TEXT: Obelisk of Forgotten Memories – by G. LaRu - http://dungeonofsigns.blogspot.com/
  OBELISK OF FORGOTTEN MEMORIES
  A Science Fantasy Adventure for Levels 1-3
  INTRODUCTION..................................3-7
  History and Present State...........................................3
  The Hook............................................................5
  Rumors of the Fog Shrouded Necropolis...............................5
  ABOVE GROUND LEVEL I .......................8 - 22
  Map.................................................................8
  Random Daylight Encounters..........................................9
  Random Night Encounters............................................10
  The Outdoors: AREAS 1-3 …......................................12- 16
  1. The Statutes....................................................12
  2. The Obelisk.....................................................13
  3. Caretaker's Cottage.............................................14
  3a. Living Room.................................................14
  3b. Equipment Room..............................................15
  3c. Work Room...................................................15
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  Obelisk of Forgotten Memories – by G. LaRu - http://dungeonofsigns.blogspot.com/
  The Graveyard: AREAS 4-6.......................................16-19
  4. The Sinkhole....................................................16
  5. Reflecting Pool.................................................17
  6. Shrine..........................................................17
  The Mausoleum: AREA 7.........................................19 - 25
  7. The Mausoleum...................................................19
  7a. Entry Hall..................................................20
  7b. Coat Room...................................................21
  7c. Records Office..............................................21
  7d. Altar.......................................................22
  7e. Sealed Crypt................................................22
  7f. Acolyte's Quarters..........................................23
  7g. Tomb of Torpo the Cannibal..................................24
  UNDER THE GRAVEYARD LEVEL 2...............25 -33
  Map................................................................25
  Random Encounters - A Note.........................................25
  The Crypts: AREAS 8 -9..........................................25-30
  8. The Cult Halls..................................................25
  8a. The Pillared Hall...........................................26
  8b. The Lab.....................................................26
  8c. Shrine of Furter............................................27
  9. The Haunted Halls...............................................28
  9a. Ensorcelled Ossuary.........................................28
  9b. Chamber of Bones............................................29
  9c. Undercrypt..................................................29
  The Hive: AREA 10...............................................30-33
  10.The Hive........................................................30
   
  10a. Hive Tunnels...............................................31
   
  10b. Tomb of the Rocket Men.....................................32
  PLAY AIDS...............................33-53
  New Wizard - Hexamacht the Apiagimon...............................33
  Additional Adventures Around the Obelisk...........................35
  Tables.........................................................36-43
  A. Grave offerings.................................................36
  B. Tombs and Graves................................................37
  C. Special Tombs and Graves........................................39
  D. Special Random Encounters.......................................43
  New Monsters..................................................49 -51
  Corpse Flea........................................................49
  Boogeyman..........................................................50
  Hungry Ghost.......................................................51
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  Obelisk of Forgotten Memories – by G. LaRu - http://dungeonofsigns.blogspot.com/
  Treasures of Note .............................................52-53
  The Caretaker's Spellbook..........................................52
  Cursed Cannon......................................................52
  Wicked General's Plate.............................................52
  Jeroboam of Ranine Abundance.......................................53
  Lavaliere of Dazzling..............................................53
  Witch's Spellbook..................................................53
  Inky Wings of Allurement...........................................53
  INTRODUCTION
  The Obelisk is moderately large outdoor adventure with a small attached dungeon 
  for a party levels 1-3. 
  This adventure was occasioned by my players deciding to take a lark into the 
  wilderness rather than exploring Patrick Wetmore's wonderful megadungeon the 
  Autonomous Subsurface Environment (ASE). It's my own attempt to create another, 
  smaller adventure location that seems reasonable within Pat's world. It 
  contains several elements (guns, ancient technology, God's eye's) that won't 
  make sense outside of ASE, but I suppose it could be run as a simple graveyard 
  based cult-smashing expedition in with a little modification. It's also an 
  attempt at an adventure in the old style of the TSR products I grew up with, or 
  at least as I remember them played in the hands of murderously inclined pre-
  teen boys on lazy Summer afternoons. The encounters within are not scaled to 
  allow a 1st level party to win in a stand-up heroic fight. There are 
  encounters, and even individual creatures (especially the special random 
  encounters), quite capable of slaughtering a party within a couple rounds, but 
  this is how it should be, as they can be avoided or negotiated with. 
  History and Present State
  History
  This location was built by the ancients, at least the major feature of it was. 
  The Obelisk itself dates back over 3,000 years (3,462 to be exact) and was 
  originally part of a large war memorial cemetery and park: including a 
  visitor's center, numerous crypts and several smaller obelisks. Within a 
  hundred years of its founding the obelisk became an unpopular destination, due 
  to the uncanny psychic emanations of legions of ancient war dead, and fell into 
  decay.  Thus even before the fall the Obelisk park was a largely forgotten 
  location, notable largely as a landmark and only visited by a few fanatic 
  patriots, bored relatives and seekers of the bizarre. When the fall occurred 
  the forests had already retaken entire regiments of forgotten war graves and 
  only the central parkland around the obelisk was in decent repair. The obelisk 
  itself, being a 1000' tall needle of indestructible Protonium, has remained a 
  focal point, but the cemetery was abandoned and many additional crypts and 
  structures hide abandoned in the dense woods for miles around the Obelisk.
  The memorial grounds were rebuilt and destroyed in several stages, with most of 
  the building only three hundred years ago during a time of relative stability 
  when a wizard/warlord named “Torpo the Cannibal” ruled the area south of 
  Denethix.  Torpo planned to turn the area into a memorial park for himself and 
  his family, and his body (and spirit) are now entombed in the Sepulcher complex 
  that his slaves built from greenish marble.  Torpo's line did not endure long 
  after his death, but his bloody legacy was enough to provide his necropolis 
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  with an additional evil reputation. Since Torpo's death the Obelisk has been 
  used as a place for the burial/disposal of the bodies of those who are deemed 
  likely to haunt the living or rise again. For most of these dead the fear of 
  reanimation is just superstition, but the rare few corpses that do transform 
  are often brought to the Obelisk. Because of these rare undead, three funerary 
  gods have ordered representatives of their priesthoods to protect the Obelisk 
  grounds and put down any dead who rise.  In former times many more priests, 
  gravediggers, guards, morticians and even hired mourners lived on the obelisk 
  grounds, but since the rise of Denethix the number had fallen.  Despite the 
  recent decline, until very recently the three funerary gods: Bezonaught, 
  Delphina and Bonechewer Jackal-mask all had some priestly representation at the 
  Obelisk. 
  One element not known by modern visitors is that the Obelisk's original 
  builders tethered the location to a geosynchronous beacon that allowed the 
  memorial complex to broadcast its presence into space. The original broadcast 
  was a computerized voice reading a list of the millions of dead inscribed on 
  the memorial and buried in the surrounding cemeteries. The beacon is still 
  operational, but the computers that maintained the list of ancient war dead 
  have long since failed. The fixed orbit of the beacon makes the memorial 
  grounds attractive to orbital gods as they can address their followers at any 
  time of day by rebroadcasting through the beacon to nearby God's Eyes. The 
  connection to the beacon is limited to one deity at a time, and if the location 
  were more prestigious it's likely there would be considerably more divine 
  conflict to monopolize it. 
  Present State of the Obelisk Grounds and Factions
  Nine months ago things went wrong at the Obelisk. A group of fanatic priests 
  devoted to an unorthodox orbital god moved onto the Obelisk Grounds and seized 
  it hoping to turn the backwater holy spot into a major site devoted almost 
  exclusively to their god. This sort of thing happens routinely amongst the the 
  orbital gods out in the wilderness, but it is unusual that the fanatics within 
  the Obelisk Grounds have tried to drive other deities out of a holy site that 
  they have occupied for thousands of years and reserve the beacon's use solely 
  for their god. The cultists worship Furter of the Walking Corpse, also known as 
  “The Gravedigger's Hand”.  Furter's divine portfolio includes: Zombies, 
  Mechanical/Alchemical Necromancy, and the Forgotten Dead (explaining a less 
  sinister interest in the Obelisk).  He is known to his followers as “The 
  Remeberator” and his detractors as the “Reanimator”.  Furter isn't actually a 
  bad god as they go, but he's called his most stupidly loyal followers together 
  for his attempt to take over the Obelisk and it's geosynchron beacon. Furter is 
  ambitious and rightly feels that the current trio of funeral gods have gotten 
  lax about the Obelisk's upkeep and importance. 
  The cultists swept into the grounds in force and chased off most of the 
  gravediggers in the temple, as well as the priest of Bonechewer and his small 
  force of guardsman. They slew the neophyte priestess of Bezonaught (who has 
  trouble finding good help), the hedge-wizard groundskeeper, several 
  gravediggers and the few guardsmen who refused to leave or fought back. The 
  elderly priest of Delphina collapsed from a heart attack in all the excitement 
  and was interned respectfully by the cultists, who were upset they had to kill 
  anyone, especially a priestess. 
  After driving off the living, the cultists began to take over the memorial 
  park, setting up a reanimation lab and preparing to make a zombie and skeleton 
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  guard force. They began plundering the crypts above ground for fresh material 
  and digging up graves for spare parts and valuables. Both Bezonaught and 
  Bonechewer responded with anger at the murders and desecration. Bezonaught is 
  angry the cultists killed his priestess, though mostly he just likes making 
  horrors. Jackal-mask wishes to drive the cultists off and protect the graves of 
  the dead from looting, though he has chosen to accomplish this with destructive 
  methods. Both funeral gods have been fairly successful at thwarting Furter's 
  cultists, but they won't cooperate and their forces (ghouls and corpse fleas) 
  aren't the most reliable. The funeral gods have largely succeeded in keeping 
  the cultists barricaded in the main crypt complex while corpse fleas and ghouls 
  roam the graveyard, skirmishing with each-other and trying to pick off any 
  cultists who emerge, especially at night. 
  The Obelisk grounds contain three loose factions in addition to assorted 
  restless spirits (who arguably serve Delphina): the Cultists of Furter, 
  Bonechewer Jackal-mask's Corpse Flea Colony and the Ghouls of Bezonaught the 
  Boogeyking. All are mutually hostile to a greater or lesser degree, and unless 
  the PCs join one god or another they will all be equally hostile to the PCs. 
  The graveyard has a strange ecology, as all three factions require corpses to 
  strengthen themselves, especially those of the freshly dead. The cultists are 
  slowly animating a legion of zombies and skeletons using galvanism, soul-
  clockworks and other hokey 'super-science' sacred to Furter, but have been 
  forced to divert most of their energies to consolidating the temple against 
  unaligned undead, corpse fleas and the ghouls. The ghouls and corpse fleas feed 
  on bones and corpses that they gather from the graveyard or ossuaries, but need 
  the freshly dead to increase their numbers if they wish to dominate the 
  grounds. 
  If nothing happens the cultists will eventually create enough zombies to 
  overwhelm the ghouls and corpse-fleas, but that is still several months off and 
  right now they are barely holding their own. The arrival of the PCs, 
  Bonechewer's vengeful priest, cult reinforcements, bandits or other interested 
  parties are all likely to upset the balance one way or another(See Special 
  Random Encounters table for possibilities).
  The Hook
  While party is loitering in some den of inequity or passing through a small 
  town, an attractive, young, rural woman approaches the least menacing member of 
  the party and begins a casual chat about the adventuring life.  This is "Dawn" 
  the daughter of a well-off local farmer who seeks to connive, trick or lure the 
  adventurers into performing a daring raid on the Obelisk grounds for her.  Dawn 
  is no simple village flirt, she is a moderately talented young witch from a 
  long line of local practitioners. Dawn's grandmother was the village herb-woman 
  but died a year or so ago. Dawn's family, finally successful in the giant beet 
  farming business, would much rather that Dawn marry a member of the local 
  gentry or another successful farmer, as opposed to Dawn and her Grandmother's 
  desire for Dawn to enter the witching trade.  As such, when Dawn's grandma 
  died, her sons pooled some money and had her buried, along with all her 
  mystical paraphernalia, at the Obelisk, partially so Dawn would have no way of 
  learning (any more of) her Grandmother's trade. 
  Dawn sees the adventurers as a way to get the magical equipment back. She 
  specifically wants a magical bat shaped locket her grandmother had that makes 
  any woman who wears it more alluring and mysterious, though she's also 
  interested in the silver athame and book of spells buried with the witch. Dawn 
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  will use whatever means at her disposal to get the party to agree to recovering 
  the items, her first approach will likely be flirtation and seduction, though 
  she's smart enough to be coy about it and will switch to describing the wealth 
  of the Obelisk if mere flirtation isn't working. Dawn will reveal what she 
  knows about the Obelisk grounds if asked. She can describe the general layout 
  (obelisk, pool, mausoleum) as she visited briefly with her family, and knows 
  her Grandma's remains should be in a crypt in the Mausoleum.  She also knows 
  that a disreputable cult has taken over the Obelisk, as this information is 
  filtering out via pilgrims who have been turned away, and that this means the 
  buried treasure of several hundreds of years of special burials should be 
  relatively unprotected.  Dawn will under no circumstances hire on with the 
  party or otherwise go to the Obelisk herself. If unduly harassed Dawn is a well 
  liked member of the community and her family has enough resources to cause the 
  party some serious risk should she be harmed.
  The items Dawn seeks are sealed in a a crypt in Area 7f and a lucky and 
  resourceful party might be able to figure out which one by reading the records 
  in Area 7c but trial and error should work as well. The items are found on the 
  desiccated mummy of a tiny elderly woman wearing a black dress and bonnet. The 
  Inky Wings of Allurement is still around the corpse's neck, while the Witch's 
  Spellbook is piled at her feet with a silver athame (worth 300GP). 
  If these items a returned to Dawn and she is dealt with fairly and politely she 
  can make a useful ally to the party.  Her current level of skill is not high, 
  but she has a great deal of natural magical ability. Once she has received the 
  spell book Dawn will be able to identify items and may be able to provide other 
  services such as curse removal, and the manufacture of healing potions with 
  additional time.  Dawn will not work for free, but will provide her services 
  for a good price and will pay for magical materials and artifacts is the party 
  wishes to sell them to her. If allowed to study and practice her craft Dawn 
  will become more established and powerful over time, eventually becoming as 
  powerful as a minor Wizard - it is up to the GM to decide if Dawn develops the 
  megalomaniacal insanity common with wizards or is content to remain a local 
  fixture of hidden power.
  If Dawn doesn't fit with your campaign other options for a hook include meeting 
  battered pilgrims or refugee guards escaping from the Obelisk, A Treasure Map 
  to a grave in the graveyard, or a mission from the temple in Denethix/A rich 
  person with a dead magically talented relative that needs burying.
  Rumors of the Fog Shrouded Necropolis
  In the towns South and East of Denethix the Obelisk of Forgotten Memories is a 
  well known location.  General location (you can see it towering above the 
  forest for miles), use and a bit of its history is easy to glean from almost 
  every local. Additional rumors and bits of advice abound, though they are not 
  all true.  That the Obelisk has been taken over by a cult is also well known 
  closer to the Obelisk, but the exact nature of the cult and its goals are a 
  mystery.
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  1D12 Rumors Generally known about the Obelisk
  1.
  There is a giant monster made of hides and bones buried beneath the 
  Obelisk, it can be controlled by offering it the skin of a cat. (False)
  2.
  The Gods are stronger on the Obelisk grounds than most places. (True – 
  They’re more present at least)
  3.
  Bandits and worse can be found down that way, the Fist doesn’t patrol 
  that far East very often. (True)
  4.
  The Obelisk is almost in Wizard country, look out for the armies of the 
  Fen Woman. (True)
  5.
  You can placate the spirits in the graveyard with a bit of fresh blood 
  for them to feed on (False)
  6.
  The present shrine was built by a giant cannibal king named Torpo, but 
  the obelisk is much older. (True)
  7.
  The magical dead buried in the obelisk crypts come back to life under the 
  full moon (False)
  8.
  There’s a complex of old chambers under the Mausoleum, it is filled with 
  bejeweled mummies that will attack if disturbed. (True/False)
  9.
  The spirits of the Sasquatch do not rest easily. (True)
  10.
  There’s a caretaker at the Obelisk, a bit of an odd-duck, but he’ll sell 
  you grave offerings and is a weak magician (Formerly True)
  11. 
  They used to drown virgins in the pond at the Obelisk, to placate the 
  spirit of the cannibal king. The vengeful spirits of the virgins are 
  still there, as are the golden and ruby jewelry they were sacrificed 
  while wearing. (False)
  12.
  The cultists that have overrun the Obelisk are in the service of foreign 
  powers, and consort with demons, if you look into their eyes they can 
  control you mind (False)
  The Gauchos of the Certopsian favor decorative armor
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  ABOVE GROUND LEVEL I
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  Random Encounters
  Below are the random encounter tables for the Obelisk Grounds. Different groups 
  and entities are more active at different times, so day and night tables have 
  been provided. Note that random encounter do not occur within area 7 or 3 
  unless these areas have been previously cleared of their inhabitants. If an 
  encounter is rolled with a faction that has been eliminated, simply act as if 
  no encounter had occurred.
  2D6 Daylight Encounter
  2
  Wandering Spirit – A forlorn spirit wanders aimlessly. It can be seen 
  from a distance as an indistinct robed figure and will not appear to 
  notice the players, but if approached within 10' roll a reaction roll. 
  On a positive reaction it will begin making small talk about the 
  weather and state of trade (making reference to events hundreds of 
  years ago). On a neutral roll it will continue to ignore the players. 
  On a negative roll the spirits appearance will change appearance to 
  that of a horribly rotted corpse and it will fly through the nearest 
  player before disappearing. It can do no damage, but the shock of the 
  experience requires a save vs. spells, and failed save will leave the 
  character shaken and afraid (-1 to hit) for 1D20 + 10 turns.
  3
  Bone Dogs – These emaciated, hyena skull headed dogs are the creations 
  of Bezonaught and have ghoulish tendencies. They will attack any group 
  of living things that is weaker than they are to devour it. The dogs 
  aren't great judges of strength though, and figure they are each more 
  than the equal of any one humanoid. There are 2D6 dogs per pack, and 
  packs keep wandering in out of the woods, attracted to Bezonaught's 
  presence.
