TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  CORS4-01 
   
   
   
   
   
   
  Sea of Dust 
  Low Level Version (APL 2-8) 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Core Special Adventure 
  by Jason Bulmahn, David Christ, and Craig Hier 
   
   
  'Time is the fire in which we burn' - Those words echo in your head as your stare across the endless sea of dust before 
  you. The mighty Suel empire, once admired and feared by all, once stood here. Now the fire that burns has washed it 
  clean and time has buried and forgotten it. Sometimes things best left forgotten do not remain so and things thought 
  long dead and swept away in the fires of time return. The shifting winds and dust has revealed a ruined city deep in the 
  Sea of Dust. Time to grab the shovels and see what lurks beneath the dust. A Core Special scenario for APLs 2-16.  This 
  scenario will only be available for play at Winter Fantasy 2004 and select over-seas conventions. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 3 
   
   
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a special one-round Core adventure, set in the Sea 
  of Dust.  All characters pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. 
  Adventure Background 
  This adventure takes place primarily with the expanse 
  known as the Sea of Dust. So for those not familiar with it 
  we have included here some material that was original 
  found in the Living Greyhawk Gazetteer to give you a 
  basic foundation for the area. 
  The Invoked Devastation: The root cause of the 
  animosity between the Suel Imperium and the Baklunish 
  Empire is lost in time, but the end result of their final war 
  haunts even the modern day. After decades of conflict, 
  the Suloise Mages of Power called down the Invoked 
  Devastation upon the Baklunish, resulting in an 
  apocalypse so complete that its true form remains 
  unknown. Entire cities and countless people were purged 
  from Oerth, leaving few signs of the great civilization 
  that thrived from the Sulhaut Mountains to the Dramidj 
  Ocean.  
  In retaliation, a cadre of Baklunsih wizard-clerics, 
  gathered in the great protective stone circles known as 
  Tovag Baragu, brought the Rain of Colorless Fire upon 
  their hated enemies. The skies above the Suel Imperium 
  opened, and all beings and things beneath this shining 
  rift in the heavens were burned into ash. So terribly did 
  these attacks plague the world that they have come to be 
  called the Twin Cataclysms, a term understood by nearly 
  every resident of the Flanaess. The Dry Steppes and Sea 
  of Dust are geographical reminders of this unbridled 
  magical power, now lost to all people – perhaps for the 
  better. 
  # of Animals 
  Mundane 
  Animals Effect on 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  C
  R
  7 
  7 
  9 
  10 
  11 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 4 
  The Sea of Dust:  A bleak desert of powdery gray ash fills 
  this enormous basin that was formerly the Suel 
  Imperium. A fertile landscape once extended for 1,000 
  miles west and south until it was inundated by the Rain 
  of Colorless Fire, sent in retaliation by the survivors of 
  the Baklunish Empire after it had been brought low by 
  the Invoked Devastation cast by the Suloise a 
  millennium ago. 
  What remains is an endless vista of ash and dust shaped 
  into dunes. Howling desert winds often whip the surface 
  into choking clouds that strip flesh from bone, making 
  vision impossible and breathing a torment. This 
  environment is made even worse by the addition of 
  volcanic ash and cinders that rain down from the 
  Hellfurnaces to cover the already ghastly landscape. 
  Below the dusty surface, the ash is packed and nearly 
  hard as rock; no plant will grow here. 
  So that gives you a brief overview of what created the Sea 
  of Dust and the nature of it. Needless to say it is a very 
  inhospitable place and nobody in his or her right mind 
  goes there. Thankfully for the forces of woe most of the 
  members of the Dustdiggers are not in their right mind.  
  In COR3-16 Lerara, the players were forced on a hectic 
  journey through the bowls of the Hellfurnace Mountains 
  (this range of mountains separates most of the Flanaess 
  from the Sea of Dust) looking for a cure for a disease. 
  Thanks to their quick actions they saved the village of 
  Darkgate from certain doom. At the end of their journey 
  they found a strange stone square with a circle of runes 
  on it. This was a teleportation circle that leads deep out 
  into the Sea of Dust to a similar pad. Surrounding this 
  pad could be seen the tips of building buried in the 
  shifting dust. Unable to investigate further they returned 
  to Dark Gate to tell their tale.  
  Shortly after the players returned, the Dustdiggers (a 
  Yeomanry organization that deals in the Sea of Dust and 
  exploring it) having heard their tale, journeyed to this 
  buried city and began excavating it. They hoped to find 
  ancient Suel artifacts and perhaps additional information 
  on what happened that fateful day a thousand years ago. 
  Of course what they found was death, pain, and fiery 
  deaths.  
  Their excavations uncovered part of an Ancient Suel city 
  called Kro Traaman. During the height of the Suel 
  Imperium it was the capital of the region that now 
  borders the Hellfurnaces. Now, like the rest of the 
  Imperium, it’s a giant ruin buried in the dust.  
  The teleport circle that the players found in Lerara was 
  once part of a greater network but now only a few still 
  remain.  As the Dustdiggers uncovered more of the area 
  surrounding the teleport circle they found additional 
  circles. While there might have once been a way to 
  control where you ended up, the means to do so has been 
  lost to time. Now when you step on one you are 
  randomly sent to another one. Eventually you will end up 
  in the hidden valley in the Hellfurnaces inside the Suel 
  Tomb there, and from there you can return through the 
  Slerotin Tunnel.  
  So the weeks passed and the Dustdiggers uncovered 
  more and more of the surrounding area. As often 
  happens in these kinds of situations they dug to far and 
  gained the attention of something that was best left 
  buried and forgotten. This part of Kro Traaman was the 
  great Archmage Tozhgan Ikan’s, ruler of Kro Traaman 
  and one of the most powerful mages in the Suel 
  Imperium, personal compound and tower.  
  When the Baklunish wizard-priests brought down the 
  Rain of Colorless Fire, Tozhgan Ikan had just enough 
  time to erect a magical barrier around his compound that 
  protected him, the students, and his servants. So they 
  watched as the city and its inhabitants were burnt to ash 
  and the buildings crumbled to dust. Though safe they 
  were trapped within the compound. As time went by 
  they perished one by one. Some just gave up eating and 
  wasted away while others went insane and had to be put 
  down by the others. The years turned into decades and 
  then those into centuries until Tozhgan Ikan was the 
  only one left. By this time he had suffered a complete 
  mental breakdown and was in denial that the Suel 
  Imperium was just an ancient memory and saw himself 
  as its last great king. With his last act as a mortal, he 
  transformed himself into a Lich and dropped the 
  protective barrier surrounding his sanctum. The endless 
  dust poured in and within moments it was swallowed up. 
  Over the next eight centuries he has brooded in his 
  sandy prison and become extremely paranoid that the 
  Baklunish are going to return and attempt to kill him. To 
  prevent this he has raised his former students and 
  servants into various states of undead to serve as 
  guardians. He has also created some very elaborate traps 
  and puzzles to foil those that get past them. So with his 
  defenses in place he sits upon his throne waiting for the 
  Baklunish to come. Time means nothing to him so he 
  waits. 
  So enter the wonderful Dustdiggers and Tozhgan Ikan 
  finally has something to vent against. Even more 
  unfortunate for the diggers is the fact that half their 
  number were of Baklunish descent. Tozhgan Ikan has 
  locked the Dustdiggers away in 3 separate locations 
  (based on Baklunish descent, woman, and all others) and 
  waits for the assault that his demented brain is sure is on 
  the way. He thinks the Dustdiggers are advance scouts 
  for the oncoming assault force from the Baklunish scum. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 5 
  Kro Traaman 
   When the Rain of Colorless Fire fell upon the Suel 
  Imperium Tozhgan Ikan created a great magical barrier 
  around his sanctum to protect it from destruction. 
  Though most of this barrier has either been dispelled or 
  weakened over the past 1,000 years some effects remain. 
  Once the players step upon the teleport pad in the Tomb 
  and enter the city all of the following conditions apply 
  until they leave. 
  � 
  Transportation spells will not work. This includes 
  but is not limited to teleport, dimension door, plane 
  shift, ethereal jaunt, blink, etc. Basically any spell 
  that moves you from point A to point B or 
  something to another plane does not work. The only 
  way out is through the teleportation pad or a 500-
  mile hike across the Sea of Dust (certain death). 
  � 
  The shield was powered by a rift to the negative 
  energy plane and thus the excavation site is flooded 
  with it. This causes several changes. 
  1. 
  All inflict spells are considered empowered 
  within the excavation site. 
  2. 
  All undead gain Turn Resistance +2. This stacks 
  with any existing resistance that the creature 
  might already have. 
  3. 
  Detect evil does not work within the excavation 
  site. The background interference from so much 
  negative energy washes individual auras out.  
  4. 
  Any living creature within the excavation site 
  takes 1d4 points of negative energy damage for 
  each hour they remain there. This will only 
  come into effect if the party tries to camp or 
  somehow rest during this adventure. The 
  prisoners are protected from it as Tozhgan does 
  not want them dead (yet). 
   
  Adventure Summary 
  Sea of Dust is divided into a High and Low adventure. 
  Each of those is further divided into 3 maps for a grand 
  total of 6 different adventures. The high and low each use 
  the same maps though so while there are 6 adventures 
  there are only 3 maps (each map has a high and low 
  version). This gives us maximum flexibility when seating 
  tables. 
  Each of the adventures has a common Introduction and 
  Encounter One. From there it splits off based on which 
  map you are sitting at. Make sure you are using the 
  correct adventure for the map you are at. If in doubt 
  make sure to check with the person mustering out the 
  event for further clarification. Also, while there are 6 
  events they are all very similar. Do your best to have all of 
  them prepared or at least 2 maps, high/low prepared. 
  This once again gives us the most flexibility in seating the 
  players. 
  Introduction:  There are two introduction hooks based 
  on whether the players have played in COR3-16 Lerara or 
  not.  
  Intro A - Those that have played Lerara are sent for 
  specifically by Spokesman Olmir (Player Handout One). 
  They are informed in the note about the missing 
  Dustdiggers and how their assistance is needed in 
  resolving this matter immediately.  
  Intro B - Those that have not played in Lerara are 
  brought into the adventure first. They are passing 
  through the town of Darkgate, in the Yeomanry, when 
  they notice a lot of commotion near the center of town. A 
  second group of Dustdiggers with a Border Guard patrol 
  for support investigated the missing group and barely 
  escaped with their lives. They were assaulted as soon as 
  they stepped off the teleport pad and only a handful 
  made it back. Obviously a force with much greater mettle 
  then their own is needed to look into this matter.  
  So a single table could be pulled into the adventure from 
  two different places but all end up going in the same 
  direction. 
  Encounter One: Of Tunnels and Teleports: The 
  players quickly pass through the tunnel of Slerotin using 
  the pass given to them by Spokesman Olmir to get past 
  the Lerara without hassle. Upon reaching the Suel Tomb 
  in the valley hear the end of the tunnel, they find that the 
  teleport platform has changed a bit. Those that have 
  played COR3-16 Lerara will notice that three symbols are 
  lit up now instead of just one. This represents the fact 
  that there are there possible destinations instead of one. 
  The players have an opportunity to prepare and cast 
  whatever spells they wish before stepping onto the 
  teleport pad. Action starts fast and furious as soon as they 
  do. 
  Encounters Two through the end vary by adventure. 
  They describe the various numbered rooms on his map 
  and the creatures/traps within. Each adventure section 
  ends with a final fight against some version of ‘The 
  Flaming Man’. At lower APL’s these are a ghoul or a 
  specter with the Burning Undead (Appendix Two) 
  template. At the mid APL’s this is a vampire cleric with 
  the Burned dead template. At high APL’s it is Tozhgan 
  Ikan himself (Suel Lich).  
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 6 
  Conclusion: If successful the players are rewarded richly 
  by being allowed to keep some of the artifacts found 
  within the ruins of Kro Traaman. They earn some 
  influence with the Dust Diggers and make an enemy of 
  Tozhgan Ikan if he survives. 
  Introduction 
  Introduction A 
   
   
   
   
  Give any players at the table that have played in COR3-16 
  Lerara Player Handout One. Let them read it to 
  themselves while you run Introduction B for anybody 
  who has not played in Lerara. They will be introduced 
  into the story towards the end of Intro B. 
  Introduction B 
   
   
   
   
  The winter winds blow hard from the eastern skies. 
  The Crystalmist Mountains stand tall and forbidding, 
  their peaks draped in snow as always. Its been several 
  days since you last had a warm hearth and more 
  importantly a warm meal before you.  
  Finally your destination comes into sight ahead. The 
  village of Darkgate sits nestled in a valley in the 
  shadows of a large cliff face. The last stop before brave 
  adventurers and explorers head into the Slerotin 
  tunnel and the fabled Sea of Dust that lies on the 
  other side.  
  You expected a bustling village with plenty of action 
  or at least the rumors that floated to your ears told 
  you to expect as much. Instead, you find a very quiet 
  town covered in snow. A few figures can be seen 
  walking quickly from one building to another but not 
  much seems to be going on.  
  The town of Darkgate has ground to a halt. Since the 
  rescue mission of Dustdiggers, escorted by the Border 
  Guard, returned with only two survivors nobody has 
  been willing to step foot into the tunnel much less 
  journey through it to the excavation site. The normally 
  wealthy adventuring types have left town for greener 
  (and safer) pastures and the town is hurting. If they 
  cannot remedy this situation quickly the town may cease 
  to be and the government may close down the tunnel 
  area citing safety concerns.  
  The players will obviously want to start asking questions. 
  A simple Gather Information check (DC 12) can find out 
  all of the following information. 
  • 
  Some adventurers found a buried city in the Sea of 
  Dust a few months ago. 
  • 
  A lot of traffic has been going in and out of the 
  tunnel every since and brining in a lot of money to 
  the town. 
  • 
  Something went wrong and a rescue mission was 
  sent a month or so ago. It returned two days ago with 
  only two survivors. They were pretty messed up and 
  barely alive. 
  • 
  You should talk to Spokesman Olmir if you need 
  more information. I heard he is pretty desperate 
  right now. 
  At this point the players can head over to see Spokesman 
  Olmir. Olmir looks very worried and will give the 
  following information to the players with very little 
  prodding. 
  � 
  Some adventurers found a buried city in the Sea of 
  Dust a few months ago. This city is reached by a 
  teleportation pad that was found in a valley on the 
  other end of the Slerotin tunnel.  
  � 
  A large contingent of Dustdiggers was immediately 
  sent to the buried city as soon as they found out 
  about it. They setup a base camp there and have been 
  funneling rare artifacts back through the tunnel for 
  the past couple months.  
  � 
  When a scheduled rotation of personal did not arrive 
  a rescue party was sent to look into it. This party was 
  comprised of fellow Dustdiggers that knew the area 
  as well as a company of Border Patrol guardsman.  
  � 
  What was left of this rescue mission returned two 
  days ago? They were covered with claw marks and 
  acidic looking burns. How they made it back is 
  unknown as they are both gibbering fools. We used 
  all the means at our disposal to find out what 
  happened to them but the only thought we could get 
  was ‘Burning Fire’. 
  At this point if any players at the table have played 
  COR3-16 Lerara they arrive in Darkgate. They are 
  escorted to Spokesman Olmir’s residence and a guard 
  interrupts Olmir to let him know they are here. The party 
  is now all in one place.  
  Spokesman Olmir is happy to fill in the new arrivals with 
  any of the information he has if they ask. Once 
  everybody is on the same page he continues. 
  So this is what we need. We need a group to once 
  again head through the Slerotin tunnel and find out 
  what happened to the Dustdiggers, rescue any that 
  have survived, and return here with them and any 
  information that you can acquire. Do not be foolhardy 
  or reckless. We need to know what is going on there 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 7 
  and if you do not return it is unlikely that we will be 
  allowed to send another group after you and the 
  tunnel will be sealed for safety.  
  We have already arranged passage through the Lerara 
  controlled parts of the tunnel and your journey 
  should be swift to the other side. Once there find the 
  tomb in the nearby valley and use the teleport pad to 
  reach the excavation site. After that you are on your 
  own. 
  For payment we will let you choose from some of the 
  valuable artifacts that the Dustdiggers found in the 
  buried city as well as anything you find yourself 
  during your investigation. They will obviously not 
  have any use for them if you cannot rescue them and 
  I am sure they will not mind (Sense Motive (DC 16) – 
  he knows they will hate it but he really does not care).  
  Once the players have asked their questions they are 
  quickly pointed in the direction of the tunnel and told to 
  get going. 
  Encounter One 
  Of Tunnels and Teleports 
   
