mummy passes them without 
  combat, otherwise an additional 1d12+2 HD6 Uber-
  Skeletons are summoned (appearing through the north 
  mirror after 1d4 rounds) using the silver whistle (usable 2/
  day). Any mortals who surrender or are captured are 
  marched to the nearest Infernal Duke’s Palace for investiga-
  tion and judgment. 
  3. Animated Weapons. This room is empty except for the 
  weapon racks installed along the whole east and west walls. 
  Sixty inch oval mirrors hang in the center of the north and 
  south walls; the mirror on the south wall acts as a two-way 
  gate to First Mummy; the mirror on the north wall acts as a 
  two-way gate to Hungry Plants. Four large lit brass lanterns 
  are attached to the north and south walls, two on each side of 
  each mirror. The floor is smooth and clean, made of high 
  quality ornate wood flooring. The north side weapon racks 
  contain 25 wooden staves and the south side racks contain 15 
  blunted rapiers plus 10 blunted scimitars. When the Adven-
  turers reach the center of the room all weapons animate and 
  attack, dividing themselves equally among the possible tar-
  gets, unless each Adventurer had first bowed to the north and 
  south sides before proceeding onto the floor (possesses 
  knowledge of proper martial protocol on 1d20 rolls GTET 
  [34-Intelligence], Warriors apply a +3 bonus). The staves 
  fight as Warriors L6, hp15, AC16, hit for 1d4; the scimitars 
  fight as Warriors L8, hp 20, AC20, hit for 1d6; the rapiers 
  FUNERARY  TEMPLE ; OBELISK  TOWER 
  Adventurers at the front of the Obelisk Tower 
  
   
   
   15 
  Continued from #3, Animated Weapons...fight as Warri-
  or L10, hp25, AC24, and hit for 1d8. 
  4. Hungry Plants. The room contains eight stone vats each 4 
  FT across, arranged in two rows of four, 6 FT from the east 
  and west walls with 6 FT between the rows in the center. 
  Sixty inch oval mirrors hang in the center of the north and 
  south walls; the mirror on the south wall acts as a two-way 
  gate to Animated Weapons; the mirror on the north wall acts 
  as a two-way gate to Full Water; if the word ‘Azeem’ is spo-
  ken aloud prior to entering the mirror then it acts as a one-
  way gate to the File Room for 2 minutes. A small puddle of 
  water is on the floor beneath the north mirror. On a square 
  wooden table immediately right of the south mirror are three 
  large pewter pitchers of clear water. A small puddle of water 
  is on the floor in front of the mirror on the north wall. Each 
  vat holds a Carnivorous Plant (hp 12, AC14, 1d8 leaves with 
  one 1d4 spike, reach 8 FT). The plants do not attack any  
  OBELISK  TOWER 
  
   
   
   16 
  Continued from #4, Hungry Plants...person carrying a water 
  pitcher; after being watered by GTET one-quarter pitcher, a 
  plant becomes inactive for 1 hour. 
  5. Full Water. The room is completely bare, filled to the 
  roof with water (no air gap), and is completely dark. A 60 
  inch oval mirror hangs in the center of both the north and 
  south walls; the mirror on the south wall acts as a two-way 
  gate to Hungry Plants; the mirror on the north wall acts as a 
  two-way gate to the File Room. The room is occupied by a 
  HD8 Giant Octopus (hp32, AC33, 1d6 per tentacle, bite 1d8, 
  wraps on roll GTET 18, breaks wrap on 1d20 roll GTET [32-
  Strength], 1d20 rounds inky blackness) on 1d10 rolls GTET 
  4. After Adventurers pass through the room, on their return 
  the room is occupied by a Type 7A Devil. 
  6. File Room. The room is furnished with a large oaken 
  desk and padded chair, two long benches, a circular table (lit 
  44 GP silver four-candle candelabra), six upright wooden 
  four-drawer file cabinets, a wooden rocking chair, and three 
  leather footstools. A 60 inch oval mirror hangs in the center 
  of each of the north and south walls; the mirror on the south 
  wall acts as a two-way gate to Full Water; if the word 
  ‘Vizier’ is spoken aloud prior to entering the mirror it acts as 
  a one-way gate to Hungry Plants for 2 minutes. The mirror 
  on the north wall acts as a two-way gate to the Library. 
  In the northwest corner is a marble fountain in the shape of a 
  fish over a large shell which spouts Unholy Water (at one 
  vial per minute). A 10 FT diameter circular blue-and-green 
  tartan rug is in the center of the room. Three (lit) brass oil 
  lanterns are attached to the west wall by iron brackets, with 
  three more on the east wall; the west wall center lantern once 
  belonged to a Djinn and is imbued with a residual Altered 
  Realities spell which is invoked by rubbing the lantern 
  (expires if not used within 3 minutes of rubbing, cannot use 
  Altered Realities to escape from Inferno). The room is occu-
  pied by three HD 9 Mummies (hp44, AC45) each armed 
  with Scimitars +2 (Unholy, Wizard Bane, save 1d20 roll 
  GTET [34-Will]), and two slave HD8 Efreet (hp50, AC52) 
  each armed with a Scimitar +1 (gold-bladed, flaming, oppo-
  nents apply a -2 TH penalty, damage +4, requires Strength 
  GTET 20 to wield). The Efreet wear red leather belt pouches 
  that together hold: 280 GP, four emeralds (each 1d10*500 
  GP), two pearls (2900 GP, 3650 GP), nine rubies (each 
  [1d12*250]+5000 GP), a 2d8 Cure Wounds potion, a Potion 
  of Cold Resistance, two Banish Poison potions, a Proofing 
  Scroll, a Stone of Poison Negation, a Scarab of Immorality, 
  a Pendant of Mental Resolve (+3 Will save), and Spectacles 
  of True Seeing. 
   
  The desk has a brass keyhole (found locked, moderate diffi-
  culty). It contains 25 blank sheets of parchment, four quill 
  pens (one is gold, 47 GP), four vials of black ink, two vials 
  of blue ink, a solid silver letter opener shaped like an eagle 
  (412 GP), a raised gold seal featuring three obelisks (4630 
  GP), a copper whistle, three pairs of steel scissors, two small 
  blocks of an erasing resin material, a small blue taper candle 
  [aura of magic, no actual enchantment], a battered two-inch 
  thick leather bound book written in Infernal Cant with many 
  marks and tabs [translates as a book of accounting regula-
  tions], a 6-power magnifying glass in a silver frame (24 GP), 
  a leather pouch of dried figs, three pewter mugs, a complete-
  ly discharged Wand of Fireballs, a Dagger of Jayzo, and a 
  Loadstone. Four of the parchment sheets are scribed with 
  invisible ink (identify on 1d20 roll GTET [32-Intelligence]; 
  made visible with alcohol on 1d20 roll GTET [30-
  Intelligence]): Air Magic Scroll (1d6+2 Static Shock, Fog 
  Bank, See Invisible, Speak Languages, Target Missiles, Tele-
  kinesis), Fire Magic Scroll (Detection, Detection, Flare, 
  Magic Grenade, Smokescreen, Blindness, Blindness, Day-
  light), Water Magic Scroll (Breathe Underwater, Breathe 
  Underwater, Create Water, Create Water, Protection versus 
  Cold), and Priest’s Scroll (Armorskin AC+12, Command 
  Animals, 1d8 Cure Wounds, Detect Poisons, 1d10+2 God’s 
  Missile, Know Creature). 
  The file cabinets are unlocked and contain mostly mundane 
  personnel and receiving records relating to the Mummies and 
  Devils assigned to the Seventh Circle. All records are written 
  in Infernal Cant. 
  7. Library. The room is furnished with a large wooden ta-
  ble, six straight-back chairs with black leather cushions, 
  three writing desks each with a padded leather chair, two 
  wooden book stands, ten 8 FT bookcases each with five 
  shelves, three small white oval rugs, and a scroll rack (12 
  slots across by 20 slots high). Attached to the ceiling are 
  thirty glow sticks which provide light equal to 70% daylight 
  (these sticks cannot be removed from the ceiling without 
  going dark). A 60 inch-tall oval mirror hangs centered on 
  both the north and south walls. The mirror on the south wall 
  acts as a two-way gate to the File Room; the mirror on the 
  north wall acts as a two-way gate to Scrying Sphere. 
  OBELISK  TOWER 
  GM NOTE: 
  Because of the lack of air in the Full Water 
  room, Adventurers must state they are holding 
  their breath or donning water-breathing equip-
  ment prior to entering the mirror, otherwise 
  they are surprised (save 1d20 roll GTET [34-
  Intelligence]) by the water and have less than a 
  full breath of air. The amount of air a persons 
  starts with is determined by 1d8*eighths of a 
  breath. An Adventurer becomes unconscious 
  after [Stamina+eighths of a breath] rounds 
  (save 1d20 GTET [35-Stamina], checked per 
  round); an unconscious person drowns after an 
  additional Stamina number of rounds (save 
  1d20 GTET [35-Stamina], checked per round).  
  
   
   
   17 
  Continued from #7, Library...The bookcases are labeled 
  in Infernal Cant: ‘History,’ ‘Warfare,’ ‘Music,’ ‘Philosophy,’ 
  ‘Fine Art,’ ‘Cartography,’ ‘Construction,’ ‘Religion,’ 
  ‘Demonology,’ and ‘Spellcraft.’ Each section holds 850 – 
  1000 books, each written in Infernal Cant unless otherwise 
  noted. Each book has a trap spell on a 1d8 roll of 1, activated 
  when the cover is opened and affecting only the person 
  opening the book. Determine the specific trap effect using 
  1d8: (1) paralysis (1d20*1d8 minutes, save 1d20 roll GTET 
  [32-Stamina]), (2) blindness (1d20*1dd8 minutes, save 1d20 
  roll GTET [32-Stamina]), (3) 1d12+3 explosive rune (half 
  damage on 1d20 roll GTET [30-Stamina]), (4) dimensional 
  trap (1d100*1d6 hours in an unbreakable cage on the Ethe-
  real Plane, save 1d20 roll GTET [33-Will]), (5) fear 
  (1d20*1d10 minutes, save on 1d20 rolls GTET [33-Will]), 
  (6) minor curse (save on 1d20 roll GTET [34-Will]), (7) 
  weakness (1d12*1d10 minutes, temporarily reduces Strength 
  statistic by 1d8 points, save 1d20 roll GTET [32-Stamina]), 
  (8) confusion (1d12*1d10 minutes, save on 1d20 rolls GTET 
  [34-Will]). 
  If a book is not immediately opened, the associated trap spell 
  persists 2d20 hours after being removed from the room. The 
  books are made of durable materials and do not readily come 
  apart; for each page damaged or cut from a book the book 
  immolates itself on 1d20 rolls GTET 16 (1d20 fire damage, 
  range 5 FT, reduce damage hp1d8 on 1d20 rolls GTET [32-
  Stamina]). 
  Books in the history section primarily deal with the historical 
  figures and nations of [insert primary area of the GM’s cam-
  paign world]. Determine the language a book is written from 
  among 1d6 languages found in the GM’s campaign world. 
  Historical books are each valued at 1d100*1d12*10 GP. 
  Books in the warfare section primarily deal with classical 
  battles, military training, infantry and cavalry tactics, siege 
  warfare, and armor. One-third of the classical battles dis-
  cussed are between Devils and Demons. Warriors, Crusad-
  ers, Warlocks, and Crusaders each gain 12,500 XP/book 
  studied (studying requires 40 hours/book; maximum of 5 
  books; each book provides an XP bonus to only the first per-
  son studying it). Determine the language a book is written 
  from among 1d6 languages found in the GM’s campaign 
  world. These books are each valued at 1d100*1d6*5 GP. 
  Priests each gain 12,500 XP/book after studying books in 
  philosophy and religion (40 hours/book, a maximum of five 
  books, each book provides an XP bonus to only the first per-
  son studying). Determine the language a book is written 
  from among 1d6 languages found in the GM’s campaign 
  world. These books are each valued at 1d100*1d100 GP. 
  Books in the construction section primarily deal with mili-
  tary construction and castles, roads, bridges and aqueducts, 
  mines, monuments and temples, and surveying. Determine 
  the language a book is written from among 1d6 languages 
  found in the Game Master’s campaign world. These books 
  are each valued at 1d100*2d1281d6 GP each. A hollow book 
  is selected on 1d100 roll GTET 96 that contains a heavy sil-
  ver ring embossed with ten raised devil heads – this ring 
  releases creatures held in the trap mirror located in the Sar-
  cophagus Room (the hollow is lead-lined to protect it from 
  magical detection). 
  Books in the demonology section have to do with the nature, 
  powers, organization, goals, and home plane of demons. At 
  least twelve books deal with each Demon Prince, and each 
  Demon Lord is the subject of at least four books; other pow-
  erful non-aligned Infernal creatures have two to three books 
  each written about them. Numerous books discuss the long 
  and convoluted history between Devils and Demons, includ-
  ing at least nine about their many wars, all written from the 
  Devil’s point of view. Determine the language a book is 
  written from among 1d6 languages found in the Game Mas-
  ter’s campaign world. These books are each valued at 
  1d100*1d20*500 GP. 
  Books in the spellcraft section primarily deal with the prime-
  val elements, magical theory, the theory of magical rituals, 
  the components of magic, sources of magical power, and the 
  structure of the universe. Wizards, Shaman, and Warlocks 
  each gain 8500 XP for every tome they study (12 hours/
  book, 42,500 XP maximum). Wizards can find references 
  about any spell, but are limited to copying (learning) four 
  spells/day. Determine the language a book is written from 
  among 1d6 languages found in the Game Masters’s cam-
  paign world. These books are each valued at 
  1d100*3d6*1500 GP. 
  8. Scrying Sphere. A glassy pale 16 inch glowing blue 
  sphere, sits in the rounded top of a black marble pedestal in 
  the room’s center. The pedestal is 50 inches tall by 12 inches 
  across, with 12 sides. Two sixty-inch oval mirrors hang cen-
  tered in the north and south walls; the mirror on the south 
  wall acts as a two-way gate to the Library; the mirror on the 
  north wall acts as a two-way gate to the Throne Room. 
  The sphere must be touched with both hands to be used (full 
  skin contact). When used by an undead creature the sphere 
  shows a view of any room or area in the oasis; when used by 
  a living person the sphere shows only the image of the Mum-
  my King/Queen. Any mortal suffers 1d10 mental damage 
  from using the sphere, they become temporarily blinded 
  (1d100*1d6 hours, save 1d20 GTET [34-Stamina]), and their 
  effective Intelligence statistic is reduced by 1d6 points 
  (1d100*1d12 hours, save 1d20 GTET 34-Will). 
  9. Throne Room. The room is furnished with a large carved 
  cedar throne with a purple satin canopy and silver gilding, a 
  circular rug of gold (7200 GP), a round cedar table gilded 
  with silver, a gold chest (keyhole, found locked, difficult), 
  OBELISK  TOWER 
  
   
   
   18 
  Continued from #9, Throne Room...eight tall gold candle-
  sticks (each 4050 GP) with lit purple candles, six wide silver 
  cauldrons (42 inches across, 34 pounds, 22,417 GP) each of 
  which holds a rare potted plant (with medicinal or alchemical 
  properties), and five copper urns each 5 FT tall by 2 FT 
  across. A 60-inch oval mirror hanging in the center of the 
  south wall acts as a two-way gate to Scrying Sphere. Pairs of 
  crossed silver scimitars hang on the west and east walls 
  (each pair animates on 1d10 rolls GTET 4 checked every 3 
  rounds; each scimitar acts like a Warrior L14, unholy, neck-
  cleaving versus good opponents {save on 1d20 roll GTET 
  [33-Agility]}, hp27, AC50). The room is occupied by an 
  honor guard of six HD10 Desert Toad Men, each armed with 
  Sabers +2 and two poisoned curved dirks (paralysis after 
  1d6 rounds, 1d100*20 rounds, save 1d20 roll GTET [34-
  Stamina]); two Toad Men also carry short bows with quivers 
  (War Arrows +1 x15). Together the Toad Men carry: 83 SP, 
  149 GP, 2 platinum pieces, four leather canteens of water, a 
  finely-carved walking stick, three 1d12 Cure Wounds po-
  tions, an Invisibility Potion, two silver whistles (each 4 GP), 
  two 1d12+3 grenades (6 FT blast), four flasks of oil, and 
  eight pouches of ordinary pipeweed. When the gold chest is 
  opened a horizontal mirrored surface is found across the top; 
  the surface acts as a two-way gate leading to the south wall 
  in the Sarcophagus Room. 
  10. Sarcophagus Room. A 12 FT room high, furnished with a 
  blue marble table supporting a brightly-painted wood sar-
  cophagus (closed, sealed with a lead bead). The room also 
  contains a cedar rocking chair, a chest of cedar wood 
  (unlocked), a small writing desk, an upright bookcase, and a 
  mahogany book stand holding an open book of prayers to 
  Samael (written in Infernal Cant, aura of evil). A 6 FT wide 
  by 7 FT high tapestry (20,439 GP) hanging on the west wall 
  depicts an army of mummy spearmen, and a large bearskin 
  rug (2502 GP) is on the floor. Two lit golden oil lanterns are 
  mounted on each wall. Two 60-inch oval mirrors hang cen-
  tered on the north and south walls; the mirror on the south 
  wall acts as a two-way gate to the Throne Room (active only 
  while the gold chest remains open); the mirror on the north 
  wall acts as a dimensional trap holding up to eight creatures, 
  each in their own dimensional pocket; the silver ring found 
  in the Library can release the mirror occupants. A hidden 
  trapdoor (find on 1d20 rolls GTET 34-Intelligence, open 
  1d20 roll GTET [32-Intelligence]) in the ceiling center leads 
  to the Topper Room. Two HD14 Mummy Lords armed with 
  Great Axes +3 [unholy, limb cleaving {save 1d20 rolls 
  GTET [34-Agility]}, critical hits on rolls GTET 14]) guard 
  the room. Three rounds after Adventurers enter the room, 
  1d6 HD9 Mummies enter through the mirror behind them 
  and ten rounds after Adventurers enter another 1d6 HD9 
  Mummies enter. Hidden inside the mummy wrappings 
  are: 68 SP, 31 GP, 3 platinum pieces, four opals (2210, 4350, 
  5150, 7000 GP), a 3015 GP blue-white pearl, two silver 
  charms (813 GP, 1126 GP), a gold buckle (205 GP), three 
  1250 GP carved ivory mummy figurines, a carved 180 GP 
  ebony figurine, two copper luck charms (not enchanted), a 
  charm against goodness (not enchanted), a 6538 GP silver-
  and-turquoise bracelet, a 11,470 GP gold-and-amber pin 
  shaped like Pegasus, and a 2100 GP plain gold chain. Inside 
  the mouth of the bearskin rug (find on 1d20 rolls GTET [32-
  Intelligence]) is a gold Ring of 2d8 Magic Missiles (72 
  charges). 
  When the chest is opened a Glyph of Breathlessness (7 FT 
  range, save 1d20 roll GTET [35-Stamina]) is scribed on the 
  inside cover; a spell of invisibility (save 1d20 roll GTET [36
  -Intelligence]) is cast no the chest contents so that it appears 
  empty. The chest contains a leather bag holding 90 electrum 
  pieces, a leather bag holding 110 platinum pieces, a chain 
  mail shirt sized for average humans (AC+7, protects against 
  touch attacks from Undead), a pair of silver Bracers of Alert-
  ing, a pair of thin brown Martial Artist Gloves (dwarf-sized), 
  and a steel Helm of All Breathing. 
  The writing desk contains twenty blank parchment sheets, 
  four quill pens, four vials of black ink, two vials of white 
  ink, a silver ring seal with three crossed shepherd crooks 
  (680 GP), a gold paperweight shaped like a jackal with emer-
  ald eyes (1410 GP), a 6-power silver magnifying glass (36 
  GP), a surgical scalpel with gold handle (22 GP), a small 
  leather pouch with 22 diamonds (each 3d20*250 GP), Dicta-
  tum’s Quill, a pair of gold-rimmed Spectacles of Kent, 
  Glasses of Vision Restoration, two ordinary decks of cards, 
  and a Fool’s Deck. 
   
  The bookcase contains: six books of rare ancient poetry 
  (each 2d100+4500 GP), five biographies of well-known gen-
  erals (each 1d100+200 years old, [3d12*35]+1100 GP), 
  eight law books (each 1d100+75 GP), a book of rare musical 
  scores (8550 GP), three books on rhetoric by famous ancient 
  authors (each 1d100*1d20*10 GP), fifteen books on philoso-
  phy (each 1d12*1d8*50 GP), seven books about ancient 
  civilizations and history (each  1d10*1d6*50 GP), five   
  OBELISK  TOWER 
  The Sarcophagus, Tapestry, Bear Rug, and Chest 
  
   
   
   19 
  Continued from #10, Sarcophagus Room...biographies of 
  ancient artists (each 1d20*1d8*10 GP), and eleven books 
  about religion (each 2d20*1d6*25 GP). The bookcase also 
  holds a Tome of Racial Adjustment (save 1d20 GTET [35-
  Will]), Language Libram’s for two archaic languages from 
  the GM’s campaign world, a Manual of Thieving Practices, 
  and a Manual of Undead Resistance. Also on the bookcase 
  are three crystal decanters filled with high-quality brandy 
  (each decanter 225 GP, each brandy 775 GP), a 17-inch sil-
  ver 20-power telescope (3350 GP), a 2075 GP 14-inch mar-
  ble figure of nude dancing woman, six marble-and-emerald 
  carved bookends (each 1650 GP), and a 15-inch ceramic 
  figure of a man sitting with his knees against his chin and 
  holding a pen in his left hand (aura of enchantment, Golem 
  Copyist). 
  Adventurers approaching within 7 FT of the dimensional 
  trap are captured (save 1d20 rolls GTET [34-Will]); all of 
  their physical equipment remains and falls to the floor as 
  their organic body is dematerialized. The dimensional trap 
  currently holds 6 creatures: (1) HD10 Cave Troll, (2) Cheleg 
  Istavan, (3) Jowyan, (4) Philomena, (5) Yothel, (6) Zo-
  baravrim. If GTET 3 additional creatures become 
  trapped, randomly determine the creature released using 1d8. 
  Creatures released from the dimensional trap appear naked. 
  If the mirror is broken all of the currently-trapped creatures 
  are permanently lost among the Outer Planes (released in the 
  mirror room on 1d20 rolls GTET [30-Will]). 
  11. Topper Room. A pyramidal room, 8 FT high at the cen-
  ter with a square base, entered from the Sarcophagus Room 
  through a trapdoor centered in the floor. The room is occu-
  pied by six HD8 Giant Tarantula. Scattered among the refuse 
  on the floor is found 235 GP, 30 electrum pieces, 27 plati-
  num pieces, six rubies (1140, 3000, 5000, 6250, 7500, 9250 
  GP), three diamonds (5775, 8400, 10,300 GP), a 9000 GP 
  topaz, a 10,125 GP amethyst, a silver bladed Long Sword +2 
  (neutral, disrupting, vicious), a steel Helm of Blindness, a 
  pair of copper gauntlets (of Fumbling), 3d10 spoiled trail 
  rations, three gold belt buckles (each 825 GP), two plain 
  silver rings (140, 188 GP), six gold-and-turquoise rings 
  (each 1d12*1d10*25 GP), and a bronze Vessel of Endless 
  Fog. 
  Sphinx Dungeon 
  A large multi-story stone building constructed to look like a man-
  headed lion (Sphinx) facing west, 120 FT long by 65 FT wide by 
  70 feet tall. Its head is 100 FT off the ground, 55 FT wide and 25 
  FT thick. Its two front paws extend out from the body, each 30 
  FT long by 15 FT wide by 15 FT tall. The Sphinx is covered in a 
  black stucco surface, has a stone tail up its back with an ochre-
  red tip, and wears an elaborate yellow-and-red colored headdress. 
  From the ground the eyes flash and reflect light (due to large 
  quartz crystals mounted in the eye sockets). 
  A stone lintel and door (no lock or handle, magically enhanced, 
  held closed by spells, hp120, AC50) is at ground level between 
  the paws on the west side, directly below the Sphinx’s head. 
  On the door is written in Common, ‘What are the next two let-
  ters in the following series: A E F H I K L M?’ The door silent-
  ly opens itself when the answer is spoken: ‘N and T’, otherwise 
  it cannot be opened or broken.  
   
  Unless otherwise noted all passageways are 4 FT across by 5 
  FT 3 inches high, magically enhanced for hardness and easy to 
  climb. All rooms are floored in glossy dark brown ceramic tiles 
  with tan or white grout, and have tan stucco ceilings; the rooms 
  have whitewashed walls on which are vividly painted scenes of 
  male and female animal-headed humanoids being worshiped 
  by tan-skinned, black haired, men and women, along with pic-
  tograph writing in an unknown language (translate on 1d20 
  rolls GTET [37-Intelligence]).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Note: 
  The Games Master should give Adventurers some 
  time to come up with the riddle’s answer; the cor-
  rect answer is letters composed only of straight 
  lines. A person may be permitted to solve the riddle 
  OBELISK  TOWER,  SPHINX ENTRY 
  Adventurers at the Sphinx Door 
  
   
   
   20 
  
   
   
   21 
  Hidden doors are 3 FT high by 5 FT wide, located at the bot-
  tom of walls (find on 1d20 rolls GTET [35-Intelligence], open 
  on 1d20 rolls GTET [44-Level-Agility]). The writing reads 
  from top to bottom in columns, orientated left to right; when 
  the text is deciphered it tells various myths about fighting be-
  tween factions among the animal-headed creatures who came 
  down from the sky to rule to desert lands. Some hidden doors 
  in the Sphinx are spelled with riddles: these are strongly made 
  and enchanted so that they cannot be opened until the riddle is 
  answered. Wandering monsters are found in the Sphinx, 
  checked every 15 minutes (refer to the Encounters section for 
  details). See the building diagrams on pages 20, 23, and 32. 
  Ground Floor 
  1. Dead Wrapped Persons. A hidden door to Thorny 
  Weather is on the west wall; a hidden door to Diseased 
  Corpse is on the south wall of the passage connecting to the 
  outside. The room contains ten brightly-painted wood sar-
  cophagi (six men, four women), all with their covers sealed 
  with wax (the mummified persons inside are not undead). 
  Hidden inside their wrappings are: 590 CP, 44 SP, 31 GP, 
  diamonds (3317 GP, 5200 GP), moonstones (690, 820, 910, 
  1145 GP), three silver charms against good (not enchanted, 
  each 100 GP), two carved ivory mummy figures (502 GP, 
  717 GP), a jade luck charm (not enchanted, 250 GP), five 
  500 CP copper disks, and a small silver key. A petrifying 
  curse is written on the inside cover of each sarcophagus, any 
  Adventurer who believes (save on 1d20 GTET [28-Will]) the 
  curse is affected for 1d100 hours. 
  2. Twisted Passage. Fifteen FT from the east wall is a pres-
  sure plate in the floor which releases three spring-fired 1d6 
  daggers from the ceiling 4 FT ahead (west) of the trigger 
  (find the trigger on 1d20 rolls GTET [30-Intelligence], dis-
  arm the trap on 1d20 rolls GTET [45-Level-Agility], avoid 
  the pressure plate if not detected on 1d20 rolls GTET [35-
  Agility], avoid the daggers on 1d20 rolls GTET [33-
  Agility]). 
  3. White Eyes. Fifteen feet east of the arched entrance to 
  Nightingale’s Song are two 16-inch slits (find on 1d20 rolls 
  GTET [30-Intelligence]) on the floor with two white eyes 
  painted on the wall above them (the eyes have an aura of 
  enchantment). When the eyes are exposed to direct light 
  GTET the intensity of a torch (range 6 FT) two 1d8 steel 
  circular blades come up through the floor (on 1d20 rolls 
  GTET 18 the damage to the feet is critical – quarter move-
  ment rate/lame, disarm trap on 1d20 rolls GTET [48-Level-
  Agility], avoid blades on 1d20 rolls GTET [30-Agility]). 
  4. Nightingale’s Song. The room is furnished with two long 
  wooden benches, a small red wool rug, a wicker chair, a 
  small square wooden table, and a gold metal stand holding a 
  locked (very difficult) gold bird cage. Unlit iron lanterns 
  hanging from iron wall brackets are on the south, west, and 
  north walls.  Inside the bird cage is a beautiful HD4 White 
  Nightingale (confusion 1d20*1d12 minutes, save 1d20 
  GTET [32-Will]). The bird sings on 1d20 rolls GTET 14 
  checked every round on 1d20 after Adventurers enter the 
  room. 
  5. Diseased Corpse. A square room with a 5 FT square al-
  cove on the east wall, entered from the Dead Wrapped Per-
  sons passage through a hidden door. The room is empty ex-
  cept for a heavy layer of dust and a rotting human corpse 
  found face down. The corpse is male, dressed in moldy robes 
  and leather shoes, and is in an advanced state of decomposi-
  tion (with a strong stench in the room, 1d20 rounds nausea, 
  save 1d20 roll GTET [30-Stamina]). Persons searching [skin 
  contact] the corpse contract a virulent rotting disease (save 
  1d20 roll GTET [32-Stamina]; the disease expresses after 
  1d20 hours and completely rots the victim’s skin 1d20 hours 
  later [fatal]. Curing the disease requires two banish disease 
  spells cast by a Priest GTET L14 or Crusader GTET L16 
  both within 6 hours of exposure. There is no treasure on the 
  body. 
  6. Thorny Weather. Growing from the ceiling are thirty-
  four supple dark brown woody vines with thick thorns (1d6 
  damage, hp5 to sever, AC25, fire immune). A male Gnome’s 
  corpse is tightly wrapped in vines in the northwest corner. 
  The body is a dressed in leather armor with a leather satchel. 
  The satchel contains two vials of Holy Water, an ordinary 
  steel dirk in leather scabbard, a flask of oil, flint & steel, a 
  Lock Pick +1, a 570 GP 10-power magnifying glass, a spell 
  scroll (Fire: Anti Vision Walls, Blindness, Blindness, Dis-
  perse Magic, Disperse Magic, Invisibility, Night Vision), a 
  spell scroll (Water: 3d6 Hail Blast 25x25 FT, Ice Encase-
  ment, Summon Fog, Summon Undine), and a Priest’s scroll 
  (Armorskin AC+20, Create Minor Food, 1d10+3 God’s Mis-
  sile, Minor Escape, Banish Paralysis, Banish Spells). 
  7. Crushing Trap. The room appears empty except for a 
  heavy black layer of dust but has an aura of enchantment. A 
  north-to-south invisible (find 1d20 GTET [35-Intelligence], 
  avoid if not detected on 1d20 rolls GTET [34-Agility]) trip 
  wire is across the center of the room: when the wire is 
  stressed (pulled, kicked, stepped on) or de-tensioned (cut), a 
  100 pound stone block centered in the ceiling, 40 inches on a 
  side by 4 FT, falls on the next round (avoid on 1d20 rolls 
  GTET [28-Agility], 4d6 crushing damage; the crash/
  vibration reverberates throughout this level). The block is 
  identified in the ceiling on 1d20 GTET [30-Intelligence]; 
  disable trap on 1d20 rolls GTET [46-Level-Intelligence]. 
  Once the block is on the floor, a circular hole, 8 inches wide 
  by 2 FT deep, is found on its north side (find on 1d20 roll 
  GTET [26-Intelligence]); inside the hole is a single dose pot 
  of Balm of Life Restoration and a Ring of the Leech. 
   
   
  SPHINX  DUNGEON 
  
   
   
   22 
  8. Ordinary Mummies. The room contains twelve brightly 
  painted wooden sarcophagi painted with the images of nine 
  male and three female brown skinned persons. The sarcopha-
  gi contain eleven ordinary HD9 Mummies; the fourth sar-
  cophagus holds only diseased mummy linens (contract lepro-
  sy from skin contact, save on 1d20 rolls GTET [32-
  Stamina]). Beginning on the fourth round after the room is 
  entered one random sarcophagus opens every combat round 
  until all Mummies have joined the combat. Inside the mum-
  my wrappings are found: 32 CP, 30 SP, 25 GP, four carved 
  ivory mummy charms (not enchanted; 580, 710, 905, 975 
  GP), two gold luck charms (not enchanted; 710, 820 GP), a 
  4550 GP pearl, three gold chains (800, 1170, 1440 GP), a 
  620 GP silver bracelet, and a 1825 GP gold pin in the shape 
  of a bee. 
  9. Bare Cobwebs. The room is empty except for a thick lay-
  er of orange dust and thick cobwebs in each corner. Elves 
  detect the strong odor of spiders (1d20 rolls GTET [30-
  Intelligence]). 
  10. Spider Lair. The room contains broken pieces of chairs, 
  an overturned round table, two torn wool cloaks, a smashed 
  wooden cask, an ordinary club, six broken arrows, and a 
  cloven sword blade. The room is occupied by five HD6 
  Mold Spiders. 
  11. Stairway. A HD15 Iron Golem stands in the jog, com-
  pletely blocking the path to the stairs. On the passage’s north 
  wall the words: “It runs and runs but can never flee. It is 
  often watched, yet never sees. When long it brings boredom, 
  when short it brings fear. What is it?” are written in Com-
  mon. When the answer, ‘time,’ is spoken aloud the golem 
  moves west into the corner and allows passage; the Golem 
  defends itself when attacked but remains impassive if left 
  alone. The stairway twists back on itself (entry facing north, 
  exit on the upper floor facing south). 
  12. Piranha Pool. The floor is sunken down by 5 FT from the 
  passages and the room is completely filled with azure water 
  to within two inches of the passage floors (there is no ledge 
  or other dry means to cross the room to the opposite pas-
  sage). Forty small yellow-brown HD5 Piranha fish (hp10) 
  are swimming through the water, along with a jumble of 
  bones on the floor (find on 1d20 rolls GTET [28-
  Intelligence], no significance). 
  13. Dark Corridor. The entire passage is spelled with Dark-
  ness (extinguishing natural/enchanted lights and lanterns 
  after 1 round). Fifteen FT from the east end six spears are 
  attached to the wall at chest height, angled inward 
  (Adventurers running into the spears suffer 3d6+4 impaling 
  damage/6d6 if running; avoid on 1d20 rolls GTET [34-
  Agility] if the spears are not detected). 
   