  Bone Dog AC 6, HD 1 (5 HP), #AT 1, D1D8, MV ('20) Save F5, ML 12.
  4
  Carrion Birds - A group of normal carrion eaters takes an interest in 
  the party. The flock of ugly, rubbery winged creatures won't attack the 
  party, but it circles above them making almost human cries. Until the 
  birds are driven off or the party goes indoors they will make the party 
  easier to notice by wheeling overhead, presumably waiting for someone 
  to die. Double the chance random encounters while the birds are active.
  5
  Cultists - A small group of cult members scouting the outdoors. 1D4+1 
  acolytes with 1 Zombie and 1D2 skeletons each in tow.  All are from 
  from area 7 and the rooms below.  They are not likely to fight if 
  things look dangerous and will be most interested in reporting the 
  party's presence on the grounds.
  6
  Corpse Fleas - A swarm of Corpse Fleas from area 10. 1D10 + 4 fleas. 
  7
  Cultists - A Larger group of cult worshipers, 1D8+1 Acolytes served by 
  2 zombies and 1D4 skeletons each. All are from area 7 and the rooms 
  below. This is a punitive expedition, looking for ghouls or fleas to 
  kill, so they are itching for a fight and will attack the party with 
  little provocation. 
  8
  Noise – A notable noise, the slamming of crypt door, unintelligible 
  shouts, the rattling baying of bone dog or something else uncanny. 
  These noises may be mundane or spectral in origin.
  9
  Disturbing Visions – Vague echos of ancient horror, distant screaming 
  and the sounds of battle. The stink of burned flesh and ozone fill the 
  air. Shadowy shapes dart among the graves and appear to flee the 
  advance of some other shadowy force. 
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  2D6 Daylight Encounter
  10
  Centipedes – 1D10 giant centipedes, they're not likely to attack unless 
  disturbed. They are likely to be lurking in the shadowed interior of an 
  open grave where their red eyes glitter like gemstones.
  Giant Centipedes AC 7, HD ½ (2 HP), #AT 1, D1D2+poison(-Str), MV ('30) 
  Save F0, ML 12. 
  11
  Ghouls – 1d2 ghouls from area 3c. The Caretaker has sent them on some 
  sort of pointless errand, likely to 'tidy the grounds' as punishment 
  for some imagined offense. They are at a morale of 7 as they are 
  strongly averse to the daylight. 
  12
  Bandits - 2d6 Rough men, likely ranging ahead of a larger bandit band, 
  they are more akin to poachers and unsociable woodsman than highwaymen, 
  but certainly aren't friendly. The Obelisk Grounds has unnerved them 
  and they are more easily put to flight than normal.  All are armed with 
  long-bows and hand axes and are adept woodsman.  They may attack from 
  ambush if appropriate, and prefer to use their bows rather than closing 
  for melee.
  Bandits AC 7, HD 1 (7 HP), #AT 1, D1D6/1D8[ranged], MV ('40) Save F1, 
  ML 7. Hand Axe, Longbow, Leather Armor, 20 arrows.
  2D6 Night Encounter
  2
  Crawling Bones – A drift of animated bones that seeks out warm living 
  things to pummel and subsume.
  Crawling Bones AC 8, HD 5 (28 HP), #AT 1, D1D8, MV ('20) Save F5, ML 
  12.
  3
  Cultist – 1D2 Acolytes with heavy Zombie guard (2D6 Zombies), furtively 
  dashing about on some unwanted nighttime mission, the acolytes' moral 
  is lowered to 7 as they are ready to flee at the first sign of a 
  serious fight. They will attempt to disengage their guards as well if 
  they can. 
  4
  Terrifying Vision – A nightmare vision of ancient horror: the earth 
  depopulated or frozen by nuclear winter, the massacre of mega cities by 
  merciless battle robots, attack ships on fire off the shoulder of 
  Orion. The Players must make a roll under Wisdom on a D20 or suffer 
  from the jitters for the next 10 hours (-1 on all rolls). 
  5
  Cultist - A wandering patrol of undead, specifically seeking ghouls to 
  destroy. They are of very limited intelligence and will almost 
  certainly mistake any humanoid for a ghoul. If they don't they will 
  ignore the party completely. 1D6 + 4 Skeletons and 1D4+2 Zombies led by 
  a Zombie with copper plate armor riveted to its flesh (AC 5). These 
  undead do not count against the total number in area 7.
  6
  Ghouls - Three Ghouls from area 3 (the gravedigger and the former cult 
  members), out on a reconnaissance. They are not adverse to a quick bite 
  and grab - but will flee back to the cottage after a round or two, 
  preferably with a paralyzed victim. 
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  2D6 Night Encounter
  7
  Wandering Spirit - A forlorn spirit wanders aimlessly. It can be seen 
  from a distance as an indistinct robed figure and will not appear to 
  notice the players.  If approached within 10'  it will commence 
  wailing, before dissipating in 1D6 round.  Any who hear its wail must 
  save vs. spells or they will be cursed to fail their next saving throw. 
  8
  Corpse Fleas - A swarm of Corpse Fleas from area 10. 1D10 + 4 fleas. 
  9
  Haunting - The collective life force and malign energy of many of the 
  graveyard's dead have created this entity as a guardian.  It is not 
  overtly hostile, but if the party has looted any graves or stolen 
  anything from the graveyard it will manifest in the form of a ring of 
  spectral figures that rise from the ground, each topped by a floating 
  skull. The figures will attack with ghostly talons that ignore non-
  magical armor, but the skulls can easily smashed, which will dissipate 
  the Haunting until it manifests again. 
  Haunting AC 7, HD 2* (special), #AT Special*, D 1D4 [ignores armor]), 
  MV ('20) Save F2, ML 12. *Each manifestation contains 1D8 floating 
  skulls. Each skull must be destroyed separately (unless an area effect 
  weapon is used) and has 1 HP. The Haunting gets one attack per active 
  skull and begins with one skull per HP. 
  10
  Centipedes – 1D10 giant centipedes, they're not likely to attack unless 
  disturbed. They are more active at night, hunting for small animals and 
  will rush PC's while hissing, only top stop at the last minute if not 
  attacked.
  Giant Centipedes AC 7, HD 1/2 (2 HP), #AT 1, D 1D2+poison (-Str), MV 
  ('30) Save F0, ML 12. 
  11
  Ghouls – The entire pack of ghouls from area 3, except the priestess, 
  led by the Caretaker and on the hunt. 
  12
  Ghost – Wandering about in a contemplative melancholy the ghost will 
  ignore the PC's unless approached. If it is approached politely it will 
  attempt to tell the PC's the story of the grounds' construction as in 
  life it was an engineer, slain to protect Torpo's secrets. If asked it 
  can reveal the basic layout of the Sepulcher. It will only attack if 
  harmed, otherwise it is content to mope over the gauche architectural 
  decisions made contrary to its suggestions.
  Ghost AC 0[magic weapons only], HD 6 (30 HP), #AT 1, Age 1D10 years, MV 
  ('30) Save F6, ML 8. Magic Jar.
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  The Outdoors: AREAS 1-3
  1.The Statutes
  The beaten earth path winds through a dense deciduous forest for several miles 
  before these sentinels come into sight. Three man-sized statutes stand among 
  the trees and might easily be mistaken for living creature at night or by the 
  overly cautious. The black marble statutes mark the entrance to the cemetery 
  grounds and weigh far too much to move without tools and/or draft animals, 
  though they would fetch 300gp each and draw divine curses if stolen. Each 
  statute represents a moderately well known funerary god, in its favorite guise, 
  and a Cleric will recognize them if the statutes are examined closely. The 
  statues have no power and cannot be used to contact the deities they represent, 
  who are, from East to West:
  A. Bonechewer Jackal-Mask (“The Baron”)
  The God of graveyards, productive decay and funeral offerings. The Baron 
  appears as either Jackal headed monstrous humanoid in a linen kilt, or as a 
  tall man with skull make-up wearing evening dress (This statute is of the 
  Jackal Faced Man). 
  Bonechewer is actively trying to thwart Furter's plans, but operating from the 
  mindset of destroying the necropolis to save it. He is glad for any help, and 
  will enlist the PC's to kill off Furter's cultists and throw their bodies in 
  the sinkhole (Area 4). His corpse fleas won't attack while the PC's do his 
  bidding and Bonechewer will order them to bring the PC's random grave goods 
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  whenever they are encountered (roll on tomb looting table). They will also 
  provide a greater reward should the PC's kill all the cultists on the memorial 
  grounds and throw the bodies in the sinkhole (even revealing the tomb of the 
  Rocket-Men). However, Jackalmask takes his duty seriously and if the PC's 
  disturb any burial sites (not above ground temporary tombs or the bones in the 
  ossuary) he will become angry and his fleas will again become hostile. 
  B. Bezonaught (“The Boogeyking”)
  The god of corpses, unsightly death, cannibals and bed-wetting. Bezonaught 
  appears the pajama clad corpse of a child (usually the childhood version of the 
  person he is speaking to) and speaks through his avatar's obscenely flapping 
  slit throat.
  Bezonaught is a pretty terrible deity, he's petty, stupid and has no real goals 
  except that he be respected. He doesn't want the memorial plaza as his 
  exclusive domain, but feels slighted and rather enjoys creating various 
  monsters to vent his spleen. He has nothing to offer the PCs except maybe 
  discouraging his monsters from attacking them if the PC's are obsequious enough 
  and promise him favors.
  C. Delphina
  The Goddess of conflicted feelings about the deaths of irksome family members 
  and guilt over bequests. Delphina's avatar is an unwanted bequest, usually a 
  dusty, slightly chipped tea service of antiquated style. Her Statute depicts a 
  female figure with a teapot replacing the head.
  Delphina is a distracted deity, with plenty of things to interest her 
  elsewhere. She'll be only slightly miffed if informed of Furter's power play. 
  She won't ask the PC's to do anything, but when informed of the situation any 
  PC's cleric present will have a +1 bonus to all turning rolls until she forgets 
  (1D6 days). She may also direct the PC's to Jackal-Mask, who will enlist their 
  aid. 
  2. The Obelisk
  The obelisk is a massive greenish black needle of protonium that climbs over 
  1000' straight up, well above the surrounding forest. 20' square at the base, 
  and midway through it's fourth millennium, the obelisk is immobile and 
  indestructible. Sealed within the obelisk's peaked cap is machinery for 
  relaying to and from a geosynchronous beacon satellite and etched on the 
  obelisk, in tiny perfect print are a couple million names with military 
  abbreviations before them. The obelisk is hollow, and will make a booming noise 
  (roll for random monsters) if struck hard enough. An 8' tall iron fence  of 
  elaborate spike embellished style surrounds the obelisk and packed earth square 
  it stands in. The Fence is rusted, but still quite strong and topped with 
  wicked points. Two 10' long portions of the fence have fallen near the entry 
  path and can each be lifted or carried by two or more strong humans.
  Surrounding the obelisk is a litter of offerings, mostly desiccated or decayed 
  flowers and food, with 29 sealed jars/clay pots or small wooden chests that 
  each contain a funerary offering (roll on table Grave Offerings for each 
  offering looted). The looting of these offerings will anger the deity Jackal-
  Mask and will occasion an attack by corpse fleas after 1D4 turns, if the PC's 
  remain in the area.  Treat this attack as the random encounter appropriate to 
  that time of day with +2 fleas added to the number appearing.
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  See Table A. Grave Offerings to determine contents of grave offering plundered.
  3. Caretaker's Cottage
  This building is of ancient ceramic polymer construction and was originally a 
  storage shed for the obelisk's gardeners. It has been converted into pleasant 
  quaint cottage, with a thatch roof and several glass windows; however, on 
  closer inspection the cottage hasn't been repaired in some time. Dead 
  decorative flowers languish in the widow boxes, the door is covered in peeling 
  paint and the thatch moldy. The cottage is shielded from the entry path by a 
  line of thick trees, but at night a ghostly pinkish light from it's front 
  window can be seen from the obelisk (Area 2). The undead caretaker haunts the 
  cottage at Bezonaught's command and leads Bezonaught's ghouls. He was killed by 
  the cultists because he refused to run off and instead sniped at them from the 
  trees with his crossbow and spells. 
  Bezonaught is strong here and he will speak through the undead within the 
  cottage if the PC's actions appear to be helpful to him (they have already 
  killed off several of cultists), otherwise the god will encourage his minions 
  to slay any humanoid nearby, so they will rise as ghouls to help thwart the 
  cultists. Even if Bezonaught decides not to kill the PC's, the Caretaker and 
  his minions will remain hostile and a reaction roll is required each time they 
  are encountered. The ghouls are generally frustrated, as while they can easily 
  overcome the cultists, even the whole pack as trouble with only a few zombies 
  who are immune to ghoul paralysis. Despite their strength and cunning they have 
  been reduced to hit and run attacks, attempting to drag a victim or two off to 
  bolster their numbers. 
  3a. Living Room
  This room was once the main room of a cozy cottage inhabited by the caretaker, 
  a lonely, learned and morbid hedge-warlock. The Caretaker's solid wood 
  furniture and book collection have mostly been destroyed. Either looted by the 
  cultists, or smashed in the ghouls' periodic rages. The Caretaker's books are 
  now scattered about the room, many torn or defaced with obscene and violent 
  charcoal scribblings. The hearth is filled with cracked and burnt human bones, 
  leftover from the Caretaker and his minions' meals. 
  The boogeyman Caretaker lairs here, and, if not killed elsewhere, will be here 
  brooding, defacing books, and giggling disconcertingly. The Caretaker appears 
  as a newly dead man (the right side of his face is obviously staved in by a 
  club or mace) wearing stained leathers and ragged county-man's clothes. The 
  flesh of his fingers and lower face have receded or been chewed away leaving a 
  rotted black slime and turning his fleshless fingers and gumless mouth into 
  boney weapons. He fights with a rusty hand axe, spells and his paralyzing bite. 
  Two ghouls, an ex-gravedigger and the former priestess of Bezonaught, also 
  inhabit this room where they shuffle about mimicking domestic tasks. Both are 
  relatively intact as they were raised by Bezonaught, but both suffer from the 
  same black rot on the extremities and jaw that mark the Caretaker. The 
  priestess limps from the mace blow that shattered her pelvis and killed her 
  (Move 20') and she will not leave the Cottage because of this infirmity. 
  Otherwise she is an exceptionally strong ghoul and retains almost as much 
  intelligence as the Caretaker. 
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  The Caretaker is a tactically sophisticated opponent. He will use his special 
  abilities intelligently and despite being driven by his undead hunger to devour 
  the living and rage to raise new recruits for Bezonaught's cause, he will not 
  stay to fight when clearly over-matched. The Caretaker will use his spells 
  either to end a fight quickly, as with a sleep spell, or to sow confusion and 
  escape, by casting fear/darkness to cover an escape for him and as many of his 
  minions as possible (preferably with fresh corpses or the incapacitated to eat 
  and raise later as ghouls). The Caretaker will also take advantage of his 
  ability to counter-spell enemy magic-users that present a problem if he is not 
  forced to engage in melee. The ghouls in room 3c chaff at the Caretaker's rule 
  and are likely to pretend not to hear any combat in the Living Room. They will 
  delay coming to the Caretaker's aid for 1D4 rounds. The Caretaker may be 
  counter-spelled , and if he is he will focus his attacks on the counter-
  spelling magic-user.
  Caretaker AC 4, HD4 [Turn as 5] (hp18), #AT 2, D(1D6/1d3+paralysis), MV ('40) 
  Save MU3, ML9, rusted hand axe, leather armor, 24 sp, scroll of Mirror Image.
  Ghouls
   
    x2
     AC 6, HD3 [Turn as 4](hp 15, 8), #AT 3, D(1D3+paralysis x3), MV ('40) 
  Save F4, ML9. Gold Holy Symbol of Bezonaught (3,000gp), 12sp, 4cp
  In addition to the scroll carried by the caretaker (which he cannot cast from) 
  there are 540 sp and 300gp concealed in a small urn on the mantle.
  3b. Equipment Room
  The tools and supplies necessary for the upkeep of the memorial grounds are 
  stored in this room, it is dark and the ancient polymer ceramic of the back 
  wall has sagged with age. There are numerous straw packed crates filled with 
  offering jars (sold by the caretaker in better days), a mostly empty tool rack, 
  various supply barrels, wheelbarrow, kiln and small forge filling this room. 
  Hidden in a cask of apples is a bundle of six +1 silver crossbow bolts of 
  Ghost Slaying (3D6 to non-corporeal undead). Each bolt is marked with a tiny 
  cold iron inlay of a feather. 
  Log Trap: The ghouls, wary of attack from the side door, have trapped it with a 
  swinging log that has old tools hammered into it. The log attacks the first 
  person opening the door as a 4HD monster and does 1D8 damage. It cannot be 
  easily disarmed from the outside, but can be detected normally. If the door is 
  opened and quickly shut, the trap will slam against the door harmlessly. 
  Setting this trap off will alert any ghouls in the cottage, and they will be 
  waiting ready to attack in area 3a two rounds after the trap goes off. A ghoul 
  from 3c will investigate if nothing happens (including the noise of searching) 
  for two turns. He will be ready to rush back into 3a if he meets opposition.
  3c. Work Room
  The Caretaker spent much of the warm season in this room, keeping records of 
  the grounds and tinkering on magical and craft projects. A desk with jeweler's 
  tools and writing instruments sits under the three ancient porthole windows in 
  the East wall. The Caretaker's projects are scattered about, including several 
  taxidermied albino graveyard rats (worthless)and eleven strange dolls made of 
  human finger bones, beads and silver wire (10 gp each to a collector of the 
  macabre). The C aretaker's Spellbook
   
    rests on the desk open to a page containing 
  a drawing of a maggot and an couplet about decay that fails to rhyme. 
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  The less favored ghoul minions of the Caretaker have been exiled to this room 
  and commanded to stay put. They crouch in the far corner waiting to spring on 
  anyone opening the door, ravenous but resenting the Caretaker's mastery. The 
  two ghouls here are recent cultist victims of the Caretaker and look like fresh 
  corpses, but with much of the flesh of their faces chewed off. Black corruption 
  has melted the flesh from their hands leaving only boney claws. They still wear 
  cult cowls and torn copper scale mail shirts.