  This section details the trip through the tunnel and the 
  valley at the other end. This should take 15 minutes tops 
  to go over and even less if the players have already played 
  in Lerara. 
  The Passage of Slerotin is 210 miles long. Although at one 
  time it was a straight, smooth passage, time and 
  geological forces have cracked and broken much of the 
  passage, resulting in a lot of climbing and descending 
  broken ground, as well as numerous dead-ending 
  passages. Instead of a straight line from the Sea of Dust to 
  the Yeomanry beneath the Hellfurnaces, it is a rambling 
  maze of tunnels and chambers.  
   
  As long as one person at the table as played in COR3-16 
  Lerara, then they remember the way and make good 
  time. They pass through the Lerara territory without a 
  hassle and reach the other side after a good weeks 
  traveling (unless they have ways to move faster – the time 
  it takes is irrelevant here).  If not then they are provided 
  basic instructions and a guide to get them through. 
  Remember that while its important that they know how 
  they got there the point of the adventure is at the 
  destination and not the journey there.  
  A warm wind whips your clothing as you look out 
  upon a warm hidden valley nestled within the 
  Hellfurnaces. The valley contains a variety of plant 
  life and a large aboveground tomb. A well traveled 
  trail leads from where you are standing to the 
  entrance of the tomb which appears open.  
  Stretching out as far as you can see to the east and 
  south is an expanse of dust and sand. Rolling into 
  dunes nothing living can be seen. Nothing moves and 
  the wind is the only sound that reaches your ears. 
  The players may look about for a bit if they wish but what 
  they are looking for is contained within the tomb itself. 
  As you enter the tomb you see walls adorned with 
  writing in some ancient Suel dialect (burials blessings 
  to Suel gods for those that take the time to decipher 
  them). If any riches or bodies were interned here they 
  have long since been removed. In the back in a small 
  alcove is a 10 ft. x 10 ft. section of goldish-brown 
  stone. A blue circle is etched into it and glows with 
  mystic power. 
  As the players know (or have guessed) this is the teleport 
  circle that will take them to the excavation site. Give 
  those that have played in COR3-16 Lerara an Intelligence 
  check (DC 14) to notice that 3 runes are now glowing 
  while only 1 was glowing last time they were here. This 
  represents the 3 destination platforms that are now 
  uncovered and working as opposed to the single platform 
  that was uncovered when they were here last. Due to this 
  they need a key to arrive at any of the three destinations. 
  Once they pull out the key the teleport pad will lead to 
  the destination it is keyed to for 10 minutes and then 
  stop. This means the players realize it’s a single trip. Once 
  there and once back. So they cannot hop back and forth 
  as needed. 
  Once they step on to the platform they are whisked away 
  to one of the three possible adventure sites (depending 
  on which map you are sitting at). 
  Pulling out the key given to you by Spokesman 
  Olmir, you step onto the platform and  
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 8 
  Adventure A – Manor House 
  This uses Map #1 in Appendix Four. This map can be 
  used for APL’s 2, 4, and 6 
  Area One – Teleportation Circle 
   
   
  The very air hums with the power of raw magic.  A 
  sense of falling assaults your senses.  The ride is as 
  short as it is disorientating.  The fresh air you were 
  breathing is suddenly replaced with very stale air that 
  has the stink of death on it.   
  Before you is a very dimly lit canyon of sorts.  Walls 
  of a grayish sandstone rise above you.  The floor is a 
  worked tile but covered in most places with sand.  
  Jutting out of the cliff face is a building.  The building 
  looks to be a residence.  The is a wide opening in the 
  front surrounded by two massive pillars.  On the side 
  is a small opening. To the right of the smaller 
  opening stands a structure that looks to be a stable, 
  crumbling with age. 
  This area is lit by some sunlight from above and a couple 
  of ever burning torches set out by the dust diggers.  
  Looking around will revel several sets of footprints.  The 
  dust diggers came down from above and then moved 
  toward the main building. 
   
  Area Two – (Un)Stable Ruins 
   
   
  Before the heroes can enter the building, read or 
  paraphrase the following when they are close enough to 
  look inside. 
  The stable has seen better day.  The doors have 
  vanished with the ravages of time and big chunks of 
  wall and ceiling litter the area.  Looking inside you 
  can see some walls are still standing and a great deal 
  of the ceiling is still supported. 
  It the party goes inside the structure, it will start to 
  collapse subjecting all who entered to the following trap. 
  APL 2 (EL 1) 
  �Bricks from the Ceiling: CR 1; mechanical; touch 
  trigger; no reset; Atk +8 melee (1d6, bricks); multiple 
  targets (all targets in area); Search DC 20; Disable Device 
  DC 20 
   
  APL 4 (EL 1) 
  �Bricks from the Ceiling: CR 1; mechanical; touch 
  trigger; no reset; Atk +8 melee (1d6, bricks); multiple 
  targets (all targets in area); Search DC 20; Disable Device 
  DC 20 
  APL 6 (EL 2) 
  �Bricks from the Ceiling: CR 2; mechanical; touch 
  trigger; no reset; Atk +12 melee (2d6, bricks); multiple 
  targets (all targets in area); Search DC 22; Disable Device 
  DC 22 
   
  Even before the cave-in, there was nothing of interest of 
  value in this area. 
   
  Area Three – Servant’s Quarters 
   
   
  On the far side of the manor a few walls of a collapsed 
  building still stand.  In the corner of one of these 
  walls a group of people lye bound and gagged under a 
  faint, shimmering golden shield.  
  A small passageway also leads into the main building. 
  This is one of the groups of Dustdiggers.  The golden aura 
  protects them from the dust and negative energy that fills 
  the area.  A simple touch will dispel the field.  Once 
  dropped the captives will be subjected to the negative 
  energy.  If they stay for more than an hour, they will start 
  taking damage just like the party.  This group of captives 
  is quite unharmed up to this point. 
  �Dustdiggers (3): Expert2; Human, Suel female; 4hp 
  Once 
  released 
  they 
  will 
  impart 
  the 
  following 
  information: 
  • 
  They were part of a group of Dustdiggers sent to 
  investigate this ruin 
  • 
  They found evidence of some harpy nests in the area 
  above but couldn’t find the harpies. 
  • 
  After a few hours cataloging the outer area, the 
  discovered the negative energy was causing them 
  harm and made plans to leave. 
  • 
  Before they could go, a tall, skeletal man appeared 
  from the temple.  He was wreathed in flames and 
  dust and spoke with in what must have been an 
  ancient Suel dialect. 
  • 
  He claimed to be Tozhgan Ikan, master of this town. 
  He protected it from the northern scum when they 
  unleashed their hated fire upon them. 
  • 
  He separated those of Baklunish decent and took 
  them away.  He then took the remaining men to 
  another place and left the women here. 
  • 
  The shield was meant to keep them alive. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 9 
  Area Four – Storage  
   
   
   
  The gaps in the buildings wall reveal a pile of stuff 
  arranged in neat rows and piles.   
  This is a pile of stuff that no longer interests Tozhgan 
  Ikan.  Over the many years he has continuously added 
  and removed items from this area.  Most of the boxes 
  contain mundane household items.  There are a few more 
  interesting, magical pieces stashed in the hodgepodge of 
  knick-knacks.  The party can find a pair of goggles of 
  minute seeing. 
   
  Area Five – Entry Hall 
   
   
   
  This was once a grand entry hall.  Time has dimmed 
  its radiance but its scale is still impressive.  On either 
  side of the main area lie two smaller chambers.  Both 
  have additional passageways leading out of the manor. 
  In the center of the room is a circular table and a few 
  chairs line the walls.  Looking up you can see were 
  tapestries once hung.  You also notice that the room is 
  ringed in a series of lanterns hanging from the ceiling 
  which are providing ample light.. 
  The room is free of dust and the furniture, what little 
  there is, seems to be in excellent shape.  Someone has 
  been taking care of this house. 
  Another passage leads further into the manor.  A dim 
  light can be seen from the room beyond. 
  The “servant” in the next room has cared for the area.  
  He/it will not venture into this area while the PCs are 
  here as it is guarding the hostages.  Nothing else of 
  interest is in this area. 
   
  Area Six – Grand Parlor 
   
   
   
  This room is truly huge.  Two large tables, surrounded 
  by chairs, stand to either side of the room and a stair 
  leads to a door in the far wall.  Between the tables lies 
  a large rug that appears to be in excellent shape.  In 
  fact, all the furnishings are remarkably well 
  preserved. 
   
  In the far, left corner a group of people lies 
  bound and gagged under a faint, shimmering shield. 
  The next part depends on APL. 
  APL 4: 
  Standing next to them is a tall, gaunt humanoid in a 
  manservant’s outfit.  There is something quite 
  disturbing about his appearance.  It is as if his body 
  parts are not quite the same.  Upon seeing you, it 
  turns your way and mumbles something in a strange 
  language. 
  APL 6: 
  Standing next to them is an almost comical sight.  A 
  large blue toadish looking humanoid is dressed in the 
  garb of a manservant.  Upon seeing you, he turns and 
  says something to you in a strange language. 
  At APL 2 the prisoners have no apparent guard.  The rug 
  will move to attack anybody trying to free the captives. 
  At APL 4, the servant is speaking and ancient Suel dialect 
  and at APL 4, the slaad is speaking Infernal.  Either way, 
  they are saying: “Welcome to the home of my master.  
  He is away currently, please wait outside for his 
  return.”  If the party does not leave or tries to free the 
  hostages, the servant will move to intercept them.  It they 
  are insistent, he will attack. 
  Creatures: 
  APL 2 (EL 3) 
  �Large Animated Rug: hp 54; See Appendix One 
   
  APL 4 (EL 7) 
  �Flesh Golem: hp 49; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Blue Slaad: hp 68; see Monster Manual. 
   
  Area Seven – Library  
   
   
   
  Shelves line this room from floor to ceiling.  They are 
  filled with books and tomes of various shapes and 
  sizes.  This room is also lit by a series of lanterns 
  hanging from the ceiling.  In the center of the room a 
  pair of couches and a small table sits.  To the left, an 
  opening leads out of the room and a door is set in the 
  far wall. 
  Again, the next part depends on APL. 
  APL 2: 
  Two small homoculi are sitting at one of the couches 
  looking up at you when you enter.  They spring to 
  attack. 
  APL 4:  
  Curled up on one of the couches is a small dragon.  It 
  has a wicked stinger at the end of it’s tail and has very 
  demonic features.  It sees you and starts to rise. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 10 
  APL 6: 
  Next to the door is a large set of armor.  As you enter 
  it starts to move.  Raising it’s weapons, it attacks. 
  Naturally combat ensues.  Please keep in mind that the 
  walls are filled with flammable materials and any use of 
  fire magic will set the room ablaze.  The fire will rip 
  through the aging tomes like a Halfling through lunch. 
  If the books manage to survive the fight, an examination 
  will reveal that while the pages are intact, the are VERY 
  brittle.  Any paging through books will result in the 
  pages crumbling under the stress.  The titles range from 
  the mundane like “Simple recipies for water fowl” to far 
  more arcane matters such as “The relative energy 
  fluxuations of simple spells on various outer planes”.   
  Creatures: 
  APL 2 (EL 3) 
  �Homoculus (2): hp 11; See Monster Manual  
   
  APL 4 (EL 5) 
  �Half-Fiend Pseudodragon: hp 17; see Appendix One 
   
  APL 6 (EL 8) 
  �Shield Guardian: hp 112; see Monster Manual 
   
  Area Eight – Dining Hall 
   
   
   
  This long room is no devoid of any furniture.  One of 
  the long walls has both a door and an opening.  In the 
  far corner, another faint glowing shield can be seen.  
  The only other thing(s) of interest in this room is(are) 
  the undead shrouded in fire and dust coming at you. 
  The tied-up people are the remaining dust-diggers.  
  Unlike the others, these poor folks have been tortured 
  and harmed severely.  They are quite mad from their 
  ordeals and will not assist in their rescue and must be 
  taken bodily from the area.  If they stay for more than an 
  hour without healing after the shield drops they will die. 
  Tozhgan Ikan has already killed four of them;  their 
  bodies are not to be found. 
  �Dustdiggers (3): Expert2; Baklunish human male and 
  female; hp 4 (currently 1) 
  Creatures: 
  APL 2 (EL 4) 
  �Burning Wights: hp 26; See Appendix One 
   
  APL 4 & 6 (EL 6) 
  �Burning Wights (2): hp 26, 25; See Appendix One 
  As noted above, this room is empty. 
  Area Nine – Hallway  
   
   
   
  This Tee shaped passage has doors on each branch. 
  The 10x10 area that is the intersection of these 
  passageways is a area of concentrated negative energy.  
  Anybody standing in the area is subjected to the 
  following trap. 
  APL 2&4 (EL 2) 
  �Negative Energy Aura: CR 2; magic device; touch 
  trigger; automatic reset; negative energy damage 1d6+1; 
  DC 13 Fortitude save for half; Search DC 20; Disable 
  Device DC 20 
   
  APL 6 (EL 3) 
  �Negative Energy Aura: CR 3; magic device; touch 
  trigger; automatic reset; negative energy damage 1d6+3; 
  DC 13 Fortitude save for half; Search DC 25; Disable 
  Device DC 25 
   
  Area Ten – Master Bedroom  
   
   
  Opening the door reveals a grand bedroom.  A huge 15-
  foot square bed sits in the middle of the wall to your 
  right.  Across from it and a little further down is a walk-in 
  closet.  On the wall on this side of the bed is a clock rack 
  with a shiny black cloak hanging on it. 
   