  14. Dusty Rats. A hidden door to Taprot’s Ring is in the west 
  wall. The room is empty except for dust, thick grey cobwebs, 
  a few dead rats putrid smell, range 12 FT), and general trash. 
  15. Taprot’s Ring. A rectangular room entered from Dusty 
  Rates through a hidden door on the east wall. The room con-
  tains a 7 FT by 4 FT blue carpet [Greater Flying Carpet], 
  four gold idols of boar-headed men (each idol 4 FT tall, 850 
  pounds, 16700 GP value) each stand on a corner of the car-
  pet, a narrow 4 FT table is against the west wall long, four 
  tall 1 GP bronze candlesticks, and a 48 GP silver mirror 
  hangs on the south wall (if broken, the breaker applies a -4 
  save penalty for the subsequent 100 days, save 1d20 GTET 
  [36-Will]). On the table are four gold chalices (500, 500, 
  820, 835 GP) filled with good quality red wine - the right-
  most one is poisoned (permanently reduce Strength statistic 
  by 1 point, save 1d20 roll GTET [28-Stamina]). On the 
  table’s underside is a hidden panel (find 1d20 roll GTET [28
  -Intelligence], open 1d20 GTET [30-Agility]) holding the 
  12,800 GP gold-and-turquoise ring used at the Evil Shrine 
  (room 49). 
  16. First Transit. A square room entered from Shaft Bottom 
  (-15 FT Elevation) through a circular shaft (moderate climb-
  ing difficulty) in the floor, and from Down Shaft (+15 FT 
  Elevation) through a circular shaft in the ceiling. The room is 
  empty. 
  17. Second Transit. A square room entered from Bleached 
  Bones (-15 FT Elevation) through a circular shaft (moderate 
  difficulty to climb) in the floor, and from Tapestries (+30 
  FT Elevation) through a circular shaft in the ceiling. The 
  room is empty. 
  -15 Foot Elevation 
  18. Shaft Bottom. A circular shaft in the ceiling leads up-
  ward to First Transit (#16) to the +15 FT Elevation. A HD5 
  Rust Mold is in the room on 1d10 rolls GTET 5. 
  19. Rats and Garbage. The room is filled with garbage and 
  refuse of all sorts and smells like a sewer (gag unless suc-
  ceeding on a 1d20 roll GTET [28-Stamina]), it is occupied 
  by twelve HD5 Hell Rats. Two HD9 Lycanthropes (Rat) in 
  rat form enter 1d8 rounds after the Adventurers. 
  20. Toll Sphinx. A winged HD12 Olympian Sphinx sits pa-
  tiently in the center of an otherwise bare room. The Sphinx 
  charges 500 GP plus an enchanted item per person to allow 
  Adventurers to pass (and the same when they return again). 
  21. Beer Pub. The room has a 6 FT wooden table, two 
  wooden benches, three four-legged stools, and four wooden 
  barrels with closed wood lids (open lock on 1d20 rolls 
  GTET [38-Level-Agility]); six pewter mugs hang from 
  wooden hooks on the wall, and the room smells like a pub. 
  Each barrel contains twenty gallons of high quality beer. A 
  Zoybim is present to serve the beer. A person drinking 
  SPHINX  DUNGEON 
  
   
   
   23 
  
   
   
   24 
  Continued from #21, Beer Pub...the beer becomes stink-
  ing, falling-down, drunk (persists 1d10+2 hours, save on 
  1d20 rolls GTET [30-Will+{number of drinks}], checked 
  every gulp); affected persons apply a -4 melee penalty, -6 
  ranged weapon penalty, and have their Agility, Intelligence, 
  and Will statistics each temporarily reduced by 1d4+1 
  points; the drunkenness cannot be cured or reduced by 
  spells or prayers. 
  22. Priest’s Camp. The room has a hidden door in the south-
  west wall to Not What She Seems. Its furnishings include an 
  ornate carved wooden bench, a rocking chair, two wood-and-
  leather footrests, and three stuffed pillows. A fire is built on 
  the floor in the northeast corner on a circle of red bricks, 
  with a bubbling pot of stew on an iron tripod. Two lit bronze 
  lanterns are attached to the west wall. Three bedrolls are 
  rolled out near the north wall. The room is occupied by two 
  evil Priests (Morfarch, Gundelan), a Priestess (Orlaith), 
  and a bodyguard (Eildon). The group has ordinary back 
  packs and bedrolls, 2030 SP, 1840 GP, cooking equipment, 
  rations for thirty meals, three diamonds/ two rubies/three 
  garnets/two sapphires (each [1d100*1d12*20]+1200 GP), 3 
  gallons of clean water in water skins, assorted ordinary 
  clothing, and minor personal items of little value. Each per-
  son wears an 8200 GP platinum unholy Symbol. 
  23. Not What She Seems. The room is entered from Priest’s 
  Camp through a secret door in the alcove. The room contains 
  a black quartz altar (unholy aura, aura of enchantment) 
  against the north wall, three wooden kneelers made with 
  black dragon leather, a bronze chair, and a copper cauldron. 
  On the altar are four gold candlesticks (900, 920, 1050, 1200 
  GP) with lit purple candles, two shallow gold bowls (740, 
  900 GP), a 1500 GP curved silver ritual knife (unholy aura), 
  a 14,250 GP 12 inch gold idol of a horned man with a forked 
  tail, two gold goblets with emeralds and rubies (12,625 GP, 
  17,037 GP), and a 21,770 GP ruby-tipped gold rod 14 inches 
  long by 2 inches in diameter. Above the altar are mounted 
  four intertwined gold flames (the Unholy symbol of Prince 
  Amayon). Vivinna, a comely female elf [shapechanged Type 
  7C Devil] is shackled to the south wall by four gold man-
  acles; she is dressed in a tight-fitting knee-length white tunic. 
  “Vivinna” tells a story of being part of a party of Elves sent 
  to destroy Sunnaman’s Sword, a weapon specifically en-
  chanted to kill Elves; the Sword is supposed to be located in 
  Prince Amayon’s vault. The party reached Amayon’s palace 
  but suffered fatalities and was driven into the desert to hide; 
  she became separated from the others in a sandstorm and 
  found refuge in a round temple-like building where she fell 
  asleep and was subsequently captured 28 days ago. Vivinna 
  asks for release from the manacles and for help in escaping 
  Inferno. If she joins the Adventurers, she actively assists 
  them until their next combat involving devils, during which 
  she transforms back to her natural shape and joins the attack-
  ers from behind. Vivinna will try to obtain as much equip-
  ment for herself as possible, especially enchanted items. 
  Good Adventurers are repelled from the room by its evil 
  nature and cannot enter unless succeeding on a 1d20 roll 
  GTET [33-Will]. Good persons suffer 1d8 heat damage from 
  directly touching (skin contact) any item on the altar. Per-
  sons sitting in the bronze chair turn militantly evil for 
  1d100+5 months (save 1d20 roll GTET [36-Will], checked 
  every minute). Good or neutral persons looking directly at 
  Amayon’s Unholy Symbol have their Intelligence and Will 
  statistics each temporarily reduced by 1 point, lasting 10 
  days (avoid view on 1d20 rolls GTET [30-Will], save 1d20 
  roll GTET [32-Will]); good persons suffer 2d12+3 heat dam-
  age from touching Amayon’s Unholy Symbol. 
  24. Listening for Trouble. A hidden door to More Rats is on 
  the south wall. A large flesh-colored ear is painted on the 
  north wall at the corner where the passage turns west. Twen-
  ty-two FT from the west end of the passage five 1-inch diam-
  eter holes are arranged on the north and south sides in verti-
  cal lines (find on 1d20 rolls GTET [30-Intelligence]). If the 
  ear ‘hears’ (range 25 FT, 1d20 roll GTET 11, checked every 
  round) any noise, after a delay of 10 seconds solid iron bars 
  (hp20/bar, AC50, break on 1d20 roll GTET [34-Strength]) 
  with spear points move out from the vertical holes to block 
  the passage (disarm on 1d20 roll GTET [50-Level-Agility]); 
  a person caught between the holes when the trap is activated 
  suffers 1d12 piercing damage (avoid on 1d20 roll GTET [28-
  Agility]). The iron bars overlap and are interweaved to com-
  pletely block the passage. The ear can be disabled on 1d20 
  rolls GTET [48-Level-Agility]. 
  25. Remains of Battle. The room contains a broken steel long 
  sword blade, seven broken arrows, a moldy red leather glove 
  (right hand), a shattered round wooden shield, an ordinary 
  open-faced helm (badly dented), two empty clay flasks 
  (chipped), and some broken glass, all covered by a thick 
  brown dust interspaced with mold.  
  26. More Rats. The room is entered from Listening for Trou-
  ble through a hidden door in the north wall at the northwest 
  corner, and from Bleached Bones through a secret stone door 
  (magically enhanced) in the south wall. On the west wall the 
  following words are written in Common in ten-inch high 
  green letters: “What can climb mountains, cross streams, 
  handle hundreds of feet each day, yet never moves?” When 
  the answer, ‘a road or trail,’ is spoken aloud the secret door 
  on the south wall opens. The room is unfurnished, has a layer 
  of heavy black dust, smells like burnt charcoal and has is 
  occupied on 1d10 rolls GTET 5 by 1d8 HD4 Hell Rats. 
  27. Bleached Bones. A 9 FT high rectangular room entered 
  from More Rats through a hidden door (magically enhanced) 
  in the north wall, and from Murderer’s Riddle through a hid-
  den door (magically enhanced) in the east wall. An oval shaft 
  (moderate climbing difficulty) centered in the ceiling leads 
  up to the +30 Foot Elevation through Second Transit (#17) 
  SPHINX  DUNGEON 
  
   
   
   25 
  Continued from #27, Bleached Bones...and Tapestries 
  (#67). A pile of mixed bleached grey bones sits underneath 
  the open shaft (aura of evil). The room is occupied by four 
  Zoybim carrying 1d8 spiked clubs (adamantine spikes, 
  +2 damage, each spike is worth 1600 GP). 
  28. Murderer’s Riddle. Entered from Scroll and Claxon 
  through a hidden door on the south wall, and from Bleached 
  Bones through a hidden door on the north-west wall 
  (magically enhanced). On the west end of the passage is 
  written in Common in glowing green letters seven-inches 
  high: ‘A murderer is condemned to death. He has to choose 
  between three rooms. The first is full of raging fires, the sec-
  ond is full of assassins with sharp scimitars, and the third is 
  full of lions that haven't eaten in 3 years. Which room should 
  he choose?’ When the answer, ‘the lions (they are all dead)’ 
  is spoken aloud the secret door to Bleached Bones opens. A 
  HD3 Black Pudding occupies the northern leg of the room. 
  29. Cage Trap. A hidden door on the west wall of the south 
  leg leads to the Wall of Force Room. The 5 FT section at the 
  T-intersection is mounted on springs (depressed by weight 
  GTET 66 pounds; stay upright on 1d20 rolls GTET [25-
  Agility]). When the floor plate reaches the bottom of its drop 
  a 5 FT by 5 FT by 7 FT tall metal cage (magically enhanced, 
  one-inch bars spaced three inches apart, hp120, AC30, 
  Strength DC40 to lift, acid resistant) is released from the 
  ceiling, trapping the person beneath (avoid on 1d20 roll 
  GTET [30-Agility]. 
  30. Wall of Force Room. Entered from Cage Trap through 
  a hidden door on the east wall; a hidden exit door on the 
  west wall leads to the Fungi Place. The room is clean and 
  unfurnished except for an opaque undulating blue Wall of 
  Force across its center, preventing access to the western 
  half of the room. The wall of force requires a Wizard GTET 
  L20 to dispel, or is dispelled using the scroll found at 
  Smoke and Scroll (#37). An “X” in blue chalk is marked on 
  the south wall. 
  31. Fungi Place. The room is entered from the Wall of Force 
  Room through a secret door in the east wall; hidden doors in 
  the south wall leads to Phantasm Copyist and Down Ramp. 
  The room is filled with dust and garbage, with blackened 
  bones and bone fragments scattered on the floor. Attached to 
  the ceiling are nine HD4 Hanging Fungi. 
  32. Phantasm Copyist. The room is entered from Fungi Place 
  through a hidden door on the north side. The room contains a 
  thick layer of ochre dust showing several boot prints, four-
  teen broken clay flasks, a blank piece of parchment (aura of 
  goodness), a broken arrow, a sliced leather belt, and a scale 
  mail right-hand Gauntlet (AC+2). Adventurers see a phan-
  tasm (image) of a small bearded human man in a long purple 
  hat sitting at a desk, copying a scroll. 
   
  33. Down Ramp. This area varies with the Oasis which the 
  Games Master is using this adventure product to represent. 
  Koessa Ramp: A seven FT wide ramp entered from Fungi 
  Place through a hidden door. The ramp is 90 FT long and 
  descends 25 vertical FT to the -30 Foot Elevation. Only the 
  Koessa Oasis Sphinx has a -30 Elevation. 
  (Any other Oasis)  A seven-FT wide ramp, 45 FT long, 
  reached from Fungi Place through a hidden door. The bottom 
  of the ramp, ten vertical feet lower in elevation than the top, 
  is completely filled in by sand. If Adventurers dig in the sand 
  or remain in the area GTET 2 minutes, three HD16 Horned 
  Worms come out of the sand.  
  34. Scroll and Claxon. A rolled and tied blank yellow parch-
  ment scroll sits on the floor 35 FT east of the Planter Room; 
  the scroll is attached to a claxon device by a slender thread 
  through the floor (find on 1d20 rolls GTET [31-Intelligence], 
  disarm device on 1d20 rolls GTET [45-Level-Agility]). 
  When the scroll is moved by GTET 4 inches the claxon 
  sounds for 3 minutes, being heard in #19, #20, #28, #29, #30, 
  #31, #35, #36, and #37. Each person is deafened (1d12 dam-
  age, 1d100*6 minutes total loss of hearing) by the claxon 
  (save 1d20 roll GTET [33-Stamina], checked every third 
  round). 
  35. Iron Chest Stone Man. An iron chest with a steel padlock 
  is against the south wall; a three tumbler-combination lock is 
  beneath a hidden (find on 1d20 roll GTET [30-Intelligence]; 
  each tumbler has 12 digits and the correct combination is 10-
  8-2); written on the top is the word, ‘Pandora.’ A HD11 
  Stone Golem stands in front of the chest, preventing ac-
  cess. When the chest is opened, three spells are activated in 
  succession: pain (range 25 FT, 2 hp damage/round for 1d12 
  rounds, save on 1d20 roll GTET [32-Will], checked every 
  round), despair (range 25 FT, save 1d20 roll GTET [33-
  Will], affected persons experience a deep despair lasting 
  1d100*1d4 minutes – surrendering to any opponent {save 
  1d20 GTET [30-Will] and fleeing from combat [save 1d20 
  GTET [32-Will]}, foolishness (range 30 FT, save on 1d20 
  rolls GTET [32-Will], for the subsequent 1d6+2 hours affect-
  ed persons always take the riskiest and most foolhardy op-
  tion in making any decision). Inside the chest are 2200 SP, 
  1320 GP, four golden idols (1120, 1830, 2380, 4100 GP), a 
  spell scroll (Air: Fog Bank, See Invisible, Target Missiles, 
  Telekinesis, Waken, Breathe Poisonous Fumes, Choke, Hold 
  in Place), and a Priest’s scroll (Compel Truth, Create Minor 
  Food, 1d10+3 God’s Missile, Sword Blessing, Banish Dis-
  ease, Banish Paralysis, Blind Undead, Deflect Magic, 
  1d12+2 Cure Wounds). 
  36. Planter Room. The area in the southeast corner is filled 
  with dense fog. The room contains ten large potted ordinary 
  green cacti, three pots of HD4 Carrion Flowers, a pot of An-
  ger Flowers, and a pot of Flowers of Forgetfulness. Two 
  HD6 Giant Slugs are also in the room. 
  SPHINX  DUNGEON 
  
   
   
   26 
  37. Smoke and Scroll. The passage is filled with thick fog 
  giving very poor/limited visibility (4 FT range). Spears with 
  poisoned tips are fixed into the floor between 5 and 15 FT 
  east of the Planter Room, angled upward so that Adventurers 
  walking down the passage impale themselves (1d12+2 dam-
  age, 3d100*1d6 minutes paralysis, save 1d20 GTET [33-
  Stamina]). Adventurers detect the spears on 1d20 rolls GTET 
  [34-Intelligence], avoid the spears if undetected on 1d20 
  rolls GTET [36-Agility]. A rolled and tied dark blue scroll is 
  on the floor at the end of the passage (find on 1d20 rolls 
  GTET [34-Intelligence], a spell written in [specify a lan-
  guage from the GM’s campaign world] dispels the Wall of 
  Force at Scroll and Claxon. 
  +15 Foot Elevation 
  38. Guardian Copper. A HD10 Copper Golem stands at the 
  intersection, blocking access to the stair; they only allow 
  persons to pass who speak the password, ‘Amayon.’ 
  39. The Bedroom. The room contains twelve wooden beds 
  arranged in two rows of six. At the foot of each bed stands a 
  HD9 Mummy, each wearing a steel open-faced helm, carry-
  ing a rectangular steel shield and a short spear or javelin; the 
  Mummies do not permit Adventurers to pass through the 
  room. Hidden in the straw mattresses and under wool blan-
  kets are 59 GP, 6 electrum pieces, 2 adamantine pieces, a 
  spell scroll (Air: Foul Wings, Lighten Load, Putrid Scent, 
  See Invisible, Telekinesis), a spell scroll (Earth: Acid Slime, 
  Detection, Disperse Magic, Open Lock, See Enchantments, 
  1d4+3 Steam Vent {20 rounds}), a spell scroll (Fire: Fire 
  Attack  2d6+3, Fireball, Flare, See True Location, Darkness 
  Zone), a Priest’s scroll (Raise Dead, Reincarnate), a Priest’s 
  (2d8 Cure Wounds, 2d8 Cure Wounds, 1d12 Cure Wounds, 
  1d12 Cure W ounds), a Priest’s scroll (Remove Blindness/
  Deafness, Remove Blindness/Deafness), and a spell scroll 
  (Stone to Flesh, Stone to Flesh, Stone to Flesh); the scrolls 
  are found on 1d20 rolls GTET [30-Intelligence]. 
  40. Footprints. The room is covered in black dust showing 
  Gnome-sized tracks, but is otherwise empty. 
  41. On Fire. Fifteen FT from the south wall (centered in the 
  north passage) is a sophisticated programmed illusion of jets 
  of fire shooting out from along the west and east sides of the 
  hall, accompanied by the illusory roaring sounds of gas jets 
  and cracking flames, a strong burnt odor, and the realistic 
  feel of heat. Adventurers believe the illusion unless succeed-
  ing on a 1d20 roll GTET [32-Will]; believers suffer 1d8 fire 
  damage/ round in the upper half of the corridor. 
  42. Pet Snakes. A hidden door in the northeast corner leads 
  to Sleeping Djinn. The room is furnished with a low wooden 
  bench, a wooden table, several broken pieces of wood, and 
  an empty wooden crate. A small fire in a sandpit at the north-
  east corner heats a small copper cauldron of stew held by a 
  steel tripod (located directly in front of the hidden door). On 
  the table are three pewter mugs, five pewter plates, an ordi-
  nary dagger, an ordinary mace, a 25 SP brass candlestick 
  with lit candle, a shallow bronze bowl, and a vial of Unholy 
  Water. The room is occupied by four HD9 Spirit Naga armed 
  with black metal Tridents +2. 1d12 HD4 Giant Rattlesnakes 
  are in the room and under Naga control on 1d10 rolls GTET 
  3. Each Sprit Naga has a 1d12 Cure Wounds Potion, two 
  flasks of oil, and a 1d6 explosive grenade (radius 4 FT, avoid 
  on 1d20 roll GTET [32-Agility]). 
  43. Sleeping Djinn. The room has a layer of red dust com-
  bined with (ordinary) blue mold over three broken wooden 
  shields, a rusted steel dagger, a mangled silver Holy Symbol 
  (4 GP), a canteen with a hole in it, a moldy woolen cloak, an 
  empty leather sack, and some broken glass. A HD10 Djinn is 
  sleeping in the corner, he awakens when the door is opened 
  on a 1d20 roll GTET 12. 
  44. Hideous Curses. An arched 8 FT-wide opening in the north 
  wall leads to stairs down to the Ground Level. Ten ugly male 
  heads are mounted in a horizontal line along the corridor 
  north side, 4 FT off the floor; ten hideous female heads are 
  similarly mounted on the south side (each head - auras of 
  enchantment and evil, hp8, AC15, no actual effective magi-
  cal attack, a head brought to hp0 explodes for 1d12 damage 
  {range 8 FT, avoid on 1d20 rolls GTET [33-Agility]). Each 
  head curses and insults each passing Adventurer with vile 
  and slanderous invective. Adventurers believe the curse(s) 
  unless succeeding on a 1d20 roll GTET [30-Will], checked 
  for each head. Adventurers destroying a head incur a cumu-
  lative -1 weapon penalty per head, lasting 2 hours (save 1d20 
  roll GTET [28-Will+{number heads destroyed}]). 
  45. Vamps and Wraps. A hidden door in the southeast cor-
  ner leads to Evil Shrine. On the floor are four wooden mal-
  lets, two chipped bronze chisels, five rusted iron stakes, an 
  awl’s broken tip, four leather straps with broken buckles, a 
  pair of moldy leather gloves, a broken sandal, and an empty 
  clay pot. The room is occupied by six HD9 Mummies armed 
  with heavy 1d8 iron chains and two HD7 Vampires armed 
  with Flails +1. 
  46. Coward’s Curse. Stairs to the west lead upward to the 
  +30 Foot Elevation, a hidden door in the northeast corner 
  leads to Puzzling Wall. On the north wall (by the stairs) the 
  following words are written in Common in gold lettering six 
  inches high: ‘Your Will to find my treasures is dashed by my 
  Will to keep what’s mine. I take your Will for my own and 
  you shall quake and fail under the gaze of my guardians.’ 
  Adventurers believe the words unless succeeding on a 1d20 
  roll GTET [33-Will]; illiterate persons are unaffected. Af-
  fected persons have their effective Will statistic reduced 1d6 
  points for 1d6 days (save 1d20 roll GTET [35-Will] checked 
  daily) and panic/run from every combat while they remain in 
  the Oasis (save 1d20 roll GTET [32-Will], checked every 
  combat). 
  Sphinx Dungeon 
  
   
   
   27 
  47. Puzzling Wall. A hidden door in the southwest corner 
  leads to Down Shaft. Written on the east wall in Common in 
  red glowing letters six inches tall are the words: ‘I've got ten 
  or more daughters. I've got less than ten daughters. I've got 
  at least one daughter. If only one of these statements is true, 
  exactly how many daughters do I have?’ When the answer, 
  ‘no daughters (or zero)’ is spoken aloud, the door to Down 
  Shaft opens. The room is furnished with a divan, foot stool, 
  and a carved oaken chest having four drawers (one drawer is 
  stuck – Strength GTET 17 to open; all drawers are empty). A 
  stuffed Medusa’s head is mounted on the wall in the north-
  east corner: Adventurers entering the room face the head and 
  look at it on 1d10 rolls GTET 3 checked for each person; 
  Adventurers viewing the head are transformed to stone over 
  3 rounds unless succeeding on a 1d20 roll GTET [30-
  Stamina]. Nine HD5 Basilisk Flies are in the room. 
  48. Down Shaft. A square room entered from Puzzling Wall 
  though an opening in the south wall, having a 5 FT diameter 
  circular shaft centered in the floor leads down to First Transit 
  and Shaft Bottom; the shaft has a moderate climbing difficul-
  ty. The room is covered in dark orange-red dust with many 
  thick cobwebs in the corners and along the ceiling. A HD3 
  Gold Mold inhabits floor shaft on a 1d10 roll of 1, a HD2 
  Shelf Fungus is present on a roll of 2. 
  49. Evil Shrine. The room contains a jet black wooden altar 
  against the east wall (aura of evil, aura of enchantment), four 
  tall 2 GP bronze candlesticks with tall [lit] black candles, 
  two marble stands supporting bowls of cold, cloudy, water 
  (resembles bird baths), a 6 FT tall black stone statue of a 
  jackal-headed man with a rod in his open left hand and a flail 
  in his right fist (ruby eyes are each 23,750 GP), and a single 
  wooden kneeler with red leather padding. Before the altar is 
  a rectangular red rug 7 FT by 5 FT with black tassels and 
  black edges (strong auras of evil and enchantment). On the 
  altar are two ten-inch golden idols of jackals (11,250 GP, 
  14,573 GP), an 18-inch long sandalwood model of a sar-
  cophagus (opens to show a scale ivory-carved mummy fig-
  ure, 16,425 GP), three fans made of phoenix feathers (each 
  855 GP), a 20-inch long model boat supporting a 9700 GP 9-
  inch diameter ball of gold engraved to resemble the sun, two 
  clay figures each 12 inches tall with jackal heads (aura of 
  evil), and a long clay pipe with dark purple residue in the 
  bowl. A good Priest, Crusader, or any person having skill at 
  healing (Physician, Surgeon, Nurse, Beast Healer, etc.) can-
  not enter the room without succeeding on a 1d20 roll GTET 
  [33-Will]; they are afflicted by a temporary 4 point reduction 
  in their Strength statistic for 3d100 minutes. 
  Any person standing on the red rug and praying to any deity 
  except Lucifer causes the rug to transform into the open 
  mouth of an inter-dimensional monster which attempts to 
  suck in the offender and grind their bones (transformation 
  requires 1 round; identify on 1d20 rolls GTET [28-
  Intelligence]). Affected persons avoid 3d12 crushing damage 
  on 1d20 rolls GTET [32-Agility], they avoid being sucked 
  into an unknown dimension (the person’s Astral Cord re-
  mains intact) on 1d20 rolls GTET [33-Agility]. All other 
  persons in the room avoid being sucked into the unknown 
  dimension on 1d20 rolls GTET [27-Agility]. The rug reverts 
  to its original form after 1 minute. 
  The gold-and-turquoise ring obtained at Taprot’s Ring is 
  surrounded by a black aura when displayed in this room; 
  when the ring is touched to the black statue an enchanted 
  panel (otherwise opens on 1d20 rolls GTET [46-Level-
  Agility]) in the base opens to reveal a 18,050 GP hexagonal-
  sided 12 inch jade rod (required at Ball and Pincers {#65} to 
  release the gold ball). 
  50. Shocking Barrier. Five FT east of the Golem at Guardian 
  Copper, six horizontal copper wires (find on 1d20 rolls 
  GTET [43-Level-Intelligence], disarm on 1d20 rolls GTET 
  [40-Level-Agility]) are vertically spaced ten-inches apart; 
  they connect to a large Leyden jar (battery) located behind 
  the south wall. Any person touching the wires (skin contact 
  or with conducting or metal objects) suffers 2d10+2 electri-
  cal damage (one-third damage on a 1d20 roll GTET [28-
  Stamina]); there is sufficient voltage to supply 8 electric 
  shocks. 
  51. Empty Sarcophagi. A north/south corridor, 9 FT tall, an 
  arched opening is in the west wall. Two rectangular alcoves 
  (A and B) are to the east. Three brightly-painted, empty, 
  wood sarcophagi are on the floor. 
  51A. Crypts. Sixteen wall crypts are arranged around 
  this alcove in two horizontal lines (2 FT off the floor, 
  6½ FT off the floor), each crypt is sealed by a marble 
  slab in the wall, 4 FT by 3 FT (hp80 to break). If the 
  marble slabs are pried out (requires two persons and a 
  1d20 roll GTET [42-Stength1-Stength2], checked per 
  round). All the crypts are filled with unremarkable 
  dusty old bones, except for the sixth, ninth, and four-
  teenth crypts opened: these crypts each release a HD12 
  Specter (-4 penalty to turn/control/dominate). Inside 
  each Specter=s crypt is found a reeking, decayed hu-
  manoid body, 1d100 GP, 2d8 platinum pieces, and two 
  additional items determined from 1d12 according to: 
  (1) Arrow of Slaying (versus Devil, save 1d20 GTET 
  [47-HD-Will]), (2) War Axe +2 (flaming), (3) Helm of 
  Iron Will AC+12, (4) Bracers of Grappling, (5) Cutlass 
  +2 (Chimera Bane, save on 1d20 roll GTET [44-HD-
  Stamina]), (6) Sling +1 (Flier Bane), (7) Manual of 
  Martial Experience XP10,000, (8) Cloak of Protection 
  from Cold, (9) Prayer Beads (SPM+3 for Priest, Cru-
  sader), (10) Talisman of Protection (AC+3), (11) 1d3 
  1d12 Cure Wounds Potions, or (12) 1d3 Banish Poison 
  Potions. 
  SPHINX  DUNGEON 
  
   
   
   28 
  51B. More Crypts. Ten wall crypts are arranged in two 
  horizontal lines on the south and east sides of the al-
  cove (2 FT off the floor, 6½ FT off the floor), each 
  sealed by a marble slab in the wall, 3 FT by 3 FT. If 
  the marble slabs are pried out (requires two persons 
  and a 1d20 roll GTET [44-Strength1-Strength2], 
  checked per round), the crypts are filled with moldy, 
  dusty, old nondescript bones, except for the third and 
  fifth crypts opened – these each release a HD12 Vi-
  sion. Inside each Vision’s crypt is found a reeking, 
  decayed humanoid body, 3d20 GP, 1d12 electrum 
  pieces, 1d6 platinum pieces, 1d12 gems (diamond, 
  turquoise, sapphire, or emerald; each valued at 
  1d100*1d20*25), 1d4 pieces of carved white ivory 
  (each 925 GP), plus one object determined using 1d10 
  according to: (1) 1d6 vials of Holy Water, (2) Liqueur 
  of Heroism, (3) Salve versus Paralysis, (4) a Ring of 
  Disease Immunity, (5) a silver Ring of Flying (22 
  charges, engraved with silver wings), (6) a Wand of 
  Detecting [63 charges], (7) a Wertzel’s Bracers 
  [Webs, 37 charges], (8) a Telekinesis Wand (56 
  charges), (9) a Gauntlets of Hitting [+2 TH], or (10) 
  silver Golem Chain. 
  52. Frightening Flies. A hidden door to Pitfall is on the south 
  wall. Ten feet from the northern end is a 5 FT section filled 
  with numerous points of colored lights in motion like mad 
  fireflies - any passing person (range 3 FT) becomes panicked 
  for 1d100 minutes (save 1d20 roll GTET [32-Will]); affected 
  persons refuse to ever go down the corridor. 
  53. Pitfall. On the south wall is a wooden wall shelf holding 
  four leather bags (all filled with 6 pounds of ordinary sand). 
  The floor opens in two sections along the center line 
  (hinged at the wall; find on 1d20 rolls GTET [30-
  Intelligence]; disarm on 1d20 rolls GTET [45-Level-
  Agility]) when GTET 75 pounds weight cross the center, 
  dropping into a 20 FT pit with 2 FT of fetid water in the 
  bottom. The pit’s sides are coated with an ordinary green 
  fungus (slippery, apply a -6 climbing penalty). 
  + 30 Foot Elevation 
  Locations #54 through #66 are accessible from the +15 Foot Ele-
  vation. Locations #67 through #75 are accessible only through 
  the vertical shaft connecting #21 on the -15 Foot Elevation to 
  #67. 
  54. Red Top. A rectangular area at the top of stairs, leading 
  down to the +15 Foot Elevation. The area is covered by a 
  thick red dust, and is empty. 
  55. Bear-Trapped Bones. A bleached HD5 Skeleton (hp17, 
  AC25, immune to edged weapons) with bear-tooth traps on 
  each foot is found on the floor 15 FT east of Red Top, tightly 
  holding a curved silver-bladed Scimitar +3 (unholy, smit-
  ing). If a Priest or Crusader says a blessing over the Skeleton 
  it remains in place after Adventurers pass (for Level*20 
  rounds), otherwise it gets up after 1d12 rounds and attacks 
  the Adventurers from behind, gaining surprise. 
  56. Broken Stuff. A hidden door in the east wall leads to 
  Four Curses. The room contains a broken bronze shield, two 
  empty clay flasks, two war arrows, an empty leather back-
  pack (30 pound capacity), a bent machete, and a helm with 
  broken visor, all under a thick coating of dark red dust. 
  57. Four Curses. The entire room has the auras of evil and 
  enchantment. A curse is written on each wall in Common, in 
  large glowing gold letters nine inches high; each Adventurer 
  capable of reading in Common reads each curse unless suc-
  ceeding on a 1d20 roll GTET [30-Will], checked for each 
  wall. Each Adventurer reading a curse believes in, and is 
  affected by, the curse unless succeeding on a 1d20 roll 
  GTET [32-Will]. An affected person is released from a curse 
  after three Banish Geas prayers. 
  On the north wall is written: ‘No peace shall be yours from 
  the pieces of my fortune. My terror shall you know all the 
  nights of your life.’ Adventurers affected by this curse expe-
  rience vivid and overpowering nightmares about their strong-
  est fears whenever they sleep until they refuse to sleep out of 
  fear (or become drugged). After (2*Stamina) affected nights 
  they slip into a permanent madness (save on 1d20 rolls 
  GTET [33-Will], checked after every sleep) interrupted by 
  interludes of 1d100 hours of sanity every 3d100 days. 
  On the east wall is written: ‘By the power of what is in the 
  dark I feed and devour your spark of the elements primeval.’ 
  Wizards affected by this curse lose the ability to cast spells; 
  all other affected Adventurers lose the ability to invoke en-
  chanted items (regain on 1d20 rolls GTET [36-Will], 
  checked daily thereafter). 
  On the south wall is written: ‘Fortitude have you to perse-
  vere this far, henceforth must you fear the bite, the sting, and 
  the air.’ Adventurers affected by the is curse suffer a perma-
  nent reduction of 1 point in their Stamina statistic plus  
  SPHINX  DUNGEON 
  