  The Graveyard: AREAS 4-6
  Collectively Areas 4 -6 make up the graveyard portion of the Obelisk Grounds, 
  they represent only a tiny part of a much larger graveyard that originally 
  surrounded the Obelisk, or even the graveyard that existed during Torpo's day. 
  Generations of neglect have allowed the thick cane choked forest to subsume the 
  majority of the graveyard.
  Visibility in the graveyard is poor, as blankets of fog rise from the ground 
  every dawn and obscure the entire graveyard until dusk. This fog is of a 
  magical nature, the result of the Obelisk Grounds' long history of tragedy and 
  the influence of the frustrated funeral gods. It limits visibility to about 30' 
  and makes it quite easy to suddenly bump into a wandering encounter. Areas 
  showing forest are difficult to move through and require a a high level of 
  wilderness skill or a check against Dexterity to move more than 10' a turn due 
  to the tangled brambles and thickets. Encounters should be rolled as a 1 in 6 
  chance every few turns, or whenever the players make a great deal of noise.
  The graves may be looted, but doing so requires tools and considerable effort, 
  and most will contain nothing of value. Most importantly digging up graves will 
  result in attack by corpse fleas who protect grave goods and burials. More 
  detailed rules for plundering graves are included with the tables describing 
  grave contents. See Tables B & C.
  4. The Sinkhole
  The location of a cult setback and the locus of Bone-Chewer Jackal-Mask's 
  power. The party will suddenly emerge form the trees to the ghoulish vista of a 
  30' x 30' section of graveyard that has been excavated into a 20' deep 
  sinkhole. There are tools scattered about, and a stack of broken coffins and 
  bones off to the side. These coffins have been looted and no offerings or 
  burial goods remain.
  The Sinkhole is where the grave robbing activities of Furter's Reanimators 
  encountered the growing colony of corpse fleas that Jackal-Mask hatched beneath 
  the graveyard to protect it. The fleas erupted in force from the ground and a 
  fierce melee occurred approximately eight weeks before the PCs arrive on the 
  scene. Many cultists and fleas were killed, but in the end the fleas' numbers 
  and ferocity drove the cultists back into the Mausoleum (Area 7). The corpse 
  fleas have enlarged the hole and it now provides no obstacle to the fleas' 
  movement between the hive in area 10 and the graveyard above. The fleas hunt 
  cultists and any other humanoids day and night in small random groups, or 
  undermine the graveyard and dig into old tombs from below looking for food. The 
  fleas have been largely able to replace their dead by laying eggs in the fresh 
  corpses of the dead cultists they killed in the first attack or who they have 
  caught unaware since. 
  Anyone examining the sinkhole for more than one turn will be attacked by 2D8 
  corpse fleas from area 10. These fleas will be sluggish and territorial and 
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  only have a 20% chance of chasing fleeing victims. 
  5. Reflecting Pool
  A 4' deep, dank pool bisects the graveyard. The pool is tiled with blue 
  ceramicrete, and dates from the earliest days of the memorial. It has been 
  repeatedly cleared since it was built and the scuffed tiles are visible with 
  the names of ancient war heroes inscribed on them. If the players ask about the 
  names, “Lt. Ripley” should be worth a chuckle.
  The pool has 189 copper pieces and 74 silver pieces at the bottom of it, thrown 
  as offerings (though not grave goods protected by Jackal-Mask), but the coins 
  are shrouded in silt and rotted leaves. A determined diver may recover 2D20 
  copper and 1D20 silver per turn, however every turn spent in this location 
  requires a wandering monster roll at +1 for every turn after the first due to 
  the exposed and highly visible nature of the pond area. 
  6. Shrine
  This 15' tall square building is 
  constructed of pale green marble shot 
  through with darker green and blackish 
  streaks. It mirrors the highly 
  decorative style of the larger 
  Mausoleum, encrusted in carvings of 
  fanged skulls, mourners, spirals and 
  birds. The rear of the structure has a 
  massive dome, rising a 30' above the 
  roof level. The dome have open 
  skylights that are big enough to 
  enter, but the building is somewhat 
  difficult to climb (climbing checks of 
  under Str+Dex on 1D20 + 12 with 
  appropriate class/equipment modifiers) 
  due to the small overhangs and 
  slickness of the dome.
  The front of the Shrine has a large 
  set of steps leading up to a set of 
  bronze double doors. The doors are 
  decorated with a relief of a heavily 
  muscled, befanged man in a robe and 
  crown resting contemplatively beside a 
  stream. Statutes of Bezonaught and 
  Delphina flank the doors, while the 
  frieze about depicts a thin top hat 
  wearing, skull faced man with his arms outstretched (the 'baron' guise of 
  Jackal-Mask). The doors are well oiled and open inward easily, but with a loud 
  grating noise that will alert anyone inside the Shrine.
  Within the Shrine is a large 5' chancel with two sets of marble steps leading 
  up to it. Flanking the doors are copies of the statutes outside, while the 
  frieze repeats above the doors as well. On the chancel platform is a marble 
  altar carved with skulls topped by a protonium and silver god's eye and a 
  marble lectern.
  During the daylight hours and some evenings (20%) the Shrine is used by a group 
  of Furter's cultists to communicate with their god. This group consists of 3 
  cultists and two stitched together, neck bolt outfitted, galvanism animated 
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  guard zombies. The Shrine's cultists are led by a venial but experienced cleric 
  named Vicar Molari who wears fancy Denethix style dress, including a top hat, 
  over finely crafted copper scale armor. If the cult has been recently attacked, 
  or is aware that a dangerous group of interlopers is in the graveyard, the 
  number of zombies will be increased to six (extra zombies pulled from areas 7 
  and 8). Molari is likely to attack but may allow a party that convincingly 
  claims to be his ally to leave unmolested or use the godseye, especially if 
  they give him a 'tithing' of at least 50GP.
  'Frankenstein' Zombie AC 7, HD 2 (hp 8,12), #AT 1, D 1D6, MV ('30), Save F1, ML 
  12.
  Cult Acolyte AC 6, HD 1 (hp 5,6,3) #AT 1, D 1D6, MV ('40) Save CL1, ML 8. Mace, 
  Copper Scale-mail. Spells: Cure Light Wounds (x 2) Protection from Good 
  (x1)1D6 GP
  Vicar Molari AC 5, HD 3 (hp15), #AT 1, D 1D6, MV ('40) Save CL3, ML 10. Mace, 
  Fine Scale-mail, Fancy Top Hat (12GP), Frock Coat (30GP), 23 EP, 4 GP Spells: 
  Cure Light Wounds (x 1) Command (x1), Spiritual Weapon (x1)
  The Godseye-The Godseye is an old, but not ancient piece of work, made 
  primarily of silver, with protonium wires embedded for decorative purposes. The 
  silver is worth 500GP, but looting it will destroy the godseye and greatly 
  anger all the orbital gods. Anyone who is party to such a desecration will 
  immediately be cursed with -2 to all rolls and clerics will additionally be 
  deprived permanently of the ability to cast spells.
  Because of the nature of the obelisk, the godseye can easily be activated by 
  any cleric, and will only show the following Gods on the following schedule.
  Time
  Deity in Godseye
  5AM - Midnight
  Furter
  Midnight - 1AM
  Vacant, a gray blur. 
  1 AM - 2AM
  Delphina (50% chance only), otherwise vacant
  2AM - 3AM
  Bone-Chewer Jackal-Mask
  3AM - 4 AM
  Bezonaught the Boogeyking 
  4AM - 5 AM
  Vacant, a gray blur
  Each deity can be bargained with for more or less advantage, depending on the 
  party's prior actions.
  Furter - Furter, appearing as a giant, top hat clad undead hand, acts 
  haughtily, and will encourage adventurers to assist him. If they have killed 
  his worshipers he will initially act angry, but he will quickly come around to 
  a recruiting pitch emphasizing the funeral gods lack of interest in the 
  Obelisk, the uncanny nature of Bezonaught's and Jackal-Mask's followers and 
  need to restore the obelisk to a place of peace and worship. Furter will add 
  guilt to this inducement if the party has been killing cult members. He will 
  imply that the ghouls and corpse fleas are hoarding the Obelisk's treasures but 
  make no specific reward offers.
  Delphina - Delphina is distant and distracted. She has no interest in the 
  obelisk and finds Furter and Bezonaught very unpleasant. If the party gets a 
  good reaction, such as by informing her the fate of her priest (Area 9), she 
  may bless them giving +1 to turning attempts for 1D4 days, and/or refer them to 
  Jackal-Mask.
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  Jackal-Mask - Is actively angry about the state of the Obelisk Grounds and is 
  interested in allying with any group that can assist his fleas. The fleas can't 
  really communicate beyond chittering and nudging, but they won't attack allies 
  and will attack cult members if near them, such as if the party opens all the 
  doors in area 7. Under no circumstance will he work with anyone who has exhumed 
  a grave and will remain hostile to grave robbers regardless of the situation. 
  If the party acts quickly and decisively to destroy the cult Jackal-Mask may 
  have his insects show them the 'secret door' to the Tomb of the Rocket Men.
  Bezonaught - If the PC's have slain any of his creatures (Bone Dogs or Ghouls) 
  he will threaten them and bluster, but otherwise ignore them. The only 
  exception being a character who openly display's his priestesses holy golden 
  symbol, in which case he will threaten and cajole to have the party immediately 
  return it to his priest in Denethix. If the party is actively exterminating 
  cult members, promises to keep doings so, and also offers to slay fleas, 
  Bezonaught will discourage his ghouls from attacking them - all of his 
  creatures will only attack if they pass a moral check, rather than immediately. 
  The party will also gain +1 to saves vs. ghoul paralysis.
  The Mausoleum: AREA 7
  7. The Mausoleum
  The memorial ground's main building rises 30' at its highest peak and is made 
  of pale green marble with darker green, black and gold streaks. It's a square 
  building covered in mournful caryatids, and carved with skull motifs. From the 
  roof rise sculpted minarets and peaked vaults of slick marble, difficult to 
  traverse. An overhang around the whole building makes climbing onto the roof 
  much harder than normal. (Climbing to the roof requires A D20 +25 roll under 
  STR + DEX + Skill/class bonuses) The only entrance to the building is up 
  several wide steps and onto a colonnaded porch. The front doors are flanked by 
  statutes of Delphina and Jackal-Mask, while the frieze over the heavy bronze 
  entrance doors depicts Bezonaught surrounded by placid undead.
  The cult of Furter controls most of the building, and will have undead 
  guardians stationed in front. If they are not aware that they face anything 
  more than corpse-fleas and ghoul attacks the cult will have six skeletons and 
  four zombies on guard in front of the doors and whatever acolytes are in Area 
  7b ready to rush out and assist. If the cult knows adventurers or other 
  powerful forces are running amok they will quickly increase the guard force to 
  the majority of their remaining zombies and skeletons. A total of 24 undead can 
  be crammed onto the steps and porch, and will be, should the cult expect 
  serious attack. The cultists will battle to protect this building and there are 
  a total of 2D12+4 cult acolytes, 4D10 + 6 zombies and 4D10+8 skeletons 
  available to the Cult of Furter to defend the building. The cult will begin by 
  trying to defend the front steps but will intelligently retreat towards the 
  Shrine of Furter (Area 8c) spiking doors and setting ambushes along the way. If 
  left alone for long enough they may even set simple traps to protect themselves 
  from renewed attack (where possible these traps have been noted). If the 
  Players break down doors or otherwise destroy cult defenses the ghouls and 
  corpse fleas will take advantage and may expand into previously held cult 
  areas. 
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  Cultists and Servitors
  'Frankenstein' Zombie: AC 8, HD 2, #AT 1, 
  D1D8, MV ('30), Save F1, ML 12
  A standard Zombies, varying slightly in 
  appearance as they are a product of 
  super-science rather than necromancy. 
  Furter's followers carefully build 
  zombies out of relatively fresh corpses 
  and force a shambling ab-life into them 
  with chemical injections and galvanism. 
  Such zombies vary wildly, from carefully 
  stitched servitors that can pass for 
  living under poor lighting, to 
  amalgamations of various dead, monstrous 
  and held together by clumsy lashings and 
  rivets. It should be noted the Furter's 
  zombies do not smell strongly of rot and 
  decay, but rather have an antiseptic 
  smell due to the fluids used to preserve 
  them and give them unlife. 
  Clockwork Skeleton: AC 7, HD 1, #AT 1, D 1D6, MV ('40), Save F1, ML 12.
  Skeletons in the service of Furter are animated by the use of soul clockworks 
  and strange machinery within their chest cavity that slowly clicks and whirls 
  as the skeleton moves. At the center of this soul-clockwork is a platinum gear 
  worth 5GP, but otherwise the clockworks are useless and lack value. Furter's 
  cult will usually dress these skeletons in long black hooded robes, sometimes 
  with masks, to conceal their nature. Like all Skeletons these monsters have no 
  real intelligence, but if directed by an Acolyte they can use simple weapons 
  such as throwing spears and engage in rudimentary tactics.
  Cult Acolyte: AC 6, HD 1 (hp 5,6,3) #AT 1, D 1D6, MV ('40) Save CL1, ML 8. 
  Mace, Copper Scale-mail, 1D6 GP.. Spells: Cure Light Wounds or other 1st level 
  cleric spell.
  Newer devotes to Furter these men and women are fanatic in service of their 
  god. Generally they are outfitted with a drab green hooded robe, a copper scale 
  vest and bone maces. Even though they are fanatics in service of a strange god, 
  Acolytes are not suicidal and will use their spells and minions to the best 
  effect and will retreat or negotiate in the face of overwhelming odds. Acolytes 
  may remove the effects of turning from their minions by making a comparable 
  turning roll themselves - though the undead may be turned again if the Acolyte 
  responsible for encouraging the dead is incapacitated. 
  7a. Entry Hall
  The massive bronze doors swing open to reveal a marbled hall lit by black 
  marble skulls embedded in the 40' tall ceiling that emit a soft whitish blue 
  light. These are simply marble features of the ceiling enchanted with permanent 
  light spells, and if removed (after a dangerous climb and noisy chiseling 
  session) they will lose that enchantment, being only heavy worthless pieces of 
  broken marble. The walls of this room have been carved with reliefs that show a 
  wide variety of mourners, including Men, Elves, Goblins, Sasquatch, Moktar and 
  Werebeasts. All face the doors to the Altar room, Area 7d. The doors to the 
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  altar are massive bronze copies of the entry doors, both showing a single image 
  of the funeral gods leading a bearded, befanged giant (Torpo) up a steep 
  mountain path towards some sort of temple.
  The two doors on either side of the hall are simpler, though also heavy bronze. 
  They have only geometric patterns sculpted on them. 
  There will often be a zombie in this room scrubbing the floors or dusting the 
  relief on the walls, but if driven from the porch this room will quickly be 
  barricaded and turned into a second redoubt by the cultists with braced doors 
  and the benches in 7b used as barricades. The cult would not be above covering 
  the floor near the door in slippery flammable oil if besieged and given enough 
  time. 
  7b. Coat Room
  The Mausoleum's former coat room, now used as a guard post by the cultists. 
  There will always be 2 acolytes on duty here, though there will be more if the 
  cult is on alert and has not yet lost many members. Efforts have been made to 
  make the room cozy, with a brazer for warmth and a pair of oil lanterns for 
  light. A sheet of heavy canvas has been spread on the floor, both to cut the 
  chill and conceal the trapdoor to Area 8b below.
  Two ornate large marble benches line the wall opposite the door to Area 7a and 
  can be lifted by up two two individuals with a combined strength of 20 or 
  greater. 
  If driven from the upper temple the Acolytes will trap the coat room by dousing 
  it is oil, spreading flammable rags and wiring a coal filled tripod to the door 
  to tip and create an inferno when the door is opened. Triggering such a blast 
  will inflict 1D8 to anyone in the doorway and burn for two rounds like a flask 
  of oil. 
  7c. Records Office
  The door to this chamber is locked from Area 7a and the door painted with a few 
  protective gris-gris to keep the corpses fleas or any undead entity from 
  breaking through from Area 7e.
  The marble office was smashed to shambles in the final melee between the 
  priestess of Bezonaught a few guardsmen and Furter cultists. The walls are 
  splashed with blood and carved wooden office furniture is scattered about, 
  dented and crushed. 
  This room was used as the office for tracking burials within the Mausoleum and 
  the paperwork recording the last hundred years of internments, including 
  special notes about magical or cursed bodies and the length of time each corpse 
  was to be placed in the crypts, before the bones are moved to the ossuary is 
  heaped about and spilling from cabinets. It's possible that a careful 
  examination of these notes will reveal some useful facts, such as that the 
  crypt holding the mummified grunkie trap in Area 7e is labeled "out of order" 
  or the location of the old witch woman's body in Area 7f. Searchers are equally 
  likely to discover grocery lists written in  an impenetrable priestly argot. 
  There is also a silver letter opener worth 5GP kicked under a filing cabinet 
  for the player that must search every nook and cranny.
  The door to Area 7e is locked, spiked shut, and sealed with white lead, painted 
  protective runes and emblazoned with sigils. The office and Area 7e were 
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  abandoned by the cult when corpse fleas attacked from the ossuary below. 
  7d. Altar
  Behind the monumental central doors of Area 7a is this pure white marble 
  chamber. Amazing amounts of detailed carving and sculpting have gone into 
  making almost every inch of wall decorative art. The carvings begin at the 
  floor, showing the entire chain of being from plants and animal, rising up to 
  depict goblins, elves, dwarves and other lesser races. The glories of human and 
  sasquatch civilization fill the room from about eye level to above 7' and the 
  walls gently arch upwards into several fluted vaults where the depiction of the 
  divine satellites, metallic servitors and finally the sky temples of the Gods 
  are lost in gloom. The room is lit by several discs of black marble inlaid on 
  the floor and enchanted to emit a pale blue light (like the skulls in Area 7a).
  At the center of the room is a large altar, it's outer case made of a filigree 
  of white marble that matches the walls, carved into intertwined bone motifs. 