  The far wall has an alcove with what must have been 
  bay windows at one time.  While it must have looked 
  over majestic gardens, the gray sandstone now closes 
  them off.  There is a table in the alcove with what a note 
  on it. 
  At various APLs the objects in the room are monsters.  
  The cloak is a cloaker at APL2,  The table and a chest on 
  the far side of the bed are the mimics at APL4 and the 
  closet and bed are the advanced mimics at APL6. 
  On the table is a note.  The note is given in Player 
  Handout #2.  It is written in an ancient Suel dialect with 
  the blood of the Dustdiggers.  A heal check (DC 12) or 
  intelligence check (DC 15) will reveal that the ink is in 
  fact blood.  If the heroes have no means to translate the 
  writing, give them the note after the adventure is over.  
  Creature: 
  APL 2 (EL 5) 
  �Cloaker: hp 45; see Monster Manual 
   
  APL 4 (EL 6) 
  �Mimic (2): hp 52; see Monster Manual 
   
  APL 6 (EL 9) 
  �Advanced Mimic (2): hp 153 each; see Appendix One 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 11 
  Conclusion 
  Modify this as needed based on how far they explored 
  and how successful they were towards their goals. 
  Stepping off the teleport platform you are once again 
  standing in the ancient Suel tomb. All is quiet around 
  you as almost if the past few hours had been a dream. 
  Your mission was a (success/failure) in recovering the 
  surviving Dustdiggers and all that is left before you 
  now is the long return journey through the tunnel.  
  Days pass into weeks as you trudge through the 
  endless darkness. The only light is the dreams that 
  everybody seems to be sharing about a ghostly figure 
  wreathed in the flames. You can tell others are having 
  the same ones as they jump up from their sleep 
  patting their bodies as if on fire. Finally you reach the 
  end and step out into the twilight and fresh air once 
  again. The moon above shines it beautiful light upon 
  the faces of grateful survivors.  
  With one last look over your shoulders into the 
  tunnel, you see twin specks of fire in the distance. 
  Almost like eyes. With a whisper that almost seems 
  like a piece of paper rubbing against another a voice 
  calls out. “My Legacy has been brought back into the  
  world. The children of my children shall seek me out 
  and my footsteps with shake the foundations of this 
  world” then silence once again.  
  The Dustdigger survivors appear to have heard 
  nothing and they scramble down the path to Darkgate 
  to great loved ones and friends. All is well again for 
  now. The heroes have saved the day and salvaged 
  what looked to be a hopeless situation. But at what 
  price ?  Something horrible was buried in the dust 
  and ash of that place and whatever it was will not 
  forget lightly the blow dealt to it today. Though the 
  town of Darkgate may rest safely and without worry 
  the shadows have taken on an all new edge to them 
  for you. 
  If the players managed to rescue the Dustdigger and 
  Border Guard captives, then they are rewarded the 
  Gratitude of Darkgate favor as well as any item on the 
  Adventure Record marked with a * (there may or may not 
  be items designated this way) for their APL or lower. This 
  represents the artifacts previously returned by the 
  Dustdiggers. 
  If they defeated the cloaker/mimic they also received the 
  Wrath of Tozhgan Ikan. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two – Area Two 
  Surviving the unstable ruins 
  APL2  
   
  30 xp 
  APL4  
   
  30 xp 
  APL6  
   
  60 xp 
    
  Encounter Two – Area Six 
  Defeating the Constructs 
  APL2  
   
  90 xp 
  APL4  
   
  210 xp 
  APL6  
   
  240 xp 
    
  Encounter Two – Area Seven 
  Defeating the familiar. 
  APL2  
   
  90 xp 
  APL4  
   
  150 xp 
  APL6  
   
  240 xp 
   
  Encounter Two – Area Eight 
  Defeating the undead. 
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  180 xp 
    
  Encounter Two – Area Nine 
  Surviving the Negative Energy Aura. 
  APL2  
   
  60 xp 
  APL4  
   
  60 xp 
  APL6  
   
  90 xp 
   
  Encounter Two – Area Ten 
  Defeating the shape shifter. 
  APL2  
   
  150 xp 
  APL4  
   
  180 xp 
  APL6  
   
  270 xp 
   
  Story Award 
  All Dustdiggers rescued: 
  APL2  
   
  67 xp 
  APL4  
   
  100 xp 
  APL6  
   
  135 xp 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 12 
  Discretionary roleplaying award 
  APL2  
   
  68 xp 
  APL4  
   
  100 xp 
  APL6  
   
  135 xp 
   
  Total possible experience:  
   
  APL2  
   
  675 xp 
  APL4  
   
  1,010 xp 
  APL6  
   
  1,350 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Total Possible Treasure 
  APL 2: L: 0gp; C: 0gp; M: 675gp  - Total: 675gp 
  APL 4: L: 0gp; C: 0gp; M: 975gp  - Total: 975gp 
  APL 6: L: 0gp; C: 0gp; M: 1,350gp  - Total: 1,350gp 
   
  Special 
  �Everburning Lantern: These brass hooded lanterns 
  are an ancient Suel design.  That alone would fetch a high 
  price but they have also been enchanted to produce a 
  continual light. (500gp; Caster Level: 3rd; continual 
  flame; Craft Item) 
  �Ring of Inner Strength: The simple band of gold is 
  cool to the touch.  When placed on a finger, the wearer is 
  immune to confusion, fear, rage and morale effects, 
  including beneficial ones such as a bard's inspiration of 
  courage or a bless spell. (10,000 gp; Caster Level: 2nd; 
  Forge Ring; calm emotions) 
  �Wrath of Ikan: You have gained the attention of 
  somebody whose favors are best declined. At the 
  beginning of each adventure there is a 10% chance (DM 
  roll) that misfortune follows you this day. At some 
  random point during the adventure (DM’s choice) some 
  random mishap will occur to cause embarrassment, 
  misfortune, or danger to happen for your character. Note 
  to DM: This cannot be used in combat and will not result 
  in death. 
  �Gratitude of Darkgate: Spokesman Olmir and the 
  town of Darkgate are in your debt. They have agreed to 
  let you look through some of the items the Dustdiggers 
  have found in the past and hold them for you in case you 
  ever have need of them. Any item marked with a * below 
  is available to purchase with the Frequency changed to 
  ‘Any’. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 13 
  Adventure B – Temple Complex 
  This uses Map #2 in Appendix Four. This map can be 
  used for APL’s 4, 6, and 8 
   
  Area One – Teleportation Circle 
   
   
  The very air hums with the power of raw magic.  A 
  sense of falling assaults your senses.  The ride is as 
  short as it is disorientating.  The fresh air you were 
  breathing is suddenly replaced with very stale air that 
  has the stink of death on it.   
  Before you is a very dimly lit canyon of sorts.  Walls 
  of a grayish sandstone rise above you.  The floor is a 
  worked tile but covered in most places with sand.  
  Jutting out of the cliff face is a building.  Attached to 
  the buildings wall some 60 feet from you is a smaller 
  building. 
  This area is lit by some sunlight from above and a couple 
  of ever burning torches set out by the dust diggers.  
  Looking around will revel several sets of footprints.  The 
  dust diggers came down from above and then moved 
  toward the main building. 
   
  Area Two – Temple Façade  
   
   
  A short, wide set of stairs leads into a dimly lit hall.  
  Carved into the walls on either side of the entry way 
  are 15 foot high skulls wreathed in flames.  Time has 
  worn them but they are still quite visible.   
  From the right side of the entryway a clicking sound 
  can be heard.   
  A Knowledge (religion) check (DC 15) will reveal that 
  this is, or rather was, a temple to Wee Jas and the skulls 
  are an ancient symbol. Looking into the entryway will 
  require darkvision to see to the end.  Lowlight vision will 
  only reveal the first 20 feet. 
  The sounds are coming from one or more scorpions 
  sitting on the other side of a low wall.  It/They will jump 
  out and attack the party if anybody comes within 10 feet 
  of the wall. 
  Creatures: 
  APL 4 (EL 5) 
  �Large Scorpions (2): hp 32, 32; see Monster Manual 
   
  APL 6 (EL 7) 
  �Huge Scorpion: hp 75; see Monster Manual 
  APL 8 (EL 9) 
  �Huge Scorpion (2): hp 75, 75; see Monster Manual 
   
  Area Three – Shop Ruin 
   
   
   
  Crumbling walls and piles of very decomposed 
  shelves litter the area.  From the layout, this could 
  have been an ancient shop.  The back wall has an 
  open doorway.   
  Everything in this area is seriously dehydrated.  
  Touching anything will cause it to crumble into dust.  If 
  the party makes a game of this, the resulting dust will 
  result in a low-lying cloud of dust that will bleed into area 
  10.  If the party then chooses to wander into area 10, the 
  swarm therein will get a surprise round.1 
   
  Area Four – Entry Hall 
   
   
   
  This grand hall is fifty feet high and goes on for over a 
  hundred feet.  The walls on both sides have entries.  
  The one on the left has an elaborate scene depicting a 
  tall woman dressed in a dark robe overseeing a 
  funeral.  The other side has a scene depicting the 
  intermingling of elemental forces around a skull.  
  A series of columns line both sides of the hall.  Each 
  column is elaborately decorated with a fire relief that 
  snakes up the columns in a spiral pattern. 
  Once the party progresses far enough into the hall to see 
  the far end, read or paraphrase the following. 
  The hall expands at the far end.  Narrow passages 
  leading into darkness can be seen at the far corners. 
  The far wall has two additional openings and another 
  set of stairs leading to a door. 
  The more interesting features of this end of the hall 
  are the figures shrouded in dust.  They seem annoyed 
  at you. 
  The undead have noticed the party and are advancing 
  with hostile intent.  At the lower APLs the wights will 
  charge into combat whereas at APL 8, two of the archers 
  will stay back and ready an action to shoot any spell 
  casters as soon as they start casting. 
  Creatures: 
  APL 4 (EL 6) 
  �Burning Wights (2): hp 26, 24; see Appendix One 
   
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 14 
  APL 6 (EL 8) 
  �Burning Wights (4): hp 26, 25, 25, 24; see Appendix 
  One 
   
  APL 8 (EL 10) 
  �Burning Skeletal Harpy Archers (4): hp 71, 70, 68, 
  65; see Appendix One 
   
  Area Five – Hall of the Dead  
   
   
  This large room has a large stained glass window high 
  on the far wall.  Some of the panels have broken and 
  others faded but the general scene can still be made 
  out.  The central figure is a tall woman in dark robes.  
  On her left is a bookcase filled with books.  One her 
  right are a group of people writing books. 
  Below the glass is a raised table with a coffin sitting 
  on it.  Arrayed before the coffin are rows of benches.  
  A few are broken but the rest are remarkably well 
  maintained.  All of these benches are, however, 
  covered with dust except the seat closest to the coffin 
  This is where the ancient Suel came to bury their dead.  
  Tozhgan Ikan has made it a habit to come here and pray 
  for the dead.  For him, the coffin represents the entire 
  world.  This reverence has become more of a mockery 
  since he became a Lich but he still feels compelled to 
  come here on a regular basis.  To this end he has 
  preserved the benches and coffin. 
  Careful searching of this room will reveal nothing as 
  there is nothing here. 
   
  Area Six – Conservatory 
   
   
   
  Severely faded paintings of fireballs, pools of water, 
  lightning, earth elementals and swirling mists cover 
  the walls of this room.  In the center of the far wall is 
  the skull with elemental forces surrounding it. 
  Smashed tables and chairs are laid out in the fashion 
  of a sitting room.  Dust covers the floor and smashed 
  wood.  Many tracks can be seen leading from through 
  this room leading to another doorway. 
  The furniture is useless.  Any attempt to use it will result 
  in a handful of dust.   
   
  Area Seven – Library  
   
   
   
  Shelves fill this room and book fill the shelves.  
  Standing on both sides of the room, the shelves form 
  a 5 foot wide passageway straight back into the room. 
  The shelves are three feet apart making it very 
  difficult to squeeze in between them. 
  Being so packed together, any character wearing armor 
  cannot get between the shelves without disturbing the 
  books.  Characters with backpacks need to make a 
  Dexterity check (DC 17) to avoid disturbing the books.  
  All other characters need to make an easier Dexterity 
  check (DC 15). 
  If the books are disturbed, they will crumble into dust.  If 
  this is a gentle prodding, just the book will crumble.  If a 
  rougher handling or bumping occurs, several books will 
  crumble at once.  This will result in a cloud of dust 
  surrounding the PC.  This will result in a coughing fit 
  and blindness.  This will only last for 1d4 rounds and is 
  otherwise harmless. 
  No magic that the party possesses can save the books 
  from their years of desiccation.    
   
  Area Eight – Acolyte quarters 
   
   
  What once might have been beds and side tables fill 
  this room.  Ancient Suelese writings cover the walls 
  but have been badly faded and can no longer be read. 
  As is common for this place, dust covers everything.  
  A group of three women can be seen bound and 
  gagged in one corner.  A field of dim, golden light 
  surrounds them. 
  The writings on the wall are teachings of Wee Jas.  
  Anybody who can read the language (naturally or via 
  magic) can make a Knowledge Religion check (DC 14) or 
  a Spellcraft check (DC 20) to determine the nature of the 
  writings. 
  This is one of the groups of Dustdiggers.  The golden aura 
  protects them from the dust and negative energy that fills 
  the area.  A simple touch will dispel the field.  Once 
  dropped the captives will be subjected to the negative 
  energy.  If they stay for more than an hour, they will start 
  taking damage just like the party.  This group of captives 
  is quite unharmed up to this point. 
  �Dustsiggers (3): Expert2; Human, Suel female; 4hp 
  Once 
  released 
  they 
  will 
  impart 
  the 
  following 
  information: 
  • 
  They were part of a group of Dustdiggers sent to 
  investigate this ruin 
  • 
  They found evidence of some harpy nests in the area 
  above but couldn’t find the harpies. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 15 
  • 
  After a few hours cataloging the outer area, the 
  discovered the negative energy was causing them 
  harm and made plans to leave. 
  • 
  Before they could go, a tall, skeletal man appeared 
  from the temple.  He was wreathed in flames and 
  dust and spoke with in what must have been an 
  ancient Suelesse dialect. 
  • 
  He claimed to be Tozhgan Ikan, master of this town. 
   He protected it from the northern scum when they 
  unleashed their hated fire upon them. 
  • 
  He separated those of Baklunish decent and took 
  them away.  He then took the remaining men to 
  another place and left the women here. 
  • 
  The shield was meant to keep them alive. 
   
