TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  COR3−10 
   
   
   
   
   
   
   
   
  Sepulcher of the 
  Wizard King 
   
  A Two−Round D&D LIVING GREYHAWK® 
  Core Adventure 
  SLOT ZERO VERSION 
  Rounds 1 & 2 
   
   
  by Jason Bulmahn 
   
   
   
   
  Deep in the lands of the Old One is a tomb long forgotten. Sealed deep inside a labyrinth, behind powerful wards and 
  terrible guardians, waits a guide to defeating the hordes of ether creatures infesting Tenh. Deep within the dungeon is 
  part of the most powerful mage ever to walk the face of Oerth. A 2 round event, part 4 of the Ether Threat story Arc. For 
  characters levels 6-12. 
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Sepulcher of the Wizard King 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Core adventure, set in the 
  far northern reaches.  All characters pay two Time Units 
  per round to participate in this event.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
   
  Sepulcher of the Wizard King 
   
  Page 3 
  
  Adventure Background 
  This adventure takes place directly after the events from 
  “Return to the Isles of Woe”. As such, the players have 
  just completed exploring an ancient island that was 
  beneath the waves of the Nyr Dyv for thousands of years. 
  The isle was an ancient outpost of the mage priests that 
  dominated this area in the earliest records of prehistory.  
  Although the events that occurred on the isle are 
  important to this story, only the most relevant facts are 
  presented here. 
   
  Previous adventures in this story arc have been 
  looking for a means to put an end to the horrible Ether 
  creatures that have all to recently appeared and are 
  infesting the war torn duchy of Tenh.  After rescuing 
  some refugees from Tenh, the ramblings of a crazed elder 
  led the party to explore this Isle as it might hold the key 
  to pushing back the tide of Ether creatures. 
   
  Exploration of the island went well and the heroes 
  learned many things, no least of which was that the 
  leader of the Isles, a man by the name of Yagrax, was 
  instrumental in banishing the ether creatures eons ago.  
  However, after the conflict, Yagrax went insane and had 
  to be put to the sword by his own followers.  However, 
  his power was too great and even death could not stop 
  him, the pieces always sought to reform.  In the end, they 
  had to be locked away, and most importantly his hands 
  were sealed in a dungeon far to the north. 
   
  The blade, used to kill the powerful mage priest, was 
  entombed on the isle that the PCs explored and in the 
  end, they recovered it.  This blade now resides in the PCs 
  possession (as noted below) and is guiding them to the 
  north, to a long forgotten tomb where Yagrax’s hands are 
  buried. 
   
  When the tomb was sealed and the hands buried 
  forever, most of the workers and a few younger mage 
  priests were sealed inside as well to prevent the 
  knowledge of the place from spreading.  Trapped within 
  the tomb, these few smiths, miners, and mage priests 
  would not give into death. Instead they constructed for 
  themselves bodies made of silver and iron so that they 
  might guard the tomb eternally, becoming Undying 
  Ones.  Throughout the centuries they have worked, 
  carving out living spaces, workshops and other 
  necessities but always watchful for any intruders. 
   
  Two hundred years ago, a mild earthquake disrupted 
  the tomb and sealed off a portion of it.  The workers built 
  new tunnels so that anyone who wished to get to the 
  hands would now have to go through their community.  
  This disruption had another effect as well.  Some of the 
  lesser wards containing the hands failed and their 
  madness began to seep out like an ever-growing darkness. 
  Although most of the guardians were resilient to these 
  effects, some were driven mad and wander the complex 
  with no apparent purpose, attacking any that draw near. 
  Behind all the traps, guardians, and wards wait a pair of 
  withered hands, crawling about in an eternal darkness. 
   
  Adventure Summary  
  Play begins with the PCs aboard the Brightspray, having 
  just finished their exploration of one of the fabled Isles of 
  Woe. One of the characters is holding Malthindor, 
  Oblivion’s Blade and it is urging them to the north.  After 
  a brief discussion with the captain, he turns the boat and 
  sets sail for the Shield Lands. 
   
  Arriving in Critwall, the PCs are immediately 
  greeted by Motair Castock, an actor pretending to be a 
  scholar.  Motair has been asked to offer the PCs assistance 
  by means of travel to the far north, where their 
  destination lies.  If they accept, Motair meets them just 
  outside the city and the entire group is teleported to the 
  far northern reaches of the Flanaess, within a day’s march 
  of their destination.  Those that do not take his offer have 
  a long journey in front of them, but one that is strangely 
  without peril from the forces of Iuz. 
   
  Arriving at the entrance to the dungeon, the PCs 
  must use Malthindor to open the doors.  Beyond they 
  face a number of traps and guardians blocking their path 
  to Yagrax’s hands.  Not far inside the dungeon, the party 
  runs into the collapsed area, with no choice left but to 
  take a side tunnel down into the depths.  It is also 
  obvious to them that these tunnels are more recent than 
  the dungeon above. 
   
  Now deep beneath the earth, the PCs run into an 
  insane guardian who they must defeat, one of the 
  Undying Ones.  They can also explore his abode and 
  discover a few lost treasures. 
   
  Shortly thereafter, the heroes come upon the entire 
  community of Undying Ones.  Although free to fight 
  them all, the PCs would be best served by negotiating 
  with the guardians, who will do no harm to them so long 
  as they do not try to continue.  The guardians have strict 
  rules that only the Mage Priests are allowed to go further. 
  Clever PCs will learn that they can initiate themselves as 
  mage priests if only they can survive the test. 
   
  Beyond the community of guardians, the heroes 
  must deal with a number of wicked traps and more than a 
  few insane guardians who are now in the service of the 
  hands. Past these final obstacles waits the withered pair 
  of hands, crawling about and looking for freedom. 
  Gathering up the evil things, the PCs can make for the 
  surface and their waiting scholar, Motair. The hands 
  always crawl to the southeast, back toward Tenh.  It is 
  then that Motair reveals to them the secret of the hands, 
  and the only thing powerful enough to call to them. 
   
  Sepulcher of the Wizard King 
   
  Page 4 
  
  Introduction 
  Before play begins, it is important to note a few things.  
  First, it should be stressed that the players of this event 
  should have played the previous events in this series; 
  preferable with the same character they are planning to 
  play in this event.  The events of this plot arc include 
  “Escape from Tenh”, “Into the Dying Lands”, and “Return 
  to the Isles” as well as “Isle of Woe, homeplay” as a 
  prequel event.  Of most importance however is the event 
  “Return to the Isles”, as this event picks up from the 
  moment that the previous one left off. 
   
  In addition to this, before play begins, it should be 
  determined if any of the PCs possess Malthindor, 
  Oblivions Blade. If more than one PC possesses the blade, 
  only one may have it with them during this event.  If no 
  PC possesses the blade, refer to Appendix A: The 
  Oblivion Blade for further information.  Once it has 
  been determined who has the blade, begin with the 
  introduction below. 
   
  Read or paraphrase the following when ready to 
  begin. 
   
  “Wel , if the blade points north, then north we shall 
  sail  Captain Jerandon moves off shouting orders to 
  the rest of the crew, changing course to the north. 
  l
  .”
   
   
  f 
  i i
   
  l
   
   
  The past few days have gone by in a blur.  From 
  the visions of an ancient seer your hearty group 
  boarded the Brightspray, captained by Jerandon. That 
  same day you set out for the Isles of Woe, hoping to 
  find some weapon to halt the hordes of ether 
  creatures infesting Tenh. After exploring the Isle, 
  your group indeed found a weapon, a blade of utter 
  blackness. 
  But what could one weapon do against thousands 
  of horrible creatures capable of traveling the planes 
  and devour the very land itself. Although that answer 
  has not made itself clear, one fact has surfaced.  
  Anyone holding the blade feels an inexorable pull to 
  the north, toward the lands of the Old One. 
   
  Captain Jerandon has graciously offered to take 
  you at least part of the way, to the northern shores of 
  the Nyr Dyv. He says you should reach Critwall in 
  just a few days. 
   
  At this point in time, allow the PCs to introduce 
  themselves to one another, as they have had plenty of 
  time to become familiar.  The events described above 
  began at the end of “Into the Dying Lands” and took place 
  throughout “Return to the Isles”.  A complete summary 
  of these events is not necessary to fully enjoy this event.  
  The only key points are summarized above: The blade is 
  supposedly one step in finding a way to stop the ether 
  creatures, and that it points to the north.  Nothing more 
  is known where this pull might lead. 
   
  Once the players have had a chance to introduce 
  themselves to one another, continue with the following. 
   
  The next few days pass with periods of intense 
  boredom and worried anticipation.  The blades pull is 
  still to the north and is still quite strong.  Captain 
  Jerandon has agreed to take all of you only so far as 
  the port city o Critwall, in the Shield Lands.  Hope is 
  with you that the destination is not far from here but 
  in your heart that does not feel like the truth. 
  Jerandon knows little of your journey, but he 
  obviously senses its importance as he has refused any 
  form of payment, speaking only of his “c v c duty to 
  help good folk such as yerself.” 
   
  Steering far clear of the occupied island of 
  Admundfort, Jerandon soon puts into the port of 
  Critwall. The city is quite busy this time of year, both
  inside the walls and in tent town. Walking down the 
  plank of the Brightspray, captain Jerandon wishes you 
  all the best of luck on your journey. Heartily he hopes 
  that all of you might gather once again under more 
  leisurely circumstances for a pint or three. 
   
  Standing at the end of the dock is a man dressed 
  in the robes of a scholar.  He appears to be waiting for 
  you. 
   
  At this point in time, proceed to Encounter One, an old 
  friend. 
   
  Encounter One 
  An Old Friend 
  At the beginning of this encounter, ask each player if his 
  or her character participated in the core event “Into the 
  Dying Lands”.  For those that did play the event, ask them 
  if they helped the scholar Motair Castock by retrieving 
  an Ether specimen for his master.  Make sure to note the 
  answers of each player. 
   
  For those that played the event with their current 
  PC, they immediately recognize the scholar from that 
  event. So long as one of the players participated in that 
  event read or paraphrase the following to them. 
   
  Standing at the end of the dock is Motair Castock, a 
  scholar that you met in Greyhawk not so ong ago. If 
  memory serves, he asked you to retrieve an ether 
  creature for him or rather for his master.  How he 
  knew to meet you here is anyone’s guess. 
   
  Continue with the following text to all the PCs no matter 
  whether or not they played “Into the Dying Lands”. 
  Sepulcher of the Wizard King 
   
  Page 5 
  
   
  Striding up the dock to meet you, the scholar stops to 
  greet you. “Hail and well met friends! I have been 
  sent here to greet you and have a few words.  If you 
  can spare a moment or two, I have an offer that might 
  be most appealing to you.” The scholar is an oeridian 
  man in the middle years of his life, with calm features 
  and a disarming smile. 
   
  Motair waits for an answer from the PCs before 
  continuing. The PCs may not have the best opinion of 
  Motair, as he gave them very little information in the 
  previous event.  They may event flat out refuse.  If this is 
  the case, proceed to Travel by Land later in this 
  encounter. 
   
  The PCs may wish to know more about this scholar 
  before proceeding, in which case, feel free to give them 
  some of the basic information outlined below. Assuming 
  the PCs agree to at least hear him out, proceed with the 
  following. 
   
  “Excellent,” the scholar continues, “perhaps we 
  should find a place more comfortable where we might 
  speak privately.” With that, the scholar makes his way 
  down the dock, looking back to make sure you are in 
  tow. 
   
  Motair leads the party to a small tavern near the low end 
  called The Frothy Mug. Once there, he gets a table in the 
  back in relative seclusion from the other patrons and 
  orders a drink for each PC (their choice of ale, water, or 
  wine). The other patrons of the tavern are all workers and 
  locals, most of whom are a bit surly, but if left alone, they 
  do not bother the PCs. After paying for the drinks, 
  Motair begins to tell them of his offer. 
   
  Handing each of you your drinks, the scholar takes a 
  seat and begins to speak in a low voice. “I am glad that 
  you decided to hear out my master’s offer.  My name 
  is Motair Castock, servant of Alix, a scholar of some 
  skill and impeachable reputation.  My master sent me 
  here to speak with you about your journey and to 
  make you an offer.  The road before you is a long one 
  and my master would like to see it shorted 
  significantly. His offer is one of simple transportation 
  and since your goals and his are aligned, there is no 
  cost to this offer.” 
   
  Motair is offer to teleport the PCs to their destination far 
  to the north. In reality, Motair is not a scholar at all, but 
  rather a veteran actor. Months ago, Motair met an old 
  man going by the name of Alix.  Alix hired Motair to be 
  his representative in dealing with the PCs.  His first 
  contact with them was during “Into the Dying Lands” 
  where he asked the PCs to retrieve an Ether creature for 
  Alix.  That task done, Motair was paid rather handsomely. 
  Everything returned to normal for Motair after that until 
  four days ago when Alix contacted Motair again.  Told of 
  the task, Motair was teleported to Critwall this morning 
  and told to meet the Brightspray and the PCs down by 
  the docks. 
   
  No doubt the PCs have some questions for Motair 
  concerning this task, what Motair knows about it is 
  summed up below. 
   
  � Motair’s master, Alix, is offering to teleport the PCs 
  along with all of their gear to the far north, the 
  destination of their “calling”.  Motair does not know 
  what this means nor does he know where this is, but 
  his master does. 
  � Motair’s master also told him a small bit about the 
  PCs destination.  A dungeon of some sort that is said 
  to contain a pair of ancient withered hands.  These 
  hands are said to be very important and dangerous 
  and are in some way connected to the ether 
  creatures.  Motair knows nothing more about them. 
  � Motair has no idea how his master knows what he 
  does.  If asked, he merely replies: “My master knows 
  many things.” If further pressed he says that his 
  master is a high ranking member of the Greyhawk 
  Wizards guild and that he can say no more. 
  � If the PCs agree he tells them that they can spend 
  the day preparing and should meet him just outside 
  the city gates the next morning. They should not 
  bother bringing any mounts or other beasts, as his 
  master will only send the PCs (and their familiars is 
  applicable). 
  � If the PCs refuse the offer, Motair begs them to 
  reconsider, telling them the following: “My master 
  tells me that the journey may take a fortnight by 
  conventional means and that the importance of your 
  journey cannot wait that long.” This is indeed what 
  Alix told Motair to say and nothing more.  PCs that 
  succeed at a Knowledge: Geography skill check DC 
  15 can realize that this would mean that the journeys 
  end is somewhere to the far north, through Iuz’s 
  lands and into the wilds beyond. If they still refuse, 
  Motair looks disappointed, finishes his drink and 
  leaves.  Proceed to Travel by Land below. 
  � Alix demands no payment for this service in any 
  way. He says that since they share the same goal, 
  money is of little importance. Once again, he has 
  little idea what this means, but the master seems to 
  think it important. 
   
  The PCs may have discovered that Motair is an actor in 
  the previous event or may discover it now (only through 
  Sepulcher of the Wizard King 
   
  Page 6 
  
  magic, as Motair is too good of an actor to let on).  If this 
  is the case, Motair can tell them the following. 
   
  � The master is some old man only going by the name 
  of Alix. Motair has not idea whether or not this Alix 
  is actually a wizard at all. 
  � He has paid Motair 500gp just to offer the PCs this 
  service. 
  � Motair is actually an actor, although skilled, he is 
  now getting on in years and the roles are harder and 
  harder to find. 
  � Alix has given no indication that he intends to harm 
  the PCs or fail to deliver them safely to their 
  destination. 
  � Motair usually works out of Greyhawk city and he 
  was there only last night. Motair does not know how 
  he got to Critwall.  After he agreed to perform this 
  task he was left to his own devices until this 
  morning when he awoke here in Critwall with a 
  note telling him where to look for the PCs.  He has 
  since lost the note (in reality is simply disappeared). 
  � Motair was told that if the PCs agreed that he would 
  be required to meet them in the morning to see 
  them off and then would be sent home. 
  � Although it may not be readily apparent to the PCs, 
  should they bother to check, Motair does not radiate 
  evil nor does he appear to have any magic about his 
  person.  There is an aura of divination in the air of 
  the tavern (faint strength). The reason for this magic 
  is beyond the scope of this adventure. 
   
  Once the PCs are done speaking with Motair, he stands 
  up, thanks them for their time and leaves.  From there he 
  returns to his room at a local inn and does not leave until 
  the morning. 
   
  Refer to Around Critwall below for information 
  about the city.  If the PCs have agreed to Motair’s offer 
  continue with Travel by Magic below when the PCs go 
  to meet him in the morning.  If the PCs refused Motair’s 
  offer, continue with Travel by Land for information 
  about their journey to the north. 
   
  � Motair Castock: Male half elf Brd1/Exp4. See 
  Appendix B for complete statistics. 
   
  Roleplaying Notes: Motair’s current persona is aloof 
  and aged, a stuffy scholar through and through. In reality, 
  Motair is a out going and boisterous man, willing to 
  spend all night singing, acting, and drinking to earn his 
  bed. Once very handsome, age has now caught up with 
  him, to the detriment to his trade. 
   
  Around Critwall 
  No matter what the PCs choice concerning Motair’s 
  offer, they have some time around Critwall before 
  moving on. 
   
  Visitors to Critwall find a very different place than in 
  previous years.  Once a prosperous stop on three major 
  trade roads, the city was surprisingly clean and 
  reasonably safe, it is now vastly overpopulated and still 
  suffering from the neglect and abuse it suffered under 
  Iuz’s rule.  Since its reclamation in 588 CY the City’s pre-
  war population has increased to nearly half again as many 
  inhabitants reaching a staggering 16,000 plus citizens in a 
  city that was beginning to feel too small at 12,000.  As a 
  walled city, the overflow had no choice but to burst free 
  from the walls and spill forth into the surrounding area.  
  Tent Town now houses, if such living conditions can be 
  called that, the remainder of the population.  Efforts are 
  being made to reduce the population by reclaiming the 
  manors and villages on recovered land, but the process is 
  agonizingly slow as even “free” lands hide dangers left 
  behind by Iuz. 
   
  Most of the buildings within Critwall have at most 
  two or three stories and usually a cellar.  Buildings, as in 
  most cities, are built close together with narrow alleys 
  between.  The streets are for the most part cobbled with 
  stones from a nearby quarry and tend to range from 
  barely wider than an alley to broad enough for two laden 
  carts to pass abreast.  With most of the buildings limited 
  to but a few stories, they seem to loom over the streets far 
  less then other cities.  This gives Critwall (at least in some 
  areas) an open feeling, aside from the overcrowding, that 
  is. 
   
  While plumbing does not exist, the city is built upon 
  a series of sewers and residents often have outhouses that 
  deposit into them.  Otherwise, residents must empty 
  bedpans into the sewers by hand.  The presence of the 
  sewers helps reduce the typical city stench as the 
  contents of the sewers are carried away with each rain.  
  Unfortunately, the sewers eventually drain into the 
  Veng, making the river below Critwall somewhat murky 
  and unclean. For more information on the city of 
  Critwall, see Appendix E. 
   
  PCs wishing to make a few last minute purchases on 
  their journey can find any item normally available from 
  the PHB as well as any item to which they have access 
  Any.  
   
   
  Travel by Magic 
  If the PCs have agreed to Motair’s offer, they can meet up 
  with him the next morning outside the city gate.  Motair 
  is waiting for them when they arrive. He asks if they are 
  prepared to leave and then leads them to a small grove 
  Sepulcher of the Wizard King 
   
  Page 7 
  
  sheltered from prying eyes not to far away. Read or 
  paraphrase the following to the players: 
   
  Motair looks prepared for travel as he greets you just 
  outside of the gates of Critwall.  Not soon after he 
  leads you away from the city toward a small grove of 
  trees not far from the road. Aside from a few farmers 
  nearby, the place appears deserted. 
   
  Motair walks up to the grove. “My master said 
  that we would find our transportation here.  There 
  should be a circle of green stone nearby.” 
   
  Some of the players will no doubt be expecting an 
  ambush or some sort, but this is not the case.  Motair’s 
  offer is genuine.  Located just inside the groves is a circle 
  of smooth green stones that looks as if they have been 
  placed here rather recently.  There is no one else within 
  the grove. 
   
  The circle of stones is 10 foot in diameter and 
  contains a currently active teleportation circle.  This 
  magic was cast only minutes before the PCs arrival and 
  will be active for another three hours.  If the PCs do not 
  step into the circle during this time the magic fades and 
  the PCs are left with no means of travel aside from the 
  road.  If this is the case, Motair returns to the city, 
  disappointed in the PCs.  Refer to Travel by Land below 
  for information concerning the overland journey. 
  Motair’s secretive employer created the circle and he has 
  since left the scene.  No sign of him remains here. A 
  detect magic cast here reveals a faint divination magic 
  and a strong transmutation aura. 
   
  PCs that step into the circle are instantly teleported 
  to a spot only one mile from their destination.  This spot 
  is in the farthest north reaches of Iuz’s domain. Read or 
  paraphrase the following to all PCs that step into the 
  circle. 
   
  Stepping into the circle of stones is akin to stepping 
  into an open well. There is no ground before you and
  sudden y you are falling. Thousands of images fly past 
  at blurring speed, most of which are completely 
  unintelligible.  All are a blur that is but one, a tower 
  of green stone standing in the middle of a barren 
  desert.  Suddenly the sensation passes and fading into 
  bleak dead land with movement to be seen or sounds 
  to be heard. Of in the distance is a tumble of broken 
  stone forming jagged hills. 
   
  l
  i
  i
   
   
  .
   
   
   
  Motair will not step into the circle with the PCs unless 
  forced to.  If forced to, he immediately falls unconscious 
  on the other side and cannot be awoken under any means 
  that the PCs possess.  There is no apparent cause for this 
  unconsciousness and it lasts until much later in this 
  event (as noted in Encounter 6). 
   
  Once all the PCs have stepped through the circle, 
  proceed to Encounter 2 The Gate below. 
   
  Travel by Land 
  If the PCs reject Motair’s offer and instead decide to 
  travel by land, they have a long journey in front of them.  
  It will take roughly two weeks on horseback to make the 
  journey, twice that on foot.  In addition to the time 
  required the journey is also along the edge of Iuz’s 
  empire.  They can set out on this journey whenever they 
  are ready. When they do so, read or paraphrase the 
  following to them. 
   
  Leaving the city of Critwall beh nd and using the 
  sword as a guide the days roll by with no end of the 
  journey in sight. The fertile farmlands quickly change 
  into barren scrublands as you journey deeper into the 
  kingdom north of the Shield Lands, the Kingdom of 
  Iuz. 
   
  Walking along the border between the vile lands 
  and the Bandit Kingdoms, there is an ever tense 
  brooding here as if the landscape itself were watch ng
  you.  Although the threat of danger is ever present, 
  none presents itself as the days turn into a week. The 
  few times you have seen patrols they seem to have 
  steered clear of you none approaching to within a 
  mile of you   Some seem to head straight toward your
  band, only to reverse direction and head away.  
  Fortunately, the path of the blade does not pass 
  anywhere near any major cities in his dread domain. 
   
  After two weeks, the patrols have all but ceased. 
  None has been spotted in over two days.  The weather 
  has grown cold here this far north; indeed you must 
  be approaching the Icy Sea.  The land has become a 
  dead wasteland, nothing moves and no sounds can be 
  heard. Of in the distance is a tumble of broken stone 
  forming jagged hills. 
   
  The PCs face no adversary for the entirety of their 
  journey.  Even if they go looking for a fight, none 
  presents itself, not even wild animals.  The reasons for 
  this are not important to this adventure but should be an 
  oddity in the player’s minds. 
   
  Once the PCs have arrived in the far north, proceed 
  to Encounter 2 The Gate below. 
   