   
   
   29 
  Continued from #57, Four Curses...develops strong aller-
  gies to airborne molds and dusts, insect stings, snake ven-
  oms, and similar substances (save on a 1d20 roll GTET [33-
  Stamina], checked daily for the day). The allergic reactions 
  to even weak toxins are life-threatening (save on 1d20 rolls 
  GTET [30-Stamina], checked per exposure). 
  On the west wall is written: ‘Healthy you may be in your 
  pride, but your doom is to die alone of wasting, subject to the 
  frailties of the body the rest of your days’. Adventurers af-
  fected by this curse apply a -2 save penalty against poisons 
  and venoms, and a -5 penalty against any disease they are 
  exposed to. 
  58.  Marching Armor. A hidden door in the west wall leads to 
  the Coffer of the Red Mask. The room has a 6 FT diameter 
  circular wooden table in the center with no chairs. Two suits 
  of levitated/animated plate armor perpetually march clock-
  wise around the table. The first armor (Warrior L12, hp58, 
  AC40) is sized for an average human, coated in bright yel-
  low enamel, and consists of a steel helm (AC+3), a suit of 
  plate mail (AC+4, greater fire resistance), steel arm protec-
  tors, steel gauntlets (AC+3, Gauntlets of Elemental Control - 
  Fire), and a chainmail waistcoat; this armor carries a Two-
  Handed Sword +3 (Dwarf Bane, requires Strength GTET 19 
  to wield). The second armor (Warrior L14, hp65, AC50) is 
  sized for a Dwarf, coated with red enamel, and consists of a 
  tapered open faced helm with a spike on top AC+3 (Helm of 
  Understanding), chain mail neck protection, chain mail shirt 
  (AC+2), chain leg protectors, steel gauntlets (AC+2, ada-
  mantine spikes on each hand, Gauntlets of Tunneling), and 
  steel foot protection (AC+1); this armor carries a Dwarven 
  War Hammer +2 (Door Breaker) in its left gauntlet and a 
  single-blade Dwarven War Axe +1 (Goblin Slaying) in its 
  right gauntlet. The interior surfaces of the yellow plate mail 
  and helm are coated with a tranquilizing substance (identify 
  the contact poison on 1d20 rolls GTET [34-Intelligence], 
  cleans with alcohol wipe, sleep 1d100 hours, save on 1d20 
  rolls GTET [33-Stamina] checked every 3 minutes of wear-
  ing). When an armor set is reduced to hp zero it falls apart 
  into its constituent pieces, each of which may require repair 
  prior to being used. 1d6 Type 7B Devils enter the room 
  1d20*3 rounds after combat begins. 
  59. Coffer of the Red Mask. A gold coffer surrounded by a 
  pale purple nimbus is on an antique wood table against the 
  west wall; the nimbus repulses any contact; the crystal key 
  found at Living Pool dispels the nimbus (on contact), allow-
  ing the coffer to be opened. Inside the coffer are a golden 
  crown with pearls and sapphires (the Royal Crown) and a 
  golden masque (the Priest’s Masque). The coffer is filled 
  with a poisonous white translucent gas with a strong and 
  unpleasant odor of vinegar (range 4 FT, released when the 
  coffer is opened; the gas is slow to spread – fills the room 
  after 1 minute). Affected Adventurers are paralyzed (persists 
  1d12+3 hours, save on 1d20 rolls GTET [32-Stamina]; per-
  sons whose Stamina statistic is LTET 13 die in one hour 
  from respiratory failure –save on 1d20 rolls GTET [26-
  Stamina] checked every 15 minutes). 
  60. Stair Steps. Fifteen FT from the east end are four steps 
  up and four steps back down (with commensurate rise in 
  ceiling height). The top step is the top of a piston that de-
  scends when weight is placed on it, to set off explosive pow-
  der concealed within the steps (2 round delay). Adventurers 
  climbing the steps place their weight on the top step, trip, 
  and fall forward unless succeeding on a 1d20 roll GTET [30-
  Agility]. The explosive charge is channeled so all persons in 
  the corridor suffer explosion and shrapnel damage according 
  to how close they are to the explosion: the nearest 1d12+3 
  damage, the next nearest suffers 1d10, the third suffers 1d8, 
  the fourth suffers 1d6, and all others each suffer 1d4 damage. 
  61. Moldy Earth. The room has a 3 FT thick layer of brown 
  earth instead of a stone floor, growing a variety of colorful 
  ornamental flowers; including a group of Sleep Flowers 
  (range 9 FT) in the center of the room. A Cloud Mold grows 
  on the north wall. A HD7 Psychic Mold (range 12 FT) grows 
  on the south wall. 
  62. Motion Sensor. An opening on the south wall leads to 
  Black Passage. Fifteen FT east of the intersection twenty 
  pieces of slender black cord, each 28-inches long, hang from 
  the ceiling (motion detectors, disable on 1d20 roll GTET [40
  -Level-Agility]) when touched/moved, with a black wood 
  trap door in the ceiling immediately to the west (-4 to find, -4 
  to disarm). The cords are avoided on a 1d20 roll GTET [34-
  Agility] if not spotted, on 1d20 GTET [24-Agility] when 
  spotted. When the cords detect motion the trap door opens 
  after a two round delay, releasing a 150 pound brass globe 
  on a pivoting wooden arm; the arm moves by gravity and a 
  high-tension spring, rotating down and into the chest of me-
  dium or larger-sized persons underneath (3d6+3 crushing 
  damage); avoid damage on 1d20 rolls GTET [28-Agility]. 
  63. Black Passage. A twisted passage affected by a Darkness 
  spell. The south leg and the second east leg have sharp black
  -metal knife blades embedded in the walls, the blades stick 
  out into the passage so there is only an 18 inch gap between 
  the walls. Adventurers run into the knives (1d6+1 damage; 
  save versus tetanus on 1d20 rolls GTET [28-Stamina], onset 
  after 2d12 hours). A hidden panel (-6 to find in the light, -18 
  to find in the dark, -7 open lock) in the ceiling at the end of 
  the passage allows access to a 10 vertical FT shaft ending in 
  a metal door (-10 open lock) which open to allow access to 
  the Sphinx’s exterior back area; a HD4 Rust Mold (range 10 
  FT) is found in the shaft on 1d10 rolls GTET 4. 
  64. Living Pool. The room contains a 30-inch high circular 
  wall, 11 FT in diameter, holding a pulsating bright blue fluid 
  with floating nodules of orange, yellow, pink, aqua, Contin-
  SPHINX DUNGEON 
  
   
   
   30 
  ued from #64, Living Pool...white, and black. The fluid 
  has the consistency of watery or nearly congealed gelatin. In 
  the pool’s center is a four-tier stone fountain; each tier has a 
  flat round shelf from which water flows to the next lower 
  tier; an illusion (disbelieve on 1d20 rolls GTET [44-Will-
  Intelligence) makes it appear that the top shelf holds twenty 
  large dark blue sapphires, the second shelf holds thirty large 
  rubies, the third shelf holds forty white and pink pearls, and 
  the lowest shelf holds seventy large flawless diamonds. 
  An Adventurer entering the pool finds the pool hardens be-
  hind them and when they reach the fountain the pool hardens 
  around their legs, immobilizing them (further movement on 
  1d20 roll GTET [30-Strength], checked per round). Three 
  minutes after becoming immobilized the nodules move in 
  and release powerful acids (1d12 acid damage/round, reduc-
  ing metallic armor then reducing the person’s organic com-
  ponents. 
  The pool makes a psychic attack against one person per 
  round (range 18 FT); the order of preference is Warlocks, 
  Shaman, elemental Wizards beginning with Water, Priests, 
  Crusaders, Warriors, and Rascals. A successful attack deliv-
  ers 3 points of mental damage and temporarily reduces their 
  Intelligence statistic by 1d3 points for 3d100 minutes; save 
  versus attack on 1d20 rolls GTET [32-Will], Dwarves apply 
  a +2 bonus, Elves apply a +1 bonus. An Adventurer becomes 
  permanently mindless if their Intelligence is reduced to 
  LTET 8 (save on 1d20 rolls GTET [35-Will], checked per 
  statistic point lost) and dies if reduced to zero. 
  The pool has hp130, is unaffected by weapons or by Water 
  magic, and suffers triple damage from Fire magic. Its surface 
  is flammable to ordinary fire (1d10 damage/round after igni-
  tion); an ordinary fire self-extinguishes on 1d20 rolls GTET 
  12, checked per round. The pool gives off toxic fumes when 
  it burns at 1d4 lung damage/round (save 1d20 roll GTET [28
  -Stamina], checked per round). 
  65. Ball and Pincers. An opaque white quartz column is in 
  the center of the room, 40 inches high and 15 inches across. 
  Six curved adamantine pincers are on top, holding in place a 
  6 inch diameter ball of solid gold. A horizontal hexagonal-
  shaped hole is in the south side of the column about 8 inches 
  from the top. The 12 inch hexagonal jade rod obtained at the 
  Evil Shrine fits exactly into this hole. The pincers retract 30 
  seconds after the jade rod is slid into the hole, allowing the 
  ball to be removed.  The gold ball is used at Trichanni Sar-
  cophagus in the Upper Sphinx Head. 
  66. Cold Faces. A hidden door to Ball and Pincers is on the 
  north wall at the corner. Two 1900 GP white ivory masks 
  depicting Devil faces are mounted of the walls 10 FT west of 
  the corner where the passage turns west, one on the north 
  side, one opposite on the south wall. When an Adventurer is 
  between the masks they forcefully blow out sub-freezing 
  cold air causing 2d8 cold damage (save 1d20 rolls GTET [28
  -Stamina] to persons between them. Thawing out takes 
  1d10+4 minutes. A Type 7C Devil comes to investigate 2d10 
  minutes after the masks are activated. 
  67. Tapestries. A hidden door on the west wall in the north-
  west corner leads to Hot Stuff; the section of wall with the 
  hidden door is moderately warm to the touch. An open shaft 
  in the south side floor connects the room to Bleached Bones 
  on the -15 FT Elevation. The room contains the splintered 
  remains of various pieces of wood furniture, along with gen-
  eral trash and refuse, all covered in thick orange-red dust. A 
  moldy tapestry depicting a flying mountain and two dragons 
  hangs on the northern part of the west wall, a badly damaged 
  tapestry across the south end depicts six Type 7A Devils 
  fighting with flails in a ring surrounded by fire. The room is 
  occupied by nine HD4 Giant Rats and two HD5 Huge Spi-
  ders. Two Zoybim appear from the shaft 5 minutes after 
  Adventurers arrive. 
  68. Hot Stuff. The room is at a constant temperature of 100°
  F. An illusion (disbelieve on 1d20 rolls GTET [28-Will]]) of 
  a bronze chest appears in front of the east wall. Once Adven-
  turers enter the room, an invisibility spell (requires a Banish 
  Spell performed by a Priest GTET L14 to negate) hides the 
  secret door; apply a -12 penalty to locating and opening the 
  door again. At the same moment the room also rapidly heats 
  up to 140°F; after one minute each Adventurer faints unless 
  succeeding on a 1d20 roll GTET [27-Stamina+{number 
  rounds at high heat}], checked per round of exposure {heat 
  exhaustion}. An Adventurer who has fainted dies of heat 
  stroke after an amount of time equal to (2*Stamina statistic). 
  69. Ropes and Riddles. A hidden door on the south wall of 
  the east leg, 10 FT east of the corner, leads to Bivouac. Two 
  20 FT coils of half-inch rope are found 25 FT south along 
  the south leg are, they animate and wrap themselves around 
  Adventurers approaching within 10 FT (each rope acts as a 
  Warrior L8, hp12 per 5 FT segment, AC16, 1d4 con-
  striction damage/round; hits on natural rolls GTET 18 wrap 
  around the neck {death by strangulation after a Stamina sta-
  tistic number of rounds, save 1d20 GTET [36-Stamina], 
  checked per round}). On the south wall at the corner is writ-
  ten, “A slender dagger with teeth, thrust at my heart dictates 
  the way I'm swayed. Left I stand, and right I yield, to the 
  twisting of the blade. What am I?” When the answer, “a 
  lock,” is spoken aloud the hidden door opens. 
  70. Cryptic Disk. A 5 FT diameter by 6 inch thick disk of 
  amber is thickly covered by unknown hieroglyphic symbols 
  and symbols; the disk has an aura of enchantment. In reality, 
  the symbols are meaningless. The room also contains the 
  disconnected bones of four human-sized skeletons, two rust-
  ed rapiers, two broken arrows, a chipped dirk, a small blue 
  clay flask with a cork, the remains of three shattered clay 
  flasks, a flint & steel kit, a rotting small wooden shield, and a 
  whetstone, all buried under a thick coating of orange-red 
  SPHINX  DUNGEON 
  
   
   
   31 
  Continued from #70, Cryptic Disk...dust. When the cork 
  is removed from the flask, a HD11 female elven Vampire 
  materializes. 
  71. Bivouac. A hidden door to Wraith Room is located in the 
  southeast corner. The room is occupied by three male human 
  Dervish Warriors (Serbesses L9, Domokis L10, Likhor 
  Bacha L12) who are serving a 50 year sentence by Ama-
  yon. The room contains a rough wooden table, two field cots 
  with bedrolls, two wooden chairs, a cask of beer, a small 
  wooden chest containing sixteen field rations, two tall wood-
  en candlesticks with lit candles, and three small leather sacks 
  of personal items. On the table are three pewter mugs, a pew-
  ter platter with a cold meat dish, copper silverware, two pew-
  ter pitchers one with beer and one with water, and two ordi-
  nary daggers. The Dervishes do not allow Adventurers to 
  pass; if they could be convinced (1d20 rolls GTET [50-Level
  -Will]) there was a chance to escape Inferno they will join 
  the Adventurers to escape (with high loyalty). 
  The bags of personal items contain a variety of leather cloth-
  ing and underclothes, toilet and shaving gear, 97 CP, 86 SP, 
  57 GP, 3 platinum pieces, six gems (sapphire 8200 GP, 9900 
  GP, 12,250 GP; 14,500 GP pearl, diamonds 13,000 GP, 
  14,750 GP), two switchblades, two armor-mending kits, a 
  whetstone, three fine metal files, two 25 FT pieces of hemp 
  rope, a 180 GP vial of perfume, a bottle of black ink, a com-
  pass, ten dice (3 loaded), a small checkerboard and pieces, 
  two decks of cards (one is marked), a 47 GP flask of brandy, 
  a small ebony flute, and two clay pipes with 20 smokes of 
  pipeweed. 
  72. Wraith Room. A circular shaft in the center of the ceiling 
  leads up to Duck Your Head in the Lower Sphinx Head; a 
  metal grate is across the shaft at 6 vertical FT, held closed by 
  an adamantine padlock (-12 open lock). The room is haunted 
  by four HD10 Wraiths and has only a thick layer of orange-
  red dust. 
  73. Hidden Bolts. A copper bar is mounted horizontally 
  across the passage 4 FT immediately east of the opening to 
  the Cryptic Disk corridor. Conducted body heat causes a 
  mechanical switch to open when the bar is grasped, releasing 
  a volley of eight bolts from a compartment (-8 to find, -6 to 
  disarm) in the east wall at the corner; each bolt hits as fired 
  by a Warrior L9, doing 1d6 damage. 
  74. Catching Fire. The room has a shattered black marble 
  cube in its center. The room is occupied by three HD8 Fire 
  Elementals. 
  75. Playing Hangman. Five bodies hang from the ceiling in 
  nooses, a male Gnome, female human, two male humans, 
  and a male dwarf; all wear black knee-length tunics and 
  black hoods. There is no treasure on the bodies. The female 
  human, one male human, and the dwarf are each HD7 Zom-
  bie Mages (hp1d6+26, AC26, 1d6 rotting touch, spells:   
  3/day each Invisibility, 1d8 Force Bolt, 1d12 Fireball, 1d10 
  Lighting Bolt; 1/day each Darkness, Silence, Confusion, 
  Hold Person, Missile Shield). If Adventurers leave the bodies 
  alone the Zombie Mages release themselves from their noos-
  es, turn invisible, and follow the Adventurers until their next 
  combat (attack with surprise from the rear). The female 
  Zombie Mage takes a Wand of 1d12 Lightning Bolts (28 
  charges) which is initially attached (invisible) to the ceiling. 
  Lower Sphinx Head (see map on page 32) 
  76. Duck Your Head. A circular shaft in the center of the 
  room leads down to the Wraith Room on the +30 Foot Ele-
  vation. The room has a continual darkness spell. A mechani-
  cal contraption just west of the shaft has three large axe 
  blades mounted on pivot arms which continually spin, the 
  arms are 18 inches above the floor. An Adventurer hears the 
  ‘swishing’ sound on 1d20 rolls GTET [28-Intelligence] when 
  they are within 5 FT of the top. An Adventurer attempting to 
  climb out of the shaft is hit by one of blades for 1d12 dam-
  age unless succeeding on a 1d20 roll GTET [33-Agility]; the 
  Adventurer is decapitated if their natural save roll is a 1, 2, 
  or 3. Two sets of tracks in the dust lead east down the pas-
  sage. 
  77. Bees and Honey. Two 18 inch by 10 inch slits on the east 
  wall give access to the outdoors. The ceiling is covered by 
  honeycomb cells and the floor is sticky with honey drop-
  pings. The room is occupied by thirty-five HD4 Sand Bees 
  (hp10, AC15, Bite 1d6, Stinger hp3, stoning stinger – save 
  1d20 GTET [26-Stamina] per sting). 1d6 additional bees 
  arrive every round on a 1d12 roll GTET 8. 
  78. Expanding Barrier. A hidden door leading to Bees and 
  Honey is on the north wall at the corner; careful listeners (-6 
  to hear, whisper) hear a slight ‘buzzing’ sound from inside 
  the room and feel a slight vibration through the door. A pres-
  sure plate (-8 to find, -10 disarm trap; avoid on 1d20 roll 
  GTET [33-Agility] if undetected, GTET [25-Agility] if de-
  tected) located in the floor at the corridor center causes 3 
  small pellets to be released through a half-inch hole in the 
  ceiling. The pellets react with nitrogen in the air, expanding 
  and completely filling the passageway with a quick-
  hardening material somewhat like blown insulation (30 inch-
  es thick); the reaction releases heat and nearby persons suffer 
  1d8 heat damage (save 1d20 roll GTET [28-Stamina]). 
  79. Corner Room. The room is filled with straw, assorted 
  trash and garbage, along with some ordinary rats which scat-
  ter when the characters arrive. 
  80. Pincushion. A hidden door in the east wall leads to Black 
  Mask (-12 to find, -10 open lock). A hidden door on the west 
  wall immediately north of this room leads to Gold Vault. The 
  floor is recessed by 10 inches, the space filled by closely-
  spaced adamantine nails. Adventurers crossing the space 
  believe they will take damage to their feet unless succeeding  
  SPHINX  DUNGEON 
  
   
   
   32 
  
   
   
   33 
   
  Continued from #80, Pincushion...on a 1d20 roll GTET 
  [48-Level-Will]; affected persons suffer 1d8 damage and are 
  lamed (reduce effective Agility by 3 points, reduce move-
  ment rate by 50%, continual foot pain; save on 1d20 roll 
  GTET [34-Stamina]) for 1d100 hours. 
  If the Mummy King (or Queen) remains alive, they are found 
  here on 1d20 rolls GTET 14, along with four HD10 Mummy 
  Lords. If the Mummy King has been killed, the room is 
  occupied by two HD11 Mummy Lords and four HD8 Mum-
  mies. The Lords are armed with unholy Scimitars +2, 
  Mummies are armed with Spears +1. Hidden inside the 
  mummy wrappings are 20 SP, 19 GP, 3 electrum pieces, four 
  opals (8800 GP, 9425 GP, 9790 GP, 11,000 GP), two pearls 
  (1650 GP, 2650 GP), a 7225 GP diamond, four carved ivory 
  mummy charms (340 GP, 415 GP, 630 GP, 810 GP), two 
  wooden luck charms (not enchanted), two silver Holy Sym-
  bols to Amayon (1100 GP, 1800 GP), and a platinum Ring of 
  Magus Biting. 
  81. Black Mask. An oval shaft in the ceiling leads upward to 
  Mummy Throne in the Upper Sphinx Head. A 28,000 GP 
  black ivory Medusa mask is fixed to the east wall, with 
  twenty-five attached rattlesnake heads; Adventurers entering 
  the corridor avoid looking directly at the mask on 1d20 rolls 
  GTET [36-Will], persons looking at the mask are permanent-
  ly petrified (save 1d20 rolls GTET [44-Level-Stamina]). The 
  passage is empty except for the orange-red dust. 
  82. Gold Vault. The room has a W all of Force 7 FT from the 
  south wall. Behind the force wall are sixty 65 pound gold 
  ingots, stacked in 6 columns 10 high. The gold has the aura 
  of evil and enchantment; it is cursed so that anyone who dies 
  with any part of the gold on their person is immediately 
  transformed into a HD4 Ghoul (save versus curse on 1d20 
  rolls GTET [52-Level-Will]). 
  83. Fire Down Below. A hidden door in the southeast corner 
  leads to Wrapped Dogs. The room has numerous small circu-
  lar holes in the floor which vent an explosive gas (detected 
  as a mild stench), causing frequent but unpredictable jets of 
  fire to burst up from the floor. 1d10 damage fire jets occur 
  on 1d12 rolls GTET 8, checked per person crossing the room 
  (avoid on 1d20 rolls GTET [34-Agility]). 
  84. Wrapped Dogs. The room is filled with broken wood 
  from furniture, an empty wooden bucket, two dented copper 
  pots, an empty glass bottle, a broken leather strap, a badly 
  cracked porcelain vase, and a broken metal lantern. The 
  room is occupied by seven HD6 Canine Mummies (hp24, 
  AC36, Bite 1d6 plus leprosy {save 1d20 GTET [30-Stamina] 
  checked per bite}, Claws 1d4 plus rotting touch {save 1d20 
  GTET [30-Stamina} plus temporary weakness {reduce 
  Strength 2 points/touch 1d20 hours, save 1d20 GTET [32-
  Stamina]}, immune to ordinary fire, resist Fire magic on 
  1d20 rolls GTET 11 checked per spell; 3/day: bark causes 
  1d20 minutes confusion {save 1d20 GTET [28-Will], 
  checked per bark}). The mummy wrappings hide 27 SP, 18 
  GP, 1 electrum piece, two carved ivory mummy charms (420 
  GP, 490 GP), three copper luck charms (not enchanted), a 
  charm versus the evil eye (not enchanted), and four topaz 
  (800 GP, 1050 GP, 1340 GP, 2170 GP). 
  Upper Sphinx Head 
  85. Mummy Throne. A circular shaft in the center of the al-
  cove floor leads to Black Mask and the Lower Sphinx Head. 
  Two locked metal doors on the west wall lead to Trichanni 
  Sarcophagus and the Upper Parlor (-11 open lock per door). 
  A hidden door on the north end leads to Yellow Sarcophagus 
  (-10 to find, -8 open lock). The room is furnished with an 
  ornately-carved wooden throne, gilded in gold, encrusted 
  with jade, diamonds, sapphires, pearls, ivory (1d20 gems can 
  be removed, each valued at {1d12*1d6}*1000 GP), an ex-
  ceptionally-fine 3820 GP oval carpet depicting a man in a 
  red cape holding a rapier and fighting a white bull, two 
  wooden kneelers made with manticore leather, six tall bronze 
  candlesticks each with (unlit) yellow candles, two ordinary 
  wooden chairs, a bronze stand with a large shallow bronze 
  bowl, a wooden book stand, and a small circular table with a 
  wicker basket of small wizened dried apples. If the throne is 
  examined carefully (-5 to find) small scraps of mummy 
  wrappings are found on the seat. A mortal person sitting on 
  the throne suffers 1d12 electrical damage per round (1d20 
  roll GTET [30-Strength] required before getting out of the 
  chair). 
  86. Golem Corner. The room is occupied by two HD9 Cop-
  per Golems and two HD12 Diamond Golems. The room 
  contains only a thick layer of orange-red dust. The golems 
  attack if the door to the Sarcophagus room (#87) is opened; 
  they also defend themselves. 
  87. Use the first description when using this Adventure to repre-
  sent Atalyk Oasis, and the second for all other Oases.  
  1. 
  Gomorine Sarcophagus. The room contains a cream-
  colored marble slab supported on its corners by thick 
  polished pieces of mahogany. A brightly painted yellow 
  child-sized wooden sarcophagus sealed all around by 
  purple wax is on the slab. When the sarcophagus lid is 
  opened, a piece of white form-fitted wood is found on 
  top of the case, inscribed with a Glyph of Blindness 
  (range 8 FT, persist 2d100 days, save 1d20 roll GTET 
  [30-Stamina]); when the white cover is removed a blue 
  piece of wood is underneath with a Symbol of Stunning 
  (range 8 FT, 3d12 minutes, save 1d20 roll GTET [30-
  Stamina]); when the blue piece is removed underneath 
  is a green piece of wood with a Symbol of Fear (range 
  10 FT, 3d12 minutes, save 1d20 roll GTET [32-
  Stamina]). When the green piece is removed the sar-
  cophagus interior is lined in purple satin with black  
  SPHINX  DUNGEON 
  
   
   
   34 
  Continued from #87-1, Gomorine Sarcopha-
  gus...ebony pieces supporting a white metal rod 
  (Gomorine Rod) which has strong auras of evil and 
  enchantment. The room is occupied by four HD10 
  Wraiths, which attack after the secret door is closed 
  or when four persons are in the room. Diabolic Earl 
  Geryon greatly desires to possess the Gomorine Rod 
  and he will negotiate to purchase it. 
  2. Yellow Sarcophagus. The room contains a cream-
  colored marble slab supported on the corners by thick 
  polished pieces of mahogany, supporting a brightly 
  painted yellow child-sized wooden sarcophagus sealed 
  all around by purple wax. The room is occupied by three 
  HD10 Wraiths which attack 1 minute after the secret 
  door is opened. When the sarcophagus is opened inside 
  is a form-fitting flat piece of white wood on which is 
  scribed a Symbol of Stunning (range 8 FT, 3d12 
  minutes, save 1d20 roll GTET [30-Stamina]). The sar-
  cophagus is lined in purple satin with black onyx sup-
  porting a Scepter of Greed and a Rod of Reincarnation 
  (29 charges). 
  88. Upper Parlor. The room is furnished with two upright 
  armoires, two metal chests, a circular silver mirror 30 inches 
  across, a white-and-purple oval floor rug, three tall brass 
  candlesticks with (unlit) purple candles, a mahogany rocker, 
  two oak stools, and a small circular table with a fine 1920 
  GP porcelain-and-ivory vase. 
  The first armoire sits 8 inches off the floor on four carved 
  legs, it has a silver keyhole (locked, -8 open lock). The ar-
  moire contains two pairs of ordinary leather knee-high boots, 
  green leather Boots of Water Walking (Dwarf size), orange 
  leather Boots of Blinding Speed (Gnome size), black leather 
  Leaden Boots (Human size), two pairs of fur-lined slippers, a 
  pair of sandals (aura of enchantment; no special abilities), 
  two blue woolen cloaks with a sewn badge of a silver Hart, a 
  Cloak of Delusion (acting and singing talent), a Cloak of 
  Healing, a Girdle of Foolish Courage, five well-made wool-
  en tunics, brown leather Greater Damage Gloves +2 TD, a 
  Vest of Many Pockets with 4 platinum pieces, a Locket of 
  Truthfulness, a Charm versus Water Magic, and a 450 GP 
  Bloodstone. 
  The second armoire sits 3 inches off the floor on six carved 
  legs, it has a gold keyhole (locked, -8 open lock). The left 
  door has a peg which fits into a slot in the frame; when the 
  peg is removed it releases a string which runs underneath, 
  taking tension off a small 2100 GP platinum flask which 
  releases a HD2 Black Ooze which attempts to move inside 
  the clothing of the nearest person. The armoire contains four 
  elegant Elven gowns (400 GP each), two pairs of 40 GP el-
  bow-length satin gloves (one pair are Palming Gloves), three 
  pair of ladies satin slippers (one pair are Slippers of Danc-
  ing), a set of Shadow Garb, a Hangman’s Hood, two fine 
  brown cloaks with silver buttons and silver trim, a lady’s 
  Damage Absorbing Cloak, a platinum-white gold-amber 
  Diva’s Tiara, a silver-onyx Tiara of Mental Resolve, and a 
  silver Chain of Slavery. A hidden (-8 to find, -4 open lock) 
  compartment in the armoire floor contain a Rod versus Li-
  ches (9 charges) and a Wand of 1d12 Healing (41 charges). 
  The first chest has a four-tumbler combination lock of ten 
  digits; the correct combination is 3-7-4-8 (-12 open lock). 
  The chest contains a 800 GP silver censer valued, five 375 
  GP pieces of incense, three long-stemmed wood pipes, a 
  (smoking) Pipe of Rejuvenation, ten pouches of excellent 
  quality pipeweed (25 smokes/pouch, 30 GP/pouch), a pouch 
  of Pipeweed of Stunning, a copper Cauldron of Plenty, a 
  pewter Vessel of Endless Fog, a leather Mask of Good 
  Breathing, and an ever-burning Daylight Lantern. 
  The second chest has a steel key-opened padlock on it (-7 
  open lock). A smaller locked metal coffer is found inside the 
  chest. When the chest’s lid is raised after 45 seconds a me-
  chanical timer sends ten steel bolts from a launcher in the 
  bottom of the chest (1d4/bolt, 5 from the left side and 5 from 
  the right, avoid on 1d20 roll GTET [34-Agility]). Inside the 
  coffer are found a Gorgosh’s Dragon Bridle, a Portable 
  Moat, a blue leather pouch of twelve Dragon’s Teeth Seeds, 
  and a leather satchel containing a Wondrous Rope Bridge. 
  A 14 inch by 8 inch compartment in the floor is under the 
  floor rug, with a Forgetfulness spell so that all who see it 
  immediately forget about it (save 1d20 roll GTET [33-Will]). 
  Inside the compartment are a Deck of Fortune and a Fool’s 
  Deck. 
  89. Trichanni Sarcophagus. The room contains a black ma-
  hogany table supporting a brightly painted sarcophagus 
  sealed with lead (auras of goodness, enchantment). When the 
  sarcophagus is opened a flat white metal cover across the 
  interior is found scribed with a Symbol of Insanity (only af-
  fects evil persons, persists 2d100 days, save 1d20 roll GTET 
  [34-Will]). A circular hole in the foot end of the metal exact-
  ly fits the golden ball obtained at Ball and Pincers. The cover 
  is held in place by enchantment; a Disperse Magic cast by a 
  Wizard GTET L16 is required to remove the spell. When the 
  appropriate gold ball is inserted into the round hole it falls 
  through and the cover is unlocked and can be removed. Un-
  der the metal piece the sarcophagus is lined in purple satin 
  and holds the gold-bladed Blade of Trichanni and the glossy 
  black Trichanni Scabbard. An evil person who touches the 
  sword receives a 1d12 electric shock (save 1d20 roll GTET 
  [33-Stamina]). 
  90. Smoky Golems. The room is occupied by four HD 7 
  Quartz Golems. The golems attack as Adventurers come 
  out of either Trichanni Sarcophagus or Upper Parlor; they 
  defend themselves as necessary. The room contains only a 
  thick layer of orange-red dust. 
  SPHINX  DUNGEON 
  