  Area Nine – Rubbish Heap  
   
   
  As you go through the gap between the buildings, a 
  most foul odor fills the air.   
  It doesn’t take long to determine that the stench 
  comes from a pile of rotting rubbish that fills the 
  cavern.  The pile is 7 feet high and 10 feet deep. 
  If any of the party wants to dig though the pile (ick) they 
  will discover that the only thing in it that might be of 
  interest is a couple of decaying skeletons.  The rest of the 
  pile is unidentifiable. 
   
  Area Ten – Shrine to Tharizdun 
   
   
  The party has two ways of entering this area, either from 
  the ruins (Area Three) or the main entry hall (Area Four). 
   Both 
  entrances 
  will 
  use 
  the 
  same 
  APL-based 
  introduction. 
  This dimly lit room is made up of a rock wall and the 
  walls of the adjacent buildings.  The rock wall has a 
  black patch painted on it.  Carved into the patch is a 
  spiral. 
  The other notable feature of this room is the floor.  It 
  is covered in tiny mounds giving it the look of an 
  orange. 
  The swarm will wake up when the first PC steps into the 
  area.  The swarm will attack as many PCs as it can. 
  This area is a makeshift shrine to Tharizdun.  When the 
  rain of colorless fire destroyed everything, Tozhgan Ikan 
  made this alter to appease the god.  Any PC making a 
  Knowledge Religion check (DC 19) can determine the 
  nature of this shrine. 
  Creatures:  
  APL 4 (EL 6) 
  �Burning Skeletal Rat Swarm: hp 54; see Appendix 
  One 
   
  APL 6 (EL 8) 
  �Burning Skeletal Rat Swarm (2): hp 54, 54; see 
  Appendix One 
   
  APL 8 (EL 10) 
  �Burning Skeletal Rat Swarm (4): hp 54, 54, 54, 54; see 
  Appendix One 
   
   
  Area Eleven – Choir Room  
   
   
  This room contains the remains of several musical 
  instruments and benches.  All are of ancient designs 
  and would be worth a small fortune if not in such 
  deplorable shape.  Another group of 4 male hostages 
  lies bound and gagged under a faint simmering 
  golden shield. 
  This is another set of hostages.  These are the men of Suel 
  decent.  They are also pretty well off and have no injuries. 
   Having been through the same events as the group from 
  Area eight, they know the same information.  If teamed 
  with those other hostages, they will ask about the 
  remaining members of their party but neither group 
  knows their fate.   
  �Dustsiggers (4): Expert2; Human, Suel male; 4 hp 
  Searching this room will result in finding a Harp of 
  charming.  It is the only instrument not broken. 
   
  Area Twelve – Storage 
   
   
    
  Boxes fill this room.  Unlike other rooms, this one is 
  almost dust free.  
  This is where Tozhgan Ikan stores his stuff.  As a result, 
  the boxes in this room are moved pretty regularly.  
  Digging through the boxes will result in several 
  treasures.  Digging through the boxes will reveal the 
  goggles of minute seeing, an amulet of Natural Armor +1 
  and a Ring of Sustenance. 
    
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 16 
  Area Thirteen – Entry Hallway 
   
   
  Opening the door leads into a passage lit by a pair of 
  ancient lanterns on either side.  The passage goes a 
  short distance before it ends in a tee-intersection. 
  This small passage is a focal point for the negative energy 
  flooding this place.  As such, any person entering this 
  passageway will be subject to the trap listed below. 
  A simple removal of some of the stones on the floor will 
  weaken the force and thereby disable the trap.  Once past 
  this area, read the following. 
  You are now in the middle of a long passage, some 90 
  feet in length.  Pairs of lanterns, spaced every 20 feet 
  light this area.  Doors stand shut at each end. 
   
  APL 4 (EL 4) 
  �Negative Energy Aura: CR 4; magic device; touch 
  trigger; automatic reset; negative energy damage 2d6+4; 
  DC 15 Fortitude save for half; Search DC 27; Disable 
  Device DC 27 
   
  APL 8 (EL 6) 
  �Negative Energy Aura: CR 6; magic device; touch 
  trigger; automatic reset; negative energy damage 3d6+6; 
  DC 17 Fortitude save for half; Search DC 29; Disable 
  Device DC 29 
   
  APL 8 (EL 8) 
  �Negative Energy Aura: CR 8; magic device; touch 
  trigger; automatic reset; negative energy damage 5d6+10; 
  DC 18 Fortitude save for half; Search DC 32; Disable 
  Device DC 32. 
   
  Area Fourteen – Hall of Glory 
   
   
  The door opens to a odd shaped room.  Directly in 
  front of you is a large section of wall.  It used to carry 
  a painting of some sort but the time and arid 
  conditions have long since bleached it out. 
  Beyond the wall is a long rectangular room.  It has 
  three columns in the center.  It looks as if the walls of 
  this room once contained paintings as well but have 
  suffered the same fate.  A passageway leads from this 
  room and ends in a closed door. 
  This area was once a place where the faithful could come 
  and view the glories of Wee Jas before entering the main 
  temple (Area 17).  As mentioned before, all the paintings 
  are long since destroyed. 
  Area Fifteen – Meeting Hall  
   
   
  This room, some 40 feet square has a scattering of 
  tables and chairs around it.  Another door stands 
  closed to your left.   
  This was a multipurpose room.  It now contains, well 
  nothing.  Once the party enters the room, a ghost will 
  emerge to take it out on them.  This ghost is that of the 
  Lich’s first victims since the area was discovered. 
  Creatures: 
  APL 4 (EL 6) 
  �Harpy Ghost: hp 31; see Appendix One 
   
  APL 6 (EL 8) 
  �Harpy Ghost (2): hp 31, 31; see Appendix One 
   
  APL 8 (EL 10) 
  �Bard Ghost: hp 57 ; See Appendix One 
   
   
  Area Sixteen – Temple Hallway 
   
   
  This door opens into a passageway.  After 10 feet, it 
  turns to the left and goes another 20 feet ending in a 
  door. 
  This is a plain passageway.  Nothing of interest or value is 
  in it. 
   
  Area Seventeen – Main Temple 
   
   
  This room can be entered from the sides.  Either way read 
  or paraphrases the following. 
  This wide rectangular room is the main temple area. 
  Faded paintings adorn the walls, their purpose lost to 
  the ravages of time.  The floor is covered in black tile 
  with tiles of red, green, blue and white making 
  occasional appearances.  The effects makes the floor 
  seem a little like the night sky. 
  In the center of the room, one of the walls makes way 
  for a raised altar behind which a faint golden 
  shimmering can be seen.  The altar has carvings of 
  books 
  and 
  skulls 
  with 
  the 
  elemental 
  forces 
  surrounding them. 
  The room is devoid of any furnishings and has been 
  kept free of dust.   
  This is the main temple.  It has been keep clean by 
  Tozhgan Ikan as he spent most of his time in silent 
  contemplation here. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 17 
  The shimmering behind the altar is another set of 
  Dustdiggers.  This time it is the diggers of obviously 
  Baklunish decent.  Unlike the others, these poor folks 
  have been tortured and harmed severely.  They are quite 
  mad from their ordeals and will not assist in their rescue 
  and must be taken bodily from the area.  If they stay for 
  more than an hour without healing after the shield drops 
  they will die.  Tozhgan Ikan has already killed three of 
  them; their bodies are not to be found. 
  �Dustdiggers (3): Expert2; Baklunish human male and 
  female; hp 4 (currently 1) 
  On the altar is a note.  The note is given in Player 
  Handout #2.  It is written in an ancient Suel dialect with 
  the blood of the Dustdiggers.  A heal check (DC 12) or 
  intelligence check (DC 15) will reveal that the ink is in 
  fact blood.  If the heroes have no means to translate the 
  writing, give them the note after the adventure is over. 
   
  Conclusion 
  Modify this as needed based on how far they explored 
  and how successful they were towards their goals. 
  Stepping off the teleport platform you are once again 
  standing in the ancient Suel tomb. All is quiet around 
  you as almost if the past few hours had been a dream. 
  Your mission was a (success/failure) in recovering the 
  surviving Dustdiggers and all that is left before you 
  now is the long return journey through the tunnel.  
  Days pass into weeks as you trudge through the 
  endless darkness. The only light is the dreams that 
  everybody seems to be sharing about a ghostly figure 
  wreathed in the flames. You can tell others are having 
  the same ones as they jump up from their sleep 
  patting their bodies as if on fire. Finally you reach the 
  end and step out into the twilight and fresh air once 
  again. The moon above shines it beautiful light upon 
  the faces of grateful survivors.  
  With one last look over your shoulders into the 
  tunnel, you see twin specks of fire in the distance. 
  Almost like eyes. With a whisper that almost seems 
  like a piece of paper rubbing against another a voice 
  calls out. “My Legacy has been brought back into the  
  world. The children of my children shall seek me out 
  and my footsteps with shake the foundations of this 
  world” then silence once again.  
  The Dustdigger survivors appear to have heard 
  nothing and they scramble down the path to Darkgate 
  to great loved ones and friends. All is well again for 
  now. The heroes have saved the day and salvaged 
  what looked to be a hopeless situation. But at what 
  price ?  Something horrible was buried in the dust 
  and ash of that place and whatever it was will not 
  forget lightly the blow dealt to it today. Though the 
  town of Darkgate may rest safely and without worry 
  the shadows have taken on an all new edge to them 
  for you. 
  If the players managed to rescue the Dustdigger and 
  Border Guard captives, then they are rewarded the 
  Gratitude of Darkgate favor as well as any item on the 
  Adventure Record marked with a * (there may or may not 
  be items designated this way) for their APL or lower. This 
  represents the artifacts previously returned by the 
  Dustdiggers. 
  If they defeated the ghost they also received the Wrath of 
  Tozhgan Ikan. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two – Area Two 
  Defeating the scorpions 
  APL4  
   
  150 xp 
  APL6  
   
  210 xp 
  APL8  
   
  270 xp 
   
  Encounter Two – Area Four 
  Defeating the undead. 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
   
  Encounter Two – Area Ten 
  Defeating the swarm(s) 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
   
  Encounter Two – Area Fifteen 
  Defeat the ghosts 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 18 
  Encounter Two – Area 13 
  Going through the trap. 
  APL4  
   
  120 xp 
  APL6  
   
  180 xp 
  APL8  
   
  240 xp 
   
  Story Award 
  Rescue remaining dust diggers 
  APL4  
   
  100 xp 
  APL6  
   
  135 xp 
  APL8  
   
  165 xp 
   
  Discretionary roleplaying award 
  APL4  
   
  100 xp 
  APL6  
   
  135 xp 
  APL8  
   
  165 xp 
   
  Total possible experience:  
   
  APL4  
   
  1,010 xp 
  APL6  
   
  1,350 xp 
  APL8  
   
  1,680 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Total Possible Treasure 
  APL 4: L: 0gp; C: 0gp; M: 975gp  - Total: 975gp 
  APL 6: L: 0gp; C: 0gp; M: 1,350gp  - Total: 1,350gp 
  APL 8: L: 0gp; C: 0gp; M: 1,950gp  - Total: 1,950gp 
  Special 
  �Everburning Lantern: These brass hooded lanterns 
  are an ancient Suel design.  That alone would fetch a high 
  price but they have also been enchanted to produce a 
  continual light. (500gp; Caster Level: 3rd; continual 
  flame; Craft Item) 
  �Ring of Inner Strength: The simple band of gold is 
  cool to the touch.  When placed on a finger, the wearer is 
  immune to confusion, fear, rage and morale effects, 
  including beneficial ones such as a bard's inspiration of 
  courage or a bless spell. (10,000 gp; Caster Level: 2nd; 
  Forge Ring; calm emotions) 
  �Wrath of Ikan: You have gained the attention of 
  somebody whose favors are best declined. At the 
  beginning of each adventure there is a 10% chance (DM 
  roll) that misfortune follows you this day. At some 
  random point during the adventure (DM’s choice) some 
  random mishap will occur to cause embarrassment, 
  misfortune, or danger to happen for your character. Note 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 19 
  to DM: This cannot be used in combat and will not result 
  in death. 
  �Gratitude of Darkgate: Spokesman Olmir and the 
  town of Darkgate are in your debt. They have agreed to 
  let you look through some of the items the Dustdiggers 
  have found in the past and hold them for you in case you 
  ever have need of them. Any item marked with a * below 
  is available to purchase with the Frequency changed to 
  ‘Any’. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 20 
  Adventure C – Wizard Tower 
  This uses Map #3 in Appendix Four. This map can be 
  used for APL’s 4, 6, and 8 
   
  Area One – Teleportation Circle 
   
   
  The very air hums with the power of raw magic.  A 
  sense of falling assaults your senses.  The ride is as 
  short as it is disorientating.  The fresh air you were 
  breathing is suddenly replaced with very stale air that 
  has the stink of death on it.   
  Before you is a very dimly lit canyon of sorts.  Walls 
  of a grayish sandstone rise above you.  The floor is a 
  worked tile but covered in most places with sand.  
  Jutting out of the cliff face is a building.  Attached to 
  the buildings wall some 60 feet from you is a smaller 
  building. 
  This area is lit by some sunlight from above and a couple 
  of ever burning torches set out by the dust diggers.  
  Looking around will revel several sets of footprints.  The 
  dust diggers came down from above and then moved 
  toward the main building. 
   
  Area Two – Storage Room 
   
   
   
  The gaps in the buildings wall reveal a pile of stuff 
  arranged in neat rows and piles.  An entryway leads 
  further into the outbuilding. 
  This is a pile of stuff that no longer interests Tozhgan 
  Ikan.  Over the many years he has continuously added 
  and removed items from this area.  Most of the boxes 
  contain mundane household items.  There are a few more 
  interesting, magical pieces stashed in the hodgepodge of 
  knick-knacks.  The party can find a pair of goggles of 
  minute seeing. 
   
  Area Three – Back Room 
   
   
   
  This room also stores a wide selection of knick-
  knacks as well as odds and ends. 
  There is nothing of interest or value in this room. 
   
  Area Four – Rubbish Heap  
   
   
  Further along the cavern wall looks to be the corner 
  of another building.  There is an opening in the wall 
  of the building that looks as if it might have been a 
  doorway. 
  Once the heroes have made their way to the entryway, 
  read or paraphrase the following. 
  The stench from this room is almost unbearable.  It 
  seems that all sorts of refuse and decaying matter fill 
  this room.  To make matters worse, the top layer 
  seems to be moving… 
  Combat ensues from this point with the undead 
  described below. 
  Creatures: 
  APL 4 (EL 6) 
  �Burning Wights (2): hp 26, 24, See Appendix One. 
   