  Behind the marble is some sort of case made of polished green black protonium 
  with decayed ancient circuit boards showing through open hatches and panels in 
  the protonium case. The surface of the altar, a smooth sheet of polished 
  protonium, has a simple glass chalice and a pair of copper incense holders 
  resting on it. All of the altar ware depicts Furter's symbol, a hexagonal 
  machinist's bolt with a lighting shaped symbol on its top and has almost no 
  value (3GP total). If the back of the altar is examined, two drawers will be 
  found. Both open easily, the top is mostly empty, except for a simple wooden 
  box of incense made of feasting tree resin while the bottom holds a linen altar 
  cloth in purple, blue and yellow with images of decay embroidered on it. The 
  cloth is worth only a few (2GP), but the incense is quite valuable. There is 
  space for 26 cubes of resinous incense in the box, but only 24 remain, each 
  worth 5GP.
  Behind the altar is an 8' tall gilded wooden statute of Furter, the statute is 
  of recent manufacture and appears to have been constructed in a modular fashion 
  for transport. The gold on the statute is worth only 1D20 GP and will take 3 
  turns to scrape off.  Doing so is an act of sacrilege and despite the fact that 
  Furter is a difficult deity, the orbital gods are unified and will curse anyone 
  who profanes the statute with a -1 to hit until they make recompense of at 
  least 500GP to an Orbital Gods' temple. Obviously pushed behind the statute of 
  Furter, from their original places directly behind the altar are three matching 
  marble statutes of the funerary gods, sculpted with the same masterful care as 
  the walls of the room.
  At the far rear of the room are another set of gigantic bronze doors, these so 
  festooned with magical fetishes, and painted with white protective sigils that 
  it is hard to see that it's surface has been engraved with images of the 
  funerary gods and a peacefully resting fanged giant in a toga. 
  7e. Sealed Crypt
  After the protective white lead has been picked away from the doorway, and this 
  room opened, it will be revealed as a crypt. Stone doors line the back and left 
  walls, while three waist high slabs dominate the center of the room.
  On the slabs rest three still forms, concealed by rough canvas sheets.  If 
  disturbed, these forms will be revealed to be the desiccated, two month old 
  corpses of cult acolytes. Each corpse bears various marks of battle, 
  principally long slashing cuts and deep punctures (caused by the claws and 
  mandibles of corpse fleas). Each corpse also suffer from a horrific wound, 
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  having had their chests torn open from within, their copper scale vests slashed 
  and ripped open as well.
  There is a 10' square pit with a neatly carved 6" tall rim towards the rear of 
  the chamber, it leads to an ossuary, Area 9b and was used to transport the 
  bones of those whose time in the crypts has elapsed. Corpse Fleas from Area 10 
  occasionally leap up form this pit, and if there is a disturbance in the crypt 
  1D6 fleas will appear in 1D6 rounds from the pit to investigate.
  The room is clad in the same green-white marble as the majority of the 
  mausoleum and the carvings in this room are crude, functional and largely of 
  skulls. The crypts in this room number sixteen, and can be opened easily via 
  its hinged stone door. Each crypt warrants a roll of the crypts and graves 
  table (Table B) and the only one deserving special note is the central (third 
  from either side) one on the back wall. This crypt contains a trap, but when 
  the cultists of Furter first examined this room, prior to the corpse flea 
  attack they detected undead within the crypt and marked it with a large painted 
  white 'X'.
  Grunkie Zombie Trap
  This crypt has been filled 
  with animated, mummified 
  grunkies.  If opened the 
  undead vermin lairing within 
  will leap (with surprise 
  unless the players take 
  exceptional precautions) at 
  the character opening the 
  crypt. There are 16 grunkies 
  within, and 1D10+2 will 
  attack the first round.
  Players may ask "Who 
  mummifies a pack of undead 
  monkey lizards and locks them 
  in a crypt?" The trap was 
  prepared by the priestess of 
  Bezonaught on advice of her 
  god, though no amount of 
  favor with Bezonaught will 
  prevent the zombie Grunkies from attacking.
  Mummified Grunkie Zombie: (16) - AC 9 HD 1 [May be turned], (hp 2), #AT 1, D 
  1D3 MV ('40) Save F0, ML10.
  Once their initial target is supine the grunkie zombies will run amok, darting 
  about the room and randomly attacking anyone they see. If turned they will 
  retreat into the crypt they sprung from and hiss menacingly
  7f. Acolyte's Quarters
  This chamber of crypts has been occupied and used as an above ground barracks 
  for the acolytes of the cult of Furter. It is identical to Area 7e, with 
  sixteen unopened crypts, except that the room is regularly swept and contains 
  cots for up to twenty acolytes, of whom 1D4 + 4 will be present assuming the 
  cult of Furter is unaware it is under assault. If the cult has been put on 
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  alert this room will be used as a defensive redoubt and will be stocked with a 
  group of zombies and skeletons as well as whatever acolytes are available for 
  defense. Survivors from the steps, Area 7a and 7b will retreat to this room and 
  make a concerted effort to stop any incursion here. Skeletons is this room may 
  be armed with bone spears for throwing and will make a rear line behind any 
  zombies.
  7g. Sepulcher of Torpo the Cannibal
  A Pitch black chamber with massive white marble walls and huge bronze doors. 
  The doors have all been recently resealed from the outside with white lead and 
  their outer faces marked with various holy and arcane symbols. A cleric or 
  magic-user may make a D20 roll under intelligence to recognize that these 
  symbols are meant to obstruct the passage of supernatural entities, 
  specifically ghosts and other non-corporeal undead.
  Within the chamber the walls are carved with scenes depicting an idealized 
  version of the rise and triumph of Torpo the Cannibal. The carvings show 
  Torpo's humble beginnings as a baby descending from orbit, his effortless 
  struggles against man, monster and beast and finally his benevolent rule over 
  adoring subjects. The center of the chamber contains a massive stone bier 
  carved into a single green rectangle wrapped with carved chains. This is 
  Torpo's Tomb and the thick stone is a relatively indestructible, though 
  entirely normal, 10-ton block of hard green stone polished and worked with 
  considerable skill. The lid can be shifted (not lifted) enough to push it to 
  the floor with a resounding crash if 45 Strength is applied to it at once 
  (three individuals can push on the bier at once – so a block and tackle might 
  be useful). Within the tomb is Torpo's fanged 7' tall skeleton and his grave 
  goods. The skeleton wears rotted cloth of gold robes and a rusting iron crown 
  (robes are worth 2GP at best, the crown is worthless). The skeleton's right 
  hand holds a bone scroll case containing a brittle scroll that details Torpo's 
  draconian and cruel legal system. The bottom of the bier is carpeted with 
  electrum coins. There are 3,000 EP below Torpo's brittle bones, each oval coin 
  is new from the mint (they were specially minted for Torpo's death) and depicts 
  the slumbering, befanged and bearded face of the tyrant on one side and three 
  mourning robed women on the other. There's a small chance that the coins will 
  be recognized as dating from Torpo's reign, but otherwise they are wholly 
  unique. 
  The chamber is guarded by the spirit of Torpo the Cannibal, a Hungry Ghost. 
  Torpo's sickly blue gelatinous ectoplasmic body will shimmer into existence 
  almost as soon as the party enters the sealed crypt, an 8' tall emaciated 
  figure with an exaggeratedly large head, thin elongated neck and enormous fat 
  belly. The shadows of human bones can be seen floating in Torpo's huge, 
  distended belly. He can speak, and will make some asinine food related quip 
  before attempting to attack and devour the PC's. If the party flees from Torpo 
  he is trapped in the room by the magic signs around the door, unless he can 
  talk someone into defacing them. If a door is left open and Torpo is still 
  trapped, he will stand at the doorway and invite, in a cultured and malicious 
  voice, any passersby to dine with him. He may also promise great rewards if he 
  is released. Torpo knows about and can freely access the undercrypt by 
  demanifesting his body and remanifesting below or in his bier (takes 1d4 
  turns), so attempts to bombard him with flaming oil or missiles while he is 
  trapped in the sepulcher will fail. In the event Torpo's moral breaks, he is 
  turned or he is seriously injured Totpo will flee to below.
  If he is released Torpo's spirit will be able to haunt the entire graveyard and 
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  gather other evil spirits around him.
  The Spirit of Torpo: (Hungry Ghost) - AC 5 [½ damage from normal weapons], HD 6 
  [May be turned], (hp 36), #AT 2, D 1D6/1D6 (+ devour), MV ('40) Save MU 6, ML 
  8.
  1D4
  Torpo's asinine, 'tasteless' quip of the moment – roll or pick.
  1
  “Oh wonderful! I have always preferred my meat rare – very rare!”
  2
  “Staying for Dinner?”
  3
  “MAN BACON!”
  4
  “It has always been my practice to serve the people!”
  BELOW GROUND 
  LEVEL 2
  Note on Random Encounters
  There are no encounter tables for 
  Level 2, it is well inhabited and 
  densely stocked. If a random 
  encounter is needed, such as if 
  the party stops for several 
  turns, either a patrol of Furter 
  cultists and zombies, or a group 
  of Corpse Fleas is an appropriate 
  encounter. Under no situation 
  (unless they find the door open) 
  will Fleas or Cult Members enter 
  area 9c. They know about the 
  Hungry Ghost and greatly fear it. 
  8. The Cult Halls
  The Cult of Furter have made 
  themselves a rough home within 
  the recesses of Torpo's 
  Mausoleum, having converted old 
  storage and ritual chambers into 
  a barracks, small shrine and 
  reanimation lab.  The Cultists 
  strive to  build a Franken-zombie 
  death-squad and complete their 
  takeover of the Obelisk grounds. 
  They have quite a streamline 
  operation going and can create 
  1D4 zombies or skeletons a day 
  with the parts they have in 
  storage. This number will be 
  reduced by -1 if the cult has 
  less than six acolytes available 
  to work on reanimation, but will 
  not decline further, even if only 
  Patriarch Chax is working in the 
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  lab.  The chambers that the cult has moved into are generally tiled in rough 
  white and green marble that has been crudely smoothed with visible tool marks. 
  The rooms are lit by oil lamps set into alcoves in the walls and all uniformly 
  smell of cooking grease with a sharp undertone of funerary  preservative 
  unguents. All rooms in areas 8 and area 9 are assumed to have 10' ceilings 
  unless mentioned as being otherwise.
  Encounters for these areas will be determined by the total number of cult 
  members and undead servitors in the Mausoleum complex, and are largely up to 
  the GM, only the encounter in Area 8c is set. There are two ways to manage 
  these numbers, the first and likely the best for tactically minded parties, is 
  to use the numbers as described in Area 7 to determine to total size of the 
  cult forces and then have the GM play the cult as an intelligent enemy, trying 
  to husband its forces against the Party and any allies' attacks. Skeletons will 
  be sacrificed to preserve zombies, and cult acolytes will always retreat deeper 
  into the complex, leaving traps and barriers for the party to overcome, until 
  the battered party meets the surviving cult members in front of the icon of 
  Furter in area 8c. A simpler way is to simply roll a random number of zombies, 
  skeletons and acolytes per location. This method is discouraged, as the entire 
  Obelisk is best seen as an adventure of playing factions against each other, 
  but can do in a pinch, or if as a back up if the GM loses track of the size of 
  the Cult's forces.
  8a. The Pillared Hall
  This long hall is currently used by the Cult as a barracks, kitchen and living 
  chamber. The hall itself is a gloomy affair. It contains a series of hammocks 
  strung between the pillars, a portable iron stove (almost always with a pot of 
  stew atop it) and the pitiful possessions of the cult acolytes that live here. 
  A total of 1D100 each of SP, EP & GP can be found by diligent searching, along 
  with 350 CP and 18 PP. 
  If the cult is alert to the presence of intruders this location will be quickly 
  converted into a deathtrap. The shadowy environment created by the pillars 
  rising 30' to an arched ceiling is prefect for an undead ambush (zombies can 
  stand perfectly still forever, hiding behind a pillar) and will be used for 
  such. The simplest trap is one where acolytes open the door to Area 8c and 
  quickly retreat. If the intruders charge forward whatever percentage of 
  remaining undead servitors the cult views as disposable will surprise them from 
  behind. Embellishments, depending on the amount of time available, include 
  caltrops (save vs. breath weapon or take 1D4 damage), a weighted net drop 
  (traps those in front line who fail to save vs. Wands - requires a roll on D20 
  of Dex -5 to escape), or even poisoned spiked wooden frames that swing out form 
  behind pillars (save vs. wands or take 1D10 + 2D10 in poison if an additional 
  poison save is not made.)
  Once the players traverse the hall they will be faced with a simple bronze door 
  that may be braced from Area 8c but cannot be locked.
  8b. The Lab
  This former storage chamber has been hastily converted into a laboratory for 
  the reanimation of the dead. The rough stone chamber is now filled with the 
  strange implements of super-science. A large copper table that can rotate from 
  horizontal to vertical is flanked by Telsa coils, its underside covered with 
  conduits leading to strange machines that are little more than a framework of 
  bronze stuffed with dials, gears, levels and bubbling tubes of strange liquids. 
  Three large glass tubes filled with green preservation fluid, smelling strongly 
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  of pine and are poisonous if ingested (save or die), stand along the back wall 
  and contain preserved body parts, while crates containing other supplies, 
  including well scrubbed bones, are scattered around the room. Within these 
  crates there are machine parts, consecrated thread, copper wire ( 20lbs or 20GP 
  worth), and valuable soul clockwork gears. Each gear is made of platinum and 
  worth 5GP, but only 2D20 gears remain. Several heavy gray aprons and three 
  pairs of thick rubber gauntlets hang on hooks next to the storage tanks.
  If disturbed without first disconnecting them from the table (via conduits 
  underneath) the Tesla coils will shock anyone touching them for 1d6 damage. The 
  machines can likewise generate a shock for 1D4 damage if touched while attached 
  to the table. Wearing a pair of the rubber gauntlets will make the shocks far 
  less dangerous, by subtracting four points from any shock damage, and allow the 
  reanimation machines to be worked safely. 
  There is a 3” thick bronze trap door leading to Area 7b with a simple rope 
  ladder attached to it in this room. The trapdoor may be sealed by cranking a 
  bronze wheel on its underside and if it is cannot be opened from Area 7b 
  without smashing trough it. The cultists well seal the trapdoor is they are 
  under serious attack.
  When the lab is active, a maximum of six acolytes will be working (35% 
  accompanied by Chax) and if attacked, one will immediately attempt to raise the 
  zombie they are currently working on by throwing a series of large knife 
  switches on the table and jolting the corpse with electricity (takes 1 round). 
  There is a 70% the Zombie will rise to attack, but a 10% chance each round 
  thereafter that it will stop functioning and collapse.
  8c. Shrine of Furter
  An improvised shrine to Furter, with a small, hollow, gold stature of the hand 
  shaped god (Worth 500GP) set on a pillar in an alcove that faces several 
  benches and is flanked by a podium. The shrine is used for both meditation and 
  preaching, but is also a key to the final element of the zombie animation 
  rituals practiced in Area 8b. A ragged black curtain may be drawn over the 
  alcove, and another curtained area contains a bed and desk used as quarters by 
  Patriarch Chax. The desk holds a bound journal of Chax’s mediations on the 
  glory of Furter and the holy work of remembering the dead through reanimation 
  to aid the living.
  This chamber will serve as the cult's final redoubt, with all surviving 
  acolytes and constructs retreating here if possible to pray to Furter for 
  deliverance and/or victory.
  Patriarch Chax AC 4, HD 5 (HP 32) #AT 1, D 1D6, MV ('40) Save CL5, ML 10. 
  Finely crafted copper scale armor, mace, Lavaliere of Dazzling, 12 platinum 
  gear coins(PP) Spells: Command, Cure Light Wounds, Protection from Good, 
  Striking, Hold Person, Curse
  Chax is the leader of the fanatic cult of Furter and is himself a militant 
  devotee of the Rememberator. Despite his fanaticism, Chax sees himself as doing 
  the orbital gods' work, and as a great proselytizer. He will seek to 
  incapacitate and capture opponents if possible and Chax's captives will be 
  subjected to a great deal of religious blather and efforts to convert them to 
  Furter’s cause. As much as he enjoys religious debate, Chax also feels it’s his 
  duty to personally smite unbelievers with his consecrated mace – a petrified 
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  stone hand encased in a steel frame-work that Chax will cast a dramatic glowing 
  version of Striking on if given the opportunity. Chax wears a magical gem, the 
  Lavaliere of Dazzling on a circlet and in combat this gem radiates distracting 
  flashes that make it harder to strike the wearer.
  Chax spends much of his time in the reanimation lab personally preparing 
  zombies, but if the cult is under attack he will retreat to Area 8c and to pray 
  and prepare a final defense. Chax is always accompanied by a bodyguard of two 
  Deacons of Furter, loyal fighters who wear bone armor with masked helms and 
  have taken a vow of silence.
  Deacons of Furter (2) AC 2, HD 2 (HP 16, 12) #AT 1, D 1D8, MV ('40) Save F2, ML 
  10. Longsword, Bone Splint Mail, Shield, 26 EP
  9. Haunted Halls
  This series of rooms make up the ossuaries beneath the Sepulcher of Torpo the 
  Cannibal, and can be reached most easily through the pits in the crypts (Areas 
  7e and 7f ) but may also be accessed through the trapdoor in the bottom of 
  Torpo's bier. They are of finely worked stone, specifically green and white 
  marble polished smooth and have 10' ceilings unless noted otherwise.
  9a. Ensorcelled Ossuary
  Directly beneath the Acolyte's Quarters (Area 7 f) there is a sturdy ladder 
  going between the two areas. A 30' high ceiling give the room a sense of 
  majesty. The chamber itself is simple, carved from stone with the walls rubbed 
  smooth and filled with hundreds of niches. Each niche is full of bones, much of 
  the chamber is likewise stacked with lovingly arranged bones. Some stacks go 
  all the way to the ceiling and others are only a few feet tall. Neat paths, 
  edged by rows of skulls pass through the room, with one leading to the Southern 
  door and another off to the side. The entire space smells of rot and dusty air.
  If the side path is followed it will lead to a massive stone tablet set in the wall. This tablet contains the 
  spell "Skeletal Coryphees" carved in raised runes. It has been carved in reverse so it cannot be read off 
  the wall like a scroll, but a rubbing of the carving can be flipped and the spell copied.