  Motair 
  If the PCs leave Critwall via the teleportation circle, 
  Motair remains in Critwall for a short period of time 
  before being taken to the north on his next job.  If the 
  PCs leave Critwall via land, Motair remains in the city for 
  only one night, spending all of his time in the inn.  The 
  next day he is teleported back to Greyhawk where he 
  Sepulcher of the Wizard King 
   
  Page 8 
  
  resumes his normal life until the PCs complete their 
  mission to the north at which time he is teleported there. 
  The PCs have no chance of seeing who teleports Motair, 
  as he appears to cast the spell himself.  In either case, see 
  Encounter 6 for further information. 
   
  Encounter 2 
  The Gate 
  Upon arriving in the northern wastes the pull of the 
  Oblivion Blade becomes even stronger. When ready to 
  continue, read or paraphrase the following: 
   
  Standing in the middle of the cold dead lands the pull 
  of the Oblivion Blade grows ever stronger.  Still it 
  pulls to the north, with an amazing urgency.  Ahead 
  in that very direction, the broken hills loom in a 
  freezing gray mist. 
   
  The pull of the blade leads directly to the broken hills 
  ahead.  As the PCs approach, the pull of the blade 
  becomes ever stronger, eventually requiring both hands 
  to keep hold of it.  If dropped, it simply falls to the 
  ground, pointing in the direction they must travel. 
   
  After only half a mile, the PCs fully enter the broken 
  hills and travel becomes very slow.  Another half a mile 
  in is the destination that the sword has been drawing 
  them to, a large crevasse.  As mentioned above, nothing 
  lives in this place aside from a slimy white moss that 
  makes the rocks slick.  The only noise to be heard is a 
  quiet whistling of the wind even though the air is 
  perfectly still and laden with a heavy cold fog.  Upon 
  approaching the crevasse, read or paraphrase the 
  following to the players: 
   
  After an hour of treacherous travel over broken slimy 
  stones, the pull of the blade suddenly changes 
  direction.  Instead of pulling to the north  it now 
  pulls down, toward a wide fog filled crevasse whose 
  bottom you cannot see.  The sides of the crevasse 
  seem quite steep and covered in slick frost but the 
  pull of the blade is incessant. 
  ,
  t
   
   
   
  The crevasse is over 150ft long, 40ft wide, and about 30ft 
  deep. Climbing down requires a successful Climb skill 
  check (DC 20).  If the PCs have a rope, they can tie one 
  off on the rocks with a successful Use Rope skill check 
  (DC 15).  This check is automatic if the party possesses a 
  grappling hook.  If the PCs succeed at tying off a rope, 
  the DC to climb down the crevasse decreases to a 
  manageable 10.  If the PCs fail at tying off the rope the 
  first PC who tries it falls almost immediately.  Remember 
  that for each successful Climb check the PC can move up 
  to half their normal move down the wall of the crevasse.  
  PCs that fall take 1d6 points of damage for each ten feet 
  fallen. 
   
  On the floor of the crevasse, on the northern wall is 
  a great stone door that leads into the dungeon.  When the 
  PCs reach the bottom of the crevasse, read or paraphrase 
  the following to them. 
   
  Nearing the bottom of the crevasse, the fog thins 
  considerably revealing a ten-foo  tall stone door along 
  the northern wall.  Covering the door from top to 
  bottom is a stone carving of a great open palmed 
  hand. It protrudes from the door well over two feet. 
  In the center of the palm is a hole, no larger than the 
  width of a sword blade. 
   
  The great stone door can only be opened by someone 
  possessing Malthindor, Oblivion’s Blade. Opening the 
  door is a two-stage process and if not done correctly it 
  sets off a trap as noted below. 
   
  The Door - Part One 
  When the PCs first approach the door, anyone checking 
  for traps will not find any.  However, checking for magic 
  reveals moderate transmutation magic as well as 
  moderate evocation and faint abjuration.  The DC to 
  determine these auras is 20.  A successful Search skill 
  check (DC 25) reveals a very fine crack that runs down 
  the center of the hand (this is the seal by which the door 
  will open).  Although any longsword will fit into the hole 
  in the palm, only Malthindor will have any effect.  Once 
  the blade is inserted, read or paraphrase the following to 
  the PCs. 
   
  The dark black blade slowly slides into place, only 
  stopping once the crosspiece touches the palm of the 
  hand.  Almost at once, two holes open up on either 
  side of the blade roughly two feet apart and five feet 
  above the ground.  Each is hole is round and roughly 
  six inches in diameter. Both are entirely black, 
  revealing nothing of within. 
   
  Inserting the blade and revealing these holes is only the 
  first part of opening the door.  The second part is far 
  more difficult and linked to a trap.   
   
  The Door - Part Two 
  The two holes on either side of the blade are eighteen 
  inches deep and end rather abruptly.  At the end of each 
  hole is a stone sphere with the imprint of a hand on it. 
  The right hole contains a right hand and the left hole 
  contains a left hand.  The result of this is that a medium 
  sized creature could easily stand next to the hand and 
  Sepulcher of the Wizard King 
   
  Page 9 
  
  insert their arms into the holes and put both of their 
  hands onto the imprints on the spheres at the back of the 
  holes. 
   
  The holes themselves are magically dark via a deeper 
  darkness cast by a 20th level caster. Anyone checking the 
  holes for traps without first dispelling the darkness has a 
  circumstance penalty of –10 applied to their rolls.  If 
  checked for magic, the door and holes still radiate the 
  same magic mentioned above. 
   
  The PCs may be quite hesitant to put their arms 
  within the holes, but nothing happens until a single PC 
  puts both arms in the holes and grasps the spheres.  
  Although it is certainly possible for two PCs to put one 
  arm in each hole, that does not trigger the next phase of 
  the door. As soon as one PC puts both arms in the holes 
  and grasps the spheres within, pull that player aside and 
  read or paraphrase the following to them. 
   
  Placing both hands onto the spheres inside the holes, 
  your arms are suddenly grabbed by stone hands inside 
  the holes, holding you with a grip like iron.  
  Suddenly, a voice reverberates inside your head 
  saying the following over and over again. 
   
   
  Cursed hands do cursed deeds but those with 
  wisdom can open the way. 
  The Dexter of commitment. 
  The sinister of direction. 
  The Dexter of strength. 
  The sinister of weakness. 
  The Dexter of center. 
  Follow them and open the way long forgotten, 
  stray and join the long deceased. 
  As the voice continues over and over you notice that 
  it seems as if the tips of each finger can be depressed 
  not unlike a switch. 
   
  Trap: The riddle presented above refers to the order in 
  which the switches must be depressed to open the door 
  and free the PC.  Failure to follow this order triggers the 
  trap below. 
   
  The term dexter refers to the right hand, while 
  sinister refers to the left.  PCs that are particularly 
  stumped on this portion can attempt an Intelligence 
  check (DC 15) to have this part revealed to them. 
   
  The second part of each verse refers to a particular 
  finger on the hand.  In order, starting with the thumb 
  and moving outward is the pointer finger, middle finger, 
  ring finger and pinky.  The finger of commitment is the 
  ring finger, while the finger of direction is the pointer. 
  The finger of strength is the thumb.  Finally the finger of 
  weakness is the pinky and the finger of center is of 
  course the middle finger. 
   
  So, in order, the combination to open up the stone 
  door leading into the tomb is as follows: 
   
  1. 
  The right hand, ring finger 
  2. 
  The left hand, pointer finger 
  3. 
  The right hand, thumb 
  4. 
  The left hand, pinky finger 
  5. 
  The right hand, middle finger 
   
  The moment an incorrect switch is pressed, the large 
  stone hand on the door begins to move, crushing the PC 
  with the correct finger that they should have used 
  (although the large stone hand is a right hand, it gives no 
  real indication of which hand is to be used, just the 
  correct finger). After crushing the PC for a moment, the 
  large stone finger returns to its original position and the 
  PC is released. 
   
  PCs may attempt to break free of the door and the 
  stone hands holding them fast (inside the holes).  This 
  requires a successful Strength check (DC 26) to 
  accomplish and may be assisted by other party members 
  (who pull on the PC).  Each attempt to break free causes 
  the PC to suffer 1d6 points of damage from the stone 
  hands.  A stone shape spell allows the PC to be free but 
  does not otherwise affect the door. The only other way to 
  be free of the door is to attempt to solve the riddle (the 
  PC is released if they are successful or not). 
   
  APL 6 
  � Crushing Finger Trap: CR 4; magical device; touch 
  trigger; automatic reset; +15 melee (4d6); Search (DC 20); 
  Disable Device (DC 28). 
   
  APL 8 
  � Crushing Finger Trap: CR 5; magical device; touch 
  trigger; automatic reset; +15 melee (6d6); Search (DC 20); 
  Disable Device (DC 28). 
   
  APL 10 
  � Crushing Finger Trap: CR 6; magical device; touch 
  trigger; automatic reset; +20 melee (6d6); Search (DC 20); 
  Disable Device (DC 28). 
   
  APL 12 
  � Crushing Finger Trap: CR 7; magical device; touch 
  trigger; automatic reset; +20 melee (8d6); Search (DC 20); 
  Disable Device (DC 28). 
   
  � Stone Door of the Hand: 4 ft. thick; hardness 8; hp 
  720; AC 5; Break DC 40. 
   
  Note that the trap cannot be disarmed while a PCs arms 
  are trapped inside.  Also remember that any attempt to 
  Sepulcher of the Wizard King 
   
  Page 10 
  
  Search or Disable the trap suffers a –10 circumstance 
  penalty while the deeper darkness is still in place (those 
  PCs also cannot gain any bonus from items or abilities 
  that rely upon sight while the darkness is still in place). 
   
  Attempting to bypass the door is a far more daunting 
  task.  The entire area has been protected from stone shape 
  or other such abilities by a series of walls of force 
  installed just a foot below the surface of the stone.  There 
  are six such walls and all are permanent, created by a 20th 
  level caster.  If brought down, the walls restore 
  themselves after one hour. 
   
  Assuming the door is opened properly, a seal reveals 
  itself down the middle of the door, as the two halves 
  swing outward.  The PC whose arms were trapped are 
  immediately released and Malthindor, Oblivion’s Blade 
  hovers in the air for a moment as the doors swing away 
  and then falls to the floor. 
   
  After passing the door, continue the adventure with 
  Encounter 3 The Outer Halls.  
   
  Encounter 3 
  The Outer Halls 
  Upon passing through the gate, read or paraphrase the 
  following to the players. 
   
  The great stone doors slowly swing open revealing a 
  long corridor that goes off into darkness.  The walls of 
  the place are made of a heavy gray stone with a band 
  of green stone running down either side at waist 
  height.  The band is decorated with an unending row 
  of hands, palm out, alternating between left and right 
  hands.  The floor is made of a polished green stone 
  and is covered in a thick layer of dust. No noise can 
  be heard and the only smell is that of stale vapors that 
  have not been stirred in hundreds f not thousands of 
  years. 
   
   
  i  
  i
  f
   
  This passageway leads into the outer halls of the dungeon 
  of Yagrax’s hands.  Although the PCs might not realize it 
  yet, gaining possession of the hands is their ultimate goal 
  here.  There are a number of features common 
  throughout the outer halls.  These features are 
  summarized below. 
   
  � Dimensional magic does not function within the 
  dungeon.  To this end, the magics do not work 
  within the dungeon: astral projection, blink, 
  d mension door, drawmij’s instant summons, 
  ethereal jaunt, etherealness, gate, leomund’s secret 
  chest, planar ally, plane shift, refuge, rope trick, 
  summon monster, summon natures ally, teleport, 
  word of recall. This list is not meant to be all-
  inclusive, as certainly lesser and greater versions of 
  the spells listed do not function as well.  In the end, 
  all spells that cross-planar boundaries or involve 
  teleportation do not function.  The DM has final 
  adjudication over what spells are affected. 
  � The above mentioned prohibition affects items as 
  well, including bags of holding, bags of tricks, helm 
  of teleportation, horn of Valhalla, portable hole, 
  quiver of Ehlonna, ring gates, or any other item that 
  produces one of the effects above (such as scrolls, 
  potions or wands).  No such items work while inside 
  the dungeon and any items within extra dimensional 
  spaces cannot be accessed. 
  � Due to the protections above, this area of the 
  dungeon radiates moderate abjuration magic if 
  detected.  This may mask any lesser adjuration 
  magics present in the area. In addition to this 
  radiation, the entire dungeon detects as faint evil if 
  detected for due to the proximity to the hands. 
  � All of the rooms are without any light unless 
  otherwise noted. 
  � The walls and doors of the dungeon have the 
  following statistics unless otherwise noted: 
   
  � Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  The passageway beyond the door leads on for 150 ft. 
  gently sloping down before opening up into a chamber.  
  See Area 1 for further information. 
   
  Refer to Map #1 for a layout of this part of the 
  dungeon. 
   
  Area 1 – Ancient Guardians 
  At the end of the long corridor leading to the outside is a 
  large stone door.  This stone door bears a large open 
  palmed hand carved into its surface.  The door is locked, 
  however the mechanism has long since rusted and 
  jammed.  Due to this fact, the only way to open the door 
  is by force but due to its deteriorated nature, the Break 
  DC is only 22.  Once through the door, read or 
  paraphrase the following to the PCs. 
   
  With a shudder that sends dust falling from the 
  ceiling, the door finally gives way revealing an odd 
  shaped chamber.  Opposite the entry are deep alcoves 
  each with a pile o  small stone plates at their end.  To 
  the right and left are doors leading out of this 
  chamber.  If viewed from above, the layout of this 
  room might resemble that of a large hand. Without 
  Sepulcher of the Wizard King 
   
  Page 11 
  
  making a sound, some of the small piles of stone at 
  the end of the alcoves begins to stir, rising up into the 
  air in a vague man shape, a piece of stone shaped like 
  a hand in place of a head. 
   
  Creatures: The piles of stone located at the end of each 
  finger are actually guardians, left here by the mage priests 
  to keep intruders out.  Depending upon the APL, a 
  number of the guardians rise into a swirling mass of 
  stone plates and move to attack.  They have no general 
  organization and attack until slain. At the lower APL, 
  some of these guardians have ceased function and do not 
  rise to attack. 
   
  APL 6 (EL 4) 
  � Medium-sized Animated Objects (2): hp 10, 14; see 
  the Monster Manual. 
   
  Note: Due to the fact that these animate objects are 
  made of stone, they possess Hardness: 8.  
   
  APL 8 (EL 6) 
  � Medium-sized Animated Objects (4): hp 10, 11, 11, 
  14; see the Monster Manual. 
   
  Note: Due to the fact that these animate objects are 
  made of stone, they possess Hardness: 8. 
   
  APL 10 (EL 8) 
  � Enhanced Medium-sized Animated Objects (4): hp 
  30, 33, 33, 36; see Appendix B. 
   
  APL 12 (EL 10) 
  � Enhanced Medium-sized Animated Objects (4): hp 
  60, 66, 66, 72; see Appendix B. 
   
  After being defeated the pieces of stone suddenly stop 
  moving, fall to the ground and crumble to dust.  There is 
  little else of note in this chamber aside from layers and 
  layers of dust.  Neither door leading out of this room is 
  locked. 
   
  Area 2 – Broken Trap 
  This corridor looks like a mirror of the corridor heading 
  west. Simply put, it appears that the corridor continues 
  for fifty feet and then turns to the left with a door 
  halfway down in the left wall. However, this is created via 
  an illusion placed on the wall 20 ft. from the door.  This 
  corridor contains a trap that no longer functions 
  properly, as noted below. 
   
  Trap: Ten feet from the door is a pressure plate that 
  when stepped on releases a huge stone block the size and 
  shape of the corridor from above.  Fortunately for the 
  PCs, this trap no longer functions properly and instead of 
  crushing them flat, the block falls only one foot and then 
  jams, not moving any further.  The PCs are free to explore 
  this small corridor, even though it leads to nothing by a 
  wall covered by an illusionary wall. 
   
  All APLs (EL 0) 
  � Broken Block Trap: CR 0; mechanical; location 
  trigger; no reset; no damage, block falls only one foot; 
  Search (DC 20); Disable Device (DC 20). 
   
  Area 3 – The Hall of Purpose 
  The door leading into this chamber is not locked and 
  seems to be in good repair.  Upon opening the door and 
  entering the chamber beyond, read or paraphrase the 
  following to the PCs. 
   
  The door leading into this chamber swings quietly 
  open revealing a rectangular chamber lit by a pale 
  blue radiance from the ceiling. Impeccably clean, the 
  walls of this chamber are covered in faded murals, six 
  in all. There appears to be no other way out of this 
  chamber. 
   
  This room was built to record the purpose of this 
  dungeon so that all those that might be foolish enough to 
  enter it might know the danger they face.  The six murals 
  on the walls depict the fall of Yagrax, his murder and 
  dismemberment, and finally the entombing of his hands 
  in this dungeon. Each of the murals has a small silver 
  plaque at its base.  The language of these plaques is an old 
  variant of draconic.  Anyone who speaks Draconic can 
  decipher them with a successful Intelligence check (DC 
  15). 
   
  Starting directly to the left of the entry door and 
  proceeding clockwise around the room, the murals each 
  depict the following. 
   
  1. 
  This mural depicts a man sitting upon a throne.  He 
  has a regal look about him and an expression of glee. 
  He is holding up his right hand, pointer finger 
  extended. Scattered about the foot of his throne is 
  dozen of corpses, most of which have been 
  beheaded. (Plaque: Yagrax the Tyrant) 
  2. 
  This mural depicts a number of robed priests 
  attacking the man from the first mural.  One of them 
  wields a black bladed sword. (Plaque: Fall of the 
  Tyrant) 
  3. 
  This mural depicts the now dead body of the Yagrax, 
  strapped to a table and cut into many pieces. A man 
  with a black bladed sword stands over him. Of to one 
  side, a robed priest takes the hands and puts them 
  inside a chest. (Plaque: The Final Death) 
  4. 
  This mural depicts the chest from the previous 
  mural being held by two robed priests, standing in 
  Sepulcher of the Wizard King 
   
  Page 12 
  
  front of a great stone door emblazoned with a hand 
  (the entry door). (Plaque: The Sepulcher of the 
  Wizard King) 
  5. 
  This mural depicts two robed priests placing the 
  chest upon a large stone pedestal in an underground 
  chamber. They appear to be offering up a prayer. 
  (Plaque: May they Rest Forever) 
  6. 
  This final mural depicts one robed priest standing 
  outside the great stone door at the entrance to this 
  place.  The other robed priest is standing inside the 
  doors with a dagger drawn poised over his own 
  chest.  (Plague: Sealed for Eternity) 
   
  Area 4 – Ash Bones 
  The door leading into this chamber is locked, requiring 
  an Open Lock skill check (DC 20) to open. Upon 
  opening the door, read or paraphrase the following to the 
  players. 
   
  Opening the door to this chamber, it begins to glow 
  with a pale green light. There are half a dozen piles of
  bones in the room that immediately begin to stir 
  rising up to form humanoid shapes. They look like 
  humans, but they are strangely elongated with tall 
  skulls. Each wears a blue cloak, most of which are in 
  tatters but one is pristine. The skeleton wearing it 
  begins to speak in a strange tongue. 
   
   
  The skeletons are speaking to the party in a language 
  long lost.  Only though the use of the tongues spell or 
  similar magic can the question be understood. If 
  discovered, the skeleton is asking, “The hand of that held 
  the blade, the hand that sealed it away, the only hand 
  allowed to pass.” This cryptic question can be answered 
  by the PCs if they return to Area 3 The Hall of Purpose 
  and check the murals.  If inquired about, the black blade 
  depicted in the mural is always held with the right hand.  
  Also, in the last mural, both priests are holding up their 
  right hand. So the answer to the riddle is right or dexter. 
  If answered correctly, the skeletons crumble to dust. 
   
  Trap: If the PCs try to cross the chamber without 
  first answering the riddle or try and attack or turn the 
  skeletons, the trap is set off. Each of the skeletons begins 
  to glow red-hot and quickly crumbles to ash.  This red-
  hot ash blows down through the room and down the 
  corridor, burning anyone in its way.  Only a closed door 
  will halt its progress. The ashes dissipate after only one 
  round. 
   
  APL 6 
  � Burning Ash Trap: CR 2; magical device; special 
  trigger (see above); no reset; 2d6 damage + attack 
  penalty*; fort save halves the damage and eliminates the 
  attack penalty (DC 20); Search (DC 20); Disable Device 
  (DC NA). 
   
  APL 8 
  � Burning Ash Trap: CR 3; magical device; special 
  trigger (see above); no reset; 4d6 damage + attack 
  penalty*; fort save halves the damage and eliminates the 
  attack penalty (DC 20); Search (DC 20); Disable Device 
  (DC NA). 
   
  APL 10 
  � Burning Ash Trap: CR 4; magical device; special 
  trigger (see above); no reset; 6d6 damage + attack 
  penalty*; fort save halves the damage and eliminates the 
  attack penalty (DC 20); Search (DC 20); Disable Device 
  (DC NA). 
   
  APL 12 
  � Burning Ash Trap: CR 5; magical device; special 
  trigger (see above); no reset; 8d6 damage + attack 
  penalty*; fort save halves the damage and eliminates the 
  attack penalty (DC 20); Search (DC 20); Disable Device 
  (DC NA). 
   
  * Those that fail their fort save suffer a –1 circumstance 
  penalty to all attack and damage rolls until all of the 
  damage from the trap is healed. This is a result of the 
  horrible burns caused by the ash. Note that this trap 
  cannot be disabled in ordinary ways due to its unique 
  nature. 
   
  These skeletons were minor mage priests who sealed 
  themselves in the tomb to protect it for eternity. Unlike 
  the others, these sacrificed themselves for this specific 
  purpose. 
   
  Treasure: Despite whether or not the trap is set off, 
  all six of the cloaks survive relatively undamaged.  Five of 
  the cloaks are non-magical tatters (although still 
  wearable).  One of the cloaks, the one in perfect 
  condition, is magical. All of the cloaks are deep blue, and 
  are from the time of the mage priests. 
   
  APL 6-8: M: Cloak of Resistance +1 (83gp per PC) 
   
  APL 10-12: M: Cloak of Resistance +2 (333gp per PC) 
   
  Area 5 – The Hall of Record 
  Similar to the Hall of Purpose, this chamber depicts some 
  of the happenings in the tomb since it was sealed. The 
  door leading into this chamber is not locked.  Upon 
  entering, read or paraphrase the following the PCs. 
   
  The door slowly swings into a chamber lit by a 
  flickering yellow ligh .  The walls of the chamber are 
  covered with murals, very vibrant and bright. One on 
  each wall, they do not appear to belong here. 
  t
  Sepulcher of the Wizard King 
   
  Page 13 
  
   
   
  i
  This chamber originally served as storage during 
  construction, but since all of that gear has since been 
  taken, this chamber was converted into a history of those 
  that were sealed inside.  The murals are relatively crude 
  and do not have a plaque like the others do, nor do they 
  follow any sort of timeline. These murals were made only 
  a century ago, the last time any of the undying ones were 
  on this level. The murals depict the following. 
   
  1. 
  This mural depicts a number of robed priests 
  standing inside the dungeon, looking as the backside 
  of the large stone door. 
  2. 
  This mural depicts a number of robed priests tossed 
  about a room with a large crack down the center; one 
  has clearly fallen into the pit. 
  3. 
  This mural depicts a very old robed priest lying on a 
  table next to another table with a strange gray and 
  gold body on it.  Vaguely humanoid, the other body 
  vaguely resembles the old man. 
  4. 
  This mural depicts a number of robed priests 
  standing in a great vaulted chamber, raising their 
  hands in triumph.  All of them have odd gray skin. 
   