  APL 6 (EL 8) 
  �Burning Wights (4): hp 26, 25, 25, 24; see Appendix 
  One. 
   
  APL 8 (EL 10) 
  �Burning Skeletal Harpy Archers (4): hp 71, 70, 68, 65; 
  see Appendix One. 
   
  Please keep in mind that the harpies will make use of the 
  nearby stair well to fire down upon the PCs.  The top of 
  the stairs is 30’ from the ground. 
  The wights can be identified as party of the Dust Diggers 
  group sent to investigate this place.  For them to become 
  wights implies they meet a particularly harsh demise.  
  Tozhgan Ikan that lives here infused them with his 
  version of colorless fire. 
   
  Area Five – Kennel Ruins 
   
   
   
  If the party has a light source or can see in the dark, read 
  or paraphrase the following.  If they can not see in the 
  dark, it is dark. 
  The wall continues for 100 feet it then stops against a 
  perpendicular wall.  This wall has a 10’ wide opening 
  in it. 
  As the heroes approach the gap in the wall, have them 
  roll a Listen check (DC 18).  If they make the check, have 
  them hear the sound of paws moving around on sand 
  covered tiles.   
  When the PCs get within 30 feet of the gap, the 
  hellhounds will charge them. 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 21 
  Creatures: 
  APL 4 (EL 6) 
  �Hell Hounds (3): hp 22 each, see Monster Manual 
   
  APL 6 (EL 8) 
  �Hell Hounds (6): hp 22 each, see Monster Manual 
   
  APL 8 (EL 8) 
  �Hell Hounds (6): hp 22 each, see Monster Manual 
   
  Once the party has dealt with the puppies or they take a 
  moment to glance around inside the room, read or 
  paraphrase the following. 
  This area is now serving as a kennel for a pack of Hell 
  Hounds.  Somebody has been feeding them as the 
  remains of at least one humanoid can be seen in their 
  “dishes”.   
  In the corner of the pen are a group of humans bound 
  and gagged.  They are beneath a faint glimmering 
  golden shield.   
  Beyond that, the hounds have destroyed this area.  
  Nothing of value can be deciphered from the walls or 
  found lying about. 
  Next to the opening in the wall that you came 
  through is a stair leading up the outside of the 
  building. 
  This is one of the groups of Dustdiggers.  The golden aura 
  protects them from the dust and negative energy that fills 
  the area.  A simple touch will dispel the field.  Once 
  dropped the captives will be subjected to the negative 
  energy and any remaining hounds.  If they stay for more 
  than an hour, they will start taking damage just like the 
  party.  This group of captives is quite unharmed up to this 
  point. 
  �Dustsiggers (6): Expert2; Human, Suel female and 
  male; 4hp 
  Once 
  released 
  they 
  will 
  impart 
  the 
  following 
  information: 
  • 
  They were part of a group of Dustdiggers sent to 
  investigate this ruin 
  • 
  They found evidence of some harpy nests in the area 
  above but couldn’t find the harpies. 
  • 
  After a few hours cataloging the outer area, the 
  discovered the negative energy was causing them 
  harm and made plans to leave. 
  • 
  Before they could go, a tall, skeletal man appeared 
  from the temple.  He was wreathed in flames and 
  dust and spoke with in what must have been an 
  ancient Suelesse dialect. 
  • 
  He claimed to be Tozhgan Ikan, master of this town. 
   He protected it from the northern scum when they 
  unleashed their hated fire upon them. 
  • 
  He separated those of Baklunish decent and took 
  them away.  He then took the remaining men to 
  another place and left the women here. 
  • 
  The shield was meant to keep them alive. 
  • 
  The dogs “meal” was one of the fellow diggers. 
   
  Area Six – Landing 
   
   
   
   
  The stairs come to a landing.  This landing is 20 feet 
  deep and 30 feet wide.  Several gnawed bones lie 
  scattered about. 
   
  Area Seven – Top of Stairs 
   
   
   
  As the first member of the tops the stairs, the Mastiff will 
  jump from its concealment and surprise them. 
  Once combat is over, you can read or paraphrase the 
  following. 
  This is a balcony of sorts.  It once stood looking out 
  over the neighboring buildings providing the lucky 
  soul who happen to be here a great view.  Now it only 
  shows dirt, sand and rock. 
  A simple door is set into the wall of the adjoining 
  building.  The only other means of exit is down the 
  stairs. 
  Creatures: 
  APL 4 (EL 5) 
  �Shadow Mastiff: hp 30; see Monster Manual 
   
  APL 6 (EL 7) 
  �Shadow Mastiff (2): hp 30, 30; see Monster Manual 
   
  APL 8 (EL 10) 
  �Ghostly Advanced Shadow Mastiff: hp 89; see 
  Appendix One. 
   
   
  Area Eight – Sitting Room 
   
   
   
  A short ten-foot long entryway leads into what was 
  once an elegantly appointed sitting room.  Where 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 22 
  once stood the finest furniture now stands a pile of 
  decaying wood.  The once fine curtains and tapestries 
  are now nothing but worn patches of fabric barely 
  clinging to the walls. 
  There are two doors, which stand closed on the 
  opposite walls.  There are no windows or other means 
  of entrance or exit. 
  There is currently nothing in this room.  Of course, the 
  furniture can be used to make wooden stakes for the 
  vampires later on. 
   
  Area Nine – Hallway  
   
   
   
  The door opens to reveal a 10-foot wide hallway.  It 
  goes for 40 feet before stopping.  There is a door on 
  the far wall as well. 
  This area is filled with negative energy.  Any living thing 
  will suffer damage going through the area unless the trap 
  is disabled.  Disabling is accomplished by rearranging 
  some of the tiles in the floor. 
  APL 4 (EL 3) 
  �Negative Energy Aura: CR 3; magic device; touch 
  trigger; automatic reset; negative energy damage 1d6+3; 
  DC 13 Fortitude save for half; Search DC 25; Disable 
  Device DC 25 
   
  APL 6 (EL 4) 
  �Negative Energy Aura: CR 4; magic device; touch 
  trigger; automatic reset; negative energy damage 2d6+4; 
  DC 15 Fortitude save for half; Search DC 27; Disable 
  Device DC 27 
   
  APL 8 (EL 6) 
  �Negative Energy Aura: CR 6; magic device; touch 
  trigger; automatic reset; negative energy damage 3d6+6; 
  DC 17 Fortitude save for half; Search DC 29; Disable 
  Device DC 29 
   
   
  Area Ten – Library 
   
   
   
   
  Bookshelves line three of the walls in this room.  The 
  other wall has an ornate relief of a demonic visage. 
  The shelves are filled with ancient texts and scrolls.  
  Dust clings to every surface, obscuring the title of the 
  texts. 
  The texts are very, very old. Anybody attempting to move 
  one will be rewarded with a hand full of dust.  Only very 
  powerful magic can save them and that kind of magic is 
  beyond the scope of the party.   
  The relief is actually a secret door to the living space, area 
  eleven.  It has not been used in decades and therefore has 
  become stuck.  Once discovered (Search [DC 14]), it will 
  require a Strength check (DC 17) to open it. 
   
  Area Eleven – Lich’s Retreat  
   
   
  A small desk and coffin are the main occupants of this 
  room.  Combining both the look and feel of a study 
  and mausoleum.  This room, unlike many of the 
  others, is free of dust. 
  A small candle flickers on the desk.  It shines down 
  upon a open book, quill and ink pot.  Behind the 
  coffin are four tied-up people under a glimmering 
  golden shield. 
  The book on the desk is a journal of sorts.  Tozhgan Ikan 
  has left the party a note (Player Handout #2).  A heal 
  check (DC 12) or intelligence check (DC 15) will reveal 
  that the ink is in fact blood.  If the heroes have no means 
  to translate the writing, give them the note after the 
  adventure is over. 
  The tied-up people are the remaining dust-diggers.  
  Unlike the others, these poor folks have been tortured 
  and harmed severely.  They are quite mad from their 
  ordeals and will not assist in their rescue and must be 
  taken bodily from the area.  If they stay for more than an 
  hour without healing after the shield drops they will die. 
   Tozhgan Ikan has already killed four of them; their 
  bodies are in area twelve. 
  �Dustdiggers (3): Expert2; Baklunish human male and 
  female; hp 4 (currently 1) 
   
  Area Twelve – Main Lab 
   
   
   
  This hall-like room is very large.  It measures 80 feet 
  long and 40 feet wide.  The two exits from the room 
  are a passageway and a door, both on the same wall.   
  In the center of the far wall is a very large fireplace.  
  Replacing the fire that would belong in such a place 
  is a very large workbench.  It contains various 
  alchemical devices, beakers and vials.  
  The room also contains 4 slab-like tables.  On the 
  tables are bodies that seem to be shrouded by dust.   
  The bodies are the latest experiments by Tozhgan Ikan.  
  He applied his special technique of infusing colorless fire 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 23 
  into some of the dust diggers.  The resulting undead are 
  quite mad and will attack anything that moves. 
  The workbench contains several beakers and vials that 
  still contain some sort of liquid.  If any character disturbs 
  the bench, have them make a reflex save (DC 15).  If they 
  fail, they will take 1d6 of acid damage when a beaker tips 
  over. 
  Creatures: 
  APL 4 (EL 6) 
  �Burning Vampire Spawn (2): hp 29; see Appendix 
  One 
   
  APL 6 (EL 8) 
  �Burning Vampire Spawn (4): hp 29, See Appendix 
  One. 
   
  APL 8 (EL 10) 
  �Burning Vampire Spawn (3): hp 29, See Appendix 
  One. 
  �Burning Vampire Sor6: hp 49, See Appendix One. 
   
  Conclusion 
  Modify this as needed based on how far they explored 
  and how successful they were towards their goals. 
  Stepping off the teleport platform you are once again 
  standing in the ancient Suel tomb. All is quiet around 
  you as almost if the past few hours had been a dream. 
  Your mission was a (success/failure) in recovering the 
  surviving Dustdiggers and all that is left before you 
  now is the long return journey through the tunnel.  
  Days pass into weeks as you trudge through the 
  endless darkness. The only light is the dreams that 
  everybody seems to be sharing about a ghostly figure 
  wreathed in the flames. You can tell others are having 
  the same ones as they jump up from their sleep 
  patting their bodies as if on fire. Finally you reach the 
  end and step out into the twilight and fresh air once 
  again. The moon above shines it beautiful light upon 
  the faces of grateful survivors.  
  With one last look over your shoulders into the 
  tunnel, you see twin specks of fire in the distance. 
  Almost like eyes. With a whisper that almost seems 
  like a piece of paper rubbing against another a voice 
  calls out. “My Legacy has been brought back into the  
  world. The children of my children shall seek me out 
  and my footsteps with shake the foundations of this 
  world” then silence once again.  
  The Dustdigger survivors appear to have heard 
  nothing and they scramble down the path to Darkgate 
  to great loved ones and friends. All is well again for 
  now. The heroes have saved the day and salvaged 
  what looked to be a hopeless situation. But at what 
  price ?  Something horrible was buried in the dust 
  and ash of that place and whatever it was will not 
  forget lightly the blow dealt to it today. Though the 
  town of Darkgate may rest safely and without worry 
  the shadows have taken on an all new edge to them 
  for you. 
  If the players managed to rescue the Dustdigger and 
  Border Guard captives, then they are rewarded the 
  Gratitude of Darkgate favor as well as any item on the 
  Adventure Record marked with a * (there may or may not 
  be items designated this way) for their APL or lower. This 
  represents the artifacts previously returned by the 
  Dustdiggers. 
  If they defeated the vampire (or spawn) then they also 
  received the Wrath of Tozhgan Ikan. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Area Four 
  Defeat Wights or Harpy’s 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
   
  Area Five 
  Defeat Hell Hounds 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  240 xp 
   
  Area Seven 
  Defeat the Shadow Mastiff 
  APL4  
   
  150 xp 
  APL6  
   
  210 xp 
  APL8  
   
  300 xp 
   
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 24 
  Area Nine 
  Handle the trap. 
  APL4  
   
  90 xp 
  APL6  
   
  120 xp 
  APL8  
   
  180 xp 
   
  Area Twelve 
  Defeat Spawn or vampire 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
   
  Story Award 
  Rescue remaining dust diggers 
  APL4  
   
  100 xp 
  APL6  
   
  135 xp 
  APL8  
   
  165 xp 
   
  Discretionary roleplaying award 
  APL4 
   
  100 xp 
  APL6  
   
  135 xp 
  APL8  
   
  165 xp 
   
  Total possible experience:  
   
  APL4  
   
  1,010 xp 
  APL6  
   
  1,350 xp 
  APL8  
   
  1,680 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Total Possible Treasure 
  APL 4: L: 0gp; C: 0gp; M: 975gp  - Total: 975gp 
  APL 6: L: 0gp; C: 0gp; M: 1,350gp  - Total: 1,350gp 
  APL 8: L: 0gp; C: 0gp; M: 1,950gp  - Total: 1,950gp 
  Special 
  �Everburning Lantern: These brass hooded lanterns 
  are an ancient Suel design.  That alone would fetch a high 
  price but they have also been enchanted to produce a 
  continual light. (500gp; Caster Level: 3rd; continual 
  flame; Craft Item) 
  �Ring of Inner Strength: The simple band of gold is 
  cool to the touch.  When placed on a finger, the wearer is 
  immune to confusion, fear, rage and morale effects, 
  including beneficial ones such as a bard's inspiration of 
  courage or a bless spell. (10,000 gp; Caster Level: 2nd; 
  Forge Ring; calm emotions) 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 25 
  �Wrath of Ikan: You have gained the attention of 
  somebody whose favors are best declined. At the 
  beginning of each adventure there is a 10% chance (DM 
  roll) that misfortune follows you this day. At some 
  random point during the adventure (DM’s choice) some 
  random mishap will occur to cause embarrassment, 
  misfortune, or danger to happen for your character. Note 
  to DM: This cannot be used in combat and will not result 
  in death. 
  �Gratitude of Darkgate: Spokesman Olmir and the 
  town of Darkgate are in your debt. They have agreed to 
  let you look through some of the items the Dustdiggers 
  have found in the past and hold them for you in case you 
  ever have need of them. Any item marked with a * below 
  is available to purchase with the Frequency changed to 
  ‘Any’. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 26 
  Appendix One: NPC’s 
  Adventure A: Manor House
  Area Six – Grand Parlor 
   
   
   
  APL 2 (EL 3) 
  �Large Animated Rug: CR 3; Large Construct; HD 
  4d10+20; hp 52; Init +0; Spd 30 ft., fly 15 ft. (clumsy); 
  AC 14 (-1 Size, +5 natural), touch 9, flat-footed 14; 
  Bab/Grp: +3/+10  Atk +5 melee (1d8+4, slam); Full Atk 
  +5 melee (1d8+4, slam); Space/Reach 10 ft./ 5 ft.; SA 
  Blind, Constrict (1d8+6); SQ Construct Traits, 
  Darkvision 60 ft., Low-Light Vision, Hardness 3, 
  Improved Speed; AL N; SV Fort +11, Ref +9, Will +10; 
  Str 25, Dex 13, Con —, Int 4, Wis 14, Cha 19.  
   