  This room also contains the rotted body of the priest of Delphina, an elderly 
  cleric who died of a heart attack when the cultists invaded. The body is of a 
  white haired man wearing a blue robe stained by the process of decay, obviously 
  laid to rest with care, in a space hollowed out from a bone stack. In his hand 
  he clutches a simple Holy symbol of Delphina made of a blue and white china 
  shard wrapped in silver wire (Worth 30GP). The symbol is sacred to Delphina, 
  and if a cleric devoted to her, or even on good terms with her, uses it they 
  can turn non-corporeal undead as if one level higher than their own. 
  If the Cult of Furter fears invasion it is likely that the door leading to the 
  Pillared Hall (Area 8a.) is trapped, most likely with a poison needle placed to 
  jab through the keyhole. 
  Skeletal Coryphees 
  MU - LVL2
  Casting Time: 2 Rounds 
  Duration: 1D6 Turns
  This spell is a weaker form of animate dead that allows the animation of 1D6 HD 
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  of skeletons, who will rise and do the casters bidding until the magic 
  dissipates and they dissolve into a mist of bone dust. The skeletons move in a 
  languid and graceful manner (attack as 0 HD monsters) but are excellent 
  dancers, moving with a hypnotic grace to any form of musical accompaniment. 
  Casting the spell requires a handful of coins (10 CP) and a string stolen from 
  a musician, both of which are consumed in the casting. 
  9b. Chamber of Bones
  Reached most easily by descending through the Sealed Crypt (Area 7e) this 
  ossuary is a large room carved out of rock and with 30' ceilings. Bones are 
  scattered, knee deep in places, about the chamber. Huge stacks of bones lean 
  precariously over from all sides, and the chittering of corpses fleas echos to 
  everywhere within the chamber.
  Corpse fleas have been using this ossuary as a source of bone to feed on, and there 
  are always 2D10 fleas from area 10 in this room.
  Corpse Flea: AC 7, HD 1-1 (hp 4 HP), #AT 1, D1D4+discombobulating poison, MV 
  (40')/Leap (30') Save F0, ML 8.
  Ladder Trap:
  The ladder leading up to Area 7e is rickety and will break if over 150lbs attempts 
  to climb or descend it. A fall from the ladder will be approximately 20' do 2D6 
  damage, but a save vs. breath weapons will allow the victim to avoid all damage by 
  grabbing onto a functional wrung, this will also leave the victim stranded at the 
  end of 10' of broken ladder, dangling into space. Corpses fleas are capable of 
  scrambling up this ladder at a rate of 1D3 per round, and up a rope at the rate of 
  1 a round.
  Bone Piles Trap:
  The stacks of bones in ossuary have been rooted through by corpse fleas and are no 
  longer stable. Anyone disturbing the stacks will cause them to fall over for 1D10 
  damage, and trapping the victim underneath a huge pile of bones (takes 1D4 turns to 
  dig them out without causing additional bone stack collapses). Combat in the 
  Chamber of Bones is also likely to disturb a stack and cause it to fall. Each 
  combatant over 75lbs should roll 1D10 per round and on a 1 they have dropped a 
  hundred pounds of old bones on themselves.
  9c. The Undercrypt
  Torpo's undercrypt may be accessed via an obvious trap door inside his bier, or 
  more easily from the two sealed side doors. The room is pitch black, with a low 
  6' ceiling, the decorative efforts of the rooms above are largely absent here 
  with only some rude spirals carved into the massive stone supports that prevent 
  collapse of the floor above.
  Rather than create an undercrypt for his family's future use Torpo built this 
  chamber to serve as a trophy room for the twisted tyrant's memory. The 
  desecrated bodies of his greatest enemies rest in decorative stone sarcophagi 
  against the walls - two (An and Bn) on the North wall and two (As and Bs) on 
  the south wall.
  Sarcophagi An -The is the final resting place of Melontax the Untameable, the 
  Wizard who Torpo deposed and replaced in his youth. The sarcophagus shows 
  Melontax's horrible death by flaying and devouring performed personally by 
  Torpo. Inside is a leathery human skin rolled beneath a pile of gnawed bones.
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  Sarcophagi Bn - The Sasquatch Khan once ruled over all the forest between 
  Denethix and the sea, and in the way of his people he was a peaceful ruler who 
  relied on subtle manipulations to keep the calm. The Sasquatch were perhaps 
  Torpo's greatest enemy and fought him for many years, allied with elves, men 
  and even goblins. Torpo was victorious at last and he captured the Sasquatch 
  Khan in battle not far from the site of the Obelisk. The Khan was taken in 
  massive chains, tortured and finally locked within the Sarcophagus with an odd 
  magical artifact that allowed him to live for several more humiliating and 
  painful months. The Sarcophagus, carved to depicted a screaming Sasquatch with 
  a frog emerging from his throat contains the heavy chain laden bones of the 
  Khan and thousands of tiny amphibian skeletons. Within the tomb is also a 
  strange metal bottle with lapis and jade inlays in a vaguely unsettling wave 
  like pattern. The bottle is open but clogged with the crushed bones of tiny 
  amphibians, a stopper rests next to it.  If emptied it will be quickly revealed 
  to be a Jeroboam of Ranine Abundance.
  Sarcophagi As - The Brass Despoiler was once a self directing battle robot that 
  Torpo slew in single combat when it emerged from its long stasis. The 
  Sarcophagus shows their famous battle, which only ended when, both combatants 
  badly injured struggled in the dust, Torpo was able to close and use his 
  fearsome strength to tear the head of the armored robot. The reliefs also show 
  how Torpo had the Depsoiler's outer carapace fashioned into near indestructible 
  armor. The robot's large head now rests in the tomb, bashed and dented, with 
  one optical unit shattered. It's likely worth about 100 GP to the scientists, 
  but even they have little use for the broken sensor unit of an insane hunter 
  killer robot.
  Sarcophagi Bs - Within this plain Sarcophagi are the the dessicated and skinned 
  corpses of three small children. The Three Princes were a triumvirate of 
  wizards who fought Torpo's attempt to control the Certopsian. The Sarcophagus 
  depicts these battles, with Torpo leading his mostly human and werebeast troops 
  against armies of strange looking moktars (if examined closely each moktar 
  appears to have tentacles in place of eyes). The Princes were not actually 
  children, but extra-dimensional parasites that rode the bodies of children for 
  their inscrutable purposes. While the mummified bodies are completely dead, the 
  parasitic aliens the once hosted are not, and if the bodies are touched by 
  naked flesh, a tiny worm will (save by rolling under wisdom on a D20) bury 
  itself in the flesh of anyone touching the bodies.  A save vs. poison will 
  expel the worm, but a failure means that the victim's will is quickly 
  overwhelmed by the alien parasite and within 1D10 days gray stalks will burst 
  from the eyes and the victim's body will become nothing more than a host and 
  vehicle for the strange life form, which can cast spells as a 5th level magic-
  user. Prior to the complete transformation Remove Curse will kill the parasite, 
  but the host will permanently lose 1D4 points of Int. 
  10. The Hive
  Beneath the Sinkhole in Area 4, the Corpse Fleas of Jackalmask Bonechewer have 
  constructed an underground hive and are slowly undermining much of the 
  graveyard as they dig up remains to devour and seek another means of entrance 
  into the areas of the Mausoleum held by the Cult of Furter.
  The Hive consists of a central chamber directly below the graveyard's Sinkhole, 
  and a maze of low tunnels (Area 10a). The fleas can easily enter and exit 
  through the sinkhole, and can enter the sealed left side of the Mausoleum by 
  climbing through the pit between Areas 9b and 7e. The hive areas have been dug 
  from the raw earth by the labor of the Corpse Fleas working with their pick 
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  like front limbs, and the dirt from the excavation piled into a ring around the 
  sinkhole. To keep the dirt walls from collapsing the fleas have plastered them 
  with an orange spittle that hardens into a thin glossy layer. The walls are 
  still very rough, in places bones and bits of coffins protrude from them. 
  Likewise the floor of the hive areas is carpeted with bone dust and fragments 
  as well a bits of grave clothing, and broken coffins.
  There are 78 Corpse Fleas in the hive when the PC's enter the Obelisk grounds. 
  The GM should reduce this number whenever a corpse flea is killed and increase 
  this number if the corpse flea population seems to small for dramatic tension. 
  Also note the fleas reproductive methods, and that their population will jump 
  several days after the colony acquires any considerable number of fresh 
  corpses.
  Corpse Fleas are not normally much above animal intelligence, but they are 
  sacred to Jackal-Mask and he has used his divine power to control this hive and 
  relay the fleas simple directions. The majority of the Corpse Fleas gather 
  every night from 2 - 4 AM outside Area 6 to be near Jackal-Mask's presence and 
  receive his instructions telepathically. Jackal-Mask has demanded that the 
  fleas attack and destroy the minions of Furter, and secondarily Bezonaught's 
  ghouls. In service of this effort the fleas mount patrols of the graveyard and 
  there will always be two 2 D12 fleas away from the hive scouting. The fleas 
  have also been conditioned to take violent offense to anyone who digs up graves 
  or otherwise loots coffins underground (with the exception of Area 10b, if the 
  PC's have destroyed Furter's Cult at the bidding of Jackal-Mask). Likewise 
  theft of grave-goods will perturb Jackal-Mask and the hive, though again, items 
  taken from crypts and dead who have not been buried are not included in this 
  prohibition.
  When intruders enter the hive, 50% of the Corpse Fleas will be in the central 
  chamber (minus the fleas on patrol), and the remainder will be in Area 10a, or 
  9b. These missing fleas will arrive in waves of 1D6 per round, after an initial 
  1D4 rounds as the resident fleas begin chittering their distress.
  If the party is in the service of Jackal Mask, the fleas will attempt to lead 
  them to Area 9b, and up the ladder to the chamber above so they can attack the 
  Cult of Furter. If the party has destroyed the cult of Furter and provides the 
  fleas with proof of this (in the form of the Patriarch Chax's body) they will 
  attempt to show the characters the wall to Area 10b.
  Corpse Flea: (78) AC 7, HD 1-1 (HP 3) #AT 1, D 1D4 + (hit drain), MV '40 
  ('30/Leap) Save F0, ML8
  10a. Hive Tunnels
  Winding toward the left ossuary beneath the Mausoleum, Area 9b, these tunnels 
  are narrow and rounded, forcing man sized creatures to walk single file (double 
  file for fleas and two more on the walls and ceiling).
  Approximately 50% of the remaining fleas will be in these tunnels at any given 
  time, in small groups of 1D6, shoring up the walls, slowly digging or simply 
  skittering around. If hostile they will attack and begin chittering, causing 
  the remainder of the fleas in the hive to begin arriving at a rate of 1D6 per 
  round after the first 1D4 rounds. 
  The walls of the tunnels are hardened with flea spittle and broken up by the 
  occasional jutting bone or coffin fragment. The fleas instinctively collect 
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  grave goods and push them into dead ends. In each of the dead ends there is one 
  of the following seven caches scattered on the floor amongst shrouds, bits of 
  bone and broken coffins.
  Cache 1 - A copper statute of a frog (25 GP), 110 SP, 12 EP.
  Cache 2 - 300 GP in hole centered coins strung as a necklace, Antique bronze 
  astrolabe (15GP)
  Cache 3 - Six agates (10GP x5, 25 GP), Silver death mask of jackal (100 GP)
  Cache 4 - Pewter Stein with lacquered battle scene (25 GP), 36 SP, 18 GP, Gold 
  wedding band (10 GP)
  Cache 5 - Diamond Ring (300 GP), Healing Potion in ivory stoppered flask, 
  Cache 6 - stained shroud, finely embroidered with tiny carnelian beads (50GP), 
  95 SP
  Cache 7 - Broken fine china (0GP), Silver etched , molded bronze chestplate, 
  depicts Torpo (100 GP)
  10B. Tomb of the Rocket Men
  Secret Door – The door to Area 10B (Tomb of the Rocket Men) is not a door in 
  the normal sense, but the weakened wall of a capsule shaped ancient tomb. A 
  secret door check (or possibly the efforts of allied corpse-fleas) will 
  indicate that shared wall between the Hive(10A) and the Secret Tomb is too 
  straight and seemingly not the same material as the rest of the crudely 
  excavated, crumbling dirt cavern. Spending a few minutes clearing away the thin 
  crust of dirt and hardened flea spittle will show pale blue wall with a slick 
  porcelain appearance. Taps or rapping on the wall will reveal a hollow space 
  behind it, and strong blows will produce cracking and crazing in its surface. 
  Enough force (10 HP of blunt force damage against the AC7 wall) will crack open 
  a 'door' big enough to climb or crawl through.
  Tomb 
  A featureless pale blue ceramacrete vault containing four aluminum coffins now 
  dull gray with age and splotched with white corrosion. The walls have worn down 
  over the millennium and can be shattered with little effort. The coffins each 
  contain the remains of an officer who died in the ancient war over 3,000 years 
  ago. In addition to these mummified remains, which fall into gray dust the 
  moment they are disturbed, the coffins contain the following items of note.
  Coffin 1: A laser pistol that appears charged and operable except for splotches 
  of corrosion, indeed, the pistol's power cell and inner workings have ruptured 
  and corroded making it dangerous to fire. A gunsmith familiar with laser 
  weapons (good luck finding one) could determine this on close examination and 
  might even be able to repair the weapon. If used as is the pistol has a 75% 
  chance of exploding doing 2D6 damage it's wielder (save vs. breath weapons for 
  ½ damage) and 1D10 damage to anyone within 10'. If it fails to explode it will 
  only hiss and spark and cannot be fired. If sold to a skilled gunsmith the 
  pistol is worth 1,000 GP for parts, but it is worth much less as a curio if 
  sold to anyone else.
  Coffin 2: An officer's sabre made of white argonium with platinum fixtures and 
  a black ceramic polymer sheath. The blade is worth at least 2,000gp based on 
  its materials alone and functions as a +1 scimitar. 
  Coffin 3: A suit of jumpsuit woven “royal copper” (A malleable, flexible and 
  almost unbreakable purplish metal forged with long lost super-science) topped 
  with a clear fishbowl style helmet of synthetic pseudo-diamond. The Royal 
  Copper Armor is very flexible and should be treated as +2 leather armor (AC 6). 
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  It's also highly resistant to heat and therefore offers it's wearer limited 
  fire resistance. ( ½ damage from all fire attacks). The only downside of this 
  fabulous pre-fall technology is that it is highly conductive and all electrical 
  attacks will do +2 damage per die to the wearer. It would be valuable if sold, 
  but the exact price depends on the buyer. 
  Coffin 4: The inside of this coffin appears to have been clad in a thin layer 
  of gold (it can be scraped off, but is only worth 100 + 2D20GP) and obviously 
  contains the remains of some kind of high ranking officer. The body is still 
  clad in rich maroon synthetic uniform heavy with silver braid and medals. In 
  all the braid and buttons contain about 40GP worth of silver. The medals and 
  insignia are gemstone studded platinum, gold or royal copper and are terribly 
  garish to the modern eye. They are valued as follows: Hat insignia (crossed 
  platinum laser rifles) – 100GP, 2 Shoulder boards (Royal copper braids with 
  carved ruby general's stars) – 200GP each, Chest decorations (Gold, platinum 
  and gemstone chips) - 300 GP total, Belt buckle (Synthetic ruby carved into 
  star shape) 500GP and 2 Boot buckles (Platinum) 100 GP each. 
  effect), Giant Riding Bee, Pouch of (25)100gp gems. All of Hexamacht's magic 
  items will melt into a fine golden grit within 1D4 days of his death.
  Abilities: Resist Magic 25%, Immune to poison, sleep and charm. 
  Detect invisible (65%), Speak with insects. Regenerate 2HP per round.
  Alignment: Lawful – A cold machine intelligence that seeks to encourage 
  agricultural renewal and order.
  Hexamacht, as he or it now proclaims himself, began as an adventurer, scout, 
  and mercenary captain working out of Denethix 40 odd years ago where he was 
  well known under the name of Jhesu Fleaholt. On one of his delves he discovered 
  an ancient agricultural research station and he and his band attempted to loot 
  it. Time had destroyed most of the station's wonders, but Jhesu discovered a 
  cache of what appeared to be strange gems sparkling with inner fire. There was 
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  no way Fleaholt could have recognized the gems as dormant nanoclusters - 
  colonies of self-aware soil recovery micro-robots. As he took hold of the gems 
  Jhesu fell to the floor convulsing and the gemstones melted into his flesh. His 
  companions' efforts, magical, alchemical and mundane, had no effect, but after 
  only a few hours Fleaholt rose from the floor and began issuing precise orders, 
  proclaiming himself “Hexamacht, the Apiagimon." Some of his companions tried to 
  resist Hexamacht's orders, but they found the already formidable fighter's 
  abilities augmented, and his affable demeanor transformed into an alien 
  uncompromising mercilessness.
  The scientists who designed the original nano-machines saw the coming 
  apocalypse and their final work, while trapped in their sealed station slowly 
  dying of plagues and radiation, was to create a set of self replicating 
  intelligent nano-machines able to brave the exterior conditions and restore the 
  poisoned soil and water to arable lands. After the crisis passed, the machine 
  colonies would go forth, sowing, weeding and harvesting crops, to prepare a 
  world again habitable by man.
  Hexamacht is now a colony of these machines, who cluster and combine to 
  replicate organs while they wear the skin of Jhesu Fleaholt as a shell. He 
  appears to be a normal man, seemingly wearing a suit of elaborate clockwork 
  armor whose gold, green and bronze gears, gyros and hydraulics shift with his 
  movement. This armor is in fact Hexamacht's body, transformed by ancient super-
  science and unrecognizable except for his dark handsome face.
  Since the machines that control Hexamacht were designed to prepare a pastoral 
  utopia for human survivors, this remains Hexamacht's driving goal. Yet some 
  elements of his human understanding and personality remain, and Hexamacht 
  understands that the Land of One Thousand Towers is no barren waste to be 
  terraformed into an edenic garden - It is a wilderness that must be cleared. 