  Treasure: In front of each mural is a small candle, on 
  which a continual flame spell is cast. The PCs can take 
  these if they like, as they are not attached. 
   
  All APLs: Continual Flame Torches (4) (16gp per PC) 
   
  Area 6 – Sword Storm Guardian 
  The door leading into this chamber is not locked. 
  However, those who ask for a Listen check (DC 25) at the 
  door before opening it can hear the sound of metal 
  hitting metal (not unlike a sword fight). 
   
  Upon opening the door to this chamber, read or 
  paraphrase the following to the PCs. 
   
  The hallway fills with the sounds of battle as the door
  slowly opens, revealing a large chamber. The 
  southern side of the chamber has four deep alcoves, 
  not unlike the first room of this place. Stepping 
  forward from the farthest alcove is an eight foot tall 
  being, although he is hard to see due to the mass of 
  blades whirling around h s form, ever striking one 
  another and showering the room with sparks. It holds 
  up a hand and all of the blades come flying at you! 
   
  Creatures: The tall figure standing in the mass of blades 
  is in reality a golem, while the blades whirling around it 
  are animated weapons that have been given the limited 
  ability to fly. At some of the APLs there is another one of 
  these golems with even more blades that comes out of 
  another alcove to battle the PCs. 
   
  These golems have been here a long time and have 
  begun to degrade. Due to that fact, the flesh golems have 
  begun to rot, and the stone golems are always crumbling 
  and reforming at their edges. PCs will most certainly 
  notice this fact once the blades have moved away from 
  them to attack the party. 
   
  The animated objects are still in relatively good 
  condition (although a bit tarnished). These weapons have 
  been given the limited ability to fly and little else aside 
  from their inherent qualities. Although commanded to 
  attack outsiders, the weapons often just float about the 
  golems when not in use. Note that at each APL, one of 
  the weapons is magical.  At APLs 6-8, this means that one 
  of the lonswords will have a +1 to hit, damage, hp, and 
  hardness.  At APLs 10-12, this results in 1d6 extra points 
  of electrical damage (the +1 is superseded by the 
  enchantment bonus). 
   
  APL 6 (EL 8) 
  � Flesh Golem: hp 49; see the Monster Manual 
  � Tiny Animated Objects, daggers (4): hp 2 each; see 
  Appendix B. 
  � Small Animated Objects, longswords (2): hp 5 each; 
  see Appendix B. 
   
  APL 8 (EL 10) 
  � Flesh Golem (2): hp 49 each; see the Monster Manual 
  � Tiny Animated Objects, daggers (8): hp 2 each; see 
  Appendix B.  
  � Small Animated Objects, longswords (4): hp 5 each; 
  see Appendix B. 
   
  APL 10 (EL 12) 
  � Stone Golem: hp 77; see the Monster Manual 
  � Small Animated Objects, enchanted longswords 
  (6): hp 8 each; see Appendix B.  
  � Medium-sized Animated Objects, enchanted 
  greatswords (4): hp 14 each; see Appendix B. 
   
  APL 12 (EL 14) 
  � Stone Golem (2): hp 77 each; see the Monster Manual 
  � Medium-sized Animated Objects, enchanted 
  greatswords (16): hp 14 each; see Appendix B.  
   
  After the battle, the PCs are free to explore this chamber 
  in more detail. There are two doors in this chamber aside 
  from the one they came in through. The northernmost 
  door leads to Area 7 – The Ruined Hall. That door is 
  locked however, requiring a successful Open Lock skill 
  check (DC 20) to open. A successful Search skill check 
  (DC 10) along the northern wall reveals that there was 
  some kind of shift in the wall as it is cracked in many 
  places. 
  Sepulcher of the Wizard King 
   
  Page 14 
  
   
  The other door, leading east, is only partially on its 
  hinges. The door is cracked and broken. Behind it is only 
  loose rubble and then solid rock. The earthquake that 
  shook this place centuries ago has collapsed this corridor 
  entirely. It cannot be excavated. 
   
  Treasure: One of the blades that attacked the party is 
  indeed a magical weapon. So long as it was not 
  completely obliterated in the combat, this weapon 
  remains. In addition to this, there is a small gemstone set 
  into the wall at the end of each finger. Each one bears a 
  slight dweomer of divination that allows anyone looking 
  into the gemstone to see down the corresponding finger 
  into Area 1.  If pried loose from the wall, the gems loose 
  all magic, but maintain a value nonetheless. 
   
  APL 6: C: 50gp; M: +1 longsword (193 gp each)  
   
  APL 8: C: 100gp; M: +1 longsword (193 gp each) 
   
  APL 10: C: 100gp; M: +1 longsword of shock (693 gp 
  each) 
   
  APL 12: C: 200gp; M: +1 longsword of shock (693 gp 
  each) 
   
  Area 7 – The Ruined Hall 
  At noted above, the door leading into this chamber from 
  Area 6 is locked and requires a successful Open Lock 
  skill check (DC 20) to open.  Once the PCs enter this 
  chamber read or paraphrase the following to them. 
   
  The chamber before you is completely dark, aside 
  from some faint glowing green light coming from far 
  ahead and to the right. There are many columns in 
  this chamber, and a great deal of debris as well. The 
  far end looks like it has completely collapsed. 
   
  This chamber was once a great hall that led on to other 
  parts of the complex, but the great earthquake that hit 
  centuries ago completely collapsed it beyond what is 
  shown on the map. 
   
  Although still sound, anyone attempting to move 
  across the floor at anything more than 5ft per round must 
  succeed at a Balance skill check (DC 10) or fall down 
  taking 1d4 points of subdual damage.  This is due to the 
  fact that the floor is quite uneven and littered with loose 
  rock and debris. 
   
  There are two things of note in this chamber. One of 
  the priests, who were sealed within this tomb, died in 
  this room during the earthquake.  A successful Search 
  skill check (DC 15) reveals the tattered sleeve of his tunic 
  sticking out of the rubble. Although his body was 
  removed, a successful Search skill check (DC 20) in that 
  area will discover a small curved piece of tarnished silver 
  of odd shape and with intricate carvings on one side.  
  This was part of his arm but the PCs have no way of 
  knowing this. 
   
  In addition, there is a passageway leading out of this 
  chamber containing a set of stairs going down.  This is 
  also the source of the faint green light mentioned above.  
  When the PCs go to inspect this glow, read or paraphrase 
  the following to them. 
   
  Moving toward the source of the glow, it appears to 
  be coming from the walls of a small side passage.  
  Carved in an entirely different style than any you 
  have seen so far, this small side passage is set nearly 
  one foot above the ground, but is large enough to 
  walk in.  Every square inch of the wall, floor and 
  ceiling of the passage is covered in intricate carving. 
  Small geometric patterns repeated over and over, 
  each one with its own unique quality and faint green 
  glow. This level of detail would take a master over a 
  decade to produce.  Further down, the passageway 
  turns into a stair, descending into the depths. 
   
   
  This passageway was made by the Undying Ones after 
  the earthquake, in an attempt to reconnect them with the 
  rest of the dungeon.  Ultimately successful, the work still 
  took many years to complete.  A successful Craft: 
  Stonemasonry skill check (DC 10) reveals the work to be 
  authentic carving and not the work of magic. 
   
  This passageway is the entryway into Encounter 4 -
  The City of the Undying.  Specifically, the stairs lead to 
  Area 8 – The Staircase.  
   
  Encounter 4 
  The City of the Undying 
  This portion of the dungeon is almost entirely new 
  compared to the other portions.  After the earthquake, 
  these spaces opened up and were some of the first 
  discovered by the survivors. Since all of their living 
  quarters above had been buried under tons of stone, these 
  caverns became their new homes.  Here they have spent 
  the past hundreds of years, clearing out the space, carving 
  intricate detail into every surface, and building their city. 
   
  While most have taken these centuries with a 
  measure of understanding, a few have cracked under the 
  pressure, their minds going insane inside undying 
  bodies.  Some were destroyed while others fell under the 
  influence of the hands.  One such individual, Malcrux, 
  lives outside the city buried deep within his own 
  insanity. 
   
  On this level, the PCs must make it past the insane 
  Malcrux and to the undying city. Once there, they must 
  find a way to convince the people of the undying city that 
  they should be allowed to continue. 
   
  Sepulcher of the Wizard King 
   
  Page 15 
  
  History of the Undying Ones 
  Although the passage of time is not fully recorded among 
  those trapped within the tomb, they do have a bit of an 
  understanding about the past. The following narrative is 
  from their perspective. 
   
  In the beginning, they were of bone and blood, sealed 
  within the holy halls for all time by the great and 
  powerful gods, the Magpris.  A great curse, brought down 
  upon them by their lack of faith, threatened their duty.  
  That curse was known as death.  To defeat the curse, they 
  stripped away their bone and blood to reveal the metal 
  beneath and death could touch them no more. That was 
  the end of the first age. 
   
   
  The second age was a time of worship, an age of 
  solemn duty and the founding of their highest beliefs. 
  This was the longest age and it was without end, or nearly 
  so. 
   
  The third age was brought about by a slip in duty, 
  the pride of the people and their devotion to ceremony 
  caused the evil to be loosed.  The evil was The Ten, and it 
  made the world tremble and swallow the unfaithful.  It 
  wiped away the old and opened up the halls of the new 
  way, the Undying City. 
   
  Now is the fourth age.  Though in its first times, 
  things went poorly and many of the undying succumbed 
  to the old curse, other joined The Ten and some lost their 
  reason.  Now, through careful vigilance, duty, and 
  constant toil, the citizens of the undying city make 
  amends for the flaws of the past and await the day that 
  their great gods might return. 
   
  This tale is not entirely true but close to the facts.  After 
  the mage priests sealed the place, those remaining inside 
  began to die of old age but did not want to abandoned 
  their duty.  The most powerful among them crafted 
  bodies of metal and with great rituals, transferred their 
  minds into these forms, thus the Undying Ones were 
  born. 
   
  They lived for many centuries, quietly protecting 
  their charge and awaiting a time that they might be rid of 
  the hands forever.  This time never came and eventually 
  they became rather frustrated.  It was then they made a 
  fatal mistake and began tampering with the wards around 
  the hands. One of these wards was designed to collapse 
  the entire complex should it be tampered with. In their 
  tampering, the Undying Ones nearly brought the entire 
  complex down around them.  Many died in the resulting 
  earthquake and those that did not lost all sense of their 
  true history. 
   
  The survivors of the quake sought to rebuild some 
  sort of home and settled in the newly formed caves 
  underneath the complex. Unfortunately, the mistakes of 
  the past came back to haunt them. The hands could not 
  influence those around them.  Some of the Undying ones 
  went insane and other fell under the control of the 
  hands. Although still unable to escape, the hands are 
  looking for more servants and a means of escape. 
   
  Those left behind have formed a very ritualistic life, 
  and it is that ritual that keeps the influence of the hands 
  at bay. Through all the years, there is still one rule that 
  they hold above all others. None other than the mage 
  priests (or magpris as they call them) are allowed to enter 
  the inner halls, under penalty of death. 
   
  Features in the City of the Undying 
  The following features are common throughout this level 
  of the dungeon. 
   
  � Dimension magic works occasionally on this level. 
  Whenever these spells are utilized, the caster must 
  succeed at a caster level check (DC 10 + APL) or the 
  spell fails. For guidelines on the spells affected, see 
  the features of the Outer Halls at the beginning of 
  Encounter 3. 
  � Magic items are not impeded on this level as they are 
  in other portions of the dungeon. 
  � Due to the protections above, this area of the 
  dungeon radiates moderate abjuration magic if 
  detected.  This may mask any lesser adjuration 
  magics present in the area. In addition to this 
  radiation, the entire dungeon detects as faint evil if 
  detected for due to the proximity to the hands. 
  � All of the rooms are lit with a pale green radiance 
  unless otherwise noted. Almost every square inch of 
  surface on this level has been intricately carved. In 
  most cases, this carving is on the natural rock 
  formation. In some cases, the stone has been 
  reformed to serve a specific purpose. 
  � The walls and doors of the dungeon have the 
  following statistics unless otherwise noted: 
   
  � Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  The staircase leading to and from the Outer Halls leads to 
  Area 8 – The Staircase on this level. Note that while this 
  scenario is two rounds, there is no division between 
  rounds. Just after the PCs reach the Undying City (Area 
  13) is an appropriate break if one is needed. 
   
  Refer to Map #2 for a layout of this part of the 
  dungeon. 
   
  Sepulcher of the Wizard King 
   
  Page 16 
  
  Area 8 – The Staircase 
  The stairs leading from Area 7 arrive at this location.  
  They seem to go down for well over thirty feet without a 
  break. Upon reaching the bottom of the stairs, read or 
  paraphrase the following to them: 
   
  The stairs finally come to an end, opening up into a 
  large natural chamber. A faint green glow about the 
  cavern gives it a soft light and reveals the same sort of 
  carving you found along the stairs. Twenty feet from 
  the stair is a massive column, carefully carved along 
  its entire length. You can see others glowing faintly 
  in the distance. 
   
  Area 9 – The First Hall 
  Leaving the staircase, the PCs enter the first hall. This 
  large chamber is natural at its exterior by dominated by 
  several large shaped columns. Nearly every surface in this 
  space is carved in intricate patterns. Although amazingly 
  intricate, there is little of note in this chamber aside from 
  the following. 
   
  The two columns nearest the northern passageway 
  leading to Area 10 have been defiled. Their carvings have 
  been scratched and chiseled away and the magic changed 
  to radiate a deep purple. Malcrux, the insane undying 
  one, altered these. 
   
  Finally, if the PCs do not take extra special care to be 
  quiet in this chamber, Malcrux will hear them and come 
  to investigate. For more information on Malcrux, see 
  Area 10 – Malcrux’s Lair. 
   
  From this chamber, the PCs can explore Area 10 – 
  Malcrux’s Lair or continue onward to Area 11 – The 
  Bridge. 
   
  Area 10 – Malcrux’s Lair 
  The winding path in the northern wall of the First Hall 
  leads to a small chamber used by the outcast Undying 
  One, Malcrux as a home. It is unlikely that the PCs will 
  reach this cave before encountering the madman as he 
  has set three permanent alarm spells throughout the 
  corridor leading to his abode. 
   
  Once the PCs enter his lair, read or paraphrase the 
  following to them. 
   
  Only flickering purple lights emanating from chaotic 
  swirling patterns on the walls, floor and ceiling 
  lighted the passageway leading to this dark chamber. 
  The chamber is a complete mess, with half broken 
  statues of strange alien figures, shattered pieces of 
  stone, and haphazard stone furniture scattered about 
  the place. Even with all of this mess, it is obvious that 
  someone lives here. 
   
   
  The chamber is absolutely full of failed sculpture and the 
  chaotic whims of the madman, Malcrux.  Searching the 
  entirety of this chamber takes twice as long as normal 
  and yields little other than what is noted below. 
   
  A successful Search skill check (DC 20) reveals a 
  number of tools of varying quality scattered throughout 
  the place.  A successful Wisdom check (DC 15) notes that 
  while it appears that this is a living space of some sort, 
  there is no bed, wardrobe, food, water, or any of the other 
  things common to such spaces. 
   
  Creature: There are three possible ways the PCs 
  might meet Malcrux, each one outlined below. 
   
  The most common way will be outside of this 
  chamber, out in the First Hall.  Unless the PCs are 
  absolutely quiet, they will be heard by Malcrux who 
  comes to investigate.  If this is the case, Malcrux first 
  casts darkvision before moving to investigate so that he 
  might better see the intruders in the dim light. 
   
  If the PCs do manage to be quiet and move up the 
  corridor heading to his lair, Malcrux will be alerted to 
  their approach by his permanent alarm spells placed on 
  the corridor. If this is the case, he promptly casts silent 
  image on the far alcove making it seem like a rock wall 
  and stands inside of it to observe the PCs as they enter. 
   
  If the PCs manage to quietly approach and bypass his 
  alarms, Malcrux will be hard at work on another failed 
  sculpture when the PCs enter.  He is attempting to carve 
  another likeness of himself as he once was (but cannot 
  remember what he looked like). 
   
  All APLs (EL 6) 
  � Malcrux, Undying One: hp 34, see Appendix B. 
   
  Tactics: Malcrux has lost almost all of his sanity.  Of all 
  the wizards locked into this place, he was one of the few 
  illusionists who survived.  After the transformation into 
  Undying Ones, most of his spells became completely 
  worthless (he still memorizes them out of habit). Now, 
  since the earthquake, he has finally cracked.  He now 
  believes himself to be an all-powerful “magpris” trapped 
  in an inferior body and if he could only carve a proper 
  likeness of himself, he might make it human and inhabit 
  it. 
   
  Upon seeing the flesh and blood PCs, Malcrux, 
  immediately forms a plan to “inhabit” one of them.  
  Although he has no idea how this might be 
  accomplished, he still plans to try.  First he must capture 
  one of them though, alive or dead makes no difference to 
  him (as he does not know the difference).  
   
  This does not necessarily have to be a combat 
  encounter.  Depending upon the circumstances, he may 
  try and lure one of the PCs away from the party (using his 
  illusions and charm) or may attempt to subdue the 
  Sepulcher of the Wizard King 
   
  Page 17 
  
  weakest looking among them quickly and quietly. Most 
  of this depends on the situation and the party’s actions.  If 
  they present themselves in a hostile manner, he will 
  attack.  If not and they appear weak, he might try and 
  gird them into submission by presenting himself as a 
  mighty “magpris”. 
   
  Treasure: In addition to the two wands he always 
  carries, Malcrux has a few items of note scattered about 
  his abode.  Finding either one of these items requires an 
  exhaustive search that takes ten minutes.  After that time 
  a successful Search skill check (DC 15 + APL) will reveal 
  one of the following (another check is required to find 
  the other). 
   
  The first thing the party finds is a small piece of 
  crystal of a very peculiar shape.  It comes to a point on 
  one end and is jagged on the other, as if it were only part 
  of a larger whole.  It also appears to be made of diamond.  
  Although valuable, the true value of this piece will reveal 
  itself later in the City proper, as it is part of the crystal 
  heart that the PCs will have to reassemble if they wish to 
  gain access to the rest of the dungeon (see Area 13 - The 
  Test for further information). 
   
  The second thing the party can find in this scattered 
  mess that is Malcrux’s home is a strange wedge shaped 
  piece of stone covered in calcified grime and filth, most 
  of which cannot be removed easily or without damaging 
  the stone. This item is not from the place and was 
  brought here with the mage priests when the dungeon 
  was constructed.  It is known as the keystone of kilypsis.  
  Any PC that succeeds at a Knowledge: Geology or Craft: 
  Stonemasonry or related skill (DC 15) can easily tell that 
  this stone is not from this dungeon and is very old. 
   
  All APLs: M: piece of the crystal heart (50 gp each), 
  keystone of kilypsis (42gp each), wand of charm person 
  (25 gp each), wand of silent image (38 gp each). 
   
  Area 11 – The Bridge 
  This area is dominated by a chasm that was formed 
  during the earthquake.  The undying ones have built a 
  bridge here and post two guards here always to look out 
  for intruders.  When the PCs approach, read or 
  paraphrase the following to them. 
   
  The cavern floor up ahead drops away suddenly 
  forming a broad chasm over thirty feet across.  
  Spanning this gap is a slender bridge of stone heavily 
  carved with glowing patterns. On the far side, 
  flank ng the bridge is a pair of complex iron statues, 
  each one with burning green eyes. In unison, both 
  statues begin to move, holding up their right arms. A 
  booming voice can be heard, “Stop, who are you that 
  wishes to enter the City of the Undying Ones?” 
  i
   
   
  The two “statues” are in fact Undying Ones, whose sole 
  purpose is to stand guard at this bridge. While they are 
  obstacles for the PCs, there needs not (and probably 
  should not) be a combat here. So long as the PCs do not 
  start slinging spells and charging across the bridge, the 
  guardians are more than willing to treat with the PCs and 
  can be convinced to allow them to pass. Both of the 
  guardians have a permanent tongues spell cast upon 
  them allowing them to converse with the PCs. 
   
  The two guardians are under specific instructions 
  not to allow any to pass that seek to take the hands. 
  However, there are some caveats to that rule. “Magpris” 
  or mage priests are to be allowed to pass and escorted to 
  Oblaxan immediately (the leader of the city). Note that, 
  according to the Undying Ones, blue is the color of the 
  mage priests and anyone wearing it is considered to be 
  one (this includes the cloaks from Area 4). The second 
  exception is the mention of the Ether creatures.  If the 
  PCs mention that they need the hands to stop the Ether 
  creatures, or that they are on a quest to stop the horrible 
  creatures, the guardians will immediately escort the PCs 
  to Oblaxan. 
   
  Due to these rules, one of the first questions asked 
  by the guardians is “why are you here?”  Any answer 
  other than one of the exceptions results in the reply “You 
  may not pass.” Only if the PCs mention the hands do the 
  guardians change their response to “those are not for 
  you.” The DM should give the PCs plenty of 
  opportunities to get across the bridge without battle. This 
  may require a number of Diplomacy and Bluff skill 
  checks depending upon the situation. For more 
  information on the attitude of the Undying ones, see 
  Area 13. 
   
  Creatures: The two guardians on the other side of 
  the bridge are well prepared to battle intruders should it 
  come to that. One of the guardians is standing next to a 
  trigger on the ground that will collapse the bridge if 
  stepped upon. Those on the bridge may attempt a 
  standing Jump skill check to reach one side or the other 
  before falling into the 50 ft. deep pit (5d6 damage). The 
  bridge itself is 30 feet long and only 3 feet wide. Those 
  attempting to cross it at a speed greater than their base 
  movement must succeed at a Balance skill check (DC 10) 
  or fall into the pit due to the uneven surface. 
   
  The other guardian is directly linked to Oblaxan via 
  an alarm spell.  Should he die, Oblaxan would become 
  immediately aware and prepare the city for battle as 
  noted in Area 13. 
   
  Both guardians fight to the death if combat begins. 
   
  All APLs (EL 9) 
  � Guardian Undying Ones (2): hp 32; see Appendix B. 
   
  Sepulcher of the Wizard King 
   
  Page 18 
  
  Assuming 
  the 
  PCs 
  deal 
  with 
  the 
  guardians 
  diplomatically, one of the guardians leaves with the PCs 
  and escorts them through the maze (Area 12) to the 
  Undying City (Area 13). If instead, the PCs battle the 
  guardians, they must navigate the maze on their own and 
  due to that fact, face the city prepared to meet them. 
   
  Area 12 – The Maze 
  This entire area of the dungeon is specifically designed to 
  waste the time of those seeking to enter the city, while it 
  prepares for the intruders. If the PCs have a guardian 
  with them, he can lead them through the maze with 
  practiced ease.  If they do not, the DM should keep track 
  of how long it takes for the PCs to navigate it.  In this 
  case, the DM should not draw a map for the PCs but 
  instead should merely describe their choices and allow 
  them to map it. For this purpose, it is easiest to assume 
  that it takes one round from junction to junction (a 
  minimum of seven rounds to get through it). 
   
  All of the corridors of the maze are exactly identical. 
  Marks placed on any surface strangely disappear only 
  seconds are they are made.  Only leaving behind some 
  token or defacing the walls will leave a permanent mark. 
   
  Area 13 – The City 
  This city has become the living space for all the 
  remaining Undying Ones that are still true to their 
  purpose. Upon entering the chamber, read or paraphrase 
  the following to them. 
   