   
   
   35 
  -30 Foot Elevation  
  This elevation is found only in the Sphinx at the Koessa Oasis. At 
  any other oasis the access ramp from Down Ramp (#33) leads to 
  a collapsed tunnel filled with rocks and debris. 
  91. Bony Floor. The room floor is entirely made up of hu-
  manoid arm and leg bones aligned in rows across the width 
  of the room, which rattle eerily when they are walked over 
  (save versus 1d12 minutes panic on 1d20 rolls GTET [28-
  Will]); the room has the auras of evil and enchantment. The 
  room is empty the first time Adventurers pass through; the 
  second time Adventurers enter the room they meet six HD8 
  Dopplegangers transformed into the likenesses of party 
  members, each carrying a Dopplegard +1 in the likenesses of 
  their weapons. The Dopplegangers together carry 114 GP, 
  two pearls (400 GP, 625 GP), a 1200 GP diamond, a 1900 
  GP sapphire, four 1d12 Potions of Healing, a Potion of 
  Speed, a Potion of Agility +3, an enchanted silver Mirror of 
  Observation [allowed the remote observation of the Adven-
  turers], a set of Dwarven Lockpicks, Spectacles of Night 
  Vision, Spectacles of Kent, two wooden pipes, four pouches 
  of ordinary pipeweed, a 5 GP ivory luck charm (not enchant-
  ed), and a Ring of Shapechanging (Wyvern, 11 charges). 
  92. Cursed Lantern. An unlit rusty hooded lantern hangs 
  from the ceiling at the T-intersection. An Adventurer who 
  makes skin contact with the lantern becomes violently insane 
  for 3d6*10 minutes (attacks every person/creature they see; 
  save on 1d20 rolls GTET [46-Level-Will]). 
  93. Meat and Scorpions. A hidden door to Gaming Gargoyles 
  is in the east wall. The room is furnished with two white oval 
  wooden tables, a long low wooden bench, an empty upright 
  bookcase, a vandalized wooden lectern, a wooden stand with 
  a red marble dry sink, and a large (rather rag-tag) rectangular 
  blue-and-white floor rug. Pieces of damaged or destroyed 
  chairs are on the floor. A large 2850 GP tapestry of Lucifer 
  hangs on the south wall. Two lit hurricane lanterns are at-
  tached to the ceiling by iron hooks. A circular fire pit made 
  of piled bricks is in the center of the west wall; a fire is burn-
  ing and a roast of unidentified meat is on a spit (the meat is 
  poisonous to Dwarves, save versus death on 1d20 roll GTET 
  [33-Stamina]). 
  The room is occupied by nine Scorpion Men (4*L4, 3*L5, 
  2*L6, hp1d12+25, AC20 torso, AC50 shell, 2x 1d4 Pincers, 
  1d6 Stinger {inject paralyzing poison on 1d12 rolls GTET 4, 
  save 1d20 roll GTET [30-Stamina], Gnome apply +4 save 
  bonus}, Infrared vision, suffers one-tenth damage from Earth 
  magic, damage from Fire and Electricity magic are 1.25 
  times rolled value) performing their annual religious duty to 
  Amayon; they wear bronze chain mail over thick yellow 
  woolen tunics. One L6 Scorpion Man is a Priest who carries 
  a Ring of Spell Absorption (52 charges, and a 2d8 Lightning 
  Bolt Staff (34 charges). All Scorpion Men are armed with 
  Tridents, Short Swords, and two ordinary Darts. Together, 
  the Scorpion Men together have: 433 SP, 169 GP, two rubies 
  (1350 GP, 6800 GP), a 5450 GP diamond, four pieces of 
  turquoise (95 GP, 140 GP, 225 GP, 510 GP), a 1100 GP em-
  erald, a 2315 GP jeweled knife scabbard, a 4000 GP Dirk 
  with emeralds in the hilt, a pestle, two Alertness Tonics, a 
  pot of Salve of Animation, a Farhearing Potion, a Gnome 
  Death Potion (save on 1d20 rolls GTET [34-Stamina]), five 
  clay vials of Unholy Water, a Potion of Invisibility, 7x 1d8 
  Potions of Healing, 2x 2d8 Potions of Greater Healing, a 
  glass vial of Plant Withering Drops, a Shapeshifting Potion 
  (Fungus Beetle), a Horn of Heroism, a Spade of Great Dig-
  ging, and a Magic Hole. 
  94. Larder. The room contains two barrels of clean water, a 
  barrel of ale, three 40 pound sacks each of flour and salt, four 
  20 pound sacks of rice, two 20 pound sacks of sugar, 3 
  pounds of honey, a wheel of white cheese, six sides of beef, 
  30 pounds of dried pork, two smoked chickens, and a barrel 
  with onions, turnips, and carrots. Underneath the barrel of ale 
  is a shallow hole {must be moved to find} in the floor con-
  taining three wrapped scrolls: Air Wizard scroll (Magic Ar-
  row, 2x Detection, Deafen, 2x Silence Object, 1d12 Light-
  ning Bolt, Translate Speech, Chain Lightning), Earth Wizard 
  scroll (2x Telekinesis, Dispel Magical Influences, 3x Dis-
  perse Magic, 2x Remove Paralysis, Stone to Glass, Walk 
  through Walls), and a Priest’s scroll (Putrid Gasses, God’s 
  Sword, 3x 1d8 Cure Wounds, 1d12 Cure Wounds, Deflect 
  Magic, Electric Shield, God’s Fire, Hold Creature, Release 
  Undead). 
  95. Transit Corridor. A 4 FT wide corridor connecting Meat 
  and Scorpions to Gaming Gargoyles. The hidden door at the 
  east end opening to Gaming Gargoyles is -12 to find, -8 to 
  open. The corridor has many large knives embedded in the 
  wall which leave a gap of about 18 inches down the center; 
  Adventurers suffer 1d6 9damage from brushing against the 
  sharp blades (avoid on 1d20 rolls GTET [32-Agility]. A HD4 
  Red Slime clings to the ceiling 10 FT from the western 
  door. 
  96. Gaming Gargoyles. A hidden door to the Passage to the 
  Easter Hidden Stair is on the west wall in the square part of 
  the room (-12 to find, -10 open lock). The room contains a 
  round table with five wooden chairs, a low wood bench, an 
  open barrel of water with tin cup attached on a string, a 
  threadbare blue woolen rug, four tall wooden candlesticks 
  with lit white candles, and unidentifiable remains of several 
  other pieces of wood furniture. A metal mirror hangs on the 
  north wall. The room is occupied by twelve HD9 Gargoyles 
  (hp42, AC40, spiked clubs) who are playing cards. Under the 
  table are two leather satchels with a total of 42 SP, 35 GP, 
  two sapphires (450 GP, 3555 GP; one has the aura of good-
  ness), three pieces of topaz (600 GP, 650 GP, 915 GP), a 900 
  GP piece of carved jade, two 20 GP animal horns, a leather 
  SPHINX  DUNGEON 
  
   
   
   36 
  Continued from #96, Gaming Gargoyles...pouch of Fog 
  Dust, a 68 GP silver-and-ivory top, four 30 GP carved ivory 
  mummy figurines (all aura of evil), a parchment written in 
  Infernal Cant with ordinary prayers to Amayon, a parchment 
  with a map of the Eighth Circle of Hell, a scroll with a prayer 
  to Samael (Resurrection), a 2d8 Healing Potion (labeled in 
  runes, only effects Dwarfs), a Cordial of Speed, and a pack-
  age of Pipeweed of Coughing. 
  97. Passage to the Eastern Hidden Stair. The 10 FT wide 
  passageway extends in a straight line as far as the eye can 
  see, the floor is flat, even, dry, and cool. The tunnel provides 
  a direct route in the north-northeast direction, extends for 13 
  miles, and ends at marble stairs which rise 45 vertical FT 
  into the round building housing the East Hidden Stair. Lit oil 
  lanterns are fixed to the north wall at intervals of 100 FT. 
  Determine whether an encounter occurs every 2 miles, deter-
  mining the encountered creatures from 1d20: (1) 1d20 Hell 
  Rats, (2) 1d3 Basilisks, (3) 1d12 Giant Vampire Bats, (4) 
  1d6 Bomber Beetles, (5) 1d3 Rhino Beetles, (6) 1d8 Soldier 
  Beetles, (7) 1d4 Spider Beetles, (8) 1d8 Assassin Bugs, (9) 
  1d6 Centaurs of Hell, (10) 1d6 Coral Snakes, (11) 1d4 Giant 
  Rattlesnakes, (12) 1d6 Medusa, (13) 1d4 evil Priests 
  L1d4+6 with 1d8 Warrior L1d6+8 bodyguards, (14) 1d3 evil 
  Wizards L1d4+8 with 1d6 Warrior L1d4+10 bodyguards 
  (adventurers), (15) 3d8 Common Devils, (16) 1d12 Ordinary 
  Devils, (17) 1d8 Type 7A Devils, (18) 1d6 Type 7B Devils, 
  (19) 1d6 Type 7C Devils, or (20) Devil General with 1d20 
  Type 7C Devils. 
  98. Leyden Around. A series of hidden Leyden jars are con-
  nected to 5 FT long metal plates in the floor and ceiling 
  (with a very thin coating applied of rock-like material) 10 FT 
  west of A99. Any Adventurer bearing substantial amounts of 
  metal (chain mail, plate mail, breastplates, metal helm, large 
  metal weapon) which brushes against the ceiling in passing, 
  suffers a 1d12 arc of electricity/round. The metal is found on 
  1d20 rolls GTET [55-Level-Intelligence], -7 disarm trap. An 
  Adventurer avoids the trap on 1d20 rolls GTET [34-Agility] 
  if not detected, rolls GTET [27-Agility] if detected. Affected 
  persons have their muscles lock up and must succeed on a 
  1d20 roll GTET [30-Stamina] to move, checked per round 
  (fatal cardiac arrest on a saving roll of 1, dying after 1d12 
  rounds unless their heart is restarted). 
  99. Naga Camp. Hidden doors in the east wall leads to 
  Priest’s Bunk and to Priest’s Altar. The room is furnished 
  with a square wooden table, three overturned wooden chairs, 
  an upright wooden bookcase split in the front (by an axe), 
  four small sealed casks of water, two wooden crates with 
  lids, a tall open empty copper cylinder, and a plain wooden 
  box (no lock present). Two lit torches have been thrust into 
  cracks in the south wall. The room is occupied by four HD8 
  male Naga and two HD10 female Naga armed with weighted 
  nets, bolos, and Short Swords +3 (+1 TD). The Naga are 
  willing to talk with Adventurers rather than fight, especially 
  with neutral and evil persons, but want them to rapidly move 
  on. The Naga know about the secret rooms to the east but 
  will not give this information away; they are friendly with 
  the Priest at Priest’s Bunk. If fighting occurs, Khykarriune 
  emerges from Priest’s Altar (#100) to support the Naga on 
  1d20 rolls GTET 13, checked per round. 
  On the table are five wooden plates, three pewter steins, two 
  tall copper cups, three steel forks, a pewter pitcher of water, 
  a 5 GP silver bottle of medium-quality white wine, a cleaver 
  knife, a copper bowl of red grapes, a wooden bowl of large 
  apples, and a deck of ordinary cards. The split bookcase is 
  empty except for a handful of illegible scraps of parchment. 
  One wooden crate holds a rounded hammer, a box of 200 
  iron nails, a pair of pliers, a T-square, an awl, a hand drill 
  with four bits, a small saw, two pieces of white chalk, a 55 
  FT roll of string, and two chisels. The second crate holds a 
  five-pot cook set, three copper cups, a set of cooking uten-
  sils, two pair of tongs, four hot mitts, an iron dutch oven, a 
  sealed jar of salt, a sealed jar of flour, a pouch with a half-
  wheel of white cheese, and two bottles of average red wine. 
  The wooden box contains four woolen blankets and five bed 
  linens (infected with lice on 1d12 rolls GTET 9). 
   
   
  SPHINX  DUNGEON 
  SPHINX  DUNGEON 
  
   
   
   37 
  100. Priest’s Altar. The room is furnished with a circular 
  gold table, a tall black marble altar table against the south 
  wall, four silver candle holders each with five thin red taper 
  candles (65 GP, 80 GP, 80 GP, 110 GP), a red oil lamp 
  hanging from the center of the room, a circular black rug 
  with the Holy Symbol of Lucifer in white, and a large 800 
  GP silver Holy Symbol of Lucifer attached to the south wall 
  above the altar. On the table are two gold goblets (250 GP, 
  280 GP) filled with a thick red liquid, two shallow silver 
  bowls (120 GP, 140 GP), two 300 GP adamantine knives 
  with ivory-amber inlaid hilts (auras of evil), a 50 GP solid 
  silver rod 20 inches long, a 3000 GP16-inch gold idol of a 
  man with a vaguely mammalian head (aura of evil; when 
  this idol is carried by a good person they continually attract 
  giant snakes), a 58 GP gold handled round mirror, and four 
  copper hand bells. Any follower of a sun/light deity suffers 
  1d8 damage entering the room (save 1d20 GTET [38-Level-
  Will] and a Priest of such deities suffers 2d8 damage (save 
  on a 1d20 roll GTET [50-Level-Will]). A compulsion pre-
  vents good persons from touching the adamantine knives 
  (save 1d20 roll GTET [30-Will]). The room is occupied by 
  Khykarriune, male human Priest L11 of Lucifer. 
  101. Priest’s Bunk. The room is furnished with a four post 
  bed with canopy, an upright locked armoire, a locked chest, 
  a small square table with two wooden chairs, two wooden 
  crates, a rectangular black rug, a tapestry depicting Lucifer 
  standing in the desert hangs on the east wall, and oil lan-
  terns are attached to iron brackets on the north and west 
  wall. A Cause Panic prayer is on the door, causing neutral 
  or good person to succeed on a 1d20 roll GTET [33-Will] to 
  enter the room. 
  The armoire has a steel keyhole (-7 open lock). It contains a 
  selection of male underclothes and knee-length socks, two 
  royal blue robes, four brown knee-length tunics, three pairs 
  of leather pants, two sleeveless shirts, two black leather belts 
  with gold buckles in the shape of a jackal’s head (25 GP, 32 
  GP), a pair of brown knee-length boots, two pairs of leather 
  sandals, a pair of thin leather gloves, a hooded cloak with 
  silver buttons (3 GP/button), and a walking stick. 
  The chest has a steel keyhole and poison needle trap on the 
  lock (paralysis, persists 1d20*10 minutes, save on 1d20 
  rolls GTET [32-Stamina]; the needle jabs out on any failed 
  opening attempt - avoid 1d20 roll GTET [46-Level-
  Agility]). The chest contains 2300 GP, 8 electrum pieces, 3 
  platinum pieces, two ordinary prayer books (aura of evil), a 
  vestment robe, a Dagger in a scabbard with an empty poi-
  son reservoir, three Arrows of Self-Attacking, a Dart of 
  Hornets, a Handbook of Agility +2, a XP15,000 Manual of 
  Priestly Experience, a Power Stealing Tome (permanently 
  removes SPM10, save on 1d20 roll GTET [50-Level-Will]), 
  a Codicil of Potions (crafting Healing Potion, Liqueur of 
  Haste, Poison Antidote, Cordial of Sight Restoration), a 
  white Wand of Levitation (37 charges), a pair of black 
  leather Gloves of Chaining, and a pair of  yellow leather 
  Shocking Gloves; the white wand raises and lowers the 
  cage at Cages and Scorpions without use of charges. 
  The wooden crates together contain three clay pots with 
  dried beef jerky, two pots with dried smoked fish, a pot of 
  honey, four pots of good-quality beer, two pots of stale 
  crackers, a bag of apples, a bag of brown eggs, a bag of 
  sweet onions, and four melons. 
  102. Watch Mummies. The two alcoves adjacent to Bony 
  Floor each contain a HD8 Mummy; the Mummies work 
  together to prevent good persons from passing. Their mum-
  my wrappings together contain 27 SP, 14 GP, 1 electrum 
  piece, three pieces of carved jade (360 GP, 455 GP, 620 
  GP), a 220 GP piece of amber, a 5200 GP pearl, a 10 GP 
  carved ivory mummy charm, a copper charm against good 
  magic (not enchanted), a copper disk engraved with 
  Amyon’s image (aura of evil), a Charm versus Water Mag-
  ic, and a Chain of Silence. 
  103. Cockatrice Corridor. The west and east walls are lined 
  for 16 feet by Cockatrice feathers, leaving only a 12 inch 
  gap in the center. Adventurers are permanently stoned if 
  they make contact with the feathers (avoid on 1d20 rolls 
  GTET [34-Agility], save versus stoning 1d20 rolls GTET 
  [30-Stamina]). 
  104. Cages and Scorpions. The room contains general trash 
  and refuse under a light coating of orange-red dust except 
  for the circular wire cage levitated against the ceiling (4 FT 
  diameter, 3 FT tall); the cage can be lowered to the floor 
  using the wand obtained at Priest’s Bunk. The room is oc-
  cupied by eight HD5 Disease Scorpions (hp35). Inside the 
  wire cage is a large leather sack (tied closed) containing 
  250 CP, 180 SP, 83 GP, 12 platinum pieces, three brass 
  vials of pure mercury (each 500 GP), eleven 6 GP plain 
  silver rings, sixteen 40 GP plain gold rings, a gold Ring of 
  Strength +2, a bronze Ring of Many Escapes (17 charges), 
  a silver Vitality Draining Ring (-4 Stamina, cursed), a Ring 
  of Shape Shifting (Bull, 41 charges), a fine 8775 GP 700 
  year old porcelain vase by the Elvish Master Fondorglen, a 
  4310 GP 420 year old urn by the Dwarf Guildmaster Jann 
  Hallek, five 25 GP gold goblets, two wide silver cups with 
  inset rubies each (1780 GP, 2300 GP), seven 35 GP silver 
  plates, and two 290 GP long stem platinum (smoking) pipes 
  inlaid with ebony and ivory. 
  105. Mummy Lord Sentinels. A HD10 Mummy Lord stands 
  in each alcove on the south wall, each one is armed with a 
  Spear +2 (+5 TD versus Good). The Mummy Lords work 
  together to deny passage to good persons. Their mummy 
  wrappings together contain 18 GP, two moonstones (80 GP, 
  120 GP), a 580 GP piece of turquoise, two amethysts (145 
  GP, 166 GP), three polished pieces of Cinnabar (135 GP, 
  SPHINX  DUNGEON 
  
   
   
   38 
  Continued from #105, Mummy Lord Sentinels…170 GP, 
  195 GP), two ivory good luck charms (8 GP, 13 GP, not 
  enchanted), a 15 GP obsidian evil charm (aura of evil other-
  wise not enchanted), a silver-onyx-pearl Scarab of Beetle 
  Summoning, a cursed bronze-silver Amulet of Protection 
  (AC-15, -1 saving roll penalty), a cursed silver-ruby Pen-
  dant of Amnesia, and a Fool’s Gem. 
  106. Chimera Stable. The room is occupied by two HD11 
  Chimera; the room is filled with general trash, refuse, 
  and animal droppings. 
  Oasis Pools 
  The pools are 200 FT across by 40 FT deep at their deepest point. 
  The water is cool but not cold. The water has a bitter taste with a 
  lime aftertaste. Drinking this water causes Wizards and Shaman 
  to have very strong headaches that interfere with their spells and 
  prayers. A Wizard or Shaman who has imbibed this water must 
  succeed on a 1d20 roll GTET [48-Level-Will] to cast Greater 
  Magic, GTET [45-Level-Will] to cast Lesser Magic, and GTET 
  [42-Level-Will] to cast Basic Magic; this effect persists for {1d6 
  hours*number of drinks}. 
  The northwest Oasis pool is infested by sand-colored HD8 Giant 
  Crocodiles (invisible GTET 20 FT due to blending into the 
  sand, at closer distances detect on 1d20 rolls GTET [28-
  Intelligence]). Any swimming Adventurer is attacked by 1d8 
  Crocodiles within 1d6*½ minutes of entering the water. Thir-
  ty-four Giant Crocodiles live in the pool; if their number is re-
  duced to less than 30 then one additional Giant Crocodile sponta-
  neously appears from the pool bottom every subsequent 8 hours. 
  If Adventurers camp/sleep in the Oasis, a number of Giant Croc-
  odiles equal to {number of Adventurers+6} attack their camp 3 
  hours into the second watch. 
  The southeast Oasis pool is occupied by sand-colored HD4 Giant 
  Water Moccasin Snakes (invisible GTET 15 FT due to blend-
  ing, at closer distances, detect on 1d20 rolls GTET [26-
  Intelligence]. The snakes have an enhanced fatal poison which 
  takes effect in Stamina number of rounds, leading to death 1d6 
  rounds later; save on 1d20 rolls GTET [30-Stamina] for humans, 
  [32-Stamina] for Elves, [34-Stamina] for Gnomes, [36-Stamina] 
  for Dwarves. Any swimming Adventurer is attacked by 1d12 
  Water Moccasin’s within 1d8*½ minutes of entering the wa-
  ter. Forty-four snakes live in the pool; if their number is reduced 
  to less than 35 then one additional Water Moccasin spontaneous-
  ly appears from the pool bottom every subsequent 6 hours. 
  Rajah’s Pavilion 
  A large ornate and multi-colored tent standing 14 FT across, 20 
  FT deep, and with poles up to 9 FT high; the pavilion is made of 
  an extremely light and tough material which packs into a bundle 
  4 FT long by 2 FT across, and weighing 15 pounds. The pavil-
  ion’s interior is a space from another dimension built in the man-
  ner of a fine palace with marble floors, scented wood walls, and 
  iridescent panels. The pavilion contains a large dining room with 
  couch seating for twenty which serves a nightly six-course ban-
  quet, twelve individual three-room suites (parlor, bath, and sleep-
  ing room) each with stout doors and locks, two meeting rooms, a 
  large game room with tables for billiards, cards, dice, dominoes, 
  backgammon, and chess, a small ballroom in which always plays 
  the most beautiful and haunting of music, and an excellent snack 
  larder with beers and ales, wines, fruit drinks, cold meats and 
  cheeses, fine breads, and many sweet concoctions; all of the food 
  is of the finest quality and is free of connection to Inferno. The 
  pavilion is staffed by twenty HD3 Invisible Servants who provide 
  hot meals, run baths, clean clothing and armor, and generally 
  pick up after the occupants.  See the diagram on page 53. 
  The pavilion is generally used to house ranking guests of the 
  Devils or mortals visiting the Mummy King. Each bedroom has 
  an expensive crystal bowl on the dresser; any individual who 
  sleeps in a room without placing a gemstone of good quality (e.g. 
  GTET 100 GP in value) into the plate is visited 1d4 hours into 
  the night by a hooded black-robed L8 Warrior-Assassin (hp21, 
  AC38, curved poisoned Dirk and Scimitar +1; paralysis persist-
  ing 1d20 hours, save 1d20 rolls GTET [33-Stamina] checked per 
  hit). An offending person is awoken from sleep and faces their 
  Assassin alone. An Adventurer determines that payment is re-
  quired on 1d20 rolls GTET [44-Level-Intelligence], although 
  they may not conclude that payment is required in gems. 
  Tomb in the Sand 
  A rectangular brown stone plaza in the sand, 45 FT long by 35 
  FT wide, oriented with the long side north-to-south, surrounded 
  by a 3 FT-tall stone wall except for a 6 FT gap in the center of the 
  north wall. A 12 FT statue of a frog-headed male humanoid 
  stands in each plaza corner. A 15 FT long by 10 FT wide rectan-
  gular opening is in the center of the plaza, with stairs descending 
  down into the ground from its the north side. Lit gold braziers 
  (120 GP) stand at each corner of the opening. 
  All of the hidden doors in the tomb are 5 FT across by 3 FT high, 
  occupying the bottom of the wall they are on (-10 to find, -6 open 
  lock). Unless otherwise specified the floors are a polished brown 
  stone tile with white grout, the walls are 7 FT tall, whitewashed, 
  and painted with scenes of animal-headed humanoids carrying 
  flails overseeing oppressed humans as they build a city and its 
  monuments, and the ceilings are painted with an ochre-red stain. 
  See the tomb maps on pages 39 and 42. 
  Upper Level 
  1. Entry Stair. The stairs drop 20 vertical FT over a length 
  of 30 FT, ending at a wall with a 5 FT wide gold door (total 
  Strength GTET 40 to open) which leads to Wrapped Spear-
  men. The door has a large steel keyhole (-8 open lock); a 
  faint gong sounds for each mortal entering the through the 
  door (save 1d20 GTET [36-Will]). Three lit bronze oil lan-
  terns are attached to the west and east sides of the stair. 
   
  SPHINX , OASIS POOLS, RAJAH’S PAVILLION, TOMB IN SAND 
  
   
   
   39 
  2. Wrapped Spearmen. The room’s perimeter is lined by 
  twenty-two mummies (not undead) standing at attention, 
  each holding two spears in their hands. There are no goods 
  concealed in their mummy wrappings. Adventurers disas-
  sembling the mummy’s bodies contract either tuberculosis or 
  leprosy (50% chance for each, save on 1d20 rolls GTET [32-
  Stamina], checked per body). 
  A hidden door on the north side of the corridor leading west 
  to Break Through leads to a narrow stair leading north and 
  down, it drops 25 vertical FT over 17 horizontal FT. A solid 
  rock wall is at the bottom which does not lead anywhere. 
  3. Evil Altar. A hidden door in the northeast corner leads to 
  Pain in the Neck and beyond to Calamity Jane. The room 
  contains a 12 FT long polished obsidian altar along the south 
  wall, two gold urns (88 GP, 105 GP) filled with a clear liquid 
  (water), six tall bronze candlesticks each with a lit purple 
  candle, a wooden book stand holding an open book written 
  in Infernal Cant, three low leather-padded benches, a tall 
  wooden grandfather clock with a gold face and hands, a 
  wooden kneeler gilded in silver, and a oblong stone basin 
  with dark purple-red stains in the bottom along with some 
  small unidentified bones (chicken). On the altar are three 
  wide silver bowls (18 GP, 23 GP, 27 GP), two silver candle-
  sticks (42 GP, 50 GP) with lit orange candles, a 68 GP silver 
  censer filled with sweet incense (12 GP), two silver wands 
  (aura of enchantment but no intrinsic spells; 14 GP, 16 GP), 
  a 1250 GP silver chalice with rubies, a 350 GP upright silver 
  ankh 20 inches tall in a 100 GP silver stand, and a closed 
  book in a black leather cover with gold lettering and gold 
  gilded pages. A 2200 GP 4 FT-diameter gold baboon mask 
  hangs on the wall over the altar. 
  TOMB  IN  THE  SAND 
  
   
   
   40 
  Continued from #3, Evil Altar...Reading GTET three 
  pages from the open book causes 1d20*1d8 hours of tempo-
  rary insanity (jealous rages, save on 1d20 rolls GTET [44-
  Level-Will]). Adventurers who open the closed book perma-
  nently lose their memory of the previous 1000 days (approx. 
  3 years, save on 1d20 rolls GTET [48-Level-Will]). 
  4. Break Through. The room is furnished with a padded 
  leather bench, a small round table, the broken pieces of sev-
  eral other pieces of wooden furniture, and an empty painted 
  wood sarcophagus. On the floor are: pieces of three clay 
  flasks, two ordinary arrows, an empty glass vial, four blank 
  pieces of ripped parchment, a dented open-faced helm, and a 
  dagger with a crack in the blade. The room is occupied by 
  five HD6 Giant Pythons, each 18 to 20 FT long. The south 
  wall is painted with a scene of an arch with a tunnel beyond 
  leading to a room of gold; the wall within the arch is unsup-
  ported and one-quarter inch thick so that a strong kick or one 
  hit by a large pick or weapon would break through (the wall 
  is thin but solid, and does not detect as a hidden or secret 
  door).   
  5. Treasury Room. A hidden door on the east wall in the 
  southeast corner leads to Trapped Stair and the lower level. 
  The room holds five large bronze chests, each with steel key-
  holes (locked, -6 open lock), four large wooden barrels, and 
  an upright wooden armoire. A group of six staves leans in 
  the northeast corner (one has the aura of enchantment and is 
  used to retrieve the idol at Calamity Jane). A group of four-
  teen HD3 Giant Wood Rats (one rat is HD5, carrying a poi-
  son fatal to Dwarves and Gnomes, save 1d20 roll GTET [35-
  Stamina], checked per bite) comes through the door from 
  Trapped Stair when the door is opened. Four HD10 Lycan-
  thropes (Rat) in rat-form appear from the north (Break 
  Through) 1d20 minutes after Adventurers enter. When Ad-
  venturers enter from the Trapped Stair direction the room is 
  occupied by three Type 7B Devils. 
  The first bronze chest has an electrical trap on the lock (-12 
  identify trap, -10 disarm trap): 1d8 shock on a failed opening 
  attempt (save on 1d2 rolls GTET [28-Stamina]); a false chest 
  bottom (-4 to find, -4 open lock) conceals a Leyden jar. The 
  chest contains 1400 GP, bronze Bells of Dancing, horn Pipes 
  of Snake Charming, a pair of brown leather Lead Boots, 
  white leather Fumbling Gloves (human sized), a blue woolen 
  Cloak of Attention, and a Backbiting War Hammer +3. 
  The second bronze chest contains 3000 SP, two Disease 
  Draughts (smallpox, diphtheria), a Tonic of Armorskin 
  AC+10, a Dwarven Death Potion, three vials of Unholy Wa-
  ter, two flasks of oil, a Blindness Draught, and a Liqueur of 
  Haste. 
  The third bronze chest has a gas bladder trap that discharges 
  when the top is opened (range 6 FT, -6 identify trap, -8 dis-
  arm trap; bladder is in the chest top); all persons breathing 
  the gas are paralyzed 1d100 minutes (save on 1d20 rolls 
  GTET [32-Stamina]). The chest contains 4000 CP, seventeen 
  100 GP gold rings, four 500 GP gold chalices, two jeweled 
  ceremonial daggers with scabbards (6700 GP, 8175 GP), six 
  350 GP silver chains, three emeralds (2700 GP, 4520 GP, 
  6050 GP), eight pearls (each at 4000 GP), five topaz (each at 
  2500 GP), nine 1800 GP pairs of gold earrings, two silver 
  pitchers (38 GP, 44 GP), and three gold bowls (110 GP, 155 
  GP, 205 GP). 
  The fourth bronze chest has a poison needle trap (-5 identify 
  trap, -6 disarm trap) consisting of three rotating needles: a 
  needle jabs out on 1d20 rolls GTET 7 after each attempt to 
  open the lock (successful or not); avoid on 1d20 rolls GTET 
  [33-Agility], affected persons have severely blurred vision 
  for 1d100 minutes (save 1d20 rolls GTET [32-Stamina]). 
  The chest contains a Chain Mail shirt AC+15 (Armor of At-
  traction), steel Arm Guard AC+6 (cursed, triple effective 
  weight), a pair of leather Bracers of Palsy, a pair of red leath-
  er Gloves of Weapon Proficiency (cursed, -3 TH when using 
  blunt weapons), a steel Helm of All Seeing (cursed, cannot 
  be removed, wearer is mute while worn), a silver Sword Bit-
  ing Scabbard, a bronze large circular Shield of Gaze Reflec-
  tion (attracts Fire magic), a pair of steel Foot Guards AC+8 
  (Shoes of Dancing), a red woolen Cloak of Scents AC+10, 
  and a Tome of the Warrior’s Folly (Warrior class Adventur-
  er loses XP15,000). 
  The fifth bronze chest contains a dusty antique-style bronze 
  lamp (aura of enchantment), a 2200 GP golden harp, a 450 
  GP 5 pound tin of incense, four 175 GP flasks of perfume, 
  four 35 GP 3-pound tins of pipeweed, two 200 GP flasks of 
  aged cognac, an 1800 GP book of (lost) musical scores by 
  the famous composer Amfortas Brochwel, two 660 GP 
  books of flower sketches by the famous artist Fianche Rose-
  quill, and three spell books. When the lamp is rubbed, 
  cleaned, opened, or lit, it releases a captive HD8 Berg Troll.  
  The first spell book has a Glyph of Stunning on the inside 
  cover (range 5 FT, persists 1d100 minutes, save 1d20 rolls 
  GTET [42-Level-Will]); it contains the following Shaman 
  magic spells: BASIC Besting Chance, Confuse Weapons, 
  Dominate Animal, Horga’s Mage Block, Levitation, Mind 
  Speech, Minor Sleep, Remove Confusion, Remove Panic, 
  Waken; LESSER Aura of Heroism, Bar Good or Evil, Cloud 
  the Mind, Disperse Magic, Fear the Reaper, Gregor’s Mage 
  Drain, Mind to Mind, Send Mage Energy, True Sight; 
  GREATER Clone Person, Geas, Minor Time Walk, Reincar-
  nation, Spell Permanency, Soul Transfer. The second spell 
  book contains following Fire magic spells: BASIC Ashes, 
  Command Fires, Consume, Detection, Detect Prying Eyes, 
  Fireworks, Magic Grenade, Rage, See Invisible, Thermal 
  Vision; LESSER Anti-Vision Walls, Blindness, Daylight, Dis-
  perse Magic, Exploding Glyphs, Mirage, Mesmerize, Protect 
  Versus Blindness, Vision; GREATER Fire Hail, Fire Walk, 
  Magic Timed Blast, Summon Djinn.  
  TOMB  IN   THE  SAND 
  