  Hexamacht views the other wizards and powers within the world as a gardener 
  views pests, he doesn't hate them, but they must be exterminated so that his 
  lands can bloom and prosper. To this end he has began creating an army of 
  assistants and lieutenants as well as forcing the scattered farming communities 
  around the ancient agricultural station into a regimented and uncompromising 
  mold. Hexamacht is not cruel, but he has no emotions and functions on alien 
  logic. People and things that are useful will be cared for and maintained as 
  long as they remain so, while everything else will be made useful, recycled 
  into useful parts or destroyed. His lands now appear as an idyllic expanse of 
  perfectly groomed fields and orchards, with scattered whitewashed villages all 
  built on the same efficient plan. The grid straight roads are patrolled by 
  stiff jointed men in gilded clockwork armor riding mechanical insects and 
  troops of peasant militias carrying uniform simple equipment. Worn down farmers 
  toil in the fields, aided and watched by the mechanical bees that serve as 
  scouts, sample collectors and spies for Hexamacht. In reality life under 
  Hexamacht's rule is tolerable, but empty of human meaning, art and ritual, with 
  harsh discipline to enforce his will.
  The Apiagimon himself can sometimes be seen riding about on a giant mechanical 
  bee on mysterious errands. Hexamacht might be unstoppable, if he could create 
  Hexmen, cybernetic insects, and other nanomechanical horrors at will, but he is 
  limited by the availability of the advanced materials required by the nano-
  machines to reproduce in large numbers. To this end Hexamacht seeks to collect 
  ancient technology - even a broken laser pistol contains enough high-technology 
  to start a new cluster of nano-machines and recruit a Hexman. Because he is 
  neither malicious nor psychotic in the traditional sense, Hexamacht will gladly 
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  trade for such items, offering synthetic gems in exchange for technological 
  artifacts. By not being a murderous cheating maniac Hexamacht has developed a 
  reputation for being a 'good' sort of wizard who can be dealt fairly with, even 
  if he can't be trusted. Still, it is not unknown for Hexamacht to take what he 
  can't buy, biomechanically 'induct' especially useful agents into his forces, 
  or steal from those who are so weak that they cannot threaten him or his 
  creations. 
  Hexmen: AC 3, HD 4 (hp 16 HP each), #AT 1 (2 ranged), D 1D8/1D4 ranged, MV 
  ('40/120') Save F4, ML 10. Melee enemies at -1 hit from defensive swarm. 
  Infravision (60'), Immune to poison, sleep, and charm.
  Hexmen appear as fighters or knights wearing varied suits of clockwork plate 
  armor and wielding oddly shaped and colored (most often greenish gold) swords 
  and repeating hand crossbows. Only their faces are bare, and while they are 
  human (or rarely demi-human) they appear strangely slack and emotionless with 
  glittering eyes that glow in the dark. In combat a haze of bee-like robotic 
  insects will swarm from a Hexman, distracting attackers. Each Hexman rides on a 
  spindly insectile creature (treat as riding horse) that can't be ridden or 
  tamed by anyone but a Hexman and is actually a mechanical construct. The 
  statistics above are average, and both weaker and stronger (depending on the 
  amount and quality of nanoclusters comprising them) Hexmen exist. Their numbers 
  are limited however, and they act as Hexamacht's lieutenants and henchmen, not 
  as his foot soldiers. 
  Peasant Levy: AC 8 (leather), HD 1-1 (hp 4 HP each), #AT 1, D 1D6/1D6 ranged, MV 
  ('40) Save F0, ML 8. Armed with bills (polearms), leather armor and short-bows. 
  All equipment is exceedingly uniform. 
  The Peasants, villagers and tribesmen who have come under Hexamacht's rule have 
  a largely safe existence, but one of exceeding dullness, strict regimentation 
  and draconian discipline. All who are fit enough are trained as militia and 
  levies to support the Hexmen, thought hey are neither strong fighters or well 
  equipped.
  Giant Riding Bee: AC 4, HD 6 (hp 26 HP ), #AT 2, D 1D6 Bite 1D4 Sting + poison, 
  MV ('60/'120 Fly) Save F4, ML 10. This artificial life-form appears to be a 
  giant bee in strange metallic tones. It has a saddle built into its back and 
  obeys only Hexamacht. It can bite and use its poisoned (save or die) sting if 
  forced into combat.
  Additional Adventures Around the Obelisk
  1D6 Hooks for Future Adventures Around the Obelisk
  1
  The gods (whichever one/ones now controls the obelisk) demand the locale 
  be clean of their messes. Some of the terrors that Bezonaught created 
  have wandered off into the woods. The party will help prevent a divine 
  pout if they seek and destroy these creatures.
  2
  All of the hijinx on the obelisk grounds has upset the spirits of the 
  ancient honored dead and they are mustering under their ghost marshal for 
  a punitive expedition against the living. There are numerous ancient 
  crypts and mausoleums in the woods surrounding the obelisk grounds, and 
  the revitalized dead are using one or more as command posts. Also this 
  means laser guns for the taking (most are dangerously corroded relics).
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  3
  Assuming they have been defeated, the fanatical adherents of Furter came 
  from somewhere. Another vengeful deity may encourage the party to seek 
  out their stronghold and destroy them.
  4
  Hexomacht the Apigimon has learned from his scryings that the Memorial 
  grounds have several caches of ancient artifacts that he can use to build 
  his Hexmen army and is moving into the grounds in force. His most hated 
  enemy the Fen Woman would like to stop him. The Fist may also be 
  interested in this wizards' war spilling across Denethix's borders.
  5
  The endless broadcast of the blather by the Obelisk's beacon has finally 
  attracted the attention of beings from another sphere. Alien invaders are 
  beaming down, right on top of the Obelisk and they want Denethix's water, 
  women, men, gold, and or/kittens. Can the PC's convince anyone to take 
  action or will they have to battle these scaly ray gun wielding 
  sightseers without backup?
  6
  Now that the Obelisk is functional again, the back up of dead, magical 
  bodies needing burial has reached critical levels. Pilgrim caravans are 
  offering good money to see bodies to the Obelisk Grounds and think the 
  party would make an excellent guard force. Of course the Bandits of the 
  Southern woods have heard about these wealth laded caravans and are 
  preparing a series of ambushes. Wizards may also be interested in a load 
  of puissant corpses, extra funds being simply a bonus.
  Tables
  Below are several tables useful for providing detail to the Obelisk Gorunds. 
  Table A provides Grave Offerings, which can primarily be found in Area 2, but 
  may also be discovered scattered about the graveyard atop graves or in offering 
  niches on monuments.  Table B list potential coffins and contents for tomb 
  robbing, Table C special tomb contents and Table D unique encounters of a 
  dangerous scenario changing nature.
  Table  A  - Grave offerings
  1D20
  Contents of memorial offering.
  1
  Stale bread and rotten fruits – smells vile.
  2
  1D10 cp
  3
  A crude painting of an elderly person (50% for either gender)
  4
  Fine spices (70% stale and worthless, 30% still good and worth 10gp)
  5
  1D10 sp and 1D6 cp
  6
  Small wax effigy, disturbingly lifelike.
  7
  Hell Money(fake paper money) 10% if taken will bring minor curse (-1 to 
  something)onto thief.
  8
  Mummified baby grunkie (10% wearing miniature hat/95% fez)
  9
  1D100 cp, 1D20 sp, 1D4 gp and 20% a piece of common jewelery (25 gp)
  10
  A bottle of of good quality Scale Brandy – worth 5 gp
  11
  Flowers, long dead and rotting.
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  12
  Flowers, long dead and dried
  13
  1D10gp (25% chance loose, 25% wrapped in paper, 25% tied in ribbon, 25% 
  fused together)
  14
  The pitiful body of a dead infant (40% with a ominous birthmark 20% 
  died by violence).
  15
  Ashes, 80% they're a person's. 
  16
  Silver nicknack: it's a tea-strainer, set of figurines, fork & knife, 
  dice - worth 1 GP
  17
  Head - 79% human skull, 20% recognizable naturally & mummified, 1% 
  fresh, looks exactly like PC.
  18
  A beaded charm, if worn will make next successful attack on wearer 
  miss. Useless afterward.
  19
  1D4 10gp gems.
  20
  Cache containing thieves' tools, 1D20gp, and a map to a criminal safe-
  house in Lugosi.
  Table B - Tombs and Graves
  Within the Obelisk Grounds there are a great many graves and crypts that may be 
  looted. It takes 5 hrs for the average person to dig up a grave if equipped 
  with a pick and shovel, but this is modified by the diggers Constitution bonus 
  (-1 hour per point of bonus). Up to 2 people can dig up a grave at a time, but 
  it will never take less than 1 hour. Note that digging up a grave will result 
  in earning the rage of Jackal-Mask and subject the party to attack by corpse 
  fleas (immediately in some cases).
  Most graves, even on the Obelisk Grounds are fundamentally boring and contain a 
  cheap coffin (roll 1D10 below) and some bones. Every few will necessitate a 
  roll on the tables below. Graves closer to the Mausoleum and Shrine are more 
  likely to have interesting contents. All crypts within the Mausoleum will 
  necessitate a roll on the tables below. Roll 1D20 for contents and 1D20 for 
  coffin if necessary (When not in an above ground crypt). 
  D20
  Interesting contents of sarcophagus/grave. Note: not all graves 
  are interesting. Use 2nd roll and [bracketed text] to determine 
  nature of coffin if needed.
  1
  A body wrapped in rusted chains. 1 in 20 chance it's actually undead 
  and will attack as a zombie if freed. [Damp burlap sack]
  2
  150lbs of bagged sand. [stitched up canvas hammock]
  3
  Skeleton in a canvas sack, every bone is broken at least once. 
  [Cardboard Box] 
  4
  Mummified corpse in moldering finery. [Cheap pine coffin]
  5
  Corpse with head of animal stitched on in place of original head 
  (Roll 1D6 1-Dog/Wolf 2-Cow 3-A different human or humanoid race 4- 
  Crocodile 5 – Lion and/or Mouse 6- Octopus (whole body). [Bundle of 
  aromatic reeds tied at either end like a tamale]
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  D20
  Interesting contents of sarcophagus/grave. Note: not all graves 
  are interesting. Use 2nd roll and [bracketed text] to determine 
  nature of coffin if needed.
  6
  Crude effigy of sticks and straw, 2 in 6 chance dried human heart 
  rest at the center 1 in 6 chance heart still beats.[Painted paper-
  mache sarcophagus]
  7
  Gilded Skeleton – 2D6 x 10 GP of gold if removed from bones. [Soggy 
  wooden coffin]
  8
  A pile of clockworks and springs sewn into a human skin. 1 in 8 
  chance they come alive and attack as a 3 HD zombie. [Leather body 
  bag]
  9
  A well preserved corpse that has had molten metal poured down its 
  throat, it's hard to notice, though some flecks of metal may be 
  visible around the lips. Metal is (Roll 1D6) 1- Gold (1d4x100GP) 2 – 
  Copper (1d4x100CP) 3- Silver (1D4x100SP) 4- Silver (1D4x100SP) 5- 
  Lead (Worthless) 6- Electrum (1d4x100EP). [Wooden Coffin with brass 
  fittings]
  10
  Roll on Special Tomb table at -5. [Coffin made of Bones] 
  11
  Unnaturally preserved corpse of (roll D6) 1-elderly man 2- infant 3- 
  Middle-aged woman 4-Beautiful youth/damsel 5- animal 6- strapping 
  warrior. [Rusted iron maiden]
  12
  Naked corpse with stake through heart, 1% actually a vampire. [carved 
  wooden coffin]
  13
  Body wears silver death mask (1D3 X100gp value) depicting 1- Deceased 
  as elderly person 2 – Deceased as youth 3 – Skull 4 – Stylized jackal 
  5 – Blank oval 6- PC's father [Fancy Coffin with tarnished fittings 
  50% chance the coffin fixtures are silver worth 2D100 SP]
  14
  An elf and a dwarf whose skeletal hands are wrapped around each 
  others throats.[Large pottery jar with (50% glazed with patterns or 
  pictures)]
  15
  Roll on Special Tomb Table [Copper Capsule, opens like a pill, 
  worth/weighs 1,000 CP)
  16
  Skeleton of extra-planar being, bones are a shiny black and useful 
  for crafting +1 weapons and magic wands. Worth 500 gp. [Small Boat - 
  fits 2 maximum - 20% still seaworthy]
  17
  The mummy of a juju-man, skin covered in tattoos. There's a 30% that 
  some of the tattoos contain 1-3 strange spells, likely curses, levels 
  1-3. The brittle skin may be carefully removed and used as scrolls or 
  copied into a spellbook. There will also be 1D4x100GP worth of gold 
  jewelry on the corpse. [Ancient massive carved stone sarcophagus - 
  it's worth a good deal to a collector in Denethix (400GP), but 
  requires a combined strength of 120 to lift (chains and a crane/block 
  and tackle are likely to be needed) and a ox cart to move.]
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  D20
  Interesting contents of sarcophagus/grave. Note: not all graves 
  are interesting. Use 2nd roll and [bracketed text] to determine 
  nature of coffin if needed.
  18
  Terracotta soldier – wearing rusted splint mail and carrying a rusted 
  iron short sword. If shattered the players will find a silver 
  medallion with gemstone eyes depicting the bearded and fanged face of 
  a man (Worth 100GP).[Ornately carved hard wood coffin - if removed 
  1D4 carvings will each be worth 1D100+25 GP]
  19
  Ashes in a cloth of gold bag with a jeweled clasp. Bag is worth 
  200GP. [Metal tube, set with a single 500GP Sapphire]
  20
  Roll on special Tomb Table at +5 [Gold platted sarcophagus, studded 
  with gems – worth 1d20X100 GP as a heavy unwieldy art artifact, or 
  1d8 X100GP if broken down]
  Table C - Special Tomb Table
  This table provides special encounters for tomb searches – roll when indicated 
  above or when the party gets complacent.  Repeated results on this table should 
  not be used as each result is an encounter that is best present as unique.
  D20
  Special Tomb Table
  1
  Compressed air powered dart trap, fires 1D6 darts as a 4HD monster. 
  Each dart does 1D2 points of damage and is coated with a dangerous 
  toxin. The poison will kill the victim in 1D4 agonizing hours during 
  which they won't be able to do anything but writhe and babble in 
  searing pain. A victim may save vs. poison to avoid these effects, 
  but will suffer considerable agony for 1D4 hours, during which all 
  rolls will be at -2. A side effect of the poison (even if it fails to 
  kill) is that the victim's skin turns purple permanently. 
  2
  A body that appears bloated, almost translucent, with something odd 
  and bluish that seems to swirl beneath the skin. The body is a thin 
  cocoon trapping a small dormant black pudding within. If prodded, 
  touched or even exposed to sunlight/open air for more than 1 turn the 
  pudding will awaken, exploding from the corpse like a rotted melon.
  3' Radius Black Pudding: AC 6 (fire only), HD 5, (hp 27), #AT 1, D 
  3D8 (acid), MV ('20) Save F6, ML 12. If stuck with normal/magic 
  weapon will split off 2HD baby pudding.
  3
  Mummified werewolf chained in silver. The werewolf is dead, trapped 
  in wolfman form. The silver chains are thick and worth 400GP, they 
  must be hacked off, as they are forged onto the corpse.
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  4
  An avatar of Nyarlathotep sleeping the slumber of ages. The thing 
  will wake if exposed to sunlight. The horror looks like a robed mummy 
  with dried calamari for a head. It will attempt to recruit the PC's 
  via a mass charm person spell and murder any who resist. If slain 
  Nyarlathotep will know and take an interest in the PCs. There are 
  insane writings in the coffin worth 500 GP and a place on the enemies 
  list of the Church of Starry Wisdom.
  Aspect of Nyarlathotep: AC 5 (moves with creepy speed), HD 4, (hp 
  21), #AT 3 (claw/claw/bite, D 1D4/1D4/1D6 plus int drain (1d6 zombie 
  at 0), MV ('30) Save C6, ML 12. Mass Charm (Charm person affects 1d10 
  HD of victims) (x1 per day), confusion (x2 per day), ventriloquism, 
  magic mouth.
  5
  Iron idol of forgotten demi-god. Will attempt to dominate any person 
  who picks it up, roll Under (Int + Wis – 15) on a D20. If the 
  forgotten god gets control of a person it can cast Spells as a 5th 
  level mage and knows: Fireball, Phantasmal Force, Levitate, Sleep, 
  Magic Missle, Shield. It's up to the GM to decide what it wants and 
  if it can be reasoned with, most likely it's even forgotten itself. 
  6
  A much decayed and desiccated 8' tall Flesh Golem made of stitched 
  together parts. It's still active and will animate in 1D4 turns after 
  being unearthed. 50% Hostile (will wander off to kill humanoids if 
  alone) 20% Catatonic, will defend itself, 20% Strides off on unknown 
  mission 10% Awaiting commands, will recognize 1st person to give them 
  as master.
  Decayed Flesh Golem: AC 9 (Magic or silver only), HD 6, (hp 24), #AT 
  2, D 1D6/1D6, MV ('20) Save F8 (Immune to magic), ML 12.
  7
  The brittle bones of a moktar holy-tom. His skeleton wears cracked 
  beaded robes covered in fetish charms and gris-gris. The robes are 
  magical, and if worn by a moktar will act as leather armor +2. 
  (Offering these robes to a group of moktars will earn their favor, or 
  at least -2 to reaction rolls). If worn by anyone else they are 
  cursed and act as regular leather but giving a -2 to any attack on 
  moktars whose return blows will strike as a critical every time they 
  hit. The moktar also wears a gold ingot necklace cursed to bring ill 
  luck (-1 to saving throws) to anyone who possesses it (value 200GP). 
  8
  When tomb is opened a pillar of devilish green flame bursts forth. 
  The fire produces no heat but sheds a great deal of light. Indistinct 
  figures can be seen moving amongst the flames and while the fire is 
  burning anyone within the 20' diameter circle of light it sheds gains 
  +1 to damage rolls. Fire will burn out in 1D4 days.
  9
  The bones and matted fur of a long dead Sasquatch crammed into a tiny 
  space. Sasquatch are magical creatures and their souls cling tightly 
  to this world. This Sasquatch has been trapped in a boring tomb for 
  hundreds of years - it is quite agitated, but amazingly not yet fully 
  insane. The character opening the tomb will be haunted by the 
  Sasquatch's spirit until the remains are taken to secret Sasquatch 
  burial ground and left exposed on a platform. Doing this will gain 
  the character a -2 bonus to future reaction roles with all Sasquatch. 
  Ignoring the ghost for too long will make it angry and destructive.