  The vast underground chamber before you contains a 
  city of sorts. Scattered about are half a dozen two 
  story stone buildings, immaculate in their detail and 
  graceful in their form. Off to the left is a study stone 
  bui ding whose windows glow with flame, obv ously a 
  forge of some sort. In the distance, rising above it all 
  is a step pyramid. Rising up over forty feet, the 
  ziggurat is a masterpiece of carving skill, a symbol of 
  both strength and dedication. There are a number of 
  forms moving about the city, all of a make similar to 
  those guarding the bridge, but bearing a wide variety 
  of forms and color. 
  l
  i
   
  This area of the dungeon is broken down into three 
  specific sections.  The first describes the various locations 
  in the city.  The second describes some of the important 
  Undying Ones that inhabit the city as well as tips on 
  roleplaying the Undying Ones. The final section 
  describes various situations that can develop in the city 
  from a massive battle to convincing the Undying Ones 
  that they should be allowed to continue. 
   
  Part One – The Layout of the Undying City 
  The Undying City is not laid out in an organized fashion 
  due to the natural rock formation of the cavern.  All of 
  the buildings are made of the same stone as the cavern 
  and all are covered in the same style of carvings that the 
  PCs have seen before.  It is these ever-present carvings 
  that light the cavern. 
   
  Area 13A – The Step Pyramid 
  This building is by far the largest of the city. On the 
  exterior, it is a three-step pyramid, with one central 
  staircase descending from the uppermost level to the city 
  below. There are two broad gutters running alongside 
  this stair that run into pools at the pyramids base.  These 
  are to be used to catch the water from the test as noted 
  below. On top of the pyramid is another staircase going 
  down into its interior. 
   
  Inside the pyramid is quite different from its 
  exterior.  First of all, there are no carvings on the walls, 
  just plain stone blocks, highly polished. The space inside 
  the pyramid is divided into two area, the quarters of 
  Oblaxan and his clerics while the other area contains the 
  gears and inner workings of the fountain (part of the test 
  as noted below). 
   
  There are two guardians positioned at the base of the 
  pyramid at all times. 
   
  Area 13B – Residences 
  Although the Undying Ones have no need for rest, they 
  still cling to some of the needs of the past, including the 
  need for a home.  Each one of these buildings is home to 
  four expert undying ones. Usually half of them can be 
  found in a building at any time while the other two are 
  out carving or working in the forge. 
   
  Each building is divided into four small homes each 
  consisting of a pair of rooms, one a living room the other 
  a workroom.  There is an assortment of furniture in each 
  home as well as an assortment of projects being worked 
  on. If the PCs approach the city peacefully, they will be 
  given one of these homes to use while they are here and 
  provided with low tables to use as beds. 
   
  Area 13C – The Forge 
  This large building dominates an entire corner of the 
  city. This is the place that they undying ones use to work 
  with metal of all sorts that they have mined from the 
  chasm and other areas of the dungeon. The building 
  contains four separate forges for working with various 
  sorts of metals. This includes weapons made of 
  adamantine, which the PCs are able to purchase if they 
  pass The Test. Weapons that can be purchased include an 
  adamantine dagger, heavy mace, or longsword. All are of 
  Sepulcher of the Wizard King 
   
  Page 19 
  
  masterwork quality and cost 3,000gp more than a normal 
  version of the weapon. 
   
  There are usually between four and eight expert 
  undying ones here at all times, however the forges can be 
  used by as many at sixteen. Outside the building are a 
  dozen carts of ore from various parts of the dungeon. 
   
  Area 13D – The Tombs 
  This place is sacred to the undying ones and no one not 
  of their ilk is allowed into this place.  There are two 
  guardian undying ones here at all times. 
   
  The tombs house the now dead bodies of each and 
  every undying one in the city. Each is placed inside its 
  own niche in the wall and covered in a dark gray shroud.  
  The bodies are completely mummified now, to the point 
  of being nearly as hard a stone. The PCs will not be 
  allowed into this sacred place without a battle, although 
  the PCs might gain access to it through magic and 
  cunning without a fight. 
   
  Area 13E – The Great Doors 
  These two great gilded doors stand almost thirty feet tall 
  and are made of solid stone. Beyond them is a staircase 
  that leads up into the final part of this dungeon. There are 
  four guardian undying ones here at all times.  None are 
  allowed to pass without Oblaxan’s express permission. 
   
  Even if the guardians are destroyed and the PCs 
  attempt to open the doors themselves, each one weighs 
  over 4 tons and is normally moved by a mechanism to 
  which only Oblaxan has the key. In addition to this the 
  doors is warded against magic of all sorts and has an 
  effective SR 30.  The mechanism to open the door can be 
  forced into operation by a successful Open Lock skill 
  check (DC 40, due to a +10 from arcane lock). 
   
  If the PCs pass the test as noted below, Oblaxan will 
  open these doors and allow the PCs to continue. 
   
  Part Two – Inhabitants of the Undying City 
  The total population of the Undying City, including the 
  guardians stationed at various locations, is thirty-nine, 
  and although this number used to be higher, it has been 
  stable at this total for the past hundred years since 
  Malcrux left and the others left. To break down this 
  population by type, there are the following: 
   
  All APLs 
  � Oblaxan, Undying Leader: hp 92, see Appendix B. 
  � Clergy Undying Ones (4): hp 50, see Appendix B. 
  � Guardian Undying Ones (10): hp 32, see Appendix 
  B. 
  � Expert Undying Ones (24): hp 22, see Appendix B. 
   
  The undying ones have a very specific mindset and view 
  of the world. Being completely isolated in a body that 
  does not age has had a number of odd effects on their 
  society. Please be sure to take the following into account 
  when playing the part of the undying ones. 
   
  � The undying ones do not note the passage of time as 
  they have no days and no nights.  To them, all of 
  time is relative.  They know that they have been here 
  for a long time but measure such time in ages and 
  little else. 
  � The undying ones do not understand death. Instead 
  they think it a curse, an unending paralysis. They do 
  not understand aging or the concepts of being young 
  or old. 
  � The undying ones do not have much of a sense of 
  humor and do not understand figures of speech.  
  Most of the experts only speak draconic although a 
  few do have permanent tongues spells. 
  � The undying ones do not have gender but do 
  recognize the difference (and are very curious about 
  it). 
  � The undying ones see the color blue as sacred and 
  the color of the magpris.  Anyone wearing the color 
  in any fashion is treated with reverence and 
  suspected greatness. 
  � Most undying ones only have a limited knowledge 
  of what they guard.  They call the hands “The Ten”. 
  Most know that they are a great evil and that they 
  are charged with guarding them.  This task was set 
  upon them by the magpris and is a great honor. 
  � The undying ones are very curious of any outsiders. 
  Especially considering the fact that the PCs are made 
  of flesh.  Most cannot remember what flesh looks 
  like and ask many questions about it (including pain, 
  injury, itches, tickles, etc). 
  � The society of the undying ones is a meritocracy (the 
  most skilled lead). They value skill and cunning 
  above all else. Laziness and half-hearted actions are 
  treated as insults to their way of life. Sleeping is first 
  seen as a weakness (as they do not sleep) but they are 
  willing to allow it so long as it is explained. 
  � Malcrux (the insane undying one from Area 10) was 
  an outcast from the city due to his blasphemous 
  nature. He was cast out a long time ago and has 
  never returned. 
  � Other undying ones have disappeared over the years 
  but the residents of the city are hesitant to speak of 
  them.  Most know that they have been taken by The 
  Ten, a fate worse than the curse of death. 
   
  PCs entering the city will have a number of undying ones 
  to deal with.  Three in particular are of importance to this 
  scenario and have been treated with detail below. First 
  Sepulcher of the Wizard King 
   
  Page 20 
  
  amongst them is Oblaxan, the leader of the city. Next is 
  the historian, Syrinia. Finally if the PCs decide to rest 
  they will share a building with Tilcyv, one of the cities 
  experts. 
   
  Oblaxan: The undisputed leader of the city, Oblaxan 
  is both wise and fair. In all matters concerning the hands 
  and the party’s quest, the PCs will deal with this tall silver 
  undying one. The only one in the city with blue eyes, 
  Oblaxan is respected and obeyed without question by 
  every undying one in the city. Oblaxan lives in the step 
  pyramid and can often be found there working on some 
  magnificent sculpture or performing the daily rituals. In 
  regards to the PCs, Oblaxan will be skeptical but willing 
  to allow the PCs to prove themselves.  For more 
  information, see Appendix B. 
   
  Syrinia: This undying one is a member of the clergy 
  and has vaguely female features (although this does not 
  show through in her demeanor). Syrinia is the historian 
  of the city.  If the PCs seek any knowledge concerning 
  the history of the city, they are promptly sent to Syrinia.  
  She knows all of the knowledge presented at the 
  beginning of this encounter and can recite it to the PCs. 
  Syrinia is rather long winded for an undying one. If 
  speaking to the PCs she is constantly scribing the entire 
  conversation for record. While not speaking to them, she 
  is speaking with other undying ones that have and 
  recording their experience with the outsiders. 
   
  Tilcyv: Assuming the PCs make peaceful contact 
  with the undying ones, they will no doubt want to rest. 
  Although initially they find this notion absurd, they 
  eventually give the PCs access to one of the homes to use 
  while they are in town. Tilcyv, one of the city’s experts, 
  shares the home the PCs are allowed to use. Tilcyv is 
  obsessed with his current project, a small-scale replica of 
  the cavern and city carved entirely out of one solid piece 
  of stone.  He is early in the process when the PCs arrive 
  and will work on it nearly constantly, stopping only to 
  sharpen his tools. He speaks to the PCs while working 
  and is quite noisy at all times of the day. The PCs will 
  have to explain their need for quiet rest if they wish to 
  have any hope of Tilcyv taking a break. 
   
  Part Three – Events in the Undying City 
  A number of events can occur in the undying city, most 
  important being the PCs entrance and their attempt to 
  continue on in the dungeon. These events along with a 
  few others have been summarized below. 
   
  Peaceful Entry 
  If the PCs spoke with the guardians at the bridge, and 
  convinced them of their intentions, they are taken to the 
  city immediately to meet with Oblaxan. After reading the 
  introduction of the city (at the beginning of this area 
  description) the PCs are taken straight to the pyramid.  
  Read or paraphrase the following to them. 
   
  Leading you through the city, the guardian from the 
  bridge takes you straight to the great step pyramid. 
  Stopping at its base, he ascends the stairs and then 
  disappears inside the great structure. Standing next to 
  the great stone structure, it is clear that every square 
  inch has been carefully carved with complex 
  geometric patterns and relief carvings of robed priests 
  march ng in file. 
  i
   
   
  Four guards emerge from the top of the pyramid 
  and stand to either side of the uppermost level when 
  a fifth figure comes into view.  Made entirely of 
  silver, this being has blue glowing eyes that appear to
  be both wise and aged. Moving with grace and 
  perfectly timed motion, the figure comes down the 
  stairs to stand before you. 
   
  “My guardians tell me that you are here for The 
  Ten. I am Oblaxan, leader of the undying city. None, 
  who are not magpris are allowed to pass.” 
   
  There are many ways the PCs can hope to approach this 
  dilemma. Oblaxan and his fellow undying ones will not 
  let anyone through the great gates that seal off the final 
  parts of the dungeon unless they can prove that they are 
  magpris or that the need is particularly great. 
   
  To this end, there are two specific ways the PCs can 
  get the undying ones to open the doors.  The first is to 
  attempt to convince Oblaxan that they are magpris, 
  returned to claim the hands.  The other is for the PCs to 
  explain the current situation with the ethers and that the 
  hands are needed to banish them. 
   
  If the PCs claim to be magpris, Oblaxan will be very 
  skeptical at first, until the PCs show him something blue 
  (which they regard as the color of the magpris) and the 
  Oblivion Blade. Once this is done, Oblaxan is willing to 
  give the PCs a chance to test their worth and prove that 
  they are magpris.  He then explains that they have a test 
  that the PCs can undertake. The test must be prepared 
  however which will take some time (nearly a day, 
  although the undying ones do not know how long that 
  is). Oblaxan will issue the PCs a place to rest and will 
  proceed with preparations for the test.  See The Test 
  below for further information. 
   
  The other way the PCs have for convincing the 
  undying ones to allow them to pass is to explain what is 
  happening with the ethers and Tenh.  Oblaxan and the 
  rest of the undying ones will have little understanding of 
  what the PCs mention (what is a Tenh? For example) but 
  will recognize one word, “Ether”.  At the mention of this, 
  Oblaxan will call for Syrinia, the cities historian.  
  Although she does not know the exact nature of the ether 
  creatures, she does know that the hands are needed to 
  Sepulcher of the Wizard King 
   
  Page 21 
  
  destroy this great evil.  On this knowledge alone, 
  Oblaxan will consider the PCs wish.  Oblaxan decides to 
  allow the PCs to pass, so long as they can prove 
  themselves to the rest of the undying ones as worthy of 
  the title of magpris (they cannot set aside the law 
  prohibiting non-magpris to continue). To this end, 
  Oblaxan tells the PCs that he will prepare the Test as 
  noted above. The PCs will be give a place to stay and must 
  wait a day before taking the test.  See The Test below for 
  further information. 
   
  Finally, the PCs may not think of either of these 
  options.  In this case, Oblaxan firmly refuses to allow the 
  PCs to proceed stating “Only the Magpris are allowed to 
  go beyond the great doors, there are no exceptions”.  This 
  alone should give them a clue concerning their course.  If 
  not, they will be given a place to stay and allowed to stay 
  as long as they like (not that there is any food or much 
  clean water about). While staying in town, any mention 
  of the Ethers will startle whomever it is spoken to (as 
  they think of the Ethers as the only evil greater than The 
  Ten). Whomever this is spoken to will soon report it to 
  Oblaxan who will summon the PCs to hear more of the 
  ether threat.  If this occurs, he will offer to let the PCs 
  proceed as noted above. 
   
  Forceful Entry 
  If the PCs attacked the guardians at the bridge, they find 
  the city a very different place. All of the undying ones 
  have turned out to “greet” them with weapons drawn. 
  Note that Oblaxan alone could destroy most parties with 
  just a few spells.  To this end, he should be used very 
  sparingly in any battle, only bringing his full might to 
  bear is a quarter of his subjects have been destroyed or 
  the PCs make a personal attack against him. 
   
  More than likely, this is a battle the PCs cannot hope 
  to win. This may end the adventure for some parties.  
  Others may attempt to sneak through the city after a brief 
  retreat and attempt to get through the great stone doors 
  without fighting the entire city.  The DM should make 
  this task extremely difficult if not impossible depending 
  upon the plan employed. Once the guardians have been 
  killed, there is no way to gain the friendship of the 
  undying ones although an elaborate ruse might prove 
  effective 
  (using 
  transmutation 
  magic 
  to 
  change 
  appearance and pretending to be magpris might work but 
  would be very difficult).  The possibilities of these 
  options as well as developments that come with them are 
  left up for the DM to decide. 
   
  A Place to Rest 
  Once the PCs have spoken with Oblaxan, they are given a 
  place to rest (which they should need by now). When 
  this happens, read or paraphrase the following to the 
  players. 
   
  As Oblaxan promised, one of the residences within 
  the city has been made available for your use. An odd 
  place, it does not seem to have any beds or true 
  furniture of any sort, just workbenches and assorted 
  tables. You have been told that you may go where you 
  like except for the pyramid and the halls of the 
  cursed. Within the same building as yours there are 
  three other residences. The one next door to you is 
  quite loud with the constant sound of heavy 
  chiseling. 
   
   
  i
   
   
  This portion is merely presented to introduce the PCs to 
  Tilcyv, their neighbor and inform them of the places they 
  cannot go. The Halls of the Cursed are what the undying 
  ones call Area 13D – The Tombs. 
   
  The Test 
  It is important to note that no one in the entire city will 
  tell the PCs what the test is, as it has never been given 
  before.  Only Oblaxan knows and he is not telling. After 
  waiting a full day for Oblaxan to prepare, all of the 
  undying ones inside the city (aside from the guardians) 
  are called to the pyramid to witness the test.  Shortly 
  thereafter the PCs are summoned to the pyramid by two 
  of the clergy.  When they arrive, read or paraphrase the 
  following to them. 
   
  Approaching the pyramid, all of the folk of the 
  undying city line the way of your approach.  As you 
  pass, they fall in step beh nd you. A low chanting fills 
  the air but the words are not comprehensible. 
   
  Alone, on top of the pyramid, Oblaxan stands 
  with a blue tabard draped on his silver form. He calls 
  out to the assembled crowd. “Will those who wish to 
  prove themselves step forward, the test is about to 
  begin.” 
   
  Once the PCs step forward they are called to the top of 
  the pyramid beside Oblaxan.  As they ascend the steps, 
  the chanting grows louder and louder until finally dying 
  away when they reach the top. Oblaxan holds his hands 
  up and tells the assembled masses that the test begins and 
  then takes the PCs down the stairs at the top of the 
  pyramid and inside. Once down the stairs, he stops the 
  PCs at a dusty cobweb ridden stone door. Once there, 
  read or paraphrase the following to the players. 
   
  Taking you down inside the pyramid, Oblaxan stops 
  in front of an ancient stone door unlike any other you 
  have seen in the city.  This door is not carved or 
  adorned in any way and it is covered in dust and 
  cobwebs.  Oblaxan produces a key and looks to you. 
  “Beyond this door is a wonder from the ancient times, 
  Sepulcher of the Wizard King 
   
  Page 22 
  
  from the magpris.  Since the great quake, it has not 
  functioned, as it should, as a giver of life and of water. 
  Only the magpris could possibly fix it, and so YOU 
  shall.”  With that, he puts the key into the door and 
  swings it wide, revealing a room full o  gears, pulleys, 
  and a great stone pedestal. “We will wait”, Oblaxan 
  says, “until you finish and the water flows again”. 
  f
   
  The PCs have a much time as they need to solve this 
  puzzle and may even come and go as they please until 
  they are finished. The citizens of the undying city wait 
  outside the pyramid for as long as it takes for the PCs to 
  finish their task. Should they give up in this task, they are 
  expelled from the city and not allowed to return. 
   
  Three things must be done to get the device working 
  and pumping water again.  The gears must be cleaned and 
  repaired. The water pipe leading up to the top of the 
  pyramid it clogged and must be opened. Finally, the 
  crystal heart that powers the device must be reassembled 
  and put into place. Each of these tasks is described in 
  detail below. 
   
  Cleaning and repairing the gears is a simple task, 
  requiring two hours of work to clean the gears and 
  another hour repairing them. After this time, the party 
  must succeed at a Disable Device skill check (DC 24) to 
  get the device in working order.  This is an assisted 
  check, with the rest of the party assisting whoever has 
  the highest Disable Device score.  If none in the party 
  have this skill, instead use a Dexterity check and increase 
  the DC by 4. Failure requires another hour of work 
  before another check is allowed. 
   
  Realizing the pipe leading out of this room is 
  clogged may not occur until the water is already flowing, 
  in which case the water will back into the room and 
  begin filling it (although removing the gemstone stops 
  the flow). While searching the room, a successful Spot 
  skill check (DC 30) will notice this blockage. Once the 
  water is flowing, this DC drops to 10. Clearing the block 
  can be done in a variety of ways, but the simplest is to get 
  a pole at least ten feet long and push the blockage out 
  which requires a Strength check (DC 15). The blockage is 
  a stone, allowing magics that affect stone to work 
  efficiently but it does weigh more than 5 pounds 
  (eliminating the possibility of a simple mage hand). 
  Other ways of clearing the pipe is up to DMs discretion. 
   
  The crystal heart (a star shaped gemstone) that 
  powers the water pump broke during the great 
  earthquake that struck the dungeon two hundred years 
  ago. At that time, the crystal heart shattered into a 
  number of pieces that are scattered about the room. The 
  pedestal in the center of the room is where the complete 
  gemstone needs to be placed to reactivate the pump.  On 
  top of this pedestal is a depression in the shape of the 
  completed gemstone. 
   
  During the PCs initial examination of the chamber, a 
  successful Search skill check (DC 10) will locate one of 
  the missing pieces. This is a jigsaw puzzle of sorts. For 
  each piece found, give the PCs one piece of Player 
  Handout #1, which should be cut out into its individual 
  pieces before the event begins. Additional pieces can be 
  found with successful Search skill checks (DC 10) until 
  all the pieces are found (except for one as noted below). 
  PCs that examine the top of the pedestal should be given 
  Players Handout #2, which depicts the top of the 
  pedestal.  Note that handout #2 is of sufficient size for the 
  PCs to arrange the pieces on. As mentioned above, one of 
  the pieces is missing. When Malcrux left the city of the 
  undying he stole one of these pieces and has had it ever 
  since. The PCs may have already recovered this piece (in 
  which case, they should be given the final missing piece 
  of the puzzle).  If they have not found it, they will have to 
  ask around. Oblaxan has no idea the piece was even 
  missing, but he suspects the Malcrux may have taken it 
  and will mention as much to the PCs if asked. To help 
  with recognizing the puzzle in its completed state, refer 
  to DMs Aid #1. 
   
  Once the crystal heart is completed and placed 
  within the pedestal, the pieces fuse back together and the 
  pump will function again (so long as the gears have been 
  cleaned and repaired).  If the pipe has not been cleared by 
  this time, the room will begin to fill with water at a slow 
  rate due to the blocked pipe.  If all the steps have been 
  followed, the water begins flowing up to the top of the 
  pyramid and flows down the sides of the stairs.  Read or 
  paraphrase the following to the players when this has 
  been accomplished. 
   
  Placing the gemstone on top of the pedestal, the gears 
  and pistons begin to hum and move. Soon the sound 
  of water can be heard rushing through pipes and 
  cheers can be heard from outside. Oblaxan opens the 
  door to the chamber moments later and escorts you 
  back outside where the people of the undying city are 
  bowing to you.  Oblaxan looks to you and speaks. 
  “Truly, you are the magpris returned to us.  If you 
  wish it my liege, I shall open the great stone doors 
  and allow you to proceed with your most important 
  task.” 
   
  From this point onward the PCs are treated as royalty by 
  all of the inhabitants of the city and may continue on 
  their journey whenever they please.  Before they leave, 
  the undying ones present them with a number of gifts as 
  noted in the treasure section down below. 
   
  Treasure: If all goes well and the PCs succeed at the test, 
  they are given a few of treasures to help them with their 
  journey as noted below based upon their APL.  Also as 
  Sepulcher of the Wizard King 
   
  Page 23 
  
  noted above, PCs are able to purchase a few weapons 
  made of adamantine (dagger, longsword, and heavy 
  mace) as noted on the AR. All of these weapons are of 
  course masterwork. 
   
  APL 6 – M: figurine of wondrous power (silver 
  raven) (317gp each), wand of magic missile (1st level 
  caster) (63gp each). 
   
  APL 8 – M: figurine of wondrous power (silver 
  raven) (317gp each), wand of magic missile (5th level 
  caster) (312gp each). 
   
  APL 10 – M: figurine of wondrous power (serpentine 
  owl) (758gp each), wand of magic missile (5th level 
  caster) (312gp each). 
   
  APL 12 – M: figurine of wondrous power (bronze 
  griffon) (833gp each), wand of magic missile (9th
   level 
  caster) (652gp each). 
   
  Area 14 – The Stairs 
  Beyond the great stone doors in the city of the undying 
  ones is a set of stairs, this one only modestly carved and 
  thick with cobwebs and dust that heads up to Area 15 of 
  Encounter 5. 
   
  Encounter 5 
  The Inner Halls 
  The motive of the inner halls is similar to that of the 
  outer halls with a few exceptions.  The hand motif of the 
  walls is ever present, but the floors are different. The 
  floors of each room are made up of a pattern of hexagons, 
  each with the slight imprint of a right hand in the center. 
  These rooms are dimly lit with a flickering green, blue or 
  red light. There are a number of features common 
  throughout the inner halls and the remainder of the 
  dungeon.  These features are summarized below. 
   