   
   
   41 
  Continued from #5, Treasury Room...The third spell 
  book has a Glyph of Blindness on the inside cover (range 5 
  FT, persists 2d100 hours, save 1d20 rolls GTET [44-Level-
  Will]); it contains the rituals for Area Shield, Plague of In-
  sects, Avalanche, Transmutation, Area Asleep, Area Mon-
  soon, Create Lake, and Crop Blight. 
  The wooden barrels together contain 26,000 copper coins all 
  with an illusion (disbelieve on 1d20 rolls GTET [33-Will], 
  checked per barrel opened) to appear as platinum coins. 
  6. Trapped Stair. A 20 horizontal FT long stairway drops 
  by 17 vertical FT. A hidden door (-12 to find, -12 open lock) 
  at the top of the stair leads to the Treasury Room. A hidden 
  door at the bottom leads to Ring Artifact. A pressure pad (-9 
  to find, -7 disarm trap) hidden in the stair 6 FT from the top 
  causes a swinging arm to be released from the ceiling (avoid 
  on 1d20 rolls GTET [28-Agility]) with three large sharp 
  spikes, causing 1d10 damage. 
  7. Pain in the Neck. A hidden door at the west end leads to 
  the Evil Altar, a hidden door at the east end leads to Mummy 
  Guards. Just inside the west doorway is a red satin pull-cord 
  which disappears into the ceiling; pulling the cord causes a 
  mournful foghorn sound. An invisible trip cord (-16 to find, -
  14 disarm trap, avoid on 1d20 rolls GTET [37-Agility] if not 
  detected, avoid GTET [27-Agility] if detected) is across the 
  passage 10 FT from the east end, at neck height for an aver-
  age human; persons running into the cord suffer 1d6 damage. 
  When pressure is put on the trip cord it releases a bladder 
  filled with Rust Mold spores through six small holes in the 
  ceiling. 
  A hidden door on the north side of the corridor open to a 
  narrow stair leads down and to the north; it drops 25 vertical 
  FT over 17 horizontal FT. A solid rock wall is at the bottom 
  which does not lead anywhere. 
  8. Mummy Guards. A hidden door in the southwest corner 
  leads to Pain in the Neck and the exit, a hidden door in the 
  southeast corner leads to Iron Sentinels and the lower level. 
  The room contains five closed wood sarcophagi and twelve 
  standing HD7 Mummies. Three sarcophagi are empty. The 
  third sarcophagus holds a HD8 Lycanthrope (Wolf) armed 
  with a poisoned Machete (blindness, 2d12 hours, save 1d20 
  rolls GTET [33-Stamina], checked/hit). The fifth sarcopha-
  gus holds a HD7 Medusa armed with an Enraging Blade +3 
  (Long Sword). Hidden in the satin lining of the second sar-
  cophagus is 40 electrum pieces, a silver Charm versus Efreet, 
  a sapphire Romance Stone, and a Ring of Immunity to Life 
  Draining (42 charges). The mummy wrappings together con-
  tain: 36 GP, 3 platinum pieces, two carved ivory mummy 
  figures (84 GP, 90 GP), two 80 GP gold charms against good 
  (not enchanted), three 12 GP plain silver rings, five 20 GP 
  pieces of carved jade, a 2800 GP sapphire, and four 3 GP 
  bronze-obsidian bracelets. 
  9. Iron Sentinels. A corridor exiting through the north wall 
  leads to a secret door to Mummy Guards. The corridor is a 
  ramp which drops 5 vertical FT from its north end to the 
  south end and is covered with Oil of Slipperiness (fall for 
  1d4 unless succeeding on a 1d20 roll GTET [30-Agility]). 
  Standing along the south wall are three 7 FT tall iron statues 
  of bird-headed male humanoids. 
  A 5-FT diameter circular metal hatch in the northwest corner 
  is at the top of a 30 vertical FT shaft to Calamity Jane, the 
  hatch is cool or cold to the touch; a hand wheel on the hatch 
  top is kept closed by a steel chain with a steel padlock (-10 
  open lock). The shaft is at a constant temperature of 40°F. A 
  White Mold (hp28) grows in the shaft on 1d20 rolls 
  GTET 11. Adventurers climbing down the shaft experience a 
  strong coughing attack from mold spores for 1d12 minutes 
  unless succeeding on a 1d20 roll GTET [30-Stamina]. The 
  statues animate (HD11 Iron Golems, hp85, AC66) and attack 
  Adventurers when the floor hatch is opened; they also defend 
  themselves. 
  Lower Level (see map on page 42) 
  10. Calamity Jane. A vertical shaft in the ceiling leads up-
  ward to Iron Sentinels. A 14 inch tall jade idol depicting a 
  two back-to-back Medusa (Idol of Calamity) sits on a 40 
  inch tall by 20 inch red stone pedestal in the center of the 
  room; the pedestal is completely surrounded by an 8 FT di-
  ameter circle of floor-to-ceiling iron bars set 22 inches apart. 
  When any iron bar is touched by the staff found at in the 
  Treasury it and the adjacent four bars disappear for 1d20 
  minutes, leaving a hole large enough to retrieve the idol. 
  11. Ring Artifact. A hidden door in the southwest corner 
  leads to the Trapped Stair. A hidden door (-15 to find, -12 
  open lock) in the south wall leads to a passage connecting to 
  Clay Storks. The room is furnished with two fine divans, a 
  small wooden circular table, and an upright armoire. Two 3 
  FT columns of green stone support a brightly painted wood 
  sarcophagus is in the center, closed by a bead of lead. Lit 
  200 GP golden lamps are attached to each wall by golden 
  brackets. A fine 300 GP 8-FT brown-orange oval carpet is on 
  the floor. A 920 GP 9 FT by 7 FT tapestry hangs from a 75 
  GP golden rod mounted on the south wall. 
  The armoire has silver keyhole (locked, -6 open lock). Inside 
  are two hooded woolen cloaks, a red silk cape, five white 
  long-sleeved tunics, three shirts, two pairs of leather pants, a 
  leather belt, a pair of leather gloves, three pairs of knee-high 
  leather boots, a pair of slippers, and four robes. A hidden (-9 
  to find, -7 open lock) compartment in the bottom of the ar-
  moire holds a silver box lined in green satin (aversion, must 
  succeed on a 1d20 roll GTET [52-Level-Will] to open the 
  box). The silver box holds the Ring of Plurality. 
   
  TOMB  IN  THE  SAND 
  
   
   
   42 
  Continued from #11, Ring Artifact...A HD10 Mummy 
  Lord is inside the sarcophagus. Their mummy wrappings 
  hold 31 GP, 5 platinum pieces, a 11,400 GP ruby, two 60 GP 
  ordinary gold rings, a 4130 GP gold-ruby pin, and a 165 GP 
  ivory carved mummy figure. The Mummy Lord is wearing 
  the Wraith Ring, and will release the captive HD10 Wraith if 
  it is losing a fight. 
  12. Clay Storks. The room is occupied by four HD10 Clay 
  Golems, 11 FT tall, humanoid bodies constructed with 
  stork’s heads; the Golems are armed with 1d8 Flails +1 (+1 
  TD versus Good). An 8 FT diameter hole in the center-south 
  of the room is the top of a 32 vertical FT shaft which widens 
  to 12 FT diameter at the bottom; a series of 1 inch holes are 
  around the rim just under floor level (-10 to find); a copper 
  metal chest is seen on the shaft floor (1d20 roll GTET [26-
  Intelligence]). A faint aroma of rotten eggs can be identified 
  on 1d20 rolls GTET [35-Intelligence]. When GTET 20 
  pounds weight is placed on the shaft bottom (e.g an Adven-
  turer standing there) streams of fire shoot from the holes to 
  the center, the fire continues for 15 minutes before ceasing; a 
  person trying to climb through the fire suffers 2d8 fire dam-
  age (reduce to 1d6 on 1d20 rolls GTET [35-Stamina]). Any 
  ordinary object (rope, etc.) which passes through the fire is 
  destroyed. The chest at the bottom of the shaft has a five 
  tumbler lock (-12 open lock), each tumbler having 12 letters 
  from a through l; the correct combination is f-a-i-l-e; it con-
  tains 8800 SP, 150 GP, eight platinum pieces (-12 to find), 
  two 1d8 Healing Potions, a flask of fatal poison labeled as a 
  Flying Potion (save 1d20 GTET [34-Stamina], humans apply 
  a +4 bonus), a Dirk +1, and a 9000 GP 15-inch gold idol 
  depicting an Efreet. If the chest is moved, a spring-mounted 
  plunger held down by its weight releases, starting a 10 round 
  timer that sets off a 3d8 explosive (half damage on a 1d20 
  roll GTET [33-Stamina]) – Adventurers between 10 FT from 
  the shaft bottom and the top of the shaft suffer one-third 
  TOMB  IN  THE  SAND 
  
   
   
   43 
  Continued from #12, Clay Storks...damage (save 1d20 
  GTET [34-Stamina]). A Type 7B Devil arrives here by tele-
  portation 1d20 minutes after Adventurers enter. 
  13. Fire in the Hole. The west and east walls are painted in 
  murals depicting Type 7 Devils whipping a variety of naked 
  male and female humanoids in a desert environment. The 
  central area, 10 FT by 15 FT, is 15 FT below the edges. 
  Sharp-tipped spikes are densely mounted in the floor of both 
  the 5 FT-wide sections at the north and south ends of the 
  room; Adventurers moving through the spikes suffer hp1d8 
  per 5 FT square (avoid on 1d20 roll GTET [28-Agility], 
  checked per square section). The spikes on the south side are 
  poisoned (paralysis, 1d100 minutes, avoid 1d20 roll GTET 
  [30-Agility], save 1d20 roll GTET [32-Stamina]). A locked 
  door (-10 open lock) on the north end leads to the Perilous 
  Corridor; a locked door (-12 open lock) on the south end 
  leads to a corridor connecting to 12. The room contains three 
  HD12 Fire Elementals. 
  14. Perilous Corridor. A locked door (-12 open lock) at the 
  west end leads to Sphinx and Giant; a bladder of sleep gas is 
  located the floor and is released when the door swings off of 
  a spring-loaded peg (-12 to find, -6 disarm trap; takes affect 
  in 1d6 rounds per person, persists 3d100 minutes, save 1d20 
  GTET [33-Stamina]). A locked door at the south end (-10 
  open lock) leads to Fire in the Hole. Both walls are painted 
  with murals depicting a wet, depressing, swamp. The floor is 
  covered in black-and-white ceramic tiles; a larger green tile 
  is located about ever 4 FT from one door to the next (avoid 
  on 1d20 rolls GTET [23-Agility]). An Adventurer who steps 
  on any green tile becomes encased 2 FT thick in a wet green 
  mold (1d8 acid damage per round, half damage on 1d20 rolls 
  GTET [32-Stamina]). The mold takes 1d6+4 rounds to re-
  move; alcohol removes the mold in 2 rounds. 
   
   
   
  At the midpoint of the northern (east-west) segment the mu-
  ral depicts a glowing-eyed Catoblepas on the south wall: an 
  Adventurer looks at the Catoblepas unless succeeding on a 
  1d20 roll GTET [33-Will]; a person viewing the image be-
  comes petrified for 3d100 hours (save 1d20 roll GTET [48-
  Level-Stamina]). At the midpoint of the southern (north-
  south) segment the mural depicts on the east wall two glow-
  ing orange-eyed Type 7C Devils: an Adventurer looks at the 
  Devils unless succeeding on a 1d20 roll GTET [31-Will]; 
  when the Devils are viewed directly they are released from 
  the mural and materialize in the corridor (save 1d20 roll 
  GTET [48-Level-Will]). 
  15. Sphinx and Giant. The room is occupied by a HD14 
  Olympian Sphinx and a HD15 Giant Mummy (14 FT tall, 
  hp65, AC50, weapon GTET +2 required to injure, double 
  damage from silver weapons, poisonous breath (once/3 
  rounds, range 8 FT, 1d8 damage, save 1d20 roll GTET [30-
  Stamina]), innate spells {1/day each: 1d10 Lightning Bolt, 
  1d12 Cold Ray, Hold Person, Choke, Remove Air}, 1d10 
  kick, armed with a 2d6+2 Giant’s Club {Strength GTET 20 
  to wield}). The mummy has the following concealed in its 
  wrappings: 22 GP, 6 platinum pieces, 3 electrum pieces, a 
  950 GP piece of carved black ivory, a copper luck charm 
  (not enchanted), a 2300 GP silver-onyx-bloodstone pin 
  shaped like a Pegasus, three 200 GP plain gold rings, a silver 
  ring with a hidden (-5 to find) compartment concealing a 
  1d10 healing pill, and a Dart +2. 
  A bladder of sleep gas is located the floor and is released 
  when the east door swings off of a spring-loaded peg (-12 to 
  find, -6 disarm trap; takes affect in 1d6 rounds per person, 
  persists 3d100 minutes, save 1d20 GTET [33-Stamina]). 
  16. King’s Tomb. The room is 9 FT tall, the walls are painted 
  in shades of ochre and the floor is covered by a deep purple 
  (wall-to-wall) carpet. The room is entered through a door 
  from Sphinx and Giant, and through a hidden door (pivot 
  around the center point) in the Horrific Passage (from the 
  inside, -14 to find, -11 open lock). The room is furnished 
  with a long divan, writing desk and chair, a fine harpsichord 
  (42 ivory keys each 5 GP) and bench, armoire (gold keyhole, 
  locked, -10 open lock), and a bronze chest (padlock, -5 open 
  lock). A 1000 GP crystal bowl filled with glass fruit (eight at 
  250 GP each) sits on a small round table. A purple marble 
  slab, 6 FT by 8 FT, is mounted in the north wall inside a thin 
  gold frame, the name of the resident Mummy King/Queen is 
  engraved in hieroglyphic characters on a 20 inch by 10 inch 
  gold plate fastened to the slab; a small gold keyhole is found 
  in each of the four corners (-7 to find, -18 open lock). A 
  3200 GP tapestry hanging on the west wall depicts a Mum-
  my wearing a crown standing on a rock looking down at a 
  crowd of kneeling human slaves in loincloths. The room is 
  guarded by three HD12 Mummy Lords armed with silver-
  bladed poisoned Scimitars +2 (2d100+20 hours blindness, 
  save 1d20 GTET [32-Stamina], checked per hit). Four    
  TOMB  IN  THE  SAND 
  
   
   
   44 
  Continued from #16, King’s Tomb…HD9 Mummies 
  armed with Spears +2 arrive 10 minutes after Adventurers 
  enter the room. Three Type 7C Devils arrive 40 minutes after 
  Adventurers enter. 
  The desk has four drawers, one with a silver keyhole 
  (locked, -4 open lock). The unlocked drawers contain forty 
  pieces of parchment, six vials of black ink, three quill pens, a 
  30 GP silver letter opener, a 450 GP gold seal, ten tabs of 
  wax, two blue candles, a gold-bladed Dirk +2, a small leather 
  bag of twenty-five dried chili peppers (suffer 1d3 damage, 
  save 1d20 GTET [28-Stamina]), a Diabolic Pass for the 
  Sixth Circle (forged, save 1d20 roll GTET [33-Will]) and 
  two Diabolic Passes for the Seventh Circle, a pair of black 
  linen gloves, and a 160 GP gold nugget. The locked drawer 
  contains a sheaf of papers written in Infernal Cant; when the 
  papers are lifted out they reveal a Glyph of Petrification 
  (range 4 FT, avoid 1d20 roll GTET [32-Will], save versus 
  stoning on 1d20 roll GTET [34-Stamina]). One of the papers 
  (-8 to find) is a Priest’s scroll (Banish Confusion, Banish 
  Fatigue, Banish Paralysis, Banish Paralysis, Banish Spells, 
  Banish Spells, Blind Undead, Deflect Magic, Detoxify Poi-
  sons, Detoxify Poisons, Divine Armor AC+50, Create Major 
  Food, Restore Sight). A very small gold key is found under 
  the papers that fits the locks in the corners of the marble slab 
  in the wall. 
  The harpsichord bench top lifts to reveal an interior compart-
  ment. The compartment contains ninety musical scores (75 
  are valued at 25 GP; on a 1d20 roll GTET 17 a score is a 
  previously-unknown piece by a famous master composer 
  valued at 1d12*1d6*150 GP; 15 scores are original pieces by 
  Prince Amayon valued at 5000 GP each), three books on 
  playing the harpsichord (48 GP, 92 GP, 350 GP), a 82 GP 
  book on playing the violin, two violin bows, and a small 
  metal triangle (aura of enchantment) with ringer. The bottom 
  of the compartment can be pulled out (-15 to find) to reveal a 
  scroll attached to the underside (Fire: Blindness, Blindness, 
  Darkness Zone, Disperse Magic, Disperse Magic, Flame 
  Trap, Invisibility, Invisibility, Invisibility, Night Vision, 
  Shield versus Fire, Shield versus Fire). 
  The armoire contains ten fine royal robes (500 GP each), two 
  hooded cloaks (one is protection versus heat), three pairs of 
  sandals (one allows normal movement rate in sand), a pair of 
  white leather boots (cursed; cannot move when in sand), two 
  leather belts with 50 GP gold buckles shaped like a cat’s 
  head (one allows a +1 TH bonus versus Devils), a girdle 
  (AC+25 versus Devils), four pairs of leather gloves (one 
  allows handling of cursed items without triggering the 
  curse), a snake-headed walking stick (conceals a Rapier +1 
  blade), and a green leather vest (of many pockets). 
  The bronze chest has coating of contact poison (-10 to find, 
  paralyzing 2d100 minutes, save 1d20 GTET [32-Stamina], 
  checked per touch). The chest contains 3800 SP. Lying on 
  top of the coins are a 4200 GP gold-ruby-diamond scepter, 
  two gold-platinum-diamond-pearl-turquoise crowns (12,580 
  GP, 18,255 GP), a 3000 GP gold chain with a 9220 GP plati-
  num-ruby pendant, an 810 GP gold armband, a 7300 GP 
  jeweled-hilt Dirk +1 (unholy) in a 4400 GP adamantine-
  amber-pearl scabbard, a 5500 GP gold-ruby ring, and a 4000 
  GP platinum-topaz-ivory pair of spectacles (aura of enchant-
  ment, no special abilities). If the coins are removed, a de-
  pression in the chest bottom is revealed, it holds a wood Rod 
  +1 (1d6 damage) inlaid with ivory-onyx-turquoise-
  moonstone; the rod has 160 charges: a charge does 1d20 
  damage to mortal humanoids, 2d20 damage to corporeal 
  Undead (e.g. Ghoul, Wight, Vampire, Mummy, etc.), and 
  3d20 damage to incorporeal Undead (e.g. Banshee, Ghost, 
  Specter, Vision, Wraith, etc.). 
  The marble slab can be pried out of the wall using appropri-
  ate tools, it requires three persons and they succeed on 1d20 
  rolls GTET [60-Strength1-Strength2-Strength3], checked per 
  round. If the four corner locks are unlocked using the gold 
  key found in the locked desk drawer, the marble slab opens 
  easily; it rotates down into the room along a hinge along the 
  bottom. When the slab is opened it released contaminated air 
  into the room, causing 1d100 minutes unconsciousness 
  (dissipates in 1d10 rounds; save 1d20 rolls GTET [30-
  Stamina], checked per round until the air clears). Three 
  HD11 Wraiths are also released when the slab is removed; 
  ringing the triangle found in the harpsichord bench banishes 
  them for 4 hours. The niche behind the slab contains a finely 
  painted 14 FT wood sarcophagus inlaid with ten pieces of 
  amber (each 500 GP), ten pieces of ivory (each 250 GP), 
  twenty pearls (each 1000 GP), and twenty bloodstones (each 
  2000 GP); it is sealed by a bead of lead. 
  The sarcophagus easily pulls out of the niche, maintaining its 
  height by levitation. It contains the bleached bones (aura of 
  enchantment) of a tall humanoid dressed in a fine robe and 
  sandals; ten 1500 GP pieces of black ivory are placed in the 
  skull as teeth. The skeleton ‘wakes up’ 5 minutes after the 
  sarcophagus is opened (HD15 Liche, hp80, AC60, 1d12 
  punch, putrid breath {5/day, range 4 FT, 1d100 minutes un-
  consciousness, save 1d20 GTET [34-Stamina]}, Air spells: 
  20 BASIC 1d6+5 Lightning, Fog Bank, Putrid Scent, See 
  Invisible, 1d10+3 Sonic Blast; 15 LESSER: Area Silence, 
  Choke, Disperse Magic, 3d6+5 Area Hailstorm, Hold in 
  Place, Invisibility, Remove Air, Summon Air Elemental; 10 
  GREATER: Banshee’s Wail {5 hours blind-deaf}, Flight, 
  Gravity Well, Toxic Fume Cloud {fatal}, Wall of Force). 
  The inside of the Liche’s robe has a hidden pocket (-10 to 
  find) which holds a platinum Ring of Spell Storing (1d12 
  Arrow Volley {1d6/arrow}, Cloud the Mind, Cloud the Mind, 
  Disperse Magic, Disperse Magic, Gregor’s Mage Drain, 
  Hold in Place, Hold in Place, Geas, 5d20+20 Imminent 
  TOMB  IN  THE  SAND 
  
   
   
   45 
  Continued from #16, King’s Tomb...Mortality, New Real-
  ities, Minor Time Walk), a gold Reincarnation Ring, and a 
  silver Ring of 1d12 Healing (68 charges). 
  17. Horrific Passage. The floor is covered in copper tiles, the 
  walls are painted in disturbing geometric patterns of black, 
  purple, yellow, orange, mauve, and pale green. The ceiling 
  is covered with a red gel with many dangling red-orange 
  filaments. A line of glowing blue comedy masks hangs on 
  the west/south wall at 6 FT, separated by 7 FT; a line of 
  glowing yellow tragedy masks hangs on the east/north wall 
  at 6 FT, separated by 7 FT (paired masks). Below each 
  comedy mask is a Glyph of Fear (persists 2d100 minutes, 
  range 5 FT, avoid on 1d20 roll GTET [30-Will], save 1d20 
  GTET [46-Level-Will]), below each tragedy mask is a 
  Glyph of Stunning (unconscious 1d20 minutes then con-
  fused 1d20 minutes, range 5 FT, avoid on 1d20 roll GTET 
  [31-Will], save 1d20 GTET [48-Level-Will]). The masks 
  can be removed from the wall (-4 open lock). The effect 
  from the glyph (save on 1d20 roll GTET [32-Will]) in-
  scribed on the back side of each mask is determined using 
  1d8: (1) a Wizard or Priest’s effective SPM is reduced 2 
  points for the next 8 hours, (2) effective Will statistic is 
  increased by 1 for the next 8 hours, (3) effective Agility 
  statistic is decreased by 2 for the next 8 hours, (4) effective 
  Will statistic is decreased by 2 for the next 8 hours, (5) ap-
  ply a +2 saving roll bonus for the next 8 hours, (6) apply a -
  3 saving roll penalty for the next 8 hours, (7) apply a -3 
  penalty to opening locks and disarming traps for the next 8 
  hours, (8) apply a +2 TH bonus for the next 8 hours. The 
  north end of the passage is a hidden door (entire wall sec-
  tion pivots on its center line); the door is -16 to find from 
  the passage side, -14 open lock. 
  Great and Small Pyramids 
  Two white stone pyramids stand in the southwestern part of the 
  Oasis, a smaller one immediately adjacent to, and north of, the 
  larger. The smaller pyramid has a base 90 FT by 90 FT and is 
  140 FT tall, and the larger has a base 200 FT by 200 FT and is 
  230 FT tall. A space 25 FT wide separates the two, they are ar-
  ranged along the same center line. The pyramids have smooth 
  stone faces that are moderately difficult to climb; the stone is 
  hardened and resists ordinary metal spikes and pitons. The hidden 
  door about half-way up the south side of the Large Pyramid is 
  one-way only (out from the inside) and be found by an external 
  search. 
  Small Pyramid  (see diagrams on page 46) 
  1. Pop Top. The top 10 FT of the pyramid is hinged and 
  Adventurers can pivot it back and open to reveal an interior 
  depression around a vertical shaft. The cover cannot be read-
  ily discerned (-22 to find from the ground, -7 to find from the 
  top). Three locking mechanisms must be released on each of 
  three sides [the hinge being the fourth side], they are -8 to 
  find, -8 to open. A ‘to find’ roll of 1 results in a hp1d3 cut to 
  the hand (reduce effective Agility by 1 point for the subse-
  quent 12 hours). 
  2. Shaft Surprise. A vertical shaft, 35 FT long by 6 FT in 
  diameter. Steel rungs fixed to the shaft break on 1d20 rolls 
  GTET 19, checked per person, fall for hp1d4. A Type 7A 
  Devil is in the shaft, armed with a Spear +1 (poisoned, 
  2d100 minutes paralysis, save 1d20 rolls GTET [30-
  Stamina], checked per hit). The Devil is strapped to the 
  rungs so that if they are killed, the corpse needs to be re-
  moved to access the shaft. The third rung is coated with a 
  clear contact poison (1d20 minutes sleep, save 1d20 roll 
  GTET [33-Stamina]). 
  3. Three Holes. The walls are covered in tan ceramic tiles, 
  dark blue ceramic tiles cover the floor, the ceiling is white-
  washed stucco. One 6 FT diameter hole is in the floor on the 
  west side of the room (leading down to Air Power, #6), two 
  6 FT diameter holes are in the floor on the east side (leading 
  down to #4, Earth Power, and, Mermaid’s Home, #5). 
  Clouds are visible through the hole on the west side;        
  Adventurers who listen at this hole hear the faint echoes of 
  thunder. Swirling mists of red dust are visible through the 
  hole in the northeast corner; Adventures who listen at this 
  hole hear a crackling sound. The hole in the southeast corner 
  is filled with (salty) blue water; Adventurers who listen at 
  the hole hear the sound of crashing waves. Two Zoybim 
  armed with poisoned Scimitars +1 (paralyzed 1d20 minutes, 
  save 1d20 roll GTET [30-Stamina]) are in this room playing 
  TOMB IN THE SAND ; PYRAMIDS 
  
   
   
   46 
  
   
   
   47 
  Continued from #3, Three Holes...sea songs on fine gui-
  tars (1230 GP, 1720 GP). 
  4. Earth Power. The walls and floor are covered by red ce-
  ramic tile. A 10 inch layer of sand covers the floor. The 
  room is filled with a continuous dust storm (visibility 3 FT) 
  caused by a HD10 Djinn held captive by silver chains 
  (requires enchanted weapons to break) around their wrists. 
  Adventurers in the room suffocate on a 1d20 roll of 1, 
  checked every round (save on 1d20 roll GTET [28-
  Stamina]). If the Djinn is released, he gives Adventurers an 
  18,000 silver-platinum-diamond Ring (Ring of Spell Storing, 
  only contains one Altered Realities spell) before disappear-
  ing. Adventurers who dig sand out the southwest corner find 
  a Scimitar +1 (when wielded by a good Crusader: +4 TH, 
  hp1d6 healing 3/day, restore sight 1/day). 
  5. Mermaid’s Home. The room is completely filled with 
  salty sea water, with a niche in the wall on the west side. A 
  16,200 GP 18-inch polished green coral statue of a Mermaid 
  (pearl eyes) is in the niche, on a concealed pressure plate (-
  14 to find, -10 disarm); when the statue is removed, an 8 
  inch thick plug of ice forms in the opening to Three Holes 
  (#3), preventing a swimmer from returning and leaving no 
  air to breathe. A swimmer becomes unconscious after 
  (Stamina statistic)*5 seconds (save 1d20 roll GTET [34-
  Stamina], checked every 5 seconds); an unconscious person 
  drowns after 4 rounds (save 1d20 roll GTET 34-Stamina], 
  checked every subsequent round). The ice plug immediately 
  disappears when a weight approximately equal to that of the 
  statue is placed in the niche. If a weight only a small amount 
  heavier than the statue is placed in the niche, the hole re-
  mains plugged AND the water becomes infused with a fatal 
  toxin (save on 1d20 rolls GTET [30-Stamina], checked every 
  round of exposure) absorbed through the skin. When the 
  statue is dry, it can summon one HD9 Mermaid (Priestess 
  L8, persists 30 minutes). 
  6. Air Power. The room is filled with a continuous fog 
  cloud, with frequent low rumbles of thunder and flashes of 
  lightning, the visibility is 5 FT. A 3 FT by 2 FT door (-10 to 
  find; -8 to find the latch) at floor level in the northeast cor-
  ner leads to the Surrounding Passage. The walls and floor 
  are covered in black ceramic tile. The room is occupied by 
  three HD10 Air Elementals. When the last Elemental is 
  banished, they leave behind three one-use pouches of 
  Ahab’s Storm Dust. 
  7. Surrounding Passage. A 3 FT by 3 FT passage entered 
  from a door in Air Power (#6), the passage can only be   
  PYRAMIDS 
  
   
   
   48 
  Continued from #7, Surrounding Passage...transited on 
  hands-and-knees (large creatures may not be able to transit at 
  all). The passage wraps around the west, north and east sides 
  of Earth Power (#4), and Mermaid’s Home (#5). One pair of 
  strong metal wires stretches across the passage at 1 FT and 2 
  FT height; running into the wires causes hp2 damage (-6 to 
  find, avoid if not detected on 1d20 rolls GTET [32-Agility]); 
  one pair of strong metal wires stretches across the passage at 
  1 FT and 2 FT height, running into the wires causes hp2 
  damage (-6 to find, avoid if not detected on 1d20 rolls GTET 
  [32-Agility]). Any significant stressing of the wires causes a 
  yellow gas to be released through holes in the ceiling 
  (confusion 2d100 minutes, save 1d20 GTET [32-Will], 
  checked per round exposure, gas persists 2d12 rounds). A 3 
  FT by 10 FT plate in the floor of the east side is mounted on 
  a spring-driven piston, when GTET 45 pounds weight is 
  placed on the plate it depresses 2 FT on the piston then 
  drives upward 5 FT (taking any person on the plate with it), 
  pinning the person in the 1 FT remaining space between the 
  plate and ceiling. The piston then locks in the up position; 
  with the piston up, a pit 10 FT by 6 FT deep by 3 FT wide 
  blocks the passage. The upward movement of the piston also 
  causes a 20 by 4 array of adamantine spikes to emerge from 
  the ceiling (see the diagram on page 47). An Adventurer 
  pinned on the plate suffers hp1d8+4 damage from being 
  slammed and spiked into the ceiling. A 10 FT by 3 FT open-
  ing at the south end of the eastern leg of the passage is the 
  top of a 40 vertical FT rectangular shaft that leads down to 
  the Elemental Corridor (#8). 
  8. Elemental Corridor. An underground corridor connects 
  the Small Pyramid to the Large Pyramid; the corridor is 25 
  vertical FT below ground, a 40 vertical FT shaft connects the 
  north end of the corridor to the Surrounding Passage (#7) in 
  the Small Pyramid. The north entry room has a teak wood 
  floor and walls painted pink, with a tapestry hanging on the 
  north wall that depicts the rain of fire over the Desert of Fire. 
  The door to room 8A has a padlock (-5 open lock); persons 
  listening carefully at the door hear a whistling sound; when 
  the padlock is unlocked, it requires a total Strength GTET 26 
  to pull the door open.  
  8A. Air Room. The walls and floor are covered in white 
  ceramic tile. The room is a continuous maelstrom of 
  strong whirling winds combined with flying hailstones; 
  unprotected persons suffer hp1/minute of exposure 
  (avoid on 1d20 rolls GTET [28-Agility], checked per 5 
  minute period). A strong adamantine padlock (-10 open 
  lock) is on the door to the Earth Room. 
  8B. Earth Room. The walls are covered in rust-colored 
  ceramic tile. The floor is apparently covered by a layer 
  of mud; actually, the floor is the top of a 20 FT deep 
  layer of quicksand. Adventurers crossing the quicksand 
  become stuck unless succeeding on a 1d20 roll GTET 
  [42-Strength-Agility], checked after every 1 minute. A 
  stuck person goes under the quicksand after 
  Strength+Agility+5 rounds; they break free on 1d20 
  rolls GTET [46-Strength-Agility], checked every 20 
  seconds. A person sucked under the quicksand dies after 
  a number of rounds equal to their Stamina. An HD12 
  Earth Elemental with a Giant’s Club is in the room, 
  they are constructed with wide pads on the bottom of 
  their legs which support them on top of the quicksand. A 
  padlock of red metal (-12 open lock) is on the door to 
  the Fire Room; a person placing their hand on the door 
  feels the door is warm to the touch. 
  8C. Fire Room. The walls and floor are covered in 
  bright red ceramic tile. The floor is 1 FT below the 
  grade of the Earth Room, the floor area is filled with 
  lamp oil which continuously burns. A lion’s head on the 
  north wall spouts a continuous stream of oil to replenish 
  what burns off. Adventurers crossing the room suffer 
  hp1d6 fire damage per round. A blue metal padlock (-12 
  open lock) is on the door to the Water Room; the door is 
  mounted to open inwardly and requires a total Strength 
  GTET 34 to make it slowly move. A hidden compart-
  ment (-10 to find, -6 open lock) in the lion’s head con-
  tains a Wizard’s scroll (Fire: 1d12 Fireball, 1d12 Fire-
  ball, 2d12 Fireball, 2d12 Fireball, 3d12 Fireball). 
  Once the door is opened, water flows into the Fire Room 
  out from the open Water Room door space – after 
  2d12*5 seconds enough water has been discharged to 
  put out the fire. If the door is held open long enough 
  (and the door to the Earth Room is closed) the two 
  rooms reach equilibrium with the water level at 5 FT 
  and slowly rising; if other doors to the west are open the 
  equilibrium water level is lower and the overall water 
  level rises more slowly. 
  8D. Water Room. The walls and floor are covered in 
  dark blue ceramic tiles. The floor is 15 FT below the 
  level of the Fire Room, covered 2 FT deep in sand, and 
  supports a thick growth of kelp. The entire room is com-
  pletely filled with water. An adamantine padlock (-14 
  open lock) is on the door to the Mind Room. A 2 FT 
  diameter hole in the floor continuously pumps in warm 
  water at 1000 gallons/minute when the room is less than 
  completely full. The room is occupied by three HD9 
  Undines. 
  8E. Mind Room. The walls and floors are covered in 
  light green ceramic tile. A 9 FT diameter by 4 FT pool 
  of water is in the center of the room, the pool is occu-
  pied by a HD8 Brain Coral. A HD11 Psychic Snail 
  clings to the ceiling. An orange metal padlock (-10 open 
  lock) is on the door to the South Exit. If the Brain Coral 
  is killed, a Glyph of Confusion appears on the door to 
  the exit (avoid on 1d20 roll GTET [48-Level-Will],  
  SMALL PYRAMID 
  