  Skills and Feats: Hide +24, Listen +25, Move 
  Silently +16, Search +5, Spot +25, Survival +17*; Dodge, 
  Improved Initiative, Mobility, Power Attack, Spring 
  Attack, Track 
  B. 
   
  Blind (Ex): A sheetlike animated object such as a 
  carpet or tapestry can grapple an opponent up to three 
  sizes larger than itself. The object makes a normal 
  grapple check. If it wins, it wraps itself around the 
  opponent’s head, causing that creature to be blinded 
  until removed. 
   
  Constrict (Ex): An animated rug deals 1d8+6 
  damage with a successful grapple check against a 
  creature up to one size larger than itself. 
  An object of at least Large size can make constriction 
  attacks against multiple creatures at once, if they all are 
  at least two sizes smaller than the object and can fit 
  under it. 
        Hardness (Ex): An animated rug has hardness of 3. 
        Improved Speed (Ex): The base land speed given 
  in the statistics block assumes that an animated object 
  lurches, rocks, or slithers along.  Objects with two legs 
  (the two ends of a rug) or a similar shape that allows 
  faster movement have a +10 foot bonus to speed. A 
  sheet like object can fly (clumsy maneuverability) at 
  half its normal speed. 
   
  Area Seven – Library  
   
   
   
  APL 4 (EL 5) 
  �Half-Fiend Pseudodragon: CR 2; Tiny Outsider 
  (Augmented Dragon, Native); HD 2d12+4; hp 17; Init 
  +4; Spd 15 ft., fly 60 ft. (good); AC 21 (+2 size, +4 Dex, 
  +5 natural), touch 16, flat-footed 17; Bab/Grp: +2/-6; 
  Atk +6 melee (1d3 plus poison, sting); Full Atk +6 
  melee (1d3 plus poison, sting) and +1 melee (1d3, bite) 
  and +1 melee (1d2, 2 claws); SA Poison, Smite Good 
  (1/day, +2 damage), Spell-like Abilities; SQ Blindsense 
  60 ft., Darkvision 60 ft., Low-Light Vision, Immunity to 
  sleep, paralysis and poison, Resistance 10 to acid, cold, 
  electricity and fire, Damage Reduction 5/magic, Spell 
  Resistance 19, Telepathy 60 ft.; AL NE; SV Fort +5, Ref 
  +7, Will +4; Str 10, Dex 19, Con 15, Int 14, Wis 12, Cha 
  12.  
   
  Skills and Feats: Bluff +6, Diplomacy +8, Hide 
  +22*, Listen +7, Search +8, Sense Motive +7, Spot +7, 
  Survival +6 (+8 following tracks); Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  damage sleep for 1 minute, secondary damage sleep for 
  1d3 hours. The save DC is Constitution-based and 
  includes a +2 racial bonus. 
   
  Blindsense (Ex): A pseudodragon can locate 
  creatures within 60 feet by nonvisual means (mostly 
  hearing and scent, but also by noticing vibration and 
  other 
  environmental 
  clues). 
  Opponents 
  the 
  pseudodragon can’t actually see still have total 
  concealment against the pseudodragon. 
   
  Telepathy (Su): Pseudodragons can communicate 
  telepathically with creatures that speak Common or 
  Sylvan, provided they are within 60 feet. 
   
  Damage Reduction (Su): A half-fiend has damage 
  reduction 5/ magic. A half-fiend’s natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Spell-like Abilities: 3/day—darkness. Caster 
  Level 2, Save DC 11 + Spell level. 
   
  Skills: Pseudodragons have a chameleonlike 
  ability that grants them a +4 racial bonus on Hide 
  checks. *In forests or overgrown areas, this bonus 
  improves to +8. 
  Area Eight – Dining Hall 
   
   
   
  APL 2 (EL 4) 
  �Burning Wights: CR 4; Medium Undead; HD 4d12; 
  hp 26; Init +1; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk/Full Atk +4 melee (1d4+2 
  plus Energy Drain plus 1d6 fire, slam); SA Fire line; SQ 
  Darkvision 60 ft., Undead traits, Fire Resistance 5, 
  Ashen Cloud; AL LE; SV Fort +1, Ref +3, Will +5; Str 
  14, Dex 14, Con --, Int 11, Wis 13, Cha 19.  
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently +17, Spot +7; Alertness, Blind-Fighting. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 27 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
   
  APL 4 & 6 (EL 6) 
  �Burning Wights: CR 4; Medium Undead; HD 4d12; 
  hp 26; Init +1; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk/Full Atk +4 melee (1d4+2 
  plus Energy Drain plus 1d6 fire, slam); SA Fire line; SQ 
  Darkvision 60 ft., Undead traits, Fire Resistance 5, 
  Ashen Cloud; AL LE; SV Fort +1, Ref +3, Will +5; Str 
  14, Dex 14, Con --, Int 11, Wis 13, Cha 19.  
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently +17, Spot +7; Alertness, Blind-Fighting. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
  Area Ten – Master Bedroom  
   
   
  APL 6 (EL 9) 
  �Advanced 
  Mimic: CR 7; Huge Abberation 
  (Shapeshifter); HD 15d8+75; hp 153; Init +0; Spd 10 ft.; 
  AC 16 (-2 size, +8 natural), touch 8, flat-footed 16; 
  Bab/Grp: +11/+27; Atk +18 melee (3d6+8, slam); Full 
  Atk +18 melee (3d6+8, 2 slams); Space/Reach 15 ft./15 
  ft.; SA Adhesive, Crush (3d6+8); SQ Darkvision 60 ft., 
  Immunity to Acid, Mimic Shape; AL N; SV Fort +10, 
  Ref +7, Will +12; Str 27, Dex 10, Con 21, Int 10, Wis 13, 
  Cha 10.  
   
  Skills and Feats: Climb +13, Disguise +21, Listen 
  +12, Spot +12; Alertness, Improved Natural Attack 
  (slam), Iron Will, Lightning Reflexes, Power Attack, 
  Weapon Focus (slam). 
   
  Adhesive (Ex): A mimic exudes a thick slime that 
  acts as a powerful adhesive, holding fast any creatures 
  or items that touch it. An adhesive-covered mimic 
  automatically grapples any creature it hits with its slam 
  attack. Opponents so grappled cannot get free while 
  the mimic is alive without removing the adhesive first. 
  A weapon that strikes an adhesive-coated mimic is 
  stuck fast unless the wielder succeeds on a DC 16 
  Reflex save. A successful DC 16 Strength check is 
  needed to pry it off. 
  Strong alcohol dissolves the adhesive, but the mimic 
  still can grapple normally. A mimic can dissolve its 
  adhesive at will, and the substance breaks down 5 
  rounds after the creature dies. 
   
  Crush (Ex): A mimic deals 3d6+8 points of 
  damage with a successful grapple check. 
   
  Mimic Shape (Ex): A mimic can assume the 
  general shape of any object that fills roughly 150 cubic 
  feet (5 feet by 5 feet by 6 feet), such as a massive chest, a 
  stout bed, or a wide door frame. The creature cannot 
  substantially alter its size, though. A mimic’s body is 
  hard and has a rough texture, no matter what 
  appearance it might present. Anyone who examines 
  the mimic can detect the ruse with a successful Spot 
  check opposed by the mimic’s Disguise check. Of 
  course, by this time it is generally far too late. 
   
  Skills: A mimic has a +8 racial bonus on Disguise 
  checks. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 28 
  Adventure B: Temple Complex
  Area Four – Entry Hall 
   
   
   
  APL 4 (EL 6) 
  �Burning Wights: CR 4; Medium Undead; HD 4d12; 
  hp 26; Init +1; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk/Full Atk +4 melee (1d4+2 
  plus Energy Drain plus 1d6 fire, slam); SA Fire line; SQ 
  Darkvision 60 ft., Undead traits, Fire Resistance 5, 
  Ashen Cloud; AL LE; SV Fort +1, Ref +3, Will +5; Str 
  14, Dex 14, Con --, Int 11, Wis 13, Cha 19.  
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently +17, Spot +7; Alertness, Blind-Fighting. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
  APL 6 (EL 8) 
  �Burning Wights: CR 4; Medium Undead; HD 4d12; 
  hp 26; Init +1; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk/Full Atk +4 melee (1d4+2 
  plus Energy Drain plus 1d6 fire, slam); SA Fire line; SQ 
  Darkvision 60 ft., Undead traits, Fire Resistance 5, 
  Ashen Cloud; AL LE; SV Fort +1, Ref +3, Will +5; Str 
  14, Dex 14, Con --, Int 11, Wis 13, Cha 19.  
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently +17, Spot +7; Alertness, Blind-Fighting. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
  APL 8 (EL 10) 
  �Burning Harpy Archer Skeleton: CR 6; Medium 
  Undead; HD 7d12 + 1d10; hp 70; Init +11; Spd 20 ft.; 
  AC 22, touch 17, flat-footed 15; Base Atk +4, Grp +5, 
  Atk +10 ranged (1d8+4/x3, Composite longbow) or +5 
  melee (1d4+1 plus 1d6 fire, claw); Full Atk +10 ranged 
  (1d8+4/x3, Composite longbow) or +5 melee (1d4+1 
  plus 1d6 fire, 2 claws); SA Fire Line; SQ Immunity to 
  Cold, DR 5/Bludgeonig, Fire Resistance 10, Undead 
  traits; AL NE; SV Fort +2, Ref +9, Will +6; Str 14, Dex 
  24, Con --, Int --, Wis 10, Cha 5.  
   
  Skills and Feats: Improved Initiative 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 4d6 point of fire damage.  A successful reflex 
  save, DC 14, reduces the damage by half. 
   
  Area Ten – Shrine to Tharizdun 
   
   
  APL 4 (EL 6) 
  � Burning Skeletal Rat Swarm; CR6; Tiny Undead 
  Animal (swarm); HD 6d12; hp 54; Init +7; Spd 15 ft. 
  climb 15 ft.; AC 19, touch 15, flat-footed 14; Base Atk 
  +4; Grp --; Attack swarm (1d6+1 plus 1d6 fire), 
  Space/Reach 10ft/0 ft.; SA distraction; SD Turn 
  resistance +2; SQ half damage from slashing and 
  piecing, DR 5/bludgeoning, Immunity Cold, Fire 
  resistance 10, low light vision, scent, swarm traits (see 
  Monster Manual page 237); AL LE; SV Fort +2, Ref +6, 
  Will +5; Str 3, Dex 21, Con --, Int --, Wis 10, Cha 1 
   
  Skills & Feats: Improved Initiative 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Turn Resistance (Ex): A skeletal swarm has +2 
  turn resistance. 
  APL 6 (EL 8) 
  �Burning Skeletal Rat Swarm; CR6; Tiny Undead 
  Animal (swarm); HD 6d12; hp 54; Init +7; Spd 15 ft. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 29 
  climb 15 ft.; AC 19, touch 15, flat-footed 14; Base Atk 
  +4; Grp --; Attack swarm (1d6+1 plus 1d6 fire), 
  Space/Reach 10ft/0 ft.; SA distraction; SD Turn 
  resistance +2; SQ half damage from slashing and 
  piecing, DR 5/bludgeoning, Immunity Cold, Fire 
  resistance 10, low light vision, scent, swarm traits (see 
  Monster Manual page 237); AL LE; SV Fort +2, Ref +6, 
  Will +5; Str 3, Dex 21, Con --, Int --, Wis 10, Cha 1 
   
  Skills & Feats: Improved Initiative 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Turn Resistance (Ex): A skeletal swarm has +2 
  turn resistance. 
  APL 8 (EL 10) 
  �Burning Skeletal Rat Swarm; CR6; Tiny Undead 
  Animal (swarm); HD 6d12; hp 54; Init +7; Spd 15 ft. 
  climb 15 ft.; AC 19, touch 15, flat-footed 14; Base Atk 
  +4; Grp --; Attack swarm (1d6+1 plus 1d6 fire), 
  Space/Reach 10ft/0 ft.; SA distraction; SD Turn 
  resistance +2; SQ half damage from slashing and 
  piecing, DR 5/bludgeoning, Immunity Cold, Fire 
  resistance 10, low light vision, scent, swarm traits (see 
  Monster Manual page 237); AL LE; SV Fort +2, Ref +6, 
  Will +5; Str 3, Dex 21, Con --, Int --, Wis 10, Cha 1 
   
  Skills & Feats: Improved Initiative 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Turn Resistance (Ex): A skeletal swarm has +2 
  turn resistance 
   
  Area Fifteen – Meeting Hall  
   
   
  APL 4 (EL 6) 
  �Harpy Ghost: CR 6; Medium Undead (Incorporeal); 
  HD 7d12; hp 31; Init +2; Spd Fly 80 ft. (perfect); AC 15, 
  touch 10, flat-footed 15; Base Atk +7, Grp +7, Atk +7 
  melee (1d6; club); Full Atk +7/+2 melee (1d6, club) and 
  +2 melee (1d3, 2 claws); SA Captivating Song, 
  Corrupting Gaze, Corrupting Touch; SQ Darkvision 60 
  ft.; AL CE; SV Fort +2, Ref +7, Will +6; Str 10, Dex 15, 
  Con 10, Int 7, Wis 12, Cha 21.  
   
  Skills and Feats: Bluff +11, Hide +8, Intimidate 
  +7, Listen +11, Perform (Oratory) +5, Search +8, Spot 
  +11; Dodge, Flyby Attack; Persuasive 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is it’s song.  When a harpy sings, all 
  creatures (except other harpies) within a 300 ft. spread 
  must succeed on a DC 18 Will save or become 
  captivated.  This is a sonic mind-affecting charm effect. 
   Any creature that successfully saves cannot be affected 
  by the same harpy’s song for 24 hours.  See page 150 of 
  the Monster Manual for details. 
   
  Corrupting Gaze (Su):  A ghost can blast living 
  beings with a glance, at a range up to 30 ft. Creatures 
  that meet the ghost’s gaze must succeed on a Fortitude 
  save (DC 18) or take 2d10 points of damage and 1d4 
  points of Charisma damage, 
   
  Corrupting Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage.  Against ethereal opponents it adds it 
  strength modifier to attack and damage rolls.  Against 
  nonethereal opponents, it adds its dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of damage to 
  itself.  Against ethereal opponents it adds it strength 
  modifier to attack and damage rolls.  Against 
  nonethereal opponents, it adds its dexterity modifier to 
  attack rolls only. 
   