  � Dimensional magic does not function within the 
  dungeon.  To this end, the magics do not work 
  within the dungeon: astral projection, blink, 
  d mension door, drawmij’s instant summons, 
  ethereal jaunt, etherealness, gate, leomund’s secret 
  chest, planar ally, plane shift, refuge, rope trick, 
  summon monster, summon natures ally, teleport, 
  word of recall. This list is not meant to be all-
  inclusive, as certainly lesser and greater versions of 
  the spells listed do not function as well.  In the end, 
  all spells that cross-planar boundaries or involve 
  teleportation do not function.  The DM has final 
  adjudication over what spells are affected. 
  i
  f
  � The above mentioned prohibition affects items as 
  well, including bags of holding, bags of tricks, helm 
  of teleportation, horn of Valhalla, portable hole, 
  quiver of Ehlonna, ring gates, or any other item that 
  produces one of the effects above (such as scrolls, 
  potions or wands).  No such items work while inside 
  the dungeon and any items within extra dimensional 
  spaces cannot be accessed. 
  � Due to the protections above, this area of the 
  dungeon radiates moderate abjuration magic if 
  detected.  This may mask any lesser adjuration 
  magics present in the area. In addition to this 
  radiation, the entire dungeons detects as moderate 
  evil if detected for due to the very close proximity to 
  the hands. 
  � All of the rooms are without any light unless 
  otherwise noted. 
  � The walls and doors of the dungeon have the 
  following statistics unless otherwise noted: 
   
  � Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  The staircase from Area 14 leads to the small chamber 
  that is Area 15 of the inner halls. 
   
  Refer to Map #3 for a layout of this part of the 
  dungeon. 
   
  Area 15 – Evil Ooze 
  The stairs leading into this chamber connect to Area 14 
  below in the city of the undying ones. Upon entering 
  this chamber, read or paraphrase the following to the 
  players. 
   
  The stairs beyond the great stone doors rise some 
  thirty feet before depositing into a ruined chamber. 
  Four exits exist within this room however all but one 
  appears to be completely choked with debris and 
  fallen stone. The rest of the chamber appears to be 
  bare, aside from a large pool of black undulating 
  liquid reeking o  sulfur. 
   
  Creatures: The pool in the center of the chamber is not 
  ordinary liquid by any means. A number of oozes reside 
  in this small hallow and wait until the PCs are within 
  striking distance before they slither out to attack. These 
  vile creatures literally seeped from the hands and formed 
  a pool at their base. Now they serve the hands are 
  guardians to their domain. The oozes fight until slain. 
   
  APL 6 (EL 6) 
  � Fiendish Gray Oozes (2): hp 26 each, see Appendix B. 
   
  Sepulcher of the Wizard King 
   
  Page 24 
  
  APL 8 (EL 8) 
  � Fiendish Ochre Jellies (2): hp 60 each, see Appendix 
  B. 
   
  APL 10 (EL 10) 
  � Fiendish Ochre Jellies (4): hp 60 each, see Appendix 
  B. 
   
  APL 12 (EL 12) 
  � Fiendish Black Puddings (3): hp 115 each, see 
  Appendix B. 
   
  After defeating the oozes, the PCs can investigate the 
  door leading on toward Area 16. The door is not locked. 
  All of the other passageways leading out of this chamber 
  are completely cluttered with debris and are impassable. 
   
  Area 16 – Elemental Wards 
  This room is one of the final gateways before the PCs 
  reach the final chamber containing the hands of Yagrax. 
  When the PCs enter, read or paraphrase the following to 
  them. 
   
  Beyond the door is a large square chamber with only 
  one other apparent exit. In the center of each wall is a 
  depression of a handprint, above which is a column of 
  four crystals protruding from the wall. Four columns 
  support the ceiling of this chamber, made of a strange 
  black marble. Between each pair o  columns is a wall 
  of energy, each a different color, red, white, blue and 
  brown.  The walls form a box around a pedestal that in 
  turn is surrounded by another field of energy; this 
  one fed by sparks of magic from the outer walls. On 
  the top of the pedestal is a miniature replica of the 
  door leading out of this chamber. 
   
  f
   
  This chamber contains an elaborate trap meant to keep 
  out intruders while allowing entry to those with the wit 
  to understand it. First and foremost, the door out of this 
  chamber will not open unless the small replica on top of 
  the pedestal is opened. Due to its weight and 
  construction, this door can only be opened by hand 
  (spells such as mage hand, telekinesis, etc do not work). 
  This cannot be accomplished until the wall of force 
  surrounding the pedestal is brought down. 
   
  The four columns in this chamber are ten feet apart, 
  forming a box as noted on Map #3.  Between them are 
  fields of energy corresponding to a given element. 
  Starting with the northern wall and going clockwise 
  around the room, the walls are red/fire, white/air, 
  blue/water, and brown/earth. Those who approach to 
  within five feet of a wall can feel its affect.  The red wall 
  gives off heat while the blue feels cold. The white wall 
  smells of ozone and the brown gives off an acrid scent. 
   
  To get to the miniature door, each one of these walls 
  must be brought down in a specified order. This is 
  accomplished by pressing a hand into the imprints on the 
  outer walls. When done, one of the crystals above the 
  handprints fires a beam of energy at the nearest wall. 
  Which beam is fired depends on the order in which they 
  are pressed. Above each handprint is an array of four 
  crystals, all in a row. These crystals are all of varying 
  colors and correspond to the same colors as the walls. 
  Listed below is each set of crystals, as well as what beam it 
  fires at the nearest wall depending upon the order it is 
  pressed in. 
   
  North Wall (Fires at the red/fire wall) 
  First: red; Second: blue; Third: red; Fourth: white 
   
  East Wall (Fires at the white/air wall) 
  First: brown; Second: white; Third: white; Fourth: blue 
   
  South Wall (Fires at the blue/water wall) 
  First: blue; Second: brown; Third: red; Fourth: blue 
   
  West Wall (Fires at the brown/earth wall) 
  First: red; Second: brown; Third: brown; Fourth: white 
   
  These crystals are arranged on the wall in the same order 
  presented above (the north wall has a red crystal above a 
  blue crystal, above another red crystal, with a white 
  crystal at the bottom). 
   
  Trap: The key to this trap is firing the crystal of an 
  opposite color at the nearest wall (blue at red, white at 
  brown, red at blue, and brown at white).  Firing any other 
  crystal at the wall forces the wall to fire a beam back at 
  the PC. If the correct color is fired, the wall dissipates and 
  the interior barrier (the wall of force surrounding the 
  stone pedestal) fades a bit.  Once all of the outer walls are 
  brought down the wall of force surrounding the pedestal 
  disappears, allowing the PCs to freely open up the little 
  replica door and leave this chamber. As noted above, the 
  only way to do this is to fire the crystals in a specific 
  order. For example, if the east wall is pressed first, it fires 
  forth a brown (0r earth) beam which dissipates the white 
  (or air) wall. If then the south wall is pressed, it fires a 
  brown (or earth) beam at the blue (or water) wall that 
  triggers the trap.  The correct order to fire the beams is as 
  follows: 
   
  East wall (brown beam), North wall (blue beam), South 
  wall (red beam), and finally the West wall (white beam). 
   
  Any other order causes the trap to go off, all the walls 
  return and the sequence must be started all over again. If 
  Sepulcher of the Wizard King 
   
  Page 25 
  
  set off, the nearest wall fires a beam at the PC, whose 
  color and damage type depends upon the wall.  The red 
  wall fires a beam of fire. The white wall fires a beam of 
  electricity. The blue wall fires forth a beam of cold and 
  the brown wall fires a beam of acid. If a PC attempts to 
  cross through a wall, he suffers the same affects of being 
  hit by one of the beams but without a save. The damage 
  caused by the beam depends upon the APL of the party as 
  noted below. 
   
  APL 6 (EL 4) 
  � Energy Beam Trap: CR 4; magical device; special 
  trigger (see above); automatic reset; 4d6 damage (of a type 
  dependent upon the wall); reflex save for half (DC 20); 
  Search (DC 20); Disable Device (DC 35). 
   
  APL 8 (EL 5) 
  � Energy Beam Trap: CR 5; magical device; special 
  trigger (see above); automatic reset; 6d6 damage (of a type 
  dependent upon the wall); reflex save for half (DC 22); 
  Search (DC 20); Disable Device (DC 35). 
   
  APL 10 (EL 6) 
  � Energy Beam Trap: CR 6; magical device; special 
  trigger (see above); automatic reset; 8d6 damage (of a type 
  dependent upon the wall); reflex save for half (DC 24); 
  Search (DC 20); Disable Device (DC 35). 
   
  APL 12 (EL 7) 
  � Energy Beam Trap: CR 7; magical device; special 
  trigger (see above); automatic reset; 10d6 damage (of a 
  type dependent upon the wall); reflex save for half (DC 
  24); Search (DC 20); Disable Device (DC 35). 
   
  Note that the Disable Device skill can be used to disable 
  the energy beam that the walls fire, but it does not bring 
  down the wall itself or the wall of force surrounding the 
  pedestal. All magical effects in this chamber are cast by a 
  20th level caster and are considered permanent effects 
  for the purposes of dispel magic. 
   
  Once all of the walls are brought down, and the 
  miniature door replica opened, the door leading out of 
  this chamber and on to Area 17 opens. A beam from the 
  red wall (with the same effects as noted above) 
  immediately strikes any PCs that attempt to bash down 
  the door leading out of this room.  
   
  Area 17 – The Final Despair 
  This long hallway leads to the final resting place of the 
  hands of Yagrax. Once the PCs open the door leading 
  into this hall, read or paraphrase the following to them. 
   
  A long hallway ends in a large stone door, bearing the 
  image of two hands upon its surface. Along both walls 
  are thousands of identical carvings all in a row.  They 
  all dep ct a robed priest holding up one hand as if to 
  stop your approach. 
  i
   
  Trap: Those who march their way down this chamber 
  begin to feel great despair that only mounts with each 
  step they take. As this feeling grows, it becomes clear to 
  each PC that life is meaningless and nothing they can do 
  can change the course of the great evils of the world. This 
  is of course a magical effect created by some of the 
  carvings on the walls to discourage intruders from going 
  any further. By the time any PC reaches the end of this 
  corridor, they are fully under the effect of an emotion 
  spell with the despair effect (-2 morale penalty to attacks, 
  saves, skill checks, ability checks, and weapon damage 
  rolls). PCs are allowed a will save versus this effect as 
  noted below. 
   
  APL 6 (EL 6) 
  � Despair Corridor: CR 6; magical device; location 
  trigger; automatic reset; emotion (despair); will save 
  negates (DC 20); Search (DC 30); Disable Device (DC 20). 
   
  APL 8 (EL 7) 
  � Despair Corridor: CR 7; magical device; location 
  trigger; automatic reset; emotion (despair); will save 
  negates (DC 23); Search (DC 30); Disable Device (DC 25). 
   
  APL 10 (EL 8) 
  � Despair Corridor: CR 8; magical device; location 
  trigger; automatic reset; emotion (despair); will save 
  negates (DC 26); Search (DC 30); Disable Device (DC 25). 
   
  APL 12 (EL 9) 
  � Despair Corridor: CR 9; magical device; location 
  trigger; automatic reset; emotion (despair); will save 
  negates (DC 29); Search (DC 35); Disable Device (DC 25). 
   
  If the trap is not disabled, the emotion effect will last 
  until the PCs leave the dungeon entirely. 
   
  Clever PCs may attempt to use detect magic to 
  determine the source of the effect. Unfortunately, the 
  mage priests thought of this possibility and enchanted 
  each carving with nystul’s magical aura. This gives each 
  individual carving a magical aura (of varying schools and 
  power). If the PCs can identify the school or name the 
  spell that is causing this effect, then a detect magic will 
  help them weed out those that are obviously false and 
  give the searcher a +5 circumstance bonus to his check to 
  locate the trap. 
  Sepulcher of the Wizard King 
   
  Page 26 
  
   
  The door at the end of the hall was once locked, but 
  the lock has since been smashed and broken (from the 
  two undying ones that now serve the hands). As such, the 
  door leading into Area 18 is open. 
   
  Area 18 – The Hands of Yagrax 
  This final chamber contains the hands of Yagrax, ancient 
  mage priest of unimaginable power. When the PCs enter 
  this chamber, read or paraphrase the following to them. 
   
  The stone door swings open slowly and without 
  sound. Beyond the door is a vast chamber shaped like 
  a huge hand. Four long corridors lie opposite the 
  entry with a fifth and shallower corridor off to the 
  right. At the end of each corridor is a large black altar 
  on which rests a large iron chest bound with many 
  locks. Standing in the center of the room are two 
  undying ones with burning black eyes. One carries a 
  sword in his right hand while the other carries a staff 
  in his left. Both hands that carry the weapons seem to 
  burn with a black fire even though the metal remains 
  underneath. They howl with a primal rage and 
  advance upon you. 
   
  Creatures: Shortly after the earthquake, the influence of 
  the hands spread to the undying ones very quickly. 
  While most resisted, these two did not and came here to 
  join with the hands.  They have since been looking for a 
  way to free the hands, but none that would allow them to 
  get past the other undying ones has presented itself. 
   
  In addition to their already formidable array of 
  abilities, these two undying ones have additional powers 
  as well, granted to them by the hands (this is why one of 
  their hands burns with a black fire).  While this effect 
  lasts (see below), both of these undying ones are under 
  the effect of a stoneskin and endure elements versus all 
  energy types (this is a resist elements at APLs 10-12). 
  Both these spells should be treated as if they were cast by 
  a 20th level caster for the purposes of dispel magic and 
  the total amount of damage the stoneskin can absorb. 
   
  However, there are two ways to nullify these powers. 
  Whoever holds Malthindor, Oblivion’s Blade is immune 
  to these effects (spells and attacks from this individual 
  affect them normally). The other way is to find the Hands 
  of Yagrax in one of the five cold iron chests. If found and 
  released from their chest, the undying ones immediately 
  lose the aforementioned powers. This is no easy task 
  however, all of the chests are completely identical and all 
  are locked with three complex locks that require an Open 
  Lock skill check (DC 25) to open. The hands are located 
  in the chest that is at the end of the pointer finger. All of 
  the other chests contain nothing at all. For the stats of the 
  chests, see below. 
   
  If the PCs make a good deal of noise in the hall (Area 
  17) or otherwise alert the undying ones to their presence, 
  The Left can cast a number of spells.  If given the time an 
  appropriate selection might be: shield, invisibility, 
  followed by an enlarge upon The Right. During combat, 
  The Left hangs back to assault the party while The Right 
  dives into melee immediately.  The Left uses his 
  elemental damage spells on The Right liberally, knowing 
  that his endure or resist elements are in place (this is 
  especially true of ice storm whose cold damage and 
  impact damage can be absorbed). 
   
  APL 6 (EL 8) 
  � The Left: hp 30; see Appendix B. 
  � The Right: hp 21; see Appendix B. 
   
  APL 8 (EL 10) 
  � The Left: hp 42; see Appendix B. 
  � The Right: hp 32; see Appendix B. 
   
  APL 10 (EL 12) 
  � The Left: hp 54; see Appendix B. 
  � The Right: hp 44; see Appendix B. 
   
  APL 12 (EL 14) 
  � The Left: hp 64; see Appendix B. 
  � The Right: hp 55; see Appendix B. 
   
  The Hands of Yagrax: Either during or directly 
  following the combat, the PCs will discover The Hands of 
  Yagrax in one of the cold iron chests. Upon opening the 
  chest containing the hands, read or paraphrase the 
  following to the PCs. 
   
  Opening the lid of the cold iron chest reveals a black 
  velvet interior on which is sitting a pair of withered 
  black hands severed at the wrist. Immediately, they 
  begin to twitch and leap from the chest to crawl about 
  your neck and shoulders with a cold lifeless touch. 
   
  The PC that opened the chest is now cursed with The 
  Hands of Yagrax as noted on the adventure record. 
  However, if the PC who opened the chest is bearing 
  Malthindor, Oblivion’s Blade, the hands instead choose 
  the nearest PC and begin crawling towards them at 
  twenty feet per round.  Upon reaching that PC, that PC is 
  now cursed. 
   
  While cursed with The Hands the PC does not heal 
  naturally, suffers a –2 to all attack rolls and skill checks 
  due to the hands interference and must succeed at a 
  Concentration check (DC  15 + the spell level) before 
  casting any spell. The PC also suffers a –4 circumstance 
  penalty to Diplomacy, Bluff, and Perform skill checks 
  Sepulcher of the Wizard King 
   
  Page 27 
  
  due to the appalling nature of The Hands. This effect 
  does grant a +4 circumstance bonus to Intimidate skill 
  checks.  All skill check modifiers are subject to the DMs 
  discretion (and may be greater or lesser depending upon 
  the circumstances). Finally, a PC cursed with The Hands 
  may never pick up or possess Malthindor, Oblivion’s 
  Blade. 
   
  These effects can be subdued by placing The Hands 
  of Yagrax back into their cold iron chest (none of the 
  penalties or bonuses are in effect while the hands are in 
  the chest). However, while inside the chest, the PC 
  constantly dreams of the hands and must rest an extra 
  1d4 hours each night or be fatigued the next day (cannot 
  run or charge and suffers a –2 penalty to Strength and 
  Dexterity). Unfortunately, the PC must bear the chest 
  with them at all times. If the chest ever becomes 
  separated from the PC by more than 100 ft. the hands 
  suddenly appear on the PC, leaving the chest behind. The 
  chest weighs 40 lbs and is the only chest that will hold 
  the hands. 
   
  The curse of The Hands of Yagrax can be removed 
  with a limited wish followed by a remove curse. Both 
  must be cast by a caster of at least 13th level. If this is 
  done, The Hands of Yagrax simply disappear, never to be 
  seen again. 
   
  � Cold Iron Chest: 2 in. thick; Hardness 10; hp 60; 
  Break DC 28; Open Lock DC 25 (3 locks each; Hardness 
  15; hp 30). 
   
   
  Developments: Upon defeating the corrupted 
  undying ones and gaining possession of The Hands of 
  Yagrax, the PCs are free to leave the dungeon as soon as 
  they are able.  Proceed to the Encounter 6 for further 
  details. 
   
  Treasure: Although The Hands of Yagrax, as a 
  cursed item, has no value, there are a number of other 
  items in the possession of the corrupted undying ones 
  that the PCs might find valuable. 
   
  APL 6 – M: +1 Bracers of Armor (83gp), +1 
  Breastplate (112gp), +1 Longsword (193gp), Ring of 
  Protection +1 (167gp), Scroll of Fireball x2 (5th level) 
  (31gp each), Scroll of Dispel Magic (5th level) (31 gp). 
   
  APL 8 – M: +2 Bracers of Armor (333gp), +1 
  Breastplate of Light Fortification (362gp), +1 Longsword 
  (193gp), Ring of Protection +1 (167gp), Scroll of Fireball 
  x2 (5th level) (31gp each), Scroll of Dispel Magic (5th 
  level) (31 gp). 
   
  APL 10 – M: +2 Bracers of Armor (333gp), +1 
  Breastplate of Light Fortification (362gp), +1 Longsword 
  (193gp), Ring of Protection +1 (167gp), Scroll of Fireball 
  x2 (5th level) (31gp each), Scroll of Dispel Magic (5th 
  level) (31 gp), Wand of Ice Storm (15 charges, 7th level) 
  (525gp). 
   
  APL 12 – M: +2 Bracers of Armor (333gp), +1 
  Breastplate of Light Fortification (362gp), +2 Defending 
  Longsword (1526gp), Ring of Protection +1 (167gp), 
  Scroll of Fireball x2 (5th level) (31gp each), Scroll of 
  Dispel Magic (5th level) (31 gp), Wand of Ice Storm (15 
  charges, 7th level) (525gp). 
   
  Encounter 6 
  The Return of Motair 
  The PCs have little trouble leaving the dungeon, 
  assuming that they left no enemies alive in their wake. If 
  the PCs did not recover The Hands, skip this encounter 
  and proceed to the Conclusion. 
   
  Upon reaching the surface, they quickly find that 
  they have a visitor. Motair is waiting for them at the 
  entrance. If the PCs forced Motair to step through the 
  teleportation circle and he fell unconscious on the other 
  side, he suddenly regains consciousness when the PCs 
  exit. In either case, Read or paraphrase the following to 
  the PCs when they exit the dungeon. 
   
  Although the fog is still heavy, sunligh  can still be 
  seen just outside the door of the dungeon. The air 
  smells clean and fresh, not at all like the dead air of 
  this forgotten tomb. 
  t
   
  Just outside the door, there is a dark shape in the 
  fog. It appears to rise and move toward you, revealing 
  a familiar face. Motair, the scholar, appears to be 
  waiting for you. 
   
  Motair is not quite himself at this moment, but is here 
  nonetheless. He approaches the PCs, hoping to have a 
  few words with them and share some valuable 
  information with them. Here is what Motair has to offer. 
   
  � Motair wishes to congratulate them on their success 
  in the dungeon. 
  � Motair tells the PCs that he now knows how to find 
  the weapon to banish the Ethers forever.  To find it, 
  he asks that The Hands of Yagrax be presented and 
  placed on the ground.  The PCs may be hesitant to 
  trust him, but he makes no threatening moves and 
  even offers to leave their presence while they do 
  this. Once the hands are placed on the ground, they 
  begin crawling directly towards the south east, but 
  never getting more than 5 feet from the PC. Once 
  told the direction that the hands were crawling, 
  Motair says “Its as I thought, they are heading 
  towards Tenh.” 
  � Only after this is confirmed does Motair tell the PCs 
  what their goal is.  Motair explains that the Ethers 
  could not be banished by simple magics. It took the 
  Sepulcher of the Wizard King 
   
  Page 28 
  
  mightiest artifacts in the Mage Priests control to 
  send away the creatures. That item has since been 
  forever lost, but the hands that held it will lead them 
  to it.  The hands can lead them to The Codex of the 
  Infinite Planes. Motair will speak nothing more of 
  the Codex during this event (not even describe it or 
  what it does). 
  � Finally, after revealing all this, Motair asks that the 
  PCs allow him to accompany them back to Tenh. If 
  they accept, proceed to the Conclusion. If they 
  refuse, Motair pleads with them, telling them that it 
  is his destiny to go with them. If they still refuse, 
  Motair simply vanishes. In either case, proceed to 
  the Conclusion. 
   
  By the end of this discussion, it should be obvious to the 
  PCs that something is different about Motair. When 
  portraying him at this late stage of the event, he should 
  have different mannerisms than those used before. In 
  addition to this, he makes no reference to his master Alix, 
  nor does he answer any questions not directly related to 
  the above points. The PCs may attempt to use detect 
  magic, evil or other such effects to determine what is 
  afoot here, but all such attempts reveal nothing. The 
  truth behind Motair is not covered in this event. 
   
  This encounter should be a short one.  Motair is very 
  to the point and will not allow the PCs to stray from what 
  he needs to discuss. In the end, the PCs should be left 
  with questions unanswered. 
   
  Conclusion 
  There are three possible endings to this event.  The PCs 
  failed in their task and did not recover The Hands, the 
  PCs recovered The Hands but refused Motair’s offer of 
  companionship, or they recovered The Hands and 
  accepted Motair’s offer.  Depending upon the outcome 
  read or paraphrase the following to the PCs upon the 
  conclusion of the event. 
   