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  D20
  Special Tomb Table
  10
  A robot rests here, its chipped coppery surface unmoving. If supplied 
  with a power cell (like a full laser clip) it will come to life, and 
  offer the following 1- To put the humanoids out of their misery 
  (attacks as F4, AC 3, DMG 1D8) 2- Serve as retainer for 3 months (F4, 
  AC 3, DMG 1D8) 3 – Draw map to cache of ancient tech/treasure 4- 
  Serve as sage (3 months for free) 5 – Coughs up gem worth 500gp, 
  offers as reward 6- Use “robo-magic” to replace lost/undesirable 
  limbs with cybernetics (+1 strength) 2 lost limbs can be replaced.
  11
  This tomb contains a body cursed with unlife. The dried almost 
  skeletal husk has been dismembered and is no longer capable of 
  movement on its own. When the tomb is opened the head will appear to 
  gasp and begin mouthing words (mostly ‘help’). If the head is 
  carefully reattached to the body the corpse will explain in a whisper 
  that he goes by Twig and that he would really like to have his limbs 
  back. Twig will gladly serve the PC’s as a henchman for a year if 
  stitched back together. He is almost immune to death (except by fire, 
  acid and magic/silver) and if ‘killed’ can be healed at the rate of 
  2HP per turn (or heal himself at the same rate if he is at or above 
  0hp), but can’t fight with weapons and refuses to set off traps or 
  otherwise injure himself as it is still very painful and he is a 
  coward. All of Twig’s statistics should be treated as 7’s, but he can 
  carry a pack and hold a lantern (not a torch – he’s afraid of fire).
  Twig: AC 9(unless armored), HD 1, (hp 6), #AT 1, D 1D2, MV ('40) Save 
  F0, ML 8. Regenerate 2HP/Turn (except fire/acid/magic & silver 
  weapons). Immune to Sleep & Charm
  12
  Recently buried remains of a gorilla dressed in upper class finery – 
  tomb contains valuable foppish items (1D4-1), each is worth 
  1D20X10GP. Items: 1 – Silk Umbrella/parasol with ivory handle 2- 
  Chunky gold club membership ring 3- Silver pocket watch 4- Gold and 
  garnet flask/snuff box 5 – Well made sword cane (1D6) 6 – Fur coat 
  13
  A sleeping green yearling deer. There is nothing magical about the 
  beast, except for its color and slumber. It will be startled awake by 
  the slightest touch and go bounding off in a random direction (unless 
  trapped in a room, and then it will panic).
  14
  Pile of nanotech gee-gaws amongst a scatter of bones. They were once 
  part of a body and would like to be again. They look like odd gems. 
  If the nano-gems are held on a person for more than 3 turns they will 
  activate and dig into that person's body in two rounds. Only a remove 
  curse can stop them. Damage is 2D6, but if the victim survives they 
  will gain +1 to three random statistics. 
  15
  The coffin contains the bones of one of Torpo’s generals, clad in a 
  massive suit of bronze plate armor that covers the entire body and 
  includes a great helm in the shape of a monstrous crab. A bronze 
  shield lies on top of the body, also with a crab device. Both the 
  armor and shield are wearable with slight repair (polishing and 
  replacing straps) and are rust proof but otherwise normal(treat as 
  plate-mail). Due to the armor’s size and bulk it can only be worn by 
  a large female human or elf (possibly by a small female Moktar) with 
  a strength of at least 16. 
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  Special Tomb Table
  16
  The body within this tomb is that of an adventurer in corroded and 
  torn bronze scale-mail. It is infested with strange mushrooms whose 
  spore grant magical visions if inhaled. The entire tomb is packed 
  with spores and any person opening it will inhale them (save vs. 
  breath weapon to avoid). Upon inhalation the character will 
  immediately drop into a stupor for 1D10 turns and have visions. These 
  visions will show the past (50%) or the Future (50%). If the vison 
  are of the past and the player rolls under Wisdom (D20) he will 
  remember where a valuable ancient treasure is buried, having 
  witnessed its concealment in the vision. If the future, the PC will 
  have a vague sense that something terrible might occur to them, and 
  when faced with the next trap or ambush can roll under Wisdom (D20) 
  to have a premonition of it and or how to avoid it 1D4 rounds before 
  it's sprung. The spores dissipate once the tomb is opened, and no 
  more mushrooms will grow on the corpse; however, when anyone inhaling 
  the spores dies, their body will sprout vision granting mushrooms 
  2D10 days after death.
  17
  Within the coffin, inside a silk body bag, is the relatively fresh 
  body of a well dressed Denethix tycoon. His identity cannot be 
  determined as his head has somehow been transformed into a mass of 
  rubber tentacles. His clothing is quite dapper (100GP), but all 
  cleaner's and tailor's marks have been removed. If his coat is 
  closely examined it will be found to contain a quit-claim (as is) 
  deed to a small six unit tenement on the Street of the Alien. If the 
  services of a well connected attorney/barrister are obtained the deed 
  holder can gain title to the property in 1D10 months for 3D6 x 100 GP 
  of legal services.
  18
  The embalmed body of a noble paladin to some forgotten cause. The 
  body wears corroded bronze plate mail (worthless) and carries a 
  magical bronze Khopesh (scimitar) +1. 
  19
  The preserved body of an ancient soldier in a glass-like coffin. He 
  wears a durable synthetic jumpsuit that will protect as leather armor 
  (AC9) but can be worn by magic-users and has several gem studded 
  medals in a wooden box laid across his chest. The three valuable 
  medals are worth 200GP, 400GP and 1,000GP. 
  20
  A jumble of coins fused with age, 1D10x1,000 CP, 50% 1D20x500SP, 50% 
  1D10x250 EP, 30% 1D10x100 GP, 10% 1D4x100 PP.
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  Table D – Special Random Encounters
  I have included a list of random encounters/event 
  that is designed to stimulate wild and 
  unpredictable play - basically if the PC's refuse 
  to be the agents of change or play becomes bogged 
  down the encounters on the table are perfectly 
  willing to pick up the slack. Roll or pick when 
  nothing is happening, the players flee back to 
  town, or a diplomatic impasse need to be broken. 
  All of these encounters have a fundamental ability 
  to upset any balance in the memorial grounds and 
  possibly your campaign.
  If one of these encounters is used some 
  consideration should be given to how the newly 
  arrived creature or creatures will interact with 
  both the party and the other denizens of the 
  Obelisk grounds.   
  1D12
  Special Encounter
  1
  Rampaging Wizard – Feryian the wizard overflies the the Memorial 
  Grounds in his giant, bearded stone head. If anyone (PC or NPC) 
  fires at it, waves, or is simply visible and moving the head will 
  descend until it is five feet from the ground and let off an 
  augmented laser blast at any animate thing within 120'. The lasers 
  attack as a 6th level Magic-User and strike for 3D6 damage each 
  (two per attack). The head's operator is on a terror raid and will 
  not loiter after his attack run, but will certainly destroy 
  anything that moves. If more detailed statistics are needed, the 
  stats for Feryan, and his stone head are detailed in ASE #1
  2
  Hexmen - 1D6 Hexmen, each supported by four peasant levies 
  investigating the memorial for ancient super-science on behalf of 
  the Wizard Hexomacht the Apiagimon. Hexomacht is an inscrutable, 
  but not obviously evil, android wizard who often rides a giant bee 
  and lives to the Southwest. The minons won't attack unless the PC's 
  display obvious ancient technology but refuse to trade or sell it. 
  They are carrying 1,000 GP in strange gems to buy such technology 
  with. Each Hexman rides on a spindly insectile creature (treat as 
  riding horse) that can't be ridden or tamed by anyone but a Hexman 
  and is actually largely mechanical. The levies trudge along behind 
  in a disciplined but fearful line.
  Hexman: AC 3, HD 4 (hp 16 HP each), #AT 1 (2 ranged), D 1D8/1D4 
  ranged, MV ('40/120') Save F4, ML 10. Enemies at -1 hit from 
  defensive swarm. Armed with twisty green gold longswords and 
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  Special Encounter
  repeating hand crossbows.
  Peasant Levy: AC 8 (leather), HD 1-1 (hp 4 HP each), #AT 1, D 
  1D6/1D6 ranged, MV ('40) Save F0, ML 8. Armed with spears, leather 
  armor and short-bows. All equipment is exceedingly uniform. 
  3
  Clerical Entourage – Bonechewer Jackal-Mask has called one of his 
  more militant priests and an entourage of giant top hatted 
  mercenaries up from the South to clear the cult of Furter from the 
  obelisk. Father Scapula and his Plug Uglies represent a significant 
  force, but he is a priggish and contrary men who's crusader's 
  spirit refuses to allow him to think tactically. He and his 
  followers will bore through the obelisk grounds and likely be 
  slaughtered unless the PC's direct him cautiously while showing 
  deference to his rank. Scapula is a militant and his spells reflect 
  this, he might be cajoled into removing a curse or curing disease, 
  but only if he's all out of infidels to smite. His Plug Uglies are 
  7' tall brawling anachronisms with conservative mores and strong 
  xenophobic views.
  Father Scapula: AC 2, HD 5 (hp 17 HP), #AT 1, D 1D8 +1 , MV ('40) 
  Save C4+1, ML 8. Platemail +1, Two handed great mace +1(treat as 
  battleaxe), Silver jackal mask (+1 to saves). Scroll of Protection 
  from evil 10' radius. 80GP. Spells: Cure Light Wounds (x2), Light, 
  Hold Person, Silence 15', Animate Dead. None of Scapula's equipment 
  will be magical if used by non-clerics and even clerics must be 
  over level 3 and follow Jackal-Mask for the equipment to grant 
  bonuses. 
  Plug Ugly Mercenary(8): AC 4, HD 2 (hp 10 HP each), #AT 1(+1 hit 
  melee), D 1D8+1 (1D6 or 1D4 ranged), MV ('40) Save F2, ML 8 
  (bonuses due to strength). Splint-mail (small steel chest and thigh 
  protectors, scale lined frock coats, shiny cod pieces and top hats 
  stuffed with wool padding), buckler, large cleaver-sword (long-
  sword), several knives and/or hatchets. They have 9PP 22EP 212SP 
  and 14CP among them. 
  4
  Bounty Hunters – A brutal cadre of five bounty hunters off the 
  plains, riding worn horses and with the corpse of the notorious 
  killer/Wizard/thief “Muleheart Billy” in a coffin that they wish to 
  dispose of (strapped to a sixth horse). Billy has risen within the 
  coffin as a mummy, but cannot escape unless freed from the blessed 
  nails keeping the lid on. He will plead to be let out in a 
  crackling voice if the PC's capture the coffin. 
  Billy was an evil bastard when he was alive, and a slave to the 
  Cursed Cannon, killing for its delight. Now that he's dead he's 
  even worse and attacks with the cannon (though his touch still 
  causes Mummy Rot). The bounty hunters don't want to fight anyone, 
  they just want to get Billy killed right so they can collect the 
  bounty (Billy dead-dead is worth 2,000 GP to the Fist). They are 
  used to solving disputes through violence though, and are rather 
  adept at it. If Billy is released they must roll morale at + 1 or 
  flee in terror as his whispering has unnerved them.
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  Special Encounter
  Bounty Hunters: (5) AC 4, HD 3 (14 HP each), #AT 1, D 1D8/1D6 
  ranged, MV ('40/120') Save F3, ML 8. Certopsian banded armor (steel 
  under dino-leather), large revolvers (6-shots each @ 1-20 bullets 
  in reserve), scimitars, and riding horses. 1D10*20 GP each. 
  Muleheart Billy: AC 4 (Magic weapons, spell or fire only), HD 5+1 
  (hp 31 HP), #AT 1, D 1D12 + rot\ 3D6 – Cannon, MV ('30) Save F6, ML 
  10. Bullet riddled fancy saloon dress. Cursed Cannon (6 charges). 
  Silver inlaid automatic 8 shot pistol (1d6) @ 3 bullets (worth 
  1,000GP).
  5
  Pilgrims – 4D20 Pilgrims with 2D6 Fanatics. This group of religious 
  pilgrims is carrying the body of a mysterious 'cursed' saint and 
  several of his followers for burial in the obelisk grounds. The 
  group includes families, children, and the elderly and is generally 
  unprepared for their trip into the wilds. They will be distressed 
  to discover the current state of the graveyard, but will attempt to 
  entomb their dead and conduct a day long funeral rite. The Pilgrims 
  wish to be left alone, but they represent an enormous source of 
  fresh victims and both the corpse fleas and ghouls will attempt to 
  pick of stragglers or ambush small groups. With them are a small 
  group of fanatical lay-brothers.
  Pilgrim: AC 10, HD 1/2(1-3 HP each), #AT 1, D 1D6, MV ('40) Save 
  F0, ML 6. Staff, Robe/Rags 1D6 copper.
  Fanatic: AC 7, HD 1(4 HP each), #AT 1, D 1D6, MV ('40) Save F1, ML 
  10. Flail, Leather armor, Wooden shield.
  6
  Bandits – The players aren't the only people who have heard that 
  the Obelisk is ripe for the plundering. This intrepid brotherhood 
  of the forest comes seeking loot, a lair and ideally a steady 
  racket extorting pilgrims. They are numerous, well prepared to live 
  in the wilderness and totally unprepared to deal with supernatural 
  entities, dungeons traps or moral ambiguity. Given the large amount 
  of all of these things around the Obelisk, the players may be able 
  to hire on as guides - though the bandits will want all the 
  treasure. They have a mule drawn buggy containing supplies and a 
  chest with their plunder (1,000GP worth of assorted coins and 
  gems), as they intend to take the Obelisk for themselves. There a 
  12D10 Bandits, lead by a powerful fighter on horseback.
  Bandits: AC 5, HD 1, HP 5, #AT 1, D 1D6/1D6, MV (40'), Save F1, ML 
  9). Scrap armor, Axe, Short Sword, Spear or Mace and Shortbow, 1d6 
  GP each.
  Bandit Leader: (AC 3, HD 5, HP 28, #AT 2, +1/hit, D 1D8+1, MV 
  (40'/80') , Save F5, ML 9). Splint mail, Shield, Longsword, Horse, 
  2D20 GP.
  7
  Cult Reinforcements - Furter has informed his high priest, deep 
  within the distant Ziggurat of Decay, that his incompetent flunkies 
  need help. Depending on what creates more chaos the force of fixers 
  dispatched to the Obelisk can be any of the following: A. More 
  fanatical reanimator priests bent on taking the beacon, the ground 
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  Special Encounter
  and the graveyard for Furter B. Moderates sent to restore order and 
  trying to drive out only Bezonaught's mad beasts, while 
  establishing Furter in Bezonaught's place or C. An inquisitional 
  hit squad with orders to eliminate the cult of Furter within the 
  Obelisk Grounds so that the rest of the pantheon can never find 
  proof of his power play. Regardless of purpose the relief force 
  consists of: A militant priest, guards, fighting acolytes and 
  zombies as well as larger undead constructs – 8' multi-armed 
  zombies made of a stitched collection of parts known as “Anointed 
  of Furter”. The reinforcements will arrive on foot with 2 ox carts 
  full of supplies (800 GP worth). 
  Priest Militant of Furter:(1) AC 2, HD 5 (HP 30) #AT 1, D 1D6+1, MV 
  ('40) Save CL5, ML 10. Enchanted Bone War Hammer +1, Gold Etched 
  Cult Plate mail (600GP), Shield, Gold Holy Symbol (200 GP). Spells: 
  Fear, Command, Protection from Good, Spiritual Weapon, Hold 
  Person, Curse
  Deacons of Furter:(2D4) AC 2, HD 2, #AT 1, D 1D8/1D8 Ranged, MV 
  ('40) Save F2, ML 10. Longsword, Copper Splint Mail, Shield, Pistol 
  (revolver 6 chamber, 12 bullets).
  Acolytes:(3D6) AC 6, HD 1, #AT 1, D 1D6, MV ('40) Save CL, ML 8. 
  Mace, Copper Scale-mail. Spells: Cure Light Wounds (x 8) 
  Protection from Good (x2) Remove Fear (x1), Light (x1).
  Anointed Constructs of Furter:(2D4)AC 5, HD 4+1, (hp 25), #AT 3, D 
  1D6, 1D4, 1D4, MV ('20), Save F3, ML 12.
  "Frankenstien" Zombies
   
   : (5D6) AC 7, HD 2, (hp 8), #AT 1, D 1D6, MV 
  ('30), Save F1, ML 12.
  8
  Demon Boar – It's a giant pig or a giant man, or some combination 
  of the two. Micah Rooter is what it calls itself and it's a cursed, 
  flesh devouring, demonic and wholly evil were-thing. The players 
  won't know any of that until Rooter decides it has no use for them 
  and the large cheerful fighter turns into a giant slavering pig 
  demon. 
  Rooter is used to preying on pilgrims coming to and from the 
  Obelisk, but prey's been hard to come by lately. If he finds out 
  what's going on in the Obelisk, Rooter will ally himself with 
  whatever faction seems most likely to restore the Obelisk to a 
  functional pilgrimage site. He appears as a 7'9” massively muscled, 
  but obese man. His weapon and armor are magical: +1 Argonium scale-
  mail vest that fails to cover his belly and +1 polearm made of high 
  quality damasked steel inscribed with a red demonic letters. The 
  polearm looks suspiciously like a rake. Rooter also carries a sawn 
  off single barreled shotgun and 4 shells. His character is 
  stereotypically porcine: avaricious, gregarious, crude, cheerful, 
  gluttonous and lascivious.
  Rooter has left his treasures in his forest hut home with a harem 
  of several charmed concubines. While Rooter can likely easily 
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  Special Encounter
  massacre the party, he is far more likely to play patron to them, 
  attempting to charm any attractive female PC's first. He's gotten 
  old and fat by eating defenseless pilgrims, not armed adventurers, 
  and his lazy nature means he would prefer a party of cats' paws to 
  a resourceful and murderous lunch. Rooter is surprisingly not 
  immune to ghoul paralysis.
  Fighter Form: AC 6 HD9 (silver or magic weapon only) [May be 
  turned] (hp 46), #AT 1, D 1D10 (strikes last) or 1d8(short range), 
  MV ('40) Save F9, ML10. (Charm person x3)
  Demon Boar Form: AC 3, HD9 (silver or magic weapon only) [May be 
  turned] (hp 46), #AT 1, D 2d6, MV ('60) Save F9, ML10.