  Manifestation (Su): All ghosts have this ability. 
  As ethereal creatures, they cannot affect or be affected 
  by anything in the material world. When they 
  manifest, 
  ghosts 
  become 
  visible 
  but 
  remain 
  incorporeal. However, a manifested ghost can strike 
  with its touch attack or a ghost touch weapon. A 
  manifested ghost remains on the Ethereal Plane but 
  can be attacked by opponents on both the Material and 
  Ethereal planes. When a spellcasting ghost is on the 
  Ethereal Plane, its spells cannot affect targets on the 
  Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on material targets. 
   
  Frightful Moan (Su): The ghost can moan as a 
  standard action. All living creatures within a 30-foot 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 30 
  spread must succeed at a Will save (DC 18) or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for one day. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must succeed at a 
  Fortitude save (DC 18) or immediately suffer 1d4 
  points of permanent Strength, 1d4 points of 
  permanent Dexterity, and 1d4 points of permanent 
  Constitution drain. A creature that successfully saves 
  against this effect cannot be affected by the same 
  ghost’s horrific appearance for one day. 
   
  Malevolence (Su): Once per round, an ethereal 
  ghost can merge its body with a creature on the 
  Material Plane. This ability is similar to magic jar as 
  cast by a 10th-level sorcerer (or the ghost’s character 
  level, whichever is higher), except that it does not 
  require a receptacle. If the attack succeeds, the ghost’s 
  body vanishes into the opponent’s body. The target can 
  resist the attack with a successful Will save (DC 20). A 
  creature that successfully saves is immune to that 
  ghost’s malevolence for one day. 
   
  Telekinesis (Su): The ghost can use telekinesis 
  once per round as a free action as cast by a sorcerer 
  whose level equals the ghost’s HD or 12, whichever is 
  higher. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are often only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s level or HD) against DC 16. 
  As a rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  APL 6 (EL 8) 
  �Harpy Ghost: CR 6; Medium Undead (Incorporeal); 
  HD 7d12; hp 31; Init +2; Spd Fly 80 ft. (perfect); AC 15, 
  touch 10, flat-footed 15; Base Atk +7, Grp +7, Atk +7 
  melee (1d6; club); Full Atk +7/+2 melee (1d6, club) and 
  +2 melee (1d3, 2 claws); SA Captivating Song, 
  Corrupting Gaze, Corrupting Touch; SQ Darkvision 60 
  ft.; AL CE; SV Fort +2, Ref +7, Will +6; Str 10, Dex 15, 
  Con 10, Int 7, Wis 12, Cha 21.  
   
  Skills and Feats: Bluff +11, Hide +8, Intimidate 
  +7, Listen +11, Perform (Oratory) +5, Search +8, Spot 
  +11; Dodge, Flyby Attack; Persuasive 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is it’s song.  When a harpy sings, all 
  creatures (except other harpies) within a 300 ft. spread 
  must succeed on a DC 18 Will save or become 
  captivated.  This is a sonic mind-affecting charm effect. 
   Any creature that successfully saves cannot be affected 
  by the same harpy’s song for 24 hours.  See page 150 of 
  the Monster Manual for details. 
   
  Corrupting Gaze (Su):  A ghost can blast living 
  beings with a glance, at a range up to 30 ft. Creatures 
  that meet the ghost’s gaze must succeed on a Fortitude 
  save (DC 18) or take 2d10 points of damage and 1d4 
  points of Charisma damage, 
   
  Corrupting Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage.  Against ethereal opponents it adds it 
  strength modifier to attack and damage rolls.  Against 
  nonethereal opponents, it adds its dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of damage to 
  itself.  Against ethereal opponents it adds it strength 
  modifier to attack and damage rolls.  Against 
  nonethereal opponents, it adds its dexterity modifier to 
  attack rolls only. 
   
  Manifestation (Su): All ghosts have this ability. 
  As ethereal creatures, they cannot affect or be affected 
  by anything in the material world. When they 
  manifest, 
  ghosts 
  become 
  visible 
  but 
  remain 
  incorporeal. However, a manifested ghost can strike 
  with its touch attack or a ghost touch weapon. A 
  manifested ghost remains on the Ethereal Plane but 
  can be attacked by opponents on both the Material and 
  Ethereal planes. When a spellcasting ghost is on the 
  Ethereal Plane, its spells cannot affect targets on the 
  Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on material targets. 
   
  Frightful Moan (Su): The ghost can moan as a 
  standard action. All living creatures within a 30-foot 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 31 
  spread must succeed at a Will save (DC 18) or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for one day. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must succeed at a 
  Fortitude save (DC 18) or immediately suffer 1d4 
  points of permanent Strength, 1d4 points of 
  permanent Dexterity, and 1d4 points of permanent 
  Constitution drain. A creature that successfully saves 
  against this effect cannot be affected by the same 
  ghost’s horrific appearance for one day. 
   
  Malevolence (Su): Once per round, an ethereal 
  ghost can merge its body with a creature on the 
  Material Plane. This ability is similar to magic jar as 
  cast by a 10th-level sorcerer (or the ghost’s character 
  level, whichever is higher), except that it does not 
  require a receptacle. If the attack succeeds, the ghost’s 
  body vanishes into the opponent’s body. The target can 
  resist the attack with a successful Will save (DC 20). A 
  creature that successfully saves is immune to that 
  ghost’s malevolence for one day. 
   
  Telekinesis (Su): The ghost can use telekinesis 
  once per round as a free action as cast by a sorcerer 
  whose level equals the ghost’s HD or 12, whichever is 
  higher. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are often only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s level or HD) against DC 16. 
  As a rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  APL 8 (EL 10) 
  �Ghost Bard: CR 8: Humand Brd 6; Medium undead 
  (incorporeal); HD 6d12+6; hp 57; Init +5; Spd 30 ft.; AC 
  15, touch 10, flat-footed 15; Base Atk +4; Grp +5; Atk +5 
  melee (see below, touch); SQ Bardic knowledge +6, 
  Bardic Music 6/day (Counter song, fascinate; inspire 
  competence, 
  inspire 
  courage 
  or 
  Suggestion), 
  Corrupting Gaze, Corrupting Touch, Draining Touch, 
  Manifestation, Horrific Appearance, Malevolence; SQ 
  Telekinesis, Rejuvenation; AL NE; SV Fort +3, Ref +6, 
  Will +4; Str 10, Dex 12, Con 12, Int 10, Wis 8, Cha 20 
   
  Skills and Feats: Balance +10, Diplomacy +11, 
  Tumble +10, Spellcraft +5, Move Silently +5, 
  Concentration +4, Use Magic Device +8, Hide +12, 
  Listen +8, Spot +8, Search +7 and Perform +14; 
  Improved Initiative, Feat 2, Feat 3, Feat 4 
   
  Spells Known: (4/4/3; base DC = 13 + spell level): 
  0—Daze, Ghost Sound, Open/Close, Resistance, Read 
  Magic, Lullaby; 1st—Tasha’s Hideous Laughter, Charm 
  Person, Cure Light Wounds; 2nd—Glitter Dust, 
  Mirror Image, Silence. 
   
  Corrupting Gaze (Su):  A ghost can blast living 
  beings with a glance, at a range up to 30 ft. Creatures 
  that meet the ghost’s gaze must succeed on a Fortitude 
  save (DC 18) or take 2d10 points of damage and 1d4 
  points of Charisma damage, 
   
  Corrupting Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage.  Against ethereal opponents it adds it 
  strength modifier to attack and damage rolls.  Against 
  nonethereal opponents, it adds its dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects.  On each 
  successful attack, the ghost heals 5 points of damage to 
  itself.  Against ethereal opponents it adds it strength 
  modifier to attack and damage rolls.  Against 
  nonethereal opponents, it adds its dexterity modifier to 
  attack rolls only. 
   
  Manifestation (Su): All ghosts have this ability. 
  As ethereal creatures, they cannot affect or be affected 
  by anything in the material world. When they 
  manifest, 
  ghosts 
  become 
  visible 
  but 
  remain 
  incorporeal. However, a manifested ghost can strike 
  with its touch attack or a ghost touch weapon. A 
  manifested ghost remains on the Ethereal Plane but 
  can be attacked by opponents on both the Material and 
  Ethereal planes. When a spellcasting ghost is on the 
  Ethereal Plane, its spells cannot affect targets on the 
  Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on material targets. 
   
  Frightful Moan (Su): The ghost can moan as a 
  standard action. All living creatures within a 30-foot 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 32 
  spread must succeed at a Will save (DC 18) or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for one day. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views the ghost must succeed at a 
  Fortitude save (DC 18) or immediately suffer 1d4 
  points of permanent Strength, 1d4 points of 
  permanent Dexterity, and 1d4 points of permanent 
  Constitution drain. A creature that successfully saves 
  against this effect cannot be affected by the same 
  ghost’s horrific appearance for one day. 
   
  Malevolence (Su): Once per round, an ethereal 
  ghost can merge its body with a creature on the 
  Material Plane. This ability is similar to magic jar as 
  cast by a 10th-level sorcerer (or the ghost’s character 
  level, whichever is higher), except that it does not 
  require a receptacle. If the attack succeeds, the ghost’s 
  body vanishes into the opponent’s body. The target can 
  resist the attack with a successful Will save (DC 20). A 
  creature that successfully saves is immune to that 
  ghost’s malevolence for one day. 
   
  Telekinesis (Su): The ghost can use telekinesis 
  once per round as a free action as cast by a sorcerer 
  whose level equals the ghost’s HD or 12, whichever is 
  higher. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  "destroyed" spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are often only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s level or HD) against DC 16. 
  As a rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance.
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 33 
  Adventure C: Wizard Tower
  Area Four – Rubbish Heap  
   
   
  APL 4 (EL 6) 
  �Burning Wights: CR 4; Medium Undead; HD 4d12; 
  hp 26; Init +1; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk/Full Atk +4 melee (1d4+2 
  plus Energy Drain plus 1d6 fire, slam); SA Fire line; SQ 
  Darkvision 60 ft., Undead traits, Fire Resistance 5, 
  Ashen Cloud; AL LE; SV Fort +1, Ref +3, Will +5; Str 
  14, Dex 14, Con --, Int 11, Wis 13, Cha 19.  
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently +17, Spot +7; Alertness, Blind-Fighting. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
  APL 6 (EL 8) 
  �Burning Wights: CR 4; Medium Undead; HD 4d12; 
  hp 26; Init +1; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk/Full Atk +4 melee (1d4+2 
  plus Energy Drain plus 1d6 fire, slam); SA Fire line; SQ 
  Darkvision 60 ft., Undead traits, Fire Resistance 5, 
  Ashen Cloud; AL LE; SV Fort +1, Ref +3, Will +5; Str 
  14, Dex 14, Con --, Int 11, Wis 13, Cha 19.  
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently +17, Spot +7; Alertness, Blind-Fighting. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
  APL 8 (EL 10) 
  �Burning Harpy Archer Skeleton: CR 6; Medium 
  Undead; HD 7d12 + 1d10; hp 70; Init +11; Spd 20 ft.; 
  AC 22, touch 17, flat-footed 15; Base Atk +4, Grp +5, 
  Atk +10 ranged (1d8+4/x3, Composite longbow) or +5 
  melee (1d4+1 plus 1d6 fire, claw); Full Atk +10 ranged 
  (1d8+4/x3, Composite longbow) or +5 melee (1d4+1 
  plus 1d6 fire, 2 claws); SA Fire Line; SQ Immunity to 
  Cold, DR 5/Bludgeonig, Fire Resistance 10, Undead 
  traits; AL NE; SV Fort +2, Ref +9, Will +6; Str 14, Dex 
  24, Con --, Int --, Wis 10, Cha 5.  
   
  Skills and Feats: Improved Initiative 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 4d6 point of fire damage.  A successful reflex 
  save, DC 14, reduces the damage by half. 
   
  Area Seven – Top of Stairs 
   
   
   
  APL 8 (EL 10) 
  �Ghostly 
  Advanced 
  Shadow 
  Mastiff: 
  12-HD 
  Shadow Mastiff Ghost; CR 13; Medium Incorporeal 
  Undead (Augmented Outsider, Extraplanar); HD 
  12d12; hp 89; Init +5; Spd 50 ft., fly 30 ft. (perfect); 
  Ethereal AC 15 (-1 Size, +1 Dex, +5 natural), touch 10, 
  flat-footed 14; Manifested AC 14 (-1 Size, +1 Dex, +4 
  Charisma), touch 14, flatfooted 13; BASE ATK : +12; 
  Grp: — (+23 against ethereal); Ethereal Atk +18 melee 
  (1d8+8, bite) or +18 melee touch (1d6+8, corrupting 
  touch); Ethereal Full Atk +18/13/8 melee (1d8+8, bite) 
  or +18/13/8 melee touch (1d6+8, corrupting touch); 
  Manifested Atk +13 melee touch (1d6, corrupting 
  touch); Manifested Full Atk +13/8/3 melee touch (1d6, 
  corrupting touch); SA Bay, Trip, Manifestation, 
  Corrupting Touch, Corrupting Gaze (DC 20), Horrific 
  Appearance (DC 20); SQ Darkvision 60 ft., Shadow 
  Blend, Scent, Rejuvenation, Turn Resistance +4; AL 
  NE; SV Fort +11, Ref +9, Will +10; Str 25, Dex 13, Con 
  —, Int 4, Wis 14, Cha 19.  
   
  Skills and Feats: Hide +24, Listen +25, Move 
  Silently +16, Search +5, Spot +25, Survival +17*; Dodge, 
  Improved Initiative, Mobility, Power Attack, Spring 
  Attack, Track 
  B. 
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300-foot 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 34 
  spread must succeed on a DC 20 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same mastiff’s bay 
  for 24 hours. The save DC is Charisma based. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempts to trip the opponent as a free action 
  (+11 modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
   
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a shadow mastiff 
  can disappear into the shadows giving it total 
  concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A 
  daylight spell, however, will. 
   
  Corrupting Gaze (Su): A ghost can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet the ghost’s gaze must succeed on a 
  DC 20 Fortitude save or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage. Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls. 
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a DC 
  20 Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in 
  the material world. When a ghost manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested ghost 
  can be harmed only by other incorporeal creatures, 
  magic weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. A manifested 
  ghost can pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike with its 
  touch attack or with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + 12) against DC 16. As a rule, the 
  only way to get rid of a ghost for sure is to determine 
  the reason for its existence and set right whatever 
  prevents it from resting in peace. The exact means 
  varies with each spirit and may require a good deal of 
  research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  Skills: Ghosts have a +8 racial bonus on Hide, 
  Listen, Search, and Spot checks. *A shadow mastiff has 
  a +4 racial bonus on Survival checks when tracking by 
  scent. 
   