  The PCs Failed to recover The Hands 
  Stumbl ng out of the dungeon, you can’t help but 
  wonder what went wrong. Your goal left unfinished, 
  perhaps one day, other adventurers might pick up 
  where you left off. Hopefully that day will be soon for 
  the Ethers infesting Tenh grow in numbers by the 
  day and who knows where they will strike next. 
  i
  l
  l
   
  The PCs recovered The Hands, refused Motair 
  Standing at the bottom of the crevasse with the 
  cursed Hands of Yagrax, the words of Motair ring 
  hol ow to you. He had a ook of deep sadness in his 
  eyes as he faded from view, however his advice seems 
  to be true.  The Hands do crawl towards the south and 
  east, back towards Tenh. All too soon, your path may 
  lead back to that dead land. Hopefully, The Hands are 
  the answer. 
   
  The PCs recovered The Hands, accept Motair 
  Standing at the bottom of the crevasse with the 
  cursed Hands of Yagrax, Motair manages a grim and 
  determined smile. His advice seems to be true.  The 
  Hands do crawl towards the south and east, back 
  towards Tenh. Motair has assured you that the Hands 
  are the answer, that the Hands will find the way. It 
  appears that way leads back to Tenh, a road fraught 
  with danger and, hopefully, a road to salvation. 
   
  This plot arc concludes with Endgame, part 5 of the 
  Ether Threat plot arc. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Tw0 
  Solving the Door Puzzle/Trap 
   
  APL6 120xp; APL8 150xp; APL10 180xp; APL12 210xp. 
   
  Encounter Three –Area 1 
  Defeating the Animated Objects 
   
  APL6 120xp; APL8 180xp; APL10 240xp; APL12 300xp. 
   
  Encounter Three – Area 4 
  Dealing with the Ash Bones Trap 
   
  APL6 60xp; APL8 90xp; APL10 120xp; APL12 150xp. 
   
  Encounter Three – Area 6 
  Defeating the Golems and Animated Objects  
  APL6 240xp; APL8 300xp; APL10 360xp; APL12 420xp. 
   
  Encounter Four – Area 10 
  Defeating, negotiating with, or subduing Malcrux 
  APL6-12 180xp. 
   
  Encounter Five – Area 15 
  Defeating the Fiendish Oozes 
   
  APL6 180xp; APL8 240xp; APL10 300xp; APL12 360xp. 
   
  Encounter Five – Area 16 
  Defeating the Elemental Ward Trap  
  APL6 120xp; APL8 150xp; APL10 180xp; APL12 210xp. 
   
  Sepulcher of the Wizard King 
   
  Page 29 
  
  Encounter Five – Area 17 
  Disarming or accepting the Emotion Trap 
  APL6 180xp; APL8 210xp; APL10 240xp; APL12 270xp. 
   
  Encounter Five – Area 18 
  Defeating the corrupted Undying Ones 
  APL6 240xp; APL8 300xp; APL10 360xp; APL12 420xp. 
   
  Story Award 
  Entering the Undying City Peacefully 
  APL6 40xp; APL8 50xp; APL10 60xp; APL12 70xp. 
   
  Passing the Test in the Undying City 
  APL6 80xp; APL8 100xp; APL10 120xp; APL12 140xp. 
   
  Retrieving the Hands of Yagrax 
  APL6 120xp; APL8 150xp; APL10 180xp; APL12 210xp. 
   
  Discretionary roleplaying award 
  APL6 120xp; APL8 150xp; APL10 180xp; APL12 210xp. 
    
  Total possible experience:  
   
  APL6 1,800xp;  
  APL8 2,250xp;  
  APL10 2,700xp; 
  APL12 3,150xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter 3 - Area 4 
   
  APL 6-8: M: Cloak of Resistance +1 (83gp per PC) 
   
  APL 10-12: M: Cloak of Resistance +2 (333gp per PC) 
   
  Encounter 3 - Area 5 
   
  All APLs: Continual Flame Torches (4) (16gp per PC) 
   
  Encounter 3 - Area 6 
   
  APL 6: C: 50gp; M: +1 longsword (193 gp each)  
   
  APL 8: C: 100gp; M: +1 longsword (193 gp each) 
   
  APL 10: C: 100gp; M: +1 longsword of shock (693 gp 
  each) 
   
  APL 12: C: 200gp; M: +1 longsword of shock (693 gp 
  each) 
   
  Encounter 4 - Area 10 
   
  All APLs: M: piece of the crystal heart (50 gp each), 
  keystone of kilypsis (42gp each), wand of charm person 
  (25 gp each), wand of silent image (38 gp each). 
   
  Encounter 4 - Area 13 
   
  APL 6 – M: figurine of wondrous power (silver 
  raven) (317gp each), wand of magic missile (1st level 
  caster) (63gp each). 
   
  APL 8 – M: figurine of wondrous power (silver 
  raven) (317gp each), wand of magic missile (5th level 
  caster) (312gp each). 
   
  APL 10 – M: figurine of wondrous power (serpentine 
  owl) (758gp each), wand of magic missile (5th level 
  caster) (312gp each). 
  Sepulcher of the Wizard King 
   
  Page 30 
  
   
  APL 12 – M: figurine of wondrous power (bronze 
  griffon) (833gp each), wand of magic missile (9th
   level 
  caster) (652gp each). 
   
  Encounter 5 - Area 18 
   
  APL 6 – M: +1 Bracers of Armor (83gp), +1 
  Breastplate (112gp), +1 Longsword (193gp), Ring of 
  Protection +1 (167gp), Scroll of Fireball x2 (5th level) 
  (31gp each), Scroll of Dispel Magic (5th level) (31 gp). 
   
  APL 8 – M: +2 Bracers of Armor (333gp), +1 
  Breastplate of Light Fortification (362gp), +1 Longsword 
  (193gp), Ring of Protection +1 (167gp), Scroll of Fireball 
  x2 (5th level) (31gp each), Scroll of Dispel Magic (5th 
  level) (31 gp). 
   
  APL 10 – M: +2 Bracers of Armor (333gp), +1 
  Breastplate of Light Fortification (362gp), +1 Longsword 
  (193gp), Ring of Protection +1 (167gp), Scroll of Fireball 
  x2 (5th level) (31gp each), Scroll of Dispel Magic (5th 
  level) (31 gp), Wand of Ice Storm (15 charges, 7th level) 
  (525gp). 
   
  APL 12 – M: +2 Bracers of Armor (333gp), +1 
  Breastplate of Light Fortification (362gp), +2 Defending 
  Longsword (1526gp), Ring of Protection +1 (167gp), 
  Scroll of Fireball x2 (5th level) (31gp each), Scroll of 
  Dispel Magic (5th level) (31 gp), Wand of Ice Storm (15 
  charges, 7th level) (525gp). 
   
  Total Possible Treasure 
  APL 6: L: 0 gp; C: 50 gp; M: 1,475 gp  - Total: 1,525 gp 
  APL 8: L: 0 gp; C: 100 gp; M: 2,224 gp  - Total: 2,324 gp 
  APL 10: L: 0 gp; C: 100 gp; M: 3,940 gp  - Total: 4,040 gp 
  APL 12: L: 0 gp; C: 200 gp; M: 5,685 gp  - Total: 5,885 gp 
   
  Items for the Adventure Record 
  APL 6 
  Adamantine Dagger (Adventure, DMG) 
  Adamantine Heavy Mace (Adventure, DMG) 
  Adamantine Longsword (Adventure, DMG) 
  Continual flame torch (Adventure, DMG) 
  Figurine of Wondrous Power (silver raven) (Adventure, 
  DMG) 
  The Hands of Yagrax (Cursed, See Above) 
  Keystone of Kilypsis (Adventure, See Above) 
  Wand of Charm Person (1st level caster) (Adventure, 
  DMG) 
  Wand of Magic Missile (1st level caster) (Adventure, 
  DMG) 
  Wand of Silent Image (1st level caster) (Adventure, 
  DMG) 
   
  APL 8 
  Bracers of Armor +2 (Adventure, DMG) 
  +1 Breastplate of Light Fortification (Adventure, DMG) 
  Wand of Magic Missile (5th level caster) (Adventure, 
  DMG) 
   
  APL 10 
  Cloak of Resistance +2 (Adventure, DMG) 
  Figurine 
  of 
  Wondrous 
  Power 
  (serpentine 
  owl) 
  (Adventure, DMG) 
  +1 Longsword of Shock (Adventure, DMG) 
  Wand of Ice Storm (Adventure, 7th level caster, DMG) 
   
  APL 12 
  Figurine 
  of 
  Wondrous 
  Power 
  (bronze 
  griffon) 
  (Adventure, DMG) 
  +2 Longsword of Defending (Adventure, DMG) 
  Wand of Magic Missile (9th level caster) (Adventure, 
  DMG) 
   
  � The Hands of Yagrax 
  This pair of withered black hands are severed at the wrist 
  but possess a limited form of life. While outside their 
  cold iron chest, these hands constantly crawl about the 
  PC with a cold dead touch. The Hands radiate strong 
  necromancy, transmutation, and divination magic. 
   
  While The Hands are outside their cold iron chest 
  the PC does not heal naturally, suffers a –2 to all attack 
  rolls and skill checks due to the hands interference and 
  must succeed at a Concentration check (DC  15 + the 
  spell level) before casting any spell. The PC also suffers a 
  –4 circumstance penalty to Diplomacy, Bluff, and 
  Perform skill checks due to the appalling nature of The 
  Hands. This effect does grant a +4 circumstance bonus to 
  Intimidate skill checks.  All skill check modifiers are 
  subject to the DMs discretion (and may be greater or 
  lesser depending upon the circumstances). Finally, a PC 
  cursed with The Hands may never pick up or possess 
  Malthindor, Oblivion’s Blade. 
   
  These effects can be subdued by placing The Hands 
  of Yagrax back into their cold iron chest (none of the 
  penalties or bonuses are in effect while the hands are in 
  the chest). However, while inside the chest, the PC 
  constantly dreams of the hands and must rest an extra 
  1d4 hours each night or be fatigued the next day (cannot 
  run or charge and suffers a –2 penalty to Strength and 
  Dexterity). Unfortunately, the PC must bear the chest 
  with them at all times. If the chest ever becomes 
  separated from the PC by more than 100 ft. the hands 
  suddenly appear on the PC, leaving the chest behind. The 
  chest weighs 40 lbs and is the only chest that will hold 
  the hands. 
   
  The curse of The Hands of Yagrax can be removed 
  with a limited wish followed by a remove curse. Both 
  must be cast by a caster of at least 13th level. If this is 
  done, The Hands of Yagrax simply disappear, never to be 
  seen again. 
  Sepulcher of the Wizard King 
   
  Page 31 
  
   
  Frequency: Cursed; Market Price: 0gp, this item is 
  added to the PCs MIL free of charge and may not be sold 
  or traded. It can only be removed in the manner noted 
  above; Requirements: Cannot be Crafted. 
   
  � Keystone of Kilypsis 
  This wedge shaped piece of stone is covered in a thick 
  layer of calcified grime and filth. Magic does not appear 
  to clean off this grime, but slow and determined work 
  does. Any PC that purchases this stone must immediately 
  spend 2 TU to clean and reveal the stone’s original form. 
  Once this is done, the stone begins to radiate strong 
  conjuration magic. Ownership of this stone qualifies a PC 
  to play in the special event “Dust of a Dead World”. 
  Instead of spending the required TU, the PC may instead 
  pay a skilled wizard to do it, paying 1,000gp per TU. In 
  either case, the cost paid must be recorded on this AR. 
   
  Frequency: Adventure; Market Price: 500gp and 2 
  TU (or 1,000gp for each TU); Requirements: Cannot be 
  Crafted. 
   
   
  Sepulcher of the Wizard King 
   
  Page 32 
  
  Map #1 – The Outer Halls 
   
   
   
  Sepulcher of the Wizard King 
   
  Page 33 
  
  Map #2 – The City of the Undying 
   
   
  Sepulcher of the Wizard King 
   
  Page 34 
  
  Map #3 – The Inner Halls 
   
   
  Sepulcher of the Wizard King 
   
  Page 35 
  
  Appendix A 
  Malthindor, Oblivion’s Blade 
   
  If none within the party possess Malthindor, one of 
  the PCs is assigned the weapon for the duration of this 
  scenario ONLY. To determine who receives the blade, 
  use the following order of precedence. 
   
  1. 
  The highest level wizard, sorcerer, or cleric of 
  Boccob who played through “Return to the Isles”. 
  If there is a tie, take the highest overall character 
  level.  If there is still a tie, roll off. 
  2. 
  The highest level arcane caster who played 
  through “Return to the Isles”.  If there is a tie, take 
  the highest overall character level.  If there is still 
  a tie, roll off. 
  3. 
  The highest overall level character who played 
  through “Return to the Isles”.   If there is a tie, roll 
  off. 
  4. 
  The highest overall level character.  If there is a 
  tie, roll off. 
   
  After determining who receives Malthindor, give them 
  this handout after reading the introduction.  Note this 
  weapon may only used for the duration of this event 
  and may not be purchased at the end of this event 
  unless the character has access through the AR from 
  “Return to the Isles”.  The blade, if gained in this way, 
  may not be sold or traded under any circumstances. 
     
  � Malth ndor, Oblivion's Blade: Forged in the time 
  of the mage-priests to kill the mad wizard Yagrax, 
  Malthindor is a longsword of dark beauty. The blade of 
  the weapon is thin and long, almost as long as a bastard 
  sword. Upon the surface, arcane sigils, their meanings 
  long since lost to modern men, are carved just so they 
  appear to flow into each other like swirls of water in a 
  rushing stream. When light is near the weapon, the 
  source slightly dims as the blade swallows wisps of the 
  brightest parts, ever hungry for more. The pommel, 
  hilt and guard are made of obsidian, with black leather 
  wrapped around the hilt to form a handgrip. At the 
  very end of the pommel, a smooth green etherstone is 
  set inside a thin ring of gold. 
  i
   
   
   
  The sword feeds off the wielder's magical energies, 
  growing in power as the wielder advances in magical 
  ability. In game terms, the sword's magical abilities 
  function only for an arcane spellcaster; the level of 
  arcane spells the wielder is able to cast determine the 
  number of powers the blade possesses. The only 
  exception to this is that clerics of Boccob are treated 
  exactly like arcane spellcasters for accessing powers; no 
  other divine spellcasters derive any magical benefit 
  from the sword. In the hands of all but arcane 
  spellcasters, the longsword is considered to be a 
  masterwork weapon. It takes one day for a new wielder 
  to attune to Malthindor, and access the powers. This 
  blade radiates faint evil is detected for. 
   
  Able to cast arcane spells: Touch of the Mage-
  Priests - the weapon is a +1 longsword. 
  1st-level arcane spells: Wave of Despair - as a 
  standard action, when the blade is drawn, the wielder 
  may cast bane as a 2nd-level caster once per day. 
   
  3rd-level arcane spells: Thrice-Magicked Form - 
  as a standard action, the wielder can add the ghost 
  touch, keen, or frost quality to the blade. This power 
  lasts a number of rounds equal to the caster's arcane 
  spellcaster level, and is usable once per day. Once 
  chosen, the quality cannot be changed for that day. 
   
  5th-level arcane spells: Hand of the Mage-Priests 
  - the weapon is a +2 longsword. 
   
  7th-level arcane spells: Tapping the Well of 
  Power - as a standard action, when the blade is drawn, 
  the wielder may cast greater magic weapon upon it as a 
  15th-level caster, with one exception: the power lasts a 
  number of rounds equal to the caster's arcane 
  spellcaster level. It is usable once per day. 
   
  9th-level arcane spells: Oblivion Triumphant - 
  whenever this weapon kills a creature, it cannot be 
  brought back from the dead without a true 
  resurrection spell cast upon the body. If the blade cuts 
  up the pieces of the body, the majority of them must be 
  found in order for the true resurrection to be 
  successful. 
   
  Prerequisites: N/A; Market Price: 10,000 gp; 
  Weight: 4 lb. 
   
  * This item is only available for purchase after 
  Core scenarios in the Ether Threat series. 
  Sepulcher of the Wizard King 
   
  Page 36 
  
  Appendix B 
  Statistics 
   
  Encounter 2 
  � Motair Castock: Male Half-Elf Exp3/Brd1; 
  Medium-sized Humanoid; HD 3d6+3 (Expert), 1d6+1 
  (Bard); hp 22; Init +2; Spd 30; AC 12 (touch 12, flat-
  footed 10); Atk +2 melee or +5 ranged (1d4-1, Dagger, 
  Masterwork); SQ: Immunity: Sleep (Ex), Low-light 
  vision (Ex); AL CN; SV Fort +2, Ref +5, Will +7; Str 9, 
  Dex 15, Con 12, Int 13, Wis 14, Cha 18. 
   
  Skills and Feats: Balance +6, Bluff +11, Diplomacy 
  +7, Disguise +11, Escape Artist +3, Innuendo +6, Listen 
  +9, Move Silently +4, Perform +13, Search +2, Sense 
  Motive +5, Spot +5, Tumble +7; Alertness, Skill Focus: 
  Perform. 
   
  Possessions: Dagger, Masterwork, Ink (vial), 
  Inkpen, Scholar's outfit. 
   
  Spells Known (2; base DC = 14 + spell level): 0—
  Dancing 
  Lights, 
  Ghost 
  Sound, 
  Mage 
  Hand, 
  Prestidigitation. 
   
  Roleplaying Notes: Motair’s current persona is 
  aloof and aged, a stuffy scholar through and through. 
  In reality, Motair is a out going and boisterous man, 
  willing to spend all night singing, acting, and drinking 
  to earn his bed. Once very handsome, age has now 
  caught up with him, to the detriment to his trade. 
   
  Encounter 3 
  Area 1 
  APL 10 
  � Enhanced Medium-sized Animated Object: 
  Medium-size Construct; Medium Construct; HD 6d10; 
  hp 33; Init +0; Spd 30; AC 18 (touch 10, flat footed 18); 
  +9 melee (1d8+6, stone longsword, 19-20 crit); SQ: 
  Hardness: 8; AL N; SV Fort +4, Ref +1, Will -4; STR 16, 
  DEX 10, CON --, INT 1, WIS 1, CHA 1. 
   
  Feats: Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Notes: Unlike a normal animated object, these 
  have been enhanced, adding an affinity for the stone 
  longsword that is part of their body as well as a bit of 
  quickness, strength, and sentience.  In addition, the 
  stone itself is shaped like armor plates to better deflect 
  blows.  It is otherwise just like any other animated 
  object. Upon death, they completely crumble to dust. 
   
  APL 12 
  � Enhanced Medium-sized Animated Object: 
  Medium-size Construct; Medium Construct; HD 
  12d10; hp 66; Init +4; Spd 30; AC 22 (touch 10, flat 
  footed 22); +17/+11 melee (1d8+11, stone longsword, 
  17-20 crit); SQ: Hardness: 8; AL N; SV Fort +7, Ref +3, 
  Will -2; STR 22, DEX 10, CON --, INT 1, WIS 1, CHA 1. 
   
  Feats: Improved Critical (longsword), Improved 
  Initiative, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Notes: Unlike a normal animated object, these 
  have been enhanced, adding an affinity for the stone 
  longsword that is part of their body as well as a bit of 
  quickness, strength, and sentience.  In addition, the 
  stone itself is shaped like armor plates to better deflect 
  blows.  It is otherwise just like any other animated 
  object. Upon death, they completely crumble to dust. 
   
  Encounter 3 
  Area 6 
  APLs 6-8 
  � Tiny Animated Object, Dagger: CR 1/2; Tiny 
  Construct; HD 1/2d10; hp 2; Init +2; Spd fly 20 ft. 
  (clumsy); AC 14 (touch 14, flat-footed 12); Atk +1 
  melee (1d4-1, dagger, 19-20 crit); SQ Construct Traits, 
  Hardness 10; AL N; SV Fort +0, Ref +2, Will -5; Str 8, 
  Dex 14, Con -, Int -, Wis 1, Cha 1. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  � Small Animated Object, Longsword: CR 1; Small 
  Construct; HD 1d10; hp 5; Init +1; Spd fly 15 ft. 
  (clumsy); AC 14 (touch 12, flat-footed 13); Atk +1 
  melee (1d8, longsword, 19-20 crit); SQ Construct 
  Traits, Hardness 10; AL N; SV Fort +0, Ref +1, Will -5; 
  Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  APLs 10-12 
  � Small Animated Object, Enchanted Longsword: 
  CR 2; Small Construct; HD 1d10+3; hp 8; Init +1; Spd 
  fly 15 ft. (clumsy); AC 14 (touch 12, flat-footed 13); Atk 
  +6 melee (1d8+6, longsword, 19-20 crit); SA Enchanted; 
  SQ Construct Traits, Hardness 13; AL N; SV Fort +0, 
  Ref +1, Will -5; Str 14, Dex 12, Con -, Int -, Wis 1, Cha 1. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Sepulcher of the Wizard King 
   
  Page 37 
  
   
  Enchanted (Su): This weapon has been treated as 
  though with the spell greater magic weapon. As such, 
  it is treated as +3, and gains 3 hp, +3 to its hardness, and 
  +3 to attack and damage. Normal weapons can still 
  affect it however. If slain, this weapon may still be used 
  so long as it remains in the room. 
   
  � Medium-sized Animated Object, Enchanted 
  Greatsword: CR 3; Medium Construct; HD 2d10+3; hp 
  14; Init +0; Spd fly 15 ft. (clumsy); AC 14 (touch 10, flat-
  footed 14); Atk +7 melee (2d6+7, greatsword, 19-20 
  crit); SA Enchanted; SQ Construct Traits, Hardness 13; 
  AL N; SV Fort +0, Ref +0, Will -5; Str 16, Dex 10, Con -, 
  Int -, Wis 1, Cha 1. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Enchanted (Su): This weapon has been treated as 
  though with the spell greater magic weapon. As such, 
  it is treated as +3, and gains 3 hp, +3 to its hardness, and 
  +3 to attack and damage. Normal weapons can still 
  affect it however. If slain, this weapon may still be used 
  so long as it remains in the room. 
   
  Encounter 4 
  Area 10 
  All APLs 
  � Malcrux, Undying One: Human Wiz4 (Ill) base; 
  CR 6; Medium-sized construct; HD 4d10+3; hp 34; Init 
  +7; Spd 40 ft.; AC 17 (touch 13, flat-footed 14); Atk +5 
  melee (1d8+3, slam); +5 ranged (1d8, light crossbow, 
  19-20 crit); SA Spells, Spell-like abilities; SQ Construct 
  Traits, DR 5/adamantine; AL CN; SV Fort +1, Ref +4, 
  Will +3; Str 16, Dex 16, Con -, Int 21, Wis 8, Cha 7. 
   
  Skills and Feats: Concentration +7, Craft: 
  Stonemasonry +17, Hide +2, Knowledge: Arcana +12, 
  Listen +10, Move Silent +2, Spellcraft +12, Spot +10; 
  Combat Casting, Improved Initiative, Toughness. 
   
  Spell-like abilities (Su): Malrux is capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds *, shatter, 
  shocking grasp (DC = 15 + spell level). * - This spell 
  only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Undying ones do not need to eat, sleep or breathe, but 
  those with spellcasting abilities must still rest for a 
  period to regain their spells if required. 
   
  Spells Prepared (5/6/4; base DC = 15 + spell level): 
  0—daze, ghost sound (2), mage hand, mending; 1st—
  change self, magic missile (2), shield, silent image, 
  spider climb; 2nd—darkvision, flaming sphere, 
  invisibility, mirror image. 
   
  Equipment: wand of charm person (1st level 
  caster, 20 charges), wand of silent image (1st level 
  caster, 30 charges). 
   