   
   
   49 
  Continued from #8, Elemental Corridor, 8E, Mind 
  Room...persists 3d100+45 minutes, save 1d20 GTET 
  [45-Level-Will]). 
  8F. South Exit. A 10 FT by 3 FT rectangular shaft in the 
  ceiling, of 35 vertical FT, connects this area to the Large 
  Pyramid. The area has a teakwood floor, the walls are 
  painted ochre, the ceiling is white. An 8550 GP tapestry 
  depicting the cbuilding of a desert pyramid hangs on the 
  east wall. The area is furnished with three white stone 
  benches. The vertical shaft is occupied by two Type 7B 
  Devils, armed with Scimitars, four 1d12 explosive 
  grenades, two Molotov Cocktail flasks (hp1d12 fire for 
  1d12 rounds), and a leather sack of caltrops. 
  Large Pyramid  
  1. First Hall. A 10 FT by 3 FT rectangular shaft in the floor 
  at the south end connects to the Elemental Corridor (#8F), 35 
  vertical FT below. Looking north from the shaft, a floor-to-
  ceiling sable curtain located forward 20 FT completely 
  blocks the view. Behind the curtain are two L-shaped stone 
  partitions which extend from floor-to-ceiling, together they 
  form a narrow 13 FT hallway between the south end of the 
  room and the north end. A thick blue carpet covers the floor 
  in the north section. Written on the west wall in the north 
  section are the words, “A cat has nine lives but you do not, 
  you will never rise again.” Any person who reads those 
  words (avoid 1d20 roll GTET [50-Level-Will], save 1d20 
  GTET [54-Level-Will]) is affected by the curse and cannot 
  be resurrected, reincarnated, or cloned for the subsequent 
  three months. 
  A Glyph of Petrification (flesh to stone, avoid seeing 1d20 
  roll GTET [32-Intelligence], save 1d20 roll GTET [30-
  Stamina]) is inscribed in the center of the each partition, one 
  facing west (interior of the left partition), one facing east 
  (interior of the right partition). An Adventurer would have to 
  move into the 5 FT by 13 FT section(s) from the south to be 
  in position to see the glyph. 
  A 4 FT by 3 FT by 5 FT-deep niche at the north end holds a 
  16,700 GP 20 inch jade idol depicting a rotund man with a 
  cat’s head and bull’s horns; the idol sits on a pressure plate. 
  A stairway forms the middle section of the south end ceiling, 
  up to the north end of the two partitions. It [slowly] lowers to 
  the floor when the idol is lifted off of the pressure plate     
  SMALL PYRAMID ; LARGE PYRAMID 
  
   
   
   50 
  Continued from #1, First Hall...(the stair only moves 
  when there is no weight on the plate); the partitions seal the 
  north end from the south end when the stairway is down and 
  only allow persons in the north end to ascend the stairway. 
  2. Very Snaky. The room is at the top of the stairs up from 
  First Hall. An opening in the north wall leads to #3. A door 
  in the east wall leads to Tall Hall (-12 open lock). The floor 
  is covered in yellow ceramic tile; the walls are covered in a 
  dark wood paneling. A large tapestry hangs on the south 
  wall, depicting various Type 7 Devils beheading naked male 
  slaves; an illusion (disbelieve on 1d20 rolls GTET [48-Level
  -Will]) depicts an iron door in the wall behind the tapestry 
  that doesn’t exit. The room is occupied by three HD12 Mum-
  mies with Medusa snakes around their heads (save versus 
  stoning on 1d20 roll GTET [32-Stamina], range 10 FT). 
  When the steam plug at Getting Steamed (#3) is opened 
  steam flows into this room after 5 minutes. The steam causes 
  hp1 damage after 8 minutes (save 1d20 roll GTET [28-
  Stamina], per round), hp2 damage after 11 minutes (save 
  GTET [30-Stamina], per round), hp3 damage after 15 
  minutes (save GTET [32-Stamina], per round), and hp4 20 
  minutes and later (save GTET [32-Stamina], per round). 
  3. Getting Steamed. The floor is covered in dark green ce-
  ramic tiles, the west and east walls are painted ochre; the rear 
  (north) wall is covered in light wood paneling. The ceiling 
  has a mural depicting Type 7C Devils dueling with scimitars. 
  A 4 FT by 4 FT wooden door in the center of the floor has a 
  padlock (-5 open lock), it opens to reveal a section of floor 
  40 inches lower than the floor, with a 26-inch cork tightly 
  inserted in a circular opening (determine the cork is warm to 
  the touch on 1d20 rolls GTET [28-Intelligence]). When the 
  cork is removed, it allows steam flow into the room; after 30 
  seconds, there is enough steam in the room to cause hp2 
  damage to unprotected persons per subsequent round (save 
  1d20 GTET [30-Stamina], hp4 after 3 minutes of flow). Re-
  inserting the plug against the steam pressure requires both a 
  1d20 roll GTET [33-Agility] AND a 1d20 roll GTET [35-
  Strength]. 
  A 3 FT by 3 FT trapdoor is located in the northeast corner of 
  the ceiling, concealed by an invisibility spell. A panel opens 
  (-8 to find) to reveal a combination lock having 5 tumblers 
  each numbered 1 through 12; the correct combination is 6-8-
  6-4-10. The trap door reveals a 5 FT vertical shaft. A 3200 
  GP gold-plated coffer sits on a shelf 3 FT into the shaft. The 
  coffer has a keyhole (locked, -8 open lock). It contains: 610 
  SP, a silver-bladed Dagger +2 (Skeleton-Zombie killer on 
  any hitc save 1d20 GTET 16), a silver Ring of Undead De-
  tection (range 250 FT, feeling for power {HD} on 1d20 rolls 
  GTET [45-Level-Intelligence]), two pots of Zombie Salve, a 
  pair of green leather Gloves of Hitting (+1, +4 versus Un-
  dead), and a Manual of Vampire Slaying (58 uses, range 100 
  FT, save 1d20 GTET [44-HD-Will]). Adventurers carefully 
  checking the shelf after the coffer is removed find (-10 to 
  find) two scrolls: Wizard scroll (Shaman, Confuse Weapons, 
  Dominate Animal, Jaco’s Mesmerize, Levitation, Mind 
  Speech, Remove Panic, Aura of Heroism, Disperse Magic, 
  Fear the Reaper, Gregor’s Mage Drain), Priest’s scroll 
  (Amorskin AC+16, Create Minor Food, 1d8 Cure Wounds, 
  1d12 Cure Wounds, Detect Poisons, 1d10+3 God’s Missile, 
  Minor Escape, Minor Prayer, Banish Confusion, Banish 
  Paralysis). 
  4. Tall Hall. This room is a 15 FT by 55 FT rectangle en-
  tered in the southwest corner from Very Snaky; the ceiling is 
  35 vertical FT tall. The floor is covered in thick orange car-
  pet (highly flammable, burns 3d20 rounds at hp1d8 damage/
  round; smoke inhalation causes unconsciousness after 
  (Stamina/3) rounds {save 1d20 roll GTET [30-Stamina}). 
  The walls are tan stucco, with a thin covering of Oil of Slip-
  periness (very difficult, -17 to climb); they are hardened 
  against ordinary iron or steel spikes. The ceiling is painted 
  with a mural depicting Lucifer’s three heads. A pile of bana-
  na peels is on the floor near the north wall; an Adventurer 
  who listens carefully hears quiet high-pitched sounds similar 
  to those of simians, monkeys, apes, etc. Three unpeeled ba-
  nanas are among the peels, each one explodes for hp1d6 
  (range 6 FT, avoid 1d20 roll GTET [26-Agility]) after being 
  handled. A new peel or grenade is added to the pile on 1d20 
  rolls GTET 17, checked every minute; a grenade is tossed on 
  1d20 rolls GTET 15.  
  Four horizontal slits (cut outs) are located near the top of the 
  wall, each one is 13 FT long by 5 FT tall (e.g. the bottom of 
  the slit is at 30 FT); these give entry to the rooms above. A 
  slit on the west wall, 15 FT from the southwest corner gives 
  access to location West Archer (#7). A slit on the north wall 
  gives access to Banana Peel (#8), a slit on the east wall, 13 
  FT south from the northeast corner gives access to East 
  Archer (#9). A slit on the south wall gives access to Bad 
  Armor (#5). Adventurers in this area take arrow fire from the 
  slits at the top of the west and east walls beginning 1d8 
  rounds after they enter the room. 
  1d12 minutes after the monkey in Banana Peel is released 
  from its cage three HD14 Mummy Lords enter through the 
  door from Very Snaky. The Lords are armed with Double-
  Bladed War Axes, a Crossbow each, and two 1d12 explosive 
  grenades each. Their wrapping together contain: 61 CP, 92 
  SP, 11 GP, three platinum pieces, a 180 GP piece of amber, a 
  9300 GP ruby, a 12,200 GP sapphire, a 200 GP carved 
  quartz figure of a mummy, two clay dog’s heads, a leather 
  sack containing ten six-diced ivory dice, a Ring of Invisibil-
  ity (15 minutes, 38 charges), a Wand of Oil of Slipperiness 
  (one pint, 53 charges), and a small leather hymnal to Lucifer 
  written in Infernal Cant. 
   
  LARGE  PYRAMID 
  
   
   
   51 
  5. Bad Armor. An 
  irregular room with 
  a curved section to 
  the northwest and a 
  twisting passage 
  leading to (#6) in 
  the southwest cor-
  ner. The floor is 
  covered in black 
  tile, the walls are 
  painted green, the 
  ceiling has copper 
  squares. Two sets of 
  plate mail stand 
  against the south 
  wall, both sized for 
  a Dwarf, a long-
  handled Battle Axe 
  rests in the gauntlets 
  of each suit. The 
  armor has an aura of enchantment, but no special properties. 
  The axe held by the eastern suit is +2 TH when wielded by 
  an evil Dwarf; the axe held by the western suit is +2 TH 
  when wielded by a neutral Dwarf. A small hole in the floor 
  under the left foot of the eastern suit holds a 15,500 GP dia-
  mond. A small hole in the floor under the right foot of the 
  western suit holds a gold Ring of Prayer Storing (5x 1d10 
  Cure Wounds, 5x Banish Blindness, 5x Banish Paralysis, 3x 
  2d8 Cure Wounds). Two Type 7B Devils and a HD10 Mum-
  my enter from Ball and Chain, 10 minutes after Adven-
  turers enter the room. 
  An armor rack stands in the curved section; it holds a visored
  -Helm (cursed, Helm of Blindness), chain mail Shirt (cursed, 
  Armor of Attraction), steel arm protection (cursed, AC-10), 
  steel leg protection (cursed, AC-10), studded leather Gaunt-
  lets (cursed, AC-6, Gauntlets of Fumbling), and knee-high 
  blue leather boots (cursed, AC-6, Lead Boots). Each armor 
  piece is sized to fit a small or slender Human. 
  6. Ball and Chain.  A hidden door (-16 to find, -10 open lock) 
  in the south wall opens to Side Out. A tapestry hanging on 
  the west wall depicts a corridor with six dungeon jail cells. 
  Adventurers find three pairs of iron ball-and-chains (aura of 
  enchantment) on the floor; mortals wearing the balls are im-
  mune to the effects of the tapestry, but reduce their effective 
  Agility by 6 points while worn; on 1d20 rolls GTET 18 the 
  ball cannot be removed once it is donned. Adventurers view-
  ing the tapestry are drawn inside and trapped in one of the 
  cells, until they are all filled (avoid looking on 1d20 rolls 
  GTET [48-Level-Will], save 1d20 GTET [50-Level-Will]). 
  Burning the tapestry releases all of the creatures trapped in-
  side; they suffer hp1d10 fire damage as they exit. A 15,200 
  GP oil portrait of Prince Amayon hangs on the wall behind 
  the tapestry. Two Type 7C Devils enter the room through the 
  hidden door 15 minutes after Adventures arrive in this room. 
  7. West Archers. An irregular room, the floor is covered in 
  a thick brown carpet, the walls are painted bright yellow, and 
  the ceiling is painted orange. An 8½ FT tall statue of a bird-
  headed humanoid stands in the northwest niche; a hidden 
  compartment (-8 to find) is empty. A 9 FT tall green stone 
  statue (aura of enchantment) depicting a frog-headed human-
  oid stands in the center-north niche; a mortal who touches 
  (skin contact) this statue is only able to croak for their speech 
  (e.g. unintelligible) for the subsequent (35-Will) days (save 
  1d20 GTET [46-Level-Will], checked per touch). A 7 FT tall 
  tan stone statue (aura of enchantment) of a cat-headed hu-
  manoid stands in the northeast niche; a mortal who touches 
  (skin contact) this statue gains the ability to always land on 
  their feet for a period of days equal to their Agility statistic 
  (no damage for falls under 50 FT). An 8 FT turquoise-
  colored statue depicting a crocodile-headed humanoid (aura 
  of enchantment) stands in the southeast niche; a mortal 
  touching this statue (skin contact) has their skin transform to 
  that of a reptile (save 1d20 roll GTET [35-Stamina]) for a 
  period of (36-Stamina) days (repulses other mortals, -10 pen-
  alty to their reactions). Mortals also gain the ability talk to/
  understand reptiles for the same period. 
  The room is occupied by four HD10 Mummies armed with 
  poisoned Dirks +1 (weakness, reduce effective Strength by 5 
  points for [30-Stamina] minutes, save 1d20 roll GTET [30-
  Stamina]) and Short Bows +2 (10x 1d6 War Arrows, 15x 
  Rot Arrows {1d4, same effect as a Mummy’s touch, save 
  1d20 GTET [28-Stamina]}, 3x Sleep Arrows {sleep 3d20 
  minutes, save 1d20 GTET [32-Will]}). Each Mummy can 
  fire from the slit once per round. When Adventurers are 
  climbing into the room, a TH roll GTET 14 indicates a hit 
  against the eyes (avoid 1d20 roll GTET [34-Agility]; effect 
  per 1d8: {1,2,3} blinded 1d100+10 minutes, {4,5,6} blinded 
  1d100+20 hours, {7} blinded 1d100+6 weeks, {8} perma-
  nently blinded in one eye). The mummy wrapping together 
  contain: 72 CP, 55 SP, 34 GP, a glass vial of Unholy Water, 
  a dried-out human eye, four 14 GP silver needles, two plati-
  num arrowheads, a 825 GP amethyst, a 2150 GP piece of 
  turquoise, a 5000 GP black pearl, a Ring of Frosty Breath 
  (62 charges), a 22 GP silver luck charm with no special 
  properties, and a platinum disk engraved with the arms of 
  Lucifer (aura of evil). 
  8. Banana Peel. A trapezoidal room with the short end 
  along the slit and the longer end to the east and read of the 
  room. The floor is covered in parquet tile, the walls are 
  painted yellow, the ceiling dark brown. A HD3 Chimpanzee 
  is found in an iron cage suspended from the ceiling by a 
  thick iron chain, so that the cage floor is 5 FT off the ground; 
  the chimp is dressed in a blue-white striped shirt and wears a 
  white beret. Within easy reach is a bin of bright yellow bana-
  nas hanging on the wall; new bananas fall into the bin     
  LARGE  PYRAMID 
  
   
   
   52 
  Continued from #8, Banana Peel...through an 8 inch hole 
  in the wall every minute. If the chimpanzee throws a banana 
  at an Adventurer, it is a normal banana on 1d20 rolls GTET 
  8, and a 1d12 explosive grenade (range 6 FT, avoid 1d20 roll 
  GTET [28-Agility]) otherwise. The floor is splattered with 
  dried chimp feces. A copper chest in the back of the room 
  has a padlock (-6 open lock); it contains a pair of woolen 
  pants, a leather tunic, black leather belt, pair of light leather 
  gloves, black leather shoes, and a cloth beret; all sized for a 
  Dwarf. Moving the chest (requires total Strength GTET 29) 
  reveals a vertical hole in the floor which contains a Double-
  Bladed War Axe (+3 when wielded by a neutral person, +1 
  when wielded by a good person. The axe is neck cleaving on 
  TH rolls GTET 17 when wielded by a neutral person {save 
  1d20 GTET [34-Agility]}; self-healing hp1d12 when wield-
  ed by a neutral person (4/day); and confers Infrared vision 
  while being wielded. 
  The chimpanzee is actually Noridath Greenboggan, male 
  Dwarf, 87 years, Master Miner. Noridath is wearing a Chok-
  er of Unchanging to prevent his return to his native form, 
  and a Ring of Confusion that clouds his mind and prevents 
  him from communicating with Adventurers. A person with 
  true sight will recognize that he is shapechanged. 
  9. East Archer. An irregular room; a hidden door (-17 to 
  find, -12 open lock) to Side Out is on the west wall. The 
  room has white tile floors, black painted walls, and an ochre 
  ceiling. The room is furnished with two stuffed chairs and a 
  divan which sits across the hidden door. An Arabian-looking 
  copper lamp sits on the floor beneath the divan. 
  The room is occupied by four HD10 Mummies armed with 
  Heavy Maces +1 and Short Bows +2 (10x 1d6 War Arrows, 
  15x Rot Arrows {1d4, same effect as a Mummy’s touch, 
  save 1d20 GTET [28-Stamina]}, 3x Sleep Arrows {sleep 
  3d20 minutes, save 1d20 GTET [32-Will]}). Each Mummy 
  can fire from the slit once per round. When Adventurers are 
  climbing into the room, a TH roll GTET 14 indicates a hit 
  against the face or head (avoid 1d20 roll GTET [34-Agility]; 
  effect per 1d8: {1,2} damage only; {3,4} ear damage, 1d20 
  hours deafness, save 1d20 roll GTET [32-Stamina]; {5,6} 
  mouth damage, 1d20 hours muteness, save 1d20 roll GTET 
  [32-Stamina]; {7} eye damage, 1d20 hours blindness, save 
  1d20 roll GTET [30-Stamina]; {8} concussion, 1d8 hours 
  unconsciousness, save 1d20 roll GTET [30-Stamina] PLUS 
  subsequent 1d20 hours confusion, save 1d20 roll GTET [30-
  Stamina]). The mummy wrapping together contain: 82 CP, 
  101 SP, 41 GP, 8 platinum pieces, a 80 GP piece of white 
  ivory, a 122 GP black ivory whistle, two ordinary 50 GP 
  silver rings, a Ring of Water Breathing, a 1100 GP piece of 
  carved green jade, a 3200 GP diamond, a silver-bladed Dirk 
  (+2 when wielded by an Elf), and a Lockpick +2. 
  When the Mummies are defeated, a HD14 Succubus appears 
  on the divan. Her gaze mentally dominates the strongest Ad-
  venturer present (range 15 FT, avoid eyes on 1d20 rolls 
  GTET [47-Level-Will], save 1d20 GTET [50-Level-Will] 
  checked per round; she can have two simultaneous domina-
  tions), preferring (in order) Wizards, Shaman, Priests, War-
  locks, and Crusaders. She immediately orders the dominated 
  person(s) to guard her against his companions. When the 
  lamp is rubbed, the room is immediately filled 4½ FT high 
  with copper coins; the weight traps Adventurers in place (to 
  break free requires a 1d20 roll GTET [38-Strength], checked 
  per round; a 30 minute rest period is required if not freed 
  after a number of attempts equal to the Adventurer’s Stamina 
  statistic. The coins prevent the hidden door from being 
  found, or, if found, the weight prevents it from opening. 
  10. Side Out. This 10 FT wide corridor is floored with grey 
  ceramic tiles, and the walls are painted to depict rows of 
  Type 7C Devils. The corridor is 60 FT long from west to 
  east, 8 FT tall. The corridor is entered through hidden doors 
  from Ball and Chain, and East Archer; the doors are -12 to 
  find from the corridor side, -10 open lock. A 4 FT by 4 FT 
  hidden door is at the west end of the corridor, hinged at the 
  top (-8 open lock). The door is a one-way door that leads 
  OUT to the surface of the Large Pyramid; Adventurers going 
  through the door cannot return through it (wall of force). 
  LARGE  PYRAMID 
  
   
   
   53 
  
   
   
   54 
  Random Encounters in the Oasis 
  If the Games Master elects to use random encounters in the oasis, make an encounter check after every exit from an oasis building 
  (separate from the roll to determine whether the Mummy King/Queen are present). While outside of buildings, make an encounter 
  check every 30 minutes while moving about and every 4 fours while stationary. When an encounter is indicated, determine the spe-
  cific encounter using 1d10 and 1d20 and the table below: 
   
   
   
  1d20 
  Roll (row) 
  1d10 roll 1 to 6 
  1d10 roll 7 to 10 
  Description 
  Description 
  1 
  3d20 Spiny Cactus 
  1d4 Wraiths 
  2 
  3d20 Flaming Cactus 
  1d4 Specters 
  3 
  2d20 Giant Scorpions 
  1d3 Visions 
  4 
  2d20 Hell Rats 
  1d4 Mummy Lords 
  5 
  1d20 Giant Rattlesnakes 
  1d6 Type 6C Devils 
  6 
  1d8 Gila Monsters 
  1d6 Type 6E Devils 
  7 
  1d8 Giant Iguana 
  1d10 Type 7A Devils 
  8 
  1d6 Monitor Lizards 
  1d8 Type 7B Devils 
  9 
  1d3 Komodo Dragons 
  1d6 Type 7C Devils 
  10 
  1d10 Mummies 
  1d4 Type 7D Devils 
  11 
  1d6 Centaurs of Hell 
  1d6 Type 8A Devils 
  12 
  1d12 Harpies of Hell 
  1d4 Type 8B Devils 
  13 
  2d8 Infernal Hounds 
  1d6 Etvaras 
  14 
  1d6 Infernal Minotaur 
  1d6 Assura 
  15 
  1d8 Evil Crusaders, Ld6+8 
  1d4 Romatyas 
  16 
  1d8 Evil Wizards (Fire), Ld8+8 
  1d4 Ladatajas 
  17 
  1d10 Evil Priests, Ld8+8 
  1d4 Oduru 
  18 
  1d10 Ordinary Devils 
  1d3 Hulden 
  19 
  1d12 Common Devils 
  Roll Twice 
  20 
  1d8 Zoybim 
  Roll Three Times 
  KOESSA  ENCOUNTERS 
  
   
   
   55 
  Random Encounters inside the Sphinx 
   
  If the Games Master elects to use random encounters while Adventurers are in the Sphinx, make an encounter check every 20 
  minutes while Adventurers move about the area, and every 3 hours while Adventurers are stationery. Determine the specific encoun-
  ter result using 1d10 and 1d20 and the following table: 
   
   
   
   
   
  1d20 
  Roll (row) 
  1d10 roll 1 to 6 
  1d10 roll 7 to 10 
  Description 
  Description 
  1 
  2d20 Tiny Bats 
  1d8 Zoybim 
  2 
  2d20 Giant Bats 
  1d8 Type 7A Devils 
  3 
  1d12 Vampire Bats 
  1d8 Type 7B Devils 
  4 
  1d6 Giant Musk Beetles 
  1d6 Type 7C Devils 
  5 
  1d4 Metallic Beetles 
  1d4 Type 7D Devils 
  6 
  1d3 Furry Death Beetles 
  1d6 Mummies 
  7 
  1d10 Giant Blister Beetles 
  1d4 Mummy Lords 
  8 
  1d12 Giant Rot Beetles 
  1d6 Vampires 
  9 
  1d20 Copperhead Snakes 
  1d4 Vampire Lords 
  10 
  2d8 Giant Rattlesnakes 
  1d4 Banshee 
  11 
  1d20 Giant Ferrets 
  1d3 Iron Golems 
  12 
  1d6 Basilisks 
  1d3 Stone Golems 
  13 
  2d20 Giant Killer Bees 
  1d8 Gila Monster 
  14 
  1d12 Dopplegangers 
  2d20 Explosive Fungus 
  15 
  1d3 Earth Elementals 
  1d8 Hanging Fungus 
  16 
  1d3 Fire Elementals 
  1d6 Garm 
  17 
  1d12 Wights 
  1d10 Black Annis 
  18 
  1d12 Ghouls 
  1d3 Chimera 
  19 
  1d12 Skeletal Warriors 
  1d3 Cockatrice 
  20 
  1d8 Uber Skeletons 
  3d20 Hell Rats 
  
   
   
   56 
  Cheleg Istavan; female Cercopes; CLASS: Wizard (Earth): LVL 10 [next 21,900 XP]; Age: 44 yrs; Social  Professional; Moral: 
  Good; STATISTICS:  AGIL21  INT 20  STAM 14  STRNG 13  WILL22; hp 18; Healing: 1hp/4 hours; SPM+7;  Racial Abilities: 
  Infrared Vision, Know Underground Direction, Blend with Stone (3/day, observe 1d20 GTET [33-Intelligence); Limitations: Hand 
  Free to cast spell, Limit 20 LBS iron on body to cast spells; Languages: Common, Cercopes, Arcanan, Infernal Cant, Foreign Lan-
  guage; Reading: YES; Religion: YES Lucifer; Weapon Proficiencies: Dirk, Staff, Short Sword, Rapier, Short Bow, Dart; Weapons: 
  None; Combat Abilities: -4 TH not proficient; +1 First Blow; TH Bonus: +1 Dirk-Rapier-Staff-Crossbow; TD Bonus: 0; 1d20 Mis-
  siles: Short11  Medium13  Long15  Extreme18; Armor Worn: None; Spells: Basic (FREE 14): 1d6+4 (Acid), 1d4 Acid Slime 
  1d6 rounds, Bog Down 20x20 FT, Detection, Hole, Open Lock, Remove Paralysis, +1d6+4 AC Rockskin, 1d6 Rotting Hand, Slip-
  pery Surfaces 25x25 FT, 1d4+4 Steam Vent {ground}, Temporary Window 3x3 FT, Telekinesis; Lesser (FREE 10):2d6+4 Attack 
  (Acid), 1d6+4 Attack (Cold, Fire, Electricity), hp2d6 Body of Stone, Breathe Poisonous Fumes, Create Feast, Create Quicksand 
  25x25 FT, Dark Sight, Hold in Place, Paralyzing Hand, +3 Singing Swords, Summon Giant, +2 TD Terra’s Wrath; Greater (FREE 
  4): 2d6+4 Attack (Cold, Fire, Electricity), Command Gravity, Gaze of Stone, 4d12 Meteor Cluster 50x50 FT, Permanent Mute, Sum-
  mon Earth Elemental, Walk through Solids; Carry Weight 160 LBS, Lift Weight 490 LBS, 1d20 Negate Surprise: 7; 1d20 Detect 
  Active Spells: -5 (1d20 Element 3, 1d20 Category 4); 1d20 Detect Active Prayer: 8; 1d20 Free Climb: Easy-6  Moderate1  Diffi-
  cult7  Impossible13; 1d20 Gear Climb: Easy-11  Moderate-4  Difficult2  Impossible8; Grapple Throw: 52 FT; 1d20 Grapple: 8-15FT 
  4 16-30FT 12 31-45FT 20 46FT+ 29; 1d20 Move w/Stealth: Cover 2 Normal2  Open8  Impossible16; 1d20 Climb w/Stealth: Cover 
  7 Normal7  Open13  Impossible21; 1d20 Open Lock: Simple2  Moderate4  Difficult12  Very Difficult20; 1d20 Break Lock:  Com-
  mon15 Strong21; 1d20 Search Area: Simple-7  Moderate2  Difficult11  Impossible15; 1d20 Search Door-Trap: Simple-5  Moder-
  ate5  Difficult14  Impossible19; 1d20 Disarm Trap: Simple-3  Moderate8  Difficult18  Impossible23; 1d20 Picking Pockets: 8; 1d20 
  Appraise Value: Armor4  Art6  Tapestry7  Gems2  Jewelry3  Goods6  Weapons8; 1d20 Detect Enchant on Item: 5/False Posi-
  tive: 16; 1d20 Identify Enchant Item: Alchem6  Weapon7  Armor7  Clothing6  Jewelry7  Ring4  Wand6 Tool7  Book4  Oth-
  er6; Listening: Whisper 30 FT Normal 90 FT Shout 450; 1d20 Listen through Door: Whisper17  Normal12  Shout7; Gear: None; 
  Appearance: 4 FT 2 inches tall with a long grey ponytail, slender frame, two gold teeth, and wears an eye patch over her left 
  eye; she is dressed in dark green ankle-length robe with a rope belt and black slippers; she has a 2200 GP gold ring on her left hand 
  and two 1000 GP silver-opal rings on her right hand, along with a 6650 gold-ruby pendant; Knowledge and Abilities: Tarot Cards, 
  Devil and Demonology, History, Engineering, Snares; Other: Believes in fortune telling and divination; Location: Dimensional Trap, 
  Obelisk, Room 10. 
   
  Domonkis; male Human; CLASS: Warrior (Dervish): LVL 10 [next 4500 XP]; Age: 43 yrs; Social Peasant; Moral: Evil; STATIS-
  TICS: AGIL17  INT14  STAM18  STRNG17  WILL15; hp 21; Healing: 1hp/6 hours; SPM+3; Racial Abilities: Balance and 
  Acrobatics +1. Problem Solving +1; Languages: Common, Infernal Cant, (foreign language); Reading: YES (foreign language only); 
  Religion: NO; Combat Abilities: Simultaneous 3 Foes (-3 TH), Humanoids +2, Long Sword-Staff-Spear +1, -4 TH not proficient; 
  +1 First Blow; Called Criticals: 10/day (-3 TH); TD Bonus: +1; 1d20 Missiles: Short7 Medium9 Long11 Extreme14; AC: 68 (-11 
  damage); Weapon Proficiencies: Dirk, Long Sword, Scimitar, Rapier, War Hammer, War Axe, Staff, Spear, Short Bow, Long Bow, 
  Javelin, Sling, Flail; Weapons: Silver-Bladed Scimitar +3 (Limb Cleaving, roll GTET 18, save MOD AGIL), Sling (8x Shot +1, 25x 
  Shot), Curved Dirk with Gold Hilt; Armor Worn: Padding, Open Helm (AC+10), Leather Neck Guard, Chain Mail Shirt AC+10, 
  Leather Arm Guard, Studded Leather Gauntlets AC+10, Studded Leather Leg Guards AC+4, Small Wood Shield AC+6; Carry 
  Weight 200 LBS, Lift Weight 600 LBS, 1d20 Negate Surprise: 9; 1d20 Free Climb: Easy-2 Moderate5 Difficult11 Impossible17; 
  1d20 Gear Climb: Easy-7 Moderate0 Difficult6 Impossible12; Grapple Throw: 68 FT; 1d20 Grapple: 8-15FT7 16-30FT12 31-
  45FT17 46FT+22; 1d20 Move w/Stealth: Cover2 Normal5 Open11 Impossible19; 1d20 Climb w/Stealth: Cover7 Normal10 Open16 
  Impossible24; 1d20 Open Lock: Simple2  Moderate7 Difficult13 Very Difficult19; 1d20 Break Lock: Common11  Strong17; 1d20 
  Search Area: Simple-1 Moderate7  Difficult14 Impossible20; 1d20 Search Door-Trap: Simple1 Moderate10 Difficult18 Impossi-
  ble23; 1d20 Disarm Trap: Simple3 Moderate10 Difficult18 Impossible26; 1d20 Picking Pockets: 12; 1d20 Appraise Value: Ar-
  mor2 Art9 Tapestry12 Gems8 Jewelry12 Goods13 Weapons6; 1d20 Detect Enchant on Item: 13/False Positive: 17; 1d20 Identify 
  Enchant Item: Alchem17 Weapon12 Armor14 Clothing17 Jewelry17 Ring18 Wand19 Tool16 Book19 Other18; Listening: 
  Whisper 20 FT Normal 60 FT Shout 300; 1d20 Listen through Door: Whisper18 Normal13 Shout8; Appearance: Stands 5 FT 4 inch-
  es with long blonde hair, green eyes, a thin moustache, and a weak chin; scars are on his right cheek and above his left eye; he wears 
  white desert robes over his armor; he wears a 900 PG ivory pendant carved in Lucifer’s image on a leather thong around his neck; 
  Other: Very concerned with his honor, never breaks his given word; Location: Found inside the Sphinx. 
   