  Area Twelve – Main Lab 
   
   
   
  APL 4 (EL 6) 
  �Burning Vampire Spawn: CR 5; Medium Undead; 
  HD 4d12+3; hp 29; Init +7; Spd 30ft.; AC 18 (+3 Dex, +5 
  Natural), touch 13, flat-footed 15; BASE ATK  +2; Grp 
  +6; Atk +6 melee (1d6+5 plus 1d6 fire plus energy 
  drain, slam); Full Atk +6 melee (1d6+5 plus 1d6 fire 
  plus energy drain, slam); SA Blood Drain, domination, 
  energy drain; SQ +2 turn resistance; DR 5/silver, 
  darkvision 60 ft., fast healing 2, gaseous form, 
  resistance to cold 10, electricity 10 and fire 5, spider 
  climb, undead traits; AL NE; SV Fort +1, Ref +6, Will 
  +5; Str 18, Dex 16, Con --, Int 13, Wis 13, Cha 18. 
   
  Skills and Feats: Bluff +8, Climb +9, Profession 
  (Archeologist) +4, Diplomacy +6, Hide +11, Jump +9, 
  Listen +11, Move Silently +11, Search +8, Sense Motive 
  +11, Spot +11; Alertness
  B, Improved Initiative
   
  B, 
  Lightning Reflexes
   
  B, Skill Focus (Profession), 
  Toughness. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 35 
   
  Vampire spawn use their inhuman strength when 
  engaging mortals, hammering their foes with powerful 
  blows and dashing them against rocks or walls. They 
  also use their gaseous form and flight abilities to strike 
  where opponents are most vulnerable. 
   
  Charm (Su): This is similar to the vampire’s 
  domination ability, but the save DC is 16, and the effect 
  is similar to charm person as cast by a 5th-level 
  sorcerer. A charmed subject allows the vampire spawn 
  to drain his or her blood (see below). 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire spawn’s slam attack receive one negative level. 
  The Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Blood Drain (Ex): Vampire spawn can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, inflicting 1d4 points of permanent Constitution 
  drain each round. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire spawn can assume gaseous form at will, as the 
  spell cast by a 6th-level sorcerer, but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
   
  Spider Climb (Ex): Vampire spawn can climb 
  sheer surfaces as though with a spider climb spell. 
   
  Fast Healing (Ex): Vampire spawn heals 2 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Once at rest in its coffin, it 
  regains 1 hit point after 1 hour, then resumes healing 
  at the rate of 2 hit points per round. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
  APL 6 (EL 8) 
  �Burning Vampire Spawn: CR 5; Medium Undead; 
  HD 4d12+3; hp 29; Init +7; Spd 30ft.; AC 18 (+3 Dex, +5 
  Natural), touch 13, flat-footed 15; BASE ATK  +2; Grp 
  +6; Atk +6 melee (1d6+5 plus 1d6 fire plus energy 
  drain, slam); Full Atk +6 melee (1d6+5 plus 1d6 fire 
  plus energy drain, slam); SA Blood Drain, domination, 
  energy drain; SQ +2 turn resistance; DR 5/silver, 
  darkvision 60 ft., fast healing 2, gaseous form, 
  resistance to cold 10, electricity 10 and fire 5, spider 
  climb, undead traits; AL NE; SV Fort +1, Ref +6, Will 
  +5; Str 18, Dex 16, Con --, Int 13, Wis 13, Cha 18. 
   
  Skills and Feats: Bluff +8, Climb +9, Profession 
  (Archeologist) +4, Diplomacy +6, Hide +11, Jump +9, 
  Listen +11, Move Silently +11, Search +8, Sense Motive 
  +11, Spot +11; Alertness
  B, Improved Initiative
   
  B, 
  Lightning Reflexes
   
  B, Skill Focus (Profession), 
  Toughness. 
   
  Vampire spawn use their inhuman strength when 
  engaging mortals, hammering their foes with powerful 
  blows and dashing them against rocks or walls. They 
  also use their gaseous form and flight abilities to strike 
  where opponents are most vulnerable. 
   
  Charm (Su): This is similar to the vampire’s 
  domination ability, but the save DC is 16, and the effect 
  is similar to charm person as cast by a 5th-level 
  sorcerer. A charmed subject allows the vampire spawn 
  to drain his or her blood (see below). 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire spawn’s slam attack receive one negative level. 
  The Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Blood Drain (Ex): Vampire spawn can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, inflicting 1d4 points of permanent Constitution 
  drain each round. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire spawn can assume gaseous form at will, as the 
  spell cast by a 6th-level sorcerer, but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
   
  Spider Climb (Ex): Vampire spawn can climb 
  sheer surfaces as though with a spider climb spell. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 36 
   
  Fast Healing (Ex): Vampire spawn heals 2 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Once at rest in its coffin, it 
  regains 1 hit point after 1 hour, then resumes healing 
  at the rate of 2 hit points per round. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
   
  APL 8 (EL 10) 
  �Burning Vampire Spawn: CR 5; Medium Undead; 
  HD 4d12+3; hp 29; Init +7; Spd 30ft.; AC 18 (+3 Dex, +5 
  Natural), touch 13, flat-footed 15; BASE ATK  +2; Grp 
  +6; Atk +6 melee (1d6+5 plus 1d6 fire plus energy 
  drain, slam); Full Atk +6 melee (1d6+5 plus 1d6 fire 
  plus energy drain, slam); SA Blood Drain, domination, 
  energy drain; SQ +2 turn resistance; DR 5/silver, 
  darkvision 60 ft., fast healing 2, gaseous form, 
  resistance to cold 10, electricity 10 and fire 5, spider 
  climb, undead traits; AL NE; SV Fort +1, Ref +6, Will 
  +5; Str 18, Dex 16, Con --, Int 13, Wis 13, Cha 18. 
   
  Skills and Feats: Bluff +8, Climb +9, Profession 
  (Archeologist) +4, Diplomacy +6, Hide +11, Jump +9, 
  Listen +11, Move Silently +11, Search +8, Sense Motive 
  +11, Spot +11; Alertness
  B, Improved Initiative
   
  B, 
  Lightning Reflexes
   
  B, Skill Focus (Profession), 
  Toughness. 
   
  Vampire spawn use their inhuman strength when 
  engaging mortals, hammering their foes with powerful 
  blows and dashing them against rocks or walls. They 
  also use their gaseous form and flight abilities to strike 
  where opponents are most vulnerable. 
   
  Charm (Su): This is similar to the vampire’s 
  domination ability, but the save DC is 16, and the effect 
  is similar to charm person as cast by a 5th-level 
  sorcerer. A charmed subject allows the vampire spawn 
  to drain his or her blood (see below). 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire spawn’s slam attack receive one negative level. 
  The Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Blood Drain (Ex): Vampire spawn can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, inflicting 1d4 points of permanent Constitution 
  drain each round. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire spawn can assume gaseous form at will, as the 
  spell cast by a 6th-level sorcerer, but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
   
  Spider Climb (Ex): Vampire spawn can climb 
  sheer surfaces as though with a spider climb spell. 
   
  Fast Healing (Ex): Vampire spawn heals 2 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Once at rest in its coffin, it 
  regains 1 hit point after 1 hour, then resumes healing 
  at the rate of 2 hit points per round. 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 2d6 point of fire damage.  A successful reflex 
  save, DC 16, reduces the damage by half. 
   
  �Burning Vampire: Vampire Sor6; CR 10; Medium 
  Undead (Augmented Human); HD 6d12; hp 49; Init 
  +7; Spd 30 ft.; AC 23 (+3 Dexterity, +8 Natural, +2 
  armor), touch 13, flat-footed 20; BASE ATK : +3; Grp: 
  +6; Atk +6 melee (1d6+3 plus energy drain plus 1d6 
  fire, slam); Full Atk +6 melee (1d6+3 plus energy drain 
  plus 1d6 fire, slam); SA Blood Drain, Children of the 
  Night, Dominate (DC 21), Create Spawn, Energy 
  Drain, Fire Line; SQ Alternate form, Damage 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 37 
  Reduction 10/silver and magic, Fast Healing 5, 
  Gaseous Form, Resistance 10 to cold, fire and 
  electricity, Spider Climb, Turn Resistance +4, Ashen 
  Cloud; AL NE; SV Fort +2, Ref +7, Will +7; Str 16, Dex 
  17, Con —, Int 14, Wis 14, Cha 26.  
   
  Skills and Feats: Bluff +17, Concentration +17 (+21 
  when casting defensively), Diplomacy +14, Knowledge 
  (arcana) +11, Listen +4, Spellcraft +11, Spot +4; 
  Alertness 
  B, Combat Casting, Combat Reflexes
   B, Dodge
   
  B, Greater Spell Focus (Evocation), Improved Initiative
   
  B, Lightning Reflexes
   B, Spell Focus (Evocation) 
  B. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon 
  other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 1 
  hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a DC 21 Will save or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 
  days after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it had 5 
  or more HD. In either case, the new vampire or spawn 
  is under the command of the vampire that created it 
  and remains enslaved until its master’s destruction. At 
  any given time a vampire may have enslaved spawn 
  totaling no more than twice its own Hit Dice; any 
  spawn it creates that would exceed this limit are 
  created as free-willed vampires or vampire spawn. A 
  vampire that is enslaved may create and enslave spawn 
  of its own, so a master vampire can control a number of 
  lesser vampires in this fashion. A vampire may 
  voluntarily free an enslaved spawn in order to enslave a 
  new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form. It can remain in that form until it assumes 
  another or until the next sunrise. (If the base creature 
  is not terrestrial, this power might allow other forms.) 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) 
  Any additional damage dealt to a vampire forced into 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, 
  then is no longer helpless and resumes healing at the 
  rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Resistances (Ex): A vampire has resistance to cold 
  10 and electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Spells Known (6/8/7/5; base DC = 18 + spell level; 
  DC 20 + spell level for Evocation): 0—Daze, Flare, 
  Mage Hand, Open/Close, Read Magic, Ray of Frost, 
  Touch of Fatigue; 1st—Burning Hands, Color Spray, 
  Ray of Enfeeblement, Shield; 2nd—Scorching Ray, 
  Shatter; 3rd—Fireball.  
   
  Possessions: bracers of armor +2, wand of blur (12 
  charges), 2 potions of inflict serious wounds. 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 38 
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight, Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as a Gust of 
  Wind spell) eliminates this miss chance for 1d4 
  rounds. 
   
  Fire Line: A burning undead gains the ability to 
  shot forth a 30 ft. line of fire once per day.  This fire 
  line does 3d6 point of fire damage.  A successful reflex 
  save, DC 21, reduces the damage by half. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 39 
  Appendix Two: New Material 
  New Templates 
   
   
   
          Burning Dead Template 
  “Burning Dead” is a template added to any corporeal 
  undead (referred to hereafter as the base creature). 
   
  A burning dead uses all the base creature’s 
  statistics and abilities except as noted here. Do not 
  recalculate the creature’s Hit Dice, base attack bonus, 
  saves, or skill points if its type changes. 
   
  Size and Type: The base creatures size and type 
  does not change. 
   
  Armor Class: The burning flesh (or bones) of a 
  burning dead is more resilient to attack. Natural armor 
  improves by +2 (this stacks with any natural armor 
  bonus the base creature has). 
   
  Damage: All of the natural attacks of the base 
  creature are now treated as if they were flaming burst 
  weapons, dealing an additional 1d6 points of fire 
  damage per successful hit. These attacks deal an 
  additional 1d10 points of fire damage on a successful 
  critical hit. This effect cannot be suppressed and does 
  not affect the burning dead. 
   
  Special Attack: A burning dead retains all the 
  special attacks of the base creature and gains the ability 
  to shoot forth a 30-foot line of flame once per day. A 
  burning dead’s fire line deals 1d6 points of damage per 
  two hit dice of the base creature (round down, 
  minimum 1d6). A successful Reflex save (DC 10 + 1/2 
  burning dead’s HD + burning dead’s Cha modifier) 
  reduces the damage by half. 
   
  Special Qualities: A burning dead has all the 
  special qualities of the base creature in addition to a 
  resistance to fire based of its hit dice as noted on the 
  chart below. 
   
   
  HD 
  Resistance 
   
  1-5 
  5 
   
  6-10 
  10 
   
  11+ 
  15 
   
   
  Ashen Cloud (Ex): Burning dead are also 
  continuously surrounded by a cloud of ash and smoke 
  that hides them from sight.  Due to this, all attacks 
  against a burning dead suffer a 20% miss chance similar 
  to the blur spell.  A strong wind (such as from a gust of 
  wind spell) eliminates this miss chance for 1d4 rounds. 
   
  Abilities: Increase from the base creature as 
  follows: Str +2, Dex +2, Cha +4. 
   
  Challenge Rating: HD 5 or less, as base creature 
  +1, HD 6 or more, as base creature +2. 
   
  Alignment: Same as the base creature. 
   
  Level Adjustment: Same as the base creature +3. 
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 40 
  Appendix Four: Maps 
   
  Map #1 Manor House – Use for Adventure A 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 41 
   
  Map #2 Temple Complex – Use for Adventure B 
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 42 
  Map #3 Wizard Tower – Use for Adventure C 
   
   
   
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 43 
  Player Handout One 
   
   
   
  Dear Hero of Darkgate; 
  I hope this note finds you in good health and spirits. I am distressed that we are asking for your aid 
  again so soon after your most recent adventure here but times are dire and once again we  face 
  something beyond our capabilities to handle.  
   
  After your discovery of the teleportation pads in the valley by the Sea of Dust we informed the 
  Dustdiggers, as we are accustomed to doing when something new is found. They were very excited 
  and immediately sent a large contingent to start exploring and excavating the site. Over the past two 
  months they have found several valuable (or so they say) artifacts as well as several nearly intact 
  buildings and a retaining wall. All boring stuff to me but it seemed to keep them very happy and a 
  steady flow of supplies and travelers through Darkgate (which does make us happy). Recently 
  though we lost contact with the work-site. Another group of Dustdiggers was sent to investigate and 
  was accompanied by a Border Guard patrol. To date they have also not returned.  
   
  We beseech they to return as soon as possible and investigate this matter. The flow of people and 
  supplies have ground to a halt as they wait for the patrol to return and the strain on the local moral 
  (not to mention economy) is almost to must to bear. 
   
  Thank you in advance, 
  Spokesman Olmir 
  
  Sea of Dust – Winter Fantasy 2004 
   
  Page 44 
  Player Handout Two 
   
   
   
  My most foolish invaders, 
  Sorry I was not here to hasten your destruction but this new world 
  of yours demands my attention.  Rest assured that I will soon be 
  back to destroy you and all of your kin.  I will put your world to 
  the same torch you sought to destroy mine with.  Scamper while 
  you can you pathetic fools!   
   
  
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