  Role-playing notes: Malcrux looks like a six foot 
  tall humanoid made entirely of silver, with iron gears, 
  pistons, and coils.  His eyes are two purple orbs of 
  flame, the only feature on his head aside from ears and 
  a small opening that serves as a mouth. Malcrux is 
  completely insane, believing himself to be a “magrpis” 
  of old, trapped in a worthless body, incapable of 
  greatness.  He hopes to build a flesh body (out of stone) 
  so that he can inhabit it and return to greatness again. 
  This is all he talks about for the most part, only 
  occasionally mentioning the other fools that do not 
  believe him. For more information on the mindset and 
  mannerisms of the Undying Ones, see Encounter 4 – 
  Area 13. 
   
  Encounter 4 
  Area 11 
  All APLs 
  � Guardian Undying One: Human Ftr5 base; CR 7; 
  Medium-sized construct; HD 5d10; hp 32; Init +1; Spd 
  30 ft.; AC 21 (touch 11, flat-footed 20); Atk +12 melee 
  (2d6+11, greatsword, 19-20 crit); +11 melee (1d8+6, 
  slam); +6 ranged (1d6+6, javelin); SA Spell-like abilities; 
  SQ Construct Traits, DR 5/adamantine; AL N; SV Fort 
  +4, Ref +5, Will +2; Str 22, Dex 12, Con -, Int 12, Wis 
  12, Cha 8. 
   
  Skills and Feats: Craft: Climb +8, Jump +8, Listen 
  +13, Spot +13; Cleave, Great Cleave, Power Attack, 
  Sunder, 
  Weapon 
  Focus: 
  Greatsword, 
  Weapon 
  Specialization: Greatsword. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds *, lightning bolt, 
  shatter, shocking grasp (DC = 11 + spell level). * - This 
  spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Equipment: banded mail, greatsword. 
   
  Role-playing notes: Stoic and cold, the guardians 
  of the City of the Undying Ones, are the keepers of a 
  solemn duty.  They guard the city’s entrances and most 
  Sepulcher of the Wizard King 
   
  Page 38 
  
  sacred sites. Unflinching in their duty, these Undying 
  Ones perform their task tirelessly for all eternity. 
  Guardians can speak all languages due to a permanent 
  tongues that they are imbued with. 
   
  Encounter 4 
  Area 13 
  All APLs 
  � Oblaxan, Undying Leader: Human Clr3/Wiz12 
  (Abj) base; CR 17; Medium-sized construct; HD 15d10; 
  hp 92; Init +3; Spd 40 ft.; AC 18/22 with mage armor 
  (touch 14, flat-footed 15/19); Atk +10/+5 melee (1d8+2, 
  slam); +11/+6 ranged (1d4+2, dagger); SA Spells, Spell-
  like abilities; SQ Construct Traits, DR 5/adamantine; 
  AL N; SV Fort +8, Ref +9, Will +16; Str 14, Dex 16, Con 
  -, Int 22, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +18, Craft: 
  stonemasonry +32, Craft: metalwork +32, Knowledge: 
  Arcana +24, Knowledge: History +15, Knowledge: 
  Planes +24, Knowledge: Religion +15, Listen +21, 
  Spellcraft +24, Spot +21; Combat Casting, Craft 
  Wondrous Item, Craft Wand, Empower Spell, Quicken 
  Spell, Scribe Scroll, Silent Spell, Spell Focus: 
  Abjuration, Evocation, Still Spell. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: chain lightning, cure 
  light wounds*, cure serious wounds*, heal*, lightning 
  bolt, major creation, shatter, shocking grasp (DC = 16 + 
  spell level). * - This spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 14 + 
  spell level): 0—guidance (2), light, read magic;  1st—
  bless, protection from evil, shield of faith, undetectable 
  aura*; 2nd—augury, detect thoughts*, shield other. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. The character casts 
  divinations at +1 caster level); Magic (Use scrolls, 
  wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half the 
  character’s cleric level (at least 1st level)). 
  Wizard Spells Prepared (5/7/7/6/5/5/4; base DC = 
  16 + spell level): 0—flare², mage hand, read magic, 
  resistance* (2);  1st—expeditious retreat, mage armor, 
  magic missile² (2), obscuring mist, protection from 
  chaos*, 
  shield*; 
  2nd—continual 
  flame², 
  detect 
  thoughts, glitterdust, levitate, protection from arrows*, 
  resist elements*, web; 3rd—dispel magic*, fireball² (2), 
  protection from elements*, slow, tongues; 4th—
  emotion, evard’s black tentacles, minor globe of 
  invlunerability*, stoneskin*, wall of ice²; 5th—
  empowered fireball², hold monster, quickened shield*, 
  telekinesis, wall of stone; 6th—disintegrate, mass 
  suggestion, repulsion*, empowered wall of fire². 
   
  Equipment: dagger (2), ring of protection +1, cloak 
  of resistance +1. 
   
  Role-playing notes: The city of the undying ones is 
  a meritocracy (the most skilled rule) and in that 
  capacity, Oblaxan is more skilled and powerful than all 
  the others. Oblaxan has ruled the city since its 
  founding shortly after the earthquake when all of the 
  old masters were lost.  Since, he has bolstered his 
  community and led its reconstruction. It was Oblaxan 
  that developed the ritual to keep the influence of the 
  hands at bay. 
   
  When dealing with Oblaxan, the PCs should feel a 
  sense of power and rulership. Oblaxan is confident in 
  all matters and a capable judge of character. Wise and 
  compromising, he is more than willing to allow the 
  PCs to attempt the test and prove their heritage. Until 
  that time, he will treat them as lesser (although not 
  overly so) but that attitude quickly changes to 
  reverence should they pass the test. 
   
  Oblaxan stands six feet tall and is made of solid 
  silver.  As a sign of his position, his eyes glow blue (the 
  only blue to be found in the entire city). He is slow and 
  methodical with his speech and deliberate with his 
  action. Oblaxan speaks the truth, bluntly and fairly, 
  working only with fact and his intuition. Oblaxan can 
  speak all languages due to a permanent tongues spell. 
   
  � Clergy Undying One: Human Clr8 base; CR 10; 
  Medium-sized construct; HD 8d10; hp 50; Init +1; Spd 
  30 ft.; AC 20 (touch 11, flat-footed 19); Atk +10/+5 
  melee (1d8+6, heavy mace); +7/+2 ranged (1d4+2, 
  dagger); SA Spells, Spell-like abilities; SQ Construct 
  Traits, DR 5/adamantine; AL N; SV Fort +6, Ref +3, 
  Will +11; Str 18, Dex 12, Con -, Int 12, Wis 20, Cha 12. 
   
  Skills and Feats: Concentration +11, Knowledge: 
  History +12, Knowledge: Religion +12, Spellcraft +12; 
  Combat Casting, Craft Wand, Craft Wondrous Item, 
  Scribe Scroll. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: cure light wounds*, 
  lightning bolt, shatter, shocking grasp (DC = 11 + spell 
  level). * - This spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Sepulcher of the Wizard King 
   
  Page 39 
  
   
  Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 15 
  + spell level): 0—create water, guidance (2), light, 
  mending, read magic;  1st—bless, command, endure 
  elements, protection from evil, sanctuary, shield of 
  faith, 
  undetectable 
  aura*; 
  2nd—augury, 
  detect 
  thoughts*, make whole, shield other, spiritual weapon; 
  3rd—continual flame, dispel magic* (2), prayer, stone 
  shape; 4th—divination, imbue with spell ability*, spell 
  immunity, tongues. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. The character casts 
  divinations at +1 caster level); Magic (Use scrolls, 
  wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half the 
  character’s cleric level (at least 1st level)). 
   
  Equipment: Breastplate, heavy mace, dagger (2). 
   
  Role-playing notes: The clergy of the undying city 
  are the lore keepers of the community, retaining what 
  knowledge there is about the times past. Although they 
  worship Boccob (albeit and old version of him), they 
  also venerate the magpris as god figures. They are both 
  wise and knowledgeable, more than capable of leading 
  their people in religious matters. 
   
  Should the PCs prove themselves in the test, the 
  clergy will treat them as gods, attending to their every 
  whim while in the city.  Before that time, they treat the 
  PCs with a bit of skepticism and distrust. The Clergy 
  can speak all languages due to a permanent tongues 
  spell. 
   
  � Guardian Undying One: Human Ftr5 base; CR 7; 
  Medium-sized construct; HD 5d10; hp 32; Init +1; Spd 
  30 ft.; AC 21 (touch 11, flat-footed 20); Atk +12 melee 
  (2d6+11, greatsword, 19-20 crit); +11 melee (1d8+6, 
  slam); +6 ranged (1d6+6, javelin); SA Spell-like abilities; 
  SQ Construct Traits, DR 5/adamantine; AL N; SV Fort 
  +4, Ref +5, Will +2; Str 22, Dex 12, Con -, Int 12, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb +8, Jump +8, Listen +13, 
  Spot +13; Cleave, Great Cleave, Power Attack, Sunder, 
  Weapon Focus: Greatsword, Weapon Specialization: 
  Greatsword. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds *, lightning bolt, 
  shatter, shocking grasp (DC = 11 + spell level). * - This 
  spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Equipment: banded mail, greatsword. 
   
  Role-playing notes: Stoic and cold, the guardians 
  of the City of the Undying Ones, are the keepers of a 
  solemn duty.  They guard the city’s entrances and most 
  sacred sites. Unflinching in their duty, these Undying 
  Ones perform their task tirelessly for all eternity. 
  Guardians can speak all languages due to a permanent 
  tongues spell. 
   
  � Expert Undying One: Human Exp4 base; CR 5; 
  Medium-sized construct; HD 4d10; hp 22; Init +1; Spd 
  40 ft.; AC 15 (touch 11, flat-footed 14); Atk +5 melee 
  (1d8+2, slam); +4 ranged (1d4+2, dagger); SA Spell-like 
  abilities; SQ Construct Traits, DR 5/adamantine; AL N; 
  SV Fort +1, Ref +2, Will +5; Str 15, Dex 12, Con -, Int 
  14, Wis 12, Cha 8. 
   
  Skills and Feats: Craft: Armor +17, Craft: 
  Metalwork 
  +20, 
  Craft: 
  Sculpture 
  +17, 
  Craft: 
  Stonemasonry +20, Craft: Trapmaking +17, Craft: 
  Weapons +17, Listen +12, Profession: Miner +8, Spot 
  +12; Dodge, Skill Focus: Craft: Metalwork and 
  Stonemasonry. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds*, shatter, 
  shocking grasp (DC = 11 + spell level). * - This spell 
  only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Equipment: tools, dagger (2). 
   
  Role-playing notes: Dedicated to their work, the 
  experts of the Undying City are without equal in their 
  craftsmanship and expertise. Often times this borders 
  on obsession and any that the PCs meet should be 
  preoccupied with their current project, from carving a 
  statue to building a new decorative chest plate. 
   
  Experts have little understanding of the PCs way 
  of life and attempt to understand it through their own 
  way of thinking. They are in general, curious and very 
  questioning. 
   
  Encounter 5 
  Area 15 
  APL 6 
  � Fiendish Gray Ooze: CR 4; Medium-sized Ooze; 
  HD 3d10; hp 26; Init -5; Spd 10; AC 5; Atk +3 melee 
  (1d6+1 and 1d6 acid, Slam); SA: Improved grab, Acid, 
  Corrosion, Constrict, Smite Good; SQ: Blindsight 60 ft, 
  Cold and Fire Immunity, Camouflage, SR 6; AL N; SV 
  Sepulcher of the Wizard King 
   
  Page 40 
  
  Fort +1, Ref -4, Will -4; STR 12, DEX 1, CON 11, INT 3, 
  WIS 1, CHA 1. 
   
  Improved Grab (Ex): To use this abilitiy, the gray 
  ooze must hit with its slam attack.  If it gets hold it can 
  constrict. 
   
  Acid (Ex): A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal. Any 
  melee hit deals acid damage. 
   
  Corrosion (Ex): The ooze’s acidic touch deals 40 
  points of damage per round to wood or metal objects. 
  Armor or clothing dissolves and becomes useless 
  immediately unless it succeeds at a reflex save (DC 19). 
  The acid cannot harm stone. A metal or wooden 
  weapon that strikes a gray ooze also dissolves 
  immediately unless it succeeds at a reflex save (DC 19). 
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check.  The 
  opponent’s clothing and armor suffer a –4 penalty to 
  reflex saves against the acid. 
   
  Smite Good (Su): Once per day, the ooze can make 
  a normal attack to deal +3 additional damage against a 
  good foe. 
   
  Camouflage (Ex): It takes a successful Spot check 
  (DC 15) to recognize a motionless gray ooze for what it 
  really is. 
   
  Ooze: Immune to mind-influencing affects, 
  poison, sleep, paralysis, stunning, and polymorphing. 
  Not subject to critical hits. 
   
  APL 8-10 
  � Fiendish Ochre Jelly: CR 6; Large Ooze; HD 
  6d10+12; hp 60; Init -5; Spd 10, Climb 10; AC 4; Atk +5 
  melee (2d4+3 and 1d4 acid, Slam); SA: Acid, Improved 
  grab, Constrict, Smite Good; SQ: Blindsight 60 ft, Cold 
  and Fire Resistance 10, DR 5/+1, SR 12, Split; AL N; SV 
  Fort +4, Ref -3, Will -3; STR 15, DEX 1, CON 15, INT 3, 
  WIS 1, CHA 1. 
   
  Improved Grab (Ex): To use this abilitiy, the ochre 
  jelly must hit with its slam attack.  If it gets hold it can 
  constrict. 
   
  Acid (Ex): An ochre jelly secretes a digestive acid 
  that dissolves only flesh. Any melee hit deals acid 
  damage. 
   
  Constrict (Ex): A ochre jelly deals automatic slam 
  and acid damage with a successful grapple check
   
  Smite Good (Su): Once per day, the ooze can make 
  a normal attack to deal +6 additional damage against a 
  good foe. 
   
  Split (Ex): Weapons and electricity attacks deal no 
  damage to an ochre jelly. Instead the creature splits 
  into two identical jellies, each with half the original’s 
  hit points (round down). A jelly with only 1 hit point 
  cannot be further split. If the original jelly had not 
  used its smite good ability, both of the halves can use 
  the ability independently. 
   
  Ooze: Immune to mind-influencing affects, 
  poison, sleep, paralysis, stunning, and polymorphing. 
  Not subject to critical hits. 
   
  APL 12 
  � Fiendish Black Pudding: CR 9; Huge Ooze; HD 
  10d10+40; hp 115; Init -5; Spd 20, Climb 20; AC 3; Atk 
  +8 melee (2d6+4 and 2d6 acid, Slam); SA: Acid, 
  Constrict, Improved grab, smite good; SQ: Blindsight 
  60 ft, Cold and Fire Resistance 15, DR 5/+2, SR 20, 
  Split; AL N; SV Fort +7, Ref -2, Will -2; STR 17, DEX 1, 
  CON 19, INT --, WIS 1, CHA 1. 
   
  Improved Grab (Ex): To use this abilitiy, the black 
  pudding must hit with its slam attack.  If it gets hold it 
  can constrict. 
   
  Acid (Ex): A black pudding secretes a digestive 
  acid that quickly dissolves organic material and metal. 
  Any melee hit deals acid damage. 
   
  Corrosion (Ex): The pudding’s acidic touch deals 
  50 points of damage per round to wood or metal 
  objects. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds at a reflex save 
  (DC 19). The acid cannot dissolve stone, dealing 20 
  points of damage per round. A metal or wooden 
  weapon that strikes a gray ooze also dissolves 
  immediately unless it succeeds at a reflex save (DC 19). 
   
  Constrict (Ex): A black pudding deals automatic 
  slam and acid damage with a successful grapple check.  
  The opponent’s clothing and armor suffer a –4 penalty 
  to reflex saves against the acid. 
   
  Smite Good (Su): Once per day, the pudding can 
  make a normal attack to deal +10 additional damage 
  against a good foe. 
   
  Split (Ex): Weapons deal no damage to a black 
  pudding. Instead the creature splits into two identical 
  puddings, each with half the original’s hit points 
  (round down). A pudding with only 1 hit point cannot 
  be further split. If the original pudding had not used its 
  smite good ability, both of the halves can use the ability 
  independently. 
   
  Ooze: Immune to mind-influencing affects, 
  poison, sleep, paralysis, stunning, and polymorphing. 
  Not subject to critical hits. 
   
  Encounter 5 
  Area 18 
  APL 6 
  � The Left: Male Human Wiz5 undying one; 
  Medium-sized construct; HD 5d10; hp 30; Init +9; Spd 
  40; AC 21 (flat-footed 16, touch 16); +4 melee (1d6+3, 
  Sepulcher of the Wizard King 
   
  Page 41 
  
  Quarterstaff), +4 melee (1d8+2, slam); SA Spells, Spell-
  like abilities; SQ Construct traits, DR 5/adamantine; 
  AL NE; SV Fort +1, Ref +6, Will +7; STR 15, DEX 20, 
  CON -, INT 20, WIS 17, CHA 13. 
   
  Skills and Feats:  Concentration+8, Escape 
  Artist+9, 
  Knowledge 
  (arcana)+13, 
  Listen+15, 
  Spellcraft+13, Spot+15, Tumble+9; Combat Casting, 
  Improved Initiative, Scribe Scroll, Spell Focus: 
  Evocation, Still Spell. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds *, lightning bolt, 
  shatter, shocking grasp (DC = 15 + spell level). * - This 
  spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: Quarterstaff, Ring of Protection +1, 
  Scroll of Fireball x2 (5th level), Scroll of Dispel Magic 
  (5th level), Bracers of armor +1.  
   
  Spells Prepared (Wiz 5/6/4/3, Base DC 15 + spell 
  level, 17 for evocation spells): 0 – Flare* x2, Mage 
  Hand, Open/Close, Resistance; 1st - Color Spray, 
  Enlarge, Magic Missile* x2, Ray of Enfeeblement, 
  Shield; 2nd - Blindness/Deafness, Darkness*, Flaming 
  Sphere*, Invisibility; 3rd - Dispel Magic, Fireball*, 
  Slow. * - Evocation spell. 
   
  � The Right: Male Human Ftr3 undying one; 
  Medium-sized Construct; HD 3d10; hp 21; Init +8; Spd 
  30; AC 25 (flat-footed 22, touch 13); +11 melee (1d8+7, 
  +1 Longsword, 19-20 crit), +9 melee (1d8+6, slam); SA 
  Spell-like 
  abilities; 
  SQ 
  Construct 
  Traits, 
  DR 
  5/adamantine; AL NE; SV Fort +3, Ref +5, Will +4; STR 
  22, DEX 18, CON -, INT 15, WIS 17, CHA 7. 
   
  Skills and Feats:  Climb+7, Jump+7, Listen+14, 
  Spot+14; Cleave, Improved Initiative, Power Attack, 
  Sunder, Weapon Focus: Longsword. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds *, shatter, 
  shocking grasp (DC = 13 + spell level). * - This spell 
  only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: +1 Longsword, +1 Breastplate, Shield, 
  large, steel. 
   
  APL 8 
  � The Left: Male Human Wiz7 undying one; 
  Medium-sized construct; HD 7d10; hp 42; Init +9; Spd 
  40; AC 22 (flat-footed 17, touch 16); +5 melee (1d6+3, 
  Quarterstaff), +5 melee (1d8+2, slam); SA Spells, Spell-
  like abilities; SQ Construct traits, DR 5/adamantine; 
  AL NE; SV Fort +2, Ref +7, Will +8; STR 15, DEX 20, 
  CON -, INT 20, WIS 17, CHA 13. 
   
  Skills and Feats:  Concentration+10, Escape 
  Artist+10, 
  Knowledge 
  (arcana)+15, 
  Listen+16, 
  Spellcraft+15, Spot+16, Tumble+10; Combat Casting, 
  Empower Spell, Improved Initiative, Scribe Scroll, 
  Spell Focus: Evocation, Still Spell. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: cure light wounds *, 
  lightning bolt, shatter, shocking grasp (DC = 15 + spell 
  level). * - This spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: Quarterstaff, Ring of Protection +1, 
  Scroll of Fireball x2 (5th level), Scroll of Dispel Magic 
  (5th level), Bracers of armor +2.  
   
  Spells Prepared (Wiz 5/7/5/4/3, Base DC 15 + 
  spell level, 17 for evocation spells): 0 – Flare* x2, Mage 
  Hand, Open/Close, Resistance; 1st - Enlarge, Magic 
  Missile* x3, Ray of Enfeeblement x2, Shield; 2nd - 
  Blindness/Deafness, Darkness*, Flaming Sphere*, 
  Invisibility, still magic missile; 3rd - Dispel Magic, 
  Fireball* x2, Slow; 4th – Fear, Fire Shield*, Ice Storm*. 
  * - Evocation spell. 
   
  � The Right: Male Human Ftr5 undying one; 
  Medium-sized Construct; HD 5d10; hp 32; Init +8; Spd 
  30; AC 25 (flat-footed 22, touch 13); +13 melee (1d8+9, 
  +1 Longsword, 19-20 crit), +11 melee (1d8+6, slam); SA 
  Spell-like 
  abilities; 
  SQ 
  Construct 
  Traits, 
  DR 
  5/adamantine; AL NE; SV Fort +4, Ref +5, Will +4; STR 
  23, DEX 18, CON -, INT 15, WIS 17, CHA 7. 
   
  Skills and Feats:  Climb+9, Jump+9, Listen+15, 
  Spot+15; Cleave, Improved Initiative, Power Attack, 
  Sunder, 
  Weapon 
  Focus: 
  Longsword, 
  Weapon 
  Specialization: Longsword. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic 3/day and the following 
  spells once per day: cure light wounds *, lightning bolt, 
  shatter, shocking grasp (DC = 13 + spell level). * - This 
  spell only functions on constructs. 
  Sepulcher of the Wizard King 
   
  Page 42 
  
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: +1 Longsword, +1 Breastplate of light 
  fortification, Shield, large, steel. 
   
  APL 10 
  � The Left: Male Human Wiz9 undying one; 
  Medium-sized construct; HD 9d10; hp 54; Init +9; Spd 
  40; AC 22 (flat-footed 17, touch 16); +6 melee (1d6+3, 
  Quarterstaff), +6 melee (1d8+2, slam); SA Spells, Spell-
  like abilities; SQ Construct traits, DR 5/adamantine; 
  AL NE; SV Fort +3, Ref +8, Will +9; STR 15, DEX 20, 
  CON -, INT 21, WIS 17, CHA 13. 
   
  Skills and Feats:  Concentration+12, Escape 
  Artist+11, 
  Knowledge 
  (arcana)+17, 
  Listen+17, 
  Spellcraft+17, Spot+17, Tumble+11; Combat Casting, 
  Empower Spell, Improved Initiative, Quicken Spell, 
  Scribe Scroll, Spell Focus: Evocation, Still Spell. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: cure light wounds*, 
  cure serious wounds*, lightning bolt, shatter, shocking 
  grasp (DC = 15 + spell level). * - This spell only 
  functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: Quarterstaff, Ring of Protection +1, 
  Scroll of Fireball x2 (5th level), Scroll of Dispel Magic 
  (5th level), Bracers of armor +2, wand of ice storm (15 
  charges).  
   
  Spells Prepared (Wiz 5/7/6/5/4/3, Base DC 15 + 
  spell level, 17 for evocation spells): 0 – Flare* x2, Mage 
  Hand, Open/Close, Resistance; 1st - Enlarge, Magic 
  Missile* x3, Ray of Enfeeblement x2, Shield; 2nd - 
  Blindness/Deafness x2, Darkness*, Flaming Sphere*, 
  Invisibility, still magic missile; 3rd - Dispel Magic x2, 
  Fireball* x2, Slow; 4th – Fear, Fire Shield*, Ice Storm*, 
  Wall of Ice*; 5th – Cone of Cold*, Feeblemind, Wall of 
  Force*. * - Evocation spell. 
   