   
  DENIZENS OF KOESSA 
  
   
   
   57 
  Eildon; male Dwarf; CLASS: Warrior: LVL 11 [next 41,868 XP]; Age: 62 yrs; Social  Professional; Moral: Evil; STATISTICS:  
  AGIL17  INT12  STAM16 STRNG19 WILL14; hp 24; Healing: 1hp/4 hours; SPM+4;  Racial Abilities: Infrared Vision, Know 
  Underground Direction; Languages: Common, Dwarvish, Goblinoid, (Foreign Language); Reading: YES (Dwarvish, Common); 
  Religion: YES/Lucifer; Weapon Proficiencies: Dirk, Longsword, Staff, Club, Flail, Short Bow, Crossbow, Spear, Polearm, 
  Trident, War Hammer, War Axe, Cutlass, Rapier; Weapons: Dirk, pair Daggers of Piercing, Longsword +2, Spiked Mace +1; Com-
  bat Abilities: Simultaneous versus 3 Foes (-3 TH), Humanoids +2, -4 TH not proficient; +1 First Blow; TH Bonus: +1 Dirk-
  Hammer-Axe; TD Bonus: +2; 1d20 Missiles: Short11  Medium13  Long15  Extreme18; Armor Worn: open face Helm AC+15, 
  Breastplate AC+5, leather Arm Covers, chainmail Waistcoat AC+2, steel Gauntlets AC+5, leather Leggings; Carry Weight 180 LBS, 
  Lift Weight 1400 LBS, 1d20 Negate Surprise: 12; 1d20 Free  Climb: Easy0  Moderate7  Difficult13  Impossible19; 1d20 Gear 
  Climb: Easy-5  Moderate2  Difficult8  Impossible14; Grapple Throw: 60 FT; 1d20 Grapple: 8-15FT -1 16-30FT7 31-45FT13 
  46FT+22; 1d20 Move w/Stealth: Cover 3 Normal7  Open14  Impossible21; 1d20 Climb w/Stealth: Cover9 Normal13  Open19  Im-
  possible27; 1d20 Detect Stealthy: 17; 1d20 Open Lock: Simple-7  Moderate1  Difficult9  Very Difficult16; 1d20 Break Lock:  
  Common6 Strong12; 1d20 Search Area: Simple-5  Moderate4  Difficult13  Impossible17; 1d20 Search Door-Trap: Simple-4  Mod-
  erate6  Difficult15  Impossible20; 1d20 Disarm Trap: Simple1  Moderate10  Difficult15  Impossible20; 1d20 Picking Pockets: 15; 
  1d20 Appraise Value: Armor-4  Art10  Tapestry13  Gems4  Jewelry6  Goods13 Weapons5; 1d20 Detect Enchant on Item: 11/
  False Positive: 18; 1d20 Identify Enchant Item: Alchem14  Weapon8  Armor7  Clothing11  Jewelry9  Ring7  Wand16 Tool7  
  Book14  Other13; Listening: Whisper 30 FT Normal 90 FT Shout 450; 1d20 Listen through Door: Whisper18  Normal13  Shout8; 
  Knowledge and Abilities: Mining, Gambling, Musician (Harp, Lyre); Gear: 4x oil flasks, 1d12 shrapnel grenade, Potion of 
  Ogre Strength, 2x 1d12Healing Potions; Appearance: Stands 4 FT 5 inches with short red hair and a chest-length red beard, he has a 
  475 GP gold ring in each ear and wears a 1200 GP gold-amber Unholy Symbol of Lucifer on a 200 GP silver neck chain over his 
  armor; Other: hates Wizards; Location: Sphinx, Room #22. 
   
  Gundelan; male Human; CLASS: Priest: LVL 16 [next 73,097 XP]; Age: 61 yrs; Social  Professional; Moral: Evil; STATISTICS:  
  AGIL14 INT20 STAM20 STRNG16 WILL21; hp 24; Healing: 1hp/6 hours; SPM+6;  Racial Abilities: Problem Solving +1, Ac-
  robatics +1; Limitations: Hand Free to perform Prayers; Languages: Common, Infernal Cant; Reading: YES; Religion: YES/Lucifer; 
  1d20 Reincarnate: -2; 1d20 Raise the Dead: 0; 1d20 Bar Undead: HD-5; 1d20 Drive Back Undead: HD-3; 1d20 Destroy Undead: 
  HD+2; Lay on Hands: 1d6 (5/day); Weapon Proficiencies: Dirk, Heavy Mace, Long Sword, Scimitar, Cutlass, Two-Hand Sword, 
  Cudgel, Short Bow, Long Bow, Crossbow, Staff, War Hammer, Flail, Spear, Bolo; Weapons:  Dirk, Heavy Mace +2, silver-bladed 
  Scythe +3 (+5 TD versus Good), 2x Bolo, Cudgel; Combat Abilities: -4 TH not proficient; +1 First Blow; TH Bonus: +1 Dirk-Mace-
  Staff; TD Bonus: +1; 1d20 Missiles: Short11  Medium13  Long15  Extreme18; AC: 45 (-7 damage); Armor Worn: open Helm 
  AC+5, chain mail Neck Cover, scale mail Armor AC+6, steel Gauntlets AC+8, steel Leg Protection, leather Foot Guards; Prayers: 
  Devotion (Free 17): Animate Bones, Armorskin AC+28, Bar Creature, Command Animals, Commune with Spirits, Compel Truth, 
  Create Minor Food, 1d8 Cure Wounds, Detect Good and Evil, Detect Poisons, 1d8+6 God’s Bolt, God’s Fist, 1d10+3 God’s Mis-
  sile, God’s Sword, Know Creature, Minor Escape, Minor Prayer, Mute, Reveal Hidden, See Undead, Speak to Animals, Sword 
  Blessing, Waken, Walk through Fire; Mystery (Free 15): Animate Body, Banish Confusion, Banish Disease, Banish Fatigue, Banish 
  Paralysis, Banish Spells, Blind Undead, Deflect Magic, Detoxify Poisons, 10x10 2d8+2 God’s Fire, God’s Serpent, 1d12 Cure 
  Wounds, Hold Undead, Knock Out, Know Enemy, Create Major Food, Minor Disintegration, Restore Sight, Restore Hearing, Walk 
  on Water; Majesty (Free 11): Body Restoration, Commune with Deity, Creature’s Form, 6d12+6 God’s Martyr range 26 FT (fatal 
  to self), God’s Might Warrior, Enhanced Body, Extraordinary Escape, 2d10+6 Mass Heal, Reflect Attacks; Carry Weight 190 LBS, 
  Lift Weight 1600 LBS, 1d20 Negate Surprise: 10; 1d20 Detect Active Prayer: -8 (identify category 1, identify prayer 7); 1d20 
  Detect Active Enchant: -4 (identify category 11, identify spell 19); 1d20 Free Climb: Easy-6  Moderate1  Difficult7  Impossible13; 
  1d20 Gear Climb: Easy-11  Moderate-4  Difficult2  Impossible8; Grapple Throw: 64 FT; 1d20 Grapple: 8-15FT -7 16-30FT 1 31-
  45FT 7 46FT+ 16; 1d20 Move w/Stealth: Cover 2 Normal2  Open8  Impossible16; 1d20 Climb w/Stealth: Cover 7 Normal7  Open13  
  Impossible21; 1d20 Detect Stealthy: 13; 1d20 Open Lock: Simple-10  Moderate-2  Difficult6  Very Difficult13; 1d20 Break Lock: 
  Common13 Strong19; 1d20 Search Area: Simple-13  Moderate-4  Difficult7  Impossible11; 1d20 Search Door-Trap: Simple-12  
  Moderate-2  Difficult7  Impossible12; 1d20 Disarm Trap: Simple-7  Moderate4  Difficult14  Impossible19; 1d20 Picking Pockets: 
  11; 1d20 Appraise Value: Armor4  Art6  Tapestry12  Gems6  Jewelry8  Goods9  Weapons8; 1d20 Detect Enchant on Item: 5/
  False Positive: 16; 1d20 Identify Enchant Item: Alchem6  Weapon7  Armor7  Clothing6  Jewelry7  Ring4  Wand6 Tool7  
  Book4  Other6; Listening: Whisper 30 FT Normal 90 FT Shout 450; 1d20 Listen through Door: Whisper18  Normal13  Shout8; 
  Gear: 2x oil flasks, 2x 1d10 Healing Potions, Oil of Slipperiness, Siren’s Lute, Charm versus Water Magic, Choker of Strangula-
  tion, Cordial of Drunkenness, 4x vials Unholy Water, Physic of Lycanthropy Reversal, Ring of Influence, Ring of Shapeshifting 
  (Unicorn), Rod of Smiting (36 charges), Magic Bag (1200 pound capacity, has 850 GP in it), Priest scroll (1d12 Cure Wounds (3x), 
  Create Water (2x), Immunity to Disease, Detoxify Poisons (2x), Break Curse, God’s Brimstone, Greater Invulnerability, God’s 
  DENIZENS OF KOESSA 
  
   
   
   58 
  GUNDALAN, continued 
  Smite); Appearance: Stands 5 FT 9 inches with short hazel hair and a dyed-red goatee, he has grey eyes and a small cheek 
  brand; he wears a cloak and 3055 GP silver-ruby-jade Unholy Symbol of Lucifer on a 300 GP silver chain over his armor; 
  Knowledge and Abilities: Birds, Swimming and Diving, Sculpture, Unholy Music and Hymns, History of Hell; Location: 
  Found in the Sphinx, room #22. 
   
  Jowyan; male Human Age: 50 yrs; CLASS: Priest: LVL 15 [XP next Lvl]; Social  Nobility; Moral: Neutral; STATISTICS:  AGIL 
  14  INT 20  STAM 18  STRNG 16  WILL 21; hp 22; SPM+5; Racial Abilities: Acrobatics and Balance +1, Problem Solving +1; 
  Languages: Common, Religious, Elvish, Infernal Cant, Foreign Language; Reading: YES; Religion: YES Anuruck 
  (Romanny Sect); Weapon Proficiencies: Dirk, Maces, Hammer, Bow, Crossbow, Staff, War Axe, Spear, Throwing Star, Club, Short 
  Sword; Weapons: None; Combat Abilities: -4 TH not proficient; +1 First Blow; TH Bonus/Penalties: +1 Long Sword-Spear-Mace, 
  +2 Staff; TD Bonus: 0; 1d20 Missiles: Short6  Medium8  Long10  Extreme13; Armor Worn: None; Prayers: Devotion (FREE 
  16):AC+18 Armorskin, Bar Creature, Command Animals, Compel Truth, Create Minor Food, 1d6 Cure Light Wounds, Detect Poi-
  sons, 1d10+1 God’s Missile, God’s Sword at 5 rounds, Immunity to Disease, Know Creature, Minor Escape, Minor Prayer, Mute, 
  Reveal Hidden, +4 Sword Blessing; Mystery (FREE 12): Aura of Calm, Banish Confusion, Banish Disease, Banish Paralysis, Banish 
  Spells, Blind Undead, Detoxify Poisons, AC+30 Divine Armor, 2d12+2 God’s Strike {lightning}, 1d10+2 Heal Wounds, Know Ene-
  my, Minor Banish Infernal, Restore Sight; Majesty (FREE 6): +4 Aura of Heroism, Break Curse, Creature’s Form, 2d8+4 Cure Se-
  rious Wounds, God’s Mighty Warrior 2x Warrior L14, Extraordinary Escape; Carry Weight 190 LBS, Lift Weight 470 LBS, 
  Healing: 1hp/4 hours; 1d20 Negate Surprise: 7; 1d20 Detect Active Enchant: 2; 1d20 Detect Active Prayer: automatic 
  (Devotion 1, Mystery 4, Majesty 7); Lay on Hands 1d6hp at 5/day; 1d20 Bar the Undead: HD-7; Drive Back Undead: HD-4; Destroy 
  Undead: 1+HD; 1d20 Reincarnation: -1; 1d20 Raise the Dead: 2; 1d20 Free Climb: Easy-4  Moderate3  Difficult9  Impossi-
  ble15; 1d20 Gear Climb: Easy-9  Moderate-2  Difficult4  Impossible10; Grapple Throw: 64 FT; 1d20 Grapple: 8-15FT 2 16-30FT 10 
  31-45FT 18 46FT+ 27; 1d20 Move w/Stealth: Cover2  Normal3  Open9  Impossible17; 1d20 Climb w/Stealth: Cover7  Normal8  
  Open14  Impossible22; 1d20 Open Lock: Simple-1  Moderate2  Difficult7  Very Difficult15; 1d20 Break Lock:  Common12  
  Strong18; 1d20 Search Area: Simple-12  Moderate-3  Difficult6  Impossible10; 1d20 Search Door-Trap: Simple-10  Moderate0  
  Difficult9  Impossible14; 1d20 Disarm Trap: Simple-8  Moderate3  Difficult13  Impossible18; 1d20 Picking Pockets: 13; 1d20 Ap-
  praise Value: Armor-8  Art1  Tapestry4  Gems3  Jewelry5  Goods4  Weapons4; 1d20 Detect Enchant on Item: 5/False Positive: 
  20; 1d20 Identify Enchant Item: Alchem4  Weapon3  Armor3  Clothing4  Jewelry4  Ring3  Wand4  Tool4  Book3  Other6; 
  Listening: Whisper 20 FT Normal 60 FT Shout 300; 1d20 Listen through Door: Whisper18  Normal13  Shout8; Gear: None; 
  Appearance: Stands 5 FT 6 inches with short black hair worn closely shaved with a Mohawk, he has blue-grey eyes; he wears 
  a blue cloak over a white tunic and black leather pants with ankle-high black leather boots and a grey leather belt (600 GP gold lion’s 
  head buckle); he has a 700 GP copper-amber Holy Symbol to Annuruck on a 100 GP silver neck chain; he has a 5610 GP gold locket 
  (his wife’s picture) pinned to his tunic, has a 500 GP gold ring on his right hand, and a 320 GP silver-amethyst ring on his left hand; 
  Knowledge: Court Etiquette, Chariots, Small Boats, Animal Training, Surgery; Quest: Recover emerald ‘Eye of Eiry’ from 
  Circle 6; Location: Dimensional Trap, Obelisk, Room 10. 
   
  Khykarriune; male Human; CLASS: Priest: LVL 11 [next 32,582 XP]; Age: 53 yrs; Social Craftsman; Moral: Evil; STATISTICS: 
  AGIL14  INT16  STAM18  STRNG15  WILL17; hp 24; Healing: 1hp/6 hours; SPM+6; Racial Abilities: Problem Solving +1, 
  Acrobatics/Balance +1; Languages: Common, Elvish, Dwarvish, Centaur, Infernal Cant; Reading: YES (all known); Religion: Luci-
  fer; 1d20 Reincarnate: 2; 1d20 Raise the Dead: 4; Lay on Hands: 1d6 4/day; 1d20 Detect Active Prayers: 0 (Identify Category 
  6, Identify Prayer 14); 1d20 Detect Active Spells: 2 [not identify]; 1d20 Bar Undead: HD-1; 1d20 Drive Back Undead: HD+1; 
  1d20 Destroy Undead: HD+6; Combat Abilities: -4 TH not proficient; +1 First Blow; Called Criticals: 6/day (-3 TH); TD Bonus: 
  0; 1d20 Missiles: Short7 Medium9 Long11 Extreme14; AC: 32 (-5 damage); Weapon Proficiencies: Dirk, Heavy Mace, Short 
  Bow, Crossbow, Throwing Star, Dart, Scimitar, War Hammer, Javelin; Weapons: Mace +3 (crushes limb on natural roll of 20, triple 
  damage versus good dragons), 2x silver daggers +1; Armor Worn: chain mail AC+12 under black vestments, steel gauntlets, open 
  steel helm AC+6; Carry Weight 180 LBS, Lift Weight 1500 LBS, 1d20 Negate Surprise: 10; 1d20 Free Climb: Easy-2 Moderate5 
  Difficult11 Impossible17; 1d20 Gear Climb: Easy-7 Moderate0 Difficult6 Impossible12; Grapple Throw: 60 FT; 1d20 Grapple: 8-
  15FT-3 16-30FT5 31-45FT11 46FT+20; 1d20 Move w/Stealth: Cover2 Normal5 Open11 Impossible19; 1d20 Climb w/Stealth: 
  Cover7 Normal10 Open16 Impossible24; 1d20 Detect Stealthy: 17; 1d20 Open Lock: Simple-4  Moderate4 Difficult12 Very Diffi-
  cult17; 1d20 Break Lock:  Common11  Strong17; 1d20 Search Area: Simple-5 Moderate4  Difficult13 Impossible19; 1d20 Search 
  Door-Trap: Simple1 Moderate7 Difficult13 Impossible19; 1d20 Disarm Trap: Simple1 Moderate7 Difficult14 Impossible21; 
  1d20 Picking Pockets: 13; 1d20 Appraise Value: Armor-1 Art9 Tapestry12 Gems5 Jewelry8 Goods13 Weapons4;  
  DENIZENS OF KOESSA 
  
   
   
   59 
  KHYKARRIUNE, continued 
  1d20 Detect Enchant on Item: 11/False Positive: 15; 1d20 Identify as Enchanted: Alchem17 Weapon6 Armor4 Clothing11 
  Jewelry17 Ring16 Wand17 Tool16 Book19 Other18; Listening: Whisper 20 FT Normal 60 FT Shout 300; 1d20 Listen through 
  Door: Whisper18 Normal13 Shout8; Gear: 1d12 Potion of Healing, 2d8 Potion of Greater Healing, 2x vials Unholy Water, 
  Poison Antidote, Tonic of Armorskin AC+20, 3x flasks of oil, Prayer Scroll (God’s Fire, God’s Missile Volley, Hold Creature (2x), 
  Mass Hold), Prayer Scroll (Break Geas, Breathe Vacuum, Cure Serious Wounds (2x), Deflect Prayers (2x), God’s Smite); Prayers: 
  Devotion (Free 13): Animate Bones, Armorskin AC+23, Blur Sight, Commune with Spirits, Compel Truth, Create Minor Food, 1d6 
  Cure Wounds, Detect Poisons, 1d8+6 God’s Bolt, 1d10+3 God’s Missile, Immunity to Disease, Know Creature, Minor Escape, Mi-
  nor Prayer, Mute, Reveal Hidden, See Undead, Walk through Fire; Mystery (Free11): Animate Body, Aura of Belief, Banish Confu-
  sion, Banish Disease, Banish Fatigue, Banish Paralysis, Banish Spells, Deflect Magic, Detoxify Poisons, Element Shield, 10x10 
  2d8+2 God’s Fire, God’s Hammer, 2d12+2 God’s Strike, 1d12 Cure Wounds; Majesty (Free 7): Body Restoration, 25x25 4d8+6 
  God’s Brimstone, Invulnerability, Kill; Appearance: Stands 5 FT 2 inches with long grey hair and braids in the back, he has 
  blue-grey eyes and a thick grey beard; he is wearing long black vestments over his armor; he wears a dark blue cloak and 4100 GP 
  gold-ivory-turquoise Unholy Symbol to Lucifer over his armor; Other: Khykarriune prefers not to fight and when the secret door to 
  his area is opened he demands that Adventurers not enter or disrupt his prayers and meditation; if Adventurers enter he uses God’s 
  Missile Volley to discourage them; if more than two persons enter he uses Mass Hold; Location: Found in the Sphinx, -30 FT Ele-
  vation, Room 100. 
   
  Likhor Bacha; male Human; CLASS: Warrior (Dervish): LVL 12 [next 14,300 XP]; Age: 37 yrs; Social Gentry; Moral: Neutral; 
  STATISTICS: AGIL17  INT17  STAM20  STRNG19  WILL17; hp 24; Healing: 1hp/3 hours; SPM+5;  Racial Abilities: 
  Problem Solving +1, Acrobatics/Balance +1; Languages: Common, Infernal Cant, (foreign language); Reading: YES; Religion: YES 
  (Chihaaken, Goddess of Floods and Destruction); Weapon Proficiencies: Dirk, Long Sword, Short Sword, Staff, War Hammer, War 
  Axe, Short Bow, Long Bow, Crossbow, Throwing Stars, Spear, Javelin, Halberd, Heavy Mace, Cutlass, Spiked Club; Weapons: 
  Short Spear, Short Sword +3 (Dwarf Bane, +7 save versus Earth magic), Dirk, Short Bow (10 arrows); Combat Abilities: Simultane-
  ous versus 3 Foes (-3 TH), Humanoids +2, -4 TH not proficient; +1 First Blow, Opponents apply a -1 penalty to hit (parry skill), pro-
  ficient at boxing and martial arts; Called Criticals: 12/day (-3 TH); TD Bonus: +2; 1d20 Missiles: Short6 Medium8 Long10 Ex-
  treme13; AC: 61 (-10 hp); Armor Worn: Steel Cap with leather sides and Ostrich plume (AC+6), Chain Mail Neck Guard, Breast-
  plate, Backplate AC+8, Steel Gauntlets AC+6, Chain Waistcoat, Studded Leather Leg Guards, medium Bronze Shield AC+8; Carry 
  Weight 220 LBS, Lift Weight 650 LBS, 1d20 Negate Surprise: 7; 1d20 Free  Climb: Easy-4 Moderate3 Difficult9 Impossible15; 
  1d20 Gear Climb: Easy-9 Moderate-2 Difficult4 Impossible10; Grapple Throw: 76 FT; 1d20 Grapple: 8-15FT4  16-30FT8  31-
  45FT15  46FT+20; 1d20 Move w/Stealth: Cover2 Normal3 Open9 Impossible17; 1d20 Climb w/Stealth: Cover7 Normal8 Open14 
  Impossible22; 1d20 Open Lock: Simple2 Moderate7 Difficult12 Very Difficult20; 1d20 Break Lock:  Common9 Strong15; 1d20 
  Search Area: Simple-6 Moderate3 Difficult12  Impossible16; 1d20 Search Door-Trap: Simple-4 Moderate6 Difficult13 Impossi-
  ble18; 1d20 Disarm Trap: Simple-2 Moderate9 Difficult19 Impossible24; 1d20 Picking Pockets: 12; 1d20 Appraise Value: Armor2  
  Art11 Tapestry13 Gems5 Jewelry7 Goods11 Weapons3; 1d20 Detect Enchant on Item: 10/False Positive: 20; 1d20 Identify En-
  chant Item: Alchem10 Weapon8 Armor9 Clothing14 Jewelry11 Ring14 Wand16 Tool9 Book13 Other12; Listening: Whisper 
  20 FT Normal 60 FT Shout 300; 1d20 Listen through Door: Whisper18 Normal3 Shout8; Appearance: Stands 6 FT 1 inch with short 
  black hair, he has blue eyes, a thin black beard, and a skull tattoo on his cheek; he wears a grey desert robes and a 7820 GP platinum-
  pearl-ruby Holy Symbol of Chihaaken (down-faced arrow over waves) over his armor; Knowledge and Abilities: Escape Artist; Lo-
  cation: Inside the Sphinx. 
   
  Maraniarak (Koessa) or Hakkerlane (Atalyk), Mummy King, male Human Mummy, 1207 years, Warrior L10, Wizard L6 
  (Air, Earth, Shaman), Moral Evil, STATS Agility 16 Intel 19 Stamina 19 Strength 22 Will 24, Health 68, Special Power Modifi-
  er +3, AC 38, immune ordinary wood weapons, one-tenth damage non-enchanted ferrous (iron) weapons, one-quarter damage weap-
  on+1, Lift/Carry 2200/400 pounds, Languages Common, Infernal Cant, Demonic, Centaur, Minotaur, (4 foreign languages), Racial 
  Abilities Infrared vision, Ultraviolet vision, detect invisible-phased-displaced at 100 FT, one-tenth damage Electricity/Fire magic, 
  immune Earth magic, blends into desert (-10 detect stealthy), Attacks: Punch 1d12, Strangle 2d8, Kick 1d4; Special Attacks: Rotting 
  Touch hp1d10 (6/day, finger/toe per touch, save 1d20 GTET [32-Stamina]; Cure Disease etc. fails on 1d20 rolls GTET 6), Disease 
  Touch (leprosy, save 1d20 GTET [26-Stamina]); Special Abilities: summon Skeletons (3/day, 2d20, HD2), summon Zombies (2/day, 
  2d12, HD3), summon Mummies (1/day, 1d20, HD9), commands 100 HD undead at 100 FT, commands 500 HD giant rats etc. at 300 
  FT, walks through any wall in Ezrabah; Weapon Proficiencies Dirk, Machete, Cutlass, Club, Mace (scepter), War Hammer, Long 
  Bow, Spear, Javelin, Halberd, Polearm, Sling, Whip, TH Modifier +0, Defense Modifier (Opponent) -0, Damage Modifier +4,  
  DENIZENS OF KOESSA 
  
   
   
   60 
  MUMMY KING/QUEEN, continued, 
  1d20 Detect Active Spells 9, 1d20 Detect Active Prayers 15, 1d20 Moving with Stealth 9 (3 desert, 6 underground), 1d20 De-
  tect Stealthy 11, 1d20 Negate Surprise Attack 8, Identify Enchanted Object 13, 1d20 Free Climb easy 5 moderate 12 difficult 
  17 very difficult 23, Listen whisper 40 FT speech 120 FT shout 600 FT, 1d20 Listen at Door [loud -3] whisper 16, speech 11 shout 6, 
  Gear: Sandals of Levitation, Ring of Fiery Breath (47), Ring of Magic Missiles (1d8, 50 FT, 58); Weapons Soulstriker Scepter (evil 
  artifact {see Inferno: Treasury} may appear as an ordinary wood rod, disbelieve 1d20 GTET [34-Will]), Armor none; Spells: BASIC 
  1d6+4 Attack (Acid, Electricity), Audibles, Bog Down 20x20 FT, Call Breezes, Dominate Person, Fog Bank, Horga’s Mage Block, 
  Jaco’s Mesmerize, Minor Sleep, Putrid Scents, +1d6+4 AC Rockskin, Slippery Surfaces 25x25 FT, 1d8+4 Sound Blast, 1d4+4 
  Steam Vent {ground}, Unhearing Ears, Vertigo (FREE 10); LESSER 2d6+4 Attack (Acid, Electricity), 1d6+4 Attack (Cold, Fire), 
  Area Deafen 20x20 FT, Area Silence 20x20 FT, Arrow Volley 1d8 at hp1d3, Choke {to unconsciousness}, Cloud the Mind, Control 
  Winds, Create Quicksand 25x25 FT, Disperse Magic, Fear the Reaper, Gregor’s Mage Drain, 3d6+4 Hailstorm 20x20 FT, Hold in 
  Place, Paralyzing Hand, Remove Air 20x20 FT, Stun, Summon Air Elemental, Summon Giant (FREE 6), Familiar Rehomet (HD4 
  Skeletal Cat, hp25, AC40, bite 1d4, 2x claw 1d3, disease/save 1d20 GTET [28-Stamina]), Description: An emaciated bipedal male 
  humanoid 6’2”tall, wrapped in layers of glossy and shimmering gold color linen strips; his features are generally obscured by band-
  ages but he appears to have a strong chin, prominent and large nose, and deep eye sockets. He wears a colorful hood-like head-dress 
  with blue, yellow, and red horizontal stripes and a gold circlet over the outside with an upright cobra mounted to it; he wears gold 
  sandals and around his neck is a gold chain and ankh (something like a cross with the top segment replaced by an oval or circle), 
  Initial Location: The Oasis of Koessa or the Oasis of Atalyk on the Seventh Circle of Hell, in the Throne Room of the Obelisk 
  Tower. Hidden inside his body wrapping are: 48 GP, Gergale’s Charm (mental protection), a Choker of Tongues, one Earring of 
  Telepathy, pouch Ahab’s Storm Dust. 
   
  Morfarch; male Half-Elf; CLASS: Priest: LVL 12 [next 17,674 XP]; Age: 111 yrs; Social  Craftsman; Moral: Evil; STATISTICS:  
  AGIL15 INT18 STAM19 STRNG16 WILL17; hp 23; Healing: 1hp/6 hours; SPM+7;  Racial Abilities: Low Light Vision, Out-
  door Navigation, Reduced Lost; Limitations: Hand Free to perform Prayers; Languages: Common, Elvish, Giantish, Doppleganger, 
  Infernal Cant; Reading: YES (Common, Elvish, Infernal Cant); Religion: YES/Lucifer; 1d20 Reincarnate: 0; 1d20 Raise the Dead: 
  2; 1d20 Bar Undead: HD-2; 1d20 Drive Back Undead: HD+0; 1d20 Destroy Undead: HD+5; Lay on Hands: 1d6 (5/day); Weapon 
  Proficiencies: Dirk, Heavy Mace, Staff, Club, War Hammer, Rapier, Cutlass, Spear, Javelin, Long Bow, Blow Gun; Weap-
  ons:  Mace +3 (+2 TD), steel tipped Quarterstaff, curved Dirk, Long Bow with 20 War Arrows; Combat Abilities: -4 TH not 
  proficient; +1 First Blow; TH Bonus: +1 Dirk-Rapier-Staff-Crossbow; TD Bonus: 0; 1d20 Missiles: Short11  Medium13  Long15  
  Extreme18; AC: 38 (-5 damage); Armor Worn: steel Cap AC+3, leather Neck Protection, chain mail Armor AC+10, chain mail Arm 
  Protection AC+4, steel Leg Protection; Prayers: Devotion (Free 14): Armorskin AC+26, Blur Sight, Command Animals, Command 
  Minor Undead, Compel Truth, Create Minor Food, 1d10 Cure Wounds, Detect Poisons, 1d8+7 God’s Bolt, 1d4+3 God’s Fist, 
  God’s Sword, Know Creature, Minor Escape, Minor Prayer, Mute, Reveal Hidden, Sword Blessing, Waken; Mystery (Free 12): Au-
  ra of Calm, Banish Confusion, Banish Spells, Blind Undead, Deflect Magic, Element Shield, God’s Hammer, God’s Serpent, 2d8 
  Cure Wounds, Hold Undead, Inflict Panic, Know Enemy, Minor Regeneration, Restore Sight, Restore Hearing, Walk on Water; Maj-
  esty (Free 8): Creature’s Form, 2d8+7 Cure Wounds/3 persons, God’s Might Warrior, Grand Crusade, Mass Animate; Carry 
  Weight 190 LBS, Lift Weight 1600 LBS, 1d20 Detect Active Prayer: -4 (identify category 4, identify prayer 9); 1d20 Detect Ac-
  tive Spells: -2 (not identify); 1d20 Negate Surprise: 11; 1d20 Free Climb: Easy-2  Moderate5 Difficult11  Impossible17; 1d20 Gear 
  Climb: Easy-7  Moderate0  Difficult6  Impossible12; Grapple Throw: 64 FT; 1d20 Grapple: 8-15FT -3 16-30FT 5 31-45FT 11 
  46FT+ 20; 1d20 Move w/Stealth: Cover 2 Normal5  Open11  Impossible19; 1d20 Climb w/Stealth: Cover5 Normal10 Open18  Im-
  possible26; 1d20 Open Lock: Simple-6  Moderate2  Difficult10  Very Difficult18; 1d20 Break Lock:  Common15 Strong21; 1d20 
  Search Area: Simple-8  Moderate1  Difficult10  Impossible14; 1d20 Search Door-Trap: Simple-7  Moderate3  Difficult12  Impos-
  sible17; 1d20 Disarm Trap: Simple-2  Moderate7  Difficult17  Impossible:22; 1d20 Picking Pockets: 13 1d20 Appraise Value: Ar-
  mor7  Art16  Tapestry17  Gems8  Jewelry11  Goods16  Weapons8; 1d20 Detect Enchant on Item: 9/False Positive: 16; 1d20 Identi-
  fy Enchant Item: Alchem10  Weapon12  Armor15  Clothing15  Jewelry9  Ring8  Wand6 Tool14  Book11  Other13; Listening: 
  Whisper 30 FT Normal 90 FT Shout 450; 1d20 Listen through Door: Whisper18  Normal13  Shout8; Gear: 2x oil flasks, 2x 1d10 
  Healing Potions, Potion of Invisibility, Boots of Chaining, Gloves of Sloth, Pearl of Infrared Vision, Charm versus Air Magic, Magic 
  Hole, Priest scroll (God’s Missile (3x), God’s Sword, God’s Serpent, Bind Undead (2x), Inflict Panic); Appearance: Stands 6 FT 3 
  inches with long blonde hair cropped into a ponytail, he has grey-gold flecked eyes, and a thick blond moustache; black unholy sym-
  bols are drawn on his forehead in ashes; he wears a dark green cloak and a 4965 GP gold-ivory-onyx-amethyst Unholy Symbol of 
  Lucifer on a 600 GP gold neck chain over his armor; Knowledge and Abilities: Art History, Wine Making, Wilderness Survival; 
  Location: Found in the Sphinx, room #22. 
  DENIZENS OF KOESSA 
  
   
   
   61 
  Noridath Greenboggan; male Dwarf; CLASS: Warrior: LVL 4 [next 16,671 XP]; Age: 87 yrs; Social  Craftsman; Moral: Neutral; 
  STATISTICS: AGIL15  INT19  STAM17 STRNG17 WILL13; hp 22; Healing: 1hp/6 hours; SPM+6; Racial Abilities: Infra-
  red Vision, Determine Depth and Direction Underground; Languages: Common, Dwarvish, Gnomish, Cercopes; Reading: YES 
  (Dwarvish, Common); Religion: YES/; Weapon Proficiencies: Dirk, Long Sword, War Axe, War Hammer, Javelin, Sling, Rapier; 
  Weapons: None; Combat Abilities: Simultaneous versus 2 Foes (-3 TH), Humanoids +1,-4 TH not proficient; +1 First Blow; TH 
  Bonus: +1 Dirk-War Axe-War Hammer; TD Bonus: +1; 1d20 Missiles: Short11  Medium13  Long15  Extreme18; AC: 2 (no 
  damage modifier); Armor Worn: None; Carry Weight 200 LBS, Lift Weight 1700 LBS; 1d20 Negate Surprise: 7; 1d20 Free  Climb: 
  Easy6  Moderate13  Difficult19  Impossible24; 1d20 Gear Climb: Easy2  Moderate8  Difficult14  Impossible19; Grapple Throw: 68 
  FT; 1d20 Grapple: 8-15FT 4 16-30FT 12 31-45FT 18 46FT+ 27; 1d20 Move w/Stealth: Cover 6 Normal13  Open18  Impossible26; 
  1d20 Climb w/Stealth: Cover12 Normal19 Open24 Impossible33; 1d20 Detect Stealthy: 14; 1d20 Open Lock: Simple-1  Mod-
  erate1  Difficult11 Very Difficult19; 1d20 Break Lock: Common11 Strong18; 1d20 Search Area: Simple-1  Moderate9  Difficult19  
  Impossible23; 1d20 Search Door-Trap: Simple0  Moderate11  Difficult20  Impossible25; 1d20 Disarm Trap: Simple3  Moder-
  ate14  Difficult24  Impossible30; 1d20 Picking Pockets: 17; 1d20 Appraise Value: Armor9  Art18  Tapestry17  Gems9  Jewel-
  ry11  Goods12  Weapons8; Listening: Whisper 30 FT Normal 90 FT Shout 450; 1d20 Listen through Door: Whisper18  Normal13  
  Shout8; Gear: wearing a Choker of Unchanging and a Ring of Confusion (clothing is found in a nearby chest); Appearance: He is 
  found shapedchanged into a 2 FT 4 inch Chimpanzee wearing a silver choker around his neck and a silver-pearl ring on his left hand; 
  his native form stands 4 FT 4 inches tall with medium-length red hair streaked with grey and a waist-length dark red beard with 
  streaks of white; his eyes are light grey; he has tattoos on the backs of both hands; he is naked when returned to his native form; 
  Knowledge and Abilities: Master Miner, Tool Smith, Dwarven Ballads, Pigeon Keeper; Location: Large Pyramid, Room 8. 
   