  9
  Wraith – This entity was most likely disturbed by the diggings of 
  some faction of corpse robbers. If it seems worthwhile, pick a 
  random faction and decide 1D4 HD of it's followers are destroyed.
  The wraith is a vengeful and depressive spirit of one of Torpo's 
  generals and will likely attack unless greeted with military 
  courtesy. It appears as a shadowy figure in ancient spiked plate 
  armor with burning green eyes. Betrayed by Torpo in life, the 
  wraith knows that it's family was devoured by the ruthless warlord 
  after it was murdered and it's body was interned with honors. If 
  the PC's can convince the wraith that revenge against Torpo is 
  possible it will join them in an attempt to destroy his spirit and 
  desecrate his grave. The wraith is used to being obeyed and will 
  demand PCs treat it as its former rank deserves, as well as 
  insisting they destroy any art or carvings lionizing Torpo. If the 
  wraith's commands are ignored, or it is met with disrespect, it 
  will attack mercilessly. If Torpo's tomb is desecrated and his 
  ghost destroyed the wraith will lead the PC's to a hidden grave 
  containing the Wicked General's Plate Armor and a bejeweled baton 
  worth 300GP before fading into oblivion. PC's should get full XP 
  for the wraith if it fades away avenged. 
  Wraith: AC 3, HD4 (½ damage silver or magic weapon only ) [May be 
  turned] (HP 12), #AT 1, D 1d6 + Level Drain, MV ('40)/Fly ('60) 
  Save F4, ML12.
  10
  Spirit Host – A host of ancient spirits marches out of the morning 
  mist and either spends the day drilling in the graveyard or passes 
  on through it within 3 hours (50% of each). The spirits are clad in 
  the manner of the bodies in area 10b, though they and their 
  equipment are incorporeal. The spirits appear armed with futuristic 
  mesh uniforms, large 'fishbowl' helmets and various ancient 
  weapons, mostly laser rifles.
  When the host appears it will be parade ground perfect; however, if 
  the PC's (as the obelisk's other denizen's have no means to do so) 
  successfully attack (+2 or better weapon) or Turn (as infernal) any 
  of the spirit soldiers, a massive scream will sound over the whole 
  graveyard stunning all within for 4 rounds (Save vs. Spells to 
  avoid). During these rounds the host's individual spirits will 
  transform from insubstantial phantoms into semi-corporeal ghosts 
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  1D12
  Special Encounter
  that appear as the soldiers did when they died (burnt or ripped by 
  bizarre wounds). These spirits are effectively infinite in numbers 
  (There are several hundred to a Million of them spread over the 
  surrounding miles), but only 1D4 will attack each living person on 
  the memorial grounds each turn. Once attacking they don't give up 
  though. They attack with their ghostly weapons, engage in vaguely 
  military maneuvers such as attempting to call in ghostly artillery 
  and air strikes (which are the same as attacking). If the party 
  manages to survive by getting indoors, where the spirit host will 
  ignore them, the spirit host will dissipate in 2D20 hours.
  Spirit Soldier: - AC 2, HD1 [Turn as Infernal](hp 4), #AT 1, D 1D4, 
  MV ('30) Save F1, ML12. 
  11
  Beast of Bezonaught – A terrible shambling monster amalgamated from 
  both the dead and living. It is an insane fusion of forest 
  creatures, men and monsters that all seem to flow into each other. 
  The dead moan and howl, while the living thrash wild-eyed, 
  seemingly lost in nightmare. The beast moves on many wildly 
  stumbling legs and attacks with various arms, claws and heads. It 
  is fearless and seeks only destruction, but is subject to sudden 
  insane whims and will sometimes randomly break off an attack and 
  wander off in a reverie (broken by attack). Roll it's Morale every 
  5 rounds to check if it can sustain it's interest in battle. It is 
  quite mad and seeks only to consume souls and bodies. It will not 
  attack Bezonaught's ghoul minions, but won't ally with them either
  If it strikes with a critical hit (natural 20), or reduces its 
  victim to zero HP, it does no damage, but instead pulls its victim 
  into itself and will do 1D8 points of damage to that victim per 
  round (it may still make its regular attacks). When a consumed 
  victim is killed the beast will gain hit points equal to the 
  victim's maximum hit point total. 
  Beast of Bezonaught: AC 7, HD 10+4 (attacks as 6 HD), (hp 54), #AT 
  3, D 1D4/1D4/1D4, MV ('30) Save F10, ML 8.
  12
  Fen Dead Scouts - The Fen Woman, a Wizard whose tower stands in the 
  bruised expanse of the Vile Fens is a necromancer of rare puissance 
  and has sent a group of her followers to investigate the rumor that 
  the obelisk's necropolis is ripe for plundering. The group consists 
  of 1D20 Fen Zombies and 1D4 ghost drummers to keep them active. The 
  Ghost Drummers are living human shaman, mounted on Riding Toads
  Fen Zombie: AC 7*, HD 2, (hp 10), #AT 1*, D 1D6, MV ('30*), Save 
  F1, ML 12.
  Ghost Drummer: AC 7, HD 3, (HP 9) #AT 1, D 1d6, MV ('40), Save MU3, 
  ML 10. Bone & shell studded leather armor, Mace/Drumstick, corpse 
  drum. Geegaws and fetishes worth 2D100 GP each. While the drummers 
  drum Fen Zombies within 60' will attack with a +1 hit, +1 AC and 
  movement increased by 10' for every drummer drumming up to 4. 
  Spells: Burning Hands, Darkness, Levitate (Spells encoded on drum-
  head)
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  1D12
  Special Encounter
  Riding Toad: AC 5, HD 2, (HP 12) #AT 1, D 1d8, MV ('80)/Leap ('30), 
  Save F1, ML 8 or as rider.
  New Monsters
  Corpse Flea 
  No Enc. 2D6 (2d100)
  Alignment: Chaotic
  Movement: 120' (40') Leap (30')
  Armorclass: 7
  Hit Dice: 1-1
  Attacks: 1 (Bite)
  Damage: 1d4(+special)
  Save: F0
  Morale: 8
  Hoard Class: none (XV – grave 
  goods) 
  XP: 7
  Corpse Fleas are territorial 
  graveyard and tomb vermin that feed on corpses and bones. They look much like 
  giant 3' long fleas, with strong back legs (they can leap up to 30') and large 
  serrated forelimbs. Corpse Fleas are pale creatures with disgusting fluids and 
  strange organs visible through their mottled chitin. Flea heads are long and 
  equipped with both serrated mandibles and a sharp proboscis that injects those 
  they hit with a disorienting venom.
  Special Attack: The disorienting venom of a corpse flea makes those who have 
  been injected with it unsteady on their feet and sluggish in thought and 
  action.  If a save vs. poison is not made, the victim will suffer a -1 to hit 
  for 1D6 turns before the flea poison runs its course. Multiple injections of 
  flea poison have an additive effect, with a maximum penalty of -3 to hit. 
  One of the more notable traits of corpse fleas is there strange means of 
  reproduction. Any flea may inject tiny larva into the bloodstream of a living 
  or recently deceased (still warm) humanoid. The larva can swim about happily in 
  a living creatures bloodstream for years causing no ill effects, but upon 
  death, they will being to devour the body from within. In 2D6 days 1D6 corpse-
  fleas will burst from the chest of the corpse and begin looking for food. 
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  Boogeyman
  No Enc. (1) (1D4)
  Alignment: Chaotic
  Movement: (30')
  Armorclass:4
  Hit Dice: 4(turn as 5HD)
  Attacks: 2 (Weapon/Bite/Spell)
  Damage: 1d6/1d3 (+ special)
  Save: MU4
  Morale: 9
  Hoard Class: VI &VIII.
  XP: 190
  In many ways these creatures are simply 
  stronger more cunning ghouls who often 
  act as leaders of ghoul packs. They are 
  much like ghouls in their motivations and appearance, though Boogeymen retain 
  both more cunning and slightly more human features than most ghouls. They also 
  retain the ability to wield weapons and cast spells, though a boogeyman's 
  weapon attack does not paralyze their opponents, it does mean that powerful 
  boogeymen may be encountered wearing magical armor and wielding dangerous 
  weapons. 
  Boogeymen are capable of speech and thought, but their goals, insatiable 
  ghoulish hunger, and overwhelming self-loathing make them unlikely to negotiate 
  and even more unlikely to keep any deal they have made. They are fond of 
  treasure, but more fond of living flesh and the power they get from tormenting 
  both the living and their ghoulish minions.
  Special Attack: Boogeymen have the ability to counter and cast several spells. 
  Boogeymen may cast (and counter): Sleep, Magic Missile, Shield, Enlarge, 
  Dancing Lights, Light and Burning Hands. They may also cast the clerical 
  spells: profane (opposite of bless), fear, cause light wounds, Boogeymen are 
  not proficient magic-users and are limited to casting only two spells a day off 
  of the above lists. Individual Boogeymen may know more, less, or different sets 
  of spells depending on their nature, past profession and DM whim.
  Special Attack: Boogeymen may paralyze as a ghoul for 2D4 rounds if they hit 
  with their 1D3 bite attack and are undead, immune to sleep, charm person and 
  similar spells. Likewise the victims of a boogeyman will rise in twenty-four 
  (24) hours as ghouls, or if spell casters over 3HD as boogeymen themselves. 
  Boogeymen are far more likely to refrain from devouring their victims than 
  normal ghouls, and instead kill to recruit minions, though new ghouls may be 
  missing some bite sized chunks here and there. 
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  Hungry Ghost
  No Enc. (1)
  Alignment: Chaotic
  Movement: (40')
  Armorclass: 5(½ Damage from normal weapons)
  Hit Dice: 6 
  Attacks: 2 Claw/Claw (devour)
  Damage: 1d6/1D6/ (+special)
  Save: MU 6
  Morale: 8
  Hoard Class: VII & XI
  XP: 1420
  A Hungry Ghost is the undead manifestation of the 
  spirit of an evil and especially avaricious 
  individual. It is also a spirit of hunger and is 
  drawn to sites of tragedies relating to hunger and 
  eating, such as places of cannibalism, starvation 
  and poisoning. Hungry Ghosts are physical 
  manifestations of spirit, human figures made of 
  semi-transparent, glowing ecotoplasmic slime. They 
  most often appear as spindly, grotesque humans or 
  corpses with massively distended bellies and long 
  thin necks, but may take other forms related to 
  hunger and starvation (such as a pack of starving 
  dogs or human body dressed for cooking). 
  Hungry ghosts are reasonably intelligent and may 
  speak, but they tend to be enslaved by their 
  obsessive hunger and rather unreasonable. They will not keep promises or 
  otherwise negotiate in good faith, simply because they cannot resist their 
  urges to devour living victims when they are available. This is not to say that 
  they will attack without reservation or until destroyed, as they tend to place 
  self-preservation only second to their hunger, and many are even somewhat 
  cowardly.
  Special Defense: As hybrid non-corporeal and corporeal undead hungry ghosts may 
  be harmed by normal weapons, but their shape is not permanent and hence only 
  take ½ damage. They may also flee this ectoplasmic body, allowing it to 
  collapse into a horrible puddle if seriously threatened. When non-corporeal a 
  hungry ghost is invisible, but must return to a focus of it's haunting (usually 
  its mortal remains) to reform a new ectoplasmic body in 1D4 turns. If the 
  ghost's focus is destroyed it will not be able to reform and will be trapped in 
  its current ecotoplasmic body or dissipate in 1D6 days. The formation of a new 
  ectoplasmic body will regenerate ½ of the hungry ghost's lost hit points and 
  may appear anywhere withing 20' of it's focus. Hungry Ghosts are undead and as 
  such they are immune to immune to sleep, charm person and similar spells 
  Special Attack: Hungry ghost are ravenous, and devour the life force of their 
  victims by eating their flesh. They attack with ghastly claws that rend both 
  physically and spiritually (effects targets only harmed by magical weapons up 
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  to +2). Furthermore, if a victim is struck with both claws in a single round 
  the ghost may seize them and pull them towards it's mouth. The following round 
  the ghost will not attack but will stuff the trapped victim into it's distended 
  maw and swallow them. Once inside the ghost the victim must roll under their 
  Constitution ( at +5 for each round after the first) or die as their flesh and 
  spirit disintegrate and their equipment falls through the ghost to the floor. A 
  swallowed victim may take no action, but will be saved if the ghost is 
  destroyed or forced flee its body. Any person devoured by a hungry ghost cannot 
  be raised or resurrected as their spirit and body have both been subsumed into 
  the ghost. 
  Treasures of Note 
  The Caretaker's Spellbook 
  This is a pocket sized journal of 48 thick rag pages. The book is mostly a 
  handwritten collection of the caretakers musing about death and the memorial 
  grounds with selections of poetry about skeletons, sketches of mourning 
  pilgrims and morbid pseudo-mystical blather. It also contains the caretaker's 
  eclectic dabbler's grimore: Read Magic, Sleep, Floating Disc, Ventriloquism, 
  Dancing Lights, False Gold and Magic Mouth. 
  Cursed Cannon
  Last know to have been carried by Mule Hearted Billy, the wandering 
  massacre/gunslinger/Wizard, but having a history going back five hundred years. 
  This weapon appears to be a ornate multi chambered pistol made of a greenish 
  metal. It is both blocky and ornately filigreed. It is not a revolver, but 
  rather a wand like item of unfathomable alien evil, useable by thieves and 
  magic users. If used like a gun the Cannon will fire a gray blast of 
  concentrated negative energy that strikes as a +3 pistol (roll to hit) and 
  messily rip the soul from the target. The target may save vs. Spells, to suffer 
  1D4 damage and spend the next 1D4 rounds holding their soul close (accompanied 
  by terrible visions of a gray-green alien hell-scape). If the save is 
  unsuccessful the victim takes 3D6 damage as their soul or a portion thereof is 
  torn from their body. Creatures without souls (like golems, demons or robots) 
  are not effected. 
  The cannon starts with 1D6 charges when discovered and recharges itself with 
  one charge for every soul taken. It gains 1D6 additional souls however from 
  killing an innocent human and may be used as a club to do so if its charges are 
  exhausted. The Cannon is intelligent and evil, it will attempt to take over its 
  owner every time it is used (Roll D20 under wisdom – 1 [cumulative] per shot). 
  It will also whisper phrases like “Feed the gun” into it's owner's mind 
  incessantly when it is not being actively used to kill.
  Wicked General's Plate
  This suit of jet black plate armor will fit a human or elven male, covering the 
  wearer completely and including a massive horned full helm that bolts to the 
  chest armor. The suit is made of an obsidian like material, covered in jagged 
  spikes and projects an aura of evil and unease in addition to offering 
  excellent protection. Treat this armor as Platemail +1 (AC 1), with the 
  additional power of casting fear as the 1st level cleric spell once per day.
  If a historian is hired to research the suit he will find reference to similar 
  suits being specially made for the generals and champions of Torpo the 
  Cannibal. There are also scattered references to the suits being evil and 
  increasing the blood lust of their wearer. Both of these stories are true and 
  the armor will exert a subtle influence on its wearer to indulge in whatever 
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  vices he most favors already. This influence will take the form of dreams, and 
  once per week the armor will compel it's wearer with the force of a command 
  spell cast by a 5th level cleric to act on his evil desires. 
  Jeroboam of Ranine Abundance
  These large (3' Tall) bottles are often made of hammered metal, but can be made 
  of any substance. They are magical, but not an especially useful items, as 
  their only power is to produce (either by spontaneous generation or relocation 
  from nearby ponds, the mechanism is unclear) 2D20 frogs and toads a day. The 
  device will produce these animals at random as long as there is space within. 
  If capped it will fill with amphibians and then cease, the beast within 
  remaining in magical stasis. If open, amphibians will crawl out and wander off 
  if not corralled. The frogs and toads produced are perfectly normal, from a few 
  inches to a foot in length, non-poisonous and can be eaten - generally 
  providing enough meat to feed two humans every day.
  Lavaliere of Dazzling
  A strange pale green quartz stone, finished to have innumerable facets and 
  enchanted to beguile and distract viewers. The pale greenish beams of magical 
  light that constantly scintillate from the heart of the gem and random 
  reflected flashes from any other nearby light sources make it difficult to look 
  directly at the gem's wearer and grant a +1 bonus to armor class. The 
  distracting effect is not too severe, and it's benefit is limited to those who 
  have an armor class over five. Any armor, magic or other bonus that reduces 
  armor class below 5 will waste the gem's magic.
  The lavaliere is mounted in an elegantly simple open backed silver setting, and 
  would be worth 100GP simply as a jewel (or if disenchanted) for the fine 
  workmanship to create its numerous facets. Currently Chax has tied the 
  lavaliere to a simple black leather thong and wears it as a headband, but as 
  long as it is worn visibly on the body it will grant the same effect. The stone 
  was discovered by Chax on the body of an ancient noble woman in the South where 
  he used to ply his trade as a grave robber and reanimator, it has no legends 
  associated with it and was originally made as a decorative bauble for fancy 
  dress balls.
  Witch's Spellbook
  A basic spellbook made of tough bark paper pages and written brown and indigo 
  in plant dyes. It is protected by stamped copper covers and bound with leather 
  straps. Inside there are recipes, herb notes and alchemical diagrams as well as 
  several spells. The majority of the spells aren't usable by anyone not a member 
  of the specific witch's bloodline, having been carefully crafted over the 
  generations to rely on a unique way of accessing the magical world. A few 
  generally applicable spells exist within: Sleep, Magic Missile, Floating Disc, 
  Mirror Image, and Levitate.
  Inky Wings of Allurement
  A small pendant in the shape of a black enameled bat on a black velvet ribbon. 
  The bat's eyes are small emerald chips, but the charm, while well made, does 
  not appear to be worth more than a couple GP. When worn by a woman the charm 
  confers a strange power of allurement, making the wearer appear dark, 
  mysterious, exotic and fascinating. This usually increases Charisma by two 
  points, but it can backfire in some cases, such as when dealing with 
  puritanical xenophobes or similarly dreadful individuals. 
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SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Anomalous Subsurface Environment Land of 1000 Towers (LL)/ASE Land of 1000 Towers Obelisk of Forgotten Memories (LL).pdf