  � The Right: Male Human Ftr7 undying one; 
  Medium-sized Construct; HD 7d10; hp 44; Init +8; Spd 
  30; AC 25 (flat-footed 22, touch 13); +15/10 melee 
  (1d8+9, +1 Longsword, 19-20 crit), +13/+8 melee 
  (1d8+6, slam); SA Spell-like abilities; SQ Construct 
  Traits, DR 5/adamantine; AL NE; SV Fort +5, Ref +6, 
  Will +5; STR 23, DEX 18, CON -, INT 15, WIS 17, 
  CHA 7. 
   
  Skills and Feats:  Climb+11, Jump+11, Listen+16, 
  Spot+16; Cleave, Great Cleave, Expertise, Improved 
  Initiative, Power Attack, Sunder, Weapon Focus: 
  Longsword, Weapon Specialization: Longsword. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: cure light wounds *, 
  lightning bolt, shatter, shocking grasp (DC = 13 + spell 
  level). * - This spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: +1 Longsword, +1 Breastplate of light 
  fortification, Shield, large, steel. 
   
  APL 12 
  � The Left: Male Human Wiz11 undying one; 
  Medium-sized construct; HD 11d10; hp 64; Init +9; Spd 
  40; AC 22 (flat-footed 17, touch 16); +7 melee (1d6+3, 
  Quarterstaff), +7 melee (1d8+2, slam); SA Spells, Spell-
  like abilities; SQ Construct traits, DR 5/adamantine; 
  AL NE; SV Fort +3, Ref +8, Will +10; STR 15, DEX 20, 
  CON -, INT 21, WIS 17, CHA 13. 
   
  Skills and Feats:  Concentration+14, Escape 
  Artist+12, 
  Knowledge 
  (arcana)+19, 
  Listen+18, 
  Spellcraft+19, Spot+18, Tumble+12; Combat Casting, 
  Empower Spell, Improved Initiative, Maximize Spell, 
  Quicken Spell, Scribe Scroll, Spell Focus: Evocation, 
  Still Spell. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: cure light wounds*, 
  cure serious wounds*, lightning bolt, major creation, 
  shatter, shocking grasp (DC = 15 + spell level). * - This 
  spell only functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: Quarterstaff, Ring of Protection +1, 
  Scroll of Fireball x2 (5th level), Scroll of Dispel Magic 
  (5th level), Bracers of armor +2, wand of ice storm (15 
  charges).  
   
  Spells Prepared (Wiz 5/7/6/6/5/4/2, Base DC 15 + 
  spell level, 17 for evocation spells): 0 – Flare* x2, Mage 
  Hand, Open/Close, Resistance; 1st - Enlarge, Magic 
  Missile* x3, Ray of Enfeeblement x2, Shield; 2nd - 
  Blindness/Deafness x2, Darkness*, Flaming Sphere*, 
  Invisibility, still magic missile; 3rd - Dispel Magic x2, 
  Fireball* x2, Hold Person, Slow; 4th – Fear, Fire 
  Sepulcher of the Wizard King 
   
  Page 43 
  
  Shield*, Ice Storm*, maximized magic missile, Wall of 
  Ice*; 5th – Cone of Cold*, Feeblemind, quickened 
  Magic Missil, Wall of Force*; 6th – maximized 
  fireball*, disintigrate. * - Evocation spell. 
   
  � The Right: Male Human Ftr9 undying one; 
  Medium-sized Construct; HD 9d10; hp 55; Init +8; Spd 
  30; AC 25 (flat-footed 22, touch 13); +19/+14 melee 
  (1d8+11, +2 Defending Longsword, 17-20 crit), +16/+11 
  melee (1d8+7, slam); SA Spell-like abilities; SQ 
  Construct Traits, DR 5/adamantine; AL NE; SV Fort 
  +6, Ref +7, Will +6; STR 24, DEX 18, CON -, INT 15, 
  WIS 17, CHA 7. 
   
  Skills and Feats:  Climb+13, Jump+13, Listen+17, 
  Spot+17; Cleave, Great Cleave, Expertise, Improved 
  Critical: Longsword, Improved Disarm, Improved 
  Initiative, Power Attack, Sunder, Weapon Focus: 
  Longsword, Weapon Specialization: Longsword. 
   
  Spell-like abilities (Su): Guardians are capable of 
  casting the following spells using his overall level as 
  caster level. detect magic and minor creation 3/day and 
  the following spells once per day: cure light wounds , 
  cure serious wounds*, lightning bolt, shatter, shocking 
  grasp (DC = 13 + spell level). * - This spell only 
  functions on constructs. 
   
  Construct 
  Traits 
  (Ex): 
  Immune 
  to 
  mind-
  influencing effects, poison, disease, and similar effects. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Possessions: 
  +2 
  Defending 
  Longsword, 
  +1 
  Breastplate of light fortification, Shield, large, steel. 
   
   
  Sepulcher of the Wizard King 
   
  Page 44 
  
  Appendix C 
  Undying One Template 
  Undying One 
  “Undying One” is a template that can be added to any 
  corporeal creature with an Intelligence of 4 or more 
  and a Wisdom of 4 or more (referred to hereafter as the 
  “base creature”). The creature’s type changes to 
  “construct.” It uses all the base creature’s statistics and 
  special abilities except as noted here. 
   
  Hit Dice: Changes to d10. 
   
  Speed: Due to their unfailing mechanical bodies, 
  the undying one’s base speed is increased by 10 ft. 
   
  AC: The creature gets a natural armor of +4. This 
  replaces any natural armor the creature might have 
  had. 
   
  Attacks: An undying one gains a slam attack in 
  addition to the creatures base attacks, if it did not 
  already have one. 
   
  Damage: If the base creature does not a slam 
  attack, use the damage values in the table below. 
  Otherwise, use the values below or the base creature’s 
  damage, whichever is greater. 
   
  Size  
   
  Slam Damage 
  Fine  
  1d2 
  Diminutive 
  1d3 
  Tiny 
   
  1d4 
  Small 
   
  1d6 
  Medium-size 
  1d8 
  Large 
   
  2d6 
  Huge 
   
  2d8 
  Gargantuan 
  4d6 
  Colossal  
  4d8 
   
   
  Special Attacks: An undying one retains all the 
  special attacks of the base creature and also gains the 
  supernatural ability to use mending at will as the spell. 
  Undying Ones with an Intelligence or Wisdom score 
  of 8 or higher possess the following spell-like abilities, 
  using their level as the caster level, as specified in the 
  table below. Unless otherwise indicated, the ability is 
  usable once per day. 
   
  Level 
  Abilities 
  1-2  
  Detect Magic 3/day, shocking grasp 
  3-4  
  Shatter, Cure Light Wounds* 
  5-6  
  Lightning Bolt 
  7-8  
  Minor Creation 3/day 
  9-10  
  Cure Serious Wounds* 
  11-12 
  Major Creation 
  13-14 
  Chain Lightning 
  15-16 
  Heal* 
  17-18 
  Spell Turning 
  19+  
  Trap the Soul 
   
  * These spells only work on constructs but otherwise 
  function as found in the phb. 
   
   
  Special Qualities: An Undying One retains all the 
  special qualities of the base creature and gains those 
  listed above. 
   
  Construct Traits (Ex): An undying one retains all 
  the special qualities of the base creature in addition to 
  the immunities it gains from becoming a construct. 
  Undying ones are immune to mind-influencing 
  effects, poison, disease, and similar effects. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. Undying ones do 
  not need to eat, sleep or breathe, but those with 
  spellcasting abilities must still rest for a period to 
  regain their spells if required. 
   
  Damage Reduction (Ex): The body of an Undying 
  one is made of tough metal, bound by eldritch might. 
  As such it has damage reduction 5/adamantine. 
   
  Base Saves: Same as the base creature 
   
  Abilities: Increase from the base creature as 
  follows: Str +4, Dex +2, Int +2, Wis +2, Cha -2. As a 
  construct, undying ones have no Constitution score. 
  Unlike most constructs, undying ones retain their 
  intelligence. 
   
  Skills: Undying ones receive a +8 racial bonus to 
  Craft, Listen, and Spot checks. Undying ones suffer a –
  4 racial penalty to Hide and Move Silent checks. 
  Otherwise same as the base creature. 
   
  Feats: Undying ones have one feat for every four 
  levels or the base creature’s total of feats, whichever is 
  greater. 
  Climate/Terrain: Same as either the base creature 
  Organization: Same as the base creature 
  Challenge Rating: Same as the base creature +2 
  Alignment: Same as the base creature 
   
  Treasure: Same as the base creature 
   
  Advancement: Same as the base creature 
   
   
  Sepulcher of the Wizard King 
   
  Page 45 
  
  Appendix D 
  New Rules Items 
   
  � The Hands of Yagrax 
  This pair of withered black hands are severed at the 
  wrist but possess a limited form of life. While outside 
  their cold iron chest, these hands constantly crawl 
  about the PC with a cold dead touch. The Hands 
  radiate 
  strong 
  necromancy, 
  transmutation, 
  and 
  divination magic. 
   
  While The Hands are outside their cold iron chest 
  the PC does not heal naturally, suffers a –2 to all attack 
  rolls and skill checks due to the hands interference and 
  must succeed at a Concentration check (DC  15 + the 
  spell level) before casting any spell. The PC also suffers 
  a –4 circumstance penalty to Diplomacy, Bluff, and 
  Perform skill checks due to the appalling nature of The 
  Hands. This effect does grant a +4 circumstance bonus 
  to Intimidate skill checks.  All skill check modifiers are 
  subject to the DMs discretion (and may be greater or 
  lesser depending upon the circumstances). Finally, a 
  PC cursed with The Hands may never pick up or 
  possess Malthindor, Oblivion’s Blade. 
   
  These effects can be subdued by placing The 
  Hands of Yagrax back into their cold iron chest (none 
  of the penalties or bonuses are in effect while the 
  hands are in the chest). However, while inside the 
  chest, the PC constantly dreams of the hands and must 
  rest an extra 1d4 hours each night or be fatigued the 
  next day (cannot run or charge and suffers a –2 penalty 
  to Strength and Dexterity). Unfortunately, the PC 
  must bear the chest with them at all times. If the chest 
  ever becomes separated from the PC by more than 100 
  ft. the hands suddenly appear on the PC, leaving the 
  chest behind. 
   
  The curse of The Hands of Yagrax can be removed 
  with a limited wish followed by a remove curse. Both 
  must be cast by a caster of at least 13th level. If this is 
  done, The Hands of Yagrax simply disappear, never to 
  be seen again. 
   
  Frequency: Cursed; Market Price: 0gp, this item is 
  added to the PCs MIL free of charge and may not be 
  sold or traded. It can only be removed in the manner 
  noted above; Requirements: Cannot be Crafted. 
   
  � Keystone of Kilypsis 
  This wedge shaped piece of stone is covered in a thick 
  layer of calcified grime and filth. Magic does not 
  appear to clean off this grime, but slow and determined 
  work does. Any PC that purchases this stone must 
  immediately spend 2 TU to clean and reveal the stone’s 
  original form. Once this is done, the stone begins to 
  radiate strong conjuration magic. Ownership of this 
  stone qualifies a PC to play in the special event “Dust of 
  a Dead World”. Instead of spending the required TU, 
  the PC may instead pay a skilled wizard to do it, paying 
  1,000gp per TU. In either case, the cost paid must be 
  recorded on this AR. 
   
  Frequency: Adventure; Market Price: 500gp and 2 
  TU (or 1,000gp for each TU); Requirements: Cannot be 
  Crafted. 
  Sepulcher of the Wizard King 
   
  Page 46 
  
  Appendix E 
  Critwall, Bastion of Hope 
  Residing on the banks of the Veng River near the only ford 
  for miles in either direction, Critwall is the proud bastion of 
  hope for the people of the Shield Lands in their battle with 
  Iuz in the War of Reclamation. 
   
  Critwall (large city): Conventional; AL LG; 40,000 gp limit; 
  Assets 17,142,000 gp; Population 16,743; Integrated (human 
  79%, halfling 9%, elf 5%, dwarf 3%, gnome 2%, half-elf 1%, half-
  orc 1%). 
  Authority Figures: Earl Lyndon Bohdon (Knight of 
  Holy Shielding, member of the Council of Lords, ruler of the 
  city and earl of Bohdon County); Countess Katarina 
  Walworth (Knight Commander of the Knights of Holy 
  Shielding, Countess of Walworth Isle (in exile), leader of the 
  Council of Lords, former High Lady Marshall of the Armies 
  of the Great Northern Crusade. 
   
  Critwall is a small walled city on the banks of the Veng River. 
   The city is divided into four quarters, each of which is 
  further separated into several districts.  Each quarter is 
  divided by a stout inner wall running roughly northwest to 
  south east and southwest to northeast across the city.  Where 
  each inner wall meets the main city wall, a small keep sits to 
  protect access to the walls.  The inner walls meet at Bohdon 
  Center.  Quarters are further divided by streets running 
  north to south and east to west.  The street running north to 
  south, called the Procession, begins at Southgate and runs to 
  Northgate.   
   
  Starting in the north, Northbank is named for the small 
  portion of the Veng River bank falling within the 
  northwestern most part of the city.  Northbank is home of 
  Castle Critwall, the walled citadel of the Bohdon familiy and 
  acting headquarters of the Council of Lords.  South of the 
  castle is the Garrison district housing most of the soldiers 
  stationed at Critwall including many officers and Knights of 
  Holy Shielding.  South of the garrisons near Bohdon Center 
  is the Cathedral of the Shield Reclaimed; a mighty 
  stronghold in its own right and center of worship for the 
  Archpaladin in the Shield Lands.  The Procession heads north 
  through the well fortified Northgate and becomes the 
  Ritensa Road. 
   
  East of Northbank is the East Quarter which holds the 
  majority of the housing within the city.  In the north along 
  the city wall is the Noble District; home to a large majority of 
  the Shield Lands’ nobility until their lands can be reclaimed 
  from Iuz.  South of that on both sides of the road are the 
  homes of many craftsmen.  Still further south are the 
  Commons, or as they are often called, Low Town.  The 
  Commons is home to many of the simple common folk that 
  perform the manual labor of the city.  Some sections tend to 
  be a bit shady, particularly along the inner wall adjacent to 
  the Merchant’s Quarter, but the City Watch still patrols the 
  Commons regularly.  In the east outer wall at the end of the 
  main road is Eastgate.  Eastgate’s twin guard towers protect 
  Critwall from threats coming southwest along the 
  Middleroad. 
   
  Along the Veng River, squeezed between Northbank 
  and the Merchant’s Quarter is Southbank, the River Quarter. 
   The smallest of the four, River Quarter is home to many of 
  the people who make their trade on the Veng River.  It is also 
  the location of the Guild of Merchants and Traders’ 
  warehouses.  Very few warehouses are owned by non-
  members of the Guild and most of those are owned by nobles 
  with trading interests who ultimately work with the Guild in 
  some capacity anyway.  The narrow streets are filled with 
  small fishing shanties, rundown alehouses and brothels.  Like 
  the other quarters, egress to Southbank is protected by a 
  gatehouse, in this case, Westgate.    Outside the walls, about 
  one hundred yards down towards the water, the wharfs form 
  a narrow strip of land along the river banks.  Traffic through 
  Westgate is always thick carts coming and going to the boats 
  moored at the docks. 
   
  The Merchant’s Quarter is the first seen by most visitors 
  to Critwall as Southgate sees the heaviest use into and out of 
  the city.  Southgate exits the city onto the Tradeway heading 
  south and west into Furyondy.  A wide street called the 
  Procession leads from Southgate north through Bohdon 
  Center and into Northbank.  On either side of the Procession 
  along the southern portion of the quarter are the homes and 
  shops of the majority of the city’s merchants (to the west) and 
  the homes of visiting foreigners, nobles attending court and 
  other visitors to the city.  To the north is Market Square; the 
  center for trade within the city.  Numerous markets are open 
  daily, specializing in a vast number of items from across the 
  Flanaess.  Because trade is only now starting to pick up 
  within the Shield Lands, many prices, particularly on food, 
  are unusually high within the city.  Merchants are forbidden 
  by Guild edict to artificially raise prices, but shortages and the 
  added cost of importing through what most non-Shield 
  Landers consider hostile territory make wholesale prices 
  higher which merchants have no choice but to pass along to 
  customers.  This does little to reduce the traffic in Merchant’s 
  Square, but most people come now only for the necessities. 
   
  Prominent Temples 
  Critwall is a home to churches, temples and shrines devoted 
  to nearly two dozen religions.  Religions following evil deities 
  are outlawed within the city (and the Shield Lands in 
  general) and thus if found are usually small hidden shrines.   
   
  Heironeous’s congregation in the Church of Holy 
  Shielding is the largest of the religions, followed distantly by 
  Pholtus’ Church of the Righteous Truth, and St. Cuthberts’ 
  Church of the Honest Protectorate, but all three have at least 
  a large temple within the city.  Both Mayaheine and 
  Trithereon have growing followings in the city, as do the 
  Oeridian agricultural gods of the Church of All Winds, 
  Zilchus, Pelor and even Farlanghn, but their houses of 
  devotion tend to be small.   
   
  Most religions place temples and shrines close to their 
  congregation, but a few place them in parts of the city where 
  they compliment the activities favored by their gods.  Thus 
  Sepulcher of the Wizard King 
   
  Page 47 
  
  you’ll find many shrines to Zilchus in Market Square and 
  shrines of Farlanghn near each gate. 
   
  Noted Taverns 
  Frothy Mug: Located in the lower section of the Market 
  District.  It is a rough section of the city, especially at night.  
  It is very close to “Low-Town” (i.e., the housing district for 
  most of the common folk living in Critwall).  The Frothy 
  Mug caters to workers returning home from their jobs in the 
  Market District.  The bartender’s name is Jorig.  He knows a 
  lot of local gossip for the nearby districts 
   
  Major Inns 
  Brightdawn Inn: Located along the border between Market 
  and Visitor’s Squares, this posh Inn caters to the wealthy, 
  usually visiting merchants from Furyondy.  Its Innkeeper, 
  Emripes is known for his strict rule of confidentiality towards 
  his patrons and never reveals any information regarding who 
  is at the Inn or what room they stay in. 
   
  The 
  Twisting 
  Tune: 
  A 
  well-sized, 
  respectable 
  establishment.  Generally a place for visiting knights, 
  merchants and particularly bards; above average prices, 
  average quality.  Most patrons come for the music and news 
  from afar (i.e., gossip). 
   
  Important Sites 
  Castle Critwall: Located in Northbank at the highest point 
  in the city.  The castle (often called Critwall Keep, as the 
  original keep still stands within the larger castle walls) over 
  looks the city and the Veng River.  One of two protective 
  citadels within the city, the castle acts as the headquarters of 
  the Council of Lords and the army of the Shield Lands.  Prior 
  to the war, the castle was the ancestral seat of the Bohdon 
  family. 
   
  Cathedral of the Shield Reclaimed: Center of the 
  Church of Holy Shielding and currently the largest temple to 
  any deity in the Shield Lands, the Cathedral of the Shield 
  Reclaimed is as much a place of worship as a stronghold.  
  With Admundfort still occupied, the church has made the 
  Shield Reclaimed the temporary seat of the High Justice of 
  Heironeous in the Shield Lands until the proper seat, the 
  Church of the Holy Shield in Admundfort, can be reclaimed. 
   One wall tower within the Shield Reclaimed called 
  Valorkeep acts as the headquarters for the Knights of Holy 
  Shielding and contains a barracks, armory and food stores on 
  par with Critwall Castle.  Located near the center of the city 
  in Northbank just north of Bohdon Center. 
   
  Bohdon Center: A large set of parks, squares and 
  gardens located in the center of the city north of Market 
  Square and south of the Cathedral of the Shield Reclaimed.  
  Bohdon center is surrounded by the inner city walls and 
  pierced by four gates allowing access to all four quarters of 
  the city.  Where each inner wall meets Bohdon Center is a 
  garrisoned tower and each gate is protected by a manned 
  gatehouse.  All four gates are closed at sundown and 
  reopened at sunrise. 
   
  Eldritch Library of the Arcanists’ Society: A vast 
  library of arcane knowledge under the control of the 
  Arcanists’ Society.  Located in the Noble District near 
  Northgate.  Because much lore was lost during the 
  occupation by Iuz, the library serves as an important tool for 
  relearning and locating lost knowledge. Though typically 
  forbidden to non-members (with rare exceptions), the library 
  contains all manner of arcane lore and knowledge and seeks 
  to re-establish the glory of the days before the occupation. 
  Only the Bardic College’s library might compare to the 
  library as a storehouse of knowledge. 
   
  Library of the Bardic College: An impressive library of 
  lore on a huge variety of subjects.  Located at the Bardic 
  College of Agridagh Cuach in the Merchants’ Quarter the 
  library contains the largest collection of books and scrolls in 
  the Shield Lands.  Focusing mostly on subjects such as 
  history, politics, economics, not to mention performance arts 
  of every imaginable type. 
   
  Tent Town: The large sprawling mass of tents and small 
  communities living outside Critwall (primarily on the east 
  side of the city) due to gross overpopulation.  Despite the 
  poverty, there are surprisingly few beggars and most people, 
  while poor, dirty and tired looking, carry themselves with at 
  least a small measure of pride and hope.  Tent town has a little 
  stream running near it that fills its banks only after heavy 
  rains, during these times it supplements the wells that are 
  scattered throughout the area for the refugees to use. The 
  stream starts as a spring in some hills to the north and east of 
  Critwall.  The recently built Temple of Spirit is the only 
  permenant structure in Tent Town and acts as the center of 
  the Open Spirit congregation. 
   
  The Middleroad: A road heading northeast from 
  Critwall to Gensal, Lardon, Docamald, Eastfork and then 
  north to Nalren and finally Stazer.  Properly named the 
  Critwall-Docamald Highway, most people just call it the 
  Middleroad.  This road is most heavily traveled from within 
  the Shield Lands as it, or a road crossing or branching from it 
  leads to most other places within the Holy Realm.  Along 
  with the Ritensa Road and the Tradeway, the Middleroad was 
  mweticuloulsy maintained prior to the invasion.  Now, all 
  three roads are in comparatively poor condition, though still 
  better than many roads in other parts of the Flanaess. 
   
  The Ritensa Road:  This road heads north from Critwall 
  along the Veng and Ritensa Rivers turning east at Law’s Forge 
  and looping around through Stazer, Bolam, the Plaque Fields 
  and eventually into Alhaster where it becomes the Tradeway. 
   
  The Tradeway: The main highway from Furyondy into 
  the Shield Lands, crossing the Veng River at Critwall Bridge.  
  The Tradeway continues east into occupied lands and 
  eventually through the Bandit Kingdoms (including the 
  former province of Redhand) and eventually into the County 
  of Urnst. 
  Sepulcher of the Wizard King 
   
  Page 48 
  
  Player Handout #1 
  This diagram should be cut apart before the event and given to the PCs as they find each piece of the crystal heart. DMs 
  Aid #1 contains a diagram of all of the pieces fully assembled. Note that one piece is located in Malcrux’s chambers 
  (Area 10) while the others are located inside the pyramid (Area 13A). 
   
   
   
   
   
   
  Sepulcher of the Wizard King 
   
  Page 49 
  
  Player Handout #2 
  This image depicts the top of the pedestal located inside the pyramid. 
   
   
   
  Sepulcher of the Wizard King 
   
  Page 50 
  
  DMs Aid #1 
  This image depicts the crystal heart fully assembled. 
   
   
   
  Sepulcher of the Wizard King 
   
  Page 51 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR3-10 - Sepulcher of the Wizard King.pdf