  Orlaith; female Human; CLASS: Priestess: LVL 9 [next 61,611 XP]; Age: 46 yrs; Social  Peasant; Moral: Evil; STATISTICS:  
  AGIL17  INT18  STAM15 STRNG13 WILL16; hp 19; Healing: 1hp/6 hours; SPM+4;  Racial Abilities: Problem Solving +1, 
  Acrobatics +1; Languages: Common, Infernal Cant; Reading: YES; Religion: YES/Lucifer; 1d20 Reincarnate: 6; 1d20 Raise the 
  Dead: 9; 1d20 Bar Undead: HD+1; 1d20 Drive Back Undead: HD+3; Destroy Undead: HD+8; Lay on Hands: 1d6 (4/day); 
  Weapon Proficiencies: Dirk, Heavy Mace, Staff, Rapier, Short Bow, Flail, War Axe, Polearm; Weapons: Dirk, Heavy Mace, 
  Steel-Tipped Quarterstaff +1 (+2 TD), Short Bow with 20 War Arrows; Combat Abilities: -4 TH not proficient; +1 First Blow; TH 
  Bonus: +1 Dirk-Mace; TD Bonus: 0; 1d20 Missiles: Short11  Medium13  Long15  Extreme18; AC: 35 (-5 damage); Armor 
  Worn: leather Hood, Breastplate AC+7, chain mail Arm Protection, scale mail Gauntlets AC+10; Prayers: Devotion (Free 
  11): Command Animals, 1d6 Cure Wounds, Detect Undead, 1d8+4 God’s Bolt, God’s Fist, God’s Sword, Know Creature, Minor 
  Escape, Minor Prayer, Mute, Reveal Hidden, Sword Blessing, Waken, Walk through Fire; Mystery (Free 9): Aura of Belief, Banish 
  Paralysis, Banish Spells, Create Major Food, 1d10 Cure Wounds, Deflect Magic, Detoxify Poisons, God’s Serpent, Inflict Panic, 
  Knock Out; Majesty (Free 5) Aura of Heroism, Creature’s Form, Kill; Carry Weight 160 LBS, Lift Weight 1300 LBS, 1d20 De-
  tect Active Prayer: 2 (identify category 5, identify prayer 11); 1d20 Detect Active Spell: 5 (not identify); 1d20 Negate Sur-
  prise: 7; 1d20 Free  Climb: Easy-3  Moderate4  Difficult10  Impossible16; 1d20 Gear Climb: Easy-7  Moderate-1  Difficult5  Im-
  possible12; Grapple Throw: 52 FT; 1d20 Grapple: 8-15FT -3 16-30FT 5 31-45FT 11 46FT+ 20; 1d20 Move w/Stealth: Cover 2 Nor-
  mal4  Open11  Impossible19; 1d20 Climb w/Stealth: Cover7 Normal10 Open16 Impossible25; 1d20 Detect Stealthy: 15; 1d20 Open 
  Lock: Simple-3  Moderate-1  Difficult8 Very Difficult16; 1d20 Break Lock: Common15 Strong23; 1d20 Search Area: Simple-5  
  Moderate5  Difficult15  Impossible19; 1d20 Search Door-Trap: Simple-4  Moderate7  Difficult16  Impossible21; 1d20 Disarm 
  Trap: Simple1  Moderate12  Difficult22  Impossible27; 1d20 Picking Pockets: 11; 1d20 Appraise Value: Armor9  Ar14  Tap-
  estry17  Gems12  Jewelry13  Goods16  Weapons10; 1d20 Detect Enchant on Item: 12/False Positive: 16; 1d20 Identify Enchant 
  Item: Alchem14  Weapon11  Armor9  Clothing15  Jewelry17  Ring14  Wand11 Tool17  Book17  Other13; Listening: Whisper 
  30 FT Normal 90 FT Shout 450; 1d20 Listen through Door: Whisper18  Normal13  Shout8; Gear: Potion of Protection against Blind-
  ness, 2x 1d12Healing Potions, 10 Skeleton Seeds, 80 GP ivory pipe, 6x pipeweed, Glasses of Cataracts, set Dwarven Lock Picks, 
  Ring of Oath Fulfilling, 3x Poison Antidote, Priest scroll (Detoxify Poisons (2x), God’s Bolt (2x), Night Vision, Enhance Protection, 
  2d8 Cure Wounds (4x), Minor Regeneration), 4x Torch, flint&steel; Appearance: She stands 5 FT 1 inch tall with very long brown 
  hair, the tips are dyed bright red, her eyes are green, she has a short scar on her forehead; she wears long green robes over her armor 
  along with a 6720 GP platinum-pearl-opal Unholy Symbol of Lucifer; Knowledge and Abilities: Vocal (chant, singing), Reptiles, 
  Poisoner; Location: Sphinx, Room #22. 
   
  DENIZENS OF KOESSA 
  
   
   
   62 
  Philomena; female Gnome; CLASS: Wizard (Shaman): LVL 15 [next 56,000 XP]; Age: 92 yrs; Social  Craftsman (Slave); 
  Moral: Evil; STATISTICS: AGIL21  INT19  STAM14  STRNG13  WILL22; hp 18; Healing: 1hp/4 hous; SPM+6; Racial 
  Abilities: Speak with Animal (canine, feline, raven, falcon, eagle), Low Light Vision; Limitations: Hand free to cast spells, 
  Limit 20 LBS iron on body to cast spells; Languages: Common, Gnome, Dwarvish; Reading: YES; Religion: NO; Weapon Profi-
  ciencies: Dirk, Bow, Cutlass, Scimitar, Staff, Spear, Short Bow, Light Mace, Flail; Weapons: None; Combat Abilities: -4 TH 
  not proficient; +1 First Blow; TH Bonus/Penalty: +1 Cutlass-Dirk-Machete-Rapier-Bow-Scimitar; TD Bonus: 2; 1d20 Missiles: 
  Short8  Medium10  Long12  Extreme14; Armor Worn: None; Spells: Basic (FREE 16): 1d6+4 Attack (Force), -3 Confuse Weapons, 
  Detection, Dominate Person, Horga’s Mage Block, Jaco’s Mesmerize, Levitation, Illusion, Mind Speech, Remove Confusion, Minor 
  Sleep, Remove Panic, Waken; Lesser (FREE 12): 2d6+4 Attack (Force), 1d6+4 Attack (Acid, Cold, Fire, Electricity), Arrow Volley 
  1d8 at hp1d3, +3 Aura of Heroism, Cloud the Mind, Disperse Magic, Fear the Reaper, Gregor’s Mage Drain, Hold in Place, Send 
  Mage Energy, Stun, True Sight; Greater (FREE 6): 2d6+4 Attack (Acid, Cold, Fire, Electricity), Clone Person, Geas, 5d20+20 Im-
  minent Mortality, Minor Time Walk, Spell Permanency, Sleep Zone 25x25 FT; Carry Weight 160 LBS, Lift Weight 520 LBS, 1d20 
  Negate Surprise: 5; 1d20 Detect Active Enchant: -8 (1d20 Recognize Element 2, 1d20 Recognize Category 2); 1d20 Detect 
  Active Prayer: 6; 1d20 Free Climb: Easy-11  Moderate-4  Difficult2  Impossible8; 1d20 Gear Climb: Easy-16  Moderate-9  Diffi-
  cult-3  Impossible3; Grapple Throw: 52 FT; 1d20 Grapple: 8-15FT 5 16-30FT 13 31-45FT  21 46FT+ 30; 1d20 Move w/Stealth: 
  Cover2  Normal2  Open8  Impossible16; 1d20 Climb w/Stealth: Cover7  Normal7  Open13  Impossible21; 1d20 Open Lock: Sim-
  ple2  Moderate2  Difficult8  Very Difficult16; 1d20 Break Lock:  Common15 Strong21; 1d20 Search Area: Simple-11  Moderate-2  
  Difficult7  Impossible11; 1d20 Search Door-Trap: Simple-9  Moderate1  Difficult10  Impossible15; 1d20 Disarm Trap: Simple-7  
  Moderate4  Difficult14  Impossible19; 1d20 Picking Pockets: 8; 1d20 Appraise Value: Armor3  Art5  Tapestry6  Gems-2  Jewel-
  ry-1  Goods6  Weapons7; 1d20 Detect Enchant on Item: 4/False Positive: 20; 1d20 Identify Enchant Item: Alchem3  Weapon4  
  Armor6  Clothing7  Jewelry3  Ring5  Wand 4 Tool7  Book1  Other5; Listening: Whisper 30 FT Normal 90 FT Shout 450 FT; 1d20 
  Listen through Door: Whisper17  Normal2  Shout7; Gear: None; Appearance: Stands 3 FT 8 inches tall with short dark 
  brown hair, a pigtail hanging on her left side, her eyes are dark blue; she has a platinum stud in her left ear and a lightning tattoo on 
  the back of her right hand; she is wearing a hooded ankle-length grey robe with red geometric patterns, and black shoes; Knowledge 
  and Abilities: Storytelling, Lying, Card Playing, Haggling, Forgery, Musician; Other: former slave, separated from her hus-
  band Valponius (Rascal L18) during fighting on the Sixth Circle; helps Adventurers until an opportunity arises to steal their treasure 
  then leaves; Location: Dimensional Trap, Obelisk, Room 10. 
   
  Serbesses; male Human; CLASS: Warrior (Dervish): LVL 9 [next 8542 XP]; Age: 37 yrs; Social  Peasant; Moral: Neutral; 
  STATISTICS:  AGIL19  INT13  STAM17  STRNG17  WILL14; hp 21; Healing: 1hp/6 hours; SPM+4;  Racial Abilities: 
  Problem Solving +1, Acrobatics +1; Languages: Common, Infernal Cant, Minotaur, Goblin, (foreign language); Reading: NO; Reli-
  gion: YES/Lucifer; Weapon Proficiencies: Dirk, Long Sword, Two-Handed Sword, Cutlass, Rapier, Scimitar, Staff, Heavy 
  Mace, Short Bow, Crossbow, Spear, War Axe; Weapons: War Axe +2, Leather Bandolier (3 Dirks), d12 Spiked Mace +3 (Wizard 
  Bane, reflects Air magic); Combat Abilities: Fight 3 simultaneous foes, +1 Long Sword-Staff-Spear, +2 versus Humanoids, -4 TH 
  not proficient; +1 First Blow; Called Criticals: 9/day; TH Bonus: 0; TD Bonus: +1; 1d20 Missiles: Short7  Medium9  Long11  
  Extreme14; AC: -6 hp damage reduction; Armor Worn: Steel Cap with Leather side AC+4, Leather Armor AC+8, Breastplate 
  AC+4, Studded Leather Arm Guards, Leather Gloves, Studded Leather Leg Guards, Steel Foot Guards, medium rectangular Bronze 
  Shield AC+10; Carry Weight: 200 LBS, Lift Weight 450 LBS, 1d20 Negate Surprise: 6; 1d20 Free  Climb: Easy-5 Moderate2 Dif-
  ficult8  Impossible14; 1d20 Gear Climb: Easy-10 Moderate-3 Difficult3 Impossible9; Grapple Throw: 68 FT; 1d20 Grapple: 8-
  15FT9 16-30FT17  31-45FT25 46FT+34 ; 1d20 Move w/Stealth: Cover2 Normal2 Open8 Impossible16; 1d20 Climb w/Stealth: 
  Cover7 Normal7 Open13 Impossible21; 1d20 Open Lock: Simple2 Moderate9 Difficult17 Very Difficult25; 1d20 Break Lock: Com-
  mon11 Strong17; 1d20 Search Area: Simple1 Moderate10 Difficult19 Impossible23; 1d20 Search Door-Trap: Simple3 Moderate13 
  Difficult22 Impossible27; 1d20 Disarm Trap: Simple5 Moderate16 Difficult26 Impossible31; 1d20 Picking Pockets: 9; 1d20 Ap-
  praise Value: Armor1  Art14  Tapestry13  Gems10  Jewelry13  Goods16  Weapons8; 1d20 Detect Enchant on Item: 15/False 
  Positive: 16; 1d20 Identify Enchant Item: Alchem18 Weapon12 Armor14 Clothing18 Jewelry18 Ring18 Wand18 Tool16 
  Book18 Other16; Listening: Whisper 40 FT Normal 120 FT Shout 600; 1d20 Listen through Door: Whisper18 Normal13 Shout8; 
  Gear: 2x Oil Flask, pouch 11x matches, Switchblade, small metal pry bar; Appearance: Stands 5 FT 8 inches with short 
  brown hair, brown eyes, and a thin brown beard; he wears brown desert robes over his armor along with a 6200 GP gold-turquoise-
  amber Unholy Symbol of Lucifer; Other: sentenced to 50 years of keeping intruders out of the Sphinx by Amayon; Location: Inside 
  the Sphinx. 
   
  Vivinna, female Elf in her mid 20’s (shapechanged); True Form: HD 14 Type 7C Devil, STATISTICS: hp70, AC: 34 (-4 damage); 
  Weapon/Armor/Gear: None; Appearance: Stands 5 FT 11 inches with long silver-blond hair gathered into three ponytails, her 
  eyes are grey, she has a mole on her chin and a birthmark on the left side of her neck; she is dressed in a tight-fitting white tunic and 
  white shorts with grey slippers; her figure is slender, she has a smaller bust line and wide hips; Location: found in the Sphinx, room 
  #23. 
  DENIZENS OF KOESSA 
  
   
   
   63 
  DENIZENS OF KOESSA 
  Yothel; male Human; Age: 31 yrs; CLASS: Warrior: LVL 9 [18,000 XP next Lvl]; Social  Gentry; Moral: Good; STATISTICS:  
  AGIL 19  INT 12  STAM 20  STRNG 16  WILL 15; hp 24; SPM+2;  Racial Abilities: Acrobatics and Balance +1, Problem 
  Solving +1; Languages: Common; Reading: YES; Religion: YES/Anuruck; Weapon Proficiencies: Dirk, Long Sword, War Axe, 
  Spear, Pole Arm, Lance, War Hammer, Flail, Cutlass, Scimitar, Throwing Knife, Short Bow;  Weapons: None; AC: 3; Armor: 
  None; Combat Abilities: -4 TH not proficient; +1 First Blow; Called Criticals: 9/day at -3TH; TH Bonus/Penalties: +1 Long Sword-
  Staff-Spear, +2 versus Humanoids, Strike vs 3 Foes at -3TH; TD Bonus: 0; Missiles: Short7  Medium9  Long11  Extreme14; Ar-
  mor Worn: None; Carry Weight 190 LBS, Lift Weight 516 LBS, Healing: 2hp/4 hours; 1d20 Negate Surprise: 8; 1d20 Free 
  Climb: Easy-3  Moderate4  Difficult10  Impossible16; 1d20 Gear Climb: Easy-8  Moderate-1  Difficult5  Impossible11; Grapple 
  Throw: 64 FT; 1d20 Grapple: 8-15FT 10 16-30FT 18 31-45FT 26 46FT+ 25; 1d20 Move w/Stealth: Cover2  Normal4  Open10  
  Impossible14; 1d20 Climb w/Stealth: Cover7  Normal9  Open15  Impossible23; 1d20 Open Lock: Simple2  Moderate9  Difficult17  
  Very Difficult25; 1d20 Break Lock:  Common12 Strong18; 1d20 Search Area: Simple2  Moderate11  Difficult20  Impossible24; 
  1d20 Search Door-Trap: Simple4  Moderate14  Difficult23  Impossible;28 1d20 Disarm Trap: Simple6  Moderate17  Diffi-
  cult27  Impossible32; 1d20 Picking Pockets: 11; 1d20 Appraise Value: Armor2  Art15  Tapestry14  Gems11  Jewelry12  
  Goods15  Weapons14; 1d20 Detect Enchant on Item: 15/False Positive: 15; 1d20 Identify Enchant Item: Alchem21  Weapon20  
  Armor20  Clothing21  Jewelry21  Ring21  Wand21  Tool20  Book21  Other19; Listening: Whisper 20 FT Normal 60 FT Shout 300; 
  1d20 Listen through Door: Whisper18  Normal13  Shout8; Gear: None; Appearance: Stands 5 FT 11 inches, with a bald 
  head, blue-green eyes, small thick brown beard, with tattoos on his left shoulder and on his right palm; he is wearing a dark yellow 
  shirt, black pants, a black belt, and knee-high boots; Knowledge: Falconry, Poisonous Plants, Field First Aid, Tracking, exceptional 
  rider; Quest: Kill Dirslassus (Circle 5 Devil) for causing the insanity of his wife, Faustinna; Location: Dimensional Trap, Obelisk, 
  Room 10. 
   
  Zobaravrim; male Elf; CLASS: Rascal: LVL 13 [next 74,000]; Age: 283 yrs; Social Craftsman; Moral: Neutral; STATISTICS:  
  AGIL 19  INT 13  STAM 16  STRNG 15  WILL 14; hp 20; SPM+5;  Racial Abilities: Low Light Vision, Navigate by Stars, 
  50% less likely become lost, Persuasion +1; Languages: Common, Elvish, 1 foreign; Reading: YES; Religion: YES Saorla, Elvish 
  Goddess of the Night and Stars; Weapon Proficiencies: {no long weapons} Dirk, Rapier, War Hammer, War Axe, Short Sword, 
  Cutlass, Scimitar, Long Sword, Short Bow, Long Bow, Crossbow, Bolt Thrower (hand), Flail, Club, Light Mace, Heavy Mace; 
  Weapons: None; Combat Abilities: -4 TH not proficient; +1 First Blow; Called Criticals: 11/day at -3TH; TH Bonus/Penalty: + 
  Saber, +1 Bows, +2 Rapier, +1 Throwing, +2 using 2 Dirks, Strike vs 3 Foes at -2, Two Hand Weapon -2; TD Bonus: 0; 1d20 Mis-
  siles: 6Short  8Medium  10Long  13Extreme; Armor Worn: {Not permitted heavy armor or GTR medium shield} None; 
  Carry Weight  180 LBS, Lift Weight  490 LBS, Healing: 1hp/4 hours; 1d20 Negate Surprise: 4; 1d20 Free  Climb: Easy-7  
  Moderate0  Difficult6  Impossible12; 1d20 Gear Climb: Easy-12  Moderate-5  Difficult1  Impossible7; Grapple Throw: 60 FT; 1d20 
  Grapple: 8-15FT 10 16-30FT 18 31-45FT 26 46FT+ 35; 1d20 Move w/Stealth: Cover2  Normal2  Open8  Impossible16; 1d20 
  Climb w/Stealth: Cover7  Normal7  Open13  Impossible21; 1d20 Open Lock: Simple-2  Moderate3  Difficult6 Very Diffi-
  cult14; 1d20 Break Lock:  Common13 Strong19; 1d20 Search Area: Simple-6  Moderate3  Difficult12  Impossible16; 1d20 Search 
  Door-Trap: Simple-4  Moderate6  Difficult15  Impossible20; 1d20 Disarm Trap: Simple-2  Moderate9  Difficult19  Impossible;24 
  1d20 Picking Pockets: -1; 1d20 Appraise Value: Armor1  Art6  Tapestry5  Gems2  Jewelry3  Goods6  Weapons13; 1d20 De-
  tect Enchant on Item: 11/False Positive: 20; 1d20 Identify Enchant Item: Alchem10  Weapon12  Armor13  Clothing11  Jew-
  elry12  Ring13  Wand11  Tool12 Book13  Other12; Listening: Whisper 40 FT Normal 120 FT Shout 600; 1d20 Listen through 
  Door: Whisper15  Normal10  Shout5; Gear: None; Appearance: Stands 6 FT 6 inches with short silver-blonde hair, his eyes 
  are dark grey, he wears 100 GP silver loops in each ear; he is clean-shaven; he has six fingers on his left hand; he is wearing a me-
  tallic silver short sleeve shirt, dark black leather pants, knee-high blue leather boots, and a hooded blue cloak (Heat Protection); 
  Knowledge: Fishing, Disguise; Location: Dimensional Trap, Obelisk, Room 10. 
  
   
   
   64 
  KOESSA BESTIARY 
   
  The creatures listed below are are not described in either the Portal to Adventure RPG rule book, or Inferno: Bestiary, Second Edi-
  tion. Games Masters should refer to those sources for all other creatures, or to equivalent sources. 
   
  Caberiri. Appears as light red-brown or red-tan skinned humanoids 3 FT to 3½ FT in height. They have large round heads with 
  thin pointed ears, small forehead, large round yellow eyes under thick bushy brown eyebrows, thin short nose, wide mouths with thin 
  dark red lips, and a flat chin. Male Caberiri are bald, as are one-third of women. Caberiri have a dark red tint to their fingernails and 
  toenails, with slender necks, wide shoulders and chests. Caberiri women often have large busts, narrow waists, wide rounded hips, 
  and short legs for their heights. Males often wear leather vests over knee-length hooded robes dyed bright colors; females dress in 
  light-colored long-sleeve shifts worn under sleeveless thigh-length dresses with brightly-dyed shoes. Caberiri of both genders love 
  large ornate hats. Males usually wear a single earring in the left ear; women generally wear ornate armbands, bracelets, and rings, 
  and are especially fond of silver metal. A Caberiri is a Priest or Wizard on 1d20 rolls GTET 13, the type determined by 1d8: (01-04) 
  Earth, (05) Air, (06) Fire, (07) Priest, (08) Shaman. Typical statistics are: HD1d3+2, hp1d8+14, Agility 1d6+11, Intelligence 
  1d8+12, Stamina 1d6+9, Strength 1d6+9, Will 1d10+10, AC1d6+4+(armor), SPM +1 bonus when Wizard. 
   
  Greater Sand Worm, HD18, hp1600, AC120, Bite 10d10 {swallow whole, avoid 1d20 GTET [33-Agility]}, Rolling Crush 5d12 
  {avoid 1d20 GTET [27-Agility]}, immune to all Earth Magic, immune to all Basic Magic spells and Devotion-category prayers, re-
  sists all Lesser Magic spells and Mystery-category prayers on 1d20 rolls GTET 8, blends into a desert environment 1d20 GTET 6. 
  Description: an ochre-orange worm between 90 FT and 140 FT in length and 9 FT and 18 FT in diameter, the front end is almost 
  entirely a large circular mouth; four large eyes are located on stalks which can tuck back inside the mouth; it has from 10 to 20 ap-
  pendages/tentacles around its mouth which are each between 6 FT and 12 FT long. Glowing orange patches up to 8 FT in diameter 
  are located along its body spaced every 15 FT to 20 FT. Its hide is very thick and rough, scraping contact can cause hp1d4 damage 
  (avoid 1d20 roll GTET [28-Agility]). Persons near its mouth (range 25 FT) can be overcome by the stench of its breath (1d100 
  minutes unconsciousness, save 1d20 GTET [32-Stamina], checked every minute). 
   
  KOESSA TREASURY 
   
  The items listed below are not described in either the Portal to Adventure RPG rule book or in Inferno: Treasury. Games Masters 
  should reference those sources for specifics about all other treasure and enchanted items found in Koessa, or should refer to equiva-
  lent sources. 
   
  Dopplegard. Typically appears as a well-crafted Longsword or Scimitar, often inlaid with moonstone, amethysts, polished jade, or 
  pink pearls, although it could appear as any weapon between 2 FT and 6 FT in length. A Dopplegard is an evil-oriented weapon that 
  transforms into any edged, piercing, or blunt weapon upon the wielder’s command (wielder must be evil), the transformation taking 
  1 round. Each form of the weapon does the base damage that is typical for that form. All forms of the Dopplegard have the same at-
  tack and damage bonus. Determine the weapon bonus using 1d100: (01-42) no TH or TD bonus; (43-62) +1 TH, +0 TD; (63-73) +1 
  TH, +1 TD; (74-80) +2 TH, +1 TD; (81-88) +2 TH, +2 TD, (89-94) +3 TH, +1 TD; (95-98) +3 TH, +2 TD; (99-100) +3 TH, +3 TD. 
   
  Ring of Plurality. Cursed item (cannot be removed after donning, save 1d20 GTET [52-Level-Will], checked daily). The Ring ap-
  pears as a large gold ring (sizes itself to the wearer) inlaid with a diamond, a sapphire, and a piece of polished obsidian. Primary 
  Ability: Every dawn the wearer rolls 1d6 to determine their alignment for the day: (1-2) Good alignment, (3-4) Neutral align-
  ment, (5-6) Evil alignment. The wearer’s alignment cannot be changed by any external enchantment once it is determined for the 
  day. When the wearer is good, 1d6 Cure Wounds (5/day), 2d8 Cure Wounds (3/day), Banish Disease (2/day). When the wearer is 
  neutral, 2d8 Fireball (2/day), 1d12 Lightning Bolt (2/day), Invisibility (15 minutes, 2/day), 1d6 Cure Wounds (3/day). When the 
  wearer is evil, 2d8 Cause Wounds (3/day), Cause Disease (2/day), Hold Person (2/day), Cause Pain (2/day). Secondary Abilities: 
  Detect Alignment (range 25 FT, continuous), Alter Aura (continuously causes the wearer to be perceived as neutral by any method of 
  detecting alignment), Bar Good and Evil (2/day, affects the opposite of the current alignment), Friends (1/day), Minor Escape (1/
  day). Penalty: A permanent split personality develops on a 1d100 roll of 100, checked daily (save 1d20 GTET [55-Level-Will]), the 
  good personality continually struggles against the evil personality, each taking over in stressful situations as determined by 1d6 (1-3, 
  good, 4-5 evil). Background: Created 1385 years ago by the Shaman and Sage, Oran Three Hands, a follower of Naunet, Goddess of 
  Chaos, who believed that all persons have all of the alignments in their character and that it was unhealthy to allow one alignment 
  dominate the others. 
  
   
   
   65 
  KOESSA TREASURY 
   
  Wraith Ring. The ring appears as a heavy silver ring (sizes to the wearer) with ivory skeletal fingers gripping an oval-cut dia-
  mond, the inner surface has four inlaid ivory skulls. Primary Ability: The wearer can force an incorporeal Undead (e.g. Banshee, 
  Ghost, Wraith, Specter, Vision, Shadow, etc.) into the ring on 1d20 rolls GTET 5 (range 30 FT; save 1d20 roll GTET [25-HD], limit 
  5 capture attempts/day). The captive Undead can be released from the ring at any time by the wearer. A captive Undead is released 
  spontaneously on 1d100 rolls of 100, checked daily at dusk. Only one Undead is confined at a time. Secondary Abilities: The wearer 
  detects all Undead (range 100 FT), knows all Undead (per Know Creature prayer), and is immune to the special touch attacks of the 
  Undead. The wearer can damage incorporeal Undead with any weapon (including those without silver blades), ignoring any special 
  weapon restrictions (e.g. silver blade, gold blade, enchanted blade). Commune with incorporeal Undead (mental contact, range 30 
  FT, 3 minutes, 3/day, Undead may refuse contact). Special damage to any Undead of 2d20 (1/day with weapon hit). Become incorpo-
  real (with all gear), 1/month, 30 minutes duration. Penalty: when an Undead is confined in the ring, the wearer is perceived as evil by 
  all enchanted means of detecting alignment (the ring does not alter actual alignment). Some cultures/races/religious groups may react 
  to the ring as being an evil artifact. Background: This ring was created 830 years ago by Tostig Gordanneus (the Black Liche) in the 
  Fastness of Death. The brother/sister team of Icorigas and Neadha (Crusaders) destroyed Tostig 90 years later. They gave the Ring to 
  the Order of the Brothers of the Silver Moon, who protected it for 62 years. Subsequently, the female Vampire Juddith Marikanna 
  dominated Brother Aldonnal and forced him to steal the Ring for her. 
   
  Koessa Models at the 2015 North Texas RPG Convention 
  
   
   
   66 
  SPELLBOOK  GAMES  CATALOG 
   
   
  THE  INFERNO  LINE 
   
  Inferno 1980  
   
   
   
   
   
  Gehenna Primer 
  Inferno: Bestiary (2nd Edition) 
   
   
   
  Inferno: Treasury 
  Gazetteer of Hell: Fire and Ice 
   
   
   
  Gazetteer of Hell: Blood and Mire 
  Gazetteer of Hell: Lead and Hounds  
   
   
  Gazetteer of Hell: Realms of Shadow 
  Codicil of Maladies 
   
   
   
   
   
  Journey through Malebolge 
  Oasis of Koessa 
   
   
   
   
   
  Samael’s Palace (future) 
  City of Glasya-Labolas (future) 
   
   
   
  Diabolic Palace (future) 
   
   
  ADVENTURE  SITES 
   
  Ambush at the Fairbreeze Inn  
   
   
   
  Arcane Library 
  Cave of Years  
   
   
   
   
   
  Encounter with Jarulath 
  The Grotto of Saint Rithanaskor 
   
   
   
  Troll Bridge 
  Underground River 
   
   
   
   
   
  Warrock’s Farm 
  Wizard’s Workroom 
   
   
  GAME  MASTER  AIDS 
   
  Portal to Adventure RPG Rules 
   
   
   
  Town Generator 
  Eighty Tombs  
   
   
   
   
   
  Ghost Stories 
  Seer Delight  
   
   
   
   
   
  The Master List 
  The Monster Parts List 
   
   
   
   
  The Infernal Index 
   
  
SOURCE: textdata/thevault/Portal To Adventure/Portal To Adventure Adventures & Settings/Inferno, Journey through Malebolge (Portal To Adv)/Inferno Oasis of Koessa (Portal To Adv).